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Undead Origins
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<blockquote data-quote="Voadam" data-source="post: 7945161" data-attributes="member: 2209"><p><strong>0E D&D</strong></p><p></p><p>0e Cumulative[spoiler]</p><p><strong>Undead:</strong> Zsakrn Curse. (Underworld King Volume Two: Dark Gods, Dark Magic)</p><p>Ihlwynd has some Necromantic Powers, being able to Raise Dead Creatures to fight for him, but their active Undead state will only last until the next Dawn. (Unknown Gods)</p><p>There are 2 negative energy Runes in this room, one on the ceiling and one beneath the water. Each Rune radiates magic and will inflict one point of damage per hour to a living creature within a 10 foot radius. After death, a creature will be "re-energized" by the Runes; its hit points as Undead going up by one per hour till its original total is matched. For example, a dead player with 24 HP will return as a Zombie after a full day of exposure. The effect can be temporarily disabled by Dispel Magic or a Protection from Undead scroll. (Fight On! #5)</p><p>Potion of Unlife.</p><p><strong>Animal Mummy:</strong> See Mummy Animal.</p><p><strong>Archghoul:</strong> ?</p><p><strong>Archghoul Commander:</strong> ?</p><p><strong>Archghoul Lord:</strong> ?</p><p><strong>Archghoul King:</strong> ?</p><p><strong>Arnor:</strong> See Wight, Arnor.</p><p><strong>Atacyl Oathbinder:</strong> See Vampire Magic-User, Atacyl Oathbinder.</p><p><strong>Autse Darkheart:</strong> See Wraith, Sir Autse Darkheart.</p><p><strong>Avenging Spirit:</strong> See Spirit of Vengeance, Avenging Spirit.</p><p><strong>Baboon Animal Mummy:</strong> See Mummy Animal Baboon.</p><p><strong>Banshee:</strong> ?</p><p><strong>Banshee:</strong> ?</p><p><strong>Barghest:</strong> ?</p><p><strong>Barrow Wight:</strong> See Wight Barrow.</p><p><strong>Beast Bestial:</strong> See Bestial Beast.</p><p><strong>Beetle Animal Mummy:</strong> See Mummy Animal Beetle.</p><p><strong>Berk:</strong> See Undead Warrior, Berk.</p><p><strong>Bertalan the Butler:</strong> See Spirit, Bertalan the Butler.</p><p><strong>Bestial Beast:</strong> Bestial beasts are the spectral presences of centaurs who were particularly evil during their life. (CC1 Creature Compendium)</p><p><strong>Blighted:</strong> 6th or higher level characters who perish in underworld may arise in a few days as Blighted. (The Bleak Beyond Bestiary)</p><p><strong>Bloody Head Rawbones Skeleton:</strong> See Skeleton Bloody Head Rawbones.</p><p><strong>Bloody Horror:</strong> <em>Great Curse</em> spell. (Witch's Court)</p><p><strong>Boogie Man:</strong> ?</p><p><strong>Cadaver Zombie:</strong> See Zombie Cadaver.</p><p><strong>Cat Animal Mummy:</strong> See Mummy Animal Cat.</p><p><strong>Cauldron Born:</strong> ?</p><p><strong>Child Ghost:</strong> See Ghost Child.</p><p><strong>Chotogor:</strong> At death, the deceased’s spirit either could not find its way to the afterworld, or refused reincarnation, preferring instead to haunt the world of the living. This spirit returns to re-inhabit its former body and rise as a chötgör,</p><p>The soul of any victim [of a chotogor] left unburied will rise as a chötgör after a number of days equal to its hit dice (provided the corpse remains uneaten). Even a body given a proper burial has a 1-in-3 chance of rising as a chötgör unless dispel evil is cast upon it before it rises. (CC1 Creature Compendium)</p><p><strong>Coachman of Death:</strong> ?</p><p><strong>Coachman of Death's Horse:</strong> ?</p><p><strong>Collective Skeletons:</strong> Huge pile of hundreds (or maybe thousands) of bones, animated as one, dreadful monstrosity.</p><p><strong>Colony Ghoul:</strong> See Ghoul Colony.</p><p><strong>Corpse-Candle:</strong> The Corpse-Candle is a soul that is unable to find its rest. (All the Worlds' Monsters Vol. 3)</p><p><strong>Corrupted Spectre:</strong> See Spectre Corrupted.</p><p><strong>Count Radu Rumpula:</strong> See Vampire, Count Radu Rumpula.</p><p><strong>Coxswain Undead Lesser:</strong> See Undead Lesser Coxswain.</p><p><strong>Crocodile Animal Mummy:</strong> See Mummy Animal Crocodile.</p><p><strong>Daemon:</strong> FOUND ANYWHERE HUMANS ARE THIS IS THE SPIRIT OF A PERSON WHO HAS "UNFINISHED BUSINESS" FOR ONE REASON OR ANOTHER. (All the Worlds' Monsters Vol. 2)</p><p><strong>Darkheart, Sir Autse:</strong> See Wraith, Sir Autse Darkheart.</p><p><strong>Dead King:</strong> ?</p><p><strong>Dead Ones:</strong> Nobody really knows when Grey Plague appeared for a first time. Certainly it has been hundreds (if not thousands) of years ago, perhaps even in the times of the Great Wars. It is not known whether it was created as a biological weapon of the Ancient Ones or its origin is quite different. (Underworld Kingdom Volume One: Explorers of the Unknown)</p><p>One thing is certain - the plague changes people into monsters. Spores of the disease attacks every cell of the host's body, leading to his death. Despite the apparent demise, disease transforms the victim's body, sustaining his existence in a unknown way. Thus, victims of the plague - often called the Dead Ones - practically does not need to eat or drink (though if it does not take the "replacements" for their diseased tissues – especially if they are injured or otherwise damaged, eventually they will begin to rot and decay), also they are resistant to the effects of aging (finally they are dead - at least in some sense). Unfortunately the course of infection is horrible and extremely painful, which results with the victim of the Grey Plague falling into madness. (Underworld Kingdom Volume One: Explorers of the Unknown)</p><p>As the outbreaks of plague have not appeared since ages and infected with the disease can release spores only once in a hundred years, the number of Dead Ones is dwindling. (Underworld Kingdom Volume One: Explorers of the Unknown)</p><p><strong>Death Electric:</strong> See Electric Death.</p><p><strong>Desiccated Skeleton:</strong> See Skeleton Desiccated</p><p><strong>Dog Ghostly:</strong> See Ghostly Dog.</p><p><strong>Draugr:</strong> Draugen (sing.=“draugr”) are the animated corpses of once great warriors driven in their afterlife by jealousy and contempt for the living, as well as a burning greed that never lets them rest. (CC1 Creature Compendium)</p><p><strong>Draugr:</strong> The men they [Draugr] kill become Draugr. (The Bleak Beyond Bestiary)</p><p><strong>Dread:</strong> ?</p><p><strong>Dread Lurker:</strong> These undead stalkers are the embodiment of evil Fae memories and violent bloodshed. (Fight On! #6)</p><p><strong>Electric Death:</strong> ?</p><p><strong>Evil Shark:</strong> THE SHARK-SHAPED GHOST OF A LOW LEVEL CLERIC. (All the Worlds' Monsters Vol. 1)</p><p><strong>Eye of Fear and Flame:</strong> ?</p><p><strong>Faceless Ghost:</strong> See Ghost Faceless.</p><p><strong>Family Undead Lesser:</strong> See Undead Lesser Family.</p><p><strong>Fetch:</strong> ?</p><p><strong>Flailing Spirit:</strong> See Spirit Flailing.</p><p><strong>Flying Skull:</strong> See Skull Flying.</p><p><strong>Ghast Lizardman:</strong> These creatures are the reanimated corpses of the warriors that dared to go beyond the portcullis. Overwhelmed by the Shambling Mound, they scrambled past the monster to this iron door, which jolted the remaining life out of them. The Magelocked security door has four negative energy Runes on both sides. Touching this barrier with bare skin or conductive metal will result in a single discharge that inflicts 4d4+2 damage (the Runes can't deliver a second shock for 3 days). (Fight On! #5)</p><p><strong>Ghost:</strong> Any Living Being within 50 feet of Mondorent will Suffer a Health Drain (4 pips per turn, 50% less for Halflings) which if unchecked will Turn A ny Opponent (at HTK 0) into one of the following Undeads: (1D6 determines) 1 Lich, 2 Skeleton, 3 Zombie, 4 Barrow Wight, 5 Wisp, or 6 Ghost. (Unknown Gods)</p><p><strong>Ghost, Ranting Redurn:</strong> ?</p><p><strong>Ghost, Rascal Rowing:</strong> ?</p><p><strong>Ghost, Remonger the Remorseful:</strong> ?</p><p><strong>Ghost, Restless Ralome:</strong> ?</p><p><strong>Ghost, Ribbonsor the Rider:</strong> ?</p><p><strong>Ghost, Ricienna the Ravenous:</strong> ?</p><p><strong>Ghost, Rinsel the Ravishing:</strong> ?</p><p><strong>Ghost, Roderic the Righteous:</strong> ?</p><p><strong>Ghost, Roparoc the Raider:</strong> ?</p><p><strong>Ghost, Rourdan the Repressor:</strong> ?</p><p><strong>Ghost, Rufiena the Reckless:</strong> ?</p><p><strong>Ghost, Rumpus Rundel the Rover:</strong> ?</p><p><strong>Ghost, Sir Rankling:</strong> ?</p><p><strong>Ghost, Sir Ritark the Rat-Hearted:</strong> ?</p><p><strong>Ghost Child:</strong> ?</p><p><strong>Ghost Crab:</strong> ?</p><p><strong>Ghost Faceless, Rhien the Remorseless:</strong> ?</p><p><strong>Ghost Half-Mad Wizard:</strong> ?</p><p><strong>Ghost Howling:</strong> ?</p><p><strong>Ghost Silver:</strong> ?</p><p><strong>Ghostly Dog:</strong> ?</p><p><strong>Ghostly Mount:</strong> ?</p><p><strong>Ghostly Wanton Handmaiden:</strong> ?</p><p><strong>Ghoul:</strong> Any man-type killed by a Ghoul becomes one. (OD&D Dungeons and Dragons)</p><p>Any man-type killed by a Ghoul becomes one. (OD&D Single Volume Edition)</p><p>Unlike normal ghouls, these foul creatures are the result of a powerful curse placed upon a pirate crew whose ship ran aground along the nearby coast after a powerful storm. Those slain in the shipwreck rose as ghouls and now act as guardians for an immense diamond stolen from a prince in a faraway land and whose theft brought the curse upon them. Until the diamond is either destroyed or returned to its rightful owner, the ghouls cannot be permanently slain but will return to unlife 1D6 turns after being “slain,” when they will unerringly pursue anyone absconds with the diamond. Likewise, anyone who possesses the diamond will suffer the same fate as the pirates should they ever been killed. Remove curse can be cast upon the diamond to rid it of its evil, but doing so will also turn the diamond into worthless quartz. (Fight On #2)</p><p><strong>Ghoul Colony:</strong> ?</p><p><strong>Ghoul Gibbering:</strong> ?</p><p><strong>Ghoul Rotted:</strong> ?</p><p><strong>Ghoul Skinless:</strong> Hideous, mindless monsters, created from the corpses of victims of the Skinless Oracle (and probably gathered by her minions in the Chapel of Ghouls as well).</p><p><strong>Gibbering Ghoul:</strong> See Ghoul Gibbering.</p><p><strong>Giervald-Kingard:</strong> See Spirit Guardian, Giervald-Kingard.</p><p><strong>Golden Vampire:</strong> See Vampire Golden.</p><p><strong>Great Wraith:</strong> See Wraith Great.</p><p><strong>Guardian Spirit:</strong> See Spirit Guardian.</p><p><strong>Handmaiden Ghostly:</strong> See Ghostly Wanton Handmaiden.</p><p><strong>Hell Horse:</strong> ?</p><p><strong>Hell Worm:</strong> ?</p><p><strong>Horror Bloody:</strong> See Bloody Horror.</p><p><strong>Horse Spectral:</strong> See Spectral Horse.</p><p><strong>Horse Undead:</strong> See Undead Horse.</p><p><strong>Horseman Lesser Undead:</strong> See Undead Lesser Horseman.</p><p><strong>Hound Skeletal:</strong> See Skeletal Hound.</p><p><strong>Hound Wish:</strong> ?</p><p><strong>Howling Ghost:</strong> See Ghost Howling.</p><p><strong>Humanoid Undead:</strong> See Undead Humanoid.</p><p><strong>Immortal King:</strong> See Lich Reptile Race, Immortal King.</p><p><strong>Ixitxachitl Vampire:</strong> ?</p><p><strong>Jackal Animal Mummy:</strong> See Mummy Animal Jackal.</p><p><strong>Jenglot:</strong> It is believed that jenglots become undead through a process similar to that of liches, enacted by the grant of an evil deity to whom the jenglot (in his previous demihuman form) petitioned for immortality. (CC1 Creature Compendium)</p><p><strong>King Dead:</strong> See Dead King.</p><p><strong>King of the Undead:</strong> See Skellington, King of the Undead.</p><p><strong>Lacedon:</strong> ?</p><p><strong>Lacedon Leader:</strong> ?</p><p><strong>Lady Rubienna Rump-Rumpula:</strong> See Vampire, Lady Rubienna Rump-Rumpula.</p><p><strong>Leech Zombie:</strong> See Zombie Leech.</p><p><strong>Lemure:</strong> ?</p><p><strong>Lesser Undead:</strong> See Undead Lesser.</p><p><strong>Lesser Wraith:</strong> See Wraith Lesser.</p><p><strong>Leurr:</strong> See Undead Horse, Leurr.</p><p><strong>Lich, Liche:</strong> These skeletal monsters are of magical origin, each Lich formerly being a very powerful Magic-User or Magic-User/Cleric in life, and now alive only by means of great spells and will because of being in some way disturbed. A Lich ranges from 12th level upwards, typically being 18th level of Magic-Use. (OD&D Supplement I: Greyhawk (0e))</p><p>Instead of beginning life as normal humans, nephil liches began life as nephilim (the giant offspring of fallen angels and humans), then became liches through the same combination of desire and arcane magic by which normal humans are transformed. (CC1 Creature Compendium)</p><p>The undead remains of a powerful spell-caster. (The Original Revised & Expanded Tegel Manor)</p><p>Any Living Being within 50 feet of Mondorent will Suffer a Health Drain (4 pips per turn, 50% less for Halflings) which if unchecked will Turn Any Opponent (at HTK 0) into one of the following Undeads: (1D6 determines) 1 Lich, 2 Skeleton, 3 Zombie, 4 Barrow Wight, 5 Wisp, or 6 Ghost. (Unknown Gods)</p><p><strong>Lich, Rasping Rashuak:</strong> ?</p><p><strong>Lich, Ridwick of the Relic:</strong> ?</p><p><strong>Lich, Vecna:</strong> ?</p><p><strong>Lich 30, Modgud:</strong> ?</p><p><strong>Lich Nephil:</strong> Instead of beginning life as normal humans, nephil liches began life as nephilim (the giant offspring of fallen angels and humans), then became liches through the same combination of desire and arcane magic by which normal humans are transformed. (CC1 Creature Compendium)</p><p><strong>Lich Reptile Race, Immortal King:</strong> With the coming of man to the area (a new source of food and slaves for the still powerful reptiles) come the death of the Immortal King. But his was not a true death. The dead body remained animated by the creature's spirit. (Caverns of Thracia)</p><p><strong>Liche:</strong> See Lich, Liche.</p><p><strong>Life-Draining Undead:</strong> See Undead Life-Draining.</p><p><strong>Lizardman Ghast:</strong> See Ghast Lizardman.</p><p><strong>Lizard Man Skeletal:</strong> See Skeletal Lizard Man.</p><p><strong>Lizardman Undead:</strong> See Undead Lizardman.</p><p><strong>Lost Mariner:</strong> Cursed expired fishermen. (The Bleak Beyond Bestiary)</p><p><strong>Lurker Dread:</strong> See Dread Lurker.</p><p><strong>Mage-Wraith:</strong> See Wraith Mage-Wraith.</p><p><strong>Mariner Lost:</strong> See Lost Mariner.</p><p><strong>Merman Undead:</strong> See Undead Merman.</p><p><strong>Modgud:</strong> See Lich 30, Modgud.</p><p><strong>Mongoose Animal Mummy:</strong> See Mummy Animal Mongoose.</p><p><strong>Morghoul:</strong> IT IS A CROSS BETWEEN A GHOUL AND A SHADOW. (All the Worlds' Monsters Vol. 2)</p><p><strong>Mound Wight:</strong> See Wight Mound.</p><p><strong>Mount Ghostly:</strong> See Ghostly Mount.</p><p><strong>Mount Skeletal:</strong> See Skeletal Mount.</p><p><strong>Mount Zombie-Like:</strong> See Zombie-Like Mount.</p><p><strong>Mummy:</strong> The being is a mummified, ancient king of Thracia, doomed by his evil life to live forever. (Caverns of Thracia)</p><p>[F]requently cursed to its undead existence as horrible revenge for deeds done during life. (The Original Revised & Expanded Tegel Manor)</p><p>Mummy's Curse. (The Original Revised & Expanded Tegel Manor)</p><p><strong>Mummy, Racy Rawley:</strong> ?</p><p><strong>Mummy, Rarin the Rearguard:</strong> ?</p><p><strong>Mummy, Rimout the Reviver:</strong> ?</p><p><strong>Mummy, Risque Rotehar:</strong> ?</p><p><strong>Mummy Animal:</strong> Some animal mummies are created to provide companionship to the deceased in the afterlife, while others are mummified in honor of deities or notable figures. (CC1 Creature Compendium)</p><p><strong>Mummy Animal Baboon:</strong> ?</p><p><strong>Mummy Animal Beetle:</strong> ?</p><p><strong>Mummy Animal Cat:</strong> ?</p><p><strong>Mummy Animal Crocodile:</strong> ?</p><p><strong>Mummy Animal Jackal:</strong> ?</p><p><strong>Mummy Animal Mongoose:</strong> ?</p><p><strong>Mummy Animal Serpent:</strong> ?</p><p><strong>Nazgul:</strong> ?</p><p><strong>Nephil Lich:</strong> See Lich Nephil.</p><p><strong>Nightshade:</strong> ?</p><p><strong>Oathbinder, Atacyl:</strong> See Vampire Magic-User, Atacyl Oathbinder.</p><p><strong>Oracular Skull:</strong> ?</p><p><strong>Rabury the Recluse:</strong> See Wight, Rabury the Recluse.</p><p><strong>Rackstor the Rash:</strong> See Skeleton, Rackstor the Rash.</p><p><strong>Racy Rawley:</strong> See Mummy, Racy Rawley.</p><p><strong>Radaw the Rebel:</strong> See Zombie, Radaw the Rebel.</p><p><strong>Radded Rufus:</strong> See Zombie, Radded Rufus.</p><p><strong>Radical Roman:</strong> See Skeleton, Radical Roman.</p><p><strong>Radu Rumpula:</strong> See Vampire, Count Radu Rumpula.</p><p><strong>Raging Raktor:</strong> See Skeleton, Raging Raktor.</p><p><strong>Rahad the Random:</strong> See Zombie, Rahad the Random.</p><p><strong>Raktor, Raging:</strong> See Skeleton, Raging Raktor.</p><p><strong>Ralome, Restless:</strong> See Ghost, Restless Ralome.</p><p><strong>Ralfrid, Reciting:</strong> See Wight, Reciting Ralfrid.</p><p><strong>Rallifer Rolandil:</strong> See Zombie, Rallifer Rolandil.</p><p><strong>Ramshackle Riparian:</strong> See Wraith, Ramshackle Riparian.</p><p><strong>Rancorous Rimy:</strong> See Zombie, Rancorous Rimy.</p><p><strong>Randver the Rancid:</strong> See Wraith, Randver the Rancid.</p><p><strong>Rank Rumpuls:</strong> See Vampire, Rank Rumpuls.</p><p><strong>Rankling:</strong> See Ghost, Sir Rankling.</p><p><strong>Ransac Rosco:</strong> See Wight, Ransac Rosco.</p><p><strong>Ranting Redurn:</strong> See Ghost, Ranting Redurn.</p><p><strong>Raphod the Reaper:</strong> See Wraith, Raphod the Reaper.</p><p><strong>Rapid Rithiena:</strong> See Vampire, Rapid Rithiena.</p><p><strong>Rarin the Rearguard:</strong> See Mummy, Rarin the Rearguard.</p><p><strong>Rascal Rowing:</strong> See Ghost, Rascal Rowing.</p><p><strong>Rashuak, Rasping:</strong> See Lich, Rasping Rashuak.</p><p><strong>Rasping Rashuak:</strong> See Lich, Rasping Rashuak.</p><p><strong>Raving Rindat:</strong> See Wight, Raving Rindat.</p><p><strong>Raw Ribby:</strong> See Skeleton, Raw Ribby.</p><p><strong>Rawley, Racy:</strong> See Mummy, Racy Rawley.</p><p><strong>Ready Rhydeg:</strong> See Skeleton, Ready Rhydeg.</p><p><strong>Rebut Reridok:</strong> See Wight, Rebut Reridok.</p><p><strong>Reciting Ralfrid:</strong> See Wight, Reciting Ralfrid.</p><p><strong>Reckless Rory:</strong> See Skeleton, Reckless Rory.</p><p><strong>Redbud Rump:</strong> See Wraith, Redbud Rump.</p><p><strong>Redurn, Ranting:</strong> See Ghost, Ranting Redurn.</p><p><strong>Reeling Rihorn:</strong> See Wraith, Reeling Rihorn.</p><p><strong>Regenerating Rodark:</strong> See Wight, Regenerating Rodark.</p><p><strong>Reland the Wracker:</strong> See Wight, Reland the Wracker.</p><p><strong>Rellwood, Riddles:</strong> See Wight, Riddles Rellwood.</p><p><strong>Rembard the Rake:</strong> See Wraith, Rembard the Rake.</p><p><strong>Remnar, Richochet:</strong> See Skeleton, Richochet Remnar.</p><p><strong>Remonger the Remorseful:</strong> See Ghost, Remonger the Remorseful.</p><p><strong>Reridok, Rebut:</strong> See Wight, Rebut Reridok.</p><p><strong>Regelot, Retakang:</strong> See Skeleton, Retakang Regelot.</p><p><strong>Restless Ralome:</strong> See Ghost, Restless Ralome.</p><p><strong>Retakang Regelot:</strong> See Skeleton, Retakang Regelot.</p><p><strong>Retort Rowantor:</strong> See Spectre, Retort Rowantor.</p><p><strong>Revlidor the Renowned:</strong> See Wight, Revlidor the Renowned.</p><p><strong>Reydd the Razor:</strong> See Wight, Reydd the Razor.</p><p><strong>Rhien the Remorseless:</strong> See Faceless Ghost, Rhien the Remorseless.</p><p><strong>Rhydeg, Ready:</strong> See Skeleton, Ready Rhydeg.</p><p><strong>Rialto the Riffraff:</strong> See Zombie, Rialto the Riffraff.</p><p><strong>Ribbonsor the Rider:</strong> See Ghost, Ribbonsor the Rider.</p><p><strong>Ribby, Raw:</strong> See Skeleton, Raw Ribby.</p><p><strong>Richochet Remnar:</strong> See Skeleton, Richochet Remnar.</p><p><strong>Ricienna the Ravenous:</strong> See Ghost, Ricienna the Ravenous.</p><p><strong>Riddles Rellwood:</strong> See Wight, Riddles Rellwood.</p><p><strong>Ridwick of the Relic:</strong> See Lich, Ridwick of the Relic.</p><p><strong>Rigat the Rabble-Rouser:</strong> See Spectre, Rigat the Rabble-Rouser.</p><p><strong>Rigormortis Rumpule:</strong> See Wraith, Rigormortis Rumpule.</p><p><strong>Rigorn the Recruit:</strong> See Zombie, Rigorn the Recruit</p><p><strong>Rihorn, Reeling:</strong> See Wraith, Reeling Rihorn.</p><p><strong>Rimout the Reviver:</strong> See Mummy, Rimout the Reviver.</p><p><strong>Rimy, Rancorous:</strong> See Zombie, Rancorous Rimy.</p><p><strong>Rinbak the Rich:</strong> See Zombie, Rinbak the Rich.</p><p><strong>Rindat, Raving:</strong> See Wight, Raving Rindat.</p><p><strong>Rinsel the Ravishing:</strong> See Ghost, Rinsel the Ravishing.</p><p><strong>Riparian, Ramshackle:</strong> See Wraith, Ramshackle Riparian.</p><p><strong>Risque Rotehar:</strong> See Mummy, Risque Rotehar.</p><p><strong>Ritark the Rat-Hearted:</strong> See Ghost, Sir Ritark the Rat-Hearted.</p><p><strong>Rithiena, Rapid:</strong> See Vampire, Rapid Rithiena.</p><p><strong>Ritzy Rutorn:</strong> See Skeleton, Ritzy Rutorn.</p><p><strong>Riven the Reflective:</strong> See Spectre, Riven the Reflective.</p><p><strong>Rivona the Radiant:</strong> See Wight, Rivona the Radiant.</p><p><strong>Rocci the Rogue:</strong> See Zombie, Rocci the Rogue.</p><p><strong>Rodark, Regenerating:</strong> See Wight, Regenerating Rodark.</p><p><strong>Roderic the Righteous:</strong> See Ghost, Roderic the Righteous.</p><p><strong>Rodip the Rationalist:</strong> See Wight, Rodip the Rationalist.</p><p><strong>Rolandil, Rallifer:</strong> See Zombie, Rallifer Rolandil.</p><p><strong>Roman, Radical:</strong> See Skeleton, Radical Roman.</p><p><strong>Ronahr the Repellent:</strong> See Spectre, Ronahr the Repellent.</p><p><strong>Roparoc the Raider:</strong> See Ghost, Roparoc the Raider.</p><p><strong>Rory, Reckless:</strong> See Skeleton, Reckless Rory.</p><p><strong>Rory, Rummy:</strong> See Wraith, Rummy Rory.</p><p><strong>Rosco, Ransac:</strong> See Wight, Ransac Rosco.</p><p><strong>Rotehar, Risque:</strong> See Mummy, Risque Rotehar.</p><p><strong>Rotted Ghoul:</strong> See Ghoul Rotted.</p><p><strong>Rowantor, Retort:</strong> See Spectre, Retort Rowantor.</p><p><strong>Rowing, Rascal:</strong> See Ghost, Rascal Rowing.</p><p><strong>Rosienna the Romancer:</strong> See Wraith, Rosienna the Romancer.</p><p><strong>Rourdan the Repressor:</strong> See Ghost, Rourdan the Repressor.</p><p><strong>Rubienna Rump-Rumpula:</strong> See Vampire, Lady Rubienna Rump-Rumpula.</p><p><strong>Ruby Skeleton:</strong> See Skeleton Ruby.</p><p><strong>Rudlong the Revenger:</strong> See Wraith, Rudlong the Revenger.</p><p><strong>Rufiena the Reckless:</strong> See Ghost, Rufiena the Reckless.</p><p><strong>Rufus, Radded:</strong> See Zombie, Radded Rufus.</p><p><strong>Rummy Rory:</strong> See Wraith, Rummy Rory.</p><p><strong>Rump, Redbud:</strong> See Wraith, Redbud Rump.</p><p><strong>Rump-Rumpula, Lady Rubienna:</strong> See Vampire, Lady Rubienna Rump-Rumpula.</p><p><strong>Rumpula, Count Radu:</strong> See Vampire, Count Radu Rumpula.</p><p><strong>Rumpule, Rigormortis:</strong> See Wraith, Rigormortis Rumpule.</p><p><strong>Rumpuls, Rank:</strong> See Vampire, Rank Rumpuls.</p><p><strong>Rumpus Rundel the Rover:</strong> See Ghost, Rumpus Rundel the Rover.</p><p><strong>Rundel, Rumpus:</strong> See Ghost, Rumpus Rundel the Rover.</p><p><strong>Rupture Skeleton:</strong> See Skeleton Rupture.</p><p><strong>Rustrum the Rabid:</strong> See Wraith, Rustrum the Rabid.</p><p><strong>Rutorn, Ritzy:</strong> See Skeleton, Ritzy Rutorn.</p><p><strong>Rykman:</strong> See Vampire, Rykman.</p><p><strong>Ryth the Recanter:</strong> See Spectre, Ryth the Recanter.</p><p><strong>Sarcophogal Worm:</strong> See Worm Sarcophogal.</p><p><strong>Screamer:</strong> ?</p><p><strong>Serpent Animal Mummy:</strong> See Mummy Animal Serpent.</p><p><strong>Shark Evil:</strong> See Evil Shark.</p><p><strong>Sikke-Qwyngard:</strong> See Spirit Guardian, Sikke-Qwyngard.</p><p><strong>Silver Ghost:</strong> See Ghost Silver.</p><p><strong>Silver Wraith:</strong> See Wraith Silver.</p><p><strong>Sir Autse Darkheart:</strong> See Wraith, Sir Autse Darkheart.</p><p><strong>Sir Rankling:</strong> See Ghost, Sir Rankling.</p><p><strong>Sir Ritark the Rat-Hearted:</strong> See Ghost, Sir Ritark the Rat-Hearted.</p><p><strong>Skeletal Hound:</strong> ?</p><p><strong>Skeletal Lizard Man:</strong> ?</p><p><strong>Skeletal Mount:</strong> ?</p><p><strong>Skeleton:</strong> If the skeleton from this crypt is not destroyed, he can convert any dead creature (recent) into a zombie or any long dead creature into a skeleton. (Caverns of Thracia)</p><p>Although the noblemen and women who worshiped Thanatos were given honorable deaths, their servants, who were most likely not worshipers of the death god, were left to die of starvation, locked in this cell. Because of this, their souls were not completely freed from the mortal plane when their bodies expired. (Caverns of Thracia)</p><p>Often thought of as mere sword-fodder, skeletons have a tenacity born of the magics that animate them. (The Original Revised & Expanded Tegel Manor)</p><p>Unless extreme (magical) measures are taken, Zombies continue to decay, gradually falling apart until either reduced to Skeletons or just disgusting muck. (The Original Revised & Expanded Tegel Manor)</p><p>Any Living Being within 50 feet of Mondorent will Suffer a Health Drain (4 pips per turn, 50% less for Halflings) which if unchecked will Turn Any Opponent (at HTK 0) into one of the following Undeads: (1D6 determines) 1 Lich, 2 Skeleton, 3 Zombie, 4 Barrow Wight, 5 Wisp, or 6 Ghost. (Unknown Gods)</p><p>Animating.(Fight On #2)</p><p>Mysterious Ruins - Located in a natural canyon, this ruined city is built into its walls. Judging from their extent, which extends deep beneath the surrounding plateau, this city once held thousands of people, although exactly who these people were or where they went remains a mystery. The ruins are decorated with a variety of strange symbols and sigils, none of bear any resemblance to local languages living or extinct. The ruins consist of innumerable rooms, chambers, and corridors, in many of which are valuable items of precious metals and jewels. During the day, there are no inhabitants in the ruins and adventurers may freely explore them without fear. During the night, the ruins are overrun with all manner of undead, from skeletons and zombies to specters and vampires. These are the cursed former inhabitants of the city and they will relentlessly pursue any who steal from their home – even if they leave the ruins. Only the death of the thieves or the return of the stolen items will stop the undead from seeking them out, in ever-increasing numbers if need be. This curse the dervish prophetess knows and fears (hex 2516). (Fight On #2)</p><p><em>Animate Dead</em> spell. (OD&D Dungeons and Dragons)</p><p><em>Animate Dead</em> spell. (Men and Magic Compilation)</p><p><em>Animate Dead</em> spell. (OD&D Single Volume Edition)</p><p><strong>Skeleton, Rackstor the Rash:</strong> ?</p><p><strong>Skeleton, Radical Roman:</strong> ?</p><p><strong>Skeleton, Raging Raktor:</strong> ?</p><p><strong>Skeleton, Raw Ribby:</strong> ?</p><p><strong>Skeleton, Ready Rhydeg:</strong> ?</p><p><strong>Skeleton, Reckless Rory:</strong> ?</p><p><strong>Skeleton, Retakang Regelot:</strong> ?</p><p><strong>Skeleton, Richochet Remnar:</strong> ?</p><p><strong>Skeleton, Ritzy Rutorn:</strong> ?</p><p><strong>Skeleton Bloody Head Rawbones:</strong> ?</p><p><strong>Skeleton Desiccated:</strong> ?</p><p><strong>Skeleton Merchant:</strong> ?</p><p><strong>Skeleton Ruby:</strong> Ruby skeletons are specially enchanted skeletons. (CC1 Creature Compendium)</p><p><strong>Skeleton Rupture:</strong> Rupture skeletons appear as standard skeletons, and are animated in the standard fashion, but the skeletons have been “armed” with a magical trap by the magic-user that animated them. (CC1 Creature Compendium)</p><p><strong>Skeleton Stone:</strong> Stone skeletons appear as standard skeletons and are animated in the standard fashion, but the bones of the corpse have fossilized. (CC1 Creature Compendium)</p><p><strong>Skeletons Collective:</strong> See Collective Skeletons.</p><p><strong>Skellington, King of the Undead:</strong> ?</p><p><strong>Skin:</strong> THOSE KILLED BY A SKIN BECOME SKINS IF THEIR DEATH WAS DUE TO AN ENERGY DRAIN. (All the Worlds' Monsters Vol. 1)</p><p><strong>Skinless Ghoul:</strong> See Ghoul Skinless.</p><p><strong>Skíði:</strong> See Wight, Skíði.</p><p><strong>Skull Flying:</strong> ?</p><p><strong>Skull Oracular:</strong> See Oracular Skull.</p><p><strong>Skull Warrior:</strong> THE SKELETON OF A GREAT AND SKILLFUL WARRIOR. ANIMATED BY BLACK MAGIC TO RETAIN HIS ORIGINAL SKILL AT ARMS AND BOUND TO PROTECT SOME PERSON OR THING. (All the Worlds' Monsters Vol. 2)</p><p><strong>Skullplane:</strong> ?</p><p><strong>Snow Vampire:</strong> See Vampire Snow.</p><p><strong>Sogg:</strong> See Undead Warrior, Sogg.</p><p><strong>Soul Stealer:</strong> ?</p><p><strong>Spectral Horse:</strong> ?</p><p><strong>Spectre:</strong> Men-types killed by Spectres become Spectres. (OD&D Dungeons and Dragons)</p><p>Men-types killed by Spectres become Spectres under the control of the one who made them. (OD&D Single Volume Edition)</p><p>If a victim can be reduced to CON=0 [by a Spectre's attack] that one is doomed to become a Spectre as well. (The Original Revised & Expanded Tegel Manor)</p><p>Mysterious Ruins - Located in a natural canyon, this ruined city is built into its walls. Judging from their extent, which extends deep beneath the surrounding plateau, this city once held thousands of people, although exactly who these people were or where they went remains a mystery. The ruins are decorated with a variety of strange symbols and sigils, none of bear any resemblance to local languages living or extinct. The ruins consist of innumerable rooms, chambers, and corridors, in many of which are valuable items of precious metals and jewels. During the day, there are no inhabitants in the ruins and adventurers may freely explore them without fear. During the night, the ruins are overrun with all manner of undead, from skeletons and zombies to specters and vampires. These are the cursed former inhabitants of the city and they will relentlessly pursue any who steal from their home – even if they leave the ruins. Only the death of the thieves or the return of the stolen items will stop the undead from seeking them out, in ever-increasing numbers if need be. This curse the dervish prophetess knows and fears (hex 2516). (Fight On #2)</p><p><strong>Spectre, Retort Rowantor:</strong> ?</p><p><strong>Spectre, Rigat the Rabble-Rouser:</strong> ?</p><p><strong>Spectre, Riven the Reflective:</strong> ?</p><p><strong>Spectre, Ronahr the Repellent:</strong> ?</p><p><strong>Spectre, Ryth the Recanter:</strong> ?</p><p><strong>Spectre Corrupted:</strong> ?</p><p><strong>Spirit:</strong> ?</p><p><strong>Spirit, Bertalan the Butler:</strong> ?</p><p><strong>Spirit Avenging:</strong> See Spirit of Vengeance, Avenging Spirit.</p><p><strong>Spirit Flailing:</strong> A flailing spirit is the spirit of a person who was so evil during their life that, upon their death, their spirit was literally ripped to shreds. (CC1 Creature Compendium)</p><p><strong>Spirit Guardian, Giervald-Kingard:</strong> ?</p><p><strong>Spirit Guardian, Sikke-Qwyngard:</strong> ?</p><p><strong>Spirit of Vengeance, Avenging Spirit:</strong> ?</p><p><strong>Stone Skeleton:</strong> See Skeleton Stone.</p><p><strong>Striga:</strong> A striga appears with owl-like body and a woman’s head, but began life as a human female. A female corpse no more than 1 day dead may be transformed into a striga via the 5th level clerical spell create striga (range: touch; duration: immediate, area of effect: 1 female corpse). (CC1 Creature Compendium)</p><p><em>Create Striga</em> spell. (CC1 Creature Compendium)</p><p><strong>Tainted Wraith:</strong> See Wraith Tainted.</p><p><strong>Twisted Wight:</strong> See Wight Twisted.</p><p><strong>Undead Horse, Leurr:</strong> ?</p><p><strong>Undead Humanoid:</strong> ?</p><p><strong>Undead Lesser Coxswain:</strong> Old Fjóla’s stories to the contrary, Bölvabrekka is the grave of a pair of powerful warrior-brothers from the lost times, known in legend as the Tveirbróður. They were buried along with their ship, their treasure, their families, and their loyal servants, all slumbering beneath powerful death magics. None of them sleep peacefully. (Fight On! #6)</p><p><strong>Undead Lesser Family:</strong> Old Fjóla’s stories to the contrary, Bölvabrekka is the grave of a pair of powerful warrior-brothers from the lost times, known in legend as the Tveirbróður. They were buried along with their ship, their treasure, their families, and their loyal servants, all slumbering beneath powerful death magics. None of them sleep peacefully. (Fight On! #6)</p><p><strong>Undead Lesser Horseman:</strong> Old Fjóla’s stories to the contrary, Bölvabrekka is the grave of a pair of powerful warrior-brothers from the lost times, known in legend as the Tveirbróður. They were buried along with their ship, their treasure, their families, and their loyal servants, all slumbering beneath powerful death magics. None of them sleep peacefully. (Fight On! #6)</p><p><strong>Undead Life-Draining:</strong> ?</p><p><strong>Undead Lizardman:</strong> ?</p><p><strong>Undead Merman:</strong> ?</p><p><strong>Undead Warg:</strong> ?</p><p><strong>Undead Warrior:</strong> Old Fjóla’s stories to the contrary, Bölvabrekka is the grave of a pair of powerful warrior-brothers from the lost times, known in legend as the Tveirbróður. They were buried along with their ship, their treasure, their families, and their loyal servants, all slumbering beneath powerful death magics. None of them sleep peacefully. (Fight On! #6)</p><p><strong>Undead Warrior, Berk:</strong> ?</p><p><strong>Undead Warrior, Sogg:</strong> ?</p><p><strong>Undead Water-Related:</strong> ?</p><p><strong>Vampire:</strong> Men-types killed by Vampires become Vampires. (OD&D Dungeons and Dragons)</p><p>Men-types killed by Vampires become Vampires under the control of the one who made them. (OD&D Single Volume Edition)</p><p>A victim slain in this fashion [by a Vampire's bite] may rise three nights afterwards as a Vampire unless dealt with in the traditional means which lay a vampire to rest: These include a wooden stake driven through the heart, decapitation, or complete cremation of the corpse. (The Original Revised & Expanded Tegel Manor)</p><p>Mysterious Ruins - Located in a natural canyon, this ruined city is built into its walls. Judging from their extent, which extends deep beneath the surrounding plateau, this city once held thousands of people, although exactly who these people were or where they went remains a mystery. The ruins are decorated with a variety of strange symbols and sigils, none of bear any resemblance to local languages living or extinct. The ruins consist of innumerable rooms, chambers, and corridors, in many of which are valuable items of precious metals and jewels. During the day, there are no inhabitants in the ruins and adventurers may freely explore them without fear. During the night, the ruins are overrun with all manner of undead, from skeletons and zombies to specters and vampires. These are the cursed former inhabitants of the city and they will relentlessly pursue any who steal from their home – even if they leave the ruins. Only the death of the thieves or the return of the stolen items will stop the undead from seeking them out, in ever-increasing numbers if need be. This curse the dervish prophetess knows and fears (hex 2516). (Fight On #2)</p><p><strong>Vampire, Count Radu Rumpula:</strong> ?</p><p><strong>Vampire, Lady Rubienna Rump-Rumpula:</strong> ?</p><p><strong>Vampire, Rank Rumpuls:</strong> ?</p><p><strong>Vampire, Rapid Rithiena:</strong> ?</p><p><strong>Vampire, Rykman:</strong> ?</p><p><strong>Vampire Golden:</strong> ?</p><p><strong>Vampire Ixitxachitl:</strong> See Ixitxachitl Vampire.</p><p><strong>Vampire Magic-User, Atacyl Oathbinder:</strong> ?</p><p><strong>Vampire Snow:</strong> ?</p><p><strong>Vamplock:</strong> ?</p><p><strong>Vecna:</strong> See Lich, Vecna.</p><p><strong>Wanton Handmaiden Ghostly:</strong> See Ghostly Wanton Handmaiden.</p><p><strong>Warrior Undead:</strong> See Undead Warrior.</p><p><strong>Warg Undead:</strong> See Undead Warg.</p><p><strong>Water-Related Undead:</strong> See Undead Water-Related.</p><p><strong>Wight:</strong> Men-types killed by Wights become Wights. An opponent who is totally drained of life energy by a Wight becomes a Wight. (OD&D Dungeons and Dragons)</p><p>Although the noblemen and women who worshiped Thanatos were given honorable deaths, their servants, who were most likely not worshipers of the death god, were left to die of starvation, locked in this cell. Because of this, their souls were not completely freed from the mortal plane when their bodies expired. (Caverns of Thracia)</p><p>An opponent who is totally drained of life energy by a Wight becomes a Wight. (OD&D Single Volume Edition)</p><p>Possessing more intelligence than a Zombie (which isn't saying much!), this may in fact be the undead form of a Ghoul. (The Original Revised & Expanded Tegel Manor)</p><p><strong>Wight, Arnor:</strong> Old Fjóla’s stories to the contrary, Bölvabrekka is the grave of a pair of powerful warrior-brothers from the lost times, known in legend as the Tveirbróður. They were buried along with their ship, their treasure, their families, and their loyal servants, all slumbering beneath powerful death magics. None of them sleep peacefully. (Fight On! #6)</p><p><strong>Wight, Rabury the Recluse:</strong> ?</p><p><strong>Wight, Ransac Rosco:</strong> ?</p><p><strong>Wight, Raving Rindat:</strong> ?</p><p><strong>Wight, Rebut Reridok:</strong> ?</p><p><strong>Wight, Reciting Ralfrid:</strong> ?</p><p><strong>Wight, Regenerating Rodark:</strong> ?</p><p><strong>Wight, Reland the Wracker:</strong> ?</p><p><strong>Wight, Revlidor the Renowned:</strong> ?</p><p><strong>Wight, Reydd the Razor:</strong> ?</p><p><strong>Wight, Riddles Rellwood:</strong> ?</p><p><strong>Wight, Rivona the Radiant:</strong> ?</p><p><strong>Wight, Rodip the Rationalist:</strong> ?</p><p><strong>Wight, Skíði:</strong> Old Fjóla’s stories to the contrary, Bölvabrekka is the grave of a pair of powerful warrior-brothers from the lost times, known in legend as the Tveirbróður. They were buried along with their ship, their treasure, their families, and their loyal servants, all slumbering beneath powerful death magics. None of them sleep peacefully. (Fight On! #6)</p><p><strong>Wight Barrow:</strong> Any Living Being within 50 feet of Mondorent will Suffer a Health Drain (4 pips per turn, 50% less for Halflings) which if unchecked will Turn Any Opponent (at HTK 0) into one of the following Undeads: (1D6 determines) 1 Lich, 2 Skeleton, 3 Zombie, 4 Barrow Wight, 5 Wisp, or 6 Ghost. (Unknown Gods)</p><p><strong>Wight Mound:</strong> ?</p><p><strong>Wight Twisted:</strong> ?</p><p><strong>Wish Hound:</strong> See Hound Wish.</p><p><strong>Wisp:</strong> Any Living Being within 50 feet of Mondorent will Suffer a Health Drain (4 pips per turn, 50% less for Halflings) which if unchecked will Turn Any Opponent (at HTK 0) into one of the following Undeads: (1D6 determines) 1 Lich, 2 Skeleton, 3 Zombie, 4 Barrow Wight, 5 Wisp, or 6 Ghost. (Unknown Gods)</p><p><strong>Worm Hell:</strong> See Hell Worm.</p><p><strong>Worm Sarcophogal:</strong> Sarcophagal worms are undead, worm-like creatures created by evil clerics from the intestinal remains of someone who has been mummified, and are intended to bring that person eternal torment in the afterlife. (CC1 Creature Compendium)</p><p>Two conditions must be met to create sarcophagal worms—first, the intestines must not have been removed during the mummification process, and second, the cleric must be of sufficient level (10th or above) and read the required spell from the proper spell book. Once the mummified corpse’s sarcophagus has been closed, the worms will grow from the intestinal remains of the deceased, writhing inside the body. Any mummy cursed with sarcophagal worms is immune to the spell raise dead and, therefore, may never again become human. (CC1 Creature Compendium)</p><p>Because sarcophagal worms are created from the remains of the mummified corpse, like the mummy they are undead and exist in both the normal and the positive material plane. (CC1 Creature Compendium)</p><p><strong>Wraith:</strong> ANYONE KILLED BY THE SPIRIT [OF VENGEANCE] BECOMES A WRAITH UNDER THE SPIRIT'S CONTROL. (All the Worlds' Monsters Vol. 3)</p><p><strong>Wraith, Ramshackle Riparian:</strong> ?</p><p><strong>Wraith, Randver the Rancid:</strong> ?</p><p><strong>Wraith, Raphod the Reaper:</strong> ?</p><p><strong>Wraith, Redbud Rump:</strong> ?</p><p><strong>Wraith, Reeling Rihorn:</strong> ?</p><p><strong>Wraith, Rembard the Rake:</strong> ?</p><p><strong>Wraith, Rigormortis Rumpule:</strong> ?</p><p><strong>Wraith, Rosienna the Romancer:</strong> ?</p><p><strong>Wraith, Rudlong the Revenger:</strong> ?</p><p><strong>Wraith, Rummy Rory:</strong> ?</p><p><strong>Wraith, Rustrum the Rabid:</strong> ?</p><p><strong>Wraith, Sir Autse Darkheart:</strong> ?</p><p><strong>Wraith Great:</strong> ?</p><p><strong>Wraith Lesser:</strong> ?</p><p><strong>Wraith Mage-Wraith 5:</strong> ?</p><p><strong>Wraith Silver:</strong> ?</p><p><strong>Wraith Tainted:</strong> ?</p><p><strong>Wyverwraith:</strong> AN UNDEAD WYVERN. (All the Worlds' Monsters Vol. 2)</p><p><strong>Zombie:</strong> If the skeleton from this crypt is not destroyed, he can convert any dead creature (recent) into a zombie or any long dead creature into a skeleton. (Caverns of Thracia)</p><p>Zombies kept alive by an evil Witch who is the ancestor of the original whom the Zombies wronged. (City State of the Invincible Overlord Revised)</p><p>Needing no sustenance other than the magic that created and controls them. (The Original Revised & Expanded Tegel Manor)</p><p>The fourth cup, covered with a rotting napkin, contains a dust similar to that which pours from the teapot, shimmering oddly. The zombie-sisters keep returning their dust to the pot. If a PC should sample the dust, it will impart an incredibly beautiful appearance for 1d10 hours—but then the character begins a hideous transformation into a Zombie in 1d10 turns! The effect can only be dispelled by a “Neutralize/Cure Poison” type of spell before the transformation is complete, or a “Remove Curse” spell once the change has taken effect. (The Original Revised & Expanded Tegel Manor)</p><p>This is Dubreibem's Cauldron which turns those bathed within to become mindless zombies. (The Original Revised & Expanded Tegel Manor)</p><p>Any Living Being within 50 feet of Mondorent will Suffer a Health Drain (4 pips per turn, 50% less for Halflings) which if unchecked will Turn Any Opponent (at HTK 0) into one of the following Undeads: (1D6 determines) 1 Lich, 2 Skeleton, 3 Zombie, 4 Barrow Wight, 5 Wisp, or 6 Ghost. (Unknown Gods)</p><p>Animating. (Fight On #2)</p><p>Mysterious Ruins - Located in a natural canyon, this ruined city is built into its walls. Judging from their extent, which extends deep beneath the surrounding plateau, this city once held thousands of people, although exactly who these people were or where they went remains a mystery. The ruins are decorated with a variety of strange symbols and sigils, none of bear any resemblance to local languages living or extinct. The ruins consist of innumerable rooms, chambers, and corridors, in many of which are valuable items of precious metals and jewels. During the day, there are no inhabitants in the ruins and adventurers may freely explore them without fear. During the night, the ruins are overrun with all manner of undead, from skeletons and zombies to specters and vampires. These are the cursed former inhabitants of the city and they will relentlessly pursue any who steal from their home – even if they leave the ruins. Only the death of the thieves or the return of the stolen items will stop the undead from seeking them out, in ever-increasing numbers if need be. This curse the dervish prophetess knows and fears (hex 2516). (Fight On #2)</p><p><em>Animate Dead</em> spell. (OD&D Dungeons and Dragons)</p><p><em>Animate Dead</em> spell. (Men and Magic Compilation)</p><p><em>Animate Dead</em> spell. (OD&D Single Volume Edition)</p><p>The Dust of Khalil Azim magic item. (Fight On #2)</p><p><strong>Zombie, Radaw the Rebel:</strong> ?</p><p><strong>Zombie, Radded Rufus:</strong> ?</p><p><strong>Zombie, Rahad the Random:</strong> ?</p><p><strong>Zombie, Rallifer Rolandil:</strong> ?</p><p><strong>Zombie, Rancorous Rimy:</strong> ?</p><p><strong>Zombie, Rialto the Riffraff:</strong> ?</p><p><strong>Zombie, Rigorn the Recruit:</strong> ?</p><p><strong>Zombie, Rinbak the Rich:</strong> ?</p><p><strong>Zombie, Rocci the Rogue:</strong> ?</p><p><strong>Zombie-Like Mount:</strong> ?</p><p><strong>Zombie Cadaver:</strong> ?</p><p><strong>Zombie Leech:</strong> ?</p><p>[/spoiler]</p><p></p><p>0e TSR</p><p>[spoiler]</p><p><a href="http://www.rpgnow.com/product/28306/ODD-Dungeons--Dragons-Original-Edition-0e?affiliate_id=17596" target="_blank">OD&D Dungeons and Dragons</a>[spoiler]</p><p><strong>Skeleton:</strong> <em>Animate Dead</em> spell.</p><p><strong>Zombie:</strong> <em>Animate Dead</em> spell.</p><p><strong>Ghoul:</strong> Any man-type killed by a Ghoul becomes one.</p><p><strong>Wight:</strong> Men-types killed by Wights become Wights. An opponent who is totally drained of life energy by a Wight becomes a Wight.</p><p><strong>Wraith:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Spectre:</strong> Men-types killed by Spectres become Spectres.</p><p><strong>Vampire:</strong> Men-types killed by Vampires become Vampires.</p><p></p><p>Animate Dead: The creation of animated skeletons or zombies. It in no way brings a creature back to life. For the number of dead animated simply roll one die for every level above the 8th the Magic-User is, thus a “Sorcerer” gets one die or from 1–6 animated dead. Note that the skeletons or dead bodies must be available in order to animate them. The spell lasts until dispelled or the animated dead are done away with.</p><p>[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/17174/ODD-Supplement-I-Greyhawk-0e?affiliate_id=17596" target="_blank">OD&D Supplement I: Greyhawk (0e)</a>[spoiler]</p><p><strong>Lich:</strong> These skeletal monsters are of magical origin, each Lich formerly being a very powerful Magic-User or Magic-User/Cleric in life, and now alive only by means of great spells and will because of being in some way disturbed. A Lich ranges from 12th level upwards, typically being 18th level of Magic-Use.</p><p></p><p><strong>Skeleton:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Vampire:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.rpgnow.com/product/17172/ODD-Supplement-II-Blackmoor-0e?affiliate_id=17596" target="_blank">OD&D Supplement II: Blackmoor (0e)</a>[spoiler]</p><p><strong>Ixitxachitl Vampire:</strong> ?</p><p><strong>Lacedon:</strong> ?</p><p><strong>Lacedon Leader:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p>[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/17176/ODD-Supplement-III-Eldritch-Wizardry-0e?affiliate_id=17596" target="_blank">OD&D Supplement III: Eldritch Wizardry (0e)</a>[spoiler]</p><p><strong>Lich:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Vecna, Lich:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Ghost:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/17177/ODD-Supplement-IV-Gods-Demigods--Heroes-0e?affiliate_id=17596" target="_blank">OD&D Supplement IV: Gods, Demi-gods & Heroes (0e)</a>[spoiler]</p><p><strong>Modgud, Lich 30:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Mummy:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/17010/Chainmail-Rules-for-Medieval-Miniatures-0e?affiliate_id=17596" target="_blank">Chainmail: Rules for Medieval Miniatures (0e)</a>[spoiler]</p><p><strong>Ghoul:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>0e Dragon Magazine[spoiler]</p><p>Dragon 2[spoiler]</p><p><strong>Spectre:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Vampire:</strong> ?[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>0e 3rd Party[spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/1712/All-the-Worlds-Monsters-Vol-1?affiliate_id=17596" target="_blank">All the Worlds' Monsters Vol. 1</a>[spoiler]</p><p><strong>Banshee:</strong> ?</p><p><strong>Coachman of Death:</strong> ?</p><p><strong>Coachman of Death's Horse:</strong> ?</p><p><strong>Evil Shark:</strong> THE SHARK-SHAPED GHOST OF A LOW LEVEL CLERIC.</p><p><strong>Ghost Silver:</strong> ?</p><p><strong>Ghoul Colony:</strong> ?</p><p><strong>Ghoul Gibbering:</strong> ?</p><p><strong>Lemure:</strong> ?</p><p><strong>Screamer:</strong> ?</p><p><strong>Skin:</strong> THOSE KILLED BY A SKIN BECOME SKINS IF THEIR DEATH WAS DUE TO AN ENERGY DRAIN.</p><p><strong>Skull Flying:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Vampire Snow:</strong> ?</p><p><strong>Wight Mound:</strong> ?</p><p><strong>Wraith Silver:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/1713/All-the-Worlds-Monsters-Vol-2?affiliate_id=17596" target="_blank">All the Worlds' Monsters Vol. 2</a>[spoiler]</p><p><strong>Archghoul:</strong> ?</p><p><strong>Archghoul Commander:</strong> ?</p><p><strong>Archghoul Lord:</strong> ?</p><p><strong>Archghoul King:</strong> ?</p><p><strong>Banshee:</strong> ?</p><p><strong>Barghest:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Boogie Man:</strong> ?</p><p><strong>Daemon:</strong> FOUND ANYWHERE HUMANS ARE THIS IS THE SPIRIT OF A PERSON WHO HAS "UNFINISHED BUSINESS" FOR ONE REASON OR ANOTHER.</p><p><strong>Ghost Crab:</strong> ?</p><p><strong>Hell Horse:</strong> ?</p><p><strong>Humanoid Undead:</strong> ?</p><p><strong>Life-Draining Undead:</strong> ?</p><p><strong>Morghoul:</strong> IT IS A CROSS BETWEEN A GHOUL AND A SHADOW.</p><p><strong>Nazgul:</strong> ?</p><p><strong>Skull Warrior:</strong> THE SKELETON OF A GREAT AND SKILLFUL WARRIOR. ANIMATED BY BLACK MAGIC TO RETAIN HIS ORIGINAL SKILL AT ARMS AND BOUND TO PROTECT SOME PERSON OR THING.</p><p><strong>Skullplane:</strong> ?</p><p><strong>Vampire Golden:</strong> ?</p><p><strong>Wyverwraith:</strong> AN UNDEAD WYVERN.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/1714/All-the-Worlds-Monsters-Vol-3?affiliate_id=17596" target="_blank">All the Worlds' Monsters Vol. 3</a>[spoiler]</p><p><strong>Corpse-Candle:</strong> The Corpse-Candle is a soul that is unable to find its rest.</p><p><strong>Vampire:</strong> ?</p><p><strong>Dread:</strong> ?</p><p><strong>Eye of Fear and Flame:</strong> ?</p><p><strong>Hell Worm:</strong> ?</p><p><strong>Hound Wish:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Spirit:</strong> ?</p><p><strong>Nightshade:</strong> ?</p><p><strong>Soul Stealer:</strong> ?</p><p><strong>Spirit of Vengeance, Avenging Spirit:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Wraith:</strong> ANYONE KILLED BY THE SPIRIT [OF VENGEANCE] BECOMES A WRAITH UNDER THE SPIRIT'S CONTROL.</p><p><strong>Vamplock:</strong> ?</p><p><strong>Wraith Great:</strong> ?</p><p><strong>Archghoul:</strong> ?</p><p><strong>Archghoul Commander:</strong> ?</p><p><strong>Archghoul Lord:</strong> ?</p><p><strong>Archghoul King:</strong> ?</p><p><strong>Banshee:</strong> ?</p><p><strong>Barghest:</strong> ?</p><p><strong>Banshee:</strong> ?</p><p><strong>Boogie Man:</strong> ?</p><p><strong>Coachman of Death:</strong> ?</p><p><strong>Coachman of Death's Horse:</strong> ?</p><p><strong>Daemon:</strong> ?</p><p><strong>Evil Shark:</strong> ?</p><p><strong>Ghost Crab:</strong> ?</p><p><strong>Ghost Silver:</strong> ?</p><p><strong>Ghoul Colony:</strong> ?</p><p><strong>Ghoul Gibbering:</strong> ?</p><p><strong>Hell Horse:</strong> ?</p><p><strong>Lemure:</strong> ?</p><p><strong>Morghoul:</strong> ?</p><p><strong>Nazgul:</strong> ?</p><p><strong>Screamer:</strong> ?</p><p><strong>Skin:</strong> ?</p><p><strong>Skull Flying:</strong> ?</p><p><strong>Skull Warrior:</strong> ?</p><p><strong>Skullplane:</strong> ?</p><p><strong>Vampire Golden:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Vampire Snow:</strong> ?</p><p><strong>Wight Mound:</strong> ?</p><p><strong>Wraith Silver:</strong> ?</p><p><strong>Wyverwraith:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/89944/Blackmarsh?affiliate_id=17596" target="_blank">Blackmarsh</a>[spoiler]</p><p><strong>Spectre:</strong> ?</p><p><strong>Atacyl Oathbinder, Vampire Magic-User:</strong> ?</p><p><strong>Sir Autse Darkheart, Wraith:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Lesser Wraith:</strong> ?[/spoiler]</p><p></p><p>Caverns of Thracia[spoiler]</p><p><strong>Immortal King, Lich Reptile Race:</strong> With the coming of man to the area (a new source of food and slaves for the still powerful reptiles) come the death of the Immortal King. But his was not a true death. The dead body remained animated by the creature's spirit.</p><p><strong>Wight:</strong> Although the noblemen and women who worshiped Thanatos were given honorable deaths, their servants, who were most likely not worshipers of the death god, were left to die of starvation, locked in this cell. Because of this, their souls were not completely freed from the mortal plane when their bodies expired.</p><p><strong>Skeleton:</strong> If the skeleton from this crypt is not destroyed, he can convert any dead creature (recent) into a zombie or any long dead creature into a skeleton.</p><p>Although the noblemen and women who worshiped Thanatos were given honorable deaths, their servants, who were most likely not worshipers of the death god, were left to die of starvation, locked in this cell. Because of this, their souls were not completely freed from the mortal plane when their bodies expired.</p><p><strong>Oracular Skull:</strong> ?</p><p><strong>Mummy:</strong> The being is a mummified, ancient king of Thracia, doomed by his evil life to live forever.</p><p><strong>Zombie:</strong> If the skeleton from this crypt is not destroyed, he can convert any dead creature (recent) into a zombie or any long dead creature into a skeleton.</p><p><strong>Skeletal Lizard Man:</strong> ?</p><p><strong>Spectre:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/147588/CC1-Creature-Compendium?affiliate_id=17596" target="_blank">CC1 Creature Compendium</a>[spoiler]</p><p><strong>Bestial Beast:</strong> Bestial beasts are the spectral presences of centaurs who were particularly evil during their life.</p><p><strong>Chotogor:</strong> At death, the deceased’s spirit either could not find its way to the afterworld, or refused reincarnation, preferring instead to haunt the world of the living. This spirit returns to re-inhabit its former body and rise as a chötgör,</p><p>The soul of any victim [of a chotogor] left unburied will rise as a chötgör after a number of days equal to its hit dice (provided the corpse remains uneaten). Even a body given a proper burial has a 1-in-3 chance of rising as a chötgör unless dispel evil is cast upon it before it rises.</p><p><strong>Draugr:</strong> Draugen (sing.=“draugr”) are the animated corpses of once great warriors driven in their afterlife by jealousy and contempt for the living, as well as a burning greed that never lets them rest.</p><p><strong>Fetch:</strong> ?</p><p><strong>Jenglot:</strong> It is believed that jenglots become undead through a process similar to that of liches, enacted by the grant of an evil deity to whom the jenglot (in his previous demihuman form) petitioned for immortality.</p><p><strong>Lich Nephil:</strong> Instead of beginning life as normal humans, nephil liches began life as nephilim (the giant offspring of fallen angels and humans), then became liches through the same combination of desire and arcane magic by which normal humans are transformed.</p><p><strong>Mummy Animal:</strong> Some animal mummies are created to provide companionship to the deceased in the afterlife, while others are mummified in honor of deities or notable figures.</p><p><strong>Mummy Animal Baboon:</strong> ?</p><p><strong>Mummy Animal Beetle:</strong> ?</p><p><strong>Mummy Animal Cat:</strong> ?</p><p><strong>Mummy Animal Crocodile:</strong> ?</p><p><strong>Mummy Animal Jackal:</strong> ?</p><p><strong>Mummy Animal Mongoose:</strong> ?</p><p><strong>Mummy Animal Serpent:</strong> ?</p><p><strong>Skeleton Ruby:</strong> Ruby skeletons are specially enchanted skeletons.</p><p><strong>Skeleton Rupture:</strong> Rupture skeletons appear as standard skeletons, and are animated in the standard fashion, but the skeletons have been “armed” with a magical trap by the magic-user that animated them.</p><p><strong>Skeleton Stone:</strong> Stone skeletons appear as standard skeletons and are animated in the standard fashion, but the bones of the corpse have fossilized.</p><p><strong>Spirit Flailing:</strong> A flailing spirit is the spirit of a person who was so evil during their life that, upon their death, their spirit was literally ripped to shreds.</p><p><strong>Striga:</strong> A striga appears with owl-like body and a woman’s head, but began life as a human female. A female corpse no more than 1 day dead may be transformed into a striga via the 5th level clerical spell create striga (range: touch; duration: immediate, area of effect: 1 female corpse).</p><p><em>Create Striga</em> spell.</p><p><strong>Worm Sarcophogal:</strong> Sarcophagal worms are undead, worm-like creatures created by evil clerics from the intestinal remains of someone who has been mummified, and are intended to bring that person eternal torment in the afterlife.</p><p>Two conditions must be met to create sarcophagal worms—first, the intestines must not have been removed during the mummification process, and second, the cleric must be of sufficient level (10th or above) and read the required spell from the proper spell book. Once the mummified corpse’s sarcophagus has been closed, the worms will grow from the intestinal remains of the deceased, writhing inside the body. Any mummy cursed with sarcophagal worms is immune to the spell raise dead and, therefore, may never again become human.</p><p>Because sarcophagal worms are created from the remains of the mummified corpse, like the mummy they are undead and exist in both the normal and the positive material plane.</p><p><strong>Lich:</strong> Instead of beginning life as normal humans, nephil liches began life as nephilim (the giant offspring of fallen angels and humans), then became liches through the same combination of desire and arcane magic by which normal humans are transformed.</p><p><strong>Mummy:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p></p><p>5th level clerical spell create striga (range: touch; duration: immediate, area of effect: 1 female corpse).[/spoiler]</p><p></p><p>City State of the Invincible Overlord[spoiler]</p><p><strong>Child Ghost:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Barrow Wight:</strong> ?</p><p><strong>Liche:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Rykman, Vampire:</strong> ?[/spoiler]</p><p></p><p>City State of the Invincible Overlord Revised[spoiler]</p><p><strong>Lich:</strong> ?</p><p><strong>Zombie:</strong> Zombies kept alive by an evil Witch who is the ancestor of the original whom the Zombies wronged.</p><p><strong>Wight:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Barrow Wight:</strong> ?</p><p><strong>Child Ghost:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Bloody Head Rawbones Skeleton:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Rykman, Vampire:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Wraith:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/226492/FANTASTIC-EXCITING-IMAGINATIVE--Volume-TWO--INNER-HAM?affiliate_id=17596" target="_blank">FANTASTIC! EXCITING! IMAGINATIVE! — Volume TWO — INNER HAM</a>[spoiler]</p><p><strong>Skeleton Merchant:</strong> ?</p><p><strong>Undead:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/271535/Men-and-Magic-Compilation?affiliate_id=17596" target="_blank">Men and Magic Compilation</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Skeleton:</strong> <em>Animate Dead</em> spell.</p><p><strong>Zombie:</strong> <em>Animate Dead</em> spell.</p><p><strong>Ghoul:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p></p><p>Magic-User 5th Level:</p><p>Animate Dead: Creates 1d6 per caster level above 8th animated skeletons or zombies from available corpses. Duration: Until dispelled or animated dead are destroyed.[/spoiler]</p><p></p><p><a href="http://scruffygrognard.com/documents/OD&D%20SV.pdf" target="_blank">OD&D Single Volume Edition</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Skeleton:</strong> <em>Animate Dead</em> spell.</p><p><strong>Zombie:</strong> <em>Animate Dead</em> spell.</p><p><strong>Ghoul:</strong> Any man-type killed by a Ghoul becomes one.</p><p><strong>Wight:</strong> An opponent who is totally drained of life energy by a Wight becomes a Wight.</p><p><strong>Wraith:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Spectre:</strong> Men-types killed by Spectres become Spectres under the control of the one who made them.</p><p><strong>Vampire:</strong> Men-types killed by Vampires become Vampires under the control of the one who made them.</p><p></p><p>Animate Dead</p><p>Type: Magic-User 5</p><p>Duration: see below</p><p>Range: see below</p><p>The creation of animated Skeletons or Zombies. It in no way brings a creature back to life. For the number of dead animated simply roll one die for every level above the 8th the Magic-User is, thus a "Sorcerer" gets one die or from 1-6 animated dead. Note that the skeletons or dead bodies must be available in order to animate them. The spell lasts until dispelled or the animated dead are done away with.[/spoiler]</p><p></p><p><a href="http://www.mediafire.com/file/7d9oftsz8n3nbnn/BB_Bestiary.pdf/file" target="_blank">The Bleak Beyond Bestiary</a>[spoiler]</p><p><strong>Blighted:</strong> 6th or higher level characters who perish in underworld may arise in a few days as Blighted.</p><p><strong>Cadaver Zombie:</strong> ?</p><p><strong>Corrupted Spectre:</strong> ?</p><p><strong>Desiccated Skeleton:</strong> ?</p><p><strong>Draugr:</strong> The men they [Draugr] kill become Draugr.</p><p><strong>Lost Mariner:</strong> Cursed expired fishermen.</p><p><strong>Rotted Ghoul:</strong> ?</p><p><strong>Skellington, King of the Undead:</strong> ?</p><p><strong>Tainted Wraith:</strong> ?</p><p><strong>Twisted Wight:</strong> ?[/spoiler]</p><p></p><p>The Original Revised & Expanded Tegel Manor[spoiler]</p><p><strong>Banshee:</strong> ?</p><p><strong>Cauldron Born:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Liche:</strong> The undead remains of a powerful spell-caster.</p><p><strong>Mummy:</strong> [F]requently cursed to its undead existence as horrible revenge for deeds done during life.</p><p>Mummy's Curse.</p><p><strong>Skeleton:</strong> Often thought of as mere sword-fodder, skeletons have a tenacity born of the magics that animate them.</p><p>Unless extreme (magical) measures are taken, Zombies continue to decay, gradually falling apart until either reduced to Skeletons or just disgusting muck.</p><p><strong>Spectre:</strong> If a victim can be reduced to CON=0 [by a Spectre's attack] that one is doomed to become a Spectre as well.</p><p><strong>Vampire:</strong> A victim slain in this fashion [by a Vampire's bite] may rise three nights afterwards as a Vampire unless dealt with in the traditional means which lay a vampire to rest: These include a wooden stake driven through the heart, decapitation, or complete cremation of the corpse.</p><p><strong>Wight:</strong> Possessing more intelligence than a Zombie (which isn't saying much!), this may in fact be the undead form of a Ghoul.</p><p><strong>Wraith:</strong> ?</p><p><strong>Zombie:</strong> Needing no sustenance other than the magic that created and controls them.</p><p>The fourth cup, covered with a rotting napkin, contains a dust similar to that which pours from the teapot, shimmering oddly. The zombie-sisters keep returning their dust to the pot. If a PC should sample the dust, it will impart an incredibly beautiful appearance for 1d10 hours—but then the character begins a hideous transformation into a Zombie in 1d10 turns! The effect can only be dispelled by a “Neutralize/Cure Poison” type of spell before the transformation is complete, or a “Remove Curse” spell once the change has taken effect.</p><p>This is Dubreibem's Cauldron which turns those bathed within to become mindless zombies.</p><p><strong>Reckless Rory, Skeleton:</strong> ?</p><p><strong>Rialto the Riffraff, Zombie:</strong> ?</p><p><strong>Rustrum the Rabid, Wraith:</strong> ?</p><p><strong>Rank Rumpuls, Vampire:</strong> ?</p><p><strong>Randver the Rancid, Wraith:</strong> ?</p><p><strong>Raw Ribby, Skeleton:</strong> ?</p><p><strong>Racy Rawley, Mummy:</strong> ?</p><p><strong>Ronahr the Repellent, Spectre:</strong> ?</p><p><strong>Rackstor the Rash, Skeleton:</strong> ?</p><p><strong>Rapid Rithiena, Vampire:</strong> ?</p><p><strong>Retakang Regelot, Skeleton:</strong> ?</p><p><strong>Raving Rindat, Wight:</strong> ?</p><p><strong>Rigat the Rabble-Rouser, Spectre:</strong> ?</p><p><strong>Rascal Rowing, Ghost:</strong> ?</p><p><strong>Rancorous Rimy, Zombie:</strong> ?</p><p><strong>Rummy Rory, Wraith:</strong> ?</p><p><strong>Ranting Redurn, Ghost:</strong> ?</p><p><strong>Sir Ritark the Rat-Hearted, Ghost:</strong> ?</p><p><strong>Rocci the Rogue, Zombie:</strong> ?</p><p><strong>Rinsel the Ravishing, Ghost:</strong> ?</p><p><strong>Reydd the Razor, Wight:</strong> ?</p><p><strong>Ricienna the Ravenous, Ghost:</strong> ?</p><p><strong>Ready Rhydeg, Skeleton:</strong> ?</p><p><strong>Risque Rotehar, Mummy:</strong> ?</p><p><strong>Rosienna the Romancer, Wraith:</strong> ?</p><p><strong>Radaw the Rebel, Zombie:</strong> ?</p><p><strong>Rasping Rashuak, Liche:</strong> ?</p><p><strong>Reland the Wracker, Wight:</strong> ?</p><p><strong>Rumpus Rundel the Rover, Ghost:</strong> ?</p><p><strong>Rivona the Radiant, Wight:</strong> ?</p><p><strong>Radical Roman, Skeleton:</strong> ?</p><p><strong>Count Radu Rumpula, Vampire:</strong> ?</p><p><strong>Sir Rankling, Ghost:</strong> ?</p><p><strong>Raging Raktor, Skeleton:</strong> ?</p><p><strong>Raphod the Reaper, Wraith:</strong> ?</p><p><strong>Roparoc the Raider, Ghost:</strong> ?</p><p><strong>Rembard the Rake, Wraith:</strong> ?</p><p><strong>Roderic the Righteous, Ghost:</strong> ?</p><p><strong>Ransac Rosco, Wight:</strong> ?</p><p><strong>Radded Rufus, Zombie:</strong> ?</p><p><strong>Rarin the Rearguard, Mummy:</strong> ?</p><p><strong>Rallifer Rolandil, Zombie:</strong> ?</p><p><strong>Rodip the Rationalist, Wight:</strong> ?</p><p><strong>Rahad the Random, Zombie:</strong> ?</p><p><strong>Richochet Remnar, Skeleton:</strong> ?</p><p><strong>Rigorn the Recruit, Zombie:</strong> ?</p><p><strong>Rebut Reridok, Wight:</strong> ?</p><p><strong>Rimout the Reviver, Mummy:</strong> ?</p><p><strong>Ryth the Recanter, Spectre:</strong> ?</p><p><strong>Retort Rowantor, Spectre:</strong> ?</p><p><strong>Reciting Ralfrid, Wight:</strong> ?</p><p><strong>Rufiena the Reckless, Ghost:</strong> ?</p><p><strong>Rabury the Recluse, Wight:</strong> ?</p><p><strong>Regenerating Rodark, Wight:</strong> ?</p><p><strong>Reeling Rihorn, Wraith:</strong> ?</p><p><strong>Rigormortis Rumpule, Wraith:</strong> ?</p><p><strong>Lady Rubienna Rump-Rumpula, Vampire:</strong> ?</p><p><strong>Rhien the Remorseless, Faceless Ghost:</strong> ?</p><p><strong>Riven the Reflective, Spectre:</strong> ?</p><p><strong>Rudlong the Revenger, Wraith:</strong> ?</p><p><strong>Ridwick of the Relic, Liche:</strong> ?</p><p><strong>Remonger the Remorseful, Ghost:</strong> ?</p><p><strong>Rinbak the Rich, Zombie:</strong> ?</p><p><strong>Ribbonsor the Rider, Ghost:</strong> ?</p><p><strong>Restless Ralome, Ghost:</strong> ?</p><p><strong>Rourdan the Repressor, Ghost:</strong> ?</p><p><strong>Riddles Rellwood, Wight:</strong> ?</p><p><strong>Revlidor the Renowned, Wight:</strong> ?</p><p><strong>Ritzy Rutorn, Skeleton:</strong> ?</p><p><strong>Redbud Rump, Wraith:</strong> ?</p><p><strong>Ramshackle Riparian, Wraith:</strong> ?</p><p><strong>Bertalan the Butler, Spirit:</strong> ?</p><p><strong>Skeletal Hound:</strong> ?</p><p><strong>Spectral Horse:</strong> ?</p><p></p><p>Mummy's Curse: Any injury is 75% certain to cause a withering illness sapping -1 STR/daily until the victim becomes a “Mummy”.</p><p></p><p>Mummy's Curse: The Curse is 75% likely to cause a withering illness sapping -1 STR/daily until Str=0, at which point a victim becomes a mummy himself.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/214616/Underworld-Kingdom-Volume-One-Explorers-of-the-Unknown?affiliate_id=17596" target="_blank">Underworld Kingdom Volume One: Explorers of the Unknown</a>[spoiler]</p><p><strong>Dead Ones:</strong> Nobody really knows when Grey Plague appeared for a first time. Certainly it has been hundreds (if not thousands) of years ago, perhaps even in the times of the Great Wars. It is not known whether it was created as a biological weapon of the Ancient Ones or its origin is quite different.</p><p>One thing is certain - the plague changes people into monsters. Spores of the disease attacks every cell of the host's body, leading to his death. Despite the apparent demise, disease transforms the victim's body, sustaining his existence in a unknown way. Thus, victims of the plague - often called the Dead Ones - practically does not need to eat or drink (though if it does not take the "replacements" for their diseased tissues – especially if they are injured or otherwise damaged, eventually they will begin to rot and decay), also they are resistant to the effects of aging (finally they are dead - at least in some sense). Unfortunately the course of infection is horrible and extremely painful, which results with the victim of the Grey Plague falling into madness.</p><p>As the outbreaks of plague have not appeared since ages and infected with the disease can release spores only once in a hundred years, the number of Dead Ones is dwindling.</p><p><strong>Ghost of Half-Mad Wizard:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/214617/Underworld-Kingdom-Volume-Two--Dark-Gods-Dark-Magic?affiliate_id=17596" target="_blank">Underworld King Volume Two: Dark Gods, Dark Magic</a>[spoiler]</p><p><strong>Ghoul:</strong> ?</p><p><strong>Water-Related Undead:</strong> ?</p><p><strong>Undead:</strong> Zsakrn Curse. </p><p><strong>Wight:</strong> ?</p><p></p><p>Zsakrn Curse: transformation into undead after death.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/214618/Underworld-Kingdom-Volume-Three--Untold-Monstrosities-and-Eldritch-Artifacts?affiliate_id=17596" target="_blank">Underworld King Volume Three: Untold Monstrosities and Eldritch Artifacts</a>[spoiler]</p><p><strong>Collective Skeletons:</strong> Huge pile of hundreds (or maybe thousands) of bones, animated as one, dreadful monstrosity.</p><p><strong>Skinless Ghoul:</strong> Hideous, mindless monsters, created from the corpses of victims of the Skinless Oracle (and probably gathered by her minions in the Chapel of Ghouls as well).</p><p><strong>Undead:</strong> Potion of Unlife.</p><p></p><p>Potion of Unlife (classic one - save or die but after 1d12 minutes rise as the undead).[/spoiler]</p><p></p><p>Unknown Gods[spoiler]</p><p><strong>Undead Lizardman:</strong> ?</p><p><strong>Zombie:</strong> Any Living Being within 50 feet of Mondorent will Suffer a Health Drain (4 pips per turn, 50% less for Halflings) which if unchecked will Turn Any Opponent (at HTK 0) into one of the following Undeads: (1D6 determines) 1 Lich, 2 Skeleton, 3 Zombie, 4 Barrow Wight, 5 Wisp, or 6 Ghost.</p><p><strong>Ghoul:</strong> ?</p><p><strong>Skeleton:</strong> Any Living Being within 50 feet of Mondorent will Suffer a Health Drain (4 pips per turn, 50% less for Halflings) which if unchecked will Turn Any Opponent (at HTK 0) into one of the following Undeads: (1D6 determines) 1 Lich, 2 Skeleton, 3 Zombie, 4 Barrow Wight, 5 Wisp, or 6 Ghost.</p><p><strong>Ghost:</strong> Any Living Being within 50 feet of Mondorent will Suffer a Health Drain (4 pips per turn, 50% less for Halflings) which if unchecked will Turn Any Opponent (at HTK 0) into one of the following Undeads: (1D6 determines) 1 Lich, 2 Skeleton, 3 Zombie, 4 Barrow Wight, 5 Wisp, or 6 Ghost.</p><p><strong>Undead Warg:</strong> ?</p><p><strong>Undead Merman:</strong> ?</p><p><strong>Sogg, Undead Warrior:</strong> ?</p><p><strong>Berk, Undead Warrior:</strong> ?</p><p><strong>Lich:</strong> Any Living Being within 50 feet of Mondorent will Suffer a Health Drain (4 pips per turn, 50% less for Halflings) which if unchecked will Turn Any Opponent (at HTK 0) into one of the following Undeads: (1D6 determines) 1 Lich, 2 Skeleton, 3 Zombie, 4 Barrow Wight, 5 Wisp, or 6 Ghost.</p><p><strong>Barrow Wight:</strong> Any Living Being within 50 feet of Mondorent will Suffer a Health Drain (4 pips per turn, 50% less for Halflings) which if unchecked will Turn Any Opponent (at HTK 0) into one of the following Undeads: (1D6 determines) 1 Lich, 2 Skeleton, 3 Zombie, 4 Barrow Wight, 5 Wisp, or 6 Ghost.</p><p><strong>Wisp:</strong> Any Living Being within 50 feet of Mondorent will Suffer a Health Drain (4 pips per turn, 50% less for Halflings) which if unchecked will Turn Any Opponent (at HTK 0) into one of the following Undeads: (1D6 determines) 1 Lich, 2 Skeleton, 3 Zombie, 4 Barrow Wight, 5 Wisp, or 6 Ghost.</p><p><strong>Undead:</strong> Ihlwynd has some Necromantic Powers, being able to Raise Dead Creatures to fight for him, but their active Undead state will only last until the next Dawn.</p><p><strong>Leurr, Undead Horse:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Dead King:</strong> ?</p><p><strong>Spectre:</strong> ?[/spoiler]</p><p></p><p>Witch's Court[spoiler]</p><p><strong>Bloody Horror:</strong> <em>Great Curse</em> spell.</p><p><strong>Skeleton:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p></p><p>Witch Fifth Level Spells</p><p>Great Curse</p><p>RNG: 0</p><p>DUR: Until Destroyed</p><p>By means of this awful spell, a dying Witch may return from the dead to haunt any one creature within her sight at the time of her death (usually the one who struck the mortal blow). Even horribly mangled or burned, the Witch will, if she knows this spell, remain alive long enough to cast it; even if met with instant death she casts the spell, for it takes effect automatically upon her death if she knows it. Upon her death, the corpse rots in the course of a single minute into a mass of putrefaction (see the last sentence of the Strange Case of M. Valdemar by Edgar Alan Poe for an excellent description of this process). This slime is cohesive, however, and binds to the skeleton in the original, living form. 3D6 minutes after this sudden rotting, the corpse animates into a bloody horror: HIT: LVL of Witch at death; ARM 13; ATK: 2 x (1d12); MV 12”. The two Claw Attacks are special; if scoring 4 points above that necessary to score, or 18, 19, or 20 in any case, the Claw is fastened upon the victim's neck and attacks as a boa constrictor. Even if the body is destroyed, the Claw will continue to strangle and will require a Negate Magic to be stopped. The entity can only be hit by magical weapons; it can be held at bay by holy items; it automatically moves silently; automatically hides in any available shadow; and has a strength of 184. Anyone looking upon this utterly loathsome thing will be paralyzed by Fear for 1 - 2 minutes. Upon being destroyed, or upon the death of the creature that had been cursed by this spell, the putrefied horror falls to the ground and dissolves, leaving only the bones. Note that, if the Witch casts the spell while living, it instantly causes her death. The thing that she becomes is immune to Clerical attacks, but in all other ways is of the Undead class. It will relentlessly and unerringly track its prey, attacking the victim and anything that gets in its way.[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>0e 3rd-Party Magazines[spoiler]</p><p></p><p>Fight On #2[spoiler]</p><p><strong>Howling Ghost:</strong> ?</p><p><strong>Electric Death:</strong> ?</p><p></p><p><strong>Ghoul:</strong> Unlike normal ghouls, these foul creatures are the result of a powerful curse placed upon a pirate crew whose ship ran aground along the nearby coast after a powerful storm. Those slain in the shipwreck rose as ghouls and now act as guardians for an immense diamond stolen from a prince in a faraway land and whose theft brought the curse upon them. Until the diamond is either destroyed or returned to its rightful owner, the ghouls cannot be permanently slain but will return to unlife 1D6 turns after being “slain,” when they will unerringly pursue anyone absconds with the diamond. Likewise, anyone who possesses the diamond will suffer the same fate as the pirates should they ever been killed. Remove curse can be cast upon the diamond to rid it of its evil, but doing so will also turn the diamond into worthless quartz. </p><p><strong>Skeleton:</strong> Animating.</p><p>Mysterious Ruins - Located in a natural canyon, this ruined city is built into its walls. Judging from their extent, which extends deep beneath the surrounding plateau, this city once held thousands of people, although exactly who these people were or where they went remains a mystery. The ruins are decorated with a variety of strange symbols and sigils, none of bear any resemblance to local languages living or extinct. The ruins consist of innumerable rooms, chambers, and corridors, in many of which are valuable items of precious metals and jewels. During the day, there are no inhabitants in the ruins and adventurers may freely explore them without fear. During the night, the ruins are overrun with all manner of undead, from skeletons and zombies to specters and vampires. These are the cursed former inhabitants of the city and they will relentlessly pursue any who steal from their home – even if they leave the ruins. Only the death of the thieves or the return of the stolen items will stop the undead from seeking them out, in ever-increasing numbers if need be. This curse the dervish prophetess knows and fears (hex 2516). </p><p><strong>Zombie:</strong> Animating.</p><p>Mysterious Ruins - Located in a natural canyon, this ruined city is built into its walls. Judging from their extent, which extends deep beneath the surrounding plateau, this city once held thousands of people, although exactly who these people were or where they went remains a mystery. The ruins are decorated with a variety of strange symbols and sigils, none of bear any resemblance to local languages living or extinct. The ruins consist of innumerable rooms, chambers, and corridors, in many of which are valuable items of precious metals and jewels. During the day, there are no inhabitants in the ruins and adventurers may freely explore them without fear. During the night, the ruins are overrun with all manner of undead, from skeletons and zombies to specters and vampires. These are the cursed former inhabitants of the city and they will relentlessly pursue any who steal from their home – even if they leave the ruins. Only the death of the thieves or the return of the stolen items will stop the undead from seeking them out, in ever-increasing numbers if need be. This curse the dervish prophetess knows and fears (hex 2516). </p><p>The Dust of Khalil Azim magic item.</p><p><strong>Vampire:</strong> Mysterious Ruins - Located in a natural canyon, this ruined city is built into its walls. Judging from their extent, which extends deep beneath the surrounding plateau, this city once held thousands of people, although exactly who these people were or where they went remains a mystery. The ruins are decorated with a variety of strange symbols and sigils, none of bear any resemblance to local languages living or extinct. The ruins consist of innumerable rooms, chambers, and corridors, in many of which are valuable items of precious metals and jewels. During the day, there are no inhabitants in the ruins and adventurers may freely explore them without fear. During the night, the ruins are overrun with all manner of undead, from skeletons and zombies to specters and vampires. These are the cursed former inhabitants of the city and they will relentlessly pursue any who steal from their home – even if they leave the ruins. Only the death of the thieves or the return of the stolen items will stop the undead from seeking them out, in ever-increasing numbers if need be. This curse the dervish prophetess knows and fears (hex 2516). </p><p><strong>Specter:</strong> Mysterious Ruins - Located in a natural canyon, this ruined city is built into its walls. Judging from their extent, which extends deep beneath the surrounding plateau, this city once held thousands of people, although exactly who these people were or where they went remains a mystery. The ruins are decorated with a variety of strange symbols and sigils, none of bear any resemblance to local languages living or extinct. The ruins consist of innumerable rooms, chambers, and corridors, in many of which are valuable items of precious metals and jewels. During the day, there are no inhabitants in the ruins and adventurers may freely explore them without fear. During the night, the ruins are overrun with all manner of undead, from skeletons and zombies to specters and vampires. These are the cursed former inhabitants of the city and they will relentlessly pursue any who steal from their home – even if they leave the ruins. Only the death of the thieves or the return of the stolen items will stop the undead from seeking them out, in ever-increasing numbers if need be. This curse the dervish prophetess knows and fears (hex 2516). </p><p><strong>Ghost:</strong> ?</p><p></p><p>The Dust of Khalil Azim: A mixture ground from rare spices and the innards of unearthed mummies. It functions as an airborne poison. Beings slain by the dust return as zombies in 1d4 rounds, and may be given verbal commands as usual. 2d4 pinches are usually found. [/spoiler]</p><p></p><p>Fight On! #5[spoiler]</p><p><strong>Zombie Leeches:</strong> ?</p><p><strong>Lizardman Ghast:</strong> These creatures are the reanimated corpses of the warriors that dared to go beyond the portcullis. Overwhelmed by the Shambling Mound, they scrambled past the monster to this iron door, which jolted the remaining life out of them. The Magelocked security door has four negative energy Runes on both sides. Touching this barrier with bare skin or conductive metal will result in a single discharge that inflicts 4d4+2 damage (the Runes can't deliver a second shock for 3 days). </p><p><strong>Draugr:</strong> ?</p><p><strong>5th Level Mage-Wraith:</strong> ?</p><p></p><p><strong>Undead:</strong> There are 2 negative energy Runes in this room, one on the ceiling and one beneath the water. Each Rune radiates magic and will inflict one point of damage per hour to a living creature within a 10 foot radius. After death, a creature will be "re-energized" by the Runes; its hit points as Undead going up by one per hour till its original total is matched. For example, a dead player with 24 HP will return as a Zombie after a full day of exposure. The effect can be temporarily disabled by Dispel Magic or a Protection from Undead scroll.</p><p><strong>Lich:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Skeleton:</strong> ?[/spoiler]</p><p></p><p>Fight On! #6[spoiler]</p><p><strong>Ghostly Mount:</strong> ?</p><p><strong>Zombie-Like Mount:</strong> ?</p><p><strong>Skeletal Mount:</strong> ?</p><p><strong>Ghostly Wanton Handmaiden:</strong> ?</p><p><strong>Lesser Undead Horseman:</strong> Old Fjóla’s stories to the contrary, Bölvabrekka is the grave of a pair of powerful warrior-brothers from the lost times, known in legend as the Tveirbróður. They were buried along with their ship, their treasure, their families, and their loyal servants, all slumbering beneath powerful death magics. None of them sleep peacefully.</p><p><strong>Lesser Undead Coxswain:</strong> Old Fjóla’s stories to the contrary, Bölvabrekka is the grave of a pair of powerful warrior-brothers from the lost times, known in legend as the Tveirbróður. They were buried along with their ship, their treasure, their families, and their loyal servants, all slumbering beneath powerful death magics. None of them sleep peacefully.</p><p><strong>Lesser Undead Family:</strong> Old Fjóla’s stories to the contrary, Bölvabrekka is the grave of a pair of powerful warrior-brothers from the lost times, known in legend as the Tveirbróður. They were buried along with their ship, their treasure, their families, and their loyal servants, all slumbering beneath powerful death magics. None of them sleep peacefully.</p><p><strong>Warrior Undead:</strong> Old Fjóla’s stories to the contrary, Bölvabrekka is the grave of a pair of powerful warrior-brothers from the lost times, known in legend as the Tveirbróður. They were buried along with their ship, their treasure, their families, and their loyal servants, all slumbering beneath powerful death magics. None of them sleep peacefully.</p><p><strong>Skíði, Wight:</strong> Old Fjóla’s stories to the contrary, Bölvabrekka is the grave of a pair of powerful warrior-brothers from the lost times, known in legend as the Tveirbróður. They were buried along with their ship, their treasure, their families, and their loyal servants, all slumbering beneath powerful death magics. None of them sleep peacefully.</p><p><strong>Arnor, Wight:</strong> Old Fjóla’s stories to the contrary, Bölvabrekka is the grave of a pair of powerful warrior-brothers from the lost times, known in legend as the Tveirbróður. They were buried along with their ship, their treasure, their families, and their loyal servants, all slumbering beneath powerful death magics. None of them sleep peacefully.</p><p><strong>Giervald-Kingard, Guardian Spirit:</strong> ?</p><p><strong>Dread Lurker:</strong> These undead stalkers are the embodiment of evil Fae memories and violent bloodshed.</p><p><strong>Ghostly Dog:</strong> ?</p><p><strong>Sikke-Qwyngard, Guardian Spirit:</strong> ?</p><p></p><p><strong>Skeleton:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Specter:</strong> ?</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>0e OSR Variants[spoiler]</p><p></p><p>Arrows of Indra[spoiler]</p><p><a href="http://www.drivethrurpg.com/product/135106/Arrows-Of-Indra?affiliate_id=17596" target="_blank">Arrows of Indra</a>[spoiler]</p><p><strong>Ghost Aleya:</strong> This is the spirit of the dead who died alone and unloved in wild places, and were not given funerary rites. They died terrible deaths, and were full of desire to cling to life; as such they have reincarnated as incorporeal phantoms that feed on the life energy of the living.</p><p><strong>Ghost Bhuta:</strong> These are incorporeal ghosts, the spirits of the dead who were so attached to something from their life that they reincarnated as a spirit, a hollow imitation of who they were in their previous human incarnation.</p><p><strong>Living Dead:</strong> The living dead can be created either intentionally by dark magical powers, or due to the failure to perform proper funerary rites; people who were unholy, or died full of great unfulfilled desires or desperation can be reborn in the realm of Ghosts. If the proper rites were not performed, these living dead can be reborn in the material world itself, rather than in the underworld.</p><p>At any time during the duration of a Siddhi's use of the advanced skill of Infernal Calling of the Yama Kings, the Siddhi may touch the corpse of any once-living creature who has been dead for less than 3 days, and bring the corpse to life as one of the living dead.</p><p><strong>Living Dead Preta:</strong> The Preta are dangerous living dead, more powerful and slightly more intelligent than the norm, who are trapped in the rotting bodies of their former lives; they were generally people who committed acts of Unholiness in life, and who were not given the proper funerary rites when they died.</p><p><strong>Living Dead Skeleton:</strong> The lowest form of the living dead, these creatures are the reincarnation of beings who were not given proper funerary rites, and/or who were filled with extreme and base desires in life (gluttons, misers, addicts, etc).</p><p><strong>Living Dead Vetala:</strong> Anyone slain by a Vetala will become a Vetala.</p><p>[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>Blood & Treasure[spoiler]</p><p>Blood & Treasure Compilation[spoiler]</p><p><strong>Undead:</strong> The undead category includes corpses re‐animated by dark magic and the spirits of deceased creatures that still haunt the world. (Blood & Treasure Complete)</p><p>The undead category includes corpses re-animated to a semblance of life by magic and the spirits of deceased creatures that still haunt the world. (Blood & Treasure 2nd Edition Monsters)</p><p>The undead category includes corpses re-animated by dark magic and the spirits of deceased creatures that still haunt the world. (Blood & Treasure Monster Tome)</p><p>The undead category includes corpses re-animated to a semblance of life by magic and the spirits of deceased creatures that still haunt the world. (Blood & Treasure 2nd Edition Monsters II)</p><p><strong>Adamantine Bones:</strong> See Skeleton Bronze Bones Admantine, Adamantine Bones.</p><p><strong>Allip:</strong> Allips are the spectral remains of people driven to suicide by madness. (Blood & Treasure Complete)</p><p>Allips are the undead remains of people driven to suicide by madness. (Blood & Treasure 2nd Edition Monsters)</p><p><strong>Amputator:</strong> An amputator is a manufactured undead monster formed from the body of a gorilla or other suitably large primate. These gorilla corpses are usually shaved and covered with mystic sigils and runes. The gorilla’s hands are removed and replaced with metal pincers. (Blood & Treasure Monster Tome)</p><p>Amputators are an advanced form of undead, created by the lords among necromancers. (Blood & Treasure Monster Tome)</p><p><strong>Amputator:</strong> An amputator is a manufactured undead monster formed from the body of a gorilla or other suitably large primate. These corpses are shaved and covered with mystic sigils and runes. The gorilla’s hands are removed and replaced with metal pincers. (Blood & Treasure 2nd Edition Monsters II)</p><p><strong>Aquatic Ghoul:</strong> See Ghoul Lacedon, Aquatic Ghoul.</p><p><strong>Armor Haunted:</strong> See Haunted Armor.</p><p><strong>Asanbosam:</strong> See Ghoul Asanbosam.</p><p><strong>Axe Bear:</strong> Axe bears are necromantic perversions. They are reanimated bear corpses that have had their front paws replaced with axe heads. (Blood & Treasure 2nd Edition Monsters II)</p><p><strong>Banshee:</strong> See Groaning Spirit, Banshee.</p><p><strong>Barbed Woman, Harionago:</strong> ?</p><p><strong>Baykok:</strong> See Winged Death, Baykok, Pakpak.</p><p><strong>Bear Axe:</strong> See Axe Bear.</p><p><strong>Belle Dame Sans Merci:</strong> They can be created by Chaotic (Evil) clerics with the help of an alchemist or slightly sinister druid to handle the poisonous fungus. (Blood & Treasure Monster Tome)</p><p><strong>Bhoot:</strong> They are undead that are unable to cross over into the Land of the Dead, possibly because they suffered a violent death, had unfinished business on the Material Plane or because proper funeral rituals were not followed when they were buried. (Blood & Treasure Monster Tome)</p><p>A creature that loses all of its levels to a bhoot’s energy drain attacks rises as a bhoot 10 minutes later under the control of the bhoot that created it. (Blood & Treasure Monster Tome)</p><p>Bhoots are unable to cross into the Land of the Dead because they suffered a violent death, had unfinished business on the Material Plane or because proper funeral rites were not followed when they were buried. (Blood & Treasure 2nd Edition Monsters II)</p><p>A creature that loses all of its levels to a bhoot’s energy drain rises as a bhoot 10 minutes later under the control of the bhoot that created it. (Blood & Treasure 2nd Edition Monsters II)</p><p><strong>Black Bones:</strong> See Skeleton Black Bones.</p><p><strong>Black Door:</strong> ?</p><p><strong>Blazing Bones:</strong> See Skeleton Blazing Bones.</p><p><strong>Blue Skeleton:</strong> See Skeleton Prismatic Bones Blue.</p><p><strong>Bodak:</strong> Bodaks are the undead remnants of humanoids that have been destroyed by the touch of absolute evil. (Blood & Treasure Complete)</p><p>A bodak has a death gaze with a range of 30 feet. Those who meet the monster’s gaze must pass a Fortitude saving throw or die. Such victims rise as bodaks 24 hours later. (Blood & Treasure Complete)</p><p>Bodaks are the remnants of humanoids that died in the netherworld. (Blood & Treasure 2nd Edition Monsters)</p><p>A bodak has a death gaze with a range of 30′. Those who meet the monster’s gaze must pass a saving throw or die. These victims rise as bodaks 24 hours later. (Blood & Treasure 2nd Edition Monsters)</p><p><strong>Bone Chiller:</strong> See Skeleton Bone Chiller.</p><p><strong>Bone Pile:</strong> See Skeleton Bone Pile.</p><p><strong>Bone Spur:</strong> See Skeleton Bone Spur.</p><p><strong>Bones Black:</strong> See Skeleton Black Bones.</p><p><strong>Bones Bronze:</strong> See Skeleton Bronze Bones.</p><p><strong>Bonze Sea:</strong> See Umibozo, Sea Bonze.</p><p><strong>Bronze Bones:</strong> See Skeleton Bronze Bones.</p><p><strong>Busaw:</strong> A busaw can create an illusion that makes a corpse look like a roasting pig. Anyone they tempt into eating this swine must pass a saving throw or turn into a busaw. (Blood & Treasure 2nd Edition Monsters II)</p><p><strong>Cadaver Scabrous:</strong> See Zombie Cicatrix, Scabrous Cadaver.</p><p><strong>Caller in Darkness:</strong> A caller in darkness is composed of the minds of dozens of people that died together in terror. (Blood & Treasure 2nd Edition Monsters)</p><p><strong>Captain Jolly Roger:</strong> See Jolly Roger Captain.</p><p><strong>Chain Mail Haunted:</strong> See Haunted Armor Chain Mail.</p><p><strong>Cicatrix Zombie:</strong> See Zombie Cicatrix, Scabrous Cadaver.</p><p><strong>Claw Crawling:</strong> See Crawling Claw.</p><p><strong>Crawling Claw:</strong> Crawling claws are animated hands created by ancient rituals. (Blood & Treasure 2nd Edition Monsters)</p><p><strong>Crystal Skull:</strong> Crystal skulls possess many powerful spell abilities, though they are not undead in the manner of liches. They are created by exceptionally powerful magic-users from the bones of undead monsters like liches, essentially any undead with 8 or more HD that is not incorporeal and which has bones. These bones are ground down and worked into otherwise pure crystal, which is shaped into all the bones of a human skeleton. A hold monster spell is cast over these bones, along with create undead, daylight, all the spells that make up its spell-like abilities (see below) and, of course, a permanence spell. (Blood & Treasure Monster Tome)</p><p>They are created by exceptionally powerful magic-users from the bones of undead monsters with 8 or more HD that are not incorporeal (and, of course, which have bones). The bones are ground down, worked into ground crystal, and then shaped into a skeleton. Hold monster, create undead, daylight and permanence are cast over the bones. (Blood & Treasure 2nd Edition Monsters II)</p><p><strong>Dead Eyes:</strong> ?</p><p><strong>Death Winged:</strong> See Winged Death, Baykok, Pakpak.</p><p><strong>Demi-Skeleton:</strong> See Skeleton Demi-Skeleton.</p><p><strong>Demilich, Lich Demi:</strong> A demilich is the crumbling remains of a lich that has grown so ancient even its foul magic could no longer hold it together. (Blood & Treasure Complete)</p><p>A demilich is the crumbling remains of a lich that has grown so ancient even its foul magic could no longer hold it together. (Blood & Treasure 2nd Edition Monsters)</p><p><strong>Devourer:</strong> <em>Create Greater Undead</em> spell, 20th caster level or higher. (Blood & Treasure Complete)</p><p><strong>Dragon Bones:</strong> See Skeleton Dragon Bones.</p><p><strong>Dragon Spectral:</strong> See Spectral Dragon.</p><p><strong>Draug:</strong> Draugs are the vengeful spirits of sea captains who died at sea. (Blood & Treasure Complete)</p><p>Draugs are the vengeful spirits of sea captains who died at sea. (Blood & Treasure 2nd Edition Monsters)</p><p><strong>Drinker:</strong> See Vampire Pijavica, Drinker.</p><p><strong>Dry Bones:</strong> See Skeleton Dry Bones.</p><p><strong>Earth Wraith:</strong> See Wraith Earth.</p><p><strong>Edimmu:</strong> Creatures touched by an edimmu must pass a Fortitude saving throw or suffer one level of energy damage. Creatures reduced to 0 levels or Hit Dice die, and their spirits rise as edimmu 1d4 days later. (Blood & Treasure Monster Tome)</p><p>Creatures reduced to 0 levels or Hit Dice from an Edimmu's attack die and their spirits rise as edimmu 1d4 days later. (Blood & Treasure 2nd Edition Monsters II)</p><p><strong>Freak Fire:</strong> See Fire Freak.</p><p><strong>Fire Freak:</strong> Fire freaks are the animated remains of pyromaniacs that died in the fires they themselves set. (Blood & Treasure Monster Tome)</p><p>Fire freaks are the animated remains of pyromaniacs that died in the fires they set. (Blood & Treasure 2nd Edition Monsters II)</p><p><strong>Flaming Wraith:</strong> See Wraith Flaming.</p><p><strong>Full-Throated Screamer:</strong> Possibly the oddest of the manufactured undead, the full-throated screamer appears as three preserved heads encased in crystal spheres. (Blood & Treasure Monster Tome)</p><p>The heads used to create a full-throated screamer must have belonged to a fishwife, politician and braggart in life. They must be harvested from freshly dead bodies, and then teleported into the pre-prepared crystal spheres. Before teleporting, each head has a wax seal stamped with a rune (per a scroll of animate dead) placed on its tongue. One the heads are inside their spheres, one must cast the following spells over them: Telepathic bond, fly, sound burst and permanency. (Blood & Treasure Monster Tome)</p><p>Possibly the oddest of the manufactured undead, the full-throated screamer appears as three preserved heads encased in crystal spheres. (Blood & Treasure 2nd Edition Monsters II)</p><p>The heads used to create a full-throated screamer must have belonged to a fishwife, politician and braggart in life. They must be harvested from freshly deceased bodies, and then teleported into the pre-prepared crystal spheres. Before teleporting, each head has a wax seal stamped with a rune (per a scroll of animate dead) placed on its tongue. Once the heads are inside their spheres, the creator must cast the following spells over them: Telepathic bond, fly, sound burst and permanency. (Blood & Treasure 2nd Edition Monsters II)</p><p><strong>Funny Bones:</strong> See Skeleton Funny Bones.</p><p><strong>Gashadokuo:</strong> See Skeleton Starving, Gashadokuo.</p><p><strong>Ghast:</strong> <em>Create Undead</em> spell, 12th to 14th caster level. (Blood & Treasure Complete)</p><p><strong>Ghost:</strong> Ghosts are the spectral remnants of intelligent beings that, for one reason or another, cannot rest easily in their graves.</p><p>Ghosts are the spectral remnants of intelligent beings that, for one reason or another, cannot rest easily in their graves. (Blood & Treasure 2nd Edition Monsters)</p><p><strong>Ghoul:</strong> <em>Create Undead</em> spell, 11th or lower caster level.</p><p><strong>Ghoul Aquatic:</strong> See Ghoul Lacedon, Aquatic Ghoul.</p><p><strong>Ghoul Asanbosam:</strong> ?</p><p><strong>Ghoul Lacedon, Aquatic Ghoul:</strong> ?</p><p><strong>Gothic Plate Haunted:</strong> See Haunted Armor Gothic Plate.</p><p><strong>Greater Shadow:</strong> See Shadow Greater.</p><p><strong>Green Skeleton:</strong> See Skeleton Prismatic Bones Green.</p><p><strong>Grim:</strong> ?</p><p><strong>Groaning Spirit, Banshee:</strong> The groaning spirit is the malevolent spirit of a female elf that is found haunting swamps, fens, moors, and other desolate places. (Blood & Treasure Complete)</p><p>The groaning spirit, or banshee, is the vengeful spirit of a female elf. (Blood & Treasure 2nd Edition Monsters)</p><p><strong>Hands Swarm of:</strong> See Swarm of Hands.</p><p><strong>Harionago:</strong> See Barbed Woman, Harionago.</p><p><strong>Haunted Armor:</strong> When a warrior dies with his armor on, fighting to the end, his spirit often hesitates to leave its last post. When this happens, the spirit animates the armor and continues doing what it did in life. Haunted armor is a close kin to poltergeists – undead spirits that have opted out of the afterlife for a career in mischief. (Blood & Treasure Monster Tome)</p><p>When a warrior dies with his armor on, fighting to the end, his spirit hesitates to leave its post. The spirit animates the warrior’s armor and continues doing what it did in life. (Blood & Treasure 2nd Edition Monsters II)</p><p><strong>Haunted Armor Chain Mail:</strong> ?</p><p><strong>Haunted Armor Gothic Plate:</strong> ?</p><p><strong>Haunted Armor Jazzeraint:</strong> ?</p><p><strong>Haunted Armor Maile:</strong> ?</p><p><strong>Haunted Armor O-Yoroi:</strong> ?</p><p><strong>Haunted Armor Plate Armor:</strong> ?</p><p><strong>Haunted Armor Scale Mail:</strong> ?</p><p><strong>Haunted Gothic Plate:</strong> See Haunted Armor Gothic Plate.</p><p><strong>Haunted Jazzeraint:</strong> See Haunted Armor Jazzeraint.</p><p><strong>Haunted Maile:</strong> See Haunted Armor Maile</p><p><strong>Haunted O-Yoroi:</strong> See Haunted Armor O-Yoroi.</p><p><strong>Headless Horseman:</strong> They are the souls of horsemen who have perished in battle and now seek vengeance on the living. (Blood & Treasure Monster Tome)</p><p>They are the souls of horsemen who have died in battle and now seek vengeance. (Blood & Treasure 2nd Edition Monsters II)</p><p><strong>Hellequin:</strong> ?</p><p><strong>Hideous Hurler:</strong> See Skeleton Hideous Hurler.</p><p><strong>Holy Bones:</strong> See Skeleton Holy Bones.</p><p><strong>Hopping Vampire:</strong> See Jiang Shi, Hopping Vampire, Stiff Corpse.</p><p><strong>Horseman Headless:</strong> See Headless Horseman.</p><p><strong>Humanoid Slavic Vampire:</strong> See Vampire Slavic Humanoid.</p><p><strong>Hurler:</strong> See Skeleton Hideous Hurler.</p><p><strong>Jade Mummy:</strong> See Mummy Jade.</p><p><strong>Jazzeraint Haunted:</strong> See Haunted Armor Jazzeraint.</p><p><strong>Jelly Slavic Vampire:</strong> See Vampire Slavic Jelly.</p><p><strong>Jiang Shi, Hopping Vampire, Stiff Corpse:</strong> ?</p><p><strong>Jolly Roger:</strong> Jolly rogers are pirates whose avarice was so great that it animated them beyond death. (Blood & Treasure Monster Tome)</p><p>In life, they were pirates whose avarice was so all-consuming that it animated them beyond death. (Blood & Treasure 2nd Edition Monsters II)</p><p><strong>Jolly Roger Captain:</strong> ?</p><p><strong>Jolly Roger Mate:</strong> ?</p><p><strong>Kukudhi Slavic Vampire:</strong> See Vampire Slavic Kukudhi.</p><p><strong>Kuzlac:</strong> See Vampire Kuzlac.</p><p><strong>Lacedon:</strong> See Ghoul Lacedon, Aquatic Ghoul.</p><p><strong>Lead, Lead Bones:</strong> See Skeleton Bronze Bones Lead, Lead Bones.</p><p><strong>Lich:</strong> A lich is an undead magic‐user or sorcerer who has used its magical powers to unnaturally extend its life. (Blood & Treasure Complete)</p><p>A lich is an undead magic-user or sorcerer who has used its magical powers to unnaturally extend its life. (Blood & Treasure 2nd Edition Monsters)</p><p><strong>Lich Demi:</strong> See Demilich, Lich Demi.</p><p><strong>Maile Haunted:</strong> See Haunted Armor Maile</p><p><strong>Mate Jolly Roger:</strong> See Jolly Roger Mate.</p><p><strong>Mega-Skeleton:</strong> See Skeleton Mega-Skeleton.</p><p><strong>Mithral Bones:</strong> See Skeleton Bronze Bones Mithral, Mithral Bones.</p><p><strong>Mohrg:</strong> Mohrgs are the animated corpses of mass murderers or similar villains who died without atoning for their crimes. (Blood & Treasure Complete)</p><p>Mohrgs are the animated corpses of mass murderers who died without atoning for their crimes. (Blood & Treasure 2nd Edition Monsters)</p><p><em>Create Undead</em> spell, 20th caster level or higher. (Blood & Treasure Complete)</p><p><strong>Mummy:</strong> Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten. (Blood & Treasure Complete)</p><p>Mummies are corpses animated through the auspices of dark desert gods best forgotten. (Blood & Treasure 2nd Edition Monsters)</p><p><em>Create Undead</em> spell, 18th to 19th caster level. (Blood & Treasure Complete)</p><p><strong>Mummy Jade:</strong> Jade mummies are found in cultures inspired by China. They are mummified humans who are steeped in mercury and clad in suits made of jade (worth 200 gp, but dangerous due to mercury contamination). (Blood & Treasure Complete)</p><p>They are mummified humans who are steeped in mercury and clad in suits made of jade (worth 200 gp, but dangerous due to mercury contamination). (Blood & Treasure 2nd Edition Monsters)</p><p><strong>Nightcrawler:</strong> See Nightshade Nightcrawler.</p><p><strong>Nightshade:</strong> Nightshades are powerful undead composed of equal parts darkness and absolute, palpable evil. (Blood & Treasure Complete)</p><p>Nightshades are powerful undead composed of equal parts darkness and entropy. They are natives of the Negative Energy Plane, perhaps pieces of that plane given sentience and animation, for night-shades, whatever their form, have never known life. (Blood & Treasure 2nd Edition Monsters)</p><p><strong>Nightshade Nightcrawler:</strong> ?</p><p><strong>Nightshade Nightwalker:</strong> ?</p><p><strong>Nightshade Nightwing:</strong> ?</p><p><strong>Nightwalker:</strong> See Nightshade Nightwalker.</p><p><strong>Nightwing:</strong> See Nightshade Nightwing.</p><p><strong>O-Yoroi Haunted:</strong> See Haunted Armor O-Yoroi.</p><p><strong>Orange Skeleton:</strong> See Skeleton Prismatic Bones Orange.</p><p><strong>Pakpak:</strong> See Winged Death, Baykok, Pakpak.</p><p><strong>Pijavica:</strong> See Vampire Pijavica, Drinker.</p><p><strong>Plate Armor Haunted:</strong> See Haunted Armor Plate Armor.</p><p><strong>Poltergeist:</strong> Haunted armor is a close kin to poltergeists – undead spirits that have opted out of the afterlife for a career in mischief. (Blood & Treasure Monster Tome)</p><p>Haunted armor is close kin to poltergeists – undead spirits that have opted out of the afterlife for a career in mischief on the material plane. (Blood & Treasure 2nd Edition Monsters II)</p><p><strong>Prismatic Bones:</strong> See Skeleton Prismatic Bones.</p><p><strong>Purple Skeleton:</strong> See Skeleton Prismatic Bones Purple.</p><p><strong>Red Skeleton:</strong> See Skeleton Prismatic Bones Red.</p><p><strong>Revenant:</strong> The revenant is an animated corpse that has returned from the grave to terrorize the living. The name comes from the French word for “returning”. Revenants were always wicked people in life. (Blood & Treasure 2nd Edition Monsters II)</p><p><strong>Roger Jolly:</strong> See Jolly Roger.</p><p><strong>Rusalka:</strong> Rusalkas are angry undead spirits of women that were drowned in rivers. (Blood & Treasure 2nd Edition Monsters II)</p><p><strong>Sawbones:</strong> See Skeleton Sawbones.</p><p><strong>Scabrous Cadaver:</strong> See Zombie Cicatrix, Scabrous Cadaver.</p><p><strong>Scale Mail Haunted:</strong> See Haunted Armor Scale Mail.</p><p><strong>Screamer Full-Throated:</strong> See Full-Throated Screamer.</p><p><strong>Sea Bonze:</strong> See Umibozo, Sea Bonze.</p><p><strong>Shadow:</strong> Shadows are the animated souls of wicked people. (Blood & Treasure Complete)</p><p>A creature reduced to strength 0 by a shadow dies and rises as a shadow under its killer’s control within 1d4 rounds. (Blood & Treasure Complete)</p><p>A creature reduced to 0 strength by a shadow dies and rises as a shadow under its killer’s control in 1d4 rounds. (Blood & Treasure 2nd Edition Monsters)</p><p><em>Create Greater Undead</em> spell, 15th or lower caster level. (Blood & Treasure Complete)</p><p><strong>Shadow Greater:</strong> ?</p><p><strong>Shadow Slavic Vampire:</strong> See Vampire Slavic Shadow.</p><p><strong>Shape of Fire:</strong> A shape of fire is the undead remains of a powerful spell caster that was burned at the stake. (Blood & Treasure Complete)</p><p>A shape of fire is the undead remains of a powerful spell caster that was burned at the stake. (Blood & Treasure 2nd Edition Monsters)</p><p><strong>Skeleton:</strong> Skeletons are the animated bones of animals, humanoids or giants. (Blood & Treasure Complete)</p><p>Almost any creature can be turned into a “skeleton”. (Blood & Treasure Complete)</p><p>Skeletons are the animated bones of animals, humanoids or giants. (Blood & Treasure 2nd Edition Monsters)</p><p>All creatures engaged in melee combat with a bone‐spur must pass a saving throw each round or be slashed for 1d4 points of damage. If 4 points of damage are scored in a single round, a barb detaches from the bone‐spur and becomes caught in the victim's flesh or clothing. The next round, the barb grows into a full‐sized skeleton (with normal skeleton stats). (Blood & Treasure 2nd Edition Monsters II)</p><p><em>Animate Dead</em> spell. (Blood & Treasure Complete)</p><p><strong>Skeleton Black Bones:</strong> Black bones are the animated remains of skilled assassins. The black bones are created by only the clerics of deities of murder and mayhem. (Blood & Treasure Monster Tome)</p><p><strong>Skeleton Black Bones:</strong> Black bones are the animated remains of assassins. (Blood & Treasure 2nd Edition Monsters II)</p><p>They are constructed with a core of antimony in their bones, making them expensive to make. (Blood & Treasure 2nd Edition Monsters II)</p><p><strong>Skeleton Bone Chiller:</strong> The bone chiller can only be created from the bones of a person that has frozen to death. The bones must be soaked in a solution of freezing water from one new moon to another, with an energy missile (cold) cast into the water each day. After one month, the water must be frozen into a solid block. The skeleton is then chipped out while the necromancer casts animate dead on it. (Blood & Treasure 2nd Edition Monsters II)</p><p><strong>Skeleton Bone Pile:</strong> When struck for 4 or more points of damage by a physical attack from a bludgeoning weapon or force effect, funny bones separate into two demi-skeletons, each with 5 hit dice, a single attack and a movement rate of 20. These demi-skeletons can also be divided into bone piles with 2 hit dice, no attacks, and a movement rate of 10. (Blood & Treasure Monster Tome)</p><p>When struck for 4 or more points of damage by a bludgeoning weapon or force effect, the funny bones separates into two demi‐skeletons. These demi‐skeletons can be further divided into bone piles. (Blood & Treasure 2nd Edition Monsters II)</p><p><strong>Skeleton Bone Spur:</strong> Bone spurs are skeletons animated from the bones of ogres and hill giants. (Blood & Treasure 2nd Edition Monsters II)</p><p>The process of creating a bone-spur involves expensive herbs and oils and the spike growth spell. (Blood & Treasure 2nd Edition Monsters II)</p><p><strong>Skeleton Bronze Bones:</strong> Bronze bones are skeletons that are covered in a coating of metal Bronze when they are created. (Blood & Treasure Monster Tome)</p><p>Bronze bones are skeletons covered in metal. (Blood & Treasure 2nd Edition Monsters II)</p><p><strong>Skeleton Bronze Bones Admantine, Adamantine Bones:</strong> ?</p><p><strong>Skeleton Bronze Bones Bronze, True Bronze Bones:</strong> ?</p><p><strong>Skeleton Bronze Bones Lead, Lead Bones:</strong> ?</p><p><strong>Skeleton Bronze Bones Mithral, Mithral Bones:</strong> ?</p><p><strong>Skeleton Bronze Bones Steel, Steel Bones:</strong> ?</p><p><strong>Skeleton Demi-Skeleton:</strong> When struck for 4 or more points of damage by a physical attack from a bludgeoning weapon or force effect, funny bones separate into two demi-skeletons, each with 5 hit dice, a single attack and a movement rate of 20. (Blood & Treasure Monster Tome)</p><p>When struck for 4 or more points of damage by a bludgeoning weapon or force effect, the funny bones separates into two demi‐skeletons. (Blood & Treasure 2nd Edition Monsters II)</p><p><strong>Skeleton Dragon Bones:</strong> Dragon bones are skeletons that grow from chromatic dragon teeth that have been planted in the ground. (Blood & Treasure Monster Tome)</p><p>Dragon bones are skeletons grown from chromatic dragon teeth that have been planted in the ground. (Blood & Treasure 2nd Edition Monsters II)</p><p><strong>Skeleton Dry Bones:</strong> Dry bones are animated skeletons capable of drawing the moisture out of the surrounding environment, including from living bodies. (Blood & Treasure Monster Tome)</p><p><strong>Skeleton Funny Bones:</strong> Super-Skeletons can only be divided into funny bones by scoring at least 8 points of damage. (Blood & Treasure Monster Tome)</p><p>Super skeletons can only be divided back into funny bones by scoring at least 6 points of damage to them. (Blood & Treasure 2nd Edition Monsters II)</p><p><strong>Skeleton Hideous Hurler:</strong> Hurlers are one of many interesting variations on the normal skeleton that necromancers have created over the centuries. (Blood & Treasure Monster Tome)</p><p><strong>Skeleton Holy Bones:</strong> Holy bones are the animated remains of Lawful (Good) clerics. In effect, they are “living” reliquaries that are often sealed in platemail and armed with a heavy mace or other clerical weapon. (Blood & Treasure Monster Tome)</p><p>They are self-created undead, infused with life beyond death by their deities only after extended prayer and supplication. Holy bones are formed from high priests that desire to protect their flock and their brethren for all times, sacrificing a place in Heaven to remain on the Material Plane. (Blood & Treasure Monster Tome)</p><p>Holy bones are self-created undead, infused with life beyond death after extended prayer and supplication. They are created from high priests that desire to protect their flock and their brethren for all times, sacrificing a place in Heaven to remain on the Material Plane. (Blood & Treasure 2nd Edition Monsters II)</p><p><strong>Skeleton Lazy Bones:</strong> ?</p><p><strong>Skeleton Mega-Skeleton:</strong> Two of these super-skeletons can join together to form a 20 hit dice mega-skeleton with six attacks. (Blood & Treasure Monster Tome)</p><p>Two super-skeletons can form a mega‐skeleton. (Blood & Treasure 2nd Edition Monsters II)</p><p><strong>Skeleton Prismatic Bones:</strong> Prismatic bones are a form of animated skeleton employed by arch-necromancers to guard their holdings. (Blood & Treasure Monster Tome)</p><p>If any prismatic bones, in any color, are struck by electricity damage they split into two identical skeletons, each with half the hit points of the original. (Blood & Treasure Monster Tome)</p><p>Prismatic bones are animated skeletons employed by arch-necromancers to guard their holdings. (Blood & Treasure 2nd Edition Monsters II)</p><p>If a prismatic bones of any color is struck by electricity, it splits into two identical skeletons, each with half the hit points of the original. (Blood & Treasure 2nd Edition Monsters II)</p><p><strong>Skeleton Prismatic Bones Blue:</strong> These colorful skeletons can themselves be split if struck by a bludgeoning weapon for 3 or more points of damage or slashing weapons for 4 or more points of damage. Orange skeletons split into red and yellow skeletons, green into blue and yellow and purple in blue and red. (Blood & Treasure Monster Tome)</p><p>If any prismatic bones, in any color, are struck by electricity damage they split into two identical skeletons, each with half the hit points of the original. (Blood & Treasure Monster Tome)</p><p>These colorful skeletons can themselves be split if struck by a weapon for 3 or more points of damage. Orange skeletons split into red and yellow skeletons, green into blue and yellow and purple in blue and red. (Blood & Treasure 2nd Edition Monsters II)</p><p><strong>Skeleton Prismatic Bones Green:</strong> If a prismatic bones is struck for at least 4 points of damage from a bludgeoning weapon or at least 5 points of damage from a slashing weapon, there is an explosion of light (per the flare spell) and the white skeleton is replaced by three skeletons, one orange, one green and one purple. (Blood & Treasure Monster Tome)</p><p>If any prismatic bones, in any color, are struck by electricity damage they split into two identical skeletons, each with half the hit points of the original. (Blood & Treasure Monster Tome)</p><p>If a prismatic bones is struck for at least 4 points of damage, there is a puff of smoke and the white skeleton is replaced by three new skeletons, one colored orange, one colored green and the third colored purple. (Blood & Treasure 2nd Edition Monsters II)</p><p><strong>Skeleton Prismatic Bones Orange:</strong> If a prismatic bones is struck for at least 4 points of damage from a bludgeoning weapon or at least 5 points of damage from a slashing weapon, there is an explosion of light (per the flare spell) and the white skeleton is replaced by three skeletons, one orange, one green and one purple. (Blood & Treasure Monster Tome)</p><p>If any prismatic bones, in any color, are struck by electricity damage they split into two identical skeletons, each with half the hit points of the original. (Blood & Treasure Monster Tome)</p><p>If a prismatic bones is struck for at least 4 points of damage, there is a puff of smoke and the white skeleton is replaced by three new skeletons, one colored orange, one colored green and the third colored purple. (Blood & Treasure 2nd Edition Monsters II)</p><p><strong>Skeleton Prismatic Bones Purple:</strong> If a prismatic bones is struck for at least 4 points of damage from a bludgeoning weapon or at least 5 points of damage from a slashing weapon, there is an explosion of light (per the flare spell) and the white skeleton is replaced by three skeletons, one orange, one green and one purple. (Blood & Treasure Monster Tome)</p><p>If any prismatic bones, in any color, are struck by electricity damage they split into two identical skeletons, each with half the hit points of the original. (Blood & Treasure Monster Tome)</p><p>If a prismatic bones is struck for at least 4 points of damage, there is a puff of smoke and the white skeleton is replaced by three new skeletons, one colored orange, one colored green and the third colored purple. (Blood & Treasure 2nd Edition Monsters II)</p><p><strong>Skeleton Prismatic Bones Red:</strong> These colorful skeletons can themselves be split if struck by a bludgeoning weapon for 3 or more points of damage or slashing weapons for 4 or more points of damage. Orange skeletons split into red and yellow skeletons, green into blue and yellow and purple in blue and red. (Blood & Treasure Monster Tome)</p><p>If any prismatic bones, in any color, are struck by electricity damage they split into two identical skeletons, each with half the hit points of the original. (Blood & Treasure Monster Tome)</p><p>These colorful skeletons can themselves be split if struck by a weapon for 3 or more points of damage. Orange skeletons split into red and yellow skeletons, green into blue and yellow and purple in blue and red. (Blood & Treasure 2nd Edition Monsters II)</p><p><strong>Skeleton Prismatic Bones White:</strong> If any prismatic bones, in any color, are struck by electricity damage they split into two identical skeletons, each with half the hit points of the original. (Blood & Treasure Monster Tome)</p><p><strong>Skeleton Prismatic Bones Yellow:</strong> These colorful skeletons can themselves be split if struck by a bludgeoning weapon for 3 or more points of damage or slashing weapons for 4 or more points of damage. Orange skeletons split into red and yellow skeletons, green into blue and yellow and purple in blue and red. (Blood & Treasure Monster Tome)</p><p>If any prismatic bones, in any color, are struck by electricity damage they split into two identical skeletons, each with half the hit points of the original. (Blood & Treasure Monster Tome)</p><p>These colorful skeletons can themselves be split if struck by a weapon for 3 or more points of damage. Orange skeletons split into red and yellow skeletons, green into blue and yellow and purple in blue and red. (Blood & Treasure 2nd Edition Monsters II)</p><p><strong>Skeleton Sawbones:</strong> Sawbones are animated skeletons that have had cleavers grafted to the right arms and serrated blades attached to their left arms, in both cases replacing their hands. (Blood & Treasure Monster Tome)</p><p>Sawbones are animated skeletons with cleavers grafted to their right arm and serrated blades to their left. (Blood & Treasure 2nd Edition Monsters II)</p><p><strong>Skeleton Starving, Gashadokuo:</strong> They are as much ghost as skeleton, something like physical projections of starving spirits. (Blood & Treasure Monster Tome)</p><p>Starving skeletons are created from the bones of people that have starved to death. (Blood & Treasure Monster Tome)</p><p>Starving skeletons are created from the bones of people that have starved to death. They are 15′ tall skeletons with a terrible hunger for human flesh. Starving skeletons are as much ghosts as skeletons, being physical projections of starving spirits. (Blood & Treasure 2nd Edition Monsters II)</p><p><strong>Skeleton Super-Skeleton:</strong> If 3 demi-skeletons or 6 bone piles manage to come together, or a full funny bones and a single demi-skeleton or 2 bone piles comes together, they can form a creature with 15 hit dice, four attacks and a movement rate of 40. (Blood & Treasure Monster Tome)</p><p>Mega-skeletons can only be divided into super skeletons by scoring at least 16 points of damage. (Blood & Treasure Monster Tome)</p><p>Demi‐skeletons and bone piles can reassemble by touching one another. If 3 demi‐skeletons or 6 bone piles come together, or a full funny bones and a single demi‐skeleton or 2 bone piles comes together, they can form a super skeleton. (Blood & Treasure 2nd Edition Monsters II)</p><p>Mega‐skeletons can only be divided into super skeletons by inflicting at least 12 points of damage. (Blood & Treasure 2nd Edition Monsters II)</p><p><strong>Skeleton Warrior:</strong> The skeleton warrior is a lich‐like undead that was once a powerful warrior of at least 9th level. Legend says that the skeleton warriors were forced into their undead state by a powerful demon prince who trapped each of their souls in a golden circlet. (Blood & Treasure Complete)</p><p>The skeleton warrior is a lich-like undead that was a warlord in life. Legend says that they were forced into their undead state by a demon prince who trapped each of their souls in a golden circlet. (Blood & Treasure 2nd Edition Monsters)</p><p><strong>Skull Crystal:</strong> See Crystal Skull.</p><p><strong>Slavic Vampire:</strong> See Vampire Slavic.</p><p><strong>Sluagh:</strong> ?</p><p><strong>Snow Woman:</strong> See Yuki-Onna, Snow Woman.</p><p><strong>Spectral Dragon:</strong> ?</p><p><strong>Spectre:</strong> Any humanoid slain by a spectre becomes a spectre in 1d4 rounds. (Blood & Treasure Complete)</p><p>Any humanoid slain by a spectre becomes a spectre in 1d4 rounds. (Blood & Treasure 2nd Edition Monsters)</p><p><em>Create Greater Undead</em> spell, 18th to 19th caster level. (Blood & Treasure Complete)</p><p><strong>Starving Skeleton:</strong> See Skeleton Starving, Gashadokuo.</p><p><strong>Steel Bones:</strong> See Skeleton Bronze Bones Steel, Steel Bones.</p><p><strong>Stiff Corpse:</strong> See Jiang Shi, Hopping Vampire, Stiff Corpse.</p><p><strong>Super-Skeleton:</strong> See Skeleton Super-Skeleton.</p><p><strong>Swarm of Hands:</strong> A swarm of hands is created by a necromancer by burying or sinking numerous amputated arms (often from failed test subjects; waste not want not is the motto of most necromancers) in unholy ground and then casting permanency and animate dead over the ground while sprinkling it with unholy water. (Blood & Treasure Monster Tome)</p><p><strong>Swarm of Hands:</strong> A swarm of hands is created by a necromancer by burying or sinking numerous amputated arms in unholy ground and then casting permanency and animate dead over the ground while sprinkling it with unholy water. (Blood & Treasure 2nd Edition Monsters II)</p><p><strong>Time Wraith:</strong> See Wraith Time.</p><p><strong>True Bronze Bones:</strong> See Skeleton Bronze Bones Bronze, True Bronze Bones.</p><p><strong>Umibozo, Sea Bonze:</strong> Umibōzu, or sea bonzes, are the anguished souls of drowned priests. (Blood & Treasure Monster Tome)</p><p>Umibōzu, or sea bonzes, are the anguished souls of drowned priests. (Blood & Treasure 2nd Edition Monsters II)</p><p><strong>Vampire:</strong> A humanoid or monstrous humanoid slain by a vampire’s blood drain or energy drain rises as a vampire 1d4 days after burial. (Blood & Treasure Complete)</p><p>A humanoid or monster slain by a vampire’s blood drain or energy drain rises as a vampire 1d4 days after burial. (Blood & Treasure 2nd Edition Monsters)</p><p>In its ooze form, the slavic vampire continues its depredations, eventually forming a solid, humanoid body like the one it had in life. (Blood & Treasure Monster Tome)</p><p>Watermelons and pumpkins kept more than 10 days after Christmas (or the equivalent in your campaign) also become vampires. (Blood & Treasure 2nd Edition Monsters II)</p><p><strong>Vampire Goddess:</strong> ?</p><p><strong>Vampire Hopping:</strong> See Jiang Shi, Hopping Vampire, Stiff Corpse.</p><p><strong>Vampire Kuzlac:</strong> ?</p><p><strong>Vampire Pijavica, Drinker:</strong> The pijavica, or “drinker”, of Croatia, Slovenia, Slovakia and the Czech Republic, are sinful men and women that return from the grave as powerful killers. (Blood & Treasure Monster Tome)</p><p>The pijavica of Croatia, Slovenia, Slovakia and the Czech Republic are sinful men and women that return from the grave as powerful killers. (Blood & Treasure 2nd Edition Monsters II)</p><p><strong>Vampire Slavic:</strong> Slavic folklore suggests multiple ways that a person can become a vampire. These include being a magic-user, being chaotic or evil, dying an unnatural or untimely death, excommunication, improper burial, having an animal jump or a bird fly over your corpse or your empty grave, being born with a caul, teeth or a tail, or being conceived on certain days. Several items on the list suggest that virtually every fantasy adventurer is destined to rise as a vampire after they have been killed. Excellent! (Blood & Treasure Monster Tome)</p><p><strong>Vampire Slavic Humanoid:</strong> In its ooze form, the vampire continues its depredations, eventually forming a solid, humanoid body like the one it had in life. (Blood & Treasure 2nd Edition Monsters II)</p><p><strong>Vampire Slavic Jelly:</strong> The process of becoming a true vampire takes time. For the first 40 days of the vampire’s existence, it is a mere shadow that drains levels with its incorporeal touch. As it consumes energy, it becomes more solid and forms a soft, jelly-like body. (Blood & Treasure Monster Tome)</p><p>For five years the Yolgois fought the Starvaks in valleys and mountain passes until the Starvaks, the warriors of the holy church bolstering their ranks, finally overcame their foes. The castle of the Yolgois was put to the torch, with the entire family inside. Not even a single retainer was left alive to bury them. (Blood & Treasure Monster Tome)</p><p>The Yolgois were thoroughly evil, and their rotting corpses are now in the process of becoming vampires. The ruins of the castle are haunted by shadows, and the dungeons are crawling with jellies. (Blood & Treasure Monster Tome)</p><p><strong>Vampire Slavic Jelly:</strong> For the first 40 days of a Slavic vampire’s existence it is a shadow that drains levels with its incorporeal touch. As it consumes life energy, the vampire becomes more solid, forming a soft, jelly-like body. (Blood & Treasure 2nd Edition Monsters II)</p><p><strong>Vampire Slavic Kukudhi:</strong> After 30 years in its humanoid form, a vampire reaches its perfect form, called a kukudhi.</p><p>For five years the Yolgois fought the Starvaks in valleys and mountain passes until the Starvaks, the warriors of the holy church bolstering their ranks, finally overcame their foes. The castle of the Yolgois was put to the torch, with the entire family inside. Not even a single retainer was left alive to bury them. (Blood & Treasure Monster Tome)</p><p>The Yolgois were thoroughly evil, and their rotting corpses are now in the process of becoming vampires. The ruins of the castle are haunted by shadows, and the dungeons are crawling with jellies. The family crypt has become a sort of throne room for the eldest of the Yolgois, who are now Kukudhi. (Blood & Treasure Monster Tome)</p><p>After 30 years in its humanoid form, a slavic vampire reaches its perfect form, called a kukudhi. (Blood & Treasure 2nd Edition Monsters II)</p><p><strong>Vampire Slavic Shadow:</strong> The process of becoming a true vampire takes time. For the first 40 days of the vampire’s existence, it is a mere shadow that drains levels with its incorporeal touch. (Blood & Treasure Monster Tome)</p><p>For five years the Yolgois fought the Starvaks in valleys and mountain passes until the Starvaks, the warriors of the holy church bolstering their ranks, finally overcame their foes. The castle of the Yolgois was put to the torch, with the entire family inside. Not even a single retainer was left alive to bury them. (Blood & Treasure Monster Tome)</p><p>The Yolgois were thoroughly evil, and their rotting corpses are now in the process of becoming vampires. The ruins of the castle are haunted by shadows, and the dungeons are crawling with jellies. (Blood & Treasure Monster Tome)</p><p><strong>Vampiric Pumpkin:</strong> Watermelons and pumpkins kept more than 10 days after Christmas (or the fantasy equivalent in your campaign) also become vampires. (Blood & Treasure Monster Tome)</p><p><strong>Vampiric Tool:</strong> Folklore also holds that tools and weapons left outside under a full moon become vampiric. (Blood & Treasure Monster Tome)</p><p><strong>Vampiric Watermelon:</strong> Watermelons and pumpkins kept more than 10 days after Christmas (or the fantasy equivalent in your campaign) also become vampires. (Blood & Treasure Monster Tome)</p><p><strong>Vampiric Weapon:</strong> Folklore also holds that tools and weapons left outside under a full moon become vampiric. (Blood & Treasure Monster Tome)</p><p><strong>Varkolak:</strong> The varkolak of Bulgaria is formed when a bandit dies in the wilderness and is not buried. After 40 days, his black, swollen corpse rises as a black-skinned cyclops. (Blood & Treasure Monster Tome)</p><p>The bandit chief was struck by several arrows, but managed to escape, eventually dying in a small cave. It is now a varkolak, and it has planned a terrible vengeance on the Count. (Blood & Treasure Monster Tome)</p><p> A varkolak is formed when a bandit dies in the wilderness and does not receive a burial. After 40 days his black, swollen corpse rises as a varkolak. (Blood & Treasure 2nd Edition Monsters II)</p><p><strong>Varnaby the Vain:</strong> ?</p><p><strong>Vector:</strong> A vector is an undead wizard who died in a teleportation accident. (Blood & Treasure 2nd Edition Monsters II)</p><p><strong>Warrior Skeleton:</strong> See Skeleton Warrior.</p><p><strong>White Skeleton:</strong> See Skeleton Prismatic Bones White.</p><p><strong>Wight:</strong> Any humanoid slain by a wight becomes a wight in 1d4 rounds. (Blood & Treasure Complete)</p><p>Any humanoid slain in this way by a wight becomes a wight in 1d4 rounds. </p><p>The varkolak’s bite attack in either cyclops or worg form deals one level of energy damage. Creatures that die from this energy damage rise as wights one day later under the control of the varkolak that created them. (Blood & Treasure Monster Tome)</p><p>The varolak has turned two traders into wights, and has gathered twelve goblin worg riders to its banner. (Blood & Treasure Monster Tome)</p><p>Once per day, a varkolak can transform into a worg and back again. The monster’s bite attack in either form deals one level of energy damage. Creatures that die from this energy damage rise as wights one day later under the control of the varkolak that created them. (Blood & Treasure 2nd Edition Monsters II)</p><p><strong>Winged Death, Baykok, Pakpak:</strong> Winged deaths are called baykok, or pakpak, in the folklore of the Ojibway nation of North America. They carry longbows, and are commonly found in the armies of necromancers. Unlike common skeletons and zombies, they are intelligent and thoroughly evil. Unlike skeletons and zombies, they are not creatures raised from the dead, but evil spirits given material form. (Blood & Treasure Monster Tome)</p><p><strong>Woman Barbed:</strong> See Barbed Woman, Harionago.</p><p><strong>Woman Snow:</strong> See Yuki-Onna, Snow Woman.</p><p><strong>Wraith:</strong> Wraiths are incorporeal creatures born of evil and darkness. Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. (Blood & Treasure Complete)</p><p>Wraiths are incorporeal creatures born of evil and darkness. (Blood & Treasure 2nd Edition Monsters)</p><p>Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. (Blood & Treasure 2nd Edition Monsters)</p><p>Any humanoid slain by a flaming wraith rises as a normal wraith in 1d6 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. (Blood & Treasure Monster Tome)</p><p>A humanoid slain by a flaming wraith rises as a normal wraith in 1d6 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. (Blood & Treasure 2nd Edition Monsters II)</p><p><em>Create Greater Undead</em> spell, 16th to 17th caster level. (Blood & Treasure Complete)</p><p><strong>Wraith Earth:</strong> They may be the restless spirits of deceased earth elemental creatures or of humanoids that died on an earth elemental plane. (Blood & Treasure 2nd Edition Monsters II)</p><p><strong>Wraith Flaming:</strong> Flaming wraiths are a superior form of undead, possibly born in the depths of the Negative Energy Plane rather than being the unquiet spirits of the dead. (Blood & Treasure Monster Tome)</p><p>Flaming wraiths are a form of undead born in the Negative Energy Plane. (Blood & Treasure 2nd Edition Monsters II)</p><p><strong>Wraith Time:</strong> Time wraiths are the echoes of people who died while on the Astral Plane. (Blood & Treasure 2nd Edition Monsters II)</p><p><strong>Yellow Skeleton:</strong> See Skeleton Prismatic Bones Yellow.</p><p><strong>Yuki-Onna, Snow Woman:</strong> Some stories depict yuki-onna as the undead spirits of women that have frozen to death. (Blood & Treasure Monster Tome)</p><p>Some stories depict yuki-onna as the undead spirits of women that have frozen to death. (Blood & Treasure 2nd Edition Monsters II)</p><p><strong>Zombie:</strong> Zombies are corpses reanimated through black magic. (Blood & Treasure Complete)</p><p>Creatures killed by a mohrg rise in 1d4 days as zombies under the mohrg’s control. (Blood & Treasure Complete)</p><p>Almost any flesh and blood creature can be turned into a “zombie”. (Blood & Treasure Complete)</p><p>Zombies are corpses reanimated with black magic. (Blood & Treasure 2nd Edition Monsters)</p><p>Creatures killed by a mohrg rise in 1d4 days as zombies under the mohrg’s control. (Blood & Treasure 2nd Edition Monsters)</p><p>When the umibōzu constricts a creature, it inflicts one level of energy damage. Creatures that die from this attack rise as zombies under the control of the umibōzu. (Blood & Treasure Monster Tome)</p><p>Creatures that have all of their life energy drained by a hellequin rise immediately as zombies under the control of the hellequin that created it. (Blood & Treasure 2nd Edition Monsters II)</p><p>When the umibōzu constricts a creature, it inflicts one level of energy damage. Creatures that die from this attack rise as zombies under the control of the umibōzu. (Blood & Treasure 2nd Edition Monsters II)</p><p><em>Animate Dead</em> spell. (Blood & Treasure Complete)</p><p><strong>Zombie Cicatrix, Scabrous Cadaver:</strong> Cicatrix zombies are not only raised by magic-users and clerics using their dark, unwholesome powers, but also steeped in a concoction of bitter herbs, bodily humors (bile features prominently), and rare unguents to gain their powers. These ingredients must be placed in a copper cauldron, the zombie placed within, the cauldron sealed with wax and then left to steep in a cool place untouched by the sun for one month. (Blood & Treasure Monster Tome)</p><p>Cicatrix zombies are not only raised by magic-users and clerics using their dark, unwholesome powers, but also steeped in a concoction of bitter herbs, bodily humors (bile features prominently) and rare unguents to gain their powers. These ingredients must be placed in a copper cauldron with the zombie, the cauldron sealed with wax and then left to steep in a cool place untouched by the sun for one month. This process not only gives them their regenerative abilities, but always generates zombies with maximum hit points. (Blood & Treasure 2nd Edition Monsters II)</p><p></p><p>[/spoiler]</p><p></p><p>Blood & Treasure Books[spoiler]</p><p><a href="http://www.drivethrurpg.com/product/124972/Blood--Treasure-Complete?affiliate_id=17596" target="_blank">Blood & Treasure Complete</a>[spoiler]</p><p><strong>Undead:</strong> The undead category includes corpses re‐animated by dark magic and the spirits of deceased creatures that still haunt the world.</p><p><strong>Allip:</strong> Allips are the spectral remains of people driven to suicide by madness.</p><p><strong>Bodak:</strong> Bodaks are the undead remnants of humanoids that have been destroyed by the touch of absolute evil.</p><p>A bodak has a death gaze with a range of 30 feet. Those who meet the monster’s gaze must pass a Fortitude saving throw or die. Such victims rise as bodaks 24 hours later.</p><p><strong>Demilich:</strong> A demilich is the crumbling remains of a lich that has grown so ancient even its foul magic could no longer hold it together.</p><p><strong>Devourer:</strong> <em>Create Greater Undead</em> spell, 20th caster level or higher.</p><p><strong>Draug:</strong> Draugs are the vengeful spirits of sea captains who died at sea.</p><p><strong>Ghast:</strong> <em>Create Undead</em> spell, 12th to 14th caster level.</p><p><strong>Ghost:</strong> Ghosts are the spectral remnants of intelligent beings that, for one reason or another, cannot rest easily in their graves.</p><p><strong>Ghoul:</strong> <em>Create Undead</em> spell, 11th or lower caster level.</p><p><strong>Groaning Spirit Banshee:</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>Lich:</strong> A lich is an undead magic‐user or sorcerer who has used its magical powers to unnaturally extend its life.</p><p><strong>Mohrg:</strong> Mohrgs are the animated corpses of mass murderers or similar villains who died without atoning for their crimes.</p><p><em>Create Undead</em> spell, 20th caster level or higher.</p><p><strong>Mummy:</strong> Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten.</p><p><em>Create Undead</em> spell, 18th to 19th caster level.</p><p><strong>Mummy Jade:</strong> Jade mummies are found in cultures inspired by China. They are mummified humans who are steeped in mercury and clad in suits made of jade (worth 200 gp, but dangerous due to mercury contamination).</p><p><strong>Nightshade:</strong> Nightshades are powerful undead composed of equal parts darkness and absolute, palpable evil.</p><p><strong>Nightcrawler:</strong> ?</p><p><strong>Nightwalker:</strong> ?</p><p><strong>Nightwing:</strong> ?</p><p><strong>Shadow:</strong> Shadows are the animated souls of wicked people.</p><p>A creature reduced to strength 0 by a shadow dies and rises as a shadow under its killer’s control within 1d4 rounds.</p><p><em>Create Greater Undead</em> spell, 15th or lower caster level.</p><p><strong>Shadow Greater:</strong> ?</p><p><strong>Shape of Fire:</strong> A shape of fire is the undead remains of a powerful spell caster that was burned at the stake.</p><p><strong>Skeleton:</strong> Skeletons are the animated bones of animals, humanoids or giants.</p><p>Almost any creature can be turned into a “skeleton”.</p><p><em>Animate Dead</em> spell.</p><p><strong>Skeleton Warrior:</strong> The skeleton warrior is a lich‐like undead that was once a powerful warrior of at least 9th level. Legend says that the skeleton warriors were forced into their undead state by a powerful demon prince who trapped each of their souls in a golden circlet.</p><p><strong>Spectre:</strong> Any humanoid slain by a spectre becomes a spectre in 1d4 rounds.</p><p><em>Create Greater Undead</em> spell, 18th to 19th caster level.</p><p><strong>Vampire:</strong> A humanoid or monstrous humanoid slain by a vampire’s blood drain or energy drain rises as a vampire 1d4 days after burial.</p><p><strong>Wight:</strong> Any humanoid slain by a wight becomes a wight in 1d4 rounds.</p><p><strong>Wraith:</strong> Wraiths are incorporeal creatures born of evil and darkness. Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed.</p><p><em>Create Greater Undead</em> spell, 16th to 17th caster level.</p><p><strong>Zombie:</strong> Zombies are corpses reanimated through black magic.</p><p>Creatures killed by a mohrg rise in 1d4 days as zombies under the mohrg’s control.</p><p>Almost any flesh and blood creature can be turned into a “zombie”.</p><p><em>Animate Dead</em> spell.</p><p></p><p>ANIMATE DEAD</p><p>Level: Cleric 3 (Chaotic), Magic‐User 4</p><p>Range: Touch</p><p>Duration: Instantaneous</p><p>This spell creates 1d6 skeletons (from bones) or zombies (from corpses) under the command of the spell caster. They remain animated until they are destroyed. A destroyed skeleton or zombie can’t be animated again. No matter how many times you use the spell you can control only 4 HD worth of undead per caster level. If you are a cleric, any undead you might command by virtue of your power to command undead do not count toward the limit.</p><p></p><p>CREATE UNDEAD</p><p>Level: Cleric 6 (Chaotic), Magic‐User 6</p><p>Range: Close (30 ft.)</p><p>Duration: Instantaneous</p><p>Material Components: See text</p><p>A more potent spell than animate dead, this evil spell allows you to create more powerful undead: Ghouls, ghasts, mummies, and mohrgs. The types of undead you can create is based on your caster level, as shown on the table below.</p><p>CASTER LEVEL UNDEAD CREATED</p><p>11th or lower Ghoul</p><p>12th–14th Ghast</p><p>18th–19th Mummy</p><p>20th or higher Mohrg</p><p>You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms.</p><p>This spell must be cast at night. It requires a clay pot filled with grave dirt and another filled with brackish water. The spell must be cast on a dead body. You must place a black onyx gem worth at least 50 gp per HD of the undead to be created into the mouth or eye socket of each corpse. The magic of the spell turns these gems into worthless shells.</p><p></p><p>CREATE GREATER UNDEAD</p><p>Level: Cleric 8 (Chaotic), Magic‐User 8</p><p>Range: Close (30 ft.)</p><p>Duration: Instantaneous</p><p>This spell functions like create undead, except that you can create more powerful and intelligent sorts of undead: Shadows, wraiths, spectres and devourers. The type or types of undead you can create is based on your caster level, as shown on the table below.</p><p>CASTER LEVEL UNDEAD CREATED</p><p>15th or lower Shadow</p><p>16th–17th Wraith</p><p>18th–19th Spectre</p><p>20th or higher Devourer</p><p>[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/193960/Blood--Treasure-2nd-Edition-Monsters?affiliate_id=17596" target="_blank">Blood & Treasure 2nd Edition Monsters</a>[spoiler]</p><p><strong>Undead:</strong> The undead category includes corpses re-animated to a semblance of life by magic and the spirits of deceased creatures that still haunt the world. </p><p><strong>Allip:</strong> Allips are the undead remains of people driven to suicide by madness. </p><p><strong>Bodak:</strong> Bodaks are the remnants of humanoids that died in the netherworld. </p><p>A bodak has a death gaze with a range of 30′. Those who meet the monster’s gaze must pass a saving throw or die. These victims rise as bodaks 24 hours later. </p><p><strong>Caller in Darkness:</strong> A caller in darkness is composed of the minds of dozens of people that died together in terror. </p><p><strong>Crawling Claw:</strong> Crawling claws are animated hands created by ancient rituals. </p><p><strong>Devourer:</strong> ?</p><p><strong>Draug:</strong> Draugs are the vengeful spirits of sea captains who died at sea. </p><p><strong>Ghast:</strong> ? </p><p><strong>Ghost:</strong> Ghosts are the spectral remnants of intelligent beings that, for one reason or another, cannot rest easily in their graves. </p><p><strong>Ghoul:</strong> ?</p><p><strong>Ghoul Lacedon, Aquatic Ghoul:</strong> ?</p><p><strong>Groaning Spirit, Banshee:</strong> The groaning spirit, or banshee, is the vengeful spirit of a female elf. </p><p><strong>Lich:</strong> A lich is an undead magic-user or sorcerer who has used its magical powers to unnaturally extend its life. </p><p><strong>Demilich:</strong> A demilich is the crumbling remains of a lich that has grown so ancient even its foul magic could no longer hold it together. </p><p><strong>Mohrg:</strong> Mohrgs are the animated corpses of mass murderers who died without atoning for their crimes. </p><p><strong>Mummy:</strong> Mummies are corpses animated through the auspices of dark desert gods best forgotten. </p><p><strong>Mummy Jade:</strong> They are mummified humans who are steeped in mercury and clad in suits made of jade (worth 200 gp, but dangerous due to mercury contamination). </p><p><strong>Nightshade:</strong> Nightshades are powerful undead composed of equal parts darkness and entropy. They are natives of the Negative Energy Plane, perhaps pieces of that plane given sentience and animation, for night-shades, whatever their form, have never known life. </p><p><strong>Nightcrawler:</strong> ?</p><p><strong>Nightwalker:</strong> ?</p><p><strong>Nightwing:</strong> ?</p><p><strong>Shadow:</strong> A creature reduced to 0 strength by a shadow dies and rises as a shadow under its killer’s control in 1d4 rounds. </p><p><strong>Shadow Greater:</strong> ?</p><p><strong>Shape of Fire:</strong> A shape of fire is the undead remains of a powerful spell caster that was burned at the stake. </p><p><strong>Skeleton:</strong> Skeletons are the animated bones of animals, humanoids or giants. </p><p><strong>Skeleton Warrior:</strong> The skeleton warrior is a lich-like undead that was a warlord in life. Legend says that they were forced into their undead state by a demon prince who trapped each of their souls in a golden circlet. </p><p><strong>Spectre:</strong> Any humanoid slain by a spectre becomes a spectre in 1d4 rounds. </p><p><strong>Vampire:</strong> A humanoid or monster slain by a vampire’s blood drain or energy drain rises as a vampire 1d4 days after burial. </p><p><strong>Wight:</strong> Any humanoid slain in this way by a wight becomes a wight in 1d4 rounds. </p><p><strong>Wraith:</strong> Wraiths are incorporeal creatures born of evil and darkness. </p><p>Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. </p><p><strong>Zombie:</strong> Zombies are corpses reanimated with black magic. </p><p>Creatures killed by a mohrg rise in 1d4 days as zombies under the mohrg’s control. </p><p><strong>Spectral Dragon:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/140551/Blood--Treasure-Monster-Tome?affiliate_id=17596" target="_blank">Blood & Treasure Monster Tome</a>[spoiler]</p><p><strong>Amputator:</strong> An amputator is a manufactured undead monster formed from the body of a gorilla or other suitably large primate. These gorilla corpses are usually shaved and covered with mystic sigils and runes. The gorilla’s hands are removed and replaced with metal pincers</p><p>Amputators are an advanced form of undead, created by the lords among necromancers.</p><p><strong>Asanbosam:</strong> ?</p><p><strong>Vampire Goddess:</strong> ?</p><p><strong>Barbed Woman, Harionago:</strong> ?</p><p><strong>Belle Dame Sans Merci:</strong> They can be created by Chaotic (Evil) clerics with the help of an alchemist or slightly sinister druid to handle the poisonous fungus.</p><p><strong>Bhoot:</strong> They are undead that are unable to cross over into the Land of the Dead, possibly because they suffered a violent death, had unfinished business on the Material Plane or because proper funeral rituals were not followed when they were buried.</p><p>A creature that loses all of its levels to a bhoot’s energy drain attacks rises as a bhoot 10 minutes later under the control of the bhoot that created it.</p><p><strong>Cicatrix, Scabrous Cadaver:</strong> Cicatrix zombies are not only raised by magic-users and clerics using their dark, unwholesome powers, but also steeped in a concoction of bitter herbs, bodily humors (bile features prominently), and rare unguents to gain their powers. These ingredients must be placed in a copper cauldron, the zombie placed within, the cauldron sealed with wax and then left to steep in a cool place untouched by the sun for one month.</p><p><strong>Crystal Skull:</strong> Crystal skulls possess many powerful spell abilities, though they are not undead in the manner of liches. They are created by exceptionally powerful magic-users from the bones of undead monsters like liches, essentially any undead with 8 or more HD that is not incorporeal and which has bones. These bones are ground down and worked into otherwise pure crystal, which is shaped into all the bones of a human skeleton. A hold monster spell is cast over these bones, along with create undead, daylight, all the spells that make up its spell-like abilities (see below) and, of course, a permanence spell.</p><p><strong>Dragon Bones:</strong> Dragon bones are skeletons that grow from chromatic dragon teeth that have been planted in the ground.</p><p><strong>Edimmu:</strong> Creatures touched by an edimmu must pass a Fortitude saving throw or suffer one level of energy damage. Creatures reduced to 0 levels or Hit Dice die, and their spirits rise as edimmu 1d4 days later.</p><p><strong>Fire Freak:</strong> Fire freaks are the animated remains of pyromaniacs that died in the fires they themselves set.</p><p><strong>Full-throated Screamer:</strong> Possibly the oddest of the manufactured undead, the full-throated screamer appears as three preserved heads encased in crystal spheres.</p><p>The heads used to create a full-throated screamer must have belonged to a fishwife, politician and braggart in life. They must be harvested from freshly dead bodies, and then teleported into the pre-prepared crystal spheres. Before teleporting, each head has a wax seal stamped with a rune (per a scroll of animate dead) placed on its tongue. One the heads are inside their spheres, one must cast the following spells over them: Telepathic bond, fly, sound burst and permanency.</p><p><strong>Grim:</strong> ?</p><p><strong>Haunted Armor:</strong> When a warrior dies with his armor on, fighting to the end, his spirit often hesitates to leave its last post. When this happens, the spirit animates the armor and continues doing what it did in life. Haunted armor is a close kin to poltergeists – undead spirits that have opted out of the afterlife for a career in mischief.</p><p><strong>Poltergeist:</strong> Haunted armor is a close kin to poltergeists – undead spirits that have opted out of the afterlife for a career in mischief.</p><p><strong>Haunted Jazzeraint:</strong> ?</p><p><strong>Haunted Maile:</strong> ?</p><p><strong>Haunted O-Yoroi:</strong> ?</p><p><strong>Haunted Gothic Plate:</strong> ?</p><p><strong>Headless Horseman:</strong> They are the souls of horsemen who have perished in battle and now seek vengeance on the living.</p><p><strong>Hideous Hurler:</strong> Hurlers are one of many interesting variations on the normal skeleton that necromancers have created over the centuries.</p><p><strong>Holy Bones:</strong> Holy bones are the animated remains of Lawful (Good) clerics. In effect, they are “living” reliquaries that are often sealed in platemail and armed with a heavy mace or other clerical weapon.</p><p>They are self-created undead, infused with life beyond death by their deities only after extended prayer and supplication. Holy bones are formed from high priests that desire to protect their flock and their brethren for all times, sacrificing a place in Heaven to remain on the Material Plane.</p><p><strong>Jiang Shi, Hopping Vampire:</strong> ?</p><p><strong>Jolly Roger:</strong> Jolly rogers are pirates whose avarice was so great that it animated them beyond death.</p><p><strong>Jolly Roger Captain:</strong> ?</p><p><strong>Draug:</strong> ?</p><p><strong>Jolly Roger Mate:</strong> ?</p><p><strong>Black Bones:</strong> Black bones are the animated remains of skilled assassins. The black bones are created by only the clerics of deities of murder and mayhem.</p><p><strong>Bronze Bones:</strong> Bronze bones are skeletons that are covered in a coating of metal Bronze when they are created.</p><p><strong>Bronze Bones Bronze:</strong> ?</p><p><strong>Bronze Bones Steel:</strong> ?</p><p><strong>Bronze Bones Lead:</strong> ?</p><p><strong>Bronze Bones Mithral:</strong> ?</p><p><strong>Bronze Bones Admantine:</strong> ?</p><p><strong>Dry Bones:</strong> Dry bones are animated skeletons capable of drawing the moisture out of the surrounding environment, including from living bodies.</p><p><strong>Funny Bones:</strong> Super-Skeletons can only be divided into funny bones by scoring at least 8 points of damage.</p><p><strong>Demi-Skeleton:</strong> When struck for 4 or more points of damage by a physical attack from a bludgeoning weapon or force effect, funny bones separate into two demi-skeletons, each with 5 hit dice, a single attack and a movement rate of 20.</p><p><strong>Bone Pile:</strong> When struck for 4 or more points of damage by a physical attack from a bludgeoning weapon or force effect, funny bones separate into two demi-skeletons, each with 5 hit dice, a single attack and a movement rate of 20. These demi-skeletons can also be divided into bone piles with 2 hit dice, no attacks, and a movement rate of 10.</p><p><strong>Super-Skeleton:</strong> If 3 demi-skeletons or 6 bone piles manage to come together, or a full funny bones and a single demi-skeleton or 2 bone piles comes together, they can form a creature with 15 hit dice, four attacks and a movement rate of 40.</p><p>Mega-skeletons can only be divided into super skeletons by scoring at least 16 points of damage.</p><p><strong>Mega-Skeleton:</strong> Two of these super-skeletons can join together to form a 20 hit dice mega-skeleton with six attacks.</p><p><strong>Lazy Bones:</strong> ?</p><p><strong>Prismatic Bones:</strong> Prismatic bones are a form of animated skeleton employed by arch-necromancers to guard their holdings.</p><p>If any prismatic bones, in any color, are struck by electricity damage they split into two identical skeletons, each with half the hit points of the original.</p><p><strong>Prismatic Bones White:</strong> If any prismatic bones, in any color, are struck by electricity damage they split into two identical skeletons, each with half the hit points of the original.</p><p><strong>Prismatic Bones Orange:</strong> If a prismatic bones is struck for at least 4 points of damage from a bludgeoning weapon or at least 5 points of damage from a slashing weapon, there is an explosion of light (per the flare spell) and the white skeleton is replaced by three skeletons, one orange, one green and one purple.</p><p>If any prismatic bones, in any color, are struck by electricity damage they split into two identical skeletons, each with half the hit points of the original.</p><p><strong>Prismatic Bones Green:</strong> If a prismatic bones is struck for at least 4 points of damage from a bludgeoning weapon or at least 5 points of damage from a slashing weapon, there is an explosion of light (per the flare spell) and the white skeleton is replaced by three skeletons, one orange, one green and one purple.</p><p>If any prismatic bones, in any color, are struck by electricity damage they split into two identical skeletons, each with half the hit points of the original.</p><p><strong>Prismatic Bones Purple:</strong> If a prismatic bones is struck for at least 4 points of damage from a bludgeoning weapon or at least 5 points of damage from a slashing weapon, there is an explosion of light (per the flare spell) and the white skeleton is replaced by three skeletons, one orange, one green and one purple.</p><p>If any prismatic bones, in any color, are struck by electricity damage they split into two identical skeletons, each with half the hit points of the original.</p><p><strong>Prismatic Bones Red:</strong> These colorful skeletons can themselves be split if struck by a bludgeoning weapon for 3 or more points of damage or slashing weapons for 4 or more points of damage. Orange skeletons split into red and yellow skeletons, green into blue and yellow and purple in blue and red.</p><p>If any prismatic bones, in any color, are struck by electricity damage they split into two identical skeletons, each with half the hit points of the original.</p><p><strong>Prismatic Bones Yellow:</strong> These colorful skeletons can themselves be split if struck by a bludgeoning weapon for 3 or more points of damage or slashing weapons for 4 or more points of damage. Orange skeletons split into red and yellow skeletons, green into blue and yellow and purple in blue and red.</p><p>If any prismatic bones, in any color, are struck by electricity damage they split into two identical skeletons, each with half the hit points of the original.</p><p><strong>Prismatic Bones Blue:</strong> These colorful skeletons can themselves be split if struck by a bludgeoning weapon for 3 or more points of damage or slashing weapons for 4 or more points of damage. Orange skeletons split into red and yellow skeletons, green into blue and yellow and purple in blue and red.</p><p>If any prismatic bones, in any color, are struck by electricity damage they split into two identical skeletons, each with half the hit points of the original.</p><p><strong>Sawbones:</strong> Sawbones are animated skeletons that have had cleavers grafted to the right arms and serrated blades attached to their left arms, in both cases replacing their hands.</p><p><strong>Starving Skeleton, Gashadokuo:</strong> They are as much ghost as skeleton, something like physical projections of starving spirits.</p><p>Starving skeletons are created from the bones of people that have starved to death.</p><p><strong>Swarm of Hands:</strong> A swarm of hands is created by a necromancer by burying or sinking numerous amputated arms (often from failed test subjects; waste not want not is the motto of most necromancers) in unholy ground and then casting permanency and animate dead over the ground while sprinkling it with unholy water.</p><p><strong>Varnaby the Vain:</strong> ?</p><p><strong>Umibozo, Sea Bonze:</strong> Umibōzu, or sea bonzes, are the anguished souls of drowned priests.</p><p><strong>Vampire Slavic:</strong> Slavic folklore suggests multiple ways that a person can become a vampire. These include being a magic-user, being chaotic or evil, dying an unnatural or untimely death, excommunication, improper burial, having an animal jump or a bird fly over your corpse or your empty grave, being born with a caul, teeth or a tail, or being conceived on certain days. Several items on the list suggest that virtually every fantasy adventurer is destined to rise as a vampire after they have been killed. Excellent!</p><p><strong>Vampire Slavic Shadow:</strong> The process of becoming a true vampire takes time. For the first 40 days of the vampire’s existence, it is a mere shadow that drains levels with its incorporeal touch.</p><p>For five years the Yolgois fought the Starvaks in valleys and mountain passes until the Starvaks, the warriors of the holy church bolstering their ranks, finally overcame their foes. The castle of the Yolgois was put to the torch, with the entire family inside. Not even a single retainer was left alive to bury them.</p><p>The Yolgois were thoroughly evil, and their rotting corpses are now in the process of becoming vampires. The ruins of the castle are haunted by shadows, and the dungeons are crawling with jellies.</p><p><strong>Vampire Slavic Jelly:</strong> The process of becoming a true vampire takes time. For the first 40 days of the vampire’s existence, it is a mere shadow that drains levels with its incorporeal touch. As it consumes energy, it becomes more solid and forms a soft, jelly-like body.</p><p>For five years the Yolgois fought the Starvaks in valleys and mountain passes until the Starvaks, the warriors of the holy church bolstering their ranks, finally overcame their foes. The castle of the Yolgois was put to the torch, with the entire family inside. Not even a single retainer was left alive to bury them.</p><p>The Yolgois were thoroughly evil, and their rotting corpses are now in the process of becoming vampires. The ruins of the castle are haunted by shadows, and the dungeons are crawling with jellies.</p><p><strong>Vampire Slavic Kukudhi:</strong> After 30 years in its humanoid form, a vampire reaches its perfect form, called a kukudhi.</p><p>For five years the Yolgois fought the Starvaks in valleys and mountain passes until the Starvaks, the warriors of the holy church bolstering their ranks, finally overcame their foes. The castle of the Yolgois was put to the torch, with the entire family inside. Not even a single retainer was left alive to bury them.</p><p>The Yolgois were thoroughly evil, and their rotting corpses are now in the process of becoming vampires. The ruins of the castle are haunted by shadows, and the dungeons are crawling with jellies. The family crypt has become a sort of throne room for the eldest of the Yolgois, who are now Kukudhi.</p><p><strong>Kuzlac:</strong> ?</p><p><strong>Pijavica, Drinker:</strong> The pijavica, or “drinker”, of Croatia, Slovenia, Slovakia and the Czech Republic, are sinful men and women that return from the grave as powerful killers.</p><p><strong>Vampiric Tool:</strong> Folklore also holds that tools and weapons left outside under a full moon become vampiric.</p><p><strong>Vampiric Weapon:</strong> Folklore also holds that tools and weapons left outside under a full moon become vampiric.</p><p><strong>Vampiric Watermelon:</strong> Watermelons and pumpkins kept more than 10 days after Christmas (or the fantasy equivalent in your campaign) also become vampires.</p><p><strong>Vampiric Pumpkin:</strong> Watermelons and pumpkins kept more than 10 days after Christmas (or the fantasy equivalent in your campaign) also become vampires.</p><p><strong>Varkolak:</strong> The varkolak of Bulgaria is formed when a bandit dies in the wilderness and is not buried. After 40 days, his black, swollen corpse rises as a black-skinned cyclops.</p><p>The bandit chief was struck by several arrows, but managed to escape, eventually dying in a small cave. It is now a varkolak, and it has planned a terrible vengeance on the Count.</p><p><strong>Winged Death, Baykok, Pakpak:</strong> Winged deaths are called baykok, or pakpak, in the folklore of the Ojibway nation of North America. They carry longbows, and are commonly found in the armies of necromancers. Unlike common skeletons and zombies, they are intelligent and thoroughly evil. Unlike skeletons and zombies, they are not creatures raised from the dead, but evil spirits given material form.</p><p><strong>Wraith Flaming:</strong> Flaming wraiths are a superior form of undead, possibly born in the depths of the Negative Energy Plane rather than being the unquiet spirits of the dead.</p><p><strong>Yuki-Onna, Snow Woman:</strong> Some stories depict yuki-onna as the undead spirits of women that have frozen to death.</p><p></p><p><strong>Undead:</strong> The undead category includes corpses re-animated by dark magic and the spirits of deceased creatures that still haunt the world.</p><p><strong>Ghoul:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Vampire:</strong> In its ooze form, the slavic vampire continues its depredations, eventually forming a solid, humanoid body like the one it had in life.</p><p><strong>Wight:</strong> The varkolak’s bite attack in either cyclops or worg form deals one level of energy damage. Creatures that die from this energy damage rise as wights one day later under the control of the varkolak that created them.</p><p>The varolak has turned two traders into wights, and has gathered twelve goblin worg riders to its banner.</p><p><strong>Wraith:</strong> Any humanoid slain by a flaming wraith rises as a normal wraith in 1d6 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed.</p><p><strong>Zombie:</strong> When the umibōzu constricts a creature, it inflicts one level of energy damage. Creatures that die from this attack rise as zombies under the control of the umibōzu.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/253339/Blood--Treasure-2nd-Edition-Monsters-II?affiliate_id=17596" target="_blank">Blood & Treasure 2nd Edition Monsters II</a>[spoiler]</p><p><strong>Undead:</strong> The undead category includes corpses re-animated to a semblance of life by magic and the spirits of deceased creatures that still haunt the world.</p><p><strong>Amputator:</strong> An amputator is a manufactured undead monster formed from the body of a gorilla or other suitably large primate. These corpses are shaved and covered with mystic sigils and runes. The gorilla’s hands are removed and replaced with metal pincers.</p><p><strong>Asanbosam:</strong> ?</p><p><strong>Axe Bear:</strong> Axe bears are necromantic perversions. They are reanimated bear corpses that have had their front paws replaced with axe heads.</p><p><strong>Barbed Woman, Harionago:</strong> ?</p><p><strong>Belle Dame sans Merci:</strong> ?</p><p><strong>Bhoot:</strong> Bhoots are unable to cross into the Land of the Dead because they suffered a violent death, had unfinished business on the Material Plane or because proper funeral rites were not followed when they were buried.</p><p>A creature that loses all of its levels to a bhoot’s energy drain rises as a bhoot 10 minutes later under the control of the bhoot that created it.</p><p><strong>Black Door:</strong> ?</p><p><strong>Busaw:</strong> A busaw can create an illusion that makes a corpse look like a roasting pig. Anyone they tempt into eating this swine must pass a saving throw or turn into a busaw.</p><p><strong>Cicatrix, Scabrous Cadaver:</strong> Cicatrix zombies are not only raised by magic-users and clerics using their dark, unwholesome powers, but also steeped in a concoction of bitter herbs, bodily humors (bile features prominently) and rare unguents to gain their powers. These ingredients must be placed in a copper cauldron with the zombie, the cauldron sealed with wax and then left to steep in a cool place untouched by the sun for one month. This process not only gives them their regenerative abilities, but always generates zombies with maximum hit points.</p><p><strong>Crystal Skull:</strong> they are created by exceptionally powerful magic-users from the bones of undead monsters with 8 or more HD that are not incorporeal (and, of course, which have bones). The bones are ground down, worked into ground crystal, and then shaped into a skeleton. Hold monster, create undead, daylight and permanence are cast over the bones.</p><p><strong>Dead Eyes:</strong> ?</p><p><strong>Dragon Bones:</strong> Dragon bones are skeletons grown from chromatic dragon teeth that have been planted in the ground.</p><p><strong>Edimmu:</strong> Creatures reduced to 0 levels or Hit Dice from an Edimmu's attack die and their spirits rise as edimmu 1d4 days later.</p><p><strong>Fire Freak:</strong> Fire freaks are the animated remains of pyromaniacs that died in the fires they set.</p><p><strong>Full-Throated Screamer:</strong> Possibly the oddest of the manufactured undead, the full-throated screamer appears as three preserved heads encased in crystal spheres.</p><p>The heads used to create a full-throated screamer must have belonged to a fishwife, politician and braggart in life. They must be harvested from freshly deceased bodies, and then teleported into the pre-prepared crystal spheres. Before teleporting, each head has a wax seal stamped with a rune (per a scroll of animate dead) placed on its tongue. Once the heads are inside their spheres, the creator must cast the following spells over them: Telepathic bond, fly, sound burst and permanency.</p><p><strong>Grim:</strong> ?</p><p><strong>Haunted Armor:</strong> When a warrior dies with his armor on, fighting to the end, his spirit hesitates to leave its post. The spirit animates the warrior’s armor and continues doing what it did in life.</p><p><strong>Poltergeist:</strong> Haunted armor is close kin to poltergeists – undead spirits that have opted out of the afterlife for a career in mischief on the material plane.</p><p><strong>Haunted Scale Mail:</strong> ?</p><p><strong>Haunted Chain Mail:</strong> ?</p><p><strong>Haunted O-Yoroi:</strong> ?</p><p><strong>Haunted Plate Armor:</strong> ?</p><p><strong>Headless Horseman:</strong> They are the souls of horsemen who have died in battle and now seek vengeance.</p><p><strong>Hellequin:</strong> ?</p><p><strong>Zombie:</strong> Creatures that have all of their life energy drained by a hellequin rise immediately as zombies under the control of the hellequin that created it.</p><p>When the umibōzu constricts a creature, it inflicts one level of energy damage. Creatures that die from this attack rise as zombies under the control of the umibōzu.</p><p><strong>Hideous Hurler:</strong> ?</p><p><strong>Jiang Shi, Hopping Vampire:</strong> ?</p><p><strong>Jolly Roger:</strong> In life, they were pirates whose avarice was so all-consuming that it animated them beyond death.</p><p><strong>Revenant:</strong> The revenant is an animated corpse that has returned from the grave to terrorize the living. The name comes from the French word for “returning”. Revenants were always wicked people in life.</p><p><strong>Rusalka:</strong> Rusalkas are angry undead spirits of women that were drowned in rivers.</p><p><strong>Skeleton:</strong> All creatures engaged in melee combat with a bone‐spur must pass a saving throw each round or be slashed for 1d4 points of damage. If 4 points of damage are scored in a single round, a barb detaches from the bone‐spur and becomes caught in the victim's flesh or clothing. The next round, the barb grows into a full‐sized skeleton (with normal skeleton stats).</p><p><strong>Black Bones:</strong> Black bones are the animated remains of assassins.</p><p><strong>Blazing Bones:</strong> They are constructed with a core of antimony in their bones, making them expensive to make.</p><p><strong>Bone Chiller:</strong> The bone chiller can only be created from the bones of a person that has frozen to death. The bones must be soaked in a solution of freezing water from one new moon to another, with an energy missile (cold) cast into the water each day. After one month, the water must be frozen into a solid block. The skeleton is then chipped out while the necromancer casts animate dead on it.</p><p><strong>Bone Spur:</strong> Bone spurs are skeletons animated from the bones of ogres and hill giants.</p><p>The process of creating a bone-spur involves expensive herbs and oils and the spike growth spell.</p><p><strong>Bronze Bones:</strong> Bronze bones are skeletons covered in metal.</p><p><strong>Adamantine Bones:</strong> ?</p><p><strong>Lead Bones:</strong> ?</p><p><strong>Mithral Bones:</strong> ?</p><p><strong>Steel Bones:</strong> ?</p><p><strong>Dry Bones:</strong> ?</p><p><strong>Funny Bones:</strong> Super skeletons can only be divided back into funny bones by scoring at least 6 points of damage to them.</p><p><strong>Bone Pile:</strong> When struck for 4 or more points of damage by a bludgeoning weapon or force effect, the funny bones separates into two demi‐skeletons. These demi‐skeletons can be further divided into bone piles.</p><p><strong>Demi-Skeleton:</strong> When struck for 4 or more points of damage by a bludgeoning weapon or force effect, the funny bones separates into two demi‐skeletons.</p><p><strong>Super Skeleton:</strong> Demi‐skeletons and bone piles can reassemble by touching one another. If 3 demi‐skeletons or 6 bone piles come together, or a full funny bones and a single demi‐skeleton or 2 bone piles comes together, they can form a super skeleton.</p><p>Mega‐skeletons can only be divided into super skeletons by inflicting at least 12 points of damage.</p><p><strong>Mega-Skeleton:</strong> Two super-skeletons can form a mega‐skeleton.</p><p><strong>Holy Bones:</strong> Holy bones are self-created undead, infused with life beyond death after extended prayer and supplication. They are created from high priests that desire to protect their flock and their brethren for all times, sacrificing a place in Heaven to remain on the Material Plane.</p><p><strong>Lazy Bones:</strong> ?</p><p><strong>Prismatic Bones:</strong> Prismatic bones are animated skeletons employed by arch-necromancers to guard their holdings.</p><p>If a prismatic bones of any color is struck by electricity, it splits into two identical skeletons, each with half the hit points of the original.</p><p><strong>Prismatic Bones White:</strong> ?</p><p><strong>Prismatic Bones Green:</strong> If a prismatic bones is struck for at least 4 points of damage, there is a puff of smoke and the white skeleton is replaced by three new skeletons, one colored orange, one colored green and the third colored purple.</p><p><strong>Prismatic Bones Orange:</strong> If a prismatic bones is struck for at least 4 points of damage, there is a puff of smoke and the white skeleton is replaced by three new skeletons, one colored orange, one colored green and the third colored purple.</p><p><strong>Prismatic Bones Purple:</strong> If a prismatic bones is struck for at least 4 points of damage, there is a puff of smoke and the white skeleton is replaced by three new skeletons, one colored orange, one colored green and the third colored purple.</p><p><strong>Prismatic Bones Blue:</strong> These colorful skeletons can themselves be split if struck by a weapon for 3 or more points of damage. Orange skeletons split into red and yellow skeletons, green into blue and yellow and purple in blue and red.</p><p><strong>Prismatic Bones Red:</strong> These colorful skeletons can themselves be split if struck by a weapon for 3 or more points of damage. Orange skeletons split into red and yellow skeletons, green into blue and yellow and purple in blue and red.</p><p><strong>Prismatic Bones Yellow:</strong> These colorful skeletons can themselves be split if struck by a weapon for 3 or more points of damage. Orange skeletons split into red and yellow skeletons, green into blue and yellow and purple in blue and red.</p><p><strong>Sawbones:</strong> Sawbones are animated skeletons with cleavers grafted to their right arm and serrated blades to their left.</p><p><strong>Starving Skeleton:</strong> Starving skeletons are created from the bones of people that have starved to death. They are 15′ tall skeletons with a terrible hunger for human flesh. Starving skeletons are as much ghosts as skeletons, being physical projections of starving spirits.</p><p><strong>Sluagh:</strong> ?</p><p><strong>Swarm of Hands:</strong> A swarm of hands is created by a necromancer by burying or sinking numerous amputated arms in unholy ground and then casting permanency and animate dead over the ground while sprinkling it with unholy water.</p><p><strong>Umibozu, Sea Bonze:</strong> Umibōzu, or sea bonzes, are the anguished souls of drowned priests.</p><p><strong>Vampire Slavic:</strong> ?</p><p><strong>Vampire Slavic Shadow:</strong> ?</p><p><strong>Vampire Slavic Jelly:</strong> For the first 40 days of a Slavic vampire’s existence it is a shadow that drains levels with its incorporeal touch. As it consumes life energy, the vampire becomes more solid, forming a soft, jelly-like body.</p><p><strong>Slavic Vampire Humanoid:</strong> In its ooze form, the vampire continues its depredations, eventually forming a solid, humanoid body like the one it had in life. </p><p><strong>Vampire Slavic Kukudhi:</strong> After 30 years in its humanoid form, a slavic vampire reaches its perfect form, called a kukudhi.</p><p><strong>Kuzlac:</strong> ?</p><p><strong>Pijavica:</strong> The pijavica of Croatia, Slovenia, Slovakia and the Czech Republic are sinful men and women that return from the grave as powerful killers.</p><p><strong>Vampire:</strong> Watermelons and pumpkins kept more than 10 days after Christmas (or the equivalent in your campaign) also become vampires.</p><p><strong>Varkolak:</strong> A varkolak is formed when a bandit dies in the wilderness and does not receive a burial. After 40 days his black, swollen corpse rises as a varkolak.</p><p><strong>Wight:</strong> Once per day, a varkolak can transform into a worg and back again. The monster’s bite attack in either form deals one level of energy damage. Creatures that die from this energy damage rise as wights one day later under the control of the varkolak that created them.</p><p><strong>Vector:</strong> A vector is an undead wizard who died in a teleportation accident.</p><p><strong>Winged Death:</strong> ?</p><p><strong>Wraith:</strong> A humanoid slain by a flaming wraith rises as a normal wraith in 1d6 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed.</p><p><strong>Earth Wraith:</strong> They may be the restless spirits of deceased earth elemental creatures or of humanoids that died on an earth elemental plane.</p><p><strong>Flaming Wraith:</strong> Flaming wraiths are a form of undead born in the Negative Energy Plane.</p><p><strong>Time Wraith:</strong> Time wraiths are the echoes of people who died while on the Astral Plane.</p><p><strong>Yuki-Onna, Snow Woman:</strong> Some stories depict yuki-onna as the undead spirits of women that have frozen to death.[/spoiler]</p><p>[/spoiler]</p><p>[/spoiler]</p><p></p><p>Blueholme[spoiler]</p><p>Cumulative Blueholme[spoiler]</p><p><strong>Undead:</strong> The undead are beings that somehow retain an animating life force after death. (BLUEHOLME Journeymanne Rules)</p><p><strong>Animated Mosaic Carnosaur Skeleton:</strong> ?</p><p><strong>Animated Mosaic Lesser Skeleton:</strong> ?</p><p><strong>Arm Skeletal:</strong> See Skeletal Arm.</p><p><strong>Bonkers:</strong> See Undead Monkey, Bonkers.</p><p><strong>Boy Grazing:</strong> See Grazing Boy.</p><p><strong>Corpo-Seco:</strong> See Dry-Body, Corpo-Seco.</p><p><strong>Dry-Body, Corpo-Seco:</strong> Also known as Corpo-Seco, Dry-Body was a wicked man in life, a brute who even beat his own mother. When he died, the earth itself rejected his body, and he turned into an evil creature that lurks in the trunks of trees. (Criaturas Lendárias: Mythical Creatures of Brazilian Folklore)</p><p><strong>Elephant Mummy:</strong> See Mummy Elephant.</p><p><strong>Ghost:</strong> There is also a ghost here, the phantom of a drunkard who resided with the necromancer in Law's End. (The Necropolis of Nuromen)</p><p><em>Pass Through Fire</em> spell. (Cult of Diana: The Amazon Witch for Basic Era Games)</p><p><strong>Grazing Boy:</strong> A slave boy who died a hideous death, whipped unconscious and thrown into an ants’ nest, as punishment for letting his owner’s horses escape. He returns to earth as a spirit and helps people who are looking for lost things. (Criaturas Lendárias: Mythical Creatures of Brazilian Folklore)</p><p><strong>Greater Skeleton:</strong> See Skeleton Greater.</p><p><strong>Hero Skeleton:</strong> See Skeleton Hero.</p><p><strong>Lesser Skeleton:</strong> See Skeleton Lesser.</p><p><strong>Lich:</strong> A lich is an undead spell caster, usually a magic-user but sometimes a cleric, who has used magical powers to unnaturally extend existence beyond death. (BLUEHOLME Journeymanne Rules)</p><p><em>Undeath</em> spell, caster level 20. (BLUEHOLME Journeymanne Rules)</p><p><strong>Mircalla:</strong> See Vampire, Mircalla.</p><p><strong>Monkey Undead:</strong> See Undead Monkey.</p><p><strong>Mosaic Animated:</strong> See Animated Mosaic.</p><p><strong>Mosaic Spectre:</strong> See Spectre Mosaic.</p><p><strong>Mummy:</strong> Mummies are preserved undead corpses animated through the auspices of dark gods. (BLUEHOLME Journeymanne Rules)</p><p><strong>Mummy Elephant:</strong> ?</p><p><strong>Nuromen:</strong> See Wraith, Nuromen.</p><p><strong>Revenant:</strong> Revenant Charm magic item. (The Return of the Blue Baron)</p><p><strong>Skeletal Arm:</strong> ?</p><p><strong>Skeleton:</strong> Skeletons are the undead animated bones of dead humans, mindless automatons that obey the orders of their evil masters. (BLUEHOLME Journeymanne Rules)</p><p>All four skeletons will come to life – they have been turned into undead by the curse of Nuromen. (The Necropolis of Nuromen)</p><p>If the skull is moved in any way, a sparkling red cloud shoots from the nasal passage, and everyone in the room must save vs. poison or choke to death in 1d3 rounds - and then reanimate as zombies. This necromantic toxin is the Breath of Orcus, which reanimates any corpse as zombies or skeletons. (The Return of the Blue Baron)</p><p><em>Animate Dead</em> spell. (BLUEHOLME Journeymanne Rules)</p><p><strong>Skeleton Greater:</strong> ?</p><p><strong>Skeleton Hero:</strong> ?</p><p><strong>Skeleton Lesser:</strong> ?</p><p><strong>Slime Vampire:</strong> See Vampire Slime.</p><p><strong>Spectre:</strong> Any humanoid being slain by a spectre becomes a spectre under the command of its killer. (Blueholme Prentice Rules)</p><p>Any humanoid slain by a spectre becomes a spectre under the command of the spectre that spawned it. (BLUEHOLME Journeymanne Rules)</p><p><em>Undeath</em> spell, caster level 18. (BLUEHOLME Journeymanne Rules)</p><p><strong>Spectre Mosaic:</strong> ?</p><p><strong>Switches Witches:</strong> See Witches Switches.</p><p><strong>Undead Monkey, Bonkers:</strong> A trained mandrill turned into a hateful abomination with unnatural strength and regeneration. Bonkers waits in his concealed cage amongst tarpaulin-covered crates to grab for claw damage each round, removed with a strength check. (The Return of the Blue Baron)</p><p><strong>Vampire:</strong> Living creatures struck by a vampire lose two experience levels. A human drained to less than level 0 returns as a vampire spawn, enslaved until his master’s destruction. (Blueholme Prentice Rules)</p><p>A human drained to less than level 0 returns as a vampire spawn, enslaved until his or her master’s destruction. (BLUEHOLME Journeymanne Rules)</p><p><em>Undeath</em> spell, caster level 19. (BLUEHOLME Journeymanne Rules)</p><p><strong>Vampire, Mircalla:</strong> ?</p><p><strong>Vampire Slime:</strong> Vampire slimes are foul amorphic undead formed by an evil alchemical rite, involving a cultist who drinks a potion that violently liquidates their body, only to have their life force reanimate the miasmal puddled remains. (The Return of the Blue Baron)</p><p><strong>Wight:</strong> Any human slain by a wight becomes a wight, and remains enslaved until its destruction. (Blueholme Prentice Rules)</p><p>A human slain by a wight rises as a wight under the command of the killer, and remains enslaved until destroyed. (BLUEHOLME Journeymanne Rules)</p><p><em>Undeath</em> spell, caster level 16. (BLUEHOLME Journeymanne Rules)</p><p><strong>Witches Switches:</strong> It is rumored to be the collective spirits of 13 religious women deprived of novices to discipline. (The Return of the Blue Baron)</p><p><strong>Wraith:</strong> Wraiths are incorporeal creatures born of evil and darkness. Living creatures hit by a wraith’s incorporeal touch attack lose 1 experience level in addition to taking damage. Any human slain by a wraith becomes a wraith under the command of its killer. (Blueholme Prentice Rules)</p><p>Wraiths are incorporeal creatures born of evil and darkness. (BLUEHOLME Journeymanne Rules)</p><p>Any human slain by a wraith also becomes a wraith, forever under the command of his or her killer. (BLUEHOLME Journeymanne Rules)</p><p><em>Undeath</em> spell, caster level 17. (BLUEHOLME Journeymanne Rules)</p><p><strong>Wraith, Nuromen:</strong> When Nuromen himself died in the disaster that befell his demesne, his cleric laid him and his wife Zimena to rest in this sepulchre before taking his own life. (The Necropolis of Nuromen)</p><p>Nuromen did not pass into the world beyond but has remained as a wraith! (The Necropolis of Nuromen)</p><p><strong>Zombie:</strong> Zombies are corpses reanimated through dark and sinister magic. (BLUEHOLME Journeymanne Rules)</p><p>Vampire slimes drain victims of blood and fluids, often flowing inside a dead victim to animate it as a zombie. (The Return of the Blue Baron)</p><p>If the skull is moved in any way, a sparkling red cloud shoots from the nasal passage, and everyone in the room must save vs. poison or choke to death in 1d3 rounds - and then reanimate as zombies. This necromantic toxin is the Breath of Orcus, which reanimates any corpse as zombies or skeletons. (The Return of the Blue Baron)</p><p><em>Animate Dead</em> spell. (BLUEHOLME Journeymanne Rules)</p><p></p><p>[/spoiler]</p><p></p><p>Blueholme Books[spoiler]</p><p><a href="http://www.drivethrurpg.com/product/109409/BLUEHOLMETM-Prentice-Rules?affiliate_id=17596" target="_blank">Blueholme Prentice Rules</a>[spoiler]</p><p><strong>Skeleton:</strong> ?</p><p><strong>Spectre:</strong> Any humanoid being slain by a spectre becomes a spectre under the command of its killer.</p><p><strong>Vampire:</strong> Living creatures struck by a vampire lose two experience levels. A human drained to less than level 0 returns as a vampire spawn, enslaved until his master’s destruction.</p><p><strong>Wight:</strong> Any human slain by a wight becomes a wight, and remains enslaved until its destruction.</p><p><strong>Wraith:</strong> Wraiths are incorporeal creatures born of evil and darkness. Living creatures hit by a wraith’s incorporeal touch attack lose 1 experience level in addition to taking damage. Any human slain by a wraith becomes a wraith under the command of its killer.</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/208800/BLUEHOLMETM-Journeymanne-Rules?affiliate_id=17596" target="_blank">BLUEHOLME Journeymanne Rules</a>[spoiler]</p><p><strong>Undead:</strong> The undead are beings that somehow retain an animating life force after death.</p><p><strong>Lich:</strong> A lich is an undead spell caster, usually a magic-user but sometimes a cleric, who has used magical powers to unnaturally extend existence beyond death.</p><p><em>Undeath</em> spell, caster level 20.</p><p><strong>Mummy:</strong> Mummies are preserved undead corpses animated through the auspices of dark gods.</p><p><strong>Skeleton:</strong> Skeletons are the undead animated bones of dead humans, mindless automatons that obey the orders of their evil masters.</p><p><em>Animate Dead</em> spell.</p><p><strong>Lesser Skeleton:</strong> ?</p><p><strong>Greater Skeleton:</strong> ?</p><p><strong>Spectre:</strong> Any humanoid slain by a spectre becomes a spectre under the command of the spectre that spawned it.</p><p><em>Undeath</em> spell, caster level 18.</p><p><strong>Vampire:</strong> A human drained to less than level 0 returns as a vampire spawn, enslaved until his or her master’s destruction.</p><p><em>Undeath</em> spell, caster level 19.</p><p><strong>Wight:</strong> A human slain by a wight rises as a wight under the command of the killer, and remains enslaved until destroyed.</p><p><em>Undeath</em> spell, caster level 16.</p><p><strong>Wraith:</strong> Wraiths are incorporeal creatures born of evil and darkness.</p><p>Any human slain by a wraith also becomes a wraith, forever under the command of his or her killer.</p><p><em>Undeath</em> spell, caster level 17.</p><p><strong>Zombie:</strong> Zombies are corpses reanimated through dark and sinister magic.</p><p><em>Animate Dead</em> spell.</p><p></p><p>6TH LEVEL CLERICAL SPELL</p><p>Animate Dead</p><p>Range: Touch Duration: Permanent</p><p>This spell turns the bones or bodies of dead creatures into animated undead skeletons or zombies under the control of the caster.</p><p>A 12th level caster creates 4HD of undead, +1 HD for every level thereafter. A skeleton can be created only from a complete skeleton; a zombie can be created only from an intact corpse. The undead remain active indefinitely if not destroyed.</p><p></p><p>5TH LEVEL MAGIC-USER SPELL</p><p>Animate Dead</p><p>Range: Touch Duration: Permanent</p><p>Turns dead creatures into undead skeletons or zombies under the control of the caster. It creates 1HD of undead at 9th level, plus an additional HD for every level thereafter. A skeleton can be created only from a complete skeleton; a zombie can be created only from an intact corpse. The undead thus created remain active indefinitely unless destroyed.</p><p></p><p>8TH LEVEL MAGIC-USER SPELL</p><p>Undeath</p><p>Range: Caster Duration: Permanent</p><p>This spell allows the caster to attain immortality as one of the undead. The type of undead creature possible is determined by caster level. The caster gains all of the abilities, immunities, and weaknesses of the undead type, but loses a number of levels depending on the type of undead transformed into:</p><p>Caster Level Undead Type Level Loss</p><p>16 Wight 1</p><p>17 Wraith 2</p><p>18 Spectre 3</p><p>19 Vampire 4</p><p>20 Lich 5[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/214418/An-Invitation-From-The-Blue-Baron-A-Collaborative-Dungeon-For-Blueholme?affiliate_id=17596" target="_blank">An Invitation From the Blue Baron</a>[spoiler]</p><p><strong>Skeleton:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/259564/BLUEHOLMETM-Referee-Repository?affiliate_id=17596" target="_blank">BLUEHOLME Referee Repository</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Lesser Skeleton:</strong> ?</p><p><strong>Greater Skeleton:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/197922/Criaturas-Lendarias-Mythical-Creatures-of-Brazilian-Folklore?affiliate_id=17596" target="_blank">Criaturas Lendárias: Mythical Creatures of Brazilian Folklore</a>[spoiler]</p><p><strong>Dry-Body, Corpo-Seco:</strong> Also known as Corpo-Seco, Dry-Body was a wicked man in life, a brute who even beat his own mother. When he died, the earth itself rejected his body, and he turned into an evil creature that lurks in the trunks of trees. </p><p><strong>Grazing Boy:</strong> A slave boy who died a hideous death, whipped unconscious and thrown into an ants’ nest, as punishment for letting his owner’s horses escape. He returns to earth as a spirit and helps people who are looking for lost things.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/286580/Cult-of-Diana-The-Amazon-Witch-for-Basic-Era-Games?affiliate_id=17596" target="_blank">Cult of Diana: The Amazon Witch for Basic Era Games</a>[spoiler]</p><p><strong>Skeleton Hero:</strong> ?</p><p><strong>Ghost:</strong> <em>Pass Through Fire</em> spell.</p><p></p><p>Pass Through Fire</p><p>Level: Witch Ritual 5</p><p>Ritual Requirements: The witch, the person to be raised, see below</p><p>Range: One dead body</p><p>Duration: special</p><p>Witches are normally not allowed to bring anyone back from the dead. This is magic that is beyond them and violates their views of how the Life-Death-Rebirth cycle works. But occasionally there is a way to do it if the witch knows how.</p><p>By means of this ritual, the witch can bring someone back from the dead if acted on before sundown. The witch anoints the dead body with holy oils, herbs, and incense. She places her hands on the body’s chest above the heart and sends out a lament to the dead. The body will burst into flames (always causing 2d6 hp damage to the witch, no save) and from the flames the dead will rise, alive and whole. The ritual takes a full hour to cast, and the witch must not be interrupted.</p><p>However, if the sun sets on the body before this ritual is complete, then the soul is gone forever. Also if the person died while standing at any sort of crossroads, liminal or in-between place it is likely the soul will get lost on the return and instead of a raised friend the witch will have a dead body and a ghost to deal with.</p><p>Material Components: Holy oil, herbs, and incense valued at 1,000 gp.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/234962/Dusty-Door?affiliate_id=17596" target="_blank">Dusty Door</a>[spoiler]</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/110292/BLUEHOLMETM-The-Necropolis-of-Nuromen?affiliate_id=17596" target="_blank">The Necropolis of Nuromen</a>[spoiler]</p><p><strong>Skeleton:</strong> All four skeletons will come to life – they have been turned into undead by the curse of Nuromen.</p><p><strong>Zombie:</strong> ?</p><p><strong>Ghost:</strong> There is also a ghost here, the phantom of a drunkard who resided with the necromancer in Law's End.</p><p><strong>Skeletal Arm:</strong> ?</p><p><strong>Nuromen, Wraith:</strong> When Nuromen himself died in the disaster that befell his demesne, his cleric laid him and his wife Zimena to rest in this sepulchre before taking his own life.</p><p>Nuromen did not pass into the world beyond but has remained as a wraith![/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/245450/The-Return-Of-The-Blue-Baron-A-Collaborative-Dungeon-For-Blueholme?affiliate_id=17596" target="_blank">The Return of the Blue Baron</a>[spoiler]</p><p><strong>Witches Switches:</strong> It is rumored to be the collective spirits of 13 religious women deprived of novices to discipline.</p><p><strong>Mircalla, Vampire:</strong> ?</p><p><strong>Zombie:</strong> Vampire slimes drain victims of blood and fluids, often flowing inside a dead victim to animate it as a zombie. </p><p>If the skull is moved in any way, a sparkling red cloud shoots from the nasal passage, and everyone in the room must save vs. poison or choke to death in 1d3 rounds - and then reanimate as zombies. This necromantic toxin is the Breath of Orcus, which reanimates any corpse as zombies or skeletons. </p><p><strong>Vampire Slime:</strong> Vampire slimes are foul amorphic undead formed by an evil alchemical rite, involving a cultist who drinks a potion that violently liquidates their body, only to have their life force reanimate the miasmal puddled remains. </p><p><strong>Skeleton:</strong> If the skull is moved in any way, a sparkling red cloud shoots from the nasal passage, and everyone in the room must save vs. poison or choke to death in 1d3 rounds - and then reanimate as zombies. This necromantic toxin is the Breath of Orcus, which reanimates any corpse as zombies or skeletons. </p><p><strong>Greater Skeleton:</strong> ?</p><p><strong>Bonkers the Undead Monkey:</strong> A trained mandrill turned into a hateful abomination with unnatural strength and regeneration. Bonkers waits in his concealed cage amongst tarpaulin-covered crates to grab for claw damage each round, removed with a strength check. </p><p><strong>Elephant Mummy:</strong> ?</p><p><strong>Animated Mosaic Lesser Skeleton:</strong> ?</p><p><strong>Animated Mosaic Carnosaur Skeleton:</strong> ?</p><p><strong>Mosaic Spectre:</strong> ?</p><p><strong>Revenant:</strong> Revenant Charm magic item.</p><p></p><p>Revenant Charm </p><p>This stained bone fetish allows the wearer to reanimate and avenge his or her own death. Anyone can be sought or attacked so long as it involves getting to the killer or killers. Furthermore, the revenant gains a bonus equal to half its character levels (rounded down) for task checks and to resist turning attempts. Once the last killer is dead, the revenant drops as a disintegrating husk. The revenant gains the usual undead immunities and weaknesses, but it may otherwise be destroyed normally. [/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>Delving Deeper[spoiler]</p><p></p><p>Delving Deeper Cumulative[spoiler]</p><p><strong>Ghoul:</strong> A man-type slain by a ghoul will arise again the following night as a ghoul. (Delving Deeper Ref Rules v1: The Monster & Treasure Reference)</p><p><strong>Ghoul:</strong> A man-type slain by a ghoul will arise again the following night as a ghoul. (Delving Deeper Ref Rules v2: The Monster & Treasure Reference)</p><p><strong>Mummy:</strong> ?</p><p><strong>Skeleton:</strong> SKELETONS are mindless undead brought forth by a villainous magic-user or anti-cleric to serve some wicked purpose. (Delving Deeper Ref Rules v1: The Monster & Treasure Reference)</p><p>SKELETONS are mindless undead brought forth by a villainous magic-user or anti-cleric to serve some wicked purpose. (Delving Deeper Ref Rules v2: The Monster & Treasure Reference)</p><p><em>Animate Dead</em> spell. (Delving Deeper Ref Rules v1: The Adventurer's Handbook)</p><p><em>Animate Dead</em> spell. (Delving Deeper Ref Rules v2: The Adventurer's Handbook)</p><p><strong>Spectre:</strong> A man-type slain by a spectre will arise the following night as a spectre under the control of the monster that destroyed him. (Delving Deeper Ref Rules v1: The Monster & Treasure Reference)</p><p>A man-type slain by a spectre will arise the following night as a spectre under the control of the monster that destroyed him. (Delving Deeper Ref Rules v2: The Monster & Treasure Reference)</p><p><strong>Vampire:</strong> Any man-type enduring eye contact with a vampire is subject to a charm spell with a -2 adjustment to the saving throw. Once charmed the vampire can bite at the neck with impunity, draining 2 experience levels per round of gorging. Anyone slain thus by a vampire will arise the next night as a vampire enslaved to the monster who made them. (Delving Deeper Ref Rules v1: The Monster & Treasure Reference)</p><p>Any man-type enduring eye contact with a vampire is subject to a charm spell with a –2 adjustment to the saving throw. Once charmed the vampire can bite at the neck with impunity, draining 2 experience levels per round of gorging. Anyone slain thus by a vampire will arise the next night as a vampire enslaved to the monster who made them. (Delving Deeper Ref Rules v2: The Monster & Treasure Reference)</p><p><strong>Wight:</strong> Any man-type slain by a wight will arise on the following night as a wight. (Delving Deeper Ref Rules v1: The Monster & Treasure Reference)</p><p>Any man-type slain by a wight will arise on the following night as a wight. (Delving Deeper Ref Rules v2: The Monster & Treasure Reference)</p><p><strong>Wraith:</strong> Any man-type slain by a wraith will arise on the following night as a wraith. (Delving Deeper Ref Rules v1: The Monster & Treasure Reference)</p><p>Any man-type slain by a wraith will arise on the following night as a wraith. (Delving Deeper Ref Rules v2: The Monster & Treasure Reference)</p><p><strong>Zombie:</strong> ZOMBIES are mindless undead brought forth by a villainous magic-user or anti-cleric to serve some wicked purpose. (Delving Deeper Ref Rules v1: The Monster & Treasure Reference)</p><p>ZOMBIES are mindless undead brought forth by a villainous magic-user or anti-cleric to serve some wicked purpose. (Delving Deeper Ref Rules v2: The Monster & Treasure Reference)</p><p><em>Animate Dead</em> spell. (Delving Deeper Ref Rules v1: The Adventurer's Handbook)</p><p><em>Animate Dead</em> spell. (Delving Deeper Ref Rules v2: The Adventurer's Handbook)</p><p></p><p>[/spoiler]</p><p></p><p>Delving Deeper Books[spoiler]</p><p><a href="http://www.drivethrurpg.com/product/107184/Delving-Deeper-Ref-Rules-v1-BUNDLE?affiliate_id=17596" target="_blank">Delving Deeper Ref Rules v1: The Monster & Treasure Reference</a>[spoiler]</p><p><strong>Ghoul:</strong> A man-type slain by a ghoul will arise again the following night as a ghoul.</p><p><strong>Mummy:</strong> ?</p><p><strong>Skeleton:</strong> SKELETONS are mindless undead brought forth by a villainous magic-user or anti-cleric to serve some wicked purpose.</p><p><strong>Spectre:</strong> A man-type slain by a spectre will arise the following night as a spectre under the control of the monster that destroyed him.</p><p><strong>Vampire:</strong> Any man-type enduring eye contact with a vampire is subject to a charm spell with a -2 adjustment to the saving throw. Once charmed the vampire can bite at the neck with impunity, draining 2 experience levels per round of gorging. Anyone slain thus by a vampire will arise the next night as a vampire enslaved to the monster who made them.</p><p><strong>Wight:</strong> Any man-type slain by a wight will arise on the following night as a wight.</p><p><strong>Wraith:</strong> Any man-type slain by a wraith will arise on the following night as a wraith.</p><p><strong>Zombie:</strong> ZOMBIES are mindless undead brought forth by a villainous magic-user or anti-cleric to serve some wicked purpose.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/112434/Delving-Deeper-Ref-Rules-v2-The-Monster--Treasure-Reference?affiliate_id=17596" target="_blank">Delving Deeper Ref Rules v2: The Monster & Treasure Reference</a>[spoiler]</p><p><strong>Ghoul:</strong> A man-type slain by a ghoul will arise again the following night as a ghoul.</p><p><strong>Mummy:</strong> ?</p><p><strong>Skeleton:</strong> SKELETONS are mindless undead brought forth by a villainous magic-user or anti-cleric to serve some wicked purpose.</p><p><strong>Spectre:</strong> A man-type slain by a spectre will arise the following night as a spectre under the control of the monster that destroyed him.</p><p><strong>Vampire:</strong> Any man-type enduring eye contact with a vampire is subject to a charm spell with a –2 adjustment to the saving throw. Once charmed the vampire can bite at the neck with impunity, draining 2 experience levels per round of gorging. Anyone slain thus by a vampire will arise the next night as a vampire enslaved to the monster who made them.</p><p><strong>Wight:</strong> Any man-type slain by a wight will arise on the following night as a wight.</p><p><strong>Wraith:</strong> Any man-type slain by a wraith will arise on the following night as a wraith.</p><p><strong>Zombie:</strong> ZOMBIES are mindless undead brought forth by a villainous magic-user or anti-cleric to serve some wicked purpose.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/107184/Delving-Deeper-Ref-Rules-v1-BUNDLE?affiliate_id=17596" target="_blank">Delving Deeper Ref Rules v1: The Adventurer's Handbook</a>[spoiler]</p><p><strong>Skeleton:</strong> <em>Animate Dead</em> spell.</p><p><strong>Zombie:</strong> <em>Animate Dead</em> spell.</p><p></p><p>Enervate Dead (reversible, duration: 7-12 rounds, range: 60ft) Paralyzes skeletons or zombies with no saving throw allowed. Up to 1 hit die of undead can be enervated for each of the cleric's levels. Thus, a 6th level cleric could enervate up to 12 skeletons (1/2 HD) or 6 zombies (1 HD). The reverse, animate dead, causes the bones or bodies of the slain to rise as undead skeletons or zombies under the cleric's command. They will obey until destroyed, either in combat or by a dispel magic.</p><p></p><p>Animate Dead (duration: permanent, range: 60ft) Causes the bones or bodies of the slain to rise as undead skeletons or zombies under the magic-user's command. Up to 1 hit die of undead can be animated for each of the magic-user's levels. Thus a 9th level magic-user could animate up to 18 skeletons (½ HD) or 9 zombies (1 HD). They will obey until destroyed, either in combat or by a dispel magic.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/112432/Delving-Deeper-Ref-Rules-v2-The-Adventurers-Handbook?affiliate_id=17596" target="_blank">Delving Deeper Ref Rules v2: The Adventurer's Handbook</a>[spoiler]</p><p><strong>Skeleton:</strong> <em>Animate Dead</em> spell.</p><p><strong>Zombie:</strong> <em>Animate Dead</em> spell.</p><p></p><p>Enervate Dead (reversible, duration: 7-12 rounds, range: 60ft) Paralyzes skeletons or zombies with no saving throw allowed. Up to 1 hit die of undead can be enervated for each of the cleric’s levels. Thus, a 6th level cleric could enervate up to 12 skeletons (1/2 HD) or 6 zombies (1 HD). The reverse, animate dead, causes the bones or bodies of the slain to rise as undead skeletons or zombies under the cleric’s command. They will obey until destroyed, either in combat or by a dispel magic.</p><p></p><p>Animate Dead (duration: permanent, range: 60ft) Causes the bones or bodies of the slain to rise as undead skeletons or zombies under the magic-user’s command. Up to 1 hit die of undead can be animated for each of the magic-user’s levels. Thus a 9th level magic-user could animate up to 18 skeletons (½ HD) or 9 zombies (1 HD). They will obey until destroyed, either in combat or by a dispel magic.[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>Engines & Empires[spoiler]</p><p></p><p>Engines & Empires Cumulative[spoiler]</p><p><strong>Undead:</strong> [A]nyone bitten by a giant vampire bat must save or fall asleep for 1d10 rounds; the bat will then feed, draining 1d4 hp per round—and anyone slain in this fashion may rise as the undead! </p><p>But whereas the undead are animated by negative energies from the plane of Shadow, magical constructs are usually given life by imbuing them with a planar spirit of some type, such as an earth elemental or a demon; and scientifically created constructs make no use of spirits or magical energy at all, being entirely natural (in the philosophical sense, not the moral sense) in their operations and functioning. (Engines & Empires Core Rules)</p><p>The Veil of Shadow itself, meanwhile, has its own inhabitants: the spirits of negative life-energy that give rise to the restless undead. (Engines & Empires Core Rules)</p><p>With respect to the origins of fae-kind, little is certain. Some sages speculate that they are ethereal spirits given solid form in Faerie, much as the Undead are given partial corporeality in the Veil. (Engines & Empires Core Rules)</p><p>In a strange way, quantum physics and thermodynamics might actually provide the best explanation for what demons are. More than mere agents of entropy, they are intelligent minds sprung spontaneously into being, out in the Void where such unlikely infinities are possible—what speculative science and science fiction would term “Boltzmann brains.” But they are minds only, lacking any physicality unless and until they can pass from Chaos, through Limbo, into the Veil of Shadow—where the Chaotic energies of the demon can combine with ambient ectoplasm or Shadow-matter to give the entity corporeal form. (A similar process acting on restless souls departed from Earth gives rise to the undead.) (Engines & Empires Core Rules)</p><p>THE UNDEAD are often described as the souls of the departed, the restless dead whose unfinished business—or a particularly violent or traumatic death—has somehow bound them to become spirits and haunt the world of the living, instead of departing for the afterlife and their just reward or punishment. Of course, none can say for sure just what the afterlife might entail, or whether or not there is any justice in it; there are as many beliefs about this as there are religions in the world. But those brave individuals who have taken it upon themselves to study the undead empirically—paranormal investigators and parapsychologists—have come to believe that the undead are, strictly speaking, not really animated by dead human souls; or at least, not complete souls. (And it is no slip to speak only of human souls: for whatever reason, the corpses or spirits of fae-blooded demihumans never become undead.) (Engines & Empires Core Rules)</p><p>The theory goes that when a human being dies under unusual circumstances—violent murder, supernatural factors involved, etc.—that person’s mind may leave behind a psychic “impression,” a mere shadow or echo of their genuine soul. (Mages, of course, are far more likely to leave behind such impressions.) The image is always distorted, grossly exaggerated in some way that amplifies a particular sin or evil formerly committed by the deceased. Thus do paranormal researchers theorize that the animus behind an undead creature is a fragment or splinter of the departed soul, namely the portion of it with the strongest affinity for Chaos. At the moment of death, it travels to the plane of Shadow, there to mingle with the ambient Chaotic energies—and an undead being is born. While it yet remains on the other side of the Veil, it is only a disembodied evil spirit; but, on those occasions when a rift opens between Earth and Shadow, those spirits can flood through and haunt this world. Then they are able to take on a variety of forms, either by inhabiting human corpses, or by converting their own energies into a kind of misty, slimy half-substance called ectoplasm, which localizes the undead as a semi-corporeal apparition. (Engines & Empires Core Rules)</p><p>All undead have a strong affinity for the plane of Shad-ow—their very being is the stuff of the Veil—but they do not truly have an alignment. Undead tend towards Chaos, but they are not Chaotic, which is what separates them from demons. (Engines & Empires Core Rules)</p><p>[A] mortal slain by a barghest will rise as undead, usually a phantom or a spectre, at the next new moon. (Engines & Empires Core Rules)</p><p>There arose among the Sidhe two great wizards. One, Myrddin, was a good sorcerer who sought the knowledge of the Ancients to keep his own people from repeating the Ancients’ mistakes. The other, Namtar, was weak-willed and power-hungry. He was the ideal pawn for Zudos, and so the mind of Zudos took him, possessed him, corrupted him, and bent him utterly to his will. Namtar listened as the very knowledge of Zudos was whispered directly into his mind, and he began to experiment. (Engines & Empires World of Gaia Campaign Setting)</p><p>First, he played with life and death. He created many foul monsters, both living and dead. Namtar came to hold a particular fascination with death and disease. He created the first undead monsters—all kinds, from ghouls to vampires—and he invented new and cursed diseases, like mummy rot. (Engines & Empires World of Gaia Campaign Setting)</p><p><strong>Animal Undead:</strong> See Undead Animal.</p><p><strong>Animus:</strong> The animus class consists of evil spirits which are incorporeal and subsist purely on their own hatred for the living. (Engines & Empires Core Rules)</p><p><strong>Apophis of Mephret:</strong> See Lich Lord, Apophis of Mephret.</p><p><strong>Apparition:</strong> An apparition is a minor ghost, a psychic impression left behind by someone who died with unfinished business. (Engines & Empires Core Rules)</p><p>A victim slain by a Life Drinker [magic sword] has had their life energy sucked out completely and is likely to become an undead apparition, geist, or phantom. (Engines & Empires Core Rules)</p><p><strong>Arch-Lich:</strong> See Lich Lord Arch-Lich.</p><p><strong>Archduke Janosz VI:</strong> See Nosferatu, Archduke Janosz VI.</p><p><strong>Cadaver:</strong> [T]he cadaver class consists of undead made from material remains and animated through magic. (Engines & Empires Core Rules)</p><p><strong>Canine Moreau:</strong> See Moreau Canine.</p><p><strong>Clockwork Zombie:</strong> See Walking Dead Clockwork Zombie.</p><p><strong>Corporeal Undead:</strong> See Undead Corporeal.</p><p><strong>Corpse Lord:</strong> See Lich Lord, Corpse Lord, Lich.</p><p><strong>Dead Walking:</strong> See Walking Dead, Zombie.</p><p><strong>Death Knight:</strong> A death knight is the revenant undead form of a warrior who was thoroughly evil and corrupted in life, clinging after their death to a harrowed existence in this world through sheer, stubborn will. (Engines & Empires Core Rules)</p><p><strong>Draug, Draugr, Orcneas:</strong> Draugs are the Dark Fae counterparts of elves and fays, mortal descendants—or perhaps creations—of the Dark Fae-Lords, the sluagh. Tales tell of the half-undead origins of the draugish race, of their having been raised up from the mucks and slimes of cursed patches of earth, woven with the darkest of old magicks, and in which the corpses of elves or Light Faes had been buried and left to rot. (Engines & Empires Core Rules)</p><p>Namtar grew fascinated with the elves; he captured a great many of them. He worked his evil experiments upon them, and thus from the elves came the draugish species and the Dark Fae called the “Sluagh.” (Engines & Empires World of Gaia Campaign Setting)</p><p><strong>Draugr:</strong> See Draug, Draugr, Orcneas.</p><p><strong>Drybones:</strong> See Walking Dead Drybones.</p><p><strong>Feline Moreau:</strong> See Moreau Feline.</p><p><strong>Geist:</strong> [A]nyone killed by a geist rises as a geist themselves after 1d4 days. (Engines & Empires Core Rules)</p><p>At any given time, the legion [of the damned] can create up to 21 hit dice worth of “puppets” by turning up to seven normal objects into animated objects or up to five human corpses into geists under its direct control. (Engines & Empires Core Rules)</p><p>A victim slain by a Life Drinker [magic sword] has had their life energy sucked out completely and is likely to become an undead apparition, geist, or phantom. (Engines & Empires Core Rules)</p><p>Eternal Walker ritual. (Engines & Empires Core Rules)</p><p><strong>Ghost:</strong> What happens after death is a matter of great speculation, but it is at least widely agreed that the Veil of Shadow is the first destination for the restless dead, those doomed to haunt the living as ghosts. And as for the souls of mortals with no unfinished business, who can say? (Engines & Empires Core Rules)</p><p><strong>Ghoul:</strong> They can be created intentionally through dark magic; the blood-drained victims of a vampire may rise as ghouls; and it sometimes happens that corpses left in places saturated with evil magic will transform into ghouls spontaneously. But usually, new ghouls are created when a healthy human is infected with disease from a ghoul’s bite. (Engines & Empires Core Rules)</p><p>[A] creature bitten by a ghoul must save or contract a fever with a 4-in-6 chance of killing its victim in 1d4 days if untreated; victims that die from this disease become ghouls within 1d4 hours of death. (Engines & Empires Core Rules)</p><p>Anyone killed by a vampire rises again as a ghoul under the vampire’s control 3 nights later. (Engines & Empires Core Rules)</p><p>[A]nyone bitten three or more times by a nosferatu must roll a saving throw after the third and each subsequent time they are bitten; any failure indicates that the victim contracts anemia and will slowly waste away over the course of 1d10 days, after which they will perish unless cured by a Full Restoration ritual; those that succumb to this disease rise that very night as a vampire, unless the corpse is staked and beheaded, or burned; note that anyone killed in direct combat with a nosferatu still rises as a ghoul, not a vampire. (Engines & Empires Core Rules)</p><p>There arose among the Sidhe two great wizards. One, Myrddin, was a good sorcerer who sought the knowledge of the Ancients to keep his own people from repeating the Ancients’ mistakes. The other, Namtar, was weak-willed and power-hungry. He was the ideal pawn for Zudos, and so the mind of Zudos took him, possessed him, corrupted him, and bent him utterly to his will. Namtar listened as the very knowledge of Zudos was whispered directly into his mind, and he began to experiment. (Engines & Empires World of Gaia Campaign Setting)</p><p>First, he played with life and death. He created many foul monsters, both living and dead. Namtar came to hold a particular fascination with death and disease. He created the first undead monsters—all kinds, from ghouls to vampires—and he invented new and cursed diseases, like mummy rot. (Engines & Empires World of Gaia Campaign Setting)</p><p>Eternal Walker ritual. (Engines & Empires Core Rules)</p><p>Raise Undead Horde ritual. (Engines & Empires Core Rules)</p><p><strong>Grimwraith:</strong> A grimwraith is the undead spirit of a wicked priest, scholar, or philosopher who has died with unresolved philosophical or theological questions still weighing on his mind, the burden so heavy that he has refused to pass on into the next life. (Engines & Empires Core Rules)</p><p><strong>High Priest Mummy:</strong> See Mummy High Priest, Sah-Hotep.</p><p><strong>Incorporeal Undead:</strong> See Undead Incorporeal.</p><p><strong>Intelligent Undead:</strong> See Undead Intelligent.</p><p><strong>Knight Death:</strong> See Death Knight.</p><p><strong>Janosz VI:</strong> See Nosferatu, Archduke Janosz VI.</p><p><strong>Legion of the Damned:</strong> The legion of the damned is not a single entity; rather, as its name implies, it is a massive coagulation of individual spirits, possibly a hundred yards in diameter, all bound together and operating on the same psychokinetic “wavelength.” (Engines & Empires Core Rules)</p><p><strong>Lich:</strong> See Lich Lord, Corpse Lord, Lich.</p><p><strong>Lich-King:</strong> See Lich Lord, Namtar, The Lich-King.</p><p><strong>Lich Lord, Corpse Lord, Lich:</strong> A lich lord (or corpse lord) is a revenant wizard who has willingly sought out undeath as a means of staving off his inevitable end for as long as humanly possible. Curiously, while a villainous lich lord is perhaps the single most dangerous threat that a party of heroes can face, the process that a mage uses in order to become a lich preserves most of their soul: their psyche, intellect, and personality remain intact, at least for the first couple of centuries (after which boredom or madness will eventually set in). (Engines & Empires Core Rules)</p><p><strong>Lich Lord, Apophis of Mephret:</strong> Apophis used dark spells, whispered from the far moon by Zudos, to transfer the consciousness of Namtar into a mummified human corpse, thereby freeing the Lich-King from his prison. For his due reward, Apophis was promptly slain and made into a lich himself, a mere puppet in Namtar’s thrall. (Engines & Empires World of Gaia Campaign Setting)</p><p><strong>Lich Lord, Namtar, The Lich-King:</strong> At last, when Namtar felt that his knowledge was complete, he sought to create a life-form that could even rival the Behemoth or the Weapon in power—and he created the seven-headed dragon-fiend called Tiamat. But this undertaking, this feat of evil, was so draining that even the immortal life of a Sidhe was consumed by it. And so, in order to preserve his existence, Namtar had to give himself over into his most beloved invention—undeath—and he became the first Lich Lord. (Engines & Empires World of Gaia Campaign Setting)</p><p><strong>Lich Lord Arch-Lich:</strong> A rare few lich lords, known as “arch-liches,” were priests of Order in life and carry on the good fight in death. (Engines & Empires Core Rules)</p><p><strong>Lord Corpse:</strong> See Lich Lord, Corpse Lord, Lich.</p><p><strong>Lord Lich:</strong> See Lich Lord, Corpse Lord, Lich.</p><p><strong>Lord Vampire:</strong> See Nosferatu, Vampire Lord.</p><p><strong>Malice:</strong> Over the centuries, as the grimwraith ponders evil notions without ever resolving any of his questions, his vile thoughts take physical form as small and ghostly apparitions called “malices,” which look like translucent, wispy clouds with small arms and faces. The malices fly through the air (staying within 100’ of the grimwraith) and seek out living beings to attack. The grimwraith produces 2d4 malices for every century of its deliberations, so if it is very old, it will be surrounded by a great many of them. (Engines & Empires Core Rules)</p><p><strong>Mindless Undead:</strong> See Undead Mindless.</p><p><strong>Moreau:</strong> Properly speaking, they are constructs; but they are animated via dark witchcraft and have some of the characteristics of undead as well. (Engines & Empires Core Rules)</p><p><strong>Moreau Canine:</strong> ?</p><p><strong>Moreau Feline:</strong> ?</p><p><strong>Moreau Ursine:</strong> ?</p><p><strong>Mummy:</strong> Mummies are undead guardians of tombs and ruins, corpses that long ago were carefully prepared with bandages and perfumes and then animated by elaborate priestly rituals. (Engines & Empires Core Rules)</p><p>Apophis used dark spells, whispered from the far moon by Zudos, to transfer the consciousness of Namtar into a mummified human corpse, thereby freeing the Lich-King from his prison. For his due reward, Apophis was promptly slain and made into a lich himself, a mere puppet in Namtar’s thrall. So too were all of Apophis’s lesser acolytes then murdered and made into mummies and sah-hotep mummy-priests. (Engines & Empires World of Gaia Campaign Setting)</p><p><strong>Mummy High Priest, Sah-Hotep:</strong> The sah-hotep is a mummified high priest: cunning, ruthless, and powerful. (Engines & Empires Core Rules)</p><p>Apophis used dark spells, whispered from the far moon by Zudos, to transfer the consciousness of Namtar into a mummified human corpse, thereby freeing the Lich-King from his prison. For his due reward, Apophis was promptly slain and made into a lich himself, a mere puppet in Namtar’s thrall. So too were all of Apophis’s lesser acolytes then murdered and made into mummies and sah-hotep mummy-priests. (Engines & Empires World of Gaia Campaign Setting)</p><p><strong>Namtar:</strong> See Lich Lord, Namtar, The Lich-King.</p><p><strong>Nosferatu, Vampire Lord:</strong> This monster can only come into being when a mighty hero, once of great faith and goodness, betrays that faith and willingly embraces evil by partaking in a horrible and depraved ritual to attain “immortality.” (Engines & Empires Core Rules)</p><p><strong>Nosferatu, Archduke Janosz VI:</strong> ?</p><p><strong>Orcneas:</strong> See Draug, Draugr, Orcneas.</p><p><strong>Phantom:</strong> [A]nyone killed by a phantom, either by its touch or its disease, becomes a phantom themselves after 1 day. (Engines & Empires Core Rules)</p><p>[A]nyone killed by a spectre will themselves rise as a phantom under the spectre’s control the following night. (Engines & Empires Core Rules)</p><p>A victim slain by a Life Drinker [magic sword] has had their life energy sucked out completely and is likely to become an undead apparition, geist, or phantom. (Engines & Empires Core Rules)</p><p>[A] mortal slain by a barghest will rise as undead, usually a phantom or a spectre, at the next new moon. (Engines & Empires Core Rules)</p><p><strong>Priest High Mummy:</strong> See Mummy High Priest, Sah-Hotep.</p><p><strong>Reaper:</strong> A reaper is a spirit of death from the Veil of Shadow. (Engines & Empires Core Rules)</p><p><strong>Revenant:</strong> The revenant class includes undead which have mostly become such through their own actions or will (or that of another revenant). (Engines & Empires Core Rules)</p><p>Apophis used dark spells, whispered from the far moon by Zudos, to transfer the consciousness of Namtar into a mummified human corpse, thereby freeing the Lich-King from his prison. For his due reward, Apophis was promptly slain and made into a lich himself, a mere puppet in Namtar’s thrall. So too were all of Apophis’s lesser acolytes then murdered and made into mummies and sah-hotep mummy-priests. And as for all those lords and warriors who had accepted gifts from the foul sorcerer, they were suddenly transformed into spectres and revenants. (Engines & Empires World of Gaia Campaign Setting)</p><p><strong>Rotter:</strong> See Walking Dead Rotter.</p><p><strong>Sah-Hotep:</strong> See Mummy High Priest, Sah-Hotep.</p><p><strong>Shambler:</strong> See Walking Dead Shambler.</p><p><strong>Skeleton, True Skeleton:</strong> Skeletons are intelligent undead which are sometimes created by powerful mages to serve as knights or guardians. (Engines & Empires Core Rules)</p><p><strong>Spectre:</strong> [A] mortal slain by a barghest will rise as undead, usually a phantom or a spectre, at the next new moon. (Engines & Empires Core Rules)</p><p>Furthermore, at nighttime only, the legion [of the damned] can attempt to possess a living human (but not a demi-human). The target may roll two saving throws; if only one save fails, the human is merely knocked out for 1d6+6 turns, but not possessed, and they are immune to further attempts. If both saves fail, however, the victim is possessed and immediately becomes a spectre under the control of the legion—still alive for the time being, but with all the powers, qualities, and abilities of an actual undead spectre. (Engines & Empires Core Rules)</p><p>Apophis used dark spells, whispered from the far moon by Zudos, to transfer the consciousness of Namtar into a mummified human corpse, thereby freeing the Lich-King from his prison. For his due reward, Apophis was promptly slain and made into a lich himself, a mere puppet in Namtar’s thrall. So too were all of Apophis’s lesser acolytes then murdered and made into mummies and sah-hotep mummy-priests. And as for all those lords and warriors who had accepted gifts from the foul sorcerer, they were suddenly transformed into spectres and revenants. (Engines & Empires World of Gaia Campaign Setting)</p><p><strong>The Lich-King:</strong> See Lich Lord, Namtar, The Lich-King.</p><p><strong>True Skeleton:</strong> See Skeleton, True Skeleton.</p><p><strong>Undead Animal:</strong> Eternal Walker ritual. (Engines & Empires Core Rules)</p><p><strong>Undead Corporeal:</strong> ?</p><p><strong>Undead Incorporeal:</strong> ?</p><p><strong>Undead Intelligent:</strong> ?</p><p><strong>Undead Mindless:</strong> ?</p><p><strong>Ursine Moreau:</strong> See Moreau Ursine.</p><p><strong>Vampire:</strong> Vampires are earth-bound undead spirits inhabiting the corpses of those who committed unforgivable sins in life. Wicked individuals who fear their fate after death may become vampires by means of unspeakable unholy rituals. (Engines & Empires Core Rules)</p><p>[A]nyone bitten three or more times by a nosferatu must roll a saving throw after the third and each subsequent time they are bitten; any failure indicates that the victim contracts anemia and will slowly waste away over the course of 1d10 days, after which they will perish unless cured by a Full Restoration ritual; those that succumb to this disease rise that very night as a vampire, unless the corpse is staked and beheaded, or burned; note that anyone killed in direct combat with a nosferatu still rises as a ghoul, not a vampire. (Engines & Empires Core Rules)</p><p>There arose among the Sidhe two great wizards. One, Myrddin, was a good sorcerer who sought the knowledge of the Ancients to keep his own people from repeating the Ancients’ mistakes. The other, Namtar, was weak-willed and power-hungry. He was the ideal pawn for Zudos, and so the mind of Zudos took him, possessed him, corrupted him, and bent him utterly to his will. Namtar listened as the very knowledge of Zudos was whispered directly into his mind, and he began to experiment. (Engines & Empires World of Gaia Campaign Setting)</p><p>First, he played with life and death. He created many foul monsters, both living and dead. Namtar came to hold a particular fascination with death and disease. He created the first undead monsters—all kinds, from ghouls to vampires—and he invented new and cursed diseases, like mummy rot. (Engines & Empires World of Gaia Campaign Setting)</p><p><strong>Vampire Lord:</strong> See Nosferatu, Vampire Lord.</p><p><strong>Walking Dead, Zombie:</strong> The walking dead (sometimes called zombies, but this term is best avoided to prevent confusion with a living thrall under the effects a voodoo curse or drug) are mindless human corpses which have been animated by dark magic, either intentionally through witch-craft or spontaneously by a location saturated with evil. (Engines & Empires Core Rules)</p><p>Walking dead come in several varieties that largely depend on the condition of a corpse when it’s animated. (Engines & Empires Core Rules)</p><p>Like all hags, the black annis delights in evil for its own sake, spreading disorder and misery wherever mortal men dwell, glutting herself on the flesh of children, cursing naïve young lovers, turning corpses into walking dead, etc. (Engines & Empires Core Rules)</p><p>[ B]lack annis hags keep company with all kinds of foul monsters, oozes and chimeras and worse; but they are especially fond of the undead and can create obedient walking dead from corpses pretty much at will. (Engines & Empires Core Rules)</p><p><em>Reanimation</em> spell. (Engines & Empires Core Rules)</p><p>Eternal Walker ritual. (Engines & Empires Core Rules)</p><p>Raise Undead Horde ritual. (Engines & Empires Core Rules)</p><p><strong>Walking Dead Clockwork Zombie:</strong> Clockwork zombies are rotters which have been created via mad science instead of magic (see the Necro-Reanimator invention, pg. 89; clockwork zombies are just like rotters but have AC 8). (Engines & Empires Core Rules)</p><p>Necro-Reanimator invention. (Engines & Empires Core Rules)</p><p><strong>Walking Dead Drybones:</strong> Drybones are creaky and ancient animated skeletons. (Engines & Empires Core Rules)</p><p><em>Reanimation</em> spell. (Engines & Empires Core Rules)</p><p>Raise Undead Horde ritual. (Engines & Empires Core Rules)</p><p><strong>Walking Dead Rotter:</strong> Rotters are fresh corpses, still (for lack of a better term) “juicy.” (Engines & Empires Core Rules)</p><p><em>Reanimation</em> spell. (Engines & Empires Core Rules)</p><p>Raise Undead Horde ritual. (Engines & Empires Core Rules)</p><p><strong>Walking Dead Shambler:</strong> Shamblers are desiccated, leathery old corpses. (Engines & Empires Core Rules)</p><p><em>Reanimation</em> spell. (Engines & Empires Core Rules)</p><p>Raise Undead Horde ritual. (Engines & Empires Core Rules)</p><p><strong>Zombie:</strong> See Walking Dead, Zombie.</p><p><strong>Zombie Clockwork:</strong> See Walking Dead Clockwork Zombie.</p><p></p><p>[/spoiler]</p><p></p><p>Engines & Empires Books[spoiler]</p><p><a href="https://www.drivethrurpg.com/product/329066/Engines--Empires-Core-Rules?affiliate_id=17596" target="_blank">Engines & Empires Core Rules</a>[spoiler]</p><p><strong>Undead:</strong> [A]nyone bitten by a giant vampire bat must save or fall asleep for 1d10 rounds; the bat will then feed, draining 1d4 hp per round—and anyone slain in this fashion may rise as the undead! </p><p>But whereas the undead are animated by negative energies from the plane of Shadow, magical constructs are usually given life by imbuing them with a planar spirit of some type, such as an earth elemental or a demon; and scientifically created constructs make no use of spirits or magical energy at all, being entirely natural (in the philosophical sense, not the moral sense) in their operations and functioning. </p><p>The Veil of Shadow itself, meanwhile, has its own inhabitants: the spirits of negative life-energy that give rise to the restless undead. </p><p>With respect to the origins of fae-kind, little is certain. Some sages speculate that they are ethereal spirits given solid form in Faerie, much as the Undead are given partial corporeality in the Veil. </p><p>In a strange way, quantum physics and thermodynamics might actually provide the best explanation for what demons are. More than mere agents of entropy, they are intelligent minds sprung spontaneously into being, out in the Void where such unlikely infinities are possible—what speculative science and science fiction would term “Boltzmann brains.” But they are minds only, lacking any physicality unless and until they can pass from Chaos, through Limbo, into the Veil of Shadow—where the Chaotic energies of the demon can combine with ambient ectoplasm or Shadow-matter to give the entity corporeal form. (A similar process acting on restless souls departed from Earth gives rise to the undead.) </p><p>THE UNDEAD are often described as the souls of the departed, the restless dead whose unfinished business—or a particularly violent or traumatic death—has somehow bound them to become spirits and haunt the world of the living, instead of departing for the afterlife and their just reward or punishment. Of course, none can say for sure just what the afterlife might entail, or whether or not there is any justice in it; there are as many beliefs about this as there are religions in the world. But those brave individuals who have taken it upon themselves to study the undead empirically—paranormal investigators and parapsychologists—have come to believe that the undead are, strictly speaking, not really animated by dead human souls; or at least, not complete souls. (And it is no slip to speak only of human souls: for whatever reason, the corpses or spirits of fae-blooded demihumans never become undead.) </p><p>The theory goes that when a human being dies under unusual circumstances—violent murder, supernatural factors involved, etc.—that person’s mind may leave behind a psychic “impression,” a mere shadow or echo of their genuine soul. (Mages, of course, are far more likely to leave behind such impressions.) The image is always distorted, grossly exaggerated in some way that amplifies a particular sin or evil formerly committed by the deceased. Thus do paranormal researchers theorize that the animus behind an undead creature is a fragment or splinter of the departed soul, namely the portion of it with the strongest affinity for Chaos. At the moment of death, it travels to the plane of Shadow, there to mingle with the ambient Chaotic energies—and an undead being is born. While it yet remains on the other side of the Veil, it is only a disembodied evil spirit; but, on those occasions when a rift opens between Earth and Shadow, those spirits can flood through and haunt this world. Then they are able to take on a variety of forms, either by inhabiting human corpses, or by converting their own energies into a kind of misty, slimy half-substance called ectoplasm, which localizes the undead as a semi-corporeal apparition. </p><p>All undead have a strong affinity for the plane of Shad-ow—their very being is the stuff of the Veil—but they do not truly have an alignment. Undead tend towards Chaos, but they are not Chaotic, which is what separates them from demons. </p><p>[A] mortal slain by a barghest will rise as undead, usually a phantom or a spectre, at the next new moon.</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Intelligent Undead:</strong> ?</p><p><strong>Mindless Undead:</strong> ?</p><p><strong>Corporeal Undead:</strong> ?</p><p><strong>Undead Animal:</strong> Eternal Walker ritual.</p><p><strong>Moreau:</strong> Properly speaking, they are constructs; but they are animated via dark witchcraft and have some of the characteristics of undead as well. </p><p><strong>Moreau Canine:</strong> ?</p><p><strong>Moreau Feline:</strong> ?</p><p><strong>Moreau Ursine:</strong> ?</p><p><strong>Draug, Draugr, Orcneas:</strong> Draugs are the Dark Fae counterparts of elves and fays, mortal descendants—or perhaps creations—of the Dark Fae-Lords, the sluagh. Tales tell of the half-undead origins of the draugish race, of their having been raised up from the mucks and slimes of cursed patches of earth, woven with the darkest of old magicks, and in which the corpses of elves or Light Faes had been buried and left to rot. </p><p><strong>Cadaver:</strong> [T]he cadaver class consists of undead made from material remains and animated through magic. </p><p><strong>Ghost:</strong> What happens after death is a matter of great speculation, but it is at least widely agreed that the Veil of Shadow is the first destination for the restless dead, those doomed to haunt the living as ghosts. And as for the souls of mortals with no unfinished business, who can say? </p><p><strong>Revenant:</strong> The revenant class includes undead which have mostly become such through their own actions or will (or that of another revenant). </p><p><strong>Animus:</strong> The animus class consists of evil spirits which are incorporeal and subsist purely on their own hatred for the living. </p><p><strong>Walking Dead, Zombie:</strong> The walking dead (sometimes called zombies, but this term is best avoided to prevent confusion with a living thrall under the effects a voodoo curse or drug) are mindless human corpses which have been animated by dark magic, either intentionally through witch-craft or spontaneously by a location saturated with evil. </p><p>Walking dead come in several varieties that largely depend on the condition of a corpse when it’s animated. </p><p>Like all hags, the black annis delights in evil for its own sake, spreading disorder and misery wherever mortal men dwell, glutting herself on the flesh of children, cursing naïve young lovers, turning corpses into walking dead, etc. </p><p>[ B]lack annis hags keep company with all kinds of foul monsters, oozes and chimeras and worse; but they are especially fond of the undead and can create obedient walking dead from corpses pretty much at will.</p><p><em>Reanimation</em> spell.</p><p>Eternal Walker ritual.</p><p>Raise Undead Horde ritual.</p><p><strong>Walking Dead Drybones:</strong> Drybones are creaky and ancient animated skeletons. </p><p><em>Reanimation</em> spell.</p><p>Raise Undead Horde ritual.</p><p><strong>Walking Dead Shambler:</strong> Shamblers are desiccated, leathery old corpses. </p><p><em>Reanimation</em> spell.</p><p>Raise Undead Horde ritual.</p><p><strong>Walking Dead Rotter:</strong> Rotters are fresh corpses, still (for lack of a better term) “juicy.” </p><p><em>Reanimation</em> spell.</p><p>Raise Undead Horde ritual.</p><p><strong>Walking Dead Clockwork Zombie:</strong> Clockwork zombies are rotters which have been created via mad science instead of magic (see the Necro-Reanimator invention, pg. 89; clockwork zombies are just like rotters but have AC 8). </p><p>Necro-Reanimator invention.</p><p><strong>Ghoul:</strong> They can be created intentionally through dark magic; the blood-drained victims of a vampire may rise as ghouls; and it sometimes happens that corpses left in places saturated with evil magic will transform into ghouls spontaneously. But usually, new ghouls are created when a healthy human is infected with disease from a ghoul’s bite. </p><p>[A] creature bitten by a ghoul must save or contract a fever with a 4-in-6 chance of killing its victim in 1d4 days if untreated; victims that die from this disease become ghouls within 1d4 hours of death. </p><p>Anyone killed by a vampire rises again as a ghoul under the vampire’s control 3 nights later. </p><p>[A]nyone bitten three or more times by a nosferatu must roll a saving throw after the third and each subsequent time they are bitten; any failure indicates that the victim contracts anemia and will slowly waste away over the course of 1d10 days, after which they will perish unless cured by a Full Restoration ritual; those that succumb to this disease rise that very night as a vampire, unless the corpse is staked and beheaded, or burned; note that anyone killed in direct combat with a nosferatu still rises as a ghoul, not a vampire.</p><p>Eternal Walker ritual.</p><p>Raise Undead Horde ritual.</p><p><strong>Skeleton, True Skeleton:</strong> Skeletons are intelligent undead which are sometimes created by powerful mages to serve as knights or guardians. </p><p><strong>Mummy:</strong> Mummies are undead guardians of tombs and ruins, corpses that long ago were carefully prepared with bandages and perfumes and then animated by elaborate priestly rituals. </p><p><strong>Sah-Hotep, Mummy High Priest:</strong> The sah-hotep is a mummified high priest: cunning, ruthless, and powerful. </p><p><strong>Apparition:</strong> An apparition is a minor ghost, a psychic impression left behind by someone who died with unfinished business. </p><p>A victim slain by a Life Drinker [magic sword] has had their life energy sucked out completely and is likely to become an undead apparition, geist, or phantom. </p><p><strong>Geist:</strong> [A]nyone killed by a geist rises as a geist themselves after 1d4 days.</p><p>At any given time, the legion [of the damned] can create up to 21 hit dice worth of “puppets” by turning up to seven normal objects into animated objects or up to five human corpses into geists under its direct control. </p><p>A victim slain by a Life Drinker [magic sword] has had their life energy sucked out completely and is likely to become an undead apparition, geist, or phantom. </p><p>Eternal Walker ritual.</p><p><strong>Phantom:</strong> [A]nyone killed by a phantom, either by its touch or its disease, becomes a phantom themselves after 1 day.</p><p>[A]nyone killed by a spectre will themselves rise as a phantom under the spectre’s control the following night.</p><p>A victim slain by a Life Drinker [magic sword] has had their life energy sucked out completely and is likely to become an undead apparition, geist, or phantom. </p><p>[A] mortal slain by a barghest will rise as undead, usually a phantom or a spectre, at the next new moon.</p><p><strong>Spectre:</strong> [A] mortal slain by a barghest will rise as undead, usually a phantom or a spectre, at the next new moon.</p><p>Furthermore, at nighttime only, the legion [of the damned] can attempt to possess a living human (but not a demi-human). The target may roll two saving throws; if only one save fails, the human is merely knocked out for 1d6+6 turns, but not possessed, and they are immune to further attempts. If both saves fail, however, the victim is possessed and immediately becomes a spectre under the control of the legion—still alive for the time being, but with all the powers, qualities, and abilities of an actual undead spectre. </p><p><strong>Vampire:</strong> Vampires are earth-bound undead spirits inhabiting the corpses of those who committed unforgivable sins in life. Wicked individuals who fear their fate after death may become vampires by means of unspeakable unholy rituals. </p><p>[A]nyone bitten three or more times by a nosferatu must roll a saving throw after the third and each subsequent time they are bitten; any failure indicates that the victim contracts anemia and will slowly waste away over the course of 1d10 days, after which they will perish unless cured by a Full Restoration ritual; those that succumb to this disease rise that very night as a vampire, unless the corpse is staked and beheaded, or burned; note that anyone killed in direct combat with a nosferatu still rises as a ghoul, not a vampire.</p><p><strong>Nosferatu, Vampire Lord:</strong> This monster can only come into being when a mighty hero, once of great faith and goodness, betrays that faith and willingly embraces evil by partaking in a horrible and depraved ritual to attain “immortality.” </p><p><strong>Death Knight:</strong> A death knight is the revenant undead form of a warrior who was thoroughly evil and corrupted in life, clinging after their death to a harrowed existence in this world through sheer, stubborn will. </p><p><strong>Lich Lord, Corpse Lord:</strong> A lich lord (or corpse lord) is a revenant wizard who has willingly sought out undeath as a means of staving off his inevitable end for as long as humanly possible. Curiously, while a villainous lich lord is perhaps the single most dangerous threat that a party of heroes can face, the process that a mage uses in order to become a lich preserves most of their soul: their psyche, intellect, and personality remain intact, at least for the first couple of centuries (after which boredom or madness will eventually set in). </p><p><strong>Lich Lord Arch-Lich:</strong> A rare few lich lords, known as “arch-liches,” were priests of Order in life and carry on the good fight in death.</p><p><strong>Grimwraith:</strong> A grimwraith is the undead spirit of a wicked priest, scholar, or philosopher who has died with unresolved philosophical or theological questions still weighing on his mind, the burden so heavy that he has refused to pass on into the next life. </p><p><strong>Malice:</strong> Over the centuries, as the grimwraith ponders evil notions without ever resolving any of his questions, his vile thoughts take physical form as small and ghostly apparitions called “malices,” which look like translucent, wispy clouds with small arms and faces. The malices fly through the air (staying within 100’ of the grimwraith) and seek out living beings to attack. The grimwraith produces 2d4 malices for every century of its deliberations, so if it is very old, it will be surrounded by a great many of them. </p><p><strong>Reaper:</strong> A reaper is a spirit of death from the Veil of Shadow. </p><p><strong>Legion of the Damned:</strong> The legion of the damned is not a single entity; rather, as its name implies, it is a massive coagulation of individual spirits, possibly a hundred yards in diameter, all bound together and operating on the same psychokinetic “wavelength.” </p><p></p><p>Reanimation </p><p>Range Near, Duration 3 hours/level, Save No. </p><p>This dark magic causes the dead to walk. The mage speaks words of power, and 1d4 corpses within Near range become walking dead (drybones, shamblers, or rotters, each according to the corpse’s condition). The walkers are under the control of the caster and will revert to their natural, lifeless state when the spell ends. </p><p></p><p>Level 4 Ritual </p><p>Eternal Walker </p><p>Type Spirit-channeling, Range Touch, Duration Permanent, Save Yes. </p><p>By slicing off a small piece of his own soul and placing it within a human corpse, the necromancer animates it and binds it to his will. The newly-made undead creature will follow all of the caster’s commands, both spoken and unspoken, until it is destroyed or until the magic is dispelled. The creature will be an undead animal, walking dead, a ghoul, or a geist, as appropriate to the target of the ritual; only a nobleman buried in state may be raised as a geist. The cost of this magic can be great: upon completion of the ritual, the caster must make a saving throw or else permanently lose a point of Presence. Thus do many practitioners of necromancy become foul and isolated. </p><p>This ritual requires that the caster have access to the corpse, an offering to the gods of the dead worth at least 100 cp, and a mystically prepared altar or bier. The corpse is placed upon the slab while the caster reaches a hand into the Netherworld and seeks join the corpse’s soul with a piece of his own. </p><p></p><p>Level 8 Ritual</p><p>Raise Undead Horde </p><p>Type Spirit-channeling, Range Near, Duration Permanent, Save No. </p><p>It is said that the mightiest necromancers can command whole legions of the dead, and mortals rightly fear such dark magic. This ritual transforms all corpses within range of the caster into walking dead (95%) or ghouls (5%). (Any walking dead thus created will be ½ HD drybones, ¾ HD shamblers, or 1 HD rotters, according to their physical condition.) These creatures are assumed to be under the control of the caster for as long as they remain animated. </p><p>Such dark magic requires the foulest of all components: a human sacrifice. The victim must be bound for the duration of the ritual and then slain with a dagger of iron. Hopefully the heroes can stop the ritual in time! </p><p></p><p>Necro-Reanimator </p><p>Encumbrance: 2 kg each </p><p>This invention produces a set of 6 “Necro-Reanimators,” clock-work devices which also act as etheric antennas capable of receiving dark emanations from the plane of Shadow. If one of these devices is attached to the spine of a freshly dead, ordinary humanoid cadaver, it will slowly (over the course of a turn) burrow into the decaying brain and nervous system and animate the body as a “clockwork zombie.” </p><p>Clockwork zombies are just like normal 1 HD walking dead (i.e. rotters), except that their AC is 1 point better (AC 8 instead of 9); and because they have been created with science instead of necromancy, their connection to Shadow is more tenuous than it would normally be. This has pros and cons: clockwork zombies are resistant to the effects of the Banish Undead spell (they get +2 to saves vs. turning); but they also have a limited shelf-life. With no evil enchantment to stave off the process of decay, clockwork zombies (which start out with 1d8 hit points, the same as a 1 HD rotter) permanently lose 1 hit point for each day that they exist. When a clockwork zombie falls to 0 hit points, the body has decayed beyond use and cannot ever be reanimated; but the device itself can be retrieved (with an hour of delicate work: it’s practically brain-surgery to retrieve a Necro-Reanimator intact). [/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/329547/Engines--Empires-World-of-Gaia-Campaign-Setting?affiliate_id=17596" target="_blank">Engines & Empires World of Gaia Campaign Setting</a>[spoiler]</p><p><strong>Undead:</strong> There arose among the Sidhe two great wizards. One, Myrddin, was a good sorcerer who sought the knowledge of the Ancients to keep his own people from repeating the Ancients’ mistakes. The other, Namtar, was weak-willed and power-hungry. He was the ideal pawn for Zudos, and so the mind of Zudos took him, possessed him, corrupted him, and bent him utterly to his will. Namtar listened as the very knowledge of Zudos was whispered directly into his mind, and he began to experiment. </p><p>First, he played with life and death. He created many foul monsters, both living and dead. Namtar came to hold a particular fascination with death and disease. He created the first undead monsters—all kinds, from ghouls to vampires—and he invented new and cursed diseases, like mummy rot. </p><p><strong>Animi:</strong> ?</p><p><strong>Ghoul:</strong> There arose among the Sidhe two great wizards. One, Myrddin, was a good sorcerer who sought the knowledge of the Ancients to keep his own people from repeating the Ancients’ mistakes. The other, Namtar, was weak-willed and power-hungry. He was the ideal pawn for Zudos, and so the mind of Zudos took him, possessed him, corrupted him, and bent him utterly to his will. Namtar listened as the very knowledge of Zudos was whispered directly into his mind, and he began to experiment. </p><p>First, he played with life and death. He created many foul monsters, both living and dead. Namtar came to hold a particular fascination with death and disease. He created the first undead monsters—all kinds, from ghouls to vampires—and he invented new and cursed diseases, like mummy rot. </p><p><strong>Namtar, The Lich-King, Lich Lord:</strong> At last, when Namtar felt that his knowledge was complete, he sought to create a life-form that could even rival the Behemoth or the Weapon in power—and he created the seven-headed dragon-fiend called Tiamat. But this undertaking, this feat of evil, was so draining that even the immortal life of a Sidhe was consumed by it. And so, in order to preserve his existence, Namtar had to give himself over into his most beloved invention—undeath—and he became the first Lich Lord. </p><p><strong>Apophis of Mephret, Lich:</strong> Apophis used dark spells, whispered from the far moon by Zudos, to transfer the consciousness of Namtar into a mummified human corpse, thereby freeing the Lich-King from his prison. For his due reward, Apophis was promptly slain and made into a lich himself, a mere puppet in Namtar’s thrall. </p><p><strong>Mummy:</strong> Apophis used dark spells, whispered from the far moon by Zudos, to transfer the consciousness of Namtar into a mummified human corpse, thereby freeing the Lich-King from his prison. For his due reward, Apophis was promptly slain and made into a lich himself, a mere puppet in Namtar’s thrall. So too were all of Apophis’s lesser acolytes then murdered and made into mummies and sah-hotep mummy-priests. </p><p><strong>Sah-Hotep Mummy-Priest:</strong> Apophis used dark spells, whispered from the far moon by Zudos, to transfer the consciousness of Namtar into a mummified human corpse, thereby freeing the Lich-King from his prison. For his due reward, Apophis was promptly slain and made into a lich himself, a mere puppet in Namtar’s thrall. So too were all of Apophis’s lesser acolytes then murdered and made into mummies and sah-hotep mummy-priests. </p><p><strong>Revenant:</strong> Apophis used dark spells, whispered from the far moon by Zudos, to transfer the consciousness of Namtar into a mummified human corpse, thereby freeing the Lich-King from his prison. For his due reward, Apophis was promptly slain and made into a lich himself, a mere puppet in Namtar’s thrall. So too were all of Apophis’s lesser acolytes then murdered and made into mummies and sah-hotep mummy-priests. And as for all those lords and warriors who had accepted gifts from the foul sorcerer, they were suddenly transformed into spectres and revenants. </p><p><strong>Spectre:</strong> Apophis used dark spells, whispered from the far moon by Zudos, to transfer the consciousness of Namtar into a mummified human corpse, thereby freeing the Lich-King from his prison. For his due reward, Apophis was promptly slain and made into a lich himself, a mere puppet in Namtar’s thrall. So too were all of Apophis’s lesser acolytes then murdered and made into mummies and sah-hotep mummy-priests. And as for all those lords and warriors who had accepted gifts from the foul sorcerer, they were suddenly transformed into spectres and revenants. </p><p><strong>Vampire:</strong> There arose among the Sidhe two great wizards. One, Myrddin, was a good sorcerer who sought the knowledge of the Ancients to keep his own people from repeating the Ancients’ mistakes. The other, Namtar, was weak-willed and power-hungry. He was the ideal pawn for Zudos, and so the mind of Zudos took him, possessed him, corrupted him, and bent him utterly to his will. Namtar listened as the very knowledge of Zudos was whispered directly into his mind, and he began to experiment. </p><p>First, he played with life and death. He created many foul monsters, both living and dead. Namtar came to hold a particular fascination with death and disease. He created the first undead monsters—all kinds, from ghouls to vampires—and he invented new and cursed diseases, like mummy rot. </p><p><strong>Archduke Janosz VI, Vampire-Lord:</strong> ?</p><p><strong>Draug, Draugr:</strong> Namtar grew fascinated with the elves; he captured a great many of them. He worked his evil experiments upon them, and thus from the elves came the draugish species and the Dark Fae called the “Sluagh.” [/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>Mazes & Perils[spoiler]</p><p></p><p>Mazes & Perils Cumulative[spoiler]</p><p><strong>Ghost:</strong> Ghosts are the spirits of the wrongfully murdered. (Garret's Guide to the Undead)</p><p>Ghosts are spirits that have been wrongfully murdered. (Garret's Guide to the Undead)</p><p><strong>Ghoul:</strong> ?</p><p><strong>Mummy:</strong> Let's just say that the magical powers used to create them, whether arcane or divine, are more than a drop in the bucket. We're talking impressive rituals, components, and will as the major ingredients for creating them. (Garret's Guide to the Undead)</p><p>There is also some debate about the idea of victims of Mummy Rot turning into mummies themselves. We have reports of emaciated bodies attacking at known mummy locations but without the traditional trappings of such creatures. Such a transformation is possible, but not confirmed at this time. (Garret's Guide to the Undead)</p><p><strong>Skeleton:</strong> These animated armatures obey only the orders of their creator. (Mazes & Perils Deluxe Edition)</p><p>We have seen talented mages and priests create skeletons from the smallest piles of bones. (Garret's Guide to the Undead)</p><p><strong>Spectre:</strong> Every hit by a spectre causes a drain of 2 levels in addition to normal damage. When the victim is reduced to less than 1st level, he becomes a spectre under the control of the one that killed him. At the GM’s discretion, a spectre drains constitution instead of levels. (Mazes & Perils Deluxe Edition)</p><p>Spectres do both physical damage and drain life experience from their victims. If killed, these victims will become spectres themselves. (Garret's Guide to the Undead)</p><p>Let's get the ugly part out of the way. Why are these creatures so very dangerous? They can steal your life essence. Entire years of experience, gone without a trace. And if they take enough, to the point where you forget yourself entirely, you become one of them, a minion of the spectre who killed you. (Garret's Guide to the Undead)</p><p>Wights... could it be that they are in fact ghouls who have starved too long without flesh? What could this possibly mean for these types of undead... is there an evolution over time? As they gain life force from their victims, do they also gain in strength and become... wraiths? spectres? Worse? (Garret's Guide to the Undead)</p><p>Every hit by a spectre causes a drain of 2 levels in addition to normal damage. When the victim is reduced to less than 1st level, he becomes a spectre under the control of the one that killed him. (Garret's Guide to the Undead)</p><p><strong>Vampire:</strong> Legends whisper of the original vampire of sin, Cain, the first vampire cursed to walk the lands as undead. All bitten by Cain inherited some of his power, but the blood thinned out over the eons. (Mazes & Perils Deluxe Edition)</p><p>Anyone killed by a vampire becomes a lesser vampire under the control of their slayer. (Mazes & Perils Deluxe Edition)</p><p>Each of these evil creatures is descended from Cain, cursed to forever walk the world thirsting for the blood of innocents. (Garret's Guide to the Undead)</p><p>Legends whisper of the original vampire of sin, Cain, the first vampire cursed to walk the lands as undead. All bitten by Cain inherited some of his power, but the blood thinned out over the eons. (Garret's Guide to the Undead)</p><p>Anyone killed by a vampire becomes a lesser vampire under the control of their slayer. (Garret's Guide to the Undead)</p><p><strong>Wight:</strong> Crypt creatures of little substance, wights drain 1 level from any victim struck. If a character is reduced to zero levels, he dies and becomes a wight under the control of his killer. (Mazes & Perils Deluxe Edition)</p><p>Any victims drained to the point where they forget themselves entirely become wights themselves and under the control of their new master. (Garret's Guide to the Undead)</p><p>Wights... could it be that they are in fact ghouls who have starved too long without flesh? What could this possibly mean for these types of undead... is there an evolution over time? As they gain life force from their victims, do they also gain in strength and become... wraiths? spectres? Worse? (Garret's Guide to the Undead)</p><p>Crypt creatures of little substance, wights drain 1 level from any victim struck. If a character is reduced to zero levels, he dies and becomes a wight under the control of his killer. (Garret's Guide to the Undead)</p><p><strong>Wraith:</strong> With a touch, they will drain your life experience. If they drain enough, you will become a wraith under their command for all eternity. (Garret's Guide to the Undead)</p><p>Wights... could it be that they are in fact ghouls who have starved too long without flesh? What could this possibly mean for these types of undead... is there an evolution over time? As they gain life force from their victims, do they also gain in strength and become... wraiths? spectres? Worse? (Garret's Guide to the Undead)</p><p><strong>Zombie:</strong> Animated corpses created by an evil Cleric or Magic-User. (Mazes & Perils Deluxe Edition)</p><p>They are most likely animated pawns of evil Clerics or Magic-Users typically set to guard a location. (Garret's Guide to the Undead)</p><p>Animated corpses created by an evil Cleric or Magic-User. (Garret's Guide to the Undead)</p><p>[/spoiler]</p><p></p><p>Mazes & Perils Books[spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/181899/Mazes--Perils-Deluxe-Edition?affiliate_id=17596" target="_blank">Mazes & Perils Deluxe Edition</a>[spoiler]</p><p><strong>Ghoul:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Skeleton:</strong> These animated armatures obey only the orders of their creator.</p><p><strong>Spectre:</strong> Every hit by a spectre causes a drain of 2 levels in addition to normal damage. When the victim is reduced to less than 1st level, he becomes a spectre under the control of the one that killed him. At the GM’s discretion, a spectre drains constitution instead of levels.</p><p><strong>Vampire:</strong> Legends whisper of the original vampire of sin, Cain, the first vampire cursed to walk the lands as undead. All bitten by Cain inherited some of his power, but the blood thinned out over the eons.</p><p>Anyone killed by a vampire becomes a lesser vampire under the control of their slayer.</p><p><strong>Wight:</strong> Crypt creatures of little substance, wights drain 1 level from any victim struck. If a character is reduced to zero levels, he dies and becomes a wight under the control of his killer.</p><p><strong>Wraith:</strong> ?</p><p><strong>Zombie:</strong> Animated corpses created by an evil Cleric or Magic-User.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/197155/Garrets-Guide-to-the-Undead?affiliate_id=17596" target="_blank">Garret's Guide to the Undead</a>[spoiler]</p><p><strong>Ghost:</strong> Ghosts are the spirits of the wrongfully murdered.</p><p>Ghosts are spirits that have been wrongfully murdered.</p><p><strong>Ghoul:</strong> ?</p><p><strong>Mummy:</strong> Let's just say that the magical powers used to create them, whether arcane or divine, are more than a drop in the bucket. We're talking impressive rituals, components, and will as the major ingredients for creating them.</p><p>There is also some debate about the idea of victims of Mummy Rot turning into mummies themselves. We have reports of emaciated bodies attacking at known mummy locations but without the traditional trappings of such creatures. Such a transformation is possible, but not confirmed at this time.</p><p><strong>Skeleton:</strong> We have seen talented mages and priests create skeletons from the smallest piles of bones.</p><p><strong>Spectre:</strong> Spectres do both physical damage and drain life experience from their victims. If killed, these victims will become spectres themselves.</p><p>Let's get the ugly part out of the way. Why are these creatures so very dangerous? They can steal your life essence. Entire years of experience, gone without a trace. And if they take enough, to the point where you forget yourself entirely, you become one of them, a minion of the spectre who killed you.</p><p>Wights... could it be that they are in fact ghouls who have starved too long without flesh? What could this possibly mean for these types of undead... is there an evolution over time? As they gain life force from their victims, do they also gain in strength and become... wraiths? spectres? Worse?</p><p>Every hit by a spectre causes a drain of 2 levels in addition to normal damage. When the victim is reduced to less than 1st level, he becomes a spectre under the control of the one that killed him.</p><p><strong>Vampire:</strong> Each of these evil creatures is descended from Cain, cursed to forever walk the world thirsting for the blood of innocents.</p><p>Legends whisper of the original vampire of sin, Cain, the first vampire cursed to walk the lands as undead. All bitten by Cain inherited some of his power, but the blood thinned out over the eons.</p><p>Anyone killed by a vampire becomes a lesser vampire under the control of their slayer.</p><p><strong>Wight:</strong> Any victims drained to the point where they forget themselves entirely become wights themselves and under the control of their new master.</p><p>Wights... could it be that they are in fact ghouls who have starved too long without flesh? What could this possibly mean for these types of undead... is there an evolution over time? As they gain life force from their victims, do they also gain in strength and become... wraiths? spectres? Worse?</p><p>Crypt creatures of little substance, wights drain 1 level from any victim struck. If a character is reduced to zero levels, he dies and becomes a wight under the control of his killer.</p><p><strong>Wraith:</strong> With a touch, they will drain your life experience. If they drain enough, you will become a wraith under their command for all eternity.</p><p>Wights... could it be that they are in fact ghouls who have starved too long without flesh? What could this possibly mean for these types of undead... is there an evolution over time? As they gain life force from their victims, do they also gain in strength and become... wraiths? spectres? Worse?</p><p><strong>Zombie:</strong> They are most likely animated pawns of evil Clerics or Magic-Users typically set to guard a location.</p><p>Animated corpses created by an evil Cleric or Magic-User.[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>Romance of the Perilous Lands[spoiler]</p><p><a href="http://www.drivethrurpg.com/product/190792/Romance-of-the-Perilous-Land?affiliate_id=17596" target="_blank">Romance of the Perilous Land</a>[spoiler]</p><p><strong>Ghost:</strong> Ghosts are the incorporeal remnants of the dead a restless spirit whose work on earth is not yet done.</p><p><strong>Vampire:</strong> Vampires are the living corpses of those who had committed a cardinal sin.[/spoiler]</p><p>[/spoiler]</p><p></p><p>Spellcraft & Swordplay[spoiler]</p><p>Spellcraft & Swordplay Cumulative[spoiler]</p><p><strong>Undead:</strong> Spells such as Black Tentacles, Enervation, or even Inflict Light Wounds may draw on power from the Negative Energy plane that powers evil creatures and undead, and as such may not be granted by good deities. (Spellcraft & Swordplay Core Rulebook)</p><p>At the Referee's option, those who die from Mummy Rot may rise within three days as zombies or even greater forms of undead, depending on the individual character and circumstances. (Spellcraft & Swordplay Core Rulebook)</p><p><strong>Banshee, Bean Shi:</strong> ?</p><p><strong>Bean Shi:</strong> See Banshee, Bean Shi.</p><p><strong>Corporeal Undead:</strong> See Undead Corporeal.</p><p><strong>Ghast:</strong> <em>Create Undead</em> spell. (Spellcraft & Swordplay Core Rulebook)</p><p><strong>Ghast Spawn:</strong> Ghast Spawn power. (Spellcraft & Swordplay: Monstrous Mayhem)</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghoul:</strong> <em>Create Undead</em> spell. (Spellcraft & Swordplay Core Rulebook)</p><p><strong>Incorporeal Undead:</strong> See Undead Incorporeal.</p><p><strong>Intelligent Undead:</strong> See Undead Intelligent.</p><p><strong>Mummy:</strong> A mummy is an undead creature wrapped in divine bandages and urged to existence through prayer and ceremony. Mummies are bound to their tombs and are encountered in their vicinity.</p><p>The process required to create a mummy gives the creature powerful protections against physical damage. (Spellcraft & Swordplay Core Rulebook)</p><p><em>Create Undead</em> spell. (Spellcraft & Swordplay Core Rulebook)</p><p><strong>Non-Intelligent Undead:</strong> See Undead Non-Intelligent.</p><p><strong>Shadow:</strong> ?</p><p><strong>Skeleton:</strong> Humanoid skeletons are the animated remains of humanoid creatures. Their bodies are little more than bone and sinew held together by vile sorcery. (Spellcraft & Swordplay Core Rulebook)</p><p>Humanoid skeletons are the animated remains of humanoid creatures. Their bodies are little more than bone and sinew held together by vile sorcery. (Spellcraft & Swordplay Basic Game)</p><p><em>Animate Dead</em> spell. (Spellcraft & Swordplay Core Rulebook)</p><p>Cauldron of the Dead magic item. (Spellcraft & Swordplay: Eldritch Witchery)</p><p><strong>Spawn Spectre:</strong> See Spectre Spawn.</p><p><strong>Spawn Vampire:</strong> See Vampire Spawn.</p><p><strong>Spawn Wight:</strong> See Wight Spawn.</p><p><strong>Spawn Wraith:</strong> See Wraith Spawn.</p><p><strong>Spectre:</strong> Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge. (Spellcraft & Swordplay Core Rulebook)</p><p>Spawned creatures are always utterly subservient to the creature that made them; upon their master's death, the spawn become full-fledged, full-powered members of their species. (Spellcraft & Swordplay Core Rulebook)</p><p>Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge. (Spellcraft & Swordplay Basic Game)</p><p>Spawned creatures are always utterly subservient to the creature that made them; upon their master's death, the spawn become full-fledged, full-powered members of their species. (Spellcraft & Swordplay Basic Game)</p><p><strong>Spectre Spawn:</strong> Spectre Spawn (Energy Drain) power. (Spellcraft & Swordplay Core Rulebook)</p><p><strong>Strigoi:</strong> The much feared strigoi is an undead form of a particularly evil Witch. They are most common among the Witches of the Gypsy traditions. The ways to become a strigoi are varied, but it is believed to be part of a curse. (Spellcraft & Swordplay: Eldritch Witchery)</p><p>A type of Witch known as a strigoaică or a strigoi viu is a type of living strigoi. They appear as a normal human Witch with red hair and blue eyes. They are immune to the attacks of other undead, but will become a strigoi on their own deaths. (Spellcraft & Swordplay: Eldritch Witchery)</p><p><strong>Undead Corporeal:</strong> ?</p><p><strong>Undead Incorporeal:</strong> ?</p><p><strong>Undead Intelligent:</strong> ?</p><p><strong>Undead Non-Intelligent:</strong> ?</p><p><strong>Vampire:</strong> Formerly human, these foul creatures have become completely corrupted, lurking in a state between life and death, and requiring warm, fresh blood for sustenance. (Spellcraft & Swordplay Core Rulebook)</p><p>Spawned creatures are always utterly subservient to the creature that made them; upon their master's death, the spawn become full-fledged, full-powered members of their species. (Spellcraft & Swordplay Core Rulebook)</p><p><strong>Vampire Spawn:</strong> Vampire Spawn (Blood or Energy Drain) power. (Spellcraft & Swordplay Core Rulebook)</p><p><strong>Wight:</strong> They were once human, but are now cursed to haunt the world, living in seclusion, for some foul act of greed. (Spellcraft & Swordplay Core Rulebook)</p><p>Spawned creatures are always utterly subservient to the creature that made them; upon their master's death, the spawn become full-fledged, full-powered members of their species. (Spellcraft & Swordplay Core Rulebook)</p><p>They were once human, but are now cursed to haunt the world, living in seclusion, for some foul act of greed. (Spellcraft & Swordplay Basic Game)</p><p>Spawned creatures are always utterly subservient to the creature that made them; upon their master's death, the spawn become full-fledged, full-powered members of their species. (Spellcraft & Swordplay Basic Game)</p><p><strong>Wight Spawn:</strong> Wight Spawn (Energy Drain) power. (Spellcraft & Swordplay Core Rulebook)</p><p>Wight Spawn power. (Spellcraft & Swordplay Basic Game)</p><p>Wight Spawn power. (Spellcraft & Swordplay: Monstrous Mayhem)</p><p><strong>Wraith:</strong> Wraiths are powerful wights who have forged a more powerful bond with the negative material plane. (Spellcraft & Swordplay Core Rulebook)</p><p>Spawned creatures are always utterly subservient to the creature that made them; upon their master's death, the spawn become full-fledged, full-powered members of their species. (Spellcraft & Swordplay Core Rulebook)</p><p>Wraiths are powerful wights who have forged a more powerful bond with the negative material plane. (Spellcraft & Swordplay Basic Game)</p><p>Spawned creatures are always utterly subservient to the creature that made them; upon their master's death, the spawn become full-fledged, full-powered members of their species. (Spellcraft & Swordplay Basic Game)</p><p><strong>Wraith Spawn:</strong> Wraith Spawn (Energy Drain) power. (Spellcraft & Swordplay Core Rulebook)</p><p>Wraith Spawn (Energy Drain) power. (Spellcraft & Swordplay Basic Game)</p><p><strong>Zombie:</strong> Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason. (Spellcraft & Swordplay Core Rulebook)</p><p>At the Referee's option, those who die from Mummy Rot may rise within three days as zombies or even greater forms of undead, depending on the individual character and circumstances. (Spellcraft & Swordplay Core Rulebook)</p><p>Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason. (Spellcraft & Swordplay Basic Game)</p><p><em>Animate Dead</em> spell. (Spellcraft & Swordplay Core Rulebook)</p><p>Cauldron of the Dead magic item. (Spellcraft & Swordplay: Eldritch Witchery)</p><p>[/spoiler]</p><p></p><p>Spellcraft & Swordplay Books[spoiler]</p><p><a href="https://www.drivethrurpg.com/product/94105/Spellcraft--Swordplay-Core-Rulebook?affiliate_id=17596" target="_blank">Spellcraft & Swordplay Core Rulebook</a>[spoiler]</p><p><strong>Mummy:</strong> A mummy is an undead creature wrapped in divine bandages and urged to existence through prayer and ceremony. Mummies are bound to their tombs and are encountered in their vicinity.</p><p>The process required to create a mummy gives the creature powerful protections against physical damage.</p><p><em>Create Undead</em> spell.</p><p><strong>Skeleton:</strong> Humanoid skeletons are the animated remains of humanoid creatures. Their bodies are little more than bone and sinew held together by vile sorcery.</p><p><em>Animate Dead</em> spell.</p><p><strong>Spectre:</strong> Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge.</p><p>Spawned creatures are always utterly subservient to the creature that made them; upon their master's death, the spawn become full-fledged, full-powered members of their species.</p><p><strong>Spectre Spawn:</strong> Spectre Spawn (Energy Drain) power.</p><p><strong>Vampire:</strong> Formerly human, these foul creatures have become completely corrupted, lurking in a state between life and death, and requiring warm, fresh blood for sustenance.</p><p>Spawned creatures are always utterly subservient to the creature that made them; upon their master's death, the spawn become full-fledged, full-powered members of their species.</p><p><strong>Vampire Spawn:</strong> Vampire Spawn (Blood or Energy Drain) power.</p><p><strong>Wight:</strong> They were once human, but are now cursed to haunt the world, living in seclusion, for some foul act of greed.</p><p>Spawned creatures are always utterly subservient to the creature that made them; upon their master's death, the spawn become full-fledged, full-powered members of their species.</p><p><strong>Wight Spawn:</strong> Wight Spawn (Energy Drain) power.</p><p><strong>Wraith:</strong> Wraiths are powerful wights who have forged a more powerful bond with the negative material plane.</p><p>Spawned creatures are always utterly subservient to the creature that made them; upon their master's death, the spawn become full-fledged, full-powered members of their species.</p><p><strong>Wraith Spawn:</strong> Wraith Spawn (Energy Drain) power.</p><p><strong>Zombie:</strong> Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason.</p><p>At the Referee's option, those who die from Mummy Rot may rise within three days as zombies or even greater forms of undead, depending on the individual character and circumstances.</p><p><em>Animate Dead</em> spell.</p><p><strong>Undead:</strong> Spells such as Black Tentacles, Enervation, or even Inflict Light Wounds may draw on power from the Negative Energy plane that powers evil creatures and undead, and as such may not be granted by good deities.</p><p>At the Referee's option, those who die from Mummy Rot may rise within three days as zombies or even greater forms of undead, depending on the individual character and circumstances.</p><p><strong>Non-Intelligent Undead:</strong> ?</p><p><strong>Intelligent Undead:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Corporeal Undead:</strong> ?</p><p><strong>Ghoul:</strong> <em>Create Undead</em> spell.</p><p><strong>Ghast:</strong> <em>Create Undead</em> spell.</p><p></p><p>Level 5 Wizard, Level 3 Necromancer</p><p>Animate Dead: This spell raises from the dead 1d6 corpses per level of the caster above 8. These corpses function exactly as normal zombies or skeletons and follow the caster's commands. The spell is permanent until cancelled by the caster or the undead are destroyed.</p><p></p><p>Level 5 Necromancer</p><p>Create Undead: A much more potent spell than animate dead, this evil spell allows the creation of ghouls, ghasts and mummies. The type or types of undead the Necromancer can create is based on caster level: Casters of 8th level create ghouls, while casters of 9th level can create ghasts, and casters of 10th level can create mummies. The caster may create less powerful undead than her level would allow if she chooses. Created undead are not automatically under the control of their animator, and must be subdued using the Necromancer's Bane of the Dead ability. This spell must be cast at night.</p><p></p><p>Spawn: Those killed by this creature (usually by its level drain attack) raise as new creatures of the type that killed them within 2d10 hours, though all hit dice and powers are at half the effectiveness of the original creature. Spawned creatures are always utterly subservient to the creature that made them; upon their master's death, the spawn become full-fledged, full-powered members of their species.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/94115/Spellcraft--Swordplay-Basic-Game?affiliate_id=17596" target="_blank">Spellcraft & Swordplay Basic Game</a>[spoiler]</p><p><strong>Skeleton:</strong> Humanoid skeletons are the animated remains of humanoid creatures. Their bodies are little more than bone and sinew held together by vile sorcery.</p><p><strong>Spectre:</strong> Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge.</p><p>Spawned creatures are always utterly subservient to the creature that made them; upon their master's death, the spawn become full-fledged, full-powered members of their species.</p><p><strong>Spectre Spawn:</strong> ?</p><p><strong>Wight:</strong> They were once human, but are now cursed to haunt the world, living in seclusion, for some foul act of greed.</p><p>Spawned creatures are always utterly subservient to the creature that made them; upon their master's death, the spawn become full-fledged, full-powered members of their species.</p><p><strong>Wight Spawn:</strong> Wight Spawn power.</p><p><strong>Vampire:</strong> ?</p><p><strong>Wraith:</strong> Wraiths are powerful wights who have forged a more powerful bond with the negative material plane.</p><p>Spawned creatures are always utterly subservient to the creature that made them; upon their master's death, the spawn become full-fledged, full-powered members of their species.</p><p><strong>Wraith Spawn:</strong> Wraith Spawn (Energy Drain) power.</p><p><strong>Zombie:</strong> Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason.</p><p><strong>Undead:</strong> ?</p><p><strong>Non-Intelligent Undead:</strong> ?</p><p><strong>Intelligent Undead:</strong> ?</p><p></p><p>Spawn: Those killed by this creature (usually by its level drain attack) raise as new creatures of the type that killed them within 2d10 hours, though all hit dice and powers are at half the effectiveness of the original creature. Spawned creatures are always utterly subservient to the creature that made them; upon their master's death, the spawn become full-fledged, full-powered members of their species.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/120746/Spellcraft--Swordplay-Eldritch-Witchery?affiliate_id=17596" target="_blank">Spellcraft & Swordplay: Eldritch Witchery</a>[spoiler]</p><p><strong>Vampire:</strong> ?</p><p><strong>Banshee, Bean Shi:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Strigoi:</strong> The much feared strigoi is an undead form of a particularly evil Witch. They are most common among the Witches of the Gypsy traditions. The ways to become a strigoi are varied, but it is believed to be part of a curse.</p><p>A type of Witch known as a strigoaică or a strigoi viu is a type of living strigoi. They appear as a normal human Witch with red hair and blue eyes. They are immune to the attacks of other undead, but will become a strigoi on their own deaths.</p><p><strong>Wraith:</strong> ?</p><p><strong>Zombie:</strong> Cauldron of the Dead magic item.</p><p><strong>Skeleton:</strong> Cauldron of the Dead magic item.</p><p><strong>Undead:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</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.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/94106/Spellcraft--Swordplay-Monstrous-Mayhem?affiliate_id=17596" target="_blank">Spellcraft & Swordplay: Monstrous Mayhem</a>[spoiler]</p><p><strong>Ghast:</strong> ?</p><p><strong>Ghast Spawn:</strong> Ghast Spawn power.</p><p><strong>Ghoul:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Wight Spawn:</strong> Wight Spawn power.[/spoiler]</p><p>[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>Survive This!![spoiler]</p><p></p><p>Survive This!! Cumulative[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Alexander Craft:</strong> See Spirit, Alexander Craft.</p><p><strong>Ancient Vampire:</strong> See Vampire Ancient.</p><p><strong>Beast Vampiric:</strong> See Vampiric Beast.</p><p><strong>Beast Zombie:</strong> See Zombie Beast.</p><p><strong>Blood Spirit Vampire:</strong> See Vampire Sangiest, Blood Spirit Vampire.</p><p><strong>Child Lost:</strong> See Vampire The Lost Child.</p><p><strong>Classic Vampire:</strong> See Vampire Classic.</p><p><strong>Craft Alexander:</strong> See Spirit, Alexander Craft.</p><p><strong>Dr. Znuff:</strong> See Ghost Haunt, Dr. Znuff.</p><p><strong>Easter Zombie:</strong> See Zombie Easter.</p><p><strong>Easter Zombunny:</strong> See Zombunny, Peter the Easter Zombunny.</p><p><strong>Ghost:</strong> Ghosts are the souls of creatures that have died but have unresolved issues on Earth and are tethered here until those issues are resolved. Most ghosts manifest as simple spirits with little or no effect in this world. While others become something more powerful, with a greater effect on this world. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games)</p><p>They have a great amount of guilt for doing something and want to fix it. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games)</p><p>They died before a loved one and wish to protect them. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games)</p><p>They died violently at the hands of someone and wish for revenge. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games)</p><p>They died suddenly in a traumatic way. Their ghost is lost or confused. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games)</p><p>They are searching for a lost lover. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games)</p><p>They are searching for their child. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games)</p><p>They are anchored to a certain location that means something to them. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games)</p><p>They are extremely angry about dying and refuse to leave. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games)</p><p>They are generally afraid of what awaits in the Great Beyond and refuse to leave. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games)</p><p>They are afraid of what awaits in the Great Beyond, because they think they are going to Hell. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games)</p><p>They cheated someone and want to make it square. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games)</p><p>They were severely cheated and want to get revenge. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games)</p><p>They commit suicide after being severely bullied and are seeking revenge. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games)</p><p>They died violently in a disaster or wreck and are stuck in a state of anger. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games)</p><p>They have some important information they need to give to someone before they go. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games)</p><p>They died unfulfilled and need to do, or achieve, something before they go. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games)</p><p>They died with a heart full of jealousy or envy and need to resolve the issue. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games)</p><p>They wish to say goodbye to a specific person. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games)</p><p>They love chaos and wish to cause as much of it as they can before they go. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games)</p><p>They do not know they are a ghost. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games)</p><p><strong>Ghost Haunt:</strong> They are usually the remnant of an angry or vengeful soul. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games)</p><p><strong>Ghost Haunt, Dr. Znuff:</strong> Dr. Z’Nuff was a good doctor and was framed for heinous crimes by a corrupt government official that was close to the mayor in 1966. Dr. Z’Nuff did commit suicide on the beach in 1966. His Haunt roams the northern section of Blue Island. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games)</p><p><strong>Ghost Orb:</strong> Ghost Orbs are the souls of animals or people that died in nature (drowning, quicksand, tree fall, etc.). (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games)</p><p><strong>Ghost Phantom:</strong> ?</p><p><strong>Ghost Poltergeist:</strong> They are often vengeful or angry spirits that haunt people for a specific reason. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games)</p><p><strong>Ghost Simple:</strong> ?</p><p><strong>Ghost Specter:</strong> ?</p><p><strong>Haunt:</strong> See Ghost Haunt.</p><p><strong>Keeper Thrall:</strong> See Vampire Thrall Keeper.</p><p><strong>Kristopher Masterson:</strong> See Vampire Type One, Lord Kristopher Masterson.</p><p><strong>Lesser Vampire:</strong> See Vampire Lesser, Wampyre</p><p><strong>Lich:</strong> Powerful occultists sometimes want to live forever, even if ‘live’ is a loosely defined term for those who pursue the path to becoming a powerful undead creature. An occultist intentionally pursues the path to becoming a lich, and it is a long, arduous, and irreversible path, ending with the occultist becoming ‘blessed’ with eternal undeath. There are rumors that some of these creatures gained this state accidentally as the result of magical research gone horribly wrong. (DARK PLACES & DEMOGORGONS - Survive This!! - Core Rule Book OSR RPG)</p><p><strong>Lord Kristopher Masterson:</strong> See Vampire Type One, Lord Kristopher Masterson.</p><p><strong>Lost Child:</strong> See Vampire The Lost Child.</p><p><strong>Masterson, Kristopher:</strong> See Vampire Type One, Lord Kristopher Masterson.</p><p><strong>Neighbor New:</strong> See Vampire The New Neighbor.</p><p><strong>New Neighbor:</strong> See Vampire The New Neighbor.</p><p><strong>Nosferatu:</strong> See Vampire Nosferatu.</p><p><strong>Orb:</strong> See Ghost Orb.</p><p><strong>Peter the Easter Zombunny:</strong> See Zombunny, Peter the Easter Zombunny.</p><p><strong>Phantom:</strong> See Ghost Phantom.</p><p><strong>Poltergeist:</strong> See Ghost Poltergeist.</p><p><strong>Sangiest:</strong> See Vampire Sangiest, Blood Spirit Vampire.</p><p><strong>Simple Ghost:</strong> See Ghost Simple.</p><p><strong>Simple Undead:</strong> See Undead Simple.</p><p><strong>Skeleton:</strong> The animated bones of the dead, imbued with a soulless semblance of life by the actions and spells of some dark and twisted master, who now controls their remains. (DARK PLACES & DEMOGORGONS - Survive This!! - Core Rule Book OSR RPG)</p><p>Skeletons are animated bones of the dead and are usually under the control of some evil master. (SURVIVE THIS!! Fantasy - Core Rules)</p><p><strong>Specter:</strong> See Ghost Specter.</p><p><strong>Spirit, Alexander Craft:</strong> Recently the surprisingly well-preserved journal of a 19th century soldier has been discovered. Within it is an as of yet, unplayed battle hymn. Local musicians decide to learn the music and play it at the annual Independence Day celebration. (DARK PLACES & DEMOGORGONS - Holiday Special - FREE pdf)</p><p>Playing the tune causes the spirit of the composer, Alexander Craft, to materialize. (DARK PLACES & DEMOGORGONS - Holiday Special - FREE pdf)</p><p><strong>The Easter Zombunny:</strong> See Zombunny, Peter the Easter Zombunny.</p><p><strong>The Lost Child:</strong> See Vampire The Lost Child.</p><p><strong>The New Neighbor:</strong> See Vampire The New Neighbor.</p><p><strong>The Zombunny:</strong> See Zombunny, Peter the Easter Zombunny.</p><p><strong>Thrall Keeper:</strong> See Vampire Thrall Keeper.</p><p><strong>Type One Vampire:</strong> See Vampire Type One, Lord Kristopher Masterson.</p><p><strong>Undead Simple:</strong> ?</p><p><strong>Undead Unintelligent:</strong> ?</p><p><strong>Unintelligent Undead:</strong> See Undead Unintelligent.</p><p><strong>Vampire:</strong> ?</p><p><strong>Vampire Ancient:</strong> ?</p><p><strong>Vampire Blood Spirit:</strong> See Vampire Sangiest, Blood Spirit Vampire.</p><p><strong>Vampire Classic:</strong> ?</p><p><strong>Vampire Lesser, Wampyre:</strong> The bite of a vampire drains two levels of experience from the victim. Those reduced to 0 levels in this manner become wampyre (lesser vampires) under the control of the creator vampire. (DARK PLACES & DEMOGORGONS - Survive This!! - Core Rule Book OSR RPG)</p><p>The bite of a vampire drains two levels of experience from the victim. Those reduced to 0 levels in this manner become wampyre (lesser vampires) under the control of the creator vampire. (Vampire Sourcebook - DARK PLACES & DEMOGORGONS & other OSR games)</p><p><strong>Vampire Nosferatu:</strong> ?</p><p><strong>Vampire Sangiest, Blood Spirit Vampire:</strong> ?</p><p><strong>Vampire Spirit Blood:</strong> See Vampire Sangiest, Blood Spirit Vampire.</p><p><strong>Vampire The Lost Child:</strong> The Lost Children do not infect those who they bite, they pass on their unique strain of Vampirism by getting an unsuspecting victim to drink their blood, which is often disguised as red wine. (Vampire Sourcebook - DARK PLACES & DEMOGORGONS & other OSR games)</p><p><strong>Vampire The New Neighbor:</strong> ?</p><p><strong>Vampire Thrall Keeper:</strong> ?</p><p><strong>Vampire Type One, Lord Kristopher Masterson:</strong> ?</p><p><strong>Vampiric Beast:</strong> This template can be added to animals, monsters or humans. (DARK PLACES & DEMOGORGONS - The Cryptid Manual - An OSR Bestiary)</p><p><strong>Wampyre:</strong> See Vampire Lesser, Wampyre.</p><p><strong>Wight:</strong> Any human killed or completely drained of levels (1 level per hit unless a successful Saving Throw is made) by a Wight becomes a Wight. </p><p>Wraith drain 1 level of experience with a touch to a victim (no saving throw allowed). Victims reduced to 0 levels or lower by the attacks of a wraith become Wights under the control of the wraith that created them. (DARK PLACES & DEMOGORGONS - Survive This!! - Core Rule Book OSR RPG)</p><p><strong>Wraith:</strong> Powerful, older wights. (DARK PLACES & DEMOGORGONS - Survive This!! - Core Rule Book OSR RPG)</p><p><strong>Znuff:</strong> See Ghost Haunt, Dr. Znuff.</p><p><strong>Zombie:</strong> Anyone bit by the zombunny has a chance to become a zombie themselves. If the bunny bites a living creature, they must make a Critical saving throw. If they fail, they will lose 1d6 HP a day until they die. Three days later they will rise as a zombie. (DARK PLACES & DEMOGORGONS - Holiday Special - FREE pdf)</p><p>Anyone bit by an Easter Zombie must make a Critical saving throw. If they fail, they will lose 1d6 HP a day until they die. Three days later they will rise as a zombie. (DARK PLACES & DEMOGORGONS - Holiday Special - FREE pdf)</p><p>Zombies are animated corpses that shamble around, look for flesh to devour. (SURVIVE THIS!! Fantasy - Core Rules)</p><p>If [a zombie's] bite or claws deal damage, the target must make a Poison save or they will become infected. If infected, they are at -2 to all attack & skill rolls, lose ½ their Move (rounded up) and lose 1 HP an hour until magically or psychically healed or until they make another Poison save attempt. They may try another Poison save every 3 hours. If they die while infected, they will become a zombie. (SURVIVE THIS!! Fantasy - Core Rules)</p><p><em>Animate Corpse</em> spell. (SURVIVE THIS!! Fantasy - Core Rules)</p><p><strong>Zombie Beast:</strong> This template can be added to animals, monsters or humans. These unfortunate beings have died and have come back as flesh eating zombies. (DARK PLACES & DEMOGORGONS - The Cryptid Manual - An OSR Bestiary)</p><p>If the zombie's bite or claws deal damage, the target must make a Poison save or they will become infected. If infected, they are at -2 to all attack & skill rolls, lose ½ their Move (rounded up) and lose 1 HP an hour until magically or psychically healed or until they make another Poison save attempt. They may try another Poison save every 3 hours. If they die while infected, they will become a zombie. (DARK PLACES & DEMOGORGONS - The Cryptid Manual - An OSR Bestiary)</p><p><strong>Zombie Easter:</strong> ?</p><p><strong>Zombunny, Peter the Easter Zombunny:</strong> Recently a bout of rabbit flu has claimed the favorite of the eldest son, Liam. Having an interest in the occult, the boy has a small collection of books he picked up from Ethel’s a few other shops and yard sales. Using a ritual in one he manages to bring the rabbit, Peter, back. (DARK PLACES & DEMOGORGONS - Holiday Special - FREE pdf)</p><p>[/spoiler]</p><p></p><p>Survive This!! Books[spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/218573/DARK-PLACES--DEMOGORGONS--Survive-This--Core-Rule-Book-OSR-RPG?affiliate_id=17596" target="_blank">DARK PLACES & DEMOGORGONS - Survive This!! - Core Rule Book OSR RPG</a>[spoiler]</p><p><strong>Lich:</strong> Powerful occultists sometimes want to live forever, even if ‘live’ is a loosely defined term for those who pursue the path to becoming a powerful undead creature. An occultist intentionally pursues the path to becoming a lich, and it is a long, arduous, and irreversible path, ending with the occultist becoming ‘blessed’ with eternal undeath. There are rumors that some of these creatures gained this state accidentally as the result of magical research gone horribly wrong. </p><p><strong>Skeleton:</strong> The animated bones of the dead, imbued with a soulless semblance of life by the actions and spells of some dark and twisted master, who now controls their remains. </p><p><strong>Vampire:</strong> ?</p><p><strong>Wampyre, Lesser Vampire:</strong> The bite of a vampire drains two levels of experience from the victim. Those reduced to 0 levels in this manner become wampyre (lesser vampires) under the control of the creator vampire. </p><p><strong>Wight:</strong> Any human killed or completely drained of levels (1 level per hit unless a successful Saving Throw is made) by a Wight becomes a Wight. </p><p>Wraith drain 1 level of experience with a touch to a victim (no saving throw allowed). Victims reduced to 0 levels or lower by the attacks of a wraith become Wights under the control of the wraith that created them. <strong>Wraith:</strong> Powerful, older wights.</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/260633/DARK-PLACES--DEMOGORGONS--Holiday-Special--FREE-pdf?affiliate_id=17596" target="_blank">DARK PLACES & DEMOGORGONS - Holiday Special - FREE pdf</a>[spoiler]</p><p><strong>Peter the Easter Zombunny:</strong> Recently a bout of rabbit flu has claimed the favorite of the eldest son, Liam. Having an interest in the occult, the boy has a small collection of books he picked up from Ethel’s a few other shops and yard sales. Using a ritual in one he manages to bring the rabbit, Peter, back.</p><p><strong>Zombie:</strong> Anyone bit by the zombunny has a chance to become a zombie themselves. If the bunny bites a living creature, they must make a Critical saving throw. If they fail, they will lose 1d6 HP a day until they die. Three days later they will rise as a zombie.</p><p>Anyone bit by an Easter Zombie must make a Critical saving throw. If they fail, they will lose 1d6 HP a day until they die. Three days later they will rise as a zombie.</p><p><strong>Easter Zombie:</strong> ?</p><p><strong>Spirit of Alexander Craft:</strong> Recently the surprisingly well-preserved journal of a 19th century soldier has been discovered. Within it is an as of yet, unplayed battle hymn. Local musicians decide to learn the music and play it at the annual Independence Day celebration.</p><p>Playing the tune causes the spirit of the composer, Alexander Craft, to materialize.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/260965/DARK-PLACES--DEMOGORGONS--The-Cryptid-Manual--An-OSR-Bestiary?affiliate_id=17596" target="_blank">DARK PLACES & DEMOGORGONS - The Cryptid Manual - An OSR Bestiary</a>[spoiler]</p><p><strong>Vampiric Beast:</strong> This template can be added to animals, monsters or humans.</p><p><strong>Zombie Beast:</strong> This template can be added to animals, monsters or humans. These unfortunate beings have died and have come back as flesh eating zombies.</p><p>If the zombie's bite or claws deal damage, the target must make a Poison save or they will become infected. If infected, they are at -2 to all attack & skill rolls, lose ½ their Move (rounded up) and lose 1 HP an hour until magically or psychically healed or until they make another Poison save attempt. They may try another Poison save every 3 hours. If they die while infected, they will become a zombie.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/253131/DARK-PLACES--DEMOGORGONS--The-Ghost-Hunters-Handbook--and-use-w-other-OSR-games?affiliate_id=17596" target="_blank">DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games</a>[spoiler]</p><p><strong>Ghost:</strong> Ghosts are the souls of creatures that have died but have unresolved issues on Earth and are tethered here until those issues are resolved. Most ghosts manifest as simple spirits with little or no effect in this world. While others become something more powerful, with a greater effect on this world.</p><p>They have a great amount of guilt for doing something and want to fix it.</p><p>They died before a loved one and wish to protect them.</p><p>They died violently at the hands of someone and wish for revenge.</p><p>They died suddenly in a traumatic way. Their ghost is lost or confused.</p><p>They are searching for a lost lover.</p><p>They are searching for their child.</p><p>They are anchored to a certain location that means something to them.</p><p>They are extremely angry about dying and refuse to leave.</p><p>They are generally afraid of what awaits in the Great Beyond and refuse to leave.</p><p>They are afraid of what awaits in the Great Beyond, because they think they are going to Hell.</p><p>They cheated someone and want to make it square.</p><p>They were severely cheated and want to get revenge.</p><p>They commit suicide after being severely bullied and are seeking revenge.</p><p>They died violently in a disaster or wreck and are stuck in a state of anger.</p><p>They have some important information they need to give to someone before they go.</p><p>They died unfulfilled and need to do, or achieve, something before they go.</p><p>They died with a heart full of jealousy or envy and need to resolve the issue.</p><p>They wish to say goodbye to a specific person.</p><p>They love chaos and wish to cause as much of it as they can before they go.</p><p>They do not know they are a ghost.</p><p><strong>Ghost Simple:</strong> ?</p><p><strong>Poltergeist:</strong> They are often vengeful or angry spirits that haunt people for a specific reason.</p><p><strong>Haunt:</strong> They are usually the remnant of an angry or vengeful soul.</p><p><strong>Phantom:</strong> ?</p><p><strong>Orb:</strong> Ghost Orbs are the souls of animals or people that died in nature (drowning, quicksand, tree fall, etc.).</p><p><strong>Specter:</strong> ?</p><p><strong>Dr. Znuff, Haunt:</strong> Dr. Z’Nuff was a good doctor and was framed for heinous crimes by a corrupt government official that was close to the mayor in 1966. Dr. Z’Nuff did commit suicide on the beach in 1966. His Haunt roams the northern section of Blue Island.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/324488/SURVIVE-THIS-Fantasy--Core-Rules?affiliate_id=17596" target="_blank">SURVIVE THIS!! Fantasy - Core Rules</a>[spoiler]</p><p><strong>Skeleton:</strong> Skeletons are animated bones of the dead and are usually under the control of some evil master.</p><p><strong>Zombie:</strong> Zombies are animated corpses that shamble around, look for flesh to devour.</p><p>If [a zombie's] bite or claws deal damage, the target must make a Poison save or they will become infected. If infected, they are at -2 to all attack & skill rolls, lose ½ their Move (rounded up) and lose 1 HP an hour until magically or psychically healed or until they make another Poison save attempt. They may try another Poison save every 3 hours. If they die while infected, they will become a zombie.</p><p><em>Animate Corpse</em> spell.</p><p><strong>Ghost:</strong> ?</p><p><strong>Unintelligent Undead:</strong> ?</p><p><strong>Simple Undead:</strong> ?</p><p><strong>Undead:</strong> ?</p><p></p><p>Animate Corpse (EVIL)</p><p>Duration: Instant Range: Touch</p><p>Apply the Zombie template to a dead person or animal. If you are not Evil, gain 1 Madness. You can control 1 Zombie per each other level (1 minimum) & the starting HP of the Zombies controlled cannot exceed your starting HP. Necromancers ignore these control amounts.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/228137/Vampire-Sourcebook--DARK-PLACES--DEMOGORGONS--other-OSR-games?affiliate_id=17596" target="_blank">Vampire Sourcebook - DARK PLACES & DEMOGORGONS & other OSR games</a>[spoiler]</p><p><strong>Vampire:</strong> ?</p><p><strong>Classic Vampire:</strong> ?</p><p><strong>Wampyre, Lesser Vampire:</strong> The bite of a vampire drains two levels of experience from the victim. Those reduced to 0 levels in this manner become wampyre (lesser vampires) under the control of the creator vampire. </p><p><strong>Lord Kristopher Masterson, Type One Vampire:</strong> ?</p><p><strong>Ancient Vampire:</strong> ?</p><p><strong>The New Neighbor:</strong> ?</p><p><strong>The Lost Child:</strong> The Lost Children do not infect those who they bite, they pass on their unique strain of Vampirism by getting an unsuspecting victim to drink their blood, which is often disguised as red wine. </p><p><strong>Nosferatu:</strong> ?</p><p><strong>Sangiest, Blood Spirit Vampire:</strong> ?</p><p><strong>Thrall Keeper:</strong> ?[/spoiler]</p><p>[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>Swords & Wizardry[spoiler]</p><p></p><p>Swords & Wizardry Cumulative[spoiler]</p><p><strong>Undead:</strong> The City of Ashes true masters are the members of the Cult of Orcus, who haunt the vicinity at night, digging up corpses for sale or use in foul rites, or performing their own dark rituals. As a result of these activities, the dead in the City of Ashes do not rest easy, and often rise from their graves as undead. (Bard's Gate (S&W))</p><p>The cultists’ most notable act was a fearsome ritual called the March of Bones, in which hundreds of undead were raised from the cemetery and sent to wander the countryside. (Bard's Gate (S&W))</p><p>The restless dead, corpses that are animated by malevolent spirits or foul magics. (Battle Axes & Beasties)</p><p>These creatures are non-living corpses animated by their psyche, somehow still lingering with the corpse. More rarely they are simply a disembodied lost psyche roaming our world. (Chthonic Codex)</p><p>School of Necromancy Level 5 - Drink of Immortality - it’s a deadly poison brewed from the brewer’s blood and unwholesome ingredients like human bone meal, ground polycerate goat horn, amethyst and 2 random results from the Pharmacopeia Rare IngredientsTable. The first time the drinker dies, they will become a undead after 1d6 rounds. When drunk, immediately SAVE OR DIE. And become an undead in 1d6 rounds, ofcourse, because the Drink stillworks. (Chthonic Codex)</p><p>School of Necromancy Level 8 - Drink of Eternal Power - it’s an even deadlier poison brewed from mana-tar, seven caster pineal glands, a bucket of honey and 6 random results from the Pharmacopeia Rare Ingredients Table. When drunk, immediately SAVE OR DIE. If the caster survives, the first time they die, they will return as an undead after 1d6 rounds. The ordeal will confer them a power from the Savant Necropowers Table: the player can pick any power lower than 1d6 + caster level. The potion immediately kills any drinker except the brewer, NO SAVE. (Chthonic Codex)</p><p>Undead are either the dead bodies of people that have been reanimated by evil sorcerers and cultists to serve them as bodyguard or, tormented souls that due to the way they died have been unable to leave the earthly realm. (Crimson Blades 2: Dark Fantasy RPG d20 Version)</p><p>With the Gods departed from Zarth there is no clear passage to the afterlife, so many people return from the grave as grisly animated rotting corpses. (Crypts & Things Remastered)</p><p>Evil Priest powers that require blood soaked rituals to invoke include raising the undead</p><p>The Tower of Bone’s lower levels broke through into the dwarven city, and the tower’s ability to create unique varieties of undead caused the city to become besieged from its own catacombs. (Cults of the Sundered Kingdoms (S&W)) </p><p>The Tower of Bone was crafted by the hand of Orcus himself as both a mobile fortress from which to wage his ceaseless war in the Abyss and also as a factory to churn out an endless supply of undead legions. (Cults of the Sundered Kingdoms (S&W)) </p><p>The Kingdom of Arcady’s human subjects never died. Instead, they retreated into a great necropolis, where they were mummified and transformed into a variety of undead monsters. (Quests of Doom 4: A Little Knowledge (S&W))</p><p>The Khemitites, the library’s builders, were obsessed with the afterlife. Those unwilling to pass onto the next world were sometimes transformed into undead monstrosities. Mummification was also a common practice, and it was not uncommon for the dead to arise from their coffins and terrorize the living. (Quests of Doom 4: A Little Knowledge (S&W))</p><p>When the Ebon Contagion swept across the Cairn Lands, not even the Kivulis could stem the tide of soulless evil that followed. The sacred burial grounds guarded by the Kivulis for generations became corrupted, and the cairns themselves cracked open as the hallowed dead within clawed their way to the surface as undead horrors. (Rantz's Fair Multitude)</p><p>An appearance of the Black Monastery also carries curses for the local countryside. In an area of 20 miles around the monastery there is usually an outbreak of magical diseases announcing the return of the Black Brotherhood. Cases of fevers that cause the dead to rise as undead occur among local people without any known source of infection. (The Black Monastery (S&W))</p><p>Many years ago, a wicked cleric named Asgaroth came to this area to build a shrine to himself and his god. He gathered about him a cluster of undead and began the construction of his temple. Unfortunately, while searching for a powerful evil relic, he was slain by a paladin named Van-Doren, and thus his shrine remained incomplete. (The Lost City of Barakus (S&W))</p><p>The undead, however, remained. Asgaroth had succeeded in infusing so much evil into the place that the undead he placed here to guard it remained, ever vigilant. Over the years, other undead, primarily ghouls and ghasts, have been attracted to this place for its evil aura. What’s more, all creatures slain anywhere in these caves eventually rise as an undead creatures themselves. (The Lost City of Barakus (S&W))</p><p>Locals tell tales of a Deadlord that visited the island many years ago, and raised the deceased from their graves. The pirates fought back, destroying the Deadlord and his creations. For years after, anyone buried in the defiled earth rose again the following night. These undead would leave Piratetown alone, and walk into the sea, heading northeast, presumably towards Deadford in the Midderlands. (The Midderlands Expanded)</p><p>The people of Agraphar believe that when you die, you either reincarnate if your soul has not yet advanced enough to ascend, or you are taken to one of two places. If you have led a good and virtuous life, you are ascended; valkyries of the heavens descend, and you are taken to the cosmic landscape of the Beyond, where the gods dwell, and you are cast in to the role of soldier in the never ending war between the light and chaos. Most often, a man who has proven himself a virtuous or determined soul who is a master of his craft is believed to ascend as such to the heavens. If, however, you are a vile and wicked person, and you revel in misery, then you are most likely cast down, dragged by the shadow demons of the underworld to the underworld below even the subterranean realms of Agraphar, where you are shaped in to one of the nameless demons of the horde of chaos, turned in to an undead being, or worse. A few wicked souls go willingly, and they are often promoted, it is said, to sadistic roles as archdemons and lords of undeath. Some people lose their way, or are so tangled with the affairs of their living self that they come back as ghosts and spirits to haunt the land; some demonic beings have powers so vile that they can cause this to happen to otherwise good souls, severing the celestial cords that bind the soul to the heavens of the afterlife. (The Rising Dark: An Introduction to Agraphar)</p><p>Lord of the undead, Maligaunt is an enigmatic being who is said to have been the first mortal of Agraphar to master the existence of undeath. (The Rising Dark: An Introduction to Agraphar)</p><p>In folklore, almost all undead creatures arise from some sort of break in the normal life cycle as that culture defines the life cycle (and that’s not always the same in all cultures). Some ceremony wasn’t performed – often burial or last rites, or some action taken by the undead person during his life represented a breach of the natural order of things. (Tome of Adventure Design)</p><p>Table 2-64: Basic Types of Undead Creatures (Tome of Adventure Design)</p><p>Die Roll</p><p>Undead Type</p><p>01-04</p><p>Corporeal, genius, non-reproductive</p><p>05-08</p><p>Corporeal, genius, reproduces through prey</p><p>09-12</p><p>Corporeal, non-intelligent, non-reproductive</p><p>13-16</p><p>Corporeal, non-intelligent, reproduces through prey</p><p>17-20</p><p>Corporeal, semi-intelligent, non-reproductive</p><p>21-24</p><p>Corporeal, semi-intelligent, reproduces through prey</p><p>25-28</p><p>Incorporeal, genius, non-reproductive</p><p>29-32</p><p>Incorporeal, genius, reproduces through prey</p><p>33-36</p><p>Incorporeal, non-intelligent, non-reproductive</p><p>37-40</p><p>Incorporeal, non-intelligent, reproduces through prey</p><p>41-44</p><p>Incorporeal, semi-intelligent, non-reproductive</p><p>45-48</p><p>Incorporeal, semi-intelligent, reproduces through prey</p><p>49-52</p><p>Non-human corporeal, intelligent, non-reproductive</p><p>53-56</p><p>Non-human, corporeal, intelligent, contagious Undeath</p><p>57-60</p><p>Non-human, corporeal, non-intelligent, contagious Undeath</p><p>61-64</p><p>Non-human, corporeal, non-intelligent, non-reproductive</p><p>65-68</p><p>Non-human, corporeal, semi-intelligent, contagious Undeath</p><p>69-72</p><p>Non-human, corporeal, semi-intelligent, non-reproductive</p><p>73-76</p><p>Non-human, incorporeal, intelligent, contagious Undeath</p><p>77-80</p><p>Semi-corporeal, genius, non-reproductive</p><p>81-84</p><p>Semi-corporeal, genius, reproduces through prey</p><p>85-88</p><p>Semi-corporeal, non-intelligent, non-reproductive</p><p>89-92</p><p>Semi-corporeal, non-intelligent, reproduces through prey</p><p>93-96</p><p>Semi-corporeal, semi-intelligent, non-reproductive</p><p>97-00</p><p>Semi-corporeal, semi-intelligent, reproduces through prey</p><p>Table 2-65: Causes of Intelligent Undeath</p><p>Die Roll</p><p>Cause of Intelligent Undeath</p><p>01-10</p><p>Cursed by enemy</p><p>11-20</p><p>Cursed by gods</p><p>21-30</p><p>Disease such as vampirism</p><p>31-40</p><p>Prepared by others for Undeath, at or before death (unwillingly)</p><p>41-50</p><p>Prepared by others for Undeath, at or before death (willingly)</p><p>51-60</p><p>Prepared self for Undeath, during life</p><p>61-70</p><p>Rejected from underworld for some reason</p><p>71-80</p><p>Returned partially by actions of others</p><p>81-90</p><p>Returned to gain vengeance for own killing</p><p>91-00</p><p>Returned to guard location or item important to self during life</p><p>Table 2-66: Preparations for Intelligent Undeath (Tome of Adventure Design)</p><p>Note that some of these preparations might be voluntary on the part of the person being prepared for intelligent Undeath. Other preparations described on this table would be the activity of someone else, with or without the consent of the person being prepared. (Tome of Adventure Design)</p><p>Die Roll</p><p>Preparation</p><p>01-10</p><p>Actions are taken to ensure that a god will curse the soul with intelligent undeath</p><p>11-20</p><p>Corpse/body is preserved/prepared in such a way that the soul (or life force) cannot depart</p><p>21-30</p><p>Living body parts incorporated into corpse keep it “alive”</p><p>31-40</p><p>New soul brought into dead body</p><p>41-50</p><p>Pact with gods/powers of afterlife to reject soul</p><p>51-60</p><p>Physical preparation raises body with echo of former intelligence</p><p>61-70</p><p>Physical preparation raises body with full former intelligence</p><p>71-80</p><p>Ritual binds soul to a place</p><p>81-90</p><p>Soul captured by ritual, kept in the wrong plane of existence</p><p>91-00</p><p>Soul captured in item to prevent completion of the death cycle</p><p>Table 2-67: Breaks in the Life Cycle (Tome of Adventure Design)</p><p>As mentioned above, most Undeath traditionally results from a break in the natural order of the victim’s life cycle. Looking through the following wide assortment of such “breaks” may give you some good ideas for specific details about your undead creature. (Tome of Adventure Design)</p><p>Die Roll</p><p>Nature of the Break (d100)</p><p>01</p><p>Deliberately cursed at death by others for actions during lifetime</p><p>02</p><p>Died after committing crime: Arson</p><p>03</p><p>Died after committing crime: Assault</p><p>04</p><p>Died after committing crime: Bankruptcy</p><p>05</p><p>Died after committing crime: Battery</p><p>06</p><p>Died after committing crime: Begging</p><p>07</p><p>Died after committing crime: Blackmail</p><p>08</p><p>Died after committing crime: Blasphemy</p><p>09</p><p>Died after committing crime: Breach of contract</p><p>10</p><p>Died after committing crime: Breach of financial duty</p><p>11</p><p>Died after committing crime: Breaking and entering</p><p>12</p><p>Died after committing crime: Bribery</p><p>13</p><p>Died after committing crime: Burglary</p><p>14</p><p>Died after committing crime: Cattle theft or rustling</p><p>15</p><p>Died after committing crime: Consorting with demons</p><p>16</p><p>Died after committing crime: Counterfeiting</p><p>17</p><p>Died after committing crime: Cowardice or desertion</p><p>18</p><p>Died after committing crime: Demonic possession</p><p>19</p><p>Died after committing crime: Desecration</p><p>20</p><p>Died after committing crime: Disrespect to clergy</p><p>21</p><p>Died after committing crime: Disrespect to nobility</p><p>22</p><p>Died after committing crime: Drug possession</p><p>23</p><p>Died after committing crime: Drug smuggling</p><p>24</p><p>Died after committing crime: Drunkenness</p><p>25</p><p>Died after committing crime: Embezzlement</p><p>26</p><p>Died after committing crime: Escaped slave</p><p>27</p><p>Died after committing crime: Extortion</p><p>28</p><p>Died after committing crime: False imprisonment</p><p>29</p><p>Died after committing crime: Fleeing crime scene</p><p>30</p><p>Died after committing crime: Forgery</p><p>31</p><p>Died after committing crime: Forsaking an oath</p><p>32</p><p>Died after committing crime: Gambling</p><p>33</p><p>Died after committing crime: Grave robbery</p><p>34</p><p>Died after committing crime: Harboring a criminal</p><p>35</p><p>Died after committing crime: Harboring a slave</p><p>36</p><p>Died after committing crime: Heresy</p><p>37</p><p>Died after committing crime: Horse theft</p><p>38</p><p>Died after committing crime: Incest</p><p>39</p><p>Died after committing crime: Inciting to riot</p><p>40</p><p>Died after committing crime: Insanity</p><p>41</p><p>Died after committing crime: Kidnapping</p><p>42</p><p>Died after committing crime: Lewdness, private</p><p>43</p><p>Died after committing crime: Lewdness, public</p><p>44</p><p>Died after committing crime: Libel</p><p>45</p><p>Died after committing crime: Manslaughter</p><p>46</p><p>Died after committing crime: Misuse of public funds</p><p>47</p><p>Died after committing crime: Murder</p><p>48</p><p>Died after committing crime: Mutiny</p><p>49</p><p>Died after committing crime: Necromancy</p><p>50</p><p>Died after committing crime: Participating in forbidden meeting</p><p>51</p><p>Died after committing crime: Perjury</p><p>52</p><p>Died after committing crime: Pickpocket</p><p>53</p><p>Died after committing crime: Piracy</p><p>54</p><p>Died after committing crime: Poisoning</p><p>55</p><p>Died after committing crime: Possession of forbidden weapon</p><p>56</p><p>Died after committing crime: Prison escape</p><p>57</p><p>Died after committing crime: Prostitution</p><p>58</p><p>Died after committing crime: Public recklessness</p><p>59</p><p>Died after committing crime: Racketeering</p><p>60</p><p>Died after committing crime: Rape</p><p>61</p><p>Died after committing crime: Receiving stolen goods (fencing)</p><p>62</p><p>Died after committing crime: Robbery</p><p>63</p><p>Died after committing crime: Sabotage</p><p>64</p><p>Died after committing crime: Sale of shoddy goods</p><p>65</p><p>Died after committing crime: Sedition</p><p>66</p><p>Died after committing crime: Slander</p><p>67</p><p>Died after committing crime: Smuggling</p><p>68</p><p>Died after committing crime: Soliciting</p><p>69</p><p>Died after committing crime: Swindling</p><p>70</p><p>Died after committing crime: Theft</p><p>71</p><p>Died after committing crime: Treason</p><p>72</p><p>Died after committing crime: Trespass</p><p>73</p><p>Died after committing crime: Using false measures</p><p>74</p><p>Died after committing crime: Witchcraft</p><p>75</p><p>Died after violating taboo: dietary</p><p>76</p><p>Died after violating taboo: loyalty</p><p>77</p><p>Died after violating taboo: marriage</p><p>78</p><p>Died after violating taboo: sexual</p><p>Die Roll</p><p>Nature of the Break (d100)</p><p>79</p><p>Died as a glutton</p><p>80</p><p>Died as a miser</p><p>81</p><p>Died as coward</p><p>82</p><p>Died deliberately</p><p>83</p><p>Died unloved and unmourned</p><p>84</p><p>Died while a slave</p><p>85</p><p>Died while owning slaves</p><p>86</p><p>Died without children</p><p>87</p><p>Died without dying (I don’t know, but it sounds good)</p><p>88</p><p>Died without fulfilling contract</p><p>89</p><p>Died without fulfilling oath</p><p>90</p><p>Died without honor (marriage or parenthood)</p><p>91</p><p>Died without honor (traitor)</p><p>92</p><p>Died without manhood/womanhood rites</p><p>93</p><p>Died without marrying</p><p>94</p><p>Died without proper preparations for death</p><p>95</p><p>Died without properly honoring ancestors</p><p>96</p><p>Died without tribal initiation</p><p>97</p><p>Eaten after death</p><p>98</p><p>Not buried/burned</p><p>99</p><p>Not given proper death ceremonies</p><p>100</p><p>Not given proper preparations for afterlife</p><p>Table 2-68: Manner of Death (Tome of Adventure Design)</p><p>The manner in which an undead creature might have died can give rise to good ideas about the nature of the creature’s abilities, appearance, and motivations (if it is an intelligent form of undead). (Tome of Adventure Design)</p><p>Die Roll</p><p>Manner of Death</p><p>01</p><p>Burned in fire</p><p>02</p><p>Burned in lava</p><p>03</p><p>Cooked and eaten</p><p>04</p><p>Crushed</p><p>05</p><p>Defeated in dishonorable combat</p><p>06</p><p>Defeated in honorable combat</p><p>07</p><p>Died during a storm</p><p>08</p><p>Died during harvest time</p><p>09</p><p>Died during peacetime</p><p>10</p><p>Died in a swamp</p><p>11</p><p>Died in particular ancient ruins</p><p>12</p><p>Died in the hills</p><p>13</p><p>Died in the mountains</p><p>14</p><p>Died near particular type of flower</p><p>15</p><p>Died near particular type of tree</p><p>16</p><p>Died of disease</p><p>17</p><p>Died of fright</p><p>18</p><p>Died of natural causes</p><p>19</p><p>Died of thirst</p><p>20</p><p>Died while carrying particular weapon</p><p>Die Roll</p><p>Manner of Death</p><p>21</p><p>Died while carrying stolen goods</p><p>22</p><p>Died while wearing particular garment</p><p>23</p><p>Died while wearing particular piece of jewelry</p><p>24</p><p>Drowned</p><p>25</p><p>Executed by asphyxiation</p><p>26</p><p>Executed by cold</p><p>27</p><p>Executed by drowning</p><p>28</p><p>Executed by exposure to elements</p><p>29</p><p>Executed by fire</p><p>30</p><p>Executed by hanging</p><p>31</p><p>Executed by live burial</p><p>32</p><p>Executed by starvation</p><p>33</p><p>Executed by strangulation</p><p>34</p><p>Executed by thirst</p><p>35</p><p>Executed despite having been pardoned</p><p>36</p><p>Fell from great height</p><p>37</p><p>Frozen/hypothermia</p><p>38</p><p>Heart failure</p><p>39</p><p>In the saddle</p><p>40</p><p>Killed by a creature that injects eggs</p><p>41</p><p>Killed by a deception</p><p>42</p><p>Killed by a jealous spouse</p><p>43</p><p>Killed by a jester</p><p>44</p><p>Killed by a lover</p><p>45</p><p>Killed by a lynch mob</p><p>46</p><p>Killed by a traitor</p><p>47</p><p>Killed by a trap</p><p>48</p><p>Killed by accident</p><p>49</p><p>Killed by ancient curse</p><p>50</p><p>Killed by birds</p><p>51</p><p>Killed by blood poisoning</p><p>52</p><p>Killed by demon</p><p>53</p><p>Killed by dogs/jackals</p><p>54</p><p>Killed by gluttony</p><p>55</p><p>Killed by insect(s)</p><p>56</p><p>Killed by inter-dimensional creature</p><p>57</p><p>Killed by magic</p><p>58</p><p>Killed by magic weapon</p><p>59</p><p>Killed by metal</p><p>60</p><p>Killed by mistake</p><p>61</p><p>Killed by own child</p><p>62</p><p>Killed by own parent</p><p>63</p><p>Killed by particular type of person</p><p>64</p><p>Killed by poisonous fungus</p><p>65</p><p>Killed by poisonous plant</p><p>66</p><p>Killed by pride</p><p>67</p><p>Killed by priest</p><p>68</p><p>Killed by relative</p><p>69</p><p>Killed by soldiers during battle</p><p>70</p><p>Killed by some particular monster</p><p>71</p><p>Killed by strange aliens</p><p>Die Roll</p><p>Manner of Death</p><p>72</p><p>Killed by undead</p><p>73</p><p>Killed by wine or drunkenness</p><p>74</p><p>Killed by wooden object</p><p>75</p><p>Killed for a particular reason</p><p>76</p><p>Killed in a castle</p><p>77</p><p>Killed in a particular place</p><p>78</p><p>Killed in a tavern</p><p>79</p><p>Killed in particular ritual</p><p>80</p><p>Killed in tournament or joust</p><p>81</p><p>Killed near a particular thing</p><p>82</p><p>Killed on particular day of year</p><p>83</p><p>Killed under a particular zodiacal sign (i.e., a particular month or time)</p><p>84</p><p>Killed under moonlight</p><p>85</p><p>Killed underground</p><p>86</p><p>Killed while exploring</p><p>87</p><p>Killed while fishing</p><p>88</p><p>Killed while fleeing</p><p>89</p><p>Killed while hunting</p><p>90</p><p>Killed while leading others badly</p><p>91</p><p>Killed while leading others well</p><p>92</p><p>Murdered</p><p>93</p><p>Sacrificed to a demon</p><p>94</p><p>Sacrificed to a god</p><p>95</p><p>Sacrificed to ancient horror</p><p>96</p><p>Starved to death</p><p>97</p><p>Strangled</p><p>98</p><p>Struck by lightning</p><p>99</p><p>Struck down by gods</p><p>100</p><p>Tortured to death</p><p>Dexterity Loss. The attack drains one or more points of dexterity from the victim. The attacker may or may not gain a benefit from the drain (additional hit points, to-hit bonuses, etc) depending upon whether it seems to fit well with the concept. If the victim reaches a dexterity of 0, one of several things might happen: the victim might die and become a creature similar to the attacker (this is common with undead, but a bit weird when dexterity is the attribute score being drained). One explanation for death at 0 dexterity is that the body’s internal systems (circulatory, etc) are no longer working in time with each other. (Tome of Adventure Design)</p><p>Orcus is the Prince of the Undead, and it is said that he alone created the first undead that walked the worlds. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p>When not warring against rival demon princes, Orcus likes to travel the planes, particularly the Material Plane. Should a foolish spellcaster open a gate and speak his name, he is more than likely going to hear the call and step through to the Material Plane. What happens to the spellcaster that called him usually depends on the reason for the summons and the power of the spellcaster. Extremely powerful spellcasters are usually slain after a while and turned into undead soldiers or generals in his armies. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p>Four days ago, a lone trapper carried home a number of fur bearing critters, including a hoar fox that, he later discovered, was not yet dead. When the creature awoke in the cabin, it unleashed multiple cones of frost, icing the door shut and covering much of the interior with frost. The trapper was killed, and for the last three days has served as the hoar fox’s only sustenance. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p>Besides the half-eaten body of the trapper (could it rise as an undead due to its shocking death?) the cabin contains a store of foodstuffs. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p>While the mummified body of the priest is not animated, desecrating the corpse may anger the spirit and grant unlife to the body. (Tome of Horrors 4)</p><p>Whatever dies in these ruins rises back up as undead guardians. The ruins are populated with undead versions of the previous residents and local wandering monsters. The transformation might be instant, or maybe the next night or maybe once the corpse is fully decayed. Are these undead bound the ruins? Or can they follow the adventurers? (Knockspell #3)</p><p><em>Back from the Graves</em> spell. (Chthonic Codex)</p><p><em>Gift of Immortality</em> spell. (Chthonic Codex)</p><p><em>Grand Celebration of the Chthonic Gods</em> spell. (Chthonic Codex)</p><p><em>Great Gift of Immortality</em> spell. (Chthonic Codex)</p><p><em>Interrupted Rest</em> spell. (Chthonic Codex)</p><p><em>Lost Company</em> spell. (Chthonic Codex)</p><p><em>Raise Greater Undead</em> spell. (The Little Book of Adventuring Classes Vol. 1)</p><p><em>Zombify</em> spell. (Chthonic Codex)</p><p>Nehkra Legion of the Dead Deadmagic power. (White Box Tome - Arioth I )</p><p><strong>Aaphia:</strong> See Crypt Thing, Aaphia.</p><p><strong>Abbot Cyngamon:</strong> See Wight, Abbot Cyngamon.</p><p><strong>Acolyte of Althuank Frozen:</strong> See Frozen Acolyte of Althuank.</p><p><strong>Adrimiret:</strong> See Lich, Adrimiret.</p><p><strong>Aerim:</strong> See Bloodwraith, Duke Aerim the Bloodwraith.</p><p><strong>Agamemnon:</strong> See Vampire-Wizard, Agamemnon.</p><p><strong>Agnoysius:</strong> See Knight Gaunt, Sir Agnoysius.</p><p><strong>Akhjila Harn:</strong> See Demi-Lich, Akhjila Harn.</p><p><strong>Akruel's Former General, Gunnvor:</strong> See Skeletal Giant Fire, Akruel's Former General, Gunnvor.</p><p><strong>Akruel's General Former, Gunnvor:</strong> See Skeletal Giant Fire, Akruel's Former General, Gunnvor.</p><p><strong>Alcadritch Vampire:</strong> See Vampire Alcadritch.</p><p><strong>Alecia:</strong> See Vampire, Alecia.</p><p><strong>Allip:</strong> The allip’s touch does not deal damage, but causes the victim to lose 1d4 points of wisdom. If a victim’s wisdom falls to 0, it dies and will become an allip within 2d6 days. (Swords and Wizardry Monster Book)</p><p>The allip’s touch does not deal damage, but causes the victim to lose 1d4 points of wisdom. If a victim’s wisdom falls to 0, it dies and will become an allip within 2d6 days. (Monstrosities)</p><p>The allip’s touch does not deal damage, but causes the victim to lose 1d4 points of wisdom. If a victim’s wisdom falls to 0, it dies and will become an allip within 2d6 days. (Rappan Athuk - Swords and Wizardry)</p><p><strong>Allip, Joy Montez:</strong> After witnessing the carnage around them, Joy Montez and her sister Lily decided it would be better to take their own lives than face a gruesome demise. The act caused their souls to linger in this place as 2 allips. (Quests of Doom 4: Fishers of Men (S&W))</p><p><strong>Allip, Lilly Montez:</strong> After witnessing the carnage around them, Joy Montez and her sister Lily decided it would be better to take their own lives than face a gruesome demise. The act caused their souls to linger in this place as 2 allips. (Quests of Doom 4: Fishers of Men (S&W))</p><p><strong>Alu:</strong> See Lich, Alu.</p><p><strong>Alumaxis:</strong> See Gaunt Knight, Alumaxis.</p><p><strong>Amurru:</strong> ?</p><p><strong>Ancient Egyptian Mummified Vampire:</strong> See Vampire Mummified Egyptian Ancient.</p><p><strong>Ancient Egyptian Vampire Mummified:</strong> See Vampire Mummified Egyptian Ancient.</p><p><strong>Animal Shadow:</strong> See Shadow Animal.</p><p><strong>Animated Claws in Chains:</strong> ?</p><p><strong>Annebeth Gloriana:</strong> See Vampire, Annebeth Gloriana.</p><p><strong>Ant Giant Exoskeleton:</strong> See Exoskeleton Giant Ant.</p><p><strong>Ao-Nyobo:</strong> See Ghoul Ao-Nyobo, Blue Wife.</p><p><strong>Ape Mummy:</strong> See Mummy Ape.</p><p><strong>Apparition:</strong> Apparitions are undead spirits of creatures that died as the result of an accident. The twist of fate that ended their life prematurely has driven them totally and completely to the side of evil. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p>When the palace was abandoned, the prisoners were left here. In a few days, they were themselves forced into cannibalism to eke out one more day. This pleased Althunak, and he “blessed” them with undeath and eternal hunger. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p>Less than a quarter mile into the pass, the characters come upon the decayed bodies of 3 skraeling warriors and 12 women and children. They appear to have been left to the elements for some time, and are little more than bones covered in places with flesh cracking with dry rot. Strangely, they appear to have been left unmolested by scavengers; their bodies remain whole and their equipment remains with them. Examining the corpses can discern no cause of death. They were actually killed by a release of gas from the lake after a landslide over a year ago. Since the gas that killed them was carbon dioxide, it did not leave any residue to be detected as poison. The skraelings superstitiously avoid the corpses — they do not know the cause but these are not the first they have found over the years — and local scavengers tend to avoid the pass as well out of instinct. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p>The arrival of Half-Face in the valley has disturbed the peace of these skraelings, and the warriors have arisen as 3 apparitions (The Northlands Saga Complete Swords and Wizardry Edition)</p><p>Apparitions are undead spirits of creatures that died as the result of an accident. The twist of fate that ended their life prematurely has driven them totally and completely to the side of evil. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p>On that day twenty years ago, how could the old mage know he was sitting down to his last meal? It had been a common enough day, filled with researches into the recesses of the labyrinthine halls of the dungeon and little real success - always more questions than answers. He and his small retinue of apprentices had sat down around the old stone table in the room they called the “Grand Tomb”. The table was made of marble, with a sculpture worked into the top depicting a gaunt man in full armor, hands clasped around a two-handed axe that extended all the way down to his pointed feet. An oddity to be sure, for the mage was quite sure it was not a repurposed sarcophagus lid - maybe a trophy memorializing a fallen foe? There they sat, the hired man bringing in a platter of boiled mushrooms they had discovered in a reeking cavern, a mismatched collection of found goblets and tankards holding souring wine, hard tack and salt pork spread out before them on the table. So involved were they with the feast and a good natured exploration into the meaning of the holes that dotted the floor of the Grand Tomb, they didn’t notice the hiss of gas making its way through those holes, or the silent sliding of stone doors into place blocking their escape. And so, they died, coughing and hacking. And now, as soon as the party finds a way through that stone slab, the brave adventurer will discover the final fate of that mage and his apprentices, now 1d3+1 apparitions, still collected around the weird table wondering what it all means. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p><strong>Aquatic Ghoul:</strong> See Ghoul Lacedon, Aquatic Ghoul.</p><p><strong>Aracor:</strong> See Vampire, Aracor, King-Chieftain of the Island of War.</p><p><strong>Arch-Lich, Slavish:</strong> See Lich Arch-Lich, Sorcerer-Lich 18, Slavish.</p><p><strong>Archer Skeleton:</strong> See Skeleton Archer.</p><p><strong>Armul Urthag:</strong> See Vampire Lord, Armul Urthag.</p><p><strong>Artillery Black Skeleton:</strong> See Skeleton Black Artillery.</p><p><strong>Arus Kezanlil:</strong> See Lich, Arus Kezanlil.</p><p><strong>Ash-Abti:</strong> Ash-abtis are undead creatures formed by their own cremated ashes, most often found in the tombs of Ancient Khemit. (Cyclopean Deeps Volume 2 Swords and Wizardry)</p><p>The dust of an ash-abti's disintegrated victim has a 5% chance to rise as an ash-abti (most ash-abtis are created by funerary processes rather than these wild ones created by a victim’s disintegration). </p><p><strong>Ashten Un Shorn:</strong> See Lich Shade, Ashten Un Shorn.</p><p><strong>Ashthrak:</strong> See Zombie Tower Bugbear Chieftain, Ashthrak.</p><p><strong>Asp Mummy:</strong> See Mummy Asp.</p><p><strong>Aswang:</strong> Inside the temple rests (well, not rests) the funeral party of the Princess Oleander, daughter of the once renowned and later infamous Pasha of Raspar. The princess and her albino court, swathed in funerary silks, were turned into 6 aswangs. The six are trapped within the temple by the Brothers of the Divine Wind, who left a holy air elemental (Lawful in alignment, smells of frankincense) outside the temple to harass would-be intruders. Among the six one can easily identify the Princess Oleander, who is dressed in her decayed finery of silk and silver net and wearing seven royal neck rings (worth 100 gp each). A silver katar that bears the ancient royal sigil is still plunged into her back. (Tome of Horrors 4)</p><p><strong>Auriferous:</strong> See Vampiric Dragon Gold, Auriferous.</p><p><strong>Auska:</strong> See Vampire-Mummy, Auska.</p><p><strong>Avernus:</strong> See Vampire, Avernus.</p><p><strong>Azraggad:</strong> See Vampire Cleric, Azraggad.</p><p><strong>Aztec Vampire:</strong> See Vampire Aztec.</p><p><strong>Azuki-Arai:</strong> ?</p><p><strong>Balcoth:</strong> See Wraith Wraith-Mage, Balcoth.</p><p><strong>Balcoth the Rune-Mage:</strong> See Wraith Magic-User 9, Balcoth the Rune-Mage.</p><p><strong>Banshee, Groaning Spirit:</strong> One particularly unusual thing about banshees is that they often associate with living faerie creatures of the less savory variety; they might even be an undead form of faerie. (Swords and Wizardry Complete Rulebook)</p><p>The groaning spirit is the malevolent spirit of a female elf that is found haunting swamps, fens, moors, and other desolate places. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p>The spirit once belonged to an elf, the victim of a murderous baker on the High Street. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p>Banshees are the undead fey. Indeed, there might be other types of undead faeries; but it is the wailing spirits that seem to represent the borderline between the most malignant of the fey and the cold magic of undeath. (Tome of Horrors 4)</p><p>An elven female slain by a banshee queen will rise as a banshee in 1d4 rounds. (Tome of Horrors 4)</p><p><strong>Banshee, Eladrian:</strong> ?</p><p><strong>Banshee, Elk-Running:</strong> Unfortunately, Elk-Running has been exposed to the powerful corruption of the Black Oak for many long years, and its effects have been held at bay only by the magic of the circle. If the characters are successful in breaking the circle’s enchantment, the years of dark magic it has contained suddenly floods in upon the Nûk woman, and she falls to the ground, writhing in pain as evil energy visibly devours her. Sores and wounds open on her body as the energy engulfs her. If quick-thinking characters immediately begin casting healing spells to protect Elk-Running, they can protect her from the negative effects of the tree’s corruption if they give her the equivalent of 20 hp of healing within 3 rounds. Otherwise, at the end of the third round she is fully consumed by the long-denied dark forces of the tree, leaving only her equipment and empty clothing behind. Worse than even this fate, Elk-Running rises in 1d6 rounds as a groaning spirit and pursues the characters for vengeance until destroyed. (The Northlands Series 4: Oath of the Predator (S&W))</p><p><strong>Banshee, Ellyllon:</strong> Ellyllon was an elf warrior who visited the monastery to learn the secrets of the world and to achieve his own inner peace. He instead found ancient words carved into the hollow bells. Reciting them turned him into a deadly banshee. (Monstrosities)</p><p><strong>Banshee, Yokim:</strong> The acolytes of Orcus entombed Yokim, the unwilling elven concubine of King Goov during life, alive—her crypt sealed and walled up so that she could not leave Goov after his undeath. As she starved to death, sealed in her coffin, Yokim transformed into a banshee. (Rappan Athuk - Swords and Wizardry)</p><p><strong>Banshee Queen:</strong> ?</p><p><strong>Banshee Queen, Iolne:</strong> ?</p><p><strong>Barrow King:</strong> ?</p><p><strong>Barrow Wight:</strong> See Wight Barrow.</p><p><strong>Bartholeus:</strong> See Shrunken Head of Bartholeus.</p><p><strong>Bartholomew Ragusovitch:</strong> See Red Jester, Bartholomew Ragusovitch.</p><p><strong>Barzon III:</strong> See Zombie Yellow Mould, Barzon III.</p><p><strong>Basil:</strong> See Ghost Strangling, Basil.</p><p><strong>Basilisk Zombie:</strong> See Zombie Basilisk.</p><p><strong>Battle-Duke Ormand:</strong> See Vampire, Battle-Duke Ormand.</p><p><strong>Baykok:</strong> Baykoks are flying corpses of hunters whose pursuit of game in the Northlands has tainted their souls to continue their passion long after death. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p><strong>Baymoral:</strong> See Shade Ethereal, Lady Baymoral.</p><p><strong>Bear Cave Skeleton:</strong> See Skeleton Bear Cave, Large Skeleton.</p><p><strong>Bear Shadow:</strong> See Shadow Bear.</p><p><strong>Bear-Shaped Shadow:</strong> See Spirit Grizzly, Bear-Shaped Shadow.</p><p><strong>Beetle Fire Zombie:</strong> See Zombie Fire Beetle.</p><p><strong>Beetle Ghost:</strong> See Ghost Beetle.</p><p><strong>Beetle Giant Exoskeleton:</strong> See Exoskeleton Giant Beetle.</p><p><strong>Beetle Giant Zombie:</strong> See Zombie Giant Beetle.</p><p><strong>Beetle Rhinoceros Zombie:</strong> See Zombie Rhinoceros Beetle.</p><p><strong>Beetlor Zombie:</strong> See Zombie Beetlor.</p><p><strong>Beggar Galley:</strong> See Galley Beggar.</p><p><strong>Behir Zombie:</strong> See Zombie Behir.</p><p><strong>Bell Witch Poltergeist:</strong> See Poltergeist Bell Witch.</p><p><strong>Beskevar:</strong> See Skull Flying Flaming, Flameskull, Beskevar.</p><p><strong>Bhuta:</strong> He is a victim sacrificed by drowning, and now serves the cult in undeath. (Cults of the Sundered Kingdoms (S&W))</p><p>Whenever suitable sacrifices are found, rituals are held in the main nave of the chapel for the purpose of creating new undead guardians (the bhutas, see below). (Cults of the Sundered Kingdoms (S&W))</p><p>The undead known as bhutas are not formally a part of the cult, but are a byproduct of its worship and sacrifices. Whenever a living sacrifice is drowned in the well, there is a 20% chance that the sacrifice is brought back as a bhuta. (Cults of the Sundered Kingdoms (S&W))</p><p>When a person is murdered, the spirit sometimes clings to the Material Plane, refusing to accept its mortal death. This spirit, called a bhuta, possesses its original body and seeks out those responsible for its murder. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p>It was twelve years ago, twelve dark years, that the countess ended a night of debauchery by toppling into an open well. Her husband, a knightly rake known mostly for his womanizing and misfortune at the card table, immediately had the well sealed and a small memorial in her honor built nearby and then took the throne and coronet and began his rule as “the wastrel count”. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p>It was a neat piece of work by the count, for his ex-wife’s corpse, now risen as a bhuta, is physically incapable of getting through the seal. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p>Obelisk of Chaos artifact. (Cults of the Sundered Kingdoms (S&W))</p><p><strong>Bhuta, William the Mad Crawdad:</strong> The pool filled with pike also contains the earthly remains of the scuttled rowboat’s only occupant, William the Mad Crawdad — a notorious saboteur, sailor and murderer on the run from distant Endhome. Confident he shook his dogged pursuers, the fugitive blissfully set sail for the shores of the Dragonmarsh Lowlands only to come face to face with a greater horror than a hangman’s noose. The scoundrel ran afoul of the disgusting sea hags, but even their revolting appearance and dread curse could not overcome his evil. He swam toward the wharf and climbed onto dry land, where he outran his enemies straight into Quattu’s waiting tentacles. The aberration and its allies finally meted out justice to William, but even death could not suppress his despicable spirit. The lifelong mariner longed to be buried at sea, a fate the chuul-ttaen foolishly denied him. Instead, the despicable William’s spirit rose from the grave as a bhuta. (Quests of Doom 4: Fishers of Men (S&W))</p><p><strong>Bigh, Felicity:</strong> See Vampire, Felicity Bigh.</p><p><strong>Bill Nockt Nog:</strong> Consecrated beneath the upper shrine is the secret crypt of Bil Nockt Nog; a devout follower of Bowbe in life, his remains were granted burial beneath the dolman in death. (Bard's Gate (S&W))</p><p>The corpse remains inanimate unless his treasures are disturbed, at which point he springs to life, attacking with the sword, and summoning the spirit grizzly to join him in combat. (Bard's Gate (S&W))</p><p><strong>Biting Skull, Father Damien:</strong> ?</p><p><strong>Biting Skull, Father Donatello:</strong> ?</p><p><strong>Biting Skull, Father William:</strong> ?</p><p><strong>Biting Skull, High Priest Paulus:</strong> ?</p><p><strong>Biting Skull, Saint Carlos:</strong> ?</p><p><strong>Biting Skull, Saint Matilda:</strong> ?</p><p><strong>Biting Skull, Sister Mary Catherine:</strong> ?</p><p><strong>Black Dragon Zombie:</strong> See Zombie Dragon Black.</p><p><strong>Black King Lucas:</strong> See Vampire Lord, Black King Lucas.</p><p><strong>Black Monastery:</strong> See The Black Monastery.</p><p><strong>Black Skeleton:</strong> See Skeleton Black.</p><p><strong>Black Tongue Victim:</strong> People who consume the egg of a cipactli are doomed to become black tongue victims. The abominable process generally takes a day or so to manifest, but when it does it takes over quickly, turning the victim into a brute that can withstand the toughest hits. (TG2 Tongues of the Screaming Toad (SnW))</p><p>Natan experimented with the cipactli eggs on native slaves before unleashing them on Kraden’s Hill, and the 5 black tongue victims here were the first successful creations. They quickly fell to worshipping the statue of Ibholtheg the wizard brought here to study, a curious practice that Natan was studying to understand the effects of the black tongue better. (TG2 Tongues of the Screaming Toad (SnW))</p><p><strong>Black Tongue Victim, Lambert Glover:</strong> You’re just about to order another round of that spicy viper fruit drink when a gurgled choke catches your attention at the door. Night has fallen completely on Kraden’s Hill, and in from the darkness staggers a man clawing at his throat. He leans heavily on the wall, gasping and muttering for a moment, as the rest of the Thirsty Serpent patrons turn to see. “Lambert?” one man asks in a concerned voice as the man – Lambert apparently – lets loose a choked cry and falls to the floor. He retches and black vomit hits the dirty floor with a sickening splash. (TG2 Tongues of the Screaming Toad (SnW))</p><p>Lambert Glover is currently suffering from the end of the second phase of the black tongue of Ibholtheg. People around him back up after the black vomit hits the floor and Lambert begins to mutter incoherent words – “ozalko,” z’dyrr’kuu,” and “yongulluu,” followed by a drawn out “Ibholtheg.” (TG2 Tongues of the Screaming Toad (SnW))</p><p>The characters can try to push through to get to him but by the time they arrive the curse has taken full effect. Lambert Glover stands up suddenly, now fully a black tongue victim, his elongated tongue pitch black and hanging out of his mouth. (TG2 Tongues of the Screaming Toad (SnW))</p><p><strong>Blacklocke, Vallis:</strong> See Shade, Vallis Blacklocke.</p><p><strong>Bleeding Horror:</strong> If reduced to 0 hit points as a result of feeding the Axe of Blood, the wielder becomes a bleeding horror. (The Lost Lands: Stoneheart Valley Swords and Wizardry Edition)</p><p>Created by the axe of blood, these foul undead creatures drip with the blood they were so willing to sacrifice to the hungry blade. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p><strong>Bleeding Horror Dwarf Fighter 10, Dargeleth:</strong> This cave is the home of Dargeleth—once a famed dwarf warrior, now an undead servant of the axe of blood. He came to these caves through the tunnel to the Under Realms at Area 15. He skirted the temple at 4 by heading past Area 1 and to the large cave at 21. There he fought a group of frog-priests. He was sorely pressed and fed the axe one final time—leading to his death and his current fate. (The Lost Lands: Stoneheart Valley Swords and Wizardry Edition)</p><p><strong>Blood Eagle:</strong> A form of torture and execution known as the blood-eagle was long ago outlawed in the Northlands, according to legend at the time when the ancestors of the modern Northlanders first arrived in the Vale. The act was considered too barbarous and devoid of honor and mind’s-worth to be tolerated within Northlander culture, and when discovered its practice resulted in the execution by burning of the offender to completely remove such a twisted and darkened soul from further corrupting Northlander society. Nevertheless, there continue to exist a few individuals depraved or wicked enough to conduct this practice, and the combined animus of the Northlander conscience sometimes causes the victims to return to horrid unlife in outrage over the injustice done them. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p>The act of the blood-eagle involves forcing the victim facedown on the ground or a sacrificial altar. The victim’s back is then opened with a blade to expose the ribcage beneath. The ribs are broken where they connect to the spinal column and the sides of the ribcage then opened in opposite directions out from the back to simulate bloodstained wings. The victim’s lungs were then likewise pulled out through these gaping wounds in his back. Sometimes the wounds were salted to add a further level of cruelty, but it normally didn’t matter as the victim had usually long-since expired from blood loss, shock, or suffocation. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p>Execution in this manner was considered a coward’s death that consigned the victim to the shadowy realm of Hel rather than the warriors’ halls of Valhalla. As a result, when it is performed upon a Northlander there is a 10% chance that the victim’s troubled soul reanimates the corpse as a blood eagle 1d4 rounds later. A risen blood eagle usually seeks vengeance upon its executioner, but in these times after the practice was forbidden, the ceremony is usually not performed in the name of justice but by a necromancer or one with similar powers specifically in order to raise the blood eagle and gain command of it. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p><strong>Blood Pope:</strong> ?</p><p><strong>Blood Wight:</strong> See Wight Blood.</p><p><strong>Bloodied Cleric:</strong> See The Bloodied Cleric, Erera Liliwan.</p><p><strong>Bloodless:</strong> See Vampire, Bloodless Folk, Bloodless.</p><p><strong>Bloodless Folk:</strong> See Vampire, Bloodless Folk, Bloodless.</p><p><strong>Bloodwraith, Duke Aerim the Bloodwraith:</strong> ?</p><p><strong>Bloody Bones:</strong> Their true origins are unknown, but they are believed to be the undead remains of those who desecrate evil temples and are punished by the gods for their wrongdoings. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p><strong>Bloody Bones, Emissary of Mirkeer:</strong> ?</p><p><strong>Bloody Dire Tiger Skeletal:</strong> See Skeletal Tiger Dire Bloody.</p><p><strong>Bloody Dire Tiger Skeletal Ferocious:</strong> See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount.</p><p><strong>Bloody Skeletal Dire Tiger:</strong> See Skeletal Tiger Dire Bloody.</p><p><strong>Bloody Skeletal Dire Tiger Ferocious:</strong> See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount.</p><p><strong>Bloody Skeletal Tiger Dire:</strong> See Skeletal Tiger Dire Bloody.</p><p><strong>Bloody Skeletal Tiger Dire Ferocious:</strong> See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount.</p><p><strong>Bloody Tiger Dire Skeletal:</strong> See Skeletal Tiger Dire Bloody.</p><p><strong>Bloody Tiger Dire Skeletal Ferocious:</strong> See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount.</p><p><strong>Bloody-Handed Horror of Seagestreland:</strong> See Wraith Unique, The Wight of Sven Oakenfist, the Jarl of the Seas, the Ravager of the Cymu Islands, Terror of Gatland, Estenfird, Hordaland, and the Vale, Slayer of a Thousand Men, He Who Broke the Back of Kathisizk the Great Serpent of the Sea, Reaver of the Dnipir River, The Bloody-Handed Horror of Seagestreland.</p><p><strong>Blue Wife:</strong> See Ghoul Ao-Nyobo, Blue Wife.</p><p><strong>Bodak:</strong> ?</p><p><strong>Bodak Priest:</strong> ?</p><p><strong>Bodere Unquiet:</strong> See Unquiet Bodere.</p><p><strong>Bodyguard Undead:</strong> See Undead Bodyguard.</p><p><strong>Bog Hag:</strong> In ages past when the Andøvan ruled the region, those ancients would sacrifice to their gods by throwing bound captives into deep kettle ponds and letting them drown. Thus, the bog lands of the Northlands are often the home to bog mummies and, worse, the dreaded bog hag. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p>Bog hags are wretched creatures, their hair and skin, as well as their clothes, corrupted by their own hatred as well as centuries in a stagnant pond. Their bodies have withered, except where the waters have grotesquely swollen them, and their skin is stretched taut or hangs in loose folds. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p>These former sacrificial victims have come to hate all life, for to become a bog hag one must have been sacrificed unwillingly. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p><strong>Bog Horse:</strong> A bog horse is the animated corpse of an animal sacrificed by the Andøvan to their gods in ages past by being cast into a bog and allowed to slowly sink to its watery death. Most such beasts become rotting corpses in short time, eventually dissolving entirely in the fetid pools. Those that end up in bogs that create a bog hag find themselves brought back from death into a state of undeath, summoned from their stagnant graves to carry their bog hag mistresses across the dry world. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p><strong>Bog Hound:</strong> Much like the bog hag and bog horse, bog hounds were sacrificed by the ancient Andøvans by drowning them in fetid pools of water. The Andøvans seemed to either not know what undead horrors they were producing, or they simply didn’t care, for some of their victims rose from the dead with hearts full of vengeance. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p>Even small dogs sacrificed in this way swelled with evil and corruption, so that all bog hounds are the size of a war dog. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p><strong>Bog Mummy:</strong> See Mummy Bog.</p><p><strong>Bogeyman:</strong> ?</p><p><strong>Bone Cobbler:</strong> The sculptor of idols was never as reverent as his customers. His last object d’art was an idol of the love goddess for a shrine located out in the sticks. His progress on this particular sculpture had been hampered by the presence of his model, a peasant girl of very pleasing face and figure. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p>Alas, a fortnight ago the maiden’s paramour got wind of her new position and, with two boon companions struck, bashing the sculptor’s head in and making a terrible mess of his workshop. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p>By the next night, one of the murderers had disappeared, his hovel turned into a bloody mess. The others followed, but the disappearances did not end with the trio of killers. In all, twenty villagers have gone missing. After the first five disappeared, the stripped bones of the others began to crop up, often jumbled and put together into bizarre shapes. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p><strong>Bone Delver:</strong> Bone delvers were graverobbers who died whilst performing their nefarious tasks. (Tome of Horrors 4)</p><p>The lanterns bone delvers perpetually carry are formerly mundane hooded lanterns that were infused with negative energy in the same way as their unliving bearers. (Tome of Horrors 4)</p><p><strong>Bone Dragon, Kallinstraids:</strong> See Vampiric Dragon Red, Bone Dragon, Undead Dragon, Kallinstraids.</p><p><strong>Bone Spider:</strong> Bone Spiders are malign spirits who form their bodies from the bones of the dead and who haunt the ancient barrows, tombs, bone pits and crypts of the world growing and gaining power as they add more bones (fresh and ancient) to their form. (The Cartographer's Guide to the Creatures of Eira)</p><p><strong>Bone Swarm:</strong> Composed of tiny bits of bone culled from the remnants of fallen undead monsters as well as Azraggad’s past victims. (Rappan Athuk Expansions 2 - Swords and Wizardry)</p><p>A bone swarm is created when multiple animated skeletons are destroyed more or less simultaneously, either through a single powerful area attack or by simply being smashed to pieces. The bones of the skeletons are scattered and smashed, but the necromantic magic that animated them lingers on, pulling the bones back together in a mass of clattering fragments. (Tome of Horrors 4)</p><p><strong>Bone Warrior:</strong> ?</p><p><strong>Bones Bloody:</strong> See Bloody Bones.</p><p><strong>Bones Exploding:</strong> See Exploding Bones.</p><p><strong>Bones-Of-The-Sea-Evermore:</strong> See Narwight, Bones-Of-The-Sea-Evermore.</p><p><strong>Bottom Ron:</strong> See Ghost, Ron Bottom.</p><p><strong>Brain-Eating Zombie:</strong> See Zombie Brain-Eating.</p><p><strong>Branwyr:</strong> See Zombie Tower Dwarf, Branwyr, Protector of Durandel.</p><p><strong>Brine Zombie:</strong> See Zombie Brine.</p><p><strong>Brutus:</strong> See Ghoul, Doctor Brutus.</p><p><strong>Brykolakas:</strong> The illusion of its movement is caused by 3 brykolakas, rotting humanoid corpses with sunken eyes and bluish-gray skin that are animated by a ravenous diseased fury to prey upon the living. (The Northlands Series 3: The Drowned Maiden (S&W))</p><p><strong>Brykolakes:</strong> Hengrid was heedless of the danger when she arrived here during a storm and drove her ship straight into the beach, causing its beam to snap and many of her crewman to be thrown overboard to drown in the lashing seas. These dead crewman now exist under the waves as 8 brykolakases. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p><strong>Bugbear Chieftain Zombie Tower, Ashthrak:</strong> See Zombie Tower Bugbear Chieftain, Ashthrak.</p><p><strong>Bugbear Zombie Tower:</strong> See Zombie Tower Bugbear.</p><p><strong>Bulette Undead:</strong> See Undead Bulette.</p><p><strong>Burning Ghat:</strong> The burning ghat is a rare form of undead created in areas of unusually high negative energy when a living creature is put to death by fire for a crime it did not commit. Utterly twisted and maddened by its fate, a burning ghat is a fearsome creature, consumed with a hatred for the living and seeking to end life wherever it finds it. (Tome of Horrors 4)</p><p>A burning ghat is terrorizing a town in a pleasant, green valley where he was burned at the stake. The ghat was a chaos cultist masquerading as a goodly vicar in the town. Within his temple, he sacrificed animals and people (usually drunks) in the name of the demon king Llorok. The priest still wears his charred vestments, his silver unholy symbol melted onto his chest. (Tome of Horrors 4)</p><p><strong>Burning Skeleton:</strong> See Skeleton Burning.</p><p><strong>Butler Ghast:</strong> See Ghoul Ghast Butler.</p><p><strong>Buoy Zombie:</strong> See Zombie Buoy, Zombie-Buoy.</p><p><strong>Bvalin the Ageless:</strong> See Ghost, Bvalin the Ageless.</p><p><strong>Cadaver:</strong> A creature slain by a cadaver lord awakens in 1d4 rounds as a cadaver. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p>He’s been traveling from town to town for a month now collecting the dead. He has no intention of burying the dead he collects, however. Instead, he takes the corpses outside town and dumps them in secluded spots where they won’t be found. His callousness has caused many of the unburied corpses left in his wake to rise as cadavers focused on finding the false undertaker. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p><strong>Cadaver Lord:</strong> ?</p><p><strong>Candle Corpse:</strong> See Corpse Candle.</p><p><strong>Captain Draug:</strong> See Draug Captain.</p><p><strong>Captain Killbessa:</strong> See Mummy of the Deep, Captain Killbessa.</p><p><strong>Captain Luther:</strong> See Graveknight Dwarf, Patrol Captain Luther.</p><p><strong>Captain Montfort Deville:</strong> See Lich, Captain Montfort Deville.</p><p><strong>Captain Shadow:</strong> See Shadow Captain.</p><p><strong>Captain Temple Guard Ghastly:</strong> See Ghastly Temple Guard Captain.</p><p><strong>Carapace Crab Giant Undead:</strong> See Undead Giant Crab Carapace.</p><p><strong>Carapace Giant Crab Undead:</strong> See Undead Giant Crab Carapace.</p><p><strong>Carlos:</strong> See Biting Skull, Saint Carlos.</p><p><strong>Cat Feral Undead:</strong> See Undead Cat Feral.</p><p><strong>Cat Ghoul:</strong> See Ghoul Cat.</p><p><strong>Catspar, Malliw:</strong> See Ghost, Malliw Catspar.</p><p><strong>Cave Bear Skeleton:</strong> See Skeleton Bear Cave, Large Skeleton.</p><p><strong>Cedrick Junde:</strong> See Soul Knight, Cedrick Junde.</p><p><strong>Chained:</strong> See The Chained.</p><p><strong>Champion Black Skeleton:</strong> See Skeleton Black Champion.</p><p><strong>Champion Skeleton Black:</strong> See Skeleton Black Champion.</p><p><strong>Charcharodon Zombie:</strong> See Zombie Charcharodon.</p><p><strong>Child Skull:</strong> See Skull Child.</p><p><strong>Child Spirit:</strong> See Spirit Child.</p><p><strong>Child Zombie:</strong> See Zombie Child.</p><p><strong>Choir Haunted:</strong> See Haunted Choir.</p><p><strong>Cimota:</strong> These undead creatures are the images of evil still imprinted on the place, acting out the roles and deeds of the long-dead monks. (The Black Monastery (S&W))</p><p>Cimota are the physical manifestations of evil thoughts and actions. They manifest in the Prime Material as cloaked figures. Their existence is always tied to a specific area or artifact that is imbued with ancient and highly malevolent evil. A cimota is able to manifest itself anywhere within an accursed locale that has given it life, or within 300 feet of an evil artifact to which it is attached. (The Black Monastery (S&W))</p><p>Cimota are bound to repeat the evil thoughts and actions that created them. When they manifest they will endlessly repeat the deeds that spawned them. So, for instance, a group of cimota may haunt a ruined temple, re-enacting evil rituals. Cimota may guard an unholy site such as a city, forest or building. They will fight to the death to defend these places. Cimota who are bound to an artifact may act out the intentions of that artifact. (The Black Monastery (S&W))</p><p>These undead creatures are the images of evil still imprinted on the place, acting out the roles and deeds of the long-dead monks. The acts of human sacrifice and other evil deeds associated with the oracle stone are what have given the cimota power within the Black Monastery. They are echoes and reflections of the Black Brotherhood and the vile deeds they committed here. As long as the oracle stone exists, the Black Monastery will return and the cimota will continue their dark existence. (The Black Monastery (S&W))</p><p>Cimota are the physical manifestations of evil thoughts and actions. (Tome of Horrors 4)</p><p>Their existence is always tied to a specific area or artifact that is imbued with ancient and highly malevolent evil. A cimota is able to manifest itself anywhere within an accursed locale that has given it life, or within 300 feet of an evil artifact to which it is attached. Cimota can sense life within 60 ft. at all times (including invisible and hidden creatures). (Tome of Horrors 4)</p><p>A troop of black orcs led by a priest of Orcus plundered the town and hauled off the useful townsfolk. The orcs are long gone, leaving the town to scavengers and looters. What remains has been vandalized and plundered. Even the town well is filled with excrement and animal corpses from roving band of orcs. (Tome of Horrors 4)</p><p>A long deep trench dug into a southern field holds the smoldering bodies of townsfolk. Even weeks after the massacre, the coals remain hot beneath the ashen remains. The priest desecrated the mass grave before moving to his next conquest. As if in prayer, four cloaked figures kneel on the opposite side of the pit. These 4 cimotas formed upon the murder of the townsfolk and the desecration of their mass grave. (Tome of Horrors 4)</p><p>Cimota Mace artifact. (Tome of Horrors 4)</p><p><strong>Cimota Guardian:</strong> The former collector of these scrolls, an injured soldier and neophyte acolyte of Orcus, was slain in here by a rival over hierarchy in the lower orders of the clergy. Maintaining his soldier’s sense of duty towards his collection, the acolyte rose eventually rose from death as a guardian cimota, forever tasked to guard these scrolls. (Rappan Athuk Expansions 1 - Swords and Wizardry)</p><p>Cimota Mace artifact. (Tome of Horrors 4)</p><p><strong>Cimota High:</strong> If the cloak of the high cimota is worn for a full 24 hours, the wearer will begin to fade out of existence, becoming the new high cimota. Nothing short of a wish spell can reverse this terrible fate. (The Black Monastery (S&W))</p><p>Cimota Mace artifact. (Tome of Horrors 4)</p><p><strong>Cimota Leader:</strong> ?</p><p><strong>Cinder Ghoul:</strong> See Ghoul Cinder.</p><p><strong>Citizen Lich:</strong> See Lich Citizen.</p><p><strong>Claws in Chains Animated:</strong> See Animated Claws in Chains.</p><p><strong>Cleric Bloodied:</strong> See The Bloodied Cleric, Erera Liliwan.</p><p><strong>Cleric Lich:</strong> See Lich Cleric.</p><p><strong>Cleric Vampire:</strong> See Vampire Cleric.</p><p><strong>Clopek:</strong> See Mummy, Clopek.</p><p><strong>Cobbler Bone:</strong> See Bone Cobbler.</p><p><strong>Coffer Corpse:</strong> The coffer corpse is an undead creature formed as the result of an incomplete death ritual. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p><strong>Cold-On-Darkness-Below-In-Blood:</strong> See Narwight, Cold-On-Darkness-Below-In-Blood.</p><p><strong>Colossus Corpse:</strong> See Corpse Colossus.</p><p><strong>Conductor:</strong> See Lich Magic-User 18, The Conductor.</p><p><strong>Conjoined Skeletons:</strong> See Skeletons Conjoined.</p><p><strong>Corliss:</strong> See Demonvessel, Corliss.</p><p><strong>Corporeal Undead:</strong> See Undead Corporeal.</p><p><strong>Corpse Candle:</strong> An ancient hag was drowned in chamber 50 years ago when she tried to raise the dead to do her bidding. The crone rose as a corpse candle that haunts the crypts, although she prefers to remain in this chamber. Her bones lie at the bottom of the watery pit. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p><strong>Corpse Coffer:</strong> See Coffer Corpse.</p><p><strong>Corpse Colossus:</strong> “I watched in horror as the necromancer’s acolytes set about their master’s grisly work in that hellish ruined castle. From the great pile of bodies gathered from local graveyards, they stripped the flesh from them and tossed them into giant cauldrons. The bones were ground up and similarly prepared. Great black magics where cast that night, and in the light of a fearful and hesitant dawn the rotting Giant stood there, eyes burning like fire ready to terrorize the lands of the living.” (Crypts & Things Remastered)</p><p>Made of a small mountain of freshly dead bodies, that are reanimated by ancient and powerful magics in a long and expensive ritual, a Corpse Colossus usually serves the evil will of a necromancer. (Crypts & Things Remastered)</p><p><strong>Corpse Colossus Minor, The Green Man:</strong> When the Haunted lands initially went to the Shroud, the surviving villagers buried the people who died of shock in a mass grave (see the pit below). Malek’s apprentice, a suitably half mad and childlike young man called Mildark, used the last of his magical knowledge to summon them back into undead life as a small Corpse Colossus (his magical power was not great enough to summon a full version of this monster and besides there wasn’t enough corpses). (Crypts & Things Remastered)</p><p>A large mass grave where the villagers of Wimble buried the folk who died of shock when the Village moved to the Shroud. Although Windy Mildark reanimated the dead as the Green Man. (Crypts & Things Remastered)</p><p><strong>Corpse Crypt:</strong> See Crypt Corpse.</p><p><strong>Corpse Dried Dwarf Undead Menagerie:</strong> See Undead Menagerie Corpse Dwarf Dried.</p><p><strong>Corpse Dried Elf Undead Menagerie:</strong> See Undead Menagerie Corpse Elf Dried.</p><p><strong>Corpse Dwarf Dried Undead Menagerie:</strong> See Undead Menagerie Corpse Dwarf Dried.</p><p><strong>Corpse Elf Dried Undead Menagerie:</strong> See Undead Menagerie Corpse Elf Dried.</p><p><strong>Corpse Orgy:</strong> If the horde is destroyed, the actual guardian of the obelisk appears. The destroyed zombie horde creeps together into a mass of broken and dismembered zombie corpses intermixed with the fragments of armor and weapons that they bore. This amalgamation of horror is an undead creature called a corpse orgy and is the true guardian of the obelisk, appointed by Orcus personally millennia ago. (Cults of the Sundered Kingdoms (S&W))</p><p><strong>Corpse Reanimated, Evasheen:</strong> See Zombie, Reanimated Corpse, Evasheen.</p><p><strong>Corpse Shambling:</strong> The characters’ subsequent delve into the bog enters a haunted realm populated by shambling corpses, vengeful undead creatures, and pathetic spirits borne from Hamish’s genocide. (Quests of Doom 4: Forgive and Regret (S&W))</p><p><strong>Corpse Sibilant:</strong> See Sibilant Corpse.</p><p><strong>Corpsespun Zombie:</strong> See Zombie Corpsespun.</p><p><strong>Coruvance Filp:</strong> See Lich, Coruvance Filp.</p><p><strong>Count Kardofo:</strong> See Vampire, Count Kardofo.</p><p><strong>Countess Jordelia:</strong> See Vampire, Countess Jordelia.</p><p><strong>Crab Giant Carapace Undead:</strong> See Undead Giant Crab Carapace.</p><p><strong>Crab Giant Exoskeleton:</strong> See Exoskeleton Giant Crab.</p><p><strong>Crayfish Giant Zombie:</strong> See Zombie Giant Crayfish.</p><p><strong>Creature Paleoskeleton:</strong> See Paleoskeleton Creature.</p><p><strong>Crimson Ghoul:</strong> See Ghoul Crimson.</p><p><strong>Crimthann:</strong> See Ghoul Ghast Lord, Crimthann.</p><p><strong>Critter Undead:</strong> See Undead Menagerie Critter.</p><p><strong>Crocodile Spectral:</strong> See Spectral Crocodile.</p><p><strong>Crocodile Zombie:</strong> See Zombie Crocodile, Hieroglypicroc.</p><p><strong>Crow Murder:</strong> See Murder Crow.</p><p><strong>Crucifixion Spirit:</strong> The Jomsvikings used this as a torture chamber where they could question prisoners before the Jomsking Ût had these activities moved into the tower for his personal amusement. Since then, the room has fallen into disuse and its last victim left hanging where he died. This victim has now risen as a crucifixion spirit, an incorporeal image of the prisoner as he appeared in death that suddenly steps from the wall and attacks interlopers. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p>Six boulders stand upright on the edge of the Corros Desert, the 10-foot-wide flat sides of each massive stone turned to face the harshest winds blowing off the burning sands. Heavy links of black chain wrap around each rock. Shackled to the rocks by red-hot metal manacles are six blackened bodies. Their faces and skin are sandblasted away, leaving them unidentifiable. Each was a thief sentenced to death and chained to the Rocks of Woe. The bodies are suspended against the superheated rocks. A man’s head pokes out of the sand in front of the rocks, his wiry hair flapping in the harsh winds. His skin is streaked with blood. The howling winds drown his screams. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p>Four of the dead men hung on the rocks were killers and thugs who deserved their gruesome fate. Two were innocents wrongly convicted by Magistrate Chesle, the corrupt judge now buried up to his neck in the shifting sands. The innocent victims died horrible deaths on the rocks, and rose mere hours later as crucifixion spirits intent on revenge. (Tome of Horrors Complete - Swords and Wizardry Edition)<strong>Crypt Corpse:</strong> ?</p><p><strong>Crypt Fiend:</strong> ?</p><p><strong>Crypt Guardian:</strong> ?</p><p><strong>Crypt Thing:</strong> Thanopsis and a visiting priest combined forces to create the crypt thing that protects the ossuary and Thanopsis’ tomb from defilement. (Quests of Doom 4: A Little Knowledge (S&W))</p><p><em>Create Crypt Thing</em> spell.</p><p><strong>Crypt Thing, Aaphia:</strong> ?</p><p><strong>Crypt Thing, Imperial Crypt Thing:</strong> ?</p><p><strong>Cumont:</strong> See Lich, Cumont.</p><p><strong>Cursed Headless Woman:</strong> ?</p><p><strong>Cursed Woman Headless:</strong> See Cursed Headless Woman.</p><p><strong>Custodian Dark:</strong> See Dark Custodian.</p><p><strong>Cyclone Mortuary:</strong> See Mortuary Cyclone.</p><p><strong>Cyngamon:</strong> See Wight, Abbot Cyngamon.</p><p><strong>Dagfa Durbis:</strong> See Zombie Tower Mine Captain, Dagfa Durbis.</p><p><strong>Damat:</strong> See Lich, Damat.</p><p><strong>Damien:</strong> See Biting Skull, Father Damien.</p><p><strong>Damien:</strong> See Lich, Damien.</p><p><strong>Dancing Spirit:</strong> See Spirit Dancing.</p><p><strong>Darakhul:</strong> See Ghoul Darakhul.</p><p><strong>Darakhul Necromage:</strong> See Ghoul Darakhul Necromage.</p><p><strong>Dargeleth:</strong> See Bleeding Horror Dwarf Fighter 10, Dargeleth.</p><p><strong>Daribe, Jelida:</strong> See Eyeless Filcher, Jelida Daribe.</p><p><strong>Dark Custodian:</strong> Dark custodians are the undead remains of evil clerics tasked to remain behind after death and guard the sacred places of their vile worship. (Tome of Horrors 4)</p><p><strong>Dark Elf Legend Zombie:</strong> See Zombie Legend Elf Dark.</p><p><strong>Dark Elf Screamer Zombie:</strong> See Zombie Screamer Elf Dark.</p><p><strong>Dark Elf Zombie Legend:</strong> See Zombie Legend Elf Dark.</p><p><strong>Dark Elf Zombie Screamer:</strong> See Zombie Screamer Elf Dark.</p><p><strong>Darkblade von Nightkill:</strong> See Shade, Kenneth, Lord Darkblade von Nightkill.</p><p><strong>Darkfast, Valen:</strong> See Lich, Valen Darkfast.</p><p><strong>Darkfast, Valen:</strong> See Lich Lord, Valen Darkfast.</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. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p>Any humanoid slain by a darnoc becomes a darnoc in 1d4 rounds. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p>The ruler of the walled city-state was beside himself with worry. How was he to know that killing his exchequer would result in such calamity - after all, he had probably killed about one minister a month since he took the throne as a young man. Always the exchequer stood by, giving wise council and finding ways to fund the king’s schemes. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p>But at the thought of giving the king his youngest daughter before her wedding day the minister balked, and for that he had to be killed. Death, however, did not part the exchequer from his post, for the next day his replacement fled in panic at the sight of the old man sitting in the treasury counting the coins. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p><strong>Davith:</strong> See Shade, Davith.</p><p><strong>De Shade, Valmont:</strong> See Vampire, Valmont De Shade.</p><p><strong>Deacon Shade:</strong> See Shade Deacon.</p><p><strong>Dead Dog Spirit:</strong> See Spirit Dead Dog.</p><p><strong>Dead Gripper:</strong> See Ripneck Deadgripper, Dead Gripper.</p><p><strong>Dead Head:</strong> <em>Dead Head</em> spell. (Chthonic Codex)</p><p><strong>Dead Head:</strong> See Deadhead, Dead Head.</p><p><strong>Dead Screaming Ghoul:</strong> See Ghoul Screaming Dead.</p><p><strong>Dead Walkin':</strong> See Zombie Walkin' Dead.</p><p><strong>Dead Walking:</strong> See Zombie, Walking Dead.</p><p><strong>Deadface Villager:</strong> See Ghoul Deadface Villager.</p><p><strong>Deadgripper Ripneck:</strong> See Ripneck Deadgripper, Dead Gripper.</p><p><strong>Deadhead, Dead Head:</strong> This variety of undead is one of Liche Mezogorah’s masterpieces. They spawn into existence when a Ghoul is severed of its head. Moments later, the head takes on a life of its own and can leap at its enemies and attempt to bite them to death. (White Box Tome - Arioth I )</p><p><strong>Death Knight, Deathknight:</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 knights who fell from grace at the moment of death. A lifetime of duty and loyalty becomes forfeit as the undead creature, rising from its grave within days of being laid to rest, is driven by an intense desire to annihilate all life and bring as much harm as it can muster to any within reach. (Tome of Horrors 4)</p><p>A silver trumpet sits among various obscure and unbelievable trinkets in Fadzien’s Oddities in Taharath. The trumpet has a bone mouthpiece that radiates extreme cold (1 point of damage to anyone blowing the instrument). Symbols are carved into the bell of the instrument, a ring of letters and runes written in an ancient language that spirals up inside the instrument. Anyone who can read the ancient words (or who casts read languages) can understand the message: “If you call to him, he shall answer.” </p><p>Blowing the trumpet summons a death knight who stands watch in the Tomb of the Jaded Disbelievers in a valley north of the Hollow Spire Mountains. The sound of the trumpet echoes on the wind, and the death knight arrives within 2d4 weeks to find the person who called to challenge him (even if that person travels, the death knight can unerringly find him). The knight rides up in a cloud of dust on an undead mount. The knight is cursed to forever answer the call of the trumpet (it was the summons to battle when he was alive, until he betrayed his king), and now wishes nothing more than to snuff the life of the person reminding him of his past glory and ignominious downfall. (Tome of Horrors 4)</p><p><strong>Death Knight, Islaug the Breathless:</strong> He introduces himself and explains that after he was ousted as an old man from the Jomsking’s throne, he and his few loyal crewmen were set afloat from the Jomsburg in a leaky longship without sail, oar, food, or water. He tells how they drifted for 8 months upon the seas until their half-sunken boat came to rest in the swamps of Mulstabha. They should have long been dead but for the gift of the Dark God of the Jomsvikings who gave him and his officers the gift of immortality, and changed the strongest among his crew who were willing to do whatever was necessary to survive, including develop an appetite that could sustain them beyond the grave (here he gestures and the ghouls step from their side passages). (The Northlands Saga Complete Swords and Wizardry Edition)</p><p><strong>Death Naga:</strong> Death nagas are what remains of other nagas slain by powerful necromantic energy. It is unknown why or how these nagas return as undead versions of their former selves. (Tome of Horrors 4)</p><p><strong>Death Naga, Hlundel:</strong> A great beast from the Ginnungagap called Hlundel challenged Wotan to battle for control of the mead hall of Valhalla. If Hlundel won, he would devour the souls of the warriors found within Valhalla like the serpent Nidhogg feasts on the corpses of adulterers, murders, and oath-breakers. Wotan defeated the beast in battle and cast it down to the Middle World where it was buried under a hill called Skirnyth Crull. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p><strong>Deathknight:</strong> See Death Knight, Deathknight.</p><p><strong>Degeners, Thalius:</strong> See Spectre, Thalius Degeners.</p><p><strong>Delver Bone:</strong> See Bone Delver.</p><p><strong>Demi-Lich, Demilich:</strong> Book of the Dead magic item. (The Treasure Vaults of Zadabad [Swords & Wizardry])</p><p><strong>Demi-Lich, Akhjila Harn:</strong> This is the burial vault of Akilha Harn, a little-known wizard from ancient times. In her day, she ruled a small kingdom with fear and cruelty. In her quest for immortality, she turned to lichdom. As an undead, she had her skull removed and replaced with one of copper (its location and terrible powers have yet to be discovered). She then created a staff of incredible power and topped it with her own skull. She ultimately evolved into the demilich that was placed in this vault. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p><strong>Demi-Lich, Deserach:</strong> ?</p><p><strong>Demi-Lich, Mimir:</strong> ?</p><p><strong>Demilich:</strong> See Demi-Lich, Demilich.</p><p><strong>Demiurge:</strong> The demiurge is the undead spirit of an evil human returned from the grave with a wrathful vengeance against all living creatures that enter its domain. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p>The source of their destruction was the burning of a foreign woman in front of the church - the charred post and bones and a pile of ashes still in evidence. The villagers believed her a witch, come to spread a pox among their cattle. Moments after the poor woman died, the grim villagers witnessed in horror her spectral image stepping out of the holocaust. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p><strong>Demon Undead:</strong> See Undead Demon.</p><p><strong>Demon Vampire:</strong> See Vampire Demon.</p><p><strong>Demon Vrock Zombie:</strong> See Zombie Demon Vrock.</p><p><strong>Demonvessel:</strong> A demonvessel is a corpse that has been animated by trapping the essence of a demon within the body rather than relying on the more basic necromantic means of animating corpses. Depending upon the exact method used to bind the demon into a dead corpse, these undead creatures usually resemble mummies, but in some cases they will appear to be zombies with strange runes tattooed into the skin. (Monstrosities)</p><p><strong>Demonvessel, Corliss:</strong> Since his wife’s natural death, the successful lamp merchant Garrick has wallowed in self-pity. He offered his vast fortune to anyone who could bring Corliss back to life. Unfortunately, the gods deemed her time had come and resurrection lies beyond mortal magic. A priestess of Orcus (under the guise of a cleric of Freya) named Edlyn (Cleric 8) approached Garrick with empty promises. (Monstrosities)</p><p>Edlyn indeed brought Corliss back from death. Her body, infused with a demonic spirit, became a demonvessel. (Monstrosities)</p><p><strong>Depleted Sacavious:</strong> See Lich, Sacavious Depleted.</p><p><strong>Deranged and Crawling Sacavious:</strong> See Lich, Sacavious Deranged and Crawling.</p><p><strong>Deserach:</strong> See Demi-Lich, Deserach.</p><p><strong>Deserach:</strong> See Lich-Mage, Deserach.</p><p><strong>Deville, Montfort:</strong> See Lich, Captain Montfort Deville.</p><p><strong>Devourer:</strong> ?</p><p><strong>Devouring Mist:</strong> Spawned of the dreams of the Bloodwraith, devouring mists are undead composed of equal parts blood and malice, wedded together by negative energy. (Rappan Athuk - Swords and Wizardry)</p><p>If a victim’s constitution is reduced to 0 due to the devouring mist’s ability drain, the blood from the victim’s body forms into a new devouring mist in 1d4 rounds. (Rappan Athuk - Swords and Wizardry)</p><p>A fearful exhalation of the Bloodwraith, the devouring mist seeks only to feed its insatiable hunger for blood. (Rappan Athuk - Swords and Wizardry)</p><p>Spawned of the dreams of the Bloodwraith, devouring mists are undead composed of equal parts blood and malice, wedded together by negative energy. (Rappan Athuk - Swords and Wizardry)</p><p>Duke Aerim the Bloodwraith can cough up a devouring mist 3/day. (Rappan Athuk - Swords and Wizardry)</p><p>Spawned of the dreams of the Bloodwraith, devouring mists are undead composed of equal parts blood and malice, wedded together by negative energy. (Rappan Athuk Bestiary Swords and Wizardry Edition)</p><p>If a victim’s constitution is reduced to 0 due to the devouring mist’s ability drain, the blood from the victim’s body forms into a new devouring mist in 1d4 rounds. (Rappan Athuk Bestiary Swords and Wizardry Edition)</p><p>A stretch of road that leads more or less toward Jem Karteis — at least for a short way — has been used by the Mulstabhins to dispose of and make an example out of many Northlander prisoners that they were able to take in the fighting over the many months of Njal’s invasion. The first hint that the characters will have of this abominable sight will be what appears to be rows of thin, dead, branchless trees growing along either side of the dirt track. As the characters get closer, they see that it is actually ranks of wooden poles ranging in height from 8ft to just over 15ft, and atop each of them is a single skull or the desiccated remains of a bearded Northlander head. Upon getting closer still, the characters see that at the base of each of these poles is the skeletal or desiccated corpse of a Northlander warrior, spread eagle on the ground and held in place by stakes before being ritually disemboweled. Afterward, each of the sacrificed corpses was beheaded and its head mounted on the pole that stands where the corpse’s head should actually be. There are several hundred of these corpses lining either side of this road for almost a mile, fresher corpses lying closer to the city and older corpses lying farther away. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p>Anyone seeing this foul desecration can recall that this is similar to how the murdered citizens of Hrolfsberg were found. The staking to the ground and ritual disemboweling is a form of human sacrifice, likely to some evil deity or power (if the characters identified the footprints found at The Killing Fields above, then they may be starting to get some inkling of the true situation in Mulstabha). However, the beheading and mounting of the warriors’ heads is something different entirely — like some sort of second religious tradition tacked onto the first. Some of Mulstabha’s legendary diviners use the heads of their slain enemies as a sort of divinatory power. But the ritual sacrifice of the sort displayed here and previously in Hrolfsberg is not something typical of the Mulstabhins’ religious practices. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p>The fact of the matter is that, like the citizens of Hrolfsberg, the reason and method of the sacrifice of these many Northlander prisoners is a part of the obeisance practiced by the vile Huun for their dark deity Nergal in order to bring them further victory in their conquest, though the characters do not yet have any way of knowing this. The decapitation and head mounting is a part of the Mulstabhin tradition of diviners known as deathspeakers, oracles who claim to receive divine revelation through consorting with the dead. The Grand Necromancer (see Area E in Chapter 1) is ostensibly the head of this tradition, though in truth the one who holds that position is often not a diviner at all (as in the case of Shith Kalhe) and holds only an honorary title as such with the deathspeakers. Like the astrology-based ephemerides, the deathspeakers use their divinatory powers for the masters of Mulstabha to further the interests of their city-state. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p>In regards to this particular display of the deathspeakers’ practice, the Nergal-worshipping priests of the Huun didn’t care where the sacrifices were carried out so long as they were conducted to honor their foul god. It was the prophecy of a deathspeaker who stated that if the Northlander prisoners were sacrificed along this particular road and their spirits made accessible to the death oracles of the city, then once the road of corpses had reached a certain length the war against the Northlanders would be won. Unfortunately, the deathspeakers and ephemerides couldn’t agree on exactly what length the “Road of Souls” — as they called it — had to be to fulfill the oracle’s prophecy, so for nearly a year a deathspeaker has remained at this site daily consulting the spirits of the dead to find the answer and the means to finally defeat the Northlanders. A deathspeaker remains at the site even now, walking among the poles and using a hooked staff to carefully bring down one skull after another to seek to gain its secret knowledge. It just so happens that the deathspeaker here today is the most powerful member of the order and second only to the Grand Necromancer in rank, so important are the current portents believed to be. When the characters arrive, he spots them unless they are particularly stealthy and attempts to hide among the ranks of poles. If spotted and attacked, he taps upon the necromantic power inherent to this site and calls forth the host of cursed spirits that have been trapped here by the foul work of the Huun and the deathspeakers. These spirits rise as a devouring mist composed of motes of negative energy that are equal parts necromancy and malice that fight for the deathspeaker. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p>At the Road of Souls, Deathspeaker Artrais can call forth the spirits of the sacrificed Northlander dead. This takes a full round but cannot be disrupted by attacks or damage. On the following round, the spirits of the dead Northlanders rise as a devouring mist under the control of the deathspeaker. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p>Victims of a devouring mist turn into devouring mist in 1d4 rounds. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p>If the characters manage to destroy Mulstabha’s Black Heart, all of the juju zombies and the devouring mist are instantly destroyed as undead that were created using the stone. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p>Devouring mists are undead composed of equal parts blood and malice, wedded together by negative energy. (Tome of Horrors 4)</p><p>If a victim is reduced to 0 hp due to the devouring mist’s blood drain, the blood from the victim’s body forms into a new devouring mist in 1d4 rounds. (Tome of Horrors 4)</p><p><strong>Devron:</strong> See Lich Magic-User 8, Devron.</p><p><strong>Devron:</strong> See Lich Magic-User 14, Devron.</p><p><strong>Devron the Necromancer:</strong> See Lich, Devron the Necromancer.</p><p><strong>Died Piper:</strong> ?</p><p><strong>Dire Tiger Bloody Skeletal:</strong> See Skeletal Tiger Dire Bloody.</p><p><strong>Dire Tiger Bloody Skeletal Ferocious:</strong> See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount.</p><p><strong>Dire Tiger Skeletal Bloody:</strong> See Skeletal Tiger Dire Bloody.</p><p><strong>Dire Tiger Skeletal Bloody Ferocious:</strong> See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount.</p><p><strong>Dire Wolf Ghoul:</strong> See Ghoul Dire Wolf.</p><p><strong>Dissolving Zombie:</strong> See Zombie Dissolving.</p><p><strong>Doctor Brutus:</strong> See Ghoul, Doctor Brutus.</p><p><strong>Dog Dead Spirit:</strong> See Spirit Dead Dog.</p><p><strong>Donatello:</strong> See Biting Skull, Father Donatello.</p><p><strong>Doppelganger Ghostly:</strong> See Ghostly Doppelganger.</p><p><strong>Doppelganger Undead:</strong> See Undead Doppelganger.</p><p><strong>Draeligor:</strong> See Wight, Draeligor.</p><p><strong>Dragon Black Zombie:</strong> See Zombie Dragon Black.</p><p><strong>Dragon Bone:</strong> See Bone Dragon.</p><p><strong>Dragon Gold Vampiric:</strong> See Vampiric Dragon Gold.</p><p><strong>Dragon Hypogean Ghostly:</strong> See Ghostly Dragon Hypogean.</p><p><strong>Dragon Hypogean Mummified:</strong> See Mummified Dragon Hypogean.</p><p><strong>Dragon Undead:</strong> See Undead Dragon.</p><p><strong>Dragon Red Vampiric:</strong> See Vampiric Dragon Red.</p><p><strong>Draug:</strong> Storms are swift and sudden on the North Sea, and these gales have left the wrack of many a longship of doughty warriors upon some desolate shore or at the bottom of Rán’s domain. As a result, ghost ships crewed by draug and worse haunt the campfire tales of many a stalwart sword brother, and it is not unknown for brine zombies to rise from the surf on a foggy coastal night. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p>The draug is the vengeful spirit of a ship’s captain who died at sea, thus being denied a proper burial. If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies. (Tome of Horrors Complete - Swords and Wizardry Edition)</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 evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p>For the past fifteen years, the ship of a terrible pirate has sat in the midst of a grand harbor, a prison hulk for members of its former crew. The ship was taken by a fleet of galleons after a storm had deprived it of masts and sent the ship’s captain over the side, a dirk lodged in his spine. As members of his former crew died, they were tossed over the side, their ankle chains attached to an iron band around the remains of the main mast, their bloated bodies steeping in the brine. For all these fifteen years the captain, now a vengeful draug, has trod the sea floor on a direct course for his ship. He is now very close, and the bodies of his expired crewmen are responding to his presence, their waterlogged (1d6+5 brine zombies) or skeletal (2d4 skeletons) remains shifting gently. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p><strong>Draug Captain, Tyler Ebbensflow:</strong> Unfortunately the horrible circumstances surrounding the deaths of these ships’ sailors left some of them hungry for revenge. (Quests of Doom 4: Fishers of Men (S&W))</p><p><strong>Draug Mate:</strong> Unfortunately the horrible circumstances surrounding the deaths of these ships’ sailors left some of them hungry for revenge. (Quests of Doom 4: Fishers of Men (S&W))</p><p><strong>Draugr:</strong> A Draugr is the undead remains of an ancient warrior, generally found only in its ancient crypt. (The Winter Witch for Swords & Wizardry)</p><p><strong>Draugr Greater:</strong> The greater draugr are undead warriors who often are cursed into being so by a wizard or god or have made a pact to protect their loot or personal possessions into death itself. (The Winter Witch for Swords & Wizardry)</p><p><strong>Dread Master:</strong> See Lich, Dread Master.</p><p><strong>Dread Wraith:</strong> See Wraith Dread.</p><p><strong>Dream Stalker:</strong> See Ghost Dream Stalker.</p><p><strong>Dreva:</strong> See Skeleton Warrior, Dreva.</p><p><strong>Dried Corpse Dwarf Undead Menagerie:</strong> See Undead Menagerie Corpse Dwarf Dried.</p><p><strong>Dried Corpse Elf Undead Menagerie:</strong> See Undead Menagerie Corpse Elf Dried.</p><p><strong>Dried Dwarf Corpse Undead Menagerie:</strong> See Undead Menagerie Corpse Dwarf Dried.</p><p><strong>Dried Elf Corpse Undead Menagerie:</strong> See Undead Menagerie Corpse Elf Dried.</p><p><strong>Drow Zombie:</strong> See Zombie Drow.</p><p><strong>Drowned One:</strong> See Zombie Walkin' Dead Drowned One.</p><p><strong>Duke Aerim the Bloodwraith:</strong> See Bloodwraith, Duke Aerim the Bloodwraith.</p><p><strong>Dullahan:</strong> ?</p><p><strong>Durbis, Dagfa:</strong> See Zombie Tower Mine Captain, Dagfa Durbis.</p><p><strong>Dust Ghoul:</strong> See Ghoul Dust.</p><p><strong>Dust Zombie:</strong> See Zombie Dust.</p><p><strong>Dwarf Cook Zombie Tower:</strong> See Zombie Tower Dwarf Cook.</p><p><strong>Dwarf Graveknight:</strong> See Graveknight Dwarf.</p><p><strong>Dwarf Guard Zombie Tower:</strong> See Zombie Tower Dwarf Guard.</p><p><strong>Dwarf Miner Zombie Tower:</strong> See Zombie Tower Dwarf Miner.</p><p><strong>Dwarf Worker Zombie Tower:</strong> See Zombie Tower Dwarf Worker.</p><p><strong>Dwarf Zombie:</strong> See Zombie Dwarf.</p><p><strong>Dwarf Zombie Tower:</strong> See Zombie Tower Dwarf.</p><p><strong>Dwarven Ghost:</strong> See Ghost Dwarven.</p><p><strong>Dweomer Wraith:</strong> See Wraith Dweomer.</p><p><strong>Eagle Blood:</strong> See Blood Eagle.</p><p><strong>Eaten Alive Haunt:</strong> See Haunt Eaten Alive.</p><p><strong>Ebbensflow, Tyler:</strong> See Draug Captain, Tyler Ebbensflow.</p><p><strong>Ectarlin:</strong> See Ghost, Lord Ectarlin, Spectral Lord.</p><p><strong>Egyptian Ancient Mummified Vampire:</strong> See Vampire Mummified Egyptian Ancient.</p><p><strong>Egyptian Ancient Vampire Mummified:</strong> See Vampire Mummified Egyptian Ancient.</p><p><strong>Ekimmu:</strong> Ekimmu are evil ghosts denied entrance to the underworld and doomed to wander the earth. (Tome of Horrors 4)</p><p><strong>Ekimmu Icebound:</strong> The godi was killed when he was caught here by the flash freezing that the chamber underwent. Unfortunately, the horrific death and omnipresent taint of Althunak that Hengrid left upon the hall has caused the godi’s spirit to not rest easy. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p><strong>Eladrian:</strong> See Banshee, Eladrian.</p><p><strong>Elder Liche:</strong> See Liche Elder.</p><p><strong>Elder Narwight:</strong> See Narwight Elder.</p><p><strong>Elemental Fire Undead:</strong> See Undead Elemental Fire.</p><p><strong>Elephant Skeletal:</strong> See Skeleton Elephant, Skeletal Elephant.</p><p><strong>Elephant Skeleton:</strong> See Skeleton Elephant, Skeletal Elephant.</p><p><strong>Elf Dark Legend Zombie:</strong> See Zombie Legend Elf Dark.</p><p><strong>Elf Dark Screamer Zombie:</strong> See Zombie Screamer Elf Dark.</p><p><strong>Elf Dark Zombie Legend:</strong> See Zombie Legend Elf Dark.</p><p><strong>Elf Dark Zombie Screamer:</strong> See Zombie Screamer Elf Dark.</p><p><strong>Elk-Running:</strong> See Banshee, Elk-Running.</p><p><strong>Ellyllon:</strong> See Banshee, Ellyllon.</p><p><strong>Emeritus Savant:</strong> See Savant Emeritus.</p><p><strong>Emissary of Mirkeer:</strong> See Bloody Bones, Emissary of Mirkeer.</p><p><strong>Enchanted Hardier Zombie:</strong> See Zombie Enchanted Hardier.</p><p><strong>Enslaved Spirit:</strong> See Spirit Enslaved</p><p><strong>Entrade:</strong> See Vampire, Entrade.</p><p><strong>Eralion The Shadow-Mage:</strong> See Shadow Magic-User 3, Eralion The Shadow-Mage.</p><p><strong>Erera Liliwan:</strong> See The Bloodied Cleric, Erera Liliwan.</p><p><strong>Esmerelda Pulanti:</strong> See Vampire, Esmerelda Pulanti.</p><p><strong>Ethereal Shade:</strong> See Shade Ethereal.</p><p><strong>Evasheen:</strong> See Ghost, Evasheen.</p><p><strong>Evasheen:</strong> See Zombie, Reanimated Corpse, Evasheen.</p><p><strong>Exoskeleton Ant Giant:</strong> See Exoskeleton Giant Ant.</p><p><strong>Exoskeleton Beetle Giant:</strong> See Exoskeleton Giant Beetle.</p><p><strong>Exoskeleton Crab Giant:</strong> See Exoskeleton Giant Crab.</p><p><strong>Exoskeleton Giant Ant:</strong> Giant ant exoskeletons can be animated into undead creatures by unusual and rare necromantic magic. (Swords and Wizardry Monster Book)</p><p>Giant ant exoskeletons can be animated into undead creatures by unusual and rare necromantic magic. (Monstrosities)</p><p><strong>Exoskeleton Giant Beetle:</strong> Giant beetle exoskeletons are animated by necromantic magic quite different from that used in the Animate Dead spell. (Swords and Wizardry Monster Book)</p><p><strong>Exoskeleton Giant Beetle:</strong> Giant beetle exoskeletons are animated by necromantic magic quite different from that used in the Animate Dead spell. (Monstrosities)</p><p><strong>Exoskeleton Giant Crab:</strong> Giant crab exoskeletons are animated by specific necromantic spells, cast upon the very largest giant crab exoskeletons (10ft in diameter). (Swords and Wizardry Monster Book)</p><p>Giant crab exoskeletons are animated by specific necromantic spells, cast upon the very largest giant crab exoskeletons (10ft in diameter). (Monstrosities)</p><p><strong>Exploding Bones:</strong> ?</p><p><strong>Exploding Skeleton:</strong> See Skeleton Exploding.</p><p><strong>Eyeless Filcher:</strong> An eyeless filcher is the undead body of a criminal maimed or tortured to death in brutal punishment for its crimes; usually these criminals were guilty of particularly heinous crimes during life. These creatures are animated by an extremely powerful undead force, which causes fear and horror in any onlooker: at the sight of an eyeless filcher, anyone failing a saving throw will either flee in terror for 1d12 rounds or be paralyzed until the undead is out of sight (equal chance). (Swords and Wizardry Monster Book)</p><p>An eyeless filcher is the undead body of a criminal maimed or tortured to death in brutal punishment for its crimes; usually these criminals were guilty of particularly heinous crimes during life. These creatures are animated by an extremely powerful undead force, which causes fear and horror in any onlooker: at the sight of an eyeless filcher, anyone failing a saving throw will either flee in terror for 1d12 rounds or be paralyzed until the undead is out of sight (equal chance). (Monstrosities)</p><p><strong>Eyeless Filcher, Jelida Daribe:</strong> The cavern is the home of Jelida Daribe, a vile killer who attacked villages in the dead of night – and left none alive to tell of his foul deeds. Jelida was eventually caught and convicted, but the relatives of his victims tore him apart shortly after his trial. Jelida returned as an eyeless filcher. (Monstrosities)</p><p><strong>Faceless:</strong> ?</p><p><strong>Faen Tiensa:</strong> See Fye, Faen Tiensa.</p><p><strong>Faerie Undead:</strong> See Undead Faerie.</p><p><strong>Fallen Northlander:</strong> The red eyes belong to 5 fallen Northlanders brought into Valhalla by the same power as that behind the thieves. They are ghostly images of armed and armored Northlanders (much like the characters) who were once-noble warriors denied the honor of a proper burial or funeral pyre and now find their souls at the mercy of the goddess Hel, their wills twisted to her dark purposes. (The Northlands Series 6: One Night in Valhalla (S&W))</p><p><strong>False-Black Skeleton:</strong> See Skeleton False-Black.</p><p><strong>Father Damien:</strong> See Biting Skull, Father Damien.</p><p><strong>Father Donatello:</strong> See Biting Skull, Father Donatello.</p><p><strong>Father William:</strong> See Biting Skull, Father William.</p><p><strong>Fear Guard:</strong> The fear guards were former temple warriors, bound to this place after death. (Rappan Athuk Expansions 1 - Swords and Wizardry)</p><p><strong>Feaster Skin:</strong> See Skin Feaster.</p><p><strong>Felicity Bigh:</strong> See Vampire, Felicity Bigh.</p><p><strong>Felldrake, Maurits:</strong> See Zombie Tower Human, Maurits Felldrake.</p><p><strong>Feral Cat Undead:</strong> See Undead Cat Feral.</p><p><strong>Feral Undead Cat:</strong> See Undead Cat Feral.</p><p><strong>Feral Vampire Spawn:</strong> See Vampire Spawn Feral.</p><p><strong>Ferocious Bloody Dire Tiger Skeletal:</strong> See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount.</p><p><strong>Ferocious Bloody Skeletal Dire Tiger:</strong> See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount.</p><p><strong>Ferocious Bloody Skeletal Tiger Dire:</strong> See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount.</p><p><strong>Ferocious Bloody Tiger Dire Skeletal:</strong> See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount.</p><p><strong>Ferocious Dire Tiger Bloody Skeletal:</strong> See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount.</p><p><strong>Ferocious Dire Tiger Skeletal Bloody:</strong> See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount.</p><p><strong>Ferocious Skeletal Bloody Dire Tiger:</strong> See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount.</p><p><strong>Ferocious Skeletal Bloody Tiger Dire:</strong> See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount.</p><p><strong>Ferocious Skeletal Dire Tiger Bloody:</strong> See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount.</p><p><strong>Ferocious Skeletal Tiger Dire Bloody:</strong> See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount.</p><p><strong>Ferocious Tiger Dire Bloody Skeletal:</strong> See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount.</p><p><strong>Ferocious Tiger Dire Skeletal Bloody:</strong> See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount.</p><p><strong>Fetch:</strong> If the fetch horde is broken up (reduced to 0hp), 2d6 fetch survive and attack the characters until destroyed. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p><strong>Fetch, Kelvani:</strong> Althunak chooses approximately this moment to unleash the rest of his curse. The ice encasing Kelvani cracks open, and he rises as a fetch. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p><strong>Fetch Horde:</strong> Loptr sent agents to slay every inhabitant of Mir and set up a special reception for the characters. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p><strong>Fiend Crypt:</strong> See Crypt Fiend.</p><p><strong>Filcher Eyeless:</strong> See Eyeless Filcher.</p><p><strong>Filp, Coruvance:</strong> See Lich, Coruvance Filp.</p><p><strong>Fire Beetle Zombie:</strong> See Zombie Fire Beetle.</p><p><strong>Fire Elemental Undead:</strong> See Undead Elemental Fire.</p><p><strong>Fire Giant Skeletal:</strong> See Skeletal Giant Fire.</p><p><strong>Fire Phantom:</strong> See Phantom Fire.</p><p><strong>Firegeist:</strong> When a fire elemental meets its destruction in a particularly humiliating fashion, what returns is a firegeist. (Midgard Swords & Wizardry Guidebook)</p><p><strong>First Winter King:</strong> See Winterwight, The First Winter King.</p><p><strong>Fish Skeletal:</strong> See Skeletal Fish, Undead Fish.</p><p><strong>Fish Undead:</strong> See Skeletal Fish, Undead Fish.</p><p><strong>Flameskull, Beskevar:</strong> See Skull Flying Flaming, Flameskull, Beskevar.</p><p><strong>Flaming Flying Skull:</strong> See Skull Flying Flaming.</p><p><strong>Flaming Skeleton:</strong> See Skeleton Flaming.</p><p><strong>Flaming Skull Flying:</strong> See Skull Flying Flaming.</p><p><strong>Flenser:</strong> See Ghoul Flenser.</p><p><strong>Flenser Huntmaster:</strong> See Ghoul Flenser Huntmaster.</p><p><strong>Flying Flaming Skull:</strong> See Skull Flying Flaming.</p><p><strong>Flying Skull Flaming:</strong> See Skull Flying Flaming.</p><p><strong>Fog Sanguine:</strong> See Sanguine Fog.</p><p><strong>Folk Bloodless:</strong> See Vampire, Bloodless Folk, Bloodless.</p><p><strong>Folkmar:</strong> His downfall came as he was aging, his old wounds catching up to him and driving him to increasingly more desperate acts. His men began to drift away, for there was less and less reward for the increasing risk, and it is hard for an old man to recruit young warriors to his cause when all he has to offer is a lifetime of pillaging. Finally, Folkmar sailed his ship to Yrsa’s Rock and attempted to force the daughter of Skuld to extend his life and give back his youth. Needless to say, he was less than heroic in his endeavor, and instead of being rewarded, Folkmar was cursed for having the temerity to make demands of a child of the gods. For all eternity, he would live, but he would continue to age, as would his ship and his men, cursed to rot yet remain alive. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p>Thus, he does to this day, an undead apparition of moldering bones leading a crew of rotted men. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p><strong>Font of Bones Skeleton:</strong> See Skeleton Font of Bones, Font Skeleton.</p><p><strong>Font Skeleton:</strong> See Skeleton Font of Bones, Font Skeleton.</p><p><strong>Former General Akruel's, Gunnvor:</strong> See Skeletal Giant Fire, Akruel's Former General, Gunnvor.</p><p><strong>Fossil Skeleton:</strong> See Skeleton Fossil, Skeleton Fossilized.</p><p><strong>Fossilized Skeleton:</strong> See Skeleton Fossil, Skeleton Fossilized.</p><p><strong>Fragmented Skeleton:</strong> See Skeleton Fragmented.</p><p><strong>Frog Zombie:</strong> See Zombie Frog.</p><p><strong>Frost Giant Undead:</strong> See Undead Giant Frost.</p><p><strong>Frozen Acolyte of Althuank:</strong> ?</p><p><strong>Frozen Guard Temple:</strong> See Frozen Temple Guard.</p><p><strong>Frozen Temple Guard:</strong> ?</p><p><strong>Fully Armed and Operational Sacavious:</strong> See Lich, Sacavious Fully Armed and Operational.</p><p><strong>Fury Skeletal:</strong> See Skeletal Fury.</p><p><strong>Fye:</strong> ?</p><p><strong>Fye, Faen Tiensa:</strong> This is the tomb of Faen Tiensa, the beloved wife of Glaeran the Faithful. Glaeran was a high priest who had more devotion to his spouse than his own deity. The deity cursed Glaeran to an existence as a fye tied to this monument to his wife. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p><strong>Gaki, Hungry Spirit:</strong> Gaki are the undead spirits of the wicked dead turned into horrible monsters for their horrid sins. The precise nature of the crimes committed by the Gaki in life determines their type, 3 kinds are commonly known but the[re] may be more. (Ruins & Ronin)</p><p><strong>Gaki Jiki-Ketsu-Gaki:</strong> ?</p><p><strong>Gaki Jiki-Niku-Gaki:</strong> ?</p><p><strong>Gaki Shikki-Gaki:</strong> ?</p><p><strong>Galley Beggar:</strong> Galley beggars are the ghostly remains of travelers who met their demise before their journey was complete. (Tome of Horrors 4)</p><p>The smugglers eventually gave the place up when 3 galley beggars showed up. The trio of young scholars trudged up from the dreary lagoon one day, their Grand Tour of the continent cut short by a rogue storm. (Tome of Horrors 4)</p><p><strong>Gallows Tree Zombie:</strong> See Zombie Gallows Tree.</p><p><strong>Gareth the Reaper:</strong> See Soul Knight, Gareth the Reaper.</p><p><strong>Gaston:</strong> See Ghoul Ghast Butler, Gaston.</p><p><strong>Gatherer Hooded:</strong> See Hooded Gatherer.</p><p><strong>Gaunt Knight:</strong> See Knight Gaunt.</p><p><strong>Gavos:</strong> See Spectre, Gavos.</p><p><strong>General Akruel's Former, Gunnvor:</strong> See Skeletal Giant Fire, Akruel's Former General, Gunnvor.</p><p><strong>General Former Akruel's, Gunnvor:</strong> See Skeletal Giant Fire, Akruel's Former General, Gunnvor.</p><p><strong>General Undead:</strong> See Undead General.</p><p><strong>Ghast:</strong> See Ghoul Ghast.</p><p><strong>Ghastly Captain Temple Guard:</strong> See Ghastly Temple Guard Captain.</p><p><strong>Ghastly Guard Captain Temple:</strong> See Ghastly Temple Guard Captain.</p><p><strong>Ghastly Guard Temple Captain:</strong> See Ghastly Temple Guard Captain.</p><p><strong>Ghastly High Priest of Althunak:</strong> During the chaos of the fall of the prince, these two loyalists were lured in here and quickly entombed by the locking of the sturdy storehouse doors. They died after consuming the last of the supplies but have been blessed by their demon lord with undeath. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p><strong>Ghastly Priest High of Althunak:</strong> See Ghastly High Priest of Althunak.</p><p><strong>Ghastly Servant of Althunak:</strong> During the chaos of the fall of the prince, these two loyalists were lured in here and quickly entombed by the locking of the sturdy storehouse doors. They died after consuming the last of the supplies but have been blessed by their demon lord with undeath. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p><strong>Ghastly Temple Guard Captain:</strong> During the chaos of the fall of the prince, these two loyalists were lured in here and quickly entombed by the locking of the sturdy storehouse doors. They died after consuming the last of the supplies but have been blessed by their demon lord with undeath. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p><strong>Ghat Burning:</strong> See Burning Ghat.</p><p><strong>Ghirru:</strong> Ghirru are undead efreet returned to the land of the living by efreeti necromancers through foul and dark magic. (Tome of Horrors 4)</p><p><strong>Ghost:</strong> There are innumerable types of ghosts with varying qualities, often depending on the nature and circumstances under which the person died. (Monstrosities)</p><p>A creature killed by a mortuary cyclone’s whirlwind rises as an undead creature in 1d4 rounds. The type is based on the creature’s total HD. (Bard's Gate (S&W))</p><p>Total HD </p><p>Opponent Rises as </p><p>Less than 3 </p><p>Ghoul or ghast (50% chance for either) </p><p>4–7 HD </p><p>Wraith </p><p>8–11 HD </p><p>Spectre </p><p>12+ HD </p><p>Ghost (Bard's Gate (S&W))</p><p>They are often stuck in the material realm because they have unfinished business; which when completed allows them to “die”. (Crimson Blades 2: Dark Fantasy RPG d20 Version)</p><p>Ghosts are the tortured souls of mortals who have stuck around because something keeps them anchored to the material world. This could be lots of things from loose ends of a mortal life, a violent or tragic death, trapped by some crazy necromancer, or even trapped by a more powerful and evil ghost. (Gary vs the Monsters)</p><p>The library is attended by a ghost, the damned spirit of a scribe who came here to steal but was slain by the lich in Area 5C-14. (Rappan Athuk Expansions 2 - Swords and Wizardry)</p><p>The ruined villages along the Ruined Coast on the Katarian Sea have been largely ignored by the Elves who sacked them since their destruction over 100 years ago. Today, they are a strange and dangerous collection of ruins that are haunted by monsters, pirates, and the ghosts of those who died there. (The Kingdom of Richard)</p><p>Any living creature slain by a mortuary cyclone’s whirlwind attack or energy drain attack becomes an undead creature in 1d4 rounds. Creatures with less than 3 HD return as a ghoul or ghast; 4-7 HD, a wraith; 8-11 HD, a spectre; and 12+ HD return as a ghost. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p>Cedricke Junde, a knight in service to the Impoverished Vow-Takers of Voard, accompanied his master and liege to the opera on that fatal night—although he’d already taken gold to allow an assassin access to his liege’s privacy box high above the stage. What Cedricke could not know was that the assassin would then start the blazing inferno to cover his tracks. The massive curtain collapsed in a fiery blaze that killed the singers and many in the front rows. (Tome of Horrors 4)</p><p>The mummified king sits upon his throne in a single room within the tomb. The king is flanked by 2 stone idol sphinxes that lounge about the throne. The preserved corpse of the king’s eldest son kneels before the mummy. The mummified king looks down upon the son’s remains. Chains and shackles hold the son’s corpse down, but it is evident that he was alive when he was entombed with the corpse of his father. The stone idols guard the king and his treasure. The son’s spirit is bound to this chamber in the form of a ghost. The ghost can only be released by removing the king’s corpse. (Tome of Horrors 4)</p><p>A ghost is an undead spirit that is doomed to wander the earth. Ghosts are bound to the place where they died or to a particular object that had special meaning to them in life (locket, diary, etc.). (WWII Operation White Box)</p><p>The touch of an attacking ghost drains one (1) Experience Level unless a Saving Throw is made. If a character is reduced to 0-level by these attacks, he becomes a HD 1 ghost and joins his slayer. (WWII Operation White Box)</p><p><strong>Ghost, Bvalin the Ageless:</strong> Though Hengrid dragged the dying Bvalin into this chamber and tied his blade in hand before killing him by nailing him to the statue, the guardian’s duties did not end with his death. Bvalin’s oath to Gunnlöd to guard the Gates of Hell until Ragnarök prevents him from departing the mortal world. He remains here guarding the gate as a ghost. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p><strong>Ghost, Evasheen:</strong> A wealthy Bargarsport merchant, Occan sought to increase his wealth by studying necromancy and associating with the cult of Orcus — and for a time he succeeded. Unfortunately, his actions and increasing devotion to the demon estranged Occan from his wife Evasheen, who began an affair with one of her husband’s business rivals. Enraged when he learned of the affair, Occan poisoned Evasheen and her lover, then raised both as zombies. (Cry Havoc! (The Dogs of Orcus))</p><p>What Occan had not anticipated was the depth of his wife’s rage, as she returned as a ghost inhabiting her own animated corpse. (Cry Havoc! (The Dogs of Orcus))</p><p><strong>Ghost, Girda:</strong> The hovel is haunted by the ghost, Girda, the deceased half-orc wife of Klar, the orc vampire who now resides in Barakus. When Klar was transformed into a vampire, instead of draining Girda’s blood so she could join in his hellish undeath, he chose to kill her in her sleep with his bare hands and then banished himself to Barakus. Girda, tormented by her terrible end, haunts this shack where she and Klar once lived. (The Lost City of Barakus (S&W))</p><p><strong>Ghost, Lord Ectarlin, Spectral Lord:</strong> With the Dread Master’s return to power, Ectarlin has returned as a mad ghost driven to fulfill his mission to protect the folk of the Lowwater lands. (Adventures in the Borderland Provinces (S&W))</p><p>The ghostly lord has been drawn back to the mortal realm by a resurgence of the power of the Dread Master — the lich who slew the freelord a century ago and doomed his soul to endless sorrow. (Adventures in the Borderland Provinces (S&W))</p><p><strong>Ghost, Lord Wynston Mathen:</strong> ?</p><p><strong>Ghost, Malliw Catspar:</strong> ?</p><p><strong>Ghost, Myrean:</strong> She was murdered by the dark elf assassin, F’arin Du`n, whose affections she had arrogantly spurned. Myrean’s corpse is hidden in one of the theater’s many labyrinthine storage areas; finding her body and giving her a proper burial lets her spirit rest at last. (Bard's Gate (S&W))</p><p>F’arin has an especially despicable fetish when it comes to women of pure elven descent. He cannot resist them, and the more powerful and alluring they are, the more desirous of them he becomes until he maddeningly stalks them as if they were his targets for assassination and finally murders them in a hideous fashion that is very pleasing to his god. In a fit of jealous rage and lust-filled passion he murdered Myrean Dyrin, the famous elven actress, and hid her body quite maliciously within a costume trunk at the Masque and Lute. Her ghost haunts the theater still, looking for a vessel to possess that is strong enough to withstand F’arin D’un and bring peace to her angry spirit. (Bard's Gate (S&W))</p><p><strong>Ghost, Phalen:</strong> Once a devout worshiper of Hecate, Phalen was corrupted by the Orcus clerics and damned to guard their burial grounds for eternity. (Rappan Athuk - Swords and Wizardry)</p><p><strong>Ghost, Ron Bottom:</strong> ?</p><p><strong>Ghost Beetle:</strong> Incorporeal remnants of the Beetle civilization. (Operation Unfathomable)</p><p><strong>Ghost Dream Stalker:</strong> Dream Stalkers are a special kind of ghost of people who have done truly heinous acts during their lives and then came to an unfortunate (and usually violent) end. (Gary vs the Monsters)</p><p><strong>Ghost Dwarven:</strong> ?</p><p><strong>Ghost Giant Hamster:</strong> ?</p><p><strong>Ghost Giant Storm, Kor:</strong> ?</p><p><strong>Ghost Hamster Giant:</strong> See Ghost Giant Hamster.</p><p><strong>Ghost Headless:</strong> ?</p><p><strong>Ghost Hound:</strong> Ghost hounds are the spectral shades of hunting dogs or guard dogs that have accompanied their masters to undeath. (Adventures in the Borderland Provinces (S&W))</p><p><strong>Ghost Hungry:</strong> A hungry ghost was a person with a passion for some pleasure that ruled his life, leading him to commit all manner of crimes to sate his inordinate desires. (Rantz's Fair Multitude)</p><p><strong>Ghost Paladin 12, Igni:</strong> Igni was a paladin who almost defeated the avatar of Orcus. When Igni was defeated, Orcus concocted a particularly cruel undeath for the man. The demon lord cursed Igni to his current ghost state but also perverted all of Igni’s abilities into those of an antipaladin. Under the curse Igni is compelled to slay any who try to open the doors. Because the change from paladin to antipaladin was involuntary Igni remains lawful, but cannot act on his alignment, further adding to his torture. (Rappan Athuk - Swords and Wizardry)</p><p><strong>Ghost Relatively Weak:</strong> ?</p><p><strong>Ghost Ride:</strong> See Ghost Spectral Warden, Ghost Ride.</p><p><strong>Ghost Shipwreck:</strong> ?</p><p><strong>Ghost Spectral Warden:</strong> A spectral warden is a variant Lawful-aligned ghost whose actions are driven by its failure to fulfill some oath of bond or protection, and whose spirit cannot pass on until it has completed its task or atoned. (Adventures in the Borderland Provinces (S&W))</p><p><strong>Ghost Spectral Warden, Ghost Ride:</strong> ?</p><p><strong>Ghost Storm Giant:</strong> See Ghost Giant Storm.</p><p><strong>Ghost Strangling:</strong> Anyone strangled by a strangling ghost will rise as a strangling ghost within 1d6 days. (Monstrosities)</p><p>At night, the alley is haunted by 3 strangling ghosts, a trio of assassins who were cut down by mysterious means after leaving the manse one dark and stormy night. They had killed the inhabitant, a sorceress of no little influence in the courts of Hell (where she is said to rule to this day). (Monstrosities)</p><p>Anyone strangled by a strangling ghost will rise as a strangling ghost within 1d6 days. (The Black Monastery (S&W))</p><p>The ghosts of intruders who have died in the Black Monastery are trapped here, held prisoner in death. (The Black Monastery (S&W))</p><p><strong>Ghost Strangling, Basil:</strong> ?</p><p><strong>Ghost Tree:</strong> See Tree Ghost.</p><p><strong>Ghost Weak Relatively:</strong> See Ghost Relatively Weak.</p><p><strong>Ghost-Ammonite:</strong> Unlike Leng-fossils, which are virtually unique to the Leng Plateau, ghost-ammonites are apparently the remnants of some unspeakably ancient race that once traveled through many planes of existence. (Cyclopean Deeps Volume 1 Swords and Wizardry)</p><p>Unlike Leng-fossils, which are virtually unique to the Leng Plateau, ghost-ammonites are apparently the remnants of some unspeakably ancient race that once traveled through many planes of existence. (Cyclopean Deeps Volume 2 Swords and Wizardry)</p><p><strong>Ghostblade Slayer:</strong> ?</p><p><strong>Ghostly Doppelganger:</strong> ?</p><p><strong>Ghostly Dragon Hypogean:</strong> ?</p><p><strong>Ghostly Philosopher:</strong> The souls claimed by Gohl [one of the Petty Deaths]. (Hex Crawl Chronicles 3 Beyond Black Water - Swords and Wizardry Edition)</p><p><strong>Ghostly Rat:</strong> ?</p><p><strong>Ghostly Scribe:</strong> The souls claimed by Gohl [one of the Petty Deaths]. (Hex Crawl Chronicles 3 Beyond Black Water - Swords and Wizardry Edition)</p><p><strong>Ghostly Servant:</strong> ?</p><p><strong>Ghostly Slave:</strong> ?</p><p><strong>Ghoul:</strong> Zombies are mindless creatures, the walking dead. (These are merely animated corpses, not carriers of any sort of undead contagion as are ghouls.) (Swords and Wizardry Complete Rulebook)</p><p>Zombies are mindless creatures, the walking dead. These are merely animated corpses, not carriers of any sort of undead contagion as ghouls are. (Swords and Wizardry Monster Book)</p><p>Zombies are mindless creatures, the walking dead. (These are merely animated corpses, not carriers of any sort of undead contagion as are ghouls.) (Monstrosities)</p><p>These eldritch caverns possess the ability to animate the dead. Pausanias has his servants carry corpses into this area once or so a week. After several hours, the corpses become undead. The very recently dead become ghouls. Other corpses become zombies or skeletons, depending on their levels of decomposition. ((DP 2) The Bishop's Secret)</p><p>A creature killed by a mortuary cyclone’s whirlwind rises as an undead creature in 1d4 rounds. The type is based on the creature’s total HD. (Bard's Gate (S&W))</p><p>Total HD </p><p>Opponent Rises as </p><p>Less than 3 </p><p>Ghoul or ghast (50% chance for either) </p><p>4–7 HD </p><p>Wraith </p><p>8–11 HD </p><p>Spectre </p><p>12+ HD </p><p>Ghost (Bard's Gate (S&W))</p><p>A cleric or necromancer of Orcus created these fiends from the corpses of criminals and set the beasts loose within the city. (Bard's Gate (S&W))</p><p>Necromancers can automatically raise any bodies as skeletons or zombies depending on their decomposition, at a rate of 1D6 per round. Given time and ritual conditions they can create higher forms of undead, such as Ghouls and Wights, at the rate of one per night. (Crypts & Things Remastered)</p><p>The woman is the Countess, the would be bride of the Nizur-Thun slain in her sleep before her wedding night day and returned from the grave as a Ghoul. (Crypts & Things Remastered)</p><p>Anyone wearing the Countess' diamond wedding ring at the time of death, on a successful Saving Throw, will return from the dead as a ghoul 1D6 nights after their death. (Crypts & Things Remastered)</p><p>There are legends that a scratch from a Ghoul Cat can turn a human into a ghoul. (Monster Mash Rehash: A Host of Horrors & Creatures)</p><p>Any character who has been paralyzed by a Ghoul Cat and survived must also make a saving throw or be turned into a ghoul in 2d6 days. A Cure Disease spell will cure this condition. (Monster Mash Rehash: A Host of Horrors & Creatures)</p><p>Inside are the gnawed-on skeletons of some thirty frog-cultists who had rebelled against a long-dead abbot, but were put down to face live entombment. Five of them remain as ghouls inside the room, envious of the living. (Rappan Athuk - Swords and Wizardry)</p><p>These creatures were common soldiers of the army of good, buried within the room and reanimated by the evil presence of the priests of Orcus. (Rappan Athuk - Swords and Wizardry)</p><p>The four cots are all occupied by human commoners, including three women and a man. These are local peasants who have been infected with ghoul fever. In their growing madness, they have been drawn to the Black Monastery and have laid down on the cots. These sufferers are victims of the curses that always accompany Black Monastery’s evil presence. Although they are in the last stages of the disease, they are not beyond saving. A cure disease, or similar magical intervention, will revive them and allow these innocent people to return to their homes. If the party does not heal them within 24 hours, all four victims will be gone from this room. They will be transformed into full ghouls and off to run through the monastery halls in search of food. (The Black Monastery (S&W))</p><p>The cave floor [of the Totem Cavern of the Cave of the Dead] is strewn with the discarded belongings of defeated explorers who arose as zombies or ghouls themselves [from dying in the Caves of the Dead]. (The Lost City of Barakus (S&W))</p><p>Heaped in the northern corner of this small cave are the bodies of two humans: One dressed in chain mail and carrying a quarterstaff, the other dressed in leather armor with a rapier at his side. These two unfortunate fellows, along with three other party members, perished at the hands of the ghouls. The ghouls ate the other three, but Thelkor instructed his minions to leave these bodies be as he wished to add them to his ranks once they have risen. In two days they become ghouls. If the party cleric casts bless on the bodies, however, they can prevent this from occurring. (The Lost City of Barakus (S&W))</p><p>This room once held graves of the faithful of Thyr and Muir, but they have since been unearthed—leaving foul-smelling open pits—and the contents turned into vile undead. (The Lost Lands: Stoneheart Valley Swords and Wizardry Edition)</p><p>The first chamber is where the thralls most loyal to the Jarl of the Seas brought the grave goods that would see him through a long afterlife. Their reward was to be strangled and placed here, perpetual servants of a madman. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p>He introduces himself and explains that after he was ousted as an old man from the Jomsking’s throne, he and his few loyal crewmen were set afloat from the Jomsburg in a leaky longship without sail, oar, food, or water. He tells how they drifted for 8 months upon the seas until their half-sunken boat came to rest in the swamps of Mulstabha. They should have long been dead but for the gift of the Dark God of the Jomsvikings who gave him and his officers the gift of immortality, and changed the strongest among his crew who were willing to do whatever was necessary to survive, including develop an appetite that could sustain them beyond the grave (here he gestures and the ghouls step from their side passages). (The Northlands Saga Complete Swords and Wizardry Edition)</p><p>Inside the coffins are the cursed remains of 4 criminals who were meant to guide the dead king through the perils of the underworld to paradise. (The Treasure Vaults of Zadabad [Swords & Wizardry])</p><p>Anyone killed by the Eater of the Dead becomes a ghoul under the Eater's command, rising within one round. (Tomb of the Iron God)</p><p>Any living creature slain by a mortuary cyclone’s whirlwind attack or energy drain attack becomes an undead creature in 1d4 rounds. Creatures with less than 3 HD return as a ghoul or ghast; 4-7 HD, a wraith; 8-11 HD, a spectre; and 12+ HD return as a ghost. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p>Faithful of Orcus travel from afar to worship at this shrine. For many, it is the next and last step in their testament of devotion to the undead lord. The faithful sacrifice themselves by twos. Two unclothed and weaponless individuals lie down in the stone grave as the ghost-faced orcs seal them in with the stone lid. The sacrifices fight to the death inside the grave. The victor remains in the grave until death, surviving until his last moments on by consuming the flesh and drinking blood of his victim. Once the victor perishes, he returns as a ghoul, which the ghost-face orcs release into the world. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p>A humanoid slain by either a lurker wraith’s constitution drain or smother attack becomes a ghoul in 1d4 rounds. (Tome of Horrors 4)</p><p>These are merely animated corpses, not carriers of any sort of undead contagion as ghouls are. (Untold Adventures: Deluxe Edition)</p><p><em>Animate Dead</em> spell. (The Hero's Journey Fantasy Roleplaying)</p><p><em>Raise Lesser Undead</em> spell. (The Little Book of Adventuring Classes Vol. 1)</p><p>Book of the Dead magic item. (The Treasure Vaults of Zadabad [Swords & Wizardry])</p><p>Darakhul Fever disease. (Midgard Swords & Wizardry Guidebook)</p><p>Negation of the Dead Power scroll magic item. (White Box Tome - Arioth I )</p><p><strong>Ghoul, Doctor Brutus:</strong> When the Black Monastery fell, Doctor Brutus was destroyed along with the other black monks, but it was not his fate to stay dead. Some of the potions Doctor Brutus tested on himself took hold and raised him to undeath as a powerful and abnormal ghoul. It is now his curse to live in undead twilight, bound to the Black Monastery. (The Black Monastery (S&W))</p><p><strong>Ghoul, Gilbert:</strong> ?</p><p><strong>Ghoul, Klerk:</strong> ?</p><p><strong>Ghoul, Old Jim:</strong> Jim fell overboard during a violent storm “some time ago” and washed up on shore. He is now waiting for a boat to rescue him. If pressed, he tersely admits that he has not seen a single ship during his vigil. (Rappan Athuk Expansions 1 - Swords and Wizardry)</p><p>Jim survived by going to the nearby stream and filling his helmet with water and scraps of meat floating by. He built a small fire on the beach and boiled a stew using the water and meat scraps. Because the wood was driftwood, it did not attract the attention of the aelom, although Jim’s unwise choice of food explains his current condition. (Rappan Athuk Expansions 1 - Swords and Wizardry)</p><p><strong>Ghoul Ao-Nyobo, Blue Wife:</strong> ?</p><p><strong>Ghoul Ao-Nyobo, Obomay:</strong> The palace of the emperor is enormous, but even the emperor knows not how enormous. Behind the walls covered in gilt plaster and mosaics of tortoise shell and amber there are secret, dank passages haunted by the former empress, a woman called Obomay, who would have ruled the empire from behind the imperial throne had not the emperor took a liking to a dancing girl called Othea who was practiced in the secret art of the of seven venoms. Othea now holds the place of power behind the man-child emperor, and Obomay dwells in the shadows after being unceremoniously dumped into a dry well in the Anemone Garden, her hatred re-awakening her as an ao-nyobo ghoul. (Monstrosities)</p><p><strong>Ghoul Aquatic:</strong> See Ghoul Lacedon, Aquatic Ghoul.</p><p><strong>Ghoul Cat:</strong> ?</p><p>The guests of the lord, stuffing their faces with sweets and savories while the old woman went hungry, were burnt to a cinder in the meteoric conflagration and rose as three cinder ghouls who rise like smoke from the floor if the meteor is touched. (Hex Crawl Chronicles 3 Beyond Black Water - Swords and Wizardry Edition)</p><p><strong>Ghoul Crimson:</strong> Crimson ghouls are created by strange and terrible magical procedures worked by necromancers upon a normal ghoul. (Monstrosities)</p><p>He introduces himself and explains that after he was ousted as an old man from the Jomsking’s throne, he and his few loyal crewmen were set afloat from the Jomsburg in a leaky longship without sail, oar, food, or water. He tells how they drifted for 8 months upon the seas until their half-sunken boat came to rest in the swamps of Mulstabha. They should have long been dead but for the gift of the Dark God of the Jomsvikings who gave him and his officers the gift of immortality, and changed the strongest among his crew who were willing to do whatever was necessary to survive, including develop an appetite that could sustain them beyond the grave (here he gestures and the ghouls step from their side passages).(The Northlands Saga Complete Swords and Wizardry Edition)</p><p><strong>Ghoul Cinder:</strong> The priests of the fire maiden Incindreia routinely sacrifice victims by setting them on fire. The bowls of ash contain the collected remains of a married pair of clerics caught by the wicked priests while on their honeymoon. The spirits of the clerics now rise as cinder ghouls from the brass bowls in a swirl of ash and bone fragments to attack anyone approaching the altar. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p><strong>Ghoul Darakhul:</strong> Like ordinary ghouls, the darakhul ghoul rises from the infected corpses of other races. (Midgard Swords & Wizardry Guidebook)</p><p>Darakhul Fever disease. (Midgard Swords & Wizardry Guidebook)</p><p><strong>Ghoul Darakhul Warrior:</strong> ?</p><p><strong>Ghoul Darakhul Necromage:</strong> ?</p><p><strong>Ghoul Deadface Villager:</strong> The Deadface Villager is a variety of Ghoul that is of the Liche’s Animate Dead spell and a freshly made corpse. (White Box Tome - Arioth I )</p><p><strong>Ghoul Dire Wolf:</strong> ?</p><p><strong>Ghoul Dust:</strong> ?</p><p><strong>Ghoul Flenser:</strong> ?</p><p><strong>Ghoul Flenser, Vrinnor, The Skinner:</strong> ?</p><p><strong>Ghoul Flenser Huntmaster:</strong> ?</p><p><strong>Ghoul Ghast:</strong> A creature killed by a mortuary cyclone’s whirlwind rises as an undead creature in 1d4 rounds. The type is based on the creature’s total HD. (Bard's Gate (S&W))</p><p>Total HD </p><p>Opponent Rises as </p><p>Less than 3 </p><p>Ghoul or ghast (50% chance for either) </p><p>4–7 HD </p><p>Wraith </p><p>8–11 HD </p><p>Spectre </p><p>12+ HD </p><p>Ghost (Bard's Gate (S&W))</p><p>The chuul-ttaen subjected the five plumpest human captives to the horrific fate of sealing them alive within the packing crates. Much to Quattu’s chagrin and the crabmen’s terror, the first crate unsealed three days ago created a frightful ghast who slew a crabman before the disappointed aberration personally destroyed it. (Quests of Doom 4: Fishers of Men (S&W))</p><p>These creatures were common soldiers of the army of good, buried within the room and reanimated by the evil presence of the priests of Orcus. (Rappan Athuk - Swords and Wizardry)</p><p>A human treasure-hunter became trapped in the oyster, transforming into a ghast after drowning. (Rappan Athuk Expansions 2 - Swords and Wizardry)</p><p>Human servants of Ibholtheg the Squamous Toad left to rot in the golden temple have devolved into ghasts. (TG1 Lost Temple of Ibholtheg (SnW))</p><p>There are 5 ghasts here who were once priests of Ibholtheg. The croaking in the chamber is a result of Ibholtheg’s movements and used to only occur on an infrequent basis. Now it never stops and it has called its priests back to the world of the living. (TG1 Lost Temple of Ibholtheg (SnW))</p><p>This room once held graves of the faithful of Thyr and Muir, but they have since been unearthed—leaving foul-smelling open pits—and the contents turned into vile undead. (The Lost Lands: Stoneheart Valley Swords and Wizardry Edition)</p><p>Any living creature slain by a mortuary cyclone’s whirlwind attack or energy drain attack becomes an undead creature in 1d4 rounds. Creatures with less than 3 HD return as a ghoul or ghast; 4-7 HD, a wraith; 8-11 HD, a spectre; and 12+ HD return as a ghost. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p>[Any male slain by a banshee queen’s magic rises to become a ghast in 1d4 rounds. </p><p>Darakhul Fever disease. (Midgard Swords & Wizardry Guidebook)</p><p><strong>Ghoul Ghast, Salipus:</strong> ?</p><p><strong>Ghoul Ghast Butler, Gaston:</strong> ?</p><p><strong>Ghoul Ghast Lord, Crimthann:</strong> The Mojango belonged to Crimthann, a dark priest of Orcus who abandoned the swamp to oversee a temple to his demon lord. The ship, powered by 11 juju zombies, still plies the swamps, searching on its own for a missing power source named the All-Seeing Eye of Mojango. This malevolent orb fits neatly into the empty tree trunk and foretells doom for all it surveys.</p><p>The Eye is also searching for the ship, appearing in the tallest trees randomly throughout the swamp to gain the best vantages. The Eye is dangerous, draining 1d4 levels from anyone touching it. Crimthann himself cast the orb off the boat for fear it would someday become powerful enough to overthrow even his master. His action cost him his life, and turned him into a ghast lord. (Rappan Athuk Bestiary Swords and Wizardry Edition)</p><p><strong>Ghoul Ghast Risen Goblin:</strong> No one that goes into Rappan Athuk comes out the same, if they come out at all. This is just as true for monsters as it is for adventurers. These six goblins snuck into the early levels of Rappan Athuk hoping for treasure, or at least a place to hide. What they found was something darker, and in their desperate search for a way back to the surface they took to cannibalism to survive. Now they have escaped and roam the surface, their goblin appetites augmented with a hunger for flesh, bone and marrow. (Rappan Athuk Expansions 1 - Swords and Wizardry)</p><p>One turn after one of these corrupted goblins dies its flesh tightens over its frame (regenerating if needed) and with a sickening crunch the now intact body rises as a ghast. (Rappan Athuk Expansions 1 - Swords and Wizardry)</p><p>[Ravenous] Goblins that drop to 0 hit points or below rise as ghasts on the next combat round, retaining their place on the initiative order. This can be prevented by destroying the corpse with 5 points of fire damage, or pouring holy water over the corpse. (Rappan Athuk Expansions 1 - Swords and Wizardry)</p><p><strong>Ghoul Iron:</strong> ?</p><p><strong>Ghoul Lacedon, Aquatic Ghoul:</strong> Brykolakes's Create Spawn power.(The Northlands Saga Complete Swords and Wizardry Edition)</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 evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p><strong>Ghoul Lord, Thelkor:</strong> ?</p><p><strong>Ghoul Monkey:</strong> Ghoul monkeys are cunning, undead monkeys that often appear in jungle areas where there is great residue of Chaos, such as forgotten temples or altars where dead monkeys might rise in this vile form of undeath. (Tome of Horrors 4)</p><p><strong>Ghoul Ratling:</strong> This room is partially dry, and serves as a backflow when the whirlpool temporarily clogs. During one of its clogging moments, a hungry ghast named Salipus that had escaped into the sewers found itself here. (Bard's Gate (S&W))</p><p>Salipus has since managed to ensnare a few ratlings who now dwell with him as ghouls in the darkness, snatching living things from the water of the backflow pool, and enticing ratlings and wererats to their doom. (Bard's Gate (S&W))</p><p><strong>Ghoul Screaming Dead:</strong> ?</p><p><strong>Ghoul Sea:</strong> ?</p><p><strong>Ghoul Sumatran Rat-Ghoul:</strong> ?</p><p><strong>Ghoul Trash Eating, Jikininki:</strong> Similar to the Gaki in appearance, these undead originate from greedy, selfish or impious individuals who are cursed after death to seek out and eat human corpses.</p><p><strong>Ghoul Vierd:</strong> ?</p><p><strong>Ghoul Wolf:</strong> ?</p><p><strong>Ghoul Wolf Dire:</strong> See Ghoul Dire Wolf.</p><p><strong>Ghoul-Stirge:</strong> The origin of the ghoul-stirge has been lost, but it is believed to be the result of a failed magical experiment conducted in ages past by a group of evil and insane necromancers. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p><strong>Ghul:</strong> ?</p><p><strong>Giant Ant Exoskeleton:</strong> See Exoskeleton Giant Ant.</p><p><strong>Giant Beetle Exoskeleton:</strong> See Exoskeleton Giant Beetle.</p><p><strong>Giant Beetle Zombie:</strong> See Zombie Giant Beetle.</p><p><strong>Giant Crab Carapace Undead:</strong> See Undead Giant Crab Carapace.</p><p><strong>Giant Crab Exoskeleton:</strong> See Exoskeleton Giant Crab.</p><p><strong>Giant Crayfish Zombie:</strong> See Zombie Giant Crayfish.</p><p><strong>Giant Fire Skeletal:</strong> See Skeletal Giant Fire.</p><p><strong>Giant Frost Undead:</strong> See Undead Giant Frost.</p><p><strong>Giant Octopus Zombie:</strong> See Zombie Giant Octopus.</p><p><strong>Giant Pike Undead:</strong> See Undead Giant Pike.</p><p><strong>Giant Rat Shadow:</strong> See Shadow Giant Rat.</p><p><strong>Giant Rat Zombie:</strong> See Zombie Giant Rat.</p><p><strong>Giant Shark Zombie:</strong> See Zombie Giant Shark.</p><p><strong>Giant Skeleton:</strong> See Skeleton Giant.</p><p><strong>Giant Storm Ghost:</strong> See Ghost Giant Storm.</p><p><strong>Giant Zombie:</strong> See Zombie Giant.</p><p><strong>Gilbert:</strong> See Ghoul, Gilbert.</p><p><strong>Girda:</strong> See Ghost, Girda.</p><p><strong>Glacial Haunt:</strong> Humans who freeze to death in the icy wastes may rise as undead glacial haunts, resembling zombies. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p><strong>Glacial Haunt:</strong> The icy wastes sometimes grant unlife to those who freeze to death at her unforgiving hands. (Tome of Horrors 4)</p><p>Multiple glacial haunts in a single encounter is rare and believed to come about when a group of adventurers succumb to the cold and perish together. Others have speculated that glacial haunts actually reproduce by melting and then splitting into two identical creatures. (Tome of Horrors 4)</p><p>In the glaciers high above a dwarf stronghold, adventurers seeking the hermitage of the Green Lama might come across a deep crevasse in the ice. The crevasse is five miles long and, approximately 100 feet wide and 40 feet deep. There is a 1 in 6 chance they discover iron spikes in the ice and ropes (or the remains of ropes), suggesting that other travelers negotiated the crevasse by climbing into it and back out. This is dangerous business; a save must be made to avoid slipping and falling into the crevasse for 4d6 points of damage. (Tome of Horrors 4)</p><p>If characters decide to do the same, they will soon be amazed, for frozen within the crevasse’s walls are hundreds of corpses. There are dwarves, orcs, ogres and giants, all frozen, their faces twisted in horror. The ghosts of these poor souls haunt the crevasse as icy chills that run up the spine and whispered pleadings. (Tome of Horrors 4)</p><p>Small caves in the walls of the crevasse are inhabited by glacial haunts, which seek body heat and supplies. They also sought the Green Lama, but never completed their journey. (Tome of Horrors 4)</p><p><strong>Glacial Haunt, Kaliope:</strong> Unfortunately of the many heroes of old who died here, not all sleep well, troubled by the wickedness of Althunak that stirs once again across these frozen plains. The woman Kaliope now exists as a special, and very powerful, glacial haunt. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p><strong>Glitterskull:</strong> ?</p><p><strong>Gloaming:</strong> It is the undead creature of a large predatory animal. (The Witch: Hedgewitch for the Hero's Journey RPG)</p><p><strong>Gloom Haunt:</strong> Gloom haunts are vile creatures, who seem to have no ties to the living (i.e., scholars cannot find any reasonable explanation as to why they exist), though a few learned sages believe gloom haunts to be the spiritual remains of paladins who were sacrificed by clerics to their vile and dark gods. (Tome of Horrors 4)</p><p><strong>Gloriana, Annebeth:</strong> See Vampire, Annebeth Gloriana.</p><p><strong>Glover, Lambert:</strong> See Black Tongue Victim, Lambert Glover.</p><p><strong>Glowing Skeleton:</strong> See Skeleton Glowing.</p><p><strong>Gnoll Zombie Tower:</strong> See Zombie Tower Gnoll.</p><p><strong>Gnoll Chieftain Zombie Tower, Hatur:</strong> See Zombie Tower Gnoll Chieftain, Hatur.</p><p><strong>Goat Lantern:</strong> See Lantern Goat.</p><p><strong>Goat-Human Skeleton:</strong> See Skeleton Goat-Human.</p><p><strong>Goblin Juju Zombie:</strong> See Zombie Juju Goblin.</p><p><strong>Goblin Risen:</strong> See Ghoul Ghast Risen Goblin.</p><p><strong>Goblin Zombie:</strong> See Zombie Goblin.</p><p><strong>Goblin Zombie Juju:</strong> See Zombie Juju Goblin.</p><p><strong>Gold Dragon Vampiric:</strong> See Vampiric Dragon Gold.</p><p><strong>Goov:</strong> See Mummy Greater, King Goov.</p><p><strong>Gorezeval, Isabel:</strong> See Vampire Alcadritch, Matriarch Isabel Gorezeval.</p><p><strong>Gormoth:</strong> See Undead Angel-Demon, Mephistophael, Gormoth, Kan-Thuul.</p><p><strong>Grandfather Lich:</strong> See Lich Grandfather.</p><p><strong>Granette'rout:</strong> See Undead Treant, Granette'rout.</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. (Tome of Horrors 4)</p><p><strong>Grave Risen:</strong> ?</p><p><strong>Gravebird:</strong> Gravebirds are highly intelligent undead birds (usually ravens or crows) that have been brought back to life through foul magic. (Swords and Wizardry Monster Book)</p><p>Gravebirds are highly intelligent undead birds (usually ravens or crows) that have been brought back to life through foul magic. (Monstrosities)</p><p><strong>Graveknight:</strong> In death, the graveknight’s life force lingers on in its armor, not its corpse, in much the same way that a lich’s essence is bound within a phylactery. (Rappan Athuk - Swords and Wizardry)</p><p><strong>Graveknight Dwarf, Patrol Captain Luther:</strong> ?</p><p><strong>Gray Render Zombie:</strong> See Zombie Gray Render. </p><p><strong>Gray Thirster:</strong> ?</p><p><strong>Great Undead Whale:</strong> See Undead Whale Great.</p><p><strong>Great Whale Undead:</strong> See Undead Whale Great.</p><p><strong>Greater Draugr:</strong> See Draugr Greater.</p><p><strong>Greater Mummy:</strong> See Mummy Greater.</p><p><strong>Greater Shadow:</strong> See Shadow Greater.</p><p><strong>Green Man:</strong> See Corpse Colossus Minor, The Green Man.</p><p><strong>Gremag:</strong> See Lich Magic-User 18, Gremag, Phoromyceaen Sorcerer-King of Tharistra.</p><p><strong>Grey Spirit:</strong> See Spirit Grey.</p><p><strong>Grezell:</strong> See Vampire, Grezell.</p><p><strong>Grim Spectre of Blackpool Swamp:</strong> See The Grim Spectre of Blackpool Swamp.</p><p><strong>Grimshrike:</strong> Grimshrikes are a race of reanimated twin-tailed gargoyles standing about 7 feet tall and weighing 350 pounds. (Tome of Horrors 4)</p><p>Grimshrikes are native to a dark land about which little is known other than its terrible history. The place was once vibrant and full of life. Centuries ago, however, all that changed. Dark energies spilled forth unchecked from a wayward wizard’s experiment, fouling the very essence of the land. In a matter of hours, all life in that place ceased to exist. (Tome of Horrors 4)</p><p><strong>Gripper Dead:</strong> See Ripneck Deadgripper, Dead Gripper.</p><p><strong>Grizzly Spirit:</strong> See Spirit Grizzly, Bear-Shaped Shadow.</p><p><strong>Groaning Spirit:</strong> See Banshee, Groaning Spirit.</p><p><strong>Grub Zombie:</strong> See Zombie Grub.</p><p><strong>Guard Captain Temple Ghastly:</strong> See Ghastly Temple Guard Captain.</p><p><strong>Guard Fear:</strong> See Fear Guard.</p><p><strong>Guard Temple Captain Ghastly:</strong> See Ghastly Temple Guard Captain.</p><p><strong>Guard Temple Frozen:</strong> See Frozen Temple Guard.</p><p><strong>Guard Zombie:</strong> See Zombie Guard.</p><p><strong>Guardian Cimota:</strong> See Cimota Guardian.</p><p><strong>Guardian Crypt:</strong> See Crypt Guardian.</p><p><strong>Guardian Mummy:</strong> See Mummy Guardian.</p><p><strong>Guardian of Cyngamon:</strong> See Undead Swordsman, Guardian of Cyngamon.</p><p><strong>Guardian Skeleton:</strong> See Skeleton Guardian.</p><p><strong>Guardian Tomb:</strong> See Tomb Guardian.</p><p><strong>Guardian Tomb Mantis:</strong> See Mantis Tomb Guardian.</p><p><strong>Guardian Undead:</strong> See Undead Guardian.</p><p><strong>Guest:</strong> Spirits that cannot rest, cursed by broken oaths, business left undone, or something else. Left in this world and slowly driven mad by it. Guests were never meant to be in the realms of the mortals and every day they do not pass on is yet another day insanity inducing pain. (The Cartographer's Guide to the Creatures of Eira)</p><p><strong>Gunnvor:</strong> See Skeletal Giant Fire, Akruel's Former General, Gunnvor.</p><p><strong>Gynosphinx Zombie:</strong> See Zombie Gynosphinx.</p><p><strong>Hacked Zombie:</strong> See Zombie Hacked.</p><p><strong>Hag Bog:</strong> See Bog Hag.</p><p><strong>Haimonna, Vampire:</strong> See Vampire, Haimonna.</p><p><strong>Halfling Hungry Zombie:</strong> See Zombie Hungry Halfling.</p><p><strong>Halifax, Ralph:</strong> See Zombie, Sir Ralph Halifax.</p><p><strong>Hamish MacDuncan:</strong> See Vampire, Hamish MacDuncan.</p><p><strong>Hamster Giant Ghost:</strong> See Ghost Giant Hamster.</p><p><strong>Hanged Man:</strong> These undead assassins are created by foul black magic that reanimates thieves after their death by hanging. (Crypts & Things Remastered)</p><p><strong>Haraldson, Kraki:</strong> See Wight, Kraki Haraldson, High Koenig.</p><p><strong>Hardier Enchanted Zombie:</strong> See Zombie Enchanted Hardier.</p><p><strong>Harlot Vampire:</strong> See Vampire Harlot.</p><p><strong>Harn, Akhjila:</strong> See Demi-Lich, Akhjila Harn.</p><p><strong>Hatur:</strong> See Zombie Tower Gnoll Chieftain, Hatur.</p><p><strong>Haunt:</strong> Unfortunately, not all of the refugees survived the perilous descent. Though their unpreserved flesh and bones rotted away long ago, their fear and anguish in the final moments as [they] fell to their untimely deaths linger in the form of a haunt. (Quests of Doom 4: War of Shadows (S&W))</p><p>The haunt is the spirit of a person who died before completing some vital task. A haunt inhabits an area within 60 feet of where its body died and never leaves this area. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p><strong>Haunt Eaten Alive:</strong> Although the wizard’s body is no longer here, his horrific demise left its lasting impression on his quarters, giving rise to a sinister haunt. (Quests of Doom 4: Fishers of Men (S&W))</p><p><strong>Haunt Glacial:</strong> See Glacial Haunt.</p><p><strong>Haunt Gloom:</strong> See Gloom Haunt.</p><p><strong>Haunted Choir:</strong> These poor souls, survivors of the retreat but not their master’s cruelty, have each offended one of the clergy of Orcus in some way. (Rappan Athuk - Swords and Wizardry)</p><p><strong>He Who Broke the Back of Kathisizk the Great Serpent of the Sea:</strong> See Wraith Unique, The Wight of Sven Oakenfist, the Jarl of the Seas, the Ravager of the Cymu Islands, Terror of Gatland, Estenfird, Hordaland, and the Vale, Slayer of a Thousand Men, He Who Broke the Back of Kathisizk the Great Serpent of the Sea, Reaver of the Dnipir River, The Bloody-Handed Horror of Seagestreland.</p><p><strong>Head Dead:</strong> See Deadhead, Dead Head.</p><p><strong>Head Shrunken:</strong> See Shrunken Head.</p><p><strong>Head-Stealer:</strong> A head-stealer is the headless, undead body of someone who has been decapitated, usually by execution or dungeon trap. The body is animated with a vengeful spirit, and seeks to re-enter society by removing someone else’s head and placing it atop its own neck. (Swords and Wizardry Monster Book)</p><p>A head-stealer is the headless, undead body of someone who has been decapitated, usually by execution or dungeon trap. The body is animated with a vengeful spirit, and seeks to re-enter society by removing someone else’s head and placing it atop its own neck. (Monstrosities)</p><p><strong>Headless Cursed Woman:</strong> See Cursed Headless Woman.</p><p><strong>Headless Ghost:</strong> See Ghost Headless.</p><p><strong>Headless Warrior, Kubi-no-nai-bushi:</strong> A Kubi-no-nai-bushi (headless warrior) is a particularly rare and powerful form of undead that is sometimes created when the spirit of a honorable Samurai that was unlawfully or unjustly forced to commit Sepukku returns from the grave in search of vengeance. (Ruins & Ronin)</p><p><strong>Headless Woman Cursed:</strong> See Cursed Headless Woman.</p><p><strong>Hethel:</strong> See Vampire, Hethel.</p><p><strong>Hieroglypicroc:</strong> See Zombie Crocodile, Hieroglypicroc.</p><p><strong>High Cimota:</strong> See Cimota High.</p><p><strong>High Koenig:</strong> See Wight, Kraki Haraldson, High Koenig.</p><p><strong>High Lord of Death:</strong> See Mummy Cleric 7, High Lord of Death.</p><p><strong>High Priest of Althunak Ghastly:</strong> See Ghastly High Priest of Althunak.</p><p><strong>High Priest Paulus:</strong> See Biting Skull, High Priest Paulus.</p><p><strong>High Priest Undead:</strong> See Undead High Priest.</p><p><strong>Hlundel:</strong> See Death Naga, Hlundel.</p><p><strong>Hoar Spirit:</strong> Hoar spirits are believed to be humanoids that freeze to death and are doomed to haunt the icy wastes. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p><strong>Hollow:</strong> The Hollows are the soulless husks of the victims of the House. Cast away but some how still linked to the House, which psychically controls them. (Crypts & Things Remastered)</p><p><strong>Hooded Gatherer:</strong> These powerful and intelligent undead creatures are often mistaken for liches, but they are a thing far worse and more horrible indeed, for they are born in the underworlds of other planes of existence, and hunt down souls in the material planes for their demonic masters. (Tome of Horrors 4)</p><p><strong>Hopping Vampire:</strong> See Vampire Hopping, Kyonshi.</p><p><strong>Horde Fetch:</strong> See Fetch Horde.</p><p><strong>Horde Skeleton:</strong> See Skeleton Horde.</p><p><strong>Horde Zombie:</strong> See Zombie Horde.</p><p><strong>Horned Lord:</strong> See The Horned Lord.</p><p><strong>Horse Bog:</strong> See Bog Horse.</p><p><strong>Horse Mount Undead:</strong> See Undead Horse Mount, Undead Mount.</p><p><strong>Horse Skeletal:</strong> See Skeletal Horse.</p><p><strong>Horse Zombie:</strong> See Zombie Horse.</p><p><strong>Hound Bog:</strong> See Bog Hound.</p><p><strong>Hound Ghost:</strong> See Ghost Hound.</p><p><strong>Hound Lich:</strong> See Lich Hound.</p><p><strong>Housecarl Skeletal:</strong> See Skeletal Housecarl.</p><p><strong>Hróarr Skjálgr:</strong> See Zombie Juju, Hróarr Skjálgr.</p><p><strong>Huecuva:</strong> The nihilistic Ahriman gave his greatest gift to his newfound converts — complete and utter destruction. The wicked being betrayed them even as their former patron Aten condemned them as well. The Khemitian god transformed the heretics into 5 huecuvas. (Quests of Doom 4: War of Shadows (S&W))</p><p>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>Three days prior, the chief inquisitor of the church rode into town on a palfrey and ordered the parish priestess and her acolytes taken into custody. After a hasty trial in which evidence of involvement in the slave trade was presented, the priestesses were cast into the great hearth of the temple (the temple being dedicated to the hearth goddess). It was a terrible shock for the people to see their beloved priestesses accused, convicted and summarily slain (especially in so terrible a manner), but it was an even more terrible shock to see them emerge from the flames as smoldering skeletons and strangle the inquisitor. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p><strong>Human Guard Zombie Tower:</strong> See Zombie Tower Human Guard.</p><p><strong>Human Meat Puppet:</strong> See Meat Puppet Human.</p><p><strong>Human Skeleton:</strong> See Skeleton Human.</p><p><strong>Human Skeleton Undead Menagerie:</strong> See Undead Menagerie Skeleton Human.</p><p><strong>Human Zombie:</strong> See Zombie Human.</p><p><strong>Human Zombie Tower, Maurits Felldrake:</strong> See Zombie Tower Human, Maurits Felldrake.</p><p><strong>Humanoid Rotting Skeletal:</strong> See Lich Shade, Rotting Skeletal Humanoid.</p><p><strong>Humanoid Skeletal Rotting:</strong> See Lich Shade, Rotting Skeletal Humanoid.</p><p><strong>Humanoid Zombie:</strong> See Zombie Humanoid.</p><p><strong>Humladil:</strong> See Lich, Humladil.</p><p><strong>Hummingbird Undead:</strong> See Undead Hummingbird.</p><p><strong>Hungering Undead:</strong> See Undead Hungering.</p><p><strong>Hungry Ghost:</strong> See Ghost Hungry.</p><p><strong>Hungry Halfling Zombie:</strong> See Zombie Hungry Halfling.</p><p><strong>Hungry Spirit:</strong> See Gaki, Hungry Spirit.</p><p><strong>Hungry Zombie:</strong> See Zombie Hungry.</p><p><strong>Huntmaster Flenser:</strong> See Ghoul Flenser Huntmaster.</p><p><strong>Hvram Kalsong the Third:</strong> See Wraith, Hvram Kalsong the Third.</p><p><strong>Hvram the Half-Born:</strong> See Wraith, Hvram the Half-Born.</p><p><strong>Hybrid Revenant:</strong> See Revenant Hybrid.</p><p><strong>Hypogean Dragon Ghostly:</strong> See Ghostly Dragon Hypogean.</p><p><strong>Hypogean Dragon Mummified:</strong> See Mummified Dragon Hypogean.</p><p><strong>Icebound Ekimmu:</strong> See Ekimmu Icebound.</p><p><strong>Icthyosaur Skeleton:</strong> See Skeleton Icthyosaur.</p><p><strong>Igni:</strong> See Ghost Paladin 12, Igni.</p><p><strong>Ilgoriath:</strong> See Lich Lesser, Ilgoriath.</p><p><strong>Impaled Spirit:</strong> See Spirit Impaled, Shattered Soul.</p><p><strong>Imperial Crypt Thing:</strong> See Crypt Thing, Imperial Crypt Thing.</p><p><strong>Infant Vampire:</strong> See Vampire Infant.</p><p><strong>Infernal Tyrant:</strong> See Vampire Lord, Singed Man, Infernal Tyrant.</p><p><strong>Infre:</strong> See Phantom, Infre.</p><p><strong>Inn-Wight:</strong> See Wight Inn-Wight.</p><p><strong>Iolne:</strong> See Banshee Queen, Iolne.</p><p><strong>Iron Ghoul:</strong> See Ghoul Iron.</p><p><strong>Isabel Gorezeval:</strong> See Vampire Alcadritch, Matriarch Isabel Gorezeval.</p><p><strong>Islaug the Breathless:</strong> See Death Knight, Islaug the Breathless.</p><p><strong>Itara:</strong> See Vampire, Itara.</p><p><strong>Jackal of Darkness:</strong> ?</p><p><strong>Jarl of the Seas:</strong> See Wraith Unique, The Wight of Sven Oakenfist, the Jarl of the Seas, the Ravager of the Cymu Islands, Terror of Gatland, Estenfird, Hordaland, and the Vale, Slayer of a Thousand Men, He Who Broke the Back of Kathisizk the Great Serpent of the Sea, Reaver of the Dnipir River, The Bloody-Handed Horror of Seagestreland.</p><p><strong>Jawbone:</strong> Neither Vallis nor Kenneth has the power to properly animate such a creation, so they’ve taken a shortcut. As long as Vallis is not pinned by the Ghostbind, she can use her essence to activate the creature (Vallis assumes her incorporeal form and occupies the skeleton’s space, wearing it like armor). If Vallis is not present, one of the other shades takes control, although Jawbone loses its regeneration if controlled in this manner. (Rappan Athuk Expansions 1 - Swords and Wizardry)</p><p><strong>Jawk, Rawling:</strong> See Shade, Rawling Jawk.</p><p><strong>Jelida Daribe:</strong> See Eyeless Filcher, Jelida Daribe.</p><p><strong>Jester Red:</strong> See Red Jester.</p><p><strong>Jiki-Ketsu-Gaki:</strong> See Gaki Jiki-Ketsu-Gaki.</p><p><strong>Jiki-Niku-Gaki:</strong> See Gaki Jiki-Niku-Gaki.</p><p><strong>Jikininki:</strong> See Ghoul Trash Eating, Jikininki.</p><p><strong>Jim:</strong> See Ghoul, Old Jim.</p><p><strong>Jordelia:</strong> See Vampire, Countess Jordelia.</p><p><strong>Joy Montez:</strong> See Allip, Joy Montez.</p><p><strong>Juju Zombie:</strong> See Zombie Juju.</p><p><strong>Junde, Cedrick:</strong> See Soul Knight, Cedrick Junde.</p><p><strong>Kalanos:</strong> Any humanoid slain by a brykolakas rises as a kalanos in 1d4 days under the creature’s control. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p><strong>Kalina:</strong> See Zombie, Kalina.</p><p><strong>Kaliope:</strong> See Glacial Haunt, Kaliope.</p><p><strong>Kalsong, Hvram the Third:</strong> See Wraith, Hvram Kalsong the Third.</p><p><strong>Kamarupa:</strong> Kamarupa are the distorted souls of evil priests betrayed and sacrificed to their deity. </p><p><strong>Kan-Thuul:</strong> See Undead Angel-Demon, Mephistophael, Gormoth, Kan-Thuul.</p><p><strong>Kardofo:</strong> See Vampire, Count Kardofo.</p><p><strong>Kelvani:</strong> See Fetch, Kelvani.</p><p><strong>Kenard:</strong> See Vampire, Kenard, Warden of the Dead.</p><p><strong>Kenneth:</strong> See Shade, Kenneth, Lord Darkblade von Nightkill.</p><p><strong>Kenneth Junior:</strong> See Skeleton Black, Kenneth Junior.</p><p><strong>Kezanlil, Arus:</strong> See Lich, Arus Kezanlil.</p><p><strong>Killbessa:</strong> See Mummy of the Deep, Captain Killbessa.</p><p><strong>King Barrow:</strong> See Barrow King.</p><p><strong>King Goov:</strong> See Mummy Greater, King Goov.</p><p><strong>King Ottin:</strong> See Shadow Fighter 8, King Ottin.</p><p><strong>King Winter The First:</strong> See Winterwight, The First Winter King.</p><p><strong>King-Chieftain of the Island of War:</strong> See Vampire, Aracor, King-Chieftain of the Island of War.</p><p><strong>Klar:</strong> See Vampire Orc, Klar.</p><p><strong>Klerk:</strong> See Ghoul, Klerk.</p><p><strong>Knight Death:</strong> See Death Knight.</p><p><strong>Knight Gaunt:</strong> A knight gaunt is an undead creature created when a paladin falls in battle. (Tome of Horrors 4)</p><p><strong>Knight Gaunt, Alumaxis:</strong> This is the last resting place for the former captain-of-the-guard-turned-architect, Alumaxis. A good soldier to the end, Alumaxis volunteered for the role of leader of this building site when he understood it would further the reach of Orcus in the world. What he didn’t know was the depth of deceit in the ranks of his “advisors”. As a man used to facing foes head-to-head, he did not see the treachery of the clergy until it was too late. To cover any evidence of their assassination, the clergy ordered this pyre built to honor their fallen “leader”. The captain’s body was laid to rest atop the bonfire, and he was immolated. Unexpectedly, the fire never burned itself out; it smolders even to this day, wafting smoky tendrils to remind the very stones of the dungeon what happened here. (Rappan Athuk Expansions 1 - Swords and Wizardry)</p><p>Alumaxis himself was not fully consumed by the flame. He regained his material body after being scorched, and returned to the mortal realm as a knight gaunt, an undead horror normally created when a paladin falls in righteous combat against Chaos. Orcus himself found the humor in returning his soldier to the field in such a form. (Rappan Athuk Expansions 1 - Swords and Wizardry)</p><p><strong>Knight Gaunt, Sir Agnoysius:</strong> ?</p><p><strong>Knight Shadow:</strong> See Shadow Knight.</p><p><strong>Knight Silent:</strong> See Silent Knight.</p><p><strong>Knight Skeletal:</strong> See Skeletal Knight.</p><p><strong>Knight Soul:</strong> See Soul Knight.</p><p><strong>Knock, Samuel:</strong> See Wight, Samuel Knock.</p><p><strong>Koenig High:</strong> See Wight, Kraki Haraldson, High Koenig.</p><p><strong>Kor:</strong> See Ghost Giant Storm, Kor.</p><p><strong>Kraken Undead:</strong> See Zombie Kraken, Undead Kraken</p><p><strong>Kraken Zombie:</strong> See Zombie Kraken, Undead Kraken</p><p><strong>Kraki Haraldson:</strong> See Wight, Kraki Haraldson, High Koenig.</p><p><strong>Kran the Dungeon Master:</strong> See Shadow Powerful, Kran the Dungeon Master.</p><p><strong>Kubi-no-nai-bushi:</strong> See Headless Warrior, Kubi-no-nai-bushi.</p><p><strong>Kummua:</strong> ?</p><p><strong>Kurant Pulanti:</strong> See Vampire, Kurant Pulanti.</p><p><strong>Kyonshi:</strong> See Vampire Hopping, Kyonshi.</p><p><strong>Lacedon:</strong> See Ghoul Lacedon, Aquatic Ghoul.</p><p><strong>Lady Baymoral:</strong> See Shade Ethereal, Lady Baymoral.</p><p><strong>Lady Spectral:</strong> See Spectre, Spectral Lady.</p><p><strong>Lady White:</strong> See White Lady.</p><p><strong>Lambert Glover:</strong> See Black Tongue Victim, Lambert Glover.</p><p><strong>Lantern Goat:</strong> ?</p><p><strong>Large Skeleton:</strong> See Skeleton Bear Cave, Large Skeleton.</p><p><strong>Leader Cimota:</strong> See Cimota Leader.</p><p><strong>Lecternomancer:</strong> Grand Sorcerer of the Valley of Fire Deleterios III killed, in a single stroke, all of his 15 apprentices. Opinions on the reasons differ. Of his detractors, the Chimerists mention he needed corpses of spellcasters for his own nefarious experiments, while the Orthodox Necromancers remind that Deleterios III was reckless during experimentations. (Chthonic Codex)</p><p>Rumours circulate about how all of his apprentices might or might not have been corrupted by their Master’s enemies to plot against him, that somehow Deleterios III found out and crushed their hearts with magic. (Chthonic Codex)</p><p>Anyway, he took their corpses and retired for a long while, a couple of years, in his laboratories, flayed the bodies, tanned the skins with their brains to make vellum, wrote on their skin with their blood, then stitched them in codexes with their hair and bound them in books. (Chthonic Codex)</p><p><strong>Legend Zombie:</strong> See Zombie Legend.</p><p><strong>Leper Zombie:</strong> See Zombie Leper.</p><p><strong>Lesser Lich:</strong> See Lich Lesser.</p><p><strong>Lesser Shadow:</strong> See Shadow Lesser.</p><p><strong>Lesser Vampire:</strong> See Vampire Lesser, Wampyre.</p><p><strong>Lich, Undead Lich:</strong> ?</p><p>Liches are the undead remnants of wizards, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magics gone awry). (Swords and Wizardry Complete Rulebook)</p><p>Liches are the undead remnants of wizards, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magics gone awry). (Swords and Wizardry Monster Book)</p><p>Liches are the undead remnants of wizards, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magics gone awry). (Monstrosities)</p><p>Powerful Wizards or Faithful sometimes want to live forever, even if ‘live’ is a loosely defined term for those who pursue the path to becoming a powerful undead creature. (Battle Axes & Beasties)</p><p>A spellcaster intentionally pursues the path to becoming a lich, and it is a long, arduous, and irreversible path, ending with the spellcaster becoming ‘blessed’ with eternal undeath. (Battle Axes & Beasties)</p><p>There are rumors that some of these creatures gained this state accidentally as the result of magical research gone horribly wrong. (Battle Axes & Beasties)</p><p>Liches are the undead remnants of sorcerers and wizards, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magic, gone awry). (Crimson Blades 2: Dark Fantasy RPG d20 Version)</p><p>“The priests of the Isle of the Dead have formed an unholy pact with their master the Silent One. In return for perpetual life, they form and act out plans to bring the whole of Zarth under the Silent One’s Eternal Night.” (Crypts & Things Remastered)</p><p>A Lich is the undead remnants of a wizard, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magics gone awry). (Crypts & Things Remastered)</p><p>Each time the Octopus Diadem’s owner puts it to use (other than for regeneration or flying), there is a 1% chance that the powerful magic item sucks the user’s soul into it, immediately creating a being that is, effectively, a lich. (Cyclopean Deeps Volume 2 Swords and Wizardry)</p><p>Liches are the undead remnants of wizards, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magics gone awry). (Ruins & Ronin)</p><p>The floor of this large chamber is covered with scrawled magical symbols and diagrams. These are various necromantic spells, spells a necromancer must gather and cast in order to become a lich. There are rags, pieces of candles, feathers, and patches of glittering dust scattered everywhere on the floor. (The Black Monastery (S&W))</p><p>Finally, in his darkest moment, Eralion turned to Orcus, the Demon-lord of the Undead, imploring the dread demon for the secret of unlife—the secret of becoming a lich. Orcus knew that Eralion lacked the power to complete the necessary rituals to become a lich, as Eralion had barely managed the use of a scroll to contact him in the depths of the Abyss in his Palace of Bones. (The Lost Lands: Stoneheart Valley Swords and Wizardry Edition)</p><p>A child, glowing white as the sun, is running through the woods. About a day behind the strange boy is a pack of lupins, servants of the fell sorceress Maladria. The sorceress sent the lupins after the child because it is actually a small piece of her soul, part of an experiment in her quest for lich-hood. The boy possesses her exuberance for life and love; she removed it because it suited her grim plans for eternal unlife and because she needed a piece of her soul to create her phylactery. (Tome of Horrors 4)</p><p>Liches are the undead remnants of Spellcasters, either made undead by their own deliberate acts during life or as the result of other magical forces (possibly including their own magics gone awry). (Untold Adventures: Deluxe Edition)</p><p>Liches are the undead remnants of wizards, either made undead by their own deliberate acts during life or as the result of other magical forces (possibly including their own magics gone awry). (White Box: Fantastic Medieval Adventure Game)</p><p><strong>Lich, Adrimiret:</strong> ?</p><p><strong>Lich, Alu:</strong> ?</p><p><strong>Lich, Arus Kezanlil:</strong> The lich Arus Kezanlizil rules the Forge-Temple, claiming it after an unforeseen accident transferred his undead spirit into the body of the dwarven cleric Arbor Oakenchisel. (Monstrosities)</p><p><strong>Lich, Captain Montfort Deville:</strong> ?</p><p><strong>Lich, Coruvance Filp:</strong> Coruvance Filp, a Magic-User of Jah Sezar who turned to lichdom when she made an evil pact with demonic forces. (Tome of Horrors 4)</p><p><strong>Lich, Cumont:</strong> ?</p><p><strong>Lich, Damat:</strong> ?</p><p><strong>Lich, Damien:</strong> ?</p><p><strong>Lich, Devron the Necromancer:</strong> Devron the necromancer swears himself to Arvonliet’s true nature, transforms into lich and is imprisoned below Barakus. (Rappan Athuk Expansions 2 - Swords and Wizardry)</p><p><strong>Lich, Dread Master:</strong> ?</p><p><strong>Lich, Humladil:</strong> ?</p><p><strong>Lich, Pancras the Senior:</strong> ?</p><p><strong>Lich, Saca-Baroo:</strong> ?</p><p><strong>Lich, Sacavious:</strong> Inside the room is a clay vessel studded with gems and bound with gold bands. The vessel has a value of at least 8,000gp. It is the jar that the lich Sacavious used to hold most of desiccated internal organs as part of the necromantic rituals that were intended to turn him into a lich. (The Black Monastery (S&W))</p><p>At the time of the Black Monastery’s fall, Sacavious was coming to the end of his mortal life. His potions and experiments were no longer able to sustain his failing body, so he had completed the research, potions and incantations to transform himself into a lich. Sacavious had put off his final transformation for more than a decade when the monastery was besieged. His plan had included a betrayal of his brothers, whom he had intended to make his undead minions. (The Black Monastery (S&W))</p><p>The Black Brotherhood’s violent end frustrated Sacavious’ plans and forced him to undergo his transformation only moments before the Black Monastery was immolated and disappeared in arcane fire. With his spells exhausted, and the monastery gates about to be breached, Sacavious rushed to his tower and drank down the final potion. He expected to become an immortal being of ultimate power. The result was something quite different. (The Black Monastery (S&W))</p><p>The immolation of the Black Monastery unleashed forces unknown to Sacavious. Instead of falling to the floor and rising up as a free-willed wraith, ready to dominate his enemies, Sacavious’ mind was badly damaged by the arcane powers unleashed around him. The pieces of his conscious mind were scattered as wisps, blowing between the planes. Only fragments of these wisps returned to his animated corpse, trapping him forever in a dead shell, re-living his final moments as a mortal. What is left of Sacavious may be found in the large chamber at the top of his tower, waiting to destroy anyone who dares intrude on his eldritch domain. (The Black Monastery (S&W))</p><p><strong>Lich, Sacavious Depleted:</strong> The necromancer has completed his botched transformation into a lich, but his spells have been seriously depleted by the final siege of the Black Monastery. This version of Sacavious is still a deadly threat, but has already exhausted most of his spells in the final battle. This broken remnant of the Black Brotherhood’s pet necromancer has been lying face down on his spell book ever since. (The Black Monastery (S&W))</p><p><strong>Lich, Sacavious Deranged and Crawling:</strong> The necromancer’s failed transformation has left him almost completely broken. The Referee should assume that Sacavious has no spells, or possibly just a few left. At the Referee’s discretion, Sacavious should have his hit points and armor class reduced to reflect the fact that he has not cast spells in preparation for the party’s arrival. After he turns toward the party from his workbench, the lich emits a ragged gasp and either staggers toward the adventurers or falls to the floor. Sacavious is still capable of harming the party with his innate lich and necromancer powers, but is only a shell of what he might have been. (The Black Monastery (S&W))</p><p><strong>Lich, Sacavious Fully Armed and Operational:</strong> In this variation, the Referee assumes that Sacavious completed his transformation into a lich and has been able to recuperate all of his spells. (The Black Monastery (S&W)) </p><p><strong>Lich, Salvager of Death, Servant of Orcus:</strong> ?</p><p><strong>Lich, Trystecce, Lich-Queen:</strong> ?</p><p><strong>Lich, Valen Darkfast:</strong> The Darkfasts were cunning necromancers and when the father was mortally wounded in a battle, he was turned into a lich. (The Kingdom of Richard)</p><p><strong>Lich, Varimoth:</strong> The necromancer Crotus perished, but his acolyte Varimoth lived and has stolen his master’s secret cache of lore, allowing himself to become a lich! (The Rising Dark: An Introduction to Agraphar)</p><p><strong>Lich, Vazgar:</strong> ?</p><p><strong>Lich, Zelkor:</strong> Zelkor was a powerful wizard who led the army of Light into Rappan Athuk to attack the high priests of Orcus. They say that he didn’t die, and one day he’ll return. (Rappan Athuk - Swords and Wizardry)</p><p><strong>Lich-Lord, Vax:</strong> ?</p><p><strong>Lich Arch-Lich, Sorcerer-Lich 18, Slavish:</strong> ?</p><p><strong>Lich Citizen:</strong> In civilized areas of Planet Uluros, where magocracy remains the predominant form of government, magic-users frequently attempt to extend their lives by making a transition to an undead condition. These attempts succeed often enough, but more commonly end in the magic-user’s destruction, or, more rarely, in a transformation to a lesser form of lich called a citizen lich. (Operation Unfathomable Player's Guide)</p><p><strong>Lich Cleric:</strong> ?</p><p><strong>Lich Grandfather:</strong> ?</p><p><strong>Lich Hound:</strong> ?</p><p><strong>Lich Lesser:</strong> ?</p><p><strong>Lich Lesser, Ilgoriath:</strong> ?</p><p><strong>Lich Lord:</strong> ?</p><p><strong>Lich Lord, Valen Darkfast:</strong> ? </p><p><strong>Lich Lord, Zangrias:</strong> ?</p><p><strong>Lich Mad Minotaur:</strong> ?</p><p><strong>Lich Magic-User 8, Devron:</strong> ?</p><p><strong>Lich Magic-User 14, Devron:</strong> ?</p><p><strong>Lich Magic-User 18, Gremag, Phoromyceaen Sorcerer-King of Tharistra:</strong> ?</p><p><strong>Lich Magic-User 18, The Conductor:</strong> He amassed enough magical might that he was able to thwart death, and he has lived as a lich for millennia. (Rappan Athuk Expansions 2 - Swords and Wizardry)</p><p><strong>Lich Minotaur Mad:</strong> See Lich Mad Minotaur.</p><p><strong>Lich N'Gathau:</strong> ?</p><p><strong>Lich Necromancer, Magerly:</strong> ?</p><p><strong>Lich Shade:</strong> Lich shades attempted to achieve lichdom but failed. (Cry Havoc! (The Dogs of Orcus))</p><p>Lich shades are evil creatures who attempted to achieve lichdom but failed. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p><strong>Lich Shade, Ashten Un Shorn:</strong> The tower belonged to Ashten Un Shorn, a magic-user who died during an attempt to transition to lichdom. A single mistake in the ritual resulted in the blast that destroyed her tower. Ashten now haunts the upper floors as a lich shade, and slays all who seek her treasure. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p><strong>Lich Shade, Livonia Tols:</strong> One of the Dogs of Orcus’ most unusual members, Livonia is a lich shade raised to undeath by Orcus himself. (Cry Havoc! (The Dogs of Orcus))</p><p>An aging wizardess facing death, Livonia Tols — like so many others before her — sought to cheat death, surviving through the ages as an undead lich. Also like many others, Livonia failed in her quest for undeath, instead poisoning herself. As she lay dying, a vision of Orcus appeared before her, offering her the undead immortality she desired, so long as she swore to serve the demon prince. She eagerly agreed and rose as a lich shade, free to act as she wished so long as she advanced the agenda of her demonic master. (Cry Havoc! (The Dogs of Orcus))</p><p><strong>Lich Shade, Rotting Skeletal Humanoid:</strong> ?</p><p><strong>Lich Spider:</strong> ?</p><p><strong>Lich Undead:</strong> See Lich, Undead Lich.</p><p><strong>Lich Wizard:</strong> ?</p><p><strong>Lich-Mage, Deserach:</strong> ?</p><p><strong>Lich-Queen:</strong> See Lich, Trystecce, Lich-Queen.</p><p><strong>Liche:</strong> Liches are the undead remnants of wizards, either made undead by their own deliberate acts during life or as the result of other magical forces (possibly including their own magics gone awry). (The Hero's Journey Fantasy Roleplaying)</p><p><strong>Liche Elder:</strong> Elder Liche Nehkra Mastery Ability. (White Box Tome - Arioth I )</p><p><strong>Liche Elder, Mezogorah:</strong> ?</p><p><strong>Liliwan Erera:</strong> See The Bloodied Cleric, Erera Liliwan.</p><p><strong>Lilly Montez:</strong> See Allip, Lilly Montez.</p><p><strong>Livonia Tols:</strong> See Lich Shade, Livonia Tols.</p><p><strong>Loomin:</strong> See Wight Inn-Wight, Loomin.</p><p><strong>Lord Cadaver:</strong> See Cadaver Lord.</p><p><strong>Lord Darkblade von Nightkill:</strong> See Shade, Kenneth, Lord Darkblade von Nightkill.</p><p><strong>Lord Ectarlin:</strong> See Ghost, Lord Ectarlin, Spectral Lord.</p><p><strong>Lord Ghast:</strong> See Ghoul Ghast Lord.</p><p><strong>Lord Ghoul:</strong> See Ghoul Lord.</p><p><strong>Lord Horned:</strong> See The Horned Lord.</p><p><strong>Lord Lich:</strong> See Lich Lord.</p><p><strong>Lord Plague:</strong> See Ozzark the Dead King, The Plague Lord.</p><p><strong>Lord Shade:</strong> See Shade Lord.</p><p><strong>Lord Spectral:</strong> See Ghost, Lord Ectarlin, Spectral Lord.</p><p><strong>Lord Wynston Mathen:</strong> See Ghost, Lord Wynston Mathen.</p><p><strong>Lucas:</strong> See Vampire Lord, Black King Lucas.</p><p><strong>Lurker Wraith:</strong> See Wraith Lurker.</p><p><strong>Luther:</strong> See Graveknight Dwarf, Patrol Captain Luther.</p><p><strong>Lyrid Toadstrangler:</strong> See Spirit Impaled, Lyrid Toadstrangler.</p><p><strong>MacDuncan, Hamish:</strong> See Vampire, Hamish MacDuncan.</p><p><strong>Mad Lich Minotaur:</strong> See Lich Mad Minotaur.</p><p><strong>Mad Minotaur Lich:</strong> See Lich Mad Minotaur.</p><p><strong>Madrana Mathen:</strong> See Spectre, Madrana Mathen.</p><p><strong>Magerly:</strong> See Lich Necromancer, Magerly.</p><p><strong>Maiden of the Maze:</strong> ?</p><p><strong>Malliw Catspar:</strong> See Ghost, Malliw Catspar.</p><p><strong>Man Green:</strong> See Corpse Colossus Minor, The Green Man.</p><p><strong>Man Hanged:</strong> See Hanged Man.</p><p><strong>Man Rotted:</strong> See Rotted Man.</p><p><strong>Man Singed:</strong> See Vampire Lord, Singed Man, Infernal Tyrant.</p><p><strong>Manticore Skeleton:</strong> See Skeleton Manticore.</p><p><strong>Mantis Tomb Guardian:</strong> These undead creatures are the animated carapaces of mantis-priests. </p><p>The creatures are animated by ancient necromancy, but apparently were prepared in a manner that made them immune to clerical turning. (Cyclopean Deeps Volume 2 Swords and Wizardry)</p><p><strong>Mary Catherine:</strong> See Biting Skull, Sister Mary Catherine.</p><p><strong>Master Dread:</strong> See Lich, Dread Master.</p><p><strong>Master Vampire:</strong> See Vampire Master.</p><p><strong>Mate Draug:</strong> See Draug Mate.</p><p><strong>Mathen, Madrana:</strong> See Spectre, Madrana Mathen.</p><p><strong>Mathen, Wynston:</strong> See Ghost, Lord Wynston Mathen.</p><p><strong>Matilda:</strong> See Biting Skull, Saint Matilda.</p><p><strong>Matriarch Isabel Gorezeval:</strong> See Vampire Alcadritch, Matriarch Isabel Gorezeval.</p><p><strong>Maurits Felldrake:</strong> See Zombie Tower Human, Maurits Felldrake.</p><p><strong>Meat Puppet:</strong> Meat puppets are boneless, skinless corpses reanimated after being exposed to necromantic energies. (Rappan Athuk - Swords and Wizardry)</p><p>Enemies killed by a bonesucker's attack reanimate within the Temple as meat puppets 24 hours after dying. (Rappan Athuk - Swords and Wizardry)</p><p>The room also holds 8 human meat puppets, the legacy of past bonesucker victims. (Rappan Athuk - Swords and Wizardry)</p><p>Meat puppets are boneless, skinless corpses reanimated after being exposed to necromantic energies. (Rappan Athuk Bestiary Swords and Wizardry Edition)</p><p>Meat puppets are horrid undead creations created by removing the bones from corpses, then reanimating the skinless hides to attack. Various creatures and monsters can be turned into meat puppets using evil sorcery. (Tome of Horrors 4)</p><p>The Bone Crusher artifact. (Rappan Athuk Bestiary Swords and Wizardry Edition)</p><p><strong>Meat Puppet Human:</strong> During the struggle, Quattu ordered the crabmen to subject three of the facility’s fish processors to the horrific fate of being gutted and filleted alive. Unbeknownst to the chuul-ttaen, the revelry of carnage infused the boneless corpses with the necromantic energy that suffuses the marshlands here and animated them as revolting undead creatures. (Quests of Doom 4: Fishers of Men (S&W))</p><p>These loathsome, twitching undead either descended from the Temple of Final Sacrament, or arose spontaneously from the corpses of victims slain within the Bloodways. (Rappan Athuk - Swords and Wizardry)</p><p><strong>Meat Puppet Humanoid:</strong> Meat puppets are boneless, skinless corpses reanimated after being exposed to necromantic energies. (Tome of Horrors 4)</p><p><strong>Meat Puppet Otyugh:</strong> Some years back several clusters of otyughs swarmed into the Bloodways, only to fall victim to its malign influence. Now the remains of these long-dead creatures roam the halls, attacking any living creature they come upon. (Rappan Athuk - Swords and Wizardry)</p><p>The unfortunate otyugh, which the laboratory’s alchemist used as waste disposal, suffered from a necromantic explosion in the lab. The catastrophe transformed the creature into its current undead state. (Rappan Athuk Bestiary Swords and Wizardry Edition)</p><p>Otyugh meat puppets are giant boneless, skinless reanimated beasts. </p><p>The bag contains the skin and bones of an otyugh slain by a Magic-User looking to test out a horrible spell he uncovered in an ancient grimoire. The spell worked, turning the boneless, skinless creature into an otyugh meat puppet—that then promptly killed the wizard. (Tome of Horrors 4)</p><p><strong>Melene:</strong> See Tree Ghost, Melene.</p><p><strong>Menagerie Undead:</strong> See Undead Menagerie.</p><p><strong>Mephistophael:</strong> See Undead Angel-Demon, Mephistophael, Gormoth, Kan-Thuul.</p><p><strong>Mezogorah:</strong> See Liche Elder, Mezogorah.</p><p><strong>Mhao:</strong> See Vampire, Mhao.</p><p><strong>Mimic Undead:</strong> See Undead Mimic.</p><p><strong>Mimir:</strong> See Demi-Lich, Mimir.</p><p><strong>Mindless Undead:</strong> See Undead Mindless.</p><p><strong>Mine Captain Zombie Tower, Dagfa Durbis:</strong> See Zombie Tower Mine Captain, Dagfa Durbis.</p><p><strong>Minion Vampire:</strong> See Vampire Minion.</p><p><strong>Minor Corpse Colossus:</strong> See Corpse Colossus Minor.</p><p><strong>Minotaur Lich Mad:</strong> See Lich Mad Minotaur.</p><p><strong>Minotaur Mad Lich:</strong> See Lich Mad Minotaur.</p><p><strong>Minotaur Zombie Tower:</strong> See Zombie Tower Minotaur.</p><p><strong>Mirax, Tabitha:</strong> See Shade, Tabitha Mirax.</p><p><strong>Mishka:</strong> See Vampire, Mishka.</p><p><strong>Mist Devouring:</strong> See Devouring Mist.</p><p><strong>Mist Swirling Undead Remains of Ghosts of Whalers:</strong> See Swirling Mist Undead Remains of Ghosts of Whalers.</p><p><strong>Mohrg:</strong> In addition, the obelisk bears a magical trap that unleashes a powerful death spell (creatures with fewer than 7HD die, no save; creatures with 8–12HD save or die) centered on itself immediately followed by an animate dead spell that animates them as mohrgs. (Cults of the Sundered Kingdoms (S&W))</p><p>Mohrgs are the animated corpses of mass murderers or similar villains who died without atoning for their crimes. (Rappan Athuk - Swords and Wizardry)</p><p>Mohrgs are the animated corpses of mass murderers or similar villains who died without atoning for their crimes. (The Black Monastery (S&W))</p><p>Buried six feet below the garden’s surface are the bodies of seven former members of the Black Brotherhood, condemned by their brethren for betraying the order. Digging in the garden has the potential of disturbing these corpses, which will rise as morhgs. (The Black Monastery (S&W))</p><p><strong>Monastery Black:</strong> See The Black Monastery.</p><p><strong>Monkey Ghoul:</strong> See Ghoul Monkey.</p><p><strong>Monstrous Undead:</strong> See Undead Monstrous.</p><p><strong>Montez, Joy:</strong> See Allip, Joy Montez.</p><p><strong>Montez, Lilly:</strong> See Allip, Lilly Montez.</p><p><strong>Montfort Deville:</strong> See Lich, Captain Montfort Deville.</p><p><strong>Mordnaissant:</strong> Occasionally when a pregnant mother dies violently in a place infused with unholy or negative energies, the unborn child within her does not simply perish, but instead continues to grow, vitalized by dark power, until it is capable of clawing its way free from its dead mother. (Rappan Athuk - Swords and Wizardry)</p><p>Anyone entering the room must make a saving throw or succumb to the scent’s intoxicating effect. Those who make their save are immune to its effects for a day. It generates a feeling of pleasurable lassitude coupled with heightened lust. This prompts those affected to copulate again and again, exhausting themselves. Once they begin, victims sustain 1 point of constitution damage per ten minutes spent in this vigorous pursuit. When their constitution drops to 1 point, they become too weak to continue, though the drive remains; victims typically die of thirst or starvation even while they continue to feel the need to mate. (Rappan Athuk - Swords and Wizardry)</p><p>Additional saving throws are allowed for failed victims once every 30 minutes for as long as they remain within the room, or once per minute if they are removed from the chamber. The scent is produced by a specially bred form of magical mold infesting the cushions and carpet, and a thorough cleansing of the room with fire (at least 20 points of damage to all surfaces) eliminates the mold and the threat. (Rappan Athuk - Swords and Wizardry)</p><p>The bodies lying amid the cushions have been looted by past adventurers, and bear only tattered robes or ancient, non-magical armor that is in too poor of shape to function. Horribly, due to a necromantic taint on the room, infants created through this chamber’s powers do not die if the mother dies in the room; her womb continues to expand, and eventually a mordnaissant bursts free. (Rappan Athuk - Swords and Wizardry)</p><p>Occasionally when a pregnant mother dies violently in a place infused with unholy or negative energies, the unborn child within her does not simply perish, but instead continues to grow, vitalized by dark power, until it is capable of clawing its way free from its dead mother. (Rappan Athuk Bestiary Swords and Wizardry Edition)</p><p>The earth mother idol is a massive emerald-and-bamboo construction standing 15-feet-tall in the center of a jungle clearing. A low altar of black igneous rock stands before the statue of the earth goddess. Piled-up emerald stones form her head, shoulders and arms. Sharpened bamboo branches curve to form her fertile belly. Her legs are stone arches rising from the ground. The superstitious villagers sacrifice virgins each full moon by tying the women to the fast-growing bamboo. The sharp shoots slowly impale and kill the struggling women. Skeletons are still entwined in the thick bamboo, with more bones littering the jungle floor around the statue. (Rappan Athuk Bestiary Swords and Wizardry Edition)</p><p>Unfortunately for the villagers, the last woman sacrificed was not a virgin. She was a few months pregnant, but hid her condition from the villagers. When the woman died on the sharpened stakes, her unborn child became a mordnaissant that inhabits the idol’s barren bamboo womb. (Rappan Athuk Bestiary Swords and Wizardry Edition)</p><p>Occasionally when a pregnant mother dies violently in a place infused with unholy or negative energies, the unborn child within her does not simply perish, but instead continues to grow, vitalized by dark power, until it is capable of clawing its way free from its dead mother. (Tome of Horrors 4)</p><p><strong>Mortuary Cyclone:</strong> ?</p><p><strong>Mould Yellow Zombie:</strong> See Zombie Yellow Mould.</p><p><strong>Mount Grave:</strong> See Grave Mount.</p><p><strong>Mount Horse Undead:</strong> See Undead Horse Mount, Undead Mount.</p><p><strong>Mount Undead:</strong> See Undead Mount.</p><p><strong>Mount Undead:</strong> See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount.</p><p><strong>Mount Undead:</strong> See Undead Horse Mount, Undead Mount.</p><p><strong>Mouse-Zombie:</strong> See Zombie Zeshir's Mouse-Zombie.</p><p><strong>Mummified Dragon Hypogean:</strong> ?</p><p><strong>Mummified Vampire Ancient Egyptian:</strong> See Vampire Mummified Egyptian Ancient.</p><p><strong>Mummified Vampire Egyptian Ancient:</strong> See Vampire Mummified Egyptian Ancient.</p><p><strong>Mummy:</strong> The desiccated, undead remains are inhabited and animated by a malevolent spirit. (Battle Axes & Beasties)</p><p>Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten. (Crimson Blades 2: Dark Fantasy RPG d20 Version)</p><p>“Some Kings and High-Priests are rich enough and powerful enough to cheat death.” (Crypts & Things Remastered)</p><p>Mummified Snake Men. (Hex Crawl Chronicles 1 Valley of the Hawks Swords and Wizardry Edition)</p><p>The mummies of the embalmers should not be confused with those of the ancient Egyptians or Incas. In the embalmer culture, a corpse is initially prepared in a way similar to the Egyptians, using a fragrant oils and a conglomeration of herbs in a secret formula. After steeping in this formula, the skin of the mummy peels away. Its organs are then removed and placed in funerary urns. The corpse is them methodically dipped in beeswax, the color of the wax depending on its rank and position in life, with a deep purple-crimson wax being used for kings and a saffron wax for philosophers. A jet imbroglio depicting the corpse as it looked in life is placed under the tongue, it is dressed in flowing robes of black, a gold, conical hat is placed on its head and the ritual to animate the corpse then takes place. The corpse is animated in its closet to keep it from spreading mummy rot to the priests. (Hex Crawl Chronicles 3 Beyond Black Water - Swords and Wizardry Edition)</p><p>The practice of mummification was common in Xilonoc, and priests and other leaders often enchanted loyal guards as mummies to live forever guarding a sacred site. (TG3 Shadow Out of Sapphire Lake (SnW))</p><p>When they drank the potions that Sacavious said would make them powerful and immortal, all four assistants were transformed into the equivalent of mummies. The transformation was agonizing and maddening. (The Black Monastery (S&W))</p><p>Whenever these particular mummies move or fight a fine dust fills the air around them. This dust also covers the bodies on the floor. Anyone who suffers a wound from these mummies, or any other type of wound in this room, will be afflicted with a special type of mummy rot. Once a victim has succumbed to the disease, the corpse will rise as a mummy (although not wrapped) and shamble across any distance to return to this room. There, the victim will take his place as a new guardian of the dungeons beneath the Black Monastery. (The Black Monastery (S&W))</p><p>Unfortunately, as soon as a stone begins to fall, the stone-encased spirits of the guardians awaken as mummies and claw through the stone to assault intruders. (The Lost Lands: Stoneheart Valley Swords and Wizardry Edition)</p><p>Canopic Urn of the Undead magic item. (Bard's Gate (S&W))</p><p><strong>Mummy, Clopek:</strong> A set of three alabaster canopic jars sits on an ornate bookshelf filled with scrolls and ecclesiastical texts about the worship of the cat goddess. If the contents of the canopic jars are poured together on the floor, a mummy can be raised from their contents if a cleric reads the scrolls. The mummy is a former priest of the Temple of Bast named Clopek. When raised from the canopic jars, Clopek serves a worshipper of Bast completely until it is destroyed. (Bard's Gate (S&W))</p><p><strong>Mummy Ape Two-Headed Giant:</strong> The reanimation process activates a dim consciousness in the eon-old apes, allowing them a modicum of silent personality. (Operation Unfathomable)</p><p><strong>Mummy Ape Two-Headed Medium:</strong> The reanimation process activates a dim consciousness in the eon-old apes, allowing them a modicum of silent personality. (Operation Unfathomable)</p><p><strong>Mummy Asp:</strong> Similar in many respects to standard mummies, asp mummies are created to guard tombs of regal kings and nobles. Some believe these creatures even have a spark of the divine mixed in with their creation and are appointed by the gods themselves to watch over their favored followers. Asp mummies are known to be favored as guardians among the followers of Chaotic serpent gods. (Tome of Horrors 4)</p><p>The creation of an asp mummy follows the same procedure as a standard mummy, save that many small asps are placed into the hollowed corpse along with the herbs and flowers. (Tome of Horrors 4)</p><p><strong>Mummy Bog:</strong> The ghastly reminders of Hamish’s infamous deed are visible throughout the Wytch Bog. Stray bones, personal mementoes, and shreds of clothing line the edges of most stagnant ponds in the accursed parcel of wetlands. These objects, however, can never fully reveal the abject terror the victims experienced during their final moments. These raw emotions stir the dead back into existence as undead monstrosities. In this case, 4 bog mummies rise from the peaty graves to batter the living. (Quests of Doom 4: Forgive and Regret (S&W))</p><p>Humanoids killed by a bog mummy rise as bog mummies themselves in 1d4 days unless their bodies are removed from the swamp or a cure disease spell is cast on the corpse. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p>In ages past when the Andøvan ruled the region, those ancients would sacrifice to their gods by throwing bound captives into deep kettle ponds and letting them drown. Thus, the bog lands of the Northlands are often the home to bog mummies and, worse, the dreaded bog hag. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p>Long ago, before the Beast Cult took over this site, the original builders placed their honored dead in this bog as sacrifices to their own fell gods. These dead remain, and are now thralls of the cult, rising up as 2 bog mummies every 60ft that the characters travel to kill and drag down trespassers. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p>Humanoids killed by a bog mummy rise as bog mummies themselves in 1d4 days unless their bodies are removed from the swamp or a cure disease spell is cast on the corpse. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p>The mummy was a common thief that was strangled and thrown into the holy waters that are marked with a runic pillar. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p><strong>Mummy Cleric 7, High Lord of Death:</strong> ?</p><p><strong>Mummy Cleric 15, Plethor:</strong> ?</p><p><strong>Mummy Greater, King Goov:</strong> Goov made a covenant with Orcus to remain alive after death. In trade, Goov sacrificed 500 young maidens to the evil god, which triggered a revolt among his people, leading to regicide. Honoring his promise, Orcus made Goov undead. (Rappan Athuk - Swords and Wizardry)</p><p><strong>Mummy Greater, Naphra-Tep:</strong> The boy in the sarcophagus was once a powerful prophet of Tiamat and was interred in this temple at some point in ages past. He now exists as a greater mummy, sealed within his tomb. (Rappan Athuk - Swords and Wizardry)</p><p><strong>Mummy Guardian:</strong> ?</p><p><strong>Mummy Magic-User 15, Xillin:</strong> ?</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. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p><strong>Mummy of the Deep, Captain Killbessa:</strong> While most of the crew died, the captain and his most ruthless pirates rose again in undeath. (Rappan Athuk - Swords and Wizardry)</p><p><strong>Mummy Priest of Orcus:</strong> ?</p><p><strong>Mummy Priest, Veporth:</strong> ?</p><p><strong>Mummy Priest of Orcus:</strong> Two of the bodies are inanimate, failed experiments, but in the third the Animator succeeded in creating a mummy priest of Orcus. (Cults of the Sundered Kingdoms (S&W)) </p><p><strong>Mummy Reptilian:</strong> ?</p><p><strong>Mummy Techno-Mummy:</strong> These mummies are prepared with technology and science, not dark magic or curses. The undead creatures are created in scientific laboratories in places where technology has evolved to an extremely high level. While some may be the result of medical experiments failing, or chemical interactions gone awry, they are usually part of a larger meticulous plan. Unlike the “more common” mummies, dark necromantic rituals have no part of their creation. Observing the mummy being animated by powers other than the gods fills all onlookers with a sense of nihilism and dread. Any viewer within 30 feet must make a successful saving throw. If the save is failed, the viewer is frightened and suffers a –2 penalty to all rolls for 1 minute. If the save is failed by 5 or more, the viewer is unconscious for the same duration. If the save is successful, viewers may act normally. (Crypt of the SCIENCE-WIZARD S&W)</p><p>The chemicals and preservatives used to prepare the techno-mummy have potentially damaging effects upon living tissue. (Crypt of the SCIENCE-WIZARD S&W)</p><p><strong>Mummy-Priest:</strong> ?</p><p><strong>Murder Crow:</strong> ?</p><p><strong>Murder-Born:</strong> Spawned of hatred when both mother and child are murdered, the rapacious soul of the unborn sometimes rises as a foul and corrupt spirit. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p>The inn was an orphanage before tragedy befell nearly 75 years ago. At the time, a young woman who worked with the orphans found herself pregnant by a fisherman who never returned from the harsh waters. She hid her shame, but the townsfolk soon knew of her condition. The fisherman’s parents blamed her for leading their boy to distraction – and ending with his death on the open waters. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p>Their hatred bubbled over in their second son, who took a ragtag bunch of hooligans to help convince the girl to leave the village. One thing led to another, and the girl was murdered and her body boarded up within the walls. No one looked too hard for the missing woman. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p>It was a year after her murder that the screams began in the orphanage’s walls. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p>The inn is the home of murder-born twins that hide in the walls where they and their mother were killed and their bodies still rest. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p><strong>Myrean:</strong> See Ghost, Myrean.</p><p><strong>N'Gathau Lich:</strong> See Lich N'Gathau.</p><p><strong>Nadroj:</strong> See Spectre-Wizard, Nadroj the Spectre, Nadroj the Wraith.</p><p><strong>Nadroj the Spectre:</strong> See Spectre-Wizard, Nadroj the Spectre, Nadroj the Wraith.</p><p><strong>Nadroj the Wraith:</strong> See Spectre-Wizard, Nadroj the Spectre, Nadroj the Wraith.</p><p><strong>Naga Death:</strong> See Death Naga.</p><p><strong>Naphra-Tep:</strong> See Mummy Greater, Naphra-Tep.</p><p><strong>Narwight:</strong> Not just ordinary narwhals that have been transformed into wights, narwights are actually the undead remnant of an entire species of sentient whale-like creatures called primecetans. In fact, narwights represent all that remains of the primecetan race, apparently the result of some primordial cataclysm that destroyed all primecetans that were not transformed into narwights. Whether this ancient cataclysm caused all surviving primecetans to become narwights or if some ancient primecetans used necromancy to transform themselves into narwights to escape the cataclysm is unknown. (The Northlands Series 3: The Drowned Maiden (S&W))</p><p>The creature that the characters face is a narwight, a powerful undead creature of the depths infused with the dark powers of the Underworld. (The Northlands Series 3: The Drowned Maiden (S&W))</p><p><strong>Narwight, Bones-Of-The-Sea-Evermore:</strong> ?</p><p><strong>Narwight, Cold-On-Darkness-Below-In-Blood:</strong> ?</p><p><strong>Narwight, Sings-To-The-Deep-He-That-Cometh:</strong> ?</p><p><strong>Narwight Elder:</strong> ?</p><p><strong>Navky:</strong> See Spirit Child Navky.</p><p><strong>Neb'Enakhet:</strong> Neb’Enakhet are sacred, mummified cats placed in the tombs of merchants, bureaucrats, non-noble landowners and others who themselves may not be worthy of (or able to afford) mummification. (Knockspell #3)</p><p><strong>Necro-Phantom:</strong> Often more than one necro-phantom is encountered; some strange effect of the magic that created them seems to draw these creatures to one another. (Tome of Horrors 4)</p><p>The neighboring town militia tracked this witch to the cemetery to bring her to trial for sorcery. The witch cast a death spell to slay the men, but her spell failed due to the accursed cemetery. While the witch in her current disintegrating state poses no threat to any living creature, the corpses around her do. Of the 12 men, half transformed into 6 necro-phantoms that feed off the necromantic energy and the witch’s slow, agonizing death. (Tome of Horrors 4)</p><p><strong>Necrohemoth:</strong> Necrohemoths are massive creatures formed of thousands of corpses and bits of corpses, all bound together by necromantically-animated sinew and bone. The entrails pulse with horrid life, pumping bile and reeking fluids through the body, much of which leaks out and trails down the putrescent side of the vast monstrosity. Usually necrohemoths are shaped like serpents or are just enormous piles of horror, but extremely powerful necromancers have created some that are bipedal — albeit still largely formless. (Cyclopean Deeps Volume 1 Swords and Wizardry)</p><p>The unspeakably evil process for creating a necrohemoth is known only to a few of the great, dark necromancers of the serpentfolk. (Cyclopean Deeps Volume 1 Swords and Wizardry)</p><p><strong>Necroid:</strong> The Necroids are evil demon-like beings who enter the real world and possess corpses. (Gary vs the Monsters)</p><p><strong>Necromage Darakhul:</strong> See Ghoul Darakhul Necromage.</p><p><strong>Nightcrawler:</strong> ?</p><p><strong>Nightkill, Lord Darkblade:</strong> See Shade, Kenneth, Lord Darkblade von Nightkill.</p><p><strong>Noble Wraith:</strong> See Wraith, Noble Wraith.</p><p><strong>Nockt Nog, Bill:</strong> See Bill Nockt Nog.</p><p><strong>Nog, Bill:</strong> See Bill Nockt Nog.</p><p><strong>Northlander Fallen:</strong> See Fallen Northlander.</p><p><strong>Nosferatu:</strong> ?</p><p><strong>Null:</strong> See Zombie Null.</p><p><strong>Nykoul:</strong> Nykoul are undead hill giant shamans, driven to continue plaguing the world by dark powers from beyond this world. (Swords and Wizardry Monster Book)</p><p>Nykoul are undead hill giant shamans, driven to continue plaguing the world by dark powers from beyond this world. (Monstrosities)</p><p><strong>Oakenfist, Sven:</strong> See Wraith Unique, The Wight of Sven Oakenfist, the Jarl of the Seas, the Ravager of the Cymu Islands, Terror of Gatland, Estenfird, Hordaland, and the Vale, Slayer of a Thousand Men, He Who Broke the Back of Kathisizk the Great Serpent of the Sea, Reaver of the Dnipir River, The Bloody-Handed Horror of Seagestreland.</p><p><strong>Oblivion Wraith:</strong> See Wraith Oblivion.</p><p><strong>Octopus Giant Zombie:</strong> See Zombie Giant Octopus.</p><p><strong>Ogre Zombie Tower:</strong> See Zombie Tower Ogre.</p><p><strong>Old Jim:</strong> See Ghoul, Old Jim.</p><p><strong>Oldaric:</strong> See Vampire Spawn Human Fighter 6, Oldaric.</p><p><strong>One Drowned:</strong> See Zombie Walkin' Dead Drowned One.</p><p><strong>Ooze Undead:</strong> See Undead Ooze.</p><p><strong>Ooze Vampiric:</strong> See Vampiric Ooze.</p><p><strong>Orc Vampire:</strong> See Vampire Orc.</p><p><strong>Orc Zombie:</strong> See Zombie Orc.</p><p><strong>Orgy Corpse:</strong> See Corpse Orgy.</p><p><strong>Ormand:</strong> See Vampire, Battle-Duke Ormand.</p><p><strong>Örn Skjálgr:</strong> See Zombie Juju, Örn Skjálgr.</p><p><strong>Osmund Pulanti:</strong> See Vampire, Osmund Pulanti.</p><p><strong>Osori the Creeping One:</strong> See Spectre, Osori the Creeping One.</p><p><strong>Otmar the Sallow:</strong> See Vampire Lord, Otmar the Sallow.</p><p><strong>Ottin:</strong> See Shadow Fighter 8, King Ottin.</p><p><strong>Otyugh Meat Puppet:</strong> See Meat Puppet Otyugh.</p><p><strong>Otyugh Zombie:</strong> See Zombie Otyugh.</p><p><strong>Otyugh Zombie Tower:</strong> See Zombie Tower Otyugh.</p><p><strong>Ozzark the Dead King, The Plague Lord:</strong> ?</p><p><strong>Paleoskeleton Creature:</strong> ?</p><p><strong>Paleoskeleton Triceratops:</strong> A paleoskeleton triceratops is the fossilized remains of a long-dead dinosaur. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p><strong>Palocar:</strong> See Shadow Palocar, The Palocar.</p><p><strong>Pancras the Senior:</strong> See Lich, Pancras the Senior.</p><p><strong>Parasitic Spectre:</strong> See Spectre Parasitic.</p><p><strong>Pathetic Spirit:</strong> See Spirit Pathetic.</p><p><strong>Patrol Captain Luther:</strong> See Graveknight Dwarf, Patrol Captain Luther.</p><p><strong>Paulus:</strong> See Biting Skull, High Priest Paulus.</p><p><strong>Penanggalen:</strong> ?</p><p><strong>Phalen:</strong> See Ghost, Phalen.</p><p><strong>Phantasm:</strong> ?</p><p><strong>Phantom:</strong> Phantoms are translucent spirits of creatures that died a particularly violent death. (Hex Crawl Chronicles 5 The Pirate Coast - Swords and Wizardry Edition)</p><p>Phantoms are translucent spirits of creatures that died a particularly violent death. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p>In a crossroads of the dungeon you discover an iron chest, the surface of which it pitted and marred. (Tome of Horrors Complete - Swords and Wizardry Edition) About 30 feet away from the chest there is a skeleton that looks as though its clothing and leather armor was dissolved by acid. The acid is actually a trap activated by opening the chest, which is locked. The acid pours from the joints between the stones that make up the arched ceiling. If a person fails their saving throw, the acid pours on him and causes 1d6 points of damage per round until washed away with at least 1 gallon of water. To make matters worse, the skeleton’s spirit now occupies the area as a phantom, making it difficult for adventurers to get through the intersection. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p><strong>Phantom, Infre:</strong> The child was called Infre, and was the issue of a magic-user of questionable sanity and a demon. After poisoning several playmates, Infre was chased to the river and killed by an arrow in the back from a local hunter. Infre’s body shriveled unnaturally and his bones were placed within the stonework of the bridge, was then under construction. (Hex Crawl Chronicles 5 The Pirate Coast - Swords and Wizardry Edition)</p><p><strong>Phantom Fire:</strong> At the bottom of the spiral there is a large, empty throne room where once sat Florius the Kobold King before he angered those spirits that lurk beyond the veil. Florius is now a great mass of wriggling flesh that shifts and mutates before one’s eyes. Five handmaidens surround the thing that was Florius. They wear green robes and alternately fan the creature with palm fronds and whip it with leather straps. The whipping is concentrated on pustules that appear on the skin. As these pustules burst, thoqqua fall onto the floor and rush to the walls, burrowing into and cocooning themselves – a month later, they emerge as fire phantoms. (Hex Crawl Chronicles 5 The Pirate Coast - Swords and Wizardry Edition)</p><p><strong>Philosopher Ghostly:</strong> See Ghostly Philosopher.</p><p><strong>Phoromyceaen Sorcerer-King of Tharistra:</strong> See Lich Magic-User 18, Gremag, Phoromyceaen Sorcerer-King of Tharistra.</p><p><strong>Pike Giant Undead:</strong> See Undead Giant Pike.</p><p><strong>Pike Undead Giant:</strong> See Undead Giant Pike.</p><p><strong>Piper Died:</strong> See Died Piper.</p><p><strong>Plague Lord:</strong> See Ozzark the Dead King, The Plague Lord.</p><p><strong>Plague Wraith:</strong> See Wraith Plague.</p><p><strong>Plague Zombie:</strong> See Zombie Plague.</p><p><strong>Plethor:</strong> See Mummy Cleric 15, Plethor.</p><p><strong>Poltergeist:</strong> Poltergeists are incorporeal spirits animated by anger. (The Hero's Journey Fantasy Roleplaying)</p><p>The gallery was once owned by a subterranean warlord, a master of many orc tribes who was inordinately fond of his own face. A sculptor and amateur magic-user had the misfortune to have fallen into his hands on his first delve and was pressed into service as his “court sculptor”. In time, he lost his mind and killed the warlord, dying seconds afterward by the hand of an orc archer. The orcs plundered their former master’s underground lair and left, and so were not present for his rise as a poltergeist. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p>A domovoi killed by violence rises in 1 hour as a poltergeist. (Tome of Horrors 4)</p><p>Poltergeists are incorporeal spirits animated by anger. (White Box Omnibus)</p><p><strong>Poltergeist Bell Witch:</strong> This spirit is similar to the poltergeist, save that the person the spirit comes from is a particularly powerful and evil witch. (The Witch for Swords & Wizardry White Box)</p><p><strong>Pope Blood:</strong> See Blood Pope.</p><p><strong>Powerful Shadow:</strong> See Shadow Powerful.</p><p><strong>Priest Bodak:</strong> See Bodak Priest.</p><p><strong>Priest High of Althunak Ghastly:</strong> See Ghastly High Priest of Althunak.</p><p><strong>Priest High Paulus:</strong> See Biting Skull, High Priest Paulus.</p><p><strong>Priest High Undead:</strong> See Undead High Priest.</p><p><strong>Priest Mummy:</strong> See Mummy Priest.</p><p><strong>Priest of Orcus Mummy:</strong> See Mummy Priest of Orcus.</p><p><strong>Priest Undead:</strong> See Undead Priest.</p><p><strong>Prince Vampire:</strong> See Vampire Prince.</p><p><strong>Proklyat:</strong> In life, proklyats were those who served diabolical masters by seducing others into committing profane acts. In death, those same servants find themselves stripped of all corporeal existence, reduced to invisible phantoms whose voices hold terrible power. ((DP 3) Narvon's Sinister Stair)</p><p><strong>Protector of Durandel:</strong> See Zombie Tower Dwarf, Branwyr, Protector of Durandel.</p><p><strong>Psycho-Slasher:</strong> Some evil won't die. It keeps going and going. It won't stop. Nothing seems to stop it. Ever. (Gary vs the Monsters)</p><p><strong>Pulanti, Esmerelda:</strong> See Vampire, Esmerelda Pulanti.</p><p><strong>Pulanti, Kurant:</strong> See Vampire, Kurant Pulanti.</p><p><strong>Pulanti, Osmund:</strong> See Vampire, Osmund Pulanti.</p><p><strong>Pulanti, Thelonius:</strong> See Vampire, Thelonius Pulanti.</p><p><strong>Puppet Meat:</strong> See Meat Puppet.</p><p><strong>Purple Worm Zombie:</strong> See Zombie Purple Worm.</p><p><strong>Putrid Zombie:</strong> See Zombie Putrid.</p><p><strong>Pyre Zombie:</strong> See Zombie Pyre.</p><p><strong>Queen Banshee:</strong> See Banshee Queen.</p><p><strong>Ragusovitch, Bartholomew:</strong> See Red Jester, Bartholomew Ragusovitch.</p><p><strong>Ralph Halifax:</strong> See Zombie, Sir Ralph Halifax.</p><p><strong>Rat Ghostly:</strong> See Ghostly Rat.</p><p><strong>Rat Giant Shadow:</strong> See Shadow Giant Rat.</p><p><strong>Rat Giant Zombie:</strong> See Zombie Giant Rat.</p><p><strong>Rat Shadow:</strong> See Shadow Rat.</p><p><strong>Rat Swarm Shadow:</strong> See Shadow Rat Swarm.</p><p><strong>Rat-Ghoul Sumatran:</strong> See Ghoul Sumatran Rat-Ghoul.</p><p><strong>Ratling Ghoul:</strong> See Ghoul Ratling.</p><p><strong>Ravager of the Cymu Islands:</strong> See Wraith Unique, The Wight of Sven Oakenfist, the Jarl of the Seas, the Ravager of the Cymu Islands, Terror of Gatland, Estenfird, Hordaland, and the Vale, Slayer of a Thousand Men, He Who Broke the Back of Kathisizk the Great Serpent of the Sea, Reaver of the Dnipir River, The Bloody-Handed Horror of Seagestreland.</p><p><strong>Raven Swarm Undead:</strong> See Undead Raven Swarm.</p><p><strong>Raven Undead:</strong> See Undead Raven.</p><p><strong>Raven Zombie:</strong> See Zombie Raven.</p><p><strong>Rawbones:</strong> Standing in the middle of the collapsed castle is a 20-foot-tall metal spike radiating cool silver light. The spike looks like it was cast down from the heavens to strike the center of the castle and punched all the way through to its stone foundation. Symbols of the god of justice are branded into the sliver. The silver needle is clawed and slashed, and dark blots are burned across its surface. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p>Three innocents held in shackles in the dungeon didn’t survive the explosion that leveled the castle. They died underground, choking on the rock debris filling the tunnels around them. The three are now rawbones who clawed their way through the rocks. They slashed at the silver lance to exact their revenge, but went unsatisfied. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p><strong>Rawling Jawk:</strong> See Shade, Rawling Jawk.</p><p><strong>Reanimated Corpse, Evasheen:</strong> See Zombie, Reanimated Corpse, Evasheen.</p><p><strong>Reaper Soul:</strong> See Soul Reaper.</p><p><strong>Reaver of the Dnipir River:</strong> See Wraith Unique, The Wight of Sven Oakenfist, the Jarl of the Seas, the Ravager of the Cymu Islands, Terror of Gatland, Estenfird, Hordaland, and the Vale, Slayer of a Thousand Men, He Who Broke the Back of Kathisizk the Great Serpent of the Sea, Reaver of the Dnipir River, The Bloody-Handed Horror of Seagestreland.</p><p><strong>Reaver Risen:</strong> See Risen Reaver.</p><p><strong>Red Dragon Vampiric:</strong> See Vampiric Dragon Red.</p><p><strong>Red Jester:</strong> Fifty years ago, King Jepson IV demanded a joke, one so funny it would leave him laughing for days. But when his court jester couldn’t deliver the perfect punchline, the king had him executed and his body tossed in the rubbish pile as a warning to future funnymen. But the jester took his job seriously and rose from the dead a night later. His corpse staggered from the kingdom, asking everyone he met for a joke that would allow him to return and please his king. He’s still looking. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p><strong>Red Jester, Bartholomew Ragusovitch:</strong> As one of Orcus’ few amusing creations, Bartholomew can be permanently destroyed only if the characters slay him while he is prone (Orcus granted him his deathly reward after accidently breaking his neck in a pratfall.) (Rappan Athuk Expansions 2 - Swords and Wizardry)</p><p><strong>Red Zombie:</strong> See Zombie Red.</p><p><strong>Redwraith:</strong> Weaker redwraiths slowly gain strength over a period of years, eventually becoming full redwraiths that are no longer under the control of the original. (Monstrosities)</p><p><strong>Redwraith Weaker:</strong> If a creature is drained of all life energy by a redwraith, roll d100 to determine the result. 01-40: the creature rises as a weaker redwraith under control of the original one, 41-50: the creature rises as a wight (not under control of the redwraith), 51-00: the creature’s body is animated as a zombie under the redwraith’s control. (Monstrosities)</p><p><strong>Reincarnate:</strong> The Reincarnate is a sorcerer who has ritually sacrificed their living soul to join the ranks of the undead. (Crypts & Things Remastered)</p><p><strong>Relatively Weak Ghost:</strong> See Ghost Relatively Weak.</p><p><strong>Remains Skeletal:</strong> See Skeletal Remains.</p><p><strong>Remains Undead of Ghosts of Whalers:</strong> See Swirling Mist Undead Remains of Ghosts of Whalers.</p><p><strong>Reptilian Mummy:</strong> See Mummy Reptilian.</p><p><strong>Restless Spirit:</strong> See Spirit Restless.</p><p><strong>Revenant:</strong> ?</p><p><strong>Revenant Hybrid:</strong> Hybrid revenants occur when two or more creatures, at least one of them humanoid, die on the same spot, in similar throes of torment. (Tome of Horrors Swords and Wizardry Update)</p><p><strong>Rhinoceros Beetle Zombie:</strong> See Zombie Rhinoceros Beetle.</p><p><strong>Ride Ghost:</strong> See Ghost Spectral Warden, Ghost Ride.</p><p><strong>Ripneck Deadgripper, Dead Gripper:</strong> The Ripneck Deadgripper is a variety of undead that is the pairing of the Liche’s necromancy, and demonology, with the addition of a spell that warps the Liche’s creations where he deems. The huge hands are those of a dead demon. (White Box Tome - Arioth I )</p><p><strong>Risen Goblin:</strong> See Ghoul Ghast Risen Goblin.</p><p><strong>Risen Grave:</strong> See Grave Risen.</p><p><strong>Risen Reaver:</strong> The risen reaver is an undead creature born from a warrior fallen on the battlefield. Its body becomes an avatar of combat, with four legs and a pair of long, heavy arms. In the process, it sheds its skin, becoming entirely undead muscle, bone, and sinew. When risen reavers take form, they absorb all weapons around them. Some of these weapons pierce their bodies, and others become part of the risen reaver’s armament. Their four legs are tipped with blades on which they walk like metallic spiders. Their arms are covered in weaponry infused into their flesh, which they use to crush and flay any living creatures they encounter. (Midgard Swords & Wizardry Guidebook)</p><p><strong>Ron Bottom:</strong> See Ghost, Ron Bottom.</p><p><strong>Rotted Man:</strong> His downfall came as he was aging, his old wounds catching up to him and driving him to increasingly more desperate acts. His men began to drift away, for there was less and less reward for the increasing risk, and it is hard for an old man to recruit young warriors to his cause when all he has to offer is a lifetime of pillaging. Finally, Folkmar sailed his ship to Yrsa’s Rock and attempted to force the daughter of Skuld to extend his life and give back his youth. Needless to say, he was less than heroic in his endeavor, and instead of being rewarded, Folkmar was cursed for having the temerity to make demands of a child of the gods. For all eternity, he would live, but he would continue to age, as would his ship and his men, cursed to rot yet remain alive. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p>Thus, he does to this day, an undead apparition of moldering bones leading a crew of rotted men. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p><strong>Rotting Humanoid Skeletal:</strong> See Lich Shade, Rotting Skeletal Humanoid.</p><p><strong>Rotting Skeletal Humanoid:</strong> See Lich Shade, Rotting Skeletal Humanoid.</p><p><strong>Rusalka, Water Witch:</strong> Rusalka are undead maiden-witches that haunt the cold rivers and lakes in which they drowned. (Swords and Wizardry Monster Book)</p><p>Females slain by a rusalka will themselves rise as rusalkas the next night, and will serve the rusalka who slew them until that rusalka is herself destroyed. (Swords and Wizardry Monster Book)</p><p>Females slain by a rusalka will themselves rise as rusalkas the next night, and will serve the rusalka who slew them until that rusalka is herself destroyed. (Monstrosities)</p><p>Over 200 years ago, a wise woman of the elves drowned in the river here, killed by a prince whose affections she spurned. Her spirit became a rusalka, a undead being that seeks vengeance on the living. (Hex Crawl Chronicles 1 Valley of the Hawks Swords and Wizardry Edition)</p><p>In all cases the Rusalka is the undead spirit of a young woman that had drowned. The circumstances of her death vary; some say she drowned without being baptized first, others again say she died while drowning her own children (which will sometime result in a Navky or Utburd). But most say the surest way to become a Rusalka is to be a witch. (The Witch for Swords & Wizardry White Box)</p><p>The victim she chooses is often tied to her reason for dying. If she committed suicide over love or was spurned by a lover she will go after victims that remind her of her former love. If she was cursed for drowning a child, then she preys on children or mothers with small children. Rusalkas that were drowned for witchcraft will seek out victims that remind her of her captors; men of religion, war or other magic-using characters. (The Witch for Swords & Wizardry White Box)</p><p><strong>Sabre-Toothed Tiger That Drips Blood Undead:</strong> See Skeletal Tiger Dire Bloody, Undead Sabre-Toothed Tiger That Drips Blood.</p><p><strong>Sabre-Toothed Tiger Undead That Drips Blood:</strong> See Skeletal Tiger Dire Bloody, Undead Sabre-Toothed Tiger That Drips Blood.</p><p><strong>Saca-Baroo:</strong> See Lich, Saca-Baroo.</p><p><strong>Sacavious:</strong> See Lich, Sacavious.</p><p><strong>Sacavious Depleted:</strong> See Lich, Sacavious Depleted.</p><p><strong>Sacavious Deranged and Crawling:</strong> See Lich, Sacavious Deranged and Crawling.</p><p><strong>Sacavious Fully Armed and Operational:</strong> See Lich, Sacavious Fully Armed and Operational.</p><p><strong>Saint Carlos:</strong> See Biting Skull, Saint Carlos.</p><p><strong>Saint Matilda:</strong> See Biting Skull, Saint Matilda.</p><p><strong>Salipus:</strong> See Ghoul Ghast, Salipus.</p><p><strong>Salvager of Death:</strong> See Lich, Salvager of Death, Servant of Orcus.</p><p><strong>Samuel Knock:</strong> See Wight, Samuel Knock.</p><p><strong>Sanguine Fog:</strong> ?</p><p><strong>Sarcophogus Slime:</strong> A sarcophogus slime can target one foe within 30ft every 1d4 rounds with its corrupting gaze. The target must make a saving throw or take 2d4 points of damage. A creature killed by this gaze becomes a sarcophagus slime within 24 hours. (Midgard Swords & Wizardry Guidebook)</p><p><strong>Savant Emeritus:</strong> Savants never truly retire. As they become older and wiser, more and more bent and withered, even more haughty and crotchety, often they die. And while sometimes it's not noticeable, some other times it is, and it's ok. So when they do go properly dead and motionless, we usually bury them in the catacombs, so that we can protect them. And when we can't do that, they're reanimated and buried in crypts or in their hermitage with all their stuff. Or sometimes they just go there by themselves. Away from the Schools, because it would be trouble to keep them close or keep them unprotected; th reasoning goes that, if they can cast spells, they can prevent the plundering of their tomb, to say the least. (Chthonic Codex)</p><p><strong>Scavenger Spectral:</strong> See Spectral Scavenger.</p><p><strong>Science Fiction Zombie:</strong> See Zombie Science Fiction.</p><p><strong>Screamer:</strong> These terrible undead are the remnant of soldiers who have fallen to the horrors of mass conflict and warfare. (Tome of Horrors 4)</p><p><strong>Screamer Zombie :</strong> See Zombie Screamer.</p><p><strong>Screaming Dead Ghoul:</strong> See Ghoul Screaming Dead.</p><p><strong>Scribe Ghostly:</strong> See Ghostly Scribe.</p><p><strong>Sea Cat Zombie:</strong> See Zombie Sea Cat.</p><p><strong>Sea Ghoul:</strong> See Ghoul Sea.</p><p><strong>Sea Vampire:</strong> See Vampire Sea.</p><p><strong>Sea Wight:</strong> See Wight Sea, Sea-Wight.</p><p><strong>Sea-Wight:</strong> See Wight Sea, Sea-Wight.</p><p><strong>Semi-Liquefied Zombie:</strong> See Zombie Semi-Liquefied.</p><p><strong>Serpentfolk Zombie:</strong> See Zombie Serpentfolk.</p><p><strong>Servant Ghostly:</strong> See Ghostly Servant.</p><p><strong>Servant of Althunak Ghastly:</strong> See Ghastly Servant of Althunak.</p><p><strong>Servant of Orcus:</strong> See Lich, Salvager of Death, Servant of Orcus.</p><p><strong>Servant Zombie:</strong> See Zombie Servant.</p><p><strong>Shade, Undead Shade:</strong> Eventually, he acquired a fabulous jewel from a defeated vampire’s tomb that was subsequently identified as the fabled Glimmer Gem long ago stolen from the tower of the efreeti Grand Vizier himself in the legendary City of Brass. Upon its authentication, the gem was shown off to the rest of the guild at a great party held for all the various bosses and their henchmen. (Bard's Gate (S&W))</p><p>It was on this night that the Vizier’s Curse was unleashed. The thieves in the hall were transformed into shades (called afya among the denizens of the City of Brass), and a dark fog filled the Slip-Gallows Abbey before spreading out across the river and into the city, consuming or carrying away the remainder of the Gray Deacons. (Bard's Gate (S&W))</p><p>This chamber is still dimly lit, and the air seems to swirl with traces of fragrant smoke. Shadowy figures sit around a large table in mockery of their last moments. Some are half-standing; most have blades drawn. As the party watches, the figures begin to move, and shadowy claws reach out from beneath the table. The figures turn to shadow themselves as their essences are drawn into a small dark gem that appears in midair, slowly rotating above the table. (Bard's Gate (S&W))</p><p>Now, a huge figure in purple robes, wreathed in flames appears at the head of the table. (Bard's Gate (S&W))</p><p>“Be you all cursed,” it intones grimly. “Henceforth your shades shall be imprisoned within the walls of this Abbey, never again to feel the sunlight or taste the rain. This is my curse!” (Bard's Gate (S&W))</p><p>A dark fog bursts forth from the creature’s mouth, enveloping all the writhing thieves, and rolling out into the corridors beyond. “This mist shall devour all the others who bear the mark of your cursed guild! Only you will linger now and see the ruin of all your works!” (Bard's Gate (S&W))</p><p>In the middle of the table lies a fist-sized, multifaceted, reddish-orange stone, the Glimmer Gem. Any living creature that comes within 10ft of the gem must make a saving throw or instantly be drawn into the gem as if affected by a magic jar spell and replaced by a shade. (Bard's Gate (S&W))</p><p>Glimmer Gem magic item. (Bard's Gate (S&W))</p><p>Atoda is the petty death who takes charge of those who die from old age or unfortunate accidents.</p><p>These battlements are haunted by warrior shades, sailors who lost their lives in the dangerous straits and found their souls bound to the island. (Hex Crawl Chronicles 5 The Pirate Coast - Swords and Wizardry Edition)</p><p>A shade is an undead creature that rises when a living creature willingly sacrifices itself in a ritual to Orcus. (Rappan Athuk Expansions 1 - Swords and Wizardry)</p><p><strong>Shade, Davith:</strong> With a squad of undead on hand to keep the place clean and in good repair, they performed dark rituals to allow themselves to become ghost-like creatures while retaining their memories and free will. (Rappan Athuk Expansions 1 - Swords and Wizardry)</p><p>The four shades that haunt the level are the spirits of the adventurers who built this place. While comparable to ghosts, these undead creatures are something new, a result of living creatures willingly sacrificing themselves as part of a ritual to rise again as intelligent undead. (Rappan Athuk Expansions 1 - Swords and Wizardry)</p><p><strong>Shade, Kenneth, Lord Darkblade von Nightkill:</strong> With a squad of undead on hand to keep the place clean and in good repair, they performed dark rituals to allow themselves to become ghost-like creatures while retaining their memories and free will. (Rappan Athuk Expansions 1 - Swords and Wizardry)</p><p>The four shades that haunt the level are the spirits of the adventurers who built this place. While comparable to ghosts, these undead creatures are something new, a result of living creatures willingly sacrificing themselves as part of a ritual to rise again as intelligent undead. (Rappan Athuk Expansions 1 - Swords and Wizardry)</p><p>Kenneth, like many evil magic-users, turned to necromancy as a way of discovering a path to immortality, which he eventually found. (Rappan Athuk Expansions 1 - Swords and Wizardry)</p><p><strong>Shade, Rawling Jawk:</strong> ?</p><p><strong>Shade, Tabitha Mirax:</strong> With a squad of undead on hand to keep the place clean and in good repair, they performed dark rituals to allow themselves to become ghost-like creatures while retaining their memories and free will. (Rappan Athuk Expansions 1 - Swords and Wizardry)</p><p>The four shades that haunt the level are the spirits of the adventurers who built this place. While comparable to ghosts, these undead creatures are something new, a result of living creatures willingly sacrificing themselves as part of a ritual to rise again as intelligent undead. (Rappan Athuk Expansions 1 - Swords and Wizardry)</p><p><strong>Shade, Vallis Blacklocke:</strong> With a squad of undead on hand to keep the place clean and in good repair, they performed dark rituals to allow themselves to become ghost-like creatures while retaining their memories and free will. (Rappan Athuk Expansions 1 - Swords and Wizardry)</p><p>The four shades that haunt the level are the spirits of the adventurers who built this place. While comparable to ghosts, these undead creatures are something new, a result of living creatures willingly sacrificing themselves as part of a ritual to rise again as intelligent undead. (Rappan Athuk Expansions 1 - Swords and Wizardry)</p><p><strong>Shade, Valmont:</strong> See Vampire, Valmont De Shade.</p><p><strong>Shade Deacon:</strong> ?</p><p><strong>Shade Deacon Guard:</strong> ?</p><p><strong>Shade Deacon Skirmisher:</strong> ?</p><p><strong>Shade Ethereal:</strong> ?</p><p><strong>Shade Ethereal, Lady Baymoral:</strong> Lady Baymoral is the true danger in the room. She became an ethereal shade after her death. Her spirit haunts the dining table. (Monstrosities)</p><p><strong>Shade Lich:</strong> See Lich Shade.</p><p><strong>Shade Lord:</strong> ?</p><p><strong>Shade Undead:</strong> See Shade, Undead Shade.</p><p><strong>Shadow:</strong> Their chill touch drains one point of Strength with a successful hit, and if a victim is brought to a Strength attribute of 0, he or she is transformed into a new shadow. (Swords and Wizardry Complete Rulebook)</p><p>Their chill touch drains one point of strength with a successful hit, and if a victim is brought to a Strength of 0, he becomes a shadow. (Swords and Wizardry Monster Book)</p><p>Their chill touch drains one point of Strength with a successful hit, and if a victim is brought to a Strength attribute of 0, he or she is transformed into a new shadow. (Monstrosities)</p><p>Eventually, he acquired a fabulous jewel from a defeated vampire’s tomb that was subsequently identified as the fabled Glimmer Gem long ago stolen from the tower of the efreeti Grand Vizier himself in the legendary City of Brass. Upon its authentication, the gem was shown off to the rest of the guild at a great party held for all the various bosses and their henchmen. (Bard's Gate (S&W))</p><p>It was on this night that the Vizier’s Curse was unleashed. The thieves in the hall were transformed into shades (called afya among the denizens of the City of Brass), and a dark fog filled the Slip-Gallows Abbey before spreading out across the river and into the city, consuming or carrying away the remainder of the Gray Deacons. (Bard's Gate (S&W))</p><p>There are 1d6+2 shadows in this area, those lesser members who were not transformed into shades, but were instead murdered in the dark fog that enveloped the island after the curse was evoked. (Bard's Gate (S&W))</p><p>Any person reduced to 0 STR becomes a shadow under the control of the shadow that killed him. (Crimson Blades 2: Dark Fantasy RPG d20 Version)</p><p>Glimmer Gem magic item. (Bard's Gate (S&W))</p><p>King Ottin and his people were cursed in ancient times to never again see the sun or feel its warmth. (Hex Crawl Chronicles 2 The Winter Woods - Swords and Wizardry Edition)</p><p>The Land Beyond the Black Water is both of the mortal world and beyond the mortal world, a nexus of the lands of life and death. The country is always shrouded in twilight, with a moon that rises and sets in the manner of the sun in the land of the living. The souls of the dead wash up on the land’s rocky shores as spirits made corporeal and trapped in lifeless bodies. Some float up the river, for the Sluggish River flows from the sea to the mountains, rather than the reverse. Some souls animate their fleshy prisons in the form of zombies, others escape as ghostly shadows and many are extracted and traded as commodities by the weird citizens of this terrible country. (Hex Crawl Chronicles 3 Beyond Black Water - Swords and Wizardry Edition)</p><p>These chalk caves capture the shadows of creatures that enter and spend more than 10 minutes within, assuming they have a light source with which to cast those shadows. (Hex Crawl Chronicles 7 The Golden Meadows - Swords and Wizardry Edition)</p><p>The skeleton belongs to Ankehaton, the only priest who refused to turn his back on Aten and worship Ahriman, the wicked lord of the divs. Atumshutsep and four other clerics horrifically murdered their fellow priest, but the ghastly act and the presence of a dark entity infused Ankehaton’s soul with evil and rage. His spirit survived and transformed into a shadow demon. The vengeful Ankehaton slew two of his killers, turning them into 2 shadows. (Quests of Doom 4: War of Shadows (S&W))</p><p>Any targets drained by the shadows join their ranks in this room forever. (Rappan Athuk - Swords and Wizardry)</p><p>A shadow's chill touch drains one point of strength with a successful hit, and if a victim is brought to a strength of 0, he becomes a shadow. Strength points return after 90 minutes (9 turns). (Ruins & Ronin)</p><p>There is a bowl on top of a table in the middle of the room. The bowl is filled with water and inscribed with runes on its exterior. A Magic-User reading the incriptions will be able to identify that the inscriptions on the bowl are used as part of a necromantic ritual. If the Magic-User has an Intelligence score over 15, he will also discern that the bowl is specifically used in a ritual to create shadows. (The Black Monastery (S&W))</p><p>These are the shades of 13 brothers who took the most pleasure in the displays put on here. Their doom, in death, has been to haunt the place where they did so many evil acts while they were living. (The Black Monastery (S&W))</p><p>The Shadow of Kran the Dungeon Master is akin to a normal shadow, but much more powerful. If it drains a character’s strength to 0, the character will die and within 1d3 rounds the character’s spirit will rise as a normal shadow in Kran’s service. (The Black Monastery (S&W))</p><p>A shadow's chill touch drains one point of strength with a successful hit, and if a victim is brought to a strength of 0, he becomes a shadow. Strength points return after 90 minutes. (The Hero's Journey Fantasy Roleplaying)</p><p>A shadow's chill touch drains one point of strength with a successful hit, and if a victim is brought to a strength of 0, he becomes a shadow. (Untold Adventures: Deluxe Edition)</p><p>A shadow's chill touch drains one point of strength with a successful hit, and if a victim is brought to a strength of 0, he becomes a shadow. Strength points return after 90 minutes. (White Box: Fantastic Medieval Adventure Game)</p><p><strong>Shadow Animal:</strong> Any animal (not a human or humanoid) reduced to 0 hit points by a shadow bear becomes a shadow with 1HD within 1d4 rounds. (Tome of Horrors 4)</p><p><strong>Shadow Bear:</strong> A strange incarnation of sentient darkness and feral rage, shadow bears are strange creatures, malevolent living spirits that inhabit the shadowy gaps between true realities. (Tome of Horrors 4)</p><p><strong>Shadow Bear, The Shadow of Death:</strong> In centuries past when the skraelings were more numerous in the western forests, they came to be preyed upon by a beast of terrible savagery and power. It tore through entire villages in its bloodlust before the skraeling tribes managed to trap it within a cave in the Wolf Cairn Mountains where it slowly succumbed to starvation. The beast did not sleep well, though, and on some nights it slips out of its cavern tomb as a shadow of its former self to prey upon those it catches wandering its former woodland home. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p><strong>Shadow Bear-Shaped:</strong> See Spirit Grizzly, Bear-Shaped Shadow.</p><p><strong>Shadow Captain:</strong> These creatures may be the undead remains of the Horned Lord’s old followers, but some have suggested that they are equally wicked individuals from other lands and eras, cursed to serve him for all eternity. A few have even gone so far as to speculate that the shadow captains are actually undead entities sent by the gods to further the Horned Lord’s torment, acting ostensibly as his minions, but also adding to his misery and the realization of his unending doom. (Tome of Horrors Swords and Wizardry Update)</p><p><strong>Shadow Fighter 8, King Ottin:</strong> King Ottin and his people were cursed in ancient times to never again see the sun or feel its warmth. (Hex Crawl Chronicles 2 The Winter Woods - Swords and Wizardry Edition)</p><p><strong>Shadow Giant Rat:</strong> The shadows at Area 10 captured a pack of giant rats that lived in the nest to the east of their room and turned them into 5 giant rat shadows. These rather strange undead befuddle anyone familiar with the power of normal shadows, which usually create only human shadows. (The Lost Lands: Stoneheart Valley Swords and Wizardry Edition)</p><p><strong>Shadow Greater:</strong> ?</p><p><strong>Shadow Lesser:</strong> ?</p><p><strong>Shadow Magic-User 3, Eralion The Shadow-Mage:</strong> Orcus smiled a cruel smile as he promised the secret of lichdom to Eralion. But there was a price. Orcus required Eralion to give to him his shadow. “A trifling thing,” Orcus whispered to Eralion from the Abyss. “Something you will not need after the ritual which I shall give to you. For the darkness will be your home as you live for untold ages.” (The Lost Lands: Stoneheart Valley Swords and Wizardry Edition)</p><p>In his pride, Eralion believed the demon-lord. He learned the ritual Orcus provided to him. He made one final trip to the city of Reme to purchase several items necessary for the phylactery required by the ritual. While there, he delivered a letter to his friend Feriblan the Mad, with whom he had discussed the prospect of lichdom—though only as a scholarly matter. Feriblan, known for his absent-mindedness, never read the letter, but instead promptly misplaced it and its companion silk-wrapped item. (The Lost Lands: Stoneheart Valley Swords and Wizardry Edition)</p><p>Eralion returned to his keep and locked himself in his workroom. He began his ritual, guarded by zombies given to him by Orcus—servants that would make sure Eralion went through with the ritual, although supposedly just to “offer him aid.” As he uttered false words of power and consumed the transforming potion he realized the demon’s treachery. He felt his life essence slip away—transferring in part to his own shadow, which he had sold to the Demon Prince. Eralion found himself Orcus’s unwitting servant, trapped in his own keep. (The Lost Lands: Stoneheart Valley Swords and Wizardry Edition)</p><p>This room is the home of Eralion, who, transformed by Orcus’ treachery, is now a shadow. (The Lost Lands: Stoneheart Valley Swords and Wizardry Edition)</p><p>Eralion was, long ago, the mage of this keep. His failed attempt at lichdom, as a result of treachery by Orcus, turned him into a vile shadow. He was, at his peak, a 9th level magic-user. He retains some small bit of his prior arcane knowledge, though it has been twisted by his evil fate. (The Lost Lands: Stoneheart Valley Swords and Wizardry Edition)</p><p><strong>Shadow of Death:</strong> See Shadow Bear, The Shadow of Death.</p><p><strong>Shadow Rat Giant:</strong> See Shadow Giant Rat.</p><p><strong>Shadow Knight:</strong> King Ottin and his people were cursed in ancient times to never again see the sun or feel its warmth. (Hex Crawl Chronicles 2 The Winter Woods - Swords and Wizardry Edition)</p><p><strong>Shadow Palocar, The Palocar:</strong> ?</p><p><strong>Shadow Powerful, Kran the Dungeon Master:</strong> What remains of Kran the Dungeon Master is standing in this room. Kran’s body was destroyed in battle but his evil soul survived, cursed to haunt his tower forever as a powerful shadow. (The Black Monastery (S&W))</p><p><strong>Shadow Rat:</strong> ?</p><p><strong>Shadow Rat Swarm:</strong> Fredo’s room has become home to a nest of shadow rats, being several huge rat swarms that were transformed by the shadows in Area 11. (Bard's Gate (S&W))</p><p><strong>Shadow Wolf:</strong> See Wolf Shadow.</p><p><strong>Shambling Corpse:</strong> See Corpse Shambling.</p><p><strong>Shambling Undead:</strong> See Undead Shambling.</p><p><strong>Shark Giant Zombie:</strong> See Zombie Giant Shark.</p><p><strong>Shattered Soul:</strong> See Spirit Impaled, Shattered Soul.</p><p><strong>She of the Fair Eyes:</strong> See Wraith, She of the Fair Eyes.</p><p><strong>Shekahn the Vampire:</strong> See Vampire, Shekahn the Vampire.</p><p><strong>Shikki-Gaki:</strong> See Gaki Shikki-Gaki.</p><p><strong>Shipwreck Ghost:</strong> See Ghost Shipwreck.</p><p><strong>Shorn, Ashten:</strong> See Lich Shade, Ashten Un Shorn.</p><p><strong>Shrunken Head of Bartholeus:</strong> ?</p><p><strong>Sibilant Corpse:</strong> Rarely, after a Chaotic Magic-User dies, especially if in life he sowed dissension through deceit and gossip, the mage's evil takes new form as an undead sibilant corpse. The necromantic forces that animate a sibilant corpse also grant it frightening sorcerous power. (Chance Encounters)</p><p><strong>Silent Knight:</strong> ?</p><p><strong>Simrath the Vampire:</strong> See Vampire, Simrath the Vampire.</p><p><strong>Singed Man:</strong> See Vampire Lord, Singed Man, Infernal Tyrant.</p><p><strong>Sings-To-The-Deep-He-That-Cometh:</strong> See Narwight, Sings-To-The-Deep-He-That-Cometh.</p><p><strong>Sir Agnoysius:</strong> See Knight Gaunt, Sir Agnoysius.</p><p><strong>Sir Ralph Halifax:</strong> See Zombie, Sir Ralph Halifax.</p><p><strong>Sir Valen the White:</strong> See Vampire, Sir Valen the White.</p><p><strong>Sister Mary Catherine:</strong> See Biting Skull, Sister Mary Catherine.</p><p><strong>Skeletal Bloody Dire Tiger:</strong> See Skeletal Tiger Dire Bloody.</p><p><strong>Skeletal Bloody Dire Tiger Ferocious:</strong> See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount.</p><p><strong>Skeletal Bloody Tiger Dire:</strong> See Skeletal Tiger Dire Bloody.</p><p><strong>Skeletal Bloody Tiger Dire Ferocious:</strong> See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount.</p><p><strong>Skeletal Dire Tiger Bloody:</strong> See Skeletal Tiger Dire Bloody.</p><p><strong>Skeletal Dire Tiger Bloody Ferocious:</strong> See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount.</p><p><strong>Skeletal Elephant:</strong> See Skeleton Elephant, Skeletal Elephant.</p><p><strong>Skeletal Fire Giant:</strong> See Skeletal Giant Fire.</p><p><strong>Skeletal Fish, Undead Fish:</strong> ?</p><p><strong>Skeletal Fury:</strong> The skeletal fury is an undead creature created from the skeleton of a horse, with claws or talons grown from the hooves, horns or antlers grown from the skull, the bones of large bat-like wings grown from the shoulders, and a red glow burning in the eye sockets. (Swords and Wizardry Monster Book)</p><p>The skeletal fury is an undead creature created from the skeleton of a horse, with claws or talons grown from the hooves, horns or antlers grown from the skull, the bones of large bat-like wings grown from the shoulders, and a red glow burning in the eye sockets. (Monstrosities)</p><p><strong>Skeletal Giant Fire, Akruel's Former General, Gunnvor:</strong> ?</p><p><strong>Skeletal Giant Fire, Gunnvor:</strong> See Skeletal Giant Fire, Akruel's Former General, Gunnvor.</p><p><strong>Skeletal Horse:</strong> ?</p><p><strong>Skeletal Housecarl:</strong> ?</p><p><strong>Skeletal Humanoid Rotting:</strong> See Lich Shade, Rotting Skeletal Humanoid.</p><p><strong>Skeletal Knight:</strong> ?</p><p><strong>Skeletal Remains:</strong> In addition to the adhesive film it exudes, the piece of pure chaos at the bone mound’s core gives it an innate ability to animate, partially, the bones that stick to it. The effects of this spell-like ability extend up to 2ft away from the creature’s body. The bone mound can animate 1d6 of the bony remains that have adhered to it each round. Each of these animated body parts may attack once, inflicting 1d4 damage. A cleric may turn these newly living bits of skeletal remains as if they were Type 1 undead. The bone mound may shift its animate dead power from one set of bones to another at any time. (Swords and Wizardry Monster Book)</p><p>In addition to the adhesive film it exudes, the piece of pure chaos at the bone mound’s core gives it an innate ability to animate, partially, the bones that stick to it. The effects of this spell-like ability extend up to 2ft away from the creature’s body. The bone mound can animate 1d6 of the bony remains that have adhered to it each round. (Monstrosities)</p><p><strong>Skeletal Rotting Humanoid:</strong> See Lich Shade, Rotting Skeletal Humanoid.</p><p><strong>Skeletal Swarm:</strong> Skeletal swarms are the remains of pieces cast off of whole skeletons collected together and animated en mass. (Tome of Horrors 4)</p><p>Bone Horn cursed item.(Tome of Horrors 4)</p><p><strong>Skeletal Tiger Dire Bloody:</strong> ?</p><p><strong>Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount:</strong> ?</p><p><strong>Skeletal Tiger Dire Bloody, Undead Sabre-Toothed Tiger That Drips Blood:</strong> ?</p><p><strong>Skeletal Tiger Dire Bloody Ferocious:</strong> See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount.</p><p><strong>Skeletal Warrior:</strong> Bones animated by the malevolent spirit of a warrior. (Battle Axes & Beasties)</p><p><strong>Skeleton:</strong> Skeletons are animated bones of the dead, usually under the control of some evil master. (Swords and Wizardry Complete Rulebook)</p><p>Skeletons are animated bones of the dead, usually under the control of some evil master. (Swords and Wizardry Monster Book)</p><p>Skeletons are animated bones of the dead, usually under the control of some evil master. (Monstrosities)</p><p>These eldritch caverns possess the ability to animate the dead. Pausanias has his servants carry corpses into this area once or so a week. After several hours, the corpses become undead. The very recently dead become ghouls. Other corpses become zombies or skeletons, depending on their levels of decomposition. ((DP 2) The Bishop's Secret)</p><p>The undead throne is difficult to turn. A successful turn undead expels one skeleton from the throne's body if the undead throne makes a saving throw. This causes 4 points of damage to throne and reduces its number of attacks by -1 (but to never less than 1 attack). ((DP 3) Narvon's Sinister Stair)</p><p>As with the ghoul encounter, a cleric or necromancer of Orcus freed these animated corpses and set them loose within the city to watch the chaos. (Bard's Gate (S&W))</p><p>The animated bones of the dead, imbued with a souless semblance of life by the spirit that animates their remains. (Battle Axes & Beasties)</p><p>Skeletons are animated bones of the dead, usually under the control of some evil master. (Crypts & Things Remastered)</p><p>Necromancers can automatically raise any bodies as skeletons or zombies depending on their decomposition, at a rate of 1D6 per round. Given time and ritual conditions they can create higher forms of undead, such as Ghouls and Wights, at the rate of one per night. (Crypts & Things Remastered)</p><p>Knights of death are able to raise 2D6 undead (skeletons or Zombies depending on state of decay) every round. (Crypts & Things Remastered)</p><p>Each morning, the desperate necromancer animates his former tests subjects and other dead humanoids from the grounds around the library and sends them into battle against the dwarven garrison how guarding the Southern Pass. (Quests of Doom 4: A Little Knowledge (S&W))</p><p>If the characters arrive at the library while Thanopsis’ undead warriors are away in battle at Burvaadun, the library is surprisingly undefended. Shortly after their destruction, Thanopsis immediately raises a force of 12 skeletons and 12 zombies to defend the library. They form in Area L1, where they wait quietly and occasionally wander around the building’s perimeter. (Quests of Doom 4: A Little Knowledge (S&W))</p><p>The ‘priest’ of this foul place is the goblin Jedra, who found a book about Orcus left here by a previous inhabitant. Jedra rather liked the idea of Orcus and built this chapel to honor him. Orcus was amused by this and granted Jedra some limited power which she is using to learn to raise undead. She hopes one day to replace her raiding parties with teams of undead lead by goblins, to supply them with all the food they could want. (Rappan Athuk Expansions 1 - Swords and Wizardry)</p><p>At any time Jedra will be in the chapel, praising Orcus or experimenting on any bodies on which she can get her hands. She has so far carefully managed to raise a pair of skeletons, and is working on a corpse, this time attempting to make a zombie. (Rappan Athuk Expansions 1 - Swords and Wizardry)</p><p>This staff’s single purpose is to command the infamous Army of the Shoreline Dead. The members of this skeletal fighting force are believed to have been among the first settlers in the area around Rappan Athuk, and among its first victims. They died on or near the shore on which they arrived, falling prey to disease, in-fighting, native hazards, and sahuagin raids. (Rappan Athuk Expansions 2 - Swords and Wizardry)</p><p>Skeletons are animated bones of the dead, usually under the control of some evil master. (Ruins & Ronin)</p><p>Bones of the dead, animated by vile necromancy. (Swords & Wizardry Continual Light)</p><p>Skeletons are animated bones of the dead and are usually under the control of some evil master. (The Hero's Journey Fantasy Roleplaying)</p><p>The cave floor [of the Totem Cavern of the Cave of the Dead] is strewn with the discarded belongings of defeated explorers who arose as zombies or ghouls themselves [from dying in the Caves of the Dead]. (The Lost City of Barakus (S&W))</p><p>Years ago, Asgaroth, the evil cleric described in Area I in the Wilderness, discovered Area 2-12 and placed special guards here to protect it. Using a ritual similar to that in Area I2, he placed several totems in this area which enacted a permanent animate dead spell that is recast on the area once per week. Thus, anyone slain within the shaded area comes back to life as a zombie (or, in the case of the hobgoblin, should he be moved, a skeleton) and like the creatures that slew him, is charged with guarding the chamber against intruders. (The Lost City of Barakus (S&W))</p><p>Once a force of law enters the room, the 6 skeletons animate. (The Lost Lands: Stoneheart Valley Swords and Wizardry Edition)</p><p>However, the statuette is mounted on a vertical ice rod that can be broken if the skull is not lifted directly upward (and even then, a delicate tasks roll must be made successfully). If the ice rod breaks, it sets off a magical alarm that can be heard ringing throughout this level of the palace. This also immediately animates 6 skeletons that spring from the bas-reliefs to attack. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p>Bone cobblers take the skeletal remains of those they kill and combine them with other bones in their lair. From these bones they sculpt and form weird humanoid or half-humanoid skeletal statues. Once per day, a bone cobbler can animate up to 5 skeletal statues within 30 feet. These creatures fight as skeletons, though their forms and structures do not necessarily resemble anything remotely humanoid. (Tome of Horrors Complete - Swords and Wizardry Edition)</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 evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p>For the past fifteen years, the ship of a terrible pirate has sat in the midst of a grand harbor, a prison hulk for members of its former crew. The ship was taken by a fleet of galleons after a storm had deprived it of masts and sent the ship’s captain over the side, a dirk lodged in his spine. As members of his former crew died, they were tossed over the side, their ankle chains attached to an iron band around the remains of the main mast, their bloated bodies steeping in the brine. For all these fifteen years the captain, now a vengeful draug, has trod the sea floor on a direct course for his ship. He is now very close, and the bodies of his expired crewmen are responding to his presence, their waterlogged (1d6+5 brine zombies) or skeletal (2d4 skeletons) remains shifting gently. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p>Each round, in place of moving or striking, an undead ooze can expel 1d6 skeletons from its mass. Skeletons can act in the round they are expelled. Slain skeletons are engulfed by the undead ooze and can be reanimated and expelled again in 1 hour. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p>Skeletons are animated bones of the dead and are usually under the control of some evil master. (Untold Adventures: Deluxe Edition)</p><p>Skeletons are animated bones of the dead and are usually under the control of some evil master. (White Box: Fantastic Medieval Adventure Game)</p><p>The Skeletons that rise in the cemetery are twisted, gnarled. They are animated by the power of the Mad Liche Mezogorah. It is his cackle that the player’s characters here as he animates and observes from afar. (White Box Tome - Arioth I )</p><p><em>Animate Dead</em> spell. (Swords and Wizardry Complete Rulebook)</p><p><em>Animate Dead</em> spell. (Crypts & Things Remastered)</p><p><em>Animate Dead</em> spell. (For Coin & Blood)</p><p><em>Animate Dead</em> spell. (Ruins & Ronin)</p><p><em>Animate Dead</em> spell. (The Hero's Journey Fantasy Roleplaying)</p><p><em>Animate Dead</em> spell. (Untold Adventures: Deluxe Edition)</p><p><em>Animate Dead</em> spell. (White Box: Fantastic Medieval Adventure Game)</p><p><em>Animate & Command the Dead</em> spell. (YARR!)</p><p>Nihiloplasm magic item. (Rappan Athuk Expansions 2 - Swords and Wizardry)</p><p><em>Raise Lesser Undead</em> spell. (The Little Book of Adventuring Classes Vol. 1)</p><p>Cauldron of the Dead magic item. (The Witch for Swords & Wizardry White Box)</p><p>Skeletal Staff magic item. (Tome of Horrors 4)</p><p><strong>Skeleton Archer:</strong> ?</p><p><strong>Skeleton Bear Cave, Large Skeleton:</strong> Within the offering bowl is a medallion depicting a beautiful human eye attached to a simple silver necklace. Wearing the amulet grants the wearer protection from charm and sleep (see Sidebox). However, if the amulet is removed by anyone with an alignment other than Neutral, the bones on the cave floor below assemble themselves into a large skeleton that attacks the possessor of the amulet and anyone associated with him. (The Lost City of Barakus (S&W))</p><p><strong>Skeleton Black:</strong> The Black Brotherhood created these undead warriors as the special guardians of their monastery and the dungeons below. (The Black Monastery (S&W))</p><p>Black skeletons are the remnants of living creatures slain in an area where the ground is soaked through with evil. The bodies of fallen heroes are contaminated and polluted by such evil and within days after their death, the slain creatures rise as black skeletons, leaving their former lives and bodies behind. (The Black Monastery (S&W))</p><p><strong>Skeleton Black, Kenneth Junior:</strong> ?</p><p><strong>Skeleton Black Artillery:</strong> ?</p><p><strong>Skeleton Black Champion:</strong> ?</p><p><strong>Skeleton Burning:</strong> ?</p><p><strong>Skeleton Cave Bear:</strong> See Skeleton Bear Cave, Large Skeleton.</p><p><strong>Skeleton Elephant, Skeletal Elephant:</strong> ?</p><p><strong>Skeleton Exploding:</strong> ?</p><p><strong>Skeleton False-Black:</strong> These alcoves each contain a false black skeleton (8 total) which are simply normal skeletons painted black, with a minor enchantment allowing limited spell casting. (Rappan Athuk - Swords and Wizardry)</p><p><strong>Skeleton Fighter 11:</strong> A group of six buried vaults are hidden in a secluded area. Each contains the skeleton of a king, and if any are disturbed, they animate, fighting until the violators are dead or run away. (Wilderlands of the Fantastic Reaches, Revised Guidebook)</p><p><strong>Skeleton Fighter 12:</strong> A group of six buried vaults are hidden in a secluded area. Each contains the skeleton of a king, and if any are disturbed, they animate, fighting until the violators are dead or run away. (Wilderlands of the Fantastic Reaches, Revised Guidebook)</p><p><strong>Skeleton Fighter 13:</strong> A group of six buried vaults are hidden in a secluded area. Each contains the skeleton of a king, and if any are disturbed, they animate, fighting until the violators are dead or run away. (Wilderlands of the Fantastic Reaches, Revised Guidebook)</p><p><strong>Skeleton Fighter 14:</strong> A group of six buried vaults are hidden in a secluded area. Each contains the skeleton of a king, and if any are disturbed, they animate, fighting until the violators are dead or run away. (Wilderlands of the Fantastic Reaches, Revised Guidebook)</p><p><strong>Skeleton Flaming:</strong> Flaming skeletons have been animated with an unholy fire that radiates from them. (The Hero's Journey Fantasy Roleplaying)</p><p>Flaming skeletons have been animated with an unholy fire that radiates from them. (White Box Omnibus)</p><p><strong>Skeleton Font:</strong> See Skeleton Font of Bones, Font Skeleton.</p><p><strong>Skeleton Font of Bones, Font Skeleton:</strong> Font skeletons are created by the Font of Bones, a corrupted artifact of great power, in the burial halls of Thyr and Muir in the Stoneheart Mountain Dungeon. These skeletons are covered in red stains from the blood within the font from which they are spawned. Their eyes glow with a fiendish light. They normally wield longswords and use shields, as these are the weapons of the goddess of paladins and these skeletons exist as mockeries of the followers of that deity. (Bard's Gate (S&W))</p><p>Entering the halls, his small party found that the burial halls had been thoroughly desecrated by the followers of Orcus and in a central chamber a corrupted fountain produced wave after wave of undead skeletons. (Bard's Gate (S&W))</p><p>Font of Bones skeletons are created by the Font of Bones, a corrupted artifact of great power, in the burial halls of Thyr and Muir. (The Lost Lands: Stoneheart Valley Swords and Wizardry Edition)</p><p>These skeletons are called “font skeletons” because they were created by the Font of Bones at Area 6 of the Entrance Level of the dungeon. (The Lost Lands: Stoneheart Valley Swords and Wizardry Edition)</p><p>Disturbing the second sigil, which is highly unusual in appearance, causes the Font of Bones in Room 6 to create 8 font skeletons and send them toward the door. (The Lost Lands: Stoneheart Valley Swords and Wizardry Edition)</p><p>This great hall contains over twenty stone sarcophagi and was once the main burial room. The holy symbols within the room have been desecrated and defiled. In the center of the room is something that is an abomination to behold: a fountain of what once was white marble, now stained crimson, filled with blood and bones. A glowing red rune, radiating pure Chaos, has been rudely carved into the once-pure fountain base. Gouts of blood bubble a spurt grotesquely from the top of the fountain, spattering the floor around the font with red ichor. The pall of evil hangs heavy here. (The Lost Lands: Stoneheart Valley Swords and Wizardry Edition)</p><p>The sarcophagi are now all empty; their contents pillaged and piled in the Font of Bones. The entire room radiates unhallow. The presence of any Lawful-aligned character in the room cause 4 font skeletons to animate every other round within the font and move out to attack. There is no limit to the number of skeletons that may be generated this way; the skeletons continue to animate as long as any Lawful-aligned character remains in the room. After 10 rounds, the Font begins to produce skeletons every round. If any Lawful-aligned characters remain in the room after 20 rounds, the Font pauses for 1 round, then summons 1 vrock demon to the room, in addition to producing 2 skeletons. This continues every round a Lawful-aligned character remains in the main burial hall. The Font stops producing creatures as soon as no Lawful-aligned characters are in the room, restarting the cycle from where it left off should they re-enter. After 24 hours of no Lawful-aligned characters in the room, the Font resets to begin the cycle anew. The glowing rune on the font is a rune of undeath, learned by the priests of Orcus from Balcoth, the undead rune mage on Level 2A. (The Lost Lands: Stoneheart Valley Swords and Wizardry Edition)</p><p>Presence of Lawful-aligned characters in these rooms triggers the creation of 4 font skeletons every other round. (The Lost Lands: Stoneheart Valley Swords and Wizardry Edition)</p><p><strong>Skeleton Fossil, Skeleton Fossilized:</strong> Fossilized skeletons are normally found only in underground caverns or complexes that have been left undisturbed for millennia, although they might also be found in inter-dimensional pockets, or in areas where the fossilization has been deliberately induced. In some limestone caverns where the mineralized water is in constant contact with the bones, skeletons might also fossilize relatively quickly – over the course of a hundred years rather than a thousand. Older fossilized skeletons may show pre-human features; fossilized Neanderthal skeletons are not uncommon. (Swords and Wizardry Monster Book)</p><p>Fossilized skeletons are normally found only in underground caverns or complexes that have been left undisturbed for millennia, although they might also be found in inter-dimensional pockets, or in areas where the fossilization has been deliberately induced. In some limestone caverns where the mineralized water is in constant contact with the bones, skeletons might also fossilize relatively quickly – over the course of a hundred years rather than a thousand. Older fossilized skeletons may show pre-human features; fossilized Neanderthal skeletons are not uncommon. (Monstrosities)</p><p>The caves contain the remains of the first creatures to call the Seething Jungle their home. The native lizardmen died during a natural disaster that collapsed their tunnel homes into the ground around them. The lizardmen’s broken bodies merged with the flowing limestone to create 18 skeleton fossils trapped in the walls. (Monstrosities)</p><p><strong>Skeleton Fossilized:</strong> See Skeleton Fossil, Skeleton Fossilized.</p><p><strong>Skeleton Fragmented:</strong> The foul magic binding these skeletons together may disintegrate at any moment, and even if the skeletons survive the combat, they usually fall apart after an hour. (Rappan Athuk Expansions 1 - Swords and Wizardry)</p><p><strong>Skeleton Giant:</strong> ?</p><p><strong>Skeleton Glowing:</strong> ?</p><p><strong>Skeleton Goat-Human:</strong> ?</p><p><strong>Skeleton Guardian:</strong> The sarcophagi in this room all contain normal (not animated) skeletons. If the characters attempt to loot this tomb, under the very eyes of the Tomb Guardian, the guardian will raise its arms and each of the skeletons in the sarcophagi will rise as extremely powerful undead beings. (Grimmsgate)</p><p><strong>Skeleton Horde:</strong> This is the army brought forth by Islaug the Breathless from the now-exposed tunnels of the bitumen mines that ran underneath the field of battle. It is composed primarily of skeletons and zombies, all of which are stained black with long exposure to the bitumen mines, and more than a few of which are actually still on fire from the explosion. Assorted ghouls and more intelligent undead are mixed among these hordes, but not enough to constitute an army of their own or change the overall complexion of these armies. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p><strong>Skeleton Human:</strong> ?</p><p><strong>Skeleton Human Undead Menagerie:</strong> See Undead Menagerie Skeleton Human.</p><p><strong>Skeleton Icthyosaur:</strong> The petrified skeleton of an ichthyosaur lurks beneath the sands here. Animated long ago by a necromancer, it guards the hex from intruders, for hidden deeper beneath the sands there is a large bunker complex that the necromancer used as his base of operations. (Hex Crawl Chronicles 7 The Golden Meadows - Swords and Wizardry Edition)</p><p><strong>Skeleton Large:</strong> See Skeleton Bear Cave, Large Skeleton.</p><p><strong>Skeleton Manticore:</strong> ?</p><p><strong>Skeleton Troll:</strong> ?</p><p><strong>Skeleton Warrior:</strong> He introduces himself and explains that after he was ousted as an old man from the Jomsking’s throne, he and his few loyal crewmen were set afloat from the Jomsburg in a leaky longship without sail, oar, food, or water. He tells how they drifted for 8 months upon the seas until their half-sunken boat came to rest in the swamps of Mulstabha. They should have long been dead but for the gift of the Dark God of the Jomsvikings who gave him and his officers the gift of immortality, and changed the strongest among his crew who were willing to do whatever was necessary to survive, including develop an appetite that could sustain them beyond the grave (here he gestures and the ghouls step from their side passages). (The Northlands Saga Complete Swords and Wizardry Edition)</p><p>The skeleton warrior is a lich-like undead that was once a powerful fighter of at least 8th level. Legend says that the skeleton warriors were forced into their undead state by a powerful demon prince who trapped each of their souls in a golden circlet. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p><strong>Skeleton Warrior, Dreva:</strong> ?</p><p><strong>Skeleton Wolf Undead Menagerie:</strong> See Undead Menagerie Skeleton Wolf.</p><p><strong>Skjálgr, Hróarr:</strong> See Zombie Juju, Hróarr Skjálgr.</p><p><strong>Skeletons Conjoined:</strong> Two cultists died clinging to each other in terror in this chamber. 1D4+1 rounds after explorers enter the reception room, the skeletons animate as a single monster. ((DP 3) Narvon's Sinister Stair)</p><p><strong>Skin Feaster:</strong> When a humanoid dies as a result of being skinned alive, it often returns to the land of the living as a skin feaster; an undead creature driven by an insatiable hunger for the skin and flesh of living creatures. (Tome of Horrors 4)</p><p><strong>Skinner:</strong> See Ghoul Flenser, Vrinnor, The Skinner.</p><p><strong>Skjálgr, Örn:</strong> See Zombie Juju, Örn Skjálgr.</p><p><strong>Skull Child:</strong> A juvenile humanoid slain by a skull child rises the following night as a free-willed skull child. A bless spell cast on the body before that time ceases the transformation. Adults and non-humanoids killed by a skull child do not rise as undead. (Tome of Horrors 4)</p><p><strong>Skull Flaming Flying:</strong> See Skull Flying Flaming.</p><p><strong>Skull Flying Flaming, Beskevar:</strong> See Skull Flying Flaming, Flameskull, Beskevar.</p><p><strong>Skull Flying Flaming, Flameskull, Beskevar:</strong> Beskevar was Livonia’s lover more than 80 years ago. In life, his adoration was without measure. Even though she never returned his love to the same degree — ignoring him for long periods, shamelessly pursuing other lovers, and sharing his company only when she had no other alternatives — Beskevar’s devotion never wavered. He worked most of his life as her obedient menial. So great was his love that he joined her in death but was raised as a flameskull so that he could continue to serve her — a cruel joke that Orcus found hilarious. (Cry Havoc! (The Dogs of Orcus))</p><p><strong>Skulleton:</strong> Skulletons are undead creatures believed to have been created by a lich or demilich, for the creature greatly resembles the latter in that it is nothing more than a pile of dust, a skull, and a collection of bones. The gemstones inset in its eye sockets and in place of its teeth are not gemstones at all, but painted glass (worthless). (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p>The skulleton is thought to have been created to detour would-be tomb plunders in to thinking they had desecrated the lair of a demilich. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p><strong>Skullsnatcher:</strong> Orthodox Necromancers usually satisfy their mad power ravings by achieving immortality and leading giant undead armies. Others, like the Reformed Necromancers, are not happy with simple massacre, and desire to fight their enemies using the Black Art in much subtler ways. (Chthonic Codex)</p><p>Skullsnatchers are sometimes used for this purpose, using the rites developed by Grand Sorceress of the Valley of Fire Deleterios II. She created these headless undeads by performing rituals on the decapitated remains of the rebellious Orthodox Necromancy apprentices after the revolts following her predecessor's Apotheosis ritual. (Chthonic Codex)</p><p><strong>Slave Ghostly:</strong> See Ghostly Slave.</p><p><strong>Slavish:</strong> See Lich Arch-Lich, Sorcerer-Lich 18, Slavish.</p><p><strong>Slayer Ghostblade:</strong> See Ghostblade Slayer.</p><p><strong>Slayer of a Thousand Men:</strong> See Wraith Unique, The Wight of Sven Oakenfist, the Jarl of the Seas, the Ravager of the Cymu Islands, Terror of Gatland, Estenfird, Hordaland, and the Vale, Slayer of a Thousand Men, He Who Broke the Back of Kathisizk the Great Serpent of the Sea, Reaver of the Dnipir River, The Bloody-Handed Horror of Seagestreland.</p><p><strong>Slime Sarcophogus:</strong> See Sarcophogus Slime.</p><p><strong>Slime Zombie:</strong> See Zombie Slime.</p><p><strong>Soldier Juju Zombie:</strong> See Zombie Juju Soldier.</p><p><strong>Soldier Undead:</strong> See Undead Soldier.</p><p><strong>Soldier Zombie Juju:</strong> See Zombie Juju Soldier.</p><p><strong>Sorcerer Undead:</strong> See Undead Sorcerer.</p><p><strong>Sorcerer-King of Tharistra:</strong> See Lich Magic-User 18, Gremag, Phoromyceaen Sorcerer-King of Tharistra.</p><p><strong>Sorcerer-Lich 18, Slavish:</strong> See Lich Arch-Lich, Sorcerer-Lich 18, Slavish.</p><p><strong>Soul Knight:</strong> A soul knight is a suit of armor animated by the lingering soul of an evil knight, cursed to undeath as punishment for having committed betrayal, murder or other crimes. The evil spirit continues to inhabit its old armor, repeating the deeds that brought about the living knight’s ruin. (The Black Monastery (S&W))</p><p>A soul knight is a suit of armor animated by the lingering soul of an evil knight, cursed to undeath as punishment for having committed betrayal, murder or other crimes. The evil spirit continues to inhabit its old armor, repeating the deeds that brought about the living knight’s ruin. (Tome of Horrors 4)</p><p><strong>Soul Knight, Cedrick Junde:</strong> Cedricke Junde, a knight in service to the Impoverished Vow-Takers of Voard, accompanied his master and liege to the opera on that fatal night—although he’d already taken gold to allow an assassin access to his liege’s privacy box high above the stage. What Cedricke could not know was that the assassin would then start the blazing inferno to cover his tracks. The massive curtain collapsed in a fiery blaze that killed the singers and many in the front rows. The assassin fled during the conflagration, escaping into the cold night as those he left behind burned. Cedricke himself died as his armor blackened and his skin burned. (Tome of Horrors 4)</p><p><strong>Soul Knight, Gareth the Reaper:</strong> One of these soul knights was Gareth the Reaper, an adventurer who turned upon his comrades while adventuring in the Black Monastery out of greed and spite. Gareth himself was slain before he could escape the monastery’s halls and has remained to haunt this room ever since. (The Black Monastery (S&W))</p><p><strong>Soul Reaper:</strong> ?</p><p><strong>Soul Shattered:</strong> See Spirit Impaled, Shattered Soul.</p><p><strong>Soulstealer:</strong> These foul undead are created by dark and secret rituals, and remain forever under the control of their creator. (Adventures in the Borderland Provinces (S&W))</p><p>The lich known as the Dread Master was a figure of ancient legend entombed in the black spire, and who created the soulstealers as his servants. “The lich was bound, the legends said. Helpless and starved in his Black Spire tomb. But even helpless, he shaped bone and spirit from the dead of the sea to do his bidding. And so did his evil rise again.” (Adventures in the Borderland Provinces (S&W))</p><p>But though the Dread Master was physically prevented from escaping the tomb, long years of imprisonment reduced the lich to a mental essence that was able to slip beyond the wards that bound him. On two occasions, the Dread Master was able to seek out and claim the life force of sentient creatures visiting the island, restoring him to minimal power. With that power, he used his mental essence to create the foul undead soulstealers from the bones and spirits of sailors drowned on the shoals around the Black Spire. (Adventures in the Borderland Provinces (S&W))</p><p><strong>Spawn Vampire:</strong> See Vampire Spawn.</p><p><strong>Specter:</strong> Any creature reduced to less than 0 Constitution by the touch of a specter dies and returns in 1d3 days as a specter themselves. (Battle Axes & Beasties)</p><p>Any being killed (or drained below level 0) by a specter becomes a specter himself—a pitiful thrall to its creator. (The Hero's Journey Fantasy Roleplaying)</p><p>Any being killed (or drained below level 0) by a specter becomes a specter himself—a pitiful thrall to its creator. (Untold Adventures: Deluxe Edition)</p><p><strong>Spectral Crocodile:</strong> The crocodiles of the Great Jungle have always been a sacred beast to the faithful of Ibholtheg (the creatures being one third of the Squamous Toad’s being). When the golden temple was built, the spirits of several of the animals were bound to defend it, creating spectral crocodiles. (TG1 Lost Temple of Ibholtheg (SnW))</p><p><strong>Spectral Lady:</strong> See Spectre, Spectral Lady.</p><p><strong>Spectral Lord:</strong> See Ghost, Lord Ectarlin, Spectral Lord.</p><p><strong>Spectral Scavenger:</strong> ?</p><p><strong>Spectral Troll:</strong> ?</p><p><strong>Spectral Warden:</strong> See Ghost Spectral Warden.</p><p><strong>Spectre:</strong> Any being killed (or drained below level 0) by a spectre becomes a spectre as well, a pitiful thrall to its creator. (Swords and Wizardry Complete Rulebook)</p><p>Any being killed (or drained below level 0) by a specter becomes a specter himself, a pitiful thrall to its creator. (Swords and Wizardry Monster Book)</p><p>Any being killed (or drained below level 0) by a spectre becomes a spectre as well, a pitiful thrall to its creator. (Monstrosities)</p><p>A creature killed by a mortuary cyclone’s whirlwind rises as an undead creature in 1d4 rounds. The type is based on the creature’s total HD. (Bard's Gate (S&W))</p><p>Total HD </p><p>Opponent Rises as </p><p>Less than 3 </p><p>Ghoul or ghast (50% chance for either) </p><p>4–7 HD </p><p>Wraith </p><p>8–11 HD </p><p>Spectre </p><p>12+ HD </p><p>Ghost (Bard's Gate (S&W))</p><p>This encounter is with the spectre of a cruel old resident of the neighborhood or one of its victims. The original spectre is likely the mean old man from up the street, or the creepy cat lady. (Bard's Gate (S&W))</p><p>Any creature reduced to less than 0 Constitution by the touch of a specter dies and returns in 1d3 days as a specter themselves. (Battle Axes & Beasties)</p><p>The miners lost in the cave-in still dwell in these tunnels as three specters. (Hex Crawl Chronicles 7 The Golden Meadows - Swords and Wizardry Edition)</p><p>The souls of paladins slain by Nadroj. (Rappan Athuk - Swords and Wizardry)</p><p>Lorvius is extremely cautious about anyone meeting him on this level (fear of assassinations) and never meets with outsiders without his retinue of 4 spectre bodyguards he specifically created for the task and never leaves his side. (Rappan Athuk - Swords and Wizardry)</p><p>The 10 builders have become powerful allips, and the wizard who created the prismatic wall is bound here as a horribly malignant spectre. As all their bones were ground to powder and included in the finishing touches of the room, their restless spirits cannot leave the room, nor pursue beyond the vault door. (Rappan Athuk - Swords and Wizardry)</p><p>Any being killed (or drained below level 0) by a spectre becomes a spectre himself, a pitiful thrall to its creator. (Ruins & Ronin)</p><p>A spectre haunts this area, looking to kill and transform characters into new spectres. (The Ghost Woods Adventure)</p><p>Any living creature slain by a mortuary cyclone’s whirlwind attack or energy drain attack becomes an undead creature in 1d4 rounds. Creatures with less than 3 HD return as a ghoul or ghast; 4-7 HD, a wraith; 8-11 HD, a spectre; and 12+ HD return as a ghost. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p>Any humanoid killed by a spectral troll rises 1d3 days later as a free-willed spectre unless a cleric of the victim’s religion blesses the corpse before such time. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p>The dwarves dig deep into the rock for veins of snowflake obsidian left over from elder days. The mines connect with ancient tunnels and passages created by a now-extinct volcano. The volcano’s spirit remains trapped within the volcano, in a cavern of pure silver from which it cannot escape. At best, it can manifest as a spectre within the volcanic passages. In this form, the spirit appears as an elderly woman, a hag one might say, swathed in gauzy crimson robes and wearing copper bangles and earrings. (Tome of Horrors 4)</p><p>The former monk, angered at his untimely demise, seeks to slay any who disturb the ruins. (Tome of Horrors 4)</p><p>Any being killed (or drained below level 0) by a spectre becomes a spectre himself— a pitiful thrall to its creator. (White Box: Fantastic Medieval Adventure Game)</p><p>The Cursed Tomb curse. (Rappan Athuk - Swords and Wizardry)</p><p><strong>Spectre, Gavos:</strong> ?</p><p><strong>Spectre, Madrana Mathen:</strong> ?</p><p><strong>Spectre, Osori the Creeping One:</strong> Nearby, in a corner, are discarded heavy and thick bones and an inhuman skull: these are the remains of a great ape still wearing iron cuff and the links of a chain on one hand. The ideogrammatic inscription on the well’s rim reads, “FARNESS”. (Knockspell Magazine #1)</p><p>Imprisoned by the well’s magic is the spirit of Osori the Creeping One (the nearby bones were once his), half-human sorcerer. (Knockspell Magazine #1)</p><p><strong>Spectre, Spectral Lady:</strong> ?</p><p><strong>Spectre, Thalius Degeners:</strong> Quattu and the crabmen tortured and brutalized Oliver’s devoted foreman, Thalius Degeneres. The agonizing ordeal transformed the formerly genial man into a seething pulp filled with hatred. When he finally succumbed, the vengeful spirit arose as a spectre that still haunts his bedchamber. (Quests of Doom 4: Fishers of Men (S&W))</p><p>Though he continues his attack, he tells the characters that crabmen and a much-larger lobster-like creature with writhing tentacles on its face killed him. (Quests of Doom 4: Fishers of Men (S&W))</p><p><strong>Spectre of Blackpool Swamp:</strong> See The Grim Spectre of Blackpool Swamp.</p><p><strong>Spectre Parasitic:</strong> ?</p><p><strong>Spectre-Mage Magic User 9, Zelkor:</strong> Zelkor was a powerful wizard who led the army of Light into Rappan Athuk to attack the high priests of Orcus. They say that he didn’t die, and one day he’ll return. (Rappan Athuk - Swords and Wizardry)</p><p>This area is the lair of Zelkor, who was once a good-aligned archmage of some renown. During his quest to drive the evil from this place, he was captured by the evil priests, tortured and eventually slain by Nodroj the spectre once he agreed to worship of Orcus. (Rappan Athuk - Swords and Wizardry)</p><p><strong>Spectre-Wizard, Nadroj the Spectre, Nadroj the Wraith:</strong> [F]ormerly a magic-user/merchant favored by Orcus, and thus allowed to retain his knowledge of spells. (Rappan Athuk - Swords and Wizardry)</p><p><strong>Spellgorged Zombie:</strong> See Zombie Spellgorged.</p><p><strong>Spider Bone:</strong> See Bone Spider.</p><p><strong>Spider Lich:</strong> See Lich Spider.</p><p><strong>Spirit:</strong> While ghosts were once living mortals, spirits have always been, well, spirits. (Gary vs the Monsters)</p><p><strong>Spirit Child Navky:</strong> The navky is the ghost of a child that has died due to starvation or hunger. (The Winter Witch for Swords & Wizardry)</p><p><strong>Spirit Child Utburd:</strong> The utburd is locked to this realm to perform a task. The task is to get revenge on the mother who killed it. The name comes from an old Scandinavian word meaning the child who was carried outside, meaning many were originated from children left out to die from exposure. (The Winter Witch for Swords & Wizardry)</p><p><strong>Spirit Crucifixion:</strong> See Crucifixion Spirit.</p><p><strong>Spirit Dancing:</strong> ?</p><p><strong>Spirit Dead Dog:</strong> ?</p><p><strong>Spirit Dog Dead:</strong> See Spirit Dead Dog.</p><p><strong>Spirit Enslaved:</strong> Pausanias has desecrated 11 corpses, stripping the bodies, and hacking off the heads while screaming blasphemous imprecations. He mounted the heads in the Wicked Chapel. The spirits of those whose resting places were violated remain trapped in the severed heads. ((DP 2) The Bishop's Secret)</p><p><strong>Spirit Grey:</strong> A grey spirit, usually female, is the shade of someone who died heartbroken and alone, pining away on shore and ultimately dying of a broken heart while waiting for the return of a loved one from across the sea. (Tome of Horrors 4)</p><p><strong>Spirit Grizzly, Bear-Shaped Shadow:</strong> ?</p><p><strong>Spirit Groaning:</strong> See Banshee, Groaning Spirit.</p><p><strong>Spirit Hoar:</strong> See Hoar Spirit.</p><p><strong>Spirit Hungry:</strong> See Gaki, Hungry Spirit.</p><p><strong>Spirit Impaled, Shattered Soul:</strong> Shattered souls are the ghostly spirits of living beings executed through brutal torture: impalement, disembowelment, or worse. (Tome of Horrors 4)</p><p><strong>Spirit Impaled, Lyrid Toadstrangler:</strong> The ruins of a large brick warehouse sit atop a lonely hill. Thick briars and tufts of dried grass surround the wrecked building. Three thick chimneys reveal that the place probably housed forges. Despite appearances, the building remains very sturdy. This old structure was once the factory of Lyrid Toadstrangler, a dwarven craftsman who created instruments of torture. While not inherently evil in nature, Lyrid’s craft required a certain amount of wicked imagination. Lyrid specialized in creating iron maidens. A master sculptor, he often created the iron maidens in the image of the torturer or lord to whom the maidens belonged. Most of his work survives to this day, passed down over generations as disturbing family heirlooms. Lyrid was slain by an assassin hired by the Alantyr family of Bargarsport. (Tome of Horrors 4)</p><p>Finished and unfinished iron maidens stand upright along the walls of Lyrid’s forge-factory. Rusted forging tools, collapsing workbench, and maiden parts fill the main room. Three iron maidens lie under a thick intact burlap cloth. Each of these iron maidens could fetch as much as 500 gp. His final masterpiece remains nearly finished in the center of the workshop. The spikes of this particular maiden are composed of demon horns. The corpse of Lyrid Toadstrangler lies inside. The maiden’s spikes completely pierce his desiccated corpse. Lyrid’s tortuous death and the power of the demon horns tie his spirit to this plane. Lyrid haunts his workshop as an impaled spirit. He hates thieves (and especially assassins) and wishes nothing more than to slay every direct relative of the Alantyr family. (Tome of Horrors 4)</p><p><strong>Spirit of the Slave Master:</strong> During the fall of the prince, the slaves ran amok and broke in here to slay their cruel master. He was hacked apart in his bed, and his remains still lay there, frozen beneath the snow-dusted blankets. His spirit haunts this room. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p><strong>Spirit Pathetic:</strong> The characters’ subsequent delve into the bog enters a haunted realm populated by shambling corpses, vengeful undead creatures, and pathetic spirits borne from Hamish’s genocide. (Quests of Doom 4: Forgive and Regret (S&W))</p><p><strong>Spirit Restless:</strong> A powerful adventuring group called the Dancing Blades were slain in the dungeon. Their restless spirits now wander its halls, attacking anyone they come across with their phantom weapons. (Rappan Athuk - Swords and Wizardry)</p><p><strong>Spore Zombie:</strong> See Zombie Spore.</p><p><strong>Stalker Dream:</strong> See Ghost Dream Stalker.</p><p><strong>Storm Giant Ghost:</strong> See Ghost Giant Storm.</p><p><strong>Strangling Ghost:</strong> See Ghost Strangling.</p><p><strong>Sumatran Rat-Ghoul:</strong> See Ghoul Sumatran Rat-Ghoul.</p><p><strong>Sven Oakenfist:</strong> See Wraith Unique, The Wight of Sven Oakenfist, the Jarl of the Seas, the Ravager of the Cymu Islands, Terror of Gatland, Estenfird, Hordaland, and the Vale, Slayer of a Thousand Men, He Who Broke the Back of Kathisizk the Great Serpent of the Sea, Reaver of the Dnipir River, The Bloody-Handed Horror of Seagestreland.</p><p><strong>Swarm Bone:</strong> See Bone Swarm.</p><p><strong>Swarm Raven Undead:</strong> See Undead Raven Swarm.</p><p><strong>Swarm Shadow Rat:</strong> See Shadow Rat Swarm.</p><p><strong>Swarm Skeletal:</strong> See Skeletal Swarm.</p><p><strong>Swirling Mist Undead Remains of Ghosts of Whalers:</strong> The tower is surrounded by a swirling mist that is actually the undead remains of the ghosts of whalers who died at sea, accursed by the Whale Lord and unable to reach the afterlife. (Tome of Horrors 4)</p><p><strong>Swoana:</strong> See Vampire, Swoana.</p><p><strong>Sword Wight:</strong> See Wight Sword.</p><p><strong>Sword-Wraith:</strong> See Wraith Sword-Wraith.</p><p><strong>Swordsman Undead:</strong> See Undead Swordsman.</p><p><strong>Tabitha Mirax:</strong> See Shade, Tabitha Mirax.</p><p><strong>Tattooed Warrior:</strong> “A famed warrior, long dead but preserved by black arts to fight on the tribes behalf.” (Crypts & Things Remastered)</p><p>Created by foul black arcane rituals from the dead bodies of tribal champions, these are the elite of the undead. (Crypts & Things Remastered)</p><p><strong>Techno-Mummy:</strong> See Mummy Techno-Mummy.</p><p><strong>Temple Guard Captain Ghastly:</strong> See Ghastly Temple Guard Captain.</p><p><strong>Temple Guard Frozen:</strong> See Frozen Temple Guard.</p><p><strong>Terror of Gatland, Estenfird, Hordaland, and the Vale:</strong> See Wraith Unique, The Wight of Sven Oakenfist, the Jarl of the Seas, the Ravager of the Cymu Islands, Terror of Gatland, Estenfird, Hordaland, and the Vale, Slayer of a Thousand Men, He Who Broke the Back of Kathisizk the Great Serpent of the Sea, Reaver of the Dnipir River, The Bloody-Handed Horror of Seagestreland.</p><p><strong>Thalius Degeners:</strong> See Spectre, Thalius Degeners.</p><p><strong>The Black Monastery:</strong> The twisted thoughts and evil deeds of the Black Brotherhood are long ended. There is no need to fully recite them here. Suffice to say that their actions included necromancy, pacts with evil outsiders and the human sacrifices those evil outsiders demand. The Black Monastery was the scene of dark sorcery and magical research that left behind many deadly traces. What manifests atop the Hill of Mornay from decade to decade is a lethal ghost of those repugnant deeds. (The Black Monastery (S&W))</p><p><strong>The Bloodied Cleric, Erera Liliwan:</strong> The Bloodied Cleric is Erera Liliwan after she has died and succumbed to the curse of the undead. (White Box Tome - Arioth I )</p><p>The Bloodied Cleric is another of the Liche’s creations, a plan he has had in the works for quite some time. (White Box Tome - Arioth I )</p><p><strong>The Bloodwraith:</strong> See Bloodwraith, Duke Aerim the Bloodwraith.</p><p><strong>The Bloody-Handed Horror of Seagestreland:</strong> See Wraith Unique, The Wight of Sven Oakenfist, the Jarl of the Seas, the Ravager of the Cymu Islands, Terror of Gatland, Estenfird, Hordaland, and the Vale, Slayer of a Thousand Men, He Who Broke the Back of Kathisizk the Great Serpent of the Sea, Reaver of the Dnipir River, The Bloody-Handed Horror of Seagestreland.</p><p><strong>The Chained:</strong> No one knows for certain what The Chained is, some say it is the avatar of the Goddess of Pure Death, others a freak magical accident created by a mage with a vengeance streak. The stories are endless, but all end the same way; The Chained comes for bad folks and when it does they die. (The Cartographer's Guide to the Creatures of Eira)</p><p><strong>The Conductor:</strong> See Lich Magic-User 18, The Conductor.</p><p><strong>The First Winter King:</strong> See Winterwight, The First Winter King.</p><p><strong>The Green Man:</strong> See Corpse Colossus Minor, The Green Man.</p><p><strong>The Grim Spectre of Blackpool Swamp:</strong> ?</p><p><strong>The Horned Lord:</strong> Countless millennia ago, a monarch sought to build the greatest empire that the world had ever known. In doing so he made deals with many gods and wielded vast magical power, and as his power grew, so did his arrogance. When at last he had achieved his goal — a vast and unconquerable empire with him at its head — he was blinded by his pride and declared himself greater than the gods and turned his back on them. The emperor was to be the realm’s only god, and all the deities of the past were to be forgotten, their priests slaughtered and their temples overthrown. As one might guess, the gods were displeased and struck down the emperor, cursing both him and his realm. Soon his proud empire crumbled to dust, and barbarism ruled the land. (Tome of Horrors Swords and Wizardry Update)</p><p>But the gods had not finished with the emperor, so great was his transgression. He was transformed into an undead thing, doomed to be reborn again and again, consumed by the desire for conquest — a desire that can never be fulfilled. Always would the Horned Lord see his dreams crumble and perish among the ruins of civilization. Always would he return with the same dreams of conquest, only to be crushed and forgotten. (Tome of Horrors Swords and Wizardry Update)</p><p><strong>The Jarl of the Seas:</strong> See Wraith Unique, The Wight of Sven Oakenfist, the Jarl of the Seas, the Ravager of the Cymu Islands, Terror of Gatland, Estenfird, Hordaland, and the Vale, Slayer of a Thousand Men, He Who Broke the Back of Kathisizk the Great Serpent of the Sea, Reaver of the Dnipir River, The Bloody-Handed Horror of Seagestreland.</p><p><strong>The Palocar:</strong> See Shadow Palocar, The Palocar.</p><p><strong>The Plague Lord:</strong> See Ozzark the Dead King, The Plague Lord.</p><p><strong>The Ravager of the Cymu Islands:</strong> See Wraith Unique, The Wight of Sven Oakenfist, the Jarl of the Seas, the Ravager of the Cymu Islands, Terror of Gatland, Estenfird, Hordaland, and the Vale, Slayer of a Thousand Men, He Who Broke the Back of Kathisizk the Great Serpent of the Sea, Reaver of the Dnipir River, The Bloody-Handed Horror of Seagestreland.</p><p><strong>The Shadow of Death:</strong> See Shadow Bear, The Shadow of Death.</p><p><strong>The Skinner:</strong> See Ghoul Flenser, Vrinnor, The Skinner.</p><p><strong>The Wight of Sven Oakenfist:</strong> See Wraith Unique, The Wight of Sven Oakenfist, the Jarl of the Seas, the Ravager of the Cymu Islands, Terror of Gatland, Estenfird, Hordaland, and the Vale, Slayer of a Thousand Men, He Who Broke the Back of Kathisizk the Great Serpent of the Sea, Reaver of the Dnipir River, The Bloody-Handed Horror of Seagestreland.</p><p><strong>Thelkor:</strong> See Ghoul Lord, Thelkor.</p><p><strong>Thelonius Pulanti:</strong> See Vampire, Thelonius Pulanti.</p><p><strong>Thing Crypt:</strong> See Crypt Thing.</p><p><strong>Thirster Gray:</strong> See Gray Thirster.</p><p><strong>Thorvald the Betrayed:</strong> See Wight Blood, Thorvald the Betrayed.</p><p><strong>Thrall Vampire:</strong> See Vampire Thrall.</p><p><strong>Throne Undead:</strong> See Undead Throne.</p><p><strong>Thug Vampire:</strong> See Vampire Thug.</p><p><strong>Tiensa, Faen:</strong> See Fye, Faen Tiensa.</p><p><strong>Tiger Dire Bloody Skeletal:</strong> See Skeletal Tiger Dire Bloody.</p><p><strong>Tiger Dire Bloody Skeletal Ferocious:</strong> See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount.</p><p><strong>Tiger Dire Skeletal Bloody:</strong> See Skeletal Tiger Dire Bloody.</p><p><strong>Tiger Dire Skeletal Bloody Ferocious:</strong> See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount.</p><p><strong>Tiger Sabre-Toothed That Drips Blood Undead:</strong> See Skeletal Tiger Dire Bloody, Undead Sabre-Toothed Tiger That Drips Blood.</p><p><strong>Tiger Sabre-Toothed Undead That Drips Blood:</strong> See Skeletal Tiger Dire Bloody, Undead Sabre-Toothed Tiger That Drips Blood.</p><p><strong>Tjorvi:</strong> See Vampire, Tjorvi.</p><p><strong>Toadstrangler, Lyrid:</strong> See Spirit Impaled, Lyrid Toadstrangler.</p><p><strong>Tols, Livonia:</strong> See Lich Shade, Livonia Tols.</p><p><strong>Tomb Guardian:</strong> ?</p><p><strong>Tomb Guardian Mantis:</strong> See Mantis Tomb Guardian.</p><p><strong>Tongue Black Victim:</strong> See Black Tongue Victim.</p><p><strong>Tordred of the Seven Fingers:</strong> See Vampire Count, Tordred of the Seven Fingers.</p><p><strong>Torso Upper Zombie:</strong> See Zombie Upper Torso.</p><p><strong>Tower Zombie:</strong> See Zombie Tower.</p><p><strong>Trash Eating Ghoul, Jikininki:</strong> See Ghoul Trash Eating, Jikininki.</p><p><strong>Travvok:</strong> See Zombie Gynosphinx, Travvok.</p><p><strong>Treant Undead:</strong> See Undead Treant.</p><p><strong>Tree Ghost:</strong> Tree ghosts are the undead form of a Dryad who was killed by a wraith, vampire, or other such undead creature. (Swords and Wizardry Monster Book)</p><p>Tree ghosts are the undead form of a Dryad who was killed by a wraith, vampire, or other such undead creature. (Monstrosities)</p><p><strong>Tree Ghost, Melene:</strong> The pale woman is a dryad named Melene slain years ago by the vampire Valmont De Shade as he traveled the countryside seeking a permanent lair. (Monstrosities)</p><p><strong>Triceratops Paleoskeleton:</strong> See Paleoskeleton Triceratops.</p><p><strong>Troll Skeleton:</strong> See Skeleton Troll.</p><p><strong>Troll Spectral:</strong> See Spectral Troll.</p><p><strong>Troll Undead:</strong> See Undead Troll.</p><p><strong>Troll Yellow Mold-Encrusted Zombie:</strong> See Zombie Troll Yellow Mold-Encrusted.</p><p><strong>Troll Zombie:</strong> See Zombie Troll.</p><p><strong>Trystecce:</strong> See Lich, Trystecce, Lich-Queen.</p><p><strong>Tyler Ebbensflow:</strong> See Draug Captain, Tyler Ebbensflow.</p><p><strong>Tyrant Infernal:</strong> See Vampire Lord, Singed Man, Infernal Tyrant.</p><p><strong>Undead Angel-Demon, Mephistophael, Gormoth, Kan-Thuul:</strong> ?</p><p><strong>Undead Bodyguard:</strong> ?</p><p><strong>Undead Bulette:</strong> Recently, Durax killed a mated pair of bulettes who settled near his home in the Stonehearts. Not one to let useful material go to waste, Durax hollowed out cavities behind the creatures’ crests. He then animated the beasts to serve as his personal modes of transport. (Cry Havoc! (The Dogs of Orcus))</p><p><strong>Undead Carapace Crab Giant:</strong> See Undead Giant Crab Carapace.</p><p><strong>Undead Carapace Giant Crab:</strong> See Undead Giant Crab Carapace.</p><p><strong>Undead Cat Feral:</strong> Feral undead cats look like they were created by zombie-raising magic, but they are actually things quite unlike normal animated undead such as skeletons or zombies. (Swords and Wizardry Monster Book)</p><p>Feral undead cats look like they were created by zombie-raising magic, but they are actually things quite unlike normal animated undead such as skeletons or zombies. (Monstrosities)</p><p>Unfortunately, her beloved cats wandered into a necromancer’s garden and were turned into 18 feral undead cats. (Monstrosities)</p><p><strong>Undead Corporeal:</strong> ?</p><p><strong>Undead Crab Giant Carapace:</strong> See Undead Giant Crab Carapace.</p><p><strong>Undead Critter:</strong> See Undead Menagerie Critter.</p><p><strong>Undead Demon:</strong> Raise the Horde magic staff. (White Box Tome - Arioth I )</p><p><strong>Undead Doppelganger:</strong> ?</p><p><strong>Undead Dragon:</strong> ?</p><p><strong>Undead Dragon, Kallinstraids:</strong> See Vampiric Dragon Red, Bone Dragon, Undead Dragon, Kallinstraids.</p><p><strong>Undead Elemental Fire:</strong> Occasionally a fire elemental is destroyed but not permitted to return to its plane of origin. (Tome of Horrors 4)</p><p><strong>Undead Faerie:</strong> ?</p><p><strong>Undead Feral Cat:</strong> See Undead Cat Feral.</p><p><strong>Undead Fire Elemental:</strong> See Undead Elemental Fire.</p><p><strong>Undead Fish:</strong> See Skeletal Fish, Undead Fish.</p><p><strong>Undead Frost Giant:</strong> See Undead Giant Frost.</p><p><strong>Undead General:</strong> When not warring against rival demon princes, Orcus likes to travel the planes, particularly the Material Plane. Should a foolish spellcaster open a gate and speak his name, he is more than likely going to hear the call and step through to the Material Plane. What happens to the spellcaster that called him usually depends on the reason for the summons and the power of the spellcaster. Extremely powerful spellcasters are usually slain after a while and turned into undead soldiers or generals in the demon lord’s armies. (Swords and Wizardry Complete Rulebook)</p><p>When not warring against rival demon princes, Orcus likes to travel the planes, particularly the Material Plane. Should a foolish spellcaster open a gate and speak his name, he is more than likely going to hear the call and step through to the Material Plane. What happens to the spellcaster that called him usually depends on the reason for the summons and the power of the spellcaster. Extremely powerful spellcasters are usually slain after a while and turned into undead soldiers or generals in his armies. (Rappan Athuk - Swords and Wizardry)</p><p>When not warring against rival demon princes, Orcus likes to travel the planes, particularly the Material Plane. Should a foolish spellcaster open a gate and speak his name, he is more than likely going to hear the call and step through to the Material Plane. What happens to the spellcaster that called him usually depends on the reason for the summons and the power of the spellcaster. Extremely powerful spellcasters are usually slain after a while and turned into undead soldiers or generals in his armies. (Rappan Athuk Bestiary Swords and Wizardry Edition)</p><p><strong>Undead Giant Crab Carapace:</strong> ?</p><p><strong>Undead Giant Frost:</strong> ?</p><p><strong>Undead Giant Pike:</strong> ?</p><p><strong>Undead Great Whale:</strong> See Undead Whale Great.</p><p><strong>Undead Guardian:</strong> ?</p><p><strong>Undead High Priest:</strong> ?</p><p><strong>Undead Horse Mount, Undead Mount:</strong> ?</p><p><strong>Undead Horse War:</strong> ?</p><p><strong>Undead Hummingbird:</strong> The darting shapes are undead hummingbirds, a wicked and terrible creation. (Rappan Athuk Expansions 1 - Swords and Wizardry)</p><p><strong>Undead Hungering:</strong> ?</p><p><strong>Undead Kraken:</strong> See Zombie Kraken, Undead Kraken</p><p><strong>Undead Lich:</strong> See Lich, Undead Lich.</p><p><strong>Undead Menagerie Critter:</strong> These animals were given experimental draughts of the various potions that Sacavious intended to use to transform himself into a lich. (The Black Monastery (S&W))</p><p><strong>Undead Menagerie Human Skeleton:</strong> These animals were given experimental draughts of the various potions that Sacavious intended to use to transform himself into a lich. (The Black Monastery (S&W))</p><p><strong>Undead Menagerie Corpse Dried Dwarf:</strong> See Undead Menagerie Corpse Dwarf Dried.</p><p><strong>Undead Menagerie Corpse Dried Elf:</strong> See Undead Menagerie Corpse Elf Dried.</p><p><strong>Undead Menagerie Corpse Dwarf Dried:</strong> ?</p><p><strong>Undead Menagerie Corpse Elf Dried:</strong> ?</p><p><strong>Undead Menagerie Dried Corpse Dwarf:</strong> See Undead Menagerie Corpse Dwarf Dried.</p><p><strong>Undead Menagerie Dried Corpse Elf:</strong> See Undead Menagerie Corpse Elf Dried.</p><p><strong>Undead Menagerie Dried Dwarf Corpse:</strong> See Undead Menagerie Corpse Dwarf Dried.</p><p><strong>Undead Menagerie Dried Elf Corpse:</strong> See Undead Menagerie Corpse Elf Dried.</p><p><strong>Undead Menagerie Human Skeleton:</strong> See Undead Menagerie Skeleton Human.</p><p><strong>Undead Menagerie Skeleton Human:</strong> ?</p><p><strong>Undead Menagerie Skeleton Wolf:</strong> ?</p><p><strong>Undead Menagerie Wolf Skeleton:</strong> See Undead Menagerie Skeleton Wolf.</p><p><strong>Undead Mimic:</strong> The font is actually an undead mimic, a hideous creature that wandered into this place as a normal variety of mimic, and replaced the existing font, thinking to trap petitioners when they came to gather some of the water. The mimic waited so long, and was eventually infused with so much dark energy, when it perished from starvation it transformed into this undead version. (Rappan Athuk Expansions 1 - Swords and Wizardry)</p><p><strong>Undead Mimic:</strong> Undead mimics are believed to be the result of experimentation on normal mimics by insane necromancers. What possessed them to create an undead version of a truly horrid creature is beyond comprehension. (Tome of Horrors 4)</p><p>Unlike standard mimics, undead mimics are Chaotic, poisoned by the necromantic magic that created them. They desire flesh and blood and dine on the souls of those they slay. (Tome of Horrors 4)</p><p><strong>Undead Mindless:</strong> ?</p><p><strong>Undead Monstrous:</strong> ?</p><p><strong>Undead Mount:</strong> ?</p><p><strong>Undead Mount:</strong> See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount.</p><p><strong>Undead Mount:</strong> See Undead Horse Mount, Undead Mount.</p><p><strong>Undead Mount Horse:</strong> See Undead Horse Mount, Undead Mount.</p><p><strong>Undead Ooze:</strong> It was once a common gelatinous cube but its feasting on the remains of the undead creatures created by the Tower of Bone has mutated it horribly. (Cults of the Sundered Kingdoms (S&W))</p><p><strong>Undead Pike Giant:</strong> See Undead Giant Pike.</p><p><strong>Undead Priest:</strong> ?</p><p><strong>Undead Priest High:</strong> See Undead High Priest.</p><p><strong>Undead Raven:</strong> ?</p><p><strong>Undead Remains of Ghosts of Whalers:</strong> See Swirling Mist Undead Remains of Ghosts of Whalers.</p><p><strong>Undead Sabre-Toothed Tiger That Drips Blood:</strong> See Skeletal Tiger Dire Bloody, Undead Sabre-Toothed Tiger That Drips Blood.</p><p><strong>Undead Shade:</strong> See Shade, Undead Shade.</p><p><strong>Undead Shambling:</strong> ?</p><p><strong>Undead Soldier:</strong> When not warring against rival demon princes, Orcus likes to travel the planes, particularly the Material Plane. Should a foolish spellcaster open a gate and speak his name, he is more than likely going to hear the call and step through to the Material Plane. What happens to the spellcaster that called him usually depends on the reason for the summons and the power of the spellcaster. Extremely powerful spellcasters are usually slain after a while and turned into undead soldiers or generals in the demon lord’s armies. (Swords and Wizardry Complete Rulebook)</p><p>When not warring against rival demon princes, Orcus likes to travel the planes, particularly the Material Plane. Should a foolish spellcaster open a gate and speak his name, he is more than likely going to hear the call and step through to the Material Plane. What happens to the spellcaster that called him usually depends on the reason for the summons and the power of the spellcaster. Extremely powerful spellcasters are usually slain after a while and turned into undead soldiers or generals in his armies. (Rappan Athuk - Swords and Wizardry)</p><p>When not warring against rival demon princes, Orcus likes to travel the planes, particularly the Material Plane. Should a foolish spellcaster open a gate and speak his name, he is more than likely going to hear the call and step through to the Material Plane. What happens to the spellcaster that called him usually depends on the reason for the summons and the power of the spellcaster. Extremely powerful spellcasters are usually slain after a while and turned into undead soldiers or generals in his armies. (Rappan Athuk Bestiary Swords and Wizardry Edition)</p><p><strong>Undead Sorcerer:</strong> ?</p><p><strong>Undead Swordsman, Guardian of Cyngamon:</strong> ?</p><p><strong>Undead Throne:</strong> ?</p><p><strong>Undead Tiger Sabre-Toothed That Drips Blood:</strong> See Skeletal Tiger Dire Bloody, Undead Sabre-Toothed Tiger That Drips Blood.</p><p><strong>Undead Treant, Granette'rout:</strong> Hel’s Forest is ruled by an intelligent, chaotic, and partially petrified stump of a treant, known now as Granette’rout, who was chopped down by the druids, and later given life by Hel herself. (Bard's Gate (S&W))</p><p><strong>Undead Troll:</strong> This beast was a former guardian of the path to Level 3D, Section 2. After most of the living inhabitants died, the troll starved to death. The power of the chapel kept the beast from entering the afterlife, so he is confined here as an undead troll. (Rappan Athuk Expansions 1 - Swords and Wizardry)</p><p><strong>Undead Vengeful:</strong> The characters’ subsequent delve into the bog enters a haunted realm populated by shambling corpses, vengeful undead creatures, and pathetic spirits borne from Hamish’s genocide. (Quests of Doom 4: Forgive and Regret (S&W))</p><p><strong>Undead War Horse:</strong> See Undead Horse War.</p><p><strong>Undead Warrior:</strong> Legend has it that casting the teeth of dragons will result in the rise of undead warriors. (The Witch for Swords & Wizardry White Box)</p><p><strong>Undead Whale Great:</strong> ?</p><p><strong>Unique Wraith:</strong> See Wraith Unique.</p><p><strong>Unliving:</strong> Unliving are created by dying and being resurrected by a necromancer, in much the same way a zombie is. (The Little Book of Adventuring Classes Vol. 1)</p><p><strong>Unquiet Bodere:</strong> The undead remnants of a mortal who looked into the Outside and didn't have enough sense to die immediately. Driven insane by what they saw the mortal went through what remained of their short life muttering and rambling in their madness revealing truths – oh so dark truths – of what existed Outside. Even when death finally claimed them the things they saw and remembered refused to die with them. (The Cartographer's Guide to the Creatures of Eira)</p><p><strong>Unrequited:</strong> Unrequiteds are the lingering forms of adolescents who died suddenly and violently at the hands of another. (Quests of Doom 4: Forgive and Regret (S&W))</p><p>On this spot centuries ago the callous soldier systematically butchered 22 mothers and their children. After he finished the deed, he tossed their bodies into these waters. Their suffering was so great, 3 unrequiteds coalesced at the spot. (Quests of Doom 4: Forgive and Regret (S&W))</p><p><strong>Un Shorn, Ashten:</strong> See Lich Shade, Ashten Un Shorn.</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. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p><strong>Undead Raven Swarm:</strong> The Blood Marshes (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p>The ground seems to bleed in the marsh fields. The ground seeps blood from a cursed war that took place eons ago. Ghosts and spirits haunt the bloody fields, each forever seeking an end to their cursed existence. Fresh corpses and ancient relics of battle churn up through the soft earth, only to be slowly swallowed again. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p>Ravens that drink from the bloody marsh die and sink into its depths. By midnight, these unfortunate birds rise again as an undead raven swarm that flies off into the night to wreak havoc. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p>When killed, a murder crow explodes into a murder of undead ravens. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p><strong>Undead Swarm Raven:</strong> See Undead Raven Swarm.</p><p><strong>Undead Treant:</strong> ?</p><p><strong>Upper Torso Zombie:</strong> See Zombie Upper Torso.</p><p><strong>Urthag, Armul:</strong> See Vampire Lord, Armul Urthag.</p><p><strong>Utburd:</strong> See Spirit Child Utburd.</p><p><strong>Vaettir:</strong> ?</p><p><strong>Valen Darkfast:</strong> See Lich, Valen Darkfast.</p><p><strong>Valen Darkfast:</strong> See Lich Lord, Valen Darkfast.</p><p><strong>Valen the White:</strong> See Vampire, Sir Valen the White.</p><p><strong>Vallis Blacklocke:</strong> See Shade, Vallis Blacklocke.</p><p><strong>Vampire, Bloodless Folk, Bloodless:</strong> Any human killed by a vampire becomes a vampire under the control of its creator.</p><p>Four bone pillars stand about this 30-foot-square ossuary. Each four-foot-diameter pillar is crafted from hundreds of random bits of bones and skulls. A low wall of femurs runs from one pillar to the next. Four skull chalices sit on the wall. Each chalice is filled with steaming blood. Anyone drinking from a chalice must make a saving throw or be cursed so he can only drink blood from that moment onward until cured. If the curse is not reversed within 3 months, the victim becomes a vampire. (Monstrosities)</p><p>Any vampire spawn [of Entrade's] that escape final destruction at the hands of the characters become full-fledged vampires if Entrade is killed and soon begin hunting the characters across the city at night to take their vengeance. (Bard's Gate (S&W))</p><p>A valley here in the deep mountains is well watered by springs and filled with willow-like trees with coppery bark and dark green leaves. The branches are heavy with bunches of berries that look like white grapes. These berries are red on the inside and their flesh tastes of blood. Strange, gaunt squirrels inhabit these trees and favor these berries. When they are stolen, these creatures become quite irate and attack the invaders, revealing that they are also fond of humanoid blood. The only other inhabitants of the valley are a band of haggard-looking vampires. The vampires were once human adventurers who sampled the berries – each berry that is eaten carries with it a 5% chance of infecting the eater with a blood disease that slowly transforms them into vampires over the course of 30 days. (Hex Crawl Chronicles 7 The Golden Meadows - Swords and Wizardry Edition)</p><p>If a victim’s constitution is reduced to 0 due to the devouring mist’s ability drain, the blood from the victim’s body forms into a new devouring mist in 1d4 rounds. Further, the victim’s corpse arises as a vampire in 1d4 days, unless the remains are blessed prior to this rising. (Rappan Athuk - Swords and Wizardry)</p><p>Those killed by a devouring mist rise as vampires 1d4 days later unless their remains are blessed. (Rappan Athuk - Swords and Wizardry)</p><p>Shekahn wants to make spawn rather than kill the PCs outright. Anyone taken prisoner is drained and turned into a vampire. (Rappan Athuk - Swords and Wizardry)</p><p>Agamemnon cast spells until engaged, then he fights using his bite attacks until he spawns 1or 2 new vampires. (Rappan Athuk - Swords and Wizardry)</p><p>If a victim’s constitution is reduced to 0 due to the devouring mist’s ability drain, the blood from the victim’s body forms into a new devouring mist in 1d4 rounds. Further, the victim’s corpse rises as a vampire in 1d4 days unless the remains are blessed before this rising. (Rappan Athuk Bestiary Swords and Wizardry Edition)</p><p>Any human killed by a vampire becomes a vampire under the control of its creator. (Ruins & Ronin)</p><p>Any human killed by a vampire becomes a vampire under the control of its creator. (The Hero's Journey Fantasy Roleplaying)</p><p>Kalis, the blood goddess, has created several monsters using the power of blood. The power of blood can infuse mortals with powerful strength and other arcane abilities. However, that power comes at a price of one’s humanity and deadly weaknesses. Kalis has experimented with many ways of infusing the power of blood but the two most common are the vampires and the werewolves.</p><p>Vampires are the first of the Children of Blood. Vampires are undead; their immortality and thirst for blood was passed down from Avernus, the first vampire. (The Majestic Wilderlands)</p><p>If a victim is reduced to 0 hp due to the devouring mist’s blood drain, the blood from the victim’s body forms into a new devouring mist in 1d4 rounds. Further, the victim’s corpse rises as a vampire in 1d4 days unless the remains are blessed before this rising. (Tome of Horrors 4)</p><p>Any human killed by a vampire becomes a vampire under the control of its creator. (Untold Adventures: Deluxe Edition)</p><p>Any human killed by a vampire becomes a vampire under the control of its creator. (White Box: Fantastic Medieval Adventure Game)</p><p><strong>Vampire, Alecia:</strong> Spawn of Hethel. (Bard's Gate (S&W))</p><p><strong>Vampire, Annebeth Gloriana:</strong> The tomb contains the remains of Annebeth Gloriana, an elf queen betrothed to her knight-protector Levellius. The pair were attacked and killed on their wedding day by a jealous vampiress as their families watched in horror. The celebrants—now mourners—buried the pair together in a tomb constructed to house their undying love. (Tome of Horrors 4)</p><p>Except Annebeth wouldn’t give up so easily on love. She rose as a vampire three nights later. She waits in the tomb for a new suitor to marry. (Tome of Horrors 4)</p><p><strong>Vampire, Aracor, King-Chieftain of the Island of War:</strong> The shock of the earthquake struck the mountain of Mynydd Marfal just as the sons of Aram finished killing their grandfather. As the mountain suddenly shook, the fortress of Broch Marfal was thrown down and crashed into the valley below. But from the rubble crawled the lifeless body of Aracor, given new life. The blood price of all of his family had been paid, Aracor now lived as a creature of the night that survived on the blood of the living. (Cults of the Sundered Kingdoms (S&W))</p><p>No cult worships at the obelisk buried in the granite of Mount Marvel, but an incredibly powerful vampire called Aracor, created by the obelisk at the moment of his death, has hunted the nights of Ramthion Island for nearly 8000 years spawning numerous myths, legends, and superstitions among the inhabitants of its mountains and lowlands. (Cults of the Sundered Kingdoms (S&W))</p><p><strong>Vampire, Avernus:</strong> ?</p><p><strong>Vampire, Battle-Duke Ormand:</strong> ?</p><p><strong>Vampire, Count Kardofo:</strong> ?</p><p><strong>Vampire, Countess Jordelia:</strong> ?</p><p><strong>Vampire, Entrade:</strong> ?</p><p><strong>Vampire, Esmerelda Pulanti:</strong> ?</p><p><strong>Vampire, Felicity Bigh:</strong> In the battle, Alecia and her subordinate vampires fought the heroes to a standstill, and while the party was able to escape, the results were devastating. The group had sustained terrible wounds in the fight, and before they were able to disengage from the horrific battle Felicity herself had perished. Blinded in their loss at Felicity’s death, the party said their heartfelt goodbyes and buried Felicity in a beautiful and quiet meadow. Little did the companions realize that Felicity had been turned, and when Alecia came to her grave that night she brought Felicity out of the ground as her latest spawn and tool of destruction. (Bard's Gate (S&W))</p><p><strong>Vampire, Grezell:</strong> ?</p><p><strong>Vampire, Haimonna:</strong> Kardofo has taken residence in the root cellar behind the home of the village mayor, Tamosirus, and has already turned the mayor’s wife, Haimonna, into his willing bride. (Hex Crawl Chronicles 1 Valley of the Hawks Swords and Wizardry Edition)</p><p><strong>Vampire, Hamish MacDuncan:</strong> Realizing that a better offer was unlikely to materialize, the matriarch agreed to the deal but promised a curse upon MacDuncan’s eternal soul if he betrayed them and turned the Viroeni over to the hostile locals. MacDuncan swore an oath upon a holy book of Vanitthu he had never felt cause to read and promised he would see them delivered away from the folk they sought to flee. He did not tell them, however, that he had taken gold from those same people to remove the gypsy problem from their midst or that no such safe path through the bog, in fact, existed. (Quests of Doom 4: Forgive and Regret (S&W))</p><p>Once in the depths of the Wytch Bog, it was a simple matter for the woods-wise veteran to lead the Viroeni astray, cause them to become separated, and use his swampcraft and battle experience to eliminate them in small groups or one by one through treachery or outright murder. When all was said and done, and the blood-spattered MacDuncan watched the matriarch’s lifeless eye seemingly fix its baleful gaze upon him as her corpse sank beneath the waters of a bog, no more than a handful of the Viroeni had made it out of the swamp alive to tell the tale. But four of those handful did not scatter and flee like the rest. Instead they made their own preparations and returned only a few weeks later. (Quests of Doom 4: Forgive and Regret (S&W))</p><p>The four sons of the Viroeni matriarch had managed to elude MacDuncan’s murderous intent but were unable to stop his massacre of their people. When they emerged from the swamp, they swore their bond to one another to see their mother’s curse completed. When they returned scant weeks later they were penniless with only the clothes they wore upon their backs to their names — and a new pine coffin carried between them. (Quests of Doom 4: Forgive and Regret (S&W))</p><p>The sons found MacDuncan drunk at his isolated home one night when the moon was dark. They set upon the surprised warrior and overpowered him before he could mount a resistance. With thick ropes they bound his coffin closed and carried him deep into the Wytch Bog where he had taken the lives of their kinsmen and women. As MacDuncan sobered up and found himself unable to break free from his confinement, the truth of the situation began to seep into his gin-soaked mind. The last any outside the bog ever heard from him were his muffled cries begging mercy, cursing his captors, and promising eternal revenge. Neither he nor the Viroeni youths was ever seen alive again. (Quests of Doom 4: Forgive and Regret (S&W))</p><p>But life — such as it was to become — was not entirely over for Hamish MacDuncan. The Viroeni matriarch’s curse, enacted by the vengeance of her sons, came to fruition when Hamish did not rest easy but awoke after only a short time as a vampiric monster. (Quests of Doom 4: Forgive and Regret (S&W))</p><p><strong>Vampire, Hethel:</strong> ?</p><p><strong>Vampire, Itara:</strong> ?</p><p><strong>Vampire, Kenard, Warden of the Dead:</strong> Along the southern wall, in a mundane but comfortable chair, flanked by two doors, sits the Warden of the Dead, a former ranger and hero who chose to be infected with vampirism to ensure the feral vampires in Area 3D-24 are never released from their prison. (Rappan Athuk Expansions 1 - Swords and Wizardry)</p><p>In an abbreviated version of a long and tragic tale, the 3 feral vampires were brothers in life; terrible and loathsome louts that beat and stole from any who were weaker than them. One day, Judith, a fair and frail maiden, was travelling to meet her betrothed, Kenard, a ranger and protector of Good Hope Forest (as it was called, long ago by the local woodsman). She never made it, as she was set upon by the foul brothers. Rather than have a shred of kindness, and just kill her quickly, the brothers made sport of her torment. Eventually, Kenard discovered the abduction, and he raced to save his future bride, but when he found the trio of brutes and his love, it was far too late to save Judith. Unable to control his monumental rage, Kenard took spear and short sword to the brothers, unleashing all his hate and fury. So powerful was his retribution, the forest itself was shocked and outraged by the display. Kenard took days to dispatch the brothers, and in that time a powerful forest spirit, Aspen, came to the site. “This cannot go unpunished, Kenard. You are a good and lawful man. You did the wrong thing. You must atone for your own sins.” And with that, the brothers rose, staggered about, and were cursed as vampires. (Rappan Athuk Expansions 1 - Swords and Wizardry)</p><p>Judith, with her last few breaths, smiled to Kenard and said, “You know Aspen to be true. Stop this hateful action, Protect. It is what you do.” “I will protect, Lady Judith. I will protect the land from such beings as those.” (Rappan Athuk Expansions 1 - Swords and Wizardry)</p><p>The brothers looked to each other, and fell upon the pair, their newfound bloodlust too overpowering to be ignored. As the pair fell to the foul vampires, Kenard’s will kept him “alive” in a sense. He too rose as a vampire, able to overpower the brothers. (Rappan Athuk Expansions 1 - Swords and Wizardry)</p><p><strong>Vampire, Kurant Pulanti:</strong> ?</p><p><strong>Vampire, Mhao:</strong> ?</p><p><strong>Vampire, Mishka:</strong> ?</p><p><strong>Vampire, Osmund Pulanti:</strong> ?</p><p><strong>Vampire, Shekahn the Vampire:</strong> ?</p><p><strong>Vampire, Sir Valen the White:</strong> ?</p><p><strong>Vampire, Simrath the Vampire:</strong> Simrath the vampire is the long-undead lord of a small barony in the foothills. He was once a great general of good, and was much loved by his troops. Like many other heroes of the region, Simrath rode off against the forces of Orcus. He was slain in a nighttime battle at the field east of the ford of the Wild Edge River by a vampire serving the evil priests. That vampire was slain by the holy light of a sun priest. Simrath’s companions were unaware of his fate (being turned to a vampire), and buried him with full honors in the foothills near the battlefield, in a wild grove of great beauty. (Rappan Athuk - Swords and Wizardry)</p><p><strong>Vampire, Swoana:</strong> ?</p><p><strong>Vampire, Thelonius Pulanti:</strong> ?</p><p><strong>Vampire, Tjorvi:</strong> If Tjorvi is not rescued and is transformed into a vampire by Entrade, then a whole other level of hell erupts for the citizens of Bard’s Gate as Tjorvi goes on a rage-fueled feeding frenzy in the city after turning his own crew into spawn. (Bard's Gate (S&W))</p><p><strong>Vampire, Valmont De Shade:</strong> ?</p><p><strong>Vampire, Vancirian of the Black Ooze River Valley:</strong> ?</p><p><strong>Vampire Alcadritch, Matriarch Isabel Gorezeval:</strong> ?</p><p><strong>Vampire Ancient Egyptian Mummified:</strong> See Vampire Mummified Egyptian Ancient.</p><p><strong>Vampire Aztec:</strong> ?</p><p><strong>Vampire Cleric, Azraggad:</strong> When Tsathogga’s followers infiltrated Rappan Athuk, Azraggad, a devout cleric of Orcus, swore his undying loyalty to the demon lord. To cement his pact, the priest joined the ranks of the undead as a vampire. (Rappan Athuk Expansions 2 - Swords and Wizardry)</p><p><strong>Vampire Count, Tordred of the Seven Fingers:</strong> ?</p><p><strong>Vampire Demon:</strong> ?</p><p><strong>Vampire Egyptian Ancient Mummified:</strong> See Vampire Mummified Egyptian Ancient.</p><p><strong>Vampire Harlot:</strong> ?</p><p><strong>Vampire Hopping, Kyonshi:</strong> Sometimes when a body is buried improperly or in an inauspicious location, it reanimates with a hunger to kill mortals and consume their lifeforce. (Ruins & Ronin)</p><p>Anyone who suffers damage from a Kyonshi runs the risk of becoming a vampire in turn. Exactly how this occurs is a mystery, but most sages agree it is a form of curse. The percentage chance of turning into a vampire is equal to the amount of hit points lost on a 1d100. Those who succumb to the curse slowly turn into vampires themselves, growing fangs and long fingernails and becoming more and more bestial. The process a number of days equal to the victim’s CON minus 1d6 and usually only becomes evident after a couple of days have passed. To stop the transformation a Remove Curse spell must be cast on the victim. (Ruins & Ronin)</p><p><strong>Vampire Infant:</strong> An undead variant, infant vampires hatch from blood soaked eggs rather than being created from living humanoids. These creatures are quite rare, created under unusual circumstances. Generally, a spell casting vampire will encase a stillborn child in a caul-like substance that he or she creates, which then hardens as it preserves the body. Left near a source of negative energy, they infant vampires gradually incubates, waiting for the necessary blood to hatch. (Hex Crawl Chronicles 7 The Golden Meadows - Swords and Wizardry Edition)</p><p><strong>Vampire Lesser, Wampyre:</strong> The bite of a vampire drains 2d3 points of Strength from the victim. Those reduced to 0 Strength or lower in this manner become wampyre (lesser vampires) under the control of the creator vampire. (Battle Axes & Beasties)</p><p><strong>Vampire Lord, Armul Urthag:</strong> ?</p><p><strong>Vampire Lord, Black King Lucas:</strong> ?</p><p><strong>Vampire Lord, Otmar the Sallow:</strong> ?</p><p><strong>Vampire Lord, Singed Man, Infernal Tyrant:</strong> ?</p><p><strong>Vampire Master:</strong> ?</p><p><strong>Vampire Minion:</strong> Anyone drained of blood by a vampire becomes a HD 3 vampire minion unless the corpse is cremated before the next full moon. (WWII Operation White Box)</p><p><strong>Vampire Mummified Ancient Egyptian:</strong> ?</p><p><strong>Vampire Mummified Egyptian Ancient:</strong> See Vampire Mummified Egyptian Ancient.</p><p><strong>Vampire Orc, Klar:</strong> Further, the Pulantis have recently been in contact with Klar, the orc vampire residing in Barakus. Klar, an old victim of theirs, has invited them to join him in Barakus “away from the prying eyes of daylight-afflicted society.” (The Lost City of Barakus (S&W))</p><p><strong>Vampire Prince:</strong> Vampires are creatures that have been infected by vampirism; a disease that is transmitted from some creature already infected to another, by biting them and draining all their blood. (Crimson Blades 2: Dark Fantasy RPG d20 Version)</p><p><strong>Vampire Sea:</strong> ?</p><p><strong>Vampire Spawn:</strong> Felicity created these unfortunate beings recently, so they have not matured fully yet. (Bard's Gate (S&W))</p><p>If Tjorvi is not rescued and is transformed into a vampire by Entrade, then a whole other level of hell erupts for the citizens of Bard’s Gate as Tjorvi goes on a rage-fueled feeding frenzy in the city after turning his own crew into spawn. (Bard's Gate (S&W))</p><p><strong>Vampire Spawn Feral:</strong> In an abbreviated version of a long and tragic tale, the 3 feral vampires were brothers in life; terrible and loathsome louts that beat and stole from any who were weaker than them. One day, Judith, a fair and frail maiden, was travelling to meet her betrothed, Kenard, a ranger and protector of Good Hope Forest (as it was called, long ago by the local woodsman). She never made it, as she was set upon by the foul brothers. Rather than have a shred of kindness, and just kill her quickly, the brothers made sport of her torment. Eventually, Kenard discovered the abduction, and he raced to save his future bride, but when he found the trio of brutes and his love, it was far too late to save Judith. Unable to control his monumental rage, Kenard took spear and short sword to the brothers, unleashing all his hate and fury. So powerful was his retribution, the forest itself was shocked and outraged by the display. Kenard took days to dispatch the brothers, and in that time a powerful forest spirit, Aspen, came to the site. “This cannot go unpunished, Kenard. You are a good and lawful man. You did the wrong thing. You must atone for your own sins.” And with that, the brothers rose, staggered about, and were cursed as vampires. (Rappan Athuk Expansions 1 - Swords and Wizardry)</p><p><strong>Vampire Spawn Feral:</strong> Sometimes when vampires create minions something horrible happens to the creature causing a fate worse than even that of a typical vampire spawn. On these occasions whether by accident or design, upon waking to its new undead existence the newly created spawn finds itself trapped within its coffin or tomb and unable to free itself. In these instances the spawn rages and struggles to escape as it slowly goes insane, a victim of its all-consuming hunger. When it finally manages to break free — sometimes years after its creation — the spawn is feral and nearly mindless, though with a much greater strength due to its incessant rage. (Tome of Horrors 4)</p><p>The statue sits over a lead-sealed trap door concealing a small cramped chamber. The chamber holds a feral vampire spawn. Once a regal vampire, the feral vampire spawn transformed over the years into its current deplorable state. (Tome of Horrors 4)</p><p>A small 2-inch-wide moat lies in the floor around the vampire. The water in the moat magically flows in a continuous circle, imprisoning the feral vampire spawn, which cannot cross the flowing water. The male vampire has tirelessly stood here for decades. It has stood for so long, in fact, that its clothing has started to disintegrate with age. The once-regal vampire has devolved into a feral spawn. (Tome of Horrors 4)</p><p><strong>Vampire Spawn Feral 7 HD:</strong> ?</p><p><strong>Vampire Spawn Feral 8 HD:</strong> ?</p><p><strong>Vampire Spawn Feral 9 HD:</strong> ?</p><p><strong>Vampire Spawn Human Fighter 6, Oldaric:</strong> He died early on in the Bloodways after a devouring mist sucked him dry. He has become one of the many vampire spawn that lurk within the labyrinth. (Rappan Athuk - Swords and Wizardry)</p><p><strong>Vampire Thrall:</strong> A Vampire may attempt to bite a victim. If the attack is successful then the Vampire latches on and begins to drain the victim's blood at a rate of 1d6 damage per round and healing the Vampire for an equal amount. A victim may attempt an opposed Attack Roll to free themselves. A charmed victim will not attempt to break free. If the blood drain kills the victim then the victim attempts a Saving Throw. If the roll is successful then the victim will come back as a Vampire (Thrall) at the next sunset. (Gary vs the Monsters)</p><p><strong>Vampire Thug:</strong> Ten other villagers have been turned, and now patrol the village at night wielding long, bronze daggers and enforcing their master’s new order. (Hex Crawl Chronicles 1 Valley of the Hawks Swords and Wizardry Edition)</p><p><strong>Vampire-Mummy, Auska:</strong> ?</p><p><strong>Vampire-Wizard, Agamemnon:</strong> Agamemnon was a 19th level magic-user who quested for immortality. To this end, as his life drew to a close, he willingly became a vampire, summoning and dominating a member of the undead to do his will. Using a wish spell, he devised a ritual that destroyed his creator after he was transformed, making him free to roam and do as he pleased without a controlling master. Sadly, this process caused him to lose 2 levels of experience; hence, now Agamemnon is only a 17th level magic-user. (Rappan Athuk - Swords and Wizardry)</p><p><strong>Vampiric Dragon Gold, Auriferous:</strong> In an attempt to draw forth the soul of an ancient gold dragon named Auriferous, the beast was instead turned in to a vampire. (Rappan Athuk - Swords and Wizardry)</p><p><strong>Vampiric Dragon Red, Bone Dragon, Undead Dragon, Kallinstraids:</strong> ?</p><p><strong>Vampiric Ooze:</strong> Some think the vampiric ooze was created by a lich using ancient and forbidden magic. Others believe the vampiric ooze was formed when an ochre jelly slew a vampire and absorbed it. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p><strong>Vampiric Red Dragon, Kallinstraids:</strong> See Vampiric Dragon Red, Bone Dragon, Undead Dragon, Kallinstraids.</p><p><strong>Vancirian of the Black Ooze River Valley:</strong> See Vampire, Vancirian of the Black Ooze River Valley.</p><p><strong>Varghoul:</strong> ?</p><p><strong>Varimoth:</strong> See Lich, Varimoth.</p><p><strong>Varn:</strong> These are the restless spirits of dead fighters and warriors whose armor continues to fight long after they are gone. (Monstrosities)</p><p>Inside the structure is a sarcophagus set into the tiled floor. It is carved to resemble the man buried within. Standing before the grave is the warden’s guardian, a Varn who fell in battle protecting the body from those who would defile it, and continues to do so after death. (Monstrosities)</p><p><strong>Vax:</strong> See Lich-Lord, Vax.</p><p><strong>Vazgar:</strong> See Lich, Vazgar.</p><p><strong>Vengeful Undead:</strong> See Undead Vengeful.</p><p><strong>Veporth:</strong> See Mummy Priest, Veporth.</p><p><strong>Victim Black Tongue:</strong> See Black Tongue Victim.</p><p><strong>Victim Tongue Black:</strong> See Black Tongue Victim.</p><p><strong>Vierd:</strong> See Ghoul Vierd.</p><p><strong>Villager Deadface:</strong> See Ghoul Deadface Villager.</p><p><strong>von Nightkill, Lord Darkblade:</strong> See Shade, Kenneth, Lord Darkblade von Nightkill.</p><p><strong>Vrinnor:</strong> See Ghoul Flenser, Vrinnor, The Skinner.</p><p><strong>Vrock Demon Zombie:</strong> See Zombie Demon Vrock.</p><p><strong>Vrock Zombie:</strong> See Zombie Demon Vrock.</p><p><strong>Walkin' Dead:</strong> See Zombie Walkin' Dead.</p><p><strong>Walking Dead:</strong> See Zombie, Walking Dead.</p><p><strong>Wampyre:</strong> See Vampire Lesser, Wampyre.</p><p><strong>Warden of the Dead:</strong> See Vampire, Kenard, Warden of the Dead.</p><p><strong>Warden Spectral:</strong> See Ghost Spectral Warden.</p><p><strong>Warrior Bone:</strong> See Bone Warrior.</p><p><strong>Warrior Darakhul:</strong> See Ghoul Darakhul Warrior.</p><p><strong>Warrior Headless:</strong> See Headless Warrior, Kubi-no-nai-bushi.</p><p><strong>Warrior Skeletal:</strong> See Skeletal Warrior.</p><p><strong>Warrior Skeleton:</strong> See Skeleton Warrior.</p><p><strong>Warrior Tattooed:</strong> See Tattooed Warrior.</p><p><strong>Warrior Undead:</strong> See Undead Warrior.</p><p><strong>Water Witch:</strong> See Rusalka, Water Witch.</p><p><strong>Waterlogged Zombie:</strong> See Zombie Waterlogged.</p><p><strong>Weak Relatively Ghost:</strong> See Ghost Relatively Weak.</p><p><strong>Weaker Redwraith:</strong> See Redwraith Weaker.</p><p><strong>Whale Great Undead:</strong> See Undead Whale Great.</p><p><strong>White Lady:</strong> A white lady is a twisted 9ft tall monstrosity warped by the foul presence of the club it carries. (Rappan Athuk Expansions 1 - Swords and Wizardry)</p><p>The ladies are not creations of this place; rather, it is their clubs that curse them and twist their flesh into their current form. The clubs were created by a priest of Orcus many years ago as an experiment and have no goodly use. (Rappan Athuk Expansions 1 - Swords and Wizardry)</p><p>The marble table has a single twisted iron club resting on it. It is visually identical to the ones carried by the white ladies, except it looks cleaner and somehow fresher. It radiates a magical aura. An inscription next to the weapon reads: “To achieve victory, you will need to sacrifice part of yourself. The safety of the world must overrule the safety for one’s own self. Take up this weapon, and lose that which would doom you to defeat” (Rappan Athuk Expansions 1 - Swords and Wizardry)</p><p>The weapon is a trap. The first person to pick up the weapon must make a saving throw each round he holds onto the weapon. If someone holding the club fails a save, he gains a sudden understanding of his own might as his muscles bulge. The victim’s strength and constitution immediately increase by 3 points each (to a maximum of 18). The curse continues to raise his strength by 1 point each day for the next 10 days (to a maximum of 18). Over that time, the person becomes increasingly emotionally distant, focusing only on killing those who stand between him and his goals. After the 10th day, he gains the ability to regenerate 3 hit points per round, like a troll. He marches inexorably toward his goal with no regard for personal safety, destroying everything in his path. He likely is killed in short order, although that doesn’t slow him down. The corpse continues its doomed march. Over the days that follow, he violently twists and morphs until he becomes another white lady. (Rappan Athuk Expansions 1 - Swords and Wizardry)</p><p><strong>Wife Blue:</strong> See Ghoul Ao-Nyobo, Blue Wife.</p><p><strong>Wight:</strong> Any human killed or completely drained of levels by a wight becomes a wight. (Swords and Wizardry Complete Rulebook)</p><p>Any human killed or completely drained of levels by a wight becomes a wight. (Swords and Wizardry Monster Book)</p><p>If a creature possessed by a parasitic spectre is slain, the corpse will instantly transform into an undead creature, having abilities identical to those of a wight. If such a “wight” is destroyed, the spectre is expelled, taking 2d8 hit points of damage in the process. Non-magical weapons cannot harm a parasitic spectre. Note that parasitic spectres can possess corpses as well as living beings, and transform them immediately into wight-form, but they cannot possess corpses that have been dead more than a few minutes. (Swords and Wizardry Monster Book)</p><p>Any human killed or completely drained of levels by a wight becomes a wight. (Monstrosities)</p><p>If a possessed creature possessed by a parasitic spectre is slain, the corpse will instantly transform</p><p>into an undead creature, having abilities identical to those of a wight. (Monstrosities)</p><p>Note that parasitic spectres can possess corpses as well as living beings, and transform them immediately into wight-form, but they cannot possess corpses that have been dead more than a few minutes. (Monstrosities)</p><p>If a creature is drained of all life energy by a redwraith, roll d100 to determine the result. 01-40: the creature rises as a weaker redwraith under control of the original one, 41-50: the creature rises as a wight (not under control of the redwraith), 51-00: the creature’s body is animated as a zombie under the redwraith’s control. (Monstrosities)</p><p>The touch of a Wraith will drain 1d4 points of Strength from their victim (save for half – minimum of 1 point drained). Victims reduced to 0 Strength or lower will return as a wight in 1d4 days. (Battle Axes & Beasties)</p><p>Anyone reduced to 0 DEX by a wight becomes a wight under the control of the wight that killed him. (Crimson Blades 2: Dark Fantasy RPG d20 Version)</p><p>Any human killed or completely drained of levels by a wight becomes a wight. (Crypts & Things Remastered)</p><p>Necromancers can automatically raise any bodies as skeletons or zombies depending on their decomposition, at a rate of 1D6 per round. Given time and ritual conditions they can create higher forms of undead, such as Ghouls and Wights, at the rate of one per night. (Crypts & Things Remastered)</p><p>The wights gang up on one character at a time; any PC killed by a wight adds to their number and joins the fight on their side. (Rappan Athuk - Swords and Wizardry)</p><p>Any human killed or completely drained of levels (1 level per hit) by a wight becomes a wight. (Ruins & Ronin)</p><p>This unfortunate person was a member of an adventuring party that was trapped by the iron doors. The horror of his situation transformed him into a wight. (The Black Monastery (S&W))</p><p>Any human killed or completely drained of levels (1 level per hit) by a wight becomes a wight. (The Hero's Journey Fantasy Roleplaying)</p><p>All that remains of the former sealing camp are the bones of several seals and fifteen cairns of stone carefully mounded facing the sea. It would be a great sacrilege to disturb these stones, especially if the intention is to loot them. If some foolish character should attempt this, any Northlander NPCs become not only hostile but violently so. Furthermore, any disturbed dead have a 50% chance to rise as wights within 1d2 days, seeking out those who committed the sacrilege. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p>These poor souls are the last wretches who died in the service of Thorvald’s ill-fated quest into the deep woods. The life-sapping energy of the Black Oak, combined with Ivar’s oath, have bent them to the service of the evil power whose temple lies at the farthest height of the tree. (The Northlands Series 4: Oath of the Predator (S&W))</p><p>Any non-elven female humanoid slain by the wail of a banshee queen or drained below level 0 becomes a wight in 1d4 rounds. (Tome of Horrors 4)</p><p>Any human killed or completely drained of levels (1 level per hit) by a wight becomes a wight. (Untold Adventures: Deluxe Edition)</p><p>Any human killed or completely drained of levels (1 level per hit) by a wight becomes a wight. (White Box: Fantastic Medieval Adventure Game)</p><p>The prisoner has been turned to a wight by the radiant necromantic energy from the room below. (White Box Omnibus)</p><p><em>Animate Dead</em> spell. (The Hero's Journey Fantasy Roleplaying)</p><p><em>Raise Greater Undead</em> spell. (The Little Book of Adventuring Classes Vol. 1)</p><p><strong>Wight, Abbot Cyngamon:</strong> ?</p><p><strong>Wight, Draeligor:</strong> ?</p><p><strong>Wight, Kraki Haraldson, High Koenig:</strong> ?</p><p><strong>Wight, Samuel Knock:</strong> His former comrades locked him in this room weeks ago when he fell under the influence of a cursed amulet that changed him into a wight. (The Black Monastery (S&W))</p><p>The amulet is still around Samuel’s neck. It is a silver skull, marked with the teardrop and pentagram symbol of the Black Brotherhood. The amulet can be removed by a remove curse spell, if it is cast within two hours of the moment the victim put it around his neck. It comes off easily if the wearer is slain. (The Black Monastery (S&W))</p><p>Anyone who puts on Samuel’s amulet will immediately begin to scream gibberish and tear at his face and clothing. The transformation will be complete 12 hours later. Party members may only save their companion from a hideous fate by acting quickly to remove the amulet, or the new victim will suffer Samuel’s fate. (The Black Monastery (S&W))</p><p><strong>Wight Barrow:</strong> Creatures hit by a barrow wight’s slam attack are drained of one level. Creatures killed by this level drain rise as barrow wights in 1d4 rounds and remain under their creator’s control until it is destroyed. (Rappan Athuk - Swords and Wizardry)</p><p>Creatures hit by a barrow wight’s slam attack are drained of one level. Creatures killed by this level drain rise as barrow wights in 1d4 rounds and remain under their creator’s control until it is destroyed. (Rappan Athuk Bestiary Swords and Wizardry Edition)</p><p>Creatures hit by a barrow wight’s slam attack are drained of one level. Creatures killed by this level drain rise as barrow wights in 1d4 rounds and remain under their creator’s control until it is destroyed. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p>The hill is 30 feet in diameter. It contains a barrow tomb holding the cremated remains of a neolithic king and his four wives, who were buried alive. Unlike the happily cremated king, the four wives have not rested peacefully. Their horrified spirits reanimated their corpses, turning them into barrow wights. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p><strong>Wight Blood:</strong> ?</p><p><strong>Wight Blood, Thorvald the Betrayed:</strong> When Ivar betrayed and murdered his friend and mentor in the name of dark powers, he cut the hero’s throat and drained his blood into the pool at the roots of the Black Oak. From this morass of blood and vile mud, Thorvald’s spirit rose again as a vengeful blood wight. (The Northlands Series 4: Oath of the Predator (S&W))</p><p><strong>Wight Inn-Wight, Loomin:</strong> Krants is being haunted by Loomin, an inn wight, the spirit of a little boy who died from neglect here many years ago. (Bard's Gate (S&W))</p><p><strong>Wight of Sven Oakenfist:</strong> See Wraith Unique, The Wight of Sven Oakenfist, the Jarl of the Seas, the Ravager of the Cymu Islands, Terror of Gatland, Estenfird, Hordaland, and the Vale, Slayer of a Thousand Men, He Who Broke the Back of Kathisizk the Great Serpent of the Sea, Reaver of the Dnipir River, The Bloody-Handed Horror of Seagestreland.</p><p><strong>Wight Sea, Sea-Wight:</strong> Sea-wights are highly similar to normal wights, originating from bodies in ocean-flooded tombs, bodies that were consigned to the depths of the ocean, or from individuals – usually those of some power – who perished beneath the dark waves. (Monstrosities)</p><p>As with normal wights, a successful attack by a sea-wight drains one level of experience from the victim, and a fully-drained victim rises as a sea-wight of half normal strength under the command of its killer. (Monstrosities)</p><p><strong>Wight Sword:</strong> Creatures killed by Duke Aerim the Bloodwraith rise as a sword wight in 1d4+1 rounds. (Rappan Athuk - Swords and Wizardry)</p><p>These wicked and depraved creatures lived and died by the sword, and now, their dark taint passes through their weapons to tear at your soul. (Tome of Horrors 4)</p><p>If a sword wight hits an opponent with its bastard sword or touch, the victim must save or lose a level. Any human killed or completely drained of levels becomes a sword wight. (Tome of Horrors 4)</p><p><strong>William:</strong> See Biting Skull, Father William.</p><p><strong>William the Mad Crawdad:</strong> See Bhuta, William the Mad Crawdad.</p><p><strong>Wind Wraith:</strong> See Wraith Wind.</p><p><strong>Winter King The First:</strong> See Winterwight, The First Winter King.</p><p><strong>Winterwight:</strong> ?</p><p><strong>Winterwight, The First Winter King:</strong> The wendigo unleashes a single howl from a distance of 120ft, requiring those inside and outside the mound to make a save or be panicked for 1d4+4 rounds. It then swoops into the mound, past the startled characters, and sinks directly into the seated skeleton. This animates the headless First Winter King as a winterwight. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p><strong>Wisp:</strong> ?</p><p><strong>Witch Bell:</strong> See Poltergeist Bell Witch.</p><p><strong>Witch Water:</strong> See Rusalka, Water Witch.</p><p><strong>Witchfire:</strong> ?</p><p><strong>Wizard Lich:</strong> See Lich Wizard.</p><p><strong>Wolf Dire Ghoul:</strong> See Ghoul Dire Wolf.</p><p><strong>Wolf Ghoul:</strong> See Ghoul Wolf.</p><p><strong>Wolf Shadow:</strong> ?</p><p><strong>Wolf Skeleton Undead Menagerie:</strong> See Undead Menagerie Skeleton Wolf.</p><p><strong>Woman Cursed Headless:</strong> See Cursed Headless Woman.</p><p><strong>Woman Headless Cursed:</strong> See Cursed Headless Woman.</p><p><strong>Worm Purple Zombie:</strong> See Zombie Purple Worm.</p><p><strong>Wraith:</strong> The attack force consists of 3 soulstealers, along with 9 wraiths that have risen in response to the Dread Lord’s servants moving farther afield. (Adventures in the Borderland Provinces (S&W))</p><p>A creature killed by a mortuary cyclone’s whirlwind rises as an undead creature in 1d4 rounds. The type is based on the creature’s total HD. (Bard's Gate (S&W))</p><p>Total HD </p><p>Opponent Rises as </p><p>Less than 3 </p><p>Ghoul or ghast (50% chance for either) </p><p>4–7 HD </p><p>Wraith </p><p>8–11 HD </p><p>Spectre </p><p>12+ HD </p><p>Ghost (Bard's Gate (S&W))</p><p>The wraith is the unkind spirit of a convicted murderer now out to get revenge upon the sheriffs who caught him in the act of his crime. (Bard's Gate (S&W))</p><p>Powerful, older wights. (Battle Axes & Beasties)</p><p>The wraiths are the restless spirits of those slain in the dungeon, out to seek revenge on all living things. (Rappan Athuk - Swords and Wizardry)</p><p>The boy in the sarcophagus was once a powerful prophet of Tiamat and was interred in this temple at some point in ages past. He now exists as a greater mummy, sealed within his tomb. The spirits of his advisors were then captured in the dragon heads as 5 wraiths to serve him in the afterlife and protect his tomb. (Rappan Athuk - Swords and Wizardry)</p><p>Ulman Dark's Raising the Dead Failure. (Rappan Athuk - Swords and Wizardry)</p><p>Unbeknownst to the sahuagin, this cave was once the private chamber of a high priest who swore fealty to the Profane Tides. Slain by a wraith while he slept, the priest was interred in the floor directly below his bed. Though that bed and all other evidence of the priest’s existence are gone, his spirit lingers. A successful search for secret doors reveals a section of mismatched stones in the floor, 6ft long by 2ft wide. Anyone spending half an hour with the proper tools can unearth a copper casket buried a few inches below the surface. The casket is sealed shut by time and moisture, requiring successful open door checks from 2 characters working together to lift the lid. Inside is a mostly crumbled skeleton … and the wraith the priest became after death. (Rappan Athuk Expansions 2 - Swords and Wizardry)</p><p>The spectral remains of Ibholtheg’s human servants from Xilonoc, the wraith is a shadowy form of a near-naked man with an elaborate headdress. (TG1 Lost Temple of Ibholtheg (SnW))</p><p>In the Black Gulfs, victims that give in to the despair inherent on the plane are eventually transformed into wraiths – twisted, evil, shadowy apparitions of their former selves. (TG3 Shadow Out of Sapphire Lake (SnW))</p><p>At one time, a small number of frog-cultists, including four under-priests, rebelled against their demonic master, forsaking their perverted ways. Alas, the revolt was short-lived and the priests were placed alive in this former ante-chamber in perpetual imprisonment. Four barred niches, too low to stand up or move comfortably, contain the corpses of the priests. They remain as wraiths, envious of the living. (The Lost City of Barakus (S&W))</p><p>Anyone disturbing the skulls or boulders, or basically doing anything other than looking at the murals, awakens the sleeping souls of the deceased and causes them to rise as 3 wraiths. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p>Any living creature slain by a mortuary cyclone’s whirlwind attack or energy drain attack becomes an undead creature in 1d4 rounds. Creatures with less than 3 HD return as a ghoul or ghast; 4-7 HD, a wraith; 8-11 HD, a spectre; and 12+ HD return as a ghost. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p>An ancient shrine stands dedicated to beautiful woman, her lifelike statue sculpted with great talent. One touch by mortal hands and it crumbles. Her past lover (and murderer), now a cursed wraith, visits every midnight and wails in ghostly agony. What will he do tonight? (Knockspell #3)</p><p><em>Raise Greater Undead</em> spell. (The Little Book of Adventuring Classes Vol. 1)</p><p>Individual Curse Death Magic. (Tome of Adventure Design)</p><p><strong>Wraith, Hvram Kalsong the Third:</strong> Anyone disturbing the skulls or boulders, or basically doing anything other than looking at the murals, awakens the sleeping souls of the deceased and causes them to rise as 3 wraiths. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p><strong>Wraith, Hvram the Half-Born:</strong> Anyone disturbing the skulls or boulders, or basically doing anything other than looking at the murals, awakens the sleeping souls of the deceased and causes them to rise as 3 wraiths. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p><strong>Wraith, Noble Wraith:</strong> ?</p><p><strong>Wraith, She of the Fair Eyes:</strong> Anyone disturbing the skulls or boulders, or basically doing anything other than looking at the murals, awakens the sleeping souls of the deceased and causes them to rise as 3 wraiths. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p><strong>Wraith Dread:</strong> ?</p><p><strong>Wraith Dweomer:</strong> ?</p><p><strong>Wraith Lurker:</strong> ?</p><p><strong>Wraith Magic-User 9, Balcoth the Rune-Mage:</strong> Balcoth is a wizard from a far-off plane who specializes in rune magic. By an arcane and chaotic ritual Balcoth long ago turned himself into a wraith, but with the ability to temporarily manifest into a corporeal form (3/day, for 1d6 rounds). Balcoth is Chaotic because of his undead nature, but above all he seeks knowledge and will barter with the players for information. (The Lost Lands: Stoneheart Valley Swords and Wizardry Edition)</p><p>This relatively small level contains the lair of Balcoth—a wizard from another dimension who practices strange magic and has transformed himself into a wraith. (The Lost Lands: Stoneheart Valley Swords and Wizardry Edition)</p><p><strong>Wraith Noble:</strong> See Wraith, Noble Wraith.</p><p><strong>Wraith Oblivion:</strong> ?</p><p><strong>Wraith Plague:</strong> The founding of the village of Sindanore was not the first time in history that Kalmatta was used as a plague colony. Generations before, the small islands called The Damned Cays were used as a settlement for sufferers of vermilion ague, a terribly infectious disease. When the fever broke out on the mainland, warships arrived and slaughtered all of the colonists and torched the settlements. (The Treasure Vaults of Zadabad [Swords & Wizardry])</p><p>Today the islands are universally avoided by the villagers at Sindanore, as well as the few ships that navigate The Plague Waters. Old timers in the village tell tales that the spirits of the betrayed colonists haunt the islands and devour any who dare stay on the cays after nightfall. (The Treasure Vaults of Zadabad [Swords & Wizardry])</p><p><strong>Wraith Sword-Wraith:</strong> Sword-wraiths are spirits of powerful, evil fighting-men that cannot find rest after death. Because of their powerful will, after their deaths their spirits inhabit a magical weapon they died fighting with. (Knockspell #3)</p><p><strong>Wraith Unique, The Wight of Sven Oakenfist, the Jarl of the Seas, the Ravager of the Cymu Islands, Terror of Gatland, Estenfird, Hordaland, and the Vale, Slayer of a Thousand Men, He Who Broke the Back of Kathisizk the Great Serpent of the Sea, Reaver of the Dnipir River, The Bloody-Handed Horror of Seagestreland:</strong> Sixty years ago, a viking named Sven Oakenfist was famed as a great warrior and a man touched by otherworldly powers. His grandfather was none other than Wotan himself, and his grandmother was an uncommonly comely milkmaid of Gatland who unwittingly tempted the All Father with her beauty. While by no means an immortal scion or demigod in his own right, this lineage did give Sven a spark of divinity and an inhuman courage and ferocity in battle, even allowing him to turn himself into a man-wolf when in the throes of a consuming passion for bloodletting. He led a band of Ulfhandars, savage berserkers who laid their hearts at the feet of Wotan’s darker nature in return for martial prowess and spiritual fulfillment. Sven and his men pillaged and plundered their way across the Northlands in their longship, the Terror of the North, taking great pride in their divine patronage and “heroic” deeds. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p>While raiding a fishing village along the coast of Estenfird, a peasant boy named Anud fatally stabbed Sven in the back. In his last moments, Sven cursed the boy with prosperity, with wealth, and with fame, for all of sixty-six years, so that in the end, Sven’s wight could come and take it away before Anud’s very eyes. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p><strong>Wraith Wind:</strong> Wind Wraiths are created by special rituals to act as advanced shock troops for invading armies, or from deaths during server storms. (Crypts & Things Remastered)</p><p><strong>Wraith Wraith-Mage, Balcoth:</strong> ?</p><p><strong>Wraith-Mage:</strong> See Wraith Wraith-Mage.</p><p><strong>Wynston Mathen:</strong> See Ghost, Lord Wynston Mathen.</p><p><strong>Xillin:</strong> See Mummy Magic-User 15, Xillin.</p><p><strong>Yellow Mold-Encrusted Troll Zombie:</strong> See Zombie Troll Yellow Mold-Encrusted.</p><p><strong>Yellow Mold-Encrusted Zombie Troll:</strong> See Zombie Troll Yellow Mold-Encrusted.</p><p><strong>Yellow Mould Zombie:</strong> See Zombie Yellow Mould.</p><p><strong>Yokim:</strong> See Banshee, Yokim.</p><p><strong>Zangrias:</strong> See Lich Lord, Zangrias.</p><p><strong>Zelkor:</strong> Nadroj the wraith breaks Zelkor and makes him an undead minion of Orcus. (Rappan Athuk Expansions 2 - Swords and Wizardry)</p><p><strong>Zelkor:</strong> See Lich, Zelkor.</p><p><strong>Zelkor:</strong> See Spectre-Mage Magic User 9, Zelkor.</p><p><strong>Zeshir's Zombie:</strong> See Zombie Zeshir's.</p><p><strong>Zeshir's Mouse-Zombie:</strong> See Zombie Zeshir's Mouse-Zombie.</p><p><strong>Zombie, Walking Dead:</strong> The standard zombie is simply a corpse animated to do its creator’s bidding. (Swords and Wizardry Complete Rulebook)</p><p>The standard zombie is simply a corpse animated to do its creator’s bidding. (Swords and Wizardry Monster Book)</p><p>If the eyeless filcher manages to kill an officer of the law, whether guard or magistrate or scribe of the court, the unfortunate victim rises from the dead the next day as a double-strength zombie under its control. (Swords and Wizardry Monster Book)</p><p>The standard zombie is simply a corpse animated to do its creator’s bidding. (Monstrosities)</p><p>The bodies of six dwarves are tied to the dead trees of the Hallawstack Trees by their black beards. Each dwarf’s body is cut and bruised, and arrows protrude from their backs. The arrows have ostrich feather fletching. The dwarven bodies have no treasure. They have been dead for six days. One of the dead dwarves is now a zombie that sits facing tree until PCs approach. Its violent death caused it to awake as one of the undead. (Monstrosities)</p><p>If a creature is drained of all life energy by a redwraith, roll d100 to determine the result. 01-40: the creature rises as a weaker redwraith under control of the original one, 41-50: the creature rises as a wight (not under control of the redwraith), 51-00: the creature’s body is animated as a zombie under the redwraith’s control. (Monstrosities)</p><p>A victim drained to 0 Intelligence by the trapped spirits dies, but does not stay dead. In 1d6 rounds, the victim rises again as a zombie. ((DP 2) The Bishop's Secret)</p><p>These eldritch caverns possess the ability to animate the dead. Pausanias has his servants carry corpses into this area once or so a week. After several hours, the corpses become undead. The very recently dead become ghouls. Other corpses become zombies or skeletons, depending on their levels of decomposition. ((DP 2) The Bishop's Secret)</p><p>Mawrr uses his scroll of animate dead to raise any fallen gnolls as zombies if the need should arise. (Bard's Gate (S&W))</p><p>Zombies are mindless undead creatures, driven by a spirit that hungers for the taste of fresh flesh. (Battle Axes & Beasties)</p><p>Any humanoid killed or completely drained of strength (1 point per hit unless a successful saving throw is made) by a wight returns as a zombie after 1d3 days. (Battle Axes & Beasties)</p><p>The zombie's bite causes D4 damage and, if the victim is killed as a result of a bite, will infect the victim. This infection turns the victim into a zombie in 1D6 hours. (Black Books Tomes of the Outer Dark)</p><p>Zombies are mindless creatures; created from the more recent dead. The standard zombie is simply a corpse animated to do its creator’s bidding, but the GM can give them extra HD or abilities if required. (Crimson Blades 2: Dark Fantasy RPG d20 Version)</p><p>Instead of a hive, his bees nest within the bodies of zombies Tomrit keeps chained within his barn (Tomrit never liked his neighbors but found a use for them after poisoning them). The bees feed on the corrupted flesh, but this mutated them into a strain with a lethal sting that turns their victims into zombies upon their deaths. (Cry Havoc! (The Dogs of Orcus))</p><p>One such plan involves a flock of eight giant vultures Ismel trained to lift 10-foot-square wooden baskets packed with zombies animated by his friend Azafand. (Cry Havoc! (The Dogs of Orcus))</p><p>The standard zombie is simply a corpse animated to do its creator’s bidding. (Crypts & Things Remastered)</p><p>A crypt fiend raises 2D6 of the dead as Zombies per round with its right hand. (Crypts & Things Remastered)</p><p>Necromancers can automatically raise any bodies as skeletons or zombies depending on their decomposition, at a rate of 1D6 per round. Given time and ritual conditions they can create higher forms of undead, such as Ghouls and Wights, at the rate of one per night. (Crypts & Things Remastered)</p><p>Knights of death are able to raise 2D6 undead (skeletons or Zombies depending on state of decay) every round. (Crypts & Things Remastered)</p><p>The zombies wear ragged amber robes and have their mouths stitched shut. They are the remains of adherents who died and were never buried before Turgeon animated them. (Cults of the Sundered Kingdoms (S&W))</p><p>If reduced to 0 hp, the [zombie] horde breaks up into 2d6 zombies that continue attacking.(Cults of the Sundered Kingdoms (S&W))</p><p>In short, Yiquooloome breeds the serpentfolk and grows them to maturity on bizarre trees that accelerate the growing process, kill the adult serpent-person, and then turn it into a zombie. (Cyclopean Deeps Volume 2 Swords and Wizardry)</p><p>If a character is bitten by a zombie attempt a Saving Throw. On a failure, the character dies in 1d6 hours and turns into a zombie. (Gary vs the Monsters)</p><p>Zombies are humanoids who have died at sea or galley slaves from the black arks that have somehow fallen overboard. (Hex Crawl Chronicles 2 The Winter Woods - Swords and Wizardry Edition)</p><p>The Land Beyond the Black Water is both of the mortal world and beyond the mortal world, a nexus of the lands of life and death. The country is always shrouded in twilight, with a moon that rises and sets in the manner of the sun in the land of the living. The souls of the dead wash up on the land’s rocky shores as spirits made corporeal and trapped in lifeless bodies. Some float up the river, for the Sluggish River flows from the sea to the mountains, rather than the reverse. Some souls animate their fleshy prisons in the form of zombies, others escape as ghostly shadows and many are extracted and traded as commodities by the weird citizens of this terrible country. (Hex Crawl Chronicles 3 Beyond Black Water - Swords and Wizardry Edition)</p><p>That night their sentries were attacked by a pack of 30 zombies raised by the inhabitants of the craggy hill. (Hex Crawl Chronicles 4 The Shattered Empire - Swords and Wizardry Edition)</p><p>Each morning, the desperate necromancer animates his former test subjects and other dead humanoids from the grounds around the library and sends them into battle against the dwarven garrison now guarding the Southern Pass. (Quests of Doom 4: A Little Knowledge (S&W))</p><p>If the characters arrive at the library while Thanopsis’ undead warriors are away in battle at Burvaadun, the library is surprisingly undefended. Shortly after their destruction, Thanopsis immediately raises a force of 12 skeletons and 12 zombies to defend the library. They form in Area L1, where they wait quietly and occasionally wander around the building’s perimeter. (Quests of Doom 4: A Little Knowledge (S&W))</p><p>Any character killed by mohrg will rise after 1d4 days as a zombie under the morhg’s control. (Rappan Athuk - Swords and Wizardry)</p><p>Greatly diminished, the order of Tsathogga now counts 8 acolytes (all heavily armed ruffians), and 4 under-clerics, who in turn control 16 zombies raised in the under-temple. (Rappan Athuk - Swords and Wizardry)</p><p>This room contains 4 zombies. They do not roam around the dungeon because they were raised to protect the room’s treasure. (Rappan Athuk - Swords and Wizardry)</p><p>those killed by the mohrg rise in 1d4 days as zombies under its control. (Rappan Athuk - Swords and Wizardry)</p><p>This level contains an evil artifact, the Zombiestone of Karsh. This artifact causes any creature that is killed within 500 yards to re-animate as a zombie creature. (Rappan Athuk - Swords and Wizardry)</p><p>Any creature slain on this level immediately rises as a zombie (1d3 rounds, except in Areas 13C–9 and 13C–10) of HD equal to 1+ the base HD of the creature. (Rappan Athuk - Swords and Wizardry)</p><p>When a zombie horde is destroyed there are 2d6 zombies from the horde remaining. (Rappan Athuk - Swords and Wizardry)</p><p>The standard zombie is simply a corpse animated to do its creator’s bidding. (Ruins & Ronin)</p><p>In his studies of the forbidden arts, Natan has learned to create zombies from the corpses of the living. He has passed this knowledge down to his most devout disciples, who in turn use it to make good use of fallen enemies. The ritual to create a zombie takes many hours, however. (TG2 Tongues of the Screaming Toad (SnW))</p><p>Inside, the stench of death is overpowering. The Noviortum House agents have reanimated the corpses of the Carrico family so that they serve now as 6 zombies in the house that lurch forward to attack anyone who isn’t affiliated with Noviortum House. (TG2 Tongues of the Screaming Toad (SnW))</p><p>Any character killed by mohrg will rise after 1d4 days as a zombie under the morhg’s control. (The Black Monastery (S&W))</p><p>Two gold bracelets with a teardrop and pentagram engraved on each of them are suspended five feet off the ground, floating in mid-air. This is a pair of bracelets of undeath. If both bracelets are placed on both arms, the wearer gains certain traits of the undead: immunity to sleep, charm and hold spells. Cold-based attacks also have no effect on the wearer, who is also immune to all poisons. (The Black Monastery (S&W))</p><p>Choosing to wear the bracers of undeath may be a fateful decision for a player character. For each week the bracers are worn the wearer must succeed on saving throw or fall under the bracers’ control, permanently changing the character’s alignment to Chaotic. A second failed saving throw means that the character will begin to lose 1d4 constitution points per day until death, or until a remove curse spell is cast on the character. (The Black Monastery (S&W))</p><p>Anyone who dies from this effect will immediately rise as a zombie. The newly risen zombie will have the overwhelming urge to return the bracelets of undeath to their place in this room of the Black Monastery. (The Black Monastery (S&W))</p><p>Valen Darkfast's touch drains a level (save to avoid loss, if all levels are lost the character dies and turns into a zombie). (The Ghost Woods Adventure)</p><p>These are merely animated corpses, not carriers of any sort of undead contagion as ghouls are. (The Hero's Journey Fantasy Roleplaying)</p><p>The standard zombie is simply a corpse animated to do its creator’s bidding. (The Hero's Journey Fantasy Roleplaying)</p><p>The cave floor [of the Totem Cavern of the Cave of the Dead] is strewn with the discarded belongings of defeated explorers who arose as zombies or ghouls themselves [from dying in the Caves of the Dead]. (The Lost City of Barakus (S&W))</p><p>Years ago, Asgaroth, the evil cleric described in Area I in the Wilderness, discovered Area 2-12 and placed special guards here to protect it. Using a ritual similar to that in Area I2, he placed several totems in this area which enacted a permanent animate dead spell that is recast on the area once per week. Thus, anyone slain within the shaded area comes back to life as a zombie (or, in the case of the hobgoblin, should he be moved, a skeleton) and like the creatures that slew him, is charged with guarding the chamber against intruders. (The Lost City of Barakus (S&W))</p><p>Six slaves who died here during the punishment of Uth’ilopiq have risen as 6 zombies and still shuffle around in the debris. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p>Animated bodies need not be the result of black magic (which is the case for, say, the standard zombie). (Tome of Adventure Design)</p><p>A creature slain by a cerebral stalker’s bite attack has its brain ripped out and consumed. The empty husk becomes a zombie in 1d4 rounds. (Tome of Horrors Complete - Swords and Wizardry Edition)</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 evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p>Once per day, a grave risen can animate up to 10 HD of corpses within 100 feet as zombies. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p>The recent dead weren’t stolen; they got up and walked out of the graveyard after a grave risen passed through. The creature animated the recent dead to join its growing retinue of zombies. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p>Any humanoid slain by a vampiric ooze becomes a zombie in 1d4 rounds. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p>The tower is home to a death’s head inphidian named Kallis-Khet, a high priest of the serpents. (Tome of Horrors 4)</p><p>If attacked in his home, Kallis-Khet animates the dead hanging from the tower as zombies. (Tome of Horrors 4)</p><p>These are merely animated corpses, not carriers of any sort of undead contagion as ghouls are. (Untold Adventures: Deluxe Edition)</p><p>However, the standard zombie is simply a corpse animated to do its creator’s bidding. (Untold Adventures: Deluxe Edition)</p><p>These are merely animated corpses, not carriers of any sort of undead contagion as ghouls are. (White Box: Fantastic Medieval Adventure Game)</p><p>The standard zombie is simply a corpse animated to do its creator’s bidding. (White Box: Fantastic Medieval Adventure Game)</p><p>It takes three rounds for a hierglyphicroc to completely swallow a victim, but the victim will turn into a zombie within 1d4+1 rounds after being swallowed. (Knockspell Magazine #2)</p><p><em>Animate Dead</em> spell. (Swords and Wizardry Complete Rulebook)</p><p><em>Animate Dead</em> spell. (Crypts & Things Remastered)</p><p><em>Animate Dead</em> spell. (For Coin & Blood)</p><p><em>Animate Dead</em> spell. (Ruins & Ronin)</p><p><em>Animate Dead</em> spell. (The Hero's Journey Fantasy Roleplaying)</p><p><em>Animate Dead</em> spell. (Untold Adventures: Deluxe Edition)</p><p><em>Animate Dead</em> spell. (White Box: Fantastic Medieval Adventure Game)</p><p><em>Create Zombies</em> spell. (Black Books Tomes of the Outer Dark)</p><p><em>Grand Celebration of the Chthonic Gods</em> spell. (Chthonic Codex)</p><p><em>Lost Company</em> spell. (Chthonic Codex)</p><p><em>Raise Lesser Undead</em> spell. (The Little Book of Adventuring Classes Vol. 1)</p><p><em>Zombify</em> spell. (Chthonic Codex)</p><p>Banebone Sacrifice magic sword. (White Box Tome - Arioth I )</p><p>Cauldron of the Dead magic item. (The Witch for Swords & Wizardry White Box)</p><p>Raise the Horde magic staff. (White Box Tome - Arioth I )</p><p>Individual Curse Death Magic. (Tome of Adventure Design)</p><p>Cerebral Stalker Create Zombie power. (Cults of the Sundered Kingdoms (S&W))</p><p><strong>Zombie, Evasheen:</strong> See Zombie, Reanimated Corpse, Evasheen.</p><p><strong>Zombie, Kalina:</strong> A follower of a god of knowledge, Kalina was separated from the rest of the group. She too was captured, and tortured to death at the Talon of Orcus. Her lifeless corpse was then reanimated, and now stands ready to serve her former captors in the Talon as one of the zombies. (Rappan Athuk – Swords and Wizardry)</p><p><strong>Zombie, Reanimated Corpse, Evasheen:</strong> A wealthy Bargarsport merchant, Occan sought to increase his wealth by studying necromancy and associating with the cult of Orcus — and for a time he succeeded. Unfortunately, his actions and increasing devotion to the demon estranged Occan from his wife Evasheen, who began an affair with one of her husband’s business rivals. Enraged when he learned of the affair, Occan poisoned Evasheen and her lover, then raised both as zombies. (Cry Havoc! (The Dogs of Orcus))</p><p><strong>Zombie, Sir Ralph Halifax:</strong> ?</p><p><strong>Zombie Basilisk:</strong> Zombies can also be created from many different corpses, as illustrated by the deadly basilisk zombie and the demonic vrock zombie. (Tome of Horrors Swords and Wizardry Update)</p><p><strong>Zombie Beetle Fire:</strong> See Zombie Fire Beetle.</p><p><strong>Zombie Beetle Giant:</strong> See Zombie Giant Beetle.</p><p><strong>Zombie Beetle Rhinoceros:</strong> See Zombie Rhinoceros Beetle.</p><p><strong>Zombie Beetlor:</strong> ?</p><p><strong>Zombie Behir:</strong> A zombie behir is the animated remains of the serpentine monster. (Tome of Horrors Swords and Wizardry Update)</p><p><strong>Zombie Black Dragon:</strong> See Zombie Dragon Black.</p><p><strong>Zombie Brain-Eating:</strong> ?</p><p><strong>Zombie Brine:</strong> While most of the crew died, the captain and his most ruthless pirates rose again in undeath. (Rappan Athuk - Swords and Wizardry)</p><p>Zombies of those who have drowned, with a certain resistance to fire. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p>Brine zombies are the remnants of a ship’s crew that has perished at sea. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p>Storms are swift and sudden on the North Sea, and these gales have left the wrack of many a longship of doughty warriors upon some desolate shore or at the bottom of Rán’s domain. As a result, ghost ships crewed by draug and worse haunt the campfire tales of many a stalwart sword brother, and it is not unknown for brine zombies to rise from the surf on a foggy coastal night. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p>Manning the ship are the common crew of the Jarl of the Seas, a group of wretched men caught in the death curse and fated to continue their existence long after they should have passed to whatever afterlife awaited them. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p>Brine zombies are the remnants of a ship’s crew that has perished at sea. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p>The spark of evil that brought them back from the ocean depths drives them to seek the living so they may join them in their watery graves. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p>So it was, a month ago, that the Kingfish left the port with a load of ironwood and a bit of sabotage. It went down about 10 miles off shore and its crew has been walking along the bottom ever since to enact their revenge on the prince and his precious city. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p>If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies. (Tome of Horrors Complete - Swords and Wizardry Edition)</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 evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p>For the past fifteen years, the ship of a terrible pirate has sat in the midst of a grand harbor, a prison hulk for members of its former crew. The ship was taken by a fleet of galleons after a storm had deprived it of masts and sent the ship’s captain over the side, a dirk lodged in his spine. As members of his former crew died, they were tossed over the side, their ankle chains attached to an iron band around the remains of the main mast, their bloated bodies steeping in the brine. For all these fifteen years the captain, now a vengeful draug, has trod the sea floor on a direct course for his ship. He is now very close, and the bodies of his expired crewmen are responding to his presence, their waterlogged (1d6+5 brine zombies) or skeletal (2d4 skeletons) remains shifting gently. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p><strong>Zombie Buoy, Zombie-Buoy:</strong> Zombie-buoys are zombies tethered to one of the floating rocks in a void. (Cyclopean Deeps Volume 2 Swords and Wizardry)</p><p><strong>Zombie Charcharodon:</strong> ?</p><p><strong>Zombie Child:</strong> ?</p><p><strong>Zombie Contagious:</strong> If their Undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease, they should be worth considerably more experience. (Swords and Wizardry Complete Rulebook)</p><p>If their Undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease, they should be worth considerably more experience. (Swords and Wizardry Monster Book)</p><p>If their Undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease, they should be worth considerably more experience. (Monstrosities)</p><p>These zombies carry within their bite or scratch a disease that turns those infected into mindless undead. (Battle Axes & Beasties)</p><p>Those slain by Contagious Zombies rise in 1d3 combat rounds as common zombies. (Battle Axes & Beasties)</p><p>If their Undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease they should be worth considerably more experience. (Crypts & Things Remastered)</p><p>If their undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease they should be worth considerably more experience. (Ruins & Ronin)</p><p>If their undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease they should be worth considerably more experience. (The Hero's Journey Fantasy Roleplaying)</p><p>If their undeath is contagious, zombies are more of a threat than described here, and if a single hit from a zombie causes contagion or any other sort of disease they are a considerably larger threat. (Untold Adventures: Deluxe Edition)</p><p>If their undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease they should be worth considerably more experience. (White Box: Fantastic Medieval Adventure Game)</p><p><strong>Zombie Corpsespun:</strong> Corpsespun zombies are the victims of a corpsespinner, whose poison animates the dead as an automaton sheathed in webs. The victim’s insides are replaced by thousands of tiny spiders crawling over its body and into and out of its ears, eyes, and mouth. These spiders take over and devour the insides of the creature, but keep it moving with a semblance of its former self.</p><p>Creatures killed by a corpsespinner rise in 1 hour as corpsespun zombies. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p><strong>Zombie Crayfish Giant:</strong> See Zombie Giant Crayfish.</p><p><strong>Zombie Crocodile, Hieroglypicroc:</strong> Raised by ancient methods long forgotten or suppressed, zombie crocodiles are actually more akin to mummies than to zombies, at least in terms of the preservation process. (Knockspell Magazine #2)</p><p><strong>Zombie Demon Vrock:</strong> The body of a slain demon animated with unholy power. (Tome of Horrors Swords and Wizardry Update)</p><p>Zombies can also be created from many different corpses, as illustrated by the deadly basilisk zombie and the demonic vrock zombie. (Tome of Horrors Swords and Wizardry Update)</p><p><strong>Zombie Dissolving:</strong> The zombies dissolve into foul greenish goo that will eat your flesh and turn you into one of them! (Rappan Athuk - Swords and Wizardry)</p><p><strong>Zombie Dragon Black:</strong> ?</p><p><strong>Zombie Drow:</strong> Years ago, Asgaroth, the evil cleric described in Area I in the Wilderness, discovered Area 2-12 and placed special guards here to protect it. Using a ritual similar to that in Area I2, he placed several totems in this area which enacted a permanent animate dead spell that is recast on the area once per week. Thus, anyone slain within the shaded area comes back to life as a zombie (or, in the case of the hobgoblin, should he be moved, a skeleton) and like the creatures that slew him, is charged with guarding the chamber against intruders. A number of curious souls have met their end here, and at the moment there are 5 zombies standing around the chamber: 2 humans, 1 orc, 1 dwarf, and 1 drow. (The Lost City of Barakus (S&W))</p><p><strong>Zombie Dust:</strong> Once per day, a dust ghoul can animate 11d4 dust zombies. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p><strong>Zombie Dwarf:</strong> Years ago, Asgaroth, the evil cleric described in Area I in the Wilderness, discovered Area 2-12 and placed special guards here to protect it. Using a ritual similar to that in Area I2, he placed several totems in this area which enacted a permanent animate dead spell that is recast on the area once per week. Thus, anyone slain within the shaded area comes back to life as a zombie (or, in the case of the hobgoblin, should he be moved, a skeleton) and like the creatures that slew him, is charged with guarding the chamber against intruders. A number of curious souls have met their end here, and at the moment there are 5 zombies standing around the chamber: 2 humans, 1 orc, 1 dwarf, and 1 drow. (The Lost City of Barakus (S&W))</p><p><strong>Zombie Enchanted Hardier:</strong> The documents in the leather case reveal the procedure to create hardier enchanted zombies. This method requires 250 gp worth of material components per zombie and a fully equipped laboratory. (Rappan Athuk - Swords and Wizardry)</p><p><strong>Zombie Fire Beetle:</strong> ?</p><p><strong>Zombie Frog:</strong> ?</p><p><strong>Zombie Gallows Tree:</strong> The gallows tree slices open victims for their organs, then fills them with a greenish sap that turns them into gallows tree zombies. The newly created undead rises in 1d4 days. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p><strong>Zombie Giant:</strong> ?</p><p><strong>Zombie Giant Beetle:</strong> ?</p><p><strong>Zombie Giant Crayfish:</strong> ?</p><p><strong>Zombie Giant Octopus:</strong> ?</p><p><strong>Zombie Giant Rat:</strong> ?</p><p><strong>Zombie Giant Shark:</strong> ?</p><p><strong>Zombie Goblin:</strong> ?</p><p><strong>Zombie Gray Render:</strong> ?</p><p><strong>Zombie Grub:</strong> Through ancient and profane rituals, powerful necromancers are able to transform disgusting rot grubs into an even more vile creature with a variety of evil uses. (Monster Mash Rehash: A Host of Horrors & Creatures)</p><p><strong>Zombie Guard:</strong> ?</p><p><strong>Zombie Gynosphinx, Travvok:</strong> During the library’s last chaotic days, the cowardly Thanopsis cajoled the library’s most frequent visitors and patrons into fighting against the orcs besieging the surrounding settlement. Most gladly took up arms at the powerful wizard’s behest, but the aloof sphinx, Travvok, refused. The spiteful wizard never forgot Travvok’s betrayal. When she returned to peruse the library’s shelves after Arcady’s demise, the angry Thanopsis momentarily forgot his fear and killed the beast that had abandoned him in his darkest hour. In a deliberately ironic twist, he transformed Travvok into an gynosphinx zombie that guards the library today. (Quests of Doom 4: A Little Knowledge (S&W))</p><p><strong>Zombie Hacked:</strong> ?</p><p><strong>Zombie Halfling Hungry:</strong> See Zombie Hungry Halfling.</p><p><strong>Zombie Hardier Enchanted:</strong> See Zombie Enchanted Hardier.</p><p><strong>Zombie Horde:</strong> This is the army brought forth by Islaug the Breathless from the now-exposed tunnels of the bitumen mines that ran underneath the field of battle. It is composed primarily of skeletons and zombies, all of which are stained black with long exposure to the bitumen mines, and more than a few of which are actually still on fire from the explosion. Assorted ghouls and more intelligent undead are mixed among these hordes, but not enough to constitute an army of their own or change the overall complexion of these armies. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p><strong>Zombie Horse:</strong> ?</p><p><strong>Zombie Human:</strong> Each morning, the desperate necromancer animates his former test subjects and other dead humanoids from the grounds around the library and sends them into battle against the dwarven garrison now guarding the Southern Pass. (Quests of Doom 4: A Little Knowledge (S&W))</p><p>Years ago, Asgaroth, the evil cleric described in Area I in the Wilderness, discovered Area 2-12 and placed special guards here to protect it. Using a ritual similar to that in Area I2, he placed several totems in this area which enacted a permanent animate dead spell that is recast on the area once per week. Thus, anyone slain within the shaded area comes back to life as a zombie (or, in the case of the hobgoblin, should he be moved, a skeleton) and like the creatures that slew him, is charged with guarding the chamber against intruders. A number of curious souls have met their end here, and at the moment there are 5 zombies standing around the chamber: 2 humans, 1 orc, 1 dwarf, and 1 drow. (The Lost City of Barakus (S&W))</p><p><strong>Zombie Humanoid:</strong> ?</p><p><strong>Zombie Hungry:</strong> ?</p><p><strong>Zombie Hungry Halfling:</strong> ?</p><p><strong>Zombie Juju:</strong> Juju zombies’ hatred of living creatures and the magic that created them are what hold them to the world of the living. When a humanoid or monstrous humanoid is slain by an energy drain or a similar spell or spell-like ability, it may rise as a juju zombie. (Rappan Athuk - Swords and Wizardry)</p><p>These tortured creatures were warriors of light who refused to join the army of evil. Their mouths and eyes were sewn closed by evil priests while they were alive and then sacrificed to Orcus. Against their will, they are now undead creatures. (Rappan Athuk - Swords and Wizardry)</p><p>When a humanoid or monstrous humanoid is slain by an energy drain or a similar spell or spell-like ability, it may rise as a juju zombie. (Rappan Athuk Bestiary Swords and Wizardry Edition)</p><p>Unfortunately, these are actually all Mulstabhin prisoners that have already been sacrificed and now exist as 48 juju zombies created by the devouring mist that lurks within the barrel marked with an asterisk on the map. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p>If the characters manage to destroy Mulstabha’s Black Heart, all of the juju zombies and the devouring mist are instantly destroyed as undead that were created using the stone. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p>Juju zombies’ hatred of living creatures and the magic that created them are what hold them to the world of the living. When a humanoid or monstrous humanoid is slain by an energy drain or a similar spell or spell-like ability, it may rise as a juju zombie. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p><strong>Zombie Juju, Hróarr Skjálgr:</strong> These are the Skjálgr Brothers, the last-known victims of Hlundel.</p><p>The Skjálgr Brothers were powerful warriors from deep in the Olf Mountains that lived generations ago. It was said that they had the blood of trolls and stood as giants among men. They sought the power that could be had at the testing upon Skirnyth Crull and climbed the hill to claim it. They were never seen again. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p>A primordial creature known only as Hlundel was buried beneath Skirnyth Crull. The accursed creature longs to escape the prison imposed upon it by Wotan. A mortal who dares can ascend the hill to challenge Hlundel to a battle called the Test of Hlundel. Great glory awaits the victor. Those who are defeated join Hlundel in his cursed corpse-hall beneath the hill. With every victory over its challengers, Hlundel grows closer to breaking free from its earthly prison. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p>The troll-kin brothers, Hróarr and Örn Skjálgr came to Skirnyth Crull to take the Test of Hlundel nearly two centuries ago. They climbed the hill at sunset and were never seen again. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p><strong>Zombie Juju, Örn Skjálgr:</strong> These are the Skjálgr Brothers, the last-known victims of Hlundel.</p><p>The Skjálgr Brothers were powerful warriors from deep in the Olf Mountains that lived generations ago. It was said that they had the blood of trolls and stood as giants among men. They sought the power that could be had at the testing upon Skirnyth Crull and climbed the hill to claim it. They were never seen again. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p>A primordial creature known only as Hlundel was buried beneath Skirnyth Crull. The accursed creature longs to escape the prison imposed upon it by Wotan. A mortal who dares can ascend the hill to challenge Hlundel to a battle called the Test of Hlundel. Great glory awaits the victor. Those who are defeated join Hlundel in his cursed corpse-hall beneath the hill. With every victory over its challengers, Hlundel grows closer to breaking free from its earthly prison. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p>The troll-kin brothers, Hróarr and Örn Skjálgr came to Skirnyth Crull to take the Test of Hlundel nearly two centuries ago. They climbed the hill at sunset and were never seen again. (The Northlands Saga Complete Swords and Wizardry Edition)</p><p><strong>Zombie Juju Goblin:</strong> ?</p><p><strong>Zombie Juju Soldier:</strong> ?</p><p><strong>Zombie Kraken, Undead Kraken:</strong> ?</p><p><strong>Zombie Legend Elf Dark:</strong> No one is sure where this breed of Zombies came from but they’re definitely unique. (White Box Zombies Dark Elf Zombies)</p><p>While no one has an answer to account for them, one thing is crystal clear: They are dangerous. Very dangerous. (White Box Zombies Dark Elf Zombies)</p><p><strong>Zombie Leper:</strong> Any who battle them must save vs disease at the end of the fight or contract Zombie Leprosy (die in 3 days and return as a Leper Zombie). (Swords and Wizardry Monster Book)</p><p>Anyone slain by a Leper Zombie reanimates as a leper zombie in 1d6 rounds. (Swords and Wizardry Monster Book)</p><p>Carrying equipment, arms or armor of one slain by a leper zombie or used to destroy a leper zombie carries a risk to the bearer, they must save vs disease at +4 each day or contract Zombie Leprosy. Holy water, remove curse and other methods of cleansing may render the gear safe again. (Swords and Wizardry Monster Book)</p><p>Anyone slain by a Leper Zombie reanimates as a leper zombie in 1d6 rounds. (Monstrosities)</p><p>The woman and her companions drank from the tainted pond and turned into 8 leper zombies. (Monstrosities)</p><p>All of the clothes are tainted with leprosy that turns someone wearing them into a leper zombie if they fail a saving throw. (Monstrosities)</p><p><strong>Zombie Mould Yellow:</strong> See Zombie Yellow Mould.</p><p><strong>Zombie Null:</strong> When a Cleric or Magic-User dies while affected by Feeblemind, the corpse may reanimate as a null, a rare and terrible form of zombie. (Chance Encounters)</p><p><strong>Zombie Orc:</strong> Each morning, the desperate necromancer animates his former test subjects and other dead humanoids from the grounds around the library and sends them into battle against the dwarven garrison now guarding the Southern Pass. (Quests of Doom 4: A Little Knowledge (S&W))</p><p>Years ago, Asgaroth, the evil cleric described in Area I in the Wilderness, discovered Area 2-12 and placed special guards here to protect it. Using a ritual similar to that in Area I2, he placed several totems in this area which enacted a permanent animate dead spell that is recast on the area once per week. Thus, anyone slain within the shaded area comes back to life as a zombie (or, in the case of the hobgoblin, should he be moved, a skeleton) and like the creatures that slew him, is charged with guarding the chamber against intruders. A number of curious souls have met their end here, and at the moment there are 5 zombies standing around the chamber: 2 humans, 1 orc, 1 dwarf, and 1 drow. (The Lost City of Barakus (S&W))</p><p><strong>Zombie Otyugh:</strong> ?</p><p><strong>Zombie Plague:</strong> Pestilence disease. (Rappan Athuk - Swords and Wizardry)</p><p><strong>Zombie Purple Worm:</strong> ?</p><p><strong>Zombie Putrid:</strong> ?</p><p><strong>Zombie Pyre:</strong> These undead creatures are weirdly enchanted with some sort of necromancy. (Monstrosities)</p><p>Pyre zombies are the sad, tortured remains of those who were killed just before being burned alive. When the soul departed, their bodies were taken over by some malignant spirit. The spirit fortified the body from destruction by the fire, and the undead form escaped the pyre to wreak vengeance on the living. (Tome of Horrors Swords and Wizardry Update)</p><p><strong>Zombie Rat Giant:</strong> See Zombie Giant Rat.</p><p><strong>Zombie Raven:</strong> Zombie Ravens are the rotting, undead bodies of ravens. (Swords and Wizardry Monster Book)</p><p>Zombie Ravens are the rotting, undead bodies of ravens. (Monstrosities)</p><p><strong>Zombie Red:</strong> These plague infected zombies are becoming a distressingly more common sight, as the Red Death spreads outwards from the Locust Star into the world. Primary carriers of the disease are the Red Zombies themselves and they seem to seek out living beings to pass it on. Any victim of their attack will rise two hours after death as one, and anyone wounded by them can be infected by the disease. Player characters may Test their Luck to avoid infection. (Crypts & Things Remastered)</p><p>This was once the Merchant’s guild house and the Red Zombies are the inner circle of the guild who failed to escape being transformed when Wimble entered the Shroud. (Crypts & Things Remastered)</p><p><strong>Zombie Rhinoceros Beetle:</strong> ?</p><p><strong>Zombie Science Fiction:</strong> Here is an idea for one level of a ship to have some sort of zombie plague, whether by disease, radiation, or the effects of some plant or animal poison. Would it only affect humans, or mutated humans, or any animal forms. What about intelligent plants? (Mini Bestiary)</p><p>● Does being killed by a zombie make you a zombie? (Mini Bestiary)</p><p>● If it is caused by radiation, does any dead body left near the radiation become a zombie, or only those killed by the radiation? (Mini Bestiary)</p><p>● If caused by a plant or animal poison, what are the limitations and possible antidotes to that poison? (Mini Bestiary)</p><p>● If caused by a virus or microbe, is there a cure or inoculation? (Mini Bestiary)</p><p>● Is the nature of the substance that makes a zombie able to spread throughout the ship? (Mini Bestiary)</p><p><strong>Zombie Screamer Elf Dark:</strong> ?</p><p><strong>Zombie Sea Cat:</strong> ?</p><p><strong>Zombie Semi-Liquefied:</strong> ?</p><p><strong>Zombie Serpentfolk:</strong> In short, Yiquooloome breeds the serpentfolk and grows them to maturity on bizarre trees that accelerate the growing process, kill the adult serpent-person, and then turn it into a zombie. Before the zombie begins to rot, the body is “harvested” from the tree, and its brains are removed. (Cyclopean Deeps Volume 2 Swords and Wizardry)</p><p>Yiquooloome’s Trees. (Cyclopean Deeps Volume 2 Swords and Wizardry)</p><p><strong>Zombie Servant:</strong> ?</p><p><strong>Zombie Slime:</strong> A slime zombie is the undead remnant of a Xilonoc resident who was not faithful to Ibholtheg. Now cursed with a vibrant green slime that coats their skin and oozes from their mouths, they exist only to serve the Squamous Toad. (TG1 Lost Temple of Ibholtheg (SnW))</p><p><strong>Zombie Spellgorged:</strong> If this occurs, the troubled magic-user calls upon his two former protégés who now serve him in death. Shortly after the library’s fall, Thanopsis transformed these unfortunate souls into 2 spellgorged zombies. (Quests of Doom 4: A Little Knowledge (S&W))</p><p>A spellgorged zombie is a zombie crafted from the corpse of a Magic-User or Cleric to serve as a ring of spell storing. (Tome of Horrors Complete - Swords and Wizardry Edition)</p><p><strong>Zombie Spore:</strong> “In accordance with the mistress’s wishes I placed Ozric’s corpse in the dungeon with the giant mushroom fiend he had discovered. She was pretty certain he had been infected but wanted to be sure. I was ordered to watch through the door panel. The next day I observed his corpse, ridden with mini-mushrooms, shambling around the room.” (Crypts & Things Remastered)</p><p>Spore Zombies are victims of a Spore Fiend risen under the control of the fiend, to protect it from harm and to gather more food. (Crypts & Things Remastered)</p><p>Spore Fiends are otherworld mushroom monsters, who trap living beings using their spores which cause madding hallucinations on a failed Test vs Luck. These hallucinations in turn lead to a Sanity check. While the victim is incapacitated the Spore Fiend moves in to kill the victim, sucking its life force out with a bite from a ‘mouth’ hidden under its hood. A day later the slain victim rises as a Spore Zombie under control of the Fiend. (Crypts & Things Remastered)</p><p><strong>Zombie Torso Upper:</strong> See Zombie Upper Torso.</p><p><strong>Zombie Tower:</strong> Tower zombies are the creation of the Tower of Bone, its unholy emanations despoiling everything around it and twisting it into a cruel mockery of life. (Cults of the Sundered Kingdoms (S&W))</p><p>The city and caverns are filled with undead creatures, unintentionally created by ambient death radiation seeping from the Tower. (Cults of the Sundered Kingdoms (S&W))</p><p>The Tower is dedicated to a single overriding purpose: the creation of undead creatures. Bereft of fresh corpses from which to fashion undead it allows the latent energy that is normally used to animate the dead to leak out into the surrounding area, thus creating tower zombies. (Cults of the Sundered Kingdoms (S&W))</p><p><strong>Zombie Tower Bugbear:</strong> ?</p><p><strong>Zombie Tower Bugbear Chieftain, Ashthrak:</strong> ?</p><p><strong>Zombie Tower Dwarf Cook:</strong> ?</p><p><strong>Zombie Tower Dwarf Guard:</strong> ?</p><p><strong>Zombie Tower Dwarf Miner:</strong> ?</p><p><strong>Zombie Tower Dwarf Worker:</strong> ?</p><p><strong>Zombie Tower Dwarf, Branwyr, Protector of Durandel:</strong> ?</p><p><strong>Zombie Tower Gnoll:</strong> ?</p><p><strong>Zombie Tower Gnoll Chieftain, Hatur:</strong> ?</p><p><strong>Zombie Tower Human, Maurits Felldrake:</strong> ?</p><p><strong>Zombie Tower Human Guard:</strong> ?</p><p><strong>Zombie Tower Mine Captain, Dagfa Durbis:</strong> ?</p><p><strong>Zombie Tower Minotaur:</strong> ?</p><p><strong>Zombie Tower Ogre:</strong> ?</p><p><strong>Zombie Tower Otyugh:</strong> ?</p><p><strong>Zombie Troll:</strong> ?</p><p><strong>Zombie Troll Yellow Mold-Encrusted:</strong> ?</p><p><strong>Zombie Upper Torso:</strong> A zombie that has been cut in half. (Gary vs the Monsters)</p><p><strong>Zombie Vrock:</strong> See Zombie Demon Vrock.</p><p><strong>Zombie Vrock Demon:</strong> See Zombie Demon Vrock.</p><p><strong>Zombie Walkin' Dead Drowned One:</strong> Drowned Ones are a type of walkin' dead, the lost sailors returned from Davy Jones' Locker to haunt the living. (YARR!)</p><p><strong>Zombie Walkin' Dead:</strong> <em>Animate & Command the Dead</em> spell. (YARR!)</p><p><strong>Zombie Waterlogged:</strong> ?</p><p><strong>Zombie Worm Purple:</strong> See Zombie Purple Worm.</p><p><strong>Zombie Yellow Mold-Encrusted Troll:</strong> See Zombie Troll Yellow Mold-Encrusted.</p><p><strong>Zombie Yellow Mould, Barzon III:</strong> ?</p><p><strong>Zombie Zeshir's:</strong> ?</p><p><strong>Zombie Zeshir's Mouse-Zombie:</strong> ?</p><p><strong>Zombie-Buoy:</strong> See Zombie Buoy, Zombie-Buoy.</p><p>[/spoiler]</p><p></p><p>Swords & Wizardry Books[spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/86546/Swords-and-Wizardry-Complete-Rule-Book?affiliate_id=17596" target="_blank">Swords and Wizardry Complete Rulebook</a>[spoiler]</p><p><strong>Undead Soldier:</strong> When not warring against rival demon princes, Orcus likes to travel the planes, particularly the Material Plane. Should a foolish spellcaster open a gate and speak his name, he is more than likely going to hear the call and step through to the Material Plane. What happens to the spellcaster that called him usually depends on the reason for the summons and the power of the spellcaster. Extremely powerful spellcasters are usually slain after a while and turned into undead soldiers or generals in the demon lord’s armies.</p><p><strong>Undead General:</strong> When not warring against rival demon princes, Orcus likes to travel the planes, particularly the Material Plane. Should a foolish spellcaster open a gate and speak his name, he is more than likely going to hear the call and step through to the Material Plane. What happens to the spellcaster that called him usually depends on the reason for the summons and the power of the spellcaster. Extremely powerful spellcasters are usually slain after a while and turned into undead soldiers or generals in the demon lord’s armies.</p><p><strong>Banshee:</strong> One particularly unusual thing about banshees is that they often associate with living faerie creatures of the less savory variety; they might even be an undead form of faerie.</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghoul:</strong> Zombies are mindless creatures, the walking dead. (These are merely animated corpses, not carriers of any sort of undead contagion as are ghouls.)</p><p><strong>Lich:</strong> Liches are the undead remnants of wizards, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magics gone awry).</p><p><strong>Mummy:</strong> ?</p><p><strong>Shadow:</strong> Their chill touch drains one point of Strength with a successful hit, and if a victim is brought to a Strength attribute of 0, he or she is transformed into a new shadow.</p><p><strong>Skeleton:</strong> Skeletons are animated bones of the dead, usually under the control of some evil master.</p><p><em>Animate Dead</em> spell.</p><p><strong>Spectre:</strong> Any being killed (or drained below level 0) by a spectre becomes a spectre as well, a pitiful thrall to its creator.</p><p><strong>Vampire:</strong> ?</p><p><strong>Wight:</strong> Any human killed or completely drained of levels by a wight becomes a wight.</p><p><strong>Wraith:</strong> ?</p><p><strong>Zombie:</strong> The standard zombie is simply a corpse animated to do its creator’s bidding.</p><p><em>Animate Dead</em> spell.</p><p><strong>Zombie Contagious:</strong> If their Undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease, they should be worth considerably more experience.</p><p></p><p>Animate Dead</p><p>Spell Level: Magic-User, 5th Level</p><p>Range: Referee’s Discretion</p><p>Duration: Permanent</p><p>This spell animates skeletons or zombies from dead bodies. 1D6 undead are animated per level of the caster above 8th. The corpses remain animated until slain.[/spoiler]</p><p></p><p><a href="http://swordsandwizardry.com" target="_blank">Swords and Wizardry Monster Book</a>[spoiler]</p><p><strong>Allip:</strong> The allip’s touch does not deal damage, but causes the victim to lose 1d4 points of wisdom. If a victim’s wisdom falls to 0, it dies and will become an allip within 2d6 days.</p><p><strong>Banshee:</strong> ?</p><p><strong>Skeletal Remains:</strong> In addition to the adhesive film it exudes, the piece of pure chaos at the bone mound’s core gives it an innate ability to animate, partially, the bones that stick to it. The effects of this spell-like ability extend up to 2ft away from the creature’s body. The bone mound can animate 1d6 of the bony remains that have adhered to it each round. Each of these animated body parts may attack once, inflicting 1d4 damage. A cleric may turn these newly living bits of skeletal remains as if they were Type 1 undead. The bone mound may shift its animate dead power from one set of bones to another at any time.</p><p><strong>Cat Feral Undead:</strong> Feral undead cats look like they were created by zombie-raising magic, but they are actually things quite unlike normal animated undead such as skeletons or zombies.</p><p><strong>Ethereal Shade:</strong> ?</p><p><strong>Exoskeleton Giant Ant:</strong> Giant ant exoskeletons can be animated into undead creatures by unusual and rare necromantic magic.</p><p><strong>Exoskeleton Giant Beetle:</strong> Giant beetle exoskeletons are animated by necromantic magic quite different from that used in the Animate Dead spell.</p><p><strong>Exoskeleton Giant Crab:</strong> Giant crab exoskeletons are animated by specific necromantic spells, cast upon the very largest giant crab exoskeletons (10ft in diameter).</p><p><strong>Exploding Bones:</strong> ?</p><p><strong>Eyeless Filcher:</strong> An eyeless filcher is the undead body of a criminal maimed or tortured to death in brutal punishment for its crimes; usually these criminals were guilty of particularly heinous crimes during life. These creatures are animated by an extremely powerful undead force, which causes fear and horror in any onlooker: at the sight of an eyeless filcher, anyone failing a saving throw will either flee in terror for 1d12 rounds or be paralyzed until the undead is out of sight (equal chance).</p><p><strong>Ghast:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Ghoul Ao-Nyobo, Blue Wife:</strong> ?</p><p><strong>Glitterskull:</strong> ?</p><p><strong>Gravebird:</strong> Gravebirds are highly intelligent undead birds (usually ravens or crows) that have been brought back to life through foul magic.</p><p><strong>Head-Stealer:</strong> A head-stealer is the headless, undead body of someone who has been decapitated, usually by execution or dungeon trap. The body is animated with a vengeful spirit, and seeks to re-enter society by removing someone else’s head and placing it atop its own neck.</p><p><strong>Jackal of Darkness:</strong> ?</p><p><strong>Lich:</strong> Liches are the undead remnants of wizards, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magics gone awry).</p><p><strong>Mummy:</strong> ?</p><p><strong>Nykoul:</strong> Nykoul are undead hill giant shamans, driven to continue plaguing the world by dark powers from beyond this world.</p><p><strong>Rusalka:</strong> Rusalka are undead maiden-witches that haunt the cold rivers and lakes in which they drowned.</p><p>Females slain by a rusalka will themselves rise as rusalkas the next night, and will serve the rusalka who slew them until that rusalka is herself destroyed.</p><p><strong>Shadow:</strong> Their chill touch drains one point of strength with a successful hit, and if a victim is brought to a Strength of 0, he becomes a shadow.</p><p><strong>Silent Knight:</strong> ?</p><p><strong>Skeletal Fury:</strong> The skeletal fury is an undead creature created from the skeleton of a horse, with claws or talons grown from the hooves, horns or antlers grown from the skull, the bones of large bat-like wings grown from the shoulders, and a red glow burning in the eye sockets.</p><p><strong>Skeleton:</strong> Skeletons are animated bones of the dead, usually under the control of some evil master.</p><p><strong>Fossil Skeleton:</strong> Fossilized skeletons are normally found only in underground caverns or complexes that have been left undisturbed for millennia, although they might also be found in inter-dimensional pockets, or in areas where the fossilization has been deliberately induced. In some limestone caverns where the mineralized water is in constant contact with the bones, skeletons might also fossilize relatively quickly – over the course of a hundred years rather than a thousand. Older fossilized skeletons may show pre-human features; fossilized Neanderthal skeletons are not uncommon.</p><p><strong>Spectral Scavenger:</strong> ?</p><p><strong>Spectre:</strong> Any being killed (or drained below level 0) by a specter becomes a specter himself, a pitiful thrall to its creator.</p><p><strong>Spectre Parasitic:</strong> ?</p><p><strong>Sumatran Rat-Ghoul:</strong> ?</p><p><strong>Tree Ghost:</strong> Tree ghosts are the undead form of a Dryad who was killed by a wraith, vampire, or other such undead creature.</p><p><strong>Vampire:</strong> ?</p><p><strong>Vierd:</strong> ?</p><p><strong>Wight:</strong> Any human killed or completely drained of levels by a wight becomes a wight.</p><p>If a creature possessed by a parasitic spectre is slain, the corpse will instantly transform into an undead creature, having abilities identical to those of a wight. If such a “wight” is destroyed, the spectre is expelled, taking 2d8 hit points of damage in the process. Non-magical weapons cannot harm a parasitic spectre. Note that parasitic spectres can possess corpses as well as living beings, and transform them immediately into wight-form, but they cannot possess corpses that have been dead more than a few minutes.</p><p><strong>Wraith:</strong> ?</p><p><strong>Zombie:</strong> The standard zombie is simply a corpse animated to do its creator’s bidding.</p><p>If the eyeless filcher manages to kill an officer of the law, whether guard or magistrate or scribe of the court, the unfortunate victim rises from the dead the next day as a double-strength zombie under its control.</p><p><strong>Zombie Contagious:</strong> If their Undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease, they should be worth considerably more experience.</p><p><strong>Zombie Brain-Eating:</strong> ?</p><p><strong>Zombie Leper:</strong> Any who battle them must save vs disease at the end of the fight or contract Zombie Leprosy (die in 3 days and return as a Leper Zombie).</p><p>Anyone slain by a Leper Zombie reanimates as a leper zombie in 1d6 rounds.</p><p>Carrying equipment, arms or armor of one slain by a leper zombie or used to destroy a leper zombie carries a risk to the bearer, they must save vs disease at +4 each day or contract Zombie Leprosy. Holy water, remove curse and other methods of cleansing may render the gear safe again.</p><p><strong>Zombie Pyre:</strong> ?</p><p><strong>Zombie Raven:</strong> Zombie Ravens are the rotting, undead bodies of ravens.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/112618/Swords-and-Wizardry-Monstrosities?affiliate_id=17596" target="_blank">Monstrosities</a>[spoiler]</p><p><strong>Allip:</strong> The allip’s touch does not deal damage, but causes the victim to lose 1d4 points of wisdom. If a victim’s wisdom falls to 0, it dies and will become an allip within 2d6 days.</p><p><strong>Banshee:</strong> ?</p><p><strong>Banshee, Ellyllon:</strong> Ellyllon was an elf warrior who visited the monastery to learn the secrets of the world and to achieve his own inner peace. He instead found ancient words carved into the hollow bells. Reciting them turned him into a deadly banshee.</p><p><strong>Skeletal Remains:</strong> In addition to the adhesive film it exudes, the piece of pure chaos at the bone mound’s core gives it an innate ability to animate, partially, the bones that stick to it. The effects of this spell-like ability extend up to 2ft away from the creature’s body. The bone mound can animate 1d6 of the bony remains that have adhered to it each round.</p><p><strong>Cat Feral Undead:</strong> Feral undead cats look like they were created by zombie-raising magic, but they are actually things quite unlike normal animated undead such as skeletons or zombies.</p><p>Unfortunately, her beloved cats wandered into a necromancer’s garden and were turned into 18 feral undead cats.</p><p><strong>Ghoul Aquatic:</strong> ?</p><p><strong>Kraken Zombie:</strong> ?</p><p><strong>Demonvessel:</strong> A demonvessel is a corpse that has been animated by trapping the essence of a demon within the body rather than relying on the more basic necromantic means of animating corpses. Depending upon the exact method used to bind the demon into a dead corpse, these undead creatures usually resemble mummies, but in some cases they will appear to be zombies with strange runes tattooed into the skin.</p><p><strong>Demonvessel, Corliss:</strong> Since his wife’s natural death, the successful lamp merchant Garrick has wallowed in self-pity. He offered his vast fortune to anyone who could bring Corliss back to life. Unfortunately, the gods deemed her time had come and resurrection lies beyond mortal magic. A priestess of Orcus (under the guise of a cleric of Freya) named Edlyn (Cleric 8) approached Garrick with empty promises.</p><p>Edlyn indeed brought Corliss back from death. Her body, infused with a demonic spirit, became a demonvessel.</p><p><strong>Ethereal Shade:</strong> ?</p><p><strong>Shade Ethereal, Lady Baymoral:</strong> Lady Baymoral is the true danger in the room. She became an ethereal shade after her death. Her spirit haunts the dining table.</p><p><strong>Exoskeleton Giant Ant:</strong> Giant ant exoskeletons can be animated into undead creatures by unusual and rare necromantic magic.</p><p><strong>Exoskeleton Giant Beetle:</strong> Giant beetle exoskeletons are animated by necromantic magic quite different from that used in the Animate Dead spell.</p><p><strong>Exoskeleton Giant Crab:</strong> Giant crab exoskeletons are animated by specific necromantic spells, cast upon the very largest giant crab exoskeletons (10ft in diameter).</p><p><strong>Exploding Bones:</strong> ?</p><p><strong>Eyeless Filcher:</strong> An eyeless filcher is the undead body of a criminal maimed or tortured to death in brutal punishment for its crimes; usually these criminals were guilty of particularly heinous crimes during life. These creatures are animated by an extremely powerful undead force, which causes fear and horror in any onlooker: at the sight of an eyeless filcher, anyone failing a saving throw will either flee in terror for 1d12 rounds or be paralyzed until the undead is out of sight (equal chance).</p><p><strong>Eyeless Filcher, Jelida Daribe:</strong> The cavern is the home of Jelida Daribe, a vile killer who attacked villages in the dead of night – and left none alive to tell of his foul deeds. Jelida was eventually caught and convicted, but the relatives of his victims tore him apart shortly after his trial. Jelida returned as an eyeless filcher.</p><p><strong>Flenser:</strong> ?</p><p><strong>Flenser, Vrinnor, The Skinner:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Ghost:</strong> There are innumerable types of ghosts with varying qualities, often depending on the nature and circumstances under which the person died.</p><p><strong>Ghost Strangling:</strong> Anyone strangled by a strangling ghost will rise as a strangling ghost within 1d6 days.</p><p>At night, the alley is haunted by 3 strangling ghosts, a trio of assassins who were cut down by mysterious means after leaving the manse one dark and stormy night. They had killed the inhabitant, a sorceress of no little influence in the courts of Hell (where she is said to rule to this day).</p><p><strong>Ghoul:</strong> Zombies are mindless creatures, the walking dead. (These are merely animated corpses, not carriers of any sort of undead contagion as are ghouls.)</p><p><strong>Ghoul Ao-Nyobo, Blue Wife:</strong> ?</p><p><strong>Ghoul Ao-Nyobo, Obomay:</strong> The palace of the emperor is enormous, but even the emperor knows not how enormous. Behind the walls covered in gilt plaster and mosaics of tortoise shell and amber there are secret, dank passages haunted by the former empress, a woman called Obomay, who would have ruled the empire from behind the imperial throne had not the emperor took a liking to a dancing girl called Othea who was practiced in the secret art of the of seven venoms. Othea now holds the place of power behind the man-child emperor, and Obomay dwells in the shadows after being unceremoniously dumped into a dry well in the Anemone Garden, her hatred re-awakening her as an ao-nyobo ghoul.</p><p><strong>Ghoul Crimson:</strong> Crimson ghouls are created by strange and terrible magical procedures worked by necromancers upon a normal ghoul.</p><p><strong>Gravebird:</strong> Gravebirds are highly intelligent undead birds (usually ravens or crows) that have been brought back to life through foul magic.</p><p><strong>Head-Stealer:</strong> A head-stealer is the headless, undead body of someone who has been decapitated, usually by execution or dungeon trap. The body is animated with a vengeful spirit, and seeks to re-enter society by removing someone else’s head and placing it atop its own neck.</p><p><strong>Jackal of Darkness:</strong> ?</p><p><strong>Lich:</strong> Liches are the undead remnants of wizards, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magics gone awry).</p><p><strong>Lich, Arus Kezanlizil:</strong> The lich Arus Kezanlizil rules the Forge-Temple, claiming it after an unforeseen accident transferred his undead spirit into the body of the dwarven cleric Arbor Oakenchisel.</p><p><strong>Mummy:</strong> ?</p><p><strong>Nykoul:</strong> Nykoul are undead hill giant shamans, driven to continue plaguing the world by dark powers from beyond this world.</p><p><strong>Redwraith:</strong> Weaker redwraiths slowly gain strength over a period of years, eventually becoming full redwraiths that are no longer under the control of the original.</p><p><strong>Redwraith Weaker:</strong> If a creature is drained of all life energy by a redwraith, roll d100 to determine the result. 01-40: the creature rises as a weaker redwraith under control of the original one, 41-50: the creature rises as a wight (not under control of the redwraith), 51-00: the creature’s body is animated as a zombie under the redwraith’s control.</p><p><strong>Rusalka, Water Witch:</strong> Females slain by a rusalka will themselves rise as rusalkas the next night, and will serve the rusalka who slew them until that rusalka is herself destroyed.</p><p><strong>Shadow:</strong> Their chill touch drains one point of Strength with a successful hit, and if a victim is brought to a Strength attribute of 0, he or she is transformed into a new shadow.</p><p><strong>Silent Knight:</strong> ?</p><p><strong>Skeletal Fury:</strong> The skeletal fury is an undead creature created from the skeleton of a horse, with claws or talons grown from the hooves, horns or antlers grown from the skull, the bones of large bat-like wings grown from the shoulders, and a red glow burning in the eye sockets.</p><p><strong>Skeleton:</strong> Skeletons are animated bones of the dead, usually under the control of some evil master.</p><p><strong>Skeleton Fossil:</strong> Fossilized skeletons are normally found only in underground caverns or complexes that have been left undisturbed for millennia, although they might also be found in inter-dimensional pockets, or in areas where the fossilization has been deliberately induced. In some limestone caverns where the mineralized water is in constant contact with the bones, skeletons might also fossilize relatively quickly – over the course of a hundred years rather than a thousand. Older fossilized skeletons may show pre-human features; fossilized Neanderthal skeletons are not uncommon.</p><p>The caves contain the remains of the first creatures to call the Seething Jungle their home. The native lizardmen died during a natural disaster that collapsed their tunnel homes into the ground around them. The lizardmen’s broken bodies merged with the flowing limestone to create 18 skeleton fossils trapped in the walls.</p><p><strong>Spectral Scavenger:</strong> ?</p><p><strong>Spectre:</strong> Any being killed (or drained below level 0) by a spectre becomes a spectre as well, a pitiful thrall to its creator.</p><p><strong>Parasitic Spectre:</strong> ?</p><p><strong>Sumatran Rat-Ghoul:</strong> ?</p><p><strong>Tree Ghost:</strong> Tree ghosts are the undead form of a Dryad who was killed by a wraith, vampire, or other such undead creature.</p><p><strong>Tree Ghost, Melene:</strong> The pale woman is a dryad named Melene slain years ago by the vampire Valmont De Shade as he traveled the countryside seeking a permanent lair.</p><p><strong>Vampire:</strong> Any human killed by a vampire becomes a vampire under the control of its creator.</p><p>Four bone pillars stand about this 30-foot-square ossuary. Each four-foot-diameter pillar is crafted from hundreds of random bits of bones and skulls. A low wall of femurs runs from one pillar to the next. Four skull chalices sit on the wall. Each chalice is filled with steaming blood. Anyone drinking from a chalice must make a saving throw or be cursed so he can only drink blood from that moment onward until cured. If the curse is not reversed within 3 months, the victim becomes a vampire.</p><p><strong>Vampire, Valmont De Shade:</strong> ?</p><p><strong>Varn:</strong> These are the restless spirits of dead fighters and warriors whose armor continues to fight long after they are gone.</p><p>Inside the structure is a sarcophagus set into the tiled floor. It is carved to resemble the man buried within. Standing before the grave is the warden’s guardian, a Varn who fell in battle protecting the body from those who would defile it, and continues to do so after death.</p><p><strong>Vierd:</strong> ?</p><p><strong>Wight:</strong> Any human killed or completely drained of levels by a wight becomes a wight.</p><p>If a possessed creature possessed by a parasitic spectre is slain, the corpse will instantly transform</p><p>into an undead creature, having abilities identical to those of a wight.</p><p>Note that parasitic spectres can possess corpses as well as living beings, and transform them immediately into wight-form, but they cannot possess corpses that have been dead more than a few minutes.</p><p>If a creature is drained of all life energy by a redwraith, roll d100 to determine the result. 01-40: the creature rises as a weaker redwraith under control of the original one, 41-50: the creature rises as a wight (not under control of the redwraith), 51-00: the creature’s body is animated as a zombie under the redwraith’s control.</p><p><strong>Wight Sea:</strong> Sea-wights are highly similar to normal wights, originating from bodies in ocean-flooded tombs, bodies that were consigned to the depths of the ocean, or from individuals – usually those of some power – who perished beneath the dark waves.</p><p>As with normal wights, a successful attack by a sea-wight drains one level of experience from the victim, and a fully-drained victim rises as a sea-wight of half normal strength under the command of its killer.</p><p><strong>Zombie Giant Shark:</strong> ?</p><p><strong>Zombie Giant Octopus:</strong> ?</p><p><strong>Zombie:</strong> The standard zombie is simply a corpse animated to do its creator’s bidding.</p><p>The bodies of six dwarves are tied to the dead trees of the Hallawstack Trees by their black beards. Each dwarf’s body is cut and bruised, and arrows protrude from their backs. The arrows have ostrich feather fletching. The dwarven bodies have no treasure. They have been dead for six days. One of the dead dwarves is now a zombie that sits facing tree until PCs approach. Its violent death caused it to awake as one of the undead.</p><p>If a creature is drained of all life energy by a redwraith, roll d100 to determine the result. 01-40: the creature rises as a weaker redwraith under control of the original one, 41-50: the creature rises as a wight (not under control of the redwraith), 51-00: the creature’s body is animated as a zombie under the redwraith’s control.</p><p><strong>Zombie Contagious:</strong> If their Undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease, they should be worth considerably more experience.</p><p><strong>Zombie Waterlogged:</strong> ?</p><p><strong>Zombie Brain-Eating:</strong> ?</p><p><strong>Zombie Leper:</strong> Anyone slain by a Leper Zombie reanimates as a leper zombie in 1d6 rounds.</p><p>The woman and her companions drank from the tainted pond and turned into 8 leper zombies.</p><p>All of the clothes are tainted with leprosy that turns someone wearing them into a leper zombie if they fail a saving throw.</p><p><strong>Zombie Pyre:</strong> These undead creatures are weirdly enchanted with some sort of necromancy.</p><p><strong>Zombie Raven:</strong> Zombie Ravens are the rotting, undead bodies of ravens.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/239435/DP-2-The-Bishops-Secret?affiliate_id=17596" target="_blank">(DP 2) The Bishop's Secret</a>[spoiler]</p><p><strong>Ghoul:</strong> These eldritch caverns possess the ability to animate the dead. Pausanias has his servants carry corpses into this area once or so a week. After several hours, the corpses become undead. The very recently dead become ghouls. Other corpses become zombies or skeletons, depending on their levels of decomposition.</p><p><strong>Skeleton:</strong> These eldritch caverns possess the ability to animate the dead. Pausanias has his servants carry corpses into this area once or so a week. After several hours, the corpses become undead. The very recently dead become ghouls. Other corpses become zombies or skeletons, depending on their levels of decomposition.</p><p><strong>Zombie:</strong> A victim drained to 0 Intelligence by the trapped spirits dies, but does not stay dead. In 1d6 rounds, the victim rises again as a zombie.</p><p>These eldritch caverns possess the ability to animate the dead. Pausanias has his servants carry corpses into this area once or so a week. After several hours, the corpses become undead. The very recently dead become ghouls. Other corpses become zombies or skeletons, depending on their levels of decomposition.</p><p><strong>Enslaved Spirit:</strong> Pausanias has desecrated 11 corpses, stripping the bodies, and hacking off the heads while screaming blasphemous imprecations. He mounted the heads in the Wicked Chapel. The spirits of those whose resting places were violated remain trapped in the severed heads.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/239629/DP-3-Narvons-Sinister-Stair?affiliate_id=17596" target="_blank">(DP 3) Narvon's Sinister Stair</a>[spoiler]</p><p><strong>Proklyat:</strong> In life, proklyats were those who served diabolical masters by seducing others into committing profane acts. In death, those same servants find themselves stripped of all corporeal existence, reduced to invisible phantoms whose voices hold terrible power.</p><p><strong>Skeleton:</strong> The undead throne is difficult to turn. A successful turn undead expels one skeleton from the throne's body if the undead throne makes a saving throw. This causes 4 points of damage to throne and reduces its number of attacks by -1 (but to never less than 1 attack).</p><p><strong>Conjoined Skeletons:</strong> Two cultists died clinging to each other in terror in this chamber. 1D4+1 rounds after explorers enter the reception room, the skeletons animate as a single monster.</p><p><strong>Semi-Liquefied Zombie:</strong> ?</p><p><strong>Undead Throne:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/176351/Adventures-in-the-Borderland-Provinces-SW?affiliate_id=17596" target="_blank">Adventures in the Borderland Provinces (S&W)</a>[spoiler]</p><p><strong>Ghost Spectral Warden:</strong> A spectral warden is a variant Lawful-aligned ghost whose actions are driven by its failure to fulfill some oath of bond or protection, and whose spirit cannot pass on until it has completed its task or atoned. </p><p><strong>Ghost Hound:</strong> Ghost hounds are the spectral shades of hunting dogs or guard dogs that have accompanied their masters to undeath.</p><p><strong>Soulstealer:</strong> These foul undead are created by dark and secret rituals, and remain forever under the control of their creator. </p><p>The lich known as the Dread Master was a figure of ancient legend entombed in the black spire, and who created the soulstealers as his servants. “The lich was bound, the legends said. Helpless and starved in his Black Spire tomb. But even helpless, he shaped bone and spirit from the dead of the sea to do his bidding. And so did his evil rise again.” </p><p>But though the Dread Master was physically prevented from escaping the tomb, long years of imprisonment reduced the lich to a mental essence that was able to slip beyond the wards that bound him. On two occasions, the Dread Master was able to seek out and claim the life force of sentient creatures visiting the island, restoring him to minimal power. With that power, he used his mental essence to create the foul undead soulstealers from the bones and spirits of sailors drowned on the shoals around the Black Spire. </p><p><strong>Undead Dragon:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Lord Ectarlin, Spectral Lord, Ghost:</strong> With the Dread Master’s return to power, Ectarlin has returned as a mad ghost driven to fulfill his mission to protect the folk of the Lowwater lands.</p><p>The ghostly lord has been drawn back to the mortal realm by a resurgence of the power of the Dread Master — the lich who slew the freelord a century ago and doomed his soul to endless sorrow. </p><p><strong>Ghost Ride, Ghost Spectral Warden:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Dread Master, Lich:</strong> ?</p><p><strong>Specter:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Wraith:</strong> The attack force consists of 3 soulstealers, along with 9 wraiths that have risen in response to the Dread Lord’s servants moving farther afield. </p><p><strong>Ghast:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/210836/Bards-Gate-SW?affiliate_id=17596" target="_blank">Bard's Gate (S&W)</a>[spoiler]</p><p><strong>Undead:</strong> The City of Ashes true masters are the members of the Cult of Orcus, who haunt the vicinity at night, digging up corpses for sale or use in foul rites, or performing their own dark rituals. As a result of these activities, the dead in the City of Ashes do not rest easy, and often rise from their graves as undead. </p><p>The cultists’ most notable act was a fearsome ritual called the March of Bones, in which hundreds of undead were raised from the cemetery and sent to wander the countryside. </p><p><strong>Granette'rout, Undead Treant:</strong> Hel’s Forest is ruled by an intelligent, chaotic, and partially petrified stump of a treant, known now as Granette’rout, who was chopped down by the druids, and later given life by Hel herself. </p><p><strong>Animated Claws in Chains:</strong> ?</p><p><strong>Ghast:</strong> A creature killed by a mortuary cyclone’s whirlwind rises as an undead creature in 1d4 rounds. The type is based on the creature’s total HD. </p><p>Total HD </p><p>Opponent Rises as </p><p>Less than 3 </p><p>Ghoul or ghast (50% chance for either) </p><p>4–7 HD </p><p>Wraith </p><p>8–11 HD </p><p>Spectre </p><p>12+ HD </p><p>Ghost</p><p><strong>Salipus, Ghast:</strong> ?</p><p><strong>Myrean, Ghost:</strong> She was murdered by the dark elf assassin, F’arin Du`n, whose affections she had arrogantly spurned. Myrean’s corpse is hidden in one of the theater’s many labyrinthine storage areas; finding her body and giving her a proper burial lets her spirit rest at last. </p><p>F’arin has an especially despicable fetish when it comes to women of pure elven descent. He cannot resist them, and the more powerful and alluring they are, the more desirous of them he becomes until he maddeningly stalks them as if they were his targets for assassination and finally murders them in a hideous fashion that is very pleasing to his god. In a fit of jealous rage and lust-filled passion he murdered Myrean Dyrin, the famous elven actress, and hid her body quite maliciously within a costume trunk at the Masque and Lute. Her ghost haunts the theater still, looking for a vessel to possess that is strong enough to withstand F’arin D’un and bring peace to her angry spirit.</p><p><strong>Ghost:</strong> A creature killed by a mortuary cyclone’s whirlwind rises as an undead creature in 1d4 rounds. The type is based on the creature’s total HD. </p><p>Total HD </p><p>Opponent Rises as </p><p>Less than 3 </p><p>Ghoul or ghast (50% chance for either) </p><p>4–7 HD </p><p>Wraith </p><p>8–11 HD </p><p>Spectre </p><p>12+ HD </p><p>Ghost</p><p><strong>Ghoul:</strong> A creature killed by a mortuary cyclone’s whirlwind rises as an undead creature in 1d4 rounds. The type is based on the creature’s total HD. </p><p>Total HD </p><p>Opponent Rises as </p><p>Less than 3 </p><p>Ghoul or ghast (50% chance for either) </p><p>4–7 HD </p><p>Wraith </p><p>8–11 HD </p><p>Spectre </p><p>12+ HD </p><p>Ghost</p><p>A cleric or necromancer of Orcus created these fiends from the corpses of criminals and set the beasts loose within the city. </p><p><strong>Ratling Ghoul:</strong> This room is partially dry, and serves as a backflow when the whirlpool temporarily clogs. During one of its clogging moments, a hungry ghast named Salipus that had escaped into the sewers found itself here. </p><p>Salipus has since managed to ensnare a few ratlings who now dwell with him as ghouls in the darkness, snatching living things from the water of the backflow pool, and enticing ratlings and wererats to their doom.</p><p><strong>Gremag, Phoromyceaen Sorcerer-King of Tharistra, Lich:</strong> ?</p><p><strong>Trystecce, Lich-Queen:</strong> ?</p><p><strong>Salvager of Death, Servant of Orcus, Lich:</strong> ?</p><p><strong>Bill Nockt Nog:</strong> Consecrated beneath the upper shrine is the secret crypt of Bil Nockt Nog; a devout follower of Bowbe in life, his remains were granted burial beneath the dolman in death. </p><p>The corpse remains inanimate unless his treasures are disturbed, at which point he springs to life, attacking with the sword, and summoning the spirit grizzly to join him in combat. </p><p><strong>Spirit Grizzly, Bear-Shaped Shadow:</strong> ?</p><p><strong>High Lord of Death, Mummy Cleric 7:</strong> ?</p><p><strong>Mummy:</strong> Canopic Urn of the Undead magic item.</p><p><strong>Clopek, Mummy:</strong> A set of three alabaster canopic jars sits on an ornate bookshelf filled with scrolls and ecclesiastical texts about the worship of the cat goddess. If the contents of the canopic jars are poured together on the floor, a mummy can be raised from their contents if a cleric reads the scrolls. The mummy is a former priest of the Temple of Bast named Clopek. When raised from the canopic jars, Clopek serves a worshipper of Bast completely until it is destroyed. </p><p><strong>Shadow:</strong> Eventually, he acquired a fabulous jewel from a defeated vampire’s tomb that was subsequently identified as the fabled Glimmer Gem long ago stolen from the tower of the efreeti Grand Vizier himself in the legendary City of Brass. Upon its authentication, the gem was shown off to the rest of the guild at a great party held for all the various bosses and their henchmen. </p><p>It was on this night that the Vizier’s Curse was unleashed. The thieves in the hall were transformed into shades (called afya among the denizens of the City of Brass), and a dark fog filled the Slip-Gallows Abbey before spreading out across the river and into the city, consuming or carrying away the remainder of the Gray Deacons.</p><p>There are 1d6+2 shadows in this area, those lesser members who were not transformed into shades, but were instead murdered in the dark fog that enveloped the island after the curse was evoked. </p><p>Glimmer Gem magic item.</p><p><strong>Shade, Undead Shade:</strong> Eventually, he acquired a fabulous jewel from a defeated vampire’s tomb that was subsequently identified as the fabled Glimmer Gem long ago stolen from the tower of the efreeti Grand Vizier himself in the legendary City of Brass. Upon its authentication, the gem was shown off to the rest of the guild at a great party held for all the various bosses and their henchmen. </p><p>It was on this night that the Vizier’s Curse was unleashed. The thieves in the hall were transformed into shades (called afya among the denizens of the City of Brass), and a dark fog filled the Slip-Gallows Abbey before spreading out across the river and into the city, consuming or carrying away the remainder of the Gray Deacons.</p><p>This chamber is still dimly lit, and the air seems to swirl with traces of fragrant smoke. Shadowy figures sit around a large table in mockery of their last moments. Some are half-standing; most have blades drawn. As the party watches, the figures begin to move, and shadowy claws reach out from beneath the table. The figures turn to shadow themselves as their essences are drawn into a small dark gem that appears in midair, slowly rotating above the table. </p><p>Now, a huge figure in purple robes, wreathed in flames appears at the head of the table. </p><p>“Be you all cursed,” it intones grimly. “Henceforth your shades shall be imprisoned within the walls of this Abbey, never again to feel the sunlight or taste the rain. This is my curse!” </p><p>A dark fog bursts forth from the creature’s mouth, enveloping all the writhing thieves, and rolling out into the corridors beyond. “This mist shall devour all the others who bear the mark of your cursed guild! Only you will linger now and see the ruin of all your works!” </p><p>In the middle of the table lies a fist-sized, multifaceted, reddish-orange stone, the Glimmer Gem. Any living creature that comes within 10ft of the gem must make a saving throw or instantly be drawn into the gem as if affected by a magic jar spell and replaced by a shade. </p><p>Glimmer Gem magic item.</p><p><strong>Deacon Shade:</strong> ?</p><p><strong>Deacon Shade Skirmisher:</strong> ?</p><p><strong>Deacon Shade Guard:</strong> ?</p><p><strong>Rawling Jawk, Shade:</strong> ?</p><p><strong>Font Skeleton:</strong> Font skeletons are created by the Font of Bones, a corrupted artifact of great power, in the burial halls of Thyr and Muir in the Stoneheart Mountain Dungeon. These skeletons are covered in red stains from the blood within the font from which they are spawned. Their eyes glow with a fiendish light. They normally wield longswords and use shields, as these are the weapons of the goddess of paladins and these skeletons exist as mockeries of the followers of that deity. </p><p>Entering the halls, his small party found that the burial halls had been thoroughly desecrated by the followers of Orcus and in a central chamber a corrupted fountain produced wave after wave of undead skeletons. </p><p><strong>Skeleton:</strong> As with the ghoul encounter, a cleric or necromancer of Orcus freed these animated corpses and set them loose within the city to watch the chaos. </p><p><strong>Spectre:</strong> A creature killed by a mortuary cyclone’s whirlwind rises as an undead creature in 1d4 rounds. The type is based on the creature’s total HD. </p><p>Total HD </p><p>Opponent Rises as </p><p>Less than 3 </p><p>Ghoul or ghast (50% chance for either) </p><p>4–7 HD </p><p>Wraith </p><p>8–11 HD </p><p>Spectre </p><p>12+ HD </p><p>Ghost</p><p>This encounter is with the spectre of a cruel old resident of the neighborhood or one of its victims. The original spectre is likely the mean old man from up the street, or the creepy cat lady. </p><p><strong>Vampire, Bloodless Folk, Bloodless:</strong> Any vampire spawn [of Entrade's] that escape final destruction at the hands of the characters become full-fledged vampires if Entrade is killed and soon begin hunting the characters across the city at night to take their vengeance. </p><p><strong>Vampire Spawn:</strong> Felicity created these unfortunate beings recently, so they have not matured fully yet. </p><p>If Tjorvi is not rescued and is transformed into a vampire by Entrade, then a whole other level of hell erupts for the citizens of Bard’s Gate as Tjorvi goes on a rage-fueled feeding frenzy in the city after turning his own crew into spawn. </p><p><strong>Nosferatu:</strong> ?</p><p><strong>Penanggalen:</strong> ?</p><p><strong>Felicity Bigh, Vampire:</strong> In the battle, Alecia and her subordinate vampires fought the heroes to a standstill, and while the party was able to escape, the results were devastating. The group had sustained terrible wounds in the fight, and before they were able to disengage from the horrific battle Felicity herself had perished. Blinded in their loss at Felicity’s death, the party said their heartfelt goodbyes and buried Felicity in a beautiful and quiet meadow. Little did the companions realize that Felicity had been turned, and when Alecia came to her grave that night she brought Felicity out of the ground as her latest spawn and tool of destruction. </p><p><strong>Entrade, Vampire:</strong> ?</p><p><strong>Alecia, Vampire:</strong> Spawn of Hethel.</p><p><strong>Hethel, Vampire:</strong> ?</p><p><strong>Tjorvi, Vampire:</strong> If Tjorvi is not rescued and is transformed into a vampire by Entrade, then a whole other level of hell erupts for the citizens of Bard’s Gate as Tjorvi goes on a rage-fueled feeding frenzy in the city after turning his own crew into spawn. </p><p><strong>Wight:</strong> ?</p><p><strong>Loomin, Inn-Wight:</strong> Krants is being haunted by Loomin, an inn wight, the spirit of a little boy who died from neglect here many years ago. </p><p><strong>Balcoth, Wraith-Mage:</strong> ?</p><p><strong>Wraith:</strong> A creature killed by a mortuary cyclone’s whirlwind rises as an undead creature in 1d4 rounds. The type is based on the creature’s total HD. </p><p>Total HD </p><p>Opponent Rises as </p><p>Less than 3 </p><p>Ghoul or ghast (50% chance for either) </p><p>4–7 HD </p><p>Wraith </p><p>8–11 HD </p><p>Spectre </p><p>12+ HD </p><p>Ghost</p><p>The wraith is the unkind spirit of a convicted murderer now out to get revenge upon the sheriffs who caught him in the act of his crime. </p><p><strong>Zombie:</strong> Mawrr uses his scroll of animate dead to raise any fallen gnolls as zombies if the need should arise. </p><p><strong>Allip:</strong> ?</p><p><strong>Banshee:</strong> ?</p><p><strong>Mohrg:</strong> ?</p><p><strong>Silent Knight:</strong> ?</p><p><strong>Leper Zombie:</strong> ?</p><p><strong>Gloom Haunt:</strong> ?</p><p><strong>Bloody Bones:</strong> ?</p><p><strong>Cinder Ghoul:</strong> ?</p><p><strong>Devouring Mist:</strong> ?</p><p><strong>Ghoul Wolf:</strong> ?</p><p><strong>Mortuary Cyclone:</strong> ?</p><p><strong>Cadaver:</strong> ?</p><p><strong>Shadow Rat Swarm:</strong> Fredo’s room has become home to a nest of shadow rats, being several huge rat swarms that were transformed by the shadows in Area 11. </p><p></p><p>Canopic Urn of the Undead</p><p>Crafted by placing both a humanoid corpse’s dissected heart and the cremated ashes of the body within the urn, and then treating the remains with a dark alchemical mixture, the necromancer fashions a portable undead servant. When the urn is opened and a command word spoken, the corpse’s body rises up out of the urn to serve whoever possesses the vessel as a mummy. </p><p>The mummy serves until it or its clay urn is destroyed. If the mummy is destroyed, the necromancer may craft a new mummy for the empty urn using dark rituals at the height of the Blood Moon. If the urn is destroyed while the mummy is active, the mummy becomes uncontrolled. </p><p></p><p>Glimmer Gem </p><p>The glimmer gem is the cursed magical jewel that caused the entire Grey Deacons Thieves’ Guild to vanish from Bard’s Gate. This rare jacinth was first crafted by a magic-user for use in his magic jar spell, yet when the fatal crack appeared, it caused the spell to go awry. The stone now draws the body and soul into it, projecting the soul to the astral plane. The body appears as a small sparkling speck within the gem and is reflected as a shade or shadow creature of its former self. Prior to its theft by Rowling Jenks, the glimmer gem was in the possession of the Grand Vizier of Efreet, who used its powers to manipulate shadow, teaching him the method to enslave other spellcasters and steal their magical energies. The glimmer gem has 40 facets, and each facet is capable of capturing the spirit of another victim and turning them into a shade or shadow. </p><p>Any living being that comes within 10ft of the glimmer gem must make a successful save at –2 or be drawn into the gem. Victims of 4th level and below are instantly transformed into a shadow. Victims of level 4 and above must make an additional save. If this save succeeds they are instead transformed into a shade. Those failing the second save become shadows. Beings so transformed are trapped within a 500ft spherical proximity to the glimmer gem. Destroyed shades or shadows reform in 24 hours. </p><p>The glimmer gem may only be destroyed by a magic weapon, or by means of magic spells such as disintegrate. It has an AC of 0[19] and 25hp. </p><p>If destroyed, any beings trapped within the glimmer gem cease to exist, their spirits simply twinkling out. Beings turned to shade or shadow by the glimmer gem, and those destroyed when the gem is destroyed, may only be raised by means of resurrection or wish.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/210842/Bards-Gate--The-Riot-Act-SW?affiliate_id=17596" target="_blank">Bard's Gate - The Riot Act (S&W)</a>[spoiler]</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/200826/Battleaxes--Beasties?affiliate_id=17596" target="_blank">Battle Axes & Beasties</a>[spoiler]</p><p><strong>Undead:</strong> The restless dead, corpses that are animated by malevolent spirits or foul magics.</p><p><strong>Lich:</strong> Powerful Wizards or Faithful sometimes want to live forever, even if ‘live’ is a loosely defined term for those who pursue the path to becoming a powerful undead creature.</p><p>A spellcaster intentionally pursues the path to becoming a lich, and it is a long, arduous, and irreversible path, ending with the spellcaster becoming ‘blessed’ with eternal undeath.</p><p>There are rumors that some of these creatures gained this state accidentally as the result of magical research gone horribly wrong.</p><p><strong>Mummy:</strong> The desiccated, undead remains are inhabited and animated by a malevolent spirit.</p><p><strong>Skeletal Warrior:</strong> Bones animated by the malevolent spirit of a warrior.</p><p><strong>Skeleton:</strong> The animated bones of the dead, imbued with a souless semblance of life by the spirit that animates their remains.</p><p><strong>Specter:</strong> Any creature reduced to less than 0 Constitution by the touch of a specter dies and returns in 1d3 days as a specter themselves.</p><p><strong>Vampire:</strong> ?</p><p><strong>Wampyre:</strong> The bite of a vampire drains 2d3 points of Strength from the victim. Those reduced to 0 Strength or lower in this manner become wampyre (lesser vampires) under the control of the creator vampire.</p><p><strong>Wight:</strong> The touch of a Wraith will drain 1d4 points of Strength from their victim (save for half – minimum of 1 point drained). Victims reduced to 0 Strength or lower will return as a wight in 1d4 days.</p><p><strong>Wraith:</strong> Powerful, older wights.</p><p><strong>Zombie:</strong> Zombies are mindless undead creatures, driven by a spirit that hungers for the taste of fresh flesh.</p><p>Any humanoid killed or completely drained of strength (1 point per hit unless a successful saving throw is made) by a wight returns as a zombie after 1d3 days.</p><p><strong>Zombie Contagious:</strong> These zombies carry within their bite or scratch a disease that turns those infected into mindless undead.</p><p>Those slain by Contagious Zombies rise in 1d3 combat rounds as common zombies.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/184758/Black-Books-Tomes-of-the-Outer-Dark?affiliate_id=17596" target="_blank">Black Books Tomes of the Outer Dark</a>[spoiler]</p><p><strong>Zombie:</strong> The zombie's bite causes D4 damage and, if the victim is killed as a result of a bite, will infect the victim. This infection turns the victim into a zombie in 1D6 hours.</p><p><em>Create Zombies</em> spell.</p><p></p><p>Create Zombies This spell requires a human corpse which retains sufficient flesh to allow mobility after activation. The caster puts an ounce of his or her own blood in the mouth of the corpse, then kisses the lips of the corpse and 'breathes part of himself' into the body. Once the spell is cast, the corpse awakes ready to obey simple commands from its creator. Should the caster die, the zombie becomes inactive. The number of zombies than can be created is unlimited (as long as the caster can pay the SAN cost). Part of the invocation refers collectively to the Outer Gods - every caster knows such entities exist, though no names are used. These zombies stay useful indefinitely. SAN: 1D2 [/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/175975/Borderland-Provinces-SW?affiliate_id=17596" target="_blank">Borderland Provinces (S&W)</a>[spoiler]</p><p><strong>Undead:</strong> ?</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>Wraith:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Trystecce, Lich-Queen:</strong> ?</p><p><strong>Singed Man, Infernal Tyrant, Vampire Lord:</strong> ?</p><p><strong>Battle-Duke Ormand, Vampire:</strong> ?</p><p><strong>Vampiric Ooze:</strong> ?</p><p><strong>Rusalka:</strong> ?</p><p><strong>Dullahan:</strong> ?</p><p><strong>Groaning Spirit:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/194104/Chance-Encounters?affiliate_id=17596" target="_blank">Chance Encounters</a>[spoiler]</p><p><strong>Null:</strong> When a Cleric or Magic-User dies while affected by Feeblemind, the corpse may reanimate as a null, a rare and terrible form of zombie.</p><p><strong>Sibilant Corpse:</strong> Rarely, after a Chaotic Magic-User dies, especially if in life he sowed dissension through deceit and gossip, the mage's evil takes new form as an undead sibilant corpse. The necromantic forces that animate a sibilant corpse also grant it frightening sorcerous power.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/166076/Chthonic-Codex?affiliate_id=17596" target="_blank">Chthonic Codex</a>[spoiler]</p><p><strong>Lecternomancer:</strong> Grand Sorcerer of the Valley of Fire Deleterios III killed, in a single stroke, all of his 15 apprentices. Opinions on the reasons differ. Of his detractors, the Chimerists mention he needed corpses of spellcasters for his own nefarious experiments, while the Orthodox Necromancers remind that Deleterios III was reckless during experimentations.</p><p>Rumours circulate about how all of his apprentices might or might not have been corrupted by their Master’s enemies to plot against him, that somehow Deleterios III found out and crushed their hearts with magic.</p><p>Anyway, he took their corpses and retired for a long while, a couple of years, in his laboratories, flayed the bodies, tanned the skins with their brains to make vellum, wrote on their skin with their blood, then stitched them in codexes with their hair and bound them in books.</p><p><strong>Skullsnatcher:</strong> Orthodox Necromancers usually satisfy their mad power ravings by achieving immortality and leading giant undead armies. Others, like the Reformed Necromancers, are not happy with simple massacre, and desire to fight their enemies using the Black Art in much subtler ways.</p><p>Skullsnatchers are sometimes used for this purpose, using the rites developed by Grand Sorceress of the Valley of Fire Deleterios II. She created these headless undeads by performing rituals on the decapitated remains of the rebellious Orthodox Necromancy apprentices after the revolts following her predecessor's Apotheosis ritual.</p><p><strong>Savant Emeritus:</strong> Savants never truly retire. As they become older and wiser, more and more bent and withered, even more haughty and crotchety, often they die. And while sometimes it's not noticeable, some other times it is, and it's ok. So when they do go properly dead and motionless, we usually bury them in the catacombs, so that we can protect them. And when we can't do that, they're reanimated and buried in crypts or in their hermitage with all their stuff. Or sometimes they just go there by themselves. Away from the Schools, because it would be trouble to keep them close or keep them unprotected; th reasoning goes that, if they can cast spells, they can prevent the plundering of their tomb, to say the least.</p><p><strong>Hypogean Dragon Ghostly:</strong> ?</p><p><strong>Hypogean Dragon Mummified:</strong> ?</p><p><strong>Undead:</strong> These creatures are non-living corpses animated by their psyche, somehow still lingering with the corpse. More rarely they are simply a disembodied lost psyche roaming our world.</p><p>School of Necromancy Level 5 - Drink of Immortality - it’s a deadly poison brewed from the brewer’s blood and unwholesome ingredients like human bone meal, ground polycerate goat horn, amethyst and 2 random results from the Pharmacopeia Rare IngredientsTable. The first time the drinker dies, they will become a undead after 1d6 rounds. When drunk, immediately SAVE OR DIE. And become an undead in 1d6 rounds, ofcourse, because the Drink stillworks.</p><p>School of Necromancy Level 8 - Drink of Eternal Power - it’s an even deadlier poison brewed from mana-tar, seven caster pineal glands, a bucket of honey and 6 random results from the Pharmacopeia Rare Ingredients Table. When drunk, immediately SAVE OR DIE. If the caster survives, the first time they die, they will return as an undead after 1d6 rounds. The ordeal will confer them a power from the Savant Necropowers Table: the player can pick any power lower than 1d6 + caster level. The potion immediately kills any drinker except the brewer, NO SAVE.</p><p><em>Interrupted Rest</em> spell.</p><p><em>Zombify</em> spell.</p><p><em>Back from the Graves</em> spell.</p><p><em>Gift of Immortality</em> spell.</p><p><em>Great Gift of Immortality</em> spell.</p><p><em>Lost Company</em> spell.</p><p><em>Grand Celebration of the Chthonic Gods</em> spell.</p><p><strong>Zombie:</strong> <em>Zombify</em> spell.</p><p><em>Lost Company</em> spell.</p><p><em>Grand Celebration of the Chthonic Gods</em> spell.</p><p><strong>Dead Head:</strong> <em>Dead Head</em> spell.</p><p></p><p>Interrupted Rest</p><p>Level: 1/i. Range: touch. Casting time: 1 round. Duration: instantaneous.</p><p>The touched corpse corpse animates as an undead oflevel 1. Its personality has</p><p>been completely corrupted by the ordeal ofwaking up as a rotting corpse; it is</p><p>free-willed but spiteful, ravenous and angry with all that is alive.</p><p>Dispensation - the caster must pour a pint ofinnocent blood on the corpse.</p><p></p><p>Zombify</p><p>Level: 2/i. Range: touch. Casting time: 8 hours. Duration: instantaneous.</p><p>The caster lights incense and candles around a corpse, then rubs it with special</p><p>powders and mhyrr. The corpse animates as an undead of level equal to the Tier of the Caster. It is completely subject to the Casters will. The ingredients cost 50c per level of the undead created.</p><p>Alteration - Necrosurgery - this spell must be cast within 2d6 rounds of the subject's death. The caster treats the corpse with oils (500c) and replaces the heart with a stone. The subject is animated as a zombie, their powers, skills, levels, personality, will and agency escaping the clutch of death completely preserved, but completely subject to the caster's will. The undead will lose 1 level per month until, at level 0, they instead become a mindless ravenous lvl1 undead.</p><p></p><p>Back from the Graves</p><p>Level: 5/iii. Range: 20'. Casting time: 1 turn. Duration: instantaneous.</p><p>The closest humanoid corpses to the caster will animate as undead. The spell affects 2 corpses per Caster level and the undead created are level 1. Their personalities have been completely corrupted by the ordeal of waking up as rotting corpses: they are spiteful, ravenous and angry with all that is alive, but they must save or obey every wish of the caster. The spell ingredients cost 1000c.</p><p>Dispensation - the casting time is 1 turn per corpse to be reanimated.</p><p></p><p>Gift of Immortality</p><p>Level: 6/iii. Range: touch. Casting time: 8 hours. Duration: instantaneous.</p><p>Like Interrupted Rest except that the subject's powers, skills, levels, personality, will and agency escape the clutch ofdeath completely preserved. The spell also laces the corpse with necromantic energy. The subject gains undead immunities, one Undead Ability determined rolling 1d6 on the following table, plus the ability to see in the dark. The spell needs ingredients costing 1000c.</p><p>1: any physical contact transfers 1d6 hits from the victim to the undead</p><p>2: immunity to cold and spells up to level 1d6+1</p><p>3: any victim killed with natural attacks will raise as a lvl 1 undead minion in 1 turn</p><p>4: once per day the undead can teleport between shadows</p><p>5: victims hit by the undead natural attack must save or be paralyzed for 1 turn</p><p>6: become incorporeal for up to 1 hour, either once per day or spending 1 mana.</p><p>While incorporeal the undead can't interact with non-magic objects.</p><p></p><p>Great Gift of Immortality</p><p>Level: 10/v. Range: touch. Casting time: 12 hours. Duration: instantaneous.</p><p>Like Gift of Immortality except the subject gains one random undead ability per Tier it had before death. The spell requires ingredients costing 5000c.</p><p></p><p>Lost Company</p><p>Level: 11/iv. Range: 100 yards. Casting time: 1 round. Duration: instantaneous.</p><p>Like Zombify except it affects the closest 250 corpses. The spell needs ingredients costing 10000c.</p><p></p><p>Grand Celebration of the Chthonic Gods</p><p>Level: 12/vi. Range: 1 mile. Casting time: 8 hours. Duration: instantaneous.</p><p>The caster finds a suitable threshold for having a meal of dog meat and burying</p><p>alive 12 innocent people, 6 men and 6 women, each person wearing jewelry worth 2500c. Two hours after the burial 250 corpses within range animate like Zombify. At the fourth, sixth and eight hour of casting a characters of level 1d6+1 animates as per the spell Great Gift of Immortality. They report for duty as lieutenants, their devotion to the caster unshakable. Each lieutenant independently controls 250 corpses that animate together with them. If a lieutenant is destroyed its now free-willed company will do its best to take as many lives as possible. The 12 victims are never reanimated: after the burial they simply vanish from below the ground.</p><p>Alteration - Totentanz - Like Interrupted Rest except affecting all corpses in range. The ingredients cost 10000c.</p><p></p><p>Dead Head</p><p>Level: 4/ii. Range: touch. Casting time: instantaneous. Duration: until dawn.</p><p>The Caster animates an undead severed head, known as a Dead Head, completely subject to the caster’s will. The head has 1 Hit per caster’s Tier and whispers with a really quiet voice. If an appendage is stitched to it, the Dead Head will be able to use it to move around, flying with bird or bat wings, hopping on a foot, crawling on a hand.</p><p>Alteration - Heeding Head - Duration: permanent - a head is set up to watch over a passage or an entrance, and the caster can order it to watch for a particular event or creature. When the head witnesses the event or creature it will report it by talking, whispering or shouting.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/174346/Crimson-Blades-2-Dark-Fantasy-RPG?affiliate_id=17596" target="_blank">Crimson Blades 2: Dark Fantasy RPG d20 Version</a>[spoiler]</p><p><strong>Undead:</strong> Undead are either the dead bodies of people that have been reanimated by evil sorcerers and cultists to serve them as bodyguard or, tormented souls that due to the way they died have been unable to leave the earthly realm.</p><p><strong>Crypt Corpse:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Lich:</strong> Liches are the undead remnants of sorcerers and wizards, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magic, gone awry).</p><p><strong>Mummy:</strong> Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten.</p><p><strong>Skeleton:</strong> ?</p><p><strong>Zombie:</strong> Zombies are mindless creatures; created from the more recent dead. The standard zombie is simply a corpse animated to do its creator’s bidding, but the GM can give them extra HD or abilities if required.</p><p><strong>Banshee:</strong> ?</p><p><strong>Ghost:</strong> They are often stuck in the material realm because they have unfinished business; which when completed allows them to “die”.</p><p><strong>Shadow:</strong> Any person reduced to 0 STR becomes a shadow under the control of the shadow that killed him.</p><p><strong>Wight:</strong> Anyone reduced to 0 DEX by a wight becomes a wight under the control of the wight that killed him.</p><p><strong>Wisp:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Vampire Prince:</strong> Vampires are creatures that have been infected by vampirism; a disease that is transmitted from some creature already infected to another, by biting them and draining all their blood.</p><p><strong>Lich Lord:</strong> ?[/spoiler]</p><p></p><p><a href="https://drivethrurpg.com/product/426451/cry-havoc-the-dogs-of-orcus?affiliate_id=17596" target="_blank">Cry Havoc! (The Dogs of Orcus)</a>[spoiler]</p><p><strong>Bloody Skeletal Dire Tiger:</strong> ?</p><p><strong>Lich Shade:</strong> Lich shades attempted to achieve lichdom but failed. </p><p><strong>Bloody Skeletal Dire Tiger, Undead Sabre-Toothed Tiger That Drips Blood:</strong> ?</p><p><strong>Bloody Skeletal Dire Tiger, Ferocious Bloody Skeletal Dire Tiger, Undead Mount:</strong> ?</p><p><strong>Lich Shade, Rotting Skeletal Humanoid:</strong> ?</p><p><strong>Livonia Tols, Lich Shade:</strong> One of the Dogs of Orcus’ most unusual members, Livonia is a lich shade raised to undeath by Orcus himself. </p><p>An aging wizardess facing death, Livonia Tols — like so many others before her — sought to cheat death, surviving through the ages as an undead lich. Also like many others, Livonia failed in her quest for undeath, instead poisoning herself. As she lay dying, a vision of Orcus appeared before her, offering her the undead immortality she desired, so long as she swore to serve the demon prince. She eagerly agreed and rose as a lich shade, free to act as she wished so long as she advanced the agenda of her demonic master. </p><p><strong>Beskevar, Flying Flaming Skull, Flameskull:</strong> Beskevar was Livonia’s lover more than 80 years ago. In life, his adoration was without measure. Even though she never returned his love to the same degree — ignoring him for long periods, shamelessly pursuing other lovers, and sharing his company only when she had no other alternatives — Beskevar’s devotion never wavered. He worked most of his life as her obedient menial. So great was his love that he joined her in death but was raised as a flameskull so that he could continue to serve her — a cruel joke that Orcus found hilarious. </p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Undead Mount:</strong> ?</p><p><strong>Shambling Undead:</strong> ?</p><p><strong>Undead Bulette:</strong> Recently, Durax killed a mated pair of bulettes who settled near his home in the Stonehearts. Not one to let useful material go to waste, Durax hollowed out cavities behind the creatures’ crests. He then animated the beasts to serve as his personal modes of transport. </p><p><strong>Evasheen, Ghost:</strong> A wealthy Bargarsport merchant, Occan sought to increase his wealth by studying necromancy and associating with the cult of Orcus — and for a time he succeeded. Unfortunately, his actions and increasing devotion to the demon estranged Occan from his wife Evasheen, who began an affair with one of her husband’s business rivals. Enraged when he learned of the affair, Occan poisoned Evasheen and her lover, then raised both as zombies. </p><p>What Occan had not anticipated was the depth of his wife’s rage, as she returned as a ghost inhabiting her own animated corpse. </p><p><strong>Lich, Undead Lich:</strong> ?</p><p><strong>Gunnvor, Skeletal Fire Giant, Akruel's Former General:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Zombie:</strong> Instead of a hive, his bees nest within the bodies of zombies Tomrit keeps chained within his barn (Tomrit never liked his neighbors but found a use for them after poisoning them). The bees feed on the corrupted flesh, but this mutated them into a strain with a lethal sting that turns their victims into zombies upon their deaths. </p><p>One such plan involves a flock of eight giant vultures Ismel trained to lift 10-foot-square wooden baskets packed with zombies animated by his friend Azafand. </p><p><strong>Evasheen, Zombie, Reanimated Corpse:</strong> A wealthy Bargarsport merchant, Occan sought to increase his wealth by studying necromancy and associating with the cult of Orcus — and for a time he succeeded. Unfortunately, his actions and increasing devotion to the demon estranged Occan from his wife Evasheen, who began an affair with one of her husband’s business rivals. Enraged when he learned of the affair, Occan poisoned Evasheen and her lover, then raised both as zombies.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/274363/Crypt-of-the-SCIENCEWIZARD-SW?affiliate_id=17596" target="_blank">Crypt of the SCIENCE-WIZARD S&W</a>[spoiler]</p><p><strong>Techno-Mummy:</strong> These mummies are prepared with technology and science, not dark magic or curses. The undead creatures are created in scientific laboratories in places where technology has evolved to an extremely high level. While some may be the result of medical experiments failing, or chemical interactions gone awry, they are usually part of a larger meticulous plan. Unlike the “more common” mummies, dark necromantic rituals have no part of their creation. Observing the mummy being animated by powers other than the gods fills all onlookers with a sense of nihilism and dread. Any viewer within 30 feet must make a successful saving throw. If the save is failed, the viewer is frightened and suffers a –2 penalty to all rolls for 1 minute. If the save is failed by 5 or more, the viewer is unconscious for the same duration. If the save is successful, viewers may act normally.</p><p>The chemicals and preservatives used to prepare the techno-mummy have potentially damaging effects upon living tissue.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/190299/Crypts-and-Things-Remastered?affiliate_id=17596" target="_blank">Crypts & Things Remastered</a>[spoiler]</p><p><strong>Undead:</strong> With the Gods departed from Zarth there is no clear passage to the afterlife, so many people return from the grave as grisly animated rotting corpses.</p><p>Evil Priest powers that require blood soaked rituals to invoke include raising the undead</p><p><strong>Corpse Colossus:</strong> “I watched in horror as the necromancer’s acolytes set about their master’s grisly work in that hellish ruined castle. From the great pile of bodies gathered from local graveyards, they stripped the flesh from them and tossed them into giant cauldrons. The bones were ground up and similarly prepared. Great black magics where cast that night, and in the light of a fearful and hesitant dawn the rotting Giant stood there, eyes burning like fire ready to terrorize the lands of the living.”</p><p>Made of a small mountain of freshly dead bodies, that are reanimated by ancient and powerful magics in a long and expensive ritual, a Corpse Colossus usually serves the evil will of a necromancer.</p><p><strong>Crypt Fiend:</strong> ?</p><p><strong>Faceless:</strong> ?</p><p><strong>Ghoul:</strong> Necromancers can automatically raise any bodies as skeletons or zombies depending on their decomposition, at a rate of 1D6 per round. Given time and ritual conditions they can create higher forms of undead, such as Ghouls and Wights, at the rate of one per night.</p><p>The woman is the Countess, the would be bride of the Nizur-Thun slain in her sleep before her wedding night day and returned from the grave as a Ghoul.</p><p>Anyone wearing the Countess' diamond wedding ring at the time of death, on a successful Saving Throw, will return from the dead as a ghoul 1D6 nights after their death.</p><p><strong>Hanged Man:</strong> These undead assassins are created by foul black magic that reanimates thieves after their death by hanging.</p><p><strong>Lich:</strong> “The priests of the Isle of the Dead have formed an unholy pact with their master the Silent One. In return for perpetual life, they form and act out plans to bring the whole of Zarth under the Silent One’s Eternal Night.”</p><p>A Lich is the undead remnants of a wizard, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magics gone awry).</p><p><strong>Mummy:</strong> “Some Kings and High-Priests are rich enough and powerful enough to cheat death.”</p><p><strong>Red Zombie:</strong> These plague infected zombies are becoming a distressingly more common sight, as the Red Death spreads outwards from the Locust Star into the world. Primary carriers of the disease are the Red Zombies themselves and they seem to seek out living beings to pass it on. Any victim of their attack will rise two hours after death as one, and anyone wounded by them can be infected by the disease. Player characters may Test their Luck to avoid infection.</p><p>This was once the Merchant’s guild house and the Red Zombies are the inner circle of the guild who failed to escape being transformed when Wimble entered the Shroud.</p><p><strong>Reincarnate:</strong> The Reincarnate is a sorcerer who has ritually sacrificed their living soul to join the ranks of the undead.</p><p><strong>Skeleton:</strong> Skeletons are animated bones of the dead, usually under the control of some evil master.</p><p>Necromancers can automatically raise any bodies as skeletons or zombies depending on their decomposition, at a rate of 1D6 per round. Given time and ritual conditions they can create higher forms of undead, such as Ghouls and Wights, at the rate of one per night.</p><p>Knights of death are able to raise 2D6 undead (skeletons or Zombies depending on state of decay) every round.</p><p><em>Animate Dead</em> spell.</p><p><strong>Spore Zombie:</strong> “In accordance with the mistress’s wishes I placed Ozric’s corpse in the dungeon with the giant mushroom fiend he had discovered. She was pretty certain he had been infected but wanted to be sure. I was ordered to watch through the door panel. The next day I observed his corpse, ridden with mini-mushrooms, shambling around the room.”</p><p>Spore Zombies are victims of a Spore Fiend risen under the control of the fiend, to protect it from harm and to gather more food.</p><p>Spore Fiends are otherworld mushroom monsters, who trap living beings using their spores which cause madding hallucinations on a failed Test vs Luck. These hallucinations in turn lead to a Sanity check. While the victim is incapacitated the Spore Fiend moves in to kill the victim, sucking its life force out with a bite from a ‘mouth’ hidden under its hood. A day later the slain victim rises as a Spore Zombie under control of the Fiend.</p><p><strong>Tattooed Warrior:</strong> “A famed warrior, long dead but preserved by black arts to fight on the tribes behalf.”</p><p>Created by foul black arcane rituals from the dead bodies of tribal champions, these are the elite of the undead.</p><p><strong>Wight:</strong> Any human killed or completely drained of levels by a wight becomes a wight.</p><p>Necromancers can automatically raise any bodies as skeletons or zombies depending on their decomposition, at a rate of 1D6 per round. Given time and ritual conditions they can create higher forms of undead, such as Ghouls and Wights, at the rate of one per night.</p><p><strong>Wind Wraith:</strong> Wind Wraiths are created by special rituals to act as advanced shock troops for invading armies, or from deaths during server storms.</p><p><strong>Zombie:</strong> The standard zombie is simply a corpse animated to do its creator’s bidding.</p><p>A crypt fiend raises 2D6 of the dead as Zombies per round with its right hand.</p><p>Necromancers can automatically raise any bodies as skeletons or zombies depending on their decomposition, at a rate of 1D6 per round. Given time and ritual conditions they can create higher forms of undead, such as Ghouls and Wights, at the rate of one per night.</p><p>Knights of death are able to raise 2D6 undead (skeletons or Zombies depending on state of decay) every round.</p><p><em>Animate Dead</em> spell.</p><p><strong>Zombie Contagious:</strong> If their Undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease they should be worth considerably more experience.</p><p><strong>Great Undead Whale:</strong> ?</p><p><strong>Hollow:</strong> The Hollows are the soulless husks of the victims of the House. Cast away but some how still linked to the House, which psychically controls them.</p><p><strong>Ozzark the Dead King, The Plague Lord:</strong> ?</p><p><strong>Blood Pope:</strong> ?</p><p><strong>The Green Man, Minor Corpse Colossus:</strong> When the Haunted lands initially went to the Shroud, the surviving villagers buried the people who died of shock in a mass grave (see the pit below). Malek’s apprentice, a suitably half mad and childlike young man called Mildark, used the last of his magical knowledge to summon them back into undead life as a small Corpse Colossus (his magical power was not great enough to summon a full version of this monster and besides there wasn’t enough corpses).</p><p>A large mass grave where the villagers of Wimble buried the folk who died of shock when the Village moved to the Shroud. Although Windy Mildark reanimated the dead as the Green Man.</p><p><strong>Giant Undead Pike:</strong> ?</p><p></p><p>Animate Dead</p><p>Spell Level: 5th Level</p><p>Colour: Black</p><p>Range: Crypt Keeper’s Discretion</p><p>Duration: Permanent</p><p>This spell animates skeletons or zombies from dead bodies. 1D6 undead are animated per level of the caster above 8th. The corpses remain animated until slain.</p><p></p><p>The Countess’ diamond Wedding ring.</p><p>This is worn by the Countess and will have to be taken from her cold undead fingers. It is engraved with “Death shall not part us!”’Anyone wearing the ring at the time of death, on a successful Saving Throw, will return from the dead as a ghoul 1D6 nights after their death. Of course they must pass another Saving Throw or else go insane from the transformation. Further Sanity rolls are required when ever the character feeds on raw sentient flesh, which they need to do at least once a weak, or uses their Ghoulish abilities. Furthermore the now Ghoul only heals Hit Points and lost Constitution via feeding (full Hit Points and 2D6 Constitution per corpse) and must make a Saving Throw whenever passing a fresh corpse or stop and feed. The ring has a monetary value of 100 GP.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/176545/Cults-of-the-Sundered-Kingdoms-SW?affiliate_id=17596" target="_blank">Cults of the Sundered Kingdoms (S&W)</a>[spoiler]</p><p><strong>Undead Guardian:</strong> ?</p><p><strong>Undead:</strong> The Tower of Bone’s lower levels broke through into the dwarven city, and the tower’s ability to create unique varieties of undead caused the city to become besieged from its own catacombs. </p><p>The Tower of Bone was crafted by the hand of Orcus himself as both a mobile fortress from which to wage his ceaseless war in the Abyss and also as a factory to churn out an endless supply of undead legions. </p><p><strong>Mindless Undead:</strong> ?</p><p><strong>Skeletal Fish, Undead Fish:</strong> ?</p><p><strong>Banshee, Groaning Spirit:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Dwarven Ghost:</strong> ?</p><p><strong>Lord Wynston Mathen, Ghost:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Ron Bottom, Ghost:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Trystecce, Lich-Queen:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Devron the Necromancer, Lich:</strong> ?</p><p><strong>Damat, Lich:</strong> ?</p><p><strong>Bog Mummy:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Mummy Priest of Orcus:</strong> Two of the bodies are inanimate, failed experiments, but in the third the Animator succeeded in creating a mummy priest of Orcus. </p><p><strong>Shadow:</strong> ?</p><p><strong>Paleoskeleton Creature:</strong> ?</p><p><strong>Skeleton Warrior:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Human Skeleton:</strong> ?</p><p><strong>Dreva, Skeleton Warrior:</strong> ?</p><p><strong>Madrana Mathen, Spectre:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Aracor, King-Chieftain of the Island of War, Vampire:</strong> The shock of the earthquake struck the mountain of Mynydd Marfal just as the sons of Aram finished killing their grandfather. As the mountain suddenly shook, the fortress of Broch Marfal was thrown down and crashed into the valley below. But from the rubble crawled the lifeless body of Aracor, given new life. The blood price of all of his family had been paid, Aracor now lived as a creature of the night that survived on the blood of the living. </p><p>No cult worships at the obelisk buried in the granite of Mount Marvel, but an incredibly powerful vampire called Aracor, created by the obelisk at the moment of his death, has hunted the nights of Ramthion Island for nearly 8000 years spawning numerous myths, legends, and superstitions among the inhabitants of its mountains and lowlands. </p><p><strong>Matriarch Isabel Gorezeval, Alcadritch Vampire:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Oblivion Wraith:</strong> ?</p><p><strong>Dread Wraith:</strong> ?</p><p><strong>Zombie:</strong> The zombies wear ragged amber robes and have their mouths stitched shut. They are the remains of adherents who died and were never buried before Turgeon animated them. </p><p>If reduced to 0 hp, the [zombie] horde breaks up into 2d6 zombies that continue attacking.</p><p>Cerebral Stalker Create Zombie power.</p><p><strong>Tower Zombie:</strong> Tower zombies are the creation of the Tower of Bone, its unholy emanations despoiling everything around it and twisting it into a cruel mockery of life. </p><p>The city and caverns are filled with undead creatures, unintentionally created by ambient death radiation seeping from the Tower. </p><p>The Tower is dedicated to a single overriding purpose: the creation of undead creatures. Bereft of fresh corpses from which to fashion undead it allows the latent energy that is normally used to animate the dead to leak out into the surrounding area, thus creating tower zombies.</p><p><strong>Juju Zombie:</strong> ?</p><p><strong>Tower Zombie Dwarf Guard:</strong> ?</p><p><strong>Tower Zombie Dwarf Worker:</strong> ?</p><p><strong>Tower Zombie Dwarf Cook:</strong> ?</p><p><strong>Tower Zombie Dwarf Miner:</strong> ?</p><p><strong>Dagfa Durbis, Tower Zombie Mine Captain:</strong> ?</p><p><strong>Tower Zombie Gnoll:</strong> ?</p><p><strong>Tower Zombie Bugbear:</strong> ?</p><p><strong>Ashthrak, Tower Zombie Bugbear Chieftain:</strong> ?</p><p><strong>Hatur, Tower Zombie Gnoll Chieftain:</strong> ?</p><p><strong>Branwyr, Protector of Durandel, Tower Zombie Dwarf:</strong> ?</p><p><strong>Tower Zombie Human Guard:</strong> ?</p><p><strong>Maurits Felldrake, Tower Zombie Human:</strong> ?</p><p><strong>Tower Zombie Ogre:</strong> ?</p><p><strong>Tower Zombie Minotaur:</strong> ?</p><p><strong>Tower Zombie Otyugh:</strong> ?</p><p><strong>Zombie Horde:</strong> ?</p><p><strong>Bhuta:</strong> He is a victim sacrificed by drowning, and now serves the cult in undeath. </p><p>Whenever suitable sacrifices are found, rituals are held in the main nave of the chapel for the purpose of creating new undead guardians (the bhutas, see below). </p><p>The undead known as bhutas are not formally a part of the cult, but are a byproduct of its worship and sacrifices. Whenever a living sacrifice is drowned in the well, there is a 20% chance that the sacrifice is brought back as a bhuta. </p><p>Obelisk of Chaos artifact.</p><p><strong>Bogeyman:</strong> ?</p><p><strong>Fear Guard:</strong> ?</p><p><strong>Grave Risen:</strong> ?</p><p><strong>Lantern Goat:</strong> ?</p><p><strong>Undead Ooze:</strong> It was once a common gelatinous cube but its feasting on the remains of the undead creatures created by the Tower of Bone has mutated it horribly. </p><p><strong>Corpse Orgy:</strong> If the horde is destroyed, the actual guardian of the obelisk appears. The destroyed zombie horde creeps together into a mass of broken and dismembered zombie corpses intermixed with the fragments of armor and weapons that they bore. This amalgamation of horror is an undead creature called a corpse orgy and is the true guardian of the obelisk, appointed by Orcus personally millennia ago. </p><p><strong>Flenser:</strong> ?</p><p><strong>Mohrg:</strong> In addition, the obelisk bears a magical trap that unleashes a powerful death spell (creatures with fewer than 7HD die, no save; creatures with 8–12HD save or die) centered on itself immediately followed by an animate dead spell that animates them as mohrgs. </p><p></p><p>Obelisk of Chaos </p><p>The Obelisk of Chaos beneath the Chapel-on-the-Moor is still mostly buried in the bedrock below the catacombs. Only the top 3ft of the obelisk, its pyramidal pinnacle, is exposed. The stone is a strange yellowish color with whorls of darker coloration. The obelisk below the pinnacle is 3ft thick and 20ft tall. It is dedicated to Hastur and summons a gibbering mouther when someone of non-Chaotic alignment touches it. Likewise, anyone of non-Chaotic alignment who touches it must make a saving throw or be affected by a confusion spell. </p><p>In addition to summoning the gibbering mouther, the obelisk gives forth a 30ft-radius aura directed inward that activates only when a Lawful creature comes within 10ft. Lawful creatures cannot cross the circle to leave except with a successful dispel magic against a 15th-level caster. This only dampens the effect for 1d4 hours after which it functions again unless the obelisk is destroyed. </p><p>The obelisk is AC –2[21], magic resistance (50%), and has 250 hit points. </p><p>Finally, if any non-Chaotic creature is sacrificed by drowning in the well, there is a 20% chance that the victim rises as a bhuta in 24 hours under the influence of the obelisk and serving the Brothers In Yellow. </p><p></p><p>create zombie (slain creature rises in 1d4 rounds).[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/142522/Cyclopean-Deeps-Volume-1-Swords-and-Wizardry?affiliate_id=17596" target="_blank">Cyclopean Deeps Volume 1 Swords and Wizardry</a></p><p>Swords & Wizardry[spoiler]</p><p><strong>Ghost-Ammonite:</strong> Unlike Leng-fossils, which are virtually unique to the Leng Plateau, ghost-ammonites are apparently the remnants of some unspeakably ancient race that once traveled through many planes of existence. </p><p><strong>Necrohemoth:</strong> Necrohemoths are massive creatures formed of thousands of corpses and bits of corpses, all bound together by necromantically-animated sinew and bone. The entrails pulse with horrid life, pumping bile and reeking fluids through the body, much of which leaks out and trails down the putrescent side of the vast monstrosity. Usually necrohemoths are shaped like serpents or are just enormous piles of horror, but extremely powerful necromancers have created some that are bipedal — albeit still largely formless.</p><p>The unspeakably evil process for creating a necrohemoth is known only to a few of the great, dark necromancers of the serpentfolk. </p><p><strong>Zeshir's Zombie:</strong> ?</p><p><strong>Zeshir's Mouse-Zombie:</strong> ?</p><p><strong>Zombie Frog:</strong> ?</p><p><strong>Serpentfolk Zombie:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/175300/Cyclopean-Deeps-Volume-2-Swords-and-Wizardry?affiliate_id=17596" target="_blank">Cyclopean Deeps Volume 2 Swords and Wizardry</a>[spoiler]</p><p><strong>Ash-Abti:</strong> Ash-abtis are undead creatures formed by their own cremated ashes, most often found in the tombs of Ancient Khemit. </p><p>The dust of an ash-abti's disintegrated victim has a 5% chance to rise as an ash-abti (most ash-abtis are created by funerary processes rather than these wild ones created by a victim’s disintegration). </p><p><strong>Ghost-Ammonite:</strong> Unlike Leng-fossils, which are virtually unique to the Leng Plateau, ghost-ammonites are apparently the remnants of some unspeakably ancient race that once traveled through many planes of existence. </p><p><strong>Mantis Tomb Guardian:</strong> These undead creatures are the animated carapaces of mantis-priests. </p><p>The creatures are animated by ancient necromancy, but apparently were prepared in a manner that made them immune to clerical turning. </p><p><strong>Serpentfolk Zombie:</strong> In short, Yiquooloome breeds the serpentfolk and grows them to maturity on bizarre trees that accelerate the growing process, kill the adult serpent-person, and then turn it into a zombie. Before the zombie begins to rot, the body is “harvested” from the tree, and its brains are removed. </p><p>Yiquooloome’s Trees.</p><p><strong>Zombie Buoy:</strong> Zombie-buoys are zombies tethered to one of the floating rocks in a void. </p><p></p><p><strong>Ghast:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Lich:</strong> Each time the Octopus Diadem’s owner puts it to use (other than for regeneration or flying), there is a 1% chance that the powerful magic item sucks the user’s soul into it, immediately creating a being that is, effectively, a lich. </p><p><strong>Mummy:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Zombie:</strong> In short, Yiquooloome breeds the serpentfolk and grows them to maturity on bizarre trees that accelerate the growing process, kill the adult serpent-person, and then turn it into a zombie. </p><p></p><p>Yiquooloome’s Trees </p><p>The trees in Yiquooloome’s orchard are one of the more horrible growths found in the Cyclopean Deeps. They were fashioned by the elder being from flesh and bits of elder ambergris, and are an essential part of Yiquooloome’s bizarre ecology-economy. The trees have their roots in the loamy substance of the cavern floor, but they run far deeper, more than a mile down into the cold stone below. Clawing minerals and water from the depths, the trees are able to grow their horrid fruit, transforming newly-hatched serpentfolk into fully-developed bodies, devoid of intellect. The process may be summarized as follows: </p><p>1. Yiquooloome created the loamy earth of the cavern and then caused the trees to grow, using its own mind and some seeds of elder ambergris. This infusion of power began the process, and is not part of the ongoing lifecycle of the trees. </p><p>2. Serpentfolk eggs hatch on the loamy soil of the cavern, and the hatchlings smell the scent of the trees, which is almost irresistibly attractive to them. </p><p>3. The hatchlings climb into the tree, attracted to the higher part of the trunk by smell, and in the highest part of the tree’s trunk they smell the tree as food. </p><p>4. When the hatchling bites the tree, they are paralyzed by the sap. Tendrils grow rapidly from the tree into the hatchling, beginning to feed it rapidly. </p><p>5. The captured hatchling grows extraordinarily quickly from the nutrients the tree provides, using its vast root network to supply the process. The brain enlarges along with the rest of the body — faster, indeed, if the hatchling came from the Breeding Pits, where the gene pool has been artificially manipulated specifically for the benefit of these trees. The artificially-grown “fruit” of the tree is barely more intelligent than the hatchling, despite the large brain. </p><p>6. Within 2–4 weeks, the “fruit” is grown to maturity. The tree cuts off the flow of nutrients and instead infuses the dying creature with a drug that makes it able to hear and obey Yiquooloome’s mental commands. Once the creature dies from the lack of nutrient (about a day), it detaches as a zombie under Yiquooloome’s mental control. These detached zombies are periodically told to walk over to the Zombie Storage Cavern (Area 20Z-18).[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/231215/For-Coin--Blood?affiliate_id=17596" target="_blank">For Coin & Blood</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Skeleton:</strong> <em>Animate Dead</em> spell.</p><p><strong>Zombie:</strong> <em>Animate Dead</em> spell.</p><p><strong>Wight:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Lich:</strong> ?</p><p></p><p>Animate Dead </p><p>Spell Level: M5 Range: Narrator’s discretion Duration: Permanent </p><p>This spell animates skeletons or zombies from dead bodies. 1d6 undead are animated (per level of the caster above 8th). The corpses remain animated until destroyed or dispelled. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/175364/Gary-Vs-The-Monsters?affiliate_id=17596" target="_blank">Gary vs the Monsters</a>[spoiler]</p><p><strong>Dream Stalker:</strong> Dream Stalkers are a special kind of ghost of people who have done truly heinous acts during their lives and then came to an unfortunate (and usually violent) end.</p><p><strong>Ghost:</strong> Ghosts are the tortured souls of mortals who have stuck around because something keeps them anchored to the material world. This could be lots of things from loose ends of a mortal life, a violent or tragic death, trapped by some crazy necromancer, or even trapped by a more powerful and evil ghost.</p><p><strong>Mummy:</strong> ?</p><p><strong>Necroid:</strong> The Necroids are evil demon-like beings who enter the real world and possess corpses.</p><p><strong>Psycho-Slasher:</strong> Some evil won't die. It keeps going and going. It won't stop. Nothing seems to stop it. Ever.</p><p><strong>Spirit:</strong> While ghosts were once living mortals, spirits have always been, well, spirits.</p><p><strong>Vampire Master:</strong> ?</p><p><strong>Vampire Thrall:</strong> A Vampire may attempt to bite a victim. If the attack is successful then the Vampire latches on and begins to drain the victim's blood at a rate of 1d6 damage per round and healing the Vampire for an equal amount. A victim may attempt an opposed Attack Roll to free themselves. A charmed victim will not attempt to break free. If the blood drain kills the victim then the victim attempts a Saving Throw. If the roll is successful then the victim will come back as a Vampire (Thrall) at the next sunset.</p><p><strong>Zombie:</strong> If a character is bitten by a zombie attempt a Saving Throw. On a failure, the character dies in 1d6 hours and turns into a zombie.</p><p><strong>Zombie Upper Torso:</strong> A zombie that has been cut in half. [/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/112616/Swords-and-Wizardry-Grimmsgate-Introductory-Module?affiliate_id=17596" target="_blank">Grimmsgate</a>[spoiler]</p><p><strong>Tomb Guardian:</strong> ?</p><p><strong>Guardian Skeleton:</strong> The sarcophagi in this room all contain normal (not animated) skeletons. If the characters attempt to loot this tomb, under the very eyes of the Tomb Guardian, the guardian will raise its arms and each of the skeletons in the sarcophagi will rise as extremely powerful undead beings.</p><p></p><p><strong>Skeleton:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/92415/Hex-Crawl-Chronicles-1-Valley-of-the-Hawks--Swords-and-Wizardry-Edition?affiliate_id=17596" target="_blank">Hex Crawl Chronicles 1 Valley of the Hawks Swords and Wizardry Edition</a>[spoiler]</p><p><strong>Zombie:</strong> ?</p><p><strong>Rusalka:</strong> Over 200 years ago, a wise woman of the elves drowned in the river here, killed by a prince whose affections she spurned. Her spirit became a rusalka, a undead being that seeks vengeance on the living.</p><p><strong>Shadow:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Countess Jordelia, Vampire:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Mummy:</strong> Mummified Snake Men.</p><p><strong>Count Kardofo, Vampire:</strong> ?</p><p><strong>Haimonna, Vampire:</strong> Kardofo has taken residence in the root cellar behind the home of the village mayor, Tamosirus, and has already turned the mayor’s wife, Haimonna, into his willing bride.</p><p><strong>Vampire Thug:</strong> Ten other villagers have been turned, and now patrol the village at night wielding long, bronze daggers and enforcing their master’s new order.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/92424/Hex-Crawl-Chronicles-2-The-Winter-Woods--Swords-and-Wizardry-Edition?affiliate_id=17596" target="_blank">Hex Crawl Chronicles 2 The Winter Woods - Swords and Wizardry Edition</a>[spoiler]</p><p><strong>Undead High Priest:</strong> ?</p><p><strong>Undead War Horse:</strong> ?</p><p><strong>Undead Priest:</strong> ?</p><p><strong>Maiden of the Maze:</strong> ?</p><p><strong>Ghoul Aquatic:</strong> ?</p><p><strong>King Ottin, Shadow Fighter 8:</strong> King Ottin and his people were cursed in ancient times to never again see the sun or feel its warmth.</p><p><strong>Shadow Knight:</strong> King Ottin and his people were cursed in ancient times to never again see the sun or feel its warmth.</p><p><strong>Dweomer Wraith:</strong> ?</p><p></p><p><strong>Ghoul:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Shadow:</strong> King Ottin and his people were cursed in ancient times to never again see the sun or feel its warmth.</p><p><strong>Skeleton:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Zombie:</strong> Zombies are humanoids who have died at sea or galley slaves from the black arks that have somehow fallen overboard.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/93866/Hex-Crawl-Chronicles-3-Beyond-Black-Water--Swords-and-Wizardry-Edition?affiliate_id=17596" target="_blank">Hex Crawl Chronicles 3 Beyond Black Water - Swords and Wizardry Edition</a>[spoiler]</p><p><strong>Veporth, Mummy Priest:</strong> ?</p><p><strong>Ghostly Scribe:</strong> The souls claimed by Gohl one of the Petty Deaths.</p><p><strong>Ghostly Philosopher:</strong> The souls claimed by Gohl one of the Petty Deaths.</p><p><strong>Palocar, The Palocar:</strong> ?</p><p><strong>Ghostly Slave:</strong> ?</p><p><strong>Skeletal Elephant:</strong> ?</p><p><strong>Spectral Lady:</strong> ?</p><p><strong>Noble Wraith:</strong> ?</p><p><strong>Imperial Crypt Thing:</strong> ?</p><p><strong>Ghostly Servant:</strong> ?</p><p><strong>Sea Vampire:</strong> ?</p><p><strong>Adrimiret, Lich:</strong> ?</p><p><strong>Shade:</strong> Atoda is the petty death who takes charge of those who die from old age or unfortunate accidents.</p><p><strong>Ghostly Doppelganger:</strong> ?</p><p><strong>Ghostly Rat:</strong> ?<strong>Zombie Giant:</strong> ?</p><p><strong>Alu, Lich:</strong> ?</p><p></p><p><strong>Zombie:</strong> The Land Beyond the Black Water is both of the mortal world and beyond the mortal world, a nexus of the lands of life and death. The country is always shrouded in twilight, with a moon that rises and sets in the manner of the sun in the land of the living. The souls of the dead wash up on the land’s rocky shores as spirits made corporeal and trapped in lifeless bodies. Some float up the river, for the Sluggish River flows from the sea to the mountains, rather than the reverse. Some souls animate their fleshy prisons in the form of zombies, others escape as ghostly shadows and many are extracted and traded as commodities by the weird citizens of this terrible country.</p><p><strong>Shadow:</strong> The Land Beyond the Black Water is both of the mortal world and beyond the mortal world, a nexus of the lands of life and death. The country is always shrouded in twilight, with a moon that rises and sets in the manner of the sun in the land of the living. The souls of the dead wash up on the land’s rocky shores as spirits made corporeal and trapped in lifeless bodies. Some float up the river, for the Sluggish River flows from the sea to the mountains, rather than the reverse. Some souls animate their fleshy prisons in the form of zombies, others escape as ghostly shadows and many are extracted and traded as commodities by the weird citizens of this terrible country.</p><p><strong>Ghoul:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Mummy:</strong> The mummies of the embalmers should not be confused with those of the ancient Egyptians or Incas. In the embalmer culture, a corpse is initially prepared in a way similar to the Egyptians, using a fragrant oils and a conglomeration of herbs in a secret formula. After steeping in this formula, the skin of the mummy peels away. Its organs are then removed and placed in funerary urns. The corpse is them methodically dipped in beeswax, the color of the wax depending on its rank and position in life, with a deep purple-crimson wax being used for kings and a saffron wax for philosophers. A jet imbroglio depicting the corpse as it looked in life is placed under the tongue, it is dressed in flowing robes of black, a gold, conical hat is placed on its head and the ritual to animate the corpse then takes place. The corpse is animated in its closet to keep it from spreading mummy rot to the priests.</p><p><strong>Lacedon, Aquatic Ghoul:</strong> ?</p><p><strong>Allip:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Cinder Ghoul:</strong> The guests of the lord, stuffing their faces with sweets and savories while the old woman went hungry, were burnt to a cinder in the meteoric conflagration and rose as three cinder ghouls who rise like smoke from the floor if the meteor is touched.</p><p><strong>Poltergeist:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/112624/Hex-Crawl-Chronicles-4-The-Shattered-Empire--Swords-and-Wizardry-Edition?affiliate_id=17596" target="_blank">Hex Crawl Chronicles 4 The Shattered Empire - Swords and Wizardry Edition</a>[spoiler]</p><p><strong>Gavos, Spectre:</strong> ?</p><p><strong>Reptilian Mummy:</strong> ?</p><p></p><p><strong>Zombie:</strong> That night their sentries were attacked by a pack of 30 zombies raised by the inhabitants of the craggy hill. </p><p><strong>Skeleton:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Shadow Rat:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/112626/Hex-Crawl-Chronicles-5-The-Pirate-Coast--Swords-and-Wizardry-Edition?affiliate_id=17596" target="_blank">Hex Crawl Chronicles 5 The Pirate Coast - Swords and Wizardry Edition</a>[spoiler]</p><p><strong>Oblivion Wraith:</strong> ?</p><p><strong>Humladil, Lich:</strong> ?</p><p><strong>Infre, Phantom:</strong> The child was called Infre, and was the issue of a magic-user of questionable sanity and a demon. After poisoning several playmates, Infre was chased to the river and killed by an arrow in the back from a local hunter. Infre’s body shriveled unnaturally and his bones were placed within the stonework of the bridge, was then under construction. </p><p><strong>Giant Skeleton:</strong> ?</p><p><strong>Cumont, Lich:</strong> ?</p><p><strong>Shade:</strong> These battlements are haunted by warrior shades, sailors who lost their lives in the dangerous straits and found their souls bound to the island. </p><p></p><p><strong>Ghoul:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Phantom:</strong> Phantoms are translucent spirits of creatures that died a particularly violent death. </p><p><strong>Fire Phantom:</strong> At the bottom of the spiral there is a large, empty throne room where once sat Florius the Kobold King before he angered those spirits that lurk beyond the veil. Florius is now a great mass of wriggling flesh that shifts and mutates before one’s eyes. Five handmaidens surround the thing that was Florius. They wear green robes and alternately fan the creature with palm fronds and whip it with leather straps. The whipping is concentrated on pustules that appear on the skin. As these pustules burst, thoqqua fall onto the floor and rush to the walls, burrowing into and cocooning themselves – a month later, they emerge as fire phantoms. [/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/112628/Hex-Crawl-Chronicles-6-The-Troll-Hills--Swords-and-Wizardry-Edition?affiliate_id=17596" target="_blank">Hex Crawl Chronicles 6 The Troll Hills - Swords and Wizardry Edition</a>[spoiler]</p><p><strong>Headless Ghost:</strong> ?</p><p></p><p><strong>Wight:</strong> ?</p><p><strong>Exploding Bones:</strong> ?</p><p><strong>Spectral Troll:</strong> ?</p><p><strong>Bodak:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/117310/Hex-Crawl-Chronicles-7-The-Golden-Meadows--Swords-and-Wizardry-Edition?affiliate_id=17596" target="_blank">Hex Crawl Chronicles 7 The Golden Meadows - Swords and Wizardry Edition</a>[spoiler]</p><p><strong>Infant Vampire:</strong> An undead variant, infant vampires hatch from blood soaked eggs rather than being created from living humanoids. These creatures are quite rare, created under unusual circumstances. Generally, a spell casting vampire will encase a stillborn child in a caul-like substance that he or she creates, which then hardens as it preserves the body. Left near a source of negative energy, they infant vampires gradually incubates, waiting for the necessary blood to hatch. </p><p><strong>Varghoul:</strong> ?</p><p><strong>Giant Beetle Exoskeleton:</strong> ?</p><p><strong>Vazgar, Lich:</strong> ?</p><p><strong>Mishka, Vampire:</strong> ?</p><p><strong>Dancing Spirit:</strong> ?</p><p><strong>Icthyosaur Skeleton:</strong> The petrified skeleton of an ichthyosaur lurks beneath the sands here. Animated long ago by a necromancer, it guards the hex from intruders, for hidden deeper beneath the sands there is a large bunker complex that the necromancer used as his base of operations. </p><p></p><p><strong>Shadow:</strong> These chalk caves capture the shadows of creatures that enter and spend more than 10 minutes within, assuming they have a light source with which to cast those shadows. </p><p><strong>Ghoul:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Undead:</strong> ?</p><p><strong>Spectre:</strong> The miners lost in the cave-in still dwell in these tunnels as three specters. </p><p><strong>Vampire:</strong> A valley here in the deep mountains is well watered by springs and filled with willow-like trees with coppery bark and dark green leaves. The branches are heavy with bunches of berries that look like white grapes. These berries are red on the inside and their flesh tastes of blood. Strange, gaunt squirrels inhabit these trees and favor these berries. When they are stolen, these creatures become quite irate and attack the invaders, revealing that they are also fond of humanoid blood. The only other inhabitants of the valley are a band of haggard-looking vampires. The vampires were once human adventurers who sampled the berries – each berry that is eaten carries with it a 5% chance of infecting the eater with a blood disease that slowly transforms them into vampires over the course of 30 days. [/spoiler]</p><p></p><p><a href="https://koboldpress.com/kpstore/product/midgard-swords-wizardry-guidebook/" target="_blank">Midgard Swords & Wizardry Guidebook</a>[spoiler]</p><p><strong>Darakhul:</strong> Like ordinary ghouls, the darakhul ghoul rises from the infected corpses of other races. </p><p>Darakhul Fever disease.</p><p><strong>Darakhul Warrior:</strong> ?</p><p><strong>Darakhul Necromage:</strong> ?</p><p><strong>Firegeist:</strong> When a fire elemental meets its destruction in a particularly humiliating fashion, what returns is a firegeist. </p><p><strong>Gray Thirster:</strong> ?</p><p><strong>Lich Hound:</strong> ?</p><p><strong>Risen Reaver:</strong> The risen reaver is an undead creature born from a warrior fallen on the battlefield. Its body becomes an avatar of combat, with four legs and a pair of long, heavy arms. In the process, it sheds its skin, becoming entirely undead muscle, bone, and sinew. When risen reavers take form, they absorb all weapons around them. Some of these weapons pierce their bodies, and others become part of the risen reaver’s armament. Their four legs are tipped with blades on which they walk like metallic spiders. Their arms are covered in weaponry infused into their flesh, which they use to crush and flay any living creatures they encounter. </p><p><strong>Sarcophogus Slime:</strong> A sarcophogus slime can target one foe within 30ft every 1d4 rounds with its corrupting gaze. The target must make a saving throw or take 2d4 points of damage. A creature killed by this gaze becomes a sarcophagus slime within 24 hours. </p><p><strong>Black King Lucas, Vampire Lord:</strong> ?</p><p><strong>Otmar the Sallow, Vampire Lord:</strong> ?</p><p><strong>Vaettir:</strong> ?</p><p></p><p><strong>Wraith:</strong> ?</p><p><strong>Ghoul:</strong> Darakhul Fever disease.</p><p><strong>Ghast:</strong> Darakhul Fever disease.</p><p><strong>Ghost:</strong> ?</p><p></p><p>Darakhul Fever </p><p>Spread mainly through bite wounds, this rare disease makes itself known within 24 hours by debilitating the infected. A creature so afflicted must make a saving throw or take 2d6 points of damage every hour until cured. A creature that dies from darakhul fever has a chance to rise as an undead. Roll 1d20 on the following table: </p><p>1d20 </p><p>Result </p><p>1–9 </p><p>None; victim is simply dead </p><p>10–15 </p><p>Ghoul </p><p>16–19 </p><p>Ghast </p><p>20 </p><p>Darakhul [/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/267308/Mini-Bestiary?affiliate_id=17596" target="_blank">Mini Bestiary</a>[spoiler]</p><p><strong>Science Fiction Zombie:</strong> Here is an idea for one level of a ship to have some sort of zombie plague, whether by disease, radiation, or the effects of some plant or animal poison. Would it only affect humans, or mutated humans, or any animal forms. What about intelligent plants?</p><p>● Does being killed by a zombie make you a zombie?</p><p>● If it is caused by radiation, does any dead body left near the radiation become a zombie, or only those killed by the radiation?</p><p>● If caused by a plant or animal poison, what are the limitations and possible antidotes to that poison?</p><p>● If caused by a virus or microbe, is there a cure or inoculation?</p><p>● Is the nature of the substance that makes a zombie able to spread throughout the ship?[/spoiler]</p><p></p><p>Monster Mash Rehash: A Host of Horrors & Creatures[spoiler]</p><p><strong>Ghoul Cat:</strong> ?</p><p><strong>Ghoul:</strong> There are legends that a scratch from a Ghoul Cat can turn a human into a ghoul.</p><p>Any character who has been paralyzed by a Ghoul Cat and survived must also make a saving throw or be turned into a ghoul in 2d6 days. A Cure Disease spell will cure this condition.</p><p><strong>Zombie Grub:</strong> Through ancient and profane rituals, powerful necromancers are able to transform disgusting rot grubs into an even more vile creature with a variety of evil uses.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/233145/Operation-Unfathomable?affiliate_id=17596" target="_blank">Operation Unfathomable</a>[spoiler]</p><p><strong>Beetle Ghost:</strong> Incorporeal remnants of the Beetle civilization.</p><p><strong>Ape Mummy Two-Headed Medium:</strong> The reanimation process activates a dim consciousness in the eon-old apes, allowing them a modicum of silent personality. </p><p><strong>Ape Mummy Two-Headed Giant:</strong> The reanimation process activates a dim consciousness in the eon-old apes, allowing them a modicum of silent personality. </p><p><strong>Ghost Giant Hamster:</strong> ?</p><p><strong>Revenant:</strong> ?</p><p><strong>Ilgoriath, Lesser Lich:</strong> ?</p><p><strong>Lesser Lich:</strong> ?</p><p><strong>Grandfather Lich:</strong> ?</p><p><strong>Vancirian of the Black Ooze River Valley, Vampire:</strong> ?</p><p><strong>Vampire:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/234390/Operation-Unfathomable-Players-Guide?affiliate_id=17596" target="_blank">Operation Unfathomable Player's Guide</a>[spoiler]</p><p><strong>Citizen Lich:</strong> In civilized areas of Planet Uluros, where magocracy remains the predominant form of government, magic-users frequently attempt to extend their lives by making a transition to an undead condition. These attempts succeed often enough, but more commonly end in the magic-user’s destruction, or, more rarely, in a transformation to a lesser form of lich called a citizen lich.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/234670/Quests-of-Doom-4-A-Little-Knowledge-SW?affiliate_id=17596" target="_blank">Quests of Doom 4: A Little Knowledge (S&W)</a>[spoiler]</p><p><strong>Zombie, Walking Dead:</strong> Each morning, the desperate necromancer animates his former test subjects and other dead humanoids from the grounds around the library and sends them into battle against the dwarven garrison now guarding the Southern Pass. </p><p>If the characters arrive at the library while Thanopsis’ undead warriors are away in battle at Burvaadun, the library is surprisingly undefended. Shortly after their destruction, Thanopsis immediately raises a force of 12 skeletons and 12 zombies to defend the library. They form in Area L1, where they wait quietly and occasionally wander around the building’s perimeter. </p><p><strong>Skeleton:</strong> Each morning, the desperate necromancer animates his former tests subjects and other dead humanoids from the grounds around the library and sends them into battle against the dwarven garrison how guarding the Southern Pass. </p><p>If the characters arrive at the library while Thanopsis’ undead warriors are away in battle at Burvaadun, the library is surprisingly undefended. Shortly after their destruction, Thanopsis immediately raises a force of 12 skeletons and 12 zombies to defend the library. They form in Area L1, where they wait quietly and occasionally wander around the building’s perimeter. </p><p><strong>Undead:</strong> The Kingdom of Arcady’s human subjects never died. Instead, they retreated into a great necropolis, where they were mummified and transformed into a variety of undead monsters. </p><p>The Khemitites, the library’s builders, were obsessed with the afterlife. Those unwilling to pass onto the next world were sometimes transformed into undead monstrosities. Mummification was also a common practice, and it was not uncommon for the dead to arise from their coffins and terrorize the living. </p><p><strong>Lantern Goat:</strong> ?</p><p><strong>Human Zombie:</strong> Each morning, the desperate necromancer animates his former test subjects and other dead humanoids from the grounds around the library and sends them into battle against the dwarven garrison now guarding the Southern Pass.</p><p><strong>Orc Zombie:</strong> Each morning, the desperate necromancer animates his former test subjects and other dead humanoids from the grounds around the library and sends them into battle against the dwarven garrison now guarding the Southern Pass.</p><p><strong>Spellgorged Zombie:</strong> If this occurs, the troubled magic-user calls upon his two former protégés who now serve him in death. Shortly after the library’s fall, Thanopsis transformed these unfortunate souls into 2 spellgorged zombies. </p><p><strong>Travvok, Gynosphinx Zombie:</strong> During the library’s last chaotic days, the cowardly Thanopsis cajoled the library’s most frequent visitors and patrons into fighting against the orcs besieging the surrounding settlement. Most gladly took up arms at the powerful wizard’s behest, but the aloof sphinx, Travvok, refused. The spiteful wizard never forgot Travvok’s betrayal. When she returned to peruse the library’s shelves after Arcady’s demise, the angry Thanopsis momentarily forgot his fear and killed the beast that had abandoned him in his darkest hour. In a deliberately ironic twist, he transformed Travvok into an gynosphinx zombie that guards the library today. </p><p><strong>Hoar Spirit:</strong> ?</p><p><strong>Crypt Thing:</strong> Thanopsis and a visiting priest combined forces to create the crypt thing that protects the ossuary and Thanopsis’ tomb from defilement. [/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/235113/Quests-of-Doom-4-Between-a-Rock-and-a-Charred-Place-SW?affiliate_id=17596" target="_blank">Quests of Doom 4: Between a Rock and a Charred Place (S&W)</a>[spoiler]</p><p><strong>Emissary of Mirkeer, Bloody Bones:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/235131/Quests-of-Doom-4-Fishers-of-Men-SW?affiliate_id=17596" target="_blank">Quests of Doom 4: Fishers of Men (S&W)</a>[spoiler]</p><p><strong>Tyler Ebbensflow, Draug Captain:</strong> Unfortunately the horrible circumstances surrounding the deaths of these ships’ sailors left some of them hungry for revenge. </p><p><strong>Draug Mate:</strong> Unfortunately the horrible circumstances surrounding the deaths of these ships’ sailors left some of them hungry for revenge. </p><p><strong>William the Mad Crawdad, Bhuta:</strong> The pool filled with pike also contains the earthly remains of the scuttled rowboat’s only occupant, William the Mad Crawdad — a notorious saboteur, sailor and murderer on the run from distant Endhome. Confident he shook his dogged pursuers, the fugitive blissfully set sail for the shores of the Dragonmarsh Lowlands only to come face to face with a greater horror than a hangman’s noose. The scoundrel ran afoul of the disgusting sea hags, but even their revolting appearance and dread curse could not overcome his evil. He swam toward the wharf and climbed onto dry land, where he outran his enemies straight into Quattu’s waiting tentacles. The aberration and its allies finally meted out justice to William, but even death could not suppress his despicable spirit. The lifelong mariner longed to be buried at sea, a fate the chuul-ttaen foolishly denied him. Instead, the despicable William’s spirit rose from the grave as a bhuta. </p><p><strong>Eaten Alive Haunt:</strong> Although the wizard’s body is no longer here, his horrific demise left its lasting impression on his quarters, giving rise to a sinister haunt. </p><p><strong>Thalius Degeners, Spectre:</strong> Quattu and the crabmen tortured and brutalized Oliver’s devoted foreman, Thalius Degeneres. The agonizing ordeal transformed the formerly genial man into a seething pulp filled with hatred. When he finally succumbed, the vengeful spirit arose as a spectre that still haunts his bedchamber.</p><p>Though he continues his attack, he tells the characters that crabmen and a much-larger lobster-like creature with writhing tentacles on its face killed him. </p><p><strong>Joy Montez, Allip:</strong> After witnessing the carnage around them, Joy Montez and her sister Lily decided it would be better to take their own lives than face a gruesome demise. The act caused their souls to linger in this place as 2 allips.</p><p><strong>Lilly Montez, Allip:</strong> After witnessing the carnage around them, Joy Montez and her sister Lily decided it would be better to take their own lives than face a gruesome demise. The act caused their souls to linger in this place as 2 allips.</p><p><strong>Human Meat Puppet:</strong> During the struggle, Quattu ordered the crabmen to subject three of the facility’s fish processors to the horrific fate of being gutted and filleted alive. Unbeknownst to the chuul-ttaen, the revelry of carnage infused the boneless corpses with the necromantic energy that suffuses the marshlands here and animated them as revolting undead creatures. </p><p><strong>Ghast:</strong> The chuul-ttaen subjected the five plumpest human captives to the horrific fate of sealing them alive within the packing crates. Much to Quattu’s chagrin and the crabmen’s terror, the first crate unsealed three days ago created a frightful ghast who slew a crabman before the disappointed aberration personally destroyed it. [/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/235135/Quests-of-Doom-4-Forgive-and-Regret-SW?affiliate_id=17596" target="_blank">Quests of Doom 4: Forgive and Regret (S&W)</a>[spoiler]</p><p><strong>Hamish MacDuncan, Vampire:</strong> Realizing that a better offer was unlikely to materialize, the matriarch agreed to the deal but promised a curse upon MacDuncan’s eternal soul if he betrayed them and turned the Viroeni over to the hostile locals. MacDuncan swore an oath upon a holy book of Vanitthu he had never felt cause to read and promised he would see them delivered away from the folk they sought to flee. He did not tell them, however, that he had taken gold from those same people to remove the gypsy problem from their midst or that no such safe path through the bog, in fact, existed. </p><p>Once in the depths of the Wytch Bog, it was a simple matter for the woods-wise veteran to lead the Viroeni astray, cause them to become separated, and use his swampcraft and battle experience to eliminate them in small groups or one by one through treachery or outright murder. When all was said and done, and the blood-spattered MacDuncan watched the matriarch’s lifeless eye seemingly fix its baleful gaze upon him as her corpse sank beneath the waters of a bog, no more than a handful of the Viroeni had made it out of the swamp alive to tell the tale. But four of those handful did not scatter and flee like the rest. Instead they made their own preparations and returned only a few weeks later. </p><p>The four sons of the Viroeni matriarch had managed to elude MacDuncan’s murderous intent but were unable to stop his massacre of their people. When they emerged from the swamp, they swore their bond to one another to see their mother’s curse completed. When they returned scant weeks later they were penniless with only the clothes they wore upon their backs to their names — and a new pine coffin carried between them. </p><p>The sons found MacDuncan drunk at his isolated home one night when the moon was dark. They set upon the surprised warrior and overpowered him before he could mount a resistance. With thick ropes they bound his coffin closed and carried him deep into the Wytch Bog where he had taken the lives of their kinsmen and women. As MacDuncan sobered up and found himself unable to break free from his confinement, the truth of the situation began to seep into his gin-soaked mind. The last any outside the bog ever heard from him were his muffled cries begging mercy, cursing his captors, and promising eternal revenge. Neither he nor the Viroeni youths was ever seen alive again. </p><p>But life — such as it was to become — was not entirely over for Hamish MacDuncan. The Viroeni matriarch’s curse, enacted by the vengeance of her sons, came to fruition when Hamish did not rest easy but awoke after only a short time as a vampiric monster. </p><p><strong>Shambling Corpses:</strong> The characters’ subsequent delve into the bog enters a haunted realm populated by shambling corpses, vengeful undead creatures, and pathetic spirits borne from Hamish’s genocide. </p><p><strong>Vengeful Undead:</strong> The characters’ subsequent delve into the bog enters a haunted realm populated by shambling corpses, vengeful undead creatures, and pathetic spirits borne from Hamish’s genocide. </p><p><strong>Pathetic Spirit:</strong> The characters’ subsequent delve into the bog enters a haunted realm populated by shambling corpses, vengeful undead creatures, and pathetic spirits borne from Hamish’s genocide. </p><p><strong>Eladrian, Groaning Spirit:</strong> ?</p><p><strong>Bog Mummy:</strong> The ghastly reminders of Hamish’s infamous deed are visible throughout the Wytch Bog. Stray bones, personal mementoes, and shreds of clothing line the edges of most stagnant ponds in the accursed parcel of wetlands. These objects, however, can never fully reveal the abject terror the victims experienced during their final moments. These raw emotions stir the dead back into existence as undead monstrosities. In this case, 4 bog mummies rise from the peaty graves to batter the living. </p><p><strong>Unrequited:</strong> Unrequiteds are the lingering forms of adolescents who died suddenly and violently at the hands of another. </p><p>On this spot centuries ago the callous soldier systematically butchered 22 mothers and their children. After he finished the deed, he tossed their bodies into these waters. Their suffering was so great, 3 unrequiteds coalesced at the spot. [/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/235150/Quests-of-Doom-4-Pictures-at-an-Exhibition-SW?affiliate_id=17596" target="_blank">Quests of Doom 4: Pictures at an Exhibition (S&W)</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Saint Matilda, Biting Skull:</strong> ?</p><p><strong>High Priest Paulus, Biting Skull:</strong> ?</p><p><strong>Saint Carlos, Biting Skull:</strong> ?</p><p><strong>Father Damien, Biting Skull:</strong> ?</p><p><strong>Father William, Biting Skull:</strong> ?</p><p><strong>Sister Mary Catherine, Biting Skull:</strong> ?</p><p><strong>Father Donatello, Biting Skull:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/235173/Quests-of-Doom-4-War-of-Shadows-SW?affiliate_id=17596" target="_blank">Quests of Doom 4: War of Shadows (S&W)</a></p><p>Swords & Wizardry[spoiler]</p><p><strong>Undead Sorcerer:</strong> ?</p><p><strong>Shadow:</strong> The skeleton belongs to Ankehaton, the only priest who refused to turn his back on Aten and worship Ahriman, the wicked lord of the divs. Atumshutsep and four other clerics horrifically murdered their fellow priest, but the ghastly act and the presence of a dark entity infused Ankehaton’s soul with evil and rage. His spirit survived and transformed into a shadow demon. The vengeful Ankehaton slew two of his killers, turning them into 2 shadows. </p><p><strong>Huecuva:</strong> The nihilistic Ahriman gave his greatest gift to his newfound converts — complete and utter destruction. The wicked being betrayed them even as their former patron Aten condemned them as well. The Khemitian god transformed the heretics into 5 huecuvas. </p><p><strong>Haunt:</strong> Unfortunately, not all of the refugees survived the perilous descent. Though their unpreserved flesh and bones rotted away long ago, their fear and anguish in the final moments as [they] fell to their untimely deaths linger in the form of a haunt. </p><p><strong>Emissary of Mirkeer, Bloody Bones:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/123023/Rantzs-Fair-Multitude?affiliate_id=17596" target="_blank">Rantz's Fair Multitude</a>[spoiler]</p><p><strong>Undead:</strong> When the Ebon Contagion swept across the Cairn Lands, not even the Kivulis could stem the tide of soulless evil that followed. The sacred burial grounds guarded by the Kivulis for generations became corrupted, and the cairns themselves cracked open as the hallowed dead within clawed their way to the surface as undead horrors.</p><p><strong>Hungry Ghost:</strong> A hungry ghost was a person with a passion for some pleasure that ruled his life, leading him to commit all manner of crimes to sate his inordinate desires.</p><p><strong>Kummua:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/112605/2012-Rappan-Athuk--Swords-and-Wizardry?affiliate_id=17596" target="_blank">Rappan Athuk - Swords and Wizardry</a>[spoiler]</p><p><strong>Barrow Wight:</strong> Creatures hit by a barrow wight’s slam attack are drained of one level. Creatures killed by this level drain rise as barrow wights in 1d4 rounds and remain under their creator’s control until it is destroyed.</p><p><strong>Devouring Mist:</strong> Spawned of the dreams of the Bloodwraith, devouring mists are undead composed of equal parts blood and malice, wedded together by negative energy.</p><p>If a victim’s constitution is reduced to 0 due to the devouring mist’s ability drain, the blood from the victim’s body forms into a new devouring mist in 1d4 rounds.</p><p>A fearful exhalation of the Bloodwraith, the devouring mist seeks only to feed its insatiable hunger for blood.</p><p>Spawned of the dreams of the Bloodwraith, devouring mists are undead composed of equal parts blood and malice, wedded together by negative energy.</p><p>Duke Aerim the Bloodwraith can cough up a devouring mist 3/day.</p><p><strong>Meat Puppet:</strong> Meat puppets are boneless, skinless corpses reanimated after being exposed to necromantic energies.</p><p>Enemies killed by a bonesucker's attack reanimate within the Temple as meat puppets 24 hours after dying.</p><p>The room also holds 8 human meat puppets, the legacy of past bonesucker victims.</p><p><strong>Mordnaissant:</strong> Occasionally when a pregnant mother dies violently in a place infused with unholy or negative energies, the unborn child within her does not simply perish, but instead continues to grow, vitalized by dark power, until it is capable of clawing its way free from its dead mother.</p><p>Anyone entering the room must make a saving throw or succumb to the scent’s intoxicating effect. Those who make their save are immune to its effects for a day. It generates a feeling of pleasurable lassitude coupled with heightened lust. This prompts those affected to copulate again and again, exhausting themselves. Once they begin, victims sustain 1 point of constitution damage per ten minutes spent in this vigorous pursuit. When their constitution drops to 1 point, they become too weak to continue, though the drive remains; victims typically die of thirst or starvation even while they continue to feel the need to mate.</p><p>Additional saving throws are allowed for failed victims once every 30 minutes for as long as they remain within the room, or once per minute if they are removed from the chamber. The scent is produced by a specially bred form of magical mold infesting the cushions and carpet, and a thorough cleansing of the room with fire (at least 20 points of damage to all surfaces) eliminates the mold and the threat.</p><p>The bodies lying amid the cushions have been looted by past adventurers, and bear only tattered robes or ancient, non-magical armor that is in too poor of shape to function. Horribly, due to a necromantic taint on the room, infants created through this chamber’s powers do not die if the mother dies in the room; her womb continues to expand, and eventually a mordnaissant bursts free.</p><p><strong>Undead Soldier:</strong> When not warring against rival demon princes, Orcus likes to travel the planes, particularly the Material Plane. Should a foolish spellcaster open a gate and speak his name, he is more than likely going to hear the call and step through to the Material Plane. What happens to the spellcaster that called him usually depends on the reason for the summons and the power of the spellcaster. Extremely powerful spellcasters are usually slain after a while and turned into undead soldiers or generals in his armies.</p><p><strong>Undead General:</strong> When not warring against rival demon princes, Orcus likes to travel the planes, particularly the Material Plane. Should a foolish spellcaster open a gate and speak his name, he is more than likely going to hear the call and step through to the Material Plane. What happens to the spellcaster that called him usually depends on the reason for the summons and the power of the spellcaster. Extremely powerful spellcasters are usually slain after a while and turned into undead soldiers or generals in his armies.</p><p><strong>Black Skeleton:</strong> ?</p><p><strong>Zelkor, Lich:</strong> Zelkor was a powerful wizard who led the army of Light into Rappan Athuk to attack the high priests of Orcus. They say that he didn’t die, and one day he’ll return.</p><p><strong>Zelkor the Spectre-Mage, Magic User 9:</strong> Zelkor was a powerful wizard who led the army of Light into Rappan Athuk to attack the high priests of Orcus. They say that he didn’t die, and one day he’ll return.</p><p>This area is the lair of Zelkor, who was once a good-aligned archmage of some renown. During his quest to drive the evil from this place, he was captured by the evil priests, tortured and eventually slain by Nodroj the spectre once he agreed to worship of Orcus.</p><p><strong>Nadroj the Spectre-Wizard:</strong> [F]ormerly a magic-user/merchant favored by Orcus, and thus allowed to retain his knowledge of spells.</p><p><strong>Restless Spirits:</strong> A powerful adventuring group called the Dancing Blades were slain in the dungeon. Their restless spirits now wander its halls, attacking anyone they come across with their phantom weapons.</p><p><strong>Exploding Skeleton:</strong> ?</p><p><strong>Dissolving Zombie:</strong> The zombies dissolve into foul greenish goo that will eat your flesh and turn you into one of them!</p><p><strong>Duke Aerim the Bloodwraith:</strong> ?</p><p><strong>Damien, Lich:</strong> ?</p><p><strong>Simrath the Vampire:</strong> Simrath the vampire is the long-undead lord of a small barony in the foothills. He was once a great general of good, and was much loved by his troops. Like many other heroes of the region, Simrath rode off against the forces of Orcus. He was slain in a nighttime battle at the field east of the ford of the Wild Edge River by a vampire serving the evil priests. That vampire was slain by the holy light of a sun priest. Simrath’s companions were unaware of his fate (being turned to a vampire), and buried him with full honors in the foothills near the battlefield, in a wild grove of great beauty.</p><p><strong>Shekahn the Vampire:</strong> ?</p><p><strong>Agamemnon Vampire-Wizard:</strong> Agamemnon was a 19th level magic-user who quested for immortality. To this end, as his life drew to a close, he willingly became a vampire, summoning and dominating a member of the undead to do his will. Using a wish spell, he devised a ritual that destroyed his creator after he was transformed, making him free to roam and do as he pleased without a controlling master. Sadly, this process caused him to lose 2 levels of experience; hence, now Agamemnon is only a 17th level magic-user.</p><p><strong>Vampire Spawn:</strong> ?</p><p><strong>Oldaric, Human Fighter 6 Vampire Spawn:</strong> He died early on in the Bloodways after a devouring mist sucked him dry. He has become one of the many vampire spawn that lurk within the labyrinth.</p><p><strong>Swoana, Vampire:</strong> ?</p><p><strong>Mhao, Vampire:</strong> ?</p><p><strong>Itara, Vampire:</strong> ?</p><p><strong>Grezell, Vampire:</strong> ?</p><p><strong>Vampire Harlot:</strong> ?</p><p><strong>Auriferous, Vampiric Gold Dragon:</strong> In an attempt to draw forth the soul of an ancient gold dragon named Auriferous, the beast was instead turned in to a vampire.</p><p><strong>Meat Puppet Human:</strong> These loathsome, twitching undead either descended from the Temple of Final Sacrament, or arose spontaneously from the corpses of victims slain within the Bloodways.</p><p><strong>Meat Puppet Otyugh:</strong> Some years back several clusters of otyughs swarmed into the Bloodways, only to fall victim to its malign influence. Now the remains of these long-dead creatures roam the halls, attacking any living creature they come upon.</p><p><strong>Black Skeleton Artillery:</strong> ?</p><p><strong>Yokim, Banshee:</strong> The acolytes of Orcus entombed Yokim, the unwilling elven concubine of King Goov during life, alive—her crypt sealed and walled up so that she could not leave Goov after his undeath. As she starved to death, sealed in her coffin, Yokim transformed into a banshee.</p><p><strong>Malliw Catspar, Ghost:</strong> ?</p><p><strong>Kor, Storm Giant Ghost:</strong> ?</p><p><strong>Phalen, Ghost:</strong> Once a devout worshiper of Hecate, Phalen was corrupted by the Orcus clerics and damned to guard their burial grounds for eternity.</p><p><strong>Igni, Paladin 12 Ghost:</strong> Igni was a paladin who almost defeated the avatar of Orcus. When Igni was defeated, Orcus concocted a particularly cruel undeath for the man. The demon lord cursed Igni to his current ghost state but also perverted all of Igni’s abilities into those of an antipaladin. Under the curse Igni is compelled to slay any who try to open the doors. Because the change from paladin to antipaladin was involuntary Igni remains lawful, but cannot act on his alignment, further adding to his torture.</p><p><strong>Iron Ghoul:</strong> ?</p><p><strong>Deserach, Demi-Lich:</strong> ?</p><p><strong>Deserach, Lich-Mage:</strong> ?</p><p><strong>Slavish, Lich, Arch-Lich, Sorcerer-Lich 18:</strong> ?</p><p><strong>Magerly, Lich Necromancer:</strong> ?</p><p><strong>Cleric Lich:</strong> ?</p><p><strong>Wizard Lich:</strong> ?</p><p><strong>Patrol Captain Luther Dwarf Graveknight:</strong> ?</p><p><strong>Graveknight:</strong> In death, the graveknight’s life force lingers on in its armor, not its corpse, in much the same way that a lich’s essence is bound within a phylactery.</p><p><strong>Captain Killbessa, Mummy of the Deep:</strong> While most of the crew died, the captain and his most ruthless pirates rose again in undeath.</p><p><strong>Brine Zombie:</strong> While most of the crew died, the captain and his most ruthless pirates rose again in undeath.</p><p><strong>Amurru:</strong> ?</p><p><strong>Mummy Guardian:</strong> ?</p><p><strong>King Goov, Greater Mummy:</strong> Goov made a covenant with Orcus to remain alive after death. In trade, Goov sacrificed 500 young maidens to the evil god, which triggered a revolt among his people, leading to regicide. Honoring his promise, Orcus made Goov undead.</p><p><strong>Mummy Priest of Orcus:</strong> ?</p><p><strong>Plethor, Mummy Cleric 15:</strong> ?</p><p><strong>Xillin, Mummy Magic-User 15:</strong> ?</p><p><strong>Naphra-Tep, Greater Mummy:</strong> The boy in the sarcophagus was once a powerful prophet of Tiamat and was interred in this temple at some point in ages past. He now exists as a greater mummy, sealed within his tomb.</p><p><strong>Goat-Human Skeleton:</strong> ?</p><p><strong>False-Black Skeleton:</strong> These alcoves each contain a false black skeleton (8 total) which are simply normal skeletons painted black, with a minor enchantment allowing limited spell casting.</p><p><strong>Abbot Cyngamon, Wight:</strong> ?</p><p><strong>Guardian of Cyngamon, Undead Swordsman:</strong> ?</p><p><strong>Bone Warrior:</strong> ?</p><p><strong>Sword Wight:</strong> Creatures killed by Duke Aerim the Bloodwraith rise as a sword wight in 1d4+1 rounds.</p><p><strong>Hardier Enchanted Zombie:</strong> The documents in the leather case reveal the procedure to create hardier enchanted zombies. This method requires 250 gp worth of material components per zombie and a fully equipped laboratory.</p><p><strong>Putrid Zombie:</strong> ?</p><p><strong>Zombie Horse:</strong> ?</p><p><strong>Zombie Charcharodon:</strong> ?</p><p><strong>Kalina, Zombie:</strong> A follower of a god of knowledge, Kalina was separated from the rest of the group. She too was captured, and tortured to death at the Talon of Orcus. Her lifeless corpse was then reanimated, and now stands ready to serve her former captors in the Talon as one of the zombies.</p><p><strong>Goblin Juju Zombie:</strong> ?</p><p><strong>Hacked Zombie:</strong> ?</p><p><strong>Fire Beetle Zombie:</strong> ?</p><p><strong>Giant Rat Zombie:</strong> ?</p><p><strong>Troll Zombie:</strong> ?</p><p><strong>Otyugh Zombie:</strong> ?</p><p><strong>Humanoid Zombie:</strong> ?</p><p><strong>Giant Crayfish Zombie:</strong> ?</p><p><strong>Giant Beetle Zombie:</strong> ?</p><p><strong>Goblin Zombie:</strong> ?</p><p><strong>Basilisk Zombie:</strong> ?</p><p><strong>Yellow Mold-Encrusted Troll Zombie:</strong> ?</p><p><strong>Zombie Behir:</strong> ?</p><p><strong>Black Dragon Zombie:</strong> ?</p><p><strong>Beetlor Zombie:</strong> ?</p><p><strong>Purple Worm Zombie:</strong> ?</p><p><strong>Rhinoceros Beetle Zombie:</strong> ?</p><p><strong>Gray Render Zombie:</strong> ?</p><p><strong>Vrock Demon Zombie:</strong> ?</p><p><strong>Haunted Choir:</strong> These poor souls, survivors of the retreat but not their master’s cruelty, have each offended one of the clergy of Orcus in some way.</p><p><strong>Zombie Horde:</strong> ?</p><p><strong>Aaphia, Crypt Thing:</strong> ?</p><p><strong>Bodak Priest:</strong> ?</p><p><strong>Nightcrawler:</strong> ?</p><p><strong>Ghul:</strong> ?</p><p></p><p><strong>Ghoul:</strong> Inside are the gnawed-on skeletons of some thirty frog-cultists who had rebelled against a long-dead abbot, but were put down to face live entombment. Five of them remain as ghouls inside the room, envious of the living.</p><p>These creatures were common soldiers of the army of good, buried within the room and reanimated by the evil presence of the priests of Orcus.</p><p><strong>Lich:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Shadow:</strong> Any targets drained by the shadows join their ranks in this room forever.</p><p><strong>Skeleton:</strong> ?</p><p><strong>Spectre:</strong> The souls of paladins slain by Nadroj.</p><p>Lorvius is extremely cautious about anyone meeting him on this level (fear of assassinations) and never meets with outsiders without his retinue of 4 spectre bodyguards he specifically created for the task and never leaves his side.</p><p>The 10 builders have become powerful allips, and the wizard who created the prismatic wall is bound here as a horribly malignant spectre. As all their bones were ground to powder and included in the finishing touches of the room, their restless spirits cannot leave the room, nor pursue beyond the vault door.</p><p>The Cursed Tomb curse.</p><p><strong>Vampire:</strong> If a victim’s constitution is reduced to 0 due to the devouring mist’s ability drain, the blood from the victim’s body forms into a new devouring mist in 1d4 rounds. Further, the victim’s corpse arises as a vampire in 1d4 days, unless the remains are blessed prior to this rising.</p><p>Those killed by a devouring mist rise as vampires 1d4 days later unless their remains are blessed.</p><p>Shekahn wants to make spawn rather than kill the PCs outright. Anyone taken prisoner is drained and turned into a vampire.</p><p>Agamemnon cast spells until engaged, then he fights using his bite attacks until he spawns 1or 2 new vampires.</p><p><strong>Wight:</strong> The wights gang up on one character at a time; any PC killed by a wight adds to their number and joins the fight on their side.</p><p><strong>Wraith:</strong> The wraiths are the restless spirits of those slain in the dungeon, out to seek revenge on all living things.</p><p>The boy in the sarcophagus was once a powerful prophet of Tiamat and was interred in this temple at some point in ages past. He now exists as a greater mummy, sealed within his tomb. The spirits of his advisors were then captured in the dragon heads as 5 wraiths to serve him in the afterlife and protect his tomb.</p><p>Ulman Dark's Raising the Dead Failure.</p><p><strong>Zombie:</strong> Any character killed by mohrg will rise after 1d4 days as a zombie under the morhg’s control.</p><p>Greatly diminished, the order of Tsathogga now counts 8 acolytes (all heavily armed ruffians), and 4 under-clerics, who in turn control 16 zombies raised in the under-temple.</p><p>This room contains 4 zombies. They do not roam around the dungeon because they were raised to protect the room’s treasure.</p><p>those killed by the mohrg rise in 1d4 days as zombies under its control.</p><p>This level contains an evil artifact, the Zombiestone of Karsh. This artifact causes any creature that is killed within 500 yards to re-animate as a zombie creature.</p><p>Any creature slain on this level immediately rises as a zombie (1d3 rounds, except in Areas 13C–9 and 13C–10) of HD equal to 1+ the base HD of the creature.</p><p>When a zombie horde is destroyed there are 2d6 zombies from the horde remaining.</p><p><strong>Plague Zombie:</strong> Pestilence disease.</p><p><strong>Juju Zombie:</strong> Juju zombies’ hatred of living creatures and the magic that created them are what hold them to the world of the living. When a humanoid or monstrous humanoid is slain by an energy drain or a similar spell or spell-like ability, it may rise as a juju zombie.</p><p>These tortured creatures were warriors of light who refused to join the army of evil. Their mouths and eyes were sewn closed by evil priests while they were alive and then sacrificed to Orcus. Against their will, they are now undead creatures.</p><p><strong>Mohrg:</strong> Mohrgs are the animated corpses of mass murderers or similar villains who died without atoning for their crimes.</p><p><strong>Ghast:</strong> These creatures were common soldiers of the army of good, buried within the room and reanimated by the evil presence of the priests of Orcus.</p><p><strong>Demi-Lich:</strong> ?</p><p><strong>Undead Ooze:</strong> ?</p><p><strong>Oblivion Wraith:</strong> ?</p><p><strong>Allip:</strong> The allip’s touch does not deal damage, but causes the victim to lose 1d4 points of wisdom. If a victim’s wisdom falls to 0, it dies and will become an allip within 2d6 days.</p><p><strong>Devourer:</strong> ?</p><p></p><p>The Pestilence: The Pestilence is a disease that was spread into this level of the dungeon when the Healers failed to control the demonic power they had summoned. Various monsters and hazards in the level can infect intruders with the Pestilence. Anyone infected will begin losing hit points at a rate of one per hour until death. A saving throw at +4 is allowed each hour to avoid the hit point loss for that hour, but the process continues afterwards. Magical healing will increase the victim’s hit points, but the progress of the disease will continue after the curing. Cure disease will completely remove the disease and return the victim back to health, although it will not restore the lost hit points. If the victim dies from the course of the disease, the body will rise as a plague zombie in 1d4+1 rounds. A sprinkling of holy water or a cure disease spell cast on the body will prevent this from happening. The body may be raised from the dead normally, but not while it is still “alive” as a plague zombie.</p><p></p><p>10A–26. The Cursed Tomb</p><p>On top of this short hill is a hidden, locked trapdoor. Once opened, it reveals a narrow set of stairs that descends 20 ft. to a paved stone landing and an iron bound oak door. Written in Orc across the top of the door are the words, “Those Who Enter Will Someday Return.”</p><p>Beyond the door is a tomb, 30 ft. square, containing 4 spectres who attack immediately. Anyone who crosses the threshold of the tomb is instantly cursed (no saving throw; see below). While there are many open chests, sarcophagi, and urns throughout the chamber, all are empty.</p><p>The Curse</p><p>A cursed PC is doomed to one day return to the tomb as a spectre. When that PC dies, he is immediately transformed into a spectre and begins journeying back to the tomb to guard it against intruders. A cursed PC who dies cannot be aided by a raise dead or resurrection spell. Moreover, a cursed PC cannot remove the curse, either on himself or another, with a remove curse spell; only a non-cursed cleric can do so. A cursed PC is not aware of his affliction while alive except that once a year, on the anniversary of the day he was cursed, the PC is overwhelmed with a sense of doom and hopelessness. The feeling passes the next day. Powerful divination magic is necessary to determine the source of this annual ennui.</p><p></p><p>The Zombiestone of Karsh</p><p>Artifact, Chaotic</p><p>This 2-foot square stone of eerily glowing purple material seems to waver in shape and form, and at times even seems to bleed a black ichor. No carvings or markings are present on the stone, except some faint chisel marks on the exposed top. The stone radiates chaos, evil and magic of the greatest power.</p><p>Minor powers</p><p>—curse (all living creatures, as a reversed bless spell, 60’ radius continuous)</p><p>—cause disease 40-foot radius, continuous (save avoids for 10 rounds each save)</p><p>Major powers</p><p>—anti-turning field, 100 foot radius (100%), -8 levels (300 feet), and -4 levels (700 feet), continuous</p><p>—Toughen undead, 100 foot radius (12 hp absorbed) -8 hp absorbed (300 feet), and –4 hp absorbed (700 feet), continuous — anti-magic shell, continuous (all magic except artifact or deity level powers)</p><p>Primary Power</p><p>— Any creature slain on this level immediately rises as a zombie (1d3 rounds, except in Areas 13C–9 and 13C–10) of HD equal to 1+ the base HD of the creature. The possessor of the stone cannot control the newly risen zombies.</p><p>Deleterious effects</p><p>— turn evil (save avoids, new check 1/ hour) if exposed to the stone for more than 1 hour (within 100 ft.)</p><p>—Lose will (–1 wisdom per hour within 100 ft. of the stone (save avoids)</p><p>Method of destruction</p><p>— a simple hammer and chisel coated in the blood of a unicorn and wielded by an innocent child can crack the stone, thereby killing the child (irrevocably and forever).</p><p></p><p>Raising the Dead: Ulman charges 3,000 gp to attempt this difficult task, and has a 20% chance to fail in some way (see below). If he fails, he weakens and is unable to do anything but lie abed for a period of one month thereafter. If three gems worth 250 gp or more each are used in the procedure, the chance of failure drops to 10%. Failure results are listed on the table below:</p><p>1 Character remains dead </p><p>2 Character returns from the dead but with 1d2 lost Constitution points and must rest for 2 weeks</p><p>3 Character’s body turns into a grey ooze (not the monster, just disgusting putrescence)</p><p>4 Character returns from the dead, but grows to ogre size, gaining 4 extra hit points but losing 1d4 points of Intelligence </p><p>5 Character’s body remains dead, character’s soul returns as a wraith and attacks</p><p>6 Character remains dead[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/112608/Rappan-Athuk-Bestiary-Swords-and-Wizardry-Edition?affiliate_id=17596" target="_blank">Rappan Athuk Bestiary Swords and Wizardry Edition</a>[spoiler]</p><p><strong>Barrow Wight:</strong> Creatures hit by a barrow wight’s slam attack are drained of one level. Creatures killed by this level drain rise as barrow wights in 1d4 rounds and remain under their creator’s control until it is destroyed.</p><p><strong>Devouring Mist:</strong> Spawned of the dreams of the Bloodwraith, devouring mists are undead composed of equal parts blood and malice, wedded together by negative energy.</p><p>If a victim’s constitution is reduced to 0 due to the devouring mist’s ability drain, the blood from the victim’s body forms into a new devouring mist in 1d4 rounds.</p><p><strong>Juju Zombie:</strong> When a humanoid or monstrous humanoid is slain by an energy drain or a similar spell or spell-like ability, it may rise as a juju zombie.</p><p><strong>Crimthann, Ghast Lord:</strong> The Mojango belonged to Crimthann, a dark priest of Orcus who abandoned the swamp to oversee a temple to his demon lord. The ship, powered by 11 juju zombies, still plies the swamps, searching on its own for a missing power source named the All-Seeing Eye of Mojango. This malevolent orb fits neatly into the empty tree trunk and foretells doom for all it surveys.</p><p>The Eye is also searching for the ship, appearing in the tallest trees randomly throughout the swamp to gain the best vantages. The Eye is dangerous, draining 1d4 levels from anyone touching it. Crimthann himself cast the orb off the boat for fear it would someday become powerful enough to overthrow even his master. His action cost him his life, and turned him into a ghast lord.</p><p><strong>Meat Puppet:</strong> Meat puppets are boneless, skinless corpses reanimated after being exposed to necromantic energies.</p><p>The Bone Crusher artifact.</p><p><strong>Otyugh Meat Puppet:</strong> The unfortunate otyugh, which the laboratory’s alchemist used as waste disposal, suffered from a necromantic explosion in the lab. The catastrophe transformed the creature into its current undead state.</p><p><strong>Mordnaissant:</strong> Occasionally when a pregnant mother dies violently in a place infused with unholy or negative energies, the unborn child within her does not simply perish, but instead continues to grow, vitalized by dark power, until it is capable of clawing its way free from its dead mother.</p><p>The earth mother idol is a massive emerald-and-bamboo construction standing 15-feet-tall in the center of a jungle clearing. A low altar of black igneous rock stands before the statue of the earth goddess. Piled-up emerald stones form her head, shoulders and arms. Sharpened bamboo branches curve to form her fertile belly. Her legs are stone arches rising from the ground. The superstitious villagers sacrifice virgins each full moon by tying the women to the fast-growing bamboo. The sharp shoots slowly impale and kill the struggling women. Skeletons are still entwined in the thick bamboo, with more bones littering the jungle floor around the statue.</p><p>Unfortunately for the villagers, the last woman sacrificed was not a virgin. She was a few months pregnant, but hid her condition from the villagers. When the woman died on the sharpened stakes, her unborn child became a mordnaissant that inhabits the idol’s barren bamboo womb.</p><p><strong>Undead Soldier:</strong> When not warring against rival demon princes, Orcus likes to travel the planes, particularly the Material Plane. Should a foolish spellcaster open a gate and speak his name, he is more than likely going to hear the call and step through to the Material Plane. What happens to the spellcaster that called him usually depends on the reason for the summons and the power of the spellcaster. Extremely powerful spellcasters are usually slain after a while and turned into undead soldiers or generals in his armies.</p><p><strong>Undead General:</strong> When not warring against rival demon princes, Orcus likes to travel the planes, particularly the Material Plane. Should a foolish spellcaster open a gate and speak his name, he is more than likely going to hear the call and step through to the Material Plane. What happens to the spellcaster that called him usually depends on the reason for the summons and the power of the spellcaster. Extremely powerful spellcasters are usually slain after a while and turned into undead soldiers or generals in his armies.</p><p><strong>Black Skeleton:</strong> ?</p><p></p><p><strong>Zombie:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Vampire:</strong> If a victim’s constitution is reduced to 0 due to the devouring mist’s ability drain, the blood from the victim’s body forms into a new devouring mist in 1d4 rounds. Further, the victim’s corpse rises as a vampire in 1d4 days unless the remains are blessed before this rising.</p><p></p><p>The ground rumbles and shakes as the Bone Crusher (AC 3 [16], 300 hit points) approaches. This five-ton contraption from hell is a massive stone roller carved with thousands of grinning skulls. Massive femurs attached on each end of the roller support a cobbled-together platform of bone that hovers above and slightly behind the massive roller. A single stone wheel below the platform serves as a steering mechanism. The roller inflicts 10d6 points of crushing damage to anything caught in its path. </p><p>Despite moving at a mere 15 ft., the Bone Crusher animates any living corporeal creature it crushes as a meat puppet in its wake. Currently, 6 human meat puppets follow the Bone Crusher. Commanding the massive crusher is the vrock, Beek Vrut, who carries a wand of paralyzing (15 charges) and a long spear.</p><p>Only those who serve Orcus can command the Bone Crusher or access its powers. If the juggernaut’s commander is slain, the entire machine falls into thousands of jumbled bones and stones. The Bone Crusher can only reform through months of vile rituals and the desecration of at least 100 graves.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/142535/Rappan-Athuk-Expansions--Swords-and-Wizardry?affiliate_id=17596" target="_blank">Rappan Athuk Expansions 1 - Swords and Wizardry</a>[spoiler]</p><p><strong>Fragmented Skeleton:</strong> The foul magic binding these skeletons together may disintegrate at any moment, and even if the skeletons survive the combat, they usually fall apart after an hour. </p><p><strong>Undead Hummingbird:</strong> The darting shapes are undead hummingbirds, a wicked and terrible creation. </p><p><strong>Shade:</strong> A shade is an undead creature that rises when a living creature willingly sacrifices itself in a ritual to Orcus. </p><p><strong>White Lady:</strong> A white lady is a twisted 9ft tall monstrosity warped by the foul presence of the club it carries. </p><p>The ladies are not creations of this place; rather, it is their clubs that curse them and twist their flesh into their current form. The clubs were created by a priest of Orcus many years ago as an experiment and have no goodly use. </p><p>The marble table has a single twisted iron club resting on it. It is visually identical to the ones carried by the white ladies, except it looks cleaner and somehow fresher. It radiates a magical aura. An inscription next to the weapon reads: “To achieve victory, you will need to sacrifice part of yourself. The safety of the world must overrule the safety for one’s own self. Take up this weapon, and lose that which would doom you to defeat” </p><p>The weapon is a trap. The first person to pick up the weapon must make a saving throw each round he holds onto the weapon. If someone holding the club fails a save, he gains a sudden understanding of his own might as his muscles bulge. The victim’s strength and constitution immediately increase by 3 points each (to a maximum of 18). The curse continues to raise his strength by 1 point each day for the next 10 days (to a maximum of 18). Over that time, the person becomes increasingly emotionally distant, focusing only on killing those who stand between him and his goals. After the 10th day, he gains the ability to regenerate 3 hit points per round, like a troll. He marches inexorably toward his goal with no regard for personal safety, destroying everything in his path. He likely is killed in short order, although that doesn’t slow him down. The corpse continues its doomed march. Over the days that follow, he violently twists and morphs until he becomes another white lady.</p><p><strong>Old Jim, Ghoul:</strong> Jim fell overboard during a violent storm “some time ago” and washed up on shore. He is now waiting for a boat to rescue him. If pressed, he tersely admits that he has not seen a single ship during his vigil. </p><p>Jim survived by going to the nearby stream and filling his helmet with water and scraps of meat floating by. He built a small fire on the beach and boiled a stew using the water and meat scraps. Because the wood was driftwood, it did not attract the attention of the aelom, although Jim’s unwise choice of food explains his current condition. </p><p><strong>Alumaxis, Knight Gaunt:</strong> This is the last resting place for the former captain-of-the-guard-turned-architect, Alumaxis. A good soldier to the end, Alumaxis volunteered for the role of leader of this building site when he understood it would further the reach of Orcus in the world. What he didn’t know was the depth of deceit in the ranks of his “advisors”. As a man used to facing foes head-to-head, he did not see the treachery of the clergy until it was too late. To cover any evidence of their assassination, the clergy ordered this pyre built to honor their fallen “leader”. The captain’s body was laid to rest atop the bonfire, and he was immolated. Unexpectedly, the fire never burned itself out; it smolders even to this day, wafting smoky tendrils to remind the very stones of the dungeon what happened here. </p><p>Alumaxis himself was not fully consumed by the flame. He regained his material body after being scorched, and returned to the mortal realm as a knight gaunt, an undead horror normally created when a paladin falls in righteous combat against Chaos. Orcus himself found the humor in returning his soldier to the field in such a form. </p><p><strong>Kenard, Warden of the Dead, Vampire:</strong> Along the southern wall, in a mundane but comfortable chair, flanked by two doors, sits the Warden of the Dead, a former ranger and hero who chose to be infected with vampirism to ensure the feral vampires in Area 3D-24 are never released from their prison.</p><p>In an abbreviated version of a long and tragic tale, the 3 feral vampires were brothers in life; terrible and loathsome louts that beat and stole from any who were weaker than them. One day, Judith, a fair and frail maiden, was travelling to meet her betrothed, Kenard, a ranger and protector of Good Hope Forest (as it was called, long ago by the local woodsman). She never made it, as she was set upon by the foul brothers. Rather than have a shred of kindness, and just kill her quickly, the brothers made sport of her torment. Eventually, Kenard discovered the abduction, and he raced to save his future bride, but when he found the trio of brutes and his love, it was far too late to save Judith. Unable to control his monumental rage, Kenard took spear and short sword to the brothers, unleashing all his hate and fury. So powerful was his retribution, the forest itself was shocked and outraged by the display. Kenard took days to dispatch the brothers, and in that time a powerful forest spirit, Aspen, came to the site. “This cannot go unpunished, Kenard. You are a good and lawful man. You did the wrong thing. You must atone for your own sins.” And with that, the brothers rose, staggered about, and were cursed as vampires. </p><p>Judith, with her last few breaths, smiled to Kenard and said, “You know Aspen to be true. Stop this hateful action, Protect. It is what you do.” “I will protect, Lady Judith. I will protect the land from such beings as those.” </p><p>The brothers looked to each other, and fell upon the pair, their newfound bloodlust too overpowering to be ignored. As the pair fell to the foul vampires, Kenard’s will kept him “alive” in a sense. He too rose as a vampire, able to overpower the brothers. </p><p><strong>Feral Vampire Spawn:</strong> In an abbreviated version of a long and tragic tale, the 3 feral vampires were brothers in life; terrible and loathsome louts that beat and stole from any who were weaker than them. One day, Judith, a fair and frail maiden, was travelling to meet her betrothed, Kenard, a ranger and protector of Good Hope Forest (as it was called, long ago by the local woodsman). She never made it, as she was set upon by the foul brothers. Rather than have a shred of kindness, and just kill her quickly, the brothers made sport of her torment. Eventually, Kenard discovered the abduction, and he raced to save his future bride, but when he found the trio of brutes and his love, it was far too late to save Judith. Unable to control his monumental rage, Kenard took spear and short sword to the brothers, unleashing all his hate and fury. So powerful was his retribution, the forest itself was shocked and outraged by the display. Kenard took days to dispatch the brothers, and in that time a powerful forest spirit, Aspen, came to the site. “This cannot go unpunished, Kenard. You are a good and lawful man. You did the wrong thing. You must atone for your own sins.” And with that, the brothers rose, staggered about, and were cursed as vampires. </p><p><strong>Tabitha Mirax, Shade:</strong> With a squad of undead on hand to keep the place clean and in good repair, they performed dark rituals to allow themselves to become ghost-like creatures while retaining their memories and free will.</p><p>The four shades that haunt the level are the spirits of the adventurers who built this place. While comparable to ghosts, these undead creatures are something new, a result of living creatures willingly sacrificing themselves as part of a ritual to rise again as intelligent undead.</p><p><strong>Davith, Half-Orc Warrior of Orcus, Shade:</strong> With a squad of undead on hand to keep the place clean and in good repair, they performed dark rituals to allow themselves to become ghost-like creatures while retaining their memories and free will.</p><p>The four shades that haunt the level are the spirits of the adventurers who built this place. While comparable to ghosts, these undead creatures are something new, a result of living creatures willingly sacrificing themselves as part of a ritual to rise again as intelligent undead.</p><p><strong>Vallis Blacklocke, Shade:</strong> With a squad of undead on hand to keep the place clean and in good repair, they performed dark rituals to allow themselves to become ghost-like creatures while retaining their memories and free will.</p><p>The four shades that haunt the level are the spirits of the adventurers who built this place. While comparable to ghosts, these undead creatures are something new, a result of living creatures willingly sacrificing themselves as part of a ritual to rise again as intelligent undead.</p><p><strong>Kenneth, Lord Darkblade von Nightkill, Shade:</strong> With a squad of undead on hand to keep the place clean and in good repair, they performed dark rituals to allow themselves to become ghost-like creatures while retaining their memories and free will.</p><p>The four shades that haunt the level are the spirits of the adventurers who built this place. While comparable to ghosts, these undead creatures are something new, a result of living creatures willingly sacrificing themselves as part of a ritual to rise again as intelligent undead.</p><p>Kenneth, like many evil magic-users, turned to necromancy as a way of discovering a path to immortality, which he eventually found.</p><p><strong>Kenneth Junior, Black Skeleton:</strong> ?</p><p><strong>Juju Zombie Soldier:</strong> ?</p><p><strong>Skeleton Archer:</strong> ?</p><p><strong>Black Skeleton Champion:</strong> ?</p><p><strong>Jawbone:</strong> Neither Vallis nor Kenneth has the power to properly animate such a creation, so they’ve taken a shortcut. As long as Vallis is not pinned by the Ghostbind, she can use her essence to activate the creature (Vallis assumes her incorporeal form and occupies the skeleton’s space, wearing it like armor). If Vallis is not present, one of the other shades takes control, although Jawbone loses its regeneration if controlled in this manner. </p><p><strong>Kallinstraids, Vampiric Red Dragon, Bone Dragon, Undead Dragon:</strong> ?</p><p><strong>Risen Goblin, Ghast:</strong> No one that goes into Rappan Athuk comes out the same, if they come out at all. This is just as true for monsters as it is for adventurers. These six goblins snuck into the early levels of Rappan Athuk hoping for treasure, or at least a place to hide. What they found was something darker, and in their desperate search for a way back to the surface they took to cannibalism to survive. Now they have escaped and roam the surface, their goblin appetites augmented with a hunger for flesh, bone and marrow. </p><p>One turn after one of these corrupted goblins dies its flesh tightens over its frame (regenerating if needed) and with a sickening crunch the now intact body rises as a ghast. </p><p>[Ravenous] Goblins that drop to 0 hit points or below rise as ghasts on the next combat round, retaining their place on the initiative order. This can be prevented by destroying the corpse with 5 points of fire damage, or pouring holy water over the corpse.</p><p></p><p><strong>Skeleton:</strong> The ‘priest’ of this foul place is the goblin Jedra, who found a book about Orcus left here by a previous inhabitant. Jedra rather liked the idea of Orcus and built this chapel to honor him. Orcus was amused by this and granted Jedra some limited power which she is using to learn to raise undead. She hopes one day to replace her raiding parties with teams of undead lead by goblins, to supply them with all the food they could want. </p><p>At any time Jedra will be in the chapel, praising Orcus or experimenting on any bodies on which she can get her hands. She has so far carefully managed to raise a pair of skeletons, and is working on a corpse, this time attempting to make a zombie. </p><p><strong>Ghoul:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Coffer Corpse:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Cadaver Lord:</strong> ?</p><p><strong>Cadaver:</strong> ?</p><p><strong>Strangling Ghost:</strong> ?</p><p><strong>Fear Guard:</strong> The fear guards were former temple warriors, bound to this place after death. </p><p><strong>Undead Mimic:</strong> The font is actually an undead mimic, a hideous creature that wandered into this place as a normal variety of mimic, and replaced the existing font, thinking to trap petitioners when they came to gather some of the water. The mimic waited so long, and was eventually infused with so much dark energy, when it perished from starvation it transformed into this undead version. </p><p><strong>Guardian Cimota:</strong> The former collector of these scrolls, an injured soldier and neophyte acolyte of Orcus, was slain in here by a rival over hierarchy in the lower orders of the clergy. Maintaining his soldier’s sense of duty towards his collection, the acolyte rose eventually rose from death as a guardian cimota, forever tasked to guard these scrolls. </p><p><strong>Undead Troll:</strong> This beast was a former guardian of the path to Level 3D, Section 2. After most of the living inhabitants died, the troll starved to death. The power of the chapel kept the beast from entering the afterlife, so he is confined here as an undead troll. </p><p><strong>Pyre Zombie:</strong> ?</p><p><strong>Brain-Eating Zombie:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Vampire:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/142535/Rappan-Athuk-Expansions--Swords-and-Wizardry?affiliate_id=17596" target="_blank">Rappan Athuk Expansions 2 - Swords and Wizardry</a>[spoiler]</p><p><strong>Devron the Necromancer, Lich:</strong> Devron the necromancer swears himself to Arvonliet’s true nature, transforms into lich and is imprisoned below Barakus.</p><p><strong>Gremag, Lich:</strong> ?</p><p><strong>Lich-Queen Trystece:</strong> ?</p><p><strong>Nadroj the Wraith:</strong> ?</p><p><strong>Zelkor:</strong> Nadroj the wraith breaks Zelkor and makes him an undead minion of Orcus.</p><p><strong>Slavish, Lich:</strong> ?</p><p><strong>King Goov:</strong> ?</p><p><strong>Zelkor, Lich:</strong> ?</p><p><strong>Restless Spirits:</strong> ?</p><p><strong>Exploding Skeleton:</strong> ?</p><p><strong>Dissolving Zombie:</strong> ?</p><p><strong>Bartholomew Ragusovitch, Red Jester:</strong> As one of Orcus’ few amusing creations, Bartholomew can be permanently destroyed only if the characters slay him while he is prone (Orcus granted him his deathly reward after accidently breaking his neck in a pratfall.) </p><p><strong>Azraggad, Vampiric Cleric of Orcus:</strong> When Tsathogga’s followers infiltrated Rappan Athuk, Azraggad, a devout cleric of Orcus, swore his undying loyalty to the demon lord. To cement his pact, the priest joined the ranks of the undead as a vampire. </p><p><strong>The Conductor, Lich MU 18:</strong> He amassed enough magical might that he was able to thwart death, and he has lived as a lich for millennia. </p><p></p><p><strong>Black Skeleton:</strong> ?</p><p><strong>Ghast:</strong> A human treasure-hunter became trapped in the oyster, transforming into a ghast after drowning. </p><p><strong>Skeleton:</strong> This staff’s single purpose is to command the infamous Army of the Shoreline Dead. The members of this skeletal fighting force are believed to have been among the first settlers in the area around Rappan Athuk, and among its first victims. They died on or near the shore on which they arrived, falling prey to disease, in-fighting, native hazards, and sahuagin raids.</p><p>Nihiloplasm magic item.</p><p><strong>Wraith:</strong> Unbeknownst to the sahuagin, this cave was once the private chamber of a high priest who swore fealty to the Profane Tides. Slain by a wraith while he slept, the priest was interred in the floor directly below his bed. Though that bed and all other evidence of the priest’s existence are gone, his spirit lingers. A successful search for secret doors reveals a section of mismatched stones in the floor, 6ft long by 2ft wide. Anyone spending half an hour with the proper tools can unearth a copper casket buried a few inches below the surface. The casket is sealed shut by time and moisture, requiring successful open door checks from 2 characters working together to lift the lid. Inside is a mostly crumbled skeleton … and the wraith the priest became after death. </p><p><strong>Bone Swarm:</strong> Composed of tiny bits of bone culled from the remnants of fallen undead monsters as well as Azraggad’s past victims.</p><p><strong>Wight:</strong> ?</p><p><strong>Shadow Rat:</strong> ?</p><p><strong>Feral Undead Cat:</strong> ?</p><p><strong>Specter:</strong> ?</p><p><strong>Ghost:</strong> The library is attended by a ghost, the damned spirit of a scribe who came here to steal but was slain by the lich in Area 5C-14.</p><p></p><p>Nihiloplasm </p><p>Appearing as a dull green, viscous fluid that has the instant effect of cause disease when it contacts living flesh. No saving throw is allowed. Nihiloplasm may be used as an ingredient in any number of malign magic items, but its primary purpose is to create skeletons and infuse them with negative energy so that they seek retribution on the living. For every cup of nihiloplasm poured onto the ground, 2d4 skeletons rise from the sizzling liquid, their eye sockets burning the same dull green color as the unusual material that created them. On the round following their appearance, the skeletons attack any living creature they see — including the person who summoned them. The skeletons behave as standard undead of their type. Despite the skeletons’ tendency to attack the nihiloplasm’s owner, clever users devise means of using the substance to their advantage. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/146256/Ruins--Ronin?affiliate_id=17596" target="_blank">Ruins & Ronin</a>[spoiler]</p><p><strong>Ao-Nyobo, Blue Wife:</strong> ?</p><p><strong>Azuki-Arai:</strong> ?</p><p><strong>Banshee:</strong> ?</p><p><strong>Gaki, Hungry Spirits:</strong> Gaki are the undead spirits of the wicked dead turned into horrible monsters for their horrid sins. The precise nature of the crimes committed by the Gaki in life determines their type, 3 kinds are commonly known but they may be more.</p><p><strong>Jiki-Ketsu-Gaki:</strong> ?</p><p><strong>Jiki-Niku-Gaki:</strong> ?</p><p><strong>Shikki-Gaki:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Jikininki, Trash Eating Ghoul:</strong> Similar to the Gaki in appearance, these undead originate from greedy, selfish or impious individuals who are cursed after death to seek out and eat human corpses.</p><p><strong>Kubi-no-nai-bushi:</strong> A Kubi-no-nai-bushi (headless warrior) is a particularly rare and powerful form of undead that is sometimes created when the spirit of a honorable Samurai that was unlawfully or unjustly forced to commit Sepukku returns from the grave in search of vengeance.</p><p><strong>Kyonshi, Hopping Vampire:</strong> Sometimes when a body is buried improperly or in an inauspicious location, it reanimates with a hunger to kill mortals and consume their lifeforce.</p><p>Anyone who suffers damage from a Kyonshi runs the risk of becoming a vampire in turn. Exactly how this occurs is a mystery, but most sages agree it is a form of curse. The percentage chance of turning into a vampire is equal to the amount of hit points lost on a 1d100. Those who succumb to the curse slowly turn into vampires themselves, growing fangs and long fingernails and becoming more and more bestial. The process a number of days equal to the victim’s CON minus 1d6 and usually only becomes evident after a couple of days have passed. To stop the transformation a Remove Curse spell must be cast on the victim.</p><p><strong>Lich:</strong> Liches are the undead remnants of wizards, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magics gone awry).</p><p><strong>Mummy:</strong> ?</p><p><strong>Shadow:</strong> A shadow's chill touch drains one point of strength with a successful hit, and if a victim is brought to a strength of 0, he becomes a shadow. Strength points return after 90 minutes (9 turns).</p><p><strong>Skeleton:</strong> Skeletons are animated bones of the dead, usually under the control of some evil master.</p><p><em>Animate Dead</em> spell.</p><p><strong>Spectre:</strong> Any being killed (or drained below level 0) by a spectre becomes a spectre himself, a pitiful thrall to its creator.</p><p><strong>Vampire:</strong> Any human killed by a vampire becomes a vampire under the control of its creator.</p><p><strong>Wight:</strong> Any human killed or completely drained of levels (1 level per hit) by a wight becomes a wight.</p><p><strong>Wraith:</strong> ?</p><p><strong>Zombie:</strong> The standard zombie is simply a corpse animated to do its creator’s bidding.</p><p><em>Animate Dead</em> spell.</p><p><strong>Zombie Contagious:</strong> If their undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease they should be worth considerably more experience.</p><p></p><p>Animate Dead</p><p>Spell Level: Sh5</p><p>Range: Referee’s discretion</p><p>Duration: Permanent</p><p>This spell animates skeletons or zombies from dead bodies. 1d6 undead are animated per Level of the caster above 8th. The corpses remain animated until slain.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/223909/Swords--Wizardry-Continual-Light?affiliate_id=17596" target="_blank">Swords & Wizardry Continual Light</a>[spoiler]</p><p><strong>Ghoul:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Skeleton:</strong> Bones of the dead, animated by vile necromancy.</p><p><strong>Wight:</strong> ?</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/200456/TG1-Lost-Temple-of-Ibholtheg-SnW?affiliate_id=17596" target="_blank">TG1 Lost Temple of Ibholtheg (SnW)</a>[spoiler]</p><p><strong>Wraith:</strong> The spectral remains of Ibholtheg’s human servants from Xilonoc, the wraith is a shadowy form of a near-naked man with an elaborate headdress.</p><p><strong>Spectral Crocodile:</strong> The crocodiles of the Great Jungle have always been a sacred beast to the faithful of Ibholtheg (the creatures being one third of the Squamous Toad’s being). When the golden temple was built, the spirits of several of the animals were bound to defend it, creating spectral crocodiles.</p><p><strong>Ghast:</strong> Human servants of Ibholtheg the Squamous Toad left to rot in the golden temple have devolved into ghasts.</p><p>There are 5 ghasts here who were once priests of Ibholtheg. The croaking in the chamber is a result of Ibholtheg’s movements and used to only occur on an infrequent basis. Now it never stops and it has called its priests back to the world of the living.</p><p><strong>Slime Zombie:</strong> A slime zombie is the undead remnant of a Xilonoc resident who was not faithful to Ibholtheg. Now cursed with a vibrant green slime that coats their skin and oozes from their mouths, they exist only to serve the Squamous Toad.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/203421/TG2-Tongues-of-the-Screaming-Toad-SnW?affiliate_id=17596" target="_blank">TG2 Tongues of the Screaming Toad (SnW)</a>[spoiler]</p><p><strong>Zombie:</strong> In his studies of the forbidden arts, Natan has learned to create zombies from the corpses of the living. He has passed this knowledge down to his most devout disciples, who in turn use it to make good use of fallen enemies. The ritual to create a zombie takes many hours, however.</p><p>Inside, the stench of death is overpowering. The Noviortum House agents have reanimated the corpses of the Carrico family so that they serve now as 6 zombies in the house that lurch forward to attack anyone who isn’t affiliated with Noviortum House.</p><p><strong>Black Tongue Victim:</strong> People who consume the egg of a cipactli are doomed to become black tongue victims. The abominable process generally takes a day or so to manifest, but when it does it takes over quickly, turning the victim into a brute that can withstand the toughest hits.</p><p>Natan experimented with the cipactli eggs on native slaves before unleashing them on Kraden’s Hill, and the 5 black tongue victims here were the first successful creations. They quickly fell to worshipping the statue of Ibholtheg the wizard brought here to study, a curious practice that Natan was studying to understand the effects of the black tongue better.</p><p><strong>Lambert Glover, Black Tongue Victim:</strong> You’re just about to order another round of that spicy viper fruit drink when a gurgled choke catches your attention at the door. Night has fallen completely on Kraden’s Hill, and in from the darkness staggers a man clawing at his throat. He leans heavily on the wall, gasping and muttering for a moment, as the rest of the Thirsty Serpent patrons turn to see. “Lambert?” one man asks in a concerned voice as the man – Lambert apparently – lets loose a choked cry and falls to the floor. He retches and black vomit hits the dirty floor with a sickening splash.</p><p>Lambert Glover is currently suffering from the end of the second phase of the black tongue of Ibholtheg. People around him back up after the black vomit hits the floor and Lambert begins to mutter incoherent words – “ozalko,” z’dyrr’kuu,” and “yongulluu,” followed by a drawn out “Ibholtheg.”</p><p>The characters can try to push through to get to him but by the time they arrive the curse has taken full effect. Lambert Glover stands up suddenly, now fully a black tongue victim, his elongated tongue pitch black and hanging out of his mouth.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/206047/TG3-Shadow-Out-of-Sapphire-Lake-SnW?affiliate_id=17596" target="_blank">TG3 Shadow Out of Sapphire Lake (SnW)</a>[spoiler]</p><p><strong>Wraith:</strong> In the Black Gulfs, victims that give in to the despair inherent on the plane are eventually transformed into wraiths – twisted, evil, shadowy apparitions of their former selves.</p><p><strong>Mummy:</strong> The practice of mummification was common in Xilonoc, and priests and other leaders often enchanted loyal guards as mummies to live forever guarding a sacred site.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/112798/The-Black-Monastery-SW?affiliate_id=17596" target="_blank">The Black Monastery (S&W)</a>[spoiler]</p><p><strong>Cimota:</strong> These undead creatures are the images of evil still imprinted on the place, acting out the roles and deeds of the long-dead monks. </p><p>Cimota are the physical manifestations of evil thoughts and actions. They manifest in the Prime Material as cloaked figures. Their existence is always tied to a specific area or artifact that is imbued with ancient and highly malevolent evil. A cimota is able to manifest itself anywhere within an accursed locale that has given it life, or within 300 feet of an evil artifact to which it is attached. </p><p>Cimota are bound to repeat the evil thoughts and actions that created them. When they manifest they will endlessly repeat the deeds that spawned them. So, for instance, a group of cimota may haunt a ruined temple, re-enacting evil rituals. Cimota may guard an unholy site such as a city, forest or building. They will fight to the death to defend these places. Cimota who are bound to an artifact may act out the intentions of that artifact. </p><p>These undead creatures are the images of evil still imprinted on the place, acting out the roles and deeds of the long-dead monks. The acts of human sacrifice and other evil deeds associated with the oracle stone are what have given the cimota power within the Black Monastery. They are echoes and reflections of the Black Brotherhood and the vile deeds they committed here. As long as the oracle stone exists, the Black Monastery will return and the cimota will continue their dark existence.</p><p><strong>Ghost Strangling:</strong> Anyone strangled by a strangling ghost will rise as a strangling ghost within 1d6 days.</p><p>The ghosts of intruders who have died in the Black Monastery are trapped here, held prisoner in death.</p><p><strong>Mohrg:</strong> Mohrgs are the animated corpses of mass murderers or similar villains who died without atoning for their crimes. </p><p>Buried six feet below the garden’s surface are the bodies of seven former members of the Black Brotherhood, condemned by their brethren for betraying the order. Digging in the garden has the potential of disturbing these corpses, which will rise as morhgs. </p><p><strong>Black Skeleton:</strong> The Black Brotherhood created these undead warriors as the special guardians of their monastery and the dungeons below. </p><p>Black skeletons are the remnants of living creatures slain in an area where the ground is soaked through with evil. The bodies of fallen heroes are contaminated and polluted by such evil and within days after their death, the slain creatures rise as black skeletons, leaving their former lives and bodies behind. </p><p><strong>Soul Knight:</strong> A soul knight is a suit of armor animated by the lingering soul of an evil knight, cursed to undeath as punishment for having committed betrayal, murder or other crimes. The evil spirit continues to inhabit its old armor, repeating the deeds that brought about the living knight’s ruin. </p><p><strong>The Black Monastery:</strong> The twisted thoughts and evil deeds of the Black Brotherhood are long ended. There is no need to fully recite them here. Suffice to say that their actions included necromancy, pacts with evil outsiders and the human sacrifices those evil outsiders demand. The Black Monastery was the scene of dark sorcery and magical research that left behind many deadly traces. What manifests atop the Hill of Mornay from decade to decade is a lethal ghost of those repugnant deeds.</p><p><strong>Ghost Relatively Weak:</strong> ?</p><p><strong>Leader Cimota:</strong> ?</p><p><strong>High Cimota:</strong> If the cloak of the high cimota is worn for a full 24 hours, the wearer will begin to fade out of existence, becoming the new high cimota. Nothing short of a wish spell can reverse this terrible fate. </p><p><strong>Gareth the Reaper, Soul Knight:</strong> One of these soul knights was Gareth the Reaper, an adventurer who turned upon his comrades while adventuring in the Black Monastery out of greed and spite. Gareth himself was slain before he could escape the monastery’s halls and has remained to haunt this room ever since. </p><p><strong>Undead:</strong> An appearance of the Black Monastery also carries curses for the local countryside. In an area of 20 miles around the monastery there is usually an outbreak of magical diseases announcing the return of the Black Brotherhood. Cases of fevers that cause the dead to rise as undead occur among local people without any known source of infection. </p><p><strong>Banshee:</strong> ?</p><p><strong>Ghoul:</strong> The four cots are all occupied by human commoners, including three women and a man. These are local peasants who have been infected with ghoul fever. In their growing madness, they have been drawn to the Black Monastery and have laid down on the cots. These sufferers are victims of the curses that always accompany Black Monastery’s evil presence. Although they are in the last stages of the disease, they are not beyond saving. A cure disease, or similar magical intervention, will revive them and allow these innocent people to return to their homes. If the party does not heal them within 24 hours, all four victims will be gone from this room. They will be transformed into full ghouls and off to run through the monastery halls in search of food. </p><p><strong>Doctor Brutus, Ghoul:</strong> When the Black Monastery fell, Doctor Brutus was destroyed along with the other black monks, but it was not his fate to stay dead. Some of the potions Doctor Brutus tested on himself took hold and raised him to undeath as a powerful and abnormal ghoul. It is now his curse to live in undead twilight, bound to the Black Monastery. </p><p><strong>Sacavious, Lich:</strong> Inside the room is a clay vessel studded with gems and bound with gold bands. The vessel has a value of at least 8,000gp. It is the jar that the lich Sacavious used to hold most of desiccated internal organs as part of the necromantic rituals that were intended to turn him into a lich. </p><p>At the time of the Black Monastery’s fall, Sacavious was coming to the end of his mortal life. His potions and experiments were no longer able to sustain his failing body, so he had completed the research, potions and incantations to transform himself into a lich. Sacavious had put off his final transformation for more than a decade when the monastery was besieged. His plan had included a betrayal of his brothers, whom he had intended to make his undead minions. </p><p>The Black Brotherhood’s violent end frustrated Sacavious’ plans and forced him to undergo his transformation only moments before the Black Monastery was immolated and disappeared in arcane fire. With his spells exhausted, and the monastery gates about to be breached, Sacavious rushed to his tower and drank down the final potion. He expected to become an immortal being of ultimate power. The result was something quite different.</p><p>The immolation of the Black Monastery unleashed forces unknown to Sacavious. Instead of falling to the floor and rising up as a free-willed wraith, ready to dominate his enemies, Sacavious’ mind was badly damaged by the arcane powers unleashed around him. The pieces of his conscious mind were scattered as wisps, blowing between the planes. Only fragments of these wisps returned to his animated corpse, trapping him forever in a dead shell, re-living his final moments as a mortal. What is left of Sacavious may be found in the large chamber at the top of his tower, waiting to destroy anyone who dares intrude on his eldritch domain.</p><p><strong>Lich:</strong> The floor of this large chamber is covered with scrawled magical symbols and diagrams. These are various necromantic spells, spells a necromancer must gather and cast in order to become a lich. There are rags, pieces of candles, feathers, and patches of glittering dust scattered everywhere on the floor.</p><p><strong>Sacavious, Lich Fully Armed and Operational Sacavious:</strong> In this variation, the Referee assumes that Sacavious completed his transformation into a lich and has been able to recuperate all of his spells. </p><p><strong>Sacavious, Lich Depleted Sacavious:</strong> The necromancer has completed his botched transformation into a lich, but his spells have been seriously depleted by the final siege of the Black Monastery. This version of Sacavious is still a deadly threat, but has already exhausted most of his spells in the final battle. This broken remnant of the Black Brotherhood’s pet necromancer has been lying face down on his spell book ever since. </p><p><strong>Sacavious, Lich Deranged and Crawling Sacavious:</strong> The necromancer’s failed transformation has left him almost completely broken. The Referee should assume that Sacavious has no spells, or possibly just a few left. At the Referee’s discretion, Sacavious should have his hit points and armor class reduced to reflect the fact that he has not cast spells in preparation for the party’s arrival. After he turns toward the party from his workbench, the lich emits a ragged gasp and either staggers toward the adventurers or falls to the floor. Sacavious is still capable of harming the party with his innate lich and necromancer powers, but is only a shell of what he might have been. </p><p><strong>Mummy:</strong> When they drank the potions that Sacavious said would make them powerful and immortal, all four assistants were transformed into the equivalent of mummies. The transformation was agonizing and maddening. </p><p>Whenever these particular mummies move or fight a fine dust fills the air around them. This dust also covers the bodies on the floor. Anyone who suffers a wound from these mummies, or any other type of wound in this room, will be afflicted with a special type of mummy rot. Once a victim has succumbed to the disease, the corpse will rise as a mummy (although not wrapped) and shamble across any distance to return to this room. There, the victim will take his place as a new guardian of the dungeons beneath the Black Monastery.</p><p><strong>Shadow:</strong> There is a bowl on top of a table in the middle of the room. The bowl is filled with water and inscribed with runes on its exterior. A Magic-User reading the incriptions will be able to identify that the inscriptions on the bowl are used as part of a necromantic ritual. If the Magic-User has an Intelligence score over 15, he will also discern that the bowl is specifically used in a ritual to create shadows.</p><p>These are the shades of 13 brothers who took the most pleasure in the displays put on here. Their doom, in death, has been to haunt the place where they did so many evil acts while they were living. </p><p>The Shadow of Kran the Dungeon Master is akin to a normal shadow, but much more powerful. If it drains a character’s strength to 0, the character will die and within 1d3 rounds the character’s spirit will rise as a normal shadow in Kran’s service.</p><p><strong>Kran the Dungeon Master, Powerful Shadow:</strong> What remains of Kran the Dungeon Master is standing in this room. Kran’s body was destroyed in battle but his evil soul survived, cursed to haunt his tower forever as a powerful shadow. </p><p><strong>Troll Skeleton:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Undead Menagerie Human Skeleton:</strong> These animals were given experimental draughts of the various potions that Sacavious intended to use to transform himself into a lich. </p><p><strong>Undead Critter:</strong> These animals were given experimental draughts of the various potions that Sacavious intended to use to transform himself into a lich. </p><p><strong>Undead Menagerie Human Skeleton:</strong> ?</p><p><strong>Undead Menagerie Wolf Skeleton:</strong> ?</p><p><strong>Undead Menagerie Dried Dwarf Corpse:</strong> ?</p><p><strong>Undead Menagerie Dried Elf Corpse:</strong> ?</p><p><strong>Manticore Skeleton:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Samuel Knock, Wight:</strong> His former comrades locked him in this room weeks ago when he fell under the influence of a cursed amulet that changed him into a wight. </p><p>The amulet is still around Samuel’s neck. It is a silver skull, marked with the teardrop and pentagram symbol of the Black Brotherhood. The amulet can be removed by a remove curse spell, if it is cast within two hours of the moment the victim put it around his neck. It comes off easily if the wearer is slain. </p><p>Anyone who puts on Samuel’s amulet will immediately begin to scream gibberish and tear at his face and clothing. The transformation will be complete 12 hours later. Party members may only save their companion from a hideous fate by acting quickly to remove the amulet, or the new victim will suffer Samuel’s fate.</p><p><strong>Wight:</strong> This unfortunate person was a member of an adventuring party that was trapped by the iron doors. The horror of his situation transformed him into a wight. </p><p><strong>Wraith:</strong> ?</p><p><strong>Zombie:</strong> Any character killed by mohrg will rise after 1d4 days as a zombie under the morhg’s control. </p><p>Two gold bracelets with a teardrop and pentagram engraved on each of them are suspended five feet off the ground, floating in mid-air. This is a pair of bracelets of undeath. If both bracelets are placed on both arms, the wearer gains certain traits of the undead: immunity to sleep, charm and hold spells. Cold-based attacks also have no effect on the wearer, who is also immune to all poisons.</p><p>Choosing to wear the bracers of undeath may be a fateful decision for a player character. For each week the bracers are worn the wearer must succeed on saving throw or fall under the bracers’ control, permanently changing the character’s alignment to Chaotic. A second failed saving throw means that the character will begin to lose 1d4 constitution points per day until death, or until a remove curse spell is cast on the character. </p><p>Anyone who dies from this effect will immediately rise as a zombie. The newly risen zombie will have the overwhelming urge to return the bracelets of undeath to their place in this room of the Black Monastery.</p><p><strong>Sir Ralph Halifax, Zombie:</strong> ?</p><p><strong>Zombie Sea Cat:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/124060/Cartographers-Guide-to-the-Creatures-of-Eira?affiliate_id=17596" target="_blank">The Cartographer's Guide to the Creatures of Eira</a>[spoiler]</p><p><strong>Bone Spider:</strong> Bone Spiders are malign spirits who form their bodies from the bones of the dead and who haunt the ancient barrows, tombs, bone pits and crypts of the world growing and gaining power as they add more bones (fresh and ancient) to their form.</p><p><strong>The Chained:</strong> No one knows for certain what The Chained is, some say it is the avatar of the Goddess of Pure Death, others a freak magical accident created by a mage with a vengeance streak. The stories are endless, but all end the same way; The Chained comes for bad folks and when it does they die.</p><p><strong>Guest:</strong> Spirits that cannot rest, cursed by broken oaths, business left undone, or something else. Left in this world and slowly driven mad by it. Guests were never meant to be in the realms of the mortals and every day they do not pass on is yet another day insanity inducing pain.</p><p><strong>Unquiet Bodere:</strong> The undead remnants of a mortal who looked into the Outside and didn't have enough sense to die immediately. Driven insane by what they saw the mortal went through what remained of their short life muttering and rambling in their madness revealing truths – oh so dark truths – of what existed Outside. Even when death finally claimed them the things they saw and remembered refused to die with them.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/205702/The-Ghost-Woods-Adventure?affiliate_id=17596" target="_blank">The Ghost Woods Adventure</a>[spoiler]</p><p><strong>Valen Darkfast, Lich Lord:</strong> ? </p><p><strong>Cursed Headless Woman:</strong> ?</p><p><strong>Undead Raven:</strong> ?</p><p><strong>Skeletal Horse:</strong> ?</p><p></p><p><strong>Undead:</strong>? </p><p><strong>Ghoul:</strong> ?</p><p><strong>Zombie:</strong> Valen Darkfast's touch drains a level (save to avoid loss, if all levels are lost the character dies and turns into a zombie).</p><p><strong>Skeleton:</strong> ?</p><p><strong>Spectre:</strong> A spectre haunts this area, looking to kill and transform characters into new spectres. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/177622/The-Heros-Journey-Fantasy-Roleplaying-Swords--Wizardry?affiliate_id=17596" target="_blank">The Hero's Journey Fantasy Roleplaying</a>[spoiler]</p><p><strong>Banshee:</strong> ?</p><p><strong>Death Knight:</strong> ?</p><p><strong>Ghoul:</strong> <em>Animate Dead</em> spell.</p><p><strong>Liche:</strong> Liches are the undead remnants of wizards, either made undead by their own deliberate acts during life or as the result of other magical forces (possibly including their own magics gone awry).</p><p><strong>Mummy:</strong> ?</p><p><strong>Poltergeist:</strong> Poltergeists are incorporeal spirits animated by anger.</p><p><strong>Sanguine Fog:</strong> ?</p><p><strong>Shade Lord:</strong> ?</p><p><strong>Shadow:</strong> A shadow's chill touch drains one point of strength with a successful hit, and if a victim is brought to a strength of 0, he becomes a shadow. Strength points return after 90 minutes.</p><p><strong>Skeleton:</strong> Skeletons are animated bones of the dead and are usually under the control of some evil master.</p><p><em>Animate Dead</em> spell.</p><p><strong>Skeleton Flaming:</strong> Flaming skeletons have been animated with an unholy fire that radiates from them.</p><p><strong>Specter:</strong> Any being killed (or drained below level 0) by a specter becomes a specter himself—a pitiful thrall to its creator.</p><p><strong>Vampire:</strong> Any human killed by a vampire becomes a vampire under the control of its creator.</p><p><strong>Wight:</strong> Any human killed or completely drained of levels (1 level per hit) by a wight becomes a wight.</p><p><em>Animate Dead</em> spell.</p><p><strong>Wraith:</strong> ?</p><p><strong>Zombie:</strong> These are merely animated corpses, not carriers of any sort of undead contagion as ghouls are.</p><p>The standard zombie is simply a corpse animated to do its creator’s bidding.</p><p><em>Animate Dead</em> spell.</p><p><strong>Zombie Contagious:</strong> If their undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease they should be worth considerably more experience.</p><p></p><p>Animate Dead</p><p>Spell Level: Wizard 5</p><p>Range: Referee’s discretion</p><p>Duration: Permanent</p><p>This spell animates skeletons, zombies, ghouls or wights from dead bodies. The caster determines which type of creature is animated from the corpse. Each casting of this spell produces either 1d6+1 skeletons, 1d6 zombies, 1d6−3 ghouls, or 1 wight. The corpses remain animated and under the command of the caster until destroyed or banished.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/206626/The-Kingdom-of-Richard?affiliate_id=17596" target="_blank">The Kingdom of Richard</a>[spoiler]</p><p><strong>Valen Darkfast, Lich:</strong> The Darkfasts were cunning necromancers and when the father was mortally wounded in a battle, he was turned into a lich. </p><p><strong>Ghost:</strong> The ruined villages along the Ruined Coast on the Katarian Sea have been largely ignored by the Elves who sacked them since their destruction over 100 years ago. Today, they are a strange and dangerous collection of ruins that are haunted by monsters, pirates, and the ghosts of those who died there. </p><p><strong>Undead:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/240948/The-Little-Book-of-Adventuring-Classes-Vol-1?affiliate_id=17596" target="_blank">The Little Book of Adventuring Classes Vol. 1</a>[spoiler]</p><p><strong>Dead Dog Spirit:</strong> ?</p><p><strong>Undead:</strong> <em>Raise Greater Undead</em> spell.</p><p><strong>Wight:</strong> <em>Raise Greater Undead</em> spell.</p><p><strong>Wraith:</strong> <em>Raise Greater Undead</em> spell.</p><p><strong>Skeleton:</strong> <em>Raise Lesser Undead</em> spell.</p><p><strong>Zombie:</strong> <em>Raise Lesser Undead</em> spell.</p><p><strong>Ghoul:</strong> <em>Raise Lesser Undead</em> spell.</p><p><strong>Unliving:</strong> Unliving are created by dying and being resurrected by a necromancer, in much the same way a zombie is.</p><p></p><p>RAISE GREATER UNDEAD</p><p>Spell Level: Deathwitch 5th level, Magic-User 7th level</p><p>Range: 240 feet</p><p>Duration: Permanent</p><p>Greater undead such as wights or wraiths can be created from dead bodies, 1d4 for each level of the caster. They remain under the command of the caster, and will remain until slain.</p><p></p><p>RAISE LESSER UNDEAD</p><p>Spell Level: Deathwitch 3rd level, Magic-User 5th level</p><p>Range: 240 feet</p><p>Duration: Permanent</p><p>Lesser undead such as skeletons (1d8), zombies (1d6), or ghouls (1d4) can be created from dead bodies for each level of the caster. They remain under the command of the caster, and will remain until slain.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/142506/The-Lost-City-of-Barakus-SW?affiliate_id=17596" target="_blank">The Lost City of Barakus (S&W)</a>[spoiler]</p><p><strong>Undead Doppelganger:</strong> ?</p><p><strong>Undead:</strong> Many years ago, a wicked cleric named Asgaroth came to this area to build a shrine to himself and his god. He gathered about him a cluster of undead and began the construction of his temple. Unfortunately, while searching for a powerful evil relic, he was slain by a paladin named Van-Doren, and thus his shrine remained incomplete. </p><p>The undead, however, remained. Asgaroth had succeeded in infusing so much evil into the place that the undead he placed here to guard it remained, ever vigilant. Over the years, other undead, primarily ghouls and ghasts, have been attracted to this place for its evil aura. What’s more, all creatures slain anywhere in these caves eventually rise as an undead creatures themselves. </p><p><strong>Girda, Ghost:</strong> The hovel is haunted by the ghost, Girda, the deceased half-orc wife of Klar, the orc vampire who now resides in Barakus. When Klar was transformed into a vampire, instead of draining Girda’s blood so she could join in his hellish undeath, he chose to kill her in her sleep with his bare hands and then banished himself to Barakus. Girda, tormented by her terrible end, haunts this shack where she and Klar once lived. </p><p><strong>Gilbert, Ghoul:</strong> ?</p><p><strong>Klerk, Ghoul:</strong> ?</p><p><strong>Ghoul:</strong> The cave floor [of the Totem Cavern of the Cave of the Dead] is strewn with the discarded belongings of defeated explorers who arose as zombies or ghouls themselves [from dying in the Caves of the Dead]. </p><p>Heaped in the northern corner of this small cave are the bodies of two humans: One dressed in chain mail and carrying a quarterstaff, the other dressed in leather armor with a rapier at his side. These two unfortunate fellows, along with three other party members, perished at the hands of the ghouls. The ghouls ate the other three, but Thelkor instructed his minions to leave these bodies be as he wished to add them to his ranks once they have risen. In two days they become ghouls. If the party cleric casts bless on the bodies, however, they can prevent this from occurring.</p><p><strong>Thelkor, Ghoul Lord:</strong> ?</p><p><strong>Devron, Lich Magic-User 8:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Devron, Lich Magic-User 14:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Cave Bear Skeleton, Large Skeleton:</strong> Within the offering bowl is a medallion depicting a beautiful human eye attached to a simple silver necklace. Wearing the amulet grants the wearer protection from charm and sleep (see Sidebox). However, if the amulet is removed by anyone with an alignment other than Neutral, the bones on the cave floor below assemble themselves into a large skeleton that attacks the possessor of the amulet and anyone associated with him. </p><p><strong>Skeleton:</strong> The cave floor [of the Totem Cavern of the Cave of the Dead] is strewn with the discarded belongings of defeated explorers who arose as zombies or ghouls themselves [from dying in the Caves of the Dead]. </p><p>Years ago, Asgaroth, the evil cleric described in Area I in the Wilderness, discovered Area 2-12 and placed special guards here to protect it. Using a ritual similar to that in Area I2, he placed several totems in this area which enacted a permanent animate dead spell that is recast on the area once per week. Thus, anyone slain within the shaded area comes back to life as a zombie (or, in the case of the hobgoblin, should he be moved, a skeleton) and like the creatures that slew him, is charged with guarding the chamber against intruders.</p><p><strong>Vampire:</strong> ?</p><p><strong>Osmund Pulanti, Vampire:</strong> ?</p><p><strong>Kurant Pulanti, Vampire:</strong> ?</p><p><strong>Esmerelda Pulanti, Vampire:</strong> ?</p><p><strong>Thelonius Pulanti, Vampire:</strong> ?</p><p><strong>Klar, Orc Vampire:</strong> Further, the Pulantis have recently been in contact with Klar, the orc vampire residing in Barakus. Klar, an old victim of theirs, has invited them to join him in Barakus “away from the prying eyes of daylight-afflicted society.” </p><p><strong>Wight:</strong> ?</p><p><strong>Wraith:</strong> At one time, a small number of frog-cultists, including four under-priests, rebelled against their demonic master, forsaking their perverted ways. Alas, the revolt was short-lived and the priests were placed alive in this former ante-chamber in perpetual imprisonment. Four barred niches, too low to stand up or move comfortably, contain the corpses of the priests. They remain as wraiths, envious of the living. </p><p><strong>Zombie:</strong> The cave floor [of the Totem Cavern of the Cave of the Dead] is strewn with the discarded belongings of defeated explorers who arose as zombies or ghouls themselves [from dying in the Caves of the Dead]. </p><p>Years ago, Asgaroth, the evil cleric described in Area I in the Wilderness, discovered Area 2-12 and placed special guards here to protect it. Using a ritual similar to that in Area I2, he placed several totems in this area which enacted a permanent animate dead spell that is recast on the area once per week. Thus, anyone slain within the shaded area comes back to life as a zombie (or, in the case of the hobgoblin, should he be moved, a skeleton) and like the creatures that slew him, is charged with guarding the chamber against intruders.</p><p><strong>Human Zombie:</strong> Years ago, Asgaroth, the evil cleric described in Area I in the Wilderness, discovered Area 2-12 and placed special guards here to protect it. Using a ritual similar to that in Area I2, he placed several totems in this area which enacted a permanent animate dead spell that is recast on the area once per week. Thus, anyone slain within the shaded area comes back to life as a zombie (or, in the case of the hobgoblin, should he be moved, a skeleton) and like the creatures that slew him, is charged with guarding the chamber against intruders. A number of curious souls have met their end here, and at the moment there are 5 zombies standing around the chamber: 2 humans, 1 orc, 1 dwarf, and 1 drow. </p><p><strong>Orc Zombie:</strong> Years ago, Asgaroth, the evil cleric described in Area I in the Wilderness, discovered Area 2-12 and placed special guards here to protect it. Using a ritual similar to that in Area I2, he placed several totems in this area which enacted a permanent animate dead spell that is recast on the area once per week. Thus, anyone slain within the shaded area comes back to life as a zombie (or, in the case of the hobgoblin, should he be moved, a skeleton) and like the creatures that slew him, is charged with guarding the chamber against intruders. A number of curious souls have met their end here, and at the moment there are 5 zombies standing around the chamber: 2 humans, 1 orc, 1 dwarf, and 1 drow. </p><p><strong>Dwarf Zombie:</strong> Years ago, Asgaroth, the evil cleric described in Area I in the Wilderness, discovered Area 2-12 and placed special guards here to protect it. Using a ritual similar to that in Area I2, he placed several totems in this area which enacted a permanent animate dead spell that is recast on the area once per week. Thus, anyone slain within the shaded area comes back to life as a zombie (or, in the case of the hobgoblin, should he be moved, a skeleton) and like the creatures that slew him, is charged with guarding the chamber against intruders. A number of curious souls have met their end here, and at the moment there are 5 zombies standing around the chamber: 2 humans, 1 orc, 1 dwarf, and 1 drow. </p><p><strong>Drow Zombie:</strong> Years ago, Asgaroth, the evil cleric described in Area I in the Wilderness, discovered Area 2-12 and placed special guards here to protect it. Using a ritual similar to that in Area I2, he placed several totems in this area which enacted a permanent animate dead spell that is recast on the area once per week. Thus, anyone slain within the shaded area comes back to life as a zombie (or, in the case of the hobgoblin, should he be moved, a skeleton) and like the creatures that slew him, is charged with guarding the chamber against intruders. A number of curious souls have met their end here, and at the moment there are 5 zombies standing around the chamber: 2 humans, 1 orc, 1 dwarf, and 1 drow. </p><p><strong>Gaston, Ghast Butler:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Basil, Strangling Ghost:</strong> ?</p><p><strong>Allip:</strong> ?</p><p><strong>Fear Guard:</strong> ?</p><p><strong>Juju Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/176363/The-Lost-Lands-Stoneheart-Valley-Swords-and-Wizardry-Edition?affiliate_id=17596" target="_blank">The Lost Lands: Stoneheart Valley Swords and Wizardry Edition</a>[spoiler]</p><p><strong>Font of Bones Skeleton, Font Skeleton:</strong> Font of Bones skeletons are created by the Font of Bones, a corrupted artifact of great power, in the burial halls of Thyr and Muir. </p><p>These skeletons are called “font skeletons” because they were created by the Font of Bones at Area 6 of the Entrance Level of the dungeon. </p><p>Disturbing the second sigil, which is highly unusual in appearance, causes the Font of Bones in Room 6 to create 8 font skeletons and send them toward the door.</p><p>This great hall contains over twenty stone sarcophagi and was once the main burial room. The holy symbols within the room have been desecrated and defiled. In the center of the room is something that is an abomination to behold: a fountain of what once was white marble, now stained crimson, filled with blood and bones. A glowing red rune, radiating pure Chaos, has been rudely carved into the once-pure fountain base. Gouts of blood bubble a spurt grotesquely from the top of the fountain, spattering the floor around the font with red ichor. The pall of evil hangs heavy here. </p><p>The sarcophagi are now all empty; their contents pillaged and piled in the Font of Bones. The entire room radiates unhallow. The presence of any Lawful-aligned character in the room cause 4 font skeletons to animate every other round within the font and move out to attack. There is no limit to the number of skeletons that may be generated this way; the skeletons continue to animate as long as any Lawful-aligned character remains in the room. After 10 rounds, the Font begins to produce skeletons every round. If any Lawful-aligned characters remain in the room after 20 rounds, the Font pauses for 1 round, then summons 1 vrock demon to the room, in addition to producing 2 skeletons. This continues every round a Lawful-aligned character remains in the main burial hall. The Font stops producing creatures as soon as no Lawful-aligned characters are in the room, restarting the cycle from where it left off should they re-enter. After 24 hours of no Lawful-aligned characters in the room, the Font resets to begin the cycle anew. The glowing rune on the font is a rune of undeath, learned by the priests of Orcus from Balcoth, the undead rune mage on Level 2A. </p><p>Presence of Lawful-aligned characters in these rooms triggers the creation of 4 font skeletons every other round. </p><p><strong>Lich:</strong> Finally, in his darkest moment, Eralion turned to Orcus, the Demon-lord of the Undead, imploring the dread demon for the secret of unlife—the secret of becoming a lich. Orcus knew that Eralion lacked the power to complete the necessary rituals to become a lich, as Eralion had barely managed the use of a scroll to contact him in the depths of the Abyss in his Palace of Bones. </p><p><strong>Zombie:</strong> ?</p><p><strong>Eralion The Shadow-Mage, Shadow Magic-User 3:</strong> Orcus smiled a cruel smile as he promised the secret of lichdom to Eralion. But there was a price. Orcus required Eralion to give to him his shadow. “A trifling thing,” Orcus whispered to Eralion from the Abyss. “Something you will not need after the ritual which I shall give to you. For the darkness will be your home as you live for untold ages.” </p><p>In his pride, Eralion believed the demon-lord. He learned the ritual Orcus provided to him. He made one final trip to the city of Reme to purchase several items necessary for the phylactery required by the ritual. While there, he delivered a letter to his friend Feriblan the Mad, with whom he had discussed the prospect of lichdom—though only as a scholarly matter. Feriblan, known for his absent-mindedness, never read the letter, but instead promptly misplaced it and its companion silk-wrapped item. </p><p>Eralion returned to his keep and locked himself in his workroom. He began his ritual, guarded by zombies given to him by Orcus—servants that would make sure Eralion went through with the ritual, although supposedly just to “offer him aid.” As he uttered false words of power and consumed the transforming potion he realized the demon’s treachery. He felt his life essence slip away—transferring in part to his own shadow, which he had sold to the Demon Prince. Eralion found himself Orcus’s unwitting servant, trapped in his own keep. </p><p>This room is the home of Eralion, who, transformed by Orcus’ treachery, is now a shadow. </p><p>Eralion was, long ago, the mage of this keep. His failed attempt at lichdom, as a result of treachery by Orcus, turned him into a vile shadow. He was, at his peak, a 9th level magic-user. He retains some small bit of his prior arcane knowledge, though it has been twisted by his evil fate. </p><p><strong>Skeleton:</strong> Once a force of law enters the room, the 6 skeletons animate. </p><p><strong>Zombie Child:</strong> ?</p><p><strong>Ghoul:</strong> This room once held graves of the faithful of Thyr and Muir, but they have since been unearthed—leaving foul-smelling open pits—and the contents turned into vile undead. </p><p><strong>Ghast:</strong> This room once held graves of the faithful of Thyr and Muir, but they have since been unearthed—leaving foul-smelling open pits—and the contents turned into vile undead. </p><p><strong>Shadow:</strong> ?</p><p><strong>Giant Rat Shadow:</strong> The shadows at Area 10 captured a pack of giant rats that lived in the nest to the east of their room and turned them into 5 giant rat shadows. These rather strange undead befuddle anyone familiar with the power of normal shadows, which usually create only human shadows. </p><p><strong>Draeligor the Wight:</strong> ?</p><p><strong>Balcoth the Rune-Mage, Wraith Magic-User 9:</strong> Balcoth is a wizard from a far-off plane who specializes in rune magic. By an arcane and chaotic ritual Balcoth long ago turned himself into a wraith, but with the ability to temporarily manifest into a corporeal form (3/day, for 1d6 rounds). Balcoth is Chaotic because of his undead nature, but above all he seeks knowledge and will barter with the players for information.</p><p>This relatively small level contains the lair of Balcoth—a wizard from another dimension who practices strange magic and has transformed himself into a wraith.</p><p><strong>Zombie Guard:</strong> ?</p><p><strong>Zombie Servant:</strong> ?</p><p><strong>Dargeleth The Bleeding Horror Dwarf Fighter 10:</strong> This cave is the home of Dargeleth—once a famed dwarf warrior, now an undead servant of the axe of blood. He came to these caves through the tunnel to the Under Realms at Area 15. He skirted the temple at 4 by heading past Area 1 and to the large cave at 21. There he fought a group of frog-priests. He was sorely pressed and fed the axe one final time—leading to his death and his current fate. </p><p><strong>Bleeding Horror:</strong> If reduced to 0 hit points as a result of feeding the Axe of Blood, the wielder becomes a bleeding horror. </p><p><strong>Mummy:</strong> Unfortunately, as soon as a stone begins to fall, the stone-encased spirits of the guardians awaken as mummies and claw through the stone to assault intruders. </p><p><strong>Gremag the Lich, Magic User 18:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p></p><p>Minor Artifact </p><p>The Axe of Blood </p><p>The axe of blood 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>Until activated, the axe is just a +1 battleaxe. The wielder must consult legend lore or some other similar source of information to learn the ritual required to feed the axe. Despite the gruesome ritual required to power the axe, the weapon is not Chaotic but is instead Neutral. Bound inside it is a rather savage earth spirit. The axe draws power from its wielder in order to become a mighty magic weapon. Each day, the wielder of the axe can choose to “feed” the axe, sacrificing some of his blood in a strange ritual. This ritual takes 30 minutes and must be done at dawn. </p><p>Using the axe, the wielder opens a wound on his person (dealing 1d6 points of damage) and feeds the axe with his own blood. The wielder sacrifices blood in the form of hit points. For each 1d6 hit points sacrificed, the wielder gains a +1 bonus on attack rolls and weapon damage rolls with the axe (to a maximum of +3). Hit points sacrificed to the axe cannot be healed magically, but heal at the rate of 1 point per day. Similarly, the damage caused by the opening of the wound may not be healed by any means until the sacrificed hit points are regained. </p><p>There is a chance that the hit points 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, there is a 1% chance plus a 1% cumulative chance per consecutive day the axe is powered that hit points sacrificed to the axe on that day is permanently lost. If reduced to 0 hit points as a result of feeding the axe, the wielder becomes a bleeding horror. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/68864/The-Majestic-Wilderlands?affiliate_id=17596" target="_blank">The Majestic Wilderlands</a>[spoiler]</p><p><strong>Vampire:</strong> Kalis, the blood goddess, has created several monsters using the power of blood. The power of blood can infuse mortals with powerful strength and other arcane abilities. However, that power comes at a price of one’s humanity and deadly weaknesses. Kalis has experimented with many ways of infusing the power of blood but the two most common are the vampires and the werewolves.</p><p>Vampires are the first of the Children of Blood. Vampires are undead; their immortality and thirst for blood was passed down from Avernus, the first vampire.</p><p><strong>Vampire, Avernus:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/221994/The-Midderlands--OSR-Bestiary-and-Setting?affiliate_id=17596" target="_blank">The Midderlands - OSR Bestiary and Setting</a>[spoiler]</p><p><strong>Mephistophael, Gormoth, Kan-Thuul, Undead Angel-Demon:</strong> ?</p><p><strong>Sir Valen the White, Vampire:</strong> ?</p><p></p><p><strong>Ghost:</strong> ?</p><p><strong>Vampire:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/245777/The-Midderlands-Expanded?affiliate_id=17596" target="_blank">The Midderlands Expanded</a>[spoiler]</p><p><strong>Undead:</strong> Locals tell tales of a Deadlord that visited the island many years ago, and raised the deceased from their graves. The pirates fought back, destroying the Deadlord and his creations. For years after, anyone buried in the defiled earth rose again the following night. These undead would leave Piratetown alone, and walk into the sea, heading northeast, presumably towards Deadford in the Midderlands.</p><p><strong>Ghost:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/175365/The-Northlands-Saga-Complete-Swords-and-Wizardry-Edition?affiliate_id=17596" target="_blank">The Northlands Saga Complete Swords and Wizardry Edition</a>[spoiler]</p><p><strong>Baykok:</strong> Baykoks are flying corpses of hunters whose pursuit of game in the Northlands has tainted their souls to continue their passion long after death. </p><p><strong>Blood Eagle:</strong> A form of torture and execution known as the blood-eagle was long ago outlawed in the Northlands, according to legend at the time when the ancestors of the modern Northlanders first arrived in the Vale. The act was considered too barbarous and devoid of honor and mind’s-worth to be tolerated within Northlander culture, and when discovered its practice resulted in the execution by burning of the offender to completely remove such a twisted and darkened soul from further corrupting Northlander society. Nevertheless, there continue to exist a few individuals depraved or wicked enough to conduct this practice, and the combined animus of the Northlander conscience sometimes causes the victims to return to horrid unlife in outrage over the injustice done them. </p><p>The act of the blood-eagle involves forcing the victim facedown on the ground or a sacrificial altar. The victim’s back is then opened with a blade to expose the ribcage beneath. The ribs are broken where they connect to the spinal column and the sides of the ribcage then opened in opposite directions out from the back to simulate bloodstained wings. The victim’s lungs were then likewise pulled out through these gaping wounds in his back. Sometimes the wounds were salted to add a further level of cruelty, but it normally didn’t matter as the victim had usually long-since expired from blood loss, shock, or suffocation. </p><p>Execution in this manner was considered a coward’s death that consigned the victim to the shadowy realm of Hel rather than the warriors’ halls of Valhalla. As a result, when it is performed upon a Northlander there is a 10% chance that the victim’s troubled soul reanimates the corpse as a blood eagle 1d4 rounds later. A risen blood eagle usually seeks vengeance upon its executioner, but in these times after the practice was forbidden, the ceremony is usually not performed in the name of justice but by a necromancer or one with similar powers specifically in order to raise the blood eagle and gain command of it. </p><p><strong>Bog Hag:</strong> In ages past when the Andøvan ruled the region, those ancients would sacrifice to their gods by throwing bound captives into deep kettle ponds and letting them drown. Thus, the bog lands of the Northlands are often the home to bog mummies and, worse, the dreaded bog hag. </p><p>Bog hags are wretched creatures, their hair and skin, as well as their clothes, corrupted by their own hatred as well as centuries in a stagnant pond. Their bodies have withered, except where the waters have grotesquely swollen them, and their skin is stretched taut or hangs in loose folds. </p><p>These former sacrificial victims have come to hate all life, for to become a bog hag one must have been sacrificed unwillingly. </p><p><strong>Bog Horse:</strong> A bog horse is the animated corpse of an animal sacrificed by the Andøvan to their gods in ages past by being cast into a bog and allowed to slowly sink to its watery death. Most such beasts become rotting corpses in short time, eventually dissolving entirely in the fetid pools. Those that end up in bogs that create a bog hag find themselves brought back from death into a state of undeath, summoned from their stagnant graves to carry their bog hag mistresses across the dry world. </p><p><strong>Bog Hound:</strong> Much like the bog hag and bog horse, bog hounds were sacrificed by the ancient Andøvans by drowning them in fetid pools of water. The Andøvans seemed to either not know what undead horrors they were producing, or they simply didn’t care, for some of their victims rose from the dead with hearts full of vengeance. </p><p>Even small dogs sacrificed in this way swelled with evil and corruption, so that all bog hounds are the size of a war dog. </p><p><strong>Winterwight:</strong> ?</p><p><strong>Witchfire:</strong> ?</p><p><strong>Kraki Haraldson, High Koenig, Wight:</strong> ?</p><p><strong>Folkmar:</strong> His downfall came as he was aging, his old wounds catching up to him and driving him to increasingly more desperate acts. His men began to drift away, for there was less and less reward for the increasing risk, and it is hard for an old man to recruit young warriors to his cause when all he has to offer is a lifetime of pillaging. Finally, Folkmar sailed his ship to Yrsa’s Rock and attempted to force the daughter of Skuld to extend his life and give back his youth. Needless to say, he was less than heroic in his endeavor, and instead of being rewarded, Folkmar was cursed for having the temerity to make demands of a child of the gods. For all eternity, he would live, but he would continue to age, as would his ship and his men, cursed to rot yet remain alive. </p><p>Thus, he does to this day, an undead apparition of moldering bones leading a crew of rotted men. </p><p><strong>Rotted Man:</strong> His downfall came as he was aging, his old wounds catching up to him and driving him to increasingly more desperate acts. His men began to drift away, for there was less and less reward for the increasing risk, and it is hard for an old man to recruit young warriors to his cause when all he has to offer is a lifetime of pillaging. Finally, Folkmar sailed his ship to Yrsa’s Rock and attempted to force the daughter of Skuld to extend his life and give back his youth. Needless to say, he was less than heroic in his endeavor, and instead of being rewarded, Folkmar was cursed for having the temerity to make demands of a child of the gods. For all eternity, he would live, but he would continue to age, as would his ship and his men, cursed to rot yet remain alive. </p><p>Thus, he does to this day, an undead apparition of moldering bones leading a crew of rotted men. </p><p><strong>Barrow King:</strong> ?</p><p><strong>Spirit of the Slave Master:</strong> During the fall of the prince, the slaves ran amok and broke in here to slay their cruel master. He was hacked apart in his bed, and his remains still lay there, frozen beneath the snow-dusted blankets. His spirit haunts this room. </p><p><strong>Frozen Acolyte of Althuank:</strong> ?</p><p><strong>Frozen Temple Guard:</strong> ?</p><p><strong>Ghastly High Priest of Althunak:</strong> During the chaos of the fall of the prince, these two loyalists were lured in here and quickly entombed by the locking of the sturdy storehouse doors. They died after consuming the last of the supplies but have been blessed by their demon lord with undeath. </p><p><strong>Ghastly Temple Guard Captain:</strong> During the chaos of the fall of the prince, these two loyalists were lured in here and quickly entombed by the locking of the sturdy storehouse doors. They died after consuming the last of the supplies but have been blessed by their demon lord with undeath. </p><p><strong>Ghastly Servant of Althunak:</strong> During the chaos of the fall of the prince, these two loyalists were lured in here and quickly entombed by the locking of the sturdy storehouse doors. They died after consuming the last of the supplies but have been blessed by their demon lord with undeath. </p><p><strong>Sea Ghoul:</strong> ?</p><p><strong>Wraith, Hvram Kalsong the Third:</strong> Anyone disturbing the skulls or boulders, or basically doing anything other than looking at the murals, awakens the sleeping souls of the deceased and causes them to rise as 3 wraiths. </p><p><strong>Wraith, She of the Fair Eyes:</strong> Anyone disturbing the skulls or boulders, or basically doing anything other than looking at the murals, awakens the sleeping souls of the deceased and causes them to rise as 3 wraiths. </p><p><strong>Wraith, Hvram the Half-Born:</strong> Anyone disturbing the skulls or boulders, or basically doing anything other than looking at the murals, awakens the sleeping souls of the deceased and causes them to rise as 3 wraiths. </p><p><strong>Kelvani, Fetch:</strong> Althunak chooses approximately this moment to unleash the rest of his curse. The ice encasing Kelvani cracks open, and he rises as a fetch. </p><p><strong>Kaliope, Glacial Haunt:</strong> Unfortunately of the many heroes of old who died here, not all sleep well, troubled by the wickedness of Althunak that stirs once again across these frozen plains. The woman Kaliope now exists as a special, and very powerful, glacial haunt. </p><p><strong>The Wight of Sven Oakenfist, the Jarl of the Seas, the Ravager of the Cymu Islands, Terror of Gatland, Estenfird, Hordaland, and the Vale, Slayer of a Thousand Men, He Who Broke the Back of Kathisizk the Great Serpent of the Sea, Reaver of the Dnipir River, The Bloody-Handed Horror of Seagestreland, Unique Wraith:</strong> Sixty years ago, a viking named Sven Oakenfist was famed as a great warrior and a man touched by otherworldly powers. His grandfather was none other than Wotan himself, and his grandmother was an uncommonly comely milkmaid of Gatland who unwittingly tempted the All Father with her beauty. While by no means an immortal scion or demigod in his own right, this lineage did give Sven a spark of divinity and an inhuman courage and ferocity in battle, even allowing him to turn himself into a man-wolf when in the throes of a consuming passion for bloodletting. He led a band of Ulfhandars, savage berserkers who laid their hearts at the feet of Wotan’s darker nature in return for martial prowess and spiritual fulfillment. Sven and his men pillaged and plundered their way across the Northlands in their longship, the Terror of the North, taking great pride in their divine patronage and “heroic” deeds.</p><p>While raiding a fishing village along the coast of Estenfird, a peasant boy named Anud fatally stabbed Sven in the back. In his last moments, Sven cursed the boy with prosperity, with wealth, and with fame, for all of sixty-six years, so that in the end, Sven’s wight could come and take it away before Anud’s very eyes. </p><p><strong>Skeletal Housecarl:</strong> ?</p><p><strong>The Shadow of Death, Shadow Bear:</strong> In centuries past when the skraelings were more numerous in the western forests, they came to be preyed upon by a beast of terrible savagery and power. It tore through entire villages in its bloodlust before the skraeling tribes managed to trap it within a cave in the Wolf Cairn Mountains where it slowly succumbed to starvation. The beast did not sleep well, though, and on some nights it slips out of its cavern tomb as a shadow of its former self to prey upon those it catches wandering its former woodland home. </p><p><strong>Ekimmu Icebound:</strong> The godi was killed when he was caught here by the flash freezing that the chamber underwent. Unfortunately, the horrific death and omnipresent taint of Althunak that Hengrid left upon the hall has caused the godi’s spirit to not rest easy.</p><p><strong>Brykolakes:</strong> Hengrid was heedless of the danger when she arrived here during a storm and drove her ship straight into the beach, causing its beam to snap and many of her crewman to be thrown overboard to drown in the lashing seas. These dead crewman now exist under the waves as 8 brykolakases. </p><p><strong>Winterwight, The First Winter King:</strong> The wendigo unleashes a single howl from a distance of 120ft, requiring those inside and outside the mound to make a save or be panicked for 1d4+4 rounds. It then swoops into the mound, past the startled characters, and sinks directly into the seated skeleton. This animates the headless First Winter King as a winterwight. </p><p><strong>Ghost, Bvalin the Ageless:</strong> Though Hengrid dragged the dying Bvalin into this chamber and tied his blade in hand before killing him by nailing him to the statue, the guardian’s duties did not end with his death. Bvalin’s oath to Gunnlöd to guard the Gates of Hell until Ragnarök prevents him from departing the mortal world. He remains here guarding the gate as a ghost. </p><p><strong>Death Naga, Hlundel:</strong> A great beast from the Ginnungagap called Hlundel challenged Wotan to battle for control of the mead hall of Valhalla. If Hlundel won, he would devour the souls of the warriors found within Valhalla like the serpent Nidhogg feasts on the corpses of adulterers, murders, and oath-breakers. Wotan defeated the beast in battle and cast it down to the Middle World where it was buried under a hill called Skirnyth Crull.</p><p><strong>Juju Zombie, Hróarr Skjálgr:</strong> These are the Skjálgr Brothers, the last-known victims of Hlundel.</p><p>The Skjálgr Brothers were powerful warriors from deep in the Olf Mountains that lived generations ago. It was said that they had the blood of trolls and stood as giants among men. They sought the power that could be had at the testing upon Skirnyth Crull and climbed the hill to claim it. They were never seen again. </p><p>A primordial creature known only as Hlundel was buried beneath Skirnyth Crull. The accursed creature longs to escape the prison imposed upon it by Wotan. A mortal who dares can ascend the hill to challenge Hlundel to a battle called the Test of Hlundel. Great glory awaits the victor. Those who are defeated join Hlundel in his cursed corpse-hall beneath the hill. With every victory over its challengers, Hlundel grows closer to breaking free from its earthly prison. </p><p>The troll-kin brothers, Hróarr and Örn Skjálgr came to Skirnyth Crull to take the Test of Hlundel nearly two centuries ago. They climbed the hill at sunset and were never seen again. </p><p><strong>Juju Zombie, Örn Skjálgr:</strong> These are the Skjálgr Brothers, the last-known victims of Hlundel.</p><p>The Skjálgr Brothers were powerful warriors from deep in the Olf Mountains that lived generations ago. It was said that they had the blood of trolls and stood as giants among men. They sought the power that could be had at the testing upon Skirnyth Crull and climbed the hill to claim it. They were never seen again. </p><p>A primordial creature known only as Hlundel was buried beneath Skirnyth Crull. The accursed creature longs to escape the prison imposed upon it by Wotan. A mortal who dares can ascend the hill to challenge Hlundel to a battle called the Test of Hlundel. Great glory awaits the victor. Those who are defeated join Hlundel in his cursed corpse-hall beneath the hill. With every victory over its challengers, Hlundel grows closer to breaking free from its earthly prison. </p><p>The troll-kin brothers, Hróarr and Örn Skjálgr came to Skirnyth Crull to take the Test of Hlundel nearly two centuries ago. They climbed the hill at sunset and were never seen again. </p><p><strong>Death Knight, Islaug the Breathless:</strong> He introduces himself and explains that after he was ousted as an old man from the Jomsking’s throne, he and his few loyal crewmen were set afloat from the Jomsburg in a leaky longship without sail, oar, food, or water. He tells how they drifted for 8 months upon the seas until their half-sunken boat came to rest in the swamps of Mulstabha. They should have long been dead but for the gift of the Dark God of the Jomsvikings who gave him and his officers the gift of immortality, and changed the strongest among his crew who were willing to do whatever was necessary to survive, including develop an appetite that could sustain them beyond the grave (here he gestures and the ghouls step from their side passages).</p><p></p><p><strong>Undead:</strong> ?</p><p><strong>Banshee:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghoul:</strong> The first chamber is where the thralls most loyal to the Jarl of the Seas brought the grave goods that would see him through a long afterlife. Their reward was to be strangled and placed here, perpetual servants of a madman. </p><p>He introduces himself and explains that after he was ousted as an old man from the Jomsking’s throne, he and his few loyal crewmen were set afloat from the Jomsburg in a leaky longship without sail, oar, food, or water. He tells how they drifted for 8 months upon the seas until their half-sunken boat came to rest in the swamps of Mulstabha. They should have long been dead but for the gift of the Dark God of the Jomsvikings who gave him and his officers the gift of immortality, and changed the strongest among his crew who were willing to do whatever was necessary to survive, including develop an appetite that could sustain them beyond the grave (here he gestures and the ghouls step from their side passages).</p><p><strong>Ghast:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Skeleton:</strong> However, the statuette is mounted on a vertical ice rod that can be broken if the skull is not lifted directly upward (and even then, a delicate tasks roll must be made successfully). If the ice rod breaks, it sets off a magical alarm that can be heard ringing throughout this level of the palace. This also immediately animates 6 skeletons that spring from the bas-reliefs to attack.</p><p><strong>Spectre:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Wight:</strong> All that remains of the former sealing camp are the bones of several seals and fifteen cairns of stone carefully mounded facing the sea. It would be a great sacrilege to disturb these stones, especially if the intention is to loot them. If some foolish character should attempt this, any Northlander NPCs become not only hostile but violently so. Furthermore, any disturbed dead have a 50% chance to rise as wights within 1d2 days, seeking out those who committed the sacrilege. </p><p><strong>Wraith:</strong> Anyone disturbing the skulls or boulders, or basically doing anything other than looking at the murals, awakens the sleeping souls of the deceased and causes them to rise as 3 wraiths. </p><p><strong>Zombie:</strong> Six slaves who died here during the punishment of Uth’ilopiq have risen as 6 zombies and still shuffle around in the debris. </p><p><strong>Apparition:</strong> Apparitions are undead spirits of creatures that died as the result of an accident. The twist of fate that ended their life prematurely has driven them totally and completely to the side of evil. </p><p>When the palace was abandoned, the prisoners were left here. In a few days, they were themselves forced into cannibalism to eke out one more day. This pleased Althunak, and he “blessed” them with undeath and eternal hunger. </p><p>Less than a quarter mile into the pass, the characters come upon the decayed bodies of 3 skraeling warriors and 12 women and children. They appear to have been left to the elements for some time, and are little more than bones covered in places with flesh cracking with dry rot. Strangely, they appear to have been left unmolested by scavengers; their bodies remain whole and their equipment remains with them. Examining the corpses can discern no cause of death. They were actually killed by a release of gas from the lake after a landslide over a year ago. Since the gas that killed them was carbon dioxide, it did not leave any residue to be detected as poison. The skraelings superstitiously avoid the corpses — they do not know the cause but these are not the first they have found over the years — and local scavengers tend to avoid the pass as well out of instinct. </p><p>The arrival of Half-Face in the valley has disturbed the peace of these skraelings, and the warriors have arisen as 3 apparitions </p><p><strong>Shadow Bear:</strong> ?</p><p><strong>Crucifixion Spirit:</strong> The Jomsvikings used this as a torture chamber where they could question prisoners before the Jomsking Ût had these activities moved into the tower for his personal amusement. Since then, the room has fallen into disuse and its last victim left hanging where he died. This victim has now risen as a crucifixion spirit, an incorporeal image of the prisoner as he appeared in death that suddenly steps from the wall and attacks interlopers. </p><p><strong>Bog Mummy:</strong> Humanoids killed by a bog mummy rise as bog mummies themselves in 1d4 days unless their bodies are removed from the swamp or a cure disease spell is cast on the corpse. </p><p>In ages past when the Andøvan ruled the region, those ancients would sacrifice to their gods by throwing bound captives into deep kettle ponds and letting them drown. Thus, the bog lands of the Northlands are often the home to bog mummies and, worse, the dreaded bog hag. </p><p>Long ago, before the Beast Cult took over this site, the original builders placed their honored dead in this bog as sacrifices to their own fell gods. These dead remain, and are now thralls of the cult, rising up as 2 bog mummies every 60ft that the characters travel to kill and drag down trespassers. </p><p><strong>Glacial Haunt:</strong> Humans who freeze to death in the icy wastes may rise as undead glacial haunts, resembling zombies. </p><p><strong>Brine Zombie:</strong> Zombies of those who have drowned, with a certain resistance to fire. </p><p>Brine zombies are the remnants of a ship’s crew that has perished at sea. </p><p>Storms are swift and sudden on the North Sea, and these gales have left the wrack of many a longship of doughty warriors upon some desolate shore or at the bottom of Rán’s domain. As a result, ghost ships crewed by draug and worse haunt the campfire tales of many a stalwart sword brother, and it is not unknown for brine zombies to rise from the surf on a foggy coastal night. </p><p>Manning the ship are the common crew of the Jarl of the Seas, a group of wretched men caught in the death curse and fated to continue their existence long after they should have passed to whatever afterlife awaited them. </p><p><strong>Juju Zombie:</strong> Unfortunately, these are actually all Mulstabhin prisoners that have already been sacrificed and now exist as 48 juju zombies created by the devouring mist that lurks within the barrel marked with an asterisk on the map. </p><p>If the characters manage to destroy Mulstabha’s Black Heart, all of the juju zombies and the devouring mist are instantly destroyed as undead that were created using the stone. </p><p><strong>Draug:</strong> Storms are swift and sudden on the North Sea, and these gales have left the wrack of many a longship of doughty warriors upon some desolate shore or at the bottom of Rán’s domain. As a result, ghost ships crewed by draug and worse haunt the campfire tales of many a stalwart sword brother, and it is not unknown for brine zombies to rise from the surf on a foggy coastal night. </p><p><strong>Fetch Horde:</strong> Loptr sent agents to slay every inhabitant of Mir and set up a special reception for the characters. </p><p><strong>Fetch:</strong> If the fetch horde is broken up (reduced to 0hp), 2d6 fetch survive and attack the characters until destroyed. </p><p><strong>Greater Shadow:</strong> ?</p><p><strong>Lacedon, Aquatic Ghoul:</strong> Brykolakes's Create Spawn power.</p><p><strong>Eyeless Filcher:</strong> ?</p><p><strong>Spider Lich:</strong> ?</p><p><strong>Devouring Mist:</strong> A stretch of road that leads more or less toward Jem Karteis — at least for a short way — has been used by the Mulstabhins to dispose of and make an example out of many Northlander prisoners that they were able to take in the fighting over the many months of Njal’s invasion. The first hint that the characters will have of this abominable sight will be what appears to be rows of thin, dead, branchless trees growing along either side of the dirt track. As the characters get closer, they see that it is actually ranks of wooden poles ranging in height from 8ft to just over 15ft, and atop each of them is a single skull or the desiccated remains of a bearded Northlander head. Upon getting closer still, the characters see that at the base of each of these poles is the skeletal or desiccated corpse of a Northlander warrior, spread eagle on the ground and held in place by stakes before being ritually disemboweled. Afterward, each of the sacrificed corpses was beheaded and its head mounted on the pole that stands where the corpse’s head should actually be. There are several hundred of these corpses lining either side of this road for almost a mile, fresher corpses lying closer to the city and older corpses lying farther away. </p><p>Anyone seeing this foul desecration can recall that this is similar to how the murdered citizens of Hrolfsberg were found. The staking to the ground and ritual disemboweling is a form of human sacrifice, likely to some evil deity or power (if the characters identified the footprints found at The Killing Fields above, then they may be starting to get some inkling of the true situation in Mulstabha). However, the beheading and mounting of the warriors’ heads is something different entirely — like some sort of second religious tradition tacked onto the first. Some of Mulstabha’s legendary diviners use the heads of their slain enemies as a sort of divinatory power. But the ritual sacrifice of the sort displayed here and previously in Hrolfsberg is not something typical of the Mulstabhins’ religious practices. </p><p>The fact of the matter is that, like the citizens of Hrolfsberg, the reason and method of the sacrifice of these many Northlander prisoners is a part of the obeisance practiced by the vile Huun for their dark deity Nergal in order to bring them further victory in their conquest, though the characters do not yet have any way of knowing this. The decapitation and head mounting is a part of the Mulstabhin tradition of diviners known as deathspeakers, oracles who claim to receive divine revelation through consorting with the dead. The Grand Necromancer (see Area E in Chapter 1) is ostensibly the head of this tradition, though in truth the one who holds that position is often not a diviner at all (as in the case of Shith Kalhe) and holds only an honorary title as such with the deathspeakers. Like the astrology-based ephemerides, the deathspeakers use their divinatory powers for the masters of Mulstabha to further the interests of their city-state. </p><p>In regards to this particular display of the deathspeakers’ practice, the Nergal-worshipping priests of the Huun didn’t care where the sacrifices were carried out so long as they were conducted to honor their foul god. It was the prophecy of a deathspeaker who stated that if the Northlander prisoners were sacrificed along this particular road and their spirits made accessible to the death oracles of the city, then once the road of corpses had reached a certain length the war against the Northlanders would be won. Unfortunately, the deathspeakers and ephemerides couldn’t agree on exactly what length the “Road of Souls” — as they called it — had to be to fulfill the oracle’s prophecy, so for nearly a year a deathspeaker has remained at this site daily consulting the spirits of the dead to find the answer and the means to finally defeat the Northlanders. A deathspeaker remains at the site even now, walking among the poles and using a hooked staff to carefully bring down one skull after another to seek to gain its secret knowledge. It just so happens that the deathspeaker here today is the most powerful member of the order and second only to the Grand Necromancer in rank, so important are the current portents believed to be. When the characters arrive, he spots them unless they are particularly stealthy and attempts to hide among the ranks of poles. If spotted and attacked, he taps upon the necromantic power inherent to this site and calls forth the host of cursed spirits that have been trapped here by the foul work of the Huun and the deathspeakers. These spirits rise as a devouring mist composed of motes of negative energy that are equal parts necromancy and malice that fight for the deathspeaker. </p><p>At the Road of Souls, Deathspeaker Artrais can call forth the spirits of the sacrificed Northlander dead. This takes a full round but cannot be disrupted by attacks or damage. On the following round, the spirits of the dead Northlanders rise as a devouring mist under the control of the deathspeaker. </p><p>Victims of a devouring mist turn into devouring mist in 1d4 rounds.</p><p>If the characters manage to destroy Mulstabha’s Black Heart, all of the juju zombies and the devouring mist are instantly destroyed as undead that were created using the stone. </p><p><strong>Mohrg:</strong> ?</p><p><strong>Flenser Huntmaster:</strong> ?</p><p><strong>Ghoul Dire Wolf:</strong> ?</p><p><strong>Hanged Man:</strong> ?</p><p><strong>Cadaver Lord:</strong> ?</p><p><strong>Skeleton Warrior:</strong> He introduces himself and explains that after he was ousted as an old man from the Jomsking’s throne, he and his few loyal crewmen were set afloat from the Jomsburg in a leaky longship without sail, oar, food, or water. He tells how they drifted for 8 months upon the seas until their half-sunken boat came to rest in the swamps of Mulstabha. They should have long been dead but for the gift of the Dark God of the Jomsvikings who gave him and his officers the gift of immortality, and changed the strongest among his crew who were willing to do whatever was necessary to survive, including develop an appetite that could sustain them beyond the grave (here he gestures and the ghouls step from their side passages). </p><p><strong>Crimson Ghoul:</strong> He introduces himself and explains that after he was ousted as an old man from the Jomsking’s throne, he and his few loyal crewmen were set afloat from the Jomsburg in a leaky longship without sail, oar, food, or water. He tells how they drifted for 8 months upon the seas until their half-sunken boat came to rest in the swamps of Mulstabha. They should have long been dead but for the gift of the Dark God of the Jomsvikings who gave him and his officers the gift of immortality, and changed the strongest among his crew who were willing to do whatever was necessary to survive, including develop an appetite that could sustain them beyond the grave (here he gestures and the ghouls step from their side passages).</p><p><strong>Skeleton Horde:</strong> This is the army brought forth by Islaug the Breathless from the now-exposed tunnels of the bitumen mines that ran underneath the field of battle. It is composed primarily of skeletons and zombies, all of which are stained black with long exposure to the bitumen mines, and more than a few of which are actually still on fire from the explosion. Assorted ghouls and more intelligent undead are mixed among these hordes, but not enough to constitute an army of their own or change the overall complexion of these armies. </p><p><strong>Zombie Horde:</strong> This is the army brought forth by Islaug the Breathless from the now-exposed tunnels of the bitumen mines that ran underneath the field of battle. It is composed primarily of skeletons and zombies, all of which are stained black with long exposure to the bitumen mines, and more than a few of which are actually still on fire from the explosion. Assorted ghouls and more intelligent undead are mixed among these hordes, but not enough to constitute an army of their own or change the overall complexion of these armies. [/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/175463/The-Northlands-Series-3-The-Drowned-Maiden-SW?affiliate_id=17596" target="_blank">The Northlands Series 3: The Drowned Maiden (S&W)</a>[spoiler]</p><p><strong>Brykolakas:</strong> The illusion of its movement is caused by 3 brykolakas, rotting humanoid corpses with sunken eyes and bluish-gray skin that are animated by a ravenous diseased fury to prey upon the living. </p><p><strong>Narwight:</strong> Not just ordinary narwhals that have been transformed into wights, narwights are actually the undead remnant of an entire species of sentient whale-like creatures called primecetans. In fact, narwights represent all that remains of the primecetan race, apparently the result of some primordial cataclysm that destroyed all primecetans that were not transformed into narwights. Whether this ancient cataclysm caused all surviving primecetans to become narwights or if some ancient primecetans used necromancy to transform themselves into narwights to escape the cataclysm is unknown.</p><p>The creature that the characters face is a narwight, a powerful undead creature of the depths infused with the dark powers of the Underworld. </p><p><strong>Vampire:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Sings-To-The-Deep-He-That-Cometh, Narwight:</strong> ?</p><p><strong>Cold-On-Darkness-Below-In-Blood, Narwight:</strong> ?</p><p><strong>Bones-Of-The-Sea-Evermore, Narwight:</strong> ?</p><p><strong>Elder Narwight:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/176268/The-Northlands-Series-4-Oath-of-the-Predator-SW?affiliate_id=17596" target="_blank">The Northlands Series 4: Oath of the Predator (S&W)</a>[spoiler]</p><p><strong>Tree Ghost:</strong> ?</p><p><strong>Elk-Running, Groaning Spirit:</strong> Unfortunately, Elk-Running has been exposed to the powerful corruption of the Black Oak for many long years, and its effects have been held at bay only by the magic of the circle. If the characters are successful in breaking the circle’s enchantment, the years of dark magic it has contained suddenly floods in upon the Nûk woman, and she falls to the ground, writhing in pain as evil energy visibly devours her. Sores and wounds open on her body as the energy engulfs her. If quick-thinking characters immediately begin casting healing spells to protect Elk-Running, they can protect her from the negative effects of the tree’s corruption if they give her the equivalent of 20 hp of healing within 3 rounds. Otherwise, at the end of the third round she is fully consumed by the long-denied dark forces of the tree, leaving only her equipment and empty clothing behind. Worse than even this fate, Elk-Running rises in 1d6 rounds as a groaning spirit and pursues the characters for vengeance until destroyed.</p><p><strong>Wight:</strong> These poor souls are the last wretches who died in the service of Thorvald’s ill-fated quest into the deep woods. The life-sapping energy of the Black Oak, combined with Ivar’s oath, have bent them to the service of the evil power whose temple lies at the farthest height of the tree. </p><p><strong>Thorvald the Betrayed, Blood Wight:</strong> When Ivar betrayed and murdered his friend and mentor in the name of dark powers, he cut the hero’s throat and drained his blood into the pool at the roots of the Black Oak. From this morass of blood and vile mud, Thorvald’s spirit rose again as a vengeful blood wight. [/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/176318/The-Northlands-Series-5-The-Hidden-Huscarl-SW?affiliate_id=17596" target="_blank">The Northlands Series 5: The Hidden Huscarl (S&W)</a>[spoiler]</p><p><strong>Ghast:</strong> ?</p><p><strong>Entrade, Vampire:</strong> ?</p><p><strong>Vampire Spawn:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/176320/The-Northlands-Series-6-One-Night-in-Valhalla-SW?affiliate_id=17596" target="_blank">The Northlands Series 6: One Night in Valhalla (S&W)</a>[spoiler]</p><p><strong>Fallen Northlander:</strong> The red eyes belong to 5 fallen Northlanders brought into Valhalla by the same power as that behind the thieves. They are ghostly images of armed and armored Northlanders (much like the characters) who were once-noble warriors denied the honor of a proper burial or funeral pyre and now find their souls at the mercy of the goddess Hel, their wills twisted to her dark purposes. </p><p><strong>Mimir, Demi-Lich:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/88699/Swords--Wizardry-The-Rising-Dark-An-Introduction-to-Agraphar?affiliate_id=17596" target="_blank">The Rising Dark: An Introduction to Agraphar</a></p><p>[spoiler]</p><p><strong>Undead:</strong> The people of Agraphar believe that when you die, you either reincarnate if your soul has not yet advanced enough to ascend, or you are taken to one of two places. If you have led a good and virtuous life, you are ascended; valkyries of the heavens descend, and you are taken to the cosmic landscape of the Beyond, where the gods dwell, and you are cast in to the role of soldier in the never ending war between the light and chaos. Most often, a man who has proven himself a virtuous or determined soul who is a master of his craft is believed to ascend as such to the heavens. If, however, you are a vile and wicked person, and you revel in misery, then you are most likely cast down, dragged by the shadow demons of the underworld to the underworld below even the subterranean realms of Agraphar, where you are shaped in to one of the nameless demons of the horde of chaos, turned in to an undead being, or worse. A few wicked souls go willingly, and they are often promoted, it is said, to sadistic roles as archdemons and lords of undeath. Some people lose their way, or are so tangled with the affairs of their living self that they come back as ghosts and spirits to haunt the land; some demonic beings have powers so vile that they can cause this to happen to otherwise good souls, severing the celestial cords that bind the soul to the heavens of the afterlife.</p><p>Lord of the undead, Maligaunt is an enigmatic being who is said to have been the first mortal of Agraphar to master the existence of undeath.</p><p><strong>Lich, Varimoth:</strong> The necromancer Crotus perished, but his acolyte Varimoth lived and has stolen his master’s secret cache of lore, allowing himself to become a lich! (The Rising Dark: An Introduction to Agraphar)</p><p><strong>Burning Skeleton:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/176644/The-Treasure-Vaults-of-Zadabad-Swords--Wizardry?affiliate_id=17596" target="_blank">The Treasure Vaults of Zadabad [Swords & Wizardry]</a>[spoiler]</p><p><strong>Undead Bodyguard:</strong> ?</p><p><strong>Shrunken Head of Bartholeus:</strong> ?</p><p><strong>Plague Wraith:</strong> The founding of the village of Sindanore was not the first time in history that Kalmatta was used as a plague colony. Generations before, the small islands called The Damned Cays were used as a settlement for sufferers of vermilion ague, a terribly infectious disease. When the fever broke out on the mainland, warships arrived and slaughtered all of the colonists and torched the settlements.</p><p>Today the islands are universally avoided by the villagers at Sindanore, as well as the few ships that navigate The Plague Waters. Old timers in the village tell tales that the spirits of the betrayed colonists haunt the islands and devour any who dare stay on the cays after nightfall.</p><p></p><p><strong>Ghoul:</strong> Inside the coffins are the cursed remains of 4 criminals who were meant to guide the dead king through the perils of the underworld to paradise.</p><p>Book of the Dead magic item.</p><p><strong>Mummy:</strong> ?</p><p><strong>Demi-Lich:</strong> Book of the Dead magic item.</p><p></p><p>Book of the Dead</p><p>This is an age-blackened book constructed of thin sheets of bronze. It has only one purpose, and that is to be used with The Bell of Khodun Nudohk and The Candle of Khodun Nudohk to resurrect a mortal. The ritual described in the book must be performed by a magic-user or cleric. Additional casters may help in the ritual, for up to 11 total participants.</p><p>Some remains of the deceased must be present (although it can be a very small part, even a finger bone or some teeth will work), The Bell of Khodun Nudohk must be struck to summon the spirit of the deceased, and The Candle of Khodun Nudohk must be lit to bind the spirit in place until the ritual is finished, 12 hours later.</p><p>At that time the primary caster must make a Save. If successful the deceased is returned to life, completely healthy and healed of any adverse effects, and at the same age, appearance and general condition as the time of death. Each additional assistant that participates in the ritual adds 1 to the Save.</p><p>If the Save fails, the deceased instead reanimates as a ghoul. If a natural 1 is rolled on the Save, the spirit of the deceased is bound to the body but it remains in a state of undeath, becoming a powerful demi-lich with only one purpose; kill all those responsible for the ritual![/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/261982/The-Winter-Witch-for-Swords--Wizardry?affiliate_id=17596" target="_blank">The Winter Witch for Swords & Wizardry</a>[spoiler]</p><p><strong>Child Spirit, Navky:</strong> The navky is the ghost of a child that has died due to starvation or hunger.</p><p><strong>Child Spirit, Utburd:</strong> The utburd is locked to this realm to perform a task. The task is to get revenge on the mother who killed it. The name comes from an old Scandinavian word meaning the child who was carried outside, meaning many were originated from children left out to die from exposure.</p><p><strong>Draugr:</strong> A Draugr is the undead remains of an ancient warrior, generally found only in its ancient crypt.</p><p><strong>Draugr Greater:</strong> The greater draugr are undead warriors who often are cursed into being so by a wizard or god or have made a pact to protect their loot or personal possessions into death itself.</p><p><strong>Undead Warrior:</strong> ?</p><p><strong>Giant Frost Giant Undead:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Undead:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Hungering Undead:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Ghost:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/253921/The-Witch-for-Swords--Wizardry-White-Box?affiliate_id=17596" target="_blank">The Witch for Swords & Wizardry White Box</a>[spoiler]</p><p><strong>Poltergeist:</strong> ?</p><p><strong>Poltergeist Bell Witch:</strong> This spirit is similar to the poltergeist, save that the person the spirit comes from is a particularly powerful and evil witch.</p><p><strong>Rusalka, Water Witch:</strong> In all cases the Rusalka is the undead spirit of a young woman that had drowned. The circumstances of her death vary; some say she drowned without being baptized first, others again say she died while drowning her own children (which will sometime result in a Navky or Utburd). But most say the surest way to become a Rusalka is to be a witch.</p><p>The victim she chooses is often tied to her reason for dying. If she committed suicide over love or was spurned by a lover she will go after victims that remind her of her former love. If she was cursed for drowning a child, then she preys on children or mothers with small children. Rusalkas that were drowned for witchcraft will seek out victims that remind her of her captors; men of religion, war or other magic-using characters.</p><p><strong>Wraith:</strong> ?</p><p><strong>Zombie:</strong> Cauldron of the Dead magic item.</p><p><strong>Skeleton:</strong> Cauldron of the Dead magic item.</p><p><strong>Undead:</strong> ?</p><p><strong>Undead Warrior:</strong> Legend has it that casting the teeth of dragons will result in the rise of undead warriors.</p><p><strong>Corporeal Undead:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p></p><p>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.[/spoiler] </p><p></p><p><a href="http://www.drivethrurpg.com/product/207439/The-Witch-Hedgewitch-for-the-Heros-Journey-RPG?affiliate_id=17596" target="_blank">The Witch: Hedgewitch for the Hero's Journey RPG</a>[spoiler]</p><p><strong>Gloaming:</strong> It is the undead creature of a large predatory animal.[/spoiler]</p><p></p><p><a href="http://black-blade-publishing.com/Store/tabid/65/pid/3/Tomb-of-the-Iron-God-pdf-.aspx" target="_blank">Tomb of the Iron God</a>[spoiler]</p><p><strong>Skeleton:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Ghoul:</strong> Anyone killed by the Eater of the Dead becomes a ghoul under the Eater's command, rising within one round.</p><p><strong>Glowing Skeleton:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/97423/Tome-of-Adventure-Design?affiliate_id=17596" target="_blank">Tome of Adventure Design</a>[spoiler]</p><p><strong>Ghost Shipwreck:</strong> ?</p><p><strong>Undead Giant Crab Carapace:</strong> ?</p><p></p><p><strong>Undead:</strong> In folklore, almost all undead creatures arise from some sort of break in the normal life cycle as that culture defines the life cycle (and that’s not always the same in all cultures). Some ceremony wasn’t performed – often burial or last rites, or some action taken by the undead person during his life represented a breach of the natural order of things.</p><p>Table 2-64: Basic Types of Undead Creatures</p><p>Die Roll</p><p>Undead Type</p><p>01-04</p><p>Corporeal, genius, non-reproductive</p><p>05-08</p><p>Corporeal, genius, reproduces through prey</p><p>09-12</p><p>Corporeal, non-intelligent, non-reproductive</p><p>13-16</p><p>Corporeal, non-intelligent, reproduces through prey</p><p>17-20</p><p>Corporeal, semi-intelligent, non-reproductive</p><p>21-24</p><p>Corporeal, semi-intelligent, reproduces through prey</p><p>25-28</p><p>Incorporeal, genius, non-reproductive</p><p>29-32</p><p>Incorporeal, genius, reproduces through prey</p><p>33-36</p><p>Incorporeal, non-intelligent, non-reproductive</p><p>37-40</p><p>Incorporeal, non-intelligent, reproduces through prey</p><p>41-44</p><p>Incorporeal, semi-intelligent, non-reproductive</p><p>45-48</p><p>Incorporeal, semi-intelligent, reproduces through prey</p><p>49-52</p><p>Non-human corporeal, intelligent, non-reproductive</p><p>53-56</p><p>Non-human, corporeal, intelligent, contagious Undeath</p><p>57-60</p><p>Non-human, corporeal, non-intelligent, contagious Undeath</p><p>61-64</p><p>Non-human, corporeal, non-intelligent, non-reproductive</p><p>65-68</p><p>Non-human, corporeal, semi-intelligent, contagious Undeath</p><p>69-72</p><p>Non-human, corporeal, semi-intelligent, non-reproductive</p><p>73-76</p><p>Non-human, incorporeal, intelligent, contagious Undeath</p><p>77-80</p><p>Semi-corporeal, genius, non-reproductive</p><p>81-84</p><p>Semi-corporeal, genius, reproduces through prey</p><p>85-88</p><p>Semi-corporeal, non-intelligent, non-reproductive</p><p>89-92</p><p>Semi-corporeal, non-intelligent, reproduces through prey</p><p>93-96</p><p>Semi-corporeal, semi-intelligent, non-reproductive</p><p>97-00</p><p>Semi-corporeal, semi-intelligent, reproduces through prey</p><p>Table 2-65: Causes of Intelligent Undeath</p><p>Die Roll</p><p>Cause of Intelligent Undeath</p><p>01-10</p><p>Cursed by enemy</p><p>11-20</p><p>Cursed by gods</p><p>21-30</p><p>Disease such as vampirism</p><p>31-40</p><p>Prepared by others for Undeath, at or before death (unwillingly)</p><p>41-50</p><p>Prepared by others for Undeath, at or before death (willingly)</p><p>51-60</p><p>Prepared self for Undeath, during life</p><p>61-70</p><p>Rejected from underworld for some reason</p><p>71-80</p><p>Returned partially by actions of others</p><p>81-90</p><p>Returned to gain vengeance for own killing</p><p>91-00</p><p>Returned to guard location or item important to self during life</p><p>Table 2-66: Preparations for Intelligent Undeath</p><p>Note that some of these preparations might be voluntary on the part of the person being prepared for intelligent Undeath. Other preparations described on this table would be the activity of someone else, with or without the consent of the person being prepared.</p><p>Die Roll</p><p>Preparation</p><p>01-10</p><p>Actions are taken to ensure that a god will curse the soul with intelligent undeath</p><p>11-20</p><p>Corpse/body is preserved/prepared in such a way that the soul (or life force) cannot depart</p><p>21-30</p><p>Living body parts incorporated into corpse keep it “alive”</p><p>31-40</p><p>New soul brought into dead body</p><p>41-50</p><p>Pact with gods/powers of afterlife to reject soul</p><p>51-60</p><p>Physical preparation raises body with echo of former intelligence</p><p>61-70</p><p>Physical preparation raises body with full former intelligence</p><p>71-80</p><p>Ritual binds soul to a place</p><p>81-90</p><p>Soul captured by ritual, kept in the wrong plane of existence</p><p>91-00</p><p>Soul captured in item to prevent completion of the death cycle</p><p>Table 2-67: Breaks in the Life Cycle</p><p>As mentioned above, most Undeath traditionally results from a break in the natural order of the victim’s life cycle. Looking through the following wide assortment of such “breaks” may give you some good ideas for specific details about your undead creature.</p><p>Die Roll</p><p>Nature of the Break (d100)</p><p>01</p><p>Deliberately cursed at death by others for actions during lifetime</p><p>02</p><p>Died after committing crime: Arson</p><p>03</p><p>Died after committing crime: Assault</p><p>04</p><p>Died after committing crime: Bankruptcy</p><p>05</p><p>Died after committing crime: Battery</p><p>06</p><p>Died after committing crime: Begging</p><p>07</p><p>Died after committing crime: Blackmail</p><p>08</p><p>Died after committing crime: Blasphemy</p><p>09</p><p>Died after committing crime: Breach of contract</p><p>10</p><p>Died after committing crime: Breach of financial duty</p><p>11</p><p>Died after committing crime: Breaking and entering</p><p>12</p><p>Died after committing crime: Bribery</p><p>13</p><p>Died after committing crime: Burglary</p><p>14</p><p>Died after committing crime: Cattle theft or rustling</p><p>15</p><p>Died after committing crime: Consorting with demons</p><p>16</p><p>Died after committing crime: Counterfeiting</p><p>17</p><p>Died after committing crime: Cowardice or desertion</p><p>18</p><p>Died after committing crime: Demonic possession</p><p>19</p><p>Died after committing crime: Desecration</p><p>20</p><p>Died after committing crime: Disrespect to clergy</p><p>21</p><p>Died after committing crime: Disrespect to nobility</p><p>22</p><p>Died after committing crime: Drug possession</p><p>23</p><p>Died after committing crime: Drug smuggling</p><p>24</p><p>Died after committing crime: Drunkenness</p><p>25</p><p>Died after committing crime: Embezzlement</p><p>26</p><p>Died after committing crime: Escaped slave</p><p>27</p><p>Died after committing crime: Extortion</p><p>28</p><p>Died after committing crime: False imprisonment</p><p>29</p><p>Died after committing crime: Fleeing crime scene</p><p>30</p><p>Died after committing crime: Forgery</p><p>31</p><p>Died after committing crime: Forsaking an oath</p><p>32</p><p>Died after committing crime: Gambling</p><p>33</p><p>Died after committing crime: Grave robbery</p><p>34</p><p>Died after committing crime: Harboring a criminal</p><p>35</p><p>Died after committing crime: Harboring a slave</p><p>36</p><p>Died after committing crime: Heresy</p><p>37</p><p>Died after committing crime: Horse theft</p><p>38</p><p>Died after committing crime: Incest</p><p>39</p><p>Died after committing crime: Inciting to riot</p><p>40</p><p>Died after committing crime: Insanity</p><p>41</p><p>Died after committing crime: Kidnapping</p><p>42</p><p>Died after committing crime: Lewdness, private</p><p>43</p><p>Died after committing crime: Lewdness, public</p><p>44</p><p>Died after committing crime: Libel</p><p>45</p><p>Died after committing crime: Manslaughter</p><p>46</p><p>Died after committing crime: Misuse of public funds</p><p>47</p><p>Died after committing crime: Murder</p><p>48</p><p>Died after committing crime: Mutiny</p><p>49</p><p>Died after committing crime: Necromancy</p><p>50</p><p>Died after committing crime: Participating in forbidden meeting</p><p>51</p><p>Died after committing crime: Perjury</p><p>52</p><p>Died after committing crime: Pickpocket</p><p>53</p><p>Died after committing crime: Piracy</p><p>54</p><p>Died after committing crime: Poisoning</p><p>55</p><p>Died after committing crime: Possession of forbidden weapon</p><p>56</p><p>Died after committing crime: Prison escape</p><p>57</p><p>Died after committing crime: Prostitution</p><p>58</p><p>Died after committing crime: Public recklessness</p><p>59</p><p>Died after committing crime: Racketeering</p><p>60</p><p>Died after committing crime: Rape</p><p>61</p><p>Died after committing crime: Receiving stolen goods (fencing)</p><p>62</p><p>Died after committing crime: Robbery</p><p>63</p><p>Died after committing crime: Sabotage</p><p>64</p><p>Died after committing crime: Sale of shoddy goods</p><p>65</p><p>Died after committing crime: Sedition</p><p>66</p><p>Died after committing crime: Slander</p><p>67</p><p>Died after committing crime: Smuggling</p><p>68</p><p>Died after committing crime: Soliciting</p><p>69</p><p>Died after committing crime: Swindling</p><p>70</p><p>Died after committing crime: Theft</p><p>71</p><p>Died after committing crime: Treason</p><p>72</p><p>Died after committing crime: Trespass</p><p>73</p><p>Died after committing crime: Using false measures</p><p>74</p><p>Died after committing crime: Witchcraft</p><p>75</p><p>Died after violating taboo: dietary</p><p>76</p><p>Died after violating taboo: loyalty</p><p>77</p><p>Died after violating taboo: marriage</p><p>78</p><p>Died after violating taboo: sexual</p><p>79</p><p>Died as a glutton</p><p>80</p><p>Died as a miser</p><p>81</p><p>Died as coward</p><p>82</p><p>Died deliberately</p><p>83</p><p>Died unloved and unmourned</p><p>84</p><p>Died while a slave</p><p>85</p><p>Died while owning slaves</p><p>86</p><p>Died without children</p><p>87</p><p>Died without dying (I don’t know, but it sounds good)</p><p>88</p><p>Died without fulfilling contract</p><p>89</p><p>Died without fulfilling oath</p><p>90</p><p>Died without honor (marriage or parenthood)</p><p>91</p><p>Died without honor (traitor)</p><p>92</p><p>Died without manhood/womanhood rites</p><p>93</p><p>Died without marrying</p><p>94</p><p>Died without proper preparations for death</p><p>95</p><p>Died without properly honoring ancestors</p><p>96</p><p>Died without tribal initiation</p><p>97</p><p>Eaten after death</p><p>98</p><p>Not buried/burned</p><p>99</p><p>Not given proper death ceremonies</p><p>100</p><p>Not given proper preparations for afterlife</p><p>Table 2-68: Manner of Death</p><p>The manner in which an undead creature might have died can give rise to good ideas about the nature of the creature’s abilities, appearance, and motivations (if it is an intelligent form of undead).</p><p>Die Roll</p><p>Manner of Death</p><p>01</p><p>Burned in fire</p><p>02</p><p>Burned in lava</p><p>03</p><p>Cooked and eaten</p><p>04</p><p>Crushed</p><p>05</p><p>Defeated in dishonorable combat</p><p>06</p><p>Defeated in honorable combat</p><p>07</p><p>Died during a storm</p><p>08</p><p>Died during harvest time</p><p>09</p><p>Died during peacetime</p><p>10</p><p>Died in a swamp</p><p>11</p><p>Died in particular ancient ruins</p><p>12</p><p>Died in the hills</p><p>13</p><p>Died in the mountains</p><p>14</p><p>Died near particular type of flower</p><p>15</p><p>Died near particular type of tree</p><p>16</p><p>Died of disease</p><p>17</p><p>Died of fright</p><p>18</p><p>Died of natural causes</p><p>19</p><p>Died of thirst</p><p>20</p><p>Died while carrying particular weapon</p><p>Die Roll</p><p>Manner of Death</p><p>21</p><p>Died while carrying stolen goods</p><p>22</p><p>Died while wearing particular garment</p><p>23</p><p>Died while wearing particular piece of jewelry</p><p>24</p><p>Drowned</p><p>25</p><p>Executed by asphyxiation</p><p>26</p><p>Executed by cold</p><p>27</p><p>Executed by drowning</p><p>28</p><p>Executed by exposure to elements</p><p>29</p><p>Executed by fire</p><p>30</p><p>Executed by hanging</p><p>31</p><p>Executed by live burial</p><p>32</p><p>Executed by starvation</p><p>33</p><p>Executed by strangulation</p><p>34</p><p>Executed by thirst</p><p>35</p><p>Executed despite having been pardoned</p><p>36</p><p>Fell from great height</p><p>37</p><p>Frozen/hypothermia</p><p>38</p><p>Heart failure</p><p>39</p><p>In the saddle</p><p>40</p><p>Killed by a creature that injects eggs</p><p>41</p><p>Killed by a deception</p><p>42</p><p>Killed by a jealous spouse</p><p>43</p><p>Killed by a jester</p><p>44</p><p>Killed by a lover</p><p>45</p><p>Killed by a lynch mob</p><p>46</p><p>Killed by a traitor</p><p>47</p><p>Killed by a trap</p><p>48</p><p>Killed by accident</p><p>49</p><p>Killed by ancient curse</p><p>50</p><p>Killed by birds</p><p>51</p><p>Killed by blood poisoning</p><p>52</p><p>Killed by demon</p><p>53</p><p>Killed by dogs/jackals</p><p>54</p><p>Killed by gluttony</p><p>55</p><p>Killed by insect(s)</p><p>56</p><p>Killed by inter-dimensional creature</p><p>57</p><p>Killed by magic</p><p>58</p><p>Killed by magic weapon</p><p>59</p><p>Killed by metal</p><p>60</p><p>Killed by mistake</p><p>61</p><p>Killed by own child</p><p>62</p><p>Killed by own parent</p><p>63</p><p>Killed by particular type of person</p><p>64</p><p>Killed by poisonous fungus</p><p>65</p><p>Killed by poisonous plant</p><p>66</p><p>Killed by pride</p><p>67</p><p>Killed by priest</p><p>68</p><p>Killed by relative</p><p>69</p><p>Killed by soldiers during battle</p><p>70</p><p>Killed by some particular monster</p><p>71</p><p>Killed by strange aliens</p><p>72</p><p>Killed by undead</p><p>73</p><p>Killed by wine or drunkenness</p><p>74</p><p>Killed by wooden object</p><p>75</p><p>Killed for a particular reason</p><p>76</p><p>Killed in a castle</p><p>77</p><p>Killed in a particular place</p><p>78</p><p>Killed in a tavern</p><p>79</p><p>Killed in particular ritual</p><p>80</p><p>Killed in tournament or joust</p><p>81</p><p>Killed near a particular thing</p><p>82</p><p>Killed on particular day of year</p><p>83</p><p>Killed under a particular zodiacal sign (i.e., a particular month or time)</p><p>84</p><p>Killed under moonlight</p><p>85</p><p>Killed underground</p><p>86</p><p>Killed while exploring</p><p>87</p><p>Killed while fishing</p><p>88</p><p>Killed while fleeing</p><p>89</p><p>Killed while hunting</p><p>90</p><p>Killed while leading others badly</p><p>91</p><p>Killed while leading others well</p><p>92</p><p>Murdered</p><p>93</p><p>Sacrificed to a demon</p><p>94</p><p>Sacrificed to a god</p><p>95</p><p>Sacrificed to ancient horror</p><p>96</p><p>Starved to death</p><p>97</p><p>Strangled</p><p>98</p><p>Struck by lightning</p><p>99</p><p>Struck down by gods</p><p>100</p><p>Tortured to death</p><p>Dexterity Loss. The attack drains one or more points of dexterity from the victim. The attacker may or may not gain a benefit from the drain (additional hit points, to-hit bonuses, etc) depending upon whether it seems to fit well with the concept. If the victim reaches a dexterity of 0, one of several things might happen: the victim might die and become a creature similar to the attacker (this is common with undead, but a bit weird when dexterity is the attribute score being drained). One explanation for death at 0 dexterity is that the body’s internal systems (circulatory, etc) are no longer working in time with each other.</p><p><strong>Zombie:</strong> Animated bodies need not be the result of black magic (which is the case for, say, the standard zombie).</p><p>Individual Curse Death Magic.</p><p><strong>Ghoul:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Wraith:</strong> Individual Curse Death Magic.</p><p></p><p>Individual Curse Death magic (saving throw) possibly combined with something unpleasant that happens after death (becoming a zombie or a wraith, for instance)[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/93672/Tome-of-Horrors-Complete--Swords-and-Wizardry-Edition?affiliate_id=17596" target="_blank">Tome of Horrors Complete - Swords and Wizardry Edition</a></p><p><a href="https://www.drivethrurpg.com/product/93672/Tome-of-Horrors-Complete--Swords-and-Wizardry-Edition?affiliate_id=17596" target="_blank"></a>[spoiler]</p><p><strong>Apparition:</strong> Apparitions are undead spirits of creatures that died as the result of an accident. The twist of fate that ended their life prematurely has driven them totally and completely to the side of evil.</p><p>On that day twenty years ago, how could the old mage know he was sitting down to his last meal? It had been a common enough day, filled with researches into the recesses of the labyrinthine halls of the dungeon and little real success - always more questions than answers. He and his small retinue of apprentices had sat down around the old stone table in the room they called the “Grand Tomb”. The table was made of marble, with a sculpture worked into the top depicting a gaunt man in full armor, hands clasped around a two-handed axe that extended all the way down to his pointed feet. An oddity to be sure, for the mage was quite sure it was not a repurposed sarcophagus lid - maybe a trophy memorializing a fallen foe? There they sat, the hired man bringing in a platter of boiled mushrooms they had discovered in a reeking cavern, a mismatched collection of found goblets and tankards holding souring wine, hard tack and salt pork spread out before them on the table. So involved were they with the feast and a good natured exploration into the meaning of the holes that dotted the floor of the Grand Tomb, they didn’t notice the hiss of gas making its way through those holes, or the silent sliding of stone doors into place blocking their escape. And so, they died, coughing and hacking. And now, as soon as the party finds a way through that stone slab, the brave adventurer will discover the final fate of that mage and his apprentices, now 1d3+1 apparitions, still collected around the weird table wondering what it all means.</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, called a bhuta, possesses its original body and seeks out those responsible for its murder.</p><p>It was twelve years ago, twelve dark years, that the countess ended a night of debauchery by toppling into an open well. Her husband, a knightly rake known mostly for his womanizing and misfortune at the card table, immediately had the well sealed and a small memorial in her honor built nearby and then took the throne and coronet and began his rule as “the wastrel count”.</p><p>It was a neat piece of work by the count, for his ex-wife’s corpse, now risen as a bhuta, is physically incapable of getting through the seal.</p><p><strong>Bleeding Horror:</strong> Created by the axe of blood, these foul undead creatures drip with the blood they were so willing to sacrifice to the hungry blade.</p><p><strong>Bloody Bones:</strong> Their true origins are unknown, but they are believed to be the undead remains of those who desecrate evil temples and are punished by the gods for their wrongdoings.</p><p><strong>Bog Mummy:</strong> Humanoids killed by a bog mummy rise as bog mummies themselves in 1d4 days unless their bodies are removed from the swamp or a cure disease spell is cast on the corpse.</p><p>The mummy was a common thief that was strangled and thrown into the holy waters that are marked with a runic pillar.</p><p><strong>Bogeyman:</strong> ?</p><p><strong>Bone Cobbler:</strong> The sculptor of idols was never as reverent as his customers. His last object d’art was an idol of the love goddess for a shrine located out in the sticks. His progress on this particular sculpture had been hampered by the presence of his model, a peasant girl of very pleasing face and figure.</p><p>Alas, a fortnight ago the maiden’s paramour got wind of her new position and, with two boon companions struck, bashing the sculptor’s head in and making a terrible mess of his workshop.</p><p>By the next night, one of the murderers had disappeared, his hovel turned into a bloody mess. The others followed, but the disappearances did not end with the trio of killers. In all, twenty villagers have gone missing. After the first five disappeared, the stripped bones of the others began to crop up, often jumbled and put together into bizarre shapes.</p><p><strong>Brykolakas:</strong> ?</p><p><strong>Kalanos:</strong> Any humanoid slain by a brykolakas rises as a kalanos in 1d4 days under the creature’s control.</p><p><strong>Cadaver:</strong> A creature slain by a cadaver lord awakens in 1d4 rounds as a cadaver.</p><p>He’s been traveling from town to town for a month now collecting the dead. He has no intention of burying the dead he collects, however. Instead, he takes the corpses outside town and dumps them in secluded spots where they won’t be found. His callousness has caused many of the unburied corpses left in his wake to rise as cadavers focused on finding the false undertaker.</p><p><strong>Cadaver Lord:</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>Corpse Candle:</strong> An ancient hag was drowned in chamber 50 years ago when she tried to raise the dead to do her bidding. The crone rose as a corpse candle that haunts the crypts, although she prefers to remain in this chamber. Her bones lie at the bottom of the watery pit.</p><p><strong>Crucifixion Spirit:</strong> Six boulders stand upright on the edge of the Corros Desert, the 10-foot-wide flat sides of each massive stone turned to face the harshest winds blowing off the burning sands. Heavy links of black chain wrap around each rock. Shackled to the rocks by red-hot metal manacles are six blackened bodies. Their faces and skin are sandblasted away, leaving them unidentifiable. Each was a thief sentenced to death and chained to the Rocks of Woe. The bodies are suspended against the superheated rocks. A man’s head pokes out of the sand in front of the rocks, his wiry hair flapping in the harsh winds. His skin is streaked with blood. The howling winds drown his screams.</p><p>Four of the dead men hung on the rocks were killers and thugs who deserved their gruesome fate. Two were innocents wrongly convicted by Magistrate Chesle, the corrupt judge now buried up to his neck in the shifting sands. The innocent victims died horrible deaths on the rocks, and rose mere hours later as crucifixion spirits intent on revenge.</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>The ruler of the walled city-state was beside himself with worry. How was he to know that killing his exchequer would result in such calamity - after all, he had probably killed about one minister a month since he took the throne as a young man. Always the exchequer stood by, giving wise council and finding ways to fund the king’s schemes.</p><p>But at the thought of giving the king his youngest daughter before her wedding day the minister balked, and for that he had to be killed. Death, however, did not part the exchequer from his post, for the next day his replacement fled in panic at the sight of the old man sitting in the treasury counting the coins.</p><p><strong>Demi-Lich, Demilich:</strong> ?</p><p><strong>Akhjila Harn, Demi-Lich:</strong> This is the burial vault of Akilha Harn, a little-known wizard from ancient times. In her day, she ruled a small kingdom with fear and cruelty. In her quest for immortality, she turned to lichdom. As an undead, she had her skull removed and replaced with one of copper (its location and terrible powers have yet to be discovered). She then created a staff of incredible power and topped it with her own skull. She ultimately evolved into the demilich that was placed in this vault.</p><p><strong>Demiurge:</strong> The demiurge is the undead spirit of an evil human returned from the grave with a wrathful vengeance against all living creatures that enter its domain.</p><p>The source of their destruction was the burning of a foreign woman in front of the church - the charred post and bones and a pile of ashes still in evidence. The villagers believed her a witch, come to spread a pox among their cattle. Moments after the poor woman died, the grim villagers witnessed in horror her spectral image stepping out of the holocaust.</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 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>For the past fifteen years, the ship of a terrible pirate has sat in the midst of a grand harbor, a prison hulk for members of its former crew. The ship was taken by a fleet of galleons after a storm had deprived it of masts and sent the ship’s captain over the side, a dirk lodged in his spine. As members of his former crew died, they were tossed over the side, their ankle chains attached to an iron band around the remains of the main mast, their bloated bodies steeping in the brine. For all these fifteen years the captain, now a vengeful draug, has trod the sea floor on a direct course for his ship. He is now very close, and the bodies of his expired crewmen are responding to his presence, their waterlogged (1d6+5 brine zombies) or skeletal (2d4 skeletons) remains shifting gently.</p><p><strong>Fear Guard:</strong> ?</p><p><strong>Fetch:</strong> ?</p><p><strong>Fire Phantom:</strong> ?</p><p><strong>Fye:</strong> ?</p><p><strong>Faen Tiensa, Fye:</strong> This is the tomb of Faen Tiensa, the beloved wife of Glaeran the Faithful. Glaeran was a high priest who had more devotion to his spouse than his own deity. The deity cursed Glaeran to an existence as a fye tied to this monument to his wife.</p><p><strong>Gallows Tree Zombie:</strong> The gallows tree slices open victims for their organs, then fills them with a greenish sap that turns them into gallows tree zombies. The newly created undead rises in 1d4 days.</p><p><strong>Ghoul Cinder:</strong> The priests of the fire maiden Incindreia routinely sacrifice victims by setting them on fire. The bowls of ash contain the collected remains of a married pair of clerics caught by the wicked priests while on their honeymoon. The spirits of the clerics now rise as cinder ghouls from the brass bowls in a swirl of ash and bone fragments to attack anyone approaching the altar.</p><p><strong>Ghoul Dust:</strong> ?</p><p><strong>Dust Zombie:</strong> Once per day, a dust ghoul can animate 11d4 dust zombies.</p><p><strong>Ghoul-Stirge:</strong> The origin of the ghoul-stirge has been lost, but it is believed to be the result of a failed magical experiment conducted in ages past by a group of evil and insane necromancers.</p><p><strong>Grave Risen:</strong> ?</p><p><strong>Groaning Spirit:</strong> The groaning spirit is the malevolent spirit of a female elf that is found haunting swamps, fens, moors, and other desolate places.</p><p>The spirit once belonged to an elf, the victim of a murderous baker on the High Street.</p><p><strong>Undead Treant:</strong> ?</p><p><strong>Hanged Man:</strong> ?</p><p><strong>Haunt:</strong> The haunt is the spirit of a person who died before completing some vital task. A haunt inhabits an area within 60 feet of where its body died and never leaves this area.</p><p><strong>Hoar Spirit:</strong> Hoar spirits are believed to be humanoids that freeze to death and are doomed to haunt the icy wastes.</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>Three days prior, the chief inquisitor of the church rode into town on a palfrey and ordered the parish priestess and her acolytes taken into custody. After a hasty trial in which evidence of involvement in the slave trade was presented, the priestesses were cast into the great hearth of the temple (the temple being dedicated to the hearth goddess). It was a terrible shock for the people to see their beloved priestesses accused, convicted and summarily slain (especially in so terrible a manner), but it was an even more terrible shock to see them emerge from the flames as smoldering skeletons and strangle the inquisitor.</p><p><strong>Lantern Goat:</strong> ?</p><p><strong>Lich Shade:</strong> Lich shades are evil creatures who attempted to achieve lichdom but failed.</p><p><strong>Ashten Un Shorn, Lich Shade:</strong> The tower belonged to Ashten Un Shorn, a magic-user who died during an attempt to transition to lichdom. A single mistake in the ritual resulted in the blast that destroyed her tower. Ashten now haunts the upper floors as a lich shade, and slays all who seek her treasure.</p><p><strong>Mortuary Cyclone:</strong> ?</p><p><strong>Mummy of the Deep:</strong> It is the result of an evil creature that was buried at sea for its sins in life. The wickedness permeating the former life has managed to cling even into unlife and revive the soul as a mummy of the deep.</p><p><strong>Murder Crow:</strong> ?</p><p><strong>Murder-Born:</strong> Spawned of hatred when both mother and child are murdered, the rapacious soul of the unborn sometimes rises as a foul and corrupt spirit.</p><p>The inn was an orphanage before tragedy befell nearly 75 years ago. At the time, a young woman who worked with the orphans found herself pregnant by a fisherman who never returned from the harsh waters. She hid her shame, but the townsfolk soon knew of her condition. The fisherman’s parents blamed her for leading their boy to distraction – and ending with his death on the open waters.</p><p>Their hatred bubbled over in their second son, who took a ragtag bunch of hooligans to help convince the girl to leave the village. One thing led to another, and the girl was murdered and her body boarded up within the walls. No one looked too hard for the missing woman.</p><p>It was a year after her murder that the screams began in the orphanage’s walls.</p><p>The inn is the home of murder-born twins that hide in the walls where they and their mother were killed and their bodies still rest.</p><p><strong>Ooze Undead:</strong> When an ooze moves across the grave of a restless and evil soul, a transformation takes place. The malevolent spirit, still tied to the rotting flesh consumed by the ooze, melds with the ooze. 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>Ooze Vampiric:</strong> Some think the vampiric ooze was created by a lich using ancient and forbidden magic. Others believe the vampiric ooze was formed when an ochre jelly slew a vampire and absorbed it.</p><p><strong>Paleoskeleton Triceratops:</strong> A paleoskeleton triceratops is the fossilized remains of a long-dead dinosaur.</p><p><strong>Phantasm:</strong> ?</p><p><strong>Phantom:</strong> Phantoms are translucent spirits of creatures that died a particularly violent death.</p><p>In a crossroads of the dungeon you discover an iron chest, the surface of which it pitted and marred. About 30 feet away from the chest there is a skeleton that looks as though its clothing and leather armor was dissolved by acid. The acid is actually a trap activated by opening the chest, which is locked. The acid pours from the joints between the stones that make up the arched ceiling. If a person fails their saving throw, the acid pours on him and causes 1d6 points of damage per round until washed away with at least 1 gallon of water. To make matters worse, the skeleton’s spirit now occupies the area as a phantom, making it difficult for adventurers to get through the intersection.</p><p><strong>Poltergeist:</strong> The gallery was once owned by a subterranean warlord, a master of many orc tribes who was inordinately fond of his own face. A sculptor and amateur magic-user had the misfortune to have fallen into his hands on his first delve and was pressed into service as his “court sculptor”. In time, he lost his mind and killed the warlord, dying seconds afterward by the hand of an orc archer. The orcs plundered their former master’s underground lair and left, and so were not present for his rise as a poltergeist.</p><p><strong>Rat Shadow:</strong> ?</p><p><strong>Rawbones:</strong> Standing in the middle of the collapsed castle is a 20-foot-tall metal spike radiating cool silver light. The spike looks like it was cast down from the heavens to strike the center of the castle and punched all the way through to its stone foundation. Symbols of the god of justice are branded into the sliver. The silver needle is clawed and slashed, and dark blots are burned across its surface.</p><p>Three innocents held in shackles in the dungeon didn’t survive the explosion that leveled the castle. They died underground, choking on the rock debris filling the tunnels around them. The three are now rawbones who clawed their way through the rocks. They slashed at the silver lance to exact their revenge, but went unsatisfied.</p><p><strong>Red Jester:</strong> Fifty years ago, King Jepson IV demanded a joke, one so funny it would leave him laughing for days. But when his court jester couldn’t deliver the perfect punchline, the king had him executed and his body tossed in the rubbish pile as a warning to future funnymen. But the jester took his job seriously and rose from the dead a night later. His corpse staggered from the kingdom, asking everyone he met for a joke that would allow him to return and please his king. He’s still looking.</p><p><strong>Shadow Lesser:</strong> ?</p><p><strong>Skeleton Black:</strong> ?</p><p><strong>Skeleton Warrior:</strong> The skeleton warrior is a lich-like undead that was once a powerful fighter of at least 8th level. Legend says that the skeleton warriors were forced into their undead state by a powerful demon prince who trapped each of their souls in a golden circlet.</p><p><strong>Skulleton:</strong> Skulletons are undead creatures believed to have been created by a lich or demilich, for the creature greatly resembles the latter in that it is nothing more than a pile of dust, a skull, and a collection of bones. The gemstones inset in its eye sockets and in place of its teeth are not gemstones at all, but painted glass (worthless).</p><p>The skulleton is thought to have been created to detour would-be tomb plunders in to thinking they had desecrated the lair of a demilich.</p><p><strong>Soul Reaper:</strong> ?</p><p><strong>Spectral Troll:</strong> ?</p><p><strong>Undead Raven Swarm:</strong> The Blood Marshes</p><p>The ground seems to bleed in the marsh fields. The ground seeps blood from a cursed war that took place eons ago. Ghosts and spirits haunt the bloody fields, each forever seeking an end to their cursed existence. Fresh corpses and ancient relics of battle churn up through the soft earth, only to be slowly swallowed again.</p><p>Ravens that drink from the bloody marsh die and sink into its depths. By midnight, these unfortunate birds rise again as an undead raven swarm that flies off into the night to wreak havoc.</p><p>When killed, a murder crow explodes into a murder of undead ravens.</p><p><strong>Swarm Shadow Rat:</strong> ?</p><p><strong>Died Piper:</strong> ?</p><p><strong>Wight Barrow:</strong> Creatures hit by a barrow wight’s slam attack are drained of one level. Creatures killed by this level drain rise as barrow wights in 1d4 rounds and remain under their creator’s control until it is destroyed.</p><p>The hill is 30 feet in diameter. It contains a barrow tomb holding the cremated remains of a neolithic king and his four wives, who were buried alive. Unlike the happily cremated king, the four wives have not rested peacefully. Their horrified spirits reanimated their corpses, turning them into barrow wights.</p><p><strong>Wight Blood:</strong> ?</p><p><strong>Wolf Ghoul:</strong> ?</p><p><strong>Dire Ghoul Wolf:</strong> ?</p><p><strong>Wolf Shadow:</strong> ?</p><p><strong>Zombie Brine:</strong> Brine zombies are the remnants of a ship’s crew that has perished at sea.</p><p>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>So it was, a month ago, that the Kingfish left the port with a load of ironwood and a bit of sabotage. It went down about 10 miles off shore and its crew has been walking along the bottom ever since to enact their revenge on the prince and his precious city.</p><p>If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies.</p><p>When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the 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>For the past fifteen years, the ship of a terrible pirate has sat in the midst of a grand harbor, a prison hulk for members of its former crew. The ship was taken by a fleet of galleons after a storm had deprived it of masts and sent the ship’s captain over the side, a dirk lodged in his spine. As members of his former crew died, they were tossed over the side, their ankle chains attached to an iron band around the remains of the main mast, their bloated bodies steeping in the brine. For all these fifteen years the captain, now a vengeful draug, has trod the sea floor on a direct course for his ship. He is now very close, and the bodies of his expired crewmen are responding to his presence, their waterlogged (1d6+5 brine zombies) or skeletal (2d4 skeletons) remains shifting gently.</p><p><strong>Zombie Corpsespun:</strong> Corpsespun zombies are the victims of a corpsespinner, whose poison animates the dead as an automaton sheathed in webs. The victim’s insides are replaced by thousands of tiny spiders crawling over its body and into and out of its ears, eyes, and mouth. These spiders take over and devour the insides of the creature, but keep it moving with a semblance of its former self.</p><p>Creatures killed by a corpsespinner rise in 1 hour as corpsespun zombies.</p><p><strong>Zombie Juju:</strong> Juju zombies’ hatred of living creatures and the magic that created them are what hold them to the world of the living. When a humanoid or monstrous humanoid is slain by an energy drain or a similar spell or spell-like ability, it may rise as a juju zombie.</p><p><strong>Zombie Spellgorged:</strong> A spellgorged zombie is a zombie crafted from the corpse of a Magic-User or Cleric to serve as a ring of spell storing.</p><p></p><p><strong>Undead:</strong> Orcus is the Prince of the Undead, and it is said that he alone created the first undead that walked the worlds.</p><p>When not warring against rival demon princes, Orcus likes to travel the planes, particularly the Material Plane. Should a foolish spellcaster open a gate and speak his name, he is more than likely going to hear the call and step through to the Material Plane. What happens to the spellcaster that called him usually depends on the reason for the summons and the power of the spellcaster. Extremely powerful spellcasters are usually slain after a while and turned into undead soldiers or generals in his armies.</p><p>Four days ago, a lone trapper carried home a number of fur bearing critters, including a hoar fox that, he later discovered, was not yet dead. When the creature awoke in the cabin, it unleashed multiple cones of frost, icing the door shut and covering much of the interior with frost. The trapper was killed, and for the last three days has served as the hoar fox’s only sustenance.</p><p>Besides the half-eaten body of the trapper (could it rise as an undead due to its shocking death?) the cabin contains a store of foodstuffs.</p><p><strong>Ghost:</strong> Any living creature slain by a mortuary cyclone’s whirlwind attack or energy drain attack becomes an undead creature in 1d4 rounds. Creatures with less than 3 HD return as a ghoul or ghast; 4-7 HD, a wraith; 8-11 HD, a spectre; and 12+ HD return as a ghost.</p><p><strong>Ghoul:</strong> Any living creature slain by a mortuary cyclone’s whirlwind attack or energy drain attack becomes an undead creature in 1d4 rounds. Creatures with less than 3 HD return as a ghoul or ghast; 4-7 HD, a wraith; 8-11 HD, a spectre; and 12+ HD return as a ghost.</p><p>Faithful of Orcus travel from afar to worship at this shrine. For many, it is the next and last step in their testament of devotion to the undead lord. The faithful sacrifice themselves by twos. Two unclothed and weaponless individuals lie down in the stone grave as the ghost-faced orcs seal them in with the stone lid. The sacrifices fight to the death inside the grave. The victor remains in the grave until death, surviving until his last moments on by consuming the flesh and drinking blood of his victim. Once the victor perishes, he returns as a ghoul, which the ghost-face orcs release into the world.</p><p><strong>Lacedon:</strong> When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the 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>Ghast:</strong> Any living creature slain by a mortuary cyclone’s whirlwind attack or energy drain attack becomes an undead creature in 1d4 rounds. Creatures with less than 3 HD return as a ghoul or ghast; 4-7 HD, a wraith; 8-11 HD, a spectre; and 12+ HD return as a ghost.</p><p><strong>Lich:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Greater Shadow:</strong> ?</p><p><strong>Skeleton:</strong> Bone cobblers take the skeletal remains of those they kill and combine them with other bones in their lair. From these bones they sculpt and form weird humanoid or half-humanoid skeletal statues. Once per day, a bone cobbler can animate up to 5 skeletal statues within 30 feet. These creatures fight as skeletons, though their forms and structures do not necessarily resemble anything remotely humanoid.</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 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>For the past fifteen years, the ship of a terrible pirate has sat in the midst of a grand harbor, a prison hulk for members of its former crew. The ship was taken by a fleet of galleons after a storm had deprived it of masts and sent the ship’s captain over the side, a dirk lodged in his spine. As members of his former crew died, they were tossed over the side, their ankle chains attached to an iron band around the remains of the main mast, their bloated bodies steeping in the brine. For all these fifteen years the captain, now a vengeful draug, has trod the sea floor on a direct course for his ship. He is now very close, and the bodies of his expired crewmen are responding to his presence, their waterlogged (1d6+5 brine zombies) or skeletal (2d4 skeletons) remains shifting gently.</p><p>Each round, in place of moving or striking, an undead ooze can expel 1d6 skeletons from its mass. Skeletons can act in the round they are expelled. Slain skeletons are engulfed by the undead ooze and can be reanimated and expelled again in 1 hour.</p><p><strong>Spectre:</strong> Any living creature slain by a mortuary cyclone’s whirlwind attack or energy drain attack becomes an undead creature in 1d4 rounds. Creatures with less than 3 HD return as a ghoul or ghast; 4-7 HD, a wraith; 8-11 HD, a spectre; and 12+ HD return as a ghost.</p><p>Any humanoid killed by a spectral troll rises 1d3 days later as a free-willed spectre unless a cleric of the victim’s religion blesses the corpse before such time.</p><p><strong>Vampire:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Wraith:</strong> Any living creature slain by a mortuary cyclone’s whirlwind attack or energy drain attack becomes an undead creature in 1d4 rounds. Creatures with less than 3 HD return as a ghoul or ghast; 4-7 HD, a wraith; 8-11 HD, a spectre; and 12+ HD return as a ghost.</p><p><strong>Dread Wraith:</strong> ?</p><p><strong>Zombie:</strong> A creature slain by a cerebral stalker’s bite attack has its brain ripped out and consumed. The empty husk becomes a zombie in 1d4 rounds.</p><p>When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.</p><p>Once per day, a grave risen can animate up to 10 HD of corpses within 100 feet as zombies.</p><p>The recent dead weren’t stolen; they got up and walked out of the graveyard after a grave risen passed through. The creature animated the recent dead to join its growing retinue of zombies.</p><p>Any humanoid slain by a vampiric ooze becomes a zombie in 1d4 rounds.</p><p></p><p>Create Crypt Thing</p><p>Spell Level: Cleric and Magic-User, 7th Level</p><p>Range: 60 feet</p><p>Duration: Instantaneous</p><p>This spell allows you to animate a single corpse into a crypt thing. This spell must be cast in the area the creature is to guard or it fails. The corpse must be mostly intact and must be humanoid-shaped and have a skeletal system or structure. Only one crypt thing is created with this spell, and it remains in the area where it was created until destroyed. A black pearl gem worth at least 300 gp must be placed inside the mouth of the corpse. When the corpse animates, the gem is destroyed.</p><p></p><p>Minor Artifact: The Axe of Blood</p><p>The axe of blood 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>Until activated, the axe is just a +1 battleaxe. The wielder must consult legend lore or some other similar source of information to learn the ritual required to feed the axe. Despite the gruesome ritual required to power the axe, the weapon is not chaotic but is instead neutral. Bound inside it is a rather savage earth spirit. The axe draws power from its wielder in order to become a mighty magic weapon. Each day, the wielder of the axe can choose to “feed” the axe, sacrificing some of his blood in a strange ritual. This ritual takes 30 minutes and must be done at dawn.</p><p>Using the axe, the wielder opens a wound on his person (dealing 1d6 points of damage) and feeds the axe with his own blood. The wielder sacrifices blood in the form of hit points. For each 1d6 hit points sacrificed, the wielder gains a +1 bonus on attack rolls and weapon damage rolls with the axe (to a maximum of +3). Hit points sacrificed to the axe cannot be healed magically, but heal at the rate of 1 point per day. Similarly, the damage caused by the opening of the wound may not be healed by any means until the sacrificed hit points are regained.</p><p>There is a chance that the hit points 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, there is a 1% chance plus a 1% cumulative chance per consecutive day the axe is powered that hit points sacrificed to the axe on that day is permanently lost.</p><p>If reduced to 0 hit points as a result of feeding the axe, the wielder becomes a bleeding horror.</p><p></p><p>Skeleton Warrior’s Circlet</p><p>The transformation into a skeleton warrior traps the character’s soul in a golden circlet. Anyone possessing one of these circlets may exude control over the skeleton warrior (whose soul is trapped therein).</p><p>In order to establish or maintain control, the controller must be within 300 feet of the skeleton warrior and must wear the circlet on his head and spend one full round concentrating on the skeleton warrior. If the controller is interrupted during this time, he must succeed on a saving throw to establish control. If the check fails, the controller can try again. While wearing the circlet, the controller cannot wear any other item on his head. Doing so causes the circlet to cease functioning until the other headgear is removed. (A skeleton warrior can still detect the location of its circlet even if the controller wears something on his head to nullify the circlet’s powers.)</p><p>While wearing the circlet and within 300 feet of the skeleton warrior, the controller can see through the skeleton warrior’s eyes and force it to act (attack, search, and so forth). This is called “active” mode. While the skeleton warrior is in active mode, the controller himself cannot take any action other than minimal movement.</p><p>Alternately, the controller can place the skeleton warrior in “passive” mode. In this mode, the skeleton warrior stands motionless and inert. The controller cannot see through the skeleton warrior’s eyes but he himself is free to act. If the controller moves more than 300 feet away from the skeleton warrior or if the circlet is removed from the controller’s head, the skeleton warrior automatically enters passive mode.</p><p>The controller can switch the skeleton warrior between active and passive mode as a free action. Should the controller ever lose the circlet (through accident, theft, or simply by discarding it), the skeleton warrior instantly stops what it is doing and moves as quickly as possible toward the former controller and attempts to destroy him (or her). If a skeleton warrior ever gains control of the circlet that contains its soul, it places the circlet on its head and “dies”, vanishing in a flash of light. The circlet falls to the ground and crumbles to dust.</p><p></p><p>All-Seeing Eye of Mojango</p><p>The swamp holds many terrors and strangenesses, none more terrible than the All-Seeing Eye of Mojango. The eye is actually a sphere of smooth, black stone (unidentifiable, even by dwarves). It is placed in a tree top and gives off arcs of purple and gold light that have the ability to hypnotize the weak-minded. If touched, the sphere drains 1d4 levels (a saving throw is permitted to reduce this to 1 level). Those that have had levels drained by the sphere have their eyes turn purple and gain the ability to see in darkness for one month.</p><p>Many adventurers have come across the Eye, and its location in the swamp seems to change from sighting to sighting. Wherever the Eye appears, its “handmaidens” appear as well, a troupe of 1d4+1 juju zombies, past victims of the object.[/spoiler]</p><p></p><p><a href="https://froggodgames.com/product/clearance-tome-of-horrors-4-sw-pdf/" target="_blank">Tome of Horrors 4</a>[spoiler]</p><p><strong>Pancras the Senior, Lich:</strong> ?</p><p><strong>Tordred of the Seven Fingers, Vampire Count:</strong> ?</p><p><strong>Aswang:</strong> Inside the temple rests (well, not rests) the funeral party of the Princess Oleander, daughter of the once renowned and later infamous Pasha of Raspar. The princess and her albino court, swathed in funerary silks, were turned into 6 aswangs. The six are trapped within the temple by the Brothers of the Divine Wind, who left a holy air elemental (Lawful in alignment, smells of frankincense) outside the temple to harass would-be intruders. Among the six one can easily identify the Princess Oleander, who is dressed in her decayed finery of silk and silver net and wearing seven royal neck rings (worth 100 gp each). A silver katar that bears the ancient royal sigil is still plunged into her back. </p><p><strong>Banshee Queen:</strong> ?</p><p><strong>Undead Faerie:</strong> ?</p><p><strong>Iolne, Banshee Queen:</strong> ?</p><p><strong>Lich Lord, Zangrias:</strong> ?</p><p><strong>Shadow Bear:</strong> A strange incarnation of sentient darkness and feral rage, shadow bears are strange creatures, malevolent living spirits that inhabit the shadowy gaps between true realities. </p><p><strong>Animal Shadow:</strong> Any animal (not a human or humanoid) reduced to 0 hit points by a shadow bear becomes a shadow with 1HD within 1d4 rounds. </p><p><strong>Bone Delver:</strong> Bone delvers were graverobbers who died whilst performing their nefarious tasks. </p><p>The lanterns bone delvers perpetually carry are formerly mundane hooded lanterns that were infused with negative energy in the same way as their unliving bearers. </p><p><strong>Burning Ghat:</strong> The burning ghat is a rare form of undead created in areas of unusually high negative energy when a living creature is put to death by fire for a crime it did not commit. Utterly twisted and maddened by its fate, a burning ghat is a fearsome creature, consumed with a hatred for the living and seeking to end life wherever it finds it. </p><p>A burning ghat is terrorizing a town in a pleasant, green valley where he was burned at the stake. The ghat was a chaos cultist masquerading as a goodly vicar in the town. Within his temple, he sacrificed animals and people (usually drunks) in the name of the demon king Llorok. The priest still wears his charred vestments, his silver unholy symbol melted onto his chest. </p><p><strong>Saca-Baroo, Lich:</strong> ?</p><p><strong>Cimota:</strong> Cimota are the physical manifestations of evil thoughts and actions. </p><p>Their existence is always tied to a specific area or artifact that is imbued with ancient and highly malevolent evil. A cimota is able to manifest itself anywhere within an accursed locale that has given it life, or within 300 feet of an evil artifact to which it is attached. Cimota can sense life within 60 ft. at all times (including invisible and hidden creatures). </p><p>A troop of black orcs led by a priest of Orcus plundered the town and hauled off the useful townsfolk. The orcs are long gone, leaving the town to scavengers and looters. What remains has been vandalized and plundered. Even the town well is filled with excrement and animal corpses from roving band of orcs. </p><p>A long deep trench dug into a southern field holds the smoldering bodies of townsfolk. Even weeks after the massacre, the coals remain hot beneath the ashen remains. The priest desecrated the mass grave before moving to his next conquest. As if in prayer, four cloaked figures kneel on the opposite side of the pit. These 4 cimotas formed upon the murder of the townsfolk and the desecration of their mass grave. </p><p>Cimota Mace artifact.</p><p><strong>Guardian Cimota:</strong> Cimota Mace artifact.</p><p><strong>High Cimota:</strong> Cimota Mace artifact.</p><p><strong>Dark Custodian:</strong> Dark custodians are the undead remains of evil clerics tasked to remain behind after death and guard the sacred places of their vile worship. </p><p><strong>Deathknight, 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 knights who fell from grace at the moment of death. A lifetime of duty and loyalty becomes forfeit as the undead creature, rising from its grave within days of being laid to rest, is driven by an intense desire to annihilate all life and bring as much harm as it can muster to any within reach. </p><p>A silver trumpet sits among various obscure and unbelievable trinkets in Fadzien’s Oddities in Taharath. The trumpet has a bone mouthpiece that radiates extreme cold (1 point of damage to anyone blowing the instrument). Symbols are carved into the bell of the instrument, a ring of letters and runes written in an ancient language that spirals up inside the instrument. Anyone who can read the ancient words (or who casts read languages) can understand the message: “If you call to him, he shall answer.” </p><p>Blowing the trumpet summons a death knight who stands watch in the Tomb of the Jaded Disbelievers in a valley north of the Hollow Spire Mountains. The sound of the trumpet echoes on the wind, and the death knight arrives within 2d4 weeks to find the person who called to challenge him (even if that person travels, the death knight can unerringly find him). The knight rides up in a cloud of dust on an undead mount. The knight is cursed to forever answer the call of the trumpet (it was the summons to battle when he was alive, until he betrayed his king), and now wishes nothing more than to snuff the life of the person reminding him of his past glory and ignominious downfall.</p><p><strong>Undead Horse Mount:</strong> ?</p><p><strong>Mummy-Priest:</strong> ?</p><p><strong>Devouring Mist:</strong> Devouring mists are undead composed of equal parts blood and malice, wedded together by negative energy. </p><p>If a victim is reduced to 0 hp due to the devouring mist’s blood drain, the blood from the victim’s body forms into a new devouring mist in 1d4 rounds. </p><p><strong>Captain Montfort Deville, Lich:</strong> ?</p><p><strong>Ekimmu:</strong> Ekimmu are evil ghosts denied entrance to the underworld and doomed to wander the earth. </p><p><strong>Galley Beggar:</strong> Galley beggars are the ghostly remains of travelers who met their demise before their journey was complete. </p><p>The smugglers eventually gave the place up when 3 galley beggars showed up. The trio of young scholars trudged up from the dreary lagoon one day, their Grand Tour of the continent cut short by a rogue storm. </p><p><strong>Ghirru:</strong> Ghirru are undead efreet returned to the land of the living by efreeti necromancers through foul and dark magic. </p><p><strong>Glacial Haunt:</strong> The icy wastes sometimes grant unlife to those who freeze to death at her unforgiving hands. </p><p>Multiple glacial haunts in a single encounter is rare and believed to come about when a group of adventurers succumb to the cold and perish together. Others have speculated that glacial haunts actually reproduce by melting and then splitting into two identical creatures. </p><p>In the glaciers high above a dwarf stronghold, adventurers seeking the hermitage of the Green Lama might come across a deep crevasse in the ice. The crevasse is five miles long and, approximately 100 feet wide and 40 feet deep. There is a 1 in 6 chance they discover iron spikes in the ice and ropes (or the remains of ropes), suggesting that other travelers negotiated the crevasse by climbing into it and back out. This is dangerous business; a save must be made to avoid slipping and falling into the crevasse for 4d6 points of damage. </p><p>If characters decide to do the same, they will soon be amazed, for frozen within the crevasse’s walls are hundreds of corpses. There are dwarves, orcs, ogres and giants, all frozen, their faces twisted in horror. The ghosts of these poor souls haunt the crevasse as icy chills that run up the spine and whispered pleadings. </p><p>Small caves in the walls of the crevasse are inhabited by glacial haunts, which seek body heat and supplies. They also sought the Green Lama, but never completed their journey.</p><p><strong>Gloom Haunt:</strong> Gloom haunts are vile creatures, who seem to have no ties to the living (i.e., scholars cannot find any reasonable explanation as to why they exist), though a few learned sages believe gloom haunts to be the spiritual remains of paladins who were sacrificed by clerics to their vile and dark gods. </p><p><strong>Grave Mount:</strong> The grave mount is the insult to all that is good and holy when a paladin’s steed is returned from the dead to wreak havoc upon the world. </p><p><strong>Grey Spirit:</strong> A grey spirit, usually female, is the shade of someone who died heartbroken and alone, pining away on shore and ultimately dying of a broken heart while waiting for the return of a loved one from across the sea. </p><p><strong>Grimshrike:</strong> Grimshrikes are a race of reanimated twin-tailed gargoyles standing about 7 feet tall and weighing 350 pounds. </p><p>Grimshrikes are native to a dark land about which little is known other than its terrible history. The place was once vibrant and full of life. Centuries ago, however, all that changed. Dark energies spilled forth unchecked from a wayward wizard’s experiment, fouling the very essence of the land. In a matter of hours, all life in that place ceased to exist. </p><p><strong>N'Gathau Lich:</strong> ?</p><p><strong>Hooded Gatherer:</strong> These powerful and intelligent undead creatures are often mistaken for liches, but they are a thing far worse and more horrible indeed, for they are born in the underworlds of other planes of existence, and hunt down souls in the material planes for their demonic masters. </p><p><strong>Skeletal Horse:</strong> ?</p><p><strong>Kamarupa:</strong> Kamarupa are the distorted souls of evil priests betrayed and sacrificed to their deity. </p><p><strong>Knight Gaunt:</strong> A knight gaunt is an undead creature created when a paladin falls in battle. </p><p><strong>Sir Agnoysius, Knight Gaunt:</strong> ?</p><p><strong>Vax, Lich-Lord:</strong> ?</p><p><strong>Swirling Mist Undead Remains of Ghosts of Whalers:</strong> The tower is surrounded by a swirling mist that is actually the undead remains of the ghosts of whalers who died at sea, accursed by the Whale Lord and unable to reach the afterlife. </p><p><strong>Grim Spectre of Blackpool Swamp:</strong> ?</p><p><strong>Lurker Wraith:</strong> ?</p><p><strong>Meat Puppet:</strong> Meat puppets are horrid undead creations created by removing the bones from corpses, then reanimating the skinless hides to attack. Various creatures and monsters can be turned into meat puppets using evil sorcery. </p><p><strong>Humanoid Meat Puppet:</strong> Meat puppets are boneless, skinless corpses reanimated after being exposed to necromantic energies. </p><p><strong>Otyugh Meat Puppet:</strong> Otyugh meat puppets are giant boneless, skinless reanimated beasts. </p><p>The bag contains the skin and bones of an otyugh slain by a Magic-User looking to test out a horrible spell he uncovered in an ancient grimoire. The spell worked, turning the boneless, skinless creature into an otyugh meat puppet—that then promptly killed the wizard. </p><p><strong>Undead Mimic:</strong> Undead mimics are believed to be the result of experimentation on normal mimics by insane necromancers. What possessed them to create an undead version of a truly horrid creature is beyond comprehension. </p><p>Unlike standard mimics, undead mimics are Chaotic, poisoned by the necromantic magic that created them. They desire flesh and blood and dine on the souls of those they slay. </p><p><strong>Ghoul Monkey:</strong> Ghoul monkeys are cunning, undead monkeys that often appear in jungle areas where there is great residue of Chaos, such as forgotten temples or altars where dead monkeys might rise in this vile form of undeath. </p><p><strong>Mordnaissant:</strong> Occasionally when a pregnant mother dies violently in a place infused with unholy or negative energies, the unborn child within her does not simply perish, but instead continues to grow, vitalized by dark power, until it is capable of clawing its way free from its dead mother. </p><p><strong>Asp Mummy:</strong> Similar in many respects to standard mummies, asp mummies are created to guard tombs of regal kings and nobles. Some believe these creatures even have a spark of the divine mixed in with their creation and are appointed by the gods themselves to watch over their favored followers. Asp mummies are known to be favored as guardians among the followers of Chaotic serpent gods. </p><p>The creation of an asp mummy follows the same procedure as a standard mummy, save that many small asps are placed into the hollowed corpse along with the herbs and flowers. </p><p><strong>Death Naga:</strong> Death nagas are what remains of other nagas slain by powerful necromantic energy. It is unknown why or how these nagas return as undead versions of their former selves. </p><p><strong>Necro-Phantom:</strong> Often more than one necro-phantom is encountered; some strange effect of the magic that created them seems to draw these creatures to one another. </p><p>The neighboring town militia tracked this witch to the cemetery to bring her to trial for sorcery. The witch cast a death spell to slay the men, but her spell failed due to the accursed cemetery. While the witch in her current disintegrating state poses no threat to any living creature, the corpses around her do. Of the 12 men, half transformed into 6 necro-phantoms that feed off the necromantic energy and the witch’s slow, agonizing death. </p><p><strong>Mad Lich Minotaur:</strong> ?</p><p><strong>Screamer:</strong> These terrible undead are the remnant of soldiers who have fallen to the horrors of mass conflict and warfare. </p><p><strong>Shattered Soul, Impaled Spirit:</strong> Shattered souls are the ghostly spirits of living beings executed through brutal torture: impalement, disembowelment, or worse. </p><p><strong>Lyrid Toadstrangler, Impaled Spirit:</strong> The ruins of a large brick warehouse sit atop a lonely hill. Thick briars and tufts of dried grass surround the wrecked building. Three thick chimneys reveal that the place probably housed forges. Despite appearances, the building remains very sturdy. This old structure was once the factory of Lyrid Toadstrangler, a dwarven craftsman who created instruments of torture. While not inherently evil in nature, Lyrid’s craft required a certain amount of wicked imagination. Lyrid specialized in creating iron maidens. A master sculptor, he often created the iron maidens in the image of the torturer or lord to whom the maidens belonged. Most of his work survives to this day, passed down over generations as disturbing family heirlooms. Lyrid was slain by an assassin hired by the Alantyr family of Bargarsport. </p><p>Finished and unfinished iron maidens stand upright along the walls of Lyrid’s forge-factory. Rusted forging tools, collapsing workbench, and maiden parts fill the main room. Three iron maidens lie under a thick intact burlap cloth. Each of these iron maidens could fetch as much as 500 gp. His final masterpiece remains nearly finished in the center of the workshop. The spikes of this particular maiden are composed of demon horns. The corpse of Lyrid Toadstrangler lies inside. The maiden’s spikes completely pierce his desiccated corpse. Lyrid’s tortuous death and the power of the demon horns tie his spirit to this plane. Lyrid haunts his workshop as an impaled spirit. He hates thieves (and especially assassins) and wishes nothing more than to slay every direct relative of the Alantyr family.</p><p><strong>Skin Feaster:</strong> When a humanoid dies as a result of being skinned alive, it often returns to the land of the living as a skin feaster; an undead creature driven by an insatiable hunger for the skin and flesh of living creatures. </p><p><strong>Skull Child:</strong> A juvenile humanoid slain by a skull child rises the following night as a free-willed skull child. A bless spell cast on the body before that time ceases the transformation. Adults and non-humanoids killed by a skull child do not rise as undead. </p><p><strong>Soul Knight:</strong> A soul knight is a suit of armor animated by the lingering soul of an evil knight, cursed to undeath as punishment for having committed betrayal, murder or other crimes. The evil spirit continues to inhabit its old armor, repeating the deeds that brought about the living knight’s ruin. </p><p><strong>Cedrick Junde, Soul Knight:</strong> Cedricke Junde, a knight in service to the Impoverished Vow-Takers of Voard, accompanied his master and liege to the opera on that fatal night—although he’d already taken gold to allow an assassin access to his liege’s privacy box high above the stage. What Cedricke could not know was that the assassin would then start the blazing inferno to cover his tracks. The massive curtain collapsed in a fiery blaze that killed the singers and many in the front rows. The assassin fled during the conflagration, escaping into the cold night as those he left behind burned. Cedricke himself died as his armor blackened and his skin burned. </p><p><strong>Annebeth Gloriana, Vampire:</strong> The tomb contains the remains of Annebeth Gloriana, an elf queen betrothed to her knight-protector Levellius. The pair were attacked and killed on their wedding day by a jealous vampiress as their families watched in horror. The celebrants—now mourners—buried the pair together in a tomb constructed to house their undying love. </p><p>Except Annebeth wouldn’t give up so easily on love. She rose as a vampire three nights later. She waits in the tomb for a new suitor to marry. </p><p><strong>Spider Lich:</strong> ?</p><p><strong>Bone Swarm:</strong> A bone swarm is created when multiple animated skeletons are destroyed more or less simultaneously, either through a single powerful area attack or by simply being smashed to pieces. The bones of the skeletons are scattered and smashed, but the necromantic magic that animated them lingers on, pulling the bones back together in a mass of clattering fragments. </p><p><strong>Skeletal Swarm:</strong> Skeletal swarms are the remains of pieces cast off of whole skeletons collected together and animated en mass. </p><p>Bone Horn cursed item.</p><p><strong>Coruvance Filp, Lich:</strong> Coruvance Filp, a Magic-User of Jah Sezar who turned to lichdom when she made an evil pact with demonic forces. </p><p><strong>Undead Troll:</strong> ?</p><p><strong>Undead Fire Elemental:</strong> Occasionally a fire elemental is destroyed but not permitted to return to its plane of origin. </p><p><strong>Feral Vampire Spawn:</strong> Sometimes when vampires create minions something horrible happens to the creature causing a fate worse than even that of a typical vampire spawn. On these occasions whether by accident or design, upon waking to its new undead existence the newly created spawn finds itself trapped within its coffin or tomb and unable to free itself. In these instances the spawn rages and struggles to escape as it slowly goes insane, a victim of its all-consuming hunger. When it finally manages to break free — sometimes years after its creation — the spawn is feral and nearly mindless, though with a much greater strength due to its incessant rage.</p><p>The statue sits over a lead-sealed trap door concealing a small cramped chamber. The chamber holds a feral vampire spawn. Once a regal vampire, the feral vampire spawn transformed over the years into its current deplorable state. </p><p>A small 2-inch-wide moat lies in the floor around the vampire. The water in the moat magically flows in a continuous circle, imprisoning the feral vampire spawn, which cannot cross the flowing water. The male vampire has tirelessly stood here for decades. It has stood for so long, in fact, that its clothing has started to disintegrate with age. The once-regal vampire has devolved into a feral spawn. </p><p><strong>Feral Vampire Spawn 7 HD:</strong> ?</p><p><strong>Feral Vampire Spawn 8 HD:</strong> ?</p><p><strong>Feral Vampire Spawn 9 HD:</strong> ?</p><p><strong>Sword Wight:</strong> These wicked and depraved creatures lived and died by the sword, and now, their dark taint passes through their weapons to tear at your soul. </p><p>If a sword wight hits an opponent with its bastard sword or touch, the victim must save or lose a level. Any human killed or completely drained of levels becomes a sword wight. </p><p><strong>Hungry Zombie:</strong> ?</p><p><strong>Hungry Halfling Zombie:</strong> ?</p><p></p><p><strong>Banshee:</strong> Banshees are the undead fey. Indeed, there might be other types of undead faeries; but it is the wailing spirits that seem to represent the borderline between the most malignant of the fey and the cold magic of undeath. </p><p>An elven female slain by a banshee queen will rise as a banshee in 1d4 rounds. </p><p><strong>Wight:</strong> Any non-elven female humanoid slain by the wail of a banshee queen or drained below level 0 becomes a wight in 1d4 rounds. </p><p><strong>Ghast:</strong> Any male slain by a banshee queen’s magic rises to become a ghast in 1d4 rounds. </p><p><strong>Ghoul:</strong> A humanoid slain by either a lurker wraith’s constitution drain or smother attack becomes a ghoul in 1d4 rounds. </p><p><strong>Lich:</strong> A child, glowing white as the sun, is running through the woods. About a day behind the strange boy is a pack of lupins, servants of the fell sorceress Maladria. The sorceress sent the lupins after the child because it is actually a small piece of her soul, part of an experiment in her quest for lich-hood. The boy possesses her exuberance for life and love; she removed it because it suited her grim plans for eternal unlife and because she needed a piece of her soul to create her phylactery. </p><p><strong>Zombie:</strong> The tower is home to a death’s head inphidian named Kallis-Khet, a high priest of the serpents. </p><p>If attacked in his home, Kallis-Khet animates the dead hanging from the tower as zombies. </p><p><strong>Skeleton:</strong> Skeletal Staff magic item.</p><p><strong>Undead:</strong> While the mummified body of the priest is not animated, desecrating the corpse may anger the spirit and grant unlife to the body. </p><p><strong>Mummy:</strong> ?</p><p><strong>Vampire:</strong> If a victim is reduced to 0 hp due to the devouring mist’s blood drain, the blood from the victim’s body forms into a new devouring mist in 1d4 rounds. Further, the victim’s corpse rises as a vampire in 1d4 days unless the remains are blessed before this rising. </p><p><strong>Spectre:</strong> The dwarves dig deep into the rock for veins of snowflake obsidian left over from elder days. The mines connect with ancient tunnels and passages created by a now-extinct volcano. The volcano’s spirit remains trapped within the volcano, in a cavern of pure silver from which it cannot escape. At best, it can manifest as a spectre within the volcanic passages. In this form, the spirit appears as an elderly woman, a hag one might say, swathed in gauzy crimson robes and wearing copper bangles and earrings. </p><p>The former monk, angered at his untimely demise, seeks to slay any who disturb the ruins. </p><p><strong>Shadow:</strong> ? </p><p><strong>Ghost:</strong> Cedricke Junde, a knight in service to the Impoverished Vow-Takers of Voard, accompanied his master and liege to the opera on that fatal night—although he’d already taken gold to allow an assassin access to his liege’s privacy box high above the stage. What Cedricke could not know was that the assassin would then start the blazing inferno to cover his tracks. The massive curtain collapsed in a fiery blaze that killed the singers and many in the front rows. </p><p>The mummified king sits upon his throne in a single room within the tomb. The king is flanked by 2 stone idol sphinxes that lounge about the throne. The preserved corpse of the king’s eldest son kneels before the mummy. The mummified king looks down upon the son’s remains. Chains and shackles hold the son’s corpse down, but it is evident that he was alive when he was entombed with the corpse of his father. The stone idols guard the king and his treasure. The son’s spirit is bound to this chamber in the form of a ghost. The ghost can only be released by removing the king’s corpse. </p><p><strong>Wraith:</strong> ? </p><p><strong>Poltergeist:</strong> A domovoi killed by violence rises in 1 hour as a poltergeist. </p><p></p><p>Cimota Mace </p><p>Spines of a cornugon line the sides of this wicked +3 mace. On command, it generates dark fury, a field of negative energy in the form of black lightning. The wielder may use this power at the start of combat and every 1d3 rounds thereafter. This field of energy may take the form of black lightning either in a 20-ft.- radius ball around the wielder or as a 100-ft.-line extending from its tip. Dark fury inflicts 5d6 damage on any living creature in its area of effect (save for half). The wielder, undead, constructs and other non-living objects are not affected. </p><p>The cimota mace grants the wielder the ability to notice and locate living creatures within 60 ft. Animals do not willingly approach within 30 feet of a cimota mace or its wielder. The very existence of the cimota mace spreads Chaos throughout the land. For every 20 HD of creatures slain by the mace’s dark fury, the mace transforms the essences of the slain beings into a cimota. The cimota follows the commands of the mace wielder. For every additional 20 HD of creatures slain by the dark fury, the cimota advances in power to a guardian cimota and finally to a high cimota. Cimota created by the mace remain destroyed once they are slain. Only one cimota created by the mace can be in existence at any time.</p><p></p><p>Skeletal Staff </p><p>The skeletal staff creates a skeleton from any humanoid corpse once per day. If used on a fresh corpse (dead less than 24 hours), the skeleton inside rips and tears away the flesh to free itself in 1d4 rounds before it can take any action. While the staff’s wielder has complete control over the animated undead, only one skeleton can be animated at a time. The staff may be used by either the Cleric or Magic-User classes.</p><p></p><p>Bone Horn</p><p>The cursed bone horn deals 1d6 points of damage to all within a 40-foot-cone as the vibrating sonic waves deteriorate bone. The bone horn can be used 2 times each day; on the third use, it reverses and amplifies the damage to the blower (4d6 points of damage, with no save). The bone horn, if used against any skeletal undead, deals 3d6 points of damage. Furthermore, if used on common 1HD skeletons, the bone horn transforms them into skeletal swarms. At least six skeletons are needed to create a skeletal swarm. The skeletal swarm does not attack undead. But all others are fair game. [/spoiler]</p><p></p><p>Tome of Horrors Swords and Wizardry Update[spoiler]</p><p><strong>The Horned Lord:</strong> Countless millennia ago, a monarch sought to build the greatest empire that the world had ever known. In doing so he made deals with many gods and wielded vast magical power, and as his power grew, so did his arrogance. When at last he had achieved his goal — a vast and unconquerable empire with him at its head — he was blinded by his pride and declared himself greater than the gods and turned his back on them. The emperor was to be the realm’s only god, and all the deities of the past were to be forgotten, their priests slaughtered and their temples overthrown. As one might guess, the gods were displeased and struck down the emperor, cursing both him and his realm. Soon his proud empire crumbled to dust, and barbarism ruled the land. </p><p>But the gods had not finished with the emperor, so great was his transgression. He was transformed into an undead thing, doomed to be reborn again and again, consumed by the desire for conquest — a desire that can never be fulfilled. Always would the Horned Lord see his dreams crumble and perish among the ruins of civilization. Always would he return with the same dreams of conquest, only to be crushed and forgotten. </p><p><strong>Hybrid Revenant:</strong> Hybrid revenants occur when two or more creatures, at least one of them humanoid, die on the same spot, in similar throes of torment. </p><p><strong>Shadow Captain:</strong> These creatures may be the undead remains of the Horned Lord’s old followers, but some have suggested that they are equally wicked individuals from other lands and eras, cursed to serve him for all eternity. A few have even gone so far as to speculate that the shadow captains are actually undead entities sent by the gods to further the Horned Lord’s torment, acting ostensibly as his minions, but also adding to his misery and the realization of his unending doom. </p><p><strong>Skeletal Knight:</strong> ?</p><p><strong>Undead Swordsman:</strong> ?</p><p><strong>Basilisk Zombie:</strong> Zombies can also be created from many different corpses, as illustrated by the deadly basilisk zombie and the demonic vrock zombie. </p><p><strong>Zombie Behir:</strong> A zombie behir is the animated remains of the serpentine monster. </p><p><strong>Plague Zombie:</strong> ?</p><p><strong>Purple Worm Zombie:</strong> ?</p><p><strong>Pyre Zombie:</strong> Pyre zombies are the sad, tortured remains of those who were killed just before being burned alive. When the soul departed, their bodies were taken over by some malignant spirit. The spirit fortified the body from destruction by the fire, and the undead form escaped the pyre to wreak vengeance on the living. </p><p><strong>Vrock Zombie:</strong> The body of a slain demon animated with unholy power. </p><p>Zombies can also be created from many different corpses, as illustrated by the deadly basilisk zombie</p><p>and the demonic vrock zombie. [/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/248821/Untold-Adventures-Deluxe-Edition-Swords--Wizardry?affiliate_id=17596" target="_blank">Untold Adventures: Deluxe Edition</a>[spoiler]</p><p><strong>Banshee:</strong> ?</p><p><strong>Ghoul:</strong> These are merely animated corpses, not carriers of any sort of undead contagion as ghouls are.</p><p><strong>Lich:</strong> Liches are the undead remnants of Spellcasters, either made undead by their own deliberate acts during life or as the result of other magical forces (possibly including their own magics gone awry).</p><p><strong>Mummy:</strong> ?</p><p><strong>Shadow:</strong> A shadow's chill touch drains one point of strength with a successful hit, and if a victim is brought to a strength of 0, he becomes a shadow.</p><p><strong>Skeleton:</strong> Skeletons are animated bones of the dead and are usually under the control of some evil master.</p><p><em>Animate Dead</em> spell.</p><p><strong>Specter:</strong> Any being killed (or drained below level 0) by a specter becomes a specter himself—a pitiful thrall to its creator.</p><p><strong>Vampire:</strong> Any human killed by a vampire becomes a vampire under the control of its creator.</p><p><strong>Ancient Egyptian Mummified Vampire:</strong> ?</p><p><strong>Aztec Vampire:</strong> ?</p><p><strong>Wight:</strong> Any human killed or completely drained of levels (1 level per hit) by a wight becomes a wight.</p><p><strong>Wraith:</strong> ?</p><p><strong>Zombie:</strong> These are merely animated corpses, not carriers of any sort of undead contagion as ghouls are.</p><p>However, the standard zombie is simply a corpse animated to do its creator’s bidding.</p><p><em>Animate Dead</em> spell.</p><p><strong>Zombie Contagious:</strong> If their undeath is contagious, zombies are more of a threat than described here, and if a single hit from a zombie causes contagion or any other sort of disease they are a considerably larger threat. </p><p></p><p>Animate Dead</p><p>Spell Level: 5</p><p>Range: Referee’s discretion</p><p>Duration: Permanent</p><p>This spell animates skeletons or zombies from dead bodies. 1d6 undead are animated (per level of the caster above 8th). The corpses remain animated until destroyed or dispelled.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/190631/White-Box--Fantastic-Medieval-Adventure-Game?affiliate_id=17596" target="_blank">White Box: Fantastic Medieval Adventure Game</a>[spoiler]</p><p><strong>Banshee:</strong> ?</p><p><strong>Death Knight:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Lich:</strong> Liches are the undead remnants of wizards, either made undead by their own deliberate acts during life or as the result of other magical forces (possibly including their own magics gone awry).</p><p><strong>Mummy:</strong> ?</p><p><strong>Shadow:</strong> A shadow's chill touch drains one point of strength with a successful hit, and if a victim is brought to a strength of 0, he becomes a shadow. Strength points return after 90 minutes.</p><p><strong>Skeleton:</strong> Skeletons are animated bones of the dead and are usually under the control of some evil master.</p><p><em>Animate Dead</em> spell.</p><p><strong>Spectre:</strong> Any being killed (or drained below level 0) by a spectre becomes a spectre himself— a pitiful thrall to its creator.</p><p><strong>Vampire:</strong> Any human killed by a vampire becomes a vampire under the control of its creator.</p><p><strong>Wight:</strong> Any human killed or completely drained of levels (1 level per hit) by a wight becomes a wight.</p><p><strong>Wraith:</strong> ?</p><p><strong>Zombie:</strong> These are merely animated corpses, not carriers of any sort of undead contagion as ghouls are.</p><p>The standard zombie is simply a corpse animated to do its creator’s bidding.</p><p><em>Animate Dead</em> spell.</p><p><strong>Zombie Contagious:</strong> If their undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease they should be worth considerably more experience.</p><p></p><p>Animate Dead</p><p>Spell Level: M5</p><p>Range: Referee’s discretion</p><p>Duration: Permanent</p><p>This spell animates skeletons or zombies from dead bodies. 1d6 undead are animated (per level of the caster above 8th). The corpses remain animated until destroyed or dispelled.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/146506/White-Box-Omnibus-Swords--Wizardry?affiliate_id=17596" target="_blank">White Box Omnibus</a>[spoiler]</p><p><strong>Death Knight:</strong> ?</p><p><strong>Poltergeist:</strong> Poltergeists are incorporeal spirits animated by anger.</p><p><strong>Sanguine Fog:</strong> ?</p><p><strong>Shade Lord:</strong> ?</p><p><strong>Skeleton Flaming:</strong> Flaming skeletons have been animated with an unholy fire that radiates from them.</p><p><strong>Wight:</strong> The prisoner has been turned to a wight by the radiant necromantic energy from the room below.</p><p><strong>Wraith:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/279829/White-Box-Tome--Arioth-I-Swords--Wizardry?affiliate_id=17596" target="_blank">White Box Tome - Arioth I [Swords & Wizardry]</a>[spoiler]</p><p><strong>Deadhead, Dead Head:</strong> This variety of undead is one of Liche Mezogorah’s masterpieces. They spawn into existence when a Ghoul is severed of its head. Moments later, the head takes on a life of its own and can leap at its enemies and attempt to bite them to death.</p><p><strong>Ripneck Deadgripper, Dead Gripper:</strong> The Ripneck Deadgripper is a variety of undead that is the pairing of the Liche’s necromancy, and demonology, with the addition of a spell that warps the Liche’s creations where he deems. The huge hands are those of a dead demon.</p><p><strong>The Bloodied Cleric, Erera Liliwan:</strong> The Bloodied Cleric is Erera Liliwan after she has died and succumbed to the curse of the undead.</p><p>The Bloodied Cleric is another of the Liche’s creations, a plan he has had in the works for quite some time.</p><p><strong>Ghoul Screaming Dead:</strong> ?</p><p><strong>Ghoul Deadface Villager:</strong> The Deadface Villager is a variety of Ghoul that is of the Liche’s Animate Dead spell and a freshly made corpse.</p><p><strong>Ghostblade Slayer:</strong> ?</p><p><strong>Undead:</strong> Nehkra Legion of the Dead Deadmagic power.</p><p><strong>Elder Liche, Mezogorah:</strong> ?</p><p><strong>Ghoul:</strong> Negation of the Dead Power scroll magic item.</p><p><strong>Elder Liche:</strong> Elder Liche Nehkra Mastery Ability.</p><p><strong>Zombie:</strong> Raise the Horde magic staff.</p><p>Banebone Sacrifice magic sword.</p><p><strong>Vampire Demon:</strong> ?</p><p><strong>Undead Demon:</strong> Raise the Horde magic staff.</p><p><strong>Skeleton:</strong> The Skeletons that rise in the cemetery are twisted, gnarled. They are animated by the power of the Mad Liche Mezogorah. It is his cackle that the player’s characters here as he animates and observes from afar.</p><p></p><p>NEGATION OF THE DEAD POWER</p><p>Once owned by a Necromancer of considerable repute, this Scroll will animate all corpses within 1d4 miles of the reader. However, these Ghouls will attack the executor of the Scroll and will not obey any commands.</p><p></p><p>RAISE THE HORDE</p><p>The wielder of this staff strikes the ground and can thereafter animate 3d6 dead bodies (corpses). The area of effect is anywhere within sight of the possessor. This staff holds ten charges.</p><p></p><p>GODDESS MIGHT OF DEATH</p><p>This staff endows the owner and wielder the ability to raise, bind and command 1d4 undead demons as long as their corpses are within 1d4 miles around the user. If destroyed, the demons will turn upon the one that raised them.</p><p></p><p>BANEBONE SACRIFICE</p><p>Created by the Pantheon of Bone and wrought from the tooth of a monolithic Space Dragon that was slain by a bloodied hero that then vanished from the realms, this greatsword endows the wielder the ability to raise 1D4 Zombies per level of experience.</p><p></p><p>Legion of the Dead</p><p>Once per day, you can raise an army of the undead, as long as there are corpses to animate within 1d4 miles, which will do anything you command.</p><p></p><p>Elder Liche</p><p>When you have attained to a measure of power determined by the referee, you can commit an act of ritual suicide and be reborn as a mighty Elder Liche.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/211180/WHITE-BOX-ZOMBIES-Dark-Elf-Zombies--by-request?affiliate_id=17596" target="_blank">White Box Zombies Dark Elf Zombies</a>[spoiler]</p><p><strong>Legend Dark Elf Zombie:</strong> No one is sure where this breed of Zombies came from but they’re definitely unique. </p><p>While no one has an answer to account for them, one thing is crystal clear: They are dangerous. Very dangerous. </p><p><strong>Screamer Dark Elf Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/287129/Wilderlands-of-the-Fantastic-Reaches-Revised-Guidebook?affiliate_id=17596" target="_blank">Wilderlands of the Fantastic Reaches, Revised Guidebook</a>[spoiler]</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Lacedon:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Skeleton Fighter 14:</strong> A group of six buried vaults are hidden in a secluded area. Each contains the skeleton of a king, and if any are disturbed, they animate, fighting until the violators are dead or run away.</p><p><strong>Skeleton Fighter 13:</strong> A group of six buried vaults are hidden in a secluded area. Each contains the skeleton of a king, and if any are disturbed, they animate, fighting until the violators are dead or run away.</p><p><strong>Skeleton Fighter 12:</strong> A group of six buried vaults are hidden in a secluded area. Each contains the skeleton of a king, and if any are disturbed, they animate, fighting until the violators are dead or run away.</p><p><strong>Skeleton Fighter 11:</strong> A group of six buried vaults are hidden in a secluded area. Each contains the skeleton of a king, and if any are disturbed, they animate, fighting until the violators are dead or run away.</p><p><strong>Spectre:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/196284/OWB001-WWII-Operation-WhiteBox?affiliate_id=17596" target="_blank">WWII Operation White Box</a>[spoiler]</p><p><strong>Ghost:</strong> A ghost is an undead spirit that is doomed to wander the earth. Ghosts are bound to the place where they died or to a particular object that had special meaning to them in life (locket, diary, etc.).</p><p>The touch of an attacking ghost drains one (1) Experience Level unless a Saving Throw is made. If a character is reduced to 0-level by these attacks, he becomes a HD 1 ghost and joins his slayer.</p><p><strong>Vampire:</strong> ?</p><p><strong>Vampire Minion:</strong> Anyone drained of blood by a vampire becomes a HD 3 vampire minion unless the corpse is cremated before the next full moon.</p><p>[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/119069/Yarr-The-Rules-Light-Pirate-RPG?affiliate_id=17596" target="_blank">YARR!</a>[spoiler]</p><p><strong>Ghoul:</strong> ?</p><p><strong>Skeleton:</strong> <em>Animate & Command the Dead</em> spell.</p><p><strong>Zombie Drowned One:</strong> Drowned Ones are a type of walkin' dead, the lost sailors returned from Davy Jones' Locker to haunt the living.</p><p><strong>Zombie Walkin' Dead:</strong> <em>Animate & Command the Dead</em> spell.</p><p></p><p>Level 4</p><p>Animate & Command the Dead R Close, D Permanent:</p><p>The caster animates 1d6+4 dead bodies. At the referee's discretion, the corpses become either Skeletons or Walkin' Dead Zombies, depending on how fresh they are.[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>Swords & Wizardry Magazines[spoiler]</p><p><a href="https://www.drivethrurpg.com/product/63737/Knockspell-Magazine-1?affiliate_id=17596" target="_blank">Knockspell Magazine #1</a>[spoiler]</p><p><strong>Osori the Creeping One, Spectre:</strong> Nearby, in a corner, are discarded heavy and thick bones and an inhuman skull: these are the remains of a great ape still wearing iron cuff and the links of a chain on one hand. The ideogrammatic inscription on the well’s rim reads, “FARNESS”.</p><p>Imprisoned by the well’s magic is the spirit of Osori the Creeping One (the nearby bones were once his), half-human sorcerer.</p><p></p><p><strong>Skeleton:</strong> ?</p><p><strong>Shadow:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/63736/Knockspell-Magazine-2?affiliate_id=17596" target="_blank">Knockspell Magazine #2</a>[spoiler]</p><p><strong>Auska, Vampire-Mummy:</strong> ?</p><p><strong>Barzon III, Yellow Mould Zombie:</strong> ?</p><p><strong>Armul Urthag, Vampire Lord:</strong> ?</p><p><strong>Hieroglypicroc, Zombie Crocodile:</strong> Raised by ancient methods long forgotten or suppressed, zombie crocodiles are actually more akin to mummies than to zombies, at least in terms of the preservation process.</p><p></p><p><strong>Skeleton:</strong> ?</p><p><strong>Zombie:</strong> It takes three rounds for a hierglyphicroc to completely swallow a victim, but the victim will turn into a zombie within 1d4+1 rounds after being swallowed.</p><p><strong>Wight:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p>[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/88794/Knockspell-Magazine-3?affiliate_id=17596" target="_blank">Knockspell #3</a>[spoiler]</p><p><strong>Neb'Enakhet:</strong> Neb’Enakhet are sacred, mummified cats placed in the tombs of merchants, bureaucrats, non-noble landowners and others who themselves may not be worthy of (or able to afford) mummification. </p><p><strong>Sword-Wraith:</strong> Sword-wraiths are spirits of powerful, evil fighting-men that cannot find rest after death. Because of their powerful will, after their deaths their spirits inhabit a magical weapon they died fighting with. </p><p></p><p><strong>Zombie:</strong> ?</p><p><strong>Monstrous Undead:</strong> ?</p><p><strong>Apparition:</strong> ?</p><p><strong>Poltergeist:</strong> ?</p><p><strong>Undead:</strong> Whatever dies in these ruins rises back up as undead guardians. The ruins are populated with undead versions of the previous residents and local wandering monsters. The transformation might be instant, or maybe the next night or maybe once the corpse is fully decayed. Are these undead bound the ruins? Or can they follow the adventurers? </p><p><strong>Ghost:</strong> ?</p><p><strong>Wraith:</strong> An ancient shrine stands dedicated to beautiful woman, her lifelike statue sculpted with great talent. One touch by mortal hands and it crumbles. Her past lover (and murderer), now a cursed wraith, visits every midnight and wails in ghostly agony. What will he do tonight?</p><p><strong>Ghoul:</strong> ?[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="Voadam, post: 7945161, member: 2209"] [b]0E D&D[/b] 0e Cumulative[spoiler] [b]Undead:[/b] Zsakrn Curse. (Underworld King Volume Two: Dark Gods, Dark Magic) Ihlwynd has some Necromantic Powers, being able to Raise Dead Creatures to fight for him, but their active Undead state will only last until the next Dawn. (Unknown Gods) There are 2 negative energy Runes in this room, one on the ceiling and one beneath the water. Each Rune radiates magic and will inflict one point of damage per hour to a living creature within a 10 foot radius. After death, a creature will be "re-energized" by the Runes; its hit points as Undead going up by one per hour till its original total is matched. For example, a dead player with 24 HP will return as a Zombie after a full day of exposure. The effect can be temporarily disabled by Dispel Magic or a Protection from Undead scroll. (Fight On! #5) Potion of Unlife. [b]Animal Mummy:[/b] See Mummy Animal. [b]Archghoul:[/b] ? [b]Archghoul Commander:[/b] ? [b]Archghoul Lord:[/b] ? [b]Archghoul King:[/b] ? [b]Arnor:[/b] See Wight, Arnor. [b]Atacyl Oathbinder:[/b] See Vampire Magic-User, Atacyl Oathbinder. [b]Autse Darkheart:[/b] See Wraith, Sir Autse Darkheart. [b]Avenging Spirit:[/b] See Spirit of Vengeance, Avenging Spirit. [b]Baboon Animal Mummy:[/b] See Mummy Animal Baboon. [b]Banshee:[/b] ? [b]Banshee:[/b] ? [b]Barghest:[/b] ? [b]Barrow Wight:[/b] See Wight Barrow. [b]Beast Bestial:[/b] See Bestial Beast. [b]Beetle Animal Mummy:[/b] See Mummy Animal Beetle. [b]Berk:[/b] See Undead Warrior, Berk. [b]Bertalan the Butler:[/b] See Spirit, Bertalan the Butler. [b]Bestial Beast:[/b] Bestial beasts are the spectral presences of centaurs who were particularly evil during their life. (CC1 Creature Compendium) [b]Blighted:[/b] 6th or higher level characters who perish in underworld may arise in a few days as Blighted. (The Bleak Beyond Bestiary) [b]Bloody Head Rawbones Skeleton:[/b] See Skeleton Bloody Head Rawbones. [b]Bloody Horror:[/b] [i]Great Curse[/i] spell. (Witch's Court) [b]Boogie Man:[/b] ? [b]Cadaver Zombie:[/b] See Zombie Cadaver. [b]Cat Animal Mummy:[/b] See Mummy Animal Cat. [b]Cauldron Born:[/b] ? [b]Child Ghost:[/b] See Ghost Child. [b]Chotogor:[/b] At death, the deceased’s spirit either could not find its way to the afterworld, or refused reincarnation, preferring instead to haunt the world of the living. This spirit returns to re-inhabit its former body and rise as a chötgör, The soul of any victim [of a chotogor] left unburied will rise as a chötgör after a number of days equal to its hit dice (provided the corpse remains uneaten). Even a body given a proper burial has a 1-in-3 chance of rising as a chötgör unless dispel evil is cast upon it before it rises. (CC1 Creature Compendium) [b]Coachman of Death:[/b] ? [b]Coachman of Death's Horse:[/b] ? [b]Collective Skeletons:[/b] Huge pile of hundreds (or maybe thousands) of bones, animated as one, dreadful monstrosity. [b]Colony Ghoul:[/b] See Ghoul Colony. [b]Corpse-Candle:[/b] The Corpse-Candle is a soul that is unable to find its rest. (All the Worlds' Monsters Vol. 3) [b]Corrupted Spectre:[/b] See Spectre Corrupted. [b]Count Radu Rumpula:[/b] See Vampire, Count Radu Rumpula. [b]Coxswain Undead Lesser:[/b] See Undead Lesser Coxswain. [b]Crocodile Animal Mummy:[/b] See Mummy Animal Crocodile. [b]Daemon:[/b] FOUND ANYWHERE HUMANS ARE THIS IS THE SPIRIT OF A PERSON WHO HAS "UNFINISHED BUSINESS" FOR ONE REASON OR ANOTHER. (All the Worlds' Monsters Vol. 2) [b]Darkheart, Sir Autse:[/b] See Wraith, Sir Autse Darkheart. [b]Dead King:[/b] ? [b]Dead Ones:[/b] Nobody really knows when Grey Plague appeared for a first time. Certainly it has been hundreds (if not thousands) of years ago, perhaps even in the times of the Great Wars. It is not known whether it was created as a biological weapon of the Ancient Ones or its origin is quite different. (Underworld Kingdom Volume One: Explorers of the Unknown) One thing is certain - the plague changes people into monsters. Spores of the disease attacks every cell of the host's body, leading to his death. Despite the apparent demise, disease transforms the victim's body, sustaining his existence in a unknown way. Thus, victims of the plague - often called the Dead Ones - practically does not need to eat or drink (though if it does not take the "replacements" for their diseased tissues – especially if they are injured or otherwise damaged, eventually they will begin to rot and decay), also they are resistant to the effects of aging (finally they are dead - at least in some sense). Unfortunately the course of infection is horrible and extremely painful, which results with the victim of the Grey Plague falling into madness. (Underworld Kingdom Volume One: Explorers of the Unknown) As the outbreaks of plague have not appeared since ages and infected with the disease can release spores only once in a hundred years, the number of Dead Ones is dwindling. (Underworld Kingdom Volume One: Explorers of the Unknown) [b]Death Electric:[/b] See Electric Death. [b]Desiccated Skeleton:[/b] See Skeleton Desiccated [b]Dog Ghostly:[/b] See Ghostly Dog. [b]Draugr:[/b] Draugen (sing.=“draugr”) are the animated corpses of once great warriors driven in their afterlife by jealousy and contempt for the living, as well as a burning greed that never lets them rest. (CC1 Creature Compendium) [b]Draugr:[/b] The men they [Draugr] kill become Draugr. (The Bleak Beyond Bestiary) [b]Dread:[/b] ? [b]Dread Lurker:[/b] These undead stalkers are the embodiment of evil Fae memories and violent bloodshed. (Fight On! #6) [b]Electric Death:[/b] ? [b]Evil Shark:[/b] THE SHARK-SHAPED GHOST OF A LOW LEVEL CLERIC. (All the Worlds' Monsters Vol. 1) [b]Eye of Fear and Flame:[/b] ? [b]Faceless Ghost:[/b] See Ghost Faceless. [b]Family Undead Lesser:[/b] See Undead Lesser Family. [b]Fetch:[/b] ? [b]Flailing Spirit:[/b] See Spirit Flailing. [b]Flying Skull:[/b] See Skull Flying. [b]Ghast Lizardman:[/b] These creatures are the reanimated corpses of the warriors that dared to go beyond the portcullis. Overwhelmed by the Shambling Mound, they scrambled past the monster to this iron door, which jolted the remaining life out of them. The Magelocked security door has four negative energy Runes on both sides. Touching this barrier with bare skin or conductive metal will result in a single discharge that inflicts 4d4+2 damage (the Runes can't deliver a second shock for 3 days). (Fight On! #5) [b]Ghost:[/b] Any Living Being within 50 feet of Mondorent will Suffer a Health Drain (4 pips per turn, 50% less for Halflings) which if unchecked will Turn A ny Opponent (at HTK 0) into one of the following Undeads: (1D6 determines) 1 Lich, 2 Skeleton, 3 Zombie, 4 Barrow Wight, 5 Wisp, or 6 Ghost. (Unknown Gods) [b]Ghost, Ranting Redurn:[/b] ? [b]Ghost, Rascal Rowing:[/b] ? [b]Ghost, Remonger the Remorseful:[/b] ? [b]Ghost, Restless Ralome:[/b] ? [b]Ghost, Ribbonsor the Rider:[/b] ? [b]Ghost, Ricienna the Ravenous:[/b] ? [b]Ghost, Rinsel the Ravishing:[/b] ? [b]Ghost, Roderic the Righteous:[/b] ? [b]Ghost, Roparoc the Raider:[/b] ? [b]Ghost, Rourdan the Repressor:[/b] ? [b]Ghost, Rufiena the Reckless:[/b] ? [b]Ghost, Rumpus Rundel the Rover:[/b] ? [b]Ghost, Sir Rankling:[/b] ? [b]Ghost, Sir Ritark the Rat-Hearted:[/b] ? [b]Ghost Child:[/b] ? [b]Ghost Crab:[/b] ? [b]Ghost Faceless, Rhien the Remorseless:[/b] ? [b]Ghost Half-Mad Wizard:[/b] ? [b]Ghost Howling:[/b] ? [b]Ghost Silver:[/b] ? [b]Ghostly Dog:[/b] ? [b]Ghostly Mount:[/b] ? [b]Ghostly Wanton Handmaiden:[/b] ? [b]Ghoul:[/b] Any man-type killed by a Ghoul becomes one. (OD&D Dungeons and Dragons) Any man-type killed by a Ghoul becomes one. (OD&D Single Volume Edition) Unlike normal ghouls, these foul creatures are the result of a powerful curse placed upon a pirate crew whose ship ran aground along the nearby coast after a powerful storm. Those slain in the shipwreck rose as ghouls and now act as guardians for an immense diamond stolen from a prince in a faraway land and whose theft brought the curse upon them. Until the diamond is either destroyed or returned to its rightful owner, the ghouls cannot be permanently slain but will return to unlife 1D6 turns after being “slain,” when they will unerringly pursue anyone absconds with the diamond. Likewise, anyone who possesses the diamond will suffer the same fate as the pirates should they ever been killed. Remove curse can be cast upon the diamond to rid it of its evil, but doing so will also turn the diamond into worthless quartz. (Fight On #2) [b]Ghoul Colony:[/b] ? [b]Ghoul Gibbering:[/b] ? [b]Ghoul Rotted:[/b] ? [b]Ghoul Skinless:[/b] Hideous, mindless monsters, created from the corpses of victims of the Skinless Oracle (and probably gathered by her minions in the Chapel of Ghouls as well). [b]Gibbering Ghoul:[/b] See Ghoul Gibbering. [b]Giervald-Kingard:[/b] See Spirit Guardian, Giervald-Kingard. [b]Golden Vampire:[/b] See Vampire Golden. [b]Great Wraith:[/b] See Wraith Great. [b]Guardian Spirit:[/b] See Spirit Guardian. [b]Handmaiden Ghostly:[/b] See Ghostly Wanton Handmaiden. [b]Hell Horse:[/b] ? [b]Hell Worm:[/b] ? [b]Horror Bloody:[/b] See Bloody Horror. [b]Horse Spectral:[/b] See Spectral Horse. [b]Horse Undead:[/b] See Undead Horse. [b]Horseman Lesser Undead:[/b] See Undead Lesser Horseman. [b]Hound Skeletal:[/b] See Skeletal Hound. [b]Hound Wish:[/b] ? [b]Howling Ghost:[/b] See Ghost Howling. [b]Humanoid Undead:[/b] See Undead Humanoid. [b]Immortal King:[/b] See Lich Reptile Race, Immortal King. [b]Ixitxachitl Vampire:[/b] ? [b]Jackal Animal Mummy:[/b] See Mummy Animal Jackal. [b]Jenglot:[/b] It is believed that jenglots become undead through a process similar to that of liches, enacted by the grant of an evil deity to whom the jenglot (in his previous demihuman form) petitioned for immortality. (CC1 Creature Compendium) [b]King Dead:[/b] See Dead King. [b]King of the Undead:[/b] See Skellington, King of the Undead. [b]Lacedon:[/b] ? [b]Lacedon Leader:[/b] ? [b]Lady Rubienna Rump-Rumpula:[/b] See Vampire, Lady Rubienna Rump-Rumpula. [b]Leech Zombie:[/b] See Zombie Leech. [b]Lemure:[/b] ? [b]Lesser Undead:[/b] See Undead Lesser. [b]Lesser Wraith:[/b] See Wraith Lesser. [b]Leurr:[/b] See Undead Horse, Leurr. [b]Lich, Liche:[/b] These skeletal monsters are of magical origin, each Lich formerly being a very powerful Magic-User or Magic-User/Cleric in life, and now alive only by means of great spells and will because of being in some way disturbed. A Lich ranges from 12th level upwards, typically being 18th level of Magic-Use. (OD&D Supplement I: Greyhawk (0e)) Instead of beginning life as normal humans, nephil liches began life as nephilim (the giant offspring of fallen angels and humans), then became liches through the same combination of desire and arcane magic by which normal humans are transformed. (CC1 Creature Compendium) The undead remains of a powerful spell-caster. (The Original Revised & Expanded Tegel Manor) Any Living Being within 50 feet of Mondorent will Suffer a Health Drain (4 pips per turn, 50% less for Halflings) which if unchecked will Turn Any Opponent (at HTK 0) into one of the following Undeads: (1D6 determines) 1 Lich, 2 Skeleton, 3 Zombie, 4 Barrow Wight, 5 Wisp, or 6 Ghost. (Unknown Gods) [b]Lich, Rasping Rashuak:[/b] ? [b]Lich, Ridwick of the Relic:[/b] ? [b]Lich, Vecna:[/b] ? [b]Lich 30, Modgud:[/b] ? [b]Lich Nephil:[/b] Instead of beginning life as normal humans, nephil liches began life as nephilim (the giant offspring of fallen angels and humans), then became liches through the same combination of desire and arcane magic by which normal humans are transformed. (CC1 Creature Compendium) [b]Lich Reptile Race, Immortal King:[/b] With the coming of man to the area (a new source of food and slaves for the still powerful reptiles) come the death of the Immortal King. But his was not a true death. The dead body remained animated by the creature's spirit. (Caverns of Thracia) [b]Liche:[/b] See Lich, Liche. [b]Life-Draining Undead:[/b] See Undead Life-Draining. [b]Lizardman Ghast:[/b] See Ghast Lizardman. [b]Lizard Man Skeletal:[/b] See Skeletal Lizard Man. [b]Lizardman Undead:[/b] See Undead Lizardman. [b]Lost Mariner:[/b] Cursed expired fishermen. (The Bleak Beyond Bestiary) [b]Lurker Dread:[/b] See Dread Lurker. [b]Mage-Wraith:[/b] See Wraith Mage-Wraith. [b]Mariner Lost:[/b] See Lost Mariner. [b]Merman Undead:[/b] See Undead Merman. [b]Modgud:[/b] See Lich 30, Modgud. [b]Mongoose Animal Mummy:[/b] See Mummy Animal Mongoose. [b]Morghoul:[/b] IT IS A CROSS BETWEEN A GHOUL AND A SHADOW. (All the Worlds' Monsters Vol. 2) [b]Mound Wight:[/b] See Wight Mound. [b]Mount Ghostly:[/b] See Ghostly Mount. [b]Mount Skeletal:[/b] See Skeletal Mount. [b]Mount Zombie-Like:[/b] See Zombie-Like Mount. [b]Mummy:[/b] The being is a mummified, ancient king of Thracia, doomed by his evil life to live forever. (Caverns of Thracia) [F]requently cursed to its undead existence as horrible revenge for deeds done during life. (The Original Revised & Expanded Tegel Manor) Mummy's Curse. (The Original Revised & Expanded Tegel Manor) [b]Mummy, Racy Rawley:[/b] ? [b]Mummy, Rarin the Rearguard:[/b] ? [b]Mummy, Rimout the Reviver:[/b] ? [b]Mummy, Risque Rotehar:[/b] ? [b]Mummy Animal:[/b] Some animal mummies are created to provide companionship to the deceased in the afterlife, while others are mummified in honor of deities or notable figures. (CC1 Creature Compendium) [b]Mummy Animal Baboon:[/b] ? [b]Mummy Animal Beetle:[/b] ? [b]Mummy Animal Cat:[/b] ? [b]Mummy Animal Crocodile:[/b] ? [b]Mummy Animal Jackal:[/b] ? [b]Mummy Animal Mongoose:[/b] ? [b]Mummy Animal Serpent:[/b] ? [b]Nazgul:[/b] ? [b]Nephil Lich:[/b] See Lich Nephil. [b]Nightshade:[/b] ? [b]Oathbinder, Atacyl:[/b] See Vampire Magic-User, Atacyl Oathbinder. [b]Oracular Skull:[/b] ? [b]Rabury the Recluse:[/b] See Wight, Rabury the Recluse. [b]Rackstor the Rash:[/b] See Skeleton, Rackstor the Rash. [b]Racy Rawley:[/b] See Mummy, Racy Rawley. [b]Radaw the Rebel:[/b] See Zombie, Radaw the Rebel. [b]Radded Rufus:[/b] See Zombie, Radded Rufus. [b]Radical Roman:[/b] See Skeleton, Radical Roman. [b]Radu Rumpula:[/b] See Vampire, Count Radu Rumpula. [b]Raging Raktor:[/b] See Skeleton, Raging Raktor. [b]Rahad the Random:[/b] See Zombie, Rahad the Random. [b]Raktor, Raging:[/b] See Skeleton, Raging Raktor. [b]Ralome, Restless:[/b] See Ghost, Restless Ralome. [b]Ralfrid, Reciting:[/b] See Wight, Reciting Ralfrid. [b]Rallifer Rolandil:[/b] See Zombie, Rallifer Rolandil. [b]Ramshackle Riparian:[/b] See Wraith, Ramshackle Riparian. [b]Rancorous Rimy:[/b] See Zombie, Rancorous Rimy. [b]Randver the Rancid:[/b] See Wraith, Randver the Rancid. [b]Rank Rumpuls:[/b] See Vampire, Rank Rumpuls. [b]Rankling:[/b] See Ghost, Sir Rankling. [b]Ransac Rosco:[/b] See Wight, Ransac Rosco. [b]Ranting Redurn:[/b] See Ghost, Ranting Redurn. [b]Raphod the Reaper:[/b] See Wraith, Raphod the Reaper. [b]Rapid Rithiena:[/b] See Vampire, Rapid Rithiena. [b]Rarin the Rearguard:[/b] See Mummy, Rarin the Rearguard. [b]Rascal Rowing:[/b] See Ghost, Rascal Rowing. [b]Rashuak, Rasping:[/b] See Lich, Rasping Rashuak. [b]Rasping Rashuak:[/b] See Lich, Rasping Rashuak. [b]Raving Rindat:[/b] See Wight, Raving Rindat. [b]Raw Ribby:[/b] See Skeleton, Raw Ribby. [b]Rawley, Racy:[/b] See Mummy, Racy Rawley. [b]Ready Rhydeg:[/b] See Skeleton, Ready Rhydeg. [b]Rebut Reridok:[/b] See Wight, Rebut Reridok. [b]Reciting Ralfrid:[/b] See Wight, Reciting Ralfrid. [b]Reckless Rory:[/b] See Skeleton, Reckless Rory. [b]Redbud Rump:[/b] See Wraith, Redbud Rump. [b]Redurn, Ranting:[/b] See Ghost, Ranting Redurn. [b]Reeling Rihorn:[/b] See Wraith, Reeling Rihorn. [b]Regenerating Rodark:[/b] See Wight, Regenerating Rodark. [b]Reland the Wracker:[/b] See Wight, Reland the Wracker. [b]Rellwood, Riddles:[/b] See Wight, Riddles Rellwood. [b]Rembard the Rake:[/b] See Wraith, Rembard the Rake. [b]Remnar, Richochet:[/b] See Skeleton, Richochet Remnar. [b]Remonger the Remorseful:[/b] See Ghost, Remonger the Remorseful. [b]Reridok, Rebut:[/b] See Wight, Rebut Reridok. [b]Regelot, Retakang:[/b] See Skeleton, Retakang Regelot. [b]Restless Ralome:[/b] See Ghost, Restless Ralome. [b]Retakang Regelot:[/b] See Skeleton, Retakang Regelot. [b]Retort Rowantor:[/b] See Spectre, Retort Rowantor. [b]Revlidor the Renowned:[/b] See Wight, Revlidor the Renowned. [b]Reydd the Razor:[/b] See Wight, Reydd the Razor. [b]Rhien the Remorseless:[/b] See Faceless Ghost, Rhien the Remorseless. [b]Rhydeg, Ready:[/b] See Skeleton, Ready Rhydeg. [b]Rialto the Riffraff:[/b] See Zombie, Rialto the Riffraff. [b]Ribbonsor the Rider:[/b] See Ghost, Ribbonsor the Rider. [b]Ribby, Raw:[/b] See Skeleton, Raw Ribby. [b]Richochet Remnar:[/b] See Skeleton, Richochet Remnar. [b]Ricienna the Ravenous:[/b] See Ghost, Ricienna the Ravenous. [b]Riddles Rellwood:[/b] See Wight, Riddles Rellwood. [b]Ridwick of the Relic:[/b] See Lich, Ridwick of the Relic. [b]Rigat the Rabble-Rouser:[/b] See Spectre, Rigat the Rabble-Rouser. [b]Rigormortis Rumpule:[/b] See Wraith, Rigormortis Rumpule. [b]Rigorn the Recruit:[/b] See Zombie, Rigorn the Recruit [b]Rihorn, Reeling:[/b] See Wraith, Reeling Rihorn. [b]Rimout the Reviver:[/b] See Mummy, Rimout the Reviver. [b]Rimy, Rancorous:[/b] See Zombie, Rancorous Rimy. [b]Rinbak the Rich:[/b] See Zombie, Rinbak the Rich. [b]Rindat, Raving:[/b] See Wight, Raving Rindat. [b]Rinsel the Ravishing:[/b] See Ghost, Rinsel the Ravishing. [b]Riparian, Ramshackle:[/b] See Wraith, Ramshackle Riparian. [b]Risque Rotehar:[/b] See Mummy, Risque Rotehar. [b]Ritark the Rat-Hearted:[/b] See Ghost, Sir Ritark the Rat-Hearted. [b]Rithiena, Rapid:[/b] See Vampire, Rapid Rithiena. [b]Ritzy Rutorn:[/b] See Skeleton, Ritzy Rutorn. [b]Riven the Reflective:[/b] See Spectre, Riven the Reflective. [b]Rivona the Radiant:[/b] See Wight, Rivona the Radiant. [b]Rocci the Rogue:[/b] See Zombie, Rocci the Rogue. [b]Rodark, Regenerating:[/b] See Wight, Regenerating Rodark. [b]Roderic the Righteous:[/b] See Ghost, Roderic the Righteous. [b]Rodip the Rationalist:[/b] See Wight, Rodip the Rationalist. [b]Rolandil, Rallifer:[/b] See Zombie, Rallifer Rolandil. [b]Roman, Radical:[/b] See Skeleton, Radical Roman. [b]Ronahr the Repellent:[/b] See Spectre, Ronahr the Repellent. [b]Roparoc the Raider:[/b] See Ghost, Roparoc the Raider. [b]Rory, Reckless:[/b] See Skeleton, Reckless Rory. [b]Rory, Rummy:[/b] See Wraith, Rummy Rory. [b]Rosco, Ransac:[/b] See Wight, Ransac Rosco. [b]Rotehar, Risque:[/b] See Mummy, Risque Rotehar. [b]Rotted Ghoul:[/b] See Ghoul Rotted. [b]Rowantor, Retort:[/b] See Spectre, Retort Rowantor. [b]Rowing, Rascal:[/b] See Ghost, Rascal Rowing. [b]Rosienna the Romancer:[/b] See Wraith, Rosienna the Romancer. [b]Rourdan the Repressor:[/b] See Ghost, Rourdan the Repressor. [b]Rubienna Rump-Rumpula:[/b] See Vampire, Lady Rubienna Rump-Rumpula. [b]Ruby Skeleton:[/b] See Skeleton Ruby. [b]Rudlong the Revenger:[/b] See Wraith, Rudlong the Revenger. [b]Rufiena the Reckless:[/b] See Ghost, Rufiena the Reckless. [b]Rufus, Radded:[/b] See Zombie, Radded Rufus. [b]Rummy Rory:[/b] See Wraith, Rummy Rory. [b]Rump, Redbud:[/b] See Wraith, Redbud Rump. [b]Rump-Rumpula, Lady Rubienna:[/b] See Vampire, Lady Rubienna Rump-Rumpula. [b]Rumpula, Count Radu:[/b] See Vampire, Count Radu Rumpula. [b]Rumpule, Rigormortis:[/b] See Wraith, Rigormortis Rumpule. [b]Rumpuls, Rank:[/b] See Vampire, Rank Rumpuls. [b]Rumpus Rundel the Rover:[/b] See Ghost, Rumpus Rundel the Rover. [b]Rundel, Rumpus:[/b] See Ghost, Rumpus Rundel the Rover. [b]Rupture Skeleton:[/b] See Skeleton Rupture. [b]Rustrum the Rabid:[/b] See Wraith, Rustrum the Rabid. [b]Rutorn, Ritzy:[/b] See Skeleton, Ritzy Rutorn. [b]Rykman:[/b] See Vampire, Rykman. [b]Ryth the Recanter:[/b] See Spectre, Ryth the Recanter. [b]Sarcophogal Worm:[/b] See Worm Sarcophogal. [b]Screamer:[/b] ? [b]Serpent Animal Mummy:[/b] See Mummy Animal Serpent. [b]Shark Evil:[/b] See Evil Shark. [b]Sikke-Qwyngard:[/b] See Spirit Guardian, Sikke-Qwyngard. [b]Silver Ghost:[/b] See Ghost Silver. [b]Silver Wraith:[/b] See Wraith Silver. [b]Sir Autse Darkheart:[/b] See Wraith, Sir Autse Darkheart. [b]Sir Rankling:[/b] See Ghost, Sir Rankling. [b]Sir Ritark the Rat-Hearted:[/b] See Ghost, Sir Ritark the Rat-Hearted. [b]Skeletal Hound:[/b] ? [b]Skeletal Lizard Man:[/b] ? [b]Skeletal Mount:[/b] ? [b]Skeleton:[/b] If the skeleton from this crypt is not destroyed, he can convert any dead creature (recent) into a zombie or any long dead creature into a skeleton. (Caverns of Thracia) Although the noblemen and women who worshiped Thanatos were given honorable deaths, their servants, who were most likely not worshipers of the death god, were left to die of starvation, locked in this cell. Because of this, their souls were not completely freed from the mortal plane when their bodies expired. (Caverns of Thracia) Often thought of as mere sword-fodder, skeletons have a tenacity born of the magics that animate them. (The Original Revised & Expanded Tegel Manor) Unless extreme (magical) measures are taken, Zombies continue to decay, gradually falling apart until either reduced to Skeletons or just disgusting muck. (The Original Revised & Expanded Tegel Manor) Any Living Being within 50 feet of Mondorent will Suffer a Health Drain (4 pips per turn, 50% less for Halflings) which if unchecked will Turn Any Opponent (at HTK 0) into one of the following Undeads: (1D6 determines) 1 Lich, 2 Skeleton, 3 Zombie, 4 Barrow Wight, 5 Wisp, or 6 Ghost. (Unknown Gods) Animating.(Fight On #2) Mysterious Ruins - Located in a natural canyon, this ruined city is built into its walls. Judging from their extent, which extends deep beneath the surrounding plateau, this city once held thousands of people, although exactly who these people were or where they went remains a mystery. The ruins are decorated with a variety of strange symbols and sigils, none of bear any resemblance to local languages living or extinct. The ruins consist of innumerable rooms, chambers, and corridors, in many of which are valuable items of precious metals and jewels. During the day, there are no inhabitants in the ruins and adventurers may freely explore them without fear. During the night, the ruins are overrun with all manner of undead, from skeletons and zombies to specters and vampires. These are the cursed former inhabitants of the city and they will relentlessly pursue any who steal from their home – even if they leave the ruins. Only the death of the thieves or the return of the stolen items will stop the undead from seeking them out, in ever-increasing numbers if need be. This curse the dervish prophetess knows and fears (hex 2516). (Fight On #2) [i]Animate Dead[/i] spell. (OD&D Dungeons and Dragons) [i]Animate Dead[/i] spell. (Men and Magic Compilation) [i]Animate Dead[/i] spell. (OD&D Single Volume Edition) [b]Skeleton, Rackstor the Rash:[/b] ? [b]Skeleton, Radical Roman:[/b] ? [b]Skeleton, Raging Raktor:[/b] ? [b]Skeleton, Raw Ribby:[/b] ? [b]Skeleton, Ready Rhydeg:[/b] ? [b]Skeleton, Reckless Rory:[/b] ? [b]Skeleton, Retakang Regelot:[/b] ? [b]Skeleton, Richochet Remnar:[/b] ? [b]Skeleton, Ritzy Rutorn:[/b] ? [b]Skeleton Bloody Head Rawbones:[/b] ? [b]Skeleton Desiccated:[/b] ? [b]Skeleton Merchant:[/b] ? [b]Skeleton Ruby:[/b] Ruby skeletons are specially enchanted skeletons. (CC1 Creature Compendium) [b]Skeleton Rupture:[/b] Rupture skeletons appear as standard skeletons, and are animated in the standard fashion, but the skeletons have been “armed” with a magical trap by the magic-user that animated them. (CC1 Creature Compendium) [b]Skeleton Stone:[/b] Stone skeletons appear as standard skeletons and are animated in the standard fashion, but the bones of the corpse have fossilized. (CC1 Creature Compendium) [b]Skeletons Collective:[/b] See Collective Skeletons. [b]Skellington, King of the Undead:[/b] ? [b]Skin:[/b] THOSE KILLED BY A SKIN BECOME SKINS IF THEIR DEATH WAS DUE TO AN ENERGY DRAIN. (All the Worlds' Monsters Vol. 1) [b]Skinless Ghoul:[/b] See Ghoul Skinless. [b]Skíði:[/b] See Wight, Skíði. [b]Skull Flying:[/b] ? [b]Skull Oracular:[/b] See Oracular Skull. [b]Skull Warrior:[/b] THE SKELETON OF A GREAT AND SKILLFUL WARRIOR. ANIMATED BY BLACK MAGIC TO RETAIN HIS ORIGINAL SKILL AT ARMS AND BOUND TO PROTECT SOME PERSON OR THING. (All the Worlds' Monsters Vol. 2) [b]Skullplane:[/b] ? [b]Snow Vampire:[/b] See Vampire Snow. [b]Sogg:[/b] See Undead Warrior, Sogg. [b]Soul Stealer:[/b] ? [b]Spectral Horse:[/b] ? [b]Spectre:[/b] Men-types killed by Spectres become Spectres. (OD&D Dungeons and Dragons) Men-types killed by Spectres become Spectres under the control of the one who made them. (OD&D Single Volume Edition) If a victim can be reduced to CON=0 [by a Spectre's attack] that one is doomed to become a Spectre as well. (The Original Revised & Expanded Tegel Manor) Mysterious Ruins - Located in a natural canyon, this ruined city is built into its walls. Judging from their extent, which extends deep beneath the surrounding plateau, this city once held thousands of people, although exactly who these people were or where they went remains a mystery. The ruins are decorated with a variety of strange symbols and sigils, none of bear any resemblance to local languages living or extinct. The ruins consist of innumerable rooms, chambers, and corridors, in many of which are valuable items of precious metals and jewels. During the day, there are no inhabitants in the ruins and adventurers may freely explore them without fear. During the night, the ruins are overrun with all manner of undead, from skeletons and zombies to specters and vampires. These are the cursed former inhabitants of the city and they will relentlessly pursue any who steal from their home – even if they leave the ruins. Only the death of the thieves or the return of the stolen items will stop the undead from seeking them out, in ever-increasing numbers if need be. This curse the dervish prophetess knows and fears (hex 2516). (Fight On #2) [b]Spectre, Retort Rowantor:[/b] ? [b]Spectre, Rigat the Rabble-Rouser:[/b] ? [b]Spectre, Riven the Reflective:[/b] ? [b]Spectre, Ronahr the Repellent:[/b] ? [b]Spectre, Ryth the Recanter:[/b] ? [b]Spectre Corrupted:[/b] ? [b]Spirit:[/b] ? [b]Spirit, Bertalan the Butler:[/b] ? [b]Spirit Avenging:[/b] See Spirit of Vengeance, Avenging Spirit. [b]Spirit Flailing:[/b] A flailing spirit is the spirit of a person who was so evil during their life that, upon their death, their spirit was literally ripped to shreds. (CC1 Creature Compendium) [b]Spirit Guardian, Giervald-Kingard:[/b] ? [b]Spirit Guardian, Sikke-Qwyngard:[/b] ? [b]Spirit of Vengeance, Avenging Spirit:[/b] ? [b]Stone Skeleton:[/b] See Skeleton Stone. [b]Striga:[/b] A striga appears with owl-like body and a woman’s head, but began life as a human female. A female corpse no more than 1 day dead may be transformed into a striga via the 5th level clerical spell create striga (range: touch; duration: immediate, area of effect: 1 female corpse). (CC1 Creature Compendium) [i]Create Striga[/i] spell. (CC1 Creature Compendium) [b]Tainted Wraith:[/b] See Wraith Tainted. [b]Twisted Wight:[/b] See Wight Twisted. [b]Undead Horse, Leurr:[/b] ? [b]Undead Humanoid:[/b] ? [b]Undead Lesser Coxswain:[/b] Old Fjóla’s stories to the contrary, Bölvabrekka is the grave of a pair of powerful warrior-brothers from the lost times, known in legend as the Tveirbróður. They were buried along with their ship, their treasure, their families, and their loyal servants, all slumbering beneath powerful death magics. None of them sleep peacefully. (Fight On! #6) [b]Undead Lesser Family:[/b] Old Fjóla’s stories to the contrary, Bölvabrekka is the grave of a pair of powerful warrior-brothers from the lost times, known in legend as the Tveirbróður. They were buried along with their ship, their treasure, their families, and their loyal servants, all slumbering beneath powerful death magics. None of them sleep peacefully. (Fight On! #6) [b]Undead Lesser Horseman:[/b] Old Fjóla’s stories to the contrary, Bölvabrekka is the grave of a pair of powerful warrior-brothers from the lost times, known in legend as the Tveirbróður. They were buried along with their ship, their treasure, their families, and their loyal servants, all slumbering beneath powerful death magics. None of them sleep peacefully. (Fight On! #6) [b]Undead Life-Draining:[/b] ? [b]Undead Lizardman:[/b] ? [b]Undead Merman:[/b] ? [b]Undead Warg:[/b] ? [b]Undead Warrior:[/b] Old Fjóla’s stories to the contrary, Bölvabrekka is the grave of a pair of powerful warrior-brothers from the lost times, known in legend as the Tveirbróður. They were buried along with their ship, their treasure, their families, and their loyal servants, all slumbering beneath powerful death magics. None of them sleep peacefully. (Fight On! #6) [b]Undead Warrior, Berk:[/b] ? [b]Undead Warrior, Sogg:[/b] ? [b]Undead Water-Related:[/b] ? [b]Vampire:[/b] Men-types killed by Vampires become Vampires. (OD&D Dungeons and Dragons) Men-types killed by Vampires become Vampires under the control of the one who made them. (OD&D Single Volume Edition) A victim slain in this fashion [by a Vampire's bite] may rise three nights afterwards as a Vampire unless dealt with in the traditional means which lay a vampire to rest: These include a wooden stake driven through the heart, decapitation, or complete cremation of the corpse. (The Original Revised & Expanded Tegel Manor) Mysterious Ruins - Located in a natural canyon, this ruined city is built into its walls. Judging from their extent, which extends deep beneath the surrounding plateau, this city once held thousands of people, although exactly who these people were or where they went remains a mystery. The ruins are decorated with a variety of strange symbols and sigils, none of bear any resemblance to local languages living or extinct. The ruins consist of innumerable rooms, chambers, and corridors, in many of which are valuable items of precious metals and jewels. During the day, there are no inhabitants in the ruins and adventurers may freely explore them without fear. During the night, the ruins are overrun with all manner of undead, from skeletons and zombies to specters and vampires. These are the cursed former inhabitants of the city and they will relentlessly pursue any who steal from their home – even if they leave the ruins. Only the death of the thieves or the return of the stolen items will stop the undead from seeking them out, in ever-increasing numbers if need be. This curse the dervish prophetess knows and fears (hex 2516). (Fight On #2) [b]Vampire, Count Radu Rumpula:[/b] ? [b]Vampire, Lady Rubienna Rump-Rumpula:[/b] ? [b]Vampire, Rank Rumpuls:[/b] ? [b]Vampire, Rapid Rithiena:[/b] ? [b]Vampire, Rykman:[/b] ? [b]Vampire Golden:[/b] ? [b]Vampire Ixitxachitl:[/b] See Ixitxachitl Vampire. [b]Vampire Magic-User, Atacyl Oathbinder:[/b] ? [b]Vampire Snow:[/b] ? [b]Vamplock:[/b] ? [b]Vecna:[/b] See Lich, Vecna. [b]Wanton Handmaiden Ghostly:[/b] See Ghostly Wanton Handmaiden. [b]Warrior Undead:[/b] See Undead Warrior. [b]Warg Undead:[/b] See Undead Warg. [b]Water-Related Undead:[/b] See Undead Water-Related. [b]Wight:[/b] Men-types killed by Wights become Wights. An opponent who is totally drained of life energy by a Wight becomes a Wight. (OD&D Dungeons and Dragons) Although the noblemen and women who worshiped Thanatos were given honorable deaths, their servants, who were most likely not worshipers of the death god, were left to die of starvation, locked in this cell. Because of this, their souls were not completely freed from the mortal plane when their bodies expired. (Caverns of Thracia) An opponent who is totally drained of life energy by a Wight becomes a Wight. (OD&D Single Volume Edition) Possessing more intelligence than a Zombie (which isn't saying much!), this may in fact be the undead form of a Ghoul. (The Original Revised & Expanded Tegel Manor) [b]Wight, Arnor:[/b] Old Fjóla’s stories to the contrary, Bölvabrekka is the grave of a pair of powerful warrior-brothers from the lost times, known in legend as the Tveirbróður. They were buried along with their ship, their treasure, their families, and their loyal servants, all slumbering beneath powerful death magics. None of them sleep peacefully. (Fight On! #6) [b]Wight, Rabury the Recluse:[/b] ? [b]Wight, Ransac Rosco:[/b] ? [b]Wight, Raving Rindat:[/b] ? [b]Wight, Rebut Reridok:[/b] ? [b]Wight, Reciting Ralfrid:[/b] ? [b]Wight, Regenerating Rodark:[/b] ? [b]Wight, Reland the Wracker:[/b] ? [b]Wight, Revlidor the Renowned:[/b] ? [b]Wight, Reydd the Razor:[/b] ? [b]Wight, Riddles Rellwood:[/b] ? [b]Wight, Rivona the Radiant:[/b] ? [b]Wight, Rodip the Rationalist:[/b] ? [b]Wight, Skíði:[/b] Old Fjóla’s stories to the contrary, Bölvabrekka is the grave of a pair of powerful warrior-brothers from the lost times, known in legend as the Tveirbróður. They were buried along with their ship, their treasure, their families, and their loyal servants, all slumbering beneath powerful death magics. None of them sleep peacefully. (Fight On! #6) [b]Wight Barrow:[/b] Any Living Being within 50 feet of Mondorent will Suffer a Health Drain (4 pips per turn, 50% less for Halflings) which if unchecked will Turn Any Opponent (at HTK 0) into one of the following Undeads: (1D6 determines) 1 Lich, 2 Skeleton, 3 Zombie, 4 Barrow Wight, 5 Wisp, or 6 Ghost. (Unknown Gods) [b]Wight Mound:[/b] ? [b]Wight Twisted:[/b] ? [b]Wish Hound:[/b] See Hound Wish. [b]Wisp:[/b] Any Living Being within 50 feet of Mondorent will Suffer a Health Drain (4 pips per turn, 50% less for Halflings) which if unchecked will Turn Any Opponent (at HTK 0) into one of the following Undeads: (1D6 determines) 1 Lich, 2 Skeleton, 3 Zombie, 4 Barrow Wight, 5 Wisp, or 6 Ghost. (Unknown Gods) [b]Worm Hell:[/b] See Hell Worm. [b]Worm Sarcophogal:[/b] Sarcophagal worms are undead, worm-like creatures created by evil clerics from the intestinal remains of someone who has been mummified, and are intended to bring that person eternal torment in the afterlife. (CC1 Creature Compendium) Two conditions must be met to create sarcophagal worms—first, the intestines must not have been removed during the mummification process, and second, the cleric must be of sufficient level (10th or above) and read the required spell from the proper spell book. Once the mummified corpse’s sarcophagus has been closed, the worms will grow from the intestinal remains of the deceased, writhing inside the body. Any mummy cursed with sarcophagal worms is immune to the spell raise dead and, therefore, may never again become human. (CC1 Creature Compendium) Because sarcophagal worms are created from the remains of the mummified corpse, like the mummy they are undead and exist in both the normal and the positive material plane. (CC1 Creature Compendium) [b]Wraith:[/b] ANYONE KILLED BY THE SPIRIT [OF VENGEANCE] BECOMES A WRAITH UNDER THE SPIRIT'S CONTROL. (All the Worlds' Monsters Vol. 3) [b]Wraith, Ramshackle Riparian:[/b] ? [b]Wraith, Randver the Rancid:[/b] ? [b]Wraith, Raphod the Reaper:[/b] ? [b]Wraith, Redbud Rump:[/b] ? [b]Wraith, Reeling Rihorn:[/b] ? [b]Wraith, Rembard the Rake:[/b] ? [b]Wraith, Rigormortis Rumpule:[/b] ? [b]Wraith, Rosienna the Romancer:[/b] ? [b]Wraith, Rudlong the Revenger:[/b] ? [b]Wraith, Rummy Rory:[/b] ? [b]Wraith, Rustrum the Rabid:[/b] ? [b]Wraith, Sir Autse Darkheart:[/b] ? [b]Wraith Great:[/b] ? [b]Wraith Lesser:[/b] ? [b]Wraith Mage-Wraith 5:[/b] ? [b]Wraith Silver:[/b] ? [b]Wraith Tainted:[/b] ? [b]Wyverwraith:[/b] AN UNDEAD WYVERN. (All the Worlds' Monsters Vol. 2) [b]Zombie:[/b] If the skeleton from this crypt is not destroyed, he can convert any dead creature (recent) into a zombie or any long dead creature into a skeleton. (Caverns of Thracia) Zombies kept alive by an evil Witch who is the ancestor of the original whom the Zombies wronged. (City State of the Invincible Overlord Revised) Needing no sustenance other than the magic that created and controls them. (The Original Revised & Expanded Tegel Manor) The fourth cup, covered with a rotting napkin, contains a dust similar to that which pours from the teapot, shimmering oddly. The zombie-sisters keep returning their dust to the pot. If a PC should sample the dust, it will impart an incredibly beautiful appearance for 1d10 hours—but then the character begins a hideous transformation into a Zombie in 1d10 turns! The effect can only be dispelled by a “Neutralize/Cure Poison” type of spell before the transformation is complete, or a “Remove Curse” spell once the change has taken effect. (The Original Revised & Expanded Tegel Manor) This is Dubreibem's Cauldron which turns those bathed within to become mindless zombies. (The Original Revised & Expanded Tegel Manor) Any Living Being within 50 feet of Mondorent will Suffer a Health Drain (4 pips per turn, 50% less for Halflings) which if unchecked will Turn Any Opponent (at HTK 0) into one of the following Undeads: (1D6 determines) 1 Lich, 2 Skeleton, 3 Zombie, 4 Barrow Wight, 5 Wisp, or 6 Ghost. (Unknown Gods) Animating. (Fight On #2) Mysterious Ruins - Located in a natural canyon, this ruined city is built into its walls. Judging from their extent, which extends deep beneath the surrounding plateau, this city once held thousands of people, although exactly who these people were or where they went remains a mystery. The ruins are decorated with a variety of strange symbols and sigils, none of bear any resemblance to local languages living or extinct. The ruins consist of innumerable rooms, chambers, and corridors, in many of which are valuable items of precious metals and jewels. During the day, there are no inhabitants in the ruins and adventurers may freely explore them without fear. During the night, the ruins are overrun with all manner of undead, from skeletons and zombies to specters and vampires. These are the cursed former inhabitants of the city and they will relentlessly pursue any who steal from their home – even if they leave the ruins. Only the death of the thieves or the return of the stolen items will stop the undead from seeking them out, in ever-increasing numbers if need be. This curse the dervish prophetess knows and fears (hex 2516). (Fight On #2) [i]Animate Dead[/i] spell. (OD&D Dungeons and Dragons) [i]Animate Dead[/i] spell. (Men and Magic Compilation) [i]Animate Dead[/i] spell. (OD&D Single Volume Edition) The Dust of Khalil Azim magic item. (Fight On #2) [b]Zombie, Radaw the Rebel:[/b] ? [b]Zombie, Radded Rufus:[/b] ? [b]Zombie, Rahad the Random:[/b] ? [b]Zombie, Rallifer Rolandil:[/b] ? [b]Zombie, Rancorous Rimy:[/b] ? [b]Zombie, Rialto the Riffraff:[/b] ? [b]Zombie, Rigorn the Recruit:[/b] ? [b]Zombie, Rinbak the Rich:[/b] ? [b]Zombie, Rocci the Rogue:[/b] ? [b]Zombie-Like Mount:[/b] ? [b]Zombie Cadaver:[/b] ? [b]Zombie Leech:[/b] ? [/spoiler] 0e TSR [spoiler] [URL=http://www.rpgnow.com/product/28306/ODD-Dungeons--Dragons-Original-Edition-0e?affiliate_id=17596]OD&D Dungeons and Dragons[/URL][spoiler] [b]Skeleton:[/b] [i]Animate Dead[/i] spell. [b]Zombie:[/b] [i]Animate Dead[/i] spell. [b]Ghoul:[/b] Any man-type killed by a Ghoul becomes one. [b]Wight:[/b] Men-types killed by Wights become Wights. An opponent who is totally drained of life energy by a Wight becomes a Wight. [b]Wraith:[/b] ? [b]Mummy:[/b] ? [b]Spectre:[/b] Men-types killed by Spectres become Spectres. [b]Vampire:[/b] Men-types killed by Vampires become Vampires. Animate Dead: The creation of animated skeletons or zombies. It in no way brings a creature back to life. For the number of dead animated simply roll one die for every level above the 8th the Magic-User is, thus a “Sorcerer” gets one die or from 1–6 animated dead. Note that the skeletons or dead bodies must be available in order to animate them. The spell lasts until dispelled or the animated dead are done away with. [/spoiler] [URL=https://www.drivethrurpg.com/product/17174/ODD-Supplement-I-Greyhawk-0e?affiliate_id=17596]OD&D Supplement I: Greyhawk (0e)[/URL][spoiler] [b]Lich:[/b] These skeletal monsters are of magical origin, each Lich formerly being a very powerful Magic-User or Magic-User/Cleric in life, and now alive only by means of great spells and will because of being in some way disturbed. A Lich ranges from 12th level upwards, typically being 18th level of Magic-Use. [b]Skeleton:[/b] ? [b]Zombie:[/b] ? [b]Ghoul:[/b] ? [b]Wight:[/b] ? [b]Wraith:[/b] ? [b]Spectre:[/b] ? [b]Mummy:[/b] ? [b]Vampire:[/b] ?[/spoiler] [URL=http://www.rpgnow.com/product/17172/ODD-Supplement-II-Blackmoor-0e?affiliate_id=17596]OD&D Supplement II: Blackmoor (0e)[/URL][spoiler] [b]Ixitxachitl Vampire:[/b] ? [b]Lacedon:[/b] ? [b]Lacedon Leader:[/b] ? [b]Vampire:[/b] ? [b]Ghoul:[/b] ? [b]Wraith:[/b] ? [/spoiler] [URL=https://www.drivethrurpg.com/product/17176/ODD-Supplement-III-Eldritch-Wizardry-0e?affiliate_id=17596]OD&D Supplement III: Eldritch Wizardry (0e)[/URL][spoiler] [b]Lich:[/b] ? [b]Wight:[/b] ? [b]Wraith:[/b] ? [b]Spectre:[/b] ? [b]Vampire:[/b] ? [b]Vecna, Lich:[/b] ? [b]Skeleton:[/b] ? [b]Zombie:[/b] ? [b]Ghoul:[/b] ? [b]Mummy:[/b] ? [b]Ghost:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/17177/ODD-Supplement-IV-Gods-Demigods--Heroes-0e?affiliate_id=17596]OD&D Supplement IV: Gods, Demi-gods & Heroes (0e)[/URL][spoiler] [b]Modgud, Lich 30:[/b] ? [b]Skeleton:[/b] ? [b]Ghoul:[/b] ? [b]Wight:[/b] ? [b]Spectre:[/b] ? [b]Mummy:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/17010/Chainmail-Rules-for-Medieval-Miniatures-0e?affiliate_id=17596]Chainmail: Rules for Medieval Miniatures (0e)[/URL][spoiler] [b]Ghoul:[/b] ? [b]Wight:[/b] ? [b]Wraith:[/b] ? [b]Zombie:[/b] ?[/spoiler] [/spoiler] 0e Dragon Magazine[spoiler] Dragon 2[spoiler] [b]Spectre:[/b] ? [b]Wraith:[/b] ? [b]Vampire:[/b] ?[/spoiler] [/spoiler] 0e 3rd Party[spoiler] [URL=https://www.drivethrurpg.com/product/1712/All-the-Worlds-Monsters-Vol-1?affiliate_id=17596]All the Worlds' Monsters Vol. 1[/URL][spoiler] [b]Banshee:[/b] ? [b]Coachman of Death:[/b] ? [b]Coachman of Death's Horse:[/b] ? [b]Evil Shark:[/b] THE SHARK-SHAPED GHOST OF A LOW LEVEL CLERIC. [b]Ghost Silver:[/b] ? [b]Ghoul Colony:[/b] ? [b]Ghoul Gibbering:[/b] ? [b]Lemure:[/b] ? [b]Screamer:[/b] ? [b]Skin:[/b] THOSE KILLED BY A SKIN BECOME SKINS IF THEIR DEATH WAS DUE TO AN ENERGY DRAIN. [b]Skull Flying:[/b] ? [b]Wight:[/b] ? [b]Vampire Snow:[/b] ? [b]Wight Mound:[/b] ? [b]Wraith Silver:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/1713/All-the-Worlds-Monsters-Vol-2?affiliate_id=17596]All the Worlds' Monsters Vol. 2[/URL][spoiler] [b]Archghoul:[/b] ? [b]Archghoul Commander:[/b] ? [b]Archghoul Lord:[/b] ? [b]Archghoul King:[/b] ? [b]Banshee:[/b] ? [b]Barghest:[/b] ? [b]Wraith:[/b] ? [b]Vampire:[/b] ? [b]Boogie Man:[/b] ? [b]Daemon:[/b] FOUND ANYWHERE HUMANS ARE THIS IS THE SPIRIT OF A PERSON WHO HAS "UNFINISHED BUSINESS" FOR ONE REASON OR ANOTHER. [b]Ghost Crab:[/b] ? [b]Hell Horse:[/b] ? [b]Humanoid Undead:[/b] ? [b]Life-Draining Undead:[/b] ? [b]Morghoul:[/b] IT IS A CROSS BETWEEN A GHOUL AND A SHADOW. [b]Nazgul:[/b] ? [b]Skull Warrior:[/b] THE SKELETON OF A GREAT AND SKILLFUL WARRIOR. ANIMATED BY BLACK MAGIC TO RETAIN HIS ORIGINAL SKILL AT ARMS AND BOUND TO PROTECT SOME PERSON OR THING. [b]Skullplane:[/b] ? [b]Vampire Golden:[/b] ? [b]Wyverwraith:[/b] AN UNDEAD WYVERN.[/spoiler] [URL=https://www.drivethrurpg.com/product/1714/All-the-Worlds-Monsters-Vol-3?affiliate_id=17596]All the Worlds' Monsters Vol. 3[/URL][spoiler] [b]Corpse-Candle:[/b] The Corpse-Candle is a soul that is unable to find its rest. [b]Vampire:[/b] ? [b]Dread:[/b] ? [b]Eye of Fear and Flame:[/b] ? [b]Hell Worm:[/b] ? [b]Hound Wish:[/b] ? [b]Ghost:[/b] ? [b]Spirit:[/b] ? [b]Nightshade:[/b] ? [b]Soul Stealer:[/b] ? [b]Spirit of Vengeance, Avenging Spirit:[/b] ? [b]Spectre:[/b] ? [b]Wraith:[/b] ANYONE KILLED BY THE SPIRIT [OF VENGEANCE] BECOMES A WRAITH UNDER THE SPIRIT'S CONTROL. [b]Vamplock:[/b] ? [b]Wraith Great:[/b] ? [b]Archghoul:[/b] ? [b]Archghoul Commander:[/b] ? [b]Archghoul Lord:[/b] ? [b]Archghoul King:[/b] ? [b]Banshee:[/b] ? [b]Barghest:[/b] ? [b]Banshee:[/b] ? [b]Boogie Man:[/b] ? [b]Coachman of Death:[/b] ? [b]Coachman of Death's Horse:[/b] ? [b]Daemon:[/b] ? [b]Evil Shark:[/b] ? [b]Ghost Crab:[/b] ? [b]Ghost Silver:[/b] ? [b]Ghoul Colony:[/b] ? [b]Ghoul Gibbering:[/b] ? [b]Hell Horse:[/b] ? [b]Lemure:[/b] ? [b]Morghoul:[/b] ? [b]Nazgul:[/b] ? [b]Screamer:[/b] ? [b]Skin:[/b] ? [b]Skull Flying:[/b] ? [b]Skull Warrior:[/b] ? [b]Skullplane:[/b] ? [b]Vampire Golden:[/b] ? [b]Wight:[/b] ? [b]Vampire Snow:[/b] ? [b]Wight Mound:[/b] ? [b]Wraith Silver:[/b] ? [b]Wyverwraith:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/89944/Blackmarsh?affiliate_id=17596]Blackmarsh[/URL][spoiler] [b]Spectre:[/b] ? [b]Atacyl Oathbinder, Vampire Magic-User:[/b] ? [b]Sir Autse Darkheart, Wraith:[/b] ? [b]Skeleton:[/b] ? [b]Zombie:[/b] ? [b]Wight:[/b] ? [b]Lesser Wraith:[/b] ?[/spoiler] Caverns of Thracia[spoiler] [b]Immortal King, Lich Reptile Race:[/b] With the coming of man to the area (a new source of food and slaves for the still powerful reptiles) come the death of the Immortal King. But his was not a true death. The dead body remained animated by the creature's spirit. [b]Wight:[/b] Although the noblemen and women who worshiped Thanatos were given honorable deaths, their servants, who were most likely not worshipers of the death god, were left to die of starvation, locked in this cell. Because of this, their souls were not completely freed from the mortal plane when their bodies expired. [b]Skeleton:[/b] If the skeleton from this crypt is not destroyed, he can convert any dead creature (recent) into a zombie or any long dead creature into a skeleton. Although the noblemen and women who worshiped Thanatos were given honorable deaths, their servants, who were most likely not worshipers of the death god, were left to die of starvation, locked in this cell. Because of this, their souls were not completely freed from the mortal plane when their bodies expired. [b]Oracular Skull:[/b] ? [b]Mummy:[/b] The being is a mummified, ancient king of Thracia, doomed by his evil life to live forever. [b]Zombie:[/b] If the skeleton from this crypt is not destroyed, he can convert any dead creature (recent) into a zombie or any long dead creature into a skeleton. [b]Skeletal Lizard Man:[/b] ? [b]Spectre:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/147588/CC1-Creature-Compendium?affiliate_id=17596]CC1 Creature Compendium[/URL][spoiler] [b]Bestial Beast:[/b] Bestial beasts are the spectral presences of centaurs who were particularly evil during their life. [b]Chotogor:[/b] At death, the deceased’s spirit either could not find its way to the afterworld, or refused reincarnation, preferring instead to haunt the world of the living. This spirit returns to re-inhabit its former body and rise as a chötgör, The soul of any victim [of a chotogor] left unburied will rise as a chötgör after a number of days equal to its hit dice (provided the corpse remains uneaten). Even a body given a proper burial has a 1-in-3 chance of rising as a chötgör unless dispel evil is cast upon it before it rises. [b]Draugr:[/b] Draugen (sing.=“draugr”) are the animated corpses of once great warriors driven in their afterlife by jealousy and contempt for the living, as well as a burning greed that never lets them rest. [b]Fetch:[/b] ? [b]Jenglot:[/b] It is believed that jenglots become undead through a process similar to that of liches, enacted by the grant of an evil deity to whom the jenglot (in his previous demihuman form) petitioned for immortality. [b]Lich Nephil:[/b] Instead of beginning life as normal humans, nephil liches began life as nephilim (the giant offspring of fallen angels and humans), then became liches through the same combination of desire and arcane magic by which normal humans are transformed. [b]Mummy Animal:[/b] Some animal mummies are created to provide companionship to the deceased in the afterlife, while others are mummified in honor of deities or notable figures. [b]Mummy Animal Baboon:[/b] ? [b]Mummy Animal Beetle:[/b] ? [b]Mummy Animal Cat:[/b] ? [b]Mummy Animal Crocodile:[/b] ? [b]Mummy Animal Jackal:[/b] ? [b]Mummy Animal Mongoose:[/b] ? [b]Mummy Animal Serpent:[/b] ? [b]Skeleton Ruby:[/b] Ruby skeletons are specially enchanted skeletons. [b]Skeleton Rupture:[/b] Rupture skeletons appear as standard skeletons, and are animated in the standard fashion, but the skeletons have been “armed” with a magical trap by the magic-user that animated them. [b]Skeleton Stone:[/b] Stone skeletons appear as standard skeletons and are animated in the standard fashion, but the bones of the corpse have fossilized. [b]Spirit Flailing:[/b] A flailing spirit is the spirit of a person who was so evil during their life that, upon their death, their spirit was literally ripped to shreds. [b]Striga:[/b] A striga appears with owl-like body and a woman’s head, but began life as a human female. A female corpse no more than 1 day dead may be transformed into a striga via the 5th level clerical spell create striga (range: touch; duration: immediate, area of effect: 1 female corpse). [i]Create Striga[/i] spell. [b]Worm Sarcophogal:[/b] Sarcophagal worms are undead, worm-like creatures created by evil clerics from the intestinal remains of someone who has been mummified, and are intended to bring that person eternal torment in the afterlife. Two conditions must be met to create sarcophagal worms—first, the intestines must not have been removed during the mummification process, and second, the cleric must be of sufficient level (10th or above) and read the required spell from the proper spell book. Once the mummified corpse’s sarcophagus has been closed, the worms will grow from the intestinal remains of the deceased, writhing inside the body. Any mummy cursed with sarcophagal worms is immune to the spell raise dead and, therefore, may never again become human. Because sarcophagal worms are created from the remains of the mummified corpse, like the mummy they are undead and exist in both the normal and the positive material plane. [b]Lich:[/b] Instead of beginning life as normal humans, nephil liches began life as nephilim (the giant offspring of fallen angels and humans), then became liches through the same combination of desire and arcane magic by which normal humans are transformed. [b]Mummy:[/b] ? [b]Skeleton:[/b] ? [b]Spectre:[/b] ? [b]Vampire:[/b] ? [b]Wight:[/b] ? [b]Zombie:[/b] ? 5th level clerical spell create striga (range: touch; duration: immediate, area of effect: 1 female corpse).[/spoiler] City State of the Invincible Overlord[spoiler] [b]Child Ghost:[/b] ? [b]Zombie:[/b] ? [b]Wight:[/b] ? [b]Ghost:[/b] ? [b]Barrow Wight:[/b] ? [b]Liche:[/b] ? [b]Vampire:[/b] ? [b]Skeleton:[/b] ? [b]Rykman, Vampire:[/b] ?[/spoiler] City State of the Invincible Overlord Revised[spoiler] [b]Lich:[/b] ? [b]Zombie:[/b] Zombies kept alive by an evil Witch who is the ancestor of the original whom the Zombies wronged. [b]Wight:[/b] ? [b]Vampire:[/b] ? [b]Barrow Wight:[/b] ? [b]Child Ghost:[/b] ? [b]Ghost:[/b] ? [b]Spectre:[/b] ? [b]Skeleton:[/b] ? [b]Bloody Head Rawbones Skeleton:[/b] ? [b]Mummy:[/b] ? [b]Rykman, Vampire:[/b] ? [b]Ghoul:[/b] ? [b]Wraith:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/226492/FANTASTIC-EXCITING-IMAGINATIVE--Volume-TWO--INNER-HAM?affiliate_id=17596]FANTASTIC! EXCITING! IMAGINATIVE! — Volume TWO — INNER HAM[/URL][spoiler] [b]Skeleton Merchant:[/b] ? [b]Undead:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/271535/Men-and-Magic-Compilation?affiliate_id=17596]Men and Magic Compilation[/URL][spoiler] [b]Undead:[/b] ? [b]Skeleton:[/b] [i]Animate Dead[/i] spell. [b]Zombie:[/b] [i]Animate Dead[/i] spell. [b]Ghoul:[/b] ? [b]Wight:[/b] ? [b]Wraith:[/b] ? [b]Mummy:[/b] ? [b]Spectre:[/b] ? [b]Vampire:[/b] ? Magic-User 5th Level: Animate Dead: Creates 1d6 per caster level above 8th animated skeletons or zombies from available corpses. Duration: Until dispelled or animated dead are destroyed.[/spoiler] [URL=http://scruffygrognard.com/documents/OD&D%20SV.pdf]OD&D Single Volume Edition[/URL][spoiler] [b]Undead:[/b] ? [b]Skeleton:[/b] [i]Animate Dead[/i] spell. [b]Zombie:[/b] [i]Animate Dead[/i] spell. [b]Ghoul:[/b] Any man-type killed by a Ghoul becomes one. [b]Wight:[/b] An opponent who is totally drained of life energy by a Wight becomes a Wight. [b]Wraith:[/b] ? [b]Mummy:[/b] ? [b]Spectre:[/b] Men-types killed by Spectres become Spectres under the control of the one who made them. [b]Vampire:[/b] Men-types killed by Vampires become Vampires under the control of the one who made them. Animate Dead Type: Magic-User 5 Duration: see below Range: see below The creation of animated Skeletons or Zombies. It in no way brings a creature back to life. For the number of dead animated simply roll one die for every level above the 8th the Magic-User is, thus a "Sorcerer" gets one die or from 1-6 animated dead. Note that the skeletons or dead bodies must be available in order to animate them. The spell lasts until dispelled or the animated dead are done away with.[/spoiler] [URL=http://www.mediafire.com/file/7d9oftsz8n3nbnn/BB_Bestiary.pdf/file]The Bleak Beyond Bestiary[/URL][spoiler] [b]Blighted:[/b] 6th or higher level characters who perish in underworld may arise in a few days as Blighted. [b]Cadaver Zombie:[/b] ? [b]Corrupted Spectre:[/b] ? [b]Desiccated Skeleton:[/b] ? [b]Draugr:[/b] The men they [Draugr] kill become Draugr. [b]Lost Mariner:[/b] Cursed expired fishermen. [b]Rotted Ghoul:[/b] ? [b]Skellington, King of the Undead:[/b] ? [b]Tainted Wraith:[/b] ? [b]Twisted Wight:[/b] ?[/spoiler] The Original Revised & Expanded Tegel Manor[spoiler] [b]Banshee:[/b] ? [b]Cauldron Born:[/b] ? [b]Ghost:[/b] ? [b]Liche:[/b] The undead remains of a powerful spell-caster. [b]Mummy:[/b] [F]requently cursed to its undead existence as horrible revenge for deeds done during life. Mummy's Curse. [b]Skeleton:[/b] Often thought of as mere sword-fodder, skeletons have a tenacity born of the magics that animate them. Unless extreme (magical) measures are taken, Zombies continue to decay, gradually falling apart until either reduced to Skeletons or just disgusting muck. [b]Spectre:[/b] If a victim can be reduced to CON=0 [by a Spectre's attack] that one is doomed to become a Spectre as well. [b]Vampire:[/b] A victim slain in this fashion [by a Vampire's bite] may rise three nights afterwards as a Vampire unless dealt with in the traditional means which lay a vampire to rest: These include a wooden stake driven through the heart, decapitation, or complete cremation of the corpse. [b]Wight:[/b] Possessing more intelligence than a Zombie (which isn't saying much!), this may in fact be the undead form of a Ghoul. [b]Wraith:[/b] ? [b]Zombie:[/b] Needing no sustenance other than the magic that created and controls them. The fourth cup, covered with a rotting napkin, contains a dust similar to that which pours from the teapot, shimmering oddly. The zombie-sisters keep returning their dust to the pot. If a PC should sample the dust, it will impart an incredibly beautiful appearance for 1d10 hours—but then the character begins a hideous transformation into a Zombie in 1d10 turns! The effect can only be dispelled by a “Neutralize/Cure Poison” type of spell before the transformation is complete, or a “Remove Curse” spell once the change has taken effect. This is Dubreibem's Cauldron which turns those bathed within to become mindless zombies. [b]Reckless Rory, Skeleton:[/b] ? [b]Rialto the Riffraff, Zombie:[/b] ? [b]Rustrum the Rabid, Wraith:[/b] ? [b]Rank Rumpuls, Vampire:[/b] ? [b]Randver the Rancid, Wraith:[/b] ? [b]Raw Ribby, Skeleton:[/b] ? [b]Racy Rawley, Mummy:[/b] ? [b]Ronahr the Repellent, Spectre:[/b] ? [b]Rackstor the Rash, Skeleton:[/b] ? [b]Rapid Rithiena, Vampire:[/b] ? [b]Retakang Regelot, Skeleton:[/b] ? [b]Raving Rindat, Wight:[/b] ? [b]Rigat the Rabble-Rouser, Spectre:[/b] ? [b]Rascal Rowing, Ghost:[/b] ? [b]Rancorous Rimy, Zombie:[/b] ? [b]Rummy Rory, Wraith:[/b] ? [b]Ranting Redurn, Ghost:[/b] ? [b]Sir Ritark the Rat-Hearted, Ghost:[/b] ? [b]Rocci the Rogue, Zombie:[/b] ? [b]Rinsel the Ravishing, Ghost:[/b] ? [b]Reydd the Razor, Wight:[/b] ? [b]Ricienna the Ravenous, Ghost:[/b] ? [b]Ready Rhydeg, Skeleton:[/b] ? [b]Risque Rotehar, Mummy:[/b] ? [b]Rosienna the Romancer, Wraith:[/b] ? [b]Radaw the Rebel, Zombie:[/b] ? [b]Rasping Rashuak, Liche:[/b] ? [b]Reland the Wracker, Wight:[/b] ? [b]Rumpus Rundel the Rover, Ghost:[/b] ? [b]Rivona the Radiant, Wight:[/b] ? [b]Radical Roman, Skeleton:[/b] ? [b]Count Radu Rumpula, Vampire:[/b] ? [b]Sir Rankling, Ghost:[/b] ? [b]Raging Raktor, Skeleton:[/b] ? [b]Raphod the Reaper, Wraith:[/b] ? [b]Roparoc the Raider, Ghost:[/b] ? [b]Rembard the Rake, Wraith:[/b] ? [b]Roderic the Righteous, Ghost:[/b] ? [b]Ransac Rosco, Wight:[/b] ? [b]Radded Rufus, Zombie:[/b] ? [b]Rarin the Rearguard, Mummy:[/b] ? [b]Rallifer Rolandil, Zombie:[/b] ? [b]Rodip the Rationalist, Wight:[/b] ? [b]Rahad the Random, Zombie:[/b] ? [b]Richochet Remnar, Skeleton:[/b] ? [b]Rigorn the Recruit, Zombie:[/b] ? [b]Rebut Reridok, Wight:[/b] ? [b]Rimout the Reviver, Mummy:[/b] ? [b]Ryth the Recanter, Spectre:[/b] ? [b]Retort Rowantor, Spectre:[/b] ? [b]Reciting Ralfrid, Wight:[/b] ? [b]Rufiena the Reckless, Ghost:[/b] ? [b]Rabury the Recluse, Wight:[/b] ? [b]Regenerating Rodark, Wight:[/b] ? [b]Reeling Rihorn, Wraith:[/b] ? [b]Rigormortis Rumpule, Wraith:[/b] ? [b]Lady Rubienna Rump-Rumpula, Vampire:[/b] ? [b]Rhien the Remorseless, Faceless Ghost:[/b] ? [b]Riven the Reflective, Spectre:[/b] ? [b]Rudlong the Revenger, Wraith:[/b] ? [b]Ridwick of the Relic, Liche:[/b] ? [b]Remonger the Remorseful, Ghost:[/b] ? [b]Rinbak the Rich, Zombie:[/b] ? [b]Ribbonsor the Rider, Ghost:[/b] ? [b]Restless Ralome, Ghost:[/b] ? [b]Rourdan the Repressor, Ghost:[/b] ? [b]Riddles Rellwood, Wight:[/b] ? [b]Revlidor the Renowned, Wight:[/b] ? [b]Ritzy Rutorn, Skeleton:[/b] ? [b]Redbud Rump, Wraith:[/b] ? [b]Ramshackle Riparian, Wraith:[/b] ? [b]Bertalan the Butler, Spirit:[/b] ? [b]Skeletal Hound:[/b] ? [b]Spectral Horse:[/b] ? Mummy's Curse: Any injury is 75% certain to cause a withering illness sapping -1 STR/daily until the victim becomes a “Mummy”. Mummy's Curse: The Curse is 75% likely to cause a withering illness sapping -1 STR/daily until Str=0, at which point a victim becomes a mummy himself.[/spoiler] [URL=https://www.drivethrurpg.com/product/214616/Underworld-Kingdom-Volume-One-Explorers-of-the-Unknown?affiliate_id=17596]Underworld Kingdom Volume One: Explorers of the Unknown[/URL][spoiler] [b]Dead Ones:[/b] Nobody really knows when Grey Plague appeared for a first time. Certainly it has been hundreds (if not thousands) of years ago, perhaps even in the times of the Great Wars. It is not known whether it was created as a biological weapon of the Ancient Ones or its origin is quite different. One thing is certain - the plague changes people into monsters. Spores of the disease attacks every cell of the host's body, leading to his death. Despite the apparent demise, disease transforms the victim's body, sustaining his existence in a unknown way. Thus, victims of the plague - often called the Dead Ones - practically does not need to eat or drink (though if it does not take the "replacements" for their diseased tissues – especially if they are injured or otherwise damaged, eventually they will begin to rot and decay), also they are resistant to the effects of aging (finally they are dead - at least in some sense). Unfortunately the course of infection is horrible and extremely painful, which results with the victim of the Grey Plague falling into madness. As the outbreaks of plague have not appeared since ages and infected with the disease can release spores only once in a hundred years, the number of Dead Ones is dwindling. [b]Ghost of Half-Mad Wizard:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/214617/Underworld-Kingdom-Volume-Two--Dark-Gods-Dark-Magic?affiliate_id=17596]Underworld King Volume Two: Dark Gods, Dark Magic[/URL][spoiler] [b]Ghoul:[/b] ? [b]Water-Related Undead:[/b] ? [b]Undead:[/b] Zsakrn Curse. [b]Wight:[/b] ? Zsakrn Curse: transformation into undead after death.[/spoiler] [URL=https://www.drivethrurpg.com/product/214618/Underworld-Kingdom-Volume-Three--Untold-Monstrosities-and-Eldritch-Artifacts?affiliate_id=17596]Underworld King Volume Three: Untold Monstrosities and Eldritch Artifacts[/URL][spoiler] [b]Collective Skeletons:[/b] Huge pile of hundreds (or maybe thousands) of bones, animated as one, dreadful monstrosity. [b]Skinless Ghoul:[/b] Hideous, mindless monsters, created from the corpses of victims of the Skinless Oracle (and probably gathered by her minions in the Chapel of Ghouls as well). [b]Undead:[/b] Potion of Unlife. Potion of Unlife (classic one - save or die but after 1d12 minutes rise as the undead).[/spoiler] Unknown Gods[spoiler] [b]Undead Lizardman:[/b] ? [b]Zombie:[/b] Any Living Being within 50 feet of Mondorent will Suffer a Health Drain (4 pips per turn, 50% less for Halflings) which if unchecked will Turn Any Opponent (at HTK 0) into one of the following Undeads: (1D6 determines) 1 Lich, 2 Skeleton, 3 Zombie, 4 Barrow Wight, 5 Wisp, or 6 Ghost. [b]Ghoul:[/b] ? [b]Skeleton:[/b] Any Living Being within 50 feet of Mondorent will Suffer a Health Drain (4 pips per turn, 50% less for Halflings) which if unchecked will Turn Any Opponent (at HTK 0) into one of the following Undeads: (1D6 determines) 1 Lich, 2 Skeleton, 3 Zombie, 4 Barrow Wight, 5 Wisp, or 6 Ghost. [b]Ghost:[/b] Any Living Being within 50 feet of Mondorent will Suffer a Health Drain (4 pips per turn, 50% less for Halflings) which if unchecked will Turn Any Opponent (at HTK 0) into one of the following Undeads: (1D6 determines) 1 Lich, 2 Skeleton, 3 Zombie, 4 Barrow Wight, 5 Wisp, or 6 Ghost. [b]Undead Warg:[/b] ? [b]Undead Merman:[/b] ? [b]Sogg, Undead Warrior:[/b] ? [b]Berk, Undead Warrior:[/b] ? [b]Lich:[/b] Any Living Being within 50 feet of Mondorent will Suffer a Health Drain (4 pips per turn, 50% less for Halflings) which if unchecked will Turn Any Opponent (at HTK 0) into one of the following Undeads: (1D6 determines) 1 Lich, 2 Skeleton, 3 Zombie, 4 Barrow Wight, 5 Wisp, or 6 Ghost. [b]Barrow Wight:[/b] Any Living Being within 50 feet of Mondorent will Suffer a Health Drain (4 pips per turn, 50% less for Halflings) which if unchecked will Turn Any Opponent (at HTK 0) into one of the following Undeads: (1D6 determines) 1 Lich, 2 Skeleton, 3 Zombie, 4 Barrow Wight, 5 Wisp, or 6 Ghost. [b]Wisp:[/b] Any Living Being within 50 feet of Mondorent will Suffer a Health Drain (4 pips per turn, 50% less for Halflings) which if unchecked will Turn Any Opponent (at HTK 0) into one of the following Undeads: (1D6 determines) 1 Lich, 2 Skeleton, 3 Zombie, 4 Barrow Wight, 5 Wisp, or 6 Ghost. [b]Undead:[/b] Ihlwynd has some Necromantic Powers, being able to Raise Dead Creatures to fight for him, but their active Undead state will only last until the next Dawn. [b]Leurr, Undead Horse:[/b] ? [b]Vampire:[/b] ? [b]Dead King:[/b] ? [b]Spectre:[/b] ?[/spoiler] Witch's Court[spoiler] [b]Bloody Horror:[/b] [i]Great Curse[/i] spell. [b]Skeleton:[/b] ? [b]Vampire:[/b] ? Witch Fifth Level Spells Great Curse RNG: 0 DUR: Until Destroyed By means of this awful spell, a dying Witch may return from the dead to haunt any one creature within her sight at the time of her death (usually the one who struck the mortal blow). Even horribly mangled or burned, the Witch will, if she knows this spell, remain alive long enough to cast it; even if met with instant death she casts the spell, for it takes effect automatically upon her death if she knows it. Upon her death, the corpse rots in the course of a single minute into a mass of putrefaction (see the last sentence of the Strange Case of M. Valdemar by Edgar Alan Poe for an excellent description of this process). This slime is cohesive, however, and binds to the skeleton in the original, living form. 3D6 minutes after this sudden rotting, the corpse animates into a bloody horror: HIT: LVL of Witch at death; ARM 13; ATK: 2 x (1d12); MV 12”. The two Claw Attacks are special; if scoring 4 points above that necessary to score, or 18, 19, or 20 in any case, the Claw is fastened upon the victim's neck and attacks as a boa constrictor. Even if the body is destroyed, the Claw will continue to strangle and will require a Negate Magic to be stopped. The entity can only be hit by magical weapons; it can be held at bay by holy items; it automatically moves silently; automatically hides in any available shadow; and has a strength of 184. Anyone looking upon this utterly loathsome thing will be paralyzed by Fear for 1 - 2 minutes. Upon being destroyed, or upon the death of the creature that had been cursed by this spell, the putrefied horror falls to the ground and dissolves, leaving only the bones. Note that, if the Witch casts the spell while living, it instantly causes her death. The thing that she becomes is immune to Clerical attacks, but in all other ways is of the Undead class. It will relentlessly and unerringly track its prey, attacking the victim and anything that gets in its way.[/spoiler] [/spoiler] 0e 3rd-Party Magazines[spoiler] Fight On #2[spoiler] [b]Howling Ghost:[/b] ? [b]Electric Death:[/b] ? [b]Ghoul:[/b] Unlike normal ghouls, these foul creatures are the result of a powerful curse placed upon a pirate crew whose ship ran aground along the nearby coast after a powerful storm. Those slain in the shipwreck rose as ghouls and now act as guardians for an immense diamond stolen from a prince in a faraway land and whose theft brought the curse upon them. Until the diamond is either destroyed or returned to its rightful owner, the ghouls cannot be permanently slain but will return to unlife 1D6 turns after being “slain,” when they will unerringly pursue anyone absconds with the diamond. Likewise, anyone who possesses the diamond will suffer the same fate as the pirates should they ever been killed. Remove curse can be cast upon the diamond to rid it of its evil, but doing so will also turn the diamond into worthless quartz. [b]Skeleton:[/b] Animating. Mysterious Ruins - Located in a natural canyon, this ruined city is built into its walls. Judging from their extent, which extends deep beneath the surrounding plateau, this city once held thousands of people, although exactly who these people were or where they went remains a mystery. The ruins are decorated with a variety of strange symbols and sigils, none of bear any resemblance to local languages living or extinct. The ruins consist of innumerable rooms, chambers, and corridors, in many of which are valuable items of precious metals and jewels. During the day, there are no inhabitants in the ruins and adventurers may freely explore them without fear. During the night, the ruins are overrun with all manner of undead, from skeletons and zombies to specters and vampires. These are the cursed former inhabitants of the city and they will relentlessly pursue any who steal from their home – even if they leave the ruins. Only the death of the thieves or the return of the stolen items will stop the undead from seeking them out, in ever-increasing numbers if need be. This curse the dervish prophetess knows and fears (hex 2516). [b]Zombie:[/b] Animating. Mysterious Ruins - Located in a natural canyon, this ruined city is built into its walls. Judging from their extent, which extends deep beneath the surrounding plateau, this city once held thousands of people, although exactly who these people were or where they went remains a mystery. The ruins are decorated with a variety of strange symbols and sigils, none of bear any resemblance to local languages living or extinct. The ruins consist of innumerable rooms, chambers, and corridors, in many of which are valuable items of precious metals and jewels. During the day, there are no inhabitants in the ruins and adventurers may freely explore them without fear. During the night, the ruins are overrun with all manner of undead, from skeletons and zombies to specters and vampires. These are the cursed former inhabitants of the city and they will relentlessly pursue any who steal from their home – even if they leave the ruins. Only the death of the thieves or the return of the stolen items will stop the undead from seeking them out, in ever-increasing numbers if need be. This curse the dervish prophetess knows and fears (hex 2516). The Dust of Khalil Azim magic item. [b]Vampire:[/b] Mysterious Ruins - Located in a natural canyon, this ruined city is built into its walls. Judging from their extent, which extends deep beneath the surrounding plateau, this city once held thousands of people, although exactly who these people were or where they went remains a mystery. The ruins are decorated with a variety of strange symbols and sigils, none of bear any resemblance to local languages living or extinct. The ruins consist of innumerable rooms, chambers, and corridors, in many of which are valuable items of precious metals and jewels. During the day, there are no inhabitants in the ruins and adventurers may freely explore them without fear. During the night, the ruins are overrun with all manner of undead, from skeletons and zombies to specters and vampires. These are the cursed former inhabitants of the city and they will relentlessly pursue any who steal from their home – even if they leave the ruins. Only the death of the thieves or the return of the stolen items will stop the undead from seeking them out, in ever-increasing numbers if need be. This curse the dervish prophetess knows and fears (hex 2516). [b]Specter:[/b] Mysterious Ruins - Located in a natural canyon, this ruined city is built into its walls. Judging from their extent, which extends deep beneath the surrounding plateau, this city once held thousands of people, although exactly who these people were or where they went remains a mystery. The ruins are decorated with a variety of strange symbols and sigils, none of bear any resemblance to local languages living or extinct. The ruins consist of innumerable rooms, chambers, and corridors, in many of which are valuable items of precious metals and jewels. During the day, there are no inhabitants in the ruins and adventurers may freely explore them without fear. During the night, the ruins are overrun with all manner of undead, from skeletons and zombies to specters and vampires. These are the cursed former inhabitants of the city and they will relentlessly pursue any who steal from their home – even if they leave the ruins. Only the death of the thieves or the return of the stolen items will stop the undead from seeking them out, in ever-increasing numbers if need be. This curse the dervish prophetess knows and fears (hex 2516). [b]Ghost:[/b] ? The Dust of Khalil Azim: A mixture ground from rare spices and the innards of unearthed mummies. It functions as an airborne poison. Beings slain by the dust return as zombies in 1d4 rounds, and may be given verbal commands as usual. 2d4 pinches are usually found. [/spoiler] Fight On! #5[spoiler] [b]Zombie Leeches:[/b] ? [b]Lizardman Ghast:[/b] These creatures are the reanimated corpses of the warriors that dared to go beyond the portcullis. Overwhelmed by the Shambling Mound, they scrambled past the monster to this iron door, which jolted the remaining life out of them. The Magelocked security door has four negative energy Runes on both sides. Touching this barrier with bare skin or conductive metal will result in a single discharge that inflicts 4d4+2 damage (the Runes can't deliver a second shock for 3 days). [b]Draugr:[/b] ? [b]5th Level Mage-Wraith:[/b] ? [b]Undead:[/b] There are 2 negative energy Runes in this room, one on the ceiling and one beneath the water. Each Rune radiates magic and will inflict one point of damage per hour to a living creature within a 10 foot radius. After death, a creature will be "re-energized" by the Runes; its hit points as Undead going up by one per hour till its original total is matched. For example, a dead player with 24 HP will return as a Zombie after a full day of exposure. The effect can be temporarily disabled by Dispel Magic or a Protection from Undead scroll. [b]Lich:[/b] ? [b]Vampire:[/b] ? [b]Wight:[/b] ? [b]Zombie:[/b] ? [b]Skeleton:[/b] ?[/spoiler] Fight On! #6[spoiler] [b]Ghostly Mount:[/b] ? [b]Zombie-Like Mount:[/b] ? [b]Skeletal Mount:[/b] ? [b]Ghostly Wanton Handmaiden:[/b] ? [b]Lesser Undead Horseman:[/b] Old Fjóla’s stories to the contrary, Bölvabrekka is the grave of a pair of powerful warrior-brothers from the lost times, known in legend as the Tveirbróður. They were buried along with their ship, their treasure, their families, and their loyal servants, all slumbering beneath powerful death magics. None of them sleep peacefully. [b]Lesser Undead Coxswain:[/b] Old Fjóla’s stories to the contrary, Bölvabrekka is the grave of a pair of powerful warrior-brothers from the lost times, known in legend as the Tveirbróður. They were buried along with their ship, their treasure, their families, and their loyal servants, all slumbering beneath powerful death magics. None of them sleep peacefully. [b]Lesser Undead Family:[/b] Old Fjóla’s stories to the contrary, Bölvabrekka is the grave of a pair of powerful warrior-brothers from the lost times, known in legend as the Tveirbróður. They were buried along with their ship, their treasure, their families, and their loyal servants, all slumbering beneath powerful death magics. None of them sleep peacefully. [b]Warrior Undead:[/b] Old Fjóla’s stories to the contrary, Bölvabrekka is the grave of a pair of powerful warrior-brothers from the lost times, known in legend as the Tveirbróður. They were buried along with their ship, their treasure, their families, and their loyal servants, all slumbering beneath powerful death magics. None of them sleep peacefully. [b]Skíði, Wight:[/b] Old Fjóla’s stories to the contrary, Bölvabrekka is the grave of a pair of powerful warrior-brothers from the lost times, known in legend as the Tveirbróður. They were buried along with their ship, their treasure, their families, and their loyal servants, all slumbering beneath powerful death magics. None of them sleep peacefully. [b]Arnor, Wight:[/b] Old Fjóla’s stories to the contrary, Bölvabrekka is the grave of a pair of powerful warrior-brothers from the lost times, known in legend as the Tveirbróður. They were buried along with their ship, their treasure, their families, and their loyal servants, all slumbering beneath powerful death magics. None of them sleep peacefully. [b]Giervald-Kingard, Guardian Spirit:[/b] ? [b]Dread Lurker:[/b] These undead stalkers are the embodiment of evil Fae memories and violent bloodshed. [b]Ghostly Dog:[/b] ? [b]Sikke-Qwyngard, Guardian Spirit:[/b] ? [b]Skeleton:[/b] ? [b]Ghost:[/b] ? [b]Specter:[/b] ? [b]Zombie:[/b] ?[/spoiler] [/spoiler] 0e OSR Variants[spoiler] Arrows of Indra[spoiler] [URL=http://www.drivethrurpg.com/product/135106/Arrows-Of-Indra?affiliate_id=17596]Arrows of Indra[/URL][spoiler] [b]Ghost Aleya:[/b] This is the spirit of the dead who died alone and unloved in wild places, and were not given funerary rites. They died terrible deaths, and were full of desire to cling to life; as such they have reincarnated as incorporeal phantoms that feed on the life energy of the living. [b]Ghost Bhuta:[/b] These are incorporeal ghosts, the spirits of the dead who were so attached to something from their life that they reincarnated as a spirit, a hollow imitation of who they were in their previous human incarnation. [b]Living Dead:[/b] The living dead can be created either intentionally by dark magical powers, or due to the failure to perform proper funerary rites; people who were unholy, or died full of great unfulfilled desires or desperation can be reborn in the realm of Ghosts. If the proper rites were not performed, these living dead can be reborn in the material world itself, rather than in the underworld. At any time during the duration of a Siddhi's use of the advanced skill of Infernal Calling of the Yama Kings, the Siddhi may touch the corpse of any once-living creature who has been dead for less than 3 days, and bring the corpse to life as one of the living dead. [b]Living Dead Preta:[/b] The Preta are dangerous living dead, more powerful and slightly more intelligent than the norm, who are trapped in the rotting bodies of their former lives; they were generally people who committed acts of Unholiness in life, and who were not given the proper funerary rites when they died. [b]Living Dead Skeleton:[/b] The lowest form of the living dead, these creatures are the reincarnation of beings who were not given proper funerary rites, and/or who were filled with extreme and base desires in life (gluttons, misers, addicts, etc). [b]Living Dead Vetala:[/b] Anyone slain by a Vetala will become a Vetala. [/spoiler] [/spoiler] Blood & Treasure[spoiler] Blood & Treasure Compilation[spoiler] [b]Undead:[/b] The undead category includes corpses re‐animated by dark magic and the spirits of deceased creatures that still haunt the world. (Blood & Treasure Complete) The undead category includes corpses re-animated to a semblance of life by magic and the spirits of deceased creatures that still haunt the world. (Blood & Treasure 2nd Edition Monsters) The undead category includes corpses re-animated by dark magic and the spirits of deceased creatures that still haunt the world. (Blood & Treasure Monster Tome) The undead category includes corpses re-animated to a semblance of life by magic and the spirits of deceased creatures that still haunt the world. (Blood & Treasure 2nd Edition Monsters II) [b]Adamantine Bones:[/b] See Skeleton Bronze Bones Admantine, Adamantine Bones. [b]Allip:[/b] Allips are the spectral remains of people driven to suicide by madness. (Blood & Treasure Complete) Allips are the undead remains of people driven to suicide by madness. (Blood & Treasure 2nd Edition Monsters) [b]Amputator:[/b] An amputator is a manufactured undead monster formed from the body of a gorilla or other suitably large primate. These gorilla corpses are usually shaved and covered with mystic sigils and runes. The gorilla’s hands are removed and replaced with metal pincers. (Blood & Treasure Monster Tome) Amputators are an advanced form of undead, created by the lords among necromancers. (Blood & Treasure Monster Tome) [b]Amputator:[/b] An amputator is a manufactured undead monster formed from the body of a gorilla or other suitably large primate. These corpses are shaved and covered with mystic sigils and runes. The gorilla’s hands are removed and replaced with metal pincers. (Blood & Treasure 2nd Edition Monsters II) [b]Aquatic Ghoul:[/b] See Ghoul Lacedon, Aquatic Ghoul. [b]Armor Haunted:[/b] See Haunted Armor. [b]Asanbosam:[/b] See Ghoul Asanbosam. [b]Axe Bear:[/b] Axe bears are necromantic perversions. They are reanimated bear corpses that have had their front paws replaced with axe heads. (Blood & Treasure 2nd Edition Monsters II) [b]Banshee:[/b] See Groaning Spirit, Banshee. [b]Barbed Woman, Harionago:[/b] ? [b]Baykok:[/b] See Winged Death, Baykok, Pakpak. [b]Bear Axe:[/b] See Axe Bear. [b]Belle Dame Sans Merci:[/b] They can be created by Chaotic (Evil) clerics with the help of an alchemist or slightly sinister druid to handle the poisonous fungus. (Blood & Treasure Monster Tome) [b]Bhoot:[/b] They are undead that are unable to cross over into the Land of the Dead, possibly because they suffered a violent death, had unfinished business on the Material Plane or because proper funeral rituals were not followed when they were buried. (Blood & Treasure Monster Tome) A creature that loses all of its levels to a bhoot’s energy drain attacks rises as a bhoot 10 minutes later under the control of the bhoot that created it. (Blood & Treasure Monster Tome) Bhoots are unable to cross into the Land of the Dead because they suffered a violent death, had unfinished business on the Material Plane or because proper funeral rites were not followed when they were buried. (Blood & Treasure 2nd Edition Monsters II) A creature that loses all of its levels to a bhoot’s energy drain rises as a bhoot 10 minutes later under the control of the bhoot that created it. (Blood & Treasure 2nd Edition Monsters II) [b]Black Bones:[/b] See Skeleton Black Bones. [b]Black Door:[/b] ? [b]Blazing Bones:[/b] See Skeleton Blazing Bones. [b]Blue Skeleton:[/b] See Skeleton Prismatic Bones Blue. [b]Bodak:[/b] Bodaks are the undead remnants of humanoids that have been destroyed by the touch of absolute evil. (Blood & Treasure Complete) A bodak has a death gaze with a range of 30 feet. Those who meet the monster’s gaze must pass a Fortitude saving throw or die. Such victims rise as bodaks 24 hours later. (Blood & Treasure Complete) Bodaks are the remnants of humanoids that died in the netherworld. (Blood & Treasure 2nd Edition Monsters) A bodak has a death gaze with a range of 30′. Those who meet the monster’s gaze must pass a saving throw or die. These victims rise as bodaks 24 hours later. (Blood & Treasure 2nd Edition Monsters) [b]Bone Chiller:[/b] See Skeleton Bone Chiller. [b]Bone Pile:[/b] See Skeleton Bone Pile. [b]Bone Spur:[/b] See Skeleton Bone Spur. [b]Bones Black:[/b] See Skeleton Black Bones. [b]Bones Bronze:[/b] See Skeleton Bronze Bones. [b]Bonze Sea:[/b] See Umibozo, Sea Bonze. [b]Bronze Bones:[/b] See Skeleton Bronze Bones. [b]Busaw:[/b] A busaw can create an illusion that makes a corpse look like a roasting pig. Anyone they tempt into eating this swine must pass a saving throw or turn into a busaw. (Blood & Treasure 2nd Edition Monsters II) [b]Cadaver Scabrous:[/b] See Zombie Cicatrix, Scabrous Cadaver. [b]Caller in Darkness:[/b] A caller in darkness is composed of the minds of dozens of people that died together in terror. (Blood & Treasure 2nd Edition Monsters) [b]Captain Jolly Roger:[/b] See Jolly Roger Captain. [b]Chain Mail Haunted:[/b] See Haunted Armor Chain Mail. [b]Cicatrix Zombie:[/b] See Zombie Cicatrix, Scabrous Cadaver. [b]Claw Crawling:[/b] See Crawling Claw. [b]Crawling Claw:[/b] Crawling claws are animated hands created by ancient rituals. (Blood & Treasure 2nd Edition Monsters) [b]Crystal Skull:[/b] Crystal skulls possess many powerful spell abilities, though they are not undead in the manner of liches. They are created by exceptionally powerful magic-users from the bones of undead monsters like liches, essentially any undead with 8 or more HD that is not incorporeal and which has bones. These bones are ground down and worked into otherwise pure crystal, which is shaped into all the bones of a human skeleton. A hold monster spell is cast over these bones, along with create undead, daylight, all the spells that make up its spell-like abilities (see below) and, of course, a permanence spell. (Blood & Treasure Monster Tome) They are created by exceptionally powerful magic-users from the bones of undead monsters with 8 or more HD that are not incorporeal (and, of course, which have bones). The bones are ground down, worked into ground crystal, and then shaped into a skeleton. Hold monster, create undead, daylight and permanence are cast over the bones. (Blood & Treasure 2nd Edition Monsters II) [b]Dead Eyes:[/b] ? [b]Death Winged:[/b] See Winged Death, Baykok, Pakpak. [b]Demi-Skeleton:[/b] See Skeleton Demi-Skeleton. [b]Demilich, Lich Demi:[/b] A demilich is the crumbling remains of a lich that has grown so ancient even its foul magic could no longer hold it together. (Blood & Treasure Complete) A demilich is the crumbling remains of a lich that has grown so ancient even its foul magic could no longer hold it together. (Blood & Treasure 2nd Edition Monsters) [b]Devourer:[/b] [i]Create Greater Undead[/i] spell, 20th caster level or higher. (Blood & Treasure Complete) [b]Dragon Bones:[/b] See Skeleton Dragon Bones. [b]Dragon Spectral:[/b] See Spectral Dragon. [b]Draug:[/b] Draugs are the vengeful spirits of sea captains who died at sea. (Blood & Treasure Complete) Draugs are the vengeful spirits of sea captains who died at sea. (Blood & Treasure 2nd Edition Monsters) [b]Drinker:[/b] See Vampire Pijavica, Drinker. [b]Dry Bones:[/b] See Skeleton Dry Bones. [b]Earth Wraith:[/b] See Wraith Earth. [b]Edimmu:[/b] Creatures touched by an edimmu must pass a Fortitude saving throw or suffer one level of energy damage. Creatures reduced to 0 levels or Hit Dice die, and their spirits rise as edimmu 1d4 days later. (Blood & Treasure Monster Tome) Creatures reduced to 0 levels or Hit Dice from an Edimmu's attack die and their spirits rise as edimmu 1d4 days later. (Blood & Treasure 2nd Edition Monsters II) [b]Freak Fire:[/b] See Fire Freak. [b]Fire Freak:[/b] Fire freaks are the animated remains of pyromaniacs that died in the fires they themselves set. (Blood & Treasure Monster Tome) Fire freaks are the animated remains of pyromaniacs that died in the fires they set. (Blood & Treasure 2nd Edition Monsters II) [b]Flaming Wraith:[/b] See Wraith Flaming. [b]Full-Throated Screamer:[/b] Possibly the oddest of the manufactured undead, the full-throated screamer appears as three preserved heads encased in crystal spheres. (Blood & Treasure Monster Tome) The heads used to create a full-throated screamer must have belonged to a fishwife, politician and braggart in life. They must be harvested from freshly dead bodies, and then teleported into the pre-prepared crystal spheres. Before teleporting, each head has a wax seal stamped with a rune (per a scroll of animate dead) placed on its tongue. One the heads are inside their spheres, one must cast the following spells over them: Telepathic bond, fly, sound burst and permanency. (Blood & Treasure Monster Tome) Possibly the oddest of the manufactured undead, the full-throated screamer appears as three preserved heads encased in crystal spheres. (Blood & Treasure 2nd Edition Monsters II) The heads used to create a full-throated screamer must have belonged to a fishwife, politician and braggart in life. They must be harvested from freshly deceased bodies, and then teleported into the pre-prepared crystal spheres. Before teleporting, each head has a wax seal stamped with a rune (per a scroll of animate dead) placed on its tongue. Once the heads are inside their spheres, the creator must cast the following spells over them: Telepathic bond, fly, sound burst and permanency. (Blood & Treasure 2nd Edition Monsters II) [b]Funny Bones:[/b] See Skeleton Funny Bones. [b]Gashadokuo:[/b] See Skeleton Starving, Gashadokuo. [b]Ghast:[/b] [i]Create Undead[/i] spell, 12th to 14th caster level. (Blood & Treasure Complete) [b]Ghost:[/b] Ghosts are the spectral remnants of intelligent beings that, for one reason or another, cannot rest easily in their graves. Ghosts are the spectral remnants of intelligent beings that, for one reason or another, cannot rest easily in their graves. (Blood & Treasure 2nd Edition Monsters) [b]Ghoul:[/b] [i]Create Undead[/i] spell, 11th or lower caster level. [b]Ghoul Aquatic:[/b] See Ghoul Lacedon, Aquatic Ghoul. [b]Ghoul Asanbosam:[/b] ? [b]Ghoul Lacedon, Aquatic Ghoul:[/b] ? [b]Gothic Plate Haunted:[/b] See Haunted Armor Gothic Plate. [b]Greater Shadow:[/b] See Shadow Greater. [b]Green Skeleton:[/b] See Skeleton Prismatic Bones Green. [b]Grim:[/b] ? [b]Groaning Spirit, Banshee:[/b] The groaning spirit is the malevolent spirit of a female elf that is found haunting swamps, fens, moors, and other desolate places. (Blood & Treasure Complete) The groaning spirit, or banshee, is the vengeful spirit of a female elf. (Blood & Treasure 2nd Edition Monsters) [b]Hands Swarm of:[/b] See Swarm of Hands. [b]Harionago:[/b] See Barbed Woman, Harionago. [b]Haunted Armor:[/b] When a warrior dies with his armor on, fighting to the end, his spirit often hesitates to leave its last post. When this happens, the spirit animates the armor and continues doing what it did in life. Haunted armor is a close kin to poltergeists – undead spirits that have opted out of the afterlife for a career in mischief. (Blood & Treasure Monster Tome) When a warrior dies with his armor on, fighting to the end, his spirit hesitates to leave its post. The spirit animates the warrior’s armor and continues doing what it did in life. (Blood & Treasure 2nd Edition Monsters II) [b]Haunted Armor Chain Mail:[/b] ? [b]Haunted Armor Gothic Plate:[/b] ? [b]Haunted Armor Jazzeraint:[/b] ? [b]Haunted Armor Maile:[/b] ? [b]Haunted Armor O-Yoroi:[/b] ? [b]Haunted Armor Plate Armor:[/b] ? [b]Haunted Armor Scale Mail:[/b] ? [b]Haunted Gothic Plate:[/b] See Haunted Armor Gothic Plate. [b]Haunted Jazzeraint:[/b] See Haunted Armor Jazzeraint. [b]Haunted Maile:[/b] See Haunted Armor Maile [b]Haunted O-Yoroi:[/b] See Haunted Armor O-Yoroi. [b]Headless Horseman:[/b] They are the souls of horsemen who have perished in battle and now seek vengeance on the living. (Blood & Treasure Monster Tome) They are the souls of horsemen who have died in battle and now seek vengeance. (Blood & Treasure 2nd Edition Monsters II) [b]Hellequin:[/b] ? [b]Hideous Hurler:[/b] See Skeleton Hideous Hurler. [b]Holy Bones:[/b] See Skeleton Holy Bones. [b]Hopping Vampire:[/b] See Jiang Shi, Hopping Vampire, Stiff Corpse. [b]Horseman Headless:[/b] See Headless Horseman. [b]Humanoid Slavic Vampire:[/b] See Vampire Slavic Humanoid. [b]Hurler:[/b] See Skeleton Hideous Hurler. [b]Jade Mummy:[/b] See Mummy Jade. [b]Jazzeraint Haunted:[/b] See Haunted Armor Jazzeraint. [b]Jelly Slavic Vampire:[/b] See Vampire Slavic Jelly. [b]Jiang Shi, Hopping Vampire, Stiff Corpse:[/b] ? [b]Jolly Roger:[/b] Jolly rogers are pirates whose avarice was so great that it animated them beyond death. (Blood & Treasure Monster Tome) In life, they were pirates whose avarice was so all-consuming that it animated them beyond death. (Blood & Treasure 2nd Edition Monsters II) [b]Jolly Roger Captain:[/b] ? [b]Jolly Roger Mate:[/b] ? [b]Kukudhi Slavic Vampire:[/b] See Vampire Slavic Kukudhi. [b]Kuzlac:[/b] See Vampire Kuzlac. [b]Lacedon:[/b] See Ghoul Lacedon, Aquatic Ghoul. [b]Lead, Lead Bones:[/b] See Skeleton Bronze Bones Lead, Lead Bones. [b]Lich:[/b] A lich is an undead magic‐user or sorcerer who has used its magical powers to unnaturally extend its life. (Blood & Treasure Complete) A lich is an undead magic-user or sorcerer who has used its magical powers to unnaturally extend its life. (Blood & Treasure 2nd Edition Monsters) [b]Lich Demi:[/b] See Demilich, Lich Demi. [b]Maile Haunted:[/b] See Haunted Armor Maile [b]Mate Jolly Roger:[/b] See Jolly Roger Mate. [b]Mega-Skeleton:[/b] See Skeleton Mega-Skeleton. [b]Mithral Bones:[/b] See Skeleton Bronze Bones Mithral, Mithral Bones. [b]Mohrg:[/b] Mohrgs are the animated corpses of mass murderers or similar villains who died without atoning for their crimes. (Blood & Treasure Complete) Mohrgs are the animated corpses of mass murderers who died without atoning for their crimes. (Blood & Treasure 2nd Edition Monsters) [i]Create Undead[/i] spell, 20th caster level or higher. (Blood & Treasure Complete) [b]Mummy:[/b] Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten. (Blood & Treasure Complete) Mummies are corpses animated through the auspices of dark desert gods best forgotten. (Blood & Treasure 2nd Edition Monsters) [i]Create Undead[/i] spell, 18th to 19th caster level. (Blood & Treasure Complete) [b]Mummy Jade:[/b] Jade mummies are found in cultures inspired by China. They are mummified humans who are steeped in mercury and clad in suits made of jade (worth 200 gp, but dangerous due to mercury contamination). (Blood & Treasure Complete) They are mummified humans who are steeped in mercury and clad in suits made of jade (worth 200 gp, but dangerous due to mercury contamination). (Blood & Treasure 2nd Edition Monsters) [b]Nightcrawler:[/b] See Nightshade Nightcrawler. [b]Nightshade:[/b] Nightshades are powerful undead composed of equal parts darkness and absolute, palpable evil. (Blood & Treasure Complete) Nightshades are powerful undead composed of equal parts darkness and entropy. They are natives of the Negative Energy Plane, perhaps pieces of that plane given sentience and animation, for night-shades, whatever their form, have never known life. (Blood & Treasure 2nd Edition Monsters) [b]Nightshade Nightcrawler:[/b] ? [b]Nightshade Nightwalker:[/b] ? [b]Nightshade Nightwing:[/b] ? [b]Nightwalker:[/b] See Nightshade Nightwalker. [b]Nightwing:[/b] See Nightshade Nightwing. [b]O-Yoroi Haunted:[/b] See Haunted Armor O-Yoroi. [b]Orange Skeleton:[/b] See Skeleton Prismatic Bones Orange. [b]Pakpak:[/b] See Winged Death, Baykok, Pakpak. [b]Pijavica:[/b] See Vampire Pijavica, Drinker. [b]Plate Armor Haunted:[/b] See Haunted Armor Plate Armor. [b]Poltergeist:[/b] Haunted armor is a close kin to poltergeists – undead spirits that have opted out of the afterlife for a career in mischief. (Blood & Treasure Monster Tome) Haunted armor is close kin to poltergeists – undead spirits that have opted out of the afterlife for a career in mischief on the material plane. (Blood & Treasure 2nd Edition Monsters II) [b]Prismatic Bones:[/b] See Skeleton Prismatic Bones. [b]Purple Skeleton:[/b] See Skeleton Prismatic Bones Purple. [b]Red Skeleton:[/b] See Skeleton Prismatic Bones Red. [b]Revenant:[/b] The revenant is an animated corpse that has returned from the grave to terrorize the living. The name comes from the French word for “returning”. Revenants were always wicked people in life. (Blood & Treasure 2nd Edition Monsters II) [b]Roger Jolly:[/b] See Jolly Roger. [b]Rusalka:[/b] Rusalkas are angry undead spirits of women that were drowned in rivers. (Blood & Treasure 2nd Edition Monsters II) [b]Sawbones:[/b] See Skeleton Sawbones. [b]Scabrous Cadaver:[/b] See Zombie Cicatrix, Scabrous Cadaver. [b]Scale Mail Haunted:[/b] See Haunted Armor Scale Mail. [b]Screamer Full-Throated:[/b] See Full-Throated Screamer. [b]Sea Bonze:[/b] See Umibozo, Sea Bonze. [b]Shadow:[/b] Shadows are the animated souls of wicked people. (Blood & Treasure Complete) A creature reduced to strength 0 by a shadow dies and rises as a shadow under its killer’s control within 1d4 rounds. (Blood & Treasure Complete) A creature reduced to 0 strength by a shadow dies and rises as a shadow under its killer’s control in 1d4 rounds. (Blood & Treasure 2nd Edition Monsters) [i]Create Greater Undead[/i] spell, 15th or lower caster level. (Blood & Treasure Complete) [b]Shadow Greater:[/b] ? [b]Shadow Slavic Vampire:[/b] See Vampire Slavic Shadow. [b]Shape of Fire:[/b] A shape of fire is the undead remains of a powerful spell caster that was burned at the stake. (Blood & Treasure Complete) A shape of fire is the undead remains of a powerful spell caster that was burned at the stake. (Blood & Treasure 2nd Edition Monsters) [b]Skeleton:[/b] Skeletons are the animated bones of animals, humanoids or giants. (Blood & Treasure Complete) Almost any creature can be turned into a “skeleton”. (Blood & Treasure Complete) Skeletons are the animated bones of animals, humanoids or giants. (Blood & Treasure 2nd Edition Monsters) All creatures engaged in melee combat with a bone‐spur must pass a saving throw each round or be slashed for 1d4 points of damage. If 4 points of damage are scored in a single round, a barb detaches from the bone‐spur and becomes caught in the victim's flesh or clothing. The next round, the barb grows into a full‐sized skeleton (with normal skeleton stats). (Blood & Treasure 2nd Edition Monsters II) [i]Animate Dead[/i] spell. (Blood & Treasure Complete) [b]Skeleton Black Bones:[/b] Black bones are the animated remains of skilled assassins. The black bones are created by only the clerics of deities of murder and mayhem. (Blood & Treasure Monster Tome) [b]Skeleton Black Bones:[/b] Black bones are the animated remains of assassins. (Blood & Treasure 2nd Edition Monsters II) They are constructed with a core of antimony in their bones, making them expensive to make. (Blood & Treasure 2nd Edition Monsters II) [b]Skeleton Bone Chiller:[/b] The bone chiller can only be created from the bones of a person that has frozen to death. The bones must be soaked in a solution of freezing water from one new moon to another, with an energy missile (cold) cast into the water each day. After one month, the water must be frozen into a solid block. The skeleton is then chipped out while the necromancer casts animate dead on it. (Blood & Treasure 2nd Edition Monsters II) [b]Skeleton Bone Pile:[/b] When struck for 4 or more points of damage by a physical attack from a bludgeoning weapon or force effect, funny bones separate into two demi-skeletons, each with 5 hit dice, a single attack and a movement rate of 20. These demi-skeletons can also be divided into bone piles with 2 hit dice, no attacks, and a movement rate of 10. (Blood & Treasure Monster Tome) When struck for 4 or more points of damage by a bludgeoning weapon or force effect, the funny bones separates into two demi‐skeletons. These demi‐skeletons can be further divided into bone piles. (Blood & Treasure 2nd Edition Monsters II) [b]Skeleton Bone Spur:[/b] Bone spurs are skeletons animated from the bones of ogres and hill giants. (Blood & Treasure 2nd Edition Monsters II) The process of creating a bone-spur involves expensive herbs and oils and the spike growth spell. (Blood & Treasure 2nd Edition Monsters II) [b]Skeleton Bronze Bones:[/b] Bronze bones are skeletons that are covered in a coating of metal Bronze when they are created. (Blood & Treasure Monster Tome) Bronze bones are skeletons covered in metal. (Blood & Treasure 2nd Edition Monsters II) [b]Skeleton Bronze Bones Admantine, Adamantine Bones:[/b] ? [b]Skeleton Bronze Bones Bronze, True Bronze Bones:[/b] ? [b]Skeleton Bronze Bones Lead, Lead Bones:[/b] ? [b]Skeleton Bronze Bones Mithral, Mithral Bones:[/b] ? [b]Skeleton Bronze Bones Steel, Steel Bones:[/b] ? [b]Skeleton Demi-Skeleton:[/b] When struck for 4 or more points of damage by a physical attack from a bludgeoning weapon or force effect, funny bones separate into two demi-skeletons, each with 5 hit dice, a single attack and a movement rate of 20. (Blood & Treasure Monster Tome) When struck for 4 or more points of damage by a bludgeoning weapon or force effect, the funny bones separates into two demi‐skeletons. (Blood & Treasure 2nd Edition Monsters II) [b]Skeleton Dragon Bones:[/b] Dragon bones are skeletons that grow from chromatic dragon teeth that have been planted in the ground. (Blood & Treasure Monster Tome) Dragon bones are skeletons grown from chromatic dragon teeth that have been planted in the ground. (Blood & Treasure 2nd Edition Monsters II) [b]Skeleton Dry Bones:[/b] Dry bones are animated skeletons capable of drawing the moisture out of the surrounding environment, including from living bodies. (Blood & Treasure Monster Tome) [b]Skeleton Funny Bones:[/b] Super-Skeletons can only be divided into funny bones by scoring at least 8 points of damage. (Blood & Treasure Monster Tome) Super skeletons can only be divided back into funny bones by scoring at least 6 points of damage to them. (Blood & Treasure 2nd Edition Monsters II) [b]Skeleton Hideous Hurler:[/b] Hurlers are one of many interesting variations on the normal skeleton that necromancers have created over the centuries. (Blood & Treasure Monster Tome) [b]Skeleton Holy Bones:[/b] Holy bones are the animated remains of Lawful (Good) clerics. In effect, they are “living” reliquaries that are often sealed in platemail and armed with a heavy mace or other clerical weapon. (Blood & Treasure Monster Tome) They are self-created undead, infused with life beyond death by their deities only after extended prayer and supplication. Holy bones are formed from high priests that desire to protect their flock and their brethren for all times, sacrificing a place in Heaven to remain on the Material Plane. (Blood & Treasure Monster Tome) Holy bones are self-created undead, infused with life beyond death after extended prayer and supplication. They are created from high priests that desire to protect their flock and their brethren for all times, sacrificing a place in Heaven to remain on the Material Plane. (Blood & Treasure 2nd Edition Monsters II) [b]Skeleton Lazy Bones:[/b] ? [b]Skeleton Mega-Skeleton:[/b] Two of these super-skeletons can join together to form a 20 hit dice mega-skeleton with six attacks. (Blood & Treasure Monster Tome) Two super-skeletons can form a mega‐skeleton. (Blood & Treasure 2nd Edition Monsters II) [b]Skeleton Prismatic Bones:[/b] Prismatic bones are a form of animated skeleton employed by arch-necromancers to guard their holdings. (Blood & Treasure Monster Tome) If any prismatic bones, in any color, are struck by electricity damage they split into two identical skeletons, each with half the hit points of the original. (Blood & Treasure Monster Tome) Prismatic bones are animated skeletons employed by arch-necromancers to guard their holdings. (Blood & Treasure 2nd Edition Monsters II) If a prismatic bones of any color is struck by electricity, it splits into two identical skeletons, each with half the hit points of the original. (Blood & Treasure 2nd Edition Monsters II) [b]Skeleton Prismatic Bones Blue:[/b] These colorful skeletons can themselves be split if struck by a bludgeoning weapon for 3 or more points of damage or slashing weapons for 4 or more points of damage. Orange skeletons split into red and yellow skeletons, green into blue and yellow and purple in blue and red. (Blood & Treasure Monster Tome) If any prismatic bones, in any color, are struck by electricity damage they split into two identical skeletons, each with half the hit points of the original. (Blood & Treasure Monster Tome) These colorful skeletons can themselves be split if struck by a weapon for 3 or more points of damage. Orange skeletons split into red and yellow skeletons, green into blue and yellow and purple in blue and red. (Blood & Treasure 2nd Edition Monsters II) [b]Skeleton Prismatic Bones Green:[/b] If a prismatic bones is struck for at least 4 points of damage from a bludgeoning weapon or at least 5 points of damage from a slashing weapon, there is an explosion of light (per the flare spell) and the white skeleton is replaced by three skeletons, one orange, one green and one purple. (Blood & Treasure Monster Tome) If any prismatic bones, in any color, are struck by electricity damage they split into two identical skeletons, each with half the hit points of the original. (Blood & Treasure Monster Tome) If a prismatic bones is struck for at least 4 points of damage, there is a puff of smoke and the white skeleton is replaced by three new skeletons, one colored orange, one colored green and the third colored purple. (Blood & Treasure 2nd Edition Monsters II) [b]Skeleton Prismatic Bones Orange:[/b] If a prismatic bones is struck for at least 4 points of damage from a bludgeoning weapon or at least 5 points of damage from a slashing weapon, there is an explosion of light (per the flare spell) and the white skeleton is replaced by three skeletons, one orange, one green and one purple. (Blood & Treasure Monster Tome) If any prismatic bones, in any color, are struck by electricity damage they split into two identical skeletons, each with half the hit points of the original. (Blood & Treasure Monster Tome) If a prismatic bones is struck for at least 4 points of damage, there is a puff of smoke and the white skeleton is replaced by three new skeletons, one colored orange, one colored green and the third colored purple. (Blood & Treasure 2nd Edition Monsters II) [b]Skeleton Prismatic Bones Purple:[/b] If a prismatic bones is struck for at least 4 points of damage from a bludgeoning weapon or at least 5 points of damage from a slashing weapon, there is an explosion of light (per the flare spell) and the white skeleton is replaced by three skeletons, one orange, one green and one purple. (Blood & Treasure Monster Tome) If any prismatic bones, in any color, are struck by electricity damage they split into two identical skeletons, each with half the hit points of the original. (Blood & Treasure Monster Tome) If a prismatic bones is struck for at least 4 points of damage, there is a puff of smoke and the white skeleton is replaced by three new skeletons, one colored orange, one colored green and the third colored purple. (Blood & Treasure 2nd Edition Monsters II) [b]Skeleton Prismatic Bones Red:[/b] These colorful skeletons can themselves be split if struck by a bludgeoning weapon for 3 or more points of damage or slashing weapons for 4 or more points of damage. Orange skeletons split into red and yellow skeletons, green into blue and yellow and purple in blue and red. (Blood & Treasure Monster Tome) If any prismatic bones, in any color, are struck by electricity damage they split into two identical skeletons, each with half the hit points of the original. (Blood & Treasure Monster Tome) These colorful skeletons can themselves be split if struck by a weapon for 3 or more points of damage. Orange skeletons split into red and yellow skeletons, green into blue and yellow and purple in blue and red. (Blood & Treasure 2nd Edition Monsters II) [b]Skeleton Prismatic Bones White:[/b] If any prismatic bones, in any color, are struck by electricity damage they split into two identical skeletons, each with half the hit points of the original. (Blood & Treasure Monster Tome) [b]Skeleton Prismatic Bones Yellow:[/b] These colorful skeletons can themselves be split if struck by a bludgeoning weapon for 3 or more points of damage or slashing weapons for 4 or more points of damage. Orange skeletons split into red and yellow skeletons, green into blue and yellow and purple in blue and red. (Blood & Treasure Monster Tome) If any prismatic bones, in any color, are struck by electricity damage they split into two identical skeletons, each with half the hit points of the original. (Blood & Treasure Monster Tome) These colorful skeletons can themselves be split if struck by a weapon for 3 or more points of damage. Orange skeletons split into red and yellow skeletons, green into blue and yellow and purple in blue and red. (Blood & Treasure 2nd Edition Monsters II) [b]Skeleton Sawbones:[/b] Sawbones are animated skeletons that have had cleavers grafted to the right arms and serrated blades attached to their left arms, in both cases replacing their hands. (Blood & Treasure Monster Tome) Sawbones are animated skeletons with cleavers grafted to their right arm and serrated blades to their left. (Blood & Treasure 2nd Edition Monsters II) [b]Skeleton Starving, Gashadokuo:[/b] They are as much ghost as skeleton, something like physical projections of starving spirits. (Blood & Treasure Monster Tome) Starving skeletons are created from the bones of people that have starved to death. (Blood & Treasure Monster Tome) Starving skeletons are created from the bones of people that have starved to death. They are 15′ tall skeletons with a terrible hunger for human flesh. Starving skeletons are as much ghosts as skeletons, being physical projections of starving spirits. (Blood & Treasure 2nd Edition Monsters II) [b]Skeleton Super-Skeleton:[/b] If 3 demi-skeletons or 6 bone piles manage to come together, or a full funny bones and a single demi-skeleton or 2 bone piles comes together, they can form a creature with 15 hit dice, four attacks and a movement rate of 40. (Blood & Treasure Monster Tome) Mega-skeletons can only be divided into super skeletons by scoring at least 16 points of damage. (Blood & Treasure Monster Tome) Demi‐skeletons and bone piles can reassemble by touching one another. If 3 demi‐skeletons or 6 bone piles come together, or a full funny bones and a single demi‐skeleton or 2 bone piles comes together, they can form a super skeleton. (Blood & Treasure 2nd Edition Monsters II) Mega‐skeletons can only be divided into super skeletons by inflicting at least 12 points of damage. (Blood & Treasure 2nd Edition Monsters II) [b]Skeleton Warrior:[/b] The skeleton warrior is a lich‐like undead that was once a powerful warrior of at least 9th level. Legend says that the skeleton warriors were forced into their undead state by a powerful demon prince who trapped each of their souls in a golden circlet. (Blood & Treasure Complete) The skeleton warrior is a lich-like undead that was a warlord in life. Legend says that they were forced into their undead state by a demon prince who trapped each of their souls in a golden circlet. (Blood & Treasure 2nd Edition Monsters) [b]Skull Crystal:[/b] See Crystal Skull. [b]Slavic Vampire:[/b] See Vampire Slavic. [b]Sluagh:[/b] ? [b]Snow Woman:[/b] See Yuki-Onna, Snow Woman. [b]Spectral Dragon:[/b] ? [b]Spectre:[/b] Any humanoid slain by a spectre becomes a spectre in 1d4 rounds. (Blood & Treasure Complete) Any humanoid slain by a spectre becomes a spectre in 1d4 rounds. (Blood & Treasure 2nd Edition Monsters) [i]Create Greater Undead[/i] spell, 18th to 19th caster level. (Blood & Treasure Complete) [b]Starving Skeleton:[/b] See Skeleton Starving, Gashadokuo. [b]Steel Bones:[/b] See Skeleton Bronze Bones Steel, Steel Bones. [b]Stiff Corpse:[/b] See Jiang Shi, Hopping Vampire, Stiff Corpse. [b]Super-Skeleton:[/b] See Skeleton Super-Skeleton. [b]Swarm of Hands:[/b] A swarm of hands is created by a necromancer by burying or sinking numerous amputated arms (often from failed test subjects; waste not want not is the motto of most necromancers) in unholy ground and then casting permanency and animate dead over the ground while sprinkling it with unholy water. (Blood & Treasure Monster Tome) [b]Swarm of Hands:[/b] A swarm of hands is created by a necromancer by burying or sinking numerous amputated arms in unholy ground and then casting permanency and animate dead over the ground while sprinkling it with unholy water. (Blood & Treasure 2nd Edition Monsters II) [b]Time Wraith:[/b] See Wraith Time. [b]True Bronze Bones:[/b] See Skeleton Bronze Bones Bronze, True Bronze Bones. [b]Umibozo, Sea Bonze:[/b] Umibōzu, or sea bonzes, are the anguished souls of drowned priests. (Blood & Treasure Monster Tome) Umibōzu, or sea bonzes, are the anguished souls of drowned priests. (Blood & Treasure 2nd Edition Monsters II) [b]Vampire:[/b] A humanoid or monstrous humanoid slain by a vampire’s blood drain or energy drain rises as a vampire 1d4 days after burial. (Blood & Treasure Complete) A humanoid or monster slain by a vampire’s blood drain or energy drain rises as a vampire 1d4 days after burial. (Blood & Treasure 2nd Edition Monsters) In its ooze form, the slavic vampire continues its depredations, eventually forming a solid, humanoid body like the one it had in life. (Blood & Treasure Monster Tome) Watermelons and pumpkins kept more than 10 days after Christmas (or the equivalent in your campaign) also become vampires. (Blood & Treasure 2nd Edition Monsters II) [b]Vampire Goddess:[/b] ? [b]Vampire Hopping:[/b] See Jiang Shi, Hopping Vampire, Stiff Corpse. [b]Vampire Kuzlac:[/b] ? [b]Vampire Pijavica, Drinker:[/b] The pijavica, or “drinker”, of Croatia, Slovenia, Slovakia and the Czech Republic, are sinful men and women that return from the grave as powerful killers. (Blood & Treasure Monster Tome) The pijavica of Croatia, Slovenia, Slovakia and the Czech Republic are sinful men and women that return from the grave as powerful killers. (Blood & Treasure 2nd Edition Monsters II) [b]Vampire Slavic:[/b] Slavic folklore suggests multiple ways that a person can become a vampire. These include being a magic-user, being chaotic or evil, dying an unnatural or untimely death, excommunication, improper burial, having an animal jump or a bird fly over your corpse or your empty grave, being born with a caul, teeth or a tail, or being conceived on certain days. Several items on the list suggest that virtually every fantasy adventurer is destined to rise as a vampire after they have been killed. Excellent! (Blood & Treasure Monster Tome) [b]Vampire Slavic Humanoid:[/b] In its ooze form, the vampire continues its depredations, eventually forming a solid, humanoid body like the one it had in life. (Blood & Treasure 2nd Edition Monsters II) [b]Vampire Slavic Jelly:[/b] The process of becoming a true vampire takes time. For the first 40 days of the vampire’s existence, it is a mere shadow that drains levels with its incorporeal touch. As it consumes energy, it becomes more solid and forms a soft, jelly-like body. (Blood & Treasure Monster Tome) For five years the Yolgois fought the Starvaks in valleys and mountain passes until the Starvaks, the warriors of the holy church bolstering their ranks, finally overcame their foes. The castle of the Yolgois was put to the torch, with the entire family inside. Not even a single retainer was left alive to bury them. (Blood & Treasure Monster Tome) The Yolgois were thoroughly evil, and their rotting corpses are now in the process of becoming vampires. The ruins of the castle are haunted by shadows, and the dungeons are crawling with jellies. (Blood & Treasure Monster Tome) [b]Vampire Slavic Jelly:[/b] For the first 40 days of a Slavic vampire’s existence it is a shadow that drains levels with its incorporeal touch. As it consumes life energy, the vampire becomes more solid, forming a soft, jelly-like body. (Blood & Treasure 2nd Edition Monsters II) [b]Vampire Slavic Kukudhi:[/b] After 30 years in its humanoid form, a vampire reaches its perfect form, called a kukudhi. For five years the Yolgois fought the Starvaks in valleys and mountain passes until the Starvaks, the warriors of the holy church bolstering their ranks, finally overcame their foes. The castle of the Yolgois was put to the torch, with the entire family inside. Not even a single retainer was left alive to bury them. (Blood & Treasure Monster Tome) The Yolgois were thoroughly evil, and their rotting corpses are now in the process of becoming vampires. The ruins of the castle are haunted by shadows, and the dungeons are crawling with jellies. The family crypt has become a sort of throne room for the eldest of the Yolgois, who are now Kukudhi. (Blood & Treasure Monster Tome) After 30 years in its humanoid form, a slavic vampire reaches its perfect form, called a kukudhi. (Blood & Treasure 2nd Edition Monsters II) [b]Vampire Slavic Shadow:[/b] The process of becoming a true vampire takes time. For the first 40 days of the vampire’s existence, it is a mere shadow that drains levels with its incorporeal touch. (Blood & Treasure Monster Tome) For five years the Yolgois fought the Starvaks in valleys and mountain passes until the Starvaks, the warriors of the holy church bolstering their ranks, finally overcame their foes. The castle of the Yolgois was put to the torch, with the entire family inside. Not even a single retainer was left alive to bury them. (Blood & Treasure Monster Tome) The Yolgois were thoroughly evil, and their rotting corpses are now in the process of becoming vampires. The ruins of the castle are haunted by shadows, and the dungeons are crawling with jellies. (Blood & Treasure Monster Tome) [b]Vampiric Pumpkin:[/b] Watermelons and pumpkins kept more than 10 days after Christmas (or the fantasy equivalent in your campaign) also become vampires. (Blood & Treasure Monster Tome) [b]Vampiric Tool:[/b] Folklore also holds that tools and weapons left outside under a full moon become vampiric. (Blood & Treasure Monster Tome) [b]Vampiric Watermelon:[/b] Watermelons and pumpkins kept more than 10 days after Christmas (or the fantasy equivalent in your campaign) also become vampires. (Blood & Treasure Monster Tome) [b]Vampiric Weapon:[/b] Folklore also holds that tools and weapons left outside under a full moon become vampiric. (Blood & Treasure Monster Tome) [b]Varkolak:[/b] The varkolak of Bulgaria is formed when a bandit dies in the wilderness and is not buried. After 40 days, his black, swollen corpse rises as a black-skinned cyclops. (Blood & Treasure Monster Tome) The bandit chief was struck by several arrows, but managed to escape, eventually dying in a small cave. It is now a varkolak, and it has planned a terrible vengeance on the Count. (Blood & Treasure Monster Tome) A varkolak is formed when a bandit dies in the wilderness and does not receive a burial. After 40 days his black, swollen corpse rises as a varkolak. (Blood & Treasure 2nd Edition Monsters II) [b]Varnaby the Vain:[/b] ? [b]Vector:[/b] A vector is an undead wizard who died in a teleportation accident. (Blood & Treasure 2nd Edition Monsters II) [b]Warrior Skeleton:[/b] See Skeleton Warrior. [b]White Skeleton:[/b] See Skeleton Prismatic Bones White. [b]Wight:[/b] Any humanoid slain by a wight becomes a wight in 1d4 rounds. (Blood & Treasure Complete) Any humanoid slain in this way by a wight becomes a wight in 1d4 rounds. The varkolak’s bite attack in either cyclops or worg form deals one level of energy damage. Creatures that die from this energy damage rise as wights one day later under the control of the varkolak that created them. (Blood & Treasure Monster Tome) The varolak has turned two traders into wights, and has gathered twelve goblin worg riders to its banner. (Blood & Treasure Monster Tome) Once per day, a varkolak can transform into a worg and back again. The monster’s bite attack in either form deals one level of energy damage. Creatures that die from this energy damage rise as wights one day later under the control of the varkolak that created them. (Blood & Treasure 2nd Edition Monsters II) [b]Winged Death, Baykok, Pakpak:[/b] Winged deaths are called baykok, or pakpak, in the folklore of the Ojibway nation of North America. They carry longbows, and are commonly found in the armies of necromancers. Unlike common skeletons and zombies, they are intelligent and thoroughly evil. Unlike skeletons and zombies, they are not creatures raised from the dead, but evil spirits given material form. (Blood & Treasure Monster Tome) [b]Woman Barbed:[/b] See Barbed Woman, Harionago. [b]Woman Snow:[/b] See Yuki-Onna, Snow Woman. [b]Wraith:[/b] Wraiths are incorporeal creatures born of evil and darkness. Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. (Blood & Treasure Complete) Wraiths are incorporeal creatures born of evil and darkness. (Blood & Treasure 2nd Edition Monsters) Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. (Blood & Treasure 2nd Edition Monsters) Any humanoid slain by a flaming wraith rises as a normal wraith in 1d6 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. (Blood & Treasure Monster Tome) A humanoid slain by a flaming wraith rises as a normal wraith in 1d6 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. (Blood & Treasure 2nd Edition Monsters II) [i]Create Greater Undead[/i] spell, 16th to 17th caster level. (Blood & Treasure Complete) [b]Wraith Earth:[/b] They may be the restless spirits of deceased earth elemental creatures or of humanoids that died on an earth elemental plane. (Blood & Treasure 2nd Edition Monsters II) [b]Wraith Flaming:[/b] Flaming wraiths are a superior form of undead, possibly born in the depths of the Negative Energy Plane rather than being the unquiet spirits of the dead. (Blood & Treasure Monster Tome) Flaming wraiths are a form of undead born in the Negative Energy Plane. (Blood & Treasure 2nd Edition Monsters II) [b]Wraith Time:[/b] Time wraiths are the echoes of people who died while on the Astral Plane. (Blood & Treasure 2nd Edition Monsters II) [b]Yellow Skeleton:[/b] See Skeleton Prismatic Bones Yellow. [b]Yuki-Onna, Snow Woman:[/b] Some stories depict yuki-onna as the undead spirits of women that have frozen to death. (Blood & Treasure Monster Tome) Some stories depict yuki-onna as the undead spirits of women that have frozen to death. (Blood & Treasure 2nd Edition Monsters II) [b]Zombie:[/b] Zombies are corpses reanimated through black magic. (Blood & Treasure Complete) Creatures killed by a mohrg rise in 1d4 days as zombies under the mohrg’s control. (Blood & Treasure Complete) Almost any flesh and blood creature can be turned into a “zombie”. (Blood & Treasure Complete) Zombies are corpses reanimated with black magic. (Blood & Treasure 2nd Edition Monsters) Creatures killed by a mohrg rise in 1d4 days as zombies under the mohrg’s control. (Blood & Treasure 2nd Edition Monsters) When the umibōzu constricts a creature, it inflicts one level of energy damage. Creatures that die from this attack rise as zombies under the control of the umibōzu. (Blood & Treasure Monster Tome) Creatures that have all of their life energy drained by a hellequin rise immediately as zombies under the control of the hellequin that created it. (Blood & Treasure 2nd Edition Monsters II) When the umibōzu constricts a creature, it inflicts one level of energy damage. Creatures that die from this attack rise as zombies under the control of the umibōzu. (Blood & Treasure 2nd Edition Monsters II) [i]Animate Dead[/i] spell. (Blood & Treasure Complete) [b]Zombie Cicatrix, Scabrous Cadaver:[/b] Cicatrix zombies are not only raised by magic-users and clerics using their dark, unwholesome powers, but also steeped in a concoction of bitter herbs, bodily humors (bile features prominently), and rare unguents to gain their powers. These ingredients must be placed in a copper cauldron, the zombie placed within, the cauldron sealed with wax and then left to steep in a cool place untouched by the sun for one month. (Blood & Treasure Monster Tome) Cicatrix zombies are not only raised by magic-users and clerics using their dark, unwholesome powers, but also steeped in a concoction of bitter herbs, bodily humors (bile features prominently) and rare unguents to gain their powers. These ingredients must be placed in a copper cauldron with the zombie, the cauldron sealed with wax and then left to steep in a cool place untouched by the sun for one month. This process not only gives them their regenerative abilities, but always generates zombies with maximum hit points. (Blood & Treasure 2nd Edition Monsters II) [/spoiler] Blood & Treasure Books[spoiler] [URL=http://www.drivethrurpg.com/product/124972/Blood--Treasure-Complete?affiliate_id=17596]Blood & Treasure Complete[/URL][spoiler] [b]Undead:[/b] The undead category includes corpses re‐animated by dark magic and the spirits of deceased creatures that still haunt the world. [b]Allip:[/b] Allips are the spectral remains of people driven to suicide by madness. [b]Bodak:[/b] Bodaks are the undead remnants of humanoids that have been destroyed by the touch of absolute evil. A bodak has a death gaze with a range of 30 feet. Those who meet the monster’s gaze must pass a Fortitude saving throw or die. Such victims rise as bodaks 24 hours later. [b]Demilich:[/b] A demilich is the crumbling remains of a lich that has grown so ancient even its foul magic could no longer hold it together. [b]Devourer:[/b] [i]Create Greater Undead[/i] spell, 20th caster level or higher. [b]Draug:[/b] Draugs are the vengeful spirits of sea captains who died at sea. [b]Ghast:[/b] [i]Create Undead[/i] spell, 12th to 14th caster level. [b]Ghost:[/b] Ghosts are the spectral remnants of intelligent beings that, for one reason or another, cannot rest easily in their graves. [b]Ghoul:[/b] [i]Create Undead[/i] spell, 11th or lower caster level. [b]Groaning Spirit Banshee:[/b] The groaning spirit is the malevolent spirit of a female elf that is found haunting swamps, fens, moors, and other desolate places. [b]Lich:[/b] A lich is an undead magic‐user or sorcerer who has used its magical powers to unnaturally extend its life. [b]Mohrg:[/b] Mohrgs are the animated corpses of mass murderers or similar villains who died without atoning for their crimes. [i]Create Undead[/i] spell, 20th caster level or higher. [b]Mummy:[/b] Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten. [i]Create Undead[/i] spell, 18th to 19th caster level. [b]Mummy Jade:[/b] Jade mummies are found in cultures inspired by China. They are mummified humans who are steeped in mercury and clad in suits made of jade (worth 200 gp, but dangerous due to mercury contamination). [b]Nightshade:[/b] Nightshades are powerful undead composed of equal parts darkness and absolute, palpable evil. [b]Nightcrawler:[/b] ? [b]Nightwalker:[/b] ? [b]Nightwing:[/b] ? [b]Shadow:[/b] Shadows are the animated souls of wicked people. A creature reduced to strength 0 by a shadow dies and rises as a shadow under its killer’s control within 1d4 rounds. [i]Create Greater Undead[/i] spell, 15th or lower caster level. [b]Shadow Greater:[/b] ? [b]Shape of Fire:[/b] A shape of fire is the undead remains of a powerful spell caster that was burned at the stake. [b]Skeleton:[/b] Skeletons are the animated bones of animals, humanoids or giants. Almost any creature can be turned into a “skeleton”. [i]Animate Dead[/i] spell. [b]Skeleton Warrior:[/b] The skeleton warrior is a lich‐like undead that was once a powerful warrior of at least 9th level. Legend says that the skeleton warriors were forced into their undead state by a powerful demon prince who trapped each of their souls in a golden circlet. [b]Spectre:[/b] Any humanoid slain by a spectre becomes a spectre in 1d4 rounds. [i]Create Greater Undead[/i] spell, 18th to 19th caster level. [b]Vampire:[/b] A humanoid or monstrous humanoid slain by a vampire’s blood drain or energy drain rises as a vampire 1d4 days after burial. [b]Wight:[/b] Any humanoid slain by a wight becomes a wight in 1d4 rounds. [b]Wraith:[/b] Wraiths are incorporeal creatures born of evil and darkness. Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. [i]Create Greater Undead[/i] spell, 16th to 17th caster level. [b]Zombie:[/b] Zombies are corpses reanimated through black magic. Creatures killed by a mohrg rise in 1d4 days as zombies under the mohrg’s control. Almost any flesh and blood creature can be turned into a “zombie”. [i]Animate Dead[/i] spell. ANIMATE DEAD Level: Cleric 3 (Chaotic), Magic‐User 4 Range: Touch Duration: Instantaneous This spell creates 1d6 skeletons (from bones) or zombies (from corpses) under the command of the spell caster. They remain animated until they are destroyed. A destroyed skeleton or zombie can’t be animated again. No matter how many times you use the spell you can control only 4 HD worth of undead per caster level. If you are a cleric, any undead you might command by virtue of your power to command undead do not count toward the limit. CREATE UNDEAD Level: Cleric 6 (Chaotic), Magic‐User 6 Range: Close (30 ft.) Duration: Instantaneous Material Components: See text A more potent spell than animate dead, this evil spell allows you to create more powerful undead: Ghouls, ghasts, mummies, and mohrgs. The types of undead you can create is based on your caster level, as shown on the table below. CASTER LEVEL UNDEAD CREATED 11th or lower Ghoul 12th–14th Ghast 18th–19th Mummy 20th or higher Mohrg You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms. This spell must be cast at night. It requires a clay pot filled with grave dirt and another filled with brackish water. The spell must be cast on a dead body. You must place a black onyx gem worth at least 50 gp per HD of the undead to be created into the mouth or eye socket of each corpse. The magic of the spell turns these gems into worthless shells. CREATE GREATER UNDEAD Level: Cleric 8 (Chaotic), Magic‐User 8 Range: Close (30 ft.) Duration: Instantaneous This spell functions like create undead, except that you can create more powerful and intelligent sorts of undead: Shadows, wraiths, spectres and devourers. The type or types of undead you can create is based on your caster level, as shown on the table below. CASTER LEVEL UNDEAD CREATED 15th or lower Shadow 16th–17th Wraith 18th–19th Spectre 20th or higher Devourer [/spoiler] [URL=http://www.drivethrurpg.com/product/193960/Blood--Treasure-2nd-Edition-Monsters?affiliate_id=17596]Blood & Treasure 2nd Edition Monsters[/URL][spoiler] [b]Undead:[/b] The undead category includes corpses re-animated to a semblance of life by magic and the spirits of deceased creatures that still haunt the world. [b]Allip:[/b] Allips are the undead remains of people driven to suicide by madness. [b]Bodak:[/b] Bodaks are the remnants of humanoids that died in the netherworld. A bodak has a death gaze with a range of 30′. Those who meet the monster’s gaze must pass a saving throw or die. These victims rise as bodaks 24 hours later. [b]Caller in Darkness:[/b] A caller in darkness is composed of the minds of dozens of people that died together in terror. [b]Crawling Claw:[/b] Crawling claws are animated hands created by ancient rituals. [b]Devourer:[/b] ? [b]Draug:[/b] Draugs are the vengeful spirits of sea captains who died at sea. [b]Ghast:[/b] ? [b]Ghost:[/b] Ghosts are the spectral remnants of intelligent beings that, for one reason or another, cannot rest easily in their graves. [b]Ghoul:[/b] ? [b]Ghoul Lacedon, Aquatic Ghoul:[/b] ? [b]Groaning Spirit, Banshee:[/b] The groaning spirit, or banshee, is the vengeful spirit of a female elf. [b]Lich:[/b] A lich is an undead magic-user or sorcerer who has used its magical powers to unnaturally extend its life. [b]Demilich:[/b] A demilich is the crumbling remains of a lich that has grown so ancient even its foul magic could no longer hold it together. [b]Mohrg:[/b] Mohrgs are the animated corpses of mass murderers who died without atoning for their crimes. [b]Mummy:[/b] Mummies are corpses animated through the auspices of dark desert gods best forgotten. [b]Mummy Jade:[/b] They are mummified humans who are steeped in mercury and clad in suits made of jade (worth 200 gp, but dangerous due to mercury contamination). [b]Nightshade:[/b] Nightshades are powerful undead composed of equal parts darkness and entropy. They are natives of the Negative Energy Plane, perhaps pieces of that plane given sentience and animation, for night-shades, whatever their form, have never known life. [b]Nightcrawler:[/b] ? [b]Nightwalker:[/b] ? [b]Nightwing:[/b] ? [b]Shadow:[/b] A creature reduced to 0 strength by a shadow dies and rises as a shadow under its killer’s control in 1d4 rounds. [b]Shadow Greater:[/b] ? [b]Shape of Fire:[/b] A shape of fire is the undead remains of a powerful spell caster that was burned at the stake. [b]Skeleton:[/b] Skeletons are the animated bones of animals, humanoids or giants. [b]Skeleton Warrior:[/b] The skeleton warrior is a lich-like undead that was a warlord in life. Legend says that they were forced into their undead state by a demon prince who trapped each of their souls in a golden circlet. [b]Spectre:[/b] Any humanoid slain by a spectre becomes a spectre in 1d4 rounds. [b]Vampire:[/b] A humanoid or monster slain by a vampire’s blood drain or energy drain rises as a vampire 1d4 days after burial. [b]Wight:[/b] Any humanoid slain in this way by a wight becomes a wight in 1d4 rounds. [b]Wraith:[/b] Wraiths are incorporeal creatures born of evil and darkness. Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. [b]Zombie:[/b] Zombies are corpses reanimated with black magic. Creatures killed by a mohrg rise in 1d4 days as zombies under the mohrg’s control. [b]Spectral Dragon:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/140551/Blood--Treasure-Monster-Tome?affiliate_id=17596]Blood & Treasure Monster Tome[/URL][spoiler] [b]Amputator:[/b] An amputator is a manufactured undead monster formed from the body of a gorilla or other suitably large primate. These gorilla corpses are usually shaved and covered with mystic sigils and runes. The gorilla’s hands are removed and replaced with metal pincers Amputators are an advanced form of undead, created by the lords among necromancers. [b]Asanbosam:[/b] ? [b]Vampire Goddess:[/b] ? [b]Barbed Woman, Harionago:[/b] ? [b]Belle Dame Sans Merci:[/b] They can be created by Chaotic (Evil) clerics with the help of an alchemist or slightly sinister druid to handle the poisonous fungus. [b]Bhoot:[/b] They are undead that are unable to cross over into the Land of the Dead, possibly because they suffered a violent death, had unfinished business on the Material Plane or because proper funeral rituals were not followed when they were buried. A creature that loses all of its levels to a bhoot’s energy drain attacks rises as a bhoot 10 minutes later under the control of the bhoot that created it. [b]Cicatrix, Scabrous Cadaver:[/b] Cicatrix zombies are not only raised by magic-users and clerics using their dark, unwholesome powers, but also steeped in a concoction of bitter herbs, bodily humors (bile features prominently), and rare unguents to gain their powers. These ingredients must be placed in a copper cauldron, the zombie placed within, the cauldron sealed with wax and then left to steep in a cool place untouched by the sun for one month. [b]Crystal Skull:[/b] Crystal skulls possess many powerful spell abilities, though they are not undead in the manner of liches. They are created by exceptionally powerful magic-users from the bones of undead monsters like liches, essentially any undead with 8 or more HD that is not incorporeal and which has bones. These bones are ground down and worked into otherwise pure crystal, which is shaped into all the bones of a human skeleton. A hold monster spell is cast over these bones, along with create undead, daylight, all the spells that make up its spell-like abilities (see below) and, of course, a permanence spell. [b]Dragon Bones:[/b] Dragon bones are skeletons that grow from chromatic dragon teeth that have been planted in the ground. [b]Edimmu:[/b] Creatures touched by an edimmu must pass a Fortitude saving throw or suffer one level of energy damage. Creatures reduced to 0 levels or Hit Dice die, and their spirits rise as edimmu 1d4 days later. [b]Fire Freak:[/b] Fire freaks are the animated remains of pyromaniacs that died in the fires they themselves set. [b]Full-throated Screamer:[/b] Possibly the oddest of the manufactured undead, the full-throated screamer appears as three preserved heads encased in crystal spheres. The heads used to create a full-throated screamer must have belonged to a fishwife, politician and braggart in life. They must be harvested from freshly dead bodies, and then teleported into the pre-prepared crystal spheres. Before teleporting, each head has a wax seal stamped with a rune (per a scroll of animate dead) placed on its tongue. One the heads are inside their spheres, one must cast the following spells over them: Telepathic bond, fly, sound burst and permanency. [b]Grim:[/b] ? [b]Haunted Armor:[/b] When a warrior dies with his armor on, fighting to the end, his spirit often hesitates to leave its last post. When this happens, the spirit animates the armor and continues doing what it did in life. Haunted armor is a close kin to poltergeists – undead spirits that have opted out of the afterlife for a career in mischief. [b]Poltergeist:[/b] Haunted armor is a close kin to poltergeists – undead spirits that have opted out of the afterlife for a career in mischief. [b]Haunted Jazzeraint:[/b] ? [b]Haunted Maile:[/b] ? [b]Haunted O-Yoroi:[/b] ? [b]Haunted Gothic Plate:[/b] ? [b]Headless Horseman:[/b] They are the souls of horsemen who have perished in battle and now seek vengeance on the living. [b]Hideous Hurler:[/b] Hurlers are one of many interesting variations on the normal skeleton that necromancers have created over the centuries. [b]Holy Bones:[/b] Holy bones are the animated remains of Lawful (Good) clerics. In effect, they are “living” reliquaries that are often sealed in platemail and armed with a heavy mace or other clerical weapon. They are self-created undead, infused with life beyond death by their deities only after extended prayer and supplication. Holy bones are formed from high priests that desire to protect their flock and their brethren for all times, sacrificing a place in Heaven to remain on the Material Plane. [b]Jiang Shi, Hopping Vampire:[/b] ? [b]Jolly Roger:[/b] Jolly rogers are pirates whose avarice was so great that it animated them beyond death. [b]Jolly Roger Captain:[/b] ? [b]Draug:[/b] ? [b]Jolly Roger Mate:[/b] ? [b]Black Bones:[/b] Black bones are the animated remains of skilled assassins. The black bones are created by only the clerics of deities of murder and mayhem. [b]Bronze Bones:[/b] Bronze bones are skeletons that are covered in a coating of metal Bronze when they are created. [b]Bronze Bones Bronze:[/b] ? [b]Bronze Bones Steel:[/b] ? [b]Bronze Bones Lead:[/b] ? [b]Bronze Bones Mithral:[/b] ? [b]Bronze Bones Admantine:[/b] ? [b]Dry Bones:[/b] Dry bones are animated skeletons capable of drawing the moisture out of the surrounding environment, including from living bodies. [b]Funny Bones:[/b] Super-Skeletons can only be divided into funny bones by scoring at least 8 points of damage. [b]Demi-Skeleton:[/b] When struck for 4 or more points of damage by a physical attack from a bludgeoning weapon or force effect, funny bones separate into two demi-skeletons, each with 5 hit dice, a single attack and a movement rate of 20. [b]Bone Pile:[/b] When struck for 4 or more points of damage by a physical attack from a bludgeoning weapon or force effect, funny bones separate into two demi-skeletons, each with 5 hit dice, a single attack and a movement rate of 20. These demi-skeletons can also be divided into bone piles with 2 hit dice, no attacks, and a movement rate of 10. [b]Super-Skeleton:[/b] If 3 demi-skeletons or 6 bone piles manage to come together, or a full funny bones and a single demi-skeleton or 2 bone piles comes together, they can form a creature with 15 hit dice, four attacks and a movement rate of 40. Mega-skeletons can only be divided into super skeletons by scoring at least 16 points of damage. [b]Mega-Skeleton:[/b] Two of these super-skeletons can join together to form a 20 hit dice mega-skeleton with six attacks. [b]Lazy Bones:[/b] ? [b]Prismatic Bones:[/b] Prismatic bones are a form of animated skeleton employed by arch-necromancers to guard their holdings. If any prismatic bones, in any color, are struck by electricity damage they split into two identical skeletons, each with half the hit points of the original. [b]Prismatic Bones White:[/b] If any prismatic bones, in any color, are struck by electricity damage they split into two identical skeletons, each with half the hit points of the original. [b]Prismatic Bones Orange:[/b] If a prismatic bones is struck for at least 4 points of damage from a bludgeoning weapon or at least 5 points of damage from a slashing weapon, there is an explosion of light (per the flare spell) and the white skeleton is replaced by three skeletons, one orange, one green and one purple. If any prismatic bones, in any color, are struck by electricity damage they split into two identical skeletons, each with half the hit points of the original. [b]Prismatic Bones Green:[/b] If a prismatic bones is struck for at least 4 points of damage from a bludgeoning weapon or at least 5 points of damage from a slashing weapon, there is an explosion of light (per the flare spell) and the white skeleton is replaced by three skeletons, one orange, one green and one purple. If any prismatic bones, in any color, are struck by electricity damage they split into two identical skeletons, each with half the hit points of the original. [b]Prismatic Bones Purple:[/b] If a prismatic bones is struck for at least 4 points of damage from a bludgeoning weapon or at least 5 points of damage from a slashing weapon, there is an explosion of light (per the flare spell) and the white skeleton is replaced by three skeletons, one orange, one green and one purple. If any prismatic bones, in any color, are struck by electricity damage they split into two identical skeletons, each with half the hit points of the original. [b]Prismatic Bones Red:[/b] These colorful skeletons can themselves be split if struck by a bludgeoning weapon for 3 or more points of damage or slashing weapons for 4 or more points of damage. Orange skeletons split into red and yellow skeletons, green into blue and yellow and purple in blue and red. If any prismatic bones, in any color, are struck by electricity damage they split into two identical skeletons, each with half the hit points of the original. [b]Prismatic Bones Yellow:[/b] These colorful skeletons can themselves be split if struck by a bludgeoning weapon for 3 or more points of damage or slashing weapons for 4 or more points of damage. Orange skeletons split into red and yellow skeletons, green into blue and yellow and purple in blue and red. If any prismatic bones, in any color, are struck by electricity damage they split into two identical skeletons, each with half the hit points of the original. [b]Prismatic Bones Blue:[/b] These colorful skeletons can themselves be split if struck by a bludgeoning weapon for 3 or more points of damage or slashing weapons for 4 or more points of damage. Orange skeletons split into red and yellow skeletons, green into blue and yellow and purple in blue and red. If any prismatic bones, in any color, are struck by electricity damage they split into two identical skeletons, each with half the hit points of the original. [b]Sawbones:[/b] Sawbones are animated skeletons that have had cleavers grafted to the right arms and serrated blades attached to their left arms, in both cases replacing their hands. [b]Starving Skeleton, Gashadokuo:[/b] They are as much ghost as skeleton, something like physical projections of starving spirits. Starving skeletons are created from the bones of people that have starved to death. [b]Swarm of Hands:[/b] A swarm of hands is created by a necromancer by burying or sinking numerous amputated arms (often from failed test subjects; waste not want not is the motto of most necromancers) in unholy ground and then casting permanency and animate dead over the ground while sprinkling it with unholy water. [b]Varnaby the Vain:[/b] ? [b]Umibozo, Sea Bonze:[/b] Umibōzu, or sea bonzes, are the anguished souls of drowned priests. [b]Vampire Slavic:[/b] Slavic folklore suggests multiple ways that a person can become a vampire. These include being a magic-user, being chaotic or evil, dying an unnatural or untimely death, excommunication, improper burial, having an animal jump or a bird fly over your corpse or your empty grave, being born with a caul, teeth or a tail, or being conceived on certain days. Several items on the list suggest that virtually every fantasy adventurer is destined to rise as a vampire after they have been killed. Excellent! [b]Vampire Slavic Shadow:[/b] The process of becoming a true vampire takes time. For the first 40 days of the vampire’s existence, it is a mere shadow that drains levels with its incorporeal touch. For five years the Yolgois fought the Starvaks in valleys and mountain passes until the Starvaks, the warriors of the holy church bolstering their ranks, finally overcame their foes. The castle of the Yolgois was put to the torch, with the entire family inside. Not even a single retainer was left alive to bury them. The Yolgois were thoroughly evil, and their rotting corpses are now in the process of becoming vampires. The ruins of the castle are haunted by shadows, and the dungeons are crawling with jellies. [b]Vampire Slavic Jelly:[/b] The process of becoming a true vampire takes time. For the first 40 days of the vampire’s existence, it is a mere shadow that drains levels with its incorporeal touch. As it consumes energy, it becomes more solid and forms a soft, jelly-like body. For five years the Yolgois fought the Starvaks in valleys and mountain passes until the Starvaks, the warriors of the holy church bolstering their ranks, finally overcame their foes. The castle of the Yolgois was put to the torch, with the entire family inside. Not even a single retainer was left alive to bury them. The Yolgois were thoroughly evil, and their rotting corpses are now in the process of becoming vampires. The ruins of the castle are haunted by shadows, and the dungeons are crawling with jellies. [b]Vampire Slavic Kukudhi:[/b] After 30 years in its humanoid form, a vampire reaches its perfect form, called a kukudhi. For five years the Yolgois fought the Starvaks in valleys and mountain passes until the Starvaks, the warriors of the holy church bolstering their ranks, finally overcame their foes. The castle of the Yolgois was put to the torch, with the entire family inside. Not even a single retainer was left alive to bury them. The Yolgois were thoroughly evil, and their rotting corpses are now in the process of becoming vampires. The ruins of the castle are haunted by shadows, and the dungeons are crawling with jellies. The family crypt has become a sort of throne room for the eldest of the Yolgois, who are now Kukudhi. [b]Kuzlac:[/b] ? [b]Pijavica, Drinker:[/b] The pijavica, or “drinker”, of Croatia, Slovenia, Slovakia and the Czech Republic, are sinful men and women that return from the grave as powerful killers. [b]Vampiric Tool:[/b] Folklore also holds that tools and weapons left outside under a full moon become vampiric. [b]Vampiric Weapon:[/b] Folklore also holds that tools and weapons left outside under a full moon become vampiric. [b]Vampiric Watermelon:[/b] Watermelons and pumpkins kept more than 10 days after Christmas (or the fantasy equivalent in your campaign) also become vampires. [b]Vampiric Pumpkin:[/b] Watermelons and pumpkins kept more than 10 days after Christmas (or the fantasy equivalent in your campaign) also become vampires. [b]Varkolak:[/b] The varkolak of Bulgaria is formed when a bandit dies in the wilderness and is not buried. After 40 days, his black, swollen corpse rises as a black-skinned cyclops. The bandit chief was struck by several arrows, but managed to escape, eventually dying in a small cave. It is now a varkolak, and it has planned a terrible vengeance on the Count. [b]Winged Death, Baykok, Pakpak:[/b] Winged deaths are called baykok, or pakpak, in the folklore of the Ojibway nation of North America. They carry longbows, and are commonly found in the armies of necromancers. Unlike common skeletons and zombies, they are intelligent and thoroughly evil. Unlike skeletons and zombies, they are not creatures raised from the dead, but evil spirits given material form. [b]Wraith Flaming:[/b] Flaming wraiths are a superior form of undead, possibly born in the depths of the Negative Energy Plane rather than being the unquiet spirits of the dead. [b]Yuki-Onna, Snow Woman:[/b] Some stories depict yuki-onna as the undead spirits of women that have frozen to death. [b]Undead:[/b] The undead category includes corpses re-animated by dark magic and the spirits of deceased creatures that still haunt the world. [b]Ghoul:[/b] ? [b]Ghast:[/b] ? [b]Skeleton:[/b] ? [b]Vampire:[/b] In its ooze form, the slavic vampire continues its depredations, eventually forming a solid, humanoid body like the one it had in life. [b]Wight:[/b] The varkolak’s bite attack in either cyclops or worg form deals one level of energy damage. Creatures that die from this energy damage rise as wights one day later under the control of the varkolak that created them. The varolak has turned two traders into wights, and has gathered twelve goblin worg riders to its banner. [b]Wraith:[/b] Any humanoid slain by a flaming wraith rises as a normal wraith in 1d6 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. [b]Zombie:[/b] When the umibōzu constricts a creature, it inflicts one level of energy damage. Creatures that die from this attack rise as zombies under the control of the umibōzu.[/spoiler] [URL=https://www.drivethrurpg.com/product/253339/Blood--Treasure-2nd-Edition-Monsters-II?affiliate_id=17596]Blood & Treasure 2nd Edition Monsters II[/URL][spoiler] [b]Undead:[/b] The undead category includes corpses re-animated to a semblance of life by magic and the spirits of deceased creatures that still haunt the world. [b]Amputator:[/b] An amputator is a manufactured undead monster formed from the body of a gorilla or other suitably large primate. These corpses are shaved and covered with mystic sigils and runes. The gorilla’s hands are removed and replaced with metal pincers. [b]Asanbosam:[/b] ? [b]Axe Bear:[/b] Axe bears are necromantic perversions. They are reanimated bear corpses that have had their front paws replaced with axe heads. [b]Barbed Woman, Harionago:[/b] ? [b]Belle Dame sans Merci:[/b] ? [b]Bhoot:[/b] Bhoots are unable to cross into the Land of the Dead because they suffered a violent death, had unfinished business on the Material Plane or because proper funeral rites were not followed when they were buried. A creature that loses all of its levels to a bhoot’s energy drain rises as a bhoot 10 minutes later under the control of the bhoot that created it. [b]Black Door:[/b] ? [b]Busaw:[/b] A busaw can create an illusion that makes a corpse look like a roasting pig. Anyone they tempt into eating this swine must pass a saving throw or turn into a busaw. [b]Cicatrix, Scabrous Cadaver:[/b] Cicatrix zombies are not only raised by magic-users and clerics using their dark, unwholesome powers, but also steeped in a concoction of bitter herbs, bodily humors (bile features prominently) and rare unguents to gain their powers. These ingredients must be placed in a copper cauldron with the zombie, the cauldron sealed with wax and then left to steep in a cool place untouched by the sun for one month. This process not only gives them their regenerative abilities, but always generates zombies with maximum hit points. [b]Crystal Skull:[/b] they are created by exceptionally powerful magic-users from the bones of undead monsters with 8 or more HD that are not incorporeal (and, of course, which have bones). The bones are ground down, worked into ground crystal, and then shaped into a skeleton. Hold monster, create undead, daylight and permanence are cast over the bones. [b]Dead Eyes:[/b] ? [b]Dragon Bones:[/b] Dragon bones are skeletons grown from chromatic dragon teeth that have been planted in the ground. [b]Edimmu:[/b] Creatures reduced to 0 levels or Hit Dice from an Edimmu's attack die and their spirits rise as edimmu 1d4 days later. [b]Fire Freak:[/b] Fire freaks are the animated remains of pyromaniacs that died in the fires they set. [b]Full-Throated Screamer:[/b] Possibly the oddest of the manufactured undead, the full-throated screamer appears as three preserved heads encased in crystal spheres. The heads used to create a full-throated screamer must have belonged to a fishwife, politician and braggart in life. They must be harvested from freshly deceased bodies, and then teleported into the pre-prepared crystal spheres. Before teleporting, each head has a wax seal stamped with a rune (per a scroll of animate dead) placed on its tongue. Once the heads are inside their spheres, the creator must cast the following spells over them: Telepathic bond, fly, sound burst and permanency. [b]Grim:[/b] ? [b]Haunted Armor:[/b] When a warrior dies with his armor on, fighting to the end, his spirit hesitates to leave its post. The spirit animates the warrior’s armor and continues doing what it did in life. [b]Poltergeist:[/b] Haunted armor is close kin to poltergeists – undead spirits that have opted out of the afterlife for a career in mischief on the material plane. [b]Haunted Scale Mail:[/b] ? [b]Haunted Chain Mail:[/b] ? [b]Haunted O-Yoroi:[/b] ? [b]Haunted Plate Armor:[/b] ? [b]Headless Horseman:[/b] They are the souls of horsemen who have died in battle and now seek vengeance. [b]Hellequin:[/b] ? [b]Zombie:[/b] Creatures that have all of their life energy drained by a hellequin rise immediately as zombies under the control of the hellequin that created it. When the umibōzu constricts a creature, it inflicts one level of energy damage. Creatures that die from this attack rise as zombies under the control of the umibōzu. [b]Hideous Hurler:[/b] ? [b]Jiang Shi, Hopping Vampire:[/b] ? [b]Jolly Roger:[/b] In life, they were pirates whose avarice was so all-consuming that it animated them beyond death. [b]Revenant:[/b] The revenant is an animated corpse that has returned from the grave to terrorize the living. The name comes from the French word for “returning”. Revenants were always wicked people in life. [b]Rusalka:[/b] Rusalkas are angry undead spirits of women that were drowned in rivers. [b]Skeleton:[/b] All creatures engaged in melee combat with a bone‐spur must pass a saving throw each round or be slashed for 1d4 points of damage. If 4 points of damage are scored in a single round, a barb detaches from the bone‐spur and becomes caught in the victim's flesh or clothing. The next round, the barb grows into a full‐sized skeleton (with normal skeleton stats). [b]Black Bones:[/b] Black bones are the animated remains of assassins. [b]Blazing Bones:[/b] They are constructed with a core of antimony in their bones, making them expensive to make. [b]Bone Chiller:[/b] The bone chiller can only be created from the bones of a person that has frozen to death. The bones must be soaked in a solution of freezing water from one new moon to another, with an energy missile (cold) cast into the water each day. After one month, the water must be frozen into a solid block. The skeleton is then chipped out while the necromancer casts animate dead on it. [b]Bone Spur:[/b] Bone spurs are skeletons animated from the bones of ogres and hill giants. The process of creating a bone-spur involves expensive herbs and oils and the spike growth spell. [b]Bronze Bones:[/b] Bronze bones are skeletons covered in metal. [b]Adamantine Bones:[/b] ? [b]Lead Bones:[/b] ? [b]Mithral Bones:[/b] ? [b]Steel Bones:[/b] ? [b]Dry Bones:[/b] ? [b]Funny Bones:[/b] Super skeletons can only be divided back into funny bones by scoring at least 6 points of damage to them. [b]Bone Pile:[/b] When struck for 4 or more points of damage by a bludgeoning weapon or force effect, the funny bones separates into two demi‐skeletons. These demi‐skeletons can be further divided into bone piles. [b]Demi-Skeleton:[/b] When struck for 4 or more points of damage by a bludgeoning weapon or force effect, the funny bones separates into two demi‐skeletons. [b]Super Skeleton:[/b] Demi‐skeletons and bone piles can reassemble by touching one another. If 3 demi‐skeletons or 6 bone piles come together, or a full funny bones and a single demi‐skeleton or 2 bone piles comes together, they can form a super skeleton. Mega‐skeletons can only be divided into super skeletons by inflicting at least 12 points of damage. [b]Mega-Skeleton:[/b] Two super-skeletons can form a mega‐skeleton. [b]Holy Bones:[/b] Holy bones are self-created undead, infused with life beyond death after extended prayer and supplication. They are created from high priests that desire to protect their flock and their brethren for all times, sacrificing a place in Heaven to remain on the Material Plane. [b]Lazy Bones:[/b] ? [b]Prismatic Bones:[/b] Prismatic bones are animated skeletons employed by arch-necromancers to guard their holdings. If a prismatic bones of any color is struck by electricity, it splits into two identical skeletons, each with half the hit points of the original. [b]Prismatic Bones White:[/b] ? [b]Prismatic Bones Green:[/b] If a prismatic bones is struck for at least 4 points of damage, there is a puff of smoke and the white skeleton is replaced by three new skeletons, one colored orange, one colored green and the third colored purple. [b]Prismatic Bones Orange:[/b] If a prismatic bones is struck for at least 4 points of damage, there is a puff of smoke and the white skeleton is replaced by three new skeletons, one colored orange, one colored green and the third colored purple. [b]Prismatic Bones Purple:[/b] If a prismatic bones is struck for at least 4 points of damage, there is a puff of smoke and the white skeleton is replaced by three new skeletons, one colored orange, one colored green and the third colored purple. [b]Prismatic Bones Blue:[/b] These colorful skeletons can themselves be split if struck by a weapon for 3 or more points of damage. Orange skeletons split into red and yellow skeletons, green into blue and yellow and purple in blue and red. [b]Prismatic Bones Red:[/b] These colorful skeletons can themselves be split if struck by a weapon for 3 or more points of damage. Orange skeletons split into red and yellow skeletons, green into blue and yellow and purple in blue and red. [b]Prismatic Bones Yellow:[/b] These colorful skeletons can themselves be split if struck by a weapon for 3 or more points of damage. Orange skeletons split into red and yellow skeletons, green into blue and yellow and purple in blue and red. [b]Sawbones:[/b] Sawbones are animated skeletons with cleavers grafted to their right arm and serrated blades to their left. [b]Starving Skeleton:[/b] Starving skeletons are created from the bones of people that have starved to death. They are 15′ tall skeletons with a terrible hunger for human flesh. Starving skeletons are as much ghosts as skeletons, being physical projections of starving spirits. [b]Sluagh:[/b] ? [b]Swarm of Hands:[/b] A swarm of hands is created by a necromancer by burying or sinking numerous amputated arms in unholy ground and then casting permanency and animate dead over the ground while sprinkling it with unholy water. [b]Umibozu, Sea Bonze:[/b] Umibōzu, or sea bonzes, are the anguished souls of drowned priests. [b]Vampire Slavic:[/b] ? [b]Vampire Slavic Shadow:[/b] ? [b]Vampire Slavic Jelly:[/b] For the first 40 days of a Slavic vampire’s existence it is a shadow that drains levels with its incorporeal touch. As it consumes life energy, the vampire becomes more solid, forming a soft, jelly-like body. [b]Slavic Vampire Humanoid:[/b] In its ooze form, the vampire continues its depredations, eventually forming a solid, humanoid body like the one it had in life. [b]Vampire Slavic Kukudhi:[/b] After 30 years in its humanoid form, a slavic vampire reaches its perfect form, called a kukudhi. [b]Kuzlac:[/b] ? [b]Pijavica:[/b] The pijavica of Croatia, Slovenia, Slovakia and the Czech Republic are sinful men and women that return from the grave as powerful killers. [b]Vampire:[/b] Watermelons and pumpkins kept more than 10 days after Christmas (or the equivalent in your campaign) also become vampires. [b]Varkolak:[/b] A varkolak is formed when a bandit dies in the wilderness and does not receive a burial. After 40 days his black, swollen corpse rises as a varkolak. [b]Wight:[/b] Once per day, a varkolak can transform into a worg and back again. The monster’s bite attack in either form deals one level of energy damage. Creatures that die from this energy damage rise as wights one day later under the control of the varkolak that created them. [b]Vector:[/b] A vector is an undead wizard who died in a teleportation accident. [b]Winged Death:[/b] ? [b]Wraith:[/b] A humanoid slain by a flaming wraith rises as a normal wraith in 1d6 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. [b]Earth Wraith:[/b] They may be the restless spirits of deceased earth elemental creatures or of humanoids that died on an earth elemental plane. [b]Flaming Wraith:[/b] Flaming wraiths are a form of undead born in the Negative Energy Plane. [b]Time Wraith:[/b] Time wraiths are the echoes of people who died while on the Astral Plane. [b]Yuki-Onna, Snow Woman:[/b] Some stories depict yuki-onna as the undead spirits of women that have frozen to death.[/spoiler] [/spoiler] [/spoiler] Blueholme[spoiler] Cumulative Blueholme[spoiler] [b]Undead:[/b] The undead are beings that somehow retain an animating life force after death. (BLUEHOLME Journeymanne Rules) [b]Animated Mosaic Carnosaur Skeleton:[/b] ? [b]Animated Mosaic Lesser Skeleton:[/b] ? [b]Arm Skeletal:[/b] See Skeletal Arm. [b]Bonkers:[/b] See Undead Monkey, Bonkers. [b]Boy Grazing:[/b] See Grazing Boy. [b]Corpo-Seco:[/b] See Dry-Body, Corpo-Seco. [b]Dry-Body, Corpo-Seco:[/b] Also known as Corpo-Seco, Dry-Body was a wicked man in life, a brute who even beat his own mother. When he died, the earth itself rejected his body, and he turned into an evil creature that lurks in the trunks of trees. (Criaturas Lendárias: Mythical Creatures of Brazilian Folklore) [b]Elephant Mummy:[/b] See Mummy Elephant. [b]Ghost:[/b] There is also a ghost here, the phantom of a drunkard who resided with the necromancer in Law's End. (The Necropolis of Nuromen) [i]Pass Through Fire[/i] spell. (Cult of Diana: The Amazon Witch for Basic Era Games) [b]Grazing Boy:[/b] A slave boy who died a hideous death, whipped unconscious and thrown into an ants’ nest, as punishment for letting his owner’s horses escape. He returns to earth as a spirit and helps people who are looking for lost things. (Criaturas Lendárias: Mythical Creatures of Brazilian Folklore) [b]Greater Skeleton:[/b] See Skeleton Greater. [b]Hero Skeleton:[/b] See Skeleton Hero. [b]Lesser Skeleton:[/b] See Skeleton Lesser. [b]Lich:[/b] A lich is an undead spell caster, usually a magic-user but sometimes a cleric, who has used magical powers to unnaturally extend existence beyond death. (BLUEHOLME Journeymanne Rules) [i]Undeath[/i] spell, caster level 20. (BLUEHOLME Journeymanne Rules) [b]Mircalla:[/b] See Vampire, Mircalla. [b]Monkey Undead:[/b] See Undead Monkey. [b]Mosaic Animated:[/b] See Animated Mosaic. [b]Mosaic Spectre:[/b] See Spectre Mosaic. [b]Mummy:[/b] Mummies are preserved undead corpses animated through the auspices of dark gods. (BLUEHOLME Journeymanne Rules) [b]Mummy Elephant:[/b] ? [b]Nuromen:[/b] See Wraith, Nuromen. [b]Revenant:[/b] Revenant Charm magic item. (The Return of the Blue Baron) [b]Skeletal Arm:[/b] ? [b]Skeleton:[/b] Skeletons are the undead animated bones of dead humans, mindless automatons that obey the orders of their evil masters. (BLUEHOLME Journeymanne Rules) All four skeletons will come to life – they have been turned into undead by the curse of Nuromen. (The Necropolis of Nuromen) If the skull is moved in any way, a sparkling red cloud shoots from the nasal passage, and everyone in the room must save vs. poison or choke to death in 1d3 rounds - and then reanimate as zombies. This necromantic toxin is the Breath of Orcus, which reanimates any corpse as zombies or skeletons. (The Return of the Blue Baron) [i]Animate Dead[/i] spell. (BLUEHOLME Journeymanne Rules) [b]Skeleton Greater:[/b] ? [b]Skeleton Hero:[/b] ? [b]Skeleton Lesser:[/b] ? [b]Slime Vampire:[/b] See Vampire Slime. [b]Spectre:[/b] Any humanoid being slain by a spectre becomes a spectre under the command of its killer. (Blueholme Prentice Rules) Any humanoid slain by a spectre becomes a spectre under the command of the spectre that spawned it. (BLUEHOLME Journeymanne Rules) [i]Undeath[/i] spell, caster level 18. (BLUEHOLME Journeymanne Rules) [b]Spectre Mosaic:[/b] ? [b]Switches Witches:[/b] See Witches Switches. [b]Undead Monkey, Bonkers:[/b] A trained mandrill turned into a hateful abomination with unnatural strength and regeneration. Bonkers waits in his concealed cage amongst tarpaulin-covered crates to grab for claw damage each round, removed with a strength check. (The Return of the Blue Baron) [b]Vampire:[/b] Living creatures struck by a vampire lose two experience levels. A human drained to less than level 0 returns as a vampire spawn, enslaved until his master’s destruction. (Blueholme Prentice Rules) A human drained to less than level 0 returns as a vampire spawn, enslaved until his or her master’s destruction. (BLUEHOLME Journeymanne Rules) [i]Undeath[/i] spell, caster level 19. (BLUEHOLME Journeymanne Rules) [b]Vampire, Mircalla:[/b] ? [b]Vampire Slime:[/b] Vampire slimes are foul amorphic undead formed by an evil alchemical rite, involving a cultist who drinks a potion that violently liquidates their body, only to have their life force reanimate the miasmal puddled remains. (The Return of the Blue Baron) [b]Wight:[/b] Any human slain by a wight becomes a wight, and remains enslaved until its destruction. (Blueholme Prentice Rules) A human slain by a wight rises as a wight under the command of the killer, and remains enslaved until destroyed. (BLUEHOLME Journeymanne Rules) [i]Undeath[/i] spell, caster level 16. (BLUEHOLME Journeymanne Rules) [b]Witches Switches:[/b] It is rumored to be the collective spirits of 13 religious women deprived of novices to discipline. (The Return of the Blue Baron) [b]Wraith:[/b] Wraiths are incorporeal creatures born of evil and darkness. Living creatures hit by a wraith’s incorporeal touch attack lose 1 experience level in addition to taking damage. Any human slain by a wraith becomes a wraith under the command of its killer. (Blueholme Prentice Rules) Wraiths are incorporeal creatures born of evil and darkness. (BLUEHOLME Journeymanne Rules) Any human slain by a wraith also becomes a wraith, forever under the command of his or her killer. (BLUEHOLME Journeymanne Rules) [i]Undeath[/i] spell, caster level 17. (BLUEHOLME Journeymanne Rules) [b]Wraith, Nuromen:[/b] When Nuromen himself died in the disaster that befell his demesne, his cleric laid him and his wife Zimena to rest in this sepulchre before taking his own life. (The Necropolis of Nuromen) Nuromen did not pass into the world beyond but has remained as a wraith! (The Necropolis of Nuromen) [b]Zombie:[/b] Zombies are corpses reanimated through dark and sinister magic. (BLUEHOLME Journeymanne Rules) Vampire slimes drain victims of blood and fluids, often flowing inside a dead victim to animate it as a zombie. (The Return of the Blue Baron) If the skull is moved in any way, a sparkling red cloud shoots from the nasal passage, and everyone in the room must save vs. poison or choke to death in 1d3 rounds - and then reanimate as zombies. This necromantic toxin is the Breath of Orcus, which reanimates any corpse as zombies or skeletons. (The Return of the Blue Baron) [i]Animate Dead[/i] spell. (BLUEHOLME Journeymanne Rules) [/spoiler] Blueholme Books[spoiler] [URL=http://www.drivethrurpg.com/product/109409/BLUEHOLMETM-Prentice-Rules?affiliate_id=17596]Blueholme Prentice Rules[/URL][spoiler] [b]Skeleton:[/b] ? [b]Spectre:[/b] Any humanoid being slain by a spectre becomes a spectre under the command of its killer. [b]Vampire:[/b] Living creatures struck by a vampire lose two experience levels. A human drained to less than level 0 returns as a vampire spawn, enslaved until his master’s destruction. [b]Wight:[/b] Any human slain by a wight becomes a wight, and remains enslaved until its destruction. [b]Wraith:[/b] Wraiths are incorporeal creatures born of evil and darkness. Living creatures hit by a wraith’s incorporeal touch attack lose 1 experience level in addition to taking damage. Any human slain by a wraith becomes a wraith under the command of its killer. [b]Zombie:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/208800/BLUEHOLMETM-Journeymanne-Rules?affiliate_id=17596]BLUEHOLME Journeymanne Rules[/URL][spoiler] [b]Undead:[/b] The undead are beings that somehow retain an animating life force after death. [b]Lich:[/b] A lich is an undead spell caster, usually a magic-user but sometimes a cleric, who has used magical powers to unnaturally extend existence beyond death. [i]Undeath[/i] spell, caster level 20. [b]Mummy:[/b] Mummies are preserved undead corpses animated through the auspices of dark gods. [b]Skeleton:[/b] Skeletons are the undead animated bones of dead humans, mindless automatons that obey the orders of their evil masters. [i]Animate Dead[/i] spell. [b]Lesser Skeleton:[/b] ? [b]Greater Skeleton:[/b] ? [b]Spectre:[/b] Any humanoid slain by a spectre becomes a spectre under the command of the spectre that spawned it. [i]Undeath[/i] spell, caster level 18. [b]Vampire:[/b] A human drained to less than level 0 returns as a vampire spawn, enslaved until his or her master’s destruction. [i]Undeath[/i] spell, caster level 19. [b]Wight:[/b] A human slain by a wight rises as a wight under the command of the killer, and remains enslaved until destroyed. [i]Undeath[/i] spell, caster level 16. [b]Wraith:[/b] Wraiths are incorporeal creatures born of evil and darkness. Any human slain by a wraith also becomes a wraith, forever under the command of his or her killer. [i]Undeath[/i] spell, caster level 17. [b]Zombie:[/b] Zombies are corpses reanimated through dark and sinister magic. [i]Animate Dead[/i] spell. 6TH LEVEL CLERICAL SPELL Animate Dead Range: Touch Duration: Permanent This spell turns the bones or bodies of dead creatures into animated undead skeletons or zombies under the control of the caster. A 12th level caster creates 4HD of undead, +1 HD for every level thereafter. A skeleton can be created only from a complete skeleton; a zombie can be created only from an intact corpse. The undead remain active indefinitely if not destroyed. 5TH LEVEL MAGIC-USER SPELL Animate Dead Range: Touch Duration: Permanent Turns dead creatures into undead skeletons or zombies under the control of the caster. It creates 1HD of undead at 9th level, plus an additional HD for every level thereafter. A skeleton can be created only from a complete skeleton; a zombie can be created only from an intact corpse. The undead thus created remain active indefinitely unless destroyed. 8TH LEVEL MAGIC-USER SPELL Undeath Range: Caster Duration: Permanent This spell allows the caster to attain immortality as one of the undead. The type of undead creature possible is determined by caster level. The caster gains all of the abilities, immunities, and weaknesses of the undead type, but loses a number of levels depending on the type of undead transformed into: Caster Level Undead Type Level Loss 16 Wight 1 17 Wraith 2 18 Spectre 3 19 Vampire 4 20 Lich 5[/spoiler] [URL=http://www.drivethrurpg.com/product/214418/An-Invitation-From-The-Blue-Baron-A-Collaborative-Dungeon-For-Blueholme?affiliate_id=17596]An Invitation From the Blue Baron[/URL][spoiler] [b]Skeleton:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/259564/BLUEHOLMETM-Referee-Repository?affiliate_id=17596]BLUEHOLME Referee Repository[/URL][spoiler] [b]Undead:[/b] ? [b]Lich:[/b] ? [b]Mummy:[/b] ? [b]Lesser Skeleton:[/b] ? [b]Greater Skeleton:[/b] ? [b]Spectre:[/b] ? [b]Vampire:[/b] ? [b]Wight:[/b] ? [b]Wraith:[/b] ? [b]Zombie:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/197922/Criaturas-Lendarias-Mythical-Creatures-of-Brazilian-Folklore?affiliate_id=17596]Criaturas Lendárias: Mythical Creatures of Brazilian Folklore[/URL][spoiler] [b]Dry-Body, Corpo-Seco:[/b] Also known as Corpo-Seco, Dry-Body was a wicked man in life, a brute who even beat his own mother. When he died, the earth itself rejected his body, and he turned into an evil creature that lurks in the trunks of trees. [b]Grazing Boy:[/b] A slave boy who died a hideous death, whipped unconscious and thrown into an ants’ nest, as punishment for letting his owner’s horses escape. He returns to earth as a spirit and helps people who are looking for lost things.[/spoiler] [URL=https://www.drivethrurpg.com/product/286580/Cult-of-Diana-The-Amazon-Witch-for-Basic-Era-Games?affiliate_id=17596]Cult of Diana: The Amazon Witch for Basic Era Games[/URL][spoiler] [b]Skeleton Hero:[/b] ? [b]Ghost:[/b] [i]Pass Through Fire[/i] spell. Pass Through Fire Level: Witch Ritual 5 Ritual Requirements: The witch, the person to be raised, see below Range: One dead body Duration: special Witches are normally not allowed to bring anyone back from the dead. This is magic that is beyond them and violates their views of how the Life-Death-Rebirth cycle works. But occasionally there is a way to do it if the witch knows how. By means of this ritual, the witch can bring someone back from the dead if acted on before sundown. The witch anoints the dead body with holy oils, herbs, and incense. She places her hands on the body’s chest above the heart and sends out a lament to the dead. The body will burst into flames (always causing 2d6 hp damage to the witch, no save) and from the flames the dead will rise, alive and whole. The ritual takes a full hour to cast, and the witch must not be interrupted. However, if the sun sets on the body before this ritual is complete, then the soul is gone forever. Also if the person died while standing at any sort of crossroads, liminal or in-between place it is likely the soul will get lost on the return and instead of a raised friend the witch will have a dead body and a ghost to deal with. Material Components: Holy oil, herbs, and incense valued at 1,000 gp.[/spoiler] [URL=http://www.drivethrurpg.com/product/234962/Dusty-Door?affiliate_id=17596]Dusty Door[/URL][spoiler] [b]Zombie:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/110292/BLUEHOLMETM-The-Necropolis-of-Nuromen?affiliate_id=17596]The Necropolis of Nuromen[/URL][spoiler] [b]Skeleton:[/b] All four skeletons will come to life – they have been turned into undead by the curse of Nuromen. [b]Zombie:[/b] ? [b]Ghost:[/b] There is also a ghost here, the phantom of a drunkard who resided with the necromancer in Law's End. [b]Skeletal Arm:[/b] ? [b]Nuromen, Wraith:[/b] When Nuromen himself died in the disaster that befell his demesne, his cleric laid him and his wife Zimena to rest in this sepulchre before taking his own life. Nuromen did not pass into the world beyond but has remained as a wraith![/spoiler] [URL=http://www.drivethrurpg.com/product/245450/The-Return-Of-The-Blue-Baron-A-Collaborative-Dungeon-For-Blueholme?affiliate_id=17596]The Return of the Blue Baron[/URL][spoiler] [b]Witches Switches:[/b] It is rumored to be the collective spirits of 13 religious women deprived of novices to discipline. [b]Mircalla, Vampire:[/b] ? [b]Zombie:[/b] Vampire slimes drain victims of blood and fluids, often flowing inside a dead victim to animate it as a zombie. If the skull is moved in any way, a sparkling red cloud shoots from the nasal passage, and everyone in the room must save vs. poison or choke to death in 1d3 rounds - and then reanimate as zombies. This necromantic toxin is the Breath of Orcus, which reanimates any corpse as zombies or skeletons. [b]Vampire Slime:[/b] Vampire slimes are foul amorphic undead formed by an evil alchemical rite, involving a cultist who drinks a potion that violently liquidates their body, only to have their life force reanimate the miasmal puddled remains. [b]Skeleton:[/b] If the skull is moved in any way, a sparkling red cloud shoots from the nasal passage, and everyone in the room must save vs. poison or choke to death in 1d3 rounds - and then reanimate as zombies. This necromantic toxin is the Breath of Orcus, which reanimates any corpse as zombies or skeletons. [b]Greater Skeleton:[/b] ? [b]Bonkers the Undead Monkey:[/b] A trained mandrill turned into a hateful abomination with unnatural strength and regeneration. Bonkers waits in his concealed cage amongst tarpaulin-covered crates to grab for claw damage each round, removed with a strength check. [b]Elephant Mummy:[/b] ? [b]Animated Mosaic Lesser Skeleton:[/b] ? [b]Animated Mosaic Carnosaur Skeleton:[/b] ? [b]Mosaic Spectre:[/b] ? [b]Revenant:[/b] Revenant Charm magic item. Revenant Charm This stained bone fetish allows the wearer to reanimate and avenge his or her own death. Anyone can be sought or attacked so long as it involves getting to the killer or killers. Furthermore, the revenant gains a bonus equal to half its character levels (rounded down) for task checks and to resist turning attempts. Once the last killer is dead, the revenant drops as a disintegrating husk. The revenant gains the usual undead immunities and weaknesses, but it may otherwise be destroyed normally. [/spoiler] [/spoiler] [/spoiler] Delving Deeper[spoiler] Delving Deeper Cumulative[spoiler] [b]Ghoul:[/b] A man-type slain by a ghoul will arise again the following night as a ghoul. (Delving Deeper Ref Rules v1: The Monster & Treasure Reference) [b]Ghoul:[/b] A man-type slain by a ghoul will arise again the following night as a ghoul. (Delving Deeper Ref Rules v2: The Monster & Treasure Reference) [b]Mummy:[/b] ? [b]Skeleton:[/b] SKELETONS are mindless undead brought forth by a villainous magic-user or anti-cleric to serve some wicked purpose. (Delving Deeper Ref Rules v1: The Monster & Treasure Reference) SKELETONS are mindless undead brought forth by a villainous magic-user or anti-cleric to serve some wicked purpose. (Delving Deeper Ref Rules v2: The Monster & Treasure Reference) [i]Animate Dead[/i] spell. (Delving Deeper Ref Rules v1: The Adventurer's Handbook) [i]Animate Dead[/i] spell. (Delving Deeper Ref Rules v2: The Adventurer's Handbook) [b]Spectre:[/b] A man-type slain by a spectre will arise the following night as a spectre under the control of the monster that destroyed him. (Delving Deeper Ref Rules v1: The Monster & Treasure Reference) A man-type slain by a spectre will arise the following night as a spectre under the control of the monster that destroyed him. (Delving Deeper Ref Rules v2: The Monster & Treasure Reference) [b]Vampire:[/b] Any man-type enduring eye contact with a vampire is subject to a charm spell with a -2 adjustment to the saving throw. Once charmed the vampire can bite at the neck with impunity, draining 2 experience levels per round of gorging. Anyone slain thus by a vampire will arise the next night as a vampire enslaved to the monster who made them. (Delving Deeper Ref Rules v1: The Monster & Treasure Reference) Any man-type enduring eye contact with a vampire is subject to a charm spell with a –2 adjustment to the saving throw. Once charmed the vampire can bite at the neck with impunity, draining 2 experience levels per round of gorging. Anyone slain thus by a vampire will arise the next night as a vampire enslaved to the monster who made them. (Delving Deeper Ref Rules v2: The Monster & Treasure Reference) [b]Wight:[/b] Any man-type slain by a wight will arise on the following night as a wight. (Delving Deeper Ref Rules v1: The Monster & Treasure Reference) Any man-type slain by a wight will arise on the following night as a wight. (Delving Deeper Ref Rules v2: The Monster & Treasure Reference) [b]Wraith:[/b] Any man-type slain by a wraith will arise on the following night as a wraith. (Delving Deeper Ref Rules v1: The Monster & Treasure Reference) Any man-type slain by a wraith will arise on the following night as a wraith. (Delving Deeper Ref Rules v2: The Monster & Treasure Reference) [b]Zombie:[/b] ZOMBIES are mindless undead brought forth by a villainous magic-user or anti-cleric to serve some wicked purpose. (Delving Deeper Ref Rules v1: The Monster & Treasure Reference) ZOMBIES are mindless undead brought forth by a villainous magic-user or anti-cleric to serve some wicked purpose. (Delving Deeper Ref Rules v2: The Monster & Treasure Reference) [i]Animate Dead[/i] spell. (Delving Deeper Ref Rules v1: The Adventurer's Handbook) [i]Animate Dead[/i] spell. (Delving Deeper Ref Rules v2: The Adventurer's Handbook) [/spoiler] Delving Deeper Books[spoiler] [URL=http://www.drivethrurpg.com/product/107184/Delving-Deeper-Ref-Rules-v1-BUNDLE?affiliate_id=17596]Delving Deeper Ref Rules v1: The Monster & Treasure Reference[/URL][spoiler] [b]Ghoul:[/b] A man-type slain by a ghoul will arise again the following night as a ghoul. [b]Mummy:[/b] ? [b]Skeleton:[/b] SKELETONS are mindless undead brought forth by a villainous magic-user or anti-cleric to serve some wicked purpose. [b]Spectre:[/b] A man-type slain by a spectre will arise the following night as a spectre under the control of the monster that destroyed him. [b]Vampire:[/b] Any man-type enduring eye contact with a vampire is subject to a charm spell with a -2 adjustment to the saving throw. Once charmed the vampire can bite at the neck with impunity, draining 2 experience levels per round of gorging. Anyone slain thus by a vampire will arise the next night as a vampire enslaved to the monster who made them. [b]Wight:[/b] Any man-type slain by a wight will arise on the following night as a wight. [b]Wraith:[/b] Any man-type slain by a wraith will arise on the following night as a wraith. [b]Zombie:[/b] ZOMBIES are mindless undead brought forth by a villainous magic-user or anti-cleric to serve some wicked purpose.[/spoiler] [URL=http://www.drivethrurpg.com/product/112434/Delving-Deeper-Ref-Rules-v2-The-Monster--Treasure-Reference?affiliate_id=17596]Delving Deeper Ref Rules v2: The Monster & Treasure Reference[/URL][spoiler] [b]Ghoul:[/b] A man-type slain by a ghoul will arise again the following night as a ghoul. [b]Mummy:[/b] ? [b]Skeleton:[/b] SKELETONS are mindless undead brought forth by a villainous magic-user or anti-cleric to serve some wicked purpose. [b]Spectre:[/b] A man-type slain by a spectre will arise the following night as a spectre under the control of the monster that destroyed him. [b]Vampire:[/b] Any man-type enduring eye contact with a vampire is subject to a charm spell with a –2 adjustment to the saving throw. Once charmed the vampire can bite at the neck with impunity, draining 2 experience levels per round of gorging. Anyone slain thus by a vampire will arise the next night as a vampire enslaved to the monster who made them. [b]Wight:[/b] Any man-type slain by a wight will arise on the following night as a wight. [b]Wraith:[/b] Any man-type slain by a wraith will arise on the following night as a wraith. [b]Zombie:[/b] ZOMBIES are mindless undead brought forth by a villainous magic-user or anti-cleric to serve some wicked purpose.[/spoiler] [URL=http://www.drivethrurpg.com/product/107184/Delving-Deeper-Ref-Rules-v1-BUNDLE?affiliate_id=17596]Delving Deeper Ref Rules v1: The Adventurer's Handbook[/URL][spoiler] [b]Skeleton:[/b] [i]Animate Dead[/i] spell. [b]Zombie:[/b] [i]Animate Dead[/i] spell. Enervate Dead (reversible, duration: 7-12 rounds, range: 60ft) Paralyzes skeletons or zombies with no saving throw allowed. Up to 1 hit die of undead can be enervated for each of the cleric's levels. Thus, a 6th level cleric could enervate up to 12 skeletons (1/2 HD) or 6 zombies (1 HD). The reverse, animate dead, causes the bones or bodies of the slain to rise as undead skeletons or zombies under the cleric's command. They will obey until destroyed, either in combat or by a dispel magic. Animate Dead (duration: permanent, range: 60ft) Causes the bones or bodies of the slain to rise as undead skeletons or zombies under the magic-user's command. Up to 1 hit die of undead can be animated for each of the magic-user's levels. Thus a 9th level magic-user could animate up to 18 skeletons (½ HD) or 9 zombies (1 HD). They will obey until destroyed, either in combat or by a dispel magic.[/spoiler] [URL=http://www.drivethrurpg.com/product/112432/Delving-Deeper-Ref-Rules-v2-The-Adventurers-Handbook?affiliate_id=17596]Delving Deeper Ref Rules v2: The Adventurer's Handbook[/URL][spoiler] [b]Skeleton:[/b] [i]Animate Dead[/i] spell. [b]Zombie:[/b] [i]Animate Dead[/i] spell. Enervate Dead (reversible, duration: 7-12 rounds, range: 60ft) Paralyzes skeletons or zombies with no saving throw allowed. Up to 1 hit die of undead can be enervated for each of the cleric’s levels. Thus, a 6th level cleric could enervate up to 12 skeletons (1/2 HD) or 6 zombies (1 HD). The reverse, animate dead, causes the bones or bodies of the slain to rise as undead skeletons or zombies under the cleric’s command. They will obey until destroyed, either in combat or by a dispel magic. Animate Dead (duration: permanent, range: 60ft) Causes the bones or bodies of the slain to rise as undead skeletons or zombies under the magic-user’s command. Up to 1 hit die of undead can be animated for each of the magic-user’s levels. Thus a 9th level magic-user could animate up to 18 skeletons (½ HD) or 9 zombies (1 HD). They will obey until destroyed, either in combat or by a dispel magic.[/spoiler] [/spoiler] [/spoiler] Engines & Empires[spoiler] Engines & Empires Cumulative[spoiler] [b]Undead:[/b] [A]nyone bitten by a giant vampire bat must save or fall asleep for 1d10 rounds; the bat will then feed, draining 1d4 hp per round—and anyone slain in this fashion may rise as the undead! But whereas the undead are animated by negative energies from the plane of Shadow, magical constructs are usually given life by imbuing them with a planar spirit of some type, such as an earth elemental or a demon; and scientifically created constructs make no use of spirits or magical energy at all, being entirely natural (in the philosophical sense, not the moral sense) in their operations and functioning. (Engines & Empires Core Rules) The Veil of Shadow itself, meanwhile, has its own inhabitants: the spirits of negative life-energy that give rise to the restless undead. (Engines & Empires Core Rules) With respect to the origins of fae-kind, little is certain. Some sages speculate that they are ethereal spirits given solid form in Faerie, much as the Undead are given partial corporeality in the Veil. (Engines & Empires Core Rules) In a strange way, quantum physics and thermodynamics might actually provide the best explanation for what demons are. More than mere agents of entropy, they are intelligent minds sprung spontaneously into being, out in the Void where such unlikely infinities are possible—what speculative science and science fiction would term “Boltzmann brains.” But they are minds only, lacking any physicality unless and until they can pass from Chaos, through Limbo, into the Veil of Shadow—where the Chaotic energies of the demon can combine with ambient ectoplasm or Shadow-matter to give the entity corporeal form. (A similar process acting on restless souls departed from Earth gives rise to the undead.) (Engines & Empires Core Rules) THE UNDEAD are often described as the souls of the departed, the restless dead whose unfinished business—or a particularly violent or traumatic death—has somehow bound them to become spirits and haunt the world of the living, instead of departing for the afterlife and their just reward or punishment. Of course, none can say for sure just what the afterlife might entail, or whether or not there is any justice in it; there are as many beliefs about this as there are religions in the world. But those brave individuals who have taken it upon themselves to study the undead empirically—paranormal investigators and parapsychologists—have come to believe that the undead are, strictly speaking, not really animated by dead human souls; or at least, not complete souls. (And it is no slip to speak only of human souls: for whatever reason, the corpses or spirits of fae-blooded demihumans never become undead.) (Engines & Empires Core Rules) The theory goes that when a human being dies under unusual circumstances—violent murder, supernatural factors involved, etc.—that person’s mind may leave behind a psychic “impression,” a mere shadow or echo of their genuine soul. (Mages, of course, are far more likely to leave behind such impressions.) The image is always distorted, grossly exaggerated in some way that amplifies a particular sin or evil formerly committed by the deceased. Thus do paranormal researchers theorize that the animus behind an undead creature is a fragment or splinter of the departed soul, namely the portion of it with the strongest affinity for Chaos. At the moment of death, it travels to the plane of Shadow, there to mingle with the ambient Chaotic energies—and an undead being is born. While it yet remains on the other side of the Veil, it is only a disembodied evil spirit; but, on those occasions when a rift opens between Earth and Shadow, those spirits can flood through and haunt this world. Then they are able to take on a variety of forms, either by inhabiting human corpses, or by converting their own energies into a kind of misty, slimy half-substance called ectoplasm, which localizes the undead as a semi-corporeal apparition. (Engines & Empires Core Rules) All undead have a strong affinity for the plane of Shad-ow—their very being is the stuff of the Veil—but they do not truly have an alignment. Undead tend towards Chaos, but they are not Chaotic, which is what separates them from demons. (Engines & Empires Core Rules) [A] mortal slain by a barghest will rise as undead, usually a phantom or a spectre, at the next new moon. (Engines & Empires Core Rules) There arose among the Sidhe two great wizards. One, Myrddin, was a good sorcerer who sought the knowledge of the Ancients to keep his own people from repeating the Ancients’ mistakes. The other, Namtar, was weak-willed and power-hungry. He was the ideal pawn for Zudos, and so the mind of Zudos took him, possessed him, corrupted him, and bent him utterly to his will. Namtar listened as the very knowledge of Zudos was whispered directly into his mind, and he began to experiment. (Engines & Empires World of Gaia Campaign Setting) First, he played with life and death. He created many foul monsters, both living and dead. Namtar came to hold a particular fascination with death and disease. He created the first undead monsters—all kinds, from ghouls to vampires—and he invented new and cursed diseases, like mummy rot. (Engines & Empires World of Gaia Campaign Setting) [b]Animal Undead:[/b] See Undead Animal. [b]Animus:[/b] The animus class consists of evil spirits which are incorporeal and subsist purely on their own hatred for the living. (Engines & Empires Core Rules) [b]Apophis of Mephret:[/b] See Lich Lord, Apophis of Mephret. [b]Apparition:[/b] An apparition is a minor ghost, a psychic impression left behind by someone who died with unfinished business. (Engines & Empires Core Rules) A victim slain by a Life Drinker [magic sword] has had their life energy sucked out completely and is likely to become an undead apparition, geist, or phantom. (Engines & Empires Core Rules) [b]Arch-Lich:[/b] See Lich Lord Arch-Lich. [b]Archduke Janosz VI:[/b] See Nosferatu, Archduke Janosz VI. [b]Cadaver:[/b] [T]he cadaver class consists of undead made from material remains and animated through magic. (Engines & Empires Core Rules) [b]Canine Moreau:[/b] See Moreau Canine. [b]Clockwork Zombie:[/b] See Walking Dead Clockwork Zombie. [b]Corporeal Undead:[/b] See Undead Corporeal. [b]Corpse Lord:[/b] See Lich Lord, Corpse Lord, Lich. [b]Dead Walking:[/b] See Walking Dead, Zombie. [b]Death Knight:[/b] A death knight is the revenant undead form of a warrior who was thoroughly evil and corrupted in life, clinging after their death to a harrowed existence in this world through sheer, stubborn will. (Engines & Empires Core Rules) [b]Draug, Draugr, Orcneas:[/b] Draugs are the Dark Fae counterparts of elves and fays, mortal descendants—or perhaps creations—of the Dark Fae-Lords, the sluagh. Tales tell of the half-undead origins of the draugish race, of their having been raised up from the mucks and slimes of cursed patches of earth, woven with the darkest of old magicks, and in which the corpses of elves or Light Faes had been buried and left to rot. (Engines & Empires Core Rules) Namtar grew fascinated with the elves; he captured a great many of them. He worked his evil experiments upon them, and thus from the elves came the draugish species and the Dark Fae called the “Sluagh.” (Engines & Empires World of Gaia Campaign Setting) [b]Draugr:[/b] See Draug, Draugr, Orcneas. [b]Drybones:[/b] See Walking Dead Drybones. [b]Feline Moreau:[/b] See Moreau Feline. [b]Geist:[/b] [A]nyone killed by a geist rises as a geist themselves after 1d4 days. (Engines & Empires Core Rules) At any given time, the legion [of the damned] can create up to 21 hit dice worth of “puppets” by turning up to seven normal objects into animated objects or up to five human corpses into geists under its direct control. (Engines & Empires Core Rules) A victim slain by a Life Drinker [magic sword] has had their life energy sucked out completely and is likely to become an undead apparition, geist, or phantom. (Engines & Empires Core Rules) Eternal Walker ritual. (Engines & Empires Core Rules) [b]Ghost:[/b] What happens after death is a matter of great speculation, but it is at least widely agreed that the Veil of Shadow is the first destination for the restless dead, those doomed to haunt the living as ghosts. And as for the souls of mortals with no unfinished business, who can say? (Engines & Empires Core Rules) [b]Ghoul:[/b] They can be created intentionally through dark magic; the blood-drained victims of a vampire may rise as ghouls; and it sometimes happens that corpses left in places saturated with evil magic will transform into ghouls spontaneously. But usually, new ghouls are created when a healthy human is infected with disease from a ghoul’s bite. (Engines & Empires Core Rules) [A] creature bitten by a ghoul must save or contract a fever with a 4-in-6 chance of killing its victim in 1d4 days if untreated; victims that die from this disease become ghouls within 1d4 hours of death. (Engines & Empires Core Rules) Anyone killed by a vampire rises again as a ghoul under the vampire’s control 3 nights later. (Engines & Empires Core Rules) [A]nyone bitten three or more times by a nosferatu must roll a saving throw after the third and each subsequent time they are bitten; any failure indicates that the victim contracts anemia and will slowly waste away over the course of 1d10 days, after which they will perish unless cured by a Full Restoration ritual; those that succumb to this disease rise that very night as a vampire, unless the corpse is staked and beheaded, or burned; note that anyone killed in direct combat with a nosferatu still rises as a ghoul, not a vampire. (Engines & Empires Core Rules) There arose among the Sidhe two great wizards. One, Myrddin, was a good sorcerer who sought the knowledge of the Ancients to keep his own people from repeating the Ancients’ mistakes. The other, Namtar, was weak-willed and power-hungry. He was the ideal pawn for Zudos, and so the mind of Zudos took him, possessed him, corrupted him, and bent him utterly to his will. Namtar listened as the very knowledge of Zudos was whispered directly into his mind, and he began to experiment. (Engines & Empires World of Gaia Campaign Setting) First, he played with life and death. He created many foul monsters, both living and dead. Namtar came to hold a particular fascination with death and disease. He created the first undead monsters—all kinds, from ghouls to vampires—and he invented new and cursed diseases, like mummy rot. (Engines & Empires World of Gaia Campaign Setting) Eternal Walker ritual. (Engines & Empires Core Rules) Raise Undead Horde ritual. (Engines & Empires Core Rules) [b]Grimwraith:[/b] A grimwraith is the undead spirit of a wicked priest, scholar, or philosopher who has died with unresolved philosophical or theological questions still weighing on his mind, the burden so heavy that he has refused to pass on into the next life. (Engines & Empires Core Rules) [b]High Priest Mummy:[/b] See Mummy High Priest, Sah-Hotep. [b]Incorporeal Undead:[/b] See Undead Incorporeal. [b]Intelligent Undead:[/b] See Undead Intelligent. [b]Knight Death:[/b] See Death Knight. [b]Janosz VI:[/b] See Nosferatu, Archduke Janosz VI. [b]Legion of the Damned:[/b] The legion of the damned is not a single entity; rather, as its name implies, it is a massive coagulation of individual spirits, possibly a hundred yards in diameter, all bound together and operating on the same psychokinetic “wavelength.” (Engines & Empires Core Rules) [b]Lich:[/b] See Lich Lord, Corpse Lord, Lich. [b]Lich-King:[/b] See Lich Lord, Namtar, The Lich-King. [b]Lich Lord, Corpse Lord, Lich:[/b] A lich lord (or corpse lord) is a revenant wizard who has willingly sought out undeath as a means of staving off his inevitable end for as long as humanly possible. Curiously, while a villainous lich lord is perhaps the single most dangerous threat that a party of heroes can face, the process that a mage uses in order to become a lich preserves most of their soul: their psyche, intellect, and personality remain intact, at least for the first couple of centuries (after which boredom or madness will eventually set in). (Engines & Empires Core Rules) [b]Lich Lord, Apophis of Mephret:[/b] Apophis used dark spells, whispered from the far moon by Zudos, to transfer the consciousness of Namtar into a mummified human corpse, thereby freeing the Lich-King from his prison. For his due reward, Apophis was promptly slain and made into a lich himself, a mere puppet in Namtar’s thrall. (Engines & Empires World of Gaia Campaign Setting) [b]Lich Lord, Namtar, The Lich-King:[/b] At last, when Namtar felt that his knowledge was complete, he sought to create a life-form that could even rival the Behemoth or the Weapon in power—and he created the seven-headed dragon-fiend called Tiamat. But this undertaking, this feat of evil, was so draining that even the immortal life of a Sidhe was consumed by it. And so, in order to preserve his existence, Namtar had to give himself over into his most beloved invention—undeath—and he became the first Lich Lord. (Engines & Empires World of Gaia Campaign Setting) [b]Lich Lord Arch-Lich:[/b] A rare few lich lords, known as “arch-liches,” were priests of Order in life and carry on the good fight in death. (Engines & Empires Core Rules) [b]Lord Corpse:[/b] See Lich Lord, Corpse Lord, Lich. [b]Lord Lich:[/b] See Lich Lord, Corpse Lord, Lich. [b]Lord Vampire:[/b] See Nosferatu, Vampire Lord. [b]Malice:[/b] Over the centuries, as the grimwraith ponders evil notions without ever resolving any of his questions, his vile thoughts take physical form as small and ghostly apparitions called “malices,” which look like translucent, wispy clouds with small arms and faces. The malices fly through the air (staying within 100’ of the grimwraith) and seek out living beings to attack. The grimwraith produces 2d4 malices for every century of its deliberations, so if it is very old, it will be surrounded by a great many of them. (Engines & Empires Core Rules) [b]Mindless Undead:[/b] See Undead Mindless. [b]Moreau:[/b] Properly speaking, they are constructs; but they are animated via dark witchcraft and have some of the characteristics of undead as well. (Engines & Empires Core Rules) [b]Moreau Canine:[/b] ? [b]Moreau Feline:[/b] ? [b]Moreau Ursine:[/b] ? [b]Mummy:[/b] Mummies are undead guardians of tombs and ruins, corpses that long ago were carefully prepared with bandages and perfumes and then animated by elaborate priestly rituals. (Engines & Empires Core Rules) Apophis used dark spells, whispered from the far moon by Zudos, to transfer the consciousness of Namtar into a mummified human corpse, thereby freeing the Lich-King from his prison. For his due reward, Apophis was promptly slain and made into a lich himself, a mere puppet in Namtar’s thrall. So too were all of Apophis’s lesser acolytes then murdered and made into mummies and sah-hotep mummy-priests. (Engines & Empires World of Gaia Campaign Setting) [b]Mummy High Priest, Sah-Hotep:[/b] The sah-hotep is a mummified high priest: cunning, ruthless, and powerful. (Engines & Empires Core Rules) Apophis used dark spells, whispered from the far moon by Zudos, to transfer the consciousness of Namtar into a mummified human corpse, thereby freeing the Lich-King from his prison. For his due reward, Apophis was promptly slain and made into a lich himself, a mere puppet in Namtar’s thrall. So too were all of Apophis’s lesser acolytes then murdered and made into mummies and sah-hotep mummy-priests. (Engines & Empires World of Gaia Campaign Setting) [b]Namtar:[/b] See Lich Lord, Namtar, The Lich-King. [b]Nosferatu, Vampire Lord:[/b] This monster can only come into being when a mighty hero, once of great faith and goodness, betrays that faith and willingly embraces evil by partaking in a horrible and depraved ritual to attain “immortality.” (Engines & Empires Core Rules) [b]Nosferatu, Archduke Janosz VI:[/b] ? [b]Orcneas:[/b] See Draug, Draugr, Orcneas. [b]Phantom:[/b] [A]nyone killed by a phantom, either by its touch or its disease, becomes a phantom themselves after 1 day. (Engines & Empires Core Rules) [A]nyone killed by a spectre will themselves rise as a phantom under the spectre’s control the following night. (Engines & Empires Core Rules) A victim slain by a Life Drinker [magic sword] has had their life energy sucked out completely and is likely to become an undead apparition, geist, or phantom. (Engines & Empires Core Rules) [A] mortal slain by a barghest will rise as undead, usually a phantom or a spectre, at the next new moon. (Engines & Empires Core Rules) [b]Priest High Mummy:[/b] See Mummy High Priest, Sah-Hotep. [b]Reaper:[/b] A reaper is a spirit of death from the Veil of Shadow. (Engines & Empires Core Rules) [b]Revenant:[/b] The revenant class includes undead which have mostly become such through their own actions or will (or that of another revenant). (Engines & Empires Core Rules) Apophis used dark spells, whispered from the far moon by Zudos, to transfer the consciousness of Namtar into a mummified human corpse, thereby freeing the Lich-King from his prison. For his due reward, Apophis was promptly slain and made into a lich himself, a mere puppet in Namtar’s thrall. So too were all of Apophis’s lesser acolytes then murdered and made into mummies and sah-hotep mummy-priests. And as for all those lords and warriors who had accepted gifts from the foul sorcerer, they were suddenly transformed into spectres and revenants. (Engines & Empires World of Gaia Campaign Setting) [b]Rotter:[/b] See Walking Dead Rotter. [b]Sah-Hotep:[/b] See Mummy High Priest, Sah-Hotep. [b]Shambler:[/b] See Walking Dead Shambler. [b]Skeleton, True Skeleton:[/b] Skeletons are intelligent undead which are sometimes created by powerful mages to serve as knights or guardians. (Engines & Empires Core Rules) [b]Spectre:[/b] [A] mortal slain by a barghest will rise as undead, usually a phantom or a spectre, at the next new moon. (Engines & Empires Core Rules) Furthermore, at nighttime only, the legion [of the damned] can attempt to possess a living human (but not a demi-human). The target may roll two saving throws; if only one save fails, the human is merely knocked out for 1d6+6 turns, but not possessed, and they are immune to further attempts. If both saves fail, however, the victim is possessed and immediately becomes a spectre under the control of the legion—still alive for the time being, but with all the powers, qualities, and abilities of an actual undead spectre. (Engines & Empires Core Rules) Apophis used dark spells, whispered from the far moon by Zudos, to transfer the consciousness of Namtar into a mummified human corpse, thereby freeing the Lich-King from his prison. For his due reward, Apophis was promptly slain and made into a lich himself, a mere puppet in Namtar’s thrall. So too were all of Apophis’s lesser acolytes then murdered and made into mummies and sah-hotep mummy-priests. And as for all those lords and warriors who had accepted gifts from the foul sorcerer, they were suddenly transformed into spectres and revenants. (Engines & Empires World of Gaia Campaign Setting) [b]The Lich-King:[/b] See Lich Lord, Namtar, The Lich-King. [b]True Skeleton:[/b] See Skeleton, True Skeleton. [b]Undead Animal:[/b] Eternal Walker ritual. (Engines & Empires Core Rules) [b]Undead Corporeal:[/b] ? [b]Undead Incorporeal:[/b] ? [b]Undead Intelligent:[/b] ? [b]Undead Mindless:[/b] ? [b]Ursine Moreau:[/b] See Moreau Ursine. [b]Vampire:[/b] Vampires are earth-bound undead spirits inhabiting the corpses of those who committed unforgivable sins in life. Wicked individuals who fear their fate after death may become vampires by means of unspeakable unholy rituals. (Engines & Empires Core Rules) [A]nyone bitten three or more times by a nosferatu must roll a saving throw after the third and each subsequent time they are bitten; any failure indicates that the victim contracts anemia and will slowly waste away over the course of 1d10 days, after which they will perish unless cured by a Full Restoration ritual; those that succumb to this disease rise that very night as a vampire, unless the corpse is staked and beheaded, or burned; note that anyone killed in direct combat with a nosferatu still rises as a ghoul, not a vampire. (Engines & Empires Core Rules) There arose among the Sidhe two great wizards. One, Myrddin, was a good sorcerer who sought the knowledge of the Ancients to keep his own people from repeating the Ancients’ mistakes. The other, Namtar, was weak-willed and power-hungry. He was the ideal pawn for Zudos, and so the mind of Zudos took him, possessed him, corrupted him, and bent him utterly to his will. Namtar listened as the very knowledge of Zudos was whispered directly into his mind, and he began to experiment. (Engines & Empires World of Gaia Campaign Setting) First, he played with life and death. He created many foul monsters, both living and dead. Namtar came to hold a particular fascination with death and disease. He created the first undead monsters—all kinds, from ghouls to vampires—and he invented new and cursed diseases, like mummy rot. (Engines & Empires World of Gaia Campaign Setting) [b]Vampire Lord:[/b] See Nosferatu, Vampire Lord. [b]Walking Dead, Zombie:[/b] The walking dead (sometimes called zombies, but this term is best avoided to prevent confusion with a living thrall under the effects a voodoo curse or drug) are mindless human corpses which have been animated by dark magic, either intentionally through witch-craft or spontaneously by a location saturated with evil. (Engines & Empires Core Rules) Walking dead come in several varieties that largely depend on the condition of a corpse when it’s animated. (Engines & Empires Core Rules) Like all hags, the black annis delights in evil for its own sake, spreading disorder and misery wherever mortal men dwell, glutting herself on the flesh of children, cursing naïve young lovers, turning corpses into walking dead, etc. (Engines & Empires Core Rules) [ B]lack annis hags keep company with all kinds of foul monsters, oozes and chimeras and worse; but they are especially fond of the undead and can create obedient walking dead from corpses pretty much at will. (Engines & Empires Core Rules) [i]Reanimation[/i] spell. (Engines & Empires Core Rules) Eternal Walker ritual. (Engines & Empires Core Rules) Raise Undead Horde ritual. (Engines & Empires Core Rules) [b]Walking Dead Clockwork Zombie:[/b] Clockwork zombies are rotters which have been created via mad science instead of magic (see the Necro-Reanimator invention, pg. 89; clockwork zombies are just like rotters but have AC 8). (Engines & Empires Core Rules) Necro-Reanimator invention. (Engines & Empires Core Rules) [b]Walking Dead Drybones:[/b] Drybones are creaky and ancient animated skeletons. (Engines & Empires Core Rules) [i]Reanimation[/i] spell. (Engines & Empires Core Rules) Raise Undead Horde ritual. (Engines & Empires Core Rules) [b]Walking Dead Rotter:[/b] Rotters are fresh corpses, still (for lack of a better term) “juicy.” (Engines & Empires Core Rules) [i]Reanimation[/i] spell. (Engines & Empires Core Rules) Raise Undead Horde ritual. (Engines & Empires Core Rules) [b]Walking Dead Shambler:[/b] Shamblers are desiccated, leathery old corpses. (Engines & Empires Core Rules) [i]Reanimation[/i] spell. (Engines & Empires Core Rules) Raise Undead Horde ritual. (Engines & Empires Core Rules) [b]Zombie:[/b] See Walking Dead, Zombie. [b]Zombie Clockwork:[/b] See Walking Dead Clockwork Zombie. [/spoiler] Engines & Empires Books[spoiler] [URL=https://www.drivethrurpg.com/product/329066/Engines--Empires-Core-Rules?affiliate_id=17596]Engines & Empires Core Rules[/URL][spoiler] [b]Undead:[/b] [A]nyone bitten by a giant vampire bat must save or fall asleep for 1d10 rounds; the bat will then feed, draining 1d4 hp per round—and anyone slain in this fashion may rise as the undead! But whereas the undead are animated by negative energies from the plane of Shadow, magical constructs are usually given life by imbuing them with a planar spirit of some type, such as an earth elemental or a demon; and scientifically created constructs make no use of spirits or magical energy at all, being entirely natural (in the philosophical sense, not the moral sense) in their operations and functioning. The Veil of Shadow itself, meanwhile, has its own inhabitants: the spirits of negative life-energy that give rise to the restless undead. With respect to the origins of fae-kind, little is certain. Some sages speculate that they are ethereal spirits given solid form in Faerie, much as the Undead are given partial corporeality in the Veil. In a strange way, quantum physics and thermodynamics might actually provide the best explanation for what demons are. More than mere agents of entropy, they are intelligent minds sprung spontaneously into being, out in the Void where such unlikely infinities are possible—what speculative science and science fiction would term “Boltzmann brains.” But they are minds only, lacking any physicality unless and until they can pass from Chaos, through Limbo, into the Veil of Shadow—where the Chaotic energies of the demon can combine with ambient ectoplasm or Shadow-matter to give the entity corporeal form. (A similar process acting on restless souls departed from Earth gives rise to the undead.) THE UNDEAD are often described as the souls of the departed, the restless dead whose unfinished business—or a particularly violent or traumatic death—has somehow bound them to become spirits and haunt the world of the living, instead of departing for the afterlife and their just reward or punishment. Of course, none can say for sure just what the afterlife might entail, or whether or not there is any justice in it; there are as many beliefs about this as there are religions in the world. But those brave individuals who have taken it upon themselves to study the undead empirically—paranormal investigators and parapsychologists—have come to believe that the undead are, strictly speaking, not really animated by dead human souls; or at least, not complete souls. (And it is no slip to speak only of human souls: for whatever reason, the corpses or spirits of fae-blooded demihumans never become undead.) The theory goes that when a human being dies under unusual circumstances—violent murder, supernatural factors involved, etc.—that person’s mind may leave behind a psychic “impression,” a mere shadow or echo of their genuine soul. (Mages, of course, are far more likely to leave behind such impressions.) The image is always distorted, grossly exaggerated in some way that amplifies a particular sin or evil formerly committed by the deceased. Thus do paranormal researchers theorize that the animus behind an undead creature is a fragment or splinter of the departed soul, namely the portion of it with the strongest affinity for Chaos. At the moment of death, it travels to the plane of Shadow, there to mingle with the ambient Chaotic energies—and an undead being is born. While it yet remains on the other side of the Veil, it is only a disembodied evil spirit; but, on those occasions when a rift opens between Earth and Shadow, those spirits can flood through and haunt this world. Then they are able to take on a variety of forms, either by inhabiting human corpses, or by converting their own energies into a kind of misty, slimy half-substance called ectoplasm, which localizes the undead as a semi-corporeal apparition. All undead have a strong affinity for the plane of Shad-ow—their very being is the stuff of the Veil—but they do not truly have an alignment. Undead tend towards Chaos, but they are not Chaotic, which is what separates them from demons. [A] mortal slain by a barghest will rise as undead, usually a phantom or a spectre, at the next new moon. [b]Incorporeal Undead:[/b] ? [b]Intelligent Undead:[/b] ? [b]Mindless Undead:[/b] ? [b]Corporeal Undead:[/b] ? [b]Undead Animal:[/b] Eternal Walker ritual. [b]Moreau:[/b] Properly speaking, they are constructs; but they are animated via dark witchcraft and have some of the characteristics of undead as well. [b]Moreau Canine:[/b] ? [b]Moreau Feline:[/b] ? [b]Moreau Ursine:[/b] ? [b]Draug, Draugr, Orcneas:[/b] Draugs are the Dark Fae counterparts of elves and fays, mortal descendants—or perhaps creations—of the Dark Fae-Lords, the sluagh. Tales tell of the half-undead origins of the draugish race, of their having been raised up from the mucks and slimes of cursed patches of earth, woven with the darkest of old magicks, and in which the corpses of elves or Light Faes had been buried and left to rot. [b]Cadaver:[/b] [T]he cadaver class consists of undead made from material remains and animated through magic. [b]Ghost:[/b] What happens after death is a matter of great speculation, but it is at least widely agreed that the Veil of Shadow is the first destination for the restless dead, those doomed to haunt the living as ghosts. And as for the souls of mortals with no unfinished business, who can say? [b]Revenant:[/b] The revenant class includes undead which have mostly become such through their own actions or will (or that of another revenant). [b]Animus:[/b] The animus class consists of evil spirits which are incorporeal and subsist purely on their own hatred for the living. [b]Walking Dead, Zombie:[/b] The walking dead (sometimes called zombies, but this term is best avoided to prevent confusion with a living thrall under the effects a voodoo curse or drug) are mindless human corpses which have been animated by dark magic, either intentionally through witch-craft or spontaneously by a location saturated with evil. Walking dead come in several varieties that largely depend on the condition of a corpse when it’s animated. Like all hags, the black annis delights in evil for its own sake, spreading disorder and misery wherever mortal men dwell, glutting herself on the flesh of children, cursing naïve young lovers, turning corpses into walking dead, etc. [ B]lack annis hags keep company with all kinds of foul monsters, oozes and chimeras and worse; but they are especially fond of the undead and can create obedient walking dead from corpses pretty much at will. [i]Reanimation[/i] spell. Eternal Walker ritual. Raise Undead Horde ritual. [b]Walking Dead Drybones:[/b] Drybones are creaky and ancient animated skeletons. [i]Reanimation[/i] spell. Raise Undead Horde ritual. [b]Walking Dead Shambler:[/b] Shamblers are desiccated, leathery old corpses. [i]Reanimation[/i] spell. Raise Undead Horde ritual. [b]Walking Dead Rotter:[/b] Rotters are fresh corpses, still (for lack of a better term) “juicy.” [i]Reanimation[/i] spell. Raise Undead Horde ritual. [b]Walking Dead Clockwork Zombie:[/b] Clockwork zombies are rotters which have been created via mad science instead of magic (see the Necro-Reanimator invention, pg. 89; clockwork zombies are just like rotters but have AC 8). Necro-Reanimator invention. [b]Ghoul:[/b] They can be created intentionally through dark magic; the blood-drained victims of a vampire may rise as ghouls; and it sometimes happens that corpses left in places saturated with evil magic will transform into ghouls spontaneously. But usually, new ghouls are created when a healthy human is infected with disease from a ghoul’s bite. [A] creature bitten by a ghoul must save or contract a fever with a 4-in-6 chance of killing its victim in 1d4 days if untreated; victims that die from this disease become ghouls within 1d4 hours of death. Anyone killed by a vampire rises again as a ghoul under the vampire’s control 3 nights later. [A]nyone bitten three or more times by a nosferatu must roll a saving throw after the third and each subsequent time they are bitten; any failure indicates that the victim contracts anemia and will slowly waste away over the course of 1d10 days, after which they will perish unless cured by a Full Restoration ritual; those that succumb to this disease rise that very night as a vampire, unless the corpse is staked and beheaded, or burned; note that anyone killed in direct combat with a nosferatu still rises as a ghoul, not a vampire. Eternal Walker ritual. Raise Undead Horde ritual. [b]Skeleton, True Skeleton:[/b] Skeletons are intelligent undead which are sometimes created by powerful mages to serve as knights or guardians. [b]Mummy:[/b] Mummies are undead guardians of tombs and ruins, corpses that long ago were carefully prepared with bandages and perfumes and then animated by elaborate priestly rituals. [b]Sah-Hotep, Mummy High Priest:[/b] The sah-hotep is a mummified high priest: cunning, ruthless, and powerful. [b]Apparition:[/b] An apparition is a minor ghost, a psychic impression left behind by someone who died with unfinished business. A victim slain by a Life Drinker [magic sword] has had their life energy sucked out completely and is likely to become an undead apparition, geist, or phantom. [b]Geist:[/b] [A]nyone killed by a geist rises as a geist themselves after 1d4 days. At any given time, the legion [of the damned] can create up to 21 hit dice worth of “puppets” by turning up to seven normal objects into animated objects or up to five human corpses into geists under its direct control. A victim slain by a Life Drinker [magic sword] has had their life energy sucked out completely and is likely to become an undead apparition, geist, or phantom. Eternal Walker ritual. [b]Phantom:[/b] [A]nyone killed by a phantom, either by its touch or its disease, becomes a phantom themselves after 1 day. [A]nyone killed by a spectre will themselves rise as a phantom under the spectre’s control the following night. A victim slain by a Life Drinker [magic sword] has had their life energy sucked out completely and is likely to become an undead apparition, geist, or phantom. [A] mortal slain by a barghest will rise as undead, usually a phantom or a spectre, at the next new moon. [b]Spectre:[/b] [A] mortal slain by a barghest will rise as undead, usually a phantom or a spectre, at the next new moon. Furthermore, at nighttime only, the legion [of the damned] can attempt to possess a living human (but not a demi-human). The target may roll two saving throws; if only one save fails, the human is merely knocked out for 1d6+6 turns, but not possessed, and they are immune to further attempts. If both saves fail, however, the victim is possessed and immediately becomes a spectre under the control of the legion—still alive for the time being, but with all the powers, qualities, and abilities of an actual undead spectre. [b]Vampire:[/b] Vampires are earth-bound undead spirits inhabiting the corpses of those who committed unforgivable sins in life. Wicked individuals who fear their fate after death may become vampires by means of unspeakable unholy rituals. [A]nyone bitten three or more times by a nosferatu must roll a saving throw after the third and each subsequent time they are bitten; any failure indicates that the victim contracts anemia and will slowly waste away over the course of 1d10 days, after which they will perish unless cured by a Full Restoration ritual; those that succumb to this disease rise that very night as a vampire, unless the corpse is staked and beheaded, or burned; note that anyone killed in direct combat with a nosferatu still rises as a ghoul, not a vampire. [b]Nosferatu, Vampire Lord:[/b] This monster can only come into being when a mighty hero, once of great faith and goodness, betrays that faith and willingly embraces evil by partaking in a horrible and depraved ritual to attain “immortality.” [b]Death Knight:[/b] A death knight is the revenant undead form of a warrior who was thoroughly evil and corrupted in life, clinging after their death to a harrowed existence in this world through sheer, stubborn will. [b]Lich Lord, Corpse Lord:[/b] A lich lord (or corpse lord) is a revenant wizard who has willingly sought out undeath as a means of staving off his inevitable end for as long as humanly possible. Curiously, while a villainous lich lord is perhaps the single most dangerous threat that a party of heroes can face, the process that a mage uses in order to become a lich preserves most of their soul: their psyche, intellect, and personality remain intact, at least for the first couple of centuries (after which boredom or madness will eventually set in). [b]Lich Lord Arch-Lich:[/b] A rare few lich lords, known as “arch-liches,” were priests of Order in life and carry on the good fight in death. [b]Grimwraith:[/b] A grimwraith is the undead spirit of a wicked priest, scholar, or philosopher who has died with unresolved philosophical or theological questions still weighing on his mind, the burden so heavy that he has refused to pass on into the next life. [b]Malice:[/b] Over the centuries, as the grimwraith ponders evil notions without ever resolving any of his questions, his vile thoughts take physical form as small and ghostly apparitions called “malices,” which look like translucent, wispy clouds with small arms and faces. The malices fly through the air (staying within 100’ of the grimwraith) and seek out living beings to attack. The grimwraith produces 2d4 malices for every century of its deliberations, so if it is very old, it will be surrounded by a great many of them. [b]Reaper:[/b] A reaper is a spirit of death from the Veil of Shadow. [b]Legion of the Damned:[/b] The legion of the damned is not a single entity; rather, as its name implies, it is a massive coagulation of individual spirits, possibly a hundred yards in diameter, all bound together and operating on the same psychokinetic “wavelength.” Reanimation Range Near, Duration 3 hours/level, Save No. This dark magic causes the dead to walk. The mage speaks words of power, and 1d4 corpses within Near range become walking dead (drybones, shamblers, or rotters, each according to the corpse’s condition). The walkers are under the control of the caster and will revert to their natural, lifeless state when the spell ends. Level 4 Ritual Eternal Walker Type Spirit-channeling, Range Touch, Duration Permanent, Save Yes. By slicing off a small piece of his own soul and placing it within a human corpse, the necromancer animates it and binds it to his will. The newly-made undead creature will follow all of the caster’s commands, both spoken and unspoken, until it is destroyed or until the magic is dispelled. The creature will be an undead animal, walking dead, a ghoul, or a geist, as appropriate to the target of the ritual; only a nobleman buried in state may be raised as a geist. The cost of this magic can be great: upon completion of the ritual, the caster must make a saving throw or else permanently lose a point of Presence. Thus do many practitioners of necromancy become foul and isolated. This ritual requires that the caster have access to the corpse, an offering to the gods of the dead worth at least 100 cp, and a mystically prepared altar or bier. The corpse is placed upon the slab while the caster reaches a hand into the Netherworld and seeks join the corpse’s soul with a piece of his own. Level 8 Ritual Raise Undead Horde Type Spirit-channeling, Range Near, Duration Permanent, Save No. It is said that the mightiest necromancers can command whole legions of the dead, and mortals rightly fear such dark magic. This ritual transforms all corpses within range of the caster into walking dead (95%) or ghouls (5%). (Any walking dead thus created will be ½ HD drybones, ¾ HD shamblers, or 1 HD rotters, according to their physical condition.) These creatures are assumed to be under the control of the caster for as long as they remain animated. Such dark magic requires the foulest of all components: a human sacrifice. The victim must be bound for the duration of the ritual and then slain with a dagger of iron. Hopefully the heroes can stop the ritual in time! Necro-Reanimator Encumbrance: 2 kg each This invention produces a set of 6 “Necro-Reanimators,” clock-work devices which also act as etheric antennas capable of receiving dark emanations from the plane of Shadow. If one of these devices is attached to the spine of a freshly dead, ordinary humanoid cadaver, it will slowly (over the course of a turn) burrow into the decaying brain and nervous system and animate the body as a “clockwork zombie.” Clockwork zombies are just like normal 1 HD walking dead (i.e. rotters), except that their AC is 1 point better (AC 8 instead of 9); and because they have been created with science instead of necromancy, their connection to Shadow is more tenuous than it would normally be. This has pros and cons: clockwork zombies are resistant to the effects of the Banish Undead spell (they get +2 to saves vs. turning); but they also have a limited shelf-life. With no evil enchantment to stave off the process of decay, clockwork zombies (which start out with 1d8 hit points, the same as a 1 HD rotter) permanently lose 1 hit point for each day that they exist. When a clockwork zombie falls to 0 hit points, the body has decayed beyond use and cannot ever be reanimated; but the device itself can be retrieved (with an hour of delicate work: it’s practically brain-surgery to retrieve a Necro-Reanimator intact). [/spoiler] [URL=https://www.drivethrurpg.com/product/329547/Engines--Empires-World-of-Gaia-Campaign-Setting?affiliate_id=17596]Engines & Empires World of Gaia Campaign Setting[/URL][spoiler] [b]Undead:[/b] There arose among the Sidhe two great wizards. One, Myrddin, was a good sorcerer who sought the knowledge of the Ancients to keep his own people from repeating the Ancients’ mistakes. The other, Namtar, was weak-willed and power-hungry. He was the ideal pawn for Zudos, and so the mind of Zudos took him, possessed him, corrupted him, and bent him utterly to his will. Namtar listened as the very knowledge of Zudos was whispered directly into his mind, and he began to experiment. First, he played with life and death. He created many foul monsters, both living and dead. Namtar came to hold a particular fascination with death and disease. He created the first undead monsters—all kinds, from ghouls to vampires—and he invented new and cursed diseases, like mummy rot. [b]Animi:[/b] ? [b]Ghoul:[/b] There arose among the Sidhe two great wizards. One, Myrddin, was a good sorcerer who sought the knowledge of the Ancients to keep his own people from repeating the Ancients’ mistakes. The other, Namtar, was weak-willed and power-hungry. He was the ideal pawn for Zudos, and so the mind of Zudos took him, possessed him, corrupted him, and bent him utterly to his will. Namtar listened as the very knowledge of Zudos was whispered directly into his mind, and he began to experiment. First, he played with life and death. He created many foul monsters, both living and dead. Namtar came to hold a particular fascination with death and disease. He created the first undead monsters—all kinds, from ghouls to vampires—and he invented new and cursed diseases, like mummy rot. [b]Namtar, The Lich-King, Lich Lord:[/b] At last, when Namtar felt that his knowledge was complete, he sought to create a life-form that could even rival the Behemoth or the Weapon in power—and he created the seven-headed dragon-fiend called Tiamat. But this undertaking, this feat of evil, was so draining that even the immortal life of a Sidhe was consumed by it. And so, in order to preserve his existence, Namtar had to give himself over into his most beloved invention—undeath—and he became the first Lich Lord. [b]Apophis of Mephret, Lich:[/b] Apophis used dark spells, whispered from the far moon by Zudos, to transfer the consciousness of Namtar into a mummified human corpse, thereby freeing the Lich-King from his prison. For his due reward, Apophis was promptly slain and made into a lich himself, a mere puppet in Namtar’s thrall. [b]Mummy:[/b] Apophis used dark spells, whispered from the far moon by Zudos, to transfer the consciousness of Namtar into a mummified human corpse, thereby freeing the Lich-King from his prison. For his due reward, Apophis was promptly slain and made into a lich himself, a mere puppet in Namtar’s thrall. So too were all of Apophis’s lesser acolytes then murdered and made into mummies and sah-hotep mummy-priests. [b]Sah-Hotep Mummy-Priest:[/b] Apophis used dark spells, whispered from the far moon by Zudos, to transfer the consciousness of Namtar into a mummified human corpse, thereby freeing the Lich-King from his prison. For his due reward, Apophis was promptly slain and made into a lich himself, a mere puppet in Namtar’s thrall. So too were all of Apophis’s lesser acolytes then murdered and made into mummies and sah-hotep mummy-priests. [b]Revenant:[/b] Apophis used dark spells, whispered from the far moon by Zudos, to transfer the consciousness of Namtar into a mummified human corpse, thereby freeing the Lich-King from his prison. For his due reward, Apophis was promptly slain and made into a lich himself, a mere puppet in Namtar’s thrall. So too were all of Apophis’s lesser acolytes then murdered and made into mummies and sah-hotep mummy-priests. And as for all those lords and warriors who had accepted gifts from the foul sorcerer, they were suddenly transformed into spectres and revenants. [b]Spectre:[/b] Apophis used dark spells, whispered from the far moon by Zudos, to transfer the consciousness of Namtar into a mummified human corpse, thereby freeing the Lich-King from his prison. For his due reward, Apophis was promptly slain and made into a lich himself, a mere puppet in Namtar’s thrall. So too were all of Apophis’s lesser acolytes then murdered and made into mummies and sah-hotep mummy-priests. And as for all those lords and warriors who had accepted gifts from the foul sorcerer, they were suddenly transformed into spectres and revenants. [b]Vampire:[/b] There arose among the Sidhe two great wizards. One, Myrddin, was a good sorcerer who sought the knowledge of the Ancients to keep his own people from repeating the Ancients’ mistakes. The other, Namtar, was weak-willed and power-hungry. He was the ideal pawn for Zudos, and so the mind of Zudos took him, possessed him, corrupted him, and bent him utterly to his will. Namtar listened as the very knowledge of Zudos was whispered directly into his mind, and he began to experiment. First, he played with life and death. He created many foul monsters, both living and dead. Namtar came to hold a particular fascination with death and disease. He created the first undead monsters—all kinds, from ghouls to vampires—and he invented new and cursed diseases, like mummy rot. [b]Archduke Janosz VI, Vampire-Lord:[/b] ? [b]Draug, Draugr:[/b] Namtar grew fascinated with the elves; he captured a great many of them. He worked his evil experiments upon them, and thus from the elves came the draugish species and the Dark Fae called the “Sluagh.” [/spoiler] [/spoiler] [/spoiler] Mazes & Perils[spoiler] Mazes & Perils Cumulative[spoiler] [B]Ghost:[/B] Ghosts are the spirits of the wrongfully murdered. (Garret's Guide to the Undead) Ghosts are spirits that have been wrongfully murdered. (Garret's Guide to the Undead) [B]Ghoul:[/B] ? [B]Mummy:[/B] Let's just say that the magical powers used to create them, whether arcane or divine, are more than a drop in the bucket. We're talking impressive rituals, components, and will as the major ingredients for creating them. (Garret's Guide to the Undead) There is also some debate about the idea of victims of Mummy Rot turning into mummies themselves. We have reports of emaciated bodies attacking at known mummy locations but without the traditional trappings of such creatures. Such a transformation is possible, but not confirmed at this time. (Garret's Guide to the Undead) [B]Skeleton:[/B] These animated armatures obey only the orders of their creator. (Mazes & Perils Deluxe Edition) We have seen talented mages and priests create skeletons from the smallest piles of bones. (Garret's Guide to the Undead) [B]Spectre:[/B] Every hit by a spectre causes a drain of 2 levels in addition to normal damage. When the victim is reduced to less than 1st level, he becomes a spectre under the control of the one that killed him. At the GM’s discretion, a spectre drains constitution instead of levels. (Mazes & Perils Deluxe Edition) Spectres do both physical damage and drain life experience from their victims. If killed, these victims will become spectres themselves. (Garret's Guide to the Undead) Let's get the ugly part out of the way. Why are these creatures so very dangerous? They can steal your life essence. Entire years of experience, gone without a trace. And if they take enough, to the point where you forget yourself entirely, you become one of them, a minion of the spectre who killed you. (Garret's Guide to the Undead) Wights... could it be that they are in fact ghouls who have starved too long without flesh? What could this possibly mean for these types of undead... is there an evolution over time? As they gain life force from their victims, do they also gain in strength and become... wraiths? spectres? Worse? (Garret's Guide to the Undead) Every hit by a spectre causes a drain of 2 levels in addition to normal damage. When the victim is reduced to less than 1st level, he becomes a spectre under the control of the one that killed him. (Garret's Guide to the Undead) [B]Vampire:[/B] Legends whisper of the original vampire of sin, Cain, the first vampire cursed to walk the lands as undead. All bitten by Cain inherited some of his power, but the blood thinned out over the eons. (Mazes & Perils Deluxe Edition) Anyone killed by a vampire becomes a lesser vampire under the control of their slayer. (Mazes & Perils Deluxe Edition) Each of these evil creatures is descended from Cain, cursed to forever walk the world thirsting for the blood of innocents. (Garret's Guide to the Undead) Legends whisper of the original vampire of sin, Cain, the first vampire cursed to walk the lands as undead. All bitten by Cain inherited some of his power, but the blood thinned out over the eons. (Garret's Guide to the Undead) Anyone killed by a vampire becomes a lesser vampire under the control of their slayer. (Garret's Guide to the Undead) [B]Wight:[/B] Crypt creatures of little substance, wights drain 1 level from any victim struck. If a character is reduced to zero levels, he dies and becomes a wight under the control of his killer. (Mazes & Perils Deluxe Edition) Any victims drained to the point where they forget themselves entirely become wights themselves and under the control of their new master. (Garret's Guide to the Undead) Wights... could it be that they are in fact ghouls who have starved too long without flesh? What could this possibly mean for these types of undead... is there an evolution over time? As they gain life force from their victims, do they also gain in strength and become... wraiths? spectres? Worse? (Garret's Guide to the Undead) Crypt creatures of little substance, wights drain 1 level from any victim struck. If a character is reduced to zero levels, he dies and becomes a wight under the control of his killer. (Garret's Guide to the Undead) [B]Wraith:[/B] With a touch, they will drain your life experience. If they drain enough, you will become a wraith under their command for all eternity. (Garret's Guide to the Undead) Wights... could it be that they are in fact ghouls who have starved too long without flesh? What could this possibly mean for these types of undead... is there an evolution over time? As they gain life force from their victims, do they also gain in strength and become... wraiths? spectres? Worse? (Garret's Guide to the Undead) [B]Zombie:[/B] Animated corpses created by an evil Cleric or Magic-User. (Mazes & Perils Deluxe Edition) They are most likely animated pawns of evil Clerics or Magic-Users typically set to guard a location. (Garret's Guide to the Undead) Animated corpses created by an evil Cleric or Magic-User. (Garret's Guide to the Undead) [/spoiler] Mazes & Perils Books[spoiler] [URL='http://www.drivethrurpg.com/product/181899/Mazes--Perils-Deluxe-Edition?affiliate_id=17596']Mazes & Perils Deluxe Edition[/URL][spoiler] [B]Ghoul:[/B] ? [B]Mummy:[/B] ? [B]Skeleton:[/B] These animated armatures obey only the orders of their creator. [B]Spectre:[/B] Every hit by a spectre causes a drain of 2 levels in addition to normal damage. When the victim is reduced to less than 1st level, he becomes a spectre under the control of the one that killed him. At the GM’s discretion, a spectre drains constitution instead of levels. [B]Vampire:[/B] Legends whisper of the original vampire of sin, Cain, the first vampire cursed to walk the lands as undead. All bitten by Cain inherited some of his power, but the blood thinned out over the eons. Anyone killed by a vampire becomes a lesser vampire under the control of their slayer. [B]Wight:[/B] Crypt creatures of little substance, wights drain 1 level from any victim struck. If a character is reduced to zero levels, he dies and becomes a wight under the control of his killer. [B]Wraith:[/B] ? [B]Zombie:[/B] Animated corpses created by an evil Cleric or Magic-User.[/spoiler] [URL='http://www.drivethrurpg.com/product/197155/Garrets-Guide-to-the-Undead?affiliate_id=17596']Garret's Guide to the Undead[/URL][spoiler] [B]Ghost:[/B] Ghosts are the spirits of the wrongfully murdered. Ghosts are spirits that have been wrongfully murdered. [B]Ghoul:[/B] ? [B]Mummy:[/B] Let's just say that the magical powers used to create them, whether arcane or divine, are more than a drop in the bucket. We're talking impressive rituals, components, and will as the major ingredients for creating them. There is also some debate about the idea of victims of Mummy Rot turning into mummies themselves. We have reports of emaciated bodies attacking at known mummy locations but without the traditional trappings of such creatures. Such a transformation is possible, but not confirmed at this time. [B]Skeleton:[/B] We have seen talented mages and priests create skeletons from the smallest piles of bones. [B]Spectre:[/B] Spectres do both physical damage and drain life experience from their victims. If killed, these victims will become spectres themselves. Let's get the ugly part out of the way. Why are these creatures so very dangerous? They can steal your life essence. Entire years of experience, gone without a trace. And if they take enough, to the point where you forget yourself entirely, you become one of them, a minion of the spectre who killed you. Wights... could it be that they are in fact ghouls who have starved too long without flesh? What could this possibly mean for these types of undead... is there an evolution over time? As they gain life force from their victims, do they also gain in strength and become... wraiths? spectres? Worse? Every hit by a spectre causes a drain of 2 levels in addition to normal damage. When the victim is reduced to less than 1st level, he becomes a spectre under the control of the one that killed him. [B]Vampire:[/B] Each of these evil creatures is descended from Cain, cursed to forever walk the world thirsting for the blood of innocents. Legends whisper of the original vampire of sin, Cain, the first vampire cursed to walk the lands as undead. All bitten by Cain inherited some of his power, but the blood thinned out over the eons. Anyone killed by a vampire becomes a lesser vampire under the control of their slayer. [B]Wight:[/B] Any victims drained to the point where they forget themselves entirely become wights themselves and under the control of their new master. Wights... could it be that they are in fact ghouls who have starved too long without flesh? What could this possibly mean for these types of undead... is there an evolution over time? As they gain life force from their victims, do they also gain in strength and become... wraiths? spectres? Worse? Crypt creatures of little substance, wights drain 1 level from any victim struck. If a character is reduced to zero levels, he dies and becomes a wight under the control of his killer. [B]Wraith:[/B] With a touch, they will drain your life experience. If they drain enough, you will become a wraith under their command for all eternity. Wights... could it be that they are in fact ghouls who have starved too long without flesh? What could this possibly mean for these types of undead... is there an evolution over time? As they gain life force from their victims, do they also gain in strength and become... wraiths? spectres? Worse? [B]Zombie:[/B] They are most likely animated pawns of evil Clerics or Magic-Users typically set to guard a location. Animated corpses created by an evil Cleric or Magic-User.[/spoiler] [/spoiler] [/spoiler] Romance of the Perilous Lands[spoiler] [URL='http://www.drivethrurpg.com/product/190792/Romance-of-the-Perilous-Land?affiliate_id=17596']Romance of the Perilous Land[/URL][spoiler] [B]Ghost:[/B] Ghosts are the incorporeal remnants of the dead a restless spirit whose work on earth is not yet done. [B]Vampire:[/B] Vampires are the living corpses of those who had committed a cardinal sin.[/spoiler] [/spoiler] Spellcraft & Swordplay[spoiler] Spellcraft & Swordplay Cumulative[spoiler] [b]Undead:[/b] Spells such as Black Tentacles, Enervation, or even Inflict Light Wounds may draw on power from the Negative Energy plane that powers evil creatures and undead, and as such may not be granted by good deities. (Spellcraft & Swordplay Core Rulebook) At the Referee's option, those who die from Mummy Rot may rise within three days as zombies or even greater forms of undead, depending on the individual character and circumstances. (Spellcraft & Swordplay Core Rulebook) [b]Banshee, Bean Shi:[/b] ? [b]Bean Shi:[/b] See Banshee, Bean Shi. [b]Corporeal Undead:[/b] See Undead Corporeal. [b]Ghast:[/b] [i]Create Undead[/i] spell. (Spellcraft & Swordplay Core Rulebook) [b]Ghast Spawn:[/b] Ghast Spawn power. (Spellcraft & Swordplay: Monstrous Mayhem) [b]Ghost:[/b] ? [b]Ghoul:[/b] [i]Create Undead[/i] spell. (Spellcraft & Swordplay Core Rulebook) [b]Incorporeal Undead:[/b] See Undead Incorporeal. [b]Intelligent Undead:[/b] See Undead Intelligent. [b]Mummy:[/b] A mummy is an undead creature wrapped in divine bandages and urged to existence through prayer and ceremony. Mummies are bound to their tombs and are encountered in their vicinity. The process required to create a mummy gives the creature powerful protections against physical damage. (Spellcraft & Swordplay Core Rulebook) [i]Create Undead[/i] spell. (Spellcraft & Swordplay Core Rulebook) [b]Non-Intelligent Undead:[/b] See Undead Non-Intelligent. [b]Shadow:[/b] ? [b]Skeleton:[/b] Humanoid skeletons are the animated remains of humanoid creatures. Their bodies are little more than bone and sinew held together by vile sorcery. (Spellcraft & Swordplay Core Rulebook) Humanoid skeletons are the animated remains of humanoid creatures. Their bodies are little more than bone and sinew held together by vile sorcery. (Spellcraft & Swordplay Basic Game) [i]Animate Dead[/i] spell. (Spellcraft & Swordplay Core Rulebook) Cauldron of the Dead magic item. (Spellcraft & Swordplay: Eldritch Witchery) [b]Spawn Spectre:[/b] See Spectre Spawn. [b]Spawn Vampire:[/b] See Vampire Spawn. [b]Spawn Wight:[/b] See Wight Spawn. [b]Spawn Wraith:[/b] See Wraith Spawn. [b]Spectre:[/b] Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge. (Spellcraft & Swordplay Core Rulebook) Spawned creatures are always utterly subservient to the creature that made them; upon their master's death, the spawn become full-fledged, full-powered members of their species. (Spellcraft & Swordplay Core Rulebook) Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge. (Spellcraft & Swordplay Basic Game) Spawned creatures are always utterly subservient to the creature that made them; upon their master's death, the spawn become full-fledged, full-powered members of their species. (Spellcraft & Swordplay Basic Game) [b]Spectre Spawn:[/b] Spectre Spawn (Energy Drain) power. (Spellcraft & Swordplay Core Rulebook) [b]Strigoi:[/b] The much feared strigoi is an undead form of a particularly evil Witch. They are most common among the Witches of the Gypsy traditions. The ways to become a strigoi are varied, but it is believed to be part of a curse. (Spellcraft & Swordplay: Eldritch Witchery) A type of Witch known as a strigoaică or a strigoi viu is a type of living strigoi. They appear as a normal human Witch with red hair and blue eyes. They are immune to the attacks of other undead, but will become a strigoi on their own deaths. (Spellcraft & Swordplay: Eldritch Witchery) [b]Undead Corporeal:[/b] ? [b]Undead Incorporeal:[/b] ? [b]Undead Intelligent:[/b] ? [b]Undead Non-Intelligent:[/b] ? [b]Vampire:[/b] Formerly human, these foul creatures have become completely corrupted, lurking in a state between life and death, and requiring warm, fresh blood for sustenance. (Spellcraft & Swordplay Core Rulebook) Spawned creatures are always utterly subservient to the creature that made them; upon their master's death, the spawn become full-fledged, full-powered members of their species. (Spellcraft & Swordplay Core Rulebook) [b]Vampire Spawn:[/b] Vampire Spawn (Blood or Energy Drain) power. (Spellcraft & Swordplay Core Rulebook) [b]Wight:[/b] They were once human, but are now cursed to haunt the world, living in seclusion, for some foul act of greed. (Spellcraft & Swordplay Core Rulebook) Spawned creatures are always utterly subservient to the creature that made them; upon their master's death, the spawn become full-fledged, full-powered members of their species. (Spellcraft & Swordplay Core Rulebook) They were once human, but are now cursed to haunt the world, living in seclusion, for some foul act of greed. (Spellcraft & Swordplay Basic Game) Spawned creatures are always utterly subservient to the creature that made them; upon their master's death, the spawn become full-fledged, full-powered members of their species. (Spellcraft & Swordplay Basic Game) [b]Wight Spawn:[/b] Wight Spawn (Energy Drain) power. (Spellcraft & Swordplay Core Rulebook) Wight Spawn power. (Spellcraft & Swordplay Basic Game) Wight Spawn power. (Spellcraft & Swordplay: Monstrous Mayhem) [b]Wraith:[/b] Wraiths are powerful wights who have forged a more powerful bond with the negative material plane. (Spellcraft & Swordplay Core Rulebook) Spawned creatures are always utterly subservient to the creature that made them; upon their master's death, the spawn become full-fledged, full-powered members of their species. (Spellcraft & Swordplay Core Rulebook) Wraiths are powerful wights who have forged a more powerful bond with the negative material plane. (Spellcraft & Swordplay Basic Game) Spawned creatures are always utterly subservient to the creature that made them; upon their master's death, the spawn become full-fledged, full-powered members of their species. (Spellcraft & Swordplay Basic Game) [b]Wraith Spawn:[/b] Wraith Spawn (Energy Drain) power. (Spellcraft & Swordplay Core Rulebook) Wraith Spawn (Energy Drain) power. (Spellcraft & Swordplay Basic Game) [b]Zombie:[/b] Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason. (Spellcraft & Swordplay Core Rulebook) At the Referee's option, those who die from Mummy Rot may rise within three days as zombies or even greater forms of undead, depending on the individual character and circumstances. (Spellcraft & Swordplay Core Rulebook) Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason. (Spellcraft & Swordplay Basic Game) [i]Animate Dead[/i] spell. (Spellcraft & Swordplay Core Rulebook) Cauldron of the Dead magic item. (Spellcraft & Swordplay: Eldritch Witchery) [/spoiler] Spellcraft & Swordplay Books[spoiler] [URL=https://www.drivethrurpg.com/product/94105/Spellcraft--Swordplay-Core-Rulebook?affiliate_id=17596]Spellcraft & Swordplay Core Rulebook[/URL][spoiler] [b]Mummy:[/b] A mummy is an undead creature wrapped in divine bandages and urged to existence through prayer and ceremony. Mummies are bound to their tombs and are encountered in their vicinity. The process required to create a mummy gives the creature powerful protections against physical damage. [i]Create Undead[/i] spell. [b]Skeleton:[/b] Humanoid skeletons are the animated remains of humanoid creatures. Their bodies are little more than bone and sinew held together by vile sorcery. [i]Animate Dead[/i] spell. [b]Spectre:[/b] Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge. Spawned creatures are always utterly subservient to the creature that made them; upon their master's death, the spawn become full-fledged, full-powered members of their species. [b]Spectre Spawn:[/b] Spectre Spawn (Energy Drain) power. [b]Vampire:[/b] Formerly human, these foul creatures have become completely corrupted, lurking in a state between life and death, and requiring warm, fresh blood for sustenance. Spawned creatures are always utterly subservient to the creature that made them; upon their master's death, the spawn become full-fledged, full-powered members of their species. [b]Vampire Spawn:[/b] Vampire Spawn (Blood or Energy Drain) power. [b]Wight:[/b] They were once human, but are now cursed to haunt the world, living in seclusion, for some foul act of greed. Spawned creatures are always utterly subservient to the creature that made them; upon their master's death, the spawn become full-fledged, full-powered members of their species. [b]Wight Spawn:[/b] Wight Spawn (Energy Drain) power. [b]Wraith:[/b] Wraiths are powerful wights who have forged a more powerful bond with the negative material plane. Spawned creatures are always utterly subservient to the creature that made them; upon their master's death, the spawn become full-fledged, full-powered members of their species. [b]Wraith Spawn:[/b] Wraith Spawn (Energy Drain) power. [b]Zombie:[/b] Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason. At the Referee's option, those who die from Mummy Rot may rise within three days as zombies or even greater forms of undead, depending on the individual character and circumstances. [i]Animate Dead[/i] spell. [b]Undead:[/b] Spells such as Black Tentacles, Enervation, or even Inflict Light Wounds may draw on power from the Negative Energy plane that powers evil creatures and undead, and as such may not be granted by good deities. At the Referee's option, those who die from Mummy Rot may rise within three days as zombies or even greater forms of undead, depending on the individual character and circumstances. [b]Non-Intelligent Undead:[/b] ? [b]Intelligent Undead:[/b] ? [b]Incorporeal Undead:[/b] ? [b]Corporeal Undead:[/b] ? [b]Ghoul:[/b] [i]Create Undead[/i] spell. [b]Ghast:[/b] [i]Create Undead[/i] spell. Level 5 Wizard, Level 3 Necromancer Animate Dead: This spell raises from the dead 1d6 corpses per level of the caster above 8. These corpses function exactly as normal zombies or skeletons and follow the caster's commands. The spell is permanent until cancelled by the caster or the undead are destroyed. Level 5 Necromancer Create Undead: A much more potent spell than animate dead, this evil spell allows the creation of ghouls, ghasts and mummies. The type or types of undead the Necromancer can create is based on caster level: Casters of 8th level create ghouls, while casters of 9th level can create ghasts, and casters of 10th level can create mummies. The caster may create less powerful undead than her level would allow if she chooses. Created undead are not automatically under the control of their animator, and must be subdued using the Necromancer's Bane of the Dead ability. This spell must be cast at night. Spawn: Those killed by this creature (usually by its level drain attack) raise as new creatures of the type that killed them within 2d10 hours, though all hit dice and powers are at half the effectiveness of the original creature. Spawned creatures are always utterly subservient to the creature that made them; upon their master's death, the spawn become full-fledged, full-powered members of their species.[/spoiler] [URL=https://www.drivethrurpg.com/product/94115/Spellcraft--Swordplay-Basic-Game?affiliate_id=17596]Spellcraft & Swordplay Basic Game[/URL][spoiler] [b]Skeleton:[/b] Humanoid skeletons are the animated remains of humanoid creatures. Their bodies are little more than bone and sinew held together by vile sorcery. [b]Spectre:[/b] Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge. Spawned creatures are always utterly subservient to the creature that made them; upon their master's death, the spawn become full-fledged, full-powered members of their species. [b]Spectre Spawn:[/b] ? [b]Wight:[/b] They were once human, but are now cursed to haunt the world, living in seclusion, for some foul act of greed. Spawned creatures are always utterly subservient to the creature that made them; upon their master's death, the spawn become full-fledged, full-powered members of their species. [b]Wight Spawn:[/b] Wight Spawn power. [b]Vampire:[/b] ? [b]Wraith:[/b] Wraiths are powerful wights who have forged a more powerful bond with the negative material plane. Spawned creatures are always utterly subservient to the creature that made them; upon their master's death, the spawn become full-fledged, full-powered members of their species. [b]Wraith Spawn:[/b] Wraith Spawn (Energy Drain) power. [b]Zombie:[/b] Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason. [b]Undead:[/b] ? [b]Non-Intelligent Undead:[/b] ? [b]Intelligent Undead:[/b] ? Spawn: Those killed by this creature (usually by its level drain attack) raise as new creatures of the type that killed them within 2d10 hours, though all hit dice and powers are at half the effectiveness of the original creature. Spawned creatures are always utterly subservient to the creature that made them; upon their master's death, the spawn become full-fledged, full-powered members of their species.[/spoiler] [URL=https://www.drivethrurpg.com/product/120746/Spellcraft--Swordplay-Eldritch-Witchery?affiliate_id=17596]Spellcraft & Swordplay: Eldritch Witchery[/URL][spoiler] [b]Vampire:[/b] ? [b]Banshee, Bean Shi:[/b] ? [b]Spectre:[/b] ? [b]Strigoi:[/b] The much feared strigoi is an undead form of a particularly evil Witch. They are most common among the Witches of the Gypsy traditions. The ways to become a strigoi are varied, but it is believed to be part of a curse. A type of Witch known as a strigoaică or a strigoi viu is a type of living strigoi. They appear as a normal human Witch with red hair and blue eyes. They are immune to the attacks of other undead, but will become a strigoi on their own deaths. [b]Wraith:[/b] ? [b]Zombie:[/b] Cauldron of the Dead magic item. [b]Skeleton:[/b] Cauldron of the Dead magic item. [b]Undead:[/b] ? [b]Shadow:[/b] ? [b]Ghost:[/b] ? [b]Incorporeal Undead:[/b] ? 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.[/spoiler] [URL=https://www.drivethrurpg.com/product/94106/Spellcraft--Swordplay-Monstrous-Mayhem?affiliate_id=17596]Spellcraft & Swordplay: Monstrous Mayhem[/URL][spoiler] [b]Ghast:[/b] ? [b]Ghast Spawn:[/b] Ghast Spawn power. [b]Ghoul:[/b] ? [b]Wight:[/b] ? [b]Wight Spawn:[/b] Wight Spawn power.[/spoiler] [/spoiler] [/spoiler] Survive This!![spoiler] Survive This!! Cumulative[spoiler] [b]Undead:[/b] ? [b]Alexander Craft:[/b] See Spirit, Alexander Craft. [b]Ancient Vampire:[/b] See Vampire Ancient. [b]Beast Vampiric:[/b] See Vampiric Beast. [b]Beast Zombie:[/b] See Zombie Beast. [b]Blood Spirit Vampire:[/b] See Vampire Sangiest, Blood Spirit Vampire. [b]Child Lost:[/b] See Vampire The Lost Child. [b]Classic Vampire:[/b] See Vampire Classic. [b]Craft Alexander:[/b] See Spirit, Alexander Craft. [b]Dr. Znuff:[/b] See Ghost Haunt, Dr. Znuff. [b]Easter Zombie:[/b] See Zombie Easter. [b]Easter Zombunny:[/b] See Zombunny, Peter the Easter Zombunny. [b]Ghost:[/b] Ghosts are the souls of creatures that have died but have unresolved issues on Earth and are tethered here until those issues are resolved. Most ghosts manifest as simple spirits with little or no effect in this world. While others become something more powerful, with a greater effect on this world. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games) They have a great amount of guilt for doing something and want to fix it. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games) They died before a loved one and wish to protect them. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games) They died violently at the hands of someone and wish for revenge. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games) They died suddenly in a traumatic way. Their ghost is lost or confused. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games) They are searching for a lost lover. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games) They are searching for their child. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games) They are anchored to a certain location that means something to them. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games) They are extremely angry about dying and refuse to leave. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games) They are generally afraid of what awaits in the Great Beyond and refuse to leave. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games) They are afraid of what awaits in the Great Beyond, because they think they are going to Hell. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games) They cheated someone and want to make it square. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games) They were severely cheated and want to get revenge. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games) They commit suicide after being severely bullied and are seeking revenge. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games) They died violently in a disaster or wreck and are stuck in a state of anger. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games) They have some important information they need to give to someone before they go. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games) They died unfulfilled and need to do, or achieve, something before they go. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games) They died with a heart full of jealousy or envy and need to resolve the issue. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games) They wish to say goodbye to a specific person. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games) They love chaos and wish to cause as much of it as they can before they go. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games) They do not know they are a ghost. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games) [b]Ghost Haunt:[/b] They are usually the remnant of an angry or vengeful soul. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games) [b]Ghost Haunt, Dr. Znuff:[/b] Dr. Z’Nuff was a good doctor and was framed for heinous crimes by a corrupt government official that was close to the mayor in 1966. Dr. Z’Nuff did commit suicide on the beach in 1966. His Haunt roams the northern section of Blue Island. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games) [b]Ghost Orb:[/b] Ghost Orbs are the souls of animals or people that died in nature (drowning, quicksand, tree fall, etc.). (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games) [b]Ghost Phantom:[/b] ? [b]Ghost Poltergeist:[/b] They are often vengeful or angry spirits that haunt people for a specific reason. (DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games) [b]Ghost Simple:[/b] ? [b]Ghost Specter:[/b] ? [b]Haunt:[/b] See Ghost Haunt. [b]Keeper Thrall:[/b] See Vampire Thrall Keeper. [b]Kristopher Masterson:[/b] See Vampire Type One, Lord Kristopher Masterson. [b]Lesser Vampire:[/b] See Vampire Lesser, Wampyre [b]Lich:[/b] Powerful occultists sometimes want to live forever, even if ‘live’ is a loosely defined term for those who pursue the path to becoming a powerful undead creature. An occultist intentionally pursues the path to becoming a lich, and it is a long, arduous, and irreversible path, ending with the occultist becoming ‘blessed’ with eternal undeath. There are rumors that some of these creatures gained this state accidentally as the result of magical research gone horribly wrong. (DARK PLACES & DEMOGORGONS - Survive This!! - Core Rule Book OSR RPG) [b]Lord Kristopher Masterson:[/b] See Vampire Type One, Lord Kristopher Masterson. [b]Lost Child:[/b] See Vampire The Lost Child. [b]Masterson, Kristopher:[/b] See Vampire Type One, Lord Kristopher Masterson. [b]Neighbor New:[/b] See Vampire The New Neighbor. [b]New Neighbor:[/b] See Vampire The New Neighbor. [b]Nosferatu:[/b] See Vampire Nosferatu. [b]Orb:[/b] See Ghost Orb. [b]Peter the Easter Zombunny:[/b] See Zombunny, Peter the Easter Zombunny. [b]Phantom:[/b] See Ghost Phantom. [b]Poltergeist:[/b] See Ghost Poltergeist. [b]Sangiest:[/b] See Vampire Sangiest, Blood Spirit Vampire. [b]Simple Ghost:[/b] See Ghost Simple. [b]Simple Undead:[/b] See Undead Simple. [b]Skeleton:[/b] The animated bones of the dead, imbued with a soulless semblance of life by the actions and spells of some dark and twisted master, who now controls their remains. (DARK PLACES & DEMOGORGONS - Survive This!! - Core Rule Book OSR RPG) Skeletons are animated bones of the dead and are usually under the control of some evil master. (SURVIVE THIS!! Fantasy - Core Rules) [b]Specter:[/b] See Ghost Specter. [b]Spirit, Alexander Craft:[/b] Recently the surprisingly well-preserved journal of a 19th century soldier has been discovered. Within it is an as of yet, unplayed battle hymn. Local musicians decide to learn the music and play it at the annual Independence Day celebration. (DARK PLACES & DEMOGORGONS - Holiday Special - FREE pdf) Playing the tune causes the spirit of the composer, Alexander Craft, to materialize. (DARK PLACES & DEMOGORGONS - Holiday Special - FREE pdf) [b]The Easter Zombunny:[/b] See Zombunny, Peter the Easter Zombunny. [b]The Lost Child:[/b] See Vampire The Lost Child. [b]The New Neighbor:[/b] See Vampire The New Neighbor. [b]The Zombunny:[/b] See Zombunny, Peter the Easter Zombunny. [b]Thrall Keeper:[/b] See Vampire Thrall Keeper. [b]Type One Vampire:[/b] See Vampire Type One, Lord Kristopher Masterson. [b]Undead Simple:[/b] ? [b]Undead Unintelligent:[/b] ? [b]Unintelligent Undead:[/b] See Undead Unintelligent. [b]Vampire:[/b] ? [b]Vampire Ancient:[/b] ? [b]Vampire Blood Spirit:[/b] See Vampire Sangiest, Blood Spirit Vampire. [b]Vampire Classic:[/b] ? [b]Vampire Lesser, Wampyre:[/b] The bite of a vampire drains two levels of experience from the victim. Those reduced to 0 levels in this manner become wampyre (lesser vampires) under the control of the creator vampire. (DARK PLACES & DEMOGORGONS - Survive This!! - Core Rule Book OSR RPG) The bite of a vampire drains two levels of experience from the victim. Those reduced to 0 levels in this manner become wampyre (lesser vampires) under the control of the creator vampire. (Vampire Sourcebook - DARK PLACES & DEMOGORGONS & other OSR games) [b]Vampire Nosferatu:[/b] ? [b]Vampire Sangiest, Blood Spirit Vampire:[/b] ? [b]Vampire Spirit Blood:[/b] See Vampire Sangiest, Blood Spirit Vampire. [b]Vampire The Lost Child:[/b] The Lost Children do not infect those who they bite, they pass on their unique strain of Vampirism by getting an unsuspecting victim to drink their blood, which is often disguised as red wine. (Vampire Sourcebook - DARK PLACES & DEMOGORGONS & other OSR games) [b]Vampire The New Neighbor:[/b] ? [b]Vampire Thrall Keeper:[/b] ? [b]Vampire Type One, Lord Kristopher Masterson:[/b] ? [b]Vampiric Beast:[/b] This template can be added to animals, monsters or humans. (DARK PLACES & DEMOGORGONS - The Cryptid Manual - An OSR Bestiary) [b]Wampyre:[/b] See Vampire Lesser, Wampyre. [b]Wight:[/b] Any human killed or completely drained of levels (1 level per hit unless a successful Saving Throw is made) by a Wight becomes a Wight. Wraith drain 1 level of experience with a touch to a victim (no saving throw allowed). Victims reduced to 0 levels or lower by the attacks of a wraith become Wights under the control of the wraith that created them. (DARK PLACES & DEMOGORGONS - Survive This!! - Core Rule Book OSR RPG) [b]Wraith:[/b] Powerful, older wights. (DARK PLACES & DEMOGORGONS - Survive This!! - Core Rule Book OSR RPG) [b]Znuff:[/b] See Ghost Haunt, Dr. Znuff. [b]Zombie:[/b] Anyone bit by the zombunny has a chance to become a zombie themselves. If the bunny bites a living creature, they must make a Critical saving throw. If they fail, they will lose 1d6 HP a day until they die. Three days later they will rise as a zombie. (DARK PLACES & DEMOGORGONS - Holiday Special - FREE pdf) Anyone bit by an Easter Zombie must make a Critical saving throw. If they fail, they will lose 1d6 HP a day until they die. Three days later they will rise as a zombie. (DARK PLACES & DEMOGORGONS - Holiday Special - FREE pdf) Zombies are animated corpses that shamble around, look for flesh to devour. (SURVIVE THIS!! Fantasy - Core Rules) If [a zombie's] bite or claws deal damage, the target must make a Poison save or they will become infected. If infected, they are at -2 to all attack & skill rolls, lose ½ their Move (rounded up) and lose 1 HP an hour until magically or psychically healed or until they make another Poison save attempt. They may try another Poison save every 3 hours. If they die while infected, they will become a zombie. (SURVIVE THIS!! Fantasy - Core Rules) [i]Animate Corpse[/i] spell. (SURVIVE THIS!! Fantasy - Core Rules) [b]Zombie Beast:[/b] This template can be added to animals, monsters or humans. These unfortunate beings have died and have come back as flesh eating zombies. (DARK PLACES & DEMOGORGONS - The Cryptid Manual - An OSR Bestiary) If the zombie's bite or claws deal damage, the target must make a Poison save or they will become infected. If infected, they are at -2 to all attack & skill rolls, lose ½ their Move (rounded up) and lose 1 HP an hour until magically or psychically healed or until they make another Poison save attempt. They may try another Poison save every 3 hours. If they die while infected, they will become a zombie. (DARK PLACES & DEMOGORGONS - The Cryptid Manual - An OSR Bestiary) [b]Zombie Easter:[/b] ? [b]Zombunny, Peter the Easter Zombunny:[/b] Recently a bout of rabbit flu has claimed the favorite of the eldest son, Liam. Having an interest in the occult, the boy has a small collection of books he picked up from Ethel’s a few other shops and yard sales. Using a ritual in one he manages to bring the rabbit, Peter, back. (DARK PLACES & DEMOGORGONS - Holiday Special - FREE pdf) [/spoiler] Survive This!! Books[spoiler] [URL=https://www.drivethrurpg.com/product/218573/DARK-PLACES--DEMOGORGONS--Survive-This--Core-Rule-Book-OSR-RPG?affiliate_id=17596]DARK PLACES & DEMOGORGONS - Survive This!! - Core Rule Book OSR RPG[/URL][spoiler] [b]Lich:[/b] Powerful occultists sometimes want to live forever, even if ‘live’ is a loosely defined term for those who pursue the path to becoming a powerful undead creature. An occultist intentionally pursues the path to becoming a lich, and it is a long, arduous, and irreversible path, ending with the occultist becoming ‘blessed’ with eternal undeath. There are rumors that some of these creatures gained this state accidentally as the result of magical research gone horribly wrong. [b]Skeleton:[/b] The animated bones of the dead, imbued with a soulless semblance of life by the actions and spells of some dark and twisted master, who now controls their remains. [b]Vampire:[/b] ? [b]Wampyre, Lesser Vampire:[/b] The bite of a vampire drains two levels of experience from the victim. Those reduced to 0 levels in this manner become wampyre (lesser vampires) under the control of the creator vampire. [b]Wight:[/b] Any human killed or completely drained of levels (1 level per hit unless a successful Saving Throw is made) by a Wight becomes a Wight. Wraith drain 1 level of experience with a touch to a victim (no saving throw allowed). Victims reduced to 0 levels or lower by the attacks of a wraith become Wights under the control of the wraith that created them. [b]Wraith:[/b] Powerful, older wights. [b]Zombie:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/260633/DARK-PLACES--DEMOGORGONS--Holiday-Special--FREE-pdf?affiliate_id=17596]DARK PLACES & DEMOGORGONS - Holiday Special - FREE pdf[/URL][spoiler] [b]Peter the Easter Zombunny:[/b] Recently a bout of rabbit flu has claimed the favorite of the eldest son, Liam. Having an interest in the occult, the boy has a small collection of books he picked up from Ethel’s a few other shops and yard sales. Using a ritual in one he manages to bring the rabbit, Peter, back. [b]Zombie:[/b] Anyone bit by the zombunny has a chance to become a zombie themselves. If the bunny bites a living creature, they must make a Critical saving throw. If they fail, they will lose 1d6 HP a day until they die. Three days later they will rise as a zombie. Anyone bit by an Easter Zombie must make a Critical saving throw. If they fail, they will lose 1d6 HP a day until they die. Three days later they will rise as a zombie. [b]Easter Zombie:[/b] ? [b]Spirit of Alexander Craft:[/b] Recently the surprisingly well-preserved journal of a 19th century soldier has been discovered. Within it is an as of yet, unplayed battle hymn. Local musicians decide to learn the music and play it at the annual Independence Day celebration. Playing the tune causes the spirit of the composer, Alexander Craft, to materialize.[/spoiler] [URL=https://www.drivethrurpg.com/product/260965/DARK-PLACES--DEMOGORGONS--The-Cryptid-Manual--An-OSR-Bestiary?affiliate_id=17596]DARK PLACES & DEMOGORGONS - The Cryptid Manual - An OSR Bestiary[/URL][spoiler] [b]Vampiric Beast:[/b] This template can be added to animals, monsters or humans. [b]Zombie Beast:[/b] This template can be added to animals, monsters or humans. These unfortunate beings have died and have come back as flesh eating zombies. If the zombie's bite or claws deal damage, the target must make a Poison save or they will become infected. If infected, they are at -2 to all attack & skill rolls, lose ½ their Move (rounded up) and lose 1 HP an hour until magically or psychically healed or until they make another Poison save attempt. They may try another Poison save every 3 hours. If they die while infected, they will become a zombie.[/spoiler] [URL=https://www.drivethrurpg.com/product/253131/DARK-PLACES--DEMOGORGONS--The-Ghost-Hunters-Handbook--and-use-w-other-OSR-games?affiliate_id=17596]DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook - and use w/other OSR games[/URL][spoiler] [b]Ghost:[/b] Ghosts are the souls of creatures that have died but have unresolved issues on Earth and are tethered here until those issues are resolved. Most ghosts manifest as simple spirits with little or no effect in this world. While others become something more powerful, with a greater effect on this world. They have a great amount of guilt for doing something and want to fix it. They died before a loved one and wish to protect them. They died violently at the hands of someone and wish for revenge. They died suddenly in a traumatic way. Their ghost is lost or confused. They are searching for a lost lover. They are searching for their child. They are anchored to a certain location that means something to them. They are extremely angry about dying and refuse to leave. They are generally afraid of what awaits in the Great Beyond and refuse to leave. They are afraid of what awaits in the Great Beyond, because they think they are going to Hell. They cheated someone and want to make it square. They were severely cheated and want to get revenge. They commit suicide after being severely bullied and are seeking revenge. They died violently in a disaster or wreck and are stuck in a state of anger. They have some important information they need to give to someone before they go. They died unfulfilled and need to do, or achieve, something before they go. They died with a heart full of jealousy or envy and need to resolve the issue. They wish to say goodbye to a specific person. They love chaos and wish to cause as much of it as they can before they go. They do not know they are a ghost. [b]Ghost Simple:[/b] ? [b]Poltergeist:[/b] They are often vengeful or angry spirits that haunt people for a specific reason. [b]Haunt:[/b] They are usually the remnant of an angry or vengeful soul. [b]Phantom:[/b] ? [b]Orb:[/b] Ghost Orbs are the souls of animals or people that died in nature (drowning, quicksand, tree fall, etc.). [b]Specter:[/b] ? [b]Dr. Znuff, Haunt:[/b] Dr. Z’Nuff was a good doctor and was framed for heinous crimes by a corrupt government official that was close to the mayor in 1966. Dr. Z’Nuff did commit suicide on the beach in 1966. His Haunt roams the northern section of Blue Island.[/spoiler] [URL=https://www.drivethrurpg.com/product/324488/SURVIVE-THIS-Fantasy--Core-Rules?affiliate_id=17596]SURVIVE THIS!! Fantasy - Core Rules[/URL][spoiler] [b]Skeleton:[/b] Skeletons are animated bones of the dead and are usually under the control of some evil master. [b]Zombie:[/b] Zombies are animated corpses that shamble around, look for flesh to devour. If [a zombie's] bite or claws deal damage, the target must make a Poison save or they will become infected. If infected, they are at -2 to all attack & skill rolls, lose ½ their Move (rounded up) and lose 1 HP an hour until magically or psychically healed or until they make another Poison save attempt. They may try another Poison save every 3 hours. If they die while infected, they will become a zombie. [i]Animate Corpse[/i] spell. [b]Ghost:[/b] ? [b]Unintelligent Undead:[/b] ? [b]Simple Undead:[/b] ? [b]Undead:[/b] ? Animate Corpse (EVIL) Duration: Instant Range: Touch Apply the Zombie template to a dead person or animal. If you are not Evil, gain 1 Madness. You can control 1 Zombie per each other level (1 minimum) & the starting HP of the Zombies controlled cannot exceed your starting HP. Necromancers ignore these control amounts.[/spoiler] [URL=https://www.drivethrurpg.com/product/228137/Vampire-Sourcebook--DARK-PLACES--DEMOGORGONS--other-OSR-games?affiliate_id=17596]Vampire Sourcebook - DARK PLACES & DEMOGORGONS & other OSR games[/URL][spoiler] [b]Vampire:[/b] ? [b]Classic Vampire:[/b] ? [b]Wampyre, Lesser Vampire:[/b] The bite of a vampire drains two levels of experience from the victim. Those reduced to 0 levels in this manner become wampyre (lesser vampires) under the control of the creator vampire. [b]Lord Kristopher Masterson, Type One Vampire:[/b] ? [b]Ancient Vampire:[/b] ? [b]The New Neighbor:[/b] ? [b]The Lost Child:[/b] The Lost Children do not infect those who they bite, they pass on their unique strain of Vampirism by getting an unsuspecting victim to drink their blood, which is often disguised as red wine. [b]Nosferatu:[/b] ? [b]Sangiest, Blood Spirit Vampire:[/b] ? [b]Thrall Keeper:[/b] ?[/spoiler] [/spoiler] [/spoiler] Swords & Wizardry[spoiler] Swords & Wizardry Cumulative[spoiler] [b]Undead:[/b] The City of Ashes true masters are the members of the Cult of Orcus, who haunt the vicinity at night, digging up corpses for sale or use in foul rites, or performing their own dark rituals. As a result of these activities, the dead in the City of Ashes do not rest easy, and often rise from their graves as undead. (Bard's Gate (S&W)) The cultists’ most notable act was a fearsome ritual called the March of Bones, in which hundreds of undead were raised from the cemetery and sent to wander the countryside. (Bard's Gate (S&W)) The restless dead, corpses that are animated by malevolent spirits or foul magics. (Battle Axes & Beasties) These creatures are non-living corpses animated by their psyche, somehow still lingering with the corpse. More rarely they are simply a disembodied lost psyche roaming our world. (Chthonic Codex) School of Necromancy Level 5 - Drink of Immortality - it’s a deadly poison brewed from the brewer’s blood and unwholesome ingredients like human bone meal, ground polycerate goat horn, amethyst and 2 random results from the Pharmacopeia Rare IngredientsTable. The first time the drinker dies, they will become a undead after 1d6 rounds. When drunk, immediately SAVE OR DIE. And become an undead in 1d6 rounds, ofcourse, because the Drink stillworks. (Chthonic Codex) School of Necromancy Level 8 - Drink of Eternal Power - it’s an even deadlier poison brewed from mana-tar, seven caster pineal glands, a bucket of honey and 6 random results from the Pharmacopeia Rare Ingredients Table. When drunk, immediately SAVE OR DIE. If the caster survives, the first time they die, they will return as an undead after 1d6 rounds. The ordeal will confer them a power from the Savant Necropowers Table: the player can pick any power lower than 1d6 + caster level. The potion immediately kills any drinker except the brewer, NO SAVE. (Chthonic Codex) Undead are either the dead bodies of people that have been reanimated by evil sorcerers and cultists to serve them as bodyguard or, tormented souls that due to the way they died have been unable to leave the earthly realm. (Crimson Blades 2: Dark Fantasy RPG d20 Version) With the Gods departed from Zarth there is no clear passage to the afterlife, so many people return from the grave as grisly animated rotting corpses. (Crypts & Things Remastered) Evil Priest powers that require blood soaked rituals to invoke include raising the undead The Tower of Bone’s lower levels broke through into the dwarven city, and the tower’s ability to create unique varieties of undead caused the city to become besieged from its own catacombs. (Cults of the Sundered Kingdoms (S&W)) The Tower of Bone was crafted by the hand of Orcus himself as both a mobile fortress from which to wage his ceaseless war in the Abyss and also as a factory to churn out an endless supply of undead legions. (Cults of the Sundered Kingdoms (S&W)) The Kingdom of Arcady’s human subjects never died. Instead, they retreated into a great necropolis, where they were mummified and transformed into a variety of undead monsters. (Quests of Doom 4: A Little Knowledge (S&W)) The Khemitites, the library’s builders, were obsessed with the afterlife. Those unwilling to pass onto the next world were sometimes transformed into undead monstrosities. Mummification was also a common practice, and it was not uncommon for the dead to arise from their coffins and terrorize the living. (Quests of Doom 4: A Little Knowledge (S&W)) When the Ebon Contagion swept across the Cairn Lands, not even the Kivulis could stem the tide of soulless evil that followed. The sacred burial grounds guarded by the Kivulis for generations became corrupted, and the cairns themselves cracked open as the hallowed dead within clawed their way to the surface as undead horrors. (Rantz's Fair Multitude) An appearance of the Black Monastery also carries curses for the local countryside. In an area of 20 miles around the monastery there is usually an outbreak of magical diseases announcing the return of the Black Brotherhood. Cases of fevers that cause the dead to rise as undead occur among local people without any known source of infection. (The Black Monastery (S&W)) Many years ago, a wicked cleric named Asgaroth came to this area to build a shrine to himself and his god. He gathered about him a cluster of undead and began the construction of his temple. Unfortunately, while searching for a powerful evil relic, he was slain by a paladin named Van-Doren, and thus his shrine remained incomplete. (The Lost City of Barakus (S&W)) The undead, however, remained. Asgaroth had succeeded in infusing so much evil into the place that the undead he placed here to guard it remained, ever vigilant. Over the years, other undead, primarily ghouls and ghasts, have been attracted to this place for its evil aura. What’s more, all creatures slain anywhere in these caves eventually rise as an undead creatures themselves. (The Lost City of Barakus (S&W)) Locals tell tales of a Deadlord that visited the island many years ago, and raised the deceased from their graves. The pirates fought back, destroying the Deadlord and his creations. For years after, anyone buried in the defiled earth rose again the following night. These undead would leave Piratetown alone, and walk into the sea, heading northeast, presumably towards Deadford in the Midderlands. (The Midderlands Expanded) The people of Agraphar believe that when you die, you either reincarnate if your soul has not yet advanced enough to ascend, or you are taken to one of two places. If you have led a good and virtuous life, you are ascended; valkyries of the heavens descend, and you are taken to the cosmic landscape of the Beyond, where the gods dwell, and you are cast in to the role of soldier in the never ending war between the light and chaos. Most often, a man who has proven himself a virtuous or determined soul who is a master of his craft is believed to ascend as such to the heavens. If, however, you are a vile and wicked person, and you revel in misery, then you are most likely cast down, dragged by the shadow demons of the underworld to the underworld below even the subterranean realms of Agraphar, where you are shaped in to one of the nameless demons of the horde of chaos, turned in to an undead being, or worse. A few wicked souls go willingly, and they are often promoted, it is said, to sadistic roles as archdemons and lords of undeath. Some people lose their way, or are so tangled with the affairs of their living self that they come back as ghosts and spirits to haunt the land; some demonic beings have powers so vile that they can cause this to happen to otherwise good souls, severing the celestial cords that bind the soul to the heavens of the afterlife. (The Rising Dark: An Introduction to Agraphar) Lord of the undead, Maligaunt is an enigmatic being who is said to have been the first mortal of Agraphar to master the existence of undeath. (The Rising Dark: An Introduction to Agraphar) In folklore, almost all undead creatures arise from some sort of break in the normal life cycle as that culture defines the life cycle (and that’s not always the same in all cultures). Some ceremony wasn’t performed – often burial or last rites, or some action taken by the undead person during his life represented a breach of the natural order of things. (Tome of Adventure Design) Table 2-64: Basic Types of Undead Creatures (Tome of Adventure Design) Die Roll Undead Type 01-04 Corporeal, genius, non-reproductive 05-08 Corporeal, genius, reproduces through prey 09-12 Corporeal, non-intelligent, non-reproductive 13-16 Corporeal, non-intelligent, reproduces through prey 17-20 Corporeal, semi-intelligent, non-reproductive 21-24 Corporeal, semi-intelligent, reproduces through prey 25-28 Incorporeal, genius, non-reproductive 29-32 Incorporeal, genius, reproduces through prey 33-36 Incorporeal, non-intelligent, non-reproductive 37-40 Incorporeal, non-intelligent, reproduces through prey 41-44 Incorporeal, semi-intelligent, non-reproductive 45-48 Incorporeal, semi-intelligent, reproduces through prey 49-52 Non-human corporeal, intelligent, non-reproductive 53-56 Non-human, corporeal, intelligent, contagious Undeath 57-60 Non-human, corporeal, non-intelligent, contagious Undeath 61-64 Non-human, corporeal, non-intelligent, non-reproductive 65-68 Non-human, corporeal, semi-intelligent, contagious Undeath 69-72 Non-human, corporeal, semi-intelligent, non-reproductive 73-76 Non-human, incorporeal, intelligent, contagious Undeath 77-80 Semi-corporeal, genius, non-reproductive 81-84 Semi-corporeal, genius, reproduces through prey 85-88 Semi-corporeal, non-intelligent, non-reproductive 89-92 Semi-corporeal, non-intelligent, reproduces through prey 93-96 Semi-corporeal, semi-intelligent, non-reproductive 97-00 Semi-corporeal, semi-intelligent, reproduces through prey Table 2-65: Causes of Intelligent Undeath Die Roll Cause of Intelligent Undeath 01-10 Cursed by enemy 11-20 Cursed by gods 21-30 Disease such as vampirism 31-40 Prepared by others for Undeath, at or before death (unwillingly) 41-50 Prepared by others for Undeath, at or before death (willingly) 51-60 Prepared self for Undeath, during life 61-70 Rejected from underworld for some reason 71-80 Returned partially by actions of others 81-90 Returned to gain vengeance for own killing 91-00 Returned to guard location or item important to self during life Table 2-66: Preparations for Intelligent Undeath (Tome of Adventure Design) Note that some of these preparations might be voluntary on the part of the person being prepared for intelligent Undeath. Other preparations described on this table would be the activity of someone else, with or without the consent of the person being prepared. (Tome of Adventure Design) Die Roll Preparation 01-10 Actions are taken to ensure that a god will curse the soul with intelligent undeath 11-20 Corpse/body is preserved/prepared in such a way that the soul (or life force) cannot depart 21-30 Living body parts incorporated into corpse keep it “alive” 31-40 New soul brought into dead body 41-50 Pact with gods/powers of afterlife to reject soul 51-60 Physical preparation raises body with echo of former intelligence 61-70 Physical preparation raises body with full former intelligence 71-80 Ritual binds soul to a place 81-90 Soul captured by ritual, kept in the wrong plane of existence 91-00 Soul captured in item to prevent completion of the death cycle Table 2-67: Breaks in the Life Cycle (Tome of Adventure Design) As mentioned above, most Undeath traditionally results from a break in the natural order of the victim’s life cycle. Looking through the following wide assortment of such “breaks” may give you some good ideas for specific details about your undead creature. (Tome of Adventure Design) Die Roll Nature of the Break (d100) 01 Deliberately cursed at death by others for actions during lifetime 02 Died after committing crime: Arson 03 Died after committing crime: Assault 04 Died after committing crime: Bankruptcy 05 Died after committing crime: Battery 06 Died after committing crime: Begging 07 Died after committing crime: Blackmail 08 Died after committing crime: Blasphemy 09 Died after committing crime: Breach of contract 10 Died after committing crime: Breach of financial duty 11 Died after committing crime: Breaking and entering 12 Died after committing crime: Bribery 13 Died after committing crime: Burglary 14 Died after committing crime: Cattle theft or rustling 15 Died after committing crime: Consorting with demons 16 Died after committing crime: Counterfeiting 17 Died after committing crime: Cowardice or desertion 18 Died after committing crime: Demonic possession 19 Died after committing crime: Desecration 20 Died after committing crime: Disrespect to clergy 21 Died after committing crime: Disrespect to nobility 22 Died after committing crime: Drug possession 23 Died after committing crime: Drug smuggling 24 Died after committing crime: Drunkenness 25 Died after committing crime: Embezzlement 26 Died after committing crime: Escaped slave 27 Died after committing crime: Extortion 28 Died after committing crime: False imprisonment 29 Died after committing crime: Fleeing crime scene 30 Died after committing crime: Forgery 31 Died after committing crime: Forsaking an oath 32 Died after committing crime: Gambling 33 Died after committing crime: Grave robbery 34 Died after committing crime: Harboring a criminal 35 Died after committing crime: Harboring a slave 36 Died after committing crime: Heresy 37 Died after committing crime: Horse theft 38 Died after committing crime: Incest 39 Died after committing crime: Inciting to riot 40 Died after committing crime: Insanity 41 Died after committing crime: Kidnapping 42 Died after committing crime: Lewdness, private 43 Died after committing crime: Lewdness, public 44 Died after committing crime: Libel 45 Died after committing crime: Manslaughter 46 Died after committing crime: Misuse of public funds 47 Died after committing crime: Murder 48 Died after committing crime: Mutiny 49 Died after committing crime: Necromancy 50 Died after committing crime: Participating in forbidden meeting 51 Died after committing crime: Perjury 52 Died after committing crime: Pickpocket 53 Died after committing crime: Piracy 54 Died after committing crime: Poisoning 55 Died after committing crime: Possession of forbidden weapon 56 Died after committing crime: Prison escape 57 Died after committing crime: Prostitution 58 Died after committing crime: Public recklessness 59 Died after committing crime: Racketeering 60 Died after committing crime: Rape 61 Died after committing crime: Receiving stolen goods (fencing) 62 Died after committing crime: Robbery 63 Died after committing crime: Sabotage 64 Died after committing crime: Sale of shoddy goods 65 Died after committing crime: Sedition 66 Died after committing crime: Slander 67 Died after committing crime: Smuggling 68 Died after committing crime: Soliciting 69 Died after committing crime: Swindling 70 Died after committing crime: Theft 71 Died after committing crime: Treason 72 Died after committing crime: Trespass 73 Died after committing crime: Using false measures 74 Died after committing crime: Witchcraft 75 Died after violating taboo: dietary 76 Died after violating taboo: loyalty 77 Died after violating taboo: marriage 78 Died after violating taboo: sexual Die Roll Nature of the Break (d100) 79 Died as a glutton 80 Died as a miser 81 Died as coward 82 Died deliberately 83 Died unloved and unmourned 84 Died while a slave 85 Died while owning slaves 86 Died without children 87 Died without dying (I don’t know, but it sounds good) 88 Died without fulfilling contract 89 Died without fulfilling oath 90 Died without honor (marriage or parenthood) 91 Died without honor (traitor) 92 Died without manhood/womanhood rites 93 Died without marrying 94 Died without proper preparations for death 95 Died without properly honoring ancestors 96 Died without tribal initiation 97 Eaten after death 98 Not buried/burned 99 Not given proper death ceremonies 100 Not given proper preparations for afterlife Table 2-68: Manner of Death (Tome of Adventure Design) The manner in which an undead creature might have died can give rise to good ideas about the nature of the creature’s abilities, appearance, and motivations (if it is an intelligent form of undead). (Tome of Adventure Design) Die Roll Manner of Death 01 Burned in fire 02 Burned in lava 03 Cooked and eaten 04 Crushed 05 Defeated in dishonorable combat 06 Defeated in honorable combat 07 Died during a storm 08 Died during harvest time 09 Died during peacetime 10 Died in a swamp 11 Died in particular ancient ruins 12 Died in the hills 13 Died in the mountains 14 Died near particular type of flower 15 Died near particular type of tree 16 Died of disease 17 Died of fright 18 Died of natural causes 19 Died of thirst 20 Died while carrying particular weapon Die Roll Manner of Death 21 Died while carrying stolen goods 22 Died while wearing particular garment 23 Died while wearing particular piece of jewelry 24 Drowned 25 Executed by asphyxiation 26 Executed by cold 27 Executed by drowning 28 Executed by exposure to elements 29 Executed by fire 30 Executed by hanging 31 Executed by live burial 32 Executed by starvation 33 Executed by strangulation 34 Executed by thirst 35 Executed despite having been pardoned 36 Fell from great height 37 Frozen/hypothermia 38 Heart failure 39 In the saddle 40 Killed by a creature that injects eggs 41 Killed by a deception 42 Killed by a jealous spouse 43 Killed by a jester 44 Killed by a lover 45 Killed by a lynch mob 46 Killed by a traitor 47 Killed by a trap 48 Killed by accident 49 Killed by ancient curse 50 Killed by birds 51 Killed by blood poisoning 52 Killed by demon 53 Killed by dogs/jackals 54 Killed by gluttony 55 Killed by insect(s) 56 Killed by inter-dimensional creature 57 Killed by magic 58 Killed by magic weapon 59 Killed by metal 60 Killed by mistake 61 Killed by own child 62 Killed by own parent 63 Killed by particular type of person 64 Killed by poisonous fungus 65 Killed by poisonous plant 66 Killed by pride 67 Killed by priest 68 Killed by relative 69 Killed by soldiers during battle 70 Killed by some particular monster 71 Killed by strange aliens Die Roll Manner of Death 72 Killed by undead 73 Killed by wine or drunkenness 74 Killed by wooden object 75 Killed for a particular reason 76 Killed in a castle 77 Killed in a particular place 78 Killed in a tavern 79 Killed in particular ritual 80 Killed in tournament or joust 81 Killed near a particular thing 82 Killed on particular day of year 83 Killed under a particular zodiacal sign (i.e., a particular month or time) 84 Killed under moonlight 85 Killed underground 86 Killed while exploring 87 Killed while fishing 88 Killed while fleeing 89 Killed while hunting 90 Killed while leading others badly 91 Killed while leading others well 92 Murdered 93 Sacrificed to a demon 94 Sacrificed to a god 95 Sacrificed to ancient horror 96 Starved to death 97 Strangled 98 Struck by lightning 99 Struck down by gods 100 Tortured to death Dexterity Loss. The attack drains one or more points of dexterity from the victim. The attacker may or may not gain a benefit from the drain (additional hit points, to-hit bonuses, etc) depending upon whether it seems to fit well with the concept. If the victim reaches a dexterity of 0, one of several things might happen: the victim might die and become a creature similar to the attacker (this is common with undead, but a bit weird when dexterity is the attribute score being drained). One explanation for death at 0 dexterity is that the body’s internal systems (circulatory, etc) are no longer working in time with each other. (Tome of Adventure Design) Orcus is the Prince of the Undead, and it is said that he alone created the first undead that walked the worlds. (Tome of Horrors Complete - Swords and Wizardry Edition) When not warring against rival demon princes, Orcus likes to travel the planes, particularly the Material Plane. Should a foolish spellcaster open a gate and speak his name, he is more than likely going to hear the call and step through to the Material Plane. What happens to the spellcaster that called him usually depends on the reason for the summons and the power of the spellcaster. Extremely powerful spellcasters are usually slain after a while and turned into undead soldiers or generals in his armies. (Tome of Horrors Complete - Swords and Wizardry Edition) Four days ago, a lone trapper carried home a number of fur bearing critters, including a hoar fox that, he later discovered, was not yet dead. When the creature awoke in the cabin, it unleashed multiple cones of frost, icing the door shut and covering much of the interior with frost. The trapper was killed, and for the last three days has served as the hoar fox’s only sustenance. (Tome of Horrors Complete - Swords and Wizardry Edition) Besides the half-eaten body of the trapper (could it rise as an undead due to its shocking death?) the cabin contains a store of foodstuffs. (Tome of Horrors Complete - Swords and Wizardry Edition) While the mummified body of the priest is not animated, desecrating the corpse may anger the spirit and grant unlife to the body. (Tome of Horrors 4) Whatever dies in these ruins rises back up as undead guardians. The ruins are populated with undead versions of the previous residents and local wandering monsters. The transformation might be instant, or maybe the next night or maybe once the corpse is fully decayed. Are these undead bound the ruins? Or can they follow the adventurers? (Knockspell #3) [I]Back from the Graves[/I] spell. (Chthonic Codex) [I]Gift of Immortality[/I] spell. (Chthonic Codex) [I]Grand Celebration of the Chthonic Gods[/I] spell. (Chthonic Codex) [I]Great Gift of Immortality[/I] spell. (Chthonic Codex) [I]Interrupted Rest[/I] spell. (Chthonic Codex) [I]Lost Company[/I] spell. (Chthonic Codex) [I]Raise Greater Undead[/I] spell. (The Little Book of Adventuring Classes Vol. 1) [I]Zombify[/I] spell. (Chthonic Codex) Nehkra Legion of the Dead Deadmagic power. (White Box Tome - Arioth I ) [b]Aaphia:[/b] See Crypt Thing, Aaphia. [b]Abbot Cyngamon:[/b] See Wight, Abbot Cyngamon. [b]Acolyte of Althuank Frozen:[/b] See Frozen Acolyte of Althuank. [b]Adrimiret:[/b] See Lich, Adrimiret. [b]Aerim:[/b] See Bloodwraith, Duke Aerim the Bloodwraith. [b]Agamemnon:[/b] See Vampire-Wizard, Agamemnon. [b]Agnoysius:[/b] See Knight Gaunt, Sir Agnoysius. [b]Akhjila Harn:[/b] See Demi-Lich, Akhjila Harn. [b]Akruel's Former General, Gunnvor:[/b] See Skeletal Giant Fire, Akruel's Former General, Gunnvor. [b]Akruel's General Former, Gunnvor:[/b] See Skeletal Giant Fire, Akruel's Former General, Gunnvor. [b]Alcadritch Vampire:[/b] See Vampire Alcadritch. [b]Alecia:[/b] See Vampire, Alecia. [B]Allip:[/B] The allip’s touch does not deal damage, but causes the victim to lose 1d4 points of wisdom. If a victim’s wisdom falls to 0, it dies and will become an allip within 2d6 days. (Swords and Wizardry Monster Book) The allip’s touch does not deal damage, but causes the victim to lose 1d4 points of wisdom. If a victim’s wisdom falls to 0, it dies and will become an allip within 2d6 days. (Monstrosities) The allip’s touch does not deal damage, but causes the victim to lose 1d4 points of wisdom. If a victim’s wisdom falls to 0, it dies and will become an allip within 2d6 days. (Rappan Athuk - Swords and Wizardry) [b]Allip, Joy Montez:[/b] After witnessing the carnage around them, Joy Montez and her sister Lily decided it would be better to take their own lives than face a gruesome demise. The act caused their souls to linger in this place as 2 allips. (Quests of Doom 4: Fishers of Men (S&W)) [b]Allip, Lilly Montez:[/b] After witnessing the carnage around them, Joy Montez and her sister Lily decided it would be better to take their own lives than face a gruesome demise. The act caused their souls to linger in this place as 2 allips. (Quests of Doom 4: Fishers of Men (S&W)) [b]Alu:[/b] See Lich, Alu. [b]Alumaxis:[/b] See Gaunt Knight, Alumaxis. [b]Amurru:[/b] ? [b]Ancient Egyptian Mummified Vampire:[/b] See Vampire Mummified Egyptian Ancient. [b]Ancient Egyptian Vampire Mummified:[/b] See Vampire Mummified Egyptian Ancient. [b]Animal Shadow:[/b] See Shadow Animal. [b]Animated Claws in Chains:[/b] ? [b]Annebeth Gloriana:[/b] See Vampire, Annebeth Gloriana. [B]Ant Giant Exoskeleton:[/B] See Exoskeleton Giant Ant. [B]Ao-Nyobo:[/B] See Ghoul Ao-Nyobo, Blue Wife. [b]Ape Mummy:[/b] See Mummy Ape. [b]Apparition:[/b] Apparitions are undead spirits of creatures that died as the result of an accident. The twist of fate that ended their life prematurely has driven them totally and completely to the side of evil. (The Northlands Saga Complete Swords and Wizardry Edition) When the palace was abandoned, the prisoners were left here. In a few days, they were themselves forced into cannibalism to eke out one more day. This pleased Althunak, and he “blessed” them with undeath and eternal hunger. (The Northlands Saga Complete Swords and Wizardry Edition) Less than a quarter mile into the pass, the characters come upon the decayed bodies of 3 skraeling warriors and 12 women and children. They appear to have been left to the elements for some time, and are little more than bones covered in places with flesh cracking with dry rot. Strangely, they appear to have been left unmolested by scavengers; their bodies remain whole and their equipment remains with them. Examining the corpses can discern no cause of death. They were actually killed by a release of gas from the lake after a landslide over a year ago. Since the gas that killed them was carbon dioxide, it did not leave any residue to be detected as poison. The skraelings superstitiously avoid the corpses — they do not know the cause but these are not the first they have found over the years — and local scavengers tend to avoid the pass as well out of instinct. (The Northlands Saga Complete Swords and Wizardry Edition) The arrival of Half-Face in the valley has disturbed the peace of these skraelings, and the warriors have arisen as 3 apparitions (The Northlands Saga Complete Swords and Wizardry Edition) Apparitions are undead spirits of creatures that died as the result of an accident. The twist of fate that ended their life prematurely has driven them totally and completely to the side of evil. (Tome of Horrors Complete - Swords and Wizardry Edition) On that day twenty years ago, how could the old mage know he was sitting down to his last meal? It had been a common enough day, filled with researches into the recesses of the labyrinthine halls of the dungeon and little real success - always more questions than answers. He and his small retinue of apprentices had sat down around the old stone table in the room they called the “Grand Tomb”. The table was made of marble, with a sculpture worked into the top depicting a gaunt man in full armor, hands clasped around a two-handed axe that extended all the way down to his pointed feet. An oddity to be sure, for the mage was quite sure it was not a repurposed sarcophagus lid - maybe a trophy memorializing a fallen foe? There they sat, the hired man bringing in a platter of boiled mushrooms they had discovered in a reeking cavern, a mismatched collection of found goblets and tankards holding souring wine, hard tack and salt pork spread out before them on the table. So involved were they with the feast and a good natured exploration into the meaning of the holes that dotted the floor of the Grand Tomb, they didn’t notice the hiss of gas making its way through those holes, or the silent sliding of stone doors into place blocking their escape. And so, they died, coughing and hacking. And now, as soon as the party finds a way through that stone slab, the brave adventurer will discover the final fate of that mage and his apprentices, now 1d3+1 apparitions, still collected around the weird table wondering what it all means. (Tome of Horrors Complete - Swords and Wizardry Edition) [B]Aquatic Ghoul:[/B] See Ghoul Lacedon, Aquatic Ghoul. [b]Aracor:[/b] See Vampire, Aracor, King-Chieftain of the Island of War. [b]Arch-Lich, Slavish:[/b] See Lich Arch-Lich, Sorcerer-Lich 18, Slavish. [b]Archer Skeleton:[/b] See Skeleton Archer. [b]Armul Urthag:[/b] See Vampire Lord, Armul Urthag. [b]Artillery Black Skeleton:[/b] See Skeleton Black Artillery. [B]Arus Kezanlil:[/B] See Lich, Arus Kezanlil. [b]Ash-Abti:[/b] Ash-abtis are undead creatures formed by their own cremated ashes, most often found in the tombs of Ancient Khemit. (Cyclopean Deeps Volume 2 Swords and Wizardry) The dust of an ash-abti's disintegrated victim has a 5% chance to rise as an ash-abti (most ash-abtis are created by funerary processes rather than these wild ones created by a victim’s disintegration). [b]Ashten Un Shorn:[/b] See Lich Shade, Ashten Un Shorn. [b]Ashthrak:[/b] See Zombie Tower Bugbear Chieftain, Ashthrak. [b]Asp Mummy:[/b] See Mummy Asp. [b]Aswang:[/b] Inside the temple rests (well, not rests) the funeral party of the Princess Oleander, daughter of the once renowned and later infamous Pasha of Raspar. The princess and her albino court, swathed in funerary silks, were turned into 6 aswangs. The six are trapped within the temple by the Brothers of the Divine Wind, who left a holy air elemental (Lawful in alignment, smells of frankincense) outside the temple to harass would-be intruders. Among the six one can easily identify the Princess Oleander, who is dressed in her decayed finery of silk and silver net and wearing seven royal neck rings (worth 100 gp each). A silver katar that bears the ancient royal sigil is still plunged into her back. (Tome of Horrors 4) [b]Auriferous:[/b] See Vampiric Dragon Gold, Auriferous. [b]Auska:[/b] See Vampire-Mummy, Auska. [B]Avernus:[/B] See Vampire, Avernus. [b]Azraggad:[/b] See Vampire Cleric, Azraggad. [b]Aztec Vampire:[/b] See Vampire Aztec. [B]Azuki-Arai:[/B] ? [b]Balcoth:[/b] See Wraith Wraith-Mage, Balcoth. [b]Balcoth the Rune-Mage:[/b] See Wraith Magic-User 9, Balcoth the Rune-Mage. [B]Banshee, Groaning Spirit:[/B] One particularly unusual thing about banshees is that they often associate with living faerie creatures of the less savory variety; they might even be an undead form of faerie. (Swords and Wizardry Complete Rulebook) The groaning spirit is the malevolent spirit of a female elf that is found haunting swamps, fens, moors, and other desolate places. (Tome of Horrors Complete - Swords and Wizardry Edition) The spirit once belonged to an elf, the victim of a murderous baker on the High Street. (Tome of Horrors Complete - Swords and Wizardry Edition) Banshees are the undead fey. Indeed, there might be other types of undead faeries; but it is the wailing spirits that seem to represent the borderline between the most malignant of the fey and the cold magic of undeath. (Tome of Horrors 4) An elven female slain by a banshee queen will rise as a banshee in 1d4 rounds. (Tome of Horrors 4) [b]Banshee, Eladrian:[/b] ? [b]Banshee, Elk-Running:[/b] Unfortunately, Elk-Running has been exposed to the powerful corruption of the Black Oak for many long years, and its effects have been held at bay only by the magic of the circle. If the characters are successful in breaking the circle’s enchantment, the years of dark magic it has contained suddenly floods in upon the Nûk woman, and she falls to the ground, writhing in pain as evil energy visibly devours her. Sores and wounds open on her body as the energy engulfs her. If quick-thinking characters immediately begin casting healing spells to protect Elk-Running, they can protect her from the negative effects of the tree’s corruption if they give her the equivalent of 20 hp of healing within 3 rounds. Otherwise, at the end of the third round she is fully consumed by the long-denied dark forces of the tree, leaving only her equipment and empty clothing behind. Worse than even this fate, Elk-Running rises in 1d6 rounds as a groaning spirit and pursues the characters for vengeance until destroyed. (The Northlands Series 4: Oath of the Predator (S&W)) [B]Banshee, Ellyllon:[/B] Ellyllon was an elf warrior who visited the monastery to learn the secrets of the world and to achieve his own inner peace. He instead found ancient words carved into the hollow bells. Reciting them turned him into a deadly banshee. (Monstrosities) [b]Banshee, Yokim:[/b] The acolytes of Orcus entombed Yokim, the unwilling elven concubine of King Goov during life, alive—her crypt sealed and walled up so that she could not leave Goov after his undeath. As she starved to death, sealed in her coffin, Yokim transformed into a banshee. (Rappan Athuk - Swords and Wizardry) [b]Banshee Queen:[/b] ? [b]Banshee Queen, Iolne:[/b] ? [b]Barrow King:[/b] ? [b]Barrow Wight:[/b] See Wight Barrow. [b]Bartholeus:[/b] See Shrunken Head of Bartholeus. [b]Bartholomew Ragusovitch:[/b] See Red Jester, Bartholomew Ragusovitch. [b]Barzon III:[/b] See Zombie Yellow Mould, Barzon III. [b]Basil:[/b] See Ghost Strangling, Basil. [b]Basilisk Zombie:[/b] See Zombie Basilisk. [b]Battle-Duke Ormand:[/b] See Vampire, Battle-Duke Ormand. [b]Baykok:[/b] Baykoks are flying corpses of hunters whose pursuit of game in the Northlands has tainted their souls to continue their passion long after death. (The Northlands Saga Complete Swords and Wizardry Edition) [B]Baymoral:[/B] See Shade Ethereal, Lady Baymoral. [b]Bear Cave Skeleton:[/b] See Skeleton Bear Cave, Large Skeleton. [b]Bear Shadow:[/b] See Shadow Bear. [b]Bear-Shaped Shadow:[/b] See Spirit Grizzly, Bear-Shaped Shadow. [b]Beetle Fire Zombie:[/b] See Zombie Fire Beetle. [b]Beetle Ghost:[/b] See Ghost Beetle. [B]Beetle Giant Exoskeleton:[/B] See Exoskeleton Giant Beetle. [b]Beetle Giant Zombie:[/b] See Zombie Giant Beetle. [b]Beetle Rhinoceros Zombie:[/b] See Zombie Rhinoceros Beetle. [b]Beetlor Zombie:[/b] See Zombie Beetlor. [b]Beggar Galley:[/b] See Galley Beggar. [b]Behir Zombie:[/b] See Zombie Behir. [b]Bell Witch Poltergeist:[/b] See Poltergeist Bell Witch. [b]Beskevar:[/b] See Skull Flying Flaming, Flameskull, Beskevar. [b]Bhuta:[/b] He is a victim sacrificed by drowning, and now serves the cult in undeath. (Cults of the Sundered Kingdoms (S&W)) Whenever suitable sacrifices are found, rituals are held in the main nave of the chapel for the purpose of creating new undead guardians (the bhutas, see below). (Cults of the Sundered Kingdoms (S&W)) The undead known as bhutas are not formally a part of the cult, but are a byproduct of its worship and sacrifices. Whenever a living sacrifice is drowned in the well, there is a 20% chance that the sacrifice is brought back as a bhuta. (Cults of the Sundered Kingdoms (S&W)) When a person is murdered, the spirit sometimes clings to the Material Plane, refusing to accept its mortal death. This spirit, called a bhuta, possesses its original body and seeks out those responsible for its murder. (Tome of Horrors Complete - Swords and Wizardry Edition) It was twelve years ago, twelve dark years, that the countess ended a night of debauchery by toppling into an open well. Her husband, a knightly rake known mostly for his womanizing and misfortune at the card table, immediately had the well sealed and a small memorial in her honor built nearby and then took the throne and coronet and began his rule as “the wastrel count”. (Tome of Horrors Complete - Swords and Wizardry Edition) It was a neat piece of work by the count, for his ex-wife’s corpse, now risen as a bhuta, is physically incapable of getting through the seal. (Tome of Horrors Complete - Swords and Wizardry Edition) Obelisk of Chaos artifact. (Cults of the Sundered Kingdoms (S&W)) [b]Bhuta, William the Mad Crawdad:[/b] The pool filled with pike also contains the earthly remains of the scuttled rowboat’s only occupant, William the Mad Crawdad — a notorious saboteur, sailor and murderer on the run from distant Endhome. Confident he shook his dogged pursuers, the fugitive blissfully set sail for the shores of the Dragonmarsh Lowlands only to come face to face with a greater horror than a hangman’s noose. The scoundrel ran afoul of the disgusting sea hags, but even their revolting appearance and dread curse could not overcome his evil. He swam toward the wharf and climbed onto dry land, where he outran his enemies straight into Quattu’s waiting tentacles. The aberration and its allies finally meted out justice to William, but even death could not suppress his despicable spirit. The lifelong mariner longed to be buried at sea, a fate the chuul-ttaen foolishly denied him. Instead, the despicable William’s spirit rose from the grave as a bhuta. (Quests of Doom 4: Fishers of Men (S&W)) [b]Bigh, Felicity:[/b] See Vampire, Felicity Bigh. [b]Bill Nockt Nog:[/b] Consecrated beneath the upper shrine is the secret crypt of Bil Nockt Nog; a devout follower of Bowbe in life, his remains were granted burial beneath the dolman in death. (Bard's Gate (S&W)) The corpse remains inanimate unless his treasures are disturbed, at which point he springs to life, attacking with the sword, and summoning the spirit grizzly to join him in combat. (Bard's Gate (S&W)) [b]Biting Skull, Father Damien:[/b] ? [b]Biting Skull, Father Donatello:[/b] ? [b]Biting Skull, Father William:[/b] ? [b]Biting Skull, High Priest Paulus:[/b] ? [b]Biting Skull, Saint Carlos:[/b] ? [b]Biting Skull, Saint Matilda:[/b] ? [b]Biting Skull, Sister Mary Catherine:[/b] ? [b]Black Dragon Zombie:[/b] See Zombie Dragon Black. [b]Black King Lucas:[/b] See Vampire Lord, Black King Lucas. [b]Black Monastery:[/b] See The Black Monastery. [b]Black Skeleton:[/b] See Skeleton Black. [b]Black Tongue Victim:[/b] People who consume the egg of a cipactli are doomed to become black tongue victims. The abominable process generally takes a day or so to manifest, but when it does it takes over quickly, turning the victim into a brute that can withstand the toughest hits. (TG2 Tongues of the Screaming Toad (SnW)) Natan experimented with the cipactli eggs on native slaves before unleashing them on Kraden’s Hill, and the 5 black tongue victims here were the first successful creations. They quickly fell to worshipping the statue of Ibholtheg the wizard brought here to study, a curious practice that Natan was studying to understand the effects of the black tongue better. (TG2 Tongues of the Screaming Toad (SnW)) [b]Black Tongue Victim, Lambert Glover:[/b] You’re just about to order another round of that spicy viper fruit drink when a gurgled choke catches your attention at the door. Night has fallen completely on Kraden’s Hill, and in from the darkness staggers a man clawing at his throat. He leans heavily on the wall, gasping and muttering for a moment, as the rest of the Thirsty Serpent patrons turn to see. “Lambert?” one man asks in a concerned voice as the man – Lambert apparently – lets loose a choked cry and falls to the floor. He retches and black vomit hits the dirty floor with a sickening splash. (TG2 Tongues of the Screaming Toad (SnW)) Lambert Glover is currently suffering from the end of the second phase of the black tongue of Ibholtheg. People around him back up after the black vomit hits the floor and Lambert begins to mutter incoherent words – “ozalko,” z’dyrr’kuu,” and “yongulluu,” followed by a drawn out “Ibholtheg.” (TG2 Tongues of the Screaming Toad (SnW)) The characters can try to push through to get to him but by the time they arrive the curse has taken full effect. Lambert Glover stands up suddenly, now fully a black tongue victim, his elongated tongue pitch black and hanging out of his mouth. (TG2 Tongues of the Screaming Toad (SnW)) [b]Blacklocke, Vallis:[/b] See Shade, Vallis Blacklocke. [b]Bleeding Horror:[/b] If reduced to 0 hit points as a result of feeding the Axe of Blood, the wielder becomes a bleeding horror. (The Lost Lands: Stoneheart Valley Swords and Wizardry Edition) Created by the axe of blood, these foul undead creatures drip with the blood they were so willing to sacrifice to the hungry blade. (Tome of Horrors Complete - Swords and Wizardry Edition) [b]Bleeding Horror Dwarf Fighter 10, Dargeleth:[/b] This cave is the home of Dargeleth—once a famed dwarf warrior, now an undead servant of the axe of blood. He came to these caves through the tunnel to the Under Realms at Area 15. He skirted the temple at 4 by heading past Area 1 and to the large cave at 21. There he fought a group of frog-priests. He was sorely pressed and fed the axe one final time—leading to his death and his current fate. (The Lost Lands: Stoneheart Valley Swords and Wizardry Edition) [b]Blood Eagle:[/b] A form of torture and execution known as the blood-eagle was long ago outlawed in the Northlands, according to legend at the time when the ancestors of the modern Northlanders first arrived in the Vale. The act was considered too barbarous and devoid of honor and mind’s-worth to be tolerated within Northlander culture, and when discovered its practice resulted in the execution by burning of the offender to completely remove such a twisted and darkened soul from further corrupting Northlander society. Nevertheless, there continue to exist a few individuals depraved or wicked enough to conduct this practice, and the combined animus of the Northlander conscience sometimes causes the victims to return to horrid unlife in outrage over the injustice done them. (The Northlands Saga Complete Swords and Wizardry Edition) The act of the blood-eagle involves forcing the victim facedown on the ground or a sacrificial altar. The victim’s back is then opened with a blade to expose the ribcage beneath. The ribs are broken where they connect to the spinal column and the sides of the ribcage then opened in opposite directions out from the back to simulate bloodstained wings. The victim’s lungs were then likewise pulled out through these gaping wounds in his back. Sometimes the wounds were salted to add a further level of cruelty, but it normally didn’t matter as the victim had usually long-since expired from blood loss, shock, or suffocation. (The Northlands Saga Complete Swords and Wizardry Edition) Execution in this manner was considered a coward’s death that consigned the victim to the shadowy realm of Hel rather than the warriors’ halls of Valhalla. As a result, when it is performed upon a Northlander there is a 10% chance that the victim’s troubled soul reanimates the corpse as a blood eagle 1d4 rounds later. A risen blood eagle usually seeks vengeance upon its executioner, but in these times after the practice was forbidden, the ceremony is usually not performed in the name of justice but by a necromancer or one with similar powers specifically in order to raise the blood eagle and gain command of it. (The Northlands Saga Complete Swords and Wizardry Edition) [B]Blood Pope:[/B] ? [b]Blood Wight:[/b] See Wight Blood. [b]Bloodied Cleric:[/b] See The Bloodied Cleric, Erera Liliwan. [b]Bloodless:[/b] See Vampire, Bloodless Folk, Bloodless. [b]Bloodless Folk:[/b] See Vampire, Bloodless Folk, Bloodless. [b]Bloodwraith, Duke Aerim the Bloodwraith:[/b] ? [b]Bloody Bones:[/b] Their true origins are unknown, but they are believed to be the undead remains of those who desecrate evil temples and are punished by the gods for their wrongdoings. (Tome of Horrors Complete - Swords and Wizardry Edition) [b]Bloody Bones, Emissary of Mirkeer:[/b] ? [b]Bloody Dire Tiger Skeletal:[/b] See Skeletal Tiger Dire Bloody. [b]Bloody Dire Tiger Skeletal Ferocious:[/b] See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount. [b]Bloody Skeletal Dire Tiger:[/b] See Skeletal Tiger Dire Bloody. [b]Bloody Skeletal Dire Tiger Ferocious:[/b] See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount. [b]Bloody Skeletal Tiger Dire:[/b] See Skeletal Tiger Dire Bloody. [b]Bloody Skeletal Tiger Dire Ferocious:[/b] See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount. [b]Bloody Tiger Dire Skeletal:[/b] See Skeletal Tiger Dire Bloody. [b]Bloody Tiger Dire Skeletal Ferocious:[/b] See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount. [b]Bloody-Handed Horror of Seagestreland:[/b] See Wraith Unique, The Wight of Sven Oakenfist, the Jarl of the Seas, the Ravager of the Cymu Islands, Terror of Gatland, Estenfird, Hordaland, and the Vale, Slayer of a Thousand Men, He Who Broke the Back of Kathisizk the Great Serpent of the Sea, Reaver of the Dnipir River, The Bloody-Handed Horror of Seagestreland. [B]Blue Wife:[/B] See Ghoul Ao-Nyobo, Blue Wife. [b]Bodak:[/b] ? [b]Bodak Priest:[/b] ? [B]Bodere Unquiet:[/B] See Unquiet Bodere. [b]Bodyguard Undead:[/b] See Undead Bodyguard. [b]Bog Hag:[/b] In ages past when the Andøvan ruled the region, those ancients would sacrifice to their gods by throwing bound captives into deep kettle ponds and letting them drown. Thus, the bog lands of the Northlands are often the home to bog mummies and, worse, the dreaded bog hag. (The Northlands Saga Complete Swords and Wizardry Edition) Bog hags are wretched creatures, their hair and skin, as well as their clothes, corrupted by their own hatred as well as centuries in a stagnant pond. Their bodies have withered, except where the waters have grotesquely swollen them, and their skin is stretched taut or hangs in loose folds. (The Northlands Saga Complete Swords and Wizardry Edition) These former sacrificial victims have come to hate all life, for to become a bog hag one must have been sacrificed unwillingly. (The Northlands Saga Complete Swords and Wizardry Edition) [b]Bog Horse:[/b] A bog horse is the animated corpse of an animal sacrificed by the Andøvan to their gods in ages past by being cast into a bog and allowed to slowly sink to its watery death. Most such beasts become rotting corpses in short time, eventually dissolving entirely in the fetid pools. Those that end up in bogs that create a bog hag find themselves brought back from death into a state of undeath, summoned from their stagnant graves to carry their bog hag mistresses across the dry world. (The Northlands Saga Complete Swords and Wizardry Edition) [b]Bog Hound:[/b] Much like the bog hag and bog horse, bog hounds were sacrificed by the ancient Andøvans by drowning them in fetid pools of water. The Andøvans seemed to either not know what undead horrors they were producing, or they simply didn’t care, for some of their victims rose from the dead with hearts full of vengeance. (The Northlands Saga Complete Swords and Wizardry Edition) Even small dogs sacrificed in this way swelled with evil and corruption, so that all bog hounds are the size of a war dog. (The Northlands Saga Complete Swords and Wizardry Edition) [b]Bog Mummy:[/b] See Mummy Bog. [b]Bogeyman:[/b] ? [b]Bone Cobbler:[/b] The sculptor of idols was never as reverent as his customers. His last object d’art was an idol of the love goddess for a shrine located out in the sticks. His progress on this particular sculpture had been hampered by the presence of his model, a peasant girl of very pleasing face and figure. (Tome of Horrors Complete - Swords and Wizardry Edition) Alas, a fortnight ago the maiden’s paramour got wind of her new position and, with two boon companions struck, bashing the sculptor’s head in and making a terrible mess of his workshop. (Tome of Horrors Complete - Swords and Wizardry Edition) By the next night, one of the murderers had disappeared, his hovel turned into a bloody mess. The others followed, but the disappearances did not end with the trio of killers. In all, twenty villagers have gone missing. After the first five disappeared, the stripped bones of the others began to crop up, often jumbled and put together into bizarre shapes. (Tome of Horrors Complete - Swords and Wizardry Edition) [b]Bone Delver:[/b] Bone delvers were graverobbers who died whilst performing their nefarious tasks. (Tome of Horrors 4) The lanterns bone delvers perpetually carry are formerly mundane hooded lanterns that were infused with negative energy in the same way as their unliving bearers. (Tome of Horrors 4) [b]Bone Dragon, Kallinstraids:[/b] See Vampiric Dragon Red, Bone Dragon, Undead Dragon, Kallinstraids. [B]Bone Spider:[/B] Bone Spiders are malign spirits who form their bodies from the bones of the dead and who haunt the ancient barrows, tombs, bone pits and crypts of the world growing and gaining power as they add more bones (fresh and ancient) to their form. (The Cartographer's Guide to the Creatures of Eira) [b]Bone Swarm:[/b] Composed of tiny bits of bone culled from the remnants of fallen undead monsters as well as Azraggad’s past victims. (Rappan Athuk Expansions 2 - Swords and Wizardry) A bone swarm is created when multiple animated skeletons are destroyed more or less simultaneously, either through a single powerful area attack or by simply being smashed to pieces. The bones of the skeletons are scattered and smashed, but the necromantic magic that animated them lingers on, pulling the bones back together in a mass of clattering fragments. (Tome of Horrors 4) [b]Bone Warrior:[/b] ? [b]Bones Bloody:[/b] See Bloody Bones. [B]Bones Exploding:[/B] See Exploding Bones. [b]Bones-Of-The-Sea-Evermore:[/b] See Narwight, Bones-Of-The-Sea-Evermore. [b]Bottom Ron:[/b] See Ghost, Ron Bottom. [B]Brain-Eating Zombie:[/B] See Zombie Brain-Eating. [b]Branwyr:[/b] See Zombie Tower Dwarf, Branwyr, Protector of Durandel. [b]Brine Zombie:[/b] See Zombie Brine. [b]Brutus:[/b] See Ghoul, Doctor Brutus. [b]Brykolakas:[/b] The illusion of its movement is caused by 3 brykolakas, rotting humanoid corpses with sunken eyes and bluish-gray skin that are animated by a ravenous diseased fury to prey upon the living. (The Northlands Series 3: The Drowned Maiden (S&W)) [b]Brykolakes:[/b] Hengrid was heedless of the danger when she arrived here during a storm and drove her ship straight into the beach, causing its beam to snap and many of her crewman to be thrown overboard to drown in the lashing seas. These dead crewman now exist under the waves as 8 brykolakases. (The Northlands Saga Complete Swords and Wizardry Edition) [b]Bugbear Chieftain Zombie Tower, Ashthrak:[/b] See Zombie Tower Bugbear Chieftain, Ashthrak. [b]Bugbear Zombie Tower:[/b] See Zombie Tower Bugbear. [b]Bulette Undead:[/b] See Undead Bulette. [b]Burning Ghat:[/b] The burning ghat is a rare form of undead created in areas of unusually high negative energy when a living creature is put to death by fire for a crime it did not commit. Utterly twisted and maddened by its fate, a burning ghat is a fearsome creature, consumed with a hatred for the living and seeking to end life wherever it finds it. (Tome of Horrors 4) A burning ghat is terrorizing a town in a pleasant, green valley where he was burned at the stake. The ghat was a chaos cultist masquerading as a goodly vicar in the town. Within his temple, he sacrificed animals and people (usually drunks) in the name of the demon king Llorok. The priest still wears his charred vestments, his silver unholy symbol melted onto his chest. (Tome of Horrors 4) [B]Burning Skeleton:[/B] See Skeleton Burning. [b]Butler Ghast:[/b] See Ghoul Ghast Butler. [b]Buoy Zombie:[/b] See Zombie Buoy, Zombie-Buoy. [b]Bvalin the Ageless:[/b] See Ghost, Bvalin the Ageless. [b]Cadaver:[/b] A creature slain by a cadaver lord awakens in 1d4 rounds as a cadaver. (Tome of Horrors Complete - Swords and Wizardry Edition) He’s been traveling from town to town for a month now collecting the dead. He has no intention of burying the dead he collects, however. Instead, he takes the corpses outside town and dumps them in secluded spots where they won’t be found. His callousness has caused many of the unburied corpses left in his wake to rise as cadavers focused on finding the false undertaker. (Tome of Horrors Complete - Swords and Wizardry Edition) [b]Cadaver Lord:[/b] ? [b]Candle Corpse:[/b] See Corpse Candle. [b]Captain Draug:[/b] See Draug Captain. [b]Captain Killbessa:[/b] See Mummy of the Deep, Captain Killbessa. [b]Captain Luther:[/b] See Graveknight Dwarf, Patrol Captain Luther. [b]Captain Montfort Deville:[/b] See Lich, Captain Montfort Deville. [b]Captain Shadow:[/b] See Shadow Captain. [b]Captain Temple Guard Ghastly:[/b] See Ghastly Temple Guard Captain. [B]Carapace Crab Giant Undead:[/B] See Undead Giant Crab Carapace. [B]Carapace Giant Crab Undead:[/B] See Undead Giant Crab Carapace. [b]Carlos:[/b] See Biting Skull, Saint Carlos. [B]Cat Feral Undead:[/B] See Undead Cat Feral. [b]Cat Ghoul:[/b] See Ghoul Cat. [b]Catspar, Malliw:[/b] See Ghost, Malliw Catspar. [b]Cave Bear Skeleton:[/b] See Skeleton Bear Cave, Large Skeleton. [b]Cedrick Junde:[/b] See Soul Knight, Cedrick Junde. [B]Chained:[/B] See The Chained. [b]Champion Black Skeleton:[/b] See Skeleton Black Champion. [b]Champion Skeleton Black:[/b] See Skeleton Black Champion. [b]Charcharodon Zombie:[/b] See Zombie Charcharodon. [b]Child Skull:[/b] See Skull Child. [b]Child Spirit:[/b] See Spirit Child. [b]Child Zombie:[/b] See Zombie Child. [b]Choir Haunted:[/b] See Haunted Choir. [b]Cimota:[/b] These undead creatures are the images of evil still imprinted on the place, acting out the roles and deeds of the long-dead monks. (The Black Monastery (S&W)) Cimota are the physical manifestations of evil thoughts and actions. They manifest in the Prime Material as cloaked figures. Their existence is always tied to a specific area or artifact that is imbued with ancient and highly malevolent evil. A cimota is able to manifest itself anywhere within an accursed locale that has given it life, or within 300 feet of an evil artifact to which it is attached. (The Black Monastery (S&W)) Cimota are bound to repeat the evil thoughts and actions that created them. When they manifest they will endlessly repeat the deeds that spawned them. So, for instance, a group of cimota may haunt a ruined temple, re-enacting evil rituals. Cimota may guard an unholy site such as a city, forest or building. They will fight to the death to defend these places. Cimota who are bound to an artifact may act out the intentions of that artifact. (The Black Monastery (S&W)) These undead creatures are the images of evil still imprinted on the place, acting out the roles and deeds of the long-dead monks. The acts of human sacrifice and other evil deeds associated with the oracle stone are what have given the cimota power within the Black Monastery. They are echoes and reflections of the Black Brotherhood and the vile deeds they committed here. As long as the oracle stone exists, the Black Monastery will return and the cimota will continue their dark existence. (The Black Monastery (S&W)) Cimota are the physical manifestations of evil thoughts and actions. (Tome of Horrors 4) Their existence is always tied to a specific area or artifact that is imbued with ancient and highly malevolent evil. A cimota is able to manifest itself anywhere within an accursed locale that has given it life, or within 300 feet of an evil artifact to which it is attached. Cimota can sense life within 60 ft. at all times (including invisible and hidden creatures). (Tome of Horrors 4) A troop of black orcs led by a priest of Orcus plundered the town and hauled off the useful townsfolk. The orcs are long gone, leaving the town to scavengers and looters. What remains has been vandalized and plundered. Even the town well is filled with excrement and animal corpses from roving band of orcs. (Tome of Horrors 4) A long deep trench dug into a southern field holds the smoldering bodies of townsfolk. Even weeks after the massacre, the coals remain hot beneath the ashen remains. The priest desecrated the mass grave before moving to his next conquest. As if in prayer, four cloaked figures kneel on the opposite side of the pit. These 4 cimotas formed upon the murder of the townsfolk and the desecration of their mass grave. (Tome of Horrors 4) Cimota Mace artifact. (Tome of Horrors 4) [b]Cimota Guardian:[/b] The former collector of these scrolls, an injured soldier and neophyte acolyte of Orcus, was slain in here by a rival over hierarchy in the lower orders of the clergy. Maintaining his soldier’s sense of duty towards his collection, the acolyte rose eventually rose from death as a guardian cimota, forever tasked to guard these scrolls. (Rappan Athuk Expansions 1 - Swords and Wizardry) Cimota Mace artifact. (Tome of Horrors 4) [b]Cimota High:[/b] If the cloak of the high cimota is worn for a full 24 hours, the wearer will begin to fade out of existence, becoming the new high cimota. Nothing short of a wish spell can reverse this terrible fate. (The Black Monastery (S&W)) Cimota Mace artifact. (Tome of Horrors 4) [b]Cimota Leader:[/b] ? [b]Cinder Ghoul:[/b] See Ghoul Cinder. [b]Citizen Lich:[/b] See Lich Citizen. [b]Claws in Chains Animated:[/b] See Animated Claws in Chains. [b]Cleric Bloodied:[/b] See The Bloodied Cleric, Erera Liliwan. [b]Cleric Lich:[/b] See Lich Cleric. [b]Cleric Vampire:[/b] See Vampire Cleric. [b]Clopek:[/b] See Mummy, Clopek. [b]Cobbler Bone:[/b] See Bone Cobbler. [b]Coffer Corpse:[/b] The coffer corpse is an undead creature formed as the result of an incomplete death ritual. (Tome of Horrors Complete - Swords and Wizardry Edition) [b]Cold-On-Darkness-Below-In-Blood:[/b] See Narwight, Cold-On-Darkness-Below-In-Blood. [B]Colossus Corpse:[/B] See Corpse Colossus. [b]Conductor:[/b] See Lich Magic-User 18, The Conductor. [b]Conjoined Skeletons:[/b] See Skeletons Conjoined. [B]Corliss:[/B] See Demonvessel, Corliss. [b]Corporeal Undead:[/b] See Undead Corporeal. [b]Corpse Candle:[/b] An ancient hag was drowned in chamber 50 years ago when she tried to raise the dead to do her bidding. The crone rose as a corpse candle that haunts the crypts, although she prefers to remain in this chamber. Her bones lie at the bottom of the watery pit. (Tome of Horrors Complete - Swords and Wizardry Edition) [b]Corpse Coffer:[/b] See Coffer Corpse. [B]Corpse Colossus:[/B] “I watched in horror as the necromancer’s acolytes set about their master’s grisly work in that hellish ruined castle. From the great pile of bodies gathered from local graveyards, they stripped the flesh from them and tossed them into giant cauldrons. The bones were ground up and similarly prepared. Great black magics where cast that night, and in the light of a fearful and hesitant dawn the rotting Giant stood there, eyes burning like fire ready to terrorize the lands of the living.” (Crypts & Things Remastered) Made of a small mountain of freshly dead bodies, that are reanimated by ancient and powerful magics in a long and expensive ritual, a Corpse Colossus usually serves the evil will of a necromancer. (Crypts & Things Remastered) [B]Corpse Colossus Minor, The Green Man:[/B] When the Haunted lands initially went to the Shroud, the surviving villagers buried the people who died of shock in a mass grave (see the pit below). Malek’s apprentice, a suitably half mad and childlike young man called Mildark, used the last of his magical knowledge to summon them back into undead life as a small Corpse Colossus (his magical power was not great enough to summon a full version of this monster and besides there wasn’t enough corpses). (Crypts & Things Remastered) A large mass grave where the villagers of Wimble buried the folk who died of shock when the Village moved to the Shroud. Although Windy Mildark reanimated the dead as the Green Man. (Crypts & Things Remastered) [B]Corpse Crypt:[/B] See Crypt Corpse. [b]Corpse Dried Dwarf Undead Menagerie:[/b] See Undead Menagerie Corpse Dwarf Dried. [b]Corpse Dried Elf Undead Menagerie:[/b] See Undead Menagerie Corpse Elf Dried. [b]Corpse Dwarf Dried Undead Menagerie:[/b] See Undead Menagerie Corpse Dwarf Dried. [b]Corpse Elf Dried Undead Menagerie:[/b] See Undead Menagerie Corpse Elf Dried. [b]Corpse Orgy:[/b] If the horde is destroyed, the actual guardian of the obelisk appears. The destroyed zombie horde creeps together into a mass of broken and dismembered zombie corpses intermixed with the fragments of armor and weapons that they bore. This amalgamation of horror is an undead creature called a corpse orgy and is the true guardian of the obelisk, appointed by Orcus personally millennia ago. (Cults of the Sundered Kingdoms (S&W)) [b]Corpse Reanimated, Evasheen:[/b] See Zombie, Reanimated Corpse, Evasheen. [b]Corpse Shambling:[/b] The characters’ subsequent delve into the bog enters a haunted realm populated by shambling corpses, vengeful undead creatures, and pathetic spirits borne from Hamish’s genocide. (Quests of Doom 4: Forgive and Regret (S&W)) [B]Corpse Sibilant:[/B] See Sibilant Corpse. [b]Corpsespun Zombie:[/b] See Zombie Corpsespun. [b]Coruvance Filp:[/b] See Lich, Coruvance Filp. [b]Count Kardofo:[/b] See Vampire, Count Kardofo. [b]Countess Jordelia:[/b] See Vampire, Countess Jordelia. [B]Crab Giant Carapace Undead:[/B] See Undead Giant Crab Carapace. [B]Crab Giant Exoskeleton:[/B] See Exoskeleton Giant Crab. [b]Crayfish Giant Zombie:[/b] See Zombie Giant Crayfish. [b]Creature Paleoskeleton:[/b] See Paleoskeleton Creature. [B]Crimson Ghoul:[/B] See Ghoul Crimson. [b]Crimthann:[/b] See Ghoul Ghast Lord, Crimthann. [b]Critter Undead:[/b] See Undead Menagerie Critter. [b]Crocodile Spectral:[/b] See Spectral Crocodile. [b]Crocodile Zombie:[/b] See Zombie Crocodile, Hieroglypicroc. [b]Crow Murder:[/b] See Murder Crow. [b]Crucifixion Spirit:[/b] The Jomsvikings used this as a torture chamber where they could question prisoners before the Jomsking Ût had these activities moved into the tower for his personal amusement. Since then, the room has fallen into disuse and its last victim left hanging where he died. This victim has now risen as a crucifixion spirit, an incorporeal image of the prisoner as he appeared in death that suddenly steps from the wall and attacks interlopers. (The Northlands Saga Complete Swords and Wizardry Edition) Six boulders stand upright on the edge of the Corros Desert, the 10-foot-wide flat sides of each massive stone turned to face the harshest winds blowing off the burning sands. Heavy links of black chain wrap around each rock. Shackled to the rocks by red-hot metal manacles are six blackened bodies. Their faces and skin are sandblasted away, leaving them unidentifiable. Each was a thief sentenced to death and chained to the Rocks of Woe. The bodies are suspended against the superheated rocks. A man’s head pokes out of the sand in front of the rocks, his wiry hair flapping in the harsh winds. His skin is streaked with blood. The howling winds drown his screams. (Tome of Horrors Complete - Swords and Wizardry Edition) Four of the dead men hung on the rocks were killers and thugs who deserved their gruesome fate. Two were innocents wrongly convicted by Magistrate Chesle, the corrupt judge now buried up to his neck in the shifting sands. The innocent victims died horrible deaths on the rocks, and rose mere hours later as crucifixion spirits intent on revenge. (Tome of Horrors Complete - Swords and Wizardry Edition)[B]Crypt Corpse:[/B] ? [B]Crypt Fiend:[/B] ? [b]Crypt Guardian:[/b] ? [b]Crypt Thing:[/b] Thanopsis and a visiting priest combined forces to create the crypt thing that protects the ossuary and Thanopsis’ tomb from defilement. (Quests of Doom 4: A Little Knowledge (S&W)) [i]Create Crypt Thing[/i] spell. [b]Crypt Thing, Aaphia:[/b] ? [b]Crypt Thing, Imperial Crypt Thing:[/b] ? [b]Cumont:[/b] See Lich, Cumont. [b]Cursed Headless Woman:[/b] ? [b]Cursed Woman Headless:[/b] See Cursed Headless Woman. [b]Custodian Dark:[/b] See Dark Custodian. [b]Cyclone Mortuary:[/b] See Mortuary Cyclone. [b]Cyngamon:[/b] See Wight, Abbot Cyngamon. [b]Dagfa Durbis:[/b] See Zombie Tower Mine Captain, Dagfa Durbis. [b]Damat:[/b] See Lich, Damat. [b]Damien:[/b] See Biting Skull, Father Damien. [b]Damien:[/b] See Lich, Damien. [b]Dancing Spirit:[/b] See Spirit Dancing. [b]Darakhul:[/b] See Ghoul Darakhul. [b]Darakhul Necromage:[/b] See Ghoul Darakhul Necromage. [b]Dargeleth:[/b] See Bleeding Horror Dwarf Fighter 10, Dargeleth. [B]Daribe, Jelida:[/B] See Eyeless Filcher, Jelida Daribe. [b]Dark Custodian:[/b] Dark custodians are the undead remains of evil clerics tasked to remain behind after death and guard the sacred places of their vile worship. (Tome of Horrors 4) [b]Dark Elf Legend Zombie:[/b] See Zombie Legend Elf Dark. [b]Dark Elf Screamer Zombie:[/b] See Zombie Screamer Elf Dark. [b]Dark Elf Zombie Legend:[/b] See Zombie Legend Elf Dark. [b]Dark Elf Zombie Screamer:[/b] See Zombie Screamer Elf Dark. [b]Darkblade von Nightkill:[/b] See Shade, Kenneth, Lord Darkblade von Nightkill. [b]Darkfast, Valen:[/b] See Lich, Valen Darkfast. [b]Darkfast, Valen:[/b] See Lich Lord, Valen Darkfast. [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. (Tome of Horrors Complete - Swords and Wizardry Edition) Any humanoid slain by a darnoc becomes a darnoc in 1d4 rounds. (Tome of Horrors Complete - Swords and Wizardry Edition) The ruler of the walled city-state was beside himself with worry. How was he to know that killing his exchequer would result in such calamity - after all, he had probably killed about one minister a month since he took the throne as a young man. Always the exchequer stood by, giving wise council and finding ways to fund the king’s schemes. (Tome of Horrors Complete - Swords and Wizardry Edition) But at the thought of giving the king his youngest daughter before her wedding day the minister balked, and for that he had to be killed. Death, however, did not part the exchequer from his post, for the next day his replacement fled in panic at the sight of the old man sitting in the treasury counting the coins. (Tome of Horrors Complete - Swords and Wizardry Edition) [b]Davith:[/b] See Shade, Davith. [B]De Shade, Valmont:[/B] See Vampire, Valmont De Shade. [b]Deacon Shade:[/b] See Shade Deacon. [B]Dead Dog Spirit:[/B] See Spirit Dead Dog. [b]Dead Gripper:[/b] See Ripneck Deadgripper, Dead Gripper. [B]Dead Head:[/B] [I]Dead Head[/I] spell. (Chthonic Codex) [b]Dead Head:[/b] See Deadhead, Dead Head. [b]Dead Screaming Ghoul:[/b] See Ghoul Screaming Dead. [b]Dead Walkin':[/b] See Zombie Walkin' Dead. [b]Dead Walking:[/b] See Zombie, Walking Dead. [b]Deadface Villager:[/b] See Ghoul Deadface Villager. [b]Deadgripper Ripneck:[/b] See Ripneck Deadgripper, Dead Gripper. [b]Deadhead, Dead Head:[/b] This variety of undead is one of Liche Mezogorah’s masterpieces. They spawn into existence when a Ghoul is severed of its head. Moments later, the head takes on a life of its own and can leap at its enemies and attempt to bite them to death. (White Box Tome - Arioth I ) [b]Death Knight, Deathknight:[/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 knights who fell from grace at the moment of death. A lifetime of duty and loyalty becomes forfeit as the undead creature, rising from its grave within days of being laid to rest, is driven by an intense desire to annihilate all life and bring as much harm as it can muster to any within reach. (Tome of Horrors 4) A silver trumpet sits among various obscure and unbelievable trinkets in Fadzien’s Oddities in Taharath. The trumpet has a bone mouthpiece that radiates extreme cold (1 point of damage to anyone blowing the instrument). Symbols are carved into the bell of the instrument, a ring of letters and runes written in an ancient language that spirals up inside the instrument. Anyone who can read the ancient words (or who casts read languages) can understand the message: “If you call to him, he shall answer.” Blowing the trumpet summons a death knight who stands watch in the Tomb of the Jaded Disbelievers in a valley north of the Hollow Spire Mountains. The sound of the trumpet echoes on the wind, and the death knight arrives within 2d4 weeks to find the person who called to challenge him (even if that person travels, the death knight can unerringly find him). The knight rides up in a cloud of dust on an undead mount. The knight is cursed to forever answer the call of the trumpet (it was the summons to battle when he was alive, until he betrayed his king), and now wishes nothing more than to snuff the life of the person reminding him of his past glory and ignominious downfall. (Tome of Horrors 4) [b]Death Knight, Islaug the Breathless:[/b] He introduces himself and explains that after he was ousted as an old man from the Jomsking’s throne, he and his few loyal crewmen were set afloat from the Jomsburg in a leaky longship without sail, oar, food, or water. He tells how they drifted for 8 months upon the seas until their half-sunken boat came to rest in the swamps of Mulstabha. They should have long been dead but for the gift of the Dark God of the Jomsvikings who gave him and his officers the gift of immortality, and changed the strongest among his crew who were willing to do whatever was necessary to survive, including develop an appetite that could sustain them beyond the grave (here he gestures and the ghouls step from their side passages). (The Northlands Saga Complete Swords and Wizardry Edition) [b]Death Naga:[/b] Death nagas are what remains of other nagas slain by powerful necromantic energy. It is unknown why or how these nagas return as undead versions of their former selves. (Tome of Horrors 4) [b]Death Naga, Hlundel:[/b] A great beast from the Ginnungagap called Hlundel challenged Wotan to battle for control of the mead hall of Valhalla. If Hlundel won, he would devour the souls of the warriors found within Valhalla like the serpent Nidhogg feasts on the corpses of adulterers, murders, and oath-breakers. Wotan defeated the beast in battle and cast it down to the Middle World where it was buried under a hill called Skirnyth Crull. (The Northlands Saga Complete Swords and Wizardry Edition) [b]Deathknight:[/b] See Death Knight, Deathknight. [b]Degeners, Thalius:[/b] See Spectre, Thalius Degeners. [b]Delver Bone:[/b] See Bone Delver. [b]Demi-Lich, Demilich:[/b] Book of the Dead magic item. (The Treasure Vaults of Zadabad [Swords & Wizardry]) [b]Demi-Lich, Akhjila Harn:[/b] This is the burial vault of Akilha Harn, a little-known wizard from ancient times. In her day, she ruled a small kingdom with fear and cruelty. In her quest for immortality, she turned to lichdom. As an undead, she had her skull removed and replaced with one of copper (its location and terrible powers have yet to be discovered). She then created a staff of incredible power and topped it with her own skull. She ultimately evolved into the demilich that was placed in this vault. (Tome of Horrors Complete - Swords and Wizardry Edition) [b]Demi-Lich, Deserach:[/b] ? [b]Demi-Lich, Mimir:[/b] ? [b]Demilich:[/b] See Demi-Lich, Demilich. [b]Demiurge:[/b] The demiurge is the undead spirit of an evil human returned from the grave with a wrathful vengeance against all living creatures that enter its domain. (Tome of Horrors Complete - Swords and Wizardry Edition) The source of their destruction was the burning of a foreign woman in front of the church - the charred post and bones and a pile of ashes still in evidence. The villagers believed her a witch, come to spread a pox among their cattle. Moments after the poor woman died, the grim villagers witnessed in horror her spectral image stepping out of the holocaust. (Tome of Horrors Complete - Swords and Wizardry Edition) [b]Demon Undead:[/b] See Undead Demon. [b]Demon Vampire:[/b] See Vampire Demon. [b]Demon Vrock Zombie:[/b] See Zombie Demon Vrock. [B]Demonvessel:[/B] A demonvessel is a corpse that has been animated by trapping the essence of a demon within the body rather than relying on the more basic necromantic means of animating corpses. Depending upon the exact method used to bind the demon into a dead corpse, these undead creatures usually resemble mummies, but in some cases they will appear to be zombies with strange runes tattooed into the skin. (Monstrosities) [B]Demonvessel, Corliss:[/B] Since his wife’s natural death, the successful lamp merchant Garrick has wallowed in self-pity. He offered his vast fortune to anyone who could bring Corliss back to life. Unfortunately, the gods deemed her time had come and resurrection lies beyond mortal magic. A priestess of Orcus (under the guise of a cleric of Freya) named Edlyn (Cleric 8) approached Garrick with empty promises. (Monstrosities) Edlyn indeed brought Corliss back from death. Her body, infused with a demonic spirit, became a demonvessel. (Monstrosities) [b]Depleted Sacavious:[/b] See Lich, Sacavious Depleted. [b]Deranged and Crawling Sacavious:[/b] See Lich, Sacavious Deranged and Crawling. [b]Deserach:[/b] See Demi-Lich, Deserach. [b]Deserach:[/b] See Lich-Mage, Deserach. [b]Deville, Montfort:[/b] See Lich, Captain Montfort Deville. [b]Devourer:[/b] ? [b]Devouring Mist:[/b] Spawned of the dreams of the Bloodwraith, devouring mists are undead composed of equal parts blood and malice, wedded together by negative energy. (Rappan Athuk - Swords and Wizardry) If a victim’s constitution is reduced to 0 due to the devouring mist’s ability drain, the blood from the victim’s body forms into a new devouring mist in 1d4 rounds. (Rappan Athuk - Swords and Wizardry) A fearful exhalation of the Bloodwraith, the devouring mist seeks only to feed its insatiable hunger for blood. (Rappan Athuk - Swords and Wizardry) Spawned of the dreams of the Bloodwraith, devouring mists are undead composed of equal parts blood and malice, wedded together by negative energy. (Rappan Athuk - Swords and Wizardry) Duke Aerim the Bloodwraith can cough up a devouring mist 3/day. (Rappan Athuk - Swords and Wizardry) Spawned of the dreams of the Bloodwraith, devouring mists are undead composed of equal parts blood and malice, wedded together by negative energy. (Rappan Athuk Bestiary Swords and Wizardry Edition) If a victim’s constitution is reduced to 0 due to the devouring mist’s ability drain, the blood from the victim’s body forms into a new devouring mist in 1d4 rounds. (Rappan Athuk Bestiary Swords and Wizardry Edition) A stretch of road that leads more or less toward Jem Karteis — at least for a short way — has been used by the Mulstabhins to dispose of and make an example out of many Northlander prisoners that they were able to take in the fighting over the many months of Njal’s invasion. The first hint that the characters will have of this abominable sight will be what appears to be rows of thin, dead, branchless trees growing along either side of the dirt track. As the characters get closer, they see that it is actually ranks of wooden poles ranging in height from 8ft to just over 15ft, and atop each of them is a single skull or the desiccated remains of a bearded Northlander head. Upon getting closer still, the characters see that at the base of each of these poles is the skeletal or desiccated corpse of a Northlander warrior, spread eagle on the ground and held in place by stakes before being ritually disemboweled. Afterward, each of the sacrificed corpses was beheaded and its head mounted on the pole that stands where the corpse’s head should actually be. There are several hundred of these corpses lining either side of this road for almost a mile, fresher corpses lying closer to the city and older corpses lying farther away. (The Northlands Saga Complete Swords and Wizardry Edition) Anyone seeing this foul desecration can recall that this is similar to how the murdered citizens of Hrolfsberg were found. The staking to the ground and ritual disemboweling is a form of human sacrifice, likely to some evil deity or power (if the characters identified the footprints found at The Killing Fields above, then they may be starting to get some inkling of the true situation in Mulstabha). However, the beheading and mounting of the warriors’ heads is something different entirely — like some sort of second religious tradition tacked onto the first. Some of Mulstabha’s legendary diviners use the heads of their slain enemies as a sort of divinatory power. But the ritual sacrifice of the sort displayed here and previously in Hrolfsberg is not something typical of the Mulstabhins’ religious practices. (The Northlands Saga Complete Swords and Wizardry Edition) The fact of the matter is that, like the citizens of Hrolfsberg, the reason and method of the sacrifice of these many Northlander prisoners is a part of the obeisance practiced by the vile Huun for their dark deity Nergal in order to bring them further victory in their conquest, though the characters do not yet have any way of knowing this. The decapitation and head mounting is a part of the Mulstabhin tradition of diviners known as deathspeakers, oracles who claim to receive divine revelation through consorting with the dead. The Grand Necromancer (see Area E in Chapter 1) is ostensibly the head of this tradition, though in truth the one who holds that position is often not a diviner at all (as in the case of Shith Kalhe) and holds only an honorary title as such with the deathspeakers. Like the astrology-based ephemerides, the deathspeakers use their divinatory powers for the masters of Mulstabha to further the interests of their city-state. (The Northlands Saga Complete Swords and Wizardry Edition) In regards to this particular display of the deathspeakers’ practice, the Nergal-worshipping priests of the Huun didn’t care where the sacrifices were carried out so long as they were conducted to honor their foul god. It was the prophecy of a deathspeaker who stated that if the Northlander prisoners were sacrificed along this particular road and their spirits made accessible to the death oracles of the city, then once the road of corpses had reached a certain length the war against the Northlanders would be won. Unfortunately, the deathspeakers and ephemerides couldn’t agree on exactly what length the “Road of Souls” — as they called it — had to be to fulfill the oracle’s prophecy, so for nearly a year a deathspeaker has remained at this site daily consulting the spirits of the dead to find the answer and the means to finally defeat the Northlanders. A deathspeaker remains at the site even now, walking among the poles and using a hooked staff to carefully bring down one skull after another to seek to gain its secret knowledge. It just so happens that the deathspeaker here today is the most powerful member of the order and second only to the Grand Necromancer in rank, so important are the current portents believed to be. When the characters arrive, he spots them unless they are particularly stealthy and attempts to hide among the ranks of poles. If spotted and attacked, he taps upon the necromantic power inherent to this site and calls forth the host of cursed spirits that have been trapped here by the foul work of the Huun and the deathspeakers. These spirits rise as a devouring mist composed of motes of negative energy that are equal parts necromancy and malice that fight for the deathspeaker. (The Northlands Saga Complete Swords and Wizardry Edition) At the Road of Souls, Deathspeaker Artrais can call forth the spirits of the sacrificed Northlander dead. This takes a full round but cannot be disrupted by attacks or damage. On the following round, the spirits of the dead Northlanders rise as a devouring mist under the control of the deathspeaker. (The Northlands Saga Complete Swords and Wizardry Edition) Victims of a devouring mist turn into devouring mist in 1d4 rounds. (The Northlands Saga Complete Swords and Wizardry Edition) If the characters manage to destroy Mulstabha’s Black Heart, all of the juju zombies and the devouring mist are instantly destroyed as undead that were created using the stone. (The Northlands Saga Complete Swords and Wizardry Edition) Devouring mists are undead composed of equal parts blood and malice, wedded together by negative energy. (Tome of Horrors 4) If a victim is reduced to 0 hp due to the devouring mist’s blood drain, the blood from the victim’s body forms into a new devouring mist in 1d4 rounds. (Tome of Horrors 4) [b]Devron:[/b] See Lich Magic-User 8, Devron. [b]Devron:[/b] See Lich Magic-User 14, Devron. [b]Devron the Necromancer:[/b] See Lich, Devron the Necromancer. [b]Died Piper:[/b] ? [b]Dire Tiger Bloody Skeletal:[/b] See Skeletal Tiger Dire Bloody. [b]Dire Tiger Bloody Skeletal Ferocious:[/b] See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount. [b]Dire Tiger Skeletal Bloody:[/b] See Skeletal Tiger Dire Bloody. [b]Dire Tiger Skeletal Bloody Ferocious:[/b] See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount. [b]Dire Wolf Ghoul:[/b] See Ghoul Dire Wolf. [b]Dissolving Zombie:[/b] See Zombie Dissolving. [b]Doctor Brutus:[/b] See Ghoul, Doctor Brutus. [B]Dog Dead Spirit:[/B] See Spirit Dead Dog. [b]Donatello:[/b] See Biting Skull, Father Donatello. [b]Doppelganger Ghostly:[/b] See Ghostly Doppelganger. [b]Doppelganger Undead:[/b] See Undead Doppelganger. [b]Draeligor:[/b] See Wight, Draeligor. [b]Dragon Black Zombie:[/b] See Zombie Dragon Black. [b]Dragon Bone:[/b] See Bone Dragon. [b]Dragon Gold Vampiric:[/b] See Vampiric Dragon Gold. [B]Dragon Hypogean Ghostly:[/B] See Ghostly Dragon Hypogean. [B]Dragon Hypogean Mummified:[/B] See Mummified Dragon Hypogean. [b]Dragon Undead:[/b] See Undead Dragon. [b]Dragon Red Vampiric:[/b] See Vampiric Dragon Red. [b]Draug:[/b] Storms are swift and sudden on the North Sea, and these gales have left the wrack of many a longship of doughty warriors upon some desolate shore or at the bottom of Rán’s domain. As a result, ghost ships crewed by draug and worse haunt the campfire tales of many a stalwart sword brother, and it is not unknown for brine zombies to rise from the surf on a foggy coastal night. (The Northlands Saga Complete Swords and Wizardry Edition) 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. (Tome of Horrors Complete - Swords and Wizardry Edition) 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 evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. (Tome of Horrors Complete - Swords and Wizardry Edition) For the past fifteen years, the ship of a terrible pirate has sat in the midst of a grand harbor, a prison hulk for members of its former crew. The ship was taken by a fleet of galleons after a storm had deprived it of masts and sent the ship’s captain over the side, a dirk lodged in his spine. As members of his former crew died, they were tossed over the side, their ankle chains attached to an iron band around the remains of the main mast, their bloated bodies steeping in the brine. For all these fifteen years the captain, now a vengeful draug, has trod the sea floor on a direct course for his ship. He is now very close, and the bodies of his expired crewmen are responding to his presence, their waterlogged (1d6+5 brine zombies) or skeletal (2d4 skeletons) remains shifting gently. (Tome of Horrors Complete - Swords and Wizardry Edition) [b]Draug Captain, Tyler Ebbensflow:[/b] Unfortunately the horrible circumstances surrounding the deaths of these ships’ sailors left some of them hungry for revenge. (Quests of Doom 4: Fishers of Men (S&W)) [b]Draug Mate:[/b] Unfortunately the horrible circumstances surrounding the deaths of these ships’ sailors left some of them hungry for revenge. (Quests of Doom 4: Fishers of Men (S&W)) [b]Draugr:[/b] A Draugr is the undead remains of an ancient warrior, generally found only in its ancient crypt. (The Winter Witch for Swords & Wizardry) [b]Draugr Greater:[/b] The greater draugr are undead warriors who often are cursed into being so by a wizard or god or have made a pact to protect their loot or personal possessions into death itself. (The Winter Witch for Swords & Wizardry) [b]Dread Master:[/b] See Lich, Dread Master. [b]Dread Wraith:[/b] See Wraith Dread. [B]Dream Stalker:[/B] See Ghost Dream Stalker. [b]Dreva:[/b] See Skeleton Warrior, Dreva. [b]Dried Corpse Dwarf Undead Menagerie:[/b] See Undead Menagerie Corpse Dwarf Dried. [b]Dried Corpse Elf Undead Menagerie:[/b] See Undead Menagerie Corpse Elf Dried. [b]Dried Dwarf Corpse Undead Menagerie:[/b] See Undead Menagerie Corpse Dwarf Dried. [b]Dried Elf Corpse Undead Menagerie:[/b] See Undead Menagerie Corpse Elf Dried. [b]Drow Zombie:[/b] See Zombie Drow. [b]Drowned One:[/b] See Zombie Walkin' Dead Drowned One. [b]Duke Aerim the Bloodwraith:[/b] See Bloodwraith, Duke Aerim the Bloodwraith. [b]Dullahan:[/b] ? [b]Durbis, Dagfa:[/b] See Zombie Tower Mine Captain, Dagfa Durbis. [b]Dust Ghoul:[/b] See Ghoul Dust. [b]Dust Zombie:[/b] See Zombie Dust. [b]Dwarf Cook Zombie Tower:[/b] See Zombie Tower Dwarf Cook. [b]Dwarf Graveknight:[/b] See Graveknight Dwarf. [b]Dwarf Guard Zombie Tower:[/b] See Zombie Tower Dwarf Guard. [b]Dwarf Miner Zombie Tower:[/b] See Zombie Tower Dwarf Miner. [b]Dwarf Worker Zombie Tower:[/b] See Zombie Tower Dwarf Worker. [b]Dwarf Zombie:[/b] See Zombie Dwarf. [b]Dwarf Zombie Tower:[/b] See Zombie Tower Dwarf. [b]Dwarven Ghost:[/b] See Ghost Dwarven. [b]Dweomer Wraith:[/b] See Wraith Dweomer. [b]Eagle Blood:[/b] See Blood Eagle. [b]Eaten Alive Haunt:[/b] See Haunt Eaten Alive. [b]Ebbensflow, Tyler:[/b] See Draug Captain, Tyler Ebbensflow. [b]Ectarlin:[/b] See Ghost, Lord Ectarlin, Spectral Lord. [b]Egyptian Ancient Mummified Vampire:[/b] See Vampire Mummified Egyptian Ancient. [b]Egyptian Ancient Vampire Mummified:[/b] See Vampire Mummified Egyptian Ancient. [b]Ekimmu:[/b] Ekimmu are evil ghosts denied entrance to the underworld and doomed to wander the earth. (Tome of Horrors 4) [b]Ekimmu Icebound:[/b] The godi was killed when he was caught here by the flash freezing that the chamber underwent. Unfortunately, the horrific death and omnipresent taint of Althunak that Hengrid left upon the hall has caused the godi’s spirit to not rest easy. (The Northlands Saga Complete Swords and Wizardry Edition) [b]Eladrian:[/b] See Banshee, Eladrian. [b]Elder Liche:[/b] See Liche Elder. [b]Elder Narwight:[/b] See Narwight Elder. [b]Elemental Fire Undead:[/b] See Undead Elemental Fire. [b]Elephant Skeletal:[/b] See Skeleton Elephant, Skeletal Elephant. [b]Elephant Skeleton:[/b] See Skeleton Elephant, Skeletal Elephant. [b]Elf Dark Legend Zombie:[/b] See Zombie Legend Elf Dark. [b]Elf Dark Screamer Zombie:[/b] See Zombie Screamer Elf Dark. [b]Elf Dark Zombie Legend:[/b] See Zombie Legend Elf Dark. [b]Elf Dark Zombie Screamer:[/b] See Zombie Screamer Elf Dark. [b]Elk-Running:[/b] See Banshee, Elk-Running. [B]Ellyllon:[/B] See Banshee, Ellyllon. [B]Emeritus Savant:[/B] See Savant Emeritus. [b]Emissary of Mirkeer:[/b] See Bloody Bones, Emissary of Mirkeer. [b]Enchanted Hardier Zombie:[/b] See Zombie Enchanted Hardier. [b]Enslaved Spirit:[/b] See Spirit Enslaved [b]Entrade:[/b] See Vampire, Entrade. [b]Eralion The Shadow-Mage:[/b] See Shadow Magic-User 3, Eralion The Shadow-Mage. [b]Erera Liliwan:[/b] See The Bloodied Cleric, Erera Liliwan. [b]Esmerelda Pulanti:[/b] See Vampire, Esmerelda Pulanti. [B]Ethereal Shade:[/B] See Shade Ethereal. [b]Evasheen:[/b] See Ghost, Evasheen. [b]Evasheen:[/b] See Zombie, Reanimated Corpse, Evasheen. [B]Exoskeleton Ant Giant:[/B] See Exoskeleton Giant Ant. [B]Exoskeleton Beetle Giant:[/B] See Exoskeleton Giant Beetle. [B]Exoskeleton Crab Giant:[/B] See Exoskeleton Giant Crab. [B]Exoskeleton Giant Ant:[/B] Giant ant exoskeletons can be animated into undead creatures by unusual and rare necromantic magic. (Swords and Wizardry Monster Book) Giant ant exoskeletons can be animated into undead creatures by unusual and rare necromantic magic. (Monstrosities) [B]Exoskeleton Giant Beetle:[/B] Giant beetle exoskeletons are animated by necromantic magic quite different from that used in the Animate Dead spell. (Swords and Wizardry Monster Book) [B]Exoskeleton Giant Beetle:[/B] Giant beetle exoskeletons are animated by necromantic magic quite different from that used in the Animate Dead spell. (Monstrosities) [B]Exoskeleton Giant Crab:[/B] Giant crab exoskeletons are animated by specific necromantic spells, cast upon the very largest giant crab exoskeletons (10ft in diameter). (Swords and Wizardry Monster Book) Giant crab exoskeletons are animated by specific necromantic spells, cast upon the very largest giant crab exoskeletons (10ft in diameter). (Monstrosities) [B]Exploding Bones:[/B] ? [b]Exploding Skeleton:[/b] See Skeleton Exploding. [B]Eyeless Filcher:[/B] An eyeless filcher is the undead body of a criminal maimed or tortured to death in brutal punishment for its crimes; usually these criminals were guilty of particularly heinous crimes during life. These creatures are animated by an extremely powerful undead force, which causes fear and horror in any onlooker: at the sight of an eyeless filcher, anyone failing a saving throw will either flee in terror for 1d12 rounds or be paralyzed until the undead is out of sight (equal chance). (Swords and Wizardry Monster Book) An eyeless filcher is the undead body of a criminal maimed or tortured to death in brutal punishment for its crimes; usually these criminals were guilty of particularly heinous crimes during life. These creatures are animated by an extremely powerful undead force, which causes fear and horror in any onlooker: at the sight of an eyeless filcher, anyone failing a saving throw will either flee in terror for 1d12 rounds or be paralyzed until the undead is out of sight (equal chance). (Monstrosities) [B]Eyeless Filcher, Jelida Daribe:[/B] The cavern is the home of Jelida Daribe, a vile killer who attacked villages in the dead of night – and left none alive to tell of his foul deeds. Jelida was eventually caught and convicted, but the relatives of his victims tore him apart shortly after his trial. Jelida returned as an eyeless filcher. (Monstrosities) [B]Faceless:[/B] ? [b]Faen Tiensa:[/b] See Fye, Faen Tiensa. [b]Faerie Undead:[/b] See Undead Faerie. [b]Fallen Northlander:[/b] The red eyes belong to 5 fallen Northlanders brought into Valhalla by the same power as that behind the thieves. They are ghostly images of armed and armored Northlanders (much like the characters) who were once-noble warriors denied the honor of a proper burial or funeral pyre and now find their souls at the mercy of the goddess Hel, their wills twisted to her dark purposes. (The Northlands Series 6: One Night in Valhalla (S&W)) [b]False-Black Skeleton:[/b] See Skeleton False-Black. [b]Father Damien:[/b] See Biting Skull, Father Damien. [b]Father Donatello:[/b] See Biting Skull, Father Donatello. [b]Father William:[/b] See Biting Skull, Father William. [b]Fear Guard:[/b] The fear guards were former temple warriors, bound to this place after death. (Rappan Athuk Expansions 1 - Swords and Wizardry) [b]Feaster Skin:[/b] See Skin Feaster. [b]Felicity Bigh:[/b] See Vampire, Felicity Bigh. [b]Felldrake, Maurits:[/b] See Zombie Tower Human, Maurits Felldrake. [B]Feral Cat Undead:[/B] See Undead Cat Feral. [B]Feral Undead Cat:[/B] See Undead Cat Feral. [b]Feral Vampire Spawn:[/b] See Vampire Spawn Feral. [b]Ferocious Bloody Dire Tiger Skeletal:[/b] See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount. [b]Ferocious Bloody Skeletal Dire Tiger:[/b] See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount. [b]Ferocious Bloody Skeletal Tiger Dire:[/b] See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount. [b]Ferocious Bloody Tiger Dire Skeletal:[/b] See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount. [b]Ferocious Dire Tiger Bloody Skeletal:[/b] See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount. [b]Ferocious Dire Tiger Skeletal Bloody:[/b] See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount. [b]Ferocious Skeletal Bloody Dire Tiger:[/b] See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount. [b]Ferocious Skeletal Bloody Tiger Dire:[/b] See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount. [b]Ferocious Skeletal Dire Tiger Bloody:[/b] See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount. [b]Ferocious Skeletal Tiger Dire Bloody:[/b] See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount. [b]Ferocious Tiger Dire Bloody Skeletal:[/b] See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount. [b]Ferocious Tiger Dire Skeletal Bloody:[/b] See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount. [b]Fetch:[/b] If the fetch horde is broken up (reduced to 0hp), 2d6 fetch survive and attack the characters until destroyed. (The Northlands Saga Complete Swords and Wizardry Edition) [b]Fetch, Kelvani:[/b] Althunak chooses approximately this moment to unleash the rest of his curse. The ice encasing Kelvani cracks open, and he rises as a fetch. (The Northlands Saga Complete Swords and Wizardry Edition) [b]Fetch Horde:[/b] Loptr sent agents to slay every inhabitant of Mir and set up a special reception for the characters. (The Northlands Saga Complete Swords and Wizardry Edition) [B]Fiend Crypt:[/B] See Crypt Fiend. [B]Filcher Eyeless:[/B] See Eyeless Filcher. [b]Filp, Coruvance:[/b] See Lich, Coruvance Filp. [b]Fire Beetle Zombie:[/b] See Zombie Fire Beetle. [b]Fire Elemental Undead:[/b] See Undead Elemental Fire. [b]Fire Giant Skeletal:[/b] See Skeletal Giant Fire. [b]Fire Phantom:[/b] See Phantom Fire. [b]Firegeist:[/b] When a fire elemental meets its destruction in a particularly humiliating fashion, what returns is a firegeist. (Midgard Swords & Wizardry Guidebook) [b]First Winter King:[/b] See Winterwight, The First Winter King. [b]Fish Skeletal:[/b] See Skeletal Fish, Undead Fish. [b]Fish Undead:[/b] See Skeletal Fish, Undead Fish. [b]Flameskull, Beskevar:[/b] See Skull Flying Flaming, Flameskull, Beskevar. [b]Flaming Flying Skull:[/b] See Skull Flying Flaming. [B]Flaming Skeleton:[/B] See Skeleton Flaming. [b]Flaming Skull Flying:[/b] See Skull Flying Flaming. [B]Flenser:[/B] See Ghoul Flenser. [b]Flenser Huntmaster:[/b] See Ghoul Flenser Huntmaster. [b]Flying Flaming Skull:[/b] See Skull Flying Flaming. [b]Flying Skull Flaming:[/b] See Skull Flying Flaming. [B]Fog Sanguine:[/B] See Sanguine Fog. [b]Folk Bloodless:[/b] See Vampire, Bloodless Folk, Bloodless. [b]Folkmar:[/b] His downfall came as he was aging, his old wounds catching up to him and driving him to increasingly more desperate acts. His men began to drift away, for there was less and less reward for the increasing risk, and it is hard for an old man to recruit young warriors to his cause when all he has to offer is a lifetime of pillaging. Finally, Folkmar sailed his ship to Yrsa’s Rock and attempted to force the daughter of Skuld to extend his life and give back his youth. Needless to say, he was less than heroic in his endeavor, and instead of being rewarded, Folkmar was cursed for having the temerity to make demands of a child of the gods. For all eternity, he would live, but he would continue to age, as would his ship and his men, cursed to rot yet remain alive. (The Northlands Saga Complete Swords and Wizardry Edition) Thus, he does to this day, an undead apparition of moldering bones leading a crew of rotted men. (The Northlands Saga Complete Swords and Wizardry Edition) [b]Font of Bones Skeleton:[/b] See Skeleton Font of Bones, Font Skeleton. [b]Font Skeleton:[/b] See Skeleton Font of Bones, Font Skeleton. [b]Former General Akruel's, Gunnvor:[/b] See Skeletal Giant Fire, Akruel's Former General, Gunnvor. [B]Fossil Skeleton:[/B] See Skeleton Fossil, Skeleton Fossilized. [B]Fossilized Skeleton:[/B] See Skeleton Fossil, Skeleton Fossilized. [b]Fragmented Skeleton:[/b] See Skeleton Fragmented. [b]Frog Zombie:[/b] See Zombie Frog. [b]Frost Giant Undead:[/b] See Undead Giant Frost. [b]Frozen Acolyte of Althuank:[/b] ? [b]Frozen Guard Temple:[/b] See Frozen Temple Guard. [b]Frozen Temple Guard:[/b] ? [b]Fully Armed and Operational Sacavious:[/b] See Lich, Sacavious Fully Armed and Operational. [B]Fury Skeletal:[/B] See Skeletal Fury. [b]Fye:[/b] ? [b]Fye, Faen Tiensa:[/b] This is the tomb of Faen Tiensa, the beloved wife of Glaeran the Faithful. Glaeran was a high priest who had more devotion to his spouse than his own deity. The deity cursed Glaeran to an existence as a fye tied to this monument to his wife. (Tome of Horrors Complete - Swords and Wizardry Edition) [B]Gaki, Hungry Spirit:[/B] Gaki are the undead spirits of the wicked dead turned into horrible monsters for their horrid sins. The precise nature of the crimes committed by the Gaki in life determines their type, 3 kinds are commonly known but the[re] may be more. (Ruins & Ronin) [B]Gaki Jiki-Ketsu-Gaki:[/B] ? [B]Gaki Jiki-Niku-Gaki:[/B] ? [B]Gaki Shikki-Gaki:[/B] ? [b]Galley Beggar:[/b] Galley beggars are the ghostly remains of travelers who met their demise before their journey was complete. (Tome of Horrors 4) The smugglers eventually gave the place up when 3 galley beggars showed up. The trio of young scholars trudged up from the dreary lagoon one day, their Grand Tour of the continent cut short by a rogue storm. (Tome of Horrors 4) [b]Gallows Tree Zombie:[/b] See Zombie Gallows Tree. [b]Gareth the Reaper:[/b] See Soul Knight, Gareth the Reaper. [b]Gaston:[/b] See Ghoul Ghast Butler, Gaston. [b]Gatherer Hooded:[/b] See Hooded Gatherer. [b]Gaunt Knight:[/b] See Knight Gaunt. [b]Gavos:[/b] See Spectre, Gavos. [b]General Akruel's Former, Gunnvor:[/b] See Skeletal Giant Fire, Akruel's Former General, Gunnvor. [b]General Former Akruel's, Gunnvor:[/b] See Skeletal Giant Fire, Akruel's Former General, Gunnvor. [B]General Undead:[/B] See Undead General. [B]Ghast:[/B] See Ghoul Ghast. [b]Ghastly Captain Temple Guard:[/b] See Ghastly Temple Guard Captain. [b]Ghastly Guard Captain Temple:[/b] See Ghastly Temple Guard Captain. [b]Ghastly Guard Temple Captain:[/b] See Ghastly Temple Guard Captain. [b]Ghastly High Priest of Althunak:[/b] During the chaos of the fall of the prince, these two loyalists were lured in here and quickly entombed by the locking of the sturdy storehouse doors. They died after consuming the last of the supplies but have been blessed by their demon lord with undeath. (The Northlands Saga Complete Swords and Wizardry Edition) [b]Ghastly Priest High of Althunak:[/b] See Ghastly High Priest of Althunak. [b]Ghastly Servant of Althunak:[/b] During the chaos of the fall of the prince, these two loyalists were lured in here and quickly entombed by the locking of the sturdy storehouse doors. They died after consuming the last of the supplies but have been blessed by their demon lord with undeath. (The Northlands Saga Complete Swords and Wizardry Edition) [b]Ghastly Temple Guard Captain:[/b] During the chaos of the fall of the prince, these two loyalists were lured in here and quickly entombed by the locking of the sturdy storehouse doors. They died after consuming the last of the supplies but have been blessed by their demon lord with undeath. (The Northlands Saga Complete Swords and Wizardry Edition) [b]Ghat Burning:[/b] See Burning Ghat. [b]Ghirru:[/b] Ghirru are undead efreet returned to the land of the living by efreeti necromancers through foul and dark magic. (Tome of Horrors 4) [B]Ghost:[/B] There are innumerable types of ghosts with varying qualities, often depending on the nature and circumstances under which the person died. (Monstrosities) A creature killed by a mortuary cyclone’s whirlwind rises as an undead creature in 1d4 rounds. The type is based on the creature’s total HD. (Bard's Gate (S&W)) Total HD Opponent Rises as Less than 3 Ghoul or ghast (50% chance for either) 4–7 HD Wraith 8–11 HD Spectre 12+ HD Ghost (Bard's Gate (S&W)) They are often stuck in the material realm because they have unfinished business; which when completed allows them to “die”. (Crimson Blades 2: Dark Fantasy RPG d20 Version) Ghosts are the tortured souls of mortals who have stuck around because something keeps them anchored to the material world. This could be lots of things from loose ends of a mortal life, a violent or tragic death, trapped by some crazy necromancer, or even trapped by a more powerful and evil ghost. (Gary vs the Monsters) The library is attended by a ghost, the damned spirit of a scribe who came here to steal but was slain by the lich in Area 5C-14. (Rappan Athuk Expansions 2 - Swords and Wizardry) The ruined villages along the Ruined Coast on the Katarian Sea have been largely ignored by the Elves who sacked them since their destruction over 100 years ago. Today, they are a strange and dangerous collection of ruins that are haunted by monsters, pirates, and the ghosts of those who died there. (The Kingdom of Richard) Any living creature slain by a mortuary cyclone’s whirlwind attack or energy drain attack becomes an undead creature in 1d4 rounds. Creatures with less than 3 HD return as a ghoul or ghast; 4-7 HD, a wraith; 8-11 HD, a spectre; and 12+ HD return as a ghost. (Tome of Horrors Complete - Swords and Wizardry Edition) Cedricke Junde, a knight in service to the Impoverished Vow-Takers of Voard, accompanied his master and liege to the opera on that fatal night—although he’d already taken gold to allow an assassin access to his liege’s privacy box high above the stage. What Cedricke could not know was that the assassin would then start the blazing inferno to cover his tracks. The massive curtain collapsed in a fiery blaze that killed the singers and many in the front rows. (Tome of Horrors 4) The mummified king sits upon his throne in a single room within the tomb. The king is flanked by 2 stone idol sphinxes that lounge about the throne. The preserved corpse of the king’s eldest son kneels before the mummy. The mummified king looks down upon the son’s remains. Chains and shackles hold the son’s corpse down, but it is evident that he was alive when he was entombed with the corpse of his father. The stone idols guard the king and his treasure. The son’s spirit is bound to this chamber in the form of a ghost. The ghost can only be released by removing the king’s corpse. (Tome of Horrors 4) A ghost is an undead spirit that is doomed to wander the earth. Ghosts are bound to the place where they died or to a particular object that had special meaning to them in life (locket, diary, etc.). (WWII Operation White Box) The touch of an attacking ghost drains one (1) Experience Level unless a Saving Throw is made. If a character is reduced to 0-level by these attacks, he becomes a HD 1 ghost and joins his slayer. (WWII Operation White Box) [b]Ghost, Bvalin the Ageless:[/b] Though Hengrid dragged the dying Bvalin into this chamber and tied his blade in hand before killing him by nailing him to the statue, the guardian’s duties did not end with his death. Bvalin’s oath to Gunnlöd to guard the Gates of Hell until Ragnarök prevents him from departing the mortal world. He remains here guarding the gate as a ghost. (The Northlands Saga Complete Swords and Wizardry Edition) [b]Ghost, Evasheen:[/b] A wealthy Bargarsport merchant, Occan sought to increase his wealth by studying necromancy and associating with the cult of Orcus — and for a time he succeeded. Unfortunately, his actions and increasing devotion to the demon estranged Occan from his wife Evasheen, who began an affair with one of her husband’s business rivals. Enraged when he learned of the affair, Occan poisoned Evasheen and her lover, then raised both as zombies. (Cry Havoc! (The Dogs of Orcus)) What Occan had not anticipated was the depth of his wife’s rage, as she returned as a ghost inhabiting her own animated corpse. (Cry Havoc! (The Dogs of Orcus)) [b]Ghost, Girda:[/b] The hovel is haunted by the ghost, Girda, the deceased half-orc wife of Klar, the orc vampire who now resides in Barakus. When Klar was transformed into a vampire, instead of draining Girda’s blood so she could join in his hellish undeath, he chose to kill her in her sleep with his bare hands and then banished himself to Barakus. Girda, tormented by her terrible end, haunts this shack where she and Klar once lived. (The Lost City of Barakus (S&W)) [b]Ghost, Lord Ectarlin, Spectral Lord:[/b] With the Dread Master’s return to power, Ectarlin has returned as a mad ghost driven to fulfill his mission to protect the folk of the Lowwater lands. (Adventures in the Borderland Provinces (S&W)) The ghostly lord has been drawn back to the mortal realm by a resurgence of the power of the Dread Master — the lich who slew the freelord a century ago and doomed his soul to endless sorrow. (Adventures in the Borderland Provinces (S&W)) [b]Ghost, Lord Wynston Mathen:[/b] ? [b]Ghost, Malliw Catspar:[/b] ? [b]Ghost, Myrean:[/b] She was murdered by the dark elf assassin, F’arin Du`n, whose affections she had arrogantly spurned. Myrean’s corpse is hidden in one of the theater’s many labyrinthine storage areas; finding her body and giving her a proper burial lets her spirit rest at last. (Bard's Gate (S&W)) F’arin has an especially despicable fetish when it comes to women of pure elven descent. He cannot resist them, and the more powerful and alluring they are, the more desirous of them he becomes until he maddeningly stalks them as if they were his targets for assassination and finally murders them in a hideous fashion that is very pleasing to his god. In a fit of jealous rage and lust-filled passion he murdered Myrean Dyrin, the famous elven actress, and hid her body quite maliciously within a costume trunk at the Masque and Lute. Her ghost haunts the theater still, looking for a vessel to possess that is strong enough to withstand F’arin D’un and bring peace to her angry spirit. (Bard's Gate (S&W)) [b]Ghost, Phalen:[/b] Once a devout worshiper of Hecate, Phalen was corrupted by the Orcus clerics and damned to guard their burial grounds for eternity. (Rappan Athuk - Swords and Wizardry) [b]Ghost, Ron Bottom:[/b] ? [b]Ghost Beetle:[/b] Incorporeal remnants of the Beetle civilization. (Operation Unfathomable) [B]Ghost Dream Stalker:[/B] Dream Stalkers are a special kind of ghost of people who have done truly heinous acts during their lives and then came to an unfortunate (and usually violent) end. (Gary vs the Monsters) [b]Ghost Dwarven:[/b] ? [b]Ghost Giant Hamster:[/b] ? [b]Ghost Giant Storm, Kor:[/b] ? [b]Ghost Hamster Giant:[/b] See Ghost Giant Hamster. [b]Ghost Headless:[/b] ? [b]Ghost Hound:[/b] Ghost hounds are the spectral shades of hunting dogs or guard dogs that have accompanied their masters to undeath. (Adventures in the Borderland Provinces (S&W)) [B]Ghost Hungry:[/B] A hungry ghost was a person with a passion for some pleasure that ruled his life, leading him to commit all manner of crimes to sate his inordinate desires. (Rantz's Fair Multitude) [b]Ghost Paladin 12, Igni:[/b] Igni was a paladin who almost defeated the avatar of Orcus. When Igni was defeated, Orcus concocted a particularly cruel undeath for the man. The demon lord cursed Igni to his current ghost state but also perverted all of Igni’s abilities into those of an antipaladin. Under the curse Igni is compelled to slay any who try to open the doors. Because the change from paladin to antipaladin was involuntary Igni remains lawful, but cannot act on his alignment, further adding to his torture. (Rappan Athuk - Swords and Wizardry) [b]Ghost Relatively Weak:[/b] ? [b]Ghost Ride:[/b] See Ghost Spectral Warden, Ghost Ride. [B]Ghost Shipwreck:[/B] ? [b]Ghost Spectral Warden:[/b] A spectral warden is a variant Lawful-aligned ghost whose actions are driven by its failure to fulfill some oath of bond or protection, and whose spirit cannot pass on until it has completed its task or atoned. (Adventures in the Borderland Provinces (S&W)) [b]Ghost Spectral Warden, Ghost Ride:[/b] ? [b]Ghost Storm Giant:[/b] See Ghost Giant Storm. [B]Ghost Strangling:[/B] Anyone strangled by a strangling ghost will rise as a strangling ghost within 1d6 days. (Monstrosities) At night, the alley is haunted by 3 strangling ghosts, a trio of assassins who were cut down by mysterious means after leaving the manse one dark and stormy night. They had killed the inhabitant, a sorceress of no little influence in the courts of Hell (where she is said to rule to this day). (Monstrosities) Anyone strangled by a strangling ghost will rise as a strangling ghost within 1d6 days. (The Black Monastery (S&W)) The ghosts of intruders who have died in the Black Monastery are trapped here, held prisoner in death. (The Black Monastery (S&W)) [b]Ghost Strangling, Basil:[/b] ? [B]Ghost Tree:[/B] See Tree Ghost. [b]Ghost Weak Relatively:[/b] See Ghost Relatively Weak. [b]Ghost-Ammonite:[/b] Unlike Leng-fossils, which are virtually unique to the Leng Plateau, ghost-ammonites are apparently the remnants of some unspeakably ancient race that once traveled through many planes of existence. (Cyclopean Deeps Volume 1 Swords and Wizardry) Unlike Leng-fossils, which are virtually unique to the Leng Plateau, ghost-ammonites are apparently the remnants of some unspeakably ancient race that once traveled through many planes of existence. (Cyclopean Deeps Volume 2 Swords and Wizardry) [b]Ghostblade Slayer:[/b] ? [b]Ghostly Doppelganger:[/b] ? [B]Ghostly Dragon Hypogean:[/B] ? [b]Ghostly Philosopher:[/b] The souls claimed by Gohl [one of the Petty Deaths]. (Hex Crawl Chronicles 3 Beyond Black Water - Swords and Wizardry Edition) [b]Ghostly Rat:[/b] ? [b]Ghostly Scribe:[/b] The souls claimed by Gohl [one of the Petty Deaths]. (Hex Crawl Chronicles 3 Beyond Black Water - Swords and Wizardry Edition) [b]Ghostly Servant:[/b] ? [b]Ghostly Slave:[/b] ? [B]Ghoul:[/B] Zombies are mindless creatures, the walking dead. (These are merely animated corpses, not carriers of any sort of undead contagion as are ghouls.) (Swords and Wizardry Complete Rulebook) Zombies are mindless creatures, the walking dead. These are merely animated corpses, not carriers of any sort of undead contagion as ghouls are. (Swords and Wizardry Monster Book) Zombies are mindless creatures, the walking dead. (These are merely animated corpses, not carriers of any sort of undead contagion as are ghouls.) (Monstrosities) These eldritch caverns possess the ability to animate the dead. Pausanias has his servants carry corpses into this area once or so a week. After several hours, the corpses become undead. The very recently dead become ghouls. Other corpses become zombies or skeletons, depending on their levels of decomposition. ((DP 2) The Bishop's Secret) A creature killed by a mortuary cyclone’s whirlwind rises as an undead creature in 1d4 rounds. The type is based on the creature’s total HD. (Bard's Gate (S&W)) Total HD Opponent Rises as Less than 3 Ghoul or ghast (50% chance for either) 4–7 HD Wraith 8–11 HD Spectre 12+ HD Ghost (Bard's Gate (S&W)) A cleric or necromancer of Orcus created these fiends from the corpses of criminals and set the beasts loose within the city. (Bard's Gate (S&W)) Necromancers can automatically raise any bodies as skeletons or zombies depending on their decomposition, at a rate of 1D6 per round. Given time and ritual conditions they can create higher forms of undead, such as Ghouls and Wights, at the rate of one per night. (Crypts & Things Remastered) The woman is the Countess, the would be bride of the Nizur-Thun slain in her sleep before her wedding night day and returned from the grave as a Ghoul. (Crypts & Things Remastered) Anyone wearing the Countess' diamond wedding ring at the time of death, on a successful Saving Throw, will return from the dead as a ghoul 1D6 nights after their death. (Crypts & Things Remastered) There are legends that a scratch from a Ghoul Cat can turn a human into a ghoul. (Monster Mash Rehash: A Host of Horrors & Creatures) Any character who has been paralyzed by a Ghoul Cat and survived must also make a saving throw or be turned into a ghoul in 2d6 days. A Cure Disease spell will cure this condition. (Monster Mash Rehash: A Host of Horrors & Creatures) Inside are the gnawed-on skeletons of some thirty frog-cultists who had rebelled against a long-dead abbot, but were put down to face live entombment. Five of them remain as ghouls inside the room, envious of the living. (Rappan Athuk - Swords and Wizardry) These creatures were common soldiers of the army of good, buried within the room and reanimated by the evil presence of the priests of Orcus. (Rappan Athuk - Swords and Wizardry) The four cots are all occupied by human commoners, including three women and a man. These are local peasants who have been infected with ghoul fever. In their growing madness, they have been drawn to the Black Monastery and have laid down on the cots. These sufferers are victims of the curses that always accompany Black Monastery’s evil presence. Although they are in the last stages of the disease, they are not beyond saving. A cure disease, or similar magical intervention, will revive them and allow these innocent people to return to their homes. If the party does not heal them within 24 hours, all four victims will be gone from this room. They will be transformed into full ghouls and off to run through the monastery halls in search of food. (The Black Monastery (S&W)) The cave floor [of the Totem Cavern of the Cave of the Dead] is strewn with the discarded belongings of defeated explorers who arose as zombies or ghouls themselves [from dying in the Caves of the Dead]. (The Lost City of Barakus (S&W)) Heaped in the northern corner of this small cave are the bodies of two humans: One dressed in chain mail and carrying a quarterstaff, the other dressed in leather armor with a rapier at his side. These two unfortunate fellows, along with three other party members, perished at the hands of the ghouls. The ghouls ate the other three, but Thelkor instructed his minions to leave these bodies be as he wished to add them to his ranks once they have risen. In two days they become ghouls. If the party cleric casts bless on the bodies, however, they can prevent this from occurring. (The Lost City of Barakus (S&W)) This room once held graves of the faithful of Thyr and Muir, but they have since been unearthed—leaving foul-smelling open pits—and the contents turned into vile undead. (The Lost Lands: Stoneheart Valley Swords and Wizardry Edition) The first chamber is where the thralls most loyal to the Jarl of the Seas brought the grave goods that would see him through a long afterlife. Their reward was to be strangled and placed here, perpetual servants of a madman. (The Northlands Saga Complete Swords and Wizardry Edition) He introduces himself and explains that after he was ousted as an old man from the Jomsking’s throne, he and his few loyal crewmen were set afloat from the Jomsburg in a leaky longship without sail, oar, food, or water. He tells how they drifted for 8 months upon the seas until their half-sunken boat came to rest in the swamps of Mulstabha. They should have long been dead but for the gift of the Dark God of the Jomsvikings who gave him and his officers the gift of immortality, and changed the strongest among his crew who were willing to do whatever was necessary to survive, including develop an appetite that could sustain them beyond the grave (here he gestures and the ghouls step from their side passages). (The Northlands Saga Complete Swords and Wizardry Edition) Inside the coffins are the cursed remains of 4 criminals who were meant to guide the dead king through the perils of the underworld to paradise. (The Treasure Vaults of Zadabad [Swords & Wizardry]) Anyone killed by the Eater of the Dead becomes a ghoul under the Eater's command, rising within one round. (Tomb of the Iron God) Any living creature slain by a mortuary cyclone’s whirlwind attack or energy drain attack becomes an undead creature in 1d4 rounds. Creatures with less than 3 HD return as a ghoul or ghast; 4-7 HD, a wraith; 8-11 HD, a spectre; and 12+ HD return as a ghost. (Tome of Horrors Complete - Swords and Wizardry Edition) Faithful of Orcus travel from afar to worship at this shrine. For many, it is the next and last step in their testament of devotion to the undead lord. The faithful sacrifice themselves by twos. Two unclothed and weaponless individuals lie down in the stone grave as the ghost-faced orcs seal them in with the stone lid. The sacrifices fight to the death inside the grave. The victor remains in the grave until death, surviving until his last moments on by consuming the flesh and drinking blood of his victim. Once the victor perishes, he returns as a ghoul, which the ghost-face orcs release into the world. (Tome of Horrors Complete - Swords and Wizardry Edition) A humanoid slain by either a lurker wraith’s constitution drain or smother attack becomes a ghoul in 1d4 rounds. (Tome of Horrors 4) These are merely animated corpses, not carriers of any sort of undead contagion as ghouls are. (Untold Adventures: Deluxe Edition) [I]Animate Dead[/I] spell. (The Hero's Journey Fantasy Roleplaying) [I]Raise Lesser Undead[/I] spell. (The Little Book of Adventuring Classes Vol. 1) Book of the Dead magic item. (The Treasure Vaults of Zadabad [Swords & Wizardry]) Darakhul Fever disease. (Midgard Swords & Wizardry Guidebook) Negation of the Dead Power scroll magic item. (White Box Tome - Arioth I ) [b]Ghoul, Doctor Brutus:[/b] When the Black Monastery fell, Doctor Brutus was destroyed along with the other black monks, but it was not his fate to stay dead. Some of the potions Doctor Brutus tested on himself took hold and raised him to undeath as a powerful and abnormal ghoul. It is now his curse to live in undead twilight, bound to the Black Monastery. (The Black Monastery (S&W)) [b]Ghoul, Gilbert:[/b] ? [b]Ghoul, Klerk:[/b] ? [b]Ghoul, Old Jim:[/b] Jim fell overboard during a violent storm “some time ago” and washed up on shore. He is now waiting for a boat to rescue him. If pressed, he tersely admits that he has not seen a single ship during his vigil. (Rappan Athuk Expansions 1 - Swords and Wizardry) Jim survived by going to the nearby stream and filling his helmet with water and scraps of meat floating by. He built a small fire on the beach and boiled a stew using the water and meat scraps. Because the wood was driftwood, it did not attract the attention of the aelom, although Jim’s unwise choice of food explains his current condition. (Rappan Athuk Expansions 1 - Swords and Wizardry) [B]Ghoul Ao-Nyobo, Blue Wife:[/B] ? [B]Ghoul Ao-Nyobo, Obomay:[/B] The palace of the emperor is enormous, but even the emperor knows not how enormous. Behind the walls covered in gilt plaster and mosaics of tortoise shell and amber there are secret, dank passages haunted by the former empress, a woman called Obomay, who would have ruled the empire from behind the imperial throne had not the emperor took a liking to a dancing girl called Othea who was practiced in the secret art of the of seven venoms. Othea now holds the place of power behind the man-child emperor, and Obomay dwells in the shadows after being unceremoniously dumped into a dry well in the Anemone Garden, her hatred re-awakening her as an ao-nyobo ghoul. (Monstrosities) [B]Ghoul Aquatic:[/B] See Ghoul Lacedon, Aquatic Ghoul. [b]Ghoul Cat:[/b] ? The guests of the lord, stuffing their faces with sweets and savories while the old woman went hungry, were burnt to a cinder in the meteoric conflagration and rose as three cinder ghouls who rise like smoke from the floor if the meteor is touched. (Hex Crawl Chronicles 3 Beyond Black Water - Swords and Wizardry Edition) [B]Ghoul Crimson:[/B] Crimson ghouls are created by strange and terrible magical procedures worked by necromancers upon a normal ghoul. (Monstrosities) He introduces himself and explains that after he was ousted as an old man from the Jomsking’s throne, he and his few loyal crewmen were set afloat from the Jomsburg in a leaky longship without sail, oar, food, or water. He tells how they drifted for 8 months upon the seas until their half-sunken boat came to rest in the swamps of Mulstabha. They should have long been dead but for the gift of the Dark God of the Jomsvikings who gave him and his officers the gift of immortality, and changed the strongest among his crew who were willing to do whatever was necessary to survive, including develop an appetite that could sustain them beyond the grave (here he gestures and the ghouls step from their side passages).(The Northlands Saga Complete Swords and Wizardry Edition) [b]Ghoul Cinder:[/b] The priests of the fire maiden Incindreia routinely sacrifice victims by setting them on fire. The bowls of ash contain the collected remains of a married pair of clerics caught by the wicked priests while on their honeymoon. The spirits of the clerics now rise as cinder ghouls from the brass bowls in a swirl of ash and bone fragments to attack anyone approaching the altar. (Tome of Horrors Complete - Swords and Wizardry Edition) [b]Ghoul Darakhul:[/b] Like ordinary ghouls, the darakhul ghoul rises from the infected corpses of other races. (Midgard Swords & Wizardry Guidebook) Darakhul Fever disease. (Midgard Swords & Wizardry Guidebook) [b]Ghoul Darakhul Warrior:[/b] ? [b]Ghoul Darakhul Necromage:[/b] ? [b]Ghoul Deadface Villager:[/b] The Deadface Villager is a variety of Ghoul that is of the Liche’s Animate Dead spell and a freshly made corpse. (White Box Tome - Arioth I ) [b]Ghoul Dire Wolf:[/b] ? [b]Ghoul Dust:[/b] ? [B]Ghoul Flenser:[/B] ? [B]Ghoul Flenser, Vrinnor, The Skinner:[/B] ? [b]Ghoul Flenser Huntmaster:[/b] ? [b]Ghoul Ghast:[/b] A creature killed by a mortuary cyclone’s whirlwind rises as an undead creature in 1d4 rounds. The type is based on the creature’s total HD. (Bard's Gate (S&W)) Total HD Opponent Rises as Less than 3 Ghoul or ghast (50% chance for either) 4–7 HD Wraith 8–11 HD Spectre 12+ HD Ghost (Bard's Gate (S&W)) The chuul-ttaen subjected the five plumpest human captives to the horrific fate of sealing them alive within the packing crates. Much to Quattu’s chagrin and the crabmen’s terror, the first crate unsealed three days ago created a frightful ghast who slew a crabman before the disappointed aberration personally destroyed it. (Quests of Doom 4: Fishers of Men (S&W)) These creatures were common soldiers of the army of good, buried within the room and reanimated by the evil presence of the priests of Orcus. (Rappan Athuk - Swords and Wizardry) A human treasure-hunter became trapped in the oyster, transforming into a ghast after drowning. (Rappan Athuk Expansions 2 - Swords and Wizardry) Human servants of Ibholtheg the Squamous Toad left to rot in the golden temple have devolved into ghasts. (TG1 Lost Temple of Ibholtheg (SnW)) There are 5 ghasts here who were once priests of Ibholtheg. The croaking in the chamber is a result of Ibholtheg’s movements and used to only occur on an infrequent basis. Now it never stops and it has called its priests back to the world of the living. (TG1 Lost Temple of Ibholtheg (SnW)) This room once held graves of the faithful of Thyr and Muir, but they have since been unearthed—leaving foul-smelling open pits—and the contents turned into vile undead. (The Lost Lands: Stoneheart Valley Swords and Wizardry Edition) Any living creature slain by a mortuary cyclone’s whirlwind attack or energy drain attack becomes an undead creature in 1d4 rounds. Creatures with less than 3 HD return as a ghoul or ghast; 4-7 HD, a wraith; 8-11 HD, a spectre; and 12+ HD return as a ghost. (Tome of Horrors Complete - Swords and Wizardry Edition) [Any male slain by a banshee queen’s magic rises to become a ghast in 1d4 rounds. Darakhul Fever disease. (Midgard Swords & Wizardry Guidebook) [b]Ghoul Ghast, Salipus:[/b] ? [b]Ghoul Ghast Butler, Gaston:[/b] ? [b]Ghoul Ghast Lord, Crimthann:[/b] The Mojango belonged to Crimthann, a dark priest of Orcus who abandoned the swamp to oversee a temple to his demon lord. The ship, powered by 11 juju zombies, still plies the swamps, searching on its own for a missing power source named the All-Seeing Eye of Mojango. This malevolent orb fits neatly into the empty tree trunk and foretells doom for all it surveys. The Eye is also searching for the ship, appearing in the tallest trees randomly throughout the swamp to gain the best vantages. The Eye is dangerous, draining 1d4 levels from anyone touching it. Crimthann himself cast the orb off the boat for fear it would someday become powerful enough to overthrow even his master. His action cost him his life, and turned him into a ghast lord. (Rappan Athuk Bestiary Swords and Wizardry Edition) [b]Ghoul Ghast Risen Goblin:[/b] No one that goes into Rappan Athuk comes out the same, if they come out at all. This is just as true for monsters as it is for adventurers. These six goblins snuck into the early levels of Rappan Athuk hoping for treasure, or at least a place to hide. What they found was something darker, and in their desperate search for a way back to the surface they took to cannibalism to survive. Now they have escaped and roam the surface, their goblin appetites augmented with a hunger for flesh, bone and marrow. (Rappan Athuk Expansions 1 - Swords and Wizardry) One turn after one of these corrupted goblins dies its flesh tightens over its frame (regenerating if needed) and with a sickening crunch the now intact body rises as a ghast. (Rappan Athuk Expansions 1 - Swords and Wizardry) [Ravenous] Goblins that drop to 0 hit points or below rise as ghasts on the next combat round, retaining their place on the initiative order. This can be prevented by destroying the corpse with 5 points of fire damage, or pouring holy water over the corpse. (Rappan Athuk Expansions 1 - Swords and Wizardry) [b]Ghoul Iron:[/b] ? [b]Ghoul Lacedon, Aquatic Ghoul:[/b] Brykolakes's Create Spawn power.(The Northlands Saga Complete Swords and Wizardry Edition) 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 evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. (Tome of Horrors Complete - Swords and Wizardry Edition) [b]Ghoul Lord, Thelkor:[/b] ? [b]Ghoul Monkey:[/b] Ghoul monkeys are cunning, undead monkeys that often appear in jungle areas where there is great residue of Chaos, such as forgotten temples or altars where dead monkeys might rise in this vile form of undeath. (Tome of Horrors 4) [b]Ghoul Ratling:[/b] This room is partially dry, and serves as a backflow when the whirlpool temporarily clogs. During one of its clogging moments, a hungry ghast named Salipus that had escaped into the sewers found itself here. (Bard's Gate (S&W)) Salipus has since managed to ensnare a few ratlings who now dwell with him as ghouls in the darkness, snatching living things from the water of the backflow pool, and enticing ratlings and wererats to their doom. (Bard's Gate (S&W)) [b]Ghoul Screaming Dead:[/b] ? [b]Ghoul Sea:[/b] ? [B]Ghoul Sumatran Rat-Ghoul:[/B] ? [B]Ghoul Trash Eating, Jikininki:[/B] Similar to the Gaki in appearance, these undead originate from greedy, selfish or impious individuals who are cursed after death to seek out and eat human corpses. [B]Ghoul Vierd:[/B] ? [b]Ghoul Wolf:[/b] ? [b]Ghoul Wolf Dire:[/b] See Ghoul Dire Wolf. [b]Ghoul-Stirge:[/b] The origin of the ghoul-stirge has been lost, but it is believed to be the result of a failed magical experiment conducted in ages past by a group of evil and insane necromancers. (Tome of Horrors Complete - Swords and Wizardry Edition) [b]Ghul:[/b] ? [B]Giant Ant Exoskeleton:[/B] See Exoskeleton Giant Ant. [B]Giant Beetle Exoskeleton:[/B] See Exoskeleton Giant Beetle. [b]Giant Beetle Zombie:[/b] See Zombie Giant Beetle. [B]Giant Crab Carapace Undead:[/B] See Undead Giant Crab Carapace. [B]Giant Crab Exoskeleton:[/B] See Exoskeleton Giant Crab. [b]Giant Crayfish Zombie:[/b] See Zombie Giant Crayfish. [b]Giant Fire Skeletal:[/b] See Skeletal Giant Fire. [b]Giant Frost Undead:[/b] See Undead Giant Frost. [B]Giant Octopus Zombie:[/B] See Zombie Giant Octopus. [B]Giant Pike Undead:[/B] See Undead Giant Pike. [b]Giant Rat Shadow:[/b] See Shadow Giant Rat. [b]Giant Rat Zombie:[/b] See Zombie Giant Rat. [B]Giant Shark Zombie:[/B] See Zombie Giant Shark. [b]Giant Skeleton:[/b] See Skeleton Giant. [b]Giant Storm Ghost:[/b] See Ghost Giant Storm. [b]Giant Zombie:[/b] See Zombie Giant. [b]Gilbert:[/b] See Ghoul, Gilbert. [b]Girda:[/b] See Ghost, Girda. [b]Glacial Haunt:[/b] Humans who freeze to death in the icy wastes may rise as undead glacial haunts, resembling zombies. (The Northlands Saga Complete Swords and Wizardry Edition) [b]Glacial Haunt:[/b] The icy wastes sometimes grant unlife to those who freeze to death at her unforgiving hands. (Tome of Horrors 4) Multiple glacial haunts in a single encounter is rare and believed to come about when a group of adventurers succumb to the cold and perish together. Others have speculated that glacial haunts actually reproduce by melting and then splitting into two identical creatures. (Tome of Horrors 4) In the glaciers high above a dwarf stronghold, adventurers seeking the hermitage of the Green Lama might come across a deep crevasse in the ice. The crevasse is five miles long and, approximately 100 feet wide and 40 feet deep. There is a 1 in 6 chance they discover iron spikes in the ice and ropes (or the remains of ropes), suggesting that other travelers negotiated the crevasse by climbing into it and back out. This is dangerous business; a save must be made to avoid slipping and falling into the crevasse for 4d6 points of damage. (Tome of Horrors 4) If characters decide to do the same, they will soon be amazed, for frozen within the crevasse’s walls are hundreds of corpses. There are dwarves, orcs, ogres and giants, all frozen, their faces twisted in horror. The ghosts of these poor souls haunt the crevasse as icy chills that run up the spine and whispered pleadings. (Tome of Horrors 4) Small caves in the walls of the crevasse are inhabited by glacial haunts, which seek body heat and supplies. They also sought the Green Lama, but never completed their journey. (Tome of Horrors 4) [b]Glacial Haunt, Kaliope:[/b] Unfortunately of the many heroes of old who died here, not all sleep well, troubled by the wickedness of Althunak that stirs once again across these frozen plains. The woman Kaliope now exists as a special, and very powerful, glacial haunt. (The Northlands Saga Complete Swords and Wizardry Edition) [B]Glitterskull:[/B] ? [B]Gloaming:[/B] It is the undead creature of a large predatory animal. (The Witch: Hedgewitch for the Hero's Journey RPG) [b]Gloom Haunt:[/b] Gloom haunts are vile creatures, who seem to have no ties to the living (i.e., scholars cannot find any reasonable explanation as to why they exist), though a few learned sages believe gloom haunts to be the spiritual remains of paladins who were sacrificed by clerics to their vile and dark gods. (Tome of Horrors 4) [b]Gloriana, Annebeth:[/b] See Vampire, Annebeth Gloriana. [b]Glover, Lambert:[/b] See Black Tongue Victim, Lambert Glover. [B]Glowing Skeleton:[/B] See Skeleton Glowing. [b]Gnoll Zombie Tower:[/b] See Zombie Tower Gnoll. [b]Gnoll Chieftain Zombie Tower, Hatur:[/b] See Zombie Tower Gnoll Chieftain, Hatur. [b]Goat Lantern:[/b] See Lantern Goat. [b]Goat-Human Skeleton:[/b] See Skeleton Goat-Human. [b]Goblin Juju Zombie:[/b] See Zombie Juju Goblin. [b]Goblin Risen:[/b] See Ghoul Ghast Risen Goblin. [b]Goblin Zombie:[/b] See Zombie Goblin. [b]Goblin Zombie Juju:[/b] See Zombie Juju Goblin. [b]Gold Dragon Vampiric:[/b] See Vampiric Dragon Gold. [b]Goov:[/b] See Mummy Greater, King Goov. [b]Gorezeval, Isabel:[/b] See Vampire Alcadritch, Matriarch Isabel Gorezeval. [b]Gormoth:[/b] See Undead Angel-Demon, Mephistophael, Gormoth, Kan-Thuul. [b]Grandfather Lich:[/b] See Lich Grandfather. [b]Granette'rout:[/b] See Undead Treant, Granette'rout. [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. (Tome of Horrors 4) [b]Grave Risen:[/b] ? [B]Gravebird:[/B] Gravebirds are highly intelligent undead birds (usually ravens or crows) that have been brought back to life through foul magic. (Swords and Wizardry Monster Book) Gravebirds are highly intelligent undead birds (usually ravens or crows) that have been brought back to life through foul magic. (Monstrosities) [b]Graveknight:[/b] In death, the graveknight’s life force lingers on in its armor, not its corpse, in much the same way that a lich’s essence is bound within a phylactery. (Rappan Athuk - Swords and Wizardry) [b]Graveknight Dwarf, Patrol Captain Luther:[/b] ? [b]Gray Render Zombie:[/b] See Zombie Gray Render. [b]Gray Thirster:[/b] ? [B]Great Undead Whale:[/B] See Undead Whale Great. [B]Great Whale Undead:[/B] See Undead Whale Great. [b]Greater Draugr:[/b] See Draugr Greater. [b]Greater Mummy:[/b] See Mummy Greater. [b]Greater Shadow:[/b] See Shadow Greater. [B]Green Man:[/B] See Corpse Colossus Minor, The Green Man. [b]Gremag:[/b] See Lich Magic-User 18, Gremag, Phoromyceaen Sorcerer-King of Tharistra. [b]Grey Spirit:[/b] See Spirit Grey. [b]Grezell:[/b] See Vampire, Grezell. [b]Grim Spectre of Blackpool Swamp:[/b] See The Grim Spectre of Blackpool Swamp. [b]Grimshrike:[/b] Grimshrikes are a race of reanimated twin-tailed gargoyles standing about 7 feet tall and weighing 350 pounds. (Tome of Horrors 4) Grimshrikes are native to a dark land about which little is known other than its terrible history. The place was once vibrant and full of life. Centuries ago, however, all that changed. Dark energies spilled forth unchecked from a wayward wizard’s experiment, fouling the very essence of the land. In a matter of hours, all life in that place ceased to exist. (Tome of Horrors 4) [b]Gripper Dead:[/b] See Ripneck Deadgripper, Dead Gripper. [b]Grizzly Spirit:[/b] See Spirit Grizzly, Bear-Shaped Shadow. [b]Groaning Spirit:[/b] See Banshee, Groaning Spirit. [b]Grub Zombie:[/b] See Zombie Grub. [b]Guard Captain Temple Ghastly:[/b] See Ghastly Temple Guard Captain. [b]Guard Fear:[/b] See Fear Guard. [b]Guard Temple Captain Ghastly:[/b] See Ghastly Temple Guard Captain. [b]Guard Temple Frozen:[/b] See Frozen Temple Guard. [b]Guard Zombie:[/b] See Zombie Guard. [b]Guardian Cimota:[/b] See Cimota Guardian. [b]Guardian Crypt:[/b] See Crypt Guardian. [b]Guardian Mummy:[/b] See Mummy Guardian. [b]Guardian of Cyngamon:[/b] See Undead Swordsman, Guardian of Cyngamon. [b]Guardian Skeleton:[/b] See Skeleton Guardian. [b]Guardian Tomb:[/b] See Tomb Guardian. [b]Guardian Tomb Mantis:[/b] See Mantis Tomb Guardian. [b]Guardian Undead:[/b] See Undead Guardian. [B]Guest:[/B] Spirits that cannot rest, cursed by broken oaths, business left undone, or something else. Left in this world and slowly driven mad by it. Guests were never meant to be in the realms of the mortals and every day they do not pass on is yet another day insanity inducing pain. (The Cartographer's Guide to the Creatures of Eira) [b]Gunnvor:[/b] See Skeletal Giant Fire, Akruel's Former General, Gunnvor. [b]Gynosphinx Zombie:[/b] See Zombie Gynosphinx. [b]Hacked Zombie:[/b] See Zombie Hacked. [b]Hag Bog:[/b] See Bog Hag. [b]Haimonna, Vampire:[/b] See Vampire, Haimonna. [b]Halfling Hungry Zombie:[/b] See Zombie Hungry Halfling. [b]Halifax, Ralph:[/b] See Zombie, Sir Ralph Halifax. [b]Hamish MacDuncan:[/b] See Vampire, Hamish MacDuncan. [b]Hamster Giant Ghost:[/b] See Ghost Giant Hamster. [B]Hanged Man:[/B] These undead assassins are created by foul black magic that reanimates thieves after their death by hanging. (Crypts & Things Remastered) [b]Haraldson, Kraki:[/b] See Wight, Kraki Haraldson, High Koenig. [b]Hardier Enchanted Zombie:[/b] See Zombie Enchanted Hardier. [b]Harlot Vampire:[/b] See Vampire Harlot. [b]Harn, Akhjila:[/b] See Demi-Lich, Akhjila Harn. [b]Hatur:[/b] See Zombie Tower Gnoll Chieftain, Hatur. [b]Haunt:[/b] Unfortunately, not all of the refugees survived the perilous descent. Though their unpreserved flesh and bones rotted away long ago, their fear and anguish in the final moments as [they] fell to their untimely deaths linger in the form of a haunt. (Quests of Doom 4: War of Shadows (S&W)) The haunt is the spirit of a person who died before completing some vital task. A haunt inhabits an area within 60 feet of where its body died and never leaves this area. (Tome of Horrors Complete - Swords and Wizardry Edition) [b]Haunt Eaten Alive:[/b] Although the wizard’s body is no longer here, his horrific demise left its lasting impression on his quarters, giving rise to a sinister haunt. (Quests of Doom 4: Fishers of Men (S&W)) [b]Haunt Glacial:[/b] See Glacial Haunt. [b]Haunt Gloom:[/b] See Gloom Haunt. [b]Haunted Choir:[/b] These poor souls, survivors of the retreat but not their master’s cruelty, have each offended one of the clergy of Orcus in some way. (Rappan Athuk - Swords and Wizardry) [b]He Who Broke the Back of Kathisizk the Great Serpent of the Sea:[/b] See Wraith Unique, The Wight of Sven Oakenfist, the Jarl of the Seas, the Ravager of the Cymu Islands, Terror of Gatland, Estenfird, Hordaland, and the Vale, Slayer of a Thousand Men, He Who Broke the Back of Kathisizk the Great Serpent of the Sea, Reaver of the Dnipir River, The Bloody-Handed Horror of Seagestreland. [b]Head Dead:[/b] See Deadhead, Dead Head. [b]Head Shrunken:[/b] See Shrunken Head. [B]Head-Stealer:[/B] A head-stealer is the headless, undead body of someone who has been decapitated, usually by execution or dungeon trap. The body is animated with a vengeful spirit, and seeks to re-enter society by removing someone else’s head and placing it atop its own neck. (Swords and Wizardry Monster Book) A head-stealer is the headless, undead body of someone who has been decapitated, usually by execution or dungeon trap. The body is animated with a vengeful spirit, and seeks to re-enter society by removing someone else’s head and placing it atop its own neck. (Monstrosities) [b]Headless Cursed Woman:[/b] See Cursed Headless Woman. [b]Headless Ghost:[/b] See Ghost Headless. [B]Headless Warrior, Kubi-no-nai-bushi:[/B] A Kubi-no-nai-bushi (headless warrior) is a particularly rare and powerful form of undead that is sometimes created when the spirit of a honorable Samurai that was unlawfully or unjustly forced to commit Sepukku returns from the grave in search of vengeance. (Ruins & Ronin) [b]Headless Woman Cursed:[/b] See Cursed Headless Woman. [b]Hethel:[/b] See Vampire, Hethel. [b]Hieroglypicroc:[/b] See Zombie Crocodile, Hieroglypicroc. [b]High Cimota:[/b] See Cimota High. [b]High Koenig:[/b] See Wight, Kraki Haraldson, High Koenig. [b]High Lord of Death:[/b] See Mummy Cleric 7, High Lord of Death. [b]High Priest of Althunak Ghastly:[/b] See Ghastly High Priest of Althunak. [b]High Priest Paulus:[/b] See Biting Skull, High Priest Paulus. [b]High Priest Undead:[/b] See Undead High Priest. [b]Hlundel:[/b] See Death Naga, Hlundel. [b]Hoar Spirit:[/b] Hoar spirits are believed to be humanoids that freeze to death and are doomed to haunt the icy wastes. (Tome of Horrors Complete - Swords and Wizardry Edition) [B]Hollow:[/B] The Hollows are the soulless husks of the victims of the House. Cast away but some how still linked to the House, which psychically controls them. (Crypts & Things Remastered) [b]Hooded Gatherer:[/b] These powerful and intelligent undead creatures are often mistaken for liches, but they are a thing far worse and more horrible indeed, for they are born in the underworlds of other planes of existence, and hunt down souls in the material planes for their demonic masters. (Tome of Horrors 4) [B]Hopping Vampire:[/B] See Vampire Hopping, Kyonshi. [b]Horde Fetch:[/b] See Fetch Horde. [b]Horde Skeleton:[/b] See Skeleton Horde. [b]Horde Zombie:[/b] See Zombie Horde. [b]Horned Lord:[/b] See The Horned Lord. [b]Horse Bog:[/b] See Bog Horse. [b]Horse Mount Undead:[/b] See Undead Horse Mount, Undead Mount. [b]Horse Skeletal:[/b] See Skeletal Horse. [b]Horse Zombie:[/b] See Zombie Horse. [b]Hound Bog:[/b] See Bog Hound. [b]Hound Ghost:[/b] See Ghost Hound. [b]Hound Lich:[/b] See Lich Hound. [b]Housecarl Skeletal:[/b] See Skeletal Housecarl. [b]Hróarr Skjálgr:[/b] See Zombie Juju, Hróarr Skjálgr. [b]Huecuva:[/b] The nihilistic Ahriman gave his greatest gift to his newfound converts — complete and utter destruction. The wicked being betrayed them even as their former patron Aten condemned them as well. The Khemitian god transformed the heretics into 5 huecuvas. (Quests of Doom 4: War of Shadows (S&W)) 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. Three days prior, the chief inquisitor of the church rode into town on a palfrey and ordered the parish priestess and her acolytes taken into custody. After a hasty trial in which evidence of involvement in the slave trade was presented, the priestesses were cast into the great hearth of the temple (the temple being dedicated to the hearth goddess). It was a terrible shock for the people to see their beloved priestesses accused, convicted and summarily slain (especially in so terrible a manner), but it was an even more terrible shock to see them emerge from the flames as smoldering skeletons and strangle the inquisitor. (Tome of Horrors Complete - Swords and Wizardry Edition) [b]Human Guard Zombie Tower:[/b] See Zombie Tower Human Guard. [b]Human Meat Puppet:[/b] See Meat Puppet Human. [b]Human Skeleton:[/b] See Skeleton Human. [b]Human Skeleton Undead Menagerie:[/b] See Undead Menagerie Skeleton Human. [b]Human Zombie:[/b] See Zombie Human. [b]Human Zombie Tower, Maurits Felldrake:[/b] See Zombie Tower Human, Maurits Felldrake. [b]Humanoid Rotting Skeletal:[/b] See Lich Shade, Rotting Skeletal Humanoid. [b]Humanoid Skeletal Rotting:[/b] See Lich Shade, Rotting Skeletal Humanoid. [b]Humanoid Zombie:[/b] See Zombie Humanoid. [b]Humladil:[/b] See Lich, Humladil. [b]Hummingbird Undead:[/b] See Undead Hummingbird. [b]Hungering Undead:[/b] See Undead Hungering. [B]Hungry Ghost:[/B] See Ghost Hungry. [b]Hungry Halfling Zombie:[/b] See Zombie Hungry Halfling. [B]Hungry Spirit:[/B] See Gaki, Hungry Spirit. [b]Hungry Zombie:[/b] See Zombie Hungry. [b]Huntmaster Flenser:[/b] See Ghoul Flenser Huntmaster. [b]Hvram Kalsong the Third:[/b] See Wraith, Hvram Kalsong the Third. [b]Hvram the Half-Born:[/b] See Wraith, Hvram the Half-Born. [b]Hybrid Revenant:[/b] See Revenant Hybrid. [B]Hypogean Dragon Ghostly:[/B] See Ghostly Dragon Hypogean. [B]Hypogean Dragon Mummified:[/B] See Mummified Dragon Hypogean. [b]Icebound Ekimmu:[/b] See Ekimmu Icebound. [b]Icthyosaur Skeleton:[/b] See Skeleton Icthyosaur. [b]Igni:[/b] See Ghost Paladin 12, Igni. [b]Ilgoriath:[/b] See Lich Lesser, Ilgoriath. [b]Impaled Spirit:[/b] See Spirit Impaled, Shattered Soul. [b]Imperial Crypt Thing:[/b] See Crypt Thing, Imperial Crypt Thing. [b]Infant Vampire:[/b] See Vampire Infant. [b]Infernal Tyrant:[/b] See Vampire Lord, Singed Man, Infernal Tyrant. [b]Infre:[/b] See Phantom, Infre. [b]Inn-Wight:[/b] See Wight Inn-Wight. [b]Iolne:[/b] See Banshee Queen, Iolne. [b]Iron Ghoul:[/b] See Ghoul Iron. [b]Isabel Gorezeval:[/b] See Vampire Alcadritch, Matriarch Isabel Gorezeval. [b]Islaug the Breathless:[/b] See Death Knight, Islaug the Breathless. [b]Itara:[/b] See Vampire, Itara. [B]Jackal of Darkness:[/B] ? [b]Jarl of the Seas:[/b] See Wraith Unique, The Wight of Sven Oakenfist, the Jarl of the Seas, the Ravager of the Cymu Islands, Terror of Gatland, Estenfird, Hordaland, and the Vale, Slayer of a Thousand Men, He Who Broke the Back of Kathisizk the Great Serpent of the Sea, Reaver of the Dnipir River, The Bloody-Handed Horror of Seagestreland. [b]Jawbone:[/b] Neither Vallis nor Kenneth has the power to properly animate such a creation, so they’ve taken a shortcut. As long as Vallis is not pinned by the Ghostbind, she can use her essence to activate the creature (Vallis assumes her incorporeal form and occupies the skeleton’s space, wearing it like armor). If Vallis is not present, one of the other shades takes control, although Jawbone loses its regeneration if controlled in this manner. (Rappan Athuk Expansions 1 - Swords and Wizardry) [b]Jawk, Rawling:[/b] See Shade, Rawling Jawk. [B]Jelida Daribe:[/B] See Eyeless Filcher, Jelida Daribe. [b]Jester Red:[/b] See Red Jester. [B]Jiki-Ketsu-Gaki:[/B] See Gaki Jiki-Ketsu-Gaki. [B]Jiki-Niku-Gaki:[/B] See Gaki Jiki-Niku-Gaki. [B]Jikininki:[/B] See Ghoul Trash Eating, Jikininki. [b]Jim:[/b] See Ghoul, Old Jim. [b]Jordelia:[/b] See Vampire, Countess Jordelia. [b]Joy Montez:[/b] See Allip, Joy Montez. [b]Juju Zombie:[/b] See Zombie Juju. [b]Junde, Cedrick:[/b] See Soul Knight, Cedrick Junde. [b]Kalanos:[/b] Any humanoid slain by a brykolakas rises as a kalanos in 1d4 days under the creature’s control. (Tome of Horrors Complete - Swords and Wizardry Edition) [b]Kalina:[/b] See Zombie, Kalina. [b]Kaliope:[/b] See Glacial Haunt, Kaliope. [b]Kalsong, Hvram the Third:[/b] See Wraith, Hvram Kalsong the Third. [b]Kamarupa:[/b] Kamarupa are the distorted souls of evil priests betrayed and sacrificed to their deity. [b]Kan-Thuul:[/b] See Undead Angel-Demon, Mephistophael, Gormoth, Kan-Thuul. [b]Kardofo:[/b] See Vampire, Count Kardofo. [b]Kelvani:[/b] See Fetch, Kelvani. [b]Kenard:[/b] See Vampire, Kenard, Warden of the Dead. [b]Kenneth:[/b] See Shade, Kenneth, Lord Darkblade von Nightkill. [b]Kenneth Junior:[/b] See Skeleton Black, Kenneth Junior. [B]Kezanlil, Arus:[/B] See Lich, Arus Kezanlil. [b]Killbessa:[/b] See Mummy of the Deep, Captain Killbessa. [b]King Barrow:[/b] See Barrow King. [b]King Goov:[/b] See Mummy Greater, King Goov. [b]King Ottin:[/b] See Shadow Fighter 8, King Ottin. [b]King Winter The First:[/b] See Winterwight, The First Winter King. [b]King-Chieftain of the Island of War:[/b] See Vampire, Aracor, King-Chieftain of the Island of War. [b]Klar:[/b] See Vampire Orc, Klar. [b]Klerk:[/b] See Ghoul, Klerk. [B]Knight Death:[/B] See Death Knight. [b]Knight Gaunt:[/b] A knight gaunt is an undead creature created when a paladin falls in battle. (Tome of Horrors 4) [b]Knight Gaunt, Alumaxis:[/b] This is the last resting place for the former captain-of-the-guard-turned-architect, Alumaxis. A good soldier to the end, Alumaxis volunteered for the role of leader of this building site when he understood it would further the reach of Orcus in the world. What he didn’t know was the depth of deceit in the ranks of his “advisors”. As a man used to facing foes head-to-head, he did not see the treachery of the clergy until it was too late. To cover any evidence of their assassination, the clergy ordered this pyre built to honor their fallen “leader”. The captain’s body was laid to rest atop the bonfire, and he was immolated. Unexpectedly, the fire never burned itself out; it smolders even to this day, wafting smoky tendrils to remind the very stones of the dungeon what happened here. (Rappan Athuk Expansions 1 - Swords and Wizardry) Alumaxis himself was not fully consumed by the flame. He regained his material body after being scorched, and returned to the mortal realm as a knight gaunt, an undead horror normally created when a paladin falls in righteous combat against Chaos. Orcus himself found the humor in returning his soldier to the field in such a form. (Rappan Athuk Expansions 1 - Swords and Wizardry) [b]Knight Gaunt, Sir Agnoysius:[/b] ? [b]Knight Shadow:[/b] See Shadow Knight. [B]Knight Silent:[/B] See Silent Knight. [b]Knight Skeletal:[/b] See Skeletal Knight. [b]Knight Soul:[/b] See Soul Knight. [b]Knock, Samuel:[/b] See Wight, Samuel Knock. [b]Koenig High:[/b] See Wight, Kraki Haraldson, High Koenig. [b]Kor:[/b] See Ghost Giant Storm, Kor. [B]Kraken Undead:[/B] See Zombie Kraken, Undead Kraken [B]Kraken Zombie:[/B] See Zombie Kraken, Undead Kraken [b]Kraki Haraldson:[/b] See Wight, Kraki Haraldson, High Koenig. [b]Kran the Dungeon Master:[/b] See Shadow Powerful, Kran the Dungeon Master. [B]Kubi-no-nai-bushi:[/B] See Headless Warrior, Kubi-no-nai-bushi. [B]Kummua:[/B] ? [b]Kurant Pulanti:[/b] See Vampire, Kurant Pulanti. [B]Kyonshi:[/B] See Vampire Hopping, Kyonshi. [b]Lacedon:[/b] See Ghoul Lacedon, Aquatic Ghoul. [B]Lady Baymoral:[/B] See Shade Ethereal, Lady Baymoral. [b]Lady Spectral:[/b] See Spectre, Spectral Lady. [b]Lady White:[/b] See White Lady. [b]Lambert Glover:[/b] See Black Tongue Victim, Lambert Glover. [b]Lantern Goat:[/b] ? [b]Large Skeleton:[/b] See Skeleton Bear Cave, Large Skeleton. [b]Leader Cimota:[/b] See Cimota Leader. [B]Lecternomancer:[/B] Grand Sorcerer of the Valley of Fire Deleterios III killed, in a single stroke, all of his 15 apprentices. Opinions on the reasons differ. Of his detractors, the Chimerists mention he needed corpses of spellcasters for his own nefarious experiments, while the Orthodox Necromancers remind that Deleterios III was reckless during experimentations. (Chthonic Codex) Rumours circulate about how all of his apprentices might or might not have been corrupted by their Master’s enemies to plot against him, that somehow Deleterios III found out and crushed their hearts with magic. (Chthonic Codex) Anyway, he took their corpses and retired for a long while, a couple of years, in his laboratories, flayed the bodies, tanned the skins with their brains to make vellum, wrote on their skin with their blood, then stitched them in codexes with their hair and bound them in books. (Chthonic Codex) [b]Legend Zombie:[/b] See Zombie Legend. [B]Leper Zombie:[/B] See Zombie Leper. [b]Lesser Lich:[/b] See Lich Lesser. [b]Lesser Shadow:[/b] See Shadow Lesser. [B]Lesser Vampire:[/B] See Vampire Lesser, Wampyre. [b]Lich, Undead Lich:[/b] ? Liches are the undead remnants of wizards, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magics gone awry). (Swords and Wizardry Complete Rulebook) Liches are the undead remnants of wizards, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magics gone awry). (Swords and Wizardry Monster Book) Liches are the undead remnants of wizards, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magics gone awry). (Monstrosities) Powerful Wizards or Faithful sometimes want to live forever, even if ‘live’ is a loosely defined term for those who pursue the path to becoming a powerful undead creature. (Battle Axes & Beasties) A spellcaster intentionally pursues the path to becoming a lich, and it is a long, arduous, and irreversible path, ending with the spellcaster becoming ‘blessed’ with eternal undeath. (Battle Axes & Beasties) There are rumors that some of these creatures gained this state accidentally as the result of magical research gone horribly wrong. (Battle Axes & Beasties) Liches are the undead remnants of sorcerers and wizards, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magic, gone awry). (Crimson Blades 2: Dark Fantasy RPG d20 Version) “The priests of the Isle of the Dead have formed an unholy pact with their master the Silent One. In return for perpetual life, they form and act out plans to bring the whole of Zarth under the Silent One’s Eternal Night.” (Crypts & Things Remastered) A Lich is the undead remnants of a wizard, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magics gone awry). (Crypts & Things Remastered) Each time the Octopus Diadem’s owner puts it to use (other than for regeneration or flying), there is a 1% chance that the powerful magic item sucks the user’s soul into it, immediately creating a being that is, effectively, a lich. (Cyclopean Deeps Volume 2 Swords and Wizardry) Liches are the undead remnants of wizards, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magics gone awry). (Ruins & Ronin) The floor of this large chamber is covered with scrawled magical symbols and diagrams. These are various necromantic spells, spells a necromancer must gather and cast in order to become a lich. There are rags, pieces of candles, feathers, and patches of glittering dust scattered everywhere on the floor. (The Black Monastery (S&W)) Finally, in his darkest moment, Eralion turned to Orcus, the Demon-lord of the Undead, imploring the dread demon for the secret of unlife—the secret of becoming a lich. Orcus knew that Eralion lacked the power to complete the necessary rituals to become a lich, as Eralion had barely managed the use of a scroll to contact him in the depths of the Abyss in his Palace of Bones. (The Lost Lands: Stoneheart Valley Swords and Wizardry Edition) A child, glowing white as the sun, is running through the woods. About a day behind the strange boy is a pack of lupins, servants of the fell sorceress Maladria. The sorceress sent the lupins after the child because it is actually a small piece of her soul, part of an experiment in her quest for lich-hood. The boy possesses her exuberance for life and love; she removed it because it suited her grim plans for eternal unlife and because she needed a piece of her soul to create her phylactery. (Tome of Horrors 4) Liches are the undead remnants of Spellcasters, either made undead by their own deliberate acts during life or as the result of other magical forces (possibly including their own magics gone awry). (Untold Adventures: Deluxe Edition) Liches are the undead remnants of wizards, either made undead by their own deliberate acts during life or as the result of other magical forces (possibly including their own magics gone awry). (White Box: Fantastic Medieval Adventure Game) [b]Lich, Adrimiret:[/b] ? [b]Lich, Alu:[/b] ? [B]Lich, Arus Kezanlil:[/B] The lich Arus Kezanlizil rules the Forge-Temple, claiming it after an unforeseen accident transferred his undead spirit into the body of the dwarven cleric Arbor Oakenchisel. (Monstrosities) [b]Lich, Captain Montfort Deville:[/b] ? [b]Lich, Coruvance Filp:[/b] Coruvance Filp, a Magic-User of Jah Sezar who turned to lichdom when she made an evil pact with demonic forces. (Tome of Horrors 4) [b]Lich, Cumont:[/b] ? [b]Lich, Damat:[/b] ? [b]Lich, Damien:[/b] ? [b]Lich, Devron the Necromancer:[/b] Devron the necromancer swears himself to Arvonliet’s true nature, transforms into lich and is imprisoned below Barakus. (Rappan Athuk Expansions 2 - Swords and Wizardry) [b]Lich, Dread Master:[/b] ? [b]Lich, Humladil:[/b] ? [b]Lich, Pancras the Senior:[/b] ? [b]Lich, Saca-Baroo:[/b] ? [b]Lich, Sacavious:[/b] Inside the room is a clay vessel studded with gems and bound with gold bands. The vessel has a value of at least 8,000gp. It is the jar that the lich Sacavious used to hold most of desiccated internal organs as part of the necromantic rituals that were intended to turn him into a lich. (The Black Monastery (S&W)) At the time of the Black Monastery’s fall, Sacavious was coming to the end of his mortal life. His potions and experiments were no longer able to sustain his failing body, so he had completed the research, potions and incantations to transform himself into a lich. Sacavious had put off his final transformation for more than a decade when the monastery was besieged. His plan had included a betrayal of his brothers, whom he had intended to make his undead minions. (The Black Monastery (S&W)) The Black Brotherhood’s violent end frustrated Sacavious’ plans and forced him to undergo his transformation only moments before the Black Monastery was immolated and disappeared in arcane fire. With his spells exhausted, and the monastery gates about to be breached, Sacavious rushed to his tower and drank down the final potion. He expected to become an immortal being of ultimate power. The result was something quite different. (The Black Monastery (S&W)) The immolation of the Black Monastery unleashed forces unknown to Sacavious. Instead of falling to the floor and rising up as a free-willed wraith, ready to dominate his enemies, Sacavious’ mind was badly damaged by the arcane powers unleashed around him. The pieces of his conscious mind were scattered as wisps, blowing between the planes. Only fragments of these wisps returned to his animated corpse, trapping him forever in a dead shell, re-living his final moments as a mortal. What is left of Sacavious may be found in the large chamber at the top of his tower, waiting to destroy anyone who dares intrude on his eldritch domain. (The Black Monastery (S&W)) [b]Lich, Sacavious Depleted:[/b] The necromancer has completed his botched transformation into a lich, but his spells have been seriously depleted by the final siege of the Black Monastery. This version of Sacavious is still a deadly threat, but has already exhausted most of his spells in the final battle. This broken remnant of the Black Brotherhood’s pet necromancer has been lying face down on his spell book ever since. (The Black Monastery (S&W)) [b]Lich, Sacavious Deranged and Crawling:[/b] The necromancer’s failed transformation has left him almost completely broken. The Referee should assume that Sacavious has no spells, or possibly just a few left. At the Referee’s discretion, Sacavious should have his hit points and armor class reduced to reflect the fact that he has not cast spells in preparation for the party’s arrival. After he turns toward the party from his workbench, the lich emits a ragged gasp and either staggers toward the adventurers or falls to the floor. Sacavious is still capable of harming the party with his innate lich and necromancer powers, but is only a shell of what he might have been. (The Black Monastery (S&W)) [b]Lich, Sacavious Fully Armed and Operational:[/b] In this variation, the Referee assumes that Sacavious completed his transformation into a lich and has been able to recuperate all of his spells. (The Black Monastery (S&W)) [b]Lich, Salvager of Death, Servant of Orcus:[/b] ? [b]Lich, Trystecce, Lich-Queen:[/b] ? [b]Lich, Valen Darkfast:[/b] The Darkfasts were cunning necromancers and when the father was mortally wounded in a battle, he was turned into a lich. (The Kingdom of Richard) [B]Lich, Varimoth:[/B] The necromancer Crotus perished, but his acolyte Varimoth lived and has stolen his master’s secret cache of lore, allowing himself to become a lich! (The Rising Dark: An Introduction to Agraphar) [b]Lich, Vazgar:[/b] ? [b]Lich, Zelkor:[/b] Zelkor was a powerful wizard who led the army of Light into Rappan Athuk to attack the high priests of Orcus. They say that he didn’t die, and one day he’ll return. (Rappan Athuk - Swords and Wizardry) [b]Lich-Lord, Vax:[/b] ? [b]Lich Arch-Lich, Sorcerer-Lich 18, Slavish:[/b] ? [b]Lich Citizen:[/b] In civilized areas of Planet Uluros, where magocracy remains the predominant form of government, magic-users frequently attempt to extend their lives by making a transition to an undead condition. These attempts succeed often enough, but more commonly end in the magic-user’s destruction, or, more rarely, in a transformation to a lesser form of lich called a citizen lich. (Operation Unfathomable Player's Guide) [b]Lich Cleric:[/b] ? [b]Lich Grandfather:[/b] ? [b]Lich Hound:[/b] ? [b]Lich Lesser:[/b] ? [b]Lich Lesser, Ilgoriath:[/b] ? [B]Lich Lord:[/B] ? [b]Lich Lord, Valen Darkfast:[/b] ? [b]Lich Lord, Zangrias:[/b] ? [b]Lich Mad Minotaur:[/b] ? [b]Lich Magic-User 8, Devron:[/b] ? [b]Lich Magic-User 14, Devron:[/b] ? [b]Lich Magic-User 18, Gremag, Phoromyceaen Sorcerer-King of Tharistra:[/b] ? [b]Lich Magic-User 18, The Conductor:[/b] He amassed enough magical might that he was able to thwart death, and he has lived as a lich for millennia. (Rappan Athuk Expansions 2 - Swords and Wizardry) [b]Lich Minotaur Mad:[/b] See Lich Mad Minotaur. [b]Lich N'Gathau:[/b] ? [b]Lich Necromancer, Magerly:[/b] ? [b]Lich Shade:[/b] Lich shades attempted to achieve lichdom but failed. (Cry Havoc! (The Dogs of Orcus)) Lich shades are evil creatures who attempted to achieve lichdom but failed. (Tome of Horrors Complete - Swords and Wizardry Edition) [b]Lich Shade, Ashten Un Shorn:[/b] The tower belonged to Ashten Un Shorn, a magic-user who died during an attempt to transition to lichdom. A single mistake in the ritual resulted in the blast that destroyed her tower. Ashten now haunts the upper floors as a lich shade, and slays all who seek her treasure. (Tome of Horrors Complete - Swords and Wizardry Edition) [b]Lich Shade, Livonia Tols:[/b] One of the Dogs of Orcus’ most unusual members, Livonia is a lich shade raised to undeath by Orcus himself. (Cry Havoc! (The Dogs of Orcus)) An aging wizardess facing death, Livonia Tols — like so many others before her — sought to cheat death, surviving through the ages as an undead lich. Also like many others, Livonia failed in her quest for undeath, instead poisoning herself. As she lay dying, a vision of Orcus appeared before her, offering her the undead immortality she desired, so long as she swore to serve the demon prince. She eagerly agreed and rose as a lich shade, free to act as she wished so long as she advanced the agenda of her demonic master. (Cry Havoc! (The Dogs of Orcus)) [b]Lich Shade, Rotting Skeletal Humanoid:[/b] ? [b]Lich Spider:[/b] ? [b]Lich Undead:[/b] See Lich, Undead Lich. [b]Lich Wizard:[/b] ? [b]Lich-Mage, Deserach:[/b] ? [b]Lich-Queen:[/b] See Lich, Trystecce, Lich-Queen. [B]Liche:[/B] Liches are the undead remnants of wizards, either made undead by their own deliberate acts during life or as the result of other magical forces (possibly including their own magics gone awry). (The Hero's Journey Fantasy Roleplaying) [b]Liche Elder:[/b] Elder Liche Nehkra Mastery Ability. (White Box Tome - Arioth I ) [b]Liche Elder, Mezogorah:[/b] ? [b]Liliwan Erera:[/b] See The Bloodied Cleric, Erera Liliwan. [b]Lilly Montez:[/b] See Allip, Lilly Montez. [b]Livonia Tols:[/b] See Lich Shade, Livonia Tols. [b]Loomin:[/b] See Wight Inn-Wight, Loomin. [b]Lord Cadaver:[/b] See Cadaver Lord. [b]Lord Darkblade von Nightkill:[/b] See Shade, Kenneth, Lord Darkblade von Nightkill. [b]Lord Ectarlin:[/b] See Ghost, Lord Ectarlin, Spectral Lord. [b]Lord Ghast:[/b] See Ghoul Ghast Lord. [b]Lord Ghoul:[/b] See Ghoul Lord. [b]Lord Horned:[/b] See The Horned Lord. [b]Lord Lich:[/b] See Lich Lord. [B]Lord Plague:[/B] See Ozzark the Dead King, The Plague Lord. [B]Lord Shade:[/B] See Shade Lord. [b]Lord Spectral:[/b] See Ghost, Lord Ectarlin, Spectral Lord. [b]Lord Wynston Mathen:[/b] See Ghost, Lord Wynston Mathen. [b]Lucas:[/b] See Vampire Lord, Black King Lucas. [b]Lurker Wraith:[/b] See Wraith Lurker. [b]Luther:[/b] See Graveknight Dwarf, Patrol Captain Luther. [b]Lyrid Toadstrangler:[/b] See Spirit Impaled, Lyrid Toadstrangler. [b]MacDuncan, Hamish:[/b] See Vampire, Hamish MacDuncan. [b]Mad Lich Minotaur:[/b] See Lich Mad Minotaur. [b]Mad Minotaur Lich:[/b] See Lich Mad Minotaur. [b]Madrana Mathen:[/b] See Spectre, Madrana Mathen. [b]Magerly:[/b] See Lich Necromancer, Magerly. [b]Maiden of the Maze:[/b] ? [b]Malliw Catspar:[/b] See Ghost, Malliw Catspar. [B]Man Green:[/B] See Corpse Colossus Minor, The Green Man. [B]Man Hanged:[/B] See Hanged Man. [b]Man Rotted:[/b] See Rotted Man. [b]Man Singed:[/b] See Vampire Lord, Singed Man, Infernal Tyrant. [b]Manticore Skeleton:[/b] See Skeleton Manticore. [b]Mantis Tomb Guardian:[/b] These undead creatures are the animated carapaces of mantis-priests. The creatures are animated by ancient necromancy, but apparently were prepared in a manner that made them immune to clerical turning. (Cyclopean Deeps Volume 2 Swords and Wizardry) [b]Mary Catherine:[/b] See Biting Skull, Sister Mary Catherine. [b]Master Dread:[/b] See Lich, Dread Master. [B]Master Vampire:[/B] See Vampire Master. [b]Mate Draug:[/b] See Draug Mate. [b]Mathen, Madrana:[/b] See Spectre, Madrana Mathen. [b]Mathen, Wynston:[/b] See Ghost, Lord Wynston Mathen. [b]Matilda:[/b] See Biting Skull, Saint Matilda. [b]Matriarch Isabel Gorezeval:[/b] See Vampire Alcadritch, Matriarch Isabel Gorezeval. [b]Maurits Felldrake:[/b] See Zombie Tower Human, Maurits Felldrake. [b]Meat Puppet:[/b] Meat puppets are boneless, skinless corpses reanimated after being exposed to necromantic energies. (Rappan Athuk - Swords and Wizardry) Enemies killed by a bonesucker's attack reanimate within the Temple as meat puppets 24 hours after dying. (Rappan Athuk - Swords and Wizardry) The room also holds 8 human meat puppets, the legacy of past bonesucker victims. (Rappan Athuk - Swords and Wizardry) Meat puppets are boneless, skinless corpses reanimated after being exposed to necromantic energies. (Rappan Athuk Bestiary Swords and Wizardry Edition) Meat puppets are horrid undead creations created by removing the bones from corpses, then reanimating the skinless hides to attack. Various creatures and monsters can be turned into meat puppets using evil sorcery. (Tome of Horrors 4) The Bone Crusher artifact. (Rappan Athuk Bestiary Swords and Wizardry Edition) [b]Meat Puppet Human:[/b] During the struggle, Quattu ordered the crabmen to subject three of the facility’s fish processors to the horrific fate of being gutted and filleted alive. Unbeknownst to the chuul-ttaen, the revelry of carnage infused the boneless corpses with the necromantic energy that suffuses the marshlands here and animated them as revolting undead creatures. (Quests of Doom 4: Fishers of Men (S&W)) These loathsome, twitching undead either descended from the Temple of Final Sacrament, or arose spontaneously from the corpses of victims slain within the Bloodways. (Rappan Athuk - Swords and Wizardry) [b]Meat Puppet Humanoid:[/b] Meat puppets are boneless, skinless corpses reanimated after being exposed to necromantic energies. (Tome of Horrors 4) [b]Meat Puppet Otyugh:[/b] Some years back several clusters of otyughs swarmed into the Bloodways, only to fall victim to its malign influence. Now the remains of these long-dead creatures roam the halls, attacking any living creature they come upon. (Rappan Athuk - Swords and Wizardry) The unfortunate otyugh, which the laboratory’s alchemist used as waste disposal, suffered from a necromantic explosion in the lab. The catastrophe transformed the creature into its current undead state. (Rappan Athuk Bestiary Swords and Wizardry Edition) Otyugh meat puppets are giant boneless, skinless reanimated beasts. The bag contains the skin and bones of an otyugh slain by a Magic-User looking to test out a horrible spell he uncovered in an ancient grimoire. The spell worked, turning the boneless, skinless creature into an otyugh meat puppet—that then promptly killed the wizard. (Tome of Horrors 4) [B]Melene:[/B] See Tree Ghost, Melene. [b]Menagerie Undead:[/b] See Undead Menagerie. [b]Mephistophael:[/b] See Undead Angel-Demon, Mephistophael, Gormoth, Kan-Thuul. [b]Mezogorah:[/b] See Liche Elder, Mezogorah. [b]Mhao:[/b] See Vampire, Mhao. [b]Mimic Undead:[/b] See Undead Mimic. [b]Mimir:[/b] See Demi-Lich, Mimir. [b]Mindless Undead:[/b] See Undead Mindless. [b]Mine Captain Zombie Tower, Dagfa Durbis:[/b] See Zombie Tower Mine Captain, Dagfa Durbis. [B]Minion Vampire:[/B] See Vampire Minion. [B]Minor Corpse Colossus:[/B] See Corpse Colossus Minor. [b]Minotaur Lich Mad:[/b] See Lich Mad Minotaur. [b]Minotaur Mad Lich:[/b] See Lich Mad Minotaur. [b]Minotaur Zombie Tower:[/b] See Zombie Tower Minotaur. [b]Mirax, Tabitha:[/b] See Shade, Tabitha Mirax. [b]Mishka:[/b] See Vampire, Mishka. [b]Mist Devouring:[/b] See Devouring Mist. [b]Mist Swirling Undead Remains of Ghosts of Whalers:[/b] See Swirling Mist Undead Remains of Ghosts of Whalers. [b]Mohrg:[/b] In addition, the obelisk bears a magical trap that unleashes a powerful death spell (creatures with fewer than 7HD die, no save; creatures with 8–12HD save or die) centered on itself immediately followed by an animate dead spell that animates them as mohrgs. (Cults of the Sundered Kingdoms (S&W)) Mohrgs are the animated corpses of mass murderers or similar villains who died without atoning for their crimes. (Rappan Athuk - Swords and Wizardry) Mohrgs are the animated corpses of mass murderers or similar villains who died without atoning for their crimes. (The Black Monastery (S&W)) Buried six feet below the garden’s surface are the bodies of seven former members of the Black Brotherhood, condemned by their brethren for betraying the order. Digging in the garden has the potential of disturbing these corpses, which will rise as morhgs. (The Black Monastery (S&W)) [b]Monastery Black:[/b] See The Black Monastery. [b]Monkey Ghoul:[/b] See Ghoul Monkey. [b]Monstrous Undead:[/b] See Undead Monstrous. [b]Montez, Joy:[/b] See Allip, Joy Montez. [b]Montez, Lilly:[/b] See Allip, Lilly Montez. [b]Montfort Deville:[/b] See Lich, Captain Montfort Deville. [b]Mordnaissant:[/b] Occasionally when a pregnant mother dies violently in a place infused with unholy or negative energies, the unborn child within her does not simply perish, but instead continues to grow, vitalized by dark power, until it is capable of clawing its way free from its dead mother. (Rappan Athuk - Swords and Wizardry) Anyone entering the room must make a saving throw or succumb to the scent’s intoxicating effect. Those who make their save are immune to its effects for a day. It generates a feeling of pleasurable lassitude coupled with heightened lust. This prompts those affected to copulate again and again, exhausting themselves. Once they begin, victims sustain 1 point of constitution damage per ten minutes spent in this vigorous pursuit. When their constitution drops to 1 point, they become too weak to continue, though the drive remains; victims typically die of thirst or starvation even while they continue to feel the need to mate. (Rappan Athuk - Swords and Wizardry) Additional saving throws are allowed for failed victims once every 30 minutes for as long as they remain within the room, or once per minute if they are removed from the chamber. The scent is produced by a specially bred form of magical mold infesting the cushions and carpet, and a thorough cleansing of the room with fire (at least 20 points of damage to all surfaces) eliminates the mold and the threat. (Rappan Athuk - Swords and Wizardry) The bodies lying amid the cushions have been looted by past adventurers, and bear only tattered robes or ancient, non-magical armor that is in too poor of shape to function. Horribly, due to a necromantic taint on the room, infants created through this chamber’s powers do not die if the mother dies in the room; her womb continues to expand, and eventually a mordnaissant bursts free. (Rappan Athuk - Swords and Wizardry) Occasionally when a pregnant mother dies violently in a place infused with unholy or negative energies, the unborn child within her does not simply perish, but instead continues to grow, vitalized by dark power, until it is capable of clawing its way free from its dead mother. (Rappan Athuk Bestiary Swords and Wizardry Edition) The earth mother idol is a massive emerald-and-bamboo construction standing 15-feet-tall in the center of a jungle clearing. A low altar of black igneous rock stands before the statue of the earth goddess. Piled-up emerald stones form her head, shoulders and arms. Sharpened bamboo branches curve to form her fertile belly. Her legs are stone arches rising from the ground. The superstitious villagers sacrifice virgins each full moon by tying the women to the fast-growing bamboo. The sharp shoots slowly impale and kill the struggling women. Skeletons are still entwined in the thick bamboo, with more bones littering the jungle floor around the statue. (Rappan Athuk Bestiary Swords and Wizardry Edition) Unfortunately for the villagers, the last woman sacrificed was not a virgin. She was a few months pregnant, but hid her condition from the villagers. When the woman died on the sharpened stakes, her unborn child became a mordnaissant that inhabits the idol’s barren bamboo womb. (Rappan Athuk Bestiary Swords and Wizardry Edition) Occasionally when a pregnant mother dies violently in a place infused with unholy or negative energies, the unborn child within her does not simply perish, but instead continues to grow, vitalized by dark power, until it is capable of clawing its way free from its dead mother. (Tome of Horrors 4) [b]Mortuary Cyclone:[/b] ? [b]Mould Yellow Zombie:[/b] See Zombie Yellow Mould. [b]Mount Grave:[/b] See Grave Mount. [b]Mount Horse Undead:[/b] See Undead Horse Mount, Undead Mount. [b]Mount Undead:[/b] See Undead Mount. [b]Mount Undead:[/b] See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount. [b]Mount Undead:[/b] See Undead Horse Mount, Undead Mount. [b]Mouse-Zombie:[/b] See Zombie Zeshir's Mouse-Zombie. [B]Mummified Dragon Hypogean:[/B] ? [b]Mummified Vampire Ancient Egyptian:[/b] See Vampire Mummified Egyptian Ancient. [b]Mummified Vampire Egyptian Ancient:[/b] See Vampire Mummified Egyptian Ancient. [B]Mummy:[/B] The desiccated, undead remains are inhabited and animated by a malevolent spirit. (Battle Axes & Beasties) Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten. (Crimson Blades 2: Dark Fantasy RPG d20 Version) “Some Kings and High-Priests are rich enough and powerful enough to cheat death.” (Crypts & Things Remastered) Mummified Snake Men. (Hex Crawl Chronicles 1 Valley of the Hawks Swords and Wizardry Edition) The mummies of the embalmers should not be confused with those of the ancient Egyptians or Incas. In the embalmer culture, a corpse is initially prepared in a way similar to the Egyptians, using a fragrant oils and a conglomeration of herbs in a secret formula. After steeping in this formula, the skin of the mummy peels away. Its organs are then removed and placed in funerary urns. The corpse is them methodically dipped in beeswax, the color of the wax depending on its rank and position in life, with a deep purple-crimson wax being used for kings and a saffron wax for philosophers. A jet imbroglio depicting the corpse as it looked in life is placed under the tongue, it is dressed in flowing robes of black, a gold, conical hat is placed on its head and the ritual to animate the corpse then takes place. The corpse is animated in its closet to keep it from spreading mummy rot to the priests. (Hex Crawl Chronicles 3 Beyond Black Water - Swords and Wizardry Edition) The practice of mummification was common in Xilonoc, and priests and other leaders often enchanted loyal guards as mummies to live forever guarding a sacred site. (TG3 Shadow Out of Sapphire Lake (SnW)) When they drank the potions that Sacavious said would make them powerful and immortal, all four assistants were transformed into the equivalent of mummies. The transformation was agonizing and maddening. (The Black Monastery (S&W)) Whenever these particular mummies move or fight a fine dust fills the air around them. This dust also covers the bodies on the floor. Anyone who suffers a wound from these mummies, or any other type of wound in this room, will be afflicted with a special type of mummy rot. Once a victim has succumbed to the disease, the corpse will rise as a mummy (although not wrapped) and shamble across any distance to return to this room. There, the victim will take his place as a new guardian of the dungeons beneath the Black Monastery. (The Black Monastery (S&W)) Unfortunately, as soon as a stone begins to fall, the stone-encased spirits of the guardians awaken as mummies and claw through the stone to assault intruders. (The Lost Lands: Stoneheart Valley Swords and Wizardry Edition) Canopic Urn of the Undead magic item. (Bard's Gate (S&W)) [b]Mummy, Clopek:[/b] A set of three alabaster canopic jars sits on an ornate bookshelf filled with scrolls and ecclesiastical texts about the worship of the cat goddess. If the contents of the canopic jars are poured together on the floor, a mummy can be raised from their contents if a cleric reads the scrolls. The mummy is a former priest of the Temple of Bast named Clopek. When raised from the canopic jars, Clopek serves a worshipper of Bast completely until it is destroyed. (Bard's Gate (S&W)) [b]Mummy Ape Two-Headed Giant:[/b] The reanimation process activates a dim consciousness in the eon-old apes, allowing them a modicum of silent personality. (Operation Unfathomable) [b]Mummy Ape Two-Headed Medium:[/b] The reanimation process activates a dim consciousness in the eon-old apes, allowing them a modicum of silent personality. (Operation Unfathomable) [b]Mummy Asp:[/b] Similar in many respects to standard mummies, asp mummies are created to guard tombs of regal kings and nobles. Some believe these creatures even have a spark of the divine mixed in with their creation and are appointed by the gods themselves to watch over their favored followers. Asp mummies are known to be favored as guardians among the followers of Chaotic serpent gods. (Tome of Horrors 4) The creation of an asp mummy follows the same procedure as a standard mummy, save that many small asps are placed into the hollowed corpse along with the herbs and flowers. (Tome of Horrors 4) [b]Mummy Bog:[/b] The ghastly reminders of Hamish’s infamous deed are visible throughout the Wytch Bog. Stray bones, personal mementoes, and shreds of clothing line the edges of most stagnant ponds in the accursed parcel of wetlands. These objects, however, can never fully reveal the abject terror the victims experienced during their final moments. These raw emotions stir the dead back into existence as undead monstrosities. In this case, 4 bog mummies rise from the peaty graves to batter the living. (Quests of Doom 4: Forgive and Regret (S&W)) Humanoids killed by a bog mummy rise as bog mummies themselves in 1d4 days unless their bodies are removed from the swamp or a cure disease spell is cast on the corpse. (The Northlands Saga Complete Swords and Wizardry Edition) In ages past when the Andøvan ruled the region, those ancients would sacrifice to their gods by throwing bound captives into deep kettle ponds and letting them drown. Thus, the bog lands of the Northlands are often the home to bog mummies and, worse, the dreaded bog hag. (The Northlands Saga Complete Swords and Wizardry Edition) Long ago, before the Beast Cult took over this site, the original builders placed their honored dead in this bog as sacrifices to their own fell gods. These dead remain, and are now thralls of the cult, rising up as 2 bog mummies every 60ft that the characters travel to kill and drag down trespassers. (The Northlands Saga Complete Swords and Wizardry Edition) Humanoids killed by a bog mummy rise as bog mummies themselves in 1d4 days unless their bodies are removed from the swamp or a cure disease spell is cast on the corpse. (Tome of Horrors Complete - Swords and Wizardry Edition) The mummy was a common thief that was strangled and thrown into the holy waters that are marked with a runic pillar. (Tome of Horrors Complete - Swords and Wizardry Edition) [b]Mummy Cleric 7, High Lord of Death:[/b] ? [b]Mummy Cleric 15, Plethor:[/b] ? [b]Mummy Greater, King Goov:[/b] Goov made a covenant with Orcus to remain alive after death. In trade, Goov sacrificed 500 young maidens to the evil god, which triggered a revolt among his people, leading to regicide. Honoring his promise, Orcus made Goov undead. (Rappan Athuk - Swords and Wizardry) [b]Mummy Greater, Naphra-Tep:[/b] The boy in the sarcophagus was once a powerful prophet of Tiamat and was interred in this temple at some point in ages past. He now exists as a greater mummy, sealed within his tomb. (Rappan Athuk - Swords and Wizardry) [b]Mummy Guardian:[/b] ? [b]Mummy Magic-User 15, Xillin:[/b] ? [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. (Tome of Horrors Complete - Swords and Wizardry Edition) [b]Mummy of the Deep, Captain Killbessa:[/b] While most of the crew died, the captain and his most ruthless pirates rose again in undeath. (Rappan Athuk - Swords and Wizardry) [b]Mummy Priest of Orcus:[/b] ? [b]Mummy Priest, Veporth:[/b] ? [b]Mummy Priest of Orcus:[/b] Two of the bodies are inanimate, failed experiments, but in the third the Animator succeeded in creating a mummy priest of Orcus. (Cults of the Sundered Kingdoms (S&W)) [b]Mummy Reptilian:[/b] ? [b]Mummy Techno-Mummy:[/b] These mummies are prepared with technology and science, not dark magic or curses. The undead creatures are created in scientific laboratories in places where technology has evolved to an extremely high level. While some may be the result of medical experiments failing, or chemical interactions gone awry, they are usually part of a larger meticulous plan. Unlike the “more common” mummies, dark necromantic rituals have no part of their creation. Observing the mummy being animated by powers other than the gods fills all onlookers with a sense of nihilism and dread. Any viewer within 30 feet must make a successful saving throw. If the save is failed, the viewer is frightened and suffers a –2 penalty to all rolls for 1 minute. If the save is failed by 5 or more, the viewer is unconscious for the same duration. If the save is successful, viewers may act normally. (Crypt of the SCIENCE-WIZARD S&W) The chemicals and preservatives used to prepare the techno-mummy have potentially damaging effects upon living tissue. (Crypt of the SCIENCE-WIZARD S&W) [b]Mummy-Priest:[/b] ? [b]Murder Crow:[/b] ? [b]Murder-Born:[/b] Spawned of hatred when both mother and child are murdered, the rapacious soul of the unborn sometimes rises as a foul and corrupt spirit. (Tome of Horrors Complete - Swords and Wizardry Edition) The inn was an orphanage before tragedy befell nearly 75 years ago. At the time, a young woman who worked with the orphans found herself pregnant by a fisherman who never returned from the harsh waters. She hid her shame, but the townsfolk soon knew of her condition. The fisherman’s parents blamed her for leading their boy to distraction – and ending with his death on the open waters. (Tome of Horrors Complete - Swords and Wizardry Edition) Their hatred bubbled over in their second son, who took a ragtag bunch of hooligans to help convince the girl to leave the village. One thing led to another, and the girl was murdered and her body boarded up within the walls. No one looked too hard for the missing woman. (Tome of Horrors Complete - Swords and Wizardry Edition) It was a year after her murder that the screams began in the orphanage’s walls. (Tome of Horrors Complete - Swords and Wizardry Edition) The inn is the home of murder-born twins that hide in the walls where they and their mother were killed and their bodies still rest. (Tome of Horrors Complete - Swords and Wizardry Edition) [b]Myrean:[/b] See Ghost, Myrean. [b]N'Gathau Lich:[/b] See Lich N'Gathau. [b]Nadroj:[/b] See Spectre-Wizard, Nadroj the Spectre, Nadroj the Wraith. [b]Nadroj the Spectre:[/b] See Spectre-Wizard, Nadroj the Spectre, Nadroj the Wraith. [b]Nadroj the Wraith:[/b] See Spectre-Wizard, Nadroj the Spectre, Nadroj the Wraith. [b]Naga Death:[/b] See Death Naga. [b]Naphra-Tep:[/b] See Mummy Greater, Naphra-Tep. [b]Narwight:[/b] Not just ordinary narwhals that have been transformed into wights, narwights are actually the undead remnant of an entire species of sentient whale-like creatures called primecetans. In fact, narwights represent all that remains of the primecetan race, apparently the result of some primordial cataclysm that destroyed all primecetans that were not transformed into narwights. Whether this ancient cataclysm caused all surviving primecetans to become narwights or if some ancient primecetans used necromancy to transform themselves into narwights to escape the cataclysm is unknown. (The Northlands Series 3: The Drowned Maiden (S&W)) The creature that the characters face is a narwight, a powerful undead creature of the depths infused with the dark powers of the Underworld. (The Northlands Series 3: The Drowned Maiden (S&W)) [b]Narwight, Bones-Of-The-Sea-Evermore:[/b] ? [b]Narwight, Cold-On-Darkness-Below-In-Blood:[/b] ? [b]Narwight, Sings-To-The-Deep-He-That-Cometh:[/b] ? [b]Narwight Elder:[/b] ? [b]Navky:[/b] See Spirit Child Navky. [b]Neb'Enakhet:[/b] Neb’Enakhet are sacred, mummified cats placed in the tombs of merchants, bureaucrats, non-noble landowners and others who themselves may not be worthy of (or able to afford) mummification. (Knockspell #3) [b]Necro-Phantom:[/b] Often more than one necro-phantom is encountered; some strange effect of the magic that created them seems to draw these creatures to one another. (Tome of Horrors 4) The neighboring town militia tracked this witch to the cemetery to bring her to trial for sorcery. The witch cast a death spell to slay the men, but her spell failed due to the accursed cemetery. While the witch in her current disintegrating state poses no threat to any living creature, the corpses around her do. Of the 12 men, half transformed into 6 necro-phantoms that feed off the necromantic energy and the witch’s slow, agonizing death. (Tome of Horrors 4) [b]Necrohemoth:[/b] Necrohemoths are massive creatures formed of thousands of corpses and bits of corpses, all bound together by necromantically-animated sinew and bone. The entrails pulse with horrid life, pumping bile and reeking fluids through the body, much of which leaks out and trails down the putrescent side of the vast monstrosity. Usually necrohemoths are shaped like serpents or are just enormous piles of horror, but extremely powerful necromancers have created some that are bipedal — albeit still largely formless. (Cyclopean Deeps Volume 1 Swords and Wizardry) The unspeakably evil process for creating a necrohemoth is known only to a few of the great, dark necromancers of the serpentfolk. (Cyclopean Deeps Volume 1 Swords and Wizardry) [B]Necroid:[/B] The Necroids are evil demon-like beings who enter the real world and possess corpses. (Gary vs the Monsters) [b]Necromage Darakhul:[/b] See Ghoul Darakhul Necromage. [b]Nightcrawler:[/b] ? [b]Nightkill, Lord Darkblade:[/b] See Shade, Kenneth, Lord Darkblade von Nightkill. [b]Noble Wraith:[/b] See Wraith, Noble Wraith. [b]Nockt Nog, Bill:[/b] See Bill Nockt Nog. [b]Nog, Bill:[/b] See Bill Nockt Nog. [b]Northlander Fallen:[/b] See Fallen Northlander. [b]Nosferatu:[/b] ? [B]Null:[/B] See Zombie Null. [B]Nykoul:[/B] Nykoul are undead hill giant shamans, driven to continue plaguing the world by dark powers from beyond this world. (Swords and Wizardry Monster Book) Nykoul are undead hill giant shamans, driven to continue plaguing the world by dark powers from beyond this world. (Monstrosities) [b]Oakenfist, Sven:[/b] See Wraith Unique, The Wight of Sven Oakenfist, the Jarl of the Seas, the Ravager of the Cymu Islands, Terror of Gatland, Estenfird, Hordaland, and the Vale, Slayer of a Thousand Men, He Who Broke the Back of Kathisizk the Great Serpent of the Sea, Reaver of the Dnipir River, The Bloody-Handed Horror of Seagestreland. [b]Oblivion Wraith:[/b] See Wraith Oblivion. [B]Octopus Giant Zombie:[/B] See Zombie Giant Octopus. [b]Ogre Zombie Tower:[/b] See Zombie Tower Ogre. [b]Old Jim:[/b] See Ghoul, Old Jim. [b]Oldaric:[/b] See Vampire Spawn Human Fighter 6, Oldaric. [b]One Drowned:[/b] See Zombie Walkin' Dead Drowned One. [b]Ooze Undead:[/b] See Undead Ooze. [b]Ooze Vampiric:[/b] See Vampiric Ooze. [b]Orc Vampire:[/b] See Vampire Orc. [b]Orc Zombie:[/b] See Zombie Orc. [b]Orgy Corpse:[/b] See Corpse Orgy. [b]Ormand:[/b] See Vampire, Battle-Duke Ormand. [b]Örn Skjálgr:[/b] See Zombie Juju, Örn Skjálgr. [b]Osmund Pulanti:[/b] See Vampire, Osmund Pulanti. [b]Osori the Creeping One:[/b] See Spectre, Osori the Creeping One. [b]Otmar the Sallow:[/b] See Vampire Lord, Otmar the Sallow. [b]Ottin:[/b] See Shadow Fighter 8, King Ottin. [b]Otyugh Meat Puppet:[/b] See Meat Puppet Otyugh. [b]Otyugh Zombie:[/b] See Zombie Otyugh. [b]Otyugh Zombie Tower:[/b] See Zombie Tower Otyugh. [B]Ozzark the Dead King, The Plague Lord:[/B] ? [b]Paleoskeleton Creature:[/b] ? [b]Paleoskeleton Triceratops:[/b] A paleoskeleton triceratops is the fossilized remains of a long-dead dinosaur. (Tome of Horrors Complete - Swords and Wizardry Edition) [b]Palocar:[/b] See Shadow Palocar, The Palocar. [b]Pancras the Senior:[/b] See Lich, Pancras the Senior. [B]Parasitic Spectre:[/B] See Spectre Parasitic. [b]Pathetic Spirit:[/b] See Spirit Pathetic. [b]Patrol Captain Luther:[/b] See Graveknight Dwarf, Patrol Captain Luther. [b]Paulus:[/b] See Biting Skull, High Priest Paulus. [b]Penanggalen:[/b] ? [b]Phalen:[/b] See Ghost, Phalen. [b]Phantasm:[/b] ? [b]Phantom:[/b] Phantoms are translucent spirits of creatures that died a particularly violent death. (Hex Crawl Chronicles 5 The Pirate Coast - Swords and Wizardry Edition) Phantoms are translucent spirits of creatures that died a particularly violent death. (Tome of Horrors Complete - Swords and Wizardry Edition) In a crossroads of the dungeon you discover an iron chest, the surface of which it pitted and marred. (Tome of Horrors Complete - Swords and Wizardry Edition) About 30 feet away from the chest there is a skeleton that looks as though its clothing and leather armor was dissolved by acid. The acid is actually a trap activated by opening the chest, which is locked. The acid pours from the joints between the stones that make up the arched ceiling. If a person fails their saving throw, the acid pours on him and causes 1d6 points of damage per round until washed away with at least 1 gallon of water. To make matters worse, the skeleton’s spirit now occupies the area as a phantom, making it difficult for adventurers to get through the intersection. (Tome of Horrors Complete - Swords and Wizardry Edition) [b]Phantom, Infre:[/b] The child was called Infre, and was the issue of a magic-user of questionable sanity and a demon. After poisoning several playmates, Infre was chased to the river and killed by an arrow in the back from a local hunter. Infre’s body shriveled unnaturally and his bones were placed within the stonework of the bridge, was then under construction. (Hex Crawl Chronicles 5 The Pirate Coast - Swords and Wizardry Edition) [b]Phantom Fire:[/b] At the bottom of the spiral there is a large, empty throne room where once sat Florius the Kobold King before he angered those spirits that lurk beyond the veil. Florius is now a great mass of wriggling flesh that shifts and mutates before one’s eyes. Five handmaidens surround the thing that was Florius. They wear green robes and alternately fan the creature with palm fronds and whip it with leather straps. The whipping is concentrated on pustules that appear on the skin. As these pustules burst, thoqqua fall onto the floor and rush to the walls, burrowing into and cocooning themselves – a month later, they emerge as fire phantoms. (Hex Crawl Chronicles 5 The Pirate Coast - Swords and Wizardry Edition) [b]Philosopher Ghostly:[/b] See Ghostly Philosopher. [b]Phoromyceaen Sorcerer-King of Tharistra:[/b] See Lich Magic-User 18, Gremag, Phoromyceaen Sorcerer-King of Tharistra. [B]Pike Giant Undead:[/B] See Undead Giant Pike. [B]Pike Undead Giant:[/B] See Undead Giant Pike. [b]Piper Died:[/b] See Died Piper. [B]Plague Lord:[/B] See Ozzark the Dead King, The Plague Lord. [b]Plague Wraith:[/b] See Wraith Plague. [b]Plague Zombie:[/b] See Zombie Plague. [b]Plethor:[/b] See Mummy Cleric 15, Plethor. [B]Poltergeist:[/B] Poltergeists are incorporeal spirits animated by anger. (The Hero's Journey Fantasy Roleplaying) The gallery was once owned by a subterranean warlord, a master of many orc tribes who was inordinately fond of his own face. A sculptor and amateur magic-user had the misfortune to have fallen into his hands on his first delve and was pressed into service as his “court sculptor”. In time, he lost his mind and killed the warlord, dying seconds afterward by the hand of an orc archer. The orcs plundered their former master’s underground lair and left, and so were not present for his rise as a poltergeist. (Tome of Horrors Complete - Swords and Wizardry Edition) A domovoi killed by violence rises in 1 hour as a poltergeist. (Tome of Horrors 4) Poltergeists are incorporeal spirits animated by anger. (White Box Omnibus) [b]Poltergeist Bell Witch:[/b] This spirit is similar to the poltergeist, save that the person the spirit comes from is a particularly powerful and evil witch. (The Witch for Swords & Wizardry White Box) [B]Pope Blood:[/B] See Blood Pope. [b]Powerful Shadow:[/b] See Shadow Powerful. [b]Priest Bodak:[/b] See Bodak Priest. [b]Priest High of Althunak Ghastly:[/b] See Ghastly High Priest of Althunak. [b]Priest High Paulus:[/b] See Biting Skull, High Priest Paulus. [b]Priest High Undead:[/b] See Undead High Priest. [b]Priest Mummy:[/b] See Mummy Priest. [b]Priest of Orcus Mummy:[/b] See Mummy Priest of Orcus. [b]Priest Undead:[/b] See Undead Priest. [B]Prince Vampire:[/B] See Vampire Prince. [b]Proklyat:[/b] In life, proklyats were those who served diabolical masters by seducing others into committing profane acts. In death, those same servants find themselves stripped of all corporeal existence, reduced to invisible phantoms whose voices hold terrible power. ((DP 3) Narvon's Sinister Stair) [b]Protector of Durandel:[/b] See Zombie Tower Dwarf, Branwyr, Protector of Durandel. [B]Psycho-Slasher:[/B] Some evil won't die. It keeps going and going. It won't stop. Nothing seems to stop it. Ever. (Gary vs the Monsters) [b]Pulanti, Esmerelda:[/b] See Vampire, Esmerelda Pulanti. [b]Pulanti, Kurant:[/b] See Vampire, Kurant Pulanti. [b]Pulanti, Osmund:[/b] See Vampire, Osmund Pulanti. [b]Pulanti, Thelonius:[/b] See Vampire, Thelonius Pulanti. [b]Puppet Meat:[/b] See Meat Puppet. [b]Purple Worm Zombie:[/b] See Zombie Purple Worm. [b]Putrid Zombie:[/b] See Zombie Putrid. [B]Pyre Zombie:[/B] See Zombie Pyre. [b]Queen Banshee:[/b] See Banshee Queen. [b]Ragusovitch, Bartholomew:[/b] See Red Jester, Bartholomew Ragusovitch. [b]Ralph Halifax:[/b] See Zombie, Sir Ralph Halifax. [b]Rat Ghostly:[/b] See Ghostly Rat. [b]Rat Giant Shadow:[/b] See Shadow Giant Rat. [b]Rat Giant Zombie:[/b] See Zombie Giant Rat. [b]Rat Shadow:[/b] See Shadow Rat. [b]Rat Swarm Shadow:[/b] See Shadow Rat Swarm. [B]Rat-Ghoul Sumatran:[/B] See Ghoul Sumatran Rat-Ghoul. [b]Ratling Ghoul:[/b] See Ghoul Ratling. [b]Ravager of the Cymu Islands:[/b] See Wraith Unique, The Wight of Sven Oakenfist, the Jarl of the Seas, the Ravager of the Cymu Islands, Terror of Gatland, Estenfird, Hordaland, and the Vale, Slayer of a Thousand Men, He Who Broke the Back of Kathisizk the Great Serpent of the Sea, Reaver of the Dnipir River, The Bloody-Handed Horror of Seagestreland. [b]Raven Swarm Undead:[/b] See Undead Raven Swarm. [b]Raven Undead:[/b] See Undead Raven. [B]Raven Zombie:[/B] See Zombie Raven. [b]Rawbones:[/b] Standing in the middle of the collapsed castle is a 20-foot-tall metal spike radiating cool silver light. The spike looks like it was cast down from the heavens to strike the center of the castle and punched all the way through to its stone foundation. Symbols of the god of justice are branded into the sliver. The silver needle is clawed and slashed, and dark blots are burned across its surface. (Tome of Horrors Complete - Swords and Wizardry Edition) Three innocents held in shackles in the dungeon didn’t survive the explosion that leveled the castle. They died underground, choking on the rock debris filling the tunnels around them. The three are now rawbones who clawed their way through the rocks. They slashed at the silver lance to exact their revenge, but went unsatisfied. (Tome of Horrors Complete - Swords and Wizardry Edition) [b]Rawling Jawk:[/b] See Shade, Rawling Jawk. [b]Reanimated Corpse, Evasheen:[/b] See Zombie, Reanimated Corpse, Evasheen. [b]Reaper Soul:[/b] See Soul Reaper. [b]Reaver of the Dnipir River:[/b] See Wraith Unique, The Wight of Sven Oakenfist, the Jarl of the Seas, the Ravager of the Cymu Islands, Terror of Gatland, Estenfird, Hordaland, and the Vale, Slayer of a Thousand Men, He Who Broke the Back of Kathisizk the Great Serpent of the Sea, Reaver of the Dnipir River, The Bloody-Handed Horror of Seagestreland. [b]Reaver Risen:[/b] See Risen Reaver. [b]Red Dragon Vampiric:[/b] See Vampiric Dragon Red. [b]Red Jester:[/b] Fifty years ago, King Jepson IV demanded a joke, one so funny it would leave him laughing for days. But when his court jester couldn’t deliver the perfect punchline, the king had him executed and his body tossed in the rubbish pile as a warning to future funnymen. But the jester took his job seriously and rose from the dead a night later. His corpse staggered from the kingdom, asking everyone he met for a joke that would allow him to return and please his king. He’s still looking. (Tome of Horrors Complete - Swords and Wizardry Edition) [b]Red Jester, Bartholomew Ragusovitch:[/b] As one of Orcus’ few amusing creations, Bartholomew can be permanently destroyed only if the characters slay him while he is prone (Orcus granted him his deathly reward after accidently breaking his neck in a pratfall.) (Rappan Athuk Expansions 2 - Swords and Wizardry) [B]Red Zombie:[/B] See Zombie Red. [B]Redwraith:[/B] Weaker redwraiths slowly gain strength over a period of years, eventually becoming full redwraiths that are no longer under the control of the original. (Monstrosities) [B]Redwraith Weaker:[/B] If a creature is drained of all life energy by a redwraith, roll d100 to determine the result. 01-40: the creature rises as a weaker redwraith under control of the original one, 41-50: the creature rises as a wight (not under control of the redwraith), 51-00: the creature’s body is animated as a zombie under the redwraith’s control. (Monstrosities) [B]Reincarnate:[/B] The Reincarnate is a sorcerer who has ritually sacrificed their living soul to join the ranks of the undead. (Crypts & Things Remastered) [b]Relatively Weak Ghost:[/b] See Ghost Relatively Weak. [B]Remains Skeletal:[/B] See Skeletal Remains. [b]Remains Undead of Ghosts of Whalers:[/b] See Swirling Mist Undead Remains of Ghosts of Whalers. [b]Reptilian Mummy:[/b] See Mummy Reptilian. [b]Restless Spirit:[/b] See Spirit Restless. [b]Revenant:[/b] ? [b]Revenant Hybrid:[/b] Hybrid revenants occur when two or more creatures, at least one of them humanoid, die on the same spot, in similar throes of torment. (Tome of Horrors Swords and Wizardry Update) [b]Rhinoceros Beetle Zombie:[/b] See Zombie Rhinoceros Beetle. [b]Ride Ghost:[/b] See Ghost Spectral Warden, Ghost Ride. [b]Ripneck Deadgripper, Dead Gripper:[/b] The Ripneck Deadgripper is a variety of undead that is the pairing of the Liche’s necromancy, and demonology, with the addition of a spell that warps the Liche’s creations where he deems. The huge hands are those of a dead demon. (White Box Tome - Arioth I ) [b]Risen Goblin:[/b] See Ghoul Ghast Risen Goblin. [b]Risen Grave:[/b] See Grave Risen. [b]Risen Reaver:[/b] The risen reaver is an undead creature born from a warrior fallen on the battlefield. Its body becomes an avatar of combat, with four legs and a pair of long, heavy arms. In the process, it sheds its skin, becoming entirely undead muscle, bone, and sinew. When risen reavers take form, they absorb all weapons around them. Some of these weapons pierce their bodies, and others become part of the risen reaver’s armament. Their four legs are tipped with blades on which they walk like metallic spiders. Their arms are covered in weaponry infused into their flesh, which they use to crush and flay any living creatures they encounter. (Midgard Swords & Wizardry Guidebook) [b]Ron Bottom:[/b] See Ghost, Ron Bottom. [b]Rotted Man:[/b] His downfall came as he was aging, his old wounds catching up to him and driving him to increasingly more desperate acts. His men began to drift away, for there was less and less reward for the increasing risk, and it is hard for an old man to recruit young warriors to his cause when all he has to offer is a lifetime of pillaging. Finally, Folkmar sailed his ship to Yrsa’s Rock and attempted to force the daughter of Skuld to extend his life and give back his youth. Needless to say, he was less than heroic in his endeavor, and instead of being rewarded, Folkmar was cursed for having the temerity to make demands of a child of the gods. For all eternity, he would live, but he would continue to age, as would his ship and his men, cursed to rot yet remain alive. (The Northlands Saga Complete Swords and Wizardry Edition) Thus, he does to this day, an undead apparition of moldering bones leading a crew of rotted men. (The Northlands Saga Complete Swords and Wizardry Edition) [b]Rotting Humanoid Skeletal:[/b] See Lich Shade, Rotting Skeletal Humanoid. [b]Rotting Skeletal Humanoid:[/b] See Lich Shade, Rotting Skeletal Humanoid. [B]Rusalka, Water Witch:[/B] Rusalka are undead maiden-witches that haunt the cold rivers and lakes in which they drowned. (Swords and Wizardry Monster Book) Females slain by a rusalka will themselves rise as rusalkas the next night, and will serve the rusalka who slew them until that rusalka is herself destroyed. (Swords and Wizardry Monster Book) Females slain by a rusalka will themselves rise as rusalkas the next night, and will serve the rusalka who slew them until that rusalka is herself destroyed. (Monstrosities) Over 200 years ago, a wise woman of the elves drowned in the river here, killed by a prince whose affections she spurned. Her spirit became a rusalka, a undead being that seeks vengeance on the living. (Hex Crawl Chronicles 1 Valley of the Hawks Swords and Wizardry Edition) In all cases the Rusalka is the undead spirit of a young woman that had drowned. The circumstances of her death vary; some say she drowned without being baptized first, others again say she died while drowning her own children (which will sometime result in a Navky or Utburd). But most say the surest way to become a Rusalka is to be a witch. (The Witch for Swords & Wizardry White Box) The victim she chooses is often tied to her reason for dying. If she committed suicide over love or was spurned by a lover she will go after victims that remind her of her former love. If she was cursed for drowning a child, then she preys on children or mothers with small children. Rusalkas that were drowned for witchcraft will seek out victims that remind her of her captors; men of religion, war or other magic-using characters. (The Witch for Swords & Wizardry White Box) [b]Sabre-Toothed Tiger That Drips Blood Undead:[/b] See Skeletal Tiger Dire Bloody, Undead Sabre-Toothed Tiger That Drips Blood. [b]Sabre-Toothed Tiger Undead That Drips Blood:[/b] See Skeletal Tiger Dire Bloody, Undead Sabre-Toothed Tiger That Drips Blood. [b]Saca-Baroo:[/b] See Lich, Saca-Baroo. [b]Sacavious:[/b] See Lich, Sacavious. [b]Sacavious Depleted:[/b] See Lich, Sacavious Depleted. [b]Sacavious Deranged and Crawling:[/b] See Lich, Sacavious Deranged and Crawling. [b]Sacavious Fully Armed and Operational:[/b] See Lich, Sacavious Fully Armed and Operational. [b]Saint Carlos:[/b] See Biting Skull, Saint Carlos. [b]Saint Matilda:[/b] See Biting Skull, Saint Matilda. [b]Salipus:[/b] See Ghoul Ghast, Salipus. [b]Salvager of Death:[/b] See Lich, Salvager of Death, Servant of Orcus. [b]Samuel Knock:[/b] See Wight, Samuel Knock. [B]Sanguine Fog:[/B] ? [b]Sarcophogus Slime:[/b] A sarcophogus slime can target one foe within 30ft every 1d4 rounds with its corrupting gaze. The target must make a saving throw or take 2d4 points of damage. A creature killed by this gaze becomes a sarcophagus slime within 24 hours. (Midgard Swords & Wizardry Guidebook) [B]Savant Emeritus:[/B] Savants never truly retire. As they become older and wiser, more and more bent and withered, even more haughty and crotchety, often they die. And while sometimes it's not noticeable, some other times it is, and it's ok. So when they do go properly dead and motionless, we usually bury them in the catacombs, so that we can protect them. And when we can't do that, they're reanimated and buried in crypts or in their hermitage with all their stuff. Or sometimes they just go there by themselves. Away from the Schools, because it would be trouble to keep them close or keep them unprotected; th reasoning goes that, if they can cast spells, they can prevent the plundering of their tomb, to say the least. (Chthonic Codex) [B]Scavenger Spectral:[/B] See Spectral Scavenger. [b]Science Fiction Zombie:[/b] See Zombie Science Fiction. [b]Screamer:[/b] These terrible undead are the remnant of soldiers who have fallen to the horrors of mass conflict and warfare. (Tome of Horrors 4) [b]Screamer Zombie :[/b] See Zombie Screamer. [b]Screaming Dead Ghoul:[/b] See Ghoul Screaming Dead. [b]Scribe Ghostly:[/b] See Ghostly Scribe. [b]Sea Cat Zombie:[/b] See Zombie Sea Cat. [b]Sea Ghoul:[/b] See Ghoul Sea. [b]Sea Vampire:[/b] See Vampire Sea. [B]Sea Wight:[/B] See Wight Sea, Sea-Wight. [B]Sea-Wight:[/B] See Wight Sea, Sea-Wight. [b]Semi-Liquefied Zombie:[/b] See Zombie Semi-Liquefied. [b]Serpentfolk Zombie:[/b] See Zombie Serpentfolk. [b]Servant Ghostly:[/b] See Ghostly Servant. [b]Servant of Althunak Ghastly:[/b] See Ghastly Servant of Althunak. [b]Servant of Orcus:[/b] See Lich, Salvager of Death, Servant of Orcus. [b]Servant Zombie:[/b] See Zombie Servant. [b]Shade, Undead Shade:[/b] Eventually, he acquired a fabulous jewel from a defeated vampire’s tomb that was subsequently identified as the fabled Glimmer Gem long ago stolen from the tower of the efreeti Grand Vizier himself in the legendary City of Brass. Upon its authentication, the gem was shown off to the rest of the guild at a great party held for all the various bosses and their henchmen. (Bard's Gate (S&W)) It was on this night that the Vizier’s Curse was unleashed. The thieves in the hall were transformed into shades (called afya among the denizens of the City of Brass), and a dark fog filled the Slip-Gallows Abbey before spreading out across the river and into the city, consuming or carrying away the remainder of the Gray Deacons. (Bard's Gate (S&W)) This chamber is still dimly lit, and the air seems to swirl with traces of fragrant smoke. Shadowy figures sit around a large table in mockery of their last moments. Some are half-standing; most have blades drawn. As the party watches, the figures begin to move, and shadowy claws reach out from beneath the table. The figures turn to shadow themselves as their essences are drawn into a small dark gem that appears in midair, slowly rotating above the table. (Bard's Gate (S&W)) Now, a huge figure in purple robes, wreathed in flames appears at the head of the table. (Bard's Gate (S&W)) “Be you all cursed,” it intones grimly. “Henceforth your shades shall be imprisoned within the walls of this Abbey, never again to feel the sunlight or taste the rain. This is my curse!” (Bard's Gate (S&W)) A dark fog bursts forth from the creature’s mouth, enveloping all the writhing thieves, and rolling out into the corridors beyond. “This mist shall devour all the others who bear the mark of your cursed guild! Only you will linger now and see the ruin of all your works!” (Bard's Gate (S&W)) In the middle of the table lies a fist-sized, multifaceted, reddish-orange stone, the Glimmer Gem. Any living creature that comes within 10ft of the gem must make a saving throw or instantly be drawn into the gem as if affected by a magic jar spell and replaced by a shade. (Bard's Gate (S&W)) Glimmer Gem magic item. (Bard's Gate (S&W)) Atoda is the petty death who takes charge of those who die from old age or unfortunate accidents. These battlements are haunted by warrior shades, sailors who lost their lives in the dangerous straits and found their souls bound to the island. (Hex Crawl Chronicles 5 The Pirate Coast - Swords and Wizardry Edition) A shade is an undead creature that rises when a living creature willingly sacrifices itself in a ritual to Orcus. (Rappan Athuk Expansions 1 - Swords and Wizardry) [b]Shade, Davith:[/b] With a squad of undead on hand to keep the place clean and in good repair, they performed dark rituals to allow themselves to become ghost-like creatures while retaining their memories and free will. (Rappan Athuk Expansions 1 - Swords and Wizardry) The four shades that haunt the level are the spirits of the adventurers who built this place. While comparable to ghosts, these undead creatures are something new, a result of living creatures willingly sacrificing themselves as part of a ritual to rise again as intelligent undead. (Rappan Athuk Expansions 1 - Swords and Wizardry) [b]Shade, Kenneth, Lord Darkblade von Nightkill:[/b] With a squad of undead on hand to keep the place clean and in good repair, they performed dark rituals to allow themselves to become ghost-like creatures while retaining their memories and free will. (Rappan Athuk Expansions 1 - Swords and Wizardry) The four shades that haunt the level are the spirits of the adventurers who built this place. While comparable to ghosts, these undead creatures are something new, a result of living creatures willingly sacrificing themselves as part of a ritual to rise again as intelligent undead. (Rappan Athuk Expansions 1 - Swords and Wizardry) Kenneth, like many evil magic-users, turned to necromancy as a way of discovering a path to immortality, which he eventually found. (Rappan Athuk Expansions 1 - Swords and Wizardry) [b]Shade, Rawling Jawk:[/b] ? [b]Shade, Tabitha Mirax:[/b] With a squad of undead on hand to keep the place clean and in good repair, they performed dark rituals to allow themselves to become ghost-like creatures while retaining their memories and free will. (Rappan Athuk Expansions 1 - Swords and Wizardry) The four shades that haunt the level are the spirits of the adventurers who built this place. While comparable to ghosts, these undead creatures are something new, a result of living creatures willingly sacrificing themselves as part of a ritual to rise again as intelligent undead. (Rappan Athuk Expansions 1 - Swords and Wizardry) [b]Shade, Vallis Blacklocke:[/b] With a squad of undead on hand to keep the place clean and in good repair, they performed dark rituals to allow themselves to become ghost-like creatures while retaining their memories and free will. (Rappan Athuk Expansions 1 - Swords and Wizardry) The four shades that haunt the level are the spirits of the adventurers who built this place. While comparable to ghosts, these undead creatures are something new, a result of living creatures willingly sacrificing themselves as part of a ritual to rise again as intelligent undead. (Rappan Athuk Expansions 1 - Swords and Wizardry) [B]Shade, Valmont:[/B] See Vampire, Valmont De Shade. [b]Shade Deacon:[/b] ? [b]Shade Deacon Guard:[/b] ? [b]Shade Deacon Skirmisher:[/b] ? [B]Shade Ethereal:[/B] ? [B]Shade Ethereal, Lady Baymoral:[/B] Lady Baymoral is the true danger in the room. She became an ethereal shade after her death. Her spirit haunts the dining table. (Monstrosities) [b]Shade Lich:[/b] See Lich Shade. [B]Shade Lord:[/B] ? [b]Shade Undead:[/b] See Shade, Undead Shade. [B]Shadow:[/B] Their chill touch drains one point of Strength with a successful hit, and if a victim is brought to a Strength attribute of 0, he or she is transformed into a new shadow. (Swords and Wizardry Complete Rulebook) Their chill touch drains one point of strength with a successful hit, and if a victim is brought to a Strength of 0, he becomes a shadow. (Swords and Wizardry Monster Book) Their chill touch drains one point of Strength with a successful hit, and if a victim is brought to a Strength attribute of 0, he or she is transformed into a new shadow. (Monstrosities) Eventually, he acquired a fabulous jewel from a defeated vampire’s tomb that was subsequently identified as the fabled Glimmer Gem long ago stolen from the tower of the efreeti Grand Vizier himself in the legendary City of Brass. Upon its authentication, the gem was shown off to the rest of the guild at a great party held for all the various bosses and their henchmen. (Bard's Gate (S&W)) It was on this night that the Vizier’s Curse was unleashed. The thieves in the hall were transformed into shades (called afya among the denizens of the City of Brass), and a dark fog filled the Slip-Gallows Abbey before spreading out across the river and into the city, consuming or carrying away the remainder of the Gray Deacons. (Bard's Gate (S&W)) There are 1d6+2 shadows in this area, those lesser members who were not transformed into shades, but were instead murdered in the dark fog that enveloped the island after the curse was evoked. (Bard's Gate (S&W)) Any person reduced to 0 STR becomes a shadow under the control of the shadow that killed him. (Crimson Blades 2: Dark Fantasy RPG d20 Version) Glimmer Gem magic item. (Bard's Gate (S&W)) King Ottin and his people were cursed in ancient times to never again see the sun or feel its warmth. (Hex Crawl Chronicles 2 The Winter Woods - Swords and Wizardry Edition) The Land Beyond the Black Water is both of the mortal world and beyond the mortal world, a nexus of the lands of life and death. The country is always shrouded in twilight, with a moon that rises and sets in the manner of the sun in the land of the living. The souls of the dead wash up on the land’s rocky shores as spirits made corporeal and trapped in lifeless bodies. Some float up the river, for the Sluggish River flows from the sea to the mountains, rather than the reverse. Some souls animate their fleshy prisons in the form of zombies, others escape as ghostly shadows and many are extracted and traded as commodities by the weird citizens of this terrible country. (Hex Crawl Chronicles 3 Beyond Black Water - Swords and Wizardry Edition) These chalk caves capture the shadows of creatures that enter and spend more than 10 minutes within, assuming they have a light source with which to cast those shadows. (Hex Crawl Chronicles 7 The Golden Meadows - Swords and Wizardry Edition) The skeleton belongs to Ankehaton, the only priest who refused to turn his back on Aten and worship Ahriman, the wicked lord of the divs. Atumshutsep and four other clerics horrifically murdered their fellow priest, but the ghastly act and the presence of a dark entity infused Ankehaton’s soul with evil and rage. His spirit survived and transformed into a shadow demon. The vengeful Ankehaton slew two of his killers, turning them into 2 shadows. (Quests of Doom 4: War of Shadows (S&W)) Any targets drained by the shadows join their ranks in this room forever. (Rappan Athuk - Swords and Wizardry) A shadow's chill touch drains one point of strength with a successful hit, and if a victim is brought to a strength of 0, he becomes a shadow. Strength points return after 90 minutes (9 turns). (Ruins & Ronin) There is a bowl on top of a table in the middle of the room. The bowl is filled with water and inscribed with runes on its exterior. A Magic-User reading the incriptions will be able to identify that the inscriptions on the bowl are used as part of a necromantic ritual. If the Magic-User has an Intelligence score over 15, he will also discern that the bowl is specifically used in a ritual to create shadows. (The Black Monastery (S&W)) These are the shades of 13 brothers who took the most pleasure in the displays put on here. Their doom, in death, has been to haunt the place where they did so many evil acts while they were living. (The Black Monastery (S&W)) The Shadow of Kran the Dungeon Master is akin to a normal shadow, but much more powerful. If it drains a character’s strength to 0, the character will die and within 1d3 rounds the character’s spirit will rise as a normal shadow in Kran’s service. (The Black Monastery (S&W)) A shadow's chill touch drains one point of strength with a successful hit, and if a victim is brought to a strength of 0, he becomes a shadow. Strength points return after 90 minutes. (The Hero's Journey Fantasy Roleplaying) A shadow's chill touch drains one point of strength with a successful hit, and if a victim is brought to a strength of 0, he becomes a shadow. (Untold Adventures: Deluxe Edition) A shadow's chill touch drains one point of strength with a successful hit, and if a victim is brought to a strength of 0, he becomes a shadow. Strength points return after 90 minutes. (White Box: Fantastic Medieval Adventure Game) [b]Shadow Animal:[/b] Any animal (not a human or humanoid) reduced to 0 hit points by a shadow bear becomes a shadow with 1HD within 1d4 rounds. (Tome of Horrors 4) [b]Shadow Bear:[/b] A strange incarnation of sentient darkness and feral rage, shadow bears are strange creatures, malevolent living spirits that inhabit the shadowy gaps between true realities. (Tome of Horrors 4) [b]Shadow Bear, The Shadow of Death:[/b] In centuries past when the skraelings were more numerous in the western forests, they came to be preyed upon by a beast of terrible savagery and power. It tore through entire villages in its bloodlust before the skraeling tribes managed to trap it within a cave in the Wolf Cairn Mountains where it slowly succumbed to starvation. The beast did not sleep well, though, and on some nights it slips out of its cavern tomb as a shadow of its former self to prey upon those it catches wandering its former woodland home. (The Northlands Saga Complete Swords and Wizardry Edition) [b]Shadow Bear-Shaped:[/b] See Spirit Grizzly, Bear-Shaped Shadow. [b]Shadow Captain:[/b] These creatures may be the undead remains of the Horned Lord’s old followers, but some have suggested that they are equally wicked individuals from other lands and eras, cursed to serve him for all eternity. A few have even gone so far as to speculate that the shadow captains are actually undead entities sent by the gods to further the Horned Lord’s torment, acting ostensibly as his minions, but also adding to his misery and the realization of his unending doom. (Tome of Horrors Swords and Wizardry Update) [b]Shadow Fighter 8, King Ottin:[/b] King Ottin and his people were cursed in ancient times to never again see the sun or feel its warmth. (Hex Crawl Chronicles 2 The Winter Woods - Swords and Wizardry Edition) [b]Shadow Giant Rat:[/b] The shadows at Area 10 captured a pack of giant rats that lived in the nest to the east of their room and turned them into 5 giant rat shadows. These rather strange undead befuddle anyone familiar with the power of normal shadows, which usually create only human shadows. (The Lost Lands: Stoneheart Valley Swords and Wizardry Edition) [b]Shadow Greater:[/b] ? [b]Shadow Lesser:[/b] ? [b]Shadow Magic-User 3, Eralion The Shadow-Mage:[/b] Orcus smiled a cruel smile as he promised the secret of lichdom to Eralion. But there was a price. Orcus required Eralion to give to him his shadow. “A trifling thing,” Orcus whispered to Eralion from the Abyss. “Something you will not need after the ritual which I shall give to you. For the darkness will be your home as you live for untold ages.” (The Lost Lands: Stoneheart Valley Swords and Wizardry Edition) In his pride, Eralion believed the demon-lord. He learned the ritual Orcus provided to him. He made one final trip to the city of Reme to purchase several items necessary for the phylactery required by the ritual. While there, he delivered a letter to his friend Feriblan the Mad, with whom he had discussed the prospect of lichdom—though only as a scholarly matter. Feriblan, known for his absent-mindedness, never read the letter, but instead promptly misplaced it and its companion silk-wrapped item. (The Lost Lands: Stoneheart Valley Swords and Wizardry Edition) Eralion returned to his keep and locked himself in his workroom. He began his ritual, guarded by zombies given to him by Orcus—servants that would make sure Eralion went through with the ritual, although supposedly just to “offer him aid.” As he uttered false words of power and consumed the transforming potion he realized the demon’s treachery. He felt his life essence slip away—transferring in part to his own shadow, which he had sold to the Demon Prince. Eralion found himself Orcus’s unwitting servant, trapped in his own keep. (The Lost Lands: Stoneheart Valley Swords and Wizardry Edition) This room is the home of Eralion, who, transformed by Orcus’ treachery, is now a shadow. (The Lost Lands: Stoneheart Valley Swords and Wizardry Edition) Eralion was, long ago, the mage of this keep. His failed attempt at lichdom, as a result of treachery by Orcus, turned him into a vile shadow. He was, at his peak, a 9th level magic-user. He retains some small bit of his prior arcane knowledge, though it has been twisted by his evil fate. (The Lost Lands: Stoneheart Valley Swords and Wizardry Edition) [b]Shadow of Death:[/b] See Shadow Bear, The Shadow of Death. [b]Shadow Rat Giant:[/b] See Shadow Giant Rat. [b]Shadow Knight:[/b] King Ottin and his people were cursed in ancient times to never again see the sun or feel its warmth. (Hex Crawl Chronicles 2 The Winter Woods - Swords and Wizardry Edition) [b]Shadow Palocar, The Palocar:[/b] ? [b]Shadow Powerful, Kran the Dungeon Master:[/b] What remains of Kran the Dungeon Master is standing in this room. Kran’s body was destroyed in battle but his evil soul survived, cursed to haunt his tower forever as a powerful shadow. (The Black Monastery (S&W)) [b]Shadow Rat:[/b] ? [b]Shadow Rat Swarm:[/b] Fredo’s room has become home to a nest of shadow rats, being several huge rat swarms that were transformed by the shadows in Area 11. (Bard's Gate (S&W)) [b]Shadow Wolf:[/b] See Wolf Shadow. [b]Shambling Corpse:[/b] See Corpse Shambling. [b]Shambling Undead:[/b] See Undead Shambling. [B]Shark Giant Zombie:[/B] See Zombie Giant Shark. [b]Shattered Soul:[/b] See Spirit Impaled, Shattered Soul. [b]She of the Fair Eyes:[/b] See Wraith, She of the Fair Eyes. [b]Shekahn the Vampire:[/b] See Vampire, Shekahn the Vampire. [B]Shikki-Gaki:[/B] See Gaki Shikki-Gaki. [B]Shipwreck Ghost:[/B] See Ghost Shipwreck. [b]Shorn, Ashten:[/b] See Lich Shade, Ashten Un Shorn. [b]Shrunken Head of Bartholeus:[/b] ? [B]Sibilant Corpse:[/B] Rarely, after a Chaotic Magic-User dies, especially if in life he sowed dissension through deceit and gossip, the mage's evil takes new form as an undead sibilant corpse. The necromantic forces that animate a sibilant corpse also grant it frightening sorcerous power. (Chance Encounters) [B]Silent Knight:[/B] ? [b]Simrath the Vampire:[/b] See Vampire, Simrath the Vampire. [b]Singed Man:[/b] See Vampire Lord, Singed Man, Infernal Tyrant. [b]Sings-To-The-Deep-He-That-Cometh:[/b] See Narwight, Sings-To-The-Deep-He-That-Cometh. [b]Sir Agnoysius:[/b] See Knight Gaunt, Sir Agnoysius. [b]Sir Ralph Halifax:[/b] See Zombie, Sir Ralph Halifax. [b]Sir Valen the White:[/b] See Vampire, Sir Valen the White. [b]Sister Mary Catherine:[/b] See Biting Skull, Sister Mary Catherine. [b]Skeletal Bloody Dire Tiger:[/b] See Skeletal Tiger Dire Bloody. [b]Skeletal Bloody Dire Tiger Ferocious:[/b] See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount. [b]Skeletal Bloody Tiger Dire:[/b] See Skeletal Tiger Dire Bloody. [b]Skeletal Bloody Tiger Dire Ferocious:[/b] See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount. [b]Skeletal Dire Tiger Bloody:[/b] See Skeletal Tiger Dire Bloody. [b]Skeletal Dire Tiger Bloody Ferocious:[/b] See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount. [b]Skeletal Elephant:[/b] See Skeleton Elephant, Skeletal Elephant. [b]Skeletal Fire Giant:[/b] See Skeletal Giant Fire. [b]Skeletal Fish, Undead Fish:[/b] ? [B]Skeletal Fury:[/B] The skeletal fury is an undead creature created from the skeleton of a horse, with claws or talons grown from the hooves, horns or antlers grown from the skull, the bones of large bat-like wings grown from the shoulders, and a red glow burning in the eye sockets. (Swords and Wizardry Monster Book) The skeletal fury is an undead creature created from the skeleton of a horse, with claws or talons grown from the hooves, horns or antlers grown from the skull, the bones of large bat-like wings grown from the shoulders, and a red glow burning in the eye sockets. (Monstrosities) [b]Skeletal Giant Fire, Akruel's Former General, Gunnvor:[/b] ? [b]Skeletal Giant Fire, Gunnvor:[/b] See Skeletal Giant Fire, Akruel's Former General, Gunnvor. [b]Skeletal Horse:[/b] ? [b]Skeletal Housecarl:[/b] ? [b]Skeletal Humanoid Rotting:[/b] See Lich Shade, Rotting Skeletal Humanoid. [b]Skeletal Knight:[/b] ? [B]Skeletal Remains:[/B] In addition to the adhesive film it exudes, the piece of pure chaos at the bone mound’s core gives it an innate ability to animate, partially, the bones that stick to it. The effects of this spell-like ability extend up to 2ft away from the creature’s body. The bone mound can animate 1d6 of the bony remains that have adhered to it each round. Each of these animated body parts may attack once, inflicting 1d4 damage. A cleric may turn these newly living bits of skeletal remains as if they were Type 1 undead. The bone mound may shift its animate dead power from one set of bones to another at any time. (Swords and Wizardry Monster Book) In addition to the adhesive film it exudes, the piece of pure chaos at the bone mound’s core gives it an innate ability to animate, partially, the bones that stick to it. The effects of this spell-like ability extend up to 2ft away from the creature’s body. The bone mound can animate 1d6 of the bony remains that have adhered to it each round. (Monstrosities) [b]Skeletal Rotting Humanoid:[/b] See Lich Shade, Rotting Skeletal Humanoid. [b]Skeletal Swarm:[/b] Skeletal swarms are the remains of pieces cast off of whole skeletons collected together and animated en mass. (Tome of Horrors 4) Bone Horn cursed item.(Tome of Horrors 4) [b]Skeletal Tiger Dire Bloody:[/b] ? [b]Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount:[/b] ? [b]Skeletal Tiger Dire Bloody, Undead Sabre-Toothed Tiger That Drips Blood:[/b] ? [b]Skeletal Tiger Dire Bloody Ferocious:[/b] See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount. [B]Skeletal Warrior:[/B] Bones animated by the malevolent spirit of a warrior. (Battle Axes & Beasties) [B]Skeleton:[/B] Skeletons are animated bones of the dead, usually under the control of some evil master. (Swords and Wizardry Complete Rulebook) Skeletons are animated bones of the dead, usually under the control of some evil master. (Swords and Wizardry Monster Book) Skeletons are animated bones of the dead, usually under the control of some evil master. (Monstrosities) These eldritch caverns possess the ability to animate the dead. Pausanias has his servants carry corpses into this area once or so a week. After several hours, the corpses become undead. The very recently dead become ghouls. Other corpses become zombies or skeletons, depending on their levels of decomposition. ((DP 2) The Bishop's Secret) The undead throne is difficult to turn. A successful turn undead expels one skeleton from the throne's body if the undead throne makes a saving throw. This causes 4 points of damage to throne and reduces its number of attacks by -1 (but to never less than 1 attack). ((DP 3) Narvon's Sinister Stair) As with the ghoul encounter, a cleric or necromancer of Orcus freed these animated corpses and set them loose within the city to watch the chaos. (Bard's Gate (S&W)) The animated bones of the dead, imbued with a souless semblance of life by the spirit that animates their remains. (Battle Axes & Beasties) Skeletons are animated bones of the dead, usually under the control of some evil master. (Crypts & Things Remastered) Necromancers can automatically raise any bodies as skeletons or zombies depending on their decomposition, at a rate of 1D6 per round. Given time and ritual conditions they can create higher forms of undead, such as Ghouls and Wights, at the rate of one per night. (Crypts & Things Remastered) Knights of death are able to raise 2D6 undead (skeletons or Zombies depending on state of decay) every round. (Crypts & Things Remastered) Each morning, the desperate necromancer animates his former tests subjects and other dead humanoids from the grounds around the library and sends them into battle against the dwarven garrison how guarding the Southern Pass. (Quests of Doom 4: A Little Knowledge (S&W)) If the characters arrive at the library while Thanopsis’ undead warriors are away in battle at Burvaadun, the library is surprisingly undefended. Shortly after their destruction, Thanopsis immediately raises a force of 12 skeletons and 12 zombies to defend the library. They form in Area L1, where they wait quietly and occasionally wander around the building’s perimeter. (Quests of Doom 4: A Little Knowledge (S&W)) The ‘priest’ of this foul place is the goblin Jedra, who found a book about Orcus left here by a previous inhabitant. Jedra rather liked the idea of Orcus and built this chapel to honor him. Orcus was amused by this and granted Jedra some limited power which she is using to learn to raise undead. She hopes one day to replace her raiding parties with teams of undead lead by goblins, to supply them with all the food they could want. (Rappan Athuk Expansions 1 - Swords and Wizardry) At any time Jedra will be in the chapel, praising Orcus or experimenting on any bodies on which she can get her hands. She has so far carefully managed to raise a pair of skeletons, and is working on a corpse, this time attempting to make a zombie. (Rappan Athuk Expansions 1 - Swords and Wizardry) This staff’s single purpose is to command the infamous Army of the Shoreline Dead. The members of this skeletal fighting force are believed to have been among the first settlers in the area around Rappan Athuk, and among its first victims. They died on or near the shore on which they arrived, falling prey to disease, in-fighting, native hazards, and sahuagin raids. (Rappan Athuk Expansions 2 - Swords and Wizardry) Skeletons are animated bones of the dead, usually under the control of some evil master. (Ruins & Ronin) Bones of the dead, animated by vile necromancy. (Swords & Wizardry Continual Light) Skeletons are animated bones of the dead and are usually under the control of some evil master. (The Hero's Journey Fantasy Roleplaying) The cave floor [of the Totem Cavern of the Cave of the Dead] is strewn with the discarded belongings of defeated explorers who arose as zombies or ghouls themselves [from dying in the Caves of the Dead]. (The Lost City of Barakus (S&W)) Years ago, Asgaroth, the evil cleric described in Area I in the Wilderness, discovered Area 2-12 and placed special guards here to protect it. Using a ritual similar to that in Area I2, he placed several totems in this area which enacted a permanent animate dead spell that is recast on the area once per week. Thus, anyone slain within the shaded area comes back to life as a zombie (or, in the case of the hobgoblin, should he be moved, a skeleton) and like the creatures that slew him, is charged with guarding the chamber against intruders. (The Lost City of Barakus (S&W)) Once a force of law enters the room, the 6 skeletons animate. (The Lost Lands: Stoneheart Valley Swords and Wizardry Edition) However, the statuette is mounted on a vertical ice rod that can be broken if the skull is not lifted directly upward (and even then, a delicate tasks roll must be made successfully). If the ice rod breaks, it sets off a magical alarm that can be heard ringing throughout this level of the palace. This also immediately animates 6 skeletons that spring from the bas-reliefs to attack. (The Northlands Saga Complete Swords and Wizardry Edition) Bone cobblers take the skeletal remains of those they kill and combine them with other bones in their lair. From these bones they sculpt and form weird humanoid or half-humanoid skeletal statues. Once per day, a bone cobbler can animate up to 5 skeletal statues within 30 feet. These creatures fight as skeletons, though their forms and structures do not necessarily resemble anything remotely humanoid. (Tome of Horrors Complete - Swords and Wizardry Edition) 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 evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. (Tome of Horrors Complete - Swords and Wizardry Edition) For the past fifteen years, the ship of a terrible pirate has sat in the midst of a grand harbor, a prison hulk for members of its former crew. The ship was taken by a fleet of galleons after a storm had deprived it of masts and sent the ship’s captain over the side, a dirk lodged in his spine. As members of his former crew died, they were tossed over the side, their ankle chains attached to an iron band around the remains of the main mast, their bloated bodies steeping in the brine. For all these fifteen years the captain, now a vengeful draug, has trod the sea floor on a direct course for his ship. He is now very close, and the bodies of his expired crewmen are responding to his presence, their waterlogged (1d6+5 brine zombies) or skeletal (2d4 skeletons) remains shifting gently. (Tome of Horrors Complete - Swords and Wizardry Edition) Each round, in place of moving or striking, an undead ooze can expel 1d6 skeletons from its mass. Skeletons can act in the round they are expelled. Slain skeletons are engulfed by the undead ooze and can be reanimated and expelled again in 1 hour. (Tome of Horrors Complete - Swords and Wizardry Edition) Skeletons are animated bones of the dead and are usually under the control of some evil master. (Untold Adventures: Deluxe Edition) Skeletons are animated bones of the dead and are usually under the control of some evil master. (White Box: Fantastic Medieval Adventure Game) The Skeletons that rise in the cemetery are twisted, gnarled. They are animated by the power of the Mad Liche Mezogorah. It is his cackle that the player’s characters here as he animates and observes from afar. (White Box Tome - Arioth I ) [I]Animate Dead[/I] spell. (Swords and Wizardry Complete Rulebook) [I]Animate Dead[/I] spell. (Crypts & Things Remastered) [i]Animate Dead[/i] spell. (For Coin & Blood) [I]Animate Dead[/I] spell. (Ruins & Ronin) [I]Animate Dead[/I] spell. (The Hero's Journey Fantasy Roleplaying) [i]Animate Dead[/i] spell. (Untold Adventures: Deluxe Edition) [I]Animate Dead[/I] spell. (White Box: Fantastic Medieval Adventure Game) [i]Animate & Command the Dead[/i] spell. (YARR!) Nihiloplasm magic item. (Rappan Athuk Expansions 2 - Swords and Wizardry) [I]Raise Lesser Undead[/I] spell. (The Little Book of Adventuring Classes Vol. 1) Cauldron of the Dead magic item. (The Witch for Swords & Wizardry White Box) Skeletal Staff magic item. (Tome of Horrors 4) [b]Skeleton Archer:[/b] ? [b]Skeleton Bear Cave, Large Skeleton:[/b] Within the offering bowl is a medallion depicting a beautiful human eye attached to a simple silver necklace. Wearing the amulet grants the wearer protection from charm and sleep (see Sidebox). However, if the amulet is removed by anyone with an alignment other than Neutral, the bones on the cave floor below assemble themselves into a large skeleton that attacks the possessor of the amulet and anyone associated with him. (The Lost City of Barakus (S&W)) [b]Skeleton Black:[/b] The Black Brotherhood created these undead warriors as the special guardians of their monastery and the dungeons below. (The Black Monastery (S&W)) Black skeletons are the remnants of living creatures slain in an area where the ground is soaked through with evil. The bodies of fallen heroes are contaminated and polluted by such evil and within days after their death, the slain creatures rise as black skeletons, leaving their former lives and bodies behind. (The Black Monastery (S&W)) [b]Skeleton Black, Kenneth Junior:[/b] ? [b]Skeleton Black Artillery:[/b] ? [b]Skeleton Black Champion:[/b] ? [B]Skeleton Burning:[/B] ? [b]Skeleton Cave Bear:[/b] See Skeleton Bear Cave, Large Skeleton. [b]Skeleton Elephant, Skeletal Elephant:[/b] ? [b]Skeleton Exploding:[/b] ? [b]Skeleton False-Black:[/b] These alcoves each contain a false black skeleton (8 total) which are simply normal skeletons painted black, with a minor enchantment allowing limited spell casting. (Rappan Athuk - Swords and Wizardry) [b]Skeleton Fighter 11:[/b] A group of six buried vaults are hidden in a secluded area. Each contains the skeleton of a king, and if any are disturbed, they animate, fighting until the violators are dead or run away. (Wilderlands of the Fantastic Reaches, Revised Guidebook) [b]Skeleton Fighter 12:[/b] A group of six buried vaults are hidden in a secluded area. Each contains the skeleton of a king, and if any are disturbed, they animate, fighting until the violators are dead or run away. (Wilderlands of the Fantastic Reaches, Revised Guidebook) [b]Skeleton Fighter 13:[/b] A group of six buried vaults are hidden in a secluded area. Each contains the skeleton of a king, and if any are disturbed, they animate, fighting until the violators are dead or run away. (Wilderlands of the Fantastic Reaches, Revised Guidebook) [b]Skeleton Fighter 14:[/b] A group of six buried vaults are hidden in a secluded area. Each contains the skeleton of a king, and if any are disturbed, they animate, fighting until the violators are dead or run away. (Wilderlands of the Fantastic Reaches, Revised Guidebook) [B]Skeleton Flaming:[/B] Flaming skeletons have been animated with an unholy fire that radiates from them. (The Hero's Journey Fantasy Roleplaying) Flaming skeletons have been animated with an unholy fire that radiates from them. (White Box Omnibus) [b]Skeleton Font:[/b] See Skeleton Font of Bones, Font Skeleton. [b]Skeleton Font of Bones, Font Skeleton:[/b] Font skeletons are created by the Font of Bones, a corrupted artifact of great power, in the burial halls of Thyr and Muir in the Stoneheart Mountain Dungeon. These skeletons are covered in red stains from the blood within the font from which they are spawned. Their eyes glow with a fiendish light. They normally wield longswords and use shields, as these are the weapons of the goddess of paladins and these skeletons exist as mockeries of the followers of that deity. (Bard's Gate (S&W)) Entering the halls, his small party found that the burial halls had been thoroughly desecrated by the followers of Orcus and in a central chamber a corrupted fountain produced wave after wave of undead skeletons. (Bard's Gate (S&W)) Font of Bones skeletons are created by the Font of Bones, a corrupted artifact of great power, in the burial halls of Thyr and Muir. (The Lost Lands: Stoneheart Valley Swords and Wizardry Edition) These skeletons are called “font skeletons” because they were created by the Font of Bones at Area 6 of the Entrance Level of the dungeon. (The Lost Lands: Stoneheart Valley Swords and Wizardry Edition) Disturbing the second sigil, which is highly unusual in appearance, causes the Font of Bones in Room 6 to create 8 font skeletons and send them toward the door. (The Lost Lands: Stoneheart Valley Swords and Wizardry Edition) This great hall contains over twenty stone sarcophagi and was once the main burial room. The holy symbols within the room have been desecrated and defiled. In the center of the room is something that is an abomination to behold: a fountain of what once was white marble, now stained crimson, filled with blood and bones. A glowing red rune, radiating pure Chaos, has been rudely carved into the once-pure fountain base. Gouts of blood bubble a spurt grotesquely from the top of the fountain, spattering the floor around the font with red ichor. The pall of evil hangs heavy here. (The Lost Lands: Stoneheart Valley Swords and Wizardry Edition) The sarcophagi are now all empty; their contents pillaged and piled in the Font of Bones. The entire room radiates unhallow. The presence of any Lawful-aligned character in the room cause 4 font skeletons to animate every other round within the font and move out to attack. There is no limit to the number of skeletons that may be generated this way; the skeletons continue to animate as long as any Lawful-aligned character remains in the room. After 10 rounds, the Font begins to produce skeletons every round. If any Lawful-aligned characters remain in the room after 20 rounds, the Font pauses for 1 round, then summons 1 vrock demon to the room, in addition to producing 2 skeletons. This continues every round a Lawful-aligned character remains in the main burial hall. The Font stops producing creatures as soon as no Lawful-aligned characters are in the room, restarting the cycle from where it left off should they re-enter. After 24 hours of no Lawful-aligned characters in the room, the Font resets to begin the cycle anew. The glowing rune on the font is a rune of undeath, learned by the priests of Orcus from Balcoth, the undead rune mage on Level 2A. (The Lost Lands: Stoneheart Valley Swords and Wizardry Edition) Presence of Lawful-aligned characters in these rooms triggers the creation of 4 font skeletons every other round. (The Lost Lands: Stoneheart Valley Swords and Wizardry Edition) [B]Skeleton Fossil, Skeleton Fossilized:[/B] Fossilized skeletons are normally found only in underground caverns or complexes that have been left undisturbed for millennia, although they might also be found in inter-dimensional pockets, or in areas where the fossilization has been deliberately induced. In some limestone caverns where the mineralized water is in constant contact with the bones, skeletons might also fossilize relatively quickly – over the course of a hundred years rather than a thousand. Older fossilized skeletons may show pre-human features; fossilized Neanderthal skeletons are not uncommon. (Swords and Wizardry Monster Book) Fossilized skeletons are normally found only in underground caverns or complexes that have been left undisturbed for millennia, although they might also be found in inter-dimensional pockets, or in areas where the fossilization has been deliberately induced. In some limestone caverns where the mineralized water is in constant contact with the bones, skeletons might also fossilize relatively quickly – over the course of a hundred years rather than a thousand. Older fossilized skeletons may show pre-human features; fossilized Neanderthal skeletons are not uncommon. (Monstrosities) The caves contain the remains of the first creatures to call the Seething Jungle their home. The native lizardmen died during a natural disaster that collapsed their tunnel homes into the ground around them. The lizardmen’s broken bodies merged with the flowing limestone to create 18 skeleton fossils trapped in the walls. (Monstrosities) [B]Skeleton Fossilized:[/B] See Skeleton Fossil, Skeleton Fossilized. [b]Skeleton Fragmented:[/b] The foul magic binding these skeletons together may disintegrate at any moment, and even if the skeletons survive the combat, they usually fall apart after an hour. (Rappan Athuk Expansions 1 - Swords and Wizardry) [b]Skeleton Giant:[/b] ? [B]Skeleton Glowing:[/B] ? [b]Skeleton Goat-Human:[/b] ? [b]Skeleton Guardian:[/b] The sarcophagi in this room all contain normal (not animated) skeletons. If the characters attempt to loot this tomb, under the very eyes of the Tomb Guardian, the guardian will raise its arms and each of the skeletons in the sarcophagi will rise as extremely powerful undead beings. (Grimmsgate) [b]Skeleton Horde:[/b] This is the army brought forth by Islaug the Breathless from the now-exposed tunnels of the bitumen mines that ran underneath the field of battle. It is composed primarily of skeletons and zombies, all of which are stained black with long exposure to the bitumen mines, and more than a few of which are actually still on fire from the explosion. Assorted ghouls and more intelligent undead are mixed among these hordes, but not enough to constitute an army of their own or change the overall complexion of these armies. (The Northlands Saga Complete Swords and Wizardry Edition) [b]Skeleton Human:[/b] ? [b]Skeleton Human Undead Menagerie:[/b] See Undead Menagerie Skeleton Human. [b]Skeleton Icthyosaur:[/b] The petrified skeleton of an ichthyosaur lurks beneath the sands here. Animated long ago by a necromancer, it guards the hex from intruders, for hidden deeper beneath the sands there is a large bunker complex that the necromancer used as his base of operations. (Hex Crawl Chronicles 7 The Golden Meadows - Swords and Wizardry Edition) [b]Skeleton Large:[/b] See Skeleton Bear Cave, Large Skeleton. [b]Skeleton Manticore:[/b] ? [b]Skeleton Troll:[/b] ? [b]Skeleton Warrior:[/b] He introduces himself and explains that after he was ousted as an old man from the Jomsking’s throne, he and his few loyal crewmen were set afloat from the Jomsburg in a leaky longship without sail, oar, food, or water. He tells how they drifted for 8 months upon the seas until their half-sunken boat came to rest in the swamps of Mulstabha. They should have long been dead but for the gift of the Dark God of the Jomsvikings who gave him and his officers the gift of immortality, and changed the strongest among his crew who were willing to do whatever was necessary to survive, including develop an appetite that could sustain them beyond the grave (here he gestures and the ghouls step from their side passages). (The Northlands Saga Complete Swords and Wizardry Edition) The skeleton warrior is a lich-like undead that was once a powerful fighter of at least 8th level. Legend says that the skeleton warriors were forced into their undead state by a powerful demon prince who trapped each of their souls in a golden circlet. (Tome of Horrors Complete - Swords and Wizardry Edition) [b]Skeleton Warrior, Dreva:[/b] ? [b]Skeleton Wolf Undead Menagerie:[/b] See Undead Menagerie Skeleton Wolf. [b]Skjálgr, Hróarr:[/b] See Zombie Juju, Hróarr Skjálgr. [b]Skeletons Conjoined:[/b] Two cultists died clinging to each other in terror in this chamber. 1D4+1 rounds after explorers enter the reception room, the skeletons animate as a single monster. ((DP 3) Narvon's Sinister Stair) [b]Skin Feaster:[/b] When a humanoid dies as a result of being skinned alive, it often returns to the land of the living as a skin feaster; an undead creature driven by an insatiable hunger for the skin and flesh of living creatures. (Tome of Horrors 4) [B]Skinner:[/B] See Ghoul Flenser, Vrinnor, The Skinner. [b]Skjálgr, Örn:[/b] See Zombie Juju, Örn Skjálgr. [b]Skull Child:[/b] A juvenile humanoid slain by a skull child rises the following night as a free-willed skull child. A bless spell cast on the body before that time ceases the transformation. Adults and non-humanoids killed by a skull child do not rise as undead. (Tome of Horrors 4) [b]Skull Flaming Flying:[/b] See Skull Flying Flaming. [b]Skull Flying Flaming, Beskevar:[/b] See Skull Flying Flaming, Flameskull, Beskevar. [b]Skull Flying Flaming, Flameskull, Beskevar:[/b] Beskevar was Livonia’s lover more than 80 years ago. In life, his adoration was without measure. Even though she never returned his love to the same degree — ignoring him for long periods, shamelessly pursuing other lovers, and sharing his company only when she had no other alternatives — Beskevar’s devotion never wavered. He worked most of his life as her obedient menial. So great was his love that he joined her in death but was raised as a flameskull so that he could continue to serve her — a cruel joke that Orcus found hilarious. (Cry Havoc! (The Dogs of Orcus)) [b]Skulleton:[/b] Skulletons are undead creatures believed to have been created by a lich or demilich, for the creature greatly resembles the latter in that it is nothing more than a pile of dust, a skull, and a collection of bones. The gemstones inset in its eye sockets and in place of its teeth are not gemstones at all, but painted glass (worthless). (Tome of Horrors Complete - Swords and Wizardry Edition) The skulleton is thought to have been created to detour would-be tomb plunders in to thinking they had desecrated the lair of a demilich. (Tome of Horrors Complete - Swords and Wizardry Edition) [B]Skullsnatcher:[/B] Orthodox Necromancers usually satisfy their mad power ravings by achieving immortality and leading giant undead armies. Others, like the Reformed Necromancers, are not happy with simple massacre, and desire to fight their enemies using the Black Art in much subtler ways. (Chthonic Codex) Skullsnatchers are sometimes used for this purpose, using the rites developed by Grand Sorceress of the Valley of Fire Deleterios II. She created these headless undeads by performing rituals on the decapitated remains of the rebellious Orthodox Necromancy apprentices after the revolts following her predecessor's Apotheosis ritual. (Chthonic Codex) [b]Slave Ghostly:[/b] See Ghostly Slave. [b]Slavish:[/b] See Lich Arch-Lich, Sorcerer-Lich 18, Slavish. [b]Slayer Ghostblade:[/b] See Ghostblade Slayer. [b]Slayer of a Thousand Men:[/b] See Wraith Unique, The Wight of Sven Oakenfist, the Jarl of the Seas, the Ravager of the Cymu Islands, Terror of Gatland, Estenfird, Hordaland, and the Vale, Slayer of a Thousand Men, He Who Broke the Back of Kathisizk the Great Serpent of the Sea, Reaver of the Dnipir River, The Bloody-Handed Horror of Seagestreland. [b]Slime Sarcophogus:[/b] See Sarcophogus Slime. [b]Slime Zombie:[/b] See Zombie Slime. [b]Soldier Juju Zombie:[/b] See Zombie Juju Soldier. [B]Soldier Undead:[/B] See Undead Soldier. [b]Soldier Zombie Juju:[/b] See Zombie Juju Soldier. [b]Sorcerer Undead:[/b] See Undead Sorcerer. [b]Sorcerer-King of Tharistra:[/b] See Lich Magic-User 18, Gremag, Phoromyceaen Sorcerer-King of Tharistra. [b]Sorcerer-Lich 18, Slavish:[/b] See Lich Arch-Lich, Sorcerer-Lich 18, Slavish. [b]Soul Knight:[/b] A soul knight is a suit of armor animated by the lingering soul of an evil knight, cursed to undeath as punishment for having committed betrayal, murder or other crimes. The evil spirit continues to inhabit its old armor, repeating the deeds that brought about the living knight’s ruin. (The Black Monastery (S&W)) A soul knight is a suit of armor animated by the lingering soul of an evil knight, cursed to undeath as punishment for having committed betrayal, murder or other crimes. The evil spirit continues to inhabit its old armor, repeating the deeds that brought about the living knight’s ruin. (Tome of Horrors 4) [b]Soul Knight, Cedrick Junde:[/b] Cedricke Junde, a knight in service to the Impoverished Vow-Takers of Voard, accompanied his master and liege to the opera on that fatal night—although he’d already taken gold to allow an assassin access to his liege’s privacy box high above the stage. What Cedricke could not know was that the assassin would then start the blazing inferno to cover his tracks. The massive curtain collapsed in a fiery blaze that killed the singers and many in the front rows. The assassin fled during the conflagration, escaping into the cold night as those he left behind burned. Cedricke himself died as his armor blackened and his skin burned. (Tome of Horrors 4) [b]Soul Knight, Gareth the Reaper:[/b] One of these soul knights was Gareth the Reaper, an adventurer who turned upon his comrades while adventuring in the Black Monastery out of greed and spite. Gareth himself was slain before he could escape the monastery’s halls and has remained to haunt this room ever since. (The Black Monastery (S&W)) [b]Soul Reaper:[/b] ? [b]Soul Shattered:[/b] See Spirit Impaled, Shattered Soul. [b]Soulstealer:[/b] These foul undead are created by dark and secret rituals, and remain forever under the control of their creator. (Adventures in the Borderland Provinces (S&W)) The lich known as the Dread Master was a figure of ancient legend entombed in the black spire, and who created the soulstealers as his servants. “The lich was bound, the legends said. Helpless and starved in his Black Spire tomb. But even helpless, he shaped bone and spirit from the dead of the sea to do his bidding. And so did his evil rise again.” (Adventures in the Borderland Provinces (S&W)) But though the Dread Master was physically prevented from escaping the tomb, long years of imprisonment reduced the lich to a mental essence that was able to slip beyond the wards that bound him. On two occasions, the Dread Master was able to seek out and claim the life force of sentient creatures visiting the island, restoring him to minimal power. With that power, he used his mental essence to create the foul undead soulstealers from the bones and spirits of sailors drowned on the shoals around the Black Spire. (Adventures in the Borderland Provinces (S&W)) [b]Spawn Vampire:[/b] See Vampire Spawn. [B]Specter:[/B] Any creature reduced to less than 0 Constitution by the touch of a specter dies and returns in 1d3 days as a specter themselves. (Battle Axes & Beasties) Any being killed (or drained below level 0) by a specter becomes a specter himself—a pitiful thrall to its creator. (The Hero's Journey Fantasy Roleplaying) Any being killed (or drained below level 0) by a specter becomes a specter himself—a pitiful thrall to its creator. (Untold Adventures: Deluxe Edition) [b]Spectral Crocodile:[/b] The crocodiles of the Great Jungle have always been a sacred beast to the faithful of Ibholtheg (the creatures being one third of the Squamous Toad’s being). When the golden temple was built, the spirits of several of the animals were bound to defend it, creating spectral crocodiles. (TG1 Lost Temple of Ibholtheg (SnW)) [b]Spectral Lady:[/b] See Spectre, Spectral Lady. [b]Spectral Lord:[/b] See Ghost, Lord Ectarlin, Spectral Lord. [B]Spectral Scavenger:[/B] ? [b]Spectral Troll:[/b] ? [b]Spectral Warden:[/b] See Ghost Spectral Warden. [B]Spectre:[/B] Any being killed (or drained below level 0) by a spectre becomes a spectre as well, a pitiful thrall to its creator. (Swords and Wizardry Complete Rulebook) Any being killed (or drained below level 0) by a specter becomes a specter himself, a pitiful thrall to its creator. (Swords and Wizardry Monster Book) Any being killed (or drained below level 0) by a spectre becomes a spectre as well, a pitiful thrall to its creator. (Monstrosities) A creature killed by a mortuary cyclone’s whirlwind rises as an undead creature in 1d4 rounds. The type is based on the creature’s total HD. (Bard's Gate (S&W)) Total HD Opponent Rises as Less than 3 Ghoul or ghast (50% chance for either) 4–7 HD Wraith 8–11 HD Spectre 12+ HD Ghost (Bard's Gate (S&W)) This encounter is with the spectre of a cruel old resident of the neighborhood or one of its victims. The original spectre is likely the mean old man from up the street, or the creepy cat lady. (Bard's Gate (S&W)) Any creature reduced to less than 0 Constitution by the touch of a specter dies and returns in 1d3 days as a specter themselves. (Battle Axes & Beasties) The miners lost in the cave-in still dwell in these tunnels as three specters. (Hex Crawl Chronicles 7 The Golden Meadows - Swords and Wizardry Edition) The souls of paladins slain by Nadroj. (Rappan Athuk - Swords and Wizardry) Lorvius is extremely cautious about anyone meeting him on this level (fear of assassinations) and never meets with outsiders without his retinue of 4 spectre bodyguards he specifically created for the task and never leaves his side. (Rappan Athuk - Swords and Wizardry) The 10 builders have become powerful allips, and the wizard who created the prismatic wall is bound here as a horribly malignant spectre. As all their bones were ground to powder and included in the finishing touches of the room, their restless spirits cannot leave the room, nor pursue beyond the vault door. (Rappan Athuk - Swords and Wizardry) Any being killed (or drained below level 0) by a spectre becomes a spectre himself, a pitiful thrall to its creator. (Ruins & Ronin) A spectre haunts this area, looking to kill and transform characters into new spectres. (The Ghost Woods Adventure) Any living creature slain by a mortuary cyclone’s whirlwind attack or energy drain attack becomes an undead creature in 1d4 rounds. Creatures with less than 3 HD return as a ghoul or ghast; 4-7 HD, a wraith; 8-11 HD, a spectre; and 12+ HD return as a ghost. (Tome of Horrors Complete - Swords and Wizardry Edition) Any humanoid killed by a spectral troll rises 1d3 days later as a free-willed spectre unless a cleric of the victim’s religion blesses the corpse before such time. (Tome of Horrors Complete - Swords and Wizardry Edition) The dwarves dig deep into the rock for veins of snowflake obsidian left over from elder days. The mines connect with ancient tunnels and passages created by a now-extinct volcano. The volcano’s spirit remains trapped within the volcano, in a cavern of pure silver from which it cannot escape. At best, it can manifest as a spectre within the volcanic passages. In this form, the spirit appears as an elderly woman, a hag one might say, swathed in gauzy crimson robes and wearing copper bangles and earrings. (Tome of Horrors 4) The former monk, angered at his untimely demise, seeks to slay any who disturb the ruins. (Tome of Horrors 4) Any being killed (or drained below level 0) by a spectre becomes a spectre himself— a pitiful thrall to its creator. (White Box: Fantastic Medieval Adventure Game) The Cursed Tomb curse. (Rappan Athuk - Swords and Wizardry) [b]Spectre, Gavos:[/b] ? [b]Spectre, Madrana Mathen:[/b] ? [b]Spectre, Osori the Creeping One:[/b] Nearby, in a corner, are discarded heavy and thick bones and an inhuman skull: these are the remains of a great ape still wearing iron cuff and the links of a chain on one hand. The ideogrammatic inscription on the well’s rim reads, “FARNESS”. (Knockspell Magazine #1) Imprisoned by the well’s magic is the spirit of Osori the Creeping One (the nearby bones were once his), half-human sorcerer. (Knockspell Magazine #1) [b]Spectre, Spectral Lady:[/b] ? [b]Spectre, Thalius Degeners:[/b] Quattu and the crabmen tortured and brutalized Oliver’s devoted foreman, Thalius Degeneres. The agonizing ordeal transformed the formerly genial man into a seething pulp filled with hatred. When he finally succumbed, the vengeful spirit arose as a spectre that still haunts his bedchamber. (Quests of Doom 4: Fishers of Men (S&W)) Though he continues his attack, he tells the characters that crabmen and a much-larger lobster-like creature with writhing tentacles on its face killed him. (Quests of Doom 4: Fishers of Men (S&W)) [b]Spectre of Blackpool Swamp:[/b] See The Grim Spectre of Blackpool Swamp. [B]Spectre Parasitic:[/B] ? [b]Spectre-Mage Magic User 9, Zelkor:[/b] Zelkor was a powerful wizard who led the army of Light into Rappan Athuk to attack the high priests of Orcus. They say that he didn’t die, and one day he’ll return. (Rappan Athuk - Swords and Wizardry) This area is the lair of Zelkor, who was once a good-aligned archmage of some renown. During his quest to drive the evil from this place, he was captured by the evil priests, tortured and eventually slain by Nodroj the spectre once he agreed to worship of Orcus. (Rappan Athuk - Swords and Wizardry) [b]Spectre-Wizard, Nadroj the Spectre, Nadroj the Wraith:[/b] [F]ormerly a magic-user/merchant favored by Orcus, and thus allowed to retain his knowledge of spells. (Rappan Athuk - Swords and Wizardry) [b]Spellgorged Zombie:[/b] See Zombie Spellgorged. [B]Spider Bone:[/B] See Bone Spider. [b]Spider Lich:[/b] See Lich Spider. [B]Spirit:[/B] While ghosts were once living mortals, spirits have always been, well, spirits. (Gary vs the Monsters) [b]Spirit Child Navky:[/b] The navky is the ghost of a child that has died due to starvation or hunger. (The Winter Witch for Swords & Wizardry) [b]Spirit Child Utburd:[/b] The utburd is locked to this realm to perform a task. The task is to get revenge on the mother who killed it. The name comes from an old Scandinavian word meaning the child who was carried outside, meaning many were originated from children left out to die from exposure. (The Winter Witch for Swords & Wizardry) [b]Spirit Crucifixion:[/b] See Crucifixion Spirit. [b]Spirit Dancing:[/b] ? [B]Spirit Dead Dog:[/B] ? [B]Spirit Dog Dead:[/B] See Spirit Dead Dog. [b]Spirit Enslaved:[/b] Pausanias has desecrated 11 corpses, stripping the bodies, and hacking off the heads while screaming blasphemous imprecations. He mounted the heads in the Wicked Chapel. The spirits of those whose resting places were violated remain trapped in the severed heads. ((DP 2) The Bishop's Secret) [b]Spirit Grey:[/b] A grey spirit, usually female, is the shade of someone who died heartbroken and alone, pining away on shore and ultimately dying of a broken heart while waiting for the return of a loved one from across the sea. (Tome of Horrors 4) [b]Spirit Grizzly, Bear-Shaped Shadow:[/b] ? [b]Spirit Groaning:[/b] See Banshee, Groaning Spirit. [b]Spirit Hoar:[/b] See Hoar Spirit. [B]Spirit Hungry:[/B] See Gaki, Hungry Spirit. [b]Spirit Impaled, Shattered Soul:[/b] Shattered souls are the ghostly spirits of living beings executed through brutal torture: impalement, disembowelment, or worse. (Tome of Horrors 4) [b]Spirit Impaled, Lyrid Toadstrangler:[/b] The ruins of a large brick warehouse sit atop a lonely hill. Thick briars and tufts of dried grass surround the wrecked building. Three thick chimneys reveal that the place probably housed forges. Despite appearances, the building remains very sturdy. This old structure was once the factory of Lyrid Toadstrangler, a dwarven craftsman who created instruments of torture. While not inherently evil in nature, Lyrid’s craft required a certain amount of wicked imagination. Lyrid specialized in creating iron maidens. A master sculptor, he often created the iron maidens in the image of the torturer or lord to whom the maidens belonged. Most of his work survives to this day, passed down over generations as disturbing family heirlooms. Lyrid was slain by an assassin hired by the Alantyr family of Bargarsport. (Tome of Horrors 4) Finished and unfinished iron maidens stand upright along the walls of Lyrid’s forge-factory. Rusted forging tools, collapsing workbench, and maiden parts fill the main room. Three iron maidens lie under a thick intact burlap cloth. Each of these iron maidens could fetch as much as 500 gp. His final masterpiece remains nearly finished in the center of the workshop. The spikes of this particular maiden are composed of demon horns. The corpse of Lyrid Toadstrangler lies inside. The maiden’s spikes completely pierce his desiccated corpse. Lyrid’s tortuous death and the power of the demon horns tie his spirit to this plane. Lyrid haunts his workshop as an impaled spirit. He hates thieves (and especially assassins) and wishes nothing more than to slay every direct relative of the Alantyr family. (Tome of Horrors 4) [b]Spirit of the Slave Master:[/b] During the fall of the prince, the slaves ran amok and broke in here to slay their cruel master. He was hacked apart in his bed, and his remains still lay there, frozen beneath the snow-dusted blankets. His spirit haunts this room. (The Northlands Saga Complete Swords and Wizardry Edition) [b]Spirit Pathetic:[/b] The characters’ subsequent delve into the bog enters a haunted realm populated by shambling corpses, vengeful undead creatures, and pathetic spirits borne from Hamish’s genocide. (Quests of Doom 4: Forgive and Regret (S&W)) [b]Spirit Restless:[/b] A powerful adventuring group called the Dancing Blades were slain in the dungeon. Their restless spirits now wander its halls, attacking anyone they come across with their phantom weapons. (Rappan Athuk - Swords and Wizardry) [B]Spore Zombie:[/B] See Zombie Spore. [B]Stalker Dream:[/B] See Ghost Dream Stalker. [b]Storm Giant Ghost:[/b] See Ghost Giant Storm. [B]Strangling Ghost:[/B] See Ghost Strangling. [B]Sumatran Rat-Ghoul:[/B] See Ghoul Sumatran Rat-Ghoul. [b]Sven Oakenfist:[/b] See Wraith Unique, The Wight of Sven Oakenfist, the Jarl of the Seas, the Ravager of the Cymu Islands, Terror of Gatland, Estenfird, Hordaland, and the Vale, Slayer of a Thousand Men, He Who Broke the Back of Kathisizk the Great Serpent of the Sea, Reaver of the Dnipir River, The Bloody-Handed Horror of Seagestreland. [b]Swarm Bone:[/b] See Bone Swarm. [b]Swarm Raven Undead:[/b] See Undead Raven Swarm. [b]Swarm Shadow Rat:[/b] See Shadow Rat Swarm. [b]Swarm Skeletal:[/b] See Skeletal Swarm. [b]Swirling Mist Undead Remains of Ghosts of Whalers:[/b] The tower is surrounded by a swirling mist that is actually the undead remains of the ghosts of whalers who died at sea, accursed by the Whale Lord and unable to reach the afterlife. (Tome of Horrors 4) [b]Swoana:[/b] See Vampire, Swoana. [b]Sword Wight:[/b] See Wight Sword. [b]Sword-Wraith:[/b] See Wraith Sword-Wraith. [b]Swordsman Undead:[/b] See Undead Swordsman. [b]Tabitha Mirax:[/b] See Shade, Tabitha Mirax. [B]Tattooed Warrior:[/B] “A famed warrior, long dead but preserved by black arts to fight on the tribes behalf.” (Crypts & Things Remastered) Created by foul black arcane rituals from the dead bodies of tribal champions, these are the elite of the undead. (Crypts & Things Remastered) [b]Techno-Mummy:[/b] See Mummy Techno-Mummy. [b]Temple Guard Captain Ghastly:[/b] See Ghastly Temple Guard Captain. [b]Temple Guard Frozen:[/b] See Frozen Temple Guard. [b]Terror of Gatland, Estenfird, Hordaland, and the Vale:[/b] See Wraith Unique, The Wight of Sven Oakenfist, the Jarl of the Seas, the Ravager of the Cymu Islands, Terror of Gatland, Estenfird, Hordaland, and the Vale, Slayer of a Thousand Men, He Who Broke the Back of Kathisizk the Great Serpent of the Sea, Reaver of the Dnipir River, The Bloody-Handed Horror of Seagestreland. [b]Thalius Degeners:[/b] See Spectre, Thalius Degeners. [b]The Black Monastery:[/b] The twisted thoughts and evil deeds of the Black Brotherhood are long ended. There is no need to fully recite them here. Suffice to say that their actions included necromancy, pacts with evil outsiders and the human sacrifices those evil outsiders demand. The Black Monastery was the scene of dark sorcery and magical research that left behind many deadly traces. What manifests atop the Hill of Mornay from decade to decade is a lethal ghost of those repugnant deeds. (The Black Monastery (S&W)) [b]The Bloodied Cleric, Erera Liliwan:[/b] The Bloodied Cleric is Erera Liliwan after she has died and succumbed to the curse of the undead. (White Box Tome - Arioth I ) The Bloodied Cleric is another of the Liche’s creations, a plan he has had in the works for quite some time. (White Box Tome - Arioth I ) [b]The Bloodwraith:[/b] See Bloodwraith, Duke Aerim the Bloodwraith. [b]The Bloody-Handed Horror of Seagestreland:[/b] See Wraith Unique, The Wight of Sven Oakenfist, the Jarl of the Seas, the Ravager of the Cymu Islands, Terror of Gatland, Estenfird, Hordaland, and the Vale, Slayer of a Thousand Men, He Who Broke the Back of Kathisizk the Great Serpent of the Sea, Reaver of the Dnipir River, The Bloody-Handed Horror of Seagestreland. [B]The Chained:[/B] No one knows for certain what The Chained is, some say it is the avatar of the Goddess of Pure Death, others a freak magical accident created by a mage with a vengeance streak. The stories are endless, but all end the same way; The Chained comes for bad folks and when it does they die. (The Cartographer's Guide to the Creatures of Eira) [b]The Conductor:[/b] See Lich Magic-User 18, The Conductor. [b]The First Winter King:[/b] See Winterwight, The First Winter King. [B]The Green Man:[/B] See Corpse Colossus Minor, The Green Man. [b]The Grim Spectre of Blackpool Swamp:[/b] ? [b]The Horned Lord:[/b] Countless millennia ago, a monarch sought to build the greatest empire that the world had ever known. In doing so he made deals with many gods and wielded vast magical power, and as his power grew, so did his arrogance. When at last he had achieved his goal — a vast and unconquerable empire with him at its head — he was blinded by his pride and declared himself greater than the gods and turned his back on them. The emperor was to be the realm’s only god, and all the deities of the past were to be forgotten, their priests slaughtered and their temples overthrown. As one might guess, the gods were displeased and struck down the emperor, cursing both him and his realm. Soon his proud empire crumbled to dust, and barbarism ruled the land. (Tome of Horrors Swords and Wizardry Update) But the gods had not finished with the emperor, so great was his transgression. He was transformed into an undead thing, doomed to be reborn again and again, consumed by the desire for conquest — a desire that can never be fulfilled. Always would the Horned Lord see his dreams crumble and perish among the ruins of civilization. Always would he return with the same dreams of conquest, only to be crushed and forgotten. (Tome of Horrors Swords and Wizardry Update) [b]The Jarl of the Seas:[/b] See Wraith Unique, The Wight of Sven Oakenfist, the Jarl of the Seas, the Ravager of the Cymu Islands, Terror of Gatland, Estenfird, Hordaland, and the Vale, Slayer of a Thousand Men, He Who Broke the Back of Kathisizk the Great Serpent of the Sea, Reaver of the Dnipir River, The Bloody-Handed Horror of Seagestreland. [b]The Palocar:[/b] See Shadow Palocar, The Palocar. [B]The Plague Lord:[/B] See Ozzark the Dead King, The Plague Lord. [b]The Ravager of the Cymu Islands:[/b] See Wraith Unique, The Wight of Sven Oakenfist, the Jarl of the Seas, the Ravager of the Cymu Islands, Terror of Gatland, Estenfird, Hordaland, and the Vale, Slayer of a Thousand Men, He Who Broke the Back of Kathisizk the Great Serpent of the Sea, Reaver of the Dnipir River, The Bloody-Handed Horror of Seagestreland. [b]The Shadow of Death:[/b] See Shadow Bear, The Shadow of Death. [B]The Skinner:[/B] See Ghoul Flenser, Vrinnor, The Skinner. [b]The Wight of Sven Oakenfist:[/b] See Wraith Unique, The Wight of Sven Oakenfist, the Jarl of the Seas, the Ravager of the Cymu Islands, Terror of Gatland, Estenfird, Hordaland, and the Vale, Slayer of a Thousand Men, He Who Broke the Back of Kathisizk the Great Serpent of the Sea, Reaver of the Dnipir River, The Bloody-Handed Horror of Seagestreland. [b]Thelkor:[/b] See Ghoul Lord, Thelkor. [b]Thelonius Pulanti:[/b] See Vampire, Thelonius Pulanti. [b]Thing Crypt:[/b] See Crypt Thing. [b]Thirster Gray:[/b] See Gray Thirster. [b]Thorvald the Betrayed:[/b] See Wight Blood, Thorvald the Betrayed. [B]Thrall Vampire:[/B] See Vampire Thrall. [b]Throne Undead:[/b] See Undead Throne. [b]Thug Vampire:[/b] See Vampire Thug. [b]Tiensa, Faen:[/b] See Fye, Faen Tiensa. [b]Tiger Dire Bloody Skeletal:[/b] See Skeletal Tiger Dire Bloody. [b]Tiger Dire Bloody Skeletal Ferocious:[/b] See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount. [b]Tiger Dire Skeletal Bloody:[/b] See Skeletal Tiger Dire Bloody. [b]Tiger Dire Skeletal Bloody Ferocious:[/b] See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount. [b]Tiger Sabre-Toothed That Drips Blood Undead:[/b] See Skeletal Tiger Dire Bloody, Undead Sabre-Toothed Tiger That Drips Blood. [b]Tiger Sabre-Toothed Undead That Drips Blood:[/b] See Skeletal Tiger Dire Bloody, Undead Sabre-Toothed Tiger That Drips Blood. [b]Tjorvi:[/b] See Vampire, Tjorvi. [b]Toadstrangler, Lyrid:[/b] See Spirit Impaled, Lyrid Toadstrangler. [b]Tols, Livonia:[/b] See Lich Shade, Livonia Tols. [b]Tomb Guardian:[/b] ? [b]Tomb Guardian Mantis:[/b] See Mantis Tomb Guardian. [b]Tongue Black Victim:[/b] See Black Tongue Victim. [b]Tordred of the Seven Fingers:[/b] See Vampire Count, Tordred of the Seven Fingers. [B]Torso Upper Zombie:[/B] See Zombie Upper Torso. [b]Tower Zombie:[/b] See Zombie Tower. [B]Trash Eating Ghoul, Jikininki:[/B] See Ghoul Trash Eating, Jikininki. [b]Travvok:[/b] See Zombie Gynosphinx, Travvok. [b]Treant Undead:[/b] See Undead Treant. [B]Tree Ghost:[/B] Tree ghosts are the undead form of a Dryad who was killed by a wraith, vampire, or other such undead creature. (Swords and Wizardry Monster Book) Tree ghosts are the undead form of a Dryad who was killed by a wraith, vampire, or other such undead creature. (Monstrosities) [B]Tree Ghost, Melene:[/B] The pale woman is a dryad named Melene slain years ago by the vampire Valmont De Shade as he traveled the countryside seeking a permanent lair. (Monstrosities) [b]Triceratops Paleoskeleton:[/b] See Paleoskeleton Triceratops. [b]Troll Skeleton:[/b] See Skeleton Troll. [b]Troll Spectral:[/b] See Spectral Troll. [b]Troll Undead:[/b] See Undead Troll. [b]Troll Yellow Mold-Encrusted Zombie:[/b] See Zombie Troll Yellow Mold-Encrusted. [b]Troll Zombie:[/b] See Zombie Troll. [b]Trystecce:[/b] See Lich, Trystecce, Lich-Queen. [b]Tyler Ebbensflow:[/b] See Draug Captain, Tyler Ebbensflow. [b]Tyrant Infernal:[/b] See Vampire Lord, Singed Man, Infernal Tyrant. [b]Undead Angel-Demon, Mephistophael, Gormoth, Kan-Thuul:[/b] ? [b]Undead Bodyguard:[/b] ? [b]Undead Bulette:[/b] Recently, Durax killed a mated pair of bulettes who settled near his home in the Stonehearts. Not one to let useful material go to waste, Durax hollowed out cavities behind the creatures’ crests. He then animated the beasts to serve as his personal modes of transport. (Cry Havoc! (The Dogs of Orcus)) [B]Undead Carapace Crab Giant:[/B] See Undead Giant Crab Carapace. [B]Undead Carapace Giant Crab:[/B] See Undead Giant Crab Carapace. [B]Undead Cat Feral:[/B] Feral undead cats look like they were created by zombie-raising magic, but they are actually things quite unlike normal animated undead such as skeletons or zombies. (Swords and Wizardry Monster Book) Feral undead cats look like they were created by zombie-raising magic, but they are actually things quite unlike normal animated undead such as skeletons or zombies. (Monstrosities) Unfortunately, her beloved cats wandered into a necromancer’s garden and were turned into 18 feral undead cats. (Monstrosities) [b]Undead Corporeal:[/b] ? [B]Undead Crab Giant Carapace:[/B] See Undead Giant Crab Carapace. [b]Undead Critter:[/b] See Undead Menagerie Critter. [b]Undead Demon:[/b] Raise the Horde magic staff. (White Box Tome - Arioth I ) [b]Undead Doppelganger:[/b] ? [b]Undead Dragon:[/b] ? [b]Undead Dragon, Kallinstraids:[/b] See Vampiric Dragon Red, Bone Dragon, Undead Dragon, Kallinstraids. [b]Undead Elemental Fire:[/b] Occasionally a fire elemental is destroyed but not permitted to return to its plane of origin. (Tome of Horrors 4) [b]Undead Faerie:[/b] ? [B]Undead Feral Cat:[/B] See Undead Cat Feral. [b]Undead Fire Elemental:[/b] See Undead Elemental Fire. [b]Undead Fish:[/b] See Skeletal Fish, Undead Fish. [b]Undead Frost Giant:[/b] See Undead Giant Frost. [B]Undead General:[/B] When not warring against rival demon princes, Orcus likes to travel the planes, particularly the Material Plane. Should a foolish spellcaster open a gate and speak his name, he is more than likely going to hear the call and step through to the Material Plane. What happens to the spellcaster that called him usually depends on the reason for the summons and the power of the spellcaster. Extremely powerful spellcasters are usually slain after a while and turned into undead soldiers or generals in the demon lord’s armies. (Swords and Wizardry Complete Rulebook) When not warring against rival demon princes, Orcus likes to travel the planes, particularly the Material Plane. Should a foolish spellcaster open a gate and speak his name, he is more than likely going to hear the call and step through to the Material Plane. What happens to the spellcaster that called him usually depends on the reason for the summons and the power of the spellcaster. Extremely powerful spellcasters are usually slain after a while and turned into undead soldiers or generals in his armies. (Rappan Athuk - Swords and Wizardry) When not warring against rival demon princes, Orcus likes to travel the planes, particularly the Material Plane. Should a foolish spellcaster open a gate and speak his name, he is more than likely going to hear the call and step through to the Material Plane. What happens to the spellcaster that called him usually depends on the reason for the summons and the power of the spellcaster. Extremely powerful spellcasters are usually slain after a while and turned into undead soldiers or generals in his armies. (Rappan Athuk Bestiary Swords and Wizardry Edition) [B]Undead Giant Crab Carapace:[/B] ? [b]Undead Giant Frost:[/b] ? [B]Undead Giant Pike:[/B] ? [B]Undead Great Whale:[/B] See Undead Whale Great. [b]Undead Guardian:[/b] ? [b]Undead High Priest:[/b] ? [b]Undead Horse Mount, Undead Mount:[/b] ? [b]Undead Horse War:[/b] ? [b]Undead Hummingbird:[/b] The darting shapes are undead hummingbirds, a wicked and terrible creation. (Rappan Athuk Expansions 1 - Swords and Wizardry) [b]Undead Hungering:[/b] ? [B]Undead Kraken:[/B] See Zombie Kraken, Undead Kraken [b]Undead Lich:[/b] See Lich, Undead Lich. [b]Undead Menagerie Critter:[/b] These animals were given experimental draughts of the various potions that Sacavious intended to use to transform himself into a lich. (The Black Monastery (S&W)) [b]Undead Menagerie Human Skeleton:[/b] These animals were given experimental draughts of the various potions that Sacavious intended to use to transform himself into a lich. (The Black Monastery (S&W)) [b]Undead Menagerie Corpse Dried Dwarf:[/b] See Undead Menagerie Corpse Dwarf Dried. [b]Undead Menagerie Corpse Dried Elf:[/b] See Undead Menagerie Corpse Elf Dried. [b]Undead Menagerie Corpse Dwarf Dried:[/b] ? [b]Undead Menagerie Corpse Elf Dried:[/b] ? [b]Undead Menagerie Dried Corpse Dwarf:[/b] See Undead Menagerie Corpse Dwarf Dried. [b]Undead Menagerie Dried Corpse Elf:[/b] See Undead Menagerie Corpse Elf Dried. [b]Undead Menagerie Dried Dwarf Corpse:[/b] See Undead Menagerie Corpse Dwarf Dried. [b]Undead Menagerie Dried Elf Corpse:[/b] See Undead Menagerie Corpse Elf Dried. [b]Undead Menagerie Human Skeleton:[/b] See Undead Menagerie Skeleton Human. [b]Undead Menagerie Skeleton Human:[/b] ? [b]Undead Menagerie Skeleton Wolf:[/b] ? [b]Undead Menagerie Wolf Skeleton:[/b] See Undead Menagerie Skeleton Wolf. [b]Undead Mimic:[/b] The font is actually an undead mimic, a hideous creature that wandered into this place as a normal variety of mimic, and replaced the existing font, thinking to trap petitioners when they came to gather some of the water. The mimic waited so long, and was eventually infused with so much dark energy, when it perished from starvation it transformed into this undead version. (Rappan Athuk Expansions 1 - Swords and Wizardry) [b]Undead Mimic:[/b] Undead mimics are believed to be the result of experimentation on normal mimics by insane necromancers. What possessed them to create an undead version of a truly horrid creature is beyond comprehension. (Tome of Horrors 4) Unlike standard mimics, undead mimics are Chaotic, poisoned by the necromantic magic that created them. They desire flesh and blood and dine on the souls of those they slay. (Tome of Horrors 4) [b]Undead Mindless:[/b] ? [b]Undead Monstrous:[/b] ? [b]Undead Mount:[/b] ? [b]Undead Mount:[/b] See Skeletal Tiger Dire Bloody, Ferocious Bloody Skeletal Dire Tiger, Undead Mount. [b]Undead Mount:[/b] See Undead Horse Mount, Undead Mount. [b]Undead Mount Horse:[/b] See Undead Horse Mount, Undead Mount. [b]Undead Ooze:[/b] It was once a common gelatinous cube but its feasting on the remains of the undead creatures created by the Tower of Bone has mutated it horribly. (Cults of the Sundered Kingdoms (S&W)) [B]Undead Pike Giant:[/B] See Undead Giant Pike. [b]Undead Priest:[/b] ? [b]Undead Priest High:[/b] See Undead High Priest. [b]Undead Raven:[/b] ? [b]Undead Remains of Ghosts of Whalers:[/b] See Swirling Mist Undead Remains of Ghosts of Whalers. [b]Undead Sabre-Toothed Tiger That Drips Blood:[/b] See Skeletal Tiger Dire Bloody, Undead Sabre-Toothed Tiger That Drips Blood. [b]Undead Shade:[/b] See Shade, Undead Shade. [b]Undead Shambling:[/b] ? [B]Undead Soldier:[/B] When not warring against rival demon princes, Orcus likes to travel the planes, particularly the Material Plane. Should a foolish spellcaster open a gate and speak his name, he is more than likely going to hear the call and step through to the Material Plane. What happens to the spellcaster that called him usually depends on the reason for the summons and the power of the spellcaster. Extremely powerful spellcasters are usually slain after a while and turned into undead soldiers or generals in the demon lord’s armies. (Swords and Wizardry Complete Rulebook) When not warring against rival demon princes, Orcus likes to travel the planes, particularly the Material Plane. Should a foolish spellcaster open a gate and speak his name, he is more than likely going to hear the call and step through to the Material Plane. What happens to the spellcaster that called him usually depends on the reason for the summons and the power of the spellcaster. Extremely powerful spellcasters are usually slain after a while and turned into undead soldiers or generals in his armies. (Rappan Athuk - Swords and Wizardry) When not warring against rival demon princes, Orcus likes to travel the planes, particularly the Material Plane. Should a foolish spellcaster open a gate and speak his name, he is more than likely going to hear the call and step through to the Material Plane. What happens to the spellcaster that called him usually depends on the reason for the summons and the power of the spellcaster. Extremely powerful spellcasters are usually slain after a while and turned into undead soldiers or generals in his armies. (Rappan Athuk Bestiary Swords and Wizardry Edition) [b]Undead Sorcerer:[/b] ? [b]Undead Swordsman, Guardian of Cyngamon:[/b] ? [b]Undead Throne:[/b] ? [b]Undead Tiger Sabre-Toothed That Drips Blood:[/b] See Skeletal Tiger Dire Bloody, Undead Sabre-Toothed Tiger That Drips Blood. [b]Undead Treant, Granette'rout:[/b] Hel’s Forest is ruled by an intelligent, chaotic, and partially petrified stump of a treant, known now as Granette’rout, who was chopped down by the druids, and later given life by Hel herself. (Bard's Gate (S&W)) [b]Undead Troll:[/b] This beast was a former guardian of the path to Level 3D, Section 2. After most of the living inhabitants died, the troll starved to death. The power of the chapel kept the beast from entering the afterlife, so he is confined here as an undead troll. (Rappan Athuk Expansions 1 - Swords and Wizardry) [b]Undead Vengeful:[/b] The characters’ subsequent delve into the bog enters a haunted realm populated by shambling corpses, vengeful undead creatures, and pathetic spirits borne from Hamish’s genocide. (Quests of Doom 4: Forgive and Regret (S&W)) [b]Undead War Horse:[/b] See Undead Horse War. [b]Undead Warrior:[/b] Legend has it that casting the teeth of dragons will result in the rise of undead warriors. (The Witch for Swords & Wizardry White Box) [B]Undead Whale Great:[/B] ? [b]Unique Wraith:[/b] See Wraith Unique. [B]Unliving:[/B] Unliving are created by dying and being resurrected by a necromancer, in much the same way a zombie is. (The Little Book of Adventuring Classes Vol. 1) [B]Unquiet Bodere:[/B] The undead remnants of a mortal who looked into the Outside and didn't have enough sense to die immediately. Driven insane by what they saw the mortal went through what remained of their short life muttering and rambling in their madness revealing truths – oh so dark truths – of what existed Outside. Even when death finally claimed them the things they saw and remembered refused to die with them. (The Cartographer's Guide to the Creatures of Eira) [b]Unrequited:[/b] Unrequiteds are the lingering forms of adolescents who died suddenly and violently at the hands of another. (Quests of Doom 4: Forgive and Regret (S&W)) On this spot centuries ago the callous soldier systematically butchered 22 mothers and their children. After he finished the deed, he tossed their bodies into these waters. Their suffering was so great, 3 unrequiteds coalesced at the spot. (Quests of Doom 4: Forgive and Regret (S&W)) [b]Un Shorn, Ashten:[/b] See Lich Shade, Ashten Un Shorn. [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. (Tome of Horrors Complete - Swords and Wizardry Edition) [b]Undead Raven Swarm:[/b] The Blood Marshes (Tome of Horrors Complete - Swords and Wizardry Edition) The ground seems to bleed in the marsh fields. The ground seeps blood from a cursed war that took place eons ago. Ghosts and spirits haunt the bloody fields, each forever seeking an end to their cursed existence. Fresh corpses and ancient relics of battle churn up through the soft earth, only to be slowly swallowed again. (Tome of Horrors Complete - Swords and Wizardry Edition) Ravens that drink from the bloody marsh die and sink into its depths. By midnight, these unfortunate birds rise again as an undead raven swarm that flies off into the night to wreak havoc. (Tome of Horrors Complete - Swords and Wizardry Edition) When killed, a murder crow explodes into a murder of undead ravens. (Tome of Horrors Complete - Swords and Wizardry Edition) [b]Undead Swarm Raven:[/b] See Undead Raven Swarm. [b]Undead Treant:[/b] ? [B]Upper Torso Zombie:[/B] See Zombie Upper Torso. [b]Urthag, Armul:[/b] See Vampire Lord, Armul Urthag. [b]Utburd:[/b] See Spirit Child Utburd. [b]Vaettir:[/b] ? [b]Valen Darkfast:[/b] See Lich, Valen Darkfast. [b]Valen Darkfast:[/b] See Lich Lord, Valen Darkfast. [b]Valen the White:[/b] See Vampire, Sir Valen the White. [b]Vallis Blacklocke:[/b] See Shade, Vallis Blacklocke. [B]Vampire, Bloodless Folk, Bloodless:[/B] Any human killed by a vampire becomes a vampire under the control of its creator. Four bone pillars stand about this 30-foot-square ossuary. Each four-foot-diameter pillar is crafted from hundreds of random bits of bones and skulls. A low wall of femurs runs from one pillar to the next. Four skull chalices sit on the wall. Each chalice is filled with steaming blood. Anyone drinking from a chalice must make a saving throw or be cursed so he can only drink blood from that moment onward until cured. If the curse is not reversed within 3 months, the victim becomes a vampire. (Monstrosities) Any vampire spawn [of Entrade's] that escape final destruction at the hands of the characters become full-fledged vampires if Entrade is killed and soon begin hunting the characters across the city at night to take their vengeance. (Bard's Gate (S&W)) A valley here in the deep mountains is well watered by springs and filled with willow-like trees with coppery bark and dark green leaves. The branches are heavy with bunches of berries that look like white grapes. These berries are red on the inside and their flesh tastes of blood. Strange, gaunt squirrels inhabit these trees and favor these berries. When they are stolen, these creatures become quite irate and attack the invaders, revealing that they are also fond of humanoid blood. The only other inhabitants of the valley are a band of haggard-looking vampires. The vampires were once human adventurers who sampled the berries – each berry that is eaten carries with it a 5% chance of infecting the eater with a blood disease that slowly transforms them into vampires over the course of 30 days. (Hex Crawl Chronicles 7 The Golden Meadows - Swords and Wizardry Edition) If a victim’s constitution is reduced to 0 due to the devouring mist’s ability drain, the blood from the victim’s body forms into a new devouring mist in 1d4 rounds. Further, the victim’s corpse arises as a vampire in 1d4 days, unless the remains are blessed prior to this rising. (Rappan Athuk - Swords and Wizardry) Those killed by a devouring mist rise as vampires 1d4 days later unless their remains are blessed. (Rappan Athuk - Swords and Wizardry) Shekahn wants to make spawn rather than kill the PCs outright. Anyone taken prisoner is drained and turned into a vampire. (Rappan Athuk - Swords and Wizardry) Agamemnon cast spells until engaged, then he fights using his bite attacks until he spawns 1or 2 new vampires. (Rappan Athuk - Swords and Wizardry) If a victim’s constitution is reduced to 0 due to the devouring mist’s ability drain, the blood from the victim’s body forms into a new devouring mist in 1d4 rounds. Further, the victim’s corpse rises as a vampire in 1d4 days unless the remains are blessed before this rising. (Rappan Athuk Bestiary Swords and Wizardry Edition) Any human killed by a vampire becomes a vampire under the control of its creator. (Ruins & Ronin) Any human killed by a vampire becomes a vampire under the control of its creator. (The Hero's Journey Fantasy Roleplaying) Kalis, the blood goddess, has created several monsters using the power of blood. The power of blood can infuse mortals with powerful strength and other arcane abilities. However, that power comes at a price of one’s humanity and deadly weaknesses. Kalis has experimented with many ways of infusing the power of blood but the two most common are the vampires and the werewolves. Vampires are the first of the Children of Blood. Vampires are undead; their immortality and thirst for blood was passed down from Avernus, the first vampire. (The Majestic Wilderlands) If a victim is reduced to 0 hp due to the devouring mist’s blood drain, the blood from the victim’s body forms into a new devouring mist in 1d4 rounds. Further, the victim’s corpse rises as a vampire in 1d4 days unless the remains are blessed before this rising. (Tome of Horrors 4) Any human killed by a vampire becomes a vampire under the control of its creator. (Untold Adventures: Deluxe Edition) Any human killed by a vampire becomes a vampire under the control of its creator. (White Box: Fantastic Medieval Adventure Game) [b]Vampire, Alecia:[/b] Spawn of Hethel. (Bard's Gate (S&W)) [b]Vampire, Annebeth Gloriana:[/b] The tomb contains the remains of Annebeth Gloriana, an elf queen betrothed to her knight-protector Levellius. The pair were attacked and killed on their wedding day by a jealous vampiress as their families watched in horror. The celebrants—now mourners—buried the pair together in a tomb constructed to house their undying love. (Tome of Horrors 4) Except Annebeth wouldn’t give up so easily on love. She rose as a vampire three nights later. She waits in the tomb for a new suitor to marry. (Tome of Horrors 4) [b]Vampire, Aracor, King-Chieftain of the Island of War:[/b] The shock of the earthquake struck the mountain of Mynydd Marfal just as the sons of Aram finished killing their grandfather. As the mountain suddenly shook, the fortress of Broch Marfal was thrown down and crashed into the valley below. But from the rubble crawled the lifeless body of Aracor, given new life. The blood price of all of his family had been paid, Aracor now lived as a creature of the night that survived on the blood of the living. (Cults of the Sundered Kingdoms (S&W)) No cult worships at the obelisk buried in the granite of Mount Marvel, but an incredibly powerful vampire called Aracor, created by the obelisk at the moment of his death, has hunted the nights of Ramthion Island for nearly 8000 years spawning numerous myths, legends, and superstitions among the inhabitants of its mountains and lowlands. (Cults of the Sundered Kingdoms (S&W)) [B]Vampire, Avernus:[/B] ? [b]Vampire, Battle-Duke Ormand:[/b] ? [b]Vampire, Count Kardofo:[/b] ? [b]Vampire, Countess Jordelia:[/b] ? [b]Vampire, Entrade:[/b] ? [b]Vampire, Esmerelda Pulanti:[/b] ? [b]Vampire, Felicity Bigh:[/b] In the battle, Alecia and her subordinate vampires fought the heroes to a standstill, and while the party was able to escape, the results were devastating. The group had sustained terrible wounds in the fight, and before they were able to disengage from the horrific battle Felicity herself had perished. Blinded in their loss at Felicity’s death, the party said their heartfelt goodbyes and buried Felicity in a beautiful and quiet meadow. Little did the companions realize that Felicity had been turned, and when Alecia came to her grave that night she brought Felicity out of the ground as her latest spawn and tool of destruction. (Bard's Gate (S&W)) [b]Vampire, Grezell:[/b] ? [b]Vampire, Haimonna:[/b] Kardofo has taken residence in the root cellar behind the home of the village mayor, Tamosirus, and has already turned the mayor’s wife, Haimonna, into his willing bride. (Hex Crawl Chronicles 1 Valley of the Hawks Swords and Wizardry Edition) [b]Vampire, Hamish MacDuncan:[/b] Realizing that a better offer was unlikely to materialize, the matriarch agreed to the deal but promised a curse upon MacDuncan’s eternal soul if he betrayed them and turned the Viroeni over to the hostile locals. MacDuncan swore an oath upon a holy book of Vanitthu he had never felt cause to read and promised he would see them delivered away from the folk they sought to flee. He did not tell them, however, that he had taken gold from those same people to remove the gypsy problem from their midst or that no such safe path through the bog, in fact, existed. (Quests of Doom 4: Forgive and Regret (S&W)) Once in the depths of the Wytch Bog, it was a simple matter for the woods-wise veteran to lead the Viroeni astray, cause them to become separated, and use his swampcraft and battle experience to eliminate them in small groups or one by one through treachery or outright murder. When all was said and done, and the blood-spattered MacDuncan watched the matriarch’s lifeless eye seemingly fix its baleful gaze upon him as her corpse sank beneath the waters of a bog, no more than a handful of the Viroeni had made it out of the swamp alive to tell the tale. But four of those handful did not scatter and flee like the rest. Instead they made their own preparations and returned only a few weeks later. (Quests of Doom 4: Forgive and Regret (S&W)) The four sons of the Viroeni matriarch had managed to elude MacDuncan’s murderous intent but were unable to stop his massacre of their people. When they emerged from the swamp, they swore their bond to one another to see their mother’s curse completed. When they returned scant weeks later they were penniless with only the clothes they wore upon their backs to their names — and a new pine coffin carried between them. (Quests of Doom 4: Forgive and Regret (S&W)) The sons found MacDuncan drunk at his isolated home one night when the moon was dark. They set upon the surprised warrior and overpowered him before he could mount a resistance. With thick ropes they bound his coffin closed and carried him deep into the Wytch Bog where he had taken the lives of their kinsmen and women. As MacDuncan sobered up and found himself unable to break free from his confinement, the truth of the situation began to seep into his gin-soaked mind. The last any outside the bog ever heard from him were his muffled cries begging mercy, cursing his captors, and promising eternal revenge. Neither he nor the Viroeni youths was ever seen alive again. (Quests of Doom 4: Forgive and Regret (S&W)) But life — such as it was to become — was not entirely over for Hamish MacDuncan. The Viroeni matriarch’s curse, enacted by the vengeance of her sons, came to fruition when Hamish did not rest easy but awoke after only a short time as a vampiric monster. (Quests of Doom 4: Forgive and Regret (S&W)) [b]Vampire, Hethel:[/b] ? [b]Vampire, Itara:[/b] ? [b]Vampire, Kenard, Warden of the Dead:[/b] Along the southern wall, in a mundane but comfortable chair, flanked by two doors, sits the Warden of the Dead, a former ranger and hero who chose to be infected with vampirism to ensure the feral vampires in Area 3D-24 are never released from their prison. (Rappan Athuk Expansions 1 - Swords and Wizardry) In an abbreviated version of a long and tragic tale, the 3 feral vampires were brothers in life; terrible and loathsome louts that beat and stole from any who were weaker than them. One day, Judith, a fair and frail maiden, was travelling to meet her betrothed, Kenard, a ranger and protector of Good Hope Forest (as it was called, long ago by the local woodsman). She never made it, as she was set upon by the foul brothers. Rather than have a shred of kindness, and just kill her quickly, the brothers made sport of her torment. Eventually, Kenard discovered the abduction, and he raced to save his future bride, but when he found the trio of brutes and his love, it was far too late to save Judith. Unable to control his monumental rage, Kenard took spear and short sword to the brothers, unleashing all his hate and fury. So powerful was his retribution, the forest itself was shocked and outraged by the display. Kenard took days to dispatch the brothers, and in that time a powerful forest spirit, Aspen, came to the site. “This cannot go unpunished, Kenard. You are a good and lawful man. You did the wrong thing. You must atone for your own sins.” And with that, the brothers rose, staggered about, and were cursed as vampires. (Rappan Athuk Expansions 1 - Swords and Wizardry) Judith, with her last few breaths, smiled to Kenard and said, “You know Aspen to be true. Stop this hateful action, Protect. It is what you do.” “I will protect, Lady Judith. I will protect the land from such beings as those.” (Rappan Athuk Expansions 1 - Swords and Wizardry) The brothers looked to each other, and fell upon the pair, their newfound bloodlust too overpowering to be ignored. As the pair fell to the foul vampires, Kenard’s will kept him “alive” in a sense. He too rose as a vampire, able to overpower the brothers. (Rappan Athuk Expansions 1 - Swords and Wizardry) [b]Vampire, Kurant Pulanti:[/b] ? [b]Vampire, Mhao:[/b] ? [b]Vampire, Mishka:[/b] ? [b]Vampire, Osmund Pulanti:[/b] ? [b]Vampire, Shekahn the Vampire:[/b] ? [b]Vampire, Sir Valen the White:[/b] ? [b]Vampire, Simrath the Vampire:[/b] Simrath the vampire is the long-undead lord of a small barony in the foothills. He was once a great general of good, and was much loved by his troops. Like many other heroes of the region, Simrath rode off against the forces of Orcus. He was slain in a nighttime battle at the field east of the ford of the Wild Edge River by a vampire serving the evil priests. That vampire was slain by the holy light of a sun priest. Simrath’s companions were unaware of his fate (being turned to a vampire), and buried him with full honors in the foothills near the battlefield, in a wild grove of great beauty. (Rappan Athuk - Swords and Wizardry) [b]Vampire, Swoana:[/b] ? [b]Vampire, Thelonius Pulanti:[/b] ? [b]Vampire, Tjorvi:[/b] If Tjorvi is not rescued and is transformed into a vampire by Entrade, then a whole other level of hell erupts for the citizens of Bard’s Gate as Tjorvi goes on a rage-fueled feeding frenzy in the city after turning his own crew into spawn. (Bard's Gate (S&W)) [B]Vampire, Valmont De Shade:[/B] ? [b]Vampire, Vancirian of the Black Ooze River Valley:[/b] ? [b]Vampire Alcadritch, Matriarch Isabel Gorezeval:[/b] ? [b]Vampire Ancient Egyptian Mummified:[/b] See Vampire Mummified Egyptian Ancient. [b]Vampire Aztec:[/b] ? [b]Vampire Cleric, Azraggad:[/b] When Tsathogga’s followers infiltrated Rappan Athuk, Azraggad, a devout cleric of Orcus, swore his undying loyalty to the demon lord. To cement his pact, the priest joined the ranks of the undead as a vampire. (Rappan Athuk Expansions 2 - Swords and Wizardry) [b]Vampire Count, Tordred of the Seven Fingers:[/b] ? [b]Vampire Demon:[/b] ? [b]Vampire Egyptian Ancient Mummified:[/b] See Vampire Mummified Egyptian Ancient. [b]Vampire Harlot:[/b] ? [B]Vampire Hopping, Kyonshi:[/B] Sometimes when a body is buried improperly or in an inauspicious location, it reanimates with a hunger to kill mortals and consume their lifeforce. (Ruins & Ronin) Anyone who suffers damage from a Kyonshi runs the risk of becoming a vampire in turn. Exactly how this occurs is a mystery, but most sages agree it is a form of curse. The percentage chance of turning into a vampire is equal to the amount of hit points lost on a 1d100. Those who succumb to the curse slowly turn into vampires themselves, growing fangs and long fingernails and becoming more and more bestial. The process a number of days equal to the victim’s CON minus 1d6 and usually only becomes evident after a couple of days have passed. To stop the transformation a Remove Curse spell must be cast on the victim. (Ruins & Ronin) [b]Vampire Infant:[/b] An undead variant, infant vampires hatch from blood soaked eggs rather than being created from living humanoids. These creatures are quite rare, created under unusual circumstances. Generally, a spell casting vampire will encase a stillborn child in a caul-like substance that he or she creates, which then hardens as it preserves the body. Left near a source of negative energy, they infant vampires gradually incubates, waiting for the necessary blood to hatch. (Hex Crawl Chronicles 7 The Golden Meadows - Swords and Wizardry Edition) [B]Vampire Lesser, Wampyre:[/B] The bite of a vampire drains 2d3 points of Strength from the victim. Those reduced to 0 Strength or lower in this manner become wampyre (lesser vampires) under the control of the creator vampire. (Battle Axes & Beasties) [b]Vampire Lord, Armul Urthag:[/b] ? [b]Vampire Lord, Black King Lucas:[/b] ? [b]Vampire Lord, Otmar the Sallow:[/b] ? [b]Vampire Lord, Singed Man, Infernal Tyrant:[/b] ? [B]Vampire Master:[/B] ? [B]Vampire Minion:[/B] Anyone drained of blood by a vampire becomes a HD 3 vampire minion unless the corpse is cremated before the next full moon. (WWII Operation White Box) [b]Vampire Mummified Ancient Egyptian:[/b] ? [b]Vampire Mummified Egyptian Ancient:[/b] See Vampire Mummified Egyptian Ancient. [b]Vampire Orc, Klar:[/b] Further, the Pulantis have recently been in contact with Klar, the orc vampire residing in Barakus. Klar, an old victim of theirs, has invited them to join him in Barakus “away from the prying eyes of daylight-afflicted society.” (The Lost City of Barakus (S&W)) [B]Vampire Prince:[/B] Vampires are creatures that have been infected by vampirism; a disease that is transmitted from some creature already infected to another, by biting them and draining all their blood. (Crimson Blades 2: Dark Fantasy RPG d20 Version) [b]Vampire Sea:[/b] ? [b]Vampire Spawn:[/b] Felicity created these unfortunate beings recently, so they have not matured fully yet. (Bard's Gate (S&W)) If Tjorvi is not rescued and is transformed into a vampire by Entrade, then a whole other level of hell erupts for the citizens of Bard’s Gate as Tjorvi goes on a rage-fueled feeding frenzy in the city after turning his own crew into spawn. (Bard's Gate (S&W)) [b]Vampire Spawn Feral:[/b] In an abbreviated version of a long and tragic tale, the 3 feral vampires were brothers in life; terrible and loathsome louts that beat and stole from any who were weaker than them. One day, Judith, a fair and frail maiden, was travelling to meet her betrothed, Kenard, a ranger and protector of Good Hope Forest (as it was called, long ago by the local woodsman). She never made it, as she was set upon by the foul brothers. Rather than have a shred of kindness, and just kill her quickly, the brothers made sport of her torment. Eventually, Kenard discovered the abduction, and he raced to save his future bride, but when he found the trio of brutes and his love, it was far too late to save Judith. Unable to control his monumental rage, Kenard took spear and short sword to the brothers, unleashing all his hate and fury. So powerful was his retribution, the forest itself was shocked and outraged by the display. Kenard took days to dispatch the brothers, and in that time a powerful forest spirit, Aspen, came to the site. “This cannot go unpunished, Kenard. You are a good and lawful man. You did the wrong thing. You must atone for your own sins.” And with that, the brothers rose, staggered about, and were cursed as vampires. (Rappan Athuk Expansions 1 - Swords and Wizardry) [b]Vampire Spawn Feral:[/b] Sometimes when vampires create minions something horrible happens to the creature causing a fate worse than even that of a typical vampire spawn. On these occasions whether by accident or design, upon waking to its new undead existence the newly created spawn finds itself trapped within its coffin or tomb and unable to free itself. In these instances the spawn rages and struggles to escape as it slowly goes insane, a victim of its all-consuming hunger. When it finally manages to break free — sometimes years after its creation — the spawn is feral and nearly mindless, though with a much greater strength due to its incessant rage. (Tome of Horrors 4) The statue sits over a lead-sealed trap door concealing a small cramped chamber. The chamber holds a feral vampire spawn. Once a regal vampire, the feral vampire spawn transformed over the years into its current deplorable state. (Tome of Horrors 4) A small 2-inch-wide moat lies in the floor around the vampire. The water in the moat magically flows in a continuous circle, imprisoning the feral vampire spawn, which cannot cross the flowing water. The male vampire has tirelessly stood here for decades. It has stood for so long, in fact, that its clothing has started to disintegrate with age. The once-regal vampire has devolved into a feral spawn. (Tome of Horrors 4) [b]Vampire Spawn Feral 7 HD:[/b] ? [b]Vampire Spawn Feral 8 HD:[/b] ? [b]Vampire Spawn Feral 9 HD:[/b] ? [b]Vampire Spawn Human Fighter 6, Oldaric:[/b] He died early on in the Bloodways after a devouring mist sucked him dry. He has become one of the many vampire spawn that lurk within the labyrinth. (Rappan Athuk - Swords and Wizardry) [B]Vampire Thrall:[/B] A Vampire may attempt to bite a victim. If the attack is successful then the Vampire latches on and begins to drain the victim's blood at a rate of 1d6 damage per round and healing the Vampire for an equal amount. A victim may attempt an opposed Attack Roll to free themselves. A charmed victim will not attempt to break free. If the blood drain kills the victim then the victim attempts a Saving Throw. If the roll is successful then the victim will come back as a Vampire (Thrall) at the next sunset. (Gary vs the Monsters) [b]Vampire Thug:[/b] Ten other villagers have been turned, and now patrol the village at night wielding long, bronze daggers and enforcing their master’s new order. (Hex Crawl Chronicles 1 Valley of the Hawks Swords and Wizardry Edition) [b]Vampire-Mummy, Auska:[/b] ? [b]Vampire-Wizard, Agamemnon:[/b] Agamemnon was a 19th level magic-user who quested for immortality. To this end, as his life drew to a close, he willingly became a vampire, summoning and dominating a member of the undead to do his will. Using a wish spell, he devised a ritual that destroyed his creator after he was transformed, making him free to roam and do as he pleased without a controlling master. Sadly, this process caused him to lose 2 levels of experience; hence, now Agamemnon is only a 17th level magic-user. (Rappan Athuk - Swords and Wizardry) [b]Vampiric Dragon Gold, Auriferous:[/b] In an attempt to draw forth the soul of an ancient gold dragon named Auriferous, the beast was instead turned in to a vampire. (Rappan Athuk - Swords and Wizardry) [b]Vampiric Dragon Red, Bone Dragon, Undead Dragon, Kallinstraids:[/b] ? [b]Vampiric Ooze:[/b] Some think the vampiric ooze was created by a lich using ancient and forbidden magic. Others believe the vampiric ooze was formed when an ochre jelly slew a vampire and absorbed it. (Tome of Horrors Complete - Swords and Wizardry Edition) [b]Vampiric Red Dragon, Kallinstraids:[/b] See Vampiric Dragon Red, Bone Dragon, Undead Dragon, Kallinstraids. [b]Vancirian of the Black Ooze River Valley:[/b] See Vampire, Vancirian of the Black Ooze River Valley. [b]Varghoul:[/b] ? [B]Varimoth:[/B] See Lich, Varimoth. [B]Varn:[/B] These are the restless spirits of dead fighters and warriors whose armor continues to fight long after they are gone. (Monstrosities) Inside the structure is a sarcophagus set into the tiled floor. It is carved to resemble the man buried within. Standing before the grave is the warden’s guardian, a Varn who fell in battle protecting the body from those who would defile it, and continues to do so after death. (Monstrosities) [b]Vax:[/b] See Lich-Lord, Vax. [b]Vazgar:[/b] See Lich, Vazgar. [b]Vengeful Undead:[/b] See Undead Vengeful. [b]Veporth:[/b] See Mummy Priest, Veporth. [b]Victim Black Tongue:[/b] See Black Tongue Victim. [b]Victim Tongue Black:[/b] See Black Tongue Victim. [B]Vierd:[/B] See Ghoul Vierd. [b]Villager Deadface:[/b] See Ghoul Deadface Villager. [b]von Nightkill, Lord Darkblade:[/b] See Shade, Kenneth, Lord Darkblade von Nightkill. [B]Vrinnor:[/B] See Ghoul Flenser, Vrinnor, The Skinner. [b]Vrock Demon Zombie:[/b] See Zombie Demon Vrock. [b]Vrock Zombie:[/b] See Zombie Demon Vrock. [b]Walkin' Dead:[/b] See Zombie Walkin' Dead. [b]Walking Dead:[/b] See Zombie, Walking Dead. [B]Wampyre:[/B] See Vampire Lesser, Wampyre. [b]Warden of the Dead:[/b] See Vampire, Kenard, Warden of the Dead. [b]Warden Spectral:[/b] See Ghost Spectral Warden. [b]Warrior Bone:[/b] See Bone Warrior. [b]Warrior Darakhul:[/b] See Ghoul Darakhul Warrior. [B]Warrior Headless:[/B] See Headless Warrior, Kubi-no-nai-bushi. [B]Warrior Skeletal:[/B] See Skeletal Warrior. [b]Warrior Skeleton:[/b] See Skeleton Warrior. [B]Warrior Tattooed:[/B] See Tattooed Warrior. [b]Warrior Undead:[/b] See Undead Warrior. [B]Water Witch:[/B] See Rusalka, Water Witch. [B]Waterlogged Zombie:[/B] See Zombie Waterlogged. [b]Weak Relatively Ghost:[/b] See Ghost Relatively Weak. [B]Weaker Redwraith:[/B] See Redwraith Weaker. [B]Whale Great Undead:[/B] See Undead Whale Great. [b]White Lady:[/b] A white lady is a twisted 9ft tall monstrosity warped by the foul presence of the club it carries. (Rappan Athuk Expansions 1 - Swords and Wizardry) The ladies are not creations of this place; rather, it is their clubs that curse them and twist their flesh into their current form. The clubs were created by a priest of Orcus many years ago as an experiment and have no goodly use. (Rappan Athuk Expansions 1 - Swords and Wizardry) The marble table has a single twisted iron club resting on it. It is visually identical to the ones carried by the white ladies, except it looks cleaner and somehow fresher. It radiates a magical aura. An inscription next to the weapon reads: “To achieve victory, you will need to sacrifice part of yourself. The safety of the world must overrule the safety for one’s own self. Take up this weapon, and lose that which would doom you to defeat” (Rappan Athuk Expansions 1 - Swords and Wizardry) The weapon is a trap. The first person to pick up the weapon must make a saving throw each round he holds onto the weapon. If someone holding the club fails a save, he gains a sudden understanding of his own might as his muscles bulge. The victim’s strength and constitution immediately increase by 3 points each (to a maximum of 18). The curse continues to raise his strength by 1 point each day for the next 10 days (to a maximum of 18). Over that time, the person becomes increasingly emotionally distant, focusing only on killing those who stand between him and his goals. After the 10th day, he gains the ability to regenerate 3 hit points per round, like a troll. He marches inexorably toward his goal with no regard for personal safety, destroying everything in his path. He likely is killed in short order, although that doesn’t slow him down. The corpse continues its doomed march. Over the days that follow, he violently twists and morphs until he becomes another white lady. (Rappan Athuk Expansions 1 - Swords and Wizardry) [B]Wife Blue:[/B] See Ghoul Ao-Nyobo, Blue Wife. [B]Wight:[/B] Any human killed or completely drained of levels by a wight becomes a wight. (Swords and Wizardry Complete Rulebook) Any human killed or completely drained of levels by a wight becomes a wight. (Swords and Wizardry Monster Book) If a creature possessed by a parasitic spectre is slain, the corpse will instantly transform into an undead creature, having abilities identical to those of a wight. If such a “wight” is destroyed, the spectre is expelled, taking 2d8 hit points of damage in the process. Non-magical weapons cannot harm a parasitic spectre. Note that parasitic spectres can possess corpses as well as living beings, and transform them immediately into wight-form, but they cannot possess corpses that have been dead more than a few minutes. (Swords and Wizardry Monster Book) Any human killed or completely drained of levels by a wight becomes a wight. (Monstrosities) If a possessed creature possessed by a parasitic spectre is slain, the corpse will instantly transform into an undead creature, having abilities identical to those of a wight. (Monstrosities) Note that parasitic spectres can possess corpses as well as living beings, and transform them immediately into wight-form, but they cannot possess corpses that have been dead more than a few minutes. (Monstrosities) If a creature is drained of all life energy by a redwraith, roll d100 to determine the result. 01-40: the creature rises as a weaker redwraith under control of the original one, 41-50: the creature rises as a wight (not under control of the redwraith), 51-00: the creature’s body is animated as a zombie under the redwraith’s control. (Monstrosities) The touch of a Wraith will drain 1d4 points of Strength from their victim (save for half – minimum of 1 point drained). Victims reduced to 0 Strength or lower will return as a wight in 1d4 days. (Battle Axes & Beasties) Anyone reduced to 0 DEX by a wight becomes a wight under the control of the wight that killed him. (Crimson Blades 2: Dark Fantasy RPG d20 Version) Any human killed or completely drained of levels by a wight becomes a wight. (Crypts & Things Remastered) Necromancers can automatically raise any bodies as skeletons or zombies depending on their decomposition, at a rate of 1D6 per round. Given time and ritual conditions they can create higher forms of undead, such as Ghouls and Wights, at the rate of one per night. (Crypts & Things Remastered) The wights gang up on one character at a time; any PC killed by a wight adds to their number and joins the fight on their side. (Rappan Athuk - Swords and Wizardry) Any human killed or completely drained of levels (1 level per hit) by a wight becomes a wight. (Ruins & Ronin) This unfortunate person was a member of an adventuring party that was trapped by the iron doors. The horror of his situation transformed him into a wight. (The Black Monastery (S&W)) Any human killed or completely drained of levels (1 level per hit) by a wight becomes a wight. (The Hero's Journey Fantasy Roleplaying) All that remains of the former sealing camp are the bones of several seals and fifteen cairns of stone carefully mounded facing the sea. It would be a great sacrilege to disturb these stones, especially if the intention is to loot them. If some foolish character should attempt this, any Northlander NPCs become not only hostile but violently so. Furthermore, any disturbed dead have a 50% chance to rise as wights within 1d2 days, seeking out those who committed the sacrilege. (The Northlands Saga Complete Swords and Wizardry Edition) These poor souls are the last wretches who died in the service of Thorvald’s ill-fated quest into the deep woods. The life-sapping energy of the Black Oak, combined with Ivar’s oath, have bent them to the service of the evil power whose temple lies at the farthest height of the tree. (The Northlands Series 4: Oath of the Predator (S&W)) Any non-elven female humanoid slain by the wail of a banshee queen or drained below level 0 becomes a wight in 1d4 rounds. (Tome of Horrors 4) Any human killed or completely drained of levels (1 level per hit) by a wight becomes a wight. (Untold Adventures: Deluxe Edition) Any human killed or completely drained of levels (1 level per hit) by a wight becomes a wight. (White Box: Fantastic Medieval Adventure Game) The prisoner has been turned to a wight by the radiant necromantic energy from the room below. (White Box Omnibus) [I]Animate Dead[/I] spell. (The Hero's Journey Fantasy Roleplaying) [I]Raise Greater Undead[/I] spell. (The Little Book of Adventuring Classes Vol. 1) [b]Wight, Abbot Cyngamon:[/b] ? [b]Wight, Draeligor:[/b] ? [b]Wight, Kraki Haraldson, High Koenig:[/b] ? [b]Wight, Samuel Knock:[/b] His former comrades locked him in this room weeks ago when he fell under the influence of a cursed amulet that changed him into a wight. (The Black Monastery (S&W)) The amulet is still around Samuel’s neck. It is a silver skull, marked with the teardrop and pentagram symbol of the Black Brotherhood. The amulet can be removed by a remove curse spell, if it is cast within two hours of the moment the victim put it around his neck. It comes off easily if the wearer is slain. (The Black Monastery (S&W)) Anyone who puts on Samuel’s amulet will immediately begin to scream gibberish and tear at his face and clothing. The transformation will be complete 12 hours later. Party members may only save their companion from a hideous fate by acting quickly to remove the amulet, or the new victim will suffer Samuel’s fate. (The Black Monastery (S&W)) [b]Wight Barrow:[/b] Creatures hit by a barrow wight’s slam attack are drained of one level. Creatures killed by this level drain rise as barrow wights in 1d4 rounds and remain under their creator’s control until it is destroyed. (Rappan Athuk - Swords and Wizardry) Creatures hit by a barrow wight’s slam attack are drained of one level. Creatures killed by this level drain rise as barrow wights in 1d4 rounds and remain under their creator’s control until it is destroyed. (Rappan Athuk Bestiary Swords and Wizardry Edition) Creatures hit by a barrow wight’s slam attack are drained of one level. Creatures killed by this level drain rise as barrow wights in 1d4 rounds and remain under their creator’s control until it is destroyed. (Tome of Horrors Complete - Swords and Wizardry Edition) The hill is 30 feet in diameter. It contains a barrow tomb holding the cremated remains of a neolithic king and his four wives, who were buried alive. Unlike the happily cremated king, the four wives have not rested peacefully. Their horrified spirits reanimated their corpses, turning them into barrow wights. (Tome of Horrors Complete - Swords and Wizardry Edition) [b]Wight Blood:[/b] ? [b]Wight Blood, Thorvald the Betrayed:[/b] When Ivar betrayed and murdered his friend and mentor in the name of dark powers, he cut the hero’s throat and drained his blood into the pool at the roots of the Black Oak. From this morass of blood and vile mud, Thorvald’s spirit rose again as a vengeful blood wight. (The Northlands Series 4: Oath of the Predator (S&W)) [b]Wight Inn-Wight, Loomin:[/b] Krants is being haunted by Loomin, an inn wight, the spirit of a little boy who died from neglect here many years ago. (Bard's Gate (S&W)) [b]Wight of Sven Oakenfist:[/b] See Wraith Unique, The Wight of Sven Oakenfist, the Jarl of the Seas, the Ravager of the Cymu Islands, Terror of Gatland, Estenfird, Hordaland, and the Vale, Slayer of a Thousand Men, He Who Broke the Back of Kathisizk the Great Serpent of the Sea, Reaver of the Dnipir River, The Bloody-Handed Horror of Seagestreland. [B]Wight Sea, Sea-Wight:[/B] Sea-wights are highly similar to normal wights, originating from bodies in ocean-flooded tombs, bodies that were consigned to the depths of the ocean, or from individuals – usually those of some power – who perished beneath the dark waves. (Monstrosities) As with normal wights, a successful attack by a sea-wight drains one level of experience from the victim, and a fully-drained victim rises as a sea-wight of half normal strength under the command of its killer. (Monstrosities) [b]Wight Sword:[/b] Creatures killed by Duke Aerim the Bloodwraith rise as a sword wight in 1d4+1 rounds. (Rappan Athuk - Swords and Wizardry) These wicked and depraved creatures lived and died by the sword, and now, their dark taint passes through their weapons to tear at your soul. (Tome of Horrors 4) If a sword wight hits an opponent with its bastard sword or touch, the victim must save or lose a level. Any human killed or completely drained of levels becomes a sword wight. (Tome of Horrors 4) [b]William:[/b] See Biting Skull, Father William. [b]William the Mad Crawdad:[/b] See Bhuta, William the Mad Crawdad. [B]Wind Wraith:[/B] See Wraith Wind. [b]Winter King The First:[/b] See Winterwight, The First Winter King. [b]Winterwight:[/b] ? [b]Winterwight, The First Winter King:[/b] The wendigo unleashes a single howl from a distance of 120ft, requiring those inside and outside the mound to make a save or be panicked for 1d4+4 rounds. It then swoops into the mound, past the startled characters, and sinks directly into the seated skeleton. This animates the headless First Winter King as a winterwight. (The Northlands Saga Complete Swords and Wizardry Edition) [B]Wisp:[/B] ? [b]Witch Bell:[/b] See Poltergeist Bell Witch. [B]Witch Water:[/B] See Rusalka, Water Witch. [b]Witchfire:[/b] ? [b]Wizard Lich:[/b] See Lich Wizard. [b]Wolf Dire Ghoul:[/b] See Ghoul Dire Wolf. [b]Wolf Ghoul:[/b] See Ghoul Wolf. [b]Wolf Shadow:[/b] ? [b]Wolf Skeleton Undead Menagerie:[/b] See Undead Menagerie Skeleton Wolf. [b]Woman Cursed Headless:[/b] See Cursed Headless Woman. [b]Woman Headless Cursed:[/b] See Cursed Headless Woman. [b]Worm Purple Zombie:[/b] See Zombie Purple Worm. [b]Wraith:[/b] The attack force consists of 3 soulstealers, along with 9 wraiths that have risen in response to the Dread Lord’s servants moving farther afield. (Adventures in the Borderland Provinces (S&W)) A creature killed by a mortuary cyclone’s whirlwind rises as an undead creature in 1d4 rounds. The type is based on the creature’s total HD. (Bard's Gate (S&W)) Total HD Opponent Rises as Less than 3 Ghoul or ghast (50% chance for either) 4–7 HD Wraith 8–11 HD Spectre 12+ HD Ghost (Bard's Gate (S&W)) The wraith is the unkind spirit of a convicted murderer now out to get revenge upon the sheriffs who caught him in the act of his crime. (Bard's Gate (S&W)) Powerful, older wights. (Battle Axes & Beasties) The wraiths are the restless spirits of those slain in the dungeon, out to seek revenge on all living things. (Rappan Athuk - Swords and Wizardry) The boy in the sarcophagus was once a powerful prophet of Tiamat and was interred in this temple at some point in ages past. He now exists as a greater mummy, sealed within his tomb. The spirits of his advisors were then captured in the dragon heads as 5 wraiths to serve him in the afterlife and protect his tomb. (Rappan Athuk - Swords and Wizardry) Ulman Dark's Raising the Dead Failure. (Rappan Athuk - Swords and Wizardry) Unbeknownst to the sahuagin, this cave was once the private chamber of a high priest who swore fealty to the Profane Tides. Slain by a wraith while he slept, the priest was interred in the floor directly below his bed. Though that bed and all other evidence of the priest’s existence are gone, his spirit lingers. A successful search for secret doors reveals a section of mismatched stones in the floor, 6ft long by 2ft wide. Anyone spending half an hour with the proper tools can unearth a copper casket buried a few inches below the surface. The casket is sealed shut by time and moisture, requiring successful open door checks from 2 characters working together to lift the lid. Inside is a mostly crumbled skeleton … and the wraith the priest became after death. (Rappan Athuk Expansions 2 - Swords and Wizardry) The spectral remains of Ibholtheg’s human servants from Xilonoc, the wraith is a shadowy form of a near-naked man with an elaborate headdress. (TG1 Lost Temple of Ibholtheg (SnW)) In the Black Gulfs, victims that give in to the despair inherent on the plane are eventually transformed into wraiths – twisted, evil, shadowy apparitions of their former selves. (TG3 Shadow Out of Sapphire Lake (SnW)) At one time, a small number of frog-cultists, including four under-priests, rebelled against their demonic master, forsaking their perverted ways. Alas, the revolt was short-lived and the priests were placed alive in this former ante-chamber in perpetual imprisonment. Four barred niches, too low to stand up or move comfortably, contain the corpses of the priests. They remain as wraiths, envious of the living. (The Lost City of Barakus (S&W)) Anyone disturbing the skulls or boulders, or basically doing anything other than looking at the murals, awakens the sleeping souls of the deceased and causes them to rise as 3 wraiths. (The Northlands Saga Complete Swords and Wizardry Edition) Any living creature slain by a mortuary cyclone’s whirlwind attack or energy drain attack becomes an undead creature in 1d4 rounds. Creatures with less than 3 HD return as a ghoul or ghast; 4-7 HD, a wraith; 8-11 HD, a spectre; and 12+ HD return as a ghost. (Tome of Horrors Complete - Swords and Wizardry Edition) An ancient shrine stands dedicated to beautiful woman, her lifelike statue sculpted with great talent. One touch by mortal hands and it crumbles. Her past lover (and murderer), now a cursed wraith, visits every midnight and wails in ghostly agony. What will he do tonight? (Knockspell #3) [I]Raise Greater Undead[/I] spell. (The Little Book of Adventuring Classes Vol. 1) Individual Curse Death Magic. (Tome of Adventure Design) [b]Wraith, Hvram Kalsong the Third:[/b] Anyone disturbing the skulls or boulders, or basically doing anything other than looking at the murals, awakens the sleeping souls of the deceased and causes them to rise as 3 wraiths. (The Northlands Saga Complete Swords and Wizardry Edition) [b]Wraith, Hvram the Half-Born:[/b] Anyone disturbing the skulls or boulders, or basically doing anything other than looking at the murals, awakens the sleeping souls of the deceased and causes them to rise as 3 wraiths. (The Northlands Saga Complete Swords and Wizardry Edition) [b]Wraith, Noble Wraith:[/b] ? [b]Wraith, She of the Fair Eyes:[/b] Anyone disturbing the skulls or boulders, or basically doing anything other than looking at the murals, awakens the sleeping souls of the deceased and causes them to rise as 3 wraiths. (The Northlands Saga Complete Swords and Wizardry Edition) [b]Wraith Dread:[/b] ? [b]Wraith Dweomer:[/b] ? [b]Wraith Lurker:[/b] ? [b]Wraith Magic-User 9, Balcoth the Rune-Mage:[/b] Balcoth is a wizard from a far-off plane who specializes in rune magic. By an arcane and chaotic ritual Balcoth long ago turned himself into a wraith, but with the ability to temporarily manifest into a corporeal form (3/day, for 1d6 rounds). Balcoth is Chaotic because of his undead nature, but above all he seeks knowledge and will barter with the players for information. (The Lost Lands: Stoneheart Valley Swords and Wizardry Edition) This relatively small level contains the lair of Balcoth—a wizard from another dimension who practices strange magic and has transformed himself into a wraith. (The Lost Lands: Stoneheart Valley Swords and Wizardry Edition) [b]Wraith Noble:[/b] See Wraith, Noble Wraith. [b]Wraith Oblivion:[/b] ? [b]Wraith Plague:[/b] The founding of the village of Sindanore was not the first time in history that Kalmatta was used as a plague colony. Generations before, the small islands called The Damned Cays were used as a settlement for sufferers of vermilion ague, a terribly infectious disease. When the fever broke out on the mainland, warships arrived and slaughtered all of the colonists and torched the settlements. (The Treasure Vaults of Zadabad [Swords & Wizardry]) Today the islands are universally avoided by the villagers at Sindanore, as well as the few ships that navigate The Plague Waters. Old timers in the village tell tales that the spirits of the betrayed colonists haunt the islands and devour any who dare stay on the cays after nightfall. (The Treasure Vaults of Zadabad [Swords & Wizardry]) [b]Wraith Sword-Wraith:[/b] Sword-wraiths are spirits of powerful, evil fighting-men that cannot find rest after death. Because of their powerful will, after their deaths their spirits inhabit a magical weapon they died fighting with. (Knockspell #3) [b]Wraith Unique, The Wight of Sven Oakenfist, the Jarl of the Seas, the Ravager of the Cymu Islands, Terror of Gatland, Estenfird, Hordaland, and the Vale, Slayer of a Thousand Men, He Who Broke the Back of Kathisizk the Great Serpent of the Sea, Reaver of the Dnipir River, The Bloody-Handed Horror of Seagestreland:[/b] Sixty years ago, a viking named Sven Oakenfist was famed as a great warrior and a man touched by otherworldly powers. His grandfather was none other than Wotan himself, and his grandmother was an uncommonly comely milkmaid of Gatland who unwittingly tempted the All Father with her beauty. While by no means an immortal scion or demigod in his own right, this lineage did give Sven a spark of divinity and an inhuman courage and ferocity in battle, even allowing him to turn himself into a man-wolf when in the throes of a consuming passion for bloodletting. He led a band of Ulfhandars, savage berserkers who laid their hearts at the feet of Wotan’s darker nature in return for martial prowess and spiritual fulfillment. Sven and his men pillaged and plundered their way across the Northlands in their longship, the Terror of the North, taking great pride in their divine patronage and “heroic” deeds. (The Northlands Saga Complete Swords and Wizardry Edition) While raiding a fishing village along the coast of Estenfird, a peasant boy named Anud fatally stabbed Sven in the back. In his last moments, Sven cursed the boy with prosperity, with wealth, and with fame, for all of sixty-six years, so that in the end, Sven’s wight could come and take it away before Anud’s very eyes. (The Northlands Saga Complete Swords and Wizardry Edition) [B]Wraith Wind:[/B] Wind Wraiths are created by special rituals to act as advanced shock troops for invading armies, or from deaths during server storms. (Crypts & Things Remastered) [b]Wraith Wraith-Mage, Balcoth:[/b] ? [b]Wraith-Mage:[/b] See Wraith Wraith-Mage. [b]Wynston Mathen:[/b] See Ghost, Lord Wynston Mathen. [b]Xillin:[/b] See Mummy Magic-User 15, Xillin. [b]Yellow Mold-Encrusted Troll Zombie:[/b] See Zombie Troll Yellow Mold-Encrusted. [b]Yellow Mold-Encrusted Zombie Troll:[/b] See Zombie Troll Yellow Mold-Encrusted. [b]Yellow Mould Zombie:[/b] See Zombie Yellow Mould. [b]Yokim:[/b] See Banshee, Yokim. [b]Zangrias:[/b] See Lich Lord, Zangrias. [b]Zelkor:[/b] Nadroj the wraith breaks Zelkor and makes him an undead minion of Orcus. (Rappan Athuk Expansions 2 - Swords and Wizardry) [b]Zelkor:[/b] See Lich, Zelkor. [b]Zelkor:[/b] See Spectre-Mage Magic User 9, Zelkor. [b]Zeshir's Zombie:[/b] See Zombie Zeshir's. [b]Zeshir's Mouse-Zombie:[/b] See Zombie Zeshir's Mouse-Zombie. [B]Zombie, Walking Dead:[/B] The standard zombie is simply a corpse animated to do its creator’s bidding. (Swords and Wizardry Complete Rulebook) The standard zombie is simply a corpse animated to do its creator’s bidding. (Swords and Wizardry Monster Book) If the eyeless filcher manages to kill an officer of the law, whether guard or magistrate or scribe of the court, the unfortunate victim rises from the dead the next day as a double-strength zombie under its control. (Swords and Wizardry Monster Book) The standard zombie is simply a corpse animated to do its creator’s bidding. (Monstrosities) The bodies of six dwarves are tied to the dead trees of the Hallawstack Trees by their black beards. Each dwarf’s body is cut and bruised, and arrows protrude from their backs. The arrows have ostrich feather fletching. The dwarven bodies have no treasure. They have been dead for six days. One of the dead dwarves is now a zombie that sits facing tree until PCs approach. Its violent death caused it to awake as one of the undead. (Monstrosities) If a creature is drained of all life energy by a redwraith, roll d100 to determine the result. 01-40: the creature rises as a weaker redwraith under control of the original one, 41-50: the creature rises as a wight (not under control of the redwraith), 51-00: the creature’s body is animated as a zombie under the redwraith’s control. (Monstrosities) A victim drained to 0 Intelligence by the trapped spirits dies, but does not stay dead. In 1d6 rounds, the victim rises again as a zombie. ((DP 2) The Bishop's Secret) These eldritch caverns possess the ability to animate the dead. Pausanias has his servants carry corpses into this area once or so a week. After several hours, the corpses become undead. The very recently dead become ghouls. Other corpses become zombies or skeletons, depending on their levels of decomposition. ((DP 2) The Bishop's Secret) Mawrr uses his scroll of animate dead to raise any fallen gnolls as zombies if the need should arise. (Bard's Gate (S&W)) Zombies are mindless undead creatures, driven by a spirit that hungers for the taste of fresh flesh. (Battle Axes & Beasties) Any humanoid killed or completely drained of strength (1 point per hit unless a successful saving throw is made) by a wight returns as a zombie after 1d3 days. (Battle Axes & Beasties) The zombie's bite causes D4 damage and, if the victim is killed as a result of a bite, will infect the victim. This infection turns the victim into a zombie in 1D6 hours. (Black Books Tomes of the Outer Dark) Zombies are mindless creatures; created from the more recent dead. The standard zombie is simply a corpse animated to do its creator’s bidding, but the GM can give them extra HD or abilities if required. (Crimson Blades 2: Dark Fantasy RPG d20 Version) Instead of a hive, his bees nest within the bodies of zombies Tomrit keeps chained within his barn (Tomrit never liked his neighbors but found a use for them after poisoning them). The bees feed on the corrupted flesh, but this mutated them into a strain with a lethal sting that turns their victims into zombies upon their deaths. (Cry Havoc! (The Dogs of Orcus)) One such plan involves a flock of eight giant vultures Ismel trained to lift 10-foot-square wooden baskets packed with zombies animated by his friend Azafand. (Cry Havoc! (The Dogs of Orcus)) The standard zombie is simply a corpse animated to do its creator’s bidding. (Crypts & Things Remastered) A crypt fiend raises 2D6 of the dead as Zombies per round with its right hand. (Crypts & Things Remastered) Necromancers can automatically raise any bodies as skeletons or zombies depending on their decomposition, at a rate of 1D6 per round. Given time and ritual conditions they can create higher forms of undead, such as Ghouls and Wights, at the rate of one per night. (Crypts & Things Remastered) Knights of death are able to raise 2D6 undead (skeletons or Zombies depending on state of decay) every round. (Crypts & Things Remastered) The zombies wear ragged amber robes and have their mouths stitched shut. They are the remains of adherents who died and were never buried before Turgeon animated them. (Cults of the Sundered Kingdoms (S&W)) If reduced to 0 hp, the [zombie] horde breaks up into 2d6 zombies that continue attacking.(Cults of the Sundered Kingdoms (S&W)) In short, Yiquooloome breeds the serpentfolk and grows them to maturity on bizarre trees that accelerate the growing process, kill the adult serpent-person, and then turn it into a zombie. (Cyclopean Deeps Volume 2 Swords and Wizardry) If a character is bitten by a zombie attempt a Saving Throw. On a failure, the character dies in 1d6 hours and turns into a zombie. (Gary vs the Monsters) Zombies are humanoids who have died at sea or galley slaves from the black arks that have somehow fallen overboard. (Hex Crawl Chronicles 2 The Winter Woods - Swords and Wizardry Edition) The Land Beyond the Black Water is both of the mortal world and beyond the mortal world, a nexus of the lands of life and death. The country is always shrouded in twilight, with a moon that rises and sets in the manner of the sun in the land of the living. The souls of the dead wash up on the land’s rocky shores as spirits made corporeal and trapped in lifeless bodies. Some float up the river, for the Sluggish River flows from the sea to the mountains, rather than the reverse. Some souls animate their fleshy prisons in the form of zombies, others escape as ghostly shadows and many are extracted and traded as commodities by the weird citizens of this terrible country. (Hex Crawl Chronicles 3 Beyond Black Water - Swords and Wizardry Edition) That night their sentries were attacked by a pack of 30 zombies raised by the inhabitants of the craggy hill. (Hex Crawl Chronicles 4 The Shattered Empire - Swords and Wizardry Edition) Each morning, the desperate necromancer animates his former test subjects and other dead humanoids from the grounds around the library and sends them into battle against the dwarven garrison now guarding the Southern Pass. (Quests of Doom 4: A Little Knowledge (S&W)) If the characters arrive at the library while Thanopsis’ undead warriors are away in battle at Burvaadun, the library is surprisingly undefended. Shortly after their destruction, Thanopsis immediately raises a force of 12 skeletons and 12 zombies to defend the library. They form in Area L1, where they wait quietly and occasionally wander around the building’s perimeter. (Quests of Doom 4: A Little Knowledge (S&W)) Any character killed by mohrg will rise after 1d4 days as a zombie under the morhg’s control. (Rappan Athuk - Swords and Wizardry) Greatly diminished, the order of Tsathogga now counts 8 acolytes (all heavily armed ruffians), and 4 under-clerics, who in turn control 16 zombies raised in the under-temple. (Rappan Athuk - Swords and Wizardry) This room contains 4 zombies. They do not roam around the dungeon because they were raised to protect the room’s treasure. (Rappan Athuk - Swords and Wizardry) those killed by the mohrg rise in 1d4 days as zombies under its control. (Rappan Athuk - Swords and Wizardry) This level contains an evil artifact, the Zombiestone of Karsh. This artifact causes any creature that is killed within 500 yards to re-animate as a zombie creature. (Rappan Athuk - Swords and Wizardry) Any creature slain on this level immediately rises as a zombie (1d3 rounds, except in Areas 13C–9 and 13C–10) of HD equal to 1+ the base HD of the creature. (Rappan Athuk - Swords and Wizardry) When a zombie horde is destroyed there are 2d6 zombies from the horde remaining. (Rappan Athuk - Swords and Wizardry) The standard zombie is simply a corpse animated to do its creator’s bidding. (Ruins & Ronin) In his studies of the forbidden arts, Natan has learned to create zombies from the corpses of the living. He has passed this knowledge down to his most devout disciples, who in turn use it to make good use of fallen enemies. The ritual to create a zombie takes many hours, however. (TG2 Tongues of the Screaming Toad (SnW)) Inside, the stench of death is overpowering. The Noviortum House agents have reanimated the corpses of the Carrico family so that they serve now as 6 zombies in the house that lurch forward to attack anyone who isn’t affiliated with Noviortum House. (TG2 Tongues of the Screaming Toad (SnW)) Any character killed by mohrg will rise after 1d4 days as a zombie under the morhg’s control. (The Black Monastery (S&W)) Two gold bracelets with a teardrop and pentagram engraved on each of them are suspended five feet off the ground, floating in mid-air. This is a pair of bracelets of undeath. If both bracelets are placed on both arms, the wearer gains certain traits of the undead: immunity to sleep, charm and hold spells. Cold-based attacks also have no effect on the wearer, who is also immune to all poisons. (The Black Monastery (S&W)) Choosing to wear the bracers of undeath may be a fateful decision for a player character. For each week the bracers are worn the wearer must succeed on saving throw or fall under the bracers’ control, permanently changing the character’s alignment to Chaotic. A second failed saving throw means that the character will begin to lose 1d4 constitution points per day until death, or until a remove curse spell is cast on the character. (The Black Monastery (S&W)) Anyone who dies from this effect will immediately rise as a zombie. The newly risen zombie will have the overwhelming urge to return the bracelets of undeath to their place in this room of the Black Monastery. (The Black Monastery (S&W)) Valen Darkfast's touch drains a level (save to avoid loss, if all levels are lost the character dies and turns into a zombie). (The Ghost Woods Adventure) These are merely animated corpses, not carriers of any sort of undead contagion as ghouls are. (The Hero's Journey Fantasy Roleplaying) The standard zombie is simply a corpse animated to do its creator’s bidding. (The Hero's Journey Fantasy Roleplaying) The cave floor [of the Totem Cavern of the Cave of the Dead] is strewn with the discarded belongings of defeated explorers who arose as zombies or ghouls themselves [from dying in the Caves of the Dead]. (The Lost City of Barakus (S&W)) Years ago, Asgaroth, the evil cleric described in Area I in the Wilderness, discovered Area 2-12 and placed special guards here to protect it. Using a ritual similar to that in Area I2, he placed several totems in this area which enacted a permanent animate dead spell that is recast on the area once per week. Thus, anyone slain within the shaded area comes back to life as a zombie (or, in the case of the hobgoblin, should he be moved, a skeleton) and like the creatures that slew him, is charged with guarding the chamber against intruders. (The Lost City of Barakus (S&W)) Six slaves who died here during the punishment of Uth’ilopiq have risen as 6 zombies and still shuffle around in the debris. (The Northlands Saga Complete Swords and Wizardry Edition) Animated bodies need not be the result of black magic (which is the case for, say, the standard zombie). (Tome of Adventure Design) A creature slain by a cerebral stalker’s bite attack has its brain ripped out and consumed. The empty husk becomes a zombie in 1d4 rounds. (Tome of Horrors Complete - Swords and Wizardry Edition) 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 evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. (Tome of Horrors Complete - Swords and Wizardry Edition) Once per day, a grave risen can animate up to 10 HD of corpses within 100 feet as zombies. (Tome of Horrors Complete - Swords and Wizardry Edition) The recent dead weren’t stolen; they got up and walked out of the graveyard after a grave risen passed through. The creature animated the recent dead to join its growing retinue of zombies. (Tome of Horrors Complete - Swords and Wizardry Edition) Any humanoid slain by a vampiric ooze becomes a zombie in 1d4 rounds. (Tome of Horrors Complete - Swords and Wizardry Edition) The tower is home to a death’s head inphidian named Kallis-Khet, a high priest of the serpents. (Tome of Horrors 4) If attacked in his home, Kallis-Khet animates the dead hanging from the tower as zombies. (Tome of Horrors 4) These are merely animated corpses, not carriers of any sort of undead contagion as ghouls are. (Untold Adventures: Deluxe Edition) However, the standard zombie is simply a corpse animated to do its creator’s bidding. (Untold Adventures: Deluxe Edition) These are merely animated corpses, not carriers of any sort of undead contagion as ghouls are. (White Box: Fantastic Medieval Adventure Game) The standard zombie is simply a corpse animated to do its creator’s bidding. (White Box: Fantastic Medieval Adventure Game) It takes three rounds for a hierglyphicroc to completely swallow a victim, but the victim will turn into a zombie within 1d4+1 rounds after being swallowed. (Knockspell Magazine #2) [I]Animate Dead[/I] spell. (Swords and Wizardry Complete Rulebook) [I]Animate Dead[/I] spell. (Crypts & Things Remastered) [i]Animate Dead[/i] spell. (For Coin & Blood) [I]Animate Dead[/I] spell. (Ruins & Ronin) [I]Animate Dead[/I] spell. (The Hero's Journey Fantasy Roleplaying) [i]Animate Dead[/i] spell. (Untold Adventures: Deluxe Edition) [I]Animate Dead[/I] spell. (White Box: Fantastic Medieval Adventure Game) [I]Create Zombies[/I] spell. (Black Books Tomes of the Outer Dark) [I]Grand Celebration of the Chthonic Gods[/I] spell. (Chthonic Codex) [I]Lost Company[/I] spell. (Chthonic Codex) [I]Raise Lesser Undead[/I] spell. (The Little Book of Adventuring Classes Vol. 1) [I]Zombify[/I] spell. (Chthonic Codex) Banebone Sacrifice magic sword. (White Box Tome - Arioth I ) Cauldron of the Dead magic item. (The Witch for Swords & Wizardry White Box) Raise the Horde magic staff. (White Box Tome - Arioth I ) Individual Curse Death Magic. (Tome of Adventure Design) Cerebral Stalker Create Zombie power. (Cults of the Sundered Kingdoms (S&W)) [b]Zombie, Evasheen:[/b] See Zombie, Reanimated Corpse, Evasheen. [b]Zombie, Kalina:[/b] A follower of a god of knowledge, Kalina was separated from the rest of the group. She too was captured, and tortured to death at the Talon of Orcus. Her lifeless corpse was then reanimated, and now stands ready to serve her former captors in the Talon as one of the zombies. (Rappan Athuk – Swords and Wizardry) [b]Zombie, Reanimated Corpse, Evasheen:[/b] A wealthy Bargarsport merchant, Occan sought to increase his wealth by studying necromancy and associating with the cult of Orcus — and for a time he succeeded. Unfortunately, his actions and increasing devotion to the demon estranged Occan from his wife Evasheen, who began an affair with one of her husband’s business rivals. Enraged when he learned of the affair, Occan poisoned Evasheen and her lover, then raised both as zombies. (Cry Havoc! (The Dogs of Orcus)) [b]Zombie, Sir Ralph Halifax:[/b] ? [b]Zombie Basilisk:[/b] Zombies can also be created from many different corpses, as illustrated by the deadly basilisk zombie and the demonic vrock zombie. (Tome of Horrors Swords and Wizardry Update) [b]Zombie Beetle Fire:[/b] See Zombie Fire Beetle. [b]Zombie Beetle Giant:[/b] See Zombie Giant Beetle. [b]Zombie Beetle Rhinoceros:[/b] See Zombie Rhinoceros Beetle. [b]Zombie Beetlor:[/b] ? [b]Zombie Behir:[/b] A zombie behir is the animated remains of the serpentine monster. (Tome of Horrors Swords and Wizardry Update) [b]Zombie Black Dragon:[/b] See Zombie Dragon Black. [B]Zombie Brain-Eating:[/B] ? [b]Zombie Brine:[/b] While most of the crew died, the captain and his most ruthless pirates rose again in undeath. (Rappan Athuk - Swords and Wizardry) Zombies of those who have drowned, with a certain resistance to fire. (The Northlands Saga Complete Swords and Wizardry Edition) Brine zombies are the remnants of a ship’s crew that has perished at sea. (The Northlands Saga Complete Swords and Wizardry Edition) Storms are swift and sudden on the North Sea, and these gales have left the wrack of many a longship of doughty warriors upon some desolate shore or at the bottom of Rán’s domain. As a result, ghost ships crewed by draug and worse haunt the campfire tales of many a stalwart sword brother, and it is not unknown for brine zombies to rise from the surf on a foggy coastal night. (The Northlands Saga Complete Swords and Wizardry Edition) Manning the ship are the common crew of the Jarl of the Seas, a group of wretched men caught in the death curse and fated to continue their existence long after they should have passed to whatever afterlife awaited them. (The Northlands Saga Complete Swords and Wizardry Edition) Brine zombies are the remnants of a ship’s crew that has perished at sea. (Tome of Horrors Complete - Swords and Wizardry Edition) 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. (Tome of Horrors Complete - Swords and Wizardry Edition) So it was, a month ago, that the Kingfish left the port with a load of ironwood and a bit of sabotage. It went down about 10 miles off shore and its crew has been walking along the bottom ever since to enact their revenge on the prince and his precious city. (Tome of Horrors Complete - Swords and Wizardry Edition) 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. (Tome of Horrors Complete - Swords and Wizardry Edition) 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 evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. (Tome of Horrors Complete - Swords and Wizardry Edition) For the past fifteen years, the ship of a terrible pirate has sat in the midst of a grand harbor, a prison hulk for members of its former crew. The ship was taken by a fleet of galleons after a storm had deprived it of masts and sent the ship’s captain over the side, a dirk lodged in his spine. As members of his former crew died, they were tossed over the side, their ankle chains attached to an iron band around the remains of the main mast, their bloated bodies steeping in the brine. For all these fifteen years the captain, now a vengeful draug, has trod the sea floor on a direct course for his ship. He is now very close, and the bodies of his expired crewmen are responding to his presence, their waterlogged (1d6+5 brine zombies) or skeletal (2d4 skeletons) remains shifting gently. (Tome of Horrors Complete - Swords and Wizardry Edition) [b]Zombie Buoy, Zombie-Buoy:[/b] Zombie-buoys are zombies tethered to one of the floating rocks in a void. (Cyclopean Deeps Volume 2 Swords and Wizardry) [b]Zombie Charcharodon:[/b] ? [b]Zombie Child:[/b] ? [B]Zombie Contagious:[/B] If their Undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease, they should be worth considerably more experience. (Swords and Wizardry Complete Rulebook) If their Undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease, they should be worth considerably more experience. (Swords and Wizardry Monster Book) If their Undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease, they should be worth considerably more experience. (Monstrosities) These zombies carry within their bite or scratch a disease that turns those infected into mindless undead. (Battle Axes & Beasties) Those slain by Contagious Zombies rise in 1d3 combat rounds as common zombies. (Battle Axes & Beasties) If their Undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease they should be worth considerably more experience. (Crypts & Things Remastered) If their undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease they should be worth considerably more experience. (Ruins & Ronin) If their undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease they should be worth considerably more experience. (The Hero's Journey Fantasy Roleplaying) If their undeath is contagious, zombies are more of a threat than described here, and if a single hit from a zombie causes contagion or any other sort of disease they are a considerably larger threat. (Untold Adventures: Deluxe Edition) If their undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease they should be worth considerably more experience. (White Box: Fantastic Medieval Adventure Game) [b]Zombie Corpsespun:[/b] Corpsespun zombies are the victims of a corpsespinner, whose poison animates the dead as an automaton sheathed in webs. The victim’s insides are replaced by thousands of tiny spiders crawling over its body and into and out of its ears, eyes, and mouth. These spiders take over and devour the insides of the creature, but keep it moving with a semblance of its former self. Creatures killed by a corpsespinner rise in 1 hour as corpsespun zombies. (Tome of Horrors Complete - Swords and Wizardry Edition) [b]Zombie Crayfish Giant:[/b] See Zombie Giant Crayfish. [b]Zombie Crocodile, Hieroglypicroc:[/b] Raised by ancient methods long forgotten or suppressed, zombie crocodiles are actually more akin to mummies than to zombies, at least in terms of the preservation process. (Knockspell Magazine #2) [b]Zombie Demon Vrock:[/b] The body of a slain demon animated with unholy power. (Tome of Horrors Swords and Wizardry Update) Zombies can also be created from many different corpses, as illustrated by the deadly basilisk zombie and the demonic vrock zombie. (Tome of Horrors Swords and Wizardry Update) [b]Zombie Dissolving:[/b] The zombies dissolve into foul greenish goo that will eat your flesh and turn you into one of them! (Rappan Athuk - Swords and Wizardry) [b]Zombie Dragon Black:[/b] ? [b]Zombie Drow:[/b] Years ago, Asgaroth, the evil cleric described in Area I in the Wilderness, discovered Area 2-12 and placed special guards here to protect it. Using a ritual similar to that in Area I2, he placed several totems in this area which enacted a permanent animate dead spell that is recast on the area once per week. Thus, anyone slain within the shaded area comes back to life as a zombie (or, in the case of the hobgoblin, should he be moved, a skeleton) and like the creatures that slew him, is charged with guarding the chamber against intruders. A number of curious souls have met their end here, and at the moment there are 5 zombies standing around the chamber: 2 humans, 1 orc, 1 dwarf, and 1 drow. (The Lost City of Barakus (S&W)) [b]Zombie Dust:[/b] Once per day, a dust ghoul can animate 11d4 dust zombies. (Tome of Horrors Complete - Swords and Wizardry Edition) [b]Zombie Dwarf:[/b] Years ago, Asgaroth, the evil cleric described in Area I in the Wilderness, discovered Area 2-12 and placed special guards here to protect it. Using a ritual similar to that in Area I2, he placed several totems in this area which enacted a permanent animate dead spell that is recast on the area once per week. Thus, anyone slain within the shaded area comes back to life as a zombie (or, in the case of the hobgoblin, should he be moved, a skeleton) and like the creatures that slew him, is charged with guarding the chamber against intruders. A number of curious souls have met their end here, and at the moment there are 5 zombies standing around the chamber: 2 humans, 1 orc, 1 dwarf, and 1 drow. (The Lost City of Barakus (S&W)) [b]Zombie Enchanted Hardier:[/b] The documents in the leather case reveal the procedure to create hardier enchanted zombies. This method requires 250 gp worth of material components per zombie and a fully equipped laboratory. (Rappan Athuk - Swords and Wizardry) [b]Zombie Fire Beetle:[/b] ? [b]Zombie Frog:[/b] ? [b]Zombie Gallows Tree:[/b] The gallows tree slices open victims for their organs, then fills them with a greenish sap that turns them into gallows tree zombies. The newly created undead rises in 1d4 days. (Tome of Horrors Complete - Swords and Wizardry Edition) [b]Zombie Giant:[/b] ? [b]Zombie Giant Beetle:[/b] ? [b]Zombie Giant Crayfish:[/b] ? [B]Zombie Giant Octopus:[/B] ? [b]Zombie Giant Rat:[/b] ? [B]Zombie Giant Shark:[/B] ? [b]Zombie Goblin:[/b] ? [b]Zombie Gray Render:[/b] ? [b]Zombie Grub:[/b] Through ancient and profane rituals, powerful necromancers are able to transform disgusting rot grubs into an even more vile creature with a variety of evil uses. (Monster Mash Rehash: A Host of Horrors & Creatures) [b]Zombie Guard:[/b] ? [b]Zombie Gynosphinx, Travvok:[/b] During the library’s last chaotic days, the cowardly Thanopsis cajoled the library’s most frequent visitors and patrons into fighting against the orcs besieging the surrounding settlement. Most gladly took up arms at the powerful wizard’s behest, but the aloof sphinx, Travvok, refused. The spiteful wizard never forgot Travvok’s betrayal. When she returned to peruse the library’s shelves after Arcady’s demise, the angry Thanopsis momentarily forgot his fear and killed the beast that had abandoned him in his darkest hour. In a deliberately ironic twist, he transformed Travvok into an gynosphinx zombie that guards the library today. (Quests of Doom 4: A Little Knowledge (S&W)) [b]Zombie Hacked:[/b] ? [b]Zombie Halfling Hungry:[/b] See Zombie Hungry Halfling. [b]Zombie Hardier Enchanted:[/b] See Zombie Enchanted Hardier. [b]Zombie Horde:[/b] This is the army brought forth by Islaug the Breathless from the now-exposed tunnels of the bitumen mines that ran underneath the field of battle. It is composed primarily of skeletons and zombies, all of which are stained black with long exposure to the bitumen mines, and more than a few of which are actually still on fire from the explosion. Assorted ghouls and more intelligent undead are mixed among these hordes, but not enough to constitute an army of their own or change the overall complexion of these armies. (The Northlands Saga Complete Swords and Wizardry Edition) [b]Zombie Horse:[/b] ? [b]Zombie Human:[/b] Each morning, the desperate necromancer animates his former test subjects and other dead humanoids from the grounds around the library and sends them into battle against the dwarven garrison now guarding the Southern Pass. (Quests of Doom 4: A Little Knowledge (S&W)) Years ago, Asgaroth, the evil cleric described in Area I in the Wilderness, discovered Area 2-12 and placed special guards here to protect it. Using a ritual similar to that in Area I2, he placed several totems in this area which enacted a permanent animate dead spell that is recast on the area once per week. Thus, anyone slain within the shaded area comes back to life as a zombie (or, in the case of the hobgoblin, should he be moved, a skeleton) and like the creatures that slew him, is charged with guarding the chamber against intruders. A number of curious souls have met their end here, and at the moment there are 5 zombies standing around the chamber: 2 humans, 1 orc, 1 dwarf, and 1 drow. (The Lost City of Barakus (S&W)) [b]Zombie Humanoid:[/b] ? [b]Zombie Hungry:[/b] ? [b]Zombie Hungry Halfling:[/b] ? [b]Zombie Juju:[/b] Juju zombies’ hatred of living creatures and the magic that created them are what hold them to the world of the living. When a humanoid or monstrous humanoid is slain by an energy drain or a similar spell or spell-like ability, it may rise as a juju zombie. (Rappan Athuk - Swords and Wizardry) These tortured creatures were warriors of light who refused to join the army of evil. Their mouths and eyes were sewn closed by evil priests while they were alive and then sacrificed to Orcus. Against their will, they are now undead creatures. (Rappan Athuk - Swords and Wizardry) When a humanoid or monstrous humanoid is slain by an energy drain or a similar spell or spell-like ability, it may rise as a juju zombie. (Rappan Athuk Bestiary Swords and Wizardry Edition) Unfortunately, these are actually all Mulstabhin prisoners that have already been sacrificed and now exist as 48 juju zombies created by the devouring mist that lurks within the barrel marked with an asterisk on the map. (The Northlands Saga Complete Swords and Wizardry Edition) If the characters manage to destroy Mulstabha’s Black Heart, all of the juju zombies and the devouring mist are instantly destroyed as undead that were created using the stone. (The Northlands Saga Complete Swords and Wizardry Edition) Juju zombies’ hatred of living creatures and the magic that created them are what hold them to the world of the living. When a humanoid or monstrous humanoid is slain by an energy drain or a similar spell or spell-like ability, it may rise as a juju zombie. (Tome of Horrors Complete - Swords and Wizardry Edition) [b]Zombie Juju, Hróarr Skjálgr:[/b] These are the Skjálgr Brothers, the last-known victims of Hlundel. The Skjálgr Brothers were powerful warriors from deep in the Olf Mountains that lived generations ago. It was said that they had the blood of trolls and stood as giants among men. They sought the power that could be had at the testing upon Skirnyth Crull and climbed the hill to claim it. They were never seen again. (The Northlands Saga Complete Swords and Wizardry Edition) A primordial creature known only as Hlundel was buried beneath Skirnyth Crull. The accursed creature longs to escape the prison imposed upon it by Wotan. A mortal who dares can ascend the hill to challenge Hlundel to a battle called the Test of Hlundel. Great glory awaits the victor. Those who are defeated join Hlundel in his cursed corpse-hall beneath the hill. With every victory over its challengers, Hlundel grows closer to breaking free from its earthly prison. (The Northlands Saga Complete Swords and Wizardry Edition) The troll-kin brothers, Hróarr and Örn Skjálgr came to Skirnyth Crull to take the Test of Hlundel nearly two centuries ago. They climbed the hill at sunset and were never seen again. (The Northlands Saga Complete Swords and Wizardry Edition) [b]Zombie Juju, Örn Skjálgr:[/b] These are the Skjálgr Brothers, the last-known victims of Hlundel. The Skjálgr Brothers were powerful warriors from deep in the Olf Mountains that lived generations ago. It was said that they had the blood of trolls and stood as giants among men. They sought the power that could be had at the testing upon Skirnyth Crull and climbed the hill to claim it. They were never seen again. (The Northlands Saga Complete Swords and Wizardry Edition) A primordial creature known only as Hlundel was buried beneath Skirnyth Crull. The accursed creature longs to escape the prison imposed upon it by Wotan. A mortal who dares can ascend the hill to challenge Hlundel to a battle called the Test of Hlundel. Great glory awaits the victor. Those who are defeated join Hlundel in his cursed corpse-hall beneath the hill. With every victory over its challengers, Hlundel grows closer to breaking free from its earthly prison. (The Northlands Saga Complete Swords and Wizardry Edition) The troll-kin brothers, Hróarr and Örn Skjálgr came to Skirnyth Crull to take the Test of Hlundel nearly two centuries ago. They climbed the hill at sunset and were never seen again. (The Northlands Saga Complete Swords and Wizardry Edition) [b]Zombie Juju Goblin:[/b] ? [b]Zombie Juju Soldier:[/b] ? [B]Zombie Kraken, Undead Kraken:[/B] ? [b]Zombie Legend Elf Dark:[/b] No one is sure where this breed of Zombies came from but they’re definitely unique. (White Box Zombies Dark Elf Zombies) While no one has an answer to account for them, one thing is crystal clear: They are dangerous. Very dangerous. (White Box Zombies Dark Elf Zombies) [B]Zombie Leper:[/B] Any who battle them must save vs disease at the end of the fight or contract Zombie Leprosy (die in 3 days and return as a Leper Zombie). (Swords and Wizardry Monster Book) Anyone slain by a Leper Zombie reanimates as a leper zombie in 1d6 rounds. (Swords and Wizardry Monster Book) Carrying equipment, arms or armor of one slain by a leper zombie or used to destroy a leper zombie carries a risk to the bearer, they must save vs disease at +4 each day or contract Zombie Leprosy. Holy water, remove curse and other methods of cleansing may render the gear safe again. (Swords and Wizardry Monster Book) Anyone slain by a Leper Zombie reanimates as a leper zombie in 1d6 rounds. (Monstrosities) The woman and her companions drank from the tainted pond and turned into 8 leper zombies. (Monstrosities) All of the clothes are tainted with leprosy that turns someone wearing them into a leper zombie if they fail a saving throw. (Monstrosities) [b]Zombie Mould Yellow:[/b] See Zombie Yellow Mould. [B]Zombie Null:[/B] When a Cleric or Magic-User dies while affected by Feeblemind, the corpse may reanimate as a null, a rare and terrible form of zombie. (Chance Encounters) [b]Zombie Orc:[/b] Each morning, the desperate necromancer animates his former test subjects and other dead humanoids from the grounds around the library and sends them into battle against the dwarven garrison now guarding the Southern Pass. (Quests of Doom 4: A Little Knowledge (S&W)) Years ago, Asgaroth, the evil cleric described in Area I in the Wilderness, discovered Area 2-12 and placed special guards here to protect it. Using a ritual similar to that in Area I2, he placed several totems in this area which enacted a permanent animate dead spell that is recast on the area once per week. Thus, anyone slain within the shaded area comes back to life as a zombie (or, in the case of the hobgoblin, should he be moved, a skeleton) and like the creatures that slew him, is charged with guarding the chamber against intruders. A number of curious souls have met their end here, and at the moment there are 5 zombies standing around the chamber: 2 humans, 1 orc, 1 dwarf, and 1 drow. (The Lost City of Barakus (S&W)) [b]Zombie Otyugh:[/b] ? [b]Zombie Plague:[/b] Pestilence disease. (Rappan Athuk - Swords and Wizardry) [b]Zombie Purple Worm:[/b] ? [b]Zombie Putrid:[/b] ? [B]Zombie Pyre:[/B] These undead creatures are weirdly enchanted with some sort of necromancy. (Monstrosities) Pyre zombies are the sad, tortured remains of those who were killed just before being burned alive. When the soul departed, their bodies were taken over by some malignant spirit. The spirit fortified the body from destruction by the fire, and the undead form escaped the pyre to wreak vengeance on the living. (Tome of Horrors Swords and Wizardry Update) [b]Zombie Rat Giant:[/b] See Zombie Giant Rat. [B]Zombie Raven:[/B] Zombie Ravens are the rotting, undead bodies of ravens. (Swords and Wizardry Monster Book) Zombie Ravens are the rotting, undead bodies of ravens. (Monstrosities) [B]Zombie Red:[/B] These plague infected zombies are becoming a distressingly more common sight, as the Red Death spreads outwards from the Locust Star into the world. Primary carriers of the disease are the Red Zombies themselves and they seem to seek out living beings to pass it on. Any victim of their attack will rise two hours after death as one, and anyone wounded by them can be infected by the disease. Player characters may Test their Luck to avoid infection. (Crypts & Things Remastered) This was once the Merchant’s guild house and the Red Zombies are the inner circle of the guild who failed to escape being transformed when Wimble entered the Shroud. (Crypts & Things Remastered) [b]Zombie Rhinoceros Beetle:[/b] ? [b]Zombie Science Fiction:[/b] Here is an idea for one level of a ship to have some sort of zombie plague, whether by disease, radiation, or the effects of some plant or animal poison. Would it only affect humans, or mutated humans, or any animal forms. What about intelligent plants? (Mini Bestiary) ● Does being killed by a zombie make you a zombie? (Mini Bestiary) ● If it is caused by radiation, does any dead body left near the radiation become a zombie, or only those killed by the radiation? (Mini Bestiary) ● If caused by a plant or animal poison, what are the limitations and possible antidotes to that poison? (Mini Bestiary) ● If caused by a virus or microbe, is there a cure or inoculation? (Mini Bestiary) ● Is the nature of the substance that makes a zombie able to spread throughout the ship? (Mini Bestiary) [b]Zombie Screamer Elf Dark:[/b] ? [b]Zombie Sea Cat:[/b] ? [b]Zombie Semi-Liquefied:[/b] ? [b]Zombie Serpentfolk:[/b] In short, Yiquooloome breeds the serpentfolk and grows them to maturity on bizarre trees that accelerate the growing process, kill the adult serpent-person, and then turn it into a zombie. Before the zombie begins to rot, the body is “harvested” from the tree, and its brains are removed. (Cyclopean Deeps Volume 2 Swords and Wizardry) Yiquooloome’s Trees. (Cyclopean Deeps Volume 2 Swords and Wizardry) [b]Zombie Servant:[/b] ? [b]Zombie Slime:[/b] A slime zombie is the undead remnant of a Xilonoc resident who was not faithful to Ibholtheg. Now cursed with a vibrant green slime that coats their skin and oozes from their mouths, they exist only to serve the Squamous Toad. (TG1 Lost Temple of Ibholtheg (SnW)) [b]Zombie Spellgorged:[/b] If this occurs, the troubled magic-user calls upon his two former protégés who now serve him in death. Shortly after the library’s fall, Thanopsis transformed these unfortunate souls into 2 spellgorged zombies. (Quests of Doom 4: A Little Knowledge (S&W)) A spellgorged zombie is a zombie crafted from the corpse of a Magic-User or Cleric to serve as a ring of spell storing. (Tome of Horrors Complete - Swords and Wizardry Edition) [B]Zombie Spore:[/B] “In accordance with the mistress’s wishes I placed Ozric’s corpse in the dungeon with the giant mushroom fiend he had discovered. She was pretty certain he had been infected but wanted to be sure. I was ordered to watch through the door panel. The next day I observed his corpse, ridden with mini-mushrooms, shambling around the room.” (Crypts & Things Remastered) Spore Zombies are victims of a Spore Fiend risen under the control of the fiend, to protect it from harm and to gather more food. (Crypts & Things Remastered) Spore Fiends are otherworld mushroom monsters, who trap living beings using their spores which cause madding hallucinations on a failed Test vs Luck. These hallucinations in turn lead to a Sanity check. While the victim is incapacitated the Spore Fiend moves in to kill the victim, sucking its life force out with a bite from a ‘mouth’ hidden under its hood. A day later the slain victim rises as a Spore Zombie under control of the Fiend. (Crypts & Things Remastered) [B]Zombie Torso Upper:[/B] See Zombie Upper Torso. [b]Zombie Tower:[/b] Tower zombies are the creation of the Tower of Bone, its unholy emanations despoiling everything around it and twisting it into a cruel mockery of life. (Cults of the Sundered Kingdoms (S&W)) The city and caverns are filled with undead creatures, unintentionally created by ambient death radiation seeping from the Tower. (Cults of the Sundered Kingdoms (S&W)) The Tower is dedicated to a single overriding purpose: the creation of undead creatures. Bereft of fresh corpses from which to fashion undead it allows the latent energy that is normally used to animate the dead to leak out into the surrounding area, thus creating tower zombies. (Cults of the Sundered Kingdoms (S&W)) [b]Zombie Tower Bugbear:[/b] ? [b]Zombie Tower Bugbear Chieftain, Ashthrak:[/b] ? [b]Zombie Tower Dwarf Cook:[/b] ? [b]Zombie Tower Dwarf Guard:[/b] ? [b]Zombie Tower Dwarf Miner:[/b] ? [b]Zombie Tower Dwarf Worker:[/b] ? [b]Zombie Tower Dwarf, Branwyr, Protector of Durandel:[/b] ? [b]Zombie Tower Gnoll:[/b] ? [b]Zombie Tower Gnoll Chieftain, Hatur:[/b] ? [b]Zombie Tower Human, Maurits Felldrake:[/b] ? [b]Zombie Tower Human Guard:[/b] ? [b]Zombie Tower Mine Captain, Dagfa Durbis:[/b] ? [b]Zombie Tower Minotaur:[/b] ? [b]Zombie Tower Ogre:[/b] ? [b]Zombie Tower Otyugh:[/b] ? [b]Zombie Troll:[/b] ? [b]Zombie Troll Yellow Mold-Encrusted:[/b] ? [B]Zombie Upper Torso:[/B] A zombie that has been cut in half. (Gary vs the Monsters) [b]Zombie Vrock:[/b] See Zombie Demon Vrock. [b]Zombie Vrock Demon:[/b] See Zombie Demon Vrock. [b]Zombie Walkin' Dead Drowned One:[/b] Drowned Ones are a type of walkin' dead, the lost sailors returned from Davy Jones' Locker to haunt the living. (YARR!) [b]Zombie Walkin' Dead:[/b] [i]Animate & Command the Dead[/i] spell. (YARR!) [B]Zombie Waterlogged:[/B] ? [b]Zombie Worm Purple:[/b] See Zombie Purple Worm. [b]Zombie Yellow Mold-Encrusted Troll:[/b] See Zombie Troll Yellow Mold-Encrusted. [b]Zombie Yellow Mould, Barzon III:[/b] ? [b]Zombie Zeshir's:[/b] ? [b]Zombie Zeshir's Mouse-Zombie:[/b] ? [b]Zombie-Buoy:[/b] See Zombie Buoy, Zombie-Buoy. [/spoiler] Swords & Wizardry Books[spoiler] [URL='http://www.drivethrurpg.com/product/86546/Swords-and-Wizardry-Complete-Rule-Book?affiliate_id=17596']Swords and Wizardry Complete Rulebook[/URL][spoiler] [B]Undead Soldier:[/B] When not warring against rival demon princes, Orcus likes to travel the planes, particularly the Material Plane. Should a foolish spellcaster open a gate and speak his name, he is more than likely going to hear the call and step through to the Material Plane. What happens to the spellcaster that called him usually depends on the reason for the summons and the power of the spellcaster. Extremely powerful spellcasters are usually slain after a while and turned into undead soldiers or generals in the demon lord’s armies. [B]Undead General:[/B] When not warring against rival demon princes, Orcus likes to travel the planes, particularly the Material Plane. Should a foolish spellcaster open a gate and speak his name, he is more than likely going to hear the call and step through to the Material Plane. What happens to the spellcaster that called him usually depends on the reason for the summons and the power of the spellcaster. Extremely powerful spellcasters are usually slain after a while and turned into undead soldiers or generals in the demon lord’s armies. [B]Banshee:[/B] One particularly unusual thing about banshees is that they often associate with living faerie creatures of the less savory variety; they might even be an undead form of faerie. [B]Ghost:[/B] ? [B]Ghoul:[/B] Zombies are mindless creatures, the walking dead. (These are merely animated corpses, not carriers of any sort of undead contagion as are ghouls.) [B]Lich:[/B] Liches are the undead remnants of wizards, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magics gone awry). [B]Mummy:[/B] ? [B]Shadow:[/B] Their chill touch drains one point of Strength with a successful hit, and if a victim is brought to a Strength attribute of 0, he or she is transformed into a new shadow. [B]Skeleton:[/B] Skeletons are animated bones of the dead, usually under the control of some evil master. [I]Animate Dead[/I] spell. [B]Spectre:[/B] Any being killed (or drained below level 0) by a spectre becomes a spectre as well, a pitiful thrall to its creator. [B]Vampire:[/B] ? [B]Wight:[/B] Any human killed or completely drained of levels by a wight becomes a wight. [B]Wraith:[/B] ? [B]Zombie:[/B] The standard zombie is simply a corpse animated to do its creator’s bidding. [I]Animate Dead[/I] spell. [B]Zombie Contagious:[/B] If their Undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease, they should be worth considerably more experience. Animate Dead Spell Level: Magic-User, 5th Level Range: Referee’s Discretion Duration: Permanent This spell animates skeletons or zombies from dead bodies. 1D6 undead are animated per level of the caster above 8th. The corpses remain animated until slain.[/spoiler] [URL='http://swordsandwizardry.com']Swords and Wizardry Monster Book[/URL][spoiler] [B]Allip:[/B] The allip’s touch does not deal damage, but causes the victim to lose 1d4 points of wisdom. If a victim’s wisdom falls to 0, it dies and will become an allip within 2d6 days. [B]Banshee:[/B] ? [B]Skeletal Remains:[/B] In addition to the adhesive film it exudes, the piece of pure chaos at the bone mound’s core gives it an innate ability to animate, partially, the bones that stick to it. The effects of this spell-like ability extend up to 2ft away from the creature’s body. The bone mound can animate 1d6 of the bony remains that have adhered to it each round. Each of these animated body parts may attack once, inflicting 1d4 damage. A cleric may turn these newly living bits of skeletal remains as if they were Type 1 undead. The bone mound may shift its animate dead power from one set of bones to another at any time. [B]Cat Feral Undead:[/B] Feral undead cats look like they were created by zombie-raising magic, but they are actually things quite unlike normal animated undead such as skeletons or zombies. [B]Ethereal Shade:[/B] ? [B]Exoskeleton Giant Ant:[/B] Giant ant exoskeletons can be animated into undead creatures by unusual and rare necromantic magic. [B]Exoskeleton Giant Beetle:[/B] Giant beetle exoskeletons are animated by necromantic magic quite different from that used in the Animate Dead spell. [B]Exoskeleton Giant Crab:[/B] Giant crab exoskeletons are animated by specific necromantic spells, cast upon the very largest giant crab exoskeletons (10ft in diameter). [B]Exploding Bones:[/B] ? [B]Eyeless Filcher:[/B] An eyeless filcher is the undead body of a criminal maimed or tortured to death in brutal punishment for its crimes; usually these criminals were guilty of particularly heinous crimes during life. These creatures are animated by an extremely powerful undead force, which causes fear and horror in any onlooker: at the sight of an eyeless filcher, anyone failing a saving throw will either flee in terror for 1d12 rounds or be paralyzed until the undead is out of sight (equal chance). [B]Ghast:[/B] ? [B]Ghoul:[/B] ? [B]Ghoul Ao-Nyobo, Blue Wife:[/B] ? [B]Glitterskull:[/B] ? [B]Gravebird:[/B] Gravebirds are highly intelligent undead birds (usually ravens or crows) that have been brought back to life through foul magic. [B]Head-Stealer:[/B] A head-stealer is the headless, undead body of someone who has been decapitated, usually by execution or dungeon trap. The body is animated with a vengeful spirit, and seeks to re-enter society by removing someone else’s head and placing it atop its own neck. [B]Jackal of Darkness:[/B] ? [B]Lich:[/B] Liches are the undead remnants of wizards, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magics gone awry). [B]Mummy:[/B] ? [B]Nykoul:[/B] Nykoul are undead hill giant shamans, driven to continue plaguing the world by dark powers from beyond this world. [B]Rusalka:[/B] Rusalka are undead maiden-witches that haunt the cold rivers and lakes in which they drowned. Females slain by a rusalka will themselves rise as rusalkas the next night, and will serve the rusalka who slew them until that rusalka is herself destroyed. [B]Shadow:[/B] Their chill touch drains one point of strength with a successful hit, and if a victim is brought to a Strength of 0, he becomes a shadow. [B]Silent Knight:[/B] ? [B]Skeletal Fury:[/B] The skeletal fury is an undead creature created from the skeleton of a horse, with claws or talons grown from the hooves, horns or antlers grown from the skull, the bones of large bat-like wings grown from the shoulders, and a red glow burning in the eye sockets. [B]Skeleton:[/B] Skeletons are animated bones of the dead, usually under the control of some evil master. [B]Fossil Skeleton:[/B] Fossilized skeletons are normally found only in underground caverns or complexes that have been left undisturbed for millennia, although they might also be found in inter-dimensional pockets, or in areas where the fossilization has been deliberately induced. In some limestone caverns where the mineralized water is in constant contact with the bones, skeletons might also fossilize relatively quickly – over the course of a hundred years rather than a thousand. Older fossilized skeletons may show pre-human features; fossilized Neanderthal skeletons are not uncommon. [B]Spectral Scavenger:[/B] ? [B]Spectre:[/B] Any being killed (or drained below level 0) by a specter becomes a specter himself, a pitiful thrall to its creator. [B]Spectre Parasitic:[/B] ? [B]Sumatran Rat-Ghoul:[/B] ? [B]Tree Ghost:[/B] Tree ghosts are the undead form of a Dryad who was killed by a wraith, vampire, or other such undead creature. [B]Vampire:[/B] ? [B]Vierd:[/B] ? [B]Wight:[/B] Any human killed or completely drained of levels by a wight becomes a wight. If a creature possessed by a parasitic spectre is slain, the corpse will instantly transform into an undead creature, having abilities identical to those of a wight. If such a “wight” is destroyed, the spectre is expelled, taking 2d8 hit points of damage in the process. Non-magical weapons cannot harm a parasitic spectre. Note that parasitic spectres can possess corpses as well as living beings, and transform them immediately into wight-form, but they cannot possess corpses that have been dead more than a few minutes. [B]Wraith:[/B] ? [B]Zombie:[/B] The standard zombie is simply a corpse animated to do its creator’s bidding. If the eyeless filcher manages to kill an officer of the law, whether guard or magistrate or scribe of the court, the unfortunate victim rises from the dead the next day as a double-strength zombie under its control. [B]Zombie Contagious:[/B] If their Undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease, they should be worth considerably more experience. [B]Zombie Brain-Eating:[/B] ? [B]Zombie Leper:[/B] Any who battle them must save vs disease at the end of the fight or contract Zombie Leprosy (die in 3 days and return as a Leper Zombie). Anyone slain by a Leper Zombie reanimates as a leper zombie in 1d6 rounds. Carrying equipment, arms or armor of one slain by a leper zombie or used to destroy a leper zombie carries a risk to the bearer, they must save vs disease at +4 each day or contract Zombie Leprosy. Holy water, remove curse and other methods of cleansing may render the gear safe again. [B]Zombie Pyre:[/B] ? [B]Zombie Raven:[/B] Zombie Ravens are the rotting, undead bodies of ravens.[/spoiler] [URL='http://www.drivethrurpg.com/product/112618/Swords-and-Wizardry-Monstrosities?affiliate_id=17596']Monstrosities[/URL][spoiler] [B]Allip:[/B] The allip’s touch does not deal damage, but causes the victim to lose 1d4 points of wisdom. If a victim’s wisdom falls to 0, it dies and will become an allip within 2d6 days. [B]Banshee:[/B] ? [B]Banshee, Ellyllon:[/B] Ellyllon was an elf warrior who visited the monastery to learn the secrets of the world and to achieve his own inner peace. He instead found ancient words carved into the hollow bells. Reciting them turned him into a deadly banshee. [B]Skeletal Remains:[/B] In addition to the adhesive film it exudes, the piece of pure chaos at the bone mound’s core gives it an innate ability to animate, partially, the bones that stick to it. The effects of this spell-like ability extend up to 2ft away from the creature’s body. The bone mound can animate 1d6 of the bony remains that have adhered to it each round. [B]Cat Feral Undead:[/B] Feral undead cats look like they were created by zombie-raising magic, but they are actually things quite unlike normal animated undead such as skeletons or zombies. Unfortunately, her beloved cats wandered into a necromancer’s garden and were turned into 18 feral undead cats. [B]Ghoul Aquatic:[/B] ? [B]Kraken Zombie:[/B] ? [B]Demonvessel:[/B] A demonvessel is a corpse that has been animated by trapping the essence of a demon within the body rather than relying on the more basic necromantic means of animating corpses. Depending upon the exact method used to bind the demon into a dead corpse, these undead creatures usually resemble mummies, but in some cases they will appear to be zombies with strange runes tattooed into the skin. [B]Demonvessel, Corliss:[/B] Since his wife’s natural death, the successful lamp merchant Garrick has wallowed in self-pity. He offered his vast fortune to anyone who could bring Corliss back to life. Unfortunately, the gods deemed her time had come and resurrection lies beyond mortal magic. A priestess of Orcus (under the guise of a cleric of Freya) named Edlyn (Cleric 8) approached Garrick with empty promises. Edlyn indeed brought Corliss back from death. Her body, infused with a demonic spirit, became a demonvessel. [B]Ethereal Shade:[/B] ? [B]Shade Ethereal, Lady Baymoral:[/B] Lady Baymoral is the true danger in the room. She became an ethereal shade after her death. Her spirit haunts the dining table. [B]Exoskeleton Giant Ant:[/B] Giant ant exoskeletons can be animated into undead creatures by unusual and rare necromantic magic. [B]Exoskeleton Giant Beetle:[/B] Giant beetle exoskeletons are animated by necromantic magic quite different from that used in the Animate Dead spell. [B]Exoskeleton Giant Crab:[/B] Giant crab exoskeletons are animated by specific necromantic spells, cast upon the very largest giant crab exoskeletons (10ft in diameter). [B]Exploding Bones:[/B] ? [B]Eyeless Filcher:[/B] An eyeless filcher is the undead body of a criminal maimed or tortured to death in brutal punishment for its crimes; usually these criminals were guilty of particularly heinous crimes during life. These creatures are animated by an extremely powerful undead force, which causes fear and horror in any onlooker: at the sight of an eyeless filcher, anyone failing a saving throw will either flee in terror for 1d12 rounds or be paralyzed until the undead is out of sight (equal chance). [B]Eyeless Filcher, Jelida Daribe:[/B] The cavern is the home of Jelida Daribe, a vile killer who attacked villages in the dead of night – and left none alive to tell of his foul deeds. Jelida was eventually caught and convicted, but the relatives of his victims tore him apart shortly after his trial. Jelida returned as an eyeless filcher. [B]Flenser:[/B] ? [B]Flenser, Vrinnor, The Skinner:[/B] ? [B]Ghast:[/B] ? [B]Ghost:[/B] There are innumerable types of ghosts with varying qualities, often depending on the nature and circumstances under which the person died. [B]Ghost Strangling:[/B] Anyone strangled by a strangling ghost will rise as a strangling ghost within 1d6 days. At night, the alley is haunted by 3 strangling ghosts, a trio of assassins who were cut down by mysterious means after leaving the manse one dark and stormy night. They had killed the inhabitant, a sorceress of no little influence in the courts of Hell (where she is said to rule to this day). [B]Ghoul:[/B] Zombies are mindless creatures, the walking dead. (These are merely animated corpses, not carriers of any sort of undead contagion as are ghouls.) [B]Ghoul Ao-Nyobo, Blue Wife:[/B] ? [B]Ghoul Ao-Nyobo, Obomay:[/B] The palace of the emperor is enormous, but even the emperor knows not how enormous. Behind the walls covered in gilt plaster and mosaics of tortoise shell and amber there are secret, dank passages haunted by the former empress, a woman called Obomay, who would have ruled the empire from behind the imperial throne had not the emperor took a liking to a dancing girl called Othea who was practiced in the secret art of the of seven venoms. Othea now holds the place of power behind the man-child emperor, and Obomay dwells in the shadows after being unceremoniously dumped into a dry well in the Anemone Garden, her hatred re-awakening her as an ao-nyobo ghoul. [B]Ghoul Crimson:[/B] Crimson ghouls are created by strange and terrible magical procedures worked by necromancers upon a normal ghoul. [B]Gravebird:[/B] Gravebirds are highly intelligent undead birds (usually ravens or crows) that have been brought back to life through foul magic. [B]Head-Stealer:[/B] A head-stealer is the headless, undead body of someone who has been decapitated, usually by execution or dungeon trap. The body is animated with a vengeful spirit, and seeks to re-enter society by removing someone else’s head and placing it atop its own neck. [B]Jackal of Darkness:[/B] ? [B]Lich:[/B] Liches are the undead remnants of wizards, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magics gone awry). [B]Lich, Arus Kezanlizil:[/B] The lich Arus Kezanlizil rules the Forge-Temple, claiming it after an unforeseen accident transferred his undead spirit into the body of the dwarven cleric Arbor Oakenchisel. [B]Mummy:[/B] ? [B]Nykoul:[/B] Nykoul are undead hill giant shamans, driven to continue plaguing the world by dark powers from beyond this world. [B]Redwraith:[/B] Weaker redwraiths slowly gain strength over a period of years, eventually becoming full redwraiths that are no longer under the control of the original. [B]Redwraith Weaker:[/B] If a creature is drained of all life energy by a redwraith, roll d100 to determine the result. 01-40: the creature rises as a weaker redwraith under control of the original one, 41-50: the creature rises as a wight (not under control of the redwraith), 51-00: the creature’s body is animated as a zombie under the redwraith’s control. [B]Rusalka, Water Witch:[/B] Females slain by a rusalka will themselves rise as rusalkas the next night, and will serve the rusalka who slew them until that rusalka is herself destroyed. [B]Shadow:[/B] Their chill touch drains one point of Strength with a successful hit, and if a victim is brought to a Strength attribute of 0, he or she is transformed into a new shadow. [B]Silent Knight:[/B] ? [B]Skeletal Fury:[/B] The skeletal fury is an undead creature created from the skeleton of a horse, with claws or talons grown from the hooves, horns or antlers grown from the skull, the bones of large bat-like wings grown from the shoulders, and a red glow burning in the eye sockets. [B]Skeleton:[/B] Skeletons are animated bones of the dead, usually under the control of some evil master. [B]Skeleton Fossil:[/B] Fossilized skeletons are normally found only in underground caverns or complexes that have been left undisturbed for millennia, although they might also be found in inter-dimensional pockets, or in areas where the fossilization has been deliberately induced. In some limestone caverns where the mineralized water is in constant contact with the bones, skeletons might also fossilize relatively quickly – over the course of a hundred years rather than a thousand. Older fossilized skeletons may show pre-human features; fossilized Neanderthal skeletons are not uncommon. The caves contain the remains of the first creatures to call the Seething Jungle their home. The native lizardmen died during a natural disaster that collapsed their tunnel homes into the ground around them. The lizardmen’s broken bodies merged with the flowing limestone to create 18 skeleton fossils trapped in the walls. [B]Spectral Scavenger:[/B] ? [B]Spectre:[/B] Any being killed (or drained below level 0) by a spectre becomes a spectre as well, a pitiful thrall to its creator. [B]Parasitic Spectre:[/B] ? [B]Sumatran Rat-Ghoul:[/B] ? [B]Tree Ghost:[/B] Tree ghosts are the undead form of a Dryad who was killed by a wraith, vampire, or other such undead creature. [B]Tree Ghost, Melene:[/B] The pale woman is a dryad named Melene slain years ago by the vampire Valmont De Shade as he traveled the countryside seeking a permanent lair. [B]Vampire:[/B] Any human killed by a vampire becomes a vampire under the control of its creator. Four bone pillars stand about this 30-foot-square ossuary. Each four-foot-diameter pillar is crafted from hundreds of random bits of bones and skulls. A low wall of femurs runs from one pillar to the next. Four skull chalices sit on the wall. Each chalice is filled with steaming blood. Anyone drinking from a chalice must make a saving throw or be cursed so he can only drink blood from that moment onward until cured. If the curse is not reversed within 3 months, the victim becomes a vampire. [B]Vampire, Valmont De Shade:[/B] ? [B]Varn:[/B] These are the restless spirits of dead fighters and warriors whose armor continues to fight long after they are gone. Inside the structure is a sarcophagus set into the tiled floor. It is carved to resemble the man buried within. Standing before the grave is the warden’s guardian, a Varn who fell in battle protecting the body from those who would defile it, and continues to do so after death. [B]Vierd:[/B] ? [B]Wight:[/B] Any human killed or completely drained of levels by a wight becomes a wight. If a possessed creature possessed by a parasitic spectre is slain, the corpse will instantly transform into an undead creature, having abilities identical to those of a wight. Note that parasitic spectres can possess corpses as well as living beings, and transform them immediately into wight-form, but they cannot possess corpses that have been dead more than a few minutes. If a creature is drained of all life energy by a redwraith, roll d100 to determine the result. 01-40: the creature rises as a weaker redwraith under control of the original one, 41-50: the creature rises as a wight (not under control of the redwraith), 51-00: the creature’s body is animated as a zombie under the redwraith’s control. [B]Wight Sea:[/B] Sea-wights are highly similar to normal wights, originating from bodies in ocean-flooded tombs, bodies that were consigned to the depths of the ocean, or from individuals – usually those of some power – who perished beneath the dark waves. As with normal wights, a successful attack by a sea-wight drains one level of experience from the victim, and a fully-drained victim rises as a sea-wight of half normal strength under the command of its killer. [B]Zombie Giant Shark:[/B] ? [B]Zombie Giant Octopus:[/B] ? [B]Zombie:[/B] The standard zombie is simply a corpse animated to do its creator’s bidding. The bodies of six dwarves are tied to the dead trees of the Hallawstack Trees by their black beards. Each dwarf’s body is cut and bruised, and arrows protrude from their backs. The arrows have ostrich feather fletching. The dwarven bodies have no treasure. They have been dead for six days. One of the dead dwarves is now a zombie that sits facing tree until PCs approach. Its violent death caused it to awake as one of the undead. If a creature is drained of all life energy by a redwraith, roll d100 to determine the result. 01-40: the creature rises as a weaker redwraith under control of the original one, 41-50: the creature rises as a wight (not under control of the redwraith), 51-00: the creature’s body is animated as a zombie under the redwraith’s control. [B]Zombie Contagious:[/B] If their Undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease, they should be worth considerably more experience. [B]Zombie Waterlogged:[/B] ? [B]Zombie Brain-Eating:[/B] ? [B]Zombie Leper:[/B] Anyone slain by a Leper Zombie reanimates as a leper zombie in 1d6 rounds. The woman and her companions drank from the tainted pond and turned into 8 leper zombies. All of the clothes are tainted with leprosy that turns someone wearing them into a leper zombie if they fail a saving throw. [B]Zombie Pyre:[/B] These undead creatures are weirdly enchanted with some sort of necromancy. [B]Zombie Raven:[/B] Zombie Ravens are the rotting, undead bodies of ravens.[/spoiler] [URL=https://www.drivethrurpg.com/product/239435/DP-2-The-Bishops-Secret?affiliate_id=17596](DP 2) The Bishop's Secret[/URL][spoiler] [b]Ghoul:[/b] These eldritch caverns possess the ability to animate the dead. Pausanias has his servants carry corpses into this area once or so a week. After several hours, the corpses become undead. The very recently dead become ghouls. Other corpses become zombies or skeletons, depending on their levels of decomposition. [b]Skeleton:[/b] These eldritch caverns possess the ability to animate the dead. Pausanias has his servants carry corpses into this area once or so a week. After several hours, the corpses become undead. The very recently dead become ghouls. Other corpses become zombies or skeletons, depending on their levels of decomposition. [b]Zombie:[/b] A victim drained to 0 Intelligence by the trapped spirits dies, but does not stay dead. In 1d6 rounds, the victim rises again as a zombie. These eldritch caverns possess the ability to animate the dead. Pausanias has his servants carry corpses into this area once or so a week. After several hours, the corpses become undead. The very recently dead become ghouls. Other corpses become zombies or skeletons, depending on their levels of decomposition. [b]Enslaved Spirit:[/b] Pausanias has desecrated 11 corpses, stripping the bodies, and hacking off the heads while screaming blasphemous imprecations. He mounted the heads in the Wicked Chapel. The spirits of those whose resting places were violated remain trapped in the severed heads.[/spoiler] [URL=https://www.drivethrurpg.com/product/239629/DP-3-Narvons-Sinister-Stair?affiliate_id=17596](DP 3) Narvon's Sinister Stair[/URL][spoiler] [b]Proklyat:[/b] In life, proklyats were those who served diabolical masters by seducing others into committing profane acts. In death, those same servants find themselves stripped of all corporeal existence, reduced to invisible phantoms whose voices hold terrible power. [b]Skeleton:[/b] The undead throne is difficult to turn. A successful turn undead expels one skeleton from the throne's body if the undead throne makes a saving throw. This causes 4 points of damage to throne and reduces its number of attacks by -1 (but to never less than 1 attack). [b]Conjoined Skeletons:[/b] Two cultists died clinging to each other in terror in this chamber. 1D4+1 rounds after explorers enter the reception room, the skeletons animate as a single monster. [b]Semi-Liquefied Zombie:[/b] ? [b]Undead Throne:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/176351/Adventures-in-the-Borderland-Provinces-SW?affiliate_id=17596]Adventures in the Borderland Provinces (S&W)[/URL][spoiler] [b]Ghost Spectral Warden:[/b] A spectral warden is a variant Lawful-aligned ghost whose actions are driven by its failure to fulfill some oath of bond or protection, and whose spirit cannot pass on until it has completed its task or atoned. [b]Ghost Hound:[/b] Ghost hounds are the spectral shades of hunting dogs or guard dogs that have accompanied their masters to undeath. [b]Soulstealer:[/b] These foul undead are created by dark and secret rituals, and remain forever under the control of their creator. The lich known as the Dread Master was a figure of ancient legend entombed in the black spire, and who created the soulstealers as his servants. “The lich was bound, the legends said. Helpless and starved in his Black Spire tomb. But even helpless, he shaped bone and spirit from the dead of the sea to do his bidding. And so did his evil rise again.” But though the Dread Master was physically prevented from escaping the tomb, long years of imprisonment reduced the lich to a mental essence that was able to slip beyond the wards that bound him. On two occasions, the Dread Master was able to seek out and claim the life force of sentient creatures visiting the island, restoring him to minimal power. With that power, he used his mental essence to create the foul undead soulstealers from the bones and spirits of sailors drowned on the shoals around the Black Spire. [b]Undead Dragon:[/b] ? [b]Ghost:[/b] ? [b]Lord Ectarlin, Spectral Lord, Ghost:[/b] With the Dread Master’s return to power, Ectarlin has returned as a mad ghost driven to fulfill his mission to protect the folk of the Lowwater lands. The ghostly lord has been drawn back to the mortal realm by a resurgence of the power of the Dread Master — the lich who slew the freelord a century ago and doomed his soul to endless sorrow. [b]Ghost Ride, Ghost Spectral Warden:[/b] ? [b]Ghoul:[/b] ? [b]Dread Master, Lich:[/b] ? [b]Specter:[/b] ? [b]Vampire:[/b] ? [b]Wight:[/b] ? [b]Wraith:[/b] The attack force consists of 3 soulstealers, along with 9 wraiths that have risen in response to the Dread Lord’s servants moving farther afield. [b]Ghast:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/210836/Bards-Gate-SW?affiliate_id=17596]Bard's Gate (S&W)[/URL][spoiler] [b]Undead:[/b] The City of Ashes true masters are the members of the Cult of Orcus, who haunt the vicinity at night, digging up corpses for sale or use in foul rites, or performing their own dark rituals. As a result of these activities, the dead in the City of Ashes do not rest easy, and often rise from their graves as undead. The cultists’ most notable act was a fearsome ritual called the March of Bones, in which hundreds of undead were raised from the cemetery and sent to wander the countryside. [b]Granette'rout, Undead Treant:[/b] Hel’s Forest is ruled by an intelligent, chaotic, and partially petrified stump of a treant, known now as Granette’rout, who was chopped down by the druids, and later given life by Hel herself. [b]Animated Claws in Chains:[/b] ? [b]Ghast:[/b] A creature killed by a mortuary cyclone’s whirlwind rises as an undead creature in 1d4 rounds. The type is based on the creature’s total HD. Total HD Opponent Rises as Less than 3 Ghoul or ghast (50% chance for either) 4–7 HD Wraith 8–11 HD Spectre 12+ HD Ghost [b]Salipus, Ghast:[/b] ? [b]Myrean, Ghost:[/b] She was murdered by the dark elf assassin, F’arin Du`n, whose affections she had arrogantly spurned. Myrean’s corpse is hidden in one of the theater’s many labyrinthine storage areas; finding her body and giving her a proper burial lets her spirit rest at last. F’arin has an especially despicable fetish when it comes to women of pure elven descent. He cannot resist them, and the more powerful and alluring they are, the more desirous of them he becomes until he maddeningly stalks them as if they were his targets for assassination and finally murders them in a hideous fashion that is very pleasing to his god. In a fit of jealous rage and lust-filled passion he murdered Myrean Dyrin, the famous elven actress, and hid her body quite maliciously within a costume trunk at the Masque and Lute. Her ghost haunts the theater still, looking for a vessel to possess that is strong enough to withstand F’arin D’un and bring peace to her angry spirit. [b]Ghost:[/b] A creature killed by a mortuary cyclone’s whirlwind rises as an undead creature in 1d4 rounds. The type is based on the creature’s total HD. Total HD Opponent Rises as Less than 3 Ghoul or ghast (50% chance for either) 4–7 HD Wraith 8–11 HD Spectre 12+ HD Ghost [b]Ghoul:[/b] A creature killed by a mortuary cyclone’s whirlwind rises as an undead creature in 1d4 rounds. The type is based on the creature’s total HD. Total HD Opponent Rises as Less than 3 Ghoul or ghast (50% chance for either) 4–7 HD Wraith 8–11 HD Spectre 12+ HD Ghost A cleric or necromancer of Orcus created these fiends from the corpses of criminals and set the beasts loose within the city. [b]Ratling Ghoul:[/b] This room is partially dry, and serves as a backflow when the whirlpool temporarily clogs. During one of its clogging moments, a hungry ghast named Salipus that had escaped into the sewers found itself here. Salipus has since managed to ensnare a few ratlings who now dwell with him as ghouls in the darkness, snatching living things from the water of the backflow pool, and enticing ratlings and wererats to their doom. [b]Gremag, Phoromyceaen Sorcerer-King of Tharistra, Lich:[/b] ? [b]Trystecce, Lich-Queen:[/b] ? [b]Salvager of Death, Servant of Orcus, Lich:[/b] ? [b]Bill Nockt Nog:[/b] Consecrated beneath the upper shrine is the secret crypt of Bil Nockt Nog; a devout follower of Bowbe in life, his remains were granted burial beneath the dolman in death. The corpse remains inanimate unless his treasures are disturbed, at which point he springs to life, attacking with the sword, and summoning the spirit grizzly to join him in combat. [b]Spirit Grizzly, Bear-Shaped Shadow:[/b] ? [b]High Lord of Death, Mummy Cleric 7:[/b] ? [b]Mummy:[/b] Canopic Urn of the Undead magic item. [b]Clopek, Mummy:[/b] A set of three alabaster canopic jars sits on an ornate bookshelf filled with scrolls and ecclesiastical texts about the worship of the cat goddess. If the contents of the canopic jars are poured together on the floor, a mummy can be raised from their contents if a cleric reads the scrolls. The mummy is a former priest of the Temple of Bast named Clopek. When raised from the canopic jars, Clopek serves a worshipper of Bast completely until it is destroyed. [b]Shadow:[/b] Eventually, he acquired a fabulous jewel from a defeated vampire’s tomb that was subsequently identified as the fabled Glimmer Gem long ago stolen from the tower of the efreeti Grand Vizier himself in the legendary City of Brass. Upon its authentication, the gem was shown off to the rest of the guild at a great party held for all the various bosses and their henchmen. It was on this night that the Vizier’s Curse was unleashed. The thieves in the hall were transformed into shades (called afya among the denizens of the City of Brass), and a dark fog filled the Slip-Gallows Abbey before spreading out across the river and into the city, consuming or carrying away the remainder of the Gray Deacons. There are 1d6+2 shadows in this area, those lesser members who were not transformed into shades, but were instead murdered in the dark fog that enveloped the island after the curse was evoked. Glimmer Gem magic item. [b]Shade, Undead Shade:[/b] Eventually, he acquired a fabulous jewel from a defeated vampire’s tomb that was subsequently identified as the fabled Glimmer Gem long ago stolen from the tower of the efreeti Grand Vizier himself in the legendary City of Brass. Upon its authentication, the gem was shown off to the rest of the guild at a great party held for all the various bosses and their henchmen. It was on this night that the Vizier’s Curse was unleashed. The thieves in the hall were transformed into shades (called afya among the denizens of the City of Brass), and a dark fog filled the Slip-Gallows Abbey before spreading out across the river and into the city, consuming or carrying away the remainder of the Gray Deacons. This chamber is still dimly lit, and the air seems to swirl with traces of fragrant smoke. Shadowy figures sit around a large table in mockery of their last moments. Some are half-standing; most have blades drawn. As the party watches, the figures begin to move, and shadowy claws reach out from beneath the table. The figures turn to shadow themselves as their essences are drawn into a small dark gem that appears in midair, slowly rotating above the table. Now, a huge figure in purple robes, wreathed in flames appears at the head of the table. “Be you all cursed,” it intones grimly. “Henceforth your shades shall be imprisoned within the walls of this Abbey, never again to feel the sunlight or taste the rain. This is my curse!” A dark fog bursts forth from the creature’s mouth, enveloping all the writhing thieves, and rolling out into the corridors beyond. “This mist shall devour all the others who bear the mark of your cursed guild! Only you will linger now and see the ruin of all your works!” In the middle of the table lies a fist-sized, multifaceted, reddish-orange stone, the Glimmer Gem. Any living creature that comes within 10ft of the gem must make a saving throw or instantly be drawn into the gem as if affected by a magic jar spell and replaced by a shade. Glimmer Gem magic item. [b]Deacon Shade:[/b] ? [b]Deacon Shade Skirmisher:[/b] ? [b]Deacon Shade Guard:[/b] ? [b]Rawling Jawk, Shade:[/b] ? [b]Font Skeleton:[/b] Font skeletons are created by the Font of Bones, a corrupted artifact of great power, in the burial halls of Thyr and Muir in the Stoneheart Mountain Dungeon. These skeletons are covered in red stains from the blood within the font from which they are spawned. Their eyes glow with a fiendish light. They normally wield longswords and use shields, as these are the weapons of the goddess of paladins and these skeletons exist as mockeries of the followers of that deity. Entering the halls, his small party found that the burial halls had been thoroughly desecrated by the followers of Orcus and in a central chamber a corrupted fountain produced wave after wave of undead skeletons. [b]Skeleton:[/b] As with the ghoul encounter, a cleric or necromancer of Orcus freed these animated corpses and set them loose within the city to watch the chaos. [b]Spectre:[/b] A creature killed by a mortuary cyclone’s whirlwind rises as an undead creature in 1d4 rounds. The type is based on the creature’s total HD. Total HD Opponent Rises as Less than 3 Ghoul or ghast (50% chance for either) 4–7 HD Wraith 8–11 HD Spectre 12+ HD Ghost This encounter is with the spectre of a cruel old resident of the neighborhood or one of its victims. The original spectre is likely the mean old man from up the street, or the creepy cat lady. [b]Vampire, Bloodless Folk, Bloodless:[/b] Any vampire spawn [of Entrade's] that escape final destruction at the hands of the characters become full-fledged vampires if Entrade is killed and soon begin hunting the characters across the city at night to take their vengeance. [b]Vampire Spawn:[/b] Felicity created these unfortunate beings recently, so they have not matured fully yet. If Tjorvi is not rescued and is transformed into a vampire by Entrade, then a whole other level of hell erupts for the citizens of Bard’s Gate as Tjorvi goes on a rage-fueled feeding frenzy in the city after turning his own crew into spawn. [b]Nosferatu:[/b] ? [b]Penanggalen:[/b] ? [b]Felicity Bigh, Vampire:[/b] In the battle, Alecia and her subordinate vampires fought the heroes to a standstill, and while the party was able to escape, the results were devastating. The group had sustained terrible wounds in the fight, and before they were able to disengage from the horrific battle Felicity herself had perished. Blinded in their loss at Felicity’s death, the party said their heartfelt goodbyes and buried Felicity in a beautiful and quiet meadow. Little did the companions realize that Felicity had been turned, and when Alecia came to her grave that night she brought Felicity out of the ground as her latest spawn and tool of destruction. [b]Entrade, Vampire:[/b] ? [b]Alecia, Vampire:[/b] Spawn of Hethel. [b]Hethel, Vampire:[/b] ? [b]Tjorvi, Vampire:[/b] If Tjorvi is not rescued and is transformed into a vampire by Entrade, then a whole other level of hell erupts for the citizens of Bard’s Gate as Tjorvi goes on a rage-fueled feeding frenzy in the city after turning his own crew into spawn. [b]Wight:[/b] ? [b]Loomin, Inn-Wight:[/b] Krants is being haunted by Loomin, an inn wight, the spirit of a little boy who died from neglect here many years ago. [b]Balcoth, Wraith-Mage:[/b] ? [b]Wraith:[/b] A creature killed by a mortuary cyclone’s whirlwind rises as an undead creature in 1d4 rounds. The type is based on the creature’s total HD. Total HD Opponent Rises as Less than 3 Ghoul or ghast (50% chance for either) 4–7 HD Wraith 8–11 HD Spectre 12+ HD Ghost The wraith is the unkind spirit of a convicted murderer now out to get revenge upon the sheriffs who caught him in the act of his crime. [b]Zombie:[/b] Mawrr uses his scroll of animate dead to raise any fallen gnolls as zombies if the need should arise. [b]Allip:[/b] ? [b]Banshee:[/b] ? [b]Mohrg:[/b] ? [b]Silent Knight:[/b] ? [b]Leper Zombie:[/b] ? [b]Gloom Haunt:[/b] ? [b]Bloody Bones:[/b] ? [b]Cinder Ghoul:[/b] ? [b]Devouring Mist:[/b] ? [b]Ghoul Wolf:[/b] ? [b]Mortuary Cyclone:[/b] ? [b]Cadaver:[/b] ? [b]Shadow Rat Swarm:[/b] Fredo’s room has become home to a nest of shadow rats, being several huge rat swarms that were transformed by the shadows in Area 11. Canopic Urn of the Undead Crafted by placing both a humanoid corpse’s dissected heart and the cremated ashes of the body within the urn, and then treating the remains with a dark alchemical mixture, the necromancer fashions a portable undead servant. When the urn is opened and a command word spoken, the corpse’s body rises up out of the urn to serve whoever possesses the vessel as a mummy. The mummy serves until it or its clay urn is destroyed. If the mummy is destroyed, the necromancer may craft a new mummy for the empty urn using dark rituals at the height of the Blood Moon. If the urn is destroyed while the mummy is active, the mummy becomes uncontrolled. Glimmer Gem The glimmer gem is the cursed magical jewel that caused the entire Grey Deacons Thieves’ Guild to vanish from Bard’s Gate. This rare jacinth was first crafted by a magic-user for use in his magic jar spell, yet when the fatal crack appeared, it caused the spell to go awry. The stone now draws the body and soul into it, projecting the soul to the astral plane. The body appears as a small sparkling speck within the gem and is reflected as a shade or shadow creature of its former self. Prior to its theft by Rowling Jenks, the glimmer gem was in the possession of the Grand Vizier of Efreet, who used its powers to manipulate shadow, teaching him the method to enslave other spellcasters and steal their magical energies. The glimmer gem has 40 facets, and each facet is capable of capturing the spirit of another victim and turning them into a shade or shadow. Any living being that comes within 10ft of the glimmer gem must make a successful save at –2 or be drawn into the gem. Victims of 4th level and below are instantly transformed into a shadow. Victims of level 4 and above must make an additional save. If this save succeeds they are instead transformed into a shade. Those failing the second save become shadows. Beings so transformed are trapped within a 500ft spherical proximity to the glimmer gem. Destroyed shades or shadows reform in 24 hours. The glimmer gem may only be destroyed by a magic weapon, or by means of magic spells such as disintegrate. It has an AC of 0[19] and 25hp. If destroyed, any beings trapped within the glimmer gem cease to exist, their spirits simply twinkling out. Beings turned to shade or shadow by the glimmer gem, and those destroyed when the gem is destroyed, may only be raised by means of resurrection or wish.[/spoiler] [URL=https://www.drivethrurpg.com/product/210842/Bards-Gate--The-Riot-Act-SW?affiliate_id=17596]Bard's Gate - The Riot Act (S&W)[/URL][spoiler] [b]Zombie:[/b] ?[/spoiler] [URL='http://www.drivethrurpg.com/product/200826/Battleaxes--Beasties?affiliate_id=17596']Battle Axes & Beasties[/URL][spoiler] [B]Undead:[/B] The restless dead, corpses that are animated by malevolent spirits or foul magics. [B]Lich:[/B] Powerful Wizards or Faithful sometimes want to live forever, even if ‘live’ is a loosely defined term for those who pursue the path to becoming a powerful undead creature. A spellcaster intentionally pursues the path to becoming a lich, and it is a long, arduous, and irreversible path, ending with the spellcaster becoming ‘blessed’ with eternal undeath. There are rumors that some of these creatures gained this state accidentally as the result of magical research gone horribly wrong. [B]Mummy:[/B] The desiccated, undead remains are inhabited and animated by a malevolent spirit. [B]Skeletal Warrior:[/B] Bones animated by the malevolent spirit of a warrior. [B]Skeleton:[/B] The animated bones of the dead, imbued with a souless semblance of life by the spirit that animates their remains. [B]Specter:[/B] Any creature reduced to less than 0 Constitution by the touch of a specter dies and returns in 1d3 days as a specter themselves. [B]Vampire:[/B] ? [B]Wampyre:[/B] The bite of a vampire drains 2d3 points of Strength from the victim. Those reduced to 0 Strength or lower in this manner become wampyre (lesser vampires) under the control of the creator vampire. [B]Wight:[/B] The touch of a Wraith will drain 1d4 points of Strength from their victim (save for half – minimum of 1 point drained). Victims reduced to 0 Strength or lower will return as a wight in 1d4 days. [B]Wraith:[/B] Powerful, older wights. [B]Zombie:[/B] Zombies are mindless undead creatures, driven by a spirit that hungers for the taste of fresh flesh. Any humanoid killed or completely drained of strength (1 point per hit unless a successful saving throw is made) by a wight returns as a zombie after 1d3 days. [B]Zombie Contagious:[/B] These zombies carry within their bite or scratch a disease that turns those infected into mindless undead. Those slain by Contagious Zombies rise in 1d3 combat rounds as common zombies.[/spoiler] [URL='http://www.drivethrurpg.com/product/184758/Black-Books-Tomes-of-the-Outer-Dark?affiliate_id=17596']Black Books Tomes of the Outer Dark[/URL][spoiler] [B]Zombie:[/B] The zombie's bite causes D4 damage and, if the victim is killed as a result of a bite, will infect the victim. This infection turns the victim into a zombie in 1D6 hours. [I]Create Zombies[/I] spell. Create Zombies This spell requires a human corpse which retains sufficient flesh to allow mobility after activation. The caster puts an ounce of his or her own blood in the mouth of the corpse, then kisses the lips of the corpse and 'breathes part of himself' into the body. Once the spell is cast, the corpse awakes ready to obey simple commands from its creator. Should the caster die, the zombie becomes inactive. The number of zombies than can be created is unlimited (as long as the caster can pay the SAN cost). Part of the invocation refers collectively to the Outer Gods - every caster knows such entities exist, though no names are used. These zombies stay useful indefinitely. SAN: 1D2 [/spoiler] [URL=https://www.drivethrurpg.com/product/175975/Borderland-Provinces-SW?affiliate_id=17596]Borderland Provinces (S&W)[/URL][spoiler] [b]Undead:[/b] ? [b]Skeleton:[/b] ? [b]Zombie:[/b] ? [b]Ghoul:[/b] ? [b]Ghast:[/b] ? [b]Shadow:[/b] ? [b]Wight:[/b] ? [b]Wraith:[/b] ? [b]Ghost:[/b] ? [b]Trystecce, Lich-Queen:[/b] ? [b]Singed Man, Infernal Tyrant, Vampire Lord:[/b] ? [b]Battle-Duke Ormand, Vampire:[/b] ? [b]Vampiric Ooze:[/b] ? [b]Rusalka:[/b] ? [b]Dullahan:[/b] ? [b]Groaning Spirit:[/b] ?[/spoiler] [URL='http://www.drivethrurpg.com/product/194104/Chance-Encounters?affiliate_id=17596']Chance Encounters[/URL][spoiler] [B]Null:[/B] When a Cleric or Magic-User dies while affected by Feeblemind, the corpse may reanimate as a null, a rare and terrible form of zombie. [B]Sibilant Corpse:[/B] Rarely, after a Chaotic Magic-User dies, especially if in life he sowed dissension through deceit and gossip, the mage's evil takes new form as an undead sibilant corpse. The necromantic forces that animate a sibilant corpse also grant it frightening sorcerous power.[/spoiler] [URL='http://www.drivethrurpg.com/product/166076/Chthonic-Codex?affiliate_id=17596']Chthonic Codex[/URL][spoiler] [B]Lecternomancer:[/B] Grand Sorcerer of the Valley of Fire Deleterios III killed, in a single stroke, all of his 15 apprentices. Opinions on the reasons differ. Of his detractors, the Chimerists mention he needed corpses of spellcasters for his own nefarious experiments, while the Orthodox Necromancers remind that Deleterios III was reckless during experimentations. Rumours circulate about how all of his apprentices might or might not have been corrupted by their Master’s enemies to plot against him, that somehow Deleterios III found out and crushed their hearts with magic. Anyway, he took their corpses and retired for a long while, a couple of years, in his laboratories, flayed the bodies, tanned the skins with their brains to make vellum, wrote on their skin with their blood, then stitched them in codexes with their hair and bound them in books. [B]Skullsnatcher:[/B] Orthodox Necromancers usually satisfy their mad power ravings by achieving immortality and leading giant undead armies. Others, like the Reformed Necromancers, are not happy with simple massacre, and desire to fight their enemies using the Black Art in much subtler ways. Skullsnatchers are sometimes used for this purpose, using the rites developed by Grand Sorceress of the Valley of Fire Deleterios II. She created these headless undeads by performing rituals on the decapitated remains of the rebellious Orthodox Necromancy apprentices after the revolts following her predecessor's Apotheosis ritual. [B]Savant Emeritus:[/B] Savants never truly retire. As they become older and wiser, more and more bent and withered, even more haughty and crotchety, often they die. And while sometimes it's not noticeable, some other times it is, and it's ok. So when they do go properly dead and motionless, we usually bury them in the catacombs, so that we can protect them. And when we can't do that, they're reanimated and buried in crypts or in their hermitage with all their stuff. Or sometimes they just go there by themselves. Away from the Schools, because it would be trouble to keep them close or keep them unprotected; th reasoning goes that, if they can cast spells, they can prevent the plundering of their tomb, to say the least. [B]Hypogean Dragon Ghostly:[/B] ? [B]Hypogean Dragon Mummified:[/B] ? [B]Undead:[/B] These creatures are non-living corpses animated by their psyche, somehow still lingering with the corpse. More rarely they are simply a disembodied lost psyche roaming our world. School of Necromancy Level 5 - Drink of Immortality - it’s a deadly poison brewed from the brewer’s blood and unwholesome ingredients like human bone meal, ground polycerate goat horn, amethyst and 2 random results from the Pharmacopeia Rare IngredientsTable. The first time the drinker dies, they will become a undead after 1d6 rounds. When drunk, immediately SAVE OR DIE. And become an undead in 1d6 rounds, ofcourse, because the Drink stillworks. School of Necromancy Level 8 - Drink of Eternal Power - it’s an even deadlier poison brewed from mana-tar, seven caster pineal glands, a bucket of honey and 6 random results from the Pharmacopeia Rare Ingredients Table. When drunk, immediately SAVE OR DIE. If the caster survives, the first time they die, they will return as an undead after 1d6 rounds. The ordeal will confer them a power from the Savant Necropowers Table: the player can pick any power lower than 1d6 + caster level. The potion immediately kills any drinker except the brewer, NO SAVE. [I]Interrupted Rest[/I] spell. [I]Zombify[/I] spell. [I]Back from the Graves[/I] spell. [I]Gift of Immortality[/I] spell. [I]Great Gift of Immortality[/I] spell. [I]Lost Company[/I] spell. [I]Grand Celebration of the Chthonic Gods[/I] spell. [B]Zombie:[/B] [I]Zombify[/I] spell. [I]Lost Company[/I] spell. [I]Grand Celebration of the Chthonic Gods[/I] spell. [B]Dead Head:[/B] [I]Dead Head[/I] spell. Interrupted Rest Level: 1/i. Range: touch. Casting time: 1 round. Duration: instantaneous. The touched corpse corpse animates as an undead oflevel 1. Its personality has been completely corrupted by the ordeal ofwaking up as a rotting corpse; it is free-willed but spiteful, ravenous and angry with all that is alive. Dispensation - the caster must pour a pint ofinnocent blood on the corpse. Zombify Level: 2/i. Range: touch. Casting time: 8 hours. Duration: instantaneous. The caster lights incense and candles around a corpse, then rubs it with special powders and mhyrr. The corpse animates as an undead of level equal to the Tier of the Caster. It is completely subject to the Casters will. The ingredients cost 50c per level of the undead created. Alteration - Necrosurgery - this spell must be cast within 2d6 rounds of the subject's death. The caster treats the corpse with oils (500c) and replaces the heart with a stone. The subject is animated as a zombie, their powers, skills, levels, personality, will and agency escaping the clutch of death completely preserved, but completely subject to the caster's will. The undead will lose 1 level per month until, at level 0, they instead become a mindless ravenous lvl1 undead. Back from the Graves Level: 5/iii. Range: 20'. Casting time: 1 turn. Duration: instantaneous. The closest humanoid corpses to the caster will animate as undead. The spell affects 2 corpses per Caster level and the undead created are level 1. Their personalities have been completely corrupted by the ordeal of waking up as rotting corpses: they are spiteful, ravenous and angry with all that is alive, but they must save or obey every wish of the caster. The spell ingredients cost 1000c. Dispensation - the casting time is 1 turn per corpse to be reanimated. Gift of Immortality Level: 6/iii. Range: touch. Casting time: 8 hours. Duration: instantaneous. Like Interrupted Rest except that the subject's powers, skills, levels, personality, will and agency escape the clutch ofdeath completely preserved. The spell also laces the corpse with necromantic energy. The subject gains undead immunities, one Undead Ability determined rolling 1d6 on the following table, plus the ability to see in the dark. The spell needs ingredients costing 1000c. 1: any physical contact transfers 1d6 hits from the victim to the undead 2: immunity to cold and spells up to level 1d6+1 3: any victim killed with natural attacks will raise as a lvl 1 undead minion in 1 turn 4: once per day the undead can teleport between shadows 5: victims hit by the undead natural attack must save or be paralyzed for 1 turn 6: become incorporeal for up to 1 hour, either once per day or spending 1 mana. While incorporeal the undead can't interact with non-magic objects. Great Gift of Immortality Level: 10/v. Range: touch. Casting time: 12 hours. Duration: instantaneous. Like Gift of Immortality except the subject gains one random undead ability per Tier it had before death. The spell requires ingredients costing 5000c. Lost Company Level: 11/iv. Range: 100 yards. Casting time: 1 round. Duration: instantaneous. Like Zombify except it affects the closest 250 corpses. The spell needs ingredients costing 10000c. Grand Celebration of the Chthonic Gods Level: 12/vi. Range: 1 mile. Casting time: 8 hours. Duration: instantaneous. The caster finds a suitable threshold for having a meal of dog meat and burying alive 12 innocent people, 6 men and 6 women, each person wearing jewelry worth 2500c. Two hours after the burial 250 corpses within range animate like Zombify. At the fourth, sixth and eight hour of casting a characters of level 1d6+1 animates as per the spell Great Gift of Immortality. They report for duty as lieutenants, their devotion to the caster unshakable. Each lieutenant independently controls 250 corpses that animate together with them. If a lieutenant is destroyed its now free-willed company will do its best to take as many lives as possible. The 12 victims are never reanimated: after the burial they simply vanish from below the ground. Alteration - Totentanz - Like Interrupted Rest except affecting all corpses in range. The ingredients cost 10000c. Dead Head Level: 4/ii. Range: touch. Casting time: instantaneous. Duration: until dawn. The Caster animates an undead severed head, known as a Dead Head, completely subject to the caster’s will. The head has 1 Hit per caster’s Tier and whispers with a really quiet voice. If an appendage is stitched to it, the Dead Head will be able to use it to move around, flying with bird or bat wings, hopping on a foot, crawling on a hand. Alteration - Heeding Head - Duration: permanent - a head is set up to watch over a passage or an entrance, and the caster can order it to watch for a particular event or creature. When the head witnesses the event or creature it will report it by talking, whispering or shouting.[/spoiler] [URL='http://www.drivethrurpg.com/product/174346/Crimson-Blades-2-Dark-Fantasy-RPG?affiliate_id=17596']Crimson Blades 2: Dark Fantasy RPG d20 Version[/URL][spoiler] [B]Undead:[/B] Undead are either the dead bodies of people that have been reanimated by evil sorcerers and cultists to serve them as bodyguard or, tormented souls that due to the way they died have been unable to leave the earthly realm. [B]Crypt Corpse:[/B] ? [B]Ghoul:[/B] ? [B]Lich:[/B] Liches are the undead remnants of sorcerers and wizards, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magic, gone awry). [B]Mummy:[/B] Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten. [B]Skeleton:[/B] ? [B]Zombie:[/B] Zombies are mindless creatures; created from the more recent dead. The standard zombie is simply a corpse animated to do its creator’s bidding, but the GM can give them extra HD or abilities if required. [B]Banshee:[/B] ? [B]Ghost:[/B] They are often stuck in the material realm because they have unfinished business; which when completed allows them to “die”. [B]Shadow:[/B] Any person reduced to 0 STR becomes a shadow under the control of the shadow that killed him. [B]Wight:[/B] Anyone reduced to 0 DEX by a wight becomes a wight under the control of the wight that killed him. [B]Wisp:[/B] ? [B]Wraith:[/B] ? [B]Vampire Prince:[/B] Vampires are creatures that have been infected by vampirism; a disease that is transmitted from some creature already infected to another, by biting them and draining all their blood. [B]Lich Lord:[/B] ?[/spoiler] [URL=https://drivethrurpg.com/product/426451/cry-havoc-the-dogs-of-orcus?affiliate_id=17596]Cry Havoc! (The Dogs of Orcus)[/URL][spoiler] [b]Bloody Skeletal Dire Tiger:[/b] ? [b]Lich Shade:[/b] Lich shades attempted to achieve lichdom but failed. [b]Bloody Skeletal Dire Tiger, Undead Sabre-Toothed Tiger That Drips Blood:[/b] ? [b]Bloody Skeletal Dire Tiger, Ferocious Bloody Skeletal Dire Tiger, Undead Mount:[/b] ? [b]Lich Shade, Rotting Skeletal Humanoid:[/b] ? [b]Livonia Tols, Lich Shade:[/b] One of the Dogs of Orcus’ most unusual members, Livonia is a lich shade raised to undeath by Orcus himself. An aging wizardess facing death, Livonia Tols — like so many others before her — sought to cheat death, surviving through the ages as an undead lich. Also like many others, Livonia failed in her quest for undeath, instead poisoning herself. As she lay dying, a vision of Orcus appeared before her, offering her the undead immortality she desired, so long as she swore to serve the demon prince. She eagerly agreed and rose as a lich shade, free to act as she wished so long as she advanced the agenda of her demonic master. [b]Beskevar, Flying Flaming Skull, Flameskull:[/b] Beskevar was Livonia’s lover more than 80 years ago. In life, his adoration was without measure. Even though she never returned his love to the same degree — ignoring him for long periods, shamelessly pursuing other lovers, and sharing his company only when she had no other alternatives — Beskevar’s devotion never wavered. He worked most of his life as her obedient menial. So great was his love that he joined her in death but was raised as a flameskull so that he could continue to serve her — a cruel joke that Orcus found hilarious. [b]Undead, Undead Creature:[/b] ? [b]Undead Mount:[/b] ? [b]Shambling Undead:[/b] ? [b]Undead Bulette:[/b] Recently, Durax killed a mated pair of bulettes who settled near his home in the Stonehearts. Not one to let useful material go to waste, Durax hollowed out cavities behind the creatures’ crests. He then animated the beasts to serve as his personal modes of transport. [b]Evasheen, Ghost:[/b] A wealthy Bargarsport merchant, Occan sought to increase his wealth by studying necromancy and associating with the cult of Orcus — and for a time he succeeded. Unfortunately, his actions and increasing devotion to the demon estranged Occan from his wife Evasheen, who began an affair with one of her husband’s business rivals. Enraged when he learned of the affair, Occan poisoned Evasheen and her lover, then raised both as zombies. What Occan had not anticipated was the depth of his wife’s rage, as she returned as a ghost inhabiting her own animated corpse. [b]Lich, Undead Lich:[/b] ? [b]Gunnvor, Skeletal Fire Giant, Akruel's Former General:[/b] ? [b]Skeleton:[/b] ? [b]Zombie:[/b] Instead of a hive, his bees nest within the bodies of zombies Tomrit keeps chained within his barn (Tomrit never liked his neighbors but found a use for them after poisoning them). The bees feed on the corrupted flesh, but this mutated them into a strain with a lethal sting that turns their victims into zombies upon their deaths. One such plan involves a flock of eight giant vultures Ismel trained to lift 10-foot-square wooden baskets packed with zombies animated by his friend Azafand. [b]Evasheen, Zombie, Reanimated Corpse:[/b] A wealthy Bargarsport merchant, Occan sought to increase his wealth by studying necromancy and associating with the cult of Orcus — and for a time he succeeded. Unfortunately, his actions and increasing devotion to the demon estranged Occan from his wife Evasheen, who began an affair with one of her husband’s business rivals. Enraged when he learned of the affair, Occan poisoned Evasheen and her lover, then raised both as zombies.[/spoiler] [URL=https://www.drivethrurpg.com/product/274363/Crypt-of-the-SCIENCEWIZARD-SW?affiliate_id=17596]Crypt of the SCIENCE-WIZARD S&W[/URL][spoiler] [b]Techno-Mummy:[/b] These mummies are prepared with technology and science, not dark magic or curses. The undead creatures are created in scientific laboratories in places where technology has evolved to an extremely high level. While some may be the result of medical experiments failing, or chemical interactions gone awry, they are usually part of a larger meticulous plan. Unlike the “more common” mummies, dark necromantic rituals have no part of their creation. Observing the mummy being animated by powers other than the gods fills all onlookers with a sense of nihilism and dread. Any viewer within 30 feet must make a successful saving throw. If the save is failed, the viewer is frightened and suffers a –2 penalty to all rolls for 1 minute. If the save is failed by 5 or more, the viewer is unconscious for the same duration. If the save is successful, viewers may act normally. The chemicals and preservatives used to prepare the techno-mummy have potentially damaging effects upon living tissue.[/spoiler] [URL='http://www.drivethrurpg.com/product/190299/Crypts-and-Things-Remastered?affiliate_id=17596']Crypts & Things Remastered[/URL][spoiler] [B]Undead:[/B] With the Gods departed from Zarth there is no clear passage to the afterlife, so many people return from the grave as grisly animated rotting corpses. Evil Priest powers that require blood soaked rituals to invoke include raising the undead [B]Corpse Colossus:[/B] “I watched in horror as the necromancer’s acolytes set about their master’s grisly work in that hellish ruined castle. From the great pile of bodies gathered from local graveyards, they stripped the flesh from them and tossed them into giant cauldrons. The bones were ground up and similarly prepared. Great black magics where cast that night, and in the light of a fearful and hesitant dawn the rotting Giant stood there, eyes burning like fire ready to terrorize the lands of the living.” Made of a small mountain of freshly dead bodies, that are reanimated by ancient and powerful magics in a long and expensive ritual, a Corpse Colossus usually serves the evil will of a necromancer. [B]Crypt Fiend:[/B] ? [B]Faceless:[/B] ? [B]Ghoul:[/B] Necromancers can automatically raise any bodies as skeletons or zombies depending on their decomposition, at a rate of 1D6 per round. Given time and ritual conditions they can create higher forms of undead, such as Ghouls and Wights, at the rate of one per night. The woman is the Countess, the would be bride of the Nizur-Thun slain in her sleep before her wedding night day and returned from the grave as a Ghoul. Anyone wearing the Countess' diamond wedding ring at the time of death, on a successful Saving Throw, will return from the dead as a ghoul 1D6 nights after their death. [B]Hanged Man:[/B] These undead assassins are created by foul black magic that reanimates thieves after their death by hanging. [B]Lich:[/B] “The priests of the Isle of the Dead have formed an unholy pact with their master the Silent One. In return for perpetual life, they form and act out plans to bring the whole of Zarth under the Silent One’s Eternal Night.” A Lich is the undead remnants of a wizard, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magics gone awry). [B]Mummy:[/B] “Some Kings and High-Priests are rich enough and powerful enough to cheat death.” [B]Red Zombie:[/B] These plague infected zombies are becoming a distressingly more common sight, as the Red Death spreads outwards from the Locust Star into the world. Primary carriers of the disease are the Red Zombies themselves and they seem to seek out living beings to pass it on. Any victim of their attack will rise two hours after death as one, and anyone wounded by them can be infected by the disease. Player characters may Test their Luck to avoid infection. This was once the Merchant’s guild house and the Red Zombies are the inner circle of the guild who failed to escape being transformed when Wimble entered the Shroud. [B]Reincarnate:[/B] The Reincarnate is a sorcerer who has ritually sacrificed their living soul to join the ranks of the undead. [B]Skeleton:[/B] Skeletons are animated bones of the dead, usually under the control of some evil master. Necromancers can automatically raise any bodies as skeletons or zombies depending on their decomposition, at a rate of 1D6 per round. Given time and ritual conditions they can create higher forms of undead, such as Ghouls and Wights, at the rate of one per night. Knights of death are able to raise 2D6 undead (skeletons or Zombies depending on state of decay) every round. [I]Animate Dead[/I] spell. [B]Spore Zombie:[/B] “In accordance with the mistress’s wishes I placed Ozric’s corpse in the dungeon with the giant mushroom fiend he had discovered. She was pretty certain he had been infected but wanted to be sure. I was ordered to watch through the door panel. The next day I observed his corpse, ridden with mini-mushrooms, shambling around the room.” Spore Zombies are victims of a Spore Fiend risen under the control of the fiend, to protect it from harm and to gather more food. Spore Fiends are otherworld mushroom monsters, who trap living beings using their spores which cause madding hallucinations on a failed Test vs Luck. These hallucinations in turn lead to a Sanity check. While the victim is incapacitated the Spore Fiend moves in to kill the victim, sucking its life force out with a bite from a ‘mouth’ hidden under its hood. A day later the slain victim rises as a Spore Zombie under control of the Fiend. [B]Tattooed Warrior:[/B] “A famed warrior, long dead but preserved by black arts to fight on the tribes behalf.” Created by foul black arcane rituals from the dead bodies of tribal champions, these are the elite of the undead. [B]Wight:[/B] Any human killed or completely drained of levels by a wight becomes a wight. Necromancers can automatically raise any bodies as skeletons or zombies depending on their decomposition, at a rate of 1D6 per round. Given time and ritual conditions they can create higher forms of undead, such as Ghouls and Wights, at the rate of one per night. [B]Wind Wraith:[/B] Wind Wraiths are created by special rituals to act as advanced shock troops for invading armies, or from deaths during server storms. [B]Zombie:[/B] The standard zombie is simply a corpse animated to do its creator’s bidding. A crypt fiend raises 2D6 of the dead as Zombies per round with its right hand. Necromancers can automatically raise any bodies as skeletons or zombies depending on their decomposition, at a rate of 1D6 per round. Given time and ritual conditions they can create higher forms of undead, such as Ghouls and Wights, at the rate of one per night. Knights of death are able to raise 2D6 undead (skeletons or Zombies depending on state of decay) every round. [I]Animate Dead[/I] spell. [B]Zombie Contagious:[/B] If their Undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease they should be worth considerably more experience. [B]Great Undead Whale:[/B] ? [B]Hollow:[/B] The Hollows are the soulless husks of the victims of the House. Cast away but some how still linked to the House, which psychically controls them. [B]Ozzark the Dead King, The Plague Lord:[/B] ? [B]Blood Pope:[/B] ? [B]The Green Man, Minor Corpse Colossus:[/B] When the Haunted lands initially went to the Shroud, the surviving villagers buried the people who died of shock in a mass grave (see the pit below). Malek’s apprentice, a suitably half mad and childlike young man called Mildark, used the last of his magical knowledge to summon them back into undead life as a small Corpse Colossus (his magical power was not great enough to summon a full version of this monster and besides there wasn’t enough corpses). A large mass grave where the villagers of Wimble buried the folk who died of shock when the Village moved to the Shroud. Although Windy Mildark reanimated the dead as the Green Man. [B]Giant Undead Pike:[/B] ? Animate Dead Spell Level: 5th Level Colour: Black Range: Crypt Keeper’s Discretion Duration: Permanent This spell animates skeletons or zombies from dead bodies. 1D6 undead are animated per level of the caster above 8th. The corpses remain animated until slain. The Countess’ diamond Wedding ring. This is worn by the Countess and will have to be taken from her cold undead fingers. It is engraved with “Death shall not part us!”’Anyone wearing the ring at the time of death, on a successful Saving Throw, will return from the dead as a ghoul 1D6 nights after their death. Of course they must pass another Saving Throw or else go insane from the transformation. Further Sanity rolls are required when ever the character feeds on raw sentient flesh, which they need to do at least once a weak, or uses their Ghoulish abilities. Furthermore the now Ghoul only heals Hit Points and lost Constitution via feeding (full Hit Points and 2D6 Constitution per corpse) and must make a Saving Throw whenever passing a fresh corpse or stop and feed. The ring has a monetary value of 100 GP.[/spoiler] [URL=https://www.drivethrurpg.com/product/176545/Cults-of-the-Sundered-Kingdoms-SW?affiliate_id=17596]Cults of the Sundered Kingdoms (S&W)[/URL][spoiler] [b]Undead Guardian:[/b] ? [b]Undead:[/b] The Tower of Bone’s lower levels broke through into the dwarven city, and the tower’s ability to create unique varieties of undead caused the city to become besieged from its own catacombs. The Tower of Bone was crafted by the hand of Orcus himself as both a mobile fortress from which to wage his ceaseless war in the Abyss and also as a factory to churn out an endless supply of undead legions. [b]Mindless Undead:[/b] ? [b]Skeletal Fish, Undead Fish:[/b] ? [b]Banshee, Groaning Spirit:[/b] ? [b]Ghast:[/b] ? [b]Dwarven Ghost:[/b] ? [b]Lord Wynston Mathen, Ghost:[/b] ? [b]Ghost:[/b] ? [b]Ron Bottom, Ghost:[/b] ? [b]Ghoul:[/b] ? [b]Trystecce, Lich-Queen:[/b] ? [b]Lich:[/b] ? [b]Devron the Necromancer, Lich:[/b] ? [b]Damat, Lich:[/b] ? [b]Bog Mummy:[/b] ? [b]Mummy:[/b] ? [b]Mummy Priest of Orcus:[/b] Two of the bodies are inanimate, failed experiments, but in the third the Animator succeeded in creating a mummy priest of Orcus. [b]Shadow:[/b] ? [b]Paleoskeleton Creature:[/b] ? [b]Skeleton Warrior:[/b] ? [b]Skeleton:[/b] ? [b]Human Skeleton:[/b] ? [b]Dreva, Skeleton Warrior:[/b] ? [b]Madrana Mathen, Spectre:[/b] ? [b]Vampire:[/b] ? [b]Aracor, King-Chieftain of the Island of War, Vampire:[/b] The shock of the earthquake struck the mountain of Mynydd Marfal just as the sons of Aram finished killing their grandfather. As the mountain suddenly shook, the fortress of Broch Marfal was thrown down and crashed into the valley below. But from the rubble crawled the lifeless body of Aracor, given new life. The blood price of all of his family had been paid, Aracor now lived as a creature of the night that survived on the blood of the living. No cult worships at the obelisk buried in the granite of Mount Marvel, but an incredibly powerful vampire called Aracor, created by the obelisk at the moment of his death, has hunted the nights of Ramthion Island for nearly 8000 years spawning numerous myths, legends, and superstitions among the inhabitants of its mountains and lowlands. [b]Matriarch Isabel Gorezeval, Alcadritch Vampire:[/b] ? [b]Wight:[/b] ? [b]Wraith:[/b] ? [b]Oblivion Wraith:[/b] ? [b]Dread Wraith:[/b] ? [b]Zombie:[/b] The zombies wear ragged amber robes and have their mouths stitched shut. They are the remains of adherents who died and were never buried before Turgeon animated them. If reduced to 0 hp, the [zombie] horde breaks up into 2d6 zombies that continue attacking. Cerebral Stalker Create Zombie power. [b]Tower Zombie:[/b] Tower zombies are the creation of the Tower of Bone, its unholy emanations despoiling everything around it and twisting it into a cruel mockery of life. The city and caverns are filled with undead creatures, unintentionally created by ambient death radiation seeping from the Tower. The Tower is dedicated to a single overriding purpose: the creation of undead creatures. Bereft of fresh corpses from which to fashion undead it allows the latent energy that is normally used to animate the dead to leak out into the surrounding area, thus creating tower zombies. [b]Juju Zombie:[/b] ? [b]Tower Zombie Dwarf Guard:[/b] ? [b]Tower Zombie Dwarf Worker:[/b] ? [b]Tower Zombie Dwarf Cook:[/b] ? [b]Tower Zombie Dwarf Miner:[/b] ? [b]Dagfa Durbis, Tower Zombie Mine Captain:[/b] ? [b]Tower Zombie Gnoll:[/b] ? [b]Tower Zombie Bugbear:[/b] ? [b]Ashthrak, Tower Zombie Bugbear Chieftain:[/b] ? [b]Hatur, Tower Zombie Gnoll Chieftain:[/b] ? [b]Branwyr, Protector of Durandel, Tower Zombie Dwarf:[/b] ? [b]Tower Zombie Human Guard:[/b] ? [b]Maurits Felldrake, Tower Zombie Human:[/b] ? [b]Tower Zombie Ogre:[/b] ? [b]Tower Zombie Minotaur:[/b] ? [b]Tower Zombie Otyugh:[/b] ? [b]Zombie Horde:[/b] ? [b]Bhuta:[/b] He is a victim sacrificed by drowning, and now serves the cult in undeath. Whenever suitable sacrifices are found, rituals are held in the main nave of the chapel for the purpose of creating new undead guardians (the bhutas, see below). The undead known as bhutas are not formally a part of the cult, but are a byproduct of its worship and sacrifices. Whenever a living sacrifice is drowned in the well, there is a 20% chance that the sacrifice is brought back as a bhuta. Obelisk of Chaos artifact. [b]Bogeyman:[/b] ? [b]Fear Guard:[/b] ? [b]Grave Risen:[/b] ? [b]Lantern Goat:[/b] ? [b]Undead Ooze:[/b] It was once a common gelatinous cube but its feasting on the remains of the undead creatures created by the Tower of Bone has mutated it horribly. [b]Corpse Orgy:[/b] If the horde is destroyed, the actual guardian of the obelisk appears. The destroyed zombie horde creeps together into a mass of broken and dismembered zombie corpses intermixed with the fragments of armor and weapons that they bore. This amalgamation of horror is an undead creature called a corpse orgy and is the true guardian of the obelisk, appointed by Orcus personally millennia ago. [b]Flenser:[/b] ? [b]Mohrg:[/b] In addition, the obelisk bears a magical trap that unleashes a powerful death spell (creatures with fewer than 7HD die, no save; creatures with 8–12HD save or die) centered on itself immediately followed by an animate dead spell that animates them as mohrgs. Obelisk of Chaos The Obelisk of Chaos beneath the Chapel-on-the-Moor is still mostly buried in the bedrock below the catacombs. Only the top 3ft of the obelisk, its pyramidal pinnacle, is exposed. The stone is a strange yellowish color with whorls of darker coloration. The obelisk below the pinnacle is 3ft thick and 20ft tall. It is dedicated to Hastur and summons a gibbering mouther when someone of non-Chaotic alignment touches it. Likewise, anyone of non-Chaotic alignment who touches it must make a saving throw or be affected by a confusion spell. In addition to summoning the gibbering mouther, the obelisk gives forth a 30ft-radius aura directed inward that activates only when a Lawful creature comes within 10ft. Lawful creatures cannot cross the circle to leave except with a successful dispel magic against a 15th-level caster. This only dampens the effect for 1d4 hours after which it functions again unless the obelisk is destroyed. The obelisk is AC –2[21], magic resistance (50%), and has 250 hit points. Finally, if any non-Chaotic creature is sacrificed by drowning in the well, there is a 20% chance that the victim rises as a bhuta in 24 hours under the influence of the obelisk and serving the Brothers In Yellow. create zombie (slain creature rises in 1d4 rounds).[/spoiler] [URL=https://www.drivethrurpg.com/product/142522/Cyclopean-Deeps-Volume-1-Swords-and-Wizardry?affiliate_id=17596]Cyclopean Deeps Volume 1 Swords and Wizardry[/URL] Swords & Wizardry[spoiler] [b]Ghost-Ammonite:[/b] Unlike Leng-fossils, which are virtually unique to the Leng Plateau, ghost-ammonites are apparently the remnants of some unspeakably ancient race that once traveled through many planes of existence. [b]Necrohemoth:[/b] Necrohemoths are massive creatures formed of thousands of corpses and bits of corpses, all bound together by necromantically-animated sinew and bone. The entrails pulse with horrid life, pumping bile and reeking fluids through the body, much of which leaks out and trails down the putrescent side of the vast monstrosity. Usually necrohemoths are shaped like serpents or are just enormous piles of horror, but extremely powerful necromancers have created some that are bipedal — albeit still largely formless. The unspeakably evil process for creating a necrohemoth is known only to a few of the great, dark necromancers of the serpentfolk. [b]Zeshir's Zombie:[/b] ? [b]Zeshir's Mouse-Zombie:[/b] ? [b]Zombie Frog:[/b] ? [b]Serpentfolk Zombie:[/b] ? [b]Ghast:[/b] ? [b]Ghoul:[/b] ? [b]Lich:[/b] ? [b]Mummy:[/b] ? [b]Shadow:[/b] ? [b]Wight:[/b] ? [b]Wraith:[/b] ? [b]Zombie:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/175300/Cyclopean-Deeps-Volume-2-Swords-and-Wizardry?affiliate_id=17596]Cyclopean Deeps Volume 2 Swords and Wizardry[/URL][spoiler] [b]Ash-Abti:[/b] Ash-abtis are undead creatures formed by their own cremated ashes, most often found in the tombs of Ancient Khemit. The dust of an ash-abti's disintegrated victim has a 5% chance to rise as an ash-abti (most ash-abtis are created by funerary processes rather than these wild ones created by a victim’s disintegration). [b]Ghost-Ammonite:[/b] Unlike Leng-fossils, which are virtually unique to the Leng Plateau, ghost-ammonites are apparently the remnants of some unspeakably ancient race that once traveled through many planes of existence. [b]Mantis Tomb Guardian:[/b] These undead creatures are the animated carapaces of mantis-priests. The creatures are animated by ancient necromancy, but apparently were prepared in a manner that made them immune to clerical turning. [b]Serpentfolk Zombie:[/b] In short, Yiquooloome breeds the serpentfolk and grows them to maturity on bizarre trees that accelerate the growing process, kill the adult serpent-person, and then turn it into a zombie. Before the zombie begins to rot, the body is “harvested” from the tree, and its brains are removed. Yiquooloome’s Trees. [b]Zombie Buoy:[/b] Zombie-buoys are zombies tethered to one of the floating rocks in a void. [b]Ghast:[/b] ? [b]Ghoul:[/b] ? [b]Lich:[/b] Each time the Octopus Diadem’s owner puts it to use (other than for regeneration or flying), there is a 1% chance that the powerful magic item sucks the user’s soul into it, immediately creating a being that is, effectively, a lich. [b]Mummy:[/b] ? [b]Shadow:[/b] ? [b]Wight:[/b] ? [b]Wraith:[/b] ? [b]Zombie:[/b] In short, Yiquooloome breeds the serpentfolk and grows them to maturity on bizarre trees that accelerate the growing process, kill the adult serpent-person, and then turn it into a zombie. Yiquooloome’s Trees The trees in Yiquooloome’s orchard are one of the more horrible growths found in the Cyclopean Deeps. They were fashioned by the elder being from flesh and bits of elder ambergris, and are an essential part of Yiquooloome’s bizarre ecology-economy. The trees have their roots in the loamy substance of the cavern floor, but they run far deeper, more than a mile down into the cold stone below. Clawing minerals and water from the depths, the trees are able to grow their horrid fruit, transforming newly-hatched serpentfolk into fully-developed bodies, devoid of intellect. The process may be summarized as follows: 1. Yiquooloome created the loamy earth of the cavern and then caused the trees to grow, using its own mind and some seeds of elder ambergris. This infusion of power began the process, and is not part of the ongoing lifecycle of the trees. 2. Serpentfolk eggs hatch on the loamy soil of the cavern, and the hatchlings smell the scent of the trees, which is almost irresistibly attractive to them. 3. The hatchlings climb into the tree, attracted to the higher part of the trunk by smell, and in the highest part of the tree’s trunk they smell the tree as food. 4. When the hatchling bites the tree, they are paralyzed by the sap. Tendrils grow rapidly from the tree into the hatchling, beginning to feed it rapidly. 5. The captured hatchling grows extraordinarily quickly from the nutrients the tree provides, using its vast root network to supply the process. The brain enlarges along with the rest of the body — faster, indeed, if the hatchling came from the Breeding Pits, where the gene pool has been artificially manipulated specifically for the benefit of these trees. The artificially-grown “fruit” of the tree is barely more intelligent than the hatchling, despite the large brain. 6. Within 2–4 weeks, the “fruit” is grown to maturity. The tree cuts off the flow of nutrients and instead infuses the dying creature with a drug that makes it able to hear and obey Yiquooloome’s mental commands. Once the creature dies from the lack of nutrient (about a day), it detaches as a zombie under Yiquooloome’s mental control. These detached zombies are periodically told to walk over to the Zombie Storage Cavern (Area 20Z-18).[/spoiler] [URL=https://www.drivethrurpg.com/product/231215/For-Coin--Blood?affiliate_id=17596]For Coin & Blood[/URL][spoiler] [b]Undead:[/b] ? [b]Skeleton:[/b] [i]Animate Dead[/i] spell. [b]Zombie:[/b] [i]Animate Dead[/i] spell. [b]Wight:[/b] ? [b]Wraith:[/b] ? [b]Mummy:[/b] ? [b]Spectre:[/b] ? [b]Vampire:[/b] ? [b]Lich:[/b] ? Animate Dead Spell Level: M5 Range: Narrator’s discretion Duration: Permanent This spell animates skeletons or zombies from dead bodies. 1d6 undead are animated (per level of the caster above 8th). The corpses remain animated until destroyed or dispelled. [/spoiler] [URL='http://www.drivethrurpg.com/product/175364/Gary-Vs-The-Monsters?affiliate_id=17596']Gary vs the Monsters[/URL][spoiler] [B]Dream Stalker:[/B] Dream Stalkers are a special kind of ghost of people who have done truly heinous acts during their lives and then came to an unfortunate (and usually violent) end. [B]Ghost:[/B] Ghosts are the tortured souls of mortals who have stuck around because something keeps them anchored to the material world. This could be lots of things from loose ends of a mortal life, a violent or tragic death, trapped by some crazy necromancer, or even trapped by a more powerful and evil ghost. [B]Mummy:[/B] ? [B]Necroid:[/B] The Necroids are evil demon-like beings who enter the real world and possess corpses. [B]Psycho-Slasher:[/B] Some evil won't die. It keeps going and going. It won't stop. Nothing seems to stop it. Ever. [B]Spirit:[/B] While ghosts were once living mortals, spirits have always been, well, spirits. [B]Vampire Master:[/B] ? [B]Vampire Thrall:[/B] A Vampire may attempt to bite a victim. If the attack is successful then the Vampire latches on and begins to drain the victim's blood at a rate of 1d6 damage per round and healing the Vampire for an equal amount. A victim may attempt an opposed Attack Roll to free themselves. A charmed victim will not attempt to break free. If the blood drain kills the victim then the victim attempts a Saving Throw. If the roll is successful then the victim will come back as a Vampire (Thrall) at the next sunset. [B]Zombie:[/B] If a character is bitten by a zombie attempt a Saving Throw. On a failure, the character dies in 1d6 hours and turns into a zombie. [B]Zombie Upper Torso:[/B] A zombie that has been cut in half. [/spoiler] [URL=https://www.drivethrurpg.com/product/112616/Swords-and-Wizardry-Grimmsgate-Introductory-Module?affiliate_id=17596]Grimmsgate[/URL][spoiler] [b]Tomb Guardian:[/b] ? [b]Guardian Skeleton:[/b] The sarcophagi in this room all contain normal (not animated) skeletons. If the characters attempt to loot this tomb, under the very eyes of the Tomb Guardian, the guardian will raise its arms and each of the skeletons in the sarcophagi will rise as extremely powerful undead beings. [b]Skeleton:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/92415/Hex-Crawl-Chronicles-1-Valley-of-the-Hawks--Swords-and-Wizardry-Edition?affiliate_id=17596]Hex Crawl Chronicles 1 Valley of the Hawks Swords and Wizardry Edition[/URL][spoiler] [b]Zombie:[/b] ? [b]Rusalka:[/b] Over 200 years ago, a wise woman of the elves drowned in the river here, killed by a prince whose affections she spurned. Her spirit became a rusalka, a undead being that seeks vengeance on the living. [b]Shadow:[/b] ? [b]Wraith:[/b] ? [b]Countess Jordelia, Vampire:[/b] ? [b]Vampire:[/b] ? [b]Mummy:[/b] Mummified Snake Men. [b]Count Kardofo, Vampire:[/b] ? [b]Haimonna, Vampire:[/b] Kardofo has taken residence in the root cellar behind the home of the village mayor, Tamosirus, and has already turned the mayor’s wife, Haimonna, into his willing bride. [b]Vampire Thug:[/b] Ten other villagers have been turned, and now patrol the village at night wielding long, bronze daggers and enforcing their master’s new order.[/spoiler] [URL=https://www.drivethrurpg.com/product/92424/Hex-Crawl-Chronicles-2-The-Winter-Woods--Swords-and-Wizardry-Edition?affiliate_id=17596]Hex Crawl Chronicles 2 The Winter Woods - Swords and Wizardry Edition[/URL][spoiler] [b]Undead High Priest:[/b] ? [b]Undead War Horse:[/b] ? [b]Undead Priest:[/b] ? [b]Maiden of the Maze:[/b] ? [b]Ghoul Aquatic:[/b] ? [b]King Ottin, Shadow Fighter 8:[/b] King Ottin and his people were cursed in ancient times to never again see the sun or feel its warmth. [b]Shadow Knight:[/b] King Ottin and his people were cursed in ancient times to never again see the sun or feel its warmth. [b]Dweomer Wraith:[/b] ? [b]Ghoul:[/b] ? [b]Lich:[/b] ? [b]Mummy:[/b] ? [b]Shadow:[/b] King Ottin and his people were cursed in ancient times to never again see the sun or feel its warmth. [b]Skeleton:[/b] ? [b]Vampire:[/b] ? [b]Zombie:[/b] Zombies are humanoids who have died at sea or galley slaves from the black arks that have somehow fallen overboard.[/spoiler] [URL=https://www.drivethrurpg.com/product/93866/Hex-Crawl-Chronicles-3-Beyond-Black-Water--Swords-and-Wizardry-Edition?affiliate_id=17596]Hex Crawl Chronicles 3 Beyond Black Water - Swords and Wizardry Edition[/URL][spoiler] [b]Veporth, Mummy Priest:[/b] ? [b]Ghostly Scribe:[/b] The souls claimed by Gohl one of the Petty Deaths. [b]Ghostly Philosopher:[/b] The souls claimed by Gohl one of the Petty Deaths. [b]Palocar, The Palocar:[/b] ? [b]Ghostly Slave:[/b] ? [b]Skeletal Elephant:[/b] ? [b]Spectral Lady:[/b] ? [b]Noble Wraith:[/b] ? [b]Imperial Crypt Thing:[/b] ? [b]Ghostly Servant:[/b] ? [b]Sea Vampire:[/b] ? [b]Adrimiret, Lich:[/b] ? [b]Shade:[/b] Atoda is the petty death who takes charge of those who die from old age or unfortunate accidents. [b]Ghostly Doppelganger:[/b] ? [b]Ghostly Rat:[/b] ?[b]Zombie Giant:[/b] ? [b]Alu, Lich:[/b] ? [b]Zombie:[/b] The Land Beyond the Black Water is both of the mortal world and beyond the mortal world, a nexus of the lands of life and death. The country is always shrouded in twilight, with a moon that rises and sets in the manner of the sun in the land of the living. The souls of the dead wash up on the land’s rocky shores as spirits made corporeal and trapped in lifeless bodies. Some float up the river, for the Sluggish River flows from the sea to the mountains, rather than the reverse. Some souls animate their fleshy prisons in the form of zombies, others escape as ghostly shadows and many are extracted and traded as commodities by the weird citizens of this terrible country. [b]Shadow:[/b] The Land Beyond the Black Water is both of the mortal world and beyond the mortal world, a nexus of the lands of life and death. The country is always shrouded in twilight, with a moon that rises and sets in the manner of the sun in the land of the living. The souls of the dead wash up on the land’s rocky shores as spirits made corporeal and trapped in lifeless bodies. Some float up the river, for the Sluggish River flows from the sea to the mountains, rather than the reverse. Some souls animate their fleshy prisons in the form of zombies, others escape as ghostly shadows and many are extracted and traded as commodities by the weird citizens of this terrible country. [b]Ghoul:[/b] ? [b]Wight:[/b] ? [b]Ghast:[/b] ? [b]Wraith:[/b] ? [b]Mummy:[/b] The mummies of the embalmers should not be confused with those of the ancient Egyptians or Incas. In the embalmer culture, a corpse is initially prepared in a way similar to the Egyptians, using a fragrant oils and a conglomeration of herbs in a secret formula. After steeping in this formula, the skin of the mummy peels away. Its organs are then removed and placed in funerary urns. The corpse is them methodically dipped in beeswax, the color of the wax depending on its rank and position in life, with a deep purple-crimson wax being used for kings and a saffron wax for philosophers. A jet imbroglio depicting the corpse as it looked in life is placed under the tongue, it is dressed in flowing robes of black, a gold, conical hat is placed on its head and the ritual to animate the corpse then takes place. The corpse is animated in its closet to keep it from spreading mummy rot to the priests. [b]Lacedon, Aquatic Ghoul:[/b] ? [b]Allip:[/b] ? [b]Skeleton:[/b] ? [b]Cinder Ghoul:[/b] The guests of the lord, stuffing their faces with sweets and savories while the old woman went hungry, were burnt to a cinder in the meteoric conflagration and rose as three cinder ghouls who rise like smoke from the floor if the meteor is touched. [b]Poltergeist:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/112624/Hex-Crawl-Chronicles-4-The-Shattered-Empire--Swords-and-Wizardry-Edition?affiliate_id=17596]Hex Crawl Chronicles 4 The Shattered Empire - Swords and Wizardry Edition[/URL][spoiler] [b]Gavos, Spectre:[/b] ? [b]Reptilian Mummy:[/b] ? [b]Zombie:[/b] That night their sentries were attacked by a pack of 30 zombies raised by the inhabitants of the craggy hill. [b]Skeleton:[/b] ? [b]Wight:[/b] ? [b]Shadow Rat:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/112626/Hex-Crawl-Chronicles-5-The-Pirate-Coast--Swords-and-Wizardry-Edition?affiliate_id=17596]Hex Crawl Chronicles 5 The Pirate Coast - Swords and Wizardry Edition[/URL][spoiler] [b]Oblivion Wraith:[/b] ? [b]Humladil, Lich:[/b] ? [b]Infre, Phantom:[/b] The child was called Infre, and was the issue of a magic-user of questionable sanity and a demon. After poisoning several playmates, Infre was chased to the river and killed by an arrow in the back from a local hunter. Infre’s body shriveled unnaturally and his bones were placed within the stonework of the bridge, was then under construction. [b]Giant Skeleton:[/b] ? [b]Cumont, Lich:[/b] ? [b]Shade:[/b] These battlements are haunted by warrior shades, sailors who lost their lives in the dangerous straits and found their souls bound to the island. [b]Ghoul:[/b] ? [b]Zombie:[/b] ? [b]Phantom:[/b] Phantoms are translucent spirits of creatures that died a particularly violent death. [b]Fire Phantom:[/b] At the bottom of the spiral there is a large, empty throne room where once sat Florius the Kobold King before he angered those spirits that lurk beyond the veil. Florius is now a great mass of wriggling flesh that shifts and mutates before one’s eyes. Five handmaidens surround the thing that was Florius. They wear green robes and alternately fan the creature with palm fronds and whip it with leather straps. The whipping is concentrated on pustules that appear on the skin. As these pustules burst, thoqqua fall onto the floor and rush to the walls, burrowing into and cocooning themselves – a month later, they emerge as fire phantoms. [/spoiler] [URL=https://www.drivethrurpg.com/product/112628/Hex-Crawl-Chronicles-6-The-Troll-Hills--Swords-and-Wizardry-Edition?affiliate_id=17596]Hex Crawl Chronicles 6 The Troll Hills - Swords and Wizardry Edition[/URL][spoiler] [b]Headless Ghost:[/b] ? [b]Wight:[/b] ? [b]Exploding Bones:[/b] ? [b]Spectral Troll:[/b] ? [b]Bodak:[/b] ? [b]Ghoul:[/b] ? [b]Zombie:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/117310/Hex-Crawl-Chronicles-7-The-Golden-Meadows--Swords-and-Wizardry-Edition?affiliate_id=17596]Hex Crawl Chronicles 7 The Golden Meadows - Swords and Wizardry Edition[/URL][spoiler] [b]Infant Vampire:[/b] An undead variant, infant vampires hatch from blood soaked eggs rather than being created from living humanoids. These creatures are quite rare, created under unusual circumstances. Generally, a spell casting vampire will encase a stillborn child in a caul-like substance that he or she creates, which then hardens as it preserves the body. Left near a source of negative energy, they infant vampires gradually incubates, waiting for the necessary blood to hatch. [b]Varghoul:[/b] ? [b]Giant Beetle Exoskeleton:[/b] ? [b]Vazgar, Lich:[/b] ? [b]Mishka, Vampire:[/b] ? [b]Dancing Spirit:[/b] ? [b]Icthyosaur Skeleton:[/b] The petrified skeleton of an ichthyosaur lurks beneath the sands here. Animated long ago by a necromancer, it guards the hex from intruders, for hidden deeper beneath the sands there is a large bunker complex that the necromancer used as his base of operations. [b]Shadow:[/b] These chalk caves capture the shadows of creatures that enter and spend more than 10 minutes within, assuming they have a light source with which to cast those shadows. [b]Ghoul:[/b] ? [b]Skeleton:[/b] ? [b]Lich:[/b] ? [b]Undead:[/b] ? [b]Spectre:[/b] The miners lost in the cave-in still dwell in these tunnels as three specters. [b]Vampire:[/b] A valley here in the deep mountains is well watered by springs and filled with willow-like trees with coppery bark and dark green leaves. The branches are heavy with bunches of berries that look like white grapes. These berries are red on the inside and their flesh tastes of blood. Strange, gaunt squirrels inhabit these trees and favor these berries. When they are stolen, these creatures become quite irate and attack the invaders, revealing that they are also fond of humanoid blood. The only other inhabitants of the valley are a band of haggard-looking vampires. The vampires were once human adventurers who sampled the berries – each berry that is eaten carries with it a 5% chance of infecting the eater with a blood disease that slowly transforms them into vampires over the course of 30 days. [/spoiler] [URL=https://koboldpress.com/kpstore/product/midgard-swords-wizardry-guidebook/]Midgard Swords & Wizardry Guidebook[/URL][spoiler] [b]Darakhul:[/b] Like ordinary ghouls, the darakhul ghoul rises from the infected corpses of other races. Darakhul Fever disease. [b]Darakhul Warrior:[/b] ? [b]Darakhul Necromage:[/b] ? [b]Firegeist:[/b] When a fire elemental meets its destruction in a particularly humiliating fashion, what returns is a firegeist. [b]Gray Thirster:[/b] ? [b]Lich Hound:[/b] ? [b]Risen Reaver:[/b] The risen reaver is an undead creature born from a warrior fallen on the battlefield. Its body becomes an avatar of combat, with four legs and a pair of long, heavy arms. In the process, it sheds its skin, becoming entirely undead muscle, bone, and sinew. When risen reavers take form, they absorb all weapons around them. Some of these weapons pierce their bodies, and others become part of the risen reaver’s armament. Their four legs are tipped with blades on which they walk like metallic spiders. Their arms are covered in weaponry infused into their flesh, which they use to crush and flay any living creatures they encounter. [b]Sarcophogus Slime:[/b] A sarcophogus slime can target one foe within 30ft every 1d4 rounds with its corrupting gaze. The target must make a saving throw or take 2d4 points of damage. A creature killed by this gaze becomes a sarcophagus slime within 24 hours. [b]Black King Lucas, Vampire Lord:[/b] ? [b]Otmar the Sallow, Vampire Lord:[/b] ? [b]Vaettir:[/b] ? [b]Wraith:[/b] ? [b]Ghoul:[/b] Darakhul Fever disease. [b]Ghast:[/b] Darakhul Fever disease. [b]Ghost:[/b] ? Darakhul Fever Spread mainly through bite wounds, this rare disease makes itself known within 24 hours by debilitating the infected. A creature so afflicted must make a saving throw or take 2d6 points of damage every hour until cured. A creature that dies from darakhul fever has a chance to rise as an undead. Roll 1d20 on the following table: 1d20 Result 1–9 None; victim is simply dead 10–15 Ghoul 16–19 Ghast 20 Darakhul [/spoiler] [URL=https://www.drivethrurpg.com/product/267308/Mini-Bestiary?affiliate_id=17596]Mini Bestiary[/URL][spoiler] [b]Science Fiction Zombie:[/b] Here is an idea for one level of a ship to have some sort of zombie plague, whether by disease, radiation, or the effects of some plant or animal poison. Would it only affect humans, or mutated humans, or any animal forms. What about intelligent plants? ● Does being killed by a zombie make you a zombie? ● If it is caused by radiation, does any dead body left near the radiation become a zombie, or only those killed by the radiation? ● If caused by a plant or animal poison, what are the limitations and possible antidotes to that poison? ● If caused by a virus or microbe, is there a cure or inoculation? ● Is the nature of the substance that makes a zombie able to spread throughout the ship?[/spoiler] Monster Mash Rehash: A Host of Horrors & Creatures[spoiler] [b]Ghoul Cat:[/b] ? [b]Ghoul:[/b] There are legends that a scratch from a Ghoul Cat can turn a human into a ghoul. Any character who has been paralyzed by a Ghoul Cat and survived must also make a saving throw or be turned into a ghoul in 2d6 days. A Cure Disease spell will cure this condition. [b]Zombie Grub:[/b] Through ancient and profane rituals, powerful necromancers are able to transform disgusting rot grubs into an even more vile creature with a variety of evil uses.[/spoiler] [URL=https://www.drivethrurpg.com/product/233145/Operation-Unfathomable?affiliate_id=17596]Operation Unfathomable[/URL][spoiler] [b]Beetle Ghost:[/b] Incorporeal remnants of the Beetle civilization. [b]Ape Mummy Two-Headed Medium:[/b] The reanimation process activates a dim consciousness in the eon-old apes, allowing them a modicum of silent personality. [b]Ape Mummy Two-Headed Giant:[/b] The reanimation process activates a dim consciousness in the eon-old apes, allowing them a modicum of silent personality. [b]Ghost Giant Hamster:[/b] ? [b]Revenant:[/b] ? [b]Ilgoriath, Lesser Lich:[/b] ? [b]Lesser Lich:[/b] ? [b]Grandfather Lich:[/b] ? [b]Vancirian of the Black Ooze River Valley, Vampire:[/b] ? [b]Vampire:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/234390/Operation-Unfathomable-Players-Guide?affiliate_id=17596]Operation Unfathomable Player's Guide[/URL][spoiler] [b]Citizen Lich:[/b] In civilized areas of Planet Uluros, where magocracy remains the predominant form of government, magic-users frequently attempt to extend their lives by making a transition to an undead condition. These attempts succeed often enough, but more commonly end in the magic-user’s destruction, or, more rarely, in a transformation to a lesser form of lich called a citizen lich.[/spoiler] [URL=https://www.drivethrurpg.com/product/234670/Quests-of-Doom-4-A-Little-Knowledge-SW?affiliate_id=17596]Quests of Doom 4: A Little Knowledge (S&W)[/URL][spoiler] [b]Zombie, Walking Dead:[/b] Each morning, the desperate necromancer animates his former test subjects and other dead humanoids from the grounds around the library and sends them into battle against the dwarven garrison now guarding the Southern Pass. If the characters arrive at the library while Thanopsis’ undead warriors are away in battle at Burvaadun, the library is surprisingly undefended. Shortly after their destruction, Thanopsis immediately raises a force of 12 skeletons and 12 zombies to defend the library. They form in Area L1, where they wait quietly and occasionally wander around the building’s perimeter. [b]Skeleton:[/b] Each morning, the desperate necromancer animates his former tests subjects and other dead humanoids from the grounds around the library and sends them into battle against the dwarven garrison how guarding the Southern Pass. If the characters arrive at the library while Thanopsis’ undead warriors are away in battle at Burvaadun, the library is surprisingly undefended. Shortly after their destruction, Thanopsis immediately raises a force of 12 skeletons and 12 zombies to defend the library. They form in Area L1, where they wait quietly and occasionally wander around the building’s perimeter. [b]Undead:[/b] The Kingdom of Arcady’s human subjects never died. Instead, they retreated into a great necropolis, where they were mummified and transformed into a variety of undead monsters. The Khemitites, the library’s builders, were obsessed with the afterlife. Those unwilling to pass onto the next world were sometimes transformed into undead monstrosities. Mummification was also a common practice, and it was not uncommon for the dead to arise from their coffins and terrorize the living. [b]Lantern Goat:[/b] ? [b]Human Zombie:[/b] Each morning, the desperate necromancer animates his former test subjects and other dead humanoids from the grounds around the library and sends them into battle against the dwarven garrison now guarding the Southern Pass. [b]Orc Zombie:[/b] Each morning, the desperate necromancer animates his former test subjects and other dead humanoids from the grounds around the library and sends them into battle against the dwarven garrison now guarding the Southern Pass. [b]Spellgorged Zombie:[/b] If this occurs, the troubled magic-user calls upon his two former protégés who now serve him in death. Shortly after the library’s fall, Thanopsis transformed these unfortunate souls into 2 spellgorged zombies. [b]Travvok, Gynosphinx Zombie:[/b] During the library’s last chaotic days, the cowardly Thanopsis cajoled the library’s most frequent visitors and patrons into fighting against the orcs besieging the surrounding settlement. Most gladly took up arms at the powerful wizard’s behest, but the aloof sphinx, Travvok, refused. The spiteful wizard never forgot Travvok’s betrayal. When she returned to peruse the library’s shelves after Arcady’s demise, the angry Thanopsis momentarily forgot his fear and killed the beast that had abandoned him in his darkest hour. In a deliberately ironic twist, he transformed Travvok into an gynosphinx zombie that guards the library today. [b]Hoar Spirit:[/b] ? [b]Crypt Thing:[/b] Thanopsis and a visiting priest combined forces to create the crypt thing that protects the ossuary and Thanopsis’ tomb from defilement. [/spoiler] [URL=https://www.drivethrurpg.com/product/235113/Quests-of-Doom-4-Between-a-Rock-and-a-Charred-Place-SW?affiliate_id=17596]Quests of Doom 4: Between a Rock and a Charred Place (S&W)[/URL][spoiler] [b]Emissary of Mirkeer, Bloody Bones:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/235131/Quests-of-Doom-4-Fishers-of-Men-SW?affiliate_id=17596]Quests of Doom 4: Fishers of Men (S&W)[/URL][spoiler] [b]Tyler Ebbensflow, Draug Captain:[/b] Unfortunately the horrible circumstances surrounding the deaths of these ships’ sailors left some of them hungry for revenge. [b]Draug Mate:[/b] Unfortunately the horrible circumstances surrounding the deaths of these ships’ sailors left some of them hungry for revenge. [b]William the Mad Crawdad, Bhuta:[/b] The pool filled with pike also contains the earthly remains of the scuttled rowboat’s only occupant, William the Mad Crawdad — a notorious saboteur, sailor and murderer on the run from distant Endhome. Confident he shook his dogged pursuers, the fugitive blissfully set sail for the shores of the Dragonmarsh Lowlands only to come face to face with a greater horror than a hangman’s noose. The scoundrel ran afoul of the disgusting sea hags, but even their revolting appearance and dread curse could not overcome his evil. He swam toward the wharf and climbed onto dry land, where he outran his enemies straight into Quattu’s waiting tentacles. The aberration and its allies finally meted out justice to William, but even death could not suppress his despicable spirit. The lifelong mariner longed to be buried at sea, a fate the chuul-ttaen foolishly denied him. Instead, the despicable William’s spirit rose from the grave as a bhuta. [b]Eaten Alive Haunt:[/b] Although the wizard’s body is no longer here, his horrific demise left its lasting impression on his quarters, giving rise to a sinister haunt. [b]Thalius Degeners, Spectre:[/b] Quattu and the crabmen tortured and brutalized Oliver’s devoted foreman, Thalius Degeneres. The agonizing ordeal transformed the formerly genial man into a seething pulp filled with hatred. When he finally succumbed, the vengeful spirit arose as a spectre that still haunts his bedchamber. Though he continues his attack, he tells the characters that crabmen and a much-larger lobster-like creature with writhing tentacles on its face killed him. [b]Joy Montez, Allip:[/b] After witnessing the carnage around them, Joy Montez and her sister Lily decided it would be better to take their own lives than face a gruesome demise. The act caused their souls to linger in this place as 2 allips. [b]Lilly Montez, Allip:[/b] After witnessing the carnage around them, Joy Montez and her sister Lily decided it would be better to take their own lives than face a gruesome demise. The act caused their souls to linger in this place as 2 allips. [b]Human Meat Puppet:[/b] During the struggle, Quattu ordered the crabmen to subject three of the facility’s fish processors to the horrific fate of being gutted and filleted alive. Unbeknownst to the chuul-ttaen, the revelry of carnage infused the boneless corpses with the necromantic energy that suffuses the marshlands here and animated them as revolting undead creatures. [b]Ghast:[/b] The chuul-ttaen subjected the five plumpest human captives to the horrific fate of sealing them alive within the packing crates. Much to Quattu’s chagrin and the crabmen’s terror, the first crate unsealed three days ago created a frightful ghast who slew a crabman before the disappointed aberration personally destroyed it. [/spoiler] [URL=https://www.drivethrurpg.com/product/235135/Quests-of-Doom-4-Forgive-and-Regret-SW?affiliate_id=17596]Quests of Doom 4: Forgive and Regret (S&W)[/URL][spoiler] [b]Hamish MacDuncan, Vampire:[/b] Realizing that a better offer was unlikely to materialize, the matriarch agreed to the deal but promised a curse upon MacDuncan’s eternal soul if he betrayed them and turned the Viroeni over to the hostile locals. MacDuncan swore an oath upon a holy book of Vanitthu he had never felt cause to read and promised he would see them delivered away from the folk they sought to flee. He did not tell them, however, that he had taken gold from those same people to remove the gypsy problem from their midst or that no such safe path through the bog, in fact, existed. Once in the depths of the Wytch Bog, it was a simple matter for the woods-wise veteran to lead the Viroeni astray, cause them to become separated, and use his swampcraft and battle experience to eliminate them in small groups or one by one through treachery or outright murder. When all was said and done, and the blood-spattered MacDuncan watched the matriarch’s lifeless eye seemingly fix its baleful gaze upon him as her corpse sank beneath the waters of a bog, no more than a handful of the Viroeni had made it out of the swamp alive to tell the tale. But four of those handful did not scatter and flee like the rest. Instead they made their own preparations and returned only a few weeks later. The four sons of the Viroeni matriarch had managed to elude MacDuncan’s murderous intent but were unable to stop his massacre of their people. When they emerged from the swamp, they swore their bond to one another to see their mother’s curse completed. When they returned scant weeks later they were penniless with only the clothes they wore upon their backs to their names — and a new pine coffin carried between them. The sons found MacDuncan drunk at his isolated home one night when the moon was dark. They set upon the surprised warrior and overpowered him before he could mount a resistance. With thick ropes they bound his coffin closed and carried him deep into the Wytch Bog where he had taken the lives of their kinsmen and women. As MacDuncan sobered up and found himself unable to break free from his confinement, the truth of the situation began to seep into his gin-soaked mind. The last any outside the bog ever heard from him were his muffled cries begging mercy, cursing his captors, and promising eternal revenge. Neither he nor the Viroeni youths was ever seen alive again. But life — such as it was to become — was not entirely over for Hamish MacDuncan. The Viroeni matriarch’s curse, enacted by the vengeance of her sons, came to fruition when Hamish did not rest easy but awoke after only a short time as a vampiric monster. [b]Shambling Corpses:[/b] The characters’ subsequent delve into the bog enters a haunted realm populated by shambling corpses, vengeful undead creatures, and pathetic spirits borne from Hamish’s genocide. [b]Vengeful Undead:[/b] The characters’ subsequent delve into the bog enters a haunted realm populated by shambling corpses, vengeful undead creatures, and pathetic spirits borne from Hamish’s genocide. [b]Pathetic Spirit:[/b] The characters’ subsequent delve into the bog enters a haunted realm populated by shambling corpses, vengeful undead creatures, and pathetic spirits borne from Hamish’s genocide. [b]Eladrian, Groaning Spirit:[/b] ? [b]Bog Mummy:[/b] The ghastly reminders of Hamish’s infamous deed are visible throughout the Wytch Bog. Stray bones, personal mementoes, and shreds of clothing line the edges of most stagnant ponds in the accursed parcel of wetlands. These objects, however, can never fully reveal the abject terror the victims experienced during their final moments. These raw emotions stir the dead back into existence as undead monstrosities. In this case, 4 bog mummies rise from the peaty graves to batter the living. [b]Unrequited:[/b] Unrequiteds are the lingering forms of adolescents who died suddenly and violently at the hands of another. On this spot centuries ago the callous soldier systematically butchered 22 mothers and their children. After he finished the deed, he tossed their bodies into these waters. Their suffering was so great, 3 unrequiteds coalesced at the spot. [/spoiler] [URL=https://www.drivethrurpg.com/product/235150/Quests-of-Doom-4-Pictures-at-an-Exhibition-SW?affiliate_id=17596]Quests of Doom 4: Pictures at an Exhibition (S&W)[/URL][spoiler] [b]Undead:[/b] ? [b]Vampire:[/b] ? [b]Saint Matilda, Biting Skull:[/b] ? [b]High Priest Paulus, Biting Skull:[/b] ? [b]Saint Carlos, Biting Skull:[/b] ? [b]Father Damien, Biting Skull:[/b] ? [b]Father William, Biting Skull:[/b] ? [b]Sister Mary Catherine, Biting Skull:[/b] ? [b]Father Donatello, Biting Skull:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/235173/Quests-of-Doom-4-War-of-Shadows-SW?affiliate_id=17596]Quests of Doom 4: War of Shadows (S&W)[/URL] Swords & Wizardry[spoiler] [b]Undead Sorcerer:[/b] ? [b]Shadow:[/b] The skeleton belongs to Ankehaton, the only priest who refused to turn his back on Aten and worship Ahriman, the wicked lord of the divs. Atumshutsep and four other clerics horrifically murdered their fellow priest, but the ghastly act and the presence of a dark entity infused Ankehaton’s soul with evil and rage. His spirit survived and transformed into a shadow demon. The vengeful Ankehaton slew two of his killers, turning them into 2 shadows. [b]Huecuva:[/b] The nihilistic Ahriman gave his greatest gift to his newfound converts — complete and utter destruction. The wicked being betrayed them even as their former patron Aten condemned them as well. The Khemitian god transformed the heretics into 5 huecuvas. [b]Haunt:[/b] Unfortunately, not all of the refugees survived the perilous descent. Though their unpreserved flesh and bones rotted away long ago, their fear and anguish in the final moments as [they] fell to their untimely deaths linger in the form of a haunt. [b]Emissary of Mirkeer, Bloody Bones:[/b] ?[/spoiler] [URL='http://www.drivethrurpg.com/product/123023/Rantzs-Fair-Multitude?affiliate_id=17596']Rantz's Fair Multitude[/URL][spoiler] [B]Undead:[/B] When the Ebon Contagion swept across the Cairn Lands, not even the Kivulis could stem the tide of soulless evil that followed. The sacred burial grounds guarded by the Kivulis for generations became corrupted, and the cairns themselves cracked open as the hallowed dead within clawed their way to the surface as undead horrors. [B]Hungry Ghost:[/B] A hungry ghost was a person with a passion for some pleasure that ruled his life, leading him to commit all manner of crimes to sate his inordinate desires. [B]Kummua:[/B] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/112605/2012-Rappan-Athuk--Swords-and-Wizardry?affiliate_id=17596]Rappan Athuk - Swords and Wizardry[/URL][spoiler] [b]Barrow Wight:[/b] Creatures hit by a barrow wight’s slam attack are drained of one level. Creatures killed by this level drain rise as barrow wights in 1d4 rounds and remain under their creator’s control until it is destroyed. [b]Devouring Mist:[/b] Spawned of the dreams of the Bloodwraith, devouring mists are undead composed of equal parts blood and malice, wedded together by negative energy. If a victim’s constitution is reduced to 0 due to the devouring mist’s ability drain, the blood from the victim’s body forms into a new devouring mist in 1d4 rounds. A fearful exhalation of the Bloodwraith, the devouring mist seeks only to feed its insatiable hunger for blood. Spawned of the dreams of the Bloodwraith, devouring mists are undead composed of equal parts blood and malice, wedded together by negative energy. Duke Aerim the Bloodwraith can cough up a devouring mist 3/day. [b]Meat Puppet:[/b] Meat puppets are boneless, skinless corpses reanimated after being exposed to necromantic energies. Enemies killed by a bonesucker's attack reanimate within the Temple as meat puppets 24 hours after dying. The room also holds 8 human meat puppets, the legacy of past bonesucker victims. [b]Mordnaissant:[/b] Occasionally when a pregnant mother dies violently in a place infused with unholy or negative energies, the unborn child within her does not simply perish, but instead continues to grow, vitalized by dark power, until it is capable of clawing its way free from its dead mother. Anyone entering the room must make a saving throw or succumb to the scent’s intoxicating effect. Those who make their save are immune to its effects for a day. It generates a feeling of pleasurable lassitude coupled with heightened lust. This prompts those affected to copulate again and again, exhausting themselves. Once they begin, victims sustain 1 point of constitution damage per ten minutes spent in this vigorous pursuit. When their constitution drops to 1 point, they become too weak to continue, though the drive remains; victims typically die of thirst or starvation even while they continue to feel the need to mate. Additional saving throws are allowed for failed victims once every 30 minutes for as long as they remain within the room, or once per minute if they are removed from the chamber. The scent is produced by a specially bred form of magical mold infesting the cushions and carpet, and a thorough cleansing of the room with fire (at least 20 points of damage to all surfaces) eliminates the mold and the threat. The bodies lying amid the cushions have been looted by past adventurers, and bear only tattered robes or ancient, non-magical armor that is in too poor of shape to function. Horribly, due to a necromantic taint on the room, infants created through this chamber’s powers do not die if the mother dies in the room; her womb continues to expand, and eventually a mordnaissant bursts free. [b]Undead Soldier:[/b] When not warring against rival demon princes, Orcus likes to travel the planes, particularly the Material Plane. Should a foolish spellcaster open a gate and speak his name, he is more than likely going to hear the call and step through to the Material Plane. What happens to the spellcaster that called him usually depends on the reason for the summons and the power of the spellcaster. Extremely powerful spellcasters are usually slain after a while and turned into undead soldiers or generals in his armies. [b]Undead General:[/b] When not warring against rival demon princes, Orcus likes to travel the planes, particularly the Material Plane. Should a foolish spellcaster open a gate and speak his name, he is more than likely going to hear the call and step through to the Material Plane. What happens to the spellcaster that called him usually depends on the reason for the summons and the power of the spellcaster. Extremely powerful spellcasters are usually slain after a while and turned into undead soldiers or generals in his armies. [b]Black Skeleton:[/b] ? [b]Zelkor, Lich:[/b] Zelkor was a powerful wizard who led the army of Light into Rappan Athuk to attack the high priests of Orcus. They say that he didn’t die, and one day he’ll return. [b]Zelkor the Spectre-Mage, Magic User 9:[/b] Zelkor was a powerful wizard who led the army of Light into Rappan Athuk to attack the high priests of Orcus. They say that he didn’t die, and one day he’ll return. This area is the lair of Zelkor, who was once a good-aligned archmage of some renown. During his quest to drive the evil from this place, he was captured by the evil priests, tortured and eventually slain by Nodroj the spectre once he agreed to worship of Orcus. [b]Nadroj the Spectre-Wizard:[/b] [F]ormerly a magic-user/merchant favored by Orcus, and thus allowed to retain his knowledge of spells. [b]Restless Spirits:[/b] A powerful adventuring group called the Dancing Blades were slain in the dungeon. Their restless spirits now wander its halls, attacking anyone they come across with their phantom weapons. [b]Exploding Skeleton:[/b] ? [b]Dissolving Zombie:[/b] The zombies dissolve into foul greenish goo that will eat your flesh and turn you into one of them! [b]Duke Aerim the Bloodwraith:[/b] ? [b]Damien, Lich:[/b] ? [b]Simrath the Vampire:[/b] Simrath the vampire is the long-undead lord of a small barony in the foothills. He was once a great general of good, and was much loved by his troops. Like many other heroes of the region, Simrath rode off against the forces of Orcus. He was slain in a nighttime battle at the field east of the ford of the Wild Edge River by a vampire serving the evil priests. That vampire was slain by the holy light of a sun priest. Simrath’s companions were unaware of his fate (being turned to a vampire), and buried him with full honors in the foothills near the battlefield, in a wild grove of great beauty. [b]Shekahn the Vampire:[/b] ? [b]Agamemnon Vampire-Wizard:[/b] Agamemnon was a 19th level magic-user who quested for immortality. To this end, as his life drew to a close, he willingly became a vampire, summoning and dominating a member of the undead to do his will. Using a wish spell, he devised a ritual that destroyed his creator after he was transformed, making him free to roam and do as he pleased without a controlling master. Sadly, this process caused him to lose 2 levels of experience; hence, now Agamemnon is only a 17th level magic-user. [b]Vampire Spawn:[/b] ? [b]Oldaric, Human Fighter 6 Vampire Spawn:[/b] He died early on in the Bloodways after a devouring mist sucked him dry. He has become one of the many vampire spawn that lurk within the labyrinth. [b]Swoana, Vampire:[/b] ? [b]Mhao, Vampire:[/b] ? [b]Itara, Vampire:[/b] ? [b]Grezell, Vampire:[/b] ? [b]Vampire Harlot:[/b] ? [b]Auriferous, Vampiric Gold Dragon:[/b] In an attempt to draw forth the soul of an ancient gold dragon named Auriferous, the beast was instead turned in to a vampire. [b]Meat Puppet Human:[/b] These loathsome, twitching undead either descended from the Temple of Final Sacrament, or arose spontaneously from the corpses of victims slain within the Bloodways. [b]Meat Puppet Otyugh:[/b] Some years back several clusters of otyughs swarmed into the Bloodways, only to fall victim to its malign influence. Now the remains of these long-dead creatures roam the halls, attacking any living creature they come upon. [b]Black Skeleton Artillery:[/b] ? [b]Yokim, Banshee:[/b] The acolytes of Orcus entombed Yokim, the unwilling elven concubine of King Goov during life, alive—her crypt sealed and walled up so that she could not leave Goov after his undeath. As she starved to death, sealed in her coffin, Yokim transformed into a banshee. [b]Malliw Catspar, Ghost:[/b] ? [b]Kor, Storm Giant Ghost:[/b] ? [b]Phalen, Ghost:[/b] Once a devout worshiper of Hecate, Phalen was corrupted by the Orcus clerics and damned to guard their burial grounds for eternity. [b]Igni, Paladin 12 Ghost:[/b] Igni was a paladin who almost defeated the avatar of Orcus. When Igni was defeated, Orcus concocted a particularly cruel undeath for the man. The demon lord cursed Igni to his current ghost state but also perverted all of Igni’s abilities into those of an antipaladin. Under the curse Igni is compelled to slay any who try to open the doors. Because the change from paladin to antipaladin was involuntary Igni remains lawful, but cannot act on his alignment, further adding to his torture. [b]Iron Ghoul:[/b] ? [b]Deserach, Demi-Lich:[/b] ? [b]Deserach, Lich-Mage:[/b] ? [b]Slavish, Lich, Arch-Lich, Sorcerer-Lich 18:[/b] ? [b]Magerly, Lich Necromancer:[/b] ? [b]Cleric Lich:[/b] ? [b]Wizard Lich:[/b] ? [b]Patrol Captain Luther Dwarf Graveknight:[/b] ? [b]Graveknight:[/b] In death, the graveknight’s life force lingers on in its armor, not its corpse, in much the same way that a lich’s essence is bound within a phylactery. [b]Captain Killbessa, Mummy of the Deep:[/b] While most of the crew died, the captain and his most ruthless pirates rose again in undeath. [b]Brine Zombie:[/b] While most of the crew died, the captain and his most ruthless pirates rose again in undeath. [b]Amurru:[/b] ? [b]Mummy Guardian:[/b] ? [b]King Goov, Greater Mummy:[/b] Goov made a covenant with Orcus to remain alive after death. In trade, Goov sacrificed 500 young maidens to the evil god, which triggered a revolt among his people, leading to regicide. Honoring his promise, Orcus made Goov undead. [b]Mummy Priest of Orcus:[/b] ? [b]Plethor, Mummy Cleric 15:[/b] ? [b]Xillin, Mummy Magic-User 15:[/b] ? [b]Naphra-Tep, Greater Mummy:[/b] The boy in the sarcophagus was once a powerful prophet of Tiamat and was interred in this temple at some point in ages past. He now exists as a greater mummy, sealed within his tomb. [b]Goat-Human Skeleton:[/b] ? [b]False-Black Skeleton:[/b] These alcoves each contain a false black skeleton (8 total) which are simply normal skeletons painted black, with a minor enchantment allowing limited spell casting. [b]Abbot Cyngamon, Wight:[/b] ? [b]Guardian of Cyngamon, Undead Swordsman:[/b] ? [b]Bone Warrior:[/b] ? [b]Sword Wight:[/b] Creatures killed by Duke Aerim the Bloodwraith rise as a sword wight in 1d4+1 rounds. [b]Hardier Enchanted Zombie:[/b] The documents in the leather case reveal the procedure to create hardier enchanted zombies. This method requires 250 gp worth of material components per zombie and a fully equipped laboratory. [b]Putrid Zombie:[/b] ? [b]Zombie Horse:[/b] ? [b]Zombie Charcharodon:[/b] ? [b]Kalina, Zombie:[/b] A follower of a god of knowledge, Kalina was separated from the rest of the group. She too was captured, and tortured to death at the Talon of Orcus. Her lifeless corpse was then reanimated, and now stands ready to serve her former captors in the Talon as one of the zombies. [b]Goblin Juju Zombie:[/b] ? [b]Hacked Zombie:[/b] ? [b]Fire Beetle Zombie:[/b] ? [b]Giant Rat Zombie:[/b] ? [b]Troll Zombie:[/b] ? [b]Otyugh Zombie:[/b] ? [b]Humanoid Zombie:[/b] ? [b]Giant Crayfish Zombie:[/b] ? [b]Giant Beetle Zombie:[/b] ? [b]Goblin Zombie:[/b] ? [b]Basilisk Zombie:[/b] ? [b]Yellow Mold-Encrusted Troll Zombie:[/b] ? [b]Zombie Behir:[/b] ? [b]Black Dragon Zombie:[/b] ? [b]Beetlor Zombie:[/b] ? [b]Purple Worm Zombie:[/b] ? [b]Rhinoceros Beetle Zombie:[/b] ? [b]Gray Render Zombie:[/b] ? [b]Vrock Demon Zombie:[/b] ? [b]Haunted Choir:[/b] These poor souls, survivors of the retreat but not their master’s cruelty, have each offended one of the clergy of Orcus in some way. [b]Zombie Horde:[/b] ? [b]Aaphia, Crypt Thing:[/b] ? [b]Bodak Priest:[/b] ? [b]Nightcrawler:[/b] ? [b]Ghul:[/b] ? [b]Ghoul:[/b] Inside are the gnawed-on skeletons of some thirty frog-cultists who had rebelled against a long-dead abbot, but were put down to face live entombment. Five of them remain as ghouls inside the room, envious of the living. These creatures were common soldiers of the army of good, buried within the room and reanimated by the evil presence of the priests of Orcus. [b]Lich:[/b] ? [b]Mummy:[/b] ? [b]Shadow:[/b] Any targets drained by the shadows join their ranks in this room forever. [b]Skeleton:[/b] ? [b]Spectre:[/b] The souls of paladins slain by Nadroj. Lorvius is extremely cautious about anyone meeting him on this level (fear of assassinations) and never meets with outsiders without his retinue of 4 spectre bodyguards he specifically created for the task and never leaves his side. The 10 builders have become powerful allips, and the wizard who created the prismatic wall is bound here as a horribly malignant spectre. As all their bones were ground to powder and included in the finishing touches of the room, their restless spirits cannot leave the room, nor pursue beyond the vault door. The Cursed Tomb curse. [b]Vampire:[/b] If a victim’s constitution is reduced to 0 due to the devouring mist’s ability drain, the blood from the victim’s body forms into a new devouring mist in 1d4 rounds. Further, the victim’s corpse arises as a vampire in 1d4 days, unless the remains are blessed prior to this rising. Those killed by a devouring mist rise as vampires 1d4 days later unless their remains are blessed. Shekahn wants to make spawn rather than kill the PCs outright. Anyone taken prisoner is drained and turned into a vampire. Agamemnon cast spells until engaged, then he fights using his bite attacks until he spawns 1or 2 new vampires. [b]Wight:[/b] The wights gang up on one character at a time; any PC killed by a wight adds to their number and joins the fight on their side. [b]Wraith:[/b] The wraiths are the restless spirits of those slain in the dungeon, out to seek revenge on all living things. The boy in the sarcophagus was once a powerful prophet of Tiamat and was interred in this temple at some point in ages past. He now exists as a greater mummy, sealed within his tomb. The spirits of his advisors were then captured in the dragon heads as 5 wraiths to serve him in the afterlife and protect his tomb. Ulman Dark's Raising the Dead Failure. [b]Zombie:[/b] Any character killed by mohrg will rise after 1d4 days as a zombie under the morhg’s control. Greatly diminished, the order of Tsathogga now counts 8 acolytes (all heavily armed ruffians), and 4 under-clerics, who in turn control 16 zombies raised in the under-temple. This room contains 4 zombies. They do not roam around the dungeon because they were raised to protect the room’s treasure. those killed by the mohrg rise in 1d4 days as zombies under its control. This level contains an evil artifact, the Zombiestone of Karsh. This artifact causes any creature that is killed within 500 yards to re-animate as a zombie creature. Any creature slain on this level immediately rises as a zombie (1d3 rounds, except in Areas 13C–9 and 13C–10) of HD equal to 1+ the base HD of the creature. When a zombie horde is destroyed there are 2d6 zombies from the horde remaining. [b]Plague Zombie:[/b] Pestilence disease. [b]Juju Zombie:[/b] Juju zombies’ hatred of living creatures and the magic that created them are what hold them to the world of the living. When a humanoid or monstrous humanoid is slain by an energy drain or a similar spell or spell-like ability, it may rise as a juju zombie. These tortured creatures were warriors of light who refused to join the army of evil. Their mouths and eyes were sewn closed by evil priests while they were alive and then sacrificed to Orcus. Against their will, they are now undead creatures. [b]Mohrg:[/b] Mohrgs are the animated corpses of mass murderers or similar villains who died without atoning for their crimes. [b]Ghast:[/b] These creatures were common soldiers of the army of good, buried within the room and reanimated by the evil presence of the priests of Orcus. [b]Demi-Lich:[/b] ? [b]Undead Ooze:[/b] ? [b]Oblivion Wraith:[/b] ? [b]Allip:[/b] The allip’s touch does not deal damage, but causes the victim to lose 1d4 points of wisdom. If a victim’s wisdom falls to 0, it dies and will become an allip within 2d6 days. [b]Devourer:[/b] ? The Pestilence: The Pestilence is a disease that was spread into this level of the dungeon when the Healers failed to control the demonic power they had summoned. Various monsters and hazards in the level can infect intruders with the Pestilence. Anyone infected will begin losing hit points at a rate of one per hour until death. A saving throw at +4 is allowed each hour to avoid the hit point loss for that hour, but the process continues afterwards. Magical healing will increase the victim’s hit points, but the progress of the disease will continue after the curing. Cure disease will completely remove the disease and return the victim back to health, although it will not restore the lost hit points. If the victim dies from the course of the disease, the body will rise as a plague zombie in 1d4+1 rounds. A sprinkling of holy water or a cure disease spell cast on the body will prevent this from happening. The body may be raised from the dead normally, but not while it is still “alive” as a plague zombie. 10A–26. The Cursed Tomb On top of this short hill is a hidden, locked trapdoor. Once opened, it reveals a narrow set of stairs that descends 20 ft. to a paved stone landing and an iron bound oak door. Written in Orc across the top of the door are the words, “Those Who Enter Will Someday Return.” Beyond the door is a tomb, 30 ft. square, containing 4 spectres who attack immediately. Anyone who crosses the threshold of the tomb is instantly cursed (no saving throw; see below). While there are many open chests, sarcophagi, and urns throughout the chamber, all are empty. The Curse A cursed PC is doomed to one day return to the tomb as a spectre. When that PC dies, he is immediately transformed into a spectre and begins journeying back to the tomb to guard it against intruders. A cursed PC who dies cannot be aided by a raise dead or resurrection spell. Moreover, a cursed PC cannot remove the curse, either on himself or another, with a remove curse spell; only a non-cursed cleric can do so. A cursed PC is not aware of his affliction while alive except that once a year, on the anniversary of the day he was cursed, the PC is overwhelmed with a sense of doom and hopelessness. The feeling passes the next day. Powerful divination magic is necessary to determine the source of this annual ennui. The Zombiestone of Karsh Artifact, Chaotic This 2-foot square stone of eerily glowing purple material seems to waver in shape and form, and at times even seems to bleed a black ichor. No carvings or markings are present on the stone, except some faint chisel marks on the exposed top. The stone radiates chaos, evil and magic of the greatest power. Minor powers —curse (all living creatures, as a reversed bless spell, 60’ radius continuous) —cause disease 40-foot radius, continuous (save avoids for 10 rounds each save) Major powers —anti-turning field, 100 foot radius (100%), -8 levels (300 feet), and -4 levels (700 feet), continuous —Toughen undead, 100 foot radius (12 hp absorbed) -8 hp absorbed (300 feet), and –4 hp absorbed (700 feet), continuous — anti-magic shell, continuous (all magic except artifact or deity level powers) Primary Power — Any creature slain on this level immediately rises as a zombie (1d3 rounds, except in Areas 13C–9 and 13C–10) of HD equal to 1+ the base HD of the creature. The possessor of the stone cannot control the newly risen zombies. Deleterious effects — turn evil (save avoids, new check 1/ hour) if exposed to the stone for more than 1 hour (within 100 ft.) —Lose will (–1 wisdom per hour within 100 ft. of the stone (save avoids) Method of destruction — a simple hammer and chisel coated in the blood of a unicorn and wielded by an innocent child can crack the stone, thereby killing the child (irrevocably and forever). Raising the Dead: Ulman charges 3,000 gp to attempt this difficult task, and has a 20% chance to fail in some way (see below). If he fails, he weakens and is unable to do anything but lie abed for a period of one month thereafter. If three gems worth 250 gp or more each are used in the procedure, the chance of failure drops to 10%. Failure results are listed on the table below: 1 Character remains dead 2 Character returns from the dead but with 1d2 lost Constitution points and must rest for 2 weeks 3 Character’s body turns into a grey ooze (not the monster, just disgusting putrescence) 4 Character returns from the dead, but grows to ogre size, gaining 4 extra hit points but losing 1d4 points of Intelligence 5 Character’s body remains dead, character’s soul returns as a wraith and attacks 6 Character remains dead[/spoiler] [URL=https://www.drivethrurpg.com/product/112608/Rappan-Athuk-Bestiary-Swords-and-Wizardry-Edition?affiliate_id=17596]Rappan Athuk Bestiary Swords and Wizardry Edition[/URL][spoiler] [b]Barrow Wight:[/b] Creatures hit by a barrow wight’s slam attack are drained of one level. Creatures killed by this level drain rise as barrow wights in 1d4 rounds and remain under their creator’s control until it is destroyed. [b]Devouring Mist:[/b] Spawned of the dreams of the Bloodwraith, devouring mists are undead composed of equal parts blood and malice, wedded together by negative energy. If a victim’s constitution is reduced to 0 due to the devouring mist’s ability drain, the blood from the victim’s body forms into a new devouring mist in 1d4 rounds. [b]Juju Zombie:[/b] When a humanoid or monstrous humanoid is slain by an energy drain or a similar spell or spell-like ability, it may rise as a juju zombie. [b]Crimthann, Ghast Lord:[/b] The Mojango belonged to Crimthann, a dark priest of Orcus who abandoned the swamp to oversee a temple to his demon lord. The ship, powered by 11 juju zombies, still plies the swamps, searching on its own for a missing power source named the All-Seeing Eye of Mojango. This malevolent orb fits neatly into the empty tree trunk and foretells doom for all it surveys. The Eye is also searching for the ship, appearing in the tallest trees randomly throughout the swamp to gain the best vantages. The Eye is dangerous, draining 1d4 levels from anyone touching it. Crimthann himself cast the orb off the boat for fear it would someday become powerful enough to overthrow even his master. His action cost him his life, and turned him into a ghast lord. [b]Meat Puppet:[/b] Meat puppets are boneless, skinless corpses reanimated after being exposed to necromantic energies. The Bone Crusher artifact. [b]Otyugh Meat Puppet:[/b] The unfortunate otyugh, which the laboratory’s alchemist used as waste disposal, suffered from a necromantic explosion in the lab. The catastrophe transformed the creature into its current undead state. [b]Mordnaissant:[/b] Occasionally when a pregnant mother dies violently in a place infused with unholy or negative energies, the unborn child within her does not simply perish, but instead continues to grow, vitalized by dark power, until it is capable of clawing its way free from its dead mother. The earth mother idol is a massive emerald-and-bamboo construction standing 15-feet-tall in the center of a jungle clearing. A low altar of black igneous rock stands before the statue of the earth goddess. Piled-up emerald stones form her head, shoulders and arms. Sharpened bamboo branches curve to form her fertile belly. Her legs are stone arches rising from the ground. The superstitious villagers sacrifice virgins each full moon by tying the women to the fast-growing bamboo. The sharp shoots slowly impale and kill the struggling women. Skeletons are still entwined in the thick bamboo, with more bones littering the jungle floor around the statue. Unfortunately for the villagers, the last woman sacrificed was not a virgin. She was a few months pregnant, but hid her condition from the villagers. When the woman died on the sharpened stakes, her unborn child became a mordnaissant that inhabits the idol’s barren bamboo womb. [b]Undead Soldier:[/b] When not warring against rival demon princes, Orcus likes to travel the planes, particularly the Material Plane. Should a foolish spellcaster open a gate and speak his name, he is more than likely going to hear the call and step through to the Material Plane. What happens to the spellcaster that called him usually depends on the reason for the summons and the power of the spellcaster. Extremely powerful spellcasters are usually slain after a while and turned into undead soldiers or generals in his armies. [b]Undead General:[/b] When not warring against rival demon princes, Orcus likes to travel the planes, particularly the Material Plane. Should a foolish spellcaster open a gate and speak his name, he is more than likely going to hear the call and step through to the Material Plane. What happens to the spellcaster that called him usually depends on the reason for the summons and the power of the spellcaster. Extremely powerful spellcasters are usually slain after a while and turned into undead soldiers or generals in his armies. [b]Black Skeleton:[/b] ? [b]Zombie:[/b] ? [b]Skeleton:[/b] ? [b]Ghoul:[/b] ? [b]Ghast:[/b] ? [b]Wraith:[/b] ? [b]Wight:[/b] ? [b]Spectre:[/b] ? [b]Vampire:[/b] If a victim’s constitution is reduced to 0 due to the devouring mist’s ability drain, the blood from the victim’s body forms into a new devouring mist in 1d4 rounds. Further, the victim’s corpse rises as a vampire in 1d4 days unless the remains are blessed before this rising. The ground rumbles and shakes as the Bone Crusher (AC 3 [16], 300 hit points) approaches. This five-ton contraption from hell is a massive stone roller carved with thousands of grinning skulls. Massive femurs attached on each end of the roller support a cobbled-together platform of bone that hovers above and slightly behind the massive roller. A single stone wheel below the platform serves as a steering mechanism. The roller inflicts 10d6 points of crushing damage to anything caught in its path. Despite moving at a mere 15 ft., the Bone Crusher animates any living corporeal creature it crushes as a meat puppet in its wake. Currently, 6 human meat puppets follow the Bone Crusher. Commanding the massive crusher is the vrock, Beek Vrut, who carries a wand of paralyzing (15 charges) and a long spear. Only those who serve Orcus can command the Bone Crusher or access its powers. If the juggernaut’s commander is slain, the entire machine falls into thousands of jumbled bones and stones. The Bone Crusher can only reform through months of vile rituals and the desecration of at least 100 graves.[/spoiler] [URL=https://www.drivethrurpg.com/product/142535/Rappan-Athuk-Expansions--Swords-and-Wizardry?affiliate_id=17596]Rappan Athuk Expansions 1 - Swords and Wizardry[/URL][spoiler] [b]Fragmented Skeleton:[/b] The foul magic binding these skeletons together may disintegrate at any moment, and even if the skeletons survive the combat, they usually fall apart after an hour. [b]Undead Hummingbird:[/b] The darting shapes are undead hummingbirds, a wicked and terrible creation. [b]Shade:[/b] A shade is an undead creature that rises when a living creature willingly sacrifices itself in a ritual to Orcus. [b]White Lady:[/b] A white lady is a twisted 9ft tall monstrosity warped by the foul presence of the club it carries. The ladies are not creations of this place; rather, it is their clubs that curse them and twist their flesh into their current form. The clubs were created by a priest of Orcus many years ago as an experiment and have no goodly use. The marble table has a single twisted iron club resting on it. It is visually identical to the ones carried by the white ladies, except it looks cleaner and somehow fresher. It radiates a magical aura. An inscription next to the weapon reads: “To achieve victory, you will need to sacrifice part of yourself. The safety of the world must overrule the safety for one’s own self. Take up this weapon, and lose that which would doom you to defeat” The weapon is a trap. The first person to pick up the weapon must make a saving throw each round he holds onto the weapon. If someone holding the club fails a save, he gains a sudden understanding of his own might as his muscles bulge. The victim’s strength and constitution immediately increase by 3 points each (to a maximum of 18). The curse continues to raise his strength by 1 point each day for the next 10 days (to a maximum of 18). Over that time, the person becomes increasingly emotionally distant, focusing only on killing those who stand between him and his goals. After the 10th day, he gains the ability to regenerate 3 hit points per round, like a troll. He marches inexorably toward his goal with no regard for personal safety, destroying everything in his path. He likely is killed in short order, although that doesn’t slow him down. The corpse continues its doomed march. Over the days that follow, he violently twists and morphs until he becomes another white lady. [b]Old Jim, Ghoul:[/b] Jim fell overboard during a violent storm “some time ago” and washed up on shore. He is now waiting for a boat to rescue him. If pressed, he tersely admits that he has not seen a single ship during his vigil. Jim survived by going to the nearby stream and filling his helmet with water and scraps of meat floating by. He built a small fire on the beach and boiled a stew using the water and meat scraps. Because the wood was driftwood, it did not attract the attention of the aelom, although Jim’s unwise choice of food explains his current condition. [b]Alumaxis, Knight Gaunt:[/b] This is the last resting place for the former captain-of-the-guard-turned-architect, Alumaxis. A good soldier to the end, Alumaxis volunteered for the role of leader of this building site when he understood it would further the reach of Orcus in the world. What he didn’t know was the depth of deceit in the ranks of his “advisors”. As a man used to facing foes head-to-head, he did not see the treachery of the clergy until it was too late. To cover any evidence of their assassination, the clergy ordered this pyre built to honor their fallen “leader”. The captain’s body was laid to rest atop the bonfire, and he was immolated. Unexpectedly, the fire never burned itself out; it smolders even to this day, wafting smoky tendrils to remind the very stones of the dungeon what happened here. Alumaxis himself was not fully consumed by the flame. He regained his material body after being scorched, and returned to the mortal realm as a knight gaunt, an undead horror normally created when a paladin falls in righteous combat against Chaos. Orcus himself found the humor in returning his soldier to the field in such a form. [b]Kenard, Warden of the Dead, Vampire:[/b] Along the southern wall, in a mundane but comfortable chair, flanked by two doors, sits the Warden of the Dead, a former ranger and hero who chose to be infected with vampirism to ensure the feral vampires in Area 3D-24 are never released from their prison. In an abbreviated version of a long and tragic tale, the 3 feral vampires were brothers in life; terrible and loathsome louts that beat and stole from any who were weaker than them. One day, Judith, a fair and frail maiden, was travelling to meet her betrothed, Kenard, a ranger and protector of Good Hope Forest (as it was called, long ago by the local woodsman). She never made it, as she was set upon by the foul brothers. Rather than have a shred of kindness, and just kill her quickly, the brothers made sport of her torment. Eventually, Kenard discovered the abduction, and he raced to save his future bride, but when he found the trio of brutes and his love, it was far too late to save Judith. Unable to control his monumental rage, Kenard took spear and short sword to the brothers, unleashing all his hate and fury. So powerful was his retribution, the forest itself was shocked and outraged by the display. Kenard took days to dispatch the brothers, and in that time a powerful forest spirit, Aspen, came to the site. “This cannot go unpunished, Kenard. You are a good and lawful man. You did the wrong thing. You must atone for your own sins.” And with that, the brothers rose, staggered about, and were cursed as vampires. Judith, with her last few breaths, smiled to Kenard and said, “You know Aspen to be true. Stop this hateful action, Protect. It is what you do.” “I will protect, Lady Judith. I will protect the land from such beings as those.” The brothers looked to each other, and fell upon the pair, their newfound bloodlust too overpowering to be ignored. As the pair fell to the foul vampires, Kenard’s will kept him “alive” in a sense. He too rose as a vampire, able to overpower the brothers. [b]Feral Vampire Spawn:[/b] In an abbreviated version of a long and tragic tale, the 3 feral vampires were brothers in life; terrible and loathsome louts that beat and stole from any who were weaker than them. One day, Judith, a fair and frail maiden, was travelling to meet her betrothed, Kenard, a ranger and protector of Good Hope Forest (as it was called, long ago by the local woodsman). She never made it, as she was set upon by the foul brothers. Rather than have a shred of kindness, and just kill her quickly, the brothers made sport of her torment. Eventually, Kenard discovered the abduction, and he raced to save his future bride, but when he found the trio of brutes and his love, it was far too late to save Judith. Unable to control his monumental rage, Kenard took spear and short sword to the brothers, unleashing all his hate and fury. So powerful was his retribution, the forest itself was shocked and outraged by the display. Kenard took days to dispatch the brothers, and in that time a powerful forest spirit, Aspen, came to the site. “This cannot go unpunished, Kenard. You are a good and lawful man. You did the wrong thing. You must atone for your own sins.” And with that, the brothers rose, staggered about, and were cursed as vampires. [b]Tabitha Mirax, Shade:[/b] With a squad of undead on hand to keep the place clean and in good repair, they performed dark rituals to allow themselves to become ghost-like creatures while retaining their memories and free will. The four shades that haunt the level are the spirits of the adventurers who built this place. While comparable to ghosts, these undead creatures are something new, a result of living creatures willingly sacrificing themselves as part of a ritual to rise again as intelligent undead. [b]Davith, Half-Orc Warrior of Orcus, Shade:[/b] With a squad of undead on hand to keep the place clean and in good repair, they performed dark rituals to allow themselves to become ghost-like creatures while retaining their memories and free will. The four shades that haunt the level are the spirits of the adventurers who built this place. While comparable to ghosts, these undead creatures are something new, a result of living creatures willingly sacrificing themselves as part of a ritual to rise again as intelligent undead. [b]Vallis Blacklocke, Shade:[/b] With a squad of undead on hand to keep the place clean and in good repair, they performed dark rituals to allow themselves to become ghost-like creatures while retaining their memories and free will. The four shades that haunt the level are the spirits of the adventurers who built this place. While comparable to ghosts, these undead creatures are something new, a result of living creatures willingly sacrificing themselves as part of a ritual to rise again as intelligent undead. [b]Kenneth, Lord Darkblade von Nightkill, Shade:[/b] With a squad of undead on hand to keep the place clean and in good repair, they performed dark rituals to allow themselves to become ghost-like creatures while retaining their memories and free will. The four shades that haunt the level are the spirits of the adventurers who built this place. While comparable to ghosts, these undead creatures are something new, a result of living creatures willingly sacrificing themselves as part of a ritual to rise again as intelligent undead. Kenneth, like many evil magic-users, turned to necromancy as a way of discovering a path to immortality, which he eventually found. [b]Kenneth Junior, Black Skeleton:[/b] ? [b]Juju Zombie Soldier:[/b] ? [b]Skeleton Archer:[/b] ? [b]Black Skeleton Champion:[/b] ? [b]Jawbone:[/b] Neither Vallis nor Kenneth has the power to properly animate such a creation, so they’ve taken a shortcut. As long as Vallis is not pinned by the Ghostbind, she can use her essence to activate the creature (Vallis assumes her incorporeal form and occupies the skeleton’s space, wearing it like armor). If Vallis is not present, one of the other shades takes control, although Jawbone loses its regeneration if controlled in this manner. [b]Kallinstraids, Vampiric Red Dragon, Bone Dragon, Undead Dragon:[/b] ? [b]Risen Goblin, Ghast:[/b] No one that goes into Rappan Athuk comes out the same, if they come out at all. This is just as true for monsters as it is for adventurers. These six goblins snuck into the early levels of Rappan Athuk hoping for treasure, or at least a place to hide. What they found was something darker, and in their desperate search for a way back to the surface they took to cannibalism to survive. Now they have escaped and roam the surface, their goblin appetites augmented with a hunger for flesh, bone and marrow. One turn after one of these corrupted goblins dies its flesh tightens over its frame (regenerating if needed) and with a sickening crunch the now intact body rises as a ghast. [Ravenous] Goblins that drop to 0 hit points or below rise as ghasts on the next combat round, retaining their place on the initiative order. This can be prevented by destroying the corpse with 5 points of fire damage, or pouring holy water over the corpse. [b]Skeleton:[/b] The ‘priest’ of this foul place is the goblin Jedra, who found a book about Orcus left here by a previous inhabitant. Jedra rather liked the idea of Orcus and built this chapel to honor him. Orcus was amused by this and granted Jedra some limited power which she is using to learn to raise undead. She hopes one day to replace her raiding parties with teams of undead lead by goblins, to supply them with all the food they could want. At any time Jedra will be in the chapel, praising Orcus or experimenting on any bodies on which she can get her hands. She has so far carefully managed to raise a pair of skeletons, and is working on a corpse, this time attempting to make a zombie. [b]Ghoul:[/b] ? [b]Ghast:[/b] ? [b]Coffer Corpse:[/b] ? [b]Shadow:[/b] ? [b]Mummy:[/b] ? [b]Cadaver Lord:[/b] ? [b]Cadaver:[/b] ? [b]Strangling Ghost:[/b] ? [b]Fear Guard:[/b] The fear guards were former temple warriors, bound to this place after death. [b]Undead Mimic:[/b] The font is actually an undead mimic, a hideous creature that wandered into this place as a normal variety of mimic, and replaced the existing font, thinking to trap petitioners when they came to gather some of the water. The mimic waited so long, and was eventually infused with so much dark energy, when it perished from starvation it transformed into this undead version. [b]Guardian Cimota:[/b] The former collector of these scrolls, an injured soldier and neophyte acolyte of Orcus, was slain in here by a rival over hierarchy in the lower orders of the clergy. Maintaining his soldier’s sense of duty towards his collection, the acolyte rose eventually rose from death as a guardian cimota, forever tasked to guard these scrolls. [b]Undead Troll:[/b] This beast was a former guardian of the path to Level 3D, Section 2. After most of the living inhabitants died, the troll starved to death. The power of the chapel kept the beast from entering the afterlife, so he is confined here as an undead troll. [b]Pyre Zombie:[/b] ? [b]Brain-Eating Zombie:[/b] ? [b]Zombie:[/b] ? [b]Vampire:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/142535/Rappan-Athuk-Expansions--Swords-and-Wizardry?affiliate_id=17596]Rappan Athuk Expansions 2 - Swords and Wizardry[/URL][spoiler] [b]Devron the Necromancer, Lich:[/b] Devron the necromancer swears himself to Arvonliet’s true nature, transforms into lich and is imprisoned below Barakus. [b]Gremag, Lich:[/b] ? [b]Lich-Queen Trystece:[/b] ? [b]Nadroj the Wraith:[/b] ? [b]Zelkor:[/b] Nadroj the wraith breaks Zelkor and makes him an undead minion of Orcus. [b]Slavish, Lich:[/b] ? [b]King Goov:[/b] ? [b]Zelkor, Lich:[/b] ? [b]Restless Spirits:[/b] ? [b]Exploding Skeleton:[/b] ? [b]Dissolving Zombie:[/b] ? [b]Bartholomew Ragusovitch, Red Jester:[/b] As one of Orcus’ few amusing creations, Bartholomew can be permanently destroyed only if the characters slay him while he is prone (Orcus granted him his deathly reward after accidently breaking his neck in a pratfall.) [b]Azraggad, Vampiric Cleric of Orcus:[/b] When Tsathogga’s followers infiltrated Rappan Athuk, Azraggad, a devout cleric of Orcus, swore his undying loyalty to the demon lord. To cement his pact, the priest joined the ranks of the undead as a vampire. [b]The Conductor, Lich MU 18:[/b] He amassed enough magical might that he was able to thwart death, and he has lived as a lich for millennia. [b]Black Skeleton:[/b] ? [b]Ghast:[/b] A human treasure-hunter became trapped in the oyster, transforming into a ghast after drowning. [b]Skeleton:[/b] This staff’s single purpose is to command the infamous Army of the Shoreline Dead. The members of this skeletal fighting force are believed to have been among the first settlers in the area around Rappan Athuk, and among its first victims. They died on or near the shore on which they arrived, falling prey to disease, in-fighting, native hazards, and sahuagin raids. Nihiloplasm magic item. [b]Wraith:[/b] Unbeknownst to the sahuagin, this cave was once the private chamber of a high priest who swore fealty to the Profane Tides. Slain by a wraith while he slept, the priest was interred in the floor directly below his bed. Though that bed and all other evidence of the priest’s existence are gone, his spirit lingers. A successful search for secret doors reveals a section of mismatched stones in the floor, 6ft long by 2ft wide. Anyone spending half an hour with the proper tools can unearth a copper casket buried a few inches below the surface. The casket is sealed shut by time and moisture, requiring successful open door checks from 2 characters working together to lift the lid. Inside is a mostly crumbled skeleton … and the wraith the priest became after death. [b]Bone Swarm:[/b] Composed of tiny bits of bone culled from the remnants of fallen undead monsters as well as Azraggad’s past victims. [b]Wight:[/b] ? [b]Shadow Rat:[/b] ? [b]Feral Undead Cat:[/b] ? [b]Specter:[/b] ? [b]Ghost:[/b] The library is attended by a ghost, the damned spirit of a scribe who came here to steal but was slain by the lich in Area 5C-14. Nihiloplasm Appearing as a dull green, viscous fluid that has the instant effect of cause disease when it contacts living flesh. No saving throw is allowed. Nihiloplasm may be used as an ingredient in any number of malign magic items, but its primary purpose is to create skeletons and infuse them with negative energy so that they seek retribution on the living. For every cup of nihiloplasm poured onto the ground, 2d4 skeletons rise from the sizzling liquid, their eye sockets burning the same dull green color as the unusual material that created them. On the round following their appearance, the skeletons attack any living creature they see — including the person who summoned them. The skeletons behave as standard undead of their type. Despite the skeletons’ tendency to attack the nihiloplasm’s owner, clever users devise means of using the substance to their advantage. [/spoiler] [URL='http://www.drivethrurpg.com/product/146256/Ruins--Ronin?affiliate_id=17596']Ruins & Ronin[/URL][spoiler] [B]Ao-Nyobo, Blue Wife:[/B] ? [B]Azuki-Arai:[/B] ? [B]Banshee:[/B] ? [B]Gaki, Hungry Spirits:[/B] Gaki are the undead spirits of the wicked dead turned into horrible monsters for their horrid sins. The precise nature of the crimes committed by the Gaki in life determines their type, 3 kinds are commonly known but they may be more. [B]Jiki-Ketsu-Gaki:[/B] ? [B]Jiki-Niku-Gaki:[/B] ? [B]Shikki-Gaki:[/B] ? [B]Ghoul:[/B] ? [B]Jikininki, Trash Eating Ghoul:[/B] Similar to the Gaki in appearance, these undead originate from greedy, selfish or impious individuals who are cursed after death to seek out and eat human corpses. [B]Kubi-no-nai-bushi:[/B] A Kubi-no-nai-bushi (headless warrior) is a particularly rare and powerful form of undead that is sometimes created when the spirit of a honorable Samurai that was unlawfully or unjustly forced to commit Sepukku returns from the grave in search of vengeance. [B]Kyonshi, Hopping Vampire:[/B] Sometimes when a body is buried improperly or in an inauspicious location, it reanimates with a hunger to kill mortals and consume their lifeforce. Anyone who suffers damage from a Kyonshi runs the risk of becoming a vampire in turn. Exactly how this occurs is a mystery, but most sages agree it is a form of curse. The percentage chance of turning into a vampire is equal to the amount of hit points lost on a 1d100. Those who succumb to the curse slowly turn into vampires themselves, growing fangs and long fingernails and becoming more and more bestial. The process a number of days equal to the victim’s CON minus 1d6 and usually only becomes evident after a couple of days have passed. To stop the transformation a Remove Curse spell must be cast on the victim. [B]Lich:[/B] Liches are the undead remnants of wizards, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magics gone awry). [B]Mummy:[/B] ? [B]Shadow:[/B] A shadow's chill touch drains one point of strength with a successful hit, and if a victim is brought to a strength of 0, he becomes a shadow. Strength points return after 90 minutes (9 turns). [B]Skeleton:[/B] Skeletons are animated bones of the dead, usually under the control of some evil master. [I]Animate Dead[/I] spell. [B]Spectre:[/B] Any being killed (or drained below level 0) by a spectre becomes a spectre himself, a pitiful thrall to its creator. [B]Vampire:[/B] Any human killed by a vampire becomes a vampire under the control of its creator. [B]Wight:[/B] Any human killed or completely drained of levels (1 level per hit) by a wight becomes a wight. [B]Wraith:[/B] ? [B]Zombie:[/B] The standard zombie is simply a corpse animated to do its creator’s bidding. [I]Animate Dead[/I] spell. [B]Zombie Contagious:[/B] If their undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease they should be worth considerably more experience. Animate Dead Spell Level: Sh5 Range: Referee’s discretion Duration: Permanent This spell animates skeletons or zombies from dead bodies. 1d6 undead are animated per Level of the caster above 8th. The corpses remain animated until slain.[/spoiler] [URL='http://www.drivethrurpg.com/product/223909/Swords--Wizardry-Continual-Light?affiliate_id=17596']Swords & Wizardry Continual Light[/URL][spoiler] [B]Ghoul:[/B] ? [B]Shadow:[/B] ? [B]Skeleton:[/B] Bones of the dead, animated by vile necromancy. [B]Wight:[/B] ? [B]Zombie:[/B] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/200456/TG1-Lost-Temple-of-Ibholtheg-SnW?affiliate_id=17596]TG1 Lost Temple of Ibholtheg (SnW)[/URL][spoiler] [b]Wraith:[/b] The spectral remains of Ibholtheg’s human servants from Xilonoc, the wraith is a shadowy form of a near-naked man with an elaborate headdress. [b]Spectral Crocodile:[/b] The crocodiles of the Great Jungle have always been a sacred beast to the faithful of Ibholtheg (the creatures being one third of the Squamous Toad’s being). When the golden temple was built, the spirits of several of the animals were bound to defend it, creating spectral crocodiles. [b]Ghast:[/b] Human servants of Ibholtheg the Squamous Toad left to rot in the golden temple have devolved into ghasts. There are 5 ghasts here who were once priests of Ibholtheg. The croaking in the chamber is a result of Ibholtheg’s movements and used to only occur on an infrequent basis. Now it never stops and it has called its priests back to the world of the living. [b]Slime Zombie:[/b] A slime zombie is the undead remnant of a Xilonoc resident who was not faithful to Ibholtheg. Now cursed with a vibrant green slime that coats their skin and oozes from their mouths, they exist only to serve the Squamous Toad.[/spoiler] [URL=https://www.drivethrurpg.com/product/203421/TG2-Tongues-of-the-Screaming-Toad-SnW?affiliate_id=17596]TG2 Tongues of the Screaming Toad (SnW)[/URL][spoiler] [b]Zombie:[/b] In his studies of the forbidden arts, Natan has learned to create zombies from the corpses of the living. He has passed this knowledge down to his most devout disciples, who in turn use it to make good use of fallen enemies. The ritual to create a zombie takes many hours, however. Inside, the stench of death is overpowering. The Noviortum House agents have reanimated the corpses of the Carrico family so that they serve now as 6 zombies in the house that lurch forward to attack anyone who isn’t affiliated with Noviortum House. [b]Black Tongue Victim:[/b] People who consume the egg of a cipactli are doomed to become black tongue victims. The abominable process generally takes a day or so to manifest, but when it does it takes over quickly, turning the victim into a brute that can withstand the toughest hits. Natan experimented with the cipactli eggs on native slaves before unleashing them on Kraden’s Hill, and the 5 black tongue victims here were the first successful creations. They quickly fell to worshipping the statue of Ibholtheg the wizard brought here to study, a curious practice that Natan was studying to understand the effects of the black tongue better. [b]Lambert Glover, Black Tongue Victim:[/b] You’re just about to order another round of that spicy viper fruit drink when a gurgled choke catches your attention at the door. Night has fallen completely on Kraden’s Hill, and in from the darkness staggers a man clawing at his throat. He leans heavily on the wall, gasping and muttering for a moment, as the rest of the Thirsty Serpent patrons turn to see. “Lambert?” one man asks in a concerned voice as the man – Lambert apparently – lets loose a choked cry and falls to the floor. He retches and black vomit hits the dirty floor with a sickening splash. Lambert Glover is currently suffering from the end of the second phase of the black tongue of Ibholtheg. People around him back up after the black vomit hits the floor and Lambert begins to mutter incoherent words – “ozalko,” z’dyrr’kuu,” and “yongulluu,” followed by a drawn out “Ibholtheg.” The characters can try to push through to get to him but by the time they arrive the curse has taken full effect. Lambert Glover stands up suddenly, now fully a black tongue victim, his elongated tongue pitch black and hanging out of his mouth.[/spoiler] [URL=https://www.drivethrurpg.com/product/206047/TG3-Shadow-Out-of-Sapphire-Lake-SnW?affiliate_id=17596]TG3 Shadow Out of Sapphire Lake (SnW)[/URL][spoiler] [b]Wraith:[/b] In the Black Gulfs, victims that give in to the despair inherent on the plane are eventually transformed into wraiths – twisted, evil, shadowy apparitions of their former selves. [b]Mummy:[/b] The practice of mummification was common in Xilonoc, and priests and other leaders often enchanted loyal guards as mummies to live forever guarding a sacred site.[/spoiler] [URL=https://www.drivethrurpg.com/product/112798/The-Black-Monastery-SW?affiliate_id=17596]The Black Monastery (S&W)[/URL][spoiler] [b]Cimota:[/b] These undead creatures are the images of evil still imprinted on the place, acting out the roles and deeds of the long-dead monks. Cimota are the physical manifestations of evil thoughts and actions. They manifest in the Prime Material as cloaked figures. Their existence is always tied to a specific area or artifact that is imbued with ancient and highly malevolent evil. A cimota is able to manifest itself anywhere within an accursed locale that has given it life, or within 300 feet of an evil artifact to which it is attached. Cimota are bound to repeat the evil thoughts and actions that created them. When they manifest they will endlessly repeat the deeds that spawned them. So, for instance, a group of cimota may haunt a ruined temple, re-enacting evil rituals. Cimota may guard an unholy site such as a city, forest or building. They will fight to the death to defend these places. Cimota who are bound to an artifact may act out the intentions of that artifact. These undead creatures are the images of evil still imprinted on the place, acting out the roles and deeds of the long-dead monks. The acts of human sacrifice and other evil deeds associated with the oracle stone are what have given the cimota power within the Black Monastery. They are echoes and reflections of the Black Brotherhood and the vile deeds they committed here. As long as the oracle stone exists, the Black Monastery will return and the cimota will continue their dark existence. [b]Ghost Strangling:[/b] Anyone strangled by a strangling ghost will rise as a strangling ghost within 1d6 days. The ghosts of intruders who have died in the Black Monastery are trapped here, held prisoner in death. [b]Mohrg:[/b] Mohrgs are the animated corpses of mass murderers or similar villains who died without atoning for their crimes. Buried six feet below the garden’s surface are the bodies of seven former members of the Black Brotherhood, condemned by their brethren for betraying the order. Digging in the garden has the potential of disturbing these corpses, which will rise as morhgs. [b]Black Skeleton:[/b] The Black Brotherhood created these undead warriors as the special guardians of their monastery and the dungeons below. Black skeletons are the remnants of living creatures slain in an area where the ground is soaked through with evil. The bodies of fallen heroes are contaminated and polluted by such evil and within days after their death, the slain creatures rise as black skeletons, leaving their former lives and bodies behind. [b]Soul Knight:[/b] A soul knight is a suit of armor animated by the lingering soul of an evil knight, cursed to undeath as punishment for having committed betrayal, murder or other crimes. The evil spirit continues to inhabit its old armor, repeating the deeds that brought about the living knight’s ruin. [b]The Black Monastery:[/b] The twisted thoughts and evil deeds of the Black Brotherhood are long ended. There is no need to fully recite them here. Suffice to say that their actions included necromancy, pacts with evil outsiders and the human sacrifices those evil outsiders demand. The Black Monastery was the scene of dark sorcery and magical research that left behind many deadly traces. What manifests atop the Hill of Mornay from decade to decade is a lethal ghost of those repugnant deeds. [b]Ghost Relatively Weak:[/b] ? [b]Leader Cimota:[/b] ? [b]High Cimota:[/b] If the cloak of the high cimota is worn for a full 24 hours, the wearer will begin to fade out of existence, becoming the new high cimota. Nothing short of a wish spell can reverse this terrible fate. [b]Gareth the Reaper, Soul Knight:[/b] One of these soul knights was Gareth the Reaper, an adventurer who turned upon his comrades while adventuring in the Black Monastery out of greed and spite. Gareth himself was slain before he could escape the monastery’s halls and has remained to haunt this room ever since. [b]Undead:[/b] An appearance of the Black Monastery also carries curses for the local countryside. In an area of 20 miles around the monastery there is usually an outbreak of magical diseases announcing the return of the Black Brotherhood. Cases of fevers that cause the dead to rise as undead occur among local people without any known source of infection. [b]Banshee:[/b] ? [b]Ghoul:[/b] The four cots are all occupied by human commoners, including three women and a man. These are local peasants who have been infected with ghoul fever. In their growing madness, they have been drawn to the Black Monastery and have laid down on the cots. These sufferers are victims of the curses that always accompany Black Monastery’s evil presence. Although they are in the last stages of the disease, they are not beyond saving. A cure disease, or similar magical intervention, will revive them and allow these innocent people to return to their homes. If the party does not heal them within 24 hours, all four victims will be gone from this room. They will be transformed into full ghouls and off to run through the monastery halls in search of food. [b]Doctor Brutus, Ghoul:[/b] When the Black Monastery fell, Doctor Brutus was destroyed along with the other black monks, but it was not his fate to stay dead. Some of the potions Doctor Brutus tested on himself took hold and raised him to undeath as a powerful and abnormal ghoul. It is now his curse to live in undead twilight, bound to the Black Monastery. [b]Sacavious, Lich:[/b] Inside the room is a clay vessel studded with gems and bound with gold bands. The vessel has a value of at least 8,000gp. It is the jar that the lich Sacavious used to hold most of desiccated internal organs as part of the necromantic rituals that were intended to turn him into a lich. At the time of the Black Monastery’s fall, Sacavious was coming to the end of his mortal life. His potions and experiments were no longer able to sustain his failing body, so he had completed the research, potions and incantations to transform himself into a lich. Sacavious had put off his final transformation for more than a decade when the monastery was besieged. His plan had included a betrayal of his brothers, whom he had intended to make his undead minions. The Black Brotherhood’s violent end frustrated Sacavious’ plans and forced him to undergo his transformation only moments before the Black Monastery was immolated and disappeared in arcane fire. With his spells exhausted, and the monastery gates about to be breached, Sacavious rushed to his tower and drank down the final potion. He expected to become an immortal being of ultimate power. The result was something quite different. The immolation of the Black Monastery unleashed forces unknown to Sacavious. Instead of falling to the floor and rising up as a free-willed wraith, ready to dominate his enemies, Sacavious’ mind was badly damaged by the arcane powers unleashed around him. The pieces of his conscious mind were scattered as wisps, blowing between the planes. Only fragments of these wisps returned to his animated corpse, trapping him forever in a dead shell, re-living his final moments as a mortal. What is left of Sacavious may be found in the large chamber at the top of his tower, waiting to destroy anyone who dares intrude on his eldritch domain. [b]Lich:[/b] The floor of this large chamber is covered with scrawled magical symbols and diagrams. These are various necromantic spells, spells a necromancer must gather and cast in order to become a lich. There are rags, pieces of candles, feathers, and patches of glittering dust scattered everywhere on the floor. [b]Sacavious, Lich Fully Armed and Operational Sacavious:[/b] In this variation, the Referee assumes that Sacavious completed his transformation into a lich and has been able to recuperate all of his spells. [b]Sacavious, Lich Depleted Sacavious:[/b] The necromancer has completed his botched transformation into a lich, but his spells have been seriously depleted by the final siege of the Black Monastery. This version of Sacavious is still a deadly threat, but has already exhausted most of his spells in the final battle. This broken remnant of the Black Brotherhood’s pet necromancer has been lying face down on his spell book ever since. [b]Sacavious, Lich Deranged and Crawling Sacavious:[/b] The necromancer’s failed transformation has left him almost completely broken. The Referee should assume that Sacavious has no spells, or possibly just a few left. At the Referee’s discretion, Sacavious should have his hit points and armor class reduced to reflect the fact that he has not cast spells in preparation for the party’s arrival. After he turns toward the party from his workbench, the lich emits a ragged gasp and either staggers toward the adventurers or falls to the floor. Sacavious is still capable of harming the party with his innate lich and necromancer powers, but is only a shell of what he might have been. [b]Mummy:[/b] When they drank the potions that Sacavious said would make them powerful and immortal, all four assistants were transformed into the equivalent of mummies. The transformation was agonizing and maddening. Whenever these particular mummies move or fight a fine dust fills the air around them. This dust also covers the bodies on the floor. Anyone who suffers a wound from these mummies, or any other type of wound in this room, will be afflicted with a special type of mummy rot. Once a victim has succumbed to the disease, the corpse will rise as a mummy (although not wrapped) and shamble across any distance to return to this room. There, the victim will take his place as a new guardian of the dungeons beneath the Black Monastery. [b]Shadow:[/b] There is a bowl on top of a table in the middle of the room. The bowl is filled with water and inscribed with runes on its exterior. A Magic-User reading the incriptions will be able to identify that the inscriptions on the bowl are used as part of a necromantic ritual. If the Magic-User has an Intelligence score over 15, he will also discern that the bowl is specifically used in a ritual to create shadows. These are the shades of 13 brothers who took the most pleasure in the displays put on here. Their doom, in death, has been to haunt the place where they did so many evil acts while they were living. The Shadow of Kran the Dungeon Master is akin to a normal shadow, but much more powerful. If it drains a character’s strength to 0, the character will die and within 1d3 rounds the character’s spirit will rise as a normal shadow in Kran’s service. [b]Kran the Dungeon Master, Powerful Shadow:[/b] What remains of Kran the Dungeon Master is standing in this room. Kran’s body was destroyed in battle but his evil soul survived, cursed to haunt his tower forever as a powerful shadow. [b]Troll Skeleton:[/b] ? [b]Skeleton:[/b] ? [b]Undead Menagerie Human Skeleton:[/b] These animals were given experimental draughts of the various potions that Sacavious intended to use to transform himself into a lich. [b]Undead Critter:[/b] These animals were given experimental draughts of the various potions that Sacavious intended to use to transform himself into a lich. [b]Undead Menagerie Human Skeleton:[/b] ? [b]Undead Menagerie Wolf Skeleton:[/b] ? [b]Undead Menagerie Dried Dwarf Corpse:[/b] ? [b]Undead Menagerie Dried Elf Corpse:[/b] ? [b]Manticore Skeleton:[/b] ? [b]Spectre:[/b] ? [b]Vampire:[/b] ? [b]Samuel Knock, Wight:[/b] His former comrades locked him in this room weeks ago when he fell under the influence of a cursed amulet that changed him into a wight. The amulet is still around Samuel’s neck. It is a silver skull, marked with the teardrop and pentagram symbol of the Black Brotherhood. The amulet can be removed by a remove curse spell, if it is cast within two hours of the moment the victim put it around his neck. It comes off easily if the wearer is slain. Anyone who puts on Samuel’s amulet will immediately begin to scream gibberish and tear at his face and clothing. The transformation will be complete 12 hours later. Party members may only save their companion from a hideous fate by acting quickly to remove the amulet, or the new victim will suffer Samuel’s fate. [b]Wight:[/b] This unfortunate person was a member of an adventuring party that was trapped by the iron doors. The horror of his situation transformed him into a wight. [b]Wraith:[/b] ? [b]Zombie:[/b] Any character killed by mohrg will rise after 1d4 days as a zombie under the morhg’s control. Two gold bracelets with a teardrop and pentagram engraved on each of them are suspended five feet off the ground, floating in mid-air. This is a pair of bracelets of undeath. If both bracelets are placed on both arms, the wearer gains certain traits of the undead: immunity to sleep, charm and hold spells. Cold-based attacks also have no effect on the wearer, who is also immune to all poisons. Choosing to wear the bracers of undeath may be a fateful decision for a player character. For each week the bracers are worn the wearer must succeed on saving throw or fall under the bracers’ control, permanently changing the character’s alignment to Chaotic. A second failed saving throw means that the character will begin to lose 1d4 constitution points per day until death, or until a remove curse spell is cast on the character. Anyone who dies from this effect will immediately rise as a zombie. The newly risen zombie will have the overwhelming urge to return the bracelets of undeath to their place in this room of the Black Monastery. [b]Sir Ralph Halifax, Zombie:[/b] ? [b]Zombie Sea Cat:[/b] ?[/spoiler] [URL='http://www.drivethrurpg.com/product/124060/Cartographers-Guide-to-the-Creatures-of-Eira?affiliate_id=17596']The Cartographer's Guide to the Creatures of Eira[/URL][spoiler] [B]Bone Spider:[/B] Bone Spiders are malign spirits who form their bodies from the bones of the dead and who haunt the ancient barrows, tombs, bone pits and crypts of the world growing and gaining power as they add more bones (fresh and ancient) to their form. [B]The Chained:[/B] No one knows for certain what The Chained is, some say it is the avatar of the Goddess of Pure Death, others a freak magical accident created by a mage with a vengeance streak. The stories are endless, but all end the same way; The Chained comes for bad folks and when it does they die. [B]Guest:[/B] Spirits that cannot rest, cursed by broken oaths, business left undone, or something else. Left in this world and slowly driven mad by it. Guests were never meant to be in the realms of the mortals and every day they do not pass on is yet another day insanity inducing pain. [B]Unquiet Bodere:[/B] The undead remnants of a mortal who looked into the Outside and didn't have enough sense to die immediately. Driven insane by what they saw the mortal went through what remained of their short life muttering and rambling in their madness revealing truths – oh so dark truths – of what existed Outside. Even when death finally claimed them the things they saw and remembered refused to die with them.[/spoiler] [URL=https://www.drivethrurpg.com/product/205702/The-Ghost-Woods-Adventure?affiliate_id=17596]The Ghost Woods Adventure[/URL][spoiler] [b]Valen Darkfast, Lich Lord:[/b] ? [b]Cursed Headless Woman:[/b] ? [b]Undead Raven:[/b] ? [b]Skeletal Horse:[/b] ? [b]Undead:[/b]? [b]Ghoul:[/b] ? [b]Zombie:[/b] Valen Darkfast's touch drains a level (save to avoid loss, if all levels are lost the character dies and turns into a zombie). [b]Skeleton:[/b] ? [b]Spectre:[/b] A spectre haunts this area, looking to kill and transform characters into new spectres. [/spoiler] [URL='http://www.drivethrurpg.com/product/177622/The-Heros-Journey-Fantasy-Roleplaying-Swords--Wizardry?affiliate_id=17596']The Hero's Journey Fantasy Roleplaying[/URL][spoiler] [B]Banshee:[/B] ? [B]Death Knight:[/B] ? [B]Ghoul:[/B] [I]Animate Dead[/I] spell. [B]Liche:[/B] Liches are the undead remnants of wizards, either made undead by their own deliberate acts during life or as the result of other magical forces (possibly including their own magics gone awry). [B]Mummy:[/B] ? [B]Poltergeist:[/B] Poltergeists are incorporeal spirits animated by anger. [B]Sanguine Fog:[/B] ? [B]Shade Lord:[/B] ? [B]Shadow:[/B] A shadow's chill touch drains one point of strength with a successful hit, and if a victim is brought to a strength of 0, he becomes a shadow. Strength points return after 90 minutes. [B]Skeleton:[/B] Skeletons are animated bones of the dead and are usually under the control of some evil master. [I]Animate Dead[/I] spell. [B]Skeleton Flaming:[/B] Flaming skeletons have been animated with an unholy fire that radiates from them. [B]Specter:[/B] Any being killed (or drained below level 0) by a specter becomes a specter himself—a pitiful thrall to its creator. [B]Vampire:[/B] Any human killed by a vampire becomes a vampire under the control of its creator. [B]Wight:[/B] Any human killed or completely drained of levels (1 level per hit) by a wight becomes a wight. [I]Animate Dead[/I] spell. [B]Wraith:[/B] ? [B]Zombie:[/B] These are merely animated corpses, not carriers of any sort of undead contagion as ghouls are. The standard zombie is simply a corpse animated to do its creator’s bidding. [I]Animate Dead[/I] spell. [B]Zombie Contagious:[/B] If their undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease they should be worth considerably more experience. Animate Dead Spell Level: Wizard 5 Range: Referee’s discretion Duration: Permanent This spell animates skeletons, zombies, ghouls or wights from dead bodies. The caster determines which type of creature is animated from the corpse. Each casting of this spell produces either 1d6+1 skeletons, 1d6 zombies, 1d6−3 ghouls, or 1 wight. The corpses remain animated and under the command of the caster until destroyed or banished.[/spoiler] [URL=https://www.drivethrurpg.com/product/206626/The-Kingdom-of-Richard?affiliate_id=17596]The Kingdom of Richard[/URL][spoiler] [b]Valen Darkfast, Lich:[/b] The Darkfasts were cunning necromancers and when the father was mortally wounded in a battle, he was turned into a lich. [b]Ghost:[/b] The ruined villages along the Ruined Coast on the Katarian Sea have been largely ignored by the Elves who sacked them since their destruction over 100 years ago. Today, they are a strange and dangerous collection of ruins that are haunted by monsters, pirates, and the ghosts of those who died there. [b]Undead:[/b] ?[/spoiler] [URL='http://www.drivethrurpg.com/product/240948/The-Little-Book-of-Adventuring-Classes-Vol-1?affiliate_id=17596']The Little Book of Adventuring Classes Vol. 1[/URL][spoiler] [B]Dead Dog Spirit:[/B] ? [B]Undead:[/B] [I]Raise Greater Undead[/I] spell. [B]Wight:[/B] [I]Raise Greater Undead[/I] spell. [B]Wraith:[/B] [I]Raise Greater Undead[/I] spell. [B]Skeleton:[/B] [I]Raise Lesser Undead[/I] spell. [B]Zombie:[/B] [I]Raise Lesser Undead[/I] spell. [B]Ghoul:[/B] [I]Raise Lesser Undead[/I] spell. [B]Unliving:[/B] Unliving are created by dying and being resurrected by a necromancer, in much the same way a zombie is. RAISE GREATER UNDEAD Spell Level: Deathwitch 5th level, Magic-User 7th level Range: 240 feet Duration: Permanent Greater undead such as wights or wraiths can be created from dead bodies, 1d4 for each level of the caster. They remain under the command of the caster, and will remain until slain. RAISE LESSER UNDEAD Spell Level: Deathwitch 3rd level, Magic-User 5th level Range: 240 feet Duration: Permanent Lesser undead such as skeletons (1d8), zombies (1d6), or ghouls (1d4) can be created from dead bodies for each level of the caster. They remain under the command of the caster, and will remain until slain.[/spoiler] [URL=https://www.drivethrurpg.com/product/142506/The-Lost-City-of-Barakus-SW?affiliate_id=17596]The Lost City of Barakus (S&W)[/URL][spoiler] [b]Undead Doppelganger:[/b] ? [b]Undead:[/b] Many years ago, a wicked cleric named Asgaroth came to this area to build a shrine to himself and his god. He gathered about him a cluster of undead and began the construction of his temple. Unfortunately, while searching for a powerful evil relic, he was slain by a paladin named Van-Doren, and thus his shrine remained incomplete. The undead, however, remained. Asgaroth had succeeded in infusing so much evil into the place that the undead he placed here to guard it remained, ever vigilant. Over the years, other undead, primarily ghouls and ghasts, have been attracted to this place for its evil aura. What’s more, all creatures slain anywhere in these caves eventually rise as an undead creatures themselves. [b]Girda, Ghost:[/b] The hovel is haunted by the ghost, Girda, the deceased half-orc wife of Klar, the orc vampire who now resides in Barakus. When Klar was transformed into a vampire, instead of draining Girda’s blood so she could join in his hellish undeath, he chose to kill her in her sleep with his bare hands and then banished himself to Barakus. Girda, tormented by her terrible end, haunts this shack where she and Klar once lived. [b]Gilbert, Ghoul:[/b] ? [b]Klerk, Ghoul:[/b] ? [b]Ghoul:[/b] The cave floor [of the Totem Cavern of the Cave of the Dead] is strewn with the discarded belongings of defeated explorers who arose as zombies or ghouls themselves [from dying in the Caves of the Dead]. Heaped in the northern corner of this small cave are the bodies of two humans: One dressed in chain mail and carrying a quarterstaff, the other dressed in leather armor with a rapier at his side. These two unfortunate fellows, along with three other party members, perished at the hands of the ghouls. The ghouls ate the other three, but Thelkor instructed his minions to leave these bodies be as he wished to add them to his ranks once they have risen. In two days they become ghouls. If the party cleric casts bless on the bodies, however, they can prevent this from occurring. [b]Thelkor, Ghoul Lord:[/b] ? [b]Devron, Lich Magic-User 8:[/b] ? [b]Lich:[/b] ? [b]Devron, Lich Magic-User 14:[/b] ? [b]Mummy:[/b] ? [b]Shadow:[/b] ? [b]Cave Bear Skeleton, Large Skeleton:[/b] Within the offering bowl is a medallion depicting a beautiful human eye attached to a simple silver necklace. Wearing the amulet grants the wearer protection from charm and sleep (see Sidebox). However, if the amulet is removed by anyone with an alignment other than Neutral, the bones on the cave floor below assemble themselves into a large skeleton that attacks the possessor of the amulet and anyone associated with him. [b]Skeleton:[/b] The cave floor [of the Totem Cavern of the Cave of the Dead] is strewn with the discarded belongings of defeated explorers who arose as zombies or ghouls themselves [from dying in the Caves of the Dead]. Years ago, Asgaroth, the evil cleric described in Area I in the Wilderness, discovered Area 2-12 and placed special guards here to protect it. Using a ritual similar to that in Area I2, he placed several totems in this area which enacted a permanent animate dead spell that is recast on the area once per week. Thus, anyone slain within the shaded area comes back to life as a zombie (or, in the case of the hobgoblin, should he be moved, a skeleton) and like the creatures that slew him, is charged with guarding the chamber against intruders. [b]Vampire:[/b] ? [b]Osmund Pulanti, Vampire:[/b] ? [b]Kurant Pulanti, Vampire:[/b] ? [b]Esmerelda Pulanti, Vampire:[/b] ? [b]Thelonius Pulanti, Vampire:[/b] ? [b]Klar, Orc Vampire:[/b] Further, the Pulantis have recently been in contact with Klar, the orc vampire residing in Barakus. Klar, an old victim of theirs, has invited them to join him in Barakus “away from the prying eyes of daylight-afflicted society.” [b]Wight:[/b] ? [b]Wraith:[/b] At one time, a small number of frog-cultists, including four under-priests, rebelled against their demonic master, forsaking their perverted ways. Alas, the revolt was short-lived and the priests were placed alive in this former ante-chamber in perpetual imprisonment. Four barred niches, too low to stand up or move comfortably, contain the corpses of the priests. They remain as wraiths, envious of the living. [b]Zombie:[/b] The cave floor [of the Totem Cavern of the Cave of the Dead] is strewn with the discarded belongings of defeated explorers who arose as zombies or ghouls themselves [from dying in the Caves of the Dead]. Years ago, Asgaroth, the evil cleric described in Area I in the Wilderness, discovered Area 2-12 and placed special guards here to protect it. Using a ritual similar to that in Area I2, he placed several totems in this area which enacted a permanent animate dead spell that is recast on the area once per week. Thus, anyone slain within the shaded area comes back to life as a zombie (or, in the case of the hobgoblin, should he be moved, a skeleton) and like the creatures that slew him, is charged with guarding the chamber against intruders. [b]Human Zombie:[/b] Years ago, Asgaroth, the evil cleric described in Area I in the Wilderness, discovered Area 2-12 and placed special guards here to protect it. Using a ritual similar to that in Area I2, he placed several totems in this area which enacted a permanent animate dead spell that is recast on the area once per week. Thus, anyone slain within the shaded area comes back to life as a zombie (or, in the case of the hobgoblin, should he be moved, a skeleton) and like the creatures that slew him, is charged with guarding the chamber against intruders. A number of curious souls have met their end here, and at the moment there are 5 zombies standing around the chamber: 2 humans, 1 orc, 1 dwarf, and 1 drow. [b]Orc Zombie:[/b] Years ago, Asgaroth, the evil cleric described in Area I in the Wilderness, discovered Area 2-12 and placed special guards here to protect it. Using a ritual similar to that in Area I2, he placed several totems in this area which enacted a permanent animate dead spell that is recast on the area once per week. Thus, anyone slain within the shaded area comes back to life as a zombie (or, in the case of the hobgoblin, should he be moved, a skeleton) and like the creatures that slew him, is charged with guarding the chamber against intruders. A number of curious souls have met their end here, and at the moment there are 5 zombies standing around the chamber: 2 humans, 1 orc, 1 dwarf, and 1 drow. [b]Dwarf Zombie:[/b] Years ago, Asgaroth, the evil cleric described in Area I in the Wilderness, discovered Area 2-12 and placed special guards here to protect it. Using a ritual similar to that in Area I2, he placed several totems in this area which enacted a permanent animate dead spell that is recast on the area once per week. Thus, anyone slain within the shaded area comes back to life as a zombie (or, in the case of the hobgoblin, should he be moved, a skeleton) and like the creatures that slew him, is charged with guarding the chamber against intruders. A number of curious souls have met their end here, and at the moment there are 5 zombies standing around the chamber: 2 humans, 1 orc, 1 dwarf, and 1 drow. [b]Drow Zombie:[/b] Years ago, Asgaroth, the evil cleric described in Area I in the Wilderness, discovered Area 2-12 and placed special guards here to protect it. Using a ritual similar to that in Area I2, he placed several totems in this area which enacted a permanent animate dead spell that is recast on the area once per week. Thus, anyone slain within the shaded area comes back to life as a zombie (or, in the case of the hobgoblin, should he be moved, a skeleton) and like the creatures that slew him, is charged with guarding the chamber against intruders. A number of curious souls have met their end here, and at the moment there are 5 zombies standing around the chamber: 2 humans, 1 orc, 1 dwarf, and 1 drow. [b]Gaston, Ghast Butler:[/b] ? [b]Ghast:[/b] ? [b]Basil, Strangling Ghost:[/b] ? [b]Allip:[/b] ? [b]Fear Guard:[/b] ? [b]Juju Zombie:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/176363/The-Lost-Lands-Stoneheart-Valley-Swords-and-Wizardry-Edition?affiliate_id=17596]The Lost Lands: Stoneheart Valley Swords and Wizardry Edition[/URL][spoiler] [b]Font of Bones Skeleton, Font Skeleton:[/b] Font of Bones skeletons are created by the Font of Bones, a corrupted artifact of great power, in the burial halls of Thyr and Muir. These skeletons are called “font skeletons” because they were created by the Font of Bones at Area 6 of the Entrance Level of the dungeon. Disturbing the second sigil, which is highly unusual in appearance, causes the Font of Bones in Room 6 to create 8 font skeletons and send them toward the door. This great hall contains over twenty stone sarcophagi and was once the main burial room. The holy symbols within the room have been desecrated and defiled. In the center of the room is something that is an abomination to behold: a fountain of what once was white marble, now stained crimson, filled with blood and bones. A glowing red rune, radiating pure Chaos, has been rudely carved into the once-pure fountain base. Gouts of blood bubble a spurt grotesquely from the top of the fountain, spattering the floor around the font with red ichor. The pall of evil hangs heavy here. The sarcophagi are now all empty; their contents pillaged and piled in the Font of Bones. The entire room radiates unhallow. The presence of any Lawful-aligned character in the room cause 4 font skeletons to animate every other round within the font and move out to attack. There is no limit to the number of skeletons that may be generated this way; the skeletons continue to animate as long as any Lawful-aligned character remains in the room. After 10 rounds, the Font begins to produce skeletons every round. If any Lawful-aligned characters remain in the room after 20 rounds, the Font pauses for 1 round, then summons 1 vrock demon to the room, in addition to producing 2 skeletons. This continues every round a Lawful-aligned character remains in the main burial hall. The Font stops producing creatures as soon as no Lawful-aligned characters are in the room, restarting the cycle from where it left off should they re-enter. After 24 hours of no Lawful-aligned characters in the room, the Font resets to begin the cycle anew. The glowing rune on the font is a rune of undeath, learned by the priests of Orcus from Balcoth, the undead rune mage on Level 2A. Presence of Lawful-aligned characters in these rooms triggers the creation of 4 font skeletons every other round. [b]Lich:[/b] Finally, in his darkest moment, Eralion turned to Orcus, the Demon-lord of the Undead, imploring the dread demon for the secret of unlife—the secret of becoming a lich. Orcus knew that Eralion lacked the power to complete the necessary rituals to become a lich, as Eralion had barely managed the use of a scroll to contact him in the depths of the Abyss in his Palace of Bones. [b]Zombie:[/b] ? [b]Eralion The Shadow-Mage, Shadow Magic-User 3:[/b] Orcus smiled a cruel smile as he promised the secret of lichdom to Eralion. But there was a price. Orcus required Eralion to give to him his shadow. “A trifling thing,” Orcus whispered to Eralion from the Abyss. “Something you will not need after the ritual which I shall give to you. For the darkness will be your home as you live for untold ages.” In his pride, Eralion believed the demon-lord. He learned the ritual Orcus provided to him. He made one final trip to the city of Reme to purchase several items necessary for the phylactery required by the ritual. While there, he delivered a letter to his friend Feriblan the Mad, with whom he had discussed the prospect of lichdom—though only as a scholarly matter. Feriblan, known for his absent-mindedness, never read the letter, but instead promptly misplaced it and its companion silk-wrapped item. Eralion returned to his keep and locked himself in his workroom. He began his ritual, guarded by zombies given to him by Orcus—servants that would make sure Eralion went through with the ritual, although supposedly just to “offer him aid.” As he uttered false words of power and consumed the transforming potion he realized the demon’s treachery. He felt his life essence slip away—transferring in part to his own shadow, which he had sold to the Demon Prince. Eralion found himself Orcus’s unwitting servant, trapped in his own keep. This room is the home of Eralion, who, transformed by Orcus’ treachery, is now a shadow. Eralion was, long ago, the mage of this keep. His failed attempt at lichdom, as a result of treachery by Orcus, turned him into a vile shadow. He was, at his peak, a 9th level magic-user. He retains some small bit of his prior arcane knowledge, though it has been twisted by his evil fate. [b]Skeleton:[/b] Once a force of law enters the room, the 6 skeletons animate. [b]Zombie Child:[/b] ? [b]Ghoul:[/b] This room once held graves of the faithful of Thyr and Muir, but they have since been unearthed—leaving foul-smelling open pits—and the contents turned into vile undead. [b]Ghast:[/b] This room once held graves of the faithful of Thyr and Muir, but they have since been unearthed—leaving foul-smelling open pits—and the contents turned into vile undead. [b]Shadow:[/b] ? [b]Giant Rat Shadow:[/b] The shadows at Area 10 captured a pack of giant rats that lived in the nest to the east of their room and turned them into 5 giant rat shadows. These rather strange undead befuddle anyone familiar with the power of normal shadows, which usually create only human shadows. [b]Draeligor the Wight:[/b] ? [b]Balcoth the Rune-Mage, Wraith Magic-User 9:[/b] Balcoth is a wizard from a far-off plane who specializes in rune magic. By an arcane and chaotic ritual Balcoth long ago turned himself into a wraith, but with the ability to temporarily manifest into a corporeal form (3/day, for 1d6 rounds). Balcoth is Chaotic because of his undead nature, but above all he seeks knowledge and will barter with the players for information. This relatively small level contains the lair of Balcoth—a wizard from another dimension who practices strange magic and has transformed himself into a wraith. [b]Zombie Guard:[/b] ? [b]Zombie Servant:[/b] ? [b]Dargeleth The Bleeding Horror Dwarf Fighter 10:[/b] This cave is the home of Dargeleth—once a famed dwarf warrior, now an undead servant of the axe of blood. He came to these caves through the tunnel to the Under Realms at Area 15. He skirted the temple at 4 by heading past Area 1 and to the large cave at 21. There he fought a group of frog-priests. He was sorely pressed and fed the axe one final time—leading to his death and his current fate. [b]Bleeding Horror:[/b] If reduced to 0 hit points as a result of feeding the Axe of Blood, the wielder becomes a bleeding horror. [b]Mummy:[/b] Unfortunately, as soon as a stone begins to fall, the stone-encased spirits of the guardians awaken as mummies and claw through the stone to assault intruders. [b]Gremag the Lich, Magic User 18:[/b] ? [b]Vampire:[/b] ? Minor Artifact The Axe of Blood The axe of blood 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. Until activated, the axe is just a +1 battleaxe. The wielder must consult legend lore or some other similar source of information to learn the ritual required to feed the axe. Despite the gruesome ritual required to power the axe, the weapon is not Chaotic but is instead Neutral. Bound inside it is a rather savage earth spirit. The axe draws power from its wielder in order to become a mighty magic weapon. Each day, the wielder of the axe can choose to “feed” the axe, sacrificing some of his blood in a strange ritual. This ritual takes 30 minutes and must be done at dawn. Using the axe, the wielder opens a wound on his person (dealing 1d6 points of damage) and feeds the axe with his own blood. The wielder sacrifices blood in the form of hit points. For each 1d6 hit points sacrificed, the wielder gains a +1 bonus on attack rolls and weapon damage rolls with the axe (to a maximum of +3). Hit points sacrificed to the axe cannot be healed magically, but heal at the rate of 1 point per day. Similarly, the damage caused by the opening of the wound may not be healed by any means until the sacrificed hit points are regained. There is a chance that the hit points 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, there is a 1% chance plus a 1% cumulative chance per consecutive day the axe is powered that hit points sacrificed to the axe on that day is permanently lost. If reduced to 0 hit points as a result of feeding the axe, the wielder becomes a bleeding horror. [/spoiler] [URL='http://www.drivethrurpg.com/product/68864/The-Majestic-Wilderlands?affiliate_id=17596']The Majestic Wilderlands[/URL][spoiler] [B]Vampire:[/B] Kalis, the blood goddess, has created several monsters using the power of blood. The power of blood can infuse mortals with powerful strength and other arcane abilities. However, that power comes at a price of one’s humanity and deadly weaknesses. Kalis has experimented with many ways of infusing the power of blood but the two most common are the vampires and the werewolves. Vampires are the first of the Children of Blood. Vampires are undead; their immortality and thirst for blood was passed down from Avernus, the first vampire. [B]Vampire, Avernus:[/B] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/221994/The-Midderlands--OSR-Bestiary-and-Setting?affiliate_id=17596]The Midderlands - OSR Bestiary and Setting[/URL][spoiler] [b]Mephistophael, Gormoth, Kan-Thuul, Undead Angel-Demon:[/b] ? [b]Sir Valen the White, Vampire:[/b] ? [b]Ghost:[/b] ? [b]Vampire:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/245777/The-Midderlands-Expanded?affiliate_id=17596]The Midderlands Expanded[/URL][spoiler] [b]Undead:[/b] Locals tell tales of a Deadlord that visited the island many years ago, and raised the deceased from their graves. The pirates fought back, destroying the Deadlord and his creations. For years after, anyone buried in the defiled earth rose again the following night. These undead would leave Piratetown alone, and walk into the sea, heading northeast, presumably towards Deadford in the Midderlands. [b]Ghost:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/175365/The-Northlands-Saga-Complete-Swords-and-Wizardry-Edition?affiliate_id=17596]The Northlands Saga Complete Swords and Wizardry Edition[/URL][spoiler] [b]Baykok:[/b] Baykoks are flying corpses of hunters whose pursuit of game in the Northlands has tainted their souls to continue their passion long after death. [b]Blood Eagle:[/b] A form of torture and execution known as the blood-eagle was long ago outlawed in the Northlands, according to legend at the time when the ancestors of the modern Northlanders first arrived in the Vale. The act was considered too barbarous and devoid of honor and mind’s-worth to be tolerated within Northlander culture, and when discovered its practice resulted in the execution by burning of the offender to completely remove such a twisted and darkened soul from further corrupting Northlander society. Nevertheless, there continue to exist a few individuals depraved or wicked enough to conduct this practice, and the combined animus of the Northlander conscience sometimes causes the victims to return to horrid unlife in outrage over the injustice done them. The act of the blood-eagle involves forcing the victim facedown on the ground or a sacrificial altar. The victim’s back is then opened with a blade to expose the ribcage beneath. The ribs are broken where they connect to the spinal column and the sides of the ribcage then opened in opposite directions out from the back to simulate bloodstained wings. The victim’s lungs were then likewise pulled out through these gaping wounds in his back. Sometimes the wounds were salted to add a further level of cruelty, but it normally didn’t matter as the victim had usually long-since expired from blood loss, shock, or suffocation. Execution in this manner was considered a coward’s death that consigned the victim to the shadowy realm of Hel rather than the warriors’ halls of Valhalla. As a result, when it is performed upon a Northlander there is a 10% chance that the victim’s troubled soul reanimates the corpse as a blood eagle 1d4 rounds later. A risen blood eagle usually seeks vengeance upon its executioner, but in these times after the practice was forbidden, the ceremony is usually not performed in the name of justice but by a necromancer or one with similar powers specifically in order to raise the blood eagle and gain command of it. [b]Bog Hag:[/b] In ages past when the Andøvan ruled the region, those ancients would sacrifice to their gods by throwing bound captives into deep kettle ponds and letting them drown. Thus, the bog lands of the Northlands are often the home to bog mummies and, worse, the dreaded bog hag. Bog hags are wretched creatures, their hair and skin, as well as their clothes, corrupted by their own hatred as well as centuries in a stagnant pond. Their bodies have withered, except where the waters have grotesquely swollen them, and their skin is stretched taut or hangs in loose folds. These former sacrificial victims have come to hate all life, for to become a bog hag one must have been sacrificed unwillingly. [b]Bog Horse:[/b] A bog horse is the animated corpse of an animal sacrificed by the Andøvan to their gods in ages past by being cast into a bog and allowed to slowly sink to its watery death. Most such beasts become rotting corpses in short time, eventually dissolving entirely in the fetid pools. Those that end up in bogs that create a bog hag find themselves brought back from death into a state of undeath, summoned from their stagnant graves to carry their bog hag mistresses across the dry world. [b]Bog Hound:[/b] Much like the bog hag and bog horse, bog hounds were sacrificed by the ancient Andøvans by drowning them in fetid pools of water. The Andøvans seemed to either not know what undead horrors they were producing, or they simply didn’t care, for some of their victims rose from the dead with hearts full of vengeance. Even small dogs sacrificed in this way swelled with evil and corruption, so that all bog hounds are the size of a war dog. [b]Winterwight:[/b] ? [b]Witchfire:[/b] ? [b]Kraki Haraldson, High Koenig, Wight:[/b] ? [b]Folkmar:[/b] His downfall came as he was aging, his old wounds catching up to him and driving him to increasingly more desperate acts. His men began to drift away, for there was less and less reward for the increasing risk, and it is hard for an old man to recruit young warriors to his cause when all he has to offer is a lifetime of pillaging. Finally, Folkmar sailed his ship to Yrsa’s Rock and attempted to force the daughter of Skuld to extend his life and give back his youth. Needless to say, he was less than heroic in his endeavor, and instead of being rewarded, Folkmar was cursed for having the temerity to make demands of a child of the gods. For all eternity, he would live, but he would continue to age, as would his ship and his men, cursed to rot yet remain alive. Thus, he does to this day, an undead apparition of moldering bones leading a crew of rotted men. [b]Rotted Man:[/b] His downfall came as he was aging, his old wounds catching up to him and driving him to increasingly more desperate acts. His men began to drift away, for there was less and less reward for the increasing risk, and it is hard for an old man to recruit young warriors to his cause when all he has to offer is a lifetime of pillaging. Finally, Folkmar sailed his ship to Yrsa’s Rock and attempted to force the daughter of Skuld to extend his life and give back his youth. Needless to say, he was less than heroic in his endeavor, and instead of being rewarded, Folkmar was cursed for having the temerity to make demands of a child of the gods. For all eternity, he would live, but he would continue to age, as would his ship and his men, cursed to rot yet remain alive. Thus, he does to this day, an undead apparition of moldering bones leading a crew of rotted men. [b]Barrow King:[/b] ? [b]Spirit of the Slave Master:[/b] During the fall of the prince, the slaves ran amok and broke in here to slay their cruel master. He was hacked apart in his bed, and his remains still lay there, frozen beneath the snow-dusted blankets. His spirit haunts this room. [b]Frozen Acolyte of Althuank:[/b] ? [b]Frozen Temple Guard:[/b] ? [b]Ghastly High Priest of Althunak:[/b] During the chaos of the fall of the prince, these two loyalists were lured in here and quickly entombed by the locking of the sturdy storehouse doors. They died after consuming the last of the supplies but have been blessed by their demon lord with undeath. [b]Ghastly Temple Guard Captain:[/b] During the chaos of the fall of the prince, these two loyalists were lured in here and quickly entombed by the locking of the sturdy storehouse doors. They died after consuming the last of the supplies but have been blessed by their demon lord with undeath. [b]Ghastly Servant of Althunak:[/b] During the chaos of the fall of the prince, these two loyalists were lured in here and quickly entombed by the locking of the sturdy storehouse doors. They died after consuming the last of the supplies but have been blessed by their demon lord with undeath. [b]Sea Ghoul:[/b] ? [b]Wraith, Hvram Kalsong the Third:[/b] Anyone disturbing the skulls or boulders, or basically doing anything other than looking at the murals, awakens the sleeping souls of the deceased and causes them to rise as 3 wraiths. [b]Wraith, She of the Fair Eyes:[/b] Anyone disturbing the skulls or boulders, or basically doing anything other than looking at the murals, awakens the sleeping souls of the deceased and causes them to rise as 3 wraiths. [b]Wraith, Hvram the Half-Born:[/b] Anyone disturbing the skulls or boulders, or basically doing anything other than looking at the murals, awakens the sleeping souls of the deceased and causes them to rise as 3 wraiths. [b]Kelvani, Fetch:[/b] Althunak chooses approximately this moment to unleash the rest of his curse. The ice encasing Kelvani cracks open, and he rises as a fetch. [b]Kaliope, Glacial Haunt:[/b] Unfortunately of the many heroes of old who died here, not all sleep well, troubled by the wickedness of Althunak that stirs once again across these frozen plains. The woman Kaliope now exists as a special, and very powerful, glacial haunt. [b]The Wight of Sven Oakenfist, the Jarl of the Seas, the Ravager of the Cymu Islands, Terror of Gatland, Estenfird, Hordaland, and the Vale, Slayer of a Thousand Men, He Who Broke the Back of Kathisizk the Great Serpent of the Sea, Reaver of the Dnipir River, The Bloody-Handed Horror of Seagestreland, Unique Wraith:[/b] Sixty years ago, a viking named Sven Oakenfist was famed as a great warrior and a man touched by otherworldly powers. His grandfather was none other than Wotan himself, and his grandmother was an uncommonly comely milkmaid of Gatland who unwittingly tempted the All Father with her beauty. While by no means an immortal scion or demigod in his own right, this lineage did give Sven a spark of divinity and an inhuman courage and ferocity in battle, even allowing him to turn himself into a man-wolf when in the throes of a consuming passion for bloodletting. He led a band of Ulfhandars, savage berserkers who laid their hearts at the feet of Wotan’s darker nature in return for martial prowess and spiritual fulfillment. Sven and his men pillaged and plundered their way across the Northlands in their longship, the Terror of the North, taking great pride in their divine patronage and “heroic” deeds. While raiding a fishing village along the coast of Estenfird, a peasant boy named Anud fatally stabbed Sven in the back. In his last moments, Sven cursed the boy with prosperity, with wealth, and with fame, for all of sixty-six years, so that in the end, Sven’s wight could come and take it away before Anud’s very eyes. [b]Skeletal Housecarl:[/b] ? [b]The Shadow of Death, Shadow Bear:[/b] In centuries past when the skraelings were more numerous in the western forests, they came to be preyed upon by a beast of terrible savagery and power. It tore through entire villages in its bloodlust before the skraeling tribes managed to trap it within a cave in the Wolf Cairn Mountains where it slowly succumbed to starvation. The beast did not sleep well, though, and on some nights it slips out of its cavern tomb as a shadow of its former self to prey upon those it catches wandering its former woodland home. [b]Ekimmu Icebound:[/b] The godi was killed when he was caught here by the flash freezing that the chamber underwent. Unfortunately, the horrific death and omnipresent taint of Althunak that Hengrid left upon the hall has caused the godi’s spirit to not rest easy. [b]Brykolakes:[/b] Hengrid was heedless of the danger when she arrived here during a storm and drove her ship straight into the beach, causing its beam to snap and many of her crewman to be thrown overboard to drown in the lashing seas. These dead crewman now exist under the waves as 8 brykolakases. [b]Winterwight, The First Winter King:[/b] The wendigo unleashes a single howl from a distance of 120ft, requiring those inside and outside the mound to make a save or be panicked for 1d4+4 rounds. It then swoops into the mound, past the startled characters, and sinks directly into the seated skeleton. This animates the headless First Winter King as a winterwight. [b]Ghost, Bvalin the Ageless:[/b] Though Hengrid dragged the dying Bvalin into this chamber and tied his blade in hand before killing him by nailing him to the statue, the guardian’s duties did not end with his death. Bvalin’s oath to Gunnlöd to guard the Gates of Hell until Ragnarök prevents him from departing the mortal world. He remains here guarding the gate as a ghost. [b]Death Naga, Hlundel:[/b] A great beast from the Ginnungagap called Hlundel challenged Wotan to battle for control of the mead hall of Valhalla. If Hlundel won, he would devour the souls of the warriors found within Valhalla like the serpent Nidhogg feasts on the corpses of adulterers, murders, and oath-breakers. Wotan defeated the beast in battle and cast it down to the Middle World where it was buried under a hill called Skirnyth Crull. [b]Juju Zombie, Hróarr Skjálgr:[/b] These are the Skjálgr Brothers, the last-known victims of Hlundel. The Skjálgr Brothers were powerful warriors from deep in the Olf Mountains that lived generations ago. It was said that they had the blood of trolls and stood as giants among men. They sought the power that could be had at the testing upon Skirnyth Crull and climbed the hill to claim it. They were never seen again. A primordial creature known only as Hlundel was buried beneath Skirnyth Crull. The accursed creature longs to escape the prison imposed upon it by Wotan. A mortal who dares can ascend the hill to challenge Hlundel to a battle called the Test of Hlundel. Great glory awaits the victor. Those who are defeated join Hlundel in his cursed corpse-hall beneath the hill. With every victory over its challengers, Hlundel grows closer to breaking free from its earthly prison. The troll-kin brothers, Hróarr and Örn Skjálgr came to Skirnyth Crull to take the Test of Hlundel nearly two centuries ago. They climbed the hill at sunset and were never seen again. [b]Juju Zombie, Örn Skjálgr:[/b] These are the Skjálgr Brothers, the last-known victims of Hlundel. The Skjálgr Brothers were powerful warriors from deep in the Olf Mountains that lived generations ago. It was said that they had the blood of trolls and stood as giants among men. They sought the power that could be had at the testing upon Skirnyth Crull and climbed the hill to claim it. They were never seen again. A primordial creature known only as Hlundel was buried beneath Skirnyth Crull. The accursed creature longs to escape the prison imposed upon it by Wotan. A mortal who dares can ascend the hill to challenge Hlundel to a battle called the Test of Hlundel. Great glory awaits the victor. Those who are defeated join Hlundel in his cursed corpse-hall beneath the hill. With every victory over its challengers, Hlundel grows closer to breaking free from its earthly prison. The troll-kin brothers, Hróarr and Örn Skjálgr came to Skirnyth Crull to take the Test of Hlundel nearly two centuries ago. They climbed the hill at sunset and were never seen again. [b]Death Knight, Islaug the Breathless:[/b] He introduces himself and explains that after he was ousted as an old man from the Jomsking’s throne, he and his few loyal crewmen were set afloat from the Jomsburg in a leaky longship without sail, oar, food, or water. He tells how they drifted for 8 months upon the seas until their half-sunken boat came to rest in the swamps of Mulstabha. They should have long been dead but for the gift of the Dark God of the Jomsvikings who gave him and his officers the gift of immortality, and changed the strongest among his crew who were willing to do whatever was necessary to survive, including develop an appetite that could sustain them beyond the grave (here he gestures and the ghouls step from their side passages). [b]Undead:[/b] ? [b]Banshee:[/b] ? [b]Ghost:[/b] ? [b]Ghoul:[/b] The first chamber is where the thralls most loyal to the Jarl of the Seas brought the grave goods that would see him through a long afterlife. Their reward was to be strangled and placed here, perpetual servants of a madman. He introduces himself and explains that after he was ousted as an old man from the Jomsking’s throne, he and his few loyal crewmen were set afloat from the Jomsburg in a leaky longship without sail, oar, food, or water. He tells how they drifted for 8 months upon the seas until their half-sunken boat came to rest in the swamps of Mulstabha. They should have long been dead but for the gift of the Dark God of the Jomsvikings who gave him and his officers the gift of immortality, and changed the strongest among his crew who were willing to do whatever was necessary to survive, including develop an appetite that could sustain them beyond the grave (here he gestures and the ghouls step from their side passages). [b]Ghast:[/b] ? [b]Shadow:[/b] ? [b]Skeleton:[/b] However, the statuette is mounted on a vertical ice rod that can be broken if the skull is not lifted directly upward (and even then, a delicate tasks roll must be made successfully). If the ice rod breaks, it sets off a magical alarm that can be heard ringing throughout this level of the palace. This also immediately animates 6 skeletons that spring from the bas-reliefs to attack. [b]Spectre:[/b] ? [b]Vampire:[/b] ? [b]Wight:[/b] All that remains of the former sealing camp are the bones of several seals and fifteen cairns of stone carefully mounded facing the sea. It would be a great sacrilege to disturb these stones, especially if the intention is to loot them. If some foolish character should attempt this, any Northlander NPCs become not only hostile but violently so. Furthermore, any disturbed dead have a 50% chance to rise as wights within 1d2 days, seeking out those who committed the sacrilege. [b]Wraith:[/b] Anyone disturbing the skulls or boulders, or basically doing anything other than looking at the murals, awakens the sleeping souls of the deceased and causes them to rise as 3 wraiths. [b]Zombie:[/b] Six slaves who died here during the punishment of Uth’ilopiq have risen as 6 zombies and still shuffle around in the debris. [b]Apparition:[/b] Apparitions are undead spirits of creatures that died as the result of an accident. The twist of fate that ended their life prematurely has driven them totally and completely to the side of evil. When the palace was abandoned, the prisoners were left here. In a few days, they were themselves forced into cannibalism to eke out one more day. This pleased Althunak, and he “blessed” them with undeath and eternal hunger. Less than a quarter mile into the pass, the characters come upon the decayed bodies of 3 skraeling warriors and 12 women and children. They appear to have been left to the elements for some time, and are little more than bones covered in places with flesh cracking with dry rot. Strangely, they appear to have been left unmolested by scavengers; their bodies remain whole and their equipment remains with them. Examining the corpses can discern no cause of death. They were actually killed by a release of gas from the lake after a landslide over a year ago. Since the gas that killed them was carbon dioxide, it did not leave any residue to be detected as poison. The skraelings superstitiously avoid the corpses — they do not know the cause but these are not the first they have found over the years — and local scavengers tend to avoid the pass as well out of instinct. The arrival of Half-Face in the valley has disturbed the peace of these skraelings, and the warriors have arisen as 3 apparitions [b]Shadow Bear:[/b] ? [b]Crucifixion Spirit:[/b] The Jomsvikings used this as a torture chamber where they could question prisoners before the Jomsking Ût had these activities moved into the tower for his personal amusement. Since then, the room has fallen into disuse and its last victim left hanging where he died. This victim has now risen as a crucifixion spirit, an incorporeal image of the prisoner as he appeared in death that suddenly steps from the wall and attacks interlopers. [b]Bog Mummy:[/b] Humanoids killed by a bog mummy rise as bog mummies themselves in 1d4 days unless their bodies are removed from the swamp or a cure disease spell is cast on the corpse. In ages past when the Andøvan ruled the region, those ancients would sacrifice to their gods by throwing bound captives into deep kettle ponds and letting them drown. Thus, the bog lands of the Northlands are often the home to bog mummies and, worse, the dreaded bog hag. Long ago, before the Beast Cult took over this site, the original builders placed their honored dead in this bog as sacrifices to their own fell gods. These dead remain, and are now thralls of the cult, rising up as 2 bog mummies every 60ft that the characters travel to kill and drag down trespassers. [b]Glacial Haunt:[/b] Humans who freeze to death in the icy wastes may rise as undead glacial haunts, resembling zombies. [b]Brine Zombie:[/b] Zombies of those who have drowned, with a certain resistance to fire. Brine zombies are the remnants of a ship’s crew that has perished at sea. Storms are swift and sudden on the North Sea, and these gales have left the wrack of many a longship of doughty warriors upon some desolate shore or at the bottom of Rán’s domain. As a result, ghost ships crewed by draug and worse haunt the campfire tales of many a stalwart sword brother, and it is not unknown for brine zombies to rise from the surf on a foggy coastal night. Manning the ship are the common crew of the Jarl of the Seas, a group of wretched men caught in the death curse and fated to continue their existence long after they should have passed to whatever afterlife awaited them. [b]Juju Zombie:[/b] Unfortunately, these are actually all Mulstabhin prisoners that have already been sacrificed and now exist as 48 juju zombies created by the devouring mist that lurks within the barrel marked with an asterisk on the map. If the characters manage to destroy Mulstabha’s Black Heart, all of the juju zombies and the devouring mist are instantly destroyed as undead that were created using the stone. [b]Draug:[/b] Storms are swift and sudden on the North Sea, and these gales have left the wrack of many a longship of doughty warriors upon some desolate shore or at the bottom of Rán’s domain. As a result, ghost ships crewed by draug and worse haunt the campfire tales of many a stalwart sword brother, and it is not unknown for brine zombies to rise from the surf on a foggy coastal night. [b]Fetch Horde:[/b] Loptr sent agents to slay every inhabitant of Mir and set up a special reception for the characters. [b]Fetch:[/b] If the fetch horde is broken up (reduced to 0hp), 2d6 fetch survive and attack the characters until destroyed. [b]Greater Shadow:[/b] ? [b]Lacedon, Aquatic Ghoul:[/b] Brykolakes's Create Spawn power. [b]Eyeless Filcher:[/b] ? [b]Spider Lich:[/b] ? [b]Devouring Mist:[/b] A stretch of road that leads more or less toward Jem Karteis — at least for a short way — has been used by the Mulstabhins to dispose of and make an example out of many Northlander prisoners that they were able to take in the fighting over the many months of Njal’s invasion. The first hint that the characters will have of this abominable sight will be what appears to be rows of thin, dead, branchless trees growing along either side of the dirt track. As the characters get closer, they see that it is actually ranks of wooden poles ranging in height from 8ft to just over 15ft, and atop each of them is a single skull or the desiccated remains of a bearded Northlander head. Upon getting closer still, the characters see that at the base of each of these poles is the skeletal or desiccated corpse of a Northlander warrior, spread eagle on the ground and held in place by stakes before being ritually disemboweled. Afterward, each of the sacrificed corpses was beheaded and its head mounted on the pole that stands where the corpse’s head should actually be. There are several hundred of these corpses lining either side of this road for almost a mile, fresher corpses lying closer to the city and older corpses lying farther away. Anyone seeing this foul desecration can recall that this is similar to how the murdered citizens of Hrolfsberg were found. The staking to the ground and ritual disemboweling is a form of human sacrifice, likely to some evil deity or power (if the characters identified the footprints found at The Killing Fields above, then they may be starting to get some inkling of the true situation in Mulstabha). However, the beheading and mounting of the warriors’ heads is something different entirely — like some sort of second religious tradition tacked onto the first. Some of Mulstabha’s legendary diviners use the heads of their slain enemies as a sort of divinatory power. But the ritual sacrifice of the sort displayed here and previously in Hrolfsberg is not something typical of the Mulstabhins’ religious practices. The fact of the matter is that, like the citizens of Hrolfsberg, the reason and method of the sacrifice of these many Northlander prisoners is a part of the obeisance practiced by the vile Huun for their dark deity Nergal in order to bring them further victory in their conquest, though the characters do not yet have any way of knowing this. The decapitation and head mounting is a part of the Mulstabhin tradition of diviners known as deathspeakers, oracles who claim to receive divine revelation through consorting with the dead. The Grand Necromancer (see Area E in Chapter 1) is ostensibly the head of this tradition, though in truth the one who holds that position is often not a diviner at all (as in the case of Shith Kalhe) and holds only an honorary title as such with the deathspeakers. Like the astrology-based ephemerides, the deathspeakers use their divinatory powers for the masters of Mulstabha to further the interests of their city-state. In regards to this particular display of the deathspeakers’ practice, the Nergal-worshipping priests of the Huun didn’t care where the sacrifices were carried out so long as they were conducted to honor their foul god. It was the prophecy of a deathspeaker who stated that if the Northlander prisoners were sacrificed along this particular road and their spirits made accessible to the death oracles of the city, then once the road of corpses had reached a certain length the war against the Northlanders would be won. Unfortunately, the deathspeakers and ephemerides couldn’t agree on exactly what length the “Road of Souls” — as they called it — had to be to fulfill the oracle’s prophecy, so for nearly a year a deathspeaker has remained at this site daily consulting the spirits of the dead to find the answer and the means to finally defeat the Northlanders. A deathspeaker remains at the site even now, walking among the poles and using a hooked staff to carefully bring down one skull after another to seek to gain its secret knowledge. It just so happens that the deathspeaker here today is the most powerful member of the order and second only to the Grand Necromancer in rank, so important are the current portents believed to be. When the characters arrive, he spots them unless they are particularly stealthy and attempts to hide among the ranks of poles. If spotted and attacked, he taps upon the necromantic power inherent to this site and calls forth the host of cursed spirits that have been trapped here by the foul work of the Huun and the deathspeakers. These spirits rise as a devouring mist composed of motes of negative energy that are equal parts necromancy and malice that fight for the deathspeaker. At the Road of Souls, Deathspeaker Artrais can call forth the spirits of the sacrificed Northlander dead. This takes a full round but cannot be disrupted by attacks or damage. On the following round, the spirits of the dead Northlanders rise as a devouring mist under the control of the deathspeaker. Victims of a devouring mist turn into devouring mist in 1d4 rounds. If the characters manage to destroy Mulstabha’s Black Heart, all of the juju zombies and the devouring mist are instantly destroyed as undead that were created using the stone. [b]Mohrg:[/b] ? [b]Flenser Huntmaster:[/b] ? [b]Ghoul Dire Wolf:[/b] ? [b]Hanged Man:[/b] ? [b]Cadaver Lord:[/b] ? [b]Skeleton Warrior:[/b] He introduces himself and explains that after he was ousted as an old man from the Jomsking’s throne, he and his few loyal crewmen were set afloat from the Jomsburg in a leaky longship without sail, oar, food, or water. He tells how they drifted for 8 months upon the seas until their half-sunken boat came to rest in the swamps of Mulstabha. They should have long been dead but for the gift of the Dark God of the Jomsvikings who gave him and his officers the gift of immortality, and changed the strongest among his crew who were willing to do whatever was necessary to survive, including develop an appetite that could sustain them beyond the grave (here he gestures and the ghouls step from their side passages). [b]Crimson Ghoul:[/b] He introduces himself and explains that after he was ousted as an old man from the Jomsking’s throne, he and his few loyal crewmen were set afloat from the Jomsburg in a leaky longship without sail, oar, food, or water. He tells how they drifted for 8 months upon the seas until their half-sunken boat came to rest in the swamps of Mulstabha. They should have long been dead but for the gift of the Dark God of the Jomsvikings who gave him and his officers the gift of immortality, and changed the strongest among his crew who were willing to do whatever was necessary to survive, including develop an appetite that could sustain them beyond the grave (here he gestures and the ghouls step from their side passages). [b]Skeleton Horde:[/b] This is the army brought forth by Islaug the Breathless from the now-exposed tunnels of the bitumen mines that ran underneath the field of battle. It is composed primarily of skeletons and zombies, all of which are stained black with long exposure to the bitumen mines, and more than a few of which are actually still on fire from the explosion. Assorted ghouls and more intelligent undead are mixed among these hordes, but not enough to constitute an army of their own or change the overall complexion of these armies. [b]Zombie Horde:[/b] This is the army brought forth by Islaug the Breathless from the now-exposed tunnels of the bitumen mines that ran underneath the field of battle. It is composed primarily of skeletons and zombies, all of which are stained black with long exposure to the bitumen mines, and more than a few of which are actually still on fire from the explosion. Assorted ghouls and more intelligent undead are mixed among these hordes, but not enough to constitute an army of their own or change the overall complexion of these armies. [/spoiler] [URL=https://www.drivethrurpg.com/product/175463/The-Northlands-Series-3-The-Drowned-Maiden-SW?affiliate_id=17596]The Northlands Series 3: The Drowned Maiden (S&W)[/URL][spoiler] [b]Brykolakas:[/b] The illusion of its movement is caused by 3 brykolakas, rotting humanoid corpses with sunken eyes and bluish-gray skin that are animated by a ravenous diseased fury to prey upon the living. [b]Narwight:[/b] Not just ordinary narwhals that have been transformed into wights, narwights are actually the undead remnant of an entire species of sentient whale-like creatures called primecetans. In fact, narwights represent all that remains of the primecetan race, apparently the result of some primordial cataclysm that destroyed all primecetans that were not transformed into narwights. Whether this ancient cataclysm caused all surviving primecetans to become narwights or if some ancient primecetans used necromancy to transform themselves into narwights to escape the cataclysm is unknown. The creature that the characters face is a narwight, a powerful undead creature of the depths infused with the dark powers of the Underworld. [b]Vampire:[/b] ? [b]Wight:[/b] ? [b]Sings-To-The-Deep-He-That-Cometh, Narwight:[/b] ? [b]Cold-On-Darkness-Below-In-Blood, Narwight:[/b] ? [b]Bones-Of-The-Sea-Evermore, Narwight:[/b] ? [b]Elder Narwight:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/176268/The-Northlands-Series-4-Oath-of-the-Predator-SW?affiliate_id=17596]The Northlands Series 4: Oath of the Predator (S&W)[/URL][spoiler] [b]Tree Ghost:[/b] ? [b]Elk-Running, Groaning Spirit:[/b] Unfortunately, Elk-Running has been exposed to the powerful corruption of the Black Oak for many long years, and its effects have been held at bay only by the magic of the circle. If the characters are successful in breaking the circle’s enchantment, the years of dark magic it has contained suddenly floods in upon the Nûk woman, and she falls to the ground, writhing in pain as evil energy visibly devours her. Sores and wounds open on her body as the energy engulfs her. If quick-thinking characters immediately begin casting healing spells to protect Elk-Running, they can protect her from the negative effects of the tree’s corruption if they give her the equivalent of 20 hp of healing within 3 rounds. Otherwise, at the end of the third round she is fully consumed by the long-denied dark forces of the tree, leaving only her equipment and empty clothing behind. Worse than even this fate, Elk-Running rises in 1d6 rounds as a groaning spirit and pursues the characters for vengeance until destroyed. [b]Wight:[/b] These poor souls are the last wretches who died in the service of Thorvald’s ill-fated quest into the deep woods. The life-sapping energy of the Black Oak, combined with Ivar’s oath, have bent them to the service of the evil power whose temple lies at the farthest height of the tree. [b]Thorvald the Betrayed, Blood Wight:[/b] When Ivar betrayed and murdered his friend and mentor in the name of dark powers, he cut the hero’s throat and drained his blood into the pool at the roots of the Black Oak. From this morass of blood and vile mud, Thorvald’s spirit rose again as a vengeful blood wight. [/spoiler] [URL=https://www.drivethrurpg.com/product/176318/The-Northlands-Series-5-The-Hidden-Huscarl-SW?affiliate_id=17596]The Northlands Series 5: The Hidden Huscarl (S&W)[/URL][spoiler] [b]Ghast:[/b] ? [b]Entrade, Vampire:[/b] ? [b]Vampire Spawn:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/176320/The-Northlands-Series-6-One-Night-in-Valhalla-SW?affiliate_id=17596]The Northlands Series 6: One Night in Valhalla (S&W)[/URL][spoiler] [b]Fallen Northlander:[/b] The red eyes belong to 5 fallen Northlanders brought into Valhalla by the same power as that behind the thieves. They are ghostly images of armed and armored Northlanders (much like the characters) who were once-noble warriors denied the honor of a proper burial or funeral pyre and now find their souls at the mercy of the goddess Hel, their wills twisted to her dark purposes. [b]Mimir, Demi-Lich:[/b] ?[/spoiler] [URL='http://www.drivethrurpg.com/product/88699/Swords--Wizardry-The-Rising-Dark-An-Introduction-to-Agraphar?affiliate_id=17596']The Rising Dark: An Introduction to Agraphar[/URL] [spoiler] [B]Undead:[/B] The people of Agraphar believe that when you die, you either reincarnate if your soul has not yet advanced enough to ascend, or you are taken to one of two places. If you have led a good and virtuous life, you are ascended; valkyries of the heavens descend, and you are taken to the cosmic landscape of the Beyond, where the gods dwell, and you are cast in to the role of soldier in the never ending war between the light and chaos. Most often, a man who has proven himself a virtuous or determined soul who is a master of his craft is believed to ascend as such to the heavens. If, however, you are a vile and wicked person, and you revel in misery, then you are most likely cast down, dragged by the shadow demons of the underworld to the underworld below even the subterranean realms of Agraphar, where you are shaped in to one of the nameless demons of the horde of chaos, turned in to an undead being, or worse. A few wicked souls go willingly, and they are often promoted, it is said, to sadistic roles as archdemons and lords of undeath. Some people lose their way, or are so tangled with the affairs of their living self that they come back as ghosts and spirits to haunt the land; some demonic beings have powers so vile that they can cause this to happen to otherwise good souls, severing the celestial cords that bind the soul to the heavens of the afterlife. Lord of the undead, Maligaunt is an enigmatic being who is said to have been the first mortal of Agraphar to master the existence of undeath. [B]Lich, Varimoth:[/B] The necromancer Crotus perished, but his acolyte Varimoth lived and has stolen his master’s secret cache of lore, allowing himself to become a lich! (The Rising Dark: An Introduction to Agraphar) [B]Burning Skeleton:[/B] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/176644/The-Treasure-Vaults-of-Zadabad-Swords--Wizardry?affiliate_id=17596]The Treasure Vaults of Zadabad [Swords & Wizardry][/URL][spoiler] [b]Undead Bodyguard:[/b] ? [b]Shrunken Head of Bartholeus:[/b] ? [b]Plague Wraith:[/b] The founding of the village of Sindanore was not the first time in history that Kalmatta was used as a plague colony. Generations before, the small islands called The Damned Cays were used as a settlement for sufferers of vermilion ague, a terribly infectious disease. When the fever broke out on the mainland, warships arrived and slaughtered all of the colonists and torched the settlements. Today the islands are universally avoided by the villagers at Sindanore, as well as the few ships that navigate The Plague Waters. Old timers in the village tell tales that the spirits of the betrayed colonists haunt the islands and devour any who dare stay on the cays after nightfall. [b]Ghoul:[/b] Inside the coffins are the cursed remains of 4 criminals who were meant to guide the dead king through the perils of the underworld to paradise. Book of the Dead magic item. [b]Mummy:[/b] ? [b]Demi-Lich:[/b] Book of the Dead magic item. Book of the Dead This is an age-blackened book constructed of thin sheets of bronze. It has only one purpose, and that is to be used with The Bell of Khodun Nudohk and The Candle of Khodun Nudohk to resurrect a mortal. The ritual described in the book must be performed by a magic-user or cleric. Additional casters may help in the ritual, for up to 11 total participants. Some remains of the deceased must be present (although it can be a very small part, even a finger bone or some teeth will work), The Bell of Khodun Nudohk must be struck to summon the spirit of the deceased, and The Candle of Khodun Nudohk must be lit to bind the spirit in place until the ritual is finished, 12 hours later. At that time the primary caster must make a Save. If successful the deceased is returned to life, completely healthy and healed of any adverse effects, and at the same age, appearance and general condition as the time of death. Each additional assistant that participates in the ritual adds 1 to the Save. If the Save fails, the deceased instead reanimates as a ghoul. If a natural 1 is rolled on the Save, the spirit of the deceased is bound to the body but it remains in a state of undeath, becoming a powerful demi-lich with only one purpose; kill all those responsible for the ritual![/spoiler] [URL=https://www.drivethrurpg.com/product/261982/The-Winter-Witch-for-Swords--Wizardry?affiliate_id=17596]The Winter Witch for Swords & Wizardry[/URL][spoiler] [b]Child Spirit, Navky:[/b] The navky is the ghost of a child that has died due to starvation or hunger. [b]Child Spirit, Utburd:[/b] The utburd is locked to this realm to perform a task. The task is to get revenge on the mother who killed it. The name comes from an old Scandinavian word meaning the child who was carried outside, meaning many were originated from children left out to die from exposure. [b]Draugr:[/b] A Draugr is the undead remains of an ancient warrior, generally found only in its ancient crypt. [b]Draugr Greater:[/b] The greater draugr are undead warriors who often are cursed into being so by a wizard or god or have made a pact to protect their loot or personal possessions into death itself. [b]Undead Warrior:[/b] ? [b]Giant Frost Giant Undead:[/b] ? [b]Wight:[/b] ? [b]Vampire:[/b] ? [b]Undead:[/b] ? [b]Skeleton:[/b] ? [b]Zombie:[/b] ? [b]Mummy:[/b] ? [b]Lich:[/b] ? [b]Hungering Undead:[/b] ? [b]Ghoul:[/b] ? [b]Ghost:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/253921/The-Witch-for-Swords--Wizardry-White-Box?affiliate_id=17596]The Witch for Swords & Wizardry White Box[/URL][spoiler] [b]Poltergeist:[/b] ? [b]Poltergeist Bell Witch:[/b] This spirit is similar to the poltergeist, save that the person the spirit comes from is a particularly powerful and evil witch. [b]Rusalka, Water Witch:[/b] In all cases the Rusalka is the undead spirit of a young woman that had drowned. The circumstances of her death vary; some say she drowned without being baptized first, others again say she died while drowning her own children (which will sometime result in a Navky or Utburd). But most say the surest way to become a Rusalka is to be a witch. The victim she chooses is often tied to her reason for dying. If she committed suicide over love or was spurned by a lover she will go after victims that remind her of her former love. If she was cursed for drowning a child, then she preys on children or mothers with small children. Rusalkas that were drowned for witchcraft will seek out victims that remind her of her captors; men of religion, war or other magic-using characters. [b]Wraith:[/b] ? [b]Zombie:[/b] Cauldron of the Dead magic item. [b]Skeleton:[/b] Cauldron of the Dead magic item. [b]Undead:[/b] ? [b]Undead Warrior:[/b] Legend has it that casting the teeth of dragons will result in the rise of undead warriors. [b]Corporeal Undead:[/b] ? [b]Ghost:[/b] ? 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.[/spoiler] [URL='http://www.drivethrurpg.com/product/207439/The-Witch-Hedgewitch-for-the-Heros-Journey-RPG?affiliate_id=17596']The Witch: Hedgewitch for the Hero's Journey RPG[/URL][spoiler] [B]Gloaming:[/B] It is the undead creature of a large predatory animal.[/spoiler] [URL='http://black-blade-publishing.com/Store/tabid/65/pid/3/Tomb-of-the-Iron-God-pdf-.aspx']Tomb of the Iron God[/URL][spoiler] [B]Skeleton:[/B] ? [B]Zombie:[/B] ? [B]Ghoul:[/B] Anyone killed by the Eater of the Dead becomes a ghoul under the Eater's command, rising within one round. [B]Glowing Skeleton:[/B] ?[/spoiler] [URL='https://www.drivethrurpg.com/product/97423/Tome-of-Adventure-Design?affiliate_id=17596']Tome of Adventure Design[/URL][spoiler] [B]Ghost Shipwreck:[/B] ? [B]Undead Giant Crab Carapace:[/B] ? [B]Undead:[/B] In folklore, almost all undead creatures arise from some sort of break in the normal life cycle as that culture defines the life cycle (and that’s not always the same in all cultures). Some ceremony wasn’t performed – often burial or last rites, or some action taken by the undead person during his life represented a breach of the natural order of things. Table 2-64: Basic Types of Undead Creatures Die Roll Undead Type 01-04 Corporeal, genius, non-reproductive 05-08 Corporeal, genius, reproduces through prey 09-12 Corporeal, non-intelligent, non-reproductive 13-16 Corporeal, non-intelligent, reproduces through prey 17-20 Corporeal, semi-intelligent, non-reproductive 21-24 Corporeal, semi-intelligent, reproduces through prey 25-28 Incorporeal, genius, non-reproductive 29-32 Incorporeal, genius, reproduces through prey 33-36 Incorporeal, non-intelligent, non-reproductive 37-40 Incorporeal, non-intelligent, reproduces through prey 41-44 Incorporeal, semi-intelligent, non-reproductive 45-48 Incorporeal, semi-intelligent, reproduces through prey 49-52 Non-human corporeal, intelligent, non-reproductive 53-56 Non-human, corporeal, intelligent, contagious Undeath 57-60 Non-human, corporeal, non-intelligent, contagious Undeath 61-64 Non-human, corporeal, non-intelligent, non-reproductive 65-68 Non-human, corporeal, semi-intelligent, contagious Undeath 69-72 Non-human, corporeal, semi-intelligent, non-reproductive 73-76 Non-human, incorporeal, intelligent, contagious Undeath 77-80 Semi-corporeal, genius, non-reproductive 81-84 Semi-corporeal, genius, reproduces through prey 85-88 Semi-corporeal, non-intelligent, non-reproductive 89-92 Semi-corporeal, non-intelligent, reproduces through prey 93-96 Semi-corporeal, semi-intelligent, non-reproductive 97-00 Semi-corporeal, semi-intelligent, reproduces through prey Table 2-65: Causes of Intelligent Undeath Die Roll Cause of Intelligent Undeath 01-10 Cursed by enemy 11-20 Cursed by gods 21-30 Disease such as vampirism 31-40 Prepared by others for Undeath, at or before death (unwillingly) 41-50 Prepared by others for Undeath, at or before death (willingly) 51-60 Prepared self for Undeath, during life 61-70 Rejected from underworld for some reason 71-80 Returned partially by actions of others 81-90 Returned to gain vengeance for own killing 91-00 Returned to guard location or item important to self during life Table 2-66: Preparations for Intelligent Undeath Note that some of these preparations might be voluntary on the part of the person being prepared for intelligent Undeath. Other preparations described on this table would be the activity of someone else, with or without the consent of the person being prepared. Die Roll Preparation 01-10 Actions are taken to ensure that a god will curse the soul with intelligent undeath 11-20 Corpse/body is preserved/prepared in such a way that the soul (or life force) cannot depart 21-30 Living body parts incorporated into corpse keep it “alive” 31-40 New soul brought into dead body 41-50 Pact with gods/powers of afterlife to reject soul 51-60 Physical preparation raises body with echo of former intelligence 61-70 Physical preparation raises body with full former intelligence 71-80 Ritual binds soul to a place 81-90 Soul captured by ritual, kept in the wrong plane of existence 91-00 Soul captured in item to prevent completion of the death cycle Table 2-67: Breaks in the Life Cycle As mentioned above, most Undeath traditionally results from a break in the natural order of the victim’s life cycle. Looking through the following wide assortment of such “breaks” may give you some good ideas for specific details about your undead creature. Die Roll Nature of the Break (d100) 01 Deliberately cursed at death by others for actions during lifetime 02 Died after committing crime: Arson 03 Died after committing crime: Assault 04 Died after committing crime: Bankruptcy 05 Died after committing crime: Battery 06 Died after committing crime: Begging 07 Died after committing crime: Blackmail 08 Died after committing crime: Blasphemy 09 Died after committing crime: Breach of contract 10 Died after committing crime: Breach of financial duty 11 Died after committing crime: Breaking and entering 12 Died after committing crime: Bribery 13 Died after committing crime: Burglary 14 Died after committing crime: Cattle theft or rustling 15 Died after committing crime: Consorting with demons 16 Died after committing crime: Counterfeiting 17 Died after committing crime: Cowardice or desertion 18 Died after committing crime: Demonic possession 19 Died after committing crime: Desecration 20 Died after committing crime: Disrespect to clergy 21 Died after committing crime: Disrespect to nobility 22 Died after committing crime: Drug possession 23 Died after committing crime: Drug smuggling 24 Died after committing crime: Drunkenness 25 Died after committing crime: Embezzlement 26 Died after committing crime: Escaped slave 27 Died after committing crime: Extortion 28 Died after committing crime: False imprisonment 29 Died after committing crime: Fleeing crime scene 30 Died after committing crime: Forgery 31 Died after committing crime: Forsaking an oath 32 Died after committing crime: Gambling 33 Died after committing crime: Grave robbery 34 Died after committing crime: Harboring a criminal 35 Died after committing crime: Harboring a slave 36 Died after committing crime: Heresy 37 Died after committing crime: Horse theft 38 Died after committing crime: Incest 39 Died after committing crime: Inciting to riot 40 Died after committing crime: Insanity 41 Died after committing crime: Kidnapping 42 Died after committing crime: Lewdness, private 43 Died after committing crime: Lewdness, public 44 Died after committing crime: Libel 45 Died after committing crime: Manslaughter 46 Died after committing crime: Misuse of public funds 47 Died after committing crime: Murder 48 Died after committing crime: Mutiny 49 Died after committing crime: Necromancy 50 Died after committing crime: Participating in forbidden meeting 51 Died after committing crime: Perjury 52 Died after committing crime: Pickpocket 53 Died after committing crime: Piracy 54 Died after committing crime: Poisoning 55 Died after committing crime: Possession of forbidden weapon 56 Died after committing crime: Prison escape 57 Died after committing crime: Prostitution 58 Died after committing crime: Public recklessness 59 Died after committing crime: Racketeering 60 Died after committing crime: Rape 61 Died after committing crime: Receiving stolen goods (fencing) 62 Died after committing crime: Robbery 63 Died after committing crime: Sabotage 64 Died after committing crime: Sale of shoddy goods 65 Died after committing crime: Sedition 66 Died after committing crime: Slander 67 Died after committing crime: Smuggling 68 Died after committing crime: Soliciting 69 Died after committing crime: Swindling 70 Died after committing crime: Theft 71 Died after committing crime: Treason 72 Died after committing crime: Trespass 73 Died after committing crime: Using false measures 74 Died after committing crime: Witchcraft 75 Died after violating taboo: dietary 76 Died after violating taboo: loyalty 77 Died after violating taboo: marriage 78 Died after violating taboo: sexual 79 Died as a glutton 80 Died as a miser 81 Died as coward 82 Died deliberately 83 Died unloved and unmourned 84 Died while a slave 85 Died while owning slaves 86 Died without children 87 Died without dying (I don’t know, but it sounds good) 88 Died without fulfilling contract 89 Died without fulfilling oath 90 Died without honor (marriage or parenthood) 91 Died without honor (traitor) 92 Died without manhood/womanhood rites 93 Died without marrying 94 Died without proper preparations for death 95 Died without properly honoring ancestors 96 Died without tribal initiation 97 Eaten after death 98 Not buried/burned 99 Not given proper death ceremonies 100 Not given proper preparations for afterlife Table 2-68: Manner of Death The manner in which an undead creature might have died can give rise to good ideas about the nature of the creature’s abilities, appearance, and motivations (if it is an intelligent form of undead). Die Roll Manner of Death 01 Burned in fire 02 Burned in lava 03 Cooked and eaten 04 Crushed 05 Defeated in dishonorable combat 06 Defeated in honorable combat 07 Died during a storm 08 Died during harvest time 09 Died during peacetime 10 Died in a swamp 11 Died in particular ancient ruins 12 Died in the hills 13 Died in the mountains 14 Died near particular type of flower 15 Died near particular type of tree 16 Died of disease 17 Died of fright 18 Died of natural causes 19 Died of thirst 20 Died while carrying particular weapon Die Roll Manner of Death 21 Died while carrying stolen goods 22 Died while wearing particular garment 23 Died while wearing particular piece of jewelry 24 Drowned 25 Executed by asphyxiation 26 Executed by cold 27 Executed by drowning 28 Executed by exposure to elements 29 Executed by fire 30 Executed by hanging 31 Executed by live burial 32 Executed by starvation 33 Executed by strangulation 34 Executed by thirst 35 Executed despite having been pardoned 36 Fell from great height 37 Frozen/hypothermia 38 Heart failure 39 In the saddle 40 Killed by a creature that injects eggs 41 Killed by a deception 42 Killed by a jealous spouse 43 Killed by a jester 44 Killed by a lover 45 Killed by a lynch mob 46 Killed by a traitor 47 Killed by a trap 48 Killed by accident 49 Killed by ancient curse 50 Killed by birds 51 Killed by blood poisoning 52 Killed by demon 53 Killed by dogs/jackals 54 Killed by gluttony 55 Killed by insect(s) 56 Killed by inter-dimensional creature 57 Killed by magic 58 Killed by magic weapon 59 Killed by metal 60 Killed by mistake 61 Killed by own child 62 Killed by own parent 63 Killed by particular type of person 64 Killed by poisonous fungus 65 Killed by poisonous plant 66 Killed by pride 67 Killed by priest 68 Killed by relative 69 Killed by soldiers during battle 70 Killed by some particular monster 71 Killed by strange aliens 72 Killed by undead 73 Killed by wine or drunkenness 74 Killed by wooden object 75 Killed for a particular reason 76 Killed in a castle 77 Killed in a particular place 78 Killed in a tavern 79 Killed in particular ritual 80 Killed in tournament or joust 81 Killed near a particular thing 82 Killed on particular day of year 83 Killed under a particular zodiacal sign (i.e., a particular month or time) 84 Killed under moonlight 85 Killed underground 86 Killed while exploring 87 Killed while fishing 88 Killed while fleeing 89 Killed while hunting 90 Killed while leading others badly 91 Killed while leading others well 92 Murdered 93 Sacrificed to a demon 94 Sacrificed to a god 95 Sacrificed to ancient horror 96 Starved to death 97 Strangled 98 Struck by lightning 99 Struck down by gods 100 Tortured to death Dexterity Loss. The attack drains one or more points of dexterity from the victim. The attacker may or may not gain a benefit from the drain (additional hit points, to-hit bonuses, etc) depending upon whether it seems to fit well with the concept. If the victim reaches a dexterity of 0, one of several things might happen: the victim might die and become a creature similar to the attacker (this is common with undead, but a bit weird when dexterity is the attribute score being drained). One explanation for death at 0 dexterity is that the body’s internal systems (circulatory, etc) are no longer working in time with each other. [B]Zombie:[/B] Animated bodies need not be the result of black magic (which is the case for, say, the standard zombie). Individual Curse Death Magic. [B]Ghoul:[/B] ? [B]Skeleton:[/B] ? [B]Ghost:[/B] ? [B]Vampire:[/B] ? [B]Wraith:[/B] Individual Curse Death Magic. Individual Curse Death magic (saving throw) possibly combined with something unpleasant that happens after death (becoming a zombie or a wraith, for instance)[/spoiler] [URL=https://www.drivethrurpg.com/product/93672/Tome-of-Horrors-Complete--Swords-and-Wizardry-Edition?affiliate_id=17596]Tome of Horrors Complete - Swords and Wizardry Edition [/URL][spoiler] [b]Apparition:[/b] Apparitions are undead spirits of creatures that died as the result of an accident. The twist of fate that ended their life prematurely has driven them totally and completely to the side of evil. On that day twenty years ago, how could the old mage know he was sitting down to his last meal? It had been a common enough day, filled with researches into the recesses of the labyrinthine halls of the dungeon and little real success - always more questions than answers. He and his small retinue of apprentices had sat down around the old stone table in the room they called the “Grand Tomb”. The table was made of marble, with a sculpture worked into the top depicting a gaunt man in full armor, hands clasped around a two-handed axe that extended all the way down to his pointed feet. An oddity to be sure, for the mage was quite sure it was not a repurposed sarcophagus lid - maybe a trophy memorializing a fallen foe? There they sat, the hired man bringing in a platter of boiled mushrooms they had discovered in a reeking cavern, a mismatched collection of found goblets and tankards holding souring wine, hard tack and salt pork spread out before them on the table. So involved were they with the feast and a good natured exploration into the meaning of the holes that dotted the floor of the Grand Tomb, they didn’t notice the hiss of gas making its way through those holes, or the silent sliding of stone doors into place blocking their escape. And so, they died, coughing and hacking. And now, as soon as the party finds a way through that stone slab, the brave adventurer will discover the final fate of that mage and his apprentices, now 1d3+1 apparitions, still collected around the weird table wondering what it all means. [b]Bhuta:[/b] When a person is murdered, the spirit sometimes clings to the Material Plane, refusing to accept its mortal death. This spirit, called a bhuta, possesses its original body and seeks out those responsible for its murder. It was twelve years ago, twelve dark years, that the countess ended a night of debauchery by toppling into an open well. Her husband, a knightly rake known mostly for his womanizing and misfortune at the card table, immediately had the well sealed and a small memorial in her honor built nearby and then took the throne and coronet and began his rule as “the wastrel count”. It was a neat piece of work by the count, for his ex-wife’s corpse, now risen as a bhuta, is physically incapable of getting through the seal. [b]Bleeding Horror:[/b] Created by the axe of blood, these foul undead creatures drip with the blood they were so willing to sacrifice to the hungry blade. [b]Bloody Bones:[/b] Their true origins are unknown, but they are believed to be the undead remains of those who desecrate evil temples and are punished by the gods for their wrongdoings. [b]Bog Mummy:[/b] Humanoids killed by a bog mummy rise as bog mummies themselves in 1d4 days unless their bodies are removed from the swamp or a cure disease spell is cast on the corpse. The mummy was a common thief that was strangled and thrown into the holy waters that are marked with a runic pillar. [b]Bogeyman:[/b] ? [b]Bone Cobbler:[/b] The sculptor of idols was never as reverent as his customers. His last object d’art was an idol of the love goddess for a shrine located out in the sticks. His progress on this particular sculpture had been hampered by the presence of his model, a peasant girl of very pleasing face and figure. Alas, a fortnight ago the maiden’s paramour got wind of her new position and, with two boon companions struck, bashing the sculptor’s head in and making a terrible mess of his workshop. By the next night, one of the murderers had disappeared, his hovel turned into a bloody mess. The others followed, but the disappearances did not end with the trio of killers. In all, twenty villagers have gone missing. After the first five disappeared, the stripped bones of the others began to crop up, often jumbled and put together into bizarre shapes. [b]Brykolakas:[/b] ? [b]Kalanos:[/b] Any humanoid slain by a brykolakas rises as a kalanos in 1d4 days under the creature’s control. [b]Cadaver:[/b] A creature slain by a cadaver lord awakens in 1d4 rounds as a cadaver. He’s been traveling from town to town for a month now collecting the dead. He has no intention of burying the dead he collects, however. Instead, he takes the corpses outside town and dumps them in secluded spots where they won’t be found. His callousness has caused many of the unburied corpses left in his wake to rise as cadavers focused on finding the false undertaker. [b]Cadaver Lord:[/b] ? [b]Coffer Corpse:[/b] The coffer corpse is an undead creature formed as the result of an incomplete death ritual. [b]Corpse Candle:[/b] An ancient hag was drowned in chamber 50 years ago when she tried to raise the dead to do her bidding. The crone rose as a corpse candle that haunts the crypts, although she prefers to remain in this chamber. Her bones lie at the bottom of the watery pit. [b]Crucifixion Spirit:[/b] Six boulders stand upright on the edge of the Corros Desert, the 10-foot-wide flat sides of each massive stone turned to face the harshest winds blowing off the burning sands. Heavy links of black chain wrap around each rock. Shackled to the rocks by red-hot metal manacles are six blackened bodies. Their faces and skin are sandblasted away, leaving them unidentifiable. Each was a thief sentenced to death and chained to the Rocks of Woe. The bodies are suspended against the superheated rocks. A man’s head pokes out of the sand in front of the rocks, his wiry hair flapping in the harsh winds. His skin is streaked with blood. The howling winds drown his screams. Four of the dead men hung on the rocks were killers and thugs who deserved their gruesome fate. Two were innocents wrongly convicted by Magistrate Chesle, the corrupt judge now buried up to his neck in the shifting sands. The innocent victims died horrible deaths on the rocks, and rose mere hours later as crucifixion spirits intent on revenge. [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. The ruler of the walled city-state was beside himself with worry. How was he to know that killing his exchequer would result in such calamity - after all, he had probably killed about one minister a month since he took the throne as a young man. Always the exchequer stood by, giving wise council and finding ways to fund the king’s schemes. But at the thought of giving the king his youngest daughter before her wedding day the minister balked, and for that he had to be killed. Death, however, did not part the exchequer from his post, for the next day his replacement fled in panic at the sight of the old man sitting in the treasury counting the coins. [b]Demi-Lich, Demilich:[/b] ? [b]Akhjila Harn, Demi-Lich:[/b] This is the burial vault of Akilha Harn, a little-known wizard from ancient times. In her day, she ruled a small kingdom with fear and cruelty. In her quest for immortality, she turned to lichdom. As an undead, she had her skull removed and replaced with one of copper (its location and terrible powers have yet to be discovered). She then created a staff of incredible power and topped it with her own skull. She ultimately evolved into the demilich that was placed in this vault. [b]Demiurge:[/b] The demiurge is the undead spirit of an evil human returned from the grave with a wrathful vengeance against all living creatures that enter its domain. The source of their destruction was the burning of a foreign woman in front of the church - the charred post and bones and a pile of ashes still in evidence. The villagers believed her a witch, come to spread a pox among their cattle. Moments after the poor woman died, the grim villagers witnessed in horror her spectral image stepping out of the holocaust. [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 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. For the past fifteen years, the ship of a terrible pirate has sat in the midst of a grand harbor, a prison hulk for members of its former crew. The ship was taken by a fleet of galleons after a storm had deprived it of masts and sent the ship’s captain over the side, a dirk lodged in his spine. As members of his former crew died, they were tossed over the side, their ankle chains attached to an iron band around the remains of the main mast, their bloated bodies steeping in the brine. For all these fifteen years the captain, now a vengeful draug, has trod the sea floor on a direct course for his ship. He is now very close, and the bodies of his expired crewmen are responding to his presence, their waterlogged (1d6+5 brine zombies) or skeletal (2d4 skeletons) remains shifting gently. [b]Fear Guard:[/b] ? [b]Fetch:[/b] ? [b]Fire Phantom:[/b] ? [b]Fye:[/b] ? [b]Faen Tiensa, Fye:[/b] This is the tomb of Faen Tiensa, the beloved wife of Glaeran the Faithful. Glaeran was a high priest who had more devotion to his spouse than his own deity. The deity cursed Glaeran to an existence as a fye tied to this monument to his wife. [b]Gallows Tree Zombie:[/b] The gallows tree slices open victims for their organs, then fills them with a greenish sap that turns them into gallows tree zombies. The newly created undead rises in 1d4 days. [b]Ghoul Cinder:[/b] The priests of the fire maiden Incindreia routinely sacrifice victims by setting them on fire. The bowls of ash contain the collected remains of a married pair of clerics caught by the wicked priests while on their honeymoon. The spirits of the clerics now rise as cinder ghouls from the brass bowls in a swirl of ash and bone fragments to attack anyone approaching the altar. [b]Ghoul Dust:[/b] ? [b]Dust Zombie:[/b] Once per day, a dust ghoul can animate 11d4 dust zombies. [b]Ghoul-Stirge:[/b] The origin of the ghoul-stirge has been lost, but it is believed to be the result of a failed magical experiment conducted in ages past by a group of evil and insane necromancers. [b]Grave Risen:[/b] ? [b]Groaning Spirit:[/b] The groaning spirit is the malevolent spirit of a female elf that is found haunting swamps, fens, moors, and other desolate places. The spirit once belonged to an elf, the victim of a murderous baker on the High Street. [b]Undead Treant:[/b] ? [b]Hanged Man:[/b] ? [b]Haunt:[/b] The haunt is the spirit of a person who died before completing some vital task. A haunt inhabits an area within 60 feet of where its body died and never leaves this area. [b]Hoar Spirit:[/b] Hoar spirits are believed to be humanoids that freeze to death and are doomed to haunt the icy wastes. [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. Three days prior, the chief inquisitor of the church rode into town on a palfrey and ordered the parish priestess and her acolytes taken into custody. After a hasty trial in which evidence of involvement in the slave trade was presented, the priestesses were cast into the great hearth of the temple (the temple being dedicated to the hearth goddess). It was a terrible shock for the people to see their beloved priestesses accused, convicted and summarily slain (especially in so terrible a manner), but it was an even more terrible shock to see them emerge from the flames as smoldering skeletons and strangle the inquisitor. [b]Lantern Goat:[/b] ? [b]Lich Shade:[/b] Lich shades are evil creatures who attempted to achieve lichdom but failed. [b]Ashten Un Shorn, Lich Shade:[/b] The tower belonged to Ashten Un Shorn, a magic-user who died during an attempt to transition to lichdom. A single mistake in the ritual resulted in the blast that destroyed her tower. Ashten now haunts the upper floors as a lich shade, and slays all who seek her treasure. [b]Mortuary Cyclone:[/b] ? [b]Mummy of the Deep:[/b] It is the result of an evil creature that was buried at sea for its sins in life. The wickedness permeating the former life has managed to cling even into unlife and revive the soul as a mummy of the deep. [b]Murder Crow:[/b] ? [b]Murder-Born:[/b] Spawned of hatred when both mother and child are murdered, the rapacious soul of the unborn sometimes rises as a foul and corrupt spirit. The inn was an orphanage before tragedy befell nearly 75 years ago. At the time, a young woman who worked with the orphans found herself pregnant by a fisherman who never returned from the harsh waters. She hid her shame, but the townsfolk soon knew of her condition. The fisherman’s parents blamed her for leading their boy to distraction – and ending with his death on the open waters. Their hatred bubbled over in their second son, who took a ragtag bunch of hooligans to help convince the girl to leave the village. One thing led to another, and the girl was murdered and her body boarded up within the walls. No one looked too hard for the missing woman. It was a year after her murder that the screams began in the orphanage’s walls. The inn is the home of murder-born twins that hide in the walls where they and their mother were killed and their bodies still rest. [b]Ooze Undead:[/b] When an ooze moves across the grave of a restless and evil soul, a transformation takes place. The malevolent spirit, still tied to the rotting flesh consumed by the ooze, melds with the ooze. The result is a creature filled with hatred of the living and an intelligence and cunningness not normally known among its kind. [b]Ooze Vampiric:[/b] Some think the vampiric ooze was created by a lich using ancient and forbidden magic. Others believe the vampiric ooze was formed when an ochre jelly slew a vampire and absorbed it. [b]Paleoskeleton Triceratops:[/b] A paleoskeleton triceratops is the fossilized remains of a long-dead dinosaur. [b]Phantasm:[/b] ? [b]Phantom:[/b] Phantoms are translucent spirits of creatures that died a particularly violent death. In a crossroads of the dungeon you discover an iron chest, the surface of which it pitted and marred. About 30 feet away from the chest there is a skeleton that looks as though its clothing and leather armor was dissolved by acid. The acid is actually a trap activated by opening the chest, which is locked. The acid pours from the joints between the stones that make up the arched ceiling. If a person fails their saving throw, the acid pours on him and causes 1d6 points of damage per round until washed away with at least 1 gallon of water. To make matters worse, the skeleton’s spirit now occupies the area as a phantom, making it difficult for adventurers to get through the intersection. [b]Poltergeist:[/b] The gallery was once owned by a subterranean warlord, a master of many orc tribes who was inordinately fond of his own face. A sculptor and amateur magic-user had the misfortune to have fallen into his hands on his first delve and was pressed into service as his “court sculptor”. In time, he lost his mind and killed the warlord, dying seconds afterward by the hand of an orc archer. The orcs plundered their former master’s underground lair and left, and so were not present for his rise as a poltergeist. [b]Rat Shadow:[/b] ? [b]Rawbones:[/b] Standing in the middle of the collapsed castle is a 20-foot-tall metal spike radiating cool silver light. The spike looks like it was cast down from the heavens to strike the center of the castle and punched all the way through to its stone foundation. Symbols of the god of justice are branded into the sliver. The silver needle is clawed and slashed, and dark blots are burned across its surface. Three innocents held in shackles in the dungeon didn’t survive the explosion that leveled the castle. They died underground, choking on the rock debris filling the tunnels around them. The three are now rawbones who clawed their way through the rocks. They slashed at the silver lance to exact their revenge, but went unsatisfied. [b]Red Jester:[/b] Fifty years ago, King Jepson IV demanded a joke, one so funny it would leave him laughing for days. But when his court jester couldn’t deliver the perfect punchline, the king had him executed and his body tossed in the rubbish pile as a warning to future funnymen. But the jester took his job seriously and rose from the dead a night later. His corpse staggered from the kingdom, asking everyone he met for a joke that would allow him to return and please his king. He’s still looking. [b]Shadow Lesser:[/b] ? [b]Skeleton Black:[/b] ? [b]Skeleton Warrior:[/b] The skeleton warrior is a lich-like undead that was once a powerful fighter of at least 8th level. Legend says that the skeleton warriors were forced into their undead state by a powerful demon prince who trapped each of their souls in a golden circlet. [b]Skulleton:[/b] Skulletons are undead creatures believed to have been created by a lich or demilich, for the creature greatly resembles the latter in that it is nothing more than a pile of dust, a skull, and a collection of bones. The gemstones inset in its eye sockets and in place of its teeth are not gemstones at all, but painted glass (worthless). The skulleton is thought to have been created to detour would-be tomb plunders in to thinking they had desecrated the lair of a demilich. [b]Soul Reaper:[/b] ? [b]Spectral Troll:[/b] ? [b]Undead Raven Swarm:[/b] The Blood Marshes The ground seems to bleed in the marsh fields. The ground seeps blood from a cursed war that took place eons ago. Ghosts and spirits haunt the bloody fields, each forever seeking an end to their cursed existence. Fresh corpses and ancient relics of battle churn up through the soft earth, only to be slowly swallowed again. Ravens that drink from the bloody marsh die and sink into its depths. By midnight, these unfortunate birds rise again as an undead raven swarm that flies off into the night to wreak havoc. When killed, a murder crow explodes into a murder of undead ravens. [b]Swarm Shadow Rat:[/b] ? [b]Died Piper:[/b] ? [b]Wight Barrow:[/b] Creatures hit by a barrow wight’s slam attack are drained of one level. Creatures killed by this level drain rise as barrow wights in 1d4 rounds and remain under their creator’s control until it is destroyed. The hill is 30 feet in diameter. It contains a barrow tomb holding the cremated remains of a neolithic king and his four wives, who were buried alive. Unlike the happily cremated king, the four wives have not rested peacefully. Their horrified spirits reanimated their corpses, turning them into barrow wights. [b]Wight Blood:[/b] ? [b]Wolf Ghoul:[/b] ? [b]Dire Ghoul Wolf:[/b] ? [b]Wolf Shadow:[/b] ? [b]Zombie Brine:[/b] Brine zombies are the remnants of a ship’s crew that has perished at sea. The spark of evil that brought them back from the ocean depths drives them to seek the living so they may join them in their watery graves. So it was, a month ago, that the Kingfish left the port with a load of ironwood and a bit of sabotage. It went down about 10 miles off shore and its crew has been walking along the bottom ever since to enact their revenge on the prince and his precious city. 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 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. For the past fifteen years, the ship of a terrible pirate has sat in the midst of a grand harbor, a prison hulk for members of its former crew. The ship was taken by a fleet of galleons after a storm had deprived it of masts and sent the ship’s captain over the side, a dirk lodged in his spine. As members of his former crew died, they were tossed over the side, their ankle chains attached to an iron band around the remains of the main mast, their bloated bodies steeping in the brine. For all these fifteen years the captain, now a vengeful draug, has trod the sea floor on a direct course for his ship. He is now very close, and the bodies of his expired crewmen are responding to his presence, their waterlogged (1d6+5 brine zombies) or skeletal (2d4 skeletons) remains shifting gently. [b]Zombie Corpsespun:[/b] Corpsespun zombies are the victims of a corpsespinner, whose poison animates the dead as an automaton sheathed in webs. The victim’s insides are replaced by thousands of tiny spiders crawling over its body and into and out of its ears, eyes, and mouth. These spiders take over and devour the insides of the creature, but keep it moving with a semblance of its former self. Creatures killed by a corpsespinner rise in 1 hour as corpsespun zombies. [b]Zombie Juju:[/b] Juju zombies’ hatred of living creatures and the magic that created them are what hold them to the world of the living. When a humanoid or monstrous humanoid is slain by an energy drain or a similar spell or spell-like ability, it may rise as a juju zombie. [b]Zombie Spellgorged:[/b] A spellgorged zombie is a zombie crafted from the corpse of a Magic-User or Cleric to serve as a ring of spell storing. [b]Undead:[/b] Orcus is the Prince of the Undead, and it is said that he alone created the first undead that walked the worlds. When not warring against rival demon princes, Orcus likes to travel the planes, particularly the Material Plane. Should a foolish spellcaster open a gate and speak his name, he is more than likely going to hear the call and step through to the Material Plane. What happens to the spellcaster that called him usually depends on the reason for the summons and the power of the spellcaster. Extremely powerful spellcasters are usually slain after a while and turned into undead soldiers or generals in his armies. Four days ago, a lone trapper carried home a number of fur bearing critters, including a hoar fox that, he later discovered, was not yet dead. When the creature awoke in the cabin, it unleashed multiple cones of frost, icing the door shut and covering much of the interior with frost. The trapper was killed, and for the last three days has served as the hoar fox’s only sustenance. Besides the half-eaten body of the trapper (could it rise as an undead due to its shocking death?) the cabin contains a store of foodstuffs. [b]Ghost:[/b] Any living creature slain by a mortuary cyclone’s whirlwind attack or energy drain attack becomes an undead creature in 1d4 rounds. Creatures with less than 3 HD return as a ghoul or ghast; 4-7 HD, a wraith; 8-11 HD, a spectre; and 12+ HD return as a ghost. [b]Ghoul:[/b] Any living creature slain by a mortuary cyclone’s whirlwind attack or energy drain attack becomes an undead creature in 1d4 rounds. Creatures with less than 3 HD return as a ghoul or ghast; 4-7 HD, a wraith; 8-11 HD, a spectre; and 12+ HD return as a ghost. Faithful of Orcus travel from afar to worship at this shrine. For many, it is the next and last step in their testament of devotion to the undead lord. The faithful sacrifice themselves by twos. Two unclothed and weaponless individuals lie down in the stone grave as the ghost-faced orcs seal them in with the stone lid. The sacrifices fight to the death inside the grave. The victor remains in the grave until death, surviving until his last moments on by consuming the flesh and drinking blood of his victim. Once the victor perishes, he returns as a ghoul, which the ghost-face orcs release into the world. [b]Lacedon:[/b] When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the 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]Ghast:[/b] Any living creature slain by a mortuary cyclone’s whirlwind attack or energy drain attack becomes an undead creature in 1d4 rounds. Creatures with less than 3 HD return as a ghoul or ghast; 4-7 HD, a wraith; 8-11 HD, a spectre; and 12+ HD return as a ghost. [b]Lich:[/b] ? [b]Mummy:[/b] ? [b]Shadow:[/b] ? [b]Greater Shadow:[/b] ? [b]Skeleton:[/b] Bone cobblers take the skeletal remains of those they kill and combine them with other bones in their lair. From these bones they sculpt and form weird humanoid or half-humanoid skeletal statues. Once per day, a bone cobbler can animate up to 5 skeletal statues within 30 feet. These creatures fight as skeletons, though their forms and structures do not necessarily resemble anything remotely humanoid. 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 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. For the past fifteen years, the ship of a terrible pirate has sat in the midst of a grand harbor, a prison hulk for members of its former crew. The ship was taken by a fleet of galleons after a storm had deprived it of masts and sent the ship’s captain over the side, a dirk lodged in his spine. As members of his former crew died, they were tossed over the side, their ankle chains attached to an iron band around the remains of the main mast, their bloated bodies steeping in the brine. For all these fifteen years the captain, now a vengeful draug, has trod the sea floor on a direct course for his ship. He is now very close, and the bodies of his expired crewmen are responding to his presence, their waterlogged (1d6+5 brine zombies) or skeletal (2d4 skeletons) remains shifting gently. Each round, in place of moving or striking, an undead ooze can expel 1d6 skeletons from its mass. Skeletons can act in the round they are expelled. Slain skeletons are engulfed by the undead ooze and can be reanimated and expelled again in 1 hour. [b]Spectre:[/b] Any living creature slain by a mortuary cyclone’s whirlwind attack or energy drain attack becomes an undead creature in 1d4 rounds. Creatures with less than 3 HD return as a ghoul or ghast; 4-7 HD, a wraith; 8-11 HD, a spectre; and 12+ HD return as a ghost. Any humanoid killed by a spectral troll rises 1d3 days later as a free-willed spectre unless a cleric of the victim’s religion blesses the corpse before such time. [b]Vampire:[/b] ? [b]Wight:[/b] ? [b]Wraith:[/b] Any living creature slain by a mortuary cyclone’s whirlwind attack or energy drain attack becomes an undead creature in 1d4 rounds. Creatures with less than 3 HD return as a ghoul or ghast; 4-7 HD, a wraith; 8-11 HD, a spectre; and 12+ HD return as a ghost. [b]Dread Wraith:[/b] ? [b]Zombie:[/b] A creature slain by a cerebral stalker’s bite attack has its brain ripped out and consumed. The empty husk becomes a zombie in 1d4 rounds. When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. Once per day, a grave risen can animate up to 10 HD of corpses within 100 feet as zombies. The recent dead weren’t stolen; they got up and walked out of the graveyard after a grave risen passed through. The creature animated the recent dead to join its growing retinue of zombies. Any humanoid slain by a vampiric ooze becomes a zombie in 1d4 rounds. Create Crypt Thing Spell Level: Cleric and Magic-User, 7th Level Range: 60 feet Duration: Instantaneous This spell allows you to animate a single corpse into a crypt thing. This spell must be cast in the area the creature is to guard or it fails. The corpse must be mostly intact and must be humanoid-shaped and have a skeletal system or structure. Only one crypt thing is created with this spell, and it remains in the area where it was created until destroyed. A black pearl gem worth at least 300 gp must be placed inside the mouth of the corpse. When the corpse animates, the gem is destroyed. Minor Artifact: The Axe of Blood The axe of blood 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. Until activated, the axe is just a +1 battleaxe. The wielder must consult legend lore or some other similar source of information to learn the ritual required to feed the axe. Despite the gruesome ritual required to power the axe, the weapon is not chaotic but is instead neutral. Bound inside it is a rather savage earth spirit. The axe draws power from its wielder in order to become a mighty magic weapon. Each day, the wielder of the axe can choose to “feed” the axe, sacrificing some of his blood in a strange ritual. This ritual takes 30 minutes and must be done at dawn. Using the axe, the wielder opens a wound on his person (dealing 1d6 points of damage) and feeds the axe with his own blood. The wielder sacrifices blood in the form of hit points. For each 1d6 hit points sacrificed, the wielder gains a +1 bonus on attack rolls and weapon damage rolls with the axe (to a maximum of +3). Hit points sacrificed to the axe cannot be healed magically, but heal at the rate of 1 point per day. Similarly, the damage caused by the opening of the wound may not be healed by any means until the sacrificed hit points are regained. There is a chance that the hit points 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, there is a 1% chance plus a 1% cumulative chance per consecutive day the axe is powered that hit points sacrificed to the axe on that day is permanently lost. If reduced to 0 hit points as a result of feeding the axe, the wielder becomes a bleeding horror. Skeleton Warrior’s Circlet The transformation into a skeleton warrior traps the character’s soul in a golden circlet. Anyone possessing one of these circlets may exude control over the skeleton warrior (whose soul is trapped therein). In order to establish or maintain control, the controller must be within 300 feet of the skeleton warrior and must wear the circlet on his head and spend one full round concentrating on the skeleton warrior. If the controller is interrupted during this time, he must succeed on a saving throw to establish control. If the check fails, the controller can try again. While wearing the circlet, the controller cannot wear any other item on his head. Doing so causes the circlet to cease functioning until the other headgear is removed. (A skeleton warrior can still detect the location of its circlet even if the controller wears something on his head to nullify the circlet’s powers.) While wearing the circlet and within 300 feet of the skeleton warrior, the controller can see through the skeleton warrior’s eyes and force it to act (attack, search, and so forth). This is called “active” mode. While the skeleton warrior is in active mode, the controller himself cannot take any action other than minimal movement. Alternately, the controller can place the skeleton warrior in “passive” mode. In this mode, the skeleton warrior stands motionless and inert. The controller cannot see through the skeleton warrior’s eyes but he himself is free to act. If the controller moves more than 300 feet away from the skeleton warrior or if the circlet is removed from the controller’s head, the skeleton warrior automatically enters passive mode. The controller can switch the skeleton warrior between active and passive mode as a free action. Should the controller ever lose the circlet (through accident, theft, or simply by discarding it), the skeleton warrior instantly stops what it is doing and moves as quickly as possible toward the former controller and attempts to destroy him (or her). If a skeleton warrior ever gains control of the circlet that contains its soul, it places the circlet on its head and “dies”, vanishing in a flash of light. The circlet falls to the ground and crumbles to dust. All-Seeing Eye of Mojango The swamp holds many terrors and strangenesses, none more terrible than the All-Seeing Eye of Mojango. The eye is actually a sphere of smooth, black stone (unidentifiable, even by dwarves). It is placed in a tree top and gives off arcs of purple and gold light that have the ability to hypnotize the weak-minded. If touched, the sphere drains 1d4 levels (a saving throw is permitted to reduce this to 1 level). Those that have had levels drained by the sphere have their eyes turn purple and gain the ability to see in darkness for one month. Many adventurers have come across the Eye, and its location in the swamp seems to change from sighting to sighting. Wherever the Eye appears, its “handmaidens” appear as well, a troupe of 1d4+1 juju zombies, past victims of the object.[/spoiler] [URL=https://froggodgames.com/product/clearance-tome-of-horrors-4-sw-pdf/]Tome of Horrors 4[/URL][spoiler] [b]Pancras the Senior, Lich:[/b] ? [b]Tordred of the Seven Fingers, Vampire Count:[/b] ? [b]Aswang:[/b] Inside the temple rests (well, not rests) the funeral party of the Princess Oleander, daughter of the once renowned and later infamous Pasha of Raspar. The princess and her albino court, swathed in funerary silks, were turned into 6 aswangs. The six are trapped within the temple by the Brothers of the Divine Wind, who left a holy air elemental (Lawful in alignment, smells of frankincense) outside the temple to harass would-be intruders. Among the six one can easily identify the Princess Oleander, who is dressed in her decayed finery of silk and silver net and wearing seven royal neck rings (worth 100 gp each). A silver katar that bears the ancient royal sigil is still plunged into her back. [b]Banshee Queen:[/b] ? [b]Undead Faerie:[/b] ? [b]Iolne, Banshee Queen:[/b] ? [b]Lich Lord, Zangrias:[/b] ? [b]Shadow Bear:[/b] A strange incarnation of sentient darkness and feral rage, shadow bears are strange creatures, malevolent living spirits that inhabit the shadowy gaps between true realities. [b]Animal Shadow:[/b] Any animal (not a human or humanoid) reduced to 0 hit points by a shadow bear becomes a shadow with 1HD within 1d4 rounds. [b]Bone Delver:[/b] Bone delvers were graverobbers who died whilst performing their nefarious tasks. The lanterns bone delvers perpetually carry are formerly mundane hooded lanterns that were infused with negative energy in the same way as their unliving bearers. [b]Burning Ghat:[/b] The burning ghat is a rare form of undead created in areas of unusually high negative energy when a living creature is put to death by fire for a crime it did not commit. Utterly twisted and maddened by its fate, a burning ghat is a fearsome creature, consumed with a hatred for the living and seeking to end life wherever it finds it. A burning ghat is terrorizing a town in a pleasant, green valley where he was burned at the stake. The ghat was a chaos cultist masquerading as a goodly vicar in the town. Within his temple, he sacrificed animals and people (usually drunks) in the name of the demon king Llorok. The priest still wears his charred vestments, his silver unholy symbol melted onto his chest. [b]Saca-Baroo, Lich:[/b] ? [b]Cimota:[/b] Cimota are the physical manifestations of evil thoughts and actions. Their existence is always tied to a specific area or artifact that is imbued with ancient and highly malevolent evil. A cimota is able to manifest itself anywhere within an accursed locale that has given it life, or within 300 feet of an evil artifact to which it is attached. Cimota can sense life within 60 ft. at all times (including invisible and hidden creatures). A troop of black orcs led by a priest of Orcus plundered the town and hauled off the useful townsfolk. The orcs are long gone, leaving the town to scavengers and looters. What remains has been vandalized and plundered. Even the town well is filled with excrement and animal corpses from roving band of orcs. A long deep trench dug into a southern field holds the smoldering bodies of townsfolk. Even weeks after the massacre, the coals remain hot beneath the ashen remains. The priest desecrated the mass grave before moving to his next conquest. As if in prayer, four cloaked figures kneel on the opposite side of the pit. These 4 cimotas formed upon the murder of the townsfolk and the desecration of their mass grave. Cimota Mace artifact. [b]Guardian Cimota:[/b] Cimota Mace artifact. [b]High Cimota:[/b] Cimota Mace artifact. [b]Dark Custodian:[/b] Dark custodians are the undead remains of evil clerics tasked to remain behind after death and guard the sacred places of their vile worship. [b]Deathknight, 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 knights who fell from grace at the moment of death. A lifetime of duty and loyalty becomes forfeit as the undead creature, rising from its grave within days of being laid to rest, is driven by an intense desire to annihilate all life and bring as much harm as it can muster to any within reach. A silver trumpet sits among various obscure and unbelievable trinkets in Fadzien’s Oddities in Taharath. The trumpet has a bone mouthpiece that radiates extreme cold (1 point of damage to anyone blowing the instrument). Symbols are carved into the bell of the instrument, a ring of letters and runes written in an ancient language that spirals up inside the instrument. Anyone who can read the ancient words (or who casts read languages) can understand the message: “If you call to him, he shall answer.” Blowing the trumpet summons a death knight who stands watch in the Tomb of the Jaded Disbelievers in a valley north of the Hollow Spire Mountains. The sound of the trumpet echoes on the wind, and the death knight arrives within 2d4 weeks to find the person who called to challenge him (even if that person travels, the death knight can unerringly find him). The knight rides up in a cloud of dust on an undead mount. The knight is cursed to forever answer the call of the trumpet (it was the summons to battle when he was alive, until he betrayed his king), and now wishes nothing more than to snuff the life of the person reminding him of his past glory and ignominious downfall. [b]Undead Horse Mount:[/b] ? [b]Mummy-Priest:[/b] ? [b]Devouring Mist:[/b] Devouring mists are undead composed of equal parts blood and malice, wedded together by negative energy. If a victim is reduced to 0 hp due to the devouring mist’s blood drain, the blood from the victim’s body forms into a new devouring mist in 1d4 rounds. [b]Captain Montfort Deville, Lich:[/b] ? [b]Ekimmu:[/b] Ekimmu are evil ghosts denied entrance to the underworld and doomed to wander the earth. [b]Galley Beggar:[/b] Galley beggars are the ghostly remains of travelers who met their demise before their journey was complete. The smugglers eventually gave the place up when 3 galley beggars showed up. The trio of young scholars trudged up from the dreary lagoon one day, their Grand Tour of the continent cut short by a rogue storm. [b]Ghirru:[/b] Ghirru are undead efreet returned to the land of the living by efreeti necromancers through foul and dark magic. [b]Glacial Haunt:[/b] The icy wastes sometimes grant unlife to those who freeze to death at her unforgiving hands. Multiple glacial haunts in a single encounter is rare and believed to come about when a group of adventurers succumb to the cold and perish together. Others have speculated that glacial haunts actually reproduce by melting and then splitting into two identical creatures. In the glaciers high above a dwarf stronghold, adventurers seeking the hermitage of the Green Lama might come across a deep crevasse in the ice. The crevasse is five miles long and, approximately 100 feet wide and 40 feet deep. There is a 1 in 6 chance they discover iron spikes in the ice and ropes (or the remains of ropes), suggesting that other travelers negotiated the crevasse by climbing into it and back out. This is dangerous business; a save must be made to avoid slipping and falling into the crevasse for 4d6 points of damage. If characters decide to do the same, they will soon be amazed, for frozen within the crevasse’s walls are hundreds of corpses. There are dwarves, orcs, ogres and giants, all frozen, their faces twisted in horror. The ghosts of these poor souls haunt the crevasse as icy chills that run up the spine and whispered pleadings. Small caves in the walls of the crevasse are inhabited by glacial haunts, which seek body heat and supplies. They also sought the Green Lama, but never completed their journey. [b]Gloom Haunt:[/b] Gloom haunts are vile creatures, who seem to have no ties to the living (i.e., scholars cannot find any reasonable explanation as to why they exist), though a few learned sages believe gloom haunts to be the spiritual remains of paladins who were sacrificed by clerics to their vile and dark gods. [b]Grave Mount:[/b] The grave mount is the insult to all that is good and holy when a paladin’s steed is returned from the dead to wreak havoc upon the world. [b]Grey Spirit:[/b] A grey spirit, usually female, is the shade of someone who died heartbroken and alone, pining away on shore and ultimately dying of a broken heart while waiting for the return of a loved one from across the sea. [b]Grimshrike:[/b] Grimshrikes are a race of reanimated twin-tailed gargoyles standing about 7 feet tall and weighing 350 pounds. Grimshrikes are native to a dark land about which little is known other than its terrible history. The place was once vibrant and full of life. Centuries ago, however, all that changed. Dark energies spilled forth unchecked from a wayward wizard’s experiment, fouling the very essence of the land. In a matter of hours, all life in that place ceased to exist. [b]N'Gathau Lich:[/b] ? [b]Hooded Gatherer:[/b] These powerful and intelligent undead creatures are often mistaken for liches, but they are a thing far worse and more horrible indeed, for they are born in the underworlds of other planes of existence, and hunt down souls in the material planes for their demonic masters. [b]Skeletal Horse:[/b] ? [b]Kamarupa:[/b] Kamarupa are the distorted souls of evil priests betrayed and sacrificed to their deity. [b]Knight Gaunt:[/b] A knight gaunt is an undead creature created when a paladin falls in battle. [b]Sir Agnoysius, Knight Gaunt:[/b] ? [b]Vax, Lich-Lord:[/b] ? [b]Swirling Mist Undead Remains of Ghosts of Whalers:[/b] The tower is surrounded by a swirling mist that is actually the undead remains of the ghosts of whalers who died at sea, accursed by the Whale Lord and unable to reach the afterlife. [b]Grim Spectre of Blackpool Swamp:[/b] ? [b]Lurker Wraith:[/b] ? [b]Meat Puppet:[/b] Meat puppets are horrid undead creations created by removing the bones from corpses, then reanimating the skinless hides to attack. Various creatures and monsters can be turned into meat puppets using evil sorcery. [b]Humanoid Meat Puppet:[/b] Meat puppets are boneless, skinless corpses reanimated after being exposed to necromantic energies. [b]Otyugh Meat Puppet:[/b] Otyugh meat puppets are giant boneless, skinless reanimated beasts. The bag contains the skin and bones of an otyugh slain by a Magic-User looking to test out a horrible spell he uncovered in an ancient grimoire. The spell worked, turning the boneless, skinless creature into an otyugh meat puppet—that then promptly killed the wizard. [b]Undead Mimic:[/b] Undead mimics are believed to be the result of experimentation on normal mimics by insane necromancers. What possessed them to create an undead version of a truly horrid creature is beyond comprehension. Unlike standard mimics, undead mimics are Chaotic, poisoned by the necromantic magic that created them. They desire flesh and blood and dine on the souls of those they slay. [b]Ghoul Monkey:[/b] Ghoul monkeys are cunning, undead monkeys that often appear in jungle areas where there is great residue of Chaos, such as forgotten temples or altars where dead monkeys might rise in this vile form of undeath. [b]Mordnaissant:[/b] Occasionally when a pregnant mother dies violently in a place infused with unholy or negative energies, the unborn child within her does not simply perish, but instead continues to grow, vitalized by dark power, until it is capable of clawing its way free from its dead mother. [b]Asp Mummy:[/b] Similar in many respects to standard mummies, asp mummies are created to guard tombs of regal kings and nobles. Some believe these creatures even have a spark of the divine mixed in with their creation and are appointed by the gods themselves to watch over their favored followers. Asp mummies are known to be favored as guardians among the followers of Chaotic serpent gods. The creation of an asp mummy follows the same procedure as a standard mummy, save that many small asps are placed into the hollowed corpse along with the herbs and flowers. [b]Death Naga:[/b] Death nagas are what remains of other nagas slain by powerful necromantic energy. It is unknown why or how these nagas return as undead versions of their former selves. [b]Necro-Phantom:[/b] Often more than one necro-phantom is encountered; some strange effect of the magic that created them seems to draw these creatures to one another. The neighboring town militia tracked this witch to the cemetery to bring her to trial for sorcery. The witch cast a death spell to slay the men, but her spell failed due to the accursed cemetery. While the witch in her current disintegrating state poses no threat to any living creature, the corpses around her do. Of the 12 men, half transformed into 6 necro-phantoms that feed off the necromantic energy and the witch’s slow, agonizing death. [b]Mad Lich Minotaur:[/b] ? [b]Screamer:[/b] These terrible undead are the remnant of soldiers who have fallen to the horrors of mass conflict and warfare. [b]Shattered Soul, Impaled Spirit:[/b] Shattered souls are the ghostly spirits of living beings executed through brutal torture: impalement, disembowelment, or worse. [b]Lyrid Toadstrangler, Impaled Spirit:[/b] The ruins of a large brick warehouse sit atop a lonely hill. Thick briars and tufts of dried grass surround the wrecked building. Three thick chimneys reveal that the place probably housed forges. Despite appearances, the building remains very sturdy. This old structure was once the factory of Lyrid Toadstrangler, a dwarven craftsman who created instruments of torture. While not inherently evil in nature, Lyrid’s craft required a certain amount of wicked imagination. Lyrid specialized in creating iron maidens. A master sculptor, he often created the iron maidens in the image of the torturer or lord to whom the maidens belonged. Most of his work survives to this day, passed down over generations as disturbing family heirlooms. Lyrid was slain by an assassin hired by the Alantyr family of Bargarsport. Finished and unfinished iron maidens stand upright along the walls of Lyrid’s forge-factory. Rusted forging tools, collapsing workbench, and maiden parts fill the main room. Three iron maidens lie under a thick intact burlap cloth. Each of these iron maidens could fetch as much as 500 gp. His final masterpiece remains nearly finished in the center of the workshop. The spikes of this particular maiden are composed of demon horns. The corpse of Lyrid Toadstrangler lies inside. The maiden’s spikes completely pierce his desiccated corpse. Lyrid’s tortuous death and the power of the demon horns tie his spirit to this plane. Lyrid haunts his workshop as an impaled spirit. He hates thieves (and especially assassins) and wishes nothing more than to slay every direct relative of the Alantyr family. [b]Skin Feaster:[/b] When a humanoid dies as a result of being skinned alive, it often returns to the land of the living as a skin feaster; an undead creature driven by an insatiable hunger for the skin and flesh of living creatures. [b]Skull Child:[/b] A juvenile humanoid slain by a skull child rises the following night as a free-willed skull child. A bless spell cast on the body before that time ceases the transformation. Adults and non-humanoids killed by a skull child do not rise as undead. [b]Soul Knight:[/b] A soul knight is a suit of armor animated by the lingering soul of an evil knight, cursed to undeath as punishment for having committed betrayal, murder or other crimes. The evil spirit continues to inhabit its old armor, repeating the deeds that brought about the living knight’s ruin. [b]Cedrick Junde, Soul Knight:[/b] Cedricke Junde, a knight in service to the Impoverished Vow-Takers of Voard, accompanied his master and liege to the opera on that fatal night—although he’d already taken gold to allow an assassin access to his liege’s privacy box high above the stage. What Cedricke could not know was that the assassin would then start the blazing inferno to cover his tracks. The massive curtain collapsed in a fiery blaze that killed the singers and many in the front rows. The assassin fled during the conflagration, escaping into the cold night as those he left behind burned. Cedricke himself died as his armor blackened and his skin burned. [b]Annebeth Gloriana, Vampire:[/b] The tomb contains the remains of Annebeth Gloriana, an elf queen betrothed to her knight-protector Levellius. The pair were attacked and killed on their wedding day by a jealous vampiress as their families watched in horror. The celebrants—now mourners—buried the pair together in a tomb constructed to house their undying love. Except Annebeth wouldn’t give up so easily on love. She rose as a vampire three nights later. She waits in the tomb for a new suitor to marry. [b]Spider Lich:[/b] ? [b]Bone Swarm:[/b] A bone swarm is created when multiple animated skeletons are destroyed more or less simultaneously, either through a single powerful area attack or by simply being smashed to pieces. The bones of the skeletons are scattered and smashed, but the necromantic magic that animated them lingers on, pulling the bones back together in a mass of clattering fragments. [b]Skeletal Swarm:[/b] Skeletal swarms are the remains of pieces cast off of whole skeletons collected together and animated en mass. Bone Horn cursed item. [b]Coruvance Filp, Lich:[/b] Coruvance Filp, a Magic-User of Jah Sezar who turned to lichdom when she made an evil pact with demonic forces. [b]Undead Troll:[/b] ? [b]Undead Fire Elemental:[/b] Occasionally a fire elemental is destroyed but not permitted to return to its plane of origin. [b]Feral Vampire Spawn:[/b] Sometimes when vampires create minions something horrible happens to the creature causing a fate worse than even that of a typical vampire spawn. On these occasions whether by accident or design, upon waking to its new undead existence the newly created spawn finds itself trapped within its coffin or tomb and unable to free itself. In these instances the spawn rages and struggles to escape as it slowly goes insane, a victim of its all-consuming hunger. When it finally manages to break free — sometimes years after its creation — the spawn is feral and nearly mindless, though with a much greater strength due to its incessant rage. The statue sits over a lead-sealed trap door concealing a small cramped chamber. The chamber holds a feral vampire spawn. Once a regal vampire, the feral vampire spawn transformed over the years into its current deplorable state. A small 2-inch-wide moat lies in the floor around the vampire. The water in the moat magically flows in a continuous circle, imprisoning the feral vampire spawn, which cannot cross the flowing water. The male vampire has tirelessly stood here for decades. It has stood for so long, in fact, that its clothing has started to disintegrate with age. The once-regal vampire has devolved into a feral spawn. [b]Feral Vampire Spawn 7 HD:[/b] ? [b]Feral Vampire Spawn 8 HD:[/b] ? [b]Feral Vampire Spawn 9 HD:[/b] ? [b]Sword Wight:[/b] These wicked and depraved creatures lived and died by the sword, and now, their dark taint passes through their weapons to tear at your soul. If a sword wight hits an opponent with its bastard sword or touch, the victim must save or lose a level. Any human killed or completely drained of levels becomes a sword wight. [b]Hungry Zombie:[/b] ? [b]Hungry Halfling Zombie:[/b] ? [b]Banshee:[/b] Banshees are the undead fey. Indeed, there might be other types of undead faeries; but it is the wailing spirits that seem to represent the borderline between the most malignant of the fey and the cold magic of undeath. An elven female slain by a banshee queen will rise as a banshee in 1d4 rounds. [b]Wight:[/b] Any non-elven female humanoid slain by the wail of a banshee queen or drained below level 0 becomes a wight in 1d4 rounds. [b]Ghast:[/b] Any male slain by a banshee queen’s magic rises to become a ghast in 1d4 rounds. [b]Ghoul:[/b] A humanoid slain by either a lurker wraith’s constitution drain or smother attack becomes a ghoul in 1d4 rounds. [b]Lich:[/b] A child, glowing white as the sun, is running through the woods. About a day behind the strange boy is a pack of lupins, servants of the fell sorceress Maladria. The sorceress sent the lupins after the child because it is actually a small piece of her soul, part of an experiment in her quest for lich-hood. The boy possesses her exuberance for life and love; she removed it because it suited her grim plans for eternal unlife and because she needed a piece of her soul to create her phylactery. [b]Zombie:[/b] The tower is home to a death’s head inphidian named Kallis-Khet, a high priest of the serpents. If attacked in his home, Kallis-Khet animates the dead hanging from the tower as zombies. [b]Skeleton:[/b] Skeletal Staff magic item. [b]Undead:[/b] While the mummified body of the priest is not animated, desecrating the corpse may anger the spirit and grant unlife to the body. [b]Mummy:[/b] ? [b]Vampire:[/b] If a victim is reduced to 0 hp due to the devouring mist’s blood drain, the blood from the victim’s body forms into a new devouring mist in 1d4 rounds. Further, the victim’s corpse rises as a vampire in 1d4 days unless the remains are blessed before this rising. [b]Spectre:[/b] The dwarves dig deep into the rock for veins of snowflake obsidian left over from elder days. The mines connect with ancient tunnels and passages created by a now-extinct volcano. The volcano’s spirit remains trapped within the volcano, in a cavern of pure silver from which it cannot escape. At best, it can manifest as a spectre within the volcanic passages. In this form, the spirit appears as an elderly woman, a hag one might say, swathed in gauzy crimson robes and wearing copper bangles and earrings. The former monk, angered at his untimely demise, seeks to slay any who disturb the ruins. [b]Shadow:[/b] ? [b]Ghost:[/b] Cedricke Junde, a knight in service to the Impoverished Vow-Takers of Voard, accompanied his master and liege to the opera on that fatal night—although he’d already taken gold to allow an assassin access to his liege’s privacy box high above the stage. What Cedricke could not know was that the assassin would then start the blazing inferno to cover his tracks. The massive curtain collapsed in a fiery blaze that killed the singers and many in the front rows. The mummified king sits upon his throne in a single room within the tomb. The king is flanked by 2 stone idol sphinxes that lounge about the throne. The preserved corpse of the king’s eldest son kneels before the mummy. The mummified king looks down upon the son’s remains. Chains and shackles hold the son’s corpse down, but it is evident that he was alive when he was entombed with the corpse of his father. The stone idols guard the king and his treasure. The son’s spirit is bound to this chamber in the form of a ghost. The ghost can only be released by removing the king’s corpse. [b]Wraith:[/b] ? [b]Poltergeist:[/b] A domovoi killed by violence rises in 1 hour as a poltergeist. Cimota Mace Spines of a cornugon line the sides of this wicked +3 mace. On command, it generates dark fury, a field of negative energy in the form of black lightning. The wielder may use this power at the start of combat and every 1d3 rounds thereafter. This field of energy may take the form of black lightning either in a 20-ft.- radius ball around the wielder or as a 100-ft.-line extending from its tip. Dark fury inflicts 5d6 damage on any living creature in its area of effect (save for half). The wielder, undead, constructs and other non-living objects are not affected. The cimota mace grants the wielder the ability to notice and locate living creatures within 60 ft. Animals do not willingly approach within 30 feet of a cimota mace or its wielder. The very existence of the cimota mace spreads Chaos throughout the land. For every 20 HD of creatures slain by the mace’s dark fury, the mace transforms the essences of the slain beings into a cimota. The cimota follows the commands of the mace wielder. For every additional 20 HD of creatures slain by the dark fury, the cimota advances in power to a guardian cimota and finally to a high cimota. Cimota created by the mace remain destroyed once they are slain. Only one cimota created by the mace can be in existence at any time. Skeletal Staff The skeletal staff creates a skeleton from any humanoid corpse once per day. If used on a fresh corpse (dead less than 24 hours), the skeleton inside rips and tears away the flesh to free itself in 1d4 rounds before it can take any action. While the staff’s wielder has complete control over the animated undead, only one skeleton can be animated at a time. The staff may be used by either the Cleric or Magic-User classes. Bone Horn The cursed bone horn deals 1d6 points of damage to all within a 40-foot-cone as the vibrating sonic waves deteriorate bone. The bone horn can be used 2 times each day; on the third use, it reverses and amplifies the damage to the blower (4d6 points of damage, with no save). The bone horn, if used against any skeletal undead, deals 3d6 points of damage. Furthermore, if used on common 1HD skeletons, the bone horn transforms them into skeletal swarms. At least six skeletons are needed to create a skeletal swarm. The skeletal swarm does not attack undead. But all others are fair game. [/spoiler] Tome of Horrors Swords and Wizardry Update[spoiler] [b]The Horned Lord:[/b] Countless millennia ago, a monarch sought to build the greatest empire that the world had ever known. In doing so he made deals with many gods and wielded vast magical power, and as his power grew, so did his arrogance. When at last he had achieved his goal — a vast and unconquerable empire with him at its head — he was blinded by his pride and declared himself greater than the gods and turned his back on them. The emperor was to be the realm’s only god, and all the deities of the past were to be forgotten, their priests slaughtered and their temples overthrown. As one might guess, the gods were displeased and struck down the emperor, cursing both him and his realm. Soon his proud empire crumbled to dust, and barbarism ruled the land. But the gods had not finished with the emperor, so great was his transgression. He was transformed into an undead thing, doomed to be reborn again and again, consumed by the desire for conquest — a desire that can never be fulfilled. Always would the Horned Lord see his dreams crumble and perish among the ruins of civilization. Always would he return with the same dreams of conquest, only to be crushed and forgotten. [b]Hybrid Revenant:[/b] Hybrid revenants occur when two or more creatures, at least one of them humanoid, die on the same spot, in similar throes of torment. [b]Shadow Captain:[/b] These creatures may be the undead remains of the Horned Lord’s old followers, but some have suggested that they are equally wicked individuals from other lands and eras, cursed to serve him for all eternity. A few have even gone so far as to speculate that the shadow captains are actually undead entities sent by the gods to further the Horned Lord’s torment, acting ostensibly as his minions, but also adding to his misery and the realization of his unending doom. [b]Skeletal Knight:[/b] ? [b]Undead Swordsman:[/b] ? [b]Basilisk Zombie:[/b] Zombies can also be created from many different corpses, as illustrated by the deadly basilisk zombie and the demonic vrock zombie. [b]Zombie Behir:[/b] A zombie behir is the animated remains of the serpentine monster. [b]Plague Zombie:[/b] ? [b]Purple Worm Zombie:[/b] ? [b]Pyre Zombie:[/b] Pyre zombies are the sad, tortured remains of those who were killed just before being burned alive. When the soul departed, their bodies were taken over by some malignant spirit. The spirit fortified the body from destruction by the fire, and the undead form escaped the pyre to wreak vengeance on the living. [b]Vrock Zombie:[/b] The body of a slain demon animated with unholy power. Zombies can also be created from many different corpses, as illustrated by the deadly basilisk zombie and the demonic vrock zombie. [/spoiler] [URL=https://www.drivethrurpg.com/product/248821/Untold-Adventures-Deluxe-Edition-Swords--Wizardry?affiliate_id=17596]Untold Adventures: Deluxe Edition[/URL][spoiler] [b]Banshee:[/b] ? [b]Ghoul:[/b] These are merely animated corpses, not carriers of any sort of undead contagion as ghouls are. [b]Lich:[/b] Liches are the undead remnants of Spellcasters, either made undead by their own deliberate acts during life or as the result of other magical forces (possibly including their own magics gone awry). [b]Mummy:[/b] ? [b]Shadow:[/b] A shadow's chill touch drains one point of strength with a successful hit, and if a victim is brought to a strength of 0, he becomes a shadow. [b]Skeleton:[/b] Skeletons are animated bones of the dead and are usually under the control of some evil master. [i]Animate Dead[/i] spell. [b]Specter:[/b] Any being killed (or drained below level 0) by a specter becomes a specter himself—a pitiful thrall to its creator. [b]Vampire:[/b] Any human killed by a vampire becomes a vampire under the control of its creator. [b]Ancient Egyptian Mummified Vampire:[/b] ? [b]Aztec Vampire:[/b] ? [b]Wight:[/b] Any human killed or completely drained of levels (1 level per hit) by a wight becomes a wight. [b]Wraith:[/b] ? [b]Zombie:[/b] These are merely animated corpses, not carriers of any sort of undead contagion as ghouls are. However, the standard zombie is simply a corpse animated to do its creator’s bidding. [i]Animate Dead[/i] spell. [b]Zombie Contagious:[/b] If their undeath is contagious, zombies are more of a threat than described here, and if a single hit from a zombie causes contagion or any other sort of disease they are a considerably larger threat. Animate Dead Spell Level: 5 Range: Referee’s discretion Duration: Permanent This spell animates skeletons or zombies from dead bodies. 1d6 undead are animated (per level of the caster above 8th). The corpses remain animated until destroyed or dispelled.[/spoiler] [URL='http://www.drivethrurpg.com/product/190631/White-Box--Fantastic-Medieval-Adventure-Game?affiliate_id=17596']White Box: Fantastic Medieval Adventure Game[/URL][spoiler] [B]Banshee:[/B] ? [B]Death Knight:[/B] ? [B]Ghoul:[/B] ? [B]Lich:[/B] Liches are the undead remnants of wizards, either made undead by their own deliberate acts during life or as the result of other magical forces (possibly including their own magics gone awry). [B]Mummy:[/B] ? [B]Shadow:[/B] A shadow's chill touch drains one point of strength with a successful hit, and if a victim is brought to a strength of 0, he becomes a shadow. Strength points return after 90 minutes. [B]Skeleton:[/B] Skeletons are animated bones of the dead and are usually under the control of some evil master. [I]Animate Dead[/I] spell. [B]Spectre:[/B] Any being killed (or drained below level 0) by a spectre becomes a spectre himself— a pitiful thrall to its creator. [B]Vampire:[/B] Any human killed by a vampire becomes a vampire under the control of its creator. [B]Wight:[/B] Any human killed or completely drained of levels (1 level per hit) by a wight becomes a wight. [B]Wraith:[/B] ? [B]Zombie:[/B] These are merely animated corpses, not carriers of any sort of undead contagion as ghouls are. The standard zombie is simply a corpse animated to do its creator’s bidding. [I]Animate Dead[/I] spell. [B]Zombie Contagious:[/B] If their undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease they should be worth considerably more experience. Animate Dead Spell Level: M5 Range: Referee’s discretion Duration: Permanent This spell animates skeletons or zombies from dead bodies. 1d6 undead are animated (per level of the caster above 8th). The corpses remain animated until destroyed or dispelled.[/spoiler] [URL='http://www.drivethrurpg.com/product/146506/White-Box-Omnibus-Swords--Wizardry?affiliate_id=17596']White Box Omnibus[/URL][spoiler] [B]Death Knight:[/B] ? [B]Poltergeist:[/B] Poltergeists are incorporeal spirits animated by anger. [B]Sanguine Fog:[/B] ? [B]Shade Lord:[/B] ? [B]Skeleton Flaming:[/B] Flaming skeletons have been animated with an unholy fire that radiates from them. [B]Wight:[/B] The prisoner has been turned to a wight by the radiant necromantic energy from the room below. [B]Wraith:[/B] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/279829/White-Box-Tome--Arioth-I-Swords--Wizardry?affiliate_id=17596]White Box Tome - Arioth I [Swords & Wizardry][/URL][spoiler] [b]Deadhead, Dead Head:[/b] This variety of undead is one of Liche Mezogorah’s masterpieces. They spawn into existence when a Ghoul is severed of its head. Moments later, the head takes on a life of its own and can leap at its enemies and attempt to bite them to death. [b]Ripneck Deadgripper, Dead Gripper:[/b] The Ripneck Deadgripper is a variety of undead that is the pairing of the Liche’s necromancy, and demonology, with the addition of a spell that warps the Liche’s creations where he deems. The huge hands are those of a dead demon. [b]The Bloodied Cleric, Erera Liliwan:[/b] The Bloodied Cleric is Erera Liliwan after she has died and succumbed to the curse of the undead. The Bloodied Cleric is another of the Liche’s creations, a plan he has had in the works for quite some time. [b]Ghoul Screaming Dead:[/b] ? [b]Ghoul Deadface Villager:[/b] The Deadface Villager is a variety of Ghoul that is of the Liche’s Animate Dead spell and a freshly made corpse. [b]Ghostblade Slayer:[/b] ? [b]Undead:[/b] Nehkra Legion of the Dead Deadmagic power. [b]Elder Liche, Mezogorah:[/b] ? [b]Ghoul:[/b] Negation of the Dead Power scroll magic item. [b]Elder Liche:[/b] Elder Liche Nehkra Mastery Ability. [b]Zombie:[/b] Raise the Horde magic staff. Banebone Sacrifice magic sword. [b]Vampire Demon:[/b] ? [b]Undead Demon:[/b] Raise the Horde magic staff. [b]Skeleton:[/b] The Skeletons that rise in the cemetery are twisted, gnarled. They are animated by the power of the Mad Liche Mezogorah. It is his cackle that the player’s characters here as he animates and observes from afar. NEGATION OF THE DEAD POWER Once owned by a Necromancer of considerable repute, this Scroll will animate all corpses within 1d4 miles of the reader. However, these Ghouls will attack the executor of the Scroll and will not obey any commands. RAISE THE HORDE The wielder of this staff strikes the ground and can thereafter animate 3d6 dead bodies (corpses). The area of effect is anywhere within sight of the possessor. This staff holds ten charges. GODDESS MIGHT OF DEATH This staff endows the owner and wielder the ability to raise, bind and command 1d4 undead demons as long as their corpses are within 1d4 miles around the user. If destroyed, the demons will turn upon the one that raised them. BANEBONE SACRIFICE Created by the Pantheon of Bone and wrought from the tooth of a monolithic Space Dragon that was slain by a bloodied hero that then vanished from the realms, this greatsword endows the wielder the ability to raise 1D4 Zombies per level of experience. Legion of the Dead Once per day, you can raise an army of the undead, as long as there are corpses to animate within 1d4 miles, which will do anything you command. Elder Liche When you have attained to a measure of power determined by the referee, you can commit an act of ritual suicide and be reborn as a mighty Elder Liche.[/spoiler] [URL=https://www.drivethrurpg.com/product/211180/WHITE-BOX-ZOMBIES-Dark-Elf-Zombies--by-request?affiliate_id=17596]White Box Zombies Dark Elf Zombies[/URL][spoiler] [b]Legend Dark Elf Zombie:[/b] No one is sure where this breed of Zombies came from but they’re definitely unique. While no one has an answer to account for them, one thing is crystal clear: They are dangerous. Very dangerous. [b]Screamer Dark Elf Zombie:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/287129/Wilderlands-of-the-Fantastic-Reaches-Revised-Guidebook?affiliate_id=17596]Wilderlands of the Fantastic Reaches, Revised Guidebook[/URL][spoiler] [b]Ghost:[/b] ? [b]Ghoul:[/b] ? [b]Lacedon:[/b] ? [b]Mummy:[/b] ? [b]Skeleton Fighter 14:[/b] A group of six buried vaults are hidden in a secluded area. Each contains the skeleton of a king, and if any are disturbed, they animate, fighting until the violators are dead or run away. [b]Skeleton Fighter 13:[/b] A group of six buried vaults are hidden in a secluded area. Each contains the skeleton of a king, and if any are disturbed, they animate, fighting until the violators are dead or run away. [b]Skeleton Fighter 12:[/b] A group of six buried vaults are hidden in a secluded area. Each contains the skeleton of a king, and if any are disturbed, they animate, fighting until the violators are dead or run away. [b]Skeleton Fighter 11:[/b] A group of six buried vaults are hidden in a secluded area. Each contains the skeleton of a king, and if any are disturbed, they animate, fighting until the violators are dead or run away. [b]Spectre:[/b] ? [b]Vampire:[/b] ? [b]Wight:[/b] ? [b]Wraith:[/b] ? [b]Zombie:[/b] ?[/spoiler] [URL='http://www.drivethrurpg.com/product/196284/OWB001-WWII-Operation-WhiteBox?affiliate_id=17596']WWII Operation White Box[/URL][spoiler] [B]Ghost:[/B] A ghost is an undead spirit that is doomed to wander the earth. Ghosts are bound to the place where they died or to a particular object that had special meaning to them in life (locket, diary, etc.). The touch of an attacking ghost drains one (1) Experience Level unless a Saving Throw is made. If a character is reduced to 0-level by these attacks, he becomes a HD 1 ghost and joins his slayer. [B]Vampire:[/B] ? [B]Vampire Minion:[/B] Anyone drained of blood by a vampire becomes a HD 3 vampire minion unless the corpse is cremated before the next full moon. [/spoiler] [URL=https://www.drivethrurpg.com/product/119069/Yarr-The-Rules-Light-Pirate-RPG?affiliate_id=17596]YARR![/URL][spoiler] [b]Ghoul:[/b] ? [b]Skeleton:[/b] [i]Animate & Command the Dead[/i] spell. [b]Zombie Drowned One:[/b] Drowned Ones are a type of walkin' dead, the lost sailors returned from Davy Jones' Locker to haunt the living. [b]Zombie Walkin' Dead:[/b] [i]Animate & Command the Dead[/i] spell. Level 4 Animate & Command the Dead R Close, D Permanent: The caster animates 1d6+4 dead bodies. At the referee's discretion, the corpses become either Skeletons or Walkin' Dead Zombies, depending on how fresh they are.[/spoiler] [/spoiler] Swords & Wizardry Magazines[spoiler] [URL=https://www.drivethrurpg.com/product/63737/Knockspell-Magazine-1?affiliate_id=17596]Knockspell Magazine #1[/URL][spoiler] [b]Osori the Creeping One, Spectre:[/b] Nearby, in a corner, are discarded heavy and thick bones and an inhuman skull: these are the remains of a great ape still wearing iron cuff and the links of a chain on one hand. The ideogrammatic inscription on the well’s rim reads, “FARNESS”. Imprisoned by the well’s magic is the spirit of Osori the Creeping One (the nearby bones were once his), half-human sorcerer. [b]Skeleton:[/b] ? [b]Shadow:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/63736/Knockspell-Magazine-2?affiliate_id=17596]Knockspell Magazine #2[/URL][spoiler] [b]Auska, Vampire-Mummy:[/b] ? [b]Barzon III, Yellow Mould Zombie:[/b] ? [b]Armul Urthag, Vampire Lord:[/b] ? [b]Hieroglypicroc, Zombie Crocodile:[/b] Raised by ancient methods long forgotten or suppressed, zombie crocodiles are actually more akin to mummies than to zombies, at least in terms of the preservation process. [b]Skeleton:[/b] ? [b]Zombie:[/b] It takes three rounds for a hierglyphicroc to completely swallow a victim, but the victim will turn into a zombie within 1d4+1 rounds after being swallowed. [b]Wight:[/b] ? [b]Mummy:[/b] ? [b]Vampire:[/b] ? [/spoiler] [URL=https://www.drivethrurpg.com/product/88794/Knockspell-Magazine-3?affiliate_id=17596]Knockspell #3[/URL][spoiler] [b]Neb'Enakhet:[/b] Neb’Enakhet are sacred, mummified cats placed in the tombs of merchants, bureaucrats, non-noble landowners and others who themselves may not be worthy of (or able to afford) mummification. [b]Sword-Wraith:[/b] Sword-wraiths are spirits of powerful, evil fighting-men that cannot find rest after death. Because of their powerful will, after their deaths their spirits inhabit a magical weapon they died fighting with. [b]Zombie:[/b] ? [b]Monstrous Undead:[/b] ? [b]Apparition:[/b] ? [b]Poltergeist:[/b] ? [b]Undead:[/b] Whatever dies in these ruins rises back up as undead guardians. The ruins are populated with undead versions of the previous residents and local wandering monsters. The transformation might be instant, or maybe the next night or maybe once the corpse is fully decayed. Are these undead bound the ruins? Or can they follow the adventurers? [b]Ghost:[/b] ? [b]Wraith:[/b] An ancient shrine stands dedicated to beautiful woman, her lifelike statue sculpted with great talent. One touch by mortal hands and it crumbles. Her past lover (and murderer), now a cursed wraith, visits every midnight and wails in ghostly agony. What will he do tonight? [b]Ghoul:[/b] ?[/spoiler] [/spoiler] [/spoiler] [/spoiler] [/QUOTE]
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