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Undead Origins
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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>Ivid attempted to ensure loyalty by having his generals assassinated and reanimated as undead with all the abilities they possessed in life. (D&D Gazetteer (3e))</p><p>They crave personal power, many hope for eternal life through undeath, and they look to Toldoth as the source of all they desire. (Deities and Demigods (3e))</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>Once the Crown of Horns was completely reconstituted, Myrkul teleported to many places across Faerûn, briefly settling on the brows of many living and undead former servants just long enough to create hordes of a undead in each location. (Forgotten Realms Faiths and Pantheons (3e))</p><p>The Binding of the Crypt and the Pact of the Everlasting are two rituals performed by powerful clerics, allowing them to return as an undead creature or be raised from the dead automatically if they are slain. Both rituals involve numerous other horrible incantations and the foul sacrifice of good-aligned sentients. (Forgotten Realms Faiths and Pantheons (3e))</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>712 Iuchiban’s soul escapes his tomb, gathering Bloodspeakers and raising undead to assault the capital once more. (Oriental Adventures (3e))</p><p>Any creature that dies in the Shadowlands (except for oni) animates in 1d4 hours as an undead creature, usually a zombie of the appropriate size. Crab protocols call for burning the bodies of fallen comrades to prevent this ghastly transformation. (Oriental Adventures (3e))</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>To make matters worse, the mortal races had given rise to fiends who violated the sanctity of death by raising up the spirits of the departed and the bodies of the dead. (Book of the Righteous)</p><p>Wandering the world and meeting in hidden places – caves carved into temples, catacombs of lost cathedrals, dungeons from ancient kingdoms – these [Cult of the Icy Breath] cultists celebrate the horror and splendor of death. They pray to Mormekar, the only power that matters, calling for his might to enter into them. They raise the undead, and their mightiest members become liches. Why Mormekar grants them power is a mystery that none of his followers can comprehend, and most refuse to believe that he does. (Book of the Righteous)</p><p>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. (Creature Catalog)</p><p>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. (Dragons)</p><p>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. (Dungeons)</p><p>Nodes can open anywhere, from underground caverns to lush meadows; a node welling up in a graveyard (or ancient battlefield) might produce a plague of undead, which is why being buried on sanctified ground is so important. (Explorers of Prime)</p><p>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. (Gods)</p><p>[Baron Sange] made his way out of one of the mines one day with the tattered skin of nearly a dozen islanders sewn to his flesh, then took his vengeance on Sange Tarans. First, he summoned the bodies of the dead to fight for him. Then he set them lose against the natives. with every Taran that fell another undead stood to join the ranks of his minions. (Islands of Gold: The Midnight Archipelago (Swashbuckling Adventures))</p><p>Good societies ban the creation or use of Undead. Not only is trapping a soul in a rotting corpse an act of torture, it is also a use of magic that only strengthens the Dark. (Lords of Prime)</p><p>Undead are once-living creatures animated by spiritual or supernatural forces. (Necromantic Lore)</p><p>The Necromancer is almost not even human, specializing entirely in death and cold. At 6th rank they may have commanded some undead into their service; at 8th or above they create their own. (Nobles of Prime)</p><p>Undead have been spontaneously rising from their graves on Marak’pInga and attacking the desert-dwelling Marak’ka. (Nyambe: African Adventures)</p><p>1. A powerful necromancer is performing experiments in a secret underground lab far below the Marak’pInga, and the undead are a mere side effect. (Nyambe: African Adventures)</p><p>2. The isle of Marak’pInga happens to be located at a weak point in the fabric of the Material Plane. Portals have spontaneously opened to the Spirit World, causing the dead to rise up as hideous monsters. These portals must be closed soon or the effect will only spread. Creatures of the darkest evil can sense the effect, and are being attracted to the area like flies to a corpse. (Nyambe: African Adventures)</p><p>3. A large group of Zombi cultists is behind the animations. They hope to drive the desert-dwelling Marak’ka from the Gudu Ji Pingu Desert and use it as a stronghold in the reestablished Zombi Empire. (Nyambe: African Adventures)</p><p>For example, a sword caused all slain by it to rise again as an undead under the control of the Warlock that created the sword. (Oathbound Domains of the Forge)</p><p>[T]hose that fail during the process are later animated as undead sentries, and live on in undeath to further guard Zul’s holdings. (Oathbound Domains of the Forge)</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. (Relics)</p><p>At 13th level, a necromancer gains the supernatural ability to raise corpses as undead with a single touch. This requires burning a spell slot equal to the HD of the undead created and does not guarantee control over the newly created undead. (Secret College of Necromancy)</p><p>Upon reaching 20th level, the death knight receives the most prized of rewards—the gift of undeath, granted to him by his his dark patrons. (Secret College of Necromancy)</p><p>Necromancy would be impossible without the necromancer’s ability to draw energy from the Negative Energy Plane to animate the undead and constructs they create. (Secret College of Necromancy)</p><p>The first reanimation of dead flesh occurred in a time before memory, in the prehistory when the power of magic was first harnessed. Some scholars believe necromancy was the first school mastered, predating even divination. The first ones—be they elves, humans, or some older, long-lost race—gathered around their fires and in the darkness. There were some who sought out spells of beauty and wonder, and then there were others who sought to know forbidden lore. Perhaps it was a bereaved mother willing to do anything to revive her dead child. Perhaps an ancient shaman, denied by the spirits, set out on his own to delay his passing by mastering the secrets of life and death. Perhaps a people now lost to history, their god slain, who turned to dark necromancy to fill the void and seek to recall him. Curiously enough, the most common legends for necromancy’s origin all place the blame soundly on humans. The other races point out that the majority of the undead are human in origin. Ergo, the argument goes, humans must have some special affinity to the dark art and have been the first to dabble in necromancy. (Secret College of Necromancy)</p><p>These are the remains of Hariot’s fallen troops, as far as he has been able to recover them, as well as bits and pieces that were insufficient to animate on their own. Hariot is keeping the parts in the hope that he will be able to use them to repair damaged undead, or even to create new undead from miscellaneous pieces. (Tales of Freeport)</p><p>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. (The Council's Encyclopedia of Lifeforms Mundane and Magical Version 004 A-G)</p><p>Spirit masters also often delve into the secrets of creating and commanding the undead, which does little to endear them to their fellows. (The Shaman's Hanbook)</p><p>Some Tibetan shamanic rites involved calling up ghosts or animating the dead (possibly the equivalent of an animate dead or create undead spell). (The Shaman's Hanbook)</p><p>Now, with many of his peers calling him the “Black Messiah,” Lucian Daine feels he has at last garnered the power and influence that he always craved, and his experiments grow more and more elaborate. His current work on a true ritual intends to transform the entire population of a town or village into undead. (The Wise & The Wicked)</p><p>Orcus is known as the Prince of the Undead, for it is said (in secret) that he alone created the first undead that walked the worlds. (Tome of Horrors)</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. (Weird War Two d20: Afrika Korpse)</p><p>Yvestil's Raise the Dead power. (The Wise & The Wicked)</p><p><em>From the Ashes</em> spell. (Secret College of Necromancy)</p><p><em>Leech</em> spell. (Secret College of Necromancy)</p><p><em>Mortal Stike</em> spell. (Secret College of Necromancy)</p><p><em>Skull Eyes</em> spell. (Secret College of Necromancy)</p><p><em>Soul Suck</em> spell. (Pocket Grimoire Arcane)</p><p>The First Black Scroll artifact. (Magic of Rokugan)</p><p>The Eighth Black Scroll artifact. (Magic of Rokugan)</p><p>Animate Dead epic spell seed. (Epic Level Handbook)</p><p>Revenant feat. (Secret College of Necromancy)</p><p>Revenant Guard Bleak Path ability. (Mystic Warriors)</p><p><strong>Allip:</strong> They may be the remains of ghosts who failed in their quest, wandering the world at random and babbling of their misery. (Explorers of Prime)</p><p>These creatures are mortals who have committed suicide and been denied a place in the afterlife. (Nyambe: African Adventures)</p><p><strong>Bodak:</strong> Humanoids who die from a bodak's death gaze are transformed into bodaks in one day. (SRD 3.0)</p><p>For example, a bodak’s victims rise the next day as new bodaks. (Book of Vile Darkness)</p><p>A humanoid killed by a bodak’s death gaze becomes a bodak one day later, its type changing to undead. (Savage Species (3e))</p><p>Bodak are mortals corrupted after visiting the lower coils of Da. (Nyambe: African Adventures)</p><p><em>Bodak Birth</em> spell. (Book of Vile Darkness)</p><p><strong>Devourer:</strong> During the great earthquake which destroyed the underground home of the rom, some of the giants attempted to escape to the Shadow World using magic. The spell malfunctioned, and the giants became life-devouring corporeal undead native to the Shadow World. (Nyambe: African Adventures)</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>If a ghoul lord slays its victim with its claws or bite, the victim returns as a ghast in 1d4 days. (Denizens of Darkness)</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. (Relics)</p><p><em>Create Undead</em> spell. (SRD 3.0)</p><p><em>Create Undead</em> spell. (Oriental Adventures (3e))</p><p><em>Create Undead</em> spell, caster level 14th to 15th. (Pocket Grimoire Divine)</p><p>Dagger of Mahememnun magic item. (City of Secrets: The Adventurer's Guide to Nishanpur)</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>A mortal spirit resides fully on the Material Plane as long as the body it inhabits is alive. When a mortal dies, the spirit travels to the Spirit World. It may find its way to a heaven or a hell within the Spirit World, it may return to the Material Plane in a different body (reincarnation), or—in unusual circumstances—it may linger near its place of death as a ghost. (Oriental Adventures (3e))</p><p>A monster or character may become a ghost after death. (Savage Species (3e))</p><p>The DM may allow deceased characters to remain in contact with their former lives by becoming ghosts. (Savage Species (3e))</p><p>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)</p><p>Occasionally, one of the spirits of the failed adventurers would return as a spectre or ghost, tied to the arena in which they died. (Dungeons)</p><p>In the beginning of my compilation, I must confess I was misled as to the origins of the Gray Elves. I thought them ghosts, the souls of those failed immortals who, in having passed on, gained even greater knowledge. (Eldest Sons: the Essential Guide to Elves)</p><p>It is said these are the ghosts of those slain by wearers of the The Black Armor, somehow bound to the armor for eternity. (Gods)</p><p>These beings remain in the material plane by force of personality, hatred, revenge or sorrow. (Guilds and Adventurers)</p><p>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. (Magic)</p><p>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. (Relics)</p><p>At 8th level, a spirit master can create greater undead once per day as a spell-like ability. The spirit master’s caster level equals his class level. The spirit master can only create spectres and ghosts, and must supply the material components of the spell. (The Shaman's Hanbook)</p><p>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. (Unveiled Masters: The Essential Guide to Mind Flayers)</p><p><em>Create Greater Undead</em> spell. (SRD 3.0)</p><p><em>Create Greater Undead</em> spell. (Oriental Adventures (3e))</p><p><em>Create Greater Undead</em> spell, caster level 20. (Pocket Grimoire Divine)</p><p><em>Mortal Strike</em> spell. (Secret College of Necromancy)</p><p>Animate Dead epic spell seed. (Epic Level Handbook)</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>After the creation of the Jathiman Dagger, Jergal himself saw to the destruction of the entire sect, trapping one hundred forty-nine members within a great coliseum and slowly imploding and then animating them as ghouls—forcing them to watch the fates of their friends with a mixture of horror and obscene hunger. (Forgotten Realms Faiths and Pantheons (3e))</p><p>In most cases, the legionaries of the Lost Plexan Armada devour those they kill. From time to time, however, the bodies of their 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. Elorii are not immune to this effect. (Eldest Sons: the Essential Guide to Elves)</p><p>In most cases, centurions of the Lost Plexan Armada devour those they kill. From time to time, however, the bodies of their 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. Elorii are not immune to this effect. (Eldest Sons: the Essential Guide to Elves)</p><p>In most cases, auxilia devour those they kill. From time to time, however, the bodies of their 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. (Eldest Sons: the Essential Guide to Elves)</p><p>Additionally, the bite of a vampire could create other creatures under different circumstances. (Fang & Fury)</p><p>• A person drained completely by a vampire but not fed a blood gift arises 1d4 days later as a ghoul. (Fang & Fury)</p><p>If a ghoul soldier of Mar-Namor does not devour a humanoid victim, the corpse rises as a ghoul in 1d4 days. Casting protection from evil on a body before the end of that time averts the transformation. (Hammer & Helm)</p><p>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. (Mercenaries)</p><p>Ghouls sometimes spontaneously arise from the corpses of cannibals. (Nyambe: African Adventures)</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. (Relics)</p><p>Various necromancers have come up with formulae to create ghouls, with limited success (it can be done but is difficult and dangerous). (Secret College of Necromancy)</p><p>The process for creating a ghoul requires the fresh body of a particularly wicked individual (a cannibal is best), components to the cost of 2000 gp, and a week of time. After the appropriate spells are cast and the components placed on the corpse, it must be buried in a graveyard for seven nights. On the last night the ghoul must be dug up and the final incantations uttered. All told it is quite a bit of work and expense for so simple a creature, but the advantage is that created ghouls will heed their master, although they still exist only to kill. (Secret College of Necromancy)</p><p>The cannibal cult at the Dead Pelican may ensure that their victims don’t come back by feeding their souls to their patron spirit, but no such prohibition is attached to the cultists themselves—or indeed, to those unknowing dupes who eat the flesh of the victims in the tavern’s famous pies. (Tales of Freeport)</p><p>As these individuals begin to die off—the lucky ones from natural causes, the less fortunate by violence—Freeport will begin to experience a plague of ghouls. To the cultists, this is a natural progression in the service of Oona, and they make preparations to guide their fellow-cultists through the transition to undeath and to keep them hidden and cared for afterwards. The unwitting customers, however, have no such protection. (Tales of Freeport)</p><p>The dietary needs of a growing ghoul population may cause the already high death rate in Scurvytown to rise to the point where the most lackadaisical authorities are forced to do something about it; on the bright side, though, the ghouls will require so much human flesh that there will not be enough left over to put in the pies, which will, at least, cause an eventual dip in the frequency of unsupervised ghoul creation. (Tales of Freeport)</p><p>A rash of ghoul incidents in Scurvytown may lead the PCs to investigate, and discover that the one thing everyone had in common before death was a fondness for the Pelican’s meat pies. (Tales of Freeport)</p><p><em>Create Undead</em> spell. (SRD 3.0)</p><p><em>Create Undead</em> spell. (Oriental Adventures (3e))</p><p><em>Create Undead</em> spell, caster level 11th or lower. (Pocket Grimoire Divine)</p><p>Dagger of Mahememnun magic item. (City of Secrets: The Adventurer's Guide to Nishanpur)</p><p>Demise Unseen epic spell. (Epic Level Handbook)</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>A spellcaster of at least 11th level can become a lich. (Savage Species (3e))</p><p>Transforming into a lich (see the template in the Monster Manual) requires a character to have at least eleven levels of cleric, sorcerer, or wizard just to create the phylactery. (Savage Species (3e))</p><p>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. (Magic)</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. (Magic)</p><p>The [20th level] necromancer may create a phylactery and undertake the transformation into a lich with automatic success. (Secret College of Necromancy)</p><p>Lich embalming involves all of the difficulties of mummy embalming, but with the further challenge of preserving the brain and other organs, withered and desiccated but in place, as well as the skills and memories of the target by arcane means. Any necromancer hoping to become a lich must be able to either prepare her own body for embalming (difficult at best, but usually done with instructions to mindless undead) or must teach an apprentice the art. In many cases, this apprentice is a master embalmer taken on for just this one duty. (Secret College of Necromancy)</p><p>Most of the book [Wormatia] is written in dark elven, and the spells themselves are all written in ghost writing between the lines of the elven text. Thus, it appears to be nothing more than a work of praise for the God of Death and Undeath, with long passages describing (in flowery and often allegorical terms) how the state of undeath is superior to that of living creatures. Its hints about this may help a necromancer pass from life into lich status. (Secret College of Necromancy)</p><p>Table 1-7: Embalming (Secret College of Necromancy)</p><p>Desired Result DC </p><p>Ready for Burial 12 </p><p>Prepare for animation as skeleton 15 </p><p>Taxidermy 18 </p><p>Prepare for animation as zombie 19 </p><p>Prepare for animation as mummy 25 </p><p>Prepare for animation as Lich 30 (Secret College of Necromancy)</p><p>The mummified priest in Captain Horngold’s room comes to life, animated by the chanting of the living priest outside the window. (Tales of Freeport)</p><p><em>Lich</em> spell. (Secret College of Necromancy)</p><p><em>Mortal Strike</em> spell. (Secret College of Necromancy)</p><p>Mourne's Peripeteia artifact. (The Unholy Warrior's 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>The mummified priest in Captain Horngold’s room comes to life, animated by the chanting of the living priest outside the window. (Tales of Freeport)</p><p>Animate Dead epic spell seed. (Epic Level Handbook)</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. (Dry Land: Empire of the Dragon Sands)</p><p>For some reason, the dead ancestors of the Marak’ka have been returning from the grave as undead mummies. (Nyambe: African Adventures)</p><p>Mummy embalming is an extremely long and involved process that requires desiccation of the body, soaking in natron salts, removal of the brain and organs, varnishing with resin and preservatives, and wrapping with long bands of linen interspersed with protective symbols, charms, and amulets. A successful check doubles the expected duration period of a mummy and provides it with a +2 bonus against fire (see page 52). (Secret College of Necromancy)</p><p>Table 1-7: Embalming </p><p>Desired Result DC </p><p>Ready for Burial 12 </p><p>Prepare for animation as skeleton 15 </p><p>Taxidermy 18 </p><p>Prepare for animation as zombie 19 </p><p>Prepare for animation as mummy 25 </p><p>Prepare for animation as lich 30 (Secret College of Necromancy)</p><p>Natron Salts (Secret College of Necromancy)</p><p>Special chemical salts used as desiccating agents for the preservation of bodies, particularly when creating mummies. (Secret College of Necromancy)</p><p>Constructing a mummy is a difficult and time-consuming task. Of course it begins with a body, still living. The embalming rituals that follow both preserve the body and bind the spirit to the body. The process involves drugging the subject and then removing and preserving the organs, keeping the victim alive for as long as possible. Once death finally occurs (usually when the heart and lungs are removed), the flesh is cured with natron salts (packed into the newly-created body cavities) and embalming resins, and the body wrapped in linen strips that have been enchanted to seal the embalming. When the embalming is complete, the final spells and rituals must be uttered over the body. If all is done right (and there are several opportunities to err) the mummy will awaken to unlife. Aside from the materials—the body, salts, resins, etc.—the process requires an expenditure of 10,000 gp for everything from ritual robes and a ceremonial copy of The Book of Coming Forth by Day (also known as The Book of the Dead) to incenses made from exotic woods and ground gems. The process requires six to nine months of work, during which time the necromancer is not available for other activities (such as adventuring). (Secret College of Necromancy)</p><p>The mummified priest in Captain Horngold’s room comes to life, animated by the chanting of the living priest outside the window. (Tales of Freeport)</p><p><em>Create Greater Undead</em> spell. (SRD 3.0)</p><p><em>Create Greater Undead</em> spell. (Defenders of the Faith: A Guidebook to Clerics and Paladins (3e))</p><p><em>Create Greater Undead</em> spell. (Oriental Adventures (3e))</p><p><em>Create Greater Undead</em> spell, caster level 15 or lower. (Pocket Grimoire Divine)</p><p><em>From the Ashes</em> spell. (Secret College of Necromancy)</p><p>Animate Dead epic spell seed. (Epic Level Handbook)</p><p>Touch of Undeath Necromancer power. (Secret College of Necromancy)</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. (Unveiled Masters: The Essential Guide to Mind Flayers)</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>Any shadows this summoned [by a nightcloak] shadow creates by draining Strength are under the control of the nightcloak, but vanish along with the original when the duration expires. (Forgotten Realms Faiths and Pantheons (3e))</p><p>Any humanoid reduced to Strength 0 by Anastrianna’s incorporeal touch rises as a shadow in 1d4 rounds. (Savage Species (3e))</p><p>Any humanoid reduced to Strength 0 by a shadow of 6th level or higher rises as a shadow of the same level as the master in 1d4 rounds. (Savage Species (3e))</p><p>Shadow, Spectre, Wight, and Wraith: All four of these transformed creatures appear within rounds of when the victim was slain. (Savage Species (3e))</p><p>Many kinds of creatures are subjects of the creature that created them. Vampire spawn, shadows, and zombies created by mohrgs all fall into this category. (Savage Species (3e))</p><p>A humanoid reduced to zero strength by a shadow lord rises as a shadow in the next round. (Creature Collection II Dark Menagerie)</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. (Creature Collection II Dark Menagerie)</p><p>Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds. (Dry Land: Empire of the Dragon Sands)</p><p>Most monsters are created by tael: for instance, a CR 3 Shadow requires 4,096 tael (equal to 256 ordinary people) to spawn another Shadow. (Heroes of Prime)</p><p>Any creature killed by the ndalawo becomes an undead shadow. (Nyambe: African Adventures)</p><p>Any humanoid reduced to a Strength score of 0 by a shadow leopard becomes a shadow under control of its killer within 1d4 rounds. A leopard reduced to 0 Strength by a shadow leopard becomes a new shadow leopard within 1d6 rounds. In both cases, the creature doesn’t retain any of its previous characteristics, such as those based on race, class, or creature type, but rather uses the standard SRD stats for shadows it its a humanoid or the ndalawo stats given here if a leopard. (Nyambe: African Adventures)</p><p>These creatures are rarely encountered except as the spawn of a ndalawo shadow leopard. (Nyambe: African Adventures)</p><p>Most believe Nemamiah created these hordes to shield his Warlocks from outside intrusions, forming a standing army that never tires and is always vigilant. (Oathbound Domains of the Forge)</p><p>Any humanoid reduced to 0 Strength by a shadow lich’s Incorporeal Touch becomes an undead shadow within 1d4 rounds. (Penumbra Fantasy Bestiary)</p><p>At 4th level, a spirit master gains the spell-like ability to create undead once per day. The spirit master’s caster level equals his class level, but the spirit master can only create shadows and wraiths. Otherwise the ability works exactly as the spell create undead and the spirit master must supply the material components. (The Shaman's Hanbook)</p><p>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. (Unveiled Masters: The Essential Guide to Mind Flayers)</p><p><em>Create Undead</em> spell. (SRD 3.0)</p><p><em>Create Undead</em> spell. (Oriental Adventures (3e))</p><p><em>Create Undead</em> spell, caster level 16th to 17th. (Pocket Grimoire Divine)</p><p><em>Quicken Shadow</em> spell. (Pocket Grimoire Divine)</p><p><em>Sucking Touch</em> spell. (Pocket Grimoire Arcane)</p><p><em>Sucking Touch</em> spell. (Pocket Grimoire Divine)</p><p><em>Weapon of Shade</em> spell. (Pocket Grimoire Arcane)</p><p>Animate Dead epic spell seed. (Epic Level Handbook)</p><p>Shadowspawn supernatural contact poison. (Forgotten Realms Faiths and Pantheons Web Enhancement Leaves of Learning)</p><p>Taint of Shadow poison. (Assassin's 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>Outside the Shadowlands, skeletons are frequently animated through use of a porcelain mask. (Oriental Adventures (3e))</p><p>Four centuries later, a sorcerer now called Iuchiban discovered Nakanu’s works and used them to develop spells of maho. He animated an army of skeletons and zombies within a cemetery in the heart of Otosan Uchi (known as the Battle of Stolen Graves), but he was eventually caught and imprisoned within a tomb deep in Crab territory. (Oriental Adventures (3e))</p><p>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. (Creatures of Rokugan)</p><p>A pyre elemental can touch the corpse of any once-living corporeal creature within its reach as a free action, animating it as a zombie or skeleton (depending on the condition of the corpse). (Denizens of Darkness)</p><p>Beginning at 3rd level, the black abbot gains the ability to animate dead once per day, as the spell with a caster level equal to the sum of his cleric and black abbot levels. At 5th level he gains an additional use per day. Unlike the usual form of the spell, this ability does not require the sacrifice of a black onyx gem for each zombie or skeleton created. (Fang & Fury)</p><p>Most believe Nemamiah created these hordes to shield his Warlocks from outside intrusions, forming a standing army that never tires and is always vigilant. (Oathbound Domains of the Forge)</p><p>Preparing a skeleton for animation involves removing all skin and flesh by boiling but preserving cartilage and ligaments in place for proper range of motion of the animated bones. It also hardens foot and hand bones for greater durability. A successful check doubles the expected duration period of a skeleton. (Secret College of Necromancy)</p><p>Table 1-7: Embalming (Secret College of Necromancy)</p><p>Desired Result DC </p><p>Ready for Burial 12 </p><p>Prepare for animation as skeleton 15 </p><p>Taxidermy 18 </p><p>Prepare for animation as zombie 19 </p><p>Prepare for animation as mummy 25 </p><p>Prepare for animation as lich 30 (Secret College of Necromancy)</p><p>It would seem with the ability to use animate dead to create skeletons and zombies any necromancer could raise an unstoppable army (or at least a really big one), just like The Ghoul, and conquer the world. (Secret College of Necromancy)</p><p>The mummified priest in Captain Horngold’s room comes to life, animated by the chanting of the living priest outside the window. (Tales of Freeport)</p><p>First, he found the lizardfolk’s burial ground, and created an army of skeletons and zombies. (Tales of Freeport)</p><p>Yvestil's Raise the Dead power. (The Wise & The Wicked)</p><p><em>Animate Dead</em> spell. (SRD 3.0)</p><p><em>Animate Dead</em> spell. (Oriental Adventures (3e))</p><p><em>Animate Dead</em> spell. (Dark Sun 3 3.0)</p><p><em>Animate Dead</em> spell. (Pocket Grimoire Arcane)</p><p><em>Animate Dead</em> spell. (Pocket Grimoire Divine)</p><p><em>Greater Animate Dead</em> spell. (Empire)</p><p><em>Mark of Thralldom</em> spell. (Pocket Grimoire Arcane)</p><p><em>Mark of Thralldom</em> spell. (Pocket Grimoire Divine)</p><p>Cauldron of the Dead magic item. (The Witch's Handbook)</p><p>Porcelain Mask magic item. (Oriental Adventures (3e))</p><p>Ungent of Animation. (City of Secrets: The Adventurer's Guide to Nishanpur)</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. (SRD 3.0)</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>Shadow, Spectre, Wight, and Wraith: All four of these transformed creatures appear within rounds of when the victim was slain. (Savage Species (3e))</p><p>Any humanoid killed by a spectral troll will rise 1d3 days later as a free-willed specter unless a cleric of the victim’s religion casts bless on the body and performs a proper burial. (Creature Catalog)</p><p>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. (Creature Collection II Dark Menagerie)</p><p>Occasionally, one of the spirits of the failed adventurers would return as a spectre or ghost, tied to the arena in which they died. (Dungeons)</p><p>These beings remain in the material plane by force of personality, hatred, revenge or sorrow. (Guilds and Adventurers)</p><p>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. (Magic)</p><p>At 8th level, a spirit master can create greater undead once per day as a spell-like ability. The spirit master’s caster level equals his class level. The spirit master can only create spectres and ghosts, and must supply the material components of the spell. (The Shaman's Hanbook)</p><p>Daine’s research grew darker and more complex. He sought to understand the connection between free-willed undead, such as wraiths and spectres, and the souls of the departed. Were these creatures the entire soul of a dead being? Were they only a portion of that soul, an amalgam of many souls or entirely separate and distinct entities? (The Wise & The Wicked)</p><p>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. (Unveiled Masters: The Essential Guide to Mind Flayers)</p><p><em>Create Greater Undead</em> spell. (SRD 3.0)</p><p><em>Create Greater Undead</em> spell. (Oriental Adventures (3e))</p><p><em>Create Greater Undead</em> spell, caster level 16th to 17th. (Pocket Grimoire Divine)</p><p>Animate Dead epic spell seed. (Epic Level Handbook)</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>A creature with 5 or more HD killed by a vampire may become a vampire. (Savage Species (3e))</p><p>Assuming a player character can convince a vampire to drain his or her Constitution via its blood drain attack rather than killing him or her outright via its energy drain attack, the transformation is relatively simple. If a character with 5 or more Hit Dice (from any combination of base creature HD and HD from class levels) dies because a vampire reduces his or her Constitution to 0, that character rises as a vampire 1d4 days after burial. (Savage Species (3e))</p><p>The standard rules for vampires specify that a new vampire is created when a humanoid or monstrous humanoid with at least 5 HD is killed by a vampire’s blood drain attack. (Fang & Fury)</p><p>The lore of the Great House teaches that the first vampires came into being at the very beginning of time. (Fang & Fury)</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. (Magic)</p><p>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. (Relics)</p><p><em>Create Greater Undead</em> spell. (SRD 3.0)</p><p><em>Create Greater Undead</em> spell. (Oriental Adventures (3e))</p><p><em>Create Greater Undead</em> spell, caster level 18th to 19th. (Pocket Grimoire Divine)</p><p><em>Mortal Strike</em> spell. (Secret College of Necromancy)</p><p>Dagger of Mahememnun magic item. (City of Secrets: The Adventurer's Guide to Nishanpur)</p><p>Talisman of the Wild Vampiric magic item. (Hammer & Helm)</p><p>Animate Dead epic spell seed. (Epic Level Handbook)</p><p>Touch of Undeath Necromancer power. (Secret College of Necromancy)</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>Many kinds of creatures are subjects of the creature that created them. Vampire spawn, shadows, and zombies created by mohrgs all fall into this category. (Savage Species (3e))</p><p>A humanoid or monstrous humanoid slain by a chiang-shi’s energy drain attack rises as a vampire spawn 1d4 days after burial. (Denizens of Darkness)</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. (Denizens of Darkness)</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. (Denizens of Darkness)</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. (Denizens of Darkness)</p><p>A humanoid or monstrous humanoid slain by the diseases spread by a vrykolaka rises as a vampire spawn 1d4 days after burial. (Denizens of Darkness)</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. (Denizens of Darkness)</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. (Denizens of Darkness)</p><p>An elf or half-elf that commits suicide due to the effects of an elven vampire’s Charisma drain rises as a vampire spawn 1d4 days after burial. (Denizens of Darkness)</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. (Denizens of Darkness)</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. (Denizens of Darkness)</p><p>Thirsting Rod magic item. (Wrath & Rage)</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>Shadow, Spectre, Wight, and Wraith: All four of these transformed creatures appear within rounds of when the victim was slain. (Savage Species (3e))</p><p>Any humanoid slain by the Kadum leviathan’s Constitution drain becomes a wight in 1d4 rounds. (Creature Collection II Dark Menagerie)</p><p>The four thanes have been transformed into wights by the dark energy of Ulri. (Dungeons)</p><p>The humanoid or monstrous humanoid must be killed by a vampire’s blood drain attack, then fed blood (see Blood Gifts, below) by the same vampire to restore it to 0 hit points. Humanoids and monstrous humanoids killed by blood drain but not fed a blood gift arise 1d4 days later as vampire spawn. (Fang & Fury)</p><p>Additionally, the bite of a vampire could create other creatures under different circumstances. (Fang & Fury)</p><p>• A living person fed a blood gift transforms into a vampire spawn 1d4 days later. (Fang & Fury)</p><p>Outside of the Nighthounds, few know about the houndmistress’ secret wraithblade, with which she turns her foes into wights under her control. (Mithril: City of the Golem)</p><p>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. (Monsters Handbook)</p><p>Most believe Nemamiah created these hordes to shield his Warlocks from outside intrusions, forming a standing army that never tires and is always vigilant. (Oathbound Domains of the Forge)</p><p>From time to time, necromancers have attempted to create wights, but while these experiments have met with limited success the resultant undead are invariably so difficult to control that the necromancers eventually abandon that line of research for more reliable ghouls, mummies, or constructs. (Secret College of Necromancy)</p><p><em>Create Undead</em> spell. (SRD 3.0)</p><p><em>Create Undead</em> spell. (Oriental Adventures (3e))</p><p><em>Create Undead</em> spell, caster level 18th to 19th. (Pocket Grimoire Divine)</p><p>Dagger of Mahememnun magic item. (City of Secrets: The Adventurer's Guide to Nishanpur)</p><p>Animus Blizzard epic spell. (Epic Level Handbook)</p><p>Animate Dead epic spell seed. (Epic Level Handbook)</p><p>Touch of Undeath Necromancer power. (Secret College of Necromancy)</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>As a free action, the demilich can animate its crumbled remains as a wraith-like shape. (Creature Catalog)</p><p>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. (Magic)</p><p>This room was once used to incubate the eggs of those serpent folk who were destined to become priests of Yig. When the temple fell, most of the eggs incubating here were destroyed, and K’Stallo has set up the altar to the memory of the unborn serpent folk who died in that disaster. (Tales of Freeport)</p><p>If the altar is disturbed or profaned in any way, the spirits of some of the unborn serpent folk will rise up from the floor and attack those responsible. (Tales of Freeport)</p><p>At 4th level, a spirit master gains the spell-like ability to create undead once per day. The spirit master’s caster level equals his class level, but the spirit master can only create shadows and wraiths. Otherwise the ability works exactly as the spell create undead and the spirit master must supply the material components. (The Shaman's Hanbook)</p><p>Daine’s research grew darker and more complex. He sought to understand the connection between free-willed undead, such as wraiths and spectres, and the souls of the departed. Were these creatures the entire soul of a dead being? Were they only a portion of that soul, an amalgam of many souls or entirely separate and distinct entities? (The Wise & The Wicked)</p><p>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. (Unveiled Masters: The Essential Guide to Mind Flayers)</p><p><em>Create Undead</em> spell. (SRD 3.0)</p><p><em>Create Undead</em> spell. (Oriental Adventures (3e))</p><p><em>Create Undead</em> spell, caster level 20th. (Pocket Grimoire Divine)</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>Outside the Shadowlands, zombies are frequently animated through use of a porcelain mask. (Oriental Adventures (3e))</p><p>Four centuries later, a sorcerer now called Iuchiban discovered Nakanu’s works and used them to develop spells of maho. He animated an army of skeletons and zombies within a cemetery in the heart of Otosan Uchi (known as the Battle of Stolen Graves), but he was eventually caught and imprisoned within a tomb deep in Crab territory. (Oriental Adventures (3e))</p><p>Any creature that dies in the Shadowlands (except for oni) animates in 1d4 hours as an undead creature, usually a zombie of the appropriate size. Crab protocols call for burning the bodies of fallen comrades to prevent this ghastly transformation. (Oriental Adventures (3e))</p><p>Many kinds of creatures are subjects of the creature that created them. Vampire spawn, shadows, and zombies created by mohrgs all fall into this category. (Savage Species (3e))</p><p>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. (Creatures of Rokugan)</p><p>A uragirimono can burrow into a corpse as a standard action, animating it as a zombie while it inhabits the body. (Creatures of Rokugan)</p><p>Any humanoid slain by an undead cloaker’s energy drain (including the host) rises as a zombie 24 hours later. (Denizens of Darkness)</p><p>A pyre elemental can touch the corpse of any once-living corporeal creature within its reach as a free action, animating it as a zombie or skeleton (depending on the condition of the corpse). (Denizens of Darkness)</p><p>Humanoids slain by a jolly roger’s cackling touch rise as waterlogged zombies in 24 hours unless the body is blessed and given a traditional burial at sea. (Denizens of Darkness)</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. (Denizens of Darkness)</p><p>Once per day, by making a successful touch attack, the zombie lord can attempt to turn a living creature into a zombie under his command. The target must make a Fortitude save. Those who fail are instantly slain, and rise in 1d4 rounds as a zombie under the zombie lord’s command. (Denizens of Darkness)</p><p>Any humanoid slain by a desert wraith’s energy drain attack becomes a zombie within 48 hours, even if raised from the dead, though this can be prevented if the body is washed in holy water. (Creature Catalog)</p><p>A zombie-lord may direct its animate dead ability at a single living creature that is within 30 feet. If the creature fails a Will save, it is instantly slain, and will rise as a zombie under the zombie-lord’s command in 1d4 rounds. (Creature Catalog)</p><p>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. (Creature Collection II Dark Menagerie)</p><p>Any non-humanoid living creature slain by the Kadum leviathan’s Constitution drain becomes a zombie in 1d4 rounds. (Creature Collection II Dark Menagerie)</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. (Creature Collection II Dark Menagerie)</p><p>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. (Dungeons)</p><p>Additionally, the bite of a vampire could create other creatures under different circumstances. (Fang & Fury)</p><p>• A person killed by a vampire but not fully drained of blood arises 1d4 days later as a zombie. (Fang & Fury)</p><p>Beginning at 3rd level, the black abbot gains the ability to animate dead once per day, as the spell with a caster level equal to the sum of his cleric and black abbot levels. At 5th level he gains an additional use per day. Unlike the usual form of the spell, this ability does not require the sacrifice of a black onyx gem for each zombie or skeleton created. (Fang & Fury)</p><p>Any humanoid slain by crawling members becomes a zombie in 1d4 rounds. (General Guidelines for D20 Zothique)</p><p>Any humanoid slain by a desert wraiths energy drain attack becomes a zombie within 48 hours, even if raised from the dead, though this can be prevented if the body is washed in holy water. (General Guidelines for D20 Zothique)</p><p>Zombies are the reanimated corpses of the islanders and missionaries. (Islands of Gold: The Midnight Archipelago (Swashbuckling Adventures))</p><p>The baron can summon zombies from any readily available corpses. In a densely populated area, such as a graveyard, battleground, plague grounds, or prison, the baron can raise two undead every round. Otherwise the Baron can only raise dead as available. (Islands of Gold: The Midnight Archipelago (Swashbuckling Adventures))</p><p>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. (Necromantic Lore)</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. (Necromantic Lore)</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. (Necromantic Lore)</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. (Necromantic Lore)</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. (Necromantic Lore)</p><p>Most believe Nemamiah created these hordes to shield his Warlocks from outside intrusions, forming a standing army that never tires and is always vigilant. (Oathbound Domains of the Forge)</p><p>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. (Penumbra Fantasy Bestiary)</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. (Penumbra Fantasy Bestiary)</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 re]ghplace their creature types with undead. (Relics)</p><p>At 13th level, a necromancer gains the supernatural ability to raise corpses as undead with a single touch. This requires burning a spell slot equal to the HD of the undead created and does not guarantee control over the newly created undead. Thus, to create a zombie (2 HD), she must expend a 2nd-level spell slot; to control it, she must make a successful control undead attempt. (Secret College of Necromancy)</p><p>A zombie embalming preserves the corpse from quick decay, keeping the flesh intact by draining the most easily corrupted fluids and removing unnecessary organs (such as the lungs and intestines) that are often the first site of decay. A successful check doubles the expected duration period of a zombie. (Secret College of Necromancy)</p><p>Table 1-7: Embalming (Secret College of Necromancy)</p><p>Desired Result DC </p><p>Ready for Burial 12 </p><p>Prepare for animation as skeleton 15 </p><p>Taxidermy 18 </p><p>Prepare for animation as zombie 19 </p><p>Prepare for animation as mummy 25 </p><p>Prepare for animation as lich 30 (Secret College of Necromancy)</p><p>It would seem with the ability to use animate dead to create skeletons and zombies any necromancer could raise an unstoppable army (or at least a really big one), just like The Ghoul, and conquer the world. Obviously it hasn’t happened. Why? (Secret College of Necromancy)</p><p>The flesh that regrows as a result of this [second helping] spell is fresh, as if the victim was just recently slain. The flesh rots to putrescence after 24 hours if not eaten, which is generally not a problem with most trolls. However, if second helping is cast upon a complete skeleton followed by an animate dead spell, the resulting undead will be a zombie rather than a skeleton, and the zombie’s dead flesh does not putrefy 24 hours after the casting of the second helping spell, as would normally be the case. (Slayer's Guide to Trolls)</p><p>The mummified priest in Captain Horngold’s room comes to life, animated by the chanting of the living priest outside the window. (Tales of Freeport)</p><p>First, he found the lizardfolk’s burial ground, and created an army of skeletons and zombies. (Tales of Freeport)</p><p>Any humanoid slain by a vampiric ooze becomes a zombie in 1d4 rounds. (Tome of Horrors)</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. (Weird War Two d20: Afrika Korpse)</p><p>Hapless victims of the SS Blood Mage’s negative energy. (Weird War Two d20: Hell in the Hedgerows)</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. (Weird War Two d20: Hell in the Hedgerows)</p><p>Yvesti's Raise the Dead power. (The Wise & The Wicked)</p><p><em>Animate Dead</em> spell. (SRD 3.0)</p><p><em>Animate Dead</em> spell. (Oriental Adventures (3e))</p><p><em>Animate Dead</em> spell. (Dark Sun 3 3.0)</p><p><em>Animate Dead</em> spell. (Pocket Grimoire Arcane)</p><p><em>Dead Alive</em> spell. (Pocket Grimoire Arcane)</p><p><em>Greater Animate Dead</em> spell. (Empire)</p><p><em>Mists of Undeath</em> spell. (Pocket Grimoire Arcane)</p><p>Cauldron of the Dead magic item. (The Witch's Handbook)</p><p>Cauldron of Zombie Spewing Diabolic Engine. (Book of Vile Darkness)</p><p>Dagger of Mahememnun magic item. (City of Secrets: The Adventurer's Guide to Nishanpur)</p><p>Dnulper magic item. (Freeport: The City of Adventure)</p><p>Her Fury magic item. (Plot & Poison)</p><p>Porcelain Mask magic item. (Oriental Adventures (3e))</p><p>Spawning magic weapon quality. (Eldest Sons: the Essential Guide to Elves)</p><p>Ungent of Animation. (City of Secrets: The Adventurer's Guide to Nishanpur)</p><p>Death Rock major artifact. (Book of Vile Darkness)</p><p>The First Black Scroll artifact. (Magic of Rokugan)</p><p>Zone of Animation feat. (Epic Level Handbook)</p><p>Animate Dead epic spell seed. (Epic Level Handbook)</p><p>Touch of Undeath Necromancer power. (Secret College of Necromancy)</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><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="https://www.drivethrurpg.com/product/28490/DD-Gazetteer-3e?affiliate_id=17596" target="_blank">D&D Gazetteer (3e)</a>[spoiler]</p><p><strong>Undead:</strong> Ivid attempted to ensure loyalty by having his generals assassinated and reanimated as undead with all the abilities they possessed in life.</p><p><strong>Ivid the Undying:</strong> Ivid attempted to ensure loyalty by having his generals assassinated and reanimated as undead with all the abilities they possessed in life. In turn, he received the same treatment from the church of Hextor, after which he became known as hid the Undying.</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Vecna, The Whispered Lich:</strong> ?</p><p><strong>Vampire:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/3725/Defenders-of-the-Faith-A-Guidebook-to-Clerics-and-Paladins-3e?affiliate_id=17596" target="_blank">Defenders of the Faith: A Guidebook to Clerics and Paladins (3e)</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Undead Opponent:</strong> ?</p><p><strong>More Intelligent Undead:</strong> ?</p><p><strong>Quite Powerful Undead:</strong> ?</p><p><strong>Powerful Undead, Powerful Undead Creature:</strong> ?</p><p><strong>More Powerful Undead:</strong> ?</p><p><strong>Evil Undead:</strong> ?</p><p><strong>More Intelligent Form of Undead:</strong> ?</p><p><strong>Undead Foe:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Wrathful Undead:</strong> ?</p><p><strong>Summoned Undead:</strong> ?</p><p><strong>Allip:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Ghoul, Undead Minion:</strong> ?</p><p><strong>Ghoul Spawn:</strong> ?</p><p><strong>Lich, Powerful Undead Creature:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Mummy:</strong> <em>Create Greater Undead</em> spell.</p><p><strong>Shadow:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Snarling Vampire:</strong> ?</p><p><strong>Vampire, Powerful Undead:</strong> ?</p><p><strong>Vampire, Undead Minion:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Walking Dead:</strong> ?</p><p><strong>Vecna:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/130333/Deities-and-Demigods-3e?affiliate_id=17596" target="_blank">Deities and Demigods (3e)</a>[spoiler]</p><p><strong>Vecna, The Maimed Lord, The Whispered One, The Master of All That Is Secret and Hidden, Lesser God Divine Rank 10 Wizard 20/Cleric 20, Deity of Secrets, Ascended Lich:</strong> ?</p><p><strong>Mummy Greater:</strong> Greater mummies are undead clerics who revered deities of the Pharaonic pantheon—usually Set, Osiris, or Nephthys.</p><p>“Greater mummy” is a template that can be added to any humanoid creature (referred to hereafter as the character), provided it has the approval of its patron deity.</p><p><strong>Mummy Greater Cleric 11:</strong> ?</p><p><strong>Mummy Greater, Undead Cleric:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> They crave personal power, many hope for eternal life through undeath, and they look to Toldoth as the source of all they desire.</p><p><strong>Undead Servant:</strong> ?</p><p><strong>Undead Follower:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Vecna, Lich:</strong> ?</p><p><strong>Lich, Dumekkra:</strong> ?</p><p><strong>Mohrg:</strong> ?</p><p><strong>Mummy, Common Mummy:</strong> ?</p><p><strong>Mummy, Tomb Guardian:</strong> ?</p><p><strong>Nightshade:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.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>[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/28544/Faiths-and-Pantheons-3e?affiliate_id=17596" target="_blank">Forgotten Realms Faiths and Pantheons (3e)</a>[spoiler]</p><p><strong>Zin-Carla, Spirit Wraith:</strong> The zin-carla template can be applied to the body of any formerly living creature with Intelligence 3 or higher.</p><p>Lolth only grants the zin-carla ritual for the completion of specific tasks, and these may never be purely to work revenge or bring harm on other drow.</p><p>The soul of a spirit-wraith is forcibly returned to its body by the will of the arachne who summons it, and it resents this act.</p><p>At 9th level, an arachne can create a special form of undead called a zin-carla.</p><p>The zin-carla ritual requires 8 hours and the intact corpse of the creature to be animated. The arachne must expend 50 XP per Hit Die of the creature to be animated.</p><p><strong>Zin-Carla, Free-Willed Undead:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> Once the Crown of Horns was completely reconstituted, Myrkul teleported to many places across Faerûn, briefly settling on the brows of many living and undead former servants just long enough to create hordes of a undead in each location.</p><p>The Binding of the Crypt and the Pact of the Everlasting are two rituals performed by powerful clerics, allowing them to return as an undead creature or be raised from the dead automatically if they are slain. Both rituals involve numerous other horrible incantations and the foul sacrifice of good-aligned sentients.</p><p><strong>Undead Former Servant:</strong> ?</p><p><strong>Servitor Undead:</strong> ?</p><p><strong>Undead Animated With Spells:</strong> ?</p><p><strong>Undead Worshiper:</strong> ?</p><p><strong>More Powerful Undead:</strong> ?</p><p><strong>Allip:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Meridian Gan, Human Ghost Fighter 11:</strong> ?</p><p><strong>Hullack, Human Ghost Druid 18/Heirophant 2, Spirit:</strong> ?</p><p><strong>Ghoul:</strong> After the creation of the Jathiman Dagger, Jergal himself saw to the destruction of the entire sect, trapping one hundred forty-nine members within a great coliseum and slowly imploding and then animating them as ghouls—forcing them to watch the fates of their friends with a mixture of horror and obscene hunger.</p><p><strong>Lich:</strong> ?</p><p><strong>Good Elf Lich Wizard:</strong> ?</p><p><strong>Nhyris D’Hothek, Pureblood Yuan-Ti Lich:</strong> The most recent known bearer of the Crown of Horns, who bore it for at least a year, is believed to have been Nhyris D’Hothek, a male pureblood yuan-ti who disappeared from his haunts in the subterranean port of Skullport in 1370 DR after being transformed into a lich by the Crown of Horns.</p><p><strong>Evil Lich:</strong> ?</p><p><strong>Shadow:</strong> Any shadows this summoned [by a nightcloak] shadow creates by draining Strength are under the control of the nightcloak, but vanish along with the original when the duration expires.</p><p><strong>Shadow Companion:</strong> ?</p><p><strong>9-HD Shadow:</strong> ?</p><p><strong>Undead Shadow:</strong> A Chosen of Bane can let his shadow roam free as an undead shadow under his control.</p><p><strong>Free-Willed Shadow:</strong> A Chosen of Bane can let his shadow roam free as an undead shadow under his control. The Chosen remains in telepathic contact with the shadow as long as he and it are on the same plane. Shadows that it creates leave to become free-willed shadows.</p><p><strong>Animate Skeleton:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Banedead:</strong> Intelligent undead with hideous claws and damage reduction, formed from worshipers of evil deities.</p><p><strong>Banedead, Intelligent Undead With Hideous Claws and Damage Reduction Formed From Worshipers of Evil Deities:</strong> ?</p><p><strong>Baneguard, Semi-Intelligent Skeletal Undead That Can Cast Blink and Magic Missile:</strong> ?</p><p><strong>Banelich:</strong> Most previous Chosen of Bane were turned into liches by Bane, and at least 35 of these creatures were created in previous centuries.</p><p><strong>Baelnorn:</strong> A good elven lich created to defend a sacred elven site.</p><p><strong>Baelnorn, Good Elven Lich Created to Defend a Sacred Elven Site:</strong> ?</p><p><strong>Death Tyrant Beholder:</strong> ?</p><p><strong>Deathkiss:</strong> ?</p><p><strong>Dracolich, Sacred One:</strong> Wearers of purple are typically leaders of such Dragon Cult cells. They are responsible for tracking evil dragons to their lair, offering tribute to evil dragons, convincing evil dragons to become dracoliches, preparing the necessary ritual components for the transformation, and serving dracoliches once created.</p><p><strong>Antharikkan, Young Adult Black Dracolich:</strong> ?[/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></p><p><a href="https://www.drivethrurpg.com/en/product/3735/masters-of-the-wild-a-guidebook-to-barbarians-druids-and-rangers-3e?affiliate_id=17596" target="_blank">Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers (3e)</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Skeletal Animal, Skeleton, Skeleton Formerly of the Animal Type:</strong> ?</p><p><strong>Large Skeletal Animal, Skeleton, Skeleton Formerly of the Animal Type:</strong> ?</p><p><strong>Incorporeal Skeletal Animal, Skeleton, Skeleton Formerly of the Animal Type:</strong> ?</p><p><strong>Huge Skeletal Animal, Skeleton, Skeleton Formerly of the Animal Type:</strong> ?</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="https://drivethrurpg.com/product/23426/oriental-adventures-3e?affiliate_id=17596" target="_blank">Oriental Adventures (3e)</a>[spoiler]</p><p><strong>Gaki:</strong> Gaki are minor undead spirits, the spirits of wicked mortals who return to the world of the living in the form of horrible monsters as punishment for their sins.</p><p><strong>Gaki Jiki-Niku-Gaki, Jiki-Niku-Gaki, Ghoulish Jiki-Niku-Gaki, Corrupted Spirit of a Humanoid Who Was Guilty of Excessive Avarice in Their Former Life:</strong> Jiki-niku-gaki are the corrupted spirits of humanoids who were guilty of excessive avarice in their former lives. Greedy merchants and miserly moneylenders often become these ghoulish, repulsive monsters.</p><p><strong>Gaki Shikki-Gaki, Shikki-Gaki, Disease-Ridden Shikki-Gaki:</strong> Most shikki-gaki are the corrupted spirits of irresponsible healers or negligent servants. A few were once Small nature spirits that inhabited mushrooms or other fungi sprouting from the trunks of decaying trees. These nature spirits completely succumbed to their evil aspects, developing a taste for bluebirds or butterflies.</p><p><strong>Gaki Shinen-Gaki, Shinen-Gaki, Fiery Shinen-Gaki, Spirit of a Wicked Humanoid:</strong> Often created from the spirit of a traitorous or cowardly soldier, a shinen-gaki is the spirit of a wicked humanoid.</p><p><strong>Gaki Jiki-Ketsu-Gaki, Jiki-Ketsu-Gaki, Vampiric Jiki-Ketsu-Gaki, Spirit of a Corrupted Holy Individual Who Was Guilty of Heresy in Life:</strong> Jiki-ketsu-gaki are the spirits of corrupted shamans, monks, or other holy individuals who were guilty of heresy in life.</p><p><strong>Ghost, Yorei:</strong> A mortal spirit resides fully on the Material Plane as long as the body it inhabits is alive. When a mortal dies, the spirit travels to the Spirit World. It may find its way to a heaven or a hell within the Spirit World, it may return to the Material Plane in a different body (reincarnation), or—in unusual circumstances—it may linger near its place of death as a ghost.</p><p><em>Create Greater Undead</em> spell.</p><p><strong>Ghost Akikage, Akikage, Undead Spirit of a Ninja Assassin Who Died While Stalking an Important Victim:</strong> An akikage is the undead spirit of a ninja assassin who died while stalking an important victim. In life, the ninja was obsessed with duty and discipline, and this obsession prevents it from resting in death until it has completed its last mission.</p><p><strong>Ghost Chu-U, Chu-U, Legless Ghost, Restless Spirit of a Mortal Who Was Neither Virtuous Enough to be Rewarded Nor Wicked Enough to be Punished in the Afterlife:</strong> A chu-u, or legless ghost, is the restless spirit of a mortal who was neither virtuous enough to be rewarded nor wicked enough to be punished in the afterlife. As a result, it wanders the earth, pulling itself along with its arms in terrible agony, hoping to convince someone to testify to the judges of the dead on its behalf, persuading the judges to let it enter the afterlife.</p><p><strong>Ghost Con-Tinh, Con-Tinh, Malicious Con-Tinh:</strong> The malicious con-tinh is the spirit of a maiden who died before her time—usually as the result of an illicit love affair that ends in murder.</p><p><strong>Ghost Hanging Ghost:</strong> Those who commit suicide are doomed to become ghosts, their spirits lingering in the Material Plane until they convince another person to kill themselves.</p><p><strong>Ghost Kuei, Kuei, Phi Haa:</strong> A kuei, or phii ha, is the spirit of a humanoid that died by violence unavenged or with a purpose unfulfilled.</p><p><strong>Ghost Ubume, Ubume, Mourning One:</strong> The “mourning ones” are the spirits of women who have died in childbirth or while pregnant. The mother and child cannot pass into the afterlife until the child is “born.”</p><p><strong>Hopping Vampire:</strong> When a body is buried improperly or in an inauspicious location, it often returns to activity as a hopping vampire, hungry to kill living creatures. The body is animated by the po soul (evil portion of the soul) of the deceased; the hun soul (good portion) is departed. Without the hun soul, the body is not truly alive, so it retains some of the rigidity of death.</p><p>Any humanoid hit by a hopping vampire’s claw attack must succeed at a Fortitude save (DC 13) or contract a curse that turns her into a hopping vampire herself. Over the course of 1d4+1 days, the victim slowly transforms into a vampire, growing fangs and long fingernails and becoming more bestial. To stop the transformation, the character must receive a remove curse spell before the process is complete. Each hour spent hopping or dancing on pure sticky rice delays the curse’s onset by 1 day. (As with any physical exertion, a character can only dance on sticky rice for so long before tiring: After moving around for an hour, each additional hour inflicts 1 point of subdual damage on the character, cumulative—1 point the second hour, 2 points the third hour, 3 points the fourth hour, and so on.) Once the transformation has run its course, it cannot be reversed by any means short of a wish or miracle.</p><p><strong>Onikage:</strong> Horses that die in the Shadowlands may rise again as onikages, creatures with scaled, horse-shaped bodies, long fangs, crocodilian tails, glowing eye sockets, and clawed hooves.</p><p><strong>Vampire Pennaggolan, Pennaggolan:</strong> “Pennaggolan” is a template that can be added to any humanoid creature.</p><p>Pennaggolans usually kill their victims by strangulation before draining all their blood. If a character dies from a pennaggolan’s blood drain ability, however, the victim is at risk of rising again as a pennaggolan. If the body remains unburied for three days, it is transformed into a pennaggolan.</p><p><strong>Pennaggolan Human Fighter 5:</strong> ?</p><p><strong>Akutsukai, Servant of Evil:</strong> An akutsukai (“servant of evil”) is a human who has been transformed into an onilike minion of evil. Most akutsukai were either maho-tsukai or maho-bujin before their transformation, but occasionally characters entirely free from Taint might be recruited by the lords of the Shadowlands and transformed into akutsukai.</p><p>“Akutsukai” is a template that can be added to any humanoid.</p><p>The Taint is not just a source of corruption and madness. It bears the power of the Shadowlands, and characters who are willing to use this power can achieve tremendous depths of corrupt might. Two special prestige classes are open only to characters who bear the Taint: the maho-bujin (Tainted warrior), and the maho-tsukai (blood sorcerer). Characters who progress far enough in one of these prestige classes become creatures of the Shadowlands themselves, transformed through the application of the akutsukai (“servant of evil”) template.</p><p><strong>Akutenshi:</strong> “Akutenshi” is a template that can be added only to an akutsukai.</p><p>Akutsukai who prove their faithfulness to the cause of evil may gain additional abilities, represented by the akutenshi template.</p><p><strong>Gaki, Minor Undead Spirit, Horrible Monster, Spirit of a Wicked Mortal:</strong> ?</p><p><strong>Gaki Jiki-Niku-Gaki, Ghoulish Repulsive Monster, Ghoulish Creature, Foul Creature, Ghoulish Undead Spirit:</strong> ?</p><p><strong>Gaki Shikki-Gaki, Corrupted Spirit of an Irresponsible Healer:</strong> ?</p><p><strong>Gaki Shikki-Gaki, Corrupted Spirit of a Negligent Servant:</strong> ?</p><p><strong>Gaki Shikki-Gaki, Transformed Nature Spirit:</strong> ?</p><p><strong>Gaki Shikki-Gaki, Bony Humanoid With Pitted and Decayed Skin the Ghoulish Facial Features of a Jikki-Niku-Gaki and Blunt Rotted Teeth, Disease-Ridden Undead Spirit:</strong> ?</p><p><strong>Gaki Shinen-Gaki, Hovering Ball of Flame, Fiery Undead Spirit:</strong> ?</p><p><strong>Gaki Jiki-Ketsu-Gaki, Gaunt Humanoid With Dark and Greasy Flesh Sharp Yellow Fangs Clawed Hands and Deep-Set Bloodshot Eyes, Most Intelligent of All Gaki, Vampiric Undead Spirit:</strong> ?</p><p><strong>Ghost Kuei, Spirit of a Humanoid That Died By Violence Unavenged:</strong> ?</p><p><strong>Ghost Kuei, Spirit of a Humanoid That Died With a Purpose Unfulfilled:</strong> ?</p><p><strong>Ghost Ubume, Spirit of a Woman Who Has Died in Giving Birth:</strong> ?</p><p><strong>Ghost Ubume, Spirit of a Woman Who Has Died While Pregnant:</strong> ?</p><p><strong>Ghost Ubume, Weeping Woman Dressed in White Its Hair Long and Unbound:</strong> ?</p><p><strong>Onikage, Creature With Scaled Horse-Shaped Body Long Fangs Crocodilian Tails Glowing Eye Sockets and Clawed Hooves, Foul Creature, Scaly Horse-Like Undead:</strong> ?</p><p><strong>Onikage, Mount:</strong> ?</p><p><strong>Vampire Pennaggolan, Most Fearsome Undead in Existence, Type of Vampire, Horrid Floating Head With Entrails and Intestines Hanging Down From the Neck, Vampiric Undead:</strong> ?</p><p><strong>Akutsukai, Semi-Human Servant of Evil, Onilike Minion of Evil:</strong> ?</p><p><strong>Medium-Size Akutsukai:</strong> ?</p><p><strong>Small Akutsukai:</strong> ?</p><p><strong>Akutenshi, Most Feared of the Human Servants of the Shadowlands, Commander of the Akutenshi, Master of Oni, General of the Shadowlands Armies:</strong> ?</p><p><strong>Undead, Undead Monster, Undead Creature:</strong> 712 Iuchiban’s soul escapes his tomb, gathering Bloodspeakers and raising undead to assault the capital once more.</p><p>Any creature that dies in the Shadowlands (except for oni) animates in 1d4 hours as an undead creature, usually a zombie of the appropriate size. Crab protocols call for burning the bodies of fallen comrades to prevent this ghastly transformation.</p><p><strong>Iuchiban, Undead Sorcerer, Greatest Maho-Tsukai of History, Dread Sorcerer, Spirit:</strong> ?</p><p><strong>Ghast:</strong> <em>Create Undead</em> spell.</p><p><strong>Ghost, Evil Spirit, Witch Hunter Sworn Enemy:</strong> ?</p><p><strong>Ghost of a Villager:</strong> ?</p><p><strong>Shakoki Dogu, Ghost, Collective Entity Formed of the Spirits of the Slaughtered Boar Clan, Malicious Entity, Mighty Spirit:</strong> ?</p><p><strong>Ghoul:</strong> <em>Create Undead</em> spell.</p><p><strong>Ghoul Jikiniki:</strong> Ghouls in Rokugan are the remains of shugenjas who die while Tainted.</p><p>Ghoul of shugenja who died while Tainted.</p><p><strong>Mummy:</strong> <em>Create Greater Undead</em> spell.</p><p><strong>Shadow:</strong> <em>Create Undead</em> spell.</p><p><strong>Skeleton, Undead Skeleton:</strong> Outside the Shadowlands, skeletons are frequently animated through use of a porcelain mask.</p><p>Four centuries later, a sorcerer now called Iuchiban discovered Nakanu’s works and used them to develop spells of maho. He animated an army of skeletons and zombies within a cemetery in the heart of Otosan Uchi (known as the Battle of Stolen Graves), but he was eventually caught and imprisoned within a tomb deep in Crab territory.</p><p><em>Animate Dead</em> spell.</p><p>Porcelain Mask magic item.</p><p><strong>Shadowlands Skeleton:</strong> ?</p><p><strong>Spectre:</strong> <em>Create Greater Undead</em> spell.</p><p><strong>Vampire:</strong> <em>Create Greater Undead</em> spell.</p><p><strong>Vampire, Creature With an Innate Charm or Dominate Person Ability:</strong> ?</p><p><strong>Wight:</strong> <em>Create Undead</em> spell.</p><p><strong>Wraith:</strong> <em>Create Undead</em> spell.</p><p><strong>Zombie, Undead Zombie, Ordinary Zombie:</strong> Outside the Shadowlands, zombies are frequently animated through use of a porcelain mask.</p><p>Four centuries later, a sorcerer now called Iuchiban discovered Nakanu’s works and used them to develop spells of maho. He animated an army of skeletons and zombies within a cemetery in the heart of Otosan Uchi (known as the Battle of Stolen Graves), but he was eventually caught and imprisoned within a tomb deep in Crab territory.</p><p>Any creature that dies in the Shadowlands (except for oni) animates in 1d4 hours as an undead creature, usually a zombie of the appropriate size. Crab protocols call for burning the bodies of fallen comrades to prevent this ghastly transformation.</p><p><em>Animate Dead</em> spell.</p><p>Porcelain Mask magic item.</p><p><strong>Colossal Zombie:</strong> ?</p><p><strong>Plague Zombie:</strong> The sole purpose of [a Byoki No Oni's] miserable existence is to spread their foul contagion, turning infected creatures into mindless zombies that spread the blight further.</p><p>Zombie Plague disease.</p><p><strong>Plague Zombie, Animated Corpse Covered With Oozing Sores and Pustules and is Surrounded by a Sour Odor Like Rancid Milk:</strong> ?</p><p></p><p>Porcelain Mask: When placed on a corpse, this plain white porcelain mask animates the body as though with the animate dead spell. The character who placed the mask on the corpse controls the new skeleton or zombie. A character cannot control more than 2 HD of undead created with porcelain masks per character level. Removing the mask from the animated undead ends the effect, though the same corpse can later be reanimated unless it is destroyed. A character can remove the mask by winning an opposed grapple check after getting a hold on the undead creature.</p><p>Caster Level: 5th; Prerequisites: Craft Wondrous Item, animate dead; Market Price: 27,000 gp; Weight: 2 lb.</p><p></p><p>Disease (Ex): Zombie plague—claw, Fort save (DC 20); incubation period 1 day; damage 1d4 temporary Con and 1d4 temporary Int. A character who dies from zombie plague immediately rises as a plague zombie.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/25108/Savage-Species-3e?affiliate_id=17596" target="_blank">Savage Species (3e)</a>[spoiler]</p><p><strong>Ghost Brute:</strong> Ghost brutes are the spectral remnants of animals, magical beasts, and sentient plants—creatures without the minimum Charisma needed to become normal ghosts.</p><p>A ghost brute most often results from the circumstances that caused its earthly companion or master to remain after death. It might be the mount of a betrayed paladin, the beloved pet of a child tragically killed, the scorched oak of a ghostly dryad, or a murdered druid’s animal companion. Generally, laying the associated being to rest also puts an end to the ghost brute.</p><p>Sometimes, though, a bizarre circumstance might produce a ghost brute without an intelligent companion. For example, a forest suddenly obliterated by a fell magical attack might remain as a ghostly grove populated by lingering spirits not even completely aware of their own destruction.</p><p>“Ghost brute” is an acquired template that can be added to any animal, magical beast, or plant with a Charisma score below 8.</p><p><strong>Ghost Hound, Ghost Brute Large Riding Dog:</strong> ?</p><p><strong>Mummified Creature:</strong> Mummies are undead creatures, embalmed using ancient necromantic lore.</p><p>“Mummified” is an acquired template that can be added to any corporeal animal, giant, or humanoid.</p><p>The process of becoming a mummy is usually involuntary, but expressing the wish to become one to the proper priests, and paying the proper fees, can convince them to bring you back to life as a mummy—especially if some of your friends make sure the priests do what you paid them to do.</p><p><strong>Mummified Ogre:</strong> ?</p><p><strong>Spectral Creature:</strong> “Spectral creature” is an acquired template that can be added to any aberration, animal, dragon, giant, humanoid, magical beast, or monstrous humanoid. The creature must have a Charisma score of at least 8.</p><p>Any aberration, animal, dragon, giant, humanoid, magical beast, or monstrous humanoid slain by a spectral creature rises as a spectral creature in 1d4 rounds.</p><p>Any aberration, animal, dragon, giant, humanoid, magical beast, or monstrous humanoid slain by a spectral cloaker rises as a spectral creature in 1d4 rounds.</p><p>Spectral creatures are not the spawn of spectres unless the base creature is humanoid.</p><p><strong>Spectral Cloaker:</strong> ?</p><p><strong>Umbral Creature:</strong> “Umbral creature” is an acquired template that can be added to any aberration, animal, dragon, giant, humanoid, magical beast, or monstrous humanoid. The creature must have a Charisma score of at least 8.</p><p>Any aberration, animal, dragon,</p><p>giant, humanoid, magical beast, or monstrous humanoid reduced to Strength 0 by an umbral creature rises as an umbral creature in 1d4 rounds.</p><p>Any aberration, animal, dragon, giant, humanoid, magical beast, or monstrous humanoid reduced to Strength 0 by an umbral ettin rises as an umbral creature in 1d4 rounds.</p><p><strong>Umbral Ettin:</strong> ?</p><p><strong>Wight:</strong> “Wight” is an acquired template that can be added to any humanoid.</p><p>Any humanoid slain by a wight rises as a wight in 1d4 rounds.</p><p>Any humanoid slain by a troglodyte wight rises as a wight in 1d4 rounds.</p><p>Shadow, Spectre, Wight, and Wraith: All four of these transformed creatures appear within rounds of when the victim was slain.</p><p><strong>Wight Troglodyte:</strong> ?</p><p><strong>Wraith, Wraith Creature:</strong> Wraiths are incorporeal creatures born of evil and darkness.</p><p>“Wraith” is an acquired template that can be added to any humanoid.</p><p>Any humanoid slain by a wraith rises as a wraith in 1d4 rounds.</p><p>Any humanoid slain by a kobold wraith rises as a wraith in 1d4 rounds.</p><p>Wraith creatures are not the spawn of wraiths unless the base creature is humanoid.</p><p>Shadow, Spectre, Wight, and Wraith: All four of these transformed creatures appear within rounds of when the victim was slain.</p><p><strong>Kobold Wraith, Kobold Wraith Warrior 1:</strong> ?</p><p><strong>Ghost Brute, Lingering Spirit:</strong> ?</p><p><strong>Ghost Brute, Spectral Remnant of an Animal:</strong> ?</p><p><strong>Ghost Brute, Spectral Remnant of a Magical Beast:</strong> ?</p><p><strong>Ghost Brute, Spectral Remnant of a Plant:</strong> ?</p><p><strong>Ghost Hound, Ethereal Creature:</strong> ?</p><p><strong>Mummified Creature, Intelligent Corporeal Undead:</strong> ?</p><p><strong>Mummified Eagle:</strong> ?</p><p><strong>Spectral Creature, Incorporeal Undead:</strong> ?</p><p><strong>Umbral Creature, Creature of Living Darkness, Incorporeal Undead:</strong> ?</p><p><strong>Wraith, Corporeal Undead:</strong> ?</p><p><strong>Wraith, Incorporeal Creature Born of Evil and Darkness, Incorporeal Undead:</strong> ?</p><p><strong>Undead, Undead Creature, Undead Monster:</strong> ?</p><p><strong>Intelligent Undead:</strong> ?</p><p><strong>Unintelligent Undead:</strong> ?</p><p><strong>Mindless Undead Creature, Mindless Undead:</strong> ?</p><p><strong>Awakened Undead:</strong> <em>Awaken Undead</em> spell.</p><p><strong>Corporeal Undead Creature:</strong> ?</p><p><strong>Nonintelligent Undead:</strong> ?</p><p><strong>Undead Spawn:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Allip:</strong> ?</p><p><strong>Bodak:</strong> A humanoid killed by a bodak’s death gaze becomes a bodak one day later, its type changing to undead.</p><p><strong>Ghast:</strong> ?</p><p><strong>Ghost, Normal Ghost:</strong> A monster or character may become a ghost after death.</p><p>The DM may allow deceased characters to remain in contact with their former lives by becoming ghosts</p><p><strong>Ghost, Horror:</strong> ?</p><p><strong>Ghostly Creature:</strong> ?</p><p><strong>Ghost Bugbear:</strong> ?</p><p><strong>Ghostly Dryad:</strong> ?</p><p><strong>Yuan-Ti Ghost:</strong> ?</p><p><strong>Ghost Barghest:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Freed Ghoul Spawn:</strong> ?</p><p><strong>Emancipated Ghoul:</strong> ?</p><p><strong>Yvine, Ghoul Spawn Fighter 10/Emancipated Spawn 3:</strong> ?</p><p><strong>Weakest Ghoul:</strong> ?</p><p><strong>Smart Ghoul:</strong> ?</p><p><strong>5th-Level Ghoul:</strong> Any humanoid slain by a 5th-level ghoul rises as a 5th-level ghoul in 1d4 days. Casting protection from evil on a body before the end of that time averts the transformation.</p><p><strong>Lich:</strong> A spellcaster of at least 11th level can become a lich.</p><p>Transforming into a lich (see the template in the Monster Manual) requires a character to have at least eleven levels of cleric, sorcerer, or wizard just to create the phylactery.</p><p><strong>Mohrg:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Mummy, Creature of the Dead:</strong> ?</p><p><strong>Hostile Mummy:</strong> ?</p><p><strong>Shadow, Normal Shadow, Undead Shadow:</strong> Any humanoid reduced to Strength 0 by Anastrianna’s incorporeal touch rises as a shadow in 1d4 rounds.</p><p>Any humanoid reduced to Strength 0 by a shadow of 6th level or higher rises as a shadow of the same level as the master in 1d4 rounds.</p><p>Shadow, Spectre, Wight, and Wraith: All four of these transformed creatures appear within rounds of when the victim was slain.</p><p>Many kinds of creatures are subjects of the creature that created them. Vampire spawn, shadows, and zombies created by mohrgs all fall into this category.</p><p><strong>Shadow, Creature of Living Darkness, Shadow, Transformed Creature, Incorporeal Undead, Strange Spooky Undead Creature:</strong> ?</p><p><strong>Freed Shadow Spawn:</strong> ?</p><p><strong>Shadow Companion, Undead Shade, Summoned Shadow:</strong> ?</p><p><strong>Anastrianna Galanodel, Shadow Sorcerer 4/Emancipated Spawn 3:</strong> Killed by a shadow while in search of an evil tome, Anastrianna rose from the dead as a shadow 3 rounds later. Shortly thereafter, she realized that her master had been destroyed and she was no longer under its control.</p><p><strong>Low-Level Shadow:</strong> ?</p><p><strong>Skeleton, Simple Skeleton:</strong> ?</p><p><strong>Skeleton, Mindless Undead:</strong> ?</p><p><strong>Skeletal Dog:</strong> ?</p><p><strong>Skeletal Orc:</strong> ?</p><p><strong>Loyal Skeleton:</strong> <em>Skeletal Guard</em> spell.</p><p><strong>Spectre:</strong> Shadow, Spectre, Wight, and Wraith: All four of these transformed creatures appear within rounds of when the victim was slain.</p><p><strong>Spectre, Transformed Creature:</strong> ?</p><p><strong>Spectral Hound, Ghost Brute Wolf:</strong> ?</p><p><strong>Vampire:</strong> A creature with 5 or more HD killed by a vampire may become a vampire.</p><p>Assuming a player character can convince a vampire to drain his or her Constitution via its blood drain attack rather than killing him or her outright via its energy drain attack, the transformation is relatively simple. If a character with 5 or more Hit Dice (from any combination of base creature HD and HD from class levels) dies because a vampire reduces his or her Constitution to 0, that character rises as a vampire 1d4 days after burial.</p><p><strong>Vampire Spawn:</strong> Many kinds of creatures are subjects of the creature that created them. Vampire spawn, shadows, and zombies created by mohrgs all fall into this category.</p><p><strong>Vampire, Mystical Creature:</strong> ?</p><p><strong>Wight:</strong> Shadow, Spectre, Wight, and Wraith: All four of these transformed creatures appear within rounds of when the victim was slain.</p><p><strong>Wight, Transformed Creature:</strong> ?</p><p><strong>Wraith, Transformed Creature:</strong> ?</p><p><strong>Zombie:</strong> Many kinds of creatures are subjects of the creature that created them. Vampire spawn, shadows, and zombies created by mohrgs all fall into this category.</p><p><strong>Zombie, Mindless Undead:</strong> ?</p><p><strong>Zombie Fighter:</strong> ?</p><p><strong>Zombie Warhorse:</strong> ?</p><p></p><p>AWAKEN UNDEAD</p><p>Necromancy [Evil]</p><p>Level: Clr 6, Sor/Wiz 7</p><p>Components: V, S, M, XP</p><p>Casting Time: 1 action</p><p>Range: Close (25 ft. plus 5 ft./2 levels)</p><p>Targets: All mindless undead within a circle 25 ft. in radius plus 5 ft./2 levels</p><p>Duration: Permanent (D)</p><p>Saving Throw: None (harmless)</p><p>Spell Resistance: Yes (harmless)</p><p>This spell grants Intelligence to mindless undead such as skeletons and zombies. Undead with Intelligence scores are unaffected. Each mindless undead creature within the radius gains an Intelligence score of 1d6+4. A subject of the spell cannot gain a higher Intelligence than is typical for its original kind. A skeletal dog simply has Intelligence 2, while a skeletal orc uses the 1d6+4 die roll but can’t have a score higher than 8.</p><p>Awakened undead do not regain any skills, feats, or extraordinary abilities they had in life, but they do gain skill points ([4 + Int mod] × HD) and feats (one for first Hit Die, one for each three HD thereafter) normally after being awakened.</p><p>Undead regain the armor and weapon proficiencies they had in life (assume the undead were formerly NPC warriors unless your DM specifies otherwise) and will don armor and take up weapons while obeying your commands. A zombie fighter can wear any armor and wield any simple or martial weapon, while a zombie warhorse can wear any armor.</p><p>Awakened undead gain a +2 profane bonus on their Will saving throws to resist being controlled.</p><p>Material Component: A humanoid fingerbone.</p><p>XP Cost: 200 XP.</p><p></p><p>SKELETAL GUARD</p><p>Necromancy [Evil]</p><p>Level: Sor/Wiz 8</p><p>Components: V, S, M</p><p>Casting Time: 1 action</p><p>Range: Touch</p><p>Target: One or more fingerbones</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>You create a number of loyal skeletons from fingerbones. All skeletons are Medium-size, with the normal Monster Manual statistics for their kind, except that their effective Hit Dice as far as turning is concerned is equal to your caster level. You can create one skeleton per caster level. These skeletons count toward the number of Hit Dice of undead you can have in your control (2 HD worth per caster level, as with the animate dead spell).</p><p>Unlike the animate dead spell, these skeletons try to remain within 60 feet of you. If this distance is exceeded, a skeleton becomes inert until you return to within 60 feet of it.</p><p>Material Component: One fingerbone from a Medium-size creature and one onyx gem worth 50 gp per skeleton to be created. The skeleton that forms from the fingerbone is that type of creature.[/spoiler]</p><p></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="https://www.drivethrurpg.com/product/3502/Magic-of-Rokugan?affiliate_id=17596" target="_blank">Magic of Rokugan</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> The First Black Scroll artifact.</p><p>The Eighth Black Scroll artifact.</p><p><strong>Creature That Was Once Mortal:</strong> ?</p><p><strong>Incorporeal Undead, Undead Possessing the Incorporeal Subtype, Undead Creature Possessing the Incorporeal Subtype:</strong> ?</p><p><strong>Spirit Being:</strong> ?</p><p><strong>Akutenshi:</strong> The First Black Scroll artifact.</p><p><strong>Ravenous Gaki, Spirit Being:</strong> ?</p><p><strong>Gakimushi:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Angry Ghost:</strong> ?</p><p><strong>Shuten Doji, Evil Spirit:</strong> ?</p><p><strong>Skeletal Archer:</strong> Initially they were used to devastating effect by the skeletal archers created by Iuchiban, but have since been used by the Bloodspeakers for a more subtle purpose.</p><p><strong>Somber Yorei, Spirit Being:</strong> ?</p><p><strong>Shiryo, Ancestor:</strong> ?</p><p><strong>Zombie:</strong> The First Black Scroll artifact.</p><p></p><p>THE FIRST BLACK SCROLL</p><p>The Wasting Disease</p><p>Necromancy (Evil)</p><p>Components: V, S</p><p>Casting Time: 1 action</p><p>Range: Touch</p><p>Target: Living creature touched</p><p>Duration: Instantaneous</p><p>Saving Throw Fortitude negates</p><p>Spell Resistance: Yes</p><p>The target you touch immediately contracts the Wasting Disease and suffers id8 negative levels. If the initial target fails his Fortitude save to negate, he may not make any further saving throws to fight off the disease. Any living creature (including the caster) that comes within 10 feet of an infected target must make a Fortitude save or become infected as well.</p><p>The DC save for secondary targets is equal to the original DC minus 2. The DC continues to decrease by 2 with every successive generation of contact. Individuals not directly infected by the casting of this spell do not suffer the initial loss of levels, only the effects listed below.</p><p>An infected secondary target must make a total of three successful Fortitude saves to fight off the Wasting Disease. A successful Fortitude save prevents the loss of levels for one day.</p><p>The Wasting Disease has an incubation period of one day and bestows one negative level each time a save is failed. Negative levels cannot be restored by any means until the disease is cured. Any target who successfully fights off the Wasting Disease is thereafter immune to secondary infection, though he can still contract the disease if this spell is cast directly upon him. Cure disease and heal have no effect on the Wasting Disease, though a wish or miracle can cure one creature.</p><p>Rodents (including Nezumi) are immune to the Wasting Disease’s effects. They must still save, however, or become a carrier of the disease (inflicting it on whomever else they come into contact with) for id6 months. A cure disease or heal spell will remove the Wasting Disease from a carrier.</p><p>Those who die from the Wasting Disease are suffused with the Taint, and are likely to return to life as undead. Most simply return as zombies, though extremely powerful individuals (such as the infamous Yogo Junzo) may return as akutenshi or other powerful creatures with the Shadowlands subtype.</p><p></p><p>THE EIGHTH BLACK SCROLL</p><p>Return of the Fallen Lord</p><p>Necromancy (Evil)</p><p>Components: V, S</p><p>Casting Time: 1 minute</p><p>Range: Touch</p><p>Target: Dead creature touched</p><p>Duration: Instantaneous</p><p>SavingThrow: None (see text)</p><p>spell Resistance: Yes (harmless)</p><p>As raise dead, except that the target’s spirit is torn from the kharmic wheel and returned forcibly to its body. The target suffers no loss of experience levels for returning from the dead, and cannot choose not to return. The target gains the undead creature type and gains a Taint score of 10. The restored creature retains all skills, memories, and class abilities it possessed before and all immunities of the undead type. Its Honor is reduced to 0 and its alignment immediately becomes evil.</p><p>The undead creature possesses the soul of the original (though in a captive and tormented state) and thus it must be destroyed before the creature can be truly restored in any manner (such as use of the kharma spell).[/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="https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596" target="_blank">Assassin's Handbook</a>[spoiler]</p><p><strong>Shadow Familiar:</strong> Shadow Mage Shadow Familiar power.</p><p><strong>Undead:</strong> ?</p><p><strong>Mindless Undead:</strong> ?</p><p><strong>Malevolently Intelligent Undead:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghost, Malevolently Intelligent Undead:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Regent Theld Old-Beyond-Years, Human Lich Assassin 9/Wizard 11:</strong> ?</p><p><strong>Lich, Malevolently Intelligent Undead:</strong> ?</p><p><strong>Mummy King:</strong> ?</p><p><strong>Shadow:</strong> Taint of Shadow poison.</p><p><strong>Skeleton, Mindless Undead:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Vampire, Malevolently Intelligent Undead:</strong> ?</p><p><strong>Rival Vampire:</strong> ?</p><p><strong>Vampire Lord:</strong> ?</p><p><strong>Zombie, Mindless Undead:</strong> ?</p><p></p><p>Shadow Familiar (Su): The shadow mage gains a familiar (if he does not already have one); and his familiar gains a Charisma of 10 (if not already 10+) and acquires the ghost template (see MM), with the manifestation and corrupting touch special attacks. Note that although the familiar’s type changes to “undead”, the master does not suffer the penalty for his familiar actually dying. </p><p></p><p>Taint of Shadow </p><p>This thick, viscous black liquid can only be used as an injury poison; it floats on liquids and cannot be readily mixed with most foods without rotting them away. The Taint deals </p><p>1d3 negative level as initial damage, and blinds its victim as secondary damage. </p><p>A victim reduced to 0 levels or HD by Taint of Shadow becomes a shadow (see the MM) under the poisoner’s control. This creature is not subject to the secondary blindness effect of the poison. </p><p>Craft DC 24.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/20694/Book-of-the-Righteous?affiliate_id=17596" target="_blank">Book of the Righteous</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> To make matters worse, the mortal races had given rise to fiends who violated the sanctity of death by raising up the spirits of the departed and the bodies of the dead. </p><p>Wandering the world and meeting in hidden places – caves carved into temples, catacombs of lost cathedrals, dungeons from ancient kingdoms – these [Cult of the Icy Breath] cultists celebrate the horror and splendor of death. They pray to Mormekar, the only power that matters, calling for his might to enter into them. They raise the undead, and their mightiest members become liches. Why Mormekar grants them power is a mystery that none of his followers can comprehend, and most refuse to believe that he does.</p><p><strong>Creature of Negative Energy:</strong> ?</p><p><strong>Ghost of a Sailor:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Wight:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/en/product/2008/celtic-age?affiliate_id=17596" target="_blank">Celtic Age</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Wight:</strong> ?[/spoiler]</p><p></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> Dagger of Mahememnun magic item.</p><p>Ungent of Animation.</p><p><strong>Wight:</strong> Dagger of Mahememnun magic item.</p><p><strong>Ghoul:</strong> Dagger of Mahememnun magic item.</p><p><strong>Ghast:</strong> Dagger of Mahememnun magic item.</p><p><strong>Vampire:</strong> Dagger of Mahememnun magic item.</p><p><strong>Skeleton:</strong> Ungent of Animation magic item.</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="https://www.drivethrurpg.com/product/258522/City-of-Tomorrow?affiliate_id=17596" target="_blank">City of Tomorrow</a>[spoiler]</p><p><strong>Ghost, Transparent Bluish Figure:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.enworld.org/resources/creature-catalog.1559/" target="_blank">Creature Catalog</a> (as of 7/26/23)[spoiler]</p><p><strong>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>Blazing Bones:</strong> Blazing bones are an extremely rare type of undead, created when magic goes awry. These unfortunate souls are the result of a poorly prepared contingency spell by a wizard or cleric, who is killed by fire. This twisted magic keeps the victim in a state of undeath, forever tormented by the fire that killed it, and hopelessly insane.</p><p><strong>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> Bog mummies from the Great swamp carry a particularly virulent form of bog rot. A character slain by this disease rises as a Great Swamp bog mummy.</p><p><strong>Bone Naga:</strong> Bone nagas are undead created by dark nagas, or the occasional evil wizard.</p><p><strong>Undead Chimera:</strong> ?</p><p><strong>Coffer Corpse:</strong> The coffer corpse is an undead creature formed as the result of an incomplete death ritual.</p><p><strong>Crypt Thing:</strong> <em>Create Crypt Thing</em> spell.</p><p><strong>Variant Crypt Thing:</strong> ?</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>Death Knight Paladin 9:</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>Desert Wraith:</strong> The desert wraith is a desiccated corpse, animated through a small portion of the malevolent spirit of the skriaxit that killed it. These creatures are called wraiths, but other than being energy draining undead, they have little in common with the creatures commonly known as wraiths.</p><p>Skriaxits spend most of their time in their dormant form, a scattered pile of black dust mixed with desert sand. In this form, they cannot be affected by any being or force, and will only awaken when they hunger. When they become active, they take this dust and sand of the earth and whirl it into a 10 foot tall cone of wind. As a pack, they generate the terror that they feed off of, with their flesh-rending sandstorm. This attack is single-handedly responsible for filling the deserts with the undead known as desert wraiths.</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>Dread:</strong> Dread are animated humanoid skeletal arms created to be guardians. Wizards and clerics may create these undead using magic that gives them a specific set of instructions on how and where to operate.</p><p><strong>Vampiric Dread:</strong> Certain specimens of dread have been enspelled in a way that requires them to slay a living creature at least once a year.</p><p><strong>Haunt:</strong> The haunt is the spirit of a person that died before completing some vital task.</p><p><strong>Huecuva:</strong> Huecuva are the undead spirits of clerics who were unfaithful to their faith and turned to evil before death. As punishment, their god condemned them to roam the earth as an undead creature.</p><p><strong>Hungry Dead:</strong> “Hungry dead” is a template that can be added to any corporeal creature other than an undead.</p><p><strong>Hungry Dead Centaur:</strong> ?</p><p><strong>Inquisitor:</strong> Inquisitors are powerful undead creatures, created by evil wizards as the ultimate in sheer terror and torture.</p><p>Most inquisitors were created hundreds, if not thousands of years ago and are cursed to cause pain for eternity.</p><p><strong>Living Wall:</strong> ?</p><p><strong>Living Wall Victim:</strong> Living wall victims are the unfortunate individuals that have been absorbed by a living wall.</p><p>Any creature that dies within 100 yards of a living wall are animated as per the animate dead spell cast by an 8th level sorcerer. Such undead are incapable of combat, and head directly for the wall to be absorbed by it.</p><p><strong>Musical Spirit:</strong> Musical spirits lack any knowledge of their previous life, as well as their purpose for existence and their exact origin. Some say these sprits were either sent to the Material plane by the gods or simply remained there after death, to protect their forest and the creatures therein.</p><p><strong>Musical Spirit Elven Bard 4:</strong> ?</p><p><strong>Penanggalan:</strong> Penanggalan is a template that can be added to any female humanoid creature.</p><p>A female victim [of a penanggalan] 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>Shee, Banshee Rider:</strong> ?</p><p><strong>Shoosuva:</strong> The shoosuvas are undead guardian creatures created by Yeenoghu, the Demon Prince of Gnolls. These creatures are a special form of demonic undead, created for use as an liaison between the demon lord and his Gnoll priests, and also to serve as sentinels for himself and some of his more worthy followers. The name shoosuva means "returner" in the Gnoll tongue, referring to the priests' belief that these beings are the manifestations of the spirits of their departed predecessors.</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. Legend tell that the skeleton warriors were forced into their undead lich-like state many ages ago by a powerful demigod that 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.</p><p><strong>Skeleton Warrior Human Fighter 12:</strong> ?</p><p><strong>Skuz:</strong> Any humanoid drowned by a skuz becomes a skuz in 1d4 rounds. Humanoids who are killed by a skuz, but not drowned, do not become skuz.</p><p><strong>Slow Shadow:</strong> Any humanoid slain by a slow shadow becomes a slow shadow under control of its killer within 1d100 rounds. If remove curse is cast on the body before the elapsed time, the creature will not rise as a slow shadow.</p><p><strong>Snake Flying Deathfang:</strong> Deathfangs are flying snakes that have become undead, either through being attacked by a greater undead (such as a vampire), or through secret evil magic.</p><p><strong>Soul Beckoner:</strong> ?</p><p><strong>Troll Spectral:</strong> “Spectral troll” is a template that can be added to any troll.</p><p><strong>Troll Spectral Troll:</strong> ?</p><p><strong>Undead Beast:</strong> The undead beast is a mindless killer of unknown origin, compelled to destroy the living.</p><p><strong>Undead Beast Stahnk:</strong> ?</p><p><strong>Undead Beast Gholor, The Feaster:</strong> ?</p><p><strong>Undead Beast Anhkolox:</strong> About 10% of all undead beasts have enchanted bones that glow green. Such undead beasts are called anhkolox.</p><p><strong>Undead Beast Aquatic:</strong> ?</p><p><strong>Visage:</strong> It is believed that the demon lord Orcus first created the undead visages from the spirits of his deceased tanar’ri servants. He created them while in an undead state himself (while he was known as Tenebrous), and they all served him as a result.</p><p><strong>Wolf Dread:</strong> Dread wolves are awful undead wolves, originally created by an evil renegade wizard. Word of their creation spread quickly and they are now in wide use among powerful evil wizards.</p><p>These magically created undead begin to decay soon after they are created.</p><p><strong>Wolf Vampiric:</strong> Vampiric wolves are the result of foul ceremonies used by evil clerics on normal wolf pups.</p><p><strong>Zombie Juju:</strong> Juju zombies are created when a humanoid is drained of all life levels from the effects of an energy drain spell.</p><p>"Juju zombie" is a template that can be added to any non-undead corporeal humanoid slain by an energy drain spell.</p><p><strong>Zombie Juju Human Fighter 3:</strong> ?</p><p><strong>Zombie Sea, Drowned One:</strong> Sea zombies, or drowned ones, are the animated corpses of humanoids who died at sea. Though similar to normal zombies in many ways, these zombies are somewhat intelligent and many believe them to be animated by the will of the god Nerull.</p><p><strong>Zombie-Lord:</strong> “Zombie-Lord” is a template that can be added to any humanoid.</p><p><strong>Zombie-Lord Human Fighter 6:</strong> ?</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>Allip:</strong> ?</p><p><strong>Bodak:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Mohrg:</strong> ?</p><p><strong>Nightshade:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Spectre:</strong> Any humanoid killed by a spectral troll will rise 1d3 days later as a free-willed specter unless a cleric of the victim’s religion casts bless on the body and performs a proper burial.</p><p><strong>Vampire:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Wraith:</strong> As a free action, the demilich can animate its crumbled remains as a wraith-like shape.</p><p><strong>Zombie:</strong> Any humanoid slain by a desert wraith’s energy drain attack becomes a zombie within 48 hours, even if raised from the dead, though this can be prevented if the body is washed in holy water.</p><p>A zombie-lord may direct its animate dead ability at a single living creature that is within 30 feet. If the creature fails a Will save, it is instantly slain, and will rise as a zombie under the zombie-lord’s command in 1d4 rounds.</p><p><strong>Orcus, Tenebrous:</strong> ?</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.</p><p>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.</p><p>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>CREATING A DREAD WOLF</p><p>Dread wolves can only be created by wizards of 9th-level or greater. They are created as a whole pack all at once, and there must be between 3 and 12 fresh wolf carcasses present at the creation. The spellcaster speaks an incantation over the wolves that combines specially modified versions of animate dead and dismissal, and requires the wizard to summon an undead shadow. When the shadow appears, the magic of the incantation breaks the shadow up into equal parts that are then infused into the wolves, reanimating them as dread wolves.</p><p>If the hour-long ritual is interruption, the raw energy of the split-apart shadow is unleashed, dealing 3d10 points of negative energy damage to the caster and anyone else present. If the ritual is undisturbed, the wizard will have a dread wolf pack as servants, with the special link as described above.</p><p>For some unknown reason, this ritual will not work on any other canines or animals, other than wolves of any type. A wizard who attempts this spell on dogs or any other species of canine suffers damage as if the spell were interrupted, as above.</p><p></p><p>CREATING A VAMPIRIC WOLF</p><p>These wolves are transformed into undead by a corrupting ceremony performed by an evil priest of 9th level or higher. The cleric must capture 3-18 wolf pups that are close to being weaned, but have not yet tasted raw meat.</p><p>Once he has the proper pups, the cleric performs a ritual using magic that is essentially the opposite of an atonement spell. Every day for three months, he must hand-feed them food that contains either a few drops of human blood, or dust from a dead vampire that has had the bane spell cast upon it, or the pups will die. At the end of these three months, the pups are fully grown. To complete the ritual, the cleric must then slay the wolves with poison, and they will then arise as vampiric wolves. If they are not slain in this way at the proper time, they must each make a Will save (DC 18) or die; success results in the wolves living out the rest of their days as weak, but abnormally bloodthirsty, normal wolves.[/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="https://athas.org/products/ds3/documents/45" target="_blank">Dark Sun 3 3.0</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Mindless Undead:</strong> ?</p><p><strong>Free-Willed Undead:</strong> ?</p><p><strong>Mindless Animated Undead:</strong> ?</p><p><strong>Undead Body:</strong> ?</p><p><strong>Intelligent Corporeal Undead:</strong> ?</p><p><strong>Semi-Corporeal Undead:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Thinking Undead:</strong> ?</p><p><strong>Good Thinking Undead:</strong> ?</p><p><strong>Thinking Undead:</strong> ?</p><p><strong>Good Thinking Undead:</strong> ?</p><p><strong>Skeleton, Undead Skeleton:</strong> <em>Animate Dead</em> spell.</p><p><strong>Skeleton, Mindless Animated Undead:</strong> ?</p><p><strong>Zombie, Undead Zombie:</strong> <em>Animate Dead</em> spell.</p><p><em>Open the Gray Portal</em> spell.</p><p><strong>Zombie, Mindless Animated Undead:</strong> ?</p><p><strong>Dwarven Banshee:</strong> Dwarves that die while being unable to complete their focus return from the dead as banshees to haunt their unfinished work.</p><p><strong>Fael, Intelligent Corporeal Undead:</strong> ?</p><p><strong>Namech, Intelligent Corporeal Undead:</strong> ?</p><p><strong>T'liz, Intelligent Corporeal Undead:</strong> ?</p><p><strong>Thinking Skeleton:</strong> <em>Unliving Identity</em> spell.</p><p><strong>Thinking Skeleton, Thinking Undead:</strong> ?</p><p><strong>Thinking Zombie:</strong> <em>Unliving Identity</em> spell.</p><p><strong>Thinking Zombie, Intelligent Corporeal Undead, Thinking Undead:</strong> ?</p><p><strong>Gray Zombie:</strong> ?</p><p><strong>Thinking Exoskeleton:</strong> <em>Unliving Identity</em> spell.</p><p><strong>Thinking Exoskeleton, Thinking Undead:</strong> ?</p><p><strong>Exoskeleton, Mindless Animated Undead:</strong> ?</p><p></p><p>Open the Gray Portal</p><p>Necromancy</p><p>Level: Dead Heart 5, Wiz 7</p><p>Components: V, S, M</p><p>Casting Time: 1 full round</p><p>Range: Medium (100 ft. + 10 ft./level)</p><p>Target: Summoned Gray Zombies or corpses</p><p>Duration: 1 minute/level (D)</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell briefly opens a conduit to the Gray, allowing negative energy to slip through. This can either imbue nearby dead bodies with negative energy, making them undead or summon forth denizens of the Gray to serve him for the duration of the spell. If the latter option is chosen, these undead follow the caster’s orders unquestioningly, but demand some payment in return. Generally, this equates to a number of living creatures whose total HD equal the number of zombies summoned. If the caster cannot supply this, the zombies take him into the Gray instead. Bodies animated simply return to corpses when the spell expires. The caster can animate or summon a number of zombies up to his caster level. Summoned zombies become shadowy and melt back into the Gray is destroyed.</p><p>Material Components: The material components for this spell are a gray cloth and a piece of bone.</p><p></p><p>Unliving Identity</p><p>Necromancy</p><p>Level: Wiz 7, Clr 7, Dead Heart 5</p><p>Components: V, S, M, XP</p><p>Casting Time: 1 round</p><p>Range: Touch</p><p>Target: 1 exoskeleton, skeleton, or zombie</p><p>Duration: Instantaneous</p><p>Saving Throw: Will negates</p><p>Spell Resistance: Yes</p><p>This spell affects mindless animated undead, namely exoskeletons, skeletons, and zombies. Unliving identity restores personality, consciousness, alignment, memory, identity, skills, class, levels ... everything except free will or life. The creature is still undead, and if he was previously controlled, he continues to be controlled and bound to the tasks that his master assigns. The result is what Terrors of the Dead Lands describes as a thinking zombie, skeleton, or exoskeleton.</p><p>Note that spirits of the land and the elements (earth, air, fire and water) do not give their powers to the undead, so a thinking zombie who had been an elemental cleric in life does not regain his spells or his ability to affect undead. The paraelements and the gray are not as choosy, though; a thinking skeleton that had been a cleric of silt could continue to operate as a silt cleric.</p><p>Note that many creatures prefer not to return from the Gray to inhabit an undead body—if the creature is unwilling to return, it gets a Will saving throw to avoid this. If the thinking zombie is too powerful to be normally controlled by his master, he gets a Will saving throw every week to break free of his master’s control. What the thinking undead does then is anyone’s guess. Good thinking undead, once free, tend to put a quick end to their unnatural existence.</p><p>Material Components: Any article significant to the undead creature’s former life, such as an article of clothing or equipment, a favorite item, etc.</p><p>Focus: XP cost is 20 XP per level of the creature while it was alive.[/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="https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596" target="_blank">Denizens of Freeport</a>[spoiler]</p><p><strong>Powerful Undead Servant:</strong> Bonewrack is completely mad from centuries of living in shadow. He believes his sister is sleeping, and that he is obligated to find her a husband. He has created powerful undead servants to search for him.</p><p><strong>Vampire:</strong> If the heroes get too close to the vampire, it will try to create a new vampire for the party to find and slay, and then disappear for a time.</p><p><strong>Zombie, Belligerent Undead, Totally Silent Zombie:</strong> ?</p><p><strong>Armored Zombie:</strong> ?</p><p><strong>Foraging Zombie:</strong> ?[/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.</p><p><strong>Ghoul:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Lich:</strong> ?</p><p>[/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/20125/Eldest-Sons-the-Essential-Guide-to-Elves?affiliate_id=17596" target="_blank">Eldest Sons: the Essential Guide to Elves</a>[spoiler]</p><p><strong>Vengeance:</strong> The Vengeance were first created when the elven vampires (see eternal) first overwhelmed their foes with positive energy. Since then priests of Avahor have learned the technique for creating them directly. The Vengeance are typically created from the corpses of enemies in war and therefore often are the animated corpses of monstrous humanoids and of the green races. An elf would be aghast on discovering a Vengeance made from elven dead.</p><p>The Vengeance is nothing more than the shell of being that contains too much life force to die. The power that fills the undead animates it. The muscles of the creature it once was have withered away under the constant bath of positive energy.</p><p>If a creature affected by [an eternal's] Uncontrolled Growth gains enough temporary hit points so that his current hit point total plus temporary hit points equal twice his normal maximum hit points, he dies and becomes a Vengeance (pg ??) under the control of the eternal who last granted him temporary hit points via Uncontrolled Growth.</p><p><em>Create Vengeance</em> spell.</p><p><strong>Eternal, Elven Vampire:</strong> The elves loathe the undead. The foul creatures are an example of everything they stand against – decay, evil. The negative energy that fuels them is the antithesis of the elven dedication to life and growth. The undead’s eternal existence is a mockery of the natural longevity that the elves enjoy. For the undead, the feeling is mutual.</p><p>But in desperation, people will try anything to save themselves. Millennia ago the elves were being overwhelmed by dark hordes of undead. The abominations knew no rest. As each elf fell, he stood and picked up arms against his own people, often with hideous powers in addition to his elven talents. During one of the darkest days, the priests of Avahor the Inferno prayed for a blessing to combat the throngs of the dead. They asked for assistance, and said they would pay any price. Avahor heard their prayer and they paid the ultimate price becoming the first eternals – also known as the elven vampire.</p><p>Avahor refused to traffic with the powers of negative energy so he instilled his followers with positive energy until their fragile bodies were overwhelmed and they died. Their life departed, the conduit to the Positive Energy Plane was left open through their corpses and was directed by a memory of their mind. They became in effect a member of the undead themselves.</p><p>The priesthood expanded their number, asking the greatest warriors left to their people to make the sacrifice and transform themselves.</p><p>Though the first were elves, eternals of other races have been turned. The undead are not immune to the temptations of loneliness, and seek comfort in those races who do not find their existence so unnatural.</p><p>The eternal template can be applied to any humanoid, monstrous humanoid, or fey creature.</p><p>The eternal may, through continued use of his Steal Vitality attack, transform his partner into another eternal. When Steal Vitality reduces the target’ Constitution to 0 or below, she dies, becoming a new conduit for positive energy and gaining the eternal template.</p><p><em>Create Eternal</em> spell.</p><p><strong>Eternal Elf Warder 5:</strong> ?</p><p><strong>Legionnaire of the Lost Plexan Armada, Legionnaire Ghoul:</strong> Humans gathered upon the docks, cheering the Seremasi victory. However they had done it, the Entarans had defeated a seemingly unstoppable enemy. A great celebration was held that night, with the whole of the city taking part. A solemn ceremony was performed in honor of Folgos and Kethiel, whose sacrifice had saved thousands, followed by a number of spontaneous revelries, which lasted well into the evening. Only Meliros and the child sat apart from the merriment. The Elder Coseali was greatly troubled from having sent his friends to their deaths, but it was more than that. The blood in the Elluwé could mean only one thing: Kurenthe. Such an oath was a grievous sin, for it destroyed the soul, Belisarda’s greatest gift. The two Elders had saved the city, but at what cost? The curse could hold the gravest of consequences. Worse, Kurenthe sworn by a High Elorii of great power was a dreadful thing indeed. Still, the party carried on into the night, the celebrants unaware of what was coming.</p><p>As the ash that was once the floating citadel sank, it settled on the rotting hulks of the Coryani Armada that lay on the estuary floor. In the depths, inside the decaying ships, eyesockets long empty were kindled with a hellish light.</p><p>"Duuty…and Honooor…." gurgled an unearthly voice.</p><p>"DUUUTYY… AND HOONOOOR!!" thousands replied.</p><p>An army of ghouls in rotted Coryani battle dress clambered from the sunken invasion fleet to fulfill their original mission.</p><p><strong>Centurion of the Lost Plexan Armada:</strong> Humans gathered upon the docks, cheering the Seremasi victory. However they had done it, the Entarans had defeated a seemingly unstoppable enemy. A great celebration was held that night, with the whole of the city taking part. A solemn ceremony was performed in honor of Folgos and Kethiel, whose sacrifice had saved thousands, followed by a number of spontaneous revelries, which lasted well into the evening. Only Meliros and the child sat apart from the merriment. The Elder Coseali was greatly troubled from having sent his friends to their deaths, but it was more than that. The blood in the Elluwé could mean only one thing: Kurenthe. Such an oath was a grievous sin, for it destroyed the soul, Belisarda’s greatest gift. The two Elders had saved the city, but at what cost? The curse could hold the gravest of consequences. Worse, Kurenthe sworn by a High Elorii of great power was a dreadful thing indeed. Still, the party carried on into the night, the celebrants unaware of what was coming.</p><p>As the ash that was once the floating citadel sank, it settled on the rotting hulks of the Coryani Armada that lay on the estuary floor. In the depths, inside the decaying ships, eyesockets long empty were kindled with a hellish light.</p><p>"Duuty…and Honooor…." gurgled an unearthly voice.</p><p>"DUUUTYY… AND HOONOOOR!!" thousands replied.</p><p>An army of ghouls in rotted Coryani battle dress clambered from the sunken invasion fleet to fulfill their original mission.</p><p><strong>Auxilia of the Lost Armada Human:</strong> The late Coryani army sends out "foraging and recruitment" parties to bolster their numbers. They sneak ashore, either to the docks of Seremas or nearby coastal areas and raid for food, basically killing people and eating them or for recruits, basically killing people and then not eating them.</p><p><strong>Auxilia of the Lost Armada Hobgoblin:</strong> The late Coryani army sends out "foraging and recruitment" parties to bolster their numbers. They sneak ashore, either to the docks of Seremas or nearby coastal areas and raid for food, basically killing people and eating them or for recruits, basically killing people and then not eating them.</p><p><strong>Auxilia of the Lost Armada Elorii:</strong> The late Coryani army sends out "foraging and recruitment" parties to bolster their numbers. They sneak ashore, either to the docks of Seremas or nearby coastal areas and raid for food, basically killing people and eating them or for recruits, basically killing people and then not eating them.</p><p><strong>Elomedius val’Ossan, Lich Cleric 17, Skeletal Liche:</strong> Humans gathered upon the docks, cheering the Seremasi victory. However they had done it, the Entarans had defeated a seemingly unstoppable enemy. A great celebration was held that night, with the whole of the city taking part. A solemn ceremony was performed in honor of Folgos and Kethiel, whose sacrifice had saved thousands, followed by a number of spontaneous revelries, which lasted well into the evening. Only Meliros and the child sat apart from the merriment. The Elder Coseali was greatly troubled from having sent his friends to their deaths, but it was more than that. The blood in the Elluwé could mean only one thing: Kurenthe. Such an oath was a grievous sin, for it destroyed the soul, Belisarda’s greatest gift. The two Elders had saved the city, but at what cost? The curse could hold the gravest of consequences. Worse, Kurenthe sworn by a High Elorii of great power was a dreadful thing indeed. Still, the party carried on into the night, the celebrants unaware of what was coming.</p><p>As the ash that was once the floating citadel sank, it settled on the rotting hulks of the Coryani Armada that lay on the estuary floor. In the depths, inside the decaying ships, eyesockets long empty were kindled with a hellish light.</p><p><strong>Vengeance, Shell of a Being That Contains Too Much Life Force to Die, Mindless Undead, Positive Energy Undead:</strong> ?</p><p><strong>Vengeance, Undead Woman:</strong> ?</p><p><strong>Vengeance, Animated Corpse of a Monstrous Humanoid:</strong> ?</p><p><strong>Vengeance, Animated Corpse of a Green Race:</strong> ?</p><p><strong>Vengeance, Guard:</strong> ?</p><p><strong>Eternal, Thing That Burns Too Bright, Positive Energy Undead:</strong> ?</p><p><strong>Auxilia of the Lost Armada Dark Kin:</strong> The late Coryani army sends out "foraging and recruitment" parties to bolster their numbers. They sneak ashore, either to the docks of Seremas or nearby coastal areas and raid for food, basically killing people and eating them or for recruits, basically killing people and then not eating them.</p><p><strong>Auxilia of the Lost Armada Dwarf:</strong> The late Coryani army sends out "foraging and recruitment" parties to bolster their numbers. They sneak ashore, either to the docks of Seremas or nearby coastal areas and raid for food, basically killing people and eating them or for recruits, basically killing people and then not eating them.</p><p><strong>Auxilia of the Lost Armada Gnome:</strong> The late Coryani army sends out "foraging and recruitment" parties to bolster their numbers. They sneak ashore, either to the docks of Seremas or nearby coastal areas and raid for food, basically killing people and eating them or for recruits, basically killing people and then not eating them.</p><p><strong>Auxilia of the Lost Armada Orc:</strong> The late Coryani army sends out "foraging and recruitment" parties to bolster their numbers. They sneak ashore, either to the docks of Seremas or nearby coastal areas and raid for food, basically killing people and eating them or for recruits, basically killing people and then not eating them.</p><p><strong>Auxilia of the Lost Armada Val:</strong> The late Coryani army sends out "foraging and recruitment" parties to bolster their numbers. They sneak ashore, either to the docks of Seremas or nearby coastal areas and raid for food, basically killing people and eating them or for recruits, basically killing people and then not eating them.</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>More Baleful Undead:</strong> ?</p><p><strong>Conventional Negative Energy Undead, Undead Powered By Negative Energy:</strong> ?</p><p><strong>Foul Creature:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Ghastly Soldier:</strong> ?</p><p><strong>Ghost:</strong> In the beginning of my compilation, I must confess I was misled as to the origins of the Gray Elves. I thought them ghosts, the souls of those failed immortals who, in having passed on, gained even greater knowledge.</p><p><strong>Ghoul:</strong> In most cases, the legionaries of the Lost Plexan Armada devour those they kill. From time to time, however, the bodies of their 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. Elorii are not immune to this effect.</p><p>In most cases, centurions of the Lost Plexan Armada devour those they kill. From time to time, however, the bodies of their 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. Elorii are not immune to this effect.</p><p>In most cases, auxilia devour those they kill. From time to time, however, the bodies of their 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>Lacedon, Sea-Ghoul, Sea Ghoul:</strong> Humans gathered upon the docks, cheering the Seremasi victory. However they had done it, the Entarans had defeated a seemingly unstoppable enemy. A great celebration was held that night, with the whole of the city taking part. A solemn ceremony was performed in honor of Folgos and Kethiel, whose sacrifice had saved thousands, followed by a number of spontaneous revelries, which lasted well into the evening. Only Meliros and the child sat apart from the merriment. The Elder Coseali was greatly troubled from having sent his friends to their deaths, but it was more than that. The blood in the Elluwé could mean only one thing: Kurenthe. Such an oath was a grievous sin, for it destroyed the soul, Belisarda’s greatest gift. The two Elders had saved the city, but at what cost? The curse could hold the gravest of consequences. Worse, Kurenthe sworn by a High Elorii of great power was a dreadful thing indeed. Still, the party carried on into the night, the celebrants unaware of what was coming.</p><p>As the ash that was once the floating citadel sank, it settled on the rotting hulks of the Coryani Armada that lay on the estuary floor. In the depths, inside the decaying ships, eyesockets long empty were kindled with a hellish light.</p><p>"Duuty…and Honooor…." gurgled an unearthly voice.</p><p>"DUUUTYY… AND HOONOOOR!!" thousands replied.</p><p>An army of ghouls in rotted Coryani battle dress clambered from the sunken invasion fleet to fulfill their original mission.<strong>Zombie:</strong> Spawning magic weapon quality.</p><p></p><p>Create Eternal</p><p>Necromancy</p><p>Level: Cleric 8</p><p>Components: V, S, M, F, DF, XP</p><p>Casting Time: 1 hour</p><p>Range: Touch</p><p>Targets: Any creature eligible for the eternal template</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>Through the use of this spell and the expenditure of some of your own vital life force, you can create an eternal, the positive energy undead more commonly known as the elven vampire. The spell requires a complex ritual and must be performed in a ritual space that costs at least 5,000 gp to outfit. The ritual itself requires anointing oils and incense costing an additional 5,000 gp. While the ritual space can be used repeatedly, the oils and incense are consumed in the casting. When complete, you spend 1000 XP and transform the target, which may be you, into an eternal. The target gains the eternal template (described in chap. 6) and has full use of all powers immediately.</p><p>The target must be willing and alive during the casting. The spell cannot be cast on a creature who is under mental compulsion or is restrained in any way. If the target leaves during the ritual, or the ritual is interrupted, the oils and incense are wasted, but the caster spends no experience points.</p><p>This spell was first used by the priests of Avahor to create new allies for a great war against the undead. The knowledge of its use has spread to the rest of the elven pantheon since then, but those who cast it are still rare. The spell and the origin of the elven vampire are unknown to the priests of human gods.</p><p>Material Component:Oils and Incence costing 5000 GP.</p><p>Focus: Ritual Space costing 5000 GP to outfit.</p><p>XP Cost: 1000 XP</p><p></p><p>Create Vengeance</p><p>Necromancy</p><p>Level: Cleric 5</p><p>Components: V, S, M, DF, XP</p><p>Casting Time: 1 full round</p><p>Range: Touch</p><p>Targets: Any once living, non-animate creature.</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell allows you to create the positive energy undead known as the Vengeance. Each casting of the spell animates a single vengeance, which follows your spoken commands. The resultant undead may be left in a location as a guard, or may accompany you on adventures, but they follow all normal rules for the command of created undead. You may control a total of 2HD of undead per caster level – whether they are positive or negative energy based. Any Vengeance you create remains under your control until they are destroyed or you release them; released Vengeance act as described in their monster description. If you attempt to create more undead than you are allowed to command, the new undead enter your service as normal, and any excess undead from previous castings become uncontrolled.</p><p>Even though they are positive energy based undead, most good societies frown on the animation of the dead. The source of their motive force makes little difference to the naïve. Creators of Vengeance should be wary of being lumped together with the creators of more baleful undead.</p><p>Material Component: 500 GP worth of incense sprinkled over the corpse to be animated.</p><p>XP Cost: 100 XP</p><p></p><p>Spawning</p><p>One of the most feared of the elves’ innovations is the dreaded spawning weapon. Elves who posses this weapon on the battlefield are soon surrounded by a self-made bodyguard created from the bodies of their foes, and archers who employ weapons with its powers cause havoc in enemy ranks.</p><p>Any creature slain by a spawning weapon rises as a zombie of the appropriate size with average hit points. The newly risen dead obey the verbal commands of the wielder for ten minutes or until slain again. Zombies created in this manner can be turned, destroyed, rebuked, or commanded as normal, but commanded undead become corpses again after the ten minute duration ends.</p><p>A creature is considered ‘slain’ by the weapon if a successful attack by it was the last external source of hit point damage to that creature. This includes, but is not limited to, the following situations. The weapon’s last hit reduces a creatures hit point total to less than –10. The weapon reduces a creatures hit point total to less than 0 and the creature dies from subsequent blood loss (does not stabilize). The creature’s Con is reduced and its new hit point total is less than –10 or 0 as above (as when a Barbarian’s rage expires) and the spawning weapon was the last thing to deal hit points damage. A spawning weapon will not raise the bodies of foes who are constructs or already undead.</p><p>Caster Level: 12; Prerequisites: Craft Magic Arms and Armor, animate dead; Market Price: +3 bonus.[/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="https://www.drivethrurpg.com/product/3823/Explorers-Society-Swashbuckling-Adventures?affiliate_id=17596" target="_blank">Explorer's Society (Swashbuckling Adventures)</a>[spoiler]</p><p><strong>Wrathful Ghost of the Drachen Slain by St. Gregor, Great Drachen's Ghost:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Powerful Ghost:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Specter:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Spirit:</strong> Many claim that Gregorskorn is haunted and tormented by the spirits of those whom the Drachen slew in its bloody rampage, unaware that St. Gregor avenged their deaths.</p><p><strong>Mad Spirit of a Domae:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/224657/Explorers-of-Prime?affiliate_id=17596" target="_blank">Explorers of Prime</a>[spoiler]</p><p><strong>Undead:</strong> Nodes can open anywhere, from underground caverns to lush meadows; a node welling up in a graveyard (or ancient battlefield) might produce a plague of undead, which is why being buried on sanctified ground is so important.</p><p><strong>Created:</strong> These are pure constructs. They are manufactured entirely by magic and have no rational biology. Examples include golems, undead, and oozes.</p><p><strong>Created, Pure Construct:</strong> ?</p><p><strong>Mindless Undead:</strong> Most of these were created by necromancers who have died, lost control, or simply abandoned them. Some are naturally occurring, especially when tael is left on the ground after a large battle.</p><p><strong>Intelligent Undead:</strong> ?</p><p><strong>High-Ranking Undead:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Allip:</strong> They may be the remains of ghosts who failed in their quest, wandering the world at random and babbling of their misery.</p><p><strong>Ghast:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Lich King:</strong> ?</p><p><strong>Lich King, Undead Lord, Powerful Undead:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Mummy Lord:</strong> Mummy Lords are rulers awakened again in this world instead of the next, but determined to make a kingdom of it anyway.</p><p><strong>Mummy Lord, Undead Lord, Powerful Undead:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Skeleton Small:</strong> ?</p><p><strong>Skeleton Medium:</strong> ?</p><p><strong>Skeleton Large:</strong> ?</p><p><strong>Skeleton Huge:</strong> ?</p><p><strong>Skeleton, Unintelligent Undead:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Vampire King:</strong> ?</p><p><strong>Vampire Lord, Undead Lord, Powerful Undead:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Dread Wraith:</strong> ?</p><p><strong>Zombie, Unintelligent Undead:</strong> ?</p><p><strong>Zombie Small:</strong> ?</p><p><strong>Zombie Medium:</strong> ?</p><p><strong>Zombie Large:</strong> ?</p><p><strong>Zombie Huge:</strong> ?[/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="https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596" target="_blank">Fang & Fury</a>[spoiler]</p><p><strong>Vampire Scion, Relatively Weak Vampire Scion:</strong> The humanoid or monstrous humanoid must be killed by a vampire’s blood drain attack, then fed blood by the same vampire to restore it to 0 hit points. </p><p>A vampire scion’s first few days of unlife are dark ones. In a process called the Change, the new vampire’s body passes through all the stages of death: Limbs stiffen, skin becomes pale, and eyes lose their color and shine. Finally the abdomen swells to grotesque size as internal organs putrefy, shriveling again as they turn to liquid and then rot away, leaving only a sluggishly beating heart and a labyrinth of black veins. While the body decays, the vampire’s characteristic fangs sprout from bloodless gums.</p><p>While going through this transformation, the vampire scion’s hit points remain at 0. (This is an exception to the normal rule that undead are destroyed on reaching 0 hit points.) He is unconscious and his condition is stable, but he is completely unaffected by curative spells (inflict spells in this case) or any other magical means of restoring health. He cannot benefit from use of the Heal skill to speed healing or halt the process, nor can he recover hit points from rest.</p><p>No known spell, magic item, or supernatural ability can reverse this change once it begins, though the vampire-to-be is vulnerable to turning and rebuking attempts by clerics, and he can be killed by all the traditional banes of vampires (sunlight, running water, and stakes; see Vampire Vulnerabilities below). In addition, dispel evil or remove curse cast on the body during this process slays the scion immediately.</p><p>Only at the end of this period (1d4+1 days) does the scion awake. He initially has 1d6 hit points and is weak and disoriented. This condition resembles exhaustion (move at half normal speed, effective decrease of –6 to Strength and Dexterity). After 1 hour of inactivity, the scion is more in control of his new body but is still afflicted by pain; this is similar to the fatigued condition (can’t run or charge, effective decrease of –2 to Strength and Dexterity). The new vampire can act normally after 8 hours of inactivity. At this point the scion first experiences what will come to define his undead existence—the terrible, overwhelming need for blood so strong it is simply called “the Thirst.”</p><p>Various real-world cultures and Hollywood movies treat vampirism very differently. You can easily change the origins of vampires to fit your campaign or simply to confuse your players. Here are some examples of alternative ways to become a vampire in your game.</p><p>• A black cat (or other traditionally unlucky animal) steps over an unburied body.</p><p>• A vampire feeds from a pregnant woman—the child is born a vampire.</p><p>• A vampire feeds from the same person on three consecutive nights.</p><p>• A vampire kills someone by any means.</p><p>• A witch or wizard dies violently.</p><p>• Moonlight falls on an unburied body.</p><p>• A suicide rises as a vampire at the next full moon (the rag man in Chapter Four: Prestige Classes is built on this traditional origin story).</p><p>The blood gift is also used to transform those killed by the vampire’s blood drain attack into new vampire scions.</p><p>Although vampires can come from any of the humanoid and monstrous humanoid races, once they go through the change to undeath their old allegiances, mannerisms, and cultures dissolve into the new realities of the Thirst. After only a few weeks, a dwarf scion has more in common with a halfling vampire than the clan he once called family. For this reason, vampire scions are described here as a player character race, although “vampire scion” is actually a template.</p><p>“Vampire scion” is a template that can be applied to any corporeal humanoid or monstrous humanoid.</p><p>If a vampire scion reduces a humanoid or monstrous humanoid to –10 hit points with its blood drain attack, the victim arises 1d4 days later as a vampire spawn. If that scion instead gives a blood gift to restore the victim to 0 hit points, it rises 1d4+1 days later as a vampire scion.</p><p>You transgressed against a deity or powerful outsider and were cursed with vampirism as punishment.</p><p>The origins of his cult are lost, but the origin of the Beast himself is widely known. He was the first vampire among the gods, exiled for preying on lesser deities. The greater gods of the pantheon sentenced him to an eternity of hunger and forbade him from fathering children. But his consort, the Goddess of the Night, took pity on him and gave him the gift of the Change, allowing him to create kin wherever he roamed. This gift led to the first cult of the Beast in the ancient cities of the world, and the first vampire scions were born from the ranks of his high priests.</p><p>The Beast has been described as the vampires’ collective savagery and bloodlust made real. He is behind the blood rage they experience when close to succumbing to the Thirst, and he was the first to create vampire scions from mortal subjects.</p><p>Many black abbots actually sought out their vampire progenitor and bargained for the blood gift, after learning of the power they could gain in unlife. Still others were granted vampirism by their dark gods, as a reward for years of service.</p><p>When an elf community is founded near the briarwoods of the Unseelie Court, Molkeegan, the demon queen of dark fey sometimes chooses an elf youth to serve her in undeath. These individuals are transformed into vampires by Molkeegan’s agents and spirited away to the deep woods when their change begins, often just before they are slain or exiled by their home village.</p><p>Rag men became vampires as the result of suicide and as a rule never received a proper burial. Instead their bodies lay broken in alleys or hung unclaimed in rented rooms while they underwent their change to undeath.</p><p><strong>Vampire Blood Symbiote:</strong> ?</p><p><strong>Psychic Vampire:</strong> ?</p><p><strong>Cursed Vampire:</strong> In this alternative, new vampires are created by divine edict, not by other vampires. Whether only one deity hands out these curses, or they are standard punishments (or rewards) for those who violate the laws of Heaven, is up to you.</p><p><strong>Diseased Vampire:</strong> This option presents vampires as the carriers of a magical disease, and their distinctive abilities as expressions of the syndrome. Scions “catch” the disease from other infected carriers and pass it along to those they feed upon.</p><p>The infectious nature of the vampiric disease carriers makes them much more prolific than normal ones once an outbreak occurs. Because every drop of her blood carries the infection, whenever a diseased vampire feeds she has a chance of creating a new scion. The percentage chance is equal to 5 + the total damage dealt by blood drain.</p><p>Vampirism disease.</p><p><strong>Diseased Vampire, Bloodthirsty Undead Monster:</strong> ?</p><p><strong>Vampiric Dragon:</strong> Not all dragons with dreams of eternal life turn to lichdom; some take the path of vampirism instead. These creatures are only tangentially related to standard vampires and vampire scions. A standard vampire cannot turn a dragon into a vampire scion or vampire spawn, and a vampiric dragon cannot create new scions from humanoids.</p><p>“Vampiric dragon” is a template that can be applied to any evil dragon.</p><p>A dragon or magical beast slain by a vampiric dragon’s energy drain attack rises as a vampiric thrall (see the Vampiric Thrall entry below) 1d4 days after death. If the vampiric dragon instead drains the victim’s Constitution</p><p>to 0 or less with its blood drain attack, the slain creature returns as a vampiric thrall if it had fewer than 10 HD or was a magical beast, and as a new vampiric dragon if it had 10 or more HD and was a dragon.</p><p><strong>Green Jack, Vampiric Adult Green Dragon:</strong> In life, Green Jack ruled a stretch of lonely woods at the foot of a volcano but lived in fear of an older red female who laired at its peak. He scratched out a mean living by waylaying forest travelers and skulked in the deep shadows under the forest canopy, out of sight of his rival, hiding his few valuables in earthen pits and in the trunks of dead trees.</p><p>When he surprised a small copper raiding one of his stashes, he wasted no time in attacking the intruder. But this dragon that seemed so young and weak took Jack apart, draining his life force with a few blows and finally ordering him to lie still. The stranger, now visibly pale and shaking with desire, bit into his neck and drained his life’s blood in a torrent. Jack awoke to undeath at dusk, but it was days before he came to understand his new limitations and powers.</p><p><strong>Dwarf Vampire Scion:</strong> ?</p><p><strong>Halfling Vampire Scion:</strong> ?</p><p><strong>Neutral Vampire Scion:</strong> ?</p><p><strong>Evil Vampire Scion:</strong> ?</p><p><strong>Lawful Neutral Vampire Scion:</strong> ?</p><p><strong>Lawful Neutral Vampire Scion, Punisher:</strong> ?</p><p><strong>Neutral Vampire Scion, Balancer:</strong> ?</p><p><strong>Chaotic Neutral Vampire Scion:</strong> ?</p><p><strong>Chaotic Neutral Vampire Scion, Opportunist:</strong> ?</p><p><strong>Lawful Evil Vampire Scion:</strong> ?</p><p><strong>Lawful Evil Vampire Scion, Predator:</strong> ?</p><p><strong>Neutral Evil Vampire Scion:</strong> ?</p><p><strong>Neutral Evil Vampire Scion, Parasite:</strong> ?</p><p><strong>Chaotic Evil Vampire Scion:</strong> ?</p><p><strong>Chaotic Evil Vampire Scion, Beast:</strong> ?</p><p><strong>Skenyitil, Vampire Scion, Deathless Sahuagin Emperor:</strong> ?</p><p><strong>Young Vampire Scion:</strong> ?</p><p><strong>Jael, Vampire Scion:</strong> ?</p><p><strong>Young Vampire Scion:</strong> ?</p><p><strong>Human Vampire Scion:</strong> ?</p><p><strong>Vampire Scion Adept:</strong> ?</p><p><strong>Noble-Born Vampire Scion:</strong> ?</p><p><strong>Aristocrat Vampire Scion:</strong> ?</p><p><strong>Vampire Scion Barbarian:</strong> ?</p><p><strong>Bard Vampire Scion:</strong> ?</p><p><strong>Cleric Vampire Scion:</strong> ?</p><p><strong>Commoner Vampire Scion:</strong> ?</p><p><strong>Druid Vampire Scion:</strong> ?</p><p><strong>Expert Vampire Scion:</strong> ?</p><p><strong>Fighter Vampire Scion:</strong> ?</p><p><strong>Warrior Vampire Scion:</strong> ?</p><p><strong>Vampire Scion Paladin:</strong> ?</p><p><strong>Ranger Vampire Scion:</strong> ?</p><p><strong>Nonevil Ranger Vampire Scion:</strong> ?</p><p><strong>Rogue Vampire Scion:</strong> ?</p><p><strong>Sorcerer Vampire Scion:</strong> ?</p><p><strong>Wizard Vampire Scion:</strong> ?</p><p><strong>Bar Lucan, Vampire Scion Mountain Dwarf Cleric 5/Black Abbot 5:</strong> ?</p><p><strong>Figrik the Only, Vampire Scion Wild Elf Ranger 7/Foundling 2:</strong> ?</p><p><strong>Jurim Llor, Vampire Scion Gnome Bard 7/Masqued Player 2:</strong> ?</p><p><strong>Hald, The Serpent, Vampire Scion Troglodyte Rogue 3/Nighthawk 2:</strong> ?</p><p><strong>Katya Braithwaite, Vampire Scion Halfling 7/Ragman 4:</strong> The youngest daughter of the Braithwaite family, Katya was a vivacious student of medicine well-known for giving free medical help to the poor. This bright and lovely girl fell in love with her mentor, the dashing professor Riggs, who taught anatomy at the medical school. Within months their flirtation became a raging love affair, which ended abruptly when the professor’s wife discovered their liaisons. Riggs renounced Katya to save his position and even accused her of seducing him with witchcraft. She was dismissed from school in total disgrace just weeks before graduation. Devastated, she leaped from her balcony to the hard flagstones below and died instantly.</p><p>The intense emotional charge of this time, and the stress of her subsequent rebirth as a vampire scion, has combined to place Katya in a kind of fugue state.</p><p><strong>Countess Mindera, Vampire Scion Merfolk Ex-Paladin 5/Fighter 5/Regent 2:</strong> ?</p><p><strong>Jexle Fangcutter, Vampire Scion Kobold Sorcerer 2/Reveler 8, Little Mastermind:</strong> In life Jexle Fangcutter was a skilled trapmaker from a long line of kobold trappers. He was born with sorcery in his blood and in time rose to prominence within his tribe. This prominence was his undoing, since it made him the target of a cabal of vampires who sought control over his tribal lands.</p><p>They captured Jexle and put him through the Change, and when he awoke his captors told him what he had to do.</p><p><strong>The Royston Crow, Vampire Scion Green Hag Scourge 5, Hideous Creature:</strong> The dye house fire resulted from a struggle between the owner (a vampire scion) and a local green hag he had put through the Change.</p><p><strong>Nickenfoot, Vampire Scion Gbolin Wizard 7/Vampire Mage 3, Relentless Experimenter:</strong> ?</p><p><strong>Tai Sang, Human Vampire Scion:</strong> ?</p><p><strong>Summoned Vampire Scion:</strong> ?</p><p><strong>Vampire Scion Human Aristocrat 1:</strong> ?</p><p><strong>Vampire Scion Human Aristocrat 2:</strong> ?</p><p><strong>Vampire Scion Human Aristocrat 3:</strong> ?</p><p><strong>Vampire Scion Human Aristocrat 4:</strong> ?</p><p><strong>Vampire Scion Human Aristocrat 5:</strong> ?</p><p><strong>Vampire Scion Human Aristocrat 6:</strong> ?</p><p><strong>Vampire Scion Human Aristocrat 7:</strong> ?</p><p><strong>Vampire Scion Human Aristocrat 8:</strong> ?</p><p><strong>Vampire Scion Human Aristocrat 9:</strong> ?</p><p><strong>Vampire Scion Human Aristocrat 10:</strong> ?</p><p><strong>Vampire Scion Human Cleric 1:</strong> ?</p><p><strong>Vampire Scion Human Cleric 2:</strong> ?</p><p><strong>Vampire Scion Human Cleric 3:</strong> ?</p><p><strong>Vampire Scion Human Cleric 4:</strong> ?</p><p><strong>Vampire Scion Human Cleric 5:</strong> ?</p><p><strong>Vampire Scion Human Cleric 6:</strong> ?</p><p><strong>Vampire Scion Human Cleric 7:</strong> ?</p><p><strong>Vampire Scion Human Cleric 8:</strong> ?</p><p><strong>Vampire Scion Human Cleric 9:</strong> ?</p><p><strong>Vampire Scion Human Cleric 10:</strong> ?</p><p><strong>Vampire Scion Human Cleric 11:</strong> ?</p><p><strong>Vampire Scion Human Cleric 12:</strong> ?</p><p><strong>Vampire Scion Human Cleric 13:</strong> ?</p><p><strong>Vampire Scion Human Cleric 14:</strong> ?</p><p><strong>Vampire Scion Human Cleric 15:</strong> ?</p><p><strong>Vampire Scion Human Cleric 16:</strong> ?</p><p><strong>Vampire Scion Human Cleric 17:</strong> ?</p><p><strong>Vampire Scion Human Cleric 18:</strong> ?</p><p><strong>Vampire Scion Human Cleric 19:</strong> ?</p><p><strong>Vampire Scion Human Cleric 20:</strong> ?</p><p><strong>Vampire Scion Human Fighter 1:</strong> ?</p><p><strong>Vampire Scion Human Fighter 2:</strong> ?</p><p><strong>Vampire Scion Human Fighter 3:</strong> ?</p><p><strong>Vampire Scion Human Fighter 4:</strong> ?</p><p><strong>Vampire Scion Human Fighter 5:</strong> ?</p><p><strong>Vampire Scion Human Fighter 6:</strong> ?</p><p><strong>Vampire Scion Human Fighter 7:</strong> ?</p><p><strong>Vampire Scion Human Fighter 8:</strong> ?</p><p><strong>Vampire Scion Human Fighter 9:</strong> ?</p><p><strong>Vampire Scion Human Fighter 10:</strong> ?</p><p><strong>Vampire Scion Human Fighter 11:</strong> ?</p><p><strong>Vampire Scion Human Fighter 12:</strong> ?</p><p><strong>Vampire Scion Human Fighter 13:</strong> ?</p><p><strong>Vampire Scion Human Fighter 14:</strong> ?</p><p><strong>Vampire Scion Human Fighter 15:</strong> ?</p><p><strong>Vampire Scion Human Fighter 16:</strong> ?</p><p><strong>Vampire Scion Human Fighter 17:</strong> ?</p><p><strong>Vampire Scion Human Fighter 18:</strong> ?</p><p><strong>Vampire Scion Human Fighter 19:</strong> ?</p><p><strong>Vampire Scion Human Fighter 20:</strong> ?</p><p><strong>Vampire Scion Human Sorcerer 1:</strong> ?</p><p><strong>Vampire Scion Human Sorcerer 2:</strong> ?</p><p><strong>Vampire Scion Human Sorcerer 3:</strong> ?</p><p><strong>Vampire Scion Human Sorcerer 4:</strong> ?</p><p><strong>Vampire Scion Human Sorcerer 5:</strong> ?</p><p><strong>Vampire Scion Human Sorcerer 6:</strong> ?</p><p><strong>Vampire Scion Human Sorcerer 7:</strong> ?</p><p><strong>Vampire Scion Human Sorcerer 8:</strong> ?</p><p><strong>Vampire Scion Human Sorcerer 9:</strong> ?</p><p><strong>Vampire Scion Human Sorcerer 10:</strong> ?</p><p><strong>Vampire Scion Human Sorcerer 11:</strong> ?</p><p><strong>Vampire Scion Human Sorcerer 12:</strong> ?</p><p><strong>Vampire Scion Human Sorcerer 13:</strong> ?</p><p><strong>Vampire Scion Human Sorcerer 14:</strong> ?</p><p><strong>Vampire Scion Human Sorcerer 15:</strong> ?</p><p><strong>Vampire Scion Human Sorcerer 16:</strong> ?</p><p><strong>Vampire Scion Human Sorcerer 17:</strong> ?</p><p><strong>Vampire Scion Human Sorcerer 18:</strong> ?</p><p><strong>Vampire Scion Human Sorcerer 19:</strong> ?</p><p><strong>Vampire Scion Human Sorcerer 20:</strong> ?</p><p><strong>Vampire Scion Human Rogue 1:</strong> ?</p><p><strong>Vampire Scion Human Rogue 2:</strong> ?</p><p><strong>Vampire Scion Human Rogue 3:</strong> ?</p><p><strong>Vampire Scion Human Rogue 4:</strong> ?</p><p><strong>Vampire Scion Human Rogue 5:</strong> ?</p><p><strong>Vampire Scion Human Rogue 6:</strong> ?</p><p><strong>Vampire Scion Human Rogue 7:</strong> ?</p><p><strong>Vampire Scion Human Rogue 8:</strong> ?</p><p><strong>Vampire Scion Human Rogue 9:</strong> ?</p><p><strong>Vampire Scion Human Rogue 10:</strong> ?</p><p><strong>Vampire Scion Human Rogue 11:</strong> ?</p><p><strong>Vampire Scion Human Rogue 12:</strong> ?</p><p><strong>Vampire Scion Human Rogue 13:</strong> ?</p><p><strong>Vampire Scion Human Rogue 14:</strong> ?</p><p><strong>Vampire Scion Human Rogue 15:</strong> ?</p><p><strong>Vampire Scion Human Rogue 16:</strong> ?</p><p><strong>Vampire Scion Human Rogue 17:</strong> ?</p><p><strong>Vampire Scion Human Rogue 18:</strong> ?</p><p><strong>Vampire Scion Human Rogue 19:</strong> ?</p><p><strong>Vampire Scion Human Rogue 20:</strong> ?</p><p><strong>Blood Symbiote Vampire Blood:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Intelligent Undead, Intelligent Undead Creature:</strong> ?</p><p><strong>Intelligent Undead, Powerful Creature:</strong> ?</p><p><strong>Commanded Undead:</strong> ?</p><p><strong>Undead Spawn:</strong> ?</p><p><strong>Corporeal Undead:</strong> ?</p><p><strong>Undead Creature Specifically Affected By Sunlight:</strong> ?</p><p><strong>Fleshy Undead:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Skeletal Undead:</strong> ?</p><p><strong>Undead That Are Vulnerable to Sunlight:</strong> ?</p><p><strong>Allip:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Ghast, Fleshy Undead:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghost, Incorporeal Undead:</strong> ?</p><p><strong>Ghoul:</strong> Additionally, the bite of a vampire could create other creatures under different circumstances.</p><p>• A person drained completely by a vampire but not fed a blood gift arises 1d4 days later as a ghoul.</p><p><strong>Ghoul, Fleshy Undead:</strong> ?</p><p><strong>Lich, Intelligent Undead:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Mummy, Powerful Servitor:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Skeleton Medium:</strong> ?</p><p><strong>Skeleton Large:</strong> ?</p><p><strong>Skeleton Huge:</strong> ?</p><p><strong>Skeleton:</strong> Beginning at 3rd level, the black abbot gains the ability to animate dead once per day, as the spell with a caster level equal to the sum of his cleric and black abbot levels. At 5th level he gains an additional use per day. Unlike the usual form of the spell, this ability does not require the sacrifice of a black onyx gem for each zombie or skeleton created.</p><p><strong>Skeleton, Subject:</strong> ?</p><p><strong>Skeleton, Skeletal Undead:</strong> ?</p><p><strong>Spectral Coachman, 10 HD Spectre:</strong> ?</p><p><strong>Vampire, Standard Vampire, Conventional Vampire, Full-Blooded Vampire, Full-Fledged Vampire:</strong> The standard rules for vampires specify that a new vampire is created when a humanoid or monstrous humanoid with at least 5 HD is killed by a vampire’s blood drain attack.</p><p>The lore of the Great House teaches that the first vampires came into being at the very beginning of time.</p><p><strong>Vampire, Bogeyman Who Drinks Blood in the Dead of Night, Creature of Both the Material World and the Negative Energy Plane, Creature Trapped Between Two Worlds, Undead Creature Specifically Affected by Sunlight, Fleshy Undead, Undead That Are Vulnerable to Sunlight:</strong> ?</p><p><strong>Vampire, Savage Killer:</strong> ?</p><p><strong>Vampire, Noble Tragic Figure:</strong> ?</p><p><strong>Vampire Spawn:</strong> The humanoid or monstrous humanoid must be killed by a vampire’s blood drain attack, then fed blood (see Blood Gifts, below) by the same vampire to restore it to 0 hit points. Humanoids and monstrous humanoids killed by blood drain but not fed a blood gift arise 1d4 days later as vampire spawn.</p><p>Additionally, the bite of a vampire could create other creatures under different circumstances.</p><p>• A living person fed a blood gift transforms into a vampire spawn 1d4 days later.</p><p><strong>Elder Vampire:</strong> ?</p><p><strong>Sated Vampire:</strong> ?</p><p><strong>Vampire in the Grip of the Thirst:</strong> ?</p><p><strong>Vampiric Cannibal:</strong> ?</p><p><strong>Mightier Vampire:</strong> ?</p><p><strong>Helpless Vampire:</strong> ?</p><p><strong>Standard Predatory Elitist Vampire:</strong> ?</p><p><strong>Stupid Cursed Vampire:</strong> ?</p><p><strong>Ignorant Cursed Vampire:</strong> ?</p><p><strong>Naive Cursed Vampire:</strong> ?</p><p><strong>Front-Line Vampire Combatant:</strong> ?</p><p><strong>Vampire, One-Dimensional Bloodsucker:</strong> ?</p><p><strong>Vampire, Ultra-Cool Nihilistic Goth Kid:</strong> ?</p><p><strong>Hollywood-Style Vampire:</strong> ?</p><p><strong>Typical Bloodsucker:</strong> ?</p><p><strong>Hostile Cursed Vampire:</strong> ?</p><p><strong>Hostile Standard Vampire:</strong> ?</p><p><strong>Sleeping Vampire:</strong> ?</p><p><strong>Powerful Vampire:</strong> ?</p><p><strong>Vampire Soldier:</strong> ?</p><p><strong>Tainted Vampire:</strong> A vampire who consumes other vampires acquires a distinctive spiritual taint that other vampires can sense.</p><p>A vampire who kills another vampire by blood drain acquires a distinctive spiritual taint that all vampires can sense.</p><p><strong>Draining Vampire:</strong> ?</p><p><strong>Vampire Progenitor:</strong> ?</p><p><strong>Vampire Who Appears and Disappears as if by Magic:</strong> ?</p><p><strong>Vampire With Unparalleled Stealth and Speed:</strong> ?</p><p><strong>Vampire Noble:</strong> ?</p><p><strong>Vampire Regent, Patriarch, Matriarch, Prince, Princess:</strong> ?</p><p><strong>Younger Vampire:</strong> ?</p><p><strong>Vampire Immeasurably Ancient Progenitor:</strong> ?</p><p><strong>Lesser Vampire:</strong> ?</p><p><strong>Commanded Vampire:</strong> ?</p><p><strong>Vampire, Brave Individual, Scourge, Hero:</strong> ?</p><p><strong>Vampire of Myth:</strong> ?</p><p><strong>Vampire Parent:</strong> ?</p><p><strong>Vampiric Spellcaster:</strong> ?</p><p><strong>Deramged Vampire:</strong> ?</p><p><strong>Lead Vampire:</strong> ?</p><p><strong>Vampire Who Indulges in the Great Feast:</strong> ?</p><p><strong>Helpless Vampire:</strong> ?</p><p><strong>Aurilia, Vampire Mage:</strong> ?</p><p><strong>Vampire Patriarch:</strong> ?</p><p><strong>Vampire Lord:</strong> ?</p><p><strong>Vampire Wielder:</strong> ?</p><p><strong>Powerful Vampire of Great Age:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Wraith, Loyal Advisor:</strong> ?</p><p><strong>Wraith, Undead Creature Specifically Affected by Sunlight, Undead That Are Vulnerable to Sunlight:</strong> ?</p><p><strong>Zombie:</strong> Additionally, the bite of a vampire could create other creatures under different circumstances.</p><p>• A person killed by a vampire but not fully drained of blood arises 1d4 days later as a zombie.</p><p>Beginning at 3rd level, the black abbot gains the ability to animate dead once per day, as the spell with a caster level equal to the sum of his cleric and black abbot levels. At 5th level he gains an additional use per day. Unlike the usual form of the spell, this ability does not require the sacrifice of a black onyx gem for each zombie or skeleton created.</p><p><strong>Zombie Medium:</strong> ?</p><p><strong>Zombie Large:</strong> ?</p><p><strong>Zombie, Subject:</strong> ?</p><p><strong>Zombie, Fleshy Undead:</strong> ?</p><p></p><p>Vampirism (Su): Supernatural disease; injury, Fortitude save (DC 20), incubation period 1d3 days. The disease deals no damage to its host but transforms her into a bloodthirsty undead monster at midnight on the night it takes effect.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596" target="_blank">Freeport: The City of Adventure</a>[spoiler]</p><p><strong>Fire Spectre, Fire Specter:</strong> Fire spectres are undead creatures created when blackhearted villains are burned alive. Their hatred burns so strong that the fires transform them into supernatural terrors.</p><p>Fire spectre is a template that can be added to any corporeal giant, humanoid, or monstrous humanoid of evil alignment (hereafter referred to as the “base creature”). The creature must die by fire to be reborn as a fire spectre.</p><p><strong>Kothar the Accursed, Fire Spectre Rogue 10:</strong> Kothar’s sentence was, as was always the case with pirate justice in those days, death. But it was a very special death that the Sea Lord decreed for Kothar. The pirate captain was securely tied to the mast of the ship he had attacked, and his crew bound and tossed in the hold. The Burning Tide was then piloted a few miles off the coast of the Serpent’s Teeth. There the entire craft was soaked in pitch and set alight. Kothar and his cutthroats were left to burn to death among the timbers of the ship that they had murdered so many to possess.</p><p>That should have been the end of Kothar and his crew—but it wasn’t. It was just the beginning. A single month had gone by when a burning ship was spotted on the night horizon off the coast of A’Val.</p><p><strong>Ship of the Damned Crewman, Fire Spectre Fighter 2:</strong> Kothar’s sentence was, as was always the case with pirate justice in those days, death. But it was a very special death that the Sea Lord decreed for Kothar. The pirate captain was securely tied to the mast of the ship he had attacked, and his crew bound and tossed in the hold. The Burning Tide was then piloted a few miles off the coast of the Serpent’s Teeth. There the entire craft was soaked in pitch and set alight. Kothar and his cutthroats were left to burn to death among the timbers of the ship that they had murdered so many to possess.</p><p>That should have been the end of Kothar and his crew—but it wasn’t. It was just the beginning. A single month had gone by when a burning ship was spotted on the night horizon off the coast of A’Val.</p><p><strong>Fire Spectre, Supernatural Terror:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Fiarella Donadrien, Ghost:</strong> A consortium of aristocrats built the Freeport Opera House nearly 100 years ago in an effort to bring some semblance of culture to the cesspool known as Freeport. To commemorate the occasion, the Sea Lord at the time commissioned a brand-new opera from one of the greatest composers of that time, an elf by the name of Fiarella Donadrien. This ancient songstress poured so much of her heart and soul into the composition, it’s said, that she actually expired shortly after its first performance.</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Wealthy Vampire:</strong> ?</p><p><strong>Vampiric Kraken:</strong> ?</p><p><strong>Zombie:</strong> Dnulper magic item.</p><p></p><p>Dnulper</p><p>This +2 unholy guisarme is said to be the creation of Friar Ingiltere, a mad monk and necromancer of Freeport’s distant past, and named for the villain’s patron, a death slaad of unsurpassed power. The weapon’s shaft is carved from the lightning-struck trunk of a hangman’s tree, and the head is forged from the grave-sword of an ancient chieftain.</p><p>Any living, corporeal opponent slain by Dnulper rises on the next round as a zombie under the wielder’s control. These creations remain animated until the next sunrise or sunset, and must remain within 50 feet of their controller or revert to inanimate corpses. There is no limit to the number or total HD of zombies that may be created in this manner.</p><p>Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, animate dead, unholy blight, creator must be evil; Market Price: 84,809 gp; Cost to Create: 42,405 gp + 3,393 XP.[/spoiler]</p><p></p><p><a href="http://www.eldritchdark.com/articles/criticism/30" target="_blank">General Guidelines for D20 Zothique</a>[spoiler]</p><p><strong>Ghorii, Jaghoul:</strong> A ghorii shaman invokes hellish powers to create more ghorii from jackal skeletons wrapped in human skin. This cannot be done in battle, and requires several hours of spell casting. Ghorii must be created in multiples of five, and each one requires a complete jackal skeleton and the entire skin plus some blood, brain & bones from a human.</p><p><strong>Crawling Members:</strong> Crawling members are animated body parts severed into sections large enough to move and inflict damage.</p><p><strong>Wraith Desert, Wraith:</strong> The desert wraith is a desiccated corpse, animated through a small portion of the malevolent spirit of the skriaxit that killed it.</p><p><strong>Ghorii, Jaghoul, Devilish Undead, Gaunt Jackal-Like Form:</strong> ?</p><p><strong>Crawling Members, Animated Body Parts Severed Into Sections Large Enough to Move and Inflict Damage:</strong> ?</p><p><strong>Wraith Desert, Desiccated Corpse, Energy Draining Undeadl, Humanoid Form, Form of a Jackal, Shape of a Jackal:</strong> ?</p><p><strong>Undead, Undead Monster:</strong> ?</p><p><strong>Animated Dead:</strong> ?</p><p><strong>Animate Dead:</strong> ?</p><p><strong>Reanimated Dead, Lich:</strong> ?</p><p><strong>Vampire-Like Undead:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Wizened Lich:</strong> Thasaidon is known and feared throughout Zothique, even where he is not worshiped. The vampires and lamiae pay him homage, and wizened liches drawn upon his power for continued earthly presence beyond the grave.</p><p><strong>Vampire, Lamia, Vampiric Lamia, Undead Lamia, Undead Vampire:</strong> ?</p><p><strong>Vampire, Solitary Former Human That Feasts on Blood:</strong> ?</p><p><strong>Vampire Spawn, Lamia, Vampire:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Zombie:</strong> Any humanoid slain by crawling members becomes a zombie in 1d4 rounds.</p><p>Any humanoid slain by a desert wraiths energy drain attack becomes a zombie within 48 hours, even if raised from the dead, though this can be prevented if the body is washed in holy water.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/218006/Generals-of-Prime?affiliate_id=17596" target="_blank">Generals of Prime</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Skeletal Bowman:</strong> Raised from peasant corpses.</p><p><strong>Skeletal Mob:</strong> Raised from peasant corpses.</p><p><strong>Skeletal Archer:</strong> Raised from soldier’s corpses, carefully selected for their dexterity, and made at a Desecrated altar.</p><p><strong>Skeletal Archer Augmented:</strong> Soldier corpses raised with the Augmented Summoning feat at a Desecrated altar.</p><p><strong>Zombie:</strong> ?</p><p><strong>Zombie Mob:</strong> Raised from peasant corpses.</p><p><strong>Zombie Glaivier:</strong> Raised from peasant corpses.</p><p><strong>Zombie Halberdier:</strong> Raised from soldier’s corpses, carefully selected for their strength, and made at a Desecrated altar.</p><p><strong>Zombie Halberdier Augmented:</strong> Soldier corpses raised with the Augmented Summoning feat at a Desecrated altar.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/501/Legends—Lairs-Giant-Lore?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="https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596" target="_blank">Hammer & Helm</a>[spoiler]</p><p><strong>Defender of Mar-Namor:</strong> The defenders of Mar-Namor are undead bound to the Forge God’s will and granted heightened powers. Long ago, the great city of Mar-Namor faced attack by a powerful illithid army keen to plunder its wealth and enslave its tireless dwarven workers. The bravery of the city’s legions was for naught: The illithids blasted the minds of dwarven warriors sent against them, and soon many of the defenders fought as thralls in the invading army. The automatons and golems of Mar-Namor could not be so overtaken, but they were too few to do much more than delay the illithid host. </p><p>Desperate, the city’s defenders turned to the arts of necromancy, creating undead dedicated to the Forge God. For a while the ploy worked, and the undead legions marched with impunity against the illithids. Necromancy, however, was not the succor that Mar- Namor needed-the city was betrayed from within by many of the same spellcasters who built the new defenders. As the city fell, the traitors fled, taking the secrets of creating the new undead with them, and some can still be found in remote locations. </p><p>“Defender of Mar-Namor” is a template that can be added to any corporeal undead creature. </p><p>A defender of Mar-Namor can be created by clerics casting animate dead, create undead, or create greater undead. A cleric must have acquired knowledge of the defender of Mar-Namor template and its application through adventuring (GM’s discretion) before he can use it in conjunction with these spells. The ritual also requires a suit of the appropriate armor, along with the weapon the creature will wield and the other components necessary for the spell. </p><p>The rituals that bind an undead creature with the trappings of the Forge God are long and impossible to complete without some other means of controlling it. Applying the template to existing undead requires that it first be controlled by a turn attempt, then somehow immobilized without being destroyed. Finally, a dwarf cleric (or a character with access to the proper profane knowledge) must expend a turn attempt powerful enough to destroy the undead and sacrifice XP equal to 20 times the undead’s Hit Dice total. </p><p><strong>Defender of Mar-Namor, Undead Bound to the Forge God's Will And Granted Heightened Powers, Undead Dedicated to the Forge God:</strong> ?</p><p><strong>Defender of Mar-Namor, Mindless Undead:</strong> ?</p><p><strong>Defender of Mar-Namor, Especially Powerful Defender Made From Intelligent Undead:</strong> ?</p><p><strong>Defender of Mar-Namor, Especially Powerful Knight Made From Intelligent Undead:</strong> ?</p><p><strong>Defender of Mar-Namor, Intelligent Undead:</strong> ?</p><p><strong>Ghoul Soldier of Mar-Namor:</strong> ?</p><p><strong>Mummy Defender of Mar-Namor:</strong> ?</p><p><strong>Undead, Undead Creature, Normal Undead Creature, Normal Undead:</strong> ?</p><p><strong>Advanced Undead:</strong> Beginning at 2nd level, the spirit stone defiler can enhance undead he creates with the animate dead spell or similar magic by including spirit stone as a power component. Every 20 gp of spirit stone consumed in the casting advances a single created undead by one Hit Die, up to a number of Hit Dice equal to the defiler’s class level. Sheathed in fragments of spirit stone, the advanced undead looks alien and warped. Sometimes such creatures bear the visages of the dwarven souls that formerly blessed the spirit stone, now twisted with pain. </p><p><strong>Undead Servant:</strong> ?</p><p><strong>Independent Undead:</strong> ?</p><p><strong>Corporeal Undead Creature:</strong> ?</p><p><strong>Undead Foe:</strong> ?</p><p><strong>Undead Warrior:</strong> ?</p><p><strong>Ghoul:</strong> If a ghoul soldier of Mar-Namor does not devour a humanoid victim, the corpse rises as a ghoul in 1d4 days. Casting protection from evil on a body before the end of that time averts the transformation. </p><p><strong>Malicath, Arch-Lich:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Vampire:</strong> Talisman of the Wild Vampiric magic item.</p><p><strong>Wight:</strong> ?</p><p></p><p>Talisman of the Wild </p><p>Each of these talismans grants the user greater transformation ability whenever casting the polymorph self spell, using a druid’s wild shape ability, or employing similar effects. A given talisman of the wild grants the listed template to the assumed form. Each talisman’s effects are listed on page 96. Only one talisman of the wild can be used at a time, and if the template could not normally be added to the assumed form, it has no effect. A talisman requires the Craft Wondrous Item feat to create in addition to the spell listed. Weight: 1 lb. </p><p></p><p>Talisman of the Wild </p><p>Talisman Template Caster Level Prerequisites Market Price Cost to Create </p><p>Heavenly Celestial 11th holy word 8,000 gp 4,000 gp + 320 XP </p><p>Infernal Fiendish 11th blasphemy 8,000 gp 4,000 gp + 320 XP </p><p>Ironbound Iron-souled 13th iron body 2,000 gp 1,000 gp + 80 XP </p><p>Taloned Half-dragon 11th fly 18,000 gp 9,000 gp + 720 XP </p><p>Vampiric Vampire 13th enervation 8,000 gp 4,000 gp + 320 XP[/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="https://www.drivethrurpg.com/product/222339/Heroes-of-Prime?affiliate_id=17596" target="_blank">Heroes of Prime</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Shadow:</strong> Most monsters are created by tael: for instance, a CR 3 Shadow requires 4,096 tael (equal to 256 ordinary people) to spawn another Shadow.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/28059/Into-the-Green-A-Guide-for-Forests-Jungles-Woods-and-Plains?affiliate_id=17596" target="_blank">Into the Green</a>[spoiler]</p><p><strong>Arborgeist:</strong> When a treant meets a gruesome end at the hands of fire and great evil, the pain and horror of this fate sometimes proves too intense for the benign spirit to find rest even in death.</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 of some 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="https://www.drivethrurpg.com/product/12490/Islands-of-Gold-The-Midnight-Archipelago-Swashbuckling-Adventures?affiliate_id=17596" target="_blank">Islands of Gold: The Midnight Archipelago (Swashbuckling Adventures)</a>[spoiler]</p><p><strong>Husk:</strong> Husks are the animated skin of Baron Sange's victims: devoid of form and animated by his malice.</p><p><strong>Zombie:</strong> Zombies are the reanimated corpses of the islanders and missionaries.</p><p>The baron can summon zombies from any readily available corpses. In a densely populated area, such as a graveyard, battleground, plague grounds, or prison, the baron can raise two undead every round. Otherwise the Baron can only raise dead as available.</p><p><strong>Husk, Animated Skin:</strong> ?</p><p><strong>Zombie, Reanimated Corpse:</strong> ?</p><p><strong>Undead:</strong> [Baron Sange] made his way out of one of the mines one day with the tattered skin of nearly a dozen islanders sewn to his flesh, then took his vengeance on Sange Tarans. First, he summoned the bodies of the dead to fight for him. Then he set them lose against the natives. with every Taran that fell another undead stood to join the ranks of his minions.</p><p><strong>Undead Follower:</strong> ?</p><p><strong>Negatively Charged Creature:</strong> ?[/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/217953/Lords-of-Prime?affiliate_id=17596" target="_blank">Lords of Prime</a>[spoiler]</p><p><strong>Undead:</strong> Good societies ban the creation or use of Undead. Not only is trapping a soul in a rotting corpse an act of torture, it is also a use of magic that only strengthens the Dark.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/20126/Lords-of-the-Peaks-the-Essential-Guide-to-Giants?affiliate_id=17596" target="_blank">Lords of the Peaks: the Essential Guide to Giants</a>[spoiler]</p><p><strong>Cloud Giant Ghost:</strong> This ghost haunts an abandoned castle on a cloud island that drifts aimlessly through the sky. The inhabitants — cruel cloud giant raiders — were slain by brave heroes, but one of the cloud giants swore vengeance and returned to haunt the ruins.</p><p><strong>Cloud Giant Ghost, Ethereal Creature:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Giant Ghost:</strong> Giants can become ghosts like other corporeal creatures do.</p><p><strong>Giant Lich:</strong> Although the lich template is normally only applied to humanoid creatures (which exclude giants), GMs can use it to create giant liches, if they so desire.</p><p><strong>Giant Lich, Very Powerful Creature:</strong> ?</p><p><strong>Cloud Giant Lich:</strong> ?</p><p><strong>Giant Skeleton:</strong> Animate dead: Animating giant-sized skeletons or zombies usually requires a higher level caster.</p><p><strong>Giant Skeleton, Giant-Sized Skeleton:</strong> ?</p><p><strong>Giant Zombie:</strong> Animate dead: Animating giant-sized skeletons or zombies usually requires a higher level caster.</p><p><strong>Giant Zombie, Giant-Sized Zombie:</strong> ?</p><p><strong>Hill Giant Zombie:</strong> There are a few hill giants in Canceri along the western edge of Nier's Spine, and progressively southward from the Komaal Hills to the southwestern shores of the Sea of Canceri. These giants occasionally attack caravans headed from Nishanpur to Hunder; some are ensnared and charmed by magic or promises of gold, or worse, reanimated as monstrous zombie guardians.</p><p><strong>Hill Giant Zombie, Monstrous Zombie Guardian:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/en/product/2856/maelstrom-campaign-setting-pantheon?affiliate_id=17596" target="_blank">Maelstrom Campaign Setting: Pantheon</a>[spoiler]</p><p><strong>Undead:</strong> ?[/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><a href="https://www.drivethrurpg.com/product/218456/Merchants-of-Prime?affiliate_id=17596" target="_blank">Merchants of Prime</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/3278/Mithril-City-of-the-Golem?affiliate_id=17596" target="_blank">Mithril: City of the Golem</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Undead Minion:</strong> ?</p><p><strong>Mysterious Black-Clad Figure, Cloaked Figure, Restless Spirit:</strong> ?</p><p><strong>Mysterious Black-Clad Figure, Cloaked Figure, Ghost:</strong> ?</p><p><strong>Nightshade:</strong> ?</p><p><strong>Scythe Wielding Phantasm, Spectre:</strong> ?</p><p><strong>Spirit:</strong> ?</p><p><strong>Spirit of an Old Actor, Restless Spirit:</strong> ?</p><p><strong>Spirit of a Dead Guardsman:</strong> Some months ago a growth of blood barnacles on the Windward wall afflicted a patrol of city guard and a paladin taking shelter in one of the wall’s chambers while they waited out a sudden stom. In the morning after both the storm and barnacle-induced rage had subsided, only the paladin Kirdin Josekil (hum male pal 3, CG) had survived the homicidal mania and ensuing carnage within the refuge. The dead guards were buried, and the barnacles promptly cleared from the wall. Yet, some of Josekil’s fellow knights fear he has not fully recovered from the incident. Stories suggesting that the spirits of the dead guardsmen now haunt the Windward Wall where Josekil still patrols only heighten those concerns.</p><p><strong>Dar'Gartal, Dark Elven Sorcerer Vampire:</strong> ?</p><p><strong>Inn-Wight:</strong> ?</p><p><strong>Wight:</strong> Outside of the Nighthounds, few know about the houndmistress’ secret wraithblade, with which she turns her foes into wights under her control.</p><p><strong>Wraith:</strong> ?[/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="https://www.drivethrurpg.com/product/222338/Nobles-of-Prime?affiliate_id=17596" target="_blank">Nobles of Prime</a>[spoiler]</p><p><strong>Undead:</strong> The Necromancer is almost not even human, specializing entirely in death and cold. At 6th rank they may have commanded some undead into their service; at 8th or above they create their own.</p><p><strong>Undead Guard:</strong> ?</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/222980/Nyambe-African-Adventures-OGL-3E-digital?affiliate_id=17596" target="_blank">Nyambe: African Adventures</a>[spoiler]</p><p><strong>Ndalawo, Shadow Leopard:</strong> Also known as a shadow leopard, the ndalawo (n-DAH-lahwoh) is a leopard that has been transformed into an undead shadow.</p><p>Any humanoid reduced to a Strength score of 0 by a shadow leopard becomes a shadow under control of its killer within 1d4 rounds. A leopard reduced to 0 Strength by a shadow leopard becomes a new shadow leopard within 1d6 rounds. In both cases, the creature doesn’t retain any of its previous characteristics, such as those based on race, class, or creature type, but rather uses the standard SRD stats for shadows it its a humanoid or the ndalawo stats given here if a leopard.</p><p><strong>Rom:</strong> The rom are a race of ghostly stone giants. Long ago they were enemies of the dwarven utuchekulu, but during the great earthquake that brought the utuchekulu to the surface, the rom all perished in a massive cave-in.</p><p><strong>Terkow, Nyambian Vampire, Skinwalker, Skinchanger, Skinshifter:</strong> Terkow” is a template that can be added to any humanoid creature.</p><p>Any creature reduced to a Constitution score of 0 or less by the terkow’s blood draining attack and then skinned by the creature will return as a true zombi if it had 4 or fewer HD, and a terkow if it had 5 or more HD.</p><p>Any creature reduced to a Constitution of 0 or less by the [sample] terkow’s blood draining attack and then skinned by the creature will return as a true zombi if it had 4 or fewer HD, and a terkow if it had 5 or more HD.</p><p><strong>True Zombi:</strong> A true zombi can only be created by a Zombi cultist or though the use of magical zombi powder.</p><p>“True Zombi” is a template that can be added to any humanoid.</p><p>Any creature reduced to a Constitution score of 0 or less by the terkow’s blood draining attack and then skinned by the creature will return as a true zombi if it had 4 or fewer HD, and a terkow if it had 5 or more HD.</p><p>Any creature reduced to a Constitution of 0 or less by the [sample] terkow’s blood draining attack and then skinned by the creature will return as a true zombi if it had 4 or fewer HD, and a terkow if it had 5 or more HD.</p><p>Create Zombie Zombi Cultist power.</p><p>Zombi Powder Greater magic item.</p><p>Zombi Powder Lesser magic item.</p><p>Zombi Skin artifact.</p><p><strong>Ndalawo, Undead Shadow Leopard, Undead Shadow:</strong> ?</p><p><strong>Terkow Human Mchawi Wizard 7:</strong> ?</p><p><strong>True Zombi Human Gamba Fighter 5:</strong> ?</p><p><strong>Rom, Undead Giant, Transparent Stone Giant, Foul Undead:</strong> ?</p><p><strong>Terkow, Skinless Monstrosity, Skinless Human, Skinless Creature:</strong> ?</p><p><strong>The Devil of T'ombo, Terkow:</strong> ?</p><p><strong>Ancestor Orisha, Ancestor Spirit, Ghost of the Departed, Spirit of a Dead Ancestor, Benevolent Incorporeal Undead:</strong> ?</p><p><strong>Undead, Undead Monster, Undead Creature:</strong> Undead have been spontaneously rising from their graves on Marak’pInga and attacking the desert-dwelling Marak’ka.</p><p>1. A powerful necromancer is performing experiments in a secret underground lab far below the Marak’pInga, and the undead are a mere side effect.</p><p>2. The isle of Marak’pInga happens to be located at a weak point in the fabric of the Material Plane. Portals have spontaneously opened to the Spirit World, causing the dead to rise up as hideous monsters. These portals must be closed soon or the effect will only spread. Creatures of the darkest evil can sense the effect, and are being attracted to the area like flies to a corpse.</p><p>3. A large group of Zombi cultists is behind the animations. They hope to drive the desert-dwelling Marak’ka from the Gudu Ji Pingu Desert and use it as a stronghold in the reestablished Zombi Empire.</p><p><strong>Undead Servant:</strong> ?</p><p><strong>Undead Minion:</strong> ?</p><p><strong>Gnomish Undead Kitunusi:</strong> ?</p><p><strong>Hideous Monster:</strong> The isle of Marak’pInga happens to be located at a weak point in the fabric of the Material Plane. Portals have spontaneously opened to the Spirit World, causing the dead to rise up as hideous monsters. </p><p><strong>Allip, Mortal Who Has Committed Suicide and Been Denied Their Place in the Afterlife:</strong> These creatures are mortals who have committed suicide and been denied a place in the afterlife.</p><p><strong>Bodak, Mortal Corrupted After Visiting the Lower Coils of Da:</strong> Bodak are mortals corrupted after visiting the lower coils of Da.</p><p><strong>Devourer:</strong> During the great earthquake which destroyed the underground home of the rom, some of the giants attempted to escape to the Shadow World using magic. The spell malfunctioned, and the giants became life-devouring corporeal undead native to the Shadow World.</p><p><strong>Devourer, Life-Devouring Corporeal Undead Native to the Shadow World:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Vengeful Ghost:</strong> The utuchekulu believe when a warrior falls in battle, his vengeful ghost will return to haunt his comrades for failing him. Eating the remains of fallen companions can prevent this terrible fate.</p><p><strong>Amazonia, Ghost, Spirit:</strong> ?</p><p><strong>Ghoul:</strong> Ghouls sometimes spontaneously arise from the corpses of cannibals.</p><p><strong>Ghoul Ghast:</strong> ?</p><p><strong>Aquatic Ghoul:</strong> ?</p><p><strong>Nyambian Ghoul:</strong> Ghouls sometimes spontaneously arise from the corpses of cannibals. As such, most Nyamban ghouls are dwarven utuchekulu.</p><p><strong>Lich:</strong> ?</p><p><strong>Zulo, Immortal Lich:</strong> The political situation remained relatively stable in Nyambe-tanda for centuries thereafter until Zulo (ZOO-loh), an adept of the Zamara people, made contact with the forbidden fiendish orisha. He spoke directly with Zombi, lord of serpents and the undead. Zombi promised Zulo great power and eternal life in exchange for spreading his worship amongst the races of Nyambe. Amazingly, Zulo found many converts willing to trade their souls for wizardly powers or eternal life as an undead monster. Within a few decades, Zulo, now an immortal lich, ruled the entire northeastern portion of the continent.</p><p><strong>Nyambian Lich:</strong> ?</p><p><strong>Mohrg, Undead Mass Murderer:</strong> ?</p><p><strong>Mummy, Undead Mummy:</strong> For some reason, the dead ancestors of the Marak’ka have been returning from the grave as undead mummies.</p><p><strong>Dangerous Mummy, Foul Undead:</strong> ?</p><p><strong>Nightshade:</strong> ?</p><p><strong>Nightshade Nighcrawler:</strong> ?</p><p><strong>Nightshade Nightwalker:</strong> ?</p><p><strong>Nightshade Nightwing:</strong> ?</p><p><strong>Shadow, Undead Shadow:</strong> Any creature killed by the ndalawo becomes an undead shadow.</p><p>Any humanoid reduced to a Strength score of 0 by a shadow leopard becomes a shadow under control of its killer within 1d4 rounds. A leopard reduced to 0 Strength by a shadow leopard becomes a new shadow leopard within 1d6 rounds. In both cases, the creature doesn’t retain any of its previous characteristics, such as those based on race, class, or creature type, but rather uses the standard SRD stats for shadows it its a humanoid or the ndalawo stats given here if a leopard.</p><p>These creatures are rarely encountered except as the spawn of a ndalawo shadow leopard.</p><p><strong>Skeleton:</strong> ?</p><p><strong>Skeleton Small:</strong> ?</p><p><strong>Skeleton Medium, Skeleton Medium-Size:</strong> ?</p><p><strong>Skeleton Large:</strong> ?</p><p><strong>Skeleton Huge:</strong> ?</p><p><strong>Skeleton Colossal:</strong> ?</p><p><strong>Skeleton Gargantuan:</strong> ?</p><p><strong>Spectre, Evil Spirit:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>The Devil of T'ombo, Some Sort of Vampire:</strong> ?</p><p><strong>Wight, Dandu, Poor People:</strong> ?</p><p><strong>Wraith, Evil Spirit:</strong> ?</p><p><strong>Zombie, Common Zombie, Normal Zombie:</strong> ?</p><p><strong>Zombie, Animated Dead:</strong> ?</p><p><strong>Zombie Small:</strong> ?</p><p><strong>Zombie Medium:</strong> ?</p><p><strong>Zombie Large:</strong> ?</p><p><strong>Zombie Huge:</strong> ?</p><p><strong>Zombie Colossal:</strong> ?</p><p><strong>Zombie Gargantuan:</strong> ?</p><p><strong>Bloated Sea Zombie:</strong> ?</p><p><strong>Evil Spirit:</strong> ?</p><p></p><p>Create Zombi: When casting animate dead, the Zombi cultist can choose to create true zombis instead of normal zombies; see the true zombi template in Chapter Thirteen for more information. The Zombi cultist can also cast animate dead spontaneously, trading any prepared spell or spell slot of equivalent level or higher for it.</p><p></p><p>Zombi Powder, Greater</p><p>This horrific substance is used by Zombi cultists to simultaneously slay their enemies and re-animate them as true zombis.</p><p>Unlike most potions, greater zombi powder is not consumed by the user, but is released into the air for others to breathe. Greater zombi powder creates a 5-foot-radius cloud either directly in front of the user (if blown at a target), or at the point of impact (if thrown). Using greater zombi powder is dangerous and requires a Concentration check (DC 5) to avoid inhaling it.</p><p>Any living being who breathes greater zombi powder must make a Fortitude save vs. DC 20 or immediately die. Even on a successful save, a target still takes 3d6+10 points of damage.</p><p>Any humanoid killed by greater zombi powder will rise up as a true zombi at the following sunset; see the monster template in Chapter Thirteen. Reanimation can be prevented by using fire, salt, acid, or holy water on the body, or by dismembering the corpse with a holy or blessed weapon.</p><p>Caster Level: 9th; Prerequisites: Brew Potion, animate dead, slay living, creator must have 1 rank in Natural Medicine skill and be at least 5th level; Market Price: 3,088 gp</p><p></p><p>Zombi Powder, Lesser</p><p>Lesser zombi powder is similar to greater zombi powder, except that it has no power to slay.</p><p>Unlike most potions, lesser zombi powder is not consumed by the user, but is instead sprinkled upon the corpse of a dead humanoid. The corpse will immediately re-animate into a true zombi; see the monster template in Chapter Thirteen.</p><p>Reanimation will not occur if the body has been treated or damaged by fire, salt, acid, or holy water, or dismembered with a holy or blessed weapon.</p><p>Caster Level: 5th; Prerequisites: Brew Potion, animate dead, creator must have 1 rank in Natural Medicine skill and be at least 5th level; Market Price: 800 gp</p><p></p><p>Skin of Zombi</p><p>According to rumor, this disturbing artifact is the shed skin of Zombi, the orisha of snakes and the undead. It is said that the Skin was a reward granted to Zulo, the first high priest of Zombi, in exchange for establishing his cult amongst non-orcs. It was supposedly destroyed with Zulo, but either it or other minor items like it have resurfaced every few hundred years since.</p><p>The Skin weights 5 pounds and is in the shape of a humanoid, but is composed entirely of shed snakeskin. Anyone who touches the Skin to his face discovers that it instantly animates and adheres to his own skin, crawling underneath clothing and even armor to do so. The Skin grants its wear terrible necromantic and reptilian prowess, but slowly devours any foolish enough to use it.</p><p>Anyone who wears the Skin of Zombi gains all the benefits of being an undead creature: he becomes immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease; not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage; immune to anything requiring a Fortitude save unless it affects objects; and can make Concentration checks using Charisma modifier. The wearer suffers from none of the usual disadvantages of being undead and cannot be Turned, harmed by positive energy, or affected by spells or powers that affect the undead.</p><p>In addition, the Skin allows its wearer to make a poisonous bite attack. This attack is considered an armed attack that inflicts 1d8 points of damage, and is subject to the natural weapon rules for monsters. The poison requires a primary Fortitude save vs. a DC of 20 to avoid 2d6 points of temporary Constitution score damage, and a secondary Fort save after one minute to avoid 3d6 points of temporary Constitution damage.</p><p>Finally, the Skin of Zombi slowly transforms its wearer into an undead creature. Each day that the skin is worn, the wearer must make a Fortitude save against a DC of 15 or gain 1 negative level. This process continues until the wearer dies, at which time she rises up as a true zombi (see Chapter Thirteen) in service to the fiendish orisha himself, and the skin sloughs off, ready for another user. The skin cannot otherwise be removed by any means short of a wish or miracle spell.</p><p>According to legend, the Skin of Zombi can be eaten and digested by a lau of maximum HD; see Chapter Thirteen. Only one such creature, referred to as the “king of the lau” is known to exist.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/336405/Oathbound-Complete--d20?affiliate_id=17596" target="_blank">Oathbound Domains of the Forge</a>[spoiler]</p><p><strong>Lector:</strong> It is not entirely known how a lector forms, though it is believed that a lector is created when an ordinary skeletal undead creature comes into contact with a powerful evil object. When such an event occurs, the skeleton is endowed with a powerful intelligence and a desire to seek out and find other such items and absorb them into themselves. The items that the lector acquires bestow it with intense power, making it a dangerous and frightening opponent.</p><p><strong>Lector, Intelligent Undead Creature, Dangerous Frightening Opponent, Skeletal Abomination:</strong> ?</p><p><strong>Undead, Undead Creature, The Dead:</strong> For example, a sword caused all slain by it to rise again as an undead under the control of the Warlock that created the sword.</p><p>[T]hose that fail during the process are later animated as undead sentries, and live on in undeath to further guard Zul’s holdings.</p><p><strong>Intelligent Undead Creature That Cannot Bear the Light of Day:</strong> ?</p><p><strong>Mindless Undead, Mindless Undead Creature:</strong> ?</p><p><strong>Mindless Undead Horror:</strong> ?</p><p><strong>Hideous Undead Abomination:</strong> ?</p><p><strong>Abomination:</strong> Most believe Nemamiah created these hordes to shield his Warlocks from outside intrusions, forming a standing army that never tires and is always vigilant.</p><p><strong>Lord Urdur, Ghost Cleric 10, Pale Partially Transparent Figure, Pale Figure:</strong> ?</p><p><strong>Ghost, Spirit:</strong> ?</p><p><strong>Ghost of a Servant:</strong> ?</p><p><strong>Lich, Half-Living Creature:</strong> ?</p><p><strong>Shadow:</strong> Most believe Nemamiah created these hordes to shield his Warlocks from outside intrusions, forming a standing army that never tires and is always vigilant.</p><p><strong>Shadow, Mindless Undead, Abomination:</strong> ?</p><p><strong>Skeleton, Ordinary Skeletal Undead Creature:</strong> Most believe Nemamiah created these hordes to shield his Warlocks from outside intrusions, forming a standing army that never tires and is always vigilant.</p><p><strong>Skeleton, Mindless Undead, Abomination:</strong> ?</p><p><strong>Skeleton, Skeleton Archer:</strong> ?</p><p><strong>Skeleton Medium:</strong> ?</p><p><strong>Skeleton Small Halfling, Skeletal Halfling:</strong> ?</p><p><strong>Specter, Ravenous Specter:</strong> ?</p><p><strong>Vampire, Intelligent Undead Creature That Cannot Bear the Light of Day:</strong> ?</p><p><strong>Drask, Vampiric Parietophage:</strong> ?</p><p><strong>Saturnia, Vampire Queen of Stygia, Vampire:</strong> ?</p><p><strong>Toshengrave, Vampire, Necromantic Vampire Wizard, Necromantic Lord, Evil Creature:</strong> ?</p><p><strong>Master Vampire:</strong> Rumors abound that a handful of vampires escaped Megaera’s vengeance those many years ago and have been quietly plotting revenge ever since. Freed of servitude by their master’s death, some have become master vampires of their own and are thought to be living deep below Hammerfall.</p><p><strong>Wight:</strong> Most believe Nemamiah created these hordes to shield his Warlocks from outside intrusions, forming a standing army that never tires and is always vigilant.</p><p><strong>Wight, Mindless Undead, Abomination:</strong> ?</p><p><strong>Zombie:</strong> Most believe Nemamiah created these hordes to shield his Warlocks from outside intrusions, forming a standing army that never tires and is always vigilant.</p><p><strong>Zombie, Mindless Undead, Abomination:</strong> ?</p><p><strong>Bone Sovereign:</strong> Most believe Nemamiah created these hordes to shield his Warlocks from outside intrusions, forming a standing army that never tires and is always vigilant.</p><p><strong>Bone Sovereign, Mindless Undead, Abomination:</strong> ?</p><p><strong>Bone Sovereign 8 HD:</strong> ?</p><p><strong>Bone Sovereign 20 HD:</strong> ?</p><p><strong>Bone Sovereign 36 HD:</strong> ?</p><p><strong>Nasty-Cloud-God, Fiendish Caller in Darkness, Great Psionic Storm of Undeath, Nasty Cloud God, Undead Manifestation, Evil Red Cloud That Possesses a Myriad of Screaming Demonic Faces Within its Form:</strong> Deep beneath Urdur’s ruined castle, in the ruins of Fort Glory, the cerebrillith and most of the demons were slain, leaving behind a Caller in the Darkness, a great psionic storm of undeath.</p><p>In reality, the god is nothing more than an undead manifestation of the many tanar’ri that were suddenly smashed to bits during the cataclysmic sinking of this area.</p><p>However, the Caller in Darkness that was formed by the death of the cerebrillith and many other demons is definitely real, and attacks anyone it detects entering the room other than the Queen.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/145749/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/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596" target="_blank">Plot & Poison</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Nonliving Creature:</strong> ?</p><p><strong>Undead Item:</strong> These follow the verminous item creation rules but use undead.</p><p><strong>Ghoul, Undead That Feasts on Flesh, Undead Wife:</strong> ?</p><p><strong>Evil Lich:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Wraith:</strong> Her Fury magic item.</p><p><strong>Drow:</strong> ?</p><p></p><p>Her Fury</p><p>Her Fury is a +2 keen unholy vorpal kukri and a relic of great importance to the worshipers of Black Widow. Rusted, pitted, and sticky with old blood, its appearance belies its deadly nature, but the faithful of Black Widow immediately recognize the weapon’s similarity to their goddess’s famous weapon.</p><p>The wielder of Her Fury can use it to cast finger of death (100-foot range, DC 17) once per day, and when used to hinder the plans of the Spider Queen’s clerics, Her Fury allows the wielder to cast create undead (wraiths only) on any creature it kills. The wraith is not commanded by the weapon nor its wielder (unless a successful turning check is made), but it cannot attack Her Fury’s wielder so long as the weapon is held in hand.</p><p>Her Fury has an Intelligence of 11, a Wisdom of 14, and a Charisma of 12. It has an Ego of 19 and communicates through semiempathy.</p><p>Caster Level: 20th; Prerequisites: Craft Magic Arms and Armor, create undead, finger of death; Market Price: 210,000 gp; Cost to Create: 105,000 gp + 8,400 XP; Weight: 3 lb.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596" target="_blank">Pocket Grimoire Arcane</a>[spoiler]</p><p><strong>Crypt Lurker:</strong> <em>Neroth's Embrace</em> spell.</p><p><strong>Shadow Raven:</strong> Shadow ravens are undead birds created to serve as familiars and pets. Most are gifts from evil gods or manufactured by necromancers by some unknown ritual.</p><p><strong>Shadow Raven, Undead Bird, Shadowy Bird:</strong> ?</p><p><strong>Shadow Raven, Familiar:</strong> ?</p><p><strong>Shadow Raven, Pet:</strong> ?</p><p><strong>Shadow Raven, Gift:</strong> ?</p><p><strong>Undead, Undead Creature, Living Dead:</strong> <em>Soul Suck</em> spell.</p><p><strong>Skeletal Undead:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Mindless Undead Creature:</strong> ?</p><p><strong>Intelligent Undead:</strong> ?</p><p><strong>Nonintelligent Undead:</strong> ?</p><p><strong>Sentient Undead Creature:</strong> ?</p><p><strong>Undead Ghast:</strong> ?</p><p><strong>Undead Ghoul:</strong> ?</p><p><strong>Undead Mummy:</strong> ?</p><p><strong>Shadow:</strong> <em>Sucking Touch</em> spell.</p><p><em>Weapon of Shade</em> spell.</p><p><strong>Shadow-Based Creature:</strong> ?</p><p><strong>Shadow, Shadow Creature:</strong> ?</p><p><strong>Skeleton, Undead Skeleton:</strong> <em>Animate Dead</em> spell.</p><p><em>Mark of Thralldom</em> spell.</p><p><strong>Skeleton, Nonintelligent Undead:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Zombie, Undead Zombie, Walking Dead, True Zombie:</strong> <em>Animate Dead</em> spell.</p><p><em>Dead Alive</em> spell.</p><p><em>Mists of Undeath</em> spell.</p><p><strong>Shambling Decomposing Zombie:</strong> <em>Dead Alive</em> spell.</p><p><strong>Zombie, Nonintelligent Undead:</strong> ?</p><p><strong>Animated Dead:</strong> <em>Animate Dead</em> spell.</p><p><strong>Walking Dead:</strong> ?</p><p></p><p>Animate Dead</p><p>Necromancy [Evil]</p><p>Level: Adp 3, 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 (so purple worm skeletons are not allowed). 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 (so gelatinous cube zombies are not allowed). 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 character must place a black onyx gem worth at least 50 gp into the mouth or eye socket of each corpse. The magic of the spell turns these gems into worthless, burned-out shells.</p><p></p><p>Dead Alive</p><p>Necromancy</p><p>Level: Sor/Wiz 4</p><p>Components: V, S, M</p><p>Casting Time: 1 action</p><p>Range: Personal</p><p>Target: The character</p><p>Duration: 1 minute/level</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This necromantic incantation locks the caster’s soul in a “haven” of negative energy and turns the caster’s body into a shambling, decomposing zombie. During this time, the caster gains the benefits and drawbacks of being one of the walking dead.</p><p>The caster becomes immune to poison, sleep, paralysis, stunning and disease. She is no longer subject to critical hits, subdual damage, ability damage, energy drain or death from massive damage. The caster’s Dexterity suffers a -4 penalty for the duration of this spell, and she suffers a -4 situational penalty to Charisma whenever she must make any sort of social skill check. Also, because of the concentration of negative energy within her, the caster is vulnerable to being turned or rebuked as an undead of the caster’s level. Cure spells damage the caster, while inflict spells heal the caster.</p><p>When the spell ends, the caster must make a Fortitude save (DC15). If the caster fails, she is stunned for one round, and she takes 5d4 damage as the negative energy ravages her body as it is forced out. If this damage kills her, the caster rises the next night as a true zombie unless she is blessed by a priest.</p><p>Material Component: One handful of zombie flesh.</p><p></p><p>Mark of Thralldom</p><p>Necromancy</p><p>Level: Clr 3, Sor/Wiz 5</p><p>Components: V, S, M</p><p>Casting Time: One action</p><p>Range: Touch</p><p>Target: One living creature</p><p>Duration: Permanent</p><p>Saving Throw: None</p><p>Spell Resistance: Yes</p><p>By casting this spell on a living creature, the caster ensures that when the creature dies it will animate as an undead within 1d3 rounds. The creature will become either a zombie or a skeleton, depending on how intact its body is immediately after death. At the time of the casting, the caster may issue one simple command that the subject will obey when it returns as one of the living dead, such as “Seek me out” or “Kill the elf in the red tunic.”</p><p>Material Component: A red dye, worth 10 gp, that is smeared on the subject. Once the dye makes contact with the skin, it leaves a stain and cannot be removed with dispel magic or a similar spell.</p><p></p><p>Mists of Undeath</p><p>Necromancy</p><p>Level: Sor/Wiz 8</p><p>Components: V, S, M</p><p>Casting Time: 1 action</p><p>Range: Medium (100 ft.+10 ft./level)</p><p>Effect: A cloud with radius of 25 ft.+5 ft./2</p><p>levels, up to 20 ft. high</p><p>Duration: See text</p><p>Saving Throw: See text</p><p>Spell Resistance: Yes</p><p>When the spell is cast, black mists that smell of rot and decay billow forth from a point specified by the caster. The mists kill any living creature with 3 or fewer HD (no save) and cause creatures with 4 to 6 HD to make Fortitude saves or die. Living creatures above 6 HD and creatures who make their saving throws take 1d10 points of damage each round while they breathe the mists. The mists move away from the caster at 10 feet per round, rolling along the surface of the ground. The mists are not heavier than air, so creatures in sinkholes or below ground may not be affected. The bodies of any creatures slain by the spell are turned into zombies that remain under the caster’s control indefinitely. The caster may control a maximum of 2 HD of undead created by this spell per caster level, leaving the remainder uncontrolled. The statistics of the zombies are dependent on the size of the creature when it was alive.</p><p>The mists last for 1 minute per caster level. The zombies created by the spell are permanent until slain.</p><p>Material Component: The last breath of a murderer.</p><p></p><p>Neroth's Embrace</p><p>Necromancy [Death, Evil]</p><p>Level: Clr 4, Sor/Wiz 5</p><p>Components: V, S, M</p><p>Casting Time: One round</p><p>Range: Touch</p><p>Targets: One living creature</p><p>Duration: Instant</p><p>Saving Throw: Fortitude partial</p><p>Spell Resistance: Yes</p><p>If you make a successful touch attack upon a living creature, you drain some of the vitality from the target, causing 1d4 points of temporary strength damage.</p><p>Additionally, the target must make a Fortitude save or an appendage (randomly determined) shrivels to a desiccated version of its former self. All actions requiring the use of the appendage are at –6; if a leg is shriveled, the target can no longer stand up. A creature reduced to 0 strength dies and must make a Will save or return as a crypt lurker in 1d3 days.</p><p></p><p>Soul Suck</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: Close (25 ft.+5 ft./2 levels)</p><p>Target: One living creature</p><p>Duration: Instantaneous</p><p>Saving Throw: Fortitude partially negates</p><p>Spell Resistance: Yes</p><p>Upon casting, the conjured spirits pass through the victim, causing a total of 3d6+3 temporary Constitution damage. A successful Fortitude saving throw reduces this effect to 1d6+1 points of ability damage. If the victim is drained below zero, her soul is ripped from her body and dragged into the lower planes as the other spirits return from whence they came. Victims slain in this fashion cannot be restored to life with raise dead, although reincarnation or resurrection will work. Unless they are buried in hallowed ground, victims of soul suck are likely to return as undead (GM’s discretion).</p><p>Arcane Material Component: A pinch of bone dust.</p><p></p><p>Sucking Touch</p><p>Necromancy [Evil]</p><p>Level: Clr 3, Shadow 3, Sor/Wiz 3</p><p>Components: S</p><p>Casting Time: 1 action</p><p>Range: Touch</p><p>Target: One creature</p><p>Duration: 1 minute/level</p><p>Saving Throw: Fortitude halves</p><p>Spell Resistance: Yes</p><p>This spell gives the caster a Strength-draining touch similar to a shadow’s (see MM). If the caster makes a successful touch attack, the subject suffers a 1d6 +1 per two caster levels (maximum +6) temporary Strength ability drain. A successful Fortitude save halves the ability damage.</p><p>If the subject’s Strength is reduced to 0 or less, he dies and is transformed 1d4+1 rounds later into a shadow permanently under the control of the caster. A caster may control up to 2HD of shadow creatures per caster level at any one time. If the caster also controls animated dead (per animate dead spell), the total HD of undead plus shadow creatures cannot exceed the 2HD per level maximum.</p><p></p><p>Weapon of Shade</p><p>Illusion (Shadow)</p><p>Level: Sor/Wiz 5</p><p>Component: S</p><p>Casting Time: 1 action</p><p>Range: Touch</p><p>Target: Shadows touched</p><p>Duration: 1 minute/level</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell allows the caster to reach into any nearby shadows and draw out shadowstuff, with which she forms a weapon. The weapon may appear to be a sword, mace or whatever weapon the caster wishes (usually one with which the intended wielder of the weapon is proficient)—but regardless of its appearance, all weapons created by this spell cause 1d6 damage and critical based on the type of weapon fashioned.</p><p>A weapon of shade has a +2 attack bonus, and it is considered a +2 magical weapon. However, the damage bonus for the weapon begins at +0. This changes quickly through combat, though, since the target of the attack loses one temporary point of Strength every time the wielder of a weapon of shade lands a blow. This Strength is transferred to the weapon itself, so that it delivers an additional point of damage on a subsequent hit.</p><p>So, for example, the first time a weapon of shade hits successfully, its base damage is 1d6. But its damage for its subsequent hit is increased to 1d6+1. When that blow strikes, the target loses another point of temporary Strength—and the next hit deals 1d6+2 damage. This bonus to damage increases every time the wielder lands a blow, although it may never increase to more than one half the caster’s level. Regardless of the bonus to damage, the attack bonus is always +2.</p><p>A subject who survives the hit point damage of a weapon of shade but dies when his Strength is reduced to zero is transformed into a shadow in ld4+l rounds and is permanently under the control of the weapon of shade’s creator. A caster may control up to 2HD of shadow creatures per caster level at any one time. If the caster also controls animated dead (per animate dead spell), the total HD of undead plus shadow creatures cannot exceed the 2HD per level maximum.</p><p>If a caster is able to cast this spell multiple times, she may have multiple weapons of shade in existence simultaneously. However, once the caster hands the weapon to another, only that creature may wield it. Any attempts to set it down or hand it to another will result in the weapon’s turning back into shadow.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596" target="_blank">Pocket Grimoire Divine</a>[spoiler]</p><p><strong>Crypt Lurker:</strong> <em>Neroth's Embrace</em> spell.</p><p><strong>Shadow Raven:</strong> Shadow ravens are undead birds created to serve as familiars and pets. Most are gifts from evil gods or manufactured by necromancers by some unknown ritual.</p><p><strong>Shadow Raven, Undead Bird, Shadowy Bird:</strong> ?</p><p><strong>Shadow Raven, Familiar:</strong> ?</p><p><strong>Shadow Raven, Pet:</strong> ?</p><p><strong>Shadow Raven, Gift:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Skeletal Undead:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Corporeal Undead:</strong> ?</p><p><strong>More Powerful Intelligent Undead:</strong> ?</p><p><strong>More Powerful Sort of Undead:</strong> ?</p><p><strong>Less Powerful Undead:</strong> ?</p><p><strong>Nonintelligent Undead:</strong> ?</p><p><strong>Intelligent Undead, Intelligent Undead Creature:</strong> ?</p><p><strong>Corporeal Undead, Creature Made of Flesh and Bone:</strong> ?</p><p><strong>Undead Creature Who Uses Negative Energy:</strong> ?</p><p><strong>Attacking Undead Creature:</strong> ?</p><p><strong>Undead Creature Specifically Affected By Sunlight:</strong> ?</p><p><strong>Ghast:</strong> <em>Create Undead</em> spell, caster level 14th to 15th.</p><p><strong>Ghast, More Powerful Sort of Undead:</strong> ?</p><p><strong>Ghost:</strong> <em>Create Greater Undead</em> spell, caster level 20.</p><p><strong>Ghost, More Powerful Intelligent Sort of Undead:</strong> ?</p><p><strong>Ghoul:</strong> <em>Create Undead</em> spell, caster level 11th or lower.</p><p><strong>Ghoul, More Powerful Sort of Undead:</strong> ?</p><p><strong>Mummy:</strong> <em>Create Greater Undead</em> spell, caster level 15 or lower.</p><p><strong>Mummy, More Powerful Intelligent Sort of Undead:</strong> ?</p><p><strong>Shadow:</strong> <em>Create Undead</em> spell, caster level 16th to 17th.</p><p><em>Quicken Shadow</em> spell.</p><p><em>Sucking Touch</em> spell.</p><p><strong>Shadow, More Powerful Sort of Undead, Shadow Creature, Shadow-Based Creature:</strong> ?</p><p><strong>Skeleton, Undead Skeleton:</strong> <em>Animate Dead</em> spell.</p><p><em>Mark of Thralldom</em> spell.</p><p><strong>Spectre:</strong> <em>Create Greater Undead</em> spell, caster level 16th to 17th.</p><p><strong>Spectre, More Powerful Intelligent Sort of Undead:</strong> ?</p><p><strong>Vampire:</strong> <em>Create Greater Undead</em> spell, caster level 18th to 19th.</p><p><strong>Vampire, More Powerful Intelligent Sort of Undead, Undead Creature Particularly Vulnerable to Sunlight:</strong> ?</p><p><strong>Wight:</strong> <em>Create Undead</em> spell, caster level 18th to 19th.</p><p><strong>Wight, More Powerful Sort of Undead:</strong> ?</p><p><strong>Wraith:</strong> <em>Create Undead</em> spell, caster level 20th.</p><p><strong>Wraith, More Powerful Sort of Undead:</strong> ?</p><p><strong>Zombie, Undead Zombie:</strong> <em>Animate Dead</em> spell.</p><p><em>Mark of Thralldom</em> spell.</p><p><strong>Animated Dead:</strong> ?</p><p></p><p>Animate Dead</p><p>Necromancy [Evil]</p><p>Level: Adp 3, 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 (so purple worm skeletons are not allowed). 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 (so gelatinous cube zombies are not allowed). 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 character must place a black onyx gem worth at least 50 gp into the mouth or eye socket of each corpse. The magic of the spell turns these gems into worthless, burned-out shells.</p><p></p><p>Create Greater Undead</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>As create undead, except that this spell allows the character to create more 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>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>The character may attempt to command the undead as it forms with a turning check.</p><p>Certain types of undead, such as liches, cannot be created by this spell. Such undead are created in other, very specific ways.</p><p></p><p>Create Undead</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>A much more potent spell than animate dead, this evil spell allows the character to create more powerful sorts 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>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. For example, at 16th level the character could decide to create a ghoul or shadow instead of a wight. Doing this may be a good idea, because created undead are not automatically under the control of their animator. The character may attempt to command the undead as it forms (see PH for rules on Turning and Rebuking undead). This spell must be cast at night.</p><p>Material Components: A clay pot filled with grave dirt and another filled with brackish water. The spell must be cast on a dead body, and the GM may assign specific requirements for various types of undead. The caster must place a black onyx gem worth at least 50 gp per HD of the undead to be created into the mouth or eye socket of each corpse. The magic of the spell turns these gems into worthless shells.</p><p></p><p>Mark of Thralldom</p><p>Necromancy</p><p>Level: Clr 3, Sor/Wiz 5</p><p>Components: V, S, M</p><p>Casting Time: One action</p><p>Range: Touch</p><p>Target: One living creature</p><p>Duration: Permanent</p><p>Saving Throw: None</p><p>Spell Resistance: Yes</p><p>By casting this spell on a living creature, the caster ensures that when the creature dies it will animate as an undead within 1d3 rounds. The creature will become either a zombie or a skeleton, depending on how intact its body is immediately after death. At the time of the casting, the caster may issue one simple command that the subject will obey when it returns as one of the living dead, such as “Seek me out” or “Kill the elf in the red tunic.”</p><p>Material Component: A red dye, worth 10 gp, that is smeared on the subject. Once the dye makes contact with the skin, it leaves a stain and cannot be removed with dispel magic or a similar spell.</p><p></p><p>Neroth's Embrace</p><p>Necromancy [Death, Evil]</p><p>Level: Clr 4, Sor/Wiz 5</p><p>Components: V, S, M</p><p>Casting Time: One round</p><p>Range: Touch</p><p>Targets: One living creature</p><p>Duration: Instant</p><p>Saving Throw: Fortitude partial</p><p>Spell Resistance: Yes</p><p>If you make a successful touch attack upon a living creature, you drain some of the vitality from the target, causing 1d4 points of temporary strength damage.</p><p>Additionally, the target must make a Fortitude save or an appendage (randomly determined) shrivels to a desiccated version of its former self. All actions requiring the use of the appendage are at –6; if a leg is shriveled, the target can no longer stand up. A creature reduced to 0 strength dies and must make a Will save or return as a crypt lurker (see sidebar) in 1d3 days.</p><p></p><p>Quicken Shadow</p><p>Necromancy [Evil]</p><p>Level: Clr 5, Death 5, Evil 5, Shadow 5</p><p>Component: S</p><p>Casting Time: 1 action</p><p>Range: Medium (100 ft.+10 ft./level)</p><p>Target: One being’s shadow</p><p>Duration: See text (D)</p><p>Saving Throw: None</p><p>Spell Resistance: Yes</p><p>Through the use of this spell, the caster is able to imbue energy from the Plane of Shadow into the natural shadow cast by any living being. This normal shadow then becomes a shadow (as described in MM) if the targeted shadow is cast by a bipedal being, or becomes a shadow mastiff (also in MM) if the creature is anything other than bipedal. While the shadow is under the control of the caster, its only possible action is to attack the being to whom it is attached (the being from whose shadow it was formed).</p><p>The shadow created by this spell possesses all the statistics as related in MM, but its hit points are increased by 1 hp/level of the caster (maximum increase 20 hp). The energy that imbues the subject’s shadow fades in any of these three cases: 1) the caster dismisses the spell 2) the shadow is slain or 3) its target is slain.</p><p>Anyone killed by an imbued shadow becomes a shadow or shadow mastiff permanently under the control of the caster. This transformation is complete in 1d4+1 rounds. A caster may control up to 2 HD of shadow creatures per caster level at any one time, and if the caster also controls animated dead (per animate dead spell), then the total HD of undead plus shadow creatures cannot exceed the 2HD per level maximum.</p><p></p><p>Sucking Touch</p><p>Necromancy [Evil]</p><p>Level: Clr 3, Shadow 3, Sor/Wiz 3</p><p>Components: S</p><p>Casting Time: 1 action</p><p>Range: Touch</p><p>Target: One creature</p><p>Duration: 1 minute/level</p><p>Saving Throw: Fortitude halves</p><p>Spell Resistance: Yes</p><p>This spell gives the caster a Strength-draining touch similar to a shadow’s (see MM). If the caster makes a successful touch attack, the subject suffers a 1d6 +1 per two caster levels (maximum +6) temporary Strength ability drain. A successful Fortitude save halves the ability damage.</p><p>If the subject’s Strength is reduced to 0 or less, he dies and is transformed 1d4+1 rounds later into a shadow permanently under the control of the caster. A caster may control up to 2HD of shadow creatures per caster level at any one time. If the caster also controls animated dead (per animate dead spell), the total HD of undead plus shadow creatures cannot exceed the 2HD per level maximum.[/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><a href="https://www.drivethrurpg.com/product/224658/Scorpus--The-Stinging-Sea?affiliate_id=17596" target="_blank">Scorpus - The Stinging Sea</a>[spoiler]</p><p><strong>Skeleton Warhorse:</strong> ?</p><p><strong>Skeletal Archer Troop:</strong> ?</p><p><strong>Skeletal Archer:</strong> ?</p><p><strong>Zombie Halberdier Troop:</strong> ?</p><p><strong>Zombie Halberdier:</strong> ?</p><p><strong>Zombie Giant Stag Beetle:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596" target="_blank">Secret College of Necromancy</a>[spoiler]</p><p><strong>Flayed Man:</strong> Among the rarest of undead creatures, a flayed man is a special form of spell-using undead that can only be created from the body of a dead necromancer. </p><p>The process for creating a flayed man requires that the body first be skinned, revealing the musculature underneath, and then treated to prevent quick decay. </p><p>None knew the secrets to raise The Ghoul’s legions, although the secrets of creating the Flayed Men and skin cloaks were discovered by Baltos Corpse-Hand. </p><p><strong>Ghost Hound:</strong> ?</p><p><strong>Skin Cloak, Hollow Man:</strong> The process for creating a skin cloak requires that the body first be skinned (the corpse is often used to create a flayed man). The detached skin is tanned, tattooed, and enchanted with various spells (including animate dead and death mask). </p><p>None knew the secrets to raise The Ghoul’s legions, although the secrets of creating the Flayed Men and skin cloaks were discovered by Baltos Corpse-Hand. </p><p><strong>Undead War Elephant:</strong> Undead war elephants are enormous undead raised from the bones of a mammoth, mastodon, or elephant killed in battle or sacrificed to the Gods of Death. The thick hide of these elephants is covered with necromantic sigils and brandings, their ivory tusks blackened as if by extreme age.</p><p><strong>Flayed Man, Rarest of Undead Creatures, Special Form of Spell-Using Undead, Fleshy Undead:</strong> ?</p><p><strong>Ghost Hound, Dog, Incorporeal Undead:</strong> ?</p><p><strong>Undead War Elephant, Enormous Undead, Undead Mount, Skeletal Undead:</strong> ?</p><p><strong>Kuang Shi, Fleshy Undead:</strong> ?</p><p><strong>Fukuranbou, Fleshy Undead:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> At 13th level, a necromancer gains the supernatural ability to raise corpses as undead with a single touch. This requires burning a spell slot equal to the HD of the undead created and does not guarantee control over the newly created undead. </p><p>Upon reaching 20th level, the death knight receives the most prized of rewards—the gift of undeath, granted to him by his his dark patrons. </p><p>Necromancy would be impossible without the necromancer’s ability to draw energy from the Negative Energy Plane to animate the undead and constructs they create. </p><p>The first reanimation of dead flesh occurred in a time before memory, in the prehistory when the power of magic was first harnessed. Some scholars believe necromancy was the first school mastered, predating even divination. The first ones—be they elves, humans, or some older, long-lost race—gathered around their fires and in the darkness. There were some who sought out spells of beauty and wonder, and then there were others who sought to know forbidden lore. Perhaps it was a bereaved mother willing to do anything to revive her dead child. Perhaps an ancient shaman, denied by the spirits, set out on his own to delay his passing by mastering the secrets of life and death. Perhaps a people now lost to history, their god slain, who turned to dark necromancy to fill the void and seek to recall him. Curiously enough, the most common legends for necromancy’s origin all place the blame soundly on humans. The other races point out that the majority of the undead are human in origin. Ergo, the argument goes, humans must have some special affinity to the dark art and have been the first to dabble in necromancy. </p><p><em>From the Ashes</em> spell.</p><p><em>Leech</em> spell.</p><p><em>Mortal Stike</em> spell.</p><p><em>Skull Eyes</em> spell.</p><p>Revenant feat.</p><p><strong>Unruly Undead:</strong> ?</p><p><strong>Undead Familiar:</strong> A necromancer may create an undead familiar to serve her. This familiar is unswervingly loyal to its creator and can be a conduit for the necromancer’s spells and senses at higher levels. Creating a familiar takes a week and costs 100 gp per level of the necromancer. The resulting construct or undead is unusually tough and intelligent. </p><p><strong>Corporeal Fleshy Undead:</strong> At 18th level, a necromancer can use a successful melee touch attack to turn living creatures into undead. An unwilling target is entitled to a Will save. If the saving throw succeeds, the target is unaffected and cannot be targeted with this ability again by the same necromancer. If the save fails, the necromancer must burn a spell slot equal to half the victim’s level or HD and spend 100 XP/level of the victim (the DC for the Will save is the same as if the necromancer were casting a spell of the same level as the spell slot on the target). The target becomes a corporeal, fleshy undead creature of appropriate type and Hit Dice (typically a zombie, but a powerful creature may return as a ghoul, wight, mummy, or even vampire; the GM is the final arbiter). The target is not under the necromancer’s control, though she can attempt to establish control normally through her control undead ability. This is a supernatural ability. </p><p><strong>Undead Bat:</strong> ?</p><p><strong>Undead Raven:</strong> ?</p><p><strong>Undead Serpent:</strong> ?</p><p><strong>Flying Skull:</strong> ?</p><p><strong>Ghost Horse:</strong> ?</p><p><strong>Sentient Undead:</strong>?</p><p><strong>Mindless Undead:</strong> <em>From the Ashes</em> spell.</p><p><strong>Corporeal Undead:</strong> ?</p><p><strong>Lowliest Undead:</strong> ?</p><p><strong>Undead Made of Bone:</strong> ?</p><p><strong>Low-Level Undead:</strong> ?</p><p><strong>Free-Willed Creature of Darkness:</strong> <em>Cannibalize</em> spell.</p><p><strong>Mindless Minion:</strong> ?</p><p><strong>Immaterial Undead:</strong> ?</p><p><strong>Material Undead:</strong> ?</p><p><strong>Stronger Undead:</strong> ?</p><p><strong>Undead Spellcaster:</strong> ?</p><p><strong>Bound Undead:</strong> ?</p><p><strong>Undead Slave:</strong> ?</p><p><strong>Reanimated Undead:</strong> ?</p><p><strong>Fleshy Undead:</strong> The bodies of the fleshy undead are imbued with negative energy that animates and sustains them. </p><p><strong>Skeletal Undead:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Undead Horse:</strong> ?</p><p><strong>Undead Infantry:</strong> ?</p><p><strong>Undead Light Warhorse:</strong> ?</p><p><strong>Undead Heavy Warhorse:</strong> ?</p><p><strong>Undead Watchman:</strong> ?</p><p><strong>Afterwalker:</strong> A few of those who dabble in necromancy eventually master the dark art so thoroughly that they are able to transform themselves into free-willed undead before their deaths. The most common of these (although still quite rare) are the lich and death knight, who are created when a 20th-level necromancer or living 20th-level death knight choose to undergo the transformation. Less powerful afterwalkers also exist, usually as the result of mishaps when channeling negative energy for spells like cannibalize or as the result of a necromancer dying while under the effect of from the ashes. The shade also falls into this category. </p><p><strong>Afterwalker, Free-Willed Undead:</strong> ?</p><p><strong>Special Undead:</strong> Undead feats can only be learned or performed by those creatures that are no longer living. Necromancers often create special undead that can perform these feats, but the magic used in their creation is a closely guarded secret. </p><p><strong>Undead Mount:</strong> ?</p><p><strong>Undead Lackey:</strong> ?</p><p><strong>Lesser Undead:</strong> ?</p><p><strong>Undead Warrior:</strong> ?</p><p><strong>Undead Humanoid:</strong> ?</p><p><strong>Undead Cavalry:</strong> ?</p><p><strong>Undead Warhorse:</strong> ?</p><p><strong>Wealthy Undead General:</strong> ?</p><p><strong>Undead Minion:</strong> ?</p><p><strong>Mindless Soldier:</strong> The most infamous of these was a wizard known only as The Ghoul. What he was and his true name are unknown: he is only called The Ghoul in the histories that come down to us from that era. There it is said The Ghoul—despite his name, a living man, at least to appearances—came out of the desert, promising armies and power to one Duke Hamur. Ambitious and fearful of his rivals, the Duke accepted. That night a great spell flowed out from the palace, and the dead walked. The buried clawed their way up out of the graveyards, the drowned rose from the lakes, and silently they stumbled back to their homes to embrace their families and take them into the land of death. When the dawn came, the Duke had his armies—legions of undead created from the slaughter of his own people. Furious at the betrayal, the Duke attacked The Ghoul himself—to no avail. Before that day ended, the Duke joined his own armies as another mindless soldier. </p><p><strong>Corporeal Undead, The Ghoul's Progeny:</strong> ?</p><p><strong>Dry Brittle Undead With Great Powers:</strong> ?</p><p><strong>Undead General:</strong> ?</p><p><strong>Undead Homunculi:</strong> ?</p><p><strong>Undead Experiment:</strong> ?</p><p><strong>Spirit, Life-Hating Undead:</strong> ?</p><p><strong>Undead Occupant:</strong> ?</p><p><strong>Undead Agent:</strong> ?</p><p><strong>Obedient Undead:</strong> Creating obedient undead requires fear—not for the undead, since they are beyond that, but for those who will become undead. It is a ten[e]t of the Secret College’s necromancers that terror and fear, inflicted in life and properly done, carries over into death. In short, a man who fears in life fears the same in death. </p><p><strong>Elder Undead:</strong> ?</p><p><strong>Pascal, Undead Familiar Undead Coral Snake:</strong> ?</p><p><strong>Phelbus, Intelligent Self-Willed Undead Halfling Necromancer 4, Odd Duck:</strong> Formerly, Phelbus was an extremely minor member of the Secret College who owed his membership entirely to family connections (he’s an adoptive nephew by marriage to Marrogan himself, the nearest thing the necromancers of the City have to a recognized leader). That changed after an unfortunate lab experiment—in fact, one sabotaged as a prank on the neophyte member—that somehow transformed the halfling into an intelligent, self-willed undead. Various dissections and experiments, including re-enactments with the person responsible for the accident (now deceased) forced to play a leading role, all failed to discover exactly how Phelbus had been transformed. </p><p><strong>Allip:</strong> ?</p><p><strong>Stronger Than Usual Allip:</strong> ?</p><p><strong>Banshee:</strong> ?</p><p><strong>Banshee, Incorporeal Undead:</strong> ?</p><p><strong>Semi-Bodak, Oddity:</strong> Then there are the oddities—e.g., a semi-bodak, created by a diabolist necromancer’s search for pure evil. </p><p><strong>Ghast:</strong> ?</p><p><strong>Ghost, Mere Ghost:</strong> <em>Mortal Strike</em> spell.</p><p><strong>Ghost, Incorporeal Undead:</strong> ?</p><p><strong>Most Powerful Ghost:</strong> A quicklich is created when a 20th-level necromancer uses the suspend life function spell to ease her transition into undeath. When combined with the lich and hide life spells and a yearlong ritual (three times the normal period, or 360 days), she uses her own body as her phylactery. A quicklich retains the appearance she had in life, rather than the horrid, decayed skeletal visage common to most liches. If her body is destroyed, she can reform it within thirteen days, just as if she possessed the ghost’s Rejuvenation special quality. However, to do so the quicklich must have a fragment of her body separated from the rest (her heart, a little finger, a tooth, etc.) and hidden elsewhere. If this piece is destroyed she cannot again resume physical form and becomes a mere ghost, albeit still a most powerful one.</p><p><strong>Vengeful Ghost, D'Gras Haunt:</strong> ?</p><p><strong>Vengeful Ghost, Tormented Spirit:</strong> ?</p><p><strong>Macabre Figure, Ghostly Terror:</strong> ?</p><p><strong>Ghoul:</strong> Various necromancers have come up with formulae to create ghouls, with limited success (it can be done but is difficult and dangerous). </p><p>The process for creating a ghoul requires the fresh body of a particularly wicked individual (a cannibal is best), components to the cost of 2000 gp, and a week of time. After the appropriate spells are cast and the components placed on the corpse, it must be buried in a graveyard for seven nights. On the last night the ghoul must be dug up and the final incantations uttered. All told it is quite a bit of work and expense for so simple a creature, but the advantage is that created ghouls will heed their master, although they still exist only to kill. </p><p><strong>Double-HD Ghoul:</strong> <em>Legion of Ghouls</em> spell.</p><p><strong>Ghoul, Corporeal Fleshy Undead:</strong> Touch of Undeath Necromancer power.</p><p><strong>Ghoul, Fleshy Undead:</strong> ?</p><p><strong>Lacedon, Aquatic Ghoul:</strong> ?</p><p><strong>Lich:</strong> The [20th level] necromancer may create a phylactery and undertake the transformation into a lich with automatic success.</p><p>Lich embalming involves all of the difficulties of mummy embalming, but with the further challenge of preserving the brain and other organs, withered and desiccated but in place, as well as the skills and memories of the target by arcane means. Any necromancer hoping to become a lich must be able to either prepare her own body for embalming (difficult at best, but usually done with instructions to mindless undead) or must teach an apprentice the art. In many cases, this apprentice is a master embalmer taken on for just this one duty. </p><p>Most of the book [Wormatia] is written in dark elven, and the spells themselves are all written in ghost writing between the lines of the elven text. Thus, it appears to be nothing more than a work of praise for the God of Death and Undeath, with long passages describing (in flowery and often allegorical terms) how the state of undeath is superior to that of living creatures. Its hints about this may help a necromancer pass from life into lich status. </p><p>Table 1-7: Embalming </p><p>Desired Result DC </p><p>Ready for Burial 12 </p><p>Prepare for animation as skeleton 15 </p><p>Taxidermy 18 </p><p>Prepare for animation as zombie 19 </p><p>Prepare for animation as mummy 25 </p><p>Prepare for animation as Lich 30 </p><p><em>Lich</em> spell.</p><p><em>Mortal Strike</em> spell.</p><p><strong>Lich, Powerful Undead, Skeletal Undead, Afterwalker, Free-Willed Undead, Undead Master of Magic:</strong> ?</p><p><strong>Necromancer Lich:</strong> The Road to Lichdom </p><p>For many necromancers, their entire lifetime is spent in a preparation for their death; most if not all necromancers aspire to become liches, undead masters of magic. To become a necromancer lich requires that the necromancer’s body be correctly embalmed and prepared, that her corpse be enchanted with the proper spells and wards before her death, and that she have prepared a working phylactery. </p><p>This last item is crucial; the phylactery is the foundation of lichdom. Without it, a necromancer cannot essentially raise herself into undeath. The lich uses the phylactery to store its life-force while the body is prepared for its new undead form, and to store its life-force whenever its body is destroyed and it prepares to inhabit a new one. </p><p>Enchanting a Phylactery </p><p>Each would-be lich must make her own phylactery; as repositories of life-energies, these items are too personal to be borrowed, repaired, or reused. Making the phylactery requires the use of the Craft Wondrous Item feat, a necromancer of at least 11th level, and the successful casting of the permanency spell. For purposes of the feat and spell, the lich phylactery is an item worth 120,000 gp; thus its manufacture takes 120 days and costs 4,800 XP and 60,000 gp in raw materials. Its material components include black diamond dust, black lotus powder, the dried blood of a spellcasting outsider, the still-liquid blood of a virgin, an umbilical cord animated with animate dead and braided around the outside of the container like twine, as well as a special incantation written with a toad-bone stylus and a pint of pure shadow ink. </p><p>Part of the enormous cost of enchanting a phylactery involves placing part of the caster’s arcane spellbook within the phylactery. Each spell so added contributes twice as many days and gold pieces to the cost of construction, as if the spell were being written as a scroll; the phylactery cannot hold more than 1 spell per level plus any Intelligence bonus the necromancer is entitled to. For example, an 11th-level necromancer can cast cantrips and spells from 1st to 6th level; a phylactery she makes can contain one 1st-, 2nd-, 3rd-, 4th-, 5th-, and 6th-level spell, plus one extra 1st-, one extra 2nd, and one extra 3rd-level spell for her Intelligence of 16; this adds 10 days and 10,000 gp to the cost. The lich can rememorize spells placed within the phylactery as normal even while it is bodiless (see “Perpetual Undeath” below). Only necromancers are capable of adding spells to a phylactery this way; their understanding of undeath is much greater than that of wizards or sorcerers who aspire to lichdom. </p><p>In appearance, the phylactery itself is almost always a small container usually of metal or stone. The container’s contents are one of the great secrets of the road to lichdom, and they seem to vary from lich to lich. In some cases, the phylactery holds a contract that created the lich, a contract that constitutes the physical embodiment of a dark pact. This dark pact is usually written in ghost writing on a scroll made not of paper but of enchanted wind. This makes the paper impossible to burn, cut, or even rot—it also means that the scroll is invisible and the phylactery appears empty to the casual observer. Other phylacteries are said to contain no contract, but instead hold a blasphemous denial of the gods of death, a way of spitting in the eye of the divine and the afterlife, a renunciation of mortality and all its burdens. Still others are said to be empty but for the dust of a lich or demilich slain by the necromancer. Some believe that the only way to become a lich is to first destroy one, and this accounts for the relative rarity of liches despite generations of effort by devoted necromancers to achieve lichdom. </p><p>Not every phylactery is a container. A few examples of phylacteries made as jeweled rings and carved with runes are known, as are a few examples of crowns and even goblets. These are incredibly rare and are rarely made by necromancers. Such soul-phylacteries contain no necromantic spellbook. </p><p>Rebirth as a Lich </p><p>The phylactery is magically able to cast spells that the necromancer has memorized, functioning as a caster of the same level that the necromancer had at the time she became a lich (levels acquired later are never reflected in the spellcasting ability of the caster while within the phylactery). </p><p>Once the phylactery is made, the necromancer must memorize two instances of a body-switching spell such as magic jar, possess, spirit self, soul switch, suspend life function, or lich. The first of these is used to switch her soul into the phylactery; the second allows the soul to return to its body. Since there is no soul within the phylactery to switch into her own body, casting the spell means that her physical body immediately dies. This allows the necromancer’s body to be embalmed, imbued with resins, covered with the proper arcane sigils, and finally shocked into undead status with a bolt of pure negative energy. Doing so requires a successful Craft (Embalming) check with a DC of 30. In many cases, the necromancer prepares her own body using a puppet master spell from within the phylactery. </p><p>Finally, the necromancer must return her spirit from the phylactery to her original body. However, since the body is now undead, it is difficult for her soul to find its way home, and the transformation to sentient undeath is not always smooth. Depending on the spell used and the caster’s level, the journey can be simple or arduous. The necromancer must succeed in a special Undeath check with a DC 30 (Charisma bonuses apply). Apply the bonuses from Table 3-3 if the necromancer uses powerful magics to aid her rebirth as a lich, sacrifices life energy levels, or spends enormous sums on her phylactery. </p><p>If the check succeeds, the lich’s spirit finds its way back into its body. If the check fails, the soul is forever lost and can only be restored by a wish or miracle (and this restores only a living body, not granting the status of a lich on the target). </p><p>If all of these conditions have been met successfully, apply the lich template to the character. She retains all necromancer levels and gains all benefits and restrictions of lichdom. </p><p>Table 3-3: Lich Preperations </p><p>Method Bonus to Undeath Check </p><p>Lich spell +20 </p><p>Soul switch +15 </p><p>Magic jar +12 </p><p>Spirit self +11 </p><p>Possess +10 </p><p>Suspend life function +5 </p><p>Additional cost +1 per additional 60,000 gp spent (maximum +5 bonus) </p><p>Life energy* +1 per level sacrificed (no maximum) </p><p>20th-level Necromancer Automatic success </p><p>*The levels sacrificed must be her own; the necromancer casts energy drain on herself while holding the phylactery.</p><p><strong>Desiccated Undead Lich:</strong> The phylactery also provides shelter to a lich’s life force when its body is destroyed. Unless the phylactery is located and destroyed, the lich always reappears 1d10 days after its apparent death. When its body is “killed,” the lich’s life force automatically returns to the phylactery, no matter how distant the phylactery is or how the lich is killed. The lich retains all its existing spells and memories despite the sudden transfer. </p><p>Once there, the use of a cloned body can restore the lich to a new body identical to its previous body (if the necromancer has prepared for this event carefully enough) or the lich can simply use puppet master, magic jar, possession, or similar body-snatching spells to take over a new body within range. The target creature is entitled to a Will save; if it succeeds, the lich’s attempt is thwarted and the undead must find another host. If the attack succeeds, the victim immediately transforms into a desiccated undead lich, losing all its existing skills, levels, and feats but gaining those of the lich, whose personality destroys the soul that formerly inhabited that body. </p><p><strong>Quicklich, Living Lich:</strong> A quicklich is created when a 20th-level necromancer uses the suspend life function spell to ease her transition into undeath. When combined with the lich and hide life spells and a yearlong ritual (three times the normal period, or 360 days), she uses her own body as her phylactery. A quicklich retains the appearance she had in life, rather than the horrid, decayed skeletal visage common to most liches. If her body is destroyed, she can reform it within thirteen days, just as if she possessed the ghost’s Rejuvenation special quality. However, to do so the quicklich must have a fragment of her body separated from the rest (her heart, a little finger, a tooth, etc.) and hidden elsewhere. If this piece is destroyed she cannot again resume physical form and becomes a mere ghost, albeit still a most powerful one.</p><p><strong>Friendly Lich:</strong> ?</p><p><strong>Enslaved Mohrg:</strong> ?</p><p><strong>Mummy, Normal Mummy:</strong> Mummy embalming is an extremely long and involved process that requires desiccation of the body, soaking in natron salts, removal of the brain and organs, varnishing with resin and preservatives, and wrapping with long bands of linen interspersed with protective symbols, charms, and amulets. A successful check doubles the expected duration period of a mummy and provides it with a +2 bonus against fire (see page 52). </p><p>Table 1-7: Embalming </p><p>Desired Result DC </p><p>Ready for Burial 12 </p><p>Prepare for animation as skeleton 15 </p><p>Taxidermy 18 </p><p>Prepare for animation as zombie 19 </p><p>Prepare for animation as mummy 25 </p><p>Prepare for animation as lich 30 </p><p>Natron Salts </p><p>Special chemical salts used as desiccating agents for the preservation of bodies, particularly when creating mummies. </p><p>Constructing a mummy is a difficult and time-consuming task. Of course it begins with a body, still living. The embalming rituals that follow both preserve the body and bind the spirit to the body. The process involves drugging the subject and then removing and preserving the organs, keeping the victim alive for as long as possible. Once death finally occurs (usually when the heart and lungs are removed), the flesh is cured with natron salts (packed into the newly-created body cavities) and embalming resins, and the body wrapped in linen strips that have been enchanted to seal the embalming. When the embalming is complete, the final spells and rituals must be uttered over the body. If all is done right (and there are several opportunities to err) the mummy will awaken to unlife. Aside from the materials—the body, salts, resins, etc.—the process requires an expenditure of 10,000 gp for everything from ritual robes and a ceremonial copy of The Book of Coming Forth by Day (also known as The Book of the Dead) to incenses made from exotic woods and ground gems. The process requires six to nine months of work, during which time the necromancer is not available for other activities (such as adventuring). </p><p><em>From the Ashes</em> spell.</p><p>Touch of Undeath Necromancer power.</p><p><strong>Double-HD Mummy:</strong> <em>Legion of Mummies</em> spell.</p><p><strong>Mummy, Fleshy Undead Creature:</strong> ?</p><p><strong>Mummy, Skeletal Undead:</strong> ?</p><p><strong>Mummy, Powerful Creature:</strong> ?</p><p><strong>Mummy, Victim:</strong> ?</p><p><strong>Mummy, Powerful Servant:</strong> ?</p><p><strong>Nightshade:</strong> ?</p><p><strong>Shadow, Normal Shadow:</strong> ?</p><p><strong>Double-HD Shadow:</strong> <em>Legion of Shadows</em> spell.</p><p><strong>Shadow, Incorporeal Undead:</strong> ?</p><p><strong>Shadow, Conjuration:</strong> ?</p><p><strong>Shadow, Sentient Being Made Partly of Negative Energy:</strong> ?</p><p><strong>Shadow, Sentient Being Made Wholly of Negative Energy:</strong> ?</p><p><strong>Skeleton, Animated Skeleton:</strong> Preparing a skeleton for animation involves removing all skin and flesh by boiling but preserving cartilage and ligaments in place for proper range of motion of the animated bones. It also hardens foot and hand bones for greater durability. A successful check doubles the expected duration period of a skeleton. </p><p>Table 1-7: Embalming </p><p>Desired Result DC </p><p>Ready for Burial 12 </p><p>Prepare for animation as skeleton 15 </p><p>Taxidermy 18 </p><p>Prepare for animation as zombie 19 </p><p>Prepare for animation as mummy 25 </p><p>Prepare for animation as lich 30 </p><p>It would seem with the ability to use animate dead to create skeletons and zombies any necromancer could raise an unstoppable army (or at least a really big one), just like The Ghoul, and conquer the world. </p><p><strong>Skeleton, Talking Undead:</strong> <em>Ancient Wisdom</em> spell.</p><p><strong>Skeleton, Undead Made From Bone, Skeletal Undead:</strong> ?</p><p><strong>Intelligent Skeleton:</strong> <em>Cannibalize</em> spell.</p><p><strong>Double-HD Skeleton:</strong> <em>Legion of Skeletons</em> spell.</p><p><strong>Blood Skeleton:</strong> ?</p><p><strong>Skeleton, Daily Servant:</strong> ?</p><p><strong>Skeleton Servant:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Spectre, Incorporeal Undead:</strong> ?</p><p><strong>Strangling Specter:</strong> ?</p><p><strong>Vampire:</strong> <em>Mortal Strike</em> spell.</p><p>Touch of Undeath Necromancer power.</p><p><strong>Vampire, Corporeal Fleshy Undead Creature, Powerful Undead, Fleshy Undead:</strong> ?</p><p><strong>Neith, Vampiric Necromancer:</strong> ?</p><p><strong>Wight:</strong> From time to time, necromancers have attempted to create wights, but while these experiments have met with limited success the resultant undead are invariably so difficult to control that the necromancers eventually abandon that line of research for more reliable ghouls, mummies, or constructs. </p><p>Touch of Undeath Necromancer power.</p><p><strong>Wight, Corporeal Fleshy Undead, Fleshy Undead:</strong> ?</p><p><strong>Tamed Wight:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Double-HD Wraith:</strong> <em>Legion of Wraiths</em> spell.</p><p><strong>Wraith, Incorporeal Undead:</strong> ?</p><p><strong>Zombie, Animated Zombie:</strong> At 13th level, a necromancer gains the supernatural ability to raise corpses as undead with a single touch. This requires burning a spell slot equal to the HD of the undead created and does not guarantee control over the newly created undead. Thus, to create a zombie (2 HD), she must expend a 2nd-level spell slot; to control it, she must make a successful control undead attempt. </p><p>A zombie embalming preserves the corpse from quick decay, keeping the flesh intact by draining the most easily corrupted fluids and removing unnecessary organs (such as the lungs and intestines) that are often the first site of decay. A successful check doubles the expected duration period of a zombie. </p><p>Table 1-7: Embalming </p><p>Desired Result DC </p><p>Ready for Burial 12 </p><p>Prepare for animation as skeleton 15 </p><p>Taxidermy 18 </p><p>Prepare for animation as zombie 19 </p><p>Prepare for animation as mummy 25 </p><p>Prepare for animation as lich 30 </p><p>It would seem with the ability to use animate dead to create skeletons and zombies any necromancer could raise an unstoppable army (or at least a really big one), just like The Ghoul, and conquer the world. Obviously it hasn’t happened. Why? </p><p>Touch of Undeath Necromancer power.</p><p><strong>Zombie, Corporeal Fleshy Undead Creature, Fleshy Undead:</strong> ?</p><p><strong>Double-HD Zombie:</strong> <em>Legion of Zombies</em> spell.</p><p><strong>Fresh Zombie:</strong> ?</p><p><strong>Zombie, Talking Undead:</strong> <em>Ancient Wisdom</em> spell.</p><p><strong>Intelligent Zombie:</strong> <em>Cannibalize</em> spell.</p><p><strong>Zombie, Daily Servant:</strong> ?</p><p><strong>Zombie, Cheap Manpower Solution:</strong> ?</p><p><strong>Zombie Servant:</strong> ?</p><p></p><p>Ancient Wisdom </p><p>Necromancy </p><p>Level: Nec 1, Clr 1 </p><p>Components: V, S, F </p><p>Casting Time: 10 minutes </p><p>Range: Touch </p><p>Effect: Target skull becomes inhabited by spirit </p><p>Duration: Permanent </p><p>Saving Throw: None </p><p>Spell Resistance: No </p><p>The target skull becomes home again to the spirit that once inhabited it. The skull does not gain mobility or any attacks, nor can it feel pain. It can see what is in front of it (darkvision to 60 feet) and can hear and speak normally. The skull is under no compulsion to answer questions put to it but can sometimes be convinced to cooperate with the caster by use of successful Bluff, Diplomacy, or Intimidate checks. It still speaks the languages it knew in life. </p><p>Many necromancers use this spell on close relatives or departed loved ones, late masters, unlucky apprentices, or hated rivals. (Having the spirits of one's greatest enemies imprisoned on one's laboratory shelves can be very satisfying.) Skulls can be attacked as objects (Hardness 1, hp 2). </p><p>Ancient wisdom can be combined with animate dead to create talking undead, such skeletons or zombies. Note, however, that the skull has no control over the body it is attached to unless the caster allows it. </p><p>If the skull is destroyed, the spirit flees. </p><p></p><p>Cannibalize </p><p>Necromancy </p><p>Level: Nec 3 </p><p>Components: V, S, M </p><p>Casting Time: 1 action </p><p>Range: Close (25 ft. + 5 ft./2 levels) </p><p>Effect: Hp transfer from undead </p><p>Duration: Instantaneous </p><p>Saving Throw: See below </p><p>Spell Resistance: No </p><p>You steal hit points from low-level undead to heal your injuries. For each HD of undead destroyed by the spell, you gain 1d3 hit points. You cannot gain hit points beyond your maximum, merely replace those lost by injury or disease. The spell affects undead of up to 4 HD. </p><p>However, the process is dangerous, because it infuses negative energy into a living body. If you gain hit points equal to two-thirds of your total by this method, you must make a Fortitude saving throw (DC 19). Failure results in immediate transformation into an undead state as a free-willed creature of darkness—typically an intelligent skeleton or zombie. Despite the danger, this spell can be immensely handy in a tight spot, buying a necromancer time to escape or regroup by sacrificing mindless minions. </p><p></p><p>From the Ashes </p><p>Necromancy </p><p>Level: Nec 7 </p><p>Components: V, S, M </p><p>Casting Time: A 1-week ritual </p><p>Range: Personal </p><p>Effect: Allows slain caster to spontaneously animate as undead </p><p>Duration: Instantaneous </p><p>Saving Throw: Will negates </p><p>Spell Resistance: No </p><p>This necromantic contingency allows you to return from the dead. However, unlike divine spells such as raise dead and resurrection, it has no power to restore life; instead, you return as one of the undead. </p><p>You must make a successful Will saving throw when you die (whether by violence or natural causes makes no difference). If successful, you become an undead creature with Hit Dice equal to your level. Your personality remains intact. </p><p>If unsuccessful, you become mindless undead of a type whose HD equal to one-half your level (rounded down). For example, a 12th-level necromancer who made her save might become a vampire (12 HD); one who failed might become a mummy (6 HD) or stronger than usual allip (6 HD). The manner of your demise is also important, since affects the possible outcome—a necromancer whose body is destroyed cannot become any type of corporeal undead but instead defaults to the next lowest type of immaterial undead. </p><p>Material Component: An elixir compounded from the bodily remains of undead types which the caster could potentially become. These include ground bone from a skeleton, juice from rendered zombie and ghoul fragments, mummy powder, vampire and lich dust, and captured essences from a shadow, wight, wraith, spectre, and ghost. Drinking this concoction renders you helpless for 10 days, minus one day for every three points of Constitution. </p><p></p><p>Leech </p><p>Necromancy </p><p>Level: Dkn 3, Nec 3 </p><p>Components: S, M </p><p>Casting Time: 1 action </p><p>Range: 10 ft./level </p><p>Effect: Drains life force </p><p>Duration: Instantaneous </p><p>Saving Throw: Will negates </p><p>Spell Resistance: Yes </p><p>This spell drains hit points from a single living target creature within range and transfers them to the caster. If the target fails its save, it loses 1d6 hit points for every two of your caster levels (round down), to a maximum of 5d6 hp. Simultaneously, you gain half as many hit points as the target lost (the transfer is not very efficient, the remaining points simply being drained away by the Negative Energy Plane). These are temporary hit points, like those granted by an aid spell, lasting only 1 round/caster level. </p><p>A target killed by leech has a 5% chance, plus 5% per every five levels of the caster, of spontaneously animating as an uncontrolled undead within 24 hours. </p><p>Arcane Material Component: A remora scale, and blood sucked from a giant leech. </p><p></p><p>Legion of Ghouls </p><p>Necromancy </p><p>Level: Nec 8 </p><p>Components: V, S, M, F </p><p>Casting Time: 1 action </p><p>Range: A circle 40 ft. in diameter </p><p>Effect: Creates ghouls </p><p>Duration: Permanent </p><p>Saving Throw: No </p><p>Spell Resistance: No </p><p>As legion of skeletons, but creates 1d4 ghouls/level of the caster. They have double the normal Hit Dice of ghouls. </p><p>Material Component: One hundred ghoul claws. </p><p>Arcane Focus: A war horn looted from a grave.</p><p></p><p>Legion of Mummies </p><p>Necromancy </p><p>Level: Nec 9 </p><p>Components: V, S, M, F </p><p>Casting Time: 1 action </p><p>Range: A circle 40 ft. in diameter </p><p>Effect: Creates mummies </p><p>Duration: Permanent </p><p>Saving Throw: No </p><p>Spell Resistance: No </p><p>As legion of skeletons, but creates 1d6 mummies/level of the caster. The mummies have double the Hit Dice of normal mummies. </p><p>Material Component: One hundred jeweled scarabs pried from powdered mummy bandages (2,000 gp). </p><p>Arcane Focus: A pharaoh’s crown, crook, and flail. </p><p></p><p>Legion of Shadows </p><p>Necromancy </p><p>Level: Nec 8 </p><p>Components: V, S, M, F </p><p>Casting Time: 1 action </p><p>Range: A circle 40 ft. in diameter </p><p>Effect: Creates shadows </p><p>Duration: Permanent </p><p>Saving Throw: No </p><p>Spell Resistance: No </p><p>As legion of skeletons, but creates 1d6 shadows/level of the caster. They have double the Hit Dice of normal shadows. </p><p>Material Component: A shadow bottle. </p><p>Arcane Focus: Twenty flickering candles. </p><p></p><p>Legion of Skeletons </p><p>Necromancy </p><p>Level: Nec 7 </p><p>Components: V, S, M, F </p><p>Casting Time: 1 action </p><p>Range: A circle 40 ft. in diameter </p><p>Effect: Creates skeletons </p><p>Duration: Permanent </p><p>Saving Throw: No </p><p>Spell Resistance: No </p><p>You create a small army of undead skeletons, which claw their way out of the earth at the end of the round and attack opponents as you direct. Legion of skeletons creates 1d6 skeletons for each of your caster levels; these skeletons appear in a circle roughly 40 feet in diameter, with the caster at the center. They have double the normal Hit Dice of skeletons. They can be turned or rebuked normally, but their circular formation means several turning attempts are usually required to cover all of them. If cast in an unhallowed graveyard or catacombs, the number of skeletons increases to 2d6/level. </p><p>Material Component: One hundred teeth from humanoid skeletons. </p><p>Arcane Focus: A war horn looted from a grave. </p><p></p><p>Legion of Wraiths </p><p>Necromancy </p><p>Level: Nec 9 </p><p>Components: V, S, M, F </p><p>Casting Time: 1 action </p><p>Range: A circle 40 ft. in diameter </p><p>Effect: Creates [wraith]s </p><p>Duration: Permanent </p><p>Saving Throw: No </p><p>Spell Resistance: No </p><p>As legion of skeletons, but this spell creates 1d3 wraiths/level of the caster. The wraiths have double the Hit Dice of normal wraiths. </p><p>Material Component: Ashes from hundred burnt burial shrouds. </p><p>Arcane Focus: An iron crown blessed by the God of Death. </p><p></p><p>Legion of Zombies </p><p>Necromancy </p><p>Level: Nec 7 </p><p>Components: V, S, M, F </p><p>Casting Time: 1 action </p><p>Range: A circle 40 ft. in diameter </p><p>Effect: Creates zombies </p><p>Duration: Permanent </p><p>Saving Throw: No </p><p>Spell Resistance: No </p><p>As legion of skeletons, but this spell creates 1d4 zombies per level of the caster. They have double the normal Hit Dice of zombies. </p><p>Material Component: One hundred powdered skulls. </p><p>Arcane Focus: A war horn looted from a grave. </p><p></p><p>Lich </p><p>Necromancy </p><p>Level: Nec 9 </p><p>Components: V, S, M, F </p><p>Casting Time: 1 week </p><p>Range: Personal </p><p>Effect: You become a lich </p><p>Duration: Permanent </p><p>Saving Throw: Fortitude (see text) </p><p>By drinking a potion compounded of rare herbs, deadly poisons, and pure negative energy distilled into liquid form, you pass over the border from life to death, and from death into undeath, and become a lich. This spell allows the caster to compound the proper liquid and ceremony that must precede the transformation. If the potion succeeds, you gain the lich template. If not, you die upon drinking the potion and remain dead. This spell cancels any other contingency in effect on the character, including from the ashes. </p><p>Arcane Focus: Your phylactery. This spell does not create a lich’s phylactery, but the phylactery must be complete and ready for use when the ritual begins.</p><p></p><p>Mortal Strike </p><p>Necromancy [Mortal Curse] </p><p>Level: Nec 9 </p><p>Components: V or S </p><p>Casting Time: 1 action </p><p>Range: Special, see below </p><p>Effect: One or more creatures </p><p>Duration: Permanent </p><p>Saving Throw: None </p><p>Spell Resistance: No </p><p>You curse your killer with your dying breath. The target must be present and within line of sight. Like a contingency, this spell is cast ahead of time but doesn’t take full effect until later— specifically, when the caster dies by violence. Unlike other mortal curses, a mortal strike can target either an individual or a group, so long as they played a significant role in the caster’s death. The caster’s life-force is converted into negative energy, strikes the target(s), and bestows negative levels upon them at the rate of one negative level per HD/level of the caster. This posthumous attack takes two forms, an arc or a burst. </p><p>Arc: The dying spellcaster chooses a specific target for the mortal curse and singles out that target by word, glare, or gesture. A great black bolt of negative energy arcs from her body to strike the target (no attack roll needed, no save permitted). The target acquires negative levels equal to the caster’s levels. </p><p>Burst: If the caster does not specify a single target, the negative energy explodes in a shock wave, bestowing negative levels on all who contributed to her death. These negative levels are divided equally among her killers, with any excess going to the creature that struck the final blow. The caster’s allies are not harmed by the burst; undead allies temporarily gain extra HD/levels equal to the average negative levels bestowed on a given foe. </p><p>Once laid, a mortal curse is difficult to lift. Victims gain no save to resist initially acquiring the negative levels. Those negative levels are harder than usual to remove before they create permanent level loss: all Fort saves suffer a –5 penalty, plus –1 per point of the deceased caster’s Charisma bonus. Even restoration requires a successful Fort save to have any effect. </p><p>A character killed by a mortal strike becomes an undead of appropriate type and Hit Dice. If free-willed, he or she becomes a convert who carries on the work of the deceased necromancer. </p><p>The spell’s chief component is the caster’s ebbing lifeforce; hence it can only take effect upon your demise. Since the mortal strike converts life-force explosively into negative energy, the caster cannot later be resurrected or raised from the dead. Instead, she has a 50/50 chance of either being destroyed outright or transformed into undead (typically a ghost, vampire, or lich). If she becomes undead, treat her as the beneficiary of a ghost’s Rejuvenation power (cf. MM page 213, except that the DC for her save is 30, not 16). </p><p>Undead spellcasters can cast mortal strike, but in these cases the spell is powered by their animating energies and they are invariably and irrevocably destroyed by its activation. Liches often place this mortal curse on their phylactery, so that if it is destroyed and their essence lost they gain a parting shot at their destroyer(s). </p><p></p><p>Skull Eyes </p><p>Necromancy, Divination </p><p>Level: Nec 1 </p><p>Components: V, S </p><p>Casting Time: 1 action </p><p>Range: Personal </p><p>Effect: See life energy </p><p>Duration: 1 minute/level </p><p>Saving Throw: No </p><p>Spell Resistance: No </p><p>Your eyes become black hollows, yet with them you can detect life forces and the energies of the undead. The amount of information gained depends on the strength of the target creature’s life energies. You see all creatures hidden in shadow, incorporeal creatures, and the true type of creatures hidden by illusion. You cannot see invisible creatures or constructs, and you do not see the true type of polymorphed creatures. </p><p>For each creature in line of sight, you can make Spellcraft skill checks to determine creature type (Humanoid, Fey, Animal, etc.). Make one check per creature (DC 16). If successful, you detect the level or Hit Dice of the creature. </p><p>Table 2-2: Skull Eyes </p><p>Level/HD Strength </p><p>less than 1 Dim </p><p>1 to 3 Faint </p><p>4 to 6 Moderate </p><p>7 to 9 Average </p><p>10 to 12 Strong </p><p>13 to 15 Very Strong </p><p>16+ Overwhelming </p><p>For the duration of the spell, the caster has the undead subtype, with all its benefits and hindrances. </p><p></p><p>Revenant (General) </p><p>The character returns from the dead with a single purpose: to avenge herself on the person or things who wronged her. </p><p>Prerequisites: Iron Will, Wis 15+, character level 5+. </p><p>Benefit: A character reduced to –10 hp or less becomes a revenant thirsty for vengeance. The character’s type changes to undead and HD type increases to d12. The revenant retains its base attack bonus, spell complement, feats, and skills. This return from death occurs 1d6 days after the character’s death. In addition, he gains the ability to regenerate 4 hp per round. He is effectively under a geas to find and kill the creature(s) that reduced him to 0 hp or less; this compulsion cannot be removed. When the last of his killers is dead, the revenant returns to the earth, permanently dead. </p><p>Special: Death knights, as violent as they are already, are far more likely to get up after death to wreak vengeance on the source of their demise. A death knight may gain this feat without requiring the Iron Will prerequisite. Death knights with the Unnatural Vigor ability do not become revenants until they are actually dead. </p><p></p><p>Touch of Undeath </p><p>At 18th level, a necromancer can use a successful melee touch attack to turn living creatures into undead. An unwilling target is entitled to a Will save. If the saving throw succeeds, the target is unaffected and cannot be targeted with this ability again by the same necromancer. If the save fails, the necromancer must burn a spell slot equal to half the victim’s level or HD and spend 100 XP/level of the victim (the DC for the Will save is the same as if the necromancer were casting a spell of the same level as the spell slot on the target). The target becomes a corporeal, fleshy undead creature of appropriate type and Hit Dice (typically a zombie, but a powerful creature may return as a ghoul, wight, mummy, or even vampire; the GM is the final arbiter). The target is not under the necromancer’s control, though she can attempt to establish control normally through her control undead ability. This is a supernatural ability.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/1828/Slayers-Guide-to-Derro?affiliate_id=17596" target="_blank">Slayer's Guide to Derro</a>[spoiler]</p><p><strong>Undead:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/en/product/1837/slayer-s-guide-to-trolls?affiliate_id=17596" target="_blank">Slayer's Guide to Trolls</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Animated Skeleton:</strong> ?</p><p><strong>Very Powerful Animated Troll Skeleton:</strong> Very powerful animated troll skeletons can be made when the cleric uses a complete set of her own bones, each ripped from her body and allowed to regrow. Such monstrosities have maximum hit points, the same strength score as the caster, and are turned as if they were two Hit Dice higher than normal. They can be mentally commanded by their creators without uttering a sound, so great is the link between the spellcaster and her own old set of bones. Fortunately, these forms of undead are extremely rare, for few chieftains have the luxury of cutting off their own heads to provide the skull for their unliving guardians without having their status as chieftain being challenged while they are in such a helpless state.</p><p><strong>Very Powerful Animated Troll Skeleton, Monstrosity, Unliving Guardian:</strong> ?</p><p><strong>Zombie:</strong> The flesh that regrows as a result of this [second helping] spell is fresh, as if the victim was just recently slain. The flesh rots to putrescence after 24 hours if not eaten, which is generally not a problem with most trolls. However, if second helping is cast upon a complete skeleton followed by an animate dead spell, the resulting undead will be a zombie rather than a skeleton, and the zombie’s dead flesh does not putrefy 24 hours after the casting of the second helping spell, as would normally be the case.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/171431/Tales-of-Freeport?filters=0_0_0_0_45208_0?affiliate_id=17596" target="_blank">Tales of Freeport</a>[spoiler]</p><p><strong>Undead:</strong> These are the remains of Hariot’s fallen troops, as far as he has been able to recover them, as well as bits and pieces that were insufficient to animate on their own. Hariot is keeping the parts in the hope that he will be able to use them to repair damaged undead, or even to create new undead from miscellaneous pieces.</p><p><strong>Animated Corpse:</strong> ?</p><p><strong>Undead Follower:</strong> ?</p><p><strong>Undead Servitor:</strong> ?</p><p><strong>Jebediah Morton, Ghost Expert 5, Actual Ghost, Angry Ghost, Phantom, Spirit, Tortured Spirit:</strong> Several years ago, Captain Ebenezer Frick crossed a merchant named Jebediah Morton in business. Morton was ruined; he and his family were turned out on the street and were forced to live in Tent Town. There, his wife and two children died of consumption. Unable to carry on, Morton committed suicide. Captain Frick, wealthier and more successful than ever, has returned to Freeport, and is staying at the Last Resort. The Captain has long forgotten about the incident, but the tortured Morton has not. Unable to rest, his spirit is out for revenge.</p><p><strong>Ghost:</strong> ?</p><p><strong>Ssvalish, The Ghostly Serpent Priest, Serpent Person Ghost Cleric 6, Spirit:</strong> ?</p><p><strong>Vengeful Ghost:</strong> ?</p><p><strong>Fiarella Donadrien, Elf Ghost Expert 6:</strong> ?</p><p><strong>Lacedon, Aquatic Ghoul:</strong> However, the lacedons will eventually do what any predator does when faced with an abundant food supply—they will expand their population. Boat crews (and escorting mercenaries and adventurers) killed in their attacks will become lacedons in turn, and as the pack grows, it will need more food, and attacks on the Crematorium boats will become more frequent.</p><p><strong>Ghoul:</strong> The cannibal cult at the Dead Pelican may ensure that their victims don’t come back by feeding their souls to their patron spirit, but no such prohibition is attached to the cultists themselves—or indeed, to those unknowing dupes who eat the flesh of the victims in the tavern’s famous pies.</p><p>As these individuals begin to die off—the lucky ones from natural causes, the less fortunate by violence—Freeport will begin to experience a plague of ghouls. To the cultists, this is a natural progression in the service of Oona, and they make preparations to guide their fellow-cultists through the transition to undeath and to keep them hidden and cared for afterwards. The unwitting customers, however, have no such protection.</p><p>The dietary needs of a growing ghoul population may cause the already high death rate in Scurvytown to rise to the point where the most lackadaisical authorities are forced to do something about it; on the bright side, though, the ghouls will require so much human flesh that there will not be enough left over to put in the pies, which will, at least, cause an eventual dip in the frequency of unsupervised ghoul creation.</p><p>A rash of ghoul incidents in Scurvytown may lead the PCs to investigate, and discover that the one thing everyone had in common before death was a fondness for the Pelican’s meat pies.</p><p><strong>Lich:</strong> The mummified priest in Captain Horngold’s room comes to life, animated by the chanting of the living priest outside the window.</p><p><strong>Mohrg:</strong> The mummified priest in Captain Horngold’s room comes to life, animated by the chanting of the living priest outside the window.</p><p><strong>Standard Mummy:</strong> The mummified priest in Captain Horngold’s room comes to life, animated by the chanting of the living priest outside the window.</p><p><strong>Vengeful Mummy:</strong> ?</p><p><strong>Skeleton:</strong> The mummified priest in Captain Horngold’s room comes to life, animated by the chanting of the living priest outside the window.</p><p>First, he found the lizardfolk’s burial ground, and created an army of skeletons and zombies.</p><p><strong>Medium Skeleton:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Lucrecia, Vampire:</strong> ?</p><p><strong>Wraith:</strong> This room was once used to incubate the eggs of those serpent folk who were destined to become priests of Yig. When the temple fell, most of the eggs incubating here were destroyed, and K’Stallo has set up the altar to the memory of the unborn serpent folk who died in that disaster.</p><p>If the altar is disturbed or profaned in any way, the spirits of some of the unborn serpent folk will rise up from the floor and attack those responsible.</p><p><strong>Wraith, Unborn Serpent Infant, Unborn Serpent Folk Spirit:</strong> ?</p><p><strong>Zombie:</strong> The mummified priest in Captain Horngold’s room comes to life, animated by the chanting of the living priest outside the window.</p><p>First, he found the lizardfolk’s burial ground, and created an army of skeletons and zombies.</p><p><strong>Medium Zombie:</strong> ?</p><p><strong>Ogre Zombie, Large Zombie:</strong> ?</p><p><strong>Swimming Dead:</strong> ?</p><p><strong>Serpent Folk Spirit, Dead Serpent Folk Spirit:</strong> The lizardfolk were originally the servants of the Valossan serpent folk who founded the city. When the city was ruined in the great cataclysm that destroyed the continent of Valossa, the few surviving serpent folk carried on as best they could, waiting for some word to come from other survivors. Eventually, they died out, but their lizardfolk servants survived. Even after they died, some of the serpent folk could not bear to leave the city, and remained in spirit form to supervise the lizardfolk and keep alive what they could of Valossan civilization.[/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><a href="https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596" target="_blank">The Avatar's Handbook</a>[spoiler]</p><p><strong>Uncalled:</strong> Most sentient creatures die before accomplishing everything they set out to do in life. Typically, the trivial unresolved issues, unfulfilled quests, and unpursued goals cause the dead creature’s soul no unrest. Occasionally, however, a good creature is slain while in pursuit of some significant goal—one with an importance that transcends its mortal shell. When such a quest coincides with the plans of a powerful good outsider, the soul may be placed back into its body so that it can pursue its goal once more. Such a creature, known as an uncalled, must complete its mission before it can find eternal rest. </p><p>An uncalled wanders the mortal realms, seeking always to complete whatever massive task it had been pursuing before death claimed it. The creature might have been attempting to free its home nation from enslavement by a nearby kingdom, or destroy a cabal of powerful sorcerers, or even bring about the death of a deity. The goals of an uncalled are never simple, minor tasks; they always seem monumental in scope. </p><p>“Uncalled” is a template that can be added to any good-aligned dragon, fey, giant, humanoid, monstrous humanoid, outsider, or shapechanger. </p><p><strong>Uliy, Uncalled Stone Giant:</strong> Uliy was tribal champion of the Rrevik clan of stone giants. He lived to prove his prowess in combat and serve his tribe in whatever capacity he could. One day, while he was hunting in the mountains, a strange glow began filling the valley in which his tribe made its home. He quickly hurried back through the mountain passes to see what was happening. When he crested the last ridge overlooking the valley, he saw a massive hemisphere of light encompassing the entire village. As he sprinted toward his home, the light seemed to throb and expand. Then it winked out. </p><p>Uliy’s village had vanished. In its place was an immense, perfectly smooth hemispherical crater in the ground. All the gardens and animal pens, all the homes, and the giants were gone. Uliy had failed as tribal champion for his own village, but he was determined not to fail the other stone giant settlements in the mountains. He set out for a nearby village several miles away to warn the residents, but again he was too late—another perfectly smooth depression was all that remained. The same was true for the next village, and the next. All told, eight stone giant villages—all those in Uliy’s mountain range—were gone. </p><p>Uliy swore a blood oath to discover the fate of his people or die trying. As luck would have it, the latter event happened first. Barely a month after the disappearance, Uliy was ambushed by a family of manticores and slain. </p><p>But some power of good found Uliy’s quest worth pursuing, and there was no one else who could complete it, since Uliy had been the only sentient being who even knew about the missing stone giants. Thus, Uliy opened his eyes once more—this time as an uncalled. Now, driven by the need to discover the truth about his tribe’s fate, he searches the land for clues. </p><p><strong>Undead, Undead Creature:</strong> ?[/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="https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596" target="_blank">The Hittites</a>[spoiler]</p><p><strong>Ghoul:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Human Ghost:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/3300/The-Penumbral-Pentagon?affiliate_id=17596" target="_blank">The Penumbral Pentagon</a>[spoiler]</p><p><strong>Chiruli, Unhallowed Forsaken Priest Cleric 15, Very Pleasant Sincere Sociable Man, Madman:</strong> Chiruli is a relic of the time before the gods’ triumph. He grew up during the era of the so-called 100 Republics that preceded the founding of Vesh and served Madriel as a particularly talented priest and healer. In those days, the war against the Slarecians still raged, and his other responsibilities included ministering to wounded troops alongside hundreds of other good clerics. That was when he first learned of the shadow worshippers, by eavesdropping on the interrogations of a few prisoners. Their supremely confident resolve impressed him, even as they died terribly. Later, the equally bold tactics of their brethren still at large impressed him again. He began to wonder if they possessed some fundamental insight that others should have as well and began a long, quiet search through the mysteries of divine magic.</p><p>A pair of human servants of the shadow worshipping Slarecians burst into his home one evening, fleeing a Veshian patrol. They intended to kill him and hide, but he had the presence of mind to repeat the few phrases of the shadow litany he'd learned, and they stopped in surprise and confusion. They let him live long enough to hear him out, debated his sincerity, and finally decided to accept him as one chosen to join the cause. From then on, Chiruli went about his priestly duties by day and slipped away to be instructed by the shadow-folk each night.</p><p>Soon his loyalty to and understanding of the shadow cause were both complete, and his master required him to prove his worth. Through careful deceit, he convinced one of his superiors in Madriel’s temple to call an emergency meeting of all clerics and healers who could possibly attend. Chiruli’s clerical powers no longer functioned and had not for some time, as his alignment had shifted too far from Madriel’s for him to remain her priest. Chiruli was undaunted, however. He simply locked the assembled priests of Madriel in the temple and triggered the magical device given him by the shadow worshippers. The temple was filled with poisoned shadows, and every priest in the room died, leaving Madriel’s army sorely lacking in healers the very night before an important battle.</p><p>A crime so heinous - against healers no less - committed by one who was still, in name at least, a priest of Madriel, was enough to twist Chiruli, body and soul, into another sort of being altogether. At the very moment the first trapped priest exhaled his last breath, Chiruli was transformed into an undead Forsaken Priest.</p><p><strong>Unholy Child:</strong> ?</p><p><strong>Unholy Child, Translucent Form of a Child, Ghost, Ghostly Child:</strong> ?</p><p><strong>Undead:</strong> ?</p><p><strong>Fundamentally Supernatural Being:</strong> ?</p><p><strong>Formless Ghost:</strong> ?</p><p><strong>Undead Ooze:</strong> ?</p><p><strong>Shadow Lord:</strong> Pits in the floor each hold a slave tortured to death in the interests of testing an assistant’s theory about the origins of shadow lords. The assistant speculated that certain kinds of pain and anger unleashed the power necessary to transform a normal sentient being’s shadow into a shadow lord. The experiment proved to be partially successful. The four pits closest to the wall each contain a corpse that vomits out a shadow lord when disturbed.</p><p><strong>Dar'Gartal, Vampire:</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="https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596" target="_blank">The Shaman's Hanbook</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> Spirit masters also often delve into the secrets of creating and commanding the undead, which does little to endear them to their fellows. </p><p>Some Tibetan shamanic rites involved calling up ghosts or animating the dead (possibly the equivalent of an animate dead or create undead spell). </p><p><strong>Corporeal Undead:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Abomination:</strong> ?</p><p><strong>Undead Spirit:</strong> ?</p><p><strong>Incorporeal Undead, Creature of Darkness:</strong> ?</p><p><strong>Allip, Spirit:</strong> ?</p><p><strong>Ghost:</strong> At 8th level, a spirit master can create greater undead once per day as a spell-like ability. The spirit master’s caster level equals his class level. The spirit master can only create spectres and ghosts, and must supply the material components of the spell. </p><p><strong>Spirit of the Dead:</strong> ?</p><p><strong>Ghost, Undead Spirit, Spirit, Incorporeal Undead:</strong> ?</p><p><strong>Ordinary Ghost:</strong> ?</p><p><strong>Shadow:</strong> At 4th level, a spirit master gains the spell-like ability to create undead once per day. The spirit master’s caster level equals his class level, but the spirit master can only create shadows and wraiths. Otherwise the ability works exactly as the spell create undead and the spirit master must supply the material components. </p><p><strong>Shadow, Incorporeal Undead, Creature of Darkness, Spirit:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Spectre:</strong> At 8th level, a spirit master can create greater undead once per day as a spell-like ability. The spirit master’s caster level equals his class level. The spirit master can only create spectres and ghosts, and must supply the material components of the spell. </p><p><strong>Spectre, Undead Spirit, Spirit, Incorporeal Undead:</strong> ?</p><p><strong>Wraith:</strong> At 4th level, a spirit master gains the spell-like ability to create undead once per day. The spirit master’s caster level equals his class level, but the spirit master can only create shadows and wraiths. Otherwise the ability works exactly as the spell create undead and the spirit master must supply the material components. </p><p><strong>Wraith, Undead Spirit, Spirit:</strong> ?</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596" target="_blank">The Unholy Warrior's Handbook</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Undead Servant:</strong> ?</p><p><strong>Mindless Undead Ally:</strong> ?</p><p><strong>Lich:</strong> Mourne's Peripeteia artifact.</p><p><strong>Skeleton, Mindless Undead Ally:</strong> ?</p><p><strong>Skeleton, Easy Prey:</strong> ?</p><p><strong>Medium-Sized Skeleton, Undead Companion:</strong> ?</p><p><strong>Zombie, Mindless Undead Ally, Easy Prey:</strong> ?</p><p></p><p>Mourne’s Peripeteia </p><p>This unique twisted rod of an unknown material bears 13 runes in 13 languages. Its first known user was a legendary dark elf who championed the cause of balance. In a distant land in an ancient era, he discovered this staff and recognized its raw chaotic energies and potential to aid his comrades if one or more of them fell in battle. Although he had noble reasons for taking up the artifact, he soon became corrupted by its influence. Every time he used the rod to restore life to a dead ally, it reincarnated her and transferred one of the runes onto his flesh. As more runes roosted on his body, he became more chaotic and corrupted, until one day his body, long gone to rot, spilled his intestines onto the ground, making an ideal target for a band of bloodthirsty kobolds in service of an ancient red wyrm. </p><p>The rod’s primary ability is to reincarnate the dead. When touching a dead character, the rod flares with energy, and the deceased is reincarnated as per the spell in the PHB. Dead characters have no choice, nor may they resist the powers of this artifact. The rod never restores the individual to his own race, and any roll resulting in such implies a result of GMs choice. </p><p>When the rod reincarnates a character, it transfers a rune onto the body of the caster. The process of gaining a rune is excruciatingly painful and inflicts 1 point of Constitution damage. In addition, each rune has a side effect, many of them none too pleasant. See the table on the next page for details. </p><p>Each use of the rod instills a perverse desire to use it more. Once the rod inscribes all 13 runes, it ceases to function and the wielder has a flash of sudden insight. At this point the character must succeed at a Will save against a DC 32 or go incurably insane as per the spell. As noted above, he has transformed into a lich. While this confers immortality, if his corporeal body is destroyed, the rod consumes his spirit and regains all 13 runes. The rod is intelligent (Int 24, Wis 18, Cha 24, Ego 30); it is capable of speech and telepathy, reads all languages and magic, and confers the following abilities onto its wielder in addition to the ones described above: Intuit Direction +14, Sense Motive +14, and free use of Evasion. The rod may assume the form of a 30 HD fiendish Black Pudding, may charm person (DC 18) on contact, and may use telekinesis at will (250 lb maximum) independent of the user, if it is so inclined. This item is a unique artifact crafted by a personification of raw Chaos. </p><p>Mourne’s Peripeteia’s Rune Effects </p><p>Runes Effect </p><p>1 -2 Strength and Constitution drain </p><p>2 Alignment shift one step towards chaotic </p><p>3 Alignment shift one step towards evil </p><p>4 -2 Wisdom drain </p><p>5 +2 enhancement bonus to Intelligence </p><p>6 +2 enhancement bonus to Strength </p><p>7 Alignment shift one step towards chaotic </p><p>8 Alignment shift one step towards evil </p><p>9 -2 Strength and Constitution drain </p><p>10 Grow old: one age category higher </p><p>11 See in Darkness (no penalty) </p><p>12 Damage Reduction 5/- </p><p>13 Lich transformation (phylactery is the rod; if the lich body is destroyed, the phylactery devours the soul and all 13 runes are restored). See MM for details on the Lich template.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/3302/The-Wise--The-Wicked?affiliate_id=17596" target="_blank">The Wise & The Wicked</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> Now, with many of his peers calling him the “Black Messiah,” Lucian Daine feels he has at last garnered the power and influence that he always craved, and his experiments grow more and more elaborate. His current work on a true ritual intends to transform the entire population of a town or village into undead.</p><p>Yvestil's Create Undead power.</p><p><strong>Undead Albadian Shaman:</strong> Andelais surmised that the shaman was a poor soul who had died aiding the Amaltheans but been brought back to a state of unlife by the druids of Khet.</p><p><strong>Greater Undead:</strong> Credas can create greater undead up to CR 10.</p><p><strong>Sentient Undead:</strong> ?</p><p><strong>Undead Minion:</strong> ?</p><p><strong>Undead Slave:</strong> ?</p><p><strong>Free-Willed Undead:</strong> Daine’s research grew darker and more complex. He sought to understand the connection between free-willed undead, such as wraiths and spectres, and the souls of the departed. Were these creatures the entire soul of a dead being? Were they only a portion of that soul, an amalgam of many souls or entirely separate and distinct entities?</p><p><strong>Insubstantial Undead Creature:</strong> ?</p><p><strong>Necazzar, Undead Sentry Crow Familiar:</strong> ?</p><p><strong>Galdor the Deathless, Leader of Lede, Undead Human, Terrifying Undead Warrior, Undead Monster, Unliving Thing:</strong> Galdor was already a fearsome warrior when the dark god Vangal took notice of him many years ago. Pleased with the young warrior, the Ravager bade his minions seek out Galdor and invite him to serve as their dark lord’s champion. Galdor enthusiastically accepted the offer and, infused with the power of his god, fought his way to a position of leadership within the notoriously fierce Horsemen of Vangal. Over time, he carved out an empire across the Plains of Lede, and his name struck fear into even the most powerful rulers’ hearts.</p><p>In time, adversaries appeared to challenge Galdor’s supremacy, such as paladins of Corean, seeking to destroy the evil warlord, and traitors from Galdor’s own ranks. For years, these challengers failed; their severed heads decorated the banner poles and saddles of Galdor’s horde. Ultimately, though, an adversary prevailed: one of Galdor’s most trusted lieutenants made secret pacts with agents of Vesh and led a faction of Galdor’s forces in rebellion. Taken by surprise, Galdor was cornered and defeated at the battle of Horsehead Canyon. Galdor slew nearly 100 foes, including his treacherous lieutenant, before he was finally brought down. Their lord slain, the horde disintegrated, its members fleeing headlong into the plains.</p><p>And that would have been the end of the matter, had Vangal himself not intervened.</p><p>No one quite knows why Vangal brought Galdor back. The Ravager usually forgets his slain champions, nurturing riew followers rather than resurrecting old ones. But not Galdor. Within a few years of the warlord’s fall, travelers began reporting the appearance of a terrifying, undead warrior riding the plains, gathering recruits and once more uniting the clans into a single horde. Investigating these reports, Mithril’s paladins discovered the awful truth: the new warlord was none other than Galdor himself, animate but unliving, Vangal’s twisted and evil tool.</p><p>His vanity and pride are limitless, even though he is an unliving thing, created and kept on Ghelspad by the will of Vangal alone, and any insult or slight is ruthlessly punished.</p><p><strong>Jerhard Landeraux, False Lover Unhallowed, Deeply Bitter Unhappy Creature:</strong> Landereaux committed many crimes in his twilight years, both large and small, but his worst offense was committed against the servants of the gods he claimed to glorify. In the city of Shelzar, where the good-aligned gods struggled against the jaded, pleasure-besotted populace, Madriel maintained a temple that cared for the sick, the poor and the underprivileged, hoping to lead by example and inspire the Shelzarites to greater acts of charity. Landereaux agreed to perform at the temple, more out of his lust for High Priestess Iona than for any other reason. After the performance, Landereaux confronted Iona, demanding two-thirds of the gold that the wealthy of Shelzar had donated to the temple to see him. When she refused, Landereaux forced his attentions upon her and absconded with all the gold.</p><p>The now-infamous bard died soon after, slain by bandits for his ill-gotten gold. But his miserable existence was not over: he rose again, assuming an undead form that parodied his old self and becoming one of the Unhallowed.</p><p>He has begun to realize that the reward for his crimes against the gods is an eternity of betrayal and falsehood, and he grows increasingly desperate as a result.</p><p><strong>Enslaved Undead:</strong> ?</p><p><strong>Undead Titanspawn:</strong> ?</p><p><strong>Aliastra Denier, Ghost:</strong> Bards and storytellers relate tales of Denier and her adventures, suggesting that she, far from real, is but a ghost or myth.</p><p><strong>Spirit of a Bird, Spirit of a Departed Bird:</strong> ?</p><p><strong>Spirit of an Animal, Spirit of a Departed Animal:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Credas, Lich:</strong> Credas may create a phylactery and become a lich if he so chooses. However, he has not chosen to do so and likely never will.</p><p><strong>Mistress Yvestil, Crypt-Lady of Glivid-Autel, Lich:</strong> ?</p><p><strong>Mummy, Elite Undead Bodyguard:</strong> ?</p><p><strong>Powerful Mummy, Honor Guard:</strong> ?</p><p><strong>Hostile Shadow:</strong> ?</p><p><strong>Skeleton, Elite Undead Bodyguard:</strong> ?</p><p><strong>Masterwork Skeleton:</strong> ?</p><p><strong>Ragni, Undead Skeletal Servant, Faithful Undead Servant, Skeletal Undead Companion, Undead Bodyguard, Skeleton, Unfortunate Creature:</strong> Some wags claim that the bones of Traviak’s brother Ragni comprise this undead so that the duke can dominate his hated older sibling even after death.</p><p><strong>Skeleton:</strong> Yvesti's Raise the Dead power.</p><p><strong>Spectre:</strong> Daine’s research grew darker and more complex. He sought to understand the connection between free-willed undead, such as wraiths and spectres, and the souls of the departed. Were these creatures the entire soul of a dead being? Were they only a portion of that soul, an amalgam of many souls or entirely separate and distinct entities?</p><p><strong>Spectre, Spectral Undead, Free-Willed Undead:</strong> ?</p><p><strong>Spectre, Elite Undead Bodyguard:</strong> ?</p><p><strong>Vampire, Elite Undead Bodyguard:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Arrach, Ancient Wight-Lord:</strong> ?</p><p><strong>Wraith:</strong> Daine’s research grew darker and more complex. He sought to understand the connection between free-willed undead, such as wraiths and spectres, and the souls of the departed. Were these creatures the entire soul of a dead being? Were they only a portion of that soul, an amalgam of many souls or entirely separate and distinct entities?</p><p><strong>Wraith, Spectral Undead, Free-Willed Undead, Insubstantial Undead Creature:</strong> ?</p><p><strong>Fearsome Wraith:</strong> ?</p><p><strong>Zombie:</strong> Yvestil's Raise the Dead power.</p><p><strong>Zombie, Elite Undead Bodyguard:</strong> ?</p><p></p><p>Create Undead (Su): Creates one undead with a Challenge Rating less than 10.</p><p></p><p>Raise the Dead (Su): Yvestil may raise dead as skeletons and/or zombies for nine hours, once per day.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596" target="_blank">The Witch's Handbook</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Troublesome Undead:</strong> ?</p><p><strong>Skeleton:</strong> Cauldron of the Dead magic item.</p><p><strong>Vampire:</strong> ?</p><p><strong>Zombie:</strong> Cauldron of the Dead magic item.</p><p></p><p>Cauldron of the Dead </p><p>This heavy cauldron of dark iron is large enough to accommodate a Medium-sized creature. When filled with a mixture of water and rare herbs, the cauldron transforms any dead body placed in it into a zombie or skeleton per the animate dead spell (the user chooses whether or not a zombie or skeleton is created from an intact corpse). Each corpse animated uses up 50 gp in materials and the cauldron can animate a corpse in one round. The user of the cauldron commands the undead so created, up to 2 HD per character level, any further undead created over this limit are under the owner’s control, but previously created undead are freed. </p><p>Caster Level: 10th; Prerequisite: Craft Wondrous Item, animate dead; Market Price: 54,000 g; Cost to Create: 27,000 gp + 2,160 XP.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/1376/Tome-of-Horrors?affiliate_id=17596" target="_blank">Tome of Horrors</a>[spoiler]</p><p><strong>Apparition, Standard Apparition:</strong> Apparitions are undead spirits of creatures that died as the result of an accident.</p><p>A creature slain by an apparition rises in 1d4 hours as an apparition.</p><p><strong>Barrow Wight:</strong> A humanoid slain by a barrow wight becomesabarrowwightin1d4rounds.</p><p><strong>Bhuta:</strong> When a person is murdered, the spirit sometimes clings to the Material Plane, refusing to accept its mortal death. This spirit possesses its original body and seeks out those responsible for its murder. It will never rest until those responsible are sought out and slain.</p><p>Since the transformation into unlife is almost instant (occurring within 1-2 hours after death), the bhuta appears as it did in life. Close inspection</p><p><strong>Bloody Bones:</strong> ?</p><p><strong>Bog Mummy:</strong> When a corpse preserved by swamp mud is imbued with negative energy, it rises as a bog mummy.</p><p>Any humanoid that dies from bog rot becomes a bog mummy in 1d4 days 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>Coffer Corpse:</strong> The coffer corpse is an undead creature formed as the result of an incomplete death ritual. They are found on stranded funeral barges or in other situations where corpses have not been delivered to their final rest.</p><p><strong>Crypt Thing:</strong> <em>Create Crypt Thing</em> spell.</p><p><strong>Crypt Guardian:</strong> ?</p><p><strong>Darnoc:</strong> The darnoc are said to be the restless spirits of oppressive, cruel, and power hungry individuals cursed forever to a life of monotony and toil, forbidden by the gods to taste the spoils of the afterlife they so desperately craved in life.</p><p>Any humanoid slain by a darnoc becomes a darnoc in 1d4 rounds.</p><p><strong>Draug:</strong> The draug is the vengeful spirit of a ship’s captain who died at sea, thus being denied a proper burial. If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies.</p><p>When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.</p><p><strong>Ghoul-Stirge:</strong> The origin of the ghoul-stirge has been lost, but it is believed to be the result of a failed magical experiment.</p><p><strong>Groaning Spirit:</strong> The groaning spirit is the malevolent spirit of a female elf that is found haunting swamps, fens, moors, and other desolate places.</p><p><strong>Haunt:</strong> The haunt is the spirit of a person who died before completing some vital task.</p><p><strong>Huecuva:</strong> Huecuva are the undead spirits of good clerics who were unfaithful to their god and turned to the path of evil before death. As punishment for their transgression, their god condemned them to roam the earth as the one creature all good-aligned clerics despise — undead.</p><p><strong>Mummy of the Deep:</strong> It is the result of an evil creature that was buried at sea for its sins in life. The wickedness permeating the former life has managed to cling even into unlife and revive the soul as a mummy of the deep.</p><p><strong>Poltergeist:</strong> ?</p><p><strong>Shadow Rat Common:</strong> ?</p><p><strong>Shadow Rat Dire:</strong> ?</p><p><strong>Lesser Shadow:</strong> According to ancient texts, an arcane creature known only as the Shadow Lord created beings of living darkness to aid him and protect him. These beings, called shadows, were formed through a combination of darkness and evil. He also created other beings of darkness, lesser beings, not quite as powerful as his original creations. These creatures became known as lesser shadows.</p><p>A creature drained to Strength 0 by a lesser shadow dies. Lesser shadows do not normally create spawn, though it is rumored that some lesser shadows do have this ability.</p><p><strong>Skulleton:</strong> Believed to have been created by a lich or demilich, the skulleton resembles the latter creature in that it appears as a skull, pile of dust, and collection of bones. Several small gems (false — all are painted glass and worthless) are inset in its eye sockets and mouth. The skulleton is thought to have been created to detour would-be tomb plunderers in to thinking they had desecrated the lair of a demilich.</p><p>The ingredients required to create this creature are the skull of a humanoid, a few humanoid bones (they need not be from the same humanoid that the skull came from), and a large quantity of dust. Once the bones, dust, and skull are acquired, the creator must be at least 9th level and able to cast arcane spells. Completing the formula requires the successful casting of animate dead, contagion, fly, and stinking cloud.</p><p><strong>Undead Ooze:</strong> When an ooze moves across the grave of a restless and evil soul, a transformation takes place. The malevolent spirit, still tied to the rotting flesh consumed by the ooze, melds with the ooze. The result is a creature filled with hatred of the living and an intelligence and cunningness not normally known among its kind.</p><p><strong>Vampiric Ooze:</strong> The vampiric ooze is thought to have been created by a great undead spellcaster using ancient and forbidden magic. Some believe the vampiric ooze was formed when an ochre jelly slew a vampire and absorbed it.</p><p><strong>Ghoul Wolf:</strong> ?</p><p><strong>Shadow Wolf:</strong> ?</p><p><strong>Brine Zombie:</strong> Brine zombies are the remnants of a ship’s crew that has perished at sea. They are mindless creatures, not very pleasant to look at, and relentless in their attacks on the living. The spark of evil that brought them back from the ocean depths drives them to seek the living so they may join them in their watery graves.</p><p><strong>Juju Zombie:</strong> Juju zombies’ hatred of living creatures and the magic that created them are what holds them to the world of the living. When a living creature is slain as the result of an energy drain, enervation, or similar spell or spell-like ability, it may rise as a juju zombie.</p><p><strong>Juju Zombie Tiny:</strong> ?</p><p><strong>Juju Zombie Small:</strong> ?</p><p><strong>Juju Zombie Medium:</strong> ?</p><p><strong>Juju Zombie Large:</strong> ?</p><p><strong>Juju Zombie Huge:</strong> ?</p><p><strong>Juju Zombie Gargantuan:</strong> ?</p><p><strong>Juju Zombie Colossal:</strong> ?</p><p><strong>Bleeding Horror:</strong> Created by the blood axe, these foul creatures drip with the blood they were so willing to sacrifice to the hungry blade.</p><p>“Bleeding horror” is a template that can be added to any humanoid, monstrous humanoid, giant, beast, magical beast, outsider, or shapechanger (hereafter referred to as the “base creature”) that dies as a result of feeding the blood axe (see the sidebar for more details).</p><p>Any creature slain by the blood consumption attack of a bleeding horror becomes a bleeding horror under the command of the initial horror.</p><p>Any creature slain by the bleeding horror minotaur’s blood consumption attack becomes a bleeding horror under the command of the bleeding horror minotaur.</p><p>Blood Axe artifact.</p><p><strong>Bleeding Horror Minotaur:</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. Legend tells that the skeleton warriors were forced into their undead state by a powerful demon prince that 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>The transformation into a skeleton warrior traps the character’s soul in a golden circlet.</p><p><strong>Skeleton Warrior Human Fighter 12:</strong> ?</p><p><strong>Spectral Troll:</strong> “Spectral troll” is a template that can be added to any troll (hereafter referred to as the “base creature”).</p><p><strong>Spectral Troll Troll:</strong> ?</p><p><strong>Apparition, Undead Spirit of a Creature That Died as the Result of an Accident:</strong> ?</p><p><strong>Barrow Wight, Twisted Insane Creature Standing About 6 Feet Tall:</strong> ?</p><p><strong>Bloody Bones, Evil Undead Spirit, Skeletal Humanoid With Bits of Muscle and Sinew Hanging From its Body:</strong> ?</p><p><strong>Coffer Corpse, Undead Creature Formed as the Result of an Incomplete Death Ritual:</strong> ?</p><p><strong>Crypt Thing, Skeletal Humanoid:</strong> ?</p><p><strong>Crypt Guardian, Variant of the Crypt Thing:</strong> ?</p><p><strong>Darnoc, Corrupting Evil Presence, Restless Spirit of an Oppressive Cruel Power Hungry Individual, Vicious Combatant:</strong> ?</p><p><strong>Demiurge, Undead Spirit of an Evil Human Returned From the Grave With a Wrathful Vengeance Against All Living Creatures That Enter its Domain, Humanoid With Sunken Nose Hollow Eye Sockets Sickly Pale White Semi-Transparent Flesh:</strong> ?</p><p><strong>Draug, Vengeful Spirit of a Ship’s Captain Who Died at Sea Thus Being Denied a Proper Burial:</strong> ?</p><p><strong>Draug, Ghostly Wanderer:</strong> ?</p><p><strong>Draug, Death Token:</strong> ?</p><p><strong>Ghoul-Stirge, Large Stirge With Rotting Flesh Broken Wings:</strong> ?</p><p><strong>Groaning Spirit, Malevolent Spirit of a Female Elf, Translucent Image:</strong> ?</p><p><strong>Haunt, Spirit of a Person Who Died Before Completing Some Vital Task:</strong> ?</p><p><strong>Huecuva, Undead Spirit of a Good Cleric Who Was Unfaithful to Their God and Turned to the Path of Evil Before Death, Robed Skeleton:</strong> ?</p><p><strong>Mummy of the Deep, Bloated Desiccated Humanoid Wrapped in Torn and Waterlogged Bandages:</strong> ?</p><p><strong>Poltergeist, Undead Spirit:</strong> ?</p><p><strong>Shadow Rat Common, Incorporeal Form of a Normal Rat:</strong> ?</p><p><strong>Shadow Rat Dire, Incorporeal Form of a Dire Rat:</strong> ?</p><p><strong>Lesser Shadow, Being of Darkness, Lesser Being, Creature of Living Darkness:</strong> ?</p><p><strong>Skulleton, Skull Pile of Dust Collection of Bones:</strong> ?</p><p><strong>Undead Ooze, Creature Filled With Hatred of the Living and an Intelligence and Cunningness not Normally Known Among its Kind, Large Viscous Black Mass From Which the Bones of its Previous Victims’ Protrude:</strong> ?</p><p><strong>Vampiric Ooze, Giant Flowing Bubbling Mass of Mustard Yellow Ooze:</strong> ?</p><p><strong>Shadow Wolf, Large Black hound Formed of Darkness, Nocturnal Hunter:</strong> ?</p><p><strong>Brine Zombie, Remnant of a Ship’s Crew That Has Perished at Sea, Mindless Creature:</strong> ?</p><p><strong>Brine Zombie, Ghostly Wanderer:</strong> ?</p><p><strong>Juju Zombie, Hideous Humanoid Creature:</strong> ?</p><p><strong>Bleeding Horror, Foul Creature:</strong> ?</p><p><strong>Bleeding Horror, Skeleton Covered in and Continually Dripping Thick Red Blood:</strong> ?</p><p><strong>Bleeding Horror, Sunken Corpse Covered in and Continually Dripping Thick Red Blood:</strong> ?</p><p><strong>Skeleton Warrior, Lich-Like Undead Lord That Was Once a Powerful Fighter of at Least 10th Level, Lich-Like Creature:</strong> ?</p><p><strong>Spectral Troll, Normal Troll But Jet Black in Color:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> Orcus is known as the Prince of the Undead, for it is said (in secret) that he alone created the first undead that walked the worlds.</p><p><strong>Undead Particularly Vulnerable to Sunlight:</strong> ?</p><p><strong>Great Undead Spellcaster:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Lacedon:</strong> ?</p><p><strong>Lacedon, Ghostly Wanderer:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Demilich:</strong> ?</p><p><strong>Mummy, Normal Mummy:</strong> ?</p><p><strong>Shadow, Standard Shadow:</strong> According to ancient texts, an arcane creature known only as the Shadow Lord created beings of living darkness to aid him and protect him. These beings, called shadows, were formed through a combination of darkness and evil.</p><p><strong>Shadow, Being of Living Darkness:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Skeletal Statue:</strong> Once per day, the bone cobbler can animate up to 5 of its skeletal statues. A skeletal statue must be within 30 feet of the bone cobbler for this ability to take effect. These creatures fight as skeletons (see the MM), though their forms and structure do not necessarily resemble humanoid skeletons. This ability otherwise resembles the animate dead spell as cast by a 7th-level sorcerer.</p><p><strong>Skeleton, Ghostly Wanderer:</strong> ?</p><p><strong>Skeleton Ally:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Free-Willed Specter:</strong> Any humanoid killed by a spectral troll rises 1d3 days later as a free-willed spectre unless a cleric of the victim’s religion casts bless on the body.</p><p><strong>Vampire, Undead That is Particularly Vulnerable to Sunlight:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Wight, Normal Wight:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Zombie:</strong> Any humanoid slain by a vampiric ooze becomes a zombie in 1d4 rounds.</p><p><strong>Zombie, Ghostly Wanderer:</strong> ?</p><p><strong>Animated Creature:</strong> The electrical aura of the fogwarden can animate dead creatures within 20 feet. This is otherwise identical with animate dead cast by a 4th-level cleric.</p><p></p><p>CREATE CRYPT THING</p><p>Necromancy [Evil]</p><p>Level: Clr 7, Sor/Wiz 7</p><p>Components: V, S, M</p><p>Casting Time: 1 hour</p><p>Range: Close (25 ft. +5 ft./2 levels)</p><p>Target: One corpse</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>You may create a crypt thing with this spell. The spell must be cast in the area where the crypt thing will make its lair. A crypt thing can be created only from a mostly intact corpse or skeleton. The corpse must have bones (so, no oozes, worms, or the like). If a crypt thing is made from a corpse, the flesh falls from the bones. The statistics for the crypt thing depend on its size, not on what abilities the creature may have possessed while alive. Only one crypt thing is created with this spell, and it remains in the area where it was created until destroyed.</p><p>Material Component: A black pearl gem worth at least 300 gp. The gem is placed inside the mouth of the corpse. Once the corpse is animated into a crypt thing, the gem is destroyed.</p><p></p><p>MINOR ARTIFACT: THE AXE OF BLOOD</p><p>Description: Wielded until recently by the famous dwarf fighter Rhezenuduk, legend holds that the axe of blood was lost on a quest to another plane of existence. The axe itself is rather nondescript, being made of dull iron. Only the large, strange rune carved into the side of its double-bladed head gives any immediate indication that the axe may be more than it seems. The rune is one of lesser life stealing, carved on it long ago by a sect of evil sorcerers. This is, in fact, the only remaining copy of that particular rune, thus making the axe a valuable item. Further inspection reveals another strange characteristic: the entire length of the axe’s long haft of darkwood is wrapped in a thick leather thong stained black from years of being soaked in blood and sticky to the touch. When held, the axe feels strangely heavy but well balanced, and it possesses a keenly sharp blade.</p><p>Powers: At first blush, the axe appears to be no more than a keen battle axe. If legend lore is consulted or the history of the axe unearthed in some other fashion, its true powers can be tapped. The rune of lesser life stealing does not afflict those struck by the axe. Instead, the rune draws power from its wielder to become a mighty magic weapon. Each day, the wielder of the axe can choose to “feed” the axe, sacrificing some of his blood to the axe in a strange ritual. This ritual takes 30 minutes and may be done only at dawn or the axe cannot be powered that day.</p><p>Using the axe, the wielder opens a wound on his person (causing 1d6 damage) and feeds the axe with his own blood. The rough metal absorbs the ichor hungrily. In this ritual, the wielder sacrifices Constitution to the axe. The axe gains +1 to attack and +1 to damage per point of Constitution sacrificed, up to a total of +5 to attack and +5 to damage. The lost Constitution also, of course, reduces the wielder’s hit points and Fortitude save accordingly. Hit points lost due to a reduction in Constitution may not be healed by any means and are recovered only on the morning of the day following the sacrifice. Similarly, the damage caused by the opening of the wound to power the axe also may not be healed by any means until the sacrificed Constitution is regained. Note that the axe retains its keen quality when powered.</p><p>If the axe is powered to an amount less than the full +5 during the morning ritual and the wielder subsequently wishes that day to power the axe further, the wielder may again wound himself (a full-round action causing 1d6 damage) and sacrifice additional Constitution. In this instance where such a “second feeding” is done, however, the wielder must sacrifice 2 points of Constitution per additional +1 to attack and damage (up to the same maximum of +5).</p><p>For example, for the third day in a row, Drekuthar powers the axe by sacrificing Constitution. On this particular day, he sacrifices 2 points of Constitution in the morning ritual, wounding himself for 4 points of damage in doing so (in addition to the hit points lost by the sacrificed Constitution). Later in the day, Drekuthar encounters a golem that is only hit by +4 or better weapons. Reluctantly, Drekuthar gives his axe a “second feeding,” wounding himself for another 3 hit points of damage and sacrificing 4 Constitution points to increase the enhancement bonus of the axe from +2 to +4.</p><p>There is a chance that the Constitution sacrificed to the axe is lost permanently. If the wielder always skips a day in between powering the axe and always powers the axe with the morning ritual, there is no chance of permanent loss. If, however, the axe is fed on consecutive days or powered in a second feeding, there is a 1% chance plus a 1% cumulative chance per consecutive day the axe is powered that Constitution sacrificed to the axe on that day is permanently lost. This check must be made for each point of Constitution sacrificed to the axe that day. The wielder will not know this until the next morning, when he fails to recover the Constitution points as usual. In the example of Drekuthar above, because this is the third consecutive day he has fed the axe, there is a 3% chance for each point sacrificed that the sacrificed Constitution is permanently lost. In addition, when he feeds the axe a second time, he must make another check to see whether any of that batch of Constitution points is permanently lost as well. If reduced to Con 0 permanently as a result of feeding the axe, the wielder becomes a bleeding horror. See the Templates Appendix for details on this horrible creature.</p><p>Until activated, the axe is just a keen battle axe. The wielder must consult legend lore or some other similar source of information to learn the ritual required to feed the axe. Despite the gruesome ritual required to power the axe, the axe is not evil but is instead neutral. Bound inside it is a rather savage earth spirit.</p><p>Caster Level: 20th; Prerequisites: energy drain, symbol.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/en/product/3537/toolbox?affiliate_id=17596" target="_blank">Toolbox</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Allip:</strong> ?</p><p><strong>Bodak:</strong> ?</p><p><strong>Devourer:</strong> ?</p><p><strong>Ghast, Undead Ghast:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghoul, Undead Ghoul:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Mighty Lich:</strong> ?</p><p><strong>Mohrg:</strong> ?</p><p><strong>Mummy, Undead Mummy:</strong> ?</p><p><strong>Nightcrawler:</strong> ?</p><p><strong>Nightwalker:</strong> ?</p><p><strong>Nightwing:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Undead Skeleton:</strong> ?</p><p><strong>Skeleton Gargantuan:</strong> ?</p><p><strong>Skeleton Large:</strong> ?</p><p><strong>Skeleton Medium-Size:</strong> ?</p><p><strong>Skeleton Tiny:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Vampire Spawn:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Wythri Odaernas, Wraith:</strong> ?</p><p><strong>Undead Zombie:</strong> ?</p><p><strong>Zombie Huge:</strong> ?</p><p><strong>Zombie Large:</strong> ?</p><p><strong>Zombie Medium-Size:</strong> ?[/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/3282/Vigil-Watch-Warrens-of-the-Ratmen?affiliate_id=17596" target="_blank">Vigil Watch: Warrens of the Ratmen</a>[spoiler]</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Ethereal Undead:</strong> ?</p><p><strong>Da'tankar the Skullcrusher, Skeletal Mount, Companion:</strong> ?</p><p><strong>Spirit of the Plague, Undead Monstrosity, Holy Apparition:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Personal Skeleton:</strong> ?</p><p><strong>Zombie:</strong> ?[/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><a href="https://www.drivethrurpg.com/product/3297/Wilderness--Wasteland?affiliate_id=17596" target="_blank">Wilderness & Wasteland</a>[spoiler]</p><p><strong>Bog Mummy:</strong> For unknown reasons, corpses that have been preserved by Titan-tainted bogs have been reported to stalk their final resting place. Bog mummies resemble shriveled and desiccated versions of their former selves, wearing the tattered remains of their clothing and equipment.</p><p><strong>Bog Mummy, Undead Horror:</strong> ?</p><p><strong>Spectral Treant:</strong> ?</p><p><strong>Ice Ghoul:</strong> ?</p><p><strong>Undead:</strong> ?</p><p><strong>Allip:</strong> ?</p><p><strong>Bodak:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Sorcerer-King Ghost, Sorcerer 5/SUM 2:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghost of a Powerful Creature:</strong> ?</p><p><strong>Ghost of a Dire Bear, Powerful Creature:</strong> ?</p><p><strong>Ghost of a Chuul, Powerful Creature:</strong> ?</p><p><strong>Ghost of a Medusa, Powerful Creature:</strong> ?</p><p><strong>Ghost of a Tauron, Powerful Creature:</strong> ?</p><p><strong>Ghost of a Powerful Character:</strong> ?</p><p><strong>Ghost of a Powerful Character Necromancer:</strong> ?</p><p><strong>Ghost of a Powerful Character Cleric:</strong> ?</p><p><strong>Ghost of a Wizard:</strong> ?</p><p><strong>Ghost of a Scholar:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Mohrg:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Nightshade Nightwing:</strong> ?</p><p><strong>Nightshade Nightwalker:</strong> ?</p><p><strong>Nightshade Nightcrawler:</strong> ?</p><p><strong>Shadow Lord:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Shadow Minion:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Large Skeleton:</strong> ?</p><p><strong>Medium-Size Skeleton:</strong> ?</p><p><strong>Specter, Spectre:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Butcher Spirit:</strong> ?</p><p><strong>Chardun-Slain:</strong> ?</p><p><strong>Fleshcrawler:</strong> ?</p><p><strong>Mistwalker:</strong> ?</p><p><strong>Spirit of the Plague:</strong> ?</p><p><strong>Undead Ooze:</strong> ?</p><p><strong>Acid Shambler:</strong> ?</p><p><strong>Bonewing:</strong> ?</p><p><strong>Burned One:</strong> ?</p><p><strong>Night-Touched:</strong> ?</p><p><strong>Night-Touched Controller:</strong> ?</p><p><strong>Night-Touched Hound:</strong> ?</p><p><strong>Sand Mummy:</strong> ?</p><p><strong>Everthirsting Sand Mummy, Horror:</strong> ?</p><p><strong>Skull King:</strong> ?</p><p><strong>Spectral Plant:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596" target="_blank">Wrath & Rage</a>[spoiler]</p><p><strong>Anathema Creature:</strong> In addition to their physical impact on a region, orcs cast a long psychic shadow wherever they lair. The stench of defeat and rage follows them everywhere, and whatever they touch for long carries the taint of futile, incoherent fury. </p><p>In rare cases, orcs’ bitterness leaches into the soil and water, giving rise to anathema creatures twisted from the pristine fauna. These appear as gnarled caricatures of the original beings, their features deformed by rage. Their minds are similarly twisted and have no room for thought outside their eternal quest to punish the enemies of the orc race. </p><p>“Anathema” is a template that can be applied to any corporeal creature with a Charisma score greater than 3. </p><p>Any elf destroyed by the anathema creature’s turn attack rises as an anathema creature within 1d6 rounds. </p><p>Elves slain by a[n anathema nymph's] turn attempt rise in 1d6 rounds as anathema creatures under the command of the anathema nymph. </p><p><strong>Anathema Nymph:</strong> ?</p><p><strong>Anathema Nymph, Spirit of Vengeance, Corruption Incarnate, Creature of Purest Loveliness Turned to Hatred and Retribution by the Psychic Taint of the Orc Race:</strong> ?</p><p><strong>Undead:</strong> ?</p><p><strong>Powerful Lich:</strong> ?</p><p><strong>Ancient Orc Vampire King:</strong> ?</p><p><strong>Vampire Spawn:</strong> Thirsting Rod magic item.</p><p></p><p>Thirsting Rod </p><p>These dread rods are carved from the thighbones of ancient orc vampire kings, covered in imprecations to dark entities of the Lower Planes. Despite its great power, few mortals own a thirsting rod for long—the temptation to use it carries its own terrible price. </p><p>A thirsting rod allows the wielder to cast the following spells on command, as a 20th-level sorcerer (save DC 19 + wielder’s Charisma): energy drain, freedom, gate, implosion, imprisonment, meteor swarm, miracle, Mord’s disjunction, power word kill, shapechange, skip generation, soul bind, time stop, true resurrection, and wish. </p><p>Each use of the thirsting rod’s powers deals the wielder 2 points of permanent Constitution drain as the rod drinks in some of his blood and essence. This drain cannot be reversed by any means, including restoration, miracle, or wish. If the wielder’s Constitution is reduced to 0 by the device, the wielder rises the next night as a vampire spawn. </p><p>Caster Level: 20th; Weight: —.[/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) Ivid attempted to ensure loyalty by having his generals assassinated and reanimated as undead with all the abilities they possessed in life. (D&D Gazetteer (3e)) They crave personal power, many hope for eternal life through undeath, and they look to Toldoth as the source of all they desire. (Deities and Demigods (3e)) A flaw in a true resurrection spell leaves one player character undead by night and alive by day. (Epic Level Handbook) Once the Crown of Horns was completely reconstituted, Myrkul teleported to many places across Faerûn, briefly settling on the brows of many living and undead former servants just long enough to create hordes of a undead in each location. (Forgotten Realms Faiths and Pantheons (3e)) The Binding of the Crypt and the Pact of the Everlasting are two rituals performed by powerful clerics, allowing them to return as an undead creature or be raised from the dead automatically if they are slain. Both rituals involve numerous other horrible incantations and the foul sacrifice of good-aligned sentients. (Forgotten Realms Faiths and Pantheons (3e)) 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) 712 Iuchiban’s soul escapes his tomb, gathering Bloodspeakers and raising undead to assault the capital once more. (Oriental Adventures (3e)) Any creature that dies in the Shadowlands (except for oni) animates in 1d4 hours as an undead creature, usually a zombie of the appropriate size. Crab protocols call for burning the bodies of fallen comrades to prevent this ghastly transformation. (Oriental Adventures (3e)) 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) To make matters worse, the mortal races had given rise to fiends who violated the sanctity of death by raising up the spirits of the departed and the bodies of the dead. (Book of the Righteous) Wandering the world and meeting in hidden places – caves carved into temples, catacombs of lost cathedrals, dungeons from ancient kingdoms – these [Cult of the Icy Breath] cultists celebrate the horror and splendor of death. They pray to Mormekar, the only power that matters, calling for his might to enter into them. They raise the undead, and their mightiest members become liches. Why Mormekar grants them power is a mystery that none of his followers can comprehend, and most refuse to believe that he does. (Book of the Righteous) 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. (Creature Catalog) 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. (Dragons) 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. (Dungeons) Nodes can open anywhere, from underground caverns to lush meadows; a node welling up in a graveyard (or ancient battlefield) might produce a plague of undead, which is why being buried on sanctified ground is so important. (Explorers of Prime) 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. (Gods) [Baron Sange] made his way out of one of the mines one day with the tattered skin of nearly a dozen islanders sewn to his flesh, then took his vengeance on Sange Tarans. First, he summoned the bodies of the dead to fight for him. Then he set them lose against the natives. with every Taran that fell another undead stood to join the ranks of his minions. (Islands of Gold: The Midnight Archipelago (Swashbuckling Adventures)) Good societies ban the creation or use of Undead. Not only is trapping a soul in a rotting corpse an act of torture, it is also a use of magic that only strengthens the Dark. (Lords of Prime) Undead are once-living creatures animated by spiritual or supernatural forces. (Necromantic Lore) The Necromancer is almost not even human, specializing entirely in death and cold. At 6th rank they may have commanded some undead into their service; at 8th or above they create their own. (Nobles of Prime) Undead have been spontaneously rising from their graves on Marak’pInga and attacking the desert-dwelling Marak’ka. (Nyambe: African Adventures) 1. A powerful necromancer is performing experiments in a secret underground lab far below the Marak’pInga, and the undead are a mere side effect. (Nyambe: African Adventures) 2. The isle of Marak’pInga happens to be located at a weak point in the fabric of the Material Plane. Portals have spontaneously opened to the Spirit World, causing the dead to rise up as hideous monsters. These portals must be closed soon or the effect will only spread. Creatures of the darkest evil can sense the effect, and are being attracted to the area like flies to a corpse. (Nyambe: African Adventures) 3. A large group of Zombi cultists is behind the animations. They hope to drive the desert-dwelling Marak’ka from the Gudu Ji Pingu Desert and use it as a stronghold in the reestablished Zombi Empire. (Nyambe: African Adventures) For example, a sword caused all slain by it to rise again as an undead under the control of the Warlock that created the sword. (Oathbound Domains of the Forge) [T]hose that fail during the process are later animated as undead sentries, and live on in undeath to further guard Zul’s holdings. (Oathbound Domains of the Forge) 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. (Relics) At 13th level, a necromancer gains the supernatural ability to raise corpses as undead with a single touch. This requires burning a spell slot equal to the HD of the undead created and does not guarantee control over the newly created undead. (Secret College of Necromancy) Upon reaching 20th level, the death knight receives the most prized of rewards—the gift of undeath, granted to him by his his dark patrons. (Secret College of Necromancy) Necromancy would be impossible without the necromancer’s ability to draw energy from the Negative Energy Plane to animate the undead and constructs they create. (Secret College of Necromancy) The first reanimation of dead flesh occurred in a time before memory, in the prehistory when the power of magic was first harnessed. Some scholars believe necromancy was the first school mastered, predating even divination. The first ones—be they elves, humans, or some older, long-lost race—gathered around their fires and in the darkness. There were some who sought out spells of beauty and wonder, and then there were others who sought to know forbidden lore. Perhaps it was a bereaved mother willing to do anything to revive her dead child. Perhaps an ancient shaman, denied by the spirits, set out on his own to delay his passing by mastering the secrets of life and death. Perhaps a people now lost to history, their god slain, who turned to dark necromancy to fill the void and seek to recall him. Curiously enough, the most common legends for necromancy’s origin all place the blame soundly on humans. The other races point out that the majority of the undead are human in origin. Ergo, the argument goes, humans must have some special affinity to the dark art and have been the first to dabble in necromancy. (Secret College of Necromancy) These are the remains of Hariot’s fallen troops, as far as he has been able to recover them, as well as bits and pieces that were insufficient to animate on their own. Hariot is keeping the parts in the hope that he will be able to use them to repair damaged undead, or even to create new undead from miscellaneous pieces. (Tales of Freeport) 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. (The Council's Encyclopedia of Lifeforms Mundane and Magical Version 004 A-G) Spirit masters also often delve into the secrets of creating and commanding the undead, which does little to endear them to their fellows. (The Shaman's Hanbook) Some Tibetan shamanic rites involved calling up ghosts or animating the dead (possibly the equivalent of an animate dead or create undead spell). (The Shaman's Hanbook) Now, with many of his peers calling him the “Black Messiah,” Lucian Daine feels he has at last garnered the power and influence that he always craved, and his experiments grow more and more elaborate. His current work on a true ritual intends to transform the entire population of a town or village into undead. (The Wise & The Wicked) Orcus is known as the Prince of the Undead, for it is said (in secret) that he alone created the first undead that walked the worlds. (Tome of Horrors) 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. (Weird War Two d20: Afrika Korpse) Yvestil's Raise the Dead power. (The Wise & The Wicked) [i]From the Ashes[/i] spell. (Secret College of Necromancy) [i]Leech[/i] spell. (Secret College of Necromancy) [i]Mortal Stike[/i] spell. (Secret College of Necromancy) [i]Skull Eyes[/i] spell. (Secret College of Necromancy) [i]Soul Suck[/i] spell. (Pocket Grimoire Arcane) The First Black Scroll artifact. (Magic of Rokugan) The Eighth Black Scroll artifact. (Magic of Rokugan) Animate Dead epic spell seed. (Epic Level Handbook) Revenant feat. (Secret College of Necromancy) Revenant Guard Bleak Path ability. (Mystic Warriors) [b]Allip:[/b] They may be the remains of ghosts who failed in their quest, wandering the world at random and babbling of their misery. (Explorers of Prime) These creatures are mortals who have committed suicide and been denied a place in the afterlife. (Nyambe: African Adventures) [b]Bodak:[/b] Humanoids who die from a bodak's death gaze are transformed into bodaks in one day. (SRD 3.0) For example, a bodak’s victims rise the next day as new bodaks. (Book of Vile Darkness) A humanoid killed by a bodak’s death gaze becomes a bodak one day later, its type changing to undead. (Savage Species (3e)) Bodak are mortals corrupted after visiting the lower coils of Da. (Nyambe: African Adventures) [i]Bodak Birth[/i] spell. (Book of Vile Darkness) [b]Devourer:[/b] During the great earthquake which destroyed the underground home of the rom, some of the giants attempted to escape to the Shadow World using magic. The spell malfunctioned, and the giants became life-devouring corporeal undead native to the Shadow World. (Nyambe: African Adventures) [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) If a ghoul lord slays its victim with its claws or bite, the victim returns as a ghast in 1d4 days. (Denizens of Darkness) 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. (Relics) [i]Create Undead[/i] spell. (SRD 3.0) [i]Create Undead[/i] spell. (Oriental Adventures (3e)) [i]Create Undead[/i] spell, caster level 14th to 15th. (Pocket Grimoire Divine) Dagger of Mahememnun magic item. (City of Secrets: The Adventurer's Guide to Nishanpur) 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) A mortal spirit resides fully on the Material Plane as long as the body it inhabits is alive. When a mortal dies, the spirit travels to the Spirit World. It may find its way to a heaven or a hell within the Spirit World, it may return to the Material Plane in a different body (reincarnation), or—in unusual circumstances—it may linger near its place of death as a ghost. (Oriental Adventures (3e)) A monster or character may become a ghost after death. (Savage Species (3e)) The DM may allow deceased characters to remain in contact with their former lives by becoming ghosts. (Savage Species (3e)) 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) Occasionally, one of the spirits of the failed adventurers would return as a spectre or ghost, tied to the arena in which they died. (Dungeons) In the beginning of my compilation, I must confess I was misled as to the origins of the Gray Elves. I thought them ghosts, the souls of those failed immortals who, in having passed on, gained even greater knowledge. (Eldest Sons: the Essential Guide to Elves) It is said these are the ghosts of those slain by wearers of the The Black Armor, somehow bound to the armor for eternity. (Gods) These beings remain in the material plane by force of personality, hatred, revenge or sorrow. (Guilds and Adventurers) 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. (Magic) 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. (Relics) At 8th level, a spirit master can create greater undead once per day as a spell-like ability. The spirit master’s caster level equals his class level. The spirit master can only create spectres and ghosts, and must supply the material components of the spell. (The Shaman's Hanbook) 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. (Unveiled Masters: The Essential Guide to Mind Flayers) [i]Create Greater Undead[/i] spell. (SRD 3.0) [i]Create Greater Undead[/i] spell. (Oriental Adventures (3e)) [i]Create Greater Undead[/i] spell, caster level 20. (Pocket Grimoire Divine) [i]Mortal Strike[/i] spell. (Secret College of Necromancy) Animate Dead epic spell seed. (Epic Level Handbook) [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) After the creation of the Jathiman Dagger, Jergal himself saw to the destruction of the entire sect, trapping one hundred forty-nine members within a great coliseum and slowly imploding and then animating them as ghouls—forcing them to watch the fates of their friends with a mixture of horror and obscene hunger. (Forgotten Realms Faiths and Pantheons (3e)) In most cases, the legionaries of the Lost Plexan Armada devour those they kill. From time to time, however, the bodies of their 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. Elorii are not immune to this effect. (Eldest Sons: the Essential Guide to Elves) In most cases, centurions of the Lost Plexan Armada devour those they kill. From time to time, however, the bodies of their 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. Elorii are not immune to this effect. (Eldest Sons: the Essential Guide to Elves) In most cases, auxilia devour those they kill. From time to time, however, the bodies of their 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. (Eldest Sons: the Essential Guide to Elves) Additionally, the bite of a vampire could create other creatures under different circumstances. (Fang & Fury) • A person drained completely by a vampire but not fed a blood gift arises 1d4 days later as a ghoul. (Fang & Fury) If a ghoul soldier of Mar-Namor does not devour a humanoid victim, the corpse rises as a ghoul in 1d4 days. Casting protection from evil on a body before the end of that time averts the transformation. (Hammer & Helm) 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. (Mercenaries) Ghouls sometimes spontaneously arise from the corpses of cannibals. (Nyambe: African Adventures) 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. (Relics) Various necromancers have come up with formulae to create ghouls, with limited success (it can be done but is difficult and dangerous). (Secret College of Necromancy) The process for creating a ghoul requires the fresh body of a particularly wicked individual (a cannibal is best), components to the cost of 2000 gp, and a week of time. After the appropriate spells are cast and the components placed on the corpse, it must be buried in a graveyard for seven nights. On the last night the ghoul must be dug up and the final incantations uttered. All told it is quite a bit of work and expense for so simple a creature, but the advantage is that created ghouls will heed their master, although they still exist only to kill. (Secret College of Necromancy) The cannibal cult at the Dead Pelican may ensure that their victims don’t come back by feeding their souls to their patron spirit, but no such prohibition is attached to the cultists themselves—or indeed, to those unknowing dupes who eat the flesh of the victims in the tavern’s famous pies. (Tales of Freeport) As these individuals begin to die off—the lucky ones from natural causes, the less fortunate by violence—Freeport will begin to experience a plague of ghouls. To the cultists, this is a natural progression in the service of Oona, and they make preparations to guide their fellow-cultists through the transition to undeath and to keep them hidden and cared for afterwards. The unwitting customers, however, have no such protection. (Tales of Freeport) The dietary needs of a growing ghoul population may cause the already high death rate in Scurvytown to rise to the point where the most lackadaisical authorities are forced to do something about it; on the bright side, though, the ghouls will require so much human flesh that there will not be enough left over to put in the pies, which will, at least, cause an eventual dip in the frequency of unsupervised ghoul creation. (Tales of Freeport) A rash of ghoul incidents in Scurvytown may lead the PCs to investigate, and discover that the one thing everyone had in common before death was a fondness for the Pelican’s meat pies. (Tales of Freeport) [i]Create Undead[/i] spell. (SRD 3.0) [i]Create Undead[/i] spell. (Oriental Adventures (3e)) [i]Create Undead[/i] spell, caster level 11th or lower. (Pocket Grimoire Divine) Dagger of Mahememnun magic item. (City of Secrets: The Adventurer's Guide to Nishanpur) Demise Unseen epic spell. (Epic Level Handbook) 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) A spellcaster of at least 11th level can become a lich. (Savage Species (3e)) Transforming into a lich (see the template in the Monster Manual) requires a character to have at least eleven levels of cleric, sorcerer, or wizard just to create the phylactery. (Savage Species (3e)) 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. (Magic) 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. (Magic) The [20th level] necromancer may create a phylactery and undertake the transformation into a lich with automatic success. (Secret College of Necromancy) Lich embalming involves all of the difficulties of mummy embalming, but with the further challenge of preserving the brain and other organs, withered and desiccated but in place, as well as the skills and memories of the target by arcane means. Any necromancer hoping to become a lich must be able to either prepare her own body for embalming (difficult at best, but usually done with instructions to mindless undead) or must teach an apprentice the art. In many cases, this apprentice is a master embalmer taken on for just this one duty. (Secret College of Necromancy) Most of the book [Wormatia] is written in dark elven, and the spells themselves are all written in ghost writing between the lines of the elven text. Thus, it appears to be nothing more than a work of praise for the God of Death and Undeath, with long passages describing (in flowery and often allegorical terms) how the state of undeath is superior to that of living creatures. Its hints about this may help a necromancer pass from life into lich status. (Secret College of Necromancy) Table 1-7: Embalming (Secret College of Necromancy) Desired Result DC Ready for Burial 12 Prepare for animation as skeleton 15 Taxidermy 18 Prepare for animation as zombie 19 Prepare for animation as mummy 25 Prepare for animation as Lich 30 (Secret College of Necromancy) The mummified priest in Captain Horngold’s room comes to life, animated by the chanting of the living priest outside the window. (Tales of Freeport) [i]Lich[/i] spell. (Secret College of Necromancy) [i]Mortal Strike[/i] spell. (Secret College of Necromancy) Mourne's Peripeteia artifact. (The Unholy Warrior's 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) The mummified priest in Captain Horngold’s room comes to life, animated by the chanting of the living priest outside the window. (Tales of Freeport) Animate Dead epic spell seed. (Epic Level Handbook) [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. (Dry Land: Empire of the Dragon Sands) For some reason, the dead ancestors of the Marak’ka have been returning from the grave as undead mummies. (Nyambe: African Adventures) Mummy embalming is an extremely long and involved process that requires desiccation of the body, soaking in natron salts, removal of the brain and organs, varnishing with resin and preservatives, and wrapping with long bands of linen interspersed with protective symbols, charms, and amulets. A successful check doubles the expected duration period of a mummy and provides it with a +2 bonus against fire (see page 52). (Secret College of Necromancy) Table 1-7: Embalming Desired Result DC Ready for Burial 12 Prepare for animation as skeleton 15 Taxidermy 18 Prepare for animation as zombie 19 Prepare for animation as mummy 25 Prepare for animation as lich 30 (Secret College of Necromancy) Natron Salts (Secret College of Necromancy) Special chemical salts used as desiccating agents for the preservation of bodies, particularly when creating mummies. (Secret College of Necromancy) Constructing a mummy is a difficult and time-consuming task. Of course it begins with a body, still living. The embalming rituals that follow both preserve the body and bind the spirit to the body. The process involves drugging the subject and then removing and preserving the organs, keeping the victim alive for as long as possible. Once death finally occurs (usually when the heart and lungs are removed), the flesh is cured with natron salts (packed into the newly-created body cavities) and embalming resins, and the body wrapped in linen strips that have been enchanted to seal the embalming. When the embalming is complete, the final spells and rituals must be uttered over the body. If all is done right (and there are several opportunities to err) the mummy will awaken to unlife. Aside from the materials—the body, salts, resins, etc.—the process requires an expenditure of 10,000 gp for everything from ritual robes and a ceremonial copy of The Book of Coming Forth by Day (also known as The Book of the Dead) to incenses made from exotic woods and ground gems. The process requires six to nine months of work, during which time the necromancer is not available for other activities (such as adventuring). (Secret College of Necromancy) The mummified priest in Captain Horngold’s room comes to life, animated by the chanting of the living priest outside the window. (Tales of Freeport) [i]Create Greater Undead[/i] spell. (SRD 3.0) [I]Create Greater Undead[/I] spell. (Defenders of the Faith: A Guidebook to Clerics and Paladins (3e)) [i]Create Greater Undead[/i] spell. (Oriental Adventures (3e)) [i]Create Greater Undead[/i] spell, caster level 15 or lower. (Pocket Grimoire Divine) [i]From the Ashes[/i] spell. (Secret College of Necromancy) Animate Dead epic spell seed. (Epic Level Handbook) Touch of Undeath Necromancer power. (Secret College of Necromancy) [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. (Unveiled Masters: The Essential Guide to Mind Flayers) [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) Any shadows this summoned [by a nightcloak] shadow creates by draining Strength are under the control of the nightcloak, but vanish along with the original when the duration expires. (Forgotten Realms Faiths and Pantheons (3e)) Any humanoid reduced to Strength 0 by Anastrianna’s incorporeal touch rises as a shadow in 1d4 rounds. (Savage Species (3e)) Any humanoid reduced to Strength 0 by a shadow of 6th level or higher rises as a shadow of the same level as the master in 1d4 rounds. (Savage Species (3e)) Shadow, Spectre, Wight, and Wraith: All four of these transformed creatures appear within rounds of when the victim was slain. (Savage Species (3e)) Many kinds of creatures are subjects of the creature that created them. Vampire spawn, shadows, and zombies created by mohrgs all fall into this category. (Savage Species (3e)) A humanoid reduced to zero strength by a shadow lord rises as a shadow in the next round. (Creature Collection II Dark Menagerie) 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. (Creature Collection II Dark Menagerie) Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds. (Dry Land: Empire of the Dragon Sands) Most monsters are created by tael: for instance, a CR 3 Shadow requires 4,096 tael (equal to 256 ordinary people) to spawn another Shadow. (Heroes of Prime) Any creature killed by the ndalawo becomes an undead shadow. (Nyambe: African Adventures) Any humanoid reduced to a Strength score of 0 by a shadow leopard becomes a shadow under control of its killer within 1d4 rounds. A leopard reduced to 0 Strength by a shadow leopard becomes a new shadow leopard within 1d6 rounds. In both cases, the creature doesn’t retain any of its previous characteristics, such as those based on race, class, or creature type, but rather uses the standard SRD stats for shadows it its a humanoid or the ndalawo stats given here if a leopard. (Nyambe: African Adventures) These creatures are rarely encountered except as the spawn of a ndalawo shadow leopard. (Nyambe: African Adventures) Most believe Nemamiah created these hordes to shield his Warlocks from outside intrusions, forming a standing army that never tires and is always vigilant. (Oathbound Domains of the Forge) Any humanoid reduced to 0 Strength by a shadow lich’s Incorporeal Touch becomes an undead shadow within 1d4 rounds. (Penumbra Fantasy Bestiary) At 4th level, a spirit master gains the spell-like ability to create undead once per day. The spirit master’s caster level equals his class level, but the spirit master can only create shadows and wraiths. Otherwise the ability works exactly as the spell create undead and the spirit master must supply the material components. (The Shaman's Hanbook) 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. (Unveiled Masters: The Essential Guide to Mind Flayers) [i]Create Undead[/i] spell. (SRD 3.0) [i]Create Undead[/i] spell. (Oriental Adventures (3e)) [i]Create Undead[/i] spell, caster level 16th to 17th. (Pocket Grimoire Divine) [i]Quicken Shadow[/i] spell. (Pocket Grimoire Divine) [i]Sucking Touch[/i] spell. (Pocket Grimoire Arcane) [i]Sucking Touch[/i] spell. (Pocket Grimoire Divine) [i]Weapon of Shade[/i] spell. (Pocket Grimoire Arcane) Animate Dead epic spell seed. (Epic Level Handbook) Shadowspawn supernatural contact poison. (Forgotten Realms Faiths and Pantheons Web Enhancement Leaves of Learning) Taint of Shadow poison. (Assassin's 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) Outside the Shadowlands, skeletons are frequently animated through use of a porcelain mask. (Oriental Adventures (3e)) Four centuries later, a sorcerer now called Iuchiban discovered Nakanu’s works and used them to develop spells of maho. He animated an army of skeletons and zombies within a cemetery in the heart of Otosan Uchi (known as the Battle of Stolen Graves), but he was eventually caught and imprisoned within a tomb deep in Crab territory. (Oriental Adventures (3e)) 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. (Creatures of Rokugan) A pyre elemental can touch the corpse of any once-living corporeal creature within its reach as a free action, animating it as a zombie or skeleton (depending on the condition of the corpse). (Denizens of Darkness) Beginning at 3rd level, the black abbot gains the ability to animate dead once per day, as the spell with a caster level equal to the sum of his cleric and black abbot levels. At 5th level he gains an additional use per day. Unlike the usual form of the spell, this ability does not require the sacrifice of a black onyx gem for each zombie or skeleton created. (Fang & Fury) Most believe Nemamiah created these hordes to shield his Warlocks from outside intrusions, forming a standing army that never tires and is always vigilant. (Oathbound Domains of the Forge) Preparing a skeleton for animation involves removing all skin and flesh by boiling but preserving cartilage and ligaments in place for proper range of motion of the animated bones. It also hardens foot and hand bones for greater durability. A successful check doubles the expected duration period of a skeleton. (Secret College of Necromancy) Table 1-7: Embalming (Secret College of Necromancy) Desired Result DC Ready for Burial 12 Prepare for animation as skeleton 15 Taxidermy 18 Prepare for animation as zombie 19 Prepare for animation as mummy 25 Prepare for animation as lich 30 (Secret College of Necromancy) It would seem with the ability to use animate dead to create skeletons and zombies any necromancer could raise an unstoppable army (or at least a really big one), just like The Ghoul, and conquer the world. (Secret College of Necromancy) The mummified priest in Captain Horngold’s room comes to life, animated by the chanting of the living priest outside the window. (Tales of Freeport) First, he found the lizardfolk’s burial ground, and created an army of skeletons and zombies. (Tales of Freeport) Yvestil's Raise the Dead power. (The Wise & The Wicked) [i]Animate Dead[/i] spell. (SRD 3.0) [i]Animate Dead[/i] spell. (Oriental Adventures (3e)) [i]Animate Dead[/i] spell. (Dark Sun 3 3.0) [i]Animate Dead[/i] spell. (Pocket Grimoire Arcane) [i]Animate Dead[/i] spell. (Pocket Grimoire Divine) [i]Greater Animate Dead[/i] spell. (Empire) [i]Mark of Thralldom[/i] spell. (Pocket Grimoire Arcane) [i]Mark of Thralldom[/i] spell. (Pocket Grimoire Divine) Cauldron of the Dead magic item. (The Witch's Handbook) Porcelain Mask magic item. (Oriental Adventures (3e)) Ungent of Animation. (City of Secrets: The Adventurer's Guide to Nishanpur) 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. (SRD 3.0) 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) Shadow, Spectre, Wight, and Wraith: All four of these transformed creatures appear within rounds of when the victim was slain. (Savage Species (3e)) Any humanoid killed by a spectral troll will rise 1d3 days later as a free-willed specter unless a cleric of the victim’s religion casts bless on the body and performs a proper burial. (Creature Catalog) 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. (Creature Collection II Dark Menagerie) Occasionally, one of the spirits of the failed adventurers would return as a spectre or ghost, tied to the arena in which they died. (Dungeons) These beings remain in the material plane by force of personality, hatred, revenge or sorrow. (Guilds and Adventurers) 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. (Magic) At 8th level, a spirit master can create greater undead once per day as a spell-like ability. The spirit master’s caster level equals his class level. The spirit master can only create spectres and ghosts, and must supply the material components of the spell. (The Shaman's Hanbook) Daine’s research grew darker and more complex. He sought to understand the connection between free-willed undead, such as wraiths and spectres, and the souls of the departed. Were these creatures the entire soul of a dead being? Were they only a portion of that soul, an amalgam of many souls or entirely separate and distinct entities? (The Wise & The Wicked) 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. (Unveiled Masters: The Essential Guide to Mind Flayers) [i]Create Greater Undead[/i] spell. (SRD 3.0) [i]Create Greater Undead[/i] spell. (Oriental Adventures (3e)) [i]Create Greater Undead[/i] spell, caster level 16th to 17th. (Pocket Grimoire Divine) Animate Dead epic spell seed. (Epic Level Handbook) [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) A creature with 5 or more HD killed by a vampire may become a vampire. (Savage Species (3e)) Assuming a player character can convince a vampire to drain his or her Constitution via its blood drain attack rather than killing him or her outright via its energy drain attack, the transformation is relatively simple. If a character with 5 or more Hit Dice (from any combination of base creature HD and HD from class levels) dies because a vampire reduces his or her Constitution to 0, that character rises as a vampire 1d4 days after burial. (Savage Species (3e)) The standard rules for vampires specify that a new vampire is created when a humanoid or monstrous humanoid with at least 5 HD is killed by a vampire’s blood drain attack. (Fang & Fury) The lore of the Great House teaches that the first vampires came into being at the very beginning of time. (Fang & Fury) 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. (Magic) 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. (Relics) [i]Create Greater Undead[/i] spell. (SRD 3.0) [i]Create Greater Undead[/i] spell. (Oriental Adventures (3e)) [i]Create Greater Undead[/i] spell, caster level 18th to 19th. (Pocket Grimoire Divine) [i]Mortal Strike[/i] spell. (Secret College of Necromancy) Dagger of Mahememnun magic item. (City of Secrets: The Adventurer's Guide to Nishanpur) Talisman of the Wild Vampiric magic item. (Hammer & Helm) Animate Dead epic spell seed. (Epic Level Handbook) Touch of Undeath Necromancer power. (Secret College of Necromancy) [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) Many kinds of creatures are subjects of the creature that created them. Vampire spawn, shadows, and zombies created by mohrgs all fall into this category. (Savage Species (3e)) A humanoid or monstrous humanoid slain by a chiang-shi’s energy drain attack rises as a vampire spawn 1d4 days after burial. (Denizens of Darkness) 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. (Denizens of Darkness) 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. (Denizens of Darkness) 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. (Denizens of Darkness) A humanoid or monstrous humanoid slain by the diseases spread by a vrykolaka rises as a vampire spawn 1d4 days after burial. (Denizens of Darkness) 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. (Denizens of Darkness) 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. (Denizens of Darkness) An elf or half-elf that commits suicide due to the effects of an elven vampire’s Charisma drain rises as a vampire spawn 1d4 days after burial. (Denizens of Darkness) 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. (Denizens of Darkness) 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. (Denizens of Darkness) Thirsting Rod magic item. (Wrath & Rage) [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) Shadow, Spectre, Wight, and Wraith: All four of these transformed creatures appear within rounds of when the victim was slain. (Savage Species (3e)) Any humanoid slain by the Kadum leviathan’s Constitution drain becomes a wight in 1d4 rounds. (Creature Collection II Dark Menagerie) The four thanes have been transformed into wights by the dark energy of Ulri. (Dungeons) The humanoid or monstrous humanoid must be killed by a vampire’s blood drain attack, then fed blood (see Blood Gifts, below) by the same vampire to restore it to 0 hit points. Humanoids and monstrous humanoids killed by blood drain but not fed a blood gift arise 1d4 days later as vampire spawn. (Fang & Fury) Additionally, the bite of a vampire could create other creatures under different circumstances. (Fang & Fury) • A living person fed a blood gift transforms into a vampire spawn 1d4 days later. (Fang & Fury) Outside of the Nighthounds, few know about the houndmistress’ secret wraithblade, with which she turns her foes into wights under her control. (Mithril: City of the Golem) 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. (Monsters Handbook) Most believe Nemamiah created these hordes to shield his Warlocks from outside intrusions, forming a standing army that never tires and is always vigilant. (Oathbound Domains of the Forge) From time to time, necromancers have attempted to create wights, but while these experiments have met with limited success the resultant undead are invariably so difficult to control that the necromancers eventually abandon that line of research for more reliable ghouls, mummies, or constructs. (Secret College of Necromancy) [i]Create Undead[/i] spell. (SRD 3.0) [i]Create Undead[/i] spell. (Oriental Adventures (3e)) [i]Create Undead[/i] spell, caster level 18th to 19th. (Pocket Grimoire Divine) Dagger of Mahememnun magic item. (City of Secrets: The Adventurer's Guide to Nishanpur) Animus Blizzard epic spell. (Epic Level Handbook) Animate Dead epic spell seed. (Epic Level Handbook) Touch of Undeath Necromancer power. (Secret College of Necromancy) [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) As a free action, the demilich can animate its crumbled remains as a wraith-like shape. (Creature Catalog) 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. (Magic) This room was once used to incubate the eggs of those serpent folk who were destined to become priests of Yig. When the temple fell, most of the eggs incubating here were destroyed, and K’Stallo has set up the altar to the memory of the unborn serpent folk who died in that disaster. (Tales of Freeport) If the altar is disturbed or profaned in any way, the spirits of some of the unborn serpent folk will rise up from the floor and attack those responsible. (Tales of Freeport) At 4th level, a spirit master gains the spell-like ability to create undead once per day. The spirit master’s caster level equals his class level, but the spirit master can only create shadows and wraiths. Otherwise the ability works exactly as the spell create undead and the spirit master must supply the material components. (The Shaman's Hanbook) Daine’s research grew darker and more complex. He sought to understand the connection between free-willed undead, such as wraiths and spectres, and the souls of the departed. Were these creatures the entire soul of a dead being? Were they only a portion of that soul, an amalgam of many souls or entirely separate and distinct entities? (The Wise & The Wicked) 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. (Unveiled Masters: The Essential Guide to Mind Flayers) [i]Create Undead[/i] spell. (SRD 3.0) [i]Create Undead[/i] spell. (Oriental Adventures (3e)) [i]Create Undead[/i] spell, caster level 20th. (Pocket Grimoire Divine) 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) Outside the Shadowlands, zombies are frequently animated through use of a porcelain mask. (Oriental Adventures (3e)) Four centuries later, a sorcerer now called Iuchiban discovered Nakanu’s works and used them to develop spells of maho. He animated an army of skeletons and zombies within a cemetery in the heart of Otosan Uchi (known as the Battle of Stolen Graves), but he was eventually caught and imprisoned within a tomb deep in Crab territory. (Oriental Adventures (3e)) Any creature that dies in the Shadowlands (except for oni) animates in 1d4 hours as an undead creature, usually a zombie of the appropriate size. Crab protocols call for burning the bodies of fallen comrades to prevent this ghastly transformation. (Oriental Adventures (3e)) Many kinds of creatures are subjects of the creature that created them. Vampire spawn, shadows, and zombies created by mohrgs all fall into this category. (Savage Species (3e)) 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. (Creatures of Rokugan) A uragirimono can burrow into a corpse as a standard action, animating it as a zombie while it inhabits the body. (Creatures of Rokugan) Any humanoid slain by an undead cloaker’s energy drain (including the host) rises as a zombie 24 hours later. (Denizens of Darkness) A pyre elemental can touch the corpse of any once-living corporeal creature within its reach as a free action, animating it as a zombie or skeleton (depending on the condition of the corpse). (Denizens of Darkness) Humanoids slain by a jolly roger’s cackling touch rise as waterlogged zombies in 24 hours unless the body is blessed and given a traditional burial at sea. (Denizens of Darkness) 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. (Denizens of Darkness) Once per day, by making a successful touch attack, the zombie lord can attempt to turn a living creature into a zombie under his command. The target must make a Fortitude save. Those who fail are instantly slain, and rise in 1d4 rounds as a zombie under the zombie lord’s command. (Denizens of Darkness) Any humanoid slain by a desert wraith’s energy drain attack becomes a zombie within 48 hours, even if raised from the dead, though this can be prevented if the body is washed in holy water. (Creature Catalog) A zombie-lord may direct its animate dead ability at a single living creature that is within 30 feet. If the creature fails a Will save, it is instantly slain, and will rise as a zombie under the zombie-lord’s command in 1d4 rounds. (Creature Catalog) 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. (Creature Collection II Dark Menagerie) Any non-humanoid living creature slain by the Kadum leviathan’s Constitution drain becomes a zombie in 1d4 rounds. (Creature Collection II Dark Menagerie) 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. (Creature Collection II Dark Menagerie) 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. (Dungeons) Additionally, the bite of a vampire could create other creatures under different circumstances. (Fang & Fury) • A person killed by a vampire but not fully drained of blood arises 1d4 days later as a zombie. (Fang & Fury) Beginning at 3rd level, the black abbot gains the ability to animate dead once per day, as the spell with a caster level equal to the sum of his cleric and black abbot levels. At 5th level he gains an additional use per day. Unlike the usual form of the spell, this ability does not require the sacrifice of a black onyx gem for each zombie or skeleton created. (Fang & Fury) Any humanoid slain by crawling members becomes a zombie in 1d4 rounds. (General Guidelines for D20 Zothique) Any humanoid slain by a desert wraiths energy drain attack becomes a zombie within 48 hours, even if raised from the dead, though this can be prevented if the body is washed in holy water. (General Guidelines for D20 Zothique) Zombies are the reanimated corpses of the islanders and missionaries. (Islands of Gold: The Midnight Archipelago (Swashbuckling Adventures)) The baron can summon zombies from any readily available corpses. In a densely populated area, such as a graveyard, battleground, plague grounds, or prison, the baron can raise two undead every round. Otherwise the Baron can only raise dead as available. (Islands of Gold: The Midnight Archipelago (Swashbuckling Adventures)) 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. (Necromantic Lore) 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. (Necromantic Lore) 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. (Necromantic Lore) 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. (Necromantic Lore) 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. (Necromantic Lore) Most believe Nemamiah created these hordes to shield his Warlocks from outside intrusions, forming a standing army that never tires and is always vigilant. (Oathbound Domains of the Forge) 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. (Penumbra Fantasy Bestiary) 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. (Penumbra Fantasy Bestiary) 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 re]ghplace their creature types with undead. (Relics) At 13th level, a necromancer gains the supernatural ability to raise corpses as undead with a single touch. This requires burning a spell slot equal to the HD of the undead created and does not guarantee control over the newly created undead. Thus, to create a zombie (2 HD), she must expend a 2nd-level spell slot; to control it, she must make a successful control undead attempt. (Secret College of Necromancy) A zombie embalming preserves the corpse from quick decay, keeping the flesh intact by draining the most easily corrupted fluids and removing unnecessary organs (such as the lungs and intestines) that are often the first site of decay. A successful check doubles the expected duration period of a zombie. (Secret College of Necromancy) Table 1-7: Embalming (Secret College of Necromancy) Desired Result DC Ready for Burial 12 Prepare for animation as skeleton 15 Taxidermy 18 Prepare for animation as zombie 19 Prepare for animation as mummy 25 Prepare for animation as lich 30 (Secret College of Necromancy) It would seem with the ability to use animate dead to create skeletons and zombies any necromancer could raise an unstoppable army (or at least a really big one), just like The Ghoul, and conquer the world. Obviously it hasn’t happened. Why? (Secret College of Necromancy) The flesh that regrows as a result of this [second helping] spell is fresh, as if the victim was just recently slain. The flesh rots to putrescence after 24 hours if not eaten, which is generally not a problem with most trolls. However, if second helping is cast upon a complete skeleton followed by an animate dead spell, the resulting undead will be a zombie rather than a skeleton, and the zombie’s dead flesh does not putrefy 24 hours after the casting of the second helping spell, as would normally be the case. (Slayer's Guide to Trolls) The mummified priest in Captain Horngold’s room comes to life, animated by the chanting of the living priest outside the window. (Tales of Freeport) First, he found the lizardfolk’s burial ground, and created an army of skeletons and zombies. (Tales of Freeport) Any humanoid slain by a vampiric ooze becomes a zombie in 1d4 rounds. (Tome of Horrors) 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. (Weird War Two d20: Afrika Korpse) Hapless victims of the SS Blood Mage’s negative energy. (Weird War Two d20: Hell in the Hedgerows) 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. (Weird War Two d20: Hell in the Hedgerows) Yvesti's Raise the Dead power. (The Wise & The Wicked) [i]Animate Dead[/i] spell. (SRD 3.0) [i]Animate Dead[/i] spell. (Oriental Adventures (3e)) [i]Animate Dead[/i] spell. (Dark Sun 3 3.0) [i]Animate Dead[/i] spell. (Pocket Grimoire Arcane) [i]Dead Alive[/i] spell. (Pocket Grimoire Arcane) [i]Greater Animate Dead[/i] spell. (Empire) [i]Mists of Undeath[/i] spell. (Pocket Grimoire Arcane) Cauldron of the Dead magic item. (The Witch's Handbook) Cauldron of Zombie Spewing Diabolic Engine. (Book of Vile Darkness) Dagger of Mahememnun magic item. (City of Secrets: The Adventurer's Guide to Nishanpur) Dnulper magic item. (Freeport: The City of Adventure) Her Fury magic item. (Plot & Poison) Porcelain Mask magic item. (Oriental Adventures (3e)) Spawning magic weapon quality. (Eldest Sons: the Essential Guide to Elves) Ungent of Animation. (City of Secrets: The Adventurer's Guide to Nishanpur) Death Rock major artifact. (Book of Vile Darkness) The First Black Scroll artifact. (Magic of Rokugan) Zone of Animation feat. (Epic Level Handbook) Animate Dead epic spell seed. (Epic Level Handbook) Touch of Undeath Necromancer power. (Secret College of Necromancy) [/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. [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=https://www.drivethrurpg.com/product/28490/DD-Gazetteer-3e?affiliate_id=17596]D&D Gazetteer (3e)[/URL][spoiler] [B]Undead:[/B] Ivid attempted to ensure loyalty by having his generals assassinated and reanimated as undead with all the abilities they possessed in life. [B]Ivid the Undying:[/B] Ivid attempted to ensure loyalty by having his generals assassinated and reanimated as undead with all the abilities they possessed in life. In turn, he received the same treatment from the church of Hextor, after which he became known as hid the Undying. [B]Incorporeal Undead:[/B] ? [B]Ghoul:[/B] ? [B]Vecna, The Whispered Lich:[/B] ? [B]Vampire:[/B] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/3725/Defenders-of-the-Faith-A-Guidebook-to-Clerics-and-Paladins-3e?affiliate_id=17596]Defenders of the Faith: A Guidebook to Clerics and Paladins (3e)[/URL][spoiler] [B]Undead, Undead Creature:[/B] ? [B]Undead Opponent:[/B] ? [B]More Intelligent Undead:[/B] ? [B]Quite Powerful Undead:[/B] ? [B]Powerful Undead, Powerful Undead Creature:[/B] ? [B]More Powerful Undead:[/B] ? [B]Evil Undead:[/B] ? [B]More Intelligent Form of Undead:[/B] ? [B]Undead Foe:[/B] ? [B]Incorporeal Undead:[/B] ? [B]Wrathful Undead:[/B] ? [B]Summoned Undead:[/B] ? [B]Allip:[/B] ? [B]Ghost:[/B] ? [B]Ghoul:[/B] ? [B]Ghoul, Undead Minion:[/B] ? [B]Ghoul Spawn:[/B] ? [B]Lich, Powerful Undead Creature:[/B] ? [B]Lich:[/B] ? [B]Mummy:[/B] [I]Create Greater Undead[/I] spell. [B]Shadow:[/B] ? [B]Skeleton:[/B] ? [B]Spectre:[/B] ? [B]Vampire:[/B] ? [B]Snarling Vampire:[/B] ? [B]Vampire, Powerful Undead:[/B] ? [B]Vampire, Undead Minion:[/B] ? [B]Wraith:[/B] ? [B]Zombie:[/B] ? [B]Walking Dead:[/B] ? [B]Vecna:[/B] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/130333/Deities-and-Demigods-3e?affiliate_id=17596]Deities and Demigods (3e)[/URL][spoiler] [b]Vecna, The Maimed Lord, The Whispered One, The Master of All That Is Secret and Hidden, Lesser God Divine Rank 10 Wizard 20/Cleric 20, Deity of Secrets, Ascended Lich:[/b] ? [b]Mummy Greater:[/b] Greater mummies are undead clerics who revered deities of the Pharaonic pantheon—usually Set, Osiris, or Nephthys. “Greater mummy” is a template that can be added to any humanoid creature (referred to hereafter as the character), provided it has the approval of its patron deity. [b]Mummy Greater Cleric 11:[/b] ? [b]Mummy Greater, Undead Cleric:[/b] ? [b]Undead, Undead Creature:[/b] They crave personal power, many hope for eternal life through undeath, and they look to Toldoth as the source of all they desire. [b]Undead Servant:[/b] ? [b]Undead Follower:[/b] ? [b]Ghast:[/b] ? [b]Ghoul:[/b] ? [b]Lich:[/b] ? [b]Vecna, Lich:[/b] ? [b]Lich, Dumekkra:[/b] ? [b]Mohrg:[/b] ? [b]Mummy, Common Mummy:[/b] ? [b]Mummy, Tomb Guardian:[/b] ? [b]Nightshade:[/b] ? [b]Shadow:[/b] ? [b]Skeleton:[/b] ? [b]Wight:[/b] ? [b]Wraith:[/b] ? [b]Zombie:[/b] ?[/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. [/spoiler] [URL=https://www.drivethrurpg.com/product/28544/Faiths-and-Pantheons-3e?affiliate_id=17596]Forgotten Realms Faiths and Pantheons (3e)[/URL][spoiler] [b]Zin-Carla, Spirit Wraith:[/b] The zin-carla template can be applied to the body of any formerly living creature with Intelligence 3 or higher. Lolth only grants the zin-carla ritual for the completion of specific tasks, and these may never be purely to work revenge or bring harm on other drow. The soul of a spirit-wraith is forcibly returned to its body by the will of the arachne who summons it, and it resents this act. At 9th level, an arachne can create a special form of undead called a zin-carla. The zin-carla ritual requires 8 hours and the intact corpse of the creature to be animated. The arachne must expend 50 XP per Hit Die of the creature to be animated. [b]Zin-Carla, Free-Willed Undead:[/b] ? [b]Undead, Undead Creature:[/b] Once the Crown of Horns was completely reconstituted, Myrkul teleported to many places across Faerûn, briefly settling on the brows of many living and undead former servants just long enough to create hordes of a undead in each location. The Binding of the Crypt and the Pact of the Everlasting are two rituals performed by powerful clerics, allowing them to return as an undead creature or be raised from the dead automatically if they are slain. Both rituals involve numerous other horrible incantations and the foul sacrifice of good-aligned sentients. [b]Undead Former Servant:[/b] ? [b]Servitor Undead:[/b] ? [b]Undead Animated With Spells:[/b] ? [b]Undead Worshiper:[/b] ? [b]More Powerful Undead:[/b] ? [b]Allip:[/b] ? [b]Ghast:[/b] ? [b]Meridian Gan, Human Ghost Fighter 11:[/b] ? [b]Hullack, Human Ghost Druid 18/Heirophant 2, Spirit:[/b] ? [b]Ghoul:[/b] After the creation of the Jathiman Dagger, Jergal himself saw to the destruction of the entire sect, trapping one hundred forty-nine members within a great coliseum and slowly imploding and then animating them as ghouls—forcing them to watch the fates of their friends with a mixture of horror and obscene hunger. [b]Lich:[/b] ? [b]Good Elf Lich Wizard:[/b] ? [b]Nhyris D’Hothek, Pureblood Yuan-Ti Lich:[/b] The most recent known bearer of the Crown of Horns, who bore it for at least a year, is believed to have been Nhyris D’Hothek, a male pureblood yuan-ti who disappeared from his haunts in the subterranean port of Skullport in 1370 DR after being transformed into a lich by the Crown of Horns. [b]Evil Lich:[/b] ? [b]Shadow:[/b] Any shadows this summoned [by a nightcloak] shadow creates by draining Strength are under the control of the nightcloak, but vanish along with the original when the duration expires. [b]Shadow Companion:[/b] ? [b]9-HD Shadow:[/b] ? [b]Undead Shadow:[/b] A Chosen of Bane can let his shadow roam free as an undead shadow under his control. [b]Free-Willed Shadow:[/b] A Chosen of Bane can let his shadow roam free as an undead shadow under his control. The Chosen remains in telepathic contact with the shadow as long as he and it are on the same plane. Shadows that it creates leave to become free-willed shadows. [b]Animate Skeleton:[/b] ? [b]Wraith:[/b] ? [b]Banedead:[/b] Intelligent undead with hideous claws and damage reduction, formed from worshipers of evil deities. [b]Banedead, Intelligent Undead With Hideous Claws and Damage Reduction Formed From Worshipers of Evil Deities:[/b] ? [b]Baneguard, Semi-Intelligent Skeletal Undead That Can Cast Blink and Magic Missile:[/b] ? [b]Banelich:[/b] Most previous Chosen of Bane were turned into liches by Bane, and at least 35 of these creatures were created in previous centuries. [b]Baelnorn:[/b] A good elven lich created to defend a sacred elven site. [b]Baelnorn, Good Elven Lich Created to Defend a Sacred Elven Site:[/b] ? [b]Death Tyrant Beholder:[/b] ? [b]Deathkiss:[/b] ? [b]Dracolich, Sacred One:[/b] Wearers of purple are typically leaders of such Dragon Cult cells. They are responsible for tracking evil dragons to their lair, offering tribute to evil dragons, convincing evil dragons to become dracoliches, preparing the necessary ritual components for the transformation, and serving dracoliches once created. [b]Antharikkan, Young Adult Black Dracolich:[/b] ?[/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] [URL=https://www.drivethrurpg.com/en/product/3735/masters-of-the-wild-a-guidebook-to-barbarians-druids-and-rangers-3e?affiliate_id=17596]Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers (3e)[/URL][spoiler] [b]Undead, Undead Creature:[/b] ? [b]Skeleton:[/b] ? [b]Skeletal Animal, Skeleton, Skeleton Formerly of the Animal Type:[/b] ? [b]Large Skeletal Animal, Skeleton, Skeleton Formerly of the Animal Type:[/b] ? [b]Incorporeal Skeletal Animal, Skeleton, Skeleton Formerly of the Animal Type:[/b] ? [b]Huge Skeletal Animal, Skeleton, Skeleton Formerly of the Animal Type:[/b] ? [b]Zombie:[/b] ?[/spoiler] [URL=https://drivethrurpg.com/product/23426/oriental-adventures-3e?affiliate_id=17596]Oriental Adventures (3e)[/URL][spoiler] [b]Gaki:[/b] Gaki are minor undead spirits, the spirits of wicked mortals who return to the world of the living in the form of horrible monsters as punishment for their sins. [b]Gaki Jiki-Niku-Gaki, Jiki-Niku-Gaki, Ghoulish Jiki-Niku-Gaki, Corrupted Spirit of a Humanoid Who Was Guilty of Excessive Avarice in Their Former Life:[/b] Jiki-niku-gaki are the corrupted spirits of humanoids who were guilty of excessive avarice in their former lives. Greedy merchants and miserly moneylenders often become these ghoulish, repulsive monsters. [b]Gaki Shikki-Gaki, Shikki-Gaki, Disease-Ridden Shikki-Gaki:[/b] Most shikki-gaki are the corrupted spirits of irresponsible healers or negligent servants. A few were once Small nature spirits that inhabited mushrooms or other fungi sprouting from the trunks of decaying trees. These nature spirits completely succumbed to their evil aspects, developing a taste for bluebirds or butterflies. [b]Gaki Shinen-Gaki, Shinen-Gaki, Fiery Shinen-Gaki, Spirit of a Wicked Humanoid:[/b] Often created from the spirit of a traitorous or cowardly soldier, a shinen-gaki is the spirit of a wicked humanoid. [b]Gaki Jiki-Ketsu-Gaki, Jiki-Ketsu-Gaki, Vampiric Jiki-Ketsu-Gaki, Spirit of a Corrupted Holy Individual Who Was Guilty of Heresy in Life:[/b] Jiki-ketsu-gaki are the spirits of corrupted shamans, monks, or other holy individuals who were guilty of heresy in life. [b]Ghost, Yorei:[/b] A mortal spirit resides fully on the Material Plane as long as the body it inhabits is alive. When a mortal dies, the spirit travels to the Spirit World. It may find its way to a heaven or a hell within the Spirit World, it may return to the Material Plane in a different body (reincarnation), or—in unusual circumstances—it may linger near its place of death as a ghost. [i]Create Greater Undead[/i] spell. [b]Ghost Akikage, Akikage, Undead Spirit of a Ninja Assassin Who Died While Stalking an Important Victim:[/b] An akikage is the undead spirit of a ninja assassin who died while stalking an important victim. In life, the ninja was obsessed with duty and discipline, and this obsession prevents it from resting in death until it has completed its last mission. [b]Ghost Chu-U, Chu-U, Legless Ghost, Restless Spirit of a Mortal Who Was Neither Virtuous Enough to be Rewarded Nor Wicked Enough to be Punished in the Afterlife:[/b] A chu-u, or legless ghost, is the restless spirit of a mortal who was neither virtuous enough to be rewarded nor wicked enough to be punished in the afterlife. As a result, it wanders the earth, pulling itself along with its arms in terrible agony, hoping to convince someone to testify to the judges of the dead on its behalf, persuading the judges to let it enter the afterlife. [b]Ghost Con-Tinh, Con-Tinh, Malicious Con-Tinh:[/b] The malicious con-tinh is the spirit of a maiden who died before her time—usually as the result of an illicit love affair that ends in murder. [b]Ghost Hanging Ghost:[/b] Those who commit suicide are doomed to become ghosts, their spirits lingering in the Material Plane until they convince another person to kill themselves. [b]Ghost Kuei, Kuei, Phi Haa:[/b] A kuei, or phii ha, is the spirit of a humanoid that died by violence unavenged or with a purpose unfulfilled. [b]Ghost Ubume, Ubume, Mourning One:[/b] The “mourning ones” are the spirits of women who have died in childbirth or while pregnant. The mother and child cannot pass into the afterlife until the child is “born.” [b]Hopping Vampire:[/b] When a body is buried improperly or in an inauspicious location, it often returns to activity as a hopping vampire, hungry to kill living creatures. The body is animated by the po soul (evil portion of the soul) of the deceased; the hun soul (good portion) is departed. Without the hun soul, the body is not truly alive, so it retains some of the rigidity of death. Any humanoid hit by a hopping vampire’s claw attack must succeed at a Fortitude save (DC 13) or contract a curse that turns her into a hopping vampire herself. Over the course of 1d4+1 days, the victim slowly transforms into a vampire, growing fangs and long fingernails and becoming more bestial. To stop the transformation, the character must receive a remove curse spell before the process is complete. Each hour spent hopping or dancing on pure sticky rice delays the curse’s onset by 1 day. (As with any physical exertion, a character can only dance on sticky rice for so long before tiring: After moving around for an hour, each additional hour inflicts 1 point of subdual damage on the character, cumulative—1 point the second hour, 2 points the third hour, 3 points the fourth hour, and so on.) Once the transformation has run its course, it cannot be reversed by any means short of a wish or miracle. [b]Onikage:[/b] Horses that die in the Shadowlands may rise again as onikages, creatures with scaled, horse-shaped bodies, long fangs, crocodilian tails, glowing eye sockets, and clawed hooves. [b]Vampire Pennaggolan, Pennaggolan:[/b] “Pennaggolan” is a template that can be added to any humanoid creature. Pennaggolans usually kill their victims by strangulation before draining all their blood. If a character dies from a pennaggolan’s blood drain ability, however, the victim is at risk of rising again as a pennaggolan. If the body remains unburied for three days, it is transformed into a pennaggolan. [b]Pennaggolan Human Fighter 5:[/b] ? [b]Akutsukai, Servant of Evil:[/b] An akutsukai (“servant of evil”) is a human who has been transformed into an onilike minion of evil. Most akutsukai were either maho-tsukai or maho-bujin before their transformation, but occasionally characters entirely free from Taint might be recruited by the lords of the Shadowlands and transformed into akutsukai. “Akutsukai” is a template that can be added to any humanoid. The Taint is not just a source of corruption and madness. It bears the power of the Shadowlands, and characters who are willing to use this power can achieve tremendous depths of corrupt might. Two special prestige classes are open only to characters who bear the Taint: the maho-bujin (Tainted warrior), and the maho-tsukai (blood sorcerer). Characters who progress far enough in one of these prestige classes become creatures of the Shadowlands themselves, transformed through the application of the akutsukai (“servant of evil”) template. [b]Akutenshi:[/b] “Akutenshi” is a template that can be added only to an akutsukai. Akutsukai who prove their faithfulness to the cause of evil may gain additional abilities, represented by the akutenshi template. [b]Gaki, Minor Undead Spirit, Horrible Monster, Spirit of a Wicked Mortal:[/b] ? [b]Gaki Jiki-Niku-Gaki, Ghoulish Repulsive Monster, Ghoulish Creature, Foul Creature, Ghoulish Undead Spirit:[/b] ? [b]Gaki Shikki-Gaki, Corrupted Spirit of an Irresponsible Healer:[/b] ? [b]Gaki Shikki-Gaki, Corrupted Spirit of a Negligent Servant:[/b] ? [b]Gaki Shikki-Gaki, Transformed Nature Spirit:[/b] ? [b]Gaki Shikki-Gaki, Bony Humanoid With Pitted and Decayed Skin the Ghoulish Facial Features of a Jikki-Niku-Gaki and Blunt Rotted Teeth, Disease-Ridden Undead Spirit:[/b] ? [b]Gaki Shinen-Gaki, Hovering Ball of Flame, Fiery Undead Spirit:[/b] ? [b]Gaki Jiki-Ketsu-Gaki, Gaunt Humanoid With Dark and Greasy Flesh Sharp Yellow Fangs Clawed Hands and Deep-Set Bloodshot Eyes, Most Intelligent of All Gaki, Vampiric Undead Spirit:[/b] ? [b]Ghost Kuei, Spirit of a Humanoid That Died By Violence Unavenged:[/b] ? [b]Ghost Kuei, Spirit of a Humanoid That Died With a Purpose Unfulfilled:[/b] ? [b]Ghost Ubume, Spirit of a Woman Who Has Died in Giving Birth:[/b] ? [b]Ghost Ubume, Spirit of a Woman Who Has Died While Pregnant:[/b] ? [b]Ghost Ubume, Weeping Woman Dressed in White Its Hair Long and Unbound:[/b] ? [b]Onikage, Creature With Scaled Horse-Shaped Body Long Fangs Crocodilian Tails Glowing Eye Sockets and Clawed Hooves, Foul Creature, Scaly Horse-Like Undead:[/b] ? [b]Onikage, Mount:[/b] ? [b]Vampire Pennaggolan, Most Fearsome Undead in Existence, Type of Vampire, Horrid Floating Head With Entrails and Intestines Hanging Down From the Neck, Vampiric Undead:[/b] ? [b]Akutsukai, Semi-Human Servant of Evil, Onilike Minion of Evil:[/b] ? [b]Medium-Size Akutsukai:[/b] ? [b]Small Akutsukai:[/b] ? [b]Akutenshi, Most Feared of the Human Servants of the Shadowlands, Commander of the Akutenshi, Master of Oni, General of the Shadowlands Armies:[/b] ? [b]Undead, Undead Monster, Undead Creature:[/b] 712 Iuchiban’s soul escapes his tomb, gathering Bloodspeakers and raising undead to assault the capital once more. Any creature that dies in the Shadowlands (except for oni) animates in 1d4 hours as an undead creature, usually a zombie of the appropriate size. Crab protocols call for burning the bodies of fallen comrades to prevent this ghastly transformation. [b]Iuchiban, Undead Sorcerer, Greatest Maho-Tsukai of History, Dread Sorcerer, Spirit:[/b] ? [b]Ghast:[/b] [i]Create Undead[/i] spell. [b]Ghost, Evil Spirit, Witch Hunter Sworn Enemy:[/b] ? [b]Ghost of a Villager:[/b] ? [b]Shakoki Dogu, Ghost, Collective Entity Formed of the Spirits of the Slaughtered Boar Clan, Malicious Entity, Mighty Spirit:[/b] ? [b]Ghoul:[/b] [i]Create Undead[/i] spell. [b]Ghoul Jikiniki:[/b] Ghouls in Rokugan are the remains of shugenjas who die while Tainted. Ghoul of shugenja who died while Tainted. [b]Mummy:[/b] [i]Create Greater Undead[/i] spell. [b]Shadow:[/b] [i]Create Undead[/i] spell. [b]Skeleton, Undead Skeleton:[/b] Outside the Shadowlands, skeletons are frequently animated through use of a porcelain mask. Four centuries later, a sorcerer now called Iuchiban discovered Nakanu’s works and used them to develop spells of maho. He animated an army of skeletons and zombies within a cemetery in the heart of Otosan Uchi (known as the Battle of Stolen Graves), but he was eventually caught and imprisoned within a tomb deep in Crab territory. [i]Animate Dead[/i] spell. Porcelain Mask magic item. [b]Shadowlands Skeleton:[/b] ? [b]Spectre:[/b] [i]Create Greater Undead[/i] spell. [b]Vampire:[/b] [i]Create Greater Undead[/i] spell. [b]Vampire, Creature With an Innate Charm or Dominate Person Ability:[/b] ? [b]Wight:[/b] [i]Create Undead[/i] spell. [b]Wraith:[/b] [i]Create Undead[/i] spell. [b]Zombie, Undead Zombie, Ordinary Zombie:[/b] Outside the Shadowlands, zombies are frequently animated through use of a porcelain mask. Four centuries later, a sorcerer now called Iuchiban discovered Nakanu’s works and used them to develop spells of maho. He animated an army of skeletons and zombies within a cemetery in the heart of Otosan Uchi (known as the Battle of Stolen Graves), but he was eventually caught and imprisoned within a tomb deep in Crab territory. Any creature that dies in the Shadowlands (except for oni) animates in 1d4 hours as an undead creature, usually a zombie of the appropriate size. Crab protocols call for burning the bodies of fallen comrades to prevent this ghastly transformation. [i]Animate Dead[/i] spell. Porcelain Mask magic item. [b]Colossal Zombie:[/b] ? [b]Plague Zombie:[/b] The sole purpose of [a Byoki No Oni's] miserable existence is to spread their foul contagion, turning infected creatures into mindless zombies that spread the blight further. Zombie Plague disease. [b]Plague Zombie, Animated Corpse Covered With Oozing Sores and Pustules and is Surrounded by a Sour Odor Like Rancid Milk:[/b] ? Porcelain Mask: When placed on a corpse, this plain white porcelain mask animates the body as though with the animate dead spell. The character who placed the mask on the corpse controls the new skeleton or zombie. A character cannot control more than 2 HD of undead created with porcelain masks per character level. Removing the mask from the animated undead ends the effect, though the same corpse can later be reanimated unless it is destroyed. A character can remove the mask by winning an opposed grapple check after getting a hold on the undead creature. Caster Level: 5th; Prerequisites: Craft Wondrous Item, animate dead; Market Price: 27,000 gp; Weight: 2 lb. Disease (Ex): Zombie plague—claw, Fort save (DC 20); incubation period 1 day; damage 1d4 temporary Con and 1d4 temporary Int. A character who dies from zombie plague immediately rises as a plague zombie.[/spoiler] [URL=https://www.drivethrurpg.com/product/25108/Savage-Species-3e?affiliate_id=17596]Savage Species (3e)[/URL][spoiler] [b]Ghost Brute:[/b] Ghost brutes are the spectral remnants of animals, magical beasts, and sentient plants—creatures without the minimum Charisma needed to become normal ghosts. A ghost brute most often results from the circumstances that caused its earthly companion or master to remain after death. It might be the mount of a betrayed paladin, the beloved pet of a child tragically killed, the scorched oak of a ghostly dryad, or a murdered druid’s animal companion. Generally, laying the associated being to rest also puts an end to the ghost brute. Sometimes, though, a bizarre circumstance might produce a ghost brute without an intelligent companion. For example, a forest suddenly obliterated by a fell magical attack might remain as a ghostly grove populated by lingering spirits not even completely aware of their own destruction. “Ghost brute” is an acquired template that can be added to any animal, magical beast, or plant with a Charisma score below 8. [b]Ghost Hound, Ghost Brute Large Riding Dog:[/b] ? [b]Mummified Creature:[/b] Mummies are undead creatures, embalmed using ancient necromantic lore. “Mummified” is an acquired template that can be added to any corporeal animal, giant, or humanoid. The process of becoming a mummy is usually involuntary, but expressing the wish to become one to the proper priests, and paying the proper fees, can convince them to bring you back to life as a mummy—especially if some of your friends make sure the priests do what you paid them to do. [b]Mummified Ogre:[/b] ? [b]Spectral Creature:[/b] “Spectral creature” is an acquired template that can be added to any aberration, animal, dragon, giant, humanoid, magical beast, or monstrous humanoid. The creature must have a Charisma score of at least 8. Any aberration, animal, dragon, giant, humanoid, magical beast, or monstrous humanoid slain by a spectral creature rises as a spectral creature in 1d4 rounds. Any aberration, animal, dragon, giant, humanoid, magical beast, or monstrous humanoid slain by a spectral cloaker rises as a spectral creature in 1d4 rounds. Spectral creatures are not the spawn of spectres unless the base creature is humanoid. [b]Spectral Cloaker:[/b] ? [b]Umbral Creature:[/b] “Umbral creature” is an acquired template that can be added to any aberration, animal, dragon, giant, humanoid, magical beast, or monstrous humanoid. The creature must have a Charisma score of at least 8. Any aberration, animal, dragon, giant, humanoid, magical beast, or monstrous humanoid reduced to Strength 0 by an umbral creature rises as an umbral creature in 1d4 rounds. Any aberration, animal, dragon, giant, humanoid, magical beast, or monstrous humanoid reduced to Strength 0 by an umbral ettin rises as an umbral creature in 1d4 rounds. [b]Umbral Ettin:[/b] ? [b]Wight:[/b] “Wight” is an acquired template that can be added to any humanoid. Any humanoid slain by a wight rises as a wight in 1d4 rounds. Any humanoid slain by a troglodyte wight rises as a wight in 1d4 rounds. Shadow, Spectre, Wight, and Wraith: All four of these transformed creatures appear within rounds of when the victim was slain. [b]Wight Troglodyte:[/b] ? [b]Wraith, Wraith Creature:[/b] Wraiths are incorporeal creatures born of evil and darkness. “Wraith” is an acquired template that can be added to any humanoid. Any humanoid slain by a wraith rises as a wraith in 1d4 rounds. Any humanoid slain by a kobold wraith rises as a wraith in 1d4 rounds. Wraith creatures are not the spawn of wraiths unless the base creature is humanoid. Shadow, Spectre, Wight, and Wraith: All four of these transformed creatures appear within rounds of when the victim was slain. [b]Kobold Wraith, Kobold Wraith Warrior 1:[/b] ? [b]Ghost Brute, Lingering Spirit:[/b] ? [b]Ghost Brute, Spectral Remnant of an Animal:[/b] ? [b]Ghost Brute, Spectral Remnant of a Magical Beast:[/b] ? [b]Ghost Brute, Spectral Remnant of a Plant:[/b] ? [b]Ghost Hound, Ethereal Creature:[/b] ? [b]Mummified Creature, Intelligent Corporeal Undead:[/b] ? [b]Mummified Eagle:[/b] ? [b]Spectral Creature, Incorporeal Undead:[/b] ? [b]Umbral Creature, Creature of Living Darkness, Incorporeal Undead:[/b] ? [b]Wraith, Corporeal Undead:[/b] ? [b]Wraith, Incorporeal Creature Born of Evil and Darkness, Incorporeal Undead:[/b] ? [b]Undead, Undead Creature, Undead Monster:[/b] ? [b]Intelligent Undead:[/b] ? [b]Unintelligent Undead:[/b] ? [b]Mindless Undead Creature, Mindless Undead:[/b] ? [b]Awakened Undead:[/b] [i]Awaken Undead[/i] spell. [b]Corporeal Undead Creature:[/b] ? [b]Nonintelligent Undead:[/b] ? [b]Undead Spawn:[/b] ? [b]Incorporeal Undead:[/b] ? [b]Allip:[/b] ? [b]Bodak:[/b] A humanoid killed by a bodak’s death gaze becomes a bodak one day later, its type changing to undead. [b]Ghast:[/b] ? [b]Ghost, Normal Ghost:[/b] A monster or character may become a ghost after death. The DM may allow deceased characters to remain in contact with their former lives by becoming ghosts [b]Ghost, Horror:[/b] ? [b]Ghostly Creature:[/b] ? [b]Ghost Bugbear:[/b] ? [b]Ghostly Dryad:[/b] ? [b]Yuan-Ti Ghost:[/b] ? [b]Ghost Barghest:[/b] ? [b]Ghoul:[/b] ? [b]Freed Ghoul Spawn:[/b] ? [b]Emancipated Ghoul:[/b] ? [b]Yvine, Ghoul Spawn Fighter 10/Emancipated Spawn 3:[/b] ? [b]Weakest Ghoul:[/b] ? [b]Smart Ghoul:[/b] ? [b]5th-Level Ghoul:[/b] Any humanoid slain by a 5th-level ghoul rises as a 5th-level ghoul in 1d4 days. Casting protection from evil on a body before the end of that time averts the transformation. [b]Lich:[/b] A spellcaster of at least 11th level can become a lich. Transforming into a lich (see the template in the Monster Manual) requires a character to have at least eleven levels of cleric, sorcerer, or wizard just to create the phylactery. [b]Mohrg:[/b] ? [b]Mummy:[/b] ? [b]Mummy, Creature of the Dead:[/b] ? [b]Hostile Mummy:[/b] ? [b]Shadow, Normal Shadow, Undead Shadow:[/b] Any humanoid reduced to Strength 0 by Anastrianna’s incorporeal touch rises as a shadow in 1d4 rounds. Any humanoid reduced to Strength 0 by a shadow of 6th level or higher rises as a shadow of the same level as the master in 1d4 rounds. Shadow, Spectre, Wight, and Wraith: All four of these transformed creatures appear within rounds of when the victim was slain. Many kinds of creatures are subjects of the creature that created them. Vampire spawn, shadows, and zombies created by mohrgs all fall into this category. [b]Shadow, Creature of Living Darkness, Shadow, Transformed Creature, Incorporeal Undead, Strange Spooky Undead Creature:[/b] ? [b]Freed Shadow Spawn:[/b] ? [b]Shadow Companion, Undead Shade, Summoned Shadow:[/b] ? [b]Anastrianna Galanodel, Shadow Sorcerer 4/Emancipated Spawn 3:[/b] Killed by a shadow while in search of an evil tome, Anastrianna rose from the dead as a shadow 3 rounds later. Shortly thereafter, she realized that her master had been destroyed and she was no longer under its control. [b]Low-Level Shadow:[/b] ? [b]Skeleton, Simple Skeleton:[/b] ? [b]Skeleton, Mindless Undead:[/b] ? [b]Skeletal Dog:[/b] ? [b]Skeletal Orc:[/b] ? [b]Loyal Skeleton:[/b] [i]Skeletal Guard[/i] spell. [b]Spectre:[/b] Shadow, Spectre, Wight, and Wraith: All four of these transformed creatures appear within rounds of when the victim was slain. [b]Spectre, Transformed Creature:[/b] ? [b]Spectral Hound, Ghost Brute Wolf:[/b] ? [b]Vampire:[/b] A creature with 5 or more HD killed by a vampire may become a vampire. Assuming a player character can convince a vampire to drain his or her Constitution via its blood drain attack rather than killing him or her outright via its energy drain attack, the transformation is relatively simple. If a character with 5 or more Hit Dice (from any combination of base creature HD and HD from class levels) dies because a vampire reduces his or her Constitution to 0, that character rises as a vampire 1d4 days after burial. [b]Vampire Spawn:[/b] Many kinds of creatures are subjects of the creature that created them. Vampire spawn, shadows, and zombies created by mohrgs all fall into this category. [b]Vampire, Mystical Creature:[/b] ? [b]Wight:[/b] Shadow, Spectre, Wight, and Wraith: All four of these transformed creatures appear within rounds of when the victim was slain. [b]Wight, Transformed Creature:[/b] ? [b]Wraith, Transformed Creature:[/b] ? [b]Zombie:[/b] Many kinds of creatures are subjects of the creature that created them. Vampire spawn, shadows, and zombies created by mohrgs all fall into this category. [b]Zombie, Mindless Undead:[/b] ? [b]Zombie Fighter:[/b] ? [b]Zombie Warhorse:[/b] ? AWAKEN UNDEAD Necromancy [Evil] Level: Clr 6, Sor/Wiz 7 Components: V, S, M, XP Casting Time: 1 action Range: Close (25 ft. plus 5 ft./2 levels) Targets: All mindless undead within a circle 25 ft. in radius plus 5 ft./2 levels Duration: Permanent (D) Saving Throw: None (harmless) Spell Resistance: Yes (harmless) This spell grants Intelligence to mindless undead such as skeletons and zombies. Undead with Intelligence scores are unaffected. Each mindless undead creature within the radius gains an Intelligence score of 1d6+4. A subject of the spell cannot gain a higher Intelligence than is typical for its original kind. A skeletal dog simply has Intelligence 2, while a skeletal orc uses the 1d6+4 die roll but can’t have a score higher than 8. Awakened undead do not regain any skills, feats, or extraordinary abilities they had in life, but they do gain skill points ([4 + Int mod] × HD) and feats (one for first Hit Die, one for each three HD thereafter) normally after being awakened. Undead regain the armor and weapon proficiencies they had in life (assume the undead were formerly NPC warriors unless your DM specifies otherwise) and will don armor and take up weapons while obeying your commands. A zombie fighter can wear any armor and wield any simple or martial weapon, while a zombie warhorse can wear any armor. Awakened undead gain a +2 profane bonus on their Will saving throws to resist being controlled. Material Component: A humanoid fingerbone. XP Cost: 200 XP. SKELETAL GUARD Necromancy [Evil] Level: Sor/Wiz 8 Components: V, S, M Casting Time: 1 action Range: Touch Target: One or more fingerbones Duration: Instantaneous Saving Throw: None Spell Resistance: No You create a number of loyal skeletons from fingerbones. All skeletons are Medium-size, with the normal Monster Manual statistics for their kind, except that their effective Hit Dice as far as turning is concerned is equal to your caster level. You can create one skeleton per caster level. These skeletons count toward the number of Hit Dice of undead you can have in your control (2 HD worth per caster level, as with the animate dead spell). Unlike the animate dead spell, these skeletons try to remain within 60 feet of you. If this distance is exceeded, a skeleton becomes inert until you return to within 60 feet of it. Material Component: One fingerbone from a Medium-size creature and one onyx gem worth 50 gp per skeleton to be created. The skeleton that forms from the fingerbone is that type of creature.[/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=https://www.drivethrurpg.com/product/3502/Magic-of-Rokugan?affiliate_id=17596]Magic of Rokugan[/URL][spoiler] [b]Undead, Undead Creature:[/b] The First Black Scroll artifact. The Eighth Black Scroll artifact. [b]Creature That Was Once Mortal:[/b] ? [b]Incorporeal Undead, Undead Possessing the Incorporeal Subtype, Undead Creature Possessing the Incorporeal Subtype:[/b] ? [b]Spirit Being:[/b] ? [b]Akutenshi:[/b] The First Black Scroll artifact. [b]Ravenous Gaki, Spirit Being:[/b] ? [b]Gakimushi:[/b] ? [b]Ghost:[/b] ? [b]Angry Ghost:[/b] ? [b]Shuten Doji, Evil Spirit:[/b] ? [b]Skeletal Archer:[/b] Initially they were used to devastating effect by the skeletal archers created by Iuchiban, but have since been used by the Bloodspeakers for a more subtle purpose. [b]Somber Yorei, Spirit Being:[/b] ? [b]Shiryo, Ancestor:[/b] ? [b]Zombie:[/b] The First Black Scroll artifact. THE FIRST BLACK SCROLL The Wasting Disease Necromancy (Evil) Components: V, S Casting Time: 1 action Range: Touch Target: Living creature touched Duration: Instantaneous Saving Throw Fortitude negates Spell Resistance: Yes The target you touch immediately contracts the Wasting Disease and suffers id8 negative levels. If the initial target fails his Fortitude save to negate, he may not make any further saving throws to fight off the disease. Any living creature (including the caster) that comes within 10 feet of an infected target must make a Fortitude save or become infected as well. The DC save for secondary targets is equal to the original DC minus 2. The DC continues to decrease by 2 with every successive generation of contact. Individuals not directly infected by the casting of this spell do not suffer the initial loss of levels, only the effects listed below. An infected secondary target must make a total of three successful Fortitude saves to fight off the Wasting Disease. A successful Fortitude save prevents the loss of levels for one day. The Wasting Disease has an incubation period of one day and bestows one negative level each time a save is failed. Negative levels cannot be restored by any means until the disease is cured. Any target who successfully fights off the Wasting Disease is thereafter immune to secondary infection, though he can still contract the disease if this spell is cast directly upon him. Cure disease and heal have no effect on the Wasting Disease, though a wish or miracle can cure one creature. Rodents (including Nezumi) are immune to the Wasting Disease’s effects. They must still save, however, or become a carrier of the disease (inflicting it on whomever else they come into contact with) for id6 months. A cure disease or heal spell will remove the Wasting Disease from a carrier. Those who die from the Wasting Disease are suffused with the Taint, and are likely to return to life as undead. Most simply return as zombies, though extremely powerful individuals (such as the infamous Yogo Junzo) may return as akutenshi or other powerful creatures with the Shadowlands subtype. THE EIGHTH BLACK SCROLL Return of the Fallen Lord Necromancy (Evil) Components: V, S Casting Time: 1 minute Range: Touch Target: Dead creature touched Duration: Instantaneous SavingThrow: None (see text) spell Resistance: Yes (harmless) As raise dead, except that the target’s spirit is torn from the kharmic wheel and returned forcibly to its body. The target suffers no loss of experience levels for returning from the dead, and cannot choose not to return. The target gains the undead creature type and gains a Taint score of 10. The restored creature retains all skills, memories, and class abilities it possessed before and all immunities of the undead type. Its Honor is reduced to 0 and its alignment immediately becomes evil. The undead creature possesses the soul of the original (though in a captive and tormented state) and thus it must be destroyed before the creature can be truly restored in any manner (such as use of the kharma spell).[/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=https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596]Assassin's Handbook[/URL][spoiler] [b]Shadow Familiar:[/b] Shadow Mage Shadow Familiar power. [b]Undead:[/b] ? [b]Mindless Undead:[/b] ? [b]Malevolently Intelligent Undead:[/b] ? [b]Ghost:[/b] ? [b]Ghost, Malevolently Intelligent Undead:[/b] ? [b]Ghoul:[/b] ? [b]Regent Theld Old-Beyond-Years, Human Lich Assassin 9/Wizard 11:[/b] ? [b]Lich, Malevolently Intelligent Undead:[/b] ? [b]Mummy King:[/b] ? [b]Shadow:[/b] Taint of Shadow poison. [b]Skeleton, Mindless Undead:[/b] ? [b]Vampire:[/b] ? [b]Vampire, Malevolently Intelligent Undead:[/b] ? [b]Rival Vampire:[/b] ? [b]Vampire Lord:[/b] ? [b]Zombie, Mindless Undead:[/b] ? Shadow Familiar (Su): The shadow mage gains a familiar (if he does not already have one); and his familiar gains a Charisma of 10 (if not already 10+) and acquires the ghost template (see MM), with the manifestation and corrupting touch special attacks. Note that although the familiar’s type changes to “undead”, the master does not suffer the penalty for his familiar actually dying. Taint of Shadow This thick, viscous black liquid can only be used as an injury poison; it floats on liquids and cannot be readily mixed with most foods without rotting them away. The Taint deals 1d3 negative level as initial damage, and blinds its victim as secondary damage. A victim reduced to 0 levels or HD by Taint of Shadow becomes a shadow (see the MM) under the poisoner’s control. This creature is not subject to the secondary blindness effect of the poison. Craft DC 24.[/spoiler] [URL=https://www.drivethrurpg.com/product/20694/Book-of-the-Righteous?affiliate_id=17596]Book of the Righteous[/URL][spoiler] [b]Undead, Undead Creature:[/b] To make matters worse, the mortal races had given rise to fiends who violated the sanctity of death by raising up the spirits of the departed and the bodies of the dead. Wandering the world and meeting in hidden places – caves carved into temples, catacombs of lost cathedrals, dungeons from ancient kingdoms – these [Cult of the Icy Breath] cultists celebrate the horror and splendor of death. They pray to Mormekar, the only power that matters, calling for his might to enter into them. They raise the undead, and their mightiest members become liches. Why Mormekar grants them power is a mystery that none of his followers can comprehend, and most refuse to believe that he does. [b]Creature of Negative Energy:[/b] ? [b]Ghost of a Sailor:[/b] ? [b]Lich:[/b] ? [b]Mummy:[/b] ? [b]Shadow:[/b] ? [b]Skeleton:[/b] ? [b]Vampire:[/b] ? [b]Wight:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/en/product/2008/celtic-age?affiliate_id=17596]Celtic Age[/URL][spoiler] [b]Undead, Undead Creature:[/b] ? [b]Wight:[/b] ?[/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] Dagger of Mahememnun magic item. Ungent of Animation. [b]Wight:[/b] Dagger of Mahememnun magic item. [b]Ghoul:[/b] Dagger of Mahememnun magic item. [b]Ghast:[/b] Dagger of Mahememnun magic item. [b]Vampire:[/b] Dagger of Mahememnun magic item. [b]Skeleton:[/b] Ungent of Animation magic item. 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=https://www.drivethrurpg.com/product/258522/City-of-Tomorrow?affiliate_id=17596]City of Tomorrow[/URL][spoiler] [b]Ghost, Transparent Bluish Figure:[/b] ?[/spoiler] [URL=https://www.enworld.org/resources/creature-catalog.1559/]Creature Catalog[/URL] (as of 7/26/23)[spoiler] [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]Blazing Bones:[/B] Blazing bones are an extremely rare type of undead, created when magic goes awry. These unfortunate souls are the result of a poorly prepared contingency spell by a wizard or cleric, who is killed by fire. This twisted magic keeps the victim in a state of undeath, forever tormented by the fire that killed it, and hopelessly insane. [B]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] Bog mummies from the Great swamp carry a particularly virulent form of bog rot. A character slain by this disease rises as a Great Swamp bog mummy. [B]Bone Naga:[/B] Bone nagas are undead created by dark nagas, or the occasional evil wizard. [B]Undead Chimera:[/B] ? [B]Coffer Corpse:[/B] The coffer corpse is an undead creature formed as the result of an incomplete death ritual. [B]Crypt Thing:[/B] [I]Create Crypt Thing[/I] spell. [B]Variant Crypt Thing:[/B] ? [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]Death Knight Paladin 9:[/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]Desert Wraith:[/B] The desert wraith is a desiccated corpse, animated through a small portion of the malevolent spirit of the skriaxit that killed it. These creatures are called wraiths, but other than being energy draining undead, they have little in common with the creatures commonly known as wraiths. Skriaxits spend most of their time in their dormant form, a scattered pile of black dust mixed with desert sand. In this form, they cannot be affected by any being or force, and will only awaken when they hunger. When they become active, they take this dust and sand of the earth and whirl it into a 10 foot tall cone of wind. As a pack, they generate the terror that they feed off of, with their flesh-rending sandstorm. This attack is single-handedly responsible for filling the deserts with the undead known as desert wraiths. [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]Dread:[/B] Dread are animated humanoid skeletal arms created to be guardians. Wizards and clerics may create these undead using magic that gives them a specific set of instructions on how and where to operate. [B]Vampiric Dread:[/B] Certain specimens of dread have been enspelled in a way that requires them to slay a living creature at least once a year. [B]Haunt:[/B] The haunt is the spirit of a person that died before completing some vital task. [B]Huecuva:[/B] Huecuva are the undead spirits of clerics who were unfaithful to their faith and turned to evil before death. As punishment, their god condemned them to roam the earth as an undead creature. [B]Hungry Dead:[/B] “Hungry dead” is a template that can be added to any corporeal creature other than an undead. [B]Hungry Dead Centaur:[/B] ? [B]Inquisitor:[/B] Inquisitors are powerful undead creatures, created by evil wizards as the ultimate in sheer terror and torture. Most inquisitors were created hundreds, if not thousands of years ago and are cursed to cause pain for eternity. [B]Living Wall:[/B] ? [B]Living Wall Victim:[/B] Living wall victims are the unfortunate individuals that have been absorbed by a living wall. Any creature that dies within 100 yards of a living wall are animated as per the animate dead spell cast by an 8th level sorcerer. Such undead are incapable of combat, and head directly for the wall to be absorbed by it. [B]Musical Spirit:[/B] Musical spirits lack any knowledge of their previous life, as well as their purpose for existence and their exact origin. Some say these sprits were either sent to the Material plane by the gods or simply remained there after death, to protect their forest and the creatures therein. [B]Musical Spirit Elven Bard 4:[/B] ? [B]Penanggalan:[/B] Penanggalan is a template that can be added to any female humanoid creature. A female victim [of a penanggalan] 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]Shee, Banshee Rider:[/B] ? [B]Shoosuva:[/B] The shoosuvas are undead guardian creatures created by Yeenoghu, the Demon Prince of Gnolls. These creatures are a special form of demonic undead, created for use as an liaison between the demon lord and his Gnoll priests, and also to serve as sentinels for himself and some of his more worthy followers. The name shoosuva means "returner" in the Gnoll tongue, referring to the priests' belief that these beings are the manifestations of the spirits of their departed predecessors. [B]Skeleton Warrior:[/B] The skeleton warrior is a lich-like undead lord that was once a powerful fighter of at least 10th level. Legend tell that the skeleton warriors were forced into their undead lich-like state many ages ago by a powerful demigod that 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]Skuz:[/B] Any humanoid drowned by a skuz becomes a skuz in 1d4 rounds. Humanoids who are killed by a skuz, but not drowned, do not become skuz. [B]Slow Shadow:[/B] Any humanoid slain by a slow shadow becomes a slow shadow under control of its killer within 1d100 rounds. If remove curse is cast on the body before the elapsed time, the creature will not rise as a slow shadow. [B]Snake Flying Deathfang:[/B] Deathfangs are flying snakes that have become undead, either through being attacked by a greater undead (such as a vampire), or through secret evil magic. [B]Soul Beckoner:[/B] ? [B]Troll Spectral:[/B] “Spectral troll” is a template that can be added to any troll. [B]Troll Spectral Troll:[/B] ? [B]Undead Beast:[/B] The undead beast is a mindless killer of unknown origin, compelled to destroy the living. [B]Undead Beast Stahnk:[/B] ? [B]Undead Beast Gholor, The Feaster:[/B] ? [B]Undead Beast Anhkolox:[/B] About 10% of all undead beasts have enchanted bones that glow green. Such undead beasts are called anhkolox. [B]Undead Beast Aquatic:[/B] ? [B]Visage:[/B] It is believed that the demon lord Orcus first created the undead visages from the spirits of his deceased tanar’ri servants. He created them while in an undead state himself (while he was known as Tenebrous), and they all served him as a result. [B]Wolf Dread:[/B] Dread wolves are awful undead wolves, originally created by an evil renegade wizard. Word of their creation spread quickly and they are now in wide use among powerful evil wizards. These magically created undead begin to decay soon after they are created. [B]Wolf Vampiric:[/B] Vampiric wolves are the result of foul ceremonies used by evil clerics on normal wolf pups. [B]Zombie Juju:[/B] Juju zombies are created when a humanoid is drained of all life levels from the effects of an energy drain spell. "Juju zombie" is a template that can be added to any non-undead corporeal humanoid slain by an energy drain spell. [B]Zombie Juju Human Fighter 3:[/B] ? [B]Zombie Sea, Drowned One:[/B] Sea zombies, or drowned ones, are the animated corpses of humanoids who died at sea. Though similar to normal zombies in many ways, these zombies are somewhat intelligent and many believe them to be animated by the will of the god Nerull. [B]Zombie-Lord:[/B] “Zombie-Lord” is a template that can be added to any humanoid. [B]Zombie-Lord Human Fighter 6:[/B] ? [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]Allip:[/B] ? [B]Bodak:[/B] ? [B]Ghost:[/B] ? [B]Lich:[/B] ? [B]Mohrg:[/B] ? [B]Nightshade:[/B] ? [B]Shadow:[/B] ? [B]Spectre:[/B] Any humanoid killed by a spectral troll will rise 1d3 days later as a free-willed specter unless a cleric of the victim’s religion casts bless on the body and performs a proper burial. [B]Vampire:[/B] ? [B]Wight:[/B] ? [B]Wraith:[/B] As a free action, the demilich can animate its crumbled remains as a wraith-like shape. [B]Zombie:[/B] Any humanoid slain by a desert wraith’s energy drain attack becomes a zombie within 48 hours, even if raised from the dead, though this can be prevented if the body is washed in holy water. A zombie-lord may direct its animate dead ability at a single living creature that is within 30 feet. If the creature fails a Will save, it is instantly slain, and will rise as a zombie under the zombie-lord’s command in 1d4 rounds. [B]Orcus, Tenebrous:[/B] ? 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. CREATING A DREAD WOLF Dread wolves can only be created by wizards of 9th-level or greater. They are created as a whole pack all at once, and there must be between 3 and 12 fresh wolf carcasses present at the creation. The spellcaster speaks an incantation over the wolves that combines specially modified versions of animate dead and dismissal, and requires the wizard to summon an undead shadow. When the shadow appears, the magic of the incantation breaks the shadow up into equal parts that are then infused into the wolves, reanimating them as dread wolves. If the hour-long ritual is interruption, the raw energy of the split-apart shadow is unleashed, dealing 3d10 points of negative energy damage to the caster and anyone else present. If the ritual is undisturbed, the wizard will have a dread wolf pack as servants, with the special link as described above. For some unknown reason, this ritual will not work on any other canines or animals, other than wolves of any type. A wizard who attempts this spell on dogs or any other species of canine suffers damage as if the spell were interrupted, as above. CREATING A VAMPIRIC WOLF These wolves are transformed into undead by a corrupting ceremony performed by an evil priest of 9th level or higher. The cleric must capture 3-18 wolf pups that are close to being weaned, but have not yet tasted raw meat. Once he has the proper pups, the cleric performs a ritual using magic that is essentially the opposite of an atonement spell. Every day for three months, he must hand-feed them food that contains either a few drops of human blood, or dust from a dead vampire that has had the bane spell cast upon it, or the pups will die. At the end of these three months, the pups are fully grown. To complete the ritual, the cleric must then slay the wolves with poison, and they will then arise as vampiric wolves. If they are not slain in this way at the proper time, they must each make a Will save (DC 18) or die; success results in the wolves living out the rest of their days as weak, but abnormally bloodthirsty, normal wolves.[/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=https://athas.org/products/ds3/documents/45]Dark Sun 3 3.0[/URL][spoiler] [b]Undead, Undead Creature:[/b] ? [b]Mindless Undead:[/b] ? [b]Free-Willed Undead:[/b] ? [b]Mindless Animated Undead:[/b] ? [b]Undead Body:[/b] ? [b]Intelligent Corporeal Undead:[/b] ? [b]Semi-Corporeal Undead:[/b] ? [b]Incorporeal Undead:[/b] ? [b]Thinking Undead:[/b] ? [b]Good Thinking Undead:[/b] ? [b]Thinking Undead:[/b] ? [b]Good Thinking Undead:[/b] ? [b]Skeleton, Undead Skeleton:[/b] [i]Animate Dead[/i] spell. [b]Skeleton, Mindless Animated Undead:[/b] ? [b]Zombie, Undead Zombie:[/b] [i]Animate Dead[/i] spell. [i]Open the Gray Portal[/i] spell. [b]Zombie, Mindless Animated Undead:[/b] ? [b]Dwarven Banshee:[/b] Dwarves that die while being unable to complete their focus return from the dead as banshees to haunt their unfinished work. [b]Fael, Intelligent Corporeal Undead:[/b] ? [b]Namech, Intelligent Corporeal Undead:[/b] ? [b]T'liz, Intelligent Corporeal Undead:[/b] ? [b]Thinking Skeleton:[/b] [i]Unliving Identity[/i] spell. [b]Thinking Skeleton, Thinking Undead:[/b] ? [b]Thinking Zombie:[/b] [i]Unliving Identity[/i] spell. [b]Thinking Zombie, Intelligent Corporeal Undead, Thinking Undead:[/b] ? [b]Gray Zombie:[/b] ? [b]Thinking Exoskeleton:[/b] [i]Unliving Identity[/i] spell. [b]Thinking Exoskeleton, Thinking Undead:[/b] ? [b]Exoskeleton, Mindless Animated Undead:[/b] ? Open the Gray Portal Necromancy Level: Dead Heart 5, Wiz 7 Components: V, S, M Casting Time: 1 full round Range: Medium (100 ft. + 10 ft./level) Target: Summoned Gray Zombies or corpses Duration: 1 minute/level (D) Saving Throw: None Spell Resistance: No This spell briefly opens a conduit to the Gray, allowing negative energy to slip through. This can either imbue nearby dead bodies with negative energy, making them undead or summon forth denizens of the Gray to serve him for the duration of the spell. If the latter option is chosen, these undead follow the caster’s orders unquestioningly, but demand some payment in return. Generally, this equates to a number of living creatures whose total HD equal the number of zombies summoned. If the caster cannot supply this, the zombies take him into the Gray instead. Bodies animated simply return to corpses when the spell expires. The caster can animate or summon a number of zombies up to his caster level. Summoned zombies become shadowy and melt back into the Gray is destroyed. Material Components: The material components for this spell are a gray cloth and a piece of bone. Unliving Identity Necromancy Level: Wiz 7, Clr 7, Dead Heart 5 Components: V, S, M, XP Casting Time: 1 round Range: Touch Target: 1 exoskeleton, skeleton, or zombie Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes This spell affects mindless animated undead, namely exoskeletons, skeletons, and zombies. Unliving identity restores personality, consciousness, alignment, memory, identity, skills, class, levels ... everything except free will or life. The creature is still undead, and if he was previously controlled, he continues to be controlled and bound to the tasks that his master assigns. The result is what Terrors of the Dead Lands describes as a thinking zombie, skeleton, or exoskeleton. Note that spirits of the land and the elements (earth, air, fire and water) do not give their powers to the undead, so a thinking zombie who had been an elemental cleric in life does not regain his spells or his ability to affect undead. The paraelements and the gray are not as choosy, though; a thinking skeleton that had been a cleric of silt could continue to operate as a silt cleric. Note that many creatures prefer not to return from the Gray to inhabit an undead body—if the creature is unwilling to return, it gets a Will saving throw to avoid this. If the thinking zombie is too powerful to be normally controlled by his master, he gets a Will saving throw every week to break free of his master’s control. What the thinking undead does then is anyone’s guess. Good thinking undead, once free, tend to put a quick end to their unnatural existence. Material Components: Any article significant to the undead creature’s former life, such as an article of clothing or equipment, a favorite item, etc. Focus: XP cost is 20 XP per level of the creature while it was alive.[/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:[/b] [b]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=https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596]Denizens of Freeport[/URL][spoiler] [b]Powerful Undead Servant:[/b] Bonewrack is completely mad from centuries of living in shadow. He believes his sister is sleeping, and that he is obligated to find her a husband. He has created powerful undead servants to search for him. [b]Vampire:[/b] If the heroes get too close to the vampire, it will try to create a new vampire for the party to find and slay, and then disappear for a time. [b]Zombie, Belligerent Undead, Totally Silent Zombie:[/b] ? [b]Armored Zombie:[/b] ? [b]Foraging Zombie:[/b] ?[/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. [b]Ghoul:[/b] ? [b]Ghast:[/b] ? [b]Lich:[/b] ? [/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/20125/Eldest-Sons-the-Essential-Guide-to-Elves?affiliate_id=17596]Eldest Sons: the Essential Guide to Elves[/URL][spoiler] [b]Vengeance:[/b] The Vengeance were first created when the elven vampires (see eternal) first overwhelmed their foes with positive energy. Since then priests of Avahor have learned the technique for creating them directly. The Vengeance are typically created from the corpses of enemies in war and therefore often are the animated corpses of monstrous humanoids and of the green races. An elf would be aghast on discovering a Vengeance made from elven dead. The Vengeance is nothing more than the shell of being that contains too much life force to die. The power that fills the undead animates it. The muscles of the creature it once was have withered away under the constant bath of positive energy. If a creature affected by [an eternal's] Uncontrolled Growth gains enough temporary hit points so that his current hit point total plus temporary hit points equal twice his normal maximum hit points, he dies and becomes a Vengeance (pg ??) under the control of the eternal who last granted him temporary hit points via Uncontrolled Growth. [i]Create Vengeance[/i] spell. [b]Eternal, Elven Vampire:[/b] The elves loathe the undead. The foul creatures are an example of everything they stand against – decay, evil. The negative energy that fuels them is the antithesis of the elven dedication to life and growth. The undead’s eternal existence is a mockery of the natural longevity that the elves enjoy. For the undead, the feeling is mutual. But in desperation, people will try anything to save themselves. Millennia ago the elves were being overwhelmed by dark hordes of undead. The abominations knew no rest. As each elf fell, he stood and picked up arms against his own people, often with hideous powers in addition to his elven talents. During one of the darkest days, the priests of Avahor the Inferno prayed for a blessing to combat the throngs of the dead. They asked for assistance, and said they would pay any price. Avahor heard their prayer and they paid the ultimate price becoming the first eternals – also known as the elven vampire. Avahor refused to traffic with the powers of negative energy so he instilled his followers with positive energy until their fragile bodies were overwhelmed and they died. Their life departed, the conduit to the Positive Energy Plane was left open through their corpses and was directed by a memory of their mind. They became in effect a member of the undead themselves. The priesthood expanded their number, asking the greatest warriors left to their people to make the sacrifice and transform themselves. Though the first were elves, eternals of other races have been turned. The undead are not immune to the temptations of loneliness, and seek comfort in those races who do not find their existence so unnatural. The eternal template can be applied to any humanoid, monstrous humanoid, or fey creature. The eternal may, through continued use of his Steal Vitality attack, transform his partner into another eternal. When Steal Vitality reduces the target’ Constitution to 0 or below, she dies, becoming a new conduit for positive energy and gaining the eternal template. [i]Create Eternal[/i] spell. [b]Eternal Elf Warder 5:[/b] ? [b]Legionnaire of the Lost Plexan Armada, Legionnaire Ghoul:[/b] Humans gathered upon the docks, cheering the Seremasi victory. However they had done it, the Entarans had defeated a seemingly unstoppable enemy. A great celebration was held that night, with the whole of the city taking part. A solemn ceremony was performed in honor of Folgos and Kethiel, whose sacrifice had saved thousands, followed by a number of spontaneous revelries, which lasted well into the evening. Only Meliros and the child sat apart from the merriment. The Elder Coseali was greatly troubled from having sent his friends to their deaths, but it was more than that. The blood in the Elluwé could mean only one thing: Kurenthe. Such an oath was a grievous sin, for it destroyed the soul, Belisarda’s greatest gift. The two Elders had saved the city, but at what cost? The curse could hold the gravest of consequences. Worse, Kurenthe sworn by a High Elorii of great power was a dreadful thing indeed. Still, the party carried on into the night, the celebrants unaware of what was coming. As the ash that was once the floating citadel sank, it settled on the rotting hulks of the Coryani Armada that lay on the estuary floor. In the depths, inside the decaying ships, eyesockets long empty were kindled with a hellish light. "Duuty…and Honooor…." gurgled an unearthly voice. "DUUUTYY… AND HOONOOOR!!" thousands replied. An army of ghouls in rotted Coryani battle dress clambered from the sunken invasion fleet to fulfill their original mission. [b]Centurion of the Lost Plexan Armada:[/b] Humans gathered upon the docks, cheering the Seremasi victory. However they had done it, the Entarans had defeated a seemingly unstoppable enemy. A great celebration was held that night, with the whole of the city taking part. A solemn ceremony was performed in honor of Folgos and Kethiel, whose sacrifice had saved thousands, followed by a number of spontaneous revelries, which lasted well into the evening. Only Meliros and the child sat apart from the merriment. The Elder Coseali was greatly troubled from having sent his friends to their deaths, but it was more than that. The blood in the Elluwé could mean only one thing: Kurenthe. Such an oath was a grievous sin, for it destroyed the soul, Belisarda’s greatest gift. The two Elders had saved the city, but at what cost? The curse could hold the gravest of consequences. Worse, Kurenthe sworn by a High Elorii of great power was a dreadful thing indeed. Still, the party carried on into the night, the celebrants unaware of what was coming. As the ash that was once the floating citadel sank, it settled on the rotting hulks of the Coryani Armada that lay on the estuary floor. In the depths, inside the decaying ships, eyesockets long empty were kindled with a hellish light. "Duuty…and Honooor…." gurgled an unearthly voice. "DUUUTYY… AND HOONOOOR!!" thousands replied. An army of ghouls in rotted Coryani battle dress clambered from the sunken invasion fleet to fulfill their original mission. [b]Auxilia of the Lost Armada Human:[/b] The late Coryani army sends out "foraging and recruitment" parties to bolster their numbers. They sneak ashore, either to the docks of Seremas or nearby coastal areas and raid for food, basically killing people and eating them or for recruits, basically killing people and then not eating them. [b]Auxilia of the Lost Armada Hobgoblin:[/b] The late Coryani army sends out "foraging and recruitment" parties to bolster their numbers. They sneak ashore, either to the docks of Seremas or nearby coastal areas and raid for food, basically killing people and eating them or for recruits, basically killing people and then not eating them. [b]Auxilia of the Lost Armada Elorii:[/b] The late Coryani army sends out "foraging and recruitment" parties to bolster their numbers. They sneak ashore, either to the docks of Seremas or nearby coastal areas and raid for food, basically killing people and eating them or for recruits, basically killing people and then not eating them. [b]Elomedius val’Ossan, Lich Cleric 17, Skeletal Liche:[/b] Humans gathered upon the docks, cheering the Seremasi victory. However they had done it, the Entarans had defeated a seemingly unstoppable enemy. A great celebration was held that night, with the whole of the city taking part. A solemn ceremony was performed in honor of Folgos and Kethiel, whose sacrifice had saved thousands, followed by a number of spontaneous revelries, which lasted well into the evening. Only Meliros and the child sat apart from the merriment. The Elder Coseali was greatly troubled from having sent his friends to their deaths, but it was more than that. The blood in the Elluwé could mean only one thing: Kurenthe. Such an oath was a grievous sin, for it destroyed the soul, Belisarda’s greatest gift. The two Elders had saved the city, but at what cost? The curse could hold the gravest of consequences. Worse, Kurenthe sworn by a High Elorii of great power was a dreadful thing indeed. Still, the party carried on into the night, the celebrants unaware of what was coming. As the ash that was once the floating citadel sank, it settled on the rotting hulks of the Coryani Armada that lay on the estuary floor. In the depths, inside the decaying ships, eyesockets long empty were kindled with a hellish light. [b]Vengeance, Shell of a Being That Contains Too Much Life Force to Die, Mindless Undead, Positive Energy Undead:[/b] ? [b]Vengeance, Undead Woman:[/b] ? [b]Vengeance, Animated Corpse of a Monstrous Humanoid:[/b] ? [b]Vengeance, Animated Corpse of a Green Race:[/b] ? [b]Vengeance, Guard:[/b] ? [b]Eternal, Thing That Burns Too Bright, Positive Energy Undead:[/b] ? [b]Auxilia of the Lost Armada Dark Kin:[/b] The late Coryani army sends out "foraging and recruitment" parties to bolster their numbers. They sneak ashore, either to the docks of Seremas or nearby coastal areas and raid for food, basically killing people and eating them or for recruits, basically killing people and then not eating them. [b]Auxilia of the Lost Armada Dwarf:[/b] The late Coryani army sends out "foraging and recruitment" parties to bolster their numbers. They sneak ashore, either to the docks of Seremas or nearby coastal areas and raid for food, basically killing people and eating them or for recruits, basically killing people and then not eating them. [b]Auxilia of the Lost Armada Gnome:[/b] The late Coryani army sends out "foraging and recruitment" parties to bolster their numbers. They sneak ashore, either to the docks of Seremas or nearby coastal areas and raid for food, basically killing people and eating them or for recruits, basically killing people and then not eating them. [b]Auxilia of the Lost Armada Orc:[/b] The late Coryani army sends out "foraging and recruitment" parties to bolster their numbers. They sneak ashore, either to the docks of Seremas or nearby coastal areas and raid for food, basically killing people and eating them or for recruits, basically killing people and then not eating them. [b]Auxilia of the Lost Armada Val:[/b] The late Coryani army sends out "foraging and recruitment" parties to bolster their numbers. They sneak ashore, either to the docks of Seremas or nearby coastal areas and raid for food, basically killing people and eating them or for recruits, basically killing people and then not eating them. [b]Undead, Undead Creature:[/b] ? [b]More Baleful Undead:[/b] ? [b]Conventional Negative Energy Undead, Undead Powered By Negative Energy:[/b] ? [b]Foul Creature:[/b] ? [b]Ghast:[/b] ? [b]Ghastly Soldier:[/b] ? [b]Ghost:[/b] In the beginning of my compilation, I must confess I was misled as to the origins of the Gray Elves. I thought them ghosts, the souls of those failed immortals who, in having passed on, gained even greater knowledge. [b]Ghoul:[/b] In most cases, the legionaries of the Lost Plexan Armada devour those they kill. From time to time, however, the bodies of their 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. Elorii are not immune to this effect. In most cases, centurions of the Lost Plexan Armada devour those they kill. From time to time, however, the bodies of their 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. Elorii are not immune to this effect. In most cases, auxilia devour those they kill. From time to time, however, the bodies of their 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]Lacedon, Sea-Ghoul, Sea Ghoul:[/b] Humans gathered upon the docks, cheering the Seremasi victory. However they had done it, the Entarans had defeated a seemingly unstoppable enemy. A great celebration was held that night, with the whole of the city taking part. A solemn ceremony was performed in honor of Folgos and Kethiel, whose sacrifice had saved thousands, followed by a number of spontaneous revelries, which lasted well into the evening. Only Meliros and the child sat apart from the merriment. The Elder Coseali was greatly troubled from having sent his friends to their deaths, but it was more than that. The blood in the Elluwé could mean only one thing: Kurenthe. Such an oath was a grievous sin, for it destroyed the soul, Belisarda’s greatest gift. The two Elders had saved the city, but at what cost? The curse could hold the gravest of consequences. Worse, Kurenthe sworn by a High Elorii of great power was a dreadful thing indeed. Still, the party carried on into the night, the celebrants unaware of what was coming. As the ash that was once the floating citadel sank, it settled on the rotting hulks of the Coryani Armada that lay on the estuary floor. In the depths, inside the decaying ships, eyesockets long empty were kindled with a hellish light. "Duuty…and Honooor…." gurgled an unearthly voice. "DUUUTYY… AND HOONOOOR!!" thousands replied. An army of ghouls in rotted Coryani battle dress clambered from the sunken invasion fleet to fulfill their original mission.[b]Zombie:[/b] Spawning magic weapon quality. Create Eternal Necromancy Level: Cleric 8 Components: V, S, M, F, DF, XP Casting Time: 1 hour Range: Touch Targets: Any creature eligible for the eternal template Duration: Instantaneous Saving Throw: None Spell Resistance: No Through the use of this spell and the expenditure of some of your own vital life force, you can create an eternal, the positive energy undead more commonly known as the elven vampire. The spell requires a complex ritual and must be performed in a ritual space that costs at least 5,000 gp to outfit. The ritual itself requires anointing oils and incense costing an additional 5,000 gp. While the ritual space can be used repeatedly, the oils and incense are consumed in the casting. When complete, you spend 1000 XP and transform the target, which may be you, into an eternal. The target gains the eternal template (described in chap. 6) and has full use of all powers immediately. The target must be willing and alive during the casting. The spell cannot be cast on a creature who is under mental compulsion or is restrained in any way. If the target leaves during the ritual, or the ritual is interrupted, the oils and incense are wasted, but the caster spends no experience points. This spell was first used by the priests of Avahor to create new allies for a great war against the undead. The knowledge of its use has spread to the rest of the elven pantheon since then, but those who cast it are still rare. The spell and the origin of the elven vampire are unknown to the priests of human gods. Material Component:Oils and Incence costing 5000 GP. Focus: Ritual Space costing 5000 GP to outfit. XP Cost: 1000 XP Create Vengeance Necromancy Level: Cleric 5 Components: V, S, M, DF, XP Casting Time: 1 full round Range: Touch Targets: Any once living, non-animate creature. Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell allows you to create the positive energy undead known as the Vengeance. Each casting of the spell animates a single vengeance, which follows your spoken commands. The resultant undead may be left in a location as a guard, or may accompany you on adventures, but they follow all normal rules for the command of created undead. You may control a total of 2HD of undead per caster level – whether they are positive or negative energy based. Any Vengeance you create remains under your control until they are destroyed or you release them; released Vengeance act as described in their monster description. If you attempt to create more undead than you are allowed to command, the new undead enter your service as normal, and any excess undead from previous castings become uncontrolled. Even though they are positive energy based undead, most good societies frown on the animation of the dead. The source of their motive force makes little difference to the naïve. Creators of Vengeance should be wary of being lumped together with the creators of more baleful undead. Material Component: 500 GP worth of incense sprinkled over the corpse to be animated. XP Cost: 100 XP Spawning One of the most feared of the elves’ innovations is the dreaded spawning weapon. Elves who posses this weapon on the battlefield are soon surrounded by a self-made bodyguard created from the bodies of their foes, and archers who employ weapons with its powers cause havoc in enemy ranks. Any creature slain by a spawning weapon rises as a zombie of the appropriate size with average hit points. The newly risen dead obey the verbal commands of the wielder for ten minutes or until slain again. Zombies created in this manner can be turned, destroyed, rebuked, or commanded as normal, but commanded undead become corpses again after the ten minute duration ends. A creature is considered ‘slain’ by the weapon if a successful attack by it was the last external source of hit point damage to that creature. This includes, but is not limited to, the following situations. The weapon’s last hit reduces a creatures hit point total to less than –10. The weapon reduces a creatures hit point total to less than 0 and the creature dies from subsequent blood loss (does not stabilize). The creature’s Con is reduced and its new hit point total is less than –10 or 0 as above (as when a Barbarian’s rage expires) and the spawning weapon was the last thing to deal hit points damage. A spawning weapon will not raise the bodies of foes who are constructs or already undead. Caster Level: 12; Prerequisites: Craft Magic Arms and Armor, animate dead; Market Price: +3 bonus.[/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=https://www.drivethrurpg.com/product/3823/Explorers-Society-Swashbuckling-Adventures?affiliate_id=17596]Explorer's Society (Swashbuckling Adventures)[/URL][spoiler] [B]Wrathful Ghost of the Drachen Slain by St. Gregor, Great Drachen's Ghost:[/B] ? [B]Ghost:[/B] ? [B]Powerful Ghost:[/B] ? [B]Ghoul:[/B] ? [B]Specter:[/B] ? [B]Zombie:[/B] ? [B]Spirit:[/B] Many claim that Gregorskorn is haunted and tormented by the spirits of those whom the Drachen slew in its bloody rampage, unaware that St. Gregor avenged their deaths. [B]Mad Spirit of a Domae:[/B] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/224657/Explorers-of-Prime?affiliate_id=17596]Explorers of Prime[/URL][spoiler] [b]Undead:[/b] Nodes can open anywhere, from underground caverns to lush meadows; a node welling up in a graveyard (or ancient battlefield) might produce a plague of undead, which is why being buried on sanctified ground is so important. [b]Created:[/b] These are pure constructs. They are manufactured entirely by magic and have no rational biology. Examples include golems, undead, and oozes. [b]Created, Pure Construct:[/b] ? [b]Mindless Undead:[/b] Most of these were created by necromancers who have died, lost control, or simply abandoned them. Some are naturally occurring, especially when tael is left on the ground after a large battle. [b]Intelligent Undead:[/b] ? [b]High-Ranking Undead:[/b] ? [b]Incorporeal Undead:[/b] ? [b]Allip:[/b] They may be the remains of ghosts who failed in their quest, wandering the world at random and babbling of their misery. [b]Ghast:[/b] ? [b]Ghost:[/b] ? [b]Ghoul:[/b] ? [b]Lich:[/b] ? [b]Lich King:[/b] ? [b]Lich King, Undead Lord, Powerful Undead:[/b] ? [b]Mummy:[/b] ? [b]Mummy Lord:[/b] Mummy Lords are rulers awakened again in this world instead of the next, but determined to make a kingdom of it anyway. [b]Mummy Lord, Undead Lord, Powerful Undead:[/b] ? [b]Shadow:[/b] ? [b]Skeleton Small:[/b] ? [b]Skeleton Medium:[/b] ? [b]Skeleton Large:[/b] ? [b]Skeleton Huge:[/b] ? [b]Skeleton, Unintelligent Undead:[/b] ? [b]Spectre:[/b] ? [b]Vampire:[/b] ? [b]Vampire King:[/b] ? [b]Vampire Lord, Undead Lord, Powerful Undead:[/b] ? [b]Wight:[/b] ? [b]Wraith:[/b] ? [b]Dread Wraith:[/b] ? [b]Zombie, Unintelligent Undead:[/b] ? [b]Zombie Small:[/b] ? [b]Zombie Medium:[/b] ? [b]Zombie Large:[/b] ? [b]Zombie Huge:[/b] ?[/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=https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596]Fang & Fury[/URL][spoiler] [b]Vampire Scion, Relatively Weak Vampire Scion:[/b] The humanoid or monstrous humanoid must be killed by a vampire’s blood drain attack, then fed blood by the same vampire to restore it to 0 hit points. A vampire scion’s first few days of unlife are dark ones. In a process called the Change, the new vampire’s body passes through all the stages of death: Limbs stiffen, skin becomes pale, and eyes lose their color and shine. Finally the abdomen swells to grotesque size as internal organs putrefy, shriveling again as they turn to liquid and then rot away, leaving only a sluggishly beating heart and a labyrinth of black veins. While the body decays, the vampire’s characteristic fangs sprout from bloodless gums. While going through this transformation, the vampire scion’s hit points remain at 0. (This is an exception to the normal rule that undead are destroyed on reaching 0 hit points.) He is unconscious and his condition is stable, but he is completely unaffected by curative spells (inflict spells in this case) or any other magical means of restoring health. He cannot benefit from use of the Heal skill to speed healing or halt the process, nor can he recover hit points from rest. No known spell, magic item, or supernatural ability can reverse this change once it begins, though the vampire-to-be is vulnerable to turning and rebuking attempts by clerics, and he can be killed by all the traditional banes of vampires (sunlight, running water, and stakes; see Vampire Vulnerabilities below). In addition, dispel evil or remove curse cast on the body during this process slays the scion immediately. Only at the end of this period (1d4+1 days) does the scion awake. He initially has 1d6 hit points and is weak and disoriented. This condition resembles exhaustion (move at half normal speed, effective decrease of –6 to Strength and Dexterity). After 1 hour of inactivity, the scion is more in control of his new body but is still afflicted by pain; this is similar to the fatigued condition (can’t run or charge, effective decrease of –2 to Strength and Dexterity). The new vampire can act normally after 8 hours of inactivity. At this point the scion first experiences what will come to define his undead existence—the terrible, overwhelming need for blood so strong it is simply called “the Thirst.” Various real-world cultures and Hollywood movies treat vampirism very differently. You can easily change the origins of vampires to fit your campaign or simply to confuse your players. Here are some examples of alternative ways to become a vampire in your game. • A black cat (or other traditionally unlucky animal) steps over an unburied body. • A vampire feeds from a pregnant woman—the child is born a vampire. • A vampire feeds from the same person on three consecutive nights. • A vampire kills someone by any means. • A witch or wizard dies violently. • Moonlight falls on an unburied body. • A suicide rises as a vampire at the next full moon (the rag man in Chapter Four: Prestige Classes is built on this traditional origin story). The blood gift is also used to transform those killed by the vampire’s blood drain attack into new vampire scions. Although vampires can come from any of the humanoid and monstrous humanoid races, once they go through the change to undeath their old allegiances, mannerisms, and cultures dissolve into the new realities of the Thirst. After only a few weeks, a dwarf scion has more in common with a halfling vampire than the clan he once called family. For this reason, vampire scions are described here as a player character race, although “vampire scion” is actually a template. “Vampire scion” is a template that can be applied to any corporeal humanoid or monstrous humanoid. If a vampire scion reduces a humanoid or monstrous humanoid to –10 hit points with its blood drain attack, the victim arises 1d4 days later as a vampire spawn. If that scion instead gives a blood gift to restore the victim to 0 hit points, it rises 1d4+1 days later as a vampire scion. You transgressed against a deity or powerful outsider and were cursed with vampirism as punishment. The origins of his cult are lost, but the origin of the Beast himself is widely known. He was the first vampire among the gods, exiled for preying on lesser deities. The greater gods of the pantheon sentenced him to an eternity of hunger and forbade him from fathering children. But his consort, the Goddess of the Night, took pity on him and gave him the gift of the Change, allowing him to create kin wherever he roamed. This gift led to the first cult of the Beast in the ancient cities of the world, and the first vampire scions were born from the ranks of his high priests. The Beast has been described as the vampires’ collective savagery and bloodlust made real. He is behind the blood rage they experience when close to succumbing to the Thirst, and he was the first to create vampire scions from mortal subjects. Many black abbots actually sought out their vampire progenitor and bargained for the blood gift, after learning of the power they could gain in unlife. Still others were granted vampirism by their dark gods, as a reward for years of service. When an elf community is founded near the briarwoods of the Unseelie Court, Molkeegan, the demon queen of dark fey sometimes chooses an elf youth to serve her in undeath. These individuals are transformed into vampires by Molkeegan’s agents and spirited away to the deep woods when their change begins, often just before they are slain or exiled by their home village. Rag men became vampires as the result of suicide and as a rule never received a proper burial. Instead their bodies lay broken in alleys or hung unclaimed in rented rooms while they underwent their change to undeath. [b]Vampire Blood Symbiote:[/b] ? [b]Psychic Vampire:[/b] ? [b]Cursed Vampire:[/b] In this alternative, new vampires are created by divine edict, not by other vampires. Whether only one deity hands out these curses, or they are standard punishments (or rewards) for those who violate the laws of Heaven, is up to you. [b]Diseased Vampire:[/b] This option presents vampires as the carriers of a magical disease, and their distinctive abilities as expressions of the syndrome. Scions “catch” the disease from other infected carriers and pass it along to those they feed upon. The infectious nature of the vampiric disease carriers makes them much more prolific than normal ones once an outbreak occurs. Because every drop of her blood carries the infection, whenever a diseased vampire feeds she has a chance of creating a new scion. The percentage chance is equal to 5 + the total damage dealt by blood drain. Vampirism disease. [b]Diseased Vampire, Bloodthirsty Undead Monster:[/b] ? [b]Vampiric Dragon:[/b] Not all dragons with dreams of eternal life turn to lichdom; some take the path of vampirism instead. These creatures are only tangentially related to standard vampires and vampire scions. A standard vampire cannot turn a dragon into a vampire scion or vampire spawn, and a vampiric dragon cannot create new scions from humanoids. “Vampiric dragon” is a template that can be applied to any evil dragon. A dragon or magical beast slain by a vampiric dragon’s energy drain attack rises as a vampiric thrall (see the Vampiric Thrall entry below) 1d4 days after death. If the vampiric dragon instead drains the victim’s Constitution to 0 or less with its blood drain attack, the slain creature returns as a vampiric thrall if it had fewer than 10 HD or was a magical beast, and as a new vampiric dragon if it had 10 or more HD and was a dragon. [b]Green Jack, Vampiric Adult Green Dragon:[/b] In life, Green Jack ruled a stretch of lonely woods at the foot of a volcano but lived in fear of an older red female who laired at its peak. He scratched out a mean living by waylaying forest travelers and skulked in the deep shadows under the forest canopy, out of sight of his rival, hiding his few valuables in earthen pits and in the trunks of dead trees. When he surprised a small copper raiding one of his stashes, he wasted no time in attacking the intruder. But this dragon that seemed so young and weak took Jack apart, draining his life force with a few blows and finally ordering him to lie still. The stranger, now visibly pale and shaking with desire, bit into his neck and drained his life’s blood in a torrent. Jack awoke to undeath at dusk, but it was days before he came to understand his new limitations and powers. [b]Dwarf Vampire Scion:[/b] ? [b]Halfling Vampire Scion:[/b] ? [b]Neutral Vampire Scion:[/b] ? [b]Evil Vampire Scion:[/b] ? [b]Lawful Neutral Vampire Scion:[/b] ? [b]Lawful Neutral Vampire Scion, Punisher:[/b] ? [b]Neutral Vampire Scion, Balancer:[/b] ? [b]Chaotic Neutral Vampire Scion:[/b] ? [b]Chaotic Neutral Vampire Scion, Opportunist:[/b] ? [b]Lawful Evil Vampire Scion:[/b] ? [b]Lawful Evil Vampire Scion, Predator:[/b] ? [b]Neutral Evil Vampire Scion:[/b] ? [b]Neutral Evil Vampire Scion, Parasite:[/b] ? [b]Chaotic Evil Vampire Scion:[/b] ? [b]Chaotic Evil Vampire Scion, Beast:[/b] ? [b]Skenyitil, Vampire Scion, Deathless Sahuagin Emperor:[/b] ? [b]Young Vampire Scion:[/b] ? [b]Jael, Vampire Scion:[/b] ? [b]Young Vampire Scion:[/b] ? [b]Human Vampire Scion:[/b] ? [b]Vampire Scion Adept:[/b] ? [b]Noble-Born Vampire Scion:[/b] ? [b]Aristocrat Vampire Scion:[/b] ? [b]Vampire Scion Barbarian:[/b] ? [b]Bard Vampire Scion:[/b] ? [b]Cleric Vampire Scion:[/b] ? [b]Commoner Vampire Scion:[/b] ? [b]Druid Vampire Scion:[/b] ? [b]Expert Vampire Scion:[/b] ? [b]Fighter Vampire Scion:[/b] ? [b]Warrior Vampire Scion:[/b] ? [b]Vampire Scion Paladin:[/b] ? [b]Ranger Vampire Scion:[/b] ? [b]Nonevil Ranger Vampire Scion:[/b] ? [b]Rogue Vampire Scion:[/b] ? [b]Sorcerer Vampire Scion:[/b] ? [b]Wizard Vampire Scion:[/b] ? [b]Bar Lucan, Vampire Scion Mountain Dwarf Cleric 5/Black Abbot 5:[/b] ? [b]Figrik the Only, Vampire Scion Wild Elf Ranger 7/Foundling 2:[/b] ? [b]Jurim Llor, Vampire Scion Gnome Bard 7/Masqued Player 2:[/b] ? [b]Hald, The Serpent, Vampire Scion Troglodyte Rogue 3/Nighthawk 2:[/b] ? [b]Katya Braithwaite, Vampire Scion Halfling 7/Ragman 4:[/b] The youngest daughter of the Braithwaite family, Katya was a vivacious student of medicine well-known for giving free medical help to the poor. This bright and lovely girl fell in love with her mentor, the dashing professor Riggs, who taught anatomy at the medical school. Within months their flirtation became a raging love affair, which ended abruptly when the professor’s wife discovered their liaisons. Riggs renounced Katya to save his position and even accused her of seducing him with witchcraft. She was dismissed from school in total disgrace just weeks before graduation. Devastated, she leaped from her balcony to the hard flagstones below and died instantly. The intense emotional charge of this time, and the stress of her subsequent rebirth as a vampire scion, has combined to place Katya in a kind of fugue state. [b]Countess Mindera, Vampire Scion Merfolk Ex-Paladin 5/Fighter 5/Regent 2:[/b] ? [b]Jexle Fangcutter, Vampire Scion Kobold Sorcerer 2/Reveler 8, Little Mastermind:[/b] In life Jexle Fangcutter was a skilled trapmaker from a long line of kobold trappers. He was born with sorcery in his blood and in time rose to prominence within his tribe. This prominence was his undoing, since it made him the target of a cabal of vampires who sought control over his tribal lands. They captured Jexle and put him through the Change, and when he awoke his captors told him what he had to do. [b]The Royston Crow, Vampire Scion Green Hag Scourge 5, Hideous Creature:[/b] The dye house fire resulted from a struggle between the owner (a vampire scion) and a local green hag he had put through the Change. [b]Nickenfoot, Vampire Scion Gbolin Wizard 7/Vampire Mage 3, Relentless Experimenter:[/b] ? [b]Tai Sang, Human Vampire Scion:[/b] ? [b]Summoned Vampire Scion:[/b] ? [b]Vampire Scion Human Aristocrat 1:[/b] ? [b]Vampire Scion Human Aristocrat 2:[/b] ? [b]Vampire Scion Human Aristocrat 3:[/b] ? [b]Vampire Scion Human Aristocrat 4:[/b] ? [b]Vampire Scion Human Aristocrat 5:[/b] ? [b]Vampire Scion Human Aristocrat 6:[/b] ? [b]Vampire Scion Human Aristocrat 7:[/b] ? [b]Vampire Scion Human Aristocrat 8:[/b] ? [b]Vampire Scion Human Aristocrat 9:[/b] ? [b]Vampire Scion Human Aristocrat 10:[/b] ? [b]Vampire Scion Human Cleric 1:[/b] ? [b]Vampire Scion Human Cleric 2:[/b] ? [b]Vampire Scion Human Cleric 3:[/b] ? [b]Vampire Scion Human Cleric 4:[/b] ? [b]Vampire Scion Human Cleric 5:[/b] ? [b]Vampire Scion Human Cleric 6:[/b] ? [b]Vampire Scion Human Cleric 7:[/b] ? [b]Vampire Scion Human Cleric 8:[/b] ? [b]Vampire Scion Human Cleric 9:[/b] ? [b]Vampire Scion Human Cleric 10:[/b] ? [b]Vampire Scion Human Cleric 11:[/b] ? [b]Vampire Scion Human Cleric 12:[/b] ? [b]Vampire Scion Human Cleric 13:[/b] ? [b]Vampire Scion Human Cleric 14:[/b] ? [b]Vampire Scion Human Cleric 15:[/b] ? [b]Vampire Scion Human Cleric 16:[/b] ? [b]Vampire Scion Human Cleric 17:[/b] ? [b]Vampire Scion Human Cleric 18:[/b] ? [b]Vampire Scion Human Cleric 19:[/b] ? [b]Vampire Scion Human Cleric 20:[/b] ? [b]Vampire Scion Human Fighter 1:[/b] ? [b]Vampire Scion Human Fighter 2:[/b] ? [b]Vampire Scion Human Fighter 3:[/b] ? [b]Vampire Scion Human Fighter 4:[/b] ? [b]Vampire Scion Human Fighter 5:[/b] ? [b]Vampire Scion Human Fighter 6:[/b] ? [b]Vampire Scion Human Fighter 7:[/b] ? [b]Vampire Scion Human Fighter 8:[/b] ? [b]Vampire Scion Human Fighter 9:[/b] ? [b]Vampire Scion Human Fighter 10:[/b] ? [b]Vampire Scion Human Fighter 11:[/b] ? [b]Vampire Scion Human Fighter 12:[/b] ? [b]Vampire Scion Human Fighter 13:[/b] ? [b]Vampire Scion Human Fighter 14:[/b] ? [b]Vampire Scion Human Fighter 15:[/b] ? [b]Vampire Scion Human Fighter 16:[/b] ? [b]Vampire Scion Human Fighter 17:[/b] ? [b]Vampire Scion Human Fighter 18:[/b] ? [b]Vampire Scion Human Fighter 19:[/b] ? [b]Vampire Scion Human Fighter 20:[/b] ? [b]Vampire Scion Human Sorcerer 1:[/b] ? [b]Vampire Scion Human Sorcerer 2:[/b] ? [b]Vampire Scion Human Sorcerer 3:[/b] ? [b]Vampire Scion Human Sorcerer 4:[/b] ? [b]Vampire Scion Human Sorcerer 5:[/b] ? [b]Vampire Scion Human Sorcerer 6:[/b] ? [b]Vampire Scion Human Sorcerer 7:[/b] ? [b]Vampire Scion Human Sorcerer 8:[/b] ? [b]Vampire Scion Human Sorcerer 9:[/b] ? [b]Vampire Scion Human Sorcerer 10:[/b] ? [b]Vampire Scion Human Sorcerer 11:[/b] ? [b]Vampire Scion Human Sorcerer 12:[/b] ? [b]Vampire Scion Human Sorcerer 13:[/b] ? [b]Vampire Scion Human Sorcerer 14:[/b] ? [b]Vampire Scion Human Sorcerer 15:[/b] ? [b]Vampire Scion Human Sorcerer 16:[/b] ? [b]Vampire Scion Human Sorcerer 17:[/b] ? [b]Vampire Scion Human Sorcerer 18:[/b] ? [b]Vampire Scion Human Sorcerer 19:[/b] ? [b]Vampire Scion Human Sorcerer 20:[/b] ? [b]Vampire Scion Human Rogue 1:[/b] ? [b]Vampire Scion Human Rogue 2:[/b] ? [b]Vampire Scion Human Rogue 3:[/b] ? [b]Vampire Scion Human Rogue 4:[/b] ? [b]Vampire Scion Human Rogue 5:[/b] ? [b]Vampire Scion Human Rogue 6:[/b] ? [b]Vampire Scion Human Rogue 7:[/b] ? [b]Vampire Scion Human Rogue 8:[/b] ? [b]Vampire Scion Human Rogue 9:[/b] ? [b]Vampire Scion Human Rogue 10:[/b] ? [b]Vampire Scion Human Rogue 11:[/b] ? [b]Vampire Scion Human Rogue 12:[/b] ? [b]Vampire Scion Human Rogue 13:[/b] ? [b]Vampire Scion Human Rogue 14:[/b] ? [b]Vampire Scion Human Rogue 15:[/b] ? [b]Vampire Scion Human Rogue 16:[/b] ? [b]Vampire Scion Human Rogue 17:[/b] ? [b]Vampire Scion Human Rogue 18:[/b] ? [b]Vampire Scion Human Rogue 19:[/b] ? [b]Vampire Scion Human Rogue 20:[/b] ? [b]Blood Symbiote Vampire Blood:[/b] ? [b]Undead, Undead Creature:[/b] ? [b]Intelligent Undead, Intelligent Undead Creature:[/b] ? [b]Intelligent Undead, Powerful Creature:[/b] ? [b]Commanded Undead:[/b] ? [b]Undead Spawn:[/b] ? [b]Corporeal Undead:[/b] ? [b]Undead Creature Specifically Affected By Sunlight:[/b] ? [b]Fleshy Undead:[/b] ? [b]Incorporeal Undead:[/b] ? [b]Skeletal Undead:[/b] ? [b]Undead That Are Vulnerable to Sunlight:[/b] ? [b]Allip:[/b] ? [b]Ghast:[/b] ? [b]Ghast, Fleshy Undead:[/b] ? [b]Ghost:[/b] ? [b]Ghost, Incorporeal Undead:[/b] ? [b]Ghoul:[/b] Additionally, the bite of a vampire could create other creatures under different circumstances. • A person drained completely by a vampire but not fed a blood gift arises 1d4 days later as a ghoul. [b]Ghoul, Fleshy Undead:[/b] ? [b]Lich, Intelligent Undead:[/b] ? [b]Lich:[/b] ? [b]Mummy:[/b] ? [b]Mummy, Powerful Servitor:[/b] ? [b]Shadow:[/b] ? [b]Skeleton Medium:[/b] ? [b]Skeleton Large:[/b] ? [b]Skeleton Huge:[/b] ? [b]Skeleton:[/b] Beginning at 3rd level, the black abbot gains the ability to animate dead once per day, as the spell with a caster level equal to the sum of his cleric and black abbot levels. At 5th level he gains an additional use per day. Unlike the usual form of the spell, this ability does not require the sacrifice of a black onyx gem for each zombie or skeleton created. [b]Skeleton, Subject:[/b] ? [b]Skeleton, Skeletal Undead:[/b] ? [b]Spectral Coachman, 10 HD Spectre:[/b] ? [b]Vampire, Standard Vampire, Conventional Vampire, Full-Blooded Vampire, Full-Fledged Vampire:[/b] The standard rules for vampires specify that a new vampire is created when a humanoid or monstrous humanoid with at least 5 HD is killed by a vampire’s blood drain attack. The lore of the Great House teaches that the first vampires came into being at the very beginning of time. [b]Vampire, Bogeyman Who Drinks Blood in the Dead of Night, Creature of Both the Material World and the Negative Energy Plane, Creature Trapped Between Two Worlds, Undead Creature Specifically Affected by Sunlight, Fleshy Undead, Undead That Are Vulnerable to Sunlight:[/b] ? [b]Vampire, Savage Killer:[/b] ? [b]Vampire, Noble Tragic Figure:[/b] ? [b]Vampire Spawn:[/b] The humanoid or monstrous humanoid must be killed by a vampire’s blood drain attack, then fed blood (see Blood Gifts, below) by the same vampire to restore it to 0 hit points. Humanoids and monstrous humanoids killed by blood drain but not fed a blood gift arise 1d4 days later as vampire spawn. Additionally, the bite of a vampire could create other creatures under different circumstances. • A living person fed a blood gift transforms into a vampire spawn 1d4 days later. [b]Elder Vampire:[/b] ? [b]Sated Vampire:[/b] ? [b]Vampire in the Grip of the Thirst:[/b] ? [b]Vampiric Cannibal:[/b] ? [b]Mightier Vampire:[/b] ? [b]Helpless Vampire:[/b] ? [b]Standard Predatory Elitist Vampire:[/b] ? [b]Stupid Cursed Vampire:[/b] ? [b]Ignorant Cursed Vampire:[/b] ? [b]Naive Cursed Vampire:[/b] ? [b]Front-Line Vampire Combatant:[/b] ? [b]Vampire, One-Dimensional Bloodsucker:[/b] ? [b]Vampire, Ultra-Cool Nihilistic Goth Kid:[/b] ? [b]Hollywood-Style Vampire:[/b] ? [b]Typical Bloodsucker:[/b] ? [b]Hostile Cursed Vampire:[/b] ? [b]Hostile Standard Vampire:[/b] ? [b]Sleeping Vampire:[/b] ? [b]Powerful Vampire:[/b] ? [b]Vampire Soldier:[/b] ? [b]Tainted Vampire:[/b] A vampire who consumes other vampires acquires a distinctive spiritual taint that other vampires can sense. A vampire who kills another vampire by blood drain acquires a distinctive spiritual taint that all vampires can sense. [b]Draining Vampire:[/b] ? [b]Vampire Progenitor:[/b] ? [b]Vampire Who Appears and Disappears as if by Magic:[/b] ? [b]Vampire With Unparalleled Stealth and Speed:[/b] ? [b]Vampire Noble:[/b] ? [b]Vampire Regent, Patriarch, Matriarch, Prince, Princess:[/b] ? [b]Younger Vampire:[/b] ? [b]Vampire Immeasurably Ancient Progenitor:[/b] ? [b]Lesser Vampire:[/b] ? [b]Commanded Vampire:[/b] ? [b]Vampire, Brave Individual, Scourge, Hero:[/b] ? [b]Vampire of Myth:[/b] ? [b]Vampire Parent:[/b] ? [b]Vampiric Spellcaster:[/b] ? [b]Deramged Vampire:[/b] ? [b]Lead Vampire:[/b] ? [b]Vampire Who Indulges in the Great Feast:[/b] ? [b]Helpless Vampire:[/b] ? [b]Aurilia, Vampire Mage:[/b] ? [b]Vampire Patriarch:[/b] ? [b]Vampire Lord:[/b] ? [b]Vampire Wielder:[/b] ? [b]Powerful Vampire of Great Age:[/b] ? [b]Wight:[/b] ? [b]Wraith, Loyal Advisor:[/b] ? [b]Wraith, Undead Creature Specifically Affected by Sunlight, Undead That Are Vulnerable to Sunlight:[/b] ? [b]Zombie:[/b] Additionally, the bite of a vampire could create other creatures under different circumstances. • A person killed by a vampire but not fully drained of blood arises 1d4 days later as a zombie. Beginning at 3rd level, the black abbot gains the ability to animate dead once per day, as the spell with a caster level equal to the sum of his cleric and black abbot levels. At 5th level he gains an additional use per day. Unlike the usual form of the spell, this ability does not require the sacrifice of a black onyx gem for each zombie or skeleton created. [b]Zombie Medium:[/b] ? [b]Zombie Large:[/b] ? [b]Zombie, Subject:[/b] ? [b]Zombie, Fleshy Undead:[/b] ? Vampirism (Su): Supernatural disease; injury, Fortitude save (DC 20), incubation period 1d3 days. The disease deals no damage to its host but transforms her into a bloodthirsty undead monster at midnight on the night it takes effect.[/spoiler] [URL=https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596]Freeport: The City of Adventure[/URL][spoiler] [b]Fire Spectre, Fire Specter:[/b] Fire spectres are undead creatures created when blackhearted villains are burned alive. Their hatred burns so strong that the fires transform them into supernatural terrors. Fire spectre is a template that can be added to any corporeal giant, humanoid, or monstrous humanoid of evil alignment (hereafter referred to as the “base creature”). The creature must die by fire to be reborn as a fire spectre. [b]Kothar the Accursed, Fire Spectre Rogue 10:[/b] Kothar’s sentence was, as was always the case with pirate justice in those days, death. But it was a very special death that the Sea Lord decreed for Kothar. The pirate captain was securely tied to the mast of the ship he had attacked, and his crew bound and tossed in the hold. The Burning Tide was then piloted a few miles off the coast of the Serpent’s Teeth. There the entire craft was soaked in pitch and set alight. Kothar and his cutthroats were left to burn to death among the timbers of the ship that they had murdered so many to possess. That should have been the end of Kothar and his crew—but it wasn’t. It was just the beginning. A single month had gone by when a burning ship was spotted on the night horizon off the coast of A’Val. [b]Ship of the Damned Crewman, Fire Spectre Fighter 2:[/b] Kothar’s sentence was, as was always the case with pirate justice in those days, death. But it was a very special death that the Sea Lord decreed for Kothar. The pirate captain was securely tied to the mast of the ship he had attacked, and his crew bound and tossed in the hold. The Burning Tide was then piloted a few miles off the coast of the Serpent’s Teeth. There the entire craft was soaked in pitch and set alight. Kothar and his cutthroats were left to burn to death among the timbers of the ship that they had murdered so many to possess. That should have been the end of Kothar and his crew—but it wasn’t. It was just the beginning. A single month had gone by when a burning ship was spotted on the night horizon off the coast of A’Val. [b]Fire Spectre, Supernatural Terror:[/b] ? [b]Undead, Undead Creature:[/b] ? [b]Fiarella Donadrien, Ghost:[/b] A consortium of aristocrats built the Freeport Opera House nearly 100 years ago in an effort to bring some semblance of culture to the cesspool known as Freeport. To commemorate the occasion, the Sea Lord at the time commissioned a brand-new opera from one of the greatest composers of that time, an elf by the name of Fiarella Donadrien. This ancient songstress poured so much of her heart and soul into the composition, it’s said, that she actually expired shortly after its first performance. [b]Ghost:[/b] ? [b]Ghoul:[/b] ? [b]Skeleton:[/b] ? [b]Wealthy Vampire:[/b] ? [b]Vampiric Kraken:[/b] ? [b]Zombie:[/b] Dnulper magic item. Dnulper This +2 unholy guisarme is said to be the creation of Friar Ingiltere, a mad monk and necromancer of Freeport’s distant past, and named for the villain’s patron, a death slaad of unsurpassed power. The weapon’s shaft is carved from the lightning-struck trunk of a hangman’s tree, and the head is forged from the grave-sword of an ancient chieftain. Any living, corporeal opponent slain by Dnulper rises on the next round as a zombie under the wielder’s control. These creations remain animated until the next sunrise or sunset, and must remain within 50 feet of their controller or revert to inanimate corpses. There is no limit to the number or total HD of zombies that may be created in this manner. Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, animate dead, unholy blight, creator must be evil; Market Price: 84,809 gp; Cost to Create: 42,405 gp + 3,393 XP.[/spoiler] [URL=http://www.eldritchdark.com/articles/criticism/30]General Guidelines for D20 Zothique[/URL][spoiler] [B]Ghorii, Jaghoul:[/B] A ghorii shaman invokes hellish powers to create more ghorii from jackal skeletons wrapped in human skin. This cannot be done in battle, and requires several hours of spell casting. Ghorii must be created in multiples of five, and each one requires a complete jackal skeleton and the entire skin plus some blood, brain & bones from a human. [B]Crawling Members:[/B] Crawling members are animated body parts severed into sections large enough to move and inflict damage. [B]Wraith Desert, Wraith:[/B] The desert wraith is a desiccated corpse, animated through a small portion of the malevolent spirit of the skriaxit that killed it. [B]Ghorii, Jaghoul, Devilish Undead, Gaunt Jackal-Like Form:[/B] ? [B]Crawling Members, Animated Body Parts Severed Into Sections Large Enough to Move and Inflict Damage:[/B] ? [B]Wraith Desert, Desiccated Corpse, Energy Draining Undeadl, Humanoid Form, Form of a Jackal, Shape of a Jackal:[/B] ? [B]Undead, Undead Monster:[/B] ? [B]Animated Dead:[/B] ? [B]Animate Dead:[/B] ? [B]Reanimated Dead, Lich:[/B] ? [B]Vampire-Like Undead:[/B] ? [B]Ghoul:[/B] ? [B]Lich:[/B] ? [B]Wizened Lich:[/B] Thasaidon is known and feared throughout Zothique, even where he is not worshiped. The vampires and lamiae pay him homage, and wizened liches drawn upon his power for continued earthly presence beyond the grave. [B]Vampire, Lamia, Vampiric Lamia, Undead Lamia, Undead Vampire:[/B] ? [B]Vampire, Solitary Former Human That Feasts on Blood:[/B] ? [B]Vampire Spawn, Lamia, Vampire:[/B] ? [B]Wraith:[/B] ? [B]Zombie:[/B] Any humanoid slain by crawling members becomes a zombie in 1d4 rounds. Any humanoid slain by a desert wraiths energy drain attack becomes a zombie within 48 hours, even if raised from the dead, though this can be prevented if the body is washed in holy water.[/spoiler] [URL=https://www.drivethrurpg.com/product/218006/Generals-of-Prime?affiliate_id=17596]Generals of Prime[/URL][spoiler] [B]Undead:[/B] ? [B]Skeleton:[/B] ? [B]Skeletal Bowman:[/B] Raised from peasant corpses. [B]Skeletal Mob:[/B] Raised from peasant corpses. [B]Skeletal Archer:[/B] Raised from soldier’s corpses, carefully selected for their dexterity, and made at a Desecrated altar. [B]Skeletal Archer Augmented:[/B] Soldier corpses raised with the Augmented Summoning feat at a Desecrated altar. [B]Zombie:[/B] ? [B]Zombie Mob:[/B] Raised from peasant corpses. [B]Zombie Glaivier:[/B] Raised from peasant corpses. [B]Zombie Halberdier:[/B] Raised from soldier’s corpses, carefully selected for their strength, and made at a Desecrated altar. [B]Zombie Halberdier Augmented:[/B] Soldier corpses raised with the Augmented Summoning feat at a Desecrated altar.[/spoiler] [URL=http://www.drivethrurpg.com/product/501/Legends—Lairs-Giant-Lore?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=https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596]Hammer & Helm[/URL][spoiler] [b]Defender of Mar-Namor:[/b] The defenders of Mar-Namor are undead bound to the Forge God’s will and granted heightened powers. Long ago, the great city of Mar-Namor faced attack by a powerful illithid army keen to plunder its wealth and enslave its tireless dwarven workers. The bravery of the city’s legions was for naught: The illithids blasted the minds of dwarven warriors sent against them, and soon many of the defenders fought as thralls in the invading army. The automatons and golems of Mar-Namor could not be so overtaken, but they were too few to do much more than delay the illithid host. Desperate, the city’s defenders turned to the arts of necromancy, creating undead dedicated to the Forge God. For a while the ploy worked, and the undead legions marched with impunity against the illithids. Necromancy, however, was not the succor that Mar- Namor needed-the city was betrayed from within by many of the same spellcasters who built the new defenders. As the city fell, the traitors fled, taking the secrets of creating the new undead with them, and some can still be found in remote locations. “Defender of Mar-Namor” is a template that can be added to any corporeal undead creature. A defender of Mar-Namor can be created by clerics casting animate dead, create undead, or create greater undead. A cleric must have acquired knowledge of the defender of Mar-Namor template and its application through adventuring (GM’s discretion) before he can use it in conjunction with these spells. The ritual also requires a suit of the appropriate armor, along with the weapon the creature will wield and the other components necessary for the spell. The rituals that bind an undead creature with the trappings of the Forge God are long and impossible to complete without some other means of controlling it. Applying the template to existing undead requires that it first be controlled by a turn attempt, then somehow immobilized without being destroyed. Finally, a dwarf cleric (or a character with access to the proper profane knowledge) must expend a turn attempt powerful enough to destroy the undead and sacrifice XP equal to 20 times the undead’s Hit Dice total. [b]Defender of Mar-Namor, Undead Bound to the Forge God's Will And Granted Heightened Powers, Undead Dedicated to the Forge God:[/b] ? [b]Defender of Mar-Namor, Mindless Undead:[/b] ? [b]Defender of Mar-Namor, Especially Powerful Defender Made From Intelligent Undead:[/b] ? [b]Defender of Mar-Namor, Especially Powerful Knight Made From Intelligent Undead:[/b] ? [b]Defender of Mar-Namor, Intelligent Undead:[/b] ? [b]Ghoul Soldier of Mar-Namor:[/b] ? [b]Mummy Defender of Mar-Namor:[/b] ? [b]Undead, Undead Creature, Normal Undead Creature, Normal Undead:[/b] ? [b]Advanced Undead:[/b] Beginning at 2nd level, the spirit stone defiler can enhance undead he creates with the animate dead spell or similar magic by including spirit stone as a power component. Every 20 gp of spirit stone consumed in the casting advances a single created undead by one Hit Die, up to a number of Hit Dice equal to the defiler’s class level. Sheathed in fragments of spirit stone, the advanced undead looks alien and warped. Sometimes such creatures bear the visages of the dwarven souls that formerly blessed the spirit stone, now twisted with pain. [b]Undead Servant:[/b] ? [b]Independent Undead:[/b] ? [b]Corporeal Undead Creature:[/b] ? [b]Undead Foe:[/b] ? [b]Undead Warrior:[/b] ? [b]Ghoul:[/b] If a ghoul soldier of Mar-Namor does not devour a humanoid victim, the corpse rises as a ghoul in 1d4 days. Casting protection from evil on a body before the end of that time averts the transformation. [b]Malicath, Arch-Lich:[/b] ? [b]Shadow:[/b] ? [b]Vampire:[/b] Talisman of the Wild Vampiric magic item. [b]Wight:[/b] ? Talisman of the Wild Each of these talismans grants the user greater transformation ability whenever casting the polymorph self spell, using a druid’s wild shape ability, or employing similar effects. A given talisman of the wild grants the listed template to the assumed form. Each talisman’s effects are listed on page 96. Only one talisman of the wild can be used at a time, and if the template could not normally be added to the assumed form, it has no effect. A talisman requires the Craft Wondrous Item feat to create in addition to the spell listed. Weight: 1 lb. Talisman of the Wild Talisman Template Caster Level Prerequisites Market Price Cost to Create Heavenly Celestial 11th holy word 8,000 gp 4,000 gp + 320 XP Infernal Fiendish 11th blasphemy 8,000 gp 4,000 gp + 320 XP Ironbound Iron-souled 13th iron body 2,000 gp 1,000 gp + 80 XP Taloned Half-dragon 11th fly 18,000 gp 9,000 gp + 720 XP Vampiric Vampire 13th enervation 8,000 gp 4,000 gp + 320 XP[/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=https://www.drivethrurpg.com/product/222339/Heroes-of-Prime?affiliate_id=17596]Heroes of Prime[/URL][spoiler] [B]Undead:[/B] ? [B]Lich:[/B] ? [B]Shadow:[/B] Most monsters are created by tael: for instance, a CR 3 Shadow requires 4,096 tael (equal to 256 ordinary people) to spawn another Shadow.[/spoiler] [URL=http://www.drivethrurpg.com/product/28059/Into-the-Green-A-Guide-for-Forests-Jungles-Woods-and-Plains?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 of some 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=https://www.drivethrurpg.com/product/12490/Islands-of-Gold-The-Midnight-Archipelago-Swashbuckling-Adventures?affiliate_id=17596]Islands of Gold: The Midnight Archipelago (Swashbuckling Adventures)[/URL][spoiler] [b]Husk:[/b] Husks are the animated skin of Baron Sange's victims: devoid of form and animated by his malice. [b]Zombie:[/b] Zombies are the reanimated corpses of the islanders and missionaries. The baron can summon zombies from any readily available corpses. In a densely populated area, such as a graveyard, battleground, plague grounds, or prison, the baron can raise two undead every round. Otherwise the Baron can only raise dead as available. [b]Husk, Animated Skin:[/b] ? [b]Zombie, Reanimated Corpse:[/b] ? [b]Undead:[/b] [Baron Sange] made his way out of one of the mines one day with the tattered skin of nearly a dozen islanders sewn to his flesh, then took his vengeance on Sange Tarans. First, he summoned the bodies of the dead to fight for him. Then he set them lose against the natives. with every Taran that fell another undead stood to join the ranks of his minions. [b]Undead Follower:[/b] ? [b]Negatively Charged Creature:[/b] ?[/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/217953/Lords-of-Prime?affiliate_id=17596]Lords of Prime[/URL][spoiler] [b]Undead:[/b] Good societies ban the creation or use of Undead. Not only is trapping a soul in a rotting corpse an act of torture, it is also a use of magic that only strengthens the Dark.[/spoiler] [URL=https://www.drivethrurpg.com/product/20126/Lords-of-the-Peaks-the-Essential-Guide-to-Giants?affiliate_id=17596]Lords of the Peaks: the Essential Guide to Giants[/URL][spoiler] [b]Cloud Giant Ghost:[/b] This ghost haunts an abandoned castle on a cloud island that drifts aimlessly through the sky. The inhabitants — cruel cloud giant raiders — were slain by brave heroes, but one of the cloud giants swore vengeance and returned to haunt the ruins. [b]Cloud Giant Ghost, Ethereal Creature:[/b] ? [b]Undead, Undead Creature:[/b] ? [b]Giant Ghost:[/b] Giants can become ghosts like other corporeal creatures do. [b]Giant Lich:[/b] Although the lich template is normally only applied to humanoid creatures (which exclude giants), GMs can use it to create giant liches, if they so desire. [b]Giant Lich, Very Powerful Creature:[/b] ? [b]Cloud Giant Lich:[/b] ? [b]Giant Skeleton:[/b] Animate dead: Animating giant-sized skeletons or zombies usually requires a higher level caster. [b]Giant Skeleton, Giant-Sized Skeleton:[/b] ? [b]Giant Zombie:[/b] Animate dead: Animating giant-sized skeletons or zombies usually requires a higher level caster. [b]Giant Zombie, Giant-Sized Zombie:[/b] ? [b]Hill Giant Zombie:[/b] There are a few hill giants in Canceri along the western edge of Nier's Spine, and progressively southward from the Komaal Hills to the southwestern shores of the Sea of Canceri. These giants occasionally attack caravans headed from Nishanpur to Hunder; some are ensnared and charmed by magic or promises of gold, or worse, reanimated as monstrous zombie guardians. [b]Hill Giant Zombie, Monstrous Zombie Guardian:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/en/product/2856/maelstrom-campaign-setting-pantheon?affiliate_id=17596]Maelstrom Campaign Setting: Pantheon[/URL][spoiler] [b]Undead:[/b] ?[/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] [URL=https://www.drivethrurpg.com/product/218456/Merchants-of-Prime?affiliate_id=17596]Merchants of Prime[/URL][spoiler] [b]Undead:[/b] ? [b]Lich:[/b] ? [b]Vampire:[/b] ? [b]Zombie:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/3278/Mithril-City-of-the-Golem?affiliate_id=17596]Mithril: City of the Golem[/URL][spoiler] [b]Undead:[/b] ? [b]Undead Minion:[/b] ? [b]Mysterious Black-Clad Figure, Cloaked Figure, Restless Spirit:[/b] ? [b]Mysterious Black-Clad Figure, Cloaked Figure, Ghost:[/b] ? [b]Nightshade:[/b] ? [b]Scythe Wielding Phantasm, Spectre:[/b] ? [b]Spirit:[/b] ? [b]Spirit of an Old Actor, Restless Spirit:[/b] ? [b]Spirit of a Dead Guardsman:[/b] Some months ago a growth of blood barnacles on the Windward wall afflicted a patrol of city guard and a paladin taking shelter in one of the wall’s chambers while they waited out a sudden stom. In the morning after both the storm and barnacle-induced rage had subsided, only the paladin Kirdin Josekil (hum male pal 3, CG) had survived the homicidal mania and ensuing carnage within the refuge. The dead guards were buried, and the barnacles promptly cleared from the wall. Yet, some of Josekil’s fellow knights fear he has not fully recovered from the incident. Stories suggesting that the spirits of the dead guardsmen now haunt the Windward Wall where Josekil still patrols only heighten those concerns. [b]Dar'Gartal, Dark Elven Sorcerer Vampire:[/b] ? [b]Inn-Wight:[/b] ? [b]Wight:[/b] Outside of the Nighthounds, few know about the houndmistress’ secret wraithblade, with which she turns her foes into wights under her control. [b]Wraith:[/b] ?[/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:[/b] [b]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=https://www.drivethrurpg.com/product/222338/Nobles-of-Prime?affiliate_id=17596]Nobles of Prime[/URL][spoiler] [b]Undead:[/b] The Necromancer is almost not even human, specializing entirely in death and cold. At 6th rank they may have commanded some undead into their service; at 8th or above they create their own. [b]Undead Guard:[/b] ? [b]Zombie:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/222980/Nyambe-African-Adventures-OGL-3E-digital?affiliate_id=17596]Nyambe: African Adventures[/URL][spoiler] [b]Ndalawo, Shadow Leopard:[/b] Also known as a shadow leopard, the ndalawo (n-DAH-lahwoh) is a leopard that has been transformed into an undead shadow. Any humanoid reduced to a Strength score of 0 by a shadow leopard becomes a shadow under control of its killer within 1d4 rounds. A leopard reduced to 0 Strength by a shadow leopard becomes a new shadow leopard within 1d6 rounds. In both cases, the creature doesn’t retain any of its previous characteristics, such as those based on race, class, or creature type, but rather uses the standard SRD stats for shadows it its a humanoid or the ndalawo stats given here if a leopard. [b]Rom:[/b] The rom are a race of ghostly stone giants. Long ago they were enemies of the dwarven utuchekulu, but during the great earthquake that brought the utuchekulu to the surface, the rom all perished in a massive cave-in. [b]Terkow, Nyambian Vampire, Skinwalker, Skinchanger, Skinshifter:[/b] Terkow” is a template that can be added to any humanoid creature. Any creature reduced to a Constitution score of 0 or less by the terkow’s blood draining attack and then skinned by the creature will return as a true zombi if it had 4 or fewer HD, and a terkow if it had 5 or more HD. Any creature reduced to a Constitution of 0 or less by the [sample] terkow’s blood draining attack and then skinned by the creature will return as a true zombi if it had 4 or fewer HD, and a terkow if it had 5 or more HD. [b]True Zombi:[/b] A true zombi can only be created by a Zombi cultist or though the use of magical zombi powder. “True Zombi” is a template that can be added to any humanoid. Any creature reduced to a Constitution score of 0 or less by the terkow’s blood draining attack and then skinned by the creature will return as a true zombi if it had 4 or fewer HD, and a terkow if it had 5 or more HD. Any creature reduced to a Constitution of 0 or less by the [sample] terkow’s blood draining attack and then skinned by the creature will return as a true zombi if it had 4 or fewer HD, and a terkow if it had 5 or more HD. Create Zombie Zombi Cultist power. Zombi Powder Greater magic item. Zombi Powder Lesser magic item. Zombi Skin artifact. [b]Ndalawo, Undead Shadow Leopard, Undead Shadow:[/b] ? [b]Terkow Human Mchawi Wizard 7:[/b] ? [b]True Zombi Human Gamba Fighter 5:[/b] ? [b]Rom, Undead Giant, Transparent Stone Giant, Foul Undead:[/b] ? [b]Terkow, Skinless Monstrosity, Skinless Human, Skinless Creature:[/b] ? [b]The Devil of T'ombo, Terkow:[/b] ? [b]Ancestor Orisha, Ancestor Spirit, Ghost of the Departed, Spirit of a Dead Ancestor, Benevolent Incorporeal Undead:[/b] ? [b]Undead, Undead Monster, Undead Creature:[/b] Undead have been spontaneously rising from their graves on Marak’pInga and attacking the desert-dwelling Marak’ka. 1. A powerful necromancer is performing experiments in a secret underground lab far below the Marak’pInga, and the undead are a mere side effect. 2. The isle of Marak’pInga happens to be located at a weak point in the fabric of the Material Plane. Portals have spontaneously opened to the Spirit World, causing the dead to rise up as hideous monsters. These portals must be closed soon or the effect will only spread. Creatures of the darkest evil can sense the effect, and are being attracted to the area like flies to a corpse. 3. A large group of Zombi cultists is behind the animations. They hope to drive the desert-dwelling Marak’ka from the Gudu Ji Pingu Desert and use it as a stronghold in the reestablished Zombi Empire. [b]Undead Servant:[/b] ? [b]Undead Minion:[/b] ? [b]Gnomish Undead Kitunusi:[/b] ? [b]Hideous Monster:[/b] The isle of Marak’pInga happens to be located at a weak point in the fabric of the Material Plane. Portals have spontaneously opened to the Spirit World, causing the dead to rise up as hideous monsters. [b]Allip, Mortal Who Has Committed Suicide and Been Denied Their Place in the Afterlife:[/b] These creatures are mortals who have committed suicide and been denied a place in the afterlife. [b]Bodak, Mortal Corrupted After Visiting the Lower Coils of Da:[/b] Bodak are mortals corrupted after visiting the lower coils of Da. [b]Devourer:[/b] During the great earthquake which destroyed the underground home of the rom, some of the giants attempted to escape to the Shadow World using magic. The spell malfunctioned, and the giants became life-devouring corporeal undead native to the Shadow World. [b]Devourer, Life-Devouring Corporeal Undead Native to the Shadow World:[/b] ? [b]Ghost:[/b] ? [b]Vengeful Ghost:[/b] The utuchekulu believe when a warrior falls in battle, his vengeful ghost will return to haunt his comrades for failing him. Eating the remains of fallen companions can prevent this terrible fate. [b]Amazonia, Ghost, Spirit:[/b] ? [b]Ghoul:[/b] Ghouls sometimes spontaneously arise from the corpses of cannibals. [b]Ghoul Ghast:[/b] ? [b]Aquatic Ghoul:[/b] ? [b]Nyambian Ghoul:[/b] Ghouls sometimes spontaneously arise from the corpses of cannibals. As such, most Nyamban ghouls are dwarven utuchekulu. [b]Lich:[/b] ? [b]Zulo, Immortal Lich:[/b] The political situation remained relatively stable in Nyambe-tanda for centuries thereafter until Zulo (ZOO-loh), an adept of the Zamara people, made contact with the forbidden fiendish orisha. He spoke directly with Zombi, lord of serpents and the undead. Zombi promised Zulo great power and eternal life in exchange for spreading his worship amongst the races of Nyambe. Amazingly, Zulo found many converts willing to trade their souls for wizardly powers or eternal life as an undead monster. Within a few decades, Zulo, now an immortal lich, ruled the entire northeastern portion of the continent. [b]Nyambian Lich:[/b] ? [b]Mohrg, Undead Mass Murderer:[/b] ? [b]Mummy, Undead Mummy:[/b] For some reason, the dead ancestors of the Marak’ka have been returning from the grave as undead mummies. [b]Dangerous Mummy, Foul Undead:[/b] ? [b]Nightshade:[/b] ? [b]Nightshade Nighcrawler:[/b] ? [b]Nightshade Nightwalker:[/b] ? [b]Nightshade Nightwing:[/b] ? [b]Shadow, Undead Shadow:[/b] Any creature killed by the ndalawo becomes an undead shadow. Any humanoid reduced to a Strength score of 0 by a shadow leopard becomes a shadow under control of its killer within 1d4 rounds. A leopard reduced to 0 Strength by a shadow leopard becomes a new shadow leopard within 1d6 rounds. In both cases, the creature doesn’t retain any of its previous characteristics, such as those based on race, class, or creature type, but rather uses the standard SRD stats for shadows it its a humanoid or the ndalawo stats given here if a leopard. These creatures are rarely encountered except as the spawn of a ndalawo shadow leopard. [b]Skeleton:[/b] ? [b]Skeleton Small:[/b] ? [b]Skeleton Medium, Skeleton Medium-Size:[/b] ? [b]Skeleton Large:[/b] ? [b]Skeleton Huge:[/b] ? [b]Skeleton Colossal:[/b] ? [b]Skeleton Gargantuan:[/b] ? [b]Spectre, Evil Spirit:[/b] ? [b]Vampire:[/b] ? [b]The Devil of T'ombo, Some Sort of Vampire:[/b] ? [b]Wight, Dandu, Poor People:[/b] ? [b]Wraith, Evil Spirit:[/b] ? [b]Zombie, Common Zombie, Normal Zombie:[/b] ? [b]Zombie, Animated Dead:[/b] ? [b]Zombie Small:[/b] ? [b]Zombie Medium:[/b] ? [b]Zombie Large:[/b] ? [b]Zombie Huge:[/b] ? [b]Zombie Colossal:[/b] ? [b]Zombie Gargantuan:[/b] ? [b]Bloated Sea Zombie:[/b] ? [b]Evil Spirit:[/b] ? Create Zombi: When casting animate dead, the Zombi cultist can choose to create true zombis instead of normal zombies; see the true zombi template in Chapter Thirteen for more information. The Zombi cultist can also cast animate dead spontaneously, trading any prepared spell or spell slot of equivalent level or higher for it. Zombi Powder, Greater This horrific substance is used by Zombi cultists to simultaneously slay their enemies and re-animate them as true zombis. Unlike most potions, greater zombi powder is not consumed by the user, but is released into the air for others to breathe. Greater zombi powder creates a 5-foot-radius cloud either directly in front of the user (if blown at a target), or at the point of impact (if thrown). Using greater zombi powder is dangerous and requires a Concentration check (DC 5) to avoid inhaling it. Any living being who breathes greater zombi powder must make a Fortitude save vs. DC 20 or immediately die. Even on a successful save, a target still takes 3d6+10 points of damage. Any humanoid killed by greater zombi powder will rise up as a true zombi at the following sunset; see the monster template in Chapter Thirteen. Reanimation can be prevented by using fire, salt, acid, or holy water on the body, or by dismembering the corpse with a holy or blessed weapon. Caster Level: 9th; Prerequisites: Brew Potion, animate dead, slay living, creator must have 1 rank in Natural Medicine skill and be at least 5th level; Market Price: 3,088 gp Zombi Powder, Lesser Lesser zombi powder is similar to greater zombi powder, except that it has no power to slay. Unlike most potions, lesser zombi powder is not consumed by the user, but is instead sprinkled upon the corpse of a dead humanoid. The corpse will immediately re-animate into a true zombi; see the monster template in Chapter Thirteen. Reanimation will not occur if the body has been treated or damaged by fire, salt, acid, or holy water, or dismembered with a holy or blessed weapon. Caster Level: 5th; Prerequisites: Brew Potion, animate dead, creator must have 1 rank in Natural Medicine skill and be at least 5th level; Market Price: 800 gp Skin of Zombi According to rumor, this disturbing artifact is the shed skin of Zombi, the orisha of snakes and the undead. It is said that the Skin was a reward granted to Zulo, the first high priest of Zombi, in exchange for establishing his cult amongst non-orcs. It was supposedly destroyed with Zulo, but either it or other minor items like it have resurfaced every few hundred years since. The Skin weights 5 pounds and is in the shape of a humanoid, but is composed entirely of shed snakeskin. Anyone who touches the Skin to his face discovers that it instantly animates and adheres to his own skin, crawling underneath clothing and even armor to do so. The Skin grants its wear terrible necromantic and reptilian prowess, but slowly devours any foolish enough to use it. Anyone who wears the Skin of Zombi gains all the benefits of being an undead creature: he becomes immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease; not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage; immune to anything requiring a Fortitude save unless it affects objects; and can make Concentration checks using Charisma modifier. The wearer suffers from none of the usual disadvantages of being undead and cannot be Turned, harmed by positive energy, or affected by spells or powers that affect the undead. In addition, the Skin allows its wearer to make a poisonous bite attack. This attack is considered an armed attack that inflicts 1d8 points of damage, and is subject to the natural weapon rules for monsters. The poison requires a primary Fortitude save vs. a DC of 20 to avoid 2d6 points of temporary Constitution score damage, and a secondary Fort save after one minute to avoid 3d6 points of temporary Constitution damage. Finally, the Skin of Zombi slowly transforms its wearer into an undead creature. Each day that the skin is worn, the wearer must make a Fortitude save against a DC of 15 or gain 1 negative level. This process continues until the wearer dies, at which time she rises up as a true zombi (see Chapter Thirteen) in service to the fiendish orisha himself, and the skin sloughs off, ready for another user. The skin cannot otherwise be removed by any means short of a wish or miracle spell. According to legend, the Skin of Zombi can be eaten and digested by a lau of maximum HD; see Chapter Thirteen. Only one such creature, referred to as the “king of the lau” is known to exist.[/spoiler] [URL=https://www.drivethrurpg.com/product/336405/Oathbound-Complete--d20?affiliate_id=17596]Oathbound Domains of the Forge[/URL][spoiler] [b]Lector:[/b] It is not entirely known how a lector forms, though it is believed that a lector is created when an ordinary skeletal undead creature comes into contact with a powerful evil object. When such an event occurs, the skeleton is endowed with a powerful intelligence and a desire to seek out and find other such items and absorb them into themselves. The items that the lector acquires bestow it with intense power, making it a dangerous and frightening opponent. [b]Lector, Intelligent Undead Creature, Dangerous Frightening Opponent, Skeletal Abomination:[/b] ? [b]Undead, Undead Creature, The Dead:[/b] For example, a sword caused all slain by it to rise again as an undead under the control of the Warlock that created the sword. [T]hose that fail during the process are later animated as undead sentries, and live on in undeath to further guard Zul’s holdings. [b]Intelligent Undead Creature That Cannot Bear the Light of Day:[/b] ? [b]Mindless Undead, Mindless Undead Creature:[/b] ? [b]Mindless Undead Horror:[/b] ? [b]Hideous Undead Abomination:[/b] ? [b]Abomination:[/b] Most believe Nemamiah created these hordes to shield his Warlocks from outside intrusions, forming a standing army that never tires and is always vigilant. [b]Lord Urdur, Ghost Cleric 10, Pale Partially Transparent Figure, Pale Figure:[/b] ? [b]Ghost, Spirit:[/b] ? [b]Ghost of a Servant:[/b] ? [b]Lich, Half-Living Creature:[/b] ? [b]Shadow:[/b] Most believe Nemamiah created these hordes to shield his Warlocks from outside intrusions, forming a standing army that never tires and is always vigilant. [b]Shadow, Mindless Undead, Abomination:[/b] ? [b]Skeleton, Ordinary Skeletal Undead Creature:[/b] Most believe Nemamiah created these hordes to shield his Warlocks from outside intrusions, forming a standing army that never tires and is always vigilant. [b]Skeleton, Mindless Undead, Abomination:[/b] ? [b]Skeleton, Skeleton Archer:[/b] ? [b]Skeleton Medium:[/b] ? [b]Skeleton Small Halfling, Skeletal Halfling:[/b] ? [b]Specter, Ravenous Specter:[/b] ? [b]Vampire, Intelligent Undead Creature That Cannot Bear the Light of Day:[/b] ? [b]Drask, Vampiric Parietophage:[/b] ? [b]Saturnia, Vampire Queen of Stygia, Vampire:[/b] ? [b]Toshengrave, Vampire, Necromantic Vampire Wizard, Necromantic Lord, Evil Creature:[/b] ? [b]Master Vampire:[/b] Rumors abound that a handful of vampires escaped Megaera’s vengeance those many years ago and have been quietly plotting revenge ever since. Freed of servitude by their master’s death, some have become master vampires of their own and are thought to be living deep below Hammerfall. [b]Wight:[/b] Most believe Nemamiah created these hordes to shield his Warlocks from outside intrusions, forming a standing army that never tires and is always vigilant. [b]Wight, Mindless Undead, Abomination:[/b] ? [b]Zombie:[/b] Most believe Nemamiah created these hordes to shield his Warlocks from outside intrusions, forming a standing army that never tires and is always vigilant. [b]Zombie, Mindless Undead, Abomination:[/b] ? [b]Bone Sovereign:[/b] Most believe Nemamiah created these hordes to shield his Warlocks from outside intrusions, forming a standing army that never tires and is always vigilant. [b]Bone Sovereign, Mindless Undead, Abomination:[/b] ? [b]Bone Sovereign 8 HD:[/b] ? [b]Bone Sovereign 20 HD:[/b] ? [b]Bone Sovereign 36 HD:[/b] ? [b]Nasty-Cloud-God, Fiendish Caller in Darkness, Great Psionic Storm of Undeath, Nasty Cloud God, Undead Manifestation, Evil Red Cloud That Possesses a Myriad of Screaming Demonic Faces Within its Form:[/b] Deep beneath Urdur’s ruined castle, in the ruins of Fort Glory, the cerebrillith and most of the demons were slain, leaving behind a Caller in the Darkness, a great psionic storm of undeath. In reality, the god is nothing more than an undead manifestation of the many tanar’ri that were suddenly smashed to bits during the cataclysmic sinking of this area. However, the Caller in Darkness that was formed by the death of the cerebrillith and many other demons is definitely real, and attacks anyone it detects entering the room other than the Queen.[/spoiler] [URL=http://www.drivethrurpg.com/product/145749/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/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596]Plot & Poison[/URL][spoiler] [B]Undead, Undead Creature:[/B] ? [B]Nonliving Creature:[/B] ? [B]Undead Item:[/B] These follow the verminous item creation rules but use undead. [B]Ghoul, Undead That Feasts on Flesh, Undead Wife:[/B] ? [B]Evil Lich:[/B] ? [B]Shadow:[/B] ? [B]Wraith:[/B] Her Fury magic item. [B]Drow:[/B] ? Her Fury Her Fury is a +2 keen unholy vorpal kukri and a relic of great importance to the worshipers of Black Widow. Rusted, pitted, and sticky with old blood, its appearance belies its deadly nature, but the faithful of Black Widow immediately recognize the weapon’s similarity to their goddess’s famous weapon. The wielder of Her Fury can use it to cast finger of death (100-foot range, DC 17) once per day, and when used to hinder the plans of the Spider Queen’s clerics, Her Fury allows the wielder to cast create undead (wraiths only) on any creature it kills. The wraith is not commanded by the weapon nor its wielder (unless a successful turning check is made), but it cannot attack Her Fury’s wielder so long as the weapon is held in hand. Her Fury has an Intelligence of 11, a Wisdom of 14, and a Charisma of 12. It has an Ego of 19 and communicates through semiempathy. Caster Level: 20th; Prerequisites: Craft Magic Arms and Armor, create undead, finger of death; Market Price: 210,000 gp; Cost to Create: 105,000 gp + 8,400 XP; Weight: 3 lb.[/spoiler] [URL=https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596]Pocket Grimoire Arcane[/URL][spoiler] [b]Crypt Lurker:[/b] [i]Neroth's Embrace[/i] spell. [b]Shadow Raven:[/b] Shadow ravens are undead birds created to serve as familiars and pets. Most are gifts from evil gods or manufactured by necromancers by some unknown ritual. [b]Shadow Raven, Undead Bird, Shadowy Bird:[/b] ? [b]Shadow Raven, Familiar:[/b] ? [b]Shadow Raven, Pet:[/b] ? [b]Shadow Raven, Gift:[/b] ? [b]Undead, Undead Creature, Living Dead:[/b] [i]Soul Suck[/i] spell. [b]Skeletal Undead:[/b] ? [b]Incorporeal Undead:[/b] ? [b]Mindless Undead Creature:[/b] ? [b]Intelligent Undead:[/b] ? [b]Nonintelligent Undead:[/b] ? [b]Sentient Undead Creature:[/b] ? [b]Undead Ghast:[/b] ? [b]Undead Ghoul:[/b] ? [b]Undead Mummy:[/b] ? [b]Shadow:[/b] [i]Sucking Touch[/i] spell. [i]Weapon of Shade[/i] spell. [b]Shadow-Based Creature:[/b] ? [b]Shadow, Shadow Creature:[/b] ? [b]Skeleton, Undead Skeleton:[/b] [i]Animate Dead[/i] spell. [i]Mark of Thralldom[/i] spell. [b]Skeleton, Nonintelligent Undead:[/b] ? [b]Vampire:[/b] ? [b]Zombie, Undead Zombie, Walking Dead, True Zombie:[/b] [i]Animate Dead[/i] spell. [i]Dead Alive[/i] spell. [i]Mists of Undeath[/i] spell. [b]Shambling Decomposing Zombie:[/b] [i]Dead Alive[/i] spell. [b]Zombie, Nonintelligent Undead:[/b] ? [b]Animated Dead:[/b] [i]Animate Dead[/i] spell. [b]Walking Dead:[/b] ? Animate Dead Necromancy [Evil] Level: Adp 3, 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 (so purple worm skeletons are not allowed). 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 (so gelatinous cube zombies are not allowed). The statistics for a zombie depend on its size, not on what abilities the creature may have had while alive. Material Component: The character must place a black onyx gem worth at least 50 gp into the mouth or eye socket of each corpse. The magic of the spell turns these gems into worthless, burned-out shells. Dead Alive Necromancy Level: Sor/Wiz 4 Components: V, S, M Casting Time: 1 action Range: Personal Target: The character Duration: 1 minute/level Saving Throw: None Spell Resistance: No This necromantic incantation locks the caster’s soul in a “haven” of negative energy and turns the caster’s body into a shambling, decomposing zombie. During this time, the caster gains the benefits and drawbacks of being one of the walking dead. The caster becomes immune to poison, sleep, paralysis, stunning and disease. She is no longer subject to critical hits, subdual damage, ability damage, energy drain or death from massive damage. The caster’s Dexterity suffers a -4 penalty for the duration of this spell, and she suffers a -4 situational penalty to Charisma whenever she must make any sort of social skill check. Also, because of the concentration of negative energy within her, the caster is vulnerable to being turned or rebuked as an undead of the caster’s level. Cure spells damage the caster, while inflict spells heal the caster. When the spell ends, the caster must make a Fortitude save (DC15). If the caster fails, she is stunned for one round, and she takes 5d4 damage as the negative energy ravages her body as it is forced out. If this damage kills her, the caster rises the next night as a true zombie unless she is blessed by a priest. Material Component: One handful of zombie flesh. Mark of Thralldom Necromancy Level: Clr 3, Sor/Wiz 5 Components: V, S, M Casting Time: One action Range: Touch Target: One living creature Duration: Permanent Saving Throw: None Spell Resistance: Yes By casting this spell on a living creature, the caster ensures that when the creature dies it will animate as an undead within 1d3 rounds. The creature will become either a zombie or a skeleton, depending on how intact its body is immediately after death. At the time of the casting, the caster may issue one simple command that the subject will obey when it returns as one of the living dead, such as “Seek me out” or “Kill the elf in the red tunic.” Material Component: A red dye, worth 10 gp, that is smeared on the subject. Once the dye makes contact with the skin, it leaves a stain and cannot be removed with dispel magic or a similar spell. Mists of Undeath Necromancy Level: Sor/Wiz 8 Components: V, S, M Casting Time: 1 action Range: Medium (100 ft.+10 ft./level) Effect: A cloud with radius of 25 ft.+5 ft./2 levels, up to 20 ft. high Duration: See text Saving Throw: See text Spell Resistance: Yes When the spell is cast, black mists that smell of rot and decay billow forth from a point specified by the caster. The mists kill any living creature with 3 or fewer HD (no save) and cause creatures with 4 to 6 HD to make Fortitude saves or die. Living creatures above 6 HD and creatures who make their saving throws take 1d10 points of damage each round while they breathe the mists. The mists move away from the caster at 10 feet per round, rolling along the surface of the ground. The mists are not heavier than air, so creatures in sinkholes or below ground may not be affected. The bodies of any creatures slain by the spell are turned into zombies that remain under the caster’s control indefinitely. The caster may control a maximum of 2 HD of undead created by this spell per caster level, leaving the remainder uncontrolled. The statistics of the zombies are dependent on the size of the creature when it was alive. The mists last for 1 minute per caster level. The zombies created by the spell are permanent until slain. Material Component: The last breath of a murderer. Neroth's Embrace Necromancy [Death, Evil] Level: Clr 4, Sor/Wiz 5 Components: V, S, M Casting Time: One round Range: Touch Targets: One living creature Duration: Instant Saving Throw: Fortitude partial Spell Resistance: Yes If you make a successful touch attack upon a living creature, you drain some of the vitality from the target, causing 1d4 points of temporary strength damage. Additionally, the target must make a Fortitude save or an appendage (randomly determined) shrivels to a desiccated version of its former self. All actions requiring the use of the appendage are at –6; if a leg is shriveled, the target can no longer stand up. A creature reduced to 0 strength dies and must make a Will save or return as a crypt lurker in 1d3 days. Soul Suck Necromancy [Evil] Level: Sor/Wiz 7 Components: V, S, M Casting Time: 1 action Range: Close (25 ft.+5 ft./2 levels) Target: One living creature Duration: Instantaneous Saving Throw: Fortitude partially negates Spell Resistance: Yes Upon casting, the conjured spirits pass through the victim, causing a total of 3d6+3 temporary Constitution damage. A successful Fortitude saving throw reduces this effect to 1d6+1 points of ability damage. If the victim is drained below zero, her soul is ripped from her body and dragged into the lower planes as the other spirits return from whence they came. Victims slain in this fashion cannot be restored to life with raise dead, although reincarnation or resurrection will work. Unless they are buried in hallowed ground, victims of soul suck are likely to return as undead (GM’s discretion). Arcane Material Component: A pinch of bone dust. Sucking Touch Necromancy [Evil] Level: Clr 3, Shadow 3, Sor/Wiz 3 Components: S Casting Time: 1 action Range: Touch Target: One creature Duration: 1 minute/level Saving Throw: Fortitude halves Spell Resistance: Yes This spell gives the caster a Strength-draining touch similar to a shadow’s (see MM). If the caster makes a successful touch attack, the subject suffers a 1d6 +1 per two caster levels (maximum +6) temporary Strength ability drain. A successful Fortitude save halves the ability damage. If the subject’s Strength is reduced to 0 or less, he dies and is transformed 1d4+1 rounds later into a shadow permanently under the control of the caster. A caster may control up to 2HD of shadow creatures per caster level at any one time. If the caster also controls animated dead (per animate dead spell), the total HD of undead plus shadow creatures cannot exceed the 2HD per level maximum. Weapon of Shade Illusion (Shadow) Level: Sor/Wiz 5 Component: S Casting Time: 1 action Range: Touch Target: Shadows touched Duration: 1 minute/level Saving Throw: None Spell Resistance: No This spell allows the caster to reach into any nearby shadows and draw out shadowstuff, with which she forms a weapon. The weapon may appear to be a sword, mace or whatever weapon the caster wishes (usually one with which the intended wielder of the weapon is proficient)—but regardless of its appearance, all weapons created by this spell cause 1d6 damage and critical based on the type of weapon fashioned. A weapon of shade has a +2 attack bonus, and it is considered a +2 magical weapon. However, the damage bonus for the weapon begins at +0. This changes quickly through combat, though, since the target of the attack loses one temporary point of Strength every time the wielder of a weapon of shade lands a blow. This Strength is transferred to the weapon itself, so that it delivers an additional point of damage on a subsequent hit. So, for example, the first time a weapon of shade hits successfully, its base damage is 1d6. But its damage for its subsequent hit is increased to 1d6+1. When that blow strikes, the target loses another point of temporary Strength—and the next hit deals 1d6+2 damage. This bonus to damage increases every time the wielder lands a blow, although it may never increase to more than one half the caster’s level. Regardless of the bonus to damage, the attack bonus is always +2. A subject who survives the hit point damage of a weapon of shade but dies when his Strength is reduced to zero is transformed into a shadow in ld4+l rounds and is permanently under the control of the weapon of shade’s creator. A caster may control up to 2HD of shadow creatures per caster level at any one time. If the caster also controls animated dead (per animate dead spell), the total HD of undead plus shadow creatures cannot exceed the 2HD per level maximum. If a caster is able to cast this spell multiple times, she may have multiple weapons of shade in existence simultaneously. However, once the caster hands the weapon to another, only that creature may wield it. Any attempts to set it down or hand it to another will result in the weapon’s turning back into shadow.[/spoiler] [URL=https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596]Pocket Grimoire Divine[/URL][spoiler] [b]Crypt Lurker:[/b] [i]Neroth's Embrace[/i] spell. [b]Shadow Raven:[/b] Shadow ravens are undead birds created to serve as familiars and pets. Most are gifts from evil gods or manufactured by necromancers by some unknown ritual. [b]Shadow Raven, Undead Bird, Shadowy Bird:[/b] ? [b]Shadow Raven, Familiar:[/b] ? [b]Shadow Raven, Pet:[/b] ? [b]Shadow Raven, Gift:[/b] ? [b]Undead, Undead Creature:[/b] ? [b]Skeletal Undead:[/b] ? [b]Incorporeal Undead:[/b] ? [b]Corporeal Undead:[/b] ? [b]More Powerful Intelligent Undead:[/b] ? [b]More Powerful Sort of Undead:[/b] ? [b]Less Powerful Undead:[/b] ? [b]Nonintelligent Undead:[/b] ? [b]Intelligent Undead, Intelligent Undead Creature:[/b] ? [b]Corporeal Undead, Creature Made of Flesh and Bone:[/b] ? [b]Undead Creature Who Uses Negative Energy:[/b] ? [b]Attacking Undead Creature:[/b] ? [b]Undead Creature Specifically Affected By Sunlight:[/b] ? [b]Ghast:[/b] [i]Create Undead[/i] spell, caster level 14th to 15th. [b]Ghast, More Powerful Sort of Undead:[/b] ? [b]Ghost:[/b] [i]Create Greater Undead[/i] spell, caster level 20. [b]Ghost, More Powerful Intelligent Sort of Undead:[/b] ? [b]Ghoul:[/b] [i]Create Undead[/i] spell, caster level 11th or lower. [b]Ghoul, More Powerful Sort of Undead:[/b] ? [b]Mummy:[/b] [i]Create Greater Undead[/i] spell, caster level 15 or lower. [b]Mummy, More Powerful Intelligent Sort of Undead:[/b] ? [b]Shadow:[/b] [i]Create Undead[/i] spell, caster level 16th to 17th. [i]Quicken Shadow[/i] spell. [i]Sucking Touch[/i] spell. [b]Shadow, More Powerful Sort of Undead, Shadow Creature, Shadow-Based Creature:[/b] ? [b]Skeleton, Undead Skeleton:[/b] [i]Animate Dead[/i] spell. [i]Mark of Thralldom[/i] spell. [b]Spectre:[/b] [i]Create Greater Undead[/i] spell, caster level 16th to 17th. [b]Spectre, More Powerful Intelligent Sort of Undead:[/b] ? [b]Vampire:[/b] [i]Create Greater Undead[/i] spell, caster level 18th to 19th. [b]Vampire, More Powerful Intelligent Sort of Undead, Undead Creature Particularly Vulnerable to Sunlight:[/b] ? [b]Wight:[/b] [i]Create Undead[/i] spell, caster level 18th to 19th. [b]Wight, More Powerful Sort of Undead:[/b] ? [b]Wraith:[/b] [i]Create Undead[/i] spell, caster level 20th. [b]Wraith, More Powerful Sort of Undead:[/b] ? [b]Zombie, Undead Zombie:[/b] [i]Animate Dead[/i] spell. [i]Mark of Thralldom[/i] spell. [b]Animated Dead:[/b] ? Animate Dead Necromancy [Evil] Level: Adp 3, 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 (so purple worm skeletons are not allowed). 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 (so gelatinous cube zombies are not allowed). The statistics for a zombie depend on its size, not on what abilities the creature may have had while alive. Material Component: The character must place a black onyx gem worth at least 50 gp into the mouth or eye socket of each corpse. The magic of the spell turns these gems into worthless, burned-out shells. Create Greater Undead 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 As create undead, except that this spell allows the character to create more 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. The character may attempt to command the undead as it forms with a turning check. Certain types of undead, such as liches, cannot be created by this spell. Such undead are created in other, very specific ways. Create Undead 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 A much more potent spell than animate dead, this evil spell allows the character to create more powerful sorts 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. For example, at 16th level the character could decide to create a ghoul or shadow instead of a wight. Doing this may be a good idea, because created undead are not automatically under the control of their animator. The character may attempt to command the undead as it forms (see PH for rules on Turning and Rebuking undead). This spell must be cast at night. Material Components: A clay pot filled with grave dirt and another filled with brackish water. The spell must be cast on a dead body, and the GM may assign specific requirements for various types of undead. The caster must place a black onyx gem worth at least 50 gp per HD of the undead to be created into the mouth or eye socket of each corpse. The magic of the spell turns these gems into worthless shells. Mark of Thralldom Necromancy Level: Clr 3, Sor/Wiz 5 Components: V, S, M Casting Time: One action Range: Touch Target: One living creature Duration: Permanent Saving Throw: None Spell Resistance: Yes By casting this spell on a living creature, the caster ensures that when the creature dies it will animate as an undead within 1d3 rounds. The creature will become either a zombie or a skeleton, depending on how intact its body is immediately after death. At the time of the casting, the caster may issue one simple command that the subject will obey when it returns as one of the living dead, such as “Seek me out” or “Kill the elf in the red tunic.” Material Component: A red dye, worth 10 gp, that is smeared on the subject. Once the dye makes contact with the skin, it leaves a stain and cannot be removed with dispel magic or a similar spell. Neroth's Embrace Necromancy [Death, Evil] Level: Clr 4, Sor/Wiz 5 Components: V, S, M Casting Time: One round Range: Touch Targets: One living creature Duration: Instant Saving Throw: Fortitude partial Spell Resistance: Yes If you make a successful touch attack upon a living creature, you drain some of the vitality from the target, causing 1d4 points of temporary strength damage. Additionally, the target must make a Fortitude save or an appendage (randomly determined) shrivels to a desiccated version of its former self. All actions requiring the use of the appendage are at –6; if a leg is shriveled, the target can no longer stand up. A creature reduced to 0 strength dies and must make a Will save or return as a crypt lurker (see sidebar) in 1d3 days. Quicken Shadow Necromancy [Evil] Level: Clr 5, Death 5, Evil 5, Shadow 5 Component: S Casting Time: 1 action Range: Medium (100 ft.+10 ft./level) Target: One being’s shadow Duration: See text (D) Saving Throw: None Spell Resistance: Yes Through the use of this spell, the caster is able to imbue energy from the Plane of Shadow into the natural shadow cast by any living being. This normal shadow then becomes a shadow (as described in MM) if the targeted shadow is cast by a bipedal being, or becomes a shadow mastiff (also in MM) if the creature is anything other than bipedal. While the shadow is under the control of the caster, its only possible action is to attack the being to whom it is attached (the being from whose shadow it was formed). The shadow created by this spell possesses all the statistics as related in MM, but its hit points are increased by 1 hp/level of the caster (maximum increase 20 hp). The energy that imbues the subject’s shadow fades in any of these three cases: 1) the caster dismisses the spell 2) the shadow is slain or 3) its target is slain. Anyone killed by an imbued shadow becomes a shadow or shadow mastiff permanently under the control of the caster. This transformation is complete in 1d4+1 rounds. A caster may control up to 2 HD of shadow creatures per caster level at any one time, and if the caster also controls animated dead (per animate dead spell), then the total HD of undead plus shadow creatures cannot exceed the 2HD per level maximum. Sucking Touch Necromancy [Evil] Level: Clr 3, Shadow 3, Sor/Wiz 3 Components: S Casting Time: 1 action Range: Touch Target: One creature Duration: 1 minute/level Saving Throw: Fortitude halves Spell Resistance: Yes This spell gives the caster a Strength-draining touch similar to a shadow’s (see MM). If the caster makes a successful touch attack, the subject suffers a 1d6 +1 per two caster levels (maximum +6) temporary Strength ability drain. A successful Fortitude save halves the ability damage. If the subject’s Strength is reduced to 0 or less, he dies and is transformed 1d4+1 rounds later into a shadow permanently under the control of the caster. A caster may control up to 2HD of shadow creatures per caster level at any one time. If the caster also controls animated dead (per animate dead spell), the total HD of undead plus shadow creatures cannot exceed the 2HD per level maximum.[/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] [URL=https://www.drivethrurpg.com/product/224658/Scorpus--The-Stinging-Sea?affiliate_id=17596]Scorpus - The Stinging Sea[/URL][spoiler] [B]Skeleton Warhorse:[/B] ? [B]Skeletal Archer Troop:[/B] ? [B]Skeletal Archer:[/B] ? [B]Zombie Halberdier Troop:[/B] ? [B]Zombie Halberdier:[/B] ? [B]Zombie Giant Stag Beetle:[/B] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596]Secret College of Necromancy[/URL][spoiler] [b]Flayed Man:[/b] Among the rarest of undead creatures, a flayed man is a special form of spell-using undead that can only be created from the body of a dead necromancer. The process for creating a flayed man requires that the body first be skinned, revealing the musculature underneath, and then treated to prevent quick decay. None knew the secrets to raise The Ghoul’s legions, although the secrets of creating the Flayed Men and skin cloaks were discovered by Baltos Corpse-Hand. [b]Ghost Hound:[/b] ? [b]Skin Cloak, Hollow Man:[/b] The process for creating a skin cloak requires that the body first be skinned (the corpse is often used to create a flayed man). The detached skin is tanned, tattooed, and enchanted with various spells (including animate dead and death mask). None knew the secrets to raise The Ghoul’s legions, although the secrets of creating the Flayed Men and skin cloaks were discovered by Baltos Corpse-Hand. [b]Undead War Elephant:[/b] Undead war elephants are enormous undead raised from the bones of a mammoth, mastodon, or elephant killed in battle or sacrificed to the Gods of Death. The thick hide of these elephants is covered with necromantic sigils and brandings, their ivory tusks blackened as if by extreme age. [b]Flayed Man, Rarest of Undead Creatures, Special Form of Spell-Using Undead, Fleshy Undead:[/b] ? [b]Ghost Hound, Dog, Incorporeal Undead:[/b] ? [b]Undead War Elephant, Enormous Undead, Undead Mount, Skeletal Undead:[/b] ? [b]Kuang Shi, Fleshy Undead:[/b] ? [b]Fukuranbou, Fleshy Undead:[/b] ? [b]Undead, Undead Creature:[/b] At 13th level, a necromancer gains the supernatural ability to raise corpses as undead with a single touch. This requires burning a spell slot equal to the HD of the undead created and does not guarantee control over the newly created undead. Upon reaching 20th level, the death knight receives the most prized of rewards—the gift of undeath, granted to him by his his dark patrons. Necromancy would be impossible without the necromancer’s ability to draw energy from the Negative Energy Plane to animate the undead and constructs they create. The first reanimation of dead flesh occurred in a time before memory, in the prehistory when the power of magic was first harnessed. Some scholars believe necromancy was the first school mastered, predating even divination. The first ones—be they elves, humans, or some older, long-lost race—gathered around their fires and in the darkness. There were some who sought out spells of beauty and wonder, and then there were others who sought to know forbidden lore. Perhaps it was a bereaved mother willing to do anything to revive her dead child. Perhaps an ancient shaman, denied by the spirits, set out on his own to delay his passing by mastering the secrets of life and death. Perhaps a people now lost to history, their god slain, who turned to dark necromancy to fill the void and seek to recall him. Curiously enough, the most common legends for necromancy’s origin all place the blame soundly on humans. The other races point out that the majority of the undead are human in origin. Ergo, the argument goes, humans must have some special affinity to the dark art and have been the first to dabble in necromancy. [i]From the Ashes[/i] spell. [i]Leech[/i] spell. [i]Mortal Stike[/i] spell. [i]Skull Eyes[/i] spell. Revenant feat. [b]Unruly Undead:[/b] ? [b]Undead Familiar:[/b] A necromancer may create an undead familiar to serve her. This familiar is unswervingly loyal to its creator and can be a conduit for the necromancer’s spells and senses at higher levels. Creating a familiar takes a week and costs 100 gp per level of the necromancer. The resulting construct or undead is unusually tough and intelligent. [b]Corporeal Fleshy Undead:[/b] At 18th level, a necromancer can use a successful melee touch attack to turn living creatures into undead. An unwilling target is entitled to a Will save. If the saving throw succeeds, the target is unaffected and cannot be targeted with this ability again by the same necromancer. If the save fails, the necromancer must burn a spell slot equal to half the victim’s level or HD and spend 100 XP/level of the victim (the DC for the Will save is the same as if the necromancer were casting a spell of the same level as the spell slot on the target). The target becomes a corporeal, fleshy undead creature of appropriate type and Hit Dice (typically a zombie, but a powerful creature may return as a ghoul, wight, mummy, or even vampire; the GM is the final arbiter). The target is not under the necromancer’s control, though she can attempt to establish control normally through her control undead ability. This is a supernatural ability. [b]Undead Bat:[/b] ? [b]Undead Raven:[/b] ? [b]Undead Serpent:[/b] ? [b]Flying Skull:[/b] ? [b]Ghost Horse:[/b] ? [b]Sentient Undead:[/b]? [b]Mindless Undead:[/b] [i]From the Ashes[/i] spell. [b]Corporeal Undead:[/b] ? [b]Lowliest Undead:[/b] ? [b]Undead Made of Bone:[/b] ? [b]Low-Level Undead:[/b] ? [b]Free-Willed Creature of Darkness:[/b] [i]Cannibalize[/i] spell. [b]Mindless Minion:[/b] ? [b]Immaterial Undead:[/b] ? [b]Material Undead:[/b] ? [b]Stronger Undead:[/b] ? [b]Undead Spellcaster:[/b] ? [b]Bound Undead:[/b] ? [b]Undead Slave:[/b] ? [b]Reanimated Undead:[/b] ? [b]Fleshy Undead:[/b] The bodies of the fleshy undead are imbued with negative energy that animates and sustains them. [b]Skeletal Undead:[/b] ? [b]Incorporeal Undead:[/b] ? [b]Undead Horse:[/b] ? [b]Undead Infantry:[/b] ? [b]Undead Light Warhorse:[/b] ? [b]Undead Heavy Warhorse:[/b] ? [b]Undead Watchman:[/b] ? [b]Afterwalker:[/b] A few of those who dabble in necromancy eventually master the dark art so thoroughly that they are able to transform themselves into free-willed undead before their deaths. The most common of these (although still quite rare) are the lich and death knight, who are created when a 20th-level necromancer or living 20th-level death knight choose to undergo the transformation. Less powerful afterwalkers also exist, usually as the result of mishaps when channeling negative energy for spells like cannibalize or as the result of a necromancer dying while under the effect of from the ashes. The shade also falls into this category. [b]Afterwalker, Free-Willed Undead:[/b] ? [b]Special Undead:[/b] Undead feats can only be learned or performed by those creatures that are no longer living. Necromancers often create special undead that can perform these feats, but the magic used in their creation is a closely guarded secret. [b]Undead Mount:[/b] ? [b]Undead Lackey:[/b] ? [b]Lesser Undead:[/b] ? [b]Undead Warrior:[/b] ? [b]Undead Humanoid:[/b] ? [b]Undead Cavalry:[/b] ? [b]Undead Warhorse:[/b] ? [b]Wealthy Undead General:[/b] ? [b]Undead Minion:[/b] ? [b]Mindless Soldier:[/b] The most infamous of these was a wizard known only as The Ghoul. What he was and his true name are unknown: he is only called The Ghoul in the histories that come down to us from that era. There it is said The Ghoul—despite his name, a living man, at least to appearances—came out of the desert, promising armies and power to one Duke Hamur. Ambitious and fearful of his rivals, the Duke accepted. That night a great spell flowed out from the palace, and the dead walked. The buried clawed their way up out of the graveyards, the drowned rose from the lakes, and silently they stumbled back to their homes to embrace their families and take them into the land of death. When the dawn came, the Duke had his armies—legions of undead created from the slaughter of his own people. Furious at the betrayal, the Duke attacked The Ghoul himself—to no avail. Before that day ended, the Duke joined his own armies as another mindless soldier. [b]Corporeal Undead, The Ghoul's Progeny:[/b] ? [b]Dry Brittle Undead With Great Powers:[/b] ? [b]Undead General:[/b] ? [b]Undead Homunculi:[/b] ? [b]Undead Experiment:[/b] ? [b]Spirit, Life-Hating Undead:[/b] ? [b]Undead Occupant:[/b] ? [b]Undead Agent:[/b] ? [b]Obedient Undead:[/b] Creating obedient undead requires fear—not for the undead, since they are beyond that, but for those who will become undead. It is a ten[e]t of the Secret College’s necromancers that terror and fear, inflicted in life and properly done, carries over into death. In short, a man who fears in life fears the same in death. [b]Elder Undead:[/b] ? [b]Pascal, Undead Familiar Undead Coral Snake:[/b] ? [b]Phelbus, Intelligent Self-Willed Undead Halfling Necromancer 4, Odd Duck:[/b] Formerly, Phelbus was an extremely minor member of the Secret College who owed his membership entirely to family connections (he’s an adoptive nephew by marriage to Marrogan himself, the nearest thing the necromancers of the City have to a recognized leader). That changed after an unfortunate lab experiment—in fact, one sabotaged as a prank on the neophyte member—that somehow transformed the halfling into an intelligent, self-willed undead. Various dissections and experiments, including re-enactments with the person responsible for the accident (now deceased) forced to play a leading role, all failed to discover exactly how Phelbus had been transformed. [b]Allip:[/b] ? [b]Stronger Than Usual Allip:[/b] ? [b]Banshee:[/b] ? [b]Banshee, Incorporeal Undead:[/b] ? [b]Semi-Bodak, Oddity:[/b] Then there are the oddities—e.g., a semi-bodak, created by a diabolist necromancer’s search for pure evil. [b]Ghast:[/b] ? [b]Ghost, Mere Ghost:[/b] [i]Mortal Strike[/i] spell. [b]Ghost, Incorporeal Undead:[/b] ? [b]Most Powerful Ghost:[/b] A quicklich is created when a 20th-level necromancer uses the suspend life function spell to ease her transition into undeath. When combined with the lich and hide life spells and a yearlong ritual (three times the normal period, or 360 days), she uses her own body as her phylactery. A quicklich retains the appearance she had in life, rather than the horrid, decayed skeletal visage common to most liches. If her body is destroyed, she can reform it within thirteen days, just as if she possessed the ghost’s Rejuvenation special quality. However, to do so the quicklich must have a fragment of her body separated from the rest (her heart, a little finger, a tooth, etc.) and hidden elsewhere. If this piece is destroyed she cannot again resume physical form and becomes a mere ghost, albeit still a most powerful one. [b]Vengeful Ghost, D'Gras Haunt:[/b] ? [b]Vengeful Ghost, Tormented Spirit:[/b] ? [b]Macabre Figure, Ghostly Terror:[/b] ? [b]Ghoul:[/b] Various necromancers have come up with formulae to create ghouls, with limited success (it can be done but is difficult and dangerous). The process for creating a ghoul requires the fresh body of a particularly wicked individual (a cannibal is best), components to the cost of 2000 gp, and a week of time. After the appropriate spells are cast and the components placed on the corpse, it must be buried in a graveyard for seven nights. On the last night the ghoul must be dug up and the final incantations uttered. All told it is quite a bit of work and expense for so simple a creature, but the advantage is that created ghouls will heed their master, although they still exist only to kill. [b]Double-HD Ghoul:[/b] [i]Legion of Ghouls[/i] spell. [b]Ghoul, Corporeal Fleshy Undead:[/b] Touch of Undeath Necromancer power. [b]Ghoul, Fleshy Undead:[/b] ? [b]Lacedon, Aquatic Ghoul:[/b] ? [b]Lich:[/b] The [20th level] necromancer may create a phylactery and undertake the transformation into a lich with automatic success. Lich embalming involves all of the difficulties of mummy embalming, but with the further challenge of preserving the brain and other organs, withered and desiccated but in place, as well as the skills and memories of the target by arcane means. Any necromancer hoping to become a lich must be able to either prepare her own body for embalming (difficult at best, but usually done with instructions to mindless undead) or must teach an apprentice the art. In many cases, this apprentice is a master embalmer taken on for just this one duty. Most of the book [Wormatia] is written in dark elven, and the spells themselves are all written in ghost writing between the lines of the elven text. Thus, it appears to be nothing more than a work of praise for the God of Death and Undeath, with long passages describing (in flowery and often allegorical terms) how the state of undeath is superior to that of living creatures. Its hints about this may help a necromancer pass from life into lich status. Table 1-7: Embalming Desired Result DC Ready for Burial 12 Prepare for animation as skeleton 15 Taxidermy 18 Prepare for animation as zombie 19 Prepare for animation as mummy 25 Prepare for animation as Lich 30 [i]Lich[/i] spell. [i]Mortal Strike[/i] spell. [b]Lich, Powerful Undead, Skeletal Undead, Afterwalker, Free-Willed Undead, Undead Master of Magic:[/b] ? [b]Necromancer Lich:[/b] The Road to Lichdom For many necromancers, their entire lifetime is spent in a preparation for their death; most if not all necromancers aspire to become liches, undead masters of magic. To become a necromancer lich requires that the necromancer’s body be correctly embalmed and prepared, that her corpse be enchanted with the proper spells and wards before her death, and that she have prepared a working phylactery. This last item is crucial; the phylactery is the foundation of lichdom. Without it, a necromancer cannot essentially raise herself into undeath. The lich uses the phylactery to store its life-force while the body is prepared for its new undead form, and to store its life-force whenever its body is destroyed and it prepares to inhabit a new one. Enchanting a Phylactery Each would-be lich must make her own phylactery; as repositories of life-energies, these items are too personal to be borrowed, repaired, or reused. Making the phylactery requires the use of the Craft Wondrous Item feat, a necromancer of at least 11th level, and the successful casting of the permanency spell. For purposes of the feat and spell, the lich phylactery is an item worth 120,000 gp; thus its manufacture takes 120 days and costs 4,800 XP and 60,000 gp in raw materials. Its material components include black diamond dust, black lotus powder, the dried blood of a spellcasting outsider, the still-liquid blood of a virgin, an umbilical cord animated with animate dead and braided around the outside of the container like twine, as well as a special incantation written with a toad-bone stylus and a pint of pure shadow ink. Part of the enormous cost of enchanting a phylactery involves placing part of the caster’s arcane spellbook within the phylactery. Each spell so added contributes twice as many days and gold pieces to the cost of construction, as if the spell were being written as a scroll; the phylactery cannot hold more than 1 spell per level plus any Intelligence bonus the necromancer is entitled to. For example, an 11th-level necromancer can cast cantrips and spells from 1st to 6th level; a phylactery she makes can contain one 1st-, 2nd-, 3rd-, 4th-, 5th-, and 6th-level spell, plus one extra 1st-, one extra 2nd, and one extra 3rd-level spell for her Intelligence of 16; this adds 10 days and 10,000 gp to the cost. The lich can rememorize spells placed within the phylactery as normal even while it is bodiless (see “Perpetual Undeath” below). Only necromancers are capable of adding spells to a phylactery this way; their understanding of undeath is much greater than that of wizards or sorcerers who aspire to lichdom. In appearance, the phylactery itself is almost always a small container usually of metal or stone. The container’s contents are one of the great secrets of the road to lichdom, and they seem to vary from lich to lich. In some cases, the phylactery holds a contract that created the lich, a contract that constitutes the physical embodiment of a dark pact. This dark pact is usually written in ghost writing on a scroll made not of paper but of enchanted wind. This makes the paper impossible to burn, cut, or even rot—it also means that the scroll is invisible and the phylactery appears empty to the casual observer. Other phylacteries are said to contain no contract, but instead hold a blasphemous denial of the gods of death, a way of spitting in the eye of the divine and the afterlife, a renunciation of mortality and all its burdens. Still others are said to be empty but for the dust of a lich or demilich slain by the necromancer. Some believe that the only way to become a lich is to first destroy one, and this accounts for the relative rarity of liches despite generations of effort by devoted necromancers to achieve lichdom. Not every phylactery is a container. A few examples of phylacteries made as jeweled rings and carved with runes are known, as are a few examples of crowns and even goblets. These are incredibly rare and are rarely made by necromancers. Such soul-phylacteries contain no necromantic spellbook. Rebirth as a Lich The phylactery is magically able to cast spells that the necromancer has memorized, functioning as a caster of the same level that the necromancer had at the time she became a lich (levels acquired later are never reflected in the spellcasting ability of the caster while within the phylactery). Once the phylactery is made, the necromancer must memorize two instances of a body-switching spell such as magic jar, possess, spirit self, soul switch, suspend life function, or lich. The first of these is used to switch her soul into the phylactery; the second allows the soul to return to its body. Since there is no soul within the phylactery to switch into her own body, casting the spell means that her physical body immediately dies. This allows the necromancer’s body to be embalmed, imbued with resins, covered with the proper arcane sigils, and finally shocked into undead status with a bolt of pure negative energy. Doing so requires a successful Craft (Embalming) check with a DC of 30. In many cases, the necromancer prepares her own body using a puppet master spell from within the phylactery. Finally, the necromancer must return her spirit from the phylactery to her original body. However, since the body is now undead, it is difficult for her soul to find its way home, and the transformation to sentient undeath is not always smooth. Depending on the spell used and the caster’s level, the journey can be simple or arduous. The necromancer must succeed in a special Undeath check with a DC 30 (Charisma bonuses apply). Apply the bonuses from Table 3-3 if the necromancer uses powerful magics to aid her rebirth as a lich, sacrifices life energy levels, or spends enormous sums on her phylactery. If the check succeeds, the lich’s spirit finds its way back into its body. If the check fails, the soul is forever lost and can only be restored by a wish or miracle (and this restores only a living body, not granting the status of a lich on the target). If all of these conditions have been met successfully, apply the lich template to the character. She retains all necromancer levels and gains all benefits and restrictions of lichdom. Table 3-3: Lich Preperations Method Bonus to Undeath Check Lich spell +20 Soul switch +15 Magic jar +12 Spirit self +11 Possess +10 Suspend life function +5 Additional cost +1 per additional 60,000 gp spent (maximum +5 bonus) Life energy* +1 per level sacrificed (no maximum) 20th-level Necromancer Automatic success *The levels sacrificed must be her own; the necromancer casts energy drain on herself while holding the phylactery. [b]Desiccated Undead Lich:[/b] The phylactery also provides shelter to a lich’s life force when its body is destroyed. Unless the phylactery is located and destroyed, the lich always reappears 1d10 days after its apparent death. When its body is “killed,” the lich’s life force automatically returns to the phylactery, no matter how distant the phylactery is or how the lich is killed. The lich retains all its existing spells and memories despite the sudden transfer. Once there, the use of a cloned body can restore the lich to a new body identical to its previous body (if the necromancer has prepared for this event carefully enough) or the lich can simply use puppet master, magic jar, possession, or similar body-snatching spells to take over a new body within range. The target creature is entitled to a Will save; if it succeeds, the lich’s attempt is thwarted and the undead must find another host. If the attack succeeds, the victim immediately transforms into a desiccated undead lich, losing all its existing skills, levels, and feats but gaining those of the lich, whose personality destroys the soul that formerly inhabited that body. [b]Quicklich, Living Lich:[/b] A quicklich is created when a 20th-level necromancer uses the suspend life function spell to ease her transition into undeath. When combined with the lich and hide life spells and a yearlong ritual (three times the normal period, or 360 days), she uses her own body as her phylactery. A quicklich retains the appearance she had in life, rather than the horrid, decayed skeletal visage common to most liches. If her body is destroyed, she can reform it within thirteen days, just as if she possessed the ghost’s Rejuvenation special quality. However, to do so the quicklich must have a fragment of her body separated from the rest (her heart, a little finger, a tooth, etc.) and hidden elsewhere. If this piece is destroyed she cannot again resume physical form and becomes a mere ghost, albeit still a most powerful one. [b]Friendly Lich:[/b] ? [b]Enslaved Mohrg:[/b] ? [b]Mummy, Normal Mummy:[/b] Mummy embalming is an extremely long and involved process that requires desiccation of the body, soaking in natron salts, removal of the brain and organs, varnishing with resin and preservatives, and wrapping with long bands of linen interspersed with protective symbols, charms, and amulets. A successful check doubles the expected duration period of a mummy and provides it with a +2 bonus against fire (see page 52). Table 1-7: Embalming Desired Result DC Ready for Burial 12 Prepare for animation as skeleton 15 Taxidermy 18 Prepare for animation as zombie 19 Prepare for animation as mummy 25 Prepare for animation as lich 30 Natron Salts Special chemical salts used as desiccating agents for the preservation of bodies, particularly when creating mummies. Constructing a mummy is a difficult and time-consuming task. Of course it begins with a body, still living. The embalming rituals that follow both preserve the body and bind the spirit to the body. The process involves drugging the subject and then removing and preserving the organs, keeping the victim alive for as long as possible. Once death finally occurs (usually when the heart and lungs are removed), the flesh is cured with natron salts (packed into the newly-created body cavities) and embalming resins, and the body wrapped in linen strips that have been enchanted to seal the embalming. When the embalming is complete, the final spells and rituals must be uttered over the body. If all is done right (and there are several opportunities to err) the mummy will awaken to unlife. Aside from the materials—the body, salts, resins, etc.—the process requires an expenditure of 10,000 gp for everything from ritual robes and a ceremonial copy of The Book of Coming Forth by Day (also known as The Book of the Dead) to incenses made from exotic woods and ground gems. The process requires six to nine months of work, during which time the necromancer is not available for other activities (such as adventuring). [i]From the Ashes[/i] spell. Touch of Undeath Necromancer power. [b]Double-HD Mummy:[/b] [i]Legion of Mummies[/i] spell. [b]Mummy, Fleshy Undead Creature:[/b] ? [b]Mummy, Skeletal Undead:[/b] ? [b]Mummy, Powerful Creature:[/b] ? [b]Mummy, Victim:[/b] ? [b]Mummy, Powerful Servant:[/b] ? [b]Nightshade:[/b] ? [b]Shadow, Normal Shadow:[/b] ? [b]Double-HD Shadow:[/b] [i]Legion of Shadows[/i] spell. [b]Shadow, Incorporeal Undead:[/b] ? [b]Shadow, Conjuration:[/b] ? [b]Shadow, Sentient Being Made Partly of Negative Energy:[/b] ? [b]Shadow, Sentient Being Made Wholly of Negative Energy:[/b] ? [b]Skeleton, Animated Skeleton:[/b] Preparing a skeleton for animation involves removing all skin and flesh by boiling but preserving cartilage and ligaments in place for proper range of motion of the animated bones. It also hardens foot and hand bones for greater durability. A successful check doubles the expected duration period of a skeleton. Table 1-7: Embalming Desired Result DC Ready for Burial 12 Prepare for animation as skeleton 15 Taxidermy 18 Prepare for animation as zombie 19 Prepare for animation as mummy 25 Prepare for animation as lich 30 It would seem with the ability to use animate dead to create skeletons and zombies any necromancer could raise an unstoppable army (or at least a really big one), just like The Ghoul, and conquer the world. [b]Skeleton, Talking Undead:[/b] [i]Ancient Wisdom[/i] spell. [b]Skeleton, Undead Made From Bone, Skeletal Undead:[/b] ? [b]Intelligent Skeleton:[/b] [i]Cannibalize[/i] spell. [b]Double-HD Skeleton:[/b] [i]Legion of Skeletons[/i] spell. [b]Blood Skeleton:[/b] ? [b]Skeleton, Daily Servant:[/b] ? [b]Skeleton Servant:[/b] ? [b]Spectre:[/b] ? [b]Spectre, Incorporeal Undead:[/b] ? [b]Strangling Specter:[/b] ? [b]Vampire:[/b] [i]Mortal Strike[/i] spell. Touch of Undeath Necromancer power. [b]Vampire, Corporeal Fleshy Undead Creature, Powerful Undead, Fleshy Undead:[/b] ? [b]Neith, Vampiric Necromancer:[/b] ? [b]Wight:[/b] From time to time, necromancers have attempted to create wights, but while these experiments have met with limited success the resultant undead are invariably so difficult to control that the necromancers eventually abandon that line of research for more reliable ghouls, mummies, or constructs. Touch of Undeath Necromancer power. [b]Wight, Corporeal Fleshy Undead, Fleshy Undead:[/b] ? [b]Tamed Wight:[/b] ? [b]Wraith:[/b] ? [b]Double-HD Wraith:[/b] [i]Legion of Wraiths[/i] spell. [b]Wraith, Incorporeal Undead:[/b] ? [b]Zombie, Animated Zombie:[/b] At 13th level, a necromancer gains the supernatural ability to raise corpses as undead with a single touch. This requires burning a spell slot equal to the HD of the undead created and does not guarantee control over the newly created undead. Thus, to create a zombie (2 HD), she must expend a 2nd-level spell slot; to control it, she must make a successful control undead attempt. A zombie embalming preserves the corpse from quick decay, keeping the flesh intact by draining the most easily corrupted fluids and removing unnecessary organs (such as the lungs and intestines) that are often the first site of decay. A successful check doubles the expected duration period of a zombie. Table 1-7: Embalming Desired Result DC Ready for Burial 12 Prepare for animation as skeleton 15 Taxidermy 18 Prepare for animation as zombie 19 Prepare for animation as mummy 25 Prepare for animation as lich 30 It would seem with the ability to use animate dead to create skeletons and zombies any necromancer could raise an unstoppable army (or at least a really big one), just like The Ghoul, and conquer the world. Obviously it hasn’t happened. Why? Touch of Undeath Necromancer power. [b]Zombie, Corporeal Fleshy Undead Creature, Fleshy Undead:[/b] ? [b]Double-HD Zombie:[/b] [i]Legion of Zombies[/i] spell. [b]Fresh Zombie:[/b] ? [b]Zombie, Talking Undead:[/b] [i]Ancient Wisdom[/i] spell. [b]Intelligent Zombie:[/b] [i]Cannibalize[/i] spell. [b]Zombie, Daily Servant:[/b] ? [b]Zombie, Cheap Manpower Solution:[/b] ? [b]Zombie Servant:[/b] ? Ancient Wisdom Necromancy Level: Nec 1, Clr 1 Components: V, S, F Casting Time: 10 minutes Range: Touch Effect: Target skull becomes inhabited by spirit Duration: Permanent Saving Throw: None Spell Resistance: No The target skull becomes home again to the spirit that once inhabited it. The skull does not gain mobility or any attacks, nor can it feel pain. It can see what is in front of it (darkvision to 60 feet) and can hear and speak normally. The skull is under no compulsion to answer questions put to it but can sometimes be convinced to cooperate with the caster by use of successful Bluff, Diplomacy, or Intimidate checks. It still speaks the languages it knew in life. Many necromancers use this spell on close relatives or departed loved ones, late masters, unlucky apprentices, or hated rivals. (Having the spirits of one's greatest enemies imprisoned on one's laboratory shelves can be very satisfying.) Skulls can be attacked as objects (Hardness 1, hp 2). Ancient wisdom can be combined with animate dead to create talking undead, such skeletons or zombies. Note, however, that the skull has no control over the body it is attached to unless the caster allows it. If the skull is destroyed, the spirit flees. Cannibalize Necromancy Level: Nec 3 Components: V, S, M Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Effect: Hp transfer from undead Duration: Instantaneous Saving Throw: See below Spell Resistance: No You steal hit points from low-level undead to heal your injuries. For each HD of undead destroyed by the spell, you gain 1d3 hit points. You cannot gain hit points beyond your maximum, merely replace those lost by injury or disease. The spell affects undead of up to 4 HD. However, the process is dangerous, because it infuses negative energy into a living body. If you gain hit points equal to two-thirds of your total by this method, you must make a Fortitude saving throw (DC 19). Failure results in immediate transformation into an undead state as a free-willed creature of darkness—typically an intelligent skeleton or zombie. Despite the danger, this spell can be immensely handy in a tight spot, buying a necromancer time to escape or regroup by sacrificing mindless minions. From the Ashes Necromancy Level: Nec 7 Components: V, S, M Casting Time: A 1-week ritual Range: Personal Effect: Allows slain caster to spontaneously animate as undead Duration: Instantaneous Saving Throw: Will negates Spell Resistance: No This necromantic contingency allows you to return from the dead. However, unlike divine spells such as raise dead and resurrection, it has no power to restore life; instead, you return as one of the undead. You must make a successful Will saving throw when you die (whether by violence or natural causes makes no difference). If successful, you become an undead creature with Hit Dice equal to your level. Your personality remains intact. If unsuccessful, you become mindless undead of a type whose HD equal to one-half your level (rounded down). For example, a 12th-level necromancer who made her save might become a vampire (12 HD); one who failed might become a mummy (6 HD) or stronger than usual allip (6 HD). The manner of your demise is also important, since affects the possible outcome—a necromancer whose body is destroyed cannot become any type of corporeal undead but instead defaults to the next lowest type of immaterial undead. Material Component: An elixir compounded from the bodily remains of undead types which the caster could potentially become. These include ground bone from a skeleton, juice from rendered zombie and ghoul fragments, mummy powder, vampire and lich dust, and captured essences from a shadow, wight, wraith, spectre, and ghost. Drinking this concoction renders you helpless for 10 days, minus one day for every three points of Constitution. Leech Necromancy Level: Dkn 3, Nec 3 Components: S, M Casting Time: 1 action Range: 10 ft./level Effect: Drains life force Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes This spell drains hit points from a single living target creature within range and transfers them to the caster. If the target fails its save, it loses 1d6 hit points for every two of your caster levels (round down), to a maximum of 5d6 hp. Simultaneously, you gain half as many hit points as the target lost (the transfer is not very efficient, the remaining points simply being drained away by the Negative Energy Plane). These are temporary hit points, like those granted by an aid spell, lasting only 1 round/caster level. A target killed by leech has a 5% chance, plus 5% per every five levels of the caster, of spontaneously animating as an uncontrolled undead within 24 hours. Arcane Material Component: A remora scale, and blood sucked from a giant leech. Legion of Ghouls Necromancy Level: Nec 8 Components: V, S, M, F Casting Time: 1 action Range: A circle 40 ft. in diameter Effect: Creates ghouls Duration: Permanent Saving Throw: No Spell Resistance: No As legion of skeletons, but creates 1d4 ghouls/level of the caster. They have double the normal Hit Dice of ghouls. Material Component: One hundred ghoul claws. Arcane Focus: A war horn looted from a grave. Legion of Mummies Necromancy Level: Nec 9 Components: V, S, M, F Casting Time: 1 action Range: A circle 40 ft. in diameter Effect: Creates mummies Duration: Permanent Saving Throw: No Spell Resistance: No As legion of skeletons, but creates 1d6 mummies/level of the caster. The mummies have double the Hit Dice of normal mummies. Material Component: One hundred jeweled scarabs pried from powdered mummy bandages (2,000 gp). Arcane Focus: A pharaoh’s crown, crook, and flail. Legion of Shadows Necromancy Level: Nec 8 Components: V, S, M, F Casting Time: 1 action Range: A circle 40 ft. in diameter Effect: Creates shadows Duration: Permanent Saving Throw: No Spell Resistance: No As legion of skeletons, but creates 1d6 shadows/level of the caster. They have double the Hit Dice of normal shadows. Material Component: A shadow bottle. Arcane Focus: Twenty flickering candles. Legion of Skeletons Necromancy Level: Nec 7 Components: V, S, M, F Casting Time: 1 action Range: A circle 40 ft. in diameter Effect: Creates skeletons Duration: Permanent Saving Throw: No Spell Resistance: No You create a small army of undead skeletons, which claw their way out of the earth at the end of the round and attack opponents as you direct. Legion of skeletons creates 1d6 skeletons for each of your caster levels; these skeletons appear in a circle roughly 40 feet in diameter, with the caster at the center. They have double the normal Hit Dice of skeletons. They can be turned or rebuked normally, but their circular formation means several turning attempts are usually required to cover all of them. If cast in an unhallowed graveyard or catacombs, the number of skeletons increases to 2d6/level. Material Component: One hundred teeth from humanoid skeletons. Arcane Focus: A war horn looted from a grave. Legion of Wraiths Necromancy Level: Nec 9 Components: V, S, M, F Casting Time: 1 action Range: A circle 40 ft. in diameter Effect: Creates [wraith]s Duration: Permanent Saving Throw: No Spell Resistance: No As legion of skeletons, but this spell creates 1d3 wraiths/level of the caster. The wraiths have double the Hit Dice of normal wraiths. Material Component: Ashes from hundred burnt burial shrouds. Arcane Focus: An iron crown blessed by the God of Death. Legion of Zombies Necromancy Level: Nec 7 Components: V, S, M, F Casting Time: 1 action Range: A circle 40 ft. in diameter Effect: Creates zombies Duration: Permanent Saving Throw: No Spell Resistance: No As legion of skeletons, but this spell creates 1d4 zombies per level of the caster. They have double the normal Hit Dice of zombies. Material Component: One hundred powdered skulls. Arcane Focus: A war horn looted from a grave. Lich Necromancy Level: Nec 9 Components: V, S, M, F Casting Time: 1 week Range: Personal Effect: You become a lich Duration: Permanent Saving Throw: Fortitude (see text) By drinking a potion compounded of rare herbs, deadly poisons, and pure negative energy distilled into liquid form, you pass over the border from life to death, and from death into undeath, and become a lich. This spell allows the caster to compound the proper liquid and ceremony that must precede the transformation. If the potion succeeds, you gain the lich template. If not, you die upon drinking the potion and remain dead. This spell cancels any other contingency in effect on the character, including from the ashes. Arcane Focus: Your phylactery. This spell does not create a lich’s phylactery, but the phylactery must be complete and ready for use when the ritual begins. Mortal Strike Necromancy [Mortal Curse] Level: Nec 9 Components: V or S Casting Time: 1 action Range: Special, see below Effect: One or more creatures Duration: Permanent Saving Throw: None Spell Resistance: No You curse your killer with your dying breath. The target must be present and within line of sight. Like a contingency, this spell is cast ahead of time but doesn’t take full effect until later— specifically, when the caster dies by violence. Unlike other mortal curses, a mortal strike can target either an individual or a group, so long as they played a significant role in the caster’s death. The caster’s life-force is converted into negative energy, strikes the target(s), and bestows negative levels upon them at the rate of one negative level per HD/level of the caster. This posthumous attack takes two forms, an arc or a burst. Arc: The dying spellcaster chooses a specific target for the mortal curse and singles out that target by word, glare, or gesture. A great black bolt of negative energy arcs from her body to strike the target (no attack roll needed, no save permitted). The target acquires negative levels equal to the caster’s levels. Burst: If the caster does not specify a single target, the negative energy explodes in a shock wave, bestowing negative levels on all who contributed to her death. These negative levels are divided equally among her killers, with any excess going to the creature that struck the final blow. The caster’s allies are not harmed by the burst; undead allies temporarily gain extra HD/levels equal to the average negative levels bestowed on a given foe. Once laid, a mortal curse is difficult to lift. Victims gain no save to resist initially acquiring the negative levels. Those negative levels are harder than usual to remove before they create permanent level loss: all Fort saves suffer a –5 penalty, plus –1 per point of the deceased caster’s Charisma bonus. Even restoration requires a successful Fort save to have any effect. A character killed by a mortal strike becomes an undead of appropriate type and Hit Dice. If free-willed, he or she becomes a convert who carries on the work of the deceased necromancer. The spell’s chief component is the caster’s ebbing lifeforce; hence it can only take effect upon your demise. Since the mortal strike converts life-force explosively into negative energy, the caster cannot later be resurrected or raised from the dead. Instead, she has a 50/50 chance of either being destroyed outright or transformed into undead (typically a ghost, vampire, or lich). If she becomes undead, treat her as the beneficiary of a ghost’s Rejuvenation power (cf. MM page 213, except that the DC for her save is 30, not 16). Undead spellcasters can cast mortal strike, but in these cases the spell is powered by their animating energies and they are invariably and irrevocably destroyed by its activation. Liches often place this mortal curse on their phylactery, so that if it is destroyed and their essence lost they gain a parting shot at their destroyer(s). Skull Eyes Necromancy, Divination Level: Nec 1 Components: V, S Casting Time: 1 action Range: Personal Effect: See life energy Duration: 1 minute/level Saving Throw: No Spell Resistance: No Your eyes become black hollows, yet with them you can detect life forces and the energies of the undead. The amount of information gained depends on the strength of the target creature’s life energies. You see all creatures hidden in shadow, incorporeal creatures, and the true type of creatures hidden by illusion. You cannot see invisible creatures or constructs, and you do not see the true type of polymorphed creatures. For each creature in line of sight, you can make Spellcraft skill checks to determine creature type (Humanoid, Fey, Animal, etc.). Make one check per creature (DC 16). If successful, you detect the level or Hit Dice of the creature. Table 2-2: Skull Eyes Level/HD Strength less than 1 Dim 1 to 3 Faint 4 to 6 Moderate 7 to 9 Average 10 to 12 Strong 13 to 15 Very Strong 16+ Overwhelming For the duration of the spell, the caster has the undead subtype, with all its benefits and hindrances. Revenant (General) The character returns from the dead with a single purpose: to avenge herself on the person or things who wronged her. Prerequisites: Iron Will, Wis 15+, character level 5+. Benefit: A character reduced to –10 hp or less becomes a revenant thirsty for vengeance. The character’s type changes to undead and HD type increases to d12. The revenant retains its base attack bonus, spell complement, feats, and skills. This return from death occurs 1d6 days after the character’s death. In addition, he gains the ability to regenerate 4 hp per round. He is effectively under a geas to find and kill the creature(s) that reduced him to 0 hp or less; this compulsion cannot be removed. When the last of his killers is dead, the revenant returns to the earth, permanently dead. Special: Death knights, as violent as they are already, are far more likely to get up after death to wreak vengeance on the source of their demise. A death knight may gain this feat without requiring the Iron Will prerequisite. Death knights with the Unnatural Vigor ability do not become revenants until they are actually dead. Touch of Undeath At 18th level, a necromancer can use a successful melee touch attack to turn living creatures into undead. An unwilling target is entitled to a Will save. If the saving throw succeeds, the target is unaffected and cannot be targeted with this ability again by the same necromancer. If the save fails, the necromancer must burn a spell slot equal to half the victim’s level or HD and spend 100 XP/level of the victim (the DC for the Will save is the same as if the necromancer were casting a spell of the same level as the spell slot on the target). The target becomes a corporeal, fleshy undead creature of appropriate type and Hit Dice (typically a zombie, but a powerful creature may return as a ghoul, wight, mummy, or even vampire; the GM is the final arbiter). The target is not under the necromancer’s control, though she can attempt to establish control normally through her control undead ability. This is a supernatural ability.[/spoiler] [URL=https://www.drivethrurpg.com/product/1828/Slayers-Guide-to-Derro?affiliate_id=17596]Slayer's Guide to Derro[/URL][spoiler] [b]Undead:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/en/product/1837/slayer-s-guide-to-trolls?affiliate_id=17596]Slayer's Guide to Trolls[/URL][spoiler] [b]Undead:[/b] ? [b]Animated Skeleton:[/b] ? [b]Very Powerful Animated Troll Skeleton:[/b] Very powerful animated troll skeletons can be made when the cleric uses a complete set of her own bones, each ripped from her body and allowed to regrow. Such monstrosities have maximum hit points, the same strength score as the caster, and are turned as if they were two Hit Dice higher than normal. They can be mentally commanded by their creators without uttering a sound, so great is the link between the spellcaster and her own old set of bones. Fortunately, these forms of undead are extremely rare, for few chieftains have the luxury of cutting off their own heads to provide the skull for their unliving guardians without having their status as chieftain being challenged while they are in such a helpless state. [b]Very Powerful Animated Troll Skeleton, Monstrosity, Unliving Guardian:[/b] ? [b]Zombie:[/b] The flesh that regrows as a result of this [second helping] spell is fresh, as if the victim was just recently slain. The flesh rots to putrescence after 24 hours if not eaten, which is generally not a problem with most trolls. However, if second helping is cast upon a complete skeleton followed by an animate dead spell, the resulting undead will be a zombie rather than a skeleton, and the zombie’s dead flesh does not putrefy 24 hours after the casting of the second helping spell, as would normally be the case.[/spoiler] [URL=https://www.drivethrurpg.com/product/171431/Tales-of-Freeport?filters=0_0_0_0_45208_0?affiliate_id=17596]Tales of Freeport[/URL][spoiler] [B]Undead:[/B] These are the remains of Hariot’s fallen troops, as far as he has been able to recover them, as well as bits and pieces that were insufficient to animate on their own. Hariot is keeping the parts in the hope that he will be able to use them to repair damaged undead, or even to create new undead from miscellaneous pieces. [B]Animated Corpse:[/B] ? [B]Undead Follower:[/B] ? [B]Undead Servitor:[/B] ? [B]Jebediah Morton, Ghost Expert 5, Actual Ghost, Angry Ghost, Phantom, Spirit, Tortured Spirit:[/B] Several years ago, Captain Ebenezer Frick crossed a merchant named Jebediah Morton in business. Morton was ruined; he and his family were turned out on the street and were forced to live in Tent Town. There, his wife and two children died of consumption. Unable to carry on, Morton committed suicide. Captain Frick, wealthier and more successful than ever, has returned to Freeport, and is staying at the Last Resort. The Captain has long forgotten about the incident, but the tortured Morton has not. Unable to rest, his spirit is out for revenge. [B]Ghost:[/B] ? [B]Ssvalish, The Ghostly Serpent Priest, Serpent Person Ghost Cleric 6, Spirit:[/B] ? [B]Vengeful Ghost:[/B] ? [B]Fiarella Donadrien, Elf Ghost Expert 6:[/B] ? [B]Lacedon, Aquatic Ghoul:[/B] However, the lacedons will eventually do what any predator does when faced with an abundant food supply—they will expand their population. Boat crews (and escorting mercenaries and adventurers) killed in their attacks will become lacedons in turn, and as the pack grows, it will need more food, and attacks on the Crematorium boats will become more frequent. [B]Ghoul:[/B] The cannibal cult at the Dead Pelican may ensure that their victims don’t come back by feeding their souls to their patron spirit, but no such prohibition is attached to the cultists themselves—or indeed, to those unknowing dupes who eat the flesh of the victims in the tavern’s famous pies. As these individuals begin to die off—the lucky ones from natural causes, the less fortunate by violence—Freeport will begin to experience a plague of ghouls. To the cultists, this is a natural progression in the service of Oona, and they make preparations to guide their fellow-cultists through the transition to undeath and to keep them hidden and cared for afterwards. The unwitting customers, however, have no such protection. The dietary needs of a growing ghoul population may cause the already high death rate in Scurvytown to rise to the point where the most lackadaisical authorities are forced to do something about it; on the bright side, though, the ghouls will require so much human flesh that there will not be enough left over to put in the pies, which will, at least, cause an eventual dip in the frequency of unsupervised ghoul creation. A rash of ghoul incidents in Scurvytown may lead the PCs to investigate, and discover that the one thing everyone had in common before death was a fondness for the Pelican’s meat pies. [B]Lich:[/B] The mummified priest in Captain Horngold’s room comes to life, animated by the chanting of the living priest outside the window. [B]Mohrg:[/B] The mummified priest in Captain Horngold’s room comes to life, animated by the chanting of the living priest outside the window. [B]Standard Mummy:[/B] The mummified priest in Captain Horngold’s room comes to life, animated by the chanting of the living priest outside the window. [B]Vengeful Mummy:[/B] ? [B]Skeleton:[/B] The mummified priest in Captain Horngold’s room comes to life, animated by the chanting of the living priest outside the window. First, he found the lizardfolk’s burial ground, and created an army of skeletons and zombies. [B]Medium Skeleton:[/B] ? [B]Vampire:[/B] ? [B]Lucrecia, Vampire:[/B] ? [B]Wraith:[/B] This room was once used to incubate the eggs of those serpent folk who were destined to become priests of Yig. When the temple fell, most of the eggs incubating here were destroyed, and K’Stallo has set up the altar to the memory of the unborn serpent folk who died in that disaster. If the altar is disturbed or profaned in any way, the spirits of some of the unborn serpent folk will rise up from the floor and attack those responsible. [B]Wraith, Unborn Serpent Infant, Unborn Serpent Folk Spirit:[/B] ? [B]Zombie:[/B] The mummified priest in Captain Horngold’s room comes to life, animated by the chanting of the living priest outside the window. First, he found the lizardfolk’s burial ground, and created an army of skeletons and zombies. [B]Medium Zombie:[/B] ? [B]Ogre Zombie, Large Zombie:[/B] ? [B]Swimming Dead:[/B] ? [B]Serpent Folk Spirit, Dead Serpent Folk Spirit:[/B] The lizardfolk were originally the servants of the Valossan serpent folk who founded the city. When the city was ruined in the great cataclysm that destroyed the continent of Valossa, the few surviving serpent folk carried on as best they could, waiting for some word to come from other survivors. Eventually, they died out, but their lizardfolk servants survived. Even after they died, some of the serpent folk could not bear to leave the city, and remained in spirit form to supervise the lizardfolk and keep alive what they could of Valossan civilization.[/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] [URL=https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596]The Avatar's Handbook[/URL][spoiler] [b]Uncalled:[/b] Most sentient creatures die before accomplishing everything they set out to do in life. Typically, the trivial unresolved issues, unfulfilled quests, and unpursued goals cause the dead creature’s soul no unrest. Occasionally, however, a good creature is slain while in pursuit of some significant goal—one with an importance that transcends its mortal shell. When such a quest coincides with the plans of a powerful good outsider, the soul may be placed back into its body so that it can pursue its goal once more. Such a creature, known as an uncalled, must complete its mission before it can find eternal rest. An uncalled wanders the mortal realms, seeking always to complete whatever massive task it had been pursuing before death claimed it. The creature might have been attempting to free its home nation from enslavement by a nearby kingdom, or destroy a cabal of powerful sorcerers, or even bring about the death of a deity. The goals of an uncalled are never simple, minor tasks; they always seem monumental in scope. “Uncalled” is a template that can be added to any good-aligned dragon, fey, giant, humanoid, monstrous humanoid, outsider, or shapechanger. [b]Uliy, Uncalled Stone Giant:[/b] Uliy was tribal champion of the Rrevik clan of stone giants. He lived to prove his prowess in combat and serve his tribe in whatever capacity he could. One day, while he was hunting in the mountains, a strange glow began filling the valley in which his tribe made its home. He quickly hurried back through the mountain passes to see what was happening. When he crested the last ridge overlooking the valley, he saw a massive hemisphere of light encompassing the entire village. As he sprinted toward his home, the light seemed to throb and expand. Then it winked out. Uliy’s village had vanished. In its place was an immense, perfectly smooth hemispherical crater in the ground. All the gardens and animal pens, all the homes, and the giants were gone. Uliy had failed as tribal champion for his own village, but he was determined not to fail the other stone giant settlements in the mountains. He set out for a nearby village several miles away to warn the residents, but again he was too late—another perfectly smooth depression was all that remained. The same was true for the next village, and the next. All told, eight stone giant villages—all those in Uliy’s mountain range—were gone. Uliy swore a blood oath to discover the fate of his people or die trying. As luck would have it, the latter event happened first. Barely a month after the disappearance, Uliy was ambushed by a family of manticores and slain. But some power of good found Uliy’s quest worth pursuing, and there was no one else who could complete it, since Uliy had been the only sentient being who even knew about the missing stone giants. Thus, Uliy opened his eyes once more—this time as an uncalled. Now, driven by the need to discover the truth about his tribe’s fate, he searches the land for clues. [b]Undead, Undead Creature:[/b] ?[/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=https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596]The Hittites[/URL][spoiler] [b]Ghoul:[/b] ? [b]Ghast:[/b] ? [b]Human Ghost:[/b] ? [b]Wight:[/b] ? [b]Zombie:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/3300/The-Penumbral-Pentagon?affiliate_id=17596]The Penumbral Pentagon[/URL][spoiler] [b]Chiruli, Unhallowed Forsaken Priest Cleric 15, Very Pleasant Sincere Sociable Man, Madman:[/b] Chiruli is a relic of the time before the gods’ triumph. He grew up during the era of the so-called 100 Republics that preceded the founding of Vesh and served Madriel as a particularly talented priest and healer. In those days, the war against the Slarecians still raged, and his other responsibilities included ministering to wounded troops alongside hundreds of other good clerics. That was when he first learned of the shadow worshippers, by eavesdropping on the interrogations of a few prisoners. Their supremely confident resolve impressed him, even as they died terribly. Later, the equally bold tactics of their brethren still at large impressed him again. He began to wonder if they possessed some fundamental insight that others should have as well and began a long, quiet search through the mysteries of divine magic. A pair of human servants of the shadow worshipping Slarecians burst into his home one evening, fleeing a Veshian patrol. They intended to kill him and hide, but he had the presence of mind to repeat the few phrases of the shadow litany he'd learned, and they stopped in surprise and confusion. They let him live long enough to hear him out, debated his sincerity, and finally decided to accept him as one chosen to join the cause. From then on, Chiruli went about his priestly duties by day and slipped away to be instructed by the shadow-folk each night. Soon his loyalty to and understanding of the shadow cause were both complete, and his master required him to prove his worth. Through careful deceit, he convinced one of his superiors in Madriel’s temple to call an emergency meeting of all clerics and healers who could possibly attend. Chiruli’s clerical powers no longer functioned and had not for some time, as his alignment had shifted too far from Madriel’s for him to remain her priest. Chiruli was undaunted, however. He simply locked the assembled priests of Madriel in the temple and triggered the magical device given him by the shadow worshippers. The temple was filled with poisoned shadows, and every priest in the room died, leaving Madriel’s army sorely lacking in healers the very night before an important battle. A crime so heinous - against healers no less - committed by one who was still, in name at least, a priest of Madriel, was enough to twist Chiruli, body and soul, into another sort of being altogether. At the very moment the first trapped priest exhaled his last breath, Chiruli was transformed into an undead Forsaken Priest. [b]Unholy Child:[/b] ? [b]Unholy Child, Translucent Form of a Child, Ghost, Ghostly Child:[/b] ? [b]Undead:[/b] ? [b]Fundamentally Supernatural Being:[/b] ? [b]Formless Ghost:[/b] ? [b]Undead Ooze:[/b] ? [b]Shadow Lord:[/b] Pits in the floor each hold a slave tortured to death in the interests of testing an assistant’s theory about the origins of shadow lords. The assistant speculated that certain kinds of pain and anger unleashed the power necessary to transform a normal sentient being’s shadow into a shadow lord. The experiment proved to be partially successful. The four pits closest to the wall each contain a corpse that vomits out a shadow lord when disturbed. [b]Dar'Gartal, Vampire:[/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=https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596]The Shaman's Hanbook[/URL][spoiler] [b]Undead, Undead Creature:[/b] Spirit masters also often delve into the secrets of creating and commanding the undead, which does little to endear them to their fellows. Some Tibetan shamanic rites involved calling up ghosts or animating the dead (possibly the equivalent of an animate dead or create undead spell). [b]Corporeal Undead:[/b] ? [b]Incorporeal Undead:[/b] ? [b]Abomination:[/b] ? [b]Undead Spirit:[/b] ? [b]Incorporeal Undead, Creature of Darkness:[/b] ? [b]Allip, Spirit:[/b] ? [b]Ghost:[/b] At 8th level, a spirit master can create greater undead once per day as a spell-like ability. The spirit master’s caster level equals his class level. The spirit master can only create spectres and ghosts, and must supply the material components of the spell. [b]Spirit of the Dead:[/b] ? [b]Ghost, Undead Spirit, Spirit, Incorporeal Undead:[/b] ? [b]Ordinary Ghost:[/b] ? [b]Shadow:[/b] At 4th level, a spirit master gains the spell-like ability to create undead once per day. The spirit master’s caster level equals his class level, but the spirit master can only create shadows and wraiths. Otherwise the ability works exactly as the spell create undead and the spirit master must supply the material components. [b]Shadow, Incorporeal Undead, Creature of Darkness, Spirit:[/b] ? [b]Skeleton:[/b] ? [b]Spectre:[/b] At 8th level, a spirit master can create greater undead once per day as a spell-like ability. The spirit master’s caster level equals his class level. The spirit master can only create spectres and ghosts, and must supply the material components of the spell. [b]Spectre, Undead Spirit, Spirit, Incorporeal Undead:[/b] ? [b]Wraith:[/b] At 4th level, a spirit master gains the spell-like ability to create undead once per day. The spirit master’s caster level equals his class level, but the spirit master can only create shadows and wraiths. Otherwise the ability works exactly as the spell create undead and the spirit master must supply the material components. [b]Wraith, Undead Spirit, Spirit:[/b] ? [b]Zombie:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596]The Unholy Warrior's Handbook[/URL][spoiler] [b]Undead:[/b] ? [b]Undead Servant:[/b] ? [b]Mindless Undead Ally:[/b] ? [b]Lich:[/b] Mourne's Peripeteia artifact. [b]Skeleton, Mindless Undead Ally:[/b] ? [b]Skeleton, Easy Prey:[/b] ? [b]Medium-Sized Skeleton, Undead Companion:[/b] ? [b]Zombie, Mindless Undead Ally, Easy Prey:[/b] ? Mourne’s Peripeteia This unique twisted rod of an unknown material bears 13 runes in 13 languages. Its first known user was a legendary dark elf who championed the cause of balance. In a distant land in an ancient era, he discovered this staff and recognized its raw chaotic energies and potential to aid his comrades if one or more of them fell in battle. Although he had noble reasons for taking up the artifact, he soon became corrupted by its influence. Every time he used the rod to restore life to a dead ally, it reincarnated her and transferred one of the runes onto his flesh. As more runes roosted on his body, he became more chaotic and corrupted, until one day his body, long gone to rot, spilled his intestines onto the ground, making an ideal target for a band of bloodthirsty kobolds in service of an ancient red wyrm. The rod’s primary ability is to reincarnate the dead. When touching a dead character, the rod flares with energy, and the deceased is reincarnated as per the spell in the PHB. Dead characters have no choice, nor may they resist the powers of this artifact. The rod never restores the individual to his own race, and any roll resulting in such implies a result of GMs choice. When the rod reincarnates a character, it transfers a rune onto the body of the caster. The process of gaining a rune is excruciatingly painful and inflicts 1 point of Constitution damage. In addition, each rune has a side effect, many of them none too pleasant. See the table on the next page for details. Each use of the rod instills a perverse desire to use it more. Once the rod inscribes all 13 runes, it ceases to function and the wielder has a flash of sudden insight. At this point the character must succeed at a Will save against a DC 32 or go incurably insane as per the spell. As noted above, he has transformed into a lich. While this confers immortality, if his corporeal body is destroyed, the rod consumes his spirit and regains all 13 runes. The rod is intelligent (Int 24, Wis 18, Cha 24, Ego 30); it is capable of speech and telepathy, reads all languages and magic, and confers the following abilities onto its wielder in addition to the ones described above: Intuit Direction +14, Sense Motive +14, and free use of Evasion. The rod may assume the form of a 30 HD fiendish Black Pudding, may charm person (DC 18) on contact, and may use telekinesis at will (250 lb maximum) independent of the user, if it is so inclined. This item is a unique artifact crafted by a personification of raw Chaos. Mourne’s Peripeteia’s Rune Effects Runes Effect 1 -2 Strength and Constitution drain 2 Alignment shift one step towards chaotic 3 Alignment shift one step towards evil 4 -2 Wisdom drain 5 +2 enhancement bonus to Intelligence 6 +2 enhancement bonus to Strength 7 Alignment shift one step towards chaotic 8 Alignment shift one step towards evil 9 -2 Strength and Constitution drain 10 Grow old: one age category higher 11 See in Darkness (no penalty) 12 Damage Reduction 5/- 13 Lich transformation (phylactery is the rod; if the lich body is destroyed, the phylactery devours the soul and all 13 runes are restored). See MM for details on the Lich template.[/spoiler] [URL=https://www.drivethrurpg.com/product/3302/The-Wise--The-Wicked?affiliate_id=17596]The Wise & The Wicked[/URL][spoiler] [b]Undead, Undead Creature:[/b] Now, with many of his peers calling him the “Black Messiah,” Lucian Daine feels he has at last garnered the power and influence that he always craved, and his experiments grow more and more elaborate. His current work on a true ritual intends to transform the entire population of a town or village into undead. Yvestil's Create Undead power. [b]Undead Albadian Shaman:[/b] Andelais surmised that the shaman was a poor soul who had died aiding the Amaltheans but been brought back to a state of unlife by the druids of Khet. [b]Greater Undead:[/b] Credas can create greater undead up to CR 10. [b]Sentient Undead:[/b] ? [b]Undead Minion:[/b] ? [b]Undead Slave:[/b] ? [b]Free-Willed Undead:[/b] Daine’s research grew darker and more complex. He sought to understand the connection between free-willed undead, such as wraiths and spectres, and the souls of the departed. Were these creatures the entire soul of a dead being? Were they only a portion of that soul, an amalgam of many souls or entirely separate and distinct entities? [b]Insubstantial Undead Creature:[/b] ? [b]Necazzar, Undead Sentry Crow Familiar:[/b] ? [b]Galdor the Deathless, Leader of Lede, Undead Human, Terrifying Undead Warrior, Undead Monster, Unliving Thing:[/b] Galdor was already a fearsome warrior when the dark god Vangal took notice of him many years ago. Pleased with the young warrior, the Ravager bade his minions seek out Galdor and invite him to serve as their dark lord’s champion. Galdor enthusiastically accepted the offer and, infused with the power of his god, fought his way to a position of leadership within the notoriously fierce Horsemen of Vangal. Over time, he carved out an empire across the Plains of Lede, and his name struck fear into even the most powerful rulers’ hearts. In time, adversaries appeared to challenge Galdor’s supremacy, such as paladins of Corean, seeking to destroy the evil warlord, and traitors from Galdor’s own ranks. For years, these challengers failed; their severed heads decorated the banner poles and saddles of Galdor’s horde. Ultimately, though, an adversary prevailed: one of Galdor’s most trusted lieutenants made secret pacts with agents of Vesh and led a faction of Galdor’s forces in rebellion. Taken by surprise, Galdor was cornered and defeated at the battle of Horsehead Canyon. Galdor slew nearly 100 foes, including his treacherous lieutenant, before he was finally brought down. Their lord slain, the horde disintegrated, its members fleeing headlong into the plains. And that would have been the end of the matter, had Vangal himself not intervened. No one quite knows why Vangal brought Galdor back. The Ravager usually forgets his slain champions, nurturing riew followers rather than resurrecting old ones. But not Galdor. Within a few years of the warlord’s fall, travelers began reporting the appearance of a terrifying, undead warrior riding the plains, gathering recruits and once more uniting the clans into a single horde. Investigating these reports, Mithril’s paladins discovered the awful truth: the new warlord was none other than Galdor himself, animate but unliving, Vangal’s twisted and evil tool. His vanity and pride are limitless, even though he is an unliving thing, created and kept on Ghelspad by the will of Vangal alone, and any insult or slight is ruthlessly punished. [b]Jerhard Landeraux, False Lover Unhallowed, Deeply Bitter Unhappy Creature:[/b] Landereaux committed many crimes in his twilight years, both large and small, but his worst offense was committed against the servants of the gods he claimed to glorify. In the city of Shelzar, where the good-aligned gods struggled against the jaded, pleasure-besotted populace, Madriel maintained a temple that cared for the sick, the poor and the underprivileged, hoping to lead by example and inspire the Shelzarites to greater acts of charity. Landereaux agreed to perform at the temple, more out of his lust for High Priestess Iona than for any other reason. After the performance, Landereaux confronted Iona, demanding two-thirds of the gold that the wealthy of Shelzar had donated to the temple to see him. When she refused, Landereaux forced his attentions upon her and absconded with all the gold. The now-infamous bard died soon after, slain by bandits for his ill-gotten gold. But his miserable existence was not over: he rose again, assuming an undead form that parodied his old self and becoming one of the Unhallowed. He has begun to realize that the reward for his crimes against the gods is an eternity of betrayal and falsehood, and he grows increasingly desperate as a result. [b]Enslaved Undead:[/b] ? [b]Undead Titanspawn:[/b] ? [b]Aliastra Denier, Ghost:[/b] Bards and storytellers relate tales of Denier and her adventures, suggesting that she, far from real, is but a ghost or myth. [b]Spirit of a Bird, Spirit of a Departed Bird:[/b] ? [b]Spirit of an Animal, Spirit of a Departed Animal:[/b] ? [b]Ghost:[/b] ? [b]Credas, Lich:[/b] Credas may create a phylactery and become a lich if he so chooses. However, he has not chosen to do so and likely never will. [b]Mistress Yvestil, Crypt-Lady of Glivid-Autel, Lich:[/b] ? [b]Mummy, Elite Undead Bodyguard:[/b] ? [b]Powerful Mummy, Honor Guard:[/b] ? [b]Hostile Shadow:[/b] ? [b]Skeleton, Elite Undead Bodyguard:[/b] ? [b]Masterwork Skeleton:[/b] ? [b]Ragni, Undead Skeletal Servant, Faithful Undead Servant, Skeletal Undead Companion, Undead Bodyguard, Skeleton, Unfortunate Creature:[/b] Some wags claim that the bones of Traviak’s brother Ragni comprise this undead so that the duke can dominate his hated older sibling even after death. [b]Skeleton:[/b] Yvesti's Raise the Dead power. [b]Spectre:[/b] Daine’s research grew darker and more complex. He sought to understand the connection between free-willed undead, such as wraiths and spectres, and the souls of the departed. Were these creatures the entire soul of a dead being? Were they only a portion of that soul, an amalgam of many souls or entirely separate and distinct entities? [b]Spectre, Spectral Undead, Free-Willed Undead:[/b] ? [b]Spectre, Elite Undead Bodyguard:[/b] ? [b]Vampire, Elite Undead Bodyguard:[/b] ? [b]Wight:[/b] ? [b]Arrach, Ancient Wight-Lord:[/b] ? [b]Wraith:[/b] Daine’s research grew darker and more complex. He sought to understand the connection between free-willed undead, such as wraiths and spectres, and the souls of the departed. Were these creatures the entire soul of a dead being? Were they only a portion of that soul, an amalgam of many souls or entirely separate and distinct entities? [b]Wraith, Spectral Undead, Free-Willed Undead, Insubstantial Undead Creature:[/b] ? [b]Fearsome Wraith:[/b] ? [b]Zombie:[/b] Yvestil's Raise the Dead power. [b]Zombie, Elite Undead Bodyguard:[/b] ? Create Undead (Su): Creates one undead with a Challenge Rating less than 10. Raise the Dead (Su): Yvestil may raise dead as skeletons and/or zombies for nine hours, once per day.[/spoiler] [URL=https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596]The Witch's Handbook[/URL][spoiler] [b]Undead:[/b] ? [b]Troublesome Undead:[/b] ? [b]Skeleton:[/b] Cauldron of the Dead magic item. [b]Vampire:[/b] ? [b]Zombie:[/b] Cauldron of the Dead magic item. Cauldron of the Dead This heavy cauldron of dark iron is large enough to accommodate a Medium-sized creature. When filled with a mixture of water and rare herbs, the cauldron transforms any dead body placed in it into a zombie or skeleton per the animate dead spell (the user chooses whether or not a zombie or skeleton is created from an intact corpse). Each corpse animated uses up 50 gp in materials and the cauldron can animate a corpse in one round. The user of the cauldron commands the undead so created, up to 2 HD per character level, any further undead created over this limit are under the owner’s control, but previously created undead are freed. Caster Level: 10th; Prerequisite: Craft Wondrous Item, animate dead; Market Price: 54,000 g; Cost to Create: 27,000 gp + 2,160 XP.[/spoiler] [URL=https://www.drivethrurpg.com/product/1376/Tome-of-Horrors?affiliate_id=17596]Tome of Horrors[/URL][spoiler] [b]Apparition, Standard Apparition:[/b] Apparitions are undead spirits of creatures that died as the result of an accident. A creature slain by an apparition rises in 1d4 hours as an apparition. [b]Barrow Wight:[/b] A humanoid slain by a barrow wight becomesabarrowwightin1d4rounds. [b]Bhuta:[/b] When a person is murdered, the spirit sometimes clings to the Material Plane, refusing to accept its mortal death. This spirit possesses its original body and seeks out those responsible for its murder. It will never rest until those responsible are sought out and slain. Since the transformation into unlife is almost instant (occurring within 1-2 hours after death), the bhuta appears as it did in life. Close inspection [b]Bloody Bones:[/b] ? [b]Bog Mummy:[/b] When a corpse preserved by swamp mud is imbued with negative energy, it rises as a bog mummy. Any humanoid that dies from bog rot becomes a bog mummy in 1d4 days 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]Coffer Corpse:[/b] The coffer corpse is an undead creature formed as the result of an incomplete death ritual. They are found on stranded funeral barges or in other situations where corpses have not been delivered to their final rest. [b]Crypt Thing:[/b] [i]Create Crypt Thing[/i] spell. [b]Crypt Guardian:[/b] ? [b]Darnoc:[/b] The darnoc are said to be the restless spirits of oppressive, cruel, and power hungry individuals cursed forever to a life of monotony and toil, forbidden by the gods to taste the spoils of the afterlife they so desperately craved in life. Any humanoid slain by a darnoc becomes a darnoc in 1d4 rounds. [b]Draug:[/b] The draug is the vengeful spirit of a ship’s captain who died at sea, thus being denied a proper burial. If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies. When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. [b]Ghoul-Stirge:[/b] The origin of the ghoul-stirge has been lost, but it is believed to be the result of a failed magical experiment. [b]Groaning Spirit:[/b] The groaning spirit is the malevolent spirit of a female elf that is found haunting swamps, fens, moors, and other desolate places. [b]Haunt:[/b] The haunt is the spirit of a person who died before completing some vital task. [b]Huecuva:[/b] Huecuva are the undead spirits of good clerics who were unfaithful to their god and turned to the path of evil before death. As punishment for their transgression, their god condemned them to roam the earth as the one creature all good-aligned clerics despise — undead. [b]Mummy of the Deep:[/b] It is the result of an evil creature that was buried at sea for its sins in life. The wickedness permeating the former life has managed to cling even into unlife and revive the soul as a mummy of the deep. [b]Poltergeist:[/b] ? [b]Shadow Rat Common:[/b] ? [b]Shadow Rat Dire:[/b] ? [b]Lesser Shadow:[/b] According to ancient texts, an arcane creature known only as the Shadow Lord created beings of living darkness to aid him and protect him. These beings, called shadows, were formed through a combination of darkness and evil. He also created other beings of darkness, lesser beings, not quite as powerful as his original creations. These creatures became known as lesser shadows. A creature drained to Strength 0 by a lesser shadow dies. Lesser shadows do not normally create spawn, though it is rumored that some lesser shadows do have this ability. [b]Skulleton:[/b] Believed to have been created by a lich or demilich, the skulleton resembles the latter creature in that it appears as a skull, pile of dust, and collection of bones. Several small gems (false — all are painted glass and worthless) are inset in its eye sockets and mouth. The skulleton is thought to have been created to detour would-be tomb plunderers in to thinking they had desecrated the lair of a demilich. The ingredients required to create this creature are the skull of a humanoid, a few humanoid bones (they need not be from the same humanoid that the skull came from), and a large quantity of dust. Once the bones, dust, and skull are acquired, the creator must be at least 9th level and able to cast arcane spells. Completing the formula requires the successful casting of animate dead, contagion, fly, and stinking cloud. [b]Undead Ooze:[/b] When an ooze moves across the grave of a restless and evil soul, a transformation takes place. The malevolent spirit, still tied to the rotting flesh consumed by the ooze, melds with the ooze. The result is a creature filled with hatred of the living and an intelligence and cunningness not normally known among its kind. [b]Vampiric Ooze:[/b] The vampiric ooze is thought to have been created by a great undead spellcaster using ancient and forbidden magic. Some believe the vampiric ooze was formed when an ochre jelly slew a vampire and absorbed it. [b]Ghoul Wolf:[/b] ? [b]Shadow Wolf:[/b] ? [b]Brine Zombie:[/b] Brine zombies are the remnants of a ship’s crew that has perished at sea. They are mindless creatures, not very pleasant to look at, and relentless in their attacks on the living. The spark of evil that brought them back from the ocean depths drives them to seek the living so they may join them in their watery graves. [b]Juju Zombie:[/b] Juju zombies’ hatred of living creatures and the magic that created them are what holds them to the world of the living. When a living creature is slain as the result of an energy drain, enervation, or similar spell or spell-like ability, it may rise as a juju zombie. [b]Juju Zombie Tiny:[/b] ? [b]Juju Zombie Small:[/b] ? [b]Juju Zombie Medium:[/b] ? [b]Juju Zombie Large:[/b] ? [b]Juju Zombie Huge:[/b] ? [b]Juju Zombie Gargantuan:[/b] ? [b]Juju Zombie Colossal:[/b] ? [b]Bleeding Horror:[/b] Created by the blood axe, these foul creatures drip with the blood they were so willing to sacrifice to the hungry blade. “Bleeding horror” is a template that can be added to any humanoid, monstrous humanoid, giant, beast, magical beast, outsider, or shapechanger (hereafter referred to as the “base creature”) that dies as a result of feeding the blood axe (see the sidebar for more details). Any creature slain by the blood consumption attack of a bleeding horror becomes a bleeding horror under the command of the initial horror. Any creature slain by the bleeding horror minotaur’s blood consumption attack becomes a bleeding horror under the command of the bleeding horror minotaur. Blood Axe artifact. [b]Bleeding Horror Minotaur:[/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. Legend tells that the skeleton warriors were forced into their undead state by a powerful demon prince that trapped each of their souls in a golden circlet. “Skeleton Warrior” is a template that can be added to any humanoid creature. The transformation into a skeleton warrior traps the character’s soul in a golden circlet. [b]Skeleton Warrior Human Fighter 12:[/b] ? [b]Spectral Troll:[/b] “Spectral troll” is a template that can be added to any troll (hereafter referred to as the “base creature”). [b]Spectral Troll Troll:[/b] ? [b]Apparition, Undead Spirit of a Creature That Died as the Result of an Accident:[/b] ? [b]Barrow Wight, Twisted Insane Creature Standing About 6 Feet Tall:[/b] ? [b]Bloody Bones, Evil Undead Spirit, Skeletal Humanoid With Bits of Muscle and Sinew Hanging From its Body:[/b] ? [b]Coffer Corpse, Undead Creature Formed as the Result of an Incomplete Death Ritual:[/b] ? [b]Crypt Thing, Skeletal Humanoid:[/b] ? [b]Crypt Guardian, Variant of the Crypt Thing:[/b] ? [b]Darnoc, Corrupting Evil Presence, Restless Spirit of an Oppressive Cruel Power Hungry Individual, Vicious Combatant:[/b] ? [b]Demiurge, Undead Spirit of an Evil Human Returned From the Grave With a Wrathful Vengeance Against All Living Creatures That Enter its Domain, Humanoid With Sunken Nose Hollow Eye Sockets Sickly Pale White Semi-Transparent Flesh:[/b] ? [b]Draug, Vengeful Spirit of a Ship’s Captain Who Died at Sea Thus Being Denied a Proper Burial:[/b] ? [b]Draug, Ghostly Wanderer:[/b] ? [b]Draug, Death Token:[/b] ? [b]Ghoul-Stirge, Large Stirge With Rotting Flesh Broken Wings:[/b] ? [b]Groaning Spirit, Malevolent Spirit of a Female Elf, Translucent Image:[/b] ? [b]Haunt, Spirit of a Person Who Died Before Completing Some Vital Task:[/b] ? [b]Huecuva, Undead Spirit of a Good Cleric Who Was Unfaithful to Their God and Turned to the Path of Evil Before Death, Robed Skeleton:[/b] ? [b]Mummy of the Deep, Bloated Desiccated Humanoid Wrapped in Torn and Waterlogged Bandages:[/b] ? [b]Poltergeist, Undead Spirit:[/b] ? [b]Shadow Rat Common, Incorporeal Form of a Normal Rat:[/b] ? [b]Shadow Rat Dire, Incorporeal Form of a Dire Rat:[/b] ? [b]Lesser Shadow, Being of Darkness, Lesser Being, Creature of Living Darkness:[/b] ? [b]Skulleton, Skull Pile of Dust Collection of Bones:[/b] ? [b]Undead Ooze, Creature Filled With Hatred of the Living and an Intelligence and Cunningness not Normally Known Among its Kind, Large Viscous Black Mass From Which the Bones of its Previous Victims’ Protrude:[/b] ? [b]Vampiric Ooze, Giant Flowing Bubbling Mass of Mustard Yellow Ooze:[/b] ? [b]Shadow Wolf, Large Black hound Formed of Darkness, Nocturnal Hunter:[/b] ? [b]Brine Zombie, Remnant of a Ship’s Crew That Has Perished at Sea, Mindless Creature:[/b] ? [b]Brine Zombie, Ghostly Wanderer:[/b] ? [b]Juju Zombie, Hideous Humanoid Creature:[/b] ? [b]Bleeding Horror, Foul Creature:[/b] ? [b]Bleeding Horror, Skeleton Covered in and Continually Dripping Thick Red Blood:[/b] ? [b]Bleeding Horror, Sunken Corpse Covered in and Continually Dripping Thick Red Blood:[/b] ? [b]Skeleton Warrior, Lich-Like Undead Lord That Was Once a Powerful Fighter of at Least 10th Level, Lich-Like Creature:[/b] ? [b]Spectral Troll, Normal Troll But Jet Black in Color:[/b] ? [b]Undead, Undead Creature:[/b] Orcus is known as the Prince of the Undead, for it is said (in secret) that he alone created the first undead that walked the worlds. [b]Undead Particularly Vulnerable to Sunlight:[/b] ? [b]Great Undead Spellcaster:[/b] ? [b]Ghast:[/b] ? [b]Ghost:[/b] ? [b]Ghoul:[/b] ? [b]Lacedon:[/b] ? [b]Lacedon, Ghostly Wanderer:[/b] ? [b]Lich:[/b] ? [b]Demilich:[/b] ? [b]Mummy, Normal Mummy:[/b] ? [b]Shadow, Standard Shadow:[/b] According to ancient texts, an arcane creature known only as the Shadow Lord created beings of living darkness to aid him and protect him. These beings, called shadows, were formed through a combination of darkness and evil. [b]Shadow, Being of Living Darkness:[/b] ? [b]Skeleton:[/b] ? [b]Skeletal Statue:[/b] Once per day, the bone cobbler can animate up to 5 of its skeletal statues. A skeletal statue must be within 30 feet of the bone cobbler for this ability to take effect. These creatures fight as skeletons (see the MM), though their forms and structure do not necessarily resemble humanoid skeletons. This ability otherwise resembles the animate dead spell as cast by a 7th-level sorcerer. [b]Skeleton, Ghostly Wanderer:[/b] ? [b]Skeleton Ally:[/b] ? [b]Spectre:[/b] ? [b]Free-Willed Specter:[/b] Any humanoid killed by a spectral troll rises 1d3 days later as a free-willed spectre unless a cleric of the victim’s religion casts bless on the body. [b]Vampire, Undead That is Particularly Vulnerable to Sunlight:[/b] ? [b]Vampire:[/b] ? [b]Wight, Normal Wight:[/b] ? [b]Wraith:[/b] ? [b]Zombie:[/b] Any humanoid slain by a vampiric ooze becomes a zombie in 1d4 rounds. [b]Zombie, Ghostly Wanderer:[/b] ? [b]Animated Creature:[/b] The electrical aura of the fogwarden can animate dead creatures within 20 feet. This is otherwise identical with animate dead cast by a 4th-level cleric. CREATE CRYPT THING Necromancy [Evil] Level: Clr 7, Sor/Wiz 7 Components: V, S, M Casting Time: 1 hour Range: Close (25 ft. +5 ft./2 levels) Target: One corpse Duration: Instantaneous Saving Throw: None Spell Resistance: No You may create a crypt thing with this spell. The spell must be cast in the area where the crypt thing will make its lair. A crypt thing can be created only from a mostly intact corpse or skeleton. The corpse must have bones (so, no oozes, worms, or the like). If a crypt thing is made from a corpse, the flesh falls from the bones. The statistics for the crypt thing depend on its size, not on what abilities the creature may have possessed while alive. Only one crypt thing is created with this spell, and it remains in the area where it was created until destroyed. Material Component: A black pearl gem worth at least 300 gp. The gem is placed inside the mouth of the corpse. Once the corpse is animated into a crypt thing, the gem is destroyed. MINOR ARTIFACT: THE AXE OF BLOOD Description: Wielded until recently by the famous dwarf fighter Rhezenuduk, legend holds that the axe of blood was lost on a quest to another plane of existence. The axe itself is rather nondescript, being made of dull iron. Only the large, strange rune carved into the side of its double-bladed head gives any immediate indication that the axe may be more than it seems. The rune is one of lesser life stealing, carved on it long ago by a sect of evil sorcerers. This is, in fact, the only remaining copy of that particular rune, thus making the axe a valuable item. Further inspection reveals another strange characteristic: the entire length of the axe’s long haft of darkwood is wrapped in a thick leather thong stained black from years of being soaked in blood and sticky to the touch. When held, the axe feels strangely heavy but well balanced, and it possesses a keenly sharp blade. Powers: At first blush, the axe appears to be no more than a keen battle axe. If legend lore is consulted or the history of the axe unearthed in some other fashion, its true powers can be tapped. The rune of lesser life stealing does not afflict those struck by the axe. Instead, the rune draws power from its wielder to become a mighty magic weapon. Each day, the wielder of the axe can choose to “feed” the axe, sacrificing some of his blood to the axe in a strange ritual. This ritual takes 30 minutes and may be done only at dawn or the axe cannot be powered that day. Using the axe, the wielder opens a wound on his person (causing 1d6 damage) and feeds the axe with his own blood. The rough metal absorbs the ichor hungrily. In this ritual, the wielder sacrifices Constitution to the axe. The axe gains +1 to attack and +1 to damage per point of Constitution sacrificed, up to a total of +5 to attack and +5 to damage. The lost Constitution also, of course, reduces the wielder’s hit points and Fortitude save accordingly. Hit points lost due to a reduction in Constitution may not be healed by any means and are recovered only on the morning of the day following the sacrifice. Similarly, the damage caused by the opening of the wound to power the axe also may not be healed by any means until the sacrificed Constitution is regained. Note that the axe retains its keen quality when powered. If the axe is powered to an amount less than the full +5 during the morning ritual and the wielder subsequently wishes that day to power the axe further, the wielder may again wound himself (a full-round action causing 1d6 damage) and sacrifice additional Constitution. In this instance where such a “second feeding” is done, however, the wielder must sacrifice 2 points of Constitution per additional +1 to attack and damage (up to the same maximum of +5). For example, for the third day in a row, Drekuthar powers the axe by sacrificing Constitution. On this particular day, he sacrifices 2 points of Constitution in the morning ritual, wounding himself for 4 points of damage in doing so (in addition to the hit points lost by the sacrificed Constitution). Later in the day, Drekuthar encounters a golem that is only hit by +4 or better weapons. Reluctantly, Drekuthar gives his axe a “second feeding,” wounding himself for another 3 hit points of damage and sacrificing 4 Constitution points to increase the enhancement bonus of the axe from +2 to +4. There is a chance that the Constitution sacrificed to the axe is lost permanently. If the wielder always skips a day in between powering the axe and always powers the axe with the morning ritual, there is no chance of permanent loss. If, however, the axe is fed on consecutive days or powered in a second feeding, there is a 1% chance plus a 1% cumulative chance per consecutive day the axe is powered that Constitution sacrificed to the axe on that day is permanently lost. This check must be made for each point of Constitution sacrificed to the axe that day. The wielder will not know this until the next morning, when he fails to recover the Constitution points as usual. In the example of Drekuthar above, because this is the third consecutive day he has fed the axe, there is a 3% chance for each point sacrificed that the sacrificed Constitution is permanently lost. In addition, when he feeds the axe a second time, he must make another check to see whether any of that batch of Constitution points is permanently lost as well. If reduced to Con 0 permanently as a result of feeding the axe, the wielder becomes a bleeding horror. See the Templates Appendix for details on this horrible creature. Until activated, the axe is just a keen battle axe. The wielder must consult legend lore or some other similar source of information to learn the ritual required to feed the axe. Despite the gruesome ritual required to power the axe, the axe is not evil but is instead neutral. Bound inside it is a rather savage earth spirit. Caster Level: 20th; Prerequisites: energy drain, symbol.[/spoiler] [URL=https://www.drivethrurpg.com/en/product/3537/toolbox?affiliate_id=17596]Toolbox[/URL][spoiler] [b]Undead:[/b] ? [b]Allip:[/b] ? [b]Bodak:[/b] ? [b]Devourer:[/b] ? [b]Ghast, Undead Ghast:[/b] ? [b]Ghost:[/b] ? [b]Ghoul, Undead Ghoul:[/b] ? [b]Lich:[/b] ? [b]Mighty Lich:[/b] ? [b]Mohrg:[/b] ? [b]Mummy, Undead Mummy:[/b] ? [b]Nightcrawler:[/b] ? [b]Nightwalker:[/b] ? [b]Nightwing:[/b] ? [b]Shadow:[/b] ? [b]Undead Skeleton:[/b] ? [b]Skeleton Gargantuan:[/b] ? [b]Skeleton Large:[/b] ? [b]Skeleton Medium-Size:[/b] ? [b]Skeleton Tiny:[/b] ? [b]Spectre:[/b] ? [b]Vampire Spawn:[/b] ? [b]Wight:[/b] ? [b]Wraith:[/b] ? [b]Wythri Odaernas, Wraith:[/b] ? [b]Undead Zombie:[/b] ? [b]Zombie Huge:[/b] ? [b]Zombie Large:[/b] ? [b]Zombie Medium-Size:[/b] ?[/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/3282/Vigil-Watch-Warrens-of-the-Ratmen?affiliate_id=17596]Vigil Watch: Warrens of the Ratmen[/URL][spoiler] [b]Undead, Undead Creature:[/b] ? [b]Ethereal Undead:[/b] ? [b]Da'tankar the Skullcrusher, Skeletal Mount, Companion:[/b] ? [b]Spirit of the Plague, Undead Monstrosity, Holy Apparition:[/b] ? [b]Ghoul:[/b] ? [b]Skeleton:[/b] ? [b]Personal Skeleton:[/b] ? [b]Zombie:[/b] ?[/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] [URL=https://www.drivethrurpg.com/product/3297/Wilderness--Wasteland?affiliate_id=17596]Wilderness & Wasteland[/URL][spoiler] [b]Bog Mummy:[/b] For unknown reasons, corpses that have been preserved by Titan-tainted bogs have been reported to stalk their final resting place. Bog mummies resemble shriveled and desiccated versions of their former selves, wearing the tattered remains of their clothing and equipment. [b]Bog Mummy, Undead Horror:[/b] ? [b]Spectral Treant:[/b] ? [b]Ice Ghoul:[/b] ? [b]Undead:[/b] ? [b]Allip:[/b] ? [b]Bodak:[/b] ? [b]Ghast:[/b] ? [b]Sorcerer-King Ghost, Sorcerer 5/SUM 2:[/b] ? [b]Ghost:[/b] ? [b]Ghost of a Powerful Creature:[/b] ? [b]Ghost of a Dire Bear, Powerful Creature:[/b] ? [b]Ghost of a Chuul, Powerful Creature:[/b] ? [b]Ghost of a Medusa, Powerful Creature:[/b] ? [b]Ghost of a Tauron, Powerful Creature:[/b] ? [b]Ghost of a Powerful Character:[/b] ? [b]Ghost of a Powerful Character Necromancer:[/b] ? [b]Ghost of a Powerful Character Cleric:[/b] ? [b]Ghost of a Wizard:[/b] ? [b]Ghost of a Scholar:[/b] ? [b]Ghoul:[/b] ? [b]Mohrg:[/b] ? [b]Mummy:[/b] ? [b]Nightshade Nightwing:[/b] ? [b]Nightshade Nightwalker:[/b] ? [b]Nightshade Nightcrawler:[/b] ? [b]Shadow Lord:[/b] ? [b]Shadow:[/b] ? [b]Shadow Minion:[/b] ? [b]Skeleton:[/b] ? [b]Large Skeleton:[/b] ? [b]Medium-Size Skeleton:[/b] ? [b]Specter, Spectre:[/b] ? [b]Wight:[/b] ? [b]Wraith:[/b] ? [b]Zombie:[/b] ? [b]Butcher Spirit:[/b] ? [b]Chardun-Slain:[/b] ? [b]Fleshcrawler:[/b] ? [b]Mistwalker:[/b] ? [b]Spirit of the Plague:[/b] ? [b]Undead Ooze:[/b] ? [b]Acid Shambler:[/b] ? [b]Bonewing:[/b] ? [b]Burned One:[/b] ? [b]Night-Touched:[/b] ? [b]Night-Touched Controller:[/b] ? [b]Night-Touched Hound:[/b] ? [b]Sand Mummy:[/b] ? [b]Everthirsting Sand Mummy, Horror:[/b] ? [b]Skull King:[/b] ? [b]Spectral Plant:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596]Wrath & Rage[/URL][spoiler] [b]Anathema Creature:[/b] In addition to their physical impact on a region, orcs cast a long psychic shadow wherever they lair. The stench of defeat and rage follows them everywhere, and whatever they touch for long carries the taint of futile, incoherent fury. In rare cases, orcs’ bitterness leaches into the soil and water, giving rise to anathema creatures twisted from the pristine fauna. These appear as gnarled caricatures of the original beings, their features deformed by rage. Their minds are similarly twisted and have no room for thought outside their eternal quest to punish the enemies of the orc race. “Anathema” is a template that can be applied to any corporeal creature with a Charisma score greater than 3. Any elf destroyed by the anathema creature’s turn attack rises as an anathema creature within 1d6 rounds. Elves slain by a[n anathema nymph's] turn attempt rise in 1d6 rounds as anathema creatures under the command of the anathema nymph. [b]Anathema Nymph:[/b] ? [b]Anathema Nymph, Spirit of Vengeance, Corruption Incarnate, Creature of Purest Loveliness Turned to Hatred and Retribution by the Psychic Taint of the Orc Race:[/b] ? [b]Undead:[/b] ? [b]Powerful Lich:[/b] ? [b]Ancient Orc Vampire King:[/b] ? [b]Vampire Spawn:[/b] Thirsting Rod magic item. Thirsting Rod These dread rods are carved from the thighbones of ancient orc vampire kings, covered in imprecations to dark entities of the Lower Planes. Despite its great power, few mortals own a thirsting rod for long—the temptation to use it carries its own terrible price. A thirsting rod allows the wielder to cast the following spells on command, as a 20th-level sorcerer (save DC 19 + wielder’s Charisma): energy drain, freedom, gate, implosion, imprisonment, meteor swarm, miracle, Mord’s disjunction, power word kill, shapechange, skip generation, soul bind, time stop, true resurrection, and wish. Each use of the thirsting rod’s powers deals the wielder 2 points of permanent Constitution drain as the rod drinks in some of his blood and essence. This drain cannot be reversed by any means, including restoration, miracle, or wish. If the wielder’s Constitution is reduced to 0 by the device, the wielder rises the next night as a vampire spawn. Caster Level: 20th; Weight: —.[/spoiler] [/spoiler] [/QUOTE]
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