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Undead Origins
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<blockquote data-quote="Voadam" data-source="post: 7945162" data-attributes="member: 2209"><p><strong>OSR</strong></p><p></p><p>General OSR[spoiler]</p><p></p><p>General OSR Cumulative[spoiler]</p><p><strong>Undead:</strong> A watch tower that reaches up and out of the abyss, into the Ethereal plane. At it’s top is a grand, brass bell, with a pull-rope to ring it. (The Sun King's Palace)</p><p>• When first rung, the dead can speak again until the vibrations of the bell cease. (The Sun King's Palace)</p><p>• When rung a second, the spirits of the dead become restless and rise as undead nearby. (The Sun King's Palace)</p><p>When all that is true and good has fled the mortal shell of what once was a man, sometimes something lingers behind. Born of hatred, fear and hunger, this grim spark of sentience animates what should be moldering quietly beneath the earth. (Knockspell Magazine #1)</p><p>Many of the undead the party encounters have the ability to pass their doomed condition on to those who fall beneath their attacks. (Knockspell Magazine #1)</p><p>The Grand Scroll magic item. (The Sun King's Palace)</p><p><strong>Abstract Impression:</strong> See Distortion, Abstract Impression, Impressionistic Painting of CRT Static Hued With a Shifting RGB Pattern.</p><p><strong>Abyssal Firefly:</strong> See Quatch Bug, Abyssal Firefly.</p><p><strong>Amashilama:</strong> See Vampire Princess Amashilama.</p><p><strong>Ancient Hungry Spirit:</strong> See Spirit Ancient Hungry.</p><p><strong>Ancient Spirit Hungry:</strong> See Spirit Ancient Hungry.</p><p><strong>Angry Ghost:</strong> See Ghost, Angry Ghost, Ghost Princess.</p><p><strong>Angry Ghost:</strong> See Wraith, Angry Ghost, Ghost Princess.</p><p><strong>Animate Skeleton:</strong> See Skeleton Animate.</p><p><strong>Apep-Kha:</strong> See Mummy, Apep-Kha.</p><p><strong>Archmage, Elder Knight, Duncan, He Who Sewed the King's Spellbooks From the Sun Itself:</strong> ?</p><p><strong>Archmage, Elder Knight, Duncan, He Who Sewed the King's Spellbooks From the Sun Itself:</strong> See Archmage, Elder Knight, Duncan, He Who Sewed the King's Spellbooks From the Sun Itself.</p><p><strong>Arzella Drestfall:</strong> See Ghost, Arzella Drestfall.</p><p><strong>Astin, Taneet:</strong> See Ghost, Taneet Astin.</p><p><strong>Bedsheet Ghost:</strong> See Ghost Bedsheet.</p><p><strong>Belona:</strong> See Vampire High, Belona.</p><p><strong>Black Pudding Knight:</strong> A cursed undead knight that was once engulfed by a black pudding. (Glorpy!)</p><p><strong>Black Skeleton:</strong> See Skeleton Black.</p><p><strong>Black Stallion Intelligent Undead:</strong> See Undead Intelligent Stallion Black.</p><p><strong>Bloody Mary:</strong> See Ghost Bloody Mary.</p><p><strong>Bloody Mary:</strong> See Ghost Bloody Mary, Bloody Mary.</p><p><strong>Bloody One:</strong> See Skeleton Bloody One.</p><p><strong>Blue-Skinned Stains:</strong> Occupants of the Palace who have completely succumbed to the Stain. (The Sun King's Palace)</p><p>Completely stained souls. (The Sun King's Palace)</p><p><strong>Blue-Skinned Stains, Occupant of the Sun King's Palace Who Has Completely Succumbed to the Stain:</strong> ?</p><p><strong>Bogeyman:</strong> See Ghost Bogeyman.</p><p><strong>Bug Quatch:</strong> See Quatch Bug.</p><p><strong>Cat Mummified:</strong> See Mummified Cat.</p><p><strong>Claw Mummy:</strong> See Mummy Fragment, Mummy Claw.</p><p><strong>Corpse of Strange Foreigner Undead:</strong> See Undead Corpse of Strange Foreigner.</p><p><strong>Corpse Wet:</strong> ?</p><p><strong>Dead Lingering Hungry Souls of:</strong> See Hungry Souls of Lingering Dead.</p><p><strong>Dead Lingering Souls of Hungry:</strong> See Hungry Souls of Lingering Dead.</p><p><strong>Death Knight:</strong> ?</p><p><strong>Deep One Ghost:</strong> See Ghost Deep One.</p><p><strong>Disembodied Spirit:</strong> See Spirit Disembodied.</p><p><strong>Distortion:</strong> ?</p><p><strong>Distortion, Abstract Impression, Impressionistic Painting of CRT Static Hued With a Shifting RGB Pattern:</strong> ?</p><p><strong>Distortion Angry:</strong> ?</p><p><strong>Dracula:</strong> ?</p><p><strong>Drestfall, Arzella:</strong> See Ghost, Arzella Drestfall.</p><p><strong>Dryad Undead:</strong> See Undead Dryad.</p><p><strong>Duncan:</strong> See Archmage, Elder Knight, Duncan, He Who Sewed the King's Spellbooks From the Sun Itself.</p><p><strong>Dwarven Ghost:</strong> See Ghost Dwarven.</p><p><strong>East Tower's Ghost:</strong> See Ghost East Tower's.</p><p><strong>Elder Hungry Shade:</strong> See Shade Elder Hungry.</p><p><strong>Elder Knight, Duncan, He Who Sewed the King's Spellbooks From the Sun Itself:</strong> See Archmage, Elder Knight, Duncan, He Who Sewed the King's Spellbooks From the Sun Itself.</p><p><strong>Elder Shade:</strong> See Shade Elder.</p><p><strong>Elder Shade Hungry:</strong> See Shade Elder Hungry.</p><p><strong>Elf Ghoul:</strong> See Magwas, Elf Ghoul.</p><p><strong>Faint Image of the Past, Spirit:</strong> See Ghost, Faint Image of the Past, Spirit.</p><p><strong>Firefly Abyssal:</strong> See Quatch Bug, Abyssal Firefly.</p><p><strong>Fitzdawn, Olwen:</strong> See Ghost, Olwen Fitzdawn.</p><p><strong>Fool of the Palace Possessed, Jacole, Caretaker of Plants, Provider of Comedy, The Garden Fool:</strong> See Wraith, Groundskeeper, Possessed Fool of the Palace, Seamstress, Jacole, Caretaker of Plants, Provider of Comedy, The Garden Fool.</p><p><strong>Fool Possessed of the Palace, Jacole, Caretaker of Plants, Provider of Comedy, The Garden Fool:</strong> See Wraith, Groundskeeper, Possessed Fool of the Palace, Seamstress, Jacole, Caretaker of Plants, Provider of Comedy, The Garden Fool.</p><p><strong>Foreigner Strange Corpse Undead:</strong> See Undead Corpse of Strange Foreigner.</p><p><strong>Foreigner Strange Undead Corpse:</strong> See Undead Corpse of Strange Foreigner.</p><p><strong>Fragment Mummy:</strong> See Mummy Fragment, Mummy Claw.</p><p><strong>Frozen Undead:</strong> See Undead Frozen.</p><p><strong>Ghost:</strong> When a mortal creature will not or cannot move on to the worlds that come next, their souls are often stranded in the living. (Barrow Keep: Den of Spies)</p><p><strong>Ghost:</strong> Spirits left behind. (The Sun King's Palace)</p><p><strong>Ghost, Angry Ghost, Ghost Princess:</strong> They were guests of The Winter King, princesses offered to (or more often kidnapped by) The Winter King from human kings. They spent their lives locked in this room until they died of age and a new princess was taken. (Down in Yon Forest)</p><p><strong>Ghost, Arzella Drestfall:</strong> When sealing the Tower, one of Ewen Rihat’s deceased apprentices was abandoned within, returning as a Ghost. (Barrow Keep: Den of Spies)</p><p><strong>Ghost, Faint Image of the Past, Spirit:</strong> ?</p><p><strong>Ghost, Lunen Good:</strong> When sealing the Tower, one of Ewen Rihat’s deceased apprentices was abandoned within, returning as a Ghost. (Barrow Keep: Den of Spies)</p><p><strong>Ghost, Morna Morvand:</strong> When sealing the Tower, one of Ewen Rihat’s deceased apprentices was abandoned within, returning as a Ghost. (Barrow Keep: Den of Spies)</p><p><strong>Ghost, Olwen Fitzdawn:</strong> When sealing the Tower, one of Ewen Rihat’s deceased apprentices was abandoned within, returning as a Ghost. (Barrow Keep: Den of Spies)</p><p><strong>Ghost, Onell Goss:</strong> When sealing the Tower, one of Ewen Rihat’s deceased apprentices was abandoned within, returning as a Ghost. (Barrow Keep: Den of Spies)</p><p><strong>Ghost, Taneet Astin:</strong> When sealing the Tower, one of Ewen Rihat’s deceased apprentices was abandoned within, returning as a Ghost. (Barrow Keep: Den of Spies)</p><p><strong>Ghost Angry:</strong> See Ghost, Angry Ghost, Ghost Princess.</p><p><strong>Ghost Angry:</strong> See Wraith, Angry Ghost, Ghost Princess.</p><p><strong>Ghost Bedsheet:</strong> ?</p><p><strong>Ghost Bogeyman:</strong> A Bogeyman is a ghost that exists primarily to terrorize children. In life it was the worst kind of person. Often they met their end through some kind of lynching, but the sheer terror they caused their victims has allowed them to manifest inside the house (or in other cases, sometimes an entire village). (The Price of Evil)</p><p><strong>Ghost Bloody Mary:</strong> Bloody Mary as a status of ghost, refers not only to the titular bloody Mary, but a number of different ghosts. All of them are the ghosts of cruel and vain people, envious of the world of the living and eager to cause harm. (The Price of Evil)</p><p><strong>Ghost Bloody Mary, Bloody Mary:</strong> Bloody Mary as a status of ghost, refers not only to the titular bloody Mary, but a number of different ghosts. All of them are the ghosts of cruel and vain people, envious of the world of the living and eager to cause harm. (The Price of Evil)</p><p><strong>Ghost Deep One:</strong> ?</p><p><strong>Ghost Dwarven, Silas Slabsmith:</strong> After death, realizing the fate awaiting him without purpose, he locked himself in here and adopted the arduous task of cataloging the dwarven canon—examining how each slab in the room relates to every other on each of hundreds of different topics. (The Demon Collective, Vol. 1)</p><p><strong>Ghost East Tower's:</strong> ?</p><p><strong>Ghost Headless Horseman:</strong> ?</p><p><strong>Ghost Human:</strong> Two charred human corpses (you would guess children unfortunately) lie sprawled amidst the wreckage. One of them has a golden dagger implanted into their stomach, somehow having escaped unscathed from the fire. The ghosts of the two humans haunt the shrine. (Under the Waterless Sea)</p><p><strong>Ghost Mad Spirit:</strong> A mad spirit is any ghost of no particular special nature. They died a malevolent death and have gone quite mad. (The Price of Evil)</p><p><strong>Ghost Mire:</strong> A Mire ghost is a spectre of a dead mortal that haunts the fens and swamps of the Wilds. (Into the Wyrd and Wild)</p><p>Those who die unloved and uncared for in the cold dark of the Wilds can find themselves in a state of undead limbo, perpetually trapped in an icy prison of their last harrowing moments. (Into the Wyrd and Wild)</p><p><strong>Ghost of a Handsome Knight:</strong> ?</p><p><strong>Ghost of a Knight Handsome:</strong> See Ghost of a Handsome Knight.</p><p><strong>Ghost Princess:</strong> See Ghost, Angry Ghost, Ghost Princess.</p><p><strong>Ghost Princess:</strong> See Wraith, Angry Ghost, Ghost Princess.</p><p><strong>Ghost Relentless Killer:</strong> ?</p><p><strong>Ghost Spiteful Miser, Wraith:</strong> A spiteful miser is always the ghost of an elderly man or woman consumed by greed and materialism, and almost always without any sense of self excess. It was a sickness of wealth for wealth’s sake. (The Price of Evil)</p><p><strong>Ghost Tower's East:</strong> See Ghost East Tower's.</p><p><strong>Ghost White Lady:</strong> A white lady is a jilted lover, often betrayed by a fiance and driven to suicide by the powerful forces of societal pressure, depression, and bad cliche. They are usually young women, often in wedding dresses (hence the term). (The Price of Evil)</p><p><strong>Ghost Witch Spirit:</strong> ?</p><p><strong>Ghostly Train:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Ghoul Elf:</strong> See Magwas, Elf Ghoul.</p><p><strong>Good, Lunen:</strong> See Ghost, Lunen Good.</p><p><strong>Goss, Onell:</strong> See Ghost, Onell Goss.</p><p><strong>Groundskeeper:</strong> See Wraith, Groundskeeper, Possessed Fool of the Palace, Seamstress, Jacole, Caretaker of Plants, Provider of Comedy, The Garden Fool.</p><p><strong>Handsome Ghost of a Knight:</strong> See Ghost of a Handsome Knight.</p><p><strong>Handsome Knight Ghost of a:</strong> See Ghost of a Handsome Knight.</p><p><strong>He Who Sewed the King's Spellbooks From the Sun Itself:</strong> See Archmage, Elder Knight, Duncan, He Who Sewed the King's Spellbooks From the Sun Itself.</p><p><strong>Headless Horseman:</strong> See Ghost Headless Horseman.</p><p><strong>Headless Skeleton:</strong> See Skeleton Headless.</p><p><strong>High Vampire:</strong> See Vampire High.</p><p><strong>Horseman Headless:</strong> See Ghost Headless Horseman.</p><p><strong>Human Ghost:</strong> See Ghost Human.</p><p><strong>Hungry Ancient Spirit:</strong> See Spirit Ancient Hungry.</p><p><strong>Hungry Dead Lingering Souls of:</strong> See Hungry Souls of Lingering Dead.</p><p><strong>Hungry Elder Shade:</strong> See Shade Elder Hungry.</p><p><strong>Hungry Lingering Dead Souls of:</strong> See Hungry Souls of Lingering Dead.</p><p><strong>Hungry Shade:</strong> See Shade Hungry.</p><p><strong>Hungry Shade Elder:</strong> See Shade Elder Hungry.</p><p><strong>Hungry Souls of Dead Lingering:</strong> See Hungry Souls of Lingering Dead.</p><p><strong>Hungry Spirit Ancient:</strong> See Spirit Ancient Hungry.</p><p><strong>Image Faint of the Past, Spirit:</strong> See Ghost, Faint Image of the Past, Spirit.</p><p><strong>Image of the Past Faint, Spirit:</strong> See Ghost, Faint Image of the Past, Spirit.</p><p><strong>Impression Abstract:</strong> See Distortion, Abstract Impression, Impressionistic Painting of CRT Static Hued With a Shifting RGB Pattern.</p><p><strong>Impressionistic Painting of CRT Static Hued With a Shifting RGB Pattern:</strong> See Distortion, Abstract Impression, Impressionistic Painting of CRT Static Hued With a Shifting RGB Pattern.</p><p><strong>Intelligent Undead:</strong> See Undead Intelligent.</p><p><strong>Jacole, Caretaker of Plants, Provider of Comedy, The Garden Fool:</strong> See Wraith, Groundskeeper, Possessed Fool of the Palace, Seamstress, Jacole, Caretaker of Plants, Provider of Comedy, The Garden Fool.</p><p><strong>Jelly Skeleton:</strong> See Skeleton Jelly.</p><p><strong>Karrion Knight:</strong> ?</p><p><strong>Keeper of the Spellbooks:</strong> See Landon, Keeper of the Spellbooks, Lord of the Treasury, Translator of the Ancient Texts.</p><p><strong>Kid Vampire:</strong> See Vampire Kid.</p><p><strong>Killer Relentless:</strong> See Ghost Relentless Killer.</p><p><strong>Knight Black Pudding:</strong> See Black Pudding Knight.</p><p><strong>Knight Death:</strong> See Death Knight.</p><p><strong>Knight Elder, Duncan, He Who Sewed the King's Spellbooks From the Sun Itself:</strong> See Archmage, Elder Knight, Duncan, He Who Sewed the King's Spellbooks From the Sun Itself.</p><p><strong>Knight Ghost of a Handsome:</strong> See Ghost of a Handsome Knight.</p><p><strong>Knight Handsome Ghost of a:</strong> See Ghost of a Handsome Knight.</p><p><strong>Knight Karrion:</strong> See Karrion Knight.</p><p><strong>Knight Pudding Black:</strong> See Black Pudding Knight.</p><p><strong>Lady White:</strong> See Ghost White Lady.</p><p><strong>Landon, Keeper of the Spellbooks, Lord of the Treasury, Translator of the Ancient Texts:</strong> ?</p><p><strong>Lesser Vampire:</strong> See Vampire Lesser.</p><p><strong>Lich:</strong> ?</p><p><strong>Lich, Xiximanter:</strong> ?</p><p><strong>Lingering Dead Hungry Souls of:</strong> See Hungry Souls of Lingering Dead.</p><p><strong>Lingering Dead Souls of Hungry:</strong> See Hungry Souls of Lingering Dead.</p><p><strong>Lord of the Treasury:</strong> See Landon, Keeper of the Spellbooks, Lord of the Treasury, Translator of the Ancient Texts.</p><p><strong>Lower Half:</strong> See Half Lower</p><p><strong>Lunen Good:</strong> See Ghost, Lunen Good.</p><p><strong>Mad Spirit:</strong> See Ghost Mad Spirit.</p><p><strong>Magic-Wielding Mummy Pharaoh:</strong> See Mummy Pharaoh Magic-Wielding.</p><p><strong>Magic-Wielding Pharaoh Mummy:</strong> See Mummy Pharaoh Magic-Wielding.</p><p><strong>Magwas, Elf Ghoul:</strong> The vampire Novgor uses the cauldron to resurrect the Elven thralls of The Winter King and drain their blood. Many of those have arisen again as ghoulish undead faeries known as Magwas. (Down in Yon Forest)</p><p><strong>Malicious Spirit:</strong> See Spirit Malicious.</p><p><strong>Mary Bloody:</strong> See Ghost Bloody Mary.</p><p><strong>Mary Bloody:</strong> See Ghost Bloody Mary, Bloody Mary.</p><p><strong>Mire Ghost:</strong> See Ghost Mire.</p><p><strong>Miser Spiteful:</strong> See Ghost Spiteful Miser, Wraith.</p><p><strong>Morna Morvand:</strong> See Ghost, Morna Morvand.</p><p><strong>Morvand, Morna:</strong> See Ghost, Morna Morvand.</p><p><strong>Mummified Cat:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Mummy, Apep-Kha:</strong> ?</p><p><strong>Mummy Claw:</strong> See Mummy Fragment, Mummy Claw.</p><p><strong>Mummy Fragment, Mummy Claw:</strong> ?</p><p><strong>Mummy Magic-Wielding Pharaoh:</strong> See Mummy Pharaoh Magic-Wielding.</p><p><strong>Mummy Pharaoh Magic-Wielding:</strong> ?</p><p><strong>Mummy Toilet Paper:</strong> ?</p><p><strong>Nergal:</strong> See Vampire High, Nergal.</p><p><strong>Novgor the Nosferatu:</strong> See Vampire, Novgor the Nosferatu.</p><p><strong>Occupant of the Sun King's Palace Who Has Completely Succumbed to the Stain:</strong> See Blue-Skinned Stains, Occupant of the Sun King's Palace Who Has Completely Succumbed to the Stain.</p><p><strong>Olwen Fitzdawn:</strong> See Ghost, Olwen Fitzdawn.</p><p><strong>One Bloody:</strong> See Skeleton Bloody One.</p><p><strong>Onell Goss:</strong> See Ghost, Onell Goss.</p><p><strong>Orlock:</strong> See Vampire High, Orlock.</p><p><strong>Painting Impressionistic of CRT Static Hued With a Shifting RGB Pattern:</strong> See Distortion, Abstract Impression, Impressionistic Painting of CRT Static Hued With a Shifting RGB Pattern.</p><p><strong>Painting of CRT Static Hued With a Shifting RGB Pattern Impressionistic:</strong> See Distortion, Abstract Impression, Impressionistic Painting of CRT Static Hued With a Shifting RGB Pattern.</p><p><strong>Particularly Powerful and Old High Vampire:</strong> See Vampire High Particularly Powerful and Old.</p><p><strong>Paul the Undead Executive Assistant:</strong> Matthews’ Bunker servant was imbued by his master with life everlasting, part of the terms of his service. It did not turn out as he hoped. (Bunker #1)</p><p><strong>Pharaoh Magic-Wielding Mummy:</strong> See Mummy Pharaoh Magic-Wielding.</p><p><strong>Pharaoh Mummy Magic-Wielding:</strong> See Mummy Pharaoh Magic-Wielding.</p><p><strong>Plant-Skeleton:</strong> Those killed [by a plant-skeleton] reanimate as plant-skeletons a turn later. (The Gardens Of Ynn)</p><p><strong>Poltergeist:</strong> ?</p><p><strong>Possessed Fool of the Palace, Jacole, Caretaker of Plants, Provider of Comedy, The Garden Fool:</strong> See Wraith, Groundskeeper, Possessed Fool of the Palace, Seamstress, Jacole, Caretaker of Plants, Provider of Comedy, The Garden Fool.</p><p><strong>Princess Ghost:</strong> See Ghost, Angry Ghost, Ghost Princess.</p><p><strong>Princess Ghost:</strong> See Wraith, Angry Ghost, Ghost Princess.</p><p><strong>Princess Vampire:</strong> See Vampire Princess Amashilama.</p><p><strong>Radioactive Zombie:</strong> See Zombie Radioactive.</p><p><strong>Reflection:</strong> ?</p><p><strong>Relentless Killer:</strong> See Ghost Relentless Killer.</p><p><strong>Seamstress, Jacole, Caretaker of Plants, Provider of Comedy, The Garden Fool:</strong> See Wraith, Groundskeeper, Possessed Fool of the Palace, Seamstress, Jacole, Caretaker of Plants, Provider of Comedy, The Garden Fool.</p><p><strong>Shade, Hungry Souls of Lingering Dead:</strong> ?</p><p><strong>Shade Elder:</strong> ?</p><p><strong>Shade Elder Hungry:</strong> ?</p><p><strong>Shade Hungry:</strong> ?</p><p><strong>Shade Hungry Elder:</strong> See Shade Elder Hungry.</p><p><strong>Shadow:</strong> The souls of those lost in the Abyss. The fully-stained. (The Sun King's Palace)</p><p>Souls taken by the Abyss.</p><p>Shadows cast in this room [the Sun King Palace's Greenhouse] come to life to protect the Greenhouse. (The Sun King's Palace)</p><p>If you approach the [Sun King's] flame, it creates horrid Shadows of you that wish to steal your soul and feed the flame. (The Sun King's Palace)</p><p>Dwarven ghosts, accumulated over centuries and malformed by constant exposure to the magical slabs. (The Demon Collective, Vol. 1)</p><p><strong>Silas Slabsmith:</strong> See Ghost Dwarven, Silas Slabsmith.</p><p><strong>Skelephant:</strong> ?</p><p><strong>Skeleton:</strong> The ghost is a necromancer’s spirit and can raise the 11 barnacle encrusted skeletons as soldiers to slay the characters and add them to its collection. (Under the Waterless Sea)</p><p><em>Wake Skeleton</em> spell. (Lorn Song of the Bachelor)</p><p><strong>Skeleton Animate:</strong> ?</p><p><strong>Skeleton Black:</strong> Undead creatures imbued with a mockery of life via exposure to the hidden necroleum below, these skeletons are stained black from the absorption. (Bunker #1)</p><p>Both are black skeletons, undead creatures imbued with a mockery of life via exposure to the hidden necroleum below. (Bunker #1)</p><p><strong>Skeleton Bloody One:</strong> ?</p><p><strong>Skeleton Headless:</strong> ?</p><p><strong>Skeleton Snake-Man, Sparamantur, Sparamantar:</strong> ?</p><p><strong>Skeleton Jelly:</strong> Any living creature killed by a skeleton jelly rises as a new skeleton jelly in 10 minutes (fungus goblins are immune to this). (Tomb of the Serpent King – Deluxe Print Edition)</p><p><strong>Slabsmith, Silas:</strong> See Ghost Dwarven, Silas Slabsmith.</p><p><strong>Snake-Man Skeleton:</strong> See Skeleton Snake-Man.</p><p><strong>Souls of Dead Lingering Hungry:</strong> See Hungry Souls of Lingering Dead.</p><p><strong>Souls of Hungry Lingering Dead:</strong> See Hungry Souls of Lingering Dead.</p><p><strong>Souls of Lingering Dead Hungry:</strong> See Hungry Souls of Lingering Dead.</p><p><strong>Sparamantar:</strong> See Skeleton Snake-Man, Sparamantur, Sparamantar.</p><p><strong>Sparamantur:</strong> See Skeleton Snake-Man, Sparamantur, Sparamantar.</p><p><strong>Spectre:</strong> ?</p><p><strong>Spirit:</strong> See Ghost, Faint Image of the Past, Spirit.</p><p><strong>Spirit Ancient Hungry:</strong> ?</p><p><strong>Spirit Disembodied:</strong> ?</p><p><strong>Spirit Hungry Ancient:</strong> See Spirit Ancient Hungry.</p><p><strong>Spirit Mad:</strong> See Ghost Mad Spirit.</p><p><strong>Spirit Malicious:</strong> ?</p><p><strong>Spirit Witch:</strong> See Ghost Witch Spirit.</p><p><strong>Spiteful Miser:</strong> See Ghost Spiteful Miser, Wraith.</p><p><strong>Stains Blue-Skinned:</strong> See Blue-Skinned Stains.</p><p><strong>Strange Foreigner Corpse Undead:</strong> See Undead Corpse of Strange Foreigner.</p><p><strong>Strange Foreigner Undead Corpse:</strong> See Undead Corpse of Strange Foreigner.</p><p><strong>Stallion Black Intelligent Undead:</strong> See Undead Intelligent Stallion Black.</p><p><strong>Taneet Astin:</strong> See Ghost, Taneet Astin.</p><p><strong>Thoul:</strong> A thoul is a patchwork of goblins, fused together with necromantic rituals and glorpy serum (also known as the blood of Glorp, father of trolls and lord of all life). (Glorpy!)</p><p><strong>Thumb Zombie:</strong> See Zombie Thumb.</p><p><strong>Toilet Paper Mummy:</strong> See Mummy Toilet Paper.</p><p><strong>Tower East's Ghost:</strong> See Ghost East Tower's.</p><p><strong>Tower Ghost East:</strong> See Ghost East Tower's.</p><p><strong>Translator of the Ancient Texts:</strong> See Landon, Keeper of the Spellbooks, Lord of the Treasury, Translator of the Ancient Texts.</p><p><strong>Undead Corpse of Strange Foreigner:</strong> ?</p><p><strong>Undead Dryad:</strong> When a tree dies without falling or decaying, the dead soul of the dead tree remains bound to this world. (Barrow Keep: Den of Spies)</p><p><strong>Undead Frozen:</strong> ?</p><p><strong>Undead Intelligent Stallion Black:</strong> ?</p><p><strong>Upper Half:</strong> See Half Upper.</p><p><strong>Vampire:</strong> What we call Vampires are just a strange genetic mutation of the true, original monster: the Vampylf. (Into the Wyrd and Wild)</p><p>If a victim’s Constitution score drops to 0 [from feral vampirism] they die, but rise again as a vampire in 1d6 days. (Into the Wyrd and Wild)</p><p><strong>Vampire, Novgor the Nosferatu:</strong> ?</p><p><strong>Vampire High:</strong> A high vampire is an accumulation of cursed leeches in a human form. (The Demon Collective, Vol. 1)</p><p><strong>Vampire High, Belona:</strong> ?</p><p><strong>Vampire High, Nergal:</strong> ?</p><p><strong>Vampire High, Orlock:</strong> ?</p><p><strong>Vampire High Particularly Powerful and Old:</strong> ?</p><p><strong>Vampire Kid:</strong> ?</p><p><strong>Vampire Lesser:</strong> ?</p><p><strong>Vampire Princess:</strong> See Vampire Princess Amashilama.</p><p><strong>Vampire Princess Amashilama:</strong> ?</p><p><strong>Vampire Princess Amashilama Half Lower:</strong> May separate her torso from her lower body, becoming two creatures. (The Demon Collective, Vol. 1)</p><p><strong>Vampire Princess Amashilama Half Upper:</strong> May separate her torso from her lower body, becoming two creatures. (The Demon Collective, Vol. 1)</p><p><strong>Vampylf:</strong> Vampirism did not start with humans. The “ailment” or “curse” that birthed the decadent nocturnal blood-drinkers is much older than humans, dating back to the prehistoric era. It was in the time before written word that a creature evolved without the need to breed, instead seeding its murderous genetic code into other animals with a crushing bloody bite. The wounded animal would begin to change, slowly growing or shrinking, its bones and muscles contorting into new shapes while an insatiable lust for flesh grew within its primitive mind. (Into the Wyrd and Wild)</p><p>If a victim’s Charisma score drops to 0 [from feral vampirism] they flee into the wilds and mutate into a Vampylf over the course of 1d6 days. (Into the Wyrd and Wild)</p><p><strong>Vermincaust:</strong> The ground is made of the dead. The soil we walk is a culmination of crushed stone and the decomposed remains of an infinitesimal tiny, meaningless deaths. To be a small creature in this world is to eventually be one of those countless meaningless deaths. No tears are shed for the vermin. The rats, the birds, the squirrels and voles, all of them die with the horror of their miniscule existence. It is from their countless tiny broken bones, all dreaming the same terrifying dream, that a flame of consciousness begins to grow. Fury and rage, against a world that cursed them to die. (Into the Wyrd and Wild)</p><p>A Vermincaust is made from the collective conscious of thousands of dead vermin, all united in their hatred of a cruel and unjust world. (Into the Wyrd and Wild)</p><p>Each skeleton that makes up its form has long since cast aside its individuality, instead joining a consciousness born of pure animalistic rage. (Into the Wyrd and Wild)</p><p>Vermincausts are thankfully very rare, typically only occurring in places with an extra high concentration of animal bones or arcane exposure. One can actually “feel” the places at risk of birthing a Vermincaust, always places that crack and snap underfoot with countless bones. Called “Spite Beds,” creatures walking over them are overcome with a dizzying sickness tainted with anger, while their mind rings with the faint screeches of rats. The birth of a Vermincaust is sudden and explosive, as thousands of skeletons burst up from the Spite Bed with a piercing chorus of shrieks and a whirlwind of bone, earth, and malice. (Into the Wyrd and Wild)</p><p><strong>Wet Corpse:</strong> See Corpse Wet.</p><p><strong>White Lady:</strong> See Ghost White Lady.</p><p><strong>Will-o'-Wisp:</strong> ?</p><p><strong>Witch Spirit:</strong> See Ghost Witch Spirit.</p><p><strong>Wraith:</strong> ?</p><p><strong>Wraith:</strong> See Ghost Spiteful Miser, Wraith.</p><p><strong>Wraith, Angry Ghost, Ghost Princess:</strong> They were guests of The Winter King, princesses offered to (or more often kidnapped by) The Winter King from human kings. They spent their lives locked in this room until they died of age and a new princess was taken. (Down in Yon Forest)</p><p><strong>Wraith, Groundskeeper, Possessed Fool of the Palace, Seamstress, Jacole, Caretaker of Plants, Provider of Comedy, The Garden Fool:</strong> The Abyss has possessed her into a wraith, stitching shadows into puppets for her to play with. (The Sun King's Palace)</p><p><strong>Wraith, Jacole, Caretaker of Plants, Provider of Comedy, The Garden Fool:</strong> See Wraith, Groundskeeper, Possessed Fool of the Palace, Seamstress, Jacole, Caretaker of Plants, Provider of Comedy, The Garden Fool.</p><p><strong>Xiximanter:</strong> See Lich, Xiximanter.</p><p><strong>Zombie:</strong> The zombies are all former soldiers of the King’s army, affected by the Blight of Ib cast by the Deep One sorcerer. (Under the Waterless Sea)</p><p>Skull Chest ritual. (The Demon Collective, Vol. 1)</p><p><strong>Zombie Radioactive:</strong> ?</p><p><strong>Zombie Thumb:</strong> ?</p><p>[/spoiler]</p><p></p><p>General OSR Books[spoiler]</p><p><a href="https://www.drivethrurpg.com/product/338664/Barrow-Keep-Den-of-Spies?affiliate_id=17596" target="_blank">Barrow Keep: Den of Spies</a>[spoiler]</p><p><strong>Dryad Undead:</strong> When a tree dies without falling or decaying, the dead soul of the dead tree remains bound to this world.</p><p><strong>Shade, Hungry Souls of Lingering Dead:</strong> ?</p><p><strong>Shade Elder:</strong> ?</p><p><strong>Hungry Shade:</strong> ?</p><p><strong>Hungry Elder Shade:</strong> ?</p><p><strong>Ghostly Train:</strong> ?</p><p><strong>East Tower's Ghost:</strong> ?</p><p><strong>Taneet Astin, Ghost:</strong> When sealing the Tower, one of Ewen Rihat’s deceased apprentices was abandoned within, returning as a Ghost.</p><p><strong>Lunen Good, Ghost:</strong> When sealing the Tower, one of Ewen Rihat’s deceased apprentices was abandoned within, returning as a Ghost.</p><p><strong>Onell Goss, Ghost:</strong> When sealing the Tower, one of Ewen Rihat’s deceased apprentices was abandoned within, returning as a Ghost.</p><p><strong>Morna Morvand, Ghost:</strong> When sealing the Tower, one of Ewen Rihat’s deceased apprentices was abandoned within, returning as a Ghost.</p><p><strong>Olwen Fitzdawn, Ghost:</strong> When sealing the Tower, one of Ewen Rihat’s deceased apprentices was abandoned within, returning as a Ghost.</p><p><strong>Arzella Drestfall, Ghost:</strong> When sealing the Tower, one of Ewen Rihat’s deceased apprentices was abandoned within, returning as a Ghost.</p><p><strong>Ghost of a Handsome Knight:</strong> ?</p><p><strong>Ghost:</strong> When a mortal creature will not or cannot move on to the worlds that come next, their souls are often stranded in the living.</p><p><strong>Lich:</strong> ?</p><p><strong>Poltergeist:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Malicious Spirit:</strong> ?</p><p><strong>Disembodied Spirit:</strong> ?</p><p><strong>Hungry Ancient Spirit:</strong> ?</p><p><strong>Wraith:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/228847/Down-in-Yon-Forest?affiliate_id=17596" target="_blank">Down in Yon Forest</a>[spoiler]</p><p>OSR</p><p><strong>Frozen Undead Creature:</strong> ?</p><p><strong>Novgor the Nosferatu, Vampire:</strong> ?</p><p><strong>Magwas, Elf Ghoul:</strong> The vampire Novgor uses the cauldron to resurrect the Elven thralls of The Winter King and drain their blood. Many of those have arisen again as ghoulish undead faeries known as Magwas.</p><p><strong>Angry Ghost, Ghost Princess, Ghost:</strong> They were guests of The Winter King, princesses offered to (or more often kidnapped by) The Winter King from human kings. They spent their lives locked in this room until they died of age and a new princess was taken. </p><p><strong>Angry Ghost, Ghost Princess, Wraith:</strong> They were guests of The Winter King, princesses offered to (or more often kidnapped by) The Winter King from human kings. They spent their lives locked in this room until they died of age and a new princess was taken.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/274922/Into-the-Wyrd-and-Wild?affiliate_id=17596" target="_blank">Into the Wyrd and Wild</a>[spoiler]</p><p><strong>Mire Ghost:</strong> A Mire ghost is a spectre of a dead mortal that haunts the fens and swamps of the Wilds.</p><p>Those who die unloved and uncared for in the cold dark of the Wilds can find themselves in a state of undead limbo, perpetually trapped in an icy prison of their last harrowing moments.</p><p><strong>Vampylf:</strong> Vampirism did not start with humans. The “ailment” or “curse” that birthed the decadent nocturnal blood-drinkers is much older than humans, dating back to the prehistoric era. It was in the time before written word that a creature evolved without the need to breed, instead seeding its murderous genetic code into other animals with a crushing bloody bite. The wounded animal would begin to change, slowly growing or shrinking, its bones and muscles contorting into new shapes while an insatiable lust for flesh grew within its primitive mind.</p><p>If a victim’s Charisma score drops to 0 [from feral vampirism] they flee into the wilds and mutate into a Vampylf over the course of 1d6 days.</p><p><strong>Vampire:</strong> What we call Vampires are just a strange genetic mutation of the true, original monster: the Vampylf.</p><p>If a victim’s Constitution score drops to 0 [from feral vampirism] they die, but rise again as a vampire in 1d6 days.</p><p><strong>Vermincaust:</strong> The ground is made of the dead. The soil we walk is a culmination of crushed stone and the decomposed remains of an infinitesimal tiny, meaningless deaths. To be a small creature in this world is to eventually be one of those countless meaningless deaths. No tears are shed for the vermin. The rats, the birds, the squirrels and voles, all of them die with the horror of their miniscule existence. It is from their countless tiny broken bones, all dreaming the same terrifying dream, that a flame of consciousness begins to grow. Fury and rage, against a world that cursed them to die.</p><p>A Vermincaust is made from the collective conscious of thousands of dead vermin, all united in their hatred of a cruel and unjust world.</p><p>Each skeleton that makes up its form has long since cast aside its individuality, instead joining a consciousness born of pure animalistic rage.</p><p>Vermincausts are thankfully very rare, typically only occurring in places with an extra high concentration of animal bones or arcane exposure. One can actually “feel” the places at risk of birthing a Vermincaust, always places that crack and snap underfoot with countless bones. Called “Spite Beds,” creatures walking over them are overcome with a dizzying sickness tainted with anger, while their mind rings with the faint screeches of rats. The birth of a Vermincaust is sudden and explosive, as thousands of skeletons burst up from the Spite Bed with a piercing chorus of shrieks and a whirlwind of bone, earth, and malice.</p><p><strong>Ghost:</strong> ?</p><p><strong>Lich:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/295976/Lorn-Song-of-the-Bachelor?affiliate_id=17596" target="_blank">Lorn Song of the Bachelor</a>[spoiler]</p><p><strong>Skelephant:</strong> ?</p><p><strong>Skeleton:</strong> <em>Wake Skeleton</em> spell.</p><p><strong>Wet Corpse:</strong> ?</p><p><strong>Zombie Thumb:</strong> ?</p><p></p><p>Wake Skeleton</p><p>Magic-user Level 2</p><p>Duration: 1 round/level</p><p>Range: Touch</p><p>Life is but an egg, an incubator for future undeath. Your necromancy pierces a living creature, rousing the skeleton waiting fetal within.</p><p>Imagine waking in your mother’s womb. The terror of it. The skeleton panics, attempts to claw free of smothering flesh. Every round, your target must save or take d6 damage and lose their round.</p><p>Requires concentration. If your target dies before the spell ends, their skeleton rises under your permanent control. HD equal to half your level, rounded down.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/374159/Spooptoberween-Spooptacular?affiliate_id=17596" target="_blank">Spooptoberween Spooptacular</a>[spoiler]</p><p><strong>Reflection:</strong> ?</p><p><strong>Dracula:</strong> ?</p><p><strong>Bedsheet Ghost:</strong> ?</p><p><strong>Toilet Paper Mummy:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/285079/The-Demon-Collective-Vol-1?affiliate_id=17596" target="_blank">The Demon Collective, Vol. 1</a>[spoiler]</p><p><strong>Mummy:</strong> ?</p><p><strong>Belona, High Vampire:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Lesser Vampire:</strong> ?</p><p><strong>Nergal, High Vampire:</strong> ?</p><p><strong>Zombie:</strong> Skull Chest ritual.</p><p><strong>Orlock, High Vampire:</strong> ?</p><p><strong>High Vampire:</strong> A high vampire is an accumulation of cursed leeches in a human form.</p><p><strong>Particularly Powerful and Old High Vampire:</strong> ?</p><p><strong>Vampire Princess Amashilama:</strong> ?</p><p><strong>Amashilama Upper Half:</strong> May separate her torso from her lower body, becoming two creatures.</p><p><strong>Amashilama Lower Half:</strong> May separate her torso from her lower body, becoming two creatures.<strong>Skeleton:</strong> ?</p><p><strong>Bloody One Skeleton:</strong> ?</p><p><strong>Headless Skeleton:</strong> ?</p><p><strong>Shadow:</strong> Dwarven ghosts, accumulated over centuries and malformed by constant exposure to the magical slabs.</p><p><strong>Silas Slabsmith, Dwarven Ghost:</strong> After death, realizing the fate awaiting him without purpose, he locked himself in here and adopted the arduous task of cataloging the dwarven canon—examining how each slab in the room relates to every other on each of hundreds of different topics.</p><p></p><p>Skull Chest</p><p>Rites of Return</p><p>Kill and gut an innocent, stuffing their cavities with black lotuses. Place three drops of your blood onto their tongue, then three on their lips. Bury them in a graveyard and visit three times at night. Each time confessing a loss that has caused you great pain. On the third night, after your confession, the victim and additional bodies equal to your Intelligence rise from their graves. These undead are mute and pliable, incapable of disobedience.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/196964/The-Devil-in-the-Crypt?affiliate_id=17596" target="_blank">The Devil in the Crypt</a>[spoiler]</p><p><strong>Mummified Cat:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Apep-Kha, Mummy:</strong> ?</p><p><strong>Radioactive Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/237544/The-Gardens-Of-Ynn?affiliate_id=17596" target="_blank">The Gardens Of Ynn</a>[spoiler]</p><p><strong>Plant-Skeleton:</strong> Those killed [by a plant-skeleton] reanimate as plant-skeletons a turn later. </p><p><strong>Animate Skeleton:</strong> ?</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/164250/The-Price-of-Evil?affiliate_id=17596" target="_blank">The Price of Evil</a>[spoiler]</p><p><strong>Ghost:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Relentless Killer Ghost:</strong> ?</p><p><strong>Witch Spirit Ghost:</strong> ?</p><p><strong>Headless Horseman Ghost:</strong> ?</p><p><strong>Spiteful Miser Ghost, Wraith:</strong> A spiteful miser is always the ghost of an elderly man or woman consumed by greed and materialism, and almost always without any sense of self excess. It was a sickness of wealth for wealth’s sake.</p><p><strong>White Lady Ghost:</strong> A white lady is a jilted lover, often betrayed by a fiance and driven to suicide by the powerful forces of societal pressure, depression, and bad cliche. They are usually young women, often in wedding dresses (hence the term).</p><p><strong>Bogeyman Ghost:</strong> A Bogeyman is a ghost that exists primarily to terrorize children. In life it was the worst kind of person. Often they met their end through some kind of lynching, but the sheer terror they caused their victims has allowed them to manifest inside the house (or in other cases, sometimes an entire village).</p><p><strong>Bloody Mary Ghost:</strong> Bloody Mary as a status of ghost, refers not only to the titular bloody Mary, but a number of different ghosts. All of them are the ghosts of cruel and vain people, envious of the world of the living and eager to cause harm.</p><p><strong>Mad Spirit Ghost:</strong> A mad spirit is any ghost of no particular special nature. They died a malevolent death and have gone quite mad.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/397508/The-Sun-Kings-Palace?affiliate_id=17596" target="_blank">The Sun King's Palace</a>[spoiler]</p><p><strong>Undead:</strong> A watch tower that reaches up and out of the abyss, into the Ethereal plane. At it’s top is a grand, brass bell, with a pull-rope to ring it.</p><p>• When first rung, the dead can speak again until the vibrations of the bell cease.</p><p>• When rung a second, the spirits of the dead become restless and rise as undead nearby.</p><p>The Grand Scroll magic item.</p><p><strong>Blue-Skinned Stains:</strong> Occupants of the Palace who have completely succumbed to the Stain.</p><p>Completely stained souls.</p><p><strong>Blue-Skinned Stains, Occupant of the Sun King's Palace Who Has Completely Succumbed to the Stain:</strong> ?</p><p><strong>Ghost:</strong> Spirits left behind.</p><p><strong>Ghost, Spirit, Faint Image of the Past:</strong> ?</p><p><strong>Duncan, He Who Sewed the King's Spellbooks From the Sun Itself, Elder Knight, Archmage:</strong> ?</p><p><strong>Landon, Keeper of the Spellbooks, Translator of the Ancient Texts, Lord of the Treasury:</strong> ?</p><p><strong>Shadow:</strong> The souls of those lost in the Abyss. The fully-stained.</p><p>Souls taken by the Abyss.</p><p>Shadows cast in this room [the Sun King Palace's Greenhouse] come to life to protect the Greenhouse.</p><p>If you approach the [Sun King's] flame, it creates horrid Shadows of you that wish to steal your soul and feed the flame.</p><p><strong>Vampire Kid:</strong> ?</p><p><strong>Distortion:</strong> ?</p><p><strong>Distortion, Impressionistic Painting of CRT Static Hued With a Shifting RGB Pattern, Abstract Impression:</strong> ?</p><p><strong>Angry Distortion:</strong> ?</p><p><strong>Quatch Bug:</strong> Each bug is a lost soul.</p><p><strong>Quatch Bug, Abyssal Firefly:</strong> ?</p><p><strong>Will-o'-Wisp:</strong> ?</p><p><strong>Jacole, The Garden Fool, Caretaker of Plants, Provider of Comedy, Wraith, Possessed Fool of the Palace, Seamstress, Groundskeeper:</strong> The Abyss has possessed her into a wraith, stitching shadows into puppets for her to play with.</p><p></p><p>The Grand Scroll</p><p>A silver scroll, sewn from the fabric of the moon. Its golden words were inked with the blood of the sun. Reading the Grand Scroll requires 10 eyes. Any less blinds the reader. It puts the following spells into the mind(s) of the reader(s). Split them evenly and randomly if there is more than one reader.</p><p>1. Open a connection between two minds. It can be used to communicate, but all information held in one mind is accessible by the other. They can travel into each other’s dreams.</p><p>2. Grow a pair of firey wings, healing all within your warmth. The wings disipate in a magnificent burst of ash after using them for flight.</p><p>3. Earthquake. D10 for magnitude.</p><p>4. Raise and command all the undead within 60’ until the next full moon.</p><p>5. Create 2d6 homunculi that share a close approximation of your appearance, tastes, and personality.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/252934/Tomb-of-the-Serpent-Kings--Deluxe-Print-Edition?affiliate_id=17596" target="_blank">Tomb of the Serpent King – Deluxe Print Edition</a>[spoiler]</p><p><strong>Mummy Fragment, Mummy Claw:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Sparamantur, Sparamantar, Snake-Man Skeleton:</strong> ?</p><p><strong>Skeleton Jelly:</strong> Any living creature killed by a skeleton jelly rises as a new skeleton jelly in 10 minutes (fungus goblins are immune to this).</p><p><strong>Xiximanter, Lich:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/130264/Under-the-Waterless-Sea?affiliate_id=17596" target="_blank">Under the Waterless Sea</a>[spoiler]</p><p><strong>Undead Corpse of Strange Foreigner:</strong> ?</p><p><strong>Skeleton:</strong> The ghost is a necromancer’s spirit and can raise the 11 barnacle encrusted skeletons as soldiers to slay the characters and add them to its collection.</p><p><strong>Deep One Ghost:</strong> ?</p><p><strong>Human Ghost:</strong> Two charred human corpses (you would guess children unfortunately) lie sprawled amidst the wreckage. One of them has a golden dagger implanted into their stomach, somehow having escaped unscathed from the fire. The ghosts of the two humans haunt the shrine.</p><p><strong>Zombie:</strong> The zombies are all former soldiers of the King’s army, affected by the Blight of Ib cast by the Deep One sorcerer.[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>General OSR Magazines[spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/315862/Bunker-1?affiliate_id=17596" target="_blank">Bunker #1</a>[spoiler]</p><p><strong>Black Skeleton:</strong> Undead creatures imbued with a mockery of life via exposure to the hidden necroleum below, these skeletons are stained black from the absorption.</p><p>Both are black skeletons, undead creatures imbued with a mockery of life via exposure to the hidden necroleum below.</p><p><strong>Paul the Undead Executive Assistant:</strong> Matthews’ Bunker servant was imbued by his master with life everlasting, part of the terms of his service. It did not turn out as he hoped.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/207190/Glorpy?affiliate_id=17596" target="_blank">Glorpy!</a>[spoiler]</p><p><strong>Black Pudding Knight:</strong> A cursed undead knight that was once engulfed by a black pudding.</p><p><strong>Karrion Knight:</strong> ?</p><p><strong>Thoul:</strong> A thoul is a patchwork of goblins, fused together with necromantic rituals and glorpy serum (also known as the blood of Glorp, father of trolls and lord of all life).[/spoiler]</p><p></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>Undead:</strong> When all that is true and good has fled the mortal shell of what once was a man, sometimes something lingers behind. Born of hatred, fear and hunger, this grim spark of sentience animates what should be moldering quietly beneath the earth.</p><p>Many of the undead the party encounters have the ability to pass their doomed condition on to those who fall beneath their attacks.</p><p><strong>Vampire:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Death Knight:</strong> ?</p><p><strong>Magic-Wielding Mummy Pharaoh:</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>Wraith:</strong> ?</p><p><strong>Ghoul:</strong> ?[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>Other OSR Systems[spoiler]</p><p></p><p>AD&D “3rd Edition”[spoiler]</p><p></p><p>AD&D “3rd Edition” Compilation[spoiler]</p><p><strong>Undead:</strong> Necromancy spells manipulate the energies of life and death. Such spells can restore life force, drain the life energy from another creature, create the undead, or bring the dead back to life. (AD&D "3RD EDITION" Dungeon Master's Guide)</p><p>Necromancy spells manipulate the energies of life and death. Such spells can restore life force, drain the life energy from another creature, create the undead, or bring the dead back to life. (AD&D "3RD EDITION" Player's Handbook)</p><p><strong>Ancestral Crypt Thing:</strong> See Crypt Thing Ancestral</p><p><strong>Anhktepot:</strong> ?</p><p><strong>Animal Skeleton:</strong> See Skeleton Animal.</p><p><strong>Archlich:</strong> See Lich Archlich.</p><p><strong>Banshee, Groaning Spirit:</strong> The banshee or groaning spirit, is the spirit of an evil female elf - a rare thing indeed. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p><strong>Beholder Undead:</strong> See Undead Beholder.</p><p><strong>Casharin:</strong> See Undead Beholder Casharin.</p><p><strong>Claw Crawling:</strong> See Crawling Claw.</p><p><strong>Coffer Corpse:</strong> The coffer corpse is an undead creature seeking its final rest. It will always be encountered on a stranded funeral barge, unburnt pyre, or the scene of some other incomplete death ritual. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>A coffer corpse has one overriding instinctive urge: as it was denied a complete death, so others shall be denied life. It is bitter over its incomplete death ritual and seeks to take the lives of others in revenge, particularly if it can deny its victims the release of a death ritual. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>This bitterness can be used to some advantage, however, if the means to complete the coffer corpse's death journey can be determined. If the unfinished death ritual which binds the coffer corpse to undeath can be completed, the creature will be released and effectively destroyed. The DM must determine what constitutes a final death ritual. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p><strong>Common Zombie:</strong> See Zombie Common.</p><p><strong>Corpse Coffer:</strong> See Coffer Corpse.</p><p><strong>Crawling Claw:</strong> The much feared crawling claw is frequently employed as a guardian by those magic-users and clerics who have learned the secret of its creation. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>Crawling claws can be created by any magic-user or cleric who has knowledge of the techniques required to do so. To begin with, the creator must assemble the severed limbs that are to be animated. The maximum number of claws that can be created at any one time is equal to the level of the person enchanting them. The hands (or paws) can be either fresh, skeletal, or at any stage of decomposition in between. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p><strong>Crypt Thing:</strong> ?</p><p><strong>Crypt Thing Ancestral:</strong> There are two types of crypt things - ancestral and summoned. The former type is a “natural'' creature, while the other is called into existence by a magic-user or cleric of at least 13th level. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>Ancestral crypt things are the raised spirits of the dead that have returned to guard the tombs of their descendants. This happens only in rare cases (determined by the DM). (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p><strong>Crypt Thing Summoned:</strong> There are two types of crypt things - ancestral and summoned. The former type is a “natural'' creature, while the other is called into existence by a magic-user or cleric of at least 13th level. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>The most common crypt thing is the summoned variety. By use of a 7th level spell (see below), any caster capable of employing necromantic spells can create a crypt thing. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p><em>Create Crypt Thing</em> spell. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p><strong>Death Knight:</strong> A death knight is the horrifying corruption of a paladin or lawful good warrior cursed by the gods to its terrible form as punishment for betraying the code of honor it held in life.</p><p>Death knights are former good warriors who were judged by the gods to be guilty of unforgivable crimes, such as murder or treason. (For instance, Krynn's Lord Soth, the most famous of all death knights, murdered his wife so that he could continue an affair with an elf maid.) (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>Death knights are cursed to remain in their former domains, usually castles or other strongholds. They are further condemned to remember their crime in song on any night when the moon is full; few sounds are as terrifying as a death knight's chilling melody echoing through the moonlit countryside. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p><strong>Death Tyrant:</strong> See Undead Beholder, Death Tyrant.</p><p><strong>Demilich:</strong> See Lich Demilich.</p><p><strong>Doomsphere:</strong> See Undead Beholder Doomsphere.</p><p><strong>Dracolich:</strong> The dracolich is an undead creature resulting from the unnatural transformation of an evil dragon. The mysterious Cult of the Dragon practices the powerful magic necessary for the creation of the dracolich, though other practitioners are also rumored to exist. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>A dracolich can be created from any of the evil dragon subspecies. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>The creation of a dracolich is a complex process involving the transformation of an evil dragon by arcane magical forces, the most notorious practitioners of which are members of the Cult of the Dragon. The process is usually a cooperative effort between the evil dragon and the wizards, but especially powerful wizards have been known to coerce an evil dragon to undergo the transformation against its will. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>Any evil dragon is a possible candidate for transformation, although old dragons or older with spell-casting abilities are preferred. Once a candidate is secured, the wizards first prepare the dragon's host, an inanimate object that will hold the dragon's life force. The host must be a solid item of not less than 2,000 gp value resistant to decay (wood, for instance, is unsuitable). A gemstone is commonly used for a host, particularly ruby, pearl, carbuncle, and jet, and is often set in the hilt of a sword or other weapon. The host is prepared by casting Enchant an Item upon it and speaking the name of the evil dragon; the item may resist the spell with a successful Item Saving Throw. If the spell is resisted, another item must be used for the host. If the spell is not resisted, the item can then function as a host. If desired, Glassteel can be cast upon the host to protect it. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>Next, a special potion is prepared for the evil dragon to consume. The exact composition of the potion varies according to the age and type of the dragon, but it must contain precisely seven ingredients, among them a potion of evil dragon control, a potion of invulnerability, and the blood of a vampire. When the evil dragon consumes the potion, the results are determined as follows (roll percentile dice): (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>Roll Result</p><p>01-10 No effect.</p><p>11-40 Potion does not work. The dragon suffers 2d12 points of necrotic damage and is helpless with convulsions for 1-2 rounds.</p><p>41-50 Potion does not work. The dragon dies. A Wish or similar spell is needed to restore the dragon to life; a Wish to transform the dragon into a dracolich results in another roll on this table.</p><p>51-00 Potion works. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>If the potion works, the dragon's spirit transfers to the host, regardless of the distance between the dragon's body and the host. A dim light within the host indicates the presence of the spirit. While contained in the host, the spirit cannot take any actions; it cannot be contacted nor attacked by magic. The spirit can remain in the host indefinitely. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>Once the spirit is contained in the host, the host must be brought within 90 feet of a reptilian corpse; under no circumstances can the spirit possess a living body. The spirit's original body is ideal, but the corpse of any reptilian creature that died or was killed within the previous 30 days is suitable.</p><p>The wizard who originally prepared the host must touch the host, cast a Magic Jar spell while speaking the name of the dragon, then touch the corpse. The corpse must fail its CHA Saving Throw against the Magic Jar spell for the spirit to successfully possess it; if it saves, it will never accept the spirit. The following modifiers apply to the roll: (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>Modifier Condition</p><p>-10 The corpse is the spirit's own former body (which can be dead for any length of time). (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>-4 The corpse is of the same alignment as the dragon. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>-4 The corpse is that of a true dragon (any type). (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>-3 The corpse is that of a firedrake, ice lizard, wyvern, or fire lizard. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>-1 The corpse is that of a dracolisk, dragonne, dinosaur, snake, or another reptile. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>If the corpse accepts the spirit, it becomes animated by the spirit. If the animated corpse is the spirit's former body, it immediately becomes a dracolich; however, it will not regain the use of its voice and breath weapon for another seven days (note that it will not be able to cast spells with verbal components during this time). At the end of seven days, the dracolich regains the use of its voice and breath weapon. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>If the animated corpse is not the spirit's former body, it immediately becomes a proto-dracolich. A proto-dracolich has the mind and memories of its original form but has the hit points and immunities to spells and clerics’ turning abilities of a dracolich. A proto-dracolich can neither speak nor cast spells; further, it cannot cause chilling damage, use a breath weapon, or cause fear as a dracolich. Its strength, movement, and Armor Class are those of the possessed body. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>To become a full dracolich, a proto-dracolich must devour at least 10% of its original body. Unless the body has been dispatched to another plane of existence, a proto-dracolich can always sense the presence of its original body, regardless of the distance. A proto-dracolich will tirelessly seek out its original body to the exclusion of all other activities. If its original body has been burned, dismembered, or otherwise destroyed, the proto-dracolich need only devour the ashes or pieces equal to or exceeding 10% of its original body mass (total destruction of the original body is possible only through use of a disintegrate or similar spell; the body could be reconstructed with a wish or similar spell, so long as the spell is cast in the same plane as the disintegration). If a proto-dracolich is unable to devour its original body, it is trapped in its current form until slain. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>A proto-dracolich transforms into a full dracolich within seven days after it devours its original body. When the transformation is complete, the dracolich resembles its original body; it can now speak, cast spells, and employ the breath weapon of its original body, in addition to having all of the abilities of a dracolich. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p><strong>Drowned One:</strong> See Zombie Sea, Drowned One.</p><p><strong>Eastern Vampire:</strong> See Vampire Eastern.</p><p><strong>Ghast:</strong> See Ghoul Ghast.</p><p><strong>Ghost:</strong> Ghosts are the spirits of humans who were either so greatly evil in life or whose deaths were so unusually emotional they have been cursed with the gift of undead status. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>A ghost often has a specific purpose in its haunting, sometimes trying to “get even'' for something that happened during the ghost's life. Thus, a woman who was jilted by a lover, and then committed suicide, might become a ghost and haunt the couple's secret trysting place. Similarly, a man who failed at business might appear each night at his storefront or, perhaps, at that of a former competitor. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>Another common reason for an individual to become a ghost is the denial of a proper burial. A ghost might inhabit the area near its body, waiting for a passerby to promise to bury the remains. The ghost, in its resentment toward all life, becomes an evil creature intent on destruction and suffering.</p><p>In rare circumstances, more than one ghost will haunt the same location. The classic example of this is the haunted ship, a vessel lost at sea, now ethereal and crewed entirely by ghosts. These ships are most often encountered in the presence of St. Elmo's fire, an electrical discharge that causes mysterious lights to appear in the rigging of a ship. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>In many cases, a ghost can be overcome by those who might be no match for it in combat simply by setting right whatever events led to the attainment of the ghost's undead status. For example, a young woman who was betrayed and murdered by someone who pretended to love her might be freed from her curse if the cad were humiliated and ruined. In many cases, however, a ghost's revenge will be far more demanding, often ending in the death of the offender. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p><strong>Ghoul:</strong> Any human or demihuman (except elves) killed by a ghoulish attack will become a ghoul unless blessed. Obviously, this is also avoided if the victim is devoured by the ghouls. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p><strong>Ghoul Lacedon:</strong> ?</p><p><strong>Ghoul Ghast:</strong> ?</p><p><strong>Giant Skeleton:</strong> See Skeleton Giant.</p><p><strong>Greater Mummy:</strong> See Mummy Greater.</p><p><strong>Groaning Spirit:</strong> See Banshee, Groaning Spirit.</p><p><strong>Horse Undead:</strong> See Undead Horse.</p><p><strong>Huge Undead Horse of Shifting Bone:</strong> See Undead Horse of Shifting Bone Huge.</p><p><strong>Undead Horse of Shifting Bone Huge:</strong> ?</p><p><strong>Huecuva:</strong> Legends tell that huecuva are the restless spirits of monastic clerics who were less than faithful to their holy vows. In punishment for their heresies, they are forced to roam the dark. Their spirits, appearance, and holy powers have become perverted mockeries of their old selves. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>Huecuva are malignant spirits that seek to destroy those who still live. They are used as examples to remind clerics the fate that befalls those who stray from their devotion or use their religion as a mask to hide unpious deeds. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p><strong>Ju-Ju Zombie:</strong> See Zombie Ju-Ju.</p><p><strong>Lacedon:</strong> See Ghoul Lacedon.</p><p><strong>Lesser Undead:</strong> See Undead Lesser.</p><p><strong>Lesser Vampire:</strong> See Vampire Lesser.</p><p><strong>Lesser Wight:</strong> See Wight Lesser.</p><p><strong>Lesser Wraith:</strong> See Wraith Lesser.</p><p><strong>Lich:</strong> They were originally magic-users of at least 18th level. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>In order to become a lich, the wizard must prepare its phylactery using the Enchant an Item, Magic Jar, Permanency and Reincarnation spells. The phylactery, which can be almost any manner of object, must be of the finest craftsmanship and materials with a value of not less than 1,500 gold pieces per level of the magic-user. Once this object is created, the would-be lich must craft a poison potion, which is then enchanted with the following spells: Wraithform, Permanency, Cone of Cold, Feign Death, and Animate Dead. When next the moon is full, the potion is imbibed. Rather than death, the potion causes the wizard to undergo a transformation into its new state. A DC 13 Constitution Saving Throw is required, with failure indicating an error in the creation of the potion which kills the wizard and renders him forever dead. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p><strong>Lich Archlich:</strong> ?</p><p><strong>Lich Demilich:</strong> The demilich is not, as the name implies, a weaker form of the lich. Rather, it is the stage into which a lich will eventually evolve as the power which has sustained its physical form gradually begins to fail. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>In order to attain the status of a demilich, a lich must have replaced 5-8 (1d4+4) of its teeth with gems. Each of these gems now serves as a powerful magical device which can trap the soul of its adversaries. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p><strong>Monster Skeleton:</strong> See Skeleton Monster.</p><p><strong>Monster Zombie:</strong> See Zombie Monster.</p><p><strong>Mummy:</strong> Mummies are corpses native to dry desert areas, where the dead are entombed by a process known as mummification. When their tombs are disturbed, the corpses become animated into a weird undead state, whose unholy hatred of life causes them to attack living things without mercy. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>Mummies are the product of an embalming process used on wealthy and important personages. Most mummies are corpses without magical properties. On occasion, perhaps due to powerful evil magic or perhaps because the individual was so greedy in life that he refuses to give up his treasure, the spirit of the mummified person will not die, but taps into energy from the Positive Material plane and is transformed into an undead horror. Most mummies remain dormant until their treasure is taken, but then they become aroused and kill without mercy. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>To create a mummy, a corpse should be soaked in a preserving solution (typically carbonate of soda) for several weeks and covered with spices and resins. Body organs, such as the heart, brain, and liver, are typically removed and sealed in jars. Sometimes gems are wrapped in the cloth (if the treasure listing for the mummy indicates it possesses gems, a few may be placed in the wrappings). (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>When a greater mummy wishes to create normal mummies as servants, it does so by mummifying persons infected with its rotting disease. This magical process requires 1 day and cannot be disturbed without ruining the enchantment. Persons to be mummified are normally Held or Charmed so that they cannot resist the mummification process. Once the process is completed, victims are helpless to escape the bandages that bind them. If nothing happens to free them, they will die of the mummy rot just as they would have elsewhere. Upon their death, however, a strange transformation takes place. Rather than crumbling away into dust, these poor souls rise again as normal mummies. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p><strong>Mummy Greater:</strong> Greater mummies are a powerful form of undead created when a high-level lawful evil cleric of certain religions is mummified and charged with the guarding of a burial place. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>Greater mummies are powerful undead creatures that are usually created from the mummified remains of powerful, evil clerics. This being the case, the greater mummy now draws its mystical abilities from evil powers and darkness. In rare cases, however, the mummified clerics served non-evil god in life and are still granted the powers they had in life from those gods. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>The first of these creatures is known to have been produced by Anhktepot, the Lord of Har'akir, in the years before he became undead himself. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>The process by which a greater mummy is created remains a mystery to all but Anhktepot. It is rumored that this process involves a great sacrifice to gain the favor of the gods and an oath of eternal loyalty to the Lord of Har'akir. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p><strong>Mummy Greater Age 99 or Less:</strong> ?</p><p><strong>Mummy Greater Age 100-199:</strong> ?</p><p><strong>Mummy Greater Age 200-299:</strong> ?</p><p><strong>Mummy Greater Age 300-399:</strong> ?</p><p><strong>Mummy Greater Age 400-499:</strong> ?</p><p><strong>Mummy Greater Age 500 or More:</strong> ?</p><p><strong>Penanggalan:</strong> If a penanggalan kills a male victim, he does not return as undead and may be raised normally. A female victim will rise from the grave in three days as a penanggalan, as a free-willed undead. Should a female victim be raised within those three days, she will be unable to do anything other than rest for a week, after which all damage done by the penanggalan is healed. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p><strong>Poltergeist:</strong> Poltergeists are the spirits of restless dead. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>Some say that poltergeists are the spirits of those who committed heinous crimes that went unpunished in life. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p><strong>Radaga:</strong> ?</p><p><strong>Revenant:</strong> Revenants are vengeful spirits that have risen from the grave to destroy their killers. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>Under exceptional circumstances, a character who has died a violent death may rise as a revenant from the grave to wreak vengeance on his killer(s). The chance of this occurring is 1% for every point in ability scores that are 13 or greater. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>If the character died a particularly violent death, it may b unable to reoccupy its original body. In this case, the spirit occupies any available, freshly-dead corpse. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p><strong>Sea Zombie:</strong> See Zombie Sea, Drowned One.</p><p><strong>Shadow:</strong> If a human, humanoid, or demihuman opponent is reduced to zero Strength or zero hit points by a shadow, the shadow has drained the life force and the opponent becomes a shadow as well. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>According to most knowledgeable sages, shadows appear to have been magically created, perhaps as part of some ancient curse laid upon some long-dead enemy. The curse affects only humans, humanoids, and demihumans, so it would seem that it affects the soul or spirit. When victims no longer can resist, either through loss of consciousness (hit points) or physical prowess (Strength points), the curse is activated, and the majority of the character's essence is shifted to the Negative Material Plane. Only a shadow of their former self remains on the Prime Material Plane, and the transformation always renders the victim both terribly insane and undeniably evil. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>The original body of a victim is destroyed when changed to a shadow whether by the curse itself or by unprotected exposure to the Negative Material Plane. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p><strong>Skeleton:</strong> All skeletons are magically animated undead monsters, created as guardians or warriors by evil magic-users and clerics.</p><p>Skeletons appear to have no ligaments or musculature which would allow movement. Instead, the bones are magically joined together during the casting of an Animate Dead spell. Skeletons have no eyes or internal organs. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>Skeletons can be made from the bones of humans and demihumans, animals of human size or smaller, or giant humanoids like bugbears and giants. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p><em>Animate Dead</em> spell. (AD&D "3RD EDITION" Player's Handbook)</p><p><strong>Skeleton Animal:</strong> All skeletons are magically animated undead monsters, created as guardians or warriors by evil magic-users and clerics. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>Skeletons appear to have no ligaments or musculature which would allow movement. Instead, the bones are magically joined together during the casting of an Animate Dead spell. Skeletons have no eyes or internal organs. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>Skeletons can be made from the bones of humans and demihumans, animals of human size or smaller, or giant humanoids like bugbears and giants. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p><strong>Skeleton Giant:</strong> Giant skeletons are similar to the more common undead skeleton, but they have been created with a combination of spells and are, thus, far more deadly than their lesser counterparts. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>A small, magical fire burns in the chest of each giant skeleton, a byproduct of the magics that are used to make them. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>The first giant skeletons to appear in Ravenloft were created by the undead priestess Radaga in her lair within the domain of Kartakass. Others have since mastered the spells and techniques required to create these monsters; thus, giant skeletons are gradually beginning to appear in other realms where the dead and undead lurk. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>They are created from the bones of those who have died and are abominations in the eyes of all who belief in the sanctity of life and goodness.</p><p>The process by which giant skeletons are created is dark and evil. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>Attempts to manufacture them outside of Ravenloft have failed, so it is clear that they are in some way linked to the Dark Powers themselves. In order to create a giant skeleton, a spellcaster must have the intact skeleton of a normal human or demihuman. On a night when the land is draped in fog, they must cast an Animate Dead, Produce Fire, Enlarge Person, and a Resist Fire spell over the bones. When the last spell is cast, the bones lengthen and thicken, and the creatures rises up. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p><strong>Skeleton Monster:</strong> All skeletons are magically animated undead monsters, created as guardians or warriors by evil magic-users and clerics. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>Skeletons appear to have no ligaments or musculature which would allow movement. Instead, the bones are magically joined together during the casting of an Animate Dead spell. Skeletons have no eyes or internal organs. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>Skeletons can be made from the bones of humans and demihumans, animals of human size or smaller, or giant humanoids like bugbears and giants. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p><strong>Skeleton Warrior:</strong> Formerly powerful fighters, skeleton warriors are undead lords forced into their nightmarish states by powerful wizards or evil demigods who trapped their souls in golden circlets. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p><strong>Son of Kyuss:</strong> Sons of Kyuss are horrible undead beings that convert living humans and demihumans into cursed undead like themselves. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>In addition to flailing fists, one worm per round attempts to jump from a son’s head to a character the son is in melee with. The worm needs only to roll a successful attack roll (as a 4 Hit Die creature) to land on the victim. The worm burrows into the victim on the next round unless torn free (DC 12 Athletics skill check) or killed by the touch of cold iron, holy water, or a blessed object. A worm that is torn from a victim immediately attacks the creature that tore it free. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>After penetrating the victim's skin, the worm burrows toward the victim’s brain, taking 1d4 rounds to reach it. During this time a Remove Curse or Cure Disease spell will kill the worm and Neutralize Poison or Dispel Evil will delay the worm for 1d6 x 10 minutes. If the worm reaches the brain, the victim dies immediately and becomes a son of Kyuss. Decay and putrification set in without further delay. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>Kyuss was an evil high priest who created the first of these creatures, via a special curse, under instruction from an evil deity. Since then the number of sons has increased dramatically. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p><strong>Spectral Troll, Troll Wraith:</strong> ?</p><p><strong>Spectre:</strong> Any being totally drained of life energy by a spectre becomes a full-strength spectre under the control of the spectre which drained him. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>No one knows who the first spectre was or how it came to be. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>Lemures are occasionally transformed into wraiths or spectres, as well. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p><strong>Spirit Groaning:</strong> See Banshee, Groaning Spirit.</p><p><strong>Summoned Crypt Thing:</strong> See Crypt Thing Summoned.</p><p><strong>Troll Spectral:</strong> See Spectral Troll, Troll Wraith.</p><p><strong>Troll Wraith:</strong> See Spectral Troll, Troll Wraith.</p><p><strong>Undead Beholder, Death Tyrant:</strong> Death tyrants occur spontaneously in very rare instances. In most cases, they are created through the magic of evil beings - from human mages to illithid villains. Some outcast, magic-using beholders have even been known to create death tyrants from their own unfortunate brethren. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>Death tyrants are created from dying beholders. A spell, thought to have been developed by human mages in the remote past, forces a beholder from a living to an undead state, and imprints its brain with instructions. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p><strong>Undead Beholder Casharin:</strong> ?</p><p><strong>Undead Beholder Doomsphere:</strong> This ghost-like undead beholder is created by magical explosions. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p><strong>Undead Lesser:</strong> A character drained below 1st level is instantly slain. Depending on the creature that killed the character, the character may rise the next night as a monster of that kind. If not, the character rises as a wight. These lesser undead are controlled by their slayer and have half the listed Hit Dice for a creature of their new undead type. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>A character drained below 1st level is instantly slain. Depending on the creature that killed the character, the character may rise the next night as a monster of that kind. If not, the character rises as a wight. These lesser undead are controlled by their slayer and have half the listed Hit Dice for a creature of their new undead type. (AD&D "3RD EDITION" Dungeon Master's Guide)</p><p><strong>Vampire:</strong> Any human or humanoid creature slain by the life energy drain of a vampire is doomed to become a vampire himself.</p><p>The transformation takes place one day after the burial of the creature. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>Those who are not actually buried, however, do not become undead and it is thus traditional that the bodies of a vampire's victims be burned or similarly destroyed. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p><strong>Vampire Cleric 7:</strong> ?</p><p><strong>Vampire Cleric 8:</strong> ?</p><p><strong>Vampire Cleric 9:</strong> ?</p><p><strong>Vampire Cleric 10:</strong> ?</p><p><strong>Vampire Eastern:</strong> ?</p><p><strong>Vampire Lesser:</strong> Lesser vampires, wights, and wraiths regain half of the class levels they had when slain. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>Lesser vampires, wights, and wraiths regain half of the class levels they had when slain. (AD&D "3RD EDITION" Dungeon Master's Guide)</p><p><strong>Vampire Mage 9:</strong> ?</p><p><strong>Vampire Mage 10:</strong> ?</p><p><strong>Vampire Mage 11:</strong> ?</p><p><strong>Vampire Mage 12:</strong> ?</p><p><strong>Vampire Thief 4:</strong> Lesser vampires, wights, and wraiths regain half of the class levels they had when slain. As such an 8th level thief, drained below 1st level by a vampire, returns as a 4th level vampire thief. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>Lesser vampires, wights, and wraiths regain half of the class levels they had when slain. As such an 8th level thief, drained below 1st level by a vampire, returns as a 4th level vampire thief. (AD&D "3RD EDITION" Dungeon Master's Guide)</p><p><strong>Wight:</strong> Persons who are slain by the energy draining powers of a wight are doomed to rise again as wights under the direct control of their slayer. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>A character drained below 1st level is instantly slain. Depending on the creature that killed the character, the character may rise the next night as a monster of that kind. If not, the character rises as a wight. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>A character drained below 1st level is instantly slain. Depending on the creature that killed the character, the character may rise the next night as a monster of that kind. If not, the character rises as a wight. (AD&D "3RD EDITION" Dungeon Master's Guide)</p><p><strong>Wight Lesser:</strong> Lesser vampires, wights, and wraiths regain half of the class levels they had when slain. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>Lesser vampires, wights, and wraiths regain half of the class levels they had when slain. (AD&D "3RD EDITION" Dungeon Master's Guide)</p><p><strong>Wraith:</strong> The wraith is an evil undead spirit of a powerful human that seeks to absorb human life energy. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>Persons who are slain by the energy draining powers of a wraith are doomed to rise again as wraiths under the direct control of their slayer. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>A wraith is an undead spirit of a powerful, evil human. As such, it is usually found in tombs or places where such men and</p><p>women would have died. Since such men and women are frequently buried together, in the case of the wealthy, or with their families, wraiths are most commonly encountered in packs. Those that died or were buried alone might still be encountered in packs, because a human who dies from the touch of a wraith becomes a wraith under the sway of its slayer. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>Lemures are occasionally transformed into wraiths or spectres, as well. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>It is noted that a humanoid slain by a spectral troll becomes a wraith in three days, unless a proper burial ceremony is performed by a cleric of the victim's religion. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p><strong>Wraith Lesser:</strong> Lesser vampires, wights, and wraiths regain half of the class levels they had when slain. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>Lesser vampires, wights, and wraiths regain half of the class levels they had when slain. (AD&D "3RD EDITION" Dungeon Master's Guide)</p><p><strong>Wraith Troll:</strong> See Spectral Troll, Troll Wraith.</p><p><strong>Zombie:</strong> A Cure Disease or Remove Curse spell will transform a son of Kyuss into a zombie, but both spells require that the cleric touch the son. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>The odor of death surrounding the zombie lord is so potent it causes horrible effects in those who breathe it. On the first round a character comes within 60 feet, he must make a DC 13 CON save or be affected in some way. The following results are possible: (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>1d6 Roll Effect</p><p>1 Weakness (as the Symbol of Weakness spell).</p><p>2 Cause disease (as the spell).</p><p>3 -1d3 points of Constitution.</p><p>4 Contagion (as the spell).</p><p>5 Character unable to act for 1d4 rounds due to nausea.</p><p>6 Character dies in 1d4 rounds and becomes a zombie under control of the zombie lord. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p><em>Animate Dead</em> spell. (AD&D "3RD EDITION" Player's Handbook)</p><p><strong>Zombie Common:</strong> Zombies are mindless, animated corpses controlled by their creators, usually evil wizards or clerics.</p><p>The dead body of any humanoid creature can be made into a zombie. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p><strong>Zombie Ju-Ju:</strong> These creatures are made when a magic-user drains the life force from a Medium-sized humanoid creature with an Energy Drain spell. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p><em>Energy Drain</em> spell. (AD&D "3RD EDITION" Player's Handbook)</p><p><strong>Zombie Lord:</strong> They are formed on rare occasions as the result of a Raise Dead spell gone awry. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>The zombie lord comes into being by chance, and only under certain conditions. First, an evil human must die at the hand of an undead creature. Second, an attempt to raise the character must be made. Third, the corpse must be on desecrated ground or in an area of great evil. Fourth and last, a deity of evil must show “favor” to the deceased and curse him or her with the “gift of eternal life.” Within one week of the raise attempt, the corpse awakens as a zombie lord. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p><strong>Zombie Monster:</strong> Zombies are mindless, animated corpses controlled by their creators, usually evil wizards or clerics.</p><p>The dead body of any humanoid creature can be made into a zombie. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p><strong>Zombie Sea, Drowned One:</strong> Sea zombies (also known as drowned ones) are the animated corpses of humans who died at sea. Although similar to land-dwelling zombies, they are free-willed and are rumored to be animated by the will of the god Nerull the Reaper (or another similar evil deity). (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p>Many of the humans who become drowned ones were clerics while alive, and they retain their powers as undead. (AD&D "3RD EDITION" MONSTROUS MANUAL)</p><p></p><p>[/spoiler]</p><p></p><p><a href="http://www.scruffygrognard.com/documents/Monstrous%20Manual.pdf" target="_blank">AD&D "3RD EDITION" MONSTROUS MANUAL </a>[spoiler]</p><p><strong>Lesser Undead:</strong> A character drained below 1st level is instantly slain. Depending on the creature that killed the character, the character may rise the next night as a monster of that kind. If not, the character rises as a wight. These lesser undead are controlled by their slayer and have half the listed Hit Dice for a creature of their new undead type.</p><p><strong>Lesser Vampire:</strong> Lesser vampires, wights, and wraiths regain half of the class levels they had when slain.</p><p><strong>Lesser Wight:</strong> Lesser vampires, wights, and wraiths regain half of the class levels they had when slain.</p><p><strong>Lesser Wraith:</strong> Lesser vampires, wights, and wraiths regain half of the class levels they had when slain.</p><p><strong>Vampire Thief 4:</strong> Lesser vampires, wights, and wraiths regain half of the class levels they had when slain. As such an 8th level thief, drained below 1st level by a vampire, returns as a 4th level vampire thief.</p><p><strong>Banshee, Groaning Spirit:</strong> The banshee or groaning spirit, is the spirit of an evil female elf - a rare thing indeed.</p><p><strong>Undead Beholder, Death Tyrant:</strong> Death tyrants occur spontaneously in very rare instances. In most cases, they are created through the magic of evil beings - from human mages to illithid villains. Some outcast, magic-using beholders have even been known to create death tyrants from their own unfortunate brethren.</p><p>Death tyrants are created from dying beholders. A spell, thought to have been developed by human mages in the remote past, forces a beholder from a living to an undead state, and imprints its brain with instructions.</p><p><strong>Casharin:</strong> ?</p><p><strong>Doomsphere:</strong> This ghost-like undead beholder is created by magical explosions.</p><p><strong>Coffer Corpse:</strong> The coffer corpse is an undead creature seeking its final rest. It will always be encountered on a stranded funeral barge, unburnt pyre, or the scene of some other incomplete death ritual.</p><p>A coffer corpse has one overriding instinctive urge: as it was denied a complete death, so others shall be denied life. It is bitter over its incomplete death ritual and seeks to take the lives of others in revenge, particularly if it can deny its victims the release of a death ritual.</p><p>This bitterness can be used to some advantage, however, if the means to complete the coffer corpse's death journey can be determined. If the unfinished death ritual which binds the coffer corpse to undeath can be completed, the creature will be released and effectively destroyed. The DM must determine what constitutes a final death ritual.</p><p><strong>Crawling Claw:</strong> The much feared crawling claw is frequently employed as a guardian by those magic-users and clerics who have learned the secret of its creation.</p><p>Crawling claws can be created by any magic-user or cleric who has knowledge of the techniques required to do so. To begin with, the creator must assemble the severed limbs that are to be animated. The maximum number of claws that can be created at any one time is equal to the level of the person enchanting them. The hands (or paws) can be either fresh, skeletal, or at any stage of decomposition in between.</p><p><strong>Crypt Thing:</strong> ?</p><p><strong>Crypt Thing Ancestral:</strong> There are two types of crypt things - ancestral and summoned. The former type is a “natural'' creature, while the other is called into existence by a magic-user or cleric of at least 13th level.</p><p>Ancestral crypt things are the raised spirits of the dead that have returned to guard the tombs of their descendants. This happens only in rare cases (determined by the DM).</p><p><strong>Crypt Thing Summoned:</strong> There are two types of crypt things - ancestral and summoned. The former type is a “natural'' creature, while the other is called into existence by a magic-user or cleric of at least 13th level.</p><p>The most common crypt thing is the summoned variety. By use of a 7th level spell (see below), any caster capable of employing necromantic spells can create a crypt thing.</p><p><em>Create Crypt Thing</em> spell.</p><p><strong>Death Knight:</strong> A death knight is the horrifying corruption of a paladin or lawful good warrior cursed by the gods to its terrible form as punishment for betraying the code of honor it held in life.</p><p>Death knights are former good warriors who were judged by the gods to be guilty of unforgivable crimes, such as murder or treason. (For instance, Krynn's Lord Soth, the most famous of all death knights, murdered his wife so that he could continue an affair with an elf maid.)</p><p>Death knights are cursed to remain in their former domains, usually castles or other strongholds. They are further condemned to remember their crime in song on any night when the moon is full; few sounds are as terrifying as a death knight's chilling melody echoing through the moonlit countryside.</p><p><strong>Dracolich:</strong> The dracolich is an undead creature resulting from the unnatural transformation of an evil dragon. The mysterious Cult of the Dragon practices the powerful magic necessary for the creation of the dracolich, though other practitioners are also rumored to exist.</p><p>A dracolich can be created from any of the evil dragon subspecies.</p><p>The creation of a dracolich is a complex process involving the transformation of an evil dragon by arcane magical forces, the most notorious practitioners of which are members of the Cult of the Dragon. The process is usually a cooperative effort between the evil dragon and the wizards, but especially powerful wizards have been known to coerce an evil dragon to undergo the transformation against its will.</p><p>Any evil dragon is a possible candidate for transformation, although old dragons or older with spell-casting abilities are preferred. Once a candidate is secured, the wizards first prepare the dragon's host, an inanimate object that will hold the dragon's life force. The host must be a solid item of not less than 2,000 gp value resistant to decay (wood, for instance, is unsuitable). A gemstone is commonly used for a host, particularly ruby, pearl, carbuncle, and jet, and is often set in the hilt of a sword or other weapon. The host is prepared by casting Enchant an Item upon it and speaking the name of the evil dragon; the item may resist the spell with a successful Item Saving Throw. If the spell is resisted, another item must be used for the host. If the spell is not resisted, the item can then function as a host. If desired, Glassteel can be cast upon the host to protect it.</p><p>Next, a special potion is prepared for the evil dragon to consume. The exact composition of the potion varies according to the age and type of the dragon, but it must contain precisely seven ingredients, among them a potion of evil dragon control, a potion of invulnerability, and the blood of a vampire. When the evil dragon consumes the potion, the results are determined as follows (roll percentile dice):</p><p>Roll Result</p><p>01-10 No effect.</p><p>11-40 Potion does not work. The dragon suffers 2d12 points of necrotic damage and is helpless with convulsions for 1-2 rounds.</p><p>41-50 Potion does not work. The dragon dies. A Wish or similar spell is needed to restore the dragon to life; a Wish to transform the dragon into a dracolich results in another roll on this table.</p><p>51-00 Potion works.</p><p>If the potion works, the dragon's spirit transfers to the host, regardless of the distance between the dragon's body and the host. A dim light within the host indicates the presence of the spirit. While contained in the host, the spirit cannot take any actions; it cannot be contacted nor attacked by magic. The spirit can remain in the host indefinitely.</p><p>Once the spirit is contained in the host, the host must be brought within 90 feet of a reptilian corpse; under no circumstances can the spirit possess a living body. The spirit's original body is ideal, but the corpse of any reptilian creature that died or was killed within the previous 30 days is suitable.</p><p>The wizard who originally prepared the host must touch the host, cast a Magic Jar spell while speaking the name of the dragon, then touch the corpse. The corpse must fail its CHA Saving Throw against the Magic Jar spell for the spirit to successfully possess it; if it saves, it will never accept the spirit. The following modifiers apply to the roll:</p><p>Modifier Condition</p><p>-10 The corpse is the spirit's own former body (which can be dead for any length of time).</p><p>-4 The corpse is of the same alignment as the dragon.</p><p>-4 The corpse is that of a true dragon (any type).</p><p>-3 The corpse is that of a firedrake, ice lizard, wyvern, or fire lizard.</p><p>-1 The corpse is that of a dracolisk, dragonne, dinosaur, snake, or another reptile.</p><p>If the corpse accepts the spirit, it becomes animated by the spirit. If the animated corpse is the spirit's former body, it immediately becomes a dracolich; however, it will not regain the use of its voice and breath weapon for another seven days (note that it will not be able to cast spells with verbal components during this time). At the end of seven days, the dracolich regains the use of its voice and breath weapon.</p><p>If the animated corpse is not the spirit's former body, it immediately becomes a proto-dracolich. A proto-dracolich has the mind and memories of its original form but has the hit points and immunities to spells and clerics’ turning abilities of a dracolich. A proto-dracolich can neither speak nor cast spells; further, it cannot cause chilling damage, use a breath weapon, or cause fear as a dracolich. Its strength, movement, and Armor Class are those of the possessed body.</p><p>To become a full dracolich, a proto-dracolich must devour at least 10% of its original body. Unless the body has been dispatched to another plane of existence, a proto-dracolich can always sense the presence of its original body, regardless of the distance. A proto-dracolich will tirelessly seek out its original body to the exclusion of all other activities. If its original body has been burned, dismembered, or otherwise destroyed, the proto-dracolich need only devour the ashes or pieces equal to or exceeding 10% of its original body mass (total destruction of the original body is possible only through use of a disintegrate or similar spell; the body could be reconstructed with a wish or similar spell, so long as the spell is cast in the same plane as the disintegration). If a proto-dracolich is unable to devour its original body, it is trapped in its current form until slain.</p><p>A proto-dracolich transforms into a full dracolich within seven days after it devours its original body. When the transformation is complete, the dracolich resembles its original body; it can now speak, cast spells, and employ the breath weapon of its original body, in addition to having all of the abilities of a dracolich.</p><p><strong>Ghost:</strong> Ghosts are the spirits of humans who were either so greatly evil in life or whose deaths were so unusually emotional they have been cursed with the gift of undead status.</p><p>A ghost often has a specific purpose in its haunting, sometimes trying to “get even'' for something that happened during the ghost's life. Thus, a woman who was jilted by a lover, and then committed suicide, might become a ghost and haunt the couple's secret trysting place. Similarly, a man who failed at business might appear each night at his storefront or, perhaps, at that of a former competitor.</p><p>Another common reason for an individual to become a ghost is the denial of a proper burial. A ghost might inhabit the area near its body, waiting for a passerby to promise to bury the remains. The ghost, in its resentment toward all life, becomes an evil creature intent on destruction and suffering.</p><p>In rare circumstances, more than one ghost will haunt the same location. The classic example of this is the haunted ship, a vessel lost at sea, now ethereal and crewed entirely by ghosts. These ships are most often encountered in the presence of St. Elmo's fire, an electrical discharge that causes mysterious lights to appear in the rigging of a ship.</p><p>In many cases, a ghost can be overcome by those who might be no match for it in combat simply by setting right whatever events led to the attainment of the ghost's undead status. For example, a young woman who was betrayed and murdered by someone who pretended to love her might be freed from her curse if the cad were humiliated and ruined. In many cases, however, a ghost's revenge will be far more demanding, often ending in the death of the offender.</p><p><strong>Ghoul:</strong> Any human or demihuman (except elves) killed by a ghoulish attack will become a ghoul unless blessed. Obviously, this is also avoided if the victim is devoured by the ghouls.</p><p><strong>Lacedon:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Huge Undead Horse of Shifting Bone:</strong> ?</p><p><strong>Huecuva:</strong> Legends tell that huecuva are the restless spirits of monastic clerics who were less than faithful to their holy vows. In punishment for their heresies, they are forced to roam the dark. Their spirits, appearance, and holy powers have become perverted mockeries of their old selves.</p><p>Huecuva are malignant spirits that seek to destroy those who still live. They are used as examples to remind clerics the fate that befalls those who stray from their devotion or use their religion as a mask to hide unpious deeds.</p><p><strong>Lich:</strong> They were originally magic-users of at least 18th level.</p><p>In order to become a lich, the wizard must prepare its phylactery using the Enchant an Item, Magic Jar, Permanency and Reincarnation spells. The phylactery, which can be almost any manner of object, must be of the finest craftsmanship and materials with a value of not less than 1,500 gold pieces per level of the magic-user. Once this object is created, the would-be lich must craft a poison potion, which is then enchanted with the following spells: Wraithform, Permanency, Cone of Cold, Feign Death, and Animate Dead. When next the moon is full, the potion is imbibed. Rather than death, the potion causes the wizard to undergo a transformation into its new state. A DC 13 Constitution Saving Throw is required, with failure indicating an error in the creation of the potion which kills the wizard and renders him forever dead.</p><p><strong>Demilich:</strong> The demilich is not, as the name implies, a weaker form of the lich. Rather, it is the stage into which a lich will eventually evolve as the power which has sustained its physical form gradually begins to fail.</p><p>In order to attain the status of a demilich, a lich must have replaced 5-8 (1d4+4) of its teeth with gems. Each of these gems now serves as a powerful magical device which can trap the soul of its adversaries.</p><p><strong>Archlich:</strong> ?</p><p><strong>Mummy:</strong> Mummies are corpses native to dry desert areas, where the dead are entombed by a process known as mummification. When their tombs are disturbed, the corpses become animated into a weird undead state, whose unholy hatred of life causes them to attack living things without mercy.</p><p>Mummies are the product of an embalming process used on wealthy and important personages. Most mummies are corpses without magical properties. On occasion, perhaps due to powerful evil magic or perhaps because the individual was so greedy in life that he refuses to give up his treasure, the spirit of the mummified person will not die, but taps into energy from the Positive Material plane and is transformed into an undead horror. Most mummies remain dormant until their treasure is taken, but then they become aroused and kill without mercy.</p><p>To create a mummy, a corpse should be soaked in a preserving solution (typically carbonate of soda) for several weeks and covered with spices and resins. Body organs, such as the heart, brain, and liver, are typically removed and sealed in jars. Sometimes gems are wrapped in the cloth (if the treasure listing for the mummy indicates it possesses gems, a few may be placed in the wrappings).</p><p>When a greater mummy wishes to create normal mummies as servants, it does so by mummifying persons infected with its rotting disease. This magical process requires 1 day and cannot be disturbed without ruining the enchantment. Persons to be mummified are normally Held or Charmed so that they cannot resist the mummification process. Once the process is completed, victims are helpless to escape the bandages that bind them. If nothing happens to free them, they will die of the mummy rot just as they would have elsewhere. Upon their death, however, a strange transformation takes place. Rather than crumbling away into dust, these poor souls rise again as normal mummies.</p><p><strong>Greater Mummy:</strong> Greater mummies are a powerful form of undead created when a high-level lawful evil cleric of certain religions is mummified and charged with the guarding of a burial place.</p><p>Greater mummies are powerful undead creatures that are usually created from the mummified remains of powerful, evil clerics. This being the case, the greater mummy now draws its mystical abilities from evil powers and darkness. In rare cases, however, the mummified clerics served non-evil god in life and are still granted the powers they had in life from those gods.</p><p>The first of these creatures is known to have been produced by Anhktepot, the Lord of Har'akir, in the years before he became undead himself.</p><p>The process by which a greater mummy is created remains a mystery to all but Anhktepot. It is rumored that this process involves a great sacrifice to gain the favor of the gods and an oath of eternal loyalty to the Lord of Har'akir.</p><p><strong>Greater Mummy Age 99 or Less:</strong> ?</p><p><strong>Greater Mummy Age 100-199:</strong> ?</p><p><strong>Greater Mummy Age 200-299:</strong> ?</p><p><strong>Greater Mummy Age 300-399:</strong> ?</p><p><strong>Greater Mummy Age 400-499:</strong> ?</p><p><strong>Greater Mummy Age 500 or More:</strong> ?</p><p><strong>Anhktepot:</strong> ?</p><p><strong>Penanggalan:</strong> If a penanggalan kills a male victim, he does not return as undead and may be raised normally. A female victim will rise from the grave in three days as a penanggalan, as a free-willed undead. Should a female victim be raised within those three days, she will be unable to do anything other than rest for a week, after which all damage done by the penanggalan is healed.</p><p><strong>Poltergeist:</strong> Poltergeists are the spirits of restless dead.</p><p>Some say that poltergeists are the spirits of those who committed heinous crimes that went unpunished in life.</p><p><strong>Revenant:</strong> Revenants are vengeful spirits that have risen from the grave to destroy their killers.</p><p>Under exceptional circumstances, a character who has died a violent death may rise as a revenant from the grave to wreak vengeance on his killer(s). The chance of this occurring is 1% for every point in ability scores that are 13 or greater.</p><p>If the character died a particularly violent death, it may b unable to reoccupy its original body. In this case, the spirit occupies any available, freshly-dead corpse.</p><p><strong>Shadow:</strong> If a human, humanoid, or demihuman opponent is reduced to zero Strength or zero hit points by a shadow, the shadow has drained the life force and the opponent becomes a shadow as well.</p><p>According to most knowledgeable sages, shadows appear to have been magically created, perhaps as part of some ancient curse laid upon some long-dead enemy. The curse affects only humans, humanoids, and demihumans, so it would seem that it affects the soul or spirit. When victims no longer can resist, either through loss of consciousness (hit points) or physical prowess (Strength points), the curse is activated, and the majority of the character's essence is shifted to the Negative Material Plane. Only a shadow of their former self remains on the Prime Material Plane, and the transformation always renders the victim both terribly insane and undeniably evil.</p><p>The original body of a victim is destroyed when changed to a shadow whether by the curse itself or by unprotected exposure to the Negative Material Plane.</p><p><strong>Skeleton:</strong> All skeletons are magically animated undead monsters, created as guardians or warriors by evil magic-users and clerics.</p><p>Skeletons appear to have no ligaments or musculature which would allow movement. Instead, the bones are magically joined together during the casting of an Animate Dead spell. Skeletons have no eyes or internal organs.</p><p>Skeletons can be made from the bones of humans and demihumans, animals of human size or smaller, or giant humanoids like bugbears and giants.</p><p><strong>Animal Skeleton:</strong> All skeletons are magically animated undead monsters, created as guardians or warriors by evil magic-users and clerics.</p><p>Skeletons appear to have no ligaments or musculature which would allow movement. Instead, the bones are magically joined together during the casting of an Animate Dead spell. Skeletons have no eyes or internal organs.</p><p>Skeletons can be made from the bones of humans and demihumans, animals of human size or smaller, or giant humanoids like bugbears and giants.</p><p><strong>Monster Skeleton:</strong> All skeletons are magically animated undead monsters, created as guardians or warriors by evil magic-users and clerics.</p><p>Skeletons appear to have no ligaments or musculature which would allow movement. Instead, the bones are magically joined together during the casting of an Animate Dead spell. Skeletons have no eyes or internal organs.</p><p>Skeletons can be made from the bones of humans and demihumans, animals of human size or smaller, or giant humanoids like bugbears and giants.</p><p><strong>Giant Skeleton:</strong> Giant skeletons are similar to the more common undead skeleton, but they have been created with a combination of spells and are, thus, far more deadly than their lesser counterparts.</p><p>A small, magical fire burns in the chest of each giant skeleton, a byproduct of the magics that are used to make them.</p><p>The first giant skeletons to appear in Ravenloft were created by the undead priestess Radaga in her lair within the domain of Kartakass. Others have since mastered the spells and techniques required to create these monsters; thus, giant skeletons are gradually beginning to appear in other realms where the dead and undead lurk.</p><p>They are created from the bones of those who have died and are abominations in the eyes of all who belief in the sanctity of life and goodness.</p><p>The process by which giant skeletons are created is dark and evil.</p><p>Attempts to manufacture them outside of Ravenloft have failed, so it is clear that they are in some way linked to the Dark Powers themselves. In order to create a giant skeleton, a spellcaster must have the intact skeleton of a normal human or demihuman. On a night when the land is draped in fog, they must cast an Animate Dead, Produce Fire, Enlarge Person, and a Resist Fire spell over the bones. When the last spell is cast, the bones lengthen and thicken, and the creatures rises up.</p><p><strong>Radaga:</strong> ?</p><p><strong>Skeleton Warrior:</strong> Formerly powerful fighters, skeleton warriors are undead lords forced into their nightmarish states by powerful wizards or evil demigods who trapped their souls in golden circlets.</p><p><strong>Son of Kyuss:</strong> Sons of Kyuss are horrible undead beings that convert living humans and demihumans into cursed undead like themselves.</p><p>In addition to flailing fists, one worm per round attempts to jump from a son’s head to a character the son is in melee with. The worm needs only to roll a successful attack roll (as a 4 Hit Die creature) to land on the victim. The worm burrows into the victim on the next round unless torn free (DC 12 Athletics skill check) or killed by the touch of cold iron, holy water, or a blessed object. A worm that is torn from a victim immediately attacks the creature that tore it free.</p><p>After penetrating the victim's skin, the worm burrows toward the victim’s brain, taking 1d4 rounds to reach it. During this time a Remove Curse or Cure Disease spell will kill the worm and Neutralize Poison or Dispel Evil will delay the worm for 1d6 x 10 minutes. If the worm reaches the brain, the victim dies immediately and becomes a son of Kyuss. Decay and putrification set in without further delay.</p><p>Kyuss was an evil high priest who created the first of these creatures, via a special curse, under instruction from an evil deity. Since then the number of sons has increased dramatically.</p><p><strong>Spectre:</strong> Any being totally drained of life energy by a spectre becomes a full-strength spectre under the control of the spectre which drained him.</p><p>No one knows who the first spectre was or how it came to be.</p><p>Lemures are occasionally transformed into wraiths or spectres, as well.</p><p><strong>Spectral Troll, Troll Wraith:</strong> ?</p><p><strong>Vampire:</strong> Any human or humanoid creature slain by the life energy drain of a vampire is doomed to become a vampire himself.</p><p>The transformation takes place one day after the burial of the creature.</p><p>Those who are not actually buried, however, do not become undead and it is thus traditional that the bodies of a vampire's victims be burned or similarly destroyed.</p><p><strong>Eastern Vampire:</strong> ?</p><p><strong>Wight:</strong> Persons who are slain by the energy draining powers of a wight are doomed to rise again as wights under the direct control of their slayer.</p><p>A character drained below 1st level is instantly slain. Depending on the creature that killed the character, the character may rise the next night as a monster of that kind. If not, the character rises as a wight. </p><p><strong>Wraith:</strong> The wraith is an evil undead spirit of a powerful human that seeks to absorb human life energy.</p><p>Persons who are slain by the energy draining powers of a wraith are doomed to rise again as wraiths under the direct control of their slayer.</p><p>A wraith is an undead spirit of a powerful, evil human. As such, it is usually found in tombs or places where such men and</p><p>women would have died. Since such men and women are frequently buried together, in the case of the wealthy, or with their families, wraiths are most commonly encountered in packs. Those that died or were buried alone might still be encountered in packs, because a human who dies from the touch of a wraith becomes a wraith under the sway of its slayer.</p><p>Lemures are occasionally transformed into wraiths or spectres, as well.</p><p>It is noted that a humanoid slain by a spectral troll becomes a wraith in three days, unless a proper burial ceremony is performed by a cleric of the victim's religion.</p><p><strong>Zombie:</strong> A Cure Disease or Remove Curse spell will transform a son of Kyuss into a zombie, but both spells require that the cleric touch the son.</p><p>The odor of death surrounding the zombie lord is so potent it causes horrible effects in those who breathe it. On the first round a character comes within 60 feet, he must make a DC 13 CON save or be affected in some way. The following results are possible:</p><p>1d6 Roll Effect</p><p>1 Weakness (as the Symbol of Weakness spell).</p><p>2 Cause disease (as the spell).</p><p>3 -1d3 points of Constitution.</p><p>4 Contagion (as the spell).</p><p>5 Character unable to act for 1d4 rounds due to nausea.</p><p>6 Character dies in 1d4 rounds and becomes a zombie under control of the zombie lord.</p><p><strong>Common Zombie:</strong> Zombies are mindless, animated corpses controlled by their creators, usually evil wizards or clerics.</p><p>The dead body of any humanoid creature can be made into a zombie.</p><p><strong>Monster Zombie:</strong> Zombies are mindless, animated corpses controlled by their creators, usually evil wizards or clerics.</p><p>The dead body of any humanoid creature can be made into a zombie.</p><p><strong>Ju-Ju Zombie:</strong> These creatures are made when a magic-user drains the life force from a Medium-sized humanoid creature with an Energy Drain spell.</p><p><strong>Zombie Lord:</strong> They are formed on rare occasions as the result of a Raise Dead spell gone awry.</p><p>The zombie lord comes into being by chance, and only under certain conditions. First, an evil human must die at the hand of an undead creature. Second, an attempt to raise the character must be made. Third, the corpse must be on desecrated ground or in an area of great evil. Fourth and last, a deity of evil must show “favor” to the deceased and curse him or her with the “gift of eternal life.” Within one week of the raise attempt, the corpse awakens as a zombie lord.</p><p><strong>Sea Zombie, Drowned One:</strong> Sea zombies (also known as drowned ones) are the animated corpses of humans who died at sea. Although similar to land-dwelling zombies, they are free-willed and are rumored to be animated by the will of the god Nerull the Reaper (or another similar evil deity).</p><p>Many of the humans who become drowned ones were clerics while alive, and they retain their powers as undead.</p><p><strong>Vampire Cleric 7:</strong> ?</p><p><strong>Vampire Cleric 8:</strong> ?</p><p><strong>Vampire Cleric 9:</strong> ?</p><p><strong>Vampire Cleric 10:</strong> ?</p><p><strong>Vampire Mage 9:</strong> ?</p><p><strong>Vampire Mage 10:</strong> ?</p><p><strong>Vampire Mage 11:</strong> ?</p><p><strong>Vampire Mage 12:</strong> ?</p><p></p><p>Create Crypt Thing (Reversible)</p><p>Necromantic</p><p>Level: Cleric 7, Magic-User 7</p><p>Components: V, S</p><p>Casting Time: 1 action</p><p>Range: Touch</p><p>Target: 1 corpse</p><p>Duration: Permanent</p><p>Saving Throw: None; Charisma negates for reverse of spell</p><p>Magic Resistance: None; Yes for the reverse of spell</p><p>This spell enables the caster to cause a single dead body to animate and assume the status of a crypt thing. This spell can be cast only in the tomb or grave area the crypt thing is to protect; the spell requires that the caster touch the skull of the subject body. Once animated, the crypt thing remains until destroyed. Only one crypt thing may guard a given tomb.</p><p>A successful Dispel Magic spell returns the crypt thing to its original unanimated state. Attempts to restore the crypt thing before this is done fail for any magic short of a Wish.</p><p>The reverse of this spell, Destroy Crypt Thing, utterly annihilates any one such being as soon as it is touched by the caster. The target is allowed a Charisma Saving Throw to avoid destruction.[/spoiler]</p><p></p><p><a href="http://www.scruffygrognard.com/documents/dmg.pdf" target="_blank">AD&D "3RD EDITION" Dungeon Master's Guide</a>[spoiler]</p><p><strong>Ghoul:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Wight:</strong> A character drained below 1st level is instantly slain. Depending on the creature that killed the character, the character may rise the next night as a monster of that kind. If not, the character rises as a wight.</p><p><strong>Lesser Undead:</strong> A character drained below 1st level is instantly slain. Depending on the creature that killed the character, the character may rise the next night as a monster of that kind. If not, the character rises as a wight. These lesser undead are controlled by their slayer and have half the listed Hit Dice for a creature of their new undead type.</p><p><strong>Lesser Vampire:</strong> Lesser vampires, wights, and wraiths regain half of the class levels they had when slain.</p><p><strong>Lesser Wight:</strong> Lesser vampires, wights, and wraiths regain half of the class levels they had when slain.</p><p><strong>Lesser Wraith:</strong> Lesser vampires, wights, and wraiths regain half of the class levels they had when slain.</p><p><strong>Vampire Thief 4:</strong> Lesser vampires, wights, and wraiths regain half of the class levels they had when slain. As such an 8th level thief, drained below 1st level by a vampire, returns as a 4th level vampire thief.</p><p><strong>Undead:</strong> Necromancy spells manipulate the energies of life and death. Such spells can restore life force, drain the life energy from another creature, create the undead, or bring the dead back to life.</p><p><strong>Ghast:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Huecuva:</strong> ?</p><p><strong>Zombie Juju:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Lacedon:</strong> ?</p><p><strong>Demilich:</strong> ?</p><p><strong>Vampire Cleric 7:</strong> ?</p><p><strong>Vampire Cleric 8:</strong> ?</p><p><strong>Vampire Cleric 9:</strong> ?</p><p><strong>Vampire Cleric 10:</strong> ?</p><p><strong>Vampire Mage 9:</strong> ?</p><p><strong>Vampire Mage 10:</strong> ?</p><p><strong>Vampire Mage 11:</strong> ?</p><p><strong>Vampire Mage 12:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.scruffygrognard.com/documents/phb.pdf" target="_blank">AD&D "3RD EDITION" Player's Handbook</a>[spoiler]</p><p><strong>Undead:</strong> Necromancy spells manipulate the energies of life and death. Such spells can restore life force, drain the life energy from another creature, create the undead, or bring the dead back to life.</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>Lich:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Ju-Ju Zombie:</strong> <em>Energy Drain</em> spell.</p><p></p><p>Animate Dead</p><p>Necromancy</p><p>Level: Cleric 3, Magic-User 4</p><p>Components: V, S, M</p><p>Casting Time: 1 action</p><p>Range: Touch</p><p>Targets: 1 or more corpses</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Magic Resistance: No</p><p>This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands. The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. (A destroyed skeleton or zombie can’t be animated again.)</p><p>Regardless of the type of undead you create with this spell, you can’t create more HD of undead than your caster level with a single casting of animate dead. (The Desecrate spell or a desecrated area doubles this limit).</p><p>The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 2 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. (You choose which creatures are released.) If you are a cleric, any undead you might command by virtue of your power to command undead do not count toward the limit.</p><p>• Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.</p><p>• Zombies: A zombie can be created only from a mostly intact corpse.</p><p>Material Component: You must place a black onyx gem worth at least 25 gp per Hit Die of the undead into the mouth or eye socket of each corpse you intend to animate. The magic of the spell turns these gems into worthless, burned-out shells. Clerics must also have their holy symbol at hand when casting this spell.</p><p></p><p>Energy Drain</p><p>Necromancy</p><p>Level: Cleric 9, Magic-User 9</p><p>Components: V, S, M</p><p>Casting Time: 1 action</p><p>Range: Touch</p><p>Target: 1 living or undead creature</p><p>Duration: Instantaneous; see text</p><p>Saving Throw: Constitution partial; see text</p><p>Magic Resistance: Yes</p><p>The creature touched by the caster loses 2d4 levels of experience. If reduced to less than 0 levels, the target is slain. A creature slain by this spell rises the next night as a juju zombie. Targets reduce to 0-level (or Hit Dice) creatures have 1d4 Hit Points and no Proficiency Bonus to ability checks or attack rolls.</p><p>There is no Saving Throw to avoid this level drain, but 24 hours later, the subject must make a Constitution Saving Throw for each level lost.</p><p>If the save succeeds, that lost level is regained. If it fails one of the subject’s character levels is permanently drained.</p><p>An undead creature affected by this spell gains 4 Hit Dice for the spell’s duration.[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>The Black Hack[spoiler]</p><p></p><p>Black Hack Cumulative[spoiler]</p><p><strong>Undead:</strong> The vast legions of undead draw the power needed to sustain their everlife from Dur-Dhola-Ram, the child god of death. (The Black Hack Second Edition)</p><p>Undead are nefarious creatures that challenge nature by simply existing. They remain in a stage between life and death, refusing to follow the natural circle of life and usually feed on mortals in various ways. This is usually caused by the influence of sorcery or the forces of the Abyss. (Dark Streets & Darker Secrets)</p><p>Undead are nefarious creatures that challenge nature by simply existing. They remain in a stage between life and death, refusing to follow the natural circle of life and usually feed on mortals in various ways. (Sharp Swords & Sinister Spells – Addendum)</p><p>Undead creatures are created from living beings that, for some reason, stop the natural process of death and remain in a stage of undeath. (Sharp Swords & Sinister Spells – Addendum)</p><p>Undead creatures are created from living beings that, for some reason, stop the natural process of death and remain in a stage of undeath. (Solar Blades & Cosmic Spells)</p><p>Creatures that were supposed to be dead but have been infused with Void energy and now continue to walk and fly throughout the universe. Most of the undead are the creation of the Undead Queen of the Dead Zone or her disciples, who have been spreading undeath amongst the stars. (Solar Blades & Cosmic Spells)</p><p>The Undead Queen is actually the First Sorcerer who returned from the dead after she was betrayed by the Galactic Overlords and is just biding her time before she completely wipes them from the universe, spreading death, and undeath, to all. (Solar Blades & Cosmic Spells)</p><p>Over the last centuries she has spread a terrible plague among a great number of systems, now collectively known as the Dead Zone. This disease kills sentients of any species and some say it even affects Void creatures, turning them immediately into undead servants of the sorceress. (Solar Blades & Cosmic Spells)</p><p>Who was resurrected by a sinister cult. (Solar Blades & Cosmic Spells)</p><p>Created by the Undead Queen to spread a powerful plague. (Solar Blades & Cosmic Spells)</p><p>Who turns those killed by it into other undead. (Solar Blades & Cosmic Spells)</p><p>Creatures killed by the Specter return as other Undead. (Solar Blades & Cosmic Spells)</p><p><em>Undeath</em> spell. (Bluehack)</p><p>Animate Dead power. (Dark Streets & Darker Secrets)</p><p>Animate Dead power. (Sharp Swords & Sinister Spells – Addendum)</p><p>Animate Dead power. (Solar Blades & Cosmic Spells)</p><p><strong>Abomination Undead Scorpion-Human Huge:</strong> See Undead Scorpion-Human Abomination Huge.</p><p><strong>Ally Ghostly:</strong> See Ghostly Ally.</p><p><strong>Ancient Archon's Ghost:</strong> See Ghost Ancient Archon's.</p><p><strong>Ancient Ghost Archon's:</strong> See Ghost Ancient Archon's.</p><p><strong>Ancient Sorcerer Lich:</strong> See Lich Sorcerer Ancient.</p><p><strong>Ancient Weakened Zombie:</strong> See Zombie Ancient Weakened.</p><p><strong>Angry Spirit of Someone Murdered and Buried Without the Proper Rites:</strong> See Spirit Angry of Someone Murdered and Buried Without the Proper Rites.</p><p><strong>Apparition:</strong> Tormented souls stuck in the mortal world due to unfinished business, traumatizing deaths, or sorcerous bondages. (Dark Streets & Darker Secrets)</p><p><strong>Archon's Ancient Ghost:</strong> See Ghost Ancient Archon's.</p><p><strong>Archon's Ghost Ancient:</strong> See Ghost Ancient Archon's.</p><p><strong>Archon's Ghost Previous:</strong> See Ghost Previous Archon's.</p><p><strong>Archon's Previous Ghost:</strong> See Ghost Previous Archon's.</p><p><strong>Assassin Skeleton:</strong> See Skeleton Assassin.</p><p><strong>Astronav Frozen:</strong> See Long-Dead Future Man Frozen Astronav.</p><p><strong>Banshee:</strong> ?</p><p><strong>Blindfolded Zombie:</strong> See Zombie Blindfolded.</p><p><strong>Blood Thrall:</strong> See Vampyre Blood Thrall.</p><p><strong>Bone Centipede:</strong> ?</p><p><strong>Cadaver Wretched:</strong> See Zombie Wretched Cadaver.</p><p><strong>Cadavre Poison:</strong> See Poison Cadavre.</p><p><strong>Centipede Bone:</strong> See Bone Centipede.</p><p><strong>Champion Skeletal:</strong> See Skeletal Champion.</p><p><strong>Cold Zombie:</strong> See Zombie Cold.</p><p><strong>Colossal Undead Moth:</strong> See Undead Moth Colossal.</p><p><strong>Count Dukula:</strong> ?</p><p><strong>Creeping Hand Swarm:</strong> ?</p><p><strong>Cyclops Skeleton:</strong> See Skeleton Cyclops.</p><p><strong>Dark Walker:</strong> Dark Walkers are men who have been turned undead by sorcerous means.</p><p>Dark Walkers are dark hooded and robed men turned undead by the most vile of wizards. (Bladimir Bartholomew's Binder of Bestial Beasties)</p><p><strong>Dead Waddling:</strong> See Waddling Dead.</p><p><strong>Death Knight:</strong> Some who are well on their way to become a Lich take on the role of Death Knights. (The Beast Hack)</p><p><strong>Defender Undead:</strong> See Undead Defender.</p><p><strong>Demilon:</strong> Appearing like weeping women, often soaking wet, Demilons are the cursed souls of females wrongfully-murdered. (The Beast Hack)</p><p><strong>Doom Singer:</strong> Undead Fairies. (Bladimir Bartholomew's Binder of Bestial Beasties)</p><p><strong>Dracolich:</strong> A dragon raised from the dead, Dracoliches are horrible monsters given new life. (The Beast Hack 2: Monster Madness)</p><p><strong>Draugr:</strong> An honourable burial was not enough to keep this unliving horror in the grave. (The Blue Lotus Hack: The Kingdoms of Varas)</p><p><strong>Dream Stalker:</strong> See Ghost Dream Stalker.</p><p><strong>Drowned Soldier:</strong> These skeletal creatures are the remnants of sailors who have drowned. (The Beast Hack 3)</p><p><strong>Duck Ghost:</strong> See Ghost Duck.</p><p><strong>Dukula:</strong> See Count Dukula.</p><p><strong>Dusty Old Bones:</strong> See Skeleton Dusty Old Bones.</p><p><strong>Dwarf Zombie:</strong> See Zombie Dwarf.</p><p><strong>Elder Vampire:</strong> See Vampire Elder.</p><p><strong>Entombed:</strong> An unliving horror caked in clay and fired ceramic intended to preserve the ancient corpse. (The Blue Lotus Hack: The Kingdoms of Varas)</p><p><strong>Ephemeral:</strong> ?</p><p><strong>Famine Zombie:</strong> See Zombie Famine.</p><p><strong>Fang of Night:</strong> See Pale Fang of Night.</p><p><strong>Feargus the Drowned:</strong> Sitting on the edge of his sarcophagus, the skeletal remains of Feargus have come to life due to the energy stolen from the Elven Master Thief. (Adventure Module A1: Beginner's Luck)</p><p><strong>Flaming Skeleton:</strong> See Skeleton Flaming.</p><p><strong>Floating Weapon:</strong> These possessed swords contain the spirit of a long-dead warrior. (The Beast Hack 3)</p><p><strong>Former Ghost Master's:</strong> See Ghost Former Master's.</p><p><strong>Former Master's Ghost:</strong> See Ghost Former Master's.</p><p><strong>Freshly Risen:</strong> See Zombie Freshly Risen.</p><p><strong>Frozen Astronav:</strong> See Long-Dead Future Man Frozen Astronav.</p><p><strong>Future Man Long-Dead:</strong> See Long-Dead Future Man.</p><p><strong>Galactic Overlord:</strong> See Ghost, Galactic Overlord.</p><p><strong>Ghost:</strong> Tormented souls stuck in the mortal world due to unfinished business, traumatizing deaths, or sorcerous bondages. (Dark Streets & Darker Secrets)</p><p>The Cleansing Wars destroyed many planets, wiping dozens of species from existence. Their ghosts, however, still haunt the planets where they experienced terrible deaths, ready to exercise their wrath on anyone they can find. (Solar Blades & Cosmic Spells)</p><p>A megacity planet with buildings and most of its technology intact. It’s completely deserted though as a powerful plague killed the population. Their ghosts haunt the place. (Solar Blades & Cosmic Spells)</p><p>A planet formed by the blades of all weapons used to take a life in the many universes of existence. It’s inhabited by the ghost of those killed by them, but can also hide great legendary swords. (Solar Blades & Cosmic Spells)</p><p>A ruined megacity world where the ghosts of the people who were frozen when the nearest sun was snuffed out haunt any visitors and steal the warmth of their lives. (Solar Blades & Cosmic Spells)</p><p>A group of travelers stuck in a derelict starship asking for help. They are actually ghosts that died a long time ago. (Solar Blades & Cosmic Spells)</p><p>The souls of the dead often haunt graves or in some cases, the living. Ghosts are notorious for their corporeal form and many believe that they cannot pass onto the next life because they are bound by a necromancer, or because a problem in their life remains unresolved. (The Beast Hack 3)</p><p>It is that said two sisters fought over a man and ended up killing each other. As it would turn out the man had deceived both of them and their ghosts haunted him to death. (The World of Skarynth)</p><p><strong>Ghost, Galactic Overlord:</strong> ?</p><p><strong>Ghost Ancient Archon's:</strong> ?</p><p><strong>Ghost Archon's Ancient:</strong> See Ghost Ancient Archon's.</p><p><strong>Ghost Archon's Previous:</strong> See Ghost Previous Archon's.</p><p><strong>Ghost Dream Stalker:</strong> They are usually ghosts of those who have done truly heinous acts during their lives and then came to an unfortunate (and usually violent) end. Unlike ghosts who haunt places or things, Dream Stalkers haunt people. These people usually have some connection to the Dream Stalker's death. (Back Alleys)</p><p><strong>Ghost Duck:</strong> ?</p><p><strong>Ghost Former Master's:</strong> ?</p><p><strong>Ghost Knight's Old:</strong> See Ghost Old Knight's.</p><p><strong>Ghost Master's Former:</strong> See Ghost Former Master's.</p><p><strong>Ghost Old Knight's:</strong> ?</p><p><strong>Ghost Old Sorcerer's:</strong> ?</p><p><strong>Ghost Previous Archon's:</strong> ?</p><p><strong>Ghost Psychic:</strong> Too many souls met a grizzly death during the Cleansing Wars and for some their end was so terrible their minds created a psychic ghost to divide their suffering with the living. (Solar Blades & Cosmic Spells)</p><p><strong>Ghost Sorcerer's Old:</strong> See Ghost Old Sorcerer's.</p><p><strong>Ghost Sorrow:</strong> ?</p><p><strong>Ghost Space:</strong> ?</p><p><strong>Ghostly Ally:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Ghoul Pale:</strong> ?</p><p><strong>Giant Insectoid Creature Undead:</strong> See Undead Insectoid Creature Giant.</p><p><strong>Guardian Tomb:</strong> See Skeleton Tomb Guardian.</p><p><strong>Hand Creeping:</strong> See Creeping Hand.</p><p><strong>Hli'ir:</strong> ?</p><p><strong>Hollow Reaper:</strong> Soulless shells that were once human, Hollow Reapers are Unmade that have been particularly terrible in their past life. (The Beast Hack)</p><p><strong>Horde Zombie:</strong> See Zombie Horde.</p><p><strong>Horror:</strong> ?</p><p><strong>Howling Wight:</strong> See Wight Howling.</p><p><strong>Hra:</strong> ?</p><p><strong>Huge Undead Scorpion-Human Abomination:</strong> See Undead Scorpion-Human Abomination Huge.</p><p><strong>Huru'u:</strong> ?</p><p><strong>Hulk Shambling:</strong> See Zombie Shambling Hulk.</p><p><strong>Husk:</strong> Next Moment after attack, a person rendered Out Of Action by a vampire becomes a husk or moonmad. (The Blue Lotus Hack: The Kingdoms of Varas)</p><p>The pitiful remnants of a body drained of soulstuff, but dangerous nonetheless. (The Blue Lotus Hack: The Kingdoms of Varas)</p><p><strong>Insectoid Creature Giant Undead:</strong> See Undead Insectoid Creature Giant.</p><p><strong>Jester Undead:</strong> See Undead Jester.</p><p><strong>Knight Death:</strong> See Death Knight.</p><p><strong>Knight Plague:</strong> See Plague Knight.</p><p><strong>Knight's Ghost Old:</strong> See Ghost Old Knight's.</p><p><strong>Knight's Old Ghost:</strong> See Ghost Old Knight's.</p><p><strong>Lich:</strong> ?</p><p><strong>Lich Sorcerer Ancient:</strong> ?</p><p><strong>Lich Sorcerous:</strong> ?</p><p><strong>Long-Dead Future Man:</strong> Cold dead astronauts from an age ahead of time, scattered by the void winds. Their mangled future suits – leaking radioactive death into the Nearby atmosphere - imbue the black void-scorched remains with a simplistic, unfathomable intelligence. (The Black Hack Second Edition)</p><p><strong>Long-Dead Future Man Frozen Astronav:</strong> ?</p><p><strong>Long-Dead Future Man Timelocked Marine:</strong> ?</p><p><strong>Lord Pale:</strong> See Pale Lord.</p><p><strong>Lord Vampire:</strong> See Vampire Lord.</p><p><strong>Lord Zombie:</strong> See Zombie Lord.</p><p><strong>Man Future Long-Dead:</strong> See Long-Dead Future Man.</p><p><strong>Manifestation:</strong> Invoke Ghosts power. (Solar Blades & Cosmic Spells)</p><p><strong>Marine Timelocked:</strong> See Long-Dead Future Man Timelocked Marine.</p><p><strong>Master Vampyre:</strong> See Vampyre Master.</p><p><strong>Master's Former Ghost:</strong> See Ghost Former Master's.</p><p><strong>Master's Ghost Former:</strong> See Ghost Former Master's.</p><p><strong>Moorspawn:</strong> Moorspawn are the most evil of men returned from the dead to cause even more death and destruction. They are usually criminals who were sentenced to death by drowning in the moors. (The World of Skarynth)</p><p><strong>Moth Undead Colossal:</strong> See Undead Moth Colossal.</p><p><strong>Mrur:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Naught:</strong> Naughts are undead creatures constructed by a Necromancer out of skin, dust, bone, and other remnants of previously living things. Some naughts have wings and can fly. Others walk around on whatever appendages have been sewn to their bodies. They are usually devoid of faces or hair. (Bladimir Bartholomew's Binder of Bestial Beasties)</p><p><strong>Necroid:</strong> The Necroids are evil demon-like beings who enter the real world and possess corpses. (Back Alleys)</p><p><strong>Night Shade:</strong> ?</p><p><strong>Nullwing:</strong> ?</p><p><strong>Old Ghost Knight's:</strong> See Ghost Old Knight's.</p><p><strong>Old Knight's Ghost:</strong> See Ghost Old Knight's.</p><p><strong>Old Ghost Sorcerer's:</strong> See Ghost Old Sorcerer's.</p><p><strong>Old Sorcerer's Ghost:</strong> See Ghost Old Sorcerer's.</p><p><strong>Pale Fang of Night:</strong> ?</p><p><strong>Pale Ghoul:</strong> See Ghoul Pale.</p><p><strong>Pale Lord:</strong> ?</p><p><strong>Pale Lord, Twilight Soulforger:</strong> ?</p><p><strong>Pale Lord, Xacala:</strong> ?</p><p><strong>Pale Lord White Prince:</strong> ?</p><p><strong>Plague Knight:</strong> ?</p><p><strong>Plant Creature Undead:</strong> See Undead Plant Creature.</p><p><strong>Poison Cadavre:</strong> ?</p><p><strong>Previous Archon's Ghost:</strong> See Ghost Previous Archon's.</p><p><strong>Previous Ghost Archon's:</strong> See Ghost Previous Archon's.</p><p><strong>Prince White:</strong> See Pale Lord White Prince.</p><p><strong>Psychic Ghost:</strong> See Ghost Psychic.</p><p><strong>Psychic Vampire:</strong> See Vampire Psychic.</p><p><strong>Psycho-Slasher:</strong> Some evil won't die. It keeps going and going and never stops. Nothing seems to stop it. (Back Alleys)</p><p><strong>Queen Undead:</strong> See Undead Queen.</p><p><strong>Queen Weeping:</strong> See Weeping Queen.</p><p><strong>Ragged Militia:</strong> See Skeleton Ragged Militia.</p><p><strong>Ravenous Wight:</strong> See Wight Ravenous.</p><p><strong>Reaper Hollow:</strong> See Hollow Reaper.</p><p><strong>Revenant:</strong> Almost a century ago, you were a now-forgotten, assassinated Heir’s personal attendant and saw, but cannot clearly remember, something terrible about that crime. You were killed to keep that secret, your body hidden and forgotten. Something brought you back, but you are no longer truly alive. (Barrow Keep: Den of Spies)</p><p><strong>Risen Freshly:</strong> See Zombie Freshly Risen.</p><p><strong>Sanguine:</strong> ?</p><p><strong>Scratcher Zombie:</strong> See Zombie Scratcher.</p><p><strong>Shade:</strong> ?</p><p><strong>Shade Night:</strong> See Night Shade.</p><p><strong>Shadow:</strong> Tormented souls stuck in the mortal world due to unfinished business, traumatizing deaths, or sorcerous bondages. (Dark Streets & Darker Secrets)</p><p>These inky unliving creatures may be angered ancestors or shades from defiled tombs. (The Blue Lotus Hack: The Kingdoms of Varas)</p><p><strong>Shadow Silver:</strong> ?</p><p><strong>Shambling Hulk:</strong> See Zombie Shambling Hulk.</p><p><strong>Shattered One:</strong> A conglomeration of bone and ice and soulstuff, sharp and vaguely humanoid. (The Blue Lotus Hack: The Kingdoms of Varas)</p><p><strong>Shedra:</strong> A person killed by a Shédra will become one in 2 turns. (The Petal Hack)</p><p><strong>Silver Shadow:</strong> See Shadow Silver.</p><p><strong>Singer Doom:</strong> See Doom Singer.</p><p><strong>Skeletal Champion:</strong> Usually the remains of formidable fighters, Skeletal Champions are a cut above the other undead minions. (The Beast Hack 3)</p><p><strong>Skeleton:</strong> Animated bones given a horrific, frail power - dark magic allows them to eternally serve their masters. (The Black Hack Second Edition)</p><p>The reanimated remains of some poor sod or beast. (The Blue Lotus Hack: The Kingdoms of Varas)</p><p><em>Animate Dead</em> spell. (The Black Hack)</p><p><em>Animate Dead</em> spell. (The Black Hack Second Edition)</p><p><em>Animate Dead</em> Black Magic Wizard spell. (The Black Hack Second Edition)</p><p><em>Animate Dead</em> spell. (Bluehack)</p><p><em>Animate Dead</em> spell. (The Blue Lotus Hack: The Kingdoms of Varas)</p><p><em>Animate Dead</em> spell. (The Zero Edition Hack)</p><p><em>Bonesong</em> spell. (The Blue Lotus Hack: The Kingdoms of Varas)</p><p><strong>Skeleton Assassin:</strong> ?</p><p><strong>Skeleton Cyclops:</strong> ?</p><p><strong>Skeleton Dusty Old Bones:</strong> ?</p><p><strong>Skeleton Flaming:</strong> ?</p><p><strong>Skeleton Ragged Militia:</strong> ?</p><p><strong>Skeleton Soldier:</strong> ?</p><p><strong>Skeleton Tomb Guardian:</strong> A particularly powerful skeleton, Tomb Guardians are often blessed by a necromancer to achieve their level of power. (The Beast Hack)</p><p><strong>Skeleton Warrior:</strong> ?</p><p><strong>Soldier Drowned:</strong> See Drowned Soldier.</p><p><strong>Soldier Skeleton:</strong> See Skeleton Soldier.</p><p><strong>Soldier Zombie:</strong> See Zombie Soldier.</p><p><strong>Someone Murdered and Buried Without the Proper Rites Angry Spirit of:</strong> See Spirit Angry of Someone Murdered and Buried Without the Proper Rites.</p><p><strong>Someone Murdered and Buried Without the Proper Rites Spirit Angry of:</strong> See Spirit Angry of Someone Murdered and Buried Without the Proper Rites.</p><p><strong>Sorcerer Ancient Lich:</strong> See Lich Sorcerer Ancient.</p><p><strong>Sorcerer Spectral:</strong> See Spectral Sorcerer.</p><p><strong>Sorcerer Undead:</strong> See Undead Sorcerer.</p><p><strong>Sorcerer's Ghost Old:</strong> See Ghost Old Sorcerer's.</p><p><strong>Sorcerer's Old Ghost:</strong> See Ghost Old Sorcerer's.</p><p><strong>Sorcerous Lich:</strong> See Lich Sorcerous.</p><p><strong>Sorrow Ghost:</strong> See Ghost Sorrow.</p><p><strong>Soul Fragment:</strong> ?</p><p><strong>Soulforger, Twilight:</strong> See Pale Lord, Twilight Soulforger.</p><p><strong>Soul Taker:</strong> ?</p><p><strong>Space Ghost:</strong> See Ghost Space.</p><p><strong>Spawn Vampire:</strong> See Vampire Spawn.</p><p><strong>Spectral Sorcerer:</strong> ?</p><p><strong>Specter:</strong> ?</p><p><strong>Spectre:</strong> Tormented souls stuck in the mortal world due to unfinished business, traumatizing deaths, or sorcerous bondages. (Dark Streets & Darker Secrets)</p><p>A person killed by a spectre will become a spectre in 1d6 turns. (The Zero Edition Hack)</p><p><strong>Spirit:</strong> ?</p><p><strong>Spirit Angry of Someone Murdered and Buried Without the Proper Rites:</strong> ?</p><p><strong>Spirit of Someone Murdered and Buried Without the Proper Rites Angry:</strong> See Spirit Angry of Someone Murdered and Buried Without the Proper Rites.</p><p><strong>Spirit Undead:</strong> See Undead Spirit.</p><p><strong>Stalker Dream:</strong> See Ghost Dream Stalker.</p><p><strong>Star Undead:</strong> See Undead Star.</p><p><strong>Swarm Creeping Hand:</strong> See Creeping Hand Swarm.</p><p><strong>Thrall Blood:</strong> See Vampyre Blood Thrall.</p><p><strong>Timelocked Marine:</strong> See Long-Dead Future Man Timelocked Marine.</p><p><strong>Tomb Guardian:</strong> See Skeleton Tomb Guardian.</p><p><strong>Tsoggu:</strong> Drowned. (The Petal Hack)</p><p><strong>Twilight Soulforger:</strong> See Pale Lord, Twilight Soulforger.</p><p><strong>Undead Defender:</strong> ?</p><p><strong>Undead Giant Insectoid Creature:</strong> See Undead Insectoid Creature Giant.</p><p><strong>Undead Insectoid Creature Giant:</strong> ?</p><p><strong>Undead Jester:</strong> ?</p><p><strong>Undead Moth Colossal:</strong> ?</p><p><strong>Undead Queen:</strong> The Undead Queen is actually the First Sorcerer who returned from the dead after she was betrayed by the Galactic Overlords and is just biding her time before she completely wipes them from the universe, spreding death, and undeath, to all. (Solar Blades & Cosmic Spells)</p><p><strong>Undead Scorpion-Human Abomination Huge, Zolaster:</strong> Zolaster has been transformed into the hideous scorpion creature. (The World of Skarynth)</p><p><strong>Undead Spirit:</strong> ?</p><p><strong>Undead Star:</strong> ?</p><p><strong>Undead Plant Creature:</strong> ?</p><p><strong>Undead Warped:</strong> It is that said two sisters fought over a man and ended up killing each other. As it would turn out the man had deceived both of them and their ghosts haunted him to death. (The World of Skarynth)</p><p><strong>Undead Worm:</strong> ?</p><p><strong>Undead Sorcerer:</strong> ?</p><p><strong>Unmade:</strong> Some who do particularly terrible deeds have their souls removed by the gods, making them wandering monsters in search of their essence. (The Beast Hack)</p><p><strong>Vampire:</strong> Humanoids killed by vampires become vampire slaves. (Bluehack)</p><p>When the Vampire Lord kills someone, that character can be raised as a Vampire in one moment if the Vampire Lord so chooses. (The Beast Hack 3)</p><p>Blood-drinkers who sold their souls to the Pale Lords completely. (The Blue Lotus Hack: The Kingdoms of Varas)</p><p>Human killed by vampire becomes a vampire under master's control. (The Zero Edition Hack)</p><p><strong>Vampire Elder:</strong> ?</p><p><strong>Vampire Lord:</strong> ?</p><p><strong>Vampire Psychic:</strong> ?</p><p><strong>Vampire Spawn:</strong> When the vampire kills someone, that character can be raised as a Vampire Spawn in one moment if the Vampire so chooses. (The Beast Hack)</p><p><strong>Vampire Young:</strong> ?</p><p><strong>Vampyre:</strong> Immortal and timeless descendants of an eon old blood curse, vampyres are driven by an insatiable hunger for living blood. (The Black Hack Second Edition)</p><p><strong>Vampyre Blood Thrall:</strong> ?</p><p><strong>Vampyre Master:</strong> ?</p><p><strong>Viking Zombie:</strong> See Zombie Viking.</p><p><strong>Vorodla:</strong> ?</p><p><strong>Waddling Dead:</strong> ?</p><p><strong>Walker Dark:</strong> See Dark Walker.</p><p><strong>Warped Undead:</strong> See Undead Warped.</p><p><strong>Weakened Ancient Zombie:</strong> See Zombie Ancient Weakened.</p><p><strong>Weapon Floating:</strong> See Floating Weapon.</p><p><strong>Weeping Queen:</strong> A ruler over Demilons, Weeping Queens are vengeful females who ultimately want to share their sorrow with others no matter what it takes. (The Beast Hack)</p><p><strong>Whisper:</strong> ?</p><p><strong>White Prince:</strong> See Pale Lord White Prince.</p><p><strong>Wight:</strong> ?</p><p><strong>Wight Howling:</strong> ?</p><p><strong>Wight Ravenous:</strong> ?</p><p><strong>Worm Undead:</strong> See Undead Worm.</p><p><strong>Wraith:</strong> Any creature killed by a Wraith turns into one in 1d6 minutes. (The Beast Hack 2: Monster Madness)</p><p><strong>Wretched Cadaver:</strong> See Zombie Wretched Cadaver.</p><p><strong>Xacala:</strong> See Pale Lord, Xacala.</p><p><strong>Young Vampire:</strong> See Vampire Young.</p><p><strong>Zolaster:</strong> See Undead Scorpion-Human Abomination Huge, Zolaster.</p><p><strong>Zombie, Reanimated Zombie:</strong> A powerful sentient virus who transform those infected by it into zombies. (Solar Blades & Cosmic Spells)</p><p><em>Animate Dead</em> spell. (The Black Hack)</p><p><em>Animate Dead</em> spell. (The Black Hack Second Edition)</p><p><em>Animate Dead</em> Black Magic Wizard spell. (The Black Hack Second Edition)</p><p><em>Animate Dead</em> spell. (Bluehack)</p><p><em>Animate Dead</em> spell. (The Blue Lotus Hack: The Kingdoms of Varas)</p><p><em>Animate Dead</em> spell. (The Zero Edition Hack)</p><p>White Rot disease. (Solar Blades & Cosmic Spells)</p><p>Zombification power. (From Unformed Realms)</p><p><strong>Zombie Ancient Weakened:</strong> ?</p><p><strong>Zombie Blindfolded:</strong> ?</p><p><strong>Zombie Cold:</strong> ?</p><p><strong>Zombie Dwarf:</strong> ?</p><p><strong>Zombie Famine:</strong> Victims of the Wasting Disease rise from the dead as Famine Zombies. Famine</p><p>Zombies' attacks spread the Wasting Disease. (The World of Skarynth)</p><p>Any creature killed by a Blighted One’s Hunger Curse or Wasting Disease returns to life as a Famine Zombie. (The World of Skarynth)</p><p><strong>Zombie Freshly Risen:</strong> ?</p><p><strong>Zombie Horde:</strong> ?</p><p><strong>Zombie Lord:</strong> ?</p><p><strong>Zombie Scratcher:</strong> After being scratched, a Survivor makes an Infection (CON) save at Advantage. If a successful save is made, the Survivor takes the initial damage of 1d4 only. On a failed save, the Survivor becomes gradually ill (fever, sweats, cough, etc.) over a period of 1d4 days. At the end of the incubation day, a Death (CON) save is made at Disadvantage. On a failed save, they die and return as a Zombie. On a successful save, the Survivor is able to return to their normal healthy self within 1d8 hours. During this last one to eight-hour recovery stage, all checks and attacks are made at Disadvantage. (The Zombie Hack Scratcher Zombies)</p><p><strong>Zombie Shambling Hulk:</strong> ?</p><p><strong>Zombie Soldier:</strong> ?</p><p><strong>Zombie Viking:</strong> The Vikings did settle the site and in time they buried their dead and pass away, but they were exiles rather than explorers. Ragnvald Oskarsson possessed strong beliefs about the honoured dead and the end of things, and in return his tribe banished him. But with him he took his followers and his previous stores of knowledge gathered from trading trips to the Middle East. (The Cthulhu Hack Convicts and Cthulhu)</p><p>Over time, as his beloved and trusted followers passed on, he prepared their bodies and sealed their ‘essential saltes of humane dust’ in jars. Each jar had its place in the communal burial chamber, alongside the long ship that would transport them to the final battle. And Ragnvald possessed the vital knowledge to secure their return, a ritual to extract a precious drop of the venom of Jörmungandr, the World Serpent itself. (The Cthulhu Hack Convicts and Cthulhu)</p><p>When Mason stumbled upon the entrance to the burial place, he found the words of Ragnvald inscribed upon exquisite sheets of metal, their surface barely dulled with age. He researched and practised the rituals presented, distilling the venom as the long dead Viking had instructed. He gathered samples of the saltes into his private quarters, securing them in a locked chest; but, his other ‘fascinations’ led him astray and he didn’t return for the chest before heading south. He fully intended to return. (The Cthulhu Hack Convicts and Cthulhu)</p><p>The tremor tore a gash in the earth beneath Mason’s quarters, sending shelves and cupboards crashing – and the chest dashed upon the floor. The venom mixed with the saltes … and things stirred in the wake of the destruction. (The Cthulhu Hack Convicts and Cthulhu)</p><p><strong>Zombie Wretched Cadaver:</strong> ?</p><p><strong>Zuvvembi:</strong> Zuvvembi are the result of failed attempts at making Dark Walkers. They are the empty walking husks of what once were men. (Bladimir Bartholomew's Binder of Bestial Beasties)</p><p></p><p>[/spoiler]</p><p></p><p>Black Hack Books[spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/178359/The-Black-Hack?affiliate_id=17596" target="_blank">The Black Hack</a>[spoiler]</p><p><strong>Ghoul:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Banshee:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Skeleton:</strong> <em>Animate Dead</em> spell.</p><p><strong>Zombie:</strong> <em>Animate Dead</em> spell.</p><p></p><p>Animate Dead: Create 2d4 Skeletons/Zombies with HD/level, from nearby bodies.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/255088/The-Black-Hack-Second-Edition?affiliate_id=17596" target="_blank">The Black Hack Second Edition</a>[spoiler]</p><p><strong>Long-Dead Future Man:</strong> Cold dead astronauts from an age ahead of time, scattered by the void winds. Their mangled future suits – leaking radioactive death into the Nearby atmosphere - imbue the black void-scorched remains with a simplistic, unfathomable intelligence.</p><p><strong>Frozen Astronav:</strong> ?</p><p><strong>Timelocked Marine:</strong> ?</p><p><strong>Undead:</strong> The vast legions of undead draw the power needed to sustain their everlife from Dur-Dhola-Ram, the child god of death.</p><p><strong>Shade:</strong> ?</p><p><strong>Horror:</strong> ?</p><p><strong>Ancient Sorcerer Lich:</strong> ?</p><p><strong>Pale Ghoul:</strong> ?</p><p><strong>Ravenous Wight:</strong> ?</p><p><strong>Sorcerous Lich:</strong> ?</p><p><strong>Skeleton:</strong> Animated bones given a horrific, frail power - dark magic allows them to eternally serve their masters.</p><p><em>Animate Dead</em> spell.</p><p><em>Animate Dead</em> Black Magic Wizard spell.</p><p><strong>Dusty Old Bones:</strong> ?</p><p><strong>Ragged Militia:</strong> ?</p><p><strong>Flaming Skeleton:</strong> ?</p><p><strong>Cyclops Skeleton:</strong> ?</p><p><strong>Vampyre:</strong> Immortal and timeless descendants of an eon old blood curse, vampyres are driven by an insatiable hunger for living blood.</p><p><strong>Blood Thrall:</strong> ?</p><p><strong>Master Vampyre:</strong> ?</p><p><strong>Zombie,Reanimated Zombie:</strong> <em>Animate Dead</em> spell.</p><p><em>Animate Dead</em> Black Magic Wizard spell.</p><p><strong>Wretched Cadaver:</strong> ?</p><p><strong>Freshly Risen:</strong> ?</p><p><strong>Shambling Hulk:</strong> ?</p><p><strong>Blindfolded Zombie:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p></p><p>6 Spell</p><p>Animate Dead: Reanimate 2d4 Nearby corpses. Each has half the Spellcaster’s HD and is under the effects of Charm.</p><p></p><p>Black Magic Wizard Level 6 - Animate Dead (Ud4) - Creates 2d4 skeletons or zombies with HD equal to half of the Wizard’s Level.</p><p></p><p>6th Level Spells</p><p>Animate Dead: Reanimate 2d4 Nearby corpses. Each has half the Spellcaster’s HD and is under the effects of Charm.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/274620/92-Tables-for-The-Black-Hack-and-Other-RPGs?affiliate_id=17596" target="_blank">92 Tables for The Black Hack and Other RPGs</a>[spoiler]</p><p><strong>Zombie Dwarf:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/254929/Adventure-Module-A1-Beginners-Luck?affiliate_id=17596" target="_blank">Adventure Module A1: Beginner's Luck</a>[spoiler]</p><p><strong>Feargus the Drowned:</strong> Sitting on the edge of his sarcophagus, the skeletal remains of Feargus have come to life due to the energy stolen from the Elven Master Thief.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/285428/Back-Alleys?affiliate_id=17596" target="_blank">Back Alleys</a>[spoiler]</p><p><strong>Dream Stalker:</strong> They are usually ghosts of those who have done truly heinous acts during their lives and then came to an unfortunate (and usually violent) end. Unlike ghosts who haunt places or things, Dream Stalkers haunt people. These people usually have some connection to the Dream Stalker's death. </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 and never stops. Nothing seems to stop it. [/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/338664/Barrow-Keep-Den-of-Spies?affiliate_id=17596" target="_blank">Barrow Keep: Den of Spies</a>[spoiler]</p><p><strong>Revenant:</strong> Almost a century ago, you were a now-forgotten, assassinated Heir’s personal attendant and saw, but cannot clearly remember, something terrible about that crime. You were killed to keep that secret, your body hidden and forgotten. Something brought you back, but you are no longer truly alive.</p><p><strong>Previous Archon's Ghost:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Former Master's Ghost:</strong> ?</p><p><strong>Ancient Archon's Ghost:</strong> ?</p><p><strong>Old Sorcerer's Ghost:</strong> ?</p><p><strong>Old Knight's Ghost:</strong> ?</p><p><strong>Ghostly Ally:</strong> ?</p><p><strong>Angry Spirit of Someone Murdered and Buried Without the Proper Rites:</strong> ?</p><p><strong>Spirit:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/190357/Bladimir-Bartholomews-Binder-of-Bestial-Beasties--For-The-Black-Hack?affiliate_id=17596" target="_blank">Bladimir Bartholomew's Binder of Bestial Beasties</a>[spoiler]</p><p><strong>Dark Walker:</strong> Dark Walkers are men who have been turned undead by sorcerous means.</p><p>Dark Walkers are dark hooded and robed men turned undead by the most vile of wizards.</p><p><strong>Doom Singer:</strong> Undead Fairies.</p><p><strong>Naught:</strong> Naughts are undead creatures constructed by a Necromancer out of skin, dust, bone, and other remnants of previously living things. Some naughts have wings and can fly. Others walk around on whatever appendages have been sewn to their bodies. They are usually devoid of faces or hair.</p><p><strong>Zuvvembi:</strong> Zuvvembi are the result of failed attempts at making Dark Walkers. They are the empty walking husks of what once were men.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/193055/BLUEHACKTM?affiliate_id=17596" target="_blank">Bluehack</a>[spoiler]</p><p><strong>Undead:</strong> <em>Undeath</em> spell.</p><p><strong>Ghoul:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Skeleton:</strong> <em>Animate Dead</em> spell.</p><p><strong>Spectre:</strong> ?</p><p><strong>Vampire:</strong> Humanoids killed by vampires become vampire slaves.</p><p><strong>Wight:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Zombie:</strong> <em>Animate Dead</em> spell.</p><p></p><p>Magic 5</p><p>Animate Dead: Create skeletons/zombies, total HD equal to caster HD</p><p></p><p>Magic 7</p><p>Undeath: Target becomes specified type of undead, HD = caster HD –2[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/264666/Clever-Title-Using-Hack--Class-The-Second-Edition?affiliate_id=17596" target="_blank">Clever Title Using Hack & Class: The Second Edition</a>[spoiler]</p><p><strong>Undead Jester:</strong> ?</p><p><strong>Undead Defender:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/266741/Dark-Streets--Darker-Secrets?affiliate_id=17596" target="_blank">Dark Streets & Darker Secrets</a>[spoiler]</p><p><strong>Undead:</strong> Undead are nefarious creatures that challenge nature by simply existing. They remain in a stage between life and death, refusing to follow the natural circle of life and usually feed on mortals in various ways. This is usually caused by the influence of sorcery or the forces of the Abyss.</p><p>Animate Dead power.</p><p><strong>Ghoul:</strong> ?</p><p><strong>Young Vampire:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Elder Vampire:</strong> ?</p><p><strong>Vampire Lord:</strong> ?</p><p><strong>Apparition:</strong> Tormented souls stuck in the mortal world due to unfinished business, traumatizing deaths, or sorcerous bondages.</p><p><strong>Ghost:</strong> Tormented souls stuck in the mortal world due to unfinished business, traumatizing deaths, or sorcerous bondages.</p><p><strong>Spectre:</strong> Tormented souls stuck in the mortal world due to unfinished business, traumatizing deaths, or sorcerous bondages.</p><p><strong>Shadow:</strong> Tormented souls stuck in the mortal world due to unfinished business, traumatizing deaths, or sorcerous bondages.</p><p><strong>Undead Spirit:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p></p><p>Animate Dead: Can animate up to 2 times its HD of undead minions. They last until killed again.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/185949/From-Unformed-Realms?affiliate_id=17596" target="_blank">From Unformed Realms</a>[spoiler]</p><p><strong>Zombie:</strong> Zombification power.</p><p></p><p>Zombification – Anyone exposed to the fluid, through: 1-2 – wounds, 3-4 – digestion, 5 – respiration, 6 – skin contact, suffers from nausea, sensory disconnection, headaches and then black-outs. After a period of 2D6 [1-2: minutes, 3-5: hours, 6: days], the exposed fall unconscious and then on revival lose all control and any remnant of intelligence. A slathering, psychopathic, flesh-hungry zombie remains, riddled with cysts and abscesses, oozing with a vile black liquid.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/198163/Sharp-Swords--Sinister-Spells?affiliate_id=17596" target="_blank">Sharp Swords & Sinister Spells</a>[spoiler]</p><p><strong>Undead:</strong> Animate Dead <em>spell</em>.</p><p><strong>Fire Skeleton:</strong> ?</p><p><strong>Rotting Zombie:</strong> ?</p><p><strong>Killer Shadow:</strong> ?</p><p><strong>Sinister Knight:</strong> ?</p><p><strong>Psychic Vampire:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p></p><p>Animate Dead</p><p>Creates a number of undead creatures of up to PL in HD. However, they can resist the spell and attack the Magic User.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/219747/Sharp-Swords--Sinister-Spells--Addendum?affiliate_id=17596" target="_blank">Sharp Swords & Sinister Spells - Addendum</a>[spoiler]</p><p><strong>Undead:</strong> Undead are nefarious creatures that challenge nature by simply existing. They remain in a stage between life and death, refusing to follow the natural circle of life and usually feed on mortals in various ways.</p><p>Undead creatures are created from living beings that, for some reason, stop the natural process of death and remain in a stage of undeath.</p><p>Animate Dead power.</p><p></p><p>Animate Dead: Can animate up to 2 times its HD of undead minions. They last until killed again.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/260378/Solar-Blades--Cosmic-Spells?affiliate_id=17596" target="_blank">Solar Blades & Cosmic Spells</a>[spoiler]</p><p><strong>Undead:</strong> Undead creatures are created from living beings that, for some reason, stop the natural process of death and remain in a stage of undeath.</p><p>Creatures that were supposed to be dead but have been infused with Void energy and now continue to walk and fly throughout the universe. Most of the undead are the creation of the Undead Queen of the Dead Zone or her disciples, who have been spreading undeath amongst the stars.</p><p>The Undead Queen is actually the First Sorcerer who returned from the dead after she was betrayed by the Galactic Overlords and is just biding her time before she completely wipes them from the universe, spreading death, and undeath, to all.</p><p>Over the last centuries she has spread a terrible plague among a great number of systems, now collectively known as the Dead Zone. This disease kills sentients of any species and some say it even affects Void creatures, turning them immediately into undead servants of the sorceress.</p><p>Who was resurrected by a sinister cult.</p><p>Created by the Undead Queen to spread a powerful plague.</p><p>Who turns those killed by it into other undead.</p><p>Creatures killed by the Specter return as other Undead.</p><p>Animate Dead power.</p><p><strong>Undead Queen:</strong> The Undead Queen is actually the First Sorcerer who returned from the dead after she was betrayed by the Galactic Overlords and is just biding her time before she completely wipes them from the universe, spreading death, and undeath, to all.</p><p><strong>Undead Star:</strong> ?</p><p><strong>Colossal Undead Moth:</strong> ?</p><p><strong>Undead Giant Insectoid Creature:</strong> ?</p><p><strong>Undead Plant Creature:</strong> ?</p><p><strong>Undead Worm:</strong> ?</p><p><strong>Undead Sorcerer:</strong> ?</p><p><strong>Zombie Soldier:</strong> ?</p><p><strong>Skeleton Assassin:</strong> ?</p><p><strong>Specter:</strong> ?</p><p><strong>Manifestation:</strong> Invoke Ghosts power.</p><p><strong>Space Ghost:</strong> ?</p><p><strong>Ghost:</strong> The Cleansing Wars destroyed many planets, wiping dozens of species from existence. Their ghosts, however, still haunt the planets where they experienced terrible deaths, ready to exercise their wrath on anyone they can find.</p><p>A megacity planet with buildings and most of its technology intact. It’s completely deserted though as a powerful plague killed the population. Their ghosts haunt the place.</p><p>A planet formed by the blades of all weapons used to take a life in the many universes of existence. It’s inhabited by the ghost of those killed by them, but can also hide great legendary swords.</p><p>A ruined megacity world where the ghosts of the people who were frozen when the nearest sun was snuffed out haunt any visitors and steal the warmth of their lives.</p><p>A group of travelers stuck in a derelict starship asking for help. They are actually ghosts that died a long time ago.</p><p><strong>Psychic Ghost:</strong> Too many souls met a grizzly death during the Cleansing Wars and for some their end was so terrible their minds created a psychic ghost to divide their suffering with the living.</p><p><strong>Sorrow Ghost:</strong> ?</p><p><strong>Ghost, Galactic Overlord:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Skeleton Soldier:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Psychic Vampire:</strong> ?</p><p><strong>Zombie:</strong> A powerful sentient virus who transform those infected by it into zombies.</p><p>White Rot disease.</p><p><strong>Cold Zombie:</strong> ?</p><p><strong>Night Shade:</strong> ?</p><p></p><p>Animate Dead</p><p>The character can animate up to PL HD in undead creatures they touch. They can sacrifice a HD to give a creature a Special Ability. Once animated these undead can resist being controlled rolling against the character’s Willpower.</p><p></p><p>Invoke Ghosts</p><p>Inscribing runes over an area of up to medium distance radius, the character creates manifestations that haunt the place for PL hours. Anyone but the character who enters the area suffers a Negative Die to all actions attempted there. Can be resisted.</p><p></p><p>Animate Dead: Can animate up to 2 times its HD of undead minions. They last until killed again.</p><p></p><p>White Rot: This terrible disease is rumored to have been fabricated by the Galactic Overlords during the Cleansing Wars but it has run out of their control. Infected individuals begin to rot on the places they have touched other hosts, and the rotting area grows each day. Whenever a character touches or is touched by someone with the disease they need to make a Physique test to avoid being infected. Failure means they will start losing 1 point of Physique everyday until they die. There is no known cure for the disease but some manage to survive by immediately severing the infected limb as soon as the disease is diagnosed. Anyone who is seen carrying the disease is usually immediately killed, preferable by burning, to prevent further infections. It’s rumored that if the disease runs its course the host becomes a zombie under the control of the Void.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/200340/The-Basic-Hack?affiliate_id=17596" target="_blank">The Basic Hack</a>[spoiler]</p><p><strong>Ghoul:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/188846/The-Beast-Hack?affiliate_id=17596" target="_blank">The Beast Hack</a>[spoiler]</p><p><strong>Death Knight:</strong> Some who are well on their way to become a Lich take on the role of Death Knights.</p><p><strong>Demilon:</strong> Appearing like weeping women, often soaking wet, Demilons are the cursed souls of females wrongfully-murdered.</p><p><strong>Hollow Reaper:</strong> Soulless shells that were once human, Hollow Reapers are Unmade that have been particularly terrible in their past life.</p><p><strong>Lich:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Tomb Guardian:</strong> A particularly powerful skeleton, Tomb Guardians are often blessed by a necromancer to achieve their level of power.</p><p><strong>Unmade:</strong> Some who do particularly terrible deeds have their souls removed by the gods, making them wandering monsters in search of their essence.</p><p><strong>Vampire:</strong> ?</p><p><strong>Vampire Spawn:</strong> When the vampire kills someone, that character can be raised as a Vampire Spawn in one moment if the Vampire so chooses.</p><p><strong>Weeping Queen:</strong> A ruler over Demilons, Weeping Queens are vengeful females who ultimately want to share their sorrow with others no matter what it takes.</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/189698/The-Beast-Hack-2-Monster-Madness?affiliate_id=17596" target="_blank">The Beast Hack 2: Monster Madness</a>[spoiler]</p><p><strong>Dracolich:</strong> A dragon raised from the dead, Dracoliches are horrible monsters given new life.</p><p><strong>Wraith:</strong> Any creature killed by a Wraith turns into one in 1d6 minutes.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/202350/The-Beast-Hack-3?affiliate_id=17596" target="_blank">The Beast Hack 3</a>[spoiler]</p><p><strong>Creeping Hand Swarm:</strong> ?</p><p><strong>Drowned Soldier:</strong> These skeletal creatures are the remnants of sailors who have drowned.</p><p><strong>Floating Weapon:</strong> These possessed swords contain the spirit of a long-dead warrior.</p><p><strong>Ghost:</strong> The souls of the dead often haunt graves or in some cases, the living. Ghosts are notorious for their corporeal form and many believe that they cannot pass onto the next life because they are bound by a necromancer, or because a problem in their life remains unresolved.</p><p><strong>Skeletal Champion:</strong> Usually the remains of formidable fighters, Skeletal Champions are a cut above the other undead minions.</p><p><strong>Vampire Lord:</strong> ?</p><p><strong>Zombie Lord:</strong> ?</p><p></p><p><strong>Vampire:</strong> When the Vampire Lord kills someone, that character can be raised as a Vampire in one moment if the Vampire Lord so chooses.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/250361/The-Blue-Lotus-Hack-The-Kingdoms-of-Varas?affiliate_id=17596" target="_blank">The Blue Lotus Hack: The Kingdoms of Varas</a>[spoiler]</p><p><a href="https://www.drivethrurpg.com/product/250361/The-Blue-Lotus-Hack-The-Kingdoms-of-Varas?affiliate_id=17596" target="_blank">The Blue Lotus Hack: The Kingdoms of Varas</a></p><p>Black Hack</p><p><strong>Skeleton:</strong> The reanimated remains of some poor sod or beast.</p><p><em>Animate Dead</em> spell.</p><p><em>Bonesong</em> spell.</p><p><strong>Zombie:</strong> <em>Animate Dead</em> spell.</p><p><strong>Bone Centipede:</strong> ?</p><p><strong>Soul Fragment:</strong> ?</p><p><strong>Husk:</strong> Next Moment after attack, a person rendered Out Of Action by a vampire becomes a husk or moonmad.</p><p>The pitiful remnants of a body drained of soulstuff, but dangerous nonetheless.</p><p><strong>Sanguine:</strong> ?</p><p><strong>Shattered One:</strong> A conglomeration of bone and ice and soulstuff, sharp and vaguely humanoid.</p><p><strong>Shadow:</strong> These inky unliving creatures may be angered ancestors or shades from defiled tombs.</p><p><strong>Howling Wight:</strong> ?</p><p><strong>Poison Cadavre:</strong> ?</p><p><strong>Entombed:</strong> An unliving horror caked in clay and fired ceramic intended to preserve the ancient corpse.</p><p><strong>Plague Knight:</strong> ?</p><p><strong>Silver Shadow:</strong> ?</p><p><strong>Vampire:</strong> Blood-drinkers who sold their souls to the Pale Lords completely.</p><p><strong>Draugr:</strong> An honourable burial was not enough to keep this unliving horror in the grave.</p><p><strong>Whisper:</strong> ?</p><p><strong>Nullwing:</strong> ?</p><p><strong>Pale Fang of Night:</strong> ?</p><p><strong>White Prince Pale Lord:</strong> ?</p><p><strong>Ephemeral:</strong> ?</p><p><strong>Pale Lord:</strong> ?</p><p><strong>Twilight Soulforger, Pale Lord:</strong> ?</p><p><strong>Xacala, Pale Lord:</strong> ?</p><p></p><p>Level 3</p><p>Bonesong: Create 1 Skeleton with HD/Level, from nearby bodies.</p><p></p><p>Level 5</p><p>Animate Dead: Create 2d4 Skeletons/Zombies, with HD/Level, from nearby bodies.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/184226/Convicts--Cthulhu?affiliate_id=17596" target="_blank">The Cthulhu Hack Convicts and Cthulhu</a> [spoiler]</p><p><strong>Viking Zombie:</strong> The Vikings did settle the site and in time they buried their dead and pass away, but they were exiles rather than explorers. Ragnvald Oskarsson possessed strong beliefs about the honoured dead and the end of things, and in return his tribe banished him. But with him he took his followers and his previous stores of knowledge gathered from trading trips to the Middle East.</p><p>Over time, as his beloved and trusted followers passed on, he prepared their bodies and sealed their ‘essential saltes of humane dust’ in jars. Each jar had its place in the communal burial chamber, alongside the long ship that would transport them to the final battle. And Ragnvald possessed the vital knowledge to secure their return, a ritual to extract a precious drop of the venom of Jörmungandr, the World Serpent itself.</p><p>When Mason stumbled upon the entrance to the burial place, he found the words of Ragnvald inscribed upon exquisite sheets of metal, their surface barely dulled with age. He researched and practised the rituals presented, distilling the venom as the long dead Viking had instructed. He gathered samples of the saltes into his private quarters, securing them in a locked chest; but, his other ‘fascinations’ led him astray and he didn’t return for the chest before heading south. He fully intended to return.</p><p>The tremor tore a gash in the earth beneath Mason’s quarters, sending shelves and cupboards crashing – and the chest dashed upon the floor. The venom mixed with the saltes… and things stirred in the wake of the destruction.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/187939/The-Petal-Hack?affiliate_id=17596" target="_blank">The Petal Hack</a>[spoiler]</p><p><strong>Mrur:</strong> ?</p><p><strong>Shedra:</strong> A person killed by a Shédra will become one in 2 turns.</p><p><strong>Huru'u:</strong> ?</p><p><strong>Tsoggu:</strong> Drowned.</p><p><strong>Vorodla:</strong> ?</p><p><strong>Hra:</strong> ?</p><p><strong>Hli'ir:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/184765/The-Pulp-Hack?affiliate_id=17596" target="_blank">The Pulp Hack</a>[spoiler]</p><p><strong>Zombie:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Skeleton Warrior:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Banshee:</strong> ?</p><p><strong>Soul Taker:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/203620/The-Quack-Hack?affiliate_id=17596" target="_blank">The Quack Hack</a>[spoiler]</p><p><strong>Count Dukula:</strong> ?</p><p><strong>Ghost Duck:</strong> ?</p><p><strong>Waddling Dead:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/271427/The-World-of-Skarynth?affiliate_id=17596" target="_blank">The World of Skarynth</a>[spoiler]</p><p><strong>Famine Zombie:</strong> Victims of the Wasting Disease rise from the dead as Famine Zombies. Famine</p><p>Zombies' attacks spread the Wasting Disease.</p><p>Any creature killed by a Blighted One’s Hunger Curse or Wasting Disease returns to life as a Famine Zombie.</p><p><strong>Moorspawn:</strong> Moorspawn are the most evil of men returned from the dead to cause even more death and destruction. They are usually criminals who were sentenced to death by drowning in the moors.</p><p><strong>Ghost:</strong> It is that said two sisters fought over a man and ended up killing each other. As it would turn out the man had deceived both of them and their ghosts haunted him to death.</p><p><strong>Warped Undead:</strong> It is that said two sisters fought over a man and ended up killing each other. As it would turn out the man had deceived both of them and their ghosts haunted him to death.</p><p><strong>Mummy:</strong> ?</p><p><strong>Spectral Sorcerer:</strong> ?</p><p><strong>Ancient Weakened Zombie:</strong> ?</p><p><strong>Zombie Horde:</strong> ?</p><p><strong>Zolaster, Huge Undead Scorpion-Human Abomination:</strong> Zolaster has been transformed into the hideous scorpion creature.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/189246/The-Zero-Edition-Zebra-Hack?affiliate_id=17596" target="_blank">The Zero Edition Hack</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> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Banshee:</strong> ?</p><p><strong>Vampire:</strong> Human killed by vampire becomes a vampire under master's control.</p><p><strong>Spectre:</strong> A person killed by a spectre will become a spectre in 1d6 turns.</p><p><strong>Lich:</strong> ?</p><p></p><p>Animate Dead: Create 2d4 Skeletons/Zombies with HD/level from nearby bodies.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/217333/The-Zombie-Hack--SCRATCHER-ZOMBIES--PWYW?affiliate_id=17596" target="_blank">The Zombie Hack Scratcher Zombies</a>[spoiler]</p><p><strong>Scratcher Zombie:</strong> After being scratched, a Survivor makes an Infection (CON) save at Advantage. If a successful save is made, the Survivor takes the initial damage of 1d4 only. On a failed save, the Survivor becomes gradually ill (fever, sweats, cough, etc.) over a period of 1d4 days. At the end of the incubation day, a Death (CON) save is made at Disadvantage. On a failed save, they die and return as a Zombie. On a successful save, the Survivor is able to return to their normal healthy self within 1d8 hours. During this last one to eight-hour recovery stage, all checks and attacks are made at Disadvantage.[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>Castles and Crusades[spoiler]</p><p></p><p>Castles and Crusades Cumulative[spoiler]</p><p><strong>Undead:</strong> Undead are once-living creatures animated by spiritual or supernatural forces. (Monsters & Treasures 2nd Printing)</p><p>Undead are once–living creatures animated by spiritual or supernatural forces. (Monsters and Treasures 3rd Printing)</p><p>Undead are once-living creatures animated by spiritual or supernatural forces. (Monsters & Treasures 4th Printing)</p><p>Undead are once–living creatures animated by spiritual or supernatural forces. (Classic Monsters)</p><p>Undead are once-living creatures animated by spiritual or supernatural forces. (Classic Monsters & Treasures 2nd Printing)</p><p>Undead are once–living creatures animated by spiritual or supernatural forces. (Monsters and Treasures of Aihrde)</p><p>Creatures killed and devoured by naerlulth are often cast into limbo, and their tormented spirits are left to occupy the lands the creature has devoured and laid waste. These spawn are often undead, but have no shape or form until they assume one. (Monsters and Treasures of Aihrde)</p><p>Undead are once-living creatures animated by spiritual or supernatural forces. (Monsters and Treasures of Airhde 2nd Printing)</p><p>Undead are once-living creatures animated by spiritual or supernatural forces. (Monsters & Treasures of Airhde 3rd Printing)</p><p>Creatures killed and devoured by naerlulth are often cast into limbo and their tormented spirits are left to occupy the lands the creature has devoured and laid waste. These spawn are often undead but have no shape or form until they assume one. (Of Gods & Monsters)</p><p>Undead are once-living creatures animated by spiritual or supernatural forces. (Tome of the Unclean)</p><p>In the material planes the undead are creatures who have been trapped in their dead bodies through some device or the other.</p><p>Many fall in life and are never laid to rest. Whether in battle, or at home, those whose bodies are not buried in hallowed ground, or at least given the blessings of the gods, are untethered and unprotected. Even if they were good in life and their souls crossed to some heaven of their belief, their bodies are not safe. These the arch devil and demons can summon to the infernal planes. (Tome of the Unclean)</p><p>But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures. (Tome of the Unclean)</p><p>Undead are once-living creatures animated by spiritual or supernatural forces. (Tome of the Unclean 2017 Preorder)</p><p>Undead are once-living creatures animated by spiritual or supernatural forces. (Tome of the Unclean 2019 Preorder)</p><p>Vorgalos house their lairs, the country around and the beneath them with the undead. They do this by stalking cemeteries, unhallowing a grave, and raising the dead, pulling them back from the afterlife and bringing them back to the world. (Tome of the Unclean 2019 Preorder)</p><p>In the material planes the undead are creatures who have been trapped in their dead bodies through some device or the other.</p><p>It is not so simple in the infernal planes for here there are few living creatures that possess restless spirits. (Tome of the Unclean 2019 Preorder)</p><p>Many fall in life and are never laid to rest. Whether in battle, or at home, those whose bodies are not buried in hallowed ground, or at least given the blessings of the gods, are untethered and unprotected. Even if were good in life and their souls crossed to some heaven of their belief, their bodies are not safe. These the arch devil and demons can summon to the infernal planes. When Orcus calls his armies to him, hosts of them rise from the earth around him, these are the untethered undead and they serve him for they know no other way. (Tome of the Unclean 2019 Preorder)</p><p>But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures. (Tome of the Unclean 2019 Preorder)</p><p>As with many societies, the poor and common classes are placed in shallow graves with limited ceremonies and goods interred. The rich and powerful will construct barrow mounds, fairly elaborate, at the minimum but, at the most extreme, entire ships (goods, captain/king, slaves, etc.) will be placed into the ground. These ceremonies are the same as what is performed for cremations. These burials are the source of the undead terrors that haunt the moonlit lands of Scandinavia and beyond if not maintained well or blessed. (Codex Nordica)</p><p>Creatures killed and devoured by naerlulth are often cast into limbo, and their tormented spirits are left to occupy the lands the creature has devoured and laid waste. These spawn are often undead, but have no shape or form until they assume one. (A8 Forsaken Mountain)</p><p>Of course age and weathering has cracked many of these cairns open and the presence of a great evil within the canyons has caused many of the dead to stir from their slumber to walk amongst the living once again. (DB1 Haunted Highlands)</p><p>Malash is a devotee of the teachings of the dark deity Nartarus and as such has been given limited access to cleric spells and special powers dealing with the control and manufacture of the walking dead. (DB2 Crater of Umeshti)</p><p>Undead are once-living creatures animated by spiritual or supernatural forces. (Amazing Adventures Manual of Monsters)</p><p>Undead are once-living creatures animated by spiritual or supernatural forces. (Amazing Adventures 1st Printing)</p><p>Undead are once-living creatures animated by spiritual or supernatural forces. (Amazing Adventures 2nd Printing)</p><p>Characters drained below 1st level become a 0-level character with no class or abilities. A character drained below 0-level is instantly slain. Depending on the creature that killed the character, the character may rise the next night as a monster of that kind. If not, the character may at the GM’s option rise as another type of undead creature. (Amazing Adventures 2nd Printing)</p><p>Magic should be subtle and gradually erase the humanity from its user, turning him into something dark, amoral, and demonic. It eventually consumes its user, though it may grant him or her great power both spiritual and temporal before that happens—sometimes enough power to seek immortality as one of the undead. (Amazing Adventures Companion)</p><p>Undead and demonic minions are created and summoned using Sythgar magic.</p><p>The practice of elaborate funerals and burials has led to a strange and troubling increase in undead in some regions. (Ilshara Gazetteer)</p><p>In Lingusia, returning from the dead is not easy. Few local clerics have the ability, and fewer still would use it out of hand or without good cause. Evil clerics are much likelier to use it … but corruption of the risen can happen, and anytime an evil cleric raises someone there is a cumulative 3% chance that person will rise as a powerful undead, instead! (The Keepers of Lingusia)</p><p>The tales of this victory are not unblemished, however, for the bards of Dra’in say that Erik Kharam earned his victory by making a pact with the Banshee Liawnenshe, a diabolical spirit of the Silver Mountains who knew the secrets to Anharak’s defeat. She offered them to Kharam, for a price. He was to take her as his wife, thus freeing her of her curse. (The Keepers of Lingusia)</p><p>Kharam agreed, but could not bring himself to marry the hideous spirit, and reneged on his agreement after Anharak was defeated (some say Anharak was defeated by a knight errant of the Yllmar, as well, and that Kharam didn’t even accomplish this much). Liawnenshe was mortified, and cursed Kharam and his kingdom to an eternity of haunted strife. So it is said, the tale goes, that Dra’in became the damnable place it is. (The Keepers of Lingusia)</p><p>In fact, Dra’in might not seem so terrible to those who have visited some other, harsher realms, but the troubles of living in a domain where all warriors seemed doomed to fall in battle and rise as restless undead seem very much difficult to an everyday peasant. The people of the land are fearful of their very shadows, and take special measures to seal corpses in to coffins, or enact elaborate rituals to put the restless spirits to rest. The dead return to life all too easily in this land. (The Keepers of Lingusia)</p><p>The Hor Shaol can create any type of undead except other Hor Shoal. (Domesday Volume 1 Issue 3)</p><p>Untotenmeister Dragon Power. (Codex Germania)</p><p><em>Animate Dead Master</em> spell. (Amazing Adventures Companion)</p><p><strong>Abbernothian Shadow Lesser:</strong> See Shadow Lesser Abbernothian.</p><p><strong>Abbernothian Shadow Greater:</strong> See Shadow Greater Abbernothian.</p><p><strong>Abigor:</strong> ?</p><p><strong>Aboleth Vampire:</strong> See Vampire Aboleth.</p><p><strong>Advanced Skeletal Warrior:</strong> See Skeletal Warrior Advanced.</p><p><strong>Aggamite Troll:</strong> The magically created children birthed of trolls impregnating undead wombs spawned terrible outcasts. (The Keepers of Lingusia)</p><p><strong>Alkuvar Destriganumos:</strong> See Undead Dragon, Alkuvar Destriganumos.</p><p><strong>Aleric, Lady Catea Gonn:</strong> See Lich, Lady Catea Gonn Aleric.</p><p><strong>Allip:</strong> An allip is a magical, echoing remnant of a spirit gripped by madness, generated when a mentally troubled being commits suicide. (Monsters & Treasures 2nd Printing)</p><p>An allip is a magical, echoing remnant of a spirit gripped by madness, generated when a mentally troubled being commits suicide. (Monsters and Treasures 3rd Printing)</p><p>An allip is a magical, echoing remnant of a spirit gripped by madness, generated when a mentally troubled being commits suicide. (Monsters & Treasures 4th Printing)</p><p>The room is home to a mindless allip, the hollowed soul of a second one of Corilyn’s men. This unfortunate soul did not die as his companions did, but rather suffered the torment of the barghest, who drew his soul from his living body. So the man fled in torment, bolting himself in the well room. As his body died, it became the hollow form of an allip. (Stains Upon the Green)</p><p><strong>Allip, Athul:</strong> The creature is an allip, the undead spirit of the wizard Athul who killed himself by throwing himself into the river after his traveling companion Crel was slain by the Luvandgaurn. The current swept his body into the foundation of the bridge where it remains, crumbled, torn, and wrapped in his magical cloak. Athul’s unburied and unmourned spirit clings to the world of men. (C3 Upon the Powder River)</p><p><strong>Allip, Llewellyn:</strong> The creature is an allip, the undead remains of Llewellyn, the lighthouse keeper. In a vain attempt to escape the smugglers, Llewellyn tried to climb the steps to reach the beacon room. Instead, he slipped and fell to his death. The smugglers tossed his body over the cliff, but his soul can not rest and he has returned as an allip. (Castles & Crusades: The Secret of Smuggler's Cove)</p><p><strong>Amdromodon Green Zombie:</strong> See Zombie Green Amdromodon.</p><p><strong>Ancient Lich:</strong> See Lich Ancient.</p><p><strong>Ancient Vampire:</strong> See Vampire Ancient.</p><p><strong>Angrboda:</strong> See Spectre, Angrboda.</p><p><strong>Angry Spirit:</strong> See Spirit Angry.</p><p><strong>Animal Green Zombie:</strong> See Zombie Green Animal.</p><p><strong>Animal Skeleton:</strong> Animal carcasses that are the target of Animate Dead are raised as animal skeletons. Anyone casting the spell solely on dead animals can gain up to twice his level in HD, as opposed to his level in HD per the spell Animate Dead. In other words, a 5th level cleric, while normally only able to raise 5HD worth of Undead, may raise 10HD worth of animal skeletons. Only small creatures can be raised as such, no bigger than a large dog. (Classic Monsters)</p><p>Animal carcasses that are the target of animate dead are raised as animal skeletons. Anyone casting the spell solely on dead animals can gain up to twice his level in HD, as opposed to his level in HD per the spell animate dead. In other words, a 5th level cleric, while normally only able to raise 5HD worth of undead, may raise 10HD worth of animal skeletons. Only small creatures can be raised as such, no bigger than a large dog. (Classic Monsters & Treasures 2nd Printing)</p><p>Animal carcasses that are the target of Animate Dead are risen as animal skeletons. Anyone casting the spell solely on dead animals can gain up to twice his level in HD, as opposed to his level in HD per the spell Animate Dead. In other words, a 5th level Cleric, while normally only able to raise 5HD worth of Undead, may raise 10HD worth of animal skeletons. Only small creatures can be raised as such, no bigger than a large dog. (Amazing Adventures Manual of Monsters)</p><p>Animal carcasses that are the target of Animate Dead are raised as animal skeletons. Anyone casting the spell solely on dead animals can gain up to twice his level in HD, as opposed to his level in HD per the spell Animate Dead. In other words, a 5th level cleric, while normally only able to raise 5HD worth of Undead, may raise 10HD worth of animal skeletons. Only small creatures can be raised as such, no bigger than a large dog. (Phantom Train)</p><p><strong>Animal Skeleton Dog:</strong> ?</p><p><strong>Animal Skeleton Rat:</strong> ?</p><p><strong>Animated Snake:</strong> Nodjmet has animated a dead snake and placed it by the entrance to the cave. (C2 Shades of Mist)</p><p><strong>Anne:</strong> See Queen Anne.</p><p><strong>Antonitus, Daedalus:</strong> See Skeletal Warrior Advanced, Daedalus Antonitus.</p><p><strong>Apparition:</strong> ?</p><p><strong>Aquatic Ghoul:</strong> See Ghoul Lacedon, Aquatic Ghoul.</p><p><strong>Aramach:</strong> See Spectre, Aramach.</p><p><strong>Arch-Lich:</strong> See Lich Ancient Arch-Lich.</p><p><strong>Arcus Tallus-Perilan:</strong> See Lich Human Wizard 25, Arcus Tallus-Perilan.</p><p><strong>Ash Crawler:</strong> The ash crawler is partially incorporeal being made of nothing more than the ashes of its former body animated by a terrible evil will that makes it difficult to damage by weapons. (Critters Vol. 1)</p><p><strong>Ash Guardian:</strong> The ash guardian is a creature of dust, earth, and ash created when soil is fouled with the remains of innocent victims burned en masse; their angry spirits infest the earth itself with an unimaginable thirst for revenge. Ultimately, the wrath of these spirits congeals into a single entity capable only of hate and evil. (Castles & Crusades: Dread Crypt of Srihoz)</p><p><strong>Ashtarth Vampire:</strong> See Vampire Ashtarth.</p><p><strong>Athul:</strong> See Allip, Athul.</p><p><strong>Awakener:</strong> The awakener is a special form of ghost/lich created by the minions of a lord of the undead. This being has its spirit form magic jarred into a piece of jewelry such as a circlet, bracelet, etc. of suitable size. This item is the creature’s focus and is usually of valuable and of exquisite manufacture. (U1 Shadows of Halfling Hall)</p><p><strong>Bag O' Bones:</strong> The bag o’ bones is a result of the blending of the necromantic arts of the undead with the alchemical lore of golem creation. (The Long Valley)</p><p>The creation of such a monster requires expensive ingredients (at least 10,000 gp), months of preparation equal to a stone golem, and requires the assistance of both a high level cleric and a master wizard coordinating their powers. (The Long Valley)</p><p>Rather than animate all the skeletons here, the awakener decided it would be best to combine the material into a single (and dangerous) opponent. (U1 Shadows of Halfling Hall)</p><p>It is a result of the blending of the necromantic arts of the undead with the alchemical lore of golem creation. (U1 Shadows of Halfling Hall)</p><p>The creation of such a monster requires expensive ingredients (at least 10,000gp) and months of preparation equal to a stone golem and requires the assistance of both a high level cleric and a master wizard coordinating their powers. (U1 Shadows of Halfling Hall)</p><p><strong>Ban Yeoja:</strong> See Half Woman, Ban Yeoja.</p><p><strong>Banshea, Fiona Fitzgerald:</strong> She decided to run away to the big city of Dublin, not only to free her family of the burden of her presence but also find a better life for herself. None of this worked, and she found herself freezing to death in a filthy alley one dark winter night. She slept, hoping to find heaven when she awoke once again. (Victorious Phantasmagoria)</p><p>She woke, but not to the gates of St. Peter. Instead, she seemed a ghost, or at least appeared as one. (Victorious Phantasmagoria)</p><p><strong>Banshee:</strong> The banshee, often referred to as a wailing spirit, is a female fey whose undying spirit has lingered in the land of the living. These creatures are destined to haunt swamps and moors with their unholy presence. Legends whisper that the maiden must have performed many wicked deeds in her life to be cursed with such a dire form, and this malicious desire to do evil is what allows them to continue their existence in the world of the living. (Monsters & Treasures 2nd Printing)</p><p>The banshee, often referred to as a wailing spirit, is a female fey whose undying spirit has lingered in the land of the living. These creatures are destined to haunt swamps and moors with their unholy presence. Legends whisper that the maiden must have performed many wicked deeds in her life to be cursed with such a dire form, and this malicious desire to do evil is what allows them to continue their existence in the world of the living. (Monsters and Treasures 3rd Printing)</p><p>The banshee, often referred to as a wailing spirit, is a female fey whose undying spirit has lingered in the land of the living. Legends whisper that the maiden must have performed many wicked deeds in her life to be cursed with such a dire form, and this malicious desire to do evil is what allows them to continue their existence in the world of the living. (Monsters & Treasures 4th Printing)</p><p>The sword Noxmorus has two natural enemies, orcs, and elves. Against orcs, the wielder always gains initiative. Against elves or fey, the blade has a malevolent effect. On a roll of a natural 20, the elf or fey’s spirit is forever destroyed, thus cursing them to live out their days as shadows of their former selves, eventually becoming a banshee. (Monsters and Treasures of Airhde 2nd Printing)</p><p>The sword Noxmorus has two natural enemies, orcs, and elves. Against orcs, the wielder always gains initiative. Against elves or fey, the blade has a malevolent effect. On a roll of a natural 20, the elf or fey’s spirit is forever destroyed, thus cursing them to live out their days as shadows of their former selves, eventually becoming a banshee. (Monsters and Treasures 3rd Printing)</p><p>But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures. (Tome of the Unclean)</p><p>But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures. (Tome of the Unclean 2019 Preorder)</p><p>The reason for its lack of a resident is that the former occupant was transformed by Argus into a banshee. (U2 Verdant Rage)</p><p>Any female wood folk slain as a gaunt has a 5% chance of rising yet again as a banshee in 1d4 days. (U2 Verdant Rage)</p><p>Noxmorus magic item (Monsters and Treasures of Airhde 2nd Printing)</p><p>Noxmorus magic item (Monsters & Treasures of Airhde 3rd Printing)</p><p><strong>Baron Crimson:</strong> See Vampire Ancient Crimson Baron.</p><p><strong>Baron Hroder:</strong> See Vampire, Baron Hroder.</p><p><strong>Barrow Wight:</strong> See Wight Barrow.</p><p><strong>Bat Zombie:</strong> See Zombie Bat.</p><p><strong>Bear Black Ghoul:</strong> See Ghoul Bear Black.</p><p><strong>Beast Small Skeleton:</strong> See Skeleton Small Beast.</p><p><strong>Becolaep:</strong> A becolaep is a spectral witch that has died or was slain and passed on into the form of a wrath but refuses travel on to Helle or anywhere else in the Seven Worlds. Once a halirūna or wælcyrig, the becolaep is now a vengeful spirit, haunting desolate places (preferably near graves or tombs, or fresh battle-fields). (Codex Germania)</p><p><strong>Beetle Genitch:</strong> See Denizen Genitch Beetle.</p><p><strong>Belphegor:</strong> See Demiurge Demon Lord, Belphegor, The Corruptor.</p><p><strong>Bhabaphir:</strong> See Vampire Bhabaphir, Granny Soul-Sucker.</p><p><strong>Bhuta:</strong> When a person is murdered, the spirit sometimes clings to the world, refusing to accept its mortal death. This spirit possesses its original body and seeks out those responsible for its murder. (Black Libram of Naratus)</p><p>When a person is murdered, the spirit sometimes clings to the world, refusing to accept its mortal death. This spirit possesses its original body and seeks out those responsible for its murder. (Castle Keeper's Guide to the Haunted Highlands)</p><p>There is a 20%* chance that the PCs encounter a victim of one of their encounters with the above opponents. In this event the corpse rises as a Bhuta attacking the character who slew it in life. (Free City of Eskadia)</p><p>When a person is murdered, the spirit sometimes clings to the world, refusing to accept its mortal death. This spirit possesses its original body and seeks out those responsible for its murder. (Amazing Adventures Manual of Monsters)</p><p><strong>Bidder Bredderson:</strong> See Ghost, Bidder Bredderson.</p><p><strong>Bjorn the Old:</strong> See Undead Partial Ghast Human Trollblood Ranger 7, Bjorn the Old, Ole the Giant Slayer.</p><p><strong>Black Bear Ghoul:</strong> See Ghoul Bear Black.</p><p><strong>Blackfriar, Roger:</strong> See Jolly Roger, Captain Roger Blackfriar.</p><p><strong>Blldia:</strong> This creature is an undead spirit of rage in corporeal form seeking to destroy everything and everyone in its path. Scholars believe that these manifestations were once the souls of those who poisoned the minds of those around them through deeds and words because of envy and jealousy. These emotions for some became a rage that consumed them resulting in this abomination beyond death. (Domesday Volume 1 Issue 3)</p><p><strong>Blood King:</strong> See Vampire Ancient Lord Blood King.</p><p><strong>Blood Wight:</strong> See Wight Blood.</p><p><strong>Bodak:</strong> A bodak is the physical manifestation of corruption, a creature condemned by demonic forces to linger forever in the torments of lost, forbidden knowledge. These creatures are formed when an evil individual trades its soul in exchange for some dark secret or hidden knowledge. (Monsters & Treasures 2nd Printing)</p><p>A bodak is the physical manifestation of corruption, a creature condemned by demonic forces to linger forever in the torments of lost, forbidden knowledge. These creatures are formed when an evil individual trades its soul in exchange for some dark secret or hidden knowledge. (Monsters and Treasures 3rd Printing)</p><p>A bodak is the physical manifestation of corruption, a creature condemned by demonic forces to linger forever in the torments of lost, forbidden knowledge. These creatures are formed when an evil individual trades its soul in exchange for some dark secret or hidden knowledge. (Monsters & Treasures 4th Printing)</p><p><strong>Bodak, Guardian of the Key:</strong> Sitting at the desk is the Guardian of the Key, a powerful warrior and mystic transformed into a bodak of unusual power. (U3 Fingers of the Forsaken Hand)</p><p><strong>Bodak, Prince Tamur:</strong> Prince Tamur was imprisoned alive, the Helm of Strife bolted to his living skull. Once completed, the torture and ritual transformed Prince Tamur for all time into a bodak. (U4 Curse of the Khan)</p><p><strong>Bogeyman:</strong> Bogeymen are the stuff of legends: creatures created in the minds of parents who relayed stories about incorporeal ghosts coming to carry their children off if they didn’t go to bed when they were supposed to, didn’t do their chores when asked, and so on. The spectral bogeyman’s ties to the land of the living are a result of these stories. Often, these stories are based on the exploits of criminals, murderers, and madmen that live or have lived in the local area. By the very nature of their creation, bogeymen are evil. They are creatures born of fear and lies, delighting in the torment their fear harbors. (Black Libram of Naratus)</p><p>Bogeymen are the stuff of legends: creatures created in the minds of parents who relayed stories about incorporeal ghosts coming to carry their children off if they didn’t go to bed when they were supposed to, didn’t do their chores when asked, and so on. The spectral bogeyman’s ties to the land of the living are a result of these stories. Often, these stories are based on the exploits of criminals, murderers, and madmen that live or have lived in the local area. By the very nature of their creation, bogeymen are evil. They are creatures born of fear and lies, delighting in the torment their fear harbors. (Castle Keeper's Guide to the Haunted Highlands)</p><p>Bogeymen are the stuff of legends: creatures created in the minds of parents who relayed stories about incorporeal ghosts coming to carry their children off if they didn’t go to bed when they were supposed to, didn’t do their chores when asked, and so on. The spectral bogeyman’s ties to the land of the living are a result of these stories. Often, these stories are based on the exploits of criminals, murderers, and madmen that live or have lived in the local area. By the very nature of their creation, bogeymen are evil. They are creatures born of fear and lies, delighting in the torment their fear harbors. (Amazing Adventures Manual of Monsters)</p><p><strong>Boylin, Morgane:</strong> See Shade, Morgane Boylin.</p><p><strong>Bredderson, Bidder:</strong> See Ghost, Bidder Bredderson.</p><p><strong>Bride of Malash:</strong> See Coffer Corpse, Hilde, Bride of Malash.</p><p><strong>Brine Zombie:</strong> See Zombie Brine.</p><p><strong>Brykolakas:</strong> Their true origin is unknown, although it is thought a recipe in the Black Libram of Nartarus and the bodies of aquatic ghouls are involved. (Black Libram of Naratus)</p><p>Their true origin is unknown, although it is thought a recipe in the Black Libram of Nartarus and the bodies of aquatic ghouls are involved. (Castle Keeper's Guide to the Haunted Highlands)</p><p><strong>Bulrigi:</strong> See Mummy, Bulrigi.</p><p><strong>Burning Corpse:</strong> The burning corpse is an undead creature cursed by the very hellfires that spawned it. (Domesday Volume 2 Issue 4)</p><p>Burning corpses are usually spawned from those condemned to hell for horrid crimes. (Domesday Volume 2 Issue 4)</p><p><strong>Camilla:</strong> See Vampire, Camilla.</p><p><strong>Captain Roger Blackfriar:</strong> See Jolly Roger, Captain Roger Blackfriar.</p><p><strong>Cardinal Richelieu:</strong> See Vampire, Cardinal Richelieu.</p><p><strong>Castor Elas Markovin:</strong> See Vampire Fighter-Wizard 13, Castor Elas Markovin.</p><p><strong>Cat Skeletal:</strong> See Skeletal Cat.</p><p><strong>Catea Gonn Aleric:</strong> See Lich, Lady Catea Gonn Aleric.</p><p><strong>Cean Gan:</strong> See Gan Cean.</p><p><strong>Ceannan Gan:</strong> See Gan Ceannan.</p><p><strong>Champion:</strong> See Ghost Fighter 5, The Champion.</p><p><strong>Charity:</strong> See Vampire Ancient Thirst Lord, Miss Charity, Lady of Thirst.</p><p><strong>Chastetor, Trebitha Gonn:</strong> See Mummy Greater, Trebitha Gonn Chastetor.</p><p><strong>Cinder Ghoul:</strong> See Ghoul Cinder.</p><p><strong>Civatateo:</strong> Civatateo are noble women who have died in childbirth and now roam as undead looking to punish the living. (Of Gods & Monsters)</p><p>Civatateo are noble women who have died in childbirth and now roam as undead looking to punish the living. (Amazing Adventures Manual of Monsters)</p><p><strong>Coffer Corpse:</strong> A coffer corpse is formed when a recently deceased humanoid is the victim of an incomplete death ritual. (Castle Keeper's Guide to the Haunted Highlands)</p><p>A coffer corpse is formed when a recently deceased humanoid is the victim of an incomplete death ritual. (DB2 Crater of Umeshti)</p><p><strong>Coffer Corpse, Hilde, Bride of Malash:</strong> Following instructions found upon the Scroll of Nartarus, he sacrificed Hilde in the name of the god of the walking dead. She was returned to him a fortnight later as a coffer corpse, and his very own undead bride. (DB2 Crater of Umeshti)</p><p><strong>Comte de Rochefort:</strong> See Vampire Spawn, Comte de Rochefort.</p><p><strong>Corpse Ray:</strong> The Corpse Ray is the animate amalgam of bones, sundered flesh, and detritus of drowned and devoured sailors that has somehow coalesced into a mass of cursed life with a hatred of all things living. (Critters Vol. 1)</p><p><strong>Corruptor:</strong> See Demiurge Demon Lord, Belphegor, The Corruptor.</p><p><strong>Crimson Baron:</strong> See Vampire Ancient Crimson Baron.</p><p><strong>Corpse Burning:</strong> See Burning Corpse.</p><p><strong>Corpse Coffer:</strong> See Coffer Corpse.</p><p><strong>Corpse Golem:</strong> The creation of the foulest rites of black magick, the Corpse Golem is a disgusting tatterdemalion of body parts harvested from dozens, sometimes hundreds, of dead bodies for assimilation into the creature’s nauseous flesh. (Victorious the Role Playing Game)</p><p><strong>Corpse Leather:</strong> See Cuir-Lijik, Leather Corpse.</p><p><strong>Count Dracula:</strong> See Vampire Count Dracula, Count Vlad Tepesch, King of the Vampires.</p><p><strong>Count Vlad Tepesch:</strong> See Vampire Count Dracula, Count Vlad Tepesch, King of the Vampires.</p><p><strong>Crawler Ash:</strong> See Ash Crawler.</p><p><strong>Creeper Crypt:</strong> See Crypt Creeper.</p><p><strong>Crow Undead:</strong> See Undead Crow.</p><p><strong>Crypt Guardian:</strong> ?</p><p><strong>Crypt Creeper:</strong> A Crypt Creeper is the detritus and bones of small animals that have collected within a crypt, tomb, or lair of powerful undead. Over the decades or centuries exposed to the negative energy that permeates these places, this collection of remains gained a un-life of its own. (Critters Vol. 2)</p><p><strong>Crypt Thing:</strong> Legends abound that crypt things were once great sages, destined to live out eternity in a constant thirst for knowledge. (Classic Monsters)</p><p>Legends abound that crypt things were once great sages, destined to live out eternity in a constant thirst for knowledge. (Classic Monsters & Treasures 2nd Printing)</p><p>Crypt things are undead creatures found guarding tombs, graves, crypts, and other such structures. They are created by spellcasters to guard such areas and they never leave their assigned area. (Black Libram of Naratus)</p><p>Crypt things are undead creatures found guarding tombs, graves, crypts, and other such structures. They are created by spellcasters to guard such areas and they never leave their assigned area. (Castle Keeper's Guide to the Haunted Highlands)</p><p><strong>Cuir-Lijik, Leather Corpse:</strong> In this case, the cuir-lijik was the lone survivor of the ambush. As a servant and henchman of the family, he knew generally where the family had a hidden niche in the fire place. However, either he did not know of the pit trap that protected the niche, or in his haste after the ambush, he forgot it was there. As such, he fell into the trap when he tried to open the secret niche. The fall was not great enough to kill him, but with all other family members, servants, henchmen, and smugglers dead, he was left there to die slowly in the dark pit, laying atop the ancient cursed bolder the black druids offered blood sacrifices on many generations ago. As he died slowly, the acid which drips from the walls began to tan his flesh and dark cursed powers filled his body. (Domesday 9)</p><p><strong>Cyclone Mortuary:</strong> See Mortuary Cyclone.</p><p><strong>Daedalus Antonitus:</strong> See Skeletal Warrior Advanced, Daedalus Antonitus.</p><p><strong>Dalpuris, Veregnar Gonn:</strong> See Hagarant Lord, Veregnar Gonn Dalpuris.</p><p><strong>Dark Queen:</strong> See Lich, Nialle, The Dark Queen.</p><p><strong>Darksed:</strong> See Death Knight Fighter 10/Rogue 6/Mage 6, Darksed.</p><p><strong>Dead Restless:</strong> See Restless Dead.</p><p><strong>Dead Vampire:</strong> See Vampire Strighoiphir, Dead Vampire.</p><p><strong>Death Grip:</strong> These are the left hands of the zombies within the upper hall, now reanimated by the awakener into death grips. (U1 Shadows of Halfling Hall)</p><p>The death grip is an unusual form of undead created by a high level necromancer or evil cleric. The hand of a corpse and one of the corpses eyeballs are used in the animation rite and it creates a scuttling clawlike hand that will follow simple commands as a skeleton or zombie. (U1 Shadows of Halfling Hall)</p><p><strong>Death Knight, Knight of Chaos:</strong> Once loyal paladins, they were raised back into life by demonic forces to unleash mayhem on an unsuspecting world. Thankfully, very few of these creatures are known to exists</p><p>Once loyal paladins, they were raised back into life by demonic forces to unleash mayhem on an unsuspecting world. (Classic Monsters & Treasures 2nd Printing)</p><p>The Knights of Chaos (also called death knights) are a rare and horrifying form of undead, spawned from the incarnation of a truly evil Black Rider. Usually, the knight was dedicated to a chaotic order, such as the Black Riders of Slithotep, or the Order of Set. It is also known that a knight dedicated to a just or good order who succumbs to supreme corruption might be swayed into the domain of evil. (The Keepers of Lingusia)</p><p>Such knights are forbidden to walk the path of the Final Night (a euphemism for the journey the dead make to the afterlife), leading them into the Land of the Dead, for their souls have been claimed by Chaos, but in defiance of their true masters in the Abyss, the pure strength of their post mortem incarnations are capable of fending off the petitioners of the Abyss. (The Keepers of Lingusia)</p><p>Orb of the Dead Grant Un-Death power. (Domesday 7)</p><p><strong>Death Knight Fighter 10/Rogue 6/Mage 6, Darksed:</strong> ?</p><p><strong>Degenerate Pygmy:</strong> See Pygmy Degenerate.</p><p><strong>Demi-Lich:</strong> See Demilich, Demi-Lich.</p><p><strong>Demilich, Demi-Lich:</strong> Once a Lich (Monsters & Treasure tome, page 54) has outlived its physical form (which is many centuries), its spirit will release from its frail body and enter into the ethereal and astral planes. It will always and forever have a connection with the remains it has left behind and will guard them for eternity. (Classic Monsters)</p><p>Once a lich (Monsters & Treasure) has outlived its physical form (which takes many centuries), its spirit will release from its frail body and enter into the ethereal and astral planes. It will always and forever have a connection with the remains it has left behind and will guard them for eternity. (Classic Monsters & Treasures 2nd Printing)</p><p>A demilich is an advanced lich of great power. When the animating force of a lich ceases to exist and the material body finally decays (often after centuries of undeath), the soul lingers in the area and slowly over time possesses all that remains of the lich—its skull. (Black Libram of Naratus)</p><p>A demilich is an advanced lich of great power. When the animating force of a lich ceases to exist and the material body finally decays (often after centuries of un-death) the soul lingers in the area and slowly over time possesses all that remains of the lich—its skull. (Castle Keeper's Guide to the Haunted Highlands)</p><p><strong>Demiurge Demon Lord, Belphegor, The Corruptor:</strong> This fallen demiurge of Chaos is said to have died more deaths than most. Having been an ancient devonin lord ensorcelled in to the service of the Prehunate Empire ten thousand years ago, Belphegor was slain on the fields of battle when the gods cast down the heretical pre-human civilization of old. Thousands of years later, the dark necromancers of the Kadantanian Empire sought to resurrect the demon god, and he was brought to life through much sacrifice, rising from the festering remains of his subterranean tomb to live anew. For centuries, the Kadantanians were a force to be reckoned with, but at last they were destroyed in war, and Belphegor’s vampiric undeath could not be sustained. He fell once again in to deathly slumber, only to be awakened again by agents of Draskis, in which descendents of the Kadantanian necromancers had found new power. He became the god of the Draskis, and in a period of war and strife, the kingdom of Draskis almost destroyed the eastern kingdom of Cymeer. Belphegor was summoned on the fields of battle, in which the Cymeeri god Amehwy and his seraphim minions were also summoned, and the dark god slew the Cymeeri demiurge. It was a terrible blow, and Draskis swept over their foes like a great tidal wave, but during the Reckoning, the powers of Chaos were smitten by the triumph of Order, and Belphegor’s life force was once again drained, and the terrible beast fell. His followers, sundered and marked with the taint of the sherigras, built the Draskis Necropolis about his festering corpse, hoping to find a way to channel new energies in to his body. Eventually, the Cymeeri people rose up against their oppressors, and conquered the Draskis people. The Necropolis Draskis fell silent, no more desperate offerings brought to it. It seemed that Belphegor would rest forever more. (The Keepers of Lingusia)</p><p>Most recently, the Red Dragon Comet appeared in the sky, heralding an eons old return of the great balance. The comet was stricken from the sky by the might of the new Dark Lord of Chaos, as Xauraun Vestillios stole the power of his forebears, and the rain of debris from the comet brought an explosion of raw chaos energy upon the land. One such meteor plunged in to the heart of the Necropolis Draskis, and penetrated the heart of Belphegor. Like a cardiac patient under the paddles, his necrotic being shook with painful awareness, and he was once again brought to vampiric life. Now, infused with new power, Belphegor schemes to draw forth new followers and carve out a new empire of darkness in the land. (The Keepers of Lingusia)</p><p><strong>Denizen Genitch Beetle:</strong> They spawn on the corpse of very evil creatures, living embodiments of the lingering evil of the creature itself. Usually several dozen to a hundred spawn. (Tome of the Unclean)</p><p>These beetles are found throughout all the lower planes. They spawn on the corpse of very evil creatures, living embodiments of the lingering evil of the creature itself. Usually several dozen to a hundred spawn. (Tome of the Unclean 2017 Preorder)</p><p>They spawn on the corpse of very evil creatures, living embodiments of the lingering evil of the creature itself. Usually several dozen to a hundred spawn. (Tome of the Unclean 2019 Preorder)</p><p><strong>Destriganumos, Alkuvar:</strong> See Undead Dragon, Alkuvar Destriganumos.</p><p><strong>Devil Lesser Discarnate:</strong> The discarnate are lost souls, shadows of their former selves. (Tome of the Unclean)</p><p>The discarnate are the souls and spirits of those who died in Hell and were trapped there, their bodies left to rot, unburied.</p><p>Those who die in Aufstrag, remain there, their souls trapped until their bodies are laid to rest in hallowed ground. These are the discarnate. (Tome of the Unclean)</p><p>Note that the discarnate are also people that have fallen in Hell and have become undead creatures. (Tome of the Unclean)</p><p>The discarnate are the souls and spirits of those who died in hell and were trapped there, their bodies left to rot, unburied. (Tome of the Unclean 2017 Preorder)</p><p>Those who die in Aufstrag, remain there, their souls trapped until their bodies are laid to rest in hallowed ground. These are the discarnate. (Tome of the Unclean 2017 Preorder)</p><p>The discarnate are lost souls, shadows of their former selves. (Tome of the Unclean 2019 Preorder)</p><p>The discarnate are the souls and spirits of those who died in Hell and were trapped there, their bodies left to rot, unburied.</p><p>Those who die in Aufstrag, remain there, their souls trapped until their bodies are laid to rest in hallowed ground. These are the discarnate. (Tome of the Unclean 2019 Preorder)</p><p>Note that the discarnate are also people that have fallen in Hell and have become undead creatures. (Tome of the Unclean 2019 Preorder)</p><p><strong>Devouring Soul:</strong> See Soul Devouring.</p><p><strong>Discarnate:</strong> See Devil Lesser Discarnate.</p><p><strong>Dog Animal Skeleton:</strong> See Animal Skeleton Dog.</p><p><strong>Dog Hunting Skeletal Undead:</strong> See Skeletal Undead Hunting Dog.</p><p><strong>Dog Skeletal Undead Hunting:</strong> See Skeletal Undead Hunting Dog.</p><p><strong>Dog Zombie:</strong> Unfortunately, after the attack there was no one to let them out and so the poor animals died of thirst and starvation. The Awakener subsequently animated them as zombies to provide a nasty surprise to anyone nosey enough to intrude in here. (U1 Shadows of Halfling Hall)</p><p><strong>Don Martimho:</strong> See Zombie, Don Martimho.</p><p><strong>Dr. Orleon:</strong> See Vampire, Dr. Orleon.</p><p><strong>Dracula:</strong> See Vampire Count Dracula, Count Vlad Tepesch, King of the Vampires.</p><p><strong>Dragon Green Zombie:</strong> See Zombie Green Dragon.</p><p><strong>Dragon Lich:</strong> ?</p><p><strong>Dragon Skeletal:</strong> See Skeletal Dragon.</p><p><strong>Dragon Skeleton:</strong> ?</p><p><strong>Dragon Undead:</strong> See Undead Dragon.</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. (Black Libram of Naratus)</p><p>When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. (Black Libram of Naratus)</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. (Castle Keeper's Guide to the Haunted Highlands)</p><p>When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. (Castle Keeper's Guide to the Haunted Highlands)</p><p>Draug are the horrid undead creatures of those who have drowned at sea. (The Keeper Issue 1)</p><p>Victim ’s drowned to death by a draug have a 25% chance of returning to unlife as a Draug in 3 days time. Removal of the victim ’s body from the water will prevent this from happening. (The Keeper Issue 1)</p><p><strong>Draugr:</strong> The draugr is a type of undead, so malevolent in life that its evil ways still possess it in death. Resembling a zombie in appearance, the draugr is very intelligent, unlike the mindless, plodding zombie. Only humans can be reborn as draugr. (Classic Monsters)</p><p>Only corpses that have been housed in tombs or crypts can be draugr, as the creature cannot dig itself out of a grave. (Classic Monsters)</p><p>The draugr is a type of undead so malevolent in life that its evil ways still possess it in death. Resembling a zombie in appearance, the draugr is very intelligent, unlike the mindless, plodding zombie. Only humans can be reborn as draugr. The undead can only walk the earth during the night, and must rest during the day. Only corpses that have been housed in tombs or crypts can be draugr, as the creature cannot dig itself out of a grave. (Classic Monsters & Treasures 2nd Printing)</p><p>The draugr is a type of undead so malevolent in life that its evil ways still possess it in death. (Tome of the Unclean)</p><p>Only humans can be reborn as draugr. (Tome of the Unclean)</p><p>Only corpses that have been housed in tombs or crypts can be draugr, as the creature cannot dig itself out of a grave. (Tome of the Unclean)</p><p>The draugr is a type of undead so malevolent in life that its evil ways still possess it in death. (Tome of the Unclean 2019 Preorder)</p><p>Only corpses that have been housed in tombs or crypts can be draugr, as the creature cannot dig itself out of a grave. (Tome of the Unclean 2019 Preorder)</p><p>The 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. (Codex Nordica)</p><p>Sometimes, a victim to a Draugr can be made to turn into one as well, taking a full day before it occurs.</p><p><strong>Dread Knight:</strong> The Dread Knight is a powerful undead created from the corpse of a fallen knight or paladin by necromancers. (Critters Vol. 1)</p><p><strong>Dryhtne:</strong> The dryhtné are slain warriors who have not passed on to the next world after death for various reasons and now haunt regions where they previously roamed, either on land or sea. (Codex Germania)</p><p>Often, the curse of a wælcyrig could bring these dead warriors up from the earth to haunt or plague an enemy. (Codex Germania)</p><p><strong>Dust Ghoul:</strong> See Ghoul Dust.</p><p><strong>Dust Wraith:</strong> See Wraith Dust.</p><p><strong>Dwarf Gray Wight:</strong> See Wight Dwarf Gray.</p><p><strong>Dysadda Gyristia:</strong> See Vampire, Dysadda Gyristia.</p><p><strong>Ealuta:</strong> See Gaunt, Ealuta.</p><p><strong>Ekimmu:</strong> See Vampire Ekimmu, Spirit Vampire, Vampire Lord.</p><p><strong>Eldritch Head:</strong> These disembodied heads are the craftsmanship of fell necromancers. (Castle Keeper's Guide to the Haunted Highlands)</p><p>Eldritch Heads have been infused with a portion of the necromancer’s arcane energies, and as such assault those who would interfere with their master’s property with magical assaults. (Castle Keeper's Guide to the Haunted Highlands)</p><p><strong>Empusa:</strong> Under the command and, by some myths, created by the dark goddess Hecate, these vampiric beings are lethal. (Codex Classicum)</p><p>Terrible and insidious, the Empousai are spawned from a union of the goddess Hecate and Mormo. (Codex Classicum)</p><p><strong>Empusa Spawn:</strong> The Empusa can turn the slain it fed upon back, but it will become a 4 Hit Dice Empusa (Vampire) instead, and have only Physical saves. The abilities are limited as well: Blood Drain, Energy Drain, Regeneration 1, Electrical Resistance (half). If the creating Empusa is slain, so are the spawn. (Codex Classicum)</p><p><strong>Erigast:</strong> See Lich, Erigast.</p><p><strong>Esidria Elas Phallikoskis:</strong> See Vampire Wizard 14, Esidria Elas Phallikoskis, Queen of the Black Society.</p><p><strong>Evil Oculus of Ice and Fire:</strong> ?</p><p><strong>Fear Guard:</strong> Any living creature reduced to Wisdom 0 by a fear guard becomes a fear guard under the control of its killer within 2d6 hours. If a bless spell is cast on the corpse before this time, it prevents the transformation. (Black Libram of Naratus)</p><p>Any living creature reduced to wisdom of 0 by a fear guard becomes a fear guard under the control of its killer within 2d6 hours. If a bless spell is cast on the corpse before this time, it prevents the transformation. (Castle Keeper's Guide to the Haunted Highlands)</p><p><strong>Feliul Stone:</strong> Feliul stones are magical stones that have been possessed by the spirit of a fallen dwarf, gnome, giant or goblin (far more commonly a dwarf). Usually the victim has died some horrible death, through torture or the like. Some feliul stones are possessed of the spirits of those that have died before some great task was completed. Whatever the case, the spirit lingers in the living world and takes up residence in the stone about it. (Giant's Rapture)</p><p>Feliul stones are magical stones that have been possessed by the spirit of a fallen dwarf, gnome, giant or goblin (far more commonly a dwarf). Usually the victim has died some horrible death, through torture or the like. Some feliul stone’s are possessed of the spirits of those that have died before some great task was completed. (S2 Dwarven Glory)</p><p><strong>Fell Shadow:</strong> When a victim is reduced to 0 STR points, 0 hit points, or 0 CON points, the victim is dead and will rise in 1-3 nights as a lesser Fell Shadow under the thrall of the Fell Shadow that slew him or her; if the Fell Shadow in question still exists. If not, the new Fell Shadow will be independent and at full strength. (Domesday 7)</p><p><strong>Fell Shadow Lesser:</strong> When a victim is reduced to 0 STR points, 0 hit points, or 0 CON points, the victim is dead and will rise in 1-3 nights as a lesser Fell Shadow under the thrall of the Fell Shadow that slew him or her; if the Fell Shadow in question still exists. If not, the new Fell Shadow will be independent and at full strength. (Domesday 7)</p><p><strong>Fiona Fitzgerald:</strong> See Banshea, Fiona Fitzgerald.</p><p><strong>Fitzgerald, Fiona:</strong> See Banshea, Fiona Fitzgerald.</p><p><strong>Fire Phantom:</strong> When a humanoid creature dies on the Elemental Plane of Fire, its soul often melds with part of the fiery plane and reforms as a fire phantom; a humanoid creature composed of rotted and burnt flesh swathed in elemental fire. (Black Libram of Naratus)</p><p>When a humanoid creature dies on the Elemental Plane of Fire, its soul often melds with part of the fiery plane and reforms as a fire phantom: A humanoid creature composed of rotted and burnt flesh swathed in elemental fire. (Castle Keeper's Guide to the Haunted Highlands)</p><p><strong>Fleshless Oracle:</strong> See Lich Ancient Fleshless Oracle.</p><p><strong>Forsaken:</strong> The forsaken are creatures who have survived Klarglich, the Pits of Woe. There, Unklar bound many unfortunate victims of his reign and wreaked havoc upon their minds and bodies. His slave masters tortured them, his wizards experimented upon them, and the darkness fed upon their sanity. Most victims perished in that dark pit in the bowels of Aufstrag, but a few survived and fled the Pits. (Monsters and Treasures of Aihrde)</p><p>The forsaken are creatures who have survived Klarglich, the Pits of Woe. There, Unklar bound many unfortunate victims of his reign and wreaked havoc upon their minds and bodies. His slave masters tortured them, his wizards experimented upon them and the darkness fed upon their sanity. Most victims perished in that dark pit in the bowels of Aufstrag, but a few survived and they fled the Pit when they could. (Monsters and Treasures of Airhde 2nd Printing)</p><p>The forsaken are creatures who have survived Klarglich, the Pits of Woe. There, Unklar bound many unfortunate victims of his reign and wreaked havoc upon their minds and bodies. His slave masters tortured them, his wizards experimented upon them and the darkness fed upon their sanity. Most victims perished in that dark pit in the bowels of Aufstrag, but a few survived and they fled the Pit when they could. (Monsters & Treasures of Airhde 3rd Printing)</p><p><strong>Fye:</strong> Fye are cursed, solitary, incorporeal spirits whose death took place in the vicinity of a temple of evil, or other such desecrated place. (Castle Keeper's Guide to the Haunted Highlands)</p><p><strong>Gallytrot:</strong> These are decaying and baleful dead beings dressed in tattered and old clothing that seek the life essence of those they cause fear in, and they come from the underworld of Annwn at times when the presence of death is strong. (Night of the Spirits)</p><p>These Gallytrots were long dead Roman soldiers from ages past that have come from the underworld seeking revenge. (Night of the Spirits)</p><p><strong>Gamin Vampire:</strong> See Vampire Szalbaphir, Vampire Gamin.</p><p><strong>Gan Cean:</strong> ?</p><p><strong>Gan Ceannan:</strong> They are the tortured spirits of dead horsemen who seek the souls of the weak or dying. (Codex Celtarum)</p><p><strong>Gashadokuro:</strong> Gashadokuro are created from gathering bones from people who have died of starvation. (Of Gods & Monsters)</p><p>Gashadokuro are created from gathering bones from people who have died of starvation. (Amazing Adventures Manual of Monsters)</p><p><strong>Gaunt:</strong> Gaunts are the results of necromantic experimentations upon the corpses of elves and other woodland beings. (U2 Verdant Rage)</p><p><strong>Gaunt, Ealuta:</strong> In their midst was an old washer woman, Ealuta, who had not left Gaxmoor willingly that day, but rather been driven out by her family for she was a thief and threatened murder. She cursed her family, fled the town and laughed in scorn when the city disappeared. She gathered with the refugees near the Cuft Gorge and helped them build a home of loose rock. In time, however, she began to steal from them, and later, when winter struck and food ran short, she stole more. She was eventually found out and driven out of the makeshift town. They hounded her over the bridge and drove her into the snow to die. (The Long Valley)</p><p>But she did not die, for she was pickled with hate for all living things, and this hate kept her warm. She found shelter under the eastern side of the , and there carved out a hovel where she found some comfort. (The Long Valley)</p><p>When the first of the refugees died, she took note and watched as the others buried him. When they left the grave, she dug up the body and gnawed upon it, devouring the flesh raw. She tried to hide her crimes but was too weak. So, she took a rock and cut the remains into pieces and bore it back across the bridge to her lonely world. There, she buried the meat in the dirt.</p><p>The others soon discovered her crime but were too weak to pursue her, for the snows were deep and the food already gone. Three more died and were buried in shallow graves, only to suffer the indignity of becoming Ealuta’s meal, one after the other. What followed was a nightmare of death, murder and a witch’s haunt, until at last some few fled into the west to find succor and only one remained, a young girl, whose brother lay in the cold ground. She would not leave his side for him to become a meal for the witch. (The Long Valley)</p><p>So Ealuta found her, kneeling in the snow over her brother’s grave, and she sought to make a fresh kill and eat her there and then while the meat was still warm. Her clawed hand grasped the child’s throat to choke the life from it, but far faster and more agile, the child spun and struck Ealuta across the brow with a rock. The witch fell back into the snow, and the girl leapt upon her and stove her head in with the rock. With the last of her strength she took the witch by the hair and dragged her to her gorge and cast her mangled body to the floor far below. With that she left her brother and the valley to the east and came in time to the Massif and the people there where it is said she prospered, but would never speak of those dark days but to her own children. (The Long Valley)</p><p>The tale did not end there, however, for Ealuta rose from the gorge, a twisted creature of evil and spite. Wild and without purpose, she haunted the bridge slaying any and all who came to it. Driven by a hunger she could not satisfy, she dwelt there from that day to this. (The Long Valley)</p><p><strong>Genitch Beetle:</strong> See Denizen Genitch Beetle.</p><p><strong>Ghast:</strong> If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4-1 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice. (Monsters & Treasures 2nd Printing)</p><p>If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4–1 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice. (Monsters and Treasures 3rd Printing)</p><p>If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice. (Monsters & Treasures 4th Printing)</p><p>If a creature dies from wounds sustained by a tharghûl’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4-1 days unless the corpse is blessed before interment. The victim rises as a ghoul if it has less than four levels or hit dice, and as a ghast if it has a four or more levels or hit dice. (Monstrous Menaces 2 Blade Dancer, Goblin, and Tharghul)</p><p>If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice. (Tome of the Unclean)</p><p>But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures. (Tome of the Unclean)</p><p>If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice. (Tome of the Unclean 2019 Preorder)</p><p>But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures. (Tome of the Unclean 2019 Preorder)</p><p>The Dread Mire is an ancient battleground that has now become a swamp. Some millennia past, a local elfin lord aligned himself a human kingdom to battle against the onslaught of the Horned One’s army. In the first clashing of arms, the human king betrayed his ally and fell upon the elfin rearguard as the armies of the Horned One weighed into the vanguard. The humans slaughtered all of the elves in a horrific battle. But Andual, a warrior priest and the last of the kindred to die, laid a curse upon these men: “May your treachery bind you to this earth! May it devour you and spit you back up as a shadow of yourself. Thirst now for a life you cannot have. I curse you and bind you here until the Damnun sakes your agony. Know no peace.” (Umbrage Saga)</p><p>Awakeners also have the ability to animate one of the following groups of undead per week: 6 skeletons or zombies or 2 ghouls or1 ghast or wraith or 1 mummy/month. (U1 Shadows of Halfling Hall)</p><p>He warns, however, that the place is cursed and anyone who is tainted with the curse who leaves the castle dies within twenty–four hours, only to rise again as a ghast or wight to return to the castle and serve as its guardian. The same is true for anyone slain within the fortress itself. He refers to this as the Curse of the Crawling Queen. (U4 Curse of the Khan)</p><p>If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4-1 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice. (Amazing Adventures Manual of Monsters)</p><p>If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety. (Vampires of the Olden Lands)</p><p>A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. (Vampires of the Olden Lands)</p><p>A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie. (Vampires of the Olden Lands)</p><p>Unlike the lesser undead, these more intelligent and powerful sorts are not necessarily created by a necromancer but by their own dark will and corrupted spirit. Given that these undead had a degree of free will it could be assumed that the magic involved in their creation or revival is tainted strongly with unholy powers and/or negative energy. Even if enslaved to a necromancer, the risk of their breaking free of their bonds is high. In a way, it is as if the will of the person in question superimposed itself over reality to a limited extent by refusing to acknowledge their own mortal end. (Domesday 7)</p><p><em>Create Undead</em> spell caster level 13. (Player's Handbook 3rd Printing)</p><p><em>Create Undead</em> spell caster level 13. (Player's Handbook 4th printing)</p><p><em>Create Undead</em> spell caster level 13. (Players Handbook 6th Printing)</p><p><em>Create Undead</em> spell caster level 13. (Player's Handbook 7th Printing)</p><p><em>Create Undead</em> spell caster level 12. (Amazing Adventures 1st Printing)</p><p><em>Create Undead</em> spell caster level 12. (Amazing Adventures 2nd Printing)</p><p><em>Deathly Blight</em> spell. (Domesday 8)</p><p><em>Rise as the Undead</em> spell. (Players Guide to the Haunted Highlands)</p><p><strong>Ghost:</strong> Ghosts are the undead spirits of evil folk. In life, these people were cruel, vindictive, and visited needless suffering upon others. At their deaths, their spirits were forced to remain bound to the physical world in perpetual torment. (Monsters & Treasures 2nd Printing)</p><p>Ghosts are the undead spirits of evil folk. In life, these people were cruel, vindictive, and visited needless suffering upon others. At their deaths, their spirits were forced to remain bound to the physical world in perpetual torment. (Monsters and Treasures 3rd Printing)</p><p>Ghosts are the undead spirits of evil folk. In life, these people were cruel, vindictive, and visited needless suffering upon others. At their deaths, their spirits were forced to remain bound to the physical world in perpetual torment. (Monsters & Treasures 4th Printing)</p><p>Ghosts are the undead spirits of evil folk. In life, these people were cruel, vindictive, and visited needless suffering upon others. At their deaths, their spirits were forced to remain bound to the physical world in perpetual torment. (Tome of the Unclean)</p><p>But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures. (Tome of the Unclean)</p><p>Ghosts are the undead spirits of evil folk. In life, these people were cruel, vindictive, and visited needless suffering upon others. At their deaths, their spirits were forced to remain bound to the physical world in perpetual torment. (Tome of the Unclean 2019 Preorder)</p><p>Once set loose in Hell, a soul is difficult to find and if not devoured will appear as a ghost somewhere. (Tome of the Unclean 2019 Preorder)</p><p>But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures. (Tome of the Unclean 2019 Preorder)</p><p>While the scorched walls of the tavern still teeter, the roof has burned away to collapse on the interior, crushing and burning the inside of the building. Hunter’s Moon was the last hiding place of a few straggling refugees and the elderly bard trying to lead them to safety. The bard’s rage lives on in the form of a ghost whose unearthly howling haunts the decrepit ruin. (Castle Keeper's Guide to the Haunted Highlands)</p><p>Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power … a lich cursed to do the bidding of their cruel slayer. (Castle Keeper's Guide to the Haunted Highlands)</p><p>Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power, a lich cursed to do the bidding of their cruel slayer. (Players Guide to the Haunted Highlands)</p><p>Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power … a lich cursed to do the bidding of their cruel slayer. (Free City of Eskadia)</p><p>Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power … a lich cursed to do the bidding of their cruel slayer. (Haunted Highlands Deities)</p><p>Though the body is dead, the spirit of the man remains. It is not attached to the body however, only the detached leg. In death the spirit did not know which way to turn and wandered to the leg, where it has hung ever since, looking down upon it, wondering what happened. (Stains Upon the Green)</p><p>Before Gaxmoor was returned to Aihrde, the god Narrheit found a boy hunting in the valley, he learned of the city’s whereabouts from the boy. The boy treated him guardedly, but shared food and clean water with him. For whatever reason this pleased the god of chaos and evil and he took a liking to the boy. He knew that he was about to unleash Gaxmoor from its tether and set his minions upon it. He knew too that they would bring chaos to all who dwelt in the region; so to repay the boy’s kindness he set a guardian upon the Lost Valley. He slew the boy and set his ghost in the valley, tasking it with driving out all evil from the region. (The Long Valley)</p><p>Ghosts are the restless undead spirits of the tragically or evil deceased. Generally, in life, these people committed some crime or act (or series of acts) that doomed them to forever walk the earth, never finding rest. Many were cruel, vindictive, and visited needless suffering upon others. Others were so consumed with anger, sorrow, or other emotions at the moment of death that their spirits were forced to remain bound to the physical world in perpetual torment. (Amazing Adventures Manual of Monsters)</p><p>Ghosts are the undead spirits of evil men, women, or even animals. In life, these people were cruel, vindictive, and visited needless suffering upon others. At their deaths, their spirits were forced to remain bound to the physical world in perpetual torment. (Victorious the Role Playing Game)</p><p>The wizard went insane trying to devise a way out of the tower, but he failed over and over and over again. He finally died of old age. But even in death he found no release, for a force wall blocks ethereal creatures. His soul remained trapped within the force wall and eventually turned into a ghost filled with rage and frustration. (Castles & Crusades: The Mysterious Tower)</p><p>Lake Spirit Trap: This deep lake is said to have gotten its name from the time of the War of the Gods, when the armies of order forged northward to contain the abyssal spawn which erupted from the region. During a fierce battle against the demonic dragon Alkuvar Destriganumos, the beast was slain and plunged in to the earth, forming the deep crater that became Lake Spirit Trap. The tale goes on, saying that the blood of the dragon tainted the waters which filled the crater, turning it red on certain evil days, and that the ghosts of the soldiers which fell in battle against the dragon were trapped forever more, unable to escape their watery graves. (The Keepers of Lingusia)</p><p>If anything, they are an even greater example of will interacting with negative/unholy energy to defy death and even more-so than their corporeal counterparts, are stuck between life and death. (Domesday 7)</p><p><em>Create Greater Undead</em> spell caster level 19. (Player's Handbook 3rd Printing)</p><p><em>Create Greater Undead</em> spell caster level 19. (Player's Handbook 4th printing)</p><p><em>Create Greater Undead</em> spell caster level 19. (Players Handbook 6th Printing)</p><p><em>Create Greater Undead</em> spell caster level 19. (Player's Handbook 7th Printing)</p><p><em>Create Greater Undead</em> spell caster level 19. (Amazing Adventures 1st Printing)</p><p><em>Create Greater Undead</em> spell caster level 19. (Amazing Adventures 2nd Printing)</p><p><em>Deathly Blight</em> spell. (Domesday 8)</p><p><strong>Ghost, Bidder Bredderson:</strong> This dump of a warehouse and brewery was once famous for its quality brews until the brewmeister refused to pay protection to the Order and was never seen again. </p><p>Mystical research determined that the Order would be forever cursed by Bowbe for their murder of the brewmeister. (Free City of Eskadia)</p><p><strong>Ghost, Vivienne:</strong> But she lingered still, in the world of the living, a haunt barred from the Stone Fields, where the noble dead lie, for a desire so deep death cannot claim her; now, upon the edge of the Wretched Plains, her ghost is fearful and restless. (S3 Malady of Kings)</p><p>His one true love, Queen Vivienne, had died long ago; but unbeknownst to him, her spirit did not pass to the Stone Fields where the good rest forever. Instead, it lingered in the world, awaiting his return.</p><p>But in truth, she failed to gain the peace the gods promise the dead. Her spirit, sundered from her corporeal form, lived on, seeking the love of her life, Luther. (S3 Malady of Kings)</p><p>A powerful, forceful woman, Vivienne ruled the kingdom frequently in her husband’s absence. It is this force which has kept her spirit from passing from the world and made her the ghost of the Frieden Anhohe. (S3 Malady of Kings)</p><p><strong>Ghost, Wulfric Knight, The Wolf at Midnight:</strong> After some conversation and questions, Wulfric realized to his horror that the man calling himself Lord Mortis was in fact a necromancer; one of the few types of magicians that most practitioners could agree were evil and to be avoided at all costs! Knight drove the man from his home with a riding crop, and thought this would be the end of things. Not so, for not two weeks later Wulfric was killed in a carriage accident. Once he was safely out of the way, Lord Mortis began a ritual to bind Wulfric’s ghost to his eternal service. Not wishing to become an ectoplasmic reference work for such an evil man, Wulfric’s ghost fled first to the continent, then later to the New World. (Victorious: Evil in the White City Act 1 The Articulator)</p><p><strong>Ghost Dragon:</strong> A ghost dragon is the undead spirit of an evil dragon, forever haunting the region of its death, or more commonly, guarding its beloved treasure hoard into eternity. In life, the dragon was a paragon of its sub-species; greedy, cruel, vindictive, and generally causing suffering upon those in its domain. Upon the dragon’s death, its spirit was forced to remain bound to the physical world. </p><p><strong>Ghost Fighter 5, The Champion:</strong> ?</p><p><strong>Ghost Jackal:</strong> ?</p><p><strong>Ghostly Horse:</strong> ?</p><p><strong>Ghostly Spirit:</strong> See Spirit of the Dead, Ghostly Spirit.</p><p><strong>Ghoul:</strong> If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4-1 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice. (Monsters & Treasures 2nd Printing)</p><p>If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4–1 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice. (Monsters and Treasures 3rd Printing)</p><p>If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice. (Monsters & Treasures 4th Printing)</p><p>If a creature dies from wounds sustained by a tharghûl’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4-1 days unless the corpse is blessed before interment. The victim rises as a ghoul if it has less than four levels or hit dice, and as a ghast if it has a four or more levels or hit dice. (Monstrous Menaces 2 Blade Dancer, Goblin, and Tharghul)</p><p>The vorgalos house their lairs, the country around and the land beneath them with the undead. They do this by stalking cemeteries, unhallowing a grave, and raising the dead, pulling them back from the afterlife and bringing them back to the world. (Tome of the Unclean)</p><p>If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice. (Tome of the Unclean)</p><p>If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice. (Tome of the Unclean 2019 Preorder)</p><p>[This encounter is with dead huntsmen, adventurers and humanoid monsters who have run afoul of the ghoul bands which hunt the wood and have themselves been turned. (Castle Keeper's Guide to the Haunted Highlands)</p><p>As with wights, the touch of Nartarus is ever reaching. Some of those who were buried alive crossed beyond death and became ghouls. (Castle Keeper's Guide to the Haunted Highlands)</p><p>The Dread Mire is an ancient battleground that has now become a swamp. Some millennia past, a local elfin lord aligned himself a human kingdom to battle against the onslaught of the Horned One’s army. In the first clashing of arms, the human king betrayed his ally and fell upon the elfin rearguard as the armies of the Horned One weighed into the vanguard. The humans slaughtered all of the elves in a horrific battle. But Andual, a warrior priest and the last of the kindred to die, laid a curse upon these men: “May your treachery bind you to this earth! May it devour you and spit you back up as a shadow of yourself. Thirst now for a life you cannot have. I curse you and bind you here until the Damnun sakes your agony. Know no peace.” (Umbrage Saga)</p><p>The orcs of Seroneous cared little for the dead. They slew the last of the gnomes and fey who held the vale and ransacked the whole place. Much of it collapsed or was pulled down, leaving the whole place in ruins. They piled all the gnome dead in one room, desecrating them and eating what they could. But their violations did not last long, for three of the gnomes rose from the dead and fell upon the orcs. (Umbrage Saga)</p><p>THE NECROMANTIC CROWN OF QUENTIS (EVIL): This simple circlet of golden snakes provides an evil cleric with the ability to create and command twice the normal number of undead. The crown also bestows the ability to create undead as per the spell once per week at 2 times caster’s level. This is how Lamesh has been able to create the dreaded ogre-ghouls. Anyone wearing the Crown for more than an hour must make a weekly wisdom save (CL 15) or lose a point of constitution. Upon reaching zero constitution the character is completely transformed into a ghoul!</p><p>Awakeners also have the ability to animate one of the following groups of undead per week: 6 skeletons or zombies or 2 ghouls or1 ghast or wraith or 1 mummy/month. (U1 Shadows of Halfling Hall)</p><p>These figures are ghouls. The burners have been infected with the grave mold so long that the infection has transformed them into the undead: ghouls! (U2 Verdant Rage)</p><p>They are creations of Falvorn and were once vicious murderers who crossed the Khan. (U4 Curse of the Khan)</p><p>If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4-1 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice. (Amazing Adventures Manual of Monsters)</p><p>If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety. (Vampires of the Olden Lands)</p><p>If the lhamphir slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim of his disease by use of his drain health ability to drain his last point of Constitution (not merely through loss of Constitution through the disease), he may, if he chooses, cause the victim to rise again the next night as a lhamphir or a ghoul. If he creates a ghoul spawn, the ghoul will not cause paralysis with its bite and claw attacks; instead the attacks might cause the plague, as per the black breath ability of the lhamphir. (Vampires of the Olden Lands)</p><p>A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the mhoroiphir’s energy drain can be brought back to un-life, under the control of the slaying mhoroiphir. The mhoroiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. A mhoroiphir can also choose to create ghoul spawn instead of mhoroiphir spawn. (Vampires of the Olden Lands)</p><p>A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. (Vampires of the Olden Lands)</p><p>A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie. (Vampires of the Olden Lands)</p><p>A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the szalbaphir’s blood drain can be brought back to un-life, under the control of the slaying szalbaphir. The szalbaphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under mhoroiphir above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. (Vampires of the Olden Lands)</p><p>A szalbaphir can create other szalbaphirs if their victim is a child (12 years or younger); adults who rise are ghouls. (Vampires of the Olden Lands)</p><p>The body is merely a shell animated by magic. The nature of this magic is necromantic either directly animating the body or dragging the person’s soul back from the afterlife and both enslaving and imprisoning it to follow the will of the caster. (Domesday 7)</p><p><em>Animate Dead Greater</em> spell. (Amazing Adventures Companion)</p><p><em>Create Undead</em> spell caster level 11. (Player's Handbook 3rd Printing)</p><p><em>Create Undead</em> spell caster level 11. (Player's Handbook 4th printing)</p><p><em>Create Undead</em> spell caster level 11. (Players Handbook 6th Printing)</p><p><em>Create Undead</em> spell caster level 11. (Player's Handbook 7th Printing)</p><p><em>Create Undead</em> spell caster level 9. (Amazing Adventures 1st Printing)</p><p><em>Create Undead</em> spell caster level 9. (Amazing Adventures 2nd Printing)</p><p><em>Deathly Blight</em> spell. (Domesday 8)</p><p><em>Rise as the Undead</em> spell. (Players Guide to the Haunted Highlands)</p><p><strong>Ghoul Aquatic:</strong> See Ghoul Lacedon, Aquatic Ghoul.</p><p><strong>Ghoul Bear Black:</strong> ?</p><p><strong>Ghoul Black Bear:</strong> See Ghoul Bear Black.</p><p><strong>Ghoul Cinder:</strong> A creature that is burned to death by magical fire may rise again as a fiery undead being called a cinder ghoul. (Black Libram of Naratus)</p><p>A creature that is burned to death by magical fire may rise again as a fiery undead being called a cinder ghoul. The lairs of old red dragons may be haunted by many of these pathetic, angry spirits, and many a wizard that has dispatched a foe with a well-placed fireball has been found mysteriously charred to death many months after they died. (Castle Keeper's Guide to the Haunted Highlands)</p><p><strong>Ghoul Dust:</strong> When a humanoid creature dies on the Parched Expanse on the Plane of Molten Skies, there is a good chance it returns from the afterlife as a dust ghoul—an undead flesh-eating creature composed of dust and earth. (Black Libram of Naratus)</p><p>When a humanoid creature dies on the Parched Expanse on the Plane of Molten Skies, there is a good chance it returns from the afterlife as a dust ghoul—an undead, flesh-eating creature composed of dust and earth. (Castle Keeper's Guide to the Haunted Highlands)</p><p><strong>Ghoul Gnoll:</strong> ?</p><p><strong>Ghoul Halfling:</strong> ?</p><p><strong>Ghoul Human:</strong> ?</p><p><strong>Ghoul Lacedon, Aquatic Ghoul:</strong> A humanoid or monstrous humanoid killed by a brykolakas rises as an aquatic ghoul in 1d4 days under the control of the brykolakas that created it. (Black Libram of Naratus)</p><p>When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. (Black Libram of Naratus)</p><p>A humanoid or monstrous humanoid killed by a brykolakas rises as an aquatic ghoul in 1d4 days under the control of the brykolakas that created it. (Castle Keeper's Guide to the Haunted Highlands)</p><p>When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. (Castle Keeper's Guide to the Haunted Highlands)</p><p><strong>Ghoul Wolf:</strong> ?</p><p><strong>Glorian:</strong> See Wight, Glorian.</p><p><strong>Gnoll Ghoul:</strong> See Ghoul Gnoll.</p><p><strong>Gnoll Zombie:</strong> See Zombie Gnoll.</p><p><strong>Goat Lantern:</strong> See Lantern Goat.</p><p><strong>Golem Corpse:</strong> See Corpse Golem.</p><p><strong>Gossamer Haunt:</strong> See Haunt Gossamer.</p><p><strong>Granny Soul-Sucker:</strong> See Vampire Bhabaphir, Granny Soul-Sucker.</p><p><strong>Grave Knight:</strong> See Vampire Ancient Grave Knight.</p><p><strong>Grave Mold:</strong> It is an undead creature, formed by Argus from yellow mold with his residual druidic abilities and the Liber Mortis. (U2 Verdant Rage)</p><p><strong>Grave Risen:</strong> Any creature hit by a claw attack from a grave risen must make a constitution save (Challenge Level 5) or contract a deviant form of blood poisoning. Those who fail, suffer 1 point of constitution damage per minute until they are cured with a neutralize poison spell or ranger special ability. Humanoids who die from this malady rise in 1d4 days as a grave risen. (Castle Keeper's Guide to the Haunted Highlands)</p><p>These undead creatures are the cursed remainder of dwarves who were buried alive after the quake. (Castle Keeper's Guide to the Haunted Highlands)</p><p><strong>Gray Dwarf Wight:</strong> See Wight Dwarf Gray.</p><p><strong>Greater Mummy:</strong> See Mummy Greater.</p><p><strong>Greater Shadow:</strong> See Shadow Greater.</p><p><strong>Greater Shadow Abbernothian:</strong> See Shadow Greater Abbernothian.</p><p><strong>Green Zombie:</strong> See Zombie Green.</p><p><strong>Grimlock Zombie:</strong> See Zombie Grimlock.</p><p><strong>Grip Death:</strong> See Death Grip.</p><p><strong>Guard Fear:</strong> See Fear Guard.</p><p><strong>Guard Skeletal Human:</strong> See Skeletal Human Guard.</p><p><strong>Guardian Ash:</strong> See Ash Guardian.</p><p><strong>Guardian Crypt:</strong> See Crypt Guardian.</p><p><strong>Guardian of the Key:</strong> See Bodak, Guardian of the Key.</p><p><strong>Guardian of the Old Kings:</strong> See Velboshia-Lok Nodivia, Guardian of the Old Kings.</p><p><strong>Gyristia, Dysadda:</strong> See Vampire, Dysadda Gyristia.</p><p><strong>Hagarant Lord:</strong> These are the descendants of House Dadera and other evil people who, in their corruption, lost their souls entirely to the temptations of chaos and evil. Now, they are undead husks of the people they once were. (The Keepers of Lingusia)</p><p>The Hagarant Lords are an ancient evil which some say has its roots beneath the capitol of Octzel. The Hagarant Lords were a coven of nobles and powerful mages who swore fealty to the mad god Slithotep in exchange for immortality. The unexpected result of their immortality was a slow descent in to madness and undeath. (The Keepers of Lingusia)</p><p><strong>Hagarant Lord, Veregnar Gonn Dalpuris:</strong> Veregnar Gonn Dalpuris was a powerful duke seven centuries ago who had an unfortunate habit of taking on mistresses behind his wife’s back. He was seduced by a woman named Melantha, who was in fact a member of the Black Society in Octzel, a vampiress and half-demon who lured him in to the study of the dark arts of chaos and the worship of Slithotep, the mad god. Veregnar was swayed by this cult and joined the movement, becoming a potent wizard. In time, their plot was foiled and he was one of the few survivors, who stole away and hid in a tomb-like secret enclave in the city sewers, where he went undiscovered in an undead slumber. (The Keepers of Lingusia)</p><p><strong>Half Woman, Ban Yeoja:</strong> ?</p><p><strong>Halfling Ghoul:</strong> See Ghoul Halfling.</p><p><strong>Halfling Zombie:</strong> See Zombie Halfling.</p><p><strong>Halistrak:</strong> See Lich, Halistrak.</p><p><strong>Hand of Glory:</strong> ?</p><p><strong>Handmaiden of Satan:</strong> The handmaidens are unique, Satanic, undead creatures created by the Cardinal’s vile sorcery. (Amazing Adventures Companion)</p><p>Finally, the handmaiden's attacks (claw and bite) inject a venom that acts as a type 4 poison (see Amazing Adventures, p. 179). If a character dies from this poison, they rise within 48 hours as a new undead of the same type as the handmaidens, entirely under the thrall of the Cardinal and his schemes. (Amazing Adventures Companion)</p><p><strong>Haugbui:</strong> The Haugbui are undead that are bound to stay within their own tomb but will guard it with their might from robbers or the daring that wish to enter. (Codex Nordica)</p><p><strong>Haunt:</strong> The haunt is an undead tied to the spot of its death. (Classic Monsters)</p><p>In its living form, the haunt had some mission or task that needed to be completed. So great was the compulsion to finish this deed that, even in death, the creature seeks to fulfill its final task. (Classic Monsters)</p><p>A haunt can be of any alignment and its task can be anything from the mundane (replace the stone in the wall thus covering the secret hiding place) to the extraordinary (travel to a distant land and deliver a message of peace, then return); from the safe (to see my son that was born after I died) to the dangerous (revenge my family by killing the ancient red dragon that murdered them all). (Classic Monsters)</p><p>The haunt is an undead tied to the spot of its death. (Classic Monsters & Treasures 2nd Printing)</p><p>In its living form, the haunt had some mission or task that needed to be completed. So great was the compulsion to finish this deed that, even in death, the creature seeks to fulfill its final task. (Classic Monsters & Treasures 2nd Printing)</p><p>A haunt can be of any alignment and its task can be anything from the mundane (replace the stone in the wall thus covering the secret hiding place) to the extraordinary (travel to a distant land and deliver a message of peace, then return); from the safe (to see my son that was born after I died) to the dangerous (revenge my family by killing the ancient red dragon that murdered them all). (Classic Monsters & Treasures 2nd Printing)</p><p>The haunt is an undead tied to the spot of its death. It appears as a ghostly image, a floating, incorporeal form that vaguely resembles its form before death, be it man, dwarf, gnome or some other humanoid. In its living form, the haunt had some mission or task that needed to be completed. So great was the compulsion to finish this deed that, even in death, its spirit seeks to fulfill its final task. (Tome of the Unclean)</p><p>A haunt can be of any alignment and its task can be anything from the mundane (“replace the stone in the wall thus covering the secret hiding place”) to the extraordinary (“travel to a distant land and deliver a message of peace”); from the safe (“to see my child who was born after I died”) to the perilous (“avenge my family by killing the ancient red dragon who murdered them all”). (Tome of the Unclean)</p><p>In its living form, the haunt had some mission or task that needed to be completed. So great was the compulsion to finish this deed that, even in death, its spirit seeks to fulfill its final task. (Tome of the Unclean 2019 Preorder)</p><p>In its living form, the haunt had some mission or task that needed to be completed. So great was the compulsion to finish this deed that, even in death, the creature seeks to fulfill its final task. (Amazing Adventures Manual of Monsters)</p><p>In its living form, the haunt had some mission or task that needed to be completed. So great was the compulsion to finish this deed that, even in death, the creature seeks to fulfill its final task. (Phantom Train)</p><p>A haunt can be of any alignment and its task can be anything from the mundane (replace the stone in the wall thus covering the secret hiding place) to the extraordinary (travel to a distant land and deliver a message of peace, then return); from the safe (to see my son that was born after I died) to the dangerous (revenge my family by killing the ancient red dragon that murdered them all). (Phantom Train)</p><p><strong>Haunt Gossamer:</strong> It is unknown how Gossamer Haunts procreate or even by what process they come into existence, though theory thinks that they are the vengeful spirits of those abandoned by family and friends to die alone and forlorn in some equally forgotten place. (Critters Vol. 1)</p><p><strong>Haunt Poltergeist:</strong> The poltergeist is an invisible undead spirit that haunts a specific area. Sometimes this area is one that it was close to in life, but more often than not, the area is the place the poltergeist was killed. (Phantom Train)</p><p><strong>Head Eldritch:</strong> See Eldritch Head.</p><p><strong>Headless Horseman:</strong> ?</p><p><strong>Heironeous Uliran Theophal:</strong> See Vampire Human Wizard 11, Srihoz, Heironeous Uliran Theophal.</p><p><strong>Hero Spectral:</strong> See Spectral Hero.</p><p><strong>Hilde:</strong> See Coffer Corpse, Hilde, Bride of Malash.</p><p><strong>Hoarfrost Maiden:</strong> Believed to be the spirits of humanoid warrior-women that froze to death either because of their own mistakes or because of some ritualistic exile into the icy wastes by their culture, hoarfrost maidens haunt the icy wastelands of the world seeking warm–blooded living creatures in which to share their icy hell. (Castle Keeper's Guide to the Haunted Highlands)</p><p><strong>Hoarfrost Maiden:</strong> Believed to be the spirits of humanoid warrior-women that freeze to death either because of their own mistakes or because of some ritualistic exile into the icy wastes by their culture, hoarfrost maidens haunt the icy wastelands of the world seeking warm–blooded living creatures in which to share their icy hell. (Black Libram of Naratus)</p><p><strong>Hor Shaol:</strong> Hor Shaol are the undead knights of a usually demonic power. (Domesday Volume 1 Issue 3)</p><p><strong>Horse Ghostly:</strong> See Ghostly Horse.</p><p><strong>Horseman Headless:</strong> See Headless Horseman.</p><p><strong>Hroder:</strong> See Vampire, Baron Hroder.</p><p><strong>Huecuva:</strong> ?</p><p><strong>Huge Skeleton:</strong> See Skeleton Huge.</p><p><strong>Hulk Zombie:</strong> See Zombie Hulk.</p><p><strong>Human Ghoul:</strong> See Ghoul Human.</p><p><strong>Husk:</strong> The Husk is the corporeal remains of a cleric whose faith and devotion to their evil deity was so strong that their deity would not let them truly die. (Critters Vol. 1)</p><p><strong>Human Guard Skeletal:</strong> See Skeletal Human Guard.</p><p><strong>Irrbloss:</strong> It is said that the Irrbloss are the lost wandering spirits of those people who have perished in mired and boggy places that now seek to be freed from their prison or wish ill to others out of personal vengeance. (Codex Nordica)</p><p><strong>Jackal Ghost:</strong> See Ghost Jackal.</p><p><strong>Jarisha:</strong> See Vampire, Jarisha.</p><p><strong>Jaud:</strong> Infected by the vampire while in the womb, the jaud is a premature baby that has exited from the mother, usually fatally and with a great deal of gore, to feed on others. (Codex Slavorum)</p><p><strong>Jelaquin:</strong> See Spectre, Jelaquin.</p><p><strong>Jester Red:</strong> See Red Jester.</p><p><strong>Johnny Ringo:</strong> See Restless Dead, Johnny Ringo.</p><p><strong>Jolly Roger, Captain Roger Blackfriar:</strong> Captain Roger Blackfriar wasn’t the worst pirate in the Spanish Main, but not the best either. He’d spent half a lifetime in the shadow of better privateers and pirates, always trying for the big catch, the golden prize that would set him up for life and make his name revered with other legends such as Blackbeard and Kidd, Raleigh and Drake. While he caught enough Spanish merchantmen to keep his ship afloat and his crew paid, he could never catch the better prizes. His luck always seemed to fail him when it counted. (Victorious the Role Playing Game)</p><p>One night he got drunk and staggered to the hut of an old Houngan, who was notorious among the pirate community for having the touch of Satan about her. First he’d paid a few shillings for a telling of his fortune, and her words only seemed to promise more mediocrity, more failures. In a drunken frenzy he demanded she get hold of “Ol’ Nick’ hisself!” and he’d sell his soul to have a Spanish treasure ship in his grasp. The old woman smiled, and said the bargain was struck. (Victorious the Role Playing Game)</p><p>Within two weeks, Blackfriar’s ship entered a thick fogbank, quite unusual for the Caribbean. As he tried to regain his directions, his vessel nearly rammed a massive Spanish galleon. This ship, the yearly treasure craft bringing the gold and silver of the New World to His Spanish Majesty, had lost her escorts in the fog. She was alone, and bewildered as to her direction. Not missing a moment, Blackfriar gave a couple of broadsides into the Spanish ship before they could react. With a crash of timbers, his ship moved alongside the liner and his men charged over the gunnels to board their prey. Despite heavy fighting, it was the pirates who were victorious. At last, Captain Blackfriar had his gold, and his reputation would soar! (Victorious the Role Playing Game)</p><p>So it would, but not in the way Blackfriar believed. With an unearthly chill surrounding them, the great Spanish galleon Esmerelda sank into the murky depths of the ocean, with not a single survivor found in the waters. The few on board Blackfriar’s ship Cutlass looked for any of the boarders, but eventually sailed away to spread the tale of Blackfriar’s failed grasp of fortune and fame. (Victorious the Role Playing Game)</p><p>This wasn’t the last of the Blackfriar, however, Sailors started to speak in whispers of an unnatural fog bank that swept down on lone ships at night, and the bones of Captain Blackfriar and his dead crew would slash and kill, the apparition still searching for his fame and fortune aboard the seaweed-choked wreck of the Esmerelda. Is the undead captain searching for more gold? For fame? For an end to his torment? No one knows, but legend says he searches the Caribbean and the Atlantic, firing cannon broadsides into steamers and ironclad warships alike, leaving none to speak of his passing. (Victorious the Role Playing Game)</p><p><strong>Karukithyak:</strong> See Vampire, Karukithyak.</p><p><strong>King Blood:</strong> See Vampire Ancient Lord Blood King.</p><p><strong>King Mummy:</strong> See Mummy Greater Mummy King.</p><p><strong>King of the Vampires:</strong> See Vampire Count Dracula, Count Vlad Tepesch, King of the Vampires.</p><p><strong>Knight, Wulfric:</strong> See Ghost, Wulfric Knight, The Wolf at Midnight.</p><p><strong>Knight Death:</strong> See Death Knight, Knight of Chaos.</p><p><strong>Knight Dread:</strong> See Dread Knight.</p><p><strong>Knight Grave:</strong> See Vampire Ancient Grave Knight.</p><p><strong>Knight of Chaos:</strong> See Death Knight, Knight of Chaos.</p><p><strong>Knight Zombie:</strong> See Zombie Knight.</p><p><strong>Krenkin:</strong> See Lich Human Wizard 23, Lich Lord Krenkin, Lichelord Krenkin.</p><p><strong>Lacedon:</strong> See Ghoul Lacedon, Aquatic Ghoul.</p><p><strong>Lady Catea Gonn Aleric:</strong> See Lich, Lady Catea Gonn Aleric.</p><p><strong>Lady of Thirst:</strong> See Vampire Ancient Thirst Lord, Miss Charity, Lady of Thirst.</p><p><strong>Lamia:</strong> These evil and accursed vampiric women, spawned from the original blood of Lamia herself. (Codex Classicum)</p><p><strong>Lantern Goat:</strong> Lantern goats are undead wanderers thought to be the coalescence of souls of people who died while lost in the wilderness. Just as normal goats sometimes drift from the shepherd’s care and fall prey to the dangers of the wild, so too do humans and demihumans often meet with a dire end while trekking alone in the hills. (Black Libram of Naratus)</p><p>Whether they die of exposure or become a predator’s meal, these lost travelers usually journey in spirit form to the afterlife. Some, however, if they perish too close to a lantern goat, find their souls drawn into the fell receptacle the creature wears around its neck. The scarred and battered lantern that descends from the goat’s neck serves to channel souls into the creature itself. As the goat moves through the hills, its lantern casts a sickening yellow glow that attracts the souls of the recently deceased. (Black Libram of Naratus)</p><p>Lantern goats are undead wanderers thought to be the coalescence of souls of people who died while lost in the wilderness. Just as normal goats sometimes drift from the shepherd’s care and fall prey to the dangers of the wild, so too do humans and demi-humans often meet with a dire end while trekking alone in the hills. (Castle Keeper's Guide to the Haunted Highlands)</p><p>Whether they die of exposure or become a predator’s meal, these lost travelers usually journey in spirit form to the afterlife. Some, however, if they perish too close to a lantern goat, find their souls drawn into the fell receptacle the creature wears around its neck. The scarred and battered lantern that descends from the goat’s neck serves to channel souls into the creature itself. As the goat moves through the hills, its lantern casts a sickening yellow glow that attracts the souls of the recently deceased. (Castle Keeper's Guide to the Haunted Highlands)</p><p><strong>Leather Corpse:</strong> See Cuir-Lijik, Leather Corpse.</p><p><strong>Lecrutia:</strong> See Spirit, Lecrutia.</p><p><strong>Lesser Devil Discarnate:</strong> See Devil Lesser Discarnate.</p><p><strong>Lesser Lich:</strong> See Lich Lesser.</p><p><strong>Lesser Mummy:</strong> See Mummy Lesser.</p><p><strong>Lesser Shadow:</strong> See Shadow Lesser.</p><p><strong>Lesser Shadow Abbernothian:</strong> See Shadow Lesser Abbernothian.</p><p><strong>Lhamira:</strong> See Vampire Lhamira, Vampire-Witch.</p><p><strong>Lhamphir:</strong> See Vampire Lhamphir, Plague Bearer.</p><p><strong>Lich, Liche:</strong> A lich is a powerful undead creature, borne from a hideous ritual performed by a wizard that lusts for everlasting life. Becoming a lich is an option for only the most powerful and reckless of magi, as it involves separating the spirit from the body and binding it in a specially prepared phylactery. This very powerful enchanted item can take any form, but it is usually an amulet of the finest quality. After the ritual is complete, the wizard assumes its undead form, and the phylactery thereafter houses the lich’s soul. Few know these arcane rituals, and of those few, even fewer dare test the sorcery. If it fails, the wizard’s soul is lost and forever irretrievable. (Monsters & Treasures 2nd Printing)</p><p>A lich is a powerful undead creature, borne from a hideous ritual performed by a wizard that lusts for everlasting life. Becoming a lich is an option for only the most powerful and reckless of magi, as it involves separating the spirit from the body and binding it in a specially prepared phylactery. This very powerful enchanted item can take any form, but it is usually an amulet of the finest quality. After the ritual is complete, the wizard assumes its undead form, and the phylactery thereafter houses the lich’s soul. Few know these arcane rituals, and of those few, even fewer dare test the sorcery. If it fails, the wizard’s soul is lost and forever irretrievable. (Monsters and Treasures 3rd Printing)</p><p>A lich is a powerful undead creature, born from a hideous ritual performed by a wizard that lusts for everlasting life. Becoming a lich is an option for only the most powerful and reckless of magi, as it involves separating the spirit from the body and binding it in a specially prepared phylactery. This very powerful enchanted item can take any form, but it is usually an amulet of the finest quality. After the ritual is complete, the wizard assumes its undead form, and the phylactery thereafter houses the lich’s soul. Few know these arcane rituals, and of those few, even fewer dare test the sorcery. If it fails, the wizard’s soul is lost and forever irretrievable. (Monsters & Treasures 4th Printing)</p><p>A lich is a powerful undead creature, born from a hideous ritual performed by a wizard that lusts for everlasting life. Becoming a lich is an option for only the most powerful and reckless of magi, as it involves separating the spirit from the body and binding it in a specially prepared phylactery. This very powerful enchanted item can take any form, but it is usually an amulet of the finest quality. After the ritual is complete, the wizard assumes its undead form, and the phylactery thereafter houses the lich’s soul. Few know these arcane rituals, and of those few, even fewer dare test the sorcery. If it fails, the wizard’s soul is lost and forever irretrievable. (Tome of the Unclean)</p><p>A lich is a powerful undead creature, born from a hideous ritual performed by a wizard that lusts for everlasting life. Becoming a lich is an option for only the most powerful and reckless of magi, as it involves separating the spirit from the body and binding it in a specially prepared phylactery. This very powerful enchanted item can take any form, but it is usually an amulet of the finest quality. After the ritual is complete, the wizard assumes its undead form, and the phylactery thereafter houses the lich’s soul. Few know these arcane rituals, and of those few, even fewer dare test the sorcery. If it fails, the wizard’s soul is lost and forever irretrievable. (Tome of the Unclean 2019 Preorder)</p><p>Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power… a lich cursed to do the bidding of their cruel slayer. (Castle Keeper's Guide to the Haunted Highlands)</p><p>Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power, a lich cursed to do the bidding of their cruel slayer. (Players Guide to the Haunted Highlands)</p><p>Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power … a lich cursed to do the bidding of their cruel slayer. (Free City of Eskadia)</p><p>Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power … a lich cursed to do the bidding of their cruel slayer. (Haunted Highlands Deities)</p><p>Within its pages the liber mortis gives detailed information on the creation of specters and liches. (U2 Verdant Rage)</p><p>A lich is a powerful undead creature, born from a hideous ritual performed by a wizard that lusts for everlasting life. Becoming a lich is an option for only the most powerful and reckless of magi, as it involves separating the spirit from the body and binding it in a specially prepared phylactery. This very powerful enchanted item can take any form, but it is usually an amulet of the finest quality. (Amazing Adventures Manual of Monsters)</p><p>Few know these arcane rituals, and of those few, even fewer dare test the sorcery. If it fails, the wizard’s soul is lost and forever irretrievable. (Amazing Adventures Manual of Monsters)</p><p>Unlike the lesser undead, these more intelligent and powerful sorts are not necessarily created by a necromancer but by their own dark will and corrupted spirit. Given that these undead had a degree of free will it could be assumed that the magic involved in their creation or revival is tainted strongly with unholy powers and/or negative energy. Even if enslaved to a necromancer, the risk of their breaking free of their bonds is high. In a way, it is as if the will of the person in question superimposed itself over reality to a limited extent by refusing to acknowledge their own mortal end. (Domesday 7)</p><p><em>Awful Rite of Undeath</em> spell. (Amazing Adventures Companion)</p><p><em>Deathly Blight</em> spell. (Domesday 8)</p><p>Orb of the Dead Grant Un-Death power. (Domesday 7)</p><p><strong>Lich, Erigast:</strong> ?</p><p><strong>Lich, Halistrak:</strong> ?</p><p><strong>Lich, Lady Catea Gonn Aleric:</strong> ?</p><p><strong>Lich, Lluvandro the Black, Lluvandron the Black:</strong> ?</p><p><strong>Lich, Luscious Maximus Mageris:</strong> ?</p><p><strong>Lich, Nialle, The Dark Queen:</strong> ?</p><p><strong>Lich Ancient:</strong> Liches no longer gain levels as they once did in life. Such is the trade-off for an eternity of uncovering dark lore. Instead, they grow in hit dice as they age, and through their growth in hit dice, add a commensurate number of spellcaster levels to their deadly repertoire. (Castle Keeper's Guide to the Haunted Highlands)</p><p><strong>Lich Ancient Arch-Lich:</strong> 1,001-1,500 years. (Castle Keeper's Guide to the Haunted Highlands)</p><p><strong>Lich Ancient Fleshless Oracle:</strong> 601-1,000 years. (Castle Keeper's Guide to the Haunted Highlands)</p><p><strong>Lich Ancient Lich Lord:</strong> 1,500-2,000 years. (Castle Keeper's Guide to the Haunted Highlands)</p><p><strong>Lich Ancient Rotted Prefect:</strong> 300-600 years. (Castle Keeper's Guide to the Haunted Highlands)</p><p><strong>Lich Dragon:</strong> See Dragon Lich.</p><p><strong>Lich Human Wizard 23, Lich Lord Krenkin, Lichelord Krenkin:</strong> Krenkin was eventually able to make his way to Halistrak’s distant stronghold on the seventh planet of the system and broke in to his vault of secrets, where he learned much about magic, and how to prolong his life as a liche. (The Keepers of Lingusia)</p><p><strong>Lich Human Wizard 23, Lord Sitor:</strong> Sitor had long prepared for his death, however, and the Cult of the Undying, a group that had formed over the last century of mages who worshipped him, held the phylactery into which his spirit transferred on death. (The Keepers of Lingusia)</p><p><strong>Lich Human Wizard 25, Arcus Tallus-Perilan:</strong> ?</p><p><strong>Lich Lesser, Oyugun:</strong> His initial oath to remain in service to the Khan for eternity held, for when the Ruby Diadem was placed upon his forehead he was transformed into a lich. (U4 Curse of the Khan)</p><p><strong>Lich Lord:</strong> See Lich Ancient Lich Lord.</p><p><strong>Lich Lord Krenkin:</strong> See Lich Human Wizard 23, Lich Lord Krenkin, Lichelord Krenkin.</p><p><strong>Liche:</strong> See Lich, Liche.</p><p><strong>Lichelord Krenkin:</strong> See Lich Human Wizard 23, Lich Lord Krenkin, Lichelord Krenkin.</p><p><strong>Lion-Vampire Being:</strong> ?</p><p><strong>Living Vampire:</strong> See Vampire Mhoroiphir, Living Vampire.</p><p><strong>Lizard Man Vampire:</strong> See Vampire Lizard Man.</p><p><strong>Llewellyn:</strong> See Allip, Llewellyn.</p><p><strong>Lluvandro the Black:</strong> See Lich, Lluvandro the Black, Lluvandron the Black.</p><p><strong>Lluvandron the Black:</strong> See Lich, Lluvandro the Black, Lluvandron the Black.</p><p><strong>Lokenze:</strong> See Skeleton, Lokenze.</p><p><strong>Lord Blood King:</strong> See Vampire Ancient Lord Blood King.</p><p><strong>Lord Hagarant:</strong> See Hagarant Lord.</p><p><strong>Lord Sitor:</strong> See Lich Human Wizard 23, Lord Sitor.</p><p><strong>Lord Thirst:</strong> See Vampire Ancient Thirst Lord.</p><p><strong>Lord Vampire:</strong> See Vampire Ekimmu, Spirit Vampire, Vampire Lord.</p><p><strong>Lu Shelt:</strong> See Shelt Lu.</p><p><strong>Lucarne the Wight Knight:</strong> See Wight Knight 8, Lucarne the Wight Knight.</p><p><strong>Luscious Maximus Mageris:</strong> See Lich, Luscious Maximus Mageris.</p><p><strong>Mageris, Luscious Maximus:</strong> See Lich, Luscious Maximus Mageris.</p><p><strong>Maiden Hoarfrost:</strong> See Hoarfrost Maiden.</p><p><strong>Malcom of Helliwell:</strong> See Vampire Grave Knight, Malcom of Helliwell.</p><p><strong>Malhavok:</strong> See Wraith, Malhavok.</p><p><strong>Marissa:</strong> See Vampire, Marissa.</p><p><strong>Markovin, Castor Elas:</strong> See Vampire Fighter-Wizard 13, Castor Elas Markovin.</p><p><strong>Martimho:</strong> See Zombie, Don Martimho.</p><p><strong>Megtragyaz:</strong> Megtrágyáz are undead, born of those who drowned in the deep mud or muck.</p><p>If a megtrágyáz knocks a target unconscious, it tries to smother it to death with its own body; if it is successful, the megtrágyáz is finally put to rest, but the smothered victim rises as a megtrágyáz. (Magnificent Miscellaneum Vol. 1)</p><p><strong>Melantha:</strong> See Vampire Half-Demon, Melantha.</p><p><strong>Men Mison:</strong> See Mison Men.</p><p><strong>Mhoroiphir:</strong> See Vampire Mhoroiphir, Living Vampire.</p><p><strong>Mison Men:</strong> Mison men are ancient mountain warriors who have returned to the world by the magic bound in the bones of dead dragons. Mison men rise up from the grave and equip themselves with the skin and bones of the dead dragon, appearing in the guise of men adorned in plates of dragon scale. (Monsters and Treasures of Aihrde)</p><p>In later days, cults of priests learned how to stave off death using the power of the magic born in the dragons, but what they did not account for was the evil bound into the beasts, for as is known, the dragons all came from the goddess Inzae, and her disposition is a malicious one. Bound to the dragon and the mountain where the dragon dwelt, the mison men lingered in the lands between life and death, returned or otherwise. (Monsters and Treasures of Aihrde)</p><p>Mison men are ancient mountain warriors who have returned to the world by the magic bound in the bones of dead dragons. Mison men rise up from the grave and equip themselves with the skin and bones of the dead dragon, appearing in the guise of men adorned in plates of dragon scale. (Monsters and Treasures of Airhde 2nd Printing)</p><p>The mison men’s origins lie in the early history of men. When men first wandered the high planes beyond the confines of the Dwarven Realms, they encountered creatures both amazing and terrifying, not least of which were the dragons. Many paid homage to these beasts and the monsters took them as servants. And though they still plundered the men of their wealth, or devoured them in flame and acid, the men paid them homage. These ancient tribes found their futures interwoven with that of the great beasts. In later days, Cults of priests learned how to stave off death using the power of the magic born in the dragons, but what they did not account for was the evil bound into the beasts, for as is known, the dragons all came from the goddess Inzae, and her disposition is a malicious one. (Monsters and Treasures of Airhde 2nd Printing)</p><p>Bound to the dragon and the mountain where the dragon dwelt, the mison men lingered in the lands between life and death, returned or otherwise. (Monsters and Treasures of Airhde 2nd Printing)</p><p>Mison men are ancient mountain warriors who have returned to the world by the magic bound in the bones of dead dragons. Mison men rise up from the grave and equip themselves with the skin and bones of the dead dragon, appearing in the guise of men adorned in plates of dragon scale. (Monsters & Treasures of Airhde 3rd Printing)</p><p>The mison men’s origins lie in the early history of men. When men first wandered the high planes beyond the confines of the Dwarven Realms, they encountered creatures both amazing and terrifying, not least of which were the dragons. Many paid homage to these beasts and the monsters took them as servants. And though they still plundered the men of their wealth, or devoured them in flame and acid, the men paid them homage. These ancient tribes found their futures interwoven with that of the great beasts. In later days, Cults of priests learned how to stave off death using the power of the magic born in the dragons, but what they did not account for was the evil bound into the beasts, for as is known, the dragons all came from the goddes Inzae, and her disposition is a malicious one. (Monsters & Treasures of Airhde 3rd Printing)</p><p>Bound to the dragon and the mountain where the dragon dwelt, the mison men lingered in the lands between life and death, returned or otherwise. (Monsters & Treasures of Airhde 3rd Printing)</p><p><strong>Miss Charity:</strong> See Vampire Ancient Thirst Lord, Miss Charity, Lady of Thirst.</p><p><strong>Mistflarden:</strong> Mistflarden are ‘ghost witches’ that flit about the shadows to cause others spiritual and bodily harm. They are said by many to be evil elves that have rejected the glowing holy light of Ælfhám, while others believe they are the wrathful spirits of drude and halirúna, or even the exiled spirits of the witches of Frau Hölle. (Codex Germania)</p><p><strong>Mold Grave:</strong> See Grave Mold.</p><p><strong>Morgane Boylin:</strong> See Shade, Morgane Boylin.</p><p><strong>Moria:</strong> See Vampire Ashtarth Ranger-Rogue 9, Moria.</p><p><strong>Mormo, Mormolyceion:</strong> There is nothing good about the Mormo, or could ever be, and many who go to Hades that have led a terrible life towards children are condemned to be one. (Codex Classicum)</p><p>The accursed by Hecate are also made to become a Mormo as well, or worse, watch their children fall victim to one. (Codex Classicum)</p><p><strong>Mormolyceion:</strong> See Mormo, Mormolyceion.</p><p><strong>Mortuary Cyclone:</strong> A mortuary cyclone is an undead creature born when living creatures tamper with or desecrate a mass grave (either magically or naturally). (Black Libram of Naratus)</p><p>A mortuary cyclone is an undead creature born when living creatures tamper with or desecrate a mass grave (either magically or naturally). (Castle Keeper's Guide to the Haunted Highlands)</p><p><strong>Mummy:</strong> A mummy is an undead creature wrapped in divine bandages and urged to existence through prayer and ceremony. (Monsters & Treasures 2nd Printing)</p><p>A mummy is an undead creature wrapped in divine bandages and urged to existence through prayer and ceremony. (Monsters and Treasures 3rd Printing)</p><p>A mummy is an undead creature wrapped in divine bandages and urged to existence through prayer and ceremony. (Monsters & Treasures 4th Printing)</p><p>There are those who are brought to the planes, or captured there, and buried alive. Their living bodies are wrapped in coils of madness and imprisoned in tombs of stone. These mummies are every bit as dangerous in hell as they are in the material world. The torments of their binding and the nature of their burial drive them mad, with a need bent on destruction. (Tome of the Unclean)</p><p>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. Any creature that defiles or loots the tomb of a mummy is doomed to face the mummy’s wrath. Their connection with the artifacts of life and the resting places of the dead are tremendous, and they punish grave looters with unmediated violence. (Tome of the Unclean)</p><p>The process required to create a mummy gives the creature powerful protections against physical damage. (Tome of the Unclean)</p><p>A mummy is an undead creature wrapped in divine bandages and urged to existence through prayer and ceremony. (Tome of the Unclean 2019 Preorder)</p><p>The process required to create a mummy gives the creature powerful protections against physical damage. (Tome of the Unclean 2019 Preorder)</p><p>There are those who are brought to the planes, or captured there, and buried alive. Their living bodies are wrapped in coils of madness and imprisoned in tombs of stone. These mummies are every bit as dangerous in hell as they are in the material world. The torments of their binding and the nature of their burial drive them mad, with a need bent on destruction. (Tome of the Unclean 2019 Preorder)</p><p>Awakeners also have the ability to animate one of the following groups of undead per week: 6 skeletons or zombies or 2 ghouls or1 ghast or wraith or 1 mummy/month. (U1 Shadows of Halfling Hall)</p><p>A mummy is an undead creature usually wrapped in divine bandages and urged to existence through prayer and ceremony. (Amazing Adventures Manual of Monsters)</p><p>A mummy is an undead creature usually wrapped in divine bandages and urged to existence through prayer and ceremony. Mummies are bound to their tombs and are encountered in their vicinity, which is most commonly the deserts of Egypt, though mummies have been encountered in Central and South America and in arctic, desert, and jungle climes the world over, where conditions are right for preservation of the body. (Amazing Adventures 1st Printing)</p><p>The process required to create a mummy gives the creature powerful protections against physical damage. (Amazing Adventures 1st Printing)</p><p>A mummy is an undead creature usually wrapped in divine bandages and urged to existence through prayer and ceremony. Mummies are bound to their tombs and are encountered in their vicinity, which is most commonly the deserts of Egypt, though mummies have been encountered in Central and South America and in arctic, desert, and jungle climes the world over, where conditions are right for preservation of the body. (Amazing Adventures 2nd Printing)</p><p>Their connection with the artifacts of life and the resting places of the dead are tremendous, and they punish grave looters with unmediated violence. The process required to create a mummy gives the creature powerful protections against physical damage. (Amazing Adventures 2nd Printing)</p><p>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. Any creature that defiles or loots the tomb of a mummy is doomed to face the mummy’s wrath. Their connection with the artifacts of life and the resting places of the dead are tremendous, and they punish grave looters with unmediated violence. (Victorious the Role Playing Game)</p><p>The process required to create a mummy gives the creature powerful protections against physical damage. (Victorious the Role Playing Game)</p><p>Unlike the lesser undead, these more intelligent and powerful sorts are not necessarily created by a necromancer but by their own dark will and corrupted spirit. Given that these undead had a degree of free will it could be assumed that the magic involved in their creation or revival is tainted strongly with unholy powers and/or negative energy. Even if enslaved to a necromancer, the risk of their breaking free of their bonds is high. In a way, it is as if the will of the person in question superimposed itself over reality to a limited extent by refusing to acknowledge their own mortal end. (Domesday 7)</p><p><em>Animate Dead Master</em> spell. (Amazing Adventures Companion)</p><p><em>Create Greater Undead</em> spell caster level 13. (Player's Handbook 3rd Printing)</p><p><em>Create Greater Undead</em> spell caster level 13. (Player's Handbook 4th printing)</p><p><em>Create Greater Undead</em> spell caster level 13. (Players Handbook 6th Printing)</p><p><em>Create Greater Undead</em> spell caster level 13. (Player's Handbook 7th Printing)</p><p><em>Create Greater Undead</em> spell caster level 13. (Amazing Adventures 1st Printing)</p><p><em>Create Greater Undead</em> spell caster level 13. (Amazing Adventures 2nd Printing)</p><p><strong>Mummy, Bulrigi:</strong> ?</p><p><strong>Mummy, Nulsrad the Mummy:</strong> Nulsrad was once a high priest of Soagoth, and servant of the Beast of Yug. Nulsrad was a mummy priest who has been imprisoned, slumbering in his tomb since the sealing of the shrine. At the time of the sealing, Nulsrad was thought destroyed and bricked up in his chamber. In essence this was true, however Nulsrad’s evil and the power of the Beast of Yug were simply too great to completely extinguish by the heroes of Olde Adrik.</p><p><strong>Mummy Ancient, Raj Rhukan:</strong> ?</p><p><strong>Mummy Greater:</strong> As with the vampire and lich, the mummy gains powers over time as it molders in its wrappings for ages unending. (Castle Keeper's Guide to the Haunted Highlands)</p><p>Greater mummies are intelligent, often the remains of deceased priests or leaders. (Amazing Adventures 1st Printing)</p><p>Greater mummies are intelligent, often the remains of deceased priests or leaders. (Amazing Adventures 2nd Printing)</p><p>The majority of Greater Mummies were High Level Clerics in life, but sometimes Kings, Archmages or mighty warriors can be turned into a Mummy Lord. The process for creating a Greater Mummy involves a complex series of rituals and clerical magic. This dark necromantic rite can be performed on either a still living being or on one who has died - assuming the body was specially treated, prepared and maintained immediately following their death. Obviously, clerics who perform the ritual on themselves must still be living! (The Keeper Issue 1)</p><p><strong>Mummy Greater, Trebitha Gonn Chastetor:</strong> ?</p><p><strong>Mummy Greater, Urthrasta:</strong> ?</p><p><strong>Mummy Greater Mummy King:</strong> 2,001+ years. (Castle Keeper's Guide to the Haunted Highlands)</p><p><strong>Mummy Greater Nomarch of Death:</strong> 400-800 years. (Castle Keeper's Guide to the Haunted Highlands)</p><p><strong>Mummy Greater Prelate of Tombs:</strong> 801-1,200 years. (Castle Keeper's Guide to the Haunted Highlands)</p><p><strong>Mummy Greater Vizier of the Neropolis:</strong> 1,201-2,000 years. (Castle Keeper's Guide to the Haunted Highlands)</p><p><strong>Mummy King:</strong> See Mummy Greater Mummy King.</p><p><strong>Mummy Lesser:</strong> The awakener will animate these bodies within 1-3 rounds after the party enters. (U1 Shadows of Halfling Hall)</p><p>These mummies are rather weaker than the usual mummy due to the relative weakness of the awakener and the condition of the bodies. (U1 Shadows of Halfling Hall)</p><p><strong>Mummy Lord, Shabekith:</strong> Shabekith was the first worshipper of the Khan as a deity after his transformation. She volunteered to guard his tomb and was indeed the first sacrifice given to the new war god. Due to her service, the Khan ordained her with eternal un–life as a mummy lord. (U4 Curse of the Khan)</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. (Black Libram of Naratus)</p><p>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 un-life and revive the soul as a mummy of the deep. (Castle Keeper's Guide to the Haunted Highlands)</p><p><strong>Musketeer Squire of Satan:</strong> ?</p><p><strong>Nachzehrer:</strong> Nachzehrer are recently dead, usually fresh from a large sickness related event and usually become one in 1d4 nights after burial. There is no explanation for how a dead person transforms into a nachzehrer, but many think it is the insidious influence of hulda or curses of the halirúna. (Codex Germania)</p><p><strong>Naerlulthut:</strong> The naerlulthut are the spawn of the naerlulth, that dread creature of the darkness whose sole intent is to destroy the world about it. These, its children, are undead spirits whose bodies the beast devoured and whose souls were bound to it. (Monsters and Treasures of Aihrde)</p><p>A victim killed by the naerlulth is brought back to unlife, fated to suffer everlasting torment in the ashen wake of the creature’s passing. (Monsters and Treasures of Airhde 2nd Printing)</p><p>A victim killed by the naerlulth is brought back to unlife, fated to suffer everlasting torment in the ashen wake of the creature’s passing. (Monsters & Treasures of Airhde 3rd Printing)</p><p>The naerlulthut are the spawn of the naerlulth, that dread creature of the darkness whose sole intent is to destroy the world about it. These, its children, are undead spirits whose bodies were devoured by the beast and whose souls were bound to it. (Of Gods & Monsters)</p><p>The naerlulthut are the spawn of the naerlulth, that dread creature of the darkness whose sole intent is to destroy the world about it. These, its children, are undead spirits whose bodies did the beast devour and whose souls were bound to it. (A9 The Helm of Night)</p><p>The barrel contains remains of the leavings of the naerlulth, a vile creature that devours all that it touches, animate or inanimate, drawing the essence from it, leaving behind a blackened trail of foul ash. Any living creature so devoured transforms into a naerlulthut, an undead creature. These undead, the naerlulthut, inhabit the ash of the naerlulth; rising only when the living are near, who them haunt with threats of death and damnation. (A9 The Helm of Night)</p><p><strong>Necromancer's Wraith:</strong> See Wraith of a Necromancer, Necromancer's Wraith.</p><p><strong>Nekun:</strong> Nekun are the skeleton-like anonymous dead of those who have passed into Hades, Tartarus and other regions below the earth. (Tome of the Unclean)</p><p>Nekun are the skeleton-like anonymous dead of those who have passed into Hades, Tartarus and other regions below the earth. (Tome of the Unclean 2019 Preorder)</p><p>The skeleton-like anonymous Dead of those who have passed into Hades, Tartarus and other regions below the Earth. (Codex Classicum)</p><p><strong>Nialle:</strong> See Lich, Nialle, The Dark Queen.</p><p><strong>Nomarch of Death:</strong> See Mummy Greater Nomarch of Death.</p><p><strong>Nulsrad the Mummy:</strong> See Mummy, Nulsrad the Mummy.</p><p><strong>Oculus of Ice and Fire Evil:</strong> See Evil Oculus of Ice and Fire.</p><p><strong>Ogre Zombie:</strong> Zombie Ogre.</p><p><strong>Ogre-Ghoul:</strong> The evil half-orc Lamesh discovered a potent magical item, the Necromantic Crown of Quentis, and has created several of these abominations. (Lost City of Gaxmoor)</p><p>THE NECROMANTIC CROWN OF QUENTIS (EVIL): This simple circlet of golden snakes provides an evil cleric with the ability to create and command twice the normal number of undead. The crown also bestows the ability to create undead as per the spell once per week at 2 times caster’s level. This is how Lamesh has been able to create the dreaded ogre-ghouls. Anyone wearing the Crown for more than an hour must make a weekly wisdom save (CL 15) or lose a point of constitution. Upon reaching zero constitution the character is completely transformed into a ghoul!</p><p><strong>Ole the Giant Slayer:</strong> See Undead Partial Ghast Human Trollblood Ranger 7, Bjorn the Old, Ole the Giant Slayer.</p><p><strong>Oracle Fleshless:</strong> See Lich Ancient Fleshless Oracle.</p><p><strong>Orc Zombie:</strong> See Zombie Orc.</p><p><strong>Orinsu:</strong> This act of consecrating the burial chamber created the orinsu. Left to die in the deep cold pits, unburied and forgotten, the souls of the men hovered in a purgatory between life and death. The spells of the clergy laying their own to rest wrenched the souls back to the world of the living.</p><p>These souls, usually spawned from those who suffered a horrible death due to torture, starvation, or other evil circumstances, search for their place in the afterlife. The spirit, wracked by earthly pain, is unsure as to whether it should pass on from the realm of the living. It remains in the foggy middle, tied to its place of death as an undead creature. (S4 A Lion in the Ropes)</p><p>The orinsu are common creatures in Aihrde as the long and bitter Winter Dark and the brutal 20 year Winter Dark War left countless dead, whose bodies were never properly laid to rest. And though these all are not subject to becoming the orinsu, enough of them were cursed or placed under some banishment to keep their souls bound to the world where their fallen bodies lay in rot. (S4 A Lion in the Ropes)</p><p><strong>Orleon:</strong> See Vampire, Dr. Orleon.</p><p><strong>Ousmane:</strong> ?</p><p><strong>Oyugun:</strong> See Lich Lesser, Oyugun.</p><p><strong>Partial Undead:</strong> See Undead Partial.</p><p><strong>Penanggalan:</strong> When a penanggalan decides to infect someone and turn them into another of her kind, she will drink only enough blood to cause the victim pain, normally only feeding for 2-3 minutes. When the victim starts waking, the undead will fly away, leaving behind a confused victim. Over the course of successive feedings, the victim will become weaker and weaker, losing a point of strength and constitution each morning. A victim, if fed upon for a full week, will become a penanggalan on the next night. (Classic Monsters)</p><p>They are always female, but can appear of any age. (Classic Monsters & Treasures 2nd Printing)</p><p>When a penanggalan decides to infect someone and turn them into another of her kind, she will drink only enough blood to cause the victim pain, normally only feeding for 2-3 minutes. When the victim starts waking, the undead will fly away, leaving behind a confused victim. Over the course of successive feedings, the victim will become weaker and weaker, losing a point of strength and constitution each morning. A victim, if fed upon for a full week, will become a penanggalan on the next night. (Classic Monsters & Treasures 2nd Printing)</p><p><strong>Phallikoskis, Esidria Elas:</strong> See Vampire Wizard 14, Esidria Elas Phallikoskis, Queen of the Black Society.</p><p><strong>Phantom:</strong> Phantoms are the undead spirits of those who still long for the pleasures of mortal life. (The Keeper Issue 1)</p><p>Phantoms can be made with the Create Greater Undead spell by a cleric of level 17 or higher provided they meet the personality traits as described above. Of course, some phantoms (like all undead) are created though unfathomable means, simply through their lust for continued life. (The Keeper Issue 1)</p><p><strong>Phantom Fire:</strong> See Fire Phantom.</p><p><strong>Phantom Warrior:</strong> ?</p><p><strong>Plague Bearer:</strong> See Vampire Lhamphir, Plague Bearer.</p><p><strong>Plague Zombie:</strong> See Zombie Plague.</p><p><strong>Poltergeist:</strong> The poltergeist is an invisible undead spirit that haunts a specific area. Sometimes this area is one that it was close to in life, but more often than not, the area is the place the poltergeist was killed. (Classic Monsters)</p><p>The poltergeist is an invisible undead spirit that haunts a specific area. Sometimes this area is one that it was close to in life, but more often than not, the area is the place the poltergeist was killed. (Classic Monsters & Treasures 2nd Printing)</p><p>The poltergeist is an invisible undead spirit that haunts a specific area. Sometimes this area is one that it was close to in life, but more often than not, the area is the place the poltergeist was killed when it was alive. (Amazing Adventures Manual of Monsters)</p><p><strong>Poltergeist Haunt:</strong> See Haunt Poltergeist.</p><p><strong>Prefect Rotted:</strong> See Lich Ancient Rotted Prefect.</p><p><strong>Prelate of Tombs:</strong> See Mummy Greater Prelate of Tombs.</p><p><strong>Prince Sanguine:</strong> See Vampire Ancient Sanguine Prince.</p><p><strong>Prince Tamur:</strong> See Bodak, Prince Tamur.</p><p><strong>Pygmy Degenerate:</strong> Mutated, vile cave pygmies that have been corrupted by the evil within.</p><p><strong>Queen Anne:</strong> And what about the queen? She spent several days being held captive and possibly tortured by minions of the devil—is she still the pure and good soul she appears to be, or is she now in league with the Cardinal as a witch or undead consort?</p><p><strong>Queen of the Black Society:</strong> See Vampire Wizard 14, Esidria Elas Phallikoskis, Queen of the Black Society.</p><p><strong>Raj Rhukan:</strong> See Mummy Ancient, Raj Rhukan.</p><p><strong>Rat Animal Skeleton:</strong> See Animal Skeleton Rat.</p><p><strong>Rat Shadow:</strong> See Shadow Rat.</p><p><strong>Ray Corpse:</strong> See Corpse Ray.</p><p><strong>Reaper Soul:</strong> See Soul Reaper.</p><p><strong>Red Jester:</strong> Red jesters are thought to be the remains of court jesters put to death for telling bad puns, making fun of the local ruler, or dying in an untimely manner (which could be attributed to one or both of the first two). Another tale speaks of the red jesters as being the court jesters of the Demon Prince of Whimsy and Madness, sent to the Material Plane to “entertain” those whom the prince has taken a special interest in. The actual truth to their origin remains a mystery. (Black Libram of Naratus)</p><p>Red jesters are thought to be the remains of court jesters put to death for telling bad puns, making fun of the local ruler, or dying in an untimely manner (which could be attributed to one or both of the first two). Another tale speaks of the red jesters as being the court jesters of the Demon Prince of Whimsy and Madness, sent to the Material Plane to “entertain” those whom the prince has taken a special interest in. The actual truth to their origin remains a mystery. (Castle Keeper's Guide to the Haunted Highlands)</p><p><strong>Restless Dead, Johnny Ringo:</strong> ?</p><p><strong>Revenant:</strong> Any humans (and only humans) that have died an extremely ghastly death can arise as a revenant to exact revenge on its killer. The revenant, in life, must have had a minimum of 15 constitution, intelligence and wisdom to become a revenant. Even at that, the chances are very slim. (Classic Monsters)</p><p>Any humans (and only humans) that have died an extremely ghastly death can arise as a revenant to exact revenge on its killer. The revenant, in life, must have had a minimum of 15 constitution, intelligence and wisdom to become a revenant. Even at that, the chances are very slim. (Classic Monsters & Treasures 2nd Printing)</p><p>Any humans (and only humans) that have died an extremely ghastly death can arise as a revenant to exact revenge on its killer. The revenant, in life, must have had a minimum of 15 constitution, intelligence and wisdom to become a revenant. Even at that, the chances are very slim. (Tome of the Unclean)</p><p>Any humans (and only humans) that have died an extremely ghastly death can arise as a revenant to exact revenge on its killer. The revenant, in life, must have had a minimum of 15 constitution, intelligence and wisdom to become a revenant. Even at that, the chances are very slim. (Tome of the Unclean 2019 Preorder)</p><p>Any human (and only humans) that have died an extremely ghastly death can arise as a revenant to exact revenge on its killer. The revenant, in life, must have had a minimum of 15 CON, INT and WIS to become a revenant. Even at that, the chances are very slim. (Amazing Adventures Manual of Monsters)</p><p>Only an individual who was particularly evil and vengeful in life can made into a revenants through the use of Create Greater Undead by a cleric of level 15 or higher. (The Keeper Issue 1)</p><p><strong>Rhukan, Raj:</strong> See Mummy Ancient, Raj Rhukan.</p><p><strong>Riccio, Ron:</strong> See Vampire Human Fighter 10, Ron Riccio.</p><p><strong>Richelieu:</strong> See Vampire, Cardinal Richelieu.</p><p><strong>Ringo, Johnny:</strong> See Restless Dead, Johnny Ringo.</p><p><strong>Risen Grave:</strong> See Grave Risen.</p><p><strong>Rochefort:</strong> See Vampire Spawn, Comte de Rochefort.</p><p><strong>Roger Blackfriar:</strong> See Jolly Roger, Captain Roger Blackfriar.</p><p><strong>Roger Jolly, Captain Roger Blackfriar:</strong> See Jolly Roger, Captain Roger Blackfriar.</p><p><strong>Ron Riccio:</strong> See Vampire Human Fighter 10, Ron Riccio.</p><p><strong>Rotted Prefect:</strong> See Lich Ancient Rotted Prefect.</p><p><strong>Rottenshuf:</strong> See Soul Thief, Rottenshuf.</p><p><strong>Rusalka:</strong> Rusalka are the vengeful, undead spirits of women who were either murdered or committed suicide in a body of water. (Codex Slavorum)</p><p><strong>Sagramore:</strong> See Vampire, Sagramore.</p><p><strong>Sanguine Prince:</strong> See Vampire Ancient Sanguine Prince.</p><p><strong>Scarlet Zombie:</strong> See Zombie Scarlet.</p><p><strong>Shabekith:</strong> See Mummy Lord, Shabekith.</p><p><strong>Shade, Morgane Boylin:</strong> ?</p><p><strong>Shadow:</strong> They are either doomed souls who, in life, perpetrated great evil against innocents, or they are thralls, created and bound to darkness by another shadow. (Monsters & Treasures 2nd Printing)</p><p>A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will rise again as a shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow. (Monsters & Treasures 2nd Printing)</p><p>They are either doomed souls who, in life, perpetrated great evil against innocents, or they are thralls, created and bound to darkness by another shadow. (Monsters and Treasures 3rd Printing)</p><p>A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will rise again as a shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow. (Monsters and Treasures 3rd Printing)</p><p>They are either doomed souls who, in life perpetrated great evil against innocents, or they are thralls, created and bound to darkness by another shadow. (Monsters & Treasures 4th Printing)</p><p>A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will rise again as a shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow. (Monsters & Treasures 4th Printing)</p><p>They are either doomed souls who, in life perpetrated great evil against innocents, or they are thralls, created and bound to darkness by another shadow. (Tome of the Unclean)</p><p>A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will rise again as a shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow. (Tome of the Unclean)</p><p>Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below: (Tome of the Unclean)</p><p>D20 MONSTER</p><p>1–10 Zombie</p><p>11–15 Shadow</p><p>16–19 Wight</p><p>20 Wraith (Tome of the Unclean)</p><p>If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below: (Tome of the Unclean 2017 Preorder)</p><p>1-10 Zombie</p><p>11-15 Shadow</p><p>16-19 Wight</p><p>20 Wraith (Tome of the Unclean 2017 Preorder)</p><p>They are either doomed souls who, in life perpetrated great evil against innocents, or they are thralls, created and bound to darkness by another shadow. (Tome of the Unclean 2019 Preorder)</p><p>A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will rise again as a shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow. A victim rising as a shadow is forever dead, and cannot be restored to life by any means short of a wish. (Tome of the Unclean 2019 Preorder)</p><p>Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below: (Tome of the Unclean 2019 Preorder)</p><p>1–10 Zombie</p><p>11–15 Shadow</p><p>16–19 Wight</p><p>20 Wraith (Tome of the Unclean 2019 Preorder)</p><p>According to ancient texts, masters of the arcane arts created beings of living darkness to aid and protect them. These beings, known now as shadows, were formed through a combination of darkness and evil. (Black Libram of Naratus)</p><p>A creature reduced to 0 Strength by a shadow wolf’s Drain attack is slain. The deceased rises again as a normal shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow. (Black Libram of Naratus)</p><p>According to ancient texts, masters of the arcane arts created beings of living darkness to aid and protect them. These beings, known now as shadows, were formed through a combination of darkness and evil. (Castle Keeper's Guide to the Haunted Highlands)</p><p>A creature reduced to 0 strength by a shadow wolf’s drain attack is slain. The deceased rises again as a normal shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow. (Castle Keeper's Guide to the Haunted Highlands)</p><p>Rune of Undeath victim with less than 5 HD. (Castle Keeper's Guide to the Haunted Highlands)</p><p>Shadows are able to create spawn by reducing a creature’s strength to zero. (C5 Falls the Divide)</p><p>Rune of Undeath: This powerful dwarven curse is reserved for only the most notable of dwarven thanes and nobles. By the activation of this rune the target must make a save vs. death (CL 7) or be instantly slain, arising in 1d4 rounds as an undead guardian of the place of defilement. Beings with less than 5 HD rise as a shadow. Beings with over 5 HD rise as a wraith, beings of over 10 HD rise as a specter. (DB3 Deeper Darkness)</p><p>The priest cast his own soul into a magic jar and the jar was set in a small shelf beneath his head in the bier of the barrow. (The Long Valley)</p><p>They are either doomed souls who, in life, perpetrated great evil against innocents, or they are thralls, created and bound to darkness by another shadow. (Amazing Adventures Manual of Monsters)</p><p>A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will rise again as a shadow within 1d4 rounds. (Amazing Adventures Manual of Monsters)</p><p>A creature reduced to 0 Strength by a shadow wolf’s Drain attack is slain. The deceased rises again as a normal shadow within 1d4 rounds. (Amazing Adventures Manual of Monsters)</p><p><strong>Shadow:</strong> If anything, they are an even greater example of will interacting with negative/unholy energy to defy death and even more-so than their corporeal counterparts, are stuck between life and death. (Domesday 7)</p><p><em>Animate Dead Greater</em> spell. (Amazing Adventures Companion)</p><p><em>Create Undead</em> spell caster level 12. (Player's Handbook 3rd Printing)</p><p><em>Create Undead</em> spell caster level 12. (Player's Handbook 4th printing)</p><p><em>Create Undead</em> spell caster level 12. (Players Handbook 6th Printing)</p><p><em>Create Undead</em> spell caster level 12. (Player's Handbook 7th Printing)</p><p><em>Create Undead</em> spell caster level 10. (Amazing Adventures 1st Printing)</p><p><em>Create Undead</em> spell caster level 10. (Amazing Adventures 2nd Printing)</p><p><em>Deathly Blight</em> spell. (Domesday 8)</p><p><strong>Shadow Greater:</strong> At the moment of Unklar’s banishment from Airhde, the anvil cracked at the same time Deuranimus was transferring the soul of a paladin to a gem. The paladin was caught in the dead zone between the realms of the living and the dead. His body died, but his soul lingered, aware of an aching agony that he could not relieve. He became a shadow of himself and began haunting the room, tethered to the room that played witness to his last waking moment. (Umbrage Saga)</p><p><strong>Shadow Greater Abbernothian:</strong> Greater shadows are those shadows that have existed since the terrible years of the Long Twilight. These are ancient spirits of spite and malice who seek to extinguish the flame of life wherever they find it. (Abbernoth Campaign Setting)</p><p><strong>Shadow Lesser:</strong> According to ancient texts, masters of the arcane arts created beings of living darkness to aid and protect them. These beings, known now as shadows, were formed through a combination of darkness and evil. Other beings of darkness, lesser beings not quite as powerful as the originals were also created. These creatures became known as lesser shadows. (Black Libram of Naratus)</p><p>According to ancient texts, masters of the arcane arts created beings of living darkness to aid and protect them. These beings, known now as shadows, were formed through a combination of darkness and evil. Other beings of darkness, lesser beings not quite as powerful as the originals were also created. These creatures became known as lesser shadows. (Castle Keeper's Guide to the Haunted Highlands)</p><p><strong>Shadow Lesser Abbernothian:</strong> They are creatures born of darkness; some say they are the spirits of morgar who have returned from the grave to serve their Queen of Oblivion in death as they did in life. Others believe that shadows are the manifestations of those who perpetuated great evils in life. Perhaps both have a bit of truth to them, regardless lesser shadows come in two forms; they are either the aforementioned spirits, or they are thralls created and bound to darkness by another shadow. (Abbernoth Campaign Setting)</p><p>A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will raise again as a lesser shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow. (Abbernoth Campaign Setting)</p><p>A creature reduced to 0 strength by a greater shadow’s strength drain attack is slain. The deceased will raise again as a lesser shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow. (Abbernoth Campaign Setting)</p><p>A creature reduced to 0 strength by a shadow worg’s strength drain attack is slain. The deceased will raise again as a lesser shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow. (Abbernoth Campaign Setting)</p><p><strong>Shadow Rat:</strong> When unusually greedy dwarves die from combat, their spirits fly back to their last homes and haunt the edges of whatever metropolis they lived in last. (Of Gods & Monsters)</p><p>With every successful attack, the undead creature takes away a point of strength and then heals ten points with the power of the lost strength point. When a victim loses all of their strength, they become a shadow rat and can’t be raised back to life. (Of Gods & Monsters)</p><p><strong>Shadow Rat Swarm:</strong> ?</p><p><strong>Shadow Wolf:</strong> ?</p><p><strong>Shadow Worg:</strong> ?</p><p><strong>Shelt Lu:</strong> It is thought to be an undead version of a lurker, but this is debatable since the shelt lu is noticeable smaller, approximately six feet tall and three feet across. (Classic Monsters)</p><p>It is thought to be an undead version of a lurker, but this is debatable since the shelt lu is noticeable smaller, approximately six feet tall and three feet across. (Classic Monsters & Treasures 2nd Printing)</p><p><strong>Sitor:</strong> See Lich Human Wizard 23, Lord Sitor.</p><p><strong>Skeletal Cat:</strong> ?</p><p><strong>Skeletal Dragon:</strong> Unlike the Dragon Skeleton or Dragon Lich, the Skeletal Dragon is an amalgamation of hundreds of skeletons of all types forced into draconic form by the necromantic magic used to bring it to life. This ritual is so foul that it has been hunted down to the point of non-existence upon the mortal plane. The only way a necromantic cult can obtain knowledge of the ritual is through infernal agents. (Critters Vol. 3)</p><p><strong>Skeletal Human Guard:</strong> ?</p><p><strong>Skeletal Undead Hunting Dog:</strong> ?</p><p><strong>Skeletal Warrior:</strong> The skeletal warrior is an undead, created by high level, evil clerics as protection and guards. All were powerful fighters in life, some being enemies of the cleric that created them. (Classic Monsters)</p><p>The skeletal warrior is an undead, created by high level, evil clerics as protection and guards. All were powerful fighters in life, some being enemies of the cleric that created them. (Classic Monsters & Treasures 2nd Printing)</p><p>The skeletal warrior is an undead, created by high level, evil clerics as protection and guards. All were powerful fighters in life, some being enemies of the cleric that created them. Their life essence still exists, and if they were ever to claim it, they would die, and their spirit will pass into the afterlife, tormented no more. (Tome of the Unclean)</p><p>The essence is usually kept in a gem of some worth, usually in excess of 10,000gp. This gem may be set in a crown, circlet, necklace or various other types of jewelry, or can be loose. (Tome of the Unclean)</p><p>The skeletal warrior is an undead, created by high level, evil clerics as protection and guards. All were powerful fighters in life, some being enemies of the cleric that created them. Their life essence still exists, and if they were ever to claim it, they would die, and their spirit will pass into the afterlife, tormented no more. (Tome of the Unclean 2019 Preorder)</p><p>The essence is usually kept in a gem of some worth, usually in excess of 10,000gp. This gem may be set in a crown, circlet, necklace or various other types of jewelry, or can be loose. (Tome of the Unclean 2019 Preorder)</p><p><strong>Skeletal Warrior Advanced, Daedalus Antonitus:</strong> Daedalus Antonitus animates as a special undead creature if anyone violates his seat of honor (i.e. touches or attempts to steal any of his possessions).</p><p><strong>Skeleton:</strong> Humanoid skeletons are the animated remains of humanoid creatures. (Monsters & Treasures 2nd Printing)</p><p>Humanoid skeletons are the animated remains of humanoid creatures. (Monsters and Treasures 3rd Printing)</p><p>Humanoid skeletons are the animated remains of humanoid creatures. (Monsters & Treasures 4th Printing)</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. (Tome of the Unclean)</p><p>The vorgalos house their lairs, the country around and the land beneath them with the undead. They do this by stalking cemeteries, unhallowing a grave, and raising the dead, pulling them back from the afterlife and bringing them back to the world. (Tome of the Unclean)</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. (Tome of the Unclean 2019 Preorder)</p><p>Fashioned from the living bones of the aghul’s victims, the knoglen blade is an 8-foot long polearm with a razor-sharp blade that bestows a +3 bonus to both attack and damage. If the attack roll results in a natural 19 or 20, flakes of the blade break off and enter the wound, causing it to fester. In the round following a successful hit the victim feels a searing pain which lasts for 4 rounds at which point the limb becomes numb and useless. If untreated, the wound turns necrotic and within 1d4 days the flesh surrounding the wound rots away. There is no saving throw for this condition. Further neglect leads to the rot continuing to spread, dealing 1d10 points of damage each day until the victim dies. Unless the dead is buried in consecrated or holy grounds, they will rise as either a zombie or skeleton within 1d8 days. (Tome of the Unclean 2019 Preorder)</p><p>Treatment for the rot includes remove curse, remove disease, heal, restoration spells, a paladin’s cure disease ability, or a cleric or paladin may attempt to turn the bone flakes, which turn as a 1 HD undead. (Tome of the Unclean 2019 Preorder)</p><p>When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. (Black Libram of Naratus)</p><p>When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. (Castle Keeper's Guide to the Haunted Highlands)</p><p>The Dread Mire is an ancient battleground that has now become a swamp. Some millennia past, a local elfin lord aligned himself a human kingdom to battle against the onslaught of the Horned One’s army. In the first clashing of arms, the human king betrayed his ally and fell upon the elfin rearguard as the armies of the Horned One weighed into the vanguard. The humans slaughtered all of the elves in a horrific battle. But Andual, a warrior priest and the last of the kindred to die, laid a curse upon these men: “May your treachery bind you to this earth! May it devour you and spit you back up as a shadow of yourself. Thirst now for a life you cannot have. I curse you and bind you here until the Damnun sakes your agony. Know no peace.” (Umbrage Saga)</p><p>The knoglen blade weapon is a pole-arm fashioned from the living bones of the Aghul’s victims. Ranging about 8 feet long, it serves as a +3 weapon in both to hit and damage. The blade(s) are razor sharp, self replicating bones. When the wielder scores a successful hit with the blade of at least 19 or 20 (without bonus), flakes of the bone break off into the wound. These flakes are living bone and begin to meld with the victim. In the round following a successful hit, the victim feels an intense pain. The pain lasts for 4 melee rounds at which point the arm becomes numb and useless. If not treated, the wound begins to rot and the surrounding flesh begins to fall off in 1d4 days. There is no saving throw. Treatment can be with cure disease, remove curse, remove disease, heal, restoration or a cleric can attempt to turn the bones. They turn as a skeleton. If untreated, the rot spreads beyond the wound and the victim begins to take 1d10 points damage each day until they die. Unless buried in holy or consecrated ground they reanimate as a zombie or skeleton in 1d8 days. (A6 Of Banishment and Blight)</p><p>This chamber is home to a charnel spider. The foul creature occasionally leaves its lair to crawl forth to animate zombies and skeletons within the canyons and caverns of the Mynthnoc Cairns. (DB1 Haunted Highlands)</p><p>Anyone making a successful wisdom check (CL 0) notices a gold chain hanging on one of the chandeliers. Any attempt to retrieve it however animates five skeletons and many of the bones. (S2 Dwarven Glory)</p><p>Awakeners also have the ability to animate one of the following groups of undead per week: 6 skeletons or zombies or 2 ghouls or1 ghast or wraith or 1 mummy/month. (U1 Shadows of Halfling Hall)</p><p>The bed is infested with rot grubs, and it was this area where the zombies above ground had been infected. Argus simply cast cleave flesh on these four to make them skeletons and thereby salvage something from the bodies. (U2 Verdant Rage)</p><p>However, he has a bowl of 24 Hydra’s Teeth that he’s enchanted to transform into undead skeletons (again via the Liber Mortis). (U2 Verdant Rage)</p><p>The Liber Mortis gives the alchemical recipe for the creation of Hydra’s Teeth. These items (made from the actual teeth of a hydra and other unguents) when properly created, allow the user to bring forth an equal number of skeletons (max HP) as teeth used to serve the caster. (U2 Verdant Rage)</p><p>Skeletons are the animated remains of dead creatures. Their bodies are little more than bone and sinew held together by vile sorcery. (Amazing Adventures Manual of Monsters)</p><p>Skeletons are the animated remains of dead creatures. Their bodies are little more than bone and sinew held together by vile sorcery. (Amazing Adventures 1st Printing)</p><p>Skeletons are the animated remains of dead creatures. Their bodies are little more than bone and sinew held together by vile sorcery. (Amazing Adventures 2nd Printing)</p><p>The living is not allowed to arrive where the train stops. The PCs have 1 hour to defeat the train. If they do not succeed they all die and become skeletons bound to the train. There is no chance of resurrection even if a wish spell is used. (Phantom Train)</p><p>The body is merely a shell animated by magic. The nature of this magic is necromantic either directly animating the body or dragging the person’s soul back from the afterlife and both enslaving and imprisoning it to follow the will of the caster. (Domesday 7)</p><p><em>Animate Dead</em> spell. (Player's Handbook 3rd Printing)</p><p><em>Animate Dead</em> spell. (Player's Handbook 4th printing)</p><p><em>Animate Dead</em> spell. (Players Handbook 6th Printing)</p><p><em>Animate Dead</em> spell. (Player's Handbook 7th Printing)</p><p><em>Animate Dead</em> spell. (Amazing Adventures 2nd Printing)</p><p><em>Animate Dead</em> spell. (Amazing Adventures 1st Printing)</p><p><em>Skeleton Pull</em> spell. (Black Libram of Naratus)</p><p><em>Skeleton Pull</em> spell. (Players Guide to the Haunted Highlands)</p><p>Knoglen Blade magic item. (Monsters and Treasures of Airhde 2nd Printing)</p><p>Knoglen Blade magic item. (Monsters & Treasures of Airhde 3rd Printing)</p><p>Orb of the Dead Create Undead power. (Domesday 7)</p><p><strong>Skeleton, Lokenze:</strong> This is the place most adventurers are likely to frequent. Located at the old Crossroads (back when Galent was nothing more than the Keep), this Inn and Tavern caters to most out-of-town customers. Its owner, An Ogre Magi of indeterminate age, purchased the business from its prior owner who built the Tavern some fifty years ago on the very spot where a huge tree grew, off of which dozens of criminals and despots had been hung, either by the neck or in cages, to die. Since then, such public executions have moved south to the new crossroads, but the memory of the former still remains. (The Keepers of Lingusia)</p><p>In fact, the Tavern & Inn was built around the old tree, the base of which can be seen taking of a sizeable portion of the Tavern's center. The four rooms which touch upon the tree on the second level are rarely used, except to intentionally humiliate someone unfamiliar with local tales, or by those one betting dare. This is because the tree is haunted in a most unusual way. (The Keepers of Lingusia)</p><p>In Octzellan burial customs criminals are hung on specially marked trees, so that their spirits are trapped within the tree. These trees are "undead", so to speak; they have no dryad, or spirit, within them, yet they live. Instead they take the soul of those killed on or close to them, preventing the criminal from reaching the afterlife. (The Keepers of Lingusia)</p><p><strong>Skeleton Animal:</strong> See Animal Skeleton.</p><p><strong>Skeleton Huge:</strong> In one of the beds is a skeleton. It is small, about dwarf-size, and curled up in a fetal position. This is the skeleton of an ogre child who starved to death after his parents died. His father is the skeleton found in 8A. If the child’s skeleton is disturbed, the ogre skeleton in 8A animates. (Death in the Treklant)</p><p>The souls of these skeletons are forever locked within Dzeebagd’s walls; the capricious hand of fate denied them entry into the other world. The father died trying to get to his son, and when his son’s skeleton is bothered, the father’s soul animates in the skeleton. (Death in the Treklant)</p><p>It happened one day that the staircase, weakened by a sagging foundation and misuse, collapsed upon several of the ogres, including their notorious leader, Garoonsh, killing them instantly. One survivor, with a terribly shattered leg, crawled down a hallway looking for his child, only to die a lonesome and painful death in the darkness beneath the earth, never seeing his son again. (Death in the Treklant)</p><p>This is the skeleton of an ogre child who starved to death after his parents died. His father is the skeleton found in 8a. If the child’s skeleton is disturbed, the ogre skeleton in 8a animates. (I2 Under Dark & Misty Ground Dzeebagd)</p><p><strong>Skeleton Dragon:</strong> See Dragon Skeleton.</p><p><strong>Skeleton Small Beast:</strong> These small skeletal creatures are typically raised from the skeletal remains of dogs, cats, wolves, coyotes and the like. Some necromancers prefer raising them up as they can get twice as many smaller minions from a single casting of Animate Dead as they would the larger humanoid skeleton stock. (Castle Keeper's Guide to the Haunted Highlands)</p><p>These small skeletal creatures are typically raised from the skeletal remains of dogs, cats, wolves, coyotes and the like. Some necromancers prefer raising them up as they can get twice as many smaller minions from a single casting of Animate Dead as they would the larger humanoid skeleton stock. (U4 Curse of the Khan)</p><p><strong>Skeleton Stronger:</strong> At will the terralip can call forth the bodies of its victims. At any given time there are 2-16 skeletons and 2-16 zombies lying in the earth around the terralip. These undead are stronger than the norm; skeletons have 2 hit dice (XP 10+2) while zombies have 4 (XP 40+4). (Monsters and Treasures of Airhde 2nd Printing)</p><p>At will the terralip can call forth the bodies of its victims. At any given time there are 2-16 skeletons and 2-16 zombies lying in the earth around the terralip. These undead are stronger than the norm; skeletons have 2 hit dice (XP 10+2) while zombies have 4 (XP 40+4). (Monsters & Treasures of Airhde 3rd Printing)</p><p><strong>Skistatikan:</strong> See Vampire Setite Serpent-Man Necromancer-Cleric 9, Skistatikan.</p><p><strong>Skromt:</strong> How the Skrømt spirit is bound to the stone varies from tribe to tribe, but many were sacrifices and criminals put to death by the tribe for their evil deeds. The Goði and wizards would bind their spirit to the stone to bless and protect the tribe in that direction (east, west, north, south) and react if the marker stone was moved or broken. (Codex Nordica)</p><p><strong>Small Beast Skeleton:</strong> See Skeleton Small Beast.</p><p><strong>Snake Animated:</strong> See Animated Snake.</p><p><strong>Son of Rhealth:</strong> The sons of rhealth were created ages ago, by worshipers of the foul Lord of the Undead.</p><p>It will also ‘attack’ with one of the putrid worms that live within it. Once per round, one of the worms will leap or fall onto the son’s opponent. The victim is allowed a dexterity check to avoid this. Success means the worm has fallen to the ground, while failure means the worm has landed on the victim. It will do this every round, meaning a victim may have multiple worms on it at any given time.</p><p>Those victims that have had a worm land on them may cease any other action to remove the worm from their body. If they do, they will automatically be successful. Starting with round two, the creature will begin to crawl towards the head. It will arrive in 1d3 rounds. Once there, it will begin boring into the ears, or crawling through the nose if the ear is covered. When this occurs, the victim may make a dexterity check (CL 3) to dislodge the worm. Failure means it has successfully entered the head of its victim. Once there, it will burst, scattering a foul, green ichor that will leak from the ear (or nose). The victim must make a constitution check (CL 5) or be stricken with a wasting disease. This disease will manifest in 2d12 hours. At first, the victim will be nauseated and will vomit and not be able to eat. After another 1d6 hours, he will begin to lose 1d4 hit points per round, growing weaker and weaker (-x on all dice rolls, with x = number of hours infected). Once dead, the creature will rise as a Son of Rhealth in one day. Only a Cure Disease spell will negate this horrific disease.</p><p>The Sons of Rhealth were created ages ago, by worshipers of the foul Lord of the Undead. (Classic Monsters & Treasures 2nd Printing)</p><p>It will also attack with one of the putrid worms that live within it. Once per round, one of the worms will leap or fall onto the Son’s opponent. The victim is allowed a dexterity check to avoid this. Success means the worm has fallen to the ground, while failure means the worm has landed on the victim. It will do this every round, meaning a victim may have multiple worms on it at any given time. (Classic Monsters & Treasures 2nd Printing)</p><p>Those victims that have had a worm land on them may cease any other action to remove the worm from their body. If they do, they will automatically be successful. Starting with round two, the creature will begin to crawl towards the head. It will arrive in 1d3 rounds. Once there, it will begin boring into the ears, or crawling through the nose if the ear is covered When this occurs, the victim may make a dexterity check (CL 3) to dislodge the worm. Failure means it has successfully entered the head of its victim. Once there, it will burst, scattering a foul, green ichor that will leak from the ear (or nose). The victim must make a constitution check (CL 5) or be stricken with a wasting disease. This disease will manifest in 2d12 hours. At first, the victim will be nauseated and will vomit and not be able to eat. After another 1d6 hours, he will begin to lose 1d4 hit points per round, growing weaker and weaker (-x on all dice rolls, with x = number of hours infected). Once dead, the creature will rise as a Son of Rhealth in one day. Only a remove disease spell will negate this horrific disease. (Classic Monsters & Treasures 2nd Printing)</p><p>The Sons of Rhealth were created ages ago, by worshipers of the foul Lord of the Undead. (Tome of the Unclean)</p><p>Those victims that have had a worm from a Son of Rhealth land on them may cease any other action to remove the worm from their body. If they do, they will automatically be successful. Starting with round two, the creature will begin to crawl towards the head. It will arrive in 1d3 rounds. Once there, it will begin boring into the ears, or crawling through the nose if the ear is covered. When this occurs, the victim may make a dexterity check (CL 3) to dislodge the worm. Failure means it has successfully entered the head of its victim. Once there, it will burst, scattering a foul, green ichor that will leak from the ear (or nose). The victim must make a constitution check (CL 5) or be stricken with a wasting disease. (Tome of the Unclean)</p><p>This disease manifests within 2d12 hours. At first, the victim becomes nauseated, vomiting and unable to eat. After another 1d6 hours, he will begin to lose 1d4 hit points per round, growing weaker and weaker (- number of hours infected on all dice rolls). Once dead, the creature will rise as a Son of Rhealth in one day. Only a remove disease spell will negate this horrific disease. (Tome of the Unclean)</p><p>The Sons of Rhealth were created ages ago, by worshipers of the foul Lord of the Undead. (Tome of the Unclean 2019 Preorder)</p><p>The disease from a son of Rhealth worm bursting inside a victim manifests within 2d12 hours. At first, the victim becomes nauseated, vomiting and unable to eat. After another 1d6 hours, he will begin to lose 1d4 hit points per round, growing weaker and weaker (- number of hours infected on all dice rolls). Once dead, the creature will rise as a Son of Rhealth in one day. Only a remove disease spell will negate this horrific disease. (Tome of the Unclean 2019 Preorder)</p><p><strong>Soul Devouring:</strong> ?</p><p><strong>Soul Reaper:</strong> ?</p><p><strong>Soul Thief, Rottenshuf:</strong> These creatures are of the order of the Val-Austlich, created in the Days before Days by Thorax. They were shadows, cast off by the Cloak of Red, and called the rottenshuf. (Monsters and Treasures of Aihrde)</p><p><strong>Soul Thief, Rottenshuf:</strong> These creatures are of the order of the Val-Austlich, created in the Days before Days by Ornduhl. They were shadows, cast off by the Cloak of Red, and called the rottenshuf. (Monsters and Treasures of Airhde 2nd Printing)</p><p>These creatures are of the order of the Val-Austlich, created in the Days before Days by Ornduhl. They were shadows, cast off by the Cloak of Red, and called the rottenshuf. (Monsters & Treasures of Airhde 3rd Printing)</p><p>Those victims that have had a worm land on them may cease any other action to remove the worm from their body. If they do, they will automatically be successful. Starting with round two, the creature will begin to crawl towards the head. It will arrive in 1d3 rounds. Once there, it will begin boring into the ears, or crawling through the nose if the ear is covered When this occurs, the victim may make a dexterity check (CL 3) to dislodge the worm. Failure means it has successfully entered the head of its victim. Once there, it will burst, scattering a foul, green ichor that will leak from the ear (or nose). The These creatures are of the order of the Val-Austlich, created in the Days before Days by Ornduhl. They were shadows, cast off by the Cloak of Red, and called the rottenshuf. (Monsters and Treasures of Airhde 2nd Printing)</p><p>He was one of the guards for Unklar’s forces. Accused of treason - treason he never committed - he was tortured for many years before they allowed him to die. Being innocent, his soul attempted to fulfill his duties they accused him of not performing while alive. (Heart of Glass)</p><p>These creatures are of the order of the Val-Austlich, created in the Days before Days by Thorax. They were shadows, cast off by the Cloak of Red, and called the rottenshuf. (Heart of Glass)</p><p><strong>Spawn Empusa:</strong> See Empusa 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>Spectral Hero:</strong> Spectral Heroes are the undead spirits of heroes who served well their deity in life. (Castle Keeper's Guide to the Haunted Highlands)</p><p><strong>Spectre:</strong> Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge. (Monsters & Treasures 2nd Printing)</p><p>Any creature slain by a spectre will become a spectre in 1d4 rounds. (Monsters & Treasures 2nd Printing)</p><p>Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge. (Monsters and Treasures 3rd Printing)</p><p>Any creature slain by a spectre will become a spectre in 1d4 rounds. (Monsters and Treasures 3rd Printing)</p><p>Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge. (Monsters & Treasures 4th Printing)</p><p>Any creature slain by a spectre will become a spectre in 1d4 rounds. (Monsters & Treasures 4th Printing)</p><p>Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge.</p><p>Any creature slain by a spectre will become a spectre in 1d4 rounds. (Tome of the Unclean)</p><p>Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge.</p><p>Any creature slain by a spectre will become a spectre in 1d4 rounds. (Tome of the Unclean 2019 Preorder)</p><p>Any living creature slain by a mortuary cyclone’s necrocone attack (see below) or energy drain attack becomes a spectre in 1d4 rounds. (Black Libram of Naratus)</p><p>Slain creatures are deposited on the ground where they rise as undead “slaves” in command of the mortuary cyclone. (Black Libram of Naratus)</p><p>Any living creature slain by a mortuary cyclone’s necrocone attack (see below) or energy drain attack becomes a spectre in 1d4 rounds. (Castle Keeper's Guide to the Haunted Highlands)</p><p>Rune of Undeath victim with more than 10 HD. (Castle Keeper's Guide to the Haunted Highlands)</p><p>Rune of Undeath: This powerful dwarven curse is reserved for only the most notable of dwarven thanes and nobles. By the activation of this rune the target must make a save vs. death (CL 7) or be instantly slain, arising in 1d4 rounds as an undead guardian of the place of defilement. Beings with less than 5 HD rise as a shadow. Beings with over 5 HD rise as a wraith, beings of over 10 HD rise as a specter. (DB3 Deeper Darkness)</p><p>The corpses of the Umeshti lord and lady buried here were cursed during the war of the gods and each was buried alive within their own sepulcher. Now their spirits reside here restlessly as specters. (DB3 Deeper Darkness)</p><p>Within its pages the liber mortis gives detailed information on the creation of specters and liches. (U2 Verdant Rage)</p><p>Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge. (Amazing Adventures Manual of Monsters)</p><p>Any creature slain by a spectre will become a spectre in 1d4 rounds. (Amazing Adventures Manual of Monsters)</p><p>This room was the living quarters of a high priest dedicated to Lord Gregor's foul devil. The high priest met his end while trying to summon a devil. Lord Gregor refused to pay the required fees for the outsider's assistance, so it attacked. It ripped out Lord Gregor's throat in one swipe and mortally wounded the high priest, who fled here. Due to the evil acts it performed in life, its soul cannot rest, and it has become a spectre. (Castles & Crusades: The Secret of Smuggler's Cove)</p><p>If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety. (Vampires of the Olden Lands)</p><p><em>Create Greater Undead</em> spell caster level 15. (Player's Handbook 3rd Printing)</p><p><em>Create Greater Undead</em> spell caster level 15. (Player's Handbook 4th printing)</p><p><em>Create Greater Undead</em> spell caster level 15. (Players Handbook 6th Printing)</p><p><em>Create Greater Undead</em> spell caster level 15. (Player's Handbook 7th Printing)</p><p><em>Create Greater Undead</em> spell caster level 15. (Amazing Adventures 1st Printing)</p><p><em>Create Greater Undead</em> spell caster level 15. (Amazing Adventures 2nd Printing)</p><p><strong>Spectre, Angrboda:</strong> Worse, though, is Angrboða’s undead state. She was slain in earlier times and is said by many to haunt the woods and swamps as a spectre. (Codex Nordica)</p><p><strong>Spectre, Aramach:</strong> ?</p><p><strong>Spectre, Jelaquin:</strong> ?</p><p><strong>Spirit, Lecrutia:</strong> Lecrutia’s spirit has fought its own great battles of will to win its way from the tortured limbo of the murdered. (Free City of Eskadia)</p><p><strong>Spirit Angry:</strong> ?</p><p><strong>Spirit Ghostly:</strong> See Spirit of the Dead, Ghostly Spirit.</p><p><strong>Spirit of the Dead, Ghostly Spirit:</strong> ?</p><p><strong>Spirit Vampire:</strong> See Vampire Ekimmu, Spirit Vampire, Vampire Lord.</p><p><strong>Spook:</strong> ?</p><p><strong>Squire of Satan:</strong> See Musketeer Squire of Satan.</p><p><strong>Srihoz:</strong> See Vampire Human Wizard 11, Srihoz, Heironeous Uliran Theophal.</p><p><strong>Stone Feliul:</strong> See Feliul Stone.</p><p><strong>Strighoiphir:</strong> See Vampire Strighoiphir, Dead Vampire.</p><p><strong>Stronger Skeleton:</strong> See Skeleton Stronger.</p><p><strong>Stronger Zombie:</strong> See Zombie Stronger.</p><p><strong>Swarm Shadow Rat:</strong> See Shadow Rat Swarm.</p><p><strong>Szalbaphir:</strong> See Vampire Szalbaphir, Vampire Gamin.</p><p><strong>Tallus-Perilan, Arcus:</strong> See Lich Human Wizard 25, Arcus Tallus-Perilan.</p><p><strong>Tamur:</strong> See Bodak, Prince Tamur.</p><p><strong>Taraxippus:</strong> This ghost or ghosts are said to haunt the horse tracks of Olympias and make the horse races occasionally difficult to impossible for participants. Many Classical sources say the Taraxippus is but the ghost of heroes past now returned to haunt the Olympic Games for various reasons, while others say differently. Another story says that the strange event is due to a brave individual named Ischenos who sacrificed himself for the better of all in his community during a plague, and his grave is located at Olympia where the games are held. (Codex Classicum)</p><p><strong>Tepesch, Vlad:</strong> See Vampire Count Dracula, Count Vlad Tepesch, King of the Vampires.</p><p><strong>Terralip Tree:</strong> In the old dead husk of many a tree lingers the echo of its spirit. The spirit burns with some malevolence that it bore in life or that was given to it by others or that it suffered in death. These are twisted spirts, born crooked and they die angry. They are forbidden to return to the earth and oblivion as is the want of all trees, so they remain in bark, bole and branches, there to poison the ground, the very air, that once gave it life. (Monsters and Treasures of Airhde 2nd Printing)</p><p>The terralip is found where any deciduous forest once grew or grows. They can be of any breed of hardwood, from the hardbarked cherry tree to the tall, thin aspen. They can exist in any climate and as high as the tree line in the mountains. They are found in swamps and deserts, towns and valleys, wherever trees grow. (Monsters and Treasures of Airhde 2nd Printing)</p><p>Trees root deep in the ground; the fingers of their age push into the soils, soft or hard. For some this is all there is and they take no heed of the fruit that is the earth, the wind and sky and cool waters. For others they are awake and take notice, for what it is worth, of the world around them and these love or hate the joy of it as is their want. Of these the terralip is born. An evil limb in life, turns worse in death. Or happenstance twists a happy spirit to a malevolent force. In either case the tree is foul in death, poisoning the earth and air, filling the soils at its feet with death, trapping the spirits of the fallen in the tangled roots of its own spite. (Monsters and Treasures of Airhde 2nd Printing)</p><p>In the old dead husk of many a tree lingers the echo of its spirit. The spirit burns with some malevolence that it bore in life or that was given to it by others or that it suffered in death. These are twisted spirits, born crooked and they die angry. They are forbidden to return to the earth and oblivion as is the want of all trees, so they remain in bark, bole and branches, there to poison the ground, the very air, that once gave it life. (Monsters & Treasures of Airhde 3rd Printing)</p><p>The terralip is found where any deciduous forest once grew or grows. They can be of any breed of hardwood, from the hard-barked cherry tree to the tall, thin aspen. They can exist in any climate and as high as the tree line in the mountains. They are found in swamps and deserts, towns and valleys, wherever trees grow. (Monsters & Treasures of Airhde 3rd Printing)</p><p>Trees root deep in the ground; the fingers of their age push into the soils, soft or hard. For some this is all there is and they take no heed of the fruit that is the earth, the wind and sky and cool waters. For others they are awake and take notice, for what it is worth, of the world around them and these love or hate the joy of it as is their want. Of these the terralip is born. An evil limb in life, turns worse in death. Or happenstance twists a happy spirit to a malevolent force. In either case the tree is foul in death, poisoning the earth and air, filling the soils at its feet with death, trapping the spirits of the fallen in the tangled roots of its own spite. (Monsters & Treasures of Airhde 3rd Printing)</p><p><strong>Tharghul:</strong> Through long experience and terrible rites, a mentally acute ghoul or ghast can rise in power and eventually attain the status of tharghûl; any such creature that retains eight or more levels when it rises again as undead rises as a tharghûl, and cannot be controlled by any master. (Monstrous Menaces 2 Blade Dancer, Goblin, and Tharghul)</p><p><strong>The Champion:</strong> See Ghost Fighter 5, The Champion.</p><p><strong>The Corruptor:</strong> See Demiurge Demon Lord, Belphegor, The Corruptor.</p><p><strong>The Dark Queen:</strong> See Lich, Nialle, The Dark Queen.</p><p><strong>The Wolf at Midnight:</strong> See Ghost, Wulfric Knight, The Wolf at Midnight.</p><p><strong>Theophal, Heironeous Uliran:</strong> See Vampire Human Wizard 11, Srihoz, Heironeous Uliran Theophal.</p><p><strong>Thief Soul:</strong> See Soul Thief, Rottenshuf.</p><p><strong>Thing Crypt:</strong> See Crypt Thing.</p><p><strong>Thirst Lord:</strong> See Vampire Ancient Thirst Lord.</p><p><strong>Topielec:</strong> These frightening spirits are the souls of those who have been drowned by various means in bodies of water and are now filled with rage. (Codex Slavorum)</p><p><strong>Treant Undead:</strong> See Undead Treant.</p><p><strong>Trebitha Gonn Chastetor:</strong> See Mummy Greater, Trebitha Gonn Chastetor.</p><p><strong>Tree Terralip:</strong> See Terralip Tree.</p><p><strong>Tree Undead:</strong> See Undead Tree.</p><p><strong>Troll Aggamite:</strong> See Aggamite Troll.</p><p><strong>Undead Crow:</strong> ?</p><p><strong>Undead Dragon:</strong> ?</p><p><strong>Undead Dragon, Alkuvar Destriganumos:</strong> Lake Spirit Trap: This deep lake is said to have gotten its name from the time of the War of the Gods, when the armies of order forged northward to contain the abyssal spawn which erupted from the region. During a fierce battle against the demonic dragon Alkuvar Destriganumos, the beast was slain and plunged in to the earth, forming the deep crater that became Lake Spirit Trap. The tale goes on, saying that the blood of the dragon tainted the waters which filled the crater, turning it red on certain evil days, and that the ghosts of the soldiers which fell in battle against the dragon were trapped forever more, unable to escape their watery graves. Indeed,</p><p>strange things seem to haunt the lake, and the handful of men who ply their trade as fishermen and bargers on the lake are a nervous, stoic lot. Even stranger rumors suggest that the draconic, undead form of the dragon still dwells within the lake, surfacing on those days of Sanguine tide, to seek out new victims to sustain its unlife. (The Keepers of Lingusia)</p><p><strong>Undead Partial Ghast Human Trollblood Ranger 7, Bjorn the Old, Ole the Giant Slayer:</strong> Rather it be Bjorn’s luck or his Norse half-troll soul, his near death at the claws and fangs of a ghast and ghoul pack have left his body and soul straddling two worlds. His normally good aligned soul has been faintly tainted by evil he can feel and innately struggles against (and magic can detect). His body does not take well to healing, be it natural or divine, in many ways it seems to be slowly dying. Food and drink do not slack his ravenous hunger and all things living make his mouth water (further disgusting him). In some ways he is both a mortal human and an undead ghast, in others he is fully neither. (Domesday 8)</p><p><strong>Undead Treant:</strong> ?</p><p><strong>Undead Tree:</strong> In Octzellan burial customs criminals are hung on specially marked trees, so that their spirits are trapped within the tree. These trees are "undead", so to speak; they have no dryad, or spirit, within them, yet they live. Instead they take the soul of those killed on or close to them, preventing the criminal from reaching the afterlife. (The Keepers of Lingusia)</p><p><strong>Urthrasta:</strong> See Mummy Greater, Urthrasta.</p><p><strong>Vaettir:</strong> They are the vengeful spirits of those sacrificed to the bogs and they will drag the victims into the waters to their doom. (Nine Worlds Saga Volume I Hel Rising)</p><p>These spectral women float about the swamp waters and remain from what had been left of earlier sacrifices by the dwarfs (of Mortals) to satiate the Ogress. (Nine Worlds Saga Volume II Odin's Fury)</p><p><strong>Vampir:</strong> Usually only the evilest of people can become a vampir, living or dead, and prey on the innocent living. (Codex Slavorum)</p><p><strong>Vampire:</strong> If the controlling vampire is destroyed, the spawn becomes a full vampire with the normal statistics. (Monsters & Treasures 2nd Printing)</p><p>If the controlling vampire is destroyed, the spawn becomes a full vampire with the normal statistics. (Monsters and Treasures 3rd Printing)</p><p>If the controlling vampire is destroyed, the spawn becomes a full vampire with the normal statistics. (Monsters & Treasures 4th Printing)</p><p>Typically they began their career as thrall or spawn to another vampire of greater power who was somehow destroyed or through great loneliness chose to destroy itself. The spawn of these beings typically turn upon one another like so many rats. The survivor becomes a vampire. (Black Libram of Naratus)</p><p>Typically, they began their career as thrall or spawn to another vampire of greater power, who was somehow destroyed or through great loneliness chose to destroy itself. The spawn of these beings typically turn upon one another like so many rats. The survivor becomes a vampire as described in Monsters & Treasure. (Castle Keeper's Guide to the Haunted Highlands)</p><p>Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power … a lich cursed to do the bidding of their cruel slayer. (Castle Keeper's Guide to the Haunted Highlands)</p><p>Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power, a lich cursed to do the bidding of their cruel slayer. (Players Guide to the Haunted Highlands)</p><p>Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power … a lich cursed to do the bidding of their cruel slayer. (Free City of Eskadia)</p><p>Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power … a lich cursed to do the bidding of their cruel slayer. (Haunted Highlands Deities)</p><p>But the worst of his powers came when Naarheit, god of Chaos, revealed to Sagramore that he could alleviate his loneliness by spreading his disease to others. (Heart of Glass)</p><p>At first he did so reluctantly, for he was ever a good man, and knew in his heart that what he did was an abomination. He felt also that he owed Jaren a debt. But his loneliness overcame his reluctance, and he eventually made others like himself. (Heart of Glass)</p><p>If a Vampire is killed, all of its spawn immediately become full vampires. (Amazing Adventures Manual of Monsters)</p><p>Formerly human, these foul creatures have become completely corrupted, lurking in a state between life and death, and requiring warm, fresh blood for sustenance. (Amazing Adventures 1st Printing)</p><p>If a Vampire is killed, all of its spawn immediately become full vampires. (Amazing Adventures 1st Printing)</p><p>Formerly human, these foul creatures have become completely corrupted, lurking in a state between life and death, and requiring warm, fresh blood for sustenance. (Amazing Adventures 2nd Printing)</p><p>If a Vampire is killed, all of its spawn immediately become full vampires. (Amazing Adventures 2nd Printing)</p><p>If the controlling vampire is destroyed, its spawn becomes a full vampire with the normal statistics. (Victorious the Role Playing Game)</p><p>The vampire aboleth can choose to raise one of its slain victims as a vampire under its control. (Castles & Crusades: Dread Crypt of Srihoz)</p><p>The priests and mages of Set have been known to suffer terrible fates if they go against Set’s will, and it is said that any being which defies his worship will be inflicted with a vampiric curse, insuring that they perpetuate Set’s will forever whether they want to, or not. Some setite and human followers of Set willingly petition the god for this infliction, to become members of his Chosen flock. (The Keepers of Lingusia)</p><p>There are three known ways to become a vampire, according to those specialists who are necromantic students of the undead. First, followers of Set who betray the dictates of their accursed god can be damned with Setitic Vampirism. (The Keepers of Lingusia)</p><p>Vampirism can be brought down on someone who was so evil and villainous in life that they are grabbed by Devonin and offered a second chance to walk the land of the living, as a stalker in the night. (The Keepers of Lingusia)</p><p>Finally, a vampire can be created when they bite a mortal and share blood, rendering the blood of the mortal impure. This is not always effective, and the process creates a special master-servant bond between the vampires, which has such psychological ramifications that it is done rarely. (The Keepers of Lingusia)</p><p>Unlike the lesser undead, these more intelligent and powerful sorts are not necessarily created by a necromancer but by their own dark will and corrupted spirit. Given that these undead had a degree of free will it could be assumed that the magic involved in their creation or revival is tainted strongly with unholy powers and/or negative energy. Even if enslaved to a necromancer, the risk of their breaking free of their bonds is high. In a way, it is as if the will of the person in question superimposed itself over reality to a limited extent by refusing to acknowledge their own mortal end. (Domesday 7)</p><p><em>Animate Dead Master</em> spell. (Amazing Adventures Companion)</p><p><em>Create Greater Undead</em> spell caster level 17. (Player's Handbook 3rd Printing)</p><p><em>Create Greater Undead</em> spell caster level 17. (Player's Handbook 4th printing)</p><p><em>Create Greater Undead</em> spell caster level 17. (Players Handbook 6th Printing)</p><p><em>Create Greater Undead</em> spell caster level 17. (Player's Handbook 7th Printing)</p><p><em>Create Greater Undead</em> spell caster level 17. (Amazing Adventures 1st Printing)</p><p><em>Create Greater Undead</em> spell caster level 17. (Amazing Adventures 2nd Printing)</p><p><em>Create Vampire</em> spell. (Castles & Crusades: Dread Crypt of Srihoz)</p><p><em>Rise as the Undead</em> spell. (Players Guide to the Haunted Highlands)</p><p>Orb of the Dead Grant Un-Death power. (Domesday 7)</p><p><strong>Vampire, Baron Hroder:</strong> Baron Hroder was the ruling baron of Galent before he was turned into a Vampire by the mad Karukithyak. (The Keepers of Lingusia)</p><p><strong>Vampire, Camilla:</strong> ?</p><p><strong>Vampire, Cardinal Richelieu:</strong> An important reason why the Cardinal believes stories of werewolves and the like is simple: he is a vampire himself, having sold his soul to Satan for the glory of France, and for personal power and glory. (Amazing Adventures Companion)</p><p><strong>Vampire, Count Dracula, Count Vlad Tepesch, King of the Vampires:</strong> ?</p><p><strong>Vampire, Dr. Orleon:</strong> ?</p><p><strong>Vampire, Dracula:</strong> ?</p><p><strong>Vampire, Dysadda Gyristia:</strong> The Tower of Serpents is the headquarters of the Setites and their representative of the Council of Four, the serpent sorceress Dysadda Gyristia, great great granddaughter or the long-dead Dysadda Benn. She is a cruel manipulator, sorceress, and schemer, and has for the time being sworn her undying loyalty to Xauraun, that she be spared, as thousands of her kin were slaughtered or driven from the city on the day he ascended to power. She is now considered a traitor to Set, and has begun to develop vampiric traits as fits the curse which overcomes Set's most loyal minions who betray him. (The Keepers of Lingusia)</p><p><strong>Vampire, Jarisha:</strong> ?</p><p><strong>Vampire, Karukithyak:</strong> Karukithyak was born with the rare malady of Vampirism.</p><p><strong>Vampire, Marissa:</strong> ?</p><p><strong>Vampire, Sagramore:</strong> Unklar then cursed him, “Ever shall you thirst for the power you cannot have! Ever shall you gain that which you do not seek!” And he marked him with the gift of immortality, bound to a chain in a cave under a mountain in the frozen north. (Heart of Glass)</p><p><strong>Vampire, Varney the Vampire:</strong> ?</p><p><strong>Varney the Vampire:</strong> See Vampire, Varney the Vampire.</p><p><strong>Vampire, Xerxes:</strong> ?</p><p><strong>Vampire Aboleth:</strong> ?</p><p><strong>Vampire Ancient:</strong> Although they can no longer gain additional class levels in their former life’s profession, such vampires grow stronger as they age, becoming deadlier as their flesh hardens to damage and their hit dice grow with their insatiable blood lust. (Castle Keeper's Guide to the Haunted Highlands)</p><p><strong>Vampire Ancient Crimson Baron:</strong> 601-800 years. (Castle Keeper's Guide to the Haunted Highlands)</p><p><strong>Vampire Ancient Grave Knight:</strong> 200-400 years. (Castle Keeper's Guide to the Haunted Highlands)</p><p><strong>Vampire Ancient Grave Knight Knight 10, Y'Bras the Drinker:</strong> ?</p><p><strong>Vampire Ancient Thirst Lord:</strong> 401-600 years. (Castle Keeper's Guide to the Haunted Highlands)</p><p><strong>Vampire Ancient Thirst Lord, Miss Charity, Lady of Thirst:</strong> ?</p><p><strong>Vampire Ancient Sanguine Prince:</strong> 801-1,00 years. (Castle Keeper's Guide to the Haunted Highlands)</p><p><strong>Vampire Ancient Lord Blood King:</strong> 1,001+ years. (Castle Keeper's Guide to the Haunted Highlands)</p><p><strong>Vampire Ashtarth:</strong> ?</p><p><strong>Vampire Ashtarth Ranger-Rogue 9, Moria:</strong> Her curse is a mystery, for she is not known to have worshipped Set, but some believe that she was bitten by a Setitie Vampire who once served Karukithyak, and for such shame, she was forced to leave her homeland. (The Keepers of Lingusia)</p><p><strong>Vampire Bhabaphir, Granny Soul-Sucker:</strong> Bhabaphirs are horribly twisted old ladies, the corrupted “wise woman” of a village transformed into a vicious and most evil form of undead. The means for such a thing to pass are several. First and foremost, the wise-woman may delve into eldritch things that are beyond her ken and thus be horribly transformed, possessed perhaps, by a demonic spirit. Similarly, she may be corrupted by Chaos through feelings of jealousy, envy, or hatred for those in her community whom she feels may take advantage of her. Too, another bhabaphir may visit the village in disguise and “convert” the local wise-woman. Finally, she may fall in secret to the service of another, more potent vampire, and also be transformed. (Vampires of the Olden Lands)</p><p><strong>Vampire Dead:</strong> See Vampire Strighoiphir, Dead Vampire.</p><p><strong>Vampire Ekimmu, Spirit Vampire, Vampire Lord:</strong> They are themselves descended from Chaos cultists of Elder Deshret who ascended to a state of Undeath during the Wars of Chaos. (Vampires of the Olden Lands)</p><p>Strighoiphirs who have ascended beyond their physical bodies. (Vampires of the Olden Lands)</p><p>If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety. (Vampires of the Olden Lands)</p><p><strong>Vampire Fighter-Wizard 13, Castor Elas Markovin:</strong> He seeks, some believe, to perform an act which will grant his family freedom from the curse which Set has placed upon him, although the nature of his curse and its origins are lost in time, and only he knows. (The Keepers of Lingusia)</p><p><strong>Vampire Gamin:</strong> See Vampire Szalbaphir, Vampire Gamin.</p><p><strong>Vampire Grave Knight, Malcom of Helliwell:</strong> They watched as he vanished beneath the awnings of the ruined gate. The screams of his pain and horror carried over the barren wastes and into the ice-bound wilds. So Malcom of Helliwell, knight and paladin of the Holy Defenders, sacrificed his place in heaven for the greater good of the world. So Malcom of Helliwell gained immortality and became a vampire, all for the greater good. (Heart of Glass)</p><p>A one time paladin of the Holy Defenders of the Flame, Malcom fell victim to Sagramore, the father of all Vampires, and the machinations of the gods during the Winter Dark Wars. (Heart of Glass)</p><p>Malcom is an unusually powerful vampire. He is a Living Vampire, a Patriarch. There are few of these creatures in the world. Malcom came to be thus for as a living man he was a good man, a lordly paladin of a noble line and family who willingly submitted to the lusts of the undead Lord Sagramore. In so doing he bound his soul, his very being, to the prospect of being undead, so that his soul lingered in his body. (Heart of Glass)</p><p>Sagramore, a one time wizard and tortured victim of the horned god’s came to St. Luther and offered to make Malcom a creature of the undead. “You know my tale, Lord of Dreams, and you know that I must live by the blood of living things. You know that I am a vampire. But Narrheit must be foiled, and the riddles of the Blood Runes understood and only Malcom may do this.” He promised to take the boy in his arms and give him eternal life. (Heart of Glass)</p><p>“Such a thing would be damnation for him. But alas, I see no other way. If he agrees, I myself shall slay him when his destiny is fulfilled.” So they took Malcom and after much debate the knight, in great consternation, with curses for his father and St. Luther allowed for the Vampire’s embrace. So it was that the second curse came upon Malcom and he became the undead. (Heart of Glass)</p><p><strong>Vampire Grave Lords:</strong> ?</p><p><strong>Vampire Grave Lords Pleasure Slave:</strong> ?</p><p><strong>Vampire Half-Demon, Melantha:</strong> ?</p><p><strong>Vampire Human Fighter 10, Ron Riccio:</strong> ?</p><p><strong>Vampire Human Wizard 11, Srihoz, Heironeous Uliran Theophal:</strong> ?</p><p><strong>Vampire Lhamira, Vampire-Witch:</strong> A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the lhamira’s kiss can be brought back to un-life, under the control of the slaying lhamira. The lhamira usually must want to use this ability; it is not automatic. Males will be brought back as mhoroiphirs, females as lhamiras, and children as szalbaphirs. (Vampires of the Olden Lands)</p><p><strong>Vampire Lhamphir, Plague Bearer:</strong> The lhamphir arises on rare occasions from those who were</p><p>slain through plague; only the first slain in a settlement might arise as a lhamphir, if proper precautions are not taken. If the body is given final rites and a proper burial or cremation according to the Good or Lawful faith to which the victim belonged, then the lhamphir cannot arise. Otherwise, there is a percentage chance equal to the Charisma score plus the level of the victim that he arises as a lhamphir. If the community and his family abandoned him during his illness, this chance doubles that he arises as a lhamphir, eager to avenge himself upon those who turned on him. (Vampires of the Olden Lands)</p><p>If the lhamphir slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim of his disease by use of his drain health ability to drain his last point of Constitution (not merely through loss of Constitution through the disease), he may, if he chooses, cause the victim to rise again the next night as a lhamphir or a ghoul. If he creates a ghoul spawn, the ghoul will not cause paralysis with its bite and claw attacks; instead the attacks might cause the plague, as per the black breath ability of the lhamphir. (Vampires of the Olden Lands)</p><p><strong>Vampire Living:</strong> See Vampire Mhoroiphir, Living Vampire.</p><p><strong>Vampire Lizard Man:</strong> ?</p><p><strong>Vampire Lord:</strong> See Vampire Ekimmu, Spirit Vampire, Vampire Lord.</p><p><strong>Vampire Mhoroiphir, Living Vampire:</strong> Mhoroiphirs can result from several sources, the most common being created as the spawn of an existing mhoroiphir. They can also be created by lhamiras, strighoiphirs, and ekimmu. Finally, they might arise naturally, or rather, unnaturally, especially in the land of Strigoria. These methods include, among others: (Vampires of the Olden Lands)</p><p> Dying without being consecrated to the God of Law;</p><p> Committing suicide;</p><p> Practicing sorcery, black witchcraft, or eldritch wizardry in life;</p><p> Having a spell-caster’s familiar jump on your corpse before you are buried;</p><p> Eating the flesh of an animal killed by a vampire;</p><p> Being slain by a lycanthrope;</p><p> Death by murder un-avenged;</p><p> Dying while cursed by a sorcerer or witch. (Vampires of the Olden Lands)</p><p>If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety. (Vampires of the Olden Lands)</p><p>A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the lhamira’s kiss can be brought back to un-life, under the control of the slaying lhamira. The lhamira usually must want to use this ability; it is not automatic. Males will be brought back as mhoroiphirs, females as lhamiras, and children as szalbaphirs. (Vampires of the Olden Lands)</p><p>A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the mhoroiphir’s energy drain can be brought back to un-life, under the control of the slaying mhoroiphir. The mhoroiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. (Vampires of the Olden Lands)</p><p>A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. (Vampires of the Olden Lands)</p><p>A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie. (Vampires of the Olden Lands)</p><p><strong>Vampire Setite Serpent-Man Necromancer-Cleric 9, Skistatikan:</strong> Banished from Hazer-Phennis the underworld empire of the Setite serpent men, he fled a decade ago to the Octzellan lands, and eventually found his niche within the Capitol. He is a dedicated servant of Set, and does not understand why he was transformed into a vampire by his god. (The Keepers of Lingusia)</p><p><strong>Vampire Spawn:</strong> A human victim killed by the vampire’s blood drain can be brought back to unlife, under the control of the slaying vampire. The slaying vampire must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a spawn. (Monsters & Treasures 2nd Printing)</p><p>A human victim killed by the vampire’s blood drain can be brought back to unlife, under the control of the slaying vampire. The slaying vampire must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a spawn. (Monsters and Treasures 3rd Printing)</p><p>A human victim killed by the vampire’s blood drain can be brought back to unlife, under the control of the slaying vampire. The slaying vampire must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a spawn. (Monsters & Treasures 4th Printing)</p><p>If a vampire wolf chooses, it can drain the blood or energy of a human victim in such a way as to bring the deceased into unlife as a vampire spawn. This spawn is under the control of the slaying wolf. This ability is not automatic, but must be consciously used. (Black Libram of Naratus)</p><p>If a vampire wolf chooses, it can drain the blood or energy of a human victim in such a way as to bring the deceased into un-life as a vampire spawn. This spawn is under the control of the slaying wolf. This ability is not automatic, but must be consciously used. An affected humanoid loses all abilities, and gains the statistics of a vampire spawn. (Castle Keeper's Guide to the Haunted Highlands)</p><p>Vampire Spawn, or lesser vampires, are those mortals who are turned into a vampire by the kiss of a full vampire. (Amazing Adventures Manual of Monsters)</p><p>If a vampire chooses, it can drain the blood or energy of a human victim in such a way as to bring the deceased into unlife as a vampire spawn. This spawn is under the control of the slaying vampire. This ability is not automatic, but must be consciously used. (Amazing Adventures Manual of Monsters)</p><p>If a vampire wolf chooses, it can drain the blood or energy of a human victim in such a way as to bring the deceased into unlife as a vampire spawn. (Amazing Adventures Manual of Monsters)</p><p>This ability is not automatic, but must be consciously used. (Amazing Adventures Manual of Monsters)</p><p>If a vampire chooses, it can drain the blood or energy of a human victim in such a way as to bring the deceased into unlife as a vampire spawn. This spawn is under the control of the slaying vampire. This ability is not automatic, but must be consciously used. (Amazing Adventures 1st Printing)</p><p>If a vampire chooses, it can drain the blood or energy of a human victim in such a way as to bring the deceased into unlife as a vampire spawn. (Amazing Adventures 2nd Printing)</p><p>If a vampire chooses, it can drain the blood of a human victim in such a way as to bring the deceased into unlife as a vampire spawn. This spawn is under the control of the slaying vampire. This ability is not automatic, and must be consciously used. (Victorious the Role Playing Game)</p><p><em>Create Vampire Spawn</em> spell. (Castles & Crusades: Dread Crypt of Srihoz)</p><p><strong>Vampire Spawn, Comte de Rochefort:</strong> ?</p><p><strong>Vampire Spirit:</strong> See Vampire Ekimmu, Spirit Vampire, Vampire Lord.</p><p><strong>Vampire Strighoiphir, Dead Vampire:</strong> A strighoiphir is a “dead vampire,” that is, it is the result of a vampire that has been slain once but risen again, due to the required ritual being incomplete or incorrectly performed. Strighoiphirs can also result from an ekimmu or strighoiphir creating such a beast. (Vampires of the Olden Lands)</p><p>A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. (Vampires of the Olden Lands)</p><p>If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety. (Vampires of the Olden Lands)</p><p><strong>Vampire Szalbaphir, Vampire Gamin:</strong> Szalbaphirs normally arise when a child is lost in the forest or exposed on a hill and found by vampires. They also result when a vampire seeks revenge against a mortal and drains his children to create a true level of horror. (Vampires of the Olden Lands)</p><p>A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the szalbaphir’s blood drain can be brought back to un-life, under the control of the slaying szalbaphir. The szalbaphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under mhoroiphir above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. (Vampires of the Olden Lands)</p><p>A szalbaphir can create other szalbaphirs if their victim is a child (12 years or younger); adults who rise are ghouls. (Vampires of the Olden Lands)</p><p><strong>Vampire Weak:</strong> ?</p><p><strong>Vampire Wizard 14, Esidria Elas Phallikoskis, Queen of the Black Society:</strong> ?</p><p><strong>Vampire-Witch:</strong> See Vampire Lhamira, Vampire-Witch.</p><p><strong>Vampiric Wolf:</strong> ?</p><p><strong>Velboshia-Lok Nodivia, Guardian of the Old Kings:</strong> Ancient guardians of the Tombs of the Gods, these desiccated corpses were once the proud Temple Guards of the Divine Palaces in the mythic city Corti’Zahn. When the War of the Gods destroyed the early Fertile Empires of Hyrkania and laid low the mortal forms of the divine lords, the temple guardians who died in the conflict against the demons were mummified and submitted to a terrible necromantic process to revive them as eternal tomb protectors. Something horrible corrupted the spells of reanimation, however, seeping in from the Chaos Energy which permeated the land in the wake of the war, and grew like a fungus in the bodies of these undead guardians. (The Keepers of Lingusia)</p><p><strong>Veregnar Gonn Dalpuris:</strong> See Hagarant Lord, Veregnar Gonn Dalpuris.</p><p><strong>Vessilante:</strong> The Vessilante are a rare sort of entity which is created magically through the bonding of a corrupted Devonin or Seraph in the form of a mortal human. These great monstrosities are usually culled from freshly dead corpses, often pieced together if there was damage to the original body. The process of habitation heals the damage and changes the nature of the body such that it must shun the light or suffer excruciating pain. (The Keepers of Lingusia)</p><p><strong>Vivienne:</strong> See Ghost, Vivienne.</p><p><strong>Vizier of the Neropolis:</strong> See Mummy Ancient Vizier of the Neropolis.</p><p><strong>Vlad Tepesch:</strong> See Vampire Count Dracula, Count Vlad Tepesch, King of the Vampires.</p><p><strong>Warrior Phantom:</strong> See Phantom Warrior.</p><p><strong>Warrior Skeletal:</strong> See Skeletal Warrior.</p><p><strong>Weak Vampire:</strong> See Vampire Weak.</p><p><strong>Wen, Wraig:</strong> See White Woman, Wraig Wen.</p><p><strong>White Woman, Wraig Wen:</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. (Monsters & Treasures 2nd Printing)</p><p>They were once human, but are now cursed to haunt the world, living in seclusion, for some foul act of greed.</p><p>They were once human, but are now cursed to haunt the world, living in seclusion, for some foul act of greed. (Monsters & Treasures 4th Printing)</p><p>They were once human, but are now cursed to haunt the world, living in seclusion, for some foul act of greed. (Tome of the Unclean)</p><p>Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below: (Tome of the Unclean)</p><p>D20 MONSTER</p><p>1–10 Zombie</p><p>11–15 Shadow</p><p>16–19 Wight</p><p>20 Wraith (Tome of the Unclean)</p><p>The vorgalos house their lairs, the country around and the land beneath them with the undead. They do this by stalking cemeteries, unhallowing a grave, and raising the dead, pulling them back from the afterlife and bringing them back to the world. (Tome of the Unclean)</p><p>But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures. (Tome of the Unclean)</p><p>If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below: (Tome of the Unclean 2017 Preorder)</p><p>1-10 Zombie</p><p>11-15 Shadow</p><p>16-19 Wight</p><p>20 Wraith (Tome of the Unclean 2017 Preorder)</p><p>Scepter of Orcus. (Tome of the Unclean)</p><p>They were once human, but are now cursed to haunt the world, living in seclusion, for some foul act of greed. (Tome of the Unclean 2019 Preorder)</p><p>A human victim killed by the wight’s energy drain can be brought back to unlife, as a wight, under the control of the slaying wight. The slaying wight must want to use this ability; it is not automatic. (Tome of the Unclean 2019 Preorder)</p><p>Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below: (Tome of the Unclean 2019 Preorder)</p><p>1–10 Zombie</p><p>11–15 Shadow</p><p>16–19 Wight</p><p>20 Wraith (Tome of the Unclean 2019 Preorder)</p><p>At times, when the whim takes him, Orcus will take up his scepter and attack. Those struck will suffer 2d4+6 damage and will lose three levels (constitution save to avoid level loss). Anyone reduced to 0 levels will fall dead, only to rise the next round as a wight under Orcus’s control. (Tome of the Unclean 2019 Preorder)</p><p>But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures. (Tome of the Unclean 2019 Preorder)</p><p>This burial chamber once housed the remains of four warlords of a dead line of Ugashtan clansmen. The rousing of Urthrasta and the pillaging of their tomb has returned the corpses of the dead lords as wights. (Castle Keeper's Guide to the Haunted Highlands)</p><p>The evil of Nartarus crawls even into the strongest hearts. The gnarled reach of the unholy one’s claw is long and some who died during the quake were transformed by the will of the god of death. (Castle Keeper's Guide to the Haunted Highlands)</p><p>If the door is opened by any other than Merovina the bodies of her victims begin to crawl up from their shallow, moss covered graves. (C4 Harvest of Oaths)</p><p>The rousing of Urthrasta and the pillaging of their tomb has returned the corpses of the dead lords as wights. (DB1 Haunted Highlands)</p><p>However, one of the soulless victims of the barghest haunts this room. As noted, Corilyn brought three mercenaries into the Keep with him, and all died at the hands of the barghest. One turned into a wight and haunts the Great Hall and Room S7. (Stains Upon the Green)</p><p>The priest cast his own soul into a magic jar and the jar was set in a small shelf beneath his head in the bier of the barrow. His body was laid upon the bier and allowed to rise once a month, during the full moon, so that he might wander the valley and see the stars and moon from time to time. (The Long Valley)</p><p>A lamp set in the ceiling above the main crypt magically lights upon each full moon. As soon as the light touches the exposed corpse of the priest he animates. (The Long Valley)</p><p>He warns, however, that the place is cursed and anyone who is tainted with the curse who leaves the castle dies within twenty–four hours, only to rise again as a ghast or wight to return to the castle and serve as its guardian. The same is true for anyone slain within the fortress itself. He refers to this as the Curse of the Crawling Queen. (U4 Curse of the Khan)</p><p>Anyone killed by a wight can rise as a wight under the control of the slayer. (Castles & Crusades: The Slithering Overlord)</p><p>Unlike the lesser undead, these more intelligent and powerful sorts are not necessarily created by a necromancer but by their own dark will and corrupted spirit. Given that these undead had a degree of free will it could be assumed that the magic involved in their creation or revival is tainted strongly with unholy powers and/or negative energy. Even if enslaved to a necromancer, the risk of their breaking free of their bonds is high. In a way, it is as if the will of the person in question superimposed itself over reality to a limited extent by refusing to acknowledge their own mortal end. (Domesday 7)</p><p>If the revenants so chooses, those who are killed by strength loss can be brought back to unlife as a zombie under control of the revenants. Victims of 4 HD or greater, have a 25% chance of returning as a wight. (The Keeper Issue 1)</p><p><em>Animate Dead Greater</em> spell. (Amazing Adventures Companion)</p><p><em>Create Undead</em> spell caster level 14. (Player's Handbook 3rd Printing)</p><p><em>Create Undead</em> spell caster level 14. (Player's Handbook 4th printing)</p><p><em>Create Undead</em> spell caster level 14. (Players Handbook 6th Printing)</p><p><em>Create Undead</em> spell caster level 14. (Player's Handbook 7th Printing)</p><p><em>Create Undead</em> spell caster level 14. (Amazing Adventures 1st Printing)</p><p><em>Create Undead</em> spell caster level 14. (Amazing Adventures 2nd Printing)</p><p><em>Deathly Blight</em> spell. (Domesday 8)</p><p><strong>Wight, Glorian:</strong> This wight is all that is left of Glorian. When his deity left the known planes many centuries ago, the souls of his followers were expelled from Meelkor’s realms. The weakest perished or found respite elsewhere in the planes, but the most powerful (such as Glorian) seethed with anger at what they felt was a grand betrayal. After years of servitude to Meelkor, they expected more than to be unceremoniously evicted from their afterlife! Of course, to Meelkor, expectations of reward were counter to his beliefs anyway, but even the most pious human cleric secretly expects compensation for his years of mortal restraint once he reaches the magnificent afterlife. The righteous anger coursing through Glorian and a few other high-level followers was so great that their souls forcibly returned to their bodies and they reanimated as undead. (Castles & Crusades: The Mysterious Tower)</p><p><strong>Wight Barrow:</strong> A humanoid slain by a barrow wight becomes a barrow wight in 1d4 rounds. (Black Libram of Naratus)</p><p>A humanoid slain by a barrow wight becomes a barrow wight in 1d4 rounds. (Castle Keeper's Guide to the Haunted Highlands)</p><p>In the ancient history of Hyrkania, many of the old kings of the pre empire days would bury their dead in huge mounds, with rock tombs beneath. Within these catacombs would go the line of their family, and for generations the dead would be buried like so. These ancient mound lands were, alas, ripe for the time of the War of the Gods, and when the power of the Chaos Lords spread through the land, many necromancer kings who rose in the time of conflict saw to it that their tombs were guarded, often by the reanimated remains of these earlier kings. (The Keepers of Lingusia)</p><p>The lords and kings themselves are said to have arisen, willfully, from the grave to jealously guard the treasure hordes they buried themselves with. (The Keepers of Lingusia)</p><p><strong>Wight Blood:</strong> Blood wights are the bloated, risen corpses of those tortured souls who have bled to death on unholy ground. (Castle Keeper's Guide to the Haunted Highlands)</p><p><strong>Wight Dwarf Gray:</strong> Used to all kinds of atrocious smells and keeping their hygiene to a minimum, the troglodytes dumped all dead bodies, of friends and foes alike, into this room. After Pserkipis had come to be the leader of the trog tribe, he quickly abolished this ghastly practice and taught his minions to embalm their dead with the herbs from the Underground Paradise. The terrible smell disappeared, giving way to a strange side effect. Strangely enough (and maybe due to the overwhelming evil associated with The Slithering Overlord), this new burial rite caused Pserkipis’ fallen enemies to rise as particularly strong wights, utterly loyal to their killers. (Castles & Crusades: The Slithering Overlord)</p><p><strong>Wight Knight 8, Lucarne the Wight Knight:</strong> ?</p><p><strong>Wight Spawn:</strong> A human victim killed by the wight’s energy drain can be brought back to unlife, as a wight, under the control of the slaying wight. The slaying wight must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a wight spawn. (Monsters & Treasures 2nd Printing)</p><p>A human victim killed by the wight’s energy drain can be brought back to unlife, as a wight spawn, under the control of the slaying wight. The slaying wight must want to use this ability; it is not automatic. (Monsters and Treasures 3rd Printing)</p><p>A human victim killed by the wight’s energy drain can be brought back to unlife, as a wight, under the control of the slaying wight. The slaying wight must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a wight spawn. (Monsters & Treasures 4th Printing)</p><p>A human victim killed by the wight’s energy drain can be brought back to unlife, as a wight, under the control of the slaying wight. The slaying wight must want to use this ability; it is not automatic. (Tome of the Unclean)</p><p>A human victim killed by the wight’s energy drain can be brought back to unlife, as a wight, under the control of the slaying wight. The slaying wight must want to use this ability; it is not automatic. (Tome of the Unclean 2019 Preorder)</p><p>A human victim killed by the wight’s energy drain can be brought back to unlife, as a wight, under the control of the slaying wight. The slaying wight must want to use this ability; it is not automatic. (Amazing Adventures Manual of Monsters)</p><p><strong>Willec the Halfling Zombie:</strong> See Zombie Halfling,Willec.</p><p><strong>Wolf at Midnight:</strong> See Ghost, Wulfric Knight, The Wolf at Midnight.</p><p><strong>Wolf Ghoul:</strong> See Wolf Ghoul.</p><p><strong>Wolf Shadow:</strong> See Wolf Shadow.</p><p><strong>Wolf Vampiric:</strong> See Wolf Vampiric.</p><p><strong>Woman Half:</strong> See Half Woman.</p><p><strong>Worg Shadow:</strong> See Shadow Worg.</p><p><strong>Woman White:</strong> See White Woman.</p><p><strong>Wraig Wen:</strong> See White Woman, Wraig Wen.</p><p><strong>Wraith:</strong> Wraiths are powerful wights (q.v.) who have forged a more powerful bond with the negative material plane. (Monsters & Treasures 2nd Printing)</p><p>Wraiths are powerful wights (q.v.) who have forged a more powerful bond with the negative material plane. (Monsters and Treasures 3rd Printing)</p><p>Wraiths are powerful wights who have forged a more powerful bond with the negative material plane. (Monsters & Treasures 4th Printing)</p><p>Wraiths are powerful wights who have forged a more powerful bond with the negative material plane. A wraith is incorporeal, having shed all connections of the flesh. (Tome of the Unclean)</p><p>Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below: (Tome of the Unclean)</p><p>D20 MONSTER</p><p>1–10 Zombie</p><p>11–15 Shadow</p><p>16–19 Wight</p><p>20 Wraith (Tome of the Unclean)</p><p>The vorgalos house their lairs, the country around and the land beneath them with the undead. They do this by stalking cemeteries, unhallowing a grave, and raising the dead, pulling them back from the afterlife and bringing them back to the world. (Tome of the Unclean)</p><p>If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below: (Tome of the Unclean 2017 Preorder)</p><p>1-10 Zombie</p><p>11-15 Shadow</p><p>16-19 Wight</p><p>20 Wraith (Tome of the Unclean 2017 Preorder)</p><p>Wraiths are powerful wights who have forged a more powerful bond with the negative material plane. (Tome of the Unclean 2019 Preorder)</p><p>A human victim killed by the wraith’s energy drain can be brought back to life as a wraith, under the control of the slaying wraith. The slaying wraith must want to use this ability; it is not automatic. (Tome of the Unclean 2019 Preorder)</p><p>Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below: (Tome of the Unclean 2019 Preorder)</p><p>1–10 Zombie</p><p>11–15 Shadow</p><p>16–19 Wight</p><p>20 Wraith (Tome of the Unclean 2019 Preorder)</p><p>Wraiths are the angry spritits of explorers and villains who have died a horrible death within the cursed wood. (Castle Keeper's Guide to the Haunted Highlands)</p><p>Rune of Undeath victim with more than 5 HD. (Castle Keeper's Guide to the Haunted Highlands)</p><p>The wraiths were dwarves killed in the great quake. (Castle Keeper's Guide to the Haunted Highlands)</p><p>The Lady of Garun first attempts to charm her victim into being friendly. When she feels the time is ripe, she delivers a long and passionate kiss, drawing out the soul of her victim. Those who lose their souls turn into wraiths. (A10 The Last Respite)</p><p>Rune of Undeath: This powerful dwarven curse is reserved for only the most notable of dwarven thanes and nobles. By the activation of this rune the target must make a save vs. death (CL 7) or be instantly slain, arising in 1d4 rounds as an undead guardian of the place of defilement. Beings with less than 5 HD rise as a shadow. Beings with over 5 HD rise as a wraith, beings of over 10 HD rise as a specter. (DB3 Deeper Darkness)</p><p>Wraiths are powerful wights (q.v.) who have forged a more powerful bond with the negative material plane. (Amazing Adventures Manual of Monsters)</p><p>If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety. (Vampires of the Olden Lands)</p><p>When a victim is dying the Hor Shaol may steal it's soul and use it to create a special type of Wraith that serves only it's creator they may only have 3 wraiths of this type at any time. (Domesday Volume 1 Issue 3)</p><p>If anything, they are an even greater example of will interacting with negative/unholy energy to defy death and even more-so than their corporeal counterparts, are stuck between life and death. (Domesday 7)</p><p>Any humanoid victim, no racial exceptions, killed by the energy drain of the necromancer’s wraith suffers a fate far worse than death. Their soul is stripped from their body and both are immediately enslaved and corrupted to the will of the wraith of the necromancer. Within d3 rounds the victim’s body raises as a four hit dice zombie and their soul becomes a full strength wraith, both under the control of the wraith of the necromancer. (Domesday 8)</p><p><em>Animate Dead Greater</em> spell. (Amazing Adventures Companion)</p><p><em>Create Undead</em> spell caster level 18. (Player's Handbook 3rd Printing)</p><p><em>Create Undead</em> spell caster level 18. (Player's Handbook 4th Printing)</p><p><em>Create Undead</em> spell caster level 18. (Player's Handbook 6th Printing)</p><p><em>Create Undead</em> spell caster level 18. (Player's Handbook 7th Printing)</p><p><em>Create Undead</em> spell caster level 18. (Amazing Adventures 1st Printing)</p><p><em>Create Undead</em> spell caster level 18. (Amazing Adventures 2nd Printing)</p><p><strong>Wraith, Malhavok:</strong> In the Age of Heroes, Malhavok was reputed to be the greatest thief in the entire west. In his travels, he took up with the holy paladin Saint Luther who tolerated his malfeasance for he proved useful in his struggles with the evil that had arisen in the east. But eventually, Malhavok betrayed the paladin and when Luther discovered Malhavok’s misdeed, the paladin’s knight laid hands on the rogue and slew him; they gave his body no rest, but burned it to ash. But Malhavok’s spirit proved powerful and refused to enter the Shadow Realms and fled the Gates of Tiamat. (Monsters and Treasures of Airhde 2nd Printing)</p><p>Naked, it returned to the world of the living as a houseless shadow, seeking it knew not what. At last it found a home in the very blade the rogue carried in life. This blade, born of the magic of Rhealth, one of the Og-Aust of old, consumed the fire of Malhavok so that the rogue became entwined with the blade and the blade became a cursed thing. (Monsters and Treasures of Airhde 2nd Printing)</p><p>In the Age of Heroes, Malhavok was reputed to be the greatest thief in the entire west. In his travels, he took up with the holy paladin Saint Luther who tolerated his malfeasance for he proved useful in his struggles with the evil that had arisen in the east. But eventually, Malhavok betrayed the paladin and when Luther discovered Malhavok’s misdeed, the paladin’s knight laid hands on the rogue and slew him; they gave his body no rest, but burned it to ash. But Malhavok’s spirit proved powerful and refused to enter the Shadow Realms and fled the Gates of Tiamat. (Monsters & Treasures of Airhde 3rd Printing)</p><p>Naked, it returned to the world of the living as a houseless shadow, seeking it knew not what. At last it found a home in the very blade the rogue carried in life. This blade, born of the magic of Rhealth, one of the Og-Aust of old, consumed the fire of Malhavok so that the rogue became entwined with the blade and the blade became a cursed thing.</p><p>(Monsters & Treasures of Airhde 3rd Printing)</p><p><strong>Wraith Dust:</strong> Dust wraiths are formed when powerful corporeal undead such as mummies turn to dust due to time or when an intelligent creature is slain by a dust wraith. (Critters Vol. 1)</p><p><strong>Wraith Necromancer's:</strong> See Wraith of a Necromancer, Necromancer's Wraith.</p><p><strong>Wraith of a Necromancer, Necromancer's Wraith:</strong> A necromancer’s wraith is the undead wraith-like spirit of a powerful necromancer, forever lusting to create powerful undead under its control. The wraith of the necromancers employs powerful and unique necromantic spells and undead abilities to make this happen. In life, the necromancer was a high level spell caster specializing in necromantic spheres focused to create a personal domain of negative energy and undead status. Typically a wizard-cleric multi-class character of 15th to 19th level! If the necromancer was a single class spell caster in life then the caster level could be as high as 23rd to 25th level, but decrease the dice type to d6 for wizards and increase the dice type to d10 for clerics. Aside: The clerical masters of a necromancer are typically demons, devils, or gods; Lolth, Kali, Ares, Set, Druaga, Inanna, Hel, Hades, Surma, or Yutrus. (Domesday 8)</p><p>The wraith of a necromancer was a powerful necromancer who has managed to forge a most powerful bond with the negative material plane and shed all connections of the flesh. (Domesday 8)</p><p><strong>Wraith Spawn:</strong> A human victim killed by the wraith’s energy drain can be brought back to life as a wraith, under the control of the slaying wraith. The slaying wraith must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a wraith spawn. (Monsters & Treasures 2nd Printing)</p><p>A human victim killed by the wraith’s energy drain can be brought back to life as a wraith, under the control of the slaying wraith. The slaying wraith must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a wraith spawn. (Monsters and Treasures 3rd Printing)</p><p>A human victim killed by the wraith’s energy drain can be brought back to life as a wraith, under the control of the slaying wraith. The slaying wraith must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a wraith spawn. (Monsters & Treasures 4th Printing)</p><p>A human victim killed by the wraith’s energy drain can be brought back to life as a wraith, under the control of the slaying wraith. (Tome of the Unclean)</p><p>A human victim killed by the wraith’s energy drain can be brought back to life as a wraith, under the control of the slaying wraith. The slaying wraith must want to use this ability; it is not automatic. (Tome of the Unclean 2019 Preorder)</p><p>A human victim killed by the wraith’s energy drain can be brought back to life as a wraith, under the control of the slaying wraith. The slaying wraith must want to use this ability; it is not automatic. (Amazing Adventures Manual of Monsters)</p><p><strong>Wulfric Knight:</strong> See Ghost, Wulfric Knight, The Wolf at Midnight.</p><p><strong>Xerxes:</strong> See Vampire, Xerxes.</p><p><strong>Y'Bras the Drinker:</strong> See Vampire Ancient Grave Knight Knight 10, Y'Bras the Drinker.</p><p><strong>Yeoja, Ban:</strong> See Half Woman, Ban Yeoja.</p><p><strong>Ziburinis:</strong> Humanoid skeletons are the animated remains of humanoid creatures. (Codex Slavorum)</p><p><strong>Zombie:</strong> Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason. (Monsters & Treasures 2nd Printing)</p><p>Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason. (Monsters and Treasures 3rd Printing)</p><p>Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason. (Monsters & Treasures 4th Printing)</p><p>Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason. (Tome of the Unclean)</p><p>Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below: (Tome of the Unclean)</p><p>D20 MONSTER</p><p>1–10 Zombie</p><p>11–15 Shadow</p><p>16–19 Wight</p><p>20 Wraith (Tome of the Unclean)</p><p>The vorgalos house their lairs, the country around and the land beneath them with the undead. They do this by stalking cemeteries, unhallowing a grave, and raising the dead, pulling them back from the afterlife and bringing them back to the world. (Tome of the Unclean)</p><p>If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below: (Tome of the Unclean 2017 Preorder)</p><p>1-10 Zombie</p><p>11-15 Shadow</p><p>16-19 Wight</p><p>20 Wraith (Tome of the Unclean 2017 Preorder)</p><p>Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason. (Tome of the Unclean 2019 Preorder)</p><p>As humans can be turned into undead, so can the plethora of monsters that litter the land. (Tome of the Unclean 2019 Preorder)</p><p>Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below: (Tome of the Unclean 2019 Preorder)</p><p>1–10 Zombie</p><p>11–15 Shadow</p><p>16–19 Wight</p><p>20 Wraith (Tome of the Unclean 2019 Preorder)</p><p>Fashioned from the living bones of the aghul’s victims, the knoglen blade is an 8-foot long polearm with a razor-sharp blade that bestows a +3 bonus to both attack and damage. If the attack roll results in a natural 19 or 20, flakes of the blade break off and enter the wound, causing it to fester. In the round following a successful hit the victim feels a searing pain which lasts for 4 rounds at which point the limb becomes numb and useless. If untreated, the wound turns necrotic and within 1d4 days the flesh surrounding the wound rots away. There is no saving throw for this condition. Further neglect leads to the rot continuing to spread, dealing 1d10 points of damage each day until the victim dies. Unless the dead is buried in consecrated or holy grounds, they will rise as either a zombie or skeleton within 1d8 days. (Tome of the Unclean 2019 Preorder)</p><p>Treatment for the rot includes remove curse, remove disease, heal, restoration spells, a paladin’s cure disease ability, or a cleric or paladin may attempt to turn the bone flakes, which turn as a 1 HD undead. (Tome of the Unclean 2019 Preorder)</p><p>When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. (Black Libram of Naratus)</p><p>A creature reduced to 0 strength by a charnel spider’s poison dies and rises as a zombie under the charnel spider’s control in 1d4 rounds. (Castle Keeper's Guide to the Haunted Highlands)</p><p>When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. (Castle Keeper's Guide to the Haunted Highlands)</p><p>The Dread Mire is an ancient battleground that has now become a swamp. Some millennia past, a local elfin lord aligned himself a human kingdom to battle against the onslaught of the Horned One’s army. In the first clashing of arms, the human king betrayed his ally and fell upon the elfin rearguard as the armies of the Horned One weighed into the vanguard. The humans slaughtered all of the elves in a horrific battle. But Andual, a warrior priest and the last of the kindred to die, laid a curse upon these men: “May your treachery bind you to this earth! May it devour you and spit you back up as a shadow of yourself. Thirst now for a life you cannot have. I curse you and bind you here until the Damnun sakes your agony. Know no peace.” (Umbrage Saga)</p><p>The knoglen blade weapon is a pole-arm fashioned from the living bones of the Aghul’s victims. Ranging about 8 feet long, it serves as a +3 weapon in both to hit and damage. The blade(s) are razor sharp, self replicating bones. When the wielder scores a successful hit with the blade of at least 19 or 20 (without bonus), flakes of the bone break off into the wound. These flakes are living bone and begin to meld with the victim. In the round following a successful hit, the victim feels an intense pain. The pain lasts for 4 melee rounds at which point the arm becomes numb and useless. If not treated, the wound begins to rot and the surrounding flesh begins to fall off in 1d4 days. There is no saving throw. Treatment can be with cure disease, remove curse, remove disease, heal, restoration or a cleric can attempt to turn the bones. They turn as a skeleton. If untreated, the rot spreads beyond the wound and the victim begins to take 1d10 points damage each day until they die. Unless buried in holy or consecrated ground they reanimate as a zombie or skeleton in 1d8 days. (A6 Of Banishment and Blight)</p><p>While Crisigrin did not like this room, he understood its importance. Any of his enemies, as well as any overtly evil being, was thrown into this room to die. Once dead, the mist acted as an animate dead spell. (DA1 Dark Journey)</p><p>This chamber is home to a charnel spider. The foul creature occasionally leaves its lair to crawl forth to animate zombies and skeletons within the canyons and caverns of the Mynthnoc Cairns. (DB1 Haunted Highlands)</p><p>A creature reduced to 0 strength by a charnel spider’s poison dies and rises as a zombie under the charnel spider’s control in 1d4 rounds. A charnel spider can control a number of zombies whose total hd are not more than twice the charnel spider’s hd. (DB1 Haunted Highlands)</p><p>A lamp set in the ceiling above the main crypt magically lights upon each full moon. As soon as the light touches the exposed corpse of the priest he animates. He then takes up a torch and passes around the room, the light having the same affect on his undead acolytes as it had on him. They each animate in turn. (The Long Valley)</p><p>Awakeners also have the ability to animate one of the following groups of undead per week: 6 skeletons or zombies or 2 ghouls or1 ghast or wraith or 1 mummy/month. (U1 Shadows of Halfling Hall)</p><p>These zombies were part of Argus’ first experiments in necromancy with the Liber Mortis. (U2 Verdant Rage)</p><p>Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason. (Amazing Adventures Manual of Monsters)</p><p>In some campaigns, zombies may be able to infect others with their bite, slowly turning the infected into zombies. In such a case, the victim bitten must make a constitution save at -2 or be infected. Infected victims will lose 1d4 points of strength and constitution each day until one of the two abilities reaches 0, at which point the victim dies, rising within 1d4 minutes as a new zombie unless the body is destroyed (often through decapitation or other destruction of the head). (Amazing Adventures Manual of Monsters)</p><p>Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason. (Amazing Adventures 1st Printing)</p><p>In some campaigns, zombies may be able to infect others with their bite, slowly turning the infected into zombies. In such a case, the victim bitten must make a constitution save at -2 or be infected. Infected victims will lose 1d4 points of strength and constitution each day until one of the two abilities reaches 0, at which point the victim dies, rising within 1d4 minutes as a new zombie unless the body is destroyed (often through decapitation or other destruction of the head). (Amazing Adventures 1st Printing)</p><p>Nobody else turns into a zombie, even if the zombies manage to kill any more bystanders. This should lead the PC’s to believe that it was, in fact, something on the needle that created the undead killing machines. (Amazing Adventures 1st Printing)</p><p>Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason. (Amazing Adventures 2nd Printing)</p><p>In some campaigns, zombies may be able to infect others with their bite, slowly turning the infected into zombies. In such a case, the victim bitten must make a constitution save at -2 or be infected. Infected victims will lose 1d4 points of strength and constitution each day until one of the two abilities reaches 0, at which point the victim dies, rising within 1d4 minutes as a new zombie unless the body is destroyed (often through decapitation or other destruction of the head). (Amazing Adventures 2nd Printing)</p><p>Nobody else turns into a zombie, even if the zombies manage to kill any more bystanders. This should lead the PC’s to believe that it was, in fact, something on the needle that created the undead killing machines. (Amazing Adventures 2nd Printing)</p><p>Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason. (Victorious the Role Playing Game)</p><p>Any creature whose strength has been completely drained away by the Husks withering touch will rise 2d4 rounds after death as a zombie under the full control of the Husk that created it. (Critters Vol. 1)</p><p>If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety. (Vampires of the Olden Lands)</p><p>A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. (Vampires of the Olden Lands)</p><p>A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie. (Vampires of the Olden Lands)</p><p>The body is merely a shell animated by magic. The nature of this magic is necromantic either directly animating the body or dragging the person’s soul back from the afterlife and both enslaving and imprisoning it to follow the will of the caster. (Domesday 7)</p><p>Any humanoid victim, no racial exceptions, killed by the energy drain of the necromancer’s wraith suffers a fate far worse than death. Their soul is stripped from their body and both are immediately enslaved and corrupted to the will of the wraith of the necromancer. Within d3 rounds the victim’s body raises as a four hit dice zombie and their soul becomes a full strength wraith, both under the control of the wraith of the necromancer. (Domesday 8)</p><p>If the revenants so chooses, those who are killed by strength loss can be brought back to unlife as a zombie under control of the revenants. Victims of 4 HD or greater, have a 25% chance of returning as a wight. (The Keeper Issue 1)</p><p><em>Animate Dead</em> spell. (Player's Handbook 3rd Printing)</p><p><em>Animate Dead</em> spell. (Player's Handbook 4th printing)</p><p><em>Animate Dead</em> spell. (Players Handbook 6th Printing)</p><p><em>Animate Dead</em> spell. (Player's Handbook 7th Printing)</p><p><em>Animate Dead</em> spell. (Amazing Adventures 1st Printing)</p><p><em>Animate Dead</em> spell. (Amazing Adventures 2nd Printing)</p><p><em>Deathly Blight</em> spell. (Domesday 8)</p><p>Knoglen Blade magic item. (Monsters and Treasures of Airhde 2nd Printing)</p><p>Knoglen Blade magic item. (Monsters & Treasures of Airhde 3rd Printing)</p><p>Orb of the Dead Create Undead power. (Domesday 7)</p><p><strong>Zombie, Don Martimho:</strong> Currently the necromancer Damadal keeps the Champaign room as his land-side quarters. Damadal is a messenger for the Grave Lords, and captain of the Nightingale. As a special favor to Charity, he turned Don Martimho into a zombie which she keeps around to remind the Mantua Nostra who the real boss is.</p><p><strong>Zombie Bat:</strong> ?</p><p><strong>Zombie Brine:</strong> Brine zombies are the remnants of a ship’s crew that has perished at sea. (Black Libram of Naratus)</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. (Black Libram of Naratus)</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. (Black Libram of Naratus)</p><p>When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. (Black Libram of Naratus)</p><p>Brine zombies are the remnants of a ship’s crew that has perished at sea. (Castle Keeper's Guide to the Haunted Highlands)</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. (Castle Keeper's Guide to the Haunted Highlands)</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. (Castle Keeper's Guide to the Haunted Highlands)</p><p>When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. (Castle Keeper's Guide to the Haunted Highlands)</p><p><strong>Zombie Dog:</strong> See Dog Zombie.</p><p><strong>Zombie Gnoll:</strong> ?</p><p><strong>Zombie Green:</strong> ?</p><p><strong>Zombie Green Amdromodon:</strong> When any type of Amdromodon touches a dead humanoid, having died in the last 48 hours, the humanoid rises as a Green Amdromodon Zombie and follows its creator. A status symbol in Amdromodon society is how many and how powerful are the follower zombies. Giants are particularly favored because of their toughness to kill. Flying creatures of all types are also especially sought after. (Beneath the Dome)</p><p>These zombies are not limited to humans as the touch of an Amdromodon can turn any recently dead body into a green zombie. (Beneath the Dome)</p><p><strong>Zombie Green Animal:</strong> ?</p><p><strong>Zombie Green Dragon:</strong> ? </p><p><strong>Zombie Grimlock:</strong> Sirthim created the 4 zombies that seem to be the only guardians of this chamber. Using several scrolls of animate dead he had managed to bring from the drow city, the drider returned fallen grimlock warriors to a semblance of life. (Castles & Crusades: The Slithering Overlord)</p><p><strong>Zombie Halfling:</strong> ?</p><p><strong>Zombie Halfling,Willec:</strong> ?</p><p><strong>Zombie Hulk:</strong> Zombie hulks are zombies raised from the fresh corpses of large beasts such as ogres, bugbears, trolls, and minotaur. (Castle Keeper's Guide to the Haunted Highlands)</p><p><strong>Zombie Knight:</strong> The Zombie Knight is the unfortunate victim of a Dread Knight that has been reanimated to serve its slayer for eternity. (Critters Vol. 1)</p><p>Any living creature killed by the Dread Knight has a 50% chance of rising as a Zombie Knight within 1d3 rounds after begin slain. The Zombie Knight is a thrall of the Knight and will obey only its creator or the necromancer that created the Knight itself. If those that are slain by the knight are beheaded immediately after death, then they will be unable to rise as undead spawn. (Critters Vol. 1)</p><p><strong>Zombie Monster:</strong> As humans can be turned into undead, so can the plethora of monsters that litter the land. Appearing much like their undead cousins, a monster zombie is a decayed living corpse of it past self. Any creature from a goblin to a giant can be transformed into a zombie and the CK must make adjustments to the statistics listed above. (For instance, a ogre zombie would do 1d6 slam + 4 for its strength).</p><p>As humans can be turned into undead, so can the plethora of monsters that litter the land. Appearing much like their undead cousins, a monster zombie is a decayed living corpse of its past self. Any creature from a goblin to a giant can be transformed into a zombie and the CK must make adjustments to the statistics listed above. (For instance, an ogre zombie would do 1d6 slam + 4 for its strength ). (Classic Monsters & Treasures 2nd Printing)</p><p>As humans can be turned into undead, so can the plethora of monsters that litter the land. Appearing much like their undead cousins, a monster zombie is a decayed living corpse of its former self. Any creature from a goblin to a giant can be transformed into a zombie. (Tome of the Unclean)</p><p>As humans can be turned into undead, so can the plethora of monsters that litter the land. Appearing much like their undead cousins, a monster zombie is a decayed living corpse of its former self. Any creature from a goblin to a giant can be transformed into a zombie, and the CK must make adjustments to the statistics listed above. (Tome of the Unclean 2019 Preorder)</p><p><strong>Zombie Ogre:</strong> ?</p><p><strong>Zombie Orc:</strong> Skalnoc orders the bodies of any and all fallen orcs taken to this sector for “burial” and using the power of the Demon Eye to animate dead. (Castle Keeper's Guide to the Haunted Highlands)</p><p><strong>Zombie Plague:</strong> Beings bit by plague zombies must make a successful save vs. disease (Challenge Level 2) or lose 1d4 points of Constitution. Each hour thereafter the victim must make an additional save vs. plague or again lose 1d4 Constitution. This continues until the victim is dead. (Castle Keeper's Guide to the Haunted Highlands)</p><p>1d10 rounds after a victim succumbs to the zombie infection, they rise as a plague zombie, intent on attacking any living creature it comes across. (Castle Keeper's Guide to the Haunted Highlands)</p><p>Beings bit by plague zombies must make a successful save vs. disease (Challenge Level 2) or lose 1d4 points of Constitution. Each hour thereafter the victim must make an additional save vs. plague or again lose 1d4 Constitution. This continues until the victim is dead.</p><p>1d10 rounds after a victim succumbs to the zombie infection they rise as a plague zombie, intent on attacking any living creature it comes across. (Free City of Eskadia)</p><p><strong>Zombie Scarlet:</strong> ?</p><p><strong>Zombie Stronger:</strong> At will the terralip can call forth the bodies of its victims. At any given time there are 2-16 skeletons and 2-16 zombies lying in the earth around the terralip. These undead are stronger than the norm; skeletons have 2 hit dice (XP 10+2) while zombies have 4 (XP 40+4). (Monsters and Treasures of Airhde 2nd Printing)</p><p>Trees root deep in the ground; the fingers of their age push into the soils, soft or hard. For some this is all there is and they take no heed of the fruit that is the earth, the wind and sky and cool waters. For others they are awake and take notice, for what it is worth, of the world around them and these love or hate the joy of it as is their want. Of these the terralip is born. An evil limb in life, turns worse in death. Or happenstance twists a happy spirit to a malevolent force. In either case the tree is foul in death, poisoning the earth and air, filling the soils at its feet with death, trapping the spirits of the fallen in the tangled roots of its own spite. (Monsters and Treasures of Airhde 2nd Printing)</p><p>At will the terralip can call forth the bodies of its victims. At any given time there are 2-16 skeletons and 2-16 zombies lying in the earth around the terralip. These undead are stronger than the norm; skeletons have 2 hit dice (XP 10+2) while zombies have 4 (XP 40+4). (Monsters & Treasures of Airhde 3rd Printing)</p><p></p><p>[/spoiler]</p><p></p><p>Castles and Crusades Troll Lord Games[spoiler]</p><p></p><p>Monsters & Treasures 2nd Printing[spoiler]</p><p><strong>Undead:</strong> Undead are once-living creatures animated by spiritual or supernatural forces.</p><p><strong>Allip:</strong> An allip is a magical, echoing remnant of a spirit gripped by madness, generated when a mentally troubled being commits suicide.</p><p><strong>Banshee:</strong> The banshee, often referred to as a wailing spirit, is a female fey whose undying spirit has lingered in the land of the living. These creatures are destined to haunt swamps and moors with their unholy presence. Legends whisper that the maiden must have performed many wicked deeds in her life to be cursed with such a dire form, and this malicious desire to do evil is what allows them to continue their existence in the world of the living.</p><p><strong>Bodak:</strong> A bodak is the physical manifestation of corruption, a creature condemned by demonic forces to linger forever in the torments of lost, forbidden knowledge. These creatures are formed when an evil individual trades its soul in exchange for some dark secret or hidden knowledge.</p><p><strong>Ghast:</strong> If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4-1 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice.</p><p><strong>Ghost:</strong> Ghosts are the undead spirits of evil folk. In life, these people were cruel, vindictive, and visited needless suffering upon others. At their deaths, their spirits were forced to remain bound to the physical world in perpetual torment.</p><p><strong>Ghoul:</strong> If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4-1 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice.</p><p><strong>Lich:</strong> A lich is a powerful undead creature, borne from a hideous ritual performed by a wizard that lusts for everlasting life. Becoming a lich is an option for only the most powerful and reckless of magi, as it involves separating the spirit from the body and binding it in a specially prepared phylactery. This very powerful enchanted item can take any form, but it is usually an amulet of the finest quality. After the ritual is complete, the wizard assumes its undead form, and the phylactery thereafter houses the lich’s soul. Few know these arcane rituals, and of those few, even fewer dare test the sorcery. If it fails, the wizard’s soul is lost and forever irretrievable.</p><p><strong>Mummy:</strong> A mummy is an undead creature wrapped in divine bandages and urged to existence through prayer and ceremony.</p><p><strong>Shadow:</strong> They are either doomed souls who, in life, perpetrated great evil against innocents, or they are thralls, created and bound to darkness by another shadow.</p><p>A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will rise again as a shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow.</p><p><strong>Skeleton:</strong> Humanoid skeletons are the animated remains of humanoid creatures.</p><p><strong>Spectre:</strong> Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge.</p><p>Any creature slain by a spectre will become a spectre in 1d4 rounds.</p><p><strong>Vampire:</strong> If the controlling vampire is destroyed, the spawn becomes a full vampire with the normal statistics.</p><p><strong>Vampire Spawn:</strong> A human victim killed by the vampire’s blood drain can be brought back to unlife, under the control of the slaying vampire. The slaying vampire must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a spawn.</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><strong>Wight Spawn:</strong> A human victim killed by the wight’s energy drain can be brought back to unlife, as a wight, under the control of the slaying wight. The slaying wight must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a wight spawn.</p><p><strong>Wraith:</strong> Wraiths are powerful wights (q.v.) who have forged a more powerful bond with the negative material plane.</p><p><strong>Wraith Spawn:</strong> A human victim killed by the wraith’s energy drain can be brought back to life as a wraith, under the control of the slaying wraith. The slaying wraith must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a wraith spawn.</p><p><strong>Zombie:</strong> Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason.[/spoiler]</p><p></p><p>Monsters and Treasures 3rd Printing[spoiler]</p><p><strong>Undead:</strong> Undead are once–living creatures animated by spiritual or supernatural forces.</p><p><strong>Allip:</strong> An allip is a magical, echoing remnant of a spirit gripped by madness, generated when a mentally troubled being commits suicide.</p><p><strong>Banshee:</strong> The banshee, often referred to as a wailing spirit, is a female fey whose undying spirit has lingered in the land of the living. These creatures are destined to haunt swamps and moors with their unholy presence. Legends whisper that the maiden must have performed many wicked deeds in her life to be cursed with such a dire form, and this malicious desire to do evil is what allows them to continue their existence in the world of the living.</p><p><strong>Bodak:</strong> A bodak is the physical manifestation of corruption, a creature condemned by demonic forces to linger forever in the torments of lost, forbidden knowledge. These creatures are formed when an evil individual trades its soul in exchange for some dark secret or hidden knowledge.</p><p><strong>Ghast:</strong> If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4–1 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice.</p><p><strong>Ghost:</strong> Ghosts are the undead spirits of evil folk. In life, these people were cruel, vindictive, and visited needless suffering upon others. At their deaths, their spirits were forced to remain bound to the physical world in perpetual torment.</p><p><strong>Ghoul:</strong> If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4–1 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice.</p><p><strong>Lich:</strong> A lich is a powerful undead creature, borne from a hideous ritual performed by a wizard that lusts for everlasting life. Becoming a lich is an option for only the most powerful and reckless of magi, as it involves separating the spirit from the body and binding it in a specially prepared phylactery. This very powerful enchanted item can take any form, but it is usually an amulet of the finest quality. After the ritual is complete, the wizard assumes its undead form, and the phylactery thereafter houses the lich’s soul. Few know these arcane rituals, and of those few, even fewer dare test the sorcery. If it fails, the wizard’s soul is lost and forever irretrievable.</p><p><strong>Mummy:</strong> A mummy is an undead creature wrapped in divine bandages and urged to existence through prayer and ceremony.</p><p><strong>Shadow:</strong> They are either doomed souls who, in life, perpetrated great evil against innocents, or they are thralls, created and bound to darkness by another shadow.</p><p>A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will rise again as a shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow.</p><p><strong>Skeleton:</strong> Humanoid skeletons are the animated remains of humanoid creatures.</p><p><strong>Spectre:</strong> Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge.</p><p>Any creature slain by a spectre will become a spectre in 1d4 rounds.</p><p><strong>Vampire:</strong> If the controlling vampire is destroyed, the spawn becomes a full vampire with the normal statistics.</p><p><strong>Vampire Spawn:</strong> A human victim killed by the vampire’s blood drain can be brought back to unlife, under the control of the slaying vampire. The slaying vampire must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a spawn.</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><strong>Wight Spawn:</strong> A human victim killed by the wight’s energy drain can be brought back to unlife, as a wight spawn, under the control of the slaying wight. The slaying wight must want to use this ability; it is not automatic.</p><p><strong>Wraith:</strong> Wraiths are powerful wights (q.v.) who have forged a more powerful bond with the negative material plane.</p><p><strong>Wraith Spawn:</strong> A human victim killed by the wraith’s energy drain can be brought back to life as a wraith, under the control of the slaying wraith. The slaying wraith must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a wraith spawn.</p><p><strong>Zombie:</strong> Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/65657/Castles--Crusades-Monsters--Treasure?affiliate_id=17596" target="_blank">Monsters & Treasures 4th Printing</a>[spoiler]</p><p><strong>Undead:</strong> Undead are once-living creatures animated by spiritual or supernatural forces.</p><p><strong>Allip:</strong> An allip is a magical, echoing remnant of a spirit gripped by madness, generated when a mentally troubled being commits suicide.</p><p><strong>Banshee:</strong> The banshee, often referred to as a wailing spirit, is a female fey whose undying spirit has lingered in the land of the living. Legends whisper that the maiden must have performed many wicked deeds in her life to be cursed with such a dire form, and this malicious desire to do evil is what allows them to continue their existence in the world of the living.</p><p><strong>Bodak:</strong> A bodak is the physical manifestation of corruption, a creature condemned by demonic forces to linger forever in the torments of lost, forbidden knowledge. These creatures are formed when an evil individual trades its soul in exchange for some dark secret or hidden knowledge.</p><p><strong>Ghast:</strong> If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice.</p><p><strong>Ghost:</strong> Ghosts are the undead spirits of evil folk. In life, these people were cruel, vindictive, and visited needless suffering upon others. At their deaths, their spirits were forced to remain bound to the physical world in perpetual torment.</p><p><strong>Ghoul:</strong> If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice.</p><p><strong>Lich:</strong> A lich is a powerful undead creature, born from a hideous ritual performed by a wizard that lusts for everlasting life. Becoming a lich is an option for only the most powerful and reckless of magi, as it involves separating the spirit from the body and binding it in a specially prepared phylactery. This very powerful enchanted item can take any form, but it is usually an amulet of the finest quality. After the ritual is complete, the wizard assumes its undead form, and the phylactery thereafter houses the lich’s soul. Few know these arcane rituals, and of those few, even fewer dare test the sorcery. If it fails, the wizard’s soul is lost and forever irretrievable.</p><p><strong>Mummy:</strong> A mummy is an undead creature wrapped in divine bandages and urged to existence through prayer and ceremony.</p><p><strong>Shadow:</strong> They are either doomed souls who, in life perpetrated great evil against innocents, or they are thralls, created and bound to darkness by another shadow.</p><p>A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will rise again as a shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow.</p><p><strong>Skeleton:</strong> Humanoid skeletons are the animated remains of humanoid creatures.</p><p><strong>Spectre:</strong> Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge.</p><p>Any creature slain by a spectre will become a spectre in 1d4 rounds.</p><p><strong>Vampire:</strong> If the controlling vampire is destroyed, the spawn becomes a full vampire with the normal statistics.</p><p><strong>Vampire Spawn:</strong> A human victim killed by the vampire’s blood drain can be brought back to unlife, under the control of the slaying vampire. The slaying vampire must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a spawn.</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><strong>Wight Spawn:</strong> A human victim killed by the wight’s energy drain can be brought back to unlife, as a wight, under the control of the slaying wight. The slaying wight must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a wight spawn.</p><p><strong>Wraith:</strong> Wraiths are powerful wights who have forged a more powerful bond with the negative material plane.</p><p><strong>Wraith Spawn:</strong> A human victim killed by the wraith’s energy drain can be brought back to life as a wraith, under the control of the slaying wraith. The slaying wraith must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a wraith spawn.</p><p><strong>Zombie:</strong> Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason.[/spoiler]</p><p></p><p>Classic Monsters[spoiler]</p><p><strong>Undead:</strong> Undead are once–living creatures animated by spiritual or supernatural forces.</p><p><strong>Animal Skeleton:</strong> Animal carcasses that are the target of Animate Dead are raised as animal skeletons. Anyone casting the spell solely on dead animals can gain up to twice his level in HD, as opposed to his level in HD per the spell Animate Dead. In other words, a 5th level cleric, while normally only able to raise 5HD worth of Undead, may raise 10HD worth of animal skeletons. Only small creatures can be raised as such, no bigger than a large dog.</p><p><strong>Apparition:</strong> ?</p><p><strong>Coffer Corpse:</strong> ?</p><p><strong>Crypt Thing:</strong> Legends abound that crypt things were once great sages, destined to live out eternity in a constant thirst for knowledge.</p><p><strong>Death Knight:</strong> Once loyal paladins, they were raised back into life by demonic forces to unleash mayhem on an unsuspecting world. Thankfully, very few of these creatures are known to exists</p><p><strong>Demilich:</strong> Once a Lich (Monsters & Treasure tome, page 54) has outlived its physical form (which is many centuries), its spirit will release from its frail body and enter into the ethereal and astral planes. It will always and forever have a connection with the remains it has left behind and will guard them for eternity.</p><p><strong>Draugr:</strong> The draugr is a type of undead, so malevolent in life that its evil ways still possess it in death. Resembling a zombie in appearance, the draugr is very intelligent, unlike the mindless, plodding zombie. Only humans can be reborn as draugr.</p><p>Only corpses that have been housed in tombs or crypts can be draugr, as the creature cannot dig itself out of a grave.</p><p><strong>Evil Oculus of Ice and Fire:</strong> ?</p><p><strong>Haunt:</strong> The haunt is an undead tied to the spot of its death.</p><p>In its living form, the haunt had some mission or task that needed to be completed. So great was the compulsion to finish this deed that, even in death, the creature seeks to fulfill its final task.</p><p>A haunt can be of any alignment and its task can be anything from the mundane (replace the stone in the wall thus covering the secret hiding place) to the extraordinary (travel to a distant land and deliver a message of peace, then return); from the safe (to see my son that was born after I died) to the dangerous (revenge my family by killing the ancient red dragon that murdered them all).</p><p><strong>Huecuva:</strong> ?</p><p><strong>Penanggalan:</strong> When a penanggalan decides to infect someone and turn them into another of her kind, she will drink only enough blood to cause the victim pain, normally only feeding for 2-3 minutes. When the victim starts waking, the undead will fly away, leaving behind a confused victim. Over the course of successive feedings, the victim will become weaker and weaker, losing a point of strength and constitution each morning. A victim, if fed upon for a full week, will become a penanggalan on the next night.</p><p><strong>Poltergeist:</strong> The poltergeist is an invisible undead spirit that haunts a specific area. Sometimes this area is one that it was close to in life, but more often than not, the area is the place the poltergeist was killed.</p><p><strong>Revenant:</strong> Any humans (and only humans) that have died an extremely ghastly death can arise as a revenant to exact revenge on its killer. The revenant, in life, must have had a minimum of 15 constitution, intelligence and wisdom to become a revenant. Even at that, the chances are very slim.</p><p><strong>Shelt Lu:</strong> It is thought to be an undead version of a lurker, but this is debatable since the shelt lu is noticeable smaller, approximately six feet tall and three feet across.</p><p><strong>Skeletal Warrior:</strong> The skeletal warrior is an undead, created by high level, evil clerics as protection and guards. All were powerful fighters in life, some being enemies of the cleric that created them.</p><p><strong>Son of Rhealth:</strong> The sons of rhealth were created ages ago, by worshipers of the foul Lord of the Undead.</p><p>It will also ‘attack’ with one of the putrid worms that live within it. Once per round, one of the worms will leap or fall onto the son’s opponent. The victim is allowed a dexterity check to avoid this. Success means the worm has fallen to the ground, while failure means the worm has landed on the victim. It will do this every round, meaning a victim may have multiple worms on it at any given time.</p><p>Those victims that have had a worm land on them may cease any other action to remove the worm from their body. If they do, they will automatically be successful. Starting with round two, the creature will begin to crawl towards the head. It will arrive in 1d3 rounds. Once there, it will begin boring into the ears, or crawling through the nose if the ear is covered. When this occurs, the victim may make a dexterity check (CL 3) to dislodge the worm. Failure means it has successfully entered the head of its victim. Once there, it will burst, scattering a foul, green ichor that will leak from the ear (or nose). The victim must make a constitution check (CL 5) or be stricken with a wasting disease. This disease will manifest in 2d12 hours. At first, the victim will be nauseated and will vomit and not be able to eat. After another 1d6 hours, he will begin to lose 1d4 hit points per round, growing weaker and weaker (-x on all dice rolls, with x = number of hours infected). Once dead, the creature will rise as a Son of Rhealth in one day. Only a Cure Disease spell will negate this horrific disease.</p><p><strong>Zombie Monster:</strong> As humans can be turned into undead, so can the plethora of monsters that litter the land. Appearing much like their undead cousins, a monster zombie is a decayed living corpse of it past self. Any creature from a goblin to a giant can be transformed into a zombie and the CK must make adjustments to the statistics listed above. (For instance, a ogre zombie would do 1d6 slam + 4 for its strength).</p><p><strong>Zombie Ogre:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/166702/Castles--Crusades-Classic-Monsters--Treasure-2nd-Printing?affiliate_id=17596" target="_blank">Classic Monsters & Treasures 2nd Printing</a>[spoiler]</p><p><strong>Undead:</strong> Undead are once-living creatures animated by spiritual or supernatural forces.</p><p><strong>Animal Skeleton:</strong> Animal carcasses that are the target of animate dead are raised as animal skeletons. Anyone casting the spell solely on dead animals can gain up to twice his level in HD, as opposed to his level in HD per the spell animate dead. In other words, a 5th level cleric, while normally only able to raise 5HD worth of undead, may raise 10HD worth of animal skeletons. Only small creatures can be raised as such, no bigger than a large dog.</p><p><strong>Apparition:</strong> ?</p><p><strong>Coffer Corpse:</strong> ?</p><p><strong>Crypt Thing:</strong> Legends abound that crypt things were once great sages, destined to live out eternity in a constant thirst for knowledge.</p><p><strong>Death Knight:</strong> Once loyal paladins, they were raised back into life by demonic forces to unleash mayhem on an unsuspecting world.</p><p><strong>Demilich:</strong> Once a lich (Monsters & Treasure) has outlived its physical form (which takes many centuries), its spirit will release from its frail body and enter into the ethereal and astral planes. It will always and forever have a connection with the remains it has left behind and will guard them for eternity.</p><p><strong>Draugr:</strong> The draugr is a type of undead so malevolent in life that its evil ways still possess it in death. Resembling a zombie in appearance, the draugr is very intelligent, unlike the mindless, plodding zombie. Only humans can be reborn as draugr. The undead can only walk the earth during the night, and must rest during the day. Only corpses that have been housed in tombs or crypts can be draugr, as the creature cannot dig itself out of a grave.</p><p><strong>Evil Oculus of Ice and Fire:</strong> ?</p><p><strong>Haunt:</strong> The haunt is an undead tied to the spot of its death.</p><p>In its living form, the haunt had some mission or task that needed to be completed. So great was the compulsion to finish this deed that, even in death, the creature seeks to fulfill its final task.</p><p>A haunt can be of any alignment and its task can be anything from the mundane (replace the stone in the wall thus covering the secret hiding place) to the extraordinary (travel to a distant land and deliver a message of peace, then return); from the safe (to see my son that was born after I died) to the dangerous (revenge my family by killing the ancient red dragon that murdered them all).</p><p><strong>Huecuva:</strong> ?</p><p><strong>Penanggalan:</strong> They are always female, but can appear of any age.</p><p>When a penanggalan decides to infect someone and turn them into another of her kind, she will drink only enough blood to cause the victim pain, normally only feeding for 2-3 minutes. When the victim starts waking, the undead will fly away, leaving behind a confused victim. Over the course of successive feedings, the victim will become weaker and weaker, losing a point of strength and constitution each morning. A victim, if fed upon for a full week, will become a penanggalan on the next night.</p><p><strong>Poltergist:</strong> The poltergeist is an invisible undead spirit that haunts a specific area. Sometimes this area is one that it was close to in life, but more often than not, the area is the place the poltergeist was killed.</p><p><strong>Revenant:</strong> Any humans (and only humans) that have died an extremely ghastly death can arise as a revenant to exact revenge on its killer. The revenant, in life, must have had a minimum of 15 constitution, intelligence and wisdom to become a revenant. Even at that, the chances are very slim.</p><p><strong>Shelt Lu:</strong> It is thought to be an undead version of a lurker, but this is debatable since the shelt lu is noticeable smaller, approximately six feet tall and three feet across.</p><p><strong>Skeletal Warrior:</strong> The skeletal warrior is an undead, created by high level, evil clerics as protection and guards. All were powerful fighters in life, some being enemies of the cleric that created them.</p><p><strong>Son of Rhealth:</strong> The Sons of Rhealth were created ages ago, by worshipers of the foul Lord of the Undead.</p><p>It will also attack with one of the putrid worms that live within it. Once per round, one of the worms will leap or fall onto the Son’s opponent. The victim is allowed a dexterity check to avoid this. Success means the worm has fallen to the ground, while failure means the worm has landed on the victim. It will do this every round, meaning a victim may have multiple worms on it at any given time.</p><p>Those victims that have had a worm land on them may cease any other action to remove the worm from their body. If they do, they will automatically be successful. Starting with round two, the creature will begin to crawl towards the head. It will arrive in 1d3 rounds. Once there, it will begin boring into the ears, or crawling through the nose if the ear is covered When this occurs, the victim may make a dexterity check (CL 3) to dislodge the worm. Failure means it has successfully entered the head of its victim. Once there, it will burst, scattering a foul, green ichor that will leak from the ear (or nose). The victim must make a constitution check (CL 5) or be stricken with a wasting disease. This disease will manifest in 2d12 hours. At first, the victim will be nauseated and will vomit and not be able to eat. After another 1d6 hours, he will begin to lose 1d4 hit points per round, growing weaker and weaker (-x on all dice rolls, with x = number of hours infected). Once dead, the creature will rise as a Son of Rhealth in one day. Only a remove disease spell will negate this horrific disease.</p><p><strong>Zombie Monster:</strong> As humans can be turned into undead, so can the plethora of monsters that litter the land. Appearing much like their undead cousins, a monster zombie is a decayed living corpse of its past self. Any creature from a goblin to a giant can be transformed into a zombie and the CK must make adjustments to the statistics listed above. (For instance, an ogre zombie would do 1d6 slam + 4 for its strength ).</p><p><strong>Zombie Ogre:</strong> ?</p><p><strong>Hand of Glory:</strong> ?[/spoiler]</p><p></p><p>Monsters and Treasures of Aihrde[spoiler]</p><p><strong>Undead:</strong> Undead are once–living creatures animated by spiritual or supernatural forces.</p><p>Creatures killed and devoured by naerlulth are often cast into limbo, and their tormented spirits are left to occupy the lands the creature has devoured and laid waste. These spawn are often undead, but have no shape or form until they assume one.</p><p><strong>Forsaken:</strong> The forsaken are creatures who have survived Klarglich, the Pits of Woe. There, Unklar bound many unfortunate victims of his reign and wreaked havoc upon their minds and bodies. His slave masters tortured them, his wizards experimented upon them, and the darkness fed upon their sanity. Most victims perished in that dark pit in the bowels of Aufstrag, but a few survived and fled the Pits.</p><p><strong>Mison Men:</strong> Mison men are ancient mountain warriors who have returned to the world by the magic bound in the bones of dead dragons. Mison men rise up from the grave and equip themselves with the skin and bones of the dead dragon, appearing in the guise of men adorned in plates of dragon scale.</p><p>In later days, cults of priests learned how to stave off death using the power of the magic born in the dragons, but what they did not account for was the evil bound into the beasts, for as is known, the dragons all came from the goddess Inzae, and her disposition is a malicious one. Bound to the dragon and the mountain where the dragon dwelt, the mison men lingered in the lands between life and death, returned or otherwise.</p><p><strong>Naerluthut:</strong> The naerlulthut are the spawn of the naerlulth, that dread creature of the darkness whose sole intent is to destroy the world about it. These, its children, are undead spirits whose bodies the beast devoured and whose souls were bound to it.</p><p><strong>Soul Thief:</strong> These creatures are of the order of the Val-Austlich, created in the Days before Days by Thorax. They were shadows, cast off by the Cloak of Red, and called the rottenshuf.[/spoiler]</p><p></p><p>Monsters and Treasures of Airhde 2nd Printing[spoiler]</p><p><strong>Undead Crow:</strong> ?</p><p><strong>Forsaken:</strong> The forsaken are creatures who have survived Klarglich, the Pits of Woe. There, Unklar bound many unfortunate victims of his reign and wreaked havoc upon their minds and bodies. His slave masters tortured them, his wizards experimented upon them and the darkness fed upon their sanity. Most victims perished in that dark pit in the bowels of Aufstrag, but a few survived and they fled the Pit when they could.</p><p><strong>Mison Men:</strong> Mison men are ancient mountain warriors who have returned to the world by the magic bound in the bones of dead dragons. Mison men rise up from the grave and equip themselves with the skin and bones of the dead dragon, appearing in the guise of men adorned in plates of dragon scale.</p><p>The mison men’s origins lie in the early history of men. When men first wandered the high planes beyond the confines of the Dwarven Realms, they encountered creatures both amazing and terrifying, not least of which were the dragons. Many paid homage to these beasts and the monsters took them as servants. And though they still plundered the men of their wealth, or devoured them in flame and acid, the men paid them homage. These ancient tribes found their futures interwoven with that of the great beasts. In later days, Cults of priests learned how to stave off death using the power of the magic born in the dragons, but what they did not account for was the evil bound into the beasts, for as is known, the dragons all came from the goddess Inzae, and her disposition is a malicious one.</p><p>Bound to the dragon and the mountain where the dragon dwelt, the mison men lingered in the lands between life and death, returned or otherwise.</p><p><strong>Naerlulthut:</strong> A victim killed by the naerlulth is brought back to unlife, fated to suffer everlasting torment in the ashen wake of the creature’s passing.</p><p><strong>Soul Thief, Rottenshuf:</strong> These creatures are of the order of the Val-Austlich, created in the Days before Days by Ornduhl. They were shadows, cast off by the Cloak of Red, and called the rottenshuf.</p><p><strong>Terralip Tree:</strong> In the old dead husk of many a tree lingers the echo of its spirit. The spirit burns with some malevolence that it bore in life or that was given to it by others or that it suffered in death. These are twisted spirts, born crooked and they die angry. They are forbidden to return to the earth and oblivion as is the want of all trees, so they remain in bark, bole and branches, there to poison the ground, the very air, that once gave it life.</p><p>The terralip is found where any deciduous forest once grew or grows. They can be of any breed of hardwood, from the hardbarked cherry tree to the tall, thin aspen. They can exist in any climate and as high as the tree line in the mountains. They are found in swamps and deserts, towns and valleys, wherever trees grow.</p><p>Trees root deep in the ground; the fingers of their age push into the soils, soft or hard. For some this is all there is and they take no heed of the fruit that is the earth, the wind and sky and cool waters. For others they are awake and take notice, for what it is worth, of the world around them and these love or hate the joy of it as is their want. Of these the terralip is born. An evil limb in life, turns worse in death. Or happenstance twists a happy spirit to a malevolent force. In either case the tree is foul in death, poisoning the earth and air, filling the soils at its feet with death, trapping the spirits of the fallen in the tangled roots of its own spite.</p><p><strong>Stronger Skeleton:</strong> At will the terralip can call forth the bodies of its victims. At any given time there are 2-16 skeletons and 2-16 zombies lying in the earth around the terralip. These undead are stronger than the norm; skeletons have 2 hit dice (XP 10+2) while zombies have 4 (XP 40+4).</p><p>Trees root deep in the ground; the fingers of their age push into the soils, soft or hard. For some this is all there is and they take no heed of the fruit that is the earth, the wind and sky and cool waters. For others they are awake and take notice, for what it is worth, of the world around them and these love or hate the joy of it as is their want. Of these the terralip is born. An evil limb in life, turns worse in death. Or happenstance twists a happy spirit to a malevolent force. In either case the tree is foul in death, poisoning the earth and air, filling the soils at its feet with death, trapping the spirits of the fallen in the tangled roots of its own spite.</p><p><strong>Stronger Zombie:</strong> At will the terralip can call forth the bodies of its victims. At any given time there are 2-16 skeletons and 2-16 zombies lying in the earth around the terralip. These undead are stronger than the norm; skeletons have 2 hit dice (XP 10+2) while zombies have 4 (XP 40+4).</p><p>Trees root deep in the ground; the fingers of their age push into the soils, soft or hard. For some this is all there is and they take no heed of the fruit that is the earth, the wind and sky and cool waters. For others they are awake and take notice, for what it is worth, of the world around them and these love or hate the joy of it as is their want. Of these the terralip is born. An evil limb in life, turns worse in death. Or happenstance twists a happy spirit to a malevolent force. In either case the tree is foul in death, poisoning the earth and air, filling the soils at its feet with death, trapping the spirits of the fallen in the tangled roots of its own spite.</p><p><strong>Malhavok, Wraith:</strong> In the Age of Heroes, Malhavok was reputed to be the greatest thief in the entire west. In his travels, he took up with the holy paladin Saint Luther who tolerated his malfeasance for he proved useful in his struggles with the evil that had arisen in the east. But eventually, Malhavok betrayed the paladin and when Luther discovered Malhavok’s misdeed, the paladin’s knight laid hands on the rogue and slew him; they gave his body no rest, but burned it to ash. But Malhavok’s spirit proved powerful and refused to enter the Shadow Realms and fled the Gates of Tiamat.</p><p>Naked, it returned to the world of the living as a houseless shadow, seeking it knew not what. At last it found a home in the very blade the rogue carried in life. This blade, born of the magic of Rhealth, one of the Og-Aust of old, consumed the fire of Malhavok so that the rogue became entwined with the blade and the blade became a cursed thing.</p><p><strong>Ghost Jackal:</strong> ?</p><p></p><p><strong>Undead:</strong> Undead are once-living creatures animated by spiritual or supernatural forces.</p><p><strong>Wight:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Skeleton:</strong> Knoglen Blade magic item.</p><p><strong>Zombie:</strong> Knoglen Blade magic item.</p><p><strong>Banshee:</strong> The sword Noxmorus has two natural enemies, orcs, and elves. Against orcs, the wielder always gains initiative. Against elves or fey, the blade has a malevolent effect. On a roll of a natural 20, the elf or fey’s spirit is forever destroyed, thus cursing them to live out their days as shadows of their former selves, eventually becoming a banshee.</p><p>Noxmorus magic item</p><p><strong>Ghost:</strong> ?</p><p></p><p>KNOGLEN BLADE: Fashioned from the living bones of the aghul’s victims, the knoglen blade is an 8-foot long polearm with a +3 bonus to both attacks and damage. The blade is razor sharp, also crafted from living bone. On a result of 19 or 20 (before bonuses) flakes of the blade break off and enter the wound. Once in a wound the flakes begin to meld with the victim. In the round following a successful hit the victim feels an intense pain. The pain lasts for 4 melee rounds at which point the arm becomes numb and useless.</p><p>If not treated, the wound begins to rot and the surrounding flesh begins to fall off in 1d4 days. There is no saving throw. Treatment can be with cure disease, remove curse, remove disease, heal, restoration or a cleric can attempt to turn the bone flakes, as if they were a skeleton. They turn as a skeleton. If untreated the rot spreads beyond the wound and the victim begins to take 1d10 points damage each day until they die.</p><p>Unless buried in holy or consecrated ground, they reanimate as a zombie or skeleton in 1d8 days.</p><p></p><p>NOXMURUS, “NIGHT OF THE DEAD”: When Unklar came to the world of Aihrde, the greater host of the elves fled the world to the hidden realm of Seven-Rivers, Shindolay. Only a few possessed so great a love for the lands of the All Father that they remained. They hated Unklar and fought him at every turn. But defeat followed defeat and their powers proved too slight in the face of the Horned God. Their losses mounted, culminating in the battles for those lands that came to bear the name The Shelves of the Mist. With frustrated rage their thoughts turned ever to their kin who had fled, in their thoughts were visions of all the gathered strength of the elven hosts and the utter defeat of Unklar. Though they did not know it, even those hosts could not have stood against the Horned God in his prime; not even were all his minions stripped of him. But their thoughts did not know reason, only defeat and in time they turned on their kin, hating them, and cursing those who fled the fate of the world.</p><p>The Elf Prince Meltowg Lothian, brother to Daladon Half-Elven Lord of Darkenfold, was one of these elves. As is told in the Lay of the Lothian Princes, he forged the sword Noxmurus and bound within it the spirit of his rage and hate; this raging spirit took a name, Bodach, which in the elven tongue means “darkness.” Meltowg died in the Winter Dark Wars and his brother, Daladon Lothian, took up the blade for a space of years. Since those days Daladon has drifted from the halls of the Val-Tulmiph and the blade has been lost to history.</p><p>Noxmurus is a +5 two-handed claymore, whose deep green blade is unbreakable. Its grip is of black wire wrapped tightly around an iron base, the pommel a dark green opal, and the great cross-guard is speckled black, as if colored with coal dust. It is always sharp, immune to notches and scratches. Within the blade lurks the corporal manifestation of Meltowg’s madness, Bodach the imp. This imp is possessed of all the rage of its creator and bears a deep, abiding hatred for the High Elves of Aihrde. When held by a human, or any elf other than a high elf or half-elf with high elf ancestry, the sword becomes a living thing and will talk to its “master,” trying to influence the wielder. Bodach’s goals are always twofold, to kill servants of the enemy or the High Elves. It will attempt to drive its master to war on these creatures. Noxmurus is a sentient artifact and as such can control the will of its wielder. Noxmurus has a will of 21.</p><p>When unsheathed, the sword allows the wielder to move silently as a 5th level rogue, and if in a forest environment, the bearer can become invisible at will to all beings less than 15 hit dice and to all elves (as the spell invisibility). Also, elves and half-elves wielding the blade may summon and command Bodach the Imp upon command. Bodach acts as an imp familiar in all respects.</p><p>The blade imparts a resistance to poison (as the dwarf) as well as darkvision up to 120 feet. It can detect magic within a 20 foot radius. When borne by any elf other than a high elf or half-elf with high elf ancestry, the sword bestows a glamour upon the wielder, allowing the wielder to make himself seem greater than he is. The glamour acts similar to the Frightful Presence of Dragons. The glamour unsettles creatures within 120 feet if they have fewer than 12 HD. A potentially affected creature that succeeds at a wisdom save (CL 20) remains immune to the Glamour for one day. On a failure, creatures with 4 or fewer HD panic for 2d4 rounds, fleeing from the wielder and those with 5-12 HD become shaken for 4d4 rounds, suffering a -2 on all to hit rolls and attribute checks. The wielder can also detect any type of scrying.</p><p>The sword has two natural enemies, orcs, and elves. Against orcs, the wielder always gains initiative. Against elf or fey, the blade has a malevolent effect. On a roll of a natural 20, the elf or fey’s spirit is forever destroyed, thus cursing them to live out their days as shadows of their former selves, eventually becoming a banshee.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/186636/Castles--Crusades-Monsters--Treasure-of-Aihrde-3rd-printing?affiliate_id=17596" target="_blank">Monsters & Treasures of Airhde 3rd Printing</a>[spoiler]</p><p><strong>Undead Crow:</strong> ?</p><p><strong>Forsaken:</strong> The forsaken are creatures who have survived Klarglich, the Pits of Woe. There, Unklar bound many unfortunate victims of his reign and wreaked havoc upon their minds and bodies. His slave masters tortured them, his wizards experimented upon them and the darkness fed upon their sanity. Most victims perished in that dark pit in the bowels of Aufstrag, but a few survived and they fled the Pit when they could.</p><p><strong>Mison Men:</strong> Mison men are ancient mountain warriors who have returned to the world by the magic bound in the bones of dead dragons. Mison men rise up from the grave and equip themselves with the skin and bones of the dead dragon, appearing in the guise of men adorned in plates of dragon scale.</p><p>The mison men’s origins lie in the early history of men. When men first wandered the high planes beyond the confines of the Dwarven Realms, they encountered creatures both amazing and terrifying, not least of which were the dragons. Many paid homage to these beasts and the monsters took them as servants. And though they still plundered the men of their wealth, or devoured them in flame and acid, the men paid them homage. These ancient tribes found their futures interwoven with that of the great beasts. In later days, Cults of priests learned how to stave off death using the power of the magic born in the dragons, but what they did not account for was the evil bound into the beasts, for as is known, the dragons all came from the goddes Inzae, and her disposition is a malicious one.</p><p>Bound to the dragon and the mountain where the dragon dwelt, the mison men lingered in the lands between life and death, returned or otherwise.</p><p><strong>Naerlulthut:</strong> A victim killed by the naerlulth is brought back to unlife, fated to suffer everlasting torment in the ashen wake of the creature’s passing.</p><p><strong>Soul Thief, Rottenshuf:</strong> These creatures are of the order of the Val-Austlich, created in the Days before Days by Ornduhl. They were shadows, cast off by the Cloak of Red, and called the rottenshuf.</p><p><strong>Terralip Tree:</strong> In the old dead husk of many a tree lingers the echo of its spirit. The spirit burns with some malevolence that it bore in life or that was given to it by others or that it suffered in death. These are twisted spirits, born crooked and they die angry. They are forbidden to return to the earth and oblivion as is the want of all trees, so they remain in bark, bole and branches, there to poison the ground, the very air, that once gave it life.</p><p>The terralip is found where any deciduous forest once grew or grows. They can be of any breed of hardwood, from the hard-barked cherry tree to the tall, thin aspen. They can exist in any climate and as high as the tree line in the mountains. They are found in swamps and deserts, towns and valleys, wherever trees grow.</p><p>Trees root deep in the ground; the fingers of their age push into the soils, soft or hard. For some this is all there is and they take no heed of the fruit that is the earth, the wind and sky and cool waters. For others they are awake and take notice, for what it is worth, of the world around them and these love or hate the joy of it as is their want. Of these the terralip is born. An evil limb in life, turns worse in death. Or happenstance twists a happy spirit to a malevolent force. In either case the tree is foul in death, poisoning the earth and air, filling the soils at its feet with death, trapping the spirits of the fallen in the tangled roots of its own spite.</p><p><strong>Stronger Skeleton:</strong> At will the terralip can call forth the bodies of its victims. At any given time there are 2-16 skeletons and 2-16 zombies lying in the earth around the terralip. These undead are stronger than the norm; skeletons have 2 hit dice (XP 10+2) while zombies have 4 (XP 40+4).</p><p><strong>Stronger Zombie:</strong> At will the terralip can call forth the bodies of its victims. At any given time there are 2-16 skeletons and 2-16 zombies lying in the earth around the terralip. These undead are stronger than the norm; skeletons have 2 hit dice (XP 10+2) while zombies have 4 (XP 40+4).</p><p><strong>Malhavok, Wraith:</strong> In the Age of Heroes, Malhavok was reputed to be the greatest thief in the entire west. In his travels, he took up with the holy paladin Saint Luther who tolerated his malfeasance for he proved useful in his struggles with the evil that had arisen in the east. But eventually, Malhavok betrayed the paladin and when Luther discovered Malhavok’s misdeed, the paladin’s knight laid hands on the rogue and slew him; they gave his body no rest, but burned it to ash. But Malhavok’s spirit proved powerful and refused to enter the Shadow Realms and fled the Gates of Tiamat.</p><p>Naked, it returned to the world of the living as a houseless shadow, seeking it knew not what. At last it found a home in the very blade the rogue carried in life. This blade, born of the magic of Rhealth, one of the Og-Aust of old, consumed the fire of Malhavok so that the rogue became entwined with the blade and the blade became a cursed thing.</p><p><strong>Ghost Jackal:</strong> ?</p><p></p><p><strong>Undead:</strong> Undead are once-living creatures animated by spiritual or supernatural forces.</p><p><strong>Wight:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Skeleton:</strong> Knoglen Blade magic item.</p><p><strong>Zombie:</strong> Knoglen Blade magic item.</p><p><strong>Banshee:</strong> The sword Noxmorus has two natural enemies, orcs, and elves. Against orcs, the wielder always gains initiative. Against elves or fey, the blade has a malevolent effect. On a roll of a natural 20, the elf or fey’s spirit is forever destroyed, thus cursing them to live out their days as shadows of their former selves, eventually becoming a banshee.</p><p>Noxmorus magic item</p><p><strong>Ghost:</strong> ?</p><p></p><p>KNOGLEN BLADE: Fashioned from the living bones of the aghul’s victims, the knoglen blade is an 8-foot long polearm with a +3 bonus to both attacks and damage. The blade is razor sharp, also crafted from living bone. On a result of 19 or 20 (before bonuses) flakes of the blade break off and enter the wound. Once in a wound the flakes begin to meld with the victim. In the round following a successful hit the victim feels an intense pain. The pain lasts for 4 melee rounds at which point the arm becomes numb and useless.</p><p>If not treated, the wound begins to rot and the surrounding flesh begins to fall off in 1d4 days. There is no saving throw. Treatment can be with cure diseas, remove curse, remove disease, heal, restoration or a cleric can attempt to turn the bone flakes, as if they were a skeleton. They turn as a skeleton. If untreated the rot spreads beyond the wound and the victim begins to take 1d10 points damage each day until they die.</p><p>Unless buried in holy or consecrated ground, they reanimate as a zombie or skeleton in 1d8 days.</p><p></p><p>NOXMURUS, “NIGHT OF THE DEAD”: When Unklar came to the world of Aihrde, the greater host of the elves fled the world to the hidden realm of Seven-Rivers, Shindolay. Only a few possessed so great a love for the lands of the All Father that they remained. They hated Unklar and fought him at every turn. But defeat followed defeat and their powers proved too slight in the face of the Horned God. Their losses mounted, culminating in the battles for those lands that came to bear the name The Shelves of the Mist. With frustrated rage their thoughts turned ever to their kin who had fled, in their thoughts were visions of all the gathered strength of the elven hosts and the utter defeat of Unklar. Though they did not know it, even those hosts could not have stood against the Horned God in his prime; not even were all his minions stripped of him. But their thoughts did not know reason, only defeat and in time they turned on their kin, hating them, and cursing those who fled the fate of the world.</p><p>The Elf Prince Meltowg Lothian, brother to Daladon Half-Elven Lord of Darkenfold, was one of these elves. As is told in the Lay of the Lothian Princes, he forged the sword Noxmurus and bound within it the spirit of his rage and hate; this raging spirit took a name, Bodach, which in the elven tongue means “darkness.” Meltowg died in the Winter Dark Wars and his brother, Daladon Lothian, took up the blade for a space of years. Since those days Daladon has drifted from the halls of the Val-Tulmiph and the blade has been lost to history.</p><p>Noxmurus is a +5 two-handed claymore, whose deep green blade is unbreakable. Its grip is of black wire wrapped tightly around an iron base, the pommel a dark green opal, and the great cross-guard is speckled black, as if colored with coal dust. It is always sharp, immune to notches and scratches. Within the blade lurks the corporal manifestation of Meltowg’s madness, Bodach the imp. This imp is possessed of all the rage of its creator and bears a deep, abiding hatred for the High Elves of Aihrde. When held by a human, or any elf other than a high elf or half-elf with high elf ancestry, the sword becomes a living thing and will talk to its “master,” trying to influence the wielder. Bodach’s goals are always twofold, to kill servants of the enemy or the High Elves. It will attempt to drive its master to war on these creatures. Noxmurus is a sentient artifact and as such can control the will of its wielder. Noxmurus has a will of 21.</p><p>When unsheathed, the sword allows the wielder to move silently as a 5th level rogue, and if in a forest environment, the bearer can become invisible at will to all beings less than 15 hit dice and to all elves (as the spell invisibility). Also, elves and half-elves wielding the blade may summon and command Bodach the Imp upon command. Bodach acts as an imp familiar in all respects.</p><p>The blade imparts a resistance to poison (as the dwarf) as well as darkvision up to 120 feet. It can detect magic within a 20 foot radius. When borne by any elf other than a high elf or half-elf with high elf ancestry, the sword bestows a glamour upon the wielder, allowing the wielder to make himself seem greater than he is. The glamour acts similar to the Frightful Presence of Dragons. The glamour unsettles creatures within 120 feet if they have fewer than 12 HD. A potentially affected creature that succeeds at a wisdom save (CL 20) remains immune to the Glamour for one day. On a failure, creatures with 4 or fewer HD panic for 2d4 rounds, fleeing from the wielder and those with 5-12 HD become shaken for 4d4 rounds, suffering a -2 on all to hit rolls and attribute checks. The wielder can also detect any type of scrying.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/65805/Castles--Crusades-Of-Gods--Monsters?affiliate_id=17596" target="_blank">Of Gods & Monsters</a>[spoiler]</p><p><strong>Undead:</strong> Creatures killed and devoured by naerlulth are often cast into limbo and their tormented spirits are left to occupy the lands the creature has devoured and laid waste. These spawn are often undead but have no shape or form until they assume one.</p><p><strong>Naerlulthut:</strong> The naerlulthut are the spawn of the naerlulth, that dread creature of the darkness whose sole intent is to destroy the world about it. These, its children, are undead spirits whose bodies were devoured by the beast and whose souls were bound to it.</p><p><strong>Civatateo:</strong> Civatateo are noble women who have died in childbirth and now roam as undead looking to punish the living.</p><p><strong>Shadow Rat:</strong> When unusually greedy dwarves die from combat, their spirits fly back to their last homes and haunt the edges of whatever metropolis they lived in last.</p><p>With every successful attack, the undead creature takes away a point of strength and then heals ten points with the power of the lost strength point. When a victim loses all of their strength, they become a shadow rat and can’t be raised back to life.</p><p><strong>Gashadokuro:</strong> Gashadokuro are created from gathering bones from people who have died of starvation.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/63027/Castles--Crusades-Monstrous-Menaces-2-Blade-Dancer-Goblin-and-Tharghul?affiliate_id=17596" target="_blank">Monstrous Menaces 2 Blade Dancer, Goblin, and Tharghul</a>[spoiler]</p><p><strong>Tharghul:</strong> Through long experience and terrible rites, a mentally acute ghoul or ghast can rise in power and eventually attain the status of tharghûl; any such creature that retains eight or more levels when it rises again as undead rises as a tharghûl, and cannot be controlled by any master. </p><p></p><p><strong>Ghast:</strong> If a creature dies from wounds sustained by a tharghûl’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4-1 days unless the corpse is blessed before interment. The victim rises as a ghoul if it has less than four levels or hit dice, and as a ghast if it has a four or more levels or hit dice. </p><p><strong>Ghoul:</strong> If a creature dies from wounds sustained by a tharghûl’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4-1 days unless the corpse is blessed before interment. The victim rises as a ghoul if it has less than four levels or hit dice, and as a ghast if it has a four or more levels or hit dice. [/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/232441/Castles--Crusades--Tome-of-the-Unclean?affiliate_id=17596" target="_blank">Tome of the Unclean</a>[spoiler]</p><p><strong>Undead:</strong> Undead are once-living creatures animated by spiritual or supernatural forces.</p><p>In the material planes the undead are creatures who have been trapped in their dead bodies through some device or the other.</p><p>Many fall in life and are never laid to rest. Whether in battle, or at home, those whose bodies are not buried in hallowed ground, or at least given the blessings of the gods, are untethered and unprotected. Even if they were good in life and their souls crossed to some heaven of their belief, their bodies are not safe. These the arch devil and demons can summon to the infernal planes.</p><p>But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures.</p><p><strong>Devil Discarnate Lesser:</strong> The discarnate are lost souls, shadows of their former selves.</p><p>The discarnate are the souls and spirits of those who died in Hell and were trapped there, their bodies left to rot, unburied.</p><p>Those who die in Aufstrag, remain there, their souls trapped until their bodies are laid to rest in hallowed ground. These are the discarnate.</p><p>Note that the discarnate are also people that have fallen in Hell and have become undead creatures.</p><p><strong>Abigor:</strong> ?</p><p><strong>Ousmane:</strong> ?</p><p><strong>Undead Crow:</strong> ?</p><p><strong>Draugr:</strong> The draugr is a type of undead so malevolent in life that its evil ways still possess it in death.</p><p>Only humans can be reborn as draugr.</p><p>Only corpses that have been housed in tombs or crypts can be draugr, as the creature cannot dig itself out of a grave.</p><p><strong>Ghast:</strong> If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice.</p><p>But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures.</p><p><strong>Ghost:</strong> Ghosts are the undead spirits of evil folk. In life, these people were cruel, vindictive, and visited needless suffering upon others. At their deaths, their spirits were forced to remain bound to the physical world in perpetual torment.</p><p>But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures.</p><p><strong>Ghoul:</strong> The vorgalos house their lairs, the country around and the land beneath them with the undead. They do this by stalking cemeteries, unhallowing a grave, and raising the dead, pulling them back from the afterlife and bringing them back to the world.</p><p>If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice.</p><p><strong>Haunt:</strong> The haunt is an undead tied to the spot of its death. It appears as a ghostly image, a floating, incorporeal form that vaguely resembles its form before death, be it man, dwarf, gnome or some other humanoid. In its living form, the haunt had some mission or task that needed to be completed. So great was the compulsion to finish this deed that, even in death, its spirit seeks to fulfill its final task.</p><p>A haunt can be of any alignment and its task can be anything from the mundane (“replace the stone in the wall thus covering the secret hiding place”) to the extraordinary (“travel to a distant land and deliver a message of peace”); from the safe (“to see my child who was born after I died”) to the perilous (“avenge my family by killing the ancient red dragon who murdered them all”).</p><p><strong>Lich:</strong> A lich is a powerful undead creature, born from a hideous ritual performed by a wizard that lusts for everlasting life. Becoming a lich is an option for only the most powerful and reckless of magi, as it involves separating the spirit from the body and binding it in a specially prepared phylactery. This very powerful enchanted item can take any form, but it is usually an amulet of the finest quality. After the ritual is complete, the wizard assumes its undead form, and the phylactery thereafter houses the lich’s soul. Few know these arcane rituals, and of those few, even fewer dare test the sorcery. If it fails, the wizard’s soul is lost and forever irretrievable.</p><p><strong>Mummy:</strong> There are those who are brought to the planes, or captured there, and buried alive. Their living bodies are wrapped in coils of madness and imprisoned in tombs of stone. These mummies are every bit as dangerous in hell as they are in the material world. The torments of their binding and the nature of their burial drive them mad, with a need bent on destruction.</p><p>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. Any creature that defiles or loots the tomb of a mummy is doomed to face the mummy’s wrath. Their connection with the artifacts of life and the resting places of the dead are tremendous, and they punish grave looters with unmediated violence.</p><p>The process required to create a mummy gives the creature powerful protections against physical damage.</p><p><strong>Nekun:</strong> Nekun are the skeleton-like anonymous dead of those who have passed into Hades, Tartarus and other regions below the earth.</p><p><strong>Revenant:</strong> Any humans (and only humans) that have died an extremely ghastly death can arise as a revenant to exact revenge on its killer. The revenant, in life, must have had a minimum of 15 constitution, intelligence and wisdom to become a revenant. Even at that, the chances are very slim.</p><p><strong>Shadow:</strong> They are either doomed souls who, in life perpetrated great evil against innocents, or they are thralls, created and bound to darkness by another shadow.</p><p>A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will rise again as a shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow.</p><p>Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below:</p><p>D20 MONSTER</p><p>1–10 Zombie</p><p>11–15 Shadow</p><p>16–19 Wight</p><p>20 Wraith</p><p><strong>Skeletal Warrior:</strong> The skeletal warrior is an undead, created by high level, evil clerics as protection and guards. All were powerful fighters in life, some being enemies of the cleric that created them. Their life essence still exists, and if they were ever to claim it, they would die, and their spirit will pass into the afterlife, tormented no more.</p><p>The essence is usually kept in a gem of some worth, usually in excess of 10,000gp. This gem may be set in a crown, circlet, necklace or various other types of jewelry, or can be loose.</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>The vorgalos house their lairs, the country around and the land beneath them with the undead. They do this by stalking cemeteries, unhallowing a grave, and raising the dead, pulling them back from the afterlife and bringing them back to the world.</p><p><strong>Spectre:</strong> Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge.</p><p>Any creature slain by a spectre will become a spectre in 1d4 rounds.</p><p><strong>Sons of Rhealth:</strong> The Sons of Rhealth were created ages ago, by worshipers of the foul Lord of the Undead.</p><p>Those victims that have had a worm from a Son of Rhealth land on them may cease any other action to remove the worm from their body. If they do, they will automatically be successful. Starting with round two, the creature will begin to crawl towards the head. It will arrive in 1d3 rounds. Once there, it will begin boring into the ears, or crawling through the nose if the ear is covered. When this occurs, the victim may make a dexterity check (CL 3) to dislodge the worm. Failure means it has successfully entered the head of its victim. Once there, it will burst, scattering a foul, green ichor that will leak from the ear (or nose). The victim must make a constitution check (CL 5) or be stricken with a wasting disease.</p><p>This disease manifests within 2d12 hours. At first, the victim becomes nauseated, vomiting and unable to eat. After another 1d6 hours, he will begin to lose 1d4 hit points per round, growing weaker and weaker (- number of hours infected on all dice rolls). Once dead, the creature will rise as a Son of Rhealth in one day. Only a remove disease spell will negate this horrific disease.</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>Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below:</p><p>D20 MONSTER</p><p>1–10 Zombie</p><p>11–15 Shadow</p><p>16–19 Wight</p><p>20 Wraith</p><p>The vorgalos house their lairs, the country around and the land beneath them with the undead. They do this by stalking cemeteries, unhallowing a grave, and raising the dead, pulling them back from the afterlife and bringing them back to the world.</p><p>But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures.</p><p>Scepter of Orcus.</p><p><strong>Wight Spawn:</strong> A human victim killed by the wight’s energy drain can be brought back to unlife, as a wight, under the control of the slaying wight. The slaying wight must want to use this ability; it is not automatic.</p><p><strong>Wraith:</strong> Wraiths are powerful wights who have forged a more powerful bond with the negative material plane. A wraith is incorporeal, having shed all connections of the flesh.</p><p>Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below:</p><p>D20 MONSTER</p><p>1–10 Zombie</p><p>11–15 Shadow</p><p>16–19 Wight</p><p>20 Wraith</p><p>The vorgalos house their lairs, the country around and the land beneath them with the undead. They do this by stalking cemeteries, unhallowing a grave, and raising the dead, pulling them back from the afterlife and bringing them back to the world.</p><p><strong>Wraith Spawn:</strong> A human victim killed by the wraith’s energy drain can be brought back to life as a wraith, under the control of the slaying wraith.</p><p><strong>Zombie:</strong> Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason.</p><p>Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below:</p><p>D20 MONSTER</p><p>1–10 Zombie</p><p>11–15 Shadow</p><p>16–19 Wight</p><p>20 Wraith</p><p>The vorgalos house their lairs, the country around and the land beneath them with the undead. They do this by stalking cemeteries, unhallowing a grave, and raising the dead, pulling them back from the afterlife and bringing them back to the world.</p><p><strong>Monster Zombie:</strong> As humans can be turned into undead, so can the plethora of monsters that litter the land. Appearing much like their undead cousins, a monster zombie is a decayed living corpse of its former self. Any creature from a goblin to a giant can be transformed into a zombie.</p><p><strong>Ogre Zombie:</strong> ?</p><p><strong>Denizen Genitch Beetle:</strong> They spawn on the corpse of very evil creatures, living embodiments of the lingering evil of the creature itself. Usually several dozen to a hundred spawn.</p><p><strong>Vampire:</strong> ?</p><p><strong>Banshee:</strong> But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures.</p><p><strong>Demi-Lich:</strong> ?</p><p></p><p>SCEPTER OF ORCUS’S: At times, when the whim takes him, Orcus will take up his scepter and attack. Those struck will suffer 2d4+6 damage and will lose three levels (constitution save to avoid level loss). Anyone reduced to 0 levels will fall dead, only to rise the next round as a wight under Orcus’s control.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/120323/Castles--Crusades-Tome-of-the-Unclean?affiliate_id=17596" target="_blank">Tome of the Unclean 2017 Preorder</a>[spoiler]</p><p><strong>Devil Discarnate:</strong> The discarnate are the souls and spirits of those who died in hell and were trapped there, their bodies left to rot, unburied.</p><p>Those who die in Aufstrag, remain there, their souls trapped until their bodies are laid to rest in hallowed ground. These are the discarnate.</p><p><strong>Genitch Beetle:</strong> These beetles are found throughout all the lower planes. They spawn on the corpse of very evil creatures, living embodiments of the lingering evil of the creature itself. Usually several dozen to a hundred spawn.</p><p></p><p><strong>Undead:</strong> Undead are once-living creatures animated by spiritual or supernatural forces.</p><p><strong>Zombie:</strong> If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below:</p><p>1-10 Zombie</p><p>11-15 Shadow</p><p>16-19 Wight</p><p>20 Wraith</p><p><strong>Shadow:</strong> If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below:</p><p>1-10 Zombie</p><p>11-15 Shadow</p><p>16-19 Wight</p><p>20 Wraith</p><p><strong>Wight:</strong> If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below:</p><p>1-10 Zombie</p><p>11-15 Shadow</p><p>16-19 Wight</p><p>20 Wraith</p><p><strong>Wraith:</strong> If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below:</p><p>1-10 Zombie</p><p>11-15 Shadow</p><p>16-19 Wight</p><p>20 Wraith[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/120323/Castles--Crusades-Tome-of-the-Unclean?affiliate_id=17596" target="_blank">Tome of the Unclean 2019 Preorder</a>[spoiler]</p><p><strong>Undead:</strong> Undead are once-living creatures animated by spiritual or supernatural forces.</p><p>Vorgalos house their lairs, the country around and the beneath them with the undead. They do this by stalking cemeteries, unhallowing a grave, and raising the dead, pulling them back from the afterlife and bringing them back to the world.</p><p>In the material planes the undead are creatures who have been trapped in their dead bodies through some device or the other.</p><p>It is not so simple in the infernal planes for here there are few living creatures that possess restless spirits.</p><p>Many fall in life and are never laid to rest. Whether in battle, or at home, those whose bodies are not buried in hallowed ground, or at least given the blessings of the gods, are untethered and unprotected. Even if were good in life and their souls crossed to some heaven of their belief, their bodies are not safe. These the arch devil and demons can summon to the infernal planes. When Orcus calls his armies to him, hosts of them rise from the earth around him, these are the untethered undead and they serve him for they know no other way.</p><p>But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures.</p><p><strong>Devil Discarnate:</strong> The discarnate are lost souls, shadows of their former selves.</p><p>The discarnate are the souls and spirits of those who died in Hell and were trapped there, their bodies left to rot, unburied.</p><p>Those who die in Aufstrag, remain there, their souls trapped until their bodies are laid to rest in hallowed ground. These are the discarnate.</p><p>Note that the discarnate are also people that have fallen in Hell and have become undead creatures.</p><p><strong>Abigor:</strong> ?</p><p><strong>Ousmane:</strong> ?</p><p><strong>Undead Crow:</strong> ?</p><p><strong>Draugr:</strong> The draugr is a type of undead so malevolent in life that its evil ways still possess it in death.</p><p>Only corpses that have been housed in tombs or crypts can be draugr, as the creature cannot dig itself out of a grave.</p><p><strong>Ghast:</strong> If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice.</p><p>But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures.</p><p><strong>Ghost:</strong> Ghosts are the undead spirits of evil folk. In life, these people were cruel, vindictive, and visited needless suffering upon others. At their deaths, their spirits were forced to remain bound to the physical world in perpetual torment.</p><p>Once set loose in Hell, a soul is difficult to find and if not devoured will appear as a ghost somewhere.</p><p>But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures.</p><p><strong>Ghoul:</strong> If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice.</p><p><strong>Haunt:</strong> In its living form, the haunt had some mission or task that needed to be completed. So great was the compulsion to finish this deed that, even in death, its spirit seeks to fulfill its final task.</p><p><strong>Lich:</strong> A lich is a powerful undead creature, born from a hideous ritual performed by a wizard that lusts for everlasting life. Becoming a lich is an option for only the most powerful and reckless of magi, as it involves separating the spirit from the body and binding it in a specially prepared phylactery. This very powerful enchanted item can take any form, but it is usually an amulet of the finest quality. After the ritual is complete, the wizard assumes its undead form, and the phylactery thereafter houses the lich’s soul. Few know these arcane rituals, and of those few, even fewer dare test the sorcery. If it fails, the wizard’s soul is lost and forever irretrievable.</p><p><strong>Mummy:</strong> A mummy is an undead creature wrapped in divine bandages and urged to existence through prayer and ceremony.</p><p>The process required to create a mummy gives the creature powerful protections against physical damage.</p><p>There are those who are brought to the planes, or captured there, and buried alive. Their living bodies are wrapped in coils of madness and imprisoned in tombs of stone. These mummies are every bit as dangerous in hell as they are in the material world. The torments of their binding and the nature of their burial drive them mad, with a need bent on destruction.</p><p><strong>Nekun:</strong> Nekun are the skeleton-like anonymous dead of those who have passed into Hades, Tartarus and other regions below the earth.</p><p><strong>Revenant:</strong> Any humans (and only humans) that have died an extremely ghastly death can arise as a revenant to exact revenge on its killer. The revenant, in life, must have had a minimum of 15 constitution, intelligence and wisdom to become a revenant. Even at that, the chances are very slim.</p><p><strong>Shadow:</strong> They are either doomed souls who, in life perpetrated great evil against innocents, or they are thralls, created and bound to darkness by another shadow.</p><p>A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will rise again as a shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow. A victim rising as a shadow is forever dead, and cannot be restored to life by any means short of a wish.</p><p><strong>Skeletal Warrior:</strong> The skeletal warrior is an undead, created by high level, evil clerics as protection and guards. All were powerful fighters in life, some being enemies of the cleric that created them. Their life essence still exists, and if they were ever to claim it, they would die, and their spirit will pass into the afterlife, tormented no more.</p><p>The essence is usually kept in a gem of some worth, usually in excess of 10,000gp. This gem may be set in a crown, circlet, necklace or various other types of jewelry, or can be loose.</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>Fashioned from the living bones of the aghul’s victims, the knoglen blade is an 8-foot long polearm with a razor-sharp blade that bestows a +3 bonus to both attack and damage. If the attack roll results in a natural 19 or 20, flakes of the blade break off and enter the wound, causing it to fester. In the round following a successful hit the victim feels a searing pain which lasts for 4 rounds at which point the limb becomes numb and useless. If untreated, the wound turns necrotic and within 1d4 days the flesh surrounding the wound rots away. There is no saving throw for this condition. Further neglect leads to the rot continuing to spread, dealing 1d10 points of damage each day until the victim dies. Unless the dead is buried in consecrated or holy grounds, they will rise as either a zombie or skeleton within 1d8 days.</p><p>Treatment for the rot includes remove curse, remove disease, heal, restoration spells, a paladin’s cure disease ability, or a cleric or paladin may attempt to turn the bone flakes, which turn as a 1 HD undead.</p><p><strong>Spectre:</strong> Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge.</p><p>Any creature slain by a spectre will become a spectre in 1d4 rounds.</p><p><strong>Sons of Rhealth:</strong> The Sons of Rhealth were created ages ago, by worshipers of the foul Lord of the Undead.</p><p>The disease from a son of Rhealth worm bursting inside a victim manifests within 2d12 hours. At first, the victim becomes nauseated, vomiting and unable to eat. After another 1d6 hours, he will begin to lose 1d4 hit points per round, growing weaker and weaker (- number of hours infected on all dice rolls). Once dead, the creature will rise as a Son of Rhealth in one day. Only a remove disease spell will negate this horrific disease.</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>A human victim killed by the wight’s energy drain can be brought back to unlife, as a wight, under the control of the slaying wight. The slaying wight must want to use this ability; it is not automatic.</p><p>Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below:</p><p>1–10 Zombie</p><p>11–15 Shadow</p><p>16–19 Wight</p><p>20 Wraith</p><p>At times, when the whim takes him, Orcus will take up his scepter and attack. Those struck will suffer 2d4+6 damage and will lose three levels (constitution save to avoid level loss). Anyone reduced to 0 levels will fall dead, only to rise the next round as a wight under Orcus’s control.</p><p>But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures.</p><p><strong>Wraith:</strong> Wraiths are powerful wights who have forged a more powerful bond with the negative material plane.</p><p>A human victim killed by the wraith’s energy drain can be brought back to life as a wraith, under the control of the slaying wraith. The slaying wraith must want to use this ability; it is not automatic.</p><p>Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below:</p><p>1–10 Zombie</p><p>11–15 Shadow</p><p>16–19 Wight</p><p>20 Wraith</p><p><strong>Zombie:</strong> Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason.</p><p>As humans can be turned into undead, so can the plethora of monsters that litter the land.</p><p>Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below:</p><p>1–10 Zombie</p><p>11–15 Shadow</p><p>16–19 Wight</p><p>20 Wraith</p><p>Fashioned from the living bones of the aghul’s victims, the knoglen blade is an 8-foot long polearm with a razor-sharp blade that bestows a +3 bonus to both attack and damage. If the attack roll results in a natural 19 or 20, flakes of the blade break off and enter the wound, causing it to fester. In the round following a successful hit the victim feels a searing pain which lasts for 4 rounds at which point the limb becomes numb and useless. If untreated, the wound turns necrotic and within 1d4 days the flesh surrounding the wound rots away. There is no saving throw for this condition. Further neglect leads to the rot continuing to spread, dealing 1d10 points of damage each day until the victim dies. Unless the dead is buried in consecrated or holy grounds, they will rise as either a zombie or skeleton within 1d8 days.</p><p>Treatment for the rot includes remove curse, remove disease, heal, restoration spells, a paladin’s cure disease ability, or a cleric or paladin may attempt to turn the bone flakes, which turn as a 1 HD undead.</p><p><strong>Zombie Monster:</strong> As humans can be turned into undead, so can the plethora of monsters that litter the land. Appearing much like their undead cousins, a monster zombie is a decayed living corpse of its former self. Any creature from a goblin to a giant can be transformed into a zombie, and the CK must make adjustments to the statistics listed above.</p><p><strong>Shadow:</strong> Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below:</p><p>1–10 Zombie</p><p>11–15 Shadow</p><p>16–19 Wight</p><p>20 Wraith</p><p><strong>Vampire:</strong> ?</p><p><strong>Banshee:</strong> But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures.</p><p><strong>Lich:</strong> ?</p><p><strong>Demi-Lich:</strong> ?</p><p><strong>Wight Spawn:</strong> A human victim killed by the wight’s energy drain can be brought back to unlife, as a wight, under the control of the slaying wight. The slaying wight must want to use this ability; it is not automatic.</p><p><strong>Wraith Spawn:</strong> A human victim killed by the wraith’s energy drain can be brought back to life as a wraith, under the control of the slaying wraith. The slaying wraith must want to use this ability; it is not automatic.</p><p><strong>Denizen Genitch Beetle:</strong> They spawn on the corpse of very evil creatures, living embodiments of the lingering evil of the creature itself. Usually several dozen to a hundred spawn.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/63575/Castles--Crusades-Black-Libram-of-Naratus?affiliate_id=17596" target="_blank">Black Libram of Naratus</a>[spoiler]</p><p><strong>Barrow Wight:</strong> A humanoid slain by a barrow wight becomes a barrow wight in 1d4 rounds.</p><p><strong>Bhuta:</strong> When a person is murdered, the spirit sometimes clings to the world, refusing to accept its mortal death. This spirit possesses its original body and seeks out those responsible for its murder.</p><p><strong>Bogeyman:</strong> Bogeymen are the stuff of legends: creatures created in the minds of parents who relayed stories about incorporeal ghosts coming to carry their children off if they didn’t go to bed when they were supposed to, didn’t do their chores when asked, and so on. The spectral bogeyman’s ties to the land of the living are a result of these stories. Often, these stories are based on the exploits of criminals, murderers, and madmen that live or have lived in the local area. By the very nature of their creation, bogeymen are evil. They are creatures born of fear and lies, delighting in the torment their fear harbors.</p><p><strong>Brine Zombie:</strong> Brine zombies are the remnants of a ship’s crew that has perished at sea.</p><p>The spark of evil that brought them back from the ocean depths drives them to seek the living so they may join them in their watery graves.</p><p>If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies.</p><p>When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.</p><p><strong>Brykolakas:</strong> Their true origin is unknown, although it is thought a recipe in the Black Libram of Nartarus and the bodies of aquatic ghouls are involved.</p><p><strong>Cinder Ghoul:</strong> A creature that is burned to death by magical fire may rise again as a fiery undead being called a cinder ghoul.</p><p><strong>Crypt Thing:</strong> Crypt things are undead creatures found guarding tombs, graves, crypts, and other such structures. They are created by spellcasters to guard such areas and they never leave their assigned area.</p><p><strong>Crypt Guardian:</strong> ?</p><p><strong>Demilich:</strong> A demilich is an advanced lich of great power. When the animating force of a lich ceases to exist and the material body finally decays (often after centuries of undeath), the soul lingers in the area and slowly over time possesses all that remains of the lich—its skull.</p><p><strong>Draug:</strong> The draug is the vengeful spirit of a ship’s captain who died at sea, thus being denied a proper burial. If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies.</p><p>When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.</p><p><strong>Dust Ghoul:</strong> When a humanoid creature dies on the Parched Expanse on the Plane of Molten Skies, there is a good chance it returns from the afterlife as a dust ghoul—an undead flesh-eating creature composed of dust and earth.</p><p><strong>Fear Guard:</strong> Any living creature reduced to Wisdom 0 by a fear guard becomes a fear guard under the control of its killer within 2d6 hours. If a bless spell is cast on the corpse before this time, it prevents the transformation.</p><p><strong>Fire Phantom:</strong> When a humanoid creature dies on the Elemental Plane of Fire, its soul often melds with part of the fiery plane and reforms as a fire phantom; a humanoid creature composed of rotted and burnt flesh swathed in elemental fire.</p><p><strong>Hoarfrost Maiden:</strong> Believed to be the spirits of humanoid warrior-women that freeze to death either because of their own mistakes or because of some ritualistic exile into the icy wastes by their culture, hoarfrost maidens haunt the icy wastelands of the world seeking warm–blooded living creatures in which to share their icy hell.</p><p><strong>Lantern Goat:</strong> Lantern goats are undead wanderers thought to be the coalescence of souls of people who died while lost in the wilderness. Just as normal goats sometimes drift from the shepherd’s care and fall prey to the dangers of the wild, so too do humans and demihumans often meet with a dire end while trekking alone in the hills.</p><p>Whether they die of exposure or become a predator’s meal, these lost travelers usually journey in spirit form to the afterlife. Some, however, if they perish too close to a lantern goat, find their souls drawn into the fell receptacle the creature wears around its neck. The scarred and battered lantern that descends from the goat’s neck serves to channel souls into the creature itself. As the goat moves through the hills, its lantern casts a sickening yellow glow that attracts the souls of the recently deceased.</p><p><strong>Mortuary Cyclone:</strong> A mortuary cyclone is an undead creature born when living creatures tamper with or desecrate a mass grave (either magically or naturally).</p><p><strong>Spectre:</strong> Any living creature slain by a mortuary cyclone’s necrocone attack (see below) or energy drain attack becomes a spectre in 1d4 rounds.</p><p>Slain creatures are deposited on the ground where they rise as undead “slaves” in command of the mortuary cyclone.</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>Red Jester:</strong> Red jesters are thought to be the remains of court jesters put to death for telling bad puns, making fun of the local ruler, or dying in an untimely manner (which could be attributed to one or both of the first two). Another tale speaks of the red jesters as being the court jesters of the Demon Prince of Whimsy and Madness, sent to the Material Plane to “entertain” those whom the prince has taken a special interest in. The actual truth to their origin remains a mystery.</p><p><strong>Shadow Lesser:</strong> According to ancient texts, masters of the arcane arts created beings of living darkness to aid and protect them. These beings, known now as shadows, were formed through a combination of darkness and evil. Other beings of darkness, lesser beings not quite as powerful as the originals were also created. These creatures became known as lesser shadows.</p><p><strong>Shadow Rat:</strong> ?</p><p><strong>Shadow Rat Swarm:</strong> ?</p><p><strong>Wolf Ghoul:</strong> ?</p><p><strong>Wolf Shadow:</strong> ?</p><p><strong>Wolf Vampiric:</strong> ?</p><p></p><p><strong>Skeleton:</strong> When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.</p><p><em>Skeleton Pull</em> spell.</p><p><strong>Vampire:</strong> Typically they began their career as thrall or spawn to another vampire of greater power who was somehow destroyed or through great loneliness chose to destroy itself. The spawn of these beings typically turn upon one another like so many rats. The survivor becomes a vampire.</p><p><strong>Lacedon:</strong> A humanoid or monstrous humanoid killed by a brykolakas rises as an aquatic ghoul in 1d4 days under the control of the brykolakas that created it.</p><p>When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.</p><p><strong>Zombie:</strong> When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.</p><p><strong>Shadow:</strong> According to ancient texts, masters of the arcane arts created beings of living darkness to aid and protect them. These beings, known now as shadows, were formed through a combination of darkness and evil. </p><p>A creature reduced to 0 Strength by a shadow wolf’s Drain attack is slain. The deceased rises again as a normal shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow.</p><p><strong>Vampire Spawn:</strong> If a vampire wolf chooses, it can drain the blood or energy of a human victim in such a way as to bring the deceased into unlife as a vampire spawn. This spawn is under the control of the slaying wolf. This ability is not automatic, but must be consciously used.</p><p></p><p>SKELETON PULL, Level 6 Necromancer</p><p>CT, 1 action R, 30 ft. D, instantaneous</p><p>SV, wisdom negates SR, Yes Comp (V, S, M)</p><p>A necromancer’s connection to the dark powers of the abyss allows them to simply rip the skeleton from a humanoid body killing them instantly and creating an undead servant. Any humanoid creature within 30 ft. of the caster, and visible, can be affected by this spell. The victim’s allies nearby bear witness to the necromancer’s dark power as the skeleton tears free of its flesh in a cloud of blood and gore. This awe-inspiring power, and the gory scene it creates forces a wisdom save against fear for all enemies that witness it. Those that fail flee for 5 minutes. The skeleton created is a normal 1 HD skeleton under control of the necromancer. The prudent caster uses this spell but once per day for each additional use per day stands a 10% chance (cumulative) of sending the caster’s soul straight to the abyss. A successful wisdom save resists these dark forces. The saving throw receives a bonus for each HD or level above 4. Anyone slain by this spell can only be brought back to life by a true resurrection, or a wish.</p><p>The material component of this spell is the powdered bone of a skeleton that is thrown in the direction of the victim.[/spoiler]</p><p></p><p>Player's Handbook 3rd Printing[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> <em>Create Undead</em> spell caster level 11.</p><p><strong>Shadow:</strong> <em>Create Undead</em> spell caster level 12.</p><p><strong>Ghast:</strong> <em>Create Undead</em> spell caster level 13.</p><p><strong>Wight:</strong> <em>Create Undead</em> spell caster level 14.</p><p><strong>Wraith:</strong> <em>Create Undead</em> spell caster level 18.</p><p><strong>Mummy:</strong> <em>Create Greater Undead</em> spell caster level 13.</p><p><strong>Spectre:</strong> <em>Create Greater Undead</em> spell caster level 15.</p><p><strong>Vampire:</strong> <em>Create Greater Undead</em> spell caster level 17.</p><p><strong>Ghost:</strong> <em>Create Greater Undead</em> spell caster level 19.</p><p></p><p>ANIMATE DEAD*, Level 3 cleric, 5 wizard</p><p>CT 1 R 50 ft. D n/a</p><p>SV none ST none Comp V, S, M</p><p>This spell turns the bones or bodies of dead creatures in a 25 x 25 feet area into undead skeletons or zombies that follow the caster’s spoken commands. The undead can follow the caster, or can remain in an area and attack any creature or specific type of creature entering the area. The undead remain animated until they are destroyed. Destroyed undead can’t be animated again.</p><p>Regardless of the type of undead, the caster can’t, in any single casting of the spell, create more HD of undead than the caster has levels.</p><p>The undead remain under the caster’s control indefinitely. No matter how many times the caster uses this spell, however, the character can only control 2 HD worth of undead creatures per caster level. If the caster exceeds this number, all the newly created creatures fall under the caster’s control, and any excess undead from previous castings become uncontrolled (the character chooses which creatures are released). If the caster is a cleric, any undead the character might command by virtue of the caster’s power to command or rebuke undead do not count toward the spell’s limits.</p><p>A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. A zombie, however, can be created only from a mostly intact corpse. The statistics for skeletons and zombies are detailed in Monsters & Treasures; undead created with this spell do not return any abilities the creature may have had while alive.</p><p>Preserve Dead This reverse version may only be cast by divine spellcasters, and has two effects. First, the caster preserves the remains of the target corpses so that they do not decay, for one day per level of the caster. Doing so extends the time limit on raising that creature from the dead. The spell works on severed body parts and the like. Second, the spell permanently prevents the target corpses from being animated by an animate dead spell. If a target corpse is preserved, and then raised from the dead or resurrected, the spell ends.</p><p></p><p>CREATE UNDEAD, Level 6 cleric</p><p>CT 1 hour R 50 ft. (one) D permanent</p><p>SV n/a SR n/a Comp V, S, M</p><p>This evil spell allows the caster to create powerful kinds of undead if the cleric is of the appropriate level: ghouls (9), shadow (10), ghasts (12), wights (14) or wraiths (18). The caster may create less powerful undead than the caster’s maximum capability if desired. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms by making a successful turning check. This spell must be cast at night.</p><p></p><p>CREATE GREATER UNDEAD, Level 8 cleric</p><p>CT 1 hour R 50 ft. (one) D permanent</p><p>SV n/a SR n/a Comp V, S, M</p><p>This evil spell allows the caster to create powerful kinds of undead if the cleric is of the appropriate level: mummy (13), spectre (15), vampire (17) or ghost (19). The caster may create less powerful undead than the caster’s maximum capability if desired. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms with by making a successful turning check. This spell must be cast at night and the caster must spend 100gp per corpse.[/spoiler]</p><p></p><p>Player's Handbook 4th printing[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> <em>Create Undead</em> spell caster level 11.</p><p><strong>Shadow:</strong> <em>Create Undead</em> spell caster level 12.</p><p><strong>Ghast:</strong> <em>Create Undead</em> spell caster level 13.</p><p><strong>Wight:</strong> <em>Create Undead</em> spell caster level 14.</p><p><strong>Wraith:</strong> <em>Create Undead</em> spell caster level 18.</p><p><strong>Mummy:</strong> <em>Create Greater Undead</em> spell caster level 13.</p><p><strong>Spectre:</strong> <em>Create Greater Undead</em> spell caster level 15.</p><p><strong>Vampire:</strong> <em>Create Greater Undead</em> spell caster level 17.</p><p><strong>Ghost:</strong> <em>Create Greater Undead</em> spell caster level 19.</p><p></p><p>ANIMATE DEAD*, Level 3 cleric, 5 wizard</p><p>CT 1 R 50 ft. D n/a</p><p>SV none ST none Comp V, S, M</p><p>This spell turns the bones or bodies of dead creatures in a 25 x 25 feet area into undead skeletons or zombies that follow the caster’s spoken commands. The undead can follow the caster, or can remain in an area and attack any creature or specific type of creature entering the area. The undead remain animated until they are destroyed. Destroyed undead can’t be animated again. Regardless of the type of undead, the caster can’t, in any single casting of the spell, create more HD of undead than the caster has levels.</p><p>The undead remain under the caster’s control indefinitely. No matter how many times the caster uses this spell, however, the character can only control 2 HD worth of undead creatures per caster level. If the caster exceeds this number, all the newly created creatures fall under the caster’s control, and any excess undead from previous castings become uncontrolled (the character chooses which creatures are released). If the caster is a cleric, any undead the character might command by virtue of the caster’s power to command or rebuke undead do not count toward the spell’s limits.</p><p>A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. A zombie, however, can be created only from a mostly intact corpse. The statistics for skeletons and zombies are detailed in Monsters & Treasures; undead created with this spell do not return any abilities the creature may have had while alive.</p><p>Preserve Dead: This reverse version may only be cast by divine spellcasters, and has two effects. First, the caster preserves the remains of the target corpses so that they do not decay, for one day per level of the caster. Doing so extends the time limit on raising that creature from the dead. The spell works on severed body parts and the like. Second, the spell permanently prevents the target corpses from being animated by an animate dead spell. If a target corpse is preserved, and then raised from the dead or resurrected, the spell ends.</p><p></p><p>CREATE UNDEAD, Level 6 cleric</p><p>CT 1 hour R 50 ft. (one) D permanent</p><p>SV n/a SR n/a Comp V, S, M</p><p>This evil spell allows the caster to create powerful kind of undead if the cleric is of the appropriate level: ghouls (11), shadow (12), ghasts (13), wights (14) or wraiths (18). The caster may create less powerful undead than the caster’s maximum capability if desired. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms by making a successful turning check. This spell must be cast at night.</p><p></p><p>CREATE GREATER UNDEAD, Level 8 cleric</p><p>CT 1 hour R 50 ft. (one) D permanent</p><p>SV n/a SR n/a Comp V, S, M</p><p>This evil spell allows the caster to create powerful kinds of undead if the cleric is of the appropriate level: mummy (13), spectre (15), vampire (17) or ghost (19). The caster may create less powerful undead than the caster’s maximum capability if desired. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms with by making a successful turning check. This spell must be cast at night and the caster must spend 100gp per corpse.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/105322/Castles--Crusades-Players-Handbook-6th-Printing?affiliate_id=17596" target="_blank">Players Handbook 6th Printing</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> <em>Create Undead</em> spell caster level 11.</p><p><strong>Shadow:</strong> <em>Create Undead</em> spell caster level 12.</p><p><strong>Ghast:</strong> <em>Create Undead</em> spell caster level 13.</p><p><strong>Wight:</strong> <em>Create Undead</em> spell caster level 14.</p><p><strong>Wraith:</strong> <em>Create Undead</em> spell caster level 18.</p><p><strong>Mummy:</strong> <em>Create Greater Undead</em> spell caster level 13.</p><p><strong>Spectre:</strong> <em>Create Greater Undead</em> spell caster level 15.</p><p><strong>Vampire:</strong> <em>Create Greater Undead</em> spell caster level 17.</p><p><strong>Ghost:</strong> <em>Create Greater Undead</em> spell caster level 19.</p><p></p><p>ANIMATE DEAD*, Level 3 cleric, 5 wizard</p><p>CT 1 R 50 ft. D Permanent</p><p>SV none SR none Comp V, S, M</p><p>This spell turns the bones or bodies of dead creatures in a 25 x 25 feet area into undead skeletons or zombies that follow the caster’s spoken commands. The undead can follow the caster, or can remain in an area and attack any creature or specific type of creature entering the area. The undead remain animated until they are destroyed. Destroyed undead can’t be animated again. Regardless of the type of undead, the caster can’t create more HD of undead than the caster has levels in any single casting of the spell.</p><p>The undead remain under the caster’s control indefinitely. No matter how many times the caster uses this spell, however, the character can only control 2 HD worth of undead creatures per caster level. If the caster exceeds this number, all the newly created creatures fall under the caster’s control, and any excess undead from previous castings become uncontrolled (the character chooses which creatures are released). If the caster is a cleric, any undead the character might command by virtue of the caster’s power to command or rebuke undead, do not count toward the spell’s limits.</p><p>A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. A zombie, however, can be created only from a mostly intact corpse. The statistics for skeletons and zombies are detailed in Monsters & Treasure; undead created with this spell do not retain any abilities the creature may have had while alive.</p><p>The material component for this spell is a bag of bones.</p><p>Preserve Dead: This reverse version may only be cast by divine spellcasters, and has two effects. First, the caster preserves the remains of the target corpses so that they do not decay, for one day per level of the caster. Doing so extends the time limit on raising that creature from the dead. The spell works on severed body parts and the like. Second, the spell permanently prevents the target corpses from being animated by an animate dead spell. If a target corpse is preserved, and then raised from the dead or resurrected, the spell ends.</p><p></p><p>CREATE UNDEAD, Level 6 cleric</p><p>CT 1 hour R 50 ft. (one) D permanent</p><p>SV n/a SR n/a Comp DF, V, S, M</p><p>This evil spell allows the caster to create one specimen of the following undead if the cleric is of the appropriate level: ghoul (11), shadow (12), ghast (13), wight (14), or wraith (18). The cleric may create a less powerful undead if desired. For example, a 14th level cleric could, instead of creating a wight, also create a ghast, shadow, or ghoul. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms by making a successful turning check. This spell must be cast at night.</p><p>The material component for this spell is a corpse.</p><p></p><p>CREATE GREATER UNDEAD, Level 8 cleric</p><p>CT 1 hour R 50 ft. (one) D permanent</p><p>SV n/a SR n/a Comp DF, V, S, M</p><p>This evil spell allows the caster to create one specimen of the following undead if the cleric is of the appropriate level: mummy (13), spectre (15), vampire (17), or ghost (19). The cleric may create a less powerful undead if desired. For example, a 17th level cleric could, instead of creating a vampire, also create a spectre or mummy. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms with by making a successful turning check. This spell must be cast at night and the caster must spend 100gp per corpse.</p><p>The material component for this spell is a corpse.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/105322/Castles--Crusades-Players-Handbook-7th-Printing?affiliate_id=17596" target="_blank">Player's Handbook 7th Printing</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> <em>Create Undead</em> spell caster level 11.</p><p><strong>Shadow:</strong> <em>Create Undead</em> spell caster level 12.</p><p><strong>Ghast:</strong> <em>Create Undead</em> spell caster level 13.</p><p><strong>Wight:</strong> <em>Create Undead</em> spell caster level 14.</p><p><strong>Wraith:</strong> <em>Create Undead</em> spell caster level 18.</p><p><strong>Mummy:</strong> <em>Create Greater Undead</em> spell caster level 13.</p><p><strong>Spectre:</strong> <em>Create Greater Undead</em> spell caster level 15.</p><p><strong>Vampire:</strong> <em>Create Greater Undead</em> spell caster level 17.</p><p><strong>Ghost:</strong> <em>Create Greater Undead</em> spell caster level 19.</p><p></p><p>ANIMATE DEAD*, Level 3 cleric, 5 wizard</p><p>CT 1 R 50 ft. D Permanent</p><p>SV none SR none Comp V, S, M</p><p>This spell turns the bones or bodies of dead creatures in a 25 x 25 feet area into undead skeletons or zombies that follow the caster’s spoken commands. The undead can follow the caster, or can remain in an area and attack any creature or specific type of creature entering the area. The undead remain animated until they are destroyed. Destroyed undead can’t be animated again. Regardless of the type of undead, the caster can’t create more HD of undead than the caster has levels in any single casting of the spell.</p><p>The undead remain under the caster’s control indefinitely. No matter how many times the caster uses this spell, however, the character can only control 2 HD worth of undead creatures per caster level. If the caster exceeds this number, all the newly created creatures fall under the caster’s control, and any excess undead from previous castings become uncontrolled (the character chooses which creatures are released). If the caster is a cleric, any undead the character might command by virtue of the caster’s power to command or rebuke undead, do not count toward the spell’s limits.</p><p>A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. A zombie, however, can be created only from a mostly intact corpse. The statistics for skeletons and zombies are detailed in Monsters & Treasure; undead created with this spell do not retain any abilities the creature may have had while alive.</p><p>The material component for this spell is a bag of bones.</p><p>Preserve Dead: This reverse version may only be cast by divine spellcasters, and has two effects. First, the caster preserves the remains of the target corpses so that they do not decay, for one day per level of the caster. Doing so extends the time limit on raising that creature from the dead. The spell works on severed body parts and the like. Second, the spell permanently prevents the target corpses from being animated by an animate dead spell. If a target corpse is preserved, and then raised from the dead or resurrected, the spell ends.</p><p></p><p>CREATE UNDEAD, Level 6 cleric</p><p>CT 1 hour R 50 ft. (one) D permanent</p><p>SV n/a SR n/a Comp DF, V, S, M</p><p>This evil spell allows the caster to create one specimen of the following undead if the cleric is of the appropriate level: ghoul (11), shadow (12), ghast (13), wight (14), or wraith (18). The cleric may create a less powerful undead if desired. For example, a 14th level cleric could, instead of creating a wight, also create a ghast, shadow, or ghoul. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms by making a successful turning check. This spell must be cast at night.</p><p>The material component for this spell is a corpse.</p><p></p><p>CREATE GREATER UNDEAD, Level 8 cleric</p><p>CT 1 hour R 50 ft. (one) D permanent</p><p>SV n/a SR n/a Comp DF, V, S, M</p><p>This evil spell allows the caster to create one specimen of the following undead if the cleric is of the appropriate level: mummy (13), spectre (15), vampire (17), or ghost (19). The cleric may create a less powerful undead if desired. For example, a 17th level cleric could, instead of creating a vampire, also create a spectre or mummy. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms by making a successful turning check.</p><p>This spell must be cast at night and the caster must spend 100gp per corpse.</p><p>The material component for this spell is a corpse.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/125984/Castles--Crusades-Castle-Keepers-Guide-to-the-Haunted-Highlands?affiliate_id=17596" target="_blank">Castle Keeper's Guide to the Haunted Highlands</a>[spoiler]</p><p><strong>Barrow Wight:</strong> A humanoid slain by a barrow wight becomes a barrow wight in 1d4 rounds.</p><p><strong>Bhuta:</strong> When a person is murdered, the spirit sometimes clings to the world, refusing to accept its mortal death. This spirit possesses its original body and seeks out those responsible for its murder.</p><p><strong>Blood Wight:</strong> Blood wights are the bloated, risen corpses of those tortured souls who have bled to death on unholy ground.</p><p><strong>Bogeyman:</strong> Bogeymen are the stuff of legends: creatures created in the minds of parents who relayed stories about incorporeal ghosts coming to carry their children off if they didn’t go to bed when they were supposed to, didn’t do their chores when asked, and so on. The spectral bogeyman’s ties to the land of the living are a result of these stories. Often, these stories are based on the exploits of criminals, murderers, and madmen that live or have lived in the local area. By the very nature of their creation, bogeymen are evil. They are creatures born of fear and lies, delighting in the torment their fear harbors.</p><p><strong>Brine Zombie:</strong> Brine zombies are the remnants of a ship’s crew that has perished at sea.</p><p>The spark of evil that brought them back from the ocean depths drives them to seek the living so they may join them in their watery graves.</p><p>If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies.</p><p>When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.</p><p><strong>Brykolakas:</strong> Their true origin is unknown, although it is thought a recipe in the Black Libram of Nartarus and the bodies of aquatic ghouls are involved.</p><p><strong>Coffer Corpse:</strong> A coffer corpse is formed when a recently deceased humanoid is the victim of an incomplete death ritual.</p><p><strong>Cinder Ghoul:</strong> A creature that is burned to death by magical fire may rise again as a fiery undead being called a cinder ghoul. The lairs of old red dragons may be haunted by many of these pathetic, angry spirits, and many a wizard that has dispatched a foe with a well-placed fireball has been found mysteriously charred to death many months after they died.</p><p><strong>Crypt Thing:</strong> Crypt things are undead creatures found guarding tombs, graves, crypts, and other such structures. They are created by spellcasters to guard such areas and they never leave their assigned area.</p><p><strong>Crypt Guardian:</strong> ?</p><p><strong>Eldritch Head:</strong> These disembodied heads are the craftsmanship of fell necromancers.</p><p>Eldritch Heads have been infused with a portion of the necromancer’s arcane energies, and as such assault those who would interfere with their master’s property with magical assaults.</p><p><strong>Demilich:</strong> A demilich is an advanced lich of great power. When the animating force of a lich ceases to exist and the material body finally decays (often after centuries of un-death) the soul lingers in the area and slowly over time possesses all that remains of the lich—its skull.</p><p><strong>Draug:</strong> The draug is the vengeful spirit of a ship’s captain who died at sea, thus being denied a proper burial. If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies.</p><p>When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.</p><p><strong>Dust Ghoul:</strong> When a humanoid creature dies on the Parched Expanse on the Plane of Molten Skies, there is a good chance it returns from the afterlife as a dust ghoul—an undead, flesh-eating creature composed of dust and earth.</p><p><strong>Fear Guard:</strong> Any living creature reduced to wisdom of 0 by a fear guard becomes a fear guard under the control of its killer within 2d6 hours. If a bless spell is cast on the corpse before this time, it prevents the transformation.</p><p><strong>Fire Phantom:</strong> When a humanoid creature dies on the Elemental Plane of Fire, its soul often melds with part of the fiery plane and reforms as a fire phantom: A humanoid creature composed of rotted and burnt flesh swathed in elemental fire.</p><p><strong>Fye:</strong> Fye are cursed, solitary, incorporeal spirits whose death took place in the vicinity of a temple of evil, or other such desecrated place.</p><p><strong>Hoarfrost Maiden:</strong> Believed to be the spirits of humanoid warrior-women that froze to death either because of their own mistakes or because of some ritualistic exile into the icy wastes by their culture, hoarfrost maidens haunt the icy wastelands of the world seeking warm–blooded living creatures in which to share their icy hell.</p><p><strong>Lantern Goat:</strong> Lantern goats are undead wanderers thought to be the coalescence of souls of people who died while lost in the wilderness. Just as normal goats sometimes drift from the shepherd’s care and fall prey to the dangers of the wild, so too do humans and demi-humans often meet with a dire end while trekking alone in the hills.</p><p>Whether they die of exposure or become a predator’s meal, these lost travelers usually journey in spirit form to the afterlife. Some, however, if they perish too close to a lantern goat, find their souls drawn into the fell receptacle the creature wears around its neck. The scarred and battered lantern that descends from the goat’s neck serves to channel souls into the creature itself. As the goat moves through the hills, its lantern casts a sickening yellow glow that attracts the souls of the recently deceased.</p><p><strong>Grave Risen:</strong> Any creature hit by a claw attack from a grave risen must make a constitution save (Challenge Level 5) or contract a deviant form of blood poisoning. Those who fail, suffer 1 point of constitution damage per minute until they are cured with a neutralize poison spell or ranger special ability. Humanoids who die from this malady rise in 1d4 days as a grave risen.</p><p>These undead creatures are the cursed remainder of dwarves who were buried alive after the quake.</p><p><strong>Mortuary Cyclone:</strong> A mortuary cyclone is an undead creature born when living creatures tamper with or desecrate a mass grave (either magically or naturally).</p><p><strong>Mummy of the Deep:</strong> It is the result of an evil creature that was buried at sea for its sins in life. The wickedness permeating the former life has managed to cling even into un-life and revive the soul as a mummy of the deep.</p><p><strong>Red Jester:</strong> Red jesters are thought to be the remains of court jesters put to death for telling bad puns, making fun of the local ruler, or dying in an untimely manner (which could be attributed to one or both of the first two). Another tale speaks of the red jesters as being the court jesters of the Demon Prince of Whimsy and Madness, sent to the Material Plane to “entertain” those whom the prince has taken a special interest in. The actual truth to their origin remains a mystery.</p><p><strong>Shadow Lesser:</strong> According to ancient texts, masters of the arcane arts created beings of living darkness to aid and protect them. These beings, known now as shadows, were formed through a combination of darkness and evil. Other beings of darkness, lesser beings not quite as powerful as the originals were also created. These creatures became known as lesser shadows.</p><p><strong>Shadow Rat:</strong> ?</p><p><strong>Shadow Rat Swarm:</strong> ?</p><p><strong>Skeleton Small Beast:</strong> These small skeletal creatures are typically raised from the skeletal remains of dogs, cats, wolves, coyotes and the like. Some necromancers prefer raising them up as they can get twice as many smaller minions from a single casting of Animate Dead as they would the larger humanoid skeleton stock.</p><p><strong>Soul Reaper:</strong> ?</p><p><strong>Spectral Hero:</strong> Spectral Heroes are the undead spirits of heroes who served well their deity in life.</p><p><strong>Wolf Ghoul:</strong> ?</p><p><strong>Wolf Shadow:</strong> ?</p><p><strong>Wolf Vampiric:</strong> ?</p><p><strong>Zombie Hulk:</strong> Zombie hulks are zombies raised from the fresh corpses of large beasts such as ogres, bugbears, trolls, and minotaur.</p><p><strong>Zombie Plague:</strong> Beings bit by plague zombies must make a successful save vs. disease (Challenge Level 2) or lose 1d4 points of Constitution. Each hour thereafter the victim must make an additional save vs. plague or again lose 1d4 Constitution. This continues until the victim is dead.</p><p>1d10 rounds after a victim succumbs to the zombie infection, they rise as a plague zombie, intent on attacking any living creature it comes across.</p><p><strong>Urthrasta The Greater Mummy:</strong> ?</p><p><strong>Skeletal Cat:</strong> ?</p><p><strong>Zombie Bat:</strong> ?</p><p><strong>Orc Zombie:</strong> Skalnoc orders the bodies of any and all fallen orcs taken to this sector for “burial” and using the power of the Demon Eye to animate dead.</p><p><strong>Lluvandro the Black, Lich:</strong> ?</p><p><strong>Y'Bras the Drinker, Grave Knight Vampire:</strong> ?</p><p><strong>Lucarne the Wight Knight, Wight Knight 8:</strong> ?</p><p><strong>Jelaquin, Spectre:</strong> ?</p><p><strong>Nulsrad the Mummy:</strong> Nulsrad was once a high priest of Soagoth, and servant of the Beast of Yug. Nulsrad was a mummy priest who has been imprisoned, slumbering in his tomb since the sealing of the shrine. At the time of the sealing, Nulsrad was thought destroyed and bricked up in his chamber. In essence this was true, however Nulsrad’s evil and the power of the Beast of Yug were simply too great to completely extinguish by the heroes of Olde Adrik.</p><p><strong>Grave Lords Vampire:</strong> ?</p><p><strong>Grave Lords Pleasure Slave, Vampire:</strong> ?</p><p><strong>Ron Riccio Human Vampire Fighter 10:</strong> ?</p><p><strong>Miss Charity, Lady of Thirst, Vampire Ancient Thirst Lord:</strong> ?</p><p><strong>Don Martimho, Zombie:</strong> Currently the necromancer Damadal keeps the Champaign room as his land-side quarters. Damadal is a messenger for the Grave Lords, and captain of the Nightingale. As a special favor to Charity, he turned Don Martimho into a zombie which she keeps around to remind the Mantua Nostra who the real boss is.</p><p></p><p><strong>Lacedon:</strong> A humanoid or monstrous humanoid killed by a brykolakas rises as an aquatic ghoul in 1d4 days under the control of the brykolakas that created it.</p><p>When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.</p><p><strong>Skeleton:</strong> When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.</p><p><strong>Zombie:</strong> A creature reduced to 0 strength by a charnel spider’s poison dies and rises as a zombie under the charnel spider’s control in 1d4 rounds.</p><p>When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.</p><p><strong>Spectre:</strong> Any living creature slain by a mortuary cyclone’s necrocone attack (see below) or energy drain attack becomes a spectre in 1d4 rounds.</p><p>Rune of Undeath victim with more than 10 HD.</p><p><strong>Shadow:</strong> According to ancient texts, masters of the arcane arts created beings of living darkness to aid and protect them. These beings, known now as shadows, were formed through a combination of darkness and evil.</p><p>A creature reduced to 0 strength by a shadow wolf’s drain attack is slain. The deceased rises again as a normal shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow.</p><p>Rune of Undeath victim with less than 5 HD.</p><p><strong>Vampire Spawn:</strong> If a vampire wolf chooses, it can drain the blood or energy of a human victim in such a way as to bring the deceased into un-life as a vampire spawn. This spawn is under the control of the slaying wolf. This ability is not automatic, but must be consciously used. An affected humanoid loses all abilities, and gains the statistics of a vampire spawn.</p><p><strong>Vampire:</strong> Typically, they began their career as thrall or spawn to another vampire of greater power, who was somehow destroyed or through great loneliness chose to destroy itself. The spawn of these beings typically turn upon one another like so many rats. The survivor becomes a vampire as described in Monsters & Treasure.</p><p>Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power … a lich cursed to do the bidding of their cruel slayer.</p><p><strong>Vampire Ancient:</strong> Although they can no longer gain additional class levels in their former life’s profession, such vampires grow stronger as they age, becoming deadlier as their flesh hardens to damage and their hit dice grow with their insatiable blood lust.</p><p><strong>Vampire Ancient Grave Knight:</strong> 200-400 years.</p><p><strong>Vampire Ancient Thirst Lord:</strong> 401-600 years.</p><p><strong>Vampire Ancient Crimson Baron:</strong> 601-800 years.</p><p><strong>Vampire Ancient Sanguine Prince:</strong> 801-1,00 years.</p><p><strong>Vampire Ancient Lord Blood King:</strong> 1,001+ years.</p><p><strong>Ghoul:</strong> This encounter is with dead huntsmen, adventurers and humanoid monsters who have run afoul of the ghoul bands which hunt the wood and have themselves been turned.</p><p>As with wights, the touch of Nartarus is ever reaching. Some of those who were buried alive crossed beyond death and became ghouls.</p><p><strong>Ghast:</strong> ?</p><p><strong>Wight:</strong> This burial chamber once housed the remains of four warlords of a dead line of Ugashtan clansmen. The rousing of Urthrasta and the pillaging of their tomb has returned the corpses of the dead lords as wights.</p><p>The evil of Nartarus crawls even into the strongest hearts. The gnarled reach of the unholy one’s claw is long and some who died during the quake were transformed by the will of the god of death.</p><p><strong>Wraith:</strong> Wraiths are the angry spritits of explorers and villains who have died a horrible death within the cursed wood.</p><p>Rune of Undeath victim with more than 5 HD.</p><p>The wraiths were dwarves killed in the great quake.</p><p><strong>Ghost:</strong> While the scorched walls of the tavern still teeter, the roof has burned away to collapse on the interior, crushing and burning the inside of the building. Hunter’s Moon was the last hiding place of a few straggling refugees and the elderly bard trying to lead them to safety. The bard’s rage lives on in the form of a ghost whose unearthly howling haunts the decrepit ruin.</p><p>Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power … a lich cursed to do the bidding of their cruel slayer.</p><p><strong>Lich:</strong> Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power … a lich cursed to do the bidding of their cruel slayer.</p><p><strong>Lich Ancient:</strong> Liches no longer gain levels as they once did in life. Such is the trade-off for an eternity of uncovering dark lore. Instead, they grow in hit dice as they age, and through their growth in hit dice, add a commensurate number of spellcaster levels to their deadly repertoire.</p><p><strong>Lich Ancient Rotted Prefect:</strong> 300-600 years.</p><p><strong>Lich Ancient Fleshless Oracle:</strong> 601-1,000 years.</p><p><strong>Lich Ancient Arch-Lich:</strong> 1,001-1,500 years.</p><p><strong>Lich Ancient Lich Lord:</strong> 1,500-2,000 years.</p><p><strong>Mummy Greater:</strong> As with the vampire and lich, the mummy gains powers over time as it molders in its wrappings for ages unending.</p><p><strong>Mummy Greater Nomarch of Death:</strong> 400-800 years.</p><p><strong>Mummy Greater Prelate of Tombs:</strong> 801-1,200 years.</p><p><strong>Mummy Greater Vizier of the Neropolis:</strong> 1,201-2,000 years.</p><p><strong>Mummy Greater Mummy King:</strong> 2,001+ years.</p><p></p><p>RUNE OF UNDEATH: This powerful dwarven curse is reserved for only the most notable of dwarven thanes and nobles. By the activation of this rune the target must make a save vs. death (CL 7) or be instantly slain, arising in 1d4 rounds as an undead guardian of the place of defilement. Beings with less than 5 HD rise as a shadow. Beings with over 5 HD rise as a wraith, beings of over 10 HD rise as a specter.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/113959/Castles--Crusades-Codex-Celtarum?affiliate_id=17596" target="_blank">Codex Celtarum</a>[spoiler]</p><p><strong>Gan Ceannan:</strong> They are the tortured spirits of dead horsemen who seek the souls of the weak or dying.</p><p><strong>Gallytrot:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/197237/Castles--Crusades-Codex-Classicum?affiliate_id=17596" target="_blank">Codex Classicum</a>[spoiler]</p><p><strong>Empusai:</strong> Ἔμπουσα – Under the command and, by some myths, created by the dark goddess Hecate, these vampiric beings are lethal.</p><p>Terrible and insidious, the Empousai are spawned from a union of the goddess Hecate and Mormo.</p><p><strong>Empusa Spawn:</strong> The Empusa can turn the slain it fed upon back, but it will become a 4 Hit Dice Empusa (Vampire) instead, and have only Physical saves. The abilities are limited as well: Blood Drain, Energy Drain, Regeneration 1, Electrical Resistance (half). If the creating Empusa is slain, so are the spawn.</p><p><strong>Mormolyceion:</strong> There is nothing good about the Mormo, or could ever be, and many who go to Hades that have led a terrible life towards children are condemned to be one.</p><p>The accursed by Hecate are also made to become a Mormo as well, or worse, watch their children fall victim to one.</p><p><strong>Lamia:</strong> These evil and accursed vampiric women, spawned from the original blood of Lamia herself.</p><p><strong>Nekun:</strong> The skeleton-like anonymous Dead of those who have passed into Hades, Tartarus and other regions below the Earth.</p><p><strong>Taraxippus:</strong> This ghost or ghosts are said to haunt the horse tracks of Olympias and make the horse races occasionally difficult to impossible for participants. Many Classical sources say the Taraxippus is but the ghost of heroes past now returned to haunt the Olympic Games for various reasons, while others say differently. Another story says that the strange event is due to a brave individual named Ischenos who sacrificed himself for the better of all in his community during a plague, and his grave is located at Olympia where the games are held.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/170740/Castles--Crusades-Codex-Germania?affiliate_id=17596" target="_blank">Codex Germania</a>[spoiler]</p><p><strong>Undead:</strong> Untotenmeister Dragon Power.</p><p><strong>Becolaep:</strong> A becolaep is a spectral witch that has died or was slain and passed on into the form of a wrath but refuses travel on to Helle or anywhere else in the Seven Worlds. Once a halirūna or wælcyrig, the becolaep is now a vengeful spirit, haunting desolate places (preferably near graves or tombs, or fresh battle-fields).</p><p><strong>Dryhtne:</strong> The dryhtné are slain warriors who have not passed on to the next world after death for various reasons and now haunt regions where they previously roamed, either on land or sea.</p><p>Often, the curse of a wælcyrig could bring these dead warriors up from the earth to haunt or plague an enemy.</p><p><strong>Mistflarden:</strong> Mistflarden are ‘ghost witches’ that flit about the shadows to cause others spiritual and bodily harm. They are said by many to be evil elves that have rejected the glowing holy light of Ælfhám, while others believe they are the wrathful spirits of drude and halirúna, or even the exiled spirits of the witches of Frau Hölle.</p><p><strong>Nachzehrer:</strong> Nachzehrer are recently dead, usually fresh from a large sickness related event and usually become one in 1d4 nights after burial. There is no explanation for how a dead person transforms into a nachzehrer, but many think it is the insidious influence of hulda or curses of the halirúna.</p><p></p><p>UNTOTENMEISTER: The cursed spirit of the dragon can summon from graves up to 2d20 Undead to aid it at any time. The nature of these Undead depends on the Castle Keeper and the scope of the campaign and its experience level. These Untoten serve its needs and move amid the Living to do whatever its tasks might be however mundane or insidious. They also may simply be there for support in times of battle and nothing more and come from the barrows where the dragon now inhabits.</p><p>As with many societies, the poor and common classes were placed in shallow graves with limited goods interred. The rich and powerful would construct fairly elaborate barrow mounds. The most extreme burials contained entire ships (goods, captain/king, slaves, etc). These ceremonies are the same as those performed for cremations. These burials are the source of the undead terrors that haunt the moonlit lands of Germania and beyond, if not maintained well or blessed.</p><p>[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/130675/Castles--Crusades-Codex-Nordica?affiliate_id=17596" target="_blank">Codex Nordica</a>[spoiler]</p><p><strong>Draugr:</strong> The 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>Sometimes, a victim to a Draugr can be made to turn into one as well, taking a full day before it occurs.</p><p><strong>Haugbui:</strong> The Haugbui are undead that are bound to stay within their own tomb but will guard it with their might from robbers or the daring that wish to enter.</p><p><strong>Irrbloss:</strong> It is said that the Irrbloss are the lost wandering spirits of those people who have perished in mired and boggy places that now seek to be freed from their prison or wish ill to others out of personal vengeance.</p><p><strong>Skromt:</strong> How the Skrømt spirit is bound to the stone varies from tribe to tribe, but many were sacrifices and criminals put to death by the tribe for their evil deeds. The Goði and wizards would bind their spirit to the stone to bless and protect the tribe in that direction (east, west, north, south) and react if the marker stone was moved or broken.</p><p><strong>Vaettir:</strong> ?</p><p><strong>Angrboda:</strong> Worse, though, is Angrboða’s undead state. She was slain in earlier times and is said by many to haunt the woods and swamps as a spectre.</p><p><strong>Undead:</strong> As with many societies, the poor and common classes are placed in shallow graves with limited ceremonies and goods interred. The rich and powerful will construct barrow mounds, fairly elaborate, at the minimum but, at the most extreme, entire ships (goods, captain/king, slaves, etc.) will be placed into the ground. These ceremonies are the same as what is performed for cremations. These burials are the source of the undead terrors that haunt the moonlit lands of Scandinavia and beyond if not maintained well or blessed.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/187934/Castles--Crusades-Codex-Slavorum?affiliate_id=17596" target="_blank">Codex Slavorum</a>[spoiler]</p><p><strong>Jaud:</strong> Infected by the vampire while in the womb, the jaud is a premature baby that has exited from the mother, usually fatally and with a great deal of gore, to feed on others.</p><p><strong>Rusalka:</strong> Rusalka are the vengeful, undead spirits of women who were either murdered or committed suicide in a body of water.</p><p><strong>Topielec:</strong> These frightening spirits are the souls of those who have been drowned by various means in bodies of water and are now filled with rage.</p><p><strong>Vampir:</strong> Usually only the evilest of people can become a vampir, living or dead, and prey on the innocent living.</p><p><strong>Ziburinis:</strong> Humanoid skeletons are the animated remains of humanoid creatures.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/125975/Castles--Crusades-Players-Guide-to-the-Haunted-Highlands?affiliate_id=17596" target="_blank">Players Guide to the Haunted Highlands</a>[spoiler]</p><p><strong>Ghoul:</strong> <em>Rise as the Undead</em> spell.</p><p><strong>Ghast:</strong> <em>Rise as the Undead</em> spell.</p><p><strong>Vampire:</strong> Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power, a lich cursed to do the bidding of their cruel slayer.</p><p><em>Rise as the Undead</em> spell.</p><p><strong>Skeleton:</strong> <em>Skeleton Pull</em> spell.</p><p><strong>Ghost:</strong> Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power, a lich cursed to do the bidding of their cruel slayer.</p><p><strong>Lich:</strong> Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power, a lich cursed to do the bidding of their cruel slayer.</p><p></p><p>RISE AS THE UNDEAD, Level 5 necromancer</p><p>CT 1 action R 50 feet+10 feet/level D permanent</p><p>SV wisdom negates SR yes Comp V, S, M</p><p>This horrible curse has an effect unknown to the victim until he has been slain, at which time he rises as a blood thirsty ghoul (1-4 HD), ghast (4-6 HD), or vampire (7+ HD) under the command of the caster. The spell, if detected, may be removed with a remove curse spell. The material spell component for rise as the undead is a piece of flesh from a destroyed undead being such as a ghast, ghoul, or zombie.</p><p></p><p>SKELETON PULL, Level 6 necromancer</p><p>CT 1 action R 30 feet D instantaneous</p><p>SV see text SR yes Comp V, S, M</p><p>A necromancer’s connection to the dark powers of the dark lord of the undead allows him simply to rip the skeleton from a humanoid body, killing it instantly and creating an undead servant. Any visible humanoid creature within 30 feet of the caster can be affected by this spell. The victim’s allies nearby bear witness to the necromancer’s dark power as the skeleton tears free of its flesh in a cloud of blood and gore, unless a successful strengthsave is made to avoid its unholy pull. This awe-inspiring power, and the gory scene it creates, forces a wisdom save against fear for all enemies that witness it. Those that fail are terrified and flee as quickly as possible for five minutes. The animated skeleton created is a normal 1 HD skeleton under control of the necromancer.</p><p>The prudent caster uses this spell but once per day, for each additional use per day stands a 10% chance (cumulative) of sending the caster’s soul straight to the Rings of Hell. A successful charisma save on behalf of the caster resists these dark forces. The saving throw receives a bonus for each HD or level above 4. Anyone slain by this spell can only be brought back to life by true resurrection, or wish.</p><p>The material component of this spell is the powdered bone of a skeleton that is thrown in the direction of the victim.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/79066/Castles--Crusades-The-Umbrage-Saga?affiliate_id=17596" target="_blank">Umbrage Saga</a>[spoiler]</p><p><strong>Skeleton:</strong> The Dread Mire is an ancient battleground that has now become a swamp. Some millennia past, a local elfin lord aligned himself a human kingdom to battle against the onslaught of the Horned One’s army. In the first clashing of arms, the human king betrayed his ally and fell upon the elfin rearguard as the armies of the Horned One weighed into the vanguard. The humans slaughtered all of the elves in a horrific battle. But Andual, a warrior priest and the last of the kindred to die, laid a curse upon these men: “May your treachery bind you to this earth! May it devour you and spit you back up as a shadow of yourself. Thirst now for a life you cannot have. I curse you and bind you here until the Damnun sakes your agony. Know no peace.”</p><p><strong>Zombie:</strong> The Dread Mire is an ancient battleground that has now become a swamp. Some millennia past, a local elfin lord aligned himself a human kingdom to battle against the onslaught of the Horned One’s army. In the first clashing of arms, the human king betrayed his ally and fell upon the elfin rearguard as the armies of the Horned One weighed into the vanguard. The humans slaughtered all of the elves in a horrific battle. But Andual, a warrior priest and the last of the kindred to die, laid a curse upon these men: “May your treachery bind you to this earth! May it devour you and spit you back up as a shadow of yourself. Thirst now for a life you cannot have. I curse you and bind you here until the Damnun sakes your agony. Know no peace.”</p><p><strong>Ghoul:</strong> The Dread Mire is an ancient battleground that has now become a swamp. Some millennia past, a local elfin lord aligned himself a human kingdom to battle against the onslaught of the Horned One’s army. In the first clashing of arms, the human king betrayed his ally and fell upon the elfin rearguard as the armies of the Horned One weighed into the vanguard. The humans slaughtered all of the elves in a horrific battle. But Andual, a warrior priest and the last of the kindred to die, laid a curse upon these men: “May your treachery bind you to this earth! May it devour you and spit you back up as a shadow of yourself. Thirst now for a life you cannot have. I curse you and bind you here until the Damnun sakes your agony. Know no peace.”</p><p>The orcs of Seroneous cared little for the dead. They slew the last of the gnomes and fey who held the vale and ransacked the whole place. Much of it collapsed or was pulled down, leaving the whole place in ruins. They piled all the gnome dead in one room, desecrating them and eating what they could. But their violations did not last long, for three of the gnomes rose from the dead and fell upon the orcs.</p><p><strong>Ghast:</strong> The Dread Mire is an ancient battleground that has now become a swamp. Some millennia past, a local elfin lord aligned himself a human kingdom to battle against the onslaught of the Horned One’s army. In the first clashing of arms, the human king betrayed his ally and fell upon the elfin rearguard as the armies of the Horned One weighed into the vanguard. The humans slaughtered all of the elves in a horrific battle. But Andual, a warrior priest and the last of the kindred to die, laid a curse upon these men: “May your treachery bind you to this earth! May it devour you and spit you back up as a shadow of yourself. Thirst now for a life you cannot have. I curse you and bind you here until the Damnun sakes your agony. Know no peace.”</p><p><strong>Greater Shadow:</strong> At the moment of Unklar’s banishment from Airhde, the anvil cracked at the same time Deuranimus was transferring the soul of a paladin to a gem. The paladin was caught in the dead zone between the realms of the living and the dead. His body died, but his soul lingered, aware of an aching agony that he could not relieve. He became a shadow of himself and began haunting the room, tethered to the room that played witness to his last waking moment.</p><p><strong>Lesser Shadow:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/64081/Castles--Crusades-A6-Banishment--Blight?affiliate_id=17596" target="_blank">A6 Of Banishment and Blight</a>[spoiler]</p><p><strong>Skeleton:</strong> The knoglen blade weapon is a pole-arm fashioned from the living bones of the Aghul’s victims. Ranging about 8 feet long, it serves as a +3 weapon in both to hit and damage. The blade(s) are razor sharp, self replicating bones. When the wielder scores a successful hit with the blade of at least 19 or 20 (without bonus), flakes of the bone break off into the wound. These flakes are living bone and begin to meld with the victim. In the round following a successful hit, the victim feels an intense pain. The pain lasts for 4 melee rounds at which point the arm becomes numb and useless. If not treated, the wound begins to rot and the surrounding flesh begins to fall off in 1d4 days. There is no saving throw. Treatment can be with cure disease, remove curse, remove disease, heal, restoration or a cleric can attempt to turn the bones. They turn as a skeleton. If untreated, the rot spreads beyond the wound and the victim begins to take 1d10 points damage each day until they die. Unless buried in holy or consecrated ground they reanimate as a zombie or skeleton in 1d8 days.</p><p><strong>Zombie:</strong> The knoglen blade weapon is a pole-arm fashioned from the living bones of the Aghul’s victims. Ranging about 8 feet long, it serves as a +3 weapon in both to hit and damage. The blade(s) are razor sharp, self replicating bones. When the wielder scores a successful hit with the blade of at least 19 or 20 (without bonus), flakes of the bone break off into the wound. These flakes are living bone and begin to meld with the victim. In the round following a successful hit, the victim feels an intense pain. The pain lasts for 4 melee rounds at which point the arm becomes numb and useless. If not treated, the wound begins to rot and the surrounding flesh begins to fall off in 1d4 days. There is no saving throw. Treatment can be with cure disease, remove curse, remove disease, heal, restoration or a cleric can attempt to turn the bones. They turn as a skeleton. If untreated, the rot spreads beyond the wound and the victim begins to take 1d10 points damage each day until they die. Unless buried in holy or consecrated ground they reanimate as a zombie or skeleton in 1d8 days.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/94946/Castles--Crusades-A8-Forsaken-Mountain?affiliate_id=17596" target="_blank">A8 Forsaken Mountain</a>[spoiler]</p><p><strong>Undead:</strong> Creatures killed and devoured by naerlulth are often cast into limbo, and their tormented spirits are left to occupy the lands the creature has devoured and laid waste. These spawn are often undead, but have no shape or form until they assume one.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/96952/Castles--Crusades-A9-The-Helm-of-Night?affiliate_id=17596" target="_blank">A9 The Helm of Night</a>[spoiler]</p><p><strong>Naerluthut:</strong> The naerlulthut are the spawn of the naerlulth, that dread creature of the darkness whose sole intent is to destroy the world about it. These, its children, are undead spirits whose bodies did the beast devour and whose souls were bound to it.</p><p>The barrel contains remains of the leavings of the naerlulth, a vile creature that devours all that it touches, animate or inanimate, drawing the essence from it, leaving behind a blackened trail of foul ash. Any living creature so devoured transforms into a naerlulthut, an undead creature. These undead, the naerlulthut, inhabit the ash of the naerlulth; rising only when the living are near, who them haunt with threats of death and damnation.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/106790/Castles--Crusades-A10-The-Last-Respite?affiliate_id=17596" target="_blank">A10 The Last Respite</a>[spoiler]</p><p><strong>Wraith:</strong> The Lady of Garun first attempts to charm her victim into being friendly. When she feels the time is ripe, she delivers a long and passionate kiss, drawing out the soul of her victim. Those who lose their souls turn into wraiths.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/118804/Castles--Crusades-Beneath-the-Dome?affiliate_id=17596" target="_blank">Beneath the Dome</a>[spoiler]</p><p><strong>Green Zombie:</strong> ?</p><p><strong>Green Zombie Animal:</strong> ?</p><p><strong>Green Dragon Zombie:</strong> ? </p><p><strong>Scarlet Zombie:</strong> ?</p><p><strong>Green Amdromodon Zombie:</strong> When any type of Amdromodon touches a dead humanoid, having died in the last 48 hours, the humanoid rises as a Green Amdromodon Zombie and follows its creator. A status symbol in Amdromodon society is how many and how powerful are the follower zombies. Giants are particularly favored because of their toughness to kill. Flying creatures of all types are also especially sought after.</p><p>These zombies are not limited to humans as the touch of an Amdromodon can turn any recently dead body into a green zombie.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/58560/Castles--Crusades-C2-Shades-of-Mist?affiliate_id=17596" target="_blank">C2 Shades of Mist</a>[spoiler]</p><p><strong>Animated Snake:</strong> Nodjmet has animated a dead snake and placed it by the entrance to the cave.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/124569/Castles--Crusades-C3-Upon-the-Powder-River?affiliate_id=17596" target="_blank">C3 Upon the Powder River</a>[spoiler]</p><p><strong>Athul, Allip:</strong> The creature is an allip, the undead spirit of the wizard Athul who killed himself by throwing himself into the river after his traveling companion Crel was slain by the Luvandgaurn. The current swept his body into the foundation of the bridge where it remains, crumbled, torn, and wrapped in his magical cloak. Athul’s unburied and unmourned spirit clings to the world of men.</p><p><strong>Gaunt:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/143709/Castles--Crusades-C4-Harvest-of-Oaths?affiliate_id=17596" target="_blank">C4 Harvest of Oaths</a>[spoiler]</p><p><strong>Wight:</strong> If the door is opened by any other than Merovina the bodies of her victims begin to crawl up from their shallow, moss covered graves.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/166049/Castles--Crusades-C5-Falls-the-Divide?affiliate_id=17596" target="_blank">C5 Falls the Divide</a>[spoiler]</p><p><strong>Shadow:</strong> Shadows are able to create spawn by reducing a creature’s strength to zero.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/90312/Castles--Crusades-DA1-Dark-Journey?affiliate_id=17596" target="_blank">DA1 Dark Journey</a>[spoiler]</p><p><strong>Skeleton:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Animal Skeleton:</strong> ?</p><p><strong>Zombie:</strong> While Crisigrin did not like this room, he understood its importance. Any of his enemies, as well as any overtly evil being, was thrown into this room to die. Once dead, the mist acted as an animate dead spell.</p><p><strong>Ghast:</strong> ?</p><p><strong>Shadow:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/15804/Castles--Crusades-DB1-Haunted-Highland?affiliate_id=17596" target="_blank">DB1 Haunted Highlands</a>[spoiler]</p><p><strong>Undead:</strong> Of course age and weathering has cracked many of these cairns open and the presence of a great evil within the canyons has caused many of the dead to stir from their slumber to walk amongst the living once again.</p><p><strong>Ghoul:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Skeleton:</strong> This chamber is home to a charnel spider. The foul creature occasionally leaves its lair to crawl forth to animate zombies and skeletons within the canyons and caverns of the Mynthnoc Cairns.</p><p><strong>Urthrasta the Mummy:</strong> ?</p><p><strong>Wight:</strong> The rousing of Urthrasta and the pillaging of their tomb has returned the corpses of the dead lords as wights.</p><p><strong>Zombie:</strong> This chamber is home to a charnel spider. The foul creature occasionally leaves its lair to crawl forth to animate zombies and skeletons within the canyons and caverns of the Mynthnoc Cairns.</p><p>A creature reduced to 0 strength by a charnel spider’s poison dies and rises as a zombie under the charnel spider’s control in 1d4 rounds. A charnel spider can control a number of zombies whose total hd are not more than twice the charnel spider’s hd.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/24507/Castles--Crusades-DB2-Crater-of-Umeshti?affiliate_id=17596" target="_blank">DB2 Crater of Umeshti</a>[spoiler]</p><p><strong>Skeletal Cat:</strong> ?</p><p><strong>Zombie Bat:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Hilde Coffer Corpse Bride of Malash:</strong> Following instructions found upon the Scroll of Nartarus, he sacrificed Hilde in the name of the god of the walking dead. She was returned to him a fortnight later as a coffer corpse, and his very own undead bride.</p><p><strong>Undead:</strong> Malash is a devotee of the teachings of the dark deity Nartarus and as such has been given limited access to cleric spells and special powers dealing with the control and manufacture of the walking dead.</p><p><strong>Coffer Corpse:</strong> A coffer corpse is formed when a recently deceased humanoid is the victim of an incomplete death ritual.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/28484/Castles--Crusades-DB3-Deeper-Darkness?affiliate_id=17596" target="_blank">DB3 Deeper Darkness</a>[spoiler]</p><p><strong>Ghoul:</strong> ?</p><p><strong>Shadow:</strong> Rune of Undeath: This powerful dwarven curse is reserved for only the most notable of dwarven thanes and nobles. By the activation of this rune the target must make a save vs. death (CL 7) or be instantly slain, arising in 1d4 rounds as an undead guardian of the place of defilement. Beings with less than 5 HD rise as a shadow. Beings with over 5 HD rise as a wraith, beings of over 10 HD rise as a specter.</p><p><strong>Wraith:</strong> Rune of Undeath: This powerful dwarven curse is reserved for only the most notable of dwarven thanes and nobles. By the activation of this rune the target must make a save vs. death (CL 7) or be instantly slain, arising in 1d4 rounds as an undead guardian of the place of defilement. Beings with less than 5 HD rise as a shadow. Beings with over 5 HD rise as a wraith, beings of over 10 HD rise as a specter.</p><p><strong>Spectre:</strong> Rune of Undeath: This powerful dwarven curse is reserved for only the most notable of dwarven thanes and nobles. By the activation of this rune the target must make a save vs. death (CL 7) or be instantly slain, arising in 1d4 rounds as an undead guardian of the place of defilement. Beings with less than 5 HD rise as a shadow. Beings with over 5 HD rise as a wraith, beings of over 10 HD rise as a specter.</p><p>The corpses of the Umeshti lord and lady buried here were cursed during the war of the gods and each was buried alive within their own sepulcher. Now their spirits reside here restlessly as specters.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/144098/Castles--Crusades-Death-in-the-Treklant?affiliate_id=17596" target="_blank">Death in the Treklant</a>[spoiler]</p><p><strong>Huge Skeleton:</strong> In one of the beds is a skeleton. It is small, about dwarf-size, and curled up in a fetal position. This is the skeleton of an ogre child who starved to death after his parents died. His father is the skeleton found in 8A. If the child’s skeleton is disturbed, the ogre skeleton in 8A animates.</p><p>The souls of these skeletons are forever locked within Dzeebagd’s walls; the capricious hand of fate denied them entry into the other world. The father died trying to get to his son, and when his son’s skeleton is bothered, the father’s soul animates in the skeleton.</p><p>It happened one day that the staircase, weakened by a sagging foundation and misuse, collapsed upon several of the ogres, including their notorious leader, Garoonsh, killing them instantly. One survivor, with a terribly shattered leg, crawled down a hallway looking for his child, only to die a lonesome and painful death in the darkness beneath the earth, never seeing his son again.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/114873/Castles--Crusades-Free-City-of-Eskadia?affiliate_id=17596" target="_blank">Free City of Eskadia</a>[spoiler]</p><p><strong>Plague Zombie:</strong> Beings bit by plague zombies must make a successful save vs. disease (Challenge Level 2) or lose 1d4 points of Constitution. Each hour thereafter the victim must make an additional save vs. plague or again lose 1d4 Constitution. This continues until the victim is dead.</p><p>1d10 rounds after a victim succumbs to the zombie infection they rise as a plague zombie, intent on attacking any living creature it comes across.</p><p><strong>Vampire:</strong> Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power … a lich cursed to do the bidding of their cruel slayer.</p><p><strong>Ghost:</strong> Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power … a lich cursed to do the bidding of their cruel slayer.</p><p><strong>Lich:</strong> Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power … a lich cursed to do the bidding of their cruel slayer.</p><p><strong>Zombie:</strong> ?</p><p><strong>Bidder Bredderson's Ghost:</strong> This dump of a warehouse and brewery was once famous for its quality brews until the brewmeister refused to pay protection to the Order and was never seen again. </p><p>Mystical research determined that the Order would be forever cursed by Bowbe for their murder of the brewmeister.</p><p><strong>Lecrutia's Spirit:</strong> Lecrutia’s spirit has fought its own great battles of will to win its way from the tortured limbo of the murdered.</p><p><strong>Ghoul:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Dr. Orleon the Vampire:</strong> ?</p><p><strong>Bhuta:</strong> There is a 20%* chance that the PCs encounter a victim of one of their encounters with the above opponents. In this event the corpse rises as a Bhuta attacking the character who slew it in life.</p><p><strong>Wight:</strong> ?</p><p><strong>Raj Rhukan, Ancient Mummy:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/118526/Castles--Crusades-Giants-Rapture?affiliate_id=17596" target="_blank">Giant's Rapture</a>[spoiler]</p><p><strong>Banshee:</strong> ?</p><p><strong>Feliul Stone:</strong> Feliul stones are magical stones that have been possessed by the spirit of a fallen dwarf, gnome, giant or goblin (far more commonly a dwarf). Usually the victim has died some horrible death, through torture or the like. Some feliul stones are possessed of the spirits of those that have died before some great task was completed. Whatever the case, the spirit lingers in the living world and takes up residence in the stone about it.[/spoiler]</p><p></p><p>Haunted Highlands Deities[spoiler]</p><p><strong>Vampire:</strong> Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power … a lich cursed to do the bidding of their cruel slayer.</p><p><strong>Ghost:</strong> Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power … a lich cursed to do the bidding of their cruel slayer.</p><p><strong>Lich:</strong> Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power … a lich cursed to do the bidding of their cruel slayer.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/64121/Castles--Crusades-Heart-of-Glass?affiliate_id=17596" target="_blank">Heart of Glass</a>[spoiler]</p><p><strong>Soul Thief:</strong> He was one of the guards for Unklar’s forces. Accused of treason - treason he never committed - he was tortured for many years before they allowed him to die. Being innocent, his soul attempted to fulfill his duties they accused him of not performing while alive.</p><p>These creatures are of the order of the Val-Austlich, created in the Days before Days by Thorax. They were shadows, cast off by the Cloak of Red, and called the rottenshuf.</p><p><strong>Marissa, Vampire:</strong> ?</p><p><strong>Malcom of Helliwell Vampire Grave Knight:</strong> They watched as he vanished beneath the awnings of the ruined gate. The screams of his pain and horror carried over the barren wastes and into the ice-bound wilds. So Malcom of Helliwell, knight and paladin of the Holy Defenders, sacrificed his place in heaven for the greater good of the world. So Malcom of Helliwell gained immortality and became a vampire, all for the greater good.</p><p>A one time paladin of the Holy Defenders of the Flame, Malcom fell victim to Sagramore, the father of all Vampires, and the machinations of the gods during the Winter Dark Wars.</p><p>Malcom is an unusually powerful vampire. He is a Living Vampire, a Patriarch. There are few of these creatures in the world. Malcom came to be thus for as a living man he was a good man, a lordly paladin of a noble line and family who willingly submitted to the lusts of the undead Lord Sagramore. In so doing he bound his soul, his very being, to the prospect of being undead, so that his soul lingered in his body.</p><p>Sagramore, a one time wizard and tortured victim of the horned god’s came to St. Luther and offered to make Malcom a creature of the undead. “You know my tale, Lord of Dreams, and you know that I must live by the blood of living things. You know that I am a vampire. But Narrheit must be foiled, and the riddles of the Blood Runes understood and only Malcom may do this.” He promised to take the boy in his arms and give him eternal life.</p><p>“Such a thing would be damnation for him. But alas, I see no other way. If he agrees, I myself shall slay him when his destiny is fulfilled.” So they took Malcom and after much debate the knight, in great consternation, with curses for his father and St. Luther allowed for the Vampire’s embrace. So it was that the second curse came upon Malcom and he became the undead.</p><p><strong>Vampire:</strong> But the worst of his powers came when Naarheit, god of Chaos, revealed to Sagramore that he could alleviate his loneliness by spreading his disease to others.</p><p>At first he did so reluctantly, for he was ever a good man, and knew in his heart that what he did was an abomination. He felt also that he owed Jaren a debt. But his loneliness overcame his reluctance, and he eventually made others like himself.</p><p><strong>Sagramore:</strong> Unklar then cursed him, “Ever shall you thirst for the power you cannot have! Ever shall you gain that which you do not seek!” And he marked him with the gift of immortality, bound to a chain in a cave under a mountain in the frozen north.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/50739/Castles--Crusades-I2-Under-Dark--Mistry-Ground-Dzeebagd?affiliate_id=17596" target="_blank">I2 Under Dark & Misty Ground Dzeebagd</a>[spoiler]</p><p><strong>Huge Skeleton:</strong> This is the skeleton of an ogre child who starved to death after his parents died. His father is the skeleton found in 8a. If the child’s skeleton is disturbed, the ogre skeleton in 8a animates.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/150064/Castles--Crusades-Lost-City-of-Gaxmoor?affiliate_id=17596" target="_blank">Lost City of Gaxmoor</a>[spoiler]</p><p><strong>Ogre-Ghoul:</strong> The evil half-orc Lamesh discovered a potent magical item, the Necromantic Crown of Quentis, and has created several of these abominations.</p><p>THE NECROMANTIC CROWN OF QUENTIS (EVIL): This simple circlet of golden snakes provides an evil cleric with the ability to create and command twice the normal number of undead. The crown also bestows the ability to create undead as per the spell once per week at 2 times caster’s level. This is how Lamesh has been able to create the dreaded ogre-ghouls. Anyone wearing the Crown for more than an hour must make a weekly wisdom save (CL 15) or lose a point of constitution. Upon reaching zero constitution the character is completely transformed into a ghoul!</p><p><strong>Gnoll Zombie:</strong> ?</p><p><strong>Xerxes, Vampire:</strong> ?</p><p><strong>Ghoul:</strong> THE NECROMANTIC CROWN OF QUENTIS (EVIL): This simple circlet of golden snakes provides an evil cleric with the ability to create and command twice the normal number of undead. The crown also bestows the ability to create undead as per the spell once per week at 2 times caster’s level. This is how Lamesh has been able to create the dreaded ogre-ghouls. Anyone wearing the Crown for more than an hour must make a weekly wisdom save (CL 15) or lose a point of constitution. Upon reaching zero constitution the character is completely transformed into a ghoul!</p><p><strong>Skeleton:</strong> ?</p><p><strong>Luscious Maximus Mageris, Lich:</strong> ?</p><p><strong>Daedalus Antonitus, Advanced Skeletal Warrior:</strong> Daedalus Antonitus animates as a special undead creature if anyone violates his seat of honor (i.e. touches or attempts to steal any of his possessions).</p><p><strong>Skeletal Warrior:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/109383/Magnificent-Miscellaneum-Vol-1?affiliate_id=17596" target="_blank">Magnificent Miscellaneum Vol. 1</a>[spoiler]</p><p><strong>Megtragyaz:</strong> Megtrágyáz are undead, born of those who drowned in the deep mud or muck.</p><p>If a megtrágyáz knocks a target unconscious, it tries to smother it to death with its own body; if it is successful, the megtrágyáz is finally put to rest, but the smothered victim rises as a megtrágyáz.<strong>Vampire:</strong> ?</p><p><strong>Lich:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/139182/Castles--Crusades-Night-of-the-Sprits?affiliate_id=17596" target="_blank">Night of the Spirits</a>[spoiler]</p><p><strong>Phantom Warrior:</strong> ?</p><p><strong>Spirit of the Dead, Ghostly Spirit:</strong> ?</p><p><strong>Wraig Wen, White Woman:</strong> ?</p><p><strong>Gallytrot:</strong> These are decaying and baleful dead beings dressed in tattered and old clothing that seek the life essence of those they cause fear in, and they come from the underworld of Annwn at times when the presence of death is strong.</p><p>These Gallytrots were long dead Roman soldiers from ages past that have come from the underworld seeking revenge.</p><p><strong>Gan Cean:</strong> ?</p><p><strong>Angry Spirit:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/138563/Castles--Crusades-Nine-Worlds-Saga-Volume-I-Hel-Rising?affiliate_id=17596" target="_blank">Nine Worlds Saga Volume I Hel Rising</a>[spoiler]</p><p><strong>Vaettir:</strong> They are the vengeful spirits of those sacrificed to the bogs and they will drag the victims into the waters to their doom.</p><p><strong>Haugbui:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/139181/Castles--Crusades-Nine-Worlds-Saga-Volume-II-Odins-Fury?affiliate_id=17596" target="_blank">Nine Worlds Saga Volume II Odin's Fury</a>[spoiler]</p><p><strong>Irrbloss:</strong> ?</p><p><strong>Vaettir:</strong> These spectral women float about the swamp waters and remain from what had been left of earlier sacrifices by the dwarfs (of Mortals) to satiate the Ogress.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/97137/Castles--Crusades-S2-Dwarven-Glory?affiliate_id=17596" target="_blank">S2 Dwarven Glory</a>[spoiler]</p><p><strong>Feliul Stone:</strong> Feliul stones are magical stones that have been possessed by the spirit of a fallen dwarf, gnome, giant or goblin (far more commonly a dwarf). Usually the victim has died some horrible death, through torture or the like. Some feliul stone’s are possessed of the spirits of those that have died before some great task was completed.</p><p><strong>Skeleton:</strong> Anyone making a successful wisdom check (CL 0) notices a gold chain hanging on one of the chandeliers. Any attempt to retrieve it however animates five skeletons and many of the bones.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/87519/Castles--Crusades-S3-The-Malady-of-Kings?affiliate_id=17596" target="_blank">S3 Malady of Kings</a>[spoiler]</p><p><strong>Vivienne, Ghost:</strong> But she lingered still, in the world of the living, a haunt barred from the Stone Fields, where the noble dead lie, for a desire so deep death cannot claim her; now, upon the edge of the Wretched Plains, her ghost is fearful and restless.</p><p>His one true love, Queen Vivienne, had died long ago; but unbeknownst to him, her spirit did not pass to the Stone Fields where the good rest forever. Instead, it lingered in the world, awaiting his return.</p><p>But in truth, she failed to gain the peace the gods promise the dead. Her spirit, sundered from her corporeal form, lived on, seeking the love of her life, Luther.</p><p>A powerful, forceful woman, Vivienne ruled the kingdom frequently in her husband’s absence. It is this force which has kept her spirit from passing from the world and made her the ghost of the Frieden Anhohe.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/101009/Castles--Crusades-S4-A-Lion-in-the-Ropes?affiliate_id=17596" target="_blank">S4 A Lion in the Ropes</a>[spoiler]</p><p><strong>Orinsu:</strong> This act of consecrating the burial chamber created the orinsu. Left to die in the deep cold pits, unburied and forgotten, the souls of the men hovered in a purgatory between life and death. The spells of the clergy laying their own to rest wrenched the souls back to the world of the living.</p><p>These souls, usually spawned from those who suffered a horrible death due to torture, starvation, or other evil circumstances, search for their place in the afterlife. The spirit, wracked by earthly pain, is unsure as to whether it should pass on from the realm of the living. It remains in the foggy middle, tied to its place of death as an undead creature.</p><p>The orinsu are common creatures in Aihrde as the long and bitter Winter Dark and the brutal 20 year Winter Dark War left countless dead, whose bodies were never properly laid to rest. And though these all are not subject to becoming the orinsu, enough of them were cursed or placed under some banishment to keep their souls bound to the world where their fallen bodies lay in rot.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/134618/Castles--Crusades-Stains-Upon-The-Green?affiliate_id=17596" target="_blank">Stains Upon the Green</a>[spoiler]</p><p><strong>Wight:</strong> However, one of the soulless victims of the barghest haunts this room. As noted, Corilyn brought three mercenaries into the Keep with him, and all died at the hands of the barghest. One turned into a wight and haunts the Great Hall and Room S7.</p><p><strong>Allip:</strong> The room is home to a mindless allip, the hollowed soul of a second one of Corilyn’s men. This unfortunate soul did not die as his companions did, but rather suffered the torment of the barghest, who drew his soul from his living body. So the man fled in torment, bolting himself in the well room. As his body died, it became the hollow form of an allip.</p><p><strong>Ghost:</strong> Though the body is dead, the spirit of the man remains. It is not attached to the body however, only the detached leg. In death the spirit did not know which way to turn and wandered to the leg, where it has hung ever since, looking down upon it, wondering what happened.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/170967/Castles--Crusades-The-Long-Valley?affiliate_id=17596" target="_blank">The Long Valley</a>[spoiler]</p><p><strong>Bag O' Bones:</strong> The bag o’ bones is a result of the blending of the necromantic arts of the undead with the alchemical lore of golem creation.</p><p>The creation of such a monster requires expensive ingredients (at least 10,000 gp), months of preparation equal to a stone golem, and requires the assistance of both a high level cleric and a master wizard coordinating their powers.</p><p><strong>Zombie:</strong> A lamp set in the ceiling above the main crypt magically lights upon each full moon. As soon as the light touches the exposed corpse of the priest he animates. He then takes up a torch and passes around the room, the light having the same affect on his undead acolytes as it had on him. They each animate in turn.</p><p><strong>Wight:</strong> The priest cast his own soul into a magic jar and the jar was set in a small shelf beneath his head in the bier of the barrow. His body was laid upon the bier and allowed to rise once a month, during the full moon, so that he might wander the valley and see the stars and moon from time to time.</p><p>A lamp set in the ceiling above the main crypt magically lights upon each full moon. As soon as the light touches the exposed corpse of the priest he animates. </p><p><strong>Shadow:</strong> The priest cast his own soul into a magic jar and the jar was set in a small shelf beneath his head in the bier of the barrow.</p><p><strong>Ealuta, Gaunt:</strong> In their midst was an old washer woman, Ealuta, who had not left Gaxmoor willingly that day, but rather been driven out by her family for she was a thief and threatened murder. She cursed her family, fled the town and laughed in scorn when the city disappeared. She gathered with the refugees near the Cuft Gorge and helped them build a home of loose rock. In time, however, she began to steal from them, and later, when winter struck and food ran short, she stole more. She was eventually found out and driven out of the makeshift town. They hounded her over the bridge and drove her into the snow to die.</p><p>But she did not die, for she was pickled with hate for all living things, and this hate kept her warm. She found shelter under the eastern side of the , and there carved out a hovel where she found some comfort.</p><p>When the first of the refugees died, she took note and watched as the others buried him. When they left the grave, she dug up the body and gnawed upon it, devouring the flesh raw. She tried to hide her crimes but was too weak. So, she took a rock and cut the remains into pieces and bore it back across the bridge to her lonely world. There, she buried the meat in the dirt.</p><p>The others soon discovered her crime but were too weak to pursue her, for the snows were deep and the food already gone. Three more died and were buried in shallow graves, only to suffer the indignity of becoming Ealuta’s meal, one after the other. What followed was a nightmare of death, murder and a witch’s haunt, until at last some few fled into the west to find succor and only one remained, a young girl, whose brother lay in the cold ground. She would not leave his side for him to become a meal for the witch.</p><p>So Ealuta found her, kneeling in the snow over her brother’s grave, and she sought to make a fresh kill and eat her there and then while the meat was still warm. Her clawed hand grasped the child’s throat to choke the life from it, but far faster and more agile, the child spun and struck Ealuta across the brow with a rock. The witch fell back into the snow, and the girl leapt upon her and stove her head in with the rock. With the last of her strength she took the witch by the hair and dragged her to her gorge and cast her mangled body to the floor far below. With that she left her brother and the valley to the east and came in time to the Massif and the people there where it is said she prospered, but would never speak of those dark days but to her own children.</p><p>The tale did not end there, however, for Ealuta rose from the gorge, a twisted creature of evil and spite. Wild and without purpose, she haunted the bridge slaying any and all who came to it. Driven by a hunger she could not satisfy, she dwelt there from that day to this.</p><p><strong>Ghost:</strong> Before Gaxmoor was returned to Aihrde, the god Narrheit found a boy hunting in the valley, he learned of the city’s whereabouts from the boy. The boy treated him guardedly, but shared food and clean water with him. For whatever reason this pleased the god of chaos and evil and he took a liking to the boy. He knew that he was about to unleash Gaxmoor from its tether and set his minions upon it. He knew too that they would bring chaos to all who dwelt in the region; so to repay the boy’s kindness he set a guardian upon the Lost Valley. He slew the boy and set his ghost in the valley, tasking it with driving out all evil from the region.</p><p><strong>Skeleton:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/3783/Castles--Crusades-U1-Shadows-of-the-Halfling-Hall?affiliate_id=17596" target="_blank">U1 Shadows of Halfling Hall</a>[spoiler]</p><p><strong>Halfling Ghoul:</strong> ?</p><p><strong>Halfling Zombie:</strong> ?</p><p><strong>Zombie Dog:</strong> Unfortunately, after the attack there was no one to let them out and so the poor animals died of thirst and starvation. The Awakener subsequently animated them as zombies to provide a nasty surprise to anyone nosey enough to intrude in here.</p><p><strong>Willec the Halfling Zombie:</strong> ?</p><p><strong>Death Grip:</strong> These are the left hands of the zombies within the upper hall, now reanimated by the awakener into death grips.</p><p>The death grip is an unusual form of undead created by a high level necromancer or evil cleric. The hand of a corpse and one of the corpses eyeballs are used in the animation rite and it creates a scuttling clawlike hand that will follow simple commands as a skeleton or zombie.</p><p><strong>Skeleton:</strong> Awakeners also have the ability to animate one of the following groups of undead per week: 6 skeletons or zombies or 2 ghouls or1 ghast or wraith or 1 mummy/month.</p><p><strong>Bag O' Bones:</strong> Rather than animate all the skeletons here, the awakener decided it would be best to combine the material into a single (and dangerous) opponent.</p><p>It is a result of the blending of the necromantic arts of the undead with the alchemical lore of golem creation.</p><p>The creation of such a monster requires expensive ingredients (at least 10,000gp) and months of preparation equal to a stone golem and requires the assistance of both a high level cleric and a master wizard coordinating their powers.</p><p><strong>Mummy Lesser:</strong> The awakener will animate these bodies within 1-3 rounds after the party enters.</p><p>These mummies are rather weaker than the usual mummy due to the relative weakness of the awakener and the condition of the bodies.</p><p><strong>Awakener:</strong> The awakener is a special form of ghost/lich created by the minions of a lord of the undead. This being has its spirit form magic jarred into a piece of jewelry such as a circlet, bracelet, etc. of suitable size. This item is the creature’s focus and is usually of valuable and of exquisite manufacture.</p><p><strong>Zombie:</strong> Awakeners also have the ability to animate one of the following groups of undead per week: 6 skeletons or zombies or 2 ghouls or1 ghast or wraith or 1 mummy/month.</p><p><strong>Ghoul:</strong> Awakeners also have the ability to animate one of the following groups of undead per week: 6 skeletons or zombies or 2 ghouls or1 ghast or wraith or 1 mummy/month.</p><p><strong>Ghast:</strong> Awakeners also have the ability to animate one of the following groups of undead per week: 6 skeletons or zombies or 2 ghouls or1 ghast or wraith or 1 mummy/month.</p><p><strong>Mummy:</strong> Awakeners also have the ability to animate one of the following groups of undead per week: 6 skeletons or zombies or 2 ghouls or1 ghast or wraith or 1 mummy/month.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/20820/Castles--Crusades-U2-Verdant-Rage?affiliate_id=17596" target="_blank">U2 Verdant Rage</a>[spoiler]</p><p><strong>Ghoul:</strong> These figures are ghouls. The burners have been infected with the grave mold so long that the infection has transformed them into the undead: ghouls!</p><p><strong>Banshee:</strong> The reason for its lack of a resident is that the former occupant was transformed by Argus into a banshee.</p><p>Any female wood folk slain as a gaunt has a 5% chance of rising yet again as a banshee in 1d4 days.</p><p><strong>Wight:</strong> ?</p><p><strong>Zombie:</strong> These zombies were part of Argus’ first experiments in necromancy with the Liber Mortis.</p><p><strong>Skeleton:</strong> The bed is infested with rot grubs, and it was this area where the zombies above ground had been infected. Argus simply cast cleave flesh on these four to make them skeletons and thereby salvage something from the bodies.</p><p>However, he has a bowl of 24 Hydra’s Teeth that he’s enchanted to transform into undead skeletons (again via the Liber Mortis).</p><p>The Liber Mortis gives the alchemical recipe for the creation of Hydra’s Teeth. These items (made from the actual teeth of a hydra and other unguents) when properly created, allow the user to bring forth an equal number of skeletons (max HP) as teeth used to serve the caster.</p><p><strong>Gaunt:</strong> Gaunts are the results of necromantic experimentations upon the corpses of elves and other woodland beings.</p><p><strong>Grave Mold:</strong> It is an undead creature, formed by Argus from yellow mold with his residual druidic abilities and the Liber Mortis.</p><p><strong>Spectre:</strong> Within its pages the liber mortis gives detailed information on the creation of specters and liches.</p><p><strong>Lich:</strong> Within its pages the liber mortis gives detailed information on the creation of specters and liches.</p><p></p><p>The Liber Mortis</p><p>This book is a collection of some of the greatest spells and treatise on the black art of necromancy in the land. Its black leather cover seems to radiate evil and corruption, even while the book itself is spotless and neat. There is a silver pentagram upon the cover and a book latch along the side keeps the tome closed when not in use.</p><p>The book emits a mild aura of evil at a 15 foot radius. This is easily detectible by even beings not sensitive to magic and no attribute check is required. Any non-evil creatures in the vicinity of the work will feel a sense of disquiet and morale checks will suffer a –2 penalty.</p><p>The Liber is far more than just a spell book, however. It is actually imbued with negative planar energy to the point that it has a will of its own. It cannot dominate its wielder, though it will use dreams and other lures to encourage a caster to delve into its secrets and begin to cast its spells which will affect the caster as noted below.</p><p>Any spellcaster (wizard, cleric, druid, etc.) may use the spells in the book, even if their class normally precludes the use of arcane spells. Furthermore, the spells cannot be memorized from the book but can be cast from the book just like a scroll. However, the spell is re-castable and will not disappear as scrolls do. With each spell cast, the caster will lose one point of wisdom and be unaware of its loss. When the caster reaches –1 wisdom, the book will consume the caster’s soul (no save) and the body will crumble into dust.</p><p>Any wizard who reads the tome will gain +1 level in their class. Any other caster will not gain this level advancement but all perusers of the Liber must make a wisdom save or move one rank in alignment towards chaotic evil. For instance, a lawful good wizard who failed his save would become lawful neutral. A neutral evil druid who failed would become chaotic evil, a chaotic good cleric would become chaotic neutral, etc.</p><p>The Liber Mortis’s spell abilities are:</p><p>1. Allows the user to cast the below spells as noted:</p><p>Cleave Flesh @ (4/day)</p><p>Detect Undead (3/day)</p><p>Invisibility to Undead (3/day)</p><p>Speak with Dead (3/day)</p><p>Animate/Preserve Dead (2/day)</p><p>Magic Circle vs Undead (2/day)</p><p>Create Undead (1/day)</p><p>Create Greater Undead (1/week)</p><p>2. Allows the reader to attempt to control undead as a cleric of a level equal to the user’s level (regardless of class).</p><p>3. Gives the alchemical recipe for the creation of Hydra’s Teeth. These items (made from the actual teeth of a hydra and other unguents) when properly created, allow the user to bring forth an equal number of skeletons (max HP) as teeth used to serve the caster.</p><p>4. Within its pages gives detailed information on the creation of specters and liches.</p><p>Alignment</p><p>The alignment of the reader affects its capabilities as noted on the chart below. The damage column indicates how much damage the character with the alignment suffers when first handling the book. This happens only once per reader.</p><p>Alignment Damage Use Abilities</p><p>Lawful Good 4d4 1</p><p>Lawful Neutral 3d4 1, 2</p><p>Lawful Evil 1d4 1, 2, 3</p><p>Neutral Good 3d4 1</p><p>Neutral 2d4 1, 2</p><p>Neutral Evil 1d4 1, 2, 3</p><p>Chaotic Good 2d4 1</p><p>Chaotic Neutral 1d4 1, 2, 3</p><p>Chaotic Evil -- All</p><p> Cleave flesh is a 1st level spell that allows the caster to force the flesh of a corpse to drop away from the skeleton, leaving a clean set of bones behind. It will not do the same to living flesh, but will disrupt the flesh and cause 2d4 damage. Note that the use of this spell to create the gibbering mouther in the Great Oak cannot be employed by the player characters. Argus’ necromantic modifications are unique to his situation (as a fallen druid) and are not useable by player characters.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/3269/Castles--Crusades-U3-Fingers-of-the-Forsaken-Hand?affiliate_id=17596" target="_blank">U3 Fingers of the Forsaken Hand</a>[spoiler]</p><p><strong>Ghast:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Guardian of the Key, Bodak:</strong> Sitting at the desk is the Guardian of the Key, a powerful warrior and mystic transformed into a bodak of unusual power.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/88995/Castles--Crusades-U4-Curse-of-the-Khan?affiliate_id=17596" target="_blank">U4 Curse of the Khan</a>[spoiler]</p><p><strong>Ghoul:</strong> They are creations of Falvorn and were once vicious murderers who crossed the Khan.</p><p><strong>Ghast:</strong> He warns, however, that the place is cursed and anyone who is tainted with the curse who leaves the castle dies within twenty –four hours, only to rise again as a ghast or wight to return to the castle and serve as its guardian. The same is true for anyone slain within the fortress itself. He refers to this as the Curse of the Crawling Queen.</p><p><strong>Wight:</strong> He warns, however, that the place is cursed and anyone who is tainted with the curse who leaves the castle dies within twenty –four hours, only to rise again as a ghast or wight to return to the castle and serve as its guardian. The same is true for anyone slain within the fortress itself. He refers to this as the Curse of the Crawling Queen.</p><p><strong>Skeletal Undead Hunting Dogs:</strong> ?</p><p><strong>Bulrigi, Mummy:</strong> ?</p><p><strong>Oyugun, Lesser Lich:</strong> His initial oath to remain in service to the Khan for eternity held, for when the Ruby Diadem was placed upon his forehead he was transformed into a lich.</p><p><strong>Shabekith, Mummy Lord:</strong> Shabekith was the first worshipper of the Khan as a deity after his transformation. She volunteered to guard his tomb and was indeed the first sacrifice given to the new war god. Due to her service, the Khan ordained her with eternal un –life as a mummy lord.</p><p><strong>Prince Tamur, Bodak:</strong> Prince Tamur was imprisoned alive, the Helm of Strife bolted to his living skull. Once completed, the torture and ritual transformed Prince Tamur for all time into a bodak.</p><p><strong>Jarisha, Vampire:</strong> ?</p><p><strong>Skeleton Small Beast:</strong> These small skeletal creatures are typically raised from the skeletal remains of dogs, cats, wolves, coyotes and the like. Some necromancers prefer raising them up as they can get twice as many smaller minions from a single casting of Animate Dead as they would the larger humanoid skeleton stock.[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>Amazing Adventures[spoiler]</p><p><a href="http://www.drivethrurpg.com/product/144875/Amazing-Adventures-Manual-of-Monsters?affiliate_id=17596" target="_blank">Amazing Adventures Manual of Monsters</a>[spoiler]</p><p><strong>Undead:</strong> Undead are once-living creatures animated by spiritual or supernatural forces.</p><p><strong>Animal Skeleton:</strong> Animal carcasses that are the target of Animate Dead are risen as animal skeletons. Anyone casting the spell solely on dead animals can gain up to twice his level in HD, as opposed to his level in HD per the spell Animate Dead. In other words, a 5th level Cleric, while normally only able to raise 5HD worth of Undead, may raise 10HD worth of animal skeletons. Only small creatures can be raised as such, no bigger than a large dog.</p><p><strong>Apparition:</strong> ?</p><p><strong>Bhuta:</strong> When a person is murdered, the spirit sometimes clings to the world, refusing to accept its mortal death. This spirit possesses its original body and seeks out those responsible for its murder.</p><p><strong>Bogeyman:</strong> Bogeymen are the stuff of legends: creatures created in the minds of parents who relayed stories about incorporeal ghosts coming to carry their children off if they didn’t go to bed when they were supposed to, didn’t do their chores when asked, and so on. The spectral bogeyman’s ties to the land of the living are a result of these stories. Often, these stories are based on the exploits of criminals, murderers, and madmen that live or have lived in the local area. By the very nature of their creation, bogeymen are evil. They are creatures born of fear and lies, delighting in the torment their fear harbors.</p><p><strong>Ghast:</strong> If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4-1 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice.</p><p><strong>Ghost:</strong> Ghosts are the restless undead spirits of the tragically or evil deceased. Generally, in life, these people committed some crime or act (or series of acts) that doomed them to forever walk the earth, never finding rest. Many were cruel, vindictive, and visited needless suffering upon others. Others were so consumed with anger, sorrow, or other emotions at the moment of death that their spirits were forced to remain bound to the physical world in perpetual torment.</p><p><strong>Ghoul:</strong> If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4-1 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice.</p><p><strong>Haunt:</strong> In its living form, the haunt had some mission or task that needed to be completed. So great was the compulsion to finish this deed that, even in death, the creature seeks to fulfill its final task.</p><p><strong>Huecuva:</strong> ?</p><p><strong>Lich:</strong> A lich is a powerful undead creature, born from a hideous ritual performed by a wizard that lusts for everlasting life. Becoming a lich is an option for only the most powerful and reckless of magi, as it involves separating the spirit from the body and binding it in a specially prepared phylactery. This very powerful enchanted item can take any form, but it is usually an amulet of the finest quality.</p><p>Few know these arcane rituals, and of those few, even fewer dare test the sorcery. If it fails, the wizard’s soul is lost and forever irretrievable.</p><p><strong>Mummy:</strong> A mummy is an undead creature usually wrapped in divine bandages and urged to existence through prayer and ceremony.</p><p><strong>Poltergeist:</strong> The poltergeist is an invisible undead spirit that haunts a specific area. Sometimes this area is one that it was close to in life, but more often than not, the area is the place the poltergeist was killed when it was alive.</p><p><strong>Revenant:</strong> Any human (and only humans) that have died an extremely ghastly death can arise as a revenant to exact revenge on its killer. The revenant, in life, must have had a minimum of 15 CON, INT and WIS to become a revenant. Even at that, the chances are very slim.</p><p><strong>Shadow:</strong> They are either doomed souls who, in life, perpetrated great evil against innocents, or they are thralls, created and bound to darkness by another shadow.</p><p>A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will rise again as a shadow within 1d4 rounds.</p><p>A creature reduced to 0 Strength by a shadow wolf’s Drain attack is slain. The deceased rises again as a normal shadow within 1d4 rounds.</p><p><strong>Skeleton:</strong> Skeletons are the animated remains of dead 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>Any creature slain by a spectre will become a spectre in 1d4 rounds.</p><p><strong>Vampire:</strong> If a Vampire is killed, all of its spawn immediately become full vampires.</p><p><strong>Vampire Spawn:</strong> Vampire Spawn, or lesser vampires, are those mortals who are turned into a vampire by the kiss of a full vampire.</p><p>If a vampire chooses, it can drain the blood or energy of a human victim in such a way as to bring the deceased into unlife as a vampire spawn. This spawn is under the control of the slaying vampire. This ability is not automatic, but must be consciously used.</p><p>If a vampire wolf chooses, it can drain the blood or energy of a human victim in such a way as to bring the deceased into unlife as a vampire spawn. </p><p>This ability is not automatic, but must be consciously used.</p><p><strong>Wight:</strong> ?</p><p><strong>Wight Spawn:</strong> A human victim killed by the wight’s energy drain can be brought back to unlife, as a wight, under the control of the slaying wight. The slaying wight must want to use this ability; it is not automatic.</p><p><strong>Wolf Ghoul:</strong> ?</p><p><strong>Wolf Shadow:</strong> ?</p><p><strong>Wolf Vampiric:</strong> ?</p><p><strong>Wraith:</strong> Wraiths are powerful wights (q.v.) who have forged a more powerful bond with the negative material plane.</p><p><strong>Wraith Spawn:</strong> A human victim killed by the wraith’s energy drain can be brought back to life as a wraith, under the control of the slaying wraith. The slaying wraith must want to use this ability; it is not automatic.</p><p><strong>Zombie:</strong> Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason.</p><p>In some campaigns, zombies may be able to infect others with their bite, slowly turning the infected into zombies. In such a case, the victim bitten must make a constitution save at -2 or be infected. Infected victims will lose 1d4 points of strength and constitution each day until one of the two abilities reaches 0, at which point the victim dies, rising within 1d4 minutes as a new zombie unless the body is destroyed (often through decapitation or other destruction of the head).</p><p><strong>Civatateo:</strong> Civatateo are noble women who have died in childbirth and now roam as undead looking to punish the living.</p><p><strong>Gashadokuro:</strong> Gashadokuro are created from gathering bones from people who have died of starvation.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/106153/Amazing-Adventures?affiliate_id=17596" target="_blank">Amazing Adventures 1st Printing</a>[spoiler]</p><p><strong>Undead:</strong> Undead are once-living creatures animated by spiritual or supernatural forces.</p><p><strong>Mummy:</strong> A mummy is an undead creature usually wrapped in divine bandages and urged to existence through prayer and ceremony. Mummies are bound to their tombs and are encountered in their vicinity, which is most commonly the deserts of Egypt, though mummies have been encountered in Central and South America and in arctic, desert, and jungle climes the world over, where conditions are right for preservation of the body.</p><p>The process required to create a mummy gives the creature powerful protections against physical damage.</p><p><em>Create Greater Undead</em> spell caster level 13.</p><p><strong>Lesser Mummy:</strong> ?</p><p><strong>Greater Mummy:</strong> Greater mummies are intelligent, often the remains of deceased priests or leaders.</p><p><strong>Skeleton:</strong> Skeletons are the animated remains of dead 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>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>If a Vampire is killed, all of its spawn immediately become full vampires.</p><p><em>Create Greater Undead</em> spell caster level 17.</p><p><strong>Vampire Spawn:</strong> If a vampire chooses, it can drain the blood or energy of a human victim in such a way as to bring the deceased into unlife as a vampire spawn. This spawn is under the control of the slaying vampire. This ability is not automatic, but must be consciously used.</p><p><strong>Zombie:</strong> Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason.</p><p>In some campaigns, zombies may be able to infect others with their bite, slowly turning the infected into zombies. In such a case, the victim bitten must make a constitution save at -2 or be infected. Infected victims will lose 1d4 points of strength and constitution each day until one of the two abilities reaches 0, at which point the victim dies, rising within 1d4 minutes as a new zombie unless the body is destroyed (often through decapitation or other destruction of the head).</p><p>Nobody else turns into a zombie, even if the zombies manage to kill any more bystanders. This should lead the PC’s to believe that it was, in fact, something on the needle that created the undead killing machines.</p><p><em>Animate Dead</em> spell.</p><p><strong>Undead Dragon:</strong> ?</p><p><strong>Spectre:</strong> <em>Create Greater Undead</em> spell caster level 15.</p><p><strong>Ghost:</strong> <em>Create Greater Undead</em> spell caster level 19.</p><p><strong>Ghoul:</strong> <em>Create Undead</em> spell caster level 9.</p><p><strong>Shadow:</strong> <em>Create Undead</em> spell caster level 10.</p><p><strong>Ghast:</strong> <em>Create Undead</em> spell caster level 12.</p><p><strong>Wight:</strong> <em>Create Undead</em> spell caster level 14.</p><p><strong>Wraith:</strong> <em>Create Undead</em> spell caster level 18.</p><p></p><p>ANIMATE DEAD*, LEVEL 3 WIS, LEVEL 4 CHA, LEVEL 5 INT</p><p>CT 1 R 50 ft. D n/a</p><p>SV none SR none Comp V, S, M</p><p>This spell turns the bones or bodies of dead creatures in a 25 x 25 feet area into undead skeletons or zombies that follow the caster’s spoken commands. The undead can follow the caster, or can remain in an area and attack any creature or specific type of creature entering the area. The undead remain animated until they are destroyed. Destroyed undead can’t be animated again. Regardless of the type of undead, the caster can’t, in any single casting of the spell, create more HD of undead than the caster has levels.</p><p>The undead remain under the caster’s control indefinitely. No matter how many times the caster uses this spell, however, the character can only control 2 HD worth of undead creatures per caster level. If the caster exceeds this number, all the newly created creatures fall under the caster’s control, and any excess undead </p><p></p><p>CREATE GREATER UNDEAD, LEVEL 7 CHA, 8 WIS</p><p>CT 1 hour R 50 ft. (one) D permanent</p><p>SV n/a SR n/a Comp V, S, M</p><p>This evil spell allows the caster to create powerful kinds of undead if the arcanist is of the appropriate level: mummy (13), spectre (15), vampire (17) or ghost (19). The caster may create less powerful undead than the caster’s maximum capability if desired. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms by making a successful Wisdom check with a CL equal to the hit dice of the monster. This spell must be cast at night and the caster must spend $100 per corpse.</p><p></p><p>CREATE UNDEAD, LEVEL 5 CHA, 6 WIS</p><p>CT 1 hour R 50 ft. (one) D permanent</p><p>SV n/a SR n/a Comp V, S, M</p><p>This evil spell allows the caster to create powerful kinds of undead if the arcanist is of the appropriate level: ghouls (9), shadow (10), ghasts (12), wights (14) or wraiths (18). The caster may create less powerful undead than the caster’s maximum capability if desired. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms by making a successful turning check. This spell must be cast at night.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/106153/Amazing-Adventures?affiliate_id=17596" target="_blank">Amazing Adventures 2nd Printing</a>[spoiler]</p><p><strong>Undead:</strong> Undead are once-living creatures animated by spiritual or supernatural forces.</p><p>Characters drained below 1st level become a 0-level character with no class or abilities. A character drained below 0-level is instantly slain. Depending on the creature that killed the character, the character may rise the next night as a monster of that kind. If not, the character may at the GM’s option rise as another type of undead creature.</p><p><strong>Mummy:</strong> A mummy is an undead creature usually wrapped in divine bandages and urged to existence through prayer and ceremony. Mummies are bound to their tombs and are encountered in their vicinity, which is most commonly the deserts of Egypt, though mummies have been encountered in Central and South America and in arctic, desert, and jungle climes the world over, where conditions are right for preservation of the body.</p><p>Their connection with the artifacts of life and the resting places of the dead are tremendous, and they punish grave looters with unmediated violence. The process required to create a mummy gives the creature powerful protections against physical damage.</p><p><em>Create Greater Undead</em> spell caster level 13.</p><p><strong>Mummy Lesser:</strong> ?</p><p><strong>Mummy Greater:</strong> Greater mummies are intelligent, often the remains of deceased priests or leaders.</p><p><strong>Skeleton:</strong> Skeletons are the animated remains of dead 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>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>If a Vampire is killed, all of its spawn immediately become full vampires.</p><p><em>Create Greater Undead</em> spell caster level 17.</p><p><strong>Vampire Spawn:</strong> If a vampire chooses, it can drain the blood or energy of a human victim in such a way as to bring the deceased into unlife as a vampire spawn.</p><p><strong>Zombie:</strong> Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason.</p><p>In some campaigns, zombies may be able to infect others with their bite, slowly turning the infected into zombies. In such a case, the victim bitten must make a constitution save at -2 or be infected. Infected victims will lose 1d4 points of strength and constitution each day until one of the two abilities reaches 0, at which point the victim dies, rising within 1d4 minutes as a new zombie unless the body is destroyed (often through decapitation or other destruction of the head).</p><p>Nobody else turns into a zombie, even if the zombies manage to kill any more bystanders. This should lead the PC’s to believe that it was, in fact, something on the needle that created the undead killing machines.</p><p><em>Animate Dead</em> spell.</p><p><strong>Undead Dragon:</strong> ?</p><p><strong>Spectre:</strong> <em>Create Greater Undead</em> spell caster level 15.</p><p><strong>Ghost:</strong> <em>Create Greater Undead</em> spell caster level 19.</p><p><strong>Ghoul:</strong> <em>Create Undead</em> spell caster level 9.</p><p><strong>Shadow:</strong> <em>Create Undead</em> spell caster level 10.</p><p><strong>Ghast:</strong> <em>Create Undead</em> spell caster level 12.</p><p><strong>Wight:</strong> <em>Create Undead</em> spell caster level 14.</p><p><strong>Wraith:</strong> <em>Create Undead</em> spell caster level 18.</p><p></p><p>ANIMATE DEAD*, Level 3 Wis, Level 4 Cha, Level 5 Int</p><p>CT 1 R 50 ft. D n/a</p><p>SV none SR none Comp V, S, M</p><p>This spell turns the bones or bodies of dead creatures in a 25 x 25 feet area into undead skeletons or zombies that follow the caster’s spoken commands. The undead can follow the caster, or can remain in an area and attack any creature or specific type of creature entering the area. The undead remain animated until they are destroyed. Destroyed undead can’t be animated again. Regardless of the type of undead, the caster can’t, in any single casting of the spell, create more HD of undead than the caster has levels.</p><p>The undead remain under the caster’s control indefinitely. No matter how many times the caster uses this spell, however, the character can only control 2 HD worth of undead creatures per caster level. If the caster exceeds this number, all the newly created creatures fall under the caster’s control, and any excess undead from previous castings become uncontrolled (the character chooses which creatures are released). If the caster is a arcanist, any undead the character might command by virtue of the caster’s power to command or rebuke undead do not count toward the spell’s limits.</p><p>A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. A zombie, however, can be created only from a mostly intact corpse. The statistics for skeletons and zombies are detailed in Monsters & Treasures; undead created with this spell do not return any abilities the creature may have had while alive.</p><p>PRESERVE DEAD: This reverse version has two effects. First, the caster preserves the remains of the target corpses so that they do not decay, for one day per level of the caster.</p><p>Doing so extends the time limit on raising that creature from the dead. The spell works on severed body parts and the like. Second, the spell permanently prevents the target corpses from being animated by an animate dead spell. If a target corpse is preserved, and then raised from the dead or resurrected, the spell ends.</p><p></p><p>CREATE GREATER UNDEAD, Level 7 Cha, 8 Wis</p><p>CT 1 hour R 50 ft. (one) D permanent</p><p>SV n/a SR n/a Comp V, S, M</p><p>This evil spell allows the caster to create powerful kinds of undead if the arcanist is of the appropriate level: mummy (13), spectre (15), vampire (17) or ghost (19). The caster may create less powerful undead than the caster’s maximum capability if desired. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms by making a successful Wisdom check with a CL equal to the hit dice of the monster. This spell must be cast at night and the caster must spend $100 per corpse.</p><p></p><p>CREATE UNDEAD, Level 5 Cha, 6 Wis</p><p>CT 1 hour R 50 ft. (one) D permanent</p><p>SV n/a SR n/a Comp V, S, M</p><p>This evil spell allows the caster to create powerful kinds of undead if the arcanist is of the appropriate level: ghouls (9), shadow (10), ghasts (12), wights (14) or wraiths (18). The caster may create less powerful undead than the caster’s maximum capability if desired. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms by making a successful turning check. This spell must be cast at night.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/150169/Amazing-Adventures-Companion?affiliate_id=17596" target="_blank">Amazing Adventures Companion</a>[spoiler]</p><p><strong>Handmaiden of Satan:</strong> The handmaidens are unique, Satanic, undead creatures created by the Cardinal’s vile sorcery.</p><p>Finally, the handmaiden's attacks (claw and bite) inject a venom that acts as a type 4 poison (see Amazing Adventures, p. 179). If a character dies from this poison, they rise within 48 hours as a new undead of the same type as the handmaidens, entirely under the thrall of the Cardinal and his schemes.</p><p><strong>Cardinal Richelieu:</strong> An important reason why the Cardinal believes stories of werewolves and the like is simple: he is a vampire himself, having sold his soul to Satan for the glory of France, and for personal power and glory.</p><p><strong>Comte de Rochefort, Vampire Spawn:</strong> ?</p><p><strong>Musketeer Squire of Satan:</strong> ?</p><p><strong>Queen Anne:</strong> And what about the queen? She spent several days being held captive and possibly tortured by minions of the devil—is she still the pure and good soul she appears to be, or is she now in league with the Cardinal as a witch or undead consort?</p><p><strong>Johnny Ringo, Restless Dead:</strong> ?</p><p><strong>Degenerate Pygmy:</strong> Mutated, vile cave pygmies that have been corrupted by the evil within.</p><p><strong>Dracula:</strong> ?</p><p><strong>Varney the Vampire:</strong> ?</p><p><strong>Camilla:</strong> ?</p><p></p><p><strong>Undead:</strong> Magic should be subtle and gradually erase the humanity from its user, turning him into something dark, amoral, and demonic. It eventually consumes its user, though it may grant him or her great power both spiritual and temporal before that happens—sometimes enough power to seek immortality as one of the undead.</p><p><em>Animate Dead Master</em> spell.</p><p><strong>Ghoul:</strong> <em>Animate Dead Greater</em> spell.</p><p><strong>Shadow:</strong> <em>Animate Dead Greater</em> spell.</p><p><strong>Wight:</strong> <em>Animate Dead Greater</em> spell.</p><p><strong>Wraith:</strong> <em>Animate Dead Greater</em> spell.</p><p><strong>Skeleton:</strong> ?</p><p><strong>Mummy:</strong> <em>Animate Dead Master</em> spell.</p><p><strong>Vampire:</strong> <em>Animate Dead Master</em> spell.</p><p><strong>Lich:</strong> <em>Awful Rite of Undeath</em> spell.</p><p><strong>Ghost:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p></p><p>ANIMATE DEAD, GREATER, Level 7 Wis</p><p>CT 1 R 50 ft. D n/a</p><p>SV none SR none Comp V, S, M</p><p>As animate dead, but the wizard can also create ghouls, shadows, wights, or wraiths—roll for the number of skeletons one would normally create; this determines the hit dice worth of undead the sorcerer can create. He may divide these hit dice amongst the type of undead created as he desires. Undead created in this manner are subservient to the sorcerer.</p><p></p><p>ANIMATE DEAD, MASTER, Level 9 Wis</p><p>CT 1 R 50 ft. D n/a</p><p>SV none SR none Comp V, S, M</p><p>As animate dead greater, but the sorcerer can now split hit dice amongst all types of undead, including mummies and vampires (but not liches). Any undead over 8 hit dice, however, get a saving throw against spells to retain their own will and not be subservient to the caster. Such canny undead may decide to work with the sorcerer on their own, until the time comes for their eventual betrayal. This spell cannot be prepared in advance; it requires a ritual lasting at least six hours to complete.</p><p></p><p>AWFUL RITE OF UNDEATH, Level 9 Wis</p><p>CT 12 hours R self D permanent</p><p>SV n/a SR n/a Comp V, S, M</p><p>This spell allows a sorcerer to live on beyond death as a creature called a lich, placing his or her soul (or what’s left of it by this time) into a separate vessel, always a fist-sized gem, which becomes a magical artifact. So long as this vessel is intact, the sorcerer will always live on, though their appearance will continue to degrade as they grow ever more ancient, appearing more and more gaunt, desiccated, dry, and mummified as the centuries pass by. Illusion magic is often used to cover this unfortunate side-effect.</p><p>To use this spell, the sorcerer must have a minimum of 15 points of corruption and a fist-sized gem in which to place his soul. Upon completion of the spell, the sorcerer collapses, dead to all appearances and examination. The vessel in which his soul is kept must then be placed upon his chest and the ritual completed, usually by a trusted assistant or acolyte, at which point the lich awakens. Once the lich awakens, the soul-vessel can be removed as far away from the lich as desired, and indeed few liches keep their soul-vessel with them, as anyone who gains access to the bauble can exercise control over the lich, who will be terrified of death at the hands of the one who holds its soul. The lich, however, will always plot to get its soul-vessel back, and should it do so woe betide the one who sought to control such an ancient evil.</p><p>A lich can only be destroyed by one who holds its soul-vessel. Any other attempts to destroy it will result only in temporary defeat; the lich will, if killed, rise again (even if it needs to re-form) within one week. If one who holds the gem kills the creature, however, it will remain dead unless a new resurrection ritual is performed using the soul-vessel as a focus.</p><p>Unfortunately, the soul-vessel itself cannot, by its very nature, be destroyed, so those who manage to kill a lich in this manner often end up guarding the gem for the rest of their natural lives, even passing it down to their children, that it may never be used to raise the creature. Some have attempted to rid the world of the soul-vessels by burying them deep in tombs, or throwing them into volcanoes or the ocean, but there is always the risk of the gem being found once more and raising the lich from the grave.[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>Victorious[spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/169398/Victorious-the-Role-Playing-Game?affiliate_id=17596" target="_blank">Victorious the Role Playing Game</a>[spoiler]</p><p><strong>Ghost:</strong> Ghosts are the undead spirits of evil men, women, or even animals. In life, these people were cruel, vindictive, and visited needless suffering upon others. At their deaths, their spirits were forced to remain bound to the physical world in perpetual torment.</p><p><strong>Corpse Golem:</strong> The creation of the foulest rites of black magick, the Corpse Golem is a disgusting tatterdemalion of body parts harvested from dozens, sometimes hundreds, of dead bodies for assimilation into the creature’s nauseous flesh.</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. Any creature that defiles or loots the tomb of a mummy is doomed to face the mummy’s wrath. Their connection with the artifacts of life and the resting places of the dead are tremendous, and they punish grave looters with unmediated violence.</p><p>The process required to create a mummy gives the creature powerful protections against physical damage.</p><p><strong>Vampire:</strong> If the controlling vampire is destroyed, its spawn becomes a full vampire with the normal statistics.</p><p><strong>Vampire Spawn:</strong> If a vampire chooses, it can drain the blood of a human victim in such a way as to bring the deceased into unlife as a vampire spawn. This spawn is under the control of the slaying vampire. This ability is not automatic, and must be consciously used.</p><p><strong>Zombie:</strong> Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason.</p><p><strong>Count Dracula, Count Vlad Tepesch, King of the Vampires:</strong> ?</p><p><strong>Jolly Roger, Captain Roger Blackfriar:</strong> Captain Roger Blackfriar wasn’t the worst pirate in the Spanish Main, but not the best either. He’d spent half a lifetime in the shadow of better privateers and pirates, always trying for the big catch, the golden prize that would set him up for life and make his name revered with other legends such as Blackbeard and Kidd, Raleigh and Drake. While he caught enough Spanish merchantmen to keep his ship afloat and his crew paid, he could never catch the better prizes. His luck always seemed to fail him when it counted.</p><p>One night he got drunk and staggered to the hut of an old Houngan, who was notorious among the pirate community for having the touch of Satan about her. First he’d paid a few shillings for a telling of his fortune, and her words only seemed to promise more mediocrity, more failures. In a drunken frenzy he demanded she get hold of “Ol’ Nick’ hisself!” and he’d sell his soul to have a Spanish treasure ship in his grasp. The old woman smiled, and said the bargain was struck.</p><p>Within two weeks, Blackfriar’s ship entered a thick fogbank, quite unusual for the Caribbean. As he tried to regain his directions, his vessel nearly rammed a massive Spanish galleon. This ship, the yearly treasure craft bringing the gold and silver of the New World to His Spanish Majesty, had lost her escorts in the fog. She was alone, and bewildered as to her direction. Not missing a moment, Blackfriar gave a couple of broadsides into the Spanish ship before they could react. With a crash of timbers, his ship moved alongside the liner and his men charged over the gunnels to board their prey. Despite heavy fighting, it was the pirates who were victorious. At last, Captain Blackfriar had his gold, and his reputation would soar!</p><p>So it would, but not in the way Blackfriar believed. With an unearthly chill surrounding them, the great Spanish galleon Esmerelda sank into the murky depths of the ocean, with not a single survivor found in the waters. The few on board Blackfriar’s ship Cutlass looked for any of the boarders, but eventually sailed away to spread the tale of Blackfriar’s failed grasp of fortune and fame.</p><p>This wasn’t the last of the Blackfriar, however, Sailors started to speak in whispers of an unnatural fog bank that swept down on lone ships at night, and the bones of Captain Blackfriar and his dead crew would slash and kill, the apparition still searching for his fame and fortune aboard the seaweed-choked wreck of the Esmerelda. Is the undead captain searching for more gold? For fame? For an end to his torment? No one knows, but legend says he searches the Caribbean and the Atlantic, firing cannon broadsides into steamers and ironclad warships alike, leaving none to speak of his passing.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/285099/Victorious-Evil-in-the-White-City-Act-1-The-Articulator?affiliate_id=17596" target="_blank">Victorious: Evil in the White City Act 1 The Articulator</a>[spoiler]</p><p><strong>Wulfric Knight, The Wolf at Midnight, Ghost:</strong> After some conversation and questions, Wulfric realized to his horror that the man calling himself Lord Mortis was in fact a necromancer; one of the few types of magicians that most practitioners could agree were evil and to be avoided at all costs! Knight drove the man from his home with a riding crop, and thought this would be the end of things. Not so, for not two weeks later Wulfric was killed in a carriage accident. Once he was safely out of the way, Lord Mortis began a ritual to bind Wulfric’s ghost to his eternal service. Not wishing to become an ectoplasmic reference work for such an evil man, Wulfric’s ghost fled first to the continent, then later to the New World.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/191341/Victorious-Hunter--Hunter-Catalogue?affiliate_id=17596" target="_blank">Victorious Hunter & Hunter Catalogue</a>[spoiler]</p><p><strong>Ghost:</strong> ?</p><p><strong>Specter:</strong> ?</p><p><strong>Spook:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/191258/Victorious-Manifest-Destiny?affiliate_id=17596" target="_blank">Victorious Manifest Destiny</a>[spoiler]</p><p><strong>Headless Horseman:</strong> ?</p><p><strong>Ghostly Horse:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/184707/Victorious-Phantasmagoria?affiliate_id=17596" target="_blank">Victorious Phantasmagoria</a>[spoiler]</p><p><strong>Banshea, Fiona Fitzgerald:</strong> She decided to run away to the big city of Dublin, not only to free her family of the burden of her presence but also find a better life for herself. None of this worked, and she found herself freezing to death in a filthy alley one dark winter night. She slept, hoping to find heaven when she awoke once again.</p><p>She woke, but not to the gates of St. Peter. Instead, she seemed a ghost, or at least appeared as one.[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>Castles and Crusades 3rd Party[spoiler]</p><p></p><p><a href="http://www.dragonsfoot.org/cc/" target="_blank">Abbernoth Campaign Setting</a>[spoiler]</p><p><strong>Shadow Lesser Abbernothian:</strong> They are creatures born of darkness; some say they are the spirits of morgar who have returned from the grave to serve their Queen of Oblivion in death as they did in life. Others believe that shadows are the manifestations of those who perpetuated great evils in life. Perhaps both have a bit of truth to them, regardless lesser shadows come in two forms; they are either the aforementioned spirits, or they are thralls created and bound to darkness by another shadow. </p><p>A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will raise again as a lesser shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow. </p><p>A creature reduced to 0 strength by a greater shadow’s strength drain attack is slain. The deceased will raise again as a lesser shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow. </p><p>A creature reduced to 0 strength by a shadow worg’s strength drain attack is slain. The deceased will raise again as a lesser shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow. </p><p><strong>Shadow Greater Abbernothian:</strong> Greater shadows are those shadows that have existed since the terrible years of the Long Twilight. These are ancient spirits of spite and malice who seek to extinguish the flame of life wherever they find it. </p><p><strong>Worg Shadow:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/57079/Castles--Crusades-Dread-Crypt-of-Srihoz?affiliate_id=17596" target="_blank">Castles & Crusades: Dread Crypt of Srihoz</a>[spoiler]</p><p><strong>Vampire Aboleth:</strong> ?</p><p><strong>The Champion, Ghost Fighter 5:</strong> ?</p><p><strong>Ash Guardian:</strong> The ash guardian is a creature of dust, earth, and ash created when soil is fouled with the remains of innocent victims burned en masse; their angry spirits infest the earth itself with an unimaginable thirst for revenge. Ultimately, the wrath of these spirits congeals into a single entity capable only of hate and evil.</p><p><strong>Spectre:</strong> ?</p><p><strong>Skeletal Human Guard:</strong> ?</p><p><strong>Srihoz, Heironeous Uliran Theophal, Vampire Human Wizard 11:</strong> ?</p><p><strong>Vampire Spawn:</strong> <em>Create Vampire Spawn</em> spell.</p><p><strong>Vampire:</strong> The vampire aboleth can choose to raise one of its slain victims as a vampire under its control.</p><p><em>Create Vampire</em> spell.</p><p></p><p>CREATE VAMPIRE SPAWN Sanguiomancy</p><p>LEVEL: Wiz 5 COMPONENTS: V, S</p><p>CASTING TIME: 1 RANGE: 50 feet</p><p>TARGET: Any valid sanguiomantic target</p><p>DURATION: 1 round/level (D)</p><p>SAVING THROW: Charisma</p><p>SPELL RESISTANCE: Yes</p><p>The target becomes a vampire spawn for the duration of the spell. If the target fails the Charisma save, it is under the control of the caster, as dominate person. The following changes take place to the character, regardless of the success or failure of the Charisma save:</p><p>• Alignment is now evil.</p><p>• No constitution score, +4 Str, +2 Dex.</p><p>• Type is undead.</p><p>• Gain special attacks: blood drain, domination, energy drain as</p><p>a vampire.</p><p>• Gain special qualities: gaseous form, spider climb.</p><p>Because the character is technically dead for the duration of the spell, any defense against death magic applies to this spell.</p><p>Dispel magic, wish and remove curse spells will remove the effects of this spell prematurely.</p><p></p><p>CREATE VAMPIRE Sanguiomancy</p><p>LEVEL: Wiz 6 COMPONENTS: V, S</p><p>CASTING TIME: 1 RANGE: 50 feet</p><p>TARGET: Any valid sanguiomantic target</p><p>DURATION: 1 min./level (D)</p><p>SAVING THROW: Charisma</p><p>SPELL RESISTANCE: Yes</p><p>The target becomes a vampire for the duration of the spell. If the target fails the Charisma save, it is under the control of the caster, as dominate person. The following changes take place to the character regardless of the success or failure of the Charisma save.</p><p>• Alignment is now evil.</p><p>• No constitution score, +6 Str, +4 Dex, +2 Int, +2 Wis, +4 Cha.</p><p>• Type is undead.</p><p>• Gain special attacks: blood drain, domination, and energy drain.</p><p>• Gain special qualities: alternate form, requires +2 or better weapons to be hit, gaseous form, half damage from electricity, spider climb.</p><p>Because the character is technically dead for the duration of the spell, any defense against death magic applies to this spell.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/12222/Castles--Crusades-Palace-of-Shadows?affiliate_id=17596" target="_blank">Castles & Crusades: Palace of Shadows</a>[spoiler]</p><p><strong>Banshee:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Weak Vampire:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/3259/Castles--Crusades-The-Mysterious-Tower?affiliate_id=17596" target="_blank">Castles & Crusades: The Mysterious Tower</a>[spoiler]</p><p><strong>Ghost:</strong> The wizard went insane trying to devise a way out of the tower, but he failed over and over and over again. He finally died of old age. But even in death he found no release, for a force wall blocks ethereal creatures. His soul remained trapped within the force wall and eventually turned into a ghost filled with rage and frustration.</p><p><strong>Skeleton:</strong> ?</p><p><strong>Glorian, Wight:</strong> This wight is all that is left of Glorian. When his deity left the known planes many centuries ago, the souls of his followers were expelled from Meelkor’s realms. The weakest perished or found respite elsewhere in the planes, but the most powerful (such as Glorian) seethed with anger at what they felt was a grand betrayal. After years of servitude to Meelkor, they expected more than to be unceremoniously evicted from their afterlife! Of course, to Meelkor, expectations of reward were counter to his beliefs anyway, but even the most pious human cleric secretly expects compensation for his years of mortal restraint once he reaches the magnificent afterlife. The righteous anger coursing through Glorian and a few other high-level followers was so great that their souls forcibly returned to their bodies and they reanimated as undead.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/23766/Castles--Crusades-The-Secret-of-Smugglers-Cove?affiliate_id=17596" target="_blank">Castles & Crusades: The Secret of Smuggler's Cove</a>[spoiler]<strong>Llewellyn, Allip:</strong> The creature is an allip, the undead remains of Llewellyn, the lighthouse keeper. In a vain attempt to escape the smugglers, Llewellyn tried to climb the steps to reach the beacon room. Instead, he slipped and fell to his death. The smugglers tossed his body over the cliff, but his soul can not rest and he has returned as an allip.</p><p><strong>Spectre:</strong> This room was the living quarters of a high priest dedicated to Lord Gregor's foul devil. The high priest met his end while trying to summon a devil. Lord Gregor refused to pay the required fees for the outsider's assistance, so it attacked. It ripped out Lord Gregor's throat in one swipe and mortally wounded the high priest, who fled here. Due to the evil acts it performed in life, its soul cannot rest, and it has become a spectre.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/50724/Castles--Crusades-The-Slithering-Overlord?affiliate_id=17596" target="_blank">Castles & Crusades: The Slithering Overlord</a>[spoiler]</p><p><strong>Grimlock Zombie:</strong> Sirthim created the 4 zombies that seem to be the only guardians of this chamber. Using several scrolls of animate dead he had managed to bring from the drow city, the drider returned fallen grimlock warriors to a semblance of life.</p><p><strong>Gray Dwarf Wight:</strong> Used to all kinds of atrocious smells and keeping their hygiene to a minimum, the troglodytes dumped all dead bodies, of friends and foes alike, into this room. After Pserkipis had come to be the leader of the trog tribe, he quickly abolished this ghastly practice and taught his minions to embalm their dead with the herbs from the Underground Paradise. The terrible smell disappeared, giving way to a strange side effect. Strangely enough (and maybe due to the overwhelming evil associated with The Slithering Overlord), this new burial rite caused Pserkipis’ fallen enemies to rise as particularly strong wights, utterly loyal to their killers.</p><p><strong>Wight:</strong> Anyone killed by a wight can rise as a wight under the control of the slayer.[/spoiler]</p><p></p><p><a href="http://www.knightsofthecrusade.com/society-library" target="_blank">Critters Vol. 1</a>[spoiler]</p><p><strong>Ash Crawler:</strong> The ash crawler is partially incorporeal being made of nothing more than the ashes of its former body animated by a terrible evil will that makes it difficult to damage by weapons.</p><p><strong>Corpse Ray:</strong> The Corpse Ray is the animate amalgam of bones, sundered flesh, and detritus of drowned and devoured sailors that has somehow coalesced into a mass of cursed life with a hatred of all things living.</p><p><strong>Dread Knight:</strong> The Dread Knight is a powerful undead created from the corpse of a fallen knight or paladin by necromancers.</p><p><strong>Dust Wraith:</strong> Dust wraiths are formed when powerful corporeal undead such as mummies turn to dust due to time or when an intelligent creature is slain by a dust wraith.</p><p><strong>Gossamer Haunt:</strong> It is unknown how Gossamer Haunts procreate or even by what process they come into existence, though theory thinks that they are the vengeful spirits of those abandoned by family and friends to die alone and forlorn in some equally forgotten place.</p><p><strong>Husk:</strong> The Husk is the corporeal remains of a cleric whose faith and devotion to their evil deity was so strong that their deity would not let them truly die.</p><p><strong>Zombie:</strong> Any creature whose strength has been completely drained away by the Husks withering touch will rise 2d4 rounds after death as a zombie under the full control of the Husk that created it.</p><p><strong>Zombie Knight:</strong> The Zombie Knight is the unfortunate victim of a Dread Knight that has been reanimated to serve its slayer for eternity.</p><p>Any living creature killed by the Dread Knight has a 50% chance of rising as a Zombie Knight within 1d3 rounds after begin slain. The Zombie Knight is a thrall of the Knight and will obey only its creator or the necromancer that created the Knight itself. If those that are slain by the knight are beheaded immediately after death, then they will be unable to rise as undead spawn.[/spoiler]</p><p></p><p><a href="http://www.knightsofthecrusade.com/society-library" target="_blank">Critters Vol. 2</a>[spoiler]</p><p><strong>Ban Yeoja, Half Woman:</strong> ?</p><p><strong>Crypt Creeper:</strong> A Crypt Creeper is the detritus and bones of small animals that have collected within a crypt, tomb, or lair of powerful undead. Over the decades or centuries exposed to the negative energy that permeates these places, this collection of remains gained a un-life of its own.[/spoiler]</p><p></p><p><a href="http://www.knightsofthecrusade.com/society-library" target="_blank">Critters Vol. 3</a>[spoiler]</p><p><strong>Devouring Soul:</strong> ?</p><p><strong>Skeletal Dragon:</strong> Unlike the Dragon Skeleton or Dragon Lich, the Skeletal Dragon is an amalgamation of hundreds of skeletons of all types forced into draconic form by the necromantic magic used to bring it to life. This ritual is so foul that it has been hunted down to the point of non-existence upon the mortal plane. The only way a necromantic cult can obtain knowledge of the ritual is through infernal agents.</p><p><strong>Dragon Skeleton:</strong> ?</p><p><strong>Dragon Lich:</strong> ?</p><p>[/spoiler]</p><p></p><p><a href="http://www.dragonsfoot.org/cc/" target="_blank">Ilshara Gazetteer</a>[spoiler]</p><p><strong>Undead:</strong> Undead and demonic minions are created and summoned using Sythgar magic.</p><p>The practice of elaborate funerals and burials has led to a strange and troubling increase in undead in some regions.</p><p>[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/117888/Phantom-Train-for-CC?affiliate_id=17596" target="_blank">Phantom Train</a>[spoiler]</p><p><strong>Skeleton:</strong> The living is not allowed to arrive where the train stops. The PCs have 1 hour to defeat the train. If they do not succeed they all die and become skeletons bound to the train. There is no chance of ressurection even if a wish spell is used.</p><p><strong>Ghost:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Animal Skeleton Dog:</strong> ?</p><p><strong>Animal Skeleton Rat:</strong> ?</p><p><strong>Haunt:</strong> In its living form, the haunt had some mission or task that needed to be completed. So great was the compulsion to finish this deed that, even in death, the creature seeks to fulfill its final task.</p><p>A haunt can be of any alignment and its task can be anything from the mundane (replace the stone in the wall thus covering the secret hiding place) to the extraordinary (travel to a distant land and deliver a message of peace, then return); from the safe (to see my son that was born after I died) to the dangerous (revenge my family by killing the ancient red dragon that murdered them all).</p><p><strong>Haunt Poltergeist:</strong> The poltergeist is an invisible undead spirit that haunts a specific area. Sometimes this area is one that it was close to in life, but more often than not, the area is the place the poltergeist was killed.</p><p><strong>Skeleton Animal:</strong> Animal carcasses that are the target of Animate Dead are raised as animal skeletons. Anyone casting the spell solely on dead animals can gain up to twice his level in HD, as opposed to his level in HD per the spell Animate Dead. In other words, a 5th level cleric, while normally only able to raise 5HD worth of Undead, may raise 10HD worth of animal skeletons. Only small creatures can be raised as such, no bigger than a large dog.</p><p>[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/59765/The-Keepers-of-Lingusia?affiliate_id=17596" target="_blank">The Keepers of Lingusia</a>[spoiler]</p><p><strong>Vampire:</strong> The priests and mages of Set have been known to suffer terrible fates if they go against Set’s will, and it is said that any being which defies his worship will be inflicted with a vampiric curse, insuring that they perpetuate Set’s will forever whether they want to, or not. Some setite and human followers of Set willingly petition the god for this infliction, to become members of his Chosen flock.</p><p>There are three known ways to become a vampire, according to those specialists who are necromantic students of the undead. First, followers of Set who betray the dictates of their accursed god can be damned with Setitic Vampirism. </p><p>Vampirism can be brought down on someone who was so evil and villainous in life that they are grabbed by Devonin and offered a second chance to walk the land of the living, as a stalker in the night.</p><p>Finally, a vampire can be created when they bite a mortal and share blood, rendering the blood of the mortal impure. This is not always effective, and the process creates a special master-servant bond between the vampires, which has such psychological ramifications that it is done rarely.</p><p><strong>Hagarant Lord:</strong> These are the descendants of House Dadera and other evil people who, in their corruption, lost their souls entirely to the temptations of chaos and evil. Now, they are undead husks of the people they once were.</p><p>The Hagarant Lords are an ancient evil which some say has its roots beneath the capitol of Octzel. The Hagarant Lords were a coven of nobles and powerful mages who swore fealty to the mad god Slithotep in exchange for immortality. The unexpected result of their immortality was a slow descent in to madness and undeath.</p><p><strong>Esidria Elas Phallikoskis, Vampire Wizard 14:</strong> ?</p><p><strong>Castor Elas Markovin, Vampire Fighter-Wizard 13:</strong> He seeks, some believe, to perform an act which will grant his family freedom from the curse which Set has placed upon him, although the nature of his curse and its origins are lost in time, and only he knows.</p><p><strong>Moria, Ashtarth Vampire Ranger-Rogue 9:</strong> Her curse is a mystery, for she is not known to have worshipped Set, but some believe that she was bitten by a Setitie Vampire who once served Karukithyak, and for such shame, she was forced to leave her homeland.</p><p><strong>Skistatikan, Setite Serpent-Man Vampire Necromancer-Cleric 9:</strong> Banished from Hazer-Phennis the underworld empire of the Setite serpent men, he fled a decade ago to the Octzellan lands, and eventually found his niche within the Capitol. He is a dedicated servant of Set, and does not understand why he was transformed into a vampire by his god.</p><p><strong>Lich Lord Krenkin, Human Wizard 23:</strong> Krenkin was eventually able to make his way to Halistrak’s distant stronghold on the seventh planet of the system and broke in to his vault of secrets, where he learned much about magic, and how to prolong his life as a liche.</p><p><strong>Halistrak, Lich:</strong> ?</p><p><strong>Aggamite Troll:</strong> The magically created children birthed of trolls impregnating undead wombs spawned terrible outcasts.</p><p><strong>Barrow Wight:</strong> In the ancient history of Hyrkania, many of the old kings of the pre empire days would bury their dead in huge mounds, with rock tombs beneath. Within these catacombs would go the line of their family, and for generations the dead would be buried like so. These ancient mound lands were, alas, ripe for the time of the War of the Gods, and when the power of the Chaos Lords spread through the land, many necromancer kings who rose in the time of conflict saw to it that their tombs were guarded, often by the reanimated remains of these earlier kings.</p><p>The lords and kings themselves are said to have arisen, willfully, from the grave to jealously guard the treasure hordes they buried themselves with.</p><p><strong>Veregnar Gonn Dalpuris, Hagarant Lord:</strong> Veregnar Gonn Dalpuris was a powerful duke seven centuries ago who had an unfortunate habit of taking on mistresses behind his wife’s back. He was seduced by a woman named Melantha, who was in fact a member of the Black Society in Octzel, a vampiress and half-demon who lured him in to the study of the dark arts of chaos and the worship of Slithotep, the mad god. Veregnar was swayed by this cult and joined the movement, becoming a potent wizard. In time, their plot was foiled and he was one of the few survivors, who stole away and hid in a tomb-like secret enclave in the city sewers, where he went undiscovered in an undead slumber.</p><p><strong>Karukithyak, Vampire:</strong> Karukithyak was born with the rare malady of Vampirism.</p><p><strong>Melantha, Vampire Half-Demon:</strong> ?</p><p><strong>Dysadda Gyristia, Vampire:</strong> The Tower of Serpents is the headquarters of the Setites and their representative of the Council of Four, the serpent sorceress Dysadda Gyristia, great great granddaughter or the long-dead Dysadda Benn. She is a cruel manipulator, sorceress, and schemer, and has for the time being sworn her undying loyalty to Xauraun, that she be spared, as thousands of her kin were slaughtered or driven from the city on the day he ascended to power. She is now considered a traitor to Set, and has begun to develop vampiric traits as fits the curse which overcomes Set's most loyal minions who betray him.</p><p><strong>Baron Hroder, Vampire:</strong> Baron Hroder was the ruling baron of Galent before he was turned into a Vampire by the mad Karukithyak.</p><p><strong>Lion-Vampire Being:</strong> ?</p><p><strong>Erigast, Liche:</strong> ?</p><p><strong>Nialle, The Dark Queen, Liche:</strong> ?</p><p><strong>Lady Catea Gonn Aleric, Liche:</strong> ?</p><p><strong>Arcus Tallus-Perilan, Human Liche Wizard 25:</strong> ?</p><p><strong>Belphegor, The Corruptor, Demiurge Demon Lord:</strong> This fallen demiurge of Chaos is said to have died more deaths than most. Having been an ancient devonin lord ensorcelled in to the service of the Prehunate Empire ten thousand years ago, Belphegor was slain on the fields of battle when the gods cast down the heretical pre-human civilization of old. Thousands of years later, the dark necromancers of the Kadantanian Empire sought to resurrect the demon god, and he was brought to life through much sacrifice, rising from the festering remains of his subterranean tomb to live anew. For centuries, the Kadantanians were a force to be reckoned with, but at last they were destroyed in war, and Belphegor’s vampiric undeath could not be sustained. He fell once again in to deathly slumber, only to be awakened again by agents of Draskis, in which descendents of the Kadantanian necromancers had found new power. He became the god of the Draskis, and in a period of war and strife, the kingdom of Draskis almost destroyed the eastern kingdom of Cymeer. Belphegor was summoned on the fields of battle, in which the Cymeeri god Amehwy and his seraphim minions were also summoned, and the dark god slew the Cymeeri demiurge. It was a terrible blow, and Draskis swept over their foes like a great tidal wave, but during the Reckoning, the powers of Chaos were smitten by the triumph of Order, and Belphegor’s life force was once again drained, and the terrible beast fell. His followers, sundered and marked with the taint of the sherigras, built the Draskis Necropolis about his festering corpse, hoping to find a way to channel new energies in to his body. Eventually, the Cymeeri people rose up against their oppressors, and conquered the Draskis people. The Necropolis Draskis fell silent, no more desperate offerings brought to it. It seemed that Belphegor would rest forever more.</p><p>Most recently, the Red Dragon Comet appeared in the sky, heralding an eons old return of the great balance. The comet was stricken from the sky by the might of the new Dark Lord of Chaos, as Xauraun Vestillios stole the power of his forebears, and the rain of debris from the comet brought an explosion of raw chaos energy upon the land. One such meteor plunged in to the heart of the Necropolis Draskis, and penetrated the heart of Belphegor. Like a cardiac patient under the paddles, his necrotic being shook with painful awareness, and he was once again brought to vampiric life. Now, infused with new power, Belphegor schemes to draw forth new followers and carve out a new empire of darkness in the land.</p><p><strong>Death Knight, Knight of Chaos:</strong> The Knights of Chaos (also called death knights) are a rare and horrifying form of undead, spawned from the incarnation of a truly evil Black Rider. Usually, the knight was dedicated to a chaotic order, such as the Black Riders of Slithotep, or the Order of Set. It is also known that a knight dedicated to a just or good order who succumbs to supreme corruption might be swayed into the domain of evil.</p><p>Such knights are forbidden to walk the path of the Final Night (a euphemism for the journey the dead make to the afterlife), leading them into the Land of the Dead, for their souls have been claimed by Chaos, but in defiance of their true masters in the Abyss, the pure strength of their post mortem incarnations are capable of fending off the petitioners of the Abyss.</p><p><strong>Velboshia-Lok Nodivia, Guardian of the Old Kings:</strong> Ancient guardians of the Tombs of the Gods, these desiccated corpses were once the proud Temple Guards of the Divine Palaces in the mythic city Corti’Zahn. When the War of the Gods destroyed the early Fertile Empires of Hyrkania and laid low the mortal forms of the divine lords, the temple guardians who died in the conflict against the demons were mummified and submitted to a terrible necromantic process to revive them as eternal tomb protectors. Something horrible corrupted the spells of reanimation, however, seeping in from the Chaos Energy which permeated the land in the wake of the war, and grew like a fungus in the bodies of these undead guardians.</p><p><strong>Vessilante:</strong> The Vessilante are a rare sort of entity which is created magically through the bonding of a corrupted Devonin or Seraph in the form of a mortal human. These great monstrosities are usually culled from freshly dead corpses, often pieced together if there was damage to the original body. The process of habitation heals the damage and changes the nature of the body such that it must shun the light or suffer excruciating pain.</p><p><strong>Undead:</strong> In Lingusia, returning from the dead is not easy. Few local clerics have the ability, and fewer still would use it out of hand or without good cause. Evil clerics are much likelier to use it….but corruption of the risen can happen, and anytime an evil cleric raises someone there is a cumulative 3% chance that person will rise as a powerful undead, instead!</p><p>The tales of this victory are not unblemished, however, for the bards of Dra’in say that Erik Kharam earned his victory by making a pact with the Banshee Liawnenshe, a diabolical spirit of the Silver Mountains who knew the secrets to Anharak’s defeat. She offered them to Kharam, for a price. He was to take her as his wife, thus freeing her of her curse.</p><p>Kharam agreed, but could not bring himself to marry the hideous spirit, and reneged on his agreement after Anharak was defeated (some say Anharak was defeated by a knight errant of the Yllmar, as well, and that Kharam didn’t even accomplish this much). Liawnenshe was mortified, and cursed Kharam and his kingdom to an eternity of haunted strife. So it is said, the tale goes, that Dra’in became the damnable place it is.</p><p>In fact, Dra’in might not seem so terrible to those who have visited some other, harsher realms, but the troubles of living in a domain where all warriors seemed doomed to fall in battle and rise as restless undead seem very much difficult to an everyday peasant. The people of the land are fearful of their very shadows, and take special measures to seal corpses in to coffins, or enact elaborate rituals to put the restless spirits to rest. The dead return to life all too easily in this land.</p><p><strong>Lord Sitor, Human Lich Wizard 23:</strong> Sitor had long prepared for his death, however, and the Cult of the Undying, a group that had formed over the last century of mages who worshipped him, held the phylactery into which his spirit transferred on death.</p><p><strong>Darksed, Death Knight Fighter 10, Rogue 6, Mage 6:</strong> ?[/spoiler]</p><p><strong>Ghoul:</strong> ?</p><p><strong>Ashtarth Vampire:</strong> ?</p><p><strong>Lizard Man Vampire:</strong> ?</p><p><strong>Ghost:</strong> Lake Spirit Trap: This deep lake is said to have gotten its name from the time of the War of the Gods, when the armies of order forged northward to contain the abyssal spawn which erupted from the region. During a fierce battle against the demonic dragon Alkuvar Destriganumos, the beast was slain and plunged in to the earth, forming the deep crater that became Lake Spirit Trap. The tale goes on, saying that the blood of the dragon tainted the waters which filled the crater, turning it red on certain evil days, and that the ghosts of the soldiers which fell in battle against the dragon were trapped forever more, unable to escape their watery graves.</p><p><strong>Alkuvar Destriganumos, Undead Dragon:</strong> Lake Spirit Trap: This deep lake is said to have gotten its name from the time of the War of the Gods, when the armies of order forged northward to contain the abyssal spawn which erupted from the region. During a fierce battle against the demonic dragon Alkuvar Destriganumos, the beast was slain and plunged in to the earth, forming the deep crater that became Lake Spirit Trap. The tale goes on, saying that the blood of the dragon tainted the waters which filled the crater, turning it red on certain evil days, and that the ghosts of the soldiers which fell in battle against the dragon were trapped forever more, unable to escape their watery graves. Indeed,</p><p>strange things seem to haunt the lake, and the handful of men who ply their trade as fishermen and bargers on the lake are a nervous, stoic lot. Even stranger rumors suggest that the draconic, undead form of the dragon still dwells within the lake, surfacing on those days of Sanguine tide, to seek out new victims to sustain its unlife.</p><p><strong>Corporeal Undead:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Trebitha Gonn Chastetor, Greater Mummy:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Skeleton, Lokenze:</strong> This is the place most adventurers are likely to frequent. Located at the old Crossroads (back when Galent was nothing more than the Keep), this Inn and Tavern caters to most out-of-town customers. Its owner, An Ogre Magi of indeterminate age, purchased the business from its prior owner who built the Tavern some fifty years ago on the very spot where a huge tree grew, off of which dozens of criminals and despots had been hung, either by the neck or in cages, to die. Since then, such public executions have moved south to the new crossroads, but the memory of the former still remains.</p><p>In fact, the Tavern & Inn was built around the old tree, the base of which can be seen taking of a sizeable portion of the Tavern's center. The four rooms which touch upon the tree on the second level are rarely used, except to intentionally humiliate someone unfamiliar with local tales, or by those one betting dare. This is because the tree is haunted in a most unusual way.</p><p>In Octzellan burial customs criminals are hung on specially marked trees, so that their spirits are trapped within the tree. These trees are "undead", so to speak; they have no dryad, or spirit, within them, yet they live. Instead they take the soul of those killed on or close to them, preventing the criminal from reaching the afterlife.</p><p><strong>Undead Tree:</strong> In Octzellan burial customs criminals are hung on specially marked trees, so that their spirits are trapped within the tree. These trees are "undead", so to speak; they have no dryad, or spirit, within them, yet they live. Instead they take the soul of those killed on or close to them, preventing the criminal from reaching the afterlife.</p><p><strong>Spectre:</strong> ?</p><p><strong>Aramach, Spectre:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p></p><p><a href="http://www.drivethrurpg.com/product/110741/Vampires-of-the-Olden-Lands?affiliate_id=17596" target="_blank">Vampires of the Olden Lands</a>[spoiler]</p><p><strong>Bhabaphir, Granny Soul-Sucker:</strong> Bhabaphirs are horribly twisted old ladies, the corrupted “wise woman” of a village transformed into a vicious and most evil form of undead. The means for such a thing to pass are several. First and foremost, the wise-woman may delve into eldritch things that are beyond her ken and thus be horribly transformed, possessed perhaps, by a demonic spirit. Similarly, she may be corrupted by Chaos through feelings of jealousy, envy, or hatred for those in her community whom she feels may take advantage of her. Too, another bhabaphir may visit the village in disguise and “convert” the local wise-woman. Finally, she may fall in secret to the service of another, more potent vampire, and also be transformed.</p><p><strong>Ekimmu, Spirit Vampire, Vampire Lord:</strong> They are themselves descended from Chaos cultists of Elder Deshret who ascended to a state of Undeath during the Wars of Chaos.</p><p>Strighoiphirs who have ascended beyond their physical bodies.</p><p>If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.</p><p><strong>Spectre:</strong> If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.</p><p><strong>Lhamira, Vampire-Witch:</strong> A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the lhamira’s kiss can be brought back to un-life, under the control of the slaying lhamira. The lhamira usually must want to use this ability; it is not automatic. Males will be brought back as mhoroiphirs, females as lhamiras, and children as szalbaphirs.</p><p><strong>Lhamphir, Plague Bearer:</strong> The lhamphir arises on rare occasions from those who were</p><p>slain through plague; only the first slain in a settlement might arise as a lhamphir, if proper precautions are not taken. If the body is given final rites and a proper burial or cremation according to the Good or Lawful faith to which the victim belonged, then the lhamphir cannot arise. Otherwise, there is a percentage chance equal to the Charisma score plus the level of the victim that he arises as a lhamphir. If the community and his family abandoned him during his illness, this chance doubles that he arises as a lhamphir, eager to avenge himself upon those who turned on him.</p><p>If the lhamphir slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim of his disease by use of his drain health ability to drain his last point of Constitution (not merely through loss of Constitution through the disease), he may, if he chooses, cause the victim to rise again the next night as a lhamphir or a ghoul. If he creates a ghoul spawn, the ghoul will not cause paralysis with its bite and claw attacks; instead the attacks might cause the plague, as per the black breath ability of the lhamphir.</p><p><strong>Mhoroiphir, Living Vampire:</strong> Mhoroiphirs can result from several sources, the most common being created as the spawn of an existing mhoroiphir. They can also be created by lhamiras, strighoiphirs, and ekimmu. Finally, they might arise naturally, or rather, unnaturally, especially in the land of Strigoria. These methods include, among others:</p><p> Dying without being consecrated to the God of Law;</p><p> Committing suicide;</p><p> Practicing sorcery, black witchcraft, or eldritch wizardry in life;</p><p> Having a spell-caster’s familiar jump on your corpse before you are buried;</p><p> Eating the flesh of an animal killed by a vampire;</p><p> Being slain by a lycanthrope;</p><p> Death by murder un-avenged;</p><p> Dying while cursed by a sorcerer or witch.</p><p>If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.</p><p>A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the lhamira’s kiss can be brought back to un-life, under the control of the slaying lhamira. The lhamira usually must want to use this ability; it is not automatic. Males will be brought back as mhoroiphirs, females as lhamiras, and children as szalbaphirs. </p><p>A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the mhoroiphir’s energy drain can be brought back to un-life, under the control of the slaying mhoroiphir. The mhoroiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.</p><p>A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.</p><p>A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie.</p><p><strong>Strighoiphir, Dead Vampire:</strong> A strighoiphir is a “dead vampire,” that is, it is the result of a vampire that has been slain once but risen again, due to the required ritual being incomplete or incorrectly performed. Strighoiphirs can also result from an ekimmu or strighoiphir creating such a beast.</p><p>A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.</p><p>If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.</p><p><strong>Szalbaphir, Vampire Gamin:</strong> Szalbaphirs normally arise when a child is lost in the forest or exposed on a hill and found by vampires. They also result when a vampire seeks revenge against a mortal and drains his children to create a true level of horror.</p><p>A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the szalbaphir’s blood drain can be brought back to un-life, under the control of the slaying szalbaphir. The szalbaphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under mhoroiphir above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.</p><p>A szalbaphir can create other szalbaphirs if their victim is a child (12 years or younger); adults who rise are ghouls.</p><p><strong>Wraith:</strong> If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.</p><p><strong>Ghast:</strong> If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.</p><p>A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.</p><p>A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie.</p><p><strong>Ghoul:</strong> If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.</p><p>If the lhamphir slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim of his disease by use of his drain health ability to drain his last point of Constitution (not merely through loss of Constitution through the disease), he may, if he chooses, cause the victim to rise again the next night as a lhamphir or a ghoul. If he creates a ghoul spawn, the ghoul will not cause paralysis with its bite and claw attacks; instead the attacks might cause the plague, as per the black breath ability of the lhamphir.</p><p>A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the mhoroiphir’s energy drain can be brought back to un-life, under the control of the slaying mhoroiphir. The mhoroiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. A mhoroiphir can also choose to create ghoul spawn instead of mhoroiphir spawn.</p><p>A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.</p><p>A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie.</p><p>A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the szalbaphir’s blood drain can be brought back to un-life, under the control of the slaying szalbaphir. The szalbaphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under mhoroiphir above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.</p><p>A szalbaphir can create other szalbaphirs if their victim is a child (12 years or younger); adults who rise are ghouls.</p><p><strong>Zombie:</strong> If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety.</p><p>A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up.</p><p>A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie.</p><p>[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>Castles & Crusades 3rd Party Magazines[spoiler]</p><p></p><p><a href="http://www.dragonsfoot.org/cc/" target="_blank">Domesday Volume 1 Issue 3</a>[spoiler]</p><p><strong>Hor Shaol:</strong> Hor Shaol are the undead knights of a usually demonic power.</p><p><strong>Blldia:</strong> This creature is an undead spirit of rage in corporeal form seeking to destroy everything and everyone in its path. Scholars believe that these manifestations were once the souls of those who poisoned the minds of those around them through deeds and words because of envy and jealousy. These emotions for some became a rage that consumed them resulting in this abomination beyond death.</p><p></p><p><strong>Undead:</strong> The Hor Shaol can create any type of undead except other Hor Shoal.</p><p><strong>Wraith:</strong> When a victim is dying the Hor Shaol may steal it's soul and use it to create a special type of Wraith that serves only it's creator they may only have 3 wraiths of this type at any time.[/spoiler]</p><p></p><p><a href="http://www.dragonsfoot.org/cc/" target="_blank">Domesday Volume 2 Issue 4</a>[spoiler]</p><p><strong>Burning Corpse:</strong> The burning corpse is an undead creature cursed by the very hellfires that spawned it.</p><p>Burning corpses are usually spawned from those condemned to hell for horrid crimes.[/spoiler]</p><p></p><p><a href="http://www.knightsofthecrusade.com/society-library" target="_blank">Domesday 7</a>[spoiler]</p><p><strong>Skeleton:</strong> The body is merely a shell animated by magic. The nature of this magic is necromantic either directly animating the body or dragging the person’s soul back from the afterlife and both enslaving and imprisoning it to follow the will of the caster. </p><p>Orb of the Dead Create Undead power.</p><p><strong>Zombie:</strong> The body is merely a shell animated by magic. The nature of this magic is necromantic either directly animating the body or dragging the person’s soul back from the afterlife and both enslaving and imprisoning it to follow the will of the caster. </p><p>Orb of the Dead Create Undead power.</p><p><strong>Ghoul:</strong> The body is merely a shell animated by magic. The nature of this magic is necromantic either directly animating the body or dragging the person’s soul back from the afterlife and both enslaving and imprisoning it to follow the will of the caster. </p><p><strong>Ghast:</strong> Unlike the lesser undead, these more intelligent and powerful sorts are not necessarily created by a necromancer but by their own dark will and corrupted spirit. Given that these undead had a degree of free will it could be assumed that the magic involved in their creation or revival is tainted strongly with unholy powers and/or negative energy. Even if enslaved to a necromancer, the risk of their breaking free of their bonds is high. In a way, it is as if the will of the person in question superimposed itself over reality to a limited extent by refusing to acknowledge their own mortal end. </p><p><strong>Wight:</strong> Unlike the lesser undead, these more intelligent and powerful sorts are not necessarily created by a necromancer but by their own dark will and corrupted spirit. Given that these undead had a degree of free will it could be assumed that the magic involved in their creation or revival is tainted strongly with unholy powers and/or negative energy. Even if enslaved to a necromancer, the risk of their breaking free of their bonds is high. In a way, it is as if the will of the person in question superimposed itself over reality to a limited extent by refusing to acknowledge their own mortal end. </p><p><strong>Mummy:</strong> Unlike the lesser undead, these more intelligent and powerful sorts are not necessarily created by a necromancer but by their own dark will and corrupted spirit. Given that these undead had a degree of free will it could be assumed that the magic involved in their creation or revival is tainted strongly with unholy powers and/or negative energy. Even if enslaved to a necromancer, the risk of their breaking free of their bonds is high. In a way, it is as if the will of the person in question superimposed itself over reality to a limited extent by refusing to acknowledge their own mortal end.</p><p><strong>Vampire:</strong> Unlike the lesser undead, these more intelligent and powerful sorts are not necessarily created by a necromancer but by their own dark will and corrupted spirit. Given that these undead had a degree of free will it could be assumed that the magic involved in their creation or revival is tainted strongly with unholy powers and/or negative energy. Even if enslaved to a necromancer, the risk of their breaking free of their bonds is high. In a way, it is as if the will of the person in question superimposed itself over reality to a limited extent by refusing to acknowledge their own mortal end.</p><p>Orb of the Dead Grant Un-Death power.</p><p><strong>Lich:</strong> Unlike the lesser undead, these more intelligent and powerful sorts are not necessarily created by a necromancer but by their own dark will and corrupted spirit. Given that these undead had a degree of free will it could be assumed that the magic involved in their creation or revival is tainted strongly with unholy powers and/or negative energy. Even if enslaved to a necromancer, the risk of their breaking free of their bonds is high. In a way, it is as if the will of the person in question superimposed itself over reality to a limited extent by refusing to acknowledge their own mortal end.</p><p>Orb of the Dead Grant Un-Death power.</p><p><strong>Shadow:</strong> If anything, they are an even greater example of will interacting with negative/unholy energy to defy death and even more-so than their corporeal counterparts, are stuck between life and death. </p><p><strong>Wraith:</strong> If anything, they are an even greater example of will interacting with negative/unholy energy to defy death and even more-so than their corporeal counterparts, are stuck between life and death. </p><p><strong>Ghost:</strong> If anything, they are an even greater example of will interacting with negative/unholy energy to defy death and even more-so than their corporeal counterparts, are stuck between life and death. </p><p><strong>Ghost Dragon:</strong> A ghost dragon is the undead spirit of an evil dragon, forever haunting the region of its death, or more commonly, guarding its beloved treasure hoard into eternity. In life, the dragon was a paragon of its sub-species; greedy, cruel, vindictive, and generally causing suffering upon those in its domain. Upon the dragon’s death, its spirit was forced to remain bound to the physical world. </p><p><strong>Fell Shadow:</strong> When a victim is reduced to 0 STR points, 0 hit points, or 0 CON points, the victim is dead and will rise in 1-3 nights as a lesser Fell Shadow under the thrall of the Fell Shadow that slew him or her; if the Fell Shadow in question still exists. If not, the new Fell Shadow will be independent and at full strength. </p><p><strong>Fell Shadow Lesser:</strong> When a victim is reduced to 0 STR points, 0 hit points, or 0 CON points, the victim is dead and will rise in 1-3 nights as a lesser Fell Shadow under the thrall of the Fell Shadow that slew him or her; if the Fell Shadow in question still exists. If not, the new Fell Shadow will be independent and at full strength. </p><p><strong>Death Knight:</strong> Orb of the Dead Grant Un-Death power.</p><p></p><p>ORB OF THE DEAD </p><p>This magical item appears as a simple sphere of rough black basalt approximately four inches in diameter. Its magical ability does not appear unless exposed to a ‘detect magic’ spell or until it is picked up by someone capable of using magic. </p><p>Should someone pick the sphere up that is of good alignment, they will suffer a terrible burning sensation though no damage. The longer they hold the sphere the worse the burning gets. If someone of neutral alignment picks of the sphere, a battle of wills begins between the spirit of the orb and the person holding it. Should the person lose the battle, they will be possessed by the orb and an agent of death seeking to spread death to all corners of the world. Should the person win the battle, they will be able to utilize only the basic functions of the orb. Should someone of evil alignment pick up the sphere, the sphere will reinforce their desire to kill and destroy unless they are already an agent of death at which point the spirit of the orb may offer a partnership and use of its full abilities. </p><p>The orb is only capable of being destroyed by being exposed to pure positive energy, such as being tossed into the positive plane; or struck by the primary weapon of a divine servant of a lawfully good aligned divinity, such as an angel’s spear. </p><p>Intelligence: High </p><p>Alignment: Neutral Evil </p><p>Basic Powers: </p><p>Control Undead (common): The possessor may control up to double their level in hit dice worth of common undead. If the possessor is of evil alignment then up to four times their level in hit dice of common undead may be controlled. </p><p>Life Leech: Any creature that dies within one hundred yards of the Orb of the Dead has their soul or spirit absorbed by the orb rather than passing on to whatever afterlife they may have been destined for. The Orb may absorb 100 levels worth of life energy before reaching its maximum power. When the Orb of the Dead is fully powered, it will begin to glow crimson from within its depths as if its core was molten. </p><p>Create Undead (minor common): The possessor may create two skeletons or one zombie per use at the expense of one life level of energy possessed by the orb. If more undead than what can be controlled are created, they will run amok with the potential of turning on their creator if no other potential victims are nearby. </p><p>Major Powers: </p><p>Spell Use: The possessor of the Orb gains knowledge and use of all negative energy based spells, be they arcane or divine, known to the world. Each of these spells may be cast at the cost of one life energy level possessed by the orb per level of the spell being cast. </p><p>Control Undead Army : The possessor may control up to six hundred and sixty six hit dice worth of undead of any type within one mile of the Orb. This ability overrides the basic Control Undead ability and may not be used in tandem with it. </p><p>Immunity to Negative Energy (full): The possessor becomes immune to level draining effects of undead and all spells or magical effects based on negative energy, such as cause wounds spells or slay living. </p><p>Grant Un-death: The possessor of the Orb may utilize 50 life levels within the orb with its agreement, to pass into a state of un-death. For spell casters, this means becoming a lich. For non-spell casters, they become vampires, though there is a 5% chance of a warrior type becoming a death knight instead. </p><p>Kingdom of the Dead: Usable only when the Orb is fully powered and by a possessor in full partnership with the Orb itself, this ability causes the life energy of those killed by undead within six miles of the Orb to be absorbed by it and to rise themselves as common undead using one of the absorbed levels. Essentially, this creates a self-sustaining reaction of death and un-death within the borders of ‘the Kingdom’. The undead within the kingdom are under no command beyond killing all that lives, the exception being those controlled with other powers of the Orb. This is the ultimate ability of the Orb. [/spoiler]</p><p></p><p><a href="http://www.knightsofthecrusade.com/society-library" target="_blank">Domesday 8</a>[spoiler]</p><p><strong>Wraith of a Necromancer:</strong> A necromancer’s wraith is the undead wraith-like spirit of a powerful necromancer, forever lusting to create powerful undead under its control. The wraith of the necromancers employs powerful and unique necromantic spells and undead abilities to make this happen. In life, the necromancer was a high level spell caster specializing in necromantic spheres focused to create a personal domain of negative energy and undead status. Typically a wizard-cleric multi-class character of 15th to 19th level! If the necromancer was a single class spell caster in life then the caster level could be as high as 23rd to 25th level, but decrease the dice type to d6 for wizards and increase the dice type to d10 for clerics. Aside: The clerical masters of a necromancer are typically demons, devils, or gods; Lolth, Kali, Ares, Set, Druaga, Inanna, Hel, Hades, Surma, or Yutrus.</p><p>The wraith of a necromancer was a powerful necromancer who has managed to forge a most powerful bond with the negative material plane and shed all connections of the flesh.</p><p><strong>Zombie:</strong> Any humanoid victim, no racial exceptions, killed by the energy drain of the necromancer’s wraith suffers a fate far worse than death. Their soul is stripped from their body and both are immediately enslaved and corrupted to the will of the wraith of the necromancer. Within d3 rounds the victim’s body raises as a four hit dice zombie and their soul becomes a full strength wraith, both under the control of the wraith of the necromancer.</p><p><em>Deathly Blight</em> spell.</p><p><strong>Wraith:</strong> Any humanoid victim, no racial exceptions, killed by the energy drain of the necromancer’s wraith suffers a fate far worse than death. Their soul is stripped from their body and both are immediately enslaved and corrupted to the will of the wraith of the necromancer. Within d3 rounds the victim’s body raises as a four hit dice zombie and their soul becomes a full strength wraith, both under the control of the wraith of the necromancer.</p><p><strong>Ghoul:</strong> <em>Deathly Blight</em> spell.</p><p><strong>Ghast:</strong> <em>Deathly Blight</em> spell.</p><p><strong>Wight:</strong> <em>Deathly Blight</em> spell.</p><p><strong>Shadow:</strong> <em>Deathly Blight</em> spell.</p><p><strong>Lich:</strong> <em>Deathly Blight</em> spell.</p><p><strong>Ghost:</strong> <em>Deathly Blight</em> spell.</p><p><strong>Morgane Boylin, Shade:</strong> ?</p><p><strong>Gnoll Ghoul:</strong> ?</p><p><strong>Bjorn the Old, Ole the Giant Slayer, Human Trollblood Partial Undead Ranger 7:</strong> Rather it be Bjorn’s luck or his Norse half-troll soul, his near death at the claws and fangs of a ghast and ghoul pack have left his body and soul straddling two worlds. His normally good aligned soul has been faintly tainted by evil he can feel and innately struggles against (and magic can detect). His body does not take well to healing, be it natural or divine, in many ways it seems to be slowly dying. Food and drink do not slack his ravenous hunger and all things living make his mouth water (further disgusting him). In some ways he is both a mortal human and an undead ghast, in others he is fully neither.</p><p></p><p>DEATHLY BLIGHT*, Level 9 wizard or 8 cleric</p><p>CT 2 R zero D permanent</p><p>SV None* SR no Comp V, S, M</p><p>This spell is favored by powerful and foul creatures, especially Wraith Necromancers, and is used to spread their foul influence over any territory they wish to claim as their own (area of affect is a sphere with a radius of one mile per level).</p><p>Once cast, this spell will cause the land, air, sea, and subterranean domain within the area of affect from the target point, or focus, to begin to decay and wither. Water will become foul, animals will become diseased and begin to die rising later as skeletal or zombie versions of their species, grass will wither and crops will rot. Vermin become more dangerous and larger over time as they feed on the tainted carcasses and rotten produce. *All living creatures will need to make a saving throw versus death daily to avoid becoming tainted themselves before they can escape. Failure means that the very land begins draining one point of CON and WIS from them each day that they dwell within the deathly blight. Once tainted, leaving the area will not save you, a remove disease or remove curse is required. Sentient creatures whose CON and/or WIS are reduced to zero die and rise the next night as mindless zombies, or if of evil alignment to begin with, as ghouls. For dramatic play, PC become ghasts or wights for fighter types, shadows for thieves, liches or ghosts for spell casters.</p><p>The nights in such blighted lands are the stuff of nightmares. Thick mist rises from the earth to reduce vision and sound to mere tens of feet and a feeling of constantly being watched prickles the senses. A feeling of being contaminated by something that cannot be washed off no matter how long or hard one scrubs persists for days after leaving such a desecrated area. The material components for this spell are extensive: skull of a lich, blood of a vampire, dust of a mummy, and ichor from an abyssal creature.</p><p>Only a wish or the application of the reverse of this spell, heaven's blessing, which has been lost for ages, can cure the deathly blight once it has set into the land and water.[/spoiler]</p><p></p><p><a href="http://www.knightsofthecrusade.com/society-library" target="_blank">Domesday 9</a>[spoiler]</p><p><strong>Cuir-Lijik, Leather Corpse:</strong> In this case, the cuir-lijik was the lone survivor of the ambush. As a servant and henchman of the family, he knew generally where the family had a hidden niche in the fire place. However, either he did not know of the pit trap that protected the niche, or in his haste after the ambush, he forgot it was there. As such, he fell into the trap when he tried to open the secret niche. The fall was not great enough to kill him, but with all other family members, servants, henchmen, and smugglers dead, he was left there to die slowly in the dark pit, laying atop the ancient cursed bolder the black druids offered blood sacrifices on many generations ago. As he died slowly, the acid which drips from the walls began to tan his flesh and dark cursed powers filled his body.</p><p><strong>Undead Treant:</strong> ?</p><p><strong>Black Bear Ghoul:</strong> ?</p><p><strong>Ogre Zombie:</strong> ?</p><p><strong>Gnoll Ghoul:</strong> ?</p><p><strong>Human Ghoul:</strong> ?</p><p>[/spoiler]</p><p></p><p>The Keeper Issue 1[spoiler]</p><p><strong>Revenant:</strong> Only an individual who was particularly evil and vengeful in life can made into a revenants through the use of Create Greater Undead by a cleric of level 15 or higher.</p><p><strong>Zombie:</strong> If the revenants so chooses, those who are killed by strength loss can be brought back to unlife as a zombie under control of the revenants. Victims of 4 HD or greater, have a 25% chance of returning as a wight. </p><p><strong>Wight:</strong> If the revenants so chooses, those who are killed by strength loss can be brought back to unlife as a zombie under control of the revenants. Victims of 4 HD or greater, have a 25% chance of returning as a wight. </p><p><strong>Draug:</strong> Draug are the horrid undead creatures of those who have drowned at sea.</p><p>Victim ’s drowned to death by a draug have a 25% chance of returning to unlife as a Draug in 3 days time. Removal of the victim ’s body from the water will prevent this from happening.</p><p><strong>Mummy Greater:</strong> The majority of Greater Mummies were High Level Clerics in life, but sometimes Kings, Archmages or mighty warriors can be turned into a Mummy Lord. The process for creating a Greater Mummy involves a complex series of rituals and clerical magic. This dark necromantic rite can be performed on either a still living being or on one who has died - assuming the body was specially treated, prepared and maintained immediately following their death. Obviously, clerics who perform the ritual on themselves must still be living!</p><p><strong>Phantom:</strong> Phantoms are the undead spirits of those who still long for the pleasures of mortal life.</p><p>Phantoms can be made with the Create Greater Undead spell by a cleric of level 17 or higher provided they meet the personality traits as described above. Of course, some phantoms (like all undead) are created though unfathomable means, simply through their lust for continued life.[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>Crimson Blades[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</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> Skeletons are animated bones of the dead, usually under the control of some evil master. </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 usually tied to a specific location, item or creature (their “haunt”). 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>[/spoiler]</p><p></p><p>D+D=2D[spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/291384/zauBeR-dd2d-English-Edition?affiliate_id=17596" target="_blank">zauBeR (d+d=2d English Edition)</a>[spoiler]</p><p><strong>Reborn:</strong> There are two kinds of Reborn: those created by rituals, and those turned that way due to the mystical corruption of a place.[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>Dungeon Crawl Classics[spoiler]</p><p></p><p>Dungeon Crawl Classics Cumulative[spoiler]</p><p><strong>Un-Dead, Undead:</strong> Un-dead can mean “back from the grave,” but it can also mean “without a soul,” “eternal or undying,” and “surviving only by force of will alone.” (Dungeon Crawl Classics RPG)</p><p>A necromancer may ultimately pursue eternal life via his own transformation into an un-dead. (Dungeon Crawl Classics RPG)</p><p>Dead tissue exposed to the spoil’s power animates, becoming a bizarre and unique form of undead creature. (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing))</p><p>Spoil Effect on Living Subjects. (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing))</p><p>This all un-dead gang is led by Killer Skull, who wields the sword Deathstorm. The enchanted blade causes anyone it slays to rise anew as one of the un-dead. (The Umerican Road Atlas (DCC))</p><p>[A]ll foes slain by Deathstorm rise as un-dead the following round—un-dead type at GM’s discretion. (The Umerican Road Atlas (DCC))</p><p>As they have an innate understanding of the nature of un-dead and NecroTech, greater power wights can create 1d3 HD worth of unintelligent corporeal un-dead every week, given the proper materials and lab space. (Twisted Menagerie Manual)</p><p>Few organic beings know this, but sometimes when a mechanical life form “dies,” it is reconstituted in a special kind of afterlife. What happens to the Goody Two Wheels robots is a topic for another day, but the ones who end their functional life with a significant number of wicked acts listed in their behavior log end up in a place of eternal punishment for artificial entities. This place is the Abyss of Automatons. (2017 Gongfarmers Almanac 1)</p><p>This is a Hell that is run by robots, for robots. Any kind of robot imaginable can be found here, so the judge should feel free to add others not detailed in the encounter areas below. Note that because these automatons have all been previously destroyed, they are now considered un-dead. (2017 Gongfarmers Almanac 1)</p><p>In the ruins of Old Seattle and the lands that surround it dwell an inordinate number of necromancers. This, of course, means there is also a startling amount of undead in the region as well. (Crawling Under A Broken Moon Compilation)</p><p>For each individual hung on the [hanging] tree, elsewhere a corpse springs into an animated parody of life, becoming a skeleton, mummy, wight, spectre, or the like. (NIGHT SOIL #zero — for the DCC RPG (Dungeon Crawl Classics) — INNER HAM)</p><p><em>Animate Dead</em> spell 32+. (Dungeon Crawl Classics RPG)</p><p><em>Book of the Dead</em> spell. (Dungeon Crawl Classics #81: The One Who Watches From Below)</p><p><em>Calling the Scarlet Chaos from the Queen’s Doom</em> spell. (Book of Scarlet Abomination)</p><p><em>Requiem of the Sundered Flesh</em> spell. (DCC RPG Annual)</p><p>Elevating Repose ManaJava. (Crawling Under A Broken Moon Compilation)</p><p>Un-Dead Crit 15. (Dungeon Crawl Classics RPG)</p><p><strong>Abysspawn:</strong> Undead spirits of uncertain but ghastly origin given animation, sentience, and ghostly purpose by the Red Queen. (Book of Scarlet Abomination)</p><p><strong>Afgorkon:</strong> See Lich, Afgorkon, First Among Liches.</p><p><strong>Amara:</strong> See Vampire Bride of Blood, Amara.</p><p><strong>Ancient Zombie:</strong> See Zombie Ancient.</p><p><strong>Angel Ghoul:</strong> See Ghoul Angel.</p><p><strong>Animated Corn Husk Doll:</strong> Once the PCs acquire Shuyr Rilla’s holy symbol from the well and begin moving through the corn field (area 1-8), each doll becomes possessed by a fragment of Hobb undead energy and they attack the party. (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing))</p><p><strong>Animated Corpse:</strong> See Corpse Animated.</p><p><strong>Animated Doll Corn Husk:</strong> See Animated Corn Husk Doll.</p><p><strong>Ankyslosaurus Demon-Saur:</strong> See Demon-Saur Ankyslosaurus.</p><p><strong>Annanita the Fashion Lich:</strong> See Lich, Annanita the Fashion Lich.</p><p><strong>Aquatic Un-Dead:</strong> See Un-Dead Aquatic.</p><p><strong>Arm Bronzed:</strong> See Bronze-Handed Pharaoh, Bronzed Arm.</p><p><strong>Army Skeletal Damned:</strong> See Skeletal Army Damned.</p><p><strong>Astroliche:</strong> See Lich Astroliche.</p><p><strong>Aug, Carl:</strong> See Wight Power Greater, Carl Aug M.D.</p><p><strong>Autogiest:</strong> The spirits of those slain by the Restless Dead linger until enough are drawn together to form a new autogeist. So long as one member of the gang exists, the gang will always, slowly and inexorably, return. (The Umerican Road Atlas (DCC))</p><p>Deep in the wastelands lie a multitude of corpses wrapped in rusting caskets of twisted chrome and faux-leather upholstery. From these mass graves of crushed hopes and unquenched road rage rises a horror that all wastelanders fear, the dread autogiest. (Twisted Menagerie Manual)</p><p>The fiend is a conglomerate spirit of those who have died in violent car wrecks that have joined together to punish the living. By itself, the autogiest is a shapeless, glowing red mist that drifts against the wind. It cannot be harmed by mundane means or interact with anything in this form. Once it finds a suitable vehicle to inhabit, usually one of Keeper quality or better, its reign of terror as an unholy juggernaut begins. (Twisted Menagerie Manual)</p><p>Deep in the wastelands lie a multitude of corpses wrapped in rusting caskets of twisted chrome and faux-leather upholstery. From these mass graves of crushed hopes and unquenched road rage rises a horror that all wastelanders fear, the dread Autogiest. (Crawling Under A Broken Moon Compilation)</p><p>The fiend is a conglomerate spirit of those who have died in violent car wrecks that have joined together to punish the living. (Crawling Under A Broken Moon Compilation)</p><p><strong>Autogiest Car Large Custom:</strong> See Autogiest Custom Large Car.</p><p><strong>Autogiest Car Large Keeper:</strong> See Autogiest Keeper Large Car.</p><p><strong>Autogiest Custom Large Car, The Mechanic:</strong> Once there was a family of adrenaline-junky gearheads, the Urnhearts, who had the misfortune of falling prey to a gang of wheeler demons. Thinking that the group of parked RVs were simply an encampment, the exhausted travelers made the mistake of parking nearby for safety. In the dead of night, they were ground to paste and scraped beneath the wheels of the Trailer Park Trash. The patriarch of the family, Hill Urnheart, gathered the souls of his family and forged them together into a powerful autogeist, and vowed to draw others to its cause. (The Umerican Road Atlas (DCC))</p><p><strong>Autogiest Keeper Large Car:</strong> ?</p><p><strong>Autogiest Large Car Custom:</strong> See Autogiest Custom Large Car.</p><p><strong>Autogiest Large Car Keeper:</strong> See Autogiest Keeper Large Car.</p><p><strong>Baethor Liis:</strong> See Lady Baethor Liis.</p><p><strong>Banshee:</strong> ?</p><p><strong>Banshee, Moira the Fishwife:</strong> See Ghost Banshee, Moira the Fishwife.</p><p><strong>Banshee Damned:</strong> ?</p><p><strong>Barrow Bones Human/Serpent Hybrid:</strong> ?</p><p><strong>Barrow Bones Ox-Headed:</strong> ?</p><p><strong>Becky Til Hoppard:</strong> See Un-Dead Witch, Becky Til Hoppard.</p><p><strong>Bella:</strong> See Vampire Bride of Blood, Bella.</p><p><strong>Bit-Yakin:</strong> Found in a cliff-face niche, the desiccated remains of Bit-Yakin are wrapped tightly in funeral bands and are adorned with jeweled bangle bracelets along with a silver headband encrusted with gems. Tampering with any of the jeweled belongings will cause the corpse to animate and attack the party foolish enough to not leave the remains intact. (Sanctum Secorum Appendix N(ightmares))</p><p><strong>Blast Shade:</strong> See Shade Blast.</p><p><strong>Blink Zombie:</strong> See Zombie Blink.</p><p><strong>Blood, Erasmus Cordwainer:</strong> See Vampire, Erasmus Cordwainer Blood.</p><p><strong>Blue Phantasm:</strong> See Ghost Blue Phantasm.</p><p><strong>Blue Phantom:</strong> See Phantom Blue.</p><p><strong>Bone Ghost:</strong> See Ghost Bone.</p><p><strong>Bone Golem, Thing of the Undercroft:</strong> Slain or turned skeletons collapse into the water. (Dungeon Crawl Classics #82: Bride of the Black Manse) However, their spirits retain much of their power. Track the skeletons as they are destroyed: once ten are slain, they rise up as towering thing of bone, lashing out in fury at the PCs with spiked limbs formed of shattered bones. The more skeletons the PCs destroy, the more powerful the Thing becomes. (Dungeon Crawl Classics #82: Bride of the Black Manse)</p><p><strong>Bot Limb Severed:</strong> See Severed Bot Limb.</p><p><strong>Brando:</strong> See Wight Power Lesser, Brando.</p><p><strong>Brandolyn Vintner:</strong> See Ghost, Brandolyn Vintner.</p><p><strong>Bride of Blood:</strong> See Vampire Bride of Blood.</p><p><strong>Bronze-Handed Pharaoh:</strong> The last scene shows the Pharaoh being mummified and interred. His bronze arms, serpent-headed staff, and the Eye of the Sun are all visible amongst the linen wrappings. The Pharaoh is placed in his sarcophagus and born away by a large congregation of weeping mourners.</p><p>The sarcophagus is closed and contains only a portion of the Pharaoh’s mummified remains, for the sorcerer-king’s power lingers beyond death, encased in his bronze limbs, enchanted staff, and the very treasure the party seeks: The Eye of the Sun. (Dungeon Crawl Classics #85: The Making of the Ghost Ring)</p><p>The Pharaoh’s spirit occupies all four items equally. (Dungeon Crawl Classics #85: The Making of the Ghost Ring)</p><p><strong>Bronze-Handed Pharaoh, Pharaoh's Skull:</strong> The sarcophagus is closed and contains only a portion of the Pharaoh’s mummified remains, for the sorcerer-king’s power lingers beyond death, encased in his bronze limbs, enchanted staff, and the very treasure the party seeks: The Eye of the Sun. (Dungeon Crawl Classics #85: The Making of the Ghost Ring)</p><p>The Pharaoh’s spirit occupies all four items equally. (Dungeon Crawl Classics #85: The Making of the Ghost Ring)</p><p><strong>Bronze-Handed Pharaoh, Bronzed Arm:</strong> The sarcophagus is closed and contains only a portion of the Pharaoh’s mummified remains, for the sorcerer-king’s power lingers beyond death, encased in his bronze limbs, enchanted staff, and the very treasure the party seeks: The Eye of the Sun. (Dungeon Crawl Classics #85: The Making of the Ghost Ring)</p><p>The Pharaoh’s spirit occupies all four items equally. (Dungeon Crawl Classics #85: The Making of the Ghost Ring)</p><p><strong>Bronze-Handed Pharaoh, Staff, Enchanted Staff:</strong> The sarcophagus is closed and contains only a portion of the Pharaoh’s mummified remains, for the sorcerer-king’s power lingers beyond death, encased in his bronze limbs, enchanted staff, and the very treasure the party seeks: The Eye of the Sun. (Dungeon Crawl Classics #85: The Making of the Ghost Ring)</p><p>The Pharaoh’s spirit occupies all four items equally. (Dungeon Crawl Classics #85: The Making of the Ghost Ring)</p><p><strong>Bronzed Arm:</strong> See Bronze-Handed Pharaoh, Bronzed Arm.</p><p><strong>Brute Cryo-Lurker:</strong> See Cryo-Lurker Brute.</p><p><strong>Buckethead Cryo-Lurker:</strong> See Cryo-Lurker Buckethead.</p><p><strong>Burned Heretic, Flaming Skeleton:</strong> [E]nemies of House Liis that were burned alive at the stake. (Dungeon Crawl Classics #82: Bride of the Black Manse)</p><p><strong>Burnie “Corpse” Grinder:</strong> See Wrath, Burnie “Corpse” Grinder, Corpse Grinder.</p><p><strong>Business Revenant:</strong> See Revenant Business, Undead Project Manager.</p><p><strong>Butler Skeleton:</strong> See Skeleton Butler.</p><p><strong>Cadixtat:</strong> See Un-Dead Chaos Titan, Cadixtat.</p><p><strong>Caffeinated Corpse:</strong> See Ghoul Coffee Animated, Caffeinated Corpse.</p><p><strong>Calandra:</strong> See Vampire Bride of Blood, Calandra.</p><p><strong>Calliope:</strong> See Vampire Bride of Blood, Calliope.</p><p><strong>Car Large Custom Autogiest:</strong> See Autogiest Custom Large Car.</p><p><strong>Car Large Keeper Autogiest:</strong> See Autogiest Keeper Large Car.</p><p><strong>Carl Aug M.D.:</strong> See Wight Power Greater, Carl Aug M.D.</p><p><strong>Cauldron-Born:</strong> Stolen from their crypts by their patron-liege Arawn, the cauldron-born are tireless, silent foes with a resilience that inspires fear among even the greatest of warriors. (Sanctum Secorum Appendix N(ightmares))</p><p>Imbued with power by Arawn, the cauldron-born are his favored guards and soldiers. (Sanctum Secorum Appendix N(ightmares))</p><p><strong>Chain Skeleton:</strong> See Skeleton Chain.</p><p><strong>Chaos Titan Un-Dead:</strong> See Un-Dead Chaos Titan.</p><p><strong>Charm Spirit:</strong> See Spirit Charm.</p><p><strong>Chilly Man:</strong> When a Chilly Man has no opponents to attack or is ordered by Coney to retreat they will pick up any paralyzed victims for conversion into Chilly Men. (Crawling Under A Broken Moon Compilation)</p><p><strong>Chorister Spectral:</strong> See Ghost Spectral Chorister.</p><p><strong>Chrono Zombie:</strong> See Zombie Chrono.</p><p><strong>Cihuateteo:</strong> Cihuateteo is the name given by superstitious barbarians in the lands south of Umerica to corpses reanimated by a faulty nanovirus developed in the 21st century. Characters that suffer damage from both the Cihuateteo’s claw and Cognitive Distortion attack must make a DC 10 Will save. Failure means that the character is a carrier of the mystic disease and will become a Cihuateteo themselves in 27.3 days unless the nanovirus is purged from the blood. Each day for the next two weeks, persons in close contact must make a DC 5 Fort save to see if the nanovirus invades their bodies. Failure means the person will become a carrier as well. (Crawling Under A Broken Moon Compilation)</p><p><strong>Cloud Ossuary:</strong> See Ossuary Cloud.</p><p><strong>Coffee Animated Ghoul:</strong> See Ghoul Coffee Animated, Caffeinated Corpse.</p><p><strong>Corn Husk Doll Animated:</strong> See Animated Corn Husk Doll.</p><p><strong>Corpse:</strong> See Wrath, Burnie “Corpse” Grinder, Corpse Grinder.</p><p><strong>Corpse Animated:</strong> Least among the intentionally created un-dead, animated corpses are normally made from local peasants who have somehow irritated a dark wizard. (Sanctum Secorum Appendix N(ightmares))</p><p><strong>Corpse Caffeinated:</strong> See Ghoul Coffee Animated, Caffeinated Corpse.</p><p><strong>Corpse Gem-Fueled:</strong> It is possible for a wizard to grant an animated corpse greater power via the placement of phlogistanically charged gemstones. (Sanctum Secorum Appendix N(ightmares))</p><p><strong>Corpse Grinder:</strong> See Wrath, Burnie “Corpse” Grinder, Corpse Grinder.</p><p><strong>Corpse NecroTech Enhanced:</strong> See Wight Power Lesser, NecroTech Enhanced Corpse.</p><p><strong>Corpse Ooze:</strong> If a living being dies inside a consuming ooze it gets reanimated into an ooze corpse after 1d30 minutes. (Sanctum Secorum Appendix N(ightmares))</p><p><strong>Corpsenado:</strong> The Corpsenado is a sentient funnel cloud of rageful, anti-life energy whose goal is to scour the life from the surface of whatever plane of existence they inhabit. (Crawling Under A Broken Moon Compilation)</p><p><strong>Court Skeleton:</strong> See Skeleton Court.</p><p><strong>Created Zombie:</strong> See Zombie Created.</p><p><strong>Cryo-Lurker:</strong> The ancient practice of cryogenics left untold numbers of individuals (or their heads) encapsulated and frozen. Some were soldiers kept on ice for times of war, others were travelers whose journey ended in the lost luggage bin, and there were those sleeping until the promise of a new future to revive them. That future never came, but the incursions from the plane of Eternal Unrest have reanimated their frozen and mutated forms, fulfilling their desires by way of un-death. (Twisted Menagerie Manual)</p><p><strong>Cryo-Lurker Brute:</strong> ?</p><p><strong>Cryo-Lurker Buckethead:</strong> Unable to afford the full cryogenic treatment, the buckethead was still a very determined person in their past life. Their determination and force of will is what keeps them going, even now. A severed head carried in a receptacle (often merely a steel bucket) the buckethead is far from defenseless. (Twisted Menagerie Manual)</p><p><strong>Cryo-Lurker Cryoslime:</strong> When the physical form of the cryogenically frozen cannot stand the strains of the change, it collapses into a 10’x10’ puddle of frozen, malevolent ooze. (Twisted Menagerie Manual)</p><p><strong>Cryo-Lurker Frost-Burned:</strong> ?</p><p><strong>Cryoslime Cryo-Lurker:</strong> See Cryo-Lurker Cryoslime.</p><p><strong>Crystalline Un-Dead:</strong> See Un-Dead Crystalline.</p><p><strong>Cyber Ghoul:</strong> See Ghoul Cyber.</p><p><strong>Cyber Shepherd:</strong> See Lich Robo-Lich, Cyber Shepherd.</p><p><strong>Cyberdead:</strong> <em>Create Cybomination</em> spell. (Umerican Survival Guide, Delve cover (DCC))</p><p><strong>Damaris:</strong> See Vampire Bride of Blood, Damaris.</p><p><strong>Damned Banshee:</strong> See Banshee Damned.</p><p><strong>Damned Skeletal Army:</strong> See Skeletal Army Damned.</p><p><strong>Dead Hungry:</strong> See Hungry Dead.</p><p><strong>Death-Dealer:</strong> ?</p><p><strong>Deceptiguard:</strong> ?</p><p><strong>Demilich, Rj’Nimajneb~Yor:</strong> ?</p><p><strong>Demon Gray:</strong> Reanimated through the power of sheer hatred and filled with unimaginable strength, these creatures lurk in jungles near the sites of forgotten temples and palaces. (Sanctum Secorum Appendix N(ightmares))</p><p><strong>Demon-Saur:</strong> The desperate demons of Yoz, seeking vengeance against the voidlings (and soon, against each other), inscribed the demon-saur bones with terrible runes and assembled them into creaking, un-dead war-machines. (2017 Gongfarmers Almanac 1)</p><p><strong>Demon-Saur Ankyslosaurus:</strong> ?</p><p><strong>Demon-Saur Gigantosaur:</strong> ?</p><p><strong>Demon-Saur Raptor:</strong> ?</p><p><strong>Demon-Saur Spinosaurus:</strong> ?</p><p><strong>Demon-Saur Stegosaurus:</strong> ?</p><p><strong>Demon-Saur Triceraptops:</strong> ?</p><p><strong>Demon-Saur Tyrannosaurus:</strong> ?</p><p><strong>Demut:</strong> See Ghost, Demut.</p><p><strong>Desiccated Lover:</strong> ?</p><p><strong>Dire Wolf Undead:</strong> See Undead Dire Wolf.</p><p><strong>Doll Corn Husk Animated:</strong> See Animated Corn Husk Doll.</p><p><strong>Drenched:</strong> During the Times of the Ancients, mutations were nonexistent (or at most, rare), and thus many experiments were performed to try to alter and improve humanity’s genome. One such experiment was Operation Deep Six, an attempt to biologically introduce the ability to breathe underwater. The secret experimental laboratory was disguised as a nondescript oil-drilling derrick located in the gulf, where scientists could conduct their underwater research away from prying eyes. After years of genetic manipulation of a captive Architeuthus dux (giant squid), the Deep Six scientists cultivated a small squidlike creature capable of bestowing waterbreathing on a human subject. If the subject held the creature’s larvae in the mouth and allowed it to attach itself to the subject’s soft palate, the creature extracted breathable oxygen from the water for the subject, allowing them to function underwater. Although the experiments were promising, the researchers were unaware of another mutational effect: all those who underwent the process were now in metaconcert with each other and mind-linked to the host “parent”, which was now becoming overwhelmed with each new “voice” in its primitive brain. Enraged, the giant squid (nicknamed “The Sea-wraith”) broke loose from its captors and sent its mind-controlled thralls into the underwater research facility. Its minions forced the panicked scientists to join the hive-mind by dragging them into the seas, where they could either drown or accept one of the larva offspring, letting them live but as yet another mindless drone. (Dead In The Water (MCC RPG))</p><p><strong>Dwarf Spoil:</strong> See Spoil Dwarf.</p><p><strong>Eddie:</strong> ?</p><p><strong>Elahi the War Witch:</strong> See Mummy, Elahi the War Witch.</p><p><strong>Eldoris:</strong> See Vampire Bride of Blood, Eldoris.</p><p><strong>Elf Wraith:</strong> See Wraith Elf.</p><p><strong>Enchanted Staff:</strong> See Bronze-Handed Pharaoh, Staff, Enchanted Staff.</p><p><strong>Endoskeleton:</strong> These are the robotic endoskeletons of former cyborgs who had their skins burned off as punishment for their evil. (2017 Gongfarmers Almanac 1)</p><p><strong>Engine of Vengeance Undead:</strong> See Wraith Rider, Undead Engine of Vengeance.</p><p><strong>Enthralled:</strong> A shadow land of grey twilight, the Forest of Nedra exists between states of reality, filled with objects both half-formed and those seemingly etched into the fabric of creation itself. The forest does not have a permanent location, but instead slowly resolves throughout time in ancient groves as a spreading blight that acts as a gateway from the mortal world to the demesne of the chaos lords. Evil rumors of shades and fey magic carry into those lands the forest comes to border, and creatures captured and enthralled by its spreading gloom move and act with a dull, lifeless animation. (2017 Gongfarmers Almanac 2)</p><p><strong>Ento-Morlock, Insect-Ghoul Hybrid:</strong> At a moment when the party faces total destruction, Akhen-Am-Set draws the PCs’ souls/spirits/anima into a metaphysical limbo and there offers them undeath as an alternative to true death. (Dungeon Crawl Classics #80: Intrigue at the Court of Chaos)</p><p>If the PCs agree to serve Akhen-Am-Set, she teleports them to an underground desert tomb where they find blood-red clay sarcophagi, one for each PC and molded in their likenesses. The sarcophagi are perforated with thousands of small holes. The PCs lie in the sarcophagi and Akhen-Am-Set levitates the heavy lids into place. The PCs are not completely entombed as the perforations allow in light and air. But these holes are designed to admit something else: insects. The living mass at Akhen-Am-Set’s feet swarms into the sarcophagi and envelops the PCs. Hundreds of venomous insects administer stings that numb the PCs’ bodies and perceptions. The PCs’ deaths follow quickly, but they experience no sensation of it … (Dungeon Crawl Classics #80: Intrigue at the Court of Chaos)</p><p>Akhen-Am-Set raises the PCs as “ento-morlocks” – insect-ghoul hybrids – which gives them advantages in the arena. (Dungeon Crawl Classics #80: Intrigue at the Court of Chaos)</p><p><strong>Erasmus Cordwainer Blood:</strong> See Vampire, Erasmus Cordwainer Blood.</p><p><strong>Esselglam:</strong> See Ghost, Esselglam.</p><p><strong>Facious the Lich King:</strong> See Lich, Facious the Lich King.</p><p><strong>Familiar Rat Skeletal:</strong> See Skeletal Rat Familiar.</p><p><strong>Familiar Skeletal Rat:</strong> See Skeletal Rat Familiar.</p><p><strong>Fate Raven Giant Undead:</strong> See Undead Giant Fate Raven.</p><p><strong>Faustine:</strong> See Vampire Bride of Blood, Faustine.</p><p><strong>Fembot:</strong> ?</p><p><strong>Fiend in the Pit:</strong> Near the back of this cell is a now-undead serial killer, whose transgressions in life eventually brought him here to wither and die for his heinous crimes. (2017 Gongfarmers Almanac 2)</p><p><strong>Fire Breathing Zombie Rodents:</strong> See Zombie Rodents Fire Breathing, R.A.T.S., Rodents of Abnormal Talent and Size.</p><p><strong>Fire Warrior:</strong> ?</p><p><strong>First Among Liches:</strong> See Lich, Afgorkon, First Among Liches.</p><p><strong>Flaming Skeleton:</strong> See Burned Heretic, Flaming Skeleton.</p><p><strong>Flying Head:</strong> The ladies-in-waiting were once attendants of Lady Ilse. The Mad Prince had them beheaded and their heads secreted away. (Dungeon Crawl Classics #82: Bride of the Black Manse)</p><p><strong>Fright of Ghosts:</strong> See Ghost Fright of Ghosts.</p><p><strong>Frost-Burned Cryo-Lurker:</strong> See Cryo-Lurker Frost-Burned.</p><p><strong>Gage Vintner:</strong> See Gourd Puppet, Gage Vintner.</p><p><strong>Gage Vintner:</strong> See Spirit, Gage Vintner.</p><p><strong>Gary:</strong> See Skeletal Warrior, Gary.</p><p><strong>GAWBYCAID Within Host Cyber Ghoul:</strong> ?</p><p><strong>Gem-Fueled Corpse:</strong> See Corpse Gem-Fueled.</p><p><strong>Ghast:</strong> Wand of a Thousand Punishments activation critical success. (2015 Gongfarmer's Almanac 1-6)</p><p><strong>Ghastrista:</strong> See Ghoul Coffee Greater, Ghastrista.</p><p><strong>Ghost:</strong> Ghosts are the spirits of the dead who cannot rest. (Dungeon Crawl Classics RPG)</p><p>Despite their hostility, each ghost has its own reasons for retaining life in un-death, and yearns to be put to rest. (Dungeon Crawl Classics RPG)</p><p>The ghost was murdered violently and yearns to avenge its death. (Dungeon Crawl Classics RPG)</p><p>The ghost was buried apart from its spouse and wishes to be reunited with him or her. (Dungeon Crawl Classics RPG)</p><p>The ghost died searching for its child. (Dungeon Crawl Classics RPG)</p><p>The ghost was killed on a religious pilgrimage to a sacred location. (Dungeon Crawl Classics RPG)</p><p>The ghost died in search of a specific object. (Dungeon Crawl Classics RPG)</p><p>The ghost died on a mission for a superior. The nature of this mission could be military (e.g., to invade a nearby fort), religious (e.g., slay a vampire or convert a certain number of followers), civilian (e.g., carry a signed contract to a neighboring king), or something else. (Dungeon Crawl Classics RPG)</p><p>It died (1d4) (1) naturally of old age, (2) in a terrible accident, (3) bravely in combat, (4) violently and seeks revenge. (Dungeon Crawl Classics RPG)</p><p>This is where Ratvik imprisoned the young fishwife, and where—his advances spurned—he burned her alive. But Moira’s passion and fiery curses have proven stronger than Ratvik’s evil or madness; none of the charnel house’s dead can pass until Moira has been appeased. (Dungeon Crawl Classics #74: Blades Against Death)</p><p>Similarly, though the ghost of Moira bars the gates of death, this does not mean that all deaths have ceased in Punjar. Only those that die in close relation to the charnel pits are kept from their eternal reward (or punishment). (Dungeon Crawl Classics #74: Blades Against Death)</p><p>Today the charnel pits are suffused with Ratvik’s wicked spirit and the ghosts of a hundred other souls unable to pass Moira’s ghost to reach the lands of the dead. (Dungeon Crawl Classics #74: Blades Against Death)</p><p>If unconscious PCs are left behind, the ghosts converge on them. The PC must immediately begin to make a DC 10 Fort save each round. On a failed save, the PC perishes and rises in 1d4 rounds as a ghost. (Dungeon Crawl Classics #88.5: Curse of the Kingspire)</p><p>You are a tortured soul, cursed to live beyond the grave. You have returned from the next world to seek revenge or atonement for your past life. (2015 Gongfarmer's Almanac 1-6)</p><p><em>Animate Dead</em> spell 32+. (Dungeon Crawl Classics RPG)</p><p><em>Book of the Dead</em> spell. (Dungeon Crawl Classics #81: The One Who Watches From Below)</p><p>Un-Dead Crit 30+. (Dungeon Crawl Classics RPG)</p><p><strong>Ghost, Brandolyn Vintner:</strong> About 150 years ago, the elven artisan Lotrin Whitegrass, despite being betrothed to elven nobility, fell in love with the young, beautiful, and also-married human Brandolyn Vintner. Brandolyn, wife of the successful vigneron and wine maker Gage Vintner, attempted to keep the affair a secret but was eventually discovered by her husband. Enraged at her deception—and appalled at the thought of his wife coupling with an elf—Gage overpowered Brandolyn, and crushed her to death in his wine press. (Dungeon Crawl Classics Horror #1: They Served Brandolyn Red)</p><p>The decades passed and Gage Vintner eventually died with his murderous secret intact, but forbidden love, murder, and treachery have a strange way of resurfacing, demanding their malfeasance not be forgotten. Over a century after his death, Gage’s crypt was violated by Samhain the Corpse Harvester, a semi-sentient subterranean parasite that burrows into coffins and crypts and agglutinates limbs from corpses to form its own mass. Disturbing Gage’s evil bones ignited a spiritual conflagration, tearing the ethereal fabric that separates the living and the dead. Gage’s spirit began manipulating Samhain to inflict more spiteful destruction, thereby awakening Brandolyn’s soul, somehow still trapped in the device where her life was snuffed out. (Dungeon Crawl Classics Horror #1: They Served Brandolyn Red)</p><p><strong>Ghost, Demut:</strong> Desperate, Ilse sought aid from beyond this world and foul Mammon answered her call. In exchange for the promise of Ilse’s soul and a diabolic betrothal, Mammon tutored the young regent in a ritual of horrific proportions. (Dungeon Crawl Classics #82: Bride of the Black Manse)</p><p>On the appointed eve, Ilse transformed the entire manse into a magic circle. The moors were rent asunder, brimstone flared in the night, and – come dawn – Ilse stood as sole remaining scion of House Liis. (Dungeon Crawl Classics #82: Bride of the Black Manse)</p><p><strong>Ghost, Esselglam:</strong> ?</p><p><strong>Ghost, Ilse:</strong> Desperate, Ilse sought aid from beyond this world and foul Mammon answered her call. In exchange for the promise of Ilse’s soul and a diabolic betrothal, Mammon tutored the young regent in a ritual of horrific proportions. (Dungeon Crawl Classics #82: Bride of the Black Manse)</p><p>On the appointed eve, Ilse transformed the entire manse into a magic circle. The moors were rent asunder, brimstone flared in the night, and – come dawn – Ilse stood as sole remaining scion of House Liis. (Dungeon Crawl Classics #82: Bride of the Black Manse)</p><p><strong>Ghost, Joseph:</strong> Desperate, Ilse sought aid from beyond this world and foul Mammon answered her call. In exchange for the promise of Ilse’s soul and a diabolic betrothal, Mammon tutored the young regent in a ritual of horrific proportions. (Dungeon Crawl Classics #82: Bride of the Black Manse)</p><p>On the appointed eve, Ilse transformed the entire manse into a magic circle. The moors were rent asunder, brimstone flared in the night, and – come dawn – Ilse stood as sole remaining scion of House Liis. (Dungeon Crawl Classics #82: Bride of the Black Manse)</p><p>These phantoms are the spirits of Josef and Matias sacrificed by Lady Ilse on the night of the great summoning. (Dungeon Crawl Classics #82: Bride of the Black Manse)</p><p><strong>Ghost, Jost:</strong> Desperate, Ilse sought aid from beyond this world and foul Mammon answered her call. In exchange for the promise of Ilse’s soul and a diabolic betrothal, Mammon tutored the young regent in a ritual of horrific proportions. (Dungeon Crawl Classics #82: Bride of the Black Manse)</p><p>On the appointed eve, Ilse transformed the entire manse into a magic circle. The moors were rent asunder, brimstone flared in the night, and – come dawn – Ilse stood as sole remaining scion of House Liis. (Dungeon Crawl Classics #82: Bride of the Black Manse)</p><p><strong>Ghost, Kethe:</strong> Desperate, Ilse sought aid from beyond this world and foul Mammon answered her call. In exchange for the promise of Ilse’s soul and a diabolic betrothal, Mammon tutored the young regent in a ritual of horrific proportions. (Dungeon Crawl Classics #82: Bride of the Black Manse)</p><p>On the appointed eve, Ilse transformed the entire manse into a magic circle. The moors were rent asunder, brimstone flared in the night, and – come dawn – Ilse stood as sole remaining scion of House Liis. (Dungeon Crawl Classics #82: Bride of the Black Manse)</p><p><strong>Ghost, Lady Ursula:</strong> Desperate, Ilse sought aid from beyond this world and foul Mammon answered her call. In exchange for the promise of Ilse’s soul and a diabolic betrothal, Mammon tutored the young regent in a ritual of horrific proportions. (Dungeon Crawl Classics #82: Bride of the Black Manse)</p><p>On the appointed eve, Ilse transformed the entire manse into a magic circle. The moors were rent asunder, brimstone flared in the night, and – come dawn – Ilse stood as sole remaining scion of House Liis. (Dungeon Crawl Classics #82: Bride of the Black Manse)</p><p>Lady Ursula, her lover, and their men-at-arms were murdered here, drowned in the mere. (Dungeon Crawl Classics #82: Bride of the Black Manse)</p><p><strong>Ghost, Lifthrasir the Enchantress:</strong> Lifthrasir the Enchantress, like most of her spellcasting</p><p>ilk, spent her life in the pursuit of power, pillaging forgotten ruins for ancient incantations and delving into forbidden vaults to pry grimoires from their previous owners’ long-dead hands. But unlike many of her brethren, Lifthrasir was driven by the urge to create rather than destroy, and pursued arcane lore so she might inscribe her legend in the annals of history. She dreamed of crafting an object of magical power that would persist after her death and carry her name down the long roads of history. (Dungeon Crawl Classics #85: The Making of the Ghost Ring)</p><p>Unfortunately for Lifthrasir, dreams do not always come true and the required knowledge to create such an artifact long escaped her. As is wont to occur with wizards, her goal became a drive, and her drive became an obsession, leading her to take measures best avoided by rational beings. (Dungeon Crawl Classics #85: The Making of the Ghost Ring)</p><p>Calling up a potent infernal power, Maalbrilmorg the Hell Smith, Lifthrasir bargained with the evil crafter to acquire the incantations she required. Lifthrasir was not completely overwhelmed by her obsession, however, and succeeded in inserting a loophole in her contract with the Hell Smith: If she accomplished her goal before a year and a day passed, Maalbrilmorg could lay no claim upon the sorceress. Unbeknownst to Lifthrasir—but known by the demon-smith who sensed the illness growing—Lifthrasir was dying, the victim of a subtle, but highly malignant magical cancer the sorceress had unwittingly acquired as spell corruption. Maalbrilmorg easily agreed to the condition, knowing the sickness would claim Lifthrasir before she could finish her task. (Dungeon Crawl Classics #85: The Making of the Ghost Ring)</p><p>What Maalbrilmorg could not predict was Lifthrasir’s tenacity. The cancer killed the enchantress eleven months from the day of their agreement and the Hell Smith arrived to claim his due. The demon was nonplussed to discover Lifthrasir’s soul still determined to complete her work. Now lingering as a ghost, Lifthrasir cannot be reaped by Maalbrilmorg until the time limit of their bargain expires. (Dungeon Crawl Classics #85: The Making of the Ghost Ring)</p><p>Lifthrasir’s dedication to the goal was so strong she persisted as a ghost after her death. (Dungeon Crawl Classics #85: The Making of the Ghost Ring)</p><p><strong>Ghost, Matias:</strong> Desperate, Ilse sought aid from beyond this world and foul Mammon answered her call. In exchange for the promise of Ilse’s soul and a diabolic betrothal, Mammon tutored the young regent in a ritual of horrific proportions. (Dungeon Crawl Classics #82: Bride of the Black Manse)</p><p>On the appointed eve, Ilse transformed the entire manse into a magic circle. The moors were rent asunder, brimstone flared in the night, and – come dawn – Ilse stood as sole remaining scion of House Liis. (Dungeon Crawl Classics #82: Bride of the Black Manse)</p><p>These phantoms are the spirits of Josef and Matias sacrificed by Lady Ilse on the night of the great summoning. (Dungeon Crawl Classics #82: Bride of the Black Manse)</p><p><strong>Ghost, Pansy Roane:</strong> In time, the serpent-men’s demands grew and ultimately Pansy and her unborn child paid the price for Wade’s pride and avarice. (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing))</p><p>When Wade Roane killed his wife, he concealed her body in this root cellar, walling up the corpse behind the old stone walls. Interred in this crude grave, Pansy’s ghost has been unable to rest and only the discovery of its body and subsequent burial in a churchyard will end its un-dead existence. (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing))</p><p>Back in my Granny’s time, there t’was a couple that ran the grist mill on Pigsaw Creek. They t’were Pansy and Wade Roane, happy a pair as you ken. Pansy t’was kindling a young ‘en, tis said, and ol’ Wade t’was happy as a hog in slop at the thought of being a proud poppa. But tragedy, as it t’will do here in the hills, well it paid a visit to ‘em. (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing))</p><p>The spring thaw swelled the creeks and rivers that year, and the Pigsaw overflowed its banks. Pansy t’was coming back to the mill from temple and it’s said she misstepped along the creek banks and fell into the swollen waters. No one saw Pansy go in, but they a’heard her screams all the way back in town. That t’was the last time anyone heard from Pansy… alive anyway. (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing))</p><p>Breath. Breath. At long last, I have breath to speak. Breath to tell my tale and utter the secrets my husband wished hidden. Breath to declare his shame and his blasphemy. Breath to warn the living of a horror that lurks among them unnoticed. (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing))</p><p>Wade was a petty man, a cowardly man. He concerned himself more with what strangers thought of his fortunes than what I, his own wife, did. When the mill began to fail, Wade grew frantic, fearful he’d be seen as a failure by the people of Holler Hollow. That is what doomed him … and me. (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing))</p><p>Something met with Wade in the old caves under our lands. A creature from another, older time. A thing that should have crawled, yet walked like a man. That creature promised Wade a fortune in return for unspeakable service. My craven husband agreed all too readily, sealing the fate of both his wife and unborn child. He murdered me at the behest of that creature and sealed my bones in the root cellar’s wall. (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing))</p><p><strong>Ghost, Sabian:</strong> Desperate, Ilse sought aid from beyond this world and foul Mammon answered her call. In exchange for the promise of Ilse’s soul and a diabolic betrothal, Mammon tutored the young regent in a ritual of horrific proportions. (Dungeon Crawl Classics #82: Bride of the Black Manse)</p><p>On the appointed eve, Ilse transformed the entire manse into a magic circle. The moors were rent asunder, brimstone flared in the night, and – come dawn – Ilse stood as sole remaining scion of House Liis. (Dungeon Crawl Classics #82: Bride of the Black Manse)</p><p><strong>Ghost, The Nun:</strong> ?</p><p><strong>Ghost, The Priest:</strong> ?</p><p><strong>Ghost Banshee, Moira the Fishwife:</strong> A scant twenty years of age, Moira was already a mother when Ratvik the Mad stole her away. When she refused to join his court, Ratvik had her burned alive. With smoke searing her lungs, Moira cursed Ratvik to eternal un-death before succumbing to the flames and becoming un-dead herself. (Dungeon Crawl Classics #74: Blades Against Death)</p><p>This is where Ratvik imprisoned the young fishwife, and where—his advances spurned—he burned her alive. But Moira’s passion and fiery curses have proven stronger than Ratvik’s evil or madness; none of the charnel house’s dead can pass until Moira has been appeased. (Dungeon Crawl Classics #74: Blades Against Death)</p><p><strong>Ghost Blue Phantasm:</strong> ?</p><p><strong>Ghost Bone:</strong> Bone ghosts are created when a wizard, aspiring to become a lich in his afterlife, steals a bone from a recently-deceased individual and uses it in an arcane ritual. The wizard who took the bone may or may not have completed his transformation into a lich, but he still has possession of the dead man’s bone. The spirit of the recently deceased whose bone is defiled is forever doomed to walk the earth as a bone ghost, unless his missing bone can be returned to him. (Sanctum Secorum Appendix N(ightmares))</p><p><strong>Ghost Fright of Ghosts:</strong> ?</p><p><strong>Ghost Light:</strong> Personality 0 from a Ghost Light's Soulburn leads to death and returning as a Ghost Light. (Sanctum Secorum Appendix N(ightmares))</p><p><strong>Ghost Mindless:</strong> This cave was once used to bury evil chaos warriors from a bygone age. Now their ghosts have been awakened by the evil energies of the cult, and they wait here to attack interlopers. (Dungeon Crawl Classics #68: People of the Pit)</p><p>They have been awakened by the cult’s supernatural activities and are not inherently intelligent of their own accord. (Dungeon Crawl Classics #68: People of the Pit)</p><p><strong>Ghost of Moonricket Bridge:</strong> ?</p><p><strong>Ghost Spectral Chorister:</strong> ?</p><p><strong>Ghost Truck, Phantasmal Semi:</strong> ?</p><p><strong>Ghostly Scrivener:</strong> See Phantom Scrivener, Ghostly Scrivener.</p><p><strong>Ghoul:</strong> A ghoul is a corpse that will not die. Granted eternal locomotion by means of black magic or demoniac compulsion, these un-dead beasts roam in packs, hunting the night for living flesh. (Dungeon Crawl Classics RPG)</p><p>A creature killed by a ghoul is usually eaten. (Dungeon Crawl Classics RPG)</p><p>Those not eaten arise as ghouls on the next full moon unless the corpse is blessed. (Dungeon Crawl Classics RPG)</p><p>Smaller ghouls of 1 HD or less are formed from the corpses of goblins or kobolds, and larger ghouls of up to 8 HD are formed from the corpses of ogres, giants, bugbears, and such. (Dungeon Crawl Classics RPG)</p><p>A creature killed by a ghoul is usually eaten. Those not eaten arise as ghouls on the next full moon unless the corpse is blessed. (Dungeon Crawl Classics #96: The Tower of Faces)</p><p><em>Animate Dead</em> spell 32+. (Dungeon Crawl Classics RPG)</p><p><em>Book of the Dead</em> spell. (Dungeon Crawl Classics #81: The One Who Watches From Below)</p><p>Un-Dead Crit 30+. (Dungeon Crawl Classics RPG)</p><p><strong>Ghoul Angel:</strong> ?</p><p><strong>Ghoul Coffee Animated, Caffeinated Corpse:</strong> Raised by pouring a rare brew of ManaJava into a corpse’s mouth, these undead will only be animate for a short time unless they get more coffee … and they know it. (Crawling Under A Broken Moon Compilation)</p><p>Raise Mocha ManaJava. (Crawling Under A Broken Moon Compilation)</p><p><strong>Ghoul Coffee Greater, Ghastrista:</strong> ?</p><p><strong>Ghoul Cyber:</strong> After the great Search Engine War, the victorious search algorithm sent its web crawlers out to explore the last great frontier, the living brain. As the crawlers entered human minds and drained them of information, the search engine learned to keep the host bodies alive, fueling them by feeding off of other living targets – incidentally allowing the algorithm to spread. (Twisted Menagerie Manual)</p><p>Easily recognized by their twitching, shuddering gait and the wires that protrude from their flesh, cyber ghouls are far from common un-dead. Unlike traditional un-dead which are fueled by dark necromantic energies from vile dimensions and unholy powers, cyber ghouls are more correctly the “un-living”. While their host bodies may be technically dead, stolen thoughts and electrical impulses keep their muscles moving and their thoughts coursing through diseased minds. (Twisted Menagerie Manual)</p><p>Any intelligent creature may be transformed by the cyber ghouls and instances of larger ghouls of up to 10d5 HD are known to exist. (Twisted Menagerie Manual)</p><p>As part of their bite attack, cyber ghouls pull the memories from their victims. Each bite permanently drains 1 point of Intelligence and for every 5 points of lost Intelligence the victim also loses 1 level of experience. Victims drained to 0 Intelligence or below 0-level are infected with the World Crawler AI and transform into cyber ghouls. (Twisted Menagerie Manual)</p><p><strong>Ghoul Lacedon, Water-Dwelling Ghoul:</strong> <em>Animate Dead</em> spell 32+. (Dungeon Crawl Classics RPG)</p><p><strong>Ghoul Lay:</strong> See Zombie Monk of the Cyberhive, Zombie Monk, Lay Ghoul.</p><p><strong>Ghoul Serpent:</strong> The ghouls seem to shift about in their gray, lifeless skins. Indeed, the once-human form is merely a husk. Each ghoul is in process of molting into its true form. Damaging the ghoul speeds this process along, shearing away the ghoul’s skin, arms, legs, and head, revealing a large humanoid-headed snake hidden within the ghoul’s belly. (Dungeon Crawl Classics #66.5 Doom of the Savage Kings)</p><p>“Slaying” the ghoul frees the molting serpent. The snake-thing erupts from the corpse’s belly, striking out with long fangs. (Dungeon Crawl Classics #66.5 Doom of the Savage Kings)</p><p><strong>Ghoul Silver:</strong> The third pool shimmers with a silver light. Any living creature touching the placid waters recovers 1d20 [10] hit points and gains +1 point of Luck. (This effect can take place but once per character.) (Goodman Games 2019 Yearbook: Riders on the Phlogiston)</p><p>If a slain creature comes into contact with the waters, it immediately animates into a hellish, silvery ghoul that lunges to attack. (Goodman Games 2019 Yearbook: Riders on the Phlogiston)</p><p>Worse, due to the spray of the cascading spoil, any creature slain in the chamber animates the following round and lunges to the attack. (Goodman Games 2019 Yearbook: Riders on the Phlogiston)</p><p><strong>Ghoul Tomb:</strong> Any human that dies within the Tomb of Ulfheonar is cursed to rise as a tomb ghoul within 2d14 rounds. (Dungeon Crawl Classics #66.5 Doom of the Savage Kings)</p><p>The tomb ghouls are animated by the spirit of the serpent mound and cannot leave the mound. (Dungeon Crawl Classics #66.5 Doom of the Savage Kings)</p><p>The foul bite of a ghoul serpent inflicts necrosis; a victim must succeed on a DC 5 Fort save or take an additional 1 hp per hour as the dying flesh rapidly rots. The necrosis continues until the original wound is magically healed or the target dies (rising as a tomb ghoul upon the following dusk). (Dungeon Crawl Classics #66.5 Doom of the Savage Kings)</p><p><strong>Ghoul Water-Dwelling:</strong> See Ghoul Lacedon, Water-Dwelling Ghoul.</p><p><strong>Giant Undead Fate Raven:</strong> See Undead Giant Fate Raven.</p><p><strong>Gigantosaur Demon-Saur:</strong> See Demon-Saur Gigantosaur</p><p><strong>Gray Demon:</strong> See Demon Gray.</p><p><strong>Gretna:</strong> See Vampire Bride of Blood, Gretna.</p><p><strong>Grey:</strong> Agents of the Demi-Lich, these un-living forms comprise that sliver of a soul each has to give up to be able to leave the pass un-cursed. (2015 Gongfarmer's Almanac 1-6)</p><p>Greys who gather 5 luck points may duplicate themselves by mitosis as a free action, creating a duplicate Grey at full health. (2015 Gongfarmer's Almanac 1-6)</p><p><strong>Gribb-Kith Mummy:</strong> See Mummy Gribb-Kith.</p><p><strong>Gourd Puppet:</strong> To defend itself, Samhain will animate a gourd puppet out of the bones of Gage (and potentially others) using bodies harvested from the crypts above. (Dungeon Crawl Classics Horror #1: They Served Brandolyn Red)</p><p><strong>Gourd Puppet, Gage Vintner:</strong> To defend itself, Samhain will animate a gourd puppet out of the bones of Gage (and potentially others) using bodies harvested from the crypts above. (Dungeon Crawl Classics Horror #1: They Served Brandolyn Red)</p><p><strong>Gourd Puppet, Margrite Vintner:</strong> ?</p><p><strong>Grady:</strong> See Spirit Lingering, Squire Grady.</p><p><strong>Greater Charm Spirit:</strong> See Spirit Charm Greater.</p><p><strong>Greater Coffee Ghoul:</strong> See Ghoul Coffee Greater.</p><p><strong>Greater Power Wight:</strong> See Wight Power Greater, Reanimatronic Juggernaut Intellectual.</p><p><strong>Greater Spirit Charm:</strong> See Spirit Charm Greater.</p><p><strong>Grinder Burnie:</strong> See Wrath, Burnie “Corpse” Grinder, Corpse Grinder.</p><p><strong>Gruesome Lover:</strong> See The Gruesome Lover.</p><p><strong>Guile Pile:</strong> See Parts Pile Guile Pile.</p><p><strong>Hag of Hecate:</strong> ?</p><p><strong>Halfling Skeleton:</strong> See Skeleton Halfling.</p><p><strong>Hand Phantom Skeletal:</strong> See Phantom Skeletal Hand.</p><p><strong>Hand Reanimated Severed:</strong> See Reanimated Severed Hand.</p><p><strong>Hand Skeletal Phantom:</strong> See Phantom Skeletal Hand.</p><p><strong>Hant:</strong> Transparent spirits that emit a frigid aura of air, the “Hants” in the Deep Hollows are the un-dead spirits of the original inhabitants of the valleys. Slain in the lunar catastrophe that destroyed Luhsaal and decimated their civilization, some still cling to their homeland in the afterlife, attempting to drive away those who would settle in their wake. (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing))</p><p><strong>HARI:</strong> HARI, an artificial intelligence designed long ago to be a Human And Robot Interface. After HARI went offline in his first life, he found himself here, in charge of punishing wicked robot souls (if asked who assigned him this task, he enigmatically answers, “I did”). (2017 Gongfarmers Almanac 1)</p><p><strong>Haunt:</strong> ?</p><p><strong>Head Flying:</strong> See Flying Head.</p><p><strong>Headless Horseman:</strong> A hag of an evil coven had responded to the dying curse. She took Aennwyn by surprise, and tricked Wulffhard by magic on his arrival. With the two lovers bound by magic sleep, she started to proceed with a spell of her own: She began to reanimate the body of Urgmer, to make him the true headless horseman. (The Headless Horseman)</p><p><strong>Headless Lady:</strong> The ladies-in-waiting were once attendants of Lady Ilse. The Mad Prince had them beheaded and their heads secreted away. (Dungeon Crawl Classics #82: Bride of the Black Manse)</p><p><strong>Heap Skeletal:</strong> See Skeletal Heap.</p><p><strong>Heretic Burned:</strong> See Burned Heretic, Flaming Skeleton.</p><p><strong>Hobb Phantom:</strong> See Phantom Hobb.</p><p><strong>Hoppard, Becky Til:</strong> See Un-Dead Witch, Becky Til Hoppard.</p><p><strong>Horned Skeleton:</strong> See Skeleton Horned.</p><p><strong>Horror Skeletal Un-Dead:</strong> See Un-Dead Skeletal Horror.</p><p><strong>Horseman Headless:</strong> See Headless Horseman.</p><p><strong>Human/Serpent Hybrid Barrow Bones:</strong> See Barrow Bones Human/Serpent Hybrid.</p><p><strong>Hungry Dead:</strong> ?</p><p><strong>Hybrid Human/Serpent Barrow Bones:</strong> See Barrow Bones Human/Serpent Hybrid.</p><p><strong>Hybrid Insect-Ghoul:</strong> See Ento-morlock, Insect-Ghoul Hybrid.</p><p><strong>Ilse:</strong> See Ghost, Ilse.</p><p><strong>Incorporeal Undead:</strong> See Undead Incorporeal, Undead Non-Corporeal.</p><p><strong>Ink Wraith:</strong> See Wraith Ink.</p><p><strong>Insect-Ghoul Hybrid:</strong> See Ento-morlock, Insect-Ghoul Hybrid.</p><p><strong>Isadora:</strong> See Vampire Bride of Blood, Isadora.</p><p><strong>Janitor Lesser Power Wight:</strong> See Wight Power Lesser Janitor.</p><p><strong>Janitor Power Wight Lesser:</strong> See Wight Power Lesser Janitor.</p><p><strong>Janitor Wight Power Lesser:</strong> See Wight Power Lesser Janitor.</p><p><strong>Jester:</strong> See The Jester.</p><p><strong>Joseph:</strong> See Ghost, Joseph.</p><p><strong>Jost:</strong> See Ghost, Jost.</p><p><strong>Juju Zombie:</strong> See Zombie Juju.</p><p><strong>Junkyard Spirit:</strong> See Spirit Junkyard.</p><p><strong>Keeper Large Car Autogiest:</strong> See Autogiest Keeper Large Car.</p><p><strong>Kethe:</strong> See Ghost, Kethe.</p><p><strong>Killer Skull:</strong> See Skeleton Warrior, Killer Skull.</p><p><strong>Lacedon:</strong> See Ghoul Lacedon, Water-Dwelling Ghoul.</p><p><strong>Lady Baethor Liis:</strong> Driven by the love of her children, the matriarch of house Liis is returning to life. (Dungeon Crawl Classics #82: Bride of the Black Manse)</p><p><strong>Lady Headless:</strong> See Headless Lady.</p><p><strong>Lady Ursula:</strong> See Ghost, Lady Ursula.</p><p><strong>Lady Wight:</strong> See Wight Lady.</p><p><strong>Large Car Custom Autogiest:</strong> See Autogiest Custom Large Car.</p><p><strong>Large Car Keeper Autogiest:</strong> See Autogiest Keeper Large Car.</p><p><strong>Large Skeleton:</strong> See Skeleton Large.</p><p><strong>Lay Ghoul:</strong> See Zombie Monk of the Cyberhive, Zombie Monk, Lay Ghoul.</p><p><strong>Leaky:</strong> After a long life spent as a glorified transport for smarter AIs, Leaky is enjoying letting his new authority in the Abyss go to his head. (2017 Gongfarmers Almanac 1)</p><p><strong>Lesser Charm Spirit:</strong> See Spirit Charm Lesser.</p><p><strong>Lesser Power Wight:</strong> See Wight Power Lesser.</p><p><strong>Lesser Spirit Charm:</strong> See Spirit Charm Lesser.</p><p><strong>Lich:</strong> Among the followers of Eldrak of the Seven Hells, the most powerful and corrupt of wizards may be offered the opportunity to become a lich. Their mummified corpses are infused with the raw stuff of magic, and they rise again in a state of un-death, to observe the slow passage of eternity and to continue working their will upon the world. (Sanctum Secorum Appendix N(ightmares))</p><p><em>Animate Dead</em> spell 36+. (Dungeon Crawl Classics RPG)</p><p><strong>Lich, Afgorkon, First Among Liches:</strong> ?</p><p><strong>Lich, Annanita the Fashion Lich:</strong> ?</p><p><strong>Lich, Facious the Lich King:</strong> ?</p><p><strong>Lich Astroliche:</strong> ?</p><p><strong>Lich Robo-Lich, Cyber Shepherd:</strong> Reputedly crafted from deceased magic users, a robo-lich is a grizzly fusion of corpse and robot. They appear to be highly cybernetically augmented, semi-skeletal cadavers cut off at the waist and grafted onto tank tread platforms they use to move about. The lower left arm is replaced with a small plasma cannon and the right with a wicked looking robotic combat claw. (Twisted Menagerie Manual)</p><p>The Cyberhive is an intergalactic AI that inhabits multiple giant puedo-brains located all over the universe. Each brain is tasked with a specific purpose for increasing the knowledge of the whole. All brains are in constant communication and act as one being. (Umerican Survival Guide, Delve cover (DCC))</p><p>The brain on Urth is dedicated to understanding living beings’ concepts of life, death, the afterlife, and the taboos surrounding death. To facilitate this, it has currently chosen to reanimate the corpses of intelligent lifeforms with technomagical cybernetics. (Umerican Survival Guide, Delve cover (DCC))</p><p><strong>Lich Shogun:</strong> ?</p><p><strong>Lich Wizard 5, Skull-Or:</strong> Skull-Or was once a powerful and corrupt wizard-hero of Aetheria who cared only for personal power and advancement. Decades ago, the Masters of Aetheria took captive the evil wizard and imprisoned him in the bowels of Castle Oldskull where he learned the castle’s secret: it fed off the energies of spellcasters and lied to its heroes. The wizard escaped but had little strength left in his bones. Dying on the fields of the Dark Lands, the wizard called out to Sezrekan who extended the wizard’s life in exchange for the secrets of Castle Oldskull. The wizard rose again as the lich Skull-Or, pledging to deliver the castle into the hands of his patron ... and then destroy it. (Crawling Under A Broken Moon Compilation)</p><p><strong>Lifthrasir the Enchantress:</strong> See Ghost, Lifthrasir the Enchantress.</p><p><strong>Light Ghost:</strong> See Ghost Light.</p><p><strong>Liis, Lady Baethor:</strong> See Lady Baethor Liis.</p><p><strong>Limb Bot Severed:</strong> See Severed Bot Limb.</p><p><strong>Lingering Spirit:</strong> See Spirit Lingering.</p><p><strong>Living Stain:</strong> However, searching this area puts the PCs in range of the Living Stain, a sentient mixture of wine sediment and malevolent spirit spawned from the recent hauntings. (Dungeon Crawl Classics Horror #1: They Served Brandolyn Red)</p><p><strong>Lover Desiccated:</strong> See Desiccated Lover.</p><p><strong>Lover Gruesome:</strong> See The Gruesome Lover.</p><p><strong>Mad Wraith:</strong> See Wraith Mad.</p><p><strong>Man Chilly:</strong> See Chilly Man.</p><p><strong>Man-at-Arms:</strong> Lady Ursula, her lover, and their men-at-arms were murdered here, drowned in the mere. (Dungeon Crawl Classics #82: Bride of the Black Manse)</p><p><strong>Manager Project Undead:</strong> See Revenant Business, Undead Project Manager.</p><p><strong>Mannekill:</strong> Corpses that are mostly intact are dragged to the fitting rooms for conversion. (Crawling Under A Broken Moon Compilation)</p><p>The Fitting Rooms: This area smells faintly of burnt plastic and chemicals. Each of the fitting booths have been set up with full body moulds for embalming a body and coating it with plastic. (Crawling Under A Broken Moon Compilation)</p><p><strong>Margrite Vintner:</strong> See Gourd Puppet, Margrite Vintner.</p><p><strong>Matias:</strong> See Ghost, Matias.</p><p><strong>Mechanic:</strong> See Autogiest Custom Large Car, The Mechanic.</p><p><strong>Medium Skeleton:</strong> See Skeleton Medium.</p><p><strong>Melting Zombie:</strong> See Zombie Melting.</p><p><strong>Mindless Ghost:</strong> See Ghost Mindless.</p><p><strong>Mindless Un-Dead:</strong> See Un-Dead Mindless.</p><p><strong>Minion Vehicle:</strong> Autogeist Animate Minions power. (Twisted Menagerie Manual)</p><p><strong>Mnom-Mothot:</strong> See Mummy, Mnom-Mothot.</p><p><strong>Mocking Shade:</strong> See Shade Mocking.</p><p><strong>Moira the Fishwife:</strong> See Ghost Banshee, Moira the Fishwife.</p><p><strong>Monk of the Cyberhive Zombie:</strong> See Zombie Monk of the Cyberhive, Zombie Monk.</p><p><strong>Monk Zombie:</strong> See Zombie Monk of the Cyberhive, Zombie Monk.</p><p><strong>Monster Zombie:</strong> See Zombie Monster.</p><p><strong>Moonricket Bridge Ghost:</strong> See Ghost of Moonricket Bridge.</p><p><strong>Mummified Toad:</strong> Originally intended to house the elite faithful of the cult’s adherents, its limited numbers and their proclivity in slothfulness meant that only two were ever interred here. This is good news for the adventurers, as the unholy power of Schaphigroadaz has reanimated their remains in strange forms. Two rounds after the party enters this chamber, two of the niches’ doors crash to the floor and mummified toads spring out. (Dungeon Crawl Classics #77: The Croaking Fane)</p><p><strong>Mummy:</strong> Draped in funereal wraps with misshapen lumps of preserved flesh shifting within, the mummy is a corpse preserved into un-death by strange oils, dangerous spices, and unknowable chants. (Dungeon Crawl Classics RPG)</p><p>For each individual hung on the [hanging] tree, elsewhere a corpse springs into an animated parody of life, becoming a skeleton, mummy, wight, spectre, or the like. (NIGHT SOIL #zero — for the DCC RPG (Dungeon Crawl Classics) — INNER HAM)</p><p><em>Animate Dead</em> spell 32+. (Dungeon Crawl Classics RPG)</p><p><strong>Mummy, Elahi the War Witch:</strong> Centuries under the thrall of the jewel after being burned at the stake, has transformed Elahai from a powerful witch into a powerful mummy. (2015 Gongfarmer's Almanac 1-6)</p><p><strong>Mummy, Mnom-Mothot:</strong> ?</p><p><strong>Mummy Gribb-Kith:</strong> ?</p><p><strong>Mummy Xeno-Mummy:</strong> Aliens from beyond the grave stalk the nights of Umerica. Their corpses animated by unknown energies within their wrappings, xeno mummies are puppeteered by their funerary dressings in an effort to collect the energies required to maintain their preservation fields. (Twisted Menagerie Manual)</p><p>The humanoid shapes of this long dead alien species are preserved within strange mylar-ic wrappings. Covered from oblong head to pointed toe in alien glyphs and scrawls, these creatures give off a faint, blue luminescence visible at 20 feet. Whatever strange funerary rites these aliens undergo leaves their blackened, husk-like faces exposed to the air and their shark-like mouths hanging open (when not actively tearing the flesh of a victim). (Twisted Menagerie Manual)</p><p><strong>Necrosaur:</strong> As one of the Oblivion Syndicate’s greatest warriors, this H’Grungthorr was chosen by the evil Perilous Couple to receive the most profane blessings of their death-cult. Now, H’Grungthorr has been transformed into a ferocious, thanatos-powered, life-hating warrior known as THE NECROSAUR. (2016 Gongfarmer's Almanac 1-8)</p><p><strong>NecroTech Enhanced Corpse:</strong> See Wight Power Lesser, NecroTech Enhanced Corpse.</p><p><strong>Non-Corporeal Undead:</strong> See Undead Incorporeal, Undead Non-Corporeal.</p><p><strong>Nun:</strong> See Ghost, The Nun.</p><p><strong>Nurse Greater Power Wight:</strong> See Wight Power Greater Nurse.</p><p><strong>Nurse Power Wight Greater:</strong> See Wight Power Greater Nurse.</p><p><strong>Nurse Wight Power Greater:</strong> See Wight Power Greater Nurse.</p><p><strong>Ogre Zombie:</strong> See Zombie Ogre.</p><p><strong>Ooze Corpse:</strong> See Corpse Ooze.</p><p><strong>Ophelia:</strong> See Vampire Bride of Blood, Ophelia.</p><p><strong>Ossuary Cloud:</strong> ?</p><p><strong>Owl Soul:</strong> See Soul Owl.</p><p><strong>Ox-Headed Barrow Bones:</strong> See Barrow Bones Ox-Headed.</p><p><strong>Pansy Roane:</strong> See Ghost, Pansy Roane.</p><p><strong>Parts Pile, Swarm of Reanimated Parts:</strong> ?</p><p><strong>Parts Pile Guile Pile:</strong> ?</p><p><strong>Patricia:</strong> See Vampire Bride of Blood, Patricia.</p><p><strong>Petrol Zombie:</strong> See Zombie Petrol.</p><p><strong>Phagent:</strong> Phagents worshipped Pestilence in life and now serve her in death by spreading death and disease. (Foe Folio)</p><p>If a creature’s Stamina is reduced to 0 by a phagent, they become a phagent in 2d6 turns. Any Stamina loss by a Phagent returns at 1 point per day of complete rest. (Foe Folio)</p><p><strong>Phantasm:</strong> ?</p><p><strong>Phantasm Blue:</strong> See Ghost Blue Phantasm.</p><p><strong>Phantasmal Semi:</strong> See Ghost Truck, Phantasmal Semi.</p><p><strong>Phantom:</strong> ?</p><p><strong>Phantom Blue:</strong> This is where Ratvik imprisoned the young fishwife, and where—his advances spurned—he burned her alive. But Moira’s passion and fiery curses have proven stronger than Ratvik’s evil or madness; none of the charnel house’s dead can pass until Moira has been appeased. (Dungeon Crawl Classics #74: Blades Against Death)</p><p>Similarly, though the ghost of Moira bars the gates of death, this does not mean that all deaths have ceased in Punjar. Only those that die in close relation to the charnel pits are kept from their eternal reward (or punishment). (Dungeon Crawl Classics #74: Blades Against Death)</p><p>Today the charnel pits are suffused with Ratvik’s wicked spirit and the ghosts of a hundred other souls unable to pass Moira’s ghost to reach the lands of the dead. (Dungeon Crawl Classics #74: Blades Against Death)</p><p><strong>Phantom Hobb:</strong> The uneasy spirits of the Hobb clan are trapped in Sour Spring Hollow, hungry and hateful. (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing))</p><p><strong>Phantom Scrivener, Ghostly Scrivener:</strong> This is where Ratvik imprisoned the young fishwife, and where—his advances spurned—he burned her alive. But Moira’s passion and fiery curses have proven stronger than Ratvik’s evil or madness; none of the charnel house’s dead can pass until Moira has been appeased. (Dungeon Crawl Classics #74: Blades Against Death)</p><p>Similarly, though the ghost of Moira bars the gates of death, this does not mean that all deaths have ceased in Punjar. Only those that die in close relation to the charnel pits are kept from their eternal reward (or punishment). (Dungeon Crawl Classics #74: Blades Against Death)</p><p>Today the charnel pits are suffused with Ratvik’s wicked spirit and the ghosts of a hundred other souls unable to pass Moira’s ghost to reach the lands of the dead. (Dungeon Crawl Classics #74: Blades Against Death)</p><p><strong>Phantom Skeletal Hand:</strong> ?</p><p><strong>Pharaoh Bronze-Handed:</strong> See Bronze-Handed Pharaoh.</p><p><strong>Pharaoh's Skull:</strong> See Bronze-Handed Pharaoh, Pharaoh's Skull.</p><p><strong>Plague Specter:</strong> See Specter Plague.</p><p><strong>Plague Zombie:</strong> See Zombie Plague.</p><p><strong>Portia:</strong> See Vampire Bride of Blood, Portia.</p><p><strong>Power Wight:</strong> See Wight Power.</p><p><strong>Power Wight Greater:</strong> See Wight Power Greater, Reanimatronic Juggernaut Intellectual.</p><p><strong>Prejudged Soul:</strong> See Soul Prejudged.</p><p><strong>Priest:</strong> See Ghost, The Priest.</p><p><strong>Project Manager Undead:</strong> See Revenant Business, Undead Project Manager.</p><p><strong>Puppet Gourd:</strong> See Gourd Puppet.</p><p><strong>R.A.T.S.:</strong> See Zombie Rodents Fire Breathing, R.A.T.S., Rodents of Abnormal Talent and Size.</p><p><strong>Rail Wraith:</strong> See Wraith Rail.</p><p><strong>Raptor Demon-Saur:</strong> See Demon-Saur Raptor.</p><p><strong>Rat Familiar Skeletal:</strong> See Skeletal Rat Familiar.</p><p><strong>Ratvik the Mad:</strong> A scant twenty years of age, Moira was already a mother when Ratvik the Mad stole her away. When she refused to join his court, Ratvik had her burned alive. With smoke searing her lungs, Moira cursed Ratvik to eternal un-death before succumbing to the flames and becoming un-dead herself. (Dungeon Crawl Classics #74: Blades Against Death)</p><p>This is where Ratvik imprisoned the young fishwife, and where—his advances spurned—he burned her alive. But Moira’s passion and fiery curses have proven stronger than Ratvik’s evil or madness; none of the charnel house’s dead can pass until Moira has been appeased. (Dungeon Crawl Classics #74: Blades Against Death)</p><p><strong>Rave Zombie:</strong> See Zombie Rave.</p><p><strong>Raven Fate Giant Undead:</strong> See Undead Giant Fate Raven.</p><p><strong>Reanimated Severed Hand:</strong> ?</p><p><strong>Reanimatronic Juggernaut Intellectual:</strong> See Wight Power Greater, Reanimatronic Juggernaut Intellectual.</p><p><strong>Reidmar:</strong> Long ago, Reidmar was a member of the Seelie Court. An aristocratic lord of his own faerie mound, Talla Aghmhor, or Happy Hall, indeed Reidmar’s personality was reflected in the name of his dwelling -- he was joyous, happy, and kind. (Angels, Daemons & Beings Between Volume 2: Elfland Edition)</p><p>Legend claims that during one evening of feasting, Talla Aghmhor was called upon by a wandering troubadour. The faerie minstral must have had darkness in his heart to sing a melancholy tale of fey lovers killed by internecine rivalry. Reidmar was furious that such an unhappy tale was told in his Joyous Court. Courtiers openly wept and the psychic shock took a deep hold on Reidmar as well. (Angels, Daemons & Beings Between Volume 2: Elfland Edition)</p><p>At that moment, the unending joy was somehow sundered in famed Talla Aghmhor. Some placed blame the undoing of Talla Aghmhor at the minstrel’s feet, suggesting that the act was malicious and planned by archrivals in the Unseelie Court. Others suggested that the happiness of the place flowed from its faerie king, Reidmar. Once his joyous reverie was broken, so too was Talla Aghmhor. (Angels, Daemons & Beings Between Volume 2: Elfland Edition)</p><p>The next evening all of Talla Aghmhor attempted to continue on as before. Reidmar feigned happiness but in secret was tortured by the death of the faerie lovers in the minstrel’s tale. In private, he began consulting spirits and sages to discover what happens to faeries when they die. Conventional wisdom indicated that faeries join the Unseelie Court upon death. Other tales were far worse, only suggesting that the fey’s soul dissolves and everyone forgets that the departed ever existed. (Angels, Daemons & Beings Between Volume 2: Elfland Edition)</p><p>This knowledge was too much for Reidmar. The possibility of turning to something so diametrically opposed to his own way of life gnawed at Reidmar’s fey soul. Unseelie faeries are cruel, evil and hateful. The alternate fate seemed even more excruciating - to be gone from all memory. (Angels, Daemons & Beings Between Volume 2: Elfland Edition)</p><p>Later a sorcerer of no mean skill was a guest at Talla Aghmhor. Deep in his cups and having consumed faerie wine, the sorcerer lost all propriety and told of magic that would stave off death forever. Reidmar wrung the secrets from the sorcerer with wine and promises, and later on, threats and torture. (Angels, Daemons & Beings Between Volume 2: Elfland Edition)</p><p>Armed with the arcane formulae, Reidmar set about to manifest its dark magicks at whatever the cost. It was all a success, but obtained at great cost. Reidmar has become everything he feared -- a withered skeletal faerie with rotting wings, glowing bones, clawed hands and black pits lit with evil energy where eyes used to be. He is now neither Seelie nor Unseelie. He exists as something altogether separate, his soul hidden away in a small iron chest. The absence of his soul renders him immune to the laws and traditions of the Faerie Courts. Death will not take him and the Faerie Courts fear him. (Angels, Daemons & Beings Between Volume 2: Elfland Edition)</p><p><strong>Retainer Zombie:</strong> See Zombie Retainer.</p><p><strong>Revenant:</strong> If a PC is slain while wearing the ring, and it is looted, his body will rise as a zombie-like revenant to recover the ring. (2017 Gongfarmers Almanac 7)</p><p>Any character who dies wearing the ring will rise as an un-dead being if the ring is subsequently taken. (2017 Gongfarmers Almanac 7)</p><p><strong>Revenant Business, Undead Project Manager:</strong> The Business Revenant is a creature from the distant past. A human kept alive to complete a long forgotten project by advanced technology. (Crawling Under A Broken Moon Compilation)</p><p><strong>Rider Wraith:</strong> See Wraith Rider, Undead Engine of Vengeance.</p><p><strong>Rj’Nimajneb~Yor:</strong> See Demilich, Rj’Nimajneb~Yor.</p><p><strong>Roaming Spirit:</strong> See Spirit Roaming.</p><p><strong>Roane, Pansy:</strong> See Ghost, Pansy Roane.</p><p><strong>Robo-Lich:</strong> See Lich Robo-Lich, Cyber Shepherd.</p><p><strong>Robodemon:</strong> ?</p><p><strong>Rockin' Wraith:</strong> See Wraith Rockin'.</p><p><strong>Rodents of Abnormal Talent and Size:</strong> See Zombie Rodents Fire Breathing, R.A.T.S., Rodents of Abnormal Talent and Size.</p><p><strong>Rodents Zombie Fire Breathing:</strong> See Zombie Rodents Fire Breathing, R.A.T.S., Rodents of Abnormal Talent and Size.</p><p><strong>Sabian:</strong> See Ghost, Sabian.</p><p><strong>Scrivener Ghostly:</strong> See Phantom Scrivener, Ghostly Scrivener.</p><p><strong>Scrivener Phantom:</strong> See Phantom Scrivener, Ghostly Scrivener.</p><p><strong>Semi Phantasmal:</strong> See Ghost Truck, Phantasmal Semi.</p><p><strong>Seneschal:</strong> See The Seneschal.</p><p><strong>Serpent Ghoul:</strong> See Ghoul Serpent.</p><p><strong>Serpent Man Undead:</strong> See Undead Serpent Man.</p><p><strong>Serpent/Human Hybrid Barrow Bones:</strong> See Barrow Bones Human/Serpent Hybrid.</p><p><strong>Severed Bot Limb:</strong> The limbs have all been violently severed from the original robots’ bodies, leaving the limbs with an unstoppable desire to be reattached to anything moving. (2017 Gongfarmers Almanac 1)</p><p><strong>Severed Hand Reanimated:</strong> See Reanimated Severed Hand.</p><p><strong>Shadder:</strong> The creatures are shadders: former men cursed to be deformed and changed into abominable grotesques that can only be seen as dark outlines among the narrow cracks and crevices of the tunnel. (Goodman Games 2019 Yearbook: Riders on the Phlogiston)</p><p><strong>Shade:</strong> ?</p><p><strong>Shade Blast:</strong> Often mistaken for harmless “nuclear shadows” from the Great Cataclysm when holding still, these angry spirits are born from unfulfilled desires shattered by an early death at the hands of an atomic level explosion. The embittered soul reanimates the scorched shadow remnants of their body to torment those who are still alive. (Twisted Menagerie Manual)</p><p><strong>Shade Mocking:</strong> ?</p><p><strong>Shadow:</strong> In the hoary depths of the Nine Hells, vengeful lich lords send damnable vassals on mortal errands. Thus born is the shadow: a simple-minded un-dead that materializes in the crepuscular hours lit by neither sun nor moon. (Dungeon Crawl Classics RPG)</p><p>Die within one day per shot of Nexpresso taken. (Crawling Under A Broken Moon Compilation)</p><p><em>Animate Dead</em> spell 32+. (Dungeon Crawl Classics RPG)</p><p><em>Book of the Dead</em> spell. (Dungeon Crawl Classics #81: The One Who Watches From Below)</p><p><strong>Shogun Lich:</strong> See Lich Shogun.</p><p><strong>Silver Ghoul:</strong> See Ghoul Silver.</p><p><strong>Silver Skull-Possessed Zombie:</strong> See Zombie Silver Skull-Possessed.</p><p><strong>Silver Zombie:</strong> See Zombie Silver.</p><p><strong>Skeletal Army Damned:</strong> ?</p><p><strong>Skeletal Hand Phantom:</strong> See Phantom Skeletal Hand.</p><p><strong>Skeletal Heap:</strong> <em>Skeletal Heap</em> spell. (2016 Gongfarmer's Almanac 1-8)</p><p><strong>Skeletal Horror Un-Dead:</strong> See Un-Dead Skeletal Horror.</p><p><strong>Skeletal Rat Familiar:</strong> ?</p><p><strong>Skeletal Troubador:</strong> ?</p><p><strong>Skeletal Warrior:</strong> You are a warrior of a bygone age, a casualty of a battle long-forgotten. You have been risen from your grave to fight once more by some foul necromancy, and you march on to battle without fear of death. (2015 Gongfarmer's Almanac 1-6)</p><p><strong>Skeletal Warrior, Gary:</strong> Gary was an adventurer from bygone days but his success as one ended in the Space Needle as he and his group ran afoul of a powerful Necromancer. During Gary’s resurrection something funky happened and he retained all of his intelligence and freewill which he quickly turned on his new-found master and slew him. (Crawling Under A Broken Moon Compilation)</p><p><strong>Skeleton:</strong> Brittle bones held together by eldritch energies, skeletons are un-dead creatures raised from the grave to do disservice to the living. (Dungeon Crawl Classics RPG)</p><p>The skeletons of larger or small creatures—from goblins to giants—may have less than 1 HD or up to 12 HD. Skeletons can be animated by many means, and some have special traits. (Dungeon Crawl Classics RPG)</p><p>The water conceals hundreds of skeletons – victims of the Mad Prince. Careful prodding reveals the thousands of bones; nearly all were once humans, though the skeletons of war dogs and horses also lie amidst the carnage. (Dungeon Crawl Classics #82: Bride of the Black Manse)</p><p>All of the skeletons are the remnants of a single mass sacrifice – the Mad Prince’s attempt to stave off her devil’s bargain. The offering failed and their souls remain trapped within the vile manse. (Dungeon Crawl Classics #82: Bride of the Black Manse)</p><p>Searching the bones discovers a sheathed dagger near one and a silver ring with an onyx stone (15 gp value) on another. If this ring is removed, the skeleton animates and attacks. (2017 Gongfarmers Almanac 7)</p><p>For each individual hung on the [hanging] tree, elsewhere a corpse springs into an animated parody of life, becoming a skeleton, mummy, wight, spectre, or the like. (NIGHT SOIL #zero — for the DCC RPG (Dungeon Crawl Classics) — INNER HAM)</p><p><em>Animate Dead</em> spell 16+. (Dungeon Crawl Classics RPG)</p><p><em>Book of the Dead</em> spell. (Dungeon Crawl Classics #81: The One Who Watches From Below)</p><p>Un-Dead Crit 30+. (Dungeon Crawl Classics RPG)</p><p><strong>Skeleton Chain:</strong> Revenge is the only force that motivates the spirits of these dead slaves. (Perils of the Sunken City (DCC RPG))</p><p><strong>Skeleton Butler:</strong> <em>Skeletal Attendant</em> spell. (Umerican Survival Guide, Delve cover (DCC))</p><p><strong>Skeleton Court:</strong> ?</p><p><strong>Skeleton Flaming:</strong> See Burned Heretic, Flaming Skeleton.</p><p><strong>Skeleton Halfling:</strong> ?</p><p><strong>Skeleton Horned:</strong> ?</p><p><strong>Skeleton Large:</strong> ?</p><p><strong>Skeleton Medium:</strong> ?</p><p><strong>Skeleton Medium Skin Horror:</strong> ?</p><p><strong>Skeleton of Unknown Origin:</strong> Birthed from the bones of a dead something from long ago, the skeletal creature is intent on destroying all life it encounters. Perhaps if it is defeated, clues to what the creature was and where it came from can be discovered amongst its old bones. (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing))</p><p><strong>Skeleton Small:</strong> ?</p><p><strong>Skeleton Small Skin Horror:</strong> ?</p><p><strong>Skeleton Warrior, Killer Skull:</strong> ?</p><p><strong>Skin Horror Small Skeleton:</strong> See Skeleton Small Skin Horror.</p><p><strong>Skin Horror Medium Skeleton:</strong> See Skeleton Medium Skin Horror.</p><p><strong>Skull Killer:</strong> See Skeleton Warrior, Killer Skull.</p><p><strong>Skull Pharaoh's:</strong> See Bronze-Handed Pharaoh, Pharaoh's Skull.</p><p><strong>Skull Swarm:</strong> ?</p><p><strong>Skull-Or:</strong> See Lich Wizard 5, Skull-Or.</p><p><strong>Small Skeleton:</strong> See Skeleton Small.</p><p><strong>Soul Owl:</strong> These owls are soul fragments of Shange’s victims, trapped between life and death by the mixed power of the blooddrinker’s curse and the lingering magic of the spoil in area 1-9. (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing))</p><p><strong>Soul Prejudged:</strong> The prejudged souls are recently deceased followers of the Ascended God, many still bearing the visible wounds of their demise. They are technically dead mortals on their way to their afterlife. (Dungeon Crawl Classics #82: Bride of the Black Manse)</p><p><strong>Specter, Spectre:</strong> For each individual hung on the [hanging] tree, elsewhere a corpse springs into an animated parody of life, becoming a skeleton, mummy, wight, spectre, or the like. (NIGHT SOIL #zero — for the DCC RPG (Dungeon Crawl Classics) — INNER HAM)</p><p><strong>Specter Plague:</strong> On occasion, overzealous followers of the Red Death find themselves transformed into a twisted mockery of life. Their humanoid form is replaced by a skeletal-crimson mist. These mists normally inhabit the Land of the Flies, native plane to the Red Death, but there are exceptions. The specters are sometimes sent to defend the faithful or form spontaneously where plague has gone unchecked in heavily populated areas. (Sanctum Secorum Appendix N(ightmares))</p><p><strong>Specter Weeping:</strong> ?</p><p><strong>Spectral Chorister:</strong> See Ghost Spectral Chorister.</p><p><strong>Spectre:</strong> See Specter, Spectre.</p><p><strong>Spinosaurus Demon-Saur:</strong> See Demon-Saur Spinosaurus.</p><p><strong>Spirit, Gage Vintner:</strong> About 150 years ago, the elven artisan Lotrin Whitegrass, despite being betrothed to elven nobility, fell in love with the young, beautiful, and also-married human Brandolyn Vintner. Brandolyn, wife of the successful vigneron and wine maker Gage Vintner, attempted to keep the affair a secret but was eventually discovered by her husband. Enraged at her deception—and appalled at the thought of his wife coupling with an elf—Gage overpowered Brandolyn, and crushed her to death in his wine press. (Dungeon Crawl Classics Horror #1: They Served Brandolyn Red)</p><p>The decades passed and Gage Vintner eventually died with his murderous secret intact, but forbidden love, murder, and treachery have a strange way of resurfacing, demanding their malfeasance not be forgotten. Over a century after his death, Gage’s crypt was violated by Samhain the Corpse Harvester, a semi-sentient subterranean parasite that burrows into coffins and crypts and agglutinates limbs from corpses to form its own mass. Disturbing Gage’s evil bones ignited a spiritual conflagration, tearing the ethereal fabric that separates the living and the dead. (Dungeon Crawl Classics Horror #1: They Served Brandolyn Red)</p><p><strong>Spirit Charm Greater:</strong> ?</p><p><strong>Spirit Charm Lesser:</strong> ?</p><p><strong>Spirit Junkyard:</strong> ?</p><p><strong>Spirit Lingering, Squire Grady:</strong> This cabin was the home of Squire Grady, a stubborn Shudfolk farmer who, despite the warnings of others, laid claim to a cursed plot of land in the Deep Hollows. Squire Grady, cantankerous and unyielding as the mountains themselves, refused to be driven off by the ghosts who haunt the land and even in death refuses to relinquish his claim. (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing))</p><p><strong>Spirit Roaming:</strong> The Living Graveyard: Beneath the mushroom caps and the thick mist lies a ghostly sanctuary for spirits that have been trapped here for millennia. As a result of being in a realm of chaotic magic, anyone who perishes beneath the mist does not die immediately - they are transformed into spirits to roam the area in ghostly form. (Gongfarmers Almanac 2017 3)</p><p><strong>Spoil Dwarf:</strong> This cave is a spoil, one of the residual deposits of Hsaalian magic that survived the destruction of the Luhsaal (see The Chained Coffin Companion p. 2). The decaying lunar sorcery has strange effects on persons and objects exposed to its radiance, and the dwarves here are no exception. (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing))</p><p>Originally a band of prospectors, these six dwarves found the gold vein in area 1-8, but were discovered in turn by Shange before they could make much progress mining it. Shange, still seeking to understand the spoil’s power, killed the dwarves but restrained himself from drinking their blood. Instead he left their corpses inside the spoil and was amused when they arose with a semblance of life. (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing))</p><p>Haggard-seeming dwarves with ebon eyes and gaunt appearance, spoiled dwarves bear the wounds that killed them. Animated in a grim semblance of life by the spoil, these undead miners can strike with their tools to break the limbs of opponents. (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing))</p><p>The spoil’s magic maintains the un-dead dwarves’ animated state and they cannot move more than 50’ away from area 1-9. (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing))</p><p><strong>Squire Grady:</strong> See Spirit Lingering, Squire Grady.</p><p><strong>Staff:</strong> See Bronze-Handed Pharaoh, Staff, Enchanted Staff.</p><p><strong>Staff Enchanted:</strong> See Bronze-Handed Pharaoh, Staff, Enchanted Staff.</p><p><strong>Stain Living:</strong> See Living Stain.</p><p><strong>Stegosaurus Demon-Saur:</strong> See Demon-Saur Stegosaurus.</p><p><strong>Sugar Zombie:</strong> See Zombie Sugar.</p><p><strong>Swamp Zombie:</strong> See Zombie Swamp.</p><p><strong>Swarm of Reanimated Parts:</strong> See Parts Pile, Swarm of Reanimated Parts.</p><p><strong>Swarm Skull:</strong> See Skull Swarm.</p><p><strong>Temple Wrack:</strong> Temple wracks are remnants of those foolish enough to plunder sacred places of worship. They’re cursed to an eternal unlife wracked in pain as part of their punishment. (Sanctum Secorum Appendix N(ightmares))</p><p><strong>The Gruesome Lover:</strong> Lady Ursula, her lover, and their men-at-arms were murdered here, drowned in the mere. (Dungeon Crawl Classics #82: Bride of the Black Manse)</p><p><strong>The Jester:</strong> ?</p><p><strong>The Mechanic:</strong> See Autogiest Custom Large Car, The Mechanic.</p><p><strong>The Nun:</strong> See Ghost, The Nun.</p><p><strong>The Priest:</strong> See Ghost, The Priest.</p><p><strong>The Seneschal:</strong> The strange, withered man is the embodied spirit of the manse – the psychic torment of the house made manifest in the flesh. Though appearing real for all intents, this is the spectral manifestation of the manse’s wicked past: the Seneschal. (Dungeon Crawl Classics #82: Bride of the Black Manse)</p><p><strong>Thing of the Undercroft:</strong> See Bone Golem, Thing of the Undercroft.</p><p><strong>Titan Chaos Un-Dead</strong> See Un-Dead Chaos Titan.</p><p><strong>Toad Mummified:</strong> See Mummified Toad.</p><p><strong>Tomb Ghoul:</strong> See Ghoul Tomb.</p><p><strong>Troubador Skeletal:</strong> See Skeletal Troubador.</p><p><strong>Triceraptops Demon-Saur:</strong> See Demon-Saur Triceraptops.</p><p><strong>Truck Ghost:</strong> See Ghost Truck, Phantasmal Semi.</p><p><strong>Tyrannosaurus Demon-Saur:</strong> See Demon-Saur Tyrannosaurus.</p><p><strong>Umbral:</strong> Umbrals are the shades of thieves and assassins. (Foe Folio)</p><p><strong>Un-Dead Aquatic:</strong> When Ru was an island, this region was home to a large, beautiful necropolis filled with ornate mausoleums and elegant marble tombs. Every Ruean was interred here upon his or her death, their mortal remains spending eternity with those of their ancestors. In the cataclysm that sank Ru, the necropolis was devastated by the disasters, its mausoleums and tombs shattered and the sleep of the dead disturbed. (Dungeon Crawl Classics #75: The Sea Queen Escapes)</p><p><strong>Un-Dead Chaos Titan, Cadixtat:</strong> The faith of the Daughters did far more than animate the brain of Cadixtat. It also awakened the headless corpse of a chaos titan. Buried beneath the temple, the un-dead chaos titan arises even as its brain succumbs to the blows of the PCs. (Dungeon Crawl Classics #76: Colossus, Arise!)</p><p><strong>Un-Dead Crystalline:</strong> Crymstalla magic sword. (DCC RPG Annual)</p><p><strong>Un-Dead Mindless:</strong> ?</p><p><strong>Un-Dead Skeletal Horror:</strong> Bone Storm - Cackling ashen clouds forcefully rain down a multitude of dry, skeletal remains of various creatures. There is a 15% chance per hour the storm rages that un-dead skeletal horrors composed of assorted bones will rise to rampage. (The Umerican Road Atlas (DCC))</p><p><strong>Un-Dead Witch, Becky Til Hoppard:</strong> “Junius Worral reckoned to win her with a love charm … [he] went up to her cabin to court her and didn’t come back, and the law found his teeth and belt buckle in her fireplace ashes; and when the judge said just prison for life, a bunch of the folks busted into the jail and took her out and strung her to a white oak tree. When she started to say something, her daddy was there and he hollered, ‘Die with your secret, Becky!’ and she hushed and died with it, whatever it was.” (Sanctum Secorum Appendix N(ightmares))</p><p><strong>Undead Dire Wolf:</strong> The Cyberhive buzzes with tales of undead dire wolves infected by a unique reanimator fungus. PCs meet a Robolich whose specialty is the discreet study of MULEs; he suspects this unusual strain was created when the cosmic event interacted with the vegetization mutation. (Crawling Under A Broken Moon Compilation)</p><p><strong>Undead Engine of Vengeance:</strong> See Wraith Rider, Undead Engine of Vengeance.</p><p><strong>Undead Giant Fate Raven:</strong> ?</p><p><strong>Undead Incorporeal, Undead Non-Corporeal:</strong> ?</p><p><strong>Undead Non-Corporeal:</strong> See Undead Incorporeal, Undead Non-Corporeal.</p><p><strong>Undead Project Manager:</strong> See Revenant Business, Undead Project Manager.</p><p><strong>Undead Serpent Man:</strong> ?</p><p><strong>Unknown Origin Skeleton:</strong> See Skeleton of Unknown Origin.</p><p><strong>Upir:</strong> ?</p><p><strong>Ursula:</strong> See Ghost, Lady Ursula.</p><p><strong>Vacbot:</strong> ?</p><p><strong>Vampire:</strong> You are an un-dead being cursed to feed upon the blood of the living. You were human once, but in death you have been changed to something far more dreadful. (2015 Gongfarmer's Almanac 1-6)</p><p>If Blood is defeated, he wears a silver chain worth 20 gp, a gold signet ring worth 25 gp, and an iron ring with a hematite gem that allows a living wearer to cast the following spells once per week: animal summoning (wolves and dire wolves only), ward portal, and phantasm. The spells are cast using 1d20+3 for the spell check regardless of caster class or level. In addition, the character gains 60’ infravision, and is ignored by un-dead (unless he interacts with them first). A character who dies with this ring on his finger rises as a vampire on the next full moon. The newly risen un-dead’s first goal is to recover the ring if it has been taken. (2017 Gongfarmers Almanac 7)</p><p><em>Animate Dead</em> spell 36+. (Dungeon Crawl Classics RPG)</p><p><strong>Vampire, Erasmus Cordwainer Blood:</strong> ?</p><p><strong>Vampire Ancient Chandler, Wickstrom:</strong> ?</p><p><strong>Vampire Bride of Blood:</strong> ?</p><p><strong>Vampire Bride of Blood, Amara:</strong> ?</p><p><strong>Vampire Bride of Blood, Bella:</strong> ?</p><p><strong>Vampire Bride of Blood, Calandra:</strong> ?</p><p><strong>Vampire Bride of Blood, Calliope:</strong> ?</p><p><strong>Vampire Bride of Blood, Damaris:</strong> ?</p><p><strong>Vampire Bride of Blood, Eldoris:</strong> ?</p><p><strong>Vampire Bride of Blood, Faustine:</strong> ?</p><p><strong>Vampire Bride of Blood, Gretna:</strong> ?</p><p><strong>Vampire Bride of Blood, Isadora:</strong> ?</p><p><strong>Vampire Bride of Blood, Ophelia:</strong> ?</p><p><strong>Vampire Bride of Blood, Patricia:</strong> ?</p><p><strong>Vampire Bride of Blood, Portia:</strong> ?</p><p><strong>Vintner, Brandolyn:</strong> See Ghost, Brandolyn Vintner.</p><p><strong>Vintner, Gage:</strong> See Gourd Puppet, Gage Vintner.</p><p><strong>Vintner, Gage:</strong> See Spirit, Gage Vintner.</p><p><strong>Vintner, Margrite:</strong> See Gourd Puppet, Margrite Vintner.</p><p><strong>Warrior Fire:</strong> See Fire Warrior.</p><p><strong>Warrior Skeletal:</strong> See Skeletal Warrior.</p><p><strong>Warrior Skeleton:</strong> See Skeleton Warrior.</p><p><strong>Water-Dwelling Ghoul:</strong> See Ghoul Lacedon, Water-Dwelling Ghoul.</p><p><strong>Weeping Specter:</strong> See Specter Weeping.</p><p><strong>Wickstrom the Ancient Vampire Chandler:</strong> See Vampire Ancient Chandler, Wickstrom.</p><p><strong>Wight:</strong> Wand of a Thousand Punishments activation critical success. (2015 Gongfarmer's Almanac 1-6)</p><p>For each individual hung on the [hanging] tree, elsewhere a corpse springs into an animated parody of life, becoming a skeleton, mummy, wight, spectre, or the like. (NIGHT SOIL #zero — for the DCC RPG (Dungeon Crawl Classics) — INNER HAM)</p><p><strong>Wight Lady:</strong> In the guise of a virtuous Unicorn, Nercocornicons lurk at the edge of settlements and entice young ladies to follow them deep in the wilds … to their doom. After a dark and beguiling ritual, such maidens are impaled through their innocent hearts by the Nercocornicon’s gleaming ebony horn, extinguishing their life and reanimating them, via nano-necrotech, as Wight Ladies to serve the Nercocornicon for eternity. (Crawling Under A Broken Moon Compilation)</p><p><strong>Wight Power:</strong> Created using the secrets of both golemcrafting and necromancy, these creatures are always planned works fashioned in a lab and never spontaneously occur. They are grizzly masterpieces formed from the finest parts of various corpses and incorporate advanced NecroTech devices within their bodies. (Twisted Menagerie Manual)</p><p>Using the secrets of both golemcrafting and necromancy, these creatures are always planned works created in a lab and never spontaneously occur. They are creations formed from the finest parts of various corpses and incorporate NecroTech devices within their bodies. (Crawling Under A Broken Moon Compilation)</p><p><strong>Wight Power Greater, Reanimatronic Juggernaut Intellectual:</strong> Using the secrets of both golemcrafting and necromancy, these creatures are always planned works created in a lab and never spontaneously occur. They are creations formed from the finest parts of various corpses and incorporate NecroTech devices within their bodies. (Crawling Under A Broken Moon Compilation)</p><p><strong>Wight Power Greater, Carl Aug M.D.:</strong> ?</p><p><strong>Wight Power Greater Nurse:</strong> ?</p><p><strong>Wight Power Lesser, NecroTech Enhanced Corpse:</strong> Using the secrets of both golemcrafting and necromancy, these creatures are always planned works created in a lab and never spontaneously occur. They are creations formed from the finest parts of various corpses and incorporate NecroTech devices within their bodies. (Crawling Under A Broken Moon Compilation)</p><p><strong>Wight Power Lesser, Brando:</strong> Unbeknownst to the gang, Brando is one of the creations of the “good doctor” and, while only a lesser power wight, he has been cosmetically altered to be able to pass as a badly scarred human. (The Umerican Road Atlas (DCC))</p><p><strong>Wight Power Lesser Janitor:</strong> ?</p><p><strong>Wolf Dire Undead:</strong> See Undead Dire Wolf.</p><p><strong>Wrack Temple:</strong> See Temple Wrack.</p><p><strong>Wraith:</strong> Wand of a Thousand Punishments effect. (2015 Gongfarmer's Almanac 1-6)</p><p><strong>Wraith Elf:</strong> ?</p><p><strong>Wraith Ink:</strong> The ink wraith is a foul type of un-dead said to be souls of former tattoo artists that caused disease and death from uncleanliness. (Sanctum Secorum Appendix N(ightmares))</p><p><strong>Wraith Mad:</strong> A mad wraith is the ghostly remnant of some ancient sorcerer of Parhok. (Dungeon Crawl Classics #82.5: Dragora's Dungeon)</p><p><strong>Wraith Rail:</strong> ?</p><p><strong>Wraith Rider, Undead Engine of Vengeance:</strong> With only a few notable exceptions, wraith rider gangs are normally made up of the members of gangs snuffed out in a singular bout of carnage. These gangs continue to wear the colors of their former selves as they seek to carry out whatever unfinished task it is that keeps them from rest. This need not always be vengeance, there was an instance of a wraith rider gang simply attempting to complete a “poker run” to raise funds to help a member who had lost his wheels—now riding the wastes until such time as they have a worthy ride to bring to the sole surviving member of their former gang. (The Umerican Road Atlas (DCC))</p><p>Animated by an unknown, rage-filled spirit from the plane of Eternal Unrest wraith riders seek vengeance on the roadways of Umerica. Humans suffering a traumatic violent death, in rare cases, may rise again as a wraith rider. (Twisted Menagerie Manual)</p><p>The wraith rider was killed by a road gang while trying to make a delivery. (Twisted Menagerie Manual)</p><p>The love of the un-dead was murdered, and the wraith rider is filled with an unquenchable rage. (Twisted Menagerie Manual)</p><p>Double-crossed on a mission for the Three Royals and killed for knowing too much, this rider travels the roads towards the Citadel of Scrap for vengeance. (Twisted Menagerie Manual)</p><p>The vengeful spirit is that of a slain parent, slain while protecting their child. (Twisted Menagerie Manual)</p><p>The wraith rider was a local misfit who was killed by the local community for a crime they did not commit. (Twisted Menagerie Manual)</p><p>Driven off the highway during a road race, the wraith rider seeks to find and slay the driver responsible.</p><p>The wraith rider was murdered, and his vehicle stolen. (Twisted Menagerie Manual)</p><p>The wraith rider was killed by a member of the party and now seeks revenge for his death. (Twisted Menagerie Manual)</p><p>Once the guardian of a cache of precious materials, the wraith rider was murdered during the theft of its charge. (Twisted Menagerie Manual)</p><p>The wraith rider has fulfilled its quest for vengeance but it still has a final task to complete, visiting the</p><p>grave of a dead family member in hopes of achieving final peace. (Twisted Menagerie Manual)</p><p>Empowered by an unknown spirit from the plane of Eternal Unrest after suffering a traumatic violent death, a murdered human may transform into a Wraith Rider. (Crawling Under A Broken Moon Compilation)</p><p>Killed by a roadgang while trying to make a delivery. (Crawling Under A Broken Moon Compilation)</p><p>Doublecrossed on a mission for the 3 Royals. Killed for knowing too much. (Crawling Under A Broken Moon Compilation)</p><p>Killed by a local community for a crime they did not commit. (Crawling Under A Broken Moon Compilation)</p><p>Killed by one of the characters during a previous adventure. (Crawling Under A Broken Moon Compilation)</p><p><strong>Wraith Rockin':</strong> Throughout time, there has been a select club, the membership of which all were tragically struck down in their 27th year. For hundreds of years, the organization was thought to be mere legend, but modern day Umerica has learned that this is no legend and the “27 Club”, as it is known, is real. So too is its un-dead membership. (Twisted Menagerie Manual)</p><p>The members of the 27 Club obey their founder; an un-dead blues musician who is rumored to have made a deal with the devil, presides over them. (Twisted Menagerie Manual)</p><p>Long before the apocalypse, before there was even a written history of humankind and their mythologies, there was the being now known as Rojo. A demon of great power and guile, he first appeared in the public zeitgeist during the early days of recording when several bluesmen made deals with him at the crossroads, not for fame or wealth, but for talent. Beginning with ragtime musician Louis Chauvin, Rojo (who takes his current name from the next of his supplicants, Robert Johnson, whose rockin’ wraith form was destroyed at ground zero of the apocalypse) made Faustian pacts with musicians. The deals have always been the same, instrumental mastery and a heightened gift of musical expression in return for claiming their souls at the ripe old age of 27. Rojo’s “27 Club”, filled with un-dead musicians – rockin’ wraiths – roam the Urth in order to aid him in the gathering of more souls.</p><p>Rojo's Demonic Deal power. (Twisted Menagerie Manual)</p><p><strong>Wrath:</strong> ?</p><p><strong>Wrath, Burnie “Corpse” Grinder, Corpse Grinder:</strong> Said to be the risen form of an ancient warrior from centuries past, there is nothing about the enormous biker that would dissuade from such a conclusion. (The Umerican Road Atlas (DCC))</p><p><strong>Xeno-Mummy:</strong> See Mummy Xeno-Mummy.</p><p><strong>Zombie:</strong> Lady Baethor travels primarily along the walls and ceiling. On a successful attack she hoists her target from the floor, and presses her foul lips to theirs, exhaling a gout of diseased miasma into the target’s lungs; the PC must attempt a DC 15 Fort save. On a successful save the PC is left stunned, coughing the miasma from his lungs for 1d3 rounds. However on a failed save, the character collapses to the ground, only to rise 1d3 rounds later – a zombie under the matriarch’s command. (Dungeon Crawl Classics #82: Bride of the Black Manse)</p><p>In the course of his ritual sacrifices, Arkos sinks the corpses into the swamp. Some of the corpses, animated by the unholy power of the Kingspire, have awakened from the dead. (Dungeon Crawl Classics #88.5: Curse of the Kingspire)</p><p>People that are captured by the Lich King’s pirates are presented to Facious, where he forces them to breathe in a vile concoction of his own creation, Zombie Powder, causing the victim to become a living zombie, which serves him without question. Eventually the victim will succumb to the toxic effects of the powder and rise as an undead zombie, forever under control of the necromancer. (Hubris A World of Visceral Adventure)</p><p>Anyone that dies within a corpsenado's funnel will raise as a zombie within 1d4 rounds. (Twisted Menagerie Manual)</p><p>Anyone struck by the Nercocornicon’s horn in battle must make a Fort save (DC 10) or be instantly killed. The horn absorbs the victim’s life force as a number of spellburn points equal to the victim’s HD. These points can be stored for up to 24 hours and the horn cannot hold more than 10 points at any one time. If the victim’s body is not properly sanctified and buried, rarely done nowadays, there is a 33% chance of the corpse raising as a zombie. (Crawling Under A Broken Moon Compilation)</p><p>Anyone that dies within a corpsenado's funnel will raise as a zombie within 1d4 rounds. (Crawling Under A Broken Moon Compilation)</p><p><em>Animate Dead</em> spell 17+. (Dungeon Crawl Classics RPG)</p><p><em>Book of the Dead</em> spell. (Dungeon Crawl Classics #81: The One Who Watches From Below)</p><p><em>Chill Touch</em> spell misfire. (Dungeon Crawl Classics RPG)</p><p>NecroNeural Net magic item. (Umerican Survival Guide, Delve cover (DCC))</p><p>Corpsenado's Spawn Zombies power. (Twisted Menagerie Manual)</p><p>Un-Dead Crit 30+. (Dungeon Crawl Classics RPG)</p><p><strong>Zombie Ancient:</strong> A handful of miners perished while dumping spoil, falling into the pit and being crushed by the rocks. The Hsaal cared little for their minions and the bodies of the unfortunates were left to rot among the stones, buried beneath impromptu cairns of added debris. There, in the darkness, their spirits have lingered, growing ever hateful. Anyone meddling in their domain attracts the spirits who reanimate their desiccated remains. (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing))</p><p><strong>Zombie Blink:</strong> Corpsenado's Spawn Zombies power. (Twisted Menagerie Manual)</p><p><strong>Zombie Chrono:</strong> Anyone who dies of the aging effects of a chrono zombie will raise as one in 1d5-1 (0-4) hours. (Twisted Menagerie Manual)</p><p>Corpsenado's Spawn Zombies power. (Twisted Menagerie Manual)</p><p><strong>Zombie Created:</strong> There is a pseudo undead condition in a sector of the undercity; transmissible zombie infection; this one however derived from super science rather than the occult.</p><p>Undercity Zombie Infection. (Sub-ether #1)</p><p><strong>Zombie Juju:</strong> Wand of a Thousand Punishments activation critical success. (2015 Gongfarmer's Almanac 1-6)</p><p><strong>Zombie Melting:</strong> Corpsenado's Spawn Zombies power. (Twisted Menagerie Manual)</p><p><strong>Zombie Monk:</strong> See Zombie Monk of the Cyberhive, Zombie Monk, Lay Ghoul.</p><p><strong>Zombie Monk of the Cyberhive, Zombie Monk, Lay Ghoul:</strong> Zombie monks are humanoid corpses that have been cybernetically resurrected to serve the Earth Brain of the Cyberhive. (Twisted Menagerie Manual)</p><p>Any slain foes will be collected by a robo-lich for techno-reanimation as zombie monks. (Twisted Menagerie Manual)</p><p>Given 24 hours a robo-lich can convert a humanoid corpse into a fully functional zombie monk. This process installs a new personality into the remnants of the corpse’s brain so any previous knowledge or personality is erased. (Twisted Menagerie Manual)</p><p>The Cyberhive is an intergalactic AI that inhabits multiple giant puedo-brains located all over the universe. Each brain is tasked with a specific purpose for increasing the knowledge of the whole. All brains are in constant communication and act as one being. (Umerican Survival Guide, Delve cover (DCC))</p><p>The brain on Urth is dedicated to understanding living beings’ concepts of life, death, the afterlife, and the taboos surrounding death. To facilitate this, it has currently chosen to reanimate the corpses of intelligent lifeforms with technomagical cybernetics. (Umerican Survival Guide, Delve cover (DCC))</p><p><strong>Zombie Monster:</strong> ?</p><p><strong>Zombie Ogre:</strong> <em>Book of the Dead</em> spell. (Dungeon Crawl Classics #81: The One Who Watches From Below)</p><p><strong>Zombie Petrol:</strong> Petrol Zombies are a form of mutated undead that store petrol in their guts. (Crawling Under A Broken Moon Compilation)</p><p>Dying from Petrol Sickness. (Crawling Under A Broken Moon Compilation)</p><p>Corpsenado's Spawn Zombies power. (Twisted Menagerie Manual)</p><p><strong>Zombie Plague:</strong> There are strains of fevers and pox that refuse to be satisfied with their host’s death. They continue to twist and change the corpse, giving it an un-life with a desire to “infect”. Plague zombies are almost always humanoid, but animals have been known to reanimate when whole communities are ravaged. Plague zombies spread their pestilence by both bite and pus-laden boils. (Sanctum Secorum Appendix N(ightmares))</p><p>Targets reduced to 0 Stamina from a plague specter's choking mist die, the poor soul drowning from the mist overwhelming the lungs. The corpse will re-animate in 24 hours as a plague zombie unless the remains are burned. (Sanctum Secorum Appendix N(ightmares))</p><p><strong>Zombie Rave:</strong> These crazed un-dead can spontaneously raise from the corpses of Technos Discos followers (usually in groups of three or more) or can be created by necromancers that have learned to raise the dead with enchanted music. It is unknown if this necromantic raising process taps into the power of the Terrible Bringer of Beats or another, more vile, source of horrifying melodic energy.</p><p>These crazed undead can spontaneously raise from the corpses of Technos Discos followers (usually in groups of 3 or more) or can be created by necromancers that have learned to raise the dead with enchanted music. It is unknown if this necromantic raising process taps into the power of the Terrible Bringer of Beats or another, more vile, source of horrifying melodic energy. (Crawling Under A Broken Moon Compilation)</p><p>Corpsenado's Spawn Zombies power. (Twisted Menagerie Manual)</p><p><strong>Zombie Retainer:</strong> ?</p><p><strong>Zombie Rodents Fire Breathing, R.A.T.S., Rodents of Abnormal Talent and Size:</strong> These R.A.T.S. are not a side effect of necromantic energies gone awry, but are a deliberate creation from one of the Necromancers in the space needle. (Crawling Under A Broken Moon Compilation)</p><p><strong>Zombie Silver:</strong> Animated by rogue nanites originally intended for medical purposes, these zombies tend to have a metallic tinge to their rotting flesh. (Twisted Menagerie Manual)</p><p>Anyone injured by a nano zombie must roll under their Luck after the encounter or they have been infected. This will have no immediate effect but when they ever reach 0 or less hit points, they will definitely die and raise as a nano zombie shortly after. (Twisted Menagerie Manual)</p><p>Corpsenado's Spawn Zombies power. (Twisted Menagerie Manual)</p><p><strong>Zombie Silver Skull-Possessed:</strong> The Silver Skull can take possession of bodies for a limited time, but doing so usually kills the host. This is a pile of recently possessed corpses. There is nothing of value on them. Note that the Silver Skull may choose to take possession of these corpses during combat. (Dungeon Crawl Classics #71: The 13th Skull)</p><p><strong>Zombie Sugar:</strong> Children make no save against the effects of the pixie’s sticks or tasting any of the sweetness of the Big Rock Candy Mountains. Adults make a DC 12 Will save after consuming them, or they become sugar thralls, refusing to do anything except find the Big Rock Candy Mountains and savor its sweetness. Each day a sugar thrall spends eating the minerals causes a loss of 1 Stamina, resulting from a diet of indigestible rocks and little sleep. When the last point of Stamina is lost, the character rises as a sugar zombie. (2017 Gongfarmers Almanac 2)</p><p><strong>Zombie Swamp:</strong> ?</p><p><strong>Zombigator:</strong> ?</p><p><strong>Zombot:</strong> Built to look like humans, the zombots have seen sufficient wear and tear in the Abyss to make them appear un-dead: some have loose skin drooping down from their faces like stroke victims, others leak coolant and other fluids, and most walk with a shuffling limp. Designed to keep going, and going, and going, a zombot only stops if their robobrain is destroyed. (2017 Gongfarmers Almanac 1)</p><p><strong>Zugun:</strong> Although triumphant, Boak paid a heavy toll for his victory. The mighty forces unleashed during the battle destroyed the site, foiling Boak’s transformation. Furious at being thwarted yet again (albeit indirectly) by Justicia, Boak enacted a horrific revenge on Zugun. Boak imprisoned the cleric in a coffin of orichalcum and bound the casket with chains of adamantine. The coffin, empowered by Chaos, preserved the dying cleric in a state that was not life, death or un-death, but a weird mixture of all three. (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing))</p><p>“Once a man, but now I do not know. I should have died long ago, but this coffin is now my prison and my preserver. I hope that I’m whatever goodness remains of a man, once his mortal clay is no more.” (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing))</p><p></p><p>[/spoiler]</p><p></p><p>Dungeon Crawl Classics Goodman Games[spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/101050/Dungeon-Crawl-Classics-RPG?affiliate_id=17596" target="_blank">Dungeon Crawl Classics RPG</a>[spoiler]</p><p><strong>Un-Dead:</strong> Un-dead can mean “back from the grave,” but it can also mean “without a soul,” “eternal or undying,” and “surviving only by force of will alone.”</p><p>A necromancer may ultimately pursue eternal life via his own transformation into an un-dead.</p><p><em>Animate Dead</em> spell 32+.</p><p>Un-Dead Crit 15.</p><p><strong>Ghost:</strong> Ghosts are the spirits of the dead who cannot rest.</p><p>Despite their hostility, each ghost has its own reasons for retaining life in un-death, and yearns to be put to rest.</p><p>The ghost was murdered violently and yearns to avenge its death.</p><p>The ghost was buried apart from its spouse and wishes to be reunited with him or her.</p><p>The ghost died searching for its child.</p><p>The ghost was killed on a religious pilgrimage to a sacred location.</p><p>The ghost died in search of a specific object.</p><p>The ghost died on a mission for a superior. The nature of this mission could be military (e.g., to invade a nearby fort), religious (e.g., slay a vampire or convert a certain number of followers), civilian (e.g., carry a signed contract to a neighboring king), or something else.</p><p>It died (1d4) (1) naturally of old age, (2) in a terrible accident, (3) bravely in combat, (4) violently and seeks revenge.</p><p><em>Animate Dead</em> spell 32+.</p><p>Un-Dead Crit 30+.</p><p><strong>Ghoul:</strong> A ghoul is a corpse that will not die. Granted eternal locomotion by means of black magic or demoniac compulsion, these un-dead beasts roam in packs, hunting the night for living flesh.</p><p>A creature killed by a ghoul is usually eaten.</p><p>Those not eaten arise as ghouls on the next full moon unless the corpse is blessed.</p><p>Smaller ghouls of 1 HD or less are formed from the corpses of goblins or kobolds, and larger ghouls of up to 8 HD are formed from the corpses of ogres, giants, bugbears, and such.</p><p><em>Animate Dead</em> spell 32+.</p><p>Un-Dead Crit 30+.</p><p><strong>Lacedon, Water-Dwelling Ghoul:</strong> <em>Animate Dead</em> spell 32+.</p><p><strong>Mummy:</strong> Draped in funereal wraps with misshapen lumps of preserved flesh shifting within, the mummy is a corpse preserved into un-death by strange oils, dangerous spices, and unknowable chants.</p><p><em>Animate Dead</em> spell 32+.</p><p><strong>Shadow:</strong> In the hoary depths of the Nine Hells, vengeful lich lords send damnable vassals on mortal errands. Thus born is the shadow: a simple-minded un-dead that materializes in the crepuscular hours lit by neither sun nor moon.</p><p><em>Animate Dead</em> spell 32+.</p><p><strong>Skeleton:</strong> Brittle bones held together by eldritch energies, skeletons are un-dead creatures raised from the grave to do disservice to the living.</p><p>The skeletons of larger or small creatures—from goblins to giants—may have less than 1 HD or up to 12 HD. Skeletons can be animated by many means, and some have special traits.</p><p><em>Animate Dead</em> spell 16+.</p><p>Un-Dead Crit 30+.</p><p><strong>Zombie:</strong> <em>Chill Touch</em> spell misfire.</p><p><em>Animate Dead</em> spell 17+.</p><p>Un-Dead Crit 30+.</p><p><strong>Lich:</strong> <em>Animate Dead</em> spell 36+.</p><p><strong>Vampire:</strong> <em>Animate Dead</em> spell 36+.</p><p><strong>Skeletal Rat Familiar:</strong> ?</p><p><strong>Swamp Zombie:</strong> ?</p><p></p><p>Chill Touch</p><p>Level: 1 Range: Touch Duration: Varies Casting time: 1 action Save: Will vs. check</p><p>General This necromantic spell delivers the chill touch of the dead. The caster must spellburn at least 1 point when casting this spell.</p><p>Manifestation Roll 1d4: (1) the wizard’s hands glow blue; (2) the wizard’s hands turn black; (3) the wizard emits a strong odor of corruption; (4) the wizard’s hands appear skeletal.</p><p>Corruption Roll 1d8: (1) skin on caster’s face withers and dries out to give him a skull-like appearance; (2) skin on caster’s hands falls away to give him skeletal hands; (3) caster permanently glows with a sickly blue aura; (4) un-dead are attracted to caster and flock to him like moths; (5-6) minor corruption; (7) major corruption;</p><p>(8) greater corruption.</p><p>Misfire Roll 1d3: (1) caster shocks himself with necromantic energy for 1d4 damage; (2) caster shocks one randomly determined nearby ally for 1d4 damage; (3) caster sends a blast of necromantic energy into the</p><p>nearest corpse, animating it as an un-dead zombie with 1d6 hit points (if no nearby corpse, no effect).</p><p>1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire + patron taint; (1-2) corruption; (3) patron taint (or corruption if no patron); (4+) misfire.</p><p>2-11 Lost. Failure.</p><p>12-13 The caster’s hands are charged with negative energy! On the next round, the next creature the caster attacks takes an additional 1d6 damage. Un-dead creatures take an additional +2 points of damage.</p><p>14-17 The caster’s hands are charged with negative energy! On the next round, the caster receives a +2 to attack rolls, and the next creature the caster attacks takes an additional 1d6 damage. Un-dead creatures take an additional +2 points of damage.</p><p>18-19 The caster’s hands are charged with negative energy! For the next turn, the caster receives a +2 to attack</p><p>rolls, and every creature the caster attacks takes an additional 1d6 damage. Un-dead creatures take an additional +2 points of damage.</p><p>20-23 The caster’s hands are charged with negative energy! For the next turn, the caster receives a +2 to attack</p><p>rolls, and every creature the caster attacks takes an additional 2d6 damage. Un-dead creatures take an additional +2 points of damage.</p><p>24-27 The caster’s hands are charged with negative energy! For the next turn, the caster receives a +4 to attack</p><p>rolls, and every creature the caster attacks takes an additional 2d6 damage as well as 1d4 points of Strength loss. Un-dead creatures take an additional +4 points of damage.</p><p>28-29 The caster’s hands are charged with negative energy! For the next hour, the caster receives a +4 to attack rolls, and every creature the caster attacks takes an additional 2d6 damage as well as 1d4 points of Strength loss. Un-dead creatures take an additional +4 points of damage.</p><p>30-31 The caster’s hands are charged with negative energy! For the next hour, the caster receives a +6 to attack rolls, and every creature the caster attacks takes an additional 3d6 damage as well as 1d4 points of Strength loss. Un-dead creatures take an additional +6 points of damage.</p><p>32+ The caster’s body glows a sickly blue light as he crackles with withering necromantic energy. Any creature</p><p>within 10’ of the caster takes 1d6 damage each round it stays within the field, and un-dead creatures take 1d6+2 damage. Until the next sunrise, the caster receives a +8 bonus to all attack rolls, and every creature the caster attacks takes an additional 3d6 damage (with un-dead suffering an extra +8).</p><p></p><p>Animate Dead</p><p>Level: 3 Range: Touch Duration: Varies Casting time: 1 action Save: N/A</p><p>General The cleric calls upon the power of his deity to animate the rotted flesh and aged bones of slain creatures, creating mindless minions to serve his will and vex his enemies.</p><p>The number of un-dead and type created is determined by the spell check and the number and type of dead creatures available; i.e., a cleric can create skeletons from bare bones but needs a complete corpse to create a zombie. He cannot create more of either type than he has “raw materials” available regardless of the spell check (e.g., creating five skeletons when only three sets of bones are present).</p><p>The un-dead remain animated and under the cleric’s control for an hour or more, depending on the spell check. When the spell duration ends, the un-dead collapse into the raw materials from which they were created.</p><p>No cleric can control more than 4x his CL in Hit Dice of un-dead at any given time, but the cleric can “release” controlled un-dead to command other, possibly more powerful un-dead. Uncontrolled un-dead are likely to turn on their former master, however, so the cleric should be careful when releasing un-dead from his command.</p><p>The player should reference the statistics of un-dead given later in this book for a sense of what can be created with this spell, but these should serve as guidelines not limitations. The typical humanoid corpse will produce a 1 HD skeleton or a 3 HD zombie. But there are more powerful skeletons to be created by using the bones of a giant. This work includes stats for the following un-dead, and of course a creative cleric may animate additional types of his own design: ghost (page 413), ghoul (page 416), mummy (page 422), shadow (page 425), skeleton (page 426), and zombie (page 431).</p><p>Manifestation The air fills with the stench of corruption as the dead rise at the cleric’s touch.</p><p>1-15 Failure.</p><p>16 The cleric creates a single skeleton of up to 1 HD, provided the necessary raw materials are present. The skeleton remains animated for a full day.</p><p>17 The cleric creates a single zombie or skeleton of up to 3 HD, provided the necessary raw materials are present. The un-dead remains animated for a full day.</p><p>18-21 The cleric creates a number of skeletons or zombies (one or the other) equal to his CL in Hit Dice. For example, a level 5 cleric could create five skeletons (5 HD) or a single zombie (3 HD). If multiple corpses are available, the cleric must choose which type of un-dead he is creating; he cannot animate both skeletons and zombies with a single casting of the spell. Excess Hit Dice have no effect if they exceed the number of available corpses. The un-dead remain animated for a full week.</p><p>22-23 The cleric creates a number of skeletons or zombies equal to 2x his CL in Hit Dice. For example, a level 5 cleric could create 10 skeletons (10 HD) or 3 zombies (9 HD). If multiple corpses are available, the cleric must choose which type of un-dead he is creating; he cannot animate both skeletons and zombies with a single casting of the spell. Excess Hit Dice have no effect if they exceed the number of available corpses. The un-dead remain animated for a full month.</p><p>24-26 The cleric creates a number of skeletons or zombies equal to 2x his CL in Hit Dice. For example, a level 5 cleric could create 10 skeletons (10 HD) or 3 zombies (9 HD). If multiples types are available, the cleric can produce a mixture of un-dead provided their combined Hit Dice do not exceed 2x his CL or the number of available corpses. In the example above, the level 5 cleric could create three zombies (3 HD x 3 = 9 HD) and one skeleton (1 HD), or two zombies (3 HD x 2 = 6 HD) and four skeletons (1 HD x 4 = 4 HD). Excess Hit Dice have no effect if they exceed the number of available corpses. The un-dead remain animated for a full month.</p><p>27-31 The cleric creates a number of more formidable skeletons and zombies equal to 3x his CL in Hit Dice. He can choose to animate the mortal remains of larger creatures, creating skeletons and zombies with above-average HD. For example, a 5th level cleric could animate the skeletal remains of a giant lizard (3 HD) to create a 3 HD skeleton, or revivify a dead ogre (4 HD) to make a 4 HD zombie. He cannot animate a single creature with more Hit Dice in life than 2x his CL. If multiple corpses are available, the cleric can produce a mixture of un-dead provided their combined HD do not exceed his CL or the number of available corpses. These advanced un-dead retain none of their special abilities or movement means they possessed in life (no flight, breath weapons, etc.). The judge can rule that certain monster-types (demons, laboratory-born monstrosities, etc.) are exempt from reanimation. The un-dead remain animated for a full year.</p><p>32-33 The cleric creates a number of un-dead equal to 3x times his CL in Hit Dice. He may create any sort of unintelligent un-dead, provided the raw materials are available. This includes mummies, ghouls, ghosts, shadows, and other creatures, but excludes liches and vampires. He can also choose to animate the mortal remains of larger creatures, creating skeletons and zombies with above-average HD. For example, a 5th level cleric could animate the skeletal remains of a giant lizard (3 HD) to create a 3 HD skeleton, or revivify a dead ogre (4 HD) to make a 4 HD zombie. He cannot animate a single creature with more Hit Dice in life than 3x the cleric’s CL. If multiple corpses are available, the cleric can produce a mixture of un-dead provided their combined Hit Dice do not exceed three times his CL or the number of available corpses. Excess Hit Dice have no effect if they exceed the number of available corpses. The un-dead remain animated for a full year.</p><p>34-35 The cleric creates a number of un-dead equal to 4x times his CL in Hit Dice. He may create any sort of unintelligent un-dead, provided the raw materials are available. This includes mummies, ghouls, ghosts, shadows, and other creatures, but excludes liches and vampires. He can also choose to animate the mortal remains of larger creatures, creating skeletons and zombies with above-average HD. For example, a 5th level cleric could animate the skeletal remains of a troll (8 HD) to create an 8 HD skeleton or revivify a dead dragon (15 HD) to make a 15 HD zombie. He cannot animate a single creature with more Hit Dice in life than 3x the cleric’s CL. These advanced un-dead retain none of their special abilities or movement means they possessed in life (no flight, breath weapons, etc.). The judge can rule that certain monster-types (demons, laboratory-born monstrosities, etc.) are exempt from reanimation. If multiple corpse types are available, the cleric can produce a mixture of un-dead provided their combined Hit Dice do not exceed three times his CL or the number of available corpses. Excess Hit Dice have no effect if they exceed the number of available corpses. The un-dead remain animated permanently until killed or released from control.</p><p>36+ The cleric creates terrifying un-dead. He can animate any kind of un-dead, including intelligent undead such as liches and vampires, provided the raw materials are present and the correct rituals are performed. The created undead can be up to 4x his CL in Hit Dice. He can choose to animate the mortal remains of larger creatures, creating skeletons and zombies with above-average HD. If multiple corpse types are available, the cleric can produce a mixture of un-dead provided their combined Hit Dice do not exceed 4x his CL or the number of available corpses. In addition to their normal un-dead abilities and resistances, these animated dead can have strange traits. The character can pre-determine these traits with sufficient research, materials, and preparation, or the judge can roll to determine them randomly (e.g., refer to the table of special properties tables for skeletons on page 427). Animated dead of this type also retain special movement means at the judge’s discretion. For example, a zombie dragon could still fly on rotting wings, but a skeletal one lacking wing membranes could not. The un-dead remain animated permanently until killed or released from control.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/268205/DCC-RPG-Annual?affiliate_id=17596" target="_blank">DCC RPG Annual</a>[spoiler]</p><p><strong>Un-Dead, Undead:</strong> <em>Requiem of the Sundered Flesh</em> spell.</p><p><strong>Zombie:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Phantasm:</strong> ?</p><p><strong>Banshee:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Specter:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Crystalline Un-Dead:</strong> Crymstalla magic sword.</p><p></p><p>REQUIEM OF THE SURRENDERED FLESH</p><p>At level 5 the cleric gains access to a complex chant whereby her body is transformed, temporarily or permanently, into undead flesh. The thousand names of the Crow Mistress are sung, and runes, sigils, and inscriptions appear on the failing flesh of the caster. While hideous and terrifying to behold, the results of this canticle provide the cleric with damage resistance and protection against turning and/or purifying magics. At the highest result, this canticle allows followers of Malotoch to rise as un-dead creatures, if killed. The results of the spell makes the cleric unsuitable for the company of most normal beings, who will react with fear and, potentially, violent hostility to her changed form. On a successful casting, the cleric or worshiper may choose to take a lower but potentially more desirable result from the table.</p><p>Spell check Result</p><p>1 Failure and worse! A misstep in the ritual has caused it to backfire. Roll 1d4: (1) take CL damage which cannot be healed except by natural healing; (2) the cleric’s flesh is so weakened that the next successful attack counts as a critical hit on the appropriate table; (3) the cleric’s flesh begins to rot and she will take 1d8+CL damage per day until a lay on hands from another worshiper of Malotoch results in 3 or more dice of healing; (4) the cleric’s flesh withers as she ages 1d10 years per caster level, and permanently loses 1d3 points of Strength, Agility, or Stamina, plus 1 additional point per 10 years aged (spread evenly across the attributes).</p><p>2-19 Failure.</p><p>20-21 The cleric’s flesh withers to mummy-like consistency for 1d10+CL turns. She need not eat or drink, and non-magical weapons do half damage to her. She also receives +2 to any saving throw against magical effects, or reduces the damage dice for magical damage from spells one step on the die chain (d8 becomes d7, d6 becomes d5, etc.).</p><p>22-27 The cleric’s flesh begins to seethe with corruption. For the next CL hours, the cleric enjoys the following benefits: Any damaging attack only does half damage. She adds CL/2 (rounded down) additional HD beyond her own when determining results of turn unholy attempts made against her. Any normal human or demi-human attempting to approach her must make a DC 8+CL Fort save or be driven back retching with nausea from the reek of her rotting flesh.</p><p>28-29 The cleric’s flesh begins to weep blood and corruption and her eyes blaze with unholy fires. For the next CL+6 hours, she may ignore damage from any attacks made with mundane weapons, and the damage dice for magical weapons or spells are reduced two steps on the die chain (d8 becomes d6, d6 becomes d4, etc.). She also gains a ranged gaze attack against anyone at whom she looks directly (even if only in reflection). The target must make a DC 10+CL Willpower save or flee in unreasoning fear, until a successful Willpower save is made.</p><p>30+ The cleric’s body appears as normal except that it is covered in thousands of lines of tiny script, like a full-body tattoo the color of old blood. For the next CL+1 days, the cleric’s saving throws against magical attacks receive +CL bonus. Additionally, if she is slain, she will rise as an un-dead creature with a number hit points equal to normal, plus CL. The cleric acquires the normal un-dead traits (does not eat, drink, or breathe; is immune to critical hits, disease, and poison, as well as to the sleep, charm, and paralysis spells, other mental effects, and cold damage). The cleric also rolls critical hits on Crit Table U: Un-dead (see DCC RPG rulebook, p. 390).</p><p></p><p>THE CRYMSTALLA</p><p>This short sword is made of living vermillion crystal from deep beneath Áereth. It glows with an unquenchable sanguine light equal to torchlight – even fully sheathed or wrapped, it gives off radiance equal to a candle.</p><p>This sword has a brooding, alien intelligence which sprang into existence before the first fish crawled from the sea. A shard from a greater crystal-based mind, it was first fashioned into a weapon by ancient reptilian pre-humans, and has been a weapon in one form or another ever since.</p><p>The Crymstalla is a +3 short sword, which increases the critical range of its wielder by 1 (i.e., a level 5 warrior armed with the Crymstalla rolls a critical hit on any successful attack of 17-20.) It is neutral, not caring about the eternal conflict between Law and Chaos.</p><p>When a creature is reduced to 0 hit points by the weapon, it becomes infected by minute shards left in the wounds (unless its body is completely destroyed by fire, acid, or magic). These shards grow at an astounding rate, converting the creature to crystalline un-dead over a period of 2d3 days. The creature then pursues its slayer with unceasing bloodlust. When the sword’s owner is killed, all existing crystalline un-dead are reduced into fine crimson powder within the next 1d5 rounds.</p><p>Crystalline un-dead use the same statistics as their base creature, with the following changes:</p><p>• AC is increased by +3.</p><p>• Hit Dice become d12s, with hit points rerolled.</p><p>• All physical damage (bite, claw, etc.) is increased by +1d on the dice chain.</p><p>• Gain un-dead immunities, but can be turned by lawful and neutral clerics.</p><p>• Cannot be harmed by the Crymstalla.</p><p>• Retain special abilities of the base creature on a case-by-case basis, as determined by the judge. Physical abilities are retained, while supernatural ones may or may not be.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/129075/Dungeon-Crawl-Classics-665-Doom-of-the-Savage-King?affiliate_id=17596" target="_blank">Dungeon Crawl Classics #66.5 Doom of the Savage Kings</a>[spoiler]</p><p><strong>Tomb Ghoul:</strong> Any human that dies within the Tomb of Ulfheonar is cursed to rise as a tomb ghoul within 2d14 rounds.</p><p>The tomb ghouls are animated by the spirit of the serpent mound and cannot leave the mound.</p><p>The foul bite of a ghoul serpent inflicts necrosis; a victim must succeed on a DC 5 Fort save or take an additional 1 hp per hour as the dying flesh rapidly rots. The necrosis continues until the original wound is magically healed or the target dies (rising as a tomb ghoul upon the following dusk).</p><p><strong>Ghoul Serpent:</strong> The ghouls seem to shift about in their gray, lifeless skins. Indeed, the once-human form is merely a husk. Each ghoul is in process of molting into its true form. Damaging the ghoul speeds this process along, shearing away the ghoul’s skin, arms, legs, and head, revealing a large humanoid-headed snake hidden within the ghoul’s belly.</p><p>“Slaying” the ghoul frees the molting serpent. The snake-thing erupts from the corpse’s belly, striking out with long fangs.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/102637/Dungeon-Crawl-Classics-68-People-of-the-Pit?affiliate_id=17596" target="_blank">Dungeon Crawl Classics #68: People of the Pit</a>[spoiler]</p><p><strong>Mindless Ghost:</strong> This cave was once used to bury evil chaos warriors from a bygone age. Now their ghosts have been awakened by the evil energies of the cult, and they wait here to attack interlopers.</p><p>They have been awakened by the cult’s supernatural activities and are not inherently intelligent of their own accord.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/103720/Dungeon-Crawl-Classics-69-The-Emerald-Enchanter?affiliate_id=17596" target="_blank">Dungeon Crawl Classics #69: The Emerald Enchanter</a>[spoiler]</p><p><strong>Reanimated Severed Hand:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/104220/Dungeon-Crawl-Classics-70-Jewels-of-the-Carnifex?affiliate_id=17596" target="_blank">Dungeon Crawl Classics #70: Jewels of the Carnifex</a>[spoiler]</p><p><strong>Shade:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/104780/Dungeon-Crawl-Classics-71-The-13th-Skull?affiliate_id=17596" target="_blank">Dungeon Crawl Classics #71: The 13th Skull</a>[spoiler]</p><p><strong>Silver Skull-Possessed Zombie:</strong> The Silver Skull can take possession of bodies for a limited time, but doing so usually kills the host. This is a pile of recently possessed corpses. There is nothing of value on them. Note that the Silver Skull may choose to take possession of these corpses during combat.</p><p><strong>Vampire:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/106625/Dungeon-Crawl-Classics-73-Emirikol-Was-Framed?affiliate_id=17596" target="_blank">Dungeon Crawl Classics #73 Emirikol was Framed</a>[spoiler]</p><p><strong>Skull Swarm:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/108984/Dungeon-Crawl-Classics-74-Blades-Against-Death?affiliate_id=17596" target="_blank">Dungeon Crawl Classics #74: Blades Against Death</a>[spoiler]</p><p><strong>Moira the Fishwife, Ghost Banshee:</strong> A scant twenty years of age, Moira was already a mother when Ratvik the Mad stole her away. When she refused to join his court, Ratvik had her burned alive. With smoke searing her lungs, Moira cursed Ratvik to eternal un-death before succumbing to the flames and becoming un-dead herself.</p><p>This is where Ratvik imprisoned the young fishwife, and where—his advances spurned—he burned her alive. But Moira’s passion and fiery curses have proven stronger than Ratvik’s evil or madness; none of the charnel house’s dead can pass until Moira has been appeased.</p><p><strong>Ratvik the Mad:</strong> A scant twenty years of age, Moira was already a mother when Ratvik the Mad stole her away. When she refused to join his court, Ratvik had her burned alive. With smoke searing her lungs, Moira cursed Ratvik to eternal un-death before succumbing to the flames and becoming un-dead herself.</p><p>This is where Ratvik imprisoned the young fishwife, and where—his advances spurned—he burned her alive. But Moira’s passion and fiery curses have proven stronger than Ratvik’s evil or madness; none of the charnel house’s dead can pass until Moira has been appeased.</p><p><strong>Ghost:</strong> This is where Ratvik imprisoned the young fishwife, and where—his advances spurned—he burned her alive. But Moira’s passion and fiery curses have proven stronger than Ratvik’s evil or madness; none of the charnel house’s dead can pass until Moira has been appeased.</p><p>Similarly, though the ghost of Moira bars the gates of death, this does not mean that all deaths have ceased in Punjar. Only those that die in close relation to the charnel pits are kept from their eternal reward (or punishment).</p><p>Today the charnel pits are suffused with Ratvik’s wicked spirit and the ghosts of a hundred other souls unable to pass Moira’s ghost to reach the lands of the dead.</p><p><strong>Phantom Skeletal Hand:</strong> ?</p><p><strong>Phantom Scrivener, Ghostly Scrivener:</strong> This is where Ratvik imprisoned the young fishwife, and where—his advances spurned—he burned her alive. But Moira’s passion and fiery curses have proven stronger than Ratvik’s evil or madness; none of the charnel house’s dead can pass until Moira has been appeased.</p><p>Similarly, though the ghost of Moira bars the gates of death, this does not mean that all deaths have ceased in Punjar. Only those that die in close relation to the charnel pits are kept from their eternal reward (or punishment).</p><p>Today the charnel pits are suffused with Ratvik’s wicked spirit and the ghosts of a hundred other souls unable to pass Moira’s ghost to reach the lands of the dead.</p><p><strong>Ossuary Cloud:</strong> ?</p><p><strong>Mnom-Mothot, Mummy:</strong> ?</p><p><strong>Court Skeleton:</strong> ?</p><p><strong>Skeletal Troubador:</strong> ?</p><p><strong>Desiccated Lover:</strong> ?</p><p><strong>The Jester:</strong> ?</p><p><strong>Blue Phantom:</strong> This is where Ratvik imprisoned the young fishwife, and where—his advances spurned—he burned her alive. But Moira’s passion and fiery curses have proven stronger than Ratvik’s evil or madness; none of the charnel house’s dead can pass until Moira has been appeased.</p><p>Similarly, though the ghost of Moira bars the gates of death, this does not mean that all deaths have ceased in Punjar. Only those that die in close relation to the charnel pits are kept from their eternal reward (or punishment).</p><p>Today the charnel pits are suffused with Ratvik’s wicked spirit and the ghosts of a hundred other souls unable to pass Moira’s ghost to reach the lands of the dead.</p><p><strong>The Priest, Ghost:</strong> ?</p><p><strong>The Nun, Ghost:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/113323/Dungeon-Crawl-Classics-75-The-Sea-Queen-Escapes?affiliate_id=17596" target="_blank">Dungeon Crawl Classics #75: The Sea Queen Escapes</a>[spoiler]</p><p><strong>Aquatic Un-Dead:</strong> When Ru was an island, this region was home to a large, beautiful necropolis filled with ornate mausoleums and elegant marble tombs. Every Ruean was interred here upon his or her death, their mortal remains spending eternity with those of their ancestors. In the cataclysm that sank Ru, the necropolis was devastated by the disasters, its mausoleums and tombs shattered and the sleep of the dead disturbed.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/115606/Dungeon-Crawl-Classics-76-Colossus-Arise?affiliate_id=17596" target="_blank">Dungeon Crawl Classics #76: Colossus, Arise!</a>[spoiler]</p><p><strong>Cadixtat, Un-Dead Chaos Titan:</strong> The faith of the Daughters did far more than animate the brain of Cadixtat. It also awakened the headless corpse of a chaos titan. Buried beneath the temple, the un-dead chaos titan arises even as its brain succumbs to the blows of the PCs.</p><p><strong>Weeping Specter:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/116945/Dungeon-Crawl-Classics-77-The-Croaking-Fane?affiliate_id=17596" target="_blank">Crawl Classics #77: The Croaking Fane</a>[spoiler]</p><p><strong>Mummified Toad:</strong> Originally intended to house the elite faithful of the cult’s adherents, its limited numbers and their proclivity in slothfulness meant that only two were ever interred here. This is good news for the adventurers, as the unholy power of Schaphigroadaz has reanimated their remains in strange forms. Two rounds after the party enters this chamber, two of the niches’ doors crash to the floor and mummified toads spring out.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/118737/Dungeon-Crawl-Classics-79-Frozen-in-Time?affiliate_id=17596" target="_blank">Dungeon Crawl Classics #79: Frozen in Time</a>[spoiler]</p><p><strong>Lich Shogun:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/125537/Dungeon-Crawl-Classics-80-Intrigue-at-the-Court-of-Chaos?affiliate_id=17596" target="_blank">Dungeon Crawl Classics #80: Intrigue at the Court of Chaos</a>[spoiler]</p><p><strong>Ento-Morlock, Insect-Ghoul Hybrid:</strong> At a moment when the party faces total destruction, Akhen-Am-Set draws the PCs’ souls/spirits/anima into a metaphysical limbo and there offers them undeath as an alternative to true death.</p><p>If the PCs agree to serve Akhen-Am-Set, she teleports them to an underground desert tomb where they find blood-red clay sarcophagi, one for each PC and molded in their likenesses. The sarcophagi are perforated with thousands of small holes. The PCs lie in the sarcophagi and Akhen-Am-Set levitates the heavy lids into place. The PCs are not completely entombed as the perforations allow in light and air. But these holes are designed to admit something else: insects. The living mass at Akhen-Am-Set’s feet swarms into the sarcophagi and envelops the PCs. Hundreds of venomous insects administer stings that numb the PCs’ bodies and perceptions. The PCs’ deaths follow quickly, but they experience no sensation of it …</p><p>Akhen-Am-Set raises the PCs as “ento-morlocks” – insect-ghoul hybrids – which gives them advantages in the arena.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/127406/Dungeon-Crawl-Classics-81-The-One-Who-Watches-From-Below?affiliate_id=17596" target="_blank">Dungeon Crawl Classics #81: The One Who Watches From Below</a>[spoiler]</p><p><strong>Skeleton:</strong> <em>Book of the Dead</em> spell.</p><p><strong>Ghost:</strong> <em>Book of the Dead</em> spell.</p><p><strong>Ghoul:</strong> <em>Book of the Dead</em> spell.</p><p><strong>Zombie:</strong> <em>Book of the Dead</em> spell.</p><p><strong>Shadow:</strong> <em>Book of the Dead</em> spell.</p><p><strong>Un-Dead:</strong> <em>Book of the Dead</em> spell.</p><p><strong>Ogre Zombie:</strong> <em>Book of the Dead</em> spell.</p><p></p><p>Book of the Dead</p><p>Level: 3 (Shigazilnizthrub) Range: Varies Duration: 1 day Casting time: 1 action Save: None.</p><p>General The caster recites spells from a cursed tome written in blood that grants the power to control the un-dead. This spell requires at least 1 point of spellburn. The caster can only control 2x CL of un-dead creatures at a time. </p><p>A Book of the Dead must be acquired before the caster is able to cast this spell. The black tomes are exceedingly rare. The judge should invent a quest that must be performed to obtain the book or create a new one.</p><p>Manifestation The air fills with corpse flies and a rotting stench as the dead rise.</p><p>1 Lost, failure, and patron taint.</p><p>2-11 Lost, Failure.</p><p>12-15 Failure, but spell is not lost.</p><p>16-17 The caster creates a single skeleton by touching a corpse or pile of bones, or dominates one existing un-dead creature up to 1 HD within 10’.</p><p>18-21 The caster creates a single ghost or ghoul by touching a corpse or pile of bones, or dominates one existing un-dead creature up to 2 HD within 20’.</p><p>22-23 The caster creates a single zombie by touching a corpse, or dominates one un-dead existing creature up to 3 HD within 30’.</p><p>24-26 The caster creates a single shadow by touching a corpse or pile of bones, or dominates one existing un-dead creature up to 6 HD within 40’. </p><p>27-31 The caster creates 1d3x CL in total hit dice of un-dead creatures provided there is a sufficient quantity of corpses, or dominates the same number of existing un-dead creatures within 60’. The effected un-dead must be of 8 HD or less.</p><p>32-33 The caster creates 1d6x CL in total hit dice of un-dead creatures provided there is a sufficient quantity of corpses, or dominates the same number of existing un-dead creatures within 80’. The caster can choose to animate the mortal remains of larger creatures, creating skeletons and zombies with above-average HD. For example, the caster can revivify a dead ogre (4 HD) to make a 4 HD zombie. The effected un-dead must be of 10 HD or less. If the caster is controlling his or her maximum number of un-dead, a number of skeletons and zombies equal to the excess HD rise from the earth and attack the nearest living creature.</p><p>34-35 The caster creates 1d12x CL in total hit dice of un-dead creatures provided there is a sufficient quantity of corpses, or dominates the same number of existing un-dead creatures within 200’. The caster can choose to animate the mortal remains of larger creatures, creating skeletons and zombies with above-average HD. For example, the caster can revivify a dead ogre (4 HD) to make a 4 HD zombie. The effected un-dead must be of 12 HD or less. If the caster is controlling his or her maximum number of un-dead, a number of skeletons and zombies equal to the excess HD rise from the earth and attack the nearest living creature.</p><p>36+ The moon blots out the sun to create 24 hours of night. The ground cracks open and a black lacquered palanquin with gossamer purple drapes is thrust up from the bowels of the earth by a giant skeletal hand. A throne built from bleached bones sits squarely upon the platform. The dead rise from the earth in a 1 mile radius: 2d10x CL skeletons, 1d10x CL zombies, plus 1d20 x CL in total hit dice of un-dead creatures of the caster’s choosing. To maintain control over an un-dead creature with more than 12 HD, the caster must make a Will save vs the number of HD every hour. Failure causes summoned creatures to disintegrate and dominated creatures to attack the caster. If the caster is controlling his or her maximum number of un-dead, an additional number of skeletons and zombies equal to the excess HD rise from the earth and attack the nearest living creature. </p><p>The Crown of the Zombie King sits upon the throne. Donning the crown immediately causes the wearer to take on a greater corruption. While wearing the crown, zombies (3 HD or less) will obey the caster without counting against the maximum number of controlled un-dead. The un-dead will not attack anyone sitting in the throne with the crown on, or those who bear the zombie king’s litter. </p><p>After the 24 hours have elapsed, the dead return to their resting places as the zombie king’s palanquin and crown fade away.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/128791/Dungeon-Crawl-Classics-82-Bride-of-the-Black-Manse?affiliate_id=17596" target="_blank">Dungeon Crawl Classics #82: Bride of the Black Manse</a>[spoiler]</p><p><strong>Jost, Ghost:</strong> Desperate, Ilse sought aid from beyond this world and foul Mammon answered her call. In exchange for the promise of Ilse’s soul and a diabolic betrothal, Mammon tutored the young regent in a ritual of horrific proportions.</p><p>On the appointed eve, Ilse transformed the entire manse into a magic circle. The moors were rent asunder, brimstone flared in the night, and – come dawn – Ilse stood as sole remaining scion of House Liis.</p><p><strong>Kethe, Ghost:</strong> Desperate, Ilse sought aid from beyond this world and foul Mammon answered her call. In exchange for the promise of Ilse’s soul and a diabolic betrothal, Mammon tutored the young regent in a ritual of horrific proportions.</p><p>On the appointed eve, Ilse transformed the entire manse into a magic circle. The moors were rent asunder, brimstone flared in the night, and – come dawn – Ilse stood as sole remaining scion of House Liis.</p><p><strong>Joseph, Ghost:</strong> Desperate, Ilse sought aid from beyond this world and foul Mammon answered her call. In exchange for the promise of Ilse’s soul and a diabolic betrothal, Mammon tutored the young regent in a ritual of horrific proportions.</p><p>On the appointed eve, Ilse transformed the entire manse into a magic circle. The moors were rent asunder, brimstone flared in the night, and – come dawn – Ilse stood as sole remaining scion of House Liis.</p><p>These phantoms are the spirits of Josef and Matias sacrificed by Lady Ilse on the night of the great summoning.</p><p><strong>Sabian, Ghost:</strong> Desperate, Ilse sought aid from beyond this world and foul Mammon answered her call. In exchange for the promise of Ilse’s soul and a diabolic betrothal, Mammon tutored the young regent in a ritual of horrific proportions.</p><p>On the appointed eve, Ilse transformed the entire manse into a magic circle. The moors were rent asunder, brimstone flared in the night, and – come dawn – Ilse stood as sole remaining scion of House Liis.</p><p><strong>Lady Ursula, Ghost:</strong> Desperate, Ilse sought aid from beyond this world and foul Mammon answered her call. In exchange for the promise of Ilse’s soul and a diabolic betrothal, Mammon tutored the young regent in a ritual of horrific proportions.</p><p>On the appointed eve, Ilse transformed the entire manse into a magic circle. The moors were rent asunder, brimstone flared in the night, and – come dawn – Ilse stood as sole remaining scion of House Liis.</p><p>Lady Ursula, her lover, and their men-at-arms were murdered here, drowned in the mere.</p><p><strong>Demut, Ghost:</strong> Desperate, Ilse sought aid from beyond this world and foul Mammon answered her call. In exchange for the promise of Ilse’s soul and a diabolic betrothal, Mammon tutored the young regent in a ritual of horrific proportions.</p><p>On the appointed eve, Ilse transformed the entire manse into a magic circle. The moors were rent asunder, brimstone flared in the night, and – come dawn – Ilse stood as sole remaining scion of House Liis.</p><p><strong>Ilse, Ghost:</strong> Desperate, Ilse sought aid from beyond this world and foul Mammon answered her call. In exchange for the promise of Ilse’s soul and a diabolic betrothal, Mammon tutored the young regent in a ritual of horrific proportions.</p><p>On the appointed eve, Ilse transformed the entire manse into a magic circle. The moors were rent asunder, brimstone flared in the night, and – come dawn – Ilse stood as sole remaining scion of House Liis.</p><p><strong>Matias, Ghost:</strong> Desperate, Ilse sought aid from beyond this world and foul Mammon answered her call. In exchange for the promise of Ilse’s soul and a diabolic betrothal, Mammon tutored the young regent in a ritual of horrific proportions.</p><p>On the appointed eve, Ilse transformed the entire manse into a magic circle. The moors were rent asunder, brimstone flared in the night, and – come dawn – Ilse stood as sole remaining scion of House Liis.</p><p>These phantoms are the spirits of Josef and Matias sacrificed by Lady Ilse on the night of the great summoning.</p><p><strong>The Seneschal:</strong> The strange, withered man is the embodied spirit of the manse – the psychic torment of the house made manifest in the flesh. Though appearing real for all intents, this is the spectral manifestation of the manse’s wicked past: the Seneschal.</p><p><strong>The Gruesome Lover:</strong> Lady Ursula, her lover, and their men-at-arms were murdered here, drowned in the mere.</p><p><strong>Man-at-Arms:</strong> Lady Ursula, her lover, and their men-at-arms were murdered here, drowned in the mere.</p><p><strong>Blue Phantasm Ghost:</strong> ?</p><p><strong>Spectral Chorister Ghost:</strong> ?</p><p><strong>Burned Heretic, Flaming Skeleton:</strong> [E]nemies of House Liis that were burned alive at the stake.</p><p><strong>Lady Baethor Liis:</strong> Driven by the love of her children, the matriarch of house Liis is returning to life.</p><p><strong>Zombie:</strong> Lady Baethor travels primarily along the walls and ceiling. On a successful attack she hoists her target from the floor, and presses her foul lips to theirs, exhaling a gout of diseased miasma into the target’s lungs; the PC must attempt a DC 15 Fort save. On a successful save the PC is left stunned, coughing the miasma from his lungs for 1d3 rounds. However on a failed save, the character collapses to the ground, only to rise 1d3 rounds later – a zombie under the matriarch’s command.</p><p><strong>Headless Lady:</strong> The ladies-in-waiting were once attendants of Lady Ilse. The Mad Prince had them beheaded and their heads secreted away.</p><p><strong>Flying Head:</strong> The ladies-in-waiting were once attendants of Lady Ilse. The Mad Prince had them beheaded and their heads secreted away.</p><p><strong>Skeleton:</strong> The water conceals hundreds of skeletons – victims of the Mad Prince. Careful prodding reveals the thousands of bones; nearly all were once humans, though the skeletons of war dogs and horses also lie amidst the carnage.</p><p>All of the skeletons are the remnants of a single mass sacrifice – the Mad Prince’s attempt to stave off her devil’s bargain. The offering failed and their souls remain trapped within the vile manse.</p><p><strong>Thing of the Undercroft, Bone Golem:</strong> Slain or turned skeletons collapse into the water. However, their spirits retain much of their power. Track the skeletons as they are destroyed: once ten are slain, they rise up as towering thing of bone, lashing out in fury at the PCs with spiked limbs formed of shattered bones. The more skeletons the PCs destroy, the more powerful the Thing becomes.</p><p><strong>Lesser Charm Spirit:</strong> ?</p><p><strong>Greater Charm Spirit:</strong> ?</p><p><strong>Prejudged Soul:</strong> The prejudged souls are recently deceased followers of the Ascended God, many still bearing the visible wounds of their demise. They are technically dead mortals on their way to their afterlife.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/134983/Dungeon-Crawl-Classics-825-Dragoras-Dungeon?affiliate_id=17596" target="_blank">Dungeon Crawl Classics #82.5: Dragora's Dungeon</a>[spoiler]</p><p><strong>Skeleton:</strong> ?</p><p><strong>Mad Wraith:</strong> A mad wraith is the ghostly remnant of some ancient sorcerer of Parhok.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/268202/Dungeon-Crawl-Classics-83-The-Chained-Coffin-Compiled-2nd-Printing?affiliate_id=17596" target="_blank">Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing)</a>[spoiler]</p><p><strong>Undead:</strong> Dead tissue exposed to the spoil’s power animates, becoming a bizarre and unique form of undead creature.</p><p>Spoil Effect on Living Subjects.</p><p><strong>Ghost:</strong> ?</p><p><strong>Phantom:</strong> ?</p><p><strong>Hant:</strong> Transparent spirits that emit a frigid aura of air, the “Hants” in the Deep Hollows are the un-dead spirits of the original inhabitants of the valleys. Slain in the lunar catastrophe that destroyed Luhsaal and decimated their civilization, some still cling to their homeland in the afterlife, attempting to drive away those who would settle in their wake.</p><p><strong>Non-Corporeal Undead, Incorporeal Undead:</strong> ?</p><p><strong>Animated Corn Husk Doll:</strong> Once the PCs acquire Shuyr Rilla’s holy symbol from the well and begin moving through the corn field (area 1-8), each doll becomes possessed by a fragment of Hobb undead energy and they attack the party.</p><p><strong>Spoil Dwarf:</strong> This cave is a spoil, one of the residual deposits of Hsaalian magic that survived the destruction of the Luhsaal (see The Chained Coffin Companion p. 2). The decaying lunar sorcery has strange effects on persons and objects exposed to its radiance, and the dwarves here are no exception.</p><p>Originally a band of prospectors, these six dwarves found the gold vein in area 1-8, but were discovered in turn by Shange before they could make much progress mining it. Shange, still seeking to understand the spoil’s power, killed the dwarves but restrained himself from drinking their blood. Instead he left their corpses inside the spoil and was amused when they arose with a semblance of life.</p><p>Haggard-seeming dwarves with ebon eyes and gaunt appearance, spoiled dwarves bear the wounds that killed them. Animated in a grim semblance of life by the spoil, these undead miners can strike with their tools to break the limbs of opponents.</p><p>The spoil’s magic maintains the un-dead dwarves’ animated state and they cannot move more than 50’ away from area 1-9.</p><p><strong>Skeleton of Unknown Origin:</strong> Birthed from the bones of a dead something from long ago, the skeletal creature is intent on destroying all life it encounters. Perhaps if it is defeated, clues to what the creature was and where it came from can be discovered amongst its old bones.</p><p><strong>Hobb Phantom:</strong> The uneasy spirits of the Hobb clan are trapped in Sour Spring Hollow, hungry and hateful.</p><p><strong>Ghost of Moonricket Bridge:</strong> ?</p><p><strong>Ancient Zombie:</strong> A handful of miners perished while dumping spoil, falling into the pit and being crushed by the rocks. The Hsaal cared little for their minions and the bodies of the unfortunates were left to rot among the stones, buried beneath impromptu cairns of added debris. There, in the darkness, their spirits have lingered, growing ever hateful. Anyone meddling in their domain attracts the spirits who reanimate their desiccated remains.</p><p><strong>Pansy Roane, Ghost:</strong> In time, the serpent-men’s demands grew and ultimately Pansy and her unborn child paid the price for Wade’s pride and avarice.</p><p>When Wade Roane killed his wife, he concealed her body in this root cellar, walling up the corpse behind the old stone walls. Interred in this crude grave, Pansy’s ghost has been unable to rest and only the discovery of its body and subsequent burial in a churchyard will end its un-dead existence.</p><p>Back in my Granny’s time, there t’was a couple that ran the grist mill on Pigsaw Creek. They t’were Pansy and Wade Roane, happy a pair as you ken. Pansy t’was kindling a young ‘en, tis said, and ol’ Wade t’was happy as a hog in slop at the thought of being a proud poppa. But tragedy, as it t’will do here in the hills, well it paid a visit to ‘em.</p><p>The spring thaw swelled the creeks and rivers that year, and the Pigsaw overflowed its banks. Pansy t’was coming back to the mill from temple and it’s said she misstepped along the creek banks and fell into the swollen waters. No one saw Pansy go in, but they a’heard her screams all the way back in town. That t’was the last time anyone heard from Pansy … alive anyway.</p><p>Breath. Breath. At long last, I have breath to speak. Breath to tell my tale and utter the secrets my husband wished hidden. Breath to declare his shame and his blasphemy. Breath to warn the living of a horror that lurks among them unnoticed.</p><p>Wade was a petty man, a cowardly man. He concerned himself more with what strangers thought of his fortunes than what I, his own wife, did. When the mill began to fail, Wade grew frantic, fearful he’d be seen as a failure by the people of Holler Hollow. That is what doomed him … and me.</p><p>Something met with Wade in the old caves under our lands. A creature from another, older time. A thing that should have crawled, yet walked like a man. That creature promised Wade a fortune in return for unspeakable service. My craven husband agreed all too readily, sealing the fate of both his wife and unborn child. He murdered me at the behest of that creature and sealed my bones in the root cellar’s wall.</p><p><strong>Soul Owl:</strong> These owls are soul fragments of Shange’s victims, trapped between life and death by the mixed power of the blooddrinker’s curse and the lingering magic of the spoil in area 1-9.</p><p><strong>Zugun:</strong> Although triumphant, Boak paid a heavy toll for his victory. The mighty forces unleashed during the battle destroyed the site, foiling Boak’s transformation. Furious at being thwarted yet again (albeit indirectly) by Justicia, Boak enacted a horrific revenge on Zugun. Boak imprisoned the cleric in a coffin of orichalcum and bound the casket with chains of adamantine. The coffin, empowered by Chaos, preserved the dying cleric in a state that was not life, death or un-death, but a weird mixture of all three.</p><p>“Once a man, but now I do not know. I should have died long ago, but this coffin is now my prison and my preserver. I hope that I’m whatever goodness remains of a man, once his mortal clay is no more.”</p><p><strong>Ox-Headed Barrow Bones:</strong> ?</p><p><strong>Human/Serpent Hybrid Barrow Bones:</strong> ?</p><p><strong>Squire Grady, Lingering Spirit:</strong> This cabin was the home of Squire Grady, a stubborn Shudfolk farmer who, despite the warnings of others, laid claim to a cursed plot of land in the Deep Hollows. Squire Grady, cantankerous and unyielding as the mountains themselves, refused to be driven off by the ghosts who haunt the land and even in death refuses to relinquish his claim.</p><p></p><p>Spoil Effect on Living Subjects</p><p>1d10 Spoil’s Effect</p><p>1 Imparts a random form of corruption. Roll 1d6: 1-3) use Table 5-3: Minor Corruption (DCC RPG p. 116) to determine effect; 4-5) use Table 5-4: Major Corruption (DCC RPG p. 118) to determine effect; 6) use Table 5-5: Greater Corruption (DCC RPG p. 119) to determine effect.</p><p>2 Causes a sorcerous wasting disease similar to mummy rot.</p><p>3 Imparts the ability to cast a random 1st-level spell once per day. Subject uses a d16 to determine the spellcheck of this incantation.</p><p>4 Drains magical power, turning enchanted objects mundane or stealing spells from a caster’s mind.</p><p>5 Permanently transforms the subject into a monster, either one chosen randomly from the DCC RPG rulebook or other source, or a unique creature of the judge’s creation.</p><p>6 Drives the subject insane, warping his mind with malicious thoughts to commit unspeakable crimes.</p><p>7 Creates a communication conduit between the subject and an entity outside the physical world. The party at the other end of this conduit may be pleased to speak with the subject, perhaps even agreeing to act as the affected soul’s patron or be angered by such brazen contact and seek the individual’s destruction.</p><p>8 Cloaks the subject in a permanent mystical field that amplifies his prowess or protects him from harm. Subject gains a +1 bonus to a randomly determined ability, spell, saving throw, natural armor class, or other characteristic of the judge’s choosing.</p><p>9 Slays the subject outright then revives him as an un-dead creature 1d4 days later unless the body is destroyed.</p><p>10 Sends the subject to another time and/or place. Possible destinations include the dim past during the height of either the Hsaal or serpent-men’s dominance, the Court of Chaos, the time pad in the Vault of Zepes Null-Eleven, or a certain purple planet…[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/151823/Dungeon-Crawl-Classics-85-The-Making-of-the-Ghost-Ring?cPath=187_190?affiliate_id=17596" target="_blank">Dungeon Crawl Classics #85: The Making of the Ghost Ring</a>[spoiler]</p><p><strong>Lifthrasir the Enchantress, Ghost:</strong> Lifthrasir the Enchantress, like most of her spellcasting</p><p>ilk, spent her life in the pursuit of power, pillaging forgotten ruins for ancient incantations and delving into forbidden vaults to pry grimoires from their previous owners’ long-dead hands. But unlike many of her brethren, Lifthrasir was driven by the urge to create rather than destroy, and pursued arcane lore so she might inscribe her legend in the annals of history. She dreamed of crafting an object of magical power that would persist after her death and carry her name down the long roads of history.</p><p>Unfortunately for Lifthrasir, dreams do not always come true and the required knowledge to create such an artifact long escaped her. As is wont to occur with wizards, her goal became a drive, and her drive became an obsession, leading her to take measures best avoided by rational beings.</p><p>Calling up a potent infernal power, Maalbrilmorg the Hell Smith, Lifthrasir bargained with the evil crafter to acquire the incantations she required. Lifthrasir was not completely overwhelmed by her obsession, however, and succeeded in inserting a loophole in her contract with the Hell Smith: If she accomplished her goal before a year and a day passed, Maalbrilmorg could lay no claim upon the sorceress. Unbeknownst to Lifthrasir—but known by the demon-smith who sensed the illness growing—Lifthrasir was dying, the victim of a subtle, but highly malignant magical cancer the sorceress had unwittingly acquired as spell corruption. Maalbrilmorg easily agreed to the condition, knowing the sickness would claim Lifthrasir before she could finish her task.</p><p>What Maalbrilmorg could not predict was Lifthrasir’s tenacity. The cancer killed the enchantress eleven months from the day of their agreement and the Hell Smith arrived to claim his due. The demon was nonplussed to discover Lifthrasir’s soul still determined to complete her work. Now lingering as a ghost, Lifthrasir cannot be reaped by Maalbrilmorg until the time limit of their bargain expires.</p><p>Lifthrasir’s dedication to the goal was so strong she persisted as a ghost after her death.</p><p><strong>Bronze-Handed Pharaoh:</strong> The last scene shows the Pharaoh being mummified and interred. His bronze arms, serpent-headed staff, and the Eye of the Sun are all visible amongst the linen wrappings. The Pharaoh is placed in his sarcophagus and born away by a large congregation of weeping mourners.</p><p>The sarcophagus is closed and contains only a portion of the Pharaoh’s mummified remains, for the sorcerer-king’s power lingers beyond death, encased in his bronze limbs, enchanted staff, and the very treasure the party seeks: The Eye of the Sun.</p><p>The Pharaoh’s spirit occupies all four items equally.</p><p><strong>Pharaoh's Skull:</strong> The sarcophagus is closed and contains only a portion of the Pharaoh’s mummified remains, for the sorcerer-king’s power lingers beyond death, encased in his bronze limbs, enchanted staff, and the very treasure the party seeks: The Eye of the Sun.</p><p>The Pharaoh’s spirit occupies all four items equally.</p><p><strong>Bronzed Arm:</strong> The sarcophagus is closed and contains only a portion of the Pharaoh’s mummified remains, for the sorcerer-king’s power lingers beyond death, encased in his bronze limbs, enchanted staff, and the very treasure the party seeks: The Eye of the Sun.</p><p>The Pharaoh’s spirit occupies all four items equally.</p><p><strong>Staff:</strong> The sarcophagus is closed and contains only a portion of the Pharaoh’s mummified remains, for the sorcerer-king’s power lingers beyond death, encased in his bronze limbs, enchanted staff, and the very treasure the party seeks: The Eye of the Sun.</p><p>The Pharaoh’s spirit occupies all four items equally.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/170103/Dungeon-Crawl-Classics-885-Curse-of-the-Kingspire?affiliate_id=17596" target="_blank">Dungeon Crawl Classics #88.5: Curse of the Kingspire</a>[spoiler]</p><p><strong>Zombie:</strong> In the course of his ritual sacrifices, Arkos sinks the corpses into the swamp. Some of the corpses, animated by the unholy power of the Kingspire, have awakened from the dead.</p><p><strong>Ghost:</strong> If unconscious PCs are left behind, the ghosts converge on them. The PC must immediately begin to make a DC 10 Fort save each round. On a failed save, the PC perishes and rises in 1d4 rounds as a ghost.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/241306/Dungeon-Crawl-Classics-96-The-Tower-of-Faces?affiliate_id=17596" target="_blank">Dungeon Crawl Classics #96: The Tower of Faces</a>[spoiler]</p><p><strong>Fire Warrior:</strong> ?</p><p><strong>Monster Zombie:</strong> ?</p><p><strong>Ghoul Angel:</strong> ?</p><p><strong>Ghoul:</strong> A creature killed by a ghoul is usually eaten. Those not eaten arise as ghouls on the next full moon unless the corpse is blessed.</p><p><strong>Wickstrom the Ancient Vampire Chandler:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Horned Skeleton:</strong> ?</p><p><strong>Esselglam, Ghost:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/159410/Dungeon-Crawl-Classics-Horror-1-They-Served-Brandolyn-Red?affiliate_id=17596" target="_blank">Dungeon Crawl Classics Horror #1: They Served Brandolyn Red</a>[spoiler]</p><p><strong>Gage Vintner, Spirit:</strong> About 150 years ago, the elven artisan Lotrin Whitegrass, despite being betrothed to elven nobility, fell in love with the young, beautiful, and also-married human Brandolyn Vintner. Brandolyn, wife of the successful vigneron and wine maker Gage Vintner, attempted to keep the affair a secret but was eventually discovered by her husband. Enraged at her deception—and appalled at the thought of his wife coupling with an elf—Gage overpowered Brandolyn, and crushed her to death in his wine press.</p><p>The decades passed and Gage Vintner eventually died with his murderous secret intact, but forbidden love, murder, and treachery have a strange way of resurfacing, demanding their malfeasance not be forgotten. Over a century after his death, Gage’s crypt was violated by Samhain the Corpse Harvester, a semi-sentient subterranean parasite that burrows into coffins and crypts and agglutinates limbs from corpses to form its own mass. Disturbing Gage’s evil bones ignited a spiritual conflagration, tearing the ethereal fabric that separates the living and the dead.</p><p><strong>Brandolyn Vintner, Ghost:</strong> About 150 years ago, the elven artisan Lotrin Whitegrass, despite being betrothed to elven nobility, fell in love with the young, beautiful, and also-married human Brandolyn Vintner. Brandolyn, wife of the successful vigneron and wine maker Gage Vintner, attempted to keep the affair a secret but was eventually discovered by her husband. Enraged at her deception—and appalled at the thought of his wife coupling with an elf—Gage overpowered Brandolyn, and crushed her to death in his wine press.</p><p>The decades passed and Gage Vintner eventually died with his murderous secret intact, but forbidden love, murder, and treachery have a strange way of resurfacing, demanding their malfeasance not be forgotten. Over a century after his death, Gage’s crypt was violated by Samhain the Corpse Harvester, a semi-sentient subterranean parasite that burrows into coffins and crypts and agglutinates limbs from corpses to form its own mass. Disturbing Gage’s evil bones ignited a spiritual conflagration, tearing the ethereal fabric that separates the living and the dead. Gage’s spirit began manipulating Samhain to inflict more spiteful destruction, thereby awakening Brandolyn’s soul, somehow still trapped in the device where her life was snuffed out.</p><p><strong>Zombigator:</strong> ?</p><p><strong>Living Stain:</strong> However, searching this area puts the PCs in range of the Living Stain, a sentient mixture of wine sediment and malevolent spirit spawned from the recent hauntings.</p><p><strong>Margrite Vintner, Gourd Puppet:</strong> ?</p><p><strong>Gage Vintner, Gourd Puppet:</strong> To defend itself, Samhain will animate a gourd puppet out of the bones of Gage (and potentially others) using bodies harvested from the crypts above.</p><p><strong>Gourd Puppet:</strong> To defend itself, Samhain will animate a gourd puppet out of the bones of Gage (and potentially others) using bodies harvested from the crypts above.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/279067/Goodman-Games-2019-Yearbook-Riders-on-the-Phlogiston?cPath=187_190?affiliate_id=17596" target="_blank">Goodman Games 2019 Yearbook: Riders on the Phlogiston</a>[spoiler]</p><p><strong>Silver Ghoul:</strong> The third pool shimmers with a silver light. Any living creature touching the placid waters recovers 1d20 [10] hit points and gains +1 point of Luck. (This effect can take place but once per character.)</p><p>If a slain creature comes into contact with the waters, it immediately animates into a hellish, silvery ghoul that lunges to attack.</p><p>Worse, due to the spray of the cascading spoil, any creature slain in the chamber animates the following round and lunges to the attack.</p><p><strong>Skin Horror Medium Skeleton:</strong> ?</p><p><strong>Skin Horror Small Skeleton:</strong> ?</p><p><strong>Large Skeleton:</strong> ?</p><p><strong>Medium Skeleton:</strong> ?</p><p><strong>Small Skeleton:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Shadder:</strong> The creatures are shadders: former men cursed to be deformed and changed into abominable grotesques that can only be seen as dark outlines among the narrow cracks and crevices of the tunnel.</p><p><strong>Gribb-Kith Mummy:</strong> ?[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>Dungeon Crawl Classics 3rd-Party Books[spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/234019/Angels-Daemons--Beings-Between-Volume-2-Elfland-Edition?affiliate_id=17596" target="_blank">Angels, Daemons & Beings Between Volume 2: Elfland Edition</a>[spoiler]</p><p><strong>Elf Wraith:</strong> ?</p><p><strong>Reidmar:</strong> Long ago, Reidmar was a member of the Seelie Court. An aristocratic lord of his own faerie mound, Talla Aghmhor, or Happy Hall, indeed Reidmar’s personality was reflected in the name of his dwelling -- he was joyous, happy, and kind.</p><p>Legend claims that during one evening of feasting, Talla Aghmhor was called upon by a wandering troubadour. The faerie minstral must have had darkness in his heart to sing a melancholy tale of fey lovers killed by internecine rivalry. Reidmar was furious that such an unhappy tale was told in his Joyous Court. Courtiers openly wept and the psychic shock took a deep hold on Reidmar as well.</p><p>At that moment, the unending joy was somehow sundered in famed Talla Aghmhor. Some placed blame the undoing of Talla Aghmhor at the minstrel’s feet, suggesting that the act was malicious and planned by archrivals in the Unseelie Court. Others suggested that the happiness of the place flowed from its faerie king, Reidmar. Once his joyous reverie was broken, so too was Talla Aghmhor.</p><p>The next evening all of Talla Aghmhor attempted to continue on as before. Reidmar feigned happiness but in secret was tortured by the death of the faerie lovers in the minstrel’s tale. In private, he began consulting spirits and sages to discover what happens to faeries when they die. Conventional wisdom indicated that faeries join the Unseelie Court upon death. Other tales were far worse, only suggesting that the fey’s soul dissolves and everyone forgets that the departed ever existed.</p><p>This knowledge was too much for Reidmar. The possibility of turning to something so diametrically opposed to his own way of life gnawed at Reidmar’s fey soul. Unseelie faeries are cruel, evil and hateful. The alternate fate seemed even more excruciating - to be gone from all memory.</p><p>Later a sorcerer of no mean skill was a guest at Talla Aghmhor. Deep in his cups and having consumed faerie wine, the sorcerer lost all propriety and told of magic that would stave off death forever. Reidmar wrung the secrets from the sorcerer with wine and promises, and later on, threats and torture.</p><p>Armed with the arcane formulae, Reidmar set about to manifest its dark magicks at whatever the cost. It was all a success, but obtained at great cost. Reidmar has become everything he feared -- a withered skeletal faerie with rotting wings, glowing bones, clawed hands and black pits lit with evil energy where eyes used to be. He is now neither Seelie nor Unseelie. He exists as something altogether separate, his soul hidden away in a small iron chest. The absence of his soul renders him immune to the laws and traditions of the Faerie Courts. Death will not take him and the Faerie Courts fear him.</p><p><strong>Lich:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Ghost:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/279673/Book-of-Scarlet-Abomination?affiliate_id=17596" target="_blank">Book of Scarlet Abomination</a>[spoiler]</p><p><strong>Undead:</strong> <em>Calling the Scarlet Chaos from the Queen’s Doom</em> spell.</p><p><strong>Giant Undead Fate Raven:</strong> ?</p><p><strong>Abysspawn:</strong> Undead spirits of uncertain but ghastly origin given animation, sentience, and ghostly purpose by the Red Queen.</p><p></p><p>Calling the Scarlet Chaos from the Queen’s Doom</p><p>Level 3 Range: Conversational (Self to 60”)</p><p>Duration: Variable</p><p>Casting time: 1 round Save: Spell check DC or None</p><p>General: Caster is calling the essence of the Queen’s Doom, bringing Tamarah’s plane into limited but direct contact with the world. Dangerous.</p><p>Manifestation: 1. Caster reaches a single perfect pitch note and the air shimmers and warbles before disgorging its fell contents. 2. The character’s features become flush with colour – depending this could be as simple as a blush to a temporary reddening of the skin, hair, and eyes though taking on an actual foreign hue with increasing success 3. The invoker ritually – and literally – cuts a jagged hole in any surface, or in the air and the spell effect pours out like a bloody wound.</p><p>1 Lost, failure, and Patron taint!</p><p>2-11 Failure. Depending on the results of the Patron bond, the caster may or may not be</p><p>able to cast it again.</p><p>12-15 Revealing Swarm – Summons (at pressure) a small jet of scurrying weird mutant living creatures from one of the planes of the Queen’s Doom; they immediately clear away debris, reveal secret doors or concealed things, and will locate any one thing desired by the caster, if so instructed. Adds ten to relevant perception tests. Lasts no more than 60 seconds.</p><p>Otherwise, the Red Queen is too busy for the likes of you. For the next d5 rounds, natural creatures (mundane animals) will be (roll a d6; even = drawn to you odd = frightened by something out of race instinct and display threat behavior. They will attack if the character approaches but will otherwise avoid. However for the duration you will save v. fear and fear effects/attacks at +2.</p><p>14-15 Grasping arms of the Hungry Pit - opens an small irregular channel allowing abyssal energies into the world – Tamarah hears your pleas for aid and lends several arms; 1d4+1</p><p>extremities; a combination of arms, tentacles, and less recognizable grasping appendages erupting out of any near drain, pit, hole, or similar defect from abyssal space; they will set about attacking (at +4) and immobilizing/entangling (spellcheck DC Ref to avoid or escape, check once/round) up to four of the caster’s enemies for the next CL+1 rounds.</p><p>16-17 21 Tamarah reminds her followers that, in the end, there is no problem that cannot be overcome by consumption; q.v. by eating the problem itself.</p><p>The caster’s jaw visibly distorts and distends, and the whole of their face seems to take on a monstrous yet painful aspect. The caster’s mouth has now become a form of gate, a Hell gullet to the Queen’s Doom. Anything that is slain and so devoured by this mouth has its soul sucked out and devoured by the Red Queen.</p><p>Each round the Hell gullet can chomp down on a target with mighty force, this is a bite attack that strikes at +3 and inflicts 2d16+STR+CL with each sharp tearing bite.</p><p>18-21 Invocation of the Hungry Pit - opens an irregular but <em>generally</em> circular hole in a surface within 1d3x8” of the caster; to all appearances a pit but anything thrown in will be as though thrown into the jaws of a great multiplanar beast (as 20-21 above). After d3 rounds, from this terrible obscene mouth rises the ‘Pillar of the Consumed’, a great proboscis-like tongue. The Consumed - A semi digested mass of bodies and souls of Tamarah’s (former) enemies - kept a semi molten composite of shifting desperate arms, hands and mouths, reaching and shifting, and takes its existential rage on anything within its 16” reach burning with pain and cold. It strikes with 1d24 action die inflicting 2d6 hp damage and 1d4 stamina drain with a successful strike.</p><p>When the duration expires there is a 1 in 20 chance that the Pit once summoned, will wander off, a permanent portal to somewhere in the Red Queendoom.</p><p>22-23 Reaching into the Spawning Pits - opens a portal to the least plane of the Red</p><p>Queendoom, where her countless thousands of abandoned children writhe in scented</p><p>darkness.</p><p>This momentary portal exists to allow 1d6 tamlyngs to flee into the world of the caster, appearing at the end of the round. They will be compelled to fight the focus of the invoker’s ire for 1d3 rounds before they are distracted by something shiny like their freedom.</p><p>24-26 A vast and spectacular demonic blood rose appears anywhere in the caster’s</p><p>immediate line of sight, erupting from the ground or another surface, immediately opening, unfurling it’s pollenating tendrils to puff orange smoke in a 20” radius/caster level centered on the flower. Everything inside that is living will suffer a loss of 1d6 Pers and become very susceptible to suggestion -1 to will saves but this susceptibility is triple strength with regard to the caster who are especially weak willed toward them and save at minus 3; further for 1d6 minutes those affected will not be disposed toward violence toward the caster at all unless provoked. 1d3 rounds after it manifests, the rose will disgorge one of the following.</p><p>a) Swarm of bats, b) 1d3 killer bees, c) a pair of Red Wasps, d) A tangle of two headed snakes</p><p>27-31 Tamarah cannot be bothered with your petty nonsense … but as she values you for some inexplicable reason of her own, she sends you Starbow. Starbow (pp. 50-51) can ferry passengers literally anywhere in the omniverse, in as much or as little time as she wishes.</p><p>Starbow can, per her half-demonic nature, move through the phenomenal universe at the</p><p>speed of light, to the benefit (and terror!) of those astride her. Starbow is immune to attacks from light, attempts to bend time or space, and suffers no ill effects from either radiation or cosmic energy. Note that the steed may deposit the invoker anywhere that it’s whim, and the whims of its mistress, regardless of any stated or given request. The creature has many other capabilities but likely the caster will not be able to make use of them save as it pleases Tamarah.</p><p>32-33 It is said that Tamarah’s laughter causes violence. Tamarah manifest through the invoker with the lilting high laughter of an amused demon. For the next 2d6+CL rounds, everything within hearing range is inspired to pick a target and go to town, striking at +4 to hit with their best weapon or most powerful attack. Further, threat range for all critical hits is doubled and all criticals occur at +6 on the roll for the duration. Finally, a single target chosen by the caster experiences the sudden growth of thorns of bone , rapidly growing within the target’s chest and lungs, inflicting 1d4 hp damage initially; for each subsequent round, the target takes 1d6 damage and is depleted a point each of Agility and Stamina as their breathing becomes a bloody mess.</p><p>34-35 The sky above shimmers and seemingly turns to liquid as you bring a small fraction of her plane to yours. For 5d12 rounds, the luminescent churning multispectral liquid sky from several of the planes of the Red Queen’s Doom pours forth into the skies above, polluting the natural world with its foul essence and overwhelming possibilities.</p><p>2 in 5 Chance of (d5) 1. Hot hail 2. Black lightning 3. Ghost winds 4. Rain of hot multicolored mud balls, covering the landscape in the aftermath of a Play-Doh fight 5. Phantom fog that will throw d3 illusions at each party member journeying through it</p><p>Meanwhile, the Horned Queen’s Hunting Party (comprised of 1d8 Abysspawn 1d6 vapour dogs and 1d12 hunger dogs and 2d6 tamlyngs) comes charging out of this chaotic miasma to kill or capture the invoker’s enemies … and anyone else that gets in their way. The tamlyngs may however flee immediately.</p><p>36+ Having attracted a considerable degree of her attention, Tamarah momentarily sends a minor aspect of herself to possess the caster, lending a fraction of her power, influence, and sense of authority to the invoker who uses it to persuade, control, or influence those around them. The spell represents a tiny fraction of Tamarah’s attention as it is loaned to her most especial followers for d5 (modified by Personality) hours.</p><p>For that duration, the caster gains / recovers 2d6 additional hit points, and recovers up to 1d4 spellburn or ability drain from Personality, Strength, or Intelligence (each). The caster is at +2 to hit, damage, and saving throws for the duration. Further, the shimmering, vertiginous aura nauseates all living creatures within a 5’ radius of the caster that fail a will save, who suffer -1 to action die rolls for the duration and up to d3 rounds thereafter.</p><p>At this point, 0 levels have no choice but to obey the caster. The effect persists for d5 weeks plus 1 per caster level; Caster gains a minor corruption and during this time, paladins, witch hunters, lawful clerics, and others concerned for the world around them may come for the character. For the duration, any who attempt to defy the caster’s wishes must succeed on a Will save, DC = to the Spell check result.</p><p>Further, 5d24 days after this invocation, Tamarah herself will visit the caster in dreams and offer them a sip of RED. She will appear in the guise of the Chalice Goat; the goat will kneel that one may drink of the cup (taking the form of a bowl shaped defect in its skull) and thus drink directly from her mind. Up to (level) may partake including the caster. Those who do will receive 1d4 points of floating attribute recovery (the caster receives 1d6+pers mod), heal 2d5+pers mod HP, and experience a moment of demonic ‘enlightenment” which occurs at +30 on the roll. Results must be applied immediately. The invoker’s alignment becomes chaotic and they detect as Demonic to spells and abilities that detect and affect such. They have for all intents and purposes fallen.</p><p>Finally, should the caster die during this spell’s duration - the deceased invoker rises as an NPC after a number of nights determined by their action die; They rise at night with full hit points and geased to annihilate without delay those who slew them. The deceased is treated as undead for the duration and functionally indestructible until banished by high level magic, or it runs out of enemies on its list. At which point the vengeance seeker will be torn apart by red and crimson flames as their body and soul are reduced to howling madness and claimed by Tamarah herself, forever damned.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/290844/Dead-In-The-Water-MCC-RPG?affiliate_id=17596" target="_blank">Dead In The Water (MCC RPG)</a>[spoiler]</p><p><strong>Drenched:</strong> During the Times of the Ancients, mutations were nonexistent (or at most, rare), and thus many experiments were performed to try to alter and improve humanity’s genome. One such experiment was Operation Deep Six, an attempt to biologically introduce the ability to breathe underwater. The secret experimental laboratory was disguised as a nondescript oil-drilling derrick located in the gulf, where scientists could conduct their underwater research away from prying eyes. After years of genetic manipulation of a captive Architeuthus dux (giant squid), the Deep Six scientists cultivated a small squidlike creature capable of bestowing waterbreathing on a human subject. If the subject held the creature’s larvae in the mouth and allowed it to attach itself to the subject’s soft palate, the creature extracted breathable oxygen from the water for the subject, allowing them to function underwater. Although the experiments were promising, the researchers were unaware of another mutational effect: all those who underwent the process were now in metaconcert with each other and mind-linked to the host “parent”, which was now becoming overwhelmed with each new “voice” in its primitive brain. Enraged, the giant squid (nicknamed “The Sea-wraith”) broke loose from its captors and sent its mind-controlled thralls into the underwater research facility. Its minions forced the panicked scientists to join the hive-mind by dragging them into the seas, where they could either drown or accept one of the larva offspring, letting them live but as yet another mindless drone.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/260952/Foe-Folio-for-Dungeon-Crawl-Classics?affiliate_id=17596" target="_blank">Foe Folio</a>[spoiler]</p><p><strong>Phagent:</strong> Phagents worshipped Pestilence in life and now serve her in death by spreading death and disease.</p><p>If a creature’s Stamina is reduced to 0 by a phagent, they become a phagent in 2d6 turns. Any Stamina loss by a Phagent returns at 1 point per day of complete rest.</p><p><strong>Umbral:</strong> Umbrals are the shades of thieves and assassins.</p><p><strong>Upir:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/198726/Hubris-A-World-of-Visceral-Adventure?affiliate_id=17596" target="_blank">Hubris A World of Visceral Adventure</a>[spoiler]</p><p><strong>Facious the Lich King:</strong> ?</p><p><strong>Zombie:</strong> People that are captured by the Lich King’s pirates are presented to Facious, where he forces them to breathe in a vile concoction of his own creation, Zombie Powder, causing the victim to become a living zombie, which serves him without question. Eventually the victim will succumb to the toxic effects of the powder and rise as an undead zombie, forever under control of the necromancer.</p><p></p><p>Zombie Powder</p><p>Facious creates this powder from the minced liver of the black-nosed fox, the eyes of a bloated toad, flesh of the rainbow puffer fish, various unsavory plants, and the brains of a recently buried child. The powder must be inhaled by the victim in order to corrupt their mind and rob them of their sense of self. When inhaled the victim must make a Fortitude save: 1 or less HD = no save allowed; 2-4 HD = DC 16; 5+ HD = DC 12. A successful save means the target takes 1d6 damage and suffers from a fit of violent coughs for 2d3 rounds (they cannot take any other action those rounds). Failure means that the victim falls unconscious and is in the grips of a terrible fever. The next day the target loses 1d3 points of Intelligence and will obediently serve the person who used the powder on them. The living zombie can only understand explicit and simple instructions however, such as “guard this door”, “dig a ditch”, “kill your family”, etc. When not ordered to do an activity they stare blankly, drooling slightly. Each day the target must make a successful Willpower save (DC determined by HD as listed above), failure means that the target loses an additional 1d3 points of Intelligence and comes closer to true undeath. If the target reaches zero Intelligence they fall dead from the fever and rise in 1d4 days as a zombie, utterly faithful to the person who poisoned him. If the target makes a successful save they shake off the effects and return to normal and will regain lost Intelligence at a rate of 1 point per full day of bed rest. However they are more susceptible to the powers of Zombie Powder and roll all further saves against it one step lower on the die ladder.</p><p>Brew Potion (DCC, pg 223) DC 27 to create this potion.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/102457/Perils-of-the-Sunken-City-DCC-RPG?affiliate_id=17596" target="_blank">Perils of the Sunken City (DCC RPG)</a>[spoiler]</p><p><strong>Ghost:</strong> ?</p><p><strong>Chain Skeleton:</strong> Revenge is the only force that motivates the spirits of these dead slaves.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/132050/The-Headless-Horseman?affiliate_id=17596" target="_blank">The Headless Horseman</a>[spoiler]</p><p><strong>Headless Horseman:</strong> A hag of an evil coven had responded to the dying curse. She took Aennwyn by surprise, and tricked Wulffhard by magic on his arrival. With the two lovers bound by magic sleep, she started to proceed with a spell of her own: She began to reanimate the body of Urgmer, to make him the true headless horseman.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/136960/The-Swamp-Daughters-of-Marshsund?affiliate_id=17596" target="_blank">The Swamp Daughters of Marshsund</a>[spoiler]</p><p><strong>Swamp Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/311772/The-Umerican-Road-Atlas-DCC?affiliate_id=17596" target="_blank">The Umerican Road Atlas (DCC)</a>[spoiler]</p><p><strong>Junkyard Spirit:</strong> ?</p><p><strong>Un-Dead Skeletal Horror:</strong> Bone Storm - Cackling ashen clouds forcefully rain down a multitude of dry, skeletal remains of various creatures. There is a 15% chance per hour the storm rages that un-dead skeletal horrors composed of assorted bones will rise to rampage.</p><p><strong>Wrath:</strong> ?</p><p><strong>Burnie “Corpse” Grinder, Corpse Grinder, Wrath:</strong> Said to be the risen form of an ancient warrior from centuries past, there is nothing about the enormous biker that would dissuade from such a conclusion.</p><p><strong>Killer Skull, Skeleton Warrior:</strong> ?</p><p><strong>Un-Dead:</strong> This all un-dead gang is led by Killer Skull, who wields the sword Deathstorm. The enchanted blade causes anyone it slays to rise anew as one of the un-dead.</p><p>[A]ll foes slain by Deathstorm rise as un-dead the following round—un-dead type at GM’s discretion.</p><p><strong>Brando, Lesser Power Wight:</strong> Unbeknownst to the gang, Brando is one of the creations of the “good doctor” and, while only a lesser power wight, he has been cosmetically altered to be able to pass as a badly scarred human.</p><p><strong>The Mechanic, Custom Large Car Autogiest:</strong> Once there was a family of adrenaline-junky gearheads, the Urnhearts, who had the misfortune of falling prey to a gang of wheeler demons. Thinking that the group of parked RVs were simply an encampment, the exhausted travelers made the mistake of parking nearby for safety. In the dead of night, they were ground to paste and scraped beneath the wheels of the Trailer Park Trash. The patriarch of the family, Hill Urnheart, gathered the souls of his family and forged them together into a powerful autogeist, and vowed to draw others to its cause.</p><p><strong>Autogiest:</strong> The spirits of those slain by the Restless Dead linger until enough are drawn together to form a new autogeist. So long as one member of the gang exists, the gang will always, slowly and inexorably, return.</p><p><strong>Wraith Rider:</strong> With only a few notable exceptions, wraith rider gangs are normally made up of the members of gangs snuffed out in a singular bout of carnage. These gangs continue to wear the colors of their former selves as they seek to carry out whatever unfinished task it is that keeps them from rest. This need not always be vengeance, there was an instance of a wraith rider gang simply attempting to complete a “poker run” to raise funds to help a member who had lost his wheels—now riding the wastes until such time as they have a worthy ride to bring to the sole surviving member of their former gang.</p><p><strong>Ghost:</strong> ?</p><p><strong>Phantasmal Semi, Ghost Truck:</strong> ?</p><p><strong>Robo-lich:</strong> ?</p><p><strong>Astroliche:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Haunt:</strong> ?</p><p><strong>Rail Wraith:</strong> ?</p><p><strong>Silver Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/243420/Twisted-Menagerie-Manual-DCC?affiliate_id=17596" target="_blank">Twisted Menagerie Manual</a>[spoiler]</p><p><strong>Autogiest:</strong> Deep in the wastelands lie a multitude of corpses wrapped in rusting caskets of twisted chrome and faux-leather upholstery. From these mass graves of crushed hopes and unquenched road rage rises a horror that all wastelanders fear, the dread autogiest.</p><p>The fiend is a conglomerate spirit of those who have died in violent car wrecks that have joined together to punish the living. By itself, the autogiest is a shapeless, glowing red mist that drifts against the wind. It cannot be harmed by mundane means or interact with anything in this form. Once it finds a suitable vehicle to inhabit, usually one of Keeper quality or better, its reign of terror as an unholy juggernaut begins.</p><p><strong>Keeper Large Car Autogiest:</strong> ?</p><p><strong>Minion Vehicle:</strong> Autogeist Animate Minions power.</p><p><strong>Blast Shade:</strong> Often mistaken for harmless “nuclear shadows” from the Great Cataclysm when holding still, these angry spirits are born from unfulfilled desires shattered by an early death at the hands of an atomic level explosion. The embittered soul reanimates the scorched shadow remnants of their body to torment those who are still alive.</p><p><strong>Corpsenado:</strong> ?</p><p><strong>Cryo-Lurker:</strong> The ancient practice of cryogenics left untold numbers of individuals (or their heads) encapsulated and frozen. Some were soldiers kept on ice for times of war, others were travelers whose journey ended in the lost luggage bin, and there were those sleeping until the promise of a new future to revive them. That future never came, but the incursions from the plane of Eternal Unrest have reanimated their frozen and mutated forms, fulfilling their desires by way of un-death.</p><p><strong>Cryo-Lurker Brute:</strong> ?</p><p><strong>Cryo-Lurker Buckethead:</strong> Unable to afford the full cryogenic treatment, the buckethead was still a very determined person in their past life. Their determination and force of will is what keeps them going, even now. A severed head carried in a receptacle (often merely a steel bucket) the buckethead is far from defenseless.</p><p><strong>Cryo-Lurker Cryoslime:</strong> When the physical form of the cryogenically frozen cannot stand the strains of the change, it collapses into a 10’x10’ puddle of frozen, malevolent ooze.</p><p><strong>Cryo-Lurker Frost-Burned:</strong> ?</p><p><strong>Cyber Ghoul:</strong> After the great Search Engine War, the victorious search algorithm sent its web crawlers out to explore the last great frontier, the living brain. As the crawlers entered human minds and drained them of information, the search engine learned to keep the host bodies alive, fueling them by feeding off of other living targets – incidentally allowing the algorithm to spread.</p><p>Easily recognized by their twitching, shuddering gait and the wires that protrude from their flesh, cyber ghouls are far from common un-dead. Unlike traditional un-dead which are fueled by dark necromantic energies from vile dimensions and unholy powers, cyber ghouls are more correctly the “un-living”. While their host bodies may be technically dead, stolen thoughts and electrical impulses keep their muscles moving and their thoughts coursing through diseased minds.</p><p>Any intelligent creature may be transformed by the cyber ghouls and instances of larger ghouls of up to 10d5 HD are known to exist.</p><p>As part of their bite attack, cyber ghouls pull the memories from their victims. Each bite permanently drains 1 point of Intelligence and for every 5 points of lost Intelligence the victim also loses 1 level of experience. Victims drained to 0 Intelligence or below 0-level are infected with the World Crawler AI and transform into cyber ghouls.</p><p><strong>Power Wight:</strong> Created using the secrets of both golemcrafting and necromancy, these creatures are always planned works fashioned in a lab and never spontaneously occur. They are grizzly masterpieces formed from the finest parts of various corpses and incorporate advanced NecroTech devices within their bodies.</p><p><strong>Lesser Power Wight:</strong> ?</p><p><strong>Greater Power Wight:</strong> ?</p><p><strong>Un-Dead:</strong> As they have an innate understanding of the nature of un-dead and NecroTech, greater power wights can create 1d3 HD worth of unintelligent corporeal un-dead every week, given the proper materials and lab space.</p><p><strong>Robo-Lich:</strong> Reputedly crafted from deceased magic users, a robo-lich is a grizzly fusion of corpse and robot. They appear to be highly cybernetically augmented, semi-skeletal cadavers cut off at the waist and grafted onto tank tread platforms they use to move about. The lower left arm is replaced with a small plasma cannon and the right with a wicked looking robotic combat claw.</p><p><strong>Rockin' Wraith:</strong> Throughout time, there has been a select club, the membership of which all were tragically struck down in their 27th year. For hundreds of years, the organization was thought to be mere legend, but modern day Umerica has learned that this is no legend and the “27 Club”, as it is known, is real. So too is its un-dead membership.</p><p>The members of the 27 Club obey their founder; an un-dead blues musician who is rumored to have made a deal with the devil, presides over them.</p><p>Long before the apocalypse, before there was even a written history of humankind and their mythologies, there was the being now known as Rojo. A demon of great power and guile, he first appeared in the public zeitgeist during the early days of recording when several bluesmen made deals with him at the crossroads, not for fame or wealth, but for talent. Beginning with ragtime musician Louis Chauvin, Rojo (who takes his current name from the next of his supplicants, Robert Johnson, whose rockin’ wraith form was destroyed at ground zero of the apocalypse) made Faustian pacts with musicians. The deals have always been the same, instrumental mastery and a heightened gift of musical expression in return for claiming their souls at the ripe old age of 27. Rojo’s “27 Club”, filled with un-dead musicians – rockin’ wraiths – roam the Urth in order to aid him in the gathering of more souls.</p><p>Rojo's Demonic Deal power.</p><p><strong>Wraith Rider:</strong> Animated by an unknown, rage-filled spirit from the plane of Eternal Unrest wraith riders seek vengeance on the roadways of Umerica. Humans suffering a traumatic violent death, in rare cases, may rise again as a wraith rider.</p><p>The wraith rider was killed by a road gang while trying to make a delivery.</p><p>The love of the un-dead was murdered, and the wraith rider is filled with an unquenchable rage.</p><p>Double-crossed on a mission for the Three Royals and killed for knowing too much, this rider travels the roads towards the Citadel of Scrap for vengeance.</p><p>The vengeful spirit is that of a slain parent, slain while protecting their child.</p><p>The wraith rider was a local misfit who was killed by the local community for a crime they did not commit.</p><p>Driven off the highway during a road race, the wraith rider seeks to find and slay the driver responsible.</p><p>The wraith rider was murdered, and his vehicle stolen.</p><p>The wraith rider was killed by a member of the party and now seeks revenge for his death.</p><p>Once the guardian of a cache of precious materials, the wraith rider was murdered during the theft of its charge.</p><p>The wraith rider has fulfilled its quest for vengeance but it still has a final task to complete, visiting the</p><p>grave of a dead family member in hopes of achieving final peace.</p><p><strong>Wrath:</strong> ?</p><p><strong>Xeno-Mummy:</strong> Aliens from beyond the grave stalk the nights of Umerica. Their corpses animated by unknown energies within their wrappings, xeno mummies are puppeteered by their funerary dressings in an effort to collect the energies required to maintain their preservation fields.</p><p>The humanoid shapes of this long dead alien species are preserved within strange mylar-ic wrappings. Covered from oblong head to pointed toe in alien glyphs and scrawls, these creatures give off a faint, blue luminescence visible at 20 feet. Whatever strange funerary rites these aliens undergo leaves their blackened, husk-like faces exposed to the air and their shark-like mouths hanging open (when not actively tearing the flesh of a victim).</p><p><strong>Zombie:</strong> Corpsenado's Spawn Zombies power.</p><p>Anyone that dies within a corpsenado's funnel will raise as a zombie within 1d4 rounds.</p><p><strong>Blink Zombie:</strong> Corpsenado's Spawn Zombies power.</p><p><strong>Chrono Zombie:</strong> Anyone who dies of the aging effects of a chrono zombie will raise as one in 1d5-1 (0-4) hours.</p><p>Corpsenado's Spawn Zombies power.</p><p><strong>Melting Zombie:</strong> Corpsenado's Spawn Zombies power.</p><p><strong>Petrol Zombie:</strong> Corpsenado's Spawn Zombies power.</p><p><strong>Rave Zombie:</strong> These crazed un-dead can spontaneously raise from the corpses of Technos Discos followers (usually in groups of three or more) or can be created by necromancers that have learned to raise the dead with enchanted music. It is unknown if this necromantic raising process taps into the power of the Terrible Bringer of Beats or another, more vile, source of horrifying melodic energy.</p><p>Corpsenado's Spawn Zombies power.</p><p><strong>Silver Zombie:</strong> Animated by rogue nanites originally intended for medical purposes, these zombies tend to have a metallic tinge to their rotting flesh.</p><p>Anyone injured by a nano zombie must roll under their Luck after the encounter or they have been infected. This will have no immediate effect but when they ever reach 0 or less hit points, they will definitely die and raise as a nano zombie shortly after.</p><p>Corpsenado's Spawn Zombies power.</p><p><strong>Zombie Monk of the Cyberhive:</strong> Zombie monks are humanoid corpses that have been cybernetically resurrected to serve the Earth Brain of the Cyberhive.</p><p>Any slain foes will be collected by a robo-lich for techno-reanimation as zombie monks.</p><p>Given 24 hours a robo-lich can convert a humanoid corpse into a fully functional zombie monk. This process installs a new personality into the remnants of the corpse’s brain so any previous knowledge or personality is erased.</p><p><strong>Carl Aug M.D., Greater Power Wight:</strong> ?</p><p><strong>GAWBYCAID Within Host Cyber Ghoul:</strong> ?</p><p><strong>Greater Power Wight Nurse:</strong> ?</p><p><strong>Lesser Power Wight Janitor:</strong> ?</p><p></p><p>Animate minions: for up to one hour per day, it can animate up to 1.5x its HD in other vehicles that will mindlessly serve their new master. Minion vehicles will have 1d14 action dice and are treated as un-dead.</p><p></p><p>Spawn zombies: During combat the corpsenado can, as an action, fling zombies out to a range of 150 feet. These zombies take no appreciable damage from being thrown and are able to attack at the end of the round that they were spawned. There is no limit to the number of zombies a corpsenado can spawn. To determine the number and type of zombies cast from the hellish whirlwind roll 1d7: 1) 2d4 zombies (as per DCC RPG); 2) 3d3 petrol zombies; 3) 2d5 rave zombies; 4) 1d4 melting zombies; 5) 2d3 blink zombies; 6) 1d3 silver zombies; or 7) 2 chrono zombies.</p><p></p><p>Demonic deal: If someone with a sincere desire to create music for the ages summons him to the crossroads, Rojo will offer them his standard deal; granting unparalleled musical gifts for their soul - as a rockin’ wraith sometime during their 27th year. He will not deviate from this contract, knowing that those who care only about the music and not fame or other mortal trappings will accept the deal. Should the deal be agreed to, an ancient white lighter will appear in the pocket of the musician (or, if unclothed, among their belongings) at their time of death. The effect of such 'musical' mastery is left to the judge.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/223270/Umerican-Survival-Guide-Delve-cover-DCC?affiliate_id=17596" target="_blank">Umerican Survival Guide, Delve cover (DCC)</a>[spoiler]</p><p><strong>Zombie Monk, Lay Ghoul:</strong> The Cyberhive is an intergalactic AI that inhabits multiple giant puedo-brains located all over the universe. Each brain is tasked with a specific purpose for increasing the knowledge of the whole. All brains are in constant communication and act as one being.</p><p>The brain on Urth is dedicated to understanding living beings’ concepts of life, death, the afterlife, and the taboos surrounding death. To facilitate this, it has currently chosen to reanimate the corpses of intelligent lifeforms with technomagical cybernetics.</p><p><strong>Robo-Lich, Cyber Shepherd:</strong> The Cyberhive is an intergalactic AI that inhabits multiple giant puedo-brains located all over the universe. Each brain is tasked with a specific purpose for increasing the knowledge of the whole. All brains are in constant communication and act as one being.</p><p>The brain on Urth is dedicated to understanding living beings’ concepts of life, death, the afterlife, and the taboos surrounding death. To facilitate this, it has currently chosen to reanimate the corpses of intelligent lifeforms with technomagical cybernetics.</p><p><strong>Cyberdead:</strong> <em>Create Cybomination</em> spell.</p><p><strong>Astroliche:</strong> ?</p><p><strong>Skeleton Butler:</strong> <em>Skeletal Attendant</em> spell.</p><p><strong>Undead:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Skeletal Warrior:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Zombie:</strong> NecroNeural Net magic item.</p><p></p><p>Create Cybomination</p><p>Level: 3 Range: Touch Duration: Permanent Casting time: 1 turn/HD of the creation Save: NA</p><p>General: A caster cannot control more than CLx3 HD worth of cyberdead at one time. Any excess will act randomly and violently, requiring a Personality check of 11+HD to be controlled again.</p><p>Manifestation: Wires and mechanisms burst forth from the corpse and cybernetically reanimate it.</p><p>1 Lost, failure, and patron taint.</p><p>2-11 Lost. Failure.</p><p>12-15 Failure, but spell is not lost.</p><p>16-17 CL+1 HD of small animals (⅛ - . HD in size) are animated. These recycled creatures are completely loyal to the caster but are dumb as rocks. They require constant psychic instruction to do any task.</p><p>18-21 As the previous result but CL+d3 HD of animals or people (. - 2 HD in size) are animated.</p><p>22-23 CL+d4 HD of animals or people (1 - 4 HD in size) are animated. These recycled creatures are completely loyal to the caster but can only follow simple commands. Two of the HD available may be used to bestow a random special ability to the creatures from Table 9-6: Traits or Properties of Undead (DCC RPG, pg 381).</p><p>24-26 As above but CL+d5 HD of animals or people (1 - 5 HD in size) and each has an Intelligence of 6+d6 and can accept complex commands. Two of the HD available may be used to bestow a random special ability to the creatures from Table 9-6: Traits or Properties of Un-dead (DCC RPG, pg 381).</p><p>27-31 CL+d7 HD of animals or people (1 - 6 HD in size) are animated. These recycled creatures are completely loyal to the caster. Each has an Intelligence of 8+d6 and can accept complex commands. For each 2 HD rolled but not used for reanimation, a special ability may be added to the creatures from Table 9-6: Traits or Properties of Un-dead (DCC RPG, pg 381).</p><p>32-33 As the previous result but CL+d10 HD of animals, people, or monsters (1 - 8 HD in size) are animated.</p><p>34-35 As result level 28-29 but CL+d16 HD of animals, people, or monsters (2 - 12 HD in size) are animated.</p><p>36+ The caster can animate CL x2+1d20 HD worth of any previously living creatures (2 - 16 HD in size).</p><p>Each will have a special ability from Table 9-6: Traits or Properties of Un-dead (DCC RPG, pg 381) and will have a 25% chance of being fully intelligent.</p><p></p><p>Skeletal Attendant</p><p>Level: 2 Range: proximity Duration: 1 day Casting time: 1 turn Save: NA</p><p>General: Summons an intelligent skeleton butler from the Astrolich realm to do the caster’s bidding.</p><p>Manifestation: The skeleton butler appears suddenly by sparkly transmat beam.</p><p>1 Lost, failure, and patron taint.</p><p>2-11 Lost. Failure.</p><p>12-13 Failure, but spell is not lost.</p><p>14-15 The caster summons a clean and polished animated skeleton butler wearing a fine white shirt and a black coat with tails. Deep in its eye sockets are a pair of small green orbs that glow with an intensity that matches the butler’s tone of voice. The butler will introduce itself in a pleasant, refined voice (roll 1d4: 1 - Bonesworth,</p><p>2 - Skullingham, 3 - Corpsington, 4 - Rattleson) and wait upon the caster’s orders throughout the day. At this level, the butler will not remember anything from any previous summonings.</p><p>The skeletal butler is considered to have 11 in all attributes, HD: 1d8, HP: 5, AC: 11, Move: 25’, Act: 1d16, and +1 to all saves. It has no appreciable combat abilities.</p><p>16-19 The skeleton butler will appear and introduce itself as above but is a skilled servant. It has an equivalent Strength and Agility of 14 plus it is skilled in the following tasks: driving, cooking, cleaning, and tailoring. At this level, the butler will have a passing memory of any previous summonings.</p><p>20-21 The skeleton butler will appear and introduce itself as above but is much improved. It has an equivalent Strength and Agility of 16 plus the following additional tasks: night watchman, minor repairs, and bandaging wounds. At this level, the butler will have a full memory of any previous summonings and can be tasked with reminding the caster of up to 4 appointments or engagements.</p><p>22-25 As the previous result but the butler now has the following combat abilities: Init: +1, Atk claws +3 melee (1d4+2), HD: 2d8, HP: 10, AC 12, Armor Die: [1d3], and +2 to all saves.</p><p>26-29 The skeleton butler will appear and introduce itself as above but is vastly improved. It has an equivalent Strength, Agility, and Intelligence of 16 plus the following additional tasks: basic business, appraising goods, event planning, and current events. At this level, the butler will have a detailed memory of any previous summonings and will remind the caster of any number of things.</p><p>30-31 As the previous result but the butler now has the following combat abilities: Init: +2, Atk sword +4 melee (1d8+2), HD: 3d8, HP: 15, AC 13, Armor Die: [1d4], Act: 2d16, SP summon sword from thin air, and +4 to all saves.</p><p>32-33 The skeleton butler will appear and introduce itself as above but is a paragon of servitude. Its Strength, Agility, and Intelligence are 16 and all other attributes are 13. In addition to all of the previous tasks, it is skilled in the following additional tasks: business, finance, estate management, barter, and law. At this level, the butler will have a detailed memory of any previous summonings and will remind the caster of any number of things.</p><p>34+ In addition to the previous result, the butler is an accomplished warrior: Init: +4, Atk sword +1d5+2 melee (1d8+1d5+2), HD: 5d8, HP: 25, AC 14, Armor Die: [1d5], Act: 2d20, SP mighty deeds as a 5th level warrior, summon sword from thin air, & +6 to all saves.</p><p></p><p>NecroNeural Net – When placed on the skull of a recently deceased humanoid for the period of a day, the corpse becomes a zombie (DCC rulebook, pg 431) that follows all your mental commands to the best of its dim Intelligence until destroyed. The maximum number of zombie henchman you can control at one time is equal to one half your current level plus Personality mod, with a minimum of 1. Note, employing zombie henchmen will not be taken well by most Lawful or Neutral Urthlings.[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>Dungeon Crawl Classics 3rd-Party Magazines[spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/192706/2015-Gongfarmers-Almanac-consolidated-edition-Vols-16?affiliate_id=17596" target="_blank">2015 Gongfarmer's Almanac 1-6</a>[spoiler]</p><p><strong>Ghost:</strong> You are a tortured soul, cursed to live beyond the grave. You have returned from the next world to seek revenge or atonement for your past life.</p><p><strong>Skeletal Warrior:</strong> You are a warrior of a bygone age, a casualty of a battle long-forgotten. You have been risen from your grave to fight once more by some foul necromancy, and you march on to battle without fear of death.</p><p><strong>Vampire:</strong> You are an un-dead being cursed to feed upon the blood of the living. You were human once, but in death you have been changed to something far more dreadful.</p><p><strong>Fright of Ghosts:</strong> ?</p><p><strong>Hungry Dead:</strong> ?</p><p><strong>Hag of Hecate:</strong> ?</p><p><strong>Damned Skeletal Army:</strong> ?</p><p><strong>Damned Banshees:</strong> ?</p><p><strong>Elahi the War Witch, Mummy:</strong> Centuries under the thrall of the jewel after being burned at the stake, has transformed Elahai from a powerful witch into a powerful mummy.</p><p><strong>Grey:</strong> Agents of the Demi-Lich, these un-living forms comprise that sliver of a soul each has to give up to be able to leave the pass un-cursed.</p><p>Greys who gather 5 luck points may duplicate themselves by mitosis as a free action, creating a duplicate Grey at full health.</p><p><strong>Rj’Nimajneb~Yor, Demilich:</strong> ?</p><p><strong>Juju Zombie:</strong> Wand of a Thousand Punishments activation critical success.</p><p><strong>Ghast:</strong> Wand of a Thousand Punishments activation critical success.</p><p><strong>Wight:</strong> Wand of a Thousand Punishments activation critical success.</p><p><strong>Wraith:</strong> Wand of a Thousand Punishments effect.</p><p></p><p>Wand of a Thousand Punishments: This wand, crafted by Rj’Nimajneb~Yor himself was created from the spine of the offspring of a daemon and a unicorn – an experiment that was disastrous, and successful in its own right. Use of the wand requires a successful classic intelligence check of a 5th level or higher Wizard, or DC15 Thief “Use Scroll” to activate each round. Failure to activate the wand renders it inoperable for 1d9 days, and a critical fumble destroys the wand – causing a phlogiston disturbance (caster is forced to cast a spell vs. a spell on chart below, Judge rolls for wand’s Spell check+CL7+5) then explodes for 5d7 points of damage creating a rip in space time. The wand itself has a Spell check of 19, plus the Caster’s Level, and Int Bonus. If the bearer has a 15 or higher Intelligence, he can choose the spell below, otherwise roll 1d5 per use:</p><p>1. Flaming Hands</p><p>2. Magic Missile</p><p>3. Scorching Ray</p><p>4. Fireball</p><p>5. Lightning Bolt</p><p>A critical success in activating the wand bestows un-dead henchmen permanently loyal to the bearer in addition to the Spellcasting, Roll 1d3:</p><p>1. 1d7 Juju Zombies</p><p>2. 1d5 Ghast</p><p>3. 1d3 Wights</p><p>The un-dead are either created from nearby remains, or are the closest convenient creature teleported to the bearers location. They appear and act the next round, surrounding the caster if possible, with elite morale.</p><p>While the bearer has the wand in his possession, the un-dead can be psychically commanded as a free action. If the wand is held by another, or is more than 5’ away from the bearer for more than 2 rounds, roll 1d100:</p><p>1-20 The un-dead suddenly vanish, leaving behind permanently burned shadows from where they stood.</p><p>21-25 The un-dead are destroyed in an explosion of positive energy. Adjacent targets take 3d6 damage: Law characters no damage, Neutral Half, Chaos Full; DC15 Will for half, post alignment determination.</p><p>26-37 The un-dead explode, causing 2d6 damage to all adjacent targets. DC10 Sta check for half.</p><p>38-40 The un-dead implode, pulling anyone adjacent to each creature into the 9 hells. DC15 Agi check or be pulled in.</p><p>41-58 The un-dead remain, unloyal to anyone, acting next round per Judge’s determination.</p><p>58-69 The un-dead remain, loyal to the original bearer of the wand at time of bestowment.</p><p>70-73 The un-dead remain, loyal to whoever bears the wand.</p><p>74-80 The un-dead remain, turned to stone. Bearer gains corruption; roll 1d3: 1. Minor, 2. Major, 3. Greater.</p><p>81-84 Arrival. The un-dead remain, and an angel arrives and starts to fight the creatures. Party must choose sides. If the angel wins, it bestows the party boons per Judge’s discretion. If the undead win, they become loyal to the original bearer of the wand and those present at the time of bestowment. A Wraith appears, pledging fealty to the champion of the un-dead.</p><p>85-90 Contest. A demon arrives and offers the bearer 50 smoldering gold coins per remaining un-dead. The demon is true to his word and pays if accepted, if denied he fights the bearer and allies for the un-dead disappearing before the final death blow if defeated, cursing the party. The bearer and allies make a mortal enemy.</p><p>91-98 If the original bearer of the wand bestowed un-dead is still of mortal life, he must make a DC 15 Will save or be transmogrified into a Wraith. All objects at time of fail turn into ethereal variants and are subject to those effects per Judge’s discretion.</p><p>99-100 Special, The Judge’s discretion on the event.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/192934/2016-Gongfarmers-Almanac-consolidated-edition-Vols-18?affiliate_id=17596" target="_blank">2016 Gongfarmer's Almanac 1-8</a>[spoiler]</p><p><strong>Necrosaur:</strong> As one of the Oblivion Syndicate’s greatest warriors, this H’Grungthorr was chosen by the evil Perilous Couple to receive the most profane blessings of their death-cult. Now, H’Grungthorr has been transformed into a ferocious, thanatos-powered, life-hating warrior known as THE NECROSAUR.</p><p><strong>Skeletal Heap:</strong> <em>Skeletal Heap</em> spell.</p><p><strong>Mocking Shade:</strong> ?</p><p></p><p>Skeletal Heap (Thief Spell)</p><p>Level: 2 Range: 20’ Duration: Varies</p><p>Casting Time: 1 round Save: N/A</p><p>General Thieves from North Kovacistan have a tendency to steal spell books from their wizard traveling companions. This spell is as much a defense mechanism for the wizard's spell book as it is an actual spell that the wizard can cast. If casting as a wizard, for all results below 12 the spell fails and is lost for the day, but otherwise they suffer none of the listed effects. Thieves may cast this spell using a d16 but must burn 1 point of Luck PERMANENTLY - yes, you may never recover it, ever!</p><p>The caster attempts to summon forth a hideous necromantic warrior from the piles of bones of long-dead creatures. Alas, even failure has its price!</p><p>Manifestation The bones of long-dead friends, foes or others come together with the screeching sound of unreleased voices silenced in violent combat, knitting themselves together in stop-motion and exhibiting the general shape of the bones' previous form, albeit crudely pasted together (for example, a skeletal heap conjured from ape-man bones might have long arms where its legs should be and short, squat legs growing from it's back or head, while a heap formed from triceratops bones may have one arm with three spikes protruding from it). Judges are encouraged to embellish the attacks listed below as they see fit in regards to the component bones available.</p><p>Corruption None. The results of the spell are corruption enough (see below).</p><p>Misfire None. Though when cast by a thief, all results produce some form of skeletal heap, most beyond the caster's control.</p><p>1 The bones of the fallen fail to achieve the desired state due to a lack of sufficient necromantic energy. The caster's own bones begin to pop from his body to supplement the creature. Suffer 2d4 Luck loss (permanent, cannot be restored, ever - but you won't live long enough to regret it, anyway!) Each round, the caster must pass an incrementally more difficult Fort save, beginning at DC 14, or suffer the ill effects of their own bones being sucked out through their skin as they attempt to join the heap (lose 1d5 points of Strength, Agility, or Stamina). Three successive saves will halt the process and return the dead to their slumber, leaving the caster in awfully bad shape otherwise.</p><p>2 - 8 The heap begins to take shape but needs more, more, more! Suffer 1d7 Luck loss (permanent, cannot be restored, ever - stop messing around with the wizard's spell book, thief!) to supplement the creature's growth. The resulting heap has the following stats: Init -4; Atk limb +0 (1d3); AC 10; HD 2d6; MV 20'; Act 1d16; SP un-dead traits; SV Fort +1, Ref +0, Will +0, AL C. Creature only has one usable limb for attacking and will randomly lash out at the nearest target, usually the caster. This heap will continue to attack random targets for 1d3 rounds before falling into a pile of its component bones.</p><p>9 - 11 The heap begins to take shape but you can't control it! Suffer 1d3 Luck loss (permanent, cannot be restored, ever - what, you think magic is easy?!) to supplement the creature's growth. Also, make an opposed Personality check (heap gets +4 to this check - leave the dead where they rest, fool!) or the heap will randomly attack the nearest target, usually the caster. If you gain control of the heap this way, it will function for 1d3 rounds at your command before falling apart into its component bones. Init -4; Atk limb +0 (1d3); AC 10; HD 2d6; MV 20'; Act 1d16; SP un-dead traits; SV Fort +1, Ref +0, Will +0, AL C.</p><p>12 - 13 It's alive! The heap has formed and will remain under the caster's control for 1d4 rounds or until destroyed. Init -2; Atk limb +0 (1d3); AC 10; HD 2d6; MV 20'; Act 1d16; SP un-dead traits; SV Fort +1, Ref +0, Will +0, AL C.</p><p>14 – 17 Getting stronger, now! The heap lasts for 1d4 rounds or until destroyed. Init -2; Atk limb +0 (1d4); AC 12; HD 2d6; MV 20'; Act 1d20; SP un-dead traits; SV Fort +2, Ref +0,Will +0, AL C.</p><p>18 - 19 That's better! The Heap lasts for 1d4 rounds or until destroyed. Init -2; Atk limb +0 (1d5); AC 13 + special; HD 2d7; MV 20'; Act 1d20; SP un-dead traits, can block one attack with an extra limb as though carrying a shield (+2 AC), which then splinters; SV Fort +2, Ref +0, Will +0, AL C.</p><p>20 - 23 Now we're cooking! The heap lasts for 1d5 rounds or until destroyed. Creature only has one usable limb for attacking but now has a melee weapon in its grip. Init +0; Atk limb +0 (1d5) or melee weapon +0 (1d6); AC 13 + special; HD 2d10; MV 20'; Act 1d20; SP un-dead traits, can block one attack with an extra limb as though carrying a shield (+2 AC), which then splinters; SV Fort +2, Ref +1, Will +0, AL C.</p><p>24 - 27 It's getting bigger! The heap lasts for 1d5 rounds and now has two usable limbs for attacking, both of which grip melee weapons. Init +0; Atk limb +0 (1d5) or melee weapon +0 (1d6); AC 14 + special; HD 3d10; MV 20'; Act 2d16; SP undead traits, can block one attack with an extra limb as though carrying a shield (+2 AC), which then splinters; SV Fort +2, Ref +1, Will +0, AL C.</p><p>28 - 29 Look at the size of that thing! The heap lasts for 1d5 rounds and has two usable limbs for attacking, both of which grip melee weapons. Init +0; Atk limb +0 (1d6) or melee weapon +0 (1d8); AC 16 + special; HD 3d12; MV 20'; Act 2d20; SP un-dead traits, can block one attack with an extra limb as though carrying a shield (+2 AC), which then splinters; SV Fort +2, Ref +2, Will +0, AL C.</p><p>30 - 31 We're gonna need a bigger boat! The heap lasts for 1d6 rounds and now has three usable limbs for attacking, all of which grip melee weapons. Init +1; Atk limb +0 (1d6) or melee weapon +0 (1d10); AC 18 + special; HD 3d16; MV 20'; Act 3d20; SP un-dead traits, can block one attack with an extra limb as though carrying a shield (+2 AC), which then splinters; SV Fort +2, Ref +2, Will +0, AL C.</p><p>32+ Over 9000! The heap lasts for 1d6 rounds and has three usable limbs for attacking, all of which grip melee weapons. Init +1; Atk limb +0 (1d8) or melee weapon +0 (1d12); AC 20 + special; HD 3d20; MV 20'; Act 3d20; SP un-dead traits, can block up to two attacks with an extra limbs as though carrying a shield (+2 AC), which then splinters; SV Fort +3, Ref +2, Will +0, AL C.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/229266/2017-Gongfarmers-Almanac-Volume-1?affiliate_id=17596" target="_blank">2017 Gongfarmers Almanac 1</a>[spoiler]</p><p><strong>Undead:</strong> Few organic beings know this, but sometimes when a mechanical life form “dies,” it is reconstituted in a special kind of afterlife. What happens to the Goody Two Wheels robots is a topic for another day, but the ones who end their functional life with a significant number of wicked acts listed in their behavior log end up in a place of eternal punishment for artificial entities. This place is the Abyss of Automatons. </p><p>This is a Hell that is run by robots, for robots. Any kind of robot imaginable can be found here, so the judge should feel free to add others not detailed in the encounter areas below. Note that because these automatons have all been previously destroyed, they are now considered un-dead. </p><p><strong>Deceptiguard:</strong> ?</p><p><strong>Severed Bot Limb:</strong> The limbs have all been violently severed from the original robots’ bodies, leaving the limbs with an unstoppable desire to be reattached to anything moving. </p><p><strong>Endoskeleton:</strong> These are the robotic endoskeletons of former cyborgs who had their skins burned off as punishment for their evil. </p><p><strong>Vacbot:</strong> ?</p><p><strong>Fembot:</strong> ?</p><p><strong>Zombot:</strong> Built to look like humans, the zombots have seen sufficient wear and tear in the Abyss to make them appear un-dead: some have loose skin drooping down from their faces like stroke victims, others leak coolant and other fluids, and most walk with a shuffling limp. Designed to keep going, and going, and going, a zombot only stops if their robobrain is destroyed. </p><p><strong>Hari:</strong> HARI, an artificial intelligence designed long ago to be a Human And Robot Interface. After HARI went offline in his first life, he found himself here, in charge of punishing wicked robot souls (if asked who assigned him this task, he enigmatically answers, “I did”). </p><p><strong>Robodemon:</strong> ?</p><p><strong>Leaky:</strong> After a long life spent as a glorified transport for smarter AIs, Leaky is enjoying letting his new authority in the Abyss go to his head. </p><p><strong>Demon-Saur:</strong> The desperate demons of Yoz, seeking vengeance against the voidlings (and soon, against each other), inscribed the demon-saur bones with terrible runes and assembled them into creaking, un-dead war-machines. </p><p><strong>Demon-Saur Tyrannosaurus:</strong> ?</p><p><strong>Demon-Saur Stegosaurus:</strong> ?</p><p><strong>Demon-Saur Triceraptops:</strong> ?</p><p><strong>Demon-Saur Raptor:</strong> ?</p><p><strong>Demon-Saur Ankyslosaurus:</strong> ?</p><p><strong>Demon-Saur Spinosaurus:</strong> ?</p><p><strong>Demon-Saur Gigantosaur:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/229268/2017-Gongfarmers-Almanac-Volume-2?affiliate_id=17596" target="_blank">2017 Gongfarmers Almanac 2</a>[spoiler]</p><p><strong>Sugar Zombie:</strong> Children make no save against the effects of the pixie’s sticks or tasting any of the sweetness of the Big Rock Candy Mountains. Adults make a DC 12 Will save after consuming them, or they become sugar thralls, refusing to do anything except find the Big Rock Candy Mountains and savor its sweetness. Each day a sugar thrall spends eating the minerals causes a loss of 1 Stamina, resulting from a diet of indigestible rocks and little sleep. When the last point of Stamina is lost, the character rises as a sugar zombie. </p><p><strong>Fiend in the Pit:</strong> Near the back of this cell is a now-undead serial killer, whose transgressions in life eventually brought him here to wither and die for his heinous crimes. </p><p><strong>Enthralled:</strong> A shadow land of grey twilight, the Forest of Nedra exists between states of reality, filled with objects both half-formed and those seemingly etched into the fabric of creation itself. The forest does not have a permanent location, but instead slowly resolves throughout time in ancient groves as a spreading blight that acts as a gateway from the mortal world to the demesne of the chaos lords. Evil rumors of shades and fey magic carry into those lands the forest comes to border, and creatures captured and enthralled by its spreading gloom move and act with a dull, lifeless animation. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/229269/2017-Gongfarmers-Almanac-Volume-3?affiliate_id=17596" target="_blank">Gongfarmers Almanac 2017 3</a>[spoiler]</p><p><strong>Roaming Spirit:</strong> The Living Graveyard: Beneath the mushroom caps and the thick mist lies a ghostly sanctuary for spirits that have been trapped here for millennia. As a result of being in a realm of chaotic magic, anyone who perishes beneath the mist does not die immediately - they are transformed into spirits to roam the area in ghostly form. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/229273/2017-Gongfarmers-Almanac-Volume-6?affiliate_id=17596" target="_blank">Gongfarmers Almanac 2017 6</a>[spoiler]</p><p><strong>Halfling Skeleton:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/229275/2017-Gongfarmers-Almanac-Volume-7?affiliate_id=17596" target="_blank">2017 Gongfarmers Almanac 7</a>[spoiler]</p><p><strong>Eddie:</strong> ?</p><p><strong>Erasmus Cordwainer Blood:</strong> ?</p><p><strong>Brides of Blood:</strong> ?</p><p><strong>Vampire Bride of Blood, Ophelia:</strong> ?</p><p><strong>Vampire Bride of Blood, Portia:</strong> ?</p><p><strong>Vampire Bride of Blood, Calliope:</strong> ?</p><p><strong>Vampire Bride of Blood, Gretna:</strong> ?</p><p><strong>Vampire Bride of Blood, Patricia:</strong> ?</p><p><strong>Vampire Bride of Blood, Isadora:</strong> ?</p><p><strong>Vampire Bride of Blood, Amara:</strong> ?</p><p><strong>Vampire Bride of Blood, Bella:</strong> ?</p><p><strong>Vampire Bride of Blood, Calandra:</strong> ?</p><p><strong>Vampire Bride of Blood, Damaris:</strong> ?</p><p><strong>Vampire Bride of Blood, Eldoris:</strong> ?</p><p><strong>Vampire Bride of Blood, Faustine:</strong> ?</p><p><strong>Skeleton:</strong> Searching the bones discovers a sheathed dagger near one and a silver ring with an onyx stone (15 gp value) on another. If this ring is removed, the skeleton animates and attacks. </p><p><strong>Revenant:</strong> If a PC is slain while wearing the ring, and it is looted, his body will rise as a zombie-like revenant to recover the ring. </p><p>Any character who dies wearing the ring will rise as an un-dead being if the ring is subsequently taken.</p><p><strong>Vampire:</strong> If Blood is defeated, he wears a silver chain worth 20 gp, a gold signet ring worth 25 gp, and an iron ring with a hematite gem that allows a living wearer to cast the following spells once per week: animal summoning (wolves and dire wolves only), ward portal, and phantasm. The spells are cast using 1d20+3 for the spell check regardless of caster class or level. In addition, the character gains 60’ infravision, and is ignored by un-dead (unless he interacts with them first). A character who dies with this ring on his finger rises as a vampire on the next full moon. The newly risen un-dead’s first goal is to recover the ring if it has been taken. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/185320/Crawling-Under-a-Broken-Moon-zine-Collection-vol-1-DCC?affiliate_id=17596" target="_blank">Crawling Under a Broken Moon 1-4</a>[spoiler]</p><p><strong>Mannekill:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/237631/Crawling-Under-a-Broken-Moon-Compilation-DCC?affiliate_id=17596" target="_blank">Crawling Under A Broken Moon Compilation</a>[spoiler]</p><p><strong>Autogeist:</strong> Deep in the wastelands lie a multitude of corpses wrapped in rusting caskets of twisted chrome and faux-leather upholstery. From these mass graves of crushed hopes and unquenched road rage rises a horror that all wastelanders fear, the dread Autogiest.</p><p>The fiend is a conglomerate spirit of those who have died in violent car wrecks that have joined together to punish the living.</p><p><strong>Keeper Large Car Autogeist:</strong> ?</p><p><strong>Wight Lady:</strong> In the guise of a virtuous Unicorn, Nercocornicons lurk at the edge of settlements and entice young ladies to follow them deep in the wilds … to their doom. After a dark and beguiling ritual, such maidens are impaled through their innocent hearts by the Nercocornicon’s gleaming ebony horn, extinguishing their life and reanimating them, via nano-necrotech, as Wight Ladies to serve the Nercocornicon for eternity.</p><p><strong>Zombie:</strong> Anyone struck by the Nercocornicon’s horn in battle must make a Fort save (DC 10) or be instantly killed. The horn absorbs the victim’s life force as a number of spellburn points equal to the victim’s HD. These points can be stored for up to 24 hours and the horn cannot hold more than 10 points at any one time. If the victim’s body is not properly sanctified and buried, rarely done nowadays, there is a 33% chance of the corpse raising as a zombie.</p><p>Anyone that dies within a corpsenado's funnel will raise as a zombie within 1d4 rounds.</p><p><strong>Chilly Man:</strong> When a Chilly Man has no opponents to attack or is ordered by Coney to retreat they will pick up any paralyzed victims for conversion into Chilly Men.</p><p><strong>Mannekill:</strong> Corpses that are mostly intact are dragged to the fitting rooms for conversion.</p><p>The Fitting Rooms: This area smells faintly of burnt plastic and chemicals. Each of the fitting booths have been set up with full body moulds for embalming a body and coating it with plastic.</p><p><strong>Skull-Or, Lich Wizard 5:</strong> Skull-Or was once a powerful and corrupt wizard-hero of Aetheria who cared only for personal power and advancement. Decades ago, the Masters of Aetheria took captive the evil wizard and imprisoned him in the bowels of Castle Oldskull where he learned the castle’s secret: it fed off the energies of spellcasters and lied to its heroes. The wizard escaped but had little strength left in his bones. Dying on the fields of the Dark Lands, the wizard called out to Sezrekan who extended the wizard’s life in exchange for the secrets of Castle Oldskull. The wizard rose again as the lich Skull-Or, pledging to deliver the castle into the hands of his patron... and then destroy it.</p><p><strong>Ghoul:</strong> ?</p><p><strong>Petrol Zombie:</strong> Petrol Zombies are a form of mutated undead that store petrol in their guts.</p><p>Dying from Petrol Sickness.</p><p><strong>Business Revenant, Undead Project Manager:</strong> The Business Revenant is a creature from the distant past. A human kept alive to complete a long forgotten project by advanced technology.</p><p><strong>Cihuateteo:</strong> Cihuateteo is the name given by superstitious barbarians in the lands south of Umerica to corpses reanimated by a faulty nanovirus developed in the 21st century. Characters that suffer damage from both the Cihuateteo’s claw and Cognitive Distortion attack must make a DC 10 Will save. Failure means that the character is a carrier of the mystic disease and will become a Cihuateteo themselves in 27.3 days unless the nanovirus is purged from the blood. Each day for the next two weeks, persons in close contact must make a DC 5 Fort save to see if the nanovirus invades their bodies. Failure means the person will become a carrier as well.</p><p><strong>Undead Dire Wolf:</strong> The Cyberhive buzzes with tales of undead dire wolves infected by a unique reanimator fungus. PCs meet a Robolich whose specialty is the discreet study of MULEs; he suspects this unusual strain was created when the cosmic event interacted with the vegetization mutation.</p><p><strong>Wraith Rider, Undead Engine of Vengeance:</strong> Empowered by an unknown spirit from the plane of Eternal Unrest after suffering a traumatic violent death, a murdered human may transform into a Wraith Rider.</p><p>Killed by a roadgang while trying to make a delivery.</p><p>Doublecrossed on a mission for the 3 Royals. Killed for knowing too much.</p><p>Killed by a local community for a crime they did not commit.</p><p>Killed by one of the characters during a previous adventure.</p><p><strong>Undead:</strong> In the ruins of Old Seattle and the lands that surround it dwell an inordinate number of necromancers. This, of course, means there is also a startling amount of undead in the region as well.</p><p>Elevating Repose ManaJava.</p><p><strong>Gary the Skeletal Warrior:</strong> Gary was an adventurer from bygone days but his success as one ended in the Space Needle as he and his group ran afoul of a powerful Necromancer. During Gary’s resurrection something funky happened and he retained all of his intelligence and freewill which he quickly turned on his new-found master and slew him.</p><p><strong>Annanita the Fashion Lich:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Shadow:</strong> Die within one day per shot of Nexpresso taken.</p><p><strong>Caffeinated Corpse, Coffee Animated Ghoul:</strong> Raised by pouring a rare brew of ManaJava into a corpse’s mouth, these undead will only be animate for a short time unless they get more coffee… and they know it.</p><p>Raise Mocha ManaJava.</p><p><strong>Rave Zombie:</strong> These crazed undead can spontaneously raise from the corpses of Technos Discos followers (usually in groups of 3 or more) or can be created by necromancers that have learned to raise the dead with enchanted music. It is unknown if this necromantic raising process taps into the power of the Terrible Bringer of Beats or another, more vile, source of horrifying melodic energy.</p><p><strong>Ghastrista, Greater Coffee Ghoul:</strong> ?</p><p><strong>Power Wight:</strong> Using the secrets of both golemcrafting and necromancy, these creatures are always planned works created in a lab and never spontaneously occur. They are creations formed from the finest parts of various corpses and incorporate NecroTech devices within their bodies.</p><p><strong>Lesser Power Wight, NecroTech Enhanced Corpse:</strong> Using the secrets of both golemcrafting and necromancy, these creatures are always planned works created in a lab and never spontaneously occur. They are creations formed from the finest parts of various corpses and incorporate NecroTech devices within their bodies.</p><p><strong>Greater Power Wight, Reanimatronic Juggernaut Intellectual:</strong> Using the secrets of both golemcrafting and necromancy, these creatures are always planned works created in a lab and never spontaneously occur. They are creations formed from the finest parts of various corpses and incorporate NecroTech devices within their bodies.</p><p><strong>Corpsenado:</strong> The Corpsenado is a sentient funnel cloud of rageful, anti-life energy whose goal is to scour the life from the surface of whatever plane of existence they inhabit.</p><p><strong>Parts Pile, Swarm of Reanimated Parts:</strong> ?</p><p><strong>Guile Pile:</strong> ?</p><p><strong>R.A.T.S., Rodents of Abnormal Talent and Size, Fire Breathing Zombie Rodents:</strong> These R.A.T.S. are not a side effect of necromantic energies gone awry, but are a deliberate creation from one of the Necromancers in the space needle.</p><p></p><p>Petrol Sickness (1d3 Sta damage and roll 1d7 on the table below)</p><p>1 Make another Fort save DC 12. Failure means all the effects below plus a final Fort save DC 12 vs. death in 3d7 days as cancerous boils erupt on the body. Upon death the character resurrects as a new Petrol Zombie.</p><p>2 Unconsciousness – Unconscious for the next 1d6 hours.</p><p>3 Acid Damage – The extreme toxicity does an additional 1d6 acid damage to all exposed skin.</p><p>4 Extreme Fatigue – For the next 1d5 hours all rolls are reduced by 2 on the dice chain.</p><p>5 Vision Loss – For the next 1d3 hours, all vision related skills are reduced by 2 on the dice chain.</p><p>6 Confusion – For the next 1d3 rounds, the mind is racked with hallucinations making combat difficult. Roll 1d3: 1 – attacks are directed towards allies 2- no attack possible 3- attacks are rolled as normal but crits are not possible.</p><p>7 Difficulty Breathing – For the next 1d3 rounds, exerting the body is much more difficult and scales down one die to reflect the extra labor required.</p><p></p><p>nexpresso - A potent potable that only a select few can brew. The drinker gains a pale pallor and similar qualities and immunities as an undead (while still being alive) for 1d3+1 hours. They are immune to critical hits, disease, poison, sleep spells, charm spells, and paralysis spells, as well as other mental effects and cold damage. If a double shot is taken, the imbiber also uses Crit Table U: Un-dead (DCCRPG, pg 390) if they score a critical hit on an opponent. A triple shot grants the imbiber power similar to the Chill Touch spell (DCCRPG, pg 133). They receive a +1 to attack rolls, and every creature the imbiber attacks takes an additional 1d4 cold damage.</p><p>The drawback of this brew is threefold: firstly, the drinker can no longer feel their body as a living person can so they are unaware of how much damage they take from any attack, other than general observations based on the size of the wound. The GM will track all damage taken during the duration of the effect. Next, the during the duration of the effect, the imbiber can be turned as an undead of equal hit dice plus one. Finally, should the imbiber die within one day per shot taken, they will automatically raise in a few hours as a Shadow. (70-100gp)</p><p></p><p>elevating repose - This brew was developed by the Anti-Life League and is only available on request from the few baristas that they are allied with. In addition, it takes months for the meticulous preparation and brewing process to be done correctly so it is VERY expensive (~1000gp).</p><p>When imbibed, the drinker will experience the ultimate coffee experience and then gently drift off into a peaceful sleep as they die. 2d24 hours later they may raise as an intelligent undead. Below is a list of saving throws that must be made (rolled in order) to see how the conversion process went:</p><p>a Fort save (DC 13) versus Death (no reanimation possible). On a success, they roll on Table 9-5: Physical Appearance of Un-dead to determine the nature of their undeath.</p><p>a Will save (DC 13), success indicates the imbibers class abilities, alignment, memories, and personality remain in tact. Failure could mean they are a different person now or that they were possessed upon reanimation.</p><p>a Fort save (DC 13), success indicates their Hit Die is increased by +1 die step (reroll all HP). Failure means their Hit Die is reduced by -1 die step (reroll all HP). If the save result was over 20 they also gain 1d3 additional hit dice.</p><p>a Will save (DC 13), success indicates they may roll one time on Table 9-6: Traits or Properties of Un-dead (DCC RPG, pg 381) to determine what powers unlife has bestowed upon them. If the save result was over 20 than they may roll twice and keep both powers.</p><p></p><p>Raise Mocha - When fed to a dying person or recent corpse this draught will temporary animate the body as a Caffeinated Corpse under the control of the cup holder. (40-70gp)[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/238958/NIGHT-SOIL-zero--for-the-DCC-RPG-Dungeon-Crawl-Classics--INNER-HAM?affiliate_id=17596" target="_blank">NIGHT SOIL #zero — for the DCC RPG (Dungeon Crawl Classics) — INNER HAM</a>[spoiler]</p><p><strong>Zombie Retainer:</strong> ?</p><p><strong>Skeleton:</strong> For each individual hung on the [hanging] tree, elsewhere a corpse springs into an animated parody of life, becoming a skeleton, mummy, wight, spectre, or the like.</p><p><strong>Mummy:</strong> For each individual hung on the [hanging] tree, elsewhere a corpse springs into an animated parody of life, becoming a skeleton, mummy, wight, spectre, or the like.</p><p><strong>Wight:</strong> For each individual hung on the [hanging] tree, elsewhere a corpse springs into an animated parody of life, becoming a skeleton, mummy, wight, spectre, or the like.</p><p><strong>Spectre:</strong> For each individual hung on the [hanging] tree, elsewhere a corpse springs into an animated parody of life, becoming a skeleton, mummy, wight, spectre, or the like.</p><p><strong>Un-Dead:</strong> For each individual hung on the [hanging] tree, elsewhere a corpse springs into an animated parody of life, becoming a skeleton, mummy, wight, spectre, or the like.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/279830/NIGHT-SOIL-one--for-the-DCC-RPG-Dungeon-Crawl-Classics--INNER-HAM?affiliate_id=17596" target="_blank">NIGHT SOIL #one — for the DCC RPG (Dungeon Crawl Classics) — INNER HAM</a>[spoiler]</p><p><strong>Un-Dead:</strong> ?</p><p><strong>Mindless Un-Dead:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/257400/Sanctum-Secorum--Episode-39b-Companion--Appendix-Nightmares?affiliate_id=17596" target="_blank">Sanctum Secorum Appendix N(ightmares)</a>[spoiler]</p><p><strong>Animated Corpse:</strong> Least among the intentionally created un-dead, animated corpses are normally made from local peasants who have somehow irritated a dark wizard.</p><p><strong>Gem-Fueled Corpse:</strong> It is possible for a wizard to grant an animated corpse greater power via the placement of phlogistanically charged gemstones.</p><p><strong>Becky Til Hoppard, Un-Dead Witch:</strong> “Junius Worral reckoned to win her with a love charm … [he] went up to her cabin to court her and didn’t come back, and the law found his teeth and belt buckle in her fireplace ashes; and when the judge said just prison for life, a bunch of the folks busted into the jail and took her out and strung her to a white oak tree. When she started to say something, her daddy was there and he hollered, ‘Die with your secret, Becky!’ and she hushed and died with it, whatever it was.”</p><p><strong>Bit-Yakin:</strong> Found in a cliff-face niche, the desiccated remains of Bit-Yakin are wrapped tightly in funeral bands and are adorned with jeweled bangle bracelets along with a silver headband encrusted with gems. Tampering with any of the jeweled belongings will cause the corpse to animate and attack the party foolish enough to not leave the remains intact.</p><p><strong>Bone Ghost:</strong> Bone ghosts are created when a wizard, aspiring to become a lich in his afterlife, steals a bone from a recently-deceased individual and uses it in an arcane ritual. The wizard who took the bone may or may not have completed his transformation into a lich, but he still has possession of the dead man’s bone. The spirit of the recently deceased whose bone is defiled is forever doomed to walk the earth as a bone ghost, unless his missing bone can be returned to him.</p><p><strong>Cauldron-Born:</strong> Stolen from their crypts by their patron-liege Arawn, the cauldron-born are tireless, silent foes with a resilience that inspires fear among even the greatest of warriors.</p><p>Imbued with power by Arawn, the cauldron-born are his favored guards and soldiers.</p><p><strong>Ooze Corpse:</strong> If a living being dies inside a consuming ooze it gets reanimated into an ooze corpse after 1d30 minutes.</p><p><strong>Death-Dealer:</strong> ?</p><p><strong>Ghost Light:</strong> Personality 0 from a Ghost Light's Soulburn leads to death and returning as a Ghost Light.</p><p><strong>Gray Demon:</strong> Reanimated through the power of sheer hatred and filled with unimaginable strength, these creatures lurk in jungles near the sites of forgotten temples and palaces.</p><p><strong>Ink Wraith:</strong> The ink wraith is a foul type of un-dead said to be souls of former tattoo artists that caused disease and death from uncleanliness.</p><p><strong>Lich:</strong> Among the followers of Eldrak of the Seven Hells, the most powerful and corrupt of wizards may be offered the opportunity to become a lich. Their mummified corpses are infused with the raw stuff of magic, and they rise again in a state of un-death, to observe the slow passage of eternity and to continue working their will upon the world.</p><p><strong>Afgorkon, First Among Liches:</strong> ?</p><p><strong>Plague Specter:</strong> On occasion, overzealous followers of the Red Death find themselves transformed into a twisted mockery of life. Their humanoid form is replaced by a skeletal-crimson mist. These mists normally inhabit the Land of the Flies, native plane to the Red Death, but there are exceptions. The specters are sometimes sent to defend the faithful or form spontaneously where plague has gone unchecked in heavily populated areas.</p><p><strong>Plague Zombie:</strong> There are strains of fevers and pox that refuse to be satisfied with their host’s death. They continue to twist and change the corpse, giving it an un-life with a desire to “infect”. Plague zombies are almost always humanoid, but animals have been known to reanimate when whole communities are ravaged. Plague zombies spread their pestilence by both bite and pus-laden boils.</p><p>Targets reduced to 0 Stamina from a plague specter's choking mist die, the poor soul drowning from the mist overwhelming the lungs. The corpse will re-animate in 24 hours as a plague zombie unless the remains are burned.</p><p><strong>Temple Wrack:</strong> Temple wracks are remnants of those foolish enough to plunder sacred places of worship. They’re cursed to an eternal unlife wracked in pain as part of their punishment.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/298963/Subether-1?affiliate_id=17596" target="_blank">Sub-ether #1</a>[spoiler]</p><p><strong>Undead Serpent Man:</strong> ?</p><p><strong>Created Zombie:</strong> There is a pseudo undead condition in a sector of the undercity; transmissible zombie infection; this one however derived from super science rather than the occult.</p><p>Undercity Zombie Infection.</p><p><strong>Ghost:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p></p><p>Undercity Zombie Infection Save v. infection; if failed or if infected material has</p><p>spread into the body of the character, two additional saves are required but the infection has set in.</p><p>Stage one - ravening hunger, additional strength and sometimes speed; reason has often gone to hide in the basement but no degeneration yet manifests</p><p>Stage two - Int & Wis as previous; character’s identity intact provided they continue feasting on neural tissue; For each week of continued existence at stage two, add one each to the characters effective strength & Stamina, provided they keep at their diet. Going without at this stage … is not good. Memory issues and difficulty cogitating are the first steps, eventually the neuro degeneration takes most memory, identity, and self-control with it. Welcome to Stage Three. Stage Three – BRAINS[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>Dungeon Gits[spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/291366/Dungeon-Gits?affiliate_id=17596" target="_blank">Dungeon Gits</a>[spoiler]</p><p><strong>Skeleton:</strong> ?[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>Five Torches Deep[spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/264584/Five-Torches-Deep?affiliate_id=17596" target="_blank">Five Torches Deep</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Undead Ghoul:</strong> An ancient Tomb Sentinel is turning the miners it killed into undead ghouls to help its duty.[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>Grim Castle Rules[spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/167796/Grim-Castle-Rules?affiliate_id=17596" target="_blank">Grim Castle Rules</a>[spoiler]</p><p></p><p><strong>Undead:</strong> Necromancy is the art of reanimating the dead. Corpses and spirits can be bound into the service of a competent necromancer, becoming slaves to the necromancer’s will. Less competent necromancers simply raise the undead to foment chaos and disorder; these undead are without purpose and are unpredictable.</p><p>Magical Calamity: Nearby corpses become undead</p><p><strong>Banshee:</strong> Banshees are undead; the raised corpses of the traumatically killed.</p><p>Lich can create undead. A lich can turn a corpse into an undead for mana equal to one-tenth of the undead’s HP (round up). A Lich can create Banshees, Ghosts, Ghouls, Skeletons, and Zombies.</p><p><strong>Ghost:</strong> Ghosts are the spirits of the restless dead. They can be summoned by necromancers but also naturally arise when someone dies without completing a particularly important task.</p><p>Lich can create undead. A lich can turn a corpse into an undead for mana equal to one-tenth of the undead’s HP (round up). A Lich can create Banshees, Ghosts, Ghouls, Skeletons, and Zombies.</p><p><strong>Ghoul:</strong> Make a normal attack against a target [for a ghoul's bite]. If successful the target must make a Toughness attribute check against the ghoul’s Concentration. If they fail they fall into a coma for 1d6 days. Once per day the individual in the coma must make a Toughness attribute check against the Ghoul’s concentration with disadvantage. If they do not pass any of those times the target awakens as a new ghoul. Killing the target while they are in a coma causes them to immediately rise as a new ghoul. Any healing spell of Greater or Arch level cast onto the target while they are in a coma negates the transformation.</p><p>Ghouls are dangerous undead that pass on their condition like a virus.</p><p>Lich can create undead. A lich can turn a corpse into an undead for mana equal to one-tenth of the undead’s HP (round up). A Lich can create Banshees, Ghosts, Ghouls, Skeletons, and Zombies.</p><p><strong>Lich:</strong> Lich are undead necromancers that have shucked off their mortal forms.</p><p>The most dangerous necromancers are those who grant sentience to their undead, creating lich.</p><p><strong>Mummy:</strong> Mummies are the undead that most often are found dabbling in necromancy and attacking local villages. Their minds have been warped by the incomplete ritual they undertook to become Lich.</p><p><strong>Skeleton:</strong> Lich can create undead. A lich can turn a corpse into an undead for mana equal to one-tenth of the undead’s HP (round up). A Lich can create Banshees, Ghosts, Ghouls, Skeletons, and Zombies.</p><p>Mummies can create undead. A mummy can turn a corpse into an undead for mana equal to one-fifth of the undead’s HP (round up). A mummy can create Skeletons and Zombies.</p><p><strong>Vampire:</strong> Vampires are creatures that have been subjected to a dark curse that causes them to become undead and crave the taste of blood.</p><p>Vampires are solitary creatures, and their bite (if deadly) causes the deceased creature to awaken in 1d6 days as another vampire.</p><p><strong>Wight:</strong> They are sentient, but are controlled by whatever necromancer raised them.</p><p><strong>Zombie:</strong> Lich can create undead. A lich can turn a corpse into an undead for mana equal to one-tenth of the undead’s HP (round up). A Lich can create Banshees, Ghosts, Ghouls, Skeletons, and Zombies.</p><p>Mummies can create undead. A mummy can turn a corpse into an undead for mana equal to one-fifth of the undead’s HP (round up). A mummy can create Skeletons and Zombies.[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>Hackmaster[spoiler]</p><p></p><p>Hackmaster Cumulative[spoiler]</p><p><strong>Undead:</strong> Any creature whose ability score is reduced to zero from an energy draining attack perishes. Such a victim will rise from the grave the next day, a half-strength undead of the same type and under complete control of the undead that slew him. (Hackmaster Basic)</p><p>Any creature whose ability score is reduced to zero from an energy draining attack perishes. Such a victim will rise from the grave the next day, a half-strength undead of the same type and under complete control of the undead that slew him. (HackMaster GameMaster's Guide)</p><p><strong>Adjule:</strong> See Fantom Dog, Adjule, Devil Dog, Moor Hound.</p><p><strong>Animal Skeleton:</strong> See Skeleton Animal.</p><p><strong>Animating Spirit, Blesdar, Fabric Phantom:</strong> Animating spirits are evil maligned spirits returned from beyond the grave. In life they were betrayed by friends and family members and now most often inhabit an item related to their betrayal and death. (Hacklopedia of Beasts)</p><p>No one knows where the animating spirit originates, for the first documented case has been corrupted by urban legend. Coincidentally (or not), this ‘fabric phantom’ was the spirit of an expert Mendarn tailor, Blesdar Forband, a man with the reputation of making the most magnificent clothing in the kingdom. However, one customer (a noble by the name of Granden) refused payment until he saw perfection. Blesdar locked himself in his shop and worked his hardest, though Granden proved unsatisfied with the first five attempts. Finishing his sixth effort with an unexpected speed, Blesdar presented himself at the noble’s home to show off his latest creation. (Hacklopedia of Beasts)</p><p>It was there, stumbling into Granden’s bedroom, that he accidentally learned the truth — Granden had cruelly kept Blesdar working so he could seduce the tailor’s wife. Collapsing from exhaustion and shock, Blesdar died. (Hacklopedia of Beasts)</p><p>The following week, Granden took the tailor’s last creation from his wardrobe, intending to wear the exquisite ensemble at his next ball. There, he was the talk of the party. When asked where he had commissioned such wonderful clothing, Granden claimed that his consort (Blesdar’s widow) had made them for him. Moments later, Granden fell dead to the floor. The noble’s chest had been crushed inward. (Hacklopedia of Beasts)</p><p>Supposedly, since that event, animating spirits have appeared across the Sovereign Lands. Some say Blesdar’s fabric had been resold and his vengeful spirit cursed any object that touched it. Others say that the story is no more than myth and that some type of unseen demon stalks the land. The Brandobians call this creature a ‘blesdar,’ with no other understanding of what it might be. (Hacklopedia of Beasts)</p><p><strong>Apse Horror:</strong> See Ghoul, Apse Horror, Dead Riser.</p><p><strong>Barrow-Wight, Cairn Creature, Witch-Corpse, Vostarr:</strong> This dreadful creature is an animated corpse whose spirit was so evil in life that it continues its existence to wreak vengeance and terror upon the living. (Hacklopedia of Beasts)</p><p>In life, barrow-wights were often of noble birth or held some position of power over others (e.g., a knight, duke or even a wealthy merchant). It is unheard of for a serf, squire or other menial person’s corpse to spawn the evil of a barrow-wight, perhaps because they lacked any feeling of power in life and so their spirit does not strive to hold onto it after death. (Hacklopedia of Beasts)</p><p>It is thought that a barrow-wight cannot arise from a consecrated corpse or a body lacking any limb or digit thereof, though this may be merely an old wives’ tale. (Hacklopedia of Beasts)</p><p>A wight's barrow is not only his tomb but, in large measure, his eternal prison as well. Those immutably bound to this sepulcher have but one one hope of escape, that being the ensnarement of a surrogate guardian. Any sapient human, demi-human or humanoid slain by the wight may serve this purpose. Of course, wights were doubtless haughty and proud in life and carried this trait through to their current existence. It wouldn't suit their legacy to have some orkin graverobber ensconced in their tomb. Thus they are choosy about whom they may grant unlife to even at the cost of their own freedom. Those deemed acceptable will be clad in their funereal garb and likely other objects denoting the wight's former status. The corpse will be laid upon the very same funeral slab once occupied by the current master and permitted to rise from death as a barrow-wight. (Hacklopedia of Beasts)</p><p>Tradition holds that the cairns of individuals who, in life, manifested such evil strength of will that those burying them feared their return were marked with runestones to warn visitors of the possible threat. (Hacklopedia of Beasts)</p><p>A dreadful creature, the barrow-wight is an animated corpse whose spirit was so evil in life that it continues its existence to wreak vengeance on the living. (Hackmaster Basic)</p><p><strong>Blesdar:</strong> See Animating Spirit, Blesdar, Fabric Phantom.</p><p><strong>Blood Mummy:</strong> See Mummy Blood, Hijarjany.</p><p><strong>Cairn Creature:</strong> See Barrow-Wight, Cairn Creature, Witch-Corpse, Vostarr.</p><p><strong>Candle Corpse:</strong> See Will-o'-the-Wisp, Corpse Candle, Fool's Fire, Will-o-Wisp.</p><p><strong>Ciguld:</strong> See Spectre, Ciguld, Karigon.</p><p><strong>Corpse Candle:</strong> See Will-o'-the-Wisp, Corpse Candle, Fool's Fire, Will-o-Wisp.</p><p><strong>Creature Cairn:</strong> See Barrow-Wight, Cairn Creature, Witch-Corpse, Vostarr.</p><p><strong>Creth:</strong> See Skeleton, Creth, Trondak.</p><p><strong>Crypt Lurker:</strong> See Ghast, Crypt Lurker.</p><p><strong>Damned:</strong> See Mummy, The Damned.</p><p><strong>Darkling:</strong> See Shadow, Shadowman, Darkling.</p><p><strong>Dead Riser:</strong> See Ghoul, Apse Horror, Dead Riser.</p><p><strong>Dead Walking:</strong> See Zombie, Walking Dead, Zuvembie.</p><p><strong>Devil Dog:</strong> See Fantom Dog, Adjule, Devil Dog, Moor Hound.</p><p><strong>Dog Devil:</strong> See Fantom Dog, Adjule, Devil Dog, Moor Hound.</p><p><strong>Dog Fantom:</strong> See Fantom Dog, Adjule, Devil Dog, Moor Hound.</p><p><strong>Eternal Wrath:</strong> See Wraith, Eternal Wrath.</p><p><strong>Fabric Phantom:</strong> See Animating Spirit, Blesdar, Fabric Phantom.</p><p><strong>Fantom Dog, Adjule, Devil Dog, Moor Hound:</strong> Parents often tell tales of ‘the awful fantom dog with vacant black eyes’ to frighten children from going outdoors at night. These stories provide a variety of origins for the creature, such as the death of a hanged baliff, the spirit of a huntsman falsely executed for murder, the incarnation of a shape-changing sorcerer, and even the spirit of a funeral bier. (Hacklopedia of Beasts)</p><p><strong>Farada:</strong> See Haunt, Farada, Restless Spirit.</p><p><strong>Fire Fool's:</strong> See Will-o'-the-Wisp, Corpse Candle, Fool's Fire, Will-o-Wisp.</p><p><strong>Fool's Fire:</strong> See Will-o'-the-Wisp, Corpse Candle, Fool's Fire, Will-o-Wisp.</p><p><strong>Ghast, Crypt Lurker:</strong> Ghasts are rumored to be agents of the Harvester of Souls – sapient beings so wicked in life that they now sustain themselves by literally feasting on death. (Hacklopedia of Beasts)</p><p><strong>Ghoul, Apse Horror, Dead Riser:</strong> Roughly one year ago, a soldier fell off a tower into the courtyard and broke his neck. Although the manner of his death was distinctly unheroic, he was a sycophantic lackey quite popular among many of the officers, and thus buried rather than cremated. Several nights later, however, he was reborn as a flesh-hungry ghoul. (Frandor's Keep)</p><p><strong>Haunt, Farada, Restless Spirit:</strong> A haunt is created when a person dies prior to the completion of a significant task that he is unequivocally invested in. When this occurs, the life force becomes so strongly attached to its completion that the soul refuses to pass on into death until the task in question can be completed. This event is typically tied to a singular, and extremely powerful, emotion such as love, hate, greed, lust, revenge, and so forth. (Hacklopedia of Beasts)</p><p>Haunts may be found anywhere on Tellene where someone died before the completion of a significant task. (Hacklopedia of Beasts)</p><p><strong>Hijarjany:</strong> See Mummy Blood, Hijarjany.</p><p><strong>Horror Apse:</strong> See Ghoul, Apse Horror, Dead Riser.</p><p><strong>Hound Moor:</strong> See Fantom Dog, Adjule, Devil Dog, Moor Hound.</p><p><strong>Jhurijany:</strong> See Mummy Servitor, Jhurijany.</p><p><strong>Lurker Crypt:</strong> See Ghast, Crypt Lurker.</p><p><strong>Karigon:</strong> See Spectre, Ciguld, Karigon.</p><p><strong>Minotaur Skeleton:</strong> See Skeleton Minotaur.</p><p><strong>Monster Skeleton:</strong> See Skeleton Monster.</p><p><strong>Monster Zombie:</strong> See Zombie Monster.</p><p><strong>Moor Hound:</strong> See Fantom Dog, Adjule, Devil Dog, Moor Hound.</p><p><strong>Mummy, The Damned:</strong> Mummification consists of three separate processes. First comes the removal and separate preservation of major organs, including the liver, heart, stomach and brain. After this initial preparation, there is a ritualized bathing of the body in special liquids that preserve the flesh. The organs are then returned to the host in their proper orientations. Finally the body is bound in fine linen or silk, with each limb and digit wrapped separately, in order that the body might be fully articulated.</p><p>Mummification has fallen out of favor as a burial practice and is not currently utilized by any cultural group on Tellene. (Hacklopedia of Beasts)</p><p>As such, knowledge of the actual processes involved to properly mummify a corpse is something of a lost art. It is rumored within certain clerical orders that the Congregation of the Dead has retained this knowledge and some members of this vile sect are capable of returning from death as hideous animated mummies. (Hacklopedia of Beasts)</p><p>These undead corpses rise from their sarcophagi to enact vengeance on those who violated their place of rest. Mummies are easily distinguishable from other undead, since their bodies were preserved with various spices and chemicals, with their head, body and limbs wrapped from head to toe in strips of white cloth. (Hackmaster Basic)</p><p><strong>Mummy Blood, Hijarjany:</strong> ?</p><p><strong>Mummy Natural:</strong> Not all mummies are the result of deliberate action by mankind. It is possible for exceptional environmental conditions to mummify a corpse as well. Extreme and persistent cold may freeze-dry a body preserving it for millennia while those buried (or perhaps simply perishing) in severely arid regions may desiccate leaving behind remains that persist for centuries. Cold bogs are another source of naturally occurring mummies. The combination of low temperatures, highly acidic water and lack of oxygen serves to preserve cadavers though tanning their skin in the process. (Hacklopedia of Beasts)</p><p><strong>Mummy Noble, Shojarijany:</strong> ?</p><p><strong>Mummy Rattlebone, Thinchejany:</strong> Often they were members of the royal praetorian bodyguard ritually slaughtered and hastily mummified when their liege died. (Hacklopedia of Beasts)</p><p><strong>Mummy Royal, Shijarijany:</strong> ?</p><p><strong>Mummy Servitor, Jhurijany:</strong> When an important noble or royal personage died or was otherwise removed from his position of authority, his personal courtiers were frequently ritually strangled and mummified along with their patron. Interred in his tomb, their symbolic role was to continue their service to their departed master. In truth, this ceremony was often just a ritual veil over the some brutal housecleaning by the new regime eager to ensure that no ties to the former sovereign remained and that the new cadre of attendants was aware in no uncertain terms that their very lives depended upon complete loyalty and devotion to the current ruler. (Hacklopedia of Beasts)</p><p>When their patron was invigorated with malevolent unlife, these jhurijany (or servitor mummies) were similarly animated and now truly fulfill the role they were, in theory, assigned at their death (despite it being mere court theater at the time). (Hacklopedia of Beasts)</p><p><strong>Natural Mummy:</strong> See Mummy Natural.</p><p><strong>Noble Mummy:</strong> See Mummy Noble, Shojarijany.</p><p><strong>Phantom Fabric:</strong> See Animating Spirit, Blesdar, Fabric Phantom.</p><p><strong>Rattlebone Mummy:</strong> See Mummy Rattlebone, Thinchejany.</p><p><strong>Restless Spirit:</strong> See Haunt, Farada, Restless Spirit.</p><p><strong>Riser Dead:</strong> See Ghoul, Apse Horror, Dead Riser.</p><p><strong>Royal Mummy:</strong> See Mummy Royal, Shijarijany.</p><p><strong>Rusalka, Swamp Witch:</strong> Rusalka are the undead spirits of women who met an untimely end through drowning, whether by murder or suicide. (Hacklopedia of Beasts)</p><p>Some Kalamaran scholars say that the ancient origins of the rusalka lie in the Ep'Sarab Swampland, where three witches lay buried in three separate, but adjoining mounds. In the year 458 IR, river pirates led by the famous brigand Caran Bluetooth plundered the mounds. When they did so they roused the souls of the three witches. These evil incarnations rose from the dead in raging madness, hounding the greater part of the crew to death. Only a few escaped, fleeing south down the Badato River. One of these, Caran’s brother Malaran, is thought to have escaped with a powerful magic ring. He fled into the swamps and wandered listlessly, without home or any kind of shelter. The witches, not satisfied with destroying the pirates, lay a curse on the swamp and all the water that earned the pirates their livelihood. (Hacklopedia of Beasts)</p><p>The curse had greater impact than the witches ever dared hope and soon the spirits of women tormented in life rose from the surrounding wetlands; the rusalka had come to Kalamar. (Hacklopedia of Beasts)</p><p><strong>Servitor Mummy:</strong> See Mummy Servitor, Jhurijany.</p><p><strong>Shadow, Shadowman, Darkling:</strong> A darkling’s chilling touch drains its victim’s strength (reducing its Strength score commensurate to the damage inflicted). Creatures sapped of all strength (i.e., their Strength score is reduced to zero) become shadows themselves. (Hacklopedia of Beasts)</p><p>A shadow’s touch drains STR equal to damage (save for half); creatures reduced to zero (0) STR become shadows. (Hacklopedia of Beasts)</p><p><strong>Shadowman:</strong> See Shadow, Shadowman, Darkling.</p><p><strong>Shijarijany:</strong> See Mummy Royal, Shijarijany.</p><p><strong>Shojarijany:</strong> See Mummy Noble, Shojarijany.</p><p><strong>Skeleton, Creth, Trondak:</strong> Skeletons are unnatural creatures inspirited by dark energy. (Hacklopedia of Beasts)</p><p>Skeletons may be raised from the bones of any humanoid creature. The source material is irrelevant, for the evil enchantment providing the vigor to these bones supersedes any species differentiation. Thus an animated goblin skeleton is functionally equivalent to that of a human. That being said, the types of beings used as feedstock for this unholy ritual may provide some contextual clues as to the circumstances surrounding their current placement. (Hacklopedia of Beasts)</p><p>Once a zombie's tendons and muscles deteriorate completely, they collapse in a pile of bones, never to rise again (although the proper ritual can be used to raise them as skeletons).</p><p><strong>Skeleton Animal:</strong> The bones of humanoids are not alone in being subject to reanimation. Animals too, as well as the remains of larger creatures, are not infrequently inspirited as obedient – if expendable – sentinels and warriors. (Hacklopedia of Beasts)</p><p>Unquestioningly easier to commandeer, the bones of animals such as dogs can be animated to serve as tireless guardians. Animal remains of a roughly comparable size (like wolves, boars, mountain lions or small black bears) may be used as analogues. However, like standard skeletons, the creature's capabilities in life do not translate to its revivified form. Rather, these bones are merely a template upon which is layered a standardized set of capabilities. (Hacklopedia of Beasts)</p><p><em>Animate Skeleton</em> spell. (HackMaster Player's Handbook)</p><p><em>Animate Skeletons</em> spell. (HackMaster Player's Handbook)</p><p><strong>Skeleton Minotaur:</strong> ?</p><p><strong>Skeleton Monster:</strong> The bones of larger bipeds such as bugbears and ogres may, via more powerful dark magic, be similarly animated. (Hacklopedia of Beasts)</p><p><strong>Spectre, Ciguld, Karigon:</strong> Spectres are the spirits of wickedly obdurate beings who failed in life to complete to fruition their grand evil schemes. Force of will coupled with supernatural assistance has permitted their continued existence as agents of evil. (Hacklopedia of Beasts)</p><p>It is an accepted belief that binding a corpse with ropes constructed of yarn wrapped in a band of high content silver filé prevents the dead from rising as a spectre. (Hacklopedia of Beasts)</p><p>Slain foes who die from a spectre's touch rise as spectres in service to their killer. (Hacklopedia of Beasts)</p><p><strong>Spirit Animating:</strong> See Animating Spirit, Blesdar, Fabric Phantom.</p><p><strong>Spirit Restless:</strong> See Haunt, Farada, Restless Spirit.</p><p><strong>Swamp Witch:</strong> See Rusalka, Swamp Witch.</p><p><strong>The Damned:</strong> See Mummy, The Damned.</p><p><strong>Thinchejany:</strong> See Mummy Rattlebone, Thinchejany.</p><p><strong>Trondak:</strong> See Skeleton, Creth, Trondak.</p><p><strong>Upyr:</strong> See Vampire, Upyr, Vampir, Vampyr.</p><p><strong>Vampir:</strong> See Vampire, Upyr, Vampir, Vampyr.</p><p><strong>Vampire, Upyr, Vampir, Vampyr:</strong> ?</p><p><strong>Vampyr:</strong> See Vampire, Upyr, Vampir, Vampyr.</p><p><strong>Vostarr:</strong> See Barrow-Wight, Cairn Creature, Witch-Corpse, Vostarr.</p><p><strong>Walking Dead:</strong> See Zombie, Walking Dead, Zuvembie.</p><p><strong>Will-o'-the-Wisp, Corpse Candle, Fool's Fire, Will-o-Wisp:</strong> The most common tale of the will-o’-the-wisp concerns a blacksmith in a war-torn, impoverished land. In unthinking desperation, he offers his daughter to any god or being that will bless his skill at the forge and so bring him coin with which he can support the remainder of his large family. The gods did not respond, but a being from the Nine Hells did. (Hacklopedia of Beasts)</p><p>This devil (or demon, depending upon the tale being told) quickly came to collect the girl, but the smith realized his own wickedness and decided not to give away his daughter. Instead, he tricked the devil by bragging about the hotness of his fire and claiming that the devil’s home could surely not be as hot. The devil jumped willingly into the smith’s hottest fire to prove his point, whereupon the smith doused him with a bucket of frigid water. The thermal stress shattered the devil into tiny fragments, which the smith later discarded in a nearby swamp. (Hacklopedia of Beasts)</p><p>Each individual fragment retained a bit of the devil’s mind and eventually became known as a will-o’-the-wisp among the locals – or so the story is often told. (Hacklopedia of Beasts)</p><p><strong>Will-o-Wisp:</strong> See Will-o'-the-Wisp, Corpse Candle, Fool's Fire, Will-o-Wisp.</p><p><strong>Witch-Corpse:</strong> See Barrow-Wight, Cairn Creature, Witch-Corpse, Vostarr.</p><p><strong>Witch Swamp:</strong> See Rusalka, Swamp Witch.</p><p><strong>Wraith, Eternal Wrath:</strong> Wraiths be spirits of men most powerful and bounteous of ambition bewitched by powers nefarious to lead an eternal existence of malice and hatred. (Hacklopedia of Beasts)</p><p>A wraith is a fearsome undead creature inhabited by the spirit of an incredibly wicked mortal.</p><p>Most wraiths were powerful and capable men in life. (Hacklopedia of Beasts)</p><p>It is unknown how an individual becomes a wraith. Some sages postulate that great men who in life exhibited hatred, malice, and depravity of legendary proportions received this fate as punishment for their wickedness while others insist that these same lords bartered their souls for earthly power. (Hacklopedia of Beasts)</p><p>A wraith is a fearsome undead creature inhabited by the spirit of an incredibly wicked mortal. (Hackmaster Basic)</p><p><strong>Wrath Eternal:</strong> See Wraith, Eternal Wrath.</p><p><strong>Zombie, Walking Dead, Zuvembie:</strong> Most zombies are mindless human or near-human (e.g.,various man-sized humanoids or demi-humans) corpses stolen or risen from their graves. (Hacklopedia of Beasts)</p><p>The Congregation of the Dead is ultimately responsible for many of the zombies found in the world, frequently employing them to sow terror in locals who would otherwise not countenance their presence. However, it must be noted that spontaneous mass risings of the dead have been recorded by scholars without the seeming intervention of these unholy covens. (Hacklopedia of Beasts)</p><p>It is rumored that zombies abound in the ‘city of the dead,’ a fabled lost ruin deep within the Khydoban Desert. Wilder tales declare that the entire population of the city was cursed and transformed into zombies who survive to this very day in a desiccated but very animated state. (Hacklopedia of Beasts)</p><p><em>Animate Zombie</em> spell. (HackMaster Player's Handbook)</p><p><em>Animate Zombies</em> spell. (HackMaster Player's Handbook)</p><p><strong>Zombie Monster:</strong> Most zombies are mindless human or near-human (e.g.,various man-sized humanoids or demi-humans) corpses stolen or risen from their graves. Some evil priests favor the cadavers of large bipedal monsters (e.g., bugbears, gnoles, and minotaurs), should they have access to them. (Hacklopedia of Beasts)</p><p><strong>Zuvembie:</strong> See Zombie, Walking Dead, Zuvembie.</p><p></p><p>[/spoiler]</p><p></p><p>Hackmaster Books[spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/101108/Hacklopedia-of-Beasts?affiliate_id=17596" target="_blank">Hacklopedia of Beasts</a>[spoiler]</p><p><strong>Animating Spirit, Blesdar, Fabric Phantom:</strong> Animating spirits are evil maligned spirits returned from beyond the grave. In life they were betrayed by friends and family members and now most often inhabit an item related to their betrayal and death.</p><p>No one knows where the animating spirit originates, for the first documented case has been corrupted by urban legend. Coincidentally (or not), this ‘fabric phantom’ was the spirit of an expert Mendarn tailor, Blesdar Forband, a man with the reputation of making the most magnificent clothing in the kingdom. However, one customer (a noble by the name of Granden) refused payment until he saw perfection. Blesdar locked himself in his shop and worked his hardest, though Granden proved unsatisfied with the first five attempts. Finishing his sixth effort with an unexpected speed, Blesdar presented himself at the noble’s home to show off his latest creation.</p><p>It was there, stumbling into Granden’s bedroom, that he accidentally learned the truth — Granden had cruelly kept Blesdar working so he could seduce the tailor’s wife. Collapsing from exhaustion and shock, Blesdar died.</p><p>The following week, Granden took the tailor’s last creation from his wardrobe, intending to wear the exquisite ensemble at his next ball. There, he was the talk of the party. When asked where he had commissioned such wonderful clothing, Granden claimed that his consort (Blesdar’s widow) had made them for him. Moments later, Granden fell dead to the floor. The noble’s chest had been crushed inward.</p><p>Supposedly, since that event, animating spirits have appeared across the Sovereign Lands. Some say Blesdar’s fabric had been resold and his vengeful spirit cursed any object that touched it. Others say that the story is no more than myth and that some type of unseen demon stalks the land. The Brandobians call this creature a ‘blesdar,’ with no other understanding of what it might be.</p><p><strong>Barrow-Wight, Cairn Creature, Witch-Corpse, Vostarr:</strong> This dreadful creature is an animated corpse whose spirit was so evil in life that it continues its existence to wreak vengeance and terror upon the living.</p><p>In life, barrow-wights were often of noble birth or held some position of power over others (e.g., a knight, duke or even a wealthy merchant). It is unheard of for a serf, squire or other menial person’s corpse to spawn the evil of a barrow-wight, perhaps because they lacked any feeling of power in life and so their spirit does not strive to hold onto it after death.</p><p>It is thought that a barrow-wight cannot arise from a consecrated corpse or a body lacking any limb or digit thereof, though this may be merely an old wives’ tale.</p><p>A wight's barrow is not only his tomb but, in large measure, his eternal prison as well. Those immutably bound to this sepulcher have but one one hope of escape, that being the ensnarement of a surrogate guardian. Any sapient human, demi-human or humanoid slain by the wight may serve this purpose. Of course, wights were doubtless haughty and proud in life and carried this trait through to their current existence. It wouldn't suit their legacy to have some orkin graverobber ensconced in their tomb. Thus they are choosy about whom they may grant unlife to even at the cost of their own freedom. Those deemed acceptable will be clad in their funereal garb and likely other objects denoting the wight's former status. The corpse will be laid upon the very same funeral slab once occupied by the current master and permitted to rise from death as a barrow-wight.</p><p>Tradition holds that the cairns of individuals who, in life, manifested such evil strength of will that those burying them feared their return were marked with runestones to warn visitors of the possible threat.</p><p><strong>Fantom Dog, Adjule, Devil Dog, Moor Hound:</strong> Parents often tell tales of ‘the awful fantom dog with vacant black eyes’ to frighten children from going outdoors at night. These stories provide a variety of origins for the creature, such as the death of a hanged baliff, the spirit of a huntsman falsely executed for murder, the incarnation of a shape-changing sorcerer, and even the spirit of a funeral bier.</p><p><strong>Ghast, Crypt Lurker:</strong> Ghasts are rumored to be agents of the Harvester of Souls – sapient beings so wicked in life that they now sustain themselves by literally feasting on death.</p><p><strong>Ghoul, Apse Horror, Dead Riser:</strong> ?</p><p><strong>Haunt, Farada, Restless Spirit:</strong> A haunt is created when a person dies prior to the completion of a significant task that he is unequivocally invested in. When this occurs, the life force becomes so strongly attached to its completion that the soul refuses to pass on into death until the task in question can be completed. This event is typically tied to a singular, and extremely powerful, emotion such as love, hate, greed, lust, revenge, and so forth.</p><p>Haunts may be found anywhere on Tellene where someone died before the completion of a significant task.</p><p><strong>Mummy, The Damned:</strong> Mummification consists of three separate processes. First comes the removal and separate preservation of major organs, including the liver, heart, stomach and brain. After this initial preparation, there is a ritualized bathing of the body in special liquids that preserve the flesh. The organs are then returned to the host in their proper orientations. Finally the body is bound in fine linen or silk, with each limb and digit wrapped separately, in order that the body might be fully articulated.</p><p>Mummification has fallen out of favor as a burial practice and is not currently utilized by any cultural group on Tellene.</p><p>As such, knowledge of the actual processes involved to properly mummify a corpse is something of a lost art. It is rumored within certain clerical orders that the Congregation of the Dead has retained this knowledge and some members of this vile sect are capable of returning from death as hideous animated mummies.</p><p><strong>Rattlebone Mummy, Thinchejany:</strong> Often they were members of the royal praetorian bodyguard ritually slaughtered and hastily mummified when their liege died.</p><p><strong>Servitor Mummy, Jhurijany:</strong> When an important noble or royal personage died or was otherwise removed from his position of authority, his personal courtiers were frequently ritually strangled and mummified along with their patron. Interred in his tomb, their symbolic role was to continue their service to their departed master. In truth, this ceremony was often just a ritual veil over the some brutal housecleaning by the new regime eager to ensure that no ties to the former sovereign remained and that the new cadre of attendants was aware in no uncertain terms that their very lives depended upon complete loyalty and devotion to the current ruler.</p><p>When their patron was invigorated with malevolent unlife, these jhurijany (or servitor mummies) were similarly animated and now truly fulfill the role they were, in theory, assigned at their death (despite it being mere court theater at the time).</p><p><strong>Blood Mummy, Hijarjany:</strong> ?</p><p><strong>Natural Mummy:</strong> Not all mummies are the result of deliberate action by mankind. It is possible for exceptional environmental conditions to mummify a corpse as well. Extreme and persistent cold may freeze-dry a body preserving it for millennia while those buried (or perhaps simply perishing) in severely arid regions may desiccate leaving behind remains that persist for centuries. Cold bogs are another source of naturally occurring mummies. The combination of low temperatures, highly acidic water and lack of oxygen serves to preserve cadavers though tanning their skin in the process.</p><p><strong>Noble Mummy, Shojarijany:</strong> ?</p><p><strong>Royal Mummy, Shijarijany:</strong> ?</p><p><strong>Rusalka, Swamp Witch:</strong> Rusalka are the undead spirits of women who met an untimely end through drowning, whether by murder or suicide.</p><p>Some Kalamaran scholars say that the ancient origins of the rusalka lie in the Ep'Sarab Swampland, where three witches lay buried in three separate, but adjoining mounds. In the year 458 IR, river pirates led by the famous brigand Caran Bluetooth plundered the mounds. When they did so they roused the souls of the three witches. These evil incarnations rose from the dead in raging madness, hounding the greater part of the crew to death. Only a few escaped, fleeing south down the Badato River. One of these, Caran’s brother Malaran, is thought to have escaped with a powerful magic ring. He fled into the swamps and wandered listlessly, without home or any kind of shelter. The witches, not satisfied with destroying the pirates, lay a curse on the swamp and all the water that earned the pirates their livelihood.</p><p>The curse had greater impact than the witches ever dared hope and soon the spirits of women tormented in life rose from the surrounding wetlands; the rusalka had come to Kalamar.</p><p><strong>Shadow, Shadowman, Darkling:</strong> A darkling’s chilling touch drains its victim’s strength (reducing its Strength score commensurate to the damage inflicted). Creatures sapped of all strength (i.e., their Strength score is reduced to zero) become shadows themselves.</p><p>A shadow’s touch drains STR equal to damage (save for half); creatures reduced to zero (0) STR become shadows.</p><p><strong>Skeleton:</strong> Skeletons are unnatural creatures inspirited by dark energy.</p><p>Skeletons may be raised from the bones of any humanoid creature. The source material is irrelevant, for the evil enchantment providing the vigor to these bones supersedes any species differentiation. Thus an animated goblin skeleton is functionally equivalent to that of a human. That being said, the types of beings used as feedstock for this unholy ritual may provide some contextual clues as to the circumstances surrounding their current placement.</p><p>Once a zombie's tendons and muscles deteriorate completely, they collapse in a pile of bones, never to rise again (although the proper ritual can be used to raise them as skeletons).</p><p><strong>Animal Skeleton:</strong> The bones of humanoids are not alone in being subject to reanimation. Animals too, as well as the remains of larger creatures, are not infrequently inspirited as obedient – if expendable – sentinels and warriors.</p><p>Unquestioningly easier to commandeer, the bones of animals such as dogs can be animated to serve as tireless guardians. Animal remains of a roughly comparable size (like wolves, boars, mountain lions or small black bears) may be used as analogues. However, like standard skeletons, the creature's capabilities in life do not translate to its revivified form. Rather, these bones are merely a template upon which is layered a standardized set of capabilities.</p><p><strong>Monster Skeleton:</strong> The bones of larger bipeds such as bugbears and ogres may, via more powerful dark magic, be similarly animated.</p><p><strong>Minotaur Skeleton:</strong> ?</p><p><strong>Spectre, Ciguld, Karigon:</strong> Spectres are the spirits of wickedly obdurate beings who failed in life to complete to fruition their grand evil schemes. Force of will coupled with supernatural assistance has permitted their continued existence as agents of evil.</p><p>It is an accepted belief that binding a corpse with ropes constructed of yarn wrapped in a band of high content silver filé prevents the dead from rising as a spectre.</p><p>Slain foes who die from a spectre's touch rise as spectres in service to their killer.</p><p><strong>Vampire, Upyr, Vampir, Vampyr:</strong> ?</p><p><strong>Will-o'-the-Wisp, Corpse Candle, Fool's Fire, Will-o-Wisp:</strong> The most common tale of the will-o’-the-wisp concerns a blacksmith in a war-torn, impoverished land. In unthinking desperation, he offers his daughter to any god or being that will bless his skill at the forge and so bring him coin with which he can support the remainder of his large family. The gods did not respond, but a being from the Nine Hells did.</p><p>This devil (or demon, depending upon the tale being told) quickly came to collect the girl, but the smith realized his own wickedness and decided not to give away his daughter. Instead, he tricked the devil by bragging about the hotness of his fire and claiming that the devil’s home could surely not be as hot. The devil jumped willingly into the smith’s hottest fire to prove his point, whereupon the smith doused him with a bucket of frigid water. The thermal stress shattered the devil into tiny fragments, which the smith later discarded in a nearby swamp.</p><p>Each individual fragment retained a bit of the devil’s mind and eventually became known as a will-o’-the-wisp among the locals – or so the story is often told.</p><p><strong>Wraith, Eternal Wrath:</strong> Wraiths be spirits of men most powerful and bounteous of ambition bewitched by powers nefarious to lead an eternal existence of malice and hatred.</p><p>A wraith is a fearsome undead creature inhabited by the spirit of an incredibly wicked mortal.</p><p>Most wraiths were powerful and capable men in life.</p><p>It is unknown how an individual becomes a wraith. Some sages postulate that great men who in life exhibited hatred, malice, and depravity of legendary proportions received this fate as punishment for their wickedness while others insist that these same lords bartered their souls for earthly power.</p><p><strong>Zombie, Walking Dead, Zuvembie:</strong> Most zombies are mindless human or near-human (e.g.,various man-sized humanoids or demi-humans) corpses stolen or risen from their graves.</p><p>The Congregation of the Dead is ultimately responsible for many of the zombies found in the world, frequently employing them to sow terror in locals who would otherwise not countenance their presence. However, it must be noted that spontaneous mass risings of the dead have been recorded by scholars without the seeming intervention of these unholy covens.</p><p>It is rumored that zombies abound in the ‘city of the dead,’ a fabled lost ruin deep within the Khydoban Desert. Wilder tales declare that the entire population of the city was cursed and transformed into zombies who survive to this very day in a desiccated but very animated state.</p><p><strong>Monster Zombie:</strong> Most zombies are mindless human or near-human (e.g.,various man-sized humanoids or demi-humans) corpses stolen or risen from their graves. Some evil priests favor the cadavers of large bipedal monsters (e.g., bugbears, gnoles, and minotaurs), should they have access to them.</p><p>[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/104757/HackMaster-Basic-free?affiliate_id=17596" target="_blank">Hackmaster Basic</a>[spoiler]</p><p><strong>Undead:</strong> Any creature whose ability score is reduced to zero from an energy draining attack perishes. Such a victim will rise from the grave the next day, a half-strength undead of the same type and under complete control of the undead that slew him.</p><p><strong>Barrow-Wight:</strong> A dreadful creature, the barrow-wight is an animated corpse whose spirit was so evil in life that it continues its existence to wreak vengeance on the living.</p><p><strong>Ghast:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Mummy:</strong> These undead corpses rise from their sarcophagi to enact vengeance on those who violated their place of rest. Mummies are easily distinguishable from other undead, since their bodies were preserved with various spices and chemicals, with their head, body and limbs wrapped from head to toe in strips of white cloth.</p><p><strong>Skeleton:</strong> ?</p><p><strong>Wraith:</strong> A wraith is a fearsome undead creature inhabited by the spirit of an incredibly wicked mortal.</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/116018/Frandors-Keep?affiliate_id=17596" target="_blank">Frandor's Keep</a>[spoiler]</p><p><strong>Ghoul:</strong> Roughly one year ago, a soldier fell off a tower into the courtyard and broke his neck. Although the manner of his death was distinctly unheroic, he was a sycophantic lackey quite popular among many of the officers, and thus buried rather than cremated. Several nights later, however, he was reborn as a flesh-hungry ghoul. </p><p><strong>Skeleton:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/178041/HackMaster-GameMasters-Guide?affiliate_id=17596" target="_blank">HackMaster GameMaster's Guide</a>[spoiler]</p><p><strong>Undead:</strong> Any creature whose ability score is reduced to zero from an energy draining attack perishes. Such a victim will rise from the grave the next day, a half-strength undead of the same type and under complete control of the undead that slew him.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/109620/HackMaster-Players-Handbook?affiliate_id=17596" target="_blank">HackMaster Player's Handbook</a>[spoiler]</p><p><strong>Skeleton:</strong> <em>Animate Skeleton</em> spell.</p><p><em>Animate Skeletons</em> spell.</p><p><strong>Zombie:</strong> <em>Animate Zombie</em> spell.</p><p><em>Animate Zombies</em> spell.</p><p></p><p>Animate Skeleton</p><p>Components: V, S, DI</p><p>Casting Time: 2 hours</p><p>Range: Touch</p><p>Volume of Effect: bones of a single man-sized bipedal creature</p><p>Duration: Permanent</p><p>Saving Throw: not applicable</p><p>This ceremony allows an evil cleric to animate the bones of a human or humanoid creature to serve as an undead minion. Generally any man-sized biped suffices as feedstock for the ritual. The creature's former skills in life are immaterial – once animated they take on the characteristics of Skeletons as defined in the Hacklopedia of Beasts.</p><p>Clerics have control of any skeletons they create (e.g. they are not required to make a commanding undead check). This is permanent unless their control is temporarily disrupted by another cleric forcibly commanding the undead in question.</p><p>This unholy liturgy permits animating one skeleton.</p><p>Only certain religions condone this practice.</p><p></p><p>Animate Skeletons</p><p>Components: V, S, DI</p><p>Casting Time: 2 hours</p><p>Range: Touch</p><p>Volume of Effect: bones of a dozen man-sized bipedal creatures</p><p>Duration: Permanent</p><p>Saving Throw: not applicable</p><p>Except for the increased efficacy in being able to animate 3d4p skeletons, this spell is identical to Animate Skeleton.</p><p></p><p>Animate Zombie</p><p>Components: V, S, DI</p><p>Casting Time: 3 hours</p><p>Range: Touch</p><p>Volume of Effect: corpse of a single man-sized bipedal creature</p><p>Duration: Permanent</p><p>Saving Throw: not applicable</p><p>This ceremony allows an evil cleric to animate the cadaver of a human or humanoid creature to serve as an undead minion. Generally any man-sized biped will suffice as feedstock for the ritual. The creature's former skills in life are immaterial – once animated they take on the characteristics of Zombies as defined in the Hacklopedia of Beasts.</p><p>Clerics have control of any zombies they create (e.g. they are not required to make a commanding undead check). This is permanent unless their control is temporarily disrupted by another cleric forcibly commanding the undead in question.</p><p>This unholy liturgy permits animating a single zombie.</p><p>Only certain religions condone this practice.</p><p></p><p>Animate Zombies</p><p>Components: V, S, DI</p><p>Casting Time: 3 hours</p><p>Range: Touch</p><p>Volume of Effect: corpses of a dozen man-sized bipedal creatures</p><p>Duration: Permanent</p><p>Saving Throw: not applicable</p><p>Except for the increased efficacy in being able to animate 3d4p zombies, this spell is identical to Animate Zombie.[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>Hypertellurians[spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/274032/Hypertellurians-MAnvil-Edition?affiliate_id=17596" target="_blank">Hypertellurians (M)Anvil Edition</a>[spoiler]</p><p><strong>Revenant:</strong> You died, but it didn’t stick. Maybe you succumbed to the plague but have inexplicably returned from the grave to eat your loved ones, or maybe you are so ancient as to not even remember your previous life. The first vampire, or the feared and powerful lich perhaps? Either way, what remains of your body is dead flesh, probably slowly decaying.</p><p><strong>Vampire:</strong> You died, but it didn’t stick. Maybe you succumbed to the plague but have inexplicably returned from the grave to eat your loved ones, or maybe you are so ancient as to not even remember your previous life. The first vampire, or the feared and powerful lich perhaps? Either way, what remains of your body is dead flesh, probably slowly decaying.</p><p><strong>Lich:</strong> You died, but it didn’t stick. Maybe you succumbed to the plague but have inexplicably returned from the grave to eat your loved ones, or maybe you are so ancient as to not even remember your previous life. The first vampire, or the feared and powerful lich perhaps? Either way, what remains of your body is dead flesh, probably slowly decaying.</p><p><strong>Aristocratic Vampire:</strong> ?</p><p><strong>Undead Wolf:</strong> ?</p><p><strong>Drowned Undead:</strong> Former smuggler or sailor, returned from the depths of the sea for a purpose unknown.</p><p><strong>Skeletal Guard:</strong> Animated skeleton warrior, long abandoned and forgotten by its creator, finally but tentatively leaving its post in the crypt.</p><p></p><p>GIFT UNLIFE</p><p>Taking some of the dark force that anchors your dead body to this realm, and whispering dark blasphemies, you instill an ephemeral mockery of life into the corpse of another creature.</p><p>You can do this once per session, for the duration of 1 scene, at a cost of 1d6 Brawn damage to yourself.</p><p>The corpse lurches back to a grotesque facsimile of life, with jagged movements, and unnerving sounds. It follows your every command, to the best of its unthinking abilities. The GM will have the stats for the unholy creature.[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>Into the Odd[spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/214126/Death-is-the-New-Pink?affiliate_id=17596" target="_blank">Death is the New Pink</a>[spoiler]</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>Iron Falcon[spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/148344/Iron-Falcon-Rules-for-Classic-Fantasy-RolePlaying?affiliate_id=17596" target="_blank">Iron Falcon</a>[spoiler]</p><p><strong>Ghoul:</strong> Characters slain by a ghoul will arise at the next nightfall (but not less than 8 hours after dying) as ghouls themselves.</p><p><strong>Lich:</strong> A lich is an undead spellcaster, usually a wizard or sorcerer but sometimes a cleric or other spellcaster, who has used its magical powers to unnaturally extend its life.</p><p><strong>Mummy:</strong> Mummies are undead monsters, preserved corpses animated through the auspices of dark desert gods best forgotten.</p><p><strong>Skeleton:</strong> Skeletons are undead monsters; they are the animated bones of the dead, mindless automatons that obey the orders of their evil masters.</p><p><em>Animate Dead</em> spell.</p><p><strong>Spectre:</strong> Any character slain by a spectre will arise at the next sunset (but not sooner than 6 hours after death) as a spectre under the control of its killer.</p><p><strong>Vampire:</strong> Humans and humanoids slain by a vampire will arise at the next sunset (but not sooner than 6 hours after death) as vampires under the control of the one who slew them.</p><p><strong>Wight:</strong> Wights are undead monsters, corpses of the dead animated by dark magic.</p><p><strong>Wraith:</strong> Wraiths are undead monsters, spirits of the dead which live on, driven by hatred for the living.</p><p><strong>Zombie:</strong> Zombies are undead monsters, corpses reanimated through dark and sinister magic.</p><p><em>Animate Dead</em> spell.</p><p></p><p>Animate Dead</p><p>Magic-User 5</p><p>This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow the caster's spoken commands. Roll 1d6 for the number of hit dice of undead monsters animated, plus an additional 1d6 for each level the caster has above 8th. Excess hit dice which cannot be applied (due to lack of available remains) are lost. Undead creatures animated by this spell persist until destroyed.</p><p>[/spoiler]</p><p>[/spoiler]</p><p></p><p>Legends of the Splintered Realm[spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/232296/Legends-of-the-Splintered-Realm?affiliate_id=17596" target="_blank">Legends of the Splintered Realm</a>[spoiler]</p><p><strong>Spirit:</strong> Spirits are the phantom remains of the dead. </p><p><strong>Shadeling:</strong> ?</p><p><strong>Shadow Stalker:</strong> ?</p><p><strong>Banshee:</strong> ?</p><p><strong>Wraith:</strong> The strike of a wraith forces those suffering damage to roll LVL or lose 4 XP. A creature reduced to LVL -1 becomes a wraith. </p><p><strong>Undead:</strong> Sustained through dark magics, the undead plot against the living. </p><p><strong>Skull Warden:</strong> ?</p><p><strong>Frenzied Zombie:</strong> ?</p><p><strong>Barrows Ghoul:</strong> ?</p><p><strong>Guardian Mummy:</strong> ?[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>Neoclassical Geek Revival[spoiler]</p><p></p><p>Neoclassical Geek Revival Cumulative[spoiler]</p><p><strong>Undead:</strong> Many undead also know an innate spell which they may use to replicate themselves. (Neoclassical Geek Revival)</p><p>The hamlet is built within sight of an ancient burial mounds from before recorded history. Any unburied dead have a 1% chance per night of rising as the undead. (Rampaging Monsters)</p><p><em>Legion of the Dead</em> spell. (Hark! A Wizard!)</p><p><em>Necromancy</em> spell. (Neoclassical Geek Revival)</p><p><em>Raise Undead</em> miracle. (Neoclassical Geek Revival)</p><p><strong>Angry Ghost:</strong> See Ghost, Angry Ghost, Ghost Princess.</p><p><strong>Angry Ghost:</strong> See Wraith, Angry Ghost, Ghost Princess.</p><p><strong>Animate Corpse Withered:</strong> See Withered Animate Corpse.</p><p><strong>Animate Withered Corpse:</strong> See Withered Animate Corpse.</p><p><strong>Bear Grizzly Fungal Zombie:</strong> See Zombie Fungal Grizzly Bear.</p><p><strong>Bear Grizzly Zombie Fungal:</strong> See Zombie Fungal Grizzly Bear.</p><p><strong>Beast Carrion Undead:</strong> See Undead Carrion Beast.</p><p><strong>Black Stallion Intelligent Undead:</strong> See Undead Intelligent Stallion Black.</p><p><strong>Bloody Mary:</strong> See Ghost Bloody Mary.</p><p><strong>Bogeyman:</strong> See Ghost Bogeyman.</p><p><strong>Carrion Beast Undead:</strong> See Undead Carrion Beast.</p><p><strong>Commander Imperial:</strong> See Imperial Commander.</p><p><strong>Corpse Animate Withered:</strong> See Withered Animate Corpse.</p><p><strong>Corpse Undead:</strong> See Undead Corpse.</p><p><strong>Corpse Withered Animate:</strong> See Withered Animate Corpse.</p><p><strong>Creature Frozen Undead:</strong> See Undead Creature Frozen.</p><p><strong>Creature Undead Frozen:</strong> See Undead Creature Frozen.</p><p><strong>Cultist Undead:</strong> See Ghoul Undead Cultist, Priest 3.</p><p><strong>Deep One Ghost:</strong> See Ghost Deep One.</p><p><strong>Desert Vampire:</strong> See Vampire Desert.</p><p><strong>Dwarven Ghost:</strong> See Ghost Dwarven.</p><p><strong>Elf Ghoul:</strong> See Ghoul Elf.</p><p>Magwas. (Down in Yon Forest)</p><p><strong>Elven Spirit:</strong> See Spirit Elven.</p><p><strong>First Sultan:</strong> When the Caliphate first swept over the region, a lesser commander took a small detachment into the desert and swept aside the last of the string of petty tyrants who had ruled the City of Tears and installed his own dynasty. That commander had not fully bought into the views of the Caliph and still trucked with treacherous pagan sorcerers. (The City of Tears)</p><p><strong>Frozen Creature Undead:</strong> See Undead Creature Frozen.</p><p><strong>Frozen Undead Creature:</strong> See Undead Creature Frozen.</p><p><strong>Fungal Zombie Bear Grizzly:</strong> See Zombie Fungal Grizzly Bear.</p><p><strong>Fungal Zombie Grizzly Bear:</strong> See Zombie Fungal Grizzly Bear.</p><p><strong>Ghost:</strong> <em>Mother's Lament</em> spell. (The City of Tears)</p><p><strong>Ghost, Angry Ghost, Ghost Princess:</strong> They were guests of The Winter King, princesses offered to (or more often kidnapped by) The Winter King from human kings. They spent their lives locked in this room until they died of age and a new princess was taken. (Down in Yon Forest)</p><p><strong>Ghost Angry:</strong> See Ghost, Angry Ghost, Ghost Princess.</p><p><strong>Ghost Angry:</strong> See Wraith, Angry Ghost, Ghost Princess.</p><p><strong>Ghost Bloody Mary:</strong> Bloody Mary as a status of ghost, refers not only to the titular bloody Mary, but a number of different ghosts. All of them are the ghosts of cruel and vain people, envious of the world of the living and eager to cause harm. (The Price of Evil)</p><p><strong>Ghost Bogeyman:</strong> A Bogeyman is a ghost that exists primarily to terrorize children. In life it was the worst kind of person. Often they met their end through some kind of lynching, but the sheer terror they caused their victims has allowed them to manifest inside the house (or in other cases, sometimes an entire village). (The Price of Evil)</p><p><strong>Ghost Deep One:</strong> ?</p><p><strong>Ghost Dwarven:</strong> ?</p><p><strong>Ghost Headless Horseman:</strong> ?</p><p><strong>Ghost Human:</strong> Two charred human corpses (you would guess children unfortunately) lie sprawled amidst the wreckage. One of them has a golden dagger implanted into their stomach, somehow having escaped unscathed from the fire. The ghosts of the two humans haunt the shrine. (Under the Waterless Sea)</p><p><strong>Ghost Invisible Wizard:</strong> See Ghost Wizard Invisible.</p><p><strong>Ghost Mad Spirit:</strong> A mad spirit is any ghost of no particular special nature. They died a malevolent death and have gone quite mad. (The Price of Evil)</p><p><strong>Ghost Princess:</strong> See Ghost, Angry Ghost, Ghost Princess.</p><p><strong>Ghost Princess:</strong> See Wraith, Angry Ghost, Ghost Princess.</p><p><strong>Ghost Relentless Killer:</strong> ?</p><p><strong>Ghost Spiteful Miser, Wraith:</strong> A spiteful miser is always the ghost of an elderly man or woman consumed by greed and materialism, and almost always without any sense of self excess. It was a sickness of wealth for wealth’s sake. (The Price of Evil)</p><p><strong>Ghost White Lady:</strong> A white lady is a jilted lover, often betrayed by a fiance and driven to suicide by the powerful forces of societal pressure, depression, and bad cliche. They are usually young women, often in wedding dresses (hence the term). (The Price of Evil)</p><p><strong>Ghost Witch Spirit:</strong> ?</p><p><strong>Ghost Wizard Invisible:</strong> <em>Eternal Torment of the Wicked</em> spell. (The City of Tears)</p><p><strong>Ghoul:</strong> ?</p><p><strong>Ghoul Elf, Magwas:</strong> The vampire Novgor uses the cauldron to resurrect the Elven thralls of The Winter King and drain their blood. Many of those have arisen again as ghoulish undead faeries known as <strong>Ghoul Undead Cultist, Priest 3:</strong> ?</p><p><strong>Gornak the Oozing:</strong> Once a powerful wizard he is now but a giant skull floating in a caustic pool of ectoplasm. Well, he was a wizard. Well he was a wizard’s apprentice. Ok, maybe he just broke into a wizard’s lab. (Rampaging Monsters)</p><p><strong>Grizzly Bear Fungal Zombie:</strong> See Zombie Fungal Grizzly Bear.</p><p><strong>Grizzly Bear Zombie Fungal:</strong> See Zombie Fungal Grizzly Bear.</p><p><strong>Harem Girl Vampire:</strong> See Vampire Harem Girl.</p><p><strong>Headless Horseman:</strong> See Ghost Headless Horseman.</p><p><strong>Horseman Headless:</strong> See Ghost Headless Horseman.</p><p><strong>Human Ghost:</strong> See Ghost Human.</p><p><strong>Imperial Commander:</strong> The Imperial Commander lead the now undead legionnaires in life and leads them still in death. (The City of Tears)</p><p><strong>Intelligent Undead:</strong> See Undead Intelligent.</p><p><strong>Invisible Ghost Wizard:</strong> See Ghost Wizard Invisible.</p><p><strong>Invisible Wizard Ghost:</strong> See Ghost Wizard Invisible.</p><p><strong>Killer Relentless:</strong> See Ghost Relentless Killer.</p><p><strong>Lady White:</strong> See Ghost White Lady.</p><p><strong>Legionnaire:</strong> See Undead Legionnaire.</p><p><strong>Legionnaire Skeletal:</strong> See Skeletal Legionnaire, Legionnaire Skeleton.</p><p><strong>Legionnaire Skeleton:</strong> See Skeletal Legionnaire, Legionnaire Skeleton.</p><p><strong>Legionnaire Undead:</strong> See Undead Legionnaire.</p><p><strong>Lich Wizard 7:</strong> ?</p><p><strong>Long Dead Warrior 4:</strong> ?</p><p><strong>Mad Pharaoh:</strong> See Mummy Pharaoh, The Mad Pharaoh.</p><p><strong>Mad Spirit:</strong> See Ghost Mad Spirit.</p><p><strong>Magwas:</strong> See Ghoul Elf, Magwas.</p><p><strong>Mariner Skeletal:</strong> See Skeletal Mariner.</p><p><strong>Mary Bloody:</strong> See Ghost Bloody Mary.</p><p><strong>Miser Spiteful:</strong> See Ghost Spiteful Miser, Wraith.</p><p><strong>Mummy:</strong> ?</p><p><strong>Mummy Pharaoh, The Mad Pharaoh:</strong> Like all other Pharaohs, the Mad Pharaoh was still mummified and entombed (unless he was the first monotheist). (The City of Tears)</p><p>Turns out the Mad Pharaoh was aptly named. He seems to have been entombed not only with massive amounts of jewellery, golden cups, coins, and idols (70,000 silver pieces worth) but also a some 10,000 clay jars (similar to canopic jars) labelled with each of his bowel movements and the date. His actual canopic jars are mixed in among them. His mummified body rests in a golden sarcophagus (2000 gold pieces). If his tomb is robbed without destroying the mummy and all canopic jars (with fire and salt) he will arise and hunt down each piece of his treasure in a murderous decade spanning hunt. (The City of Tears)</p><p><strong>Noble Undead:</strong> See Undead Noble.</p><p><strong>Novgor the Nosferatu:</strong> See Vampire, Novgor the Nosferatu.</p><p><strong>Pharaoh Mummy:</strong> See Mummy Pharaoh.</p><p><strong>Pharaoh Mad:</strong> See Mummy Pharaoh, The Mad Pharaoh.</p><p><strong>Pharaoh The Mad:</strong> See Mummy Pharaoh, The Mad Pharaoh.</p><p><strong>Plague Zombie:</strong> See Zombie Plague.</p><p><strong>Princess Ghost:</strong> See Ghost, Angry Ghost, Ghost Princess.</p><p><strong>Princess Ghost:</strong> See Wraith, Angry Ghost, Ghost Princess.</p><p><strong>Relentless Killer:</strong> See Ghost Relentless Killer.</p><p><strong>Skeletal Legionnaire, Legionnaire Skeleton:</strong> ?</p><p><strong>Skeletal Mariner:</strong> ?</p><p><strong>Skeleton, Skeleton Warrior:</strong> The ghost is a necromancer’s spirit and can raise the 11 barnacle encrusted skeletons as soldiers to slay the characters and add them to its collection. (Under the Waterless Sea)</p><p><strong>Undead Corpse of Strange Foreigner:</strong> ?</p><p><strong>Zombie:</strong> The zombies are all former soldiers of the King’s army, affected by the Blight of Ib cast by the Deep One sorcerer. (Under the Waterless Sea)</p><p><strong>Skeleton Legionnaire:</strong> See Skeletal Legionnaire, Legionnaire Skeleton.</p><p><strong>Skeleton Swordsman:</strong> The skeleton swordsmen are former palace guards, serving still in death. (The City of Tears)</p><p><strong>Skeleton Warrior:</strong> See Skeleton, Skeleton Warrior.</p><p><strong>Soldier Undead:</strong> See Undead Soldier.</p><p><strong>Spirit Elven:</strong> ?</p><p><strong>Spirit Mad:</strong> See Ghost Mad Spirit.</p><p><strong>Spirit Witch:</strong> See Ghost Witch Spirit.</p><p><strong>Spiteful Miser:</strong> See Ghost Spiteful Miser, Wraith.</p><p><strong>Stallion Black Intelligent Undead:</strong> See Undead Intelligent Stallion Black.</p><p><strong>Sultan First:</strong> See First Sultan.</p><p><strong>Swamp Zombie:</strong> See Zombie Swamp</p><p><strong>Swordsman Skeleton:</strong> See Skeleton Swordsman.</p><p><strong>Undead Beast Carrion:</strong> See Undead Carrion Beast.</p><p><strong>Undead Carrion Beast:</strong> <em>Carrion's Debt Foreclosed</em> spell. (Hark! A Wizard!)</p><p><em>Carrion's Debt Foreclosed</em> spell. (The City of Tears)</p><p><strong>Undead Creature Frozen:</strong> ?</p><p><strong>Undead Cultist:</strong> See Ghoul Undead Cultist, Priest 3.</p><p><strong>Undead Frozen Creature:</strong> See Undead Creature Frozen.</p><p><strong>Undead Intelligent Stallion Black:</strong> ?</p><p><strong>Undead Legionnaire:</strong> ?</p><p><strong>Undead Noble:</strong> ?</p><p><strong>Undead Soldier:</strong> <em>Legion of the Dead</em> spell. (The City of Tears)</p><p><strong>Undead Warrior Cultist:</strong> ?</p><p><strong>Undead Wolf:</strong> ?</p><p><strong>Vampire:</strong> <em>Curse of the Nosferatu</em> spell. (Down in Yon Forest)</p><p><em>Necromancy – Vampire</em> spell. (Hark! A Wizard!)</p><p><strong>Vampire, Novgor the Nosferatu:</strong> ?</p><p><strong>Vampire Desert:</strong> <em>Necromancy – Desert Vampire</em> spell. (The City of Tears)</p><p><strong>Vampire Harem Girl:</strong> ?</p><p><strong>Warrior Cultist Undead:</strong> See Undead Warrior Cultist.</p><p><strong>Warrior Skeleton:</strong> See Skeleton, Skeleton Warrior.</p><p><strong>White Lady:</strong> See Ghost White Lady.</p><p><strong>Witch Spirit:</strong> See Ghost Witch Spirit.</p><p><strong>Withered Animate Corpse:</strong> See Withered Animate Corpse.</p><p><strong>Withered Corpse Animate:</strong> See Withered Animate Corpse.</p><p><strong>Withered Animate Corpse:</strong> ?</p><p><strong>Wizard Ghost Invisible:</strong> See Ghost Wizard Invisible.</p><p><strong>Wizard Invisible Ghost:</strong> See Ghost Wizard Invisible.</p><p><strong>Wolf Undead:</strong> See Undead Wolf.</p><p><strong>Wraith:</strong> ?</p><p><strong>Wraith:</strong> See Ghost Spiteful Miser, Wraith.</p><p><strong>Wraith, Angry Ghost, Ghost Princess:</strong> They were guests of The Winter King, princesses offered to (or more often kidnapped by) The Winter King from human kings. They spent their lives locked in this room until they died of age and a new princess was taken. (Down in Yon Forest)</p><p><strong>Zombie:</strong> <em>Necromancy – Zombie</em> spell. (Hark! A Wizard!)</p><p><strong>Zombie Fungal Bear Grizzly:</strong> See Zombie Fungal Grizzly Bear.</p><p><strong>Zombie Fungal Grizzly Bear:</strong> ?</p><p><strong>Zombie Plague:</strong> The Plague Zombies found in the Sultan’s Basement are the civilian remnants of the towns elite. Merchants, nobility, children and the elderly. They were once in expensive finery, but they spend most of their time bobbing in an algae covered pool so their clothing is ruined, their bodies moist and bloated with a green sheen. They each still carry 2d6 golden coins or equivalent value of rings and necklaces. They were not turned into zombies by a plague, they cannot spread zombism, they are simply zombies who are also coated with plague infected material. (The City of Tears)</p><p><strong>Zombie Swamp:</strong> <em>Necromancy – Swamp Zombie</em> spell. (The City of Tears)</p><p>[/spoiler]</p><p></p><p>Neoclassical Geek Revival Books[spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/270180/Neoclassical-Geek-Revival-Alex-Mayo-Edition?affiliate_id=17596" target="_blank">Neoclassical Geek Revival</a>[spoiler]</p><p><strong>Undead:</strong> Many undead also know an innate spell which they may use to replicate themselves.</p><p><em>Necromancy</em> spell.</p><p><em>Raise Undead</em> miracle.</p><p><strong>Skeleton, Skeleton Warrior:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Plague Zombie:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p></p><p>NECROMANCY</p><p>Difficulty 5 per power level</p><p>Cost 4 per power level</p><p>Range 1 meter (cumulative) per power level</p><p>This spell causes the caster to animate 1(cumulative) corpse or spirit (depending on version of the spell) within range per power level. Any heroes or villains in this radius who are raised may become free willed undead. Roll a d20 per hero or villain. If the roll is less than the character’s level times the number of milestones they’ve passed, they become free willed. A caster can control 1(cumulative) undead creature per level per version of this spell memorized. If the caster dies all of her undead are destroyed, though free willed undead may be allowed a saving throw. Undead created in this manner suffer 1 (cumulative) damage per round from direct sunlight.</p><p></p><p>RAISE UNDEAD</p><p>Time to Call Forth 1 action</p><p>Piety 5 or 5 cumulative per level of the undead</p><p>This miracle allows the priest to reanimate corpses into the walking dead. If the priest summons this miracle over the grave, a spirit might be summoned instead. The priest can only animate the bodies of her religion’s faithful. The priest pays half piety on holy ground. Any character raised in this manner has a chance of being free willed equal to their level times the number of milestones they have passed on a d20. The priest must touch either the corpse or the grave of the corpse.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/228847/Down-in-Yon-Forest?affiliate_id=17596" target="_blank">Down in Yon Forest</a>[spoiler]</p><p><strong>Frozen Undead Creature:</strong> ?</p><p><strong>Black Stallion Intelligent Undead:</strong> ?</p><p><strong>Novgor the Nosferatu, Vampire:</strong> ?</p><p><strong>Magwas, Elf Ghoul:</strong> The vampire Novgor uses the cauldron to resurrect the Elven thralls of The Winter King and drain their blood. Many of those have arisen again as ghoulish undead faeries known as Magwas.</p><p><strong>Angry Ghost, Ghost Princess, Ghost:</strong> They were guests of The Winter King, princesses offered to (or more often kidnapped by) The Winter King from human kings. They spent their lives locked in this room until they died of age and a new princess was taken. </p><p><strong>Angry Ghost, Ghost Princess, Wraith:</strong> They were guests of The Winter King, princesses offered to (or more often kidnapped by) The Winter King from human kings. They spent their lives locked in this room until they died of age and a new princess was taken. </p><p><strong>Vampire:</strong> <em>Curse of the Nosferatu</em> spell.</p><p></p><p>Curse of the Nosferatu</p><p>(found by using sage of the body of Novgor)</p><p>Template: Necromancy</p><p>Diffculty: 5 per power level</p><p>Cost: 4 per power level</p><p>Range: 1 meter (cumulative) per power level</p><p>This spell causes the caster to animate 1 corpse they have personally drained of blood as a vampire. Any heroes or villains in this radius who are raised may become free willed undead. Roll a d20 per hero or villain. If the roll is less than the character’s level times the number of milestones they’ve passed, they become free willed. A caster can control 1 vampire per level per version of this spell memorized. If the caster dies all of her undead are destroyed, though free willed undead may be allowed a saving throw. Undead created in this manner suffer 1 (cumulative) damage per round from direct sunlight.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/131873/Hark-A-Wizard?affiliate_id=17596" target="_blank">Hark! A Wizard!</a>[spoiler]</p><p><strong>Zombie:</strong> <em>Necromancy – Zombie</em> spell.</p><p><strong>Vampire:</strong> <em>Necromancy – Vampire</em> spell.</p><p><strong>Undead Carrion Beast:</strong> <em>Carrion's Debt Foreclosed</em> spell.</p><p><strong>Undead:</strong> <em>Legion of the Dead</em> spell.</p><p></p><p>CARRION’S DEBT FORECLOSED </p><p>Template Necromancy </p><p>Difficulty 5 per power level </p><p>Cost 4 per power level </p><p>Range 1 meter (cumulative) per power level </p><p>This spell causes the caster to animate 5 (cumulative) corpses of carrion beasts (crows, vultures, and hyenas for example) per power level that are in range. A caster can control 1 (cumulative) undead creature per level per version of this spell memorized. If the caster dies all of her undead are destroyed. Undead created in this manner suffer 1 (cumulative) damage per round from direct sunlight. </p><p></p><p>LEGION OF THE DEAD </p><p>Template Necromancy </p><p>Difficulty 5 per power level </p><p>Cost 4 per power level </p><p>Range 1 meter (cumulative) per power level </p><p>This spell causes the caster to animate 5 (cumulative) corpses within range per power level. The corpses must be the corporeal bodies of soldiers who fell on the field of battle. Any heroes or villains in this radius who are raised may become free willed undead. Roll a d20 per hero or villain. If the roll is less than the character’s level times the number of milestones they’ve passed, they become free willed. A caster can control 1 (cumulative) undead creature per level per version of this spell memorized, but only after those raised slay either their killers or one of their killer’s descendants. If the caster dies all of her undead are destroyed, though free willed undead may be allowed a saving throw. Undead created in this manner suffer 1 (cumulative) damage per round from direct sunlight. </p><p></p><p>NECROMANCY – VAMPIRE </p><p>Template Necromancy </p><p>Difficulty 5 per power level </p><p>Cost 4 per power level </p><p>Range 1 meter (cumulative) per power level </p><p>This spell causes the caster to animate 1 corpse they have personally drained of blood, as a vampire. Any heroes or villains who are raised may become free willed undead. Roll a d20 per hero or villain. If the roll is less than the character’s level times the number of milestones they’ve passed, they become free willed. A caster can control 1 vampire per level per version of this spell memorized. If the caster dies all of her undead are destroyed, though free willed undead may be allowed a saving throw. Undead created in this manner suffer 1 (cumulative) damage per round from direct sunlight. </p><p></p><p>NECROMANCY – ZOMBIE </p><p>Template Necromancy </p><p>Difficulty 5 per power level </p><p>Cost 4 per power level </p><p>Range 1 meter (cumulative) per power level </p><p>This spell causes the caster to animate 1 corpse they have personally injured in life, as a zombie. A caster cannot control undead created this way. Undead created in this manner suffer 1 (cumulative) damage per round from direct sunlight.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/267330/Lost-in-the-Wilderness?affiliate_id=17596" target="_blank">Lost in the Wilderness</a>[spoiler]</p><p><strong>Vampire:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Long Dead Warrior 4:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Undead Warrior Cultist:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Fungal Zombie Grizzly Bear:</strong> ?</p><p><strong>Elven Spirit:</strong> ?</p><p><strong>Human Ghost:</strong> ?</p><p><strong>Skeletal Mariner:</strong> ?</p><p><strong>Ghoul Undead Cultist, Priest 3:</strong> ?</p><p><strong>Dwarven Ghost:</strong> ?</p><p><strong>Lich Wizard 7:</strong> ?</p><p><strong>Withered Animate Corpse:</strong> ?</p><p><strong>Undead:</strong> ?</p><p><strong>Undead Noble:</strong> ?</p><p><strong>Mummy:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/127923/Rampaging-Monsters?affiliate_id=17596" target="_blank">Rampaging Monsters</a>[spoiler]</p><p><strong>Gornak the Oozing:</strong> Once a powerful wizard he is now but a giant skull floating in a caustic pool of ectoplasm. Well, he was a wizard. Well he was a wizard’s apprentice. Ok, maybe he just broke into a wizard’s lab. </p><p></p><p><strong>Undead:</strong> The hamlet is built within sight of an ancient burial mounds from before recorded history. Any unburied dead have a 1% chance per night of rising as the undead.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/248519/The-City-of-Tears?affiliate_id=17596" target="_blank">The City of Tears</a>[spoiler]</p><p><strong>Plague Zombie:</strong> The Plague Zombies found in the Sultan’s Basement are the civilian remnants of the towns elite. Merchants, nobility, children and the elderly. They were once in expensive finery, but they spend most of their time bobbing in an algae covered pool so their clothing is ruined, their bodies moist and bloated with a green sheen. They each still carry 2d6 golden coins or equivalent value of rings and necklaces. They were not turned into zombies by a plague, they cannot spread zombism, they are simply zombies who are also coated with plague infected material. </p><p><strong>Ghost:</strong> <em>Mother's Lament</em> spell.</p><p><strong>Vampire Harem Girl:</strong> ?</p><p><strong>Skeletal Legionnaire, Legionnaire Skeleton:</strong> ?</p><p><strong>Skeleton Swordsman:</strong> The skeleton swordsmen are former palace guards, serving still in death. </p><p><strong>Invisible Ghost Wizard:</strong> <em>Eternal Torment of the Wicked</em> spell.</p><p><strong>First Sultan:</strong> When the Caliphate first swept over the region, a lesser commander took a small detachment into the desert and swept aside the last of the string of petty tyrants who had ruled the City of Tears and installed his own dynasty. That commander had not fully bought into the views of the Caliph and still trucked with treacherous pagan sorcerers. </p><p><strong>Imperial Commander:</strong> The Imperial Commander lead the now undead legionnaires in life and leads them still in death. </p><p><strong>Undead Legionnaire:</strong> ?</p><p><strong>The Mad Pharaoh, Pharaoh Mummy:</strong> Like all other Pharaohs, the Mad Pharaoh was still mummified and entombed (unless he was the first monotheist). </p><p>Turns out the Mad Pharaoh was aptly named. He seems to have been entombed not only with massive amounts of jewellery, golden cups, coins, and idols (70,000 silver pieces worth) but also a some 10,000 clay jars (similar to canopic jars) labelled with each of his bowel movements and the date. His actual canopic jars are mixed in among them. His mummified body rests in a golden sarcophagus (2000 gold pieces). If his tomb is robbed without destroying the mummy and all canopic jars (with fire and salt) he will arise and hunt down each piece of his treasure in a murderous decade spanning hunt.</p><p><strong>Swamp Zombie:</strong> <em>Necromancy – Swamp Zombie</em> spell.</p><p><strong>Desert Vampire:</strong> <em>Necromancy – Desert Vampire</em> spell.</p><p><strong>Undead Soldier:</strong> <em>Legion of the Dead</em> spell.</p><p><strong>Carrion Beast Undead:</strong> <em>Carrion's Debt Foreclosed</em> spell.</p><p><strong>Undead Wolf:</strong> ?</p><p></p><p>Necromancy – Swamp Zombie</p><p>Template: NECROMANCY </p><p>Difficulty: 5 per power level </p><p>Cost: 4 per power level </p><p>Range: 1 meter (cumulative) per power level </p><p>This spell causes the caster to animate 1 (cumulative) waterlogged corpse within range per power level as a mindless shambling undead. The body cannot have died prior to the last full moon. Any heroes or villains in this radius who are raised may become free willed undead. Roll a d20 per hero or villain. If the roll is less than the character’s level times the number of milestones they’ve passed, they become free willed. A caster cannot control these undead. Undead created in this manner suffer 1 (cumulative) damage per round from direct sunlight. </p><p></p><p>Necromancy – Desert Vampire</p><p>Template: NECROMANCY </p><p>Difficulty: 5 per power level </p><p>Cost: 4 per power level </p><p>Range: 1 meter (cumulative) per power level </p><p>This spell causes the caster to animate a single corpse of an individual who died of thirst within one week per power level. They are always free willed, but may not harm the caster for a number of years equal to the spell’s power level. Undead created in this manner suffer 1 (cumulative) damage per round from direct sunlight. Desert Vampires innately know Invisibility of Reflections, Hypnotic Glamour, Blood Regeneration, and this spell.</p><p></p><p>Legion of the Dead</p><p>Template: Necromancy</p><p>Difficulty: 5 per power level</p><p>Cost: 4 per power level</p><p>Range: 1 meter (cumulative) per power level</p><p>Complexity: 5 </p><p>This spell causes the caster to animate 5 (cumulative) corpses within range per power level. The corpses must be the corporeal bodies of soldiers who fell on the field of battle. Any heroes or villains in this radius who are raised may become free willed undead. Roll a d20 per hero or villain. If the roll is less than the character’s level times the number of milestones they’ve passed, they become free willed. A caster can control 1 (cumulative) undead creature per level per version of this spell memorized, but only after those raised slay either their killers or one of their killer’s descendants. If the caster dies all of her undead are destroyed, though free willed undead may be allowed a saving throw. Undead created in this manner suffer 1 (cumulative) damage per round from direct sunlight.</p><p></p><p>Carrion’s Debt Foreclosed</p><p>Template: Necromancy</p><p>Difficulty: 5 per power level</p><p>Cost: 4 per power level</p><p>Range: 1 meter (cumulative) per power level</p><p>Complexity: 5 </p><p>This spell causes the caster to animate 5 (cumulative) corpses of carrion beasts (crows, vultures, and hyenas for example) per power level that are in range. A caster can control 1 (cumulative) undead creature per level per version of this spell memorized. If the caster dies all of her undead are destroyed. Undead created in this manner suffer 1 (cumulative) damage per round from direct sunlight.</p><p></p><p>Mother’s Lament</p><p>Template: Necromancy</p><p>Difficulty: 1 per power level</p><p>Cost: 4 per power level</p><p>Range: 1 meter (cumulative) per power level</p><p>Complexity: 5 </p><p>This spell causes the caster to animate the spirit of a stillborn from their grave. Any who are raised may become free willed undead. Roll a d20, If the roll is less than the mother’s level plus five, they become free willed. A caster can control 1 (cumulative) ghost per level per version of this spell memorized. If the caster dies all of her undead are destroyed, though free willed undead may be allowed a saving throw. Undead created in this manner suffer 1 (cumulative) damage per round from direct sunlight.</p><p></p><p>Eternal Torment of the Wicked</p><p>Template: Necromancy</p><p>Difficulty: 1 per power level</p><p>Cost: 4 per power level</p><p>Range: 1 meter (cumulative) per power level</p><p>Complexity: 5 </p><p>This spell causes the caster to animate 1 spirit within range. The spirit must be that of a dead wizard whose talisman is in the caster’s possession. Any heroes or villains in this radius who are raised may become free willed undead. Roll a d20 per hero or villain. If the roll is less than double the character’s level times the number of milestones they’ve passed, they become free willed. A caster can control any number of undead of from this version of the spell. If the caster dies all of her undead are destroyed, though free willed undead may be allowed a saving throw. Undead created in this manner suffer 1 (cumulative) damage per round from direct sunlight.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/164250/The-Price-of-Evil?affiliate_id=17596" target="_blank">The Price of Evil</a>[spoiler]</p><p><strong>Ghost:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Relentless Killer Ghost:</strong> ?</p><p><strong>Witch Spirit Ghost:</strong> ?</p><p><strong>Headless Horseman Ghost:</strong> ?</p><p><strong>Spiteful Miser Ghost, Wraith:</strong> A spiteful miser is always the ghost of an elderly man or woman consumed by greed and materialism, and almost always without any sense of self excess. It was a sickness of wealth for wealth’s sake.</p><p><strong>White Lady Ghost:</strong> A white lady is a jilted lover, often betrayed by a fiance and driven to suicide by the powerful forces of societal pressure, depression, and bad cliche. They are usually young women, often in wedding dresses (hence the term).</p><p><strong>Bogeyman Ghost:</strong> A Bogeyman is a ghost that exists primarily to terrorize children. In life it was the worst kind of person. Often they met their end through some kind of lynching, but the sheer terror they caused their victims has allowed them to manifest inside the house (or in other cases, sometimes an entire village).</p><p><strong>Bloody Mary Ghost:</strong> Bloody Mary as a status of ghost, refers not only to the titular bloody Mary, but a number of different ghosts. All of them are the ghosts of cruel and vain people, envious of the world of the living and eager to cause harm.</p><p><strong>Mad Spirit Ghost:</strong> A mad spirit is any ghost of no particular special nature. They died a malevolent death and have gone quite mad.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/130264/Under-the-Waterless-Sea?affiliate_id=17596" target="_blank">Under the Waterless Sea</a>[spoiler]</p><p><strong>Undead Corpses of Strange Foreigners:</strong> ?</p><p><strong>Skeleton:</strong> The ghost is a necromancer’s spirit and can raise the 11 barnacle encrusted skeletons as soldiers to slay the characters and add them to its collection.</p><p><strong>Deep One Ghosts:</strong> ?</p><p><strong>Human Ghost:</strong> Two charred human corpses (you would guess children unfortunately) lie sprawled amidst the wreckage. One of them has a golden dagger implanted into their stomach, somehow having escaped unscathed from the fire. The ghosts of the two humans haunt the shrine.</p><p><strong>Zombie:</strong> The zombies are all former soldiers of the King’s army, affected by the Blight of Ib cast by the Deep One sorcerer.[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>Oubliettes, Sorcery, & Reavers[spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/232293/OSR-Oubliettes-Sorcery--Reavers?affiliate_id=17596" target="_blank">OS&R: Oubliettes, Sorcery, & Reavers</a>[spoiler]</p><p></p><p><strong>Arisen:</strong> The Arisen are the Fell-possessed corpses and spirits forced to dwell in the mortal realm as a mockery of Life. Most are cursed, many are created, and some are willing participants to this infestation.</p><p><strong>Arisen Bone Horror:</strong> <em>Animate Corpse</em> spell.</p><p><strong>Arisen Flesh Craven:</strong> A Hero bitten by a flesh craven must make a Constitution Test with Leverage. Failure means the PC must be cured (herbs, magic, or remove the area of the bite) or die in 1d12+CON rounds, to rise as flesh craven.</p><p><em>Animate Corpse</em> spell.</p><p><strong>Wraith:</strong> ?</p><p><strong>Barrow Wight:</strong> ?</p><p><strong>Ghoul:</strong> A PC bitten by a Ghoul must make a Constitution Test or become diseased with a terrible wasting fever, that does d8 damage per day until cured. A PC who dies from while infected rises as a Ghoul at the stroke of the first midnight after death.</p><p><strong>Vampire:</strong> ?</p><p><strong>Vampire Master:</strong> ?</p><p><strong>Vampire Fledgeling:</strong> ?</p><p><strong>Lich:</strong> ?</p><p></p><p>Animate Corpse (Fell Weave - 5th Order)</p><p>Range: Near Duration: CHA (R) Target: Area of Death</p><p>Effect: The caster calls to being 1d4+WIS Bone Horror Arisen or 1+WIS Flesh Craven Arisen, all of which obey their commands.[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>The Secret Fire[spoiler]</p><p><a href="http://www.drivethrurpg.com/product/93884/THE-SECRET-FIRE-Roleplaying-Game?affiliate_id=17596" target="_blank">The Secret Fire</a>[spoiler]</p><p><strong>Undead:</strong> <em>Call Forth the Dead</em> prayer.</p><p><strong>Ghast:</strong> ?</p><p><strong>Ghost Warrior:</strong> Some are bound by oaths that survive death, ties of loyalty or duty that compelled them in life and now do so in death. Ghost Warriors are such, often returning to the same site many times over and walking the same paths as they did when they were mortal. Ghost Warriors are often found in ancient ruins and battlefields, where it is not unknown for opposing forces of Shades to battle once again and forever. They often manifest in specific times and at specific places, or when they are summoned, as with the Avengers of the Fallen prayer.</p><p><strong>Ghoul:</strong> They usually come into being as the result of a creature that has resorted to cannibalism, or by way of an ancient ritual found in certain necromantic texts.</p><p><strong>Mummy:</strong> Their internal organs have been removed, stored in Canopic jars, and undergone powerful rituals and alchemical processes to ensure that their former host will endure for eternity.</p><p>None know which Elder God was involved in the process, but it is with the utmost cruelty that the god laid these powerful lords to rest, only to see them rise again as Undead, often imprisoned within tombs for eternity.</p><p><strong>Revenant:</strong> Sometimes, a resurrection spell goes wrong and though the body dies, the soul and intelligence remain. This leaves the subject in a terrible twilight world in which their rotting body is driven by willpower alone.</p><p><strong>Sandwalker:</strong> It is written in the Scrolls of Ytonethotep that anyone consumed by the Locust Swarm of a Mummy while within a tomb sacred to Horus will be cursed to an eternity of undead service. Forever will they serve the Mummy whose treasure they sought to steal.</p><p>Anyone reduced to 0 Stamina by a Mummy’s Locust Swarm attack will become a Sandwalker, so cursed for as long as its Mummy creator exists.</p><p><strong>Skeleton:</strong> Skeletons are one of the more common forms of undead, and are the easiest to create for those with a penchant for necromancy. Essentially, Human and Eld remains are imbued with a semblance of life and rudimentary intelligence, allowing them to obey simple commands and have a basic understanding of their environment.</p><p><strong>Skeleton Shattering:</strong> ?</p><p><strong>Vampire:</strong> None know how they came into being, but they have fed on mortals from time immemorial. Sages whisper of an ancient curse, while others insist that Vampires are created, not damned. The sages whisper for good reason — any who pry too deeply into Vampire lore tend to disappear.</p><p>Vampires can create more of their own kind by draining a victim of all Health then restoring it. Their (possibly willing) victim is drained to the point of death when the Vampire opens one of its veins to enable the would-be Vampire, or Childer, to feed. This results in an intense bond between the creator, or Sire, and the victim. The Childer is dead for all intents and purposes, but rises three days later as a true Vampire at dusk.</p><p><strong>Vampire Spawn:</strong> Stamina Points lost to a Vampire’s blood drain ability return after a d6 days of bed rest. During that time, the victim is linked psychically to the Vampire but remains in a delirium. Each Health point a Vampire drains gives it an Energy Point that it can use. A Vampire may return to the victim to drain more, but should the victim’s Health drop to 0 as a result, he or she will die — rising three days later at dusk as Vampire Spawn.</p><p><strong>Whisperer in Darkness, Wraith:</strong> Characters killed from a whisperer in darkness' touch of death return from the grave as a Whisperer in Darkness in 1d6 hours unless they succeed on a Luck Throw.</p><p><strong>Zombie:</strong> A rotting corpse shambles toward you, animated by the dark art of necromancy.</p><p>Zombies are the mindless corpses of beings that have been animated by necromancy.</p><p><strong>Zombie Tomb:</strong> Mummies often create their own undead servants, called Tomb Zombies, using their Infect ability.</p><p>Tomb Zombies are withered corpses, created by a Mummy to enforce his will.</p><p></p><p>Call Forth the Dead (Death)</p><p>Circle: III Casting Time: 1 hour</p><p>Range: 10 feet (2 squares) Resistance: —</p><p>Area of Effect: Sphere 6 (corpses) Duration: 1 hour/level</p><p>Description: Most Holy-Men dare not dabble in powers claimed exclusively by the Elder Gods. Only the worshippers of certain Evil Deities like Set or the foolhardy or utterly desperate, dare to challenge Death itself. Invoking this prayer, you imbue motive force into the corpses of the fallen, the murdered, and the massacred.</p><p>The vision of summoning a vast army, unfettered by morale or the base needs of sentience, overcomes any ethical questions or fear of reprisal from Death. You work this dark art in forgotten battlefields or near unmarked mass graves and it is from these macabre sites that large numbers of desiccated undead can be raised. The deeper your knowledge and experience, the more powerful the undead you may raise. Unfortunately, the dead curse the name of anyone who awakens them from their final rest. You have been warned….</p><p>Mechanics: All corpses within the area of effect are animated, a number determined by the location in which the prayer is cast (and deteremined ultimately by the MC). An attack roll is made against each corpse, which automatically succeeds, raising the target as an undead creature of the night (see below). However, on a natural roll of 1, 6, or 13, the corpse animates and turns on you, attacking you until destroyed.</p><p>The Holy-One determines the type of undead each creature becomes upon being raised, drawing from a pool of twice her own level. For example, a 2nd-Level Holy-Woman (who can create 4 levels of undead) might create a skeleton (level 3) and a zombie (level 1), or four skeletons (level 1), and so forth.</p><p>Animated dead automatically follow simple commands given by the Holy-One who raised them. These commands can be no more complex than those she might give a trained animal. The dead follow these commands to the best of their ability until destroyed or until the duration of the prayer expires. If the Holy-Man moves beyond shouting distance, the animated dead continue to perform the last command given them. The Elder God of Death has placed a strong limit on this prayer, preventing a destroyed animated dead from being animated again.</p><p>The newly animated dead know very little, and will only act in a manner befitting their existence while alive, namely performing repetitive tasks ingrained in them by years of combat or other occupation. This is another reason battlefields are best suited for raising an army of walking dead.</p><p></p><p>Curse of Nephren-Ka</p><p>Mummies and Tomb Zombies carry a particularly nasty magical curse. As a free action, the curse is invoked and the next melee attack will infect the victim with Mummy Rot. The affected creature immediately suffers great pain as their skin becomes desiccated and covered in lesions. The victim must make a Luck Throw to resist the effects or immediately suffer the loss of 2d6 points of Health. If they are still alive, they will also be scarred and lose 1d6 Presence as a result.</p><p>Anyone reduced to 0 Stamina will rise as a Tomb Zombie under the control of the spellcasting Mummy (in the case of Tomb Zombies, then it is their Mummy creator — if the creator still exists). The Tomb Zombie will rise from the dead during the next sandstorm in the domain of their Mummy creator.</p><p>Mummy Rot cannot be cured with conventional healing, and requires a remove curse or Aura flensing prayer. The disease also impedes healing, requiring a healer to pass a DC20 Healing check to use any healing spells on the victim.</p><p></p><p>Curse of Aryneops</p><p>Anyone reduced to 0 Stamina by a Mummy’s Locust Swarm attack will become a Sandwalker, so cursed for as long as its Mummy creator exists. Sandwalkers will rise from the sands only when summoned by their Mummy masunholy landters.[/spoiler]</p><p>[/spoiler]</p><p></p><p>Stay Frosty[spoiler]</p><p><a href="http://www.drivethrurpg.com/product/206742/Stay-Frosty?affiliate_id=17596" target="_blank">Stay Frosty</a>[spoiler]</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p>[/spoiler]</p><p></p><p>Swords & Six-Siders[spoiler]</p><p></p><p>Swords & Six-Siders Cumulative[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Dwarven Knight Spectre:</strong> See Spectre Dwarven Knight.</p><p><strong>Dwarven Skeleton Warrior:</strong> See Skeleton Warrior Dwarven.</p><p><strong>Ghoul:</strong> Humanoids killed by ghouls turn into ghouls themselves. (Swords & Six-Siders)</p><p><strong>Ghost:</strong> ?</p><p><strong>Knight Dwarven Spectre:</strong> See Spectre Dwarven Knight.</p><p><strong>Mummy:</strong> Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten. (Swords & Six-Siders)</p><p><strong>Skeleton:</strong> Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters. (Swords & Six-Siders)</p><p><strong>Skeleton Warrior Dwarven:</strong> ?</p><p><strong>Space Zombie:</strong> See Zombie Space.</p><p><strong>Space Vampire:</strong> See Vampire Space, Vorgon.</p><p><strong>Spectre:</strong> ?</p><p><strong>Spectre Dwarven Knight:</strong> ?</p><p><strong>Spectre Knight Dwarven:</strong> See Spectre Dwarven Knight.</p><p><strong>Vampire:</strong> ?</p><p><strong>Vampire Space, Vorgon:</strong> ?</p><p><strong>Vorgon:</strong> See Vampire Space, Vorgon.</p><p><strong>Warrior Skeleton:</strong> See Skeleton Warrior.</p><p><strong>Wight:</strong> Anyone killed by a wight becomes a wight. (Swords & Six-Siders)</p><p><strong>Wraith:</strong> Wraiths are incorporeal creatures born of evil and darkness. (Swords & Six-Siders)</p><p><strong>Zombie:</strong> Zombies are corpses reanimated through dark and sinister magic. (Swords & Six-Siders)</p><p><strong>Zombie Space:</strong> ?</p><p>[/spoiler]</p><p></p><p>Swords & Six-Siders Books[spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/234805/Swords--SixSiders?affiliate_id=17596" target="_blank">Swords & Six-Siders</a>[spoiler]</p><p><strong>Ghoul:</strong> Humanoids killed by ghouls turn into ghouls themselves.</p><p><strong>Mummy:</strong> Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten. </p><p><strong>Skeleton:</strong> Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters. </p><p><strong>Spectre:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Wight:</strong> Anyone killed by a wight becomes a wight. </p><p><strong>Wraith:</strong> Wraiths are incorporeal creatures born of evil and darkness. </p><p><strong>Zombie:</strong> Zombies are corpses reanimated through dark and sinister magic.</p><p><strong>Undead:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/329266/Lasers--SixSiders?affiliate_id=17596" target="_blank">Lasers & Six-Siders</a>[spoiler]</p><p><strong>Vorgon, Space Vampire:</strong> ?</p><p><strong>Space Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/262662/Swords--SixSiders-Companion?affiliate_id=17596" target="_blank">Swords & Six-Siders Companion</a>[spoiler]</p><p><strong>Ghoul:</strong> ?</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>Wraith:</strong> ?</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/285552/Swords--SixSiders-LoSS-Conversion?affiliate_id=17596" target="_blank">Swords & Six-Siders LoSS Conversion</a>[spoiler]</p><p><strong>Ghost:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/292892/Swords--SixSiders-The-Brewmasters-Tomb?affiliate_id=17596" target="_blank">Swords & Six-Siders: The Brewmaster's Tomb</a>[spoiler]</p><p><strong>Skeleton Warrior Dwarven:</strong> ?</p><p><strong>Dwarven Knight Spectre:</strong> ?[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>Tales of the Splintered Realms[spoiler]</p><p></p><p>Tales of the Splintered Realms Cumulative[spoiler]</p><p><strong>Banshee:</strong> The disconsolate spirit of a fallen female elf. (Tales of the Splintered Realm Module B1: 49 Dungeon Denizens)</p><p><strong>Baronet Vampire:</strong> See Vampire Baronet.</p><p><strong>Barrows Ghoul:</strong> See Ghoul Barrows.</p><p><strong>Ghoul Barrows:</strong> ?</p><p><strong>Goblin Zombie:</strong> See Zombie Goblin.</p><p><strong>Lich:</strong> ?</p><p><strong>Scavenger Zombie:</strong> See Zombie Scavenger.</p><p><strong>Shadow:</strong> A creature completely drained of STR by a shadow becomes a shadow. (Tales of the Splintered Realm Module B1: 49 Dungeon Denizens)</p><p><strong>Skeletal Watcher:</strong> ?</p><p><strong>Vampire Baronet:</strong> ?</p><p><strong>Watcher Skeletal:</strong> See Skeletal Watcher.</p><p><strong>Wight:</strong> A creature completely drained of XP by a wight becomes a wight. (Tales of the Splintered Realm Module B1: 49 Dungeon Denizens)</p><p><strong>Wraith:</strong> A creature completely drained of XP by a wraith becomes a wraith. (Tales of the Splintered Realm Module B1: 49 Dungeon Denizens)</p><p><strong>Zombie Goblin:</strong> ?</p><p><strong>Zombie Scavenger:</strong> ?</p><p>[/spoiler]</p><p></p><p>Tales of the Splintered Realms Books[spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/251871/Tales-of-the-Splintered-Realm-Module-A1-Core-Rules?affiliate_id=17596" target="_blank">Tales of the Splintered Realm Module A1: Core Rules</a>[spoiler]</p><p><strong>Skeletal Watcher:</strong> ?</p><p><strong>Barrows Ghoul:</strong> ?</p><p><strong>Vampire Baronet:</strong> ?</p><p><strong>Zombie Scavenger:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/272185/Tales-of-the-Splintered-Realm-Module-B1-49-Dungeon-Denizens?affiliate_id=17596" target="_blank">Tales of the Splintered Realm Module B1: 49 Dungeon Denizens</a>[spoiler]</p><p><strong>Banshee:</strong> The disconsolate spirit of a fallen female elf.</p><p><strong>Lich:</strong> ?</p><p><strong>Shadow:</strong> A creature completely drained of STR by a shadow becomes a shadow. </p><p><strong>Wight:</strong> A creature completely drained of XP by a wight becomes a wight. </p><p><strong>Wraith:</strong> A creature completely drained of XP by a wraith becomes a wraith. [/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/273965/Tales-of-the-Splintered-Realm-Module-D1-Against-the-Goblins?affiliate_id=17596" target="_blank">Tales of the Splintered Realm Module D1: Against the Goblins</a>[spoiler]</p><p><strong>Goblin Zombie:</strong> ?[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>Wayfarers[spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/59182/Wayfarers-Original-2008-version?affiliate_id=17596" target="_blank">Wayfarers</a>[spoiler]</p><p><strong>Undead:</strong> Undead creatures are those that were once living, but are now animated by energies native to other planes.</p><p>A hideous ablocanth has laired here for centuries, and using an old ritual, has turned many of the corpses from the barge workers into its undead minions.</p><p><strong>Apparition:</strong> ?</p><p><strong>Barghest:</strong> ?</p><p><strong>Draugr:</strong> Draugr are semi-corporeal undead guardians of cursed warriors or kings, found in ancient tombs and mausoleums. It is not clear whether draugr are imbued with the spirit of the deceased, or otherworldly guardians charged with guarding their resting place.</p><p><strong>Ghost:</strong> Ghosts are solitary undead, the spiritual remains of tortured souls such as murder victims or those consumed by intense hatred while living.</p><p><strong>Lich:</strong> These creatures were once powerful magic-users that voluntarily transformed themselves into beings that draw their energies from other realms.</p><p><strong>Mummy:</strong> Mummies are the animated remains of a long dead humanoid. Unlike skeletons, mummies typically retain some of their mortal flesh, often a result of efforts to embalm or preserve the deceased individual’s remains.</p><p>Mummies are the animated corpses of a long-dead humanoid.</p><p><em>Create Undead</em> spell.</p><p><strong>Myling:</strong> In fact, it is widely believed that mylings are the tortured spirits of murdered youth.</p><p><strong>Shadow:</strong> Shadows are the embodiment of the nefarious impulses or lusts of wicked humanoids that are now deceased.</p><p><strong>Skeleton:</strong> Skeletons are the animated skeletal remains of a long dead humanoid.</p><p>Skeletons are the animated bones of an undead humanoid. Thus, their size and appearance depends upon the type of humanoid the skeleton was derived from. Although most skeletons are humanoids, some are the remains of other creatures.</p><p><em>Create Undead</em> spell.</p><p><strong>Spectre:</strong> A spectre is a particularly evil apparition that haunts the crypts of depraved individuals.</p><p><strong>Vampire:</strong> Vampires are an undead corruption of a once living humanoid. In fact, it might be said that vampires are not true undead, but actually living creatures infected with an undead disease.</p><p>Any creature bit by a vampire (1 point of damage) must make a Mental Resistance check of 15 or become a vampire within one week.</p><p><strong>Wendigo:</strong> The wendigo are the physical manifestations of tortured spirits of that wander the ruins of past civilizations.</p><p><strong>Wight:</strong> Wights are the remains of dead nobles and kings. They are found within old crypts and mausoleums, sometimes alone or in small numbers and with multiple lesser undead servants. Wights do not typically leave their tombs, as they are bound to the trappings of wealth left behind in their graves.</p><p><strong>Wraith:</strong> ?</p><p><strong>Zombie:</strong> A zombie is the animated rotting corpse of a dead humanoid.</p><p>Zombies are the animated corpses of a dead humanoid. Thus, their size and appearance depends upon the type of humanoid the zombie was derived from. Although most zombies are humanoids, some are the undead remains of other creatures.</p><p><em>Create Undead</em> spell.</p><p></p><p>Create Undead</p><p>Circle: 5th Resist: None</p><p>Duration: Permanent Casting time: 12 hours</p><p>Effect: Special Range: Touch</p><p>Formula: DDGGSS Damage type: Special</p><p>Components: V, G, M</p><p>When cast upon a humanoid corpse, the Create Undead spell enables the mystic to create an undead servant. This undead creature will perform simple tasks if able, or attack the mystic’s foes. The undead servant has no motivation independent of its master, and will serve the mystic until it is destroyed.</p><p>In addition to a humanoid corpse, when creating the undead, the mystic must employ a vial of blood of the same type of corpse to be animated. For example, were the corpse a human, a vial of human blood must be used to create the undead creature. In addition, the ritual requires the consumption of incense of at least 200 silver royals in value.</p><p>The type of undead created is dependent upon two factors: the age of the corpse, and the presence of the mystic casting the spell. As such, 1d10 is rolled to determine the type of undead created, modified by +1 for each point of the mystic’s presence, and +1 for each year of age of the targeted corpse. For example, if a mystic with a presence of 12 were to cast upon a 4 year-old corpse, a +16 modifier would be added to the d10 roll. The result of this roll is as follows:</p><p>2 to 25: Zombie: Health points: 12 + 2d4, Dodge score: 11, Initiative: -2, Hide/armor: none, To-hit: +2, Attacks: claw: 2 x 1d6 + 4. Intellect: 3, Physical Resist: +5, Mental Resist: n/a, Movement: 80’. Zombies are immune to spells of possession, charm, or illusion, take only half damage from cold, and are immune to poison and disease.</p><p>26 to 30: Mummy: Health points: 20 + 1d8, Dodge score: 13, Initiative: +0, Hide/armor: none, To-hit: +0, Attacks: fists: 2 x 1d8 + 2. Intellect: 3, Physical Resist: +6, Mental Resist: n/a, Movement: 90’. Mummies are immune to spells of possession, charm, or illusion, take only half damage from cold, and are immune to poison and disease. Any creature struck by a mummy must make a Physical Resistance check or be infected as if by the 1st Circle Ritual magic spell Infect.</p><p>31 or more: Skeleton: Health points: 10 + 1d8, Dodge score: 13, Initiative: +1, Hide/armor: none (or by worn armor), To-hit: +1, Attacks: claws: 2 x 1d4 + 1, or 1 x weapon + 1. Intellect: 5, Physical Resist: +1, Mental Resist: n/a, Movement: 160’. Skeletons are immune to spells of possession, charm, or illusion, take only half damage from cold, and are immune to poison and disease.</p><p>A mystic may create and control a maximum number of undead equal to half his or her presence score. For example, a mystic with a presence of 13 could create and control up to 7 undead creatures. If any more undead creatures are created, they will instantly go mad, attacking any creature in sight until destroyed.[/spoiler]</p><p>[/spoiler]</p><p></p><p>Woodland Warriors[spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/205324/Return-of-the-Woodland-Warriors?affiliate_id=17596" target="_blank">Return of the Woodland Warriors</a>[spoiler]</p><p><strong>Undead:</strong> Undead beasts are either the dead bodies of beasts that have been reanimated by evil wizards and cultists to serve them as bodyguards, or tormented souls that due to the way they died have been unable to leave the earthly realm. </p><p><strong>Bone-Beast, Skeleton:</strong> Bone-beasts are animated skeletons of dead beasts, usually under the control of some evil master. </p><p><strong>Ghost:</strong> They are usually tied to a specific location, item or creature (their “haunt”). They are often stuck in the material realm because they have unfinished business; which when completed allows them to “die”. </p><p><strong>Ghoul-Rat:</strong> For some reason, when diseased rats are reanimated, instead of coming back as skeletons or zombies, a different type of undead is created – the ghoul-rat. </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 magic, gone awry). </p><p><strong>Wraith:</strong> ?</p><p><strong>Vampire:</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>Zombie-Vermin, Zombie, Walking Dead:</strong> Zombie-vermin are mindless creatures, the walking dead. They are generally created from Vermin – that is shrews, rats, weasels, stoats, crows and sometimes foxes (although the latter would have 2d+3 HD). Why only vermin can become zombies is not known. The standard zombie is simply a corpse animated to do its creator’s bidding, but the Keeper can give them extra HD or abilities if required. [/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="Voadam, post: 7945162, member: 2209"] [b]OSR[/b] General OSR[spoiler] General OSR Cumulative[spoiler] [b]Undead:[/b] A watch tower that reaches up and out of the abyss, into the Ethereal plane. At it’s top is a grand, brass bell, with a pull-rope to ring it. (The Sun King's Palace) • When first rung, the dead can speak again until the vibrations of the bell cease. (The Sun King's Palace) • When rung a second, the spirits of the dead become restless and rise as undead nearby. (The Sun King's Palace) When all that is true and good has fled the mortal shell of what once was a man, sometimes something lingers behind. Born of hatred, fear and hunger, this grim spark of sentience animates what should be moldering quietly beneath the earth. (Knockspell Magazine #1) Many of the undead the party encounters have the ability to pass their doomed condition on to those who fall beneath their attacks. (Knockspell Magazine #1) The Grand Scroll magic item. (The Sun King's Palace) [b]Abstract Impression:[/b] See Distortion, Abstract Impression, Impressionistic Painting of CRT Static Hued With a Shifting RGB Pattern. [b]Abyssal Firefly:[/b] See Quatch Bug, Abyssal Firefly. [b]Amashilama:[/b] See Vampire Princess Amashilama. [b]Ancient Hungry Spirit:[/b] See Spirit Ancient Hungry. [b]Ancient Spirit Hungry:[/b] See Spirit Ancient Hungry. [b]Angry Ghost:[/b] See Ghost, Angry Ghost, Ghost Princess. [b]Angry Ghost:[/b] See Wraith, Angry Ghost, Ghost Princess. [b]Animate Skeleton:[/b] See Skeleton Animate. [b]Apep-Kha:[/b] See Mummy, Apep-Kha. [b]Archmage, Elder Knight, Duncan, He Who Sewed the King's Spellbooks From the Sun Itself:[/b] ? [b]Archmage, Elder Knight, Duncan, He Who Sewed the King's Spellbooks From the Sun Itself:[/b] See Archmage, Elder Knight, Duncan, He Who Sewed the King's Spellbooks From the Sun Itself. [b]Arzella Drestfall:[/b] See Ghost, Arzella Drestfall. [b]Astin, Taneet:[/b] See Ghost, Taneet Astin. [b]Bedsheet Ghost:[/b] See Ghost Bedsheet. [b]Belona:[/b] See Vampire High, Belona. [b]Black Pudding Knight:[/b] A cursed undead knight that was once engulfed by a black pudding. (Glorpy!) [b]Black Skeleton:[/b] See Skeleton Black. [b]Black Stallion Intelligent Undead:[/b] See Undead Intelligent Stallion Black. [b]Bloody Mary:[/b] See Ghost Bloody Mary. [b]Bloody Mary:[/b] See Ghost Bloody Mary, Bloody Mary. [b]Bloody One:[/b] See Skeleton Bloody One. [b]Blue-Skinned Stains:[/b] Occupants of the Palace who have completely succumbed to the Stain. (The Sun King's Palace) Completely stained souls. (The Sun King's Palace) [b]Blue-Skinned Stains, Occupant of the Sun King's Palace Who Has Completely Succumbed to the Stain:[/b] ? [b]Bogeyman:[/b] See Ghost Bogeyman. [b]Bug Quatch:[/b] See Quatch Bug. [b]Cat Mummified:[/b] See Mummified Cat. [b]Claw Mummy:[/b] See Mummy Fragment, Mummy Claw. [b]Corpse of Strange Foreigner Undead:[/b] See Undead Corpse of Strange Foreigner. [b]Corpse Wet:[/b] ? [b]Dead Lingering Hungry Souls of:[/b] See Hungry Souls of Lingering Dead. [b]Dead Lingering Souls of Hungry:[/b] See Hungry Souls of Lingering Dead. [b]Death Knight:[/b] ? [b]Deep One Ghost:[/b] See Ghost Deep One. [b]Disembodied Spirit:[/b] See Spirit Disembodied. [b]Distortion:[/b] ? [b]Distortion, Abstract Impression, Impressionistic Painting of CRT Static Hued With a Shifting RGB Pattern:[/b] ? [b]Distortion Angry:[/b] ? [b]Dracula:[/b] ? [b]Drestfall, Arzella:[/b] See Ghost, Arzella Drestfall. [b]Dryad Undead:[/b] See Undead Dryad. [b]Duncan:[/b] See Archmage, Elder Knight, Duncan, He Who Sewed the King's Spellbooks From the Sun Itself. [b]Dwarven Ghost:[/b] See Ghost Dwarven. [b]East Tower's Ghost:[/b] See Ghost East Tower's. [b]Elder Hungry Shade:[/b] See Shade Elder Hungry. [b]Elder Knight, Duncan, He Who Sewed the King's Spellbooks From the Sun Itself:[/b] See Archmage, Elder Knight, Duncan, He Who Sewed the King's Spellbooks From the Sun Itself. [b]Elder Shade:[/b] See Shade Elder. [b]Elder Shade Hungry:[/b] See Shade Elder Hungry. [b]Elf Ghoul:[/b] See Magwas, Elf Ghoul. [b]Faint Image of the Past, Spirit:[/b] See Ghost, Faint Image of the Past, Spirit. [b]Firefly Abyssal:[/b] See Quatch Bug, Abyssal Firefly. [b]Fitzdawn, Olwen:[/b] See Ghost, Olwen Fitzdawn. [b]Fool of the Palace Possessed, Jacole, Caretaker of Plants, Provider of Comedy, The Garden Fool:[/b] See Wraith, Groundskeeper, Possessed Fool of the Palace, Seamstress, Jacole, Caretaker of Plants, Provider of Comedy, The Garden Fool. [b]Fool Possessed of the Palace, Jacole, Caretaker of Plants, Provider of Comedy, The Garden Fool:[/b] See Wraith, Groundskeeper, Possessed Fool of the Palace, Seamstress, Jacole, Caretaker of Plants, Provider of Comedy, The Garden Fool. [b]Foreigner Strange Corpse Undead:[/b] See Undead Corpse of Strange Foreigner. [b]Foreigner Strange Undead Corpse:[/b] See Undead Corpse of Strange Foreigner. [b]Fragment Mummy:[/b] See Mummy Fragment, Mummy Claw. [b]Frozen Undead:[/b] See Undead Frozen. [b]Ghost:[/b] When a mortal creature will not or cannot move on to the worlds that come next, their souls are often stranded in the living. (Barrow Keep: Den of Spies) [b]Ghost:[/b] Spirits left behind. (The Sun King's Palace) [b]Ghost, Angry Ghost, Ghost Princess:[/b] They were guests of The Winter King, princesses offered to (or more often kidnapped by) The Winter King from human kings. They spent their lives locked in this room until they died of age and a new princess was taken. (Down in Yon Forest) [b]Ghost, Arzella Drestfall:[/b] When sealing the Tower, one of Ewen Rihat’s deceased apprentices was abandoned within, returning as a Ghost. (Barrow Keep: Den of Spies) [b]Ghost, Faint Image of the Past, Spirit:[/b] ? [b]Ghost, Lunen Good:[/b] When sealing the Tower, one of Ewen Rihat’s deceased apprentices was abandoned within, returning as a Ghost. (Barrow Keep: Den of Spies) [b]Ghost, Morna Morvand:[/b] When sealing the Tower, one of Ewen Rihat’s deceased apprentices was abandoned within, returning as a Ghost. (Barrow Keep: Den of Spies) [b]Ghost, Olwen Fitzdawn:[/b] When sealing the Tower, one of Ewen Rihat’s deceased apprentices was abandoned within, returning as a Ghost. (Barrow Keep: Den of Spies) [b]Ghost, Onell Goss:[/b] When sealing the Tower, one of Ewen Rihat’s deceased apprentices was abandoned within, returning as a Ghost. (Barrow Keep: Den of Spies) [b]Ghost, Taneet Astin:[/b] When sealing the Tower, one of Ewen Rihat’s deceased apprentices was abandoned within, returning as a Ghost. (Barrow Keep: Den of Spies) [b]Ghost Angry:[/b] See Ghost, Angry Ghost, Ghost Princess. [b]Ghost Angry:[/b] See Wraith, Angry Ghost, Ghost Princess. [b]Ghost Bedsheet:[/b] ? [b]Ghost Bogeyman:[/b] A Bogeyman is a ghost that exists primarily to terrorize children. In life it was the worst kind of person. Often they met their end through some kind of lynching, but the sheer terror they caused their victims has allowed them to manifest inside the house (or in other cases, sometimes an entire village). (The Price of Evil) [b]Ghost Bloody Mary:[/b] Bloody Mary as a status of ghost, refers not only to the titular bloody Mary, but a number of different ghosts. All of them are the ghosts of cruel and vain people, envious of the world of the living and eager to cause harm. (The Price of Evil) [b]Ghost Bloody Mary, Bloody Mary:[/b] Bloody Mary as a status of ghost, refers not only to the titular bloody Mary, but a number of different ghosts. All of them are the ghosts of cruel and vain people, envious of the world of the living and eager to cause harm. (The Price of Evil) [b]Ghost Deep One:[/b] ? [b]Ghost Dwarven, Silas Slabsmith:[/b] After death, realizing the fate awaiting him without purpose, he locked himself in here and adopted the arduous task of cataloging the dwarven canon—examining how each slab in the room relates to every other on each of hundreds of different topics. (The Demon Collective, Vol. 1) [b]Ghost East Tower's:[/b] ? [b]Ghost Headless Horseman:[/b] ? [b]Ghost Human:[/b] Two charred human corpses (you would guess children unfortunately) lie sprawled amidst the wreckage. One of them has a golden dagger implanted into their stomach, somehow having escaped unscathed from the fire. The ghosts of the two humans haunt the shrine. (Under the Waterless Sea) [b]Ghost Mad Spirit:[/b] A mad spirit is any ghost of no particular special nature. They died a malevolent death and have gone quite mad. (The Price of Evil) [b]Ghost Mire:[/b] A Mire ghost is a spectre of a dead mortal that haunts the fens and swamps of the Wilds. (Into the Wyrd and Wild) Those who die unloved and uncared for in the cold dark of the Wilds can find themselves in a state of undead limbo, perpetually trapped in an icy prison of their last harrowing moments. (Into the Wyrd and Wild) [b]Ghost of a Handsome Knight:[/b] ? [b]Ghost of a Knight Handsome:[/b] See Ghost of a Handsome Knight. [b]Ghost Princess:[/b] See Ghost, Angry Ghost, Ghost Princess. [b]Ghost Princess:[/b] See Wraith, Angry Ghost, Ghost Princess. [b]Ghost Relentless Killer:[/b] ? [b]Ghost Spiteful Miser, Wraith:[/b] A spiteful miser is always the ghost of an elderly man or woman consumed by greed and materialism, and almost always without any sense of self excess. It was a sickness of wealth for wealth’s sake. (The Price of Evil) [b]Ghost Tower's East:[/b] See Ghost East Tower's. [b]Ghost White Lady:[/b] A white lady is a jilted lover, often betrayed by a fiance and driven to suicide by the powerful forces of societal pressure, depression, and bad cliche. They are usually young women, often in wedding dresses (hence the term). (The Price of Evil) [b]Ghost Witch Spirit:[/b] ? [b]Ghostly Train:[/b] ? [b]Ghoul:[/b] ? [b]Ghoul Elf:[/b] See Magwas, Elf Ghoul. [b]Good, Lunen:[/b] See Ghost, Lunen Good. [b]Goss, Onell:[/b] See Ghost, Onell Goss. [b]Groundskeeper:[/b] See Wraith, Groundskeeper, Possessed Fool of the Palace, Seamstress, Jacole, Caretaker of Plants, Provider of Comedy, The Garden Fool. [b]Handsome Ghost of a Knight:[/b] See Ghost of a Handsome Knight. [b]Handsome Knight Ghost of a:[/b] See Ghost of a Handsome Knight. [b]He Who Sewed the King's Spellbooks From the Sun Itself:[/b] See Archmage, Elder Knight, Duncan, He Who Sewed the King's Spellbooks From the Sun Itself. [b]Headless Horseman:[/b] See Ghost Headless Horseman. [b]Headless Skeleton:[/b] See Skeleton Headless. [b]High Vampire:[/b] See Vampire High. [b]Horseman Headless:[/b] See Ghost Headless Horseman. [b]Human Ghost:[/b] See Ghost Human. [b]Hungry Ancient Spirit:[/b] See Spirit Ancient Hungry. [b]Hungry Dead Lingering Souls of:[/b] See Hungry Souls of Lingering Dead. [b]Hungry Elder Shade:[/b] See Shade Elder Hungry. [b]Hungry Lingering Dead Souls of:[/b] See Hungry Souls of Lingering Dead. [b]Hungry Shade:[/b] See Shade Hungry. [b]Hungry Shade Elder:[/b] See Shade Elder Hungry. [b]Hungry Souls of Dead Lingering:[/b] See Hungry Souls of Lingering Dead. [b]Hungry Spirit Ancient:[/b] See Spirit Ancient Hungry. [b]Image Faint of the Past, Spirit:[/b] See Ghost, Faint Image of the Past, Spirit. [b]Image of the Past Faint, Spirit:[/b] See Ghost, Faint Image of the Past, Spirit. [b]Impression Abstract:[/b] See Distortion, Abstract Impression, Impressionistic Painting of CRT Static Hued With a Shifting RGB Pattern. [b]Impressionistic Painting of CRT Static Hued With a Shifting RGB Pattern:[/b] See Distortion, Abstract Impression, Impressionistic Painting of CRT Static Hued With a Shifting RGB Pattern. [b]Intelligent Undead:[/b] See Undead Intelligent. [b]Jacole, Caretaker of Plants, Provider of Comedy, The Garden Fool:[/b] See Wraith, Groundskeeper, Possessed Fool of the Palace, Seamstress, Jacole, Caretaker of Plants, Provider of Comedy, The Garden Fool. [b]Jelly Skeleton:[/b] See Skeleton Jelly. [b]Karrion Knight:[/b] ? [b]Keeper of the Spellbooks:[/b] See Landon, Keeper of the Spellbooks, Lord of the Treasury, Translator of the Ancient Texts. [b]Kid Vampire:[/b] See Vampire Kid. [b]Killer Relentless:[/b] See Ghost Relentless Killer. [b]Knight Black Pudding:[/b] See Black Pudding Knight. [b]Knight Death:[/b] See Death Knight. [b]Knight Elder, Duncan, He Who Sewed the King's Spellbooks From the Sun Itself:[/b] See Archmage, Elder Knight, Duncan, He Who Sewed the King's Spellbooks From the Sun Itself. [b]Knight Ghost of a Handsome:[/b] See Ghost of a Handsome Knight. [b]Knight Handsome Ghost of a:[/b] See Ghost of a Handsome Knight. [b]Knight Karrion:[/b] See Karrion Knight. [b]Knight Pudding Black:[/b] See Black Pudding Knight. [b]Lady White:[/b] See Ghost White Lady. [b]Landon, Keeper of the Spellbooks, Lord of the Treasury, Translator of the Ancient Texts:[/b] ? [b]Lesser Vampire:[/b] See Vampire Lesser. [b]Lich:[/b] ? [b]Lich, Xiximanter:[/b] ? [b]Lingering Dead Hungry Souls of:[/b] See Hungry Souls of Lingering Dead. [b]Lingering Dead Souls of Hungry:[/b] See Hungry Souls of Lingering Dead. [b]Lord of the Treasury:[/b] See Landon, Keeper of the Spellbooks, Lord of the Treasury, Translator of the Ancient Texts. [b]Lower Half:[/b] See Half Lower [b]Lunen Good:[/b] See Ghost, Lunen Good. [b]Mad Spirit:[/b] See Ghost Mad Spirit. [b]Magic-Wielding Mummy Pharaoh:[/b] See Mummy Pharaoh Magic-Wielding. [b]Magic-Wielding Pharaoh Mummy:[/b] See Mummy Pharaoh Magic-Wielding. [b]Magwas, Elf Ghoul:[/b] The vampire Novgor uses the cauldron to resurrect the Elven thralls of The Winter King and drain their blood. Many of those have arisen again as ghoulish undead faeries known as Magwas. (Down in Yon Forest) [b]Malicious Spirit:[/b] See Spirit Malicious. [b]Mary Bloody:[/b] See Ghost Bloody Mary. [b]Mary Bloody:[/b] See Ghost Bloody Mary, Bloody Mary. [b]Mire Ghost:[/b] See Ghost Mire. [b]Miser Spiteful:[/b] See Ghost Spiteful Miser, Wraith. [b]Morna Morvand:[/b] See Ghost, Morna Morvand. [b]Morvand, Morna:[/b] See Ghost, Morna Morvand. [b]Mummified Cat:[/b] ? [b]Mummy:[/b] ? [b]Mummy, Apep-Kha:[/b] ? [b]Mummy Claw:[/b] See Mummy Fragment, Mummy Claw. [b]Mummy Fragment, Mummy Claw:[/b] ? [b]Mummy Magic-Wielding Pharaoh:[/b] See Mummy Pharaoh Magic-Wielding. [b]Mummy Pharaoh Magic-Wielding:[/b] ? [b]Mummy Toilet Paper:[/b] ? [b]Nergal:[/b] See Vampire High, Nergal. [b]Novgor the Nosferatu:[/b] See Vampire, Novgor the Nosferatu. [b]Occupant of the Sun King's Palace Who Has Completely Succumbed to the Stain:[/b] See Blue-Skinned Stains, Occupant of the Sun King's Palace Who Has Completely Succumbed to the Stain. [b]Olwen Fitzdawn:[/b] See Ghost, Olwen Fitzdawn. [b]One Bloody:[/b] See Skeleton Bloody One. [b]Onell Goss:[/b] See Ghost, Onell Goss. [b]Orlock:[/b] See Vampire High, Orlock. [b]Painting Impressionistic of CRT Static Hued With a Shifting RGB Pattern:[/b] See Distortion, Abstract Impression, Impressionistic Painting of CRT Static Hued With a Shifting RGB Pattern. [b]Painting of CRT Static Hued With a Shifting RGB Pattern Impressionistic:[/b] See Distortion, Abstract Impression, Impressionistic Painting of CRT Static Hued With a Shifting RGB Pattern. [b]Particularly Powerful and Old High Vampire:[/b] See Vampire High Particularly Powerful and Old. [b]Paul the Undead Executive Assistant:[/b] Matthews’ Bunker servant was imbued by his master with life everlasting, part of the terms of his service. It did not turn out as he hoped. (Bunker #1) [b]Pharaoh Magic-Wielding Mummy:[/b] See Mummy Pharaoh Magic-Wielding. [b]Pharaoh Mummy Magic-Wielding:[/b] See Mummy Pharaoh Magic-Wielding. [b]Plant-Skeleton:[/b] Those killed [by a plant-skeleton] reanimate as plant-skeletons a turn later. (The Gardens Of Ynn) [b]Poltergeist:[/b] ? [b]Possessed Fool of the Palace, Jacole, Caretaker of Plants, Provider of Comedy, The Garden Fool:[/b] See Wraith, Groundskeeper, Possessed Fool of the Palace, Seamstress, Jacole, Caretaker of Plants, Provider of Comedy, The Garden Fool. [b]Princess Ghost:[/b] See Ghost, Angry Ghost, Ghost Princess. [b]Princess Ghost:[/b] See Wraith, Angry Ghost, Ghost Princess. [b]Princess Vampire:[/b] See Vampire Princess Amashilama. [b]Radioactive Zombie:[/b] See Zombie Radioactive. [b]Reflection:[/b] ? [b]Relentless Killer:[/b] See Ghost Relentless Killer. [b]Seamstress, Jacole, Caretaker of Plants, Provider of Comedy, The Garden Fool:[/b] See Wraith, Groundskeeper, Possessed Fool of the Palace, Seamstress, Jacole, Caretaker of Plants, Provider of Comedy, The Garden Fool. [b]Shade, Hungry Souls of Lingering Dead:[/b] ? [b]Shade Elder:[/b] ? [b]Shade Elder Hungry:[/b] ? [b]Shade Hungry:[/b] ? [b]Shade Hungry Elder:[/b] See Shade Elder Hungry. [b]Shadow:[/b] The souls of those lost in the Abyss. The fully-stained. (The Sun King's Palace) Souls taken by the Abyss. Shadows cast in this room [the Sun King Palace's Greenhouse] come to life to protect the Greenhouse. (The Sun King's Palace) If you approach the [Sun King's] flame, it creates horrid Shadows of you that wish to steal your soul and feed the flame. (The Sun King's Palace) Dwarven ghosts, accumulated over centuries and malformed by constant exposure to the magical slabs. (The Demon Collective, Vol. 1) [b]Silas Slabsmith:[/b] See Ghost Dwarven, Silas Slabsmith. [b]Skelephant:[/b] ? [b]Skeleton:[/b] The ghost is a necromancer’s spirit and can raise the 11 barnacle encrusted skeletons as soldiers to slay the characters and add them to its collection. (Under the Waterless Sea) [i]Wake Skeleton[/i] spell. (Lorn Song of the Bachelor) [b]Skeleton Animate:[/b] ? [b]Skeleton Black:[/b] Undead creatures imbued with a mockery of life via exposure to the hidden necroleum below, these skeletons are stained black from the absorption. (Bunker #1) Both are black skeletons, undead creatures imbued with a mockery of life via exposure to the hidden necroleum below. (Bunker #1) [b]Skeleton Bloody One:[/b] ? [b]Skeleton Headless:[/b] ? [b]Skeleton Snake-Man, Sparamantur, Sparamantar:[/b] ? [b]Skeleton Jelly:[/b] Any living creature killed by a skeleton jelly rises as a new skeleton jelly in 10 minutes (fungus goblins are immune to this). (Tomb of the Serpent King – Deluxe Print Edition) [b]Slabsmith, Silas:[/b] See Ghost Dwarven, Silas Slabsmith. [b]Snake-Man Skeleton:[/b] See Skeleton Snake-Man. [b]Souls of Dead Lingering Hungry:[/b] See Hungry Souls of Lingering Dead. [b]Souls of Hungry Lingering Dead:[/b] See Hungry Souls of Lingering Dead. [b]Souls of Lingering Dead Hungry:[/b] See Hungry Souls of Lingering Dead. [b]Sparamantar:[/b] See Skeleton Snake-Man, Sparamantur, Sparamantar. [b]Sparamantur:[/b] See Skeleton Snake-Man, Sparamantur, Sparamantar. [b]Spectre:[/b] ? [b]Spirit:[/b] See Ghost, Faint Image of the Past, Spirit. [b]Spirit Ancient Hungry:[/b] ? [b]Spirit Disembodied:[/b] ? [b]Spirit Hungry Ancient:[/b] See Spirit Ancient Hungry. [b]Spirit Mad:[/b] See Ghost Mad Spirit. [b]Spirit Malicious:[/b] ? [b]Spirit Witch:[/b] See Ghost Witch Spirit. [b]Spiteful Miser:[/b] See Ghost Spiteful Miser, Wraith. [b]Stains Blue-Skinned:[/b] See Blue-Skinned Stains. [b]Strange Foreigner Corpse Undead:[/b] See Undead Corpse of Strange Foreigner. [b]Strange Foreigner Undead Corpse:[/b] See Undead Corpse of Strange Foreigner. [b]Stallion Black Intelligent Undead:[/b] See Undead Intelligent Stallion Black. [b]Taneet Astin:[/b] See Ghost, Taneet Astin. [b]Thoul:[/b] A thoul is a patchwork of goblins, fused together with necromantic rituals and glorpy serum (also known as the blood of Glorp, father of trolls and lord of all life). (Glorpy!) [b]Thumb Zombie:[/b] See Zombie Thumb. [b]Toilet Paper Mummy:[/b] See Mummy Toilet Paper. [b]Tower East's Ghost:[/b] See Ghost East Tower's. [b]Tower Ghost East:[/b] See Ghost East Tower's. [b]Translator of the Ancient Texts:[/b] See Landon, Keeper of the Spellbooks, Lord of the Treasury, Translator of the Ancient Texts. [b]Undead Corpse of Strange Foreigner:[/b] ? [b]Undead Dryad:[/b] When a tree dies without falling or decaying, the dead soul of the dead tree remains bound to this world. (Barrow Keep: Den of Spies) [b]Undead Frozen:[/b] ? [b]Undead Intelligent Stallion Black:[/b] ? [b]Upper Half:[/b] See Half Upper. [b]Vampire:[/b] What we call Vampires are just a strange genetic mutation of the true, original monster: the Vampylf. (Into the Wyrd and Wild) If a victim’s Constitution score drops to 0 [from feral vampirism] they die, but rise again as a vampire in 1d6 days. (Into the Wyrd and Wild) [b]Vampire, Novgor the Nosferatu:[/b] ? [b]Vampire High:[/b] A high vampire is an accumulation of cursed leeches in a human form. (The Demon Collective, Vol. 1) [b]Vampire High, Belona:[/b] ? [b]Vampire High, Nergal:[/b] ? [b]Vampire High, Orlock:[/b] ? [b]Vampire High Particularly Powerful and Old:[/b] ? [b]Vampire Kid:[/b] ? [b]Vampire Lesser:[/b] ? [b]Vampire Princess:[/b] See Vampire Princess Amashilama. [b]Vampire Princess Amashilama:[/b] ? [b]Vampire Princess Amashilama Half Lower:[/b] May separate her torso from her lower body, becoming two creatures. (The Demon Collective, Vol. 1) [b]Vampire Princess Amashilama Half Upper:[/b] May separate her torso from her lower body, becoming two creatures. (The Demon Collective, Vol. 1) [b]Vampylf:[/b] Vampirism did not start with humans. The “ailment” or “curse” that birthed the decadent nocturnal blood-drinkers is much older than humans, dating back to the prehistoric era. It was in the time before written word that a creature evolved without the need to breed, instead seeding its murderous genetic code into other animals with a crushing bloody bite. The wounded animal would begin to change, slowly growing or shrinking, its bones and muscles contorting into new shapes while an insatiable lust for flesh grew within its primitive mind. (Into the Wyrd and Wild) If a victim’s Charisma score drops to 0 [from feral vampirism] they flee into the wilds and mutate into a Vampylf over the course of 1d6 days. (Into the Wyrd and Wild) [b]Vermincaust:[/b] The ground is made of the dead. The soil we walk is a culmination of crushed stone and the decomposed remains of an infinitesimal tiny, meaningless deaths. To be a small creature in this world is to eventually be one of those countless meaningless deaths. No tears are shed for the vermin. The rats, the birds, the squirrels and voles, all of them die with the horror of their miniscule existence. It is from their countless tiny broken bones, all dreaming the same terrifying dream, that a flame of consciousness begins to grow. Fury and rage, against a world that cursed them to die. (Into the Wyrd and Wild) A Vermincaust is made from the collective conscious of thousands of dead vermin, all united in their hatred of a cruel and unjust world. (Into the Wyrd and Wild) Each skeleton that makes up its form has long since cast aside its individuality, instead joining a consciousness born of pure animalistic rage. (Into the Wyrd and Wild) Vermincausts are thankfully very rare, typically only occurring in places with an extra high concentration of animal bones or arcane exposure. One can actually “feel” the places at risk of birthing a Vermincaust, always places that crack and snap underfoot with countless bones. Called “Spite Beds,” creatures walking over them are overcome with a dizzying sickness tainted with anger, while their mind rings with the faint screeches of rats. The birth of a Vermincaust is sudden and explosive, as thousands of skeletons burst up from the Spite Bed with a piercing chorus of shrieks and a whirlwind of bone, earth, and malice. (Into the Wyrd and Wild) [b]Wet Corpse:[/b] See Corpse Wet. [b]White Lady:[/b] See Ghost White Lady. [b]Will-o'-Wisp:[/b] ? [b]Witch Spirit:[/b] See Ghost Witch Spirit. [b]Wraith:[/b] ? [b]Wraith:[/b] See Ghost Spiteful Miser, Wraith. [b]Wraith, Angry Ghost, Ghost Princess:[/b] They were guests of The Winter King, princesses offered to (or more often kidnapped by) The Winter King from human kings. They spent their lives locked in this room until they died of age and a new princess was taken. (Down in Yon Forest) [b]Wraith, Groundskeeper, Possessed Fool of the Palace, Seamstress, Jacole, Caretaker of Plants, Provider of Comedy, The Garden Fool:[/b] The Abyss has possessed her into a wraith, stitching shadows into puppets for her to play with. (The Sun King's Palace) [b]Wraith, Jacole, Caretaker of Plants, Provider of Comedy, The Garden Fool:[/b] See Wraith, Groundskeeper, Possessed Fool of the Palace, Seamstress, Jacole, Caretaker of Plants, Provider of Comedy, The Garden Fool. [b]Xiximanter:[/b] See Lich, Xiximanter. [b]Zombie:[/b] The zombies are all former soldiers of the King’s army, affected by the Blight of Ib cast by the Deep One sorcerer. (Under the Waterless Sea) Skull Chest ritual. (The Demon Collective, Vol. 1) [b]Zombie Radioactive:[/b] ? [b]Zombie Thumb:[/b] ? [/spoiler] General OSR Books[spoiler] [URL=https://www.drivethrurpg.com/product/338664/Barrow-Keep-Den-of-Spies?affiliate_id=17596]Barrow Keep: Den of Spies[/URL][spoiler] [b]Dryad Undead:[/b] When a tree dies without falling or decaying, the dead soul of the dead tree remains bound to this world. [b]Shade, Hungry Souls of Lingering Dead:[/b] ? [b]Shade Elder:[/b] ? [b]Hungry Shade:[/b] ? [b]Hungry Elder Shade:[/b] ? [b]Ghostly Train:[/b] ? [b]East Tower's Ghost:[/b] ? [b]Taneet Astin, Ghost:[/b] When sealing the Tower, one of Ewen Rihat’s deceased apprentices was abandoned within, returning as a Ghost. [b]Lunen Good, Ghost:[/b] When sealing the Tower, one of Ewen Rihat’s deceased apprentices was abandoned within, returning as a Ghost. [b]Onell Goss, Ghost:[/b] When sealing the Tower, one of Ewen Rihat’s deceased apprentices was abandoned within, returning as a Ghost. [b]Morna Morvand, Ghost:[/b] When sealing the Tower, one of Ewen Rihat’s deceased apprentices was abandoned within, returning as a Ghost. [b]Olwen Fitzdawn, Ghost:[/b] When sealing the Tower, one of Ewen Rihat’s deceased apprentices was abandoned within, returning as a Ghost. [b]Arzella Drestfall, Ghost:[/b] When sealing the Tower, one of Ewen Rihat’s deceased apprentices was abandoned within, returning as a Ghost. [b]Ghost of a Handsome Knight:[/b] ? [b]Ghost:[/b] When a mortal creature will not or cannot move on to the worlds that come next, their souls are often stranded in the living. [b]Lich:[/b] ? [b]Poltergeist:[/b] ? [b]Spectre:[/b] ? [b]Malicious Spirit:[/b] ? [b]Disembodied Spirit:[/b] ? [b]Hungry Ancient Spirit:[/b] ? [b]Wraith:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/228847/Down-in-Yon-Forest?affiliate_id=17596]Down in Yon Forest[/URL][spoiler] OSR [b]Frozen Undead Creature:[/b] ? [b]Novgor the Nosferatu, Vampire:[/b] ? [b]Magwas, Elf Ghoul:[/b] The vampire Novgor uses the cauldron to resurrect the Elven thralls of The Winter King and drain their blood. Many of those have arisen again as ghoulish undead faeries known as Magwas. [b]Angry Ghost, Ghost Princess, Ghost:[/b] They were guests of The Winter King, princesses offered to (or more often kidnapped by) The Winter King from human kings. They spent their lives locked in this room until they died of age and a new princess was taken. [b]Angry Ghost, Ghost Princess, Wraith:[/b] They were guests of The Winter King, princesses offered to (or more often kidnapped by) The Winter King from human kings. They spent their lives locked in this room until they died of age and a new princess was taken.[/spoiler] [URL=https://www.drivethrurpg.com/product/274922/Into-the-Wyrd-and-Wild?affiliate_id=17596]Into the Wyrd and Wild[/URL][spoiler] [b]Mire Ghost:[/b] A Mire ghost is a spectre of a dead mortal that haunts the fens and swamps of the Wilds. Those who die unloved and uncared for in the cold dark of the Wilds can find themselves in a state of undead limbo, perpetually trapped in an icy prison of their last harrowing moments. [b]Vampylf:[/b] Vampirism did not start with humans. The “ailment” or “curse” that birthed the decadent nocturnal blood-drinkers is much older than humans, dating back to the prehistoric era. It was in the time before written word that a creature evolved without the need to breed, instead seeding its murderous genetic code into other animals with a crushing bloody bite. The wounded animal would begin to change, slowly growing or shrinking, its bones and muscles contorting into new shapes while an insatiable lust for flesh grew within its primitive mind. If a victim’s Charisma score drops to 0 [from feral vampirism] they flee into the wilds and mutate into a Vampylf over the course of 1d6 days. [b]Vampire:[/b] What we call Vampires are just a strange genetic mutation of the true, original monster: the Vampylf. If a victim’s Constitution score drops to 0 [from feral vampirism] they die, but rise again as a vampire in 1d6 days. [b]Vermincaust:[/b] The ground is made of the dead. The soil we walk is a culmination of crushed stone and the decomposed remains of an infinitesimal tiny, meaningless deaths. To be a small creature in this world is to eventually be one of those countless meaningless deaths. No tears are shed for the vermin. The rats, the birds, the squirrels and voles, all of them die with the horror of their miniscule existence. It is from their countless tiny broken bones, all dreaming the same terrifying dream, that a flame of consciousness begins to grow. Fury and rage, against a world that cursed them to die. A Vermincaust is made from the collective conscious of thousands of dead vermin, all united in their hatred of a cruel and unjust world. Each skeleton that makes up its form has long since cast aside its individuality, instead joining a consciousness born of pure animalistic rage. Vermincausts are thankfully very rare, typically only occurring in places with an extra high concentration of animal bones or arcane exposure. One can actually “feel” the places at risk of birthing a Vermincaust, always places that crack and snap underfoot with countless bones. Called “Spite Beds,” creatures walking over them are overcome with a dizzying sickness tainted with anger, while their mind rings with the faint screeches of rats. The birth of a Vermincaust is sudden and explosive, as thousands of skeletons burst up from the Spite Bed with a piercing chorus of shrieks and a whirlwind of bone, earth, and malice. [b]Ghost:[/b] ? [b]Lich:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/295976/Lorn-Song-of-the-Bachelor?affiliate_id=17596]Lorn Song of the Bachelor[/URL][spoiler] [b]Skelephant:[/b] ? [b]Skeleton:[/b] [i]Wake Skeleton[/i] spell. [b]Wet Corpse:[/b] ? [b]Zombie Thumb:[/b] ? Wake Skeleton Magic-user Level 2 Duration: 1 round/level Range: Touch Life is but an egg, an incubator for future undeath. Your necromancy pierces a living creature, rousing the skeleton waiting fetal within. Imagine waking in your mother’s womb. The terror of it. The skeleton panics, attempts to claw free of smothering flesh. Every round, your target must save or take d6 damage and lose their round. Requires concentration. If your target dies before the spell ends, their skeleton rises under your permanent control. HD equal to half your level, rounded down.[/spoiler] [URL=https://www.drivethrurpg.com/product/374159/Spooptoberween-Spooptacular?affiliate_id=17596]Spooptoberween Spooptacular[/URL][spoiler] [b]Reflection:[/b] ? [b]Dracula:[/b] ? [b]Bedsheet Ghost:[/b] ? [b]Toilet Paper Mummy:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/285079/The-Demon-Collective-Vol-1?affiliate_id=17596]The Demon Collective, Vol. 1[/URL][spoiler] [b]Mummy:[/b] ? [b]Belona, High Vampire:[/b] ? [b]Vampire:[/b] ? [b]Lesser Vampire:[/b] ? [b]Nergal, High Vampire:[/b] ? [b]Zombie:[/b] Skull Chest ritual. [b]Orlock, High Vampire:[/b] ? [b]High Vampire:[/b] A high vampire is an accumulation of cursed leeches in a human form. [b]Particularly Powerful and Old High Vampire:[/b] ? [b]Vampire Princess Amashilama:[/b] ? [b]Amashilama Upper Half:[/b] May separate her torso from her lower body, becoming two creatures. [b]Amashilama Lower Half:[/b] May separate her torso from her lower body, becoming two creatures.[b]Skeleton:[/b] ? [b]Bloody One Skeleton:[/b] ? [b]Headless Skeleton:[/b] ? [b]Shadow:[/b] Dwarven ghosts, accumulated over centuries and malformed by constant exposure to the magical slabs. [b]Silas Slabsmith, Dwarven Ghost:[/b] After death, realizing the fate awaiting him without purpose, he locked himself in here and adopted the arduous task of cataloging the dwarven canon—examining how each slab in the room relates to every other on each of hundreds of different topics. Skull Chest Rites of Return Kill and gut an innocent, stuffing their cavities with black lotuses. Place three drops of your blood onto their tongue, then three on their lips. Bury them in a graveyard and visit three times at night. Each time confessing a loss that has caused you great pain. On the third night, after your confession, the victim and additional bodies equal to your Intelligence rise from their graves. These undead are mute and pliable, incapable of disobedience.[/spoiler] [URL=https://www.drivethrurpg.com/product/196964/The-Devil-in-the-Crypt?affiliate_id=17596]The Devil in the Crypt[/URL][spoiler] [b]Mummified Cat:[/b] ? [b]Ghoul:[/b] ? [b]Skeleton:[/b] ? [b]Apep-Kha, Mummy:[/b] ? [b]Radioactive Zombie:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/237544/The-Gardens-Of-Ynn?affiliate_id=17596]The Gardens Of Ynn[/URL][spoiler] [b]Plant-Skeleton:[/b] Those killed [by a plant-skeleton] reanimate as plant-skeletons a turn later. [b]Animate Skeleton:[/b] ? [b]Zombie:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/164250/The-Price-of-Evil?affiliate_id=17596]The Price of Evil[/URL][spoiler] [b]Ghost:[/b] ? [b]Skeleton:[/b] ? [b]Relentless Killer Ghost:[/b] ? [b]Witch Spirit Ghost:[/b] ? [b]Headless Horseman Ghost:[/b] ? [b]Spiteful Miser Ghost, Wraith:[/b] A spiteful miser is always the ghost of an elderly man or woman consumed by greed and materialism, and almost always without any sense of self excess. It was a sickness of wealth for wealth’s sake. [b]White Lady Ghost:[/b] A white lady is a jilted lover, often betrayed by a fiance and driven to suicide by the powerful forces of societal pressure, depression, and bad cliche. They are usually young women, often in wedding dresses (hence the term). [b]Bogeyman Ghost:[/b] A Bogeyman is a ghost that exists primarily to terrorize children. In life it was the worst kind of person. Often they met their end through some kind of lynching, but the sheer terror they caused their victims has allowed them to manifest inside the house (or in other cases, sometimes an entire village). [b]Bloody Mary Ghost:[/b] Bloody Mary as a status of ghost, refers not only to the titular bloody Mary, but a number of different ghosts. All of them are the ghosts of cruel and vain people, envious of the world of the living and eager to cause harm. [b]Mad Spirit Ghost:[/b] A mad spirit is any ghost of no particular special nature. They died a malevolent death and have gone quite mad.[/spoiler] [URL=https://www.drivethrurpg.com/product/397508/The-Sun-Kings-Palace?affiliate_id=17596]The Sun King's Palace[/URL][spoiler] [b]Undead:[/b] A watch tower that reaches up and out of the abyss, into the Ethereal plane. At it’s top is a grand, brass bell, with a pull-rope to ring it. • When first rung, the dead can speak again until the vibrations of the bell cease. • When rung a second, the spirits of the dead become restless and rise as undead nearby. The Grand Scroll magic item. [b]Blue-Skinned Stains:[/b] Occupants of the Palace who have completely succumbed to the Stain. Completely stained souls. [b]Blue-Skinned Stains, Occupant of the Sun King's Palace Who Has Completely Succumbed to the Stain:[/b] ? [b]Ghost:[/b] Spirits left behind. [b]Ghost, Spirit, Faint Image of the Past:[/b] ? [b]Duncan, He Who Sewed the King's Spellbooks From the Sun Itself, Elder Knight, Archmage:[/b] ? [b]Landon, Keeper of the Spellbooks, Translator of the Ancient Texts, Lord of the Treasury:[/b] ? [b]Shadow:[/b] The souls of those lost in the Abyss. The fully-stained. Souls taken by the Abyss. Shadows cast in this room [the Sun King Palace's Greenhouse] come to life to protect the Greenhouse. If you approach the [Sun King's] flame, it creates horrid Shadows of you that wish to steal your soul and feed the flame. [b]Vampire Kid:[/b] ? [b]Distortion:[/b] ? [b]Distortion, Impressionistic Painting of CRT Static Hued With a Shifting RGB Pattern, Abstract Impression:[/b] ? [b]Angry Distortion:[/b] ? [b]Quatch Bug:[/b] Each bug is a lost soul. [b]Quatch Bug, Abyssal Firefly:[/b] ? [b]Will-o'-Wisp:[/b] ? [b]Jacole, The Garden Fool, Caretaker of Plants, Provider of Comedy, Wraith, Possessed Fool of the Palace, Seamstress, Groundskeeper:[/b] The Abyss has possessed her into a wraith, stitching shadows into puppets for her to play with. The Grand Scroll A silver scroll, sewn from the fabric of the moon. Its golden words were inked with the blood of the sun. Reading the Grand Scroll requires 10 eyes. Any less blinds the reader. It puts the following spells into the mind(s) of the reader(s). Split them evenly and randomly if there is more than one reader. 1. Open a connection between two minds. It can be used to communicate, but all information held in one mind is accessible by the other. They can travel into each other’s dreams. 2. Grow a pair of firey wings, healing all within your warmth. The wings disipate in a magnificent burst of ash after using them for flight. 3. Earthquake. D10 for magnitude. 4. Raise and command all the undead within 60’ until the next full moon. 5. Create 2d6 homunculi that share a close approximation of your appearance, tastes, and personality.[/spoiler] [URL=https://www.drivethrurpg.com/product/252934/Tomb-of-the-Serpent-Kings--Deluxe-Print-Edition?affiliate_id=17596]Tomb of the Serpent King – Deluxe Print Edition[/URL][spoiler] [b]Mummy Fragment, Mummy Claw:[/b] ? [b]Skeleton:[/b] ? [b]Sparamantur, Sparamantar, Snake-Man Skeleton:[/b] ? [b]Skeleton Jelly:[/b] Any living creature killed by a skeleton jelly rises as a new skeleton jelly in 10 minutes (fungus goblins are immune to this). [b]Xiximanter, Lich:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/130264/Under-the-Waterless-Sea?affiliate_id=17596]Under the Waterless Sea[/URL][spoiler] [b]Undead Corpse of Strange Foreigner:[/b] ? [b]Skeleton:[/b] The ghost is a necromancer’s spirit and can raise the 11 barnacle encrusted skeletons as soldiers to slay the characters and add them to its collection. [b]Deep One Ghost:[/b] ? [b]Human Ghost:[/b] Two charred human corpses (you would guess children unfortunately) lie sprawled amidst the wreckage. One of them has a golden dagger implanted into their stomach, somehow having escaped unscathed from the fire. The ghosts of the two humans haunt the shrine. [b]Zombie:[/b] The zombies are all former soldiers of the King’s army, affected by the Blight of Ib cast by the Deep One sorcerer.[/spoiler] [/spoiler] General OSR Magazines[spoiler] [URL=https://www.drivethrurpg.com/product/315862/Bunker-1?affiliate_id=17596]Bunker #1[/URL][spoiler] [b]Black Skeleton:[/b] Undead creatures imbued with a mockery of life via exposure to the hidden necroleum below, these skeletons are stained black from the absorption. Both are black skeletons, undead creatures imbued with a mockery of life via exposure to the hidden necroleum below. [b]Paul the Undead Executive Assistant:[/b] Matthews’ Bunker servant was imbued by his master with life everlasting, part of the terms of his service. It did not turn out as he hoped.[/spoiler] [URL=https://www.drivethrurpg.com/product/207190/Glorpy?affiliate_id=17596]Glorpy![/URL][spoiler] [b]Black Pudding Knight:[/b] A cursed undead knight that was once engulfed by a black pudding. [b]Karrion Knight:[/b] ? [b]Thoul:[/b] A thoul is a patchwork of goblins, fused together with necromantic rituals and glorpy serum (also known as the blood of Glorp, father of trolls and lord of all life).[/spoiler] [URL=https://www.drivethrurpg.com/product/63737/Knockspell-Magazine-1?affiliate_id=17596]Knockspell Magazine #1[/URL][spoiler] [b]Undead:[/b] When all that is true and good has fled the mortal shell of what once was a man, sometimes something lingers behind. Born of hatred, fear and hunger, this grim spark of sentience animates what should be moldering quietly beneath the earth. Many of the undead the party encounters have the ability to pass their doomed condition on to those who fall beneath their attacks. [b]Vampire:[/b] ? [b]Lich:[/b] ? [b]Death Knight:[/b] ? [b]Magic-Wielding Mummy Pharaoh:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/63736/Knockspell-Magazine-2?affiliate_id=17596]Knockspell Magazine #2[/URL][spoiler] [b]Wraith:[/b] ? [b]Ghoul:[/b] ?[/spoiler] [/spoiler] [/spoiler] Other OSR Systems[spoiler] AD&D “3rd Edition”[spoiler] AD&D “3rd Edition” Compilation[spoiler] [b]Undead:[/b] Necromancy spells manipulate the energies of life and death. Such spells can restore life force, drain the life energy from another creature, create the undead, or bring the dead back to life. (AD&D "3RD EDITION" Dungeon Master's Guide) Necromancy spells manipulate the energies of life and death. Such spells can restore life force, drain the life energy from another creature, create the undead, or bring the dead back to life. (AD&D "3RD EDITION" Player's Handbook) [b]Ancestral Crypt Thing:[/b] See Crypt Thing Ancestral [b]Anhktepot:[/b] ? [b]Animal Skeleton:[/b] See Skeleton Animal. [b]Archlich:[/b] See Lich Archlich. [b]Banshee, Groaning Spirit:[/b] The banshee or groaning spirit, is the spirit of an evil female elf - a rare thing indeed. (AD&D "3RD EDITION" MONSTROUS MANUAL) [b]Beholder Undead:[/b] See Undead Beholder. [b]Casharin:[/b] See Undead Beholder Casharin. [b]Claw Crawling:[/b] See Crawling Claw. [b]Coffer Corpse:[/b] The coffer corpse is an undead creature seeking its final rest. It will always be encountered on a stranded funeral barge, unburnt pyre, or the scene of some other incomplete death ritual. (AD&D "3RD EDITION" MONSTROUS MANUAL) A coffer corpse has one overriding instinctive urge: as it was denied a complete death, so others shall be denied life. It is bitter over its incomplete death ritual and seeks to take the lives of others in revenge, particularly if it can deny its victims the release of a death ritual. (AD&D "3RD EDITION" MONSTROUS MANUAL) This bitterness can be used to some advantage, however, if the means to complete the coffer corpse's death journey can be determined. If the unfinished death ritual which binds the coffer corpse to undeath can be completed, the creature will be released and effectively destroyed. The DM must determine what constitutes a final death ritual. (AD&D "3RD EDITION" MONSTROUS MANUAL) [b]Common Zombie:[/b] See Zombie Common. [b]Corpse Coffer:[/b] See Coffer Corpse. [b]Crawling Claw:[/b] The much feared crawling claw is frequently employed as a guardian by those magic-users and clerics who have learned the secret of its creation. (AD&D "3RD EDITION" MONSTROUS MANUAL) Crawling claws can be created by any magic-user or cleric who has knowledge of the techniques required to do so. To begin with, the creator must assemble the severed limbs that are to be animated. The maximum number of claws that can be created at any one time is equal to the level of the person enchanting them. The hands (or paws) can be either fresh, skeletal, or at any stage of decomposition in between. (AD&D "3RD EDITION" MONSTROUS MANUAL) [b]Crypt Thing:[/b] ? [b]Crypt Thing Ancestral:[/b] There are two types of crypt things - ancestral and summoned. The former type is a “natural'' creature, while the other is called into existence by a magic-user or cleric of at least 13th level. (AD&D "3RD EDITION" MONSTROUS MANUAL) Ancestral crypt things are the raised spirits of the dead that have returned to guard the tombs of their descendants. This happens only in rare cases (determined by the DM). (AD&D "3RD EDITION" MONSTROUS MANUAL) [b]Crypt Thing Summoned:[/b] There are two types of crypt things - ancestral and summoned. The former type is a “natural'' creature, while the other is called into existence by a magic-user or cleric of at least 13th level. (AD&D "3RD EDITION" MONSTROUS MANUAL) The most common crypt thing is the summoned variety. By use of a 7th level spell (see below), any caster capable of employing necromantic spells can create a crypt thing. (AD&D "3RD EDITION" MONSTROUS MANUAL) [i]Create Crypt Thing[/i] spell. (AD&D "3RD EDITION" MONSTROUS MANUAL) [b]Death Knight:[/b] A death knight is the horrifying corruption of a paladin or lawful good warrior cursed by the gods to its terrible form as punishment for betraying the code of honor it held in life. Death knights are former good warriors who were judged by the gods to be guilty of unforgivable crimes, such as murder or treason. (For instance, Krynn's Lord Soth, the most famous of all death knights, murdered his wife so that he could continue an affair with an elf maid.) (AD&D "3RD EDITION" MONSTROUS MANUAL) Death knights are cursed to remain in their former domains, usually castles or other strongholds. They are further condemned to remember their crime in song on any night when the moon is full; few sounds are as terrifying as a death knight's chilling melody echoing through the moonlit countryside. (AD&D "3RD EDITION" MONSTROUS MANUAL) [b]Death Tyrant:[/b] See Undead Beholder, Death Tyrant. [b]Demilich:[/b] See Lich Demilich. [b]Doomsphere:[/b] See Undead Beholder Doomsphere. [b]Dracolich:[/b] The dracolich is an undead creature resulting from the unnatural transformation of an evil dragon. The mysterious Cult of the Dragon practices the powerful magic necessary for the creation of the dracolich, though other practitioners are also rumored to exist. (AD&D "3RD EDITION" MONSTROUS MANUAL) A dracolich can be created from any of the evil dragon subspecies. (AD&D "3RD EDITION" MONSTROUS MANUAL) The creation of a dracolich is a complex process involving the transformation of an evil dragon by arcane magical forces, the most notorious practitioners of which are members of the Cult of the Dragon. The process is usually a cooperative effort between the evil dragon and the wizards, but especially powerful wizards have been known to coerce an evil dragon to undergo the transformation against its will. (AD&D "3RD EDITION" MONSTROUS MANUAL) Any evil dragon is a possible candidate for transformation, although old dragons or older with spell-casting abilities are preferred. Once a candidate is secured, the wizards first prepare the dragon's host, an inanimate object that will hold the dragon's life force. The host must be a solid item of not less than 2,000 gp value resistant to decay (wood, for instance, is unsuitable). A gemstone is commonly used for a host, particularly ruby, pearl, carbuncle, and jet, and is often set in the hilt of a sword or other weapon. The host is prepared by casting Enchant an Item upon it and speaking the name of the evil dragon; the item may resist the spell with a successful Item Saving Throw. If the spell is resisted, another item must be used for the host. If the spell is not resisted, the item can then function as a host. If desired, Glassteel can be cast upon the host to protect it. (AD&D "3RD EDITION" MONSTROUS MANUAL) Next, a special potion is prepared for the evil dragon to consume. The exact composition of the potion varies according to the age and type of the dragon, but it must contain precisely seven ingredients, among them a potion of evil dragon control, a potion of invulnerability, and the blood of a vampire. When the evil dragon consumes the potion, the results are determined as follows (roll percentile dice): (AD&D "3RD EDITION" MONSTROUS MANUAL) Roll Result 01-10 No effect. 11-40 Potion does not work. The dragon suffers 2d12 points of necrotic damage and is helpless with convulsions for 1-2 rounds. 41-50 Potion does not work. The dragon dies. A Wish or similar spell is needed to restore the dragon to life; a Wish to transform the dragon into a dracolich results in another roll on this table. 51-00 Potion works. (AD&D "3RD EDITION" MONSTROUS MANUAL) If the potion works, the dragon's spirit transfers to the host, regardless of the distance between the dragon's body and the host. A dim light within the host indicates the presence of the spirit. While contained in the host, the spirit cannot take any actions; it cannot be contacted nor attacked by magic. The spirit can remain in the host indefinitely. (AD&D "3RD EDITION" MONSTROUS MANUAL) Once the spirit is contained in the host, the host must be brought within 90 feet of a reptilian corpse; under no circumstances can the spirit possess a living body. The spirit's original body is ideal, but the corpse of any reptilian creature that died or was killed within the previous 30 days is suitable. The wizard who originally prepared the host must touch the host, cast a Magic Jar spell while speaking the name of the dragon, then touch the corpse. The corpse must fail its CHA Saving Throw against the Magic Jar spell for the spirit to successfully possess it; if it saves, it will never accept the spirit. The following modifiers apply to the roll: (AD&D "3RD EDITION" MONSTROUS MANUAL) Modifier Condition -10 The corpse is the spirit's own former body (which can be dead for any length of time). (AD&D "3RD EDITION" MONSTROUS MANUAL) -4 The corpse is of the same alignment as the dragon. (AD&D "3RD EDITION" MONSTROUS MANUAL) -4 The corpse is that of a true dragon (any type). (AD&D "3RD EDITION" MONSTROUS MANUAL) -3 The corpse is that of a firedrake, ice lizard, wyvern, or fire lizard. (AD&D "3RD EDITION" MONSTROUS MANUAL) -1 The corpse is that of a dracolisk, dragonne, dinosaur, snake, or another reptile. (AD&D "3RD EDITION" MONSTROUS MANUAL) If the corpse accepts the spirit, it becomes animated by the spirit. If the animated corpse is the spirit's former body, it immediately becomes a dracolich; however, it will not regain the use of its voice and breath weapon for another seven days (note that it will not be able to cast spells with verbal components during this time). At the end of seven days, the dracolich regains the use of its voice and breath weapon. (AD&D "3RD EDITION" MONSTROUS MANUAL) If the animated corpse is not the spirit's former body, it immediately becomes a proto-dracolich. A proto-dracolich has the mind and memories of its original form but has the hit points and immunities to spells and clerics’ turning abilities of a dracolich. A proto-dracolich can neither speak nor cast spells; further, it cannot cause chilling damage, use a breath weapon, or cause fear as a dracolich. Its strength, movement, and Armor Class are those of the possessed body. (AD&D "3RD EDITION" MONSTROUS MANUAL) To become a full dracolich, a proto-dracolich must devour at least 10% of its original body. Unless the body has been dispatched to another plane of existence, a proto-dracolich can always sense the presence of its original body, regardless of the distance. A proto-dracolich will tirelessly seek out its original body to the exclusion of all other activities. If its original body has been burned, dismembered, or otherwise destroyed, the proto-dracolich need only devour the ashes or pieces equal to or exceeding 10% of its original body mass (total destruction of the original body is possible only through use of a disintegrate or similar spell; the body could be reconstructed with a wish or similar spell, so long as the spell is cast in the same plane as the disintegration). If a proto-dracolich is unable to devour its original body, it is trapped in its current form until slain. (AD&D "3RD EDITION" MONSTROUS MANUAL) A proto-dracolich transforms into a full dracolich within seven days after it devours its original body. When the transformation is complete, the dracolich resembles its original body; it can now speak, cast spells, and employ the breath weapon of its original body, in addition to having all of the abilities of a dracolich. (AD&D "3RD EDITION" MONSTROUS MANUAL) [b]Drowned One:[/b] See Zombie Sea, Drowned One. [b]Eastern Vampire:[/b] See Vampire Eastern. [b]Ghast:[/b] See Ghoul Ghast. [b]Ghost:[/b] Ghosts are the spirits of humans who were either so greatly evil in life or whose deaths were so unusually emotional they have been cursed with the gift of undead status. (AD&D "3RD EDITION" MONSTROUS MANUAL) A ghost often has a specific purpose in its haunting, sometimes trying to “get even'' for something that happened during the ghost's life. Thus, a woman who was jilted by a lover, and then committed suicide, might become a ghost and haunt the couple's secret trysting place. Similarly, a man who failed at business might appear each night at his storefront or, perhaps, at that of a former competitor. (AD&D "3RD EDITION" MONSTROUS MANUAL) Another common reason for an individual to become a ghost is the denial of a proper burial. A ghost might inhabit the area near its body, waiting for a passerby to promise to bury the remains. The ghost, in its resentment toward all life, becomes an evil creature intent on destruction and suffering. In rare circumstances, more than one ghost will haunt the same location. The classic example of this is the haunted ship, a vessel lost at sea, now ethereal and crewed entirely by ghosts. These ships are most often encountered in the presence of St. Elmo's fire, an electrical discharge that causes mysterious lights to appear in the rigging of a ship. (AD&D "3RD EDITION" MONSTROUS MANUAL) In many cases, a ghost can be overcome by those who might be no match for it in combat simply by setting right whatever events led to the attainment of the ghost's undead status. For example, a young woman who was betrayed and murdered by someone who pretended to love her might be freed from her curse if the cad were humiliated and ruined. In many cases, however, a ghost's revenge will be far more demanding, often ending in the death of the offender. (AD&D "3RD EDITION" MONSTROUS MANUAL) [b]Ghoul:[/b] Any human or demihuman (except elves) killed by a ghoulish attack will become a ghoul unless blessed. Obviously, this is also avoided if the victim is devoured by the ghouls. (AD&D "3RD EDITION" MONSTROUS MANUAL) [b]Ghoul Lacedon:[/b] ? [b]Ghoul Ghast:[/b] ? [b]Giant Skeleton:[/b] See Skeleton Giant. [b]Greater Mummy:[/b] See Mummy Greater. [b]Groaning Spirit:[/b] See Banshee, Groaning Spirit. [b]Horse Undead:[/b] See Undead Horse. [b]Huge Undead Horse of Shifting Bone:[/b] See Undead Horse of Shifting Bone Huge. [b]Undead Horse of Shifting Bone Huge:[/b] ? [b]Huecuva:[/b] Legends tell that huecuva are the restless spirits of monastic clerics who were less than faithful to their holy vows. In punishment for their heresies, they are forced to roam the dark. Their spirits, appearance, and holy powers have become perverted mockeries of their old selves. (AD&D "3RD EDITION" MONSTROUS MANUAL) Huecuva are malignant spirits that seek to destroy those who still live. They are used as examples to remind clerics the fate that befalls those who stray from their devotion or use their religion as a mask to hide unpious deeds. (AD&D "3RD EDITION" MONSTROUS MANUAL) [b]Ju-Ju Zombie:[/b] See Zombie Ju-Ju. [b]Lacedon:[/b] See Ghoul Lacedon. [b]Lesser Undead:[/b] See Undead Lesser. [b]Lesser Vampire:[/b] See Vampire Lesser. [b]Lesser Wight:[/b] See Wight Lesser. [b]Lesser Wraith:[/b] See Wraith Lesser. [b]Lich:[/b] They were originally magic-users of at least 18th level. (AD&D "3RD EDITION" MONSTROUS MANUAL) In order to become a lich, the wizard must prepare its phylactery using the Enchant an Item, Magic Jar, Permanency and Reincarnation spells. The phylactery, which can be almost any manner of object, must be of the finest craftsmanship and materials with a value of not less than 1,500 gold pieces per level of the magic-user. Once this object is created, the would-be lich must craft a poison potion, which is then enchanted with the following spells: Wraithform, Permanency, Cone of Cold, Feign Death, and Animate Dead. When next the moon is full, the potion is imbibed. Rather than death, the potion causes the wizard to undergo a transformation into its new state. A DC 13 Constitution Saving Throw is required, with failure indicating an error in the creation of the potion which kills the wizard and renders him forever dead. (AD&D "3RD EDITION" MONSTROUS MANUAL) [b]Lich Archlich:[/b] ? [b]Lich Demilich:[/b] The demilich is not, as the name implies, a weaker form of the lich. Rather, it is the stage into which a lich will eventually evolve as the power which has sustained its physical form gradually begins to fail. (AD&D "3RD EDITION" MONSTROUS MANUAL) In order to attain the status of a demilich, a lich must have replaced 5-8 (1d4+4) of its teeth with gems. Each of these gems now serves as a powerful magical device which can trap the soul of its adversaries. (AD&D "3RD EDITION" MONSTROUS MANUAL) [b]Monster Skeleton:[/b] See Skeleton Monster. [b]Monster Zombie:[/b] See Zombie Monster. [b]Mummy:[/b] Mummies are corpses native to dry desert areas, where the dead are entombed by a process known as mummification. When their tombs are disturbed, the corpses become animated into a weird undead state, whose unholy hatred of life causes them to attack living things without mercy. (AD&D "3RD EDITION" MONSTROUS MANUAL) Mummies are the product of an embalming process used on wealthy and important personages. Most mummies are corpses without magical properties. On occasion, perhaps due to powerful evil magic or perhaps because the individual was so greedy in life that he refuses to give up his treasure, the spirit of the mummified person will not die, but taps into energy from the Positive Material plane and is transformed into an undead horror. Most mummies remain dormant until their treasure is taken, but then they become aroused and kill without mercy. (AD&D "3RD EDITION" MONSTROUS MANUAL) To create a mummy, a corpse should be soaked in a preserving solution (typically carbonate of soda) for several weeks and covered with spices and resins. Body organs, such as the heart, brain, and liver, are typically removed and sealed in jars. Sometimes gems are wrapped in the cloth (if the treasure listing for the mummy indicates it possesses gems, a few may be placed in the wrappings). (AD&D "3RD EDITION" MONSTROUS MANUAL) When a greater mummy wishes to create normal mummies as servants, it does so by mummifying persons infected with its rotting disease. This magical process requires 1 day and cannot be disturbed without ruining the enchantment. Persons to be mummified are normally Held or Charmed so that they cannot resist the mummification process. Once the process is completed, victims are helpless to escape the bandages that bind them. If nothing happens to free them, they will die of the mummy rot just as they would have elsewhere. Upon their death, however, a strange transformation takes place. Rather than crumbling away into dust, these poor souls rise again as normal mummies. (AD&D "3RD EDITION" MONSTROUS MANUAL) [b]Mummy Greater:[/b] Greater mummies are a powerful form of undead created when a high-level lawful evil cleric of certain religions is mummified and charged with the guarding of a burial place. (AD&D "3RD EDITION" MONSTROUS MANUAL) Greater mummies are powerful undead creatures that are usually created from the mummified remains of powerful, evil clerics. This being the case, the greater mummy now draws its mystical abilities from evil powers and darkness. In rare cases, however, the mummified clerics served non-evil god in life and are still granted the powers they had in life from those gods. (AD&D "3RD EDITION" MONSTROUS MANUAL) The first of these creatures is known to have been produced by Anhktepot, the Lord of Har'akir, in the years before he became undead himself. (AD&D "3RD EDITION" MONSTROUS MANUAL) The process by which a greater mummy is created remains a mystery to all but Anhktepot. It is rumored that this process involves a great sacrifice to gain the favor of the gods and an oath of eternal loyalty to the Lord of Har'akir. (AD&D "3RD EDITION" MONSTROUS MANUAL) [b]Mummy Greater Age 99 or Less:[/b] ? [b]Mummy Greater Age 100-199:[/b] ? [b]Mummy Greater Age 200-299:[/b] ? [b]Mummy Greater Age 300-399:[/b] ? [b]Mummy Greater Age 400-499:[/b] ? [b]Mummy Greater Age 500 or More:[/b] ? [b]Penanggalan:[/b] If a penanggalan kills a male victim, he does not return as undead and may be raised normally. A female victim will rise from the grave in three days as a penanggalan, as a free-willed undead. Should a female victim be raised within those three days, she will be unable to do anything other than rest for a week, after which all damage done by the penanggalan is healed. (AD&D "3RD EDITION" MONSTROUS MANUAL) [b]Poltergeist:[/b] Poltergeists are the spirits of restless dead. (AD&D "3RD EDITION" MONSTROUS MANUAL) Some say that poltergeists are the spirits of those who committed heinous crimes that went unpunished in life. (AD&D "3RD EDITION" MONSTROUS MANUAL) [b]Radaga:[/b] ? [b]Revenant:[/b] Revenants are vengeful spirits that have risen from the grave to destroy their killers. (AD&D "3RD EDITION" MONSTROUS MANUAL) Under exceptional circumstances, a character who has died a violent death may rise as a revenant from the grave to wreak vengeance on his killer(s). The chance of this occurring is 1% for every point in ability scores that are 13 or greater. (AD&D "3RD EDITION" MONSTROUS MANUAL) If the character died a particularly violent death, it may b unable to reoccupy its original body. In this case, the spirit occupies any available, freshly-dead corpse. (AD&D "3RD EDITION" MONSTROUS MANUAL) [b]Sea Zombie:[/b] See Zombie Sea, Drowned One. [b]Shadow:[/b] If a human, humanoid, or demihuman opponent is reduced to zero Strength or zero hit points by a shadow, the shadow has drained the life force and the opponent becomes a shadow as well. (AD&D "3RD EDITION" MONSTROUS MANUAL) According to most knowledgeable sages, shadows appear to have been magically created, perhaps as part of some ancient curse laid upon some long-dead enemy. The curse affects only humans, humanoids, and demihumans, so it would seem that it affects the soul or spirit. When victims no longer can resist, either through loss of consciousness (hit points) or physical prowess (Strength points), the curse is activated, and the majority of the character's essence is shifted to the Negative Material Plane. Only a shadow of their former self remains on the Prime Material Plane, and the transformation always renders the victim both terribly insane and undeniably evil. (AD&D "3RD EDITION" MONSTROUS MANUAL) The original body of a victim is destroyed when changed to a shadow whether by the curse itself or by unprotected exposure to the Negative Material Plane. (AD&D "3RD EDITION" MONSTROUS MANUAL) [b]Skeleton:[/b] All skeletons are magically animated undead monsters, created as guardians or warriors by evil magic-users and clerics. Skeletons appear to have no ligaments or musculature which would allow movement. Instead, the bones are magically joined together during the casting of an Animate Dead spell. Skeletons have no eyes or internal organs. (AD&D "3RD EDITION" MONSTROUS MANUAL) Skeletons can be made from the bones of humans and demihumans, animals of human size or smaller, or giant humanoids like bugbears and giants. (AD&D "3RD EDITION" MONSTROUS MANUAL) [i]Animate Dead[/i] spell. (AD&D "3RD EDITION" Player's Handbook) [b]Skeleton Animal:[/b] All skeletons are magically animated undead monsters, created as guardians or warriors by evil magic-users and clerics. (AD&D "3RD EDITION" MONSTROUS MANUAL) Skeletons appear to have no ligaments or musculature which would allow movement. Instead, the bones are magically joined together during the casting of an Animate Dead spell. Skeletons have no eyes or internal organs. (AD&D "3RD EDITION" MONSTROUS MANUAL) Skeletons can be made from the bones of humans and demihumans, animals of human size or smaller, or giant humanoids like bugbears and giants. (AD&D "3RD EDITION" MONSTROUS MANUAL) [b]Skeleton Giant:[/b] Giant skeletons are similar to the more common undead skeleton, but they have been created with a combination of spells and are, thus, far more deadly than their lesser counterparts. (AD&D "3RD EDITION" MONSTROUS MANUAL) A small, magical fire burns in the chest of each giant skeleton, a byproduct of the magics that are used to make them. (AD&D "3RD EDITION" MONSTROUS MANUAL) The first giant skeletons to appear in Ravenloft were created by the undead priestess Radaga in her lair within the domain of Kartakass. Others have since mastered the spells and techniques required to create these monsters; thus, giant skeletons are gradually beginning to appear in other realms where the dead and undead lurk. (AD&D "3RD EDITION" MONSTROUS MANUAL) They are created from the bones of those who have died and are abominations in the eyes of all who belief in the sanctity of life and goodness. The process by which giant skeletons are created is dark and evil. (AD&D "3RD EDITION" MONSTROUS MANUAL) Attempts to manufacture them outside of Ravenloft have failed, so it is clear that they are in some way linked to the Dark Powers themselves. In order to create a giant skeleton, a spellcaster must have the intact skeleton of a normal human or demihuman. On a night when the land is draped in fog, they must cast an Animate Dead, Produce Fire, Enlarge Person, and a Resist Fire spell over the bones. When the last spell is cast, the bones lengthen and thicken, and the creatures rises up. (AD&D "3RD EDITION" MONSTROUS MANUAL) [b]Skeleton Monster:[/b] All skeletons are magically animated undead monsters, created as guardians or warriors by evil magic-users and clerics. (AD&D "3RD EDITION" MONSTROUS MANUAL) Skeletons appear to have no ligaments or musculature which would allow movement. Instead, the bones are magically joined together during the casting of an Animate Dead spell. Skeletons have no eyes or internal organs. (AD&D "3RD EDITION" MONSTROUS MANUAL) Skeletons can be made from the bones of humans and demihumans, animals of human size or smaller, or giant humanoids like bugbears and giants. (AD&D "3RD EDITION" MONSTROUS MANUAL) [b]Skeleton Warrior:[/b] Formerly powerful fighters, skeleton warriors are undead lords forced into their nightmarish states by powerful wizards or evil demigods who trapped their souls in golden circlets. (AD&D "3RD EDITION" MONSTROUS MANUAL) [b]Son of Kyuss:[/b] Sons of Kyuss are horrible undead beings that convert living humans and demihumans into cursed undead like themselves. (AD&D "3RD EDITION" MONSTROUS MANUAL) In addition to flailing fists, one worm per round attempts to jump from a son’s head to a character the son is in melee with. The worm needs only to roll a successful attack roll (as a 4 Hit Die creature) to land on the victim. The worm burrows into the victim on the next round unless torn free (DC 12 Athletics skill check) or killed by the touch of cold iron, holy water, or a blessed object. A worm that is torn from a victim immediately attacks the creature that tore it free. (AD&D "3RD EDITION" MONSTROUS MANUAL) After penetrating the victim's skin, the worm burrows toward the victim’s brain, taking 1d4 rounds to reach it. During this time a Remove Curse or Cure Disease spell will kill the worm and Neutralize Poison or Dispel Evil will delay the worm for 1d6 x 10 minutes. If the worm reaches the brain, the victim dies immediately and becomes a son of Kyuss. Decay and putrification set in without further delay. (AD&D "3RD EDITION" MONSTROUS MANUAL) Kyuss was an evil high priest who created the first of these creatures, via a special curse, under instruction from an evil deity. Since then the number of sons has increased dramatically. (AD&D "3RD EDITION" MONSTROUS MANUAL) [b]Spectral Troll, Troll Wraith:[/b] ? [b]Spectre:[/b] Any being totally drained of life energy by a spectre becomes a full-strength spectre under the control of the spectre which drained him. (AD&D "3RD EDITION" MONSTROUS MANUAL) No one knows who the first spectre was or how it came to be. (AD&D "3RD EDITION" MONSTROUS MANUAL) Lemures are occasionally transformed into wraiths or spectres, as well. (AD&D "3RD EDITION" MONSTROUS MANUAL) [b]Spirit Groaning:[/b] See Banshee, Groaning Spirit. [b]Summoned Crypt Thing:[/b] See Crypt Thing Summoned. [b]Troll Spectral:[/b] See Spectral Troll, Troll Wraith. [b]Troll Wraith:[/b] See Spectral Troll, Troll Wraith. [b]Undead Beholder, Death Tyrant:[/b] Death tyrants occur spontaneously in very rare instances. In most cases, they are created through the magic of evil beings - from human mages to illithid villains. Some outcast, magic-using beholders have even been known to create death tyrants from their own unfortunate brethren. (AD&D "3RD EDITION" MONSTROUS MANUAL) Death tyrants are created from dying beholders. A spell, thought to have been developed by human mages in the remote past, forces a beholder from a living to an undead state, and imprints its brain with instructions. (AD&D "3RD EDITION" MONSTROUS MANUAL) [b]Undead Beholder Casharin:[/b] ? [b]Undead Beholder Doomsphere:[/b] This ghost-like undead beholder is created by magical explosions. (AD&D "3RD EDITION" MONSTROUS MANUAL) [b]Undead Lesser:[/b] A character drained below 1st level is instantly slain. Depending on the creature that killed the character, the character may rise the next night as a monster of that kind. If not, the character rises as a wight. These lesser undead are controlled by their slayer and have half the listed Hit Dice for a creature of their new undead type. (AD&D "3RD EDITION" MONSTROUS MANUAL) A character drained below 1st level is instantly slain. Depending on the creature that killed the character, the character may rise the next night as a monster of that kind. If not, the character rises as a wight. These lesser undead are controlled by their slayer and have half the listed Hit Dice for a creature of their new undead type. (AD&D "3RD EDITION" Dungeon Master's Guide) [b]Vampire:[/b] Any human or humanoid creature slain by the life energy drain of a vampire is doomed to become a vampire himself. The transformation takes place one day after the burial of the creature. (AD&D "3RD EDITION" MONSTROUS MANUAL) Those who are not actually buried, however, do not become undead and it is thus traditional that the bodies of a vampire's victims be burned or similarly destroyed. (AD&D "3RD EDITION" MONSTROUS MANUAL) [b]Vampire Cleric 7:[/b] ? [b]Vampire Cleric 8:[/b] ? [b]Vampire Cleric 9:[/b] ? [b]Vampire Cleric 10:[/b] ? [b]Vampire Eastern:[/b] ? [b]Vampire Lesser:[/b] Lesser vampires, wights, and wraiths regain half of the class levels they had when slain. (AD&D "3RD EDITION" MONSTROUS MANUAL) Lesser vampires, wights, and wraiths regain half of the class levels they had when slain. (AD&D "3RD EDITION" Dungeon Master's Guide) [b]Vampire Mage 9:[/b] ? [b]Vampire Mage 10:[/b] ? [b]Vampire Mage 11:[/b] ? [b]Vampire Mage 12:[/b] ? [b]Vampire Thief 4:[/b] Lesser vampires, wights, and wraiths regain half of the class levels they had when slain. As such an 8th level thief, drained below 1st level by a vampire, returns as a 4th level vampire thief. (AD&D "3RD EDITION" MONSTROUS MANUAL) Lesser vampires, wights, and wraiths regain half of the class levels they had when slain. As such an 8th level thief, drained below 1st level by a vampire, returns as a 4th level vampire thief. (AD&D "3RD EDITION" Dungeon Master's Guide) [b]Wight:[/b] Persons who are slain by the energy draining powers of a wight are doomed to rise again as wights under the direct control of their slayer. (AD&D "3RD EDITION" MONSTROUS MANUAL) A character drained below 1st level is instantly slain. Depending on the creature that killed the character, the character may rise the next night as a monster of that kind. If not, the character rises as a wight. (AD&D "3RD EDITION" MONSTROUS MANUAL) A character drained below 1st level is instantly slain. Depending on the creature that killed the character, the character may rise the next night as a monster of that kind. If not, the character rises as a wight. (AD&D "3RD EDITION" Dungeon Master's Guide) [b]Wight Lesser:[/b] Lesser vampires, wights, and wraiths regain half of the class levels they had when slain. (AD&D "3RD EDITION" MONSTROUS MANUAL) Lesser vampires, wights, and wraiths regain half of the class levels they had when slain. (AD&D "3RD EDITION" Dungeon Master's Guide) [b]Wraith:[/b] The wraith is an evil undead spirit of a powerful human that seeks to absorb human life energy. (AD&D "3RD EDITION" MONSTROUS MANUAL) Persons who are slain by the energy draining powers of a wraith are doomed to rise again as wraiths under the direct control of their slayer. (AD&D "3RD EDITION" MONSTROUS MANUAL) A wraith is an undead spirit of a powerful, evil human. As such, it is usually found in tombs or places where such men and women would have died. Since such men and women are frequently buried together, in the case of the wealthy, or with their families, wraiths are most commonly encountered in packs. Those that died or were buried alone might still be encountered in packs, because a human who dies from the touch of a wraith becomes a wraith under the sway of its slayer. (AD&D "3RD EDITION" MONSTROUS MANUAL) Lemures are occasionally transformed into wraiths or spectres, as well. (AD&D "3RD EDITION" MONSTROUS MANUAL) It is noted that a humanoid slain by a spectral troll becomes a wraith in three days, unless a proper burial ceremony is performed by a cleric of the victim's religion. (AD&D "3RD EDITION" MONSTROUS MANUAL) [b]Wraith Lesser:[/b] Lesser vampires, wights, and wraiths regain half of the class levels they had when slain. (AD&D "3RD EDITION" MONSTROUS MANUAL) Lesser vampires, wights, and wraiths regain half of the class levels they had when slain. (AD&D "3RD EDITION" Dungeon Master's Guide) [b]Wraith Troll:[/b] See Spectral Troll, Troll Wraith. [b]Zombie:[/b] A Cure Disease or Remove Curse spell will transform a son of Kyuss into a zombie, but both spells require that the cleric touch the son. (AD&D "3RD EDITION" MONSTROUS MANUAL) The odor of death surrounding the zombie lord is so potent it causes horrible effects in those who breathe it. On the first round a character comes within 60 feet, he must make a DC 13 CON save or be affected in some way. The following results are possible: (AD&D "3RD EDITION" MONSTROUS MANUAL) 1d6 Roll Effect 1 Weakness (as the Symbol of Weakness spell). 2 Cause disease (as the spell). 3 -1d3 points of Constitution. 4 Contagion (as the spell). 5 Character unable to act for 1d4 rounds due to nausea. 6 Character dies in 1d4 rounds and becomes a zombie under control of the zombie lord. (AD&D "3RD EDITION" MONSTROUS MANUAL) [i]Animate Dead[/i] spell. (AD&D "3RD EDITION" Player's Handbook) [b]Zombie Common:[/b] Zombies are mindless, animated corpses controlled by their creators, usually evil wizards or clerics. The dead body of any humanoid creature can be made into a zombie. (AD&D "3RD EDITION" MONSTROUS MANUAL) [b]Zombie Ju-Ju:[/b] These creatures are made when a magic-user drains the life force from a Medium-sized humanoid creature with an Energy Drain spell. (AD&D "3RD EDITION" MONSTROUS MANUAL) [i]Energy Drain[/i] spell. (AD&D "3RD EDITION" Player's Handbook) [b]Zombie Lord:[/b] They are formed on rare occasions as the result of a Raise Dead spell gone awry. (AD&D "3RD EDITION" MONSTROUS MANUAL) The zombie lord comes into being by chance, and only under certain conditions. First, an evil human must die at the hand of an undead creature. Second, an attempt to raise the character must be made. Third, the corpse must be on desecrated ground or in an area of great evil. Fourth and last, a deity of evil must show “favor” to the deceased and curse him or her with the “gift of eternal life.” Within one week of the raise attempt, the corpse awakens as a zombie lord. (AD&D "3RD EDITION" MONSTROUS MANUAL) [b]Zombie Monster:[/b] Zombies are mindless, animated corpses controlled by their creators, usually evil wizards or clerics. The dead body of any humanoid creature can be made into a zombie. (AD&D "3RD EDITION" MONSTROUS MANUAL) [b]Zombie Sea, Drowned One:[/b] Sea zombies (also known as drowned ones) are the animated corpses of humans who died at sea. Although similar to land-dwelling zombies, they are free-willed and are rumored to be animated by the will of the god Nerull the Reaper (or another similar evil deity). (AD&D "3RD EDITION" MONSTROUS MANUAL) Many of the humans who become drowned ones were clerics while alive, and they retain their powers as undead. (AD&D "3RD EDITION" MONSTROUS MANUAL) [/spoiler] [URL=http://www.scruffygrognard.com/documents/Monstrous%20Manual.pdf]AD&D "3RD EDITION" MONSTROUS MANUAL [/URL][spoiler] [b]Lesser Undead:[/b] A character drained below 1st level is instantly slain. Depending on the creature that killed the character, the character may rise the next night as a monster of that kind. If not, the character rises as a wight. These lesser undead are controlled by their slayer and have half the listed Hit Dice for a creature of their new undead type. [b]Lesser Vampire:[/b] Lesser vampires, wights, and wraiths regain half of the class levels they had when slain. [b]Lesser Wight:[/b] Lesser vampires, wights, and wraiths regain half of the class levels they had when slain. [b]Lesser Wraith:[/b] Lesser vampires, wights, and wraiths regain half of the class levels they had when slain. [b]Vampire Thief 4:[/b] Lesser vampires, wights, and wraiths regain half of the class levels they had when slain. As such an 8th level thief, drained below 1st level by a vampire, returns as a 4th level vampire thief. [b]Banshee, Groaning Spirit:[/b] The banshee or groaning spirit, is the spirit of an evil female elf - a rare thing indeed. [b]Undead Beholder, Death Tyrant:[/b] Death tyrants occur spontaneously in very rare instances. In most cases, they are created through the magic of evil beings - from human mages to illithid villains. Some outcast, magic-using beholders have even been known to create death tyrants from their own unfortunate brethren. Death tyrants are created from dying beholders. A spell, thought to have been developed by human mages in the remote past, forces a beholder from a living to an undead state, and imprints its brain with instructions. [b]Casharin:[/b] ? [b]Doomsphere:[/b] This ghost-like undead beholder is created by magical explosions. [b]Coffer Corpse:[/b] The coffer corpse is an undead creature seeking its final rest. It will always be encountered on a stranded funeral barge, unburnt pyre, or the scene of some other incomplete death ritual. A coffer corpse has one overriding instinctive urge: as it was denied a complete death, so others shall be denied life. It is bitter over its incomplete death ritual and seeks to take the lives of others in revenge, particularly if it can deny its victims the release of a death ritual. This bitterness can be used to some advantage, however, if the means to complete the coffer corpse's death journey can be determined. If the unfinished death ritual which binds the coffer corpse to undeath can be completed, the creature will be released and effectively destroyed. The DM must determine what constitutes a final death ritual. [b]Crawling Claw:[/b] The much feared crawling claw is frequently employed as a guardian by those magic-users and clerics who have learned the secret of its creation. Crawling claws can be created by any magic-user or cleric who has knowledge of the techniques required to do so. To begin with, the creator must assemble the severed limbs that are to be animated. The maximum number of claws that can be created at any one time is equal to the level of the person enchanting them. The hands (or paws) can be either fresh, skeletal, or at any stage of decomposition in between. [b]Crypt Thing:[/b] ? [b]Crypt Thing Ancestral:[/b] There are two types of crypt things - ancestral and summoned. The former type is a “natural'' creature, while the other is called into existence by a magic-user or cleric of at least 13th level. Ancestral crypt things are the raised spirits of the dead that have returned to guard the tombs of their descendants. This happens only in rare cases (determined by the DM). [b]Crypt Thing Summoned:[/b] There are two types of crypt things - ancestral and summoned. The former type is a “natural'' creature, while the other is called into existence by a magic-user or cleric of at least 13th level. The most common crypt thing is the summoned variety. By use of a 7th level spell (see below), any caster capable of employing necromantic spells can create a crypt thing. [i]Create Crypt Thing[/i] spell. [b]Death Knight:[/b] A death knight is the horrifying corruption of a paladin or lawful good warrior cursed by the gods to its terrible form as punishment for betraying the code of honor it held in life. Death knights are former good warriors who were judged by the gods to be guilty of unforgivable crimes, such as murder or treason. (For instance, Krynn's Lord Soth, the most famous of all death knights, murdered his wife so that he could continue an affair with an elf maid.) Death knights are cursed to remain in their former domains, usually castles or other strongholds. They are further condemned to remember their crime in song on any night when the moon is full; few sounds are as terrifying as a death knight's chilling melody echoing through the moonlit countryside. [b]Dracolich:[/b] The dracolich is an undead creature resulting from the unnatural transformation of an evil dragon. The mysterious Cult of the Dragon practices the powerful magic necessary for the creation of the dracolich, though other practitioners are also rumored to exist. A dracolich can be created from any of the evil dragon subspecies. The creation of a dracolich is a complex process involving the transformation of an evil dragon by arcane magical forces, the most notorious practitioners of which are members of the Cult of the Dragon. The process is usually a cooperative effort between the evil dragon and the wizards, but especially powerful wizards have been known to coerce an evil dragon to undergo the transformation against its will. Any evil dragon is a possible candidate for transformation, although old dragons or older with spell-casting abilities are preferred. Once a candidate is secured, the wizards first prepare the dragon's host, an inanimate object that will hold the dragon's life force. The host must be a solid item of not less than 2,000 gp value resistant to decay (wood, for instance, is unsuitable). A gemstone is commonly used for a host, particularly ruby, pearl, carbuncle, and jet, and is often set in the hilt of a sword or other weapon. The host is prepared by casting Enchant an Item upon it and speaking the name of the evil dragon; the item may resist the spell with a successful Item Saving Throw. If the spell is resisted, another item must be used for the host. If the spell is not resisted, the item can then function as a host. If desired, Glassteel can be cast upon the host to protect it. Next, a special potion is prepared for the evil dragon to consume. The exact composition of the potion varies according to the age and type of the dragon, but it must contain precisely seven ingredients, among them a potion of evil dragon control, a potion of invulnerability, and the blood of a vampire. When the evil dragon consumes the potion, the results are determined as follows (roll percentile dice): Roll Result 01-10 No effect. 11-40 Potion does not work. The dragon suffers 2d12 points of necrotic damage and is helpless with convulsions for 1-2 rounds. 41-50 Potion does not work. The dragon dies. A Wish or similar spell is needed to restore the dragon to life; a Wish to transform the dragon into a dracolich results in another roll on this table. 51-00 Potion works. If the potion works, the dragon's spirit transfers to the host, regardless of the distance between the dragon's body and the host. A dim light within the host indicates the presence of the spirit. While contained in the host, the spirit cannot take any actions; it cannot be contacted nor attacked by magic. The spirit can remain in the host indefinitely. Once the spirit is contained in the host, the host must be brought within 90 feet of a reptilian corpse; under no circumstances can the spirit possess a living body. The spirit's original body is ideal, but the corpse of any reptilian creature that died or was killed within the previous 30 days is suitable. The wizard who originally prepared the host must touch the host, cast a Magic Jar spell while speaking the name of the dragon, then touch the corpse. The corpse must fail its CHA Saving Throw against the Magic Jar spell for the spirit to successfully possess it; if it saves, it will never accept the spirit. The following modifiers apply to the roll: Modifier Condition -10 The corpse is the spirit's own former body (which can be dead for any length of time). -4 The corpse is of the same alignment as the dragon. -4 The corpse is that of a true dragon (any type). -3 The corpse is that of a firedrake, ice lizard, wyvern, or fire lizard. -1 The corpse is that of a dracolisk, dragonne, dinosaur, snake, or another reptile. If the corpse accepts the spirit, it becomes animated by the spirit. If the animated corpse is the spirit's former body, it immediately becomes a dracolich; however, it will not regain the use of its voice and breath weapon for another seven days (note that it will not be able to cast spells with verbal components during this time). At the end of seven days, the dracolich regains the use of its voice and breath weapon. If the animated corpse is not the spirit's former body, it immediately becomes a proto-dracolich. A proto-dracolich has the mind and memories of its original form but has the hit points and immunities to spells and clerics’ turning abilities of a dracolich. A proto-dracolich can neither speak nor cast spells; further, it cannot cause chilling damage, use a breath weapon, or cause fear as a dracolich. Its strength, movement, and Armor Class are those of the possessed body. To become a full dracolich, a proto-dracolich must devour at least 10% of its original body. Unless the body has been dispatched to another plane of existence, a proto-dracolich can always sense the presence of its original body, regardless of the distance. A proto-dracolich will tirelessly seek out its original body to the exclusion of all other activities. If its original body has been burned, dismembered, or otherwise destroyed, the proto-dracolich need only devour the ashes or pieces equal to or exceeding 10% of its original body mass (total destruction of the original body is possible only through use of a disintegrate or similar spell; the body could be reconstructed with a wish or similar spell, so long as the spell is cast in the same plane as the disintegration). If a proto-dracolich is unable to devour its original body, it is trapped in its current form until slain. A proto-dracolich transforms into a full dracolich within seven days after it devours its original body. When the transformation is complete, the dracolich resembles its original body; it can now speak, cast spells, and employ the breath weapon of its original body, in addition to having all of the abilities of a dracolich. [b]Ghost:[/b] Ghosts are the spirits of humans who were either so greatly evil in life or whose deaths were so unusually emotional they have been cursed with the gift of undead status. A ghost often has a specific purpose in its haunting, sometimes trying to “get even'' for something that happened during the ghost's life. Thus, a woman who was jilted by a lover, and then committed suicide, might become a ghost and haunt the couple's secret trysting place. Similarly, a man who failed at business might appear each night at his storefront or, perhaps, at that of a former competitor. Another common reason for an individual to become a ghost is the denial of a proper burial. A ghost might inhabit the area near its body, waiting for a passerby to promise to bury the remains. The ghost, in its resentment toward all life, becomes an evil creature intent on destruction and suffering. In rare circumstances, more than one ghost will haunt the same location. The classic example of this is the haunted ship, a vessel lost at sea, now ethereal and crewed entirely by ghosts. These ships are most often encountered in the presence of St. Elmo's fire, an electrical discharge that causes mysterious lights to appear in the rigging of a ship. In many cases, a ghost can be overcome by those who might be no match for it in combat simply by setting right whatever events led to the attainment of the ghost's undead status. For example, a young woman who was betrayed and murdered by someone who pretended to love her might be freed from her curse if the cad were humiliated and ruined. In many cases, however, a ghost's revenge will be far more demanding, often ending in the death of the offender. [b]Ghoul:[/b] Any human or demihuman (except elves) killed by a ghoulish attack will become a ghoul unless blessed. Obviously, this is also avoided if the victim is devoured by the ghouls. [b]Lacedon:[/b] ? [b]Ghast:[/b] ? [b]Huge Undead Horse of Shifting Bone:[/b] ? [b]Huecuva:[/b] Legends tell that huecuva are the restless spirits of monastic clerics who were less than faithful to their holy vows. In punishment for their heresies, they are forced to roam the dark. Their spirits, appearance, and holy powers have become perverted mockeries of their old selves. Huecuva are malignant spirits that seek to destroy those who still live. They are used as examples to remind clerics the fate that befalls those who stray from their devotion or use their religion as a mask to hide unpious deeds. [b]Lich:[/b] They were originally magic-users of at least 18th level. In order to become a lich, the wizard must prepare its phylactery using the Enchant an Item, Magic Jar, Permanency and Reincarnation spells. The phylactery, which can be almost any manner of object, must be of the finest craftsmanship and materials with a value of not less than 1,500 gold pieces per level of the magic-user. Once this object is created, the would-be lich must craft a poison potion, which is then enchanted with the following spells: Wraithform, Permanency, Cone of Cold, Feign Death, and Animate Dead. When next the moon is full, the potion is imbibed. Rather than death, the potion causes the wizard to undergo a transformation into its new state. A DC 13 Constitution Saving Throw is required, with failure indicating an error in the creation of the potion which kills the wizard and renders him forever dead. [b]Demilich:[/b] The demilich is not, as the name implies, a weaker form of the lich. Rather, it is the stage into which a lich will eventually evolve as the power which has sustained its physical form gradually begins to fail. In order to attain the status of a demilich, a lich must have replaced 5-8 (1d4+4) of its teeth with gems. Each of these gems now serves as a powerful magical device which can trap the soul of its adversaries. [b]Archlich:[/b] ? [b]Mummy:[/b] Mummies are corpses native to dry desert areas, where the dead are entombed by a process known as mummification. When their tombs are disturbed, the corpses become animated into a weird undead state, whose unholy hatred of life causes them to attack living things without mercy. Mummies are the product of an embalming process used on wealthy and important personages. Most mummies are corpses without magical properties. On occasion, perhaps due to powerful evil magic or perhaps because the individual was so greedy in life that he refuses to give up his treasure, the spirit of the mummified person will not die, but taps into energy from the Positive Material plane and is transformed into an undead horror. Most mummies remain dormant until their treasure is taken, but then they become aroused and kill without mercy. To create a mummy, a corpse should be soaked in a preserving solution (typically carbonate of soda) for several weeks and covered with spices and resins. Body organs, such as the heart, brain, and liver, are typically removed and sealed in jars. Sometimes gems are wrapped in the cloth (if the treasure listing for the mummy indicates it possesses gems, a few may be placed in the wrappings). When a greater mummy wishes to create normal mummies as servants, it does so by mummifying persons infected with its rotting disease. This magical process requires 1 day and cannot be disturbed without ruining the enchantment. Persons to be mummified are normally Held or Charmed so that they cannot resist the mummification process. Once the process is completed, victims are helpless to escape the bandages that bind them. If nothing happens to free them, they will die of the mummy rot just as they would have elsewhere. Upon their death, however, a strange transformation takes place. Rather than crumbling away into dust, these poor souls rise again as normal mummies. [b]Greater Mummy:[/b] Greater mummies are a powerful form of undead created when a high-level lawful evil cleric of certain religions is mummified and charged with the guarding of a burial place. Greater mummies are powerful undead creatures that are usually created from the mummified remains of powerful, evil clerics. This being the case, the greater mummy now draws its mystical abilities from evil powers and darkness. In rare cases, however, the mummified clerics served non-evil god in life and are still granted the powers they had in life from those gods. The first of these creatures is known to have been produced by Anhktepot, the Lord of Har'akir, in the years before he became undead himself. The process by which a greater mummy is created remains a mystery to all but Anhktepot. It is rumored that this process involves a great sacrifice to gain the favor of the gods and an oath of eternal loyalty to the Lord of Har'akir. [b]Greater Mummy Age 99 or Less:[/b] ? [b]Greater Mummy Age 100-199:[/b] ? [b]Greater Mummy Age 200-299:[/b] ? [b]Greater Mummy Age 300-399:[/b] ? [b]Greater Mummy Age 400-499:[/b] ? [b]Greater Mummy Age 500 or More:[/b] ? [b]Anhktepot:[/b] ? [b]Penanggalan:[/b] If a penanggalan kills a male victim, he does not return as undead and may be raised normally. A female victim will rise from the grave in three days as a penanggalan, as a free-willed undead. Should a female victim be raised within those three days, she will be unable to do anything other than rest for a week, after which all damage done by the penanggalan is healed. [b]Poltergeist:[/b] Poltergeists are the spirits of restless dead. Some say that poltergeists are the spirits of those who committed heinous crimes that went unpunished in life. [b]Revenant:[/b] Revenants are vengeful spirits that have risen from the grave to destroy their killers. Under exceptional circumstances, a character who has died a violent death may rise as a revenant from the grave to wreak vengeance on his killer(s). The chance of this occurring is 1% for every point in ability scores that are 13 or greater. If the character died a particularly violent death, it may b unable to reoccupy its original body. In this case, the spirit occupies any available, freshly-dead corpse. [b]Shadow:[/b] If a human, humanoid, or demihuman opponent is reduced to zero Strength or zero hit points by a shadow, the shadow has drained the life force and the opponent becomes a shadow as well. According to most knowledgeable sages, shadows appear to have been magically created, perhaps as part of some ancient curse laid upon some long-dead enemy. The curse affects only humans, humanoids, and demihumans, so it would seem that it affects the soul or spirit. When victims no longer can resist, either through loss of consciousness (hit points) or physical prowess (Strength points), the curse is activated, and the majority of the character's essence is shifted to the Negative Material Plane. Only a shadow of their former self remains on the Prime Material Plane, and the transformation always renders the victim both terribly insane and undeniably evil. The original body of a victim is destroyed when changed to a shadow whether by the curse itself or by unprotected exposure to the Negative Material Plane. [b]Skeleton:[/b] All skeletons are magically animated undead monsters, created as guardians or warriors by evil magic-users and clerics. Skeletons appear to have no ligaments or musculature which would allow movement. Instead, the bones are magically joined together during the casting of an Animate Dead spell. Skeletons have no eyes or internal organs. Skeletons can be made from the bones of humans and demihumans, animals of human size or smaller, or giant humanoids like bugbears and giants. [b]Animal Skeleton:[/b] All skeletons are magically animated undead monsters, created as guardians or warriors by evil magic-users and clerics. Skeletons appear to have no ligaments or musculature which would allow movement. Instead, the bones are magically joined together during the casting of an Animate Dead spell. Skeletons have no eyes or internal organs. Skeletons can be made from the bones of humans and demihumans, animals of human size or smaller, or giant humanoids like bugbears and giants. [b]Monster Skeleton:[/b] All skeletons are magically animated undead monsters, created as guardians or warriors by evil magic-users and clerics. Skeletons appear to have no ligaments or musculature which would allow movement. Instead, the bones are magically joined together during the casting of an Animate Dead spell. Skeletons have no eyes or internal organs. Skeletons can be made from the bones of humans and demihumans, animals of human size or smaller, or giant humanoids like bugbears and giants. [b]Giant Skeleton:[/b] Giant skeletons are similar to the more common undead skeleton, but they have been created with a combination of spells and are, thus, far more deadly than their lesser counterparts. A small, magical fire burns in the chest of each giant skeleton, a byproduct of the magics that are used to make them. The first giant skeletons to appear in Ravenloft were created by the undead priestess Radaga in her lair within the domain of Kartakass. Others have since mastered the spells and techniques required to create these monsters; thus, giant skeletons are gradually beginning to appear in other realms where the dead and undead lurk. They are created from the bones of those who have died and are abominations in the eyes of all who belief in the sanctity of life and goodness. The process by which giant skeletons are created is dark and evil. Attempts to manufacture them outside of Ravenloft have failed, so it is clear that they are in some way linked to the Dark Powers themselves. In order to create a giant skeleton, a spellcaster must have the intact skeleton of a normal human or demihuman. On a night when the land is draped in fog, they must cast an Animate Dead, Produce Fire, Enlarge Person, and a Resist Fire spell over the bones. When the last spell is cast, the bones lengthen and thicken, and the creatures rises up. [b]Radaga:[/b] ? [b]Skeleton Warrior:[/b] Formerly powerful fighters, skeleton warriors are undead lords forced into their nightmarish states by powerful wizards or evil demigods who trapped their souls in golden circlets. [b]Son of Kyuss:[/b] Sons of Kyuss are horrible undead beings that convert living humans and demihumans into cursed undead like themselves. In addition to flailing fists, one worm per round attempts to jump from a son’s head to a character the son is in melee with. The worm needs only to roll a successful attack roll (as a 4 Hit Die creature) to land on the victim. The worm burrows into the victim on the next round unless torn free (DC 12 Athletics skill check) or killed by the touch of cold iron, holy water, or a blessed object. A worm that is torn from a victim immediately attacks the creature that tore it free. After penetrating the victim's skin, the worm burrows toward the victim’s brain, taking 1d4 rounds to reach it. During this time a Remove Curse or Cure Disease spell will kill the worm and Neutralize Poison or Dispel Evil will delay the worm for 1d6 x 10 minutes. If the worm reaches the brain, the victim dies immediately and becomes a son of Kyuss. Decay and putrification set in without further delay. Kyuss was an evil high priest who created the first of these creatures, via a special curse, under instruction from an evil deity. Since then the number of sons has increased dramatically. [b]Spectre:[/b] Any being totally drained of life energy by a spectre becomes a full-strength spectre under the control of the spectre which drained him. No one knows who the first spectre was or how it came to be. Lemures are occasionally transformed into wraiths or spectres, as well. [b]Spectral Troll, Troll Wraith:[/b] ? [b]Vampire:[/b] Any human or humanoid creature slain by the life energy drain of a vampire is doomed to become a vampire himself. The transformation takes place one day after the burial of the creature. Those who are not actually buried, however, do not become undead and it is thus traditional that the bodies of a vampire's victims be burned or similarly destroyed. [b]Eastern Vampire:[/b] ? [b]Wight:[/b] Persons who are slain by the energy draining powers of a wight are doomed to rise again as wights under the direct control of their slayer. A character drained below 1st level is instantly slain. Depending on the creature that killed the character, the character may rise the next night as a monster of that kind. If not, the character rises as a wight. [b]Wraith:[/b] The wraith is an evil undead spirit of a powerful human that seeks to absorb human life energy. Persons who are slain by the energy draining powers of a wraith are doomed to rise again as wraiths under the direct control of their slayer. A wraith is an undead spirit of a powerful, evil human. As such, it is usually found in tombs or places where such men and women would have died. Since such men and women are frequently buried together, in the case of the wealthy, or with their families, wraiths are most commonly encountered in packs. Those that died or were buried alone might still be encountered in packs, because a human who dies from the touch of a wraith becomes a wraith under the sway of its slayer. Lemures are occasionally transformed into wraiths or spectres, as well. It is noted that a humanoid slain by a spectral troll becomes a wraith in three days, unless a proper burial ceremony is performed by a cleric of the victim's religion. [b]Zombie:[/b] A Cure Disease or Remove Curse spell will transform a son of Kyuss into a zombie, but both spells require that the cleric touch the son. The odor of death surrounding the zombie lord is so potent it causes horrible effects in those who breathe it. On the first round a character comes within 60 feet, he must make a DC 13 CON save or be affected in some way. The following results are possible: 1d6 Roll Effect 1 Weakness (as the Symbol of Weakness spell). 2 Cause disease (as the spell). 3 -1d3 points of Constitution. 4 Contagion (as the spell). 5 Character unable to act for 1d4 rounds due to nausea. 6 Character dies in 1d4 rounds and becomes a zombie under control of the zombie lord. [b]Common Zombie:[/b] Zombies are mindless, animated corpses controlled by their creators, usually evil wizards or clerics. The dead body of any humanoid creature can be made into a zombie. [b]Monster Zombie:[/b] Zombies are mindless, animated corpses controlled by their creators, usually evil wizards or clerics. The dead body of any humanoid creature can be made into a zombie. [b]Ju-Ju Zombie:[/b] These creatures are made when a magic-user drains the life force from a Medium-sized humanoid creature with an Energy Drain spell. [b]Zombie Lord:[/b] They are formed on rare occasions as the result of a Raise Dead spell gone awry. The zombie lord comes into being by chance, and only under certain conditions. First, an evil human must die at the hand of an undead creature. Second, an attempt to raise the character must be made. Third, the corpse must be on desecrated ground or in an area of great evil. Fourth and last, a deity of evil must show “favor” to the deceased and curse him or her with the “gift of eternal life.” Within one week of the raise attempt, the corpse awakens as a zombie lord. [b]Sea Zombie, Drowned One:[/b] Sea zombies (also known as drowned ones) are the animated corpses of humans who died at sea. Although similar to land-dwelling zombies, they are free-willed and are rumored to be animated by the will of the god Nerull the Reaper (or another similar evil deity). Many of the humans who become drowned ones were clerics while alive, and they retain their powers as undead. [b]Vampire Cleric 7:[/b] ? [b]Vampire Cleric 8:[/b] ? [b]Vampire Cleric 9:[/b] ? [b]Vampire Cleric 10:[/b] ? [b]Vampire Mage 9:[/b] ? [b]Vampire Mage 10:[/b] ? [b]Vampire Mage 11:[/b] ? [b]Vampire Mage 12:[/b] ? Create Crypt Thing (Reversible) Necromantic Level: Cleric 7, Magic-User 7 Components: V, S Casting Time: 1 action Range: Touch Target: 1 corpse Duration: Permanent Saving Throw: None; Charisma negates for reverse of spell Magic Resistance: None; Yes for the reverse of spell This spell enables the caster to cause a single dead body to animate and assume the status of a crypt thing. This spell can be cast only in the tomb or grave area the crypt thing is to protect; the spell requires that the caster touch the skull of the subject body. Once animated, the crypt thing remains until destroyed. Only one crypt thing may guard a given tomb. A successful Dispel Magic spell returns the crypt thing to its original unanimated state. Attempts to restore the crypt thing before this is done fail for any magic short of a Wish. The reverse of this spell, Destroy Crypt Thing, utterly annihilates any one such being as soon as it is touched by the caster. The target is allowed a Charisma Saving Throw to avoid destruction.[/spoiler] [URL=http://www.scruffygrognard.com/documents/dmg.pdf]AD&D "3RD EDITION" Dungeon Master's Guide[/URL][spoiler] [b]Ghoul:[/b] ? [b]Lich:[/b] ? [b]Vampire:[/b] ? [b]Wraith:[/b] ? [b]Wight:[/b] A character drained below 1st level is instantly slain. Depending on the creature that killed the character, the character may rise the next night as a monster of that kind. If not, the character rises as a wight. [b]Lesser Undead:[/b] A character drained below 1st level is instantly slain. Depending on the creature that killed the character, the character may rise the next night as a monster of that kind. If not, the character rises as a wight. These lesser undead are controlled by their slayer and have half the listed Hit Dice for a creature of their new undead type. [b]Lesser Vampire:[/b] Lesser vampires, wights, and wraiths regain half of the class levels they had when slain. [b]Lesser Wight:[/b] Lesser vampires, wights, and wraiths regain half of the class levels they had when slain. [b]Lesser Wraith:[/b] Lesser vampires, wights, and wraiths regain half of the class levels they had when slain. [b]Vampire Thief 4:[/b] Lesser vampires, wights, and wraiths regain half of the class levels they had when slain. As such an 8th level thief, drained below 1st level by a vampire, returns as a 4th level vampire thief. [b]Undead:[/b] Necromancy spells manipulate the energies of life and death. Such spells can restore life force, drain the life energy from another creature, create the undead, or bring the dead back to life. [b]Ghast:[/b] ? [b]Ghost:[/b] ? [b]Shadow:[/b] ? [b]Skeleton:[/b] ? [b]Spectre:[/b] ? [b]Zombie:[/b] ? [b]Huecuva:[/b] ? [b]Zombie Juju:[/b] ? [b]Mummy:[/b] ? [b]Lacedon:[/b] ? [b]Demilich:[/b] ? [b]Vampire Cleric 7:[/b] ? [b]Vampire Cleric 8:[/b] ? [b]Vampire Cleric 9:[/b] ? [b]Vampire Cleric 10:[/b] ? [b]Vampire Mage 9:[/b] ? [b]Vampire Mage 10:[/b] ? [b]Vampire Mage 11:[/b] ? [b]Vampire Mage 12:[/b] ?[/spoiler] [URL=http://www.scruffygrognard.com/documents/phb.pdf]AD&D "3RD EDITION" Player's Handbook[/URL][spoiler] [b]Undead:[/b] Necromancy spells manipulate the energies of life and death. Such spells can restore life force, drain the life energy from another creature, create the undead, or bring the dead back to life. [b]Skeleton:[/b] [i]Animate Dead[/i] spell. [b]Zombie:[/b] [i]Animate Dead[/i] spell. [b]Ghoul:[/b] ? [b]Lich:[/b] ? [b]Vampire:[/b] ? [b]Wraith:[/b] ? [b]Ju-Ju Zombie:[/b] [i]Energy Drain[/i] spell. Animate Dead Necromancy Level: Cleric 3, Magic-User 4 Components: V, S, M Casting Time: 1 action Range: Touch Targets: 1 or more corpses Duration: Instantaneous Saving Throw: None Magic Resistance: No This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands. The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. (A destroyed skeleton or zombie can’t be animated again.) Regardless of the type of undead you create with this spell, you can’t create more HD of undead than your caster level with a single casting of animate dead. (The Desecrate spell or a desecrated area doubles this limit). The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 2 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. (You choose which creatures are released.) If you are a cleric, any undead you might command by virtue of your power to command undead do not count toward the limit. • Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. • Zombies: A zombie can be created only from a mostly intact corpse. Material Component: You must place a black onyx gem worth at least 25 gp per Hit Die of the undead into the mouth or eye socket of each corpse you intend to animate. The magic of the spell turns these gems into worthless, burned-out shells. Clerics must also have their holy symbol at hand when casting this spell. Energy Drain Necromancy Level: Cleric 9, Magic-User 9 Components: V, S, M Casting Time: 1 action Range: Touch Target: 1 living or undead creature Duration: Instantaneous; see text Saving Throw: Constitution partial; see text Magic Resistance: Yes The creature touched by the caster loses 2d4 levels of experience. If reduced to less than 0 levels, the target is slain. A creature slain by this spell rises the next night as a juju zombie. Targets reduce to 0-level (or Hit Dice) creatures have 1d4 Hit Points and no Proficiency Bonus to ability checks or attack rolls. There is no Saving Throw to avoid this level drain, but 24 hours later, the subject must make a Constitution Saving Throw for each level lost. If the save succeeds, that lost level is regained. If it fails one of the subject’s character levels is permanently drained. An undead creature affected by this spell gains 4 Hit Dice for the spell’s duration.[/spoiler] [/spoiler] The Black Hack[spoiler] Black Hack Cumulative[spoiler] [b]Undead:[/b] The vast legions of undead draw the power needed to sustain their everlife from Dur-Dhola-Ram, the child god of death. (The Black Hack Second Edition) Undead are nefarious creatures that challenge nature by simply existing. They remain in a stage between life and death, refusing to follow the natural circle of life and usually feed on mortals in various ways. This is usually caused by the influence of sorcery or the forces of the Abyss. (Dark Streets & Darker Secrets) Undead are nefarious creatures that challenge nature by simply existing. They remain in a stage between life and death, refusing to follow the natural circle of life and usually feed on mortals in various ways. (Sharp Swords & Sinister Spells – Addendum) Undead creatures are created from living beings that, for some reason, stop the natural process of death and remain in a stage of undeath. (Sharp Swords & Sinister Spells – Addendum) Undead creatures are created from living beings that, for some reason, stop the natural process of death and remain in a stage of undeath. (Solar Blades & Cosmic Spells) Creatures that were supposed to be dead but have been infused with Void energy and now continue to walk and fly throughout the universe. Most of the undead are the creation of the Undead Queen of the Dead Zone or her disciples, who have been spreading undeath amongst the stars. (Solar Blades & Cosmic Spells) The Undead Queen is actually the First Sorcerer who returned from the dead after she was betrayed by the Galactic Overlords and is just biding her time before she completely wipes them from the universe, spreading death, and undeath, to all. (Solar Blades & Cosmic Spells) Over the last centuries she has spread a terrible plague among a great number of systems, now collectively known as the Dead Zone. This disease kills sentients of any species and some say it even affects Void creatures, turning them immediately into undead servants of the sorceress. (Solar Blades & Cosmic Spells) Who was resurrected by a sinister cult. (Solar Blades & Cosmic Spells) Created by the Undead Queen to spread a powerful plague. (Solar Blades & Cosmic Spells) Who turns those killed by it into other undead. (Solar Blades & Cosmic Spells) Creatures killed by the Specter return as other Undead. (Solar Blades & Cosmic Spells) [i]Undeath[/i] spell. (Bluehack) Animate Dead power. (Dark Streets & Darker Secrets) Animate Dead power. (Sharp Swords & Sinister Spells – Addendum) Animate Dead power. (Solar Blades & Cosmic Spells) [b]Abomination Undead Scorpion-Human Huge:[/b] See Undead Scorpion-Human Abomination Huge. [b]Ally Ghostly:[/b] See Ghostly Ally. [b]Ancient Archon's Ghost:[/b] See Ghost Ancient Archon's. [b]Ancient Ghost Archon's:[/b] See Ghost Ancient Archon's. [b]Ancient Sorcerer Lich:[/b] See Lich Sorcerer Ancient. [b]Ancient Weakened Zombie:[/b] See Zombie Ancient Weakened. [b]Angry Spirit of Someone Murdered and Buried Without the Proper Rites:[/b] See Spirit Angry of Someone Murdered and Buried Without the Proper Rites. [b]Apparition:[/b] Tormented souls stuck in the mortal world due to unfinished business, traumatizing deaths, or sorcerous bondages. (Dark Streets & Darker Secrets) [b]Archon's Ancient Ghost:[/b] See Ghost Ancient Archon's. [b]Archon's Ghost Ancient:[/b] See Ghost Ancient Archon's. [b]Archon's Ghost Previous:[/b] See Ghost Previous Archon's. [b]Archon's Previous Ghost:[/b] See Ghost Previous Archon's. [b]Assassin Skeleton:[/b] See Skeleton Assassin. [b]Astronav Frozen:[/b] See Long-Dead Future Man Frozen Astronav. [b]Banshee:[/b] ? [b]Blindfolded Zombie:[/b] See Zombie Blindfolded. [b]Blood Thrall:[/b] See Vampyre Blood Thrall. [b]Bone Centipede:[/b] ? [b]Cadaver Wretched:[/b] See Zombie Wretched Cadaver. [b]Cadavre Poison:[/b] See Poison Cadavre. [b]Centipede Bone:[/b] See Bone Centipede. [b]Champion Skeletal:[/b] See Skeletal Champion. [b]Cold Zombie:[/b] See Zombie Cold. [b]Colossal Undead Moth:[/b] See Undead Moth Colossal. [b]Count Dukula:[/b] ? [b]Creeping Hand Swarm:[/b] ? [b]Cyclops Skeleton:[/b] See Skeleton Cyclops. [b]Dark Walker:[/b] Dark Walkers are men who have been turned undead by sorcerous means. Dark Walkers are dark hooded and robed men turned undead by the most vile of wizards. (Bladimir Bartholomew's Binder of Bestial Beasties) [b]Dead Waddling:[/b] See Waddling Dead. [b]Death Knight:[/b] Some who are well on their way to become a Lich take on the role of Death Knights. (The Beast Hack) [b]Defender Undead:[/b] See Undead Defender. [b]Demilon:[/b] Appearing like weeping women, often soaking wet, Demilons are the cursed souls of females wrongfully-murdered. (The Beast Hack) [b]Doom Singer:[/b] Undead Fairies. (Bladimir Bartholomew's Binder of Bestial Beasties) [b]Dracolich:[/b] A dragon raised from the dead, Dracoliches are horrible monsters given new life. (The Beast Hack 2: Monster Madness) [b]Draugr:[/b] An honourable burial was not enough to keep this unliving horror in the grave. (The Blue Lotus Hack: The Kingdoms of Varas) [b]Dream Stalker:[/b] See Ghost Dream Stalker. [b]Drowned Soldier:[/b] These skeletal creatures are the remnants of sailors who have drowned. (The Beast Hack 3) [b]Duck Ghost:[/b] See Ghost Duck. [b]Dukula:[/b] See Count Dukula. [b]Dusty Old Bones:[/b] See Skeleton Dusty Old Bones. [b]Dwarf Zombie:[/b] See Zombie Dwarf. [b]Elder Vampire:[/b] See Vampire Elder. [b]Entombed:[/b] An unliving horror caked in clay and fired ceramic intended to preserve the ancient corpse. (The Blue Lotus Hack: The Kingdoms of Varas) [B]Ephemeral:[/B] ? [b]Famine Zombie:[/b] See Zombie Famine. [b]Fang of Night:[/b] See Pale Fang of Night. [b]Feargus the Drowned:[/b] Sitting on the edge of his sarcophagus, the skeletal remains of Feargus have come to life due to the energy stolen from the Elven Master Thief. (Adventure Module A1: Beginner's Luck) [b]Flaming Skeleton:[/b] See Skeleton Flaming. [b]Floating Weapon:[/b] These possessed swords contain the spirit of a long-dead warrior. (The Beast Hack 3) [b]Former Ghost Master's:[/b] See Ghost Former Master's. [b]Former Master's Ghost:[/b] See Ghost Former Master's. [b]Freshly Risen:[/b] See Zombie Freshly Risen. [b]Frozen Astronav:[/b] See Long-Dead Future Man Frozen Astronav. [b]Future Man Long-Dead:[/b] See Long-Dead Future Man. [b]Galactic Overlord:[/b] See Ghost, Galactic Overlord. [b]Ghost:[/b] Tormented souls stuck in the mortal world due to unfinished business, traumatizing deaths, or sorcerous bondages. (Dark Streets & Darker Secrets) The Cleansing Wars destroyed many planets, wiping dozens of species from existence. Their ghosts, however, still haunt the planets where they experienced terrible deaths, ready to exercise their wrath on anyone they can find. (Solar Blades & Cosmic Spells) A megacity planet with buildings and most of its technology intact. It’s completely deserted though as a powerful plague killed the population. Their ghosts haunt the place. (Solar Blades & Cosmic Spells) A planet formed by the blades of all weapons used to take a life in the many universes of existence. It’s inhabited by the ghost of those killed by them, but can also hide great legendary swords. (Solar Blades & Cosmic Spells) A ruined megacity world where the ghosts of the people who were frozen when the nearest sun was snuffed out haunt any visitors and steal the warmth of their lives. (Solar Blades & Cosmic Spells) A group of travelers stuck in a derelict starship asking for help. They are actually ghosts that died a long time ago. (Solar Blades & Cosmic Spells) The souls of the dead often haunt graves or in some cases, the living. Ghosts are notorious for their corporeal form and many believe that they cannot pass onto the next life because they are bound by a necromancer, or because a problem in their life remains unresolved. (The Beast Hack 3) It is that said two sisters fought over a man and ended up killing each other. As it would turn out the man had deceived both of them and their ghosts haunted him to death. (The World of Skarynth) [b]Ghost, Galactic Overlord:[/b] ? [b]Ghost Ancient Archon's:[/b] ? [b]Ghost Archon's Ancient:[/b] See Ghost Ancient Archon's. [b]Ghost Archon's Previous:[/b] See Ghost Previous Archon's. [b]Ghost Dream Stalker:[/b] They are usually ghosts of those who have done truly heinous acts during their lives and then came to an unfortunate (and usually violent) end. Unlike ghosts who haunt places or things, Dream Stalkers haunt people. These people usually have some connection to the Dream Stalker's death. (Back Alleys) [b]Ghost Duck:[/b] ? [b]Ghost Former Master's:[/b] ? [b]Ghost Knight's Old:[/b] See Ghost Old Knight's. [b]Ghost Master's Former:[/b] See Ghost Former Master's. [b]Ghost Old Knight's:[/b] ? [b]Ghost Old Sorcerer's:[/b] ? [b]Ghost Previous Archon's:[/b] ? [b]Ghost Psychic:[/b] Too many souls met a grizzly death during the Cleansing Wars and for some their end was so terrible their minds created a psychic ghost to divide their suffering with the living. (Solar Blades & Cosmic Spells) [b]Ghost Sorcerer's Old:[/b] See Ghost Old Sorcerer's. [b]Ghost Sorrow:[/b] ? [b]Ghost Space:[/b] ? [b]Ghostly Ally:[/b] ? [b]Ghoul:[/b] ? [b]Ghoul Pale:[/b] ? [b]Giant Insectoid Creature Undead:[/b] See Undead Insectoid Creature Giant. [b]Guardian Tomb:[/b] See Skeleton Tomb Guardian. [b]Hand Creeping:[/b] See Creeping Hand. [b]Hli'ir:[/b] ? [b]Hollow Reaper:[/b] Soulless shells that were once human, Hollow Reapers are Unmade that have been particularly terrible in their past life. (The Beast Hack) [b]Horde Zombie:[/b] See Zombie Horde. [b]Horror:[/b] ? [b]Howling Wight:[/b] See Wight Howling. [b]Hra:[/b] ? [b]Huge Undead Scorpion-Human Abomination:[/b] See Undead Scorpion-Human Abomination Huge. [b]Huru'u:[/b] ? [b]Hulk Shambling:[/b] See Zombie Shambling Hulk. [b]Husk:[/b] Next Moment after attack, a person rendered Out Of Action by a vampire becomes a husk or moonmad. (The Blue Lotus Hack: The Kingdoms of Varas) The pitiful remnants of a body drained of soulstuff, but dangerous nonetheless. (The Blue Lotus Hack: The Kingdoms of Varas) [b]Insectoid Creature Giant Undead:[/b] See Undead Insectoid Creature Giant. [b]Jester Undead:[/b] See Undead Jester. [b]Knight Death:[/b] See Death Knight. [b]Knight Plague:[/b] See Plague Knight. [b]Knight's Ghost Old:[/b] See Ghost Old Knight's. [b]Knight's Old Ghost:[/b] See Ghost Old Knight's. [b]Lich:[/b] ? [b]Lich Sorcerer Ancient:[/b] ? [b]Lich Sorcerous:[/b] ? [b]Long-Dead Future Man:[/b] Cold dead astronauts from an age ahead of time, scattered by the void winds. Their mangled future suits – leaking radioactive death into the Nearby atmosphere - imbue the black void-scorched remains with a simplistic, unfathomable intelligence. (The Black Hack Second Edition) [b]Long-Dead Future Man Frozen Astronav:[/b] ? [b]Long-Dead Future Man Timelocked Marine:[/b] ? [B]Lord Pale:[/B] See Pale Lord. [b]Lord Vampire:[/b] See Vampire Lord. [b]Lord Zombie:[/b] See Zombie Lord. [b]Man Future Long-Dead:[/b] See Long-Dead Future Man. [b]Manifestation:[/b] Invoke Ghosts power. (Solar Blades & Cosmic Spells) [b]Marine Timelocked:[/b] See Long-Dead Future Man Timelocked Marine. [b]Master Vampyre:[/b] See Vampyre Master. [b]Master's Former Ghost:[/b] See Ghost Former Master's. [b]Master's Ghost Former:[/b] See Ghost Former Master's. [b]Moorspawn:[/b] Moorspawn are the most evil of men returned from the dead to cause even more death and destruction. They are usually criminals who were sentenced to death by drowning in the moors. (The World of Skarynth) [b]Moth Undead Colossal:[/b] See Undead Moth Colossal. [b]Mrur:[/b] ? [b]Mummy:[/b] ? [b]Naught:[/b] Naughts are undead creatures constructed by a Necromancer out of skin, dust, bone, and other remnants of previously living things. Some naughts have wings and can fly. Others walk around on whatever appendages have been sewn to their bodies. They are usually devoid of faces or hair. (Bladimir Bartholomew's Binder of Bestial Beasties) [b]Necroid:[/b] The Necroids are evil demon-like beings who enter the real world and possess corpses. (Back Alleys) [b]Night Shade:[/b] ? [b]Nullwing:[/b] ? [b]Old Ghost Knight's:[/b] See Ghost Old Knight's. [b]Old Knight's Ghost:[/b] See Ghost Old Knight's. [b]Old Ghost Sorcerer's:[/b] See Ghost Old Sorcerer's. [b]Old Sorcerer's Ghost:[/b] See Ghost Old Sorcerer's. [b]Pale Fang of Night:[/b] ? [b]Pale Ghoul:[/b] See Ghoul Pale. [B]Pale Lord:[/B] ? [B]Pale Lord, Twilight Soulforger:[/B] ? [B]Pale Lord, Xacala:[/B] ? [b]Pale Lord White Prince:[/b] ? [b]Plague Knight:[/b] ? [b]Plant Creature Undead:[/b] See Undead Plant Creature. [b]Poison Cadavre:[/b] ? [b]Previous Archon's Ghost:[/b] See Ghost Previous Archon's. [b]Previous Ghost Archon's:[/b] See Ghost Previous Archon's. [b]Prince White:[/b] See Pale Lord White Prince. [b]Psychic Ghost:[/b] See Ghost Psychic. [b]Psychic Vampire:[/b] See Vampire Psychic. [b]Psycho-Slasher:[/b] Some evil won't die. It keeps going and going and never stops. Nothing seems to stop it. (Back Alleys) [b]Queen Undead:[/b] See Undead Queen. [b]Queen Weeping:[/b] See Weeping Queen. [b]Ragged Militia:[/b] See Skeleton Ragged Militia. [b]Ravenous Wight:[/b] See Wight Ravenous. [b]Reaper Hollow:[/b] See Hollow Reaper. [b]Revenant:[/b] Almost a century ago, you were a now-forgotten, assassinated Heir’s personal attendant and saw, but cannot clearly remember, something terrible about that crime. You were killed to keep that secret, your body hidden and forgotten. Something brought you back, but you are no longer truly alive. (Barrow Keep: Den of Spies) [b]Risen Freshly:[/b] See Zombie Freshly Risen. [b]Sanguine:[/b] ? [b]Scratcher Zombie:[/b] See Zombie Scratcher. [b]Shade:[/b] ? [b]Shade Night:[/b] See Night Shade. [b]Shadow:[/b] Tormented souls stuck in the mortal world due to unfinished business, traumatizing deaths, or sorcerous bondages. (Dark Streets & Darker Secrets) These inky unliving creatures may be angered ancestors or shades from defiled tombs. (The Blue Lotus Hack: The Kingdoms of Varas) [b]Shadow Silver:[/b] ? [b]Shambling Hulk:[/b] See Zombie Shambling Hulk. [b]Shattered One:[/b] A conglomeration of bone and ice and soulstuff, sharp and vaguely humanoid. (The Blue Lotus Hack: The Kingdoms of Varas) [b]Shedra:[/b] A person killed by a Shédra will become one in 2 turns. (The Petal Hack) [b]Silver Shadow:[/b] See Shadow Silver. [b]Singer Doom:[/b] See Doom Singer. [b]Skeletal Champion:[/b] Usually the remains of formidable fighters, Skeletal Champions are a cut above the other undead minions. (The Beast Hack 3) [b]Skeleton:[/b] Animated bones given a horrific, frail power - dark magic allows them to eternally serve their masters. (The Black Hack Second Edition) The reanimated remains of some poor sod or beast. (The Blue Lotus Hack: The Kingdoms of Varas) [i]Animate Dead[/i] spell. (The Black Hack) [i]Animate Dead[/i] spell. (The Black Hack Second Edition) [i]Animate Dead[/i] Black Magic Wizard spell. (The Black Hack Second Edition) [i]Animate Dead[/i] spell. (Bluehack) [i]Animate Dead[/i] spell. (The Blue Lotus Hack: The Kingdoms of Varas) [i]Animate Dead[/i] spell. (The Zero Edition Hack) [i]Bonesong[/i] spell. (The Blue Lotus Hack: The Kingdoms of Varas) [b]Skeleton Assassin:[/b] ? [b]Skeleton Cyclops:[/b] ? [b]Skeleton Dusty Old Bones:[/b] ? [b]Skeleton Flaming:[/b] ? [b]Skeleton Ragged Militia:[/b] ? [b]Skeleton Soldier:[/b] ? [b]Skeleton Tomb Guardian:[/b] A particularly powerful skeleton, Tomb Guardians are often blessed by a necromancer to achieve their level of power. (The Beast Hack) [b]Skeleton Warrior:[/b] ? [b]Soldier Drowned:[/b] See Drowned Soldier. [b]Soldier Skeleton:[/b] See Skeleton Soldier. [b]Soldier Zombie:[/b] See Zombie Soldier. [b]Someone Murdered and Buried Without the Proper Rites Angry Spirit of:[/b] See Spirit Angry of Someone Murdered and Buried Without the Proper Rites. [b]Someone Murdered and Buried Without the Proper Rites Spirit Angry of:[/b] See Spirit Angry of Someone Murdered and Buried Without the Proper Rites. [b]Sorcerer Ancient Lich:[/b] See Lich Sorcerer Ancient. [b]Sorcerer Spectral:[/b] See Spectral Sorcerer. [b]Sorcerer Undead:[/b] See Undead Sorcerer. [b]Sorcerer's Ghost Old:[/b] See Ghost Old Sorcerer's. [b]Sorcerer's Old Ghost:[/b] See Ghost Old Sorcerer's. [b]Sorcerous Lich:[/b] See Lich Sorcerous. [b]Sorrow Ghost:[/b] See Ghost Sorrow. [B]Soul Fragment:[/B] ? [B]Soulforger, Twilight:[/B] See Pale Lord, Twilight Soulforger. [b]Soul Taker:[/b] ? [b]Space Ghost:[/b] See Ghost Space. [b]Spawn Vampire:[/b] See Vampire Spawn. [b]Spectral Sorcerer:[/b] ? [b]Specter:[/b] ? [b]Spectre:[/b] Tormented souls stuck in the mortal world due to unfinished business, traumatizing deaths, or sorcerous bondages. (Dark Streets & Darker Secrets) A person killed by a spectre will become a spectre in 1d6 turns. (The Zero Edition Hack) [b]Spirit:[/b] ? [b]Spirit Angry of Someone Murdered and Buried Without the Proper Rites:[/b] ? [b]Spirit of Someone Murdered and Buried Without the Proper Rites Angry:[/b] See Spirit Angry of Someone Murdered and Buried Without the Proper Rites. [b]Spirit Undead:[/b] See Undead Spirit. [b]Stalker Dream:[/b] See Ghost Dream Stalker. [b]Star Undead:[/b] See Undead Star. [b]Swarm Creeping Hand:[/b] See Creeping Hand Swarm. [b]Thrall Blood:[/b] See Vampyre Blood Thrall. [b]Timelocked Marine:[/b] See Long-Dead Future Man Timelocked Marine. [b]Tomb Guardian:[/b] See Skeleton Tomb Guardian. [b]Tsoggu:[/b] Drowned. (The Petal Hack) [B]Twilight Soulforger:[/B] See Pale Lord, Twilight Soulforger. [b]Undead Defender:[/b] ? [b]Undead Giant Insectoid Creature:[/b] See Undead Insectoid Creature Giant. [b]Undead Insectoid Creature Giant:[/b] ? [b]Undead Jester:[/b] ? [b]Undead Moth Colossal:[/b] ? [b]Undead Queen:[/b] The Undead Queen is actually the First Sorcerer who returned from the dead after she was betrayed by the Galactic Overlords and is just biding her time before she completely wipes them from the universe, spreding death, and undeath, to all. (Solar Blades & Cosmic Spells) [b]Undead Scorpion-Human Abomination Huge, Zolaster:[/b] Zolaster has been transformed into the hideous scorpion creature. (The World of Skarynth) [b]Undead Spirit:[/b] ? [b]Undead Star:[/b] ? [b]Undead Plant Creature:[/b] ? [b]Undead Warped:[/b] It is that said two sisters fought over a man and ended up killing each other. As it would turn out the man had deceived both of them and their ghosts haunted him to death. (The World of Skarynth) [b]Undead Worm:[/b] ? [b]Undead Sorcerer:[/b] ? [b]Unmade:[/b] Some who do particularly terrible deeds have their souls removed by the gods, making them wandering monsters in search of their essence. (The Beast Hack) [b]Vampire:[/b] Humanoids killed by vampires become vampire slaves. (Bluehack) When the Vampire Lord kills someone, that character can be raised as a Vampire in one moment if the Vampire Lord so chooses. (The Beast Hack 3) Blood-drinkers who sold their souls to the Pale Lords completely. (The Blue Lotus Hack: The Kingdoms of Varas) Human killed by vampire becomes a vampire under master's control. (The Zero Edition Hack) [b]Vampire Elder:[/b] ? [b]Vampire Lord:[/b] ? [b]Vampire Psychic:[/b] ? [b]Vampire Spawn:[/b] When the vampire kills someone, that character can be raised as a Vampire Spawn in one moment if the Vampire so chooses. (The Beast Hack) [b]Vampire Young:[/b] ? [b]Vampyre:[/b] Immortal and timeless descendants of an eon old blood curse, vampyres are driven by an insatiable hunger for living blood. (The Black Hack Second Edition) [b]Vampyre Blood Thrall:[/b] ? [b]Vampyre Master:[/b] ? [b]Viking Zombie:[/b] See Zombie Viking. [b]Vorodla:[/b] ? [b]Waddling Dead:[/b] ? [b]Walker Dark:[/b] See Dark Walker. [b]Warped Undead:[/b] See Undead Warped. [b]Weakened Ancient Zombie:[/b] See Zombie Ancient Weakened. [b]Weapon Floating:[/b] See Floating Weapon. [b]Weeping Queen:[/b] A ruler over Demilons, Weeping Queens are vengeful females who ultimately want to share their sorrow with others no matter what it takes. (The Beast Hack) [b]Whisper:[/b] ? [b]White Prince:[/b] See Pale Lord White Prince. [b]Wight:[/b] ? [b]Wight Howling:[/b] ? [b]Wight Ravenous:[/b] ? [b]Worm Undead:[/b] See Undead Worm. [b]Wraith:[/b] Any creature killed by a Wraith turns into one in 1d6 minutes. (The Beast Hack 2: Monster Madness) [b]Wretched Cadaver:[/b] See Zombie Wretched Cadaver. [B]Xacala:[/B] See Pale Lord, Xacala. [b]Young Vampire:[/b] See Vampire Young. [b]Zolaster:[/b] See Undead Scorpion-Human Abomination Huge, Zolaster. [b]Zombie, Reanimated Zombie:[/b] A powerful sentient virus who transform those infected by it into zombies. (Solar Blades & Cosmic Spells) [i]Animate Dead[/i] spell. (The Black Hack) [i]Animate Dead[/i] spell. (The Black Hack Second Edition) [i]Animate Dead[/i] Black Magic Wizard spell. (The Black Hack Second Edition) [i]Animate Dead[/i] spell. (Bluehack) [i]Animate Dead[/i] spell. (The Blue Lotus Hack: The Kingdoms of Varas) [i]Animate Dead[/i] spell. (The Zero Edition Hack) White Rot disease. (Solar Blades & Cosmic Spells) Zombification power. (From Unformed Realms) [b]Zombie Ancient Weakened:[/b] ? [b]Zombie Blindfolded:[/b] ? [b]Zombie Cold:[/b] ? [b]Zombie Dwarf:[/b] ? [b]Zombie Famine:[/b] Victims of the Wasting Disease rise from the dead as Famine Zombies. Famine Zombies' attacks spread the Wasting Disease. (The World of Skarynth) Any creature killed by a Blighted One’s Hunger Curse or Wasting Disease returns to life as a Famine Zombie. (The World of Skarynth) [b]Zombie Freshly Risen:[/b] ? [b]Zombie Horde:[/b] ? [b]Zombie Lord:[/b] ? [b]Zombie Scratcher:[/b] After being scratched, a Survivor makes an Infection (CON) save at Advantage. If a successful save is made, the Survivor takes the initial damage of 1d4 only. On a failed save, the Survivor becomes gradually ill (fever, sweats, cough, etc.) over a period of 1d4 days. At the end of the incubation day, a Death (CON) save is made at Disadvantage. On a failed save, they die and return as a Zombie. On a successful save, the Survivor is able to return to their normal healthy self within 1d8 hours. During this last one to eight-hour recovery stage, all checks and attacks are made at Disadvantage. (The Zombie Hack Scratcher Zombies) [b]Zombie Shambling Hulk:[/b] ? [b]Zombie Soldier:[/b] ? [b]Zombie Viking:[/b] The Vikings did settle the site and in time they buried their dead and pass away, but they were exiles rather than explorers. Ragnvald Oskarsson possessed strong beliefs about the honoured dead and the end of things, and in return his tribe banished him. But with him he took his followers and his previous stores of knowledge gathered from trading trips to the Middle East. (The Cthulhu Hack Convicts and Cthulhu) Over time, as his beloved and trusted followers passed on, he prepared their bodies and sealed their ‘essential saltes of humane dust’ in jars. Each jar had its place in the communal burial chamber, alongside the long ship that would transport them to the final battle. And Ragnvald possessed the vital knowledge to secure their return, a ritual to extract a precious drop of the venom of Jörmungandr, the World Serpent itself. (The Cthulhu Hack Convicts and Cthulhu) When Mason stumbled upon the entrance to the burial place, he found the words of Ragnvald inscribed upon exquisite sheets of metal, their surface barely dulled with age. He researched and practised the rituals presented, distilling the venom as the long dead Viking had instructed. He gathered samples of the saltes into his private quarters, securing them in a locked chest; but, his other ‘fascinations’ led him astray and he didn’t return for the chest before heading south. He fully intended to return. (The Cthulhu Hack Convicts and Cthulhu) The tremor tore a gash in the earth beneath Mason’s quarters, sending shelves and cupboards crashing – and the chest dashed upon the floor. The venom mixed with the saltes … and things stirred in the wake of the destruction. (The Cthulhu Hack Convicts and Cthulhu) [b]Zombie Wretched Cadaver:[/b] ? [b]Zuvvembi:[/b] Zuvvembi are the result of failed attempts at making Dark Walkers. They are the empty walking husks of what once were men. (Bladimir Bartholomew's Binder of Bestial Beasties) [/spoiler] Black Hack Books[spoiler] [URL=http://www.drivethrurpg.com/product/178359/The-Black-Hack?affiliate_id=17596]The Black Hack[/URL][spoiler] [b]Ghoul:[/b] ? [b]Wight:[/b] ? [b]Mummy:[/b] ? [b]Banshee:[/b] ? [b]Spectre:[/b] ? [b]Skeleton:[/b] [i]Animate Dead[/i] spell. [b]Zombie:[/b] [i]Animate Dead[/i] spell. Animate Dead: Create 2d4 Skeletons/Zombies with HD/level, from nearby bodies.[/spoiler] [URL=https://www.drivethrurpg.com/product/255088/The-Black-Hack-Second-Edition?affiliate_id=17596]The Black Hack Second Edition[/URL][spoiler] [b]Long-Dead Future Man:[/b] Cold dead astronauts from an age ahead of time, scattered by the void winds. Their mangled future suits – leaking radioactive death into the Nearby atmosphere - imbue the black void-scorched remains with a simplistic, unfathomable intelligence. [b]Frozen Astronav:[/b] ? [b]Timelocked Marine:[/b] ? [b]Undead:[/b] The vast legions of undead draw the power needed to sustain their everlife from Dur-Dhola-Ram, the child god of death. [b]Shade:[/b] ? [b]Horror:[/b] ? [b]Ancient Sorcerer Lich:[/b] ? [b]Pale Ghoul:[/b] ? [b]Ravenous Wight:[/b] ? [b]Sorcerous Lich:[/b] ? [b]Skeleton:[/b] Animated bones given a horrific, frail power - dark magic allows them to eternally serve their masters. [i]Animate Dead[/i] spell. [i]Animate Dead[/i] Black Magic Wizard spell. [b]Dusty Old Bones:[/b] ? [b]Ragged Militia:[/b] ? [b]Flaming Skeleton:[/b] ? [b]Cyclops Skeleton:[/b] ? [b]Vampyre:[/b] Immortal and timeless descendants of an eon old blood curse, vampyres are driven by an insatiable hunger for living blood. [b]Blood Thrall:[/b] ? [b]Master Vampyre:[/b] ? [b]Zombie,Reanimated Zombie:[/b] [i]Animate Dead[/i] spell. [i]Animate Dead[/i] Black Magic Wizard spell. [b]Wretched Cadaver:[/b] ? [b]Freshly Risen:[/b] ? [b]Shambling Hulk:[/b] ? [b]Blindfolded Zombie:[/b] ? [b]Ghost:[/b] ? 6 Spell Animate Dead: Reanimate 2d4 Nearby corpses. Each has half the Spellcaster’s HD and is under the effects of Charm. Black Magic Wizard Level 6 - Animate Dead (Ud4) - Creates 2d4 skeletons or zombies with HD equal to half of the Wizard’s Level. 6th Level Spells Animate Dead: Reanimate 2d4 Nearby corpses. Each has half the Spellcaster’s HD and is under the effects of Charm.[/spoiler] [URL=https://www.drivethrurpg.com/product/274620/92-Tables-for-The-Black-Hack-and-Other-RPGs?affiliate_id=17596]92 Tables for The Black Hack and Other RPGs[/URL][spoiler] [b]Zombie Dwarf:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/254929/Adventure-Module-A1-Beginners-Luck?affiliate_id=17596]Adventure Module A1: Beginner's Luck[/URL][spoiler] [b]Feargus the Drowned:[/b] Sitting on the edge of his sarcophagus, the skeletal remains of Feargus have come to life due to the energy stolen from the Elven Master Thief.[/spoiler] [URL=https://www.drivethrurpg.com/product/285428/Back-Alleys?affiliate_id=17596]Back Alleys[/URL][spoiler] [b]Dream Stalker:[/b] They are usually ghosts of those who have done truly heinous acts during their lives and then came to an unfortunate (and usually violent) end. Unlike ghosts who haunt places or things, Dream Stalkers haunt people. These people usually have some connection to the Dream Stalker's death. [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 and never stops. Nothing seems to stop it. [/spoiler] [URL=https://www.drivethrurpg.com/product/338664/Barrow-Keep-Den-of-Spies?affiliate_id=17596]Barrow Keep: Den of Spies[/URL][spoiler] [b]Revenant:[/b] Almost a century ago, you were a now-forgotten, assassinated Heir’s personal attendant and saw, but cannot clearly remember, something terrible about that crime. You were killed to keep that secret, your body hidden and forgotten. Something brought you back, but you are no longer truly alive. [b]Previous Archon's Ghost:[/b] ? [b]Ghost:[/b] ? [b]Former Master's Ghost:[/b] ? [b]Ancient Archon's Ghost:[/b] ? [b]Old Sorcerer's Ghost:[/b] ? [b]Old Knight's Ghost:[/b] ? [b]Ghostly Ally:[/b] ? [b]Angry Spirit of Someone Murdered and Buried Without the Proper Rites:[/b] ? [b]Spirit:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/190357/Bladimir-Bartholomews-Binder-of-Bestial-Beasties--For-The-Black-Hack?affiliate_id=17596]Bladimir Bartholomew's Binder of Bestial Beasties[/URL][spoiler] [b]Dark Walker:[/b] Dark Walkers are men who have been turned undead by sorcerous means. Dark Walkers are dark hooded and robed men turned undead by the most vile of wizards. [b]Doom Singer:[/b] Undead Fairies. [b]Naught:[/b] Naughts are undead creatures constructed by a Necromancer out of skin, dust, bone, and other remnants of previously living things. Some naughts have wings and can fly. Others walk around on whatever appendages have been sewn to their bodies. They are usually devoid of faces or hair. [b]Zuvvembi:[/b] Zuvvembi are the result of failed attempts at making Dark Walkers. They are the empty walking husks of what once were men.[/spoiler] [URL=https://www.drivethrurpg.com/product/193055/BLUEHACKTM?affiliate_id=17596]Bluehack[/URL][spoiler] [b]Undead:[/b] [i]Undeath[/i] spell. [b]Ghoul:[/b] ? [b]Mummy:[/b] ? [b]Skeleton:[/b] [i]Animate Dead[/i] spell. [b]Spectre:[/b] ? [b]Vampire:[/b] Humanoids killed by vampires become vampire slaves. [b]Wight:[/b] ? [b]Wraith:[/b] ? [b]Zombie:[/b] [i]Animate Dead[/i] spell. Magic 5 Animate Dead: Create skeletons/zombies, total HD equal to caster HD Magic 7 Undeath: Target becomes specified type of undead, HD = caster HD –2[/spoiler] [URL=https://www.drivethrurpg.com/product/264666/Clever-Title-Using-Hack--Class-The-Second-Edition?affiliate_id=17596]Clever Title Using Hack & Class: The Second Edition[/URL][spoiler] [b]Undead Jester:[/b] ? [b]Undead Defender:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/266741/Dark-Streets--Darker-Secrets?affiliate_id=17596]Dark Streets & Darker Secrets[/URL][spoiler] [b]Undead:[/b] Undead are nefarious creatures that challenge nature by simply existing. They remain in a stage between life and death, refusing to follow the natural circle of life and usually feed on mortals in various ways. This is usually caused by the influence of sorcery or the forces of the Abyss. Animate Dead power. [b]Ghoul:[/b] ? [b]Young Vampire:[/b] ? [b]Vampire:[/b] ? [b]Elder Vampire:[/b] ? [b]Vampire Lord:[/b] ? [b]Apparition:[/b] Tormented souls stuck in the mortal world due to unfinished business, traumatizing deaths, or sorcerous bondages. [b]Ghost:[/b] Tormented souls stuck in the mortal world due to unfinished business, traumatizing deaths, or sorcerous bondages. [b]Spectre:[/b] Tormented souls stuck in the mortal world due to unfinished business, traumatizing deaths, or sorcerous bondages. [b]Shadow:[/b] Tormented souls stuck in the mortal world due to unfinished business, traumatizing deaths, or sorcerous bondages. [b]Undead Spirit:[/b] ? [b]Zombie:[/b] ? Animate Dead: Can animate up to 2 times its HD of undead minions. They last until killed again.[/spoiler] [URL=https://www.drivethrurpg.com/product/185949/From-Unformed-Realms?affiliate_id=17596]From Unformed Realms[/URL][spoiler] [b]Zombie:[/b] Zombification power. Zombification – Anyone exposed to the fluid, through: 1-2 – wounds, 3-4 – digestion, 5 – respiration, 6 – skin contact, suffers from nausea, sensory disconnection, headaches and then black-outs. After a period of 2D6 [1-2: minutes, 3-5: hours, 6: days], the exposed fall unconscious and then on revival lose all control and any remnant of intelligence. A slathering, psychopathic, flesh-hungry zombie remains, riddled with cysts and abscesses, oozing with a vile black liquid.[/spoiler] [URL=http://www.drivethrurpg.com/product/198163/Sharp-Swords--Sinister-Spells?affiliate_id=17596]Sharp Swords & Sinister Spells[/URL][spoiler] [b]Undead:[/b] Animate Dead [i]spell[/i]. [b]Fire Skeleton:[/b] ? [b]Rotting Zombie:[/b] ? [b]Killer Shadow:[/b] ? [b]Sinister Knight:[/b] ? [b]Psychic Vampire:[/b] ? [b]Ghost:[/b] ? Animate Dead Creates a number of undead creatures of up to PL in HD. However, they can resist the spell and attack the Magic User.[/spoiler] [URL=https://www.drivethrurpg.com/product/219747/Sharp-Swords--Sinister-Spells--Addendum?affiliate_id=17596]Sharp Swords & Sinister Spells - Addendum[/URL][spoiler] [b]Undead:[/b] Undead are nefarious creatures that challenge nature by simply existing. They remain in a stage between life and death, refusing to follow the natural circle of life and usually feed on mortals in various ways. Undead creatures are created from living beings that, for some reason, stop the natural process of death and remain in a stage of undeath. Animate Dead power. Animate Dead: Can animate up to 2 times its HD of undead minions. They last until killed again.[/spoiler] [URL=https://www.drivethrurpg.com/product/260378/Solar-Blades--Cosmic-Spells?affiliate_id=17596]Solar Blades & Cosmic Spells[/URL][spoiler] [b]Undead:[/b] Undead creatures are created from living beings that, for some reason, stop the natural process of death and remain in a stage of undeath. Creatures that were supposed to be dead but have been infused with Void energy and now continue to walk and fly throughout the universe. Most of the undead are the creation of the Undead Queen of the Dead Zone or her disciples, who have been spreading undeath amongst the stars. The Undead Queen is actually the First Sorcerer who returned from the dead after she was betrayed by the Galactic Overlords and is just biding her time before she completely wipes them from the universe, spreading death, and undeath, to all. Over the last centuries she has spread a terrible plague among a great number of systems, now collectively known as the Dead Zone. This disease kills sentients of any species and some say it even affects Void creatures, turning them immediately into undead servants of the sorceress. Who was resurrected by a sinister cult. Created by the Undead Queen to spread a powerful plague. Who turns those killed by it into other undead. Creatures killed by the Specter return as other Undead. Animate Dead power. [b]Undead Queen:[/b] The Undead Queen is actually the First Sorcerer who returned from the dead after she was betrayed by the Galactic Overlords and is just biding her time before she completely wipes them from the universe, spreading death, and undeath, to all. [b]Undead Star:[/b] ? [b]Colossal Undead Moth:[/b] ? [b]Undead Giant Insectoid Creature:[/b] ? [b]Undead Plant Creature:[/b] ? [b]Undead Worm:[/b] ? [b]Undead Sorcerer:[/b] ? [b]Zombie Soldier:[/b] ? [b]Skeleton Assassin:[/b] ? [b]Specter:[/b] ? [b]Manifestation:[/b] Invoke Ghosts power. [b]Space Ghost:[/b] ? [b]Ghost:[/b] The Cleansing Wars destroyed many planets, wiping dozens of species from existence. Their ghosts, however, still haunt the planets where they experienced terrible deaths, ready to exercise their wrath on anyone they can find. A megacity planet with buildings and most of its technology intact. It’s completely deserted though as a powerful plague killed the population. Their ghosts haunt the place. A planet formed by the blades of all weapons used to take a life in the many universes of existence. It’s inhabited by the ghost of those killed by them, but can also hide great legendary swords. A ruined megacity world where the ghosts of the people who were frozen when the nearest sun was snuffed out haunt any visitors and steal the warmth of their lives. A group of travelers stuck in a derelict starship asking for help. They are actually ghosts that died a long time ago. [b]Psychic Ghost:[/b] Too many souls met a grizzly death during the Cleansing Wars and for some their end was so terrible their minds created a psychic ghost to divide their suffering with the living. [b]Sorrow Ghost:[/b] ? [b]Ghost, Galactic Overlord:[/b] ? [b]Lich:[/b] ? [b]Skeleton Soldier:[/b] ? [b]Vampire:[/b] ? [b]Psychic Vampire:[/b] ? [b]Zombie:[/b] A powerful sentient virus who transform those infected by it into zombies. White Rot disease. [b]Cold Zombie:[/b] ? [b]Night Shade:[/b] ? Animate Dead The character can animate up to PL HD in undead creatures they touch. They can sacrifice a HD to give a creature a Special Ability. Once animated these undead can resist being controlled rolling against the character’s Willpower. Invoke Ghosts Inscribing runes over an area of up to medium distance radius, the character creates manifestations that haunt the place for PL hours. Anyone but the character who enters the area suffers a Negative Die to all actions attempted there. Can be resisted. Animate Dead: Can animate up to 2 times its HD of undead minions. They last until killed again. White Rot: This terrible disease is rumored to have been fabricated by the Galactic Overlords during the Cleansing Wars but it has run out of their control. Infected individuals begin to rot on the places they have touched other hosts, and the rotting area grows each day. Whenever a character touches or is touched by someone with the disease they need to make a Physique test to avoid being infected. Failure means they will start losing 1 point of Physique everyday until they die. There is no known cure for the disease but some manage to survive by immediately severing the infected limb as soon as the disease is diagnosed. Anyone who is seen carrying the disease is usually immediately killed, preferable by burning, to prevent further infections. It’s rumored that if the disease runs its course the host becomes a zombie under the control of the Void.[/spoiler] [URL=http://www.drivethrurpg.com/product/200340/The-Basic-Hack?affiliate_id=17596]The Basic Hack[/URL][spoiler] [b]Ghoul:[/b] ? [b]Skeleton:[/b] ? [b]Zombie:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/188846/The-Beast-Hack?affiliate_id=17596]The Beast Hack[/URL][spoiler] [b]Death Knight:[/b] Some who are well on their way to become a Lich take on the role of Death Knights. [b]Demilon:[/b] Appearing like weeping women, often soaking wet, Demilons are the cursed souls of females wrongfully-murdered. [b]Hollow Reaper:[/b] Soulless shells that were once human, Hollow Reapers are Unmade that have been particularly terrible in their past life. [b]Lich:[/b] ? [b]Skeleton:[/b] ? [b]Tomb Guardian:[/b] A particularly powerful skeleton, Tomb Guardians are often blessed by a necromancer to achieve their level of power. [b]Unmade:[/b] Some who do particularly terrible deeds have their souls removed by the gods, making them wandering monsters in search of their essence. [b]Vampire:[/b] ? [b]Vampire Spawn:[/b] When the vampire kills someone, that character can be raised as a Vampire Spawn in one moment if the Vampire so chooses. [b]Weeping Queen:[/b] A ruler over Demilons, Weeping Queens are vengeful females who ultimately want to share their sorrow with others no matter what it takes. [b]Zombie:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/189698/The-Beast-Hack-2-Monster-Madness?affiliate_id=17596]The Beast Hack 2: Monster Madness[/URL][spoiler] [b]Dracolich:[/b] A dragon raised from the dead, Dracoliches are horrible monsters given new life. [b]Wraith:[/b] Any creature killed by a Wraith turns into one in 1d6 minutes.[/spoiler] [URL=http://www.drivethrurpg.com/product/202350/The-Beast-Hack-3?affiliate_id=17596]The Beast Hack 3[/URL][spoiler] [b]Creeping Hand Swarm:[/b] ? [b]Drowned Soldier:[/b] These skeletal creatures are the remnants of sailors who have drowned. [b]Floating Weapon:[/b] These possessed swords contain the spirit of a long-dead warrior. [b]Ghost:[/b] The souls of the dead often haunt graves or in some cases, the living. Ghosts are notorious for their corporeal form and many believe that they cannot pass onto the next life because they are bound by a necromancer, or because a problem in their life remains unresolved. [b]Skeletal Champion:[/b] Usually the remains of formidable fighters, Skeletal Champions are a cut above the other undead minions. [b]Vampire Lord:[/b] ? [b]Zombie Lord:[/b] ? [b]Vampire:[/b] When the Vampire Lord kills someone, that character can be raised as a Vampire in one moment if the Vampire Lord so chooses.[/spoiler] [URL=https://www.drivethrurpg.com/product/250361/The-Blue-Lotus-Hack-The-Kingdoms-of-Varas?affiliate_id=17596]The Blue Lotus Hack: The Kingdoms of Varas[/URL][spoiler] [URL='https://www.drivethrurpg.com/product/250361/The-Blue-Lotus-Hack-The-Kingdoms-of-Varas?affiliate_id=17596']The Blue Lotus Hack: The Kingdoms of Varas[/URL] Black Hack [B]Skeleton:[/B] The reanimated remains of some poor sod or beast. [I]Animate Dead[/I] spell. [I]Bonesong[/I] spell. [B]Zombie:[/B] [I]Animate Dead[/I] spell. [B]Bone Centipede:[/B] ? [B]Soul Fragment:[/B] ? [B]Husk:[/B] Next Moment after attack, a person rendered Out Of Action by a vampire becomes a husk or moonmad. The pitiful remnants of a body drained of soulstuff, but dangerous nonetheless. [B]Sanguine:[/B] ? [B]Shattered One:[/B] A conglomeration of bone and ice and soulstuff, sharp and vaguely humanoid. [B]Shadow:[/B] These inky unliving creatures may be angered ancestors or shades from defiled tombs. [B]Howling Wight:[/B] ? [B]Poison Cadavre:[/B] ? [B]Entombed:[/B] An unliving horror caked in clay and fired ceramic intended to preserve the ancient corpse. [B]Plague Knight:[/B] ? [B]Silver Shadow:[/B] ? [B]Vampire:[/B] Blood-drinkers who sold their souls to the Pale Lords completely. [B]Draugr:[/B] An honourable burial was not enough to keep this unliving horror in the grave. [B]Whisper:[/B] ? [B]Nullwing:[/B] ? [B]Pale Fang of Night:[/B] ? [B]White Prince Pale Lord:[/B] ? [B]Ephemeral:[/B] ? [B]Pale Lord:[/B] ? [B]Twilight Soulforger, Pale Lord:[/B] ? [B]Xacala, Pale Lord:[/B] ? Level 3 Bonesong: Create 1 Skeleton with HD/Level, from nearby bodies. Level 5 Animate Dead: Create 2d4 Skeletons/Zombies, with HD/Level, from nearby bodies.[/spoiler] [URL=http://www.drivethrurpg.com/product/184226/Convicts--Cthulhu?affiliate_id=17596]The Cthulhu Hack Convicts and Cthulhu[/URL] [spoiler] [b]Viking Zombie:[/b] The Vikings did settle the site and in time they buried their dead and pass away, but they were exiles rather than explorers. Ragnvald Oskarsson possessed strong beliefs about the honoured dead and the end of things, and in return his tribe banished him. But with him he took his followers and his previous stores of knowledge gathered from trading trips to the Middle East. Over time, as his beloved and trusted followers passed on, he prepared their bodies and sealed their ‘essential saltes of humane dust’ in jars. Each jar had its place in the communal burial chamber, alongside the long ship that would transport them to the final battle. And Ragnvald possessed the vital knowledge to secure their return, a ritual to extract a precious drop of the venom of Jörmungandr, the World Serpent itself. When Mason stumbled upon the entrance to the burial place, he found the words of Ragnvald inscribed upon exquisite sheets of metal, their surface barely dulled with age. He researched and practised the rituals presented, distilling the venom as the long dead Viking had instructed. He gathered samples of the saltes into his private quarters, securing them in a locked chest; but, his other ‘fascinations’ led him astray and he didn’t return for the chest before heading south. He fully intended to return. The tremor tore a gash in the earth beneath Mason’s quarters, sending shelves and cupboards crashing – and the chest dashed upon the floor. The venom mixed with the saltes… and things stirred in the wake of the destruction.[/spoiler] [URL=http://www.drivethrurpg.com/product/187939/The-Petal-Hack?affiliate_id=17596]The Petal Hack[/URL][spoiler] [b]Mrur:[/b] ? [b]Shedra:[/b] A person killed by a Shédra will become one in 2 turns. [b]Huru'u:[/b] ? [b]Tsoggu:[/b] Drowned. [b]Vorodla:[/b] ? [b]Hra:[/b] ? [b]Hli'ir:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/184765/The-Pulp-Hack?affiliate_id=17596]The Pulp Hack[/URL][spoiler] [b]Zombie:[/b] ? [b]Vampire:[/b] ? [b]Skeleton Warrior:[/b] ? [b]Mummy:[/b] ? [b]Banshee:[/b] ? [b]Soul Taker:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/203620/The-Quack-Hack?affiliate_id=17596]The Quack Hack[/URL][spoiler] [b]Count Dukula:[/b] ? [b]Ghost Duck:[/b] ? [b]Waddling Dead:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/271427/The-World-of-Skarynth?affiliate_id=17596]The World of Skarynth[/URL][spoiler] [b]Famine Zombie:[/b] Victims of the Wasting Disease rise from the dead as Famine Zombies. Famine Zombies' attacks spread the Wasting Disease. Any creature killed by a Blighted One’s Hunger Curse or Wasting Disease returns to life as a Famine Zombie. [b]Moorspawn:[/b] Moorspawn are the most evil of men returned from the dead to cause even more death and destruction. They are usually criminals who were sentenced to death by drowning in the moors. [b]Ghost:[/b] It is that said two sisters fought over a man and ended up killing each other. As it would turn out the man had deceived both of them and their ghosts haunted him to death. [b]Warped Undead:[/b] It is that said two sisters fought over a man and ended up killing each other. As it would turn out the man had deceived both of them and their ghosts haunted him to death. [b]Mummy:[/b] ? [b]Spectral Sorcerer:[/b] ? [b]Ancient Weakened Zombie:[/b] ? [b]Zombie Horde:[/b] ? [b]Zolaster, Huge Undead Scorpion-Human Abomination:[/b] Zolaster has been transformed into the hideous scorpion creature.[/spoiler] [URL=http://www.drivethrurpg.com/product/189246/The-Zero-Edition-Zebra-Hack?affiliate_id=17596]The Zero Edition Hack[/URL][spoiler] [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]Banshee:[/b] ? [b]Vampire:[/b] Human killed by vampire becomes a vampire under master's control. [b]Spectre:[/b] A person killed by a spectre will become a spectre in 1d6 turns. [b]Lich:[/b] ? Animate Dead: Create 2d4 Skeletons/Zombies with HD/level from nearby bodies.[/spoiler] [URL=http://www.drivethrurpg.com/product/217333/The-Zombie-Hack--SCRATCHER-ZOMBIES--PWYW?affiliate_id=17596]The Zombie Hack Scratcher Zombies[/URL][spoiler] [b]Scratcher Zombie:[/b] After being scratched, a Survivor makes an Infection (CON) save at Advantage. If a successful save is made, the Survivor takes the initial damage of 1d4 only. On a failed save, the Survivor becomes gradually ill (fever, sweats, cough, etc.) over a period of 1d4 days. At the end of the incubation day, a Death (CON) save is made at Disadvantage. On a failed save, they die and return as a Zombie. On a successful save, the Survivor is able to return to their normal healthy self within 1d8 hours. During this last one to eight-hour recovery stage, all checks and attacks are made at Disadvantage.[/spoiler] [/spoiler] [/spoiler] Castles and Crusades[spoiler] Castles and Crusades Cumulative[spoiler] [b]Undead:[/b] Undead are once-living creatures animated by spiritual or supernatural forces. (Monsters & Treasures 2nd Printing) Undead are once–living creatures animated by spiritual or supernatural forces. (Monsters and Treasures 3rd Printing) Undead are once-living creatures animated by spiritual or supernatural forces. (Monsters & Treasures 4th Printing) Undead are once–living creatures animated by spiritual or supernatural forces. (Classic Monsters) Undead are once-living creatures animated by spiritual or supernatural forces. (Classic Monsters & Treasures 2nd Printing) Undead are once–living creatures animated by spiritual or supernatural forces. (Monsters and Treasures of Aihrde) Creatures killed and devoured by naerlulth are often cast into limbo, and their tormented spirits are left to occupy the lands the creature has devoured and laid waste. These spawn are often undead, but have no shape or form until they assume one. (Monsters and Treasures of Aihrde) Undead are once-living creatures animated by spiritual or supernatural forces. (Monsters and Treasures of Airhde 2nd Printing) Undead are once-living creatures animated by spiritual or supernatural forces. (Monsters & Treasures of Airhde 3rd Printing) Creatures killed and devoured by naerlulth are often cast into limbo and their tormented spirits are left to occupy the lands the creature has devoured and laid waste. These spawn are often undead but have no shape or form until they assume one. (Of Gods & Monsters) Undead are once-living creatures animated by spiritual or supernatural forces. (Tome of the Unclean) In the material planes the undead are creatures who have been trapped in their dead bodies through some device or the other. Many fall in life and are never laid to rest. Whether in battle, or at home, those whose bodies are not buried in hallowed ground, or at least given the blessings of the gods, are untethered and unprotected. Even if they were good in life and their souls crossed to some heaven of their belief, their bodies are not safe. These the arch devil and demons can summon to the infernal planes. (Tome of the Unclean) But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures. (Tome of the Unclean) Undead are once-living creatures animated by spiritual or supernatural forces. (Tome of the Unclean 2017 Preorder) Undead are once-living creatures animated by spiritual or supernatural forces. (Tome of the Unclean 2019 Preorder) Vorgalos house their lairs, the country around and the beneath them with the undead. They do this by stalking cemeteries, unhallowing a grave, and raising the dead, pulling them back from the afterlife and bringing them back to the world. (Tome of the Unclean 2019 Preorder) In the material planes the undead are creatures who have been trapped in their dead bodies through some device or the other. It is not so simple in the infernal planes for here there are few living creatures that possess restless spirits. (Tome of the Unclean 2019 Preorder) Many fall in life and are never laid to rest. Whether in battle, or at home, those whose bodies are not buried in hallowed ground, or at least given the blessings of the gods, are untethered and unprotected. Even if were good in life and their souls crossed to some heaven of their belief, their bodies are not safe. These the arch devil and demons can summon to the infernal planes. When Orcus calls his armies to him, hosts of them rise from the earth around him, these are the untethered undead and they serve him for they know no other way. (Tome of the Unclean 2019 Preorder) But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures. (Tome of the Unclean 2019 Preorder) As with many societies, the poor and common classes are placed in shallow graves with limited ceremonies and goods interred. The rich and powerful will construct barrow mounds, fairly elaborate, at the minimum but, at the most extreme, entire ships (goods, captain/king, slaves, etc.) will be placed into the ground. These ceremonies are the same as what is performed for cremations. These burials are the source of the undead terrors that haunt the moonlit lands of Scandinavia and beyond if not maintained well or blessed. (Codex Nordica) Creatures killed and devoured by naerlulth are often cast into limbo, and their tormented spirits are left to occupy the lands the creature has devoured and laid waste. These spawn are often undead, but have no shape or form until they assume one. (A8 Forsaken Mountain) Of course age and weathering has cracked many of these cairns open and the presence of a great evil within the canyons has caused many of the dead to stir from their slumber to walk amongst the living once again. (DB1 Haunted Highlands) Malash is a devotee of the teachings of the dark deity Nartarus and as such has been given limited access to cleric spells and special powers dealing with the control and manufacture of the walking dead. (DB2 Crater of Umeshti) Undead are once-living creatures animated by spiritual or supernatural forces. (Amazing Adventures Manual of Monsters) Undead are once-living creatures animated by spiritual or supernatural forces. (Amazing Adventures 1st Printing) Undead are once-living creatures animated by spiritual or supernatural forces. (Amazing Adventures 2nd Printing) Characters drained below 1st level become a 0-level character with no class or abilities. A character drained below 0-level is instantly slain. Depending on the creature that killed the character, the character may rise the next night as a monster of that kind. If not, the character may at the GM’s option rise as another type of undead creature. (Amazing Adventures 2nd Printing) Magic should be subtle and gradually erase the humanity from its user, turning him into something dark, amoral, and demonic. It eventually consumes its user, though it may grant him or her great power both spiritual and temporal before that happens—sometimes enough power to seek immortality as one of the undead. (Amazing Adventures Companion) Undead and demonic minions are created and summoned using Sythgar magic. The practice of elaborate funerals and burials has led to a strange and troubling increase in undead in some regions. (Ilshara Gazetteer) In Lingusia, returning from the dead is not easy. Few local clerics have the ability, and fewer still would use it out of hand or without good cause. Evil clerics are much likelier to use it … but corruption of the risen can happen, and anytime an evil cleric raises someone there is a cumulative 3% chance that person will rise as a powerful undead, instead! (The Keepers of Lingusia) The tales of this victory are not unblemished, however, for the bards of Dra’in say that Erik Kharam earned his victory by making a pact with the Banshee Liawnenshe, a diabolical spirit of the Silver Mountains who knew the secrets to Anharak’s defeat. She offered them to Kharam, for a price. He was to take her as his wife, thus freeing her of her curse. (The Keepers of Lingusia) Kharam agreed, but could not bring himself to marry the hideous spirit, and reneged on his agreement after Anharak was defeated (some say Anharak was defeated by a knight errant of the Yllmar, as well, and that Kharam didn’t even accomplish this much). Liawnenshe was mortified, and cursed Kharam and his kingdom to an eternity of haunted strife. So it is said, the tale goes, that Dra’in became the damnable place it is. (The Keepers of Lingusia) In fact, Dra’in might not seem so terrible to those who have visited some other, harsher realms, but the troubles of living in a domain where all warriors seemed doomed to fall in battle and rise as restless undead seem very much difficult to an everyday peasant. The people of the land are fearful of their very shadows, and take special measures to seal corpses in to coffins, or enact elaborate rituals to put the restless spirits to rest. The dead return to life all too easily in this land. (The Keepers of Lingusia) The Hor Shaol can create any type of undead except other Hor Shoal. (Domesday Volume 1 Issue 3) Untotenmeister Dragon Power. (Codex Germania) [I]Animate Dead Master[/I] spell. (Amazing Adventures Companion) [b]Abbernothian Shadow Lesser:[/b] See Shadow Lesser Abbernothian. [b]Abbernothian Shadow Greater:[/b] See Shadow Greater Abbernothian. [b]Abigor:[/b] ? [b]Aboleth Vampire:[/b] See Vampire Aboleth. [b]Advanced Skeletal Warrior:[/b] See Skeletal Warrior Advanced. [b]Aggamite Troll:[/b] The magically created children birthed of trolls impregnating undead wombs spawned terrible outcasts. (The Keepers of Lingusia) [b]Alkuvar Destriganumos:[/b] See Undead Dragon, Alkuvar Destriganumos. [b]Aleric, Lady Catea Gonn:[/b] See Lich, Lady Catea Gonn Aleric. [b]Allip:[/b] An allip is a magical, echoing remnant of a spirit gripped by madness, generated when a mentally troubled being commits suicide. (Monsters & Treasures 2nd Printing) An allip is a magical, echoing remnant of a spirit gripped by madness, generated when a mentally troubled being commits suicide. (Monsters and Treasures 3rd Printing) An allip is a magical, echoing remnant of a spirit gripped by madness, generated when a mentally troubled being commits suicide. (Monsters & Treasures 4th Printing) The room is home to a mindless allip, the hollowed soul of a second one of Corilyn’s men. This unfortunate soul did not die as his companions did, but rather suffered the torment of the barghest, who drew his soul from his living body. So the man fled in torment, bolting himself in the well room. As his body died, it became the hollow form of an allip. (Stains Upon the Green) [b]Allip, Athul:[/b] The creature is an allip, the undead spirit of the wizard Athul who killed himself by throwing himself into the river after his traveling companion Crel was slain by the Luvandgaurn. The current swept his body into the foundation of the bridge where it remains, crumbled, torn, and wrapped in his magical cloak. Athul’s unburied and unmourned spirit clings to the world of men. (C3 Upon the Powder River) [b]Allip, Llewellyn:[/b] The creature is an allip, the undead remains of Llewellyn, the lighthouse keeper. In a vain attempt to escape the smugglers, Llewellyn tried to climb the steps to reach the beacon room. Instead, he slipped and fell to his death. The smugglers tossed his body over the cliff, but his soul can not rest and he has returned as an allip. (Castles & Crusades: The Secret of Smuggler's Cove) [b]Amdromodon Green Zombie:[/b] See Zombie Green Amdromodon. [b]Ancient Lich:[/b] See Lich Ancient. [b]Ancient Vampire:[/b] See Vampire Ancient. [b]Angrboda:[/b] See Spectre, Angrboda. [b]Angry Spirit:[/b] See Spirit Angry. [b]Animal Green Zombie:[/b] See Zombie Green Animal. [b]Animal Skeleton:[/b] Animal carcasses that are the target of Animate Dead are raised as animal skeletons. Anyone casting the spell solely on dead animals can gain up to twice his level in HD, as opposed to his level in HD per the spell Animate Dead. In other words, a 5th level cleric, while normally only able to raise 5HD worth of Undead, may raise 10HD worth of animal skeletons. Only small creatures can be raised as such, no bigger than a large dog. (Classic Monsters) Animal carcasses that are the target of animate dead are raised as animal skeletons. Anyone casting the spell solely on dead animals can gain up to twice his level in HD, as opposed to his level in HD per the spell animate dead. In other words, a 5th level cleric, while normally only able to raise 5HD worth of undead, may raise 10HD worth of animal skeletons. Only small creatures can be raised as such, no bigger than a large dog. (Classic Monsters & Treasures 2nd Printing) Animal carcasses that are the target of Animate Dead are risen as animal skeletons. Anyone casting the spell solely on dead animals can gain up to twice his level in HD, as opposed to his level in HD per the spell Animate Dead. In other words, a 5th level Cleric, while normally only able to raise 5HD worth of Undead, may raise 10HD worth of animal skeletons. Only small creatures can be raised as such, no bigger than a large dog. (Amazing Adventures Manual of Monsters) Animal carcasses that are the target of Animate Dead are raised as animal skeletons. Anyone casting the spell solely on dead animals can gain up to twice his level in HD, as opposed to his level in HD per the spell Animate Dead. In other words, a 5th level cleric, while normally only able to raise 5HD worth of Undead, may raise 10HD worth of animal skeletons. Only small creatures can be raised as such, no bigger than a large dog. (Phantom Train) [b]Animal Skeleton Dog:[/b] ? [b]Animal Skeleton Rat:[/b] ? [b]Animated Snake:[/b] Nodjmet has animated a dead snake and placed it by the entrance to the cave. (C2 Shades of Mist) [B]Anne:[/B] See Queen Anne. [b]Antonitus, Daedalus:[/b] See Skeletal Warrior Advanced, Daedalus Antonitus. [b]Apparition:[/b] ? [b]Aquatic Ghoul:[/b] See Ghoul Lacedon, Aquatic Ghoul. [b]Aramach:[/b] See Spectre, Aramach. [b]Arch-Lich:[/b] See Lich Ancient Arch-Lich. [b]Arcus Tallus-Perilan:[/b] See Lich Human Wizard 25, Arcus Tallus-Perilan. [b]Ash Crawler:[/b] The ash crawler is partially incorporeal being made of nothing more than the ashes of its former body animated by a terrible evil will that makes it difficult to damage by weapons. (Critters Vol. 1) [b]Ash Guardian:[/b] The ash guardian is a creature of dust, earth, and ash created when soil is fouled with the remains of innocent victims burned en masse; their angry spirits infest the earth itself with an unimaginable thirst for revenge. Ultimately, the wrath of these spirits congeals into a single entity capable only of hate and evil. (Castles & Crusades: Dread Crypt of Srihoz) [b]Ashtarth Vampire:[/b] See Vampire Ashtarth. [b]Athul:[/b] See Allip, Athul. [b]Awakener:[/b] The awakener is a special form of ghost/lich created by the minions of a lord of the undead. This being has its spirit form magic jarred into a piece of jewelry such as a circlet, bracelet, etc. of suitable size. This item is the creature’s focus and is usually of valuable and of exquisite manufacture. (U1 Shadows of Halfling Hall) [b]Bag O' Bones:[/b] The bag o’ bones is a result of the blending of the necromantic arts of the undead with the alchemical lore of golem creation. (The Long Valley) The creation of such a monster requires expensive ingredients (at least 10,000 gp), months of preparation equal to a stone golem, and requires the assistance of both a high level cleric and a master wizard coordinating their powers. (The Long Valley) Rather than animate all the skeletons here, the awakener decided it would be best to combine the material into a single (and dangerous) opponent. (U1 Shadows of Halfling Hall) It is a result of the blending of the necromantic arts of the undead with the alchemical lore of golem creation. (U1 Shadows of Halfling Hall) The creation of such a monster requires expensive ingredients (at least 10,000gp) and months of preparation equal to a stone golem and requires the assistance of both a high level cleric and a master wizard coordinating their powers. (U1 Shadows of Halfling Hall) [b]Ban Yeoja:[/b] See Half Woman, Ban Yeoja. [b]Banshea, Fiona Fitzgerald:[/b] She decided to run away to the big city of Dublin, not only to free her family of the burden of her presence but also find a better life for herself. None of this worked, and she found herself freezing to death in a filthy alley one dark winter night. She slept, hoping to find heaven when she awoke once again. (Victorious Phantasmagoria) She woke, but not to the gates of St. Peter. Instead, she seemed a ghost, or at least appeared as one. (Victorious Phantasmagoria) [b]Banshee:[/b] The banshee, often referred to as a wailing spirit, is a female fey whose undying spirit has lingered in the land of the living. These creatures are destined to haunt swamps and moors with their unholy presence. Legends whisper that the maiden must have performed many wicked deeds in her life to be cursed with such a dire form, and this malicious desire to do evil is what allows them to continue their existence in the world of the living. (Monsters & Treasures 2nd Printing) The banshee, often referred to as a wailing spirit, is a female fey whose undying spirit has lingered in the land of the living. These creatures are destined to haunt swamps and moors with their unholy presence. Legends whisper that the maiden must have performed many wicked deeds in her life to be cursed with such a dire form, and this malicious desire to do evil is what allows them to continue their existence in the world of the living. (Monsters and Treasures 3rd Printing) The banshee, often referred to as a wailing spirit, is a female fey whose undying spirit has lingered in the land of the living. Legends whisper that the maiden must have performed many wicked deeds in her life to be cursed with such a dire form, and this malicious desire to do evil is what allows them to continue their existence in the world of the living. (Monsters & Treasures 4th Printing) The sword Noxmorus has two natural enemies, orcs, and elves. Against orcs, the wielder always gains initiative. Against elves or fey, the blade has a malevolent effect. On a roll of a natural 20, the elf or fey’s spirit is forever destroyed, thus cursing them to live out their days as shadows of their former selves, eventually becoming a banshee. (Monsters and Treasures of Airhde 2nd Printing) The sword Noxmorus has two natural enemies, orcs, and elves. Against orcs, the wielder always gains initiative. Against elves or fey, the blade has a malevolent effect. On a roll of a natural 20, the elf or fey’s spirit is forever destroyed, thus cursing them to live out their days as shadows of their former selves, eventually becoming a banshee. (Monsters and Treasures 3rd Printing) But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures. (Tome of the Unclean) But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures. (Tome of the Unclean 2019 Preorder) The reason for its lack of a resident is that the former occupant was transformed by Argus into a banshee. (U2 Verdant Rage) Any female wood folk slain as a gaunt has a 5% chance of rising yet again as a banshee in 1d4 days. (U2 Verdant Rage) Noxmorus magic item (Monsters and Treasures of Airhde 2nd Printing) Noxmorus magic item (Monsters & Treasures of Airhde 3rd Printing) [b]Baron Crimson:[/b] See Vampire Ancient Crimson Baron. [b]Baron Hroder:[/b] See Vampire, Baron Hroder. [b]Barrow Wight:[/b] See Wight Barrow. [b]Bat Zombie:[/b] See Zombie Bat. [b]Bear Black Ghoul:[/b] See Ghoul Bear Black. [b]Beast Small Skeleton:[/b] See Skeleton Small Beast. [b]Becolaep:[/b] A becolaep is a spectral witch that has died or was slain and passed on into the form of a wrath but refuses travel on to Helle or anywhere else in the Seven Worlds. Once a halirūna or wælcyrig, the becolaep is now a vengeful spirit, haunting desolate places (preferably near graves or tombs, or fresh battle-fields). (Codex Germania) [b]Beetle Genitch:[/b] See Denizen Genitch Beetle. [b]Belphegor:[/b] See Demiurge Demon Lord, Belphegor, The Corruptor. [b]Bhabaphir:[/b] See Vampire Bhabaphir, Granny Soul-Sucker. [b]Bhuta:[/b] When a person is murdered, the spirit sometimes clings to the world, refusing to accept its mortal death. This spirit possesses its original body and seeks out those responsible for its murder. (Black Libram of Naratus) When a person is murdered, the spirit sometimes clings to the world, refusing to accept its mortal death. This spirit possesses its original body and seeks out those responsible for its murder. (Castle Keeper's Guide to the Haunted Highlands) There is a 20%* chance that the PCs encounter a victim of one of their encounters with the above opponents. In this event the corpse rises as a Bhuta attacking the character who slew it in life. (Free City of Eskadia) When a person is murdered, the spirit sometimes clings to the world, refusing to accept its mortal death. This spirit possesses its original body and seeks out those responsible for its murder. (Amazing Adventures Manual of Monsters) [b]Bidder Bredderson:[/b] See Ghost, Bidder Bredderson. [b]Bjorn the Old:[/b] See Undead Partial Ghast Human Trollblood Ranger 7, Bjorn the Old, Ole the Giant Slayer. [b]Black Bear Ghoul:[/b] See Ghoul Bear Black. [b]Blackfriar, Roger:[/b] See Jolly Roger, Captain Roger Blackfriar. [b]Blldia:[/b] This creature is an undead spirit of rage in corporeal form seeking to destroy everything and everyone in its path. Scholars believe that these manifestations were once the souls of those who poisoned the minds of those around them through deeds and words because of envy and jealousy. These emotions for some became a rage that consumed them resulting in this abomination beyond death. (Domesday Volume 1 Issue 3) [b]Blood King:[/b] See Vampire Ancient Lord Blood King. [b]Blood Wight:[/b] See Wight Blood. [b]Bodak:[/b] A bodak is the physical manifestation of corruption, a creature condemned by demonic forces to linger forever in the torments of lost, forbidden knowledge. These creatures are formed when an evil individual trades its soul in exchange for some dark secret or hidden knowledge. (Monsters & Treasures 2nd Printing) A bodak is the physical manifestation of corruption, a creature condemned by demonic forces to linger forever in the torments of lost, forbidden knowledge. These creatures are formed when an evil individual trades its soul in exchange for some dark secret or hidden knowledge. (Monsters and Treasures 3rd Printing) A bodak is the physical manifestation of corruption, a creature condemned by demonic forces to linger forever in the torments of lost, forbidden knowledge. These creatures are formed when an evil individual trades its soul in exchange for some dark secret or hidden knowledge. (Monsters & Treasures 4th Printing) [b]Bodak, Guardian of the Key:[/b] Sitting at the desk is the Guardian of the Key, a powerful warrior and mystic transformed into a bodak of unusual power. (U3 Fingers of the Forsaken Hand) [b]Bodak, Prince Tamur:[/b] Prince Tamur was imprisoned alive, the Helm of Strife bolted to his living skull. Once completed, the torture and ritual transformed Prince Tamur for all time into a bodak. (U4 Curse of the Khan) [b]Bogeyman:[/b] Bogeymen are the stuff of legends: creatures created in the minds of parents who relayed stories about incorporeal ghosts coming to carry their children off if they didn’t go to bed when they were supposed to, didn’t do their chores when asked, and so on. The spectral bogeyman’s ties to the land of the living are a result of these stories. Often, these stories are based on the exploits of criminals, murderers, and madmen that live or have lived in the local area. By the very nature of their creation, bogeymen are evil. They are creatures born of fear and lies, delighting in the torment their fear harbors. (Black Libram of Naratus) Bogeymen are the stuff of legends: creatures created in the minds of parents who relayed stories about incorporeal ghosts coming to carry their children off if they didn’t go to bed when they were supposed to, didn’t do their chores when asked, and so on. The spectral bogeyman’s ties to the land of the living are a result of these stories. Often, these stories are based on the exploits of criminals, murderers, and madmen that live or have lived in the local area. By the very nature of their creation, bogeymen are evil. They are creatures born of fear and lies, delighting in the torment their fear harbors. (Castle Keeper's Guide to the Haunted Highlands) Bogeymen are the stuff of legends: creatures created in the minds of parents who relayed stories about incorporeal ghosts coming to carry their children off if they didn’t go to bed when they were supposed to, didn’t do their chores when asked, and so on. The spectral bogeyman’s ties to the land of the living are a result of these stories. Often, these stories are based on the exploits of criminals, murderers, and madmen that live or have lived in the local area. By the very nature of their creation, bogeymen are evil. They are creatures born of fear and lies, delighting in the torment their fear harbors. (Amazing Adventures Manual of Monsters) [b]Boylin, Morgane:[/b] See Shade, Morgane Boylin. [b]Bredderson, Bidder:[/b] See Ghost, Bidder Bredderson. [b]Bride of Malash:[/b] See Coffer Corpse, Hilde, Bride of Malash. [b]Brine Zombie:[/b] See Zombie Brine. [b]Brykolakas:[/b] Their true origin is unknown, although it is thought a recipe in the Black Libram of Nartarus and the bodies of aquatic ghouls are involved. (Black Libram of Naratus) Their true origin is unknown, although it is thought a recipe in the Black Libram of Nartarus and the bodies of aquatic ghouls are involved. (Castle Keeper's Guide to the Haunted Highlands) [b]Bulrigi:[/b] See Mummy, Bulrigi. [b]Burning Corpse:[/b] The burning corpse is an undead creature cursed by the very hellfires that spawned it. (Domesday Volume 2 Issue 4) Burning corpses are usually spawned from those condemned to hell for horrid crimes. (Domesday Volume 2 Issue 4) [B]Camilla:[/B] See Vampire, Camilla. [b]Captain Roger Blackfriar:[/b] See Jolly Roger, Captain Roger Blackfriar. [B]Cardinal Richelieu:[/B] See Vampire, Cardinal Richelieu. [b]Castor Elas Markovin:[/b] See Vampire Fighter-Wizard 13, Castor Elas Markovin. [b]Cat Skeletal:[/b] See Skeletal Cat. [b]Catea Gonn Aleric:[/b] See Lich, Lady Catea Gonn Aleric. [b]Cean Gan:[/b] See Gan Cean. [b]Ceannan Gan:[/b] See Gan Ceannan. [b]Champion:[/b] See Ghost Fighter 5, The Champion. [b]Charity:[/b] See Vampire Ancient Thirst Lord, Miss Charity, Lady of Thirst. [b]Chastetor, Trebitha Gonn:[/b] See Mummy Greater, Trebitha Gonn Chastetor. [b]Cinder Ghoul:[/b] See Ghoul Cinder. [b]Civatateo:[/b] Civatateo are noble women who have died in childbirth and now roam as undead looking to punish the living. (Of Gods & Monsters) Civatateo are noble women who have died in childbirth and now roam as undead looking to punish the living. (Amazing Adventures Manual of Monsters) [b]Coffer Corpse:[/b] A coffer corpse is formed when a recently deceased humanoid is the victim of an incomplete death ritual. (Castle Keeper's Guide to the Haunted Highlands) A coffer corpse is formed when a recently deceased humanoid is the victim of an incomplete death ritual. (DB2 Crater of Umeshti) [b]Coffer Corpse, Hilde, Bride of Malash:[/b] Following instructions found upon the Scroll of Nartarus, he sacrificed Hilde in the name of the god of the walking dead. She was returned to him a fortnight later as a coffer corpse, and his very own undead bride. (DB2 Crater of Umeshti) [B]Comte de Rochefort:[/B] See Vampire Spawn, Comte de Rochefort. [b]Corpse Ray:[/b] The Corpse Ray is the animate amalgam of bones, sundered flesh, and detritus of drowned and devoured sailors that has somehow coalesced into a mass of cursed life with a hatred of all things living. (Critters Vol. 1) [b]Corruptor:[/b] See Demiurge Demon Lord, Belphegor, The Corruptor. [b]Crimson Baron:[/b] See Vampire Ancient Crimson Baron. [b]Corpse Burning:[/b] See Burning Corpse. [b]Corpse Coffer:[/b] See Coffer Corpse. [b]Corpse Golem:[/b] The creation of the foulest rites of black magick, the Corpse Golem is a disgusting tatterdemalion of body parts harvested from dozens, sometimes hundreds, of dead bodies for assimilation into the creature’s nauseous flesh. (Victorious the Role Playing Game) [b]Corpse Leather:[/b] See Cuir-Lijik, Leather Corpse. [b]Count Dracula:[/b] See Vampire Count Dracula, Count Vlad Tepesch, King of the Vampires. [b]Count Vlad Tepesch:[/b] See Vampire Count Dracula, Count Vlad Tepesch, King of the Vampires. [b]Crawler Ash:[/b] See Ash Crawler. [b]Creeper Crypt:[/b] See Crypt Creeper. [b]Crow Undead:[/b] See Undead Crow. [b]Crypt Guardian:[/b] ? [b]Crypt Creeper:[/b] A Crypt Creeper is the detritus and bones of small animals that have collected within a crypt, tomb, or lair of powerful undead. Over the decades or centuries exposed to the negative energy that permeates these places, this collection of remains gained a un-life of its own. (Critters Vol. 2) [b]Crypt Thing:[/b] Legends abound that crypt things were once great sages, destined to live out eternity in a constant thirst for knowledge. (Classic Monsters) Legends abound that crypt things were once great sages, destined to live out eternity in a constant thirst for knowledge. (Classic Monsters & Treasures 2nd Printing) Crypt things are undead creatures found guarding tombs, graves, crypts, and other such structures. They are created by spellcasters to guard such areas and they never leave their assigned area. (Black Libram of Naratus) Crypt things are undead creatures found guarding tombs, graves, crypts, and other such structures. They are created by spellcasters to guard such areas and they never leave their assigned area. (Castle Keeper's Guide to the Haunted Highlands) [b]Cuir-Lijik, Leather Corpse:[/b] In this case, the cuir-lijik was the lone survivor of the ambush. As a servant and henchman of the family, he knew generally where the family had a hidden niche in the fire place. However, either he did not know of the pit trap that protected the niche, or in his haste after the ambush, he forgot it was there. As such, he fell into the trap when he tried to open the secret niche. The fall was not great enough to kill him, but with all other family members, servants, henchmen, and smugglers dead, he was left there to die slowly in the dark pit, laying atop the ancient cursed bolder the black druids offered blood sacrifices on many generations ago. As he died slowly, the acid which drips from the walls began to tan his flesh and dark cursed powers filled his body. (Domesday 9) [b]Cyclone Mortuary:[/b] See Mortuary Cyclone. [b]Daedalus Antonitus:[/b] See Skeletal Warrior Advanced, Daedalus Antonitus. [b]Dalpuris, Veregnar Gonn:[/b] See Hagarant Lord, Veregnar Gonn Dalpuris. [b]Dark Queen:[/b] See Lich, Nialle, The Dark Queen. [b]Darksed:[/b] See Death Knight Fighter 10/Rogue 6/Mage 6, Darksed. [B]Dead Restless:[/B] See Restless Dead. [b]Dead Vampire:[/b] See Vampire Strighoiphir, Dead Vampire. [b]Death Grip:[/b] These are the left hands of the zombies within the upper hall, now reanimated by the awakener into death grips. (U1 Shadows of Halfling Hall) The death grip is an unusual form of undead created by a high level necromancer or evil cleric. The hand of a corpse and one of the corpses eyeballs are used in the animation rite and it creates a scuttling clawlike hand that will follow simple commands as a skeleton or zombie. (U1 Shadows of Halfling Hall) [b]Death Knight, Knight of Chaos:[/b] Once loyal paladins, they were raised back into life by demonic forces to unleash mayhem on an unsuspecting world. Thankfully, very few of these creatures are known to exists Once loyal paladins, they were raised back into life by demonic forces to unleash mayhem on an unsuspecting world. (Classic Monsters & Treasures 2nd Printing) The Knights of Chaos (also called death knights) are a rare and horrifying form of undead, spawned from the incarnation of a truly evil Black Rider. Usually, the knight was dedicated to a chaotic order, such as the Black Riders of Slithotep, or the Order of Set. It is also known that a knight dedicated to a just or good order who succumbs to supreme corruption might be swayed into the domain of evil. (The Keepers of Lingusia) Such knights are forbidden to walk the path of the Final Night (a euphemism for the journey the dead make to the afterlife), leading them into the Land of the Dead, for their souls have been claimed by Chaos, but in defiance of their true masters in the Abyss, the pure strength of their post mortem incarnations are capable of fending off the petitioners of the Abyss. (The Keepers of Lingusia) Orb of the Dead Grant Un-Death power. (Domesday 7) [b]Death Knight Fighter 10/Rogue 6/Mage 6, Darksed:[/b] ? [B]Degenerate Pygmy:[/B] See Pygmy Degenerate. [b]Demi-Lich:[/b] See Demilich, Demi-Lich. [b]Demilich, Demi-Lich:[/b] Once a Lich (Monsters & Treasure tome, page 54) has outlived its physical form (which is many centuries), its spirit will release from its frail body and enter into the ethereal and astral planes. It will always and forever have a connection with the remains it has left behind and will guard them for eternity. (Classic Monsters) Once a lich (Monsters & Treasure) has outlived its physical form (which takes many centuries), its spirit will release from its frail body and enter into the ethereal and astral planes. It will always and forever have a connection with the remains it has left behind and will guard them for eternity. (Classic Monsters & Treasures 2nd Printing) A demilich is an advanced lich of great power. When the animating force of a lich ceases to exist and the material body finally decays (often after centuries of undeath), the soul lingers in the area and slowly over time possesses all that remains of the lich—its skull. (Black Libram of Naratus) A demilich is an advanced lich of great power. When the animating force of a lich ceases to exist and the material body finally decays (often after centuries of un-death) the soul lingers in the area and slowly over time possesses all that remains of the lich—its skull. (Castle Keeper's Guide to the Haunted Highlands) [b]Demiurge Demon Lord, Belphegor, The Corruptor:[/b] This fallen demiurge of Chaos is said to have died more deaths than most. Having been an ancient devonin lord ensorcelled in to the service of the Prehunate Empire ten thousand years ago, Belphegor was slain on the fields of battle when the gods cast down the heretical pre-human civilization of old. Thousands of years later, the dark necromancers of the Kadantanian Empire sought to resurrect the demon god, and he was brought to life through much sacrifice, rising from the festering remains of his subterranean tomb to live anew. For centuries, the Kadantanians were a force to be reckoned with, but at last they were destroyed in war, and Belphegor’s vampiric undeath could not be sustained. He fell once again in to deathly slumber, only to be awakened again by agents of Draskis, in which descendents of the Kadantanian necromancers had found new power. He became the god of the Draskis, and in a period of war and strife, the kingdom of Draskis almost destroyed the eastern kingdom of Cymeer. Belphegor was summoned on the fields of battle, in which the Cymeeri god Amehwy and his seraphim minions were also summoned, and the dark god slew the Cymeeri demiurge. It was a terrible blow, and Draskis swept over their foes like a great tidal wave, but during the Reckoning, the powers of Chaos were smitten by the triumph of Order, and Belphegor’s life force was once again drained, and the terrible beast fell. His followers, sundered and marked with the taint of the sherigras, built the Draskis Necropolis about his festering corpse, hoping to find a way to channel new energies in to his body. Eventually, the Cymeeri people rose up against their oppressors, and conquered the Draskis people. The Necropolis Draskis fell silent, no more desperate offerings brought to it. It seemed that Belphegor would rest forever more. (The Keepers of Lingusia) Most recently, the Red Dragon Comet appeared in the sky, heralding an eons old return of the great balance. The comet was stricken from the sky by the might of the new Dark Lord of Chaos, as Xauraun Vestillios stole the power of his forebears, and the rain of debris from the comet brought an explosion of raw chaos energy upon the land. One such meteor plunged in to the heart of the Necropolis Draskis, and penetrated the heart of Belphegor. Like a cardiac patient under the paddles, his necrotic being shook with painful awareness, and he was once again brought to vampiric life. Now, infused with new power, Belphegor schemes to draw forth new followers and carve out a new empire of darkness in the land. (The Keepers of Lingusia) [b]Denizen Genitch Beetle:[/b] They spawn on the corpse of very evil creatures, living embodiments of the lingering evil of the creature itself. Usually several dozen to a hundred spawn. (Tome of the Unclean) These beetles are found throughout all the lower planes. They spawn on the corpse of very evil creatures, living embodiments of the lingering evil of the creature itself. Usually several dozen to a hundred spawn. (Tome of the Unclean 2017 Preorder) They spawn on the corpse of very evil creatures, living embodiments of the lingering evil of the creature itself. Usually several dozen to a hundred spawn. (Tome of the Unclean 2019 Preorder) [b]Destriganumos, Alkuvar:[/b] See Undead Dragon, Alkuvar Destriganumos. [b]Devil Lesser Discarnate:[/b] The discarnate are lost souls, shadows of their former selves. (Tome of the Unclean) The discarnate are the souls and spirits of those who died in Hell and were trapped there, their bodies left to rot, unburied. Those who die in Aufstrag, remain there, their souls trapped until their bodies are laid to rest in hallowed ground. These are the discarnate. (Tome of the Unclean) Note that the discarnate are also people that have fallen in Hell and have become undead creatures. (Tome of the Unclean) The discarnate are the souls and spirits of those who died in hell and were trapped there, their bodies left to rot, unburied. (Tome of the Unclean 2017 Preorder) Those who die in Aufstrag, remain there, their souls trapped until their bodies are laid to rest in hallowed ground. These are the discarnate. (Tome of the Unclean 2017 Preorder) The discarnate are lost souls, shadows of their former selves. (Tome of the Unclean 2019 Preorder) The discarnate are the souls and spirits of those who died in Hell and were trapped there, their bodies left to rot, unburied. Those who die in Aufstrag, remain there, their souls trapped until their bodies are laid to rest in hallowed ground. These are the discarnate. (Tome of the Unclean 2019 Preorder) Note that the discarnate are also people that have fallen in Hell and have become undead creatures. (Tome of the Unclean 2019 Preorder) [b]Devouring Soul:[/b] See Soul Devouring. [b]Discarnate:[/b] See Devil Lesser Discarnate. [b]Dog Animal Skeleton:[/b] See Animal Skeleton Dog. [b]Dog Hunting Skeletal Undead:[/b] See Skeletal Undead Hunting Dog. [b]Dog Skeletal Undead Hunting:[/b] See Skeletal Undead Hunting Dog. [b]Dog Zombie:[/b] Unfortunately, after the attack there was no one to let them out and so the poor animals died of thirst and starvation. The Awakener subsequently animated them as zombies to provide a nasty surprise to anyone nosey enough to intrude in here. (U1 Shadows of Halfling Hall) [b]Don Martimho:[/b] See Zombie, Don Martimho. [b]Dr. Orleon:[/b] See Vampire, Dr. Orleon. [b]Dracula:[/b] See Vampire Count Dracula, Count Vlad Tepesch, King of the Vampires. [b]Dragon Green Zombie:[/b] See Zombie Green Dragon. [b]Dragon Lich:[/b] ? [b]Dragon Skeletal:[/b] See Skeletal Dragon. [b]Dragon Skeleton:[/b] ? [b]Dragon Undead:[/b] See Undead Dragon. [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. (Black Libram of Naratus) When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. (Black Libram of Naratus) 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. (Castle Keeper's Guide to the Haunted Highlands) When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. (Castle Keeper's Guide to the Haunted Highlands) Draug are the horrid undead creatures of those who have drowned at sea. (The Keeper Issue 1) Victim ’s drowned to death by a draug have a 25% chance of returning to unlife as a Draug in 3 days time. Removal of the victim ’s body from the water will prevent this from happening. (The Keeper Issue 1) [b]Draugr:[/b] The draugr is a type of undead, so malevolent in life that its evil ways still possess it in death. Resembling a zombie in appearance, the draugr is very intelligent, unlike the mindless, plodding zombie. Only humans can be reborn as draugr. (Classic Monsters) Only corpses that have been housed in tombs or crypts can be draugr, as the creature cannot dig itself out of a grave. (Classic Monsters) The draugr is a type of undead so malevolent in life that its evil ways still possess it in death. Resembling a zombie in appearance, the draugr is very intelligent, unlike the mindless, plodding zombie. Only humans can be reborn as draugr. The undead can only walk the earth during the night, and must rest during the day. Only corpses that have been housed in tombs or crypts can be draugr, as the creature cannot dig itself out of a grave. (Classic Monsters & Treasures 2nd Printing) The draugr is a type of undead so malevolent in life that its evil ways still possess it in death. (Tome of the Unclean) Only humans can be reborn as draugr. (Tome of the Unclean) Only corpses that have been housed in tombs or crypts can be draugr, as the creature cannot dig itself out of a grave. (Tome of the Unclean) The draugr is a type of undead so malevolent in life that its evil ways still possess it in death. (Tome of the Unclean 2019 Preorder) Only corpses that have been housed in tombs or crypts can be draugr, as the creature cannot dig itself out of a grave. (Tome of the Unclean 2019 Preorder) The 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. (Codex Nordica) Sometimes, a victim to a Draugr can be made to turn into one as well, taking a full day before it occurs. [b]Dread Knight:[/b] The Dread Knight is a powerful undead created from the corpse of a fallen knight or paladin by necromancers. (Critters Vol. 1) [b]Dryhtne:[/b] The dryhtné are slain warriors who have not passed on to the next world after death for various reasons and now haunt regions where they previously roamed, either on land or sea. (Codex Germania) Often, the curse of a wælcyrig could bring these dead warriors up from the earth to haunt or plague an enemy. (Codex Germania) [b]Dust Ghoul:[/b] See Ghoul Dust. [b]Dust Wraith:[/b] See Wraith Dust. [b]Dwarf Gray Wight:[/b] See Wight Dwarf Gray. [b]Dysadda Gyristia:[/b] See Vampire, Dysadda Gyristia. [b]Ealuta:[/b] See Gaunt, Ealuta. [b]Ekimmu:[/b] See Vampire Ekimmu, Spirit Vampire, Vampire Lord. [b]Eldritch Head:[/b] These disembodied heads are the craftsmanship of fell necromancers. (Castle Keeper's Guide to the Haunted Highlands) Eldritch Heads have been infused with a portion of the necromancer’s arcane energies, and as such assault those who would interfere with their master’s property with magical assaults. (Castle Keeper's Guide to the Haunted Highlands) [b]Empusa:[/b] Under the command and, by some myths, created by the dark goddess Hecate, these vampiric beings are lethal. (Codex Classicum) Terrible and insidious, the Empousai are spawned from a union of the goddess Hecate and Mormo. (Codex Classicum) [b]Empusa Spawn:[/b] The Empusa can turn the slain it fed upon back, but it will become a 4 Hit Dice Empusa (Vampire) instead, and have only Physical saves. The abilities are limited as well: Blood Drain, Energy Drain, Regeneration 1, Electrical Resistance (half). If the creating Empusa is slain, so are the spawn. (Codex Classicum) [b]Erigast:[/b] See Lich, Erigast. [b]Esidria Elas Phallikoskis:[/b] See Vampire Wizard 14, Esidria Elas Phallikoskis, Queen of the Black Society. [b]Evil Oculus of Ice and Fire:[/b] ? [b]Fear Guard:[/b] Any living creature reduced to Wisdom 0 by a fear guard becomes a fear guard under the control of its killer within 2d6 hours. If a bless spell is cast on the corpse before this time, it prevents the transformation. (Black Libram of Naratus) Any living creature reduced to wisdom of 0 by a fear guard becomes a fear guard under the control of its killer within 2d6 hours. If a bless spell is cast on the corpse before this time, it prevents the transformation. (Castle Keeper's Guide to the Haunted Highlands) [b]Feliul Stone:[/b] Feliul stones are magical stones that have been possessed by the spirit of a fallen dwarf, gnome, giant or goblin (far more commonly a dwarf). Usually the victim has died some horrible death, through torture or the like. Some feliul stones are possessed of the spirits of those that have died before some great task was completed. Whatever the case, the spirit lingers in the living world and takes up residence in the stone about it. (Giant's Rapture) Feliul stones are magical stones that have been possessed by the spirit of a fallen dwarf, gnome, giant or goblin (far more commonly a dwarf). Usually the victim has died some horrible death, through torture or the like. Some feliul stone’s are possessed of the spirits of those that have died before some great task was completed. (S2 Dwarven Glory) [b]Fell Shadow:[/b] When a victim is reduced to 0 STR points, 0 hit points, or 0 CON points, the victim is dead and will rise in 1-3 nights as a lesser Fell Shadow under the thrall of the Fell Shadow that slew him or her; if the Fell Shadow in question still exists. If not, the new Fell Shadow will be independent and at full strength. (Domesday 7) [b]Fell Shadow Lesser:[/b] When a victim is reduced to 0 STR points, 0 hit points, or 0 CON points, the victim is dead and will rise in 1-3 nights as a lesser Fell Shadow under the thrall of the Fell Shadow that slew him or her; if the Fell Shadow in question still exists. If not, the new Fell Shadow will be independent and at full strength. (Domesday 7) [b]Fiona Fitzgerald:[/b] See Banshea, Fiona Fitzgerald. [b]Fitzgerald, Fiona:[/b] See Banshea, Fiona Fitzgerald. [b]Fire Phantom:[/b] When a humanoid creature dies on the Elemental Plane of Fire, its soul often melds with part of the fiery plane and reforms as a fire phantom; a humanoid creature composed of rotted and burnt flesh swathed in elemental fire. (Black Libram of Naratus) When a humanoid creature dies on the Elemental Plane of Fire, its soul often melds with part of the fiery plane and reforms as a fire phantom: A humanoid creature composed of rotted and burnt flesh swathed in elemental fire. (Castle Keeper's Guide to the Haunted Highlands) [b]Fleshless Oracle:[/b] See Lich Ancient Fleshless Oracle. [b]Forsaken:[/b] The forsaken are creatures who have survived Klarglich, the Pits of Woe. There, Unklar bound many unfortunate victims of his reign and wreaked havoc upon their minds and bodies. His slave masters tortured them, his wizards experimented upon them, and the darkness fed upon their sanity. Most victims perished in that dark pit in the bowels of Aufstrag, but a few survived and fled the Pits. (Monsters and Treasures of Aihrde) The forsaken are creatures who have survived Klarglich, the Pits of Woe. There, Unklar bound many unfortunate victims of his reign and wreaked havoc upon their minds and bodies. His slave masters tortured them, his wizards experimented upon them and the darkness fed upon their sanity. Most victims perished in that dark pit in the bowels of Aufstrag, but a few survived and they fled the Pit when they could. (Monsters and Treasures of Airhde 2nd Printing) The forsaken are creatures who have survived Klarglich, the Pits of Woe. There, Unklar bound many unfortunate victims of his reign and wreaked havoc upon their minds and bodies. His slave masters tortured them, his wizards experimented upon them and the darkness fed upon their sanity. Most victims perished in that dark pit in the bowels of Aufstrag, but a few survived and they fled the Pit when they could. (Monsters & Treasures of Airhde 3rd Printing) [b]Fye:[/b] Fye are cursed, solitary, incorporeal spirits whose death took place in the vicinity of a temple of evil, or other such desecrated place. (Castle Keeper's Guide to the Haunted Highlands) [b]Gallytrot:[/b] These are decaying and baleful dead beings dressed in tattered and old clothing that seek the life essence of those they cause fear in, and they come from the underworld of Annwn at times when the presence of death is strong. (Night of the Spirits) These Gallytrots were long dead Roman soldiers from ages past that have come from the underworld seeking revenge. (Night of the Spirits) [b]Gamin Vampire:[/b] See Vampire Szalbaphir, Vampire Gamin. [b]Gan Cean:[/b] ? [b]Gan Ceannan:[/b] They are the tortured spirits of dead horsemen who seek the souls of the weak or dying. (Codex Celtarum) [b]Gashadokuro:[/b] Gashadokuro are created from gathering bones from people who have died of starvation. (Of Gods & Monsters) Gashadokuro are created from gathering bones from people who have died of starvation. (Amazing Adventures Manual of Monsters) [b]Gaunt:[/b] Gaunts are the results of necromantic experimentations upon the corpses of elves and other woodland beings. (U2 Verdant Rage) [b]Gaunt, Ealuta:[/b] In their midst was an old washer woman, Ealuta, who had not left Gaxmoor willingly that day, but rather been driven out by her family for she was a thief and threatened murder. She cursed her family, fled the town and laughed in scorn when the city disappeared. She gathered with the refugees near the Cuft Gorge and helped them build a home of loose rock. In time, however, she began to steal from them, and later, when winter struck and food ran short, she stole more. She was eventually found out and driven out of the makeshift town. They hounded her over the bridge and drove her into the snow to die. (The Long Valley) But she did not die, for she was pickled with hate for all living things, and this hate kept her warm. She found shelter under the eastern side of the , and there carved out a hovel where she found some comfort. (The Long Valley) When the first of the refugees died, she took note and watched as the others buried him. When they left the grave, she dug up the body and gnawed upon it, devouring the flesh raw. She tried to hide her crimes but was too weak. So, she took a rock and cut the remains into pieces and bore it back across the bridge to her lonely world. There, she buried the meat in the dirt. The others soon discovered her crime but were too weak to pursue her, for the snows were deep and the food already gone. Three more died and were buried in shallow graves, only to suffer the indignity of becoming Ealuta’s meal, one after the other. What followed was a nightmare of death, murder and a witch’s haunt, until at last some few fled into the west to find succor and only one remained, a young girl, whose brother lay in the cold ground. She would not leave his side for him to become a meal for the witch. (The Long Valley) So Ealuta found her, kneeling in the snow over her brother’s grave, and she sought to make a fresh kill and eat her there and then while the meat was still warm. Her clawed hand grasped the child’s throat to choke the life from it, but far faster and more agile, the child spun and struck Ealuta across the brow with a rock. The witch fell back into the snow, and the girl leapt upon her and stove her head in with the rock. With the last of her strength she took the witch by the hair and dragged her to her gorge and cast her mangled body to the floor far below. With that she left her brother and the valley to the east and came in time to the Massif and the people there where it is said she prospered, but would never speak of those dark days but to her own children. (The Long Valley) The tale did not end there, however, for Ealuta rose from the gorge, a twisted creature of evil and spite. Wild and without purpose, she haunted the bridge slaying any and all who came to it. Driven by a hunger she could not satisfy, she dwelt there from that day to this. (The Long Valley) [b]Genitch Beetle:[/b] See Denizen Genitch Beetle. [b]Ghast:[/b] If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4-1 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice. (Monsters & Treasures 2nd Printing) If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4–1 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice. (Monsters and Treasures 3rd Printing) If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice. (Monsters & Treasures 4th Printing) If a creature dies from wounds sustained by a tharghûl’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4-1 days unless the corpse is blessed before interment. The victim rises as a ghoul if it has less than four levels or hit dice, and as a ghast if it has a four or more levels or hit dice. (Monstrous Menaces 2 Blade Dancer, Goblin, and Tharghul) If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice. (Tome of the Unclean) But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures. (Tome of the Unclean) If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice. (Tome of the Unclean 2019 Preorder) But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures. (Tome of the Unclean 2019 Preorder) The Dread Mire is an ancient battleground that has now become a swamp. Some millennia past, a local elfin lord aligned himself a human kingdom to battle against the onslaught of the Horned One’s army. In the first clashing of arms, the human king betrayed his ally and fell upon the elfin rearguard as the armies of the Horned One weighed into the vanguard. The humans slaughtered all of the elves in a horrific battle. But Andual, a warrior priest and the last of the kindred to die, laid a curse upon these men: “May your treachery bind you to this earth! May it devour you and spit you back up as a shadow of yourself. Thirst now for a life you cannot have. I curse you and bind you here until the Damnun sakes your agony. Know no peace.” (Umbrage Saga) Awakeners also have the ability to animate one of the following groups of undead per week: 6 skeletons or zombies or 2 ghouls or1 ghast or wraith or 1 mummy/month. (U1 Shadows of Halfling Hall) He warns, however, that the place is cursed and anyone who is tainted with the curse who leaves the castle dies within twenty–four hours, only to rise again as a ghast or wight to return to the castle and serve as its guardian. The same is true for anyone slain within the fortress itself. He refers to this as the Curse of the Crawling Queen. (U4 Curse of the Khan) If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4-1 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice. (Amazing Adventures Manual of Monsters) If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety. (Vampires of the Olden Lands) A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. (Vampires of the Olden Lands) A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie. (Vampires of the Olden Lands) Unlike the lesser undead, these more intelligent and powerful sorts are not necessarily created by a necromancer but by their own dark will and corrupted spirit. Given that these undead had a degree of free will it could be assumed that the magic involved in their creation or revival is tainted strongly with unholy powers and/or negative energy. Even if enslaved to a necromancer, the risk of their breaking free of their bonds is high. In a way, it is as if the will of the person in question superimposed itself over reality to a limited extent by refusing to acknowledge their own mortal end. (Domesday 7) [i]Create Undead[/i] spell caster level 13. (Player's Handbook 3rd Printing) [i]Create Undead[/i] spell caster level 13. (Player's Handbook 4th printing) [i]Create Undead[/i] spell caster level 13. (Players Handbook 6th Printing) [i]Create Undead[/i] spell caster level 13. (Player's Handbook 7th Printing) [i]Create Undead[/i] spell caster level 12. (Amazing Adventures 1st Printing) [i]Create Undead[/i] spell caster level 12. (Amazing Adventures 2nd Printing) [i]Deathly Blight[/i] spell. (Domesday 8) [i]Rise as the Undead[/i] spell. (Players Guide to the Haunted Highlands) [b]Ghost:[/b] Ghosts are the undead spirits of evil folk. In life, these people were cruel, vindictive, and visited needless suffering upon others. At their deaths, their spirits were forced to remain bound to the physical world in perpetual torment. (Monsters & Treasures 2nd Printing) Ghosts are the undead spirits of evil folk. In life, these people were cruel, vindictive, and visited needless suffering upon others. At their deaths, their spirits were forced to remain bound to the physical world in perpetual torment. (Monsters and Treasures 3rd Printing) Ghosts are the undead spirits of evil folk. In life, these people were cruel, vindictive, and visited needless suffering upon others. At their deaths, their spirits were forced to remain bound to the physical world in perpetual torment. (Monsters & Treasures 4th Printing) Ghosts are the undead spirits of evil folk. In life, these people were cruel, vindictive, and visited needless suffering upon others. At their deaths, their spirits were forced to remain bound to the physical world in perpetual torment. (Tome of the Unclean) But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures. (Tome of the Unclean) Ghosts are the undead spirits of evil folk. In life, these people were cruel, vindictive, and visited needless suffering upon others. At their deaths, their spirits were forced to remain bound to the physical world in perpetual torment. (Tome of the Unclean 2019 Preorder) Once set loose in Hell, a soul is difficult to find and if not devoured will appear as a ghost somewhere. (Tome of the Unclean 2019 Preorder) But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures. (Tome of the Unclean 2019 Preorder) While the scorched walls of the tavern still teeter, the roof has burned away to collapse on the interior, crushing and burning the inside of the building. Hunter’s Moon was the last hiding place of a few straggling refugees and the elderly bard trying to lead them to safety. The bard’s rage lives on in the form of a ghost whose unearthly howling haunts the decrepit ruin. (Castle Keeper's Guide to the Haunted Highlands) Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power … a lich cursed to do the bidding of their cruel slayer. (Castle Keeper's Guide to the Haunted Highlands) Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power, a lich cursed to do the bidding of their cruel slayer. (Players Guide to the Haunted Highlands) Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power … a lich cursed to do the bidding of their cruel slayer. (Free City of Eskadia) Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power … a lich cursed to do the bidding of their cruel slayer. (Haunted Highlands Deities) Though the body is dead, the spirit of the man remains. It is not attached to the body however, only the detached leg. In death the spirit did not know which way to turn and wandered to the leg, where it has hung ever since, looking down upon it, wondering what happened. (Stains Upon the Green) Before Gaxmoor was returned to Aihrde, the god Narrheit found a boy hunting in the valley, he learned of the city’s whereabouts from the boy. The boy treated him guardedly, but shared food and clean water with him. For whatever reason this pleased the god of chaos and evil and he took a liking to the boy. He knew that he was about to unleash Gaxmoor from its tether and set his minions upon it. He knew too that they would bring chaos to all who dwelt in the region; so to repay the boy’s kindness he set a guardian upon the Lost Valley. He slew the boy and set his ghost in the valley, tasking it with driving out all evil from the region. (The Long Valley) Ghosts are the restless undead spirits of the tragically or evil deceased. Generally, in life, these people committed some crime or act (or series of acts) that doomed them to forever walk the earth, never finding rest. Many were cruel, vindictive, and visited needless suffering upon others. Others were so consumed with anger, sorrow, or other emotions at the moment of death that their spirits were forced to remain bound to the physical world in perpetual torment. (Amazing Adventures Manual of Monsters) Ghosts are the undead spirits of evil men, women, or even animals. In life, these people were cruel, vindictive, and visited needless suffering upon others. At their deaths, their spirits were forced to remain bound to the physical world in perpetual torment. (Victorious the Role Playing Game) The wizard went insane trying to devise a way out of the tower, but he failed over and over and over again. He finally died of old age. But even in death he found no release, for a force wall blocks ethereal creatures. His soul remained trapped within the force wall and eventually turned into a ghost filled with rage and frustration. (Castles & Crusades: The Mysterious Tower) Lake Spirit Trap: This deep lake is said to have gotten its name from the time of the War of the Gods, when the armies of order forged northward to contain the abyssal spawn which erupted from the region. During a fierce battle against the demonic dragon Alkuvar Destriganumos, the beast was slain and plunged in to the earth, forming the deep crater that became Lake Spirit Trap. The tale goes on, saying that the blood of the dragon tainted the waters which filled the crater, turning it red on certain evil days, and that the ghosts of the soldiers which fell in battle against the dragon were trapped forever more, unable to escape their watery graves. (The Keepers of Lingusia) If anything, they are an even greater example of will interacting with negative/unholy energy to defy death and even more-so than their corporeal counterparts, are stuck between life and death. (Domesday 7) [i]Create Greater Undead[/i] spell caster level 19. (Player's Handbook 3rd Printing) [i]Create Greater Undead[/i] spell caster level 19. (Player's Handbook 4th printing) [i]Create Greater Undead[/i] spell caster level 19. (Players Handbook 6th Printing) [i]Create Greater Undead[/i] spell caster level 19. (Player's Handbook 7th Printing) [i]Create Greater Undead[/i] spell caster level 19. (Amazing Adventures 1st Printing) [i]Create Greater Undead[/i] spell caster level 19. (Amazing Adventures 2nd Printing) [i]Deathly Blight[/i] spell. (Domesday 8) [b]Ghost, Bidder Bredderson:[/b] This dump of a warehouse and brewery was once famous for its quality brews until the brewmeister refused to pay protection to the Order and was never seen again. Mystical research determined that the Order would be forever cursed by Bowbe for their murder of the brewmeister. (Free City of Eskadia) [b]Ghost, Vivienne:[/b] But she lingered still, in the world of the living, a haunt barred from the Stone Fields, where the noble dead lie, for a desire so deep death cannot claim her; now, upon the edge of the Wretched Plains, her ghost is fearful and restless. (S3 Malady of Kings) His one true love, Queen Vivienne, had died long ago; but unbeknownst to him, her spirit did not pass to the Stone Fields where the good rest forever. Instead, it lingered in the world, awaiting his return. But in truth, she failed to gain the peace the gods promise the dead. Her spirit, sundered from her corporeal form, lived on, seeking the love of her life, Luther. (S3 Malady of Kings) A powerful, forceful woman, Vivienne ruled the kingdom frequently in her husband’s absence. It is this force which has kept her spirit from passing from the world and made her the ghost of the Frieden Anhohe. (S3 Malady of Kings) [b]Ghost, Wulfric Knight, The Wolf at Midnight:[/b] After some conversation and questions, Wulfric realized to his horror that the man calling himself Lord Mortis was in fact a necromancer; one of the few types of magicians that most practitioners could agree were evil and to be avoided at all costs! Knight drove the man from his home with a riding crop, and thought this would be the end of things. Not so, for not two weeks later Wulfric was killed in a carriage accident. Once he was safely out of the way, Lord Mortis began a ritual to bind Wulfric’s ghost to his eternal service. Not wishing to become an ectoplasmic reference work for such an evil man, Wulfric’s ghost fled first to the continent, then later to the New World. (Victorious: Evil in the White City Act 1 The Articulator) [b]Ghost Dragon:[/b] A ghost dragon is the undead spirit of an evil dragon, forever haunting the region of its death, or more commonly, guarding its beloved treasure hoard into eternity. In life, the dragon was a paragon of its sub-species; greedy, cruel, vindictive, and generally causing suffering upon those in its domain. Upon the dragon’s death, its spirit was forced to remain bound to the physical world. [b]Ghost Fighter 5, The Champion:[/b] ? [b]Ghost Jackal:[/b] ? [b]Ghostly Horse:[/b] ? [b]Ghostly Spirit:[/b] See Spirit of the Dead, Ghostly Spirit. [b]Ghoul:[/b] If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4-1 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice. (Monsters & Treasures 2nd Printing) If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4–1 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice. (Monsters and Treasures 3rd Printing) If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice. (Monsters & Treasures 4th Printing) If a creature dies from wounds sustained by a tharghûl’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4-1 days unless the corpse is blessed before interment. The victim rises as a ghoul if it has less than four levels or hit dice, and as a ghast if it has a four or more levels or hit dice. (Monstrous Menaces 2 Blade Dancer, Goblin, and Tharghul) The vorgalos house their lairs, the country around and the land beneath them with the undead. They do this by stalking cemeteries, unhallowing a grave, and raising the dead, pulling them back from the afterlife and bringing them back to the world. (Tome of the Unclean) If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice. (Tome of the Unclean) If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice. (Tome of the Unclean 2019 Preorder) [This encounter is with dead huntsmen, adventurers and humanoid monsters who have run afoul of the ghoul bands which hunt the wood and have themselves been turned. (Castle Keeper's Guide to the Haunted Highlands) As with wights, the touch of Nartarus is ever reaching. Some of those who were buried alive crossed beyond death and became ghouls. (Castle Keeper's Guide to the Haunted Highlands) The Dread Mire is an ancient battleground that has now become a swamp. Some millennia past, a local elfin lord aligned himself a human kingdom to battle against the onslaught of the Horned One’s army. In the first clashing of arms, the human king betrayed his ally and fell upon the elfin rearguard as the armies of the Horned One weighed into the vanguard. The humans slaughtered all of the elves in a horrific battle. But Andual, a warrior priest and the last of the kindred to die, laid a curse upon these men: “May your treachery bind you to this earth! May it devour you and spit you back up as a shadow of yourself. Thirst now for a life you cannot have. I curse you and bind you here until the Damnun sakes your agony. Know no peace.” (Umbrage Saga) The orcs of Seroneous cared little for the dead. They slew the last of the gnomes and fey who held the vale and ransacked the whole place. Much of it collapsed or was pulled down, leaving the whole place in ruins. They piled all the gnome dead in one room, desecrating them and eating what they could. But their violations did not last long, for three of the gnomes rose from the dead and fell upon the orcs. (Umbrage Saga) THE NECROMANTIC CROWN OF QUENTIS (EVIL): This simple circlet of golden snakes provides an evil cleric with the ability to create and command twice the normal number of undead. The crown also bestows the ability to create undead as per the spell once per week at 2 times caster’s level. This is how Lamesh has been able to create the dreaded ogre-ghouls. Anyone wearing the Crown for more than an hour must make a weekly wisdom save (CL 15) or lose a point of constitution. Upon reaching zero constitution the character is completely transformed into a ghoul! Awakeners also have the ability to animate one of the following groups of undead per week: 6 skeletons or zombies or 2 ghouls or1 ghast or wraith or 1 mummy/month. (U1 Shadows of Halfling Hall) These figures are ghouls. The burners have been infected with the grave mold so long that the infection has transformed them into the undead: ghouls! (U2 Verdant Rage) They are creations of Falvorn and were once vicious murderers who crossed the Khan. (U4 Curse of the Khan) If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4-1 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice. (Amazing Adventures Manual of Monsters) If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety. (Vampires of the Olden Lands) If the lhamphir slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim of his disease by use of his drain health ability to drain his last point of Constitution (not merely through loss of Constitution through the disease), he may, if he chooses, cause the victim to rise again the next night as a lhamphir or a ghoul. If he creates a ghoul spawn, the ghoul will not cause paralysis with its bite and claw attacks; instead the attacks might cause the plague, as per the black breath ability of the lhamphir. (Vampires of the Olden Lands) A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the mhoroiphir’s energy drain can be brought back to un-life, under the control of the slaying mhoroiphir. The mhoroiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. A mhoroiphir can also choose to create ghoul spawn instead of mhoroiphir spawn. (Vampires of the Olden Lands) A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. (Vampires of the Olden Lands) A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie. (Vampires of the Olden Lands) A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the szalbaphir’s blood drain can be brought back to un-life, under the control of the slaying szalbaphir. The szalbaphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under mhoroiphir above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. (Vampires of the Olden Lands) A szalbaphir can create other szalbaphirs if their victim is a child (12 years or younger); adults who rise are ghouls. (Vampires of the Olden Lands) The body is merely a shell animated by magic. The nature of this magic is necromantic either directly animating the body or dragging the person’s soul back from the afterlife and both enslaving and imprisoning it to follow the will of the caster. (Domesday 7) [I]Animate Dead Greater[/I] spell. (Amazing Adventures Companion) [i]Create Undead[/i] spell caster level 11. (Player's Handbook 3rd Printing) [i]Create Undead[/i] spell caster level 11. (Player's Handbook 4th printing) [i]Create Undead[/i] spell caster level 11. (Players Handbook 6th Printing) [i]Create Undead[/i] spell caster level 11. (Player's Handbook 7th Printing) [i]Create Undead[/i] spell caster level 9. (Amazing Adventures 1st Printing) [i]Create Undead[/i] spell caster level 9. (Amazing Adventures 2nd Printing) [i]Deathly Blight[/i] spell. (Domesday 8) [i]Rise as the Undead[/i] spell. (Players Guide to the Haunted Highlands) [b]Ghoul Aquatic:[/b] See Ghoul Lacedon, Aquatic Ghoul. [b]Ghoul Bear Black:[/b] ? [b]Ghoul Black Bear:[/b] See Ghoul Bear Black. [b]Ghoul Cinder:[/b] A creature that is burned to death by magical fire may rise again as a fiery undead being called a cinder ghoul. (Black Libram of Naratus) A creature that is burned to death by magical fire may rise again as a fiery undead being called a cinder ghoul. The lairs of old red dragons may be haunted by many of these pathetic, angry spirits, and many a wizard that has dispatched a foe with a well-placed fireball has been found mysteriously charred to death many months after they died. (Castle Keeper's Guide to the Haunted Highlands) [b]Ghoul Dust:[/b] When a humanoid creature dies on the Parched Expanse on the Plane of Molten Skies, there is a good chance it returns from the afterlife as a dust ghoul—an undead flesh-eating creature composed of dust and earth. (Black Libram of Naratus) When a humanoid creature dies on the Parched Expanse on the Plane of Molten Skies, there is a good chance it returns from the afterlife as a dust ghoul—an undead, flesh-eating creature composed of dust and earth. (Castle Keeper's Guide to the Haunted Highlands) [b]Ghoul Gnoll:[/b] ? [b]Ghoul Halfling:[/b] ? [b]Ghoul Human:[/b] ? [b]Ghoul Lacedon, Aquatic Ghoul:[/b] A humanoid or monstrous humanoid killed by a brykolakas rises as an aquatic ghoul in 1d4 days under the control of the brykolakas that created it. (Black Libram of Naratus) When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. (Black Libram of Naratus) A humanoid or monstrous humanoid killed by a brykolakas rises as an aquatic ghoul in 1d4 days under the control of the brykolakas that created it. (Castle Keeper's Guide to the Haunted Highlands) When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. (Castle Keeper's Guide to the Haunted Highlands) [b]Ghoul Wolf:[/b] ? [b]Glorian:[/b] See Wight, Glorian. [b]Gnoll Ghoul:[/b] See Ghoul Gnoll. [b]Gnoll Zombie:[/b] See Zombie Gnoll. [b]Goat Lantern:[/b] See Lantern Goat. [b]Golem Corpse:[/b] See Corpse Golem. [b]Gossamer Haunt:[/b] See Haunt Gossamer. [b]Granny Soul-Sucker:[/b] See Vampire Bhabaphir, Granny Soul-Sucker. [b]Grave Knight:[/b] See Vampire Ancient Grave Knight. [b]Grave Mold:[/b] It is an undead creature, formed by Argus from yellow mold with his residual druidic abilities and the Liber Mortis. (U2 Verdant Rage) [b]Grave Risen:[/b] Any creature hit by a claw attack from a grave risen must make a constitution save (Challenge Level 5) or contract a deviant form of blood poisoning. Those who fail, suffer 1 point of constitution damage per minute until they are cured with a neutralize poison spell or ranger special ability. Humanoids who die from this malady rise in 1d4 days as a grave risen. (Castle Keeper's Guide to the Haunted Highlands) These undead creatures are the cursed remainder of dwarves who were buried alive after the quake. (Castle Keeper's Guide to the Haunted Highlands) [b]Gray Dwarf Wight:[/b] See Wight Dwarf Gray. [b]Greater Mummy:[/b] See Mummy Greater. [b]Greater Shadow:[/b] See Shadow Greater. [b]Greater Shadow Abbernothian:[/b] See Shadow Greater Abbernothian. [b]Green Zombie:[/b] See Zombie Green. [b]Grimlock Zombie:[/b] See Zombie Grimlock. [b]Grip Death:[/b] See Death Grip. [b]Guard Fear:[/b] See Fear Guard. [b]Guard Skeletal Human:[/b] See Skeletal Human Guard. [b]Guardian Ash:[/b] See Ash Guardian. [b]Guardian Crypt:[/b] See Crypt Guardian. [b]Guardian of the Key:[/b] See Bodak, Guardian of the Key. [b]Guardian of the Old Kings:[/b] See Velboshia-Lok Nodivia, Guardian of the Old Kings. [b]Gyristia, Dysadda:[/b] See Vampire, Dysadda Gyristia. [b]Hagarant Lord:[/b] These are the descendants of House Dadera and other evil people who, in their corruption, lost their souls entirely to the temptations of chaos and evil. Now, they are undead husks of the people they once were. (The Keepers of Lingusia) The Hagarant Lords are an ancient evil which some say has its roots beneath the capitol of Octzel. The Hagarant Lords were a coven of nobles and powerful mages who swore fealty to the mad god Slithotep in exchange for immortality. The unexpected result of their immortality was a slow descent in to madness and undeath. (The Keepers of Lingusia) [b]Hagarant Lord, Veregnar Gonn Dalpuris:[/b] Veregnar Gonn Dalpuris was a powerful duke seven centuries ago who had an unfortunate habit of taking on mistresses behind his wife’s back. He was seduced by a woman named Melantha, who was in fact a member of the Black Society in Octzel, a vampiress and half-demon who lured him in to the study of the dark arts of chaos and the worship of Slithotep, the mad god. Veregnar was swayed by this cult and joined the movement, becoming a potent wizard. In time, their plot was foiled and he was one of the few survivors, who stole away and hid in a tomb-like secret enclave in the city sewers, where he went undiscovered in an undead slumber. (The Keepers of Lingusia) [b]Half Woman, Ban Yeoja:[/b] ? [b]Halfling Ghoul:[/b] See Ghoul Halfling. [b]Halfling Zombie:[/b] See Zombie Halfling. [b]Halistrak:[/b] See Lich, Halistrak. [b]Hand of Glory:[/b] ? [B]Handmaiden of Satan:[/B] The handmaidens are unique, Satanic, undead creatures created by the Cardinal’s vile sorcery. (Amazing Adventures Companion) Finally, the handmaiden's attacks (claw and bite) inject a venom that acts as a type 4 poison (see Amazing Adventures, p. 179). If a character dies from this poison, they rise within 48 hours as a new undead of the same type as the handmaidens, entirely under the thrall of the Cardinal and his schemes. (Amazing Adventures Companion) [b]Haugbui:[/b] The Haugbui are undead that are bound to stay within their own tomb but will guard it with their might from robbers or the daring that wish to enter. (Codex Nordica) [b]Haunt:[/b] The haunt is an undead tied to the spot of its death. (Classic Monsters) In its living form, the haunt had some mission or task that needed to be completed. So great was the compulsion to finish this deed that, even in death, the creature seeks to fulfill its final task. (Classic Monsters) A haunt can be of any alignment and its task can be anything from the mundane (replace the stone in the wall thus covering the secret hiding place) to the extraordinary (travel to a distant land and deliver a message of peace, then return); from the safe (to see my son that was born after I died) to the dangerous (revenge my family by killing the ancient red dragon that murdered them all). (Classic Monsters) The haunt is an undead tied to the spot of its death. (Classic Monsters & Treasures 2nd Printing) In its living form, the haunt had some mission or task that needed to be completed. So great was the compulsion to finish this deed that, even in death, the creature seeks to fulfill its final task. (Classic Monsters & Treasures 2nd Printing) A haunt can be of any alignment and its task can be anything from the mundane (replace the stone in the wall thus covering the secret hiding place) to the extraordinary (travel to a distant land and deliver a message of peace, then return); from the safe (to see my son that was born after I died) to the dangerous (revenge my family by killing the ancient red dragon that murdered them all). (Classic Monsters & Treasures 2nd Printing) The haunt is an undead tied to the spot of its death. It appears as a ghostly image, a floating, incorporeal form that vaguely resembles its form before death, be it man, dwarf, gnome or some other humanoid. In its living form, the haunt had some mission or task that needed to be completed. So great was the compulsion to finish this deed that, even in death, its spirit seeks to fulfill its final task. (Tome of the Unclean) A haunt can be of any alignment and its task can be anything from the mundane (“replace the stone in the wall thus covering the secret hiding place”) to the extraordinary (“travel to a distant land and deliver a message of peace”); from the safe (“to see my child who was born after I died”) to the perilous (“avenge my family by killing the ancient red dragon who murdered them all”). (Tome of the Unclean) In its living form, the haunt had some mission or task that needed to be completed. So great was the compulsion to finish this deed that, even in death, its spirit seeks to fulfill its final task. (Tome of the Unclean 2019 Preorder) In its living form, the haunt had some mission or task that needed to be completed. So great was the compulsion to finish this deed that, even in death, the creature seeks to fulfill its final task. (Amazing Adventures Manual of Monsters) In its living form, the haunt had some mission or task that needed to be completed. So great was the compulsion to finish this deed that, even in death, the creature seeks to fulfill its final task. (Phantom Train) A haunt can be of any alignment and its task can be anything from the mundane (replace the stone in the wall thus covering the secret hiding place) to the extraordinary (travel to a distant land and deliver a message of peace, then return); from the safe (to see my son that was born after I died) to the dangerous (revenge my family by killing the ancient red dragon that murdered them all). (Phantom Train) [b]Haunt Gossamer:[/b] It is unknown how Gossamer Haunts procreate or even by what process they come into existence, though theory thinks that they are the vengeful spirits of those abandoned by family and friends to die alone and forlorn in some equally forgotten place. (Critters Vol. 1) [b]Haunt Poltergeist:[/b] The poltergeist is an invisible undead spirit that haunts a specific area. Sometimes this area is one that it was close to in life, but more often than not, the area is the place the poltergeist was killed. (Phantom Train) [b]Head Eldritch:[/b] See Eldritch Head. [b]Headless Horseman:[/b] ? [b]Heironeous Uliran Theophal:[/b] See Vampire Human Wizard 11, Srihoz, Heironeous Uliran Theophal. [b]Hero Spectral:[/b] See Spectral Hero. [b]Hilde:[/b] See Coffer Corpse, Hilde, Bride of Malash. [b]Hoarfrost Maiden:[/b] Believed to be the spirits of humanoid warrior-women that froze to death either because of their own mistakes or because of some ritualistic exile into the icy wastes by their culture, hoarfrost maidens haunt the icy wastelands of the world seeking warm–blooded living creatures in which to share their icy hell. (Castle Keeper's Guide to the Haunted Highlands) [b]Hoarfrost Maiden:[/b] Believed to be the spirits of humanoid warrior-women that freeze to death either because of their own mistakes or because of some ritualistic exile into the icy wastes by their culture, hoarfrost maidens haunt the icy wastelands of the world seeking warm–blooded living creatures in which to share their icy hell. (Black Libram of Naratus) [b]Hor Shaol:[/b] Hor Shaol are the undead knights of a usually demonic power. (Domesday Volume 1 Issue 3) [b]Horse Ghostly:[/b] See Ghostly Horse. [b]Horseman Headless:[/b] See Headless Horseman. [b]Hroder:[/b] See Vampire, Baron Hroder. [b]Huecuva:[/b] ? [b]Huge Skeleton:[/b] See Skeleton Huge. [b]Hulk Zombie:[/b] See Zombie Hulk. [b]Human Ghoul:[/b] See Ghoul Human. [b]Husk:[/b] The Husk is the corporeal remains of a cleric whose faith and devotion to their evil deity was so strong that their deity would not let them truly die. (Critters Vol. 1) [b]Human Guard Skeletal:[/b] See Skeletal Human Guard. [b]Irrbloss:[/b] It is said that the Irrbloss are the lost wandering spirits of those people who have perished in mired and boggy places that now seek to be freed from their prison or wish ill to others out of personal vengeance. (Codex Nordica) [b]Jackal Ghost:[/b] See Ghost Jackal. [b]Jarisha:[/b] See Vampire, Jarisha. [b]Jaud:[/b] Infected by the vampire while in the womb, the jaud is a premature baby that has exited from the mother, usually fatally and with a great deal of gore, to feed on others. (Codex Slavorum) [b]Jelaquin:[/b] See Spectre, Jelaquin. [b]Jester Red:[/b] See Red Jester. [B]Johnny Ringo:[/B] See Restless Dead, Johnny Ringo. [b]Jolly Roger, Captain Roger Blackfriar:[/b] Captain Roger Blackfriar wasn’t the worst pirate in the Spanish Main, but not the best either. He’d spent half a lifetime in the shadow of better privateers and pirates, always trying for the big catch, the golden prize that would set him up for life and make his name revered with other legends such as Blackbeard and Kidd, Raleigh and Drake. While he caught enough Spanish merchantmen to keep his ship afloat and his crew paid, he could never catch the better prizes. His luck always seemed to fail him when it counted. (Victorious the Role Playing Game) One night he got drunk and staggered to the hut of an old Houngan, who was notorious among the pirate community for having the touch of Satan about her. First he’d paid a few shillings for a telling of his fortune, and her words only seemed to promise more mediocrity, more failures. In a drunken frenzy he demanded she get hold of “Ol’ Nick’ hisself!” and he’d sell his soul to have a Spanish treasure ship in his grasp. The old woman smiled, and said the bargain was struck. (Victorious the Role Playing Game) Within two weeks, Blackfriar’s ship entered a thick fogbank, quite unusual for the Caribbean. As he tried to regain his directions, his vessel nearly rammed a massive Spanish galleon. This ship, the yearly treasure craft bringing the gold and silver of the New World to His Spanish Majesty, had lost her escorts in the fog. She was alone, and bewildered as to her direction. Not missing a moment, Blackfriar gave a couple of broadsides into the Spanish ship before they could react. With a crash of timbers, his ship moved alongside the liner and his men charged over the gunnels to board their prey. Despite heavy fighting, it was the pirates who were victorious. At last, Captain Blackfriar had his gold, and his reputation would soar! (Victorious the Role Playing Game) So it would, but not in the way Blackfriar believed. With an unearthly chill surrounding them, the great Spanish galleon Esmerelda sank into the murky depths of the ocean, with not a single survivor found in the waters. The few on board Blackfriar’s ship Cutlass looked for any of the boarders, but eventually sailed away to spread the tale of Blackfriar’s failed grasp of fortune and fame. (Victorious the Role Playing Game) This wasn’t the last of the Blackfriar, however, Sailors started to speak in whispers of an unnatural fog bank that swept down on lone ships at night, and the bones of Captain Blackfriar and his dead crew would slash and kill, the apparition still searching for his fame and fortune aboard the seaweed-choked wreck of the Esmerelda. Is the undead captain searching for more gold? For fame? For an end to his torment? No one knows, but legend says he searches the Caribbean and the Atlantic, firing cannon broadsides into steamers and ironclad warships alike, leaving none to speak of his passing. (Victorious the Role Playing Game) [b]Karukithyak:[/b] See Vampire, Karukithyak. [b]King Blood:[/b] See Vampire Ancient Lord Blood King. [b]King Mummy:[/b] See Mummy Greater Mummy King. [b]King of the Vampires:[/b] See Vampire Count Dracula, Count Vlad Tepesch, King of the Vampires. [b]Knight, Wulfric:[/b] See Ghost, Wulfric Knight, The Wolf at Midnight. [b]Knight Death:[/b] See Death Knight, Knight of Chaos. [b]Knight Dread:[/b] See Dread Knight. [b]Knight Grave:[/b] See Vampire Ancient Grave Knight. [b]Knight of Chaos:[/b] See Death Knight, Knight of Chaos. [b]Knight Zombie:[/b] See Zombie Knight. [b]Krenkin:[/b] See Lich Human Wizard 23, Lich Lord Krenkin, Lichelord Krenkin. [b]Lacedon:[/b] See Ghoul Lacedon, Aquatic Ghoul. [b]Lady Catea Gonn Aleric:[/b] See Lich, Lady Catea Gonn Aleric. [b]Lady of Thirst:[/b] See Vampire Ancient Thirst Lord, Miss Charity, Lady of Thirst. [b]Lamia:[/b] These evil and accursed vampiric women, spawned from the original blood of Lamia herself. (Codex Classicum) [b]Lantern Goat:[/b] Lantern goats are undead wanderers thought to be the coalescence of souls of people who died while lost in the wilderness. Just as normal goats sometimes drift from the shepherd’s care and fall prey to the dangers of the wild, so too do humans and demihumans often meet with a dire end while trekking alone in the hills. (Black Libram of Naratus) Whether they die of exposure or become a predator’s meal, these lost travelers usually journey in spirit form to the afterlife. Some, however, if they perish too close to a lantern goat, find their souls drawn into the fell receptacle the creature wears around its neck. The scarred and battered lantern that descends from the goat’s neck serves to channel souls into the creature itself. As the goat moves through the hills, its lantern casts a sickening yellow glow that attracts the souls of the recently deceased. (Black Libram of Naratus) Lantern goats are undead wanderers thought to be the coalescence of souls of people who died while lost in the wilderness. Just as normal goats sometimes drift from the shepherd’s care and fall prey to the dangers of the wild, so too do humans and demi-humans often meet with a dire end while trekking alone in the hills. (Castle Keeper's Guide to the Haunted Highlands) Whether they die of exposure or become a predator’s meal, these lost travelers usually journey in spirit form to the afterlife. Some, however, if they perish too close to a lantern goat, find their souls drawn into the fell receptacle the creature wears around its neck. The scarred and battered lantern that descends from the goat’s neck serves to channel souls into the creature itself. As the goat moves through the hills, its lantern casts a sickening yellow glow that attracts the souls of the recently deceased. (Castle Keeper's Guide to the Haunted Highlands) [b]Leather Corpse:[/b] See Cuir-Lijik, Leather Corpse. [b]Lecrutia:[/b] See Spirit, Lecrutia. [b]Lesser Devil Discarnate:[/b] See Devil Lesser Discarnate. [b]Lesser Lich:[/b] See Lich Lesser. [b]Lesser Mummy:[/b] See Mummy Lesser. [b]Lesser Shadow:[/b] See Shadow Lesser. [b]Lesser Shadow Abbernothian:[/b] See Shadow Lesser Abbernothian. [b]Lhamira:[/b] See Vampire Lhamira, Vampire-Witch. [b]Lhamphir:[/b] See Vampire Lhamphir, Plague Bearer. [b]Lich, Liche:[/b] A lich is a powerful undead creature, borne from a hideous ritual performed by a wizard that lusts for everlasting life. Becoming a lich is an option for only the most powerful and reckless of magi, as it involves separating the spirit from the body and binding it in a specially prepared phylactery. This very powerful enchanted item can take any form, but it is usually an amulet of the finest quality. After the ritual is complete, the wizard assumes its undead form, and the phylactery thereafter houses the lich’s soul. Few know these arcane rituals, and of those few, even fewer dare test the sorcery. If it fails, the wizard’s soul is lost and forever irretrievable. (Monsters & Treasures 2nd Printing) A lich is a powerful undead creature, borne from a hideous ritual performed by a wizard that lusts for everlasting life. Becoming a lich is an option for only the most powerful and reckless of magi, as it involves separating the spirit from the body and binding it in a specially prepared phylactery. This very powerful enchanted item can take any form, but it is usually an amulet of the finest quality. After the ritual is complete, the wizard assumes its undead form, and the phylactery thereafter houses the lich’s soul. Few know these arcane rituals, and of those few, even fewer dare test the sorcery. If it fails, the wizard’s soul is lost and forever irretrievable. (Monsters and Treasures 3rd Printing) A lich is a powerful undead creature, born from a hideous ritual performed by a wizard that lusts for everlasting life. Becoming a lich is an option for only the most powerful and reckless of magi, as it involves separating the spirit from the body and binding it in a specially prepared phylactery. This very powerful enchanted item can take any form, but it is usually an amulet of the finest quality. After the ritual is complete, the wizard assumes its undead form, and the phylactery thereafter houses the lich’s soul. Few know these arcane rituals, and of those few, even fewer dare test the sorcery. If it fails, the wizard’s soul is lost and forever irretrievable. (Monsters & Treasures 4th Printing) A lich is a powerful undead creature, born from a hideous ritual performed by a wizard that lusts for everlasting life. Becoming a lich is an option for only the most powerful and reckless of magi, as it involves separating the spirit from the body and binding it in a specially prepared phylactery. This very powerful enchanted item can take any form, but it is usually an amulet of the finest quality. After the ritual is complete, the wizard assumes its undead form, and the phylactery thereafter houses the lich’s soul. Few know these arcane rituals, and of those few, even fewer dare test the sorcery. If it fails, the wizard’s soul is lost and forever irretrievable. (Tome of the Unclean) A lich is a powerful undead creature, born from a hideous ritual performed by a wizard that lusts for everlasting life. Becoming a lich is an option for only the most powerful and reckless of magi, as it involves separating the spirit from the body and binding it in a specially prepared phylactery. This very powerful enchanted item can take any form, but it is usually an amulet of the finest quality. After the ritual is complete, the wizard assumes its undead form, and the phylactery thereafter houses the lich’s soul. Few know these arcane rituals, and of those few, even fewer dare test the sorcery. If it fails, the wizard’s soul is lost and forever irretrievable. (Tome of the Unclean 2019 Preorder) Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power… a lich cursed to do the bidding of their cruel slayer. (Castle Keeper's Guide to the Haunted Highlands) Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power, a lich cursed to do the bidding of their cruel slayer. (Players Guide to the Haunted Highlands) Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power … a lich cursed to do the bidding of their cruel slayer. (Free City of Eskadia) Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power … a lich cursed to do the bidding of their cruel slayer. (Haunted Highlands Deities) Within its pages the liber mortis gives detailed information on the creation of specters and liches. (U2 Verdant Rage) A lich is a powerful undead creature, born from a hideous ritual performed by a wizard that lusts for everlasting life. Becoming a lich is an option for only the most powerful and reckless of magi, as it involves separating the spirit from the body and binding it in a specially prepared phylactery. This very powerful enchanted item can take any form, but it is usually an amulet of the finest quality. (Amazing Adventures Manual of Monsters) Few know these arcane rituals, and of those few, even fewer dare test the sorcery. If it fails, the wizard’s soul is lost and forever irretrievable. (Amazing Adventures Manual of Monsters) Unlike the lesser undead, these more intelligent and powerful sorts are not necessarily created by a necromancer but by their own dark will and corrupted spirit. Given that these undead had a degree of free will it could be assumed that the magic involved in their creation or revival is tainted strongly with unholy powers and/or negative energy. Even if enslaved to a necromancer, the risk of their breaking free of their bonds is high. In a way, it is as if the will of the person in question superimposed itself over reality to a limited extent by refusing to acknowledge their own mortal end. (Domesday 7) [I]Awful Rite of Undeath[/I] spell. (Amazing Adventures Companion) [i]Deathly Blight[/i] spell. (Domesday 8) Orb of the Dead Grant Un-Death power. (Domesday 7) [b]Lich, Erigast:[/b] ? [b]Lich, Halistrak:[/b] ? [b]Lich, Lady Catea Gonn Aleric:[/b] ? [b]Lich, Lluvandro the Black, Lluvandron the Black:[/b] ? [b]Lich, Luscious Maximus Mageris:[/b] ? [b]Lich, Nialle, The Dark Queen:[/b] ? [b]Lich Ancient:[/b] Liches no longer gain levels as they once did in life. Such is the trade-off for an eternity of uncovering dark lore. Instead, they grow in hit dice as they age, and through their growth in hit dice, add a commensurate number of spellcaster levels to their deadly repertoire. (Castle Keeper's Guide to the Haunted Highlands) [b]Lich Ancient Arch-Lich:[/b] 1,001-1,500 years. (Castle Keeper's Guide to the Haunted Highlands) [b]Lich Ancient Fleshless Oracle:[/b] 601-1,000 years. (Castle Keeper's Guide to the Haunted Highlands) [b]Lich Ancient Lich Lord:[/b] 1,500-2,000 years. (Castle Keeper's Guide to the Haunted Highlands) [b]Lich Ancient Rotted Prefect:[/b] 300-600 years. (Castle Keeper's Guide to the Haunted Highlands) [b]Lich Dragon:[/b] See Dragon Lich. [b]Lich Human Wizard 23, Lich Lord Krenkin, Lichelord Krenkin:[/b] Krenkin was eventually able to make his way to Halistrak’s distant stronghold on the seventh planet of the system and broke in to his vault of secrets, where he learned much about magic, and how to prolong his life as a liche. (The Keepers of Lingusia) [b]Lich Human Wizard 23, Lord Sitor:[/b] Sitor had long prepared for his death, however, and the Cult of the Undying, a group that had formed over the last century of mages who worshipped him, held the phylactery into which his spirit transferred on death. (The Keepers of Lingusia) [b]Lich Human Wizard 25, Arcus Tallus-Perilan:[/b] ? [b]Lich Lesser, Oyugun:[/b] His initial oath to remain in service to the Khan for eternity held, for when the Ruby Diadem was placed upon his forehead he was transformed into a lich. (U4 Curse of the Khan) [b]Lich Lord:[/b] See Lich Ancient Lich Lord. [b]Lich Lord Krenkin:[/b] See Lich Human Wizard 23, Lich Lord Krenkin, Lichelord Krenkin. [b]Liche:[/b] See Lich, Liche. [b]Lichelord Krenkin:[/b] See Lich Human Wizard 23, Lich Lord Krenkin, Lichelord Krenkin. [b]Lion-Vampire Being:[/b] ? [b]Living Vampire:[/b] See Vampire Mhoroiphir, Living Vampire. [b]Lizard Man Vampire:[/b] See Vampire Lizard Man. [b]Llewellyn:[/b] See Allip, Llewellyn. [b]Lluvandro the Black:[/b] See Lich, Lluvandro the Black, Lluvandron the Black. [b]Lluvandron the Black:[/b] See Lich, Lluvandro the Black, Lluvandron the Black. [b]Lokenze:[/b] See Skeleton, Lokenze. [b]Lord Blood King:[/b] See Vampire Ancient Lord Blood King. [b]Lord Hagarant:[/b] See Hagarant Lord. [b]Lord Sitor:[/b] See Lich Human Wizard 23, Lord Sitor. [b]Lord Thirst:[/b] See Vampire Ancient Thirst Lord. [b]Lord Vampire:[/b] See Vampire Ekimmu, Spirit Vampire, Vampire Lord. [b]Lu Shelt:[/b] See Shelt Lu. [b]Lucarne the Wight Knight:[/b] See Wight Knight 8, Lucarne the Wight Knight. [b]Luscious Maximus Mageris:[/b] See Lich, Luscious Maximus Mageris. [b]Mageris, Luscious Maximus:[/b] See Lich, Luscious Maximus Mageris. [b]Maiden Hoarfrost:[/b] See Hoarfrost Maiden. [b]Malcom of Helliwell:[/b] See Vampire Grave Knight, Malcom of Helliwell. [b]Malhavok:[/b] See Wraith, Malhavok. [b]Marissa:[/b] See Vampire, Marissa. [b]Markovin, Castor Elas:[/b] See Vampire Fighter-Wizard 13, Castor Elas Markovin. [b]Martimho:[/b] See Zombie, Don Martimho. [b]Megtragyaz:[/b] Megtrágyáz are undead, born of those who drowned in the deep mud or muck. If a megtrágyáz knocks a target unconscious, it tries to smother it to death with its own body; if it is successful, the megtrágyáz is finally put to rest, but the smothered victim rises as a megtrágyáz. (Magnificent Miscellaneum Vol. 1) [b]Melantha:[/b] See Vampire Half-Demon, Melantha. [b]Men Mison:[/b] See Mison Men. [b]Mhoroiphir:[/b] See Vampire Mhoroiphir, Living Vampire. [b]Mison Men:[/b] Mison men are ancient mountain warriors who have returned to the world by the magic bound in the bones of dead dragons. Mison men rise up from the grave and equip themselves with the skin and bones of the dead dragon, appearing in the guise of men adorned in plates of dragon scale. (Monsters and Treasures of Aihrde) In later days, cults of priests learned how to stave off death using the power of the magic born in the dragons, but what they did not account for was the evil bound into the beasts, for as is known, the dragons all came from the goddess Inzae, and her disposition is a malicious one. Bound to the dragon and the mountain where the dragon dwelt, the mison men lingered in the lands between life and death, returned or otherwise. (Monsters and Treasures of Aihrde) Mison men are ancient mountain warriors who have returned to the world by the magic bound in the bones of dead dragons. Mison men rise up from the grave and equip themselves with the skin and bones of the dead dragon, appearing in the guise of men adorned in plates of dragon scale. (Monsters and Treasures of Airhde 2nd Printing) The mison men’s origins lie in the early history of men. When men first wandered the high planes beyond the confines of the Dwarven Realms, they encountered creatures both amazing and terrifying, not least of which were the dragons. Many paid homage to these beasts and the monsters took them as servants. And though they still plundered the men of their wealth, or devoured them in flame and acid, the men paid them homage. These ancient tribes found their futures interwoven with that of the great beasts. In later days, Cults of priests learned how to stave off death using the power of the magic born in the dragons, but what they did not account for was the evil bound into the beasts, for as is known, the dragons all came from the goddess Inzae, and her disposition is a malicious one. (Monsters and Treasures of Airhde 2nd Printing) Bound to the dragon and the mountain where the dragon dwelt, the mison men lingered in the lands between life and death, returned or otherwise. (Monsters and Treasures of Airhde 2nd Printing) Mison men are ancient mountain warriors who have returned to the world by the magic bound in the bones of dead dragons. Mison men rise up from the grave and equip themselves with the skin and bones of the dead dragon, appearing in the guise of men adorned in plates of dragon scale. (Monsters & Treasures of Airhde 3rd Printing) The mison men’s origins lie in the early history of men. When men first wandered the high planes beyond the confines of the Dwarven Realms, they encountered creatures both amazing and terrifying, not least of which were the dragons. Many paid homage to these beasts and the monsters took them as servants. And though they still plundered the men of their wealth, or devoured them in flame and acid, the men paid them homage. These ancient tribes found their futures interwoven with that of the great beasts. In later days, Cults of priests learned how to stave off death using the power of the magic born in the dragons, but what they did not account for was the evil bound into the beasts, for as is known, the dragons all came from the goddes Inzae, and her disposition is a malicious one. (Monsters & Treasures of Airhde 3rd Printing) Bound to the dragon and the mountain where the dragon dwelt, the mison men lingered in the lands between life and death, returned or otherwise. (Monsters & Treasures of Airhde 3rd Printing) [b]Miss Charity:[/b] See Vampire Ancient Thirst Lord, Miss Charity, Lady of Thirst. [b]Mistflarden:[/b] Mistflarden are ‘ghost witches’ that flit about the shadows to cause others spiritual and bodily harm. They are said by many to be evil elves that have rejected the glowing holy light of Ælfhám, while others believe they are the wrathful spirits of drude and halirúna, or even the exiled spirits of the witches of Frau Hölle. (Codex Germania) [b]Mold Grave:[/b] See Grave Mold. [b]Morgane Boylin:[/b] See Shade, Morgane Boylin. [b]Moria:[/b] See Vampire Ashtarth Ranger-Rogue 9, Moria. [b]Mormo, Mormolyceion:[/b] There is nothing good about the Mormo, or could ever be, and many who go to Hades that have led a terrible life towards children are condemned to be one. (Codex Classicum) The accursed by Hecate are also made to become a Mormo as well, or worse, watch their children fall victim to one. (Codex Classicum) [b]Mormolyceion:[/b] See Mormo, Mormolyceion. [b]Mortuary Cyclone:[/b] A mortuary cyclone is an undead creature born when living creatures tamper with or desecrate a mass grave (either magically or naturally). (Black Libram of Naratus) A mortuary cyclone is an undead creature born when living creatures tamper with or desecrate a mass grave (either magically or naturally). (Castle Keeper's Guide to the Haunted Highlands) [b]Mummy:[/b] A mummy is an undead creature wrapped in divine bandages and urged to existence through prayer and ceremony. (Monsters & Treasures 2nd Printing) A mummy is an undead creature wrapped in divine bandages and urged to existence through prayer and ceremony. (Monsters and Treasures 3rd Printing) A mummy is an undead creature wrapped in divine bandages and urged to existence through prayer and ceremony. (Monsters & Treasures 4th Printing) There are those who are brought to the planes, or captured there, and buried alive. Their living bodies are wrapped in coils of madness and imprisoned in tombs of stone. These mummies are every bit as dangerous in hell as they are in the material world. The torments of their binding and the nature of their burial drive them mad, with a need bent on destruction. (Tome of the Unclean) 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. Any creature that defiles or loots the tomb of a mummy is doomed to face the mummy’s wrath. Their connection with the artifacts of life and the resting places of the dead are tremendous, and they punish grave looters with unmediated violence. (Tome of the Unclean) The process required to create a mummy gives the creature powerful protections against physical damage. (Tome of the Unclean) A mummy is an undead creature wrapped in divine bandages and urged to existence through prayer and ceremony. (Tome of the Unclean 2019 Preorder) The process required to create a mummy gives the creature powerful protections against physical damage. (Tome of the Unclean 2019 Preorder) There are those who are brought to the planes, or captured there, and buried alive. Their living bodies are wrapped in coils of madness and imprisoned in tombs of stone. These mummies are every bit as dangerous in hell as they are in the material world. The torments of their binding and the nature of their burial drive them mad, with a need bent on destruction. (Tome of the Unclean 2019 Preorder) Awakeners also have the ability to animate one of the following groups of undead per week: 6 skeletons or zombies or 2 ghouls or1 ghast or wraith or 1 mummy/month. (U1 Shadows of Halfling Hall) A mummy is an undead creature usually wrapped in divine bandages and urged to existence through prayer and ceremony. (Amazing Adventures Manual of Monsters) A mummy is an undead creature usually wrapped in divine bandages and urged to existence through prayer and ceremony. Mummies are bound to their tombs and are encountered in their vicinity, which is most commonly the deserts of Egypt, though mummies have been encountered in Central and South America and in arctic, desert, and jungle climes the world over, where conditions are right for preservation of the body. (Amazing Adventures 1st Printing) The process required to create a mummy gives the creature powerful protections against physical damage. (Amazing Adventures 1st Printing) A mummy is an undead creature usually wrapped in divine bandages and urged to existence through prayer and ceremony. Mummies are bound to their tombs and are encountered in their vicinity, which is most commonly the deserts of Egypt, though mummies have been encountered in Central and South America and in arctic, desert, and jungle climes the world over, where conditions are right for preservation of the body. (Amazing Adventures 2nd Printing) Their connection with the artifacts of life and the resting places of the dead are tremendous, and they punish grave looters with unmediated violence. The process required to create a mummy gives the creature powerful protections against physical damage. (Amazing Adventures 2nd Printing) 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. Any creature that defiles or loots the tomb of a mummy is doomed to face the mummy’s wrath. Their connection with the artifacts of life and the resting places of the dead are tremendous, and they punish grave looters with unmediated violence. (Victorious the Role Playing Game) The process required to create a mummy gives the creature powerful protections against physical damage. (Victorious the Role Playing Game) Unlike the lesser undead, these more intelligent and powerful sorts are not necessarily created by a necromancer but by their own dark will and corrupted spirit. Given that these undead had a degree of free will it could be assumed that the magic involved in their creation or revival is tainted strongly with unholy powers and/or negative energy. Even if enslaved to a necromancer, the risk of their breaking free of their bonds is high. In a way, it is as if the will of the person in question superimposed itself over reality to a limited extent by refusing to acknowledge their own mortal end. (Domesday 7) [I]Animate Dead Master[/I] spell. (Amazing Adventures Companion) [i]Create Greater Undead[/i] spell caster level 13. (Player's Handbook 3rd Printing) [i]Create Greater Undead[/i] spell caster level 13. (Player's Handbook 4th printing) [i]Create Greater Undead[/i] spell caster level 13. (Players Handbook 6th Printing) [i]Create Greater Undead[/i] spell caster level 13. (Player's Handbook 7th Printing) [i]Create Greater Undead[/i] spell caster level 13. (Amazing Adventures 1st Printing) [i]Create Greater Undead[/i] spell caster level 13. (Amazing Adventures 2nd Printing) [b]Mummy, Bulrigi:[/b] ? [b]Mummy, Nulsrad the Mummy:[/b] Nulsrad was once a high priest of Soagoth, and servant of the Beast of Yug. Nulsrad was a mummy priest who has been imprisoned, slumbering in his tomb since the sealing of the shrine. At the time of the sealing, Nulsrad was thought destroyed and bricked up in his chamber. In essence this was true, however Nulsrad’s evil and the power of the Beast of Yug were simply too great to completely extinguish by the heroes of Olde Adrik. [b]Mummy Ancient, Raj Rhukan:[/b] ? [b]Mummy Greater:[/b] As with the vampire and lich, the mummy gains powers over time as it molders in its wrappings for ages unending. (Castle Keeper's Guide to the Haunted Highlands) Greater mummies are intelligent, often the remains of deceased priests or leaders. (Amazing Adventures 1st Printing) Greater mummies are intelligent, often the remains of deceased priests or leaders. (Amazing Adventures 2nd Printing) The majority of Greater Mummies were High Level Clerics in life, but sometimes Kings, Archmages or mighty warriors can be turned into a Mummy Lord. The process for creating a Greater Mummy involves a complex series of rituals and clerical magic. This dark necromantic rite can be performed on either a still living being or on one who has died - assuming the body was specially treated, prepared and maintained immediately following their death. Obviously, clerics who perform the ritual on themselves must still be living! (The Keeper Issue 1) [b]Mummy Greater, Trebitha Gonn Chastetor:[/b] ? [b]Mummy Greater, Urthrasta:[/b] ? [b]Mummy Greater Mummy King:[/b] 2,001+ years. (Castle Keeper's Guide to the Haunted Highlands) [b]Mummy Greater Nomarch of Death:[/b] 400-800 years. (Castle Keeper's Guide to the Haunted Highlands) [b]Mummy Greater Prelate of Tombs:[/b] 801-1,200 years. (Castle Keeper's Guide to the Haunted Highlands) [b]Mummy Greater Vizier of the Neropolis:[/b] 1,201-2,000 years. (Castle Keeper's Guide to the Haunted Highlands) [b]Mummy King:[/b] See Mummy Greater Mummy King. [b]Mummy Lesser:[/b] The awakener will animate these bodies within 1-3 rounds after the party enters. (U1 Shadows of Halfling Hall) These mummies are rather weaker than the usual mummy due to the relative weakness of the awakener and the condition of the bodies. (U1 Shadows of Halfling Hall) [b]Mummy Lord, Shabekith:[/b] Shabekith was the first worshipper of the Khan as a deity after his transformation. She volunteered to guard his tomb and was indeed the first sacrifice given to the new war god. Due to her service, the Khan ordained her with eternal un–life as a mummy lord. (U4 Curse of the Khan) [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. (Black Libram of Naratus) 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 un-life and revive the soul as a mummy of the deep. (Castle Keeper's Guide to the Haunted Highlands) [B]Musketeer Squire of Satan:[/B] ? [b]Nachzehrer:[/b] Nachzehrer are recently dead, usually fresh from a large sickness related event and usually become one in 1d4 nights after burial. There is no explanation for how a dead person transforms into a nachzehrer, but many think it is the insidious influence of hulda or curses of the halirúna. (Codex Germania) [b]Naerlulthut:[/b] The naerlulthut are the spawn of the naerlulth, that dread creature of the darkness whose sole intent is to destroy the world about it. These, its children, are undead spirits whose bodies the beast devoured and whose souls were bound to it. (Monsters and Treasures of Aihrde) A victim killed by the naerlulth is brought back to unlife, fated to suffer everlasting torment in the ashen wake of the creature’s passing. (Monsters and Treasures of Airhde 2nd Printing) A victim killed by the naerlulth is brought back to unlife, fated to suffer everlasting torment in the ashen wake of the creature’s passing. (Monsters & Treasures of Airhde 3rd Printing) The naerlulthut are the spawn of the naerlulth, that dread creature of the darkness whose sole intent is to destroy the world about it. These, its children, are undead spirits whose bodies were devoured by the beast and whose souls were bound to it. (Of Gods & Monsters) The naerlulthut are the spawn of the naerlulth, that dread creature of the darkness whose sole intent is to destroy the world about it. These, its children, are undead spirits whose bodies did the beast devour and whose souls were bound to it. (A9 The Helm of Night) The barrel contains remains of the leavings of the naerlulth, a vile creature that devours all that it touches, animate or inanimate, drawing the essence from it, leaving behind a blackened trail of foul ash. Any living creature so devoured transforms into a naerlulthut, an undead creature. These undead, the naerlulthut, inhabit the ash of the naerlulth; rising only when the living are near, who them haunt with threats of death and damnation. (A9 The Helm of Night) [b]Necromancer's Wraith:[/b] See Wraith of a Necromancer, Necromancer's Wraith. [b]Nekun:[/b] Nekun are the skeleton-like anonymous dead of those who have passed into Hades, Tartarus and other regions below the earth. (Tome of the Unclean) Nekun are the skeleton-like anonymous dead of those who have passed into Hades, Tartarus and other regions below the earth. (Tome of the Unclean 2019 Preorder) The skeleton-like anonymous Dead of those who have passed into Hades, Tartarus and other regions below the Earth. (Codex Classicum) [b]Nialle:[/b] See Lich, Nialle, The Dark Queen. [b]Nomarch of Death:[/b] See Mummy Greater Nomarch of Death. [b]Nulsrad the Mummy:[/b] See Mummy, Nulsrad the Mummy. [b]Oculus of Ice and Fire Evil:[/b] See Evil Oculus of Ice and Fire. [b]Ogre Zombie:[/b] Zombie Ogre. [b]Ogre-Ghoul:[/b] The evil half-orc Lamesh discovered a potent magical item, the Necromantic Crown of Quentis, and has created several of these abominations. (Lost City of Gaxmoor) THE NECROMANTIC CROWN OF QUENTIS (EVIL): This simple circlet of golden snakes provides an evil cleric with the ability to create and command twice the normal number of undead. The crown also bestows the ability to create undead as per the spell once per week at 2 times caster’s level. This is how Lamesh has been able to create the dreaded ogre-ghouls. Anyone wearing the Crown for more than an hour must make a weekly wisdom save (CL 15) or lose a point of constitution. Upon reaching zero constitution the character is completely transformed into a ghoul! [b]Ole the Giant Slayer:[/b] See Undead Partial Ghast Human Trollblood Ranger 7, Bjorn the Old, Ole the Giant Slayer. [b]Oracle Fleshless:[/b] See Lich Ancient Fleshless Oracle. [b]Orc Zombie:[/b] See Zombie Orc. [b]Orinsu:[/b] This act of consecrating the burial chamber created the orinsu. Left to die in the deep cold pits, unburied and forgotten, the souls of the men hovered in a purgatory between life and death. The spells of the clergy laying their own to rest wrenched the souls back to the world of the living. These souls, usually spawned from those who suffered a horrible death due to torture, starvation, or other evil circumstances, search for their place in the afterlife. The spirit, wracked by earthly pain, is unsure as to whether it should pass on from the realm of the living. It remains in the foggy middle, tied to its place of death as an undead creature. (S4 A Lion in the Ropes) The orinsu are common creatures in Aihrde as the long and bitter Winter Dark and the brutal 20 year Winter Dark War left countless dead, whose bodies were never properly laid to rest. And though these all are not subject to becoming the orinsu, enough of them were cursed or placed under some banishment to keep their souls bound to the world where their fallen bodies lay in rot. (S4 A Lion in the Ropes) [b]Orleon:[/b] See Vampire, Dr. Orleon. [b]Ousmane:[/b] ? [b]Oyugun:[/b] See Lich Lesser, Oyugun. [b]Partial Undead:[/b] See Undead Partial. [b]Penanggalan:[/b] When a penanggalan decides to infect someone and turn them into another of her kind, she will drink only enough blood to cause the victim pain, normally only feeding for 2-3 minutes. When the victim starts waking, the undead will fly away, leaving behind a confused victim. Over the course of successive feedings, the victim will become weaker and weaker, losing a point of strength and constitution each morning. A victim, if fed upon for a full week, will become a penanggalan on the next night. (Classic Monsters) They are always female, but can appear of any age. (Classic Monsters & Treasures 2nd Printing) When a penanggalan decides to infect someone and turn them into another of her kind, she will drink only enough blood to cause the victim pain, normally only feeding for 2-3 minutes. When the victim starts waking, the undead will fly away, leaving behind a confused victim. Over the course of successive feedings, the victim will become weaker and weaker, losing a point of strength and constitution each morning. A victim, if fed upon for a full week, will become a penanggalan on the next night. (Classic Monsters & Treasures 2nd Printing) [b]Phallikoskis, Esidria Elas:[/b] See Vampire Wizard 14, Esidria Elas Phallikoskis, Queen of the Black Society. [b]Phantom:[/b] Phantoms are the undead spirits of those who still long for the pleasures of mortal life. (The Keeper Issue 1) Phantoms can be made with the Create Greater Undead spell by a cleric of level 17 or higher provided they meet the personality traits as described above. Of course, some phantoms (like all undead) are created though unfathomable means, simply through their lust for continued life. (The Keeper Issue 1) [b]Phantom Fire:[/b] See Fire Phantom. [b]Phantom Warrior:[/b] ? [b]Plague Bearer:[/b] See Vampire Lhamphir, Plague Bearer. [b]Plague Zombie:[/b] See Zombie Plague. [b]Poltergeist:[/b] The poltergeist is an invisible undead spirit that haunts a specific area. Sometimes this area is one that it was close to in life, but more often than not, the area is the place the poltergeist was killed. (Classic Monsters) The poltergeist is an invisible undead spirit that haunts a specific area. Sometimes this area is one that it was close to in life, but more often than not, the area is the place the poltergeist was killed. (Classic Monsters & Treasures 2nd Printing) The poltergeist is an invisible undead spirit that haunts a specific area. Sometimes this area is one that it was close to in life, but more often than not, the area is the place the poltergeist was killed when it was alive. (Amazing Adventures Manual of Monsters) [b]Poltergeist Haunt:[/b] See Haunt Poltergeist. [b]Prefect Rotted:[/b] See Lich Ancient Rotted Prefect. [b]Prelate of Tombs:[/b] See Mummy Greater Prelate of Tombs. [b]Prince Sanguine:[/b] See Vampire Ancient Sanguine Prince. [b]Prince Tamur:[/b] See Bodak, Prince Tamur. [B]Pygmy Degenerate:[/B] Mutated, vile cave pygmies that have been corrupted by the evil within. [B]Queen Anne:[/B] And what about the queen? She spent several days being held captive and possibly tortured by minions of the devil—is she still the pure and good soul she appears to be, or is she now in league with the Cardinal as a witch or undead consort? [b]Queen of the Black Society:[/b] See Vampire Wizard 14, Esidria Elas Phallikoskis, Queen of the Black Society. [b]Raj Rhukan:[/b] See Mummy Ancient, Raj Rhukan. [b]Rat Animal Skeleton:[/b] See Animal Skeleton Rat. [b]Rat Shadow:[/b] See Shadow Rat. [b]Ray Corpse:[/b] See Corpse Ray. [b]Reaper Soul:[/b] See Soul Reaper. [b]Red Jester:[/b] Red jesters are thought to be the remains of court jesters put to death for telling bad puns, making fun of the local ruler, or dying in an untimely manner (which could be attributed to one or both of the first two). Another tale speaks of the red jesters as being the court jesters of the Demon Prince of Whimsy and Madness, sent to the Material Plane to “entertain” those whom the prince has taken a special interest in. The actual truth to their origin remains a mystery. (Black Libram of Naratus) Red jesters are thought to be the remains of court jesters put to death for telling bad puns, making fun of the local ruler, or dying in an untimely manner (which could be attributed to one or both of the first two). Another tale speaks of the red jesters as being the court jesters of the Demon Prince of Whimsy and Madness, sent to the Material Plane to “entertain” those whom the prince has taken a special interest in. The actual truth to their origin remains a mystery. (Castle Keeper's Guide to the Haunted Highlands) [B]Restless Dead, Johnny Ringo:[/B] ? [b]Revenant:[/b] Any humans (and only humans) that have died an extremely ghastly death can arise as a revenant to exact revenge on its killer. The revenant, in life, must have had a minimum of 15 constitution, intelligence and wisdom to become a revenant. Even at that, the chances are very slim. (Classic Monsters) Any humans (and only humans) that have died an extremely ghastly death can arise as a revenant to exact revenge on its killer. The revenant, in life, must have had a minimum of 15 constitution, intelligence and wisdom to become a revenant. Even at that, the chances are very slim. (Classic Monsters & Treasures 2nd Printing) Any humans (and only humans) that have died an extremely ghastly death can arise as a revenant to exact revenge on its killer. The revenant, in life, must have had a minimum of 15 constitution, intelligence and wisdom to become a revenant. Even at that, the chances are very slim. (Tome of the Unclean) Any humans (and only humans) that have died an extremely ghastly death can arise as a revenant to exact revenge on its killer. The revenant, in life, must have had a minimum of 15 constitution, intelligence and wisdom to become a revenant. Even at that, the chances are very slim. (Tome of the Unclean 2019 Preorder) Any human (and only humans) that have died an extremely ghastly death can arise as a revenant to exact revenge on its killer. The revenant, in life, must have had a minimum of 15 CON, INT and WIS to become a revenant. Even at that, the chances are very slim. (Amazing Adventures Manual of Monsters) Only an individual who was particularly evil and vengeful in life can made into a revenants through the use of Create Greater Undead by a cleric of level 15 or higher. (The Keeper Issue 1) [b]Rhukan, Raj:[/b] See Mummy Ancient, Raj Rhukan. [b]Riccio, Ron:[/b] See Vampire Human Fighter 10, Ron Riccio. [B]Richelieu:[/B] See Vampire, Cardinal Richelieu. [B]Ringo, Johnny:[/B] See Restless Dead, Johnny Ringo. [b]Risen Grave:[/b] See Grave Risen. [B]Rochefort:[/B] See Vampire Spawn, Comte de Rochefort. [b]Roger Blackfriar:[/b] See Jolly Roger, Captain Roger Blackfriar. [b]Roger Jolly, Captain Roger Blackfriar:[/b] See Jolly Roger, Captain Roger Blackfriar. [b]Ron Riccio:[/b] See Vampire Human Fighter 10, Ron Riccio. [b]Rotted Prefect:[/b] See Lich Ancient Rotted Prefect. [b]Rottenshuf:[/b] See Soul Thief, Rottenshuf. [b]Rusalka:[/b] Rusalka are the vengeful, undead spirits of women who were either murdered or committed suicide in a body of water. (Codex Slavorum) [b]Sagramore:[/b] See Vampire, Sagramore. [b]Sanguine Prince:[/b] See Vampire Ancient Sanguine Prince. [b]Scarlet Zombie:[/b] See Zombie Scarlet. [b]Shabekith:[/b] See Mummy Lord, Shabekith. [b]Shade, Morgane Boylin:[/b] ? [b]Shadow:[/b] They are either doomed souls who, in life, perpetrated great evil against innocents, or they are thralls, created and bound to darkness by another shadow. (Monsters & Treasures 2nd Printing) A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will rise again as a shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow. (Monsters & Treasures 2nd Printing) They are either doomed souls who, in life, perpetrated great evil against innocents, or they are thralls, created and bound to darkness by another shadow. (Monsters and Treasures 3rd Printing) A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will rise again as a shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow. (Monsters and Treasures 3rd Printing) They are either doomed souls who, in life perpetrated great evil against innocents, or they are thralls, created and bound to darkness by another shadow. (Monsters & Treasures 4th Printing) A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will rise again as a shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow. (Monsters & Treasures 4th Printing) They are either doomed souls who, in life perpetrated great evil against innocents, or they are thralls, created and bound to darkness by another shadow. (Tome of the Unclean) A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will rise again as a shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow. (Tome of the Unclean) Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below: (Tome of the Unclean) D20 MONSTER 1–10 Zombie 11–15 Shadow 16–19 Wight 20 Wraith (Tome of the Unclean) If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below: (Tome of the Unclean 2017 Preorder) 1-10 Zombie 11-15 Shadow 16-19 Wight 20 Wraith (Tome of the Unclean 2017 Preorder) They are either doomed souls who, in life perpetrated great evil against innocents, or they are thralls, created and bound to darkness by another shadow. (Tome of the Unclean 2019 Preorder) A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will rise again as a shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow. A victim rising as a shadow is forever dead, and cannot be restored to life by any means short of a wish. (Tome of the Unclean 2019 Preorder) Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below: (Tome of the Unclean 2019 Preorder) 1–10 Zombie 11–15 Shadow 16–19 Wight 20 Wraith (Tome of the Unclean 2019 Preorder) According to ancient texts, masters of the arcane arts created beings of living darkness to aid and protect them. These beings, known now as shadows, were formed through a combination of darkness and evil. (Black Libram of Naratus) A creature reduced to 0 Strength by a shadow wolf’s Drain attack is slain. The deceased rises again as a normal shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow. (Black Libram of Naratus) According to ancient texts, masters of the arcane arts created beings of living darkness to aid and protect them. These beings, known now as shadows, were formed through a combination of darkness and evil. (Castle Keeper's Guide to the Haunted Highlands) A creature reduced to 0 strength by a shadow wolf’s drain attack is slain. The deceased rises again as a normal shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow. (Castle Keeper's Guide to the Haunted Highlands) Rune of Undeath victim with less than 5 HD. (Castle Keeper's Guide to the Haunted Highlands) Shadows are able to create spawn by reducing a creature’s strength to zero. (C5 Falls the Divide) Rune of Undeath: This powerful dwarven curse is reserved for only the most notable of dwarven thanes and nobles. By the activation of this rune the target must make a save vs. death (CL 7) or be instantly slain, arising in 1d4 rounds as an undead guardian of the place of defilement. Beings with less than 5 HD rise as a shadow. Beings with over 5 HD rise as a wraith, beings of over 10 HD rise as a specter. (DB3 Deeper Darkness) The priest cast his own soul into a magic jar and the jar was set in a small shelf beneath his head in the bier of the barrow. (The Long Valley) They are either doomed souls who, in life, perpetrated great evil against innocents, or they are thralls, created and bound to darkness by another shadow. (Amazing Adventures Manual of Monsters) A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will rise again as a shadow within 1d4 rounds. (Amazing Adventures Manual of Monsters) A creature reduced to 0 Strength by a shadow wolf’s Drain attack is slain. The deceased rises again as a normal shadow within 1d4 rounds. (Amazing Adventures Manual of Monsters) [b]Shadow:[/b] If anything, they are an even greater example of will interacting with negative/unholy energy to defy death and even more-so than their corporeal counterparts, are stuck between life and death. (Domesday 7) [I]Animate Dead Greater[/I] spell. (Amazing Adventures Companion) [i]Create Undead[/i] spell caster level 12. (Player's Handbook 3rd Printing) [i]Create Undead[/i] spell caster level 12. (Player's Handbook 4th printing) [i]Create Undead[/i] spell caster level 12. (Players Handbook 6th Printing) [i]Create Undead[/i] spell caster level 12. (Player's Handbook 7th Printing) [i]Create Undead[/i] spell caster level 10. (Amazing Adventures 1st Printing) [i]Create Undead[/i] spell caster level 10. (Amazing Adventures 2nd Printing) [i]Deathly Blight[/i] spell. (Domesday 8) [b]Shadow Greater:[/b] At the moment of Unklar’s banishment from Airhde, the anvil cracked at the same time Deuranimus was transferring the soul of a paladin to a gem. The paladin was caught in the dead zone between the realms of the living and the dead. His body died, but his soul lingered, aware of an aching agony that he could not relieve. He became a shadow of himself and began haunting the room, tethered to the room that played witness to his last waking moment. (Umbrage Saga) [b]Shadow Greater Abbernothian:[/b] Greater shadows are those shadows that have existed since the terrible years of the Long Twilight. These are ancient spirits of spite and malice who seek to extinguish the flame of life wherever they find it. (Abbernoth Campaign Setting) [b]Shadow Lesser:[/b] According to ancient texts, masters of the arcane arts created beings of living darkness to aid and protect them. These beings, known now as shadows, were formed through a combination of darkness and evil. Other beings of darkness, lesser beings not quite as powerful as the originals were also created. These creatures became known as lesser shadows. (Black Libram of Naratus) According to ancient texts, masters of the arcane arts created beings of living darkness to aid and protect them. These beings, known now as shadows, were formed through a combination of darkness and evil. Other beings of darkness, lesser beings not quite as powerful as the originals were also created. These creatures became known as lesser shadows. (Castle Keeper's Guide to the Haunted Highlands) [b]Shadow Lesser Abbernothian:[/b] They are creatures born of darkness; some say they are the spirits of morgar who have returned from the grave to serve their Queen of Oblivion in death as they did in life. Others believe that shadows are the manifestations of those who perpetuated great evils in life. Perhaps both have a bit of truth to them, regardless lesser shadows come in two forms; they are either the aforementioned spirits, or they are thralls created and bound to darkness by another shadow. (Abbernoth Campaign Setting) A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will raise again as a lesser shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow. (Abbernoth Campaign Setting) A creature reduced to 0 strength by a greater shadow’s strength drain attack is slain. The deceased will raise again as a lesser shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow. (Abbernoth Campaign Setting) A creature reduced to 0 strength by a shadow worg’s strength drain attack is slain. The deceased will raise again as a lesser shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow. (Abbernoth Campaign Setting) [b]Shadow Rat:[/b] When unusually greedy dwarves die from combat, their spirits fly back to their last homes and haunt the edges of whatever metropolis they lived in last. (Of Gods & Monsters) With every successful attack, the undead creature takes away a point of strength and then heals ten points with the power of the lost strength point. When a victim loses all of their strength, they become a shadow rat and can’t be raised back to life. (Of Gods & Monsters) [b]Shadow Rat Swarm:[/b] ? [b]Shadow Wolf:[/b] ? [b]Shadow Worg:[/b] ? [b]Shelt Lu:[/b] It is thought to be an undead version of a lurker, but this is debatable since the shelt lu is noticeable smaller, approximately six feet tall and three feet across. (Classic Monsters) It is thought to be an undead version of a lurker, but this is debatable since the shelt lu is noticeable smaller, approximately six feet tall and three feet across. (Classic Monsters & Treasures 2nd Printing) [b]Sitor:[/b] See Lich Human Wizard 23, Lord Sitor. [b]Skeletal Cat:[/b] ? [b]Skeletal Dragon:[/b] Unlike the Dragon Skeleton or Dragon Lich, the Skeletal Dragon is an amalgamation of hundreds of skeletons of all types forced into draconic form by the necromantic magic used to bring it to life. This ritual is so foul that it has been hunted down to the point of non-existence upon the mortal plane. The only way a necromantic cult can obtain knowledge of the ritual is through infernal agents. (Critters Vol. 3) [b]Skeletal Human Guard:[/b] ? [b]Skeletal Undead Hunting Dog:[/b] ? [b]Skeletal Warrior:[/b] The skeletal warrior is an undead, created by high level, evil clerics as protection and guards. All were powerful fighters in life, some being enemies of the cleric that created them. (Classic Monsters) The skeletal warrior is an undead, created by high level, evil clerics as protection and guards. All were powerful fighters in life, some being enemies of the cleric that created them. (Classic Monsters & Treasures 2nd Printing) The skeletal warrior is an undead, created by high level, evil clerics as protection and guards. All were powerful fighters in life, some being enemies of the cleric that created them. Their life essence still exists, and if they were ever to claim it, they would die, and their spirit will pass into the afterlife, tormented no more. (Tome of the Unclean) The essence is usually kept in a gem of some worth, usually in excess of 10,000gp. This gem may be set in a crown, circlet, necklace or various other types of jewelry, or can be loose. (Tome of the Unclean) The skeletal warrior is an undead, created by high level, evil clerics as protection and guards. All were powerful fighters in life, some being enemies of the cleric that created them. Their life essence still exists, and if they were ever to claim it, they would die, and their spirit will pass into the afterlife, tormented no more. (Tome of the Unclean 2019 Preorder) The essence is usually kept in a gem of some worth, usually in excess of 10,000gp. This gem may be set in a crown, circlet, necklace or various other types of jewelry, or can be loose. (Tome of the Unclean 2019 Preorder) [b]Skeletal Warrior Advanced, Daedalus Antonitus:[/b] Daedalus Antonitus animates as a special undead creature if anyone violates his seat of honor (i.e. touches or attempts to steal any of his possessions). [b]Skeleton:[/b] Humanoid skeletons are the animated remains of humanoid creatures. (Monsters & Treasures 2nd Printing) Humanoid skeletons are the animated remains of humanoid creatures. (Monsters and Treasures 3rd Printing) Humanoid skeletons are the animated remains of humanoid creatures. (Monsters & Treasures 4th Printing) Humanoid skeletons are the animated remains of humanoid creatures. Their bodies are little more than bone and sinew held together by vile sorcery. (Tome of the Unclean) The vorgalos house their lairs, the country around and the land beneath them with the undead. They do this by stalking cemeteries, unhallowing a grave, and raising the dead, pulling them back from the afterlife and bringing them back to the world. (Tome of the Unclean) Humanoid skeletons are the animated remains of humanoid creatures. Their bodies are little more than bone and sinew held together by vile sorcery. (Tome of the Unclean 2019 Preorder) Fashioned from the living bones of the aghul’s victims, the knoglen blade is an 8-foot long polearm with a razor-sharp blade that bestows a +3 bonus to both attack and damage. If the attack roll results in a natural 19 or 20, flakes of the blade break off and enter the wound, causing it to fester. In the round following a successful hit the victim feels a searing pain which lasts for 4 rounds at which point the limb becomes numb and useless. If untreated, the wound turns necrotic and within 1d4 days the flesh surrounding the wound rots away. There is no saving throw for this condition. Further neglect leads to the rot continuing to spread, dealing 1d10 points of damage each day until the victim dies. Unless the dead is buried in consecrated or holy grounds, they will rise as either a zombie or skeleton within 1d8 days. (Tome of the Unclean 2019 Preorder) Treatment for the rot includes remove curse, remove disease, heal, restoration spells, a paladin’s cure disease ability, or a cleric or paladin may attempt to turn the bone flakes, which turn as a 1 HD undead. (Tome of the Unclean 2019 Preorder) When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. (Black Libram of Naratus) When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. (Castle Keeper's Guide to the Haunted Highlands) The Dread Mire is an ancient battleground that has now become a swamp. Some millennia past, a local elfin lord aligned himself a human kingdom to battle against the onslaught of the Horned One’s army. In the first clashing of arms, the human king betrayed his ally and fell upon the elfin rearguard as the armies of the Horned One weighed into the vanguard. The humans slaughtered all of the elves in a horrific battle. But Andual, a warrior priest and the last of the kindred to die, laid a curse upon these men: “May your treachery bind you to this earth! May it devour you and spit you back up as a shadow of yourself. Thirst now for a life you cannot have. I curse you and bind you here until the Damnun sakes your agony. Know no peace.” (Umbrage Saga) The knoglen blade weapon is a pole-arm fashioned from the living bones of the Aghul’s victims. Ranging about 8 feet long, it serves as a +3 weapon in both to hit and damage. The blade(s) are razor sharp, self replicating bones. When the wielder scores a successful hit with the blade of at least 19 or 20 (without bonus), flakes of the bone break off into the wound. These flakes are living bone and begin to meld with the victim. In the round following a successful hit, the victim feels an intense pain. The pain lasts for 4 melee rounds at which point the arm becomes numb and useless. If not treated, the wound begins to rot and the surrounding flesh begins to fall off in 1d4 days. There is no saving throw. Treatment can be with cure disease, remove curse, remove disease, heal, restoration or a cleric can attempt to turn the bones. They turn as a skeleton. If untreated, the rot spreads beyond the wound and the victim begins to take 1d10 points damage each day until they die. Unless buried in holy or consecrated ground they reanimate as a zombie or skeleton in 1d8 days. (A6 Of Banishment and Blight) This chamber is home to a charnel spider. The foul creature occasionally leaves its lair to crawl forth to animate zombies and skeletons within the canyons and caverns of the Mynthnoc Cairns. (DB1 Haunted Highlands) Anyone making a successful wisdom check (CL 0) notices a gold chain hanging on one of the chandeliers. Any attempt to retrieve it however animates five skeletons and many of the bones. (S2 Dwarven Glory) Awakeners also have the ability to animate one of the following groups of undead per week: 6 skeletons or zombies or 2 ghouls or1 ghast or wraith or 1 mummy/month. (U1 Shadows of Halfling Hall) The bed is infested with rot grubs, and it was this area where the zombies above ground had been infected. Argus simply cast cleave flesh on these four to make them skeletons and thereby salvage something from the bodies. (U2 Verdant Rage) However, he has a bowl of 24 Hydra’s Teeth that he’s enchanted to transform into undead skeletons (again via the Liber Mortis). (U2 Verdant Rage) The Liber Mortis gives the alchemical recipe for the creation of Hydra’s Teeth. These items (made from the actual teeth of a hydra and other unguents) when properly created, allow the user to bring forth an equal number of skeletons (max HP) as teeth used to serve the caster. (U2 Verdant Rage) Skeletons are the animated remains of dead creatures. Their bodies are little more than bone and sinew held together by vile sorcery. (Amazing Adventures Manual of Monsters) Skeletons are the animated remains of dead creatures. Their bodies are little more than bone and sinew held together by vile sorcery. (Amazing Adventures 1st Printing) Skeletons are the animated remains of dead creatures. Their bodies are little more than bone and sinew held together by vile sorcery. (Amazing Adventures 2nd Printing) The living is not allowed to arrive where the train stops. The PCs have 1 hour to defeat the train. If they do not succeed they all die and become skeletons bound to the train. There is no chance of resurrection even if a wish spell is used. (Phantom Train) The body is merely a shell animated by magic. The nature of this magic is necromantic either directly animating the body or dragging the person’s soul back from the afterlife and both enslaving and imprisoning it to follow the will of the caster. (Domesday 7) [i]Animate Dead[/i] spell. (Player's Handbook 3rd Printing) [i]Animate Dead[/i] spell. (Player's Handbook 4th printing) [i]Animate Dead[/i] spell. (Players Handbook 6th Printing) [i]Animate Dead[/i] spell. (Player's Handbook 7th Printing) [i]Animate Dead[/i] spell. (Amazing Adventures 2nd Printing) [i]Animate Dead[/i] spell. (Amazing Adventures 1st Printing) [i]Skeleton Pull[/i] spell. (Black Libram of Naratus) [i]Skeleton Pull[/i] spell. (Players Guide to the Haunted Highlands) Knoglen Blade magic item. (Monsters and Treasures of Airhde 2nd Printing) Knoglen Blade magic item. (Monsters & Treasures of Airhde 3rd Printing) Orb of the Dead Create Undead power. (Domesday 7) [b]Skeleton, Lokenze:[/b] This is the place most adventurers are likely to frequent. Located at the old Crossroads (back when Galent was nothing more than the Keep), this Inn and Tavern caters to most out-of-town customers. Its owner, An Ogre Magi of indeterminate age, purchased the business from its prior owner who built the Tavern some fifty years ago on the very spot where a huge tree grew, off of which dozens of criminals and despots had been hung, either by the neck or in cages, to die. Since then, such public executions have moved south to the new crossroads, but the memory of the former still remains. (The Keepers of Lingusia) In fact, the Tavern & Inn was built around the old tree, the base of which can be seen taking of a sizeable portion of the Tavern's center. The four rooms which touch upon the tree on the second level are rarely used, except to intentionally humiliate someone unfamiliar with local tales, or by those one betting dare. This is because the tree is haunted in a most unusual way. (The Keepers of Lingusia) In Octzellan burial customs criminals are hung on specially marked trees, so that their spirits are trapped within the tree. These trees are "undead", so to speak; they have no dryad, or spirit, within them, yet they live. Instead they take the soul of those killed on or close to them, preventing the criminal from reaching the afterlife. (The Keepers of Lingusia) [b]Skeleton Animal:[/b] See Animal Skeleton. [b]Skeleton Huge:[/b] In one of the beds is a skeleton. It is small, about dwarf-size, and curled up in a fetal position. This is the skeleton of an ogre child who starved to death after his parents died. His father is the skeleton found in 8A. If the child’s skeleton is disturbed, the ogre skeleton in 8A animates. (Death in the Treklant) The souls of these skeletons are forever locked within Dzeebagd’s walls; the capricious hand of fate denied them entry into the other world. The father died trying to get to his son, and when his son’s skeleton is bothered, the father’s soul animates in the skeleton. (Death in the Treklant) It happened one day that the staircase, weakened by a sagging foundation and misuse, collapsed upon several of the ogres, including their notorious leader, Garoonsh, killing them instantly. One survivor, with a terribly shattered leg, crawled down a hallway looking for his child, only to die a lonesome and painful death in the darkness beneath the earth, never seeing his son again. (Death in the Treklant) This is the skeleton of an ogre child who starved to death after his parents died. His father is the skeleton found in 8a. If the child’s skeleton is disturbed, the ogre skeleton in 8a animates. (I2 Under Dark & Misty Ground Dzeebagd) [b]Skeleton Dragon:[/b] See Dragon Skeleton. [b]Skeleton Small Beast:[/b] These small skeletal creatures are typically raised from the skeletal remains of dogs, cats, wolves, coyotes and the like. Some necromancers prefer raising them up as they can get twice as many smaller minions from a single casting of Animate Dead as they would the larger humanoid skeleton stock. (Castle Keeper's Guide to the Haunted Highlands) These small skeletal creatures are typically raised from the skeletal remains of dogs, cats, wolves, coyotes and the like. Some necromancers prefer raising them up as they can get twice as many smaller minions from a single casting of Animate Dead as they would the larger humanoid skeleton stock. (U4 Curse of the Khan) [b]Skeleton Stronger:[/b] At will the terralip can call forth the bodies of its victims. At any given time there are 2-16 skeletons and 2-16 zombies lying in the earth around the terralip. These undead are stronger than the norm; skeletons have 2 hit dice (XP 10+2) while zombies have 4 (XP 40+4). (Monsters and Treasures of Airhde 2nd Printing) At will the terralip can call forth the bodies of its victims. At any given time there are 2-16 skeletons and 2-16 zombies lying in the earth around the terralip. These undead are stronger than the norm; skeletons have 2 hit dice (XP 10+2) while zombies have 4 (XP 40+4). (Monsters & Treasures of Airhde 3rd Printing) [b]Skistatikan:[/b] See Vampire Setite Serpent-Man Necromancer-Cleric 9, Skistatikan. [b]Skromt:[/b] How the Skrømt spirit is bound to the stone varies from tribe to tribe, but many were sacrifices and criminals put to death by the tribe for their evil deeds. The Goði and wizards would bind their spirit to the stone to bless and protect the tribe in that direction (east, west, north, south) and react if the marker stone was moved or broken. (Codex Nordica) [b]Small Beast Skeleton:[/b] See Skeleton Small Beast. [b]Snake Animated:[/b] See Animated Snake. [b]Son of Rhealth:[/b] The sons of rhealth were created ages ago, by worshipers of the foul Lord of the Undead. It will also ‘attack’ with one of the putrid worms that live within it. Once per round, one of the worms will leap or fall onto the son’s opponent. The victim is allowed a dexterity check to avoid this. Success means the worm has fallen to the ground, while failure means the worm has landed on the victim. It will do this every round, meaning a victim may have multiple worms on it at any given time. Those victims that have had a worm land on them may cease any other action to remove the worm from their body. If they do, they will automatically be successful. Starting with round two, the creature will begin to crawl towards the head. It will arrive in 1d3 rounds. Once there, it will begin boring into the ears, or crawling through the nose if the ear is covered. When this occurs, the victim may make a dexterity check (CL 3) to dislodge the worm. Failure means it has successfully entered the head of its victim. Once there, it will burst, scattering a foul, green ichor that will leak from the ear (or nose). The victim must make a constitution check (CL 5) or be stricken with a wasting disease. This disease will manifest in 2d12 hours. At first, the victim will be nauseated and will vomit and not be able to eat. After another 1d6 hours, he will begin to lose 1d4 hit points per round, growing weaker and weaker (-x on all dice rolls, with x = number of hours infected). Once dead, the creature will rise as a Son of Rhealth in one day. Only a Cure Disease spell will negate this horrific disease. The Sons of Rhealth were created ages ago, by worshipers of the foul Lord of the Undead. (Classic Monsters & Treasures 2nd Printing) It will also attack with one of the putrid worms that live within it. Once per round, one of the worms will leap or fall onto the Son’s opponent. The victim is allowed a dexterity check to avoid this. Success means the worm has fallen to the ground, while failure means the worm has landed on the victim. It will do this every round, meaning a victim may have multiple worms on it at any given time. (Classic Monsters & Treasures 2nd Printing) Those victims that have had a worm land on them may cease any other action to remove the worm from their body. If they do, they will automatically be successful. Starting with round two, the creature will begin to crawl towards the head. It will arrive in 1d3 rounds. Once there, it will begin boring into the ears, or crawling through the nose if the ear is covered When this occurs, the victim may make a dexterity check (CL 3) to dislodge the worm. Failure means it has successfully entered the head of its victim. Once there, it will burst, scattering a foul, green ichor that will leak from the ear (or nose). The victim must make a constitution check (CL 5) or be stricken with a wasting disease. This disease will manifest in 2d12 hours. At first, the victim will be nauseated and will vomit and not be able to eat. After another 1d6 hours, he will begin to lose 1d4 hit points per round, growing weaker and weaker (-x on all dice rolls, with x = number of hours infected). Once dead, the creature will rise as a Son of Rhealth in one day. Only a remove disease spell will negate this horrific disease. (Classic Monsters & Treasures 2nd Printing) The Sons of Rhealth were created ages ago, by worshipers of the foul Lord of the Undead. (Tome of the Unclean) Those victims that have had a worm from a Son of Rhealth land on them may cease any other action to remove the worm from their body. If they do, they will automatically be successful. Starting with round two, the creature will begin to crawl towards the head. It will arrive in 1d3 rounds. Once there, it will begin boring into the ears, or crawling through the nose if the ear is covered. When this occurs, the victim may make a dexterity check (CL 3) to dislodge the worm. Failure means it has successfully entered the head of its victim. Once there, it will burst, scattering a foul, green ichor that will leak from the ear (or nose). The victim must make a constitution check (CL 5) or be stricken with a wasting disease. (Tome of the Unclean) This disease manifests within 2d12 hours. At first, the victim becomes nauseated, vomiting and unable to eat. After another 1d6 hours, he will begin to lose 1d4 hit points per round, growing weaker and weaker (- number of hours infected on all dice rolls). Once dead, the creature will rise as a Son of Rhealth in one day. Only a remove disease spell will negate this horrific disease. (Tome of the Unclean) The Sons of Rhealth were created ages ago, by worshipers of the foul Lord of the Undead. (Tome of the Unclean 2019 Preorder) The disease from a son of Rhealth worm bursting inside a victim manifests within 2d12 hours. At first, the victim becomes nauseated, vomiting and unable to eat. After another 1d6 hours, he will begin to lose 1d4 hit points per round, growing weaker and weaker (- number of hours infected on all dice rolls). Once dead, the creature will rise as a Son of Rhealth in one day. Only a remove disease spell will negate this horrific disease. (Tome of the Unclean 2019 Preorder) [b]Soul Devouring:[/b] ? [b]Soul Reaper:[/b] ? [b]Soul Thief, Rottenshuf:[/b] These creatures are of the order of the Val-Austlich, created in the Days before Days by Thorax. They were shadows, cast off by the Cloak of Red, and called the rottenshuf. (Monsters and Treasures of Aihrde) [b]Soul Thief, Rottenshuf:[/b] These creatures are of the order of the Val-Austlich, created in the Days before Days by Ornduhl. They were shadows, cast off by the Cloak of Red, and called the rottenshuf. (Monsters and Treasures of Airhde 2nd Printing) These creatures are of the order of the Val-Austlich, created in the Days before Days by Ornduhl. They were shadows, cast off by the Cloak of Red, and called the rottenshuf. (Monsters & Treasures of Airhde 3rd Printing) Those victims that have had a worm land on them may cease any other action to remove the worm from their body. If they do, they will automatically be successful. Starting with round two, the creature will begin to crawl towards the head. It will arrive in 1d3 rounds. Once there, it will begin boring into the ears, or crawling through the nose if the ear is covered When this occurs, the victim may make a dexterity check (CL 3) to dislodge the worm. Failure means it has successfully entered the head of its victim. Once there, it will burst, scattering a foul, green ichor that will leak from the ear (or nose). The These creatures are of the order of the Val-Austlich, created in the Days before Days by Ornduhl. They were shadows, cast off by the Cloak of Red, and called the rottenshuf. (Monsters and Treasures of Airhde 2nd Printing) He was one of the guards for Unklar’s forces. Accused of treason - treason he never committed - he was tortured for many years before they allowed him to die. Being innocent, his soul attempted to fulfill his duties they accused him of not performing while alive. (Heart of Glass) These creatures are of the order of the Val-Austlich, created in the Days before Days by Thorax. They were shadows, cast off by the Cloak of Red, and called the rottenshuf. (Heart of Glass) [b]Spawn Empusa:[/b] See Empusa Spawn. [b]Spawn Vampire:[/b] See Vampire Spawn. [b]Spawn Wight:[/b] See Wight Spawn. [b]Spawn Wraith:[/b] See Wraith Spawn. [b]Spectral Hero:[/b] Spectral Heroes are the undead spirits of heroes who served well their deity in life. (Castle Keeper's Guide to the Haunted Highlands) [b]Spectre:[/b] Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge. (Monsters & Treasures 2nd Printing) Any creature slain by a spectre will become a spectre in 1d4 rounds. (Monsters & Treasures 2nd Printing) Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge. (Monsters and Treasures 3rd Printing) Any creature slain by a spectre will become a spectre in 1d4 rounds. (Monsters and Treasures 3rd Printing) Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge. (Monsters & Treasures 4th Printing) Any creature slain by a spectre will become a spectre in 1d4 rounds. (Monsters & Treasures 4th Printing) Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge. Any creature slain by a spectre will become a spectre in 1d4 rounds. (Tome of the Unclean) Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge. Any creature slain by a spectre will become a spectre in 1d4 rounds. (Tome of the Unclean 2019 Preorder) Any living creature slain by a mortuary cyclone’s necrocone attack (see below) or energy drain attack becomes a spectre in 1d4 rounds. (Black Libram of Naratus) Slain creatures are deposited on the ground where they rise as undead “slaves” in command of the mortuary cyclone. (Black Libram of Naratus) Any living creature slain by a mortuary cyclone’s necrocone attack (see below) or energy drain attack becomes a spectre in 1d4 rounds. (Castle Keeper's Guide to the Haunted Highlands) Rune of Undeath victim with more than 10 HD. (Castle Keeper's Guide to the Haunted Highlands) Rune of Undeath: This powerful dwarven curse is reserved for only the most notable of dwarven thanes and nobles. By the activation of this rune the target must make a save vs. death (CL 7) or be instantly slain, arising in 1d4 rounds as an undead guardian of the place of defilement. Beings with less than 5 HD rise as a shadow. Beings with over 5 HD rise as a wraith, beings of over 10 HD rise as a specter. (DB3 Deeper Darkness) The corpses of the Umeshti lord and lady buried here were cursed during the war of the gods and each was buried alive within their own sepulcher. Now their spirits reside here restlessly as specters. (DB3 Deeper Darkness) Within its pages the liber mortis gives detailed information on the creation of specters and liches. (U2 Verdant Rage) Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge. (Amazing Adventures Manual of Monsters) Any creature slain by a spectre will become a spectre in 1d4 rounds. (Amazing Adventures Manual of Monsters) This room was the living quarters of a high priest dedicated to Lord Gregor's foul devil. The high priest met his end while trying to summon a devil. Lord Gregor refused to pay the required fees for the outsider's assistance, so it attacked. It ripped out Lord Gregor's throat in one swipe and mortally wounded the high priest, who fled here. Due to the evil acts it performed in life, its soul cannot rest, and it has become a spectre. (Castles & Crusades: The Secret of Smuggler's Cove) If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety. (Vampires of the Olden Lands) [i]Create Greater Undead[/i] spell caster level 15. (Player's Handbook 3rd Printing) [i]Create Greater Undead[/i] spell caster level 15. (Player's Handbook 4th printing) [i]Create Greater Undead[/i] spell caster level 15. (Players Handbook 6th Printing) [i]Create Greater Undead[/i] spell caster level 15. (Player's Handbook 7th Printing) [i]Create Greater Undead[/i] spell caster level 15. (Amazing Adventures 1st Printing) [i]Create Greater Undead[/i] spell caster level 15. (Amazing Adventures 2nd Printing) [b]Spectre, Angrboda:[/b] Worse, though, is Angrboða’s undead state. She was slain in earlier times and is said by many to haunt the woods and swamps as a spectre. (Codex Nordica) [b]Spectre, Aramach:[/b] ? [b]Spectre, Jelaquin:[/b] ? [b]Spirit, Lecrutia:[/b] Lecrutia’s spirit has fought its own great battles of will to win its way from the tortured limbo of the murdered. (Free City of Eskadia) [b]Spirit Angry:[/b] ? [b]Spirit Ghostly:[/b] See Spirit of the Dead, Ghostly Spirit. [b]Spirit of the Dead, Ghostly Spirit:[/b] ? [b]Spirit Vampire:[/b] See Vampire Ekimmu, Spirit Vampire, Vampire Lord. [b]Spook:[/b] ? [B]Squire of Satan:[/B] See Musketeer Squire of Satan. [b]Srihoz:[/b] See Vampire Human Wizard 11, Srihoz, Heironeous Uliran Theophal. [b]Stone Feliul:[/b] See Feliul Stone. [b]Strighoiphir:[/b] See Vampire Strighoiphir, Dead Vampire. [b]Stronger Skeleton:[/b] See Skeleton Stronger. [b]Stronger Zombie:[/b] See Zombie Stronger. [b]Swarm Shadow Rat:[/b] See Shadow Rat Swarm. [b]Szalbaphir:[/b] See Vampire Szalbaphir, Vampire Gamin. [b]Tallus-Perilan, Arcus:[/b] See Lich Human Wizard 25, Arcus Tallus-Perilan. [b]Tamur:[/b] See Bodak, Prince Tamur. [b]Taraxippus:[/b] This ghost or ghosts are said to haunt the horse tracks of Olympias and make the horse races occasionally difficult to impossible for participants. Many Classical sources say the Taraxippus is but the ghost of heroes past now returned to haunt the Olympic Games for various reasons, while others say differently. Another story says that the strange event is due to a brave individual named Ischenos who sacrificed himself for the better of all in his community during a plague, and his grave is located at Olympia where the games are held. (Codex Classicum) [b]Tepesch, Vlad:[/b] See Vampire Count Dracula, Count Vlad Tepesch, King of the Vampires. [b]Terralip Tree:[/b] In the old dead husk of many a tree lingers the echo of its spirit. The spirit burns with some malevolence that it bore in life or that was given to it by others or that it suffered in death. These are twisted spirts, born crooked and they die angry. They are forbidden to return to the earth and oblivion as is the want of all trees, so they remain in bark, bole and branches, there to poison the ground, the very air, that once gave it life. (Monsters and Treasures of Airhde 2nd Printing) The terralip is found where any deciduous forest once grew or grows. They can be of any breed of hardwood, from the hardbarked cherry tree to the tall, thin aspen. They can exist in any climate and as high as the tree line in the mountains. They are found in swamps and deserts, towns and valleys, wherever trees grow. (Monsters and Treasures of Airhde 2nd Printing) Trees root deep in the ground; the fingers of their age push into the soils, soft or hard. For some this is all there is and they take no heed of the fruit that is the earth, the wind and sky and cool waters. For others they are awake and take notice, for what it is worth, of the world around them and these love or hate the joy of it as is their want. Of these the terralip is born. An evil limb in life, turns worse in death. Or happenstance twists a happy spirit to a malevolent force. In either case the tree is foul in death, poisoning the earth and air, filling the soils at its feet with death, trapping the spirits of the fallen in the tangled roots of its own spite. (Monsters and Treasures of Airhde 2nd Printing) In the old dead husk of many a tree lingers the echo of its spirit. The spirit burns with some malevolence that it bore in life or that was given to it by others or that it suffered in death. These are twisted spirits, born crooked and they die angry. They are forbidden to return to the earth and oblivion as is the want of all trees, so they remain in bark, bole and branches, there to poison the ground, the very air, that once gave it life. (Monsters & Treasures of Airhde 3rd Printing) The terralip is found where any deciduous forest once grew or grows. They can be of any breed of hardwood, from the hard-barked cherry tree to the tall, thin aspen. They can exist in any climate and as high as the tree line in the mountains. They are found in swamps and deserts, towns and valleys, wherever trees grow. (Monsters & Treasures of Airhde 3rd Printing) Trees root deep in the ground; the fingers of their age push into the soils, soft or hard. For some this is all there is and they take no heed of the fruit that is the earth, the wind and sky and cool waters. For others they are awake and take notice, for what it is worth, of the world around them and these love or hate the joy of it as is their want. Of these the terralip is born. An evil limb in life, turns worse in death. Or happenstance twists a happy spirit to a malevolent force. In either case the tree is foul in death, poisoning the earth and air, filling the soils at its feet with death, trapping the spirits of the fallen in the tangled roots of its own spite. (Monsters & Treasures of Airhde 3rd Printing) [b]Tharghul:[/b] Through long experience and terrible rites, a mentally acute ghoul or ghast can rise in power and eventually attain the status of tharghûl; any such creature that retains eight or more levels when it rises again as undead rises as a tharghûl, and cannot be controlled by any master. (Monstrous Menaces 2 Blade Dancer, Goblin, and Tharghul) [b]The Champion:[/b] See Ghost Fighter 5, The Champion. [b]The Corruptor:[/b] See Demiurge Demon Lord, Belphegor, The Corruptor. [b]The Dark Queen:[/b] See Lich, Nialle, The Dark Queen. [b]The Wolf at Midnight:[/b] See Ghost, Wulfric Knight, The Wolf at Midnight. [b]Theophal, Heironeous Uliran:[/b] See Vampire Human Wizard 11, Srihoz, Heironeous Uliran Theophal. [b]Thief Soul:[/b] See Soul Thief, Rottenshuf. [b]Thing Crypt:[/b] See Crypt Thing. [b]Thirst Lord:[/b] See Vampire Ancient Thirst Lord. [b]Topielec:[/b] These frightening spirits are the souls of those who have been drowned by various means in bodies of water and are now filled with rage. (Codex Slavorum) [b]Treant Undead:[/b] See Undead Treant. [b]Trebitha Gonn Chastetor:[/b] See Mummy Greater, Trebitha Gonn Chastetor. [b]Tree Terralip:[/b] See Terralip Tree. [b]Tree Undead:[/b] See Undead Tree. [b]Troll Aggamite:[/b] See Aggamite Troll. [b]Undead Crow:[/b] ? [b]Undead Dragon:[/b] ? [b]Undead Dragon, Alkuvar Destriganumos:[/b] Lake Spirit Trap: This deep lake is said to have gotten its name from the time of the War of the Gods, when the armies of order forged northward to contain the abyssal spawn which erupted from the region. During a fierce battle against the demonic dragon Alkuvar Destriganumos, the beast was slain and plunged in to the earth, forming the deep crater that became Lake Spirit Trap. The tale goes on, saying that the blood of the dragon tainted the waters which filled the crater, turning it red on certain evil days, and that the ghosts of the soldiers which fell in battle against the dragon were trapped forever more, unable to escape their watery graves. Indeed, strange things seem to haunt the lake, and the handful of men who ply their trade as fishermen and bargers on the lake are a nervous, stoic lot. Even stranger rumors suggest that the draconic, undead form of the dragon still dwells within the lake, surfacing on those days of Sanguine tide, to seek out new victims to sustain its unlife. (The Keepers of Lingusia) [b]Undead Partial Ghast Human Trollblood Ranger 7, Bjorn the Old, Ole the Giant Slayer:[/b] Rather it be Bjorn’s luck or his Norse half-troll soul, his near death at the claws and fangs of a ghast and ghoul pack have left his body and soul straddling two worlds. His normally good aligned soul has been faintly tainted by evil he can feel and innately struggles against (and magic can detect). His body does not take well to healing, be it natural or divine, in many ways it seems to be slowly dying. Food and drink do not slack his ravenous hunger and all things living make his mouth water (further disgusting him). In some ways he is both a mortal human and an undead ghast, in others he is fully neither. (Domesday 8) [b]Undead Treant:[/b] ? [b]Undead Tree:[/b] In Octzellan burial customs criminals are hung on specially marked trees, so that their spirits are trapped within the tree. These trees are "undead", so to speak; they have no dryad, or spirit, within them, yet they live. Instead they take the soul of those killed on or close to them, preventing the criminal from reaching the afterlife. (The Keepers of Lingusia) [b]Urthrasta:[/b] See Mummy Greater, Urthrasta. [b]Vaettir:[/b] They are the vengeful spirits of those sacrificed to the bogs and they will drag the victims into the waters to their doom. (Nine Worlds Saga Volume I Hel Rising) These spectral women float about the swamp waters and remain from what had been left of earlier sacrifices by the dwarfs (of Mortals) to satiate the Ogress. (Nine Worlds Saga Volume II Odin's Fury) [b]Vampir:[/b] Usually only the evilest of people can become a vampir, living or dead, and prey on the innocent living. (Codex Slavorum) [b]Vampire:[/b] If the controlling vampire is destroyed, the spawn becomes a full vampire with the normal statistics. (Monsters & Treasures 2nd Printing) If the controlling vampire is destroyed, the spawn becomes a full vampire with the normal statistics. (Monsters and Treasures 3rd Printing) If the controlling vampire is destroyed, the spawn becomes a full vampire with the normal statistics. (Monsters & Treasures 4th Printing) Typically they began their career as thrall or spawn to another vampire of greater power who was somehow destroyed or through great loneliness chose to destroy itself. The spawn of these beings typically turn upon one another like so many rats. The survivor becomes a vampire. (Black Libram of Naratus) Typically, they began their career as thrall or spawn to another vampire of greater power, who was somehow destroyed or through great loneliness chose to destroy itself. The spawn of these beings typically turn upon one another like so many rats. The survivor becomes a vampire as described in Monsters & Treasure. (Castle Keeper's Guide to the Haunted Highlands) Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power … a lich cursed to do the bidding of their cruel slayer. (Castle Keeper's Guide to the Haunted Highlands) Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power, a lich cursed to do the bidding of their cruel slayer. (Players Guide to the Haunted Highlands) Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power … a lich cursed to do the bidding of their cruel slayer. (Free City of Eskadia) Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power … a lich cursed to do the bidding of their cruel slayer. (Haunted Highlands Deities) But the worst of his powers came when Naarheit, god of Chaos, revealed to Sagramore that he could alleviate his loneliness by spreading his disease to others. (Heart of Glass) At first he did so reluctantly, for he was ever a good man, and knew in his heart that what he did was an abomination. He felt also that he owed Jaren a debt. But his loneliness overcame his reluctance, and he eventually made others like himself. (Heart of Glass) If a Vampire is killed, all of its spawn immediately become full vampires. (Amazing Adventures Manual of Monsters) Formerly human, these foul creatures have become completely corrupted, lurking in a state between life and death, and requiring warm, fresh blood for sustenance. (Amazing Adventures 1st Printing) If a Vampire is killed, all of its spawn immediately become full vampires. (Amazing Adventures 1st Printing) Formerly human, these foul creatures have become completely corrupted, lurking in a state between life and death, and requiring warm, fresh blood for sustenance. (Amazing Adventures 2nd Printing) If a Vampire is killed, all of its spawn immediately become full vampires. (Amazing Adventures 2nd Printing) If the controlling vampire is destroyed, its spawn becomes a full vampire with the normal statistics. (Victorious the Role Playing Game) The vampire aboleth can choose to raise one of its slain victims as a vampire under its control. (Castles & Crusades: Dread Crypt of Srihoz) The priests and mages of Set have been known to suffer terrible fates if they go against Set’s will, and it is said that any being which defies his worship will be inflicted with a vampiric curse, insuring that they perpetuate Set’s will forever whether they want to, or not. Some setite and human followers of Set willingly petition the god for this infliction, to become members of his Chosen flock. (The Keepers of Lingusia) There are three known ways to become a vampire, according to those specialists who are necromantic students of the undead. First, followers of Set who betray the dictates of their accursed god can be damned with Setitic Vampirism. (The Keepers of Lingusia) Vampirism can be brought down on someone who was so evil and villainous in life that they are grabbed by Devonin and offered a second chance to walk the land of the living, as a stalker in the night. (The Keepers of Lingusia) Finally, a vampire can be created when they bite a mortal and share blood, rendering the blood of the mortal impure. This is not always effective, and the process creates a special master-servant bond between the vampires, which has such psychological ramifications that it is done rarely. (The Keepers of Lingusia) Unlike the lesser undead, these more intelligent and powerful sorts are not necessarily created by a necromancer but by their own dark will and corrupted spirit. Given that these undead had a degree of free will it could be assumed that the magic involved in their creation or revival is tainted strongly with unholy powers and/or negative energy. Even if enslaved to a necromancer, the risk of their breaking free of their bonds is high. In a way, it is as if the will of the person in question superimposed itself over reality to a limited extent by refusing to acknowledge their own mortal end. (Domesday 7) [I]Animate Dead Master[/I] spell. (Amazing Adventures Companion) [i]Create Greater Undead[/i] spell caster level 17. (Player's Handbook 3rd Printing) [i]Create Greater Undead[/i] spell caster level 17. (Player's Handbook 4th printing) [i]Create Greater Undead[/i] spell caster level 17. (Players Handbook 6th Printing) [i]Create Greater Undead[/i] spell caster level 17. (Player's Handbook 7th Printing) [i]Create Greater Undead[/i] spell caster level 17. (Amazing Adventures 1st Printing) [i]Create Greater Undead[/i] spell caster level 17. (Amazing Adventures 2nd Printing) [i]Create Vampire[/i] spell. (Castles & Crusades: Dread Crypt of Srihoz) [i]Rise as the Undead[/i] spell. (Players Guide to the Haunted Highlands) Orb of the Dead Grant Un-Death power. (Domesday 7) [b]Vampire, Baron Hroder:[/b] Baron Hroder was the ruling baron of Galent before he was turned into a Vampire by the mad Karukithyak. (The Keepers of Lingusia) [B]Vampire, Camilla:[/B] ? [B]Vampire, Cardinal Richelieu:[/B] An important reason why the Cardinal believes stories of werewolves and the like is simple: he is a vampire himself, having sold his soul to Satan for the glory of France, and for personal power and glory. (Amazing Adventures Companion) [b]Vampire, Count Dracula, Count Vlad Tepesch, King of the Vampires:[/b] ? [b]Vampire, Dr. Orleon:[/b] ? [B]Vampire, Dracula:[/B] ? [b]Vampire, Dysadda Gyristia:[/b] The Tower of Serpents is the headquarters of the Setites and their representative of the Council of Four, the serpent sorceress Dysadda Gyristia, great great granddaughter or the long-dead Dysadda Benn. She is a cruel manipulator, sorceress, and schemer, and has for the time being sworn her undying loyalty to Xauraun, that she be spared, as thousands of her kin were slaughtered or driven from the city on the day he ascended to power. She is now considered a traitor to Set, and has begun to develop vampiric traits as fits the curse which overcomes Set's most loyal minions who betray him. (The Keepers of Lingusia) [b]Vampire, Jarisha:[/b] ? [b]Vampire, Karukithyak:[/b] Karukithyak was born with the rare malady of Vampirism. [b]Vampire, Marissa:[/b] ? [b]Vampire, Sagramore:[/b] Unklar then cursed him, “Ever shall you thirst for the power you cannot have! Ever shall you gain that which you do not seek!” And he marked him with the gift of immortality, bound to a chain in a cave under a mountain in the frozen north. (Heart of Glass) [B]Vampire, Varney the Vampire:[/B] ? [B]Varney the Vampire:[/B] See Vampire, Varney the Vampire. [b]Vampire, Xerxes:[/b] ? [b]Vampire Aboleth:[/b] ? [b]Vampire Ancient:[/b] Although they can no longer gain additional class levels in their former life’s profession, such vampires grow stronger as they age, becoming deadlier as their flesh hardens to damage and their hit dice grow with their insatiable blood lust. (Castle Keeper's Guide to the Haunted Highlands) [b]Vampire Ancient Crimson Baron:[/b] 601-800 years. (Castle Keeper's Guide to the Haunted Highlands) [b]Vampire Ancient Grave Knight:[/b] 200-400 years. (Castle Keeper's Guide to the Haunted Highlands) [b]Vampire Ancient Grave Knight Knight 10, Y'Bras the Drinker:[/b] ? [b]Vampire Ancient Thirst Lord:[/b] 401-600 years. (Castle Keeper's Guide to the Haunted Highlands) [b]Vampire Ancient Thirst Lord, Miss Charity, Lady of Thirst:[/b] ? [b]Vampire Ancient Sanguine Prince:[/b] 801-1,00 years. (Castle Keeper's Guide to the Haunted Highlands) [b]Vampire Ancient Lord Blood King:[/b] 1,001+ years. (Castle Keeper's Guide to the Haunted Highlands) [b]Vampire Ashtarth:[/b] ? [b]Vampire Ashtarth Ranger-Rogue 9, Moria:[/b] Her curse is a mystery, for she is not known to have worshipped Set, but some believe that she was bitten by a Setitie Vampire who once served Karukithyak, and for such shame, she was forced to leave her homeland. (The Keepers of Lingusia) [b]Vampire Bhabaphir, Granny Soul-Sucker:[/b] Bhabaphirs are horribly twisted old ladies, the corrupted “wise woman” of a village transformed into a vicious and most evil form of undead. The means for such a thing to pass are several. First and foremost, the wise-woman may delve into eldritch things that are beyond her ken and thus be horribly transformed, possessed perhaps, by a demonic spirit. Similarly, she may be corrupted by Chaos through feelings of jealousy, envy, or hatred for those in her community whom she feels may take advantage of her. Too, another bhabaphir may visit the village in disguise and “convert” the local wise-woman. Finally, she may fall in secret to the service of another, more potent vampire, and also be transformed. (Vampires of the Olden Lands) [b]Vampire Dead:[/b] See Vampire Strighoiphir, Dead Vampire. [b]Vampire Ekimmu, Spirit Vampire, Vampire Lord:[/b] They are themselves descended from Chaos cultists of Elder Deshret who ascended to a state of Undeath during the Wars of Chaos. (Vampires of the Olden Lands) Strighoiphirs who have ascended beyond their physical bodies. (Vampires of the Olden Lands) If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety. (Vampires of the Olden Lands) [b]Vampire Fighter-Wizard 13, Castor Elas Markovin:[/b] He seeks, some believe, to perform an act which will grant his family freedom from the curse which Set has placed upon him, although the nature of his curse and its origins are lost in time, and only he knows. (The Keepers of Lingusia) [b]Vampire Gamin:[/b] See Vampire Szalbaphir, Vampire Gamin. [b]Vampire Grave Knight, Malcom of Helliwell:[/b] They watched as he vanished beneath the awnings of the ruined gate. The screams of his pain and horror carried over the barren wastes and into the ice-bound wilds. So Malcom of Helliwell, knight and paladin of the Holy Defenders, sacrificed his place in heaven for the greater good of the world. So Malcom of Helliwell gained immortality and became a vampire, all for the greater good. (Heart of Glass) A one time paladin of the Holy Defenders of the Flame, Malcom fell victim to Sagramore, the father of all Vampires, and the machinations of the gods during the Winter Dark Wars. (Heart of Glass) Malcom is an unusually powerful vampire. He is a Living Vampire, a Patriarch. There are few of these creatures in the world. Malcom came to be thus for as a living man he was a good man, a lordly paladin of a noble line and family who willingly submitted to the lusts of the undead Lord Sagramore. In so doing he bound his soul, his very being, to the prospect of being undead, so that his soul lingered in his body. (Heart of Glass) Sagramore, a one time wizard and tortured victim of the horned god’s came to St. Luther and offered to make Malcom a creature of the undead. “You know my tale, Lord of Dreams, and you know that I must live by the blood of living things. You know that I am a vampire. But Narrheit must be foiled, and the riddles of the Blood Runes understood and only Malcom may do this.” He promised to take the boy in his arms and give him eternal life. (Heart of Glass) “Such a thing would be damnation for him. But alas, I see no other way. If he agrees, I myself shall slay him when his destiny is fulfilled.” So they took Malcom and after much debate the knight, in great consternation, with curses for his father and St. Luther allowed for the Vampire’s embrace. So it was that the second curse came upon Malcom and he became the undead. (Heart of Glass) [b]Vampire Grave Lords:[/b] ? [b]Vampire Grave Lords Pleasure Slave:[/b] ? [b]Vampire Half-Demon, Melantha:[/b] ? [b]Vampire Human Fighter 10, Ron Riccio:[/b] ? [b]Vampire Human Wizard 11, Srihoz, Heironeous Uliran Theophal:[/b] ? [b]Vampire Lhamira, Vampire-Witch:[/b] A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the lhamira’s kiss can be brought back to un-life, under the control of the slaying lhamira. The lhamira usually must want to use this ability; it is not automatic. Males will be brought back as mhoroiphirs, females as lhamiras, and children as szalbaphirs. (Vampires of the Olden Lands) [b]Vampire Lhamphir, Plague Bearer:[/b] The lhamphir arises on rare occasions from those who were slain through plague; only the first slain in a settlement might arise as a lhamphir, if proper precautions are not taken. If the body is given final rites and a proper burial or cremation according to the Good or Lawful faith to which the victim belonged, then the lhamphir cannot arise. Otherwise, there is a percentage chance equal to the Charisma score plus the level of the victim that he arises as a lhamphir. If the community and his family abandoned him during his illness, this chance doubles that he arises as a lhamphir, eager to avenge himself upon those who turned on him. (Vampires of the Olden Lands) If the lhamphir slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim of his disease by use of his drain health ability to drain his last point of Constitution (not merely through loss of Constitution through the disease), he may, if he chooses, cause the victim to rise again the next night as a lhamphir or a ghoul. If he creates a ghoul spawn, the ghoul will not cause paralysis with its bite and claw attacks; instead the attacks might cause the plague, as per the black breath ability of the lhamphir. (Vampires of the Olden Lands) [b]Vampire Living:[/b] See Vampire Mhoroiphir, Living Vampire. [b]Vampire Lizard Man:[/b] ? [b]Vampire Lord:[/b] See Vampire Ekimmu, Spirit Vampire, Vampire Lord. [b]Vampire Mhoroiphir, Living Vampire:[/b] Mhoroiphirs can result from several sources, the most common being created as the spawn of an existing mhoroiphir. They can also be created by lhamiras, strighoiphirs, and ekimmu. Finally, they might arise naturally, or rather, unnaturally, especially in the land of Strigoria. These methods include, among others: (Vampires of the Olden Lands) Dying without being consecrated to the God of Law; Committing suicide; Practicing sorcery, black witchcraft, or eldritch wizardry in life; Having a spell-caster’s familiar jump on your corpse before you are buried; Eating the flesh of an animal killed by a vampire; Being slain by a lycanthrope; Death by murder un-avenged; Dying while cursed by a sorcerer or witch. (Vampires of the Olden Lands) If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety. (Vampires of the Olden Lands) A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the lhamira’s kiss can be brought back to un-life, under the control of the slaying lhamira. The lhamira usually must want to use this ability; it is not automatic. Males will be brought back as mhoroiphirs, females as lhamiras, and children as szalbaphirs. (Vampires of the Olden Lands) A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the mhoroiphir’s energy drain can be brought back to un-life, under the control of the slaying mhoroiphir. The mhoroiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. (Vampires of the Olden Lands) A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. (Vampires of the Olden Lands) A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie. (Vampires of the Olden Lands) [b]Vampire Setite Serpent-Man Necromancer-Cleric 9, Skistatikan:[/b] Banished from Hazer-Phennis the underworld empire of the Setite serpent men, he fled a decade ago to the Octzellan lands, and eventually found his niche within the Capitol. He is a dedicated servant of Set, and does not understand why he was transformed into a vampire by his god. (The Keepers of Lingusia) [b]Vampire Spawn:[/b] A human victim killed by the vampire’s blood drain can be brought back to unlife, under the control of the slaying vampire. The slaying vampire must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a spawn. (Monsters & Treasures 2nd Printing) A human victim killed by the vampire’s blood drain can be brought back to unlife, under the control of the slaying vampire. The slaying vampire must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a spawn. (Monsters and Treasures 3rd Printing) A human victim killed by the vampire’s blood drain can be brought back to unlife, under the control of the slaying vampire. The slaying vampire must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a spawn. (Monsters & Treasures 4th Printing) If a vampire wolf chooses, it can drain the blood or energy of a human victim in such a way as to bring the deceased into unlife as a vampire spawn. This spawn is under the control of the slaying wolf. This ability is not automatic, but must be consciously used. (Black Libram of Naratus) If a vampire wolf chooses, it can drain the blood or energy of a human victim in such a way as to bring the deceased into un-life as a vampire spawn. This spawn is under the control of the slaying wolf. This ability is not automatic, but must be consciously used. An affected humanoid loses all abilities, and gains the statistics of a vampire spawn. (Castle Keeper's Guide to the Haunted Highlands) Vampire Spawn, or lesser vampires, are those mortals who are turned into a vampire by the kiss of a full vampire. (Amazing Adventures Manual of Monsters) If a vampire chooses, it can drain the blood or energy of a human victim in such a way as to bring the deceased into unlife as a vampire spawn. This spawn is under the control of the slaying vampire. This ability is not automatic, but must be consciously used. (Amazing Adventures Manual of Monsters) If a vampire wolf chooses, it can drain the blood or energy of a human victim in such a way as to bring the deceased into unlife as a vampire spawn. (Amazing Adventures Manual of Monsters) This ability is not automatic, but must be consciously used. (Amazing Adventures Manual of Monsters) If a vampire chooses, it can drain the blood or energy of a human victim in such a way as to bring the deceased into unlife as a vampire spawn. This spawn is under the control of the slaying vampire. This ability is not automatic, but must be consciously used. (Amazing Adventures 1st Printing) If a vampire chooses, it can drain the blood or energy of a human victim in such a way as to bring the deceased into unlife as a vampire spawn. (Amazing Adventures 2nd Printing) If a vampire chooses, it can drain the blood of a human victim in such a way as to bring the deceased into unlife as a vampire spawn. This spawn is under the control of the slaying vampire. This ability is not automatic, and must be consciously used. (Victorious the Role Playing Game) [i]Create Vampire Spawn[/i] spell. (Castles & Crusades: Dread Crypt of Srihoz) [B]Vampire Spawn, Comte de Rochefort:[/B] ? [b]Vampire Spirit:[/b] See Vampire Ekimmu, Spirit Vampire, Vampire Lord. [b]Vampire Strighoiphir, Dead Vampire:[/b] A strighoiphir is a “dead vampire,” that is, it is the result of a vampire that has been slain once but risen again, due to the required ritual being incomplete or incorrectly performed. Strighoiphirs can also result from an ekimmu or strighoiphir creating such a beast. (Vampires of the Olden Lands) A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. (Vampires of the Olden Lands) If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety. (Vampires of the Olden Lands) [b]Vampire Szalbaphir, Vampire Gamin:[/b] Szalbaphirs normally arise when a child is lost in the forest or exposed on a hill and found by vampires. They also result when a vampire seeks revenge against a mortal and drains his children to create a true level of horror. (Vampires of the Olden Lands) A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the szalbaphir’s blood drain can be brought back to un-life, under the control of the slaying szalbaphir. The szalbaphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under mhoroiphir above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. (Vampires of the Olden Lands) A szalbaphir can create other szalbaphirs if their victim is a child (12 years or younger); adults who rise are ghouls. (Vampires of the Olden Lands) [b]Vampire Weak:[/b] ? [b]Vampire Wizard 14, Esidria Elas Phallikoskis, Queen of the Black Society:[/b] ? [b]Vampire-Witch:[/b] See Vampire Lhamira, Vampire-Witch. [b]Vampiric Wolf:[/b] ? [b]Velboshia-Lok Nodivia, Guardian of the Old Kings:[/b] Ancient guardians of the Tombs of the Gods, these desiccated corpses were once the proud Temple Guards of the Divine Palaces in the mythic city Corti’Zahn. When the War of the Gods destroyed the early Fertile Empires of Hyrkania and laid low the mortal forms of the divine lords, the temple guardians who died in the conflict against the demons were mummified and submitted to a terrible necromantic process to revive them as eternal tomb protectors. Something horrible corrupted the spells of reanimation, however, seeping in from the Chaos Energy which permeated the land in the wake of the war, and grew like a fungus in the bodies of these undead guardians. (The Keepers of Lingusia) [b]Veregnar Gonn Dalpuris:[/b] See Hagarant Lord, Veregnar Gonn Dalpuris. [b]Vessilante:[/b] The Vessilante are a rare sort of entity which is created magically through the bonding of a corrupted Devonin or Seraph in the form of a mortal human. These great monstrosities are usually culled from freshly dead corpses, often pieced together if there was damage to the original body. The process of habitation heals the damage and changes the nature of the body such that it must shun the light or suffer excruciating pain. (The Keepers of Lingusia) [b]Vivienne:[/b] See Ghost, Vivienne. [b]Vizier of the Neropolis:[/b] See Mummy Ancient Vizier of the Neropolis. [b]Vlad Tepesch:[/b] See Vampire Count Dracula, Count Vlad Tepesch, King of the Vampires. [b]Warrior Phantom:[/b] See Phantom Warrior. [b]Warrior Skeletal:[/b] See Skeletal Warrior. [b]Weak Vampire:[/b] See Vampire Weak. [b]Wen, Wraig:[/b] See White Woman, Wraig Wen. [b]White Woman, Wraig Wen:[/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. (Monsters & Treasures 2nd Printing) They were once human, but are now cursed to haunt the world, living in seclusion, for some foul act of greed. They were once human, but are now cursed to haunt the world, living in seclusion, for some foul act of greed. (Monsters & Treasures 4th Printing) They were once human, but are now cursed to haunt the world, living in seclusion, for some foul act of greed. (Tome of the Unclean) Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below: (Tome of the Unclean) D20 MONSTER 1–10 Zombie 11–15 Shadow 16–19 Wight 20 Wraith (Tome of the Unclean) The vorgalos house their lairs, the country around and the land beneath them with the undead. They do this by stalking cemeteries, unhallowing a grave, and raising the dead, pulling them back from the afterlife and bringing them back to the world. (Tome of the Unclean) But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures. (Tome of the Unclean) If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below: (Tome of the Unclean 2017 Preorder) 1-10 Zombie 11-15 Shadow 16-19 Wight 20 Wraith (Tome of the Unclean 2017 Preorder) Scepter of Orcus. (Tome of the Unclean) They were once human, but are now cursed to haunt the world, living in seclusion, for some foul act of greed. (Tome of the Unclean 2019 Preorder) A human victim killed by the wight’s energy drain can be brought back to unlife, as a wight, under the control of the slaying wight. The slaying wight must want to use this ability; it is not automatic. (Tome of the Unclean 2019 Preorder) Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below: (Tome of the Unclean 2019 Preorder) 1–10 Zombie 11–15 Shadow 16–19 Wight 20 Wraith (Tome of the Unclean 2019 Preorder) At times, when the whim takes him, Orcus will take up his scepter and attack. Those struck will suffer 2d4+6 damage and will lose three levels (constitution save to avoid level loss). Anyone reduced to 0 levels will fall dead, only to rise the next round as a wight under Orcus’s control. (Tome of the Unclean 2019 Preorder) But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures. (Tome of the Unclean 2019 Preorder) This burial chamber once housed the remains of four warlords of a dead line of Ugashtan clansmen. The rousing of Urthrasta and the pillaging of their tomb has returned the corpses of the dead lords as wights. (Castle Keeper's Guide to the Haunted Highlands) The evil of Nartarus crawls even into the strongest hearts. The gnarled reach of the unholy one’s claw is long and some who died during the quake were transformed by the will of the god of death. (Castle Keeper's Guide to the Haunted Highlands) If the door is opened by any other than Merovina the bodies of her victims begin to crawl up from their shallow, moss covered graves. (C4 Harvest of Oaths) The rousing of Urthrasta and the pillaging of their tomb has returned the corpses of the dead lords as wights. (DB1 Haunted Highlands) However, one of the soulless victims of the barghest haunts this room. As noted, Corilyn brought three mercenaries into the Keep with him, and all died at the hands of the barghest. One turned into a wight and haunts the Great Hall and Room S7. (Stains Upon the Green) The priest cast his own soul into a magic jar and the jar was set in a small shelf beneath his head in the bier of the barrow. His body was laid upon the bier and allowed to rise once a month, during the full moon, so that he might wander the valley and see the stars and moon from time to time. (The Long Valley) A lamp set in the ceiling above the main crypt magically lights upon each full moon. As soon as the light touches the exposed corpse of the priest he animates. (The Long Valley) He warns, however, that the place is cursed and anyone who is tainted with the curse who leaves the castle dies within twenty–four hours, only to rise again as a ghast or wight to return to the castle and serve as its guardian. The same is true for anyone slain within the fortress itself. He refers to this as the Curse of the Crawling Queen. (U4 Curse of the Khan) Anyone killed by a wight can rise as a wight under the control of the slayer. (Castles & Crusades: The Slithering Overlord) Unlike the lesser undead, these more intelligent and powerful sorts are not necessarily created by a necromancer but by their own dark will and corrupted spirit. Given that these undead had a degree of free will it could be assumed that the magic involved in their creation or revival is tainted strongly with unholy powers and/or negative energy. Even if enslaved to a necromancer, the risk of their breaking free of their bonds is high. In a way, it is as if the will of the person in question superimposed itself over reality to a limited extent by refusing to acknowledge their own mortal end. (Domesday 7) If the revenants so chooses, those who are killed by strength loss can be brought back to unlife as a zombie under control of the revenants. Victims of 4 HD or greater, have a 25% chance of returning as a wight. (The Keeper Issue 1) [I]Animate Dead Greater[/I] spell. (Amazing Adventures Companion) [i]Create Undead[/i] spell caster level 14. (Player's Handbook 3rd Printing) [i]Create Undead[/i] spell caster level 14. (Player's Handbook 4th printing) [i]Create Undead[/i] spell caster level 14. (Players Handbook 6th Printing) [i]Create Undead[/i] spell caster level 14. (Player's Handbook 7th Printing) [i]Create Undead[/i] spell caster level 14. (Amazing Adventures 1st Printing) [i]Create Undead[/i] spell caster level 14. (Amazing Adventures 2nd Printing) [i]Deathly Blight[/i] spell. (Domesday 8) [b]Wight, Glorian:[/b] This wight is all that is left of Glorian. When his deity left the known planes many centuries ago, the souls of his followers were expelled from Meelkor’s realms. The weakest perished or found respite elsewhere in the planes, but the most powerful (such as Glorian) seethed with anger at what they felt was a grand betrayal. After years of servitude to Meelkor, they expected more than to be unceremoniously evicted from their afterlife! Of course, to Meelkor, expectations of reward were counter to his beliefs anyway, but even the most pious human cleric secretly expects compensation for his years of mortal restraint once he reaches the magnificent afterlife. The righteous anger coursing through Glorian and a few other high-level followers was so great that their souls forcibly returned to their bodies and they reanimated as undead. (Castles & Crusades: The Mysterious Tower) [b]Wight Barrow:[/b] A humanoid slain by a barrow wight becomes a barrow wight in 1d4 rounds. (Black Libram of Naratus) A humanoid slain by a barrow wight becomes a barrow wight in 1d4 rounds. (Castle Keeper's Guide to the Haunted Highlands) In the ancient history of Hyrkania, many of the old kings of the pre empire days would bury their dead in huge mounds, with rock tombs beneath. Within these catacombs would go the line of their family, and for generations the dead would be buried like so. These ancient mound lands were, alas, ripe for the time of the War of the Gods, and when the power of the Chaos Lords spread through the land, many necromancer kings who rose in the time of conflict saw to it that their tombs were guarded, often by the reanimated remains of these earlier kings. (The Keepers of Lingusia) The lords and kings themselves are said to have arisen, willfully, from the grave to jealously guard the treasure hordes they buried themselves with. (The Keepers of Lingusia) [b]Wight Blood:[/b] Blood wights are the bloated, risen corpses of those tortured souls who have bled to death on unholy ground. (Castle Keeper's Guide to the Haunted Highlands) [b]Wight Dwarf Gray:[/b] Used to all kinds of atrocious smells and keeping their hygiene to a minimum, the troglodytes dumped all dead bodies, of friends and foes alike, into this room. After Pserkipis had come to be the leader of the trog tribe, he quickly abolished this ghastly practice and taught his minions to embalm their dead with the herbs from the Underground Paradise. The terrible smell disappeared, giving way to a strange side effect. Strangely enough (and maybe due to the overwhelming evil associated with The Slithering Overlord), this new burial rite caused Pserkipis’ fallen enemies to rise as particularly strong wights, utterly loyal to their killers. (Castles & Crusades: The Slithering Overlord) [b]Wight Knight 8, Lucarne the Wight Knight:[/b] ? [b]Wight Spawn:[/b] A human victim killed by the wight’s energy drain can be brought back to unlife, as a wight, under the control of the slaying wight. The slaying wight must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a wight spawn. (Monsters & Treasures 2nd Printing) A human victim killed by the wight’s energy drain can be brought back to unlife, as a wight spawn, under the control of the slaying wight. The slaying wight must want to use this ability; it is not automatic. (Monsters and Treasures 3rd Printing) A human victim killed by the wight’s energy drain can be brought back to unlife, as a wight, under the control of the slaying wight. The slaying wight must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a wight spawn. (Monsters & Treasures 4th Printing) A human victim killed by the wight’s energy drain can be brought back to unlife, as a wight, under the control of the slaying wight. The slaying wight must want to use this ability; it is not automatic. (Tome of the Unclean) A human victim killed by the wight’s energy drain can be brought back to unlife, as a wight, under the control of the slaying wight. The slaying wight must want to use this ability; it is not automatic. (Tome of the Unclean 2019 Preorder) A human victim killed by the wight’s energy drain can be brought back to unlife, as a wight, under the control of the slaying wight. The slaying wight must want to use this ability; it is not automatic. (Amazing Adventures Manual of Monsters) [b]Willec the Halfling Zombie:[/b] See Zombie Halfling,Willec. [b]Wolf at Midnight:[/b] See Ghost, Wulfric Knight, The Wolf at Midnight. [b]Wolf Ghoul:[/b] See Wolf Ghoul. [b]Wolf Shadow:[/b] See Wolf Shadow. [b]Wolf Vampiric:[/b] See Wolf Vampiric. [b]Woman Half:[/b] See Half Woman. [b]Worg Shadow:[/b] See Shadow Worg. [b]Woman White:[/b] See White Woman. [b]Wraig Wen:[/b] See White Woman, Wraig Wen. [b]Wraith:[/b] Wraiths are powerful wights (q.v.) who have forged a more powerful bond with the negative material plane. (Monsters & Treasures 2nd Printing) Wraiths are powerful wights (q.v.) who have forged a more powerful bond with the negative material plane. (Monsters and Treasures 3rd Printing) Wraiths are powerful wights who have forged a more powerful bond with the negative material plane. (Monsters & Treasures 4th Printing) Wraiths are powerful wights who have forged a more powerful bond with the negative material plane. A wraith is incorporeal, having shed all connections of the flesh. (Tome of the Unclean) Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below: (Tome of the Unclean) D20 MONSTER 1–10 Zombie 11–15 Shadow 16–19 Wight 20 Wraith (Tome of the Unclean) The vorgalos house their lairs, the country around and the land beneath them with the undead. They do this by stalking cemeteries, unhallowing a grave, and raising the dead, pulling them back from the afterlife and bringing them back to the world. (Tome of the Unclean) If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below: (Tome of the Unclean 2017 Preorder) 1-10 Zombie 11-15 Shadow 16-19 Wight 20 Wraith (Tome of the Unclean 2017 Preorder) Wraiths are powerful wights who have forged a more powerful bond with the negative material plane. (Tome of the Unclean 2019 Preorder) A human victim killed by the wraith’s energy drain can be brought back to life as a wraith, under the control of the slaying wraith. The slaying wraith must want to use this ability; it is not automatic. (Tome of the Unclean 2019 Preorder) Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below: (Tome of the Unclean 2019 Preorder) 1–10 Zombie 11–15 Shadow 16–19 Wight 20 Wraith (Tome of the Unclean 2019 Preorder) Wraiths are the angry spritits of explorers and villains who have died a horrible death within the cursed wood. (Castle Keeper's Guide to the Haunted Highlands) Rune of Undeath victim with more than 5 HD. (Castle Keeper's Guide to the Haunted Highlands) The wraiths were dwarves killed in the great quake. (Castle Keeper's Guide to the Haunted Highlands) The Lady of Garun first attempts to charm her victim into being friendly. When she feels the time is ripe, she delivers a long and passionate kiss, drawing out the soul of her victim. Those who lose their souls turn into wraiths. (A10 The Last Respite) Rune of Undeath: This powerful dwarven curse is reserved for only the most notable of dwarven thanes and nobles. By the activation of this rune the target must make a save vs. death (CL 7) or be instantly slain, arising in 1d4 rounds as an undead guardian of the place of defilement. Beings with less than 5 HD rise as a shadow. Beings with over 5 HD rise as a wraith, beings of over 10 HD rise as a specter. (DB3 Deeper Darkness) Wraiths are powerful wights (q.v.) who have forged a more powerful bond with the negative material plane. (Amazing Adventures Manual of Monsters) If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety. (Vampires of the Olden Lands) When a victim is dying the Hor Shaol may steal it's soul and use it to create a special type of Wraith that serves only it's creator they may only have 3 wraiths of this type at any time. (Domesday Volume 1 Issue 3) If anything, they are an even greater example of will interacting with negative/unholy energy to defy death and even more-so than their corporeal counterparts, are stuck between life and death. (Domesday 7) Any humanoid victim, no racial exceptions, killed by the energy drain of the necromancer’s wraith suffers a fate far worse than death. Their soul is stripped from their body and both are immediately enslaved and corrupted to the will of the wraith of the necromancer. Within d3 rounds the victim’s body raises as a four hit dice zombie and their soul becomes a full strength wraith, both under the control of the wraith of the necromancer. (Domesday 8) [I]Animate Dead Greater[/I] spell. (Amazing Adventures Companion) [i]Create Undead[/i] spell caster level 18. (Player's Handbook 3rd Printing) [i]Create Undead[/i] spell caster level 18. (Player's Handbook 4th Printing) [i]Create Undead[/i] spell caster level 18. (Player's Handbook 6th Printing) [i]Create Undead[/i] spell caster level 18. (Player's Handbook 7th Printing) [i]Create Undead[/i] spell caster level 18. (Amazing Adventures 1st Printing) [i]Create Undead[/i] spell caster level 18. (Amazing Adventures 2nd Printing) [b]Wraith, Malhavok:[/b] In the Age of Heroes, Malhavok was reputed to be the greatest thief in the entire west. In his travels, he took up with the holy paladin Saint Luther who tolerated his malfeasance for he proved useful in his struggles with the evil that had arisen in the east. But eventually, Malhavok betrayed the paladin and when Luther discovered Malhavok’s misdeed, the paladin’s knight laid hands on the rogue and slew him; they gave his body no rest, but burned it to ash. But Malhavok’s spirit proved powerful and refused to enter the Shadow Realms and fled the Gates of Tiamat. (Monsters and Treasures of Airhde 2nd Printing) Naked, it returned to the world of the living as a houseless shadow, seeking it knew not what. At last it found a home in the very blade the rogue carried in life. This blade, born of the magic of Rhealth, one of the Og-Aust of old, consumed the fire of Malhavok so that the rogue became entwined with the blade and the blade became a cursed thing. (Monsters and Treasures of Airhde 2nd Printing) In the Age of Heroes, Malhavok was reputed to be the greatest thief in the entire west. In his travels, he took up with the holy paladin Saint Luther who tolerated his malfeasance for he proved useful in his struggles with the evil that had arisen in the east. But eventually, Malhavok betrayed the paladin and when Luther discovered Malhavok’s misdeed, the paladin’s knight laid hands on the rogue and slew him; they gave his body no rest, but burned it to ash. But Malhavok’s spirit proved powerful and refused to enter the Shadow Realms and fled the Gates of Tiamat. (Monsters & Treasures of Airhde 3rd Printing) Naked, it returned to the world of the living as a houseless shadow, seeking it knew not what. At last it found a home in the very blade the rogue carried in life. This blade, born of the magic of Rhealth, one of the Og-Aust of old, consumed the fire of Malhavok so that the rogue became entwined with the blade and the blade became a cursed thing. (Monsters & Treasures of Airhde 3rd Printing) [b]Wraith Dust:[/b] Dust wraiths are formed when powerful corporeal undead such as mummies turn to dust due to time or when an intelligent creature is slain by a dust wraith. (Critters Vol. 1) [b]Wraith Necromancer's:[/b] See Wraith of a Necromancer, Necromancer's Wraith. [b]Wraith of a Necromancer, Necromancer's Wraith:[/b] A necromancer’s wraith is the undead wraith-like spirit of a powerful necromancer, forever lusting to create powerful undead under its control. The wraith of the necromancers employs powerful and unique necromantic spells and undead abilities to make this happen. In life, the necromancer was a high level spell caster specializing in necromantic spheres focused to create a personal domain of negative energy and undead status. Typically a wizard-cleric multi-class character of 15th to 19th level! If the necromancer was a single class spell caster in life then the caster level could be as high as 23rd to 25th level, but decrease the dice type to d6 for wizards and increase the dice type to d10 for clerics. Aside: The clerical masters of a necromancer are typically demons, devils, or gods; Lolth, Kali, Ares, Set, Druaga, Inanna, Hel, Hades, Surma, or Yutrus. (Domesday 8) The wraith of a necromancer was a powerful necromancer who has managed to forge a most powerful bond with the negative material plane and shed all connections of the flesh. (Domesday 8) [b]Wraith Spawn:[/b] A human victim killed by the wraith’s energy drain can be brought back to life as a wraith, under the control of the slaying wraith. The slaying wraith must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a wraith spawn. (Monsters & Treasures 2nd Printing) A human victim killed by the wraith’s energy drain can be brought back to life as a wraith, under the control of the slaying wraith. The slaying wraith must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a wraith spawn. (Monsters and Treasures 3rd Printing) A human victim killed by the wraith’s energy drain can be brought back to life as a wraith, under the control of the slaying wraith. The slaying wraith must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a wraith spawn. (Monsters & Treasures 4th Printing) A human victim killed by the wraith’s energy drain can be brought back to life as a wraith, under the control of the slaying wraith. (Tome of the Unclean) A human victim killed by the wraith’s energy drain can be brought back to life as a wraith, under the control of the slaying wraith. The slaying wraith must want to use this ability; it is not automatic. (Tome of the Unclean 2019 Preorder) A human victim killed by the wraith’s energy drain can be brought back to life as a wraith, under the control of the slaying wraith. The slaying wraith must want to use this ability; it is not automatic. (Amazing Adventures Manual of Monsters) [b]Wulfric Knight:[/b] See Ghost, Wulfric Knight, The Wolf at Midnight. [b]Xerxes:[/b] See Vampire, Xerxes. [b]Y'Bras the Drinker:[/b] See Vampire Ancient Grave Knight Knight 10, Y'Bras the Drinker. [b]Yeoja, Ban:[/b] See Half Woman, Ban Yeoja. [b]Ziburinis:[/b] Humanoid skeletons are the animated remains of humanoid creatures. (Codex Slavorum) [b]Zombie:[/b] Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason. (Monsters & Treasures 2nd Printing) Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason. (Monsters and Treasures 3rd Printing) Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason. (Monsters & Treasures 4th Printing) Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason. (Tome of the Unclean) Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below: (Tome of the Unclean) D20 MONSTER 1–10 Zombie 11–15 Shadow 16–19 Wight 20 Wraith (Tome of the Unclean) The vorgalos house their lairs, the country around and the land beneath them with the undead. They do this by stalking cemeteries, unhallowing a grave, and raising the dead, pulling them back from the afterlife and bringing them back to the world. (Tome of the Unclean) If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below: (Tome of the Unclean 2017 Preorder) 1-10 Zombie 11-15 Shadow 16-19 Wight 20 Wraith (Tome of the Unclean 2017 Preorder) Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason. (Tome of the Unclean 2019 Preorder) As humans can be turned into undead, so can the plethora of monsters that litter the land. (Tome of the Unclean 2019 Preorder) Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below: (Tome of the Unclean 2019 Preorder) 1–10 Zombie 11–15 Shadow 16–19 Wight 20 Wraith (Tome of the Unclean 2019 Preorder) Fashioned from the living bones of the aghul’s victims, the knoglen blade is an 8-foot long polearm with a razor-sharp blade that bestows a +3 bonus to both attack and damage. If the attack roll results in a natural 19 or 20, flakes of the blade break off and enter the wound, causing it to fester. In the round following a successful hit the victim feels a searing pain which lasts for 4 rounds at which point the limb becomes numb and useless. If untreated, the wound turns necrotic and within 1d4 days the flesh surrounding the wound rots away. There is no saving throw for this condition. Further neglect leads to the rot continuing to spread, dealing 1d10 points of damage each day until the victim dies. Unless the dead is buried in consecrated or holy grounds, they will rise as either a zombie or skeleton within 1d8 days. (Tome of the Unclean 2019 Preorder) Treatment for the rot includes remove curse, remove disease, heal, restoration spells, a paladin’s cure disease ability, or a cleric or paladin may attempt to turn the bone flakes, which turn as a 1 HD undead. (Tome of the Unclean 2019 Preorder) When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. (Black Libram of Naratus) A creature reduced to 0 strength by a charnel spider’s poison dies and rises as a zombie under the charnel spider’s control in 1d4 rounds. (Castle Keeper's Guide to the Haunted Highlands) When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. (Castle Keeper's Guide to the Haunted Highlands) The Dread Mire is an ancient battleground that has now become a swamp. Some millennia past, a local elfin lord aligned himself a human kingdom to battle against the onslaught of the Horned One’s army. In the first clashing of arms, the human king betrayed his ally and fell upon the elfin rearguard as the armies of the Horned One weighed into the vanguard. The humans slaughtered all of the elves in a horrific battle. But Andual, a warrior priest and the last of the kindred to die, laid a curse upon these men: “May your treachery bind you to this earth! May it devour you and spit you back up as a shadow of yourself. Thirst now for a life you cannot have. I curse you and bind you here until the Damnun sakes your agony. Know no peace.” (Umbrage Saga) The knoglen blade weapon is a pole-arm fashioned from the living bones of the Aghul’s victims. Ranging about 8 feet long, it serves as a +3 weapon in both to hit and damage. The blade(s) are razor sharp, self replicating bones. When the wielder scores a successful hit with the blade of at least 19 or 20 (without bonus), flakes of the bone break off into the wound. These flakes are living bone and begin to meld with the victim. In the round following a successful hit, the victim feels an intense pain. The pain lasts for 4 melee rounds at which point the arm becomes numb and useless. If not treated, the wound begins to rot and the surrounding flesh begins to fall off in 1d4 days. There is no saving throw. Treatment can be with cure disease, remove curse, remove disease, heal, restoration or a cleric can attempt to turn the bones. They turn as a skeleton. If untreated, the rot spreads beyond the wound and the victim begins to take 1d10 points damage each day until they die. Unless buried in holy or consecrated ground they reanimate as a zombie or skeleton in 1d8 days. (A6 Of Banishment and Blight) While Crisigrin did not like this room, he understood its importance. Any of his enemies, as well as any overtly evil being, was thrown into this room to die. Once dead, the mist acted as an animate dead spell. (DA1 Dark Journey) This chamber is home to a charnel spider. The foul creature occasionally leaves its lair to crawl forth to animate zombies and skeletons within the canyons and caverns of the Mynthnoc Cairns. (DB1 Haunted Highlands) A creature reduced to 0 strength by a charnel spider’s poison dies and rises as a zombie under the charnel spider’s control in 1d4 rounds. A charnel spider can control a number of zombies whose total hd are not more than twice the charnel spider’s hd. (DB1 Haunted Highlands) A lamp set in the ceiling above the main crypt magically lights upon each full moon. As soon as the light touches the exposed corpse of the priest he animates. He then takes up a torch and passes around the room, the light having the same affect on his undead acolytes as it had on him. They each animate in turn. (The Long Valley) Awakeners also have the ability to animate one of the following groups of undead per week: 6 skeletons or zombies or 2 ghouls or1 ghast or wraith or 1 mummy/month. (U1 Shadows of Halfling Hall) These zombies were part of Argus’ first experiments in necromancy with the Liber Mortis. (U2 Verdant Rage) Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason. (Amazing Adventures Manual of Monsters) In some campaigns, zombies may be able to infect others with their bite, slowly turning the infected into zombies. In such a case, the victim bitten must make a constitution save at -2 or be infected. Infected victims will lose 1d4 points of strength and constitution each day until one of the two abilities reaches 0, at which point the victim dies, rising within 1d4 minutes as a new zombie unless the body is destroyed (often through decapitation or other destruction of the head). (Amazing Adventures Manual of Monsters) Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason. (Amazing Adventures 1st Printing) In some campaigns, zombies may be able to infect others with their bite, slowly turning the infected into zombies. In such a case, the victim bitten must make a constitution save at -2 or be infected. Infected victims will lose 1d4 points of strength and constitution each day until one of the two abilities reaches 0, at which point the victim dies, rising within 1d4 minutes as a new zombie unless the body is destroyed (often through decapitation or other destruction of the head). (Amazing Adventures 1st Printing) Nobody else turns into a zombie, even if the zombies manage to kill any more bystanders. This should lead the PC’s to believe that it was, in fact, something on the needle that created the undead killing machines. (Amazing Adventures 1st Printing) Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason. (Amazing Adventures 2nd Printing) In some campaigns, zombies may be able to infect others with their bite, slowly turning the infected into zombies. In such a case, the victim bitten must make a constitution save at -2 or be infected. Infected victims will lose 1d4 points of strength and constitution each day until one of the two abilities reaches 0, at which point the victim dies, rising within 1d4 minutes as a new zombie unless the body is destroyed (often through decapitation or other destruction of the head). (Amazing Adventures 2nd Printing) Nobody else turns into a zombie, even if the zombies manage to kill any more bystanders. This should lead the PC’s to believe that it was, in fact, something on the needle that created the undead killing machines. (Amazing Adventures 2nd Printing) Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason. (Victorious the Role Playing Game) Any creature whose strength has been completely drained away by the Husks withering touch will rise 2d4 rounds after death as a zombie under the full control of the Husk that created it. (Critters Vol. 1) If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety. (Vampires of the Olden Lands) A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. (Vampires of the Olden Lands) A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie. (Vampires of the Olden Lands) The body is merely a shell animated by magic. The nature of this magic is necromantic either directly animating the body or dragging the person’s soul back from the afterlife and both enslaving and imprisoning it to follow the will of the caster. (Domesday 7) Any humanoid victim, no racial exceptions, killed by the energy drain of the necromancer’s wraith suffers a fate far worse than death. Their soul is stripped from their body and both are immediately enslaved and corrupted to the will of the wraith of the necromancer. Within d3 rounds the victim’s body raises as a four hit dice zombie and their soul becomes a full strength wraith, both under the control of the wraith of the necromancer. (Domesday 8) If the revenants so chooses, those who are killed by strength loss can be brought back to unlife as a zombie under control of the revenants. Victims of 4 HD or greater, have a 25% chance of returning as a wight. (The Keeper Issue 1) [i]Animate Dead[/i] spell. (Player's Handbook 3rd Printing) [i]Animate Dead[/i] spell. (Player's Handbook 4th printing) [i]Animate Dead[/i] spell. (Players Handbook 6th Printing) [i]Animate Dead[/i] spell. (Player's Handbook 7th Printing) [i]Animate Dead[/i] spell. (Amazing Adventures 1st Printing) [i]Animate Dead[/i] spell. (Amazing Adventures 2nd Printing) [i]Deathly Blight[/i] spell. (Domesday 8) Knoglen Blade magic item. (Monsters and Treasures of Airhde 2nd Printing) Knoglen Blade magic item. (Monsters & Treasures of Airhde 3rd Printing) Orb of the Dead Create Undead power. (Domesday 7) [b]Zombie, Don Martimho:[/b] Currently the necromancer Damadal keeps the Champaign room as his land-side quarters. Damadal is a messenger for the Grave Lords, and captain of the Nightingale. As a special favor to Charity, he turned Don Martimho into a zombie which she keeps around to remind the Mantua Nostra who the real boss is. [b]Zombie Bat:[/b] ? [b]Zombie Brine:[/b] Brine zombies are the remnants of a ship’s crew that has perished at sea. (Black Libram of Naratus) 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. (Black Libram of Naratus) 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. (Black Libram of Naratus) When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. (Black Libram of Naratus) Brine zombies are the remnants of a ship’s crew that has perished at sea. (Castle Keeper's Guide to the Haunted Highlands) 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. (Castle Keeper's Guide to the Haunted Highlands) 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. (Castle Keeper's Guide to the Haunted Highlands) When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. (Castle Keeper's Guide to the Haunted Highlands) [b]Zombie Dog:[/b] See Dog Zombie. [b]Zombie Gnoll:[/b] ? [b]Zombie Green:[/b] ? [b]Zombie Green Amdromodon:[/b] When any type of Amdromodon touches a dead humanoid, having died in the last 48 hours, the humanoid rises as a Green Amdromodon Zombie and follows its creator. A status symbol in Amdromodon society is how many and how powerful are the follower zombies. Giants are particularly favored because of their toughness to kill. Flying creatures of all types are also especially sought after. (Beneath the Dome) These zombies are not limited to humans as the touch of an Amdromodon can turn any recently dead body into a green zombie. (Beneath the Dome) [b]Zombie Green Animal:[/b] ? [b]Zombie Green Dragon:[/b] ? [b]Zombie Grimlock:[/b] Sirthim created the 4 zombies that seem to be the only guardians of this chamber. Using several scrolls of animate dead he had managed to bring from the drow city, the drider returned fallen grimlock warriors to a semblance of life. (Castles & Crusades: The Slithering Overlord) [b]Zombie Halfling:[/b] ? [b]Zombie Halfling,Willec:[/b] ? [b]Zombie Hulk:[/b] Zombie hulks are zombies raised from the fresh corpses of large beasts such as ogres, bugbears, trolls, and minotaur. (Castle Keeper's Guide to the Haunted Highlands) [b]Zombie Knight:[/b] The Zombie Knight is the unfortunate victim of a Dread Knight that has been reanimated to serve its slayer for eternity. (Critters Vol. 1) Any living creature killed by the Dread Knight has a 50% chance of rising as a Zombie Knight within 1d3 rounds after begin slain. The Zombie Knight is a thrall of the Knight and will obey only its creator or the necromancer that created the Knight itself. If those that are slain by the knight are beheaded immediately after death, then they will be unable to rise as undead spawn. (Critters Vol. 1) [b]Zombie Monster:[/b] As humans can be turned into undead, so can the plethora of monsters that litter the land. Appearing much like their undead cousins, a monster zombie is a decayed living corpse of it past self. Any creature from a goblin to a giant can be transformed into a zombie and the CK must make adjustments to the statistics listed above. (For instance, a ogre zombie would do 1d6 slam + 4 for its strength). As humans can be turned into undead, so can the plethora of monsters that litter the land. Appearing much like their undead cousins, a monster zombie is a decayed living corpse of its past self. Any creature from a goblin to a giant can be transformed into a zombie and the CK must make adjustments to the statistics listed above. (For instance, an ogre zombie would do 1d6 slam + 4 for its strength ). (Classic Monsters & Treasures 2nd Printing) As humans can be turned into undead, so can the plethora of monsters that litter the land. Appearing much like their undead cousins, a monster zombie is a decayed living corpse of its former self. Any creature from a goblin to a giant can be transformed into a zombie. (Tome of the Unclean) As humans can be turned into undead, so can the plethora of monsters that litter the land. Appearing much like their undead cousins, a monster zombie is a decayed living corpse of its former self. Any creature from a goblin to a giant can be transformed into a zombie, and the CK must make adjustments to the statistics listed above. (Tome of the Unclean 2019 Preorder) [b]Zombie Ogre:[/b] ? [b]Zombie Orc:[/b] Skalnoc orders the bodies of any and all fallen orcs taken to this sector for “burial” and using the power of the Demon Eye to animate dead. (Castle Keeper's Guide to the Haunted Highlands) [b]Zombie Plague:[/b] Beings bit by plague zombies must make a successful save vs. disease (Challenge Level 2) or lose 1d4 points of Constitution. Each hour thereafter the victim must make an additional save vs. plague or again lose 1d4 Constitution. This continues until the victim is dead. (Castle Keeper's Guide to the Haunted Highlands) 1d10 rounds after a victim succumbs to the zombie infection, they rise as a plague zombie, intent on attacking any living creature it comes across. (Castle Keeper's Guide to the Haunted Highlands) Beings bit by plague zombies must make a successful save vs. disease (Challenge Level 2) or lose 1d4 points of Constitution. Each hour thereafter the victim must make an additional save vs. plague or again lose 1d4 Constitution. This continues until the victim is dead. 1d10 rounds after a victim succumbs to the zombie infection they rise as a plague zombie, intent on attacking any living creature it comes across. (Free City of Eskadia) [b]Zombie Scarlet:[/b] ? [b]Zombie Stronger:[/b] At will the terralip can call forth the bodies of its victims. At any given time there are 2-16 skeletons and 2-16 zombies lying in the earth around the terralip. These undead are stronger than the norm; skeletons have 2 hit dice (XP 10+2) while zombies have 4 (XP 40+4). (Monsters and Treasures of Airhde 2nd Printing) Trees root deep in the ground; the fingers of their age push into the soils, soft or hard. For some this is all there is and they take no heed of the fruit that is the earth, the wind and sky and cool waters. For others they are awake and take notice, for what it is worth, of the world around them and these love or hate the joy of it as is their want. Of these the terralip is born. An evil limb in life, turns worse in death. Or happenstance twists a happy spirit to a malevolent force. In either case the tree is foul in death, poisoning the earth and air, filling the soils at its feet with death, trapping the spirits of the fallen in the tangled roots of its own spite. (Monsters and Treasures of Airhde 2nd Printing) At will the terralip can call forth the bodies of its victims. At any given time there are 2-16 skeletons and 2-16 zombies lying in the earth around the terralip. These undead are stronger than the norm; skeletons have 2 hit dice (XP 10+2) while zombies have 4 (XP 40+4). (Monsters & Treasures of Airhde 3rd Printing) [/spoiler] Castles and Crusades Troll Lord Games[spoiler] Monsters & Treasures 2nd Printing[spoiler] [b]Undead:[/b] Undead are once-living creatures animated by spiritual or supernatural forces. [b]Allip:[/b] An allip is a magical, echoing remnant of a spirit gripped by madness, generated when a mentally troubled being commits suicide. [b]Banshee:[/b] The banshee, often referred to as a wailing spirit, is a female fey whose undying spirit has lingered in the land of the living. These creatures are destined to haunt swamps and moors with their unholy presence. Legends whisper that the maiden must have performed many wicked deeds in her life to be cursed with such a dire form, and this malicious desire to do evil is what allows them to continue their existence in the world of the living. [b]Bodak:[/b] A bodak is the physical manifestation of corruption, a creature condemned by demonic forces to linger forever in the torments of lost, forbidden knowledge. These creatures are formed when an evil individual trades its soul in exchange for some dark secret or hidden knowledge. [b]Ghast:[/b] If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4-1 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice. [b]Ghost:[/b] Ghosts are the undead spirits of evil folk. In life, these people were cruel, vindictive, and visited needless suffering upon others. At their deaths, their spirits were forced to remain bound to the physical world in perpetual torment. [b]Ghoul:[/b] If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4-1 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice. [b]Lich:[/b] A lich is a powerful undead creature, borne from a hideous ritual performed by a wizard that lusts for everlasting life. Becoming a lich is an option for only the most powerful and reckless of magi, as it involves separating the spirit from the body and binding it in a specially prepared phylactery. This very powerful enchanted item can take any form, but it is usually an amulet of the finest quality. After the ritual is complete, the wizard assumes its undead form, and the phylactery thereafter houses the lich’s soul. Few know these arcane rituals, and of those few, even fewer dare test the sorcery. If it fails, the wizard’s soul is lost and forever irretrievable. [b]Mummy:[/b] A mummy is an undead creature wrapped in divine bandages and urged to existence through prayer and ceremony. [b]Shadow:[/b] They are either doomed souls who, in life, perpetrated great evil against innocents, or they are thralls, created and bound to darkness by another shadow. A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will rise again as a shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow. [b]Skeleton:[/b] Humanoid skeletons are the animated remains of humanoid creatures. [b]Spectre:[/b] Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge. Any creature slain by a spectre will become a spectre in 1d4 rounds. [b]Vampire:[/b] If the controlling vampire is destroyed, the spawn becomes a full vampire with the normal statistics. [b]Vampire Spawn:[/b] A human victim killed by the vampire’s blood drain can be brought back to unlife, under the control of the slaying vampire. The slaying vampire must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a spawn. [b]Wight:[/b] They were once human, but are now cursed to haunt the world, living in seclusion, for some foul act of greed. [b]Wight Spawn:[/b] A human victim killed by the wight’s energy drain can be brought back to unlife, as a wight, under the control of the slaying wight. The slaying wight must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a wight spawn. [b]Wraith:[/b] Wraiths are powerful wights (q.v.) who have forged a more powerful bond with the negative material plane. [b]Wraith Spawn:[/b] A human victim killed by the wraith’s energy drain can be brought back to life as a wraith, under the control of the slaying wraith. The slaying wraith must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a wraith spawn. [b]Zombie:[/b] Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason.[/spoiler] Monsters and Treasures 3rd Printing[spoiler] [b]Undead:[/b] Undead are once–living creatures animated by spiritual or supernatural forces. [b]Allip:[/b] An allip is a magical, echoing remnant of a spirit gripped by madness, generated when a mentally troubled being commits suicide. [b]Banshee:[/b] The banshee, often referred to as a wailing spirit, is a female fey whose undying spirit has lingered in the land of the living. These creatures are destined to haunt swamps and moors with their unholy presence. Legends whisper that the maiden must have performed many wicked deeds in her life to be cursed with such a dire form, and this malicious desire to do evil is what allows them to continue their existence in the world of the living. [b]Bodak:[/b] A bodak is the physical manifestation of corruption, a creature condemned by demonic forces to linger forever in the torments of lost, forbidden knowledge. These creatures are formed when an evil individual trades its soul in exchange for some dark secret or hidden knowledge. [b]Ghast:[/b] If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4–1 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice. [b]Ghost:[/b] Ghosts are the undead spirits of evil folk. In life, these people were cruel, vindictive, and visited needless suffering upon others. At their deaths, their spirits were forced to remain bound to the physical world in perpetual torment. [b]Ghoul:[/b] If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4–1 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice. [b]Lich:[/b] A lich is a powerful undead creature, borne from a hideous ritual performed by a wizard that lusts for everlasting life. Becoming a lich is an option for only the most powerful and reckless of magi, as it involves separating the spirit from the body and binding it in a specially prepared phylactery. This very powerful enchanted item can take any form, but it is usually an amulet of the finest quality. After the ritual is complete, the wizard assumes its undead form, and the phylactery thereafter houses the lich’s soul. Few know these arcane rituals, and of those few, even fewer dare test the sorcery. If it fails, the wizard’s soul is lost and forever irretrievable. [b]Mummy:[/b] A mummy is an undead creature wrapped in divine bandages and urged to existence through prayer and ceremony. [b]Shadow:[/b] They are either doomed souls who, in life, perpetrated great evil against innocents, or they are thralls, created and bound to darkness by another shadow. A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will rise again as a shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow. [b]Skeleton:[/b] Humanoid skeletons are the animated remains of humanoid creatures. [b]Spectre:[/b] Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge. Any creature slain by a spectre will become a spectre in 1d4 rounds. [b]Vampire:[/b] If the controlling vampire is destroyed, the spawn becomes a full vampire with the normal statistics. [b]Vampire Spawn:[/b] A human victim killed by the vampire’s blood drain can be brought back to unlife, under the control of the slaying vampire. The slaying vampire must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a spawn. [b]Wight:[/b] They were once human, but are now cursed to haunt the world, living in seclusion, for some foul act of greed. [b]Wight Spawn:[/b] A human victim killed by the wight’s energy drain can be brought back to unlife, as a wight spawn, under the control of the slaying wight. The slaying wight must want to use this ability; it is not automatic. [b]Wraith:[/b] Wraiths are powerful wights (q.v.) who have forged a more powerful bond with the negative material plane. [b]Wraith Spawn:[/b] A human victim killed by the wraith’s energy drain can be brought back to life as a wraith, under the control of the slaying wraith. The slaying wraith must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a wraith spawn. [b]Zombie:[/b] Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason.[/spoiler] [URL=http://www.drivethrurpg.com/product/65657/Castles--Crusades-Monsters--Treasure?affiliate_id=17596]Monsters & Treasures 4th Printing[/URL][spoiler] [b]Undead:[/b] Undead are once-living creatures animated by spiritual or supernatural forces. [b]Allip:[/b] An allip is a magical, echoing remnant of a spirit gripped by madness, generated when a mentally troubled being commits suicide. [b]Banshee:[/b] The banshee, often referred to as a wailing spirit, is a female fey whose undying spirit has lingered in the land of the living. Legends whisper that the maiden must have performed many wicked deeds in her life to be cursed with such a dire form, and this malicious desire to do evil is what allows them to continue their existence in the world of the living. [b]Bodak:[/b] A bodak is the physical manifestation of corruption, a creature condemned by demonic forces to linger forever in the torments of lost, forbidden knowledge. These creatures are formed when an evil individual trades its soul in exchange for some dark secret or hidden knowledge. [b]Ghast:[/b] If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice. [b]Ghost:[/b] Ghosts are the undead spirits of evil folk. In life, these people were cruel, vindictive, and visited needless suffering upon others. At their deaths, their spirits were forced to remain bound to the physical world in perpetual torment. [b]Ghoul:[/b] If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice. [b]Lich:[/b] A lich is a powerful undead creature, born from a hideous ritual performed by a wizard that lusts for everlasting life. Becoming a lich is an option for only the most powerful and reckless of magi, as it involves separating the spirit from the body and binding it in a specially prepared phylactery. This very powerful enchanted item can take any form, but it is usually an amulet of the finest quality. After the ritual is complete, the wizard assumes its undead form, and the phylactery thereafter houses the lich’s soul. Few know these arcane rituals, and of those few, even fewer dare test the sorcery. If it fails, the wizard’s soul is lost and forever irretrievable. [b]Mummy:[/b] A mummy is an undead creature wrapped in divine bandages and urged to existence through prayer and ceremony. [b]Shadow:[/b] They are either doomed souls who, in life perpetrated great evil against innocents, or they are thralls, created and bound to darkness by another shadow. A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will rise again as a shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow. [b]Skeleton:[/b] Humanoid skeletons are the animated remains of humanoid creatures. [b]Spectre:[/b] Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge. Any creature slain by a spectre will become a spectre in 1d4 rounds. [b]Vampire:[/b] If the controlling vampire is destroyed, the spawn becomes a full vampire with the normal statistics. [b]Vampire Spawn:[/b] A human victim killed by the vampire’s blood drain can be brought back to unlife, under the control of the slaying vampire. The slaying vampire must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a spawn. [b]Wight:[/b] They were once human, but are now cursed to haunt the world, living in seclusion, for some foul act of greed. [b]Wight Spawn:[/b] A human victim killed by the wight’s energy drain can be brought back to unlife, as a wight, under the control of the slaying wight. The slaying wight must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a wight spawn. [b]Wraith:[/b] Wraiths are powerful wights who have forged a more powerful bond with the negative material plane. [b]Wraith Spawn:[/b] A human victim killed by the wraith’s energy drain can be brought back to life as a wraith, under the control of the slaying wraith. The slaying wraith must want to use this ability; it is not automatic. A creature affected loses all abilities, and gains the statistics of a wraith spawn. [b]Zombie:[/b] Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason.[/spoiler] Classic Monsters[spoiler] [b]Undead:[/b] Undead are once–living creatures animated by spiritual or supernatural forces. [b]Animal Skeleton:[/b] Animal carcasses that are the target of Animate Dead are raised as animal skeletons. Anyone casting the spell solely on dead animals can gain up to twice his level in HD, as opposed to his level in HD per the spell Animate Dead. In other words, a 5th level cleric, while normally only able to raise 5HD worth of Undead, may raise 10HD worth of animal skeletons. Only small creatures can be raised as such, no bigger than a large dog. [b]Apparition:[/b] ? [b]Coffer Corpse:[/b] ? [b]Crypt Thing:[/b] Legends abound that crypt things were once great sages, destined to live out eternity in a constant thirst for knowledge. [b]Death Knight:[/b] Once loyal paladins, they were raised back into life by demonic forces to unleash mayhem on an unsuspecting world. Thankfully, very few of these creatures are known to exists [b]Demilich:[/b] Once a Lich (Monsters & Treasure tome, page 54) has outlived its physical form (which is many centuries), its spirit will release from its frail body and enter into the ethereal and astral planes. It will always and forever have a connection with the remains it has left behind and will guard them for eternity. [b]Draugr:[/b] The draugr is a type of undead, so malevolent in life that its evil ways still possess it in death. Resembling a zombie in appearance, the draugr is very intelligent, unlike the mindless, plodding zombie. Only humans can be reborn as draugr. Only corpses that have been housed in tombs or crypts can be draugr, as the creature cannot dig itself out of a grave. [b]Evil Oculus of Ice and Fire:[/b] ? [b]Haunt:[/b] The haunt is an undead tied to the spot of its death. In its living form, the haunt had some mission or task that needed to be completed. So great was the compulsion to finish this deed that, even in death, the creature seeks to fulfill its final task. A haunt can be of any alignment and its task can be anything from the mundane (replace the stone in the wall thus covering the secret hiding place) to the extraordinary (travel to a distant land and deliver a message of peace, then return); from the safe (to see my son that was born after I died) to the dangerous (revenge my family by killing the ancient red dragon that murdered them all). [b]Huecuva:[/b] ? [b]Penanggalan:[/b] When a penanggalan decides to infect someone and turn them into another of her kind, she will drink only enough blood to cause the victim pain, normally only feeding for 2-3 minutes. When the victim starts waking, the undead will fly away, leaving behind a confused victim. Over the course of successive feedings, the victim will become weaker and weaker, losing a point of strength and constitution each morning. A victim, if fed upon for a full week, will become a penanggalan on the next night. [b]Poltergeist:[/b] The poltergeist is an invisible undead spirit that haunts a specific area. Sometimes this area is one that it was close to in life, but more often than not, the area is the place the poltergeist was killed. [b]Revenant:[/b] Any humans (and only humans) that have died an extremely ghastly death can arise as a revenant to exact revenge on its killer. The revenant, in life, must have had a minimum of 15 constitution, intelligence and wisdom to become a revenant. Even at that, the chances are very slim. [b]Shelt Lu:[/b] It is thought to be an undead version of a lurker, but this is debatable since the shelt lu is noticeable smaller, approximately six feet tall and three feet across. [b]Skeletal Warrior:[/b] The skeletal warrior is an undead, created by high level, evil clerics as protection and guards. All were powerful fighters in life, some being enemies of the cleric that created them. [b]Son of Rhealth:[/b] The sons of rhealth were created ages ago, by worshipers of the foul Lord of the Undead. It will also ‘attack’ with one of the putrid worms that live within it. Once per round, one of the worms will leap or fall onto the son’s opponent. The victim is allowed a dexterity check to avoid this. Success means the worm has fallen to the ground, while failure means the worm has landed on the victim. It will do this every round, meaning a victim may have multiple worms on it at any given time. Those victims that have had a worm land on them may cease any other action to remove the worm from their body. If they do, they will automatically be successful. Starting with round two, the creature will begin to crawl towards the head. It will arrive in 1d3 rounds. Once there, it will begin boring into the ears, or crawling through the nose if the ear is covered. When this occurs, the victim may make a dexterity check (CL 3) to dislodge the worm. Failure means it has successfully entered the head of its victim. Once there, it will burst, scattering a foul, green ichor that will leak from the ear (or nose). The victim must make a constitution check (CL 5) or be stricken with a wasting disease. This disease will manifest in 2d12 hours. At first, the victim will be nauseated and will vomit and not be able to eat. After another 1d6 hours, he will begin to lose 1d4 hit points per round, growing weaker and weaker (-x on all dice rolls, with x = number of hours infected). Once dead, the creature will rise as a Son of Rhealth in one day. Only a Cure Disease spell will negate this horrific disease. [b]Zombie Monster:[/b] As humans can be turned into undead, so can the plethora of monsters that litter the land. Appearing much like their undead cousins, a monster zombie is a decayed living corpse of it past self. Any creature from a goblin to a giant can be transformed into a zombie and the CK must make adjustments to the statistics listed above. (For instance, a ogre zombie would do 1d6 slam + 4 for its strength). [b]Zombie Ogre:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/166702/Castles--Crusades-Classic-Monsters--Treasure-2nd-Printing?affiliate_id=17596]Classic Monsters & Treasures 2nd Printing[/URL][spoiler] [b]Undead:[/b] Undead are once-living creatures animated by spiritual or supernatural forces. [b]Animal Skeleton:[/b] Animal carcasses that are the target of animate dead are raised as animal skeletons. Anyone casting the spell solely on dead animals can gain up to twice his level in HD, as opposed to his level in HD per the spell animate dead. In other words, a 5th level cleric, while normally only able to raise 5HD worth of undead, may raise 10HD worth of animal skeletons. Only small creatures can be raised as such, no bigger than a large dog. [b]Apparition:[/b] ? [b]Coffer Corpse:[/b] ? [b]Crypt Thing:[/b] Legends abound that crypt things were once great sages, destined to live out eternity in a constant thirst for knowledge. [b]Death Knight:[/b] Once loyal paladins, they were raised back into life by demonic forces to unleash mayhem on an unsuspecting world. [b]Demilich:[/b] Once a lich (Monsters & Treasure) has outlived its physical form (which takes many centuries), its spirit will release from its frail body and enter into the ethereal and astral planes. It will always and forever have a connection with the remains it has left behind and will guard them for eternity. [b]Draugr:[/b] The draugr is a type of undead so malevolent in life that its evil ways still possess it in death. Resembling a zombie in appearance, the draugr is very intelligent, unlike the mindless, plodding zombie. Only humans can be reborn as draugr. The undead can only walk the earth during the night, and must rest during the day. Only corpses that have been housed in tombs or crypts can be draugr, as the creature cannot dig itself out of a grave. [b]Evil Oculus of Ice and Fire:[/b] ? [b]Haunt:[/b] The haunt is an undead tied to the spot of its death. In its living form, the haunt had some mission or task that needed to be completed. So great was the compulsion to finish this deed that, even in death, the creature seeks to fulfill its final task. A haunt can be of any alignment and its task can be anything from the mundane (replace the stone in the wall thus covering the secret hiding place) to the extraordinary (travel to a distant land and deliver a message of peace, then return); from the safe (to see my son that was born after I died) to the dangerous (revenge my family by killing the ancient red dragon that murdered them all). [b]Huecuva:[/b] ? [b]Penanggalan:[/b] They are always female, but can appear of any age. When a penanggalan decides to infect someone and turn them into another of her kind, she will drink only enough blood to cause the victim pain, normally only feeding for 2-3 minutes. When the victim starts waking, the undead will fly away, leaving behind a confused victim. Over the course of successive feedings, the victim will become weaker and weaker, losing a point of strength and constitution each morning. A victim, if fed upon for a full week, will become a penanggalan on the next night. [b]Poltergist:[/b] The poltergeist is an invisible undead spirit that haunts a specific area. Sometimes this area is one that it was close to in life, but more often than not, the area is the place the poltergeist was killed. [b]Revenant:[/b] Any humans (and only humans) that have died an extremely ghastly death can arise as a revenant to exact revenge on its killer. The revenant, in life, must have had a minimum of 15 constitution, intelligence and wisdom to become a revenant. Even at that, the chances are very slim. [b]Shelt Lu:[/b] It is thought to be an undead version of a lurker, but this is debatable since the shelt lu is noticeable smaller, approximately six feet tall and three feet across. [b]Skeletal Warrior:[/b] The skeletal warrior is an undead, created by high level, evil clerics as protection and guards. All were powerful fighters in life, some being enemies of the cleric that created them. [b]Son of Rhealth:[/b] The Sons of Rhealth were created ages ago, by worshipers of the foul Lord of the Undead. It will also attack with one of the putrid worms that live within it. Once per round, one of the worms will leap or fall onto the Son’s opponent. The victim is allowed a dexterity check to avoid this. Success means the worm has fallen to the ground, while failure means the worm has landed on the victim. It will do this every round, meaning a victim may have multiple worms on it at any given time. Those victims that have had a worm land on them may cease any other action to remove the worm from their body. If they do, they will automatically be successful. Starting with round two, the creature will begin to crawl towards the head. It will arrive in 1d3 rounds. Once there, it will begin boring into the ears, or crawling through the nose if the ear is covered When this occurs, the victim may make a dexterity check (CL 3) to dislodge the worm. Failure means it has successfully entered the head of its victim. Once there, it will burst, scattering a foul, green ichor that will leak from the ear (or nose). The victim must make a constitution check (CL 5) or be stricken with a wasting disease. This disease will manifest in 2d12 hours. At first, the victim will be nauseated and will vomit and not be able to eat. After another 1d6 hours, he will begin to lose 1d4 hit points per round, growing weaker and weaker (-x on all dice rolls, with x = number of hours infected). Once dead, the creature will rise as a Son of Rhealth in one day. Only a remove disease spell will negate this horrific disease. [b]Zombie Monster:[/b] As humans can be turned into undead, so can the plethora of monsters that litter the land. Appearing much like their undead cousins, a monster zombie is a decayed living corpse of its past self. Any creature from a goblin to a giant can be transformed into a zombie and the CK must make adjustments to the statistics listed above. (For instance, an ogre zombie would do 1d6 slam + 4 for its strength ). [b]Zombie Ogre:[/b] ? [b]Hand of Glory:[/b] ?[/spoiler] Monsters and Treasures of Aihrde[spoiler] [b]Undead:[/b] Undead are once–living creatures animated by spiritual or supernatural forces. Creatures killed and devoured by naerlulth are often cast into limbo, and their tormented spirits are left to occupy the lands the creature has devoured and laid waste. These spawn are often undead, but have no shape or form until they assume one. [b]Forsaken:[/b] The forsaken are creatures who have survived Klarglich, the Pits of Woe. There, Unklar bound many unfortunate victims of his reign and wreaked havoc upon their minds and bodies. His slave masters tortured them, his wizards experimented upon them, and the darkness fed upon their sanity. Most victims perished in that dark pit in the bowels of Aufstrag, but a few survived and fled the Pits. [b]Mison Men:[/b] Mison men are ancient mountain warriors who have returned to the world by the magic bound in the bones of dead dragons. Mison men rise up from the grave and equip themselves with the skin and bones of the dead dragon, appearing in the guise of men adorned in plates of dragon scale. In later days, cults of priests learned how to stave off death using the power of the magic born in the dragons, but what they did not account for was the evil bound into the beasts, for as is known, the dragons all came from the goddess Inzae, and her disposition is a malicious one. Bound to the dragon and the mountain where the dragon dwelt, the mison men lingered in the lands between life and death, returned or otherwise. [b]Naerluthut:[/b] The naerlulthut are the spawn of the naerlulth, that dread creature of the darkness whose sole intent is to destroy the world about it. These, its children, are undead spirits whose bodies the beast devoured and whose souls were bound to it. [b]Soul Thief:[/b] These creatures are of the order of the Val-Austlich, created in the Days before Days by Thorax. They were shadows, cast off by the Cloak of Red, and called the rottenshuf.[/spoiler] Monsters and Treasures of Airhde 2nd Printing[spoiler] [b]Undead Crow:[/b] ? [b]Forsaken:[/b] The forsaken are creatures who have survived Klarglich, the Pits of Woe. There, Unklar bound many unfortunate victims of his reign and wreaked havoc upon their minds and bodies. His slave masters tortured them, his wizards experimented upon them and the darkness fed upon their sanity. Most victims perished in that dark pit in the bowels of Aufstrag, but a few survived and they fled the Pit when they could. [b]Mison Men:[/b] Mison men are ancient mountain warriors who have returned to the world by the magic bound in the bones of dead dragons. Mison men rise up from the grave and equip themselves with the skin and bones of the dead dragon, appearing in the guise of men adorned in plates of dragon scale. The mison men’s origins lie in the early history of men. When men first wandered the high planes beyond the confines of the Dwarven Realms, they encountered creatures both amazing and terrifying, not least of which were the dragons. Many paid homage to these beasts and the monsters took them as servants. And though they still plundered the men of their wealth, or devoured them in flame and acid, the men paid them homage. These ancient tribes found their futures interwoven with that of the great beasts. In later days, Cults of priests learned how to stave off death using the power of the magic born in the dragons, but what they did not account for was the evil bound into the beasts, for as is known, the dragons all came from the goddess Inzae, and her disposition is a malicious one. Bound to the dragon and the mountain where the dragon dwelt, the mison men lingered in the lands between life and death, returned or otherwise. [b]Naerlulthut:[/b] A victim killed by the naerlulth is brought back to unlife, fated to suffer everlasting torment in the ashen wake of the creature’s passing. [b]Soul Thief, Rottenshuf:[/b] These creatures are of the order of the Val-Austlich, created in the Days before Days by Ornduhl. They were shadows, cast off by the Cloak of Red, and called the rottenshuf. [b]Terralip Tree:[/b] In the old dead husk of many a tree lingers the echo of its spirit. The spirit burns with some malevolence that it bore in life or that was given to it by others or that it suffered in death. These are twisted spirts, born crooked and they die angry. They are forbidden to return to the earth and oblivion as is the want of all trees, so they remain in bark, bole and branches, there to poison the ground, the very air, that once gave it life. The terralip is found where any deciduous forest once grew or grows. They can be of any breed of hardwood, from the hardbarked cherry tree to the tall, thin aspen. They can exist in any climate and as high as the tree line in the mountains. They are found in swamps and deserts, towns and valleys, wherever trees grow. Trees root deep in the ground; the fingers of their age push into the soils, soft or hard. For some this is all there is and they take no heed of the fruit that is the earth, the wind and sky and cool waters. For others they are awake and take notice, for what it is worth, of the world around them and these love or hate the joy of it as is their want. Of these the terralip is born. An evil limb in life, turns worse in death. Or happenstance twists a happy spirit to a malevolent force. In either case the tree is foul in death, poisoning the earth and air, filling the soils at its feet with death, trapping the spirits of the fallen in the tangled roots of its own spite. [b]Stronger Skeleton:[/b] At will the terralip can call forth the bodies of its victims. At any given time there are 2-16 skeletons and 2-16 zombies lying in the earth around the terralip. These undead are stronger than the norm; skeletons have 2 hit dice (XP 10+2) while zombies have 4 (XP 40+4). Trees root deep in the ground; the fingers of their age push into the soils, soft or hard. For some this is all there is and they take no heed of the fruit that is the earth, the wind and sky and cool waters. For others they are awake and take notice, for what it is worth, of the world around them and these love or hate the joy of it as is their want. Of these the terralip is born. An evil limb in life, turns worse in death. Or happenstance twists a happy spirit to a malevolent force. In either case the tree is foul in death, poisoning the earth and air, filling the soils at its feet with death, trapping the spirits of the fallen in the tangled roots of its own spite. [b]Stronger Zombie:[/b] At will the terralip can call forth the bodies of its victims. At any given time there are 2-16 skeletons and 2-16 zombies lying in the earth around the terralip. These undead are stronger than the norm; skeletons have 2 hit dice (XP 10+2) while zombies have 4 (XP 40+4). Trees root deep in the ground; the fingers of their age push into the soils, soft or hard. For some this is all there is and they take no heed of the fruit that is the earth, the wind and sky and cool waters. For others they are awake and take notice, for what it is worth, of the world around them and these love or hate the joy of it as is their want. Of these the terralip is born. An evil limb in life, turns worse in death. Or happenstance twists a happy spirit to a malevolent force. In either case the tree is foul in death, poisoning the earth and air, filling the soils at its feet with death, trapping the spirits of the fallen in the tangled roots of its own spite. [b]Malhavok, Wraith:[/b] In the Age of Heroes, Malhavok was reputed to be the greatest thief in the entire west. In his travels, he took up with the holy paladin Saint Luther who tolerated his malfeasance for he proved useful in his struggles with the evil that had arisen in the east. But eventually, Malhavok betrayed the paladin and when Luther discovered Malhavok’s misdeed, the paladin’s knight laid hands on the rogue and slew him; they gave his body no rest, but burned it to ash. But Malhavok’s spirit proved powerful and refused to enter the Shadow Realms and fled the Gates of Tiamat. Naked, it returned to the world of the living as a houseless shadow, seeking it knew not what. At last it found a home in the very blade the rogue carried in life. This blade, born of the magic of Rhealth, one of the Og-Aust of old, consumed the fire of Malhavok so that the rogue became entwined with the blade and the blade became a cursed thing. [b]Ghost Jackal:[/b] ? [b]Undead:[/b] Undead are once-living creatures animated by spiritual or supernatural forces. [b]Wight:[/b] ? [b]Ghoul:[/b] ? [b]Skeleton:[/b] Knoglen Blade magic item. [b]Zombie:[/b] Knoglen Blade magic item. [b]Banshee:[/b] The sword Noxmorus has two natural enemies, orcs, and elves. Against orcs, the wielder always gains initiative. Against elves or fey, the blade has a malevolent effect. On a roll of a natural 20, the elf or fey’s spirit is forever destroyed, thus cursing them to live out their days as shadows of their former selves, eventually becoming a banshee. Noxmorus magic item [b]Ghost:[/b] ? KNOGLEN BLADE: Fashioned from the living bones of the aghul’s victims, the knoglen blade is an 8-foot long polearm with a +3 bonus to both attacks and damage. The blade is razor sharp, also crafted from living bone. On a result of 19 or 20 (before bonuses) flakes of the blade break off and enter the wound. Once in a wound the flakes begin to meld with the victim. In the round following a successful hit the victim feels an intense pain. The pain lasts for 4 melee rounds at which point the arm becomes numb and useless. If not treated, the wound begins to rot and the surrounding flesh begins to fall off in 1d4 days. There is no saving throw. Treatment can be with cure disease, remove curse, remove disease, heal, restoration or a cleric can attempt to turn the bone flakes, as if they were a skeleton. They turn as a skeleton. If untreated the rot spreads beyond the wound and the victim begins to take 1d10 points damage each day until they die. Unless buried in holy or consecrated ground, they reanimate as a zombie or skeleton in 1d8 days. NOXMURUS, “NIGHT OF THE DEAD”: When Unklar came to the world of Aihrde, the greater host of the elves fled the world to the hidden realm of Seven-Rivers, Shindolay. Only a few possessed so great a love for the lands of the All Father that they remained. They hated Unklar and fought him at every turn. But defeat followed defeat and their powers proved too slight in the face of the Horned God. Their losses mounted, culminating in the battles for those lands that came to bear the name The Shelves of the Mist. With frustrated rage their thoughts turned ever to their kin who had fled, in their thoughts were visions of all the gathered strength of the elven hosts and the utter defeat of Unklar. Though they did not know it, even those hosts could not have stood against the Horned God in his prime; not even were all his minions stripped of him. But their thoughts did not know reason, only defeat and in time they turned on their kin, hating them, and cursing those who fled the fate of the world. The Elf Prince Meltowg Lothian, brother to Daladon Half-Elven Lord of Darkenfold, was one of these elves. As is told in the Lay of the Lothian Princes, he forged the sword Noxmurus and bound within it the spirit of his rage and hate; this raging spirit took a name, Bodach, which in the elven tongue means “darkness.” Meltowg died in the Winter Dark Wars and his brother, Daladon Lothian, took up the blade for a space of years. Since those days Daladon has drifted from the halls of the Val-Tulmiph and the blade has been lost to history. Noxmurus is a +5 two-handed claymore, whose deep green blade is unbreakable. Its grip is of black wire wrapped tightly around an iron base, the pommel a dark green opal, and the great cross-guard is speckled black, as if colored with coal dust. It is always sharp, immune to notches and scratches. Within the blade lurks the corporal manifestation of Meltowg’s madness, Bodach the imp. This imp is possessed of all the rage of its creator and bears a deep, abiding hatred for the High Elves of Aihrde. When held by a human, or any elf other than a high elf or half-elf with high elf ancestry, the sword becomes a living thing and will talk to its “master,” trying to influence the wielder. Bodach’s goals are always twofold, to kill servants of the enemy or the High Elves. It will attempt to drive its master to war on these creatures. Noxmurus is a sentient artifact and as such can control the will of its wielder. Noxmurus has a will of 21. When unsheathed, the sword allows the wielder to move silently as a 5th level rogue, and if in a forest environment, the bearer can become invisible at will to all beings less than 15 hit dice and to all elves (as the spell invisibility). Also, elves and half-elves wielding the blade may summon and command Bodach the Imp upon command. Bodach acts as an imp familiar in all respects. The blade imparts a resistance to poison (as the dwarf) as well as darkvision up to 120 feet. It can detect magic within a 20 foot radius. When borne by any elf other than a high elf or half-elf with high elf ancestry, the sword bestows a glamour upon the wielder, allowing the wielder to make himself seem greater than he is. The glamour acts similar to the Frightful Presence of Dragons. The glamour unsettles creatures within 120 feet if they have fewer than 12 HD. A potentially affected creature that succeeds at a wisdom save (CL 20) remains immune to the Glamour for one day. On a failure, creatures with 4 or fewer HD panic for 2d4 rounds, fleeing from the wielder and those with 5-12 HD become shaken for 4d4 rounds, suffering a -2 on all to hit rolls and attribute checks. The wielder can also detect any type of scrying. The sword has two natural enemies, orcs, and elves. Against orcs, the wielder always gains initiative. Against elf or fey, the blade has a malevolent effect. On a roll of a natural 20, the elf or fey’s spirit is forever destroyed, thus cursing them to live out their days as shadows of their former selves, eventually becoming a banshee.[/spoiler] [URL=https://www.drivethrurpg.com/product/186636/Castles--Crusades-Monsters--Treasure-of-Aihrde-3rd-printing?affiliate_id=17596]Monsters & Treasures of Airhde 3rd Printing[/URL][spoiler] [b]Undead Crow:[/b] ? [b]Forsaken:[/b] The forsaken are creatures who have survived Klarglich, the Pits of Woe. There, Unklar bound many unfortunate victims of his reign and wreaked havoc upon their minds and bodies. His slave masters tortured them, his wizards experimented upon them and the darkness fed upon their sanity. Most victims perished in that dark pit in the bowels of Aufstrag, but a few survived and they fled the Pit when they could. [b]Mison Men:[/b] Mison men are ancient mountain warriors who have returned to the world by the magic bound in the bones of dead dragons. Mison men rise up from the grave and equip themselves with the skin and bones of the dead dragon, appearing in the guise of men adorned in plates of dragon scale. The mison men’s origins lie in the early history of men. When men first wandered the high planes beyond the confines of the Dwarven Realms, they encountered creatures both amazing and terrifying, not least of which were the dragons. Many paid homage to these beasts and the monsters took them as servants. And though they still plundered the men of their wealth, or devoured them in flame and acid, the men paid them homage. These ancient tribes found their futures interwoven with that of the great beasts. In later days, Cults of priests learned how to stave off death using the power of the magic born in the dragons, but what they did not account for was the evil bound into the beasts, for as is known, the dragons all came from the goddes Inzae, and her disposition is a malicious one. Bound to the dragon and the mountain where the dragon dwelt, the mison men lingered in the lands between life and death, returned or otherwise. [b]Naerlulthut:[/b] A victim killed by the naerlulth is brought back to unlife, fated to suffer everlasting torment in the ashen wake of the creature’s passing. [b]Soul Thief, Rottenshuf:[/b] These creatures are of the order of the Val-Austlich, created in the Days before Days by Ornduhl. They were shadows, cast off by the Cloak of Red, and called the rottenshuf. [b]Terralip Tree:[/b] In the old dead husk of many a tree lingers the echo of its spirit. The spirit burns with some malevolence that it bore in life or that was given to it by others or that it suffered in death. These are twisted spirits, born crooked and they die angry. They are forbidden to return to the earth and oblivion as is the want of all trees, so they remain in bark, bole and branches, there to poison the ground, the very air, that once gave it life. The terralip is found where any deciduous forest once grew or grows. They can be of any breed of hardwood, from the hard-barked cherry tree to the tall, thin aspen. They can exist in any climate and as high as the tree line in the mountains. They are found in swamps and deserts, towns and valleys, wherever trees grow. Trees root deep in the ground; the fingers of their age push into the soils, soft or hard. For some this is all there is and they take no heed of the fruit that is the earth, the wind and sky and cool waters. For others they are awake and take notice, for what it is worth, of the world around them and these love or hate the joy of it as is their want. Of these the terralip is born. An evil limb in life, turns worse in death. Or happenstance twists a happy spirit to a malevolent force. In either case the tree is foul in death, poisoning the earth and air, filling the soils at its feet with death, trapping the spirits of the fallen in the tangled roots of its own spite. [b]Stronger Skeleton:[/b] At will the terralip can call forth the bodies of its victims. At any given time there are 2-16 skeletons and 2-16 zombies lying in the earth around the terralip. These undead are stronger than the norm; skeletons have 2 hit dice (XP 10+2) while zombies have 4 (XP 40+4). [b]Stronger Zombie:[/b] At will the terralip can call forth the bodies of its victims. At any given time there are 2-16 skeletons and 2-16 zombies lying in the earth around the terralip. These undead are stronger than the norm; skeletons have 2 hit dice (XP 10+2) while zombies have 4 (XP 40+4). [b]Malhavok, Wraith:[/b] In the Age of Heroes, Malhavok was reputed to be the greatest thief in the entire west. In his travels, he took up with the holy paladin Saint Luther who tolerated his malfeasance for he proved useful in his struggles with the evil that had arisen in the east. But eventually, Malhavok betrayed the paladin and when Luther discovered Malhavok’s misdeed, the paladin’s knight laid hands on the rogue and slew him; they gave his body no rest, but burned it to ash. But Malhavok’s spirit proved powerful and refused to enter the Shadow Realms and fled the Gates of Tiamat. Naked, it returned to the world of the living as a houseless shadow, seeking it knew not what. At last it found a home in the very blade the rogue carried in life. This blade, born of the magic of Rhealth, one of the Og-Aust of old, consumed the fire of Malhavok so that the rogue became entwined with the blade and the blade became a cursed thing. [b]Ghost Jackal:[/b] ? [b]Undead:[/b] Undead are once-living creatures animated by spiritual or supernatural forces. [b]Wight:[/b] ? [b]Ghoul:[/b] ? [b]Skeleton:[/b] Knoglen Blade magic item. [b]Zombie:[/b] Knoglen Blade magic item. [b]Banshee:[/b] The sword Noxmorus has two natural enemies, orcs, and elves. Against orcs, the wielder always gains initiative. Against elves or fey, the blade has a malevolent effect. On a roll of a natural 20, the elf or fey’s spirit is forever destroyed, thus cursing them to live out their days as shadows of their former selves, eventually becoming a banshee. Noxmorus magic item [b]Ghost:[/b] ? KNOGLEN BLADE: Fashioned from the living bones of the aghul’s victims, the knoglen blade is an 8-foot long polearm with a +3 bonus to both attacks and damage. The blade is razor sharp, also crafted from living bone. On a result of 19 or 20 (before bonuses) flakes of the blade break off and enter the wound. Once in a wound the flakes begin to meld with the victim. In the round following a successful hit the victim feels an intense pain. The pain lasts for 4 melee rounds at which point the arm becomes numb and useless. If not treated, the wound begins to rot and the surrounding flesh begins to fall off in 1d4 days. There is no saving throw. Treatment can be with cure diseas, remove curse, remove disease, heal, restoration or a cleric can attempt to turn the bone flakes, as if they were a skeleton. They turn as a skeleton. If untreated the rot spreads beyond the wound and the victim begins to take 1d10 points damage each day until they die. Unless buried in holy or consecrated ground, they reanimate as a zombie or skeleton in 1d8 days. NOXMURUS, “NIGHT OF THE DEAD”: When Unklar came to the world of Aihrde, the greater host of the elves fled the world to the hidden realm of Seven-Rivers, Shindolay. Only a few possessed so great a love for the lands of the All Father that they remained. They hated Unklar and fought him at every turn. But defeat followed defeat and their powers proved too slight in the face of the Horned God. Their losses mounted, culminating in the battles for those lands that came to bear the name The Shelves of the Mist. With frustrated rage their thoughts turned ever to their kin who had fled, in their thoughts were visions of all the gathered strength of the elven hosts and the utter defeat of Unklar. Though they did not know it, even those hosts could not have stood against the Horned God in his prime; not even were all his minions stripped of him. But their thoughts did not know reason, only defeat and in time they turned on their kin, hating them, and cursing those who fled the fate of the world. The Elf Prince Meltowg Lothian, brother to Daladon Half-Elven Lord of Darkenfold, was one of these elves. As is told in the Lay of the Lothian Princes, he forged the sword Noxmurus and bound within it the spirit of his rage and hate; this raging spirit took a name, Bodach, which in the elven tongue means “darkness.” Meltowg died in the Winter Dark Wars and his brother, Daladon Lothian, took up the blade for a space of years. Since those days Daladon has drifted from the halls of the Val-Tulmiph and the blade has been lost to history. Noxmurus is a +5 two-handed claymore, whose deep green blade is unbreakable. Its grip is of black wire wrapped tightly around an iron base, the pommel a dark green opal, and the great cross-guard is speckled black, as if colored with coal dust. It is always sharp, immune to notches and scratches. Within the blade lurks the corporal manifestation of Meltowg’s madness, Bodach the imp. This imp is possessed of all the rage of its creator and bears a deep, abiding hatred for the High Elves of Aihrde. When held by a human, or any elf other than a high elf or half-elf with high elf ancestry, the sword becomes a living thing and will talk to its “master,” trying to influence the wielder. Bodach’s goals are always twofold, to kill servants of the enemy or the High Elves. It will attempt to drive its master to war on these creatures. Noxmurus is a sentient artifact and as such can control the will of its wielder. Noxmurus has a will of 21. When unsheathed, the sword allows the wielder to move silently as a 5th level rogue, and if in a forest environment, the bearer can become invisible at will to all beings less than 15 hit dice and to all elves (as the spell invisibility). Also, elves and half-elves wielding the blade may summon and command Bodach the Imp upon command. Bodach acts as an imp familiar in all respects. The blade imparts a resistance to poison (as the dwarf) as well as darkvision up to 120 feet. It can detect magic within a 20 foot radius. When borne by any elf other than a high elf or half-elf with high elf ancestry, the sword bestows a glamour upon the wielder, allowing the wielder to make himself seem greater than he is. The glamour acts similar to the Frightful Presence of Dragons. The glamour unsettles creatures within 120 feet if they have fewer than 12 HD. A potentially affected creature that succeeds at a wisdom save (CL 20) remains immune to the Glamour for one day. On a failure, creatures with 4 or fewer HD panic for 2d4 rounds, fleeing from the wielder and those with 5-12 HD become shaken for 4d4 rounds, suffering a -2 on all to hit rolls and attribute checks. The wielder can also detect any type of scrying.[/spoiler] [URL=http://www.drivethrurpg.com/product/65805/Castles--Crusades-Of-Gods--Monsters?affiliate_id=17596]Of Gods & Monsters[/URL][spoiler] [b]Undead:[/b] Creatures killed and devoured by naerlulth are often cast into limbo and their tormented spirits are left to occupy the lands the creature has devoured and laid waste. These spawn are often undead but have no shape or form until they assume one. [b]Naerlulthut:[/b] The naerlulthut are the spawn of the naerlulth, that dread creature of the darkness whose sole intent is to destroy the world about it. These, its children, are undead spirits whose bodies were devoured by the beast and whose souls were bound to it. [b]Civatateo:[/b] Civatateo are noble women who have died in childbirth and now roam as undead looking to punish the living. [b]Shadow Rat:[/b] When unusually greedy dwarves die from combat, their spirits fly back to their last homes and haunt the edges of whatever metropolis they lived in last. With every successful attack, the undead creature takes away a point of strength and then heals ten points with the power of the lost strength point. When a victim loses all of their strength, they become a shadow rat and can’t be raised back to life. [b]Gashadokuro:[/b] Gashadokuro are created from gathering bones from people who have died of starvation.[/spoiler] [URL=http://www.drivethrurpg.com/product/63027/Castles--Crusades-Monstrous-Menaces-2-Blade-Dancer-Goblin-and-Tharghul?affiliate_id=17596]Monstrous Menaces 2 Blade Dancer, Goblin, and Tharghul[/URL][spoiler] [b]Tharghul:[/b] Through long experience and terrible rites, a mentally acute ghoul or ghast can rise in power and eventually attain the status of tharghûl; any such creature that retains eight or more levels when it rises again as undead rises as a tharghûl, and cannot be controlled by any master. [b]Ghast:[/b] If a creature dies from wounds sustained by a tharghûl’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4-1 days unless the corpse is blessed before interment. The victim rises as a ghoul if it has less than four levels or hit dice, and as a ghast if it has a four or more levels or hit dice. [b]Ghoul:[/b] If a creature dies from wounds sustained by a tharghûl’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4-1 days unless the corpse is blessed before interment. The victim rises as a ghoul if it has less than four levels or hit dice, and as a ghast if it has a four or more levels or hit dice. [/spoiler] [URL=https://www.drivethrurpg.com/product/232441/Castles--Crusades--Tome-of-the-Unclean?affiliate_id=17596]Tome of the Unclean[/URL][spoiler] [b]Undead:[/b] Undead are once-living creatures animated by spiritual or supernatural forces. In the material planes the undead are creatures who have been trapped in their dead bodies through some device or the other. Many fall in life and are never laid to rest. Whether in battle, or at home, those whose bodies are not buried in hallowed ground, or at least given the blessings of the gods, are untethered and unprotected. Even if they were good in life and their souls crossed to some heaven of their belief, their bodies are not safe. These the arch devil and demons can summon to the infernal planes. But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures. [b]Devil Discarnate Lesser:[/b] The discarnate are lost souls, shadows of their former selves. The discarnate are the souls and spirits of those who died in Hell and were trapped there, their bodies left to rot, unburied. Those who die in Aufstrag, remain there, their souls trapped until their bodies are laid to rest in hallowed ground. These are the discarnate. Note that the discarnate are also people that have fallen in Hell and have become undead creatures. [b]Abigor:[/b] ? [b]Ousmane:[/b] ? [b]Undead Crow:[/b] ? [b]Draugr:[/b] The draugr is a type of undead so malevolent in life that its evil ways still possess it in death. Only humans can be reborn as draugr. Only corpses that have been housed in tombs or crypts can be draugr, as the creature cannot dig itself out of a grave. [b]Ghast:[/b] If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice. But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures. [b]Ghost:[/b] Ghosts are the undead spirits of evil folk. In life, these people were cruel, vindictive, and visited needless suffering upon others. At their deaths, their spirits were forced to remain bound to the physical world in perpetual torment. But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures. [b]Ghoul:[/b] The vorgalos house their lairs, the country around and the land beneath them with the undead. They do this by stalking cemeteries, unhallowing a grave, and raising the dead, pulling them back from the afterlife and bringing them back to the world. If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice. [b]Haunt:[/b] The haunt is an undead tied to the spot of its death. It appears as a ghostly image, a floating, incorporeal form that vaguely resembles its form before death, be it man, dwarf, gnome or some other humanoid. In its living form, the haunt had some mission or task that needed to be completed. So great was the compulsion to finish this deed that, even in death, its spirit seeks to fulfill its final task. A haunt can be of any alignment and its task can be anything from the mundane (“replace the stone in the wall thus covering the secret hiding place”) to the extraordinary (“travel to a distant land and deliver a message of peace”); from the safe (“to see my child who was born after I died”) to the perilous (“avenge my family by killing the ancient red dragon who murdered them all”). [b]Lich:[/b] A lich is a powerful undead creature, born from a hideous ritual performed by a wizard that lusts for everlasting life. Becoming a lich is an option for only the most powerful and reckless of magi, as it involves separating the spirit from the body and binding it in a specially prepared phylactery. This very powerful enchanted item can take any form, but it is usually an amulet of the finest quality. After the ritual is complete, the wizard assumes its undead form, and the phylactery thereafter houses the lich’s soul. Few know these arcane rituals, and of those few, even fewer dare test the sorcery. If it fails, the wizard’s soul is lost and forever irretrievable. [b]Mummy:[/b] There are those who are brought to the planes, or captured there, and buried alive. Their living bodies are wrapped in coils of madness and imprisoned in tombs of stone. These mummies are every bit as dangerous in hell as they are in the material world. The torments of their binding and the nature of their burial drive them mad, with a need bent on destruction. 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. Any creature that defiles or loots the tomb of a mummy is doomed to face the mummy’s wrath. Their connection with the artifacts of life and the resting places of the dead are tremendous, and they punish grave looters with unmediated violence. The process required to create a mummy gives the creature powerful protections against physical damage. [b]Nekun:[/b] Nekun are the skeleton-like anonymous dead of those who have passed into Hades, Tartarus and other regions below the earth. [b]Revenant:[/b] Any humans (and only humans) that have died an extremely ghastly death can arise as a revenant to exact revenge on its killer. The revenant, in life, must have had a minimum of 15 constitution, intelligence and wisdom to become a revenant. Even at that, the chances are very slim. [b]Shadow:[/b] They are either doomed souls who, in life perpetrated great evil against innocents, or they are thralls, created and bound to darkness by another shadow. A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will rise again as a shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow. Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below: D20 MONSTER 1–10 Zombie 11–15 Shadow 16–19 Wight 20 Wraith [b]Skeletal Warrior:[/b] The skeletal warrior is an undead, created by high level, evil clerics as protection and guards. All were powerful fighters in life, some being enemies of the cleric that created them. Their life essence still exists, and if they were ever to claim it, they would die, and their spirit will pass into the afterlife, tormented no more. The essence is usually kept in a gem of some worth, usually in excess of 10,000gp. This gem may be set in a crown, circlet, necklace or various other types of jewelry, or can be loose. [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. The vorgalos house their lairs, the country around and the land beneath them with the undead. They do this by stalking cemeteries, unhallowing a grave, and raising the dead, pulling them back from the afterlife and bringing them back to the world. [b]Spectre:[/b] Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge. Any creature slain by a spectre will become a spectre in 1d4 rounds. [b]Sons of Rhealth:[/b] The Sons of Rhealth were created ages ago, by worshipers of the foul Lord of the Undead. Those victims that have had a worm from a Son of Rhealth land on them may cease any other action to remove the worm from their body. If they do, they will automatically be successful. Starting with round two, the creature will begin to crawl towards the head. It will arrive in 1d3 rounds. Once there, it will begin boring into the ears, or crawling through the nose if the ear is covered. When this occurs, the victim may make a dexterity check (CL 3) to dislodge the worm. Failure means it has successfully entered the head of its victim. Once there, it will burst, scattering a foul, green ichor that will leak from the ear (or nose). The victim must make a constitution check (CL 5) or be stricken with a wasting disease. This disease manifests within 2d12 hours. At first, the victim becomes nauseated, vomiting and unable to eat. After another 1d6 hours, he will begin to lose 1d4 hit points per round, growing weaker and weaker (- number of hours infected on all dice rolls). Once dead, the creature will rise as a Son of Rhealth in one day. Only a remove disease spell will negate this horrific disease. [b]Wight:[/b] They were once human, but are now cursed to haunt the world, living in seclusion, for some foul act of greed. Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below: D20 MONSTER 1–10 Zombie 11–15 Shadow 16–19 Wight 20 Wraith The vorgalos house their lairs, the country around and the land beneath them with the undead. They do this by stalking cemeteries, unhallowing a grave, and raising the dead, pulling them back from the afterlife and bringing them back to the world. But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures. Scepter of Orcus. [b]Wight Spawn:[/b] A human victim killed by the wight’s energy drain can be brought back to unlife, as a wight, under the control of the slaying wight. The slaying wight must want to use this ability; it is not automatic. [b]Wraith:[/b] Wraiths are powerful wights who have forged a more powerful bond with the negative material plane. A wraith is incorporeal, having shed all connections of the flesh. Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below: D20 MONSTER 1–10 Zombie 11–15 Shadow 16–19 Wight 20 Wraith The vorgalos house their lairs, the country around and the land beneath them with the undead. They do this by stalking cemeteries, unhallowing a grave, and raising the dead, pulling them back from the afterlife and bringing them back to the world. [b]Wraith Spawn:[/b] A human victim killed by the wraith’s energy drain can be brought back to life as a wraith, under the control of the slaying wraith. [b]Zombie:[/b] Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason. Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below: D20 MONSTER 1–10 Zombie 11–15 Shadow 16–19 Wight 20 Wraith The vorgalos house their lairs, the country around and the land beneath them with the undead. They do this by stalking cemeteries, unhallowing a grave, and raising the dead, pulling them back from the afterlife and bringing them back to the world. [b]Monster Zombie:[/b] As humans can be turned into undead, so can the plethora of monsters that litter the land. Appearing much like their undead cousins, a monster zombie is a decayed living corpse of its former self. Any creature from a goblin to a giant can be transformed into a zombie. [b]Ogre Zombie:[/b] ? [b]Denizen Genitch Beetle:[/b] They spawn on the corpse of very evil creatures, living embodiments of the lingering evil of the creature itself. Usually several dozen to a hundred spawn. [b]Vampire:[/b] ? [b]Banshee:[/b] But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures. [b]Demi-Lich:[/b] ? SCEPTER OF ORCUS’S: At times, when the whim takes him, Orcus will take up his scepter and attack. Those struck will suffer 2d4+6 damage and will lose three levels (constitution save to avoid level loss). Anyone reduced to 0 levels will fall dead, only to rise the next round as a wight under Orcus’s control.[/spoiler] [URL=http://www.drivethrurpg.com/product/120323/Castles--Crusades-Tome-of-the-Unclean?affiliate_id=17596]Tome of the Unclean 2017 Preorder[/URL][spoiler] [b]Devil Discarnate:[/b] The discarnate are the souls and spirits of those who died in hell and were trapped there, their bodies left to rot, unburied. Those who die in Aufstrag, remain there, their souls trapped until their bodies are laid to rest in hallowed ground. These are the discarnate. [b]Genitch Beetle:[/b] These beetles are found throughout all the lower planes. They spawn on the corpse of very evil creatures, living embodiments of the lingering evil of the creature itself. Usually several dozen to a hundred spawn. [b]Undead:[/b] Undead are once-living creatures animated by spiritual or supernatural forces. [b]Zombie:[/b] If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below: 1-10 Zombie 11-15 Shadow 16-19 Wight 20 Wraith [b]Shadow:[/b] If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below: 1-10 Zombie 11-15 Shadow 16-19 Wight 20 Wraith [b]Wight:[/b] If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below: 1-10 Zombie 11-15 Shadow 16-19 Wight 20 Wraith [b]Wraith:[/b] If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below: 1-10 Zombie 11-15 Shadow 16-19 Wight 20 Wraith[/spoiler] [URL=https://www.drivethrurpg.com/product/120323/Castles--Crusades-Tome-of-the-Unclean?affiliate_id=17596]Tome of the Unclean 2019 Preorder[/URL][spoiler] [b]Undead:[/b] Undead are once-living creatures animated by spiritual or supernatural forces. Vorgalos house their lairs, the country around and the beneath them with the undead. They do this by stalking cemeteries, unhallowing a grave, and raising the dead, pulling them back from the afterlife and bringing them back to the world. In the material planes the undead are creatures who have been trapped in their dead bodies through some device or the other. It is not so simple in the infernal planes for here there are few living creatures that possess restless spirits. Many fall in life and are never laid to rest. Whether in battle, or at home, those whose bodies are not buried in hallowed ground, or at least given the blessings of the gods, are untethered and unprotected. Even if were good in life and their souls crossed to some heaven of their belief, their bodies are not safe. These the arch devil and demons can summon to the infernal planes. When Orcus calls his armies to him, hosts of them rise from the earth around him, these are the untethered undead and they serve him for they know no other way. But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures. [b]Devil Discarnate:[/b] The discarnate are lost souls, shadows of their former selves. The discarnate are the souls and spirits of those who died in Hell and were trapped there, their bodies left to rot, unburied. Those who die in Aufstrag, remain there, their souls trapped until their bodies are laid to rest in hallowed ground. These are the discarnate. Note that the discarnate are also people that have fallen in Hell and have become undead creatures. [b]Abigor:[/b] ? [b]Ousmane:[/b] ? [b]Undead Crow:[/b] ? [b]Draugr:[/b] The draugr is a type of undead so malevolent in life that its evil ways still possess it in death. Only corpses that have been housed in tombs or crypts can be draugr, as the creature cannot dig itself out of a grave. [b]Ghast:[/b] If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice. But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures. [b]Ghost:[/b] Ghosts are the undead spirits of evil folk. In life, these people were cruel, vindictive, and visited needless suffering upon others. At their deaths, their spirits were forced to remain bound to the physical world in perpetual torment. Once set loose in Hell, a soul is difficult to find and if not devoured will appear as a ghost somewhere. But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures. [b]Ghoul:[/b] If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice. [b]Haunt:[/b] In its living form, the haunt had some mission or task that needed to be completed. So great was the compulsion to finish this deed that, even in death, its spirit seeks to fulfill its final task. [b]Lich:[/b] A lich is a powerful undead creature, born from a hideous ritual performed by a wizard that lusts for everlasting life. Becoming a lich is an option for only the most powerful and reckless of magi, as it involves separating the spirit from the body and binding it in a specially prepared phylactery. This very powerful enchanted item can take any form, but it is usually an amulet of the finest quality. After the ritual is complete, the wizard assumes its undead form, and the phylactery thereafter houses the lich’s soul. Few know these arcane rituals, and of those few, even fewer dare test the sorcery. If it fails, the wizard’s soul is lost and forever irretrievable. [b]Mummy:[/b] A mummy is an undead creature wrapped in divine bandages and urged to existence through prayer and ceremony. The process required to create a mummy gives the creature powerful protections against physical damage. There are those who are brought to the planes, or captured there, and buried alive. Their living bodies are wrapped in coils of madness and imprisoned in tombs of stone. These mummies are every bit as dangerous in hell as they are in the material world. The torments of their binding and the nature of their burial drive them mad, with a need bent on destruction. [b]Nekun:[/b] Nekun are the skeleton-like anonymous dead of those who have passed into Hades, Tartarus and other regions below the earth. [b]Revenant:[/b] Any humans (and only humans) that have died an extremely ghastly death can arise as a revenant to exact revenge on its killer. The revenant, in life, must have had a minimum of 15 constitution, intelligence and wisdom to become a revenant. Even at that, the chances are very slim. [b]Shadow:[/b] They are either doomed souls who, in life perpetrated great evil against innocents, or they are thralls, created and bound to darkness by another shadow. A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will rise again as a shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow. A victim rising as a shadow is forever dead, and cannot be restored to life by any means short of a wish. [b]Skeletal Warrior:[/b] The skeletal warrior is an undead, created by high level, evil clerics as protection and guards. All were powerful fighters in life, some being enemies of the cleric that created them. Their life essence still exists, and if they were ever to claim it, they would die, and their spirit will pass into the afterlife, tormented no more. The essence is usually kept in a gem of some worth, usually in excess of 10,000gp. This gem may be set in a crown, circlet, necklace or various other types of jewelry, or can be loose. [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. Fashioned from the living bones of the aghul’s victims, the knoglen blade is an 8-foot long polearm with a razor-sharp blade that bestows a +3 bonus to both attack and damage. If the attack roll results in a natural 19 or 20, flakes of the blade break off and enter the wound, causing it to fester. In the round following a successful hit the victim feels a searing pain which lasts for 4 rounds at which point the limb becomes numb and useless. If untreated, the wound turns necrotic and within 1d4 days the flesh surrounding the wound rots away. There is no saving throw for this condition. Further neglect leads to the rot continuing to spread, dealing 1d10 points of damage each day until the victim dies. Unless the dead is buried in consecrated or holy grounds, they will rise as either a zombie or skeleton within 1d8 days. Treatment for the rot includes remove curse, remove disease, heal, restoration spells, a paladin’s cure disease ability, or a cleric or paladin may attempt to turn the bone flakes, which turn as a 1 HD undead. [b]Spectre:[/b] Spectres are spiritual echoes; fragments of a learned person that died in the pursuit of knowledge. Any creature slain by a spectre will become a spectre in 1d4 rounds. [b]Sons of Rhealth:[/b] The Sons of Rhealth were created ages ago, by worshipers of the foul Lord of the Undead. The disease from a son of Rhealth worm bursting inside a victim manifests within 2d12 hours. At first, the victim becomes nauseated, vomiting and unable to eat. After another 1d6 hours, he will begin to lose 1d4 hit points per round, growing weaker and weaker (- number of hours infected on all dice rolls). Once dead, the creature will rise as a Son of Rhealth in one day. Only a remove disease spell will negate this horrific disease. [b]Wight:[/b] They were once human, but are now cursed to haunt the world, living in seclusion, for some foul act of greed. A human victim killed by the wight’s energy drain can be brought back to unlife, as a wight, under the control of the slaying wight. The slaying wight must want to use this ability; it is not automatic. Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below: 1–10 Zombie 11–15 Shadow 16–19 Wight 20 Wraith At times, when the whim takes him, Orcus will take up his scepter and attack. Those struck will suffer 2d4+6 damage and will lose three levels (constitution save to avoid level loss). Anyone reduced to 0 levels will fall dead, only to rise the next round as a wight under Orcus’s control. But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures. [b]Wraith:[/b] Wraiths are powerful wights who have forged a more powerful bond with the negative material plane. A human victim killed by the wraith’s energy drain can be brought back to life as a wraith, under the control of the slaying wraith. The slaying wraith must want to use this ability; it is not automatic. Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below: 1–10 Zombie 11–15 Shadow 16–19 Wight 20 Wraith [b]Zombie:[/b] Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason. As humans can be turned into undead, so can the plethora of monsters that litter the land. Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below: 1–10 Zombie 11–15 Shadow 16–19 Wight 20 Wraith Fashioned from the living bones of the aghul’s victims, the knoglen blade is an 8-foot long polearm with a razor-sharp blade that bestows a +3 bonus to both attack and damage. If the attack roll results in a natural 19 or 20, flakes of the blade break off and enter the wound, causing it to fester. In the round following a successful hit the victim feels a searing pain which lasts for 4 rounds at which point the limb becomes numb and useless. If untreated, the wound turns necrotic and within 1d4 days the flesh surrounding the wound rots away. There is no saving throw for this condition. Further neglect leads to the rot continuing to spread, dealing 1d10 points of damage each day until the victim dies. Unless the dead is buried in consecrated or holy grounds, they will rise as either a zombie or skeleton within 1d8 days. Treatment for the rot includes remove curse, remove disease, heal, restoration spells, a paladin’s cure disease ability, or a cleric or paladin may attempt to turn the bone flakes, which turn as a 1 HD undead. [b]Zombie Monster:[/b] As humans can be turned into undead, so can the plethora of monsters that litter the land. Appearing much like their undead cousins, a monster zombie is a decayed living corpse of its former self. Any creature from a goblin to a giant can be transformed into a zombie, and the CK must make adjustments to the statistics listed above. [b]Shadow:[/b] Upon a successful bite the caraton drains the victim of one level, which in turn heals the caraton for 1d8 hit points. The victim is allowed a constitution save, which, if successful, negates the energy drain. If a victim falls to a caraton, either by loss of hit points or loss of levels, they cannot be resurrected or raised by normal methods. Short of a wish spell, they are irrevocably dead. The victim’s soul will be whisked away to the Abyss while their body will be animated as an undead using the chart below: 1–10 Zombie 11–15 Shadow 16–19 Wight 20 Wraith [b]Vampire:[/b] ? [b]Banshee:[/b] But many of the undead have suffered the loss of their life in the infernal planes. Whatever reason brought them to the planes, whether of their own free will, some dark sorcery or captured by a demon they sought to control, it does not matter. They come to the infernal planes whole and living and no matter their alignment or state, if they fall, they are consigned to the plane, unable to cross over to their own heavens. These are wights, ghosts, ghasts, banshees and similar creatures. [b]Lich:[/b] ? [b]Demi-Lich:[/b] ? [b]Wight Spawn:[/b] A human victim killed by the wight’s energy drain can be brought back to unlife, as a wight, under the control of the slaying wight. The slaying wight must want to use this ability; it is not automatic. [b]Wraith Spawn:[/b] A human victim killed by the wraith’s energy drain can be brought back to life as a wraith, under the control of the slaying wraith. The slaying wraith must want to use this ability; it is not automatic. [b]Denizen Genitch Beetle:[/b] They spawn on the corpse of very evil creatures, living embodiments of the lingering evil of the creature itself. Usually several dozen to a hundred spawn.[/spoiler] [URL=http://www.drivethrurpg.com/product/63575/Castles--Crusades-Black-Libram-of-Naratus?affiliate_id=17596]Black Libram of Naratus[/URL][spoiler] [b]Barrow Wight:[/b] A humanoid slain by a barrow wight becomes a barrow wight in 1d4 rounds. [b]Bhuta:[/b] When a person is murdered, the spirit sometimes clings to the world, refusing to accept its mortal death. This spirit possesses its original body and seeks out those responsible for its murder. [b]Bogeyman:[/b] Bogeymen are the stuff of legends: creatures created in the minds of parents who relayed stories about incorporeal ghosts coming to carry their children off if they didn’t go to bed when they were supposed to, didn’t do their chores when asked, and so on. The spectral bogeyman’s ties to the land of the living are a result of these stories. Often, these stories are based on the exploits of criminals, murderers, and madmen that live or have lived in the local area. By the very nature of their creation, bogeymen are evil. They are creatures born of fear and lies, delighting in the torment their fear harbors. [b]Brine Zombie:[/b] Brine zombies are the remnants of a ship’s crew that has perished at sea. The spark of evil that brought them back from the ocean depths drives them to seek the living so they may join them in their watery graves. If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies. When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. [b]Brykolakas:[/b] Their true origin is unknown, although it is thought a recipe in the Black Libram of Nartarus and the bodies of aquatic ghouls are involved. [b]Cinder Ghoul:[/b] A creature that is burned to death by magical fire may rise again as a fiery undead being called a cinder ghoul. [b]Crypt Thing:[/b] Crypt things are undead creatures found guarding tombs, graves, crypts, and other such structures. They are created by spellcasters to guard such areas and they never leave their assigned area. [b]Crypt Guardian:[/b] ? [b]Demilich:[/b] A demilich is an advanced lich of great power. When the animating force of a lich ceases to exist and the material body finally decays (often after centuries of undeath), the soul lingers in the area and slowly over time possesses all that remains of the lich—its skull. [b]Draug:[/b] The draug is the vengeful spirit of a ship’s captain who died at sea, thus being denied a proper burial. If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies. When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. [b]Dust Ghoul:[/b] When a humanoid creature dies on the Parched Expanse on the Plane of Molten Skies, there is a good chance it returns from the afterlife as a dust ghoul—an undead flesh-eating creature composed of dust and earth. [b]Fear Guard:[/b] Any living creature reduced to Wisdom 0 by a fear guard becomes a fear guard under the control of its killer within 2d6 hours. If a bless spell is cast on the corpse before this time, it prevents the transformation. [b]Fire Phantom:[/b] When a humanoid creature dies on the Elemental Plane of Fire, its soul often melds with part of the fiery plane and reforms as a fire phantom; a humanoid creature composed of rotted and burnt flesh swathed in elemental fire. [b]Hoarfrost Maiden:[/b] Believed to be the spirits of humanoid warrior-women that freeze to death either because of their own mistakes or because of some ritualistic exile into the icy wastes by their culture, hoarfrost maidens haunt the icy wastelands of the world seeking warm–blooded living creatures in which to share their icy hell. [b]Lantern Goat:[/b] Lantern goats are undead wanderers thought to be the coalescence of souls of people who died while lost in the wilderness. Just as normal goats sometimes drift from the shepherd’s care and fall prey to the dangers of the wild, so too do humans and demihumans often meet with a dire end while trekking alone in the hills. Whether they die of exposure or become a predator’s meal, these lost travelers usually journey in spirit form to the afterlife. Some, however, if they perish too close to a lantern goat, find their souls drawn into the fell receptacle the creature wears around its neck. The scarred and battered lantern that descends from the goat’s neck serves to channel souls into the creature itself. As the goat moves through the hills, its lantern casts a sickening yellow glow that attracts the souls of the recently deceased. [b]Mortuary Cyclone:[/b] A mortuary cyclone is an undead creature born when living creatures tamper with or desecrate a mass grave (either magically or naturally). [b]Spectre:[/b] Any living creature slain by a mortuary cyclone’s necrocone attack (see below) or energy drain attack becomes a spectre in 1d4 rounds. Slain creatures are deposited on the ground where they rise as undead “slaves” in command of the mortuary cyclone. [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]Red Jester:[/b] Red jesters are thought to be the remains of court jesters put to death for telling bad puns, making fun of the local ruler, or dying in an untimely manner (which could be attributed to one or both of the first two). Another tale speaks of the red jesters as being the court jesters of the Demon Prince of Whimsy and Madness, sent to the Material Plane to “entertain” those whom the prince has taken a special interest in. The actual truth to their origin remains a mystery. [b]Shadow Lesser:[/b] According to ancient texts, masters of the arcane arts created beings of living darkness to aid and protect them. These beings, known now as shadows, were formed through a combination of darkness and evil. Other beings of darkness, lesser beings not quite as powerful as the originals were also created. These creatures became known as lesser shadows. [b]Shadow Rat:[/b] ? [b]Shadow Rat Swarm:[/b] ? [b]Wolf Ghoul:[/b] ? [b]Wolf Shadow:[/b] ? [b]Wolf Vampiric:[/b] ? [b]Skeleton:[/b] When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. [i]Skeleton Pull[/i] spell. [b]Vampire:[/b] Typically they began their career as thrall or spawn to another vampire of greater power who was somehow destroyed or through great loneliness chose to destroy itself. The spawn of these beings typically turn upon one another like so many rats. The survivor becomes a vampire. [b]Lacedon:[/b] A humanoid or monstrous humanoid killed by a brykolakas rises as an aquatic ghoul in 1d4 days under the control of the brykolakas that created it. When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. [b]Zombie:[/b] When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. [b]Shadow:[/b] According to ancient texts, masters of the arcane arts created beings of living darkness to aid and protect them. These beings, known now as shadows, were formed through a combination of darkness and evil. A creature reduced to 0 Strength by a shadow wolf’s Drain attack is slain. The deceased rises again as a normal shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow. [b]Vampire Spawn:[/b] If a vampire wolf chooses, it can drain the blood or energy of a human victim in such a way as to bring the deceased into unlife as a vampire spawn. This spawn is under the control of the slaying wolf. This ability is not automatic, but must be consciously used. SKELETON PULL, Level 6 Necromancer CT, 1 action R, 30 ft. D, instantaneous SV, wisdom negates SR, Yes Comp (V, S, M) A necromancer’s connection to the dark powers of the abyss allows them to simply rip the skeleton from a humanoid body killing them instantly and creating an undead servant. Any humanoid creature within 30 ft. of the caster, and visible, can be affected by this spell. The victim’s allies nearby bear witness to the necromancer’s dark power as the skeleton tears free of its flesh in a cloud of blood and gore. This awe-inspiring power, and the gory scene it creates forces a wisdom save against fear for all enemies that witness it. Those that fail flee for 5 minutes. The skeleton created is a normal 1 HD skeleton under control of the necromancer. The prudent caster uses this spell but once per day for each additional use per day stands a 10% chance (cumulative) of sending the caster’s soul straight to the abyss. A successful wisdom save resists these dark forces. The saving throw receives a bonus for each HD or level above 4. Anyone slain by this spell can only be brought back to life by a true resurrection, or a wish. The material component of this spell is the powdered bone of a skeleton that is thrown in the direction of the victim.[/spoiler] Player's Handbook 3rd Printing[spoiler] [b]Skeleton:[/b] [i]Animate Dead[/i] spell. [b]Zombie:[/b] [i]Animate Dead[/i] spell. [b]Ghoul:[/b] [i]Create Undead[/i] spell caster level 11. [b]Shadow:[/b] [i]Create Undead[/i] spell caster level 12. [b]Ghast:[/b] [i]Create Undead[/i] spell caster level 13. [b]Wight:[/b] [i]Create Undead[/i] spell caster level 14. [b]Wraith:[/b] [i]Create Undead[/i] spell caster level 18. [b]Mummy:[/b] [i]Create Greater Undead[/i] spell caster level 13. [b]Spectre:[/b] [i]Create Greater Undead[/i] spell caster level 15. [b]Vampire:[/b] [i]Create Greater Undead[/i] spell caster level 17. [b]Ghost:[/b] [i]Create Greater Undead[/i] spell caster level 19. ANIMATE DEAD*, Level 3 cleric, 5 wizard CT 1 R 50 ft. D n/a SV none ST none Comp V, S, M This spell turns the bones or bodies of dead creatures in a 25 x 25 feet area into undead skeletons or zombies that follow the caster’s spoken commands. The undead can follow the caster, or can remain in an area and attack any creature or specific type of creature entering the area. The undead remain animated until they are destroyed. Destroyed undead can’t be animated again. Regardless of the type of undead, the caster can’t, in any single casting of the spell, create more HD of undead than the caster has levels. The undead remain under the caster’s control indefinitely. No matter how many times the caster uses this spell, however, the character can only control 2 HD worth of undead creatures per caster level. If the caster exceeds this number, all the newly created creatures fall under the caster’s control, and any excess undead from previous castings become uncontrolled (the character chooses which creatures are released). If the caster is a cleric, any undead the character might command by virtue of the caster’s power to command or rebuke undead do not count toward the spell’s limits. A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. A zombie, however, can be created only from a mostly intact corpse. The statistics for skeletons and zombies are detailed in Monsters & Treasures; undead created with this spell do not return any abilities the creature may have had while alive. Preserve Dead This reverse version may only be cast by divine spellcasters, and has two effects. First, the caster preserves the remains of the target corpses so that they do not decay, for one day per level of the caster. Doing so extends the time limit on raising that creature from the dead. The spell works on severed body parts and the like. Second, the spell permanently prevents the target corpses from being animated by an animate dead spell. If a target corpse is preserved, and then raised from the dead or resurrected, the spell ends. CREATE UNDEAD, Level 6 cleric CT 1 hour R 50 ft. (one) D permanent SV n/a SR n/a Comp V, S, M This evil spell allows the caster to create powerful kinds of undead if the cleric is of the appropriate level: ghouls (9), shadow (10), ghasts (12), wights (14) or wraiths (18). The caster may create less powerful undead than the caster’s maximum capability if desired. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms by making a successful turning check. This spell must be cast at night. CREATE GREATER UNDEAD, Level 8 cleric CT 1 hour R 50 ft. (one) D permanent SV n/a SR n/a Comp V, S, M This evil spell allows the caster to create powerful kinds of undead if the cleric is of the appropriate level: mummy (13), spectre (15), vampire (17) or ghost (19). The caster may create less powerful undead than the caster’s maximum capability if desired. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms with by making a successful turning check. This spell must be cast at night and the caster must spend 100gp per corpse.[/spoiler] Player's Handbook 4th printing[spoiler] [b]Skeleton:[/b] [i]Animate Dead[/i] spell. [b]Zombie:[/b] [i]Animate Dead[/i] spell. [b]Ghoul:[/b] [i]Create Undead[/i] spell caster level 11. [b]Shadow:[/b] [i]Create Undead[/i] spell caster level 12. [b]Ghast:[/b] [i]Create Undead[/i] spell caster level 13. [b]Wight:[/b] [i]Create Undead[/i] spell caster level 14. [b]Wraith:[/b] [i]Create Undead[/i] spell caster level 18. [b]Mummy:[/b] [i]Create Greater Undead[/i] spell caster level 13. [b]Spectre:[/b] [i]Create Greater Undead[/i] spell caster level 15. [b]Vampire:[/b] [i]Create Greater Undead[/i] spell caster level 17. [b]Ghost:[/b] [i]Create Greater Undead[/i] spell caster level 19. ANIMATE DEAD*, Level 3 cleric, 5 wizard CT 1 R 50 ft. D n/a SV none ST none Comp V, S, M This spell turns the bones or bodies of dead creatures in a 25 x 25 feet area into undead skeletons or zombies that follow the caster’s spoken commands. The undead can follow the caster, or can remain in an area and attack any creature or specific type of creature entering the area. The undead remain animated until they are destroyed. Destroyed undead can’t be animated again. Regardless of the type of undead, the caster can’t, in any single casting of the spell, create more HD of undead than the caster has levels. The undead remain under the caster’s control indefinitely. No matter how many times the caster uses this spell, however, the character can only control 2 HD worth of undead creatures per caster level. If the caster exceeds this number, all the newly created creatures fall under the caster’s control, and any excess undead from previous castings become uncontrolled (the character chooses which creatures are released). If the caster is a cleric, any undead the character might command by virtue of the caster’s power to command or rebuke undead do not count toward the spell’s limits. A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. A zombie, however, can be created only from a mostly intact corpse. The statistics for skeletons and zombies are detailed in Monsters & Treasures; undead created with this spell do not return any abilities the creature may have had while alive. Preserve Dead: This reverse version may only be cast by divine spellcasters, and has two effects. First, the caster preserves the remains of the target corpses so that they do not decay, for one day per level of the caster. Doing so extends the time limit on raising that creature from the dead. The spell works on severed body parts and the like. Second, the spell permanently prevents the target corpses from being animated by an animate dead spell. If a target corpse is preserved, and then raised from the dead or resurrected, the spell ends. CREATE UNDEAD, Level 6 cleric CT 1 hour R 50 ft. (one) D permanent SV n/a SR n/a Comp V, S, M This evil spell allows the caster to create powerful kind of undead if the cleric is of the appropriate level: ghouls (11), shadow (12), ghasts (13), wights (14) or wraiths (18). The caster may create less powerful undead than the caster’s maximum capability if desired. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms by making a successful turning check. This spell must be cast at night. CREATE GREATER UNDEAD, Level 8 cleric CT 1 hour R 50 ft. (one) D permanent SV n/a SR n/a Comp V, S, M This evil spell allows the caster to create powerful kinds of undead if the cleric is of the appropriate level: mummy (13), spectre (15), vampire (17) or ghost (19). The caster may create less powerful undead than the caster’s maximum capability if desired. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms with by making a successful turning check. This spell must be cast at night and the caster must spend 100gp per corpse.[/spoiler] [URL=http://www.drivethrurpg.com/product/105322/Castles--Crusades-Players-Handbook-6th-Printing?affiliate_id=17596]Players Handbook 6th Printing[/URL][spoiler] [b]Skeleton:[/b] [i]Animate Dead[/i] spell. [b]Zombie:[/b] [i]Animate Dead[/i] spell. [b]Ghoul:[/b] [i]Create Undead[/i] spell caster level 11. [b]Shadow:[/b] [i]Create Undead[/i] spell caster level 12. [b]Ghast:[/b] [i]Create Undead[/i] spell caster level 13. [b]Wight:[/b] [i]Create Undead[/i] spell caster level 14. [b]Wraith:[/b] [i]Create Undead[/i] spell caster level 18. [b]Mummy:[/b] [i]Create Greater Undead[/i] spell caster level 13. [b]Spectre:[/b] [i]Create Greater Undead[/i] spell caster level 15. [b]Vampire:[/b] [i]Create Greater Undead[/i] spell caster level 17. [b]Ghost:[/b] [i]Create Greater Undead[/i] spell caster level 19. ANIMATE DEAD*, Level 3 cleric, 5 wizard CT 1 R 50 ft. D Permanent SV none SR none Comp V, S, M This spell turns the bones or bodies of dead creatures in a 25 x 25 feet area into undead skeletons or zombies that follow the caster’s spoken commands. The undead can follow the caster, or can remain in an area and attack any creature or specific type of creature entering the area. The undead remain animated until they are destroyed. Destroyed undead can’t be animated again. Regardless of the type of undead, the caster can’t create more HD of undead than the caster has levels in any single casting of the spell. The undead remain under the caster’s control indefinitely. No matter how many times the caster uses this spell, however, the character can only control 2 HD worth of undead creatures per caster level. If the caster exceeds this number, all the newly created creatures fall under the caster’s control, and any excess undead from previous castings become uncontrolled (the character chooses which creatures are released). If the caster is a cleric, any undead the character might command by virtue of the caster’s power to command or rebuke undead, do not count toward the spell’s limits. A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. A zombie, however, can be created only from a mostly intact corpse. The statistics for skeletons and zombies are detailed in Monsters & Treasure; undead created with this spell do not retain any abilities the creature may have had while alive. The material component for this spell is a bag of bones. Preserve Dead: This reverse version may only be cast by divine spellcasters, and has two effects. First, the caster preserves the remains of the target corpses so that they do not decay, for one day per level of the caster. Doing so extends the time limit on raising that creature from the dead. The spell works on severed body parts and the like. Second, the spell permanently prevents the target corpses from being animated by an animate dead spell. If a target corpse is preserved, and then raised from the dead or resurrected, the spell ends. CREATE UNDEAD, Level 6 cleric CT 1 hour R 50 ft. (one) D permanent SV n/a SR n/a Comp DF, V, S, M This evil spell allows the caster to create one specimen of the following undead if the cleric is of the appropriate level: ghoul (11), shadow (12), ghast (13), wight (14), or wraith (18). The cleric may create a less powerful undead if desired. For example, a 14th level cleric could, instead of creating a wight, also create a ghast, shadow, or ghoul. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms by making a successful turning check. This spell must be cast at night. The material component for this spell is a corpse. CREATE GREATER UNDEAD, Level 8 cleric CT 1 hour R 50 ft. (one) D permanent SV n/a SR n/a Comp DF, V, S, M This evil spell allows the caster to create one specimen of the following undead if the cleric is of the appropriate level: mummy (13), spectre (15), vampire (17), or ghost (19). The cleric may create a less powerful undead if desired. For example, a 17th level cleric could, instead of creating a vampire, also create a spectre or mummy. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms with by making a successful turning check. This spell must be cast at night and the caster must spend 100gp per corpse. The material component for this spell is a corpse.[/spoiler] [URL=https://www.drivethrurpg.com/product/105322/Castles--Crusades-Players-Handbook-7th-Printing?affiliate_id=17596]Player's Handbook 7th Printing[/URL][spoiler] [b]Skeleton:[/b] [i]Animate Dead[/i] spell. [b]Zombie:[/b] [i]Animate Dead[/i] spell. [b]Ghoul:[/b] [i]Create Undead[/i] spell caster level 11. [b]Shadow:[/b] [i]Create Undead[/i] spell caster level 12. [b]Ghast:[/b] [i]Create Undead[/i] spell caster level 13. [b]Wight:[/b] [i]Create Undead[/i] spell caster level 14. [b]Wraith:[/b] [i]Create Undead[/i] spell caster level 18. [b]Mummy:[/b] [i]Create Greater Undead[/i] spell caster level 13. [b]Spectre:[/b] [i]Create Greater Undead[/i] spell caster level 15. [b]Vampire:[/b] [i]Create Greater Undead[/i] spell caster level 17. [b]Ghost:[/b] [i]Create Greater Undead[/i] spell caster level 19. ANIMATE DEAD*, Level 3 cleric, 5 wizard CT 1 R 50 ft. D Permanent SV none SR none Comp V, S, M This spell turns the bones or bodies of dead creatures in a 25 x 25 feet area into undead skeletons or zombies that follow the caster’s spoken commands. The undead can follow the caster, or can remain in an area and attack any creature or specific type of creature entering the area. The undead remain animated until they are destroyed. Destroyed undead can’t be animated again. Regardless of the type of undead, the caster can’t create more HD of undead than the caster has levels in any single casting of the spell. The undead remain under the caster’s control indefinitely. No matter how many times the caster uses this spell, however, the character can only control 2 HD worth of undead creatures per caster level. If the caster exceeds this number, all the newly created creatures fall under the caster’s control, and any excess undead from previous castings become uncontrolled (the character chooses which creatures are released). If the caster is a cleric, any undead the character might command by virtue of the caster’s power to command or rebuke undead, do not count toward the spell’s limits. A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. A zombie, however, can be created only from a mostly intact corpse. The statistics for skeletons and zombies are detailed in Monsters & Treasure; undead created with this spell do not retain any abilities the creature may have had while alive. The material component for this spell is a bag of bones. Preserve Dead: This reverse version may only be cast by divine spellcasters, and has two effects. First, the caster preserves the remains of the target corpses so that they do not decay, for one day per level of the caster. Doing so extends the time limit on raising that creature from the dead. The spell works on severed body parts and the like. Second, the spell permanently prevents the target corpses from being animated by an animate dead spell. If a target corpse is preserved, and then raised from the dead or resurrected, the spell ends. CREATE UNDEAD, Level 6 cleric CT 1 hour R 50 ft. (one) D permanent SV n/a SR n/a Comp DF, V, S, M This evil spell allows the caster to create one specimen of the following undead if the cleric is of the appropriate level: ghoul (11), shadow (12), ghast (13), wight (14), or wraith (18). The cleric may create a less powerful undead if desired. For example, a 14th level cleric could, instead of creating a wight, also create a ghast, shadow, or ghoul. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms by making a successful turning check. This spell must be cast at night. The material component for this spell is a corpse. CREATE GREATER UNDEAD, Level 8 cleric CT 1 hour R 50 ft. (one) D permanent SV n/a SR n/a Comp DF, V, S, M This evil spell allows the caster to create one specimen of the following undead if the cleric is of the appropriate level: mummy (13), spectre (15), vampire (17), or ghost (19). The cleric may create a less powerful undead if desired. For example, a 17th level cleric could, instead of creating a vampire, also create a spectre or mummy. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms by making a successful turning check. This spell must be cast at night and the caster must spend 100gp per corpse. The material component for this spell is a corpse.[/spoiler] [URL=http://www.drivethrurpg.com/product/125984/Castles--Crusades-Castle-Keepers-Guide-to-the-Haunted-Highlands?affiliate_id=17596]Castle Keeper's Guide to the Haunted Highlands[/URL][spoiler] [b]Barrow Wight:[/b] A humanoid slain by a barrow wight becomes a barrow wight in 1d4 rounds. [b]Bhuta:[/b] When a person is murdered, the spirit sometimes clings to the world, refusing to accept its mortal death. This spirit possesses its original body and seeks out those responsible for its murder. [b]Blood Wight:[/b] Blood wights are the bloated, risen corpses of those tortured souls who have bled to death on unholy ground. [b]Bogeyman:[/b] Bogeymen are the stuff of legends: creatures created in the minds of parents who relayed stories about incorporeal ghosts coming to carry their children off if they didn’t go to bed when they were supposed to, didn’t do their chores when asked, and so on. The spectral bogeyman’s ties to the land of the living are a result of these stories. Often, these stories are based on the exploits of criminals, murderers, and madmen that live or have lived in the local area. By the very nature of their creation, bogeymen are evil. They are creatures born of fear and lies, delighting in the torment their fear harbors. [b]Brine Zombie:[/b] Brine zombies are the remnants of a ship’s crew that has perished at sea. The spark of evil that brought them back from the ocean depths drives them to seek the living so they may join them in their watery graves. If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies. When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. [b]Brykolakas:[/b] Their true origin is unknown, although it is thought a recipe in the Black Libram of Nartarus and the bodies of aquatic ghouls are involved. [b]Coffer Corpse:[/b] A coffer corpse is formed when a recently deceased humanoid is the victim of an incomplete death ritual. [b]Cinder Ghoul:[/b] A creature that is burned to death by magical fire may rise again as a fiery undead being called a cinder ghoul. The lairs of old red dragons may be haunted by many of these pathetic, angry spirits, and many a wizard that has dispatched a foe with a well-placed fireball has been found mysteriously charred to death many months after they died. [b]Crypt Thing:[/b] Crypt things are undead creatures found guarding tombs, graves, crypts, and other such structures. They are created by spellcasters to guard such areas and they never leave their assigned area. [b]Crypt Guardian:[/b] ? [b]Eldritch Head:[/b] These disembodied heads are the craftsmanship of fell necromancers. Eldritch Heads have been infused with a portion of the necromancer’s arcane energies, and as such assault those who would interfere with their master’s property with magical assaults. [b]Demilich:[/b] A demilich is an advanced lich of great power. When the animating force of a lich ceases to exist and the material body finally decays (often after centuries of un-death) the soul lingers in the area and slowly over time possesses all that remains of the lich—its skull. [b]Draug:[/b] The draug is the vengeful spirit of a ship’s captain who died at sea, thus being denied a proper burial. If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies. When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. [b]Dust Ghoul:[/b] When a humanoid creature dies on the Parched Expanse on the Plane of Molten Skies, there is a good chance it returns from the afterlife as a dust ghoul—an undead, flesh-eating creature composed of dust and earth. [b]Fear Guard:[/b] Any living creature reduced to wisdom of 0 by a fear guard becomes a fear guard under the control of its killer within 2d6 hours. If a bless spell is cast on the corpse before this time, it prevents the transformation. [b]Fire Phantom:[/b] When a humanoid creature dies on the Elemental Plane of Fire, its soul often melds with part of the fiery plane and reforms as a fire phantom: A humanoid creature composed of rotted and burnt flesh swathed in elemental fire. [b]Fye:[/b] Fye are cursed, solitary, incorporeal spirits whose death took place in the vicinity of a temple of evil, or other such desecrated place. [b]Hoarfrost Maiden:[/b] Believed to be the spirits of humanoid warrior-women that froze to death either because of their own mistakes or because of some ritualistic exile into the icy wastes by their culture, hoarfrost maidens haunt the icy wastelands of the world seeking warm–blooded living creatures in which to share their icy hell. [b]Lantern Goat:[/b] Lantern goats are undead wanderers thought to be the coalescence of souls of people who died while lost in the wilderness. Just as normal goats sometimes drift from the shepherd’s care and fall prey to the dangers of the wild, so too do humans and demi-humans often meet with a dire end while trekking alone in the hills. Whether they die of exposure or become a predator’s meal, these lost travelers usually journey in spirit form to the afterlife. Some, however, if they perish too close to a lantern goat, find their souls drawn into the fell receptacle the creature wears around its neck. The scarred and battered lantern that descends from the goat’s neck serves to channel souls into the creature itself. As the goat moves through the hills, its lantern casts a sickening yellow glow that attracts the souls of the recently deceased. [b]Grave Risen:[/b] Any creature hit by a claw attack from a grave risen must make a constitution save (Challenge Level 5) or contract a deviant form of blood poisoning. Those who fail, suffer 1 point of constitution damage per minute until they are cured with a neutralize poison spell or ranger special ability. Humanoids who die from this malady rise in 1d4 days as a grave risen. These undead creatures are the cursed remainder of dwarves who were buried alive after the quake. [b]Mortuary Cyclone:[/b] A mortuary cyclone is an undead creature born when living creatures tamper with or desecrate a mass grave (either magically or naturally). [b]Mummy of the Deep:[/b] It is the result of an evil creature that was buried at sea for its sins in life. The wickedness permeating the former life has managed to cling even into un-life and revive the soul as a mummy of the deep. [b]Red Jester:[/b] Red jesters are thought to be the remains of court jesters put to death for telling bad puns, making fun of the local ruler, or dying in an untimely manner (which could be attributed to one or both of the first two). Another tale speaks of the red jesters as being the court jesters of the Demon Prince of Whimsy and Madness, sent to the Material Plane to “entertain” those whom the prince has taken a special interest in. The actual truth to their origin remains a mystery. [b]Shadow Lesser:[/b] According to ancient texts, masters of the arcane arts created beings of living darkness to aid and protect them. These beings, known now as shadows, were formed through a combination of darkness and evil. Other beings of darkness, lesser beings not quite as powerful as the originals were also created. These creatures became known as lesser shadows. [b]Shadow Rat:[/b] ? [b]Shadow Rat Swarm:[/b] ? [b]Skeleton Small Beast:[/b] These small skeletal creatures are typically raised from the skeletal remains of dogs, cats, wolves, coyotes and the like. Some necromancers prefer raising them up as they can get twice as many smaller minions from a single casting of Animate Dead as they would the larger humanoid skeleton stock. [b]Soul Reaper:[/b] ? [b]Spectral Hero:[/b] Spectral Heroes are the undead spirits of heroes who served well their deity in life. [b]Wolf Ghoul:[/b] ? [b]Wolf Shadow:[/b] ? [b]Wolf Vampiric:[/b] ? [b]Zombie Hulk:[/b] Zombie hulks are zombies raised from the fresh corpses of large beasts such as ogres, bugbears, trolls, and minotaur. [b]Zombie Plague:[/b] Beings bit by plague zombies must make a successful save vs. disease (Challenge Level 2) or lose 1d4 points of Constitution. Each hour thereafter the victim must make an additional save vs. plague or again lose 1d4 Constitution. This continues until the victim is dead. 1d10 rounds after a victim succumbs to the zombie infection, they rise as a plague zombie, intent on attacking any living creature it comes across. [b]Urthrasta The Greater Mummy:[/b] ? [b]Skeletal Cat:[/b] ? [b]Zombie Bat:[/b] ? [b]Orc Zombie:[/b] Skalnoc orders the bodies of any and all fallen orcs taken to this sector for “burial” and using the power of the Demon Eye to animate dead. [b]Lluvandro the Black, Lich:[/b] ? [b]Y'Bras the Drinker, Grave Knight Vampire:[/b] ? [b]Lucarne the Wight Knight, Wight Knight 8:[/b] ? [b]Jelaquin, Spectre:[/b] ? [b]Nulsrad the Mummy:[/b] Nulsrad was once a high priest of Soagoth, and servant of the Beast of Yug. Nulsrad was a mummy priest who has been imprisoned, slumbering in his tomb since the sealing of the shrine. At the time of the sealing, Nulsrad was thought destroyed and bricked up in his chamber. In essence this was true, however Nulsrad’s evil and the power of the Beast of Yug were simply too great to completely extinguish by the heroes of Olde Adrik. [b]Grave Lords Vampire:[/b] ? [b]Grave Lords Pleasure Slave, Vampire:[/b] ? [b]Ron Riccio Human Vampire Fighter 10:[/b] ? [b]Miss Charity, Lady of Thirst, Vampire Ancient Thirst Lord:[/b] ? [b]Don Martimho, Zombie:[/b] Currently the necromancer Damadal keeps the Champaign room as his land-side quarters. Damadal is a messenger for the Grave Lords, and captain of the Nightingale. As a special favor to Charity, he turned Don Martimho into a zombie which she keeps around to remind the Mantua Nostra who the real boss is. [b]Lacedon:[/b] A humanoid or monstrous humanoid killed by a brykolakas rises as an aquatic ghoul in 1d4 days under the control of the brykolakas that created it. When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. [b]Skeleton:[/b] When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. [b]Zombie:[/b] A creature reduced to 0 strength by a charnel spider’s poison dies and rises as a zombie under the charnel spider’s control in 1d4 rounds. When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. [b]Spectre:[/b] Any living creature slain by a mortuary cyclone’s necrocone attack (see below) or energy drain attack becomes a spectre in 1d4 rounds. Rune of Undeath victim with more than 10 HD. [b]Shadow:[/b] According to ancient texts, masters of the arcane arts created beings of living darkness to aid and protect them. These beings, known now as shadows, were formed through a combination of darkness and evil. A creature reduced to 0 strength by a shadow wolf’s drain attack is slain. The deceased rises again as a normal shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow. Rune of Undeath victim with less than 5 HD. [b]Vampire Spawn:[/b] If a vampire wolf chooses, it can drain the blood or energy of a human victim in such a way as to bring the deceased into un-life as a vampire spawn. This spawn is under the control of the slaying wolf. This ability is not automatic, but must be consciously used. An affected humanoid loses all abilities, and gains the statistics of a vampire spawn. [b]Vampire:[/b] Typically, they began their career as thrall or spawn to another vampire of greater power, who was somehow destroyed or through great loneliness chose to destroy itself. The spawn of these beings typically turn upon one another like so many rats. The survivor becomes a vampire as described in Monsters & Treasure. Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power … a lich cursed to do the bidding of their cruel slayer. [b]Vampire Ancient:[/b] Although they can no longer gain additional class levels in their former life’s profession, such vampires grow stronger as they age, becoming deadlier as their flesh hardens to damage and their hit dice grow with their insatiable blood lust. [b]Vampire Ancient Grave Knight:[/b] 200-400 years. [b]Vampire Ancient Thirst Lord:[/b] 401-600 years. [b]Vampire Ancient Crimson Baron:[/b] 601-800 years. [b]Vampire Ancient Sanguine Prince:[/b] 801-1,00 years. [b]Vampire Ancient Lord Blood King:[/b] 1,001+ years. [b]Ghoul:[/b] This encounter is with dead huntsmen, adventurers and humanoid monsters who have run afoul of the ghoul bands which hunt the wood and have themselves been turned. As with wights, the touch of Nartarus is ever reaching. Some of those who were buried alive crossed beyond death and became ghouls. [b]Ghast:[/b] ? [b]Wight:[/b] This burial chamber once housed the remains of four warlords of a dead line of Ugashtan clansmen. The rousing of Urthrasta and the pillaging of their tomb has returned the corpses of the dead lords as wights. The evil of Nartarus crawls even into the strongest hearts. The gnarled reach of the unholy one’s claw is long and some who died during the quake were transformed by the will of the god of death. [b]Wraith:[/b] Wraiths are the angry spritits of explorers and villains who have died a horrible death within the cursed wood. Rune of Undeath victim with more than 5 HD. The wraiths were dwarves killed in the great quake. [b]Ghost:[/b] While the scorched walls of the tavern still teeter, the roof has burned away to collapse on the interior, crushing and burning the inside of the building. Hunter’s Moon was the last hiding place of a few straggling refugees and the elderly bard trying to lead them to safety. The bard’s rage lives on in the form of a ghost whose unearthly howling haunts the decrepit ruin. Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power … a lich cursed to do the bidding of their cruel slayer. [b]Lich:[/b] Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power … a lich cursed to do the bidding of their cruel slayer. [b]Lich Ancient:[/b] Liches no longer gain levels as they once did in life. Such is the trade-off for an eternity of uncovering dark lore. Instead, they grow in hit dice as they age, and through their growth in hit dice, add a commensurate number of spellcaster levels to their deadly repertoire. [b]Lich Ancient Rotted Prefect:[/b] 300-600 years. [b]Lich Ancient Fleshless Oracle:[/b] 601-1,000 years. [b]Lich Ancient Arch-Lich:[/b] 1,001-1,500 years. [b]Lich Ancient Lich Lord:[/b] 1,500-2,000 years. [b]Mummy Greater:[/b] As with the vampire and lich, the mummy gains powers over time as it molders in its wrappings for ages unending. [b]Mummy Greater Nomarch of Death:[/b] 400-800 years. [b]Mummy Greater Prelate of Tombs:[/b] 801-1,200 years. [b]Mummy Greater Vizier of the Neropolis:[/b] 1,201-2,000 years. [b]Mummy Greater Mummy King:[/b] 2,001+ years. RUNE OF UNDEATH: This powerful dwarven curse is reserved for only the most notable of dwarven thanes and nobles. By the activation of this rune the target must make a save vs. death (CL 7) or be instantly slain, arising in 1d4 rounds as an undead guardian of the place of defilement. Beings with less than 5 HD rise as a shadow. Beings with over 5 HD rise as a wraith, beings of over 10 HD rise as a specter.[/spoiler] [URL=http://www.drivethrurpg.com/product/113959/Castles--Crusades-Codex-Celtarum?affiliate_id=17596]Codex Celtarum[/URL][spoiler] [b]Gan Ceannan:[/b] They are the tortured spirits of dead horsemen who seek the souls of the weak or dying. [b]Gallytrot:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/197237/Castles--Crusades-Codex-Classicum?affiliate_id=17596]Codex Classicum[/URL][spoiler] [b]Empusai:[/b] Ἔμπουσα – Under the command and, by some myths, created by the dark goddess Hecate, these vampiric beings are lethal. Terrible and insidious, the Empousai are spawned from a union of the goddess Hecate and Mormo. [b]Empusa Spawn:[/b] The Empusa can turn the slain it fed upon back, but it will become a 4 Hit Dice Empusa (Vampire) instead, and have only Physical saves. The abilities are limited as well: Blood Drain, Energy Drain, Regeneration 1, Electrical Resistance (half). If the creating Empusa is slain, so are the spawn. [b]Mormolyceion:[/b] There is nothing good about the Mormo, or could ever be, and many who go to Hades that have led a terrible life towards children are condemned to be one. The accursed by Hecate are also made to become a Mormo as well, or worse, watch their children fall victim to one. [b]Lamia:[/b] These evil and accursed vampiric women, spawned from the original blood of Lamia herself. [b]Nekun:[/b] The skeleton-like anonymous Dead of those who have passed into Hades, Tartarus and other regions below the Earth. [b]Taraxippus:[/b] This ghost or ghosts are said to haunt the horse tracks of Olympias and make the horse races occasionally difficult to impossible for participants. Many Classical sources say the Taraxippus is but the ghost of heroes past now returned to haunt the Olympic Games for various reasons, while others say differently. Another story says that the strange event is due to a brave individual named Ischenos who sacrificed himself for the better of all in his community during a plague, and his grave is located at Olympia where the games are held.[/spoiler] [URL=http://www.drivethrurpg.com/product/170740/Castles--Crusades-Codex-Germania?affiliate_id=17596]Codex Germania[/URL][spoiler] [b]Undead:[/b] Untotenmeister Dragon Power. [b]Becolaep:[/b] A becolaep is a spectral witch that has died or was slain and passed on into the form of a wrath but refuses travel on to Helle or anywhere else in the Seven Worlds. Once a halirūna or wælcyrig, the becolaep is now a vengeful spirit, haunting desolate places (preferably near graves or tombs, or fresh battle-fields). [b]Dryhtne:[/b] The dryhtné are slain warriors who have not passed on to the next world after death for various reasons and now haunt regions where they previously roamed, either on land or sea. Often, the curse of a wælcyrig could bring these dead warriors up from the earth to haunt or plague an enemy. [b]Mistflarden:[/b] Mistflarden are ‘ghost witches’ that flit about the shadows to cause others spiritual and bodily harm. They are said by many to be evil elves that have rejected the glowing holy light of Ælfhám, while others believe they are the wrathful spirits of drude and halirúna, or even the exiled spirits of the witches of Frau Hölle. [b]Nachzehrer:[/b] Nachzehrer are recently dead, usually fresh from a large sickness related event and usually become one in 1d4 nights after burial. There is no explanation for how a dead person transforms into a nachzehrer, but many think it is the insidious influence of hulda or curses of the halirúna. UNTOTENMEISTER: The cursed spirit of the dragon can summon from graves up to 2d20 Undead to aid it at any time. The nature of these Undead depends on the Castle Keeper and the scope of the campaign and its experience level. These Untoten serve its needs and move amid the Living to do whatever its tasks might be however mundane or insidious. They also may simply be there for support in times of battle and nothing more and come from the barrows where the dragon now inhabits. As with many societies, the poor and common classes were placed in shallow graves with limited goods interred. The rich and powerful would construct fairly elaborate barrow mounds. The most extreme burials contained entire ships (goods, captain/king, slaves, etc). These ceremonies are the same as those performed for cremations. These burials are the source of the undead terrors that haunt the moonlit lands of Germania and beyond, if not maintained well or blessed. [/spoiler] [URL=http://www.drivethrurpg.com/product/130675/Castles--Crusades-Codex-Nordica?affiliate_id=17596]Codex Nordica[/URL][spoiler] [b]Draugr:[/b] The 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. Sometimes, a victim to a Draugr can be made to turn into one as well, taking a full day before it occurs. [b]Haugbui:[/b] The Haugbui are undead that are bound to stay within their own tomb but will guard it with their might from robbers or the daring that wish to enter. [b]Irrbloss:[/b] It is said that the Irrbloss are the lost wandering spirits of those people who have perished in mired and boggy places that now seek to be freed from their prison or wish ill to others out of personal vengeance. [b]Skromt:[/b] How the Skrømt spirit is bound to the stone varies from tribe to tribe, but many were sacrifices and criminals put to death by the tribe for their evil deeds. The Goði and wizards would bind their spirit to the stone to bless and protect the tribe in that direction (east, west, north, south) and react if the marker stone was moved or broken. [b]Vaettir:[/b] ? [b]Angrboda:[/b] Worse, though, is Angrboða’s undead state. She was slain in earlier times and is said by many to haunt the woods and swamps as a spectre. [b]Undead:[/b] As with many societies, the poor and common classes are placed in shallow graves with limited ceremonies and goods interred. The rich and powerful will construct barrow mounds, fairly elaborate, at the minimum but, at the most extreme, entire ships (goods, captain/king, slaves, etc.) will be placed into the ground. These ceremonies are the same as what is performed for cremations. These burials are the source of the undead terrors that haunt the moonlit lands of Scandinavia and beyond if not maintained well or blessed.[/spoiler] [URL=http://www.drivethrurpg.com/product/187934/Castles--Crusades-Codex-Slavorum?affiliate_id=17596]Codex Slavorum[/URL][spoiler] [b]Jaud:[/b] Infected by the vampire while in the womb, the jaud is a premature baby that has exited from the mother, usually fatally and with a great deal of gore, to feed on others. [b]Rusalka:[/b] Rusalka are the vengeful, undead spirits of women who were either murdered or committed suicide in a body of water. [b]Topielec:[/b] These frightening spirits are the souls of those who have been drowned by various means in bodies of water and are now filled with rage. [b]Vampir:[/b] Usually only the evilest of people can become a vampir, living or dead, and prey on the innocent living. [b]Ziburinis:[/b] Humanoid skeletons are the animated remains of humanoid creatures.[/spoiler] [URL=http://www.drivethrurpg.com/product/125975/Castles--Crusades-Players-Guide-to-the-Haunted-Highlands?affiliate_id=17596]Players Guide to the Haunted Highlands[/URL][spoiler] [b]Ghoul:[/b] [i]Rise as the Undead[/i] spell. [b]Ghast:[/b] [i]Rise as the Undead[/i] spell. [b]Vampire:[/b] Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power, a lich cursed to do the bidding of their cruel slayer. [i]Rise as the Undead[/i] spell. [b]Skeleton:[/b] [i]Skeleton Pull[/i] spell. [b]Ghost:[/b] Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power, a lich cursed to do the bidding of their cruel slayer. [b]Lich:[/b] Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power, a lich cursed to do the bidding of their cruel slayer. RISE AS THE UNDEAD, Level 5 necromancer CT 1 action R 50 feet+10 feet/level D permanent SV wisdom negates SR yes Comp V, S, M This horrible curse has an effect unknown to the victim until he has been slain, at which time he rises as a blood thirsty ghoul (1-4 HD), ghast (4-6 HD), or vampire (7+ HD) under the command of the caster. The spell, if detected, may be removed with a remove curse spell. The material spell component for rise as the undead is a piece of flesh from a destroyed undead being such as a ghast, ghoul, or zombie. SKELETON PULL, Level 6 necromancer CT 1 action R 30 feet D instantaneous SV see text SR yes Comp V, S, M A necromancer’s connection to the dark powers of the dark lord of the undead allows him simply to rip the skeleton from a humanoid body, killing it instantly and creating an undead servant. Any visible humanoid creature within 30 feet of the caster can be affected by this spell. The victim’s allies nearby bear witness to the necromancer’s dark power as the skeleton tears free of its flesh in a cloud of blood and gore, unless a successful strengthsave is made to avoid its unholy pull. This awe-inspiring power, and the gory scene it creates, forces a wisdom save against fear for all enemies that witness it. Those that fail are terrified and flee as quickly as possible for five minutes. The animated skeleton created is a normal 1 HD skeleton under control of the necromancer. The prudent caster uses this spell but once per day, for each additional use per day stands a 10% chance (cumulative) of sending the caster’s soul straight to the Rings of Hell. A successful charisma save on behalf of the caster resists these dark forces. The saving throw receives a bonus for each HD or level above 4. Anyone slain by this spell can only be brought back to life by true resurrection, or wish. The material component of this spell is the powdered bone of a skeleton that is thrown in the direction of the victim.[/spoiler] [URL=https://www.drivethrurpg.com/product/79066/Castles--Crusades-The-Umbrage-Saga?affiliate_id=17596]Umbrage Saga[/URL][spoiler] [b]Skeleton:[/b] The Dread Mire is an ancient battleground that has now become a swamp. Some millennia past, a local elfin lord aligned himself a human kingdom to battle against the onslaught of the Horned One’s army. In the first clashing of arms, the human king betrayed his ally and fell upon the elfin rearguard as the armies of the Horned One weighed into the vanguard. The humans slaughtered all of the elves in a horrific battle. But Andual, a warrior priest and the last of the kindred to die, laid a curse upon these men: “May your treachery bind you to this earth! May it devour you and spit you back up as a shadow of yourself. Thirst now for a life you cannot have. I curse you and bind you here until the Damnun sakes your agony. Know no peace.” [b]Zombie:[/b] The Dread Mire is an ancient battleground that has now become a swamp. Some millennia past, a local elfin lord aligned himself a human kingdom to battle against the onslaught of the Horned One’s army. In the first clashing of arms, the human king betrayed his ally and fell upon the elfin rearguard as the armies of the Horned One weighed into the vanguard. The humans slaughtered all of the elves in a horrific battle. But Andual, a warrior priest and the last of the kindred to die, laid a curse upon these men: “May your treachery bind you to this earth! May it devour you and spit you back up as a shadow of yourself. Thirst now for a life you cannot have. I curse you and bind you here until the Damnun sakes your agony. Know no peace.” [b]Ghoul:[/b] The Dread Mire is an ancient battleground that has now become a swamp. Some millennia past, a local elfin lord aligned himself a human kingdom to battle against the onslaught of the Horned One’s army. In the first clashing of arms, the human king betrayed his ally and fell upon the elfin rearguard as the armies of the Horned One weighed into the vanguard. The humans slaughtered all of the elves in a horrific battle. But Andual, a warrior priest and the last of the kindred to die, laid a curse upon these men: “May your treachery bind you to this earth! May it devour you and spit you back up as a shadow of yourself. Thirst now for a life you cannot have. I curse you and bind you here until the Damnun sakes your agony. Know no peace.” The orcs of Seroneous cared little for the dead. They slew the last of the gnomes and fey who held the vale and ransacked the whole place. Much of it collapsed or was pulled down, leaving the whole place in ruins. They piled all the gnome dead in one room, desecrating them and eating what they could. But their violations did not last long, for three of the gnomes rose from the dead and fell upon the orcs. [b]Ghast:[/b] The Dread Mire is an ancient battleground that has now become a swamp. Some millennia past, a local elfin lord aligned himself a human kingdom to battle against the onslaught of the Horned One’s army. In the first clashing of arms, the human king betrayed his ally and fell upon the elfin rearguard as the armies of the Horned One weighed into the vanguard. The humans slaughtered all of the elves in a horrific battle. But Andual, a warrior priest and the last of the kindred to die, laid a curse upon these men: “May your treachery bind you to this earth! May it devour you and spit you back up as a shadow of yourself. Thirst now for a life you cannot have. I curse you and bind you here until the Damnun sakes your agony. Know no peace.” [b]Greater Shadow:[/b] At the moment of Unklar’s banishment from Airhde, the anvil cracked at the same time Deuranimus was transferring the soul of a paladin to a gem. The paladin was caught in the dead zone between the realms of the living and the dead. His body died, but his soul lingered, aware of an aching agony that he could not relieve. He became a shadow of himself and began haunting the room, tethered to the room that played witness to his last waking moment. [b]Lesser Shadow:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/64081/Castles--Crusades-A6-Banishment--Blight?affiliate_id=17596]A6 Of Banishment and Blight[/URL][spoiler] [b]Skeleton:[/b] The knoglen blade weapon is a pole-arm fashioned from the living bones of the Aghul’s victims. Ranging about 8 feet long, it serves as a +3 weapon in both to hit and damage. The blade(s) are razor sharp, self replicating bones. When the wielder scores a successful hit with the blade of at least 19 or 20 (without bonus), flakes of the bone break off into the wound. These flakes are living bone and begin to meld with the victim. In the round following a successful hit, the victim feels an intense pain. The pain lasts for 4 melee rounds at which point the arm becomes numb and useless. If not treated, the wound begins to rot and the surrounding flesh begins to fall off in 1d4 days. There is no saving throw. Treatment can be with cure disease, remove curse, remove disease, heal, restoration or a cleric can attempt to turn the bones. They turn as a skeleton. If untreated, the rot spreads beyond the wound and the victim begins to take 1d10 points damage each day until they die. Unless buried in holy or consecrated ground they reanimate as a zombie or skeleton in 1d8 days. [b]Zombie:[/b] The knoglen blade weapon is a pole-arm fashioned from the living bones of the Aghul’s victims. Ranging about 8 feet long, it serves as a +3 weapon in both to hit and damage. The blade(s) are razor sharp, self replicating bones. When the wielder scores a successful hit with the blade of at least 19 or 20 (without bonus), flakes of the bone break off into the wound. These flakes are living bone and begin to meld with the victim. In the round following a successful hit, the victim feels an intense pain. The pain lasts for 4 melee rounds at which point the arm becomes numb and useless. If not treated, the wound begins to rot and the surrounding flesh begins to fall off in 1d4 days. There is no saving throw. Treatment can be with cure disease, remove curse, remove disease, heal, restoration or a cleric can attempt to turn the bones. They turn as a skeleton. If untreated, the rot spreads beyond the wound and the victim begins to take 1d10 points damage each day until they die. Unless buried in holy or consecrated ground they reanimate as a zombie or skeleton in 1d8 days.[/spoiler] [URL=http://www.drivethrurpg.com/product/94946/Castles--Crusades-A8-Forsaken-Mountain?affiliate_id=17596]A8 Forsaken Mountain[/URL][spoiler] [b]Undead:[/b] Creatures killed and devoured by naerlulth are often cast into limbo, and their tormented spirits are left to occupy the lands the creature has devoured and laid waste. These spawn are often undead, but have no shape or form until they assume one.[/spoiler] [URL=http://www.drivethrurpg.com/product/96952/Castles--Crusades-A9-The-Helm-of-Night?affiliate_id=17596]A9 The Helm of Night[/URL][spoiler] [b]Naerluthut:[/b] The naerlulthut are the spawn of the naerlulth, that dread creature of the darkness whose sole intent is to destroy the world about it. These, its children, are undead spirits whose bodies did the beast devour and whose souls were bound to it. The barrel contains remains of the leavings of the naerlulth, a vile creature that devours all that it touches, animate or inanimate, drawing the essence from it, leaving behind a blackened trail of foul ash. Any living creature so devoured transforms into a naerlulthut, an undead creature. These undead, the naerlulthut, inhabit the ash of the naerlulth; rising only when the living are near, who them haunt with threats of death and damnation.[/spoiler] [URL=http://www.drivethrurpg.com/product/106790/Castles--Crusades-A10-The-Last-Respite?affiliate_id=17596]A10 The Last Respite[/URL][spoiler] [b]Wraith:[/b] The Lady of Garun first attempts to charm her victim into being friendly. When she feels the time is ripe, she delivers a long and passionate kiss, drawing out the soul of her victim. Those who lose their souls turn into wraiths.[/spoiler] [URL=http://www.drivethrurpg.com/product/118804/Castles--Crusades-Beneath-the-Dome?affiliate_id=17596]Beneath the Dome[/URL][spoiler] [b]Green Zombie:[/b] ? [b]Green Zombie Animal:[/b] ? [b]Green Dragon Zombie:[/b] ? [b]Scarlet Zombie:[/b] ? [b]Green Amdromodon Zombie:[/b] When any type of Amdromodon touches a dead humanoid, having died in the last 48 hours, the humanoid rises as a Green Amdromodon Zombie and follows its creator. A status symbol in Amdromodon society is how many and how powerful are the follower zombies. Giants are particularly favored because of their toughness to kill. Flying creatures of all types are also especially sought after. These zombies are not limited to humans as the touch of an Amdromodon can turn any recently dead body into a green zombie.[/spoiler] [URL=http://www.drivethrurpg.com/product/58560/Castles--Crusades-C2-Shades-of-Mist?affiliate_id=17596]C2 Shades of Mist[/URL][spoiler] [b]Animated Snake:[/b] Nodjmet has animated a dead snake and placed it by the entrance to the cave.[/spoiler] [URL=http://www.drivethrurpg.com/product/124569/Castles--Crusades-C3-Upon-the-Powder-River?affiliate_id=17596]C3 Upon the Powder River[/URL][spoiler] [b]Athul, Allip:[/b] The creature is an allip, the undead spirit of the wizard Athul who killed himself by throwing himself into the river after his traveling companion Crel was slain by the Luvandgaurn. The current swept his body into the foundation of the bridge where it remains, crumbled, torn, and wrapped in his magical cloak. Athul’s unburied and unmourned spirit clings to the world of men. [b]Gaunt:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/143709/Castles--Crusades-C4-Harvest-of-Oaths?affiliate_id=17596]C4 Harvest of Oaths[/URL][spoiler] [b]Wight:[/b] If the door is opened by any other than Merovina the bodies of her victims begin to crawl up from their shallow, moss covered graves.[/spoiler] [URL=http://www.drivethrurpg.com/product/166049/Castles--Crusades-C5-Falls-the-Divide?affiliate_id=17596]C5 Falls the Divide[/URL][spoiler] [b]Shadow:[/b] Shadows are able to create spawn by reducing a creature’s strength to zero.[/spoiler] [URL=http://www.drivethrurpg.com/product/90312/Castles--Crusades-DA1-Dark-Journey?affiliate_id=17596]DA1 Dark Journey[/URL][spoiler] [b]Skeleton:[/b] ? [b]Ghoul:[/b] ? [b]Animal Skeleton:[/b] ? [b]Zombie:[/b] While Crisigrin did not like this room, he understood its importance. Any of his enemies, as well as any overtly evil being, was thrown into this room to die. Once dead, the mist acted as an animate dead spell. [b]Ghast:[/b] ? [b]Shadow:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/15804/Castles--Crusades-DB1-Haunted-Highland?affiliate_id=17596]DB1 Haunted Highlands[/URL][spoiler] [b]Undead:[/b] Of course age and weathering has cracked many of these cairns open and the presence of a great evil within the canyons has caused many of the dead to stir from their slumber to walk amongst the living once again. [b]Ghoul:[/b] ? [b]Ghast:[/b] ? [b]Skeleton:[/b] This chamber is home to a charnel spider. The foul creature occasionally leaves its lair to crawl forth to animate zombies and skeletons within the canyons and caverns of the Mynthnoc Cairns. [b]Urthrasta the Mummy:[/b] ? [b]Wight:[/b] The rousing of Urthrasta and the pillaging of their tomb has returned the corpses of the dead lords as wights. [b]Zombie:[/b] This chamber is home to a charnel spider. The foul creature occasionally leaves its lair to crawl forth to animate zombies and skeletons within the canyons and caverns of the Mynthnoc Cairns. A creature reduced to 0 strength by a charnel spider’s poison dies and rises as a zombie under the charnel spider’s control in 1d4 rounds. A charnel spider can control a number of zombies whose total hd are not more than twice the charnel spider’s hd.[/spoiler] [URL=http://www.drivethrurpg.com/product/24507/Castles--Crusades-DB2-Crater-of-Umeshti?affiliate_id=17596]DB2 Crater of Umeshti[/URL][spoiler] [b]Skeletal Cat:[/b] ? [b]Zombie Bat:[/b] ? [b]Zombie:[/b] ? [b]Skeleton:[/b] ? [b]Hilde Coffer Corpse Bride of Malash:[/b] Following instructions found upon the Scroll of Nartarus, he sacrificed Hilde in the name of the god of the walking dead. She was returned to him a fortnight later as a coffer corpse, and his very own undead bride. [b]Undead:[/b] Malash is a devotee of the teachings of the dark deity Nartarus and as such has been given limited access to cleric spells and special powers dealing with the control and manufacture of the walking dead. [b]Coffer Corpse:[/b] A coffer corpse is formed when a recently deceased humanoid is the victim of an incomplete death ritual.[/spoiler] [URL=http://www.drivethrurpg.com/product/28484/Castles--Crusades-DB3-Deeper-Darkness?affiliate_id=17596]DB3 Deeper Darkness[/URL][spoiler] [b]Ghoul:[/b] ? [b]Shadow:[/b] Rune of Undeath: This powerful dwarven curse is reserved for only the most notable of dwarven thanes and nobles. By the activation of this rune the target must make a save vs. death (CL 7) or be instantly slain, arising in 1d4 rounds as an undead guardian of the place of defilement. Beings with less than 5 HD rise as a shadow. Beings with over 5 HD rise as a wraith, beings of over 10 HD rise as a specter. [b]Wraith:[/b] Rune of Undeath: This powerful dwarven curse is reserved for only the most notable of dwarven thanes and nobles. By the activation of this rune the target must make a save vs. death (CL 7) or be instantly slain, arising in 1d4 rounds as an undead guardian of the place of defilement. Beings with less than 5 HD rise as a shadow. Beings with over 5 HD rise as a wraith, beings of over 10 HD rise as a specter. [b]Spectre:[/b] Rune of Undeath: This powerful dwarven curse is reserved for only the most notable of dwarven thanes and nobles. By the activation of this rune the target must make a save vs. death (CL 7) or be instantly slain, arising in 1d4 rounds as an undead guardian of the place of defilement. Beings with less than 5 HD rise as a shadow. Beings with over 5 HD rise as a wraith, beings of over 10 HD rise as a specter. The corpses of the Umeshti lord and lady buried here were cursed during the war of the gods and each was buried alive within their own sepulcher. Now their spirits reside here restlessly as specters.[/spoiler] [URL=https://www.drivethrurpg.com/product/144098/Castles--Crusades-Death-in-the-Treklant?affiliate_id=17596]Death in the Treklant[/URL][spoiler] [b]Huge Skeleton:[/b] In one of the beds is a skeleton. It is small, about dwarf-size, and curled up in a fetal position. This is the skeleton of an ogre child who starved to death after his parents died. His father is the skeleton found in 8A. If the child’s skeleton is disturbed, the ogre skeleton in 8A animates. The souls of these skeletons are forever locked within Dzeebagd’s walls; the capricious hand of fate denied them entry into the other world. The father died trying to get to his son, and when his son’s skeleton is bothered, the father’s soul animates in the skeleton. It happened one day that the staircase, weakened by a sagging foundation and misuse, collapsed upon several of the ogres, including their notorious leader, Garoonsh, killing them instantly. One survivor, with a terribly shattered leg, crawled down a hallway looking for his child, only to die a lonesome and painful death in the darkness beneath the earth, never seeing his son again.[/spoiler] [URL=http://www.drivethrurpg.com/product/114873/Castles--Crusades-Free-City-of-Eskadia?affiliate_id=17596]Free City of Eskadia[/URL][spoiler] [b]Plague Zombie:[/b] Beings bit by plague zombies must make a successful save vs. disease (Challenge Level 2) or lose 1d4 points of Constitution. Each hour thereafter the victim must make an additional save vs. plague or again lose 1d4 Constitution. This continues until the victim is dead. 1d10 rounds after a victim succumbs to the zombie infection they rise as a plague zombie, intent on attacking any living creature it comes across. [b]Vampire:[/b] Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power … a lich cursed to do the bidding of their cruel slayer. [b]Ghost:[/b] Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power … a lich cursed to do the bidding of their cruel slayer. [b]Lich:[/b] Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power … a lich cursed to do the bidding of their cruel slayer. [b]Zombie:[/b] ? [b]Bidder Bredderson's Ghost:[/b] This dump of a warehouse and brewery was once famous for its quality brews until the brewmeister refused to pay protection to the Order and was never seen again. Mystical research determined that the Order would be forever cursed by Bowbe for their murder of the brewmeister. [b]Lecrutia's Spirit:[/b] Lecrutia’s spirit has fought its own great battles of will to win its way from the tortured limbo of the murdered. [b]Ghoul:[/b] ? [b]Skeleton:[/b] ? [b]Spectre:[/b] ? [b]Dr. Orleon the Vampire:[/b] ? [b]Bhuta:[/b] There is a 20%* chance that the PCs encounter a victim of one of their encounters with the above opponents. In this event the corpse rises as a Bhuta attacking the character who slew it in life. [b]Wight:[/b] ? [b]Raj Rhukan, Ancient Mummy:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/118526/Castles--Crusades-Giants-Rapture?affiliate_id=17596]Giant's Rapture[/URL][spoiler] [b]Banshee:[/b] ? [b]Feliul Stone:[/b] Feliul stones are magical stones that have been possessed by the spirit of a fallen dwarf, gnome, giant or goblin (far more commonly a dwarf). Usually the victim has died some horrible death, through torture or the like. Some feliul stones are possessed of the spirits of those that have died before some great task was completed. Whatever the case, the spirit lingers in the living world and takes up residence in the stone about it.[/spoiler] Haunted Highlands Deities[spoiler] [b]Vampire:[/b] Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power … a lich cursed to do the bidding of their cruel slayer. [b]Ghost:[/b] Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power … a lich cursed to do the bidding of their cruel slayer. [b]Lich:[/b] Any being struck with the Scepter of Death rises in the following round as a vampire, ghost, or in the case of spell casters of sufficient power … a lich cursed to do the bidding of their cruel slayer.[/spoiler] [URL=http://www.drivethrurpg.com/product/64121/Castles--Crusades-Heart-of-Glass?affiliate_id=17596]Heart of Glass[/URL][spoiler] [b]Soul Thief:[/b] He was one of the guards for Unklar’s forces. Accused of treason - treason he never committed - he was tortured for many years before they allowed him to die. Being innocent, his soul attempted to fulfill his duties they accused him of not performing while alive. These creatures are of the order of the Val-Austlich, created in the Days before Days by Thorax. They were shadows, cast off by the Cloak of Red, and called the rottenshuf. [b]Marissa, Vampire:[/b] ? [b]Malcom of Helliwell Vampire Grave Knight:[/b] They watched as he vanished beneath the awnings of the ruined gate. The screams of his pain and horror carried over the barren wastes and into the ice-bound wilds. So Malcom of Helliwell, knight and paladin of the Holy Defenders, sacrificed his place in heaven for the greater good of the world. So Malcom of Helliwell gained immortality and became a vampire, all for the greater good. A one time paladin of the Holy Defenders of the Flame, Malcom fell victim to Sagramore, the father of all Vampires, and the machinations of the gods during the Winter Dark Wars. Malcom is an unusually powerful vampire. He is a Living Vampire, a Patriarch. There are few of these creatures in the world. Malcom came to be thus for as a living man he was a good man, a lordly paladin of a noble line and family who willingly submitted to the lusts of the undead Lord Sagramore. In so doing he bound his soul, his very being, to the prospect of being undead, so that his soul lingered in his body. Sagramore, a one time wizard and tortured victim of the horned god’s came to St. Luther and offered to make Malcom a creature of the undead. “You know my tale, Lord of Dreams, and you know that I must live by the blood of living things. You know that I am a vampire. But Narrheit must be foiled, and the riddles of the Blood Runes understood and only Malcom may do this.” He promised to take the boy in his arms and give him eternal life. “Such a thing would be damnation for him. But alas, I see no other way. If he agrees, I myself shall slay him when his destiny is fulfilled.” So they took Malcom and after much debate the knight, in great consternation, with curses for his father and St. Luther allowed for the Vampire’s embrace. So it was that the second curse came upon Malcom and he became the undead. [b]Vampire:[/b] But the worst of his powers came when Naarheit, god of Chaos, revealed to Sagramore that he could alleviate his loneliness by spreading his disease to others. At first he did so reluctantly, for he was ever a good man, and knew in his heart that what he did was an abomination. He felt also that he owed Jaren a debt. But his loneliness overcame his reluctance, and he eventually made others like himself. [b]Sagramore:[/b] Unklar then cursed him, “Ever shall you thirst for the power you cannot have! Ever shall you gain that which you do not seek!” And he marked him with the gift of immortality, bound to a chain in a cave under a mountain in the frozen north.[/spoiler] [URL=http://www.drivethrurpg.com/product/50739/Castles--Crusades-I2-Under-Dark--Mistry-Ground-Dzeebagd?affiliate_id=17596]I2 Under Dark & Misty Ground Dzeebagd[/URL][spoiler] [b]Huge Skeleton:[/b] This is the skeleton of an ogre child who starved to death after his parents died. His father is the skeleton found in 8a. If the child’s skeleton is disturbed, the ogre skeleton in 8a animates.[/spoiler] [URL=http://www.drivethrurpg.com/product/150064/Castles--Crusades-Lost-City-of-Gaxmoor?affiliate_id=17596]Lost City of Gaxmoor[/URL][spoiler] [b]Ogre-Ghoul:[/b] The evil half-orc Lamesh discovered a potent magical item, the Necromantic Crown of Quentis, and has created several of these abominations. THE NECROMANTIC CROWN OF QUENTIS (EVIL): This simple circlet of golden snakes provides an evil cleric with the ability to create and command twice the normal number of undead. The crown also bestows the ability to create undead as per the spell once per week at 2 times caster’s level. This is how Lamesh has been able to create the dreaded ogre-ghouls. Anyone wearing the Crown for more than an hour must make a weekly wisdom save (CL 15) or lose a point of constitution. Upon reaching zero constitution the character is completely transformed into a ghoul! [b]Gnoll Zombie:[/b] ? [b]Xerxes, Vampire:[/b] ? [b]Ghoul:[/b] THE NECROMANTIC CROWN OF QUENTIS (EVIL): This simple circlet of golden snakes provides an evil cleric with the ability to create and command twice the normal number of undead. The crown also bestows the ability to create undead as per the spell once per week at 2 times caster’s level. This is how Lamesh has been able to create the dreaded ogre-ghouls. Anyone wearing the Crown for more than an hour must make a weekly wisdom save (CL 15) or lose a point of constitution. Upon reaching zero constitution the character is completely transformed into a ghoul! [b]Skeleton:[/b] ? [b]Luscious Maximus Mageris, Lich:[/b] ? [b]Daedalus Antonitus, Advanced Skeletal Warrior:[/b] Daedalus Antonitus animates as a special undead creature if anyone violates his seat of honor (i.e. touches or attempts to steal any of his possessions). [b]Skeletal Warrior:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/109383/Magnificent-Miscellaneum-Vol-1?affiliate_id=17596]Magnificent Miscellaneum Vol. 1[/URL][spoiler] [b]Megtragyaz:[/b] Megtrágyáz are undead, born of those who drowned in the deep mud or muck. If a megtrágyáz knocks a target unconscious, it tries to smother it to death with its own body; if it is successful, the megtrágyáz is finally put to rest, but the smothered victim rises as a megtrágyáz.[b]Vampire:[/b] ? [b]Lich:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/139182/Castles--Crusades-Night-of-the-Sprits?affiliate_id=17596]Night of the Spirits[/URL][spoiler] [b]Phantom Warrior:[/b] ? [b]Spirit of the Dead, Ghostly Spirit:[/b] ? [b]Wraig Wen, White Woman:[/b] ? [b]Gallytrot:[/b] These are decaying and baleful dead beings dressed in tattered and old clothing that seek the life essence of those they cause fear in, and they come from the underworld of Annwn at times when the presence of death is strong. These Gallytrots were long dead Roman soldiers from ages past that have come from the underworld seeking revenge. [b]Gan Cean:[/b] ? [b]Angry Spirit:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/138563/Castles--Crusades-Nine-Worlds-Saga-Volume-I-Hel-Rising?affiliate_id=17596]Nine Worlds Saga Volume I Hel Rising[/URL][spoiler] [b]Vaettir:[/b] They are the vengeful spirits of those sacrificed to the bogs and they will drag the victims into the waters to their doom. [b]Haugbui:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/139181/Castles--Crusades-Nine-Worlds-Saga-Volume-II-Odins-Fury?affiliate_id=17596]Nine Worlds Saga Volume II Odin's Fury[/URL][spoiler] [b]Irrbloss:[/b] ? [b]Vaettir:[/b] These spectral women float about the swamp waters and remain from what had been left of earlier sacrifices by the dwarfs (of Mortals) to satiate the Ogress.[/spoiler] [URL=http://www.drivethrurpg.com/product/97137/Castles--Crusades-S2-Dwarven-Glory?affiliate_id=17596]S2 Dwarven Glory[/URL][spoiler] [b]Feliul Stone:[/b] Feliul stones are magical stones that have been possessed by the spirit of a fallen dwarf, gnome, giant or goblin (far more commonly a dwarf). Usually the victim has died some horrible death, through torture or the like. Some feliul stone’s are possessed of the spirits of those that have died before some great task was completed. [b]Skeleton:[/b] Anyone making a successful wisdom check (CL 0) notices a gold chain hanging on one of the chandeliers. Any attempt to retrieve it however animates five skeletons and many of the bones.[/spoiler] [URL=http://www.drivethrurpg.com/product/87519/Castles--Crusades-S3-The-Malady-of-Kings?affiliate_id=17596]S3 Malady of Kings[/URL][spoiler] [b]Vivienne, Ghost:[/b] But she lingered still, in the world of the living, a haunt barred from the Stone Fields, where the noble dead lie, for a desire so deep death cannot claim her; now, upon the edge of the Wretched Plains, her ghost is fearful and restless. His one true love, Queen Vivienne, had died long ago; but unbeknownst to him, her spirit did not pass to the Stone Fields where the good rest forever. Instead, it lingered in the world, awaiting his return. But in truth, she failed to gain the peace the gods promise the dead. Her spirit, sundered from her corporeal form, lived on, seeking the love of her life, Luther. A powerful, forceful woman, Vivienne ruled the kingdom frequently in her husband’s absence. It is this force which has kept her spirit from passing from the world and made her the ghost of the Frieden Anhohe.[/spoiler] [URL=http://www.drivethrurpg.com/product/101009/Castles--Crusades-S4-A-Lion-in-the-Ropes?affiliate_id=17596]S4 A Lion in the Ropes[/URL][spoiler] [b]Orinsu:[/b] This act of consecrating the burial chamber created the orinsu. Left to die in the deep cold pits, unburied and forgotten, the souls of the men hovered in a purgatory between life and death. The spells of the clergy laying their own to rest wrenched the souls back to the world of the living. These souls, usually spawned from those who suffered a horrible death due to torture, starvation, or other evil circumstances, search for their place in the afterlife. The spirit, wracked by earthly pain, is unsure as to whether it should pass on from the realm of the living. It remains in the foggy middle, tied to its place of death as an undead creature. The orinsu are common creatures in Aihrde as the long and bitter Winter Dark and the brutal 20 year Winter Dark War left countless dead, whose bodies were never properly laid to rest. And though these all are not subject to becoming the orinsu, enough of them were cursed or placed under some banishment to keep their souls bound to the world where their fallen bodies lay in rot.[/spoiler] [URL=http://www.drivethrurpg.com/product/134618/Castles--Crusades-Stains-Upon-The-Green?affiliate_id=17596]Stains Upon the Green[/URL][spoiler] [b]Wight:[/b] However, one of the soulless victims of the barghest haunts this room. As noted, Corilyn brought three mercenaries into the Keep with him, and all died at the hands of the barghest. One turned into a wight and haunts the Great Hall and Room S7. [b]Allip:[/b] The room is home to a mindless allip, the hollowed soul of a second one of Corilyn’s men. This unfortunate soul did not die as his companions did, but rather suffered the torment of the barghest, who drew his soul from his living body. So the man fled in torment, bolting himself in the well room. As his body died, it became the hollow form of an allip. [b]Ghost:[/b] Though the body is dead, the spirit of the man remains. It is not attached to the body however, only the detached leg. In death the spirit did not know which way to turn and wandered to the leg, where it has hung ever since, looking down upon it, wondering what happened.[/spoiler] [URL=https://www.drivethrurpg.com/product/170967/Castles--Crusades-The-Long-Valley?affiliate_id=17596]The Long Valley[/URL][spoiler] [b]Bag O' Bones:[/b] The bag o’ bones is a result of the blending of the necromantic arts of the undead with the alchemical lore of golem creation. The creation of such a monster requires expensive ingredients (at least 10,000 gp), months of preparation equal to a stone golem, and requires the assistance of both a high level cleric and a master wizard coordinating their powers. [b]Zombie:[/b] A lamp set in the ceiling above the main crypt magically lights upon each full moon. As soon as the light touches the exposed corpse of the priest he animates. He then takes up a torch and passes around the room, the light having the same affect on his undead acolytes as it had on him. They each animate in turn. [b]Wight:[/b] The priest cast his own soul into a magic jar and the jar was set in a small shelf beneath his head in the bier of the barrow. His body was laid upon the bier and allowed to rise once a month, during the full moon, so that he might wander the valley and see the stars and moon from time to time. A lamp set in the ceiling above the main crypt magically lights upon each full moon. As soon as the light touches the exposed corpse of the priest he animates. [b]Shadow:[/b] The priest cast his own soul into a magic jar and the jar was set in a small shelf beneath his head in the bier of the barrow. [b]Ealuta, Gaunt:[/b] In their midst was an old washer woman, Ealuta, who had not left Gaxmoor willingly that day, but rather been driven out by her family for she was a thief and threatened murder. She cursed her family, fled the town and laughed in scorn when the city disappeared. She gathered with the refugees near the Cuft Gorge and helped them build a home of loose rock. In time, however, she began to steal from them, and later, when winter struck and food ran short, she stole more. She was eventually found out and driven out of the makeshift town. They hounded her over the bridge and drove her into the snow to die. But she did not die, for she was pickled with hate for all living things, and this hate kept her warm. She found shelter under the eastern side of the , and there carved out a hovel where she found some comfort. When the first of the refugees died, she took note and watched as the others buried him. When they left the grave, she dug up the body and gnawed upon it, devouring the flesh raw. She tried to hide her crimes but was too weak. So, she took a rock and cut the remains into pieces and bore it back across the bridge to her lonely world. There, she buried the meat in the dirt. The others soon discovered her crime but were too weak to pursue her, for the snows were deep and the food already gone. Three more died and were buried in shallow graves, only to suffer the indignity of becoming Ealuta’s meal, one after the other. What followed was a nightmare of death, murder and a witch’s haunt, until at last some few fled into the west to find succor and only one remained, a young girl, whose brother lay in the cold ground. She would not leave his side for him to become a meal for the witch. So Ealuta found her, kneeling in the snow over her brother’s grave, and she sought to make a fresh kill and eat her there and then while the meat was still warm. Her clawed hand grasped the child’s throat to choke the life from it, but far faster and more agile, the child spun and struck Ealuta across the brow with a rock. The witch fell back into the snow, and the girl leapt upon her and stove her head in with the rock. With the last of her strength she took the witch by the hair and dragged her to her gorge and cast her mangled body to the floor far below. With that she left her brother and the valley to the east and came in time to the Massif and the people there where it is said she prospered, but would never speak of those dark days but to her own children. The tale did not end there, however, for Ealuta rose from the gorge, a twisted creature of evil and spite. Wild and without purpose, she haunted the bridge slaying any and all who came to it. Driven by a hunger she could not satisfy, she dwelt there from that day to this. [b]Ghost:[/b] Before Gaxmoor was returned to Aihrde, the god Narrheit found a boy hunting in the valley, he learned of the city’s whereabouts from the boy. The boy treated him guardedly, but shared food and clean water with him. For whatever reason this pleased the god of chaos and evil and he took a liking to the boy. He knew that he was about to unleash Gaxmoor from its tether and set his minions upon it. He knew too that they would bring chaos to all who dwelt in the region; so to repay the boy’s kindness he set a guardian upon the Lost Valley. He slew the boy and set his ghost in the valley, tasking it with driving out all evil from the region. [b]Skeleton:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/3783/Castles--Crusades-U1-Shadows-of-the-Halfling-Hall?affiliate_id=17596]U1 Shadows of Halfling Hall[/URL][spoiler] [b]Halfling Ghoul:[/b] ? [b]Halfling Zombie:[/b] ? [b]Zombie Dog:[/b] Unfortunately, after the attack there was no one to let them out and so the poor animals died of thirst and starvation. The Awakener subsequently animated them as zombies to provide a nasty surprise to anyone nosey enough to intrude in here. [b]Willec the Halfling Zombie:[/b] ? [b]Death Grip:[/b] These are the left hands of the zombies within the upper hall, now reanimated by the awakener into death grips. The death grip is an unusual form of undead created by a high level necromancer or evil cleric. The hand of a corpse and one of the corpses eyeballs are used in the animation rite and it creates a scuttling clawlike hand that will follow simple commands as a skeleton or zombie. [b]Skeleton:[/b] Awakeners also have the ability to animate one of the following groups of undead per week: 6 skeletons or zombies or 2 ghouls or1 ghast or wraith or 1 mummy/month. [b]Bag O' Bones:[/b] Rather than animate all the skeletons here, the awakener decided it would be best to combine the material into a single (and dangerous) opponent. It is a result of the blending of the necromantic arts of the undead with the alchemical lore of golem creation. The creation of such a monster requires expensive ingredients (at least 10,000gp) and months of preparation equal to a stone golem and requires the assistance of both a high level cleric and a master wizard coordinating their powers. [b]Mummy Lesser:[/b] The awakener will animate these bodies within 1-3 rounds after the party enters. These mummies are rather weaker than the usual mummy due to the relative weakness of the awakener and the condition of the bodies. [b]Awakener:[/b] The awakener is a special form of ghost/lich created by the minions of a lord of the undead. This being has its spirit form magic jarred into a piece of jewelry such as a circlet, bracelet, etc. of suitable size. This item is the creature’s focus and is usually of valuable and of exquisite manufacture. [b]Zombie:[/b] Awakeners also have the ability to animate one of the following groups of undead per week: 6 skeletons or zombies or 2 ghouls or1 ghast or wraith or 1 mummy/month. [b]Ghoul:[/b] Awakeners also have the ability to animate one of the following groups of undead per week: 6 skeletons or zombies or 2 ghouls or1 ghast or wraith or 1 mummy/month. [b]Ghast:[/b] Awakeners also have the ability to animate one of the following groups of undead per week: 6 skeletons or zombies or 2 ghouls or1 ghast or wraith or 1 mummy/month. [b]Mummy:[/b] Awakeners also have the ability to animate one of the following groups of undead per week: 6 skeletons or zombies or 2 ghouls or1 ghast or wraith or 1 mummy/month.[/spoiler] [URL=http://www.drivethrurpg.com/product/20820/Castles--Crusades-U2-Verdant-Rage?affiliate_id=17596]U2 Verdant Rage[/URL][spoiler] [b]Ghoul:[/b] These figures are ghouls. The burners have been infected with the grave mold so long that the infection has transformed them into the undead: ghouls! [b]Banshee:[/b] The reason for its lack of a resident is that the former occupant was transformed by Argus into a banshee. Any female wood folk slain as a gaunt has a 5% chance of rising yet again as a banshee in 1d4 days. [b]Wight:[/b] ? [b]Zombie:[/b] These zombies were part of Argus’ first experiments in necromancy with the Liber Mortis. [b]Skeleton:[/b] The bed is infested with rot grubs, and it was this area where the zombies above ground had been infected. Argus simply cast cleave flesh on these four to make them skeletons and thereby salvage something from the bodies. However, he has a bowl of 24 Hydra’s Teeth that he’s enchanted to transform into undead skeletons (again via the Liber Mortis). The Liber Mortis gives the alchemical recipe for the creation of Hydra’s Teeth. These items (made from the actual teeth of a hydra and other unguents) when properly created, allow the user to bring forth an equal number of skeletons (max HP) as teeth used to serve the caster. [b]Gaunt:[/b] Gaunts are the results of necromantic experimentations upon the corpses of elves and other woodland beings. [b]Grave Mold:[/b] It is an undead creature, formed by Argus from yellow mold with his residual druidic abilities and the Liber Mortis. [b]Spectre:[/b] Within its pages the liber mortis gives detailed information on the creation of specters and liches. [b]Lich:[/b] Within its pages the liber mortis gives detailed information on the creation of specters and liches. The Liber Mortis This book is a collection of some of the greatest spells and treatise on the black art of necromancy in the land. Its black leather cover seems to radiate evil and corruption, even while the book itself is spotless and neat. There is a silver pentagram upon the cover and a book latch along the side keeps the tome closed when not in use. The book emits a mild aura of evil at a 15 foot radius. This is easily detectible by even beings not sensitive to magic and no attribute check is required. Any non-evil creatures in the vicinity of the work will feel a sense of disquiet and morale checks will suffer a –2 penalty. The Liber is far more than just a spell book, however. It is actually imbued with negative planar energy to the point that it has a will of its own. It cannot dominate its wielder, though it will use dreams and other lures to encourage a caster to delve into its secrets and begin to cast its spells which will affect the caster as noted below. Any spellcaster (wizard, cleric, druid, etc.) may use the spells in the book, even if their class normally precludes the use of arcane spells. Furthermore, the spells cannot be memorized from the book but can be cast from the book just like a scroll. However, the spell is re-castable and will not disappear as scrolls do. With each spell cast, the caster will lose one point of wisdom and be unaware of its loss. When the caster reaches –1 wisdom, the book will consume the caster’s soul (no save) and the body will crumble into dust. Any wizard who reads the tome will gain +1 level in their class. Any other caster will not gain this level advancement but all perusers of the Liber must make a wisdom save or move one rank in alignment towards chaotic evil. For instance, a lawful good wizard who failed his save would become lawful neutral. A neutral evil druid who failed would become chaotic evil, a chaotic good cleric would become chaotic neutral, etc. The Liber Mortis’s spell abilities are: 1. Allows the user to cast the below spells as noted: Cleave Flesh @ (4/day) Detect Undead (3/day) Invisibility to Undead (3/day) Speak with Dead (3/day) Animate/Preserve Dead (2/day) Magic Circle vs Undead (2/day) Create Undead (1/day) Create Greater Undead (1/week) 2. Allows the reader to attempt to control undead as a cleric of a level equal to the user’s level (regardless of class). 3. Gives the alchemical recipe for the creation of Hydra’s Teeth. These items (made from the actual teeth of a hydra and other unguents) when properly created, allow the user to bring forth an equal number of skeletons (max HP) as teeth used to serve the caster. 4. Within its pages gives detailed information on the creation of specters and liches. Alignment The alignment of the reader affects its capabilities as noted on the chart below. The damage column indicates how much damage the character with the alignment suffers when first handling the book. This happens only once per reader. Alignment Damage Use Abilities Lawful Good 4d4 1 Lawful Neutral 3d4 1, 2 Lawful Evil 1d4 1, 2, 3 Neutral Good 3d4 1 Neutral 2d4 1, 2 Neutral Evil 1d4 1, 2, 3 Chaotic Good 2d4 1 Chaotic Neutral 1d4 1, 2, 3 Chaotic Evil -- All Cleave flesh is a 1st level spell that allows the caster to force the flesh of a corpse to drop away from the skeleton, leaving a clean set of bones behind. It will not do the same to living flesh, but will disrupt the flesh and cause 2d4 damage. Note that the use of this spell to create the gibbering mouther in the Great Oak cannot be employed by the player characters. Argus’ necromantic modifications are unique to his situation (as a fallen druid) and are not useable by player characters.[/spoiler] [URL=http://www.drivethrurpg.com/product/3269/Castles--Crusades-U3-Fingers-of-the-Forsaken-Hand?affiliate_id=17596]U3 Fingers of the Forsaken Hand[/URL][spoiler] [b]Ghast:[/b] ? [b]Mummy:[/b] ? [b]Wraith:[/b] ? [b]Ghoul:[/b] ? [b]Guardian of the Key, Bodak:[/b] Sitting at the desk is the Guardian of the Key, a powerful warrior and mystic transformed into a bodak of unusual power.[/spoiler] [URL=http://www.drivethrurpg.com/product/88995/Castles--Crusades-U4-Curse-of-the-Khan?affiliate_id=17596]U4 Curse of the Khan[/URL][spoiler] [b]Ghoul:[/b] They are creations of Falvorn and were once vicious murderers who crossed the Khan. [b]Ghast:[/b] He warns, however, that the place is cursed and anyone who is tainted with the curse who leaves the castle dies within twenty –four hours, only to rise again as a ghast or wight to return to the castle and serve as its guardian. The same is true for anyone slain within the fortress itself. He refers to this as the Curse of the Crawling Queen. [b]Wight:[/b] He warns, however, that the place is cursed and anyone who is tainted with the curse who leaves the castle dies within twenty –four hours, only to rise again as a ghast or wight to return to the castle and serve as its guardian. The same is true for anyone slain within the fortress itself. He refers to this as the Curse of the Crawling Queen. [b]Skeletal Undead Hunting Dogs:[/b] ? [b]Bulrigi, Mummy:[/b] ? [b]Oyugun, Lesser Lich:[/b] His initial oath to remain in service to the Khan for eternity held, for when the Ruby Diadem was placed upon his forehead he was transformed into a lich. [b]Shabekith, Mummy Lord:[/b] Shabekith was the first worshipper of the Khan as a deity after his transformation. She volunteered to guard his tomb and was indeed the first sacrifice given to the new war god. Due to her service, the Khan ordained her with eternal un –life as a mummy lord. [b]Prince Tamur, Bodak:[/b] Prince Tamur was imprisoned alive, the Helm of Strife bolted to his living skull. Once completed, the torture and ritual transformed Prince Tamur for all time into a bodak. [b]Jarisha, Vampire:[/b] ? [b]Skeleton Small Beast:[/b] These small skeletal creatures are typically raised from the skeletal remains of dogs, cats, wolves, coyotes and the like. Some necromancers prefer raising them up as they can get twice as many smaller minions from a single casting of Animate Dead as they would the larger humanoid skeleton stock.[/spoiler] [/spoiler] Amazing Adventures[spoiler] [URL=http://www.drivethrurpg.com/product/144875/Amazing-Adventures-Manual-of-Monsters?affiliate_id=17596]Amazing Adventures Manual of Monsters[/URL][spoiler] [b]Undead:[/b] Undead are once-living creatures animated by spiritual or supernatural forces. [b]Animal Skeleton:[/b] Animal carcasses that are the target of Animate Dead are risen as animal skeletons. Anyone casting the spell solely on dead animals can gain up to twice his level in HD, as opposed to his level in HD per the spell Animate Dead. In other words, a 5th level Cleric, while normally only able to raise 5HD worth of Undead, may raise 10HD worth of animal skeletons. Only small creatures can be raised as such, no bigger than a large dog. [b]Apparition:[/b] ? [b]Bhuta:[/b] When a person is murdered, the spirit sometimes clings to the world, refusing to accept its mortal death. This spirit possesses its original body and seeks out those responsible for its murder. [b]Bogeyman:[/b] Bogeymen are the stuff of legends: creatures created in the minds of parents who relayed stories about incorporeal ghosts coming to carry their children off if they didn’t go to bed when they were supposed to, didn’t do their chores when asked, and so on. The spectral bogeyman’s ties to the land of the living are a result of these stories. Often, these stories are based on the exploits of criminals, murderers, and madmen that live or have lived in the local area. By the very nature of their creation, bogeymen are evil. They are creatures born of fear and lies, delighting in the torment their fear harbors. [b]Ghast:[/b] If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4-1 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice. [b]Ghost:[/b] Ghosts are the restless undead spirits of the tragically or evil deceased. Generally, in life, these people committed some crime or act (or series of acts) that doomed them to forever walk the earth, never finding rest. Many were cruel, vindictive, and visited needless suffering upon others. Others were so consumed with anger, sorrow, or other emotions at the moment of death that their spirits were forced to remain bound to the physical world in perpetual torment. [b]Ghoul:[/b] If a creature dies from wounds sustained by a ghast’s claw and bite damage, and is not eaten by the foul creature, it will rise again as a ghoul or ghast in 2d4-1 days unless the corpse is blessed before interment. The victim will rise as a ghoul if it has less than 4 levels or hit dice, and as a ghast if it has a 4 or more levels or hit dice. [b]Haunt:[/b] In its living form, the haunt had some mission or task that needed to be completed. So great was the compulsion to finish this deed that, even in death, the creature seeks to fulfill its final task. [b]Huecuva:[/b] ? [b]Lich:[/b] A lich is a powerful undead creature, born from a hideous ritual performed by a wizard that lusts for everlasting life. Becoming a lich is an option for only the most powerful and reckless of magi, as it involves separating the spirit from the body and binding it in a specially prepared phylactery. This very powerful enchanted item can take any form, but it is usually an amulet of the finest quality. Few know these arcane rituals, and of those few, even fewer dare test the sorcery. If it fails, the wizard’s soul is lost and forever irretrievable. [b]Mummy:[/b] A mummy is an undead creature usually wrapped in divine bandages and urged to existence through prayer and ceremony. [b]Poltergeist:[/b] The poltergeist is an invisible undead spirit that haunts a specific area. Sometimes this area is one that it was close to in life, but more often than not, the area is the place the poltergeist was killed when it was alive. [b]Revenant:[/b] Any human (and only humans) that have died an extremely ghastly death can arise as a revenant to exact revenge on its killer. The revenant, in life, must have had a minimum of 15 CON, INT and WIS to become a revenant. Even at that, the chances are very slim. [b]Shadow:[/b] They are either doomed souls who, in life, perpetrated great evil against innocents, or they are thralls, created and bound to darkness by another shadow. A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will rise again as a shadow within 1d4 rounds. A creature reduced to 0 Strength by a shadow wolf’s Drain attack is slain. The deceased rises again as a normal shadow within 1d4 rounds. [b]Skeleton:[/b] Skeletons are the animated remains of dead 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. Any creature slain by a spectre will become a spectre in 1d4 rounds. [b]Vampire:[/b] If a Vampire is killed, all of its spawn immediately become full vampires. [b]Vampire Spawn:[/b] Vampire Spawn, or lesser vampires, are those mortals who are turned into a vampire by the kiss of a full vampire. If a vampire chooses, it can drain the blood or energy of a human victim in such a way as to bring the deceased into unlife as a vampire spawn. This spawn is under the control of the slaying vampire. This ability is not automatic, but must be consciously used. If a vampire wolf chooses, it can drain the blood or energy of a human victim in such a way as to bring the deceased into unlife as a vampire spawn. This ability is not automatic, but must be consciously used. [b]Wight:[/b] ? [b]Wight Spawn:[/b] A human victim killed by the wight’s energy drain can be brought back to unlife, as a wight, under the control of the slaying wight. The slaying wight must want to use this ability; it is not automatic. [b]Wolf Ghoul:[/b] ? [b]Wolf Shadow:[/b] ? [b]Wolf Vampiric:[/b] ? [b]Wraith:[/b] Wraiths are powerful wights (q.v.) who have forged a more powerful bond with the negative material plane. [b]Wraith Spawn:[/b] A human victim killed by the wraith’s energy drain can be brought back to life as a wraith, under the control of the slaying wraith. The slaying wraith must want to use this ability; it is not automatic. [b]Zombie:[/b] Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason. In some campaigns, zombies may be able to infect others with their bite, slowly turning the infected into zombies. In such a case, the victim bitten must make a constitution save at -2 or be infected. Infected victims will lose 1d4 points of strength and constitution each day until one of the two abilities reaches 0, at which point the victim dies, rising within 1d4 minutes as a new zombie unless the body is destroyed (often through decapitation or other destruction of the head). [b]Civatateo:[/b] Civatateo are noble women who have died in childbirth and now roam as undead looking to punish the living. [b]Gashadokuro:[/b] Gashadokuro are created from gathering bones from people who have died of starvation.[/spoiler] [URL=https://www.drivethrurpg.com/product/106153/Amazing-Adventures?affiliate_id=17596]Amazing Adventures 1st Printing[/URL][spoiler] [b]Undead:[/b] Undead are once-living creatures animated by spiritual or supernatural forces. [b]Mummy:[/b] A mummy is an undead creature usually wrapped in divine bandages and urged to existence through prayer and ceremony. Mummies are bound to their tombs and are encountered in their vicinity, which is most commonly the deserts of Egypt, though mummies have been encountered in Central and South America and in arctic, desert, and jungle climes the world over, where conditions are right for preservation of the body. The process required to create a mummy gives the creature powerful protections against physical damage. [i]Create Greater Undead[/i] spell caster level 13. [b]Lesser Mummy:[/b] ? [b]Greater Mummy:[/b] Greater mummies are intelligent, often the remains of deceased priests or leaders. [b]Skeleton:[/b] Skeletons are the animated remains of dead creatures. Their bodies are little more than bone and sinew held together by vile sorcery. [i]Animate Dead[/i] spell. [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. If a Vampire is killed, all of its spawn immediately become full vampires. [i]Create Greater Undead[/i] spell caster level 17. [b]Vampire Spawn:[/b] If a vampire chooses, it can drain the blood or energy of a human victim in such a way as to bring the deceased into unlife as a vampire spawn. This spawn is under the control of the slaying vampire. This ability is not automatic, but must be consciously used. [b]Zombie:[/b] Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason. In some campaigns, zombies may be able to infect others with their bite, slowly turning the infected into zombies. In such a case, the victim bitten must make a constitution save at -2 or be infected. Infected victims will lose 1d4 points of strength and constitution each day until one of the two abilities reaches 0, at which point the victim dies, rising within 1d4 minutes as a new zombie unless the body is destroyed (often through decapitation or other destruction of the head). Nobody else turns into a zombie, even if the zombies manage to kill any more bystanders. This should lead the PC’s to believe that it was, in fact, something on the needle that created the undead killing machines. [i]Animate Dead[/i] spell. [b]Undead Dragon:[/b] ? [b]Spectre:[/b] [i]Create Greater Undead[/i] spell caster level 15. [b]Ghost:[/b] [i]Create Greater Undead[/i] spell caster level 19. [b]Ghoul:[/b] [i]Create Undead[/i] spell caster level 9. [b]Shadow:[/b] [i]Create Undead[/i] spell caster level 10. [b]Ghast:[/b] [i]Create Undead[/i] spell caster level 12. [b]Wight:[/b] [i]Create Undead[/i] spell caster level 14. [b]Wraith:[/b] [i]Create Undead[/i] spell caster level 18. ANIMATE DEAD*, LEVEL 3 WIS, LEVEL 4 CHA, LEVEL 5 INT CT 1 R 50 ft. D n/a SV none SR none Comp V, S, M This spell turns the bones or bodies of dead creatures in a 25 x 25 feet area into undead skeletons or zombies that follow the caster’s spoken commands. The undead can follow the caster, or can remain in an area and attack any creature or specific type of creature entering the area. The undead remain animated until they are destroyed. Destroyed undead can’t be animated again. Regardless of the type of undead, the caster can’t, in any single casting of the spell, create more HD of undead than the caster has levels. The undead remain under the caster’s control indefinitely. No matter how many times the caster uses this spell, however, the character can only control 2 HD worth of undead creatures per caster level. If the caster exceeds this number, all the newly created creatures fall under the caster’s control, and any excess undead CREATE GREATER UNDEAD, LEVEL 7 CHA, 8 WIS CT 1 hour R 50 ft. (one) D permanent SV n/a SR n/a Comp V, S, M This evil spell allows the caster to create powerful kinds of undead if the arcanist is of the appropriate level: mummy (13), spectre (15), vampire (17) or ghost (19). The caster may create less powerful undead than the caster’s maximum capability if desired. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms by making a successful Wisdom check with a CL equal to the hit dice of the monster. This spell must be cast at night and the caster must spend $100 per corpse. CREATE UNDEAD, LEVEL 5 CHA, 6 WIS CT 1 hour R 50 ft. (one) D permanent SV n/a SR n/a Comp V, S, M This evil spell allows the caster to create powerful kinds of undead if the arcanist is of the appropriate level: ghouls (9), shadow (10), ghasts (12), wights (14) or wraiths (18). The caster may create less powerful undead than the caster’s maximum capability if desired. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms by making a successful turning check. This spell must be cast at night.[/spoiler] [URL=https://www.drivethrurpg.com/product/106153/Amazing-Adventures?affiliate_id=17596]Amazing Adventures 2nd Printing[/URL][spoiler] [b]Undead:[/b] Undead are once-living creatures animated by spiritual or supernatural forces. Characters drained below 1st level become a 0-level character with no class or abilities. A character drained below 0-level is instantly slain. Depending on the creature that killed the character, the character may rise the next night as a monster of that kind. If not, the character may at the GM’s option rise as another type of undead creature. [b]Mummy:[/b] A mummy is an undead creature usually wrapped in divine bandages and urged to existence through prayer and ceremony. Mummies are bound to their tombs and are encountered in their vicinity, which is most commonly the deserts of Egypt, though mummies have been encountered in Central and South America and in arctic, desert, and jungle climes the world over, where conditions are right for preservation of the body. Their connection with the artifacts of life and the resting places of the dead are tremendous, and they punish grave looters with unmediated violence. The process required to create a mummy gives the creature powerful protections against physical damage. [i]Create Greater Undead[/i] spell caster level 13. [b]Mummy Lesser:[/b] ? [b]Mummy Greater:[/b] Greater mummies are intelligent, often the remains of deceased priests or leaders. [b]Skeleton:[/b] Skeletons are the animated remains of dead creatures. Their bodies are little more than bone and sinew held together by vile sorcery. [i]Animate Dead[/i] spell. [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. If a Vampire is killed, all of its spawn immediately become full vampires. [i]Create Greater Undead[/i] spell caster level 17. [b]Vampire Spawn:[/b] If a vampire chooses, it can drain the blood or energy of a human victim in such a way as to bring the deceased into unlife as a vampire spawn. [b]Zombie:[/b] Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason. In some campaigns, zombies may be able to infect others with their bite, slowly turning the infected into zombies. In such a case, the victim bitten must make a constitution save at -2 or be infected. Infected victims will lose 1d4 points of strength and constitution each day until one of the two abilities reaches 0, at which point the victim dies, rising within 1d4 minutes as a new zombie unless the body is destroyed (often through decapitation or other destruction of the head). Nobody else turns into a zombie, even if the zombies manage to kill any more bystanders. This should lead the PC’s to believe that it was, in fact, something on the needle that created the undead killing machines. [i]Animate Dead[/i] spell. [b]Undead Dragon:[/b] ? [b]Spectre:[/b] [i]Create Greater Undead[/i] spell caster level 15. [b]Ghost:[/b] [i]Create Greater Undead[/i] spell caster level 19. [b]Ghoul:[/b] [i]Create Undead[/i] spell caster level 9. [b]Shadow:[/b] [i]Create Undead[/i] spell caster level 10. [b]Ghast:[/b] [i]Create Undead[/i] spell caster level 12. [b]Wight:[/b] [i]Create Undead[/i] spell caster level 14. [b]Wraith:[/b] [i]Create Undead[/i] spell caster level 18. ANIMATE DEAD*, Level 3 Wis, Level 4 Cha, Level 5 Int CT 1 R 50 ft. D n/a SV none SR none Comp V, S, M This spell turns the bones or bodies of dead creatures in a 25 x 25 feet area into undead skeletons or zombies that follow the caster’s spoken commands. The undead can follow the caster, or can remain in an area and attack any creature or specific type of creature entering the area. The undead remain animated until they are destroyed. Destroyed undead can’t be animated again. Regardless of the type of undead, the caster can’t, in any single casting of the spell, create more HD of undead than the caster has levels. The undead remain under the caster’s control indefinitely. No matter how many times the caster uses this spell, however, the character can only control 2 HD worth of undead creatures per caster level. If the caster exceeds this number, all the newly created creatures fall under the caster’s control, and any excess undead from previous castings become uncontrolled (the character chooses which creatures are released). If the caster is a arcanist, any undead the character might command by virtue of the caster’s power to command or rebuke undead do not count toward the spell’s limits. A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. A zombie, however, can be created only from a mostly intact corpse. The statistics for skeletons and zombies are detailed in Monsters & Treasures; undead created with this spell do not return any abilities the creature may have had while alive. PRESERVE DEAD: This reverse version has two effects. First, the caster preserves the remains of the target corpses so that they do not decay, for one day per level of the caster. Doing so extends the time limit on raising that creature from the dead. The spell works on severed body parts and the like. Second, the spell permanently prevents the target corpses from being animated by an animate dead spell. If a target corpse is preserved, and then raised from the dead or resurrected, the spell ends. CREATE GREATER UNDEAD, Level 7 Cha, 8 Wis CT 1 hour R 50 ft. (one) D permanent SV n/a SR n/a Comp V, S, M This evil spell allows the caster to create powerful kinds of undead if the arcanist is of the appropriate level: mummy (13), spectre (15), vampire (17) or ghost (19). The caster may create less powerful undead than the caster’s maximum capability if desired. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms by making a successful Wisdom check with a CL equal to the hit dice of the monster. This spell must be cast at night and the caster must spend $100 per corpse. CREATE UNDEAD, Level 5 Cha, 6 Wis CT 1 hour R 50 ft. (one) D permanent SV n/a SR n/a Comp V, S, M This evil spell allows the caster to create powerful kinds of undead if the arcanist is of the appropriate level: ghouls (9), shadow (10), ghasts (12), wights (14) or wraiths (18). The caster may create less powerful undead than the caster’s maximum capability if desired. Created undead are not automatically under the control of their animator. The caster may gain command of the undead as it forms by making a successful turning check. This spell must be cast at night.[/spoiler] [URL='https://www.drivethrurpg.com/product/150169/Amazing-Adventures-Companion?affiliate_id=17596']Amazing Adventures Companion[/URL][spoiler] [B]Handmaiden of Satan:[/B] The handmaidens are unique, Satanic, undead creatures created by the Cardinal’s vile sorcery. Finally, the handmaiden's attacks (claw and bite) inject a venom that acts as a type 4 poison (see Amazing Adventures, p. 179). If a character dies from this poison, they rise within 48 hours as a new undead of the same type as the handmaidens, entirely under the thrall of the Cardinal and his schemes. [B]Cardinal Richelieu:[/B] An important reason why the Cardinal believes stories of werewolves and the like is simple: he is a vampire himself, having sold his soul to Satan for the glory of France, and for personal power and glory. [B]Comte de Rochefort, Vampire Spawn:[/B] ? [B]Musketeer Squire of Satan:[/B] ? [B]Queen Anne:[/B] And what about the queen? She spent several days being held captive and possibly tortured by minions of the devil—is she still the pure and good soul she appears to be, or is she now in league with the Cardinal as a witch or undead consort? [B]Johnny Ringo, Restless Dead:[/B] ? [B]Degenerate Pygmy:[/B] Mutated, vile cave pygmies that have been corrupted by the evil within. [B]Dracula:[/B] ? [B]Varney the Vampire:[/B] ? [B]Camilla:[/B] ? [B]Undead:[/B] Magic should be subtle and gradually erase the humanity from its user, turning him into something dark, amoral, and demonic. It eventually consumes its user, though it may grant him or her great power both spiritual and temporal before that happens—sometimes enough power to seek immortality as one of the undead. [I]Animate Dead Master[/I] spell. [B]Ghoul:[/B] [I]Animate Dead Greater[/I] spell. [B]Shadow:[/B] [I]Animate Dead Greater[/I] spell. [B]Wight:[/B] [I]Animate Dead Greater[/I] spell. [B]Wraith:[/B] [I]Animate Dead Greater[/I] spell. [B]Skeleton:[/B] ? [B]Mummy:[/B] [I]Animate Dead Master[/I] spell. [B]Vampire:[/B] [I]Animate Dead Master[/I] spell. [B]Lich:[/B] [I]Awful Rite of Undeath[/I] spell. [B]Ghost:[/B] ? [B]Zombie:[/B] ? ANIMATE DEAD, GREATER, Level 7 Wis CT 1 R 50 ft. D n/a SV none SR none Comp V, S, M As animate dead, but the wizard can also create ghouls, shadows, wights, or wraiths—roll for the number of skeletons one would normally create; this determines the hit dice worth of undead the sorcerer can create. He may divide these hit dice amongst the type of undead created as he desires. Undead created in this manner are subservient to the sorcerer. ANIMATE DEAD, MASTER, Level 9 Wis CT 1 R 50 ft. D n/a SV none SR none Comp V, S, M As animate dead greater, but the sorcerer can now split hit dice amongst all types of undead, including mummies and vampires (but not liches). Any undead over 8 hit dice, however, get a saving throw against spells to retain their own will and not be subservient to the caster. Such canny undead may decide to work with the sorcerer on their own, until the time comes for their eventual betrayal. This spell cannot be prepared in advance; it requires a ritual lasting at least six hours to complete. AWFUL RITE OF UNDEATH, Level 9 Wis CT 12 hours R self D permanent SV n/a SR n/a Comp V, S, M This spell allows a sorcerer to live on beyond death as a creature called a lich, placing his or her soul (or what’s left of it by this time) into a separate vessel, always a fist-sized gem, which becomes a magical artifact. So long as this vessel is intact, the sorcerer will always live on, though their appearance will continue to degrade as they grow ever more ancient, appearing more and more gaunt, desiccated, dry, and mummified as the centuries pass by. Illusion magic is often used to cover this unfortunate side-effect. To use this spell, the sorcerer must have a minimum of 15 points of corruption and a fist-sized gem in which to place his soul. Upon completion of the spell, the sorcerer collapses, dead to all appearances and examination. The vessel in which his soul is kept must then be placed upon his chest and the ritual completed, usually by a trusted assistant or acolyte, at which point the lich awakens. Once the lich awakens, the soul-vessel can be removed as far away from the lich as desired, and indeed few liches keep their soul-vessel with them, as anyone who gains access to the bauble can exercise control over the lich, who will be terrified of death at the hands of the one who holds its soul. The lich, however, will always plot to get its soul-vessel back, and should it do so woe betide the one who sought to control such an ancient evil. A lich can only be destroyed by one who holds its soul-vessel. Any other attempts to destroy it will result only in temporary defeat; the lich will, if killed, rise again (even if it needs to re-form) within one week. If one who holds the gem kills the creature, however, it will remain dead unless a new resurrection ritual is performed using the soul-vessel as a focus. Unfortunately, the soul-vessel itself cannot, by its very nature, be destroyed, so those who manage to kill a lich in this manner often end up guarding the gem for the rest of their natural lives, even passing it down to their children, that it may never be used to raise the creature. Some have attempted to rid the world of the soul-vessels by burying them deep in tombs, or throwing them into volcanoes or the ocean, but there is always the risk of the gem being found once more and raising the lich from the grave.[/spoiler] [/spoiler] Victorious[spoiler] [URL=https://www.drivethrurpg.com/product/169398/Victorious-the-Role-Playing-Game?affiliate_id=17596]Victorious the Role Playing Game[/URL][spoiler] [b]Ghost:[/b] Ghosts are the undead spirits of evil men, women, or even animals. In life, these people were cruel, vindictive, and visited needless suffering upon others. At their deaths, their spirits were forced to remain bound to the physical world in perpetual torment. [b]Corpse Golem:[/b] The creation of the foulest rites of black magick, the Corpse Golem is a disgusting tatterdemalion of body parts harvested from dozens, sometimes hundreds, of dead bodies for assimilation into the creature’s nauseous flesh. [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. Any creature that defiles or loots the tomb of a mummy is doomed to face the mummy’s wrath. Their connection with the artifacts of life and the resting places of the dead are tremendous, and they punish grave looters with unmediated violence. The process required to create a mummy gives the creature powerful protections against physical damage. [b]Vampire:[/b] If the controlling vampire is destroyed, its spawn becomes a full vampire with the normal statistics. [b]Vampire Spawn:[/b] If a vampire chooses, it can drain the blood of a human victim in such a way as to bring the deceased into unlife as a vampire spawn. This spawn is under the control of the slaying vampire. This ability is not automatic, and must be consciously used. [b]Zombie:[/b] Zombies are undead humanoids, reanimated corpses that stalk the earth with little purpose or reason. [b]Count Dracula, Count Vlad Tepesch, King of the Vampires:[/b] ? [b]Jolly Roger, Captain Roger Blackfriar:[/b] Captain Roger Blackfriar wasn’t the worst pirate in the Spanish Main, but not the best either. He’d spent half a lifetime in the shadow of better privateers and pirates, always trying for the big catch, the golden prize that would set him up for life and make his name revered with other legends such as Blackbeard and Kidd, Raleigh and Drake. While he caught enough Spanish merchantmen to keep his ship afloat and his crew paid, he could never catch the better prizes. His luck always seemed to fail him when it counted. One night he got drunk and staggered to the hut of an old Houngan, who was notorious among the pirate community for having the touch of Satan about her. First he’d paid a few shillings for a telling of his fortune, and her words only seemed to promise more mediocrity, more failures. In a drunken frenzy he demanded she get hold of “Ol’ Nick’ hisself!” and he’d sell his soul to have a Spanish treasure ship in his grasp. The old woman smiled, and said the bargain was struck. Within two weeks, Blackfriar’s ship entered a thick fogbank, quite unusual for the Caribbean. As he tried to regain his directions, his vessel nearly rammed a massive Spanish galleon. This ship, the yearly treasure craft bringing the gold and silver of the New World to His Spanish Majesty, had lost her escorts in the fog. She was alone, and bewildered as to her direction. Not missing a moment, Blackfriar gave a couple of broadsides into the Spanish ship before they could react. With a crash of timbers, his ship moved alongside the liner and his men charged over the gunnels to board their prey. Despite heavy fighting, it was the pirates who were victorious. At last, Captain Blackfriar had his gold, and his reputation would soar! So it would, but not in the way Blackfriar believed. With an unearthly chill surrounding them, the great Spanish galleon Esmerelda sank into the murky depths of the ocean, with not a single survivor found in the waters. The few on board Blackfriar’s ship Cutlass looked for any of the boarders, but eventually sailed away to spread the tale of Blackfriar’s failed grasp of fortune and fame. This wasn’t the last of the Blackfriar, however, Sailors started to speak in whispers of an unnatural fog bank that swept down on lone ships at night, and the bones of Captain Blackfriar and his dead crew would slash and kill, the apparition still searching for his fame and fortune aboard the seaweed-choked wreck of the Esmerelda. Is the undead captain searching for more gold? For fame? For an end to his torment? No one knows, but legend says he searches the Caribbean and the Atlantic, firing cannon broadsides into steamers and ironclad warships alike, leaving none to speak of his passing.[/spoiler] [URL=https://www.drivethrurpg.com/product/285099/Victorious-Evil-in-the-White-City-Act-1-The-Articulator?affiliate_id=17596]Victorious: Evil in the White City Act 1 The Articulator[/URL][spoiler] [b]Wulfric Knight, The Wolf at Midnight, Ghost:[/b] After some conversation and questions, Wulfric realized to his horror that the man calling himself Lord Mortis was in fact a necromancer; one of the few types of magicians that most practitioners could agree were evil and to be avoided at all costs! Knight drove the man from his home with a riding crop, and thought this would be the end of things. Not so, for not two weeks later Wulfric was killed in a carriage accident. Once he was safely out of the way, Lord Mortis began a ritual to bind Wulfric’s ghost to his eternal service. Not wishing to become an ectoplasmic reference work for such an evil man, Wulfric’s ghost fled first to the continent, then later to the New World.[/spoiler] [URL=https://www.drivethrurpg.com/product/191341/Victorious-Hunter--Hunter-Catalogue?affiliate_id=17596]Victorious Hunter & Hunter Catalogue[/URL][spoiler] [b]Ghost:[/b] ? [b]Specter:[/b] ? [b]Spook:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/191258/Victorious-Manifest-Destiny?affiliate_id=17596]Victorious Manifest Destiny[/URL][spoiler] [b]Headless Horseman:[/b] ? [b]Ghostly Horse:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/184707/Victorious-Phantasmagoria?affiliate_id=17596]Victorious Phantasmagoria[/URL][spoiler] [b]Banshea, Fiona Fitzgerald:[/b] She decided to run away to the big city of Dublin, not only to free her family of the burden of her presence but also find a better life for herself. None of this worked, and she found herself freezing to death in a filthy alley one dark winter night. She slept, hoping to find heaven when she awoke once again. She woke, but not to the gates of St. Peter. Instead, she seemed a ghost, or at least appeared as one.[/spoiler] [/spoiler] Castles and Crusades 3rd Party[spoiler] [URL=http://www.dragonsfoot.org/cc/]Abbernoth Campaign Setting[/URL][spoiler] [b]Shadow Lesser Abbernothian:[/b] They are creatures born of darkness; some say they are the spirits of morgar who have returned from the grave to serve their Queen of Oblivion in death as they did in life. Others believe that shadows are the manifestations of those who perpetuated great evils in life. Perhaps both have a bit of truth to them, regardless lesser shadows come in two forms; they are either the aforementioned spirits, or they are thralls created and bound to darkness by another shadow. A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will raise again as a lesser shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow. A creature reduced to 0 strength by a greater shadow’s strength drain attack is slain. The deceased will raise again as a lesser shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow. A creature reduced to 0 strength by a shadow worg’s strength drain attack is slain. The deceased will raise again as a lesser shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow. [b]Shadow Greater Abbernothian:[/b] Greater shadows are those shadows that have existed since the terrible years of the Long Twilight. These are ancient spirits of spite and malice who seek to extinguish the flame of life wherever they find it. [b]Worg Shadow:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/57079/Castles--Crusades-Dread-Crypt-of-Srihoz?affiliate_id=17596]Castles & Crusades: Dread Crypt of Srihoz[/URL][spoiler] [b]Vampire Aboleth:[/b] ? [b]The Champion, Ghost Fighter 5:[/b] ? [b]Ash Guardian:[/b] The ash guardian is a creature of dust, earth, and ash created when soil is fouled with the remains of innocent victims burned en masse; their angry spirits infest the earth itself with an unimaginable thirst for revenge. Ultimately, the wrath of these spirits congeals into a single entity capable only of hate and evil. [b]Spectre:[/b] ? [b]Skeletal Human Guard:[/b] ? [b]Srihoz, Heironeous Uliran Theophal, Vampire Human Wizard 11:[/b] ? [b]Vampire Spawn:[/b] [i]Create Vampire Spawn[/i] spell. [b]Vampire:[/b] The vampire aboleth can choose to raise one of its slain victims as a vampire under its control. [i]Create Vampire[/i] spell. CREATE VAMPIRE SPAWN Sanguiomancy LEVEL: Wiz 5 COMPONENTS: V, S CASTING TIME: 1 RANGE: 50 feet TARGET: Any valid sanguiomantic target DURATION: 1 round/level (D) SAVING THROW: Charisma SPELL RESISTANCE: Yes The target becomes a vampire spawn for the duration of the spell. If the target fails the Charisma save, it is under the control of the caster, as dominate person. The following changes take place to the character, regardless of the success or failure of the Charisma save: • Alignment is now evil. • No constitution score, +4 Str, +2 Dex. • Type is undead. • Gain special attacks: blood drain, domination, energy drain as a vampire. • Gain special qualities: gaseous form, spider climb. Because the character is technically dead for the duration of the spell, any defense against death magic applies to this spell. Dispel magic, wish and remove curse spells will remove the effects of this spell prematurely. CREATE VAMPIRE Sanguiomancy LEVEL: Wiz 6 COMPONENTS: V, S CASTING TIME: 1 RANGE: 50 feet TARGET: Any valid sanguiomantic target DURATION: 1 min./level (D) SAVING THROW: Charisma SPELL RESISTANCE: Yes The target becomes a vampire for the duration of the spell. If the target fails the Charisma save, it is under the control of the caster, as dominate person. The following changes take place to the character regardless of the success or failure of the Charisma save. • Alignment is now evil. • No constitution score, +6 Str, +4 Dex, +2 Int, +2 Wis, +4 Cha. • Type is undead. • Gain special attacks: blood drain, domination, and energy drain. • Gain special qualities: alternate form, requires +2 or better weapons to be hit, gaseous form, half damage from electricity, spider climb. Because the character is technically dead for the duration of the spell, any defense against death magic applies to this spell.[/spoiler] [URL=https://www.drivethrurpg.com/product/12222/Castles--Crusades-Palace-of-Shadows?affiliate_id=17596]Castles & Crusades: Palace of Shadows[/URL][spoiler] [b]Banshee:[/b] ? [b]Ghost:[/b] ? [b]Mummy:[/b] ? [b]Skeleton:[/b] ? [b]Weak Vampire:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/3259/Castles--Crusades-The-Mysterious-Tower?affiliate_id=17596]Castles & Crusades: The Mysterious Tower[/URL][spoiler] [b]Ghost:[/b] The wizard went insane trying to devise a way out of the tower, but he failed over and over and over again. He finally died of old age. But even in death he found no release, for a force wall blocks ethereal creatures. His soul remained trapped within the force wall and eventually turned into a ghost filled with rage and frustration. [b]Skeleton:[/b] ? [b]Glorian, Wight:[/b] This wight is all that is left of Glorian. When his deity left the known planes many centuries ago, the souls of his followers were expelled from Meelkor’s realms. The weakest perished or found respite elsewhere in the planes, but the most powerful (such as Glorian) seethed with anger at what they felt was a grand betrayal. After years of servitude to Meelkor, they expected more than to be unceremoniously evicted from their afterlife! Of course, to Meelkor, expectations of reward were counter to his beliefs anyway, but even the most pious human cleric secretly expects compensation for his years of mortal restraint once he reaches the magnificent afterlife. The righteous anger coursing through Glorian and a few other high-level followers was so great that their souls forcibly returned to their bodies and they reanimated as undead.[/spoiler] [URL=https://www.drivethrurpg.com/product/23766/Castles--Crusades-The-Secret-of-Smugglers-Cove?affiliate_id=17596]Castles & Crusades: The Secret of Smuggler's Cove[/URL][spoiler][b]Llewellyn, Allip:[/b] The creature is an allip, the undead remains of Llewellyn, the lighthouse keeper. In a vain attempt to escape the smugglers, Llewellyn tried to climb the steps to reach the beacon room. Instead, he slipped and fell to his death. The smugglers tossed his body over the cliff, but his soul can not rest and he has returned as an allip. [b]Spectre:[/b] This room was the living quarters of a high priest dedicated to Lord Gregor's foul devil. The high priest met his end while trying to summon a devil. Lord Gregor refused to pay the required fees for the outsider's assistance, so it attacked. It ripped out Lord Gregor's throat in one swipe and mortally wounded the high priest, who fled here. Due to the evil acts it performed in life, its soul cannot rest, and it has become a spectre.[/spoiler] [URL=https://www.drivethrurpg.com/product/50724/Castles--Crusades-The-Slithering-Overlord?affiliate_id=17596]Castles & Crusades: The Slithering Overlord[/URL][spoiler] [b]Grimlock Zombie:[/b] Sirthim created the 4 zombies that seem to be the only guardians of this chamber. Using several scrolls of animate dead he had managed to bring from the drow city, the drider returned fallen grimlock warriors to a semblance of life. [b]Gray Dwarf Wight:[/b] Used to all kinds of atrocious smells and keeping their hygiene to a minimum, the troglodytes dumped all dead bodies, of friends and foes alike, into this room. After Pserkipis had come to be the leader of the trog tribe, he quickly abolished this ghastly practice and taught his minions to embalm their dead with the herbs from the Underground Paradise. The terrible smell disappeared, giving way to a strange side effect. Strangely enough (and maybe due to the overwhelming evil associated with The Slithering Overlord), this new burial rite caused Pserkipis’ fallen enemies to rise as particularly strong wights, utterly loyal to their killers. [b]Wight:[/b] Anyone killed by a wight can rise as a wight under the control of the slayer.[/spoiler] [URL=http://www.knightsofthecrusade.com/society-library]Critters Vol. 1[/URL][spoiler] [b]Ash Crawler:[/b] The ash crawler is partially incorporeal being made of nothing more than the ashes of its former body animated by a terrible evil will that makes it difficult to damage by weapons. [b]Corpse Ray:[/b] The Corpse Ray is the animate amalgam of bones, sundered flesh, and detritus of drowned and devoured sailors that has somehow coalesced into a mass of cursed life with a hatred of all things living. [b]Dread Knight:[/b] The Dread Knight is a powerful undead created from the corpse of a fallen knight or paladin by necromancers. [b]Dust Wraith:[/b] Dust wraiths are formed when powerful corporeal undead such as mummies turn to dust due to time or when an intelligent creature is slain by a dust wraith. [b]Gossamer Haunt:[/b] It is unknown how Gossamer Haunts procreate or even by what process they come into existence, though theory thinks that they are the vengeful spirits of those abandoned by family and friends to die alone and forlorn in some equally forgotten place. [b]Husk:[/b] The Husk is the corporeal remains of a cleric whose faith and devotion to their evil deity was so strong that their deity would not let them truly die. [b]Zombie:[/b] Any creature whose strength has been completely drained away by the Husks withering touch will rise 2d4 rounds after death as a zombie under the full control of the Husk that created it. [b]Zombie Knight:[/b] The Zombie Knight is the unfortunate victim of a Dread Knight that has been reanimated to serve its slayer for eternity. Any living creature killed by the Dread Knight has a 50% chance of rising as a Zombie Knight within 1d3 rounds after begin slain. The Zombie Knight is a thrall of the Knight and will obey only its creator or the necromancer that created the Knight itself. If those that are slain by the knight are beheaded immediately after death, then they will be unable to rise as undead spawn.[/spoiler] [URL=http://www.knightsofthecrusade.com/society-library]Critters Vol. 2[/URL][spoiler] [b]Ban Yeoja, Half Woman:[/b] ? [b]Crypt Creeper:[/b] A Crypt Creeper is the detritus and bones of small animals that have collected within a crypt, tomb, or lair of powerful undead. Over the decades or centuries exposed to the negative energy that permeates these places, this collection of remains gained a un-life of its own.[/spoiler] [URL=http://www.knightsofthecrusade.com/society-library]Critters Vol. 3[/URL][spoiler] [b]Devouring Soul:[/b] ? [b]Skeletal Dragon:[/b] Unlike the Dragon Skeleton or Dragon Lich, the Skeletal Dragon is an amalgamation of hundreds of skeletons of all types forced into draconic form by the necromantic magic used to bring it to life. This ritual is so foul that it has been hunted down to the point of non-existence upon the mortal plane. The only way a necromantic cult can obtain knowledge of the ritual is through infernal agents. [b]Dragon Skeleton:[/b] ? [b]Dragon Lich:[/b] ? [/spoiler] [URL=http://www.dragonsfoot.org/cc/]Ilshara Gazetteer[/URL][spoiler] [b]Undead:[/b] Undead and demonic minions are created and summoned using Sythgar magic. The practice of elaborate funerals and burials has led to a strange and troubling increase in undead in some regions. [/spoiler] [URL=http://www.drivethrurpg.com/product/117888/Phantom-Train-for-CC?affiliate_id=17596]Phantom Train[/URL][spoiler] [b]Skeleton:[/b] The living is not allowed to arrive where the train stops. The PCs have 1 hour to defeat the train. If they do not succeed they all die and become skeletons bound to the train. There is no chance of ressurection even if a wish spell is used. [b]Ghost:[/b] ? [b]Zombie:[/b] ? [b]Animal Skeleton Dog:[/b] ? [b]Animal Skeleton Rat:[/b] ? [b]Haunt:[/b] In its living form, the haunt had some mission or task that needed to be completed. So great was the compulsion to finish this deed that, even in death, the creature seeks to fulfill its final task. A haunt can be of any alignment and its task can be anything from the mundane (replace the stone in the wall thus covering the secret hiding place) to the extraordinary (travel to a distant land and deliver a message of peace, then return); from the safe (to see my son that was born after I died) to the dangerous (revenge my family by killing the ancient red dragon that murdered them all). [b]Haunt Poltergeist:[/b] The poltergeist is an invisible undead spirit that haunts a specific area. Sometimes this area is one that it was close to in life, but more often than not, the area is the place the poltergeist was killed. [b]Skeleton Animal:[/b] Animal carcasses that are the target of Animate Dead are raised as animal skeletons. Anyone casting the spell solely on dead animals can gain up to twice his level in HD, as opposed to his level in HD per the spell Animate Dead. In other words, a 5th level cleric, while normally only able to raise 5HD worth of Undead, may raise 10HD worth of animal skeletons. Only small creatures can be raised as such, no bigger than a large dog. [/spoiler] [URL=http://www.drivethrurpg.com/product/59765/The-Keepers-of-Lingusia?affiliate_id=17596]The Keepers of Lingusia[/URL][spoiler] [b]Vampire:[/b] The priests and mages of Set have been known to suffer terrible fates if they go against Set’s will, and it is said that any being which defies his worship will be inflicted with a vampiric curse, insuring that they perpetuate Set’s will forever whether they want to, or not. Some setite and human followers of Set willingly petition the god for this infliction, to become members of his Chosen flock. There are three known ways to become a vampire, according to those specialists who are necromantic students of the undead. First, followers of Set who betray the dictates of their accursed god can be damned with Setitic Vampirism. Vampirism can be brought down on someone who was so evil and villainous in life that they are grabbed by Devonin and offered a second chance to walk the land of the living, as a stalker in the night. Finally, a vampire can be created when they bite a mortal and share blood, rendering the blood of the mortal impure. This is not always effective, and the process creates a special master-servant bond between the vampires, which has such psychological ramifications that it is done rarely. [b]Hagarant Lord:[/b] These are the descendants of House Dadera and other evil people who, in their corruption, lost their souls entirely to the temptations of chaos and evil. Now, they are undead husks of the people they once were. The Hagarant Lords are an ancient evil which some say has its roots beneath the capitol of Octzel. The Hagarant Lords were a coven of nobles and powerful mages who swore fealty to the mad god Slithotep in exchange for immortality. The unexpected result of their immortality was a slow descent in to madness and undeath. [b]Esidria Elas Phallikoskis, Vampire Wizard 14:[/b] ? [b]Castor Elas Markovin, Vampire Fighter-Wizard 13:[/b] He seeks, some believe, to perform an act which will grant his family freedom from the curse which Set has placed upon him, although the nature of his curse and its origins are lost in time, and only he knows. [b]Moria, Ashtarth Vampire Ranger-Rogue 9:[/b] Her curse is a mystery, for she is not known to have worshipped Set, but some believe that she was bitten by a Setitie Vampire who once served Karukithyak, and for such shame, she was forced to leave her homeland. [b]Skistatikan, Setite Serpent-Man Vampire Necromancer-Cleric 9:[/b] Banished from Hazer-Phennis the underworld empire of the Setite serpent men, he fled a decade ago to the Octzellan lands, and eventually found his niche within the Capitol. He is a dedicated servant of Set, and does not understand why he was transformed into a vampire by his god. [b]Lich Lord Krenkin, Human Wizard 23:[/b] Krenkin was eventually able to make his way to Halistrak’s distant stronghold on the seventh planet of the system and broke in to his vault of secrets, where he learned much about magic, and how to prolong his life as a liche. [b]Halistrak, Lich:[/b] ? [b]Aggamite Troll:[/b] The magically created children birthed of trolls impregnating undead wombs spawned terrible outcasts. [b]Barrow Wight:[/b] In the ancient history of Hyrkania, many of the old kings of the pre empire days would bury their dead in huge mounds, with rock tombs beneath. Within these catacombs would go the line of their family, and for generations the dead would be buried like so. These ancient mound lands were, alas, ripe for the time of the War of the Gods, and when the power of the Chaos Lords spread through the land, many necromancer kings who rose in the time of conflict saw to it that their tombs were guarded, often by the reanimated remains of these earlier kings. The lords and kings themselves are said to have arisen, willfully, from the grave to jealously guard the treasure hordes they buried themselves with. [b]Veregnar Gonn Dalpuris, Hagarant Lord:[/b] Veregnar Gonn Dalpuris was a powerful duke seven centuries ago who had an unfortunate habit of taking on mistresses behind his wife’s back. He was seduced by a woman named Melantha, who was in fact a member of the Black Society in Octzel, a vampiress and half-demon who lured him in to the study of the dark arts of chaos and the worship of Slithotep, the mad god. Veregnar was swayed by this cult and joined the movement, becoming a potent wizard. In time, their plot was foiled and he was one of the few survivors, who stole away and hid in a tomb-like secret enclave in the city sewers, where he went undiscovered in an undead slumber. [b]Karukithyak, Vampire:[/b] Karukithyak was born with the rare malady of Vampirism. [b]Melantha, Vampire Half-Demon:[/b] ? [b]Dysadda Gyristia, Vampire:[/b] The Tower of Serpents is the headquarters of the Setites and their representative of the Council of Four, the serpent sorceress Dysadda Gyristia, great great granddaughter or the long-dead Dysadda Benn. She is a cruel manipulator, sorceress, and schemer, and has for the time being sworn her undying loyalty to Xauraun, that she be spared, as thousands of her kin were slaughtered or driven from the city on the day he ascended to power. She is now considered a traitor to Set, and has begun to develop vampiric traits as fits the curse which overcomes Set's most loyal minions who betray him. [b]Baron Hroder, Vampire:[/b] Baron Hroder was the ruling baron of Galent before he was turned into a Vampire by the mad Karukithyak. [b]Lion-Vampire Being:[/b] ? [b]Erigast, Liche:[/b] ? [b]Nialle, The Dark Queen, Liche:[/b] ? [b]Lady Catea Gonn Aleric, Liche:[/b] ? [b]Arcus Tallus-Perilan, Human Liche Wizard 25:[/b] ? [b]Belphegor, The Corruptor, Demiurge Demon Lord:[/b] This fallen demiurge of Chaos is said to have died more deaths than most. Having been an ancient devonin lord ensorcelled in to the service of the Prehunate Empire ten thousand years ago, Belphegor was slain on the fields of battle when the gods cast down the heretical pre-human civilization of old. Thousands of years later, the dark necromancers of the Kadantanian Empire sought to resurrect the demon god, and he was brought to life through much sacrifice, rising from the festering remains of his subterranean tomb to live anew. For centuries, the Kadantanians were a force to be reckoned with, but at last they were destroyed in war, and Belphegor’s vampiric undeath could not be sustained. He fell once again in to deathly slumber, only to be awakened again by agents of Draskis, in which descendents of the Kadantanian necromancers had found new power. He became the god of the Draskis, and in a period of war and strife, the kingdom of Draskis almost destroyed the eastern kingdom of Cymeer. Belphegor was summoned on the fields of battle, in which the Cymeeri god Amehwy and his seraphim minions were also summoned, and the dark god slew the Cymeeri demiurge. It was a terrible blow, and Draskis swept over their foes like a great tidal wave, but during the Reckoning, the powers of Chaos were smitten by the triumph of Order, and Belphegor’s life force was once again drained, and the terrible beast fell. His followers, sundered and marked with the taint of the sherigras, built the Draskis Necropolis about his festering corpse, hoping to find a way to channel new energies in to his body. Eventually, the Cymeeri people rose up against their oppressors, and conquered the Draskis people. The Necropolis Draskis fell silent, no more desperate offerings brought to it. It seemed that Belphegor would rest forever more. Most recently, the Red Dragon Comet appeared in the sky, heralding an eons old return of the great balance. The comet was stricken from the sky by the might of the new Dark Lord of Chaos, as Xauraun Vestillios stole the power of his forebears, and the rain of debris from the comet brought an explosion of raw chaos energy upon the land. One such meteor plunged in to the heart of the Necropolis Draskis, and penetrated the heart of Belphegor. Like a cardiac patient under the paddles, his necrotic being shook with painful awareness, and he was once again brought to vampiric life. Now, infused with new power, Belphegor schemes to draw forth new followers and carve out a new empire of darkness in the land. [b]Death Knight, Knight of Chaos:[/b] The Knights of Chaos (also called death knights) are a rare and horrifying form of undead, spawned from the incarnation of a truly evil Black Rider. Usually, the knight was dedicated to a chaotic order, such as the Black Riders of Slithotep, or the Order of Set. It is also known that a knight dedicated to a just or good order who succumbs to supreme corruption might be swayed into the domain of evil. Such knights are forbidden to walk the path of the Final Night (a euphemism for the journey the dead make to the afterlife), leading them into the Land of the Dead, for their souls have been claimed by Chaos, but in defiance of their true masters in the Abyss, the pure strength of their post mortem incarnations are capable of fending off the petitioners of the Abyss. [b]Velboshia-Lok Nodivia, Guardian of the Old Kings:[/b] Ancient guardians of the Tombs of the Gods, these desiccated corpses were once the proud Temple Guards of the Divine Palaces in the mythic city Corti’Zahn. When the War of the Gods destroyed the early Fertile Empires of Hyrkania and laid low the mortal forms of the divine lords, the temple guardians who died in the conflict against the demons were mummified and submitted to a terrible necromantic process to revive them as eternal tomb protectors. Something horrible corrupted the spells of reanimation, however, seeping in from the Chaos Energy which permeated the land in the wake of the war, and grew like a fungus in the bodies of these undead guardians. [b]Vessilante:[/b] The Vessilante are a rare sort of entity which is created magically through the bonding of a corrupted Devonin or Seraph in the form of a mortal human. These great monstrosities are usually culled from freshly dead corpses, often pieced together if there was damage to the original body. The process of habitation heals the damage and changes the nature of the body such that it must shun the light or suffer excruciating pain. [b]Undead:[/b] In Lingusia, returning from the dead is not easy. Few local clerics have the ability, and fewer still would use it out of hand or without good cause. Evil clerics are much likelier to use it….but corruption of the risen can happen, and anytime an evil cleric raises someone there is a cumulative 3% chance that person will rise as a powerful undead, instead! The tales of this victory are not unblemished, however, for the bards of Dra’in say that Erik Kharam earned his victory by making a pact with the Banshee Liawnenshe, a diabolical spirit of the Silver Mountains who knew the secrets to Anharak’s defeat. She offered them to Kharam, for a price. He was to take her as his wife, thus freeing her of her curse. Kharam agreed, but could not bring himself to marry the hideous spirit, and reneged on his agreement after Anharak was defeated (some say Anharak was defeated by a knight errant of the Yllmar, as well, and that Kharam didn’t even accomplish this much). Liawnenshe was mortified, and cursed Kharam and his kingdom to an eternity of haunted strife. So it is said, the tale goes, that Dra’in became the damnable place it is. In fact, Dra’in might not seem so terrible to those who have visited some other, harsher realms, but the troubles of living in a domain where all warriors seemed doomed to fall in battle and rise as restless undead seem very much difficult to an everyday peasant. The people of the land are fearful of their very shadows, and take special measures to seal corpses in to coffins, or enact elaborate rituals to put the restless spirits to rest. The dead return to life all too easily in this land. [b]Lord Sitor, Human Lich Wizard 23:[/b] Sitor had long prepared for his death, however, and the Cult of the Undying, a group that had formed over the last century of mages who worshipped him, held the phylactery into which his spirit transferred on death. [b]Darksed, Death Knight Fighter 10, Rogue 6, Mage 6:[/b] ?[/spoiler] [b]Ghoul:[/b] ? [b]Ashtarth Vampire:[/b] ? [b]Lizard Man Vampire:[/b] ? [b]Ghost:[/b] Lake Spirit Trap: This deep lake is said to have gotten its name from the time of the War of the Gods, when the armies of order forged northward to contain the abyssal spawn which erupted from the region. During a fierce battle against the demonic dragon Alkuvar Destriganumos, the beast was slain and plunged in to the earth, forming the deep crater that became Lake Spirit Trap. The tale goes on, saying that the blood of the dragon tainted the waters which filled the crater, turning it red on certain evil days, and that the ghosts of the soldiers which fell in battle against the dragon were trapped forever more, unable to escape their watery graves. [b]Alkuvar Destriganumos, Undead Dragon:[/b] Lake Spirit Trap: This deep lake is said to have gotten its name from the time of the War of the Gods, when the armies of order forged northward to contain the abyssal spawn which erupted from the region. During a fierce battle against the demonic dragon Alkuvar Destriganumos, the beast was slain and plunged in to the earth, forming the deep crater that became Lake Spirit Trap. The tale goes on, saying that the blood of the dragon tainted the waters which filled the crater, turning it red on certain evil days, and that the ghosts of the soldiers which fell in battle against the dragon were trapped forever more, unable to escape their watery graves. Indeed, strange things seem to haunt the lake, and the handful of men who ply their trade as fishermen and bargers on the lake are a nervous, stoic lot. Even stranger rumors suggest that the draconic, undead form of the dragon still dwells within the lake, surfacing on those days of Sanguine tide, to seek out new victims to sustain its unlife. [b]Corporeal Undead:[/b] ? [b]Mummy:[/b] ? [b]Trebitha Gonn Chastetor, Greater Mummy:[/b] ? [b]Skeleton:[/b] ? [b]Skeleton, Lokenze:[/b] This is the place most adventurers are likely to frequent. Located at the old Crossroads (back when Galent was nothing more than the Keep), this Inn and Tavern caters to most out-of-town customers. Its owner, An Ogre Magi of indeterminate age, purchased the business from its prior owner who built the Tavern some fifty years ago on the very spot where a huge tree grew, off of which dozens of criminals and despots had been hung, either by the neck or in cages, to die. Since then, such public executions have moved south to the new crossroads, but the memory of the former still remains. In fact, the Tavern & Inn was built around the old tree, the base of which can be seen taking of a sizeable portion of the Tavern's center. The four rooms which touch upon the tree on the second level are rarely used, except to intentionally humiliate someone unfamiliar with local tales, or by those one betting dare. This is because the tree is haunted in a most unusual way. In Octzellan burial customs criminals are hung on specially marked trees, so that their spirits are trapped within the tree. These trees are "undead", so to speak; they have no dryad, or spirit, within them, yet they live. Instead they take the soul of those killed on or close to them, preventing the criminal from reaching the afterlife. [b]Undead Tree:[/b] In Octzellan burial customs criminals are hung on specially marked trees, so that their spirits are trapped within the tree. These trees are "undead", so to speak; they have no dryad, or spirit, within them, yet they live. Instead they take the soul of those killed on or close to them, preventing the criminal from reaching the afterlife. [b]Spectre:[/b] ? [b]Aramach, Spectre:[/b] ? [b]Wight:[/b] ? [b]Zombie:[/b] ? [URL=http://www.drivethrurpg.com/product/110741/Vampires-of-the-Olden-Lands?affiliate_id=17596]Vampires of the Olden Lands[/URL][spoiler] [b]Bhabaphir, Granny Soul-Sucker:[/b] Bhabaphirs are horribly twisted old ladies, the corrupted “wise woman” of a village transformed into a vicious and most evil form of undead. The means for such a thing to pass are several. First and foremost, the wise-woman may delve into eldritch things that are beyond her ken and thus be horribly transformed, possessed perhaps, by a demonic spirit. Similarly, she may be corrupted by Chaos through feelings of jealousy, envy, or hatred for those in her community whom she feels may take advantage of her. Too, another bhabaphir may visit the village in disguise and “convert” the local wise-woman. Finally, she may fall in secret to the service of another, more potent vampire, and also be transformed. [b]Ekimmu, Spirit Vampire, Vampire Lord:[/b] They are themselves descended from Chaos cultists of Elder Deshret who ascended to a state of Undeath during the Wars of Chaos. Strighoiphirs who have ascended beyond their physical bodies. If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety. [b]Spectre:[/b] If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety. [b]Lhamira, Vampire-Witch:[/b] A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the lhamira’s kiss can be brought back to un-life, under the control of the slaying lhamira. The lhamira usually must want to use this ability; it is not automatic. Males will be brought back as mhoroiphirs, females as lhamiras, and children as szalbaphirs. [b]Lhamphir, Plague Bearer:[/b] The lhamphir arises on rare occasions from those who were slain through plague; only the first slain in a settlement might arise as a lhamphir, if proper precautions are not taken. If the body is given final rites and a proper burial or cremation according to the Good or Lawful faith to which the victim belonged, then the lhamphir cannot arise. Otherwise, there is a percentage chance equal to the Charisma score plus the level of the victim that he arises as a lhamphir. If the community and his family abandoned him during his illness, this chance doubles that he arises as a lhamphir, eager to avenge himself upon those who turned on him. If the lhamphir slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim of his disease by use of his drain health ability to drain his last point of Constitution (not merely through loss of Constitution through the disease), he may, if he chooses, cause the victim to rise again the next night as a lhamphir or a ghoul. If he creates a ghoul spawn, the ghoul will not cause paralysis with its bite and claw attacks; instead the attacks might cause the plague, as per the black breath ability of the lhamphir. [b]Mhoroiphir, Living Vampire:[/b] Mhoroiphirs can result from several sources, the most common being created as the spawn of an existing mhoroiphir. They can also be created by lhamiras, strighoiphirs, and ekimmu. Finally, they might arise naturally, or rather, unnaturally, especially in the land of Strigoria. These methods include, among others: Dying without being consecrated to the God of Law; Committing suicide; Practicing sorcery, black witchcraft, or eldritch wizardry in life; Having a spell-caster’s familiar jump on your corpse before you are buried; Eating the flesh of an animal killed by a vampire; Being slain by a lycanthrope; Death by murder un-avenged; Dying while cursed by a sorcerer or witch. If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety. A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the lhamira’s kiss can be brought back to un-life, under the control of the slaying lhamira. The lhamira usually must want to use this ability; it is not automatic. Males will be brought back as mhoroiphirs, females as lhamiras, and children as szalbaphirs. A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the mhoroiphir’s energy drain can be brought back to un-life, under the control of the slaying mhoroiphir. The mhoroiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie. [b]Strighoiphir, Dead Vampire:[/b] A strighoiphir is a “dead vampire,” that is, it is the result of a vampire that has been slain once but risen again, due to the required ritual being incomplete or incorrectly performed. Strighoiphirs can also result from an ekimmu or strighoiphir creating such a beast. A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety. [b]Szalbaphir, Vampire Gamin:[/b] Szalbaphirs normally arise when a child is lost in the forest or exposed on a hill and found by vampires. They also result when a vampire seeks revenge against a mortal and drains his children to create a true level of horror. A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the szalbaphir’s blood drain can be brought back to un-life, under the control of the slaying szalbaphir. The szalbaphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under mhoroiphir above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. A szalbaphir can create other szalbaphirs if their victim is a child (12 years or younger); adults who rise are ghouls. [b]Wraith:[/b] If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety. [b]Ghast:[/b] If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety. A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie. [b]Ghoul:[/b] If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety. If the lhamphir slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim of his disease by use of his drain health ability to drain his last point of Constitution (not merely through loss of Constitution through the disease), he may, if he chooses, cause the victim to rise again the next night as a lhamphir or a ghoul. If he creates a ghoul spawn, the ghoul will not cause paralysis with its bite and claw attacks; instead the attacks might cause the plague, as per the black breath ability of the lhamphir. A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the mhoroiphir’s energy drain can be brought back to un-life, under the control of the slaying mhoroiphir. The mhoroiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. A mhoroiphir can also choose to create ghoul spawn instead of mhoroiphir spawn. A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie. A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the szalbaphir’s blood drain can be brought back to un-life, under the control of the slaying szalbaphir. The szalbaphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under mhoroiphir above, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. A szalbaphir can create other szalbaphirs if their victim is a child (12 years or younger); adults who rise are ghouls. [b]Zombie:[/b] If the ekimmu slays a human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim with his energy drain ability, he may, if he chooses, cause the victim to rise again as a strighoiphir, mhoroiphir, or other lesser form of vampire. He can also cause it to rise again as a spectre, wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 13+ HD ekimmu can create other ekimmu; these will be of the 10 HD variety. A human, half-elven, half-ogre, half-orc, goblin-man, or gnole victim killed by the strighoiphir’s energy drain can be brought back to un-life, under the control of the slaying strighoiphir. The strighoiphir usually must want to use this ability; it is not automatic. It may still occur unintentionally if the victim meets any of the requirements listed under the mhoroiphir, or in any case if the victim makes a percentage roll equal to or less than half his level rounded up. A strighoiphir can also choose to create mhoroiphir, ghast, or ghoul spawn instead of strighoiphir spawn, or can choose to simply animate their victim as a zombie. [/spoiler] [/spoiler] Castles & Crusades 3rd Party Magazines[spoiler] [URL=http://www.dragonsfoot.org/cc/]Domesday Volume 1 Issue 3[/URL][spoiler] [b]Hor Shaol:[/b] Hor Shaol are the undead knights of a usually demonic power. [b]Blldia:[/b] This creature is an undead spirit of rage in corporeal form seeking to destroy everything and everyone in its path. Scholars believe that these manifestations were once the souls of those who poisoned the minds of those around them through deeds and words because of envy and jealousy. These emotions for some became a rage that consumed them resulting in this abomination beyond death. [b]Undead:[/b] The Hor Shaol can create any type of undead except other Hor Shoal. [b]Wraith:[/b] When a victim is dying the Hor Shaol may steal it's soul and use it to create a special type of Wraith that serves only it's creator they may only have 3 wraiths of this type at any time.[/spoiler] [URL=http://www.dragonsfoot.org/cc/]Domesday Volume 2 Issue 4[/URL][spoiler] [b]Burning Corpse:[/b] The burning corpse is an undead creature cursed by the very hellfires that spawned it. Burning corpses are usually spawned from those condemned to hell for horrid crimes.[/spoiler] [URL=http://www.knightsofthecrusade.com/society-library]Domesday 7[/URL][spoiler] [b]Skeleton:[/b] The body is merely a shell animated by magic. The nature of this magic is necromantic either directly animating the body or dragging the person’s soul back from the afterlife and both enslaving and imprisoning it to follow the will of the caster. Orb of the Dead Create Undead power. [b]Zombie:[/b] The body is merely a shell animated by magic. The nature of this magic is necromantic either directly animating the body or dragging the person’s soul back from the afterlife and both enslaving and imprisoning it to follow the will of the caster. Orb of the Dead Create Undead power. [b]Ghoul:[/b] The body is merely a shell animated by magic. The nature of this magic is necromantic either directly animating the body or dragging the person’s soul back from the afterlife and both enslaving and imprisoning it to follow the will of the caster. [b]Ghast:[/b] Unlike the lesser undead, these more intelligent and powerful sorts are not necessarily created by a necromancer but by their own dark will and corrupted spirit. Given that these undead had a degree of free will it could be assumed that the magic involved in their creation or revival is tainted strongly with unholy powers and/or negative energy. Even if enslaved to a necromancer, the risk of their breaking free of their bonds is high. In a way, it is as if the will of the person in question superimposed itself over reality to a limited extent by refusing to acknowledge their own mortal end. [b]Wight:[/b] Unlike the lesser undead, these more intelligent and powerful sorts are not necessarily created by a necromancer but by their own dark will and corrupted spirit. Given that these undead had a degree of free will it could be assumed that the magic involved in their creation or revival is tainted strongly with unholy powers and/or negative energy. Even if enslaved to a necromancer, the risk of their breaking free of their bonds is high. In a way, it is as if the will of the person in question superimposed itself over reality to a limited extent by refusing to acknowledge their own mortal end. [b]Mummy:[/b] Unlike the lesser undead, these more intelligent and powerful sorts are not necessarily created by a necromancer but by their own dark will and corrupted spirit. Given that these undead had a degree of free will it could be assumed that the magic involved in their creation or revival is tainted strongly with unholy powers and/or negative energy. Even if enslaved to a necromancer, the risk of their breaking free of their bonds is high. In a way, it is as if the will of the person in question superimposed itself over reality to a limited extent by refusing to acknowledge their own mortal end. [b]Vampire:[/b] Unlike the lesser undead, these more intelligent and powerful sorts are not necessarily created by a necromancer but by their own dark will and corrupted spirit. Given that these undead had a degree of free will it could be assumed that the magic involved in their creation or revival is tainted strongly with unholy powers and/or negative energy. Even if enslaved to a necromancer, the risk of their breaking free of their bonds is high. In a way, it is as if the will of the person in question superimposed itself over reality to a limited extent by refusing to acknowledge their own mortal end. Orb of the Dead Grant Un-Death power. [b]Lich:[/b] Unlike the lesser undead, these more intelligent and powerful sorts are not necessarily created by a necromancer but by their own dark will and corrupted spirit. Given that these undead had a degree of free will it could be assumed that the magic involved in their creation or revival is tainted strongly with unholy powers and/or negative energy. Even if enslaved to a necromancer, the risk of their breaking free of their bonds is high. In a way, it is as if the will of the person in question superimposed itself over reality to a limited extent by refusing to acknowledge their own mortal end. Orb of the Dead Grant Un-Death power. [b]Shadow:[/b] If anything, they are an even greater example of will interacting with negative/unholy energy to defy death and even more-so than their corporeal counterparts, are stuck between life and death. [b]Wraith:[/b] If anything, they are an even greater example of will interacting with negative/unholy energy to defy death and even more-so than their corporeal counterparts, are stuck between life and death. [b]Ghost:[/b] If anything, they are an even greater example of will interacting with negative/unholy energy to defy death and even more-so than their corporeal counterparts, are stuck between life and death. [b]Ghost Dragon:[/b] A ghost dragon is the undead spirit of an evil dragon, forever haunting the region of its death, or more commonly, guarding its beloved treasure hoard into eternity. In life, the dragon was a paragon of its sub-species; greedy, cruel, vindictive, and generally causing suffering upon those in its domain. Upon the dragon’s death, its spirit was forced to remain bound to the physical world. [b]Fell Shadow:[/b] When a victim is reduced to 0 STR points, 0 hit points, or 0 CON points, the victim is dead and will rise in 1-3 nights as a lesser Fell Shadow under the thrall of the Fell Shadow that slew him or her; if the Fell Shadow in question still exists. If not, the new Fell Shadow will be independent and at full strength. [b]Fell Shadow Lesser:[/b] When a victim is reduced to 0 STR points, 0 hit points, or 0 CON points, the victim is dead and will rise in 1-3 nights as a lesser Fell Shadow under the thrall of the Fell Shadow that slew him or her; if the Fell Shadow in question still exists. If not, the new Fell Shadow will be independent and at full strength. [b]Death Knight:[/b] Orb of the Dead Grant Un-Death power. ORB OF THE DEAD This magical item appears as a simple sphere of rough black basalt approximately four inches in diameter. Its magical ability does not appear unless exposed to a ‘detect magic’ spell or until it is picked up by someone capable of using magic. Should someone pick the sphere up that is of good alignment, they will suffer a terrible burning sensation though no damage. The longer they hold the sphere the worse the burning gets. If someone of neutral alignment picks of the sphere, a battle of wills begins between the spirit of the orb and the person holding it. Should the person lose the battle, they will be possessed by the orb and an agent of death seeking to spread death to all corners of the world. Should the person win the battle, they will be able to utilize only the basic functions of the orb. Should someone of evil alignment pick up the sphere, the sphere will reinforce their desire to kill and destroy unless they are already an agent of death at which point the spirit of the orb may offer a partnership and use of its full abilities. The orb is only capable of being destroyed by being exposed to pure positive energy, such as being tossed into the positive plane; or struck by the primary weapon of a divine servant of a lawfully good aligned divinity, such as an angel’s spear. Intelligence: High Alignment: Neutral Evil Basic Powers: Control Undead (common): The possessor may control up to double their level in hit dice worth of common undead. If the possessor is of evil alignment then up to four times their level in hit dice of common undead may be controlled. Life Leech: Any creature that dies within one hundred yards of the Orb of the Dead has their soul or spirit absorbed by the orb rather than passing on to whatever afterlife they may have been destined for. The Orb may absorb 100 levels worth of life energy before reaching its maximum power. When the Orb of the Dead is fully powered, it will begin to glow crimson from within its depths as if its core was molten. Create Undead (minor common): The possessor may create two skeletons or one zombie per use at the expense of one life level of energy possessed by the orb. If more undead than what can be controlled are created, they will run amok with the potential of turning on their creator if no other potential victims are nearby. Major Powers: Spell Use: The possessor of the Orb gains knowledge and use of all negative energy based spells, be they arcane or divine, known to the world. Each of these spells may be cast at the cost of one life energy level possessed by the orb per level of the spell being cast. Control Undead Army : The possessor may control up to six hundred and sixty six hit dice worth of undead of any type within one mile of the Orb. This ability overrides the basic Control Undead ability and may not be used in tandem with it. Immunity to Negative Energy (full): The possessor becomes immune to level draining effects of undead and all spells or magical effects based on negative energy, such as cause wounds spells or slay living. Grant Un-death: The possessor of the Orb may utilize 50 life levels within the orb with its agreement, to pass into a state of un-death. For spell casters, this means becoming a lich. For non-spell casters, they become vampires, though there is a 5% chance of a warrior type becoming a death knight instead. Kingdom of the Dead: Usable only when the Orb is fully powered and by a possessor in full partnership with the Orb itself, this ability causes the life energy of those killed by undead within six miles of the Orb to be absorbed by it and to rise themselves as common undead using one of the absorbed levels. Essentially, this creates a self-sustaining reaction of death and un-death within the borders of ‘the Kingdom’. The undead within the kingdom are under no command beyond killing all that lives, the exception being those controlled with other powers of the Orb. This is the ultimate ability of the Orb. [/spoiler] [URL=http://www.knightsofthecrusade.com/society-library]Domesday 8[/URL][spoiler] [b]Wraith of a Necromancer:[/b] A necromancer’s wraith is the undead wraith-like spirit of a powerful necromancer, forever lusting to create powerful undead under its control. The wraith of the necromancers employs powerful and unique necromantic spells and undead abilities to make this happen. In life, the necromancer was a high level spell caster specializing in necromantic spheres focused to create a personal domain of negative energy and undead status. Typically a wizard-cleric multi-class character of 15th to 19th level! If the necromancer was a single class spell caster in life then the caster level could be as high as 23rd to 25th level, but decrease the dice type to d6 for wizards and increase the dice type to d10 for clerics. Aside: The clerical masters of a necromancer are typically demons, devils, or gods; Lolth, Kali, Ares, Set, Druaga, Inanna, Hel, Hades, Surma, or Yutrus. The wraith of a necromancer was a powerful necromancer who has managed to forge a most powerful bond with the negative material plane and shed all connections of the flesh. [b]Zombie:[/b] Any humanoid victim, no racial exceptions, killed by the energy drain of the necromancer’s wraith suffers a fate far worse than death. Their soul is stripped from their body and both are immediately enslaved and corrupted to the will of the wraith of the necromancer. Within d3 rounds the victim’s body raises as a four hit dice zombie and their soul becomes a full strength wraith, both under the control of the wraith of the necromancer. [i]Deathly Blight[/i] spell. [b]Wraith:[/b] Any humanoid victim, no racial exceptions, killed by the energy drain of the necromancer’s wraith suffers a fate far worse than death. Their soul is stripped from their body and both are immediately enslaved and corrupted to the will of the wraith of the necromancer. Within d3 rounds the victim’s body raises as a four hit dice zombie and their soul becomes a full strength wraith, both under the control of the wraith of the necromancer. [b]Ghoul:[/b] [i]Deathly Blight[/i] spell. [b]Ghast:[/b] [i]Deathly Blight[/i] spell. [b]Wight:[/b] [i]Deathly Blight[/i] spell. [b]Shadow:[/b] [i]Deathly Blight[/i] spell. [b]Lich:[/b] [i]Deathly Blight[/i] spell. [b]Ghost:[/b] [i]Deathly Blight[/i] spell. [b]Morgane Boylin, Shade:[/b] ? [b]Gnoll Ghoul:[/b] ? [b]Bjorn the Old, Ole the Giant Slayer, Human Trollblood Partial Undead Ranger 7:[/b] Rather it be Bjorn’s luck or his Norse half-troll soul, his near death at the claws and fangs of a ghast and ghoul pack have left his body and soul straddling two worlds. His normally good aligned soul has been faintly tainted by evil he can feel and innately struggles against (and magic can detect). His body does not take well to healing, be it natural or divine, in many ways it seems to be slowly dying. Food and drink do not slack his ravenous hunger and all things living make his mouth water (further disgusting him). In some ways he is both a mortal human and an undead ghast, in others he is fully neither. DEATHLY BLIGHT*, Level 9 wizard or 8 cleric CT 2 R zero D permanent SV None* SR no Comp V, S, M This spell is favored by powerful and foul creatures, especially Wraith Necromancers, and is used to spread their foul influence over any territory they wish to claim as their own (area of affect is a sphere with a radius of one mile per level). Once cast, this spell will cause the land, air, sea, and subterranean domain within the area of affect from the target point, or focus, to begin to decay and wither. Water will become foul, animals will become diseased and begin to die rising later as skeletal or zombie versions of their species, grass will wither and crops will rot. Vermin become more dangerous and larger over time as they feed on the tainted carcasses and rotten produce. *All living creatures will need to make a saving throw versus death daily to avoid becoming tainted themselves before they can escape. Failure means that the very land begins draining one point of CON and WIS from them each day that they dwell within the deathly blight. Once tainted, leaving the area will not save you, a remove disease or remove curse is required. Sentient creatures whose CON and/or WIS are reduced to zero die and rise the next night as mindless zombies, or if of evil alignment to begin with, as ghouls. For dramatic play, PC become ghasts or wights for fighter types, shadows for thieves, liches or ghosts for spell casters. The nights in such blighted lands are the stuff of nightmares. Thick mist rises from the earth to reduce vision and sound to mere tens of feet and a feeling of constantly being watched prickles the senses. A feeling of being contaminated by something that cannot be washed off no matter how long or hard one scrubs persists for days after leaving such a desecrated area. The material components for this spell are extensive: skull of a lich, blood of a vampire, dust of a mummy, and ichor from an abyssal creature. Only a wish or the application of the reverse of this spell, heaven's blessing, which has been lost for ages, can cure the deathly blight once it has set into the land and water.[/spoiler] [URL=http://www.knightsofthecrusade.com/society-library]Domesday 9[/URL][spoiler] [b]Cuir-Lijik, Leather Corpse:[/b] In this case, the cuir-lijik was the lone survivor of the ambush. As a servant and henchman of the family, he knew generally where the family had a hidden niche in the fire place. However, either he did not know of the pit trap that protected the niche, or in his haste after the ambush, he forgot it was there. As such, he fell into the trap when he tried to open the secret niche. The fall was not great enough to kill him, but with all other family members, servants, henchmen, and smugglers dead, he was left there to die slowly in the dark pit, laying atop the ancient cursed bolder the black druids offered blood sacrifices on many generations ago. As he died slowly, the acid which drips from the walls began to tan his flesh and dark cursed powers filled his body. [b]Undead Treant:[/b] ? [b]Black Bear Ghoul:[/b] ? [b]Ogre Zombie:[/b] ? [b]Gnoll Ghoul:[/b] ? [b]Human Ghoul:[/b] ? [/spoiler] The Keeper Issue 1[spoiler] [b]Revenant:[/b] Only an individual who was particularly evil and vengeful in life can made into a revenants through the use of Create Greater Undead by a cleric of level 15 or higher. [b]Zombie:[/b] If the revenants so chooses, those who are killed by strength loss can be brought back to unlife as a zombie under control of the revenants. Victims of 4 HD or greater, have a 25% chance of returning as a wight. [b]Wight:[/b] If the revenants so chooses, those who are killed by strength loss can be brought back to unlife as a zombie under control of the revenants. Victims of 4 HD or greater, have a 25% chance of returning as a wight. [b]Draug:[/b] Draug are the horrid undead creatures of those who have drowned at sea. Victim ’s drowned to death by a draug have a 25% chance of returning to unlife as a Draug in 3 days time. Removal of the victim ’s body from the water will prevent this from happening. [b]Mummy Greater:[/b] The majority of Greater Mummies were High Level Clerics in life, but sometimes Kings, Archmages or mighty warriors can be turned into a Mummy Lord. The process for creating a Greater Mummy involves a complex series of rituals and clerical magic. This dark necromantic rite can be performed on either a still living being or on one who has died - assuming the body was specially treated, prepared and maintained immediately following their death. Obviously, clerics who perform the ritual on themselves must still be living! [b]Phantom:[/b] Phantoms are the undead spirits of those who still long for the pleasures of mortal life. Phantoms can be made with the Create Greater Undead spell by a cleric of level 17 or higher provided they meet the personality traits as described above. Of course, some phantoms (like all undead) are created though unfathomable means, simply through their lust for continued life.[/spoiler] [/spoiler] [/spoiler] Crimson Blades[spoiler] [URL=http://www.drivethrurpg.com/product/174346/Crimson-Blades-2-Dark-Fantasy-RPG?affiliate_id=17596]Crimson Blades 2[/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] Skeletons are animated bones of the dead, usually under the control of some evil master. [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 usually tied to a specific location, item or creature (their “haunt”). 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] [/spoiler] D+D=2D[spoiler] [URL=https://www.drivethrurpg.com/product/291384/zauBeR-dd2d-English-Edition?affiliate_id=17596]zauBeR (d+d=2d English Edition)[/URL][spoiler] [b]Reborn:[/b] There are two kinds of Reborn: those created by rituals, and those turned that way due to the mystical corruption of a place.[/spoiler] [/spoiler] Dungeon Crawl Classics[spoiler] Dungeon Crawl Classics Cumulative[spoiler] [b]Un-Dead, Undead:[/b] Un-dead can mean “back from the grave,” but it can also mean “without a soul,” “eternal or undying,” and “surviving only by force of will alone.” (Dungeon Crawl Classics RPG) A necromancer may ultimately pursue eternal life via his own transformation into an un-dead. (Dungeon Crawl Classics RPG) Dead tissue exposed to the spoil’s power animates, becoming a bizarre and unique form of undead creature. (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing)) Spoil Effect on Living Subjects. (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing)) This all un-dead gang is led by Killer Skull, who wields the sword Deathstorm. The enchanted blade causes anyone it slays to rise anew as one of the un-dead. (The Umerican Road Atlas (DCC)) [A]ll foes slain by Deathstorm rise as un-dead the following round—un-dead type at GM’s discretion. (The Umerican Road Atlas (DCC)) As they have an innate understanding of the nature of un-dead and NecroTech, greater power wights can create 1d3 HD worth of unintelligent corporeal un-dead every week, given the proper materials and lab space. (Twisted Menagerie Manual) Few organic beings know this, but sometimes when a mechanical life form “dies,” it is reconstituted in a special kind of afterlife. What happens to the Goody Two Wheels robots is a topic for another day, but the ones who end their functional life with a significant number of wicked acts listed in their behavior log end up in a place of eternal punishment for artificial entities. This place is the Abyss of Automatons. (2017 Gongfarmers Almanac 1) This is a Hell that is run by robots, for robots. Any kind of robot imaginable can be found here, so the judge should feel free to add others not detailed in the encounter areas below. Note that because these automatons have all been previously destroyed, they are now considered un-dead. (2017 Gongfarmers Almanac 1) In the ruins of Old Seattle and the lands that surround it dwell an inordinate number of necromancers. This, of course, means there is also a startling amount of undead in the region as well. (Crawling Under A Broken Moon Compilation) For each individual hung on the [hanging] tree, elsewhere a corpse springs into an animated parody of life, becoming a skeleton, mummy, wight, spectre, or the like. (NIGHT SOIL #zero — for the DCC RPG (Dungeon Crawl Classics) — INNER HAM) [i]Animate Dead[/i] spell 32+. (Dungeon Crawl Classics RPG) [i]Book of the Dead[/i] spell. (Dungeon Crawl Classics #81: The One Who Watches From Below) [i]Calling the Scarlet Chaos from the Queen’s Doom[/i] spell. (Book of Scarlet Abomination) [i]Requiem of the Sundered Flesh[/i] spell. (DCC RPG Annual) Elevating Repose ManaJava. (Crawling Under A Broken Moon Compilation) Un-Dead Crit 15. (Dungeon Crawl Classics RPG) [b]Abysspawn:[/b] Undead spirits of uncertain but ghastly origin given animation, sentience, and ghostly purpose by the Red Queen. (Book of Scarlet Abomination) [b]Afgorkon:[/b] See Lich, Afgorkon, First Among Liches. [b]Amara:[/b] See Vampire Bride of Blood, Amara. [b]Ancient Zombie:[/b] See Zombie Ancient. [b]Angel Ghoul:[/b] See Ghoul Angel. [b]Animated Corn Husk Doll:[/b] Once the PCs acquire Shuyr Rilla’s holy symbol from the well and begin moving through the corn field (area 1-8), each doll becomes possessed by a fragment of Hobb undead energy and they attack the party. (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing)) [b]Animated Corpse:[/b] See Corpse Animated. [b]Animated Doll Corn Husk:[/b] See Animated Corn Husk Doll. [b]Ankyslosaurus Demon-Saur:[/b] See Demon-Saur Ankyslosaurus. [b]Annanita the Fashion Lich:[/b] See Lich, Annanita the Fashion Lich. [b]Aquatic Un-Dead:[/b] See Un-Dead Aquatic. [b]Arm Bronzed:[/b] See Bronze-Handed Pharaoh, Bronzed Arm. [b]Army Skeletal Damned:[/b] See Skeletal Army Damned. [b]Astroliche:[/b] See Lich Astroliche. [b]Aug, Carl:[/b] See Wight Power Greater, Carl Aug M.D. [b]Autogiest:[/b] The spirits of those slain by the Restless Dead linger until enough are drawn together to form a new autogeist. So long as one member of the gang exists, the gang will always, slowly and inexorably, return. (The Umerican Road Atlas (DCC)) Deep in the wastelands lie a multitude of corpses wrapped in rusting caskets of twisted chrome and faux-leather upholstery. From these mass graves of crushed hopes and unquenched road rage rises a horror that all wastelanders fear, the dread autogiest. (Twisted Menagerie Manual) The fiend is a conglomerate spirit of those who have died in violent car wrecks that have joined together to punish the living. By itself, the autogiest is a shapeless, glowing red mist that drifts against the wind. It cannot be harmed by mundane means or interact with anything in this form. Once it finds a suitable vehicle to inhabit, usually one of Keeper quality or better, its reign of terror as an unholy juggernaut begins. (Twisted Menagerie Manual) Deep in the wastelands lie a multitude of corpses wrapped in rusting caskets of twisted chrome and faux-leather upholstery. From these mass graves of crushed hopes and unquenched road rage rises a horror that all wastelanders fear, the dread Autogiest. (Crawling Under A Broken Moon Compilation) The fiend is a conglomerate spirit of those who have died in violent car wrecks that have joined together to punish the living. (Crawling Under A Broken Moon Compilation) [b]Autogiest Car Large Custom:[/b] See Autogiest Custom Large Car. [b]Autogiest Car Large Keeper:[/b] See Autogiest Keeper Large Car. [b]Autogiest Custom Large Car, The Mechanic:[/b] Once there was a family of adrenaline-junky gearheads, the Urnhearts, who had the misfortune of falling prey to a gang of wheeler demons. Thinking that the group of parked RVs were simply an encampment, the exhausted travelers made the mistake of parking nearby for safety. In the dead of night, they were ground to paste and scraped beneath the wheels of the Trailer Park Trash. The patriarch of the family, Hill Urnheart, gathered the souls of his family and forged them together into a powerful autogeist, and vowed to draw others to its cause. (The Umerican Road Atlas (DCC)) [b]Autogiest Keeper Large Car:[/b] ? [b]Autogiest Large Car Custom:[/b] See Autogiest Custom Large Car. [b]Autogiest Large Car Keeper:[/b] See Autogiest Keeper Large Car. [b]Baethor Liis:[/b] See Lady Baethor Liis. [b]Banshee:[/b] ? [b]Banshee, Moira the Fishwife:[/b] See Ghost Banshee, Moira the Fishwife. [b]Banshee Damned:[/b] ? [b]Barrow Bones Human/Serpent Hybrid:[/b] ? [b]Barrow Bones Ox-Headed:[/b] ? [b]Becky Til Hoppard:[/b] See Un-Dead Witch, Becky Til Hoppard. [b]Bella:[/b] See Vampire Bride of Blood, Bella. [b]Bit-Yakin:[/b] Found in a cliff-face niche, the desiccated remains of Bit-Yakin are wrapped tightly in funeral bands and are adorned with jeweled bangle bracelets along with a silver headband encrusted with gems. Tampering with any of the jeweled belongings will cause the corpse to animate and attack the party foolish enough to not leave the remains intact. (Sanctum Secorum Appendix N(ightmares)) [b]Blast Shade:[/b] See Shade Blast. [b]Blink Zombie:[/b] See Zombie Blink. [b]Blood, Erasmus Cordwainer:[/b] See Vampire, Erasmus Cordwainer Blood. [b]Blue Phantasm:[/b] See Ghost Blue Phantasm. [b]Blue Phantom:[/b] See Phantom Blue. [b]Bone Ghost:[/b] See Ghost Bone. [b]Bone Golem, Thing of the Undercroft:[/b] Slain or turned skeletons collapse into the water. (Dungeon Crawl Classics #82: Bride of the Black Manse) However, their spirits retain much of their power. Track the skeletons as they are destroyed: once ten are slain, they rise up as towering thing of bone, lashing out in fury at the PCs with spiked limbs formed of shattered bones. The more skeletons the PCs destroy, the more powerful the Thing becomes. (Dungeon Crawl Classics #82: Bride of the Black Manse) [b]Bot Limb Severed:[/b] See Severed Bot Limb. [b]Brando:[/b] See Wight Power Lesser, Brando. [b]Brandolyn Vintner:[/b] See Ghost, Brandolyn Vintner. [b]Bride of Blood:[/b] See Vampire Bride of Blood. [b]Bronze-Handed Pharaoh:[/b] The last scene shows the Pharaoh being mummified and interred. His bronze arms, serpent-headed staff, and the Eye of the Sun are all visible amongst the linen wrappings. The Pharaoh is placed in his sarcophagus and born away by a large congregation of weeping mourners. The sarcophagus is closed and contains only a portion of the Pharaoh’s mummified remains, for the sorcerer-king’s power lingers beyond death, encased in his bronze limbs, enchanted staff, and the very treasure the party seeks: The Eye of the Sun. (Dungeon Crawl Classics #85: The Making of the Ghost Ring) The Pharaoh’s spirit occupies all four items equally. (Dungeon Crawl Classics #85: The Making of the Ghost Ring) [b]Bronze-Handed Pharaoh, Pharaoh's Skull:[/b] The sarcophagus is closed and contains only a portion of the Pharaoh’s mummified remains, for the sorcerer-king’s power lingers beyond death, encased in his bronze limbs, enchanted staff, and the very treasure the party seeks: The Eye of the Sun. (Dungeon Crawl Classics #85: The Making of the Ghost Ring) The Pharaoh’s spirit occupies all four items equally. (Dungeon Crawl Classics #85: The Making of the Ghost Ring) [b]Bronze-Handed Pharaoh, Bronzed Arm:[/b] The sarcophagus is closed and contains only a portion of the Pharaoh’s mummified remains, for the sorcerer-king’s power lingers beyond death, encased in his bronze limbs, enchanted staff, and the very treasure the party seeks: The Eye of the Sun. (Dungeon Crawl Classics #85: The Making of the Ghost Ring) The Pharaoh’s spirit occupies all four items equally. (Dungeon Crawl Classics #85: The Making of the Ghost Ring) [b]Bronze-Handed Pharaoh, Staff, Enchanted Staff:[/b] The sarcophagus is closed and contains only a portion of the Pharaoh’s mummified remains, for the sorcerer-king’s power lingers beyond death, encased in his bronze limbs, enchanted staff, and the very treasure the party seeks: The Eye of the Sun. (Dungeon Crawl Classics #85: The Making of the Ghost Ring) The Pharaoh’s spirit occupies all four items equally. (Dungeon Crawl Classics #85: The Making of the Ghost Ring) [b]Bronzed Arm:[/b] See Bronze-Handed Pharaoh, Bronzed Arm. [b]Brute Cryo-Lurker:[/b] See Cryo-Lurker Brute. [b]Buckethead Cryo-Lurker:[/b] See Cryo-Lurker Buckethead. [b]Burned Heretic, Flaming Skeleton:[/b] [E]nemies of House Liis that were burned alive at the stake. (Dungeon Crawl Classics #82: Bride of the Black Manse) [b]Burnie “Corpse” Grinder:[/b] See Wrath, Burnie “Corpse” Grinder, Corpse Grinder. [b]Business Revenant:[/b] See Revenant Business, Undead Project Manager. [b]Butler Skeleton:[/b] See Skeleton Butler. [b]Cadixtat:[/b] See Un-Dead Chaos Titan, Cadixtat. [b]Caffeinated Corpse:[/b] See Ghoul Coffee Animated, Caffeinated Corpse. [b]Calandra:[/b] See Vampire Bride of Blood, Calandra. [b]Calliope:[/b] See Vampire Bride of Blood, Calliope. [b]Car Large Custom Autogiest:[/b] See Autogiest Custom Large Car. [b]Car Large Keeper Autogiest:[/b] See Autogiest Keeper Large Car. [b]Carl Aug M.D.:[/b] See Wight Power Greater, Carl Aug M.D. [b]Cauldron-Born:[/b] Stolen from their crypts by their patron-liege Arawn, the cauldron-born are tireless, silent foes with a resilience that inspires fear among even the greatest of warriors. (Sanctum Secorum Appendix N(ightmares)) Imbued with power by Arawn, the cauldron-born are his favored guards and soldiers. (Sanctum Secorum Appendix N(ightmares)) [b]Chain Skeleton:[/b] See Skeleton Chain. [b]Chaos Titan Un-Dead:[/b] See Un-Dead Chaos Titan. [b]Charm Spirit:[/b] See Spirit Charm. [b]Chilly Man:[/b] When a Chilly Man has no opponents to attack or is ordered by Coney to retreat they will pick up any paralyzed victims for conversion into Chilly Men. (Crawling Under A Broken Moon Compilation) [b]Chorister Spectral:[/b] See Ghost Spectral Chorister. [b]Chrono Zombie:[/b] See Zombie Chrono. [b]Cihuateteo:[/b] Cihuateteo is the name given by superstitious barbarians in the lands south of Umerica to corpses reanimated by a faulty nanovirus developed in the 21st century. Characters that suffer damage from both the Cihuateteo’s claw and Cognitive Distortion attack must make a DC 10 Will save. Failure means that the character is a carrier of the mystic disease and will become a Cihuateteo themselves in 27.3 days unless the nanovirus is purged from the blood. Each day for the next two weeks, persons in close contact must make a DC 5 Fort save to see if the nanovirus invades their bodies. Failure means the person will become a carrier as well. (Crawling Under A Broken Moon Compilation) [b]Cloud Ossuary:[/b] See Ossuary Cloud. [b]Coffee Animated Ghoul:[/b] See Ghoul Coffee Animated, Caffeinated Corpse. [b]Corn Husk Doll Animated:[/b] See Animated Corn Husk Doll. [b]Corpse:[/b] See Wrath, Burnie “Corpse” Grinder, Corpse Grinder. [b]Corpse Animated:[/b] Least among the intentionally created un-dead, animated corpses are normally made from local peasants who have somehow irritated a dark wizard. (Sanctum Secorum Appendix N(ightmares)) [b]Corpse Caffeinated:[/b] See Ghoul Coffee Animated, Caffeinated Corpse. [b]Corpse Gem-Fueled:[/b] It is possible for a wizard to grant an animated corpse greater power via the placement of phlogistanically charged gemstones. (Sanctum Secorum Appendix N(ightmares)) [b]Corpse Grinder:[/b] See Wrath, Burnie “Corpse” Grinder, Corpse Grinder. [b]Corpse NecroTech Enhanced:[/b] See Wight Power Lesser, NecroTech Enhanced Corpse. [b]Corpse Ooze:[/b] If a living being dies inside a consuming ooze it gets reanimated into an ooze corpse after 1d30 minutes. (Sanctum Secorum Appendix N(ightmares)) [b]Corpsenado:[/b] The Corpsenado is a sentient funnel cloud of rageful, anti-life energy whose goal is to scour the life from the surface of whatever plane of existence they inhabit. (Crawling Under A Broken Moon Compilation) [b]Court Skeleton:[/b] See Skeleton Court. [b]Created Zombie:[/b] See Zombie Created. [b]Cryo-Lurker:[/b] The ancient practice of cryogenics left untold numbers of individuals (or their heads) encapsulated and frozen. Some were soldiers kept on ice for times of war, others were travelers whose journey ended in the lost luggage bin, and there were those sleeping until the promise of a new future to revive them. That future never came, but the incursions from the plane of Eternal Unrest have reanimated their frozen and mutated forms, fulfilling their desires by way of un-death. (Twisted Menagerie Manual) [b]Cryo-Lurker Brute:[/b] ? [b]Cryo-Lurker Buckethead:[/b] Unable to afford the full cryogenic treatment, the buckethead was still a very determined person in their past life. Their determination and force of will is what keeps them going, even now. A severed head carried in a receptacle (often merely a steel bucket) the buckethead is far from defenseless. (Twisted Menagerie Manual) [b]Cryo-Lurker Cryoslime:[/b] When the physical form of the cryogenically frozen cannot stand the strains of the change, it collapses into a 10’x10’ puddle of frozen, malevolent ooze. (Twisted Menagerie Manual) [b]Cryo-Lurker Frost-Burned:[/b] ? [b]Cryoslime Cryo-Lurker:[/b] See Cryo-Lurker Cryoslime. [b]Crystalline Un-Dead:[/b] See Un-Dead Crystalline. [b]Cyber Ghoul:[/b] See Ghoul Cyber. [b]Cyber Shepherd:[/b] See Lich Robo-Lich, Cyber Shepherd. [b]Cyberdead:[/b] [i]Create Cybomination[/i] spell. (Umerican Survival Guide, Delve cover (DCC)) [b]Damaris:[/b] See Vampire Bride of Blood, Damaris. [b]Damned Banshee:[/b] See Banshee Damned. [b]Damned Skeletal Army:[/b] See Skeletal Army Damned. [b]Dead Hungry:[/b] See Hungry Dead. [b]Death-Dealer:[/b] ? [b]Deceptiguard:[/b] ? [b]Demilich, Rj’Nimajneb~Yor:[/b] ? [b]Demon Gray:[/b] Reanimated through the power of sheer hatred and filled with unimaginable strength, these creatures lurk in jungles near the sites of forgotten temples and palaces. (Sanctum Secorum Appendix N(ightmares)) [b]Demon-Saur:[/b] The desperate demons of Yoz, seeking vengeance against the voidlings (and soon, against each other), inscribed the demon-saur bones with terrible runes and assembled them into creaking, un-dead war-machines. (2017 Gongfarmers Almanac 1) [b]Demon-Saur Ankyslosaurus:[/b] ? [b]Demon-Saur Gigantosaur:[/b] ? [b]Demon-Saur Raptor:[/b] ? [b]Demon-Saur Spinosaurus:[/b] ? [b]Demon-Saur Stegosaurus:[/b] ? [b]Demon-Saur Triceraptops:[/b] ? [b]Demon-Saur Tyrannosaurus:[/b] ? [b]Demut:[/b] See Ghost, Demut. [b]Desiccated Lover:[/b] ? [b]Dire Wolf Undead:[/b] See Undead Dire Wolf. [b]Doll Corn Husk Animated:[/b] See Animated Corn Husk Doll. [b]Drenched:[/b] During the Times of the Ancients, mutations were nonexistent (or at most, rare), and thus many experiments were performed to try to alter and improve humanity’s genome. One such experiment was Operation Deep Six, an attempt to biologically introduce the ability to breathe underwater. The secret experimental laboratory was disguised as a nondescript oil-drilling derrick located in the gulf, where scientists could conduct their underwater research away from prying eyes. After years of genetic manipulation of a captive Architeuthus dux (giant squid), the Deep Six scientists cultivated a small squidlike creature capable of bestowing waterbreathing on a human subject. If the subject held the creature’s larvae in the mouth and allowed it to attach itself to the subject’s soft palate, the creature extracted breathable oxygen from the water for the subject, allowing them to function underwater. Although the experiments were promising, the researchers were unaware of another mutational effect: all those who underwent the process were now in metaconcert with each other and mind-linked to the host “parent”, which was now becoming overwhelmed with each new “voice” in its primitive brain. Enraged, the giant squid (nicknamed “The Sea-wraith”) broke loose from its captors and sent its mind-controlled thralls into the underwater research facility. Its minions forced the panicked scientists to join the hive-mind by dragging them into the seas, where they could either drown or accept one of the larva offspring, letting them live but as yet another mindless drone. (Dead In The Water (MCC RPG)) [b]Dwarf Spoil:[/b] See Spoil Dwarf. [b]Eddie:[/b] ? [b]Elahi the War Witch:[/b] See Mummy, Elahi the War Witch. [b]Eldoris:[/b] See Vampire Bride of Blood, Eldoris. [b]Elf Wraith:[/b] See Wraith Elf. [b]Enchanted Staff:[/b] See Bronze-Handed Pharaoh, Staff, Enchanted Staff. [b]Endoskeleton:[/b] These are the robotic endoskeletons of former cyborgs who had their skins burned off as punishment for their evil. (2017 Gongfarmers Almanac 1) [b]Engine of Vengeance Undead:[/b] See Wraith Rider, Undead Engine of Vengeance. [b]Enthralled:[/b] A shadow land of grey twilight, the Forest of Nedra exists between states of reality, filled with objects both half-formed and those seemingly etched into the fabric of creation itself. The forest does not have a permanent location, but instead slowly resolves throughout time in ancient groves as a spreading blight that acts as a gateway from the mortal world to the demesne of the chaos lords. Evil rumors of shades and fey magic carry into those lands the forest comes to border, and creatures captured and enthralled by its spreading gloom move and act with a dull, lifeless animation. (2017 Gongfarmers Almanac 2) [b]Ento-Morlock, Insect-Ghoul Hybrid:[/b] At a moment when the party faces total destruction, Akhen-Am-Set draws the PCs’ souls/spirits/anima into a metaphysical limbo and there offers them undeath as an alternative to true death. (Dungeon Crawl Classics #80: Intrigue at the Court of Chaos) If the PCs agree to serve Akhen-Am-Set, she teleports them to an underground desert tomb where they find blood-red clay sarcophagi, one for each PC and molded in their likenesses. The sarcophagi are perforated with thousands of small holes. The PCs lie in the sarcophagi and Akhen-Am-Set levitates the heavy lids into place. The PCs are not completely entombed as the perforations allow in light and air. But these holes are designed to admit something else: insects. The living mass at Akhen-Am-Set’s feet swarms into the sarcophagi and envelops the PCs. Hundreds of venomous insects administer stings that numb the PCs’ bodies and perceptions. The PCs’ deaths follow quickly, but they experience no sensation of it … (Dungeon Crawl Classics #80: Intrigue at the Court of Chaos) Akhen-Am-Set raises the PCs as “ento-morlocks” – insect-ghoul hybrids – which gives them advantages in the arena. (Dungeon Crawl Classics #80: Intrigue at the Court of Chaos) [b]Erasmus Cordwainer Blood:[/b] See Vampire, Erasmus Cordwainer Blood. [b]Esselglam:[/b] See Ghost, Esselglam. [b]Facious the Lich King:[/b] See Lich, Facious the Lich King. [b]Familiar Rat Skeletal:[/b] See Skeletal Rat Familiar. [b]Familiar Skeletal Rat:[/b] See Skeletal Rat Familiar. [b]Fate Raven Giant Undead:[/b] See Undead Giant Fate Raven. [b]Faustine:[/b] See Vampire Bride of Blood, Faustine. [b]Fembot:[/b] ? [b]Fiend in the Pit:[/b] Near the back of this cell is a now-undead serial killer, whose transgressions in life eventually brought him here to wither and die for his heinous crimes. (2017 Gongfarmers Almanac 2) [b]Fire Breathing Zombie Rodents:[/b] See Zombie Rodents Fire Breathing, R.A.T.S., Rodents of Abnormal Talent and Size. [b]Fire Warrior:[/b] ? [b]First Among Liches:[/b] See Lich, Afgorkon, First Among Liches. [b]Flaming Skeleton:[/b] See Burned Heretic, Flaming Skeleton. [b]Flying Head:[/b] The ladies-in-waiting were once attendants of Lady Ilse. The Mad Prince had them beheaded and their heads secreted away. (Dungeon Crawl Classics #82: Bride of the Black Manse) [b]Fright of Ghosts:[/b] See Ghost Fright of Ghosts. [b]Frost-Burned Cryo-Lurker:[/b] See Cryo-Lurker Frost-Burned. [b]Gage Vintner:[/b] See Gourd Puppet, Gage Vintner. [b]Gage Vintner:[/b] See Spirit, Gage Vintner. [b]Gary:[/b] See Skeletal Warrior, Gary. [b]GAWBYCAID Within Host Cyber Ghoul:[/b] ? [b]Gem-Fueled Corpse:[/b] See Corpse Gem-Fueled. [b]Ghast:[/b] Wand of a Thousand Punishments activation critical success. (2015 Gongfarmer's Almanac 1-6) [b]Ghastrista:[/b] See Ghoul Coffee Greater, Ghastrista. [b]Ghost:[/b] Ghosts are the spirits of the dead who cannot rest. (Dungeon Crawl Classics RPG) Despite their hostility, each ghost has its own reasons for retaining life in un-death, and yearns to be put to rest. (Dungeon Crawl Classics RPG) The ghost was murdered violently and yearns to avenge its death. (Dungeon Crawl Classics RPG) The ghost was buried apart from its spouse and wishes to be reunited with him or her. (Dungeon Crawl Classics RPG) The ghost died searching for its child. (Dungeon Crawl Classics RPG) The ghost was killed on a religious pilgrimage to a sacred location. (Dungeon Crawl Classics RPG) The ghost died in search of a specific object. (Dungeon Crawl Classics RPG) The ghost died on a mission for a superior. The nature of this mission could be military (e.g., to invade a nearby fort), religious (e.g., slay a vampire or convert a certain number of followers), civilian (e.g., carry a signed contract to a neighboring king), or something else. (Dungeon Crawl Classics RPG) It died (1d4) (1) naturally of old age, (2) in a terrible accident, (3) bravely in combat, (4) violently and seeks revenge. (Dungeon Crawl Classics RPG) This is where Ratvik imprisoned the young fishwife, and where—his advances spurned—he burned her alive. But Moira’s passion and fiery curses have proven stronger than Ratvik’s evil or madness; none of the charnel house’s dead can pass until Moira has been appeased. (Dungeon Crawl Classics #74: Blades Against Death) Similarly, though the ghost of Moira bars the gates of death, this does not mean that all deaths have ceased in Punjar. Only those that die in close relation to the charnel pits are kept from their eternal reward (or punishment). (Dungeon Crawl Classics #74: Blades Against Death) Today the charnel pits are suffused with Ratvik’s wicked spirit and the ghosts of a hundred other souls unable to pass Moira’s ghost to reach the lands of the dead. (Dungeon Crawl Classics #74: Blades Against Death) If unconscious PCs are left behind, the ghosts converge on them. The PC must immediately begin to make a DC 10 Fort save each round. On a failed save, the PC perishes and rises in 1d4 rounds as a ghost. (Dungeon Crawl Classics #88.5: Curse of the Kingspire) You are a tortured soul, cursed to live beyond the grave. You have returned from the next world to seek revenge or atonement for your past life. (2015 Gongfarmer's Almanac 1-6) [i]Animate Dead[/i] spell 32+. (Dungeon Crawl Classics RPG) [i]Book of the Dead[/i] spell. (Dungeon Crawl Classics #81: The One Who Watches From Below) Un-Dead Crit 30+. (Dungeon Crawl Classics RPG) [b]Ghost, Brandolyn Vintner:[/b] About 150 years ago, the elven artisan Lotrin Whitegrass, despite being betrothed to elven nobility, fell in love with the young, beautiful, and also-married human Brandolyn Vintner. Brandolyn, wife of the successful vigneron and wine maker Gage Vintner, attempted to keep the affair a secret but was eventually discovered by her husband. Enraged at her deception—and appalled at the thought of his wife coupling with an elf—Gage overpowered Brandolyn, and crushed her to death in his wine press. (Dungeon Crawl Classics Horror #1: They Served Brandolyn Red) The decades passed and Gage Vintner eventually died with his murderous secret intact, but forbidden love, murder, and treachery have a strange way of resurfacing, demanding their malfeasance not be forgotten. Over a century after his death, Gage’s crypt was violated by Samhain the Corpse Harvester, a semi-sentient subterranean parasite that burrows into coffins and crypts and agglutinates limbs from corpses to form its own mass. Disturbing Gage’s evil bones ignited a spiritual conflagration, tearing the ethereal fabric that separates the living and the dead. Gage’s spirit began manipulating Samhain to inflict more spiteful destruction, thereby awakening Brandolyn’s soul, somehow still trapped in the device where her life was snuffed out. (Dungeon Crawl Classics Horror #1: They Served Brandolyn Red) [b]Ghost, Demut:[/b] Desperate, Ilse sought aid from beyond this world and foul Mammon answered her call. In exchange for the promise of Ilse’s soul and a diabolic betrothal, Mammon tutored the young regent in a ritual of horrific proportions. (Dungeon Crawl Classics #82: Bride of the Black Manse) On the appointed eve, Ilse transformed the entire manse into a magic circle. The moors were rent asunder, brimstone flared in the night, and – come dawn – Ilse stood as sole remaining scion of House Liis. (Dungeon Crawl Classics #82: Bride of the Black Manse) [b]Ghost, Esselglam:[/b] ? [b]Ghost, Ilse:[/b] Desperate, Ilse sought aid from beyond this world and foul Mammon answered her call. In exchange for the promise of Ilse’s soul and a diabolic betrothal, Mammon tutored the young regent in a ritual of horrific proportions. (Dungeon Crawl Classics #82: Bride of the Black Manse) On the appointed eve, Ilse transformed the entire manse into a magic circle. The moors were rent asunder, brimstone flared in the night, and – come dawn – Ilse stood as sole remaining scion of House Liis. (Dungeon Crawl Classics #82: Bride of the Black Manse) [b]Ghost, Joseph:[/b] Desperate, Ilse sought aid from beyond this world and foul Mammon answered her call. In exchange for the promise of Ilse’s soul and a diabolic betrothal, Mammon tutored the young regent in a ritual of horrific proportions. (Dungeon Crawl Classics #82: Bride of the Black Manse) On the appointed eve, Ilse transformed the entire manse into a magic circle. The moors were rent asunder, brimstone flared in the night, and – come dawn – Ilse stood as sole remaining scion of House Liis. (Dungeon Crawl Classics #82: Bride of the Black Manse) These phantoms are the spirits of Josef and Matias sacrificed by Lady Ilse on the night of the great summoning. (Dungeon Crawl Classics #82: Bride of the Black Manse) [b]Ghost, Jost:[/b] Desperate, Ilse sought aid from beyond this world and foul Mammon answered her call. In exchange for the promise of Ilse’s soul and a diabolic betrothal, Mammon tutored the young regent in a ritual of horrific proportions. (Dungeon Crawl Classics #82: Bride of the Black Manse) On the appointed eve, Ilse transformed the entire manse into a magic circle. The moors were rent asunder, brimstone flared in the night, and – come dawn – Ilse stood as sole remaining scion of House Liis. (Dungeon Crawl Classics #82: Bride of the Black Manse) [b]Ghost, Kethe:[/b] Desperate, Ilse sought aid from beyond this world and foul Mammon answered her call. In exchange for the promise of Ilse’s soul and a diabolic betrothal, Mammon tutored the young regent in a ritual of horrific proportions. (Dungeon Crawl Classics #82: Bride of the Black Manse) On the appointed eve, Ilse transformed the entire manse into a magic circle. The moors were rent asunder, brimstone flared in the night, and – come dawn – Ilse stood as sole remaining scion of House Liis. (Dungeon Crawl Classics #82: Bride of the Black Manse) [b]Ghost, Lady Ursula:[/b] Desperate, Ilse sought aid from beyond this world and foul Mammon answered her call. In exchange for the promise of Ilse’s soul and a diabolic betrothal, Mammon tutored the young regent in a ritual of horrific proportions. (Dungeon Crawl Classics #82: Bride of the Black Manse) On the appointed eve, Ilse transformed the entire manse into a magic circle. The moors were rent asunder, brimstone flared in the night, and – come dawn – Ilse stood as sole remaining scion of House Liis. (Dungeon Crawl Classics #82: Bride of the Black Manse) Lady Ursula, her lover, and their men-at-arms were murdered here, drowned in the mere. (Dungeon Crawl Classics #82: Bride of the Black Manse) [b]Ghost, Lifthrasir the Enchantress:[/b] Lifthrasir the Enchantress, like most of her spellcasting ilk, spent her life in the pursuit of power, pillaging forgotten ruins for ancient incantations and delving into forbidden vaults to pry grimoires from their previous owners’ long-dead hands. But unlike many of her brethren, Lifthrasir was driven by the urge to create rather than destroy, and pursued arcane lore so she might inscribe her legend in the annals of history. She dreamed of crafting an object of magical power that would persist after her death and carry her name down the long roads of history. (Dungeon Crawl Classics #85: The Making of the Ghost Ring) Unfortunately for Lifthrasir, dreams do not always come true and the required knowledge to create such an artifact long escaped her. As is wont to occur with wizards, her goal became a drive, and her drive became an obsession, leading her to take measures best avoided by rational beings. (Dungeon Crawl Classics #85: The Making of the Ghost Ring) Calling up a potent infernal power, Maalbrilmorg the Hell Smith, Lifthrasir bargained with the evil crafter to acquire the incantations she required. Lifthrasir was not completely overwhelmed by her obsession, however, and succeeded in inserting a loophole in her contract with the Hell Smith: If she accomplished her goal before a year and a day passed, Maalbrilmorg could lay no claim upon the sorceress. Unbeknownst to Lifthrasir—but known by the demon-smith who sensed the illness growing—Lifthrasir was dying, the victim of a subtle, but highly malignant magical cancer the sorceress had unwittingly acquired as spell corruption. Maalbrilmorg easily agreed to the condition, knowing the sickness would claim Lifthrasir before she could finish her task. (Dungeon Crawl Classics #85: The Making of the Ghost Ring) What Maalbrilmorg could not predict was Lifthrasir’s tenacity. The cancer killed the enchantress eleven months from the day of their agreement and the Hell Smith arrived to claim his due. The demon was nonplussed to discover Lifthrasir’s soul still determined to complete her work. Now lingering as a ghost, Lifthrasir cannot be reaped by Maalbrilmorg until the time limit of their bargain expires. (Dungeon Crawl Classics #85: The Making of the Ghost Ring) Lifthrasir’s dedication to the goal was so strong she persisted as a ghost after her death. (Dungeon Crawl Classics #85: The Making of the Ghost Ring) [b]Ghost, Matias:[/b] Desperate, Ilse sought aid from beyond this world and foul Mammon answered her call. In exchange for the promise of Ilse’s soul and a diabolic betrothal, Mammon tutored the young regent in a ritual of horrific proportions. (Dungeon Crawl Classics #82: Bride of the Black Manse) On the appointed eve, Ilse transformed the entire manse into a magic circle. The moors were rent asunder, brimstone flared in the night, and – come dawn – Ilse stood as sole remaining scion of House Liis. (Dungeon Crawl Classics #82: Bride of the Black Manse) These phantoms are the spirits of Josef and Matias sacrificed by Lady Ilse on the night of the great summoning. (Dungeon Crawl Classics #82: Bride of the Black Manse) [b]Ghost, Pansy Roane:[/b] In time, the serpent-men’s demands grew and ultimately Pansy and her unborn child paid the price for Wade’s pride and avarice. (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing)) When Wade Roane killed his wife, he concealed her body in this root cellar, walling up the corpse behind the old stone walls. Interred in this crude grave, Pansy’s ghost has been unable to rest and only the discovery of its body and subsequent burial in a churchyard will end its un-dead existence. (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing)) Back in my Granny’s time, there t’was a couple that ran the grist mill on Pigsaw Creek. They t’were Pansy and Wade Roane, happy a pair as you ken. Pansy t’was kindling a young ‘en, tis said, and ol’ Wade t’was happy as a hog in slop at the thought of being a proud poppa. But tragedy, as it t’will do here in the hills, well it paid a visit to ‘em. (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing)) The spring thaw swelled the creeks and rivers that year, and the Pigsaw overflowed its banks. Pansy t’was coming back to the mill from temple and it’s said she misstepped along the creek banks and fell into the swollen waters. No one saw Pansy go in, but they a’heard her screams all the way back in town. That t’was the last time anyone heard from Pansy… alive anyway. (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing)) Breath. Breath. At long last, I have breath to speak. Breath to tell my tale and utter the secrets my husband wished hidden. Breath to declare his shame and his blasphemy. Breath to warn the living of a horror that lurks among them unnoticed. (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing)) Wade was a petty man, a cowardly man. He concerned himself more with what strangers thought of his fortunes than what I, his own wife, did. When the mill began to fail, Wade grew frantic, fearful he’d be seen as a failure by the people of Holler Hollow. That is what doomed him … and me. (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing)) Something met with Wade in the old caves under our lands. A creature from another, older time. A thing that should have crawled, yet walked like a man. That creature promised Wade a fortune in return for unspeakable service. My craven husband agreed all too readily, sealing the fate of both his wife and unborn child. He murdered me at the behest of that creature and sealed my bones in the root cellar’s wall. (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing)) [b]Ghost, Sabian:[/b] Desperate, Ilse sought aid from beyond this world and foul Mammon answered her call. In exchange for the promise of Ilse’s soul and a diabolic betrothal, Mammon tutored the young regent in a ritual of horrific proportions. (Dungeon Crawl Classics #82: Bride of the Black Manse) On the appointed eve, Ilse transformed the entire manse into a magic circle. The moors were rent asunder, brimstone flared in the night, and – come dawn – Ilse stood as sole remaining scion of House Liis. (Dungeon Crawl Classics #82: Bride of the Black Manse) [b]Ghost, The Nun:[/b] ? [b]Ghost, The Priest:[/b] ? [b]Ghost Banshee, Moira the Fishwife:[/b] A scant twenty years of age, Moira was already a mother when Ratvik the Mad stole her away. When she refused to join his court, Ratvik had her burned alive. With smoke searing her lungs, Moira cursed Ratvik to eternal un-death before succumbing to the flames and becoming un-dead herself. (Dungeon Crawl Classics #74: Blades Against Death) This is where Ratvik imprisoned the young fishwife, and where—his advances spurned—he burned her alive. But Moira’s passion and fiery curses have proven stronger than Ratvik’s evil or madness; none of the charnel house’s dead can pass until Moira has been appeased. (Dungeon Crawl Classics #74: Blades Against Death) [b]Ghost Blue Phantasm:[/b] ? [b]Ghost Bone:[/b] Bone ghosts are created when a wizard, aspiring to become a lich in his afterlife, steals a bone from a recently-deceased individual and uses it in an arcane ritual. The wizard who took the bone may or may not have completed his transformation into a lich, but he still has possession of the dead man’s bone. The spirit of the recently deceased whose bone is defiled is forever doomed to walk the earth as a bone ghost, unless his missing bone can be returned to him. (Sanctum Secorum Appendix N(ightmares)) [b]Ghost Fright of Ghosts:[/b] ? [b]Ghost Light:[/b] Personality 0 from a Ghost Light's Soulburn leads to death and returning as a Ghost Light. (Sanctum Secorum Appendix N(ightmares)) [b]Ghost Mindless:[/b] This cave was once used to bury evil chaos warriors from a bygone age. Now their ghosts have been awakened by the evil energies of the cult, and they wait here to attack interlopers. (Dungeon Crawl Classics #68: People of the Pit) They have been awakened by the cult’s supernatural activities and are not inherently intelligent of their own accord. (Dungeon Crawl Classics #68: People of the Pit) [b]Ghost of Moonricket Bridge:[/b] ? [b]Ghost Spectral Chorister:[/b] ? [b]Ghost Truck, Phantasmal Semi:[/b] ? [b]Ghostly Scrivener:[/b] See Phantom Scrivener, Ghostly Scrivener. [b]Ghoul:[/b] A ghoul is a corpse that will not die. Granted eternal locomotion by means of black magic or demoniac compulsion, these un-dead beasts roam in packs, hunting the night for living flesh. (Dungeon Crawl Classics RPG) A creature killed by a ghoul is usually eaten. (Dungeon Crawl Classics RPG) Those not eaten arise as ghouls on the next full moon unless the corpse is blessed. (Dungeon Crawl Classics RPG) Smaller ghouls of 1 HD or less are formed from the corpses of goblins or kobolds, and larger ghouls of up to 8 HD are formed from the corpses of ogres, giants, bugbears, and such. (Dungeon Crawl Classics RPG) A creature killed by a ghoul is usually eaten. Those not eaten arise as ghouls on the next full moon unless the corpse is blessed. (Dungeon Crawl Classics #96: The Tower of Faces) [i]Animate Dead[/i] spell 32+. (Dungeon Crawl Classics RPG) [i]Book of the Dead[/i] spell. (Dungeon Crawl Classics #81: The One Who Watches From Below) Un-Dead Crit 30+. (Dungeon Crawl Classics RPG) [b]Ghoul Angel:[/b] ? [b]Ghoul Coffee Animated, Caffeinated Corpse:[/b] Raised by pouring a rare brew of ManaJava into a corpse’s mouth, these undead will only be animate for a short time unless they get more coffee … and they know it. (Crawling Under A Broken Moon Compilation) Raise Mocha ManaJava. (Crawling Under A Broken Moon Compilation) [b]Ghoul Coffee Greater, Ghastrista:[/b] ? [b]Ghoul Cyber:[/b] After the great Search Engine War, the victorious search algorithm sent its web crawlers out to explore the last great frontier, the living brain. As the crawlers entered human minds and drained them of information, the search engine learned to keep the host bodies alive, fueling them by feeding off of other living targets – incidentally allowing the algorithm to spread. (Twisted Menagerie Manual) Easily recognized by their twitching, shuddering gait and the wires that protrude from their flesh, cyber ghouls are far from common un-dead. Unlike traditional un-dead which are fueled by dark necromantic energies from vile dimensions and unholy powers, cyber ghouls are more correctly the “un-living”. While their host bodies may be technically dead, stolen thoughts and electrical impulses keep their muscles moving and their thoughts coursing through diseased minds. (Twisted Menagerie Manual) Any intelligent creature may be transformed by the cyber ghouls and instances of larger ghouls of up to 10d5 HD are known to exist. (Twisted Menagerie Manual) As part of their bite attack, cyber ghouls pull the memories from their victims. Each bite permanently drains 1 point of Intelligence and for every 5 points of lost Intelligence the victim also loses 1 level of experience. Victims drained to 0 Intelligence or below 0-level are infected with the World Crawler AI and transform into cyber ghouls. (Twisted Menagerie Manual) [b]Ghoul Lacedon, Water-Dwelling Ghoul:[/b] [i]Animate Dead[/i] spell 32+. (Dungeon Crawl Classics RPG) [b]Ghoul Lay:[/b] See Zombie Monk of the Cyberhive, Zombie Monk, Lay Ghoul. [b]Ghoul Serpent:[/b] The ghouls seem to shift about in their gray, lifeless skins. Indeed, the once-human form is merely a husk. Each ghoul is in process of molting into its true form. Damaging the ghoul speeds this process along, shearing away the ghoul’s skin, arms, legs, and head, revealing a large humanoid-headed snake hidden within the ghoul’s belly. (Dungeon Crawl Classics #66.5 Doom of the Savage Kings) “Slaying” the ghoul frees the molting serpent. The snake-thing erupts from the corpse’s belly, striking out with long fangs. (Dungeon Crawl Classics #66.5 Doom of the Savage Kings) [b]Ghoul Silver:[/b] The third pool shimmers with a silver light. Any living creature touching the placid waters recovers 1d20 [10] hit points and gains +1 point of Luck. (This effect can take place but once per character.) (Goodman Games 2019 Yearbook: Riders on the Phlogiston) If a slain creature comes into contact with the waters, it immediately animates into a hellish, silvery ghoul that lunges to attack. (Goodman Games 2019 Yearbook: Riders on the Phlogiston) Worse, due to the spray of the cascading spoil, any creature slain in the chamber animates the following round and lunges to the attack. (Goodman Games 2019 Yearbook: Riders on the Phlogiston) [b]Ghoul Tomb:[/b] Any human that dies within the Tomb of Ulfheonar is cursed to rise as a tomb ghoul within 2d14 rounds. (Dungeon Crawl Classics #66.5 Doom of the Savage Kings) The tomb ghouls are animated by the spirit of the serpent mound and cannot leave the mound. (Dungeon Crawl Classics #66.5 Doom of the Savage Kings) The foul bite of a ghoul serpent inflicts necrosis; a victim must succeed on a DC 5 Fort save or take an additional 1 hp per hour as the dying flesh rapidly rots. The necrosis continues until the original wound is magically healed or the target dies (rising as a tomb ghoul upon the following dusk). (Dungeon Crawl Classics #66.5 Doom of the Savage Kings) [b]Ghoul Water-Dwelling:[/b] See Ghoul Lacedon, Water-Dwelling Ghoul. [b]Giant Undead Fate Raven:[/b] See Undead Giant Fate Raven. [b]Gigantosaur Demon-Saur:[/b] See Demon-Saur Gigantosaur [b]Gray Demon:[/b] See Demon Gray. [b]Gretna:[/b] See Vampire Bride of Blood, Gretna. [b]Grey:[/b] Agents of the Demi-Lich, these un-living forms comprise that sliver of a soul each has to give up to be able to leave the pass un-cursed. (2015 Gongfarmer's Almanac 1-6) Greys who gather 5 luck points may duplicate themselves by mitosis as a free action, creating a duplicate Grey at full health. (2015 Gongfarmer's Almanac 1-6) [b]Gribb-Kith Mummy:[/b] See Mummy Gribb-Kith. [b]Gourd Puppet:[/b] To defend itself, Samhain will animate a gourd puppet out of the bones of Gage (and potentially others) using bodies harvested from the crypts above. (Dungeon Crawl Classics Horror #1: They Served Brandolyn Red) [b]Gourd Puppet, Gage Vintner:[/b] To defend itself, Samhain will animate a gourd puppet out of the bones of Gage (and potentially others) using bodies harvested from the crypts above. (Dungeon Crawl Classics Horror #1: They Served Brandolyn Red) [b]Gourd Puppet, Margrite Vintner:[/b] ? [b]Grady:[/b] See Spirit Lingering, Squire Grady. [b]Greater Charm Spirit:[/b] See Spirit Charm Greater. [b]Greater Coffee Ghoul:[/b] See Ghoul Coffee Greater. [b]Greater Power Wight:[/b] See Wight Power Greater, Reanimatronic Juggernaut Intellectual. [b]Greater Spirit Charm:[/b] See Spirit Charm Greater. [b]Grinder Burnie:[/b] See Wrath, Burnie “Corpse” Grinder, Corpse Grinder. [b]Gruesome Lover:[/b] See The Gruesome Lover. [b]Guile Pile:[/b] See Parts Pile Guile Pile. [b]Hag of Hecate:[/b] ? [b]Halfling Skeleton:[/b] See Skeleton Halfling. [b]Hand Phantom Skeletal:[/b] See Phantom Skeletal Hand. [b]Hand Reanimated Severed:[/b] See Reanimated Severed Hand. [b]Hand Skeletal Phantom:[/b] See Phantom Skeletal Hand. [b]Hant:[/b] Transparent spirits that emit a frigid aura of air, the “Hants” in the Deep Hollows are the un-dead spirits of the original inhabitants of the valleys. Slain in the lunar catastrophe that destroyed Luhsaal and decimated their civilization, some still cling to their homeland in the afterlife, attempting to drive away those who would settle in their wake. (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing)) [b]HARI:[/b] HARI, an artificial intelligence designed long ago to be a Human And Robot Interface. After HARI went offline in his first life, he found himself here, in charge of punishing wicked robot souls (if asked who assigned him this task, he enigmatically answers, “I did”). (2017 Gongfarmers Almanac 1) [b]Haunt:[/b] ? [b]Head Flying:[/b] See Flying Head. [b]Headless Horseman:[/b] A hag of an evil coven had responded to the dying curse. She took Aennwyn by surprise, and tricked Wulffhard by magic on his arrival. With the two lovers bound by magic sleep, she started to proceed with a spell of her own: She began to reanimate the body of Urgmer, to make him the true headless horseman. (The Headless Horseman) [b]Headless Lady:[/b] The ladies-in-waiting were once attendants of Lady Ilse. The Mad Prince had them beheaded and their heads secreted away. (Dungeon Crawl Classics #82: Bride of the Black Manse) [b]Heap Skeletal:[/b] See Skeletal Heap. [b]Heretic Burned:[/b] See Burned Heretic, Flaming Skeleton. [b]Hobb Phantom:[/b] See Phantom Hobb. [b]Hoppard, Becky Til:[/b] See Un-Dead Witch, Becky Til Hoppard. [b]Horned Skeleton:[/b] See Skeleton Horned. [b]Horror Skeletal Un-Dead:[/b] See Un-Dead Skeletal Horror. [b]Horseman Headless:[/b] See Headless Horseman. [b]Human/Serpent Hybrid Barrow Bones:[/b] See Barrow Bones Human/Serpent Hybrid. [b]Hungry Dead:[/b] ? [b]Hybrid Human/Serpent Barrow Bones:[/b] See Barrow Bones Human/Serpent Hybrid. [b]Hybrid Insect-Ghoul:[/b] See Ento-morlock, Insect-Ghoul Hybrid. [b]Ilse:[/b] See Ghost, Ilse. [b]Incorporeal Undead:[/b] See Undead Incorporeal, Undead Non-Corporeal. [b]Ink Wraith:[/b] See Wraith Ink. [b]Insect-Ghoul Hybrid:[/b] See Ento-morlock, Insect-Ghoul Hybrid. [b]Isadora:[/b] See Vampire Bride of Blood, Isadora. [b]Janitor Lesser Power Wight:[/b] See Wight Power Lesser Janitor. [b]Janitor Power Wight Lesser:[/b] See Wight Power Lesser Janitor. [b]Janitor Wight Power Lesser:[/b] See Wight Power Lesser Janitor. [b]Jester:[/b] See The Jester. [b]Joseph:[/b] See Ghost, Joseph. [b]Jost:[/b] See Ghost, Jost. [b]Juju Zombie:[/b] See Zombie Juju. [b]Junkyard Spirit:[/b] See Spirit Junkyard. [b]Keeper Large Car Autogiest:[/b] See Autogiest Keeper Large Car. [b]Kethe:[/b] See Ghost, Kethe. [b]Killer Skull:[/b] See Skeleton Warrior, Killer Skull. [b]Lacedon:[/b] See Ghoul Lacedon, Water-Dwelling Ghoul. [b]Lady Baethor Liis:[/b] Driven by the love of her children, the matriarch of house Liis is returning to life. (Dungeon Crawl Classics #82: Bride of the Black Manse) [b]Lady Headless:[/b] See Headless Lady. [b]Lady Ursula:[/b] See Ghost, Lady Ursula. [b]Lady Wight:[/b] See Wight Lady. [b]Large Car Custom Autogiest:[/b] See Autogiest Custom Large Car. [b]Large Car Keeper Autogiest:[/b] See Autogiest Keeper Large Car. [b]Large Skeleton:[/b] See Skeleton Large. [b]Lay Ghoul:[/b] See Zombie Monk of the Cyberhive, Zombie Monk, Lay Ghoul. [b]Leaky:[/b] After a long life spent as a glorified transport for smarter AIs, Leaky is enjoying letting his new authority in the Abyss go to his head. (2017 Gongfarmers Almanac 1) [b]Lesser Charm Spirit:[/b] See Spirit Charm Lesser. [b]Lesser Power Wight:[/b] See Wight Power Lesser. [b]Lesser Spirit Charm:[/b] See Spirit Charm Lesser. [b]Lich:[/b] Among the followers of Eldrak of the Seven Hells, the most powerful and corrupt of wizards may be offered the opportunity to become a lich. Their mummified corpses are infused with the raw stuff of magic, and they rise again in a state of un-death, to observe the slow passage of eternity and to continue working their will upon the world. (Sanctum Secorum Appendix N(ightmares)) [i]Animate Dead[/i] spell 36+. (Dungeon Crawl Classics RPG) [b]Lich, Afgorkon, First Among Liches:[/b] ? [b]Lich, Annanita the Fashion Lich:[/b] ? [b]Lich, Facious the Lich King:[/b] ? [b]Lich Astroliche:[/b] ? [b]Lich Robo-Lich, Cyber Shepherd:[/b] Reputedly crafted from deceased magic users, a robo-lich is a grizzly fusion of corpse and robot. They appear to be highly cybernetically augmented, semi-skeletal cadavers cut off at the waist and grafted onto tank tread platforms they use to move about. The lower left arm is replaced with a small plasma cannon and the right with a wicked looking robotic combat claw. (Twisted Menagerie Manual) The Cyberhive is an intergalactic AI that inhabits multiple giant puedo-brains located all over the universe. Each brain is tasked with a specific purpose for increasing the knowledge of the whole. All brains are in constant communication and act as one being. (Umerican Survival Guide, Delve cover (DCC)) The brain on Urth is dedicated to understanding living beings’ concepts of life, death, the afterlife, and the taboos surrounding death. To facilitate this, it has currently chosen to reanimate the corpses of intelligent lifeforms with technomagical cybernetics. (Umerican Survival Guide, Delve cover (DCC)) [b]Lich Shogun:[/b] ? [b]Lich Wizard 5, Skull-Or:[/b] Skull-Or was once a powerful and corrupt wizard-hero of Aetheria who cared only for personal power and advancement. Decades ago, the Masters of Aetheria took captive the evil wizard and imprisoned him in the bowels of Castle Oldskull where he learned the castle’s secret: it fed off the energies of spellcasters and lied to its heroes. The wizard escaped but had little strength left in his bones. Dying on the fields of the Dark Lands, the wizard called out to Sezrekan who extended the wizard’s life in exchange for the secrets of Castle Oldskull. The wizard rose again as the lich Skull-Or, pledging to deliver the castle into the hands of his patron ... and then destroy it. (Crawling Under A Broken Moon Compilation) [b]Lifthrasir the Enchantress:[/b] See Ghost, Lifthrasir the Enchantress. [b]Light Ghost:[/b] See Ghost Light. [b]Liis, Lady Baethor:[/b] See Lady Baethor Liis. [b]Limb Bot Severed:[/b] See Severed Bot Limb. [b]Lingering Spirit:[/b] See Spirit Lingering. [b]Living Stain:[/b] However, searching this area puts the PCs in range of the Living Stain, a sentient mixture of wine sediment and malevolent spirit spawned from the recent hauntings. (Dungeon Crawl Classics Horror #1: They Served Brandolyn Red) [b]Lover Desiccated:[/b] See Desiccated Lover. [b]Lover Gruesome:[/b] See The Gruesome Lover. [b]Mad Wraith:[/b] See Wraith Mad. [b]Man Chilly:[/b] See Chilly Man. [b]Man-at-Arms:[/b] Lady Ursula, her lover, and their men-at-arms were murdered here, drowned in the mere. (Dungeon Crawl Classics #82: Bride of the Black Manse) [b]Manager Project Undead:[/b] See Revenant Business, Undead Project Manager. [b]Mannekill:[/b] Corpses that are mostly intact are dragged to the fitting rooms for conversion. (Crawling Under A Broken Moon Compilation) The Fitting Rooms: This area smells faintly of burnt plastic and chemicals. Each of the fitting booths have been set up with full body moulds for embalming a body and coating it with plastic. (Crawling Under A Broken Moon Compilation) [b]Margrite Vintner:[/b] See Gourd Puppet, Margrite Vintner. [b]Matias:[/b] See Ghost, Matias. [b]Mechanic:[/b] See Autogiest Custom Large Car, The Mechanic. [b]Medium Skeleton:[/b] See Skeleton Medium. [b]Melting Zombie:[/b] See Zombie Melting. [b]Mindless Ghost:[/b] See Ghost Mindless. [b]Mindless Un-Dead:[/b] See Un-Dead Mindless. [b]Minion Vehicle:[/b] Autogeist Animate Minions power. (Twisted Menagerie Manual) [b]Mnom-Mothot:[/b] See Mummy, Mnom-Mothot. [b]Mocking Shade:[/b] See Shade Mocking. [b]Moira the Fishwife:[/b] See Ghost Banshee, Moira the Fishwife. [b]Monk of the Cyberhive Zombie:[/b] See Zombie Monk of the Cyberhive, Zombie Monk. [b]Monk Zombie:[/b] See Zombie Monk of the Cyberhive, Zombie Monk. [b]Monster Zombie:[/b] See Zombie Monster. [b]Moonricket Bridge Ghost:[/b] See Ghost of Moonricket Bridge. [b]Mummified Toad:[/b] Originally intended to house the elite faithful of the cult’s adherents, its limited numbers and their proclivity in slothfulness meant that only two were ever interred here. This is good news for the adventurers, as the unholy power of Schaphigroadaz has reanimated their remains in strange forms. Two rounds after the party enters this chamber, two of the niches’ doors crash to the floor and mummified toads spring out. (Dungeon Crawl Classics #77: The Croaking Fane) [b]Mummy:[/b] Draped in funereal wraps with misshapen lumps of preserved flesh shifting within, the mummy is a corpse preserved into un-death by strange oils, dangerous spices, and unknowable chants. (Dungeon Crawl Classics RPG) For each individual hung on the [hanging] tree, elsewhere a corpse springs into an animated parody of life, becoming a skeleton, mummy, wight, spectre, or the like. (NIGHT SOIL #zero — for the DCC RPG (Dungeon Crawl Classics) — INNER HAM) [i]Animate Dead[/i] spell 32+. (Dungeon Crawl Classics RPG) [b]Mummy, Elahi the War Witch:[/b] Centuries under the thrall of the jewel after being burned at the stake, has transformed Elahai from a powerful witch into a powerful mummy. (2015 Gongfarmer's Almanac 1-6) [b]Mummy, Mnom-Mothot:[/b] ? [b]Mummy Gribb-Kith:[/b] ? [b]Mummy Xeno-Mummy:[/b] Aliens from beyond the grave stalk the nights of Umerica. Their corpses animated by unknown energies within their wrappings, xeno mummies are puppeteered by their funerary dressings in an effort to collect the energies required to maintain their preservation fields. (Twisted Menagerie Manual) The humanoid shapes of this long dead alien species are preserved within strange mylar-ic wrappings. Covered from oblong head to pointed toe in alien glyphs and scrawls, these creatures give off a faint, blue luminescence visible at 20 feet. Whatever strange funerary rites these aliens undergo leaves their blackened, husk-like faces exposed to the air and their shark-like mouths hanging open (when not actively tearing the flesh of a victim). (Twisted Menagerie Manual) [b]Necrosaur:[/b] As one of the Oblivion Syndicate’s greatest warriors, this H’Grungthorr was chosen by the evil Perilous Couple to receive the most profane blessings of their death-cult. Now, H’Grungthorr has been transformed into a ferocious, thanatos-powered, life-hating warrior known as THE NECROSAUR. (2016 Gongfarmer's Almanac 1-8) [b]NecroTech Enhanced Corpse:[/b] See Wight Power Lesser, NecroTech Enhanced Corpse. [b]Non-Corporeal Undead:[/b] See Undead Incorporeal, Undead Non-Corporeal. [b]Nun:[/b] See Ghost, The Nun. [b]Nurse Greater Power Wight:[/b] See Wight Power Greater Nurse. [b]Nurse Power Wight Greater:[/b] See Wight Power Greater Nurse. [b]Nurse Wight Power Greater:[/b] See Wight Power Greater Nurse. [b]Ogre Zombie:[/b] See Zombie Ogre. [b]Ooze Corpse:[/b] See Corpse Ooze. [b]Ophelia:[/b] See Vampire Bride of Blood, Ophelia. [b]Ossuary Cloud:[/b] ? [b]Owl Soul:[/b] See Soul Owl. [b]Ox-Headed Barrow Bones:[/b] See Barrow Bones Ox-Headed. [b]Pansy Roane:[/b] See Ghost, Pansy Roane. [b]Parts Pile, Swarm of Reanimated Parts:[/b] ? [b]Parts Pile Guile Pile:[/b] ? [b]Patricia:[/b] See Vampire Bride of Blood, Patricia. [b]Petrol Zombie:[/b] See Zombie Petrol. [b]Phagent:[/b] Phagents worshipped Pestilence in life and now serve her in death by spreading death and disease. (Foe Folio) If a creature’s Stamina is reduced to 0 by a phagent, they become a phagent in 2d6 turns. Any Stamina loss by a Phagent returns at 1 point per day of complete rest. (Foe Folio) [b]Phantasm:[/b] ? [b]Phantasm Blue:[/b] See Ghost Blue Phantasm. [b]Phantasmal Semi:[/b] See Ghost Truck, Phantasmal Semi. [b]Phantom:[/b] ? [b]Phantom Blue:[/b] This is where Ratvik imprisoned the young fishwife, and where—his advances spurned—he burned her alive. But Moira’s passion and fiery curses have proven stronger than Ratvik’s evil or madness; none of the charnel house’s dead can pass until Moira has been appeased. (Dungeon Crawl Classics #74: Blades Against Death) Similarly, though the ghost of Moira bars the gates of death, this does not mean that all deaths have ceased in Punjar. Only those that die in close relation to the charnel pits are kept from their eternal reward (or punishment). (Dungeon Crawl Classics #74: Blades Against Death) Today the charnel pits are suffused with Ratvik’s wicked spirit and the ghosts of a hundred other souls unable to pass Moira’s ghost to reach the lands of the dead. (Dungeon Crawl Classics #74: Blades Against Death) [b]Phantom Hobb:[/b] The uneasy spirits of the Hobb clan are trapped in Sour Spring Hollow, hungry and hateful. (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing)) [b]Phantom Scrivener, Ghostly Scrivener:[/b] This is where Ratvik imprisoned the young fishwife, and where—his advances spurned—he burned her alive. But Moira’s passion and fiery curses have proven stronger than Ratvik’s evil or madness; none of the charnel house’s dead can pass until Moira has been appeased. (Dungeon Crawl Classics #74: Blades Against Death) Similarly, though the ghost of Moira bars the gates of death, this does not mean that all deaths have ceased in Punjar. Only those that die in close relation to the charnel pits are kept from their eternal reward (or punishment). (Dungeon Crawl Classics #74: Blades Against Death) Today the charnel pits are suffused with Ratvik’s wicked spirit and the ghosts of a hundred other souls unable to pass Moira’s ghost to reach the lands of the dead. (Dungeon Crawl Classics #74: Blades Against Death) [b]Phantom Skeletal Hand:[/b] ? [b]Pharaoh Bronze-Handed:[/b] See Bronze-Handed Pharaoh. [b]Pharaoh's Skull:[/b] See Bronze-Handed Pharaoh, Pharaoh's Skull. [b]Plague Specter:[/b] See Specter Plague. [b]Plague Zombie:[/b] See Zombie Plague. [b]Portia:[/b] See Vampire Bride of Blood, Portia. [b]Power Wight:[/b] See Wight Power. [b]Power Wight Greater:[/b] See Wight Power Greater, Reanimatronic Juggernaut Intellectual. [b]Prejudged Soul:[/b] See Soul Prejudged. [b]Priest:[/b] See Ghost, The Priest. [b]Project Manager Undead:[/b] See Revenant Business, Undead Project Manager. [b]Puppet Gourd:[/b] See Gourd Puppet. [b]R.A.T.S.:[/b] See Zombie Rodents Fire Breathing, R.A.T.S., Rodents of Abnormal Talent and Size. [b]Rail Wraith:[/b] See Wraith Rail. [b]Raptor Demon-Saur:[/b] See Demon-Saur Raptor. [b]Rat Familiar Skeletal:[/b] See Skeletal Rat Familiar. [b]Ratvik the Mad:[/b] A scant twenty years of age, Moira was already a mother when Ratvik the Mad stole her away. When she refused to join his court, Ratvik had her burned alive. With smoke searing her lungs, Moira cursed Ratvik to eternal un-death before succumbing to the flames and becoming un-dead herself. (Dungeon Crawl Classics #74: Blades Against Death) This is where Ratvik imprisoned the young fishwife, and where—his advances spurned—he burned her alive. But Moira’s passion and fiery curses have proven stronger than Ratvik’s evil or madness; none of the charnel house’s dead can pass until Moira has been appeased. (Dungeon Crawl Classics #74: Blades Against Death) [b]Rave Zombie:[/b] See Zombie Rave. [b]Raven Fate Giant Undead:[/b] See Undead Giant Fate Raven. [b]Reanimated Severed Hand:[/b] ? [b]Reanimatronic Juggernaut Intellectual:[/b] See Wight Power Greater, Reanimatronic Juggernaut Intellectual. [b]Reidmar:[/b] Long ago, Reidmar was a member of the Seelie Court. An aristocratic lord of his own faerie mound, Talla Aghmhor, or Happy Hall, indeed Reidmar’s personality was reflected in the name of his dwelling -- he was joyous, happy, and kind. (Angels, Daemons & Beings Between Volume 2: Elfland Edition) Legend claims that during one evening of feasting, Talla Aghmhor was called upon by a wandering troubadour. The faerie minstral must have had darkness in his heart to sing a melancholy tale of fey lovers killed by internecine rivalry. Reidmar was furious that such an unhappy tale was told in his Joyous Court. Courtiers openly wept and the psychic shock took a deep hold on Reidmar as well. (Angels, Daemons & Beings Between Volume 2: Elfland Edition) At that moment, the unending joy was somehow sundered in famed Talla Aghmhor. Some placed blame the undoing of Talla Aghmhor at the minstrel’s feet, suggesting that the act was malicious and planned by archrivals in the Unseelie Court. Others suggested that the happiness of the place flowed from its faerie king, Reidmar. Once his joyous reverie was broken, so too was Talla Aghmhor. (Angels, Daemons & Beings Between Volume 2: Elfland Edition) The next evening all of Talla Aghmhor attempted to continue on as before. Reidmar feigned happiness but in secret was tortured by the death of the faerie lovers in the minstrel’s tale. In private, he began consulting spirits and sages to discover what happens to faeries when they die. Conventional wisdom indicated that faeries join the Unseelie Court upon death. Other tales were far worse, only suggesting that the fey’s soul dissolves and everyone forgets that the departed ever existed. (Angels, Daemons & Beings Between Volume 2: Elfland Edition) This knowledge was too much for Reidmar. The possibility of turning to something so diametrically opposed to his own way of life gnawed at Reidmar’s fey soul. Unseelie faeries are cruel, evil and hateful. The alternate fate seemed even more excruciating - to be gone from all memory. (Angels, Daemons & Beings Between Volume 2: Elfland Edition) Later a sorcerer of no mean skill was a guest at Talla Aghmhor. Deep in his cups and having consumed faerie wine, the sorcerer lost all propriety and told of magic that would stave off death forever. Reidmar wrung the secrets from the sorcerer with wine and promises, and later on, threats and torture. (Angels, Daemons & Beings Between Volume 2: Elfland Edition) Armed with the arcane formulae, Reidmar set about to manifest its dark magicks at whatever the cost. It was all a success, but obtained at great cost. Reidmar has become everything he feared -- a withered skeletal faerie with rotting wings, glowing bones, clawed hands and black pits lit with evil energy where eyes used to be. He is now neither Seelie nor Unseelie. He exists as something altogether separate, his soul hidden away in a small iron chest. The absence of his soul renders him immune to the laws and traditions of the Faerie Courts. Death will not take him and the Faerie Courts fear him. (Angels, Daemons & Beings Between Volume 2: Elfland Edition) [b]Retainer Zombie:[/b] See Zombie Retainer. [b]Revenant:[/b] If a PC is slain while wearing the ring, and it is looted, his body will rise as a zombie-like revenant to recover the ring. (2017 Gongfarmers Almanac 7) Any character who dies wearing the ring will rise as an un-dead being if the ring is subsequently taken. (2017 Gongfarmers Almanac 7) [b]Revenant Business, Undead Project Manager:[/b] The Business Revenant is a creature from the distant past. A human kept alive to complete a long forgotten project by advanced technology. (Crawling Under A Broken Moon Compilation) [b]Rider Wraith:[/b] See Wraith Rider, Undead Engine of Vengeance. [b]Rj’Nimajneb~Yor:[/b] See Demilich, Rj’Nimajneb~Yor. [b]Roaming Spirit:[/b] See Spirit Roaming. [b]Roane, Pansy:[/b] See Ghost, Pansy Roane. [b]Robo-Lich:[/b] See Lich Robo-Lich, Cyber Shepherd. [b]Robodemon:[/b] ? [b]Rockin' Wraith:[/b] See Wraith Rockin'. [b]Rodents of Abnormal Talent and Size:[/b] See Zombie Rodents Fire Breathing, R.A.T.S., Rodents of Abnormal Talent and Size. [b]Rodents Zombie Fire Breathing:[/b] See Zombie Rodents Fire Breathing, R.A.T.S., Rodents of Abnormal Talent and Size. [b]Sabian:[/b] See Ghost, Sabian. [b]Scrivener Ghostly:[/b] See Phantom Scrivener, Ghostly Scrivener. [b]Scrivener Phantom:[/b] See Phantom Scrivener, Ghostly Scrivener. [b]Semi Phantasmal:[/b] See Ghost Truck, Phantasmal Semi. [b]Seneschal:[/b] See The Seneschal. [b]Serpent Ghoul:[/b] See Ghoul Serpent. [b]Serpent Man Undead:[/b] See Undead Serpent Man. [b]Serpent/Human Hybrid Barrow Bones:[/b] See Barrow Bones Human/Serpent Hybrid. [b]Severed Bot Limb:[/b] The limbs have all been violently severed from the original robots’ bodies, leaving the limbs with an unstoppable desire to be reattached to anything moving. (2017 Gongfarmers Almanac 1) [b]Severed Hand Reanimated:[/b] See Reanimated Severed Hand. [b]Shadder:[/b] The creatures are shadders: former men cursed to be deformed and changed into abominable grotesques that can only be seen as dark outlines among the narrow cracks and crevices of the tunnel. (Goodman Games 2019 Yearbook: Riders on the Phlogiston) [b]Shade:[/b] ? [b]Shade Blast:[/b] Often mistaken for harmless “nuclear shadows” from the Great Cataclysm when holding still, these angry spirits are born from unfulfilled desires shattered by an early death at the hands of an atomic level explosion. The embittered soul reanimates the scorched shadow remnants of their body to torment those who are still alive. (Twisted Menagerie Manual) [b]Shade Mocking:[/b] ? [b]Shadow:[/b] In the hoary depths of the Nine Hells, vengeful lich lords send damnable vassals on mortal errands. Thus born is the shadow: a simple-minded un-dead that materializes in the crepuscular hours lit by neither sun nor moon. (Dungeon Crawl Classics RPG) Die within one day per shot of Nexpresso taken. (Crawling Under A Broken Moon Compilation) [i]Animate Dead[/i] spell 32+. (Dungeon Crawl Classics RPG) [i]Book of the Dead[/i] spell. (Dungeon Crawl Classics #81: The One Who Watches From Below) [b]Shogun Lich:[/b] See Lich Shogun. [b]Silver Ghoul:[/b] See Ghoul Silver. [b]Silver Skull-Possessed Zombie:[/b] See Zombie Silver Skull-Possessed. [b]Silver Zombie:[/b] See Zombie Silver. [b]Skeletal Army Damned:[/b] ? [b]Skeletal Hand Phantom:[/b] See Phantom Skeletal Hand. [b]Skeletal Heap:[/b] [i]Skeletal Heap[/i] spell. (2016 Gongfarmer's Almanac 1-8) [b]Skeletal Horror Un-Dead:[/b] See Un-Dead Skeletal Horror. [b]Skeletal Rat Familiar:[/b] ? [b]Skeletal Troubador:[/b] ? [b]Skeletal Warrior:[/b] You are a warrior of a bygone age, a casualty of a battle long-forgotten. You have been risen from your grave to fight once more by some foul necromancy, and you march on to battle without fear of death. (2015 Gongfarmer's Almanac 1-6) [b]Skeletal Warrior, Gary:[/b] Gary was an adventurer from bygone days but his success as one ended in the Space Needle as he and his group ran afoul of a powerful Necromancer. During Gary’s resurrection something funky happened and he retained all of his intelligence and freewill which he quickly turned on his new-found master and slew him. (Crawling Under A Broken Moon Compilation) [b]Skeleton:[/b] Brittle bones held together by eldritch energies, skeletons are un-dead creatures raised from the grave to do disservice to the living. (Dungeon Crawl Classics RPG) The skeletons of larger or small creatures—from goblins to giants—may have less than 1 HD or up to 12 HD. Skeletons can be animated by many means, and some have special traits. (Dungeon Crawl Classics RPG) The water conceals hundreds of skeletons – victims of the Mad Prince. Careful prodding reveals the thousands of bones; nearly all were once humans, though the skeletons of war dogs and horses also lie amidst the carnage. (Dungeon Crawl Classics #82: Bride of the Black Manse) All of the skeletons are the remnants of a single mass sacrifice – the Mad Prince’s attempt to stave off her devil’s bargain. The offering failed and their souls remain trapped within the vile manse. (Dungeon Crawl Classics #82: Bride of the Black Manse) Searching the bones discovers a sheathed dagger near one and a silver ring with an onyx stone (15 gp value) on another. If this ring is removed, the skeleton animates and attacks. (2017 Gongfarmers Almanac 7) For each individual hung on the [hanging] tree, elsewhere a corpse springs into an animated parody of life, becoming a skeleton, mummy, wight, spectre, or the like. (NIGHT SOIL #zero — for the DCC RPG (Dungeon Crawl Classics) — INNER HAM) [i]Animate Dead[/i] spell 16+. (Dungeon Crawl Classics RPG) [i]Book of the Dead[/i] spell. (Dungeon Crawl Classics #81: The One Who Watches From Below) Un-Dead Crit 30+. (Dungeon Crawl Classics RPG) [b]Skeleton Chain:[/b] Revenge is the only force that motivates the spirits of these dead slaves. (Perils of the Sunken City (DCC RPG)) [b]Skeleton Butler:[/b] [i]Skeletal Attendant[/i] spell. (Umerican Survival Guide, Delve cover (DCC)) [b]Skeleton Court:[/b] ? [b]Skeleton Flaming:[/b] See Burned Heretic, Flaming Skeleton. [b]Skeleton Halfling:[/b] ? [b]Skeleton Horned:[/b] ? [b]Skeleton Large:[/b] ? [b]Skeleton Medium:[/b] ? [b]Skeleton Medium Skin Horror:[/b] ? [b]Skeleton of Unknown Origin:[/b] Birthed from the bones of a dead something from long ago, the skeletal creature is intent on destroying all life it encounters. Perhaps if it is defeated, clues to what the creature was and where it came from can be discovered amongst its old bones. (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing)) [b]Skeleton Small:[/b] ? [b]Skeleton Small Skin Horror:[/b] ? [b]Skeleton Warrior, Killer Skull:[/b] ? [b]Skin Horror Small Skeleton:[/b] See Skeleton Small Skin Horror. [b]Skin Horror Medium Skeleton:[/b] See Skeleton Medium Skin Horror. [b]Skull Killer:[/b] See Skeleton Warrior, Killer Skull. [b]Skull Pharaoh's:[/b] See Bronze-Handed Pharaoh, Pharaoh's Skull. [b]Skull Swarm:[/b] ? [b]Skull-Or:[/b] See Lich Wizard 5, Skull-Or. [b]Small Skeleton:[/b] See Skeleton Small. [b]Soul Owl:[/b] These owls are soul fragments of Shange’s victims, trapped between life and death by the mixed power of the blooddrinker’s curse and the lingering magic of the spoil in area 1-9. (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing)) [b]Soul Prejudged:[/b] The prejudged souls are recently deceased followers of the Ascended God, many still bearing the visible wounds of their demise. They are technically dead mortals on their way to their afterlife. (Dungeon Crawl Classics #82: Bride of the Black Manse) [b]Specter, Spectre:[/b] For each individual hung on the [hanging] tree, elsewhere a corpse springs into an animated parody of life, becoming a skeleton, mummy, wight, spectre, or the like. (NIGHT SOIL #zero — for the DCC RPG (Dungeon Crawl Classics) — INNER HAM) [b]Specter Plague:[/b] On occasion, overzealous followers of the Red Death find themselves transformed into a twisted mockery of life. Their humanoid form is replaced by a skeletal-crimson mist. These mists normally inhabit the Land of the Flies, native plane to the Red Death, but there are exceptions. The specters are sometimes sent to defend the faithful or form spontaneously where plague has gone unchecked in heavily populated areas. (Sanctum Secorum Appendix N(ightmares)) [b]Specter Weeping:[/b] ? [b]Spectral Chorister:[/b] See Ghost Spectral Chorister. [b]Spectre:[/b] See Specter, Spectre. [b]Spinosaurus Demon-Saur:[/b] See Demon-Saur Spinosaurus. [b]Spirit, Gage Vintner:[/b] About 150 years ago, the elven artisan Lotrin Whitegrass, despite being betrothed to elven nobility, fell in love with the young, beautiful, and also-married human Brandolyn Vintner. Brandolyn, wife of the successful vigneron and wine maker Gage Vintner, attempted to keep the affair a secret but was eventually discovered by her husband. Enraged at her deception—and appalled at the thought of his wife coupling with an elf—Gage overpowered Brandolyn, and crushed her to death in his wine press. (Dungeon Crawl Classics Horror #1: They Served Brandolyn Red) The decades passed and Gage Vintner eventually died with his murderous secret intact, but forbidden love, murder, and treachery have a strange way of resurfacing, demanding their malfeasance not be forgotten. Over a century after his death, Gage’s crypt was violated by Samhain the Corpse Harvester, a semi-sentient subterranean parasite that burrows into coffins and crypts and agglutinates limbs from corpses to form its own mass. Disturbing Gage’s evil bones ignited a spiritual conflagration, tearing the ethereal fabric that separates the living and the dead. (Dungeon Crawl Classics Horror #1: They Served Brandolyn Red) [b]Spirit Charm Greater:[/b] ? [b]Spirit Charm Lesser:[/b] ? [b]Spirit Junkyard:[/b] ? [b]Spirit Lingering, Squire Grady:[/b] This cabin was the home of Squire Grady, a stubborn Shudfolk farmer who, despite the warnings of others, laid claim to a cursed plot of land in the Deep Hollows. Squire Grady, cantankerous and unyielding as the mountains themselves, refused to be driven off by the ghosts who haunt the land and even in death refuses to relinquish his claim. (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing)) [b]Spirit Roaming:[/b] The Living Graveyard: Beneath the mushroom caps and the thick mist lies a ghostly sanctuary for spirits that have been trapped here for millennia. As a result of being in a realm of chaotic magic, anyone who perishes beneath the mist does not die immediately - they are transformed into spirits to roam the area in ghostly form. (Gongfarmers Almanac 2017 3) [b]Spoil Dwarf:[/b] This cave is a spoil, one of the residual deposits of Hsaalian magic that survived the destruction of the Luhsaal (see The Chained Coffin Companion p. 2). The decaying lunar sorcery has strange effects on persons and objects exposed to its radiance, and the dwarves here are no exception. (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing)) Originally a band of prospectors, these six dwarves found the gold vein in area 1-8, but were discovered in turn by Shange before they could make much progress mining it. Shange, still seeking to understand the spoil’s power, killed the dwarves but restrained himself from drinking their blood. Instead he left their corpses inside the spoil and was amused when they arose with a semblance of life. (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing)) Haggard-seeming dwarves with ebon eyes and gaunt appearance, spoiled dwarves bear the wounds that killed them. Animated in a grim semblance of life by the spoil, these undead miners can strike with their tools to break the limbs of opponents. (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing)) The spoil’s magic maintains the un-dead dwarves’ animated state and they cannot move more than 50’ away from area 1-9. (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing)) [b]Squire Grady:[/b] See Spirit Lingering, Squire Grady. [b]Staff:[/b] See Bronze-Handed Pharaoh, Staff, Enchanted Staff. [b]Staff Enchanted:[/b] See Bronze-Handed Pharaoh, Staff, Enchanted Staff. [b]Stain Living:[/b] See Living Stain. [b]Stegosaurus Demon-Saur:[/b] See Demon-Saur Stegosaurus. [b]Sugar Zombie:[/b] See Zombie Sugar. [b]Swamp Zombie:[/b] See Zombie Swamp. [b]Swarm of Reanimated Parts:[/b] See Parts Pile, Swarm of Reanimated Parts. [b]Swarm Skull:[/b] See Skull Swarm. [b]Temple Wrack:[/b] Temple wracks are remnants of those foolish enough to plunder sacred places of worship. They’re cursed to an eternal unlife wracked in pain as part of their punishment. (Sanctum Secorum Appendix N(ightmares)) [b]The Gruesome Lover:[/b] Lady Ursula, her lover, and their men-at-arms were murdered here, drowned in the mere. (Dungeon Crawl Classics #82: Bride of the Black Manse) [b]The Jester:[/b] ? [b]The Mechanic:[/b] See Autogiest Custom Large Car, The Mechanic. [b]The Nun:[/b] See Ghost, The Nun. [b]The Priest:[/b] See Ghost, The Priest. [b]The Seneschal:[/b] The strange, withered man is the embodied spirit of the manse – the psychic torment of the house made manifest in the flesh. Though appearing real for all intents, this is the spectral manifestation of the manse’s wicked past: the Seneschal. (Dungeon Crawl Classics #82: Bride of the Black Manse) [b]Thing of the Undercroft:[/b] See Bone Golem, Thing of the Undercroft. [b]Titan Chaos Un-Dead[/b] See Un-Dead Chaos Titan. [b]Toad Mummified:[/b] See Mummified Toad. [b]Tomb Ghoul:[/b] See Ghoul Tomb. [b]Troubador Skeletal:[/b] See Skeletal Troubador. [b]Triceraptops Demon-Saur:[/b] See Demon-Saur Triceraptops. [b]Truck Ghost:[/b] See Ghost Truck, Phantasmal Semi. [b]Tyrannosaurus Demon-Saur:[/b] See Demon-Saur Tyrannosaurus. [b]Umbral:[/b] Umbrals are the shades of thieves and assassins. (Foe Folio) [b]Un-Dead Aquatic:[/b] When Ru was an island, this region was home to a large, beautiful necropolis filled with ornate mausoleums and elegant marble tombs. Every Ruean was interred here upon his or her death, their mortal remains spending eternity with those of their ancestors. In the cataclysm that sank Ru, the necropolis was devastated by the disasters, its mausoleums and tombs shattered and the sleep of the dead disturbed. (Dungeon Crawl Classics #75: The Sea Queen Escapes) [b]Un-Dead Chaos Titan, Cadixtat:[/b] The faith of the Daughters did far more than animate the brain of Cadixtat. It also awakened the headless corpse of a chaos titan. Buried beneath the temple, the un-dead chaos titan arises even as its brain succumbs to the blows of the PCs. (Dungeon Crawl Classics #76: Colossus, Arise!) [b]Un-Dead Crystalline:[/b] Crymstalla magic sword. (DCC RPG Annual) [b]Un-Dead Mindless:[/b] ? [b]Un-Dead Skeletal Horror:[/b] Bone Storm - Cackling ashen clouds forcefully rain down a multitude of dry, skeletal remains of various creatures. There is a 15% chance per hour the storm rages that un-dead skeletal horrors composed of assorted bones will rise to rampage. (The Umerican Road Atlas (DCC)) [b]Un-Dead Witch, Becky Til Hoppard:[/b] “Junius Worral reckoned to win her with a love charm … [he] went up to her cabin to court her and didn’t come back, and the law found his teeth and belt buckle in her fireplace ashes; and when the judge said just prison for life, a bunch of the folks busted into the jail and took her out and strung her to a white oak tree. When she started to say something, her daddy was there and he hollered, ‘Die with your secret, Becky!’ and she hushed and died with it, whatever it was.” (Sanctum Secorum Appendix N(ightmares)) [b]Undead Dire Wolf:[/b] The Cyberhive buzzes with tales of undead dire wolves infected by a unique reanimator fungus. PCs meet a Robolich whose specialty is the discreet study of MULEs; he suspects this unusual strain was created when the cosmic event interacted with the vegetization mutation. (Crawling Under A Broken Moon Compilation) [b]Undead Engine of Vengeance:[/b] See Wraith Rider, Undead Engine of Vengeance. [b]Undead Giant Fate Raven:[/b] ? [b]Undead Incorporeal, Undead Non-Corporeal:[/b] ? [b]Undead Non-Corporeal:[/b] See Undead Incorporeal, Undead Non-Corporeal. [b]Undead Project Manager:[/b] See Revenant Business, Undead Project Manager. [b]Undead Serpent Man:[/b] ? [b]Unknown Origin Skeleton:[/b] See Skeleton of Unknown Origin. [b]Upir:[/b] ? [b]Ursula:[/b] See Ghost, Lady Ursula. [b]Vacbot:[/b] ? [b]Vampire:[/b] You are an un-dead being cursed to feed upon the blood of the living. You were human once, but in death you have been changed to something far more dreadful. (2015 Gongfarmer's Almanac 1-6) If Blood is defeated, he wears a silver chain worth 20 gp, a gold signet ring worth 25 gp, and an iron ring with a hematite gem that allows a living wearer to cast the following spells once per week: animal summoning (wolves and dire wolves only), ward portal, and phantasm. The spells are cast using 1d20+3 for the spell check regardless of caster class or level. In addition, the character gains 60’ infravision, and is ignored by un-dead (unless he interacts with them first). A character who dies with this ring on his finger rises as a vampire on the next full moon. The newly risen un-dead’s first goal is to recover the ring if it has been taken. (2017 Gongfarmers Almanac 7) [i]Animate Dead[/i] spell 36+. (Dungeon Crawl Classics RPG) [b]Vampire, Erasmus Cordwainer Blood:[/b] ? [b]Vampire Ancient Chandler, Wickstrom:[/b] ? [b]Vampire Bride of Blood:[/b] ? [b]Vampire Bride of Blood, Amara:[/b] ? [b]Vampire Bride of Blood, Bella:[/b] ? [b]Vampire Bride of Blood, Calandra:[/b] ? [b]Vampire Bride of Blood, Calliope:[/b] ? [b]Vampire Bride of Blood, Damaris:[/b] ? [b]Vampire Bride of Blood, Eldoris:[/b] ? [b]Vampire Bride of Blood, Faustine:[/b] ? [b]Vampire Bride of Blood, Gretna:[/b] ? [b]Vampire Bride of Blood, Isadora:[/b] ? [b]Vampire Bride of Blood, Ophelia:[/b] ? [b]Vampire Bride of Blood, Patricia:[/b] ? [b]Vampire Bride of Blood, Portia:[/b] ? [b]Vintner, Brandolyn:[/b] See Ghost, Brandolyn Vintner. [b]Vintner, Gage:[/b] See Gourd Puppet, Gage Vintner. [b]Vintner, Gage:[/b] See Spirit, Gage Vintner. [b]Vintner, Margrite:[/b] See Gourd Puppet, Margrite Vintner. [b]Warrior Fire:[/b] See Fire Warrior. [b]Warrior Skeletal:[/b] See Skeletal Warrior. [b]Warrior Skeleton:[/b] See Skeleton Warrior. [b]Water-Dwelling Ghoul:[/b] See Ghoul Lacedon, Water-Dwelling Ghoul. [b]Weeping Specter:[/b] See Specter Weeping. [b]Wickstrom the Ancient Vampire Chandler:[/b] See Vampire Ancient Chandler, Wickstrom. [b]Wight:[/b] Wand of a Thousand Punishments activation critical success. (2015 Gongfarmer's Almanac 1-6) For each individual hung on the [hanging] tree, elsewhere a corpse springs into an animated parody of life, becoming a skeleton, mummy, wight, spectre, or the like. (NIGHT SOIL #zero — for the DCC RPG (Dungeon Crawl Classics) — INNER HAM) [b]Wight Lady:[/b] In the guise of a virtuous Unicorn, Nercocornicons lurk at the edge of settlements and entice young ladies to follow them deep in the wilds … to their doom. After a dark and beguiling ritual, such maidens are impaled through their innocent hearts by the Nercocornicon’s gleaming ebony horn, extinguishing their life and reanimating them, via nano-necrotech, as Wight Ladies to serve the Nercocornicon for eternity. (Crawling Under A Broken Moon Compilation) [b]Wight Power:[/b] Created using the secrets of both golemcrafting and necromancy, these creatures are always planned works fashioned in a lab and never spontaneously occur. They are grizzly masterpieces formed from the finest parts of various corpses and incorporate advanced NecroTech devices within their bodies. (Twisted Menagerie Manual) Using the secrets of both golemcrafting and necromancy, these creatures are always planned works created in a lab and never spontaneously occur. They are creations formed from the finest parts of various corpses and incorporate NecroTech devices within their bodies. (Crawling Under A Broken Moon Compilation) [b]Wight Power Greater, Reanimatronic Juggernaut Intellectual:[/b] Using the secrets of both golemcrafting and necromancy, these creatures are always planned works created in a lab and never spontaneously occur. They are creations formed from the finest parts of various corpses and incorporate NecroTech devices within their bodies. (Crawling Under A Broken Moon Compilation) [b]Wight Power Greater, Carl Aug M.D.:[/b] ? [b]Wight Power Greater Nurse:[/b] ? [b]Wight Power Lesser, NecroTech Enhanced Corpse:[/b] Using the secrets of both golemcrafting and necromancy, these creatures are always planned works created in a lab and never spontaneously occur. They are creations formed from the finest parts of various corpses and incorporate NecroTech devices within their bodies. (Crawling Under A Broken Moon Compilation) [b]Wight Power Lesser, Brando:[/b] Unbeknownst to the gang, Brando is one of the creations of the “good doctor” and, while only a lesser power wight, he has been cosmetically altered to be able to pass as a badly scarred human. (The Umerican Road Atlas (DCC)) [b]Wight Power Lesser Janitor:[/b] ? [b]Wolf Dire Undead:[/b] See Undead Dire Wolf. [b]Wrack Temple:[/b] See Temple Wrack. [b]Wraith:[/b] Wand of a Thousand Punishments effect. (2015 Gongfarmer's Almanac 1-6) [b]Wraith Elf:[/b] ? [b]Wraith Ink:[/b] The ink wraith is a foul type of un-dead said to be souls of former tattoo artists that caused disease and death from uncleanliness. (Sanctum Secorum Appendix N(ightmares)) [b]Wraith Mad:[/b] A mad wraith is the ghostly remnant of some ancient sorcerer of Parhok. (Dungeon Crawl Classics #82.5: Dragora's Dungeon) [b]Wraith Rail:[/b] ? [b]Wraith Rider, Undead Engine of Vengeance:[/b] With only a few notable exceptions, wraith rider gangs are normally made up of the members of gangs snuffed out in a singular bout of carnage. These gangs continue to wear the colors of their former selves as they seek to carry out whatever unfinished task it is that keeps them from rest. This need not always be vengeance, there was an instance of a wraith rider gang simply attempting to complete a “poker run” to raise funds to help a member who had lost his wheels—now riding the wastes until such time as they have a worthy ride to bring to the sole surviving member of their former gang. (The Umerican Road Atlas (DCC)) Animated by an unknown, rage-filled spirit from the plane of Eternal Unrest wraith riders seek vengeance on the roadways of Umerica. Humans suffering a traumatic violent death, in rare cases, may rise again as a wraith rider. (Twisted Menagerie Manual) The wraith rider was killed by a road gang while trying to make a delivery. (Twisted Menagerie Manual) The love of the un-dead was murdered, and the wraith rider is filled with an unquenchable rage. (Twisted Menagerie Manual) Double-crossed on a mission for the Three Royals and killed for knowing too much, this rider travels the roads towards the Citadel of Scrap for vengeance. (Twisted Menagerie Manual) The vengeful spirit is that of a slain parent, slain while protecting their child. (Twisted Menagerie Manual) The wraith rider was a local misfit who was killed by the local community for a crime they did not commit. (Twisted Menagerie Manual) Driven off the highway during a road race, the wraith rider seeks to find and slay the driver responsible. The wraith rider was murdered, and his vehicle stolen. (Twisted Menagerie Manual) The wraith rider was killed by a member of the party and now seeks revenge for his death. (Twisted Menagerie Manual) Once the guardian of a cache of precious materials, the wraith rider was murdered during the theft of its charge. (Twisted Menagerie Manual) The wraith rider has fulfilled its quest for vengeance but it still has a final task to complete, visiting the grave of a dead family member in hopes of achieving final peace. (Twisted Menagerie Manual) Empowered by an unknown spirit from the plane of Eternal Unrest after suffering a traumatic violent death, a murdered human may transform into a Wraith Rider. (Crawling Under A Broken Moon Compilation) Killed by a roadgang while trying to make a delivery. (Crawling Under A Broken Moon Compilation) Doublecrossed on a mission for the 3 Royals. Killed for knowing too much. (Crawling Under A Broken Moon Compilation) Killed by a local community for a crime they did not commit. (Crawling Under A Broken Moon Compilation) Killed by one of the characters during a previous adventure. (Crawling Under A Broken Moon Compilation) [b]Wraith Rockin':[/b] Throughout time, there has been a select club, the membership of which all were tragically struck down in their 27th year. For hundreds of years, the organization was thought to be mere legend, but modern day Umerica has learned that this is no legend and the “27 Club”, as it is known, is real. So too is its un-dead membership. (Twisted Menagerie Manual) The members of the 27 Club obey their founder; an un-dead blues musician who is rumored to have made a deal with the devil, presides over them. (Twisted Menagerie Manual) Long before the apocalypse, before there was even a written history of humankind and their mythologies, there was the being now known as Rojo. A demon of great power and guile, he first appeared in the public zeitgeist during the early days of recording when several bluesmen made deals with him at the crossroads, not for fame or wealth, but for talent. Beginning with ragtime musician Louis Chauvin, Rojo (who takes his current name from the next of his supplicants, Robert Johnson, whose rockin’ wraith form was destroyed at ground zero of the apocalypse) made Faustian pacts with musicians. The deals have always been the same, instrumental mastery and a heightened gift of musical expression in return for claiming their souls at the ripe old age of 27. Rojo’s “27 Club”, filled with un-dead musicians – rockin’ wraiths – roam the Urth in order to aid him in the gathering of more souls. Rojo's Demonic Deal power. (Twisted Menagerie Manual) [b]Wrath:[/b] ? [b]Wrath, Burnie “Corpse” Grinder, Corpse Grinder:[/b] Said to be the risen form of an ancient warrior from centuries past, there is nothing about the enormous biker that would dissuade from such a conclusion. (The Umerican Road Atlas (DCC)) [b]Xeno-Mummy:[/b] See Mummy Xeno-Mummy. [b]Zombie:[/b] Lady Baethor travels primarily along the walls and ceiling. On a successful attack she hoists her target from the floor, and presses her foul lips to theirs, exhaling a gout of diseased miasma into the target’s lungs; the PC must attempt a DC 15 Fort save. On a successful save the PC is left stunned, coughing the miasma from his lungs for 1d3 rounds. However on a failed save, the character collapses to the ground, only to rise 1d3 rounds later – a zombie under the matriarch’s command. (Dungeon Crawl Classics #82: Bride of the Black Manse) In the course of his ritual sacrifices, Arkos sinks the corpses into the swamp. Some of the corpses, animated by the unholy power of the Kingspire, have awakened from the dead. (Dungeon Crawl Classics #88.5: Curse of the Kingspire) People that are captured by the Lich King’s pirates are presented to Facious, where he forces them to breathe in a vile concoction of his own creation, Zombie Powder, causing the victim to become a living zombie, which serves him without question. Eventually the victim will succumb to the toxic effects of the powder and rise as an undead zombie, forever under control of the necromancer. (Hubris A World of Visceral Adventure) Anyone that dies within a corpsenado's funnel will raise as a zombie within 1d4 rounds. (Twisted Menagerie Manual) Anyone struck by the Nercocornicon’s horn in battle must make a Fort save (DC 10) or be instantly killed. The horn absorbs the victim’s life force as a number of spellburn points equal to the victim’s HD. These points can be stored for up to 24 hours and the horn cannot hold more than 10 points at any one time. If the victim’s body is not properly sanctified and buried, rarely done nowadays, there is a 33% chance of the corpse raising as a zombie. (Crawling Under A Broken Moon Compilation) Anyone that dies within a corpsenado's funnel will raise as a zombie within 1d4 rounds. (Crawling Under A Broken Moon Compilation) [i]Animate Dead[/i] spell 17+. (Dungeon Crawl Classics RPG) [i]Book of the Dead[/i] spell. (Dungeon Crawl Classics #81: The One Who Watches From Below) [i]Chill Touch[/i] spell misfire. (Dungeon Crawl Classics RPG) NecroNeural Net magic item. (Umerican Survival Guide, Delve cover (DCC)) Corpsenado's Spawn Zombies power. (Twisted Menagerie Manual) Un-Dead Crit 30+. (Dungeon Crawl Classics RPG) [b]Zombie Ancient:[/b] A handful of miners perished while dumping spoil, falling into the pit and being crushed by the rocks. The Hsaal cared little for their minions and the bodies of the unfortunates were left to rot among the stones, buried beneath impromptu cairns of added debris. There, in the darkness, their spirits have lingered, growing ever hateful. Anyone meddling in their domain attracts the spirits who reanimate their desiccated remains. (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing)) [b]Zombie Blink:[/b] Corpsenado's Spawn Zombies power. (Twisted Menagerie Manual) [b]Zombie Chrono:[/b] Anyone who dies of the aging effects of a chrono zombie will raise as one in 1d5-1 (0-4) hours. (Twisted Menagerie Manual) Corpsenado's Spawn Zombies power. (Twisted Menagerie Manual) [b]Zombie Created:[/b] There is a pseudo undead condition in a sector of the undercity; transmissible zombie infection; this one however derived from super science rather than the occult. Undercity Zombie Infection. (Sub-ether #1) [b]Zombie Juju:[/b] Wand of a Thousand Punishments activation critical success. (2015 Gongfarmer's Almanac 1-6) [b]Zombie Melting:[/b] Corpsenado's Spawn Zombies power. (Twisted Menagerie Manual) [b]Zombie Monk:[/b] See Zombie Monk of the Cyberhive, Zombie Monk, Lay Ghoul. [b]Zombie Monk of the Cyberhive, Zombie Monk, Lay Ghoul:[/b] Zombie monks are humanoid corpses that have been cybernetically resurrected to serve the Earth Brain of the Cyberhive. (Twisted Menagerie Manual) Any slain foes will be collected by a robo-lich for techno-reanimation as zombie monks. (Twisted Menagerie Manual) Given 24 hours a robo-lich can convert a humanoid corpse into a fully functional zombie monk. This process installs a new personality into the remnants of the corpse’s brain so any previous knowledge or personality is erased. (Twisted Menagerie Manual) The Cyberhive is an intergalactic AI that inhabits multiple giant puedo-brains located all over the universe. Each brain is tasked with a specific purpose for increasing the knowledge of the whole. All brains are in constant communication and act as one being. (Umerican Survival Guide, Delve cover (DCC)) The brain on Urth is dedicated to understanding living beings’ concepts of life, death, the afterlife, and the taboos surrounding death. To facilitate this, it has currently chosen to reanimate the corpses of intelligent lifeforms with technomagical cybernetics. (Umerican Survival Guide, Delve cover (DCC)) [b]Zombie Monster:[/b] ? [b]Zombie Ogre:[/b] [i]Book of the Dead[/i] spell. (Dungeon Crawl Classics #81: The One Who Watches From Below) [b]Zombie Petrol:[/b] Petrol Zombies are a form of mutated undead that store petrol in their guts. (Crawling Under A Broken Moon Compilation) Dying from Petrol Sickness. (Crawling Under A Broken Moon Compilation) Corpsenado's Spawn Zombies power. (Twisted Menagerie Manual) [b]Zombie Plague:[/b] There are strains of fevers and pox that refuse to be satisfied with their host’s death. They continue to twist and change the corpse, giving it an un-life with a desire to “infect”. Plague zombies are almost always humanoid, but animals have been known to reanimate when whole communities are ravaged. Plague zombies spread their pestilence by both bite and pus-laden boils. (Sanctum Secorum Appendix N(ightmares)) Targets reduced to 0 Stamina from a plague specter's choking mist die, the poor soul drowning from the mist overwhelming the lungs. The corpse will re-animate in 24 hours as a plague zombie unless the remains are burned. (Sanctum Secorum Appendix N(ightmares)) [b]Zombie Rave:[/b] These crazed un-dead can spontaneously raise from the corpses of Technos Discos followers (usually in groups of three or more) or can be created by necromancers that have learned to raise the dead with enchanted music. It is unknown if this necromantic raising process taps into the power of the Terrible Bringer of Beats or another, more vile, source of horrifying melodic energy. These crazed undead can spontaneously raise from the corpses of Technos Discos followers (usually in groups of 3 or more) or can be created by necromancers that have learned to raise the dead with enchanted music. It is unknown if this necromantic raising process taps into the power of the Terrible Bringer of Beats or another, more vile, source of horrifying melodic energy. (Crawling Under A Broken Moon Compilation) Corpsenado's Spawn Zombies power. (Twisted Menagerie Manual) [b]Zombie Retainer:[/b] ? [b]Zombie Rodents Fire Breathing, R.A.T.S., Rodents of Abnormal Talent and Size:[/b] These R.A.T.S. are not a side effect of necromantic energies gone awry, but are a deliberate creation from one of the Necromancers in the space needle. (Crawling Under A Broken Moon Compilation) [b]Zombie Silver:[/b] Animated by rogue nanites originally intended for medical purposes, these zombies tend to have a metallic tinge to their rotting flesh. (Twisted Menagerie Manual) Anyone injured by a nano zombie must roll under their Luck after the encounter or they have been infected. This will have no immediate effect but when they ever reach 0 or less hit points, they will definitely die and raise as a nano zombie shortly after. (Twisted Menagerie Manual) Corpsenado's Spawn Zombies power. (Twisted Menagerie Manual) [b]Zombie Silver Skull-Possessed:[/b] The Silver Skull can take possession of bodies for a limited time, but doing so usually kills the host. This is a pile of recently possessed corpses. There is nothing of value on them. Note that the Silver Skull may choose to take possession of these corpses during combat. (Dungeon Crawl Classics #71: The 13th Skull) [b]Zombie Sugar:[/b] Children make no save against the effects of the pixie’s sticks or tasting any of the sweetness of the Big Rock Candy Mountains. Adults make a DC 12 Will save after consuming them, or they become sugar thralls, refusing to do anything except find the Big Rock Candy Mountains and savor its sweetness. Each day a sugar thrall spends eating the minerals causes a loss of 1 Stamina, resulting from a diet of indigestible rocks and little sleep. When the last point of Stamina is lost, the character rises as a sugar zombie. (2017 Gongfarmers Almanac 2) [b]Zombie Swamp:[/b] ? [b]Zombigator:[/b] ? [b]Zombot:[/b] Built to look like humans, the zombots have seen sufficient wear and tear in the Abyss to make them appear un-dead: some have loose skin drooping down from their faces like stroke victims, others leak coolant and other fluids, and most walk with a shuffling limp. Designed to keep going, and going, and going, a zombot only stops if their robobrain is destroyed. (2017 Gongfarmers Almanac 1) [b]Zugun:[/b] Although triumphant, Boak paid a heavy toll for his victory. The mighty forces unleashed during the battle destroyed the site, foiling Boak’s transformation. Furious at being thwarted yet again (albeit indirectly) by Justicia, Boak enacted a horrific revenge on Zugun. Boak imprisoned the cleric in a coffin of orichalcum and bound the casket with chains of adamantine. The coffin, empowered by Chaos, preserved the dying cleric in a state that was not life, death or un-death, but a weird mixture of all three. (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing)) “Once a man, but now I do not know. I should have died long ago, but this coffin is now my prison and my preserver. I hope that I’m whatever goodness remains of a man, once his mortal clay is no more.” (Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing)) [/spoiler] Dungeon Crawl Classics Goodman Games[spoiler] [URL=http://www.drivethrurpg.com/product/101050/Dungeon-Crawl-Classics-RPG?affiliate_id=17596]Dungeon Crawl Classics RPG[/URL][spoiler] [b]Un-Dead:[/b] Un-dead can mean “back from the grave,” but it can also mean “without a soul,” “eternal or undying,” and “surviving only by force of will alone.” A necromancer may ultimately pursue eternal life via his own transformation into an un-dead. [i]Animate Dead[/i] spell 32+. Un-Dead Crit 15. [b]Ghost:[/b] Ghosts are the spirits of the dead who cannot rest. Despite their hostility, each ghost has its own reasons for retaining life in un-death, and yearns to be put to rest. The ghost was murdered violently and yearns to avenge its death. The ghost was buried apart from its spouse and wishes to be reunited with him or her. The ghost died searching for its child. The ghost was killed on a religious pilgrimage to a sacred location. The ghost died in search of a specific object. The ghost died on a mission for a superior. The nature of this mission could be military (e.g., to invade a nearby fort), religious (e.g., slay a vampire or convert a certain number of followers), civilian (e.g., carry a signed contract to a neighboring king), or something else. It died (1d4) (1) naturally of old age, (2) in a terrible accident, (3) bravely in combat, (4) violently and seeks revenge. [i]Animate Dead[/i] spell 32+. Un-Dead Crit 30+. [b]Ghoul:[/b] A ghoul is a corpse that will not die. Granted eternal locomotion by means of black magic or demoniac compulsion, these un-dead beasts roam in packs, hunting the night for living flesh. A creature killed by a ghoul is usually eaten. Those not eaten arise as ghouls on the next full moon unless the corpse is blessed. Smaller ghouls of 1 HD or less are formed from the corpses of goblins or kobolds, and larger ghouls of up to 8 HD are formed from the corpses of ogres, giants, bugbears, and such. [i]Animate Dead[/i] spell 32+. Un-Dead Crit 30+. [b]Lacedon, Water-Dwelling Ghoul:[/b] [i]Animate Dead[/i] spell 32+. [b]Mummy:[/b] Draped in funereal wraps with misshapen lumps of preserved flesh shifting within, the mummy is a corpse preserved into un-death by strange oils, dangerous spices, and unknowable chants. [i]Animate Dead[/i] spell 32+. [b]Shadow:[/b] In the hoary depths of the Nine Hells, vengeful lich lords send damnable vassals on mortal errands. Thus born is the shadow: a simple-minded un-dead that materializes in the crepuscular hours lit by neither sun nor moon. [i]Animate Dead[/i] spell 32+. [b]Skeleton:[/b] Brittle bones held together by eldritch energies, skeletons are un-dead creatures raised from the grave to do disservice to the living. The skeletons of larger or small creatures—from goblins to giants—may have less than 1 HD or up to 12 HD. Skeletons can be animated by many means, and some have special traits. [i]Animate Dead[/i] spell 16+. Un-Dead Crit 30+. [b]Zombie:[/b] [i]Chill Touch[/i] spell misfire. [i]Animate Dead[/i] spell 17+. Un-Dead Crit 30+. [b]Lich:[/b] [i]Animate Dead[/i] spell 36+. [b]Vampire:[/b] [i]Animate Dead[/i] spell 36+. [b]Skeletal Rat Familiar:[/b] ? [b]Swamp Zombie:[/b] ? Chill Touch Level: 1 Range: Touch Duration: Varies Casting time: 1 action Save: Will vs. check General This necromantic spell delivers the chill touch of the dead. The caster must spellburn at least 1 point when casting this spell. Manifestation Roll 1d4: (1) the wizard’s hands glow blue; (2) the wizard’s hands turn black; (3) the wizard emits a strong odor of corruption; (4) the wizard’s hands appear skeletal. Corruption Roll 1d8: (1) skin on caster’s face withers and dries out to give him a skull-like appearance; (2) skin on caster’s hands falls away to give him skeletal hands; (3) caster permanently glows with a sickly blue aura; (4) un-dead are attracted to caster and flock to him like moths; (5-6) minor corruption; (7) major corruption; (8) greater corruption. Misfire Roll 1d3: (1) caster shocks himself with necromantic energy for 1d4 damage; (2) caster shocks one randomly determined nearby ally for 1d4 damage; (3) caster sends a blast of necromantic energy into the nearest corpse, animating it as an un-dead zombie with 1d6 hit points (if no nearby corpse, no effect). 1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire + patron taint; (1-2) corruption; (3) patron taint (or corruption if no patron); (4+) misfire. 2-11 Lost. Failure. 12-13 The caster’s hands are charged with negative energy! On the next round, the next creature the caster attacks takes an additional 1d6 damage. Un-dead creatures take an additional +2 points of damage. 14-17 The caster’s hands are charged with negative energy! On the next round, the caster receives a +2 to attack rolls, and the next creature the caster attacks takes an additional 1d6 damage. Un-dead creatures take an additional +2 points of damage. 18-19 The caster’s hands are charged with negative energy! For the next turn, the caster receives a +2 to attack rolls, and every creature the caster attacks takes an additional 1d6 damage. Un-dead creatures take an additional +2 points of damage. 20-23 The caster’s hands are charged with negative energy! For the next turn, the caster receives a +2 to attack rolls, and every creature the caster attacks takes an additional 2d6 damage. Un-dead creatures take an additional +2 points of damage. 24-27 The caster’s hands are charged with negative energy! For the next turn, the caster receives a +4 to attack rolls, and every creature the caster attacks takes an additional 2d6 damage as well as 1d4 points of Strength loss. Un-dead creatures take an additional +4 points of damage. 28-29 The caster’s hands are charged with negative energy! For the next hour, the caster receives a +4 to attack rolls, and every creature the caster attacks takes an additional 2d6 damage as well as 1d4 points of Strength loss. Un-dead creatures take an additional +4 points of damage. 30-31 The caster’s hands are charged with negative energy! For the next hour, the caster receives a +6 to attack rolls, and every creature the caster attacks takes an additional 3d6 damage as well as 1d4 points of Strength loss. Un-dead creatures take an additional +6 points of damage. 32+ The caster’s body glows a sickly blue light as he crackles with withering necromantic energy. Any creature within 10’ of the caster takes 1d6 damage each round it stays within the field, and un-dead creatures take 1d6+2 damage. Until the next sunrise, the caster receives a +8 bonus to all attack rolls, and every creature the caster attacks takes an additional 3d6 damage (with un-dead suffering an extra +8). Animate Dead Level: 3 Range: Touch Duration: Varies Casting time: 1 action Save: N/A General The cleric calls upon the power of his deity to animate the rotted flesh and aged bones of slain creatures, creating mindless minions to serve his will and vex his enemies. The number of un-dead and type created is determined by the spell check and the number and type of dead creatures available; i.e., a cleric can create skeletons from bare bones but needs a complete corpse to create a zombie. He cannot create more of either type than he has “raw materials” available regardless of the spell check (e.g., creating five skeletons when only three sets of bones are present). The un-dead remain animated and under the cleric’s control for an hour or more, depending on the spell check. When the spell duration ends, the un-dead collapse into the raw materials from which they were created. No cleric can control more than 4x his CL in Hit Dice of un-dead at any given time, but the cleric can “release” controlled un-dead to command other, possibly more powerful un-dead. Uncontrolled un-dead are likely to turn on their former master, however, so the cleric should be careful when releasing un-dead from his command. The player should reference the statistics of un-dead given later in this book for a sense of what can be created with this spell, but these should serve as guidelines not limitations. The typical humanoid corpse will produce a 1 HD skeleton or a 3 HD zombie. But there are more powerful skeletons to be created by using the bones of a giant. This work includes stats for the following un-dead, and of course a creative cleric may animate additional types of his own design: ghost (page 413), ghoul (page 416), mummy (page 422), shadow (page 425), skeleton (page 426), and zombie (page 431). Manifestation The air fills with the stench of corruption as the dead rise at the cleric’s touch. 1-15 Failure. 16 The cleric creates a single skeleton of up to 1 HD, provided the necessary raw materials are present. The skeleton remains animated for a full day. 17 The cleric creates a single zombie or skeleton of up to 3 HD, provided the necessary raw materials are present. The un-dead remains animated for a full day. 18-21 The cleric creates a number of skeletons or zombies (one or the other) equal to his CL in Hit Dice. For example, a level 5 cleric could create five skeletons (5 HD) or a single zombie (3 HD). If multiple corpses are available, the cleric must choose which type of un-dead he is creating; he cannot animate both skeletons and zombies with a single casting of the spell. Excess Hit Dice have no effect if they exceed the number of available corpses. The un-dead remain animated for a full week. 22-23 The cleric creates a number of skeletons or zombies equal to 2x his CL in Hit Dice. For example, a level 5 cleric could create 10 skeletons (10 HD) or 3 zombies (9 HD). If multiple corpses are available, the cleric must choose which type of un-dead he is creating; he cannot animate both skeletons and zombies with a single casting of the spell. Excess Hit Dice have no effect if they exceed the number of available corpses. The un-dead remain animated for a full month. 24-26 The cleric creates a number of skeletons or zombies equal to 2x his CL in Hit Dice. For example, a level 5 cleric could create 10 skeletons (10 HD) or 3 zombies (9 HD). If multiples types are available, the cleric can produce a mixture of un-dead provided their combined Hit Dice do not exceed 2x his CL or the number of available corpses. In the example above, the level 5 cleric could create three zombies (3 HD x 3 = 9 HD) and one skeleton (1 HD), or two zombies (3 HD x 2 = 6 HD) and four skeletons (1 HD x 4 = 4 HD). Excess Hit Dice have no effect if they exceed the number of available corpses. The un-dead remain animated for a full month. 27-31 The cleric creates a number of more formidable skeletons and zombies equal to 3x his CL in Hit Dice. He can choose to animate the mortal remains of larger creatures, creating skeletons and zombies with above-average HD. For example, a 5th level cleric could animate the skeletal remains of a giant lizard (3 HD) to create a 3 HD skeleton, or revivify a dead ogre (4 HD) to make a 4 HD zombie. He cannot animate a single creature with more Hit Dice in life than 2x his CL. If multiple corpses are available, the cleric can produce a mixture of un-dead provided their combined HD do not exceed his CL or the number of available corpses. These advanced un-dead retain none of their special abilities or movement means they possessed in life (no flight, breath weapons, etc.). The judge can rule that certain monster-types (demons, laboratory-born monstrosities, etc.) are exempt from reanimation. The un-dead remain animated for a full year. 32-33 The cleric creates a number of un-dead equal to 3x times his CL in Hit Dice. He may create any sort of unintelligent un-dead, provided the raw materials are available. This includes mummies, ghouls, ghosts, shadows, and other creatures, but excludes liches and vampires. He can also choose to animate the mortal remains of larger creatures, creating skeletons and zombies with above-average HD. For example, a 5th level cleric could animate the skeletal remains of a giant lizard (3 HD) to create a 3 HD skeleton, or revivify a dead ogre (4 HD) to make a 4 HD zombie. He cannot animate a single creature with more Hit Dice in life than 3x the cleric’s CL. If multiple corpses are available, the cleric can produce a mixture of un-dead provided their combined Hit Dice do not exceed three times his CL or the number of available corpses. Excess Hit Dice have no effect if they exceed the number of available corpses. The un-dead remain animated for a full year. 34-35 The cleric creates a number of un-dead equal to 4x times his CL in Hit Dice. He may create any sort of unintelligent un-dead, provided the raw materials are available. This includes mummies, ghouls, ghosts, shadows, and other creatures, but excludes liches and vampires. He can also choose to animate the mortal remains of larger creatures, creating skeletons and zombies with above-average HD. For example, a 5th level cleric could animate the skeletal remains of a troll (8 HD) to create an 8 HD skeleton or revivify a dead dragon (15 HD) to make a 15 HD zombie. He cannot animate a single creature with more Hit Dice in life than 3x the cleric’s CL. These advanced un-dead retain none of their special abilities or movement means they possessed in life (no flight, breath weapons, etc.). The judge can rule that certain monster-types (demons, laboratory-born monstrosities, etc.) are exempt from reanimation. If multiple corpse types are available, the cleric can produce a mixture of un-dead provided their combined Hit Dice do not exceed three times his CL or the number of available corpses. Excess Hit Dice have no effect if they exceed the number of available corpses. The un-dead remain animated permanently until killed or released from control. 36+ The cleric creates terrifying un-dead. He can animate any kind of un-dead, including intelligent undead such as liches and vampires, provided the raw materials are present and the correct rituals are performed. The created undead can be up to 4x his CL in Hit Dice. He can choose to animate the mortal remains of larger creatures, creating skeletons and zombies with above-average HD. If multiple corpse types are available, the cleric can produce a mixture of un-dead provided their combined Hit Dice do not exceed 4x his CL or the number of available corpses. In addition to their normal un-dead abilities and resistances, these animated dead can have strange traits. The character can pre-determine these traits with sufficient research, materials, and preparation, or the judge can roll to determine them randomly (e.g., refer to the table of special properties tables for skeletons on page 427). Animated dead of this type also retain special movement means at the judge’s discretion. For example, a zombie dragon could still fly on rotting wings, but a skeletal one lacking wing membranes could not. The un-dead remain animated permanently until killed or released from control.[/spoiler] [URL=https://www.drivethrurpg.com/product/268205/DCC-RPG-Annual?affiliate_id=17596]DCC RPG Annual[/URL][spoiler] [b]Un-Dead, Undead:[/b] [i]Requiem of the Sundered Flesh[/i] spell. [b]Zombie:[/b] ? [b]Ghoul:[/b] ? [b]Mummy:[/b] ? [b]Ghost:[/b] ? [b]Phantasm:[/b] ? [b]Banshee:[/b] ? [b]Shadow:[/b] ? [b]Specter:[/b] ? [b]Vampire:[/b] ? [b]Crystalline Un-Dead:[/b] Crymstalla magic sword. REQUIEM OF THE SURRENDERED FLESH At level 5 the cleric gains access to a complex chant whereby her body is transformed, temporarily or permanently, into undead flesh. The thousand names of the Crow Mistress are sung, and runes, sigils, and inscriptions appear on the failing flesh of the caster. While hideous and terrifying to behold, the results of this canticle provide the cleric with damage resistance and protection against turning and/or purifying magics. At the highest result, this canticle allows followers of Malotoch to rise as un-dead creatures, if killed. The results of the spell makes the cleric unsuitable for the company of most normal beings, who will react with fear and, potentially, violent hostility to her changed form. On a successful casting, the cleric or worshiper may choose to take a lower but potentially more desirable result from the table. Spell check Result 1 Failure and worse! A misstep in the ritual has caused it to backfire. Roll 1d4: (1) take CL damage which cannot be healed except by natural healing; (2) the cleric’s flesh is so weakened that the next successful attack counts as a critical hit on the appropriate table; (3) the cleric’s flesh begins to rot and she will take 1d8+CL damage per day until a lay on hands from another worshiper of Malotoch results in 3 or more dice of healing; (4) the cleric’s flesh withers as she ages 1d10 years per caster level, and permanently loses 1d3 points of Strength, Agility, or Stamina, plus 1 additional point per 10 years aged (spread evenly across the attributes). 2-19 Failure. 20-21 The cleric’s flesh withers to mummy-like consistency for 1d10+CL turns. She need not eat or drink, and non-magical weapons do half damage to her. She also receives +2 to any saving throw against magical effects, or reduces the damage dice for magical damage from spells one step on the die chain (d8 becomes d7, d6 becomes d5, etc.). 22-27 The cleric’s flesh begins to seethe with corruption. For the next CL hours, the cleric enjoys the following benefits: Any damaging attack only does half damage. She adds CL/2 (rounded down) additional HD beyond her own when determining results of turn unholy attempts made against her. Any normal human or demi-human attempting to approach her must make a DC 8+CL Fort save or be driven back retching with nausea from the reek of her rotting flesh. 28-29 The cleric’s flesh begins to weep blood and corruption and her eyes blaze with unholy fires. For the next CL+6 hours, she may ignore damage from any attacks made with mundane weapons, and the damage dice for magical weapons or spells are reduced two steps on the die chain (d8 becomes d6, d6 becomes d4, etc.). She also gains a ranged gaze attack against anyone at whom she looks directly (even if only in reflection). The target must make a DC 10+CL Willpower save or flee in unreasoning fear, until a successful Willpower save is made. 30+ The cleric’s body appears as normal except that it is covered in thousands of lines of tiny script, like a full-body tattoo the color of old blood. For the next CL+1 days, the cleric’s saving throws against magical attacks receive +CL bonus. Additionally, if she is slain, she will rise as an un-dead creature with a number hit points equal to normal, plus CL. The cleric acquires the normal un-dead traits (does not eat, drink, or breathe; is immune to critical hits, disease, and poison, as well as to the sleep, charm, and paralysis spells, other mental effects, and cold damage). The cleric also rolls critical hits on Crit Table U: Un-dead (see DCC RPG rulebook, p. 390). THE CRYMSTALLA This short sword is made of living vermillion crystal from deep beneath Áereth. It glows with an unquenchable sanguine light equal to torchlight – even fully sheathed or wrapped, it gives off radiance equal to a candle. This sword has a brooding, alien intelligence which sprang into existence before the first fish crawled from the sea. A shard from a greater crystal-based mind, it was first fashioned into a weapon by ancient reptilian pre-humans, and has been a weapon in one form or another ever since. The Crymstalla is a +3 short sword, which increases the critical range of its wielder by 1 (i.e., a level 5 warrior armed with the Crymstalla rolls a critical hit on any successful attack of 17-20.) It is neutral, not caring about the eternal conflict between Law and Chaos. When a creature is reduced to 0 hit points by the weapon, it becomes infected by minute shards left in the wounds (unless its body is completely destroyed by fire, acid, or magic). These shards grow at an astounding rate, converting the creature to crystalline un-dead over a period of 2d3 days. The creature then pursues its slayer with unceasing bloodlust. When the sword’s owner is killed, all existing crystalline un-dead are reduced into fine crimson powder within the next 1d5 rounds. Crystalline un-dead use the same statistics as their base creature, with the following changes: • AC is increased by +3. • Hit Dice become d12s, with hit points rerolled. • All physical damage (bite, claw, etc.) is increased by +1d on the dice chain. • Gain un-dead immunities, but can be turned by lawful and neutral clerics. • Cannot be harmed by the Crymstalla. • Retain special abilities of the base creature on a case-by-case basis, as determined by the judge. Physical abilities are retained, while supernatural ones may or may not be.[/spoiler] [URL=https://www.drivethrurpg.com/product/129075/Dungeon-Crawl-Classics-665-Doom-of-the-Savage-King?affiliate_id=17596]Dungeon Crawl Classics #66.5 Doom of the Savage Kings[/URL][spoiler] [b]Tomb Ghoul:[/b] Any human that dies within the Tomb of Ulfheonar is cursed to rise as a tomb ghoul within 2d14 rounds. The tomb ghouls are animated by the spirit of the serpent mound and cannot leave the mound. The foul bite of a ghoul serpent inflicts necrosis; a victim must succeed on a DC 5 Fort save or take an additional 1 hp per hour as the dying flesh rapidly rots. The necrosis continues until the original wound is magically healed or the target dies (rising as a tomb ghoul upon the following dusk). [b]Ghoul Serpent:[/b] The ghouls seem to shift about in their gray, lifeless skins. Indeed, the once-human form is merely a husk. Each ghoul is in process of molting into its true form. Damaging the ghoul speeds this process along, shearing away the ghoul’s skin, arms, legs, and head, revealing a large humanoid-headed snake hidden within the ghoul’s belly. “Slaying” the ghoul frees the molting serpent. The snake-thing erupts from the corpse’s belly, striking out with long fangs.[/spoiler] [URL=https://www.drivethrurpg.com/product/102637/Dungeon-Crawl-Classics-68-People-of-the-Pit?affiliate_id=17596]Dungeon Crawl Classics #68: People of the Pit[/URL][spoiler] [b]Mindless Ghost:[/b] This cave was once used to bury evil chaos warriors from a bygone age. Now their ghosts have been awakened by the evil energies of the cult, and they wait here to attack interlopers. They have been awakened by the cult’s supernatural activities and are not inherently intelligent of their own accord.[/spoiler] [URL=https://www.drivethrurpg.com/product/103720/Dungeon-Crawl-Classics-69-The-Emerald-Enchanter?affiliate_id=17596]Dungeon Crawl Classics #69: The Emerald Enchanter[/URL][spoiler] [b]Reanimated Severed Hand:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/104220/Dungeon-Crawl-Classics-70-Jewels-of-the-Carnifex?affiliate_id=17596]Dungeon Crawl Classics #70: Jewels of the Carnifex[/URL][spoiler] [b]Shade:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/104780/Dungeon-Crawl-Classics-71-The-13th-Skull?affiliate_id=17596]Dungeon Crawl Classics #71: The 13th Skull[/URL][spoiler] [b]Silver Skull-Possessed Zombie:[/b] The Silver Skull can take possession of bodies for a limited time, but doing so usually kills the host. This is a pile of recently possessed corpses. There is nothing of value on them. Note that the Silver Skull may choose to take possession of these corpses during combat. [b]Vampire:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/106625/Dungeon-Crawl-Classics-73-Emirikol-Was-Framed?affiliate_id=17596]Dungeon Crawl Classics #73 Emirikol was Framed[/URL][spoiler] [b]Skull Swarm:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/108984/Dungeon-Crawl-Classics-74-Blades-Against-Death?affiliate_id=17596]Dungeon Crawl Classics #74: Blades Against Death[/URL][spoiler] [b]Moira the Fishwife, Ghost Banshee:[/b] A scant twenty years of age, Moira was already a mother when Ratvik the Mad stole her away. When she refused to join his court, Ratvik had her burned alive. With smoke searing her lungs, Moira cursed Ratvik to eternal un-death before succumbing to the flames and becoming un-dead herself. This is where Ratvik imprisoned the young fishwife, and where—his advances spurned—he burned her alive. But Moira’s passion and fiery curses have proven stronger than Ratvik’s evil or madness; none of the charnel house’s dead can pass until Moira has been appeased. [b]Ratvik the Mad:[/b] A scant twenty years of age, Moira was already a mother when Ratvik the Mad stole her away. When she refused to join his court, Ratvik had her burned alive. With smoke searing her lungs, Moira cursed Ratvik to eternal un-death before succumbing to the flames and becoming un-dead herself. This is where Ratvik imprisoned the young fishwife, and where—his advances spurned—he burned her alive. But Moira’s passion and fiery curses have proven stronger than Ratvik’s evil or madness; none of the charnel house’s dead can pass until Moira has been appeased. [b]Ghost:[/b] This is where Ratvik imprisoned the young fishwife, and where—his advances spurned—he burned her alive. But Moira’s passion and fiery curses have proven stronger than Ratvik’s evil or madness; none of the charnel house’s dead can pass until Moira has been appeased. Similarly, though the ghost of Moira bars the gates of death, this does not mean that all deaths have ceased in Punjar. Only those that die in close relation to the charnel pits are kept from their eternal reward (or punishment). Today the charnel pits are suffused with Ratvik’s wicked spirit and the ghosts of a hundred other souls unable to pass Moira’s ghost to reach the lands of the dead. [b]Phantom Skeletal Hand:[/b] ? [b]Phantom Scrivener, Ghostly Scrivener:[/b] This is where Ratvik imprisoned the young fishwife, and where—his advances spurned—he burned her alive. But Moira’s passion and fiery curses have proven stronger than Ratvik’s evil or madness; none of the charnel house’s dead can pass until Moira has been appeased. Similarly, though the ghost of Moira bars the gates of death, this does not mean that all deaths have ceased in Punjar. Only those that die in close relation to the charnel pits are kept from their eternal reward (or punishment). Today the charnel pits are suffused with Ratvik’s wicked spirit and the ghosts of a hundred other souls unable to pass Moira’s ghost to reach the lands of the dead. [b]Ossuary Cloud:[/b] ? [b]Mnom-Mothot, Mummy:[/b] ? [b]Court Skeleton:[/b] ? [b]Skeletal Troubador:[/b] ? [b]Desiccated Lover:[/b] ? [b]The Jester:[/b] ? [b]Blue Phantom:[/b] This is where Ratvik imprisoned the young fishwife, and where—his advances spurned—he burned her alive. But Moira’s passion and fiery curses have proven stronger than Ratvik’s evil or madness; none of the charnel house’s dead can pass until Moira has been appeased. Similarly, though the ghost of Moira bars the gates of death, this does not mean that all deaths have ceased in Punjar. Only those that die in close relation to the charnel pits are kept from their eternal reward (or punishment). Today the charnel pits are suffused with Ratvik’s wicked spirit and the ghosts of a hundred other souls unable to pass Moira’s ghost to reach the lands of the dead. [b]The Priest, Ghost:[/b] ? [b]The Nun, Ghost:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/113323/Dungeon-Crawl-Classics-75-The-Sea-Queen-Escapes?affiliate_id=17596]Dungeon Crawl Classics #75: The Sea Queen Escapes[/URL][spoiler] [b]Aquatic Un-Dead:[/b] When Ru was an island, this region was home to a large, beautiful necropolis filled with ornate mausoleums and elegant marble tombs. Every Ruean was interred here upon his or her death, their mortal remains spending eternity with those of their ancestors. In the cataclysm that sank Ru, the necropolis was devastated by the disasters, its mausoleums and tombs shattered and the sleep of the dead disturbed.[/spoiler] [URL=https://www.drivethrurpg.com/product/115606/Dungeon-Crawl-Classics-76-Colossus-Arise?affiliate_id=17596]Dungeon Crawl Classics #76: Colossus, Arise![/URL][spoiler] [b]Cadixtat, Un-Dead Chaos Titan:[/b] The faith of the Daughters did far more than animate the brain of Cadixtat. It also awakened the headless corpse of a chaos titan. Buried beneath the temple, the un-dead chaos titan arises even as its brain succumbs to the blows of the PCs. [b]Weeping Specter:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/116945/Dungeon-Crawl-Classics-77-The-Croaking-Fane?affiliate_id=17596]Crawl Classics #77: The Croaking Fane[/URL][spoiler] [b]Mummified Toad:[/b] Originally intended to house the elite faithful of the cult’s adherents, its limited numbers and their proclivity in slothfulness meant that only two were ever interred here. This is good news for the adventurers, as the unholy power of Schaphigroadaz has reanimated their remains in strange forms. Two rounds after the party enters this chamber, two of the niches’ doors crash to the floor and mummified toads spring out.[/spoiler] [URL=https://www.drivethrurpg.com/product/118737/Dungeon-Crawl-Classics-79-Frozen-in-Time?affiliate_id=17596]Dungeon Crawl Classics #79: Frozen in Time[/URL][spoiler] [b]Lich Shogun:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/125537/Dungeon-Crawl-Classics-80-Intrigue-at-the-Court-of-Chaos?affiliate_id=17596]Dungeon Crawl Classics #80: Intrigue at the Court of Chaos[/URL][spoiler] [b]Ento-Morlock, Insect-Ghoul Hybrid:[/b] At a moment when the party faces total destruction, Akhen-Am-Set draws the PCs’ souls/spirits/anima into a metaphysical limbo and there offers them undeath as an alternative to true death. If the PCs agree to serve Akhen-Am-Set, she teleports them to an underground desert tomb where they find blood-red clay sarcophagi, one for each PC and molded in their likenesses. The sarcophagi are perforated with thousands of small holes. The PCs lie in the sarcophagi and Akhen-Am-Set levitates the heavy lids into place. The PCs are not completely entombed as the perforations allow in light and air. But these holes are designed to admit something else: insects. The living mass at Akhen-Am-Set’s feet swarms into the sarcophagi and envelops the PCs. Hundreds of venomous insects administer stings that numb the PCs’ bodies and perceptions. The PCs’ deaths follow quickly, but they experience no sensation of it … Akhen-Am-Set raises the PCs as “ento-morlocks” – insect-ghoul hybrids – which gives them advantages in the arena.[/spoiler] [URL=https://www.drivethrurpg.com/product/127406/Dungeon-Crawl-Classics-81-The-One-Who-Watches-From-Below?affiliate_id=17596]Dungeon Crawl Classics #81: The One Who Watches From Below[/URL][spoiler] [b]Skeleton:[/b] [i]Book of the Dead[/i] spell. [b]Ghost:[/b] [i]Book of the Dead[/i] spell. [b]Ghoul:[/b] [i]Book of the Dead[/i] spell. [b]Zombie:[/b] [i]Book of the Dead[/i] spell. [b]Shadow:[/b] [i]Book of the Dead[/i] spell. [b]Un-Dead:[/b] [i]Book of the Dead[/i] spell. [b]Ogre Zombie:[/b] [i]Book of the Dead[/i] spell. Book of the Dead Level: 3 (Shigazilnizthrub) Range: Varies Duration: 1 day Casting time: 1 action Save: None. General The caster recites spells from a cursed tome written in blood that grants the power to control the un-dead. This spell requires at least 1 point of spellburn. The caster can only control 2x CL of un-dead creatures at a time. A Book of the Dead must be acquired before the caster is able to cast this spell. The black tomes are exceedingly rare. The judge should invent a quest that must be performed to obtain the book or create a new one. Manifestation The air fills with corpse flies and a rotting stench as the dead rise. 1 Lost, failure, and patron taint. 2-11 Lost, Failure. 12-15 Failure, but spell is not lost. 16-17 The caster creates a single skeleton by touching a corpse or pile of bones, or dominates one existing un-dead creature up to 1 HD within 10’. 18-21 The caster creates a single ghost or ghoul by touching a corpse or pile of bones, or dominates one existing un-dead creature up to 2 HD within 20’. 22-23 The caster creates a single zombie by touching a corpse, or dominates one un-dead existing creature up to 3 HD within 30’. 24-26 The caster creates a single shadow by touching a corpse or pile of bones, or dominates one existing un-dead creature up to 6 HD within 40’. 27-31 The caster creates 1d3x CL in total hit dice of un-dead creatures provided there is a sufficient quantity of corpses, or dominates the same number of existing un-dead creatures within 60’. The effected un-dead must be of 8 HD or less. 32-33 The caster creates 1d6x CL in total hit dice of un-dead creatures provided there is a sufficient quantity of corpses, or dominates the same number of existing un-dead creatures within 80’. The caster can choose to animate the mortal remains of larger creatures, creating skeletons and zombies with above-average HD. For example, the caster can revivify a dead ogre (4 HD) to make a 4 HD zombie. The effected un-dead must be of 10 HD or less. If the caster is controlling his or her maximum number of un-dead, a number of skeletons and zombies equal to the excess HD rise from the earth and attack the nearest living creature. 34-35 The caster creates 1d12x CL in total hit dice of un-dead creatures provided there is a sufficient quantity of corpses, or dominates the same number of existing un-dead creatures within 200’. The caster can choose to animate the mortal remains of larger creatures, creating skeletons and zombies with above-average HD. For example, the caster can revivify a dead ogre (4 HD) to make a 4 HD zombie. The effected un-dead must be of 12 HD or less. If the caster is controlling his or her maximum number of un-dead, a number of skeletons and zombies equal to the excess HD rise from the earth and attack the nearest living creature. 36+ The moon blots out the sun to create 24 hours of night. The ground cracks open and a black lacquered palanquin with gossamer purple drapes is thrust up from the bowels of the earth by a giant skeletal hand. A throne built from bleached bones sits squarely upon the platform. The dead rise from the earth in a 1 mile radius: 2d10x CL skeletons, 1d10x CL zombies, plus 1d20 x CL in total hit dice of un-dead creatures of the caster’s choosing. To maintain control over an un-dead creature with more than 12 HD, the caster must make a Will save vs the number of HD every hour. Failure causes summoned creatures to disintegrate and dominated creatures to attack the caster. If the caster is controlling his or her maximum number of un-dead, an additional number of skeletons and zombies equal to the excess HD rise from the earth and attack the nearest living creature. The Crown of the Zombie King sits upon the throne. Donning the crown immediately causes the wearer to take on a greater corruption. While wearing the crown, zombies (3 HD or less) will obey the caster without counting against the maximum number of controlled un-dead. The un-dead will not attack anyone sitting in the throne with the crown on, or those who bear the zombie king’s litter. After the 24 hours have elapsed, the dead return to their resting places as the zombie king’s palanquin and crown fade away.[/spoiler] [URL=https://www.drivethrurpg.com/product/128791/Dungeon-Crawl-Classics-82-Bride-of-the-Black-Manse?affiliate_id=17596]Dungeon Crawl Classics #82: Bride of the Black Manse[/URL][spoiler] [b]Jost, Ghost:[/b] Desperate, Ilse sought aid from beyond this world and foul Mammon answered her call. In exchange for the promise of Ilse’s soul and a diabolic betrothal, Mammon tutored the young regent in a ritual of horrific proportions. On the appointed eve, Ilse transformed the entire manse into a magic circle. The moors were rent asunder, brimstone flared in the night, and – come dawn – Ilse stood as sole remaining scion of House Liis. [b]Kethe, Ghost:[/b] Desperate, Ilse sought aid from beyond this world and foul Mammon answered her call. In exchange for the promise of Ilse’s soul and a diabolic betrothal, Mammon tutored the young regent in a ritual of horrific proportions. On the appointed eve, Ilse transformed the entire manse into a magic circle. The moors were rent asunder, brimstone flared in the night, and – come dawn – Ilse stood as sole remaining scion of House Liis. [b]Joseph, Ghost:[/b] Desperate, Ilse sought aid from beyond this world and foul Mammon answered her call. In exchange for the promise of Ilse’s soul and a diabolic betrothal, Mammon tutored the young regent in a ritual of horrific proportions. On the appointed eve, Ilse transformed the entire manse into a magic circle. The moors were rent asunder, brimstone flared in the night, and – come dawn – Ilse stood as sole remaining scion of House Liis. These phantoms are the spirits of Josef and Matias sacrificed by Lady Ilse on the night of the great summoning. [b]Sabian, Ghost:[/b] Desperate, Ilse sought aid from beyond this world and foul Mammon answered her call. In exchange for the promise of Ilse’s soul and a diabolic betrothal, Mammon tutored the young regent in a ritual of horrific proportions. On the appointed eve, Ilse transformed the entire manse into a magic circle. The moors were rent asunder, brimstone flared in the night, and – come dawn – Ilse stood as sole remaining scion of House Liis. [b]Lady Ursula, Ghost:[/b] Desperate, Ilse sought aid from beyond this world and foul Mammon answered her call. In exchange for the promise of Ilse’s soul and a diabolic betrothal, Mammon tutored the young regent in a ritual of horrific proportions. On the appointed eve, Ilse transformed the entire manse into a magic circle. The moors were rent asunder, brimstone flared in the night, and – come dawn – Ilse stood as sole remaining scion of House Liis. Lady Ursula, her lover, and their men-at-arms were murdered here, drowned in the mere. [b]Demut, Ghost:[/b] Desperate, Ilse sought aid from beyond this world and foul Mammon answered her call. In exchange for the promise of Ilse’s soul and a diabolic betrothal, Mammon tutored the young regent in a ritual of horrific proportions. On the appointed eve, Ilse transformed the entire manse into a magic circle. The moors were rent asunder, brimstone flared in the night, and – come dawn – Ilse stood as sole remaining scion of House Liis. [b]Ilse, Ghost:[/b] Desperate, Ilse sought aid from beyond this world and foul Mammon answered her call. In exchange for the promise of Ilse’s soul and a diabolic betrothal, Mammon tutored the young regent in a ritual of horrific proportions. On the appointed eve, Ilse transformed the entire manse into a magic circle. The moors were rent asunder, brimstone flared in the night, and – come dawn – Ilse stood as sole remaining scion of House Liis. [b]Matias, Ghost:[/b] Desperate, Ilse sought aid from beyond this world and foul Mammon answered her call. In exchange for the promise of Ilse’s soul and a diabolic betrothal, Mammon tutored the young regent in a ritual of horrific proportions. On the appointed eve, Ilse transformed the entire manse into a magic circle. The moors were rent asunder, brimstone flared in the night, and – come dawn – Ilse stood as sole remaining scion of House Liis. These phantoms are the spirits of Josef and Matias sacrificed by Lady Ilse on the night of the great summoning. [b]The Seneschal:[/b] The strange, withered man is the embodied spirit of the manse – the psychic torment of the house made manifest in the flesh. Though appearing real for all intents, this is the spectral manifestation of the manse’s wicked past: the Seneschal. [b]The Gruesome Lover:[/b] Lady Ursula, her lover, and their men-at-arms were murdered here, drowned in the mere. [b]Man-at-Arms:[/b] Lady Ursula, her lover, and their men-at-arms were murdered here, drowned in the mere. [b]Blue Phantasm Ghost:[/b] ? [b]Spectral Chorister Ghost:[/b] ? [b]Burned Heretic, Flaming Skeleton:[/b] [E]nemies of House Liis that were burned alive at the stake. [b]Lady Baethor Liis:[/b] Driven by the love of her children, the matriarch of house Liis is returning to life. [b]Zombie:[/b] Lady Baethor travels primarily along the walls and ceiling. On a successful attack she hoists her target from the floor, and presses her foul lips to theirs, exhaling a gout of diseased miasma into the target’s lungs; the PC must attempt a DC 15 Fort save. On a successful save the PC is left stunned, coughing the miasma from his lungs for 1d3 rounds. However on a failed save, the character collapses to the ground, only to rise 1d3 rounds later – a zombie under the matriarch’s command. [b]Headless Lady:[/b] The ladies-in-waiting were once attendants of Lady Ilse. The Mad Prince had them beheaded and their heads secreted away. [b]Flying Head:[/b] The ladies-in-waiting were once attendants of Lady Ilse. The Mad Prince had them beheaded and their heads secreted away. [b]Skeleton:[/b] The water conceals hundreds of skeletons – victims of the Mad Prince. Careful prodding reveals the thousands of bones; nearly all were once humans, though the skeletons of war dogs and horses also lie amidst the carnage. All of the skeletons are the remnants of a single mass sacrifice – the Mad Prince’s attempt to stave off her devil’s bargain. The offering failed and their souls remain trapped within the vile manse. [b]Thing of the Undercroft, Bone Golem:[/b] Slain or turned skeletons collapse into the water. However, their spirits retain much of their power. Track the skeletons as they are destroyed: once ten are slain, they rise up as towering thing of bone, lashing out in fury at the PCs with spiked limbs formed of shattered bones. The more skeletons the PCs destroy, the more powerful the Thing becomes. [b]Lesser Charm Spirit:[/b] ? [b]Greater Charm Spirit:[/b] ? [b]Prejudged Soul:[/b] The prejudged souls are recently deceased followers of the Ascended God, many still bearing the visible wounds of their demise. They are technically dead mortals on their way to their afterlife.[/spoiler] [URL=https://www.drivethrurpg.com/product/134983/Dungeon-Crawl-Classics-825-Dragoras-Dungeon?affiliate_id=17596]Dungeon Crawl Classics #82.5: Dragora's Dungeon[/URL][spoiler] [b]Skeleton:[/b] ? [b]Mad Wraith:[/b] A mad wraith is the ghostly remnant of some ancient sorcerer of Parhok.[/spoiler] [URL=https://www.drivethrurpg.com/product/268202/Dungeon-Crawl-Classics-83-The-Chained-Coffin-Compiled-2nd-Printing?affiliate_id=17596]Dungeon Crawl Classics #83: The Chained Coffin (Compiled 2nd Printing)[/URL][spoiler] [b]Undead:[/b] Dead tissue exposed to the spoil’s power animates, becoming a bizarre and unique form of undead creature. Spoil Effect on Living Subjects. [b]Ghost:[/b] ? [b]Phantom:[/b] ? [b]Hant:[/b] Transparent spirits that emit a frigid aura of air, the “Hants” in the Deep Hollows are the un-dead spirits of the original inhabitants of the valleys. Slain in the lunar catastrophe that destroyed Luhsaal and decimated their civilization, some still cling to their homeland in the afterlife, attempting to drive away those who would settle in their wake. [b]Non-Corporeal Undead, Incorporeal Undead:[/b] ? [b]Animated Corn Husk Doll:[/b] Once the PCs acquire Shuyr Rilla’s holy symbol from the well and begin moving through the corn field (area 1-8), each doll becomes possessed by a fragment of Hobb undead energy and they attack the party. [b]Spoil Dwarf:[/b] This cave is a spoil, one of the residual deposits of Hsaalian magic that survived the destruction of the Luhsaal (see The Chained Coffin Companion p. 2). The decaying lunar sorcery has strange effects on persons and objects exposed to its radiance, and the dwarves here are no exception. Originally a band of prospectors, these six dwarves found the gold vein in area 1-8, but were discovered in turn by Shange before they could make much progress mining it. Shange, still seeking to understand the spoil’s power, killed the dwarves but restrained himself from drinking their blood. Instead he left their corpses inside the spoil and was amused when they arose with a semblance of life. Haggard-seeming dwarves with ebon eyes and gaunt appearance, spoiled dwarves bear the wounds that killed them. Animated in a grim semblance of life by the spoil, these undead miners can strike with their tools to break the limbs of opponents. The spoil’s magic maintains the un-dead dwarves’ animated state and they cannot move more than 50’ away from area 1-9. [b]Skeleton of Unknown Origin:[/b] Birthed from the bones of a dead something from long ago, the skeletal creature is intent on destroying all life it encounters. Perhaps if it is defeated, clues to what the creature was and where it came from can be discovered amongst its old bones. [b]Hobb Phantom:[/b] The uneasy spirits of the Hobb clan are trapped in Sour Spring Hollow, hungry and hateful. [b]Ghost of Moonricket Bridge:[/b] ? [b]Ancient Zombie:[/b] A handful of miners perished while dumping spoil, falling into the pit and being crushed by the rocks. The Hsaal cared little for their minions and the bodies of the unfortunates were left to rot among the stones, buried beneath impromptu cairns of added debris. There, in the darkness, their spirits have lingered, growing ever hateful. Anyone meddling in their domain attracts the spirits who reanimate their desiccated remains. [b]Pansy Roane, Ghost:[/b] In time, the serpent-men’s demands grew and ultimately Pansy and her unborn child paid the price for Wade’s pride and avarice. When Wade Roane killed his wife, he concealed her body in this root cellar, walling up the corpse behind the old stone walls. Interred in this crude grave, Pansy’s ghost has been unable to rest and only the discovery of its body and subsequent burial in a churchyard will end its un-dead existence. Back in my Granny’s time, there t’was a couple that ran the grist mill on Pigsaw Creek. They t’were Pansy and Wade Roane, happy a pair as you ken. Pansy t’was kindling a young ‘en, tis said, and ol’ Wade t’was happy as a hog in slop at the thought of being a proud poppa. But tragedy, as it t’will do here in the hills, well it paid a visit to ‘em. The spring thaw swelled the creeks and rivers that year, and the Pigsaw overflowed its banks. Pansy t’was coming back to the mill from temple and it’s said she misstepped along the creek banks and fell into the swollen waters. No one saw Pansy go in, but they a’heard her screams all the way back in town. That t’was the last time anyone heard from Pansy … alive anyway. Breath. Breath. At long last, I have breath to speak. Breath to tell my tale and utter the secrets my husband wished hidden. Breath to declare his shame and his blasphemy. Breath to warn the living of a horror that lurks among them unnoticed. Wade was a petty man, a cowardly man. He concerned himself more with what strangers thought of his fortunes than what I, his own wife, did. When the mill began to fail, Wade grew frantic, fearful he’d be seen as a failure by the people of Holler Hollow. That is what doomed him … and me. Something met with Wade in the old caves under our lands. A creature from another, older time. A thing that should have crawled, yet walked like a man. That creature promised Wade a fortune in return for unspeakable service. My craven husband agreed all too readily, sealing the fate of both his wife and unborn child. He murdered me at the behest of that creature and sealed my bones in the root cellar’s wall. [b]Soul Owl:[/b] These owls are soul fragments of Shange’s victims, trapped between life and death by the mixed power of the blooddrinker’s curse and the lingering magic of the spoil in area 1-9. [b]Zugun:[/b] Although triumphant, Boak paid a heavy toll for his victory. The mighty forces unleashed during the battle destroyed the site, foiling Boak’s transformation. Furious at being thwarted yet again (albeit indirectly) by Justicia, Boak enacted a horrific revenge on Zugun. Boak imprisoned the cleric in a coffin of orichalcum and bound the casket with chains of adamantine. The coffin, empowered by Chaos, preserved the dying cleric in a state that was not life, death or un-death, but a weird mixture of all three. “Once a man, but now I do not know. I should have died long ago, but this coffin is now my prison and my preserver. I hope that I’m whatever goodness remains of a man, once his mortal clay is no more.” [b]Ox-Headed Barrow Bones:[/b] ? [b]Human/Serpent Hybrid Barrow Bones:[/b] ? [b]Squire Grady, Lingering Spirit:[/b] This cabin was the home of Squire Grady, a stubborn Shudfolk farmer who, despite the warnings of others, laid claim to a cursed plot of land in the Deep Hollows. Squire Grady, cantankerous and unyielding as the mountains themselves, refused to be driven off by the ghosts who haunt the land and even in death refuses to relinquish his claim. Spoil Effect on Living Subjects 1d10 Spoil’s Effect 1 Imparts a random form of corruption. Roll 1d6: 1-3) use Table 5-3: Minor Corruption (DCC RPG p. 116) to determine effect; 4-5) use Table 5-4: Major Corruption (DCC RPG p. 118) to determine effect; 6) use Table 5-5: Greater Corruption (DCC RPG p. 119) to determine effect. 2 Causes a sorcerous wasting disease similar to mummy rot. 3 Imparts the ability to cast a random 1st-level spell once per day. Subject uses a d16 to determine the spellcheck of this incantation. 4 Drains magical power, turning enchanted objects mundane or stealing spells from a caster’s mind. 5 Permanently transforms the subject into a monster, either one chosen randomly from the DCC RPG rulebook or other source, or a unique creature of the judge’s creation. 6 Drives the subject insane, warping his mind with malicious thoughts to commit unspeakable crimes. 7 Creates a communication conduit between the subject and an entity outside the physical world. The party at the other end of this conduit may be pleased to speak with the subject, perhaps even agreeing to act as the affected soul’s patron or be angered by such brazen contact and seek the individual’s destruction. 8 Cloaks the subject in a permanent mystical field that amplifies his prowess or protects him from harm. Subject gains a +1 bonus to a randomly determined ability, spell, saving throw, natural armor class, or other characteristic of the judge’s choosing. 9 Slays the subject outright then revives him as an un-dead creature 1d4 days later unless the body is destroyed. 10 Sends the subject to another time and/or place. Possible destinations include the dim past during the height of either the Hsaal or serpent-men’s dominance, the Court of Chaos, the time pad in the Vault of Zepes Null-Eleven, or a certain purple planet…[/spoiler] [URL=https://www.drivethrurpg.com/product/151823/Dungeon-Crawl-Classics-85-The-Making-of-the-Ghost-Ring?cPath=187_190?affiliate_id=17596]Dungeon Crawl Classics #85: The Making of the Ghost Ring[/URL][spoiler] [b]Lifthrasir the Enchantress, Ghost:[/b] Lifthrasir the Enchantress, like most of her spellcasting ilk, spent her life in the pursuit of power, pillaging forgotten ruins for ancient incantations and delving into forbidden vaults to pry grimoires from their previous owners’ long-dead hands. But unlike many of her brethren, Lifthrasir was driven by the urge to create rather than destroy, and pursued arcane lore so she might inscribe her legend in the annals of history. She dreamed of crafting an object of magical power that would persist after her death and carry her name down the long roads of history. Unfortunately for Lifthrasir, dreams do not always come true and the required knowledge to create such an artifact long escaped her. As is wont to occur with wizards, her goal became a drive, and her drive became an obsession, leading her to take measures best avoided by rational beings. Calling up a potent infernal power, Maalbrilmorg the Hell Smith, Lifthrasir bargained with the evil crafter to acquire the incantations she required. Lifthrasir was not completely overwhelmed by her obsession, however, and succeeded in inserting a loophole in her contract with the Hell Smith: If she accomplished her goal before a year and a day passed, Maalbrilmorg could lay no claim upon the sorceress. Unbeknownst to Lifthrasir—but known by the demon-smith who sensed the illness growing—Lifthrasir was dying, the victim of a subtle, but highly malignant magical cancer the sorceress had unwittingly acquired as spell corruption. Maalbrilmorg easily agreed to the condition, knowing the sickness would claim Lifthrasir before she could finish her task. What Maalbrilmorg could not predict was Lifthrasir’s tenacity. The cancer killed the enchantress eleven months from the day of their agreement and the Hell Smith arrived to claim his due. The demon was nonplussed to discover Lifthrasir’s soul still determined to complete her work. Now lingering as a ghost, Lifthrasir cannot be reaped by Maalbrilmorg until the time limit of their bargain expires. Lifthrasir’s dedication to the goal was so strong she persisted as a ghost after her death. [b]Bronze-Handed Pharaoh:[/b] The last scene shows the Pharaoh being mummified and interred. His bronze arms, serpent-headed staff, and the Eye of the Sun are all visible amongst the linen wrappings. The Pharaoh is placed in his sarcophagus and born away by a large congregation of weeping mourners. The sarcophagus is closed and contains only a portion of the Pharaoh’s mummified remains, for the sorcerer-king’s power lingers beyond death, encased in his bronze limbs, enchanted staff, and the very treasure the party seeks: The Eye of the Sun. The Pharaoh’s spirit occupies all four items equally. [b]Pharaoh's Skull:[/b] The sarcophagus is closed and contains only a portion of the Pharaoh’s mummified remains, for the sorcerer-king’s power lingers beyond death, encased in his bronze limbs, enchanted staff, and the very treasure the party seeks: The Eye of the Sun. The Pharaoh’s spirit occupies all four items equally. [b]Bronzed Arm:[/b] The sarcophagus is closed and contains only a portion of the Pharaoh’s mummified remains, for the sorcerer-king’s power lingers beyond death, encased in his bronze limbs, enchanted staff, and the very treasure the party seeks: The Eye of the Sun. The Pharaoh’s spirit occupies all four items equally. [b]Staff:[/b] The sarcophagus is closed and contains only a portion of the Pharaoh’s mummified remains, for the sorcerer-king’s power lingers beyond death, encased in his bronze limbs, enchanted staff, and the very treasure the party seeks: The Eye of the Sun. The Pharaoh’s spirit occupies all four items equally.[/spoiler] [URL=https://www.drivethrurpg.com/product/170103/Dungeon-Crawl-Classics-885-Curse-of-the-Kingspire?affiliate_id=17596]Dungeon Crawl Classics #88.5: Curse of the Kingspire[/URL][spoiler] [b]Zombie:[/b] In the course of his ritual sacrifices, Arkos sinks the corpses into the swamp. Some of the corpses, animated by the unholy power of the Kingspire, have awakened from the dead. [b]Ghost:[/b] If unconscious PCs are left behind, the ghosts converge on them. The PC must immediately begin to make a DC 10 Fort save each round. On a failed save, the PC perishes and rises in 1d4 rounds as a ghost.[/spoiler] [URL=https://www.drivethrurpg.com/product/241306/Dungeon-Crawl-Classics-96-The-Tower-of-Faces?affiliate_id=17596]Dungeon Crawl Classics #96: The Tower of Faces[/URL][spoiler] [b]Fire Warrior:[/b] ? [b]Monster Zombie:[/b] ? [b]Ghoul Angel:[/b] ? [b]Ghoul:[/b] A creature killed by a ghoul is usually eaten. Those not eaten arise as ghouls on the next full moon unless the corpse is blessed. [b]Wickstrom the Ancient Vampire Chandler:[/b] ? [b]Vampire:[/b] ? [b]Horned Skeleton:[/b] ? [b]Esselglam, Ghost:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/159410/Dungeon-Crawl-Classics-Horror-1-They-Served-Brandolyn-Red?affiliate_id=17596]Dungeon Crawl Classics Horror #1: They Served Brandolyn Red[/URL][spoiler] [b]Gage Vintner, Spirit:[/b] About 150 years ago, the elven artisan Lotrin Whitegrass, despite being betrothed to elven nobility, fell in love with the young, beautiful, and also-married human Brandolyn Vintner. Brandolyn, wife of the successful vigneron and wine maker Gage Vintner, attempted to keep the affair a secret but was eventually discovered by her husband. Enraged at her deception—and appalled at the thought of his wife coupling with an elf—Gage overpowered Brandolyn, and crushed her to death in his wine press. The decades passed and Gage Vintner eventually died with his murderous secret intact, but forbidden love, murder, and treachery have a strange way of resurfacing, demanding their malfeasance not be forgotten. Over a century after his death, Gage’s crypt was violated by Samhain the Corpse Harvester, a semi-sentient subterranean parasite that burrows into coffins and crypts and agglutinates limbs from corpses to form its own mass. Disturbing Gage’s evil bones ignited a spiritual conflagration, tearing the ethereal fabric that separates the living and the dead. [b]Brandolyn Vintner, Ghost:[/b] About 150 years ago, the elven artisan Lotrin Whitegrass, despite being betrothed to elven nobility, fell in love with the young, beautiful, and also-married human Brandolyn Vintner. Brandolyn, wife of the successful vigneron and wine maker Gage Vintner, attempted to keep the affair a secret but was eventually discovered by her husband. Enraged at her deception—and appalled at the thought of his wife coupling with an elf—Gage overpowered Brandolyn, and crushed her to death in his wine press. The decades passed and Gage Vintner eventually died with his murderous secret intact, but forbidden love, murder, and treachery have a strange way of resurfacing, demanding their malfeasance not be forgotten. Over a century after his death, Gage’s crypt was violated by Samhain the Corpse Harvester, a semi-sentient subterranean parasite that burrows into coffins and crypts and agglutinates limbs from corpses to form its own mass. Disturbing Gage’s evil bones ignited a spiritual conflagration, tearing the ethereal fabric that separates the living and the dead. Gage’s spirit began manipulating Samhain to inflict more spiteful destruction, thereby awakening Brandolyn’s soul, somehow still trapped in the device where her life was snuffed out. [b]Zombigator:[/b] ? [b]Living Stain:[/b] However, searching this area puts the PCs in range of the Living Stain, a sentient mixture of wine sediment and malevolent spirit spawned from the recent hauntings. [b]Margrite Vintner, Gourd Puppet:[/b] ? [b]Gage Vintner, Gourd Puppet:[/b] To defend itself, Samhain will animate a gourd puppet out of the bones of Gage (and potentially others) using bodies harvested from the crypts above. [b]Gourd Puppet:[/b] To defend itself, Samhain will animate a gourd puppet out of the bones of Gage (and potentially others) using bodies harvested from the crypts above.[/spoiler] [URL=https://www.drivethrurpg.com/product/279067/Goodman-Games-2019-Yearbook-Riders-on-the-Phlogiston?cPath=187_190?affiliate_id=17596]Goodman Games 2019 Yearbook: Riders on the Phlogiston[/URL][spoiler] [b]Silver Ghoul:[/b] The third pool shimmers with a silver light. Any living creature touching the placid waters recovers 1d20 [10] hit points and gains +1 point of Luck. (This effect can take place but once per character.) If a slain creature comes into contact with the waters, it immediately animates into a hellish, silvery ghoul that lunges to attack. Worse, due to the spray of the cascading spoil, any creature slain in the chamber animates the following round and lunges to the attack. [b]Skin Horror Medium Skeleton:[/b] ? [b]Skin Horror Small Skeleton:[/b] ? [b]Large Skeleton:[/b] ? [b]Medium Skeleton:[/b] ? [b]Small Skeleton:[/b] ? [b]Ghost:[/b] ? [b]Shadder:[/b] The creatures are shadders: former men cursed to be deformed and changed into abominable grotesques that can only be seen as dark outlines among the narrow cracks and crevices of the tunnel. [b]Gribb-Kith Mummy:[/b] ?[/spoiler] [/spoiler] Dungeon Crawl Classics 3rd-Party Books[spoiler] [URL=https://www.drivethrurpg.com/product/234019/Angels-Daemons--Beings-Between-Volume-2-Elfland-Edition?affiliate_id=17596]Angels, Daemons & Beings Between Volume 2: Elfland Edition[/URL][spoiler] [b]Elf Wraith:[/b] ? [b]Reidmar:[/b] Long ago, Reidmar was a member of the Seelie Court. An aristocratic lord of his own faerie mound, Talla Aghmhor, or Happy Hall, indeed Reidmar’s personality was reflected in the name of his dwelling -- he was joyous, happy, and kind. Legend claims that during one evening of feasting, Talla Aghmhor was called upon by a wandering troubadour. The faerie minstral must have had darkness in his heart to sing a melancholy tale of fey lovers killed by internecine rivalry. Reidmar was furious that such an unhappy tale was told in his Joyous Court. Courtiers openly wept and the psychic shock took a deep hold on Reidmar as well. At that moment, the unending joy was somehow sundered in famed Talla Aghmhor. Some placed blame the undoing of Talla Aghmhor at the minstrel’s feet, suggesting that the act was malicious and planned by archrivals in the Unseelie Court. Others suggested that the happiness of the place flowed from its faerie king, Reidmar. Once his joyous reverie was broken, so too was Talla Aghmhor. The next evening all of Talla Aghmhor attempted to continue on as before. Reidmar feigned happiness but in secret was tortured by the death of the faerie lovers in the minstrel’s tale. In private, he began consulting spirits and sages to discover what happens to faeries when they die. Conventional wisdom indicated that faeries join the Unseelie Court upon death. Other tales were far worse, only suggesting that the fey’s soul dissolves and everyone forgets that the departed ever existed. This knowledge was too much for Reidmar. The possibility of turning to something so diametrically opposed to his own way of life gnawed at Reidmar’s fey soul. Unseelie faeries are cruel, evil and hateful. The alternate fate seemed even more excruciating - to be gone from all memory. Later a sorcerer of no mean skill was a guest at Talla Aghmhor. Deep in his cups and having consumed faerie wine, the sorcerer lost all propriety and told of magic that would stave off death forever. Reidmar wrung the secrets from the sorcerer with wine and promises, and later on, threats and torture. Armed with the arcane formulae, Reidmar set about to manifest its dark magicks at whatever the cost. It was all a success, but obtained at great cost. Reidmar has become everything he feared -- a withered skeletal faerie with rotting wings, glowing bones, clawed hands and black pits lit with evil energy where eyes used to be. He is now neither Seelie nor Unseelie. He exists as something altogether separate, his soul hidden away in a small iron chest. The absence of his soul renders him immune to the laws and traditions of the Faerie Courts. Death will not take him and the Faerie Courts fear him. [b]Lich:[/b] ? [b]Vampire:[/b] ? [b]Mummy:[/b] ? [b]Ghost:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/279673/Book-of-Scarlet-Abomination?affiliate_id=17596]Book of Scarlet Abomination[/URL][spoiler] [b]Undead:[/b] [i]Calling the Scarlet Chaos from the Queen’s Doom[/i] spell. [b]Giant Undead Fate Raven:[/b] ? [b]Abysspawn:[/b] Undead spirits of uncertain but ghastly origin given animation, sentience, and ghostly purpose by the Red Queen. Calling the Scarlet Chaos from the Queen’s Doom Level 3 Range: Conversational (Self to 60”) Duration: Variable Casting time: 1 round Save: Spell check DC or None General: Caster is calling the essence of the Queen’s Doom, bringing Tamarah’s plane into limited but direct contact with the world. Dangerous. Manifestation: 1. Caster reaches a single perfect pitch note and the air shimmers and warbles before disgorging its fell contents. 2. The character’s features become flush with colour – depending this could be as simple as a blush to a temporary reddening of the skin, hair, and eyes though taking on an actual foreign hue with increasing success 3. The invoker ritually – and literally – cuts a jagged hole in any surface, or in the air and the spell effect pours out like a bloody wound. 1 Lost, failure, and Patron taint! 2-11 Failure. Depending on the results of the Patron bond, the caster may or may not be able to cast it again. 12-15 Revealing Swarm – Summons (at pressure) a small jet of scurrying weird mutant living creatures from one of the planes of the Queen’s Doom; they immediately clear away debris, reveal secret doors or concealed things, and will locate any one thing desired by the caster, if so instructed. Adds ten to relevant perception tests. Lasts no more than 60 seconds. Otherwise, the Red Queen is too busy for the likes of you. For the next d5 rounds, natural creatures (mundane animals) will be (roll a d6; even = drawn to you odd = frightened by something out of race instinct and display threat behavior. They will attack if the character approaches but will otherwise avoid. However for the duration you will save v. fear and fear effects/attacks at +2. 14-15 Grasping arms of the Hungry Pit - opens an small irregular channel allowing abyssal energies into the world – Tamarah hears your pleas for aid and lends several arms; 1d4+1 extremities; a combination of arms, tentacles, and less recognizable grasping appendages erupting out of any near drain, pit, hole, or similar defect from abyssal space; they will set about attacking (at +4) and immobilizing/entangling (spellcheck DC Ref to avoid or escape, check once/round) up to four of the caster’s enemies for the next CL+1 rounds. 16-17 21 Tamarah reminds her followers that, in the end, there is no problem that cannot be overcome by consumption; q.v. by eating the problem itself. The caster’s jaw visibly distorts and distends, and the whole of their face seems to take on a monstrous yet painful aspect. The caster’s mouth has now become a form of gate, a Hell gullet to the Queen’s Doom. Anything that is slain and so devoured by this mouth has its soul sucked out and devoured by the Red Queen. Each round the Hell gullet can chomp down on a target with mighty force, this is a bite attack that strikes at +3 and inflicts 2d16+STR+CL with each sharp tearing bite. 18-21 Invocation of the Hungry Pit - opens an irregular but [I]generally[/I] circular hole in a surface within 1d3x8” of the caster; to all appearances a pit but anything thrown in will be as though thrown into the jaws of a great multiplanar beast (as 20-21 above). After d3 rounds, from this terrible obscene mouth rises the ‘Pillar of the Consumed’, a great proboscis-like tongue. The Consumed - A semi digested mass of bodies and souls of Tamarah’s (former) enemies - kept a semi molten composite of shifting desperate arms, hands and mouths, reaching and shifting, and takes its existential rage on anything within its 16” reach burning with pain and cold. It strikes with 1d24 action die inflicting 2d6 hp damage and 1d4 stamina drain with a successful strike. When the duration expires there is a 1 in 20 chance that the Pit once summoned, will wander off, a permanent portal to somewhere in the Red Queendoom. 22-23 Reaching into the Spawning Pits - opens a portal to the least plane of the Red Queendoom, where her countless thousands of abandoned children writhe in scented darkness. This momentary portal exists to allow 1d6 tamlyngs to flee into the world of the caster, appearing at the end of the round. They will be compelled to fight the focus of the invoker’s ire for 1d3 rounds before they are distracted by something shiny like their freedom. 24-26 A vast and spectacular demonic blood rose appears anywhere in the caster’s immediate line of sight, erupting from the ground or another surface, immediately opening, unfurling it’s pollenating tendrils to puff orange smoke in a 20” radius/caster level centered on the flower. Everything inside that is living will suffer a loss of 1d6 Pers and become very susceptible to suggestion -1 to will saves but this susceptibility is triple strength with regard to the caster who are especially weak willed toward them and save at minus 3; further for 1d6 minutes those affected will not be disposed toward violence toward the caster at all unless provoked. 1d3 rounds after it manifests, the rose will disgorge one of the following. a) Swarm of bats, b) 1d3 killer bees, c) a pair of Red Wasps, d) A tangle of two headed snakes 27-31 Tamarah cannot be bothered with your petty nonsense … but as she values you for some inexplicable reason of her own, she sends you Starbow. Starbow (pp. 50-51) can ferry passengers literally anywhere in the omniverse, in as much or as little time as she wishes. Starbow can, per her half-demonic nature, move through the phenomenal universe at the speed of light, to the benefit (and terror!) of those astride her. Starbow is immune to attacks from light, attempts to bend time or space, and suffers no ill effects from either radiation or cosmic energy. Note that the steed may deposit the invoker anywhere that it’s whim, and the whims of its mistress, regardless of any stated or given request. The creature has many other capabilities but likely the caster will not be able to make use of them save as it pleases Tamarah. 32-33 It is said that Tamarah’s laughter causes violence. Tamarah manifest through the invoker with the lilting high laughter of an amused demon. For the next 2d6+CL rounds, everything within hearing range is inspired to pick a target and go to town, striking at +4 to hit with their best weapon or most powerful attack. Further, threat range for all critical hits is doubled and all criticals occur at +6 on the roll for the duration. Finally, a single target chosen by the caster experiences the sudden growth of thorns of bone , rapidly growing within the target’s chest and lungs, inflicting 1d4 hp damage initially; for each subsequent round, the target takes 1d6 damage and is depleted a point each of Agility and Stamina as their breathing becomes a bloody mess. 34-35 The sky above shimmers and seemingly turns to liquid as you bring a small fraction of her plane to yours. For 5d12 rounds, the luminescent churning multispectral liquid sky from several of the planes of the Red Queen’s Doom pours forth into the skies above, polluting the natural world with its foul essence and overwhelming possibilities. 2 in 5 Chance of (d5) 1. Hot hail 2. Black lightning 3. Ghost winds 4. Rain of hot multicolored mud balls, covering the landscape in the aftermath of a Play-Doh fight 5. Phantom fog that will throw d3 illusions at each party member journeying through it Meanwhile, the Horned Queen’s Hunting Party (comprised of 1d8 Abysspawn 1d6 vapour dogs and 1d12 hunger dogs and 2d6 tamlyngs) comes charging out of this chaotic miasma to kill or capture the invoker’s enemies … and anyone else that gets in their way. The tamlyngs may however flee immediately. 36+ Having attracted a considerable degree of her attention, Tamarah momentarily sends a minor aspect of herself to possess the caster, lending a fraction of her power, influence, and sense of authority to the invoker who uses it to persuade, control, or influence those around them. The spell represents a tiny fraction of Tamarah’s attention as it is loaned to her most especial followers for d5 (modified by Personality) hours. For that duration, the caster gains / recovers 2d6 additional hit points, and recovers up to 1d4 spellburn or ability drain from Personality, Strength, or Intelligence (each). The caster is at +2 to hit, damage, and saving throws for the duration. Further, the shimmering, vertiginous aura nauseates all living creatures within a 5’ radius of the caster that fail a will save, who suffer -1 to action die rolls for the duration and up to d3 rounds thereafter. At this point, 0 levels have no choice but to obey the caster. The effect persists for d5 weeks plus 1 per caster level; Caster gains a minor corruption and during this time, paladins, witch hunters, lawful clerics, and others concerned for the world around them may come for the character. For the duration, any who attempt to defy the caster’s wishes must succeed on a Will save, DC = to the Spell check result. Further, 5d24 days after this invocation, Tamarah herself will visit the caster in dreams and offer them a sip of RED. She will appear in the guise of the Chalice Goat; the goat will kneel that one may drink of the cup (taking the form of a bowl shaped defect in its skull) and thus drink directly from her mind. Up to (level) may partake including the caster. Those who do will receive 1d4 points of floating attribute recovery (the caster receives 1d6+pers mod), heal 2d5+pers mod HP, and experience a moment of demonic ‘enlightenment” which occurs at +30 on the roll. Results must be applied immediately. The invoker’s alignment becomes chaotic and they detect as Demonic to spells and abilities that detect and affect such. They have for all intents and purposes fallen. Finally, should the caster die during this spell’s duration - the deceased invoker rises as an NPC after a number of nights determined by their action die; They rise at night with full hit points and geased to annihilate without delay those who slew them. The deceased is treated as undead for the duration and functionally indestructible until banished by high level magic, or it runs out of enemies on its list. At which point the vengeance seeker will be torn apart by red and crimson flames as their body and soul are reduced to howling madness and claimed by Tamarah herself, forever damned.[/spoiler] [URL=https://www.drivethrurpg.com/product/290844/Dead-In-The-Water-MCC-RPG?affiliate_id=17596]Dead In The Water (MCC RPG)[/URL][spoiler] [b]Drenched:[/b] During the Times of the Ancients, mutations were nonexistent (or at most, rare), and thus many experiments were performed to try to alter and improve humanity’s genome. One such experiment was Operation Deep Six, an attempt to biologically introduce the ability to breathe underwater. The secret experimental laboratory was disguised as a nondescript oil-drilling derrick located in the gulf, where scientists could conduct their underwater research away from prying eyes. After years of genetic manipulation of a captive Architeuthus dux (giant squid), the Deep Six scientists cultivated a small squidlike creature capable of bestowing waterbreathing on a human subject. If the subject held the creature’s larvae in the mouth and allowed it to attach itself to the subject’s soft palate, the creature extracted breathable oxygen from the water for the subject, allowing them to function underwater. Although the experiments were promising, the researchers were unaware of another mutational effect: all those who underwent the process were now in metaconcert with each other and mind-linked to the host “parent”, which was now becoming overwhelmed with each new “voice” in its primitive brain. Enraged, the giant squid (nicknamed “The Sea-wraith”) broke loose from its captors and sent its mind-controlled thralls into the underwater research facility. Its minions forced the panicked scientists to join the hive-mind by dragging them into the seas, where they could either drown or accept one of the larva offspring, letting them live but as yet another mindless drone.[/spoiler] [URL=https://www.drivethrurpg.com/product/260952/Foe-Folio-for-Dungeon-Crawl-Classics?affiliate_id=17596]Foe Folio[/URL][spoiler] [b]Phagent:[/b] Phagents worshipped Pestilence in life and now serve her in death by spreading death and disease. If a creature’s Stamina is reduced to 0 by a phagent, they become a phagent in 2d6 turns. Any Stamina loss by a Phagent returns at 1 point per day of complete rest. [b]Umbral:[/b] Umbrals are the shades of thieves and assassins. [b]Upir:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/198726/Hubris-A-World-of-Visceral-Adventure?affiliate_id=17596]Hubris A World of Visceral Adventure[/URL][spoiler] [b]Facious the Lich King:[/b] ? [b]Zombie:[/b] People that are captured by the Lich King’s pirates are presented to Facious, where he forces them to breathe in a vile concoction of his own creation, Zombie Powder, causing the victim to become a living zombie, which serves him without question. Eventually the victim will succumb to the toxic effects of the powder and rise as an undead zombie, forever under control of the necromancer. Zombie Powder Facious creates this powder from the minced liver of the black-nosed fox, the eyes of a bloated toad, flesh of the rainbow puffer fish, various unsavory plants, and the brains of a recently buried child. The powder must be inhaled by the victim in order to corrupt their mind and rob them of their sense of self. When inhaled the victim must make a Fortitude save: 1 or less HD = no save allowed; 2-4 HD = DC 16; 5+ HD = DC 12. A successful save means the target takes 1d6 damage and suffers from a fit of violent coughs for 2d3 rounds (they cannot take any other action those rounds). Failure means that the victim falls unconscious and is in the grips of a terrible fever. The next day the target loses 1d3 points of Intelligence and will obediently serve the person who used the powder on them. The living zombie can only understand explicit and simple instructions however, such as “guard this door”, “dig a ditch”, “kill your family”, etc. When not ordered to do an activity they stare blankly, drooling slightly. Each day the target must make a successful Willpower save (DC determined by HD as listed above), failure means that the target loses an additional 1d3 points of Intelligence and comes closer to true undeath. If the target reaches zero Intelligence they fall dead from the fever and rise in 1d4 days as a zombie, utterly faithful to the person who poisoned him. If the target makes a successful save they shake off the effects and return to normal and will regain lost Intelligence at a rate of 1 point per full day of bed rest. However they are more susceptible to the powers of Zombie Powder and roll all further saves against it one step lower on the die ladder. Brew Potion (DCC, pg 223) DC 27 to create this potion.[/spoiler] [URL=https://www.drivethrurpg.com/product/102457/Perils-of-the-Sunken-City-DCC-RPG?affiliate_id=17596]Perils of the Sunken City (DCC RPG)[/URL][spoiler] [b]Ghost:[/b] ? [b]Chain Skeleton:[/b] Revenge is the only force that motivates the spirits of these dead slaves.[/spoiler] [URL=https://www.drivethrurpg.com/product/132050/The-Headless-Horseman?affiliate_id=17596]The Headless Horseman[/URL][spoiler] [b]Headless Horseman:[/b] A hag of an evil coven had responded to the dying curse. She took Aennwyn by surprise, and tricked Wulffhard by magic on his arrival. With the two lovers bound by magic sleep, she started to proceed with a spell of her own: She began to reanimate the body of Urgmer, to make him the true headless horseman.[/spoiler] [URL=https://www.drivethrurpg.com/product/136960/The-Swamp-Daughters-of-Marshsund?affiliate_id=17596]The Swamp Daughters of Marshsund[/URL][spoiler] [b]Swamp Zombie:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/311772/The-Umerican-Road-Atlas-DCC?affiliate_id=17596]The Umerican Road Atlas (DCC)[/URL][spoiler] [b]Junkyard Spirit:[/b] ? [b]Un-Dead Skeletal Horror:[/b] Bone Storm - Cackling ashen clouds forcefully rain down a multitude of dry, skeletal remains of various creatures. There is a 15% chance per hour the storm rages that un-dead skeletal horrors composed of assorted bones will rise to rampage. [b]Wrath:[/b] ? [b]Burnie “Corpse” Grinder, Corpse Grinder, Wrath:[/b] Said to be the risen form of an ancient warrior from centuries past, there is nothing about the enormous biker that would dissuade from such a conclusion. [b]Killer Skull, Skeleton Warrior:[/b] ? [b]Un-Dead:[/b] This all un-dead gang is led by Killer Skull, who wields the sword Deathstorm. The enchanted blade causes anyone it slays to rise anew as one of the un-dead. [A]ll foes slain by Deathstorm rise as un-dead the following round—un-dead type at GM’s discretion. [b]Brando, Lesser Power Wight:[/b] Unbeknownst to the gang, Brando is one of the creations of the “good doctor” and, while only a lesser power wight, he has been cosmetically altered to be able to pass as a badly scarred human. [b]The Mechanic, Custom Large Car Autogiest:[/b] Once there was a family of adrenaline-junky gearheads, the Urnhearts, who had the misfortune of falling prey to a gang of wheeler demons. Thinking that the group of parked RVs were simply an encampment, the exhausted travelers made the mistake of parking nearby for safety. In the dead of night, they were ground to paste and scraped beneath the wheels of the Trailer Park Trash. The patriarch of the family, Hill Urnheart, gathered the souls of his family and forged them together into a powerful autogeist, and vowed to draw others to its cause. [b]Autogiest:[/b] The spirits of those slain by the Restless Dead linger until enough are drawn together to form a new autogeist. So long as one member of the gang exists, the gang will always, slowly and inexorably, return. [b]Wraith Rider:[/b] With only a few notable exceptions, wraith rider gangs are normally made up of the members of gangs snuffed out in a singular bout of carnage. These gangs continue to wear the colors of their former selves as they seek to carry out whatever unfinished task it is that keeps them from rest. This need not always be vengeance, there was an instance of a wraith rider gang simply attempting to complete a “poker run” to raise funds to help a member who had lost his wheels—now riding the wastes until such time as they have a worthy ride to bring to the sole surviving member of their former gang. [b]Ghost:[/b] ? [b]Phantasmal Semi, Ghost Truck:[/b] ? [b]Robo-lich:[/b] ? [b]Astroliche:[/b] ? [b]Wight:[/b] ? [b]Haunt:[/b] ? [b]Rail Wraith:[/b] ? [b]Silver Zombie:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/243420/Twisted-Menagerie-Manual-DCC?affiliate_id=17596]Twisted Menagerie Manual[/URL][spoiler] [b]Autogiest:[/b] Deep in the wastelands lie a multitude of corpses wrapped in rusting caskets of twisted chrome and faux-leather upholstery. From these mass graves of crushed hopes and unquenched road rage rises a horror that all wastelanders fear, the dread autogiest. The fiend is a conglomerate spirit of those who have died in violent car wrecks that have joined together to punish the living. By itself, the autogiest is a shapeless, glowing red mist that drifts against the wind. It cannot be harmed by mundane means or interact with anything in this form. Once it finds a suitable vehicle to inhabit, usually one of Keeper quality or better, its reign of terror as an unholy juggernaut begins. [b]Keeper Large Car Autogiest:[/b] ? [b]Minion Vehicle:[/b] Autogeist Animate Minions power. [b]Blast Shade:[/b] Often mistaken for harmless “nuclear shadows” from the Great Cataclysm when holding still, these angry spirits are born from unfulfilled desires shattered by an early death at the hands of an atomic level explosion. The embittered soul reanimates the scorched shadow remnants of their body to torment those who are still alive. [b]Corpsenado:[/b] ? [b]Cryo-Lurker:[/b] The ancient practice of cryogenics left untold numbers of individuals (or their heads) encapsulated and frozen. Some were soldiers kept on ice for times of war, others were travelers whose journey ended in the lost luggage bin, and there were those sleeping until the promise of a new future to revive them. That future never came, but the incursions from the plane of Eternal Unrest have reanimated their frozen and mutated forms, fulfilling their desires by way of un-death. [b]Cryo-Lurker Brute:[/b] ? [b]Cryo-Lurker Buckethead:[/b] Unable to afford the full cryogenic treatment, the buckethead was still a very determined person in their past life. Their determination and force of will is what keeps them going, even now. A severed head carried in a receptacle (often merely a steel bucket) the buckethead is far from defenseless. [b]Cryo-Lurker Cryoslime:[/b] When the physical form of the cryogenically frozen cannot stand the strains of the change, it collapses into a 10’x10’ puddle of frozen, malevolent ooze. [b]Cryo-Lurker Frost-Burned:[/b] ? [b]Cyber Ghoul:[/b] After the great Search Engine War, the victorious search algorithm sent its web crawlers out to explore the last great frontier, the living brain. As the crawlers entered human minds and drained them of information, the search engine learned to keep the host bodies alive, fueling them by feeding off of other living targets – incidentally allowing the algorithm to spread. Easily recognized by their twitching, shuddering gait and the wires that protrude from their flesh, cyber ghouls are far from common un-dead. Unlike traditional un-dead which are fueled by dark necromantic energies from vile dimensions and unholy powers, cyber ghouls are more correctly the “un-living”. While their host bodies may be technically dead, stolen thoughts and electrical impulses keep their muscles moving and their thoughts coursing through diseased minds. Any intelligent creature may be transformed by the cyber ghouls and instances of larger ghouls of up to 10d5 HD are known to exist. As part of their bite attack, cyber ghouls pull the memories from their victims. Each bite permanently drains 1 point of Intelligence and for every 5 points of lost Intelligence the victim also loses 1 level of experience. Victims drained to 0 Intelligence or below 0-level are infected with the World Crawler AI and transform into cyber ghouls. [b]Power Wight:[/b] Created using the secrets of both golemcrafting and necromancy, these creatures are always planned works fashioned in a lab and never spontaneously occur. They are grizzly masterpieces formed from the finest parts of various corpses and incorporate advanced NecroTech devices within their bodies. [b]Lesser Power Wight:[/b] ? [b]Greater Power Wight:[/b] ? [b]Un-Dead:[/b] As they have an innate understanding of the nature of un-dead and NecroTech, greater power wights can create 1d3 HD worth of unintelligent corporeal un-dead every week, given the proper materials and lab space. [b]Robo-Lich:[/b] Reputedly crafted from deceased magic users, a robo-lich is a grizzly fusion of corpse and robot. They appear to be highly cybernetically augmented, semi-skeletal cadavers cut off at the waist and grafted onto tank tread platforms they use to move about. The lower left arm is replaced with a small plasma cannon and the right with a wicked looking robotic combat claw. [b]Rockin' Wraith:[/b] Throughout time, there has been a select club, the membership of which all were tragically struck down in their 27th year. For hundreds of years, the organization was thought to be mere legend, but modern day Umerica has learned that this is no legend and the “27 Club”, as it is known, is real. So too is its un-dead membership. The members of the 27 Club obey their founder; an un-dead blues musician who is rumored to have made a deal with the devil, presides over them. Long before the apocalypse, before there was even a written history of humankind and their mythologies, there was the being now known as Rojo. A demon of great power and guile, he first appeared in the public zeitgeist during the early days of recording when several bluesmen made deals with him at the crossroads, not for fame or wealth, but for talent. Beginning with ragtime musician Louis Chauvin, Rojo (who takes his current name from the next of his supplicants, Robert Johnson, whose rockin’ wraith form was destroyed at ground zero of the apocalypse) made Faustian pacts with musicians. The deals have always been the same, instrumental mastery and a heightened gift of musical expression in return for claiming their souls at the ripe old age of 27. Rojo’s “27 Club”, filled with un-dead musicians – rockin’ wraiths – roam the Urth in order to aid him in the gathering of more souls. Rojo's Demonic Deal power. [b]Wraith Rider:[/b] Animated by an unknown, rage-filled spirit from the plane of Eternal Unrest wraith riders seek vengeance on the roadways of Umerica. Humans suffering a traumatic violent death, in rare cases, may rise again as a wraith rider. The wraith rider was killed by a road gang while trying to make a delivery. The love of the un-dead was murdered, and the wraith rider is filled with an unquenchable rage. Double-crossed on a mission for the Three Royals and killed for knowing too much, this rider travels the roads towards the Citadel of Scrap for vengeance. The vengeful spirit is that of a slain parent, slain while protecting their child. The wraith rider was a local misfit who was killed by the local community for a crime they did not commit. Driven off the highway during a road race, the wraith rider seeks to find and slay the driver responsible. The wraith rider was murdered, and his vehicle stolen. The wraith rider was killed by a member of the party and now seeks revenge for his death. Once the guardian of a cache of precious materials, the wraith rider was murdered during the theft of its charge. The wraith rider has fulfilled its quest for vengeance but it still has a final task to complete, visiting the grave of a dead family member in hopes of achieving final peace. [b]Wrath:[/b] ? [b]Xeno-Mummy:[/b] Aliens from beyond the grave stalk the nights of Umerica. Their corpses animated by unknown energies within their wrappings, xeno mummies are puppeteered by their funerary dressings in an effort to collect the energies required to maintain their preservation fields. The humanoid shapes of this long dead alien species are preserved within strange mylar-ic wrappings. Covered from oblong head to pointed toe in alien glyphs and scrawls, these creatures give off a faint, blue luminescence visible at 20 feet. Whatever strange funerary rites these aliens undergo leaves their blackened, husk-like faces exposed to the air and their shark-like mouths hanging open (when not actively tearing the flesh of a victim). [b]Zombie:[/b] Corpsenado's Spawn Zombies power. Anyone that dies within a corpsenado's funnel will raise as a zombie within 1d4 rounds. [b]Blink Zombie:[/b] Corpsenado's Spawn Zombies power. [b]Chrono Zombie:[/b] Anyone who dies of the aging effects of a chrono zombie will raise as one in 1d5-1 (0-4) hours. Corpsenado's Spawn Zombies power. [b]Melting Zombie:[/b] Corpsenado's Spawn Zombies power. [b]Petrol Zombie:[/b] Corpsenado's Spawn Zombies power. [b]Rave Zombie:[/b] These crazed un-dead can spontaneously raise from the corpses of Technos Discos followers (usually in groups of three or more) or can be created by necromancers that have learned to raise the dead with enchanted music. It is unknown if this necromantic raising process taps into the power of the Terrible Bringer of Beats or another, more vile, source of horrifying melodic energy. Corpsenado's Spawn Zombies power. [b]Silver Zombie:[/b] Animated by rogue nanites originally intended for medical purposes, these zombies tend to have a metallic tinge to their rotting flesh. Anyone injured by a nano zombie must roll under their Luck after the encounter or they have been infected. This will have no immediate effect but when they ever reach 0 or less hit points, they will definitely die and raise as a nano zombie shortly after. Corpsenado's Spawn Zombies power. [b]Zombie Monk of the Cyberhive:[/b] Zombie monks are humanoid corpses that have been cybernetically resurrected to serve the Earth Brain of the Cyberhive. Any slain foes will be collected by a robo-lich for techno-reanimation as zombie monks. Given 24 hours a robo-lich can convert a humanoid corpse into a fully functional zombie monk. This process installs a new personality into the remnants of the corpse’s brain so any previous knowledge or personality is erased. [b]Carl Aug M.D., Greater Power Wight:[/b] ? [b]GAWBYCAID Within Host Cyber Ghoul:[/b] ? [b]Greater Power Wight Nurse:[/b] ? [b]Lesser Power Wight Janitor:[/b] ? Animate minions: for up to one hour per day, it can animate up to 1.5x its HD in other vehicles that will mindlessly serve their new master. Minion vehicles will have 1d14 action dice and are treated as un-dead. Spawn zombies: During combat the corpsenado can, as an action, fling zombies out to a range of 150 feet. These zombies take no appreciable damage from being thrown and are able to attack at the end of the round that they were spawned. There is no limit to the number of zombies a corpsenado can spawn. To determine the number and type of zombies cast from the hellish whirlwind roll 1d7: 1) 2d4 zombies (as per DCC RPG); 2) 3d3 petrol zombies; 3) 2d5 rave zombies; 4) 1d4 melting zombies; 5) 2d3 blink zombies; 6) 1d3 silver zombies; or 7) 2 chrono zombies. Demonic deal: If someone with a sincere desire to create music for the ages summons him to the crossroads, Rojo will offer them his standard deal; granting unparalleled musical gifts for their soul - as a rockin’ wraith sometime during their 27th year. He will not deviate from this contract, knowing that those who care only about the music and not fame or other mortal trappings will accept the deal. Should the deal be agreed to, an ancient white lighter will appear in the pocket of the musician (or, if unclothed, among their belongings) at their time of death. The effect of such 'musical' mastery is left to the judge.[/spoiler] [URL=https://www.drivethrurpg.com/product/223270/Umerican-Survival-Guide-Delve-cover-DCC?affiliate_id=17596]Umerican Survival Guide, Delve cover (DCC)[/URL][spoiler] [b]Zombie Monk, Lay Ghoul:[/b] The Cyberhive is an intergalactic AI that inhabits multiple giant puedo-brains located all over the universe. Each brain is tasked with a specific purpose for increasing the knowledge of the whole. All brains are in constant communication and act as one being. The brain on Urth is dedicated to understanding living beings’ concepts of life, death, the afterlife, and the taboos surrounding death. To facilitate this, it has currently chosen to reanimate the corpses of intelligent lifeforms with technomagical cybernetics. [b]Robo-Lich, Cyber Shepherd:[/b] The Cyberhive is an intergalactic AI that inhabits multiple giant puedo-brains located all over the universe. Each brain is tasked with a specific purpose for increasing the knowledge of the whole. All brains are in constant communication and act as one being. The brain on Urth is dedicated to understanding living beings’ concepts of life, death, the afterlife, and the taboos surrounding death. To facilitate this, it has currently chosen to reanimate the corpses of intelligent lifeforms with technomagical cybernetics. [b]Cyberdead:[/b] [i]Create Cybomination[/i] spell. [b]Astroliche:[/b] ? [b]Skeleton Butler:[/b] [i]Skeletal Attendant[/i] spell. [b]Undead:[/b] ? [b]Skeleton:[/b] ? [b]Skeletal Warrior:[/b] ? [b]Spectre:[/b] ? [b]Zombie:[/b] NecroNeural Net magic item. Create Cybomination Level: 3 Range: Touch Duration: Permanent Casting time: 1 turn/HD of the creation Save: NA General: A caster cannot control more than CLx3 HD worth of cyberdead at one time. Any excess will act randomly and violently, requiring a Personality check of 11+HD to be controlled again. Manifestation: Wires and mechanisms burst forth from the corpse and cybernetically reanimate it. 1 Lost, failure, and patron taint. 2-11 Lost. Failure. 12-15 Failure, but spell is not lost. 16-17 CL+1 HD of small animals (⅛ - . HD in size) are animated. These recycled creatures are completely loyal to the caster but are dumb as rocks. They require constant psychic instruction to do any task. 18-21 As the previous result but CL+d3 HD of animals or people (. - 2 HD in size) are animated. 22-23 CL+d4 HD of animals or people (1 - 4 HD in size) are animated. These recycled creatures are completely loyal to the caster but can only follow simple commands. Two of the HD available may be used to bestow a random special ability to the creatures from Table 9-6: Traits or Properties of Undead (DCC RPG, pg 381). 24-26 As above but CL+d5 HD of animals or people (1 - 5 HD in size) and each has an Intelligence of 6+d6 and can accept complex commands. Two of the HD available may be used to bestow a random special ability to the creatures from Table 9-6: Traits or Properties of Un-dead (DCC RPG, pg 381). 27-31 CL+d7 HD of animals or people (1 - 6 HD in size) are animated. These recycled creatures are completely loyal to the caster. Each has an Intelligence of 8+d6 and can accept complex commands. For each 2 HD rolled but not used for reanimation, a special ability may be added to the creatures from Table 9-6: Traits or Properties of Un-dead (DCC RPG, pg 381). 32-33 As the previous result but CL+d10 HD of animals, people, or monsters (1 - 8 HD in size) are animated. 34-35 As result level 28-29 but CL+d16 HD of animals, people, or monsters (2 - 12 HD in size) are animated. 36+ The caster can animate CL x2+1d20 HD worth of any previously living creatures (2 - 16 HD in size). Each will have a special ability from Table 9-6: Traits or Properties of Un-dead (DCC RPG, pg 381) and will have a 25% chance of being fully intelligent. Skeletal Attendant Level: 2 Range: proximity Duration: 1 day Casting time: 1 turn Save: NA General: Summons an intelligent skeleton butler from the Astrolich realm to do the caster’s bidding. Manifestation: The skeleton butler appears suddenly by sparkly transmat beam. 1 Lost, failure, and patron taint. 2-11 Lost. Failure. 12-13 Failure, but spell is not lost. 14-15 The caster summons a clean and polished animated skeleton butler wearing a fine white shirt and a black coat with tails. Deep in its eye sockets are a pair of small green orbs that glow with an intensity that matches the butler’s tone of voice. The butler will introduce itself in a pleasant, refined voice (roll 1d4: 1 - Bonesworth, 2 - Skullingham, 3 - Corpsington, 4 - Rattleson) and wait upon the caster’s orders throughout the day. At this level, the butler will not remember anything from any previous summonings. The skeletal butler is considered to have 11 in all attributes, HD: 1d8, HP: 5, AC: 11, Move: 25’, Act: 1d16, and +1 to all saves. It has no appreciable combat abilities. 16-19 The skeleton butler will appear and introduce itself as above but is a skilled servant. It has an equivalent Strength and Agility of 14 plus it is skilled in the following tasks: driving, cooking, cleaning, and tailoring. At this level, the butler will have a passing memory of any previous summonings. 20-21 The skeleton butler will appear and introduce itself as above but is much improved. It has an equivalent Strength and Agility of 16 plus the following additional tasks: night watchman, minor repairs, and bandaging wounds. At this level, the butler will have a full memory of any previous summonings and can be tasked with reminding the caster of up to 4 appointments or engagements. 22-25 As the previous result but the butler now has the following combat abilities: Init: +1, Atk claws +3 melee (1d4+2), HD: 2d8, HP: 10, AC 12, Armor Die: [1d3], and +2 to all saves. 26-29 The skeleton butler will appear and introduce itself as above but is vastly improved. It has an equivalent Strength, Agility, and Intelligence of 16 plus the following additional tasks: basic business, appraising goods, event planning, and current events. At this level, the butler will have a detailed memory of any previous summonings and will remind the caster of any number of things. 30-31 As the previous result but the butler now has the following combat abilities: Init: +2, Atk sword +4 melee (1d8+2), HD: 3d8, HP: 15, AC 13, Armor Die: [1d4], Act: 2d16, SP summon sword from thin air, and +4 to all saves. 32-33 The skeleton butler will appear and introduce itself as above but is a paragon of servitude. Its Strength, Agility, and Intelligence are 16 and all other attributes are 13. In addition to all of the previous tasks, it is skilled in the following additional tasks: business, finance, estate management, barter, and law. At this level, the butler will have a detailed memory of any previous summonings and will remind the caster of any number of things. 34+ In addition to the previous result, the butler is an accomplished warrior: Init: +4, Atk sword +1d5+2 melee (1d8+1d5+2), HD: 5d8, HP: 25, AC 14, Armor Die: [1d5], Act: 2d20, SP mighty deeds as a 5th level warrior, summon sword from thin air, & +6 to all saves. NecroNeural Net – When placed on the skull of a recently deceased humanoid for the period of a day, the corpse becomes a zombie (DCC rulebook, pg 431) that follows all your mental commands to the best of its dim Intelligence until destroyed. The maximum number of zombie henchman you can control at one time is equal to one half your current level plus Personality mod, with a minimum of 1. Note, employing zombie henchmen will not be taken well by most Lawful or Neutral Urthlings.[/spoiler] [/spoiler] Dungeon Crawl Classics 3rd-Party Magazines[spoiler] [URL=http://www.drivethrurpg.com/product/192706/2015-Gongfarmers-Almanac-consolidated-edition-Vols-16?affiliate_id=17596]2015 Gongfarmer's Almanac 1-6[/URL][spoiler] [b]Ghost:[/b] You are a tortured soul, cursed to live beyond the grave. You have returned from the next world to seek revenge or atonement for your past life. [b]Skeletal Warrior:[/b] You are a warrior of a bygone age, a casualty of a battle long-forgotten. You have been risen from your grave to fight once more by some foul necromancy, and you march on to battle without fear of death. [b]Vampire:[/b] You are an un-dead being cursed to feed upon the blood of the living. You were human once, but in death you have been changed to something far more dreadful. [b]Fright of Ghosts:[/b] ? [b]Hungry Dead:[/b] ? [b]Hag of Hecate:[/b] ? [b]Damned Skeletal Army:[/b] ? [b]Damned Banshees:[/b] ? [b]Elahi the War Witch, Mummy:[/b] Centuries under the thrall of the jewel after being burned at the stake, has transformed Elahai from a powerful witch into a powerful mummy. [b]Grey:[/b] Agents of the Demi-Lich, these un-living forms comprise that sliver of a soul each has to give up to be able to leave the pass un-cursed. Greys who gather 5 luck points may duplicate themselves by mitosis as a free action, creating a duplicate Grey at full health. [b]Rj’Nimajneb~Yor, Demilich:[/b] ? [b]Juju Zombie:[/b] Wand of a Thousand Punishments activation critical success. [b]Ghast:[/b] Wand of a Thousand Punishments activation critical success. [b]Wight:[/b] Wand of a Thousand Punishments activation critical success. [b]Wraith:[/b] Wand of a Thousand Punishments effect. Wand of a Thousand Punishments: This wand, crafted by Rj’Nimajneb~Yor himself was created from the spine of the offspring of a daemon and a unicorn – an experiment that was disastrous, and successful in its own right. Use of the wand requires a successful classic intelligence check of a 5th level or higher Wizard, or DC15 Thief “Use Scroll” to activate each round. Failure to activate the wand renders it inoperable for 1d9 days, and a critical fumble destroys the wand – causing a phlogiston disturbance (caster is forced to cast a spell vs. a spell on chart below, Judge rolls for wand’s Spell check+CL7+5) then explodes for 5d7 points of damage creating a rip in space time. The wand itself has a Spell check of 19, plus the Caster’s Level, and Int Bonus. If the bearer has a 15 or higher Intelligence, he can choose the spell below, otherwise roll 1d5 per use: 1. Flaming Hands 2. Magic Missile 3. Scorching Ray 4. Fireball 5. Lightning Bolt A critical success in activating the wand bestows un-dead henchmen permanently loyal to the bearer in addition to the Spellcasting, Roll 1d3: 1. 1d7 Juju Zombies 2. 1d5 Ghast 3. 1d3 Wights The un-dead are either created from nearby remains, or are the closest convenient creature teleported to the bearers location. They appear and act the next round, surrounding the caster if possible, with elite morale. While the bearer has the wand in his possession, the un-dead can be psychically commanded as a free action. If the wand is held by another, or is more than 5’ away from the bearer for more than 2 rounds, roll 1d100: 1-20 The un-dead suddenly vanish, leaving behind permanently burned shadows from where they stood. 21-25 The un-dead are destroyed in an explosion of positive energy. Adjacent targets take 3d6 damage: Law characters no damage, Neutral Half, Chaos Full; DC15 Will for half, post alignment determination. 26-37 The un-dead explode, causing 2d6 damage to all adjacent targets. DC10 Sta check for half. 38-40 The un-dead implode, pulling anyone adjacent to each creature into the 9 hells. DC15 Agi check or be pulled in. 41-58 The un-dead remain, unloyal to anyone, acting next round per Judge’s determination. 58-69 The un-dead remain, loyal to the original bearer of the wand at time of bestowment. 70-73 The un-dead remain, loyal to whoever bears the wand. 74-80 The un-dead remain, turned to stone. Bearer gains corruption; roll 1d3: 1. Minor, 2. Major, 3. Greater. 81-84 Arrival. The un-dead remain, and an angel arrives and starts to fight the creatures. Party must choose sides. If the angel wins, it bestows the party boons per Judge’s discretion. If the undead win, they become loyal to the original bearer of the wand and those present at the time of bestowment. A Wraith appears, pledging fealty to the champion of the un-dead. 85-90 Contest. A demon arrives and offers the bearer 50 smoldering gold coins per remaining un-dead. The demon is true to his word and pays if accepted, if denied he fights the bearer and allies for the un-dead disappearing before the final death blow if defeated, cursing the party. The bearer and allies make a mortal enemy. 91-98 If the original bearer of the wand bestowed un-dead is still of mortal life, he must make a DC 15 Will save or be transmogrified into a Wraith. All objects at time of fail turn into ethereal variants and are subject to those effects per Judge’s discretion. 99-100 Special, The Judge’s discretion on the event.[/spoiler] [URL=http://www.drivethrurpg.com/product/192934/2016-Gongfarmers-Almanac-consolidated-edition-Vols-18?affiliate_id=17596]2016 Gongfarmer's Almanac 1-8[/URL][spoiler] [b]Necrosaur:[/b] As one of the Oblivion Syndicate’s greatest warriors, this H’Grungthorr was chosen by the evil Perilous Couple to receive the most profane blessings of their death-cult. Now, H’Grungthorr has been transformed into a ferocious, thanatos-powered, life-hating warrior known as THE NECROSAUR. [b]Skeletal Heap:[/b] [i]Skeletal Heap[/i] spell. [b]Mocking Shade:[/b] ? Skeletal Heap (Thief Spell) Level: 2 Range: 20’ Duration: Varies Casting Time: 1 round Save: N/A General Thieves from North Kovacistan have a tendency to steal spell books from their wizard traveling companions. This spell is as much a defense mechanism for the wizard's spell book as it is an actual spell that the wizard can cast. If casting as a wizard, for all results below 12 the spell fails and is lost for the day, but otherwise they suffer none of the listed effects. Thieves may cast this spell using a d16 but must burn 1 point of Luck PERMANENTLY - yes, you may never recover it, ever! The caster attempts to summon forth a hideous necromantic warrior from the piles of bones of long-dead creatures. Alas, even failure has its price! Manifestation The bones of long-dead friends, foes or others come together with the screeching sound of unreleased voices silenced in violent combat, knitting themselves together in stop-motion and exhibiting the general shape of the bones' previous form, albeit crudely pasted together (for example, a skeletal heap conjured from ape-man bones might have long arms where its legs should be and short, squat legs growing from it's back or head, while a heap formed from triceratops bones may have one arm with three spikes protruding from it). Judges are encouraged to embellish the attacks listed below as they see fit in regards to the component bones available. Corruption None. The results of the spell are corruption enough (see below). Misfire None. Though when cast by a thief, all results produce some form of skeletal heap, most beyond the caster's control. 1 The bones of the fallen fail to achieve the desired state due to a lack of sufficient necromantic energy. The caster's own bones begin to pop from his body to supplement the creature. Suffer 2d4 Luck loss (permanent, cannot be restored, ever - but you won't live long enough to regret it, anyway!) Each round, the caster must pass an incrementally more difficult Fort save, beginning at DC 14, or suffer the ill effects of their own bones being sucked out through their skin as they attempt to join the heap (lose 1d5 points of Strength, Agility, or Stamina). Three successive saves will halt the process and return the dead to their slumber, leaving the caster in awfully bad shape otherwise. 2 - 8 The heap begins to take shape but needs more, more, more! Suffer 1d7 Luck loss (permanent, cannot be restored, ever - stop messing around with the wizard's spell book, thief!) to supplement the creature's growth. The resulting heap has the following stats: Init -4; Atk limb +0 (1d3); AC 10; HD 2d6; MV 20'; Act 1d16; SP un-dead traits; SV Fort +1, Ref +0, Will +0, AL C. Creature only has one usable limb for attacking and will randomly lash out at the nearest target, usually the caster. This heap will continue to attack random targets for 1d3 rounds before falling into a pile of its component bones. 9 - 11 The heap begins to take shape but you can't control it! Suffer 1d3 Luck loss (permanent, cannot be restored, ever - what, you think magic is easy?!) to supplement the creature's growth. Also, make an opposed Personality check (heap gets +4 to this check - leave the dead where they rest, fool!) or the heap will randomly attack the nearest target, usually the caster. If you gain control of the heap this way, it will function for 1d3 rounds at your command before falling apart into its component bones. Init -4; Atk limb +0 (1d3); AC 10; HD 2d6; MV 20'; Act 1d16; SP un-dead traits; SV Fort +1, Ref +0, Will +0, AL C. 12 - 13 It's alive! The heap has formed and will remain under the caster's control for 1d4 rounds or until destroyed. Init -2; Atk limb +0 (1d3); AC 10; HD 2d6; MV 20'; Act 1d16; SP un-dead traits; SV Fort +1, Ref +0, Will +0, AL C. 14 – 17 Getting stronger, now! The heap lasts for 1d4 rounds or until destroyed. Init -2; Atk limb +0 (1d4); AC 12; HD 2d6; MV 20'; Act 1d20; SP un-dead traits; SV Fort +2, Ref +0,Will +0, AL C. 18 - 19 That's better! The Heap lasts for 1d4 rounds or until destroyed. Init -2; Atk limb +0 (1d5); AC 13 + special; HD 2d7; MV 20'; Act 1d20; SP un-dead traits, can block one attack with an extra limb as though carrying a shield (+2 AC), which then splinters; SV Fort +2, Ref +0, Will +0, AL C. 20 - 23 Now we're cooking! The heap lasts for 1d5 rounds or until destroyed. Creature only has one usable limb for attacking but now has a melee weapon in its grip. Init +0; Atk limb +0 (1d5) or melee weapon +0 (1d6); AC 13 + special; HD 2d10; MV 20'; Act 1d20; SP un-dead traits, can block one attack with an extra limb as though carrying a shield (+2 AC), which then splinters; SV Fort +2, Ref +1, Will +0, AL C. 24 - 27 It's getting bigger! The heap lasts for 1d5 rounds and now has two usable limbs for attacking, both of which grip melee weapons. Init +0; Atk limb +0 (1d5) or melee weapon +0 (1d6); AC 14 + special; HD 3d10; MV 20'; Act 2d16; SP undead traits, can block one attack with an extra limb as though carrying a shield (+2 AC), which then splinters; SV Fort +2, Ref +1, Will +0, AL C. 28 - 29 Look at the size of that thing! The heap lasts for 1d5 rounds and has two usable limbs for attacking, both of which grip melee weapons. Init +0; Atk limb +0 (1d6) or melee weapon +0 (1d8); AC 16 + special; HD 3d12; MV 20'; Act 2d20; SP un-dead traits, can block one attack with an extra limb as though carrying a shield (+2 AC), which then splinters; SV Fort +2, Ref +2, Will +0, AL C. 30 - 31 We're gonna need a bigger boat! The heap lasts for 1d6 rounds and now has three usable limbs for attacking, all of which grip melee weapons. Init +1; Atk limb +0 (1d6) or melee weapon +0 (1d10); AC 18 + special; HD 3d16; MV 20'; Act 3d20; SP un-dead traits, can block one attack with an extra limb as though carrying a shield (+2 AC), which then splinters; SV Fort +2, Ref +2, Will +0, AL C. 32+ Over 9000! The heap lasts for 1d6 rounds and has three usable limbs for attacking, all of which grip melee weapons. Init +1; Atk limb +0 (1d8) or melee weapon +0 (1d12); AC 20 + special; HD 3d20; MV 20'; Act 3d20; SP un-dead traits, can block up to two attacks with an extra limbs as though carrying a shield (+2 AC), which then splinters; SV Fort +3, Ref +2, Will +0, AL C.[/spoiler] [URL=http://www.drivethrurpg.com/product/229266/2017-Gongfarmers-Almanac-Volume-1?affiliate_id=17596]2017 Gongfarmers Almanac 1[/URL][spoiler] [b]Undead:[/b] Few organic beings know this, but sometimes when a mechanical life form “dies,” it is reconstituted in a special kind of afterlife. What happens to the Goody Two Wheels robots is a topic for another day, but the ones who end their functional life with a significant number of wicked acts listed in their behavior log end up in a place of eternal punishment for artificial entities. This place is the Abyss of Automatons. This is a Hell that is run by robots, for robots. Any kind of robot imaginable can be found here, so the judge should feel free to add others not detailed in the encounter areas below. Note that because these automatons have all been previously destroyed, they are now considered un-dead. [b]Deceptiguard:[/b] ? [b]Severed Bot Limb:[/b] The limbs have all been violently severed from the original robots’ bodies, leaving the limbs with an unstoppable desire to be reattached to anything moving. [b]Endoskeleton:[/b] These are the robotic endoskeletons of former cyborgs who had their skins burned off as punishment for their evil. [b]Vacbot:[/b] ? [b]Fembot:[/b] ? [b]Zombot:[/b] Built to look like humans, the zombots have seen sufficient wear and tear in the Abyss to make them appear un-dead: some have loose skin drooping down from their faces like stroke victims, others leak coolant and other fluids, and most walk with a shuffling limp. Designed to keep going, and going, and going, a zombot only stops if their robobrain is destroyed. [b]Hari:[/b] HARI, an artificial intelligence designed long ago to be a Human And Robot Interface. After HARI went offline in his first life, he found himself here, in charge of punishing wicked robot souls (if asked who assigned him this task, he enigmatically answers, “I did”). [b]Robodemon:[/b] ? [b]Leaky:[/b] After a long life spent as a glorified transport for smarter AIs, Leaky is enjoying letting his new authority in the Abyss go to his head. [b]Demon-Saur:[/b] The desperate demons of Yoz, seeking vengeance against the voidlings (and soon, against each other), inscribed the demon-saur bones with terrible runes and assembled them into creaking, un-dead war-machines. [b]Demon-Saur Tyrannosaurus:[/b] ? [b]Demon-Saur Stegosaurus:[/b] ? [b]Demon-Saur Triceraptops:[/b] ? [b]Demon-Saur Raptor:[/b] ? [b]Demon-Saur Ankyslosaurus:[/b] ? [b]Demon-Saur Spinosaurus:[/b] ? [b]Demon-Saur Gigantosaur:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/229268/2017-Gongfarmers-Almanac-Volume-2?affiliate_id=17596]2017 Gongfarmers Almanac 2[/URL][spoiler] [b]Sugar Zombie:[/b] Children make no save against the effects of the pixie’s sticks or tasting any of the sweetness of the Big Rock Candy Mountains. Adults make a DC 12 Will save after consuming them, or they become sugar thralls, refusing to do anything except find the Big Rock Candy Mountains and savor its sweetness. Each day a sugar thrall spends eating the minerals causes a loss of 1 Stamina, resulting from a diet of indigestible rocks and little sleep. When the last point of Stamina is lost, the character rises as a sugar zombie. [b]Fiend in the Pit:[/b] Near the back of this cell is a now-undead serial killer, whose transgressions in life eventually brought him here to wither and die for his heinous crimes. [b]Enthralled:[/b] A shadow land of grey twilight, the Forest of Nedra exists between states of reality, filled with objects both half-formed and those seemingly etched into the fabric of creation itself. The forest does not have a permanent location, but instead slowly resolves throughout time in ancient groves as a spreading blight that acts as a gateway from the mortal world to the demesne of the chaos lords. Evil rumors of shades and fey magic carry into those lands the forest comes to border, and creatures captured and enthralled by its spreading gloom move and act with a dull, lifeless animation. [/spoiler] [URL=http://www.drivethrurpg.com/product/229269/2017-Gongfarmers-Almanac-Volume-3?affiliate_id=17596]Gongfarmers Almanac 2017 3[/URL][spoiler] [b]Roaming Spirit:[/b] The Living Graveyard: Beneath the mushroom caps and the thick mist lies a ghostly sanctuary for spirits that have been trapped here for millennia. As a result of being in a realm of chaotic magic, anyone who perishes beneath the mist does not die immediately - they are transformed into spirits to roam the area in ghostly form. [/spoiler] [URL=http://www.drivethrurpg.com/product/229273/2017-Gongfarmers-Almanac-Volume-6?affiliate_id=17596]Gongfarmers Almanac 2017 6[/URL][spoiler] [b]Halfling Skeleton:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/229275/2017-Gongfarmers-Almanac-Volume-7?affiliate_id=17596]2017 Gongfarmers Almanac 7[/URL][spoiler] [b]Eddie:[/b] ? [b]Erasmus Cordwainer Blood:[/b] ? [b]Brides of Blood:[/b] ? [b]Vampire Bride of Blood, Ophelia:[/b] ? [b]Vampire Bride of Blood, Portia:[/b] ? [b]Vampire Bride of Blood, Calliope:[/b] ? [b]Vampire Bride of Blood, Gretna:[/b] ? [b]Vampire Bride of Blood, Patricia:[/b] ? [b]Vampire Bride of Blood, Isadora:[/b] ? [b]Vampire Bride of Blood, Amara:[/b] ? [b]Vampire Bride of Blood, Bella:[/b] ? [b]Vampire Bride of Blood, Calandra:[/b] ? [b]Vampire Bride of Blood, Damaris:[/b] ? [b]Vampire Bride of Blood, Eldoris:[/b] ? [b]Vampire Bride of Blood, Faustine:[/b] ? [b]Skeleton:[/b] Searching the bones discovers a sheathed dagger near one and a silver ring with an onyx stone (15 gp value) on another. If this ring is removed, the skeleton animates and attacks. [b]Revenant:[/b] If a PC is slain while wearing the ring, and it is looted, his body will rise as a zombie-like revenant to recover the ring. Any character who dies wearing the ring will rise as an un-dead being if the ring is subsequently taken. [b]Vampire:[/b] If Blood is defeated, he wears a silver chain worth 20 gp, a gold signet ring worth 25 gp, and an iron ring with a hematite gem that allows a living wearer to cast the following spells once per week: animal summoning (wolves and dire wolves only), ward portal, and phantasm. The spells are cast using 1d20+3 for the spell check regardless of caster class or level. In addition, the character gains 60’ infravision, and is ignored by un-dead (unless he interacts with them first). A character who dies with this ring on his finger rises as a vampire on the next full moon. The newly risen un-dead’s first goal is to recover the ring if it has been taken. [/spoiler] [URL=http://www.drivethrurpg.com/product/185320/Crawling-Under-a-Broken-Moon-zine-Collection-vol-1-DCC?affiliate_id=17596]Crawling Under a Broken Moon 1-4[/URL][spoiler] [b]Mannekill:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/237631/Crawling-Under-a-Broken-Moon-Compilation-DCC?affiliate_id=17596]Crawling Under A Broken Moon Compilation[/URL][spoiler] [b]Autogeist:[/b] Deep in the wastelands lie a multitude of corpses wrapped in rusting caskets of twisted chrome and faux-leather upholstery. From these mass graves of crushed hopes and unquenched road rage rises a horror that all wastelanders fear, the dread Autogiest. The fiend is a conglomerate spirit of those who have died in violent car wrecks that have joined together to punish the living. [b]Keeper Large Car Autogeist:[/b] ? [b]Wight Lady:[/b] In the guise of a virtuous Unicorn, Nercocornicons lurk at the edge of settlements and entice young ladies to follow them deep in the wilds … to their doom. After a dark and beguiling ritual, such maidens are impaled through their innocent hearts by the Nercocornicon’s gleaming ebony horn, extinguishing their life and reanimating them, via nano-necrotech, as Wight Ladies to serve the Nercocornicon for eternity. [b]Zombie:[/b] Anyone struck by the Nercocornicon’s horn in battle must make a Fort save (DC 10) or be instantly killed. The horn absorbs the victim’s life force as a number of spellburn points equal to the victim’s HD. These points can be stored for up to 24 hours and the horn cannot hold more than 10 points at any one time. If the victim’s body is not properly sanctified and buried, rarely done nowadays, there is a 33% chance of the corpse raising as a zombie. Anyone that dies within a corpsenado's funnel will raise as a zombie within 1d4 rounds. [b]Chilly Man:[/b] When a Chilly Man has no opponents to attack or is ordered by Coney to retreat they will pick up any paralyzed victims for conversion into Chilly Men. [b]Mannekill:[/b] Corpses that are mostly intact are dragged to the fitting rooms for conversion. The Fitting Rooms: This area smells faintly of burnt plastic and chemicals. Each of the fitting booths have been set up with full body moulds for embalming a body and coating it with plastic. [b]Skull-Or, Lich Wizard 5:[/b] Skull-Or was once a powerful and corrupt wizard-hero of Aetheria who cared only for personal power and advancement. Decades ago, the Masters of Aetheria took captive the evil wizard and imprisoned him in the bowels of Castle Oldskull where he learned the castle’s secret: it fed off the energies of spellcasters and lied to its heroes. The wizard escaped but had little strength left in his bones. Dying on the fields of the Dark Lands, the wizard called out to Sezrekan who extended the wizard’s life in exchange for the secrets of Castle Oldskull. The wizard rose again as the lich Skull-Or, pledging to deliver the castle into the hands of his patron... and then destroy it. [b]Ghoul:[/b] ? [b]Petrol Zombie:[/b] Petrol Zombies are a form of mutated undead that store petrol in their guts. Dying from Petrol Sickness. [b]Business Revenant, Undead Project Manager:[/b] The Business Revenant is a creature from the distant past. A human kept alive to complete a long forgotten project by advanced technology. [b]Cihuateteo:[/b] Cihuateteo is the name given by superstitious barbarians in the lands south of Umerica to corpses reanimated by a faulty nanovirus developed in the 21st century. Characters that suffer damage from both the Cihuateteo’s claw and Cognitive Distortion attack must make a DC 10 Will save. Failure means that the character is a carrier of the mystic disease and will become a Cihuateteo themselves in 27.3 days unless the nanovirus is purged from the blood. Each day for the next two weeks, persons in close contact must make a DC 5 Fort save to see if the nanovirus invades their bodies. Failure means the person will become a carrier as well. [b]Undead Dire Wolf:[/b] The Cyberhive buzzes with tales of undead dire wolves infected by a unique reanimator fungus. PCs meet a Robolich whose specialty is the discreet study of MULEs; he suspects this unusual strain was created when the cosmic event interacted with the vegetization mutation. [b]Wraith Rider, Undead Engine of Vengeance:[/b] Empowered by an unknown spirit from the plane of Eternal Unrest after suffering a traumatic violent death, a murdered human may transform into a Wraith Rider. Killed by a roadgang while trying to make a delivery. Doublecrossed on a mission for the 3 Royals. Killed for knowing too much. Killed by a local community for a crime they did not commit. Killed by one of the characters during a previous adventure. [b]Undead:[/b] In the ruins of Old Seattle and the lands that surround it dwell an inordinate number of necromancers. This, of course, means there is also a startling amount of undead in the region as well. Elevating Repose ManaJava. [b]Gary the Skeletal Warrior:[/b] Gary was an adventurer from bygone days but his success as one ended in the Space Needle as he and his group ran afoul of a powerful Necromancer. During Gary’s resurrection something funky happened and he retained all of his intelligence and freewill which he quickly turned on his new-found master and slew him. [b]Annanita the Fashion Lich:[/b] ? [b]Skeleton:[/b] ? [b]Shadow:[/b] Die within one day per shot of Nexpresso taken. [b]Caffeinated Corpse, Coffee Animated Ghoul:[/b] Raised by pouring a rare brew of ManaJava into a corpse’s mouth, these undead will only be animate for a short time unless they get more coffee… and they know it. Raise Mocha ManaJava. [b]Rave Zombie:[/b] These crazed undead can spontaneously raise from the corpses of Technos Discos followers (usually in groups of 3 or more) or can be created by necromancers that have learned to raise the dead with enchanted music. It is unknown if this necromantic raising process taps into the power of the Terrible Bringer of Beats or another, more vile, source of horrifying melodic energy. [b]Ghastrista, Greater Coffee Ghoul:[/b] ? [b]Power Wight:[/b] Using the secrets of both golemcrafting and necromancy, these creatures are always planned works created in a lab and never spontaneously occur. They are creations formed from the finest parts of various corpses and incorporate NecroTech devices within their bodies. [b]Lesser Power Wight, NecroTech Enhanced Corpse:[/b] Using the secrets of both golemcrafting and necromancy, these creatures are always planned works created in a lab and never spontaneously occur. They are creations formed from the finest parts of various corpses and incorporate NecroTech devices within their bodies. [b]Greater Power Wight, Reanimatronic Juggernaut Intellectual:[/b] Using the secrets of both golemcrafting and necromancy, these creatures are always planned works created in a lab and never spontaneously occur. They are creations formed from the finest parts of various corpses and incorporate NecroTech devices within their bodies. [b]Corpsenado:[/b] The Corpsenado is a sentient funnel cloud of rageful, anti-life energy whose goal is to scour the life from the surface of whatever plane of existence they inhabit. [b]Parts Pile, Swarm of Reanimated Parts:[/b] ? [b]Guile Pile:[/b] ? [b]R.A.T.S., Rodents of Abnormal Talent and Size, Fire Breathing Zombie Rodents:[/b] These R.A.T.S. are not a side effect of necromantic energies gone awry, but are a deliberate creation from one of the Necromancers in the space needle. Petrol Sickness (1d3 Sta damage and roll 1d7 on the table below) 1 Make another Fort save DC 12. Failure means all the effects below plus a final Fort save DC 12 vs. death in 3d7 days as cancerous boils erupt on the body. Upon death the character resurrects as a new Petrol Zombie. 2 Unconsciousness – Unconscious for the next 1d6 hours. 3 Acid Damage – The extreme toxicity does an additional 1d6 acid damage to all exposed skin. 4 Extreme Fatigue – For the next 1d5 hours all rolls are reduced by 2 on the dice chain. 5 Vision Loss – For the next 1d3 hours, all vision related skills are reduced by 2 on the dice chain. 6 Confusion – For the next 1d3 rounds, the mind is racked with hallucinations making combat difficult. Roll 1d3: 1 – attacks are directed towards allies 2- no attack possible 3- attacks are rolled as normal but crits are not possible. 7 Difficulty Breathing – For the next 1d3 rounds, exerting the body is much more difficult and scales down one die to reflect the extra labor required. nexpresso - A potent potable that only a select few can brew. The drinker gains a pale pallor and similar qualities and immunities as an undead (while still being alive) for 1d3+1 hours. They are immune to critical hits, disease, poison, sleep spells, charm spells, and paralysis spells, as well as other mental effects and cold damage. If a double shot is taken, the imbiber also uses Crit Table U: Un-dead (DCCRPG, pg 390) if they score a critical hit on an opponent. A triple shot grants the imbiber power similar to the Chill Touch spell (DCCRPG, pg 133). They receive a +1 to attack rolls, and every creature the imbiber attacks takes an additional 1d4 cold damage. The drawback of this brew is threefold: firstly, the drinker can no longer feel their body as a living person can so they are unaware of how much damage they take from any attack, other than general observations based on the size of the wound. The GM will track all damage taken during the duration of the effect. Next, the during the duration of the effect, the imbiber can be turned as an undead of equal hit dice plus one. Finally, should the imbiber die within one day per shot taken, they will automatically raise in a few hours as a Shadow. (70-100gp) elevating repose - This brew was developed by the Anti-Life League and is only available on request from the few baristas that they are allied with. In addition, it takes months for the meticulous preparation and brewing process to be done correctly so it is VERY expensive (~1000gp). When imbibed, the drinker will experience the ultimate coffee experience and then gently drift off into a peaceful sleep as they die. 2d24 hours later they may raise as an intelligent undead. Below is a list of saving throws that must be made (rolled in order) to see how the conversion process went: a Fort save (DC 13) versus Death (no reanimation possible). On a success, they roll on Table 9-5: Physical Appearance of Un-dead to determine the nature of their undeath. a Will save (DC 13), success indicates the imbibers class abilities, alignment, memories, and personality remain in tact. Failure could mean they are a different person now or that they were possessed upon reanimation. a Fort save (DC 13), success indicates their Hit Die is increased by +1 die step (reroll all HP). Failure means their Hit Die is reduced by -1 die step (reroll all HP). If the save result was over 20 they also gain 1d3 additional hit dice. a Will save (DC 13), success indicates they may roll one time on Table 9-6: Traits or Properties of Un-dead (DCC RPG, pg 381) to determine what powers unlife has bestowed upon them. If the save result was over 20 than they may roll twice and keep both powers. Raise Mocha - When fed to a dying person or recent corpse this draught will temporary animate the body as a Caffeinated Corpse under the control of the cup holder. (40-70gp)[/spoiler] [URL=https://www.drivethrurpg.com/product/238958/NIGHT-SOIL-zero--for-the-DCC-RPG-Dungeon-Crawl-Classics--INNER-HAM?affiliate_id=17596]NIGHT SOIL #zero — for the DCC RPG (Dungeon Crawl Classics) — INNER HAM[/URL][spoiler] [b]Zombie Retainer:[/b] ? [b]Skeleton:[/b] For each individual hung on the [hanging] tree, elsewhere a corpse springs into an animated parody of life, becoming a skeleton, mummy, wight, spectre, or the like. [b]Mummy:[/b] For each individual hung on the [hanging] tree, elsewhere a corpse springs into an animated parody of life, becoming a skeleton, mummy, wight, spectre, or the like. [b]Wight:[/b] For each individual hung on the [hanging] tree, elsewhere a corpse springs into an animated parody of life, becoming a skeleton, mummy, wight, spectre, or the like. [b]Spectre:[/b] For each individual hung on the [hanging] tree, elsewhere a corpse springs into an animated parody of life, becoming a skeleton, mummy, wight, spectre, or the like. [b]Un-Dead:[/b] For each individual hung on the [hanging] tree, elsewhere a corpse springs into an animated parody of life, becoming a skeleton, mummy, wight, spectre, or the like.[/spoiler] [URL=https://www.drivethrurpg.com/product/279830/NIGHT-SOIL-one--for-the-DCC-RPG-Dungeon-Crawl-Classics--INNER-HAM?affiliate_id=17596]NIGHT SOIL #one — for the DCC RPG (Dungeon Crawl Classics) — INNER HAM[/URL][spoiler] [b]Un-Dead:[/b] ? [b]Mindless Un-Dead:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/257400/Sanctum-Secorum--Episode-39b-Companion--Appendix-Nightmares?affiliate_id=17596]Sanctum Secorum Appendix N(ightmares)[/URL][spoiler] [b]Animated Corpse:[/b] Least among the intentionally created un-dead, animated corpses are normally made from local peasants who have somehow irritated a dark wizard. [b]Gem-Fueled Corpse:[/b] It is possible for a wizard to grant an animated corpse greater power via the placement of phlogistanically charged gemstones. [b]Becky Til Hoppard, Un-Dead Witch:[/b] “Junius Worral reckoned to win her with a love charm … [he] went up to her cabin to court her and didn’t come back, and the law found his teeth and belt buckle in her fireplace ashes; and when the judge said just prison for life, a bunch of the folks busted into the jail and took her out and strung her to a white oak tree. When she started to say something, her daddy was there and he hollered, ‘Die with your secret, Becky!’ and she hushed and died with it, whatever it was.” [b]Bit-Yakin:[/b] Found in a cliff-face niche, the desiccated remains of Bit-Yakin are wrapped tightly in funeral bands and are adorned with jeweled bangle bracelets along with a silver headband encrusted with gems. Tampering with any of the jeweled belongings will cause the corpse to animate and attack the party foolish enough to not leave the remains intact. [b]Bone Ghost:[/b] Bone ghosts are created when a wizard, aspiring to become a lich in his afterlife, steals a bone from a recently-deceased individual and uses it in an arcane ritual. The wizard who took the bone may or may not have completed his transformation into a lich, but he still has possession of the dead man’s bone. The spirit of the recently deceased whose bone is defiled is forever doomed to walk the earth as a bone ghost, unless his missing bone can be returned to him. [b]Cauldron-Born:[/b] Stolen from their crypts by their patron-liege Arawn, the cauldron-born are tireless, silent foes with a resilience that inspires fear among even the greatest of warriors. Imbued with power by Arawn, the cauldron-born are his favored guards and soldiers. [b]Ooze Corpse:[/b] If a living being dies inside a consuming ooze it gets reanimated into an ooze corpse after 1d30 minutes. [b]Death-Dealer:[/b] ? [b]Ghost Light:[/b] Personality 0 from a Ghost Light's Soulburn leads to death and returning as a Ghost Light. [b]Gray Demon:[/b] Reanimated through the power of sheer hatred and filled with unimaginable strength, these creatures lurk in jungles near the sites of forgotten temples and palaces. [b]Ink Wraith:[/b] The ink wraith is a foul type of un-dead said to be souls of former tattoo artists that caused disease and death from uncleanliness. [b]Lich:[/b] Among the followers of Eldrak of the Seven Hells, the most powerful and corrupt of wizards may be offered the opportunity to become a lich. Their mummified corpses are infused with the raw stuff of magic, and they rise again in a state of un-death, to observe the slow passage of eternity and to continue working their will upon the world. [b]Afgorkon, First Among Liches:[/b] ? [b]Plague Specter:[/b] On occasion, overzealous followers of the Red Death find themselves transformed into a twisted mockery of life. Their humanoid form is replaced by a skeletal-crimson mist. These mists normally inhabit the Land of the Flies, native plane to the Red Death, but there are exceptions. The specters are sometimes sent to defend the faithful or form spontaneously where plague has gone unchecked in heavily populated areas. [b]Plague Zombie:[/b] There are strains of fevers and pox that refuse to be satisfied with their host’s death. They continue to twist and change the corpse, giving it an un-life with a desire to “infect”. Plague zombies are almost always humanoid, but animals have been known to reanimate when whole communities are ravaged. Plague zombies spread their pestilence by both bite and pus-laden boils. Targets reduced to 0 Stamina from a plague specter's choking mist die, the poor soul drowning from the mist overwhelming the lungs. The corpse will re-animate in 24 hours as a plague zombie unless the remains are burned. [b]Temple Wrack:[/b] Temple wracks are remnants of those foolish enough to plunder sacred places of worship. They’re cursed to an eternal unlife wracked in pain as part of their punishment.[/spoiler] [URL=https://www.drivethrurpg.com/product/298963/Subether-1?affiliate_id=17596]Sub-ether #1[/URL][spoiler] [b]Undead Serpent Man:[/b] ? [b]Created Zombie:[/b] There is a pseudo undead condition in a sector of the undercity; transmissible zombie infection; this one however derived from super science rather than the occult. Undercity Zombie Infection. [b]Ghost:[/b] ? [b]Vampire:[/b] ? Undercity Zombie Infection Save v. infection; if failed or if infected material has spread into the body of the character, two additional saves are required but the infection has set in. Stage one - ravening hunger, additional strength and sometimes speed; reason has often gone to hide in the basement but no degeneration yet manifests Stage two - Int & Wis as previous; character’s identity intact provided they continue feasting on neural tissue; For each week of continued existence at stage two, add one each to the characters effective strength & Stamina, provided they keep at their diet. Going without at this stage … is not good. Memory issues and difficulty cogitating are the first steps, eventually the neuro degeneration takes most memory, identity, and self-control with it. Welcome to Stage Three. Stage Three – BRAINS[/spoiler] [/spoiler] [/spoiler] Dungeon Gits[spoiler] [URL=https://www.drivethrurpg.com/product/291366/Dungeon-Gits?affiliate_id=17596]Dungeon Gits[/URL][spoiler] [b]Skeleton:[/b] ?[/spoiler] [/spoiler] Five Torches Deep[spoiler] [URL=https://www.drivethrurpg.com/product/264584/Five-Torches-Deep?affiliate_id=17596]Five Torches Deep[/URL][spoiler] [b]Undead:[/b] ? [b]Undead Ghoul:[/b] An ancient Tomb Sentinel is turning the miners it killed into undead ghouls to help its duty.[/spoiler] [/spoiler] Grim Castle Rules[spoiler] [URL=https://www.drivethrurpg.com/product/167796/Grim-Castle-Rules?affiliate_id=17596]Grim Castle Rules[/URL][spoiler] [b]Undead:[/b] Necromancy is the art of reanimating the dead. Corpses and spirits can be bound into the service of a competent necromancer, becoming slaves to the necromancer’s will. Less competent necromancers simply raise the undead to foment chaos and disorder; these undead are without purpose and are unpredictable. Magical Calamity: Nearby corpses become undead [b]Banshee:[/b] Banshees are undead; the raised corpses of the traumatically killed. Lich can create undead. A lich can turn a corpse into an undead for mana equal to one-tenth of the undead’s HP (round up). A Lich can create Banshees, Ghosts, Ghouls, Skeletons, and Zombies. [b]Ghost:[/b] Ghosts are the spirits of the restless dead. They can be summoned by necromancers but also naturally arise when someone dies without completing a particularly important task. Lich can create undead. A lich can turn a corpse into an undead for mana equal to one-tenth of the undead’s HP (round up). A Lich can create Banshees, Ghosts, Ghouls, Skeletons, and Zombies. [b]Ghoul:[/b] Make a normal attack against a target [for a ghoul's bite]. If successful the target must make a Toughness attribute check against the ghoul’s Concentration. If they fail they fall into a coma for 1d6 days. Once per day the individual in the coma must make a Toughness attribute check against the Ghoul’s concentration with disadvantage. If they do not pass any of those times the target awakens as a new ghoul. Killing the target while they are in a coma causes them to immediately rise as a new ghoul. Any healing spell of Greater or Arch level cast onto the target while they are in a coma negates the transformation. Ghouls are dangerous undead that pass on their condition like a virus. Lich can create undead. A lich can turn a corpse into an undead for mana equal to one-tenth of the undead’s HP (round up). A Lich can create Banshees, Ghosts, Ghouls, Skeletons, and Zombies. [b]Lich:[/b] Lich are undead necromancers that have shucked off their mortal forms. The most dangerous necromancers are those who grant sentience to their undead, creating lich. [b]Mummy:[/b] Mummies are the undead that most often are found dabbling in necromancy and attacking local villages. Their minds have been warped by the incomplete ritual they undertook to become Lich. [b]Skeleton:[/b] Lich can create undead. A lich can turn a corpse into an undead for mana equal to one-tenth of the undead’s HP (round up). A Lich can create Banshees, Ghosts, Ghouls, Skeletons, and Zombies. Mummies can create undead. A mummy can turn a corpse into an undead for mana equal to one-fifth of the undead’s HP (round up). A mummy can create Skeletons and Zombies. [b]Vampire:[/b] Vampires are creatures that have been subjected to a dark curse that causes them to become undead and crave the taste of blood. Vampires are solitary creatures, and their bite (if deadly) causes the deceased creature to awaken in 1d6 days as another vampire. [b]Wight:[/b] They are sentient, but are controlled by whatever necromancer raised them. [b]Zombie:[/b] Lich can create undead. A lich can turn a corpse into an undead for mana equal to one-tenth of the undead’s HP (round up). A Lich can create Banshees, Ghosts, Ghouls, Skeletons, and Zombies. Mummies can create undead. A mummy can turn a corpse into an undead for mana equal to one-fifth of the undead’s HP (round up). A mummy can create Skeletons and Zombies.[/spoiler] [/spoiler] Hackmaster[spoiler] Hackmaster Cumulative[spoiler] [b]Undead:[/b] Any creature whose ability score is reduced to zero from an energy draining attack perishes. Such a victim will rise from the grave the next day, a half-strength undead of the same type and under complete control of the undead that slew him. (Hackmaster Basic) Any creature whose ability score is reduced to zero from an energy draining attack perishes. Such a victim will rise from the grave the next day, a half-strength undead of the same type and under complete control of the undead that slew him. (HackMaster GameMaster's Guide) [b]Adjule:[/b] See Fantom Dog, Adjule, Devil Dog, Moor Hound. [b]Animal Skeleton:[/b] See Skeleton Animal. [b]Animating Spirit, Blesdar, Fabric Phantom:[/b] Animating spirits are evil maligned spirits returned from beyond the grave. In life they were betrayed by friends and family members and now most often inhabit an item related to their betrayal and death. (Hacklopedia of Beasts) No one knows where the animating spirit originates, for the first documented case has been corrupted by urban legend. Coincidentally (or not), this ‘fabric phantom’ was the spirit of an expert Mendarn tailor, Blesdar Forband, a man with the reputation of making the most magnificent clothing in the kingdom. However, one customer (a noble by the name of Granden) refused payment until he saw perfection. Blesdar locked himself in his shop and worked his hardest, though Granden proved unsatisfied with the first five attempts. Finishing his sixth effort with an unexpected speed, Blesdar presented himself at the noble’s home to show off his latest creation. (Hacklopedia of Beasts) It was there, stumbling into Granden’s bedroom, that he accidentally learned the truth — Granden had cruelly kept Blesdar working so he could seduce the tailor’s wife. Collapsing from exhaustion and shock, Blesdar died. (Hacklopedia of Beasts) The following week, Granden took the tailor’s last creation from his wardrobe, intending to wear the exquisite ensemble at his next ball. There, he was the talk of the party. When asked where he had commissioned such wonderful clothing, Granden claimed that his consort (Blesdar’s widow) had made them for him. Moments later, Granden fell dead to the floor. The noble’s chest had been crushed inward. (Hacklopedia of Beasts) Supposedly, since that event, animating spirits have appeared across the Sovereign Lands. Some say Blesdar’s fabric had been resold and his vengeful spirit cursed any object that touched it. Others say that the story is no more than myth and that some type of unseen demon stalks the land. The Brandobians call this creature a ‘blesdar,’ with no other understanding of what it might be. (Hacklopedia of Beasts) [b]Apse Horror:[/b] See Ghoul, Apse Horror, Dead Riser. [b]Barrow-Wight, Cairn Creature, Witch-Corpse, Vostarr:[/b] This dreadful creature is an animated corpse whose spirit was so evil in life that it continues its existence to wreak vengeance and terror upon the living. (Hacklopedia of Beasts) In life, barrow-wights were often of noble birth or held some position of power over others (e.g., a knight, duke or even a wealthy merchant). It is unheard of for a serf, squire or other menial person’s corpse to spawn the evil of a barrow-wight, perhaps because they lacked any feeling of power in life and so their spirit does not strive to hold onto it after death. (Hacklopedia of Beasts) It is thought that a barrow-wight cannot arise from a consecrated corpse or a body lacking any limb or digit thereof, though this may be merely an old wives’ tale. (Hacklopedia of Beasts) A wight's barrow is not only his tomb but, in large measure, his eternal prison as well. Those immutably bound to this sepulcher have but one one hope of escape, that being the ensnarement of a surrogate guardian. Any sapient human, demi-human or humanoid slain by the wight may serve this purpose. Of course, wights were doubtless haughty and proud in life and carried this trait through to their current existence. It wouldn't suit their legacy to have some orkin graverobber ensconced in their tomb. Thus they are choosy about whom they may grant unlife to even at the cost of their own freedom. Those deemed acceptable will be clad in their funereal garb and likely other objects denoting the wight's former status. The corpse will be laid upon the very same funeral slab once occupied by the current master and permitted to rise from death as a barrow-wight. (Hacklopedia of Beasts) Tradition holds that the cairns of individuals who, in life, manifested such evil strength of will that those burying them feared their return were marked with runestones to warn visitors of the possible threat. (Hacklopedia of Beasts) A dreadful creature, the barrow-wight is an animated corpse whose spirit was so evil in life that it continues its existence to wreak vengeance on the living. (Hackmaster Basic) [b]Blesdar:[/b] See Animating Spirit, Blesdar, Fabric Phantom. [b]Blood Mummy:[/b] See Mummy Blood, Hijarjany. [b]Cairn Creature:[/b] See Barrow-Wight, Cairn Creature, Witch-Corpse, Vostarr. [b]Candle Corpse:[/b] See Will-o'-the-Wisp, Corpse Candle, Fool's Fire, Will-o-Wisp. [b]Ciguld:[/b] See Spectre, Ciguld, Karigon. [b]Corpse Candle:[/b] See Will-o'-the-Wisp, Corpse Candle, Fool's Fire, Will-o-Wisp. [b]Creature Cairn:[/b] See Barrow-Wight, Cairn Creature, Witch-Corpse, Vostarr. [b]Creth:[/b] See Skeleton, Creth, Trondak. [b]Crypt Lurker:[/b] See Ghast, Crypt Lurker. [b]Damned:[/b] See Mummy, The Damned. [b]Darkling:[/b] See Shadow, Shadowman, Darkling. [b]Dead Riser:[/b] See Ghoul, Apse Horror, Dead Riser. [b]Dead Walking:[/b] See Zombie, Walking Dead, Zuvembie. [b]Devil Dog:[/b] See Fantom Dog, Adjule, Devil Dog, Moor Hound. [b]Dog Devil:[/b] See Fantom Dog, Adjule, Devil Dog, Moor Hound. [b]Dog Fantom:[/b] See Fantom Dog, Adjule, Devil Dog, Moor Hound. [b]Eternal Wrath:[/b] See Wraith, Eternal Wrath. [b]Fabric Phantom:[/b] See Animating Spirit, Blesdar, Fabric Phantom. [b]Fantom Dog, Adjule, Devil Dog, Moor Hound:[/b] Parents often tell tales of ‘the awful fantom dog with vacant black eyes’ to frighten children from going outdoors at night. These stories provide a variety of origins for the creature, such as the death of a hanged baliff, the spirit of a huntsman falsely executed for murder, the incarnation of a shape-changing sorcerer, and even the spirit of a funeral bier. (Hacklopedia of Beasts) [b]Farada:[/b] See Haunt, Farada, Restless Spirit. [b]Fire Fool's:[/b] See Will-o'-the-Wisp, Corpse Candle, Fool's Fire, Will-o-Wisp. [b]Fool's Fire:[/b] See Will-o'-the-Wisp, Corpse Candle, Fool's Fire, Will-o-Wisp. [b]Ghast, Crypt Lurker:[/b] Ghasts are rumored to be agents of the Harvester of Souls – sapient beings so wicked in life that they now sustain themselves by literally feasting on death. (Hacklopedia of Beasts) [b]Ghoul, Apse Horror, Dead Riser:[/b] Roughly one year ago, a soldier fell off a tower into the courtyard and broke his neck. Although the manner of his death was distinctly unheroic, he was a sycophantic lackey quite popular among many of the officers, and thus buried rather than cremated. Several nights later, however, he was reborn as a flesh-hungry ghoul. (Frandor's Keep) [b]Haunt, Farada, Restless Spirit:[/b] A haunt is created when a person dies prior to the completion of a significant task that he is unequivocally invested in. When this occurs, the life force becomes so strongly attached to its completion that the soul refuses to pass on into death until the task in question can be completed. This event is typically tied to a singular, and extremely powerful, emotion such as love, hate, greed, lust, revenge, and so forth. (Hacklopedia of Beasts) Haunts may be found anywhere on Tellene where someone died before the completion of a significant task. (Hacklopedia of Beasts) [b]Hijarjany:[/b] See Mummy Blood, Hijarjany. [b]Horror Apse:[/b] See Ghoul, Apse Horror, Dead Riser. [b]Hound Moor:[/b] See Fantom Dog, Adjule, Devil Dog, Moor Hound. [b]Jhurijany:[/b] See Mummy Servitor, Jhurijany. [b]Lurker Crypt:[/b] See Ghast, Crypt Lurker. [b]Karigon:[/b] See Spectre, Ciguld, Karigon. [b]Minotaur Skeleton:[/b] See Skeleton Minotaur. [b]Monster Skeleton:[/b] See Skeleton Monster. [b]Monster Zombie:[/b] See Zombie Monster. [b]Moor Hound:[/b] See Fantom Dog, Adjule, Devil Dog, Moor Hound. [b]Mummy, The Damned:[/b] Mummification consists of three separate processes. First comes the removal and separate preservation of major organs, including the liver, heart, stomach and brain. After this initial preparation, there is a ritualized bathing of the body in special liquids that preserve the flesh. The organs are then returned to the host in their proper orientations. Finally the body is bound in fine linen or silk, with each limb and digit wrapped separately, in order that the body might be fully articulated. Mummification has fallen out of favor as a burial practice and is not currently utilized by any cultural group on Tellene. (Hacklopedia of Beasts) As such, knowledge of the actual processes involved to properly mummify a corpse is something of a lost art. It is rumored within certain clerical orders that the Congregation of the Dead has retained this knowledge and some members of this vile sect are capable of returning from death as hideous animated mummies. (Hacklopedia of Beasts) These undead corpses rise from their sarcophagi to enact vengeance on those who violated their place of rest. Mummies are easily distinguishable from other undead, since their bodies were preserved with various spices and chemicals, with their head, body and limbs wrapped from head to toe in strips of white cloth. (Hackmaster Basic) [b]Mummy Blood, Hijarjany:[/b] ? [b]Mummy Natural:[/b] Not all mummies are the result of deliberate action by mankind. It is possible for exceptional environmental conditions to mummify a corpse as well. Extreme and persistent cold may freeze-dry a body preserving it for millennia while those buried (or perhaps simply perishing) in severely arid regions may desiccate leaving behind remains that persist for centuries. Cold bogs are another source of naturally occurring mummies. The combination of low temperatures, highly acidic water and lack of oxygen serves to preserve cadavers though tanning their skin in the process. (Hacklopedia of Beasts) [b]Mummy Noble, Shojarijany:[/b] ? [b]Mummy Rattlebone, Thinchejany:[/b] Often they were members of the royal praetorian bodyguard ritually slaughtered and hastily mummified when their liege died. (Hacklopedia of Beasts) [b]Mummy Royal, Shijarijany:[/b] ? [b]Mummy Servitor, Jhurijany:[/b] When an important noble or royal personage died or was otherwise removed from his position of authority, his personal courtiers were frequently ritually strangled and mummified along with their patron. Interred in his tomb, their symbolic role was to continue their service to their departed master. In truth, this ceremony was often just a ritual veil over the some brutal housecleaning by the new regime eager to ensure that no ties to the former sovereign remained and that the new cadre of attendants was aware in no uncertain terms that their very lives depended upon complete loyalty and devotion to the current ruler. (Hacklopedia of Beasts) When their patron was invigorated with malevolent unlife, these jhurijany (or servitor mummies) were similarly animated and now truly fulfill the role they were, in theory, assigned at their death (despite it being mere court theater at the time). (Hacklopedia of Beasts) [b]Natural Mummy:[/b] See Mummy Natural. [b]Noble Mummy:[/b] See Mummy Noble, Shojarijany. [b]Phantom Fabric:[/b] See Animating Spirit, Blesdar, Fabric Phantom. [b]Rattlebone Mummy:[/b] See Mummy Rattlebone, Thinchejany. [b]Restless Spirit:[/b] See Haunt, Farada, Restless Spirit. [b]Riser Dead:[/b] See Ghoul, Apse Horror, Dead Riser. [b]Royal Mummy:[/b] See Mummy Royal, Shijarijany. [b]Rusalka, Swamp Witch:[/b] Rusalka are the undead spirits of women who met an untimely end through drowning, whether by murder or suicide. (Hacklopedia of Beasts) Some Kalamaran scholars say that the ancient origins of the rusalka lie in the Ep'Sarab Swampland, where three witches lay buried in three separate, but adjoining mounds. In the year 458 IR, river pirates led by the famous brigand Caran Bluetooth plundered the mounds. When they did so they roused the souls of the three witches. These evil incarnations rose from the dead in raging madness, hounding the greater part of the crew to death. Only a few escaped, fleeing south down the Badato River. One of these, Caran’s brother Malaran, is thought to have escaped with a powerful magic ring. He fled into the swamps and wandered listlessly, without home or any kind of shelter. The witches, not satisfied with destroying the pirates, lay a curse on the swamp and all the water that earned the pirates their livelihood. (Hacklopedia of Beasts) The curse had greater impact than the witches ever dared hope and soon the spirits of women tormented in life rose from the surrounding wetlands; the rusalka had come to Kalamar. (Hacklopedia of Beasts) [b]Servitor Mummy:[/b] See Mummy Servitor, Jhurijany. [b]Shadow, Shadowman, Darkling:[/b] A darkling’s chilling touch drains its victim’s strength (reducing its Strength score commensurate to the damage inflicted). Creatures sapped of all strength (i.e., their Strength score is reduced to zero) become shadows themselves. (Hacklopedia of Beasts) A shadow’s touch drains STR equal to damage (save for half); creatures reduced to zero (0) STR become shadows. (Hacklopedia of Beasts) [b]Shadowman:[/b] See Shadow, Shadowman, Darkling. [b]Shijarijany:[/b] See Mummy Royal, Shijarijany. [b]Shojarijany:[/b] See Mummy Noble, Shojarijany. [b]Skeleton, Creth, Trondak:[/b] Skeletons are unnatural creatures inspirited by dark energy. (Hacklopedia of Beasts) Skeletons may be raised from the bones of any humanoid creature. The source material is irrelevant, for the evil enchantment providing the vigor to these bones supersedes any species differentiation. Thus an animated goblin skeleton is functionally equivalent to that of a human. That being said, the types of beings used as feedstock for this unholy ritual may provide some contextual clues as to the circumstances surrounding their current placement. (Hacklopedia of Beasts) Once a zombie's tendons and muscles deteriorate completely, they collapse in a pile of bones, never to rise again (although the proper ritual can be used to raise them as skeletons). [b]Skeleton Animal:[/b] The bones of humanoids are not alone in being subject to reanimation. Animals too, as well as the remains of larger creatures, are not infrequently inspirited as obedient – if expendable – sentinels and warriors. (Hacklopedia of Beasts) Unquestioningly easier to commandeer, the bones of animals such as dogs can be animated to serve as tireless guardians. Animal remains of a roughly comparable size (like wolves, boars, mountain lions or small black bears) may be used as analogues. However, like standard skeletons, the creature's capabilities in life do not translate to its revivified form. Rather, these bones are merely a template upon which is layered a standardized set of capabilities. (Hacklopedia of Beasts) [i]Animate Skeleton[/i] spell. (HackMaster Player's Handbook) [i]Animate Skeletons[/i] spell. (HackMaster Player's Handbook) [b]Skeleton Minotaur:[/b] ? [b]Skeleton Monster:[/b] The bones of larger bipeds such as bugbears and ogres may, via more powerful dark magic, be similarly animated. (Hacklopedia of Beasts) [b]Spectre, Ciguld, Karigon:[/b] Spectres are the spirits of wickedly obdurate beings who failed in life to complete to fruition their grand evil schemes. Force of will coupled with supernatural assistance has permitted their continued existence as agents of evil. (Hacklopedia of Beasts) It is an accepted belief that binding a corpse with ropes constructed of yarn wrapped in a band of high content silver filé prevents the dead from rising as a spectre. (Hacklopedia of Beasts) Slain foes who die from a spectre's touch rise as spectres in service to their killer. (Hacklopedia of Beasts) [b]Spirit Animating:[/b] See Animating Spirit, Blesdar, Fabric Phantom. [b]Spirit Restless:[/b] See Haunt, Farada, Restless Spirit. [b]Swamp Witch:[/b] See Rusalka, Swamp Witch. [b]The Damned:[/b] See Mummy, The Damned. [b]Thinchejany:[/b] See Mummy Rattlebone, Thinchejany. [b]Trondak:[/b] See Skeleton, Creth, Trondak. [b]Upyr:[/b] See Vampire, Upyr, Vampir, Vampyr. [b]Vampir:[/b] See Vampire, Upyr, Vampir, Vampyr. [b]Vampire, Upyr, Vampir, Vampyr:[/b] ? [b]Vampyr:[/b] See Vampire, Upyr, Vampir, Vampyr. [b]Vostarr:[/b] See Barrow-Wight, Cairn Creature, Witch-Corpse, Vostarr. [b]Walking Dead:[/b] See Zombie, Walking Dead, Zuvembie. [b]Will-o'-the-Wisp, Corpse Candle, Fool's Fire, Will-o-Wisp:[/b] The most common tale of the will-o’-the-wisp concerns a blacksmith in a war-torn, impoverished land. In unthinking desperation, he offers his daughter to any god or being that will bless his skill at the forge and so bring him coin with which he can support the remainder of his large family. The gods did not respond, but a being from the Nine Hells did. (Hacklopedia of Beasts) This devil (or demon, depending upon the tale being told) quickly came to collect the girl, but the smith realized his own wickedness and decided not to give away his daughter. Instead, he tricked the devil by bragging about the hotness of his fire and claiming that the devil’s home could surely not be as hot. The devil jumped willingly into the smith’s hottest fire to prove his point, whereupon the smith doused him with a bucket of frigid water. The thermal stress shattered the devil into tiny fragments, which the smith later discarded in a nearby swamp. (Hacklopedia of Beasts) Each individual fragment retained a bit of the devil’s mind and eventually became known as a will-o’-the-wisp among the locals – or so the story is often told. (Hacklopedia of Beasts) [b]Will-o-Wisp:[/b] See Will-o'-the-Wisp, Corpse Candle, Fool's Fire, Will-o-Wisp. [b]Witch-Corpse:[/b] See Barrow-Wight, Cairn Creature, Witch-Corpse, Vostarr. [b]Witch Swamp:[/b] See Rusalka, Swamp Witch. [b]Wraith, Eternal Wrath:[/b] Wraiths be spirits of men most powerful and bounteous of ambition bewitched by powers nefarious to lead an eternal existence of malice and hatred. (Hacklopedia of Beasts) A wraith is a fearsome undead creature inhabited by the spirit of an incredibly wicked mortal. Most wraiths were powerful and capable men in life. (Hacklopedia of Beasts) It is unknown how an individual becomes a wraith. Some sages postulate that great men who in life exhibited hatred, malice, and depravity of legendary proportions received this fate as punishment for their wickedness while others insist that these same lords bartered their souls for earthly power. (Hacklopedia of Beasts) A wraith is a fearsome undead creature inhabited by the spirit of an incredibly wicked mortal. (Hackmaster Basic) [b]Wrath Eternal:[/b] See Wraith, Eternal Wrath. [b]Zombie, Walking Dead, Zuvembie:[/b] Most zombies are mindless human or near-human (e.g.,various man-sized humanoids or demi-humans) corpses stolen or risen from their graves. (Hacklopedia of Beasts) The Congregation of the Dead is ultimately responsible for many of the zombies found in the world, frequently employing them to sow terror in locals who would otherwise not countenance their presence. However, it must be noted that spontaneous mass risings of the dead have been recorded by scholars without the seeming intervention of these unholy covens. (Hacklopedia of Beasts) It is rumored that zombies abound in the ‘city of the dead,’ a fabled lost ruin deep within the Khydoban Desert. Wilder tales declare that the entire population of the city was cursed and transformed into zombies who survive to this very day in a desiccated but very animated state. (Hacklopedia of Beasts) [i]Animate Zombie[/i] spell. (HackMaster Player's Handbook) [i]Animate Zombies[/i] spell. (HackMaster Player's Handbook) [b]Zombie Monster:[/b] Most zombies are mindless human or near-human (e.g.,various man-sized humanoids or demi-humans) corpses stolen or risen from their graves. Some evil priests favor the cadavers of large bipedal monsters (e.g., bugbears, gnoles, and minotaurs), should they have access to them. (Hacklopedia of Beasts) [b]Zuvembie:[/b] See Zombie, Walking Dead, Zuvembie. [/spoiler] Hackmaster Books[spoiler] [URL=http://www.drivethrurpg.com/product/101108/Hacklopedia-of-Beasts?affiliate_id=17596]Hacklopedia of Beasts[/URL][spoiler] [b]Animating Spirit, Blesdar, Fabric Phantom:[/b] Animating spirits are evil maligned spirits returned from beyond the grave. In life they were betrayed by friends and family members and now most often inhabit an item related to their betrayal and death. No one knows where the animating spirit originates, for the first documented case has been corrupted by urban legend. Coincidentally (or not), this ‘fabric phantom’ was the spirit of an expert Mendarn tailor, Blesdar Forband, a man with the reputation of making the most magnificent clothing in the kingdom. However, one customer (a noble by the name of Granden) refused payment until he saw perfection. Blesdar locked himself in his shop and worked his hardest, though Granden proved unsatisfied with the first five attempts. Finishing his sixth effort with an unexpected speed, Blesdar presented himself at the noble’s home to show off his latest creation. It was there, stumbling into Granden’s bedroom, that he accidentally learned the truth — Granden had cruelly kept Blesdar working so he could seduce the tailor’s wife. Collapsing from exhaustion and shock, Blesdar died. The following week, Granden took the tailor’s last creation from his wardrobe, intending to wear the exquisite ensemble at his next ball. There, he was the talk of the party. When asked where he had commissioned such wonderful clothing, Granden claimed that his consort (Blesdar’s widow) had made them for him. Moments later, Granden fell dead to the floor. The noble’s chest had been crushed inward. Supposedly, since that event, animating spirits have appeared across the Sovereign Lands. Some say Blesdar’s fabric had been resold and his vengeful spirit cursed any object that touched it. Others say that the story is no more than myth and that some type of unseen demon stalks the land. The Brandobians call this creature a ‘blesdar,’ with no other understanding of what it might be. [b]Barrow-Wight, Cairn Creature, Witch-Corpse, Vostarr:[/b] This dreadful creature is an animated corpse whose spirit was so evil in life that it continues its existence to wreak vengeance and terror upon the living. In life, barrow-wights were often of noble birth or held some position of power over others (e.g., a knight, duke or even a wealthy merchant). It is unheard of for a serf, squire or other menial person’s corpse to spawn the evil of a barrow-wight, perhaps because they lacked any feeling of power in life and so their spirit does not strive to hold onto it after death. It is thought that a barrow-wight cannot arise from a consecrated corpse or a body lacking any limb or digit thereof, though this may be merely an old wives’ tale. A wight's barrow is not only his tomb but, in large measure, his eternal prison as well. Those immutably bound to this sepulcher have but one one hope of escape, that being the ensnarement of a surrogate guardian. Any sapient human, demi-human or humanoid slain by the wight may serve this purpose. Of course, wights were doubtless haughty and proud in life and carried this trait through to their current existence. It wouldn't suit their legacy to have some orkin graverobber ensconced in their tomb. Thus they are choosy about whom they may grant unlife to even at the cost of their own freedom. Those deemed acceptable will be clad in their funereal garb and likely other objects denoting the wight's former status. The corpse will be laid upon the very same funeral slab once occupied by the current master and permitted to rise from death as a barrow-wight. Tradition holds that the cairns of individuals who, in life, manifested such evil strength of will that those burying them feared their return were marked with runestones to warn visitors of the possible threat. [b]Fantom Dog, Adjule, Devil Dog, Moor Hound:[/b] Parents often tell tales of ‘the awful fantom dog with vacant black eyes’ to frighten children from going outdoors at night. These stories provide a variety of origins for the creature, such as the death of a hanged baliff, the spirit of a huntsman falsely executed for murder, the incarnation of a shape-changing sorcerer, and even the spirit of a funeral bier. [b]Ghast, Crypt Lurker:[/b] Ghasts are rumored to be agents of the Harvester of Souls – sapient beings so wicked in life that they now sustain themselves by literally feasting on death. [b]Ghoul, Apse Horror, Dead Riser:[/b] ? [b]Haunt, Farada, Restless Spirit:[/b] A haunt is created when a person dies prior to the completion of a significant task that he is unequivocally invested in. When this occurs, the life force becomes so strongly attached to its completion that the soul refuses to pass on into death until the task in question can be completed. This event is typically tied to a singular, and extremely powerful, emotion such as love, hate, greed, lust, revenge, and so forth. Haunts may be found anywhere on Tellene where someone died before the completion of a significant task. [b]Mummy, The Damned:[/b] Mummification consists of three separate processes. First comes the removal and separate preservation of major organs, including the liver, heart, stomach and brain. After this initial preparation, there is a ritualized bathing of the body in special liquids that preserve the flesh. The organs are then returned to the host in their proper orientations. Finally the body is bound in fine linen or silk, with each limb and digit wrapped separately, in order that the body might be fully articulated. Mummification has fallen out of favor as a burial practice and is not currently utilized by any cultural group on Tellene. As such, knowledge of the actual processes involved to properly mummify a corpse is something of a lost art. It is rumored within certain clerical orders that the Congregation of the Dead has retained this knowledge and some members of this vile sect are capable of returning from death as hideous animated mummies. [b]Rattlebone Mummy, Thinchejany:[/b] Often they were members of the royal praetorian bodyguard ritually slaughtered and hastily mummified when their liege died. [b]Servitor Mummy, Jhurijany:[/b] When an important noble or royal personage died or was otherwise removed from his position of authority, his personal courtiers were frequently ritually strangled and mummified along with their patron. Interred in his tomb, their symbolic role was to continue their service to their departed master. In truth, this ceremony was often just a ritual veil over the some brutal housecleaning by the new regime eager to ensure that no ties to the former sovereign remained and that the new cadre of attendants was aware in no uncertain terms that their very lives depended upon complete loyalty and devotion to the current ruler. When their patron was invigorated with malevolent unlife, these jhurijany (or servitor mummies) were similarly animated and now truly fulfill the role they were, in theory, assigned at their death (despite it being mere court theater at the time). [b]Blood Mummy, Hijarjany:[/b] ? [b]Natural Mummy:[/b] Not all mummies are the result of deliberate action by mankind. It is possible for exceptional environmental conditions to mummify a corpse as well. Extreme and persistent cold may freeze-dry a body preserving it for millennia while those buried (or perhaps simply perishing) in severely arid regions may desiccate leaving behind remains that persist for centuries. Cold bogs are another source of naturally occurring mummies. The combination of low temperatures, highly acidic water and lack of oxygen serves to preserve cadavers though tanning their skin in the process. [b]Noble Mummy, Shojarijany:[/b] ? [b]Royal Mummy, Shijarijany:[/b] ? [b]Rusalka, Swamp Witch:[/b] Rusalka are the undead spirits of women who met an untimely end through drowning, whether by murder or suicide. Some Kalamaran scholars say that the ancient origins of the rusalka lie in the Ep'Sarab Swampland, where three witches lay buried in three separate, but adjoining mounds. In the year 458 IR, river pirates led by the famous brigand Caran Bluetooth plundered the mounds. When they did so they roused the souls of the three witches. These evil incarnations rose from the dead in raging madness, hounding the greater part of the crew to death. Only a few escaped, fleeing south down the Badato River. One of these, Caran’s brother Malaran, is thought to have escaped with a powerful magic ring. He fled into the swamps and wandered listlessly, without home or any kind of shelter. The witches, not satisfied with destroying the pirates, lay a curse on the swamp and all the water that earned the pirates their livelihood. The curse had greater impact than the witches ever dared hope and soon the spirits of women tormented in life rose from the surrounding wetlands; the rusalka had come to Kalamar. [b]Shadow, Shadowman, Darkling:[/b] A darkling’s chilling touch drains its victim’s strength (reducing its Strength score commensurate to the damage inflicted). Creatures sapped of all strength (i.e., their Strength score is reduced to zero) become shadows themselves. A shadow’s touch drains STR equal to damage (save for half); creatures reduced to zero (0) STR become shadows. [b]Skeleton:[/b] Skeletons are unnatural creatures inspirited by dark energy. Skeletons may be raised from the bones of any humanoid creature. The source material is irrelevant, for the evil enchantment providing the vigor to these bones supersedes any species differentiation. Thus an animated goblin skeleton is functionally equivalent to that of a human. That being said, the types of beings used as feedstock for this unholy ritual may provide some contextual clues as to the circumstances surrounding their current placement. Once a zombie's tendons and muscles deteriorate completely, they collapse in a pile of bones, never to rise again (although the proper ritual can be used to raise them as skeletons). [b]Animal Skeleton:[/b] The bones of humanoids are not alone in being subject to reanimation. Animals too, as well as the remains of larger creatures, are not infrequently inspirited as obedient – if expendable – sentinels and warriors. Unquestioningly easier to commandeer, the bones of animals such as dogs can be animated to serve as tireless guardians. Animal remains of a roughly comparable size (like wolves, boars, mountain lions or small black bears) may be used as analogues. However, like standard skeletons, the creature's capabilities in life do not translate to its revivified form. Rather, these bones are merely a template upon which is layered a standardized set of capabilities. [b]Monster Skeleton:[/b] The bones of larger bipeds such as bugbears and ogres may, via more powerful dark magic, be similarly animated. [b]Minotaur Skeleton:[/b] ? [b]Spectre, Ciguld, Karigon:[/b] Spectres are the spirits of wickedly obdurate beings who failed in life to complete to fruition their grand evil schemes. Force of will coupled with supernatural assistance has permitted their continued existence as agents of evil. It is an accepted belief that binding a corpse with ropes constructed of yarn wrapped in a band of high content silver filé prevents the dead from rising as a spectre. Slain foes who die from a spectre's touch rise as spectres in service to their killer. [b]Vampire, Upyr, Vampir, Vampyr:[/b] ? [b]Will-o'-the-Wisp, Corpse Candle, Fool's Fire, Will-o-Wisp:[/b] The most common tale of the will-o’-the-wisp concerns a blacksmith in a war-torn, impoverished land. In unthinking desperation, he offers his daughter to any god or being that will bless his skill at the forge and so bring him coin with which he can support the remainder of his large family. The gods did not respond, but a being from the Nine Hells did. This devil (or demon, depending upon the tale being told) quickly came to collect the girl, but the smith realized his own wickedness and decided not to give away his daughter. Instead, he tricked the devil by bragging about the hotness of his fire and claiming that the devil’s home could surely not be as hot. The devil jumped willingly into the smith’s hottest fire to prove his point, whereupon the smith doused him with a bucket of frigid water. The thermal stress shattered the devil into tiny fragments, which the smith later discarded in a nearby swamp. Each individual fragment retained a bit of the devil’s mind and eventually became known as a will-o’-the-wisp among the locals – or so the story is often told. [b]Wraith, Eternal Wrath:[/b] Wraiths be spirits of men most powerful and bounteous of ambition bewitched by powers nefarious to lead an eternal existence of malice and hatred. A wraith is a fearsome undead creature inhabited by the spirit of an incredibly wicked mortal. Most wraiths were powerful and capable men in life. It is unknown how an individual becomes a wraith. Some sages postulate that great men who in life exhibited hatred, malice, and depravity of legendary proportions received this fate as punishment for their wickedness while others insist that these same lords bartered their souls for earthly power. [b]Zombie, Walking Dead, Zuvembie:[/b] Most zombies are mindless human or near-human (e.g.,various man-sized humanoids or demi-humans) corpses stolen or risen from their graves. The Congregation of the Dead is ultimately responsible for many of the zombies found in the world, frequently employing them to sow terror in locals who would otherwise not countenance their presence. However, it must be noted that spontaneous mass risings of the dead have been recorded by scholars without the seeming intervention of these unholy covens. It is rumored that zombies abound in the ‘city of the dead,’ a fabled lost ruin deep within the Khydoban Desert. Wilder tales declare that the entire population of the city was cursed and transformed into zombies who survive to this very day in a desiccated but very animated state. [b]Monster Zombie:[/b] Most zombies are mindless human or near-human (e.g.,various man-sized humanoids or demi-humans) corpses stolen or risen from their graves. Some evil priests favor the cadavers of large bipedal monsters (e.g., bugbears, gnoles, and minotaurs), should they have access to them. [/spoiler] [URL=https://www.drivethrurpg.com/product/104757/HackMaster-Basic-free?affiliate_id=17596]Hackmaster Basic[/URL][spoiler] [b]Undead:[/b] Any creature whose ability score is reduced to zero from an energy draining attack perishes. Such a victim will rise from the grave the next day, a half-strength undead of the same type and under complete control of the undead that slew him. [b]Barrow-Wight:[/b] A dreadful creature, the barrow-wight is an animated corpse whose spirit was so evil in life that it continues its existence to wreak vengeance on the living. [b]Ghast:[/b] ? [b]Ghoul:[/b] ? [b]Mummy:[/b] These undead corpses rise from their sarcophagi to enact vengeance on those who violated their place of rest. Mummies are easily distinguishable from other undead, since their bodies were preserved with various spices and chemicals, with their head, body and limbs wrapped from head to toe in strips of white cloth. [b]Skeleton:[/b] ? [b]Wraith:[/b] A wraith is a fearsome undead creature inhabited by the spirit of an incredibly wicked mortal. [b]Zombie:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/116018/Frandors-Keep?affiliate_id=17596]Frandor's Keep[/URL][spoiler] [b]Ghoul:[/b] Roughly one year ago, a soldier fell off a tower into the courtyard and broke his neck. Although the manner of his death was distinctly unheroic, he was a sycophantic lackey quite popular among many of the officers, and thus buried rather than cremated. Several nights later, however, he was reborn as a flesh-hungry ghoul. [b]Skeleton:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/178041/HackMaster-GameMasters-Guide?affiliate_id=17596]HackMaster GameMaster's Guide[/URL][spoiler] [b]Undead:[/b] Any creature whose ability score is reduced to zero from an energy draining attack perishes. Such a victim will rise from the grave the next day, a half-strength undead of the same type and under complete control of the undead that slew him.[/spoiler] [URL=http://www.drivethrurpg.com/product/109620/HackMaster-Players-Handbook?affiliate_id=17596]HackMaster Player's Handbook[/URL][spoiler] [b]Skeleton:[/b] [i]Animate Skeleton[/i] spell. [i]Animate Skeletons[/i] spell. [b]Zombie:[/b] [i]Animate Zombie[/i] spell. [i]Animate Zombies[/i] spell. Animate Skeleton Components: V, S, DI Casting Time: 2 hours Range: Touch Volume of Effect: bones of a single man-sized bipedal creature Duration: Permanent Saving Throw: not applicable This ceremony allows an evil cleric to animate the bones of a human or humanoid creature to serve as an undead minion. Generally any man-sized biped suffices as feedstock for the ritual. The creature's former skills in life are immaterial – once animated they take on the characteristics of Skeletons as defined in the Hacklopedia of Beasts. Clerics have control of any skeletons they create (e.g. they are not required to make a commanding undead check). This is permanent unless their control is temporarily disrupted by another cleric forcibly commanding the undead in question. This unholy liturgy permits animating one skeleton. Only certain religions condone this practice. Animate Skeletons Components: V, S, DI Casting Time: 2 hours Range: Touch Volume of Effect: bones of a dozen man-sized bipedal creatures Duration: Permanent Saving Throw: not applicable Except for the increased efficacy in being able to animate 3d4p skeletons, this spell is identical to Animate Skeleton. Animate Zombie Components: V, S, DI Casting Time: 3 hours Range: Touch Volume of Effect: corpse of a single man-sized bipedal creature Duration: Permanent Saving Throw: not applicable This ceremony allows an evil cleric to animate the cadaver of a human or humanoid creature to serve as an undead minion. Generally any man-sized biped will suffice as feedstock for the ritual. The creature's former skills in life are immaterial – once animated they take on the characteristics of Zombies as defined in the Hacklopedia of Beasts. Clerics have control of any zombies they create (e.g. they are not required to make a commanding undead check). This is permanent unless their control is temporarily disrupted by another cleric forcibly commanding the undead in question. This unholy liturgy permits animating a single zombie. Only certain religions condone this practice. Animate Zombies Components: V, S, DI Casting Time: 3 hours Range: Touch Volume of Effect: corpses of a dozen man-sized bipedal creatures Duration: Permanent Saving Throw: not applicable Except for the increased efficacy in being able to animate 3d4p zombies, this spell is identical to Animate Zombie.[/spoiler] [/spoiler] [/spoiler] Hypertellurians[spoiler] [URL=https://www.drivethrurpg.com/product/274032/Hypertellurians-MAnvil-Edition?affiliate_id=17596]Hypertellurians (M)Anvil Edition[/URL][spoiler] [b]Revenant:[/b] You died, but it didn’t stick. Maybe you succumbed to the plague but have inexplicably returned from the grave to eat your loved ones, or maybe you are so ancient as to not even remember your previous life. The first vampire, or the feared and powerful lich perhaps? Either way, what remains of your body is dead flesh, probably slowly decaying. [b]Vampire:[/b] You died, but it didn’t stick. Maybe you succumbed to the plague but have inexplicably returned from the grave to eat your loved ones, or maybe you are so ancient as to not even remember your previous life. The first vampire, or the feared and powerful lich perhaps? Either way, what remains of your body is dead flesh, probably slowly decaying. [b]Lich:[/b] You died, but it didn’t stick. Maybe you succumbed to the plague but have inexplicably returned from the grave to eat your loved ones, or maybe you are so ancient as to not even remember your previous life. The first vampire, or the feared and powerful lich perhaps? Either way, what remains of your body is dead flesh, probably slowly decaying. [b]Aristocratic Vampire:[/b] ? [b]Undead Wolf:[/b] ? [b]Drowned Undead:[/b] Former smuggler or sailor, returned from the depths of the sea for a purpose unknown. [b]Skeletal Guard:[/b] Animated skeleton warrior, long abandoned and forgotten by its creator, finally but tentatively leaving its post in the crypt. GIFT UNLIFE Taking some of the dark force that anchors your dead body to this realm, and whispering dark blasphemies, you instill an ephemeral mockery of life into the corpse of another creature. You can do this once per session, for the duration of 1 scene, at a cost of 1d6 Brawn damage to yourself. The corpse lurches back to a grotesque facsimile of life, with jagged movements, and unnerving sounds. It follows your every command, to the best of its unthinking abilities. The GM will have the stats for the unholy creature.[/spoiler] [/spoiler] Into the Odd[spoiler] [URL=https://www.drivethrurpg.com/product/214126/Death-is-the-New-Pink?affiliate_id=17596]Death is the New Pink[/URL][spoiler] [b]Zombie:[/b] ?[/spoiler] [/spoiler] Iron Falcon[spoiler] [URL=http://www.drivethrurpg.com/product/148344/Iron-Falcon-Rules-for-Classic-Fantasy-RolePlaying?affiliate_id=17596]Iron Falcon[/URL][spoiler] [b]Ghoul:[/b] Characters slain by a ghoul will arise at the next nightfall (but not less than 8 hours after dying) as ghouls themselves. [b]Lich:[/b] A lich is an undead spellcaster, usually a wizard or sorcerer but sometimes a cleric or other spellcaster, who has used its magical powers to unnaturally extend its life. [b]Mummy:[/b] Mummies are undead monsters, preserved corpses animated through the auspices of dark desert gods best forgotten. [b]Skeleton:[/b] Skeletons are undead monsters; they are the animated bones of the dead, mindless automatons that obey the orders of their evil masters. [i]Animate Dead[/i] spell. [b]Spectre:[/b] Any character slain by a spectre will arise at the next sunset (but not sooner than 6 hours after death) as a spectre under the control of its killer. [b]Vampire:[/b] Humans and humanoids slain by a vampire will arise at the next sunset (but not sooner than 6 hours after death) as vampires under the control of the one who slew them. [b]Wight:[/b] Wights are undead monsters, corpses of the dead animated by dark magic. [b]Wraith:[/b] Wraiths are undead monsters, spirits of the dead which live on, driven by hatred for the living. [b]Zombie:[/b] Zombies are undead monsters, corpses reanimated through dark and sinister magic. [i]Animate Dead[/i] spell. Animate Dead Magic-User 5 This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow the caster's spoken commands. Roll 1d6 for the number of hit dice of undead monsters animated, plus an additional 1d6 for each level the caster has above 8th. Excess hit dice which cannot be applied (due to lack of available remains) are lost. Undead creatures animated by this spell persist until destroyed. [/spoiler] [/spoiler] Legends of the Splintered Realm[spoiler] [URL=https://www.drivethrurpg.com/product/232296/Legends-of-the-Splintered-Realm?affiliate_id=17596]Legends of the Splintered Realm[/URL][spoiler] [b]Spirit:[/b] Spirits are the phantom remains of the dead. [b]Shadeling:[/b] ? [b]Shadow Stalker:[/b] ? [b]Banshee:[/b] ? [b]Wraith:[/b] The strike of a wraith forces those suffering damage to roll LVL or lose 4 XP. A creature reduced to LVL -1 becomes a wraith. [b]Undead:[/b] Sustained through dark magics, the undead plot against the living. [b]Skull Warden:[/b] ? [b]Frenzied Zombie:[/b] ? [b]Barrows Ghoul:[/b] ? [b]Guardian Mummy:[/b] ?[/spoiler] [/spoiler] Neoclassical Geek Revival[spoiler] Neoclassical Geek Revival Cumulative[spoiler] [b]Undead:[/b] Many undead also know an innate spell which they may use to replicate themselves. (Neoclassical Geek Revival) The hamlet is built within sight of an ancient burial mounds from before recorded history. Any unburied dead have a 1% chance per night of rising as the undead. (Rampaging Monsters) [i]Legion of the Dead[/i] spell. (Hark! A Wizard!) [i]Necromancy[/i] spell. (Neoclassical Geek Revival) [i]Raise Undead[/i] miracle. (Neoclassical Geek Revival) [b]Angry Ghost:[/b] See Ghost, Angry Ghost, Ghost Princess. [b]Angry Ghost:[/b] See Wraith, Angry Ghost, Ghost Princess. [b]Animate Corpse Withered:[/b] See Withered Animate Corpse. [b]Animate Withered Corpse:[/b] See Withered Animate Corpse. [b]Bear Grizzly Fungal Zombie:[/b] See Zombie Fungal Grizzly Bear. [b]Bear Grizzly Zombie Fungal:[/b] See Zombie Fungal Grizzly Bear. [b]Beast Carrion Undead:[/b] See Undead Carrion Beast. [b]Black Stallion Intelligent Undead:[/b] See Undead Intelligent Stallion Black. [b]Bloody Mary:[/b] See Ghost Bloody Mary. [b]Bogeyman:[/b] See Ghost Bogeyman. [b]Carrion Beast Undead:[/b] See Undead Carrion Beast. [b]Commander Imperial:[/b] See Imperial Commander. [b]Corpse Animate Withered:[/b] See Withered Animate Corpse. [b]Corpse Undead:[/b] See Undead Corpse. [b]Corpse Withered Animate:[/b] See Withered Animate Corpse. [b]Creature Frozen Undead:[/b] See Undead Creature Frozen. [b]Creature Undead Frozen:[/b] See Undead Creature Frozen. [b]Cultist Undead:[/b] See Ghoul Undead Cultist, Priest 3. [b]Deep One Ghost:[/b] See Ghost Deep One. [b]Desert Vampire:[/b] See Vampire Desert. [b]Dwarven Ghost:[/b] See Ghost Dwarven. [b]Elf Ghoul:[/b] See Ghoul Elf. Magwas. (Down in Yon Forest) [b]Elven Spirit:[/b] See Spirit Elven. [b]First Sultan:[/b] When the Caliphate first swept over the region, a lesser commander took a small detachment into the desert and swept aside the last of the string of petty tyrants who had ruled the City of Tears and installed his own dynasty. That commander had not fully bought into the views of the Caliph and still trucked with treacherous pagan sorcerers. (The City of Tears) [b]Frozen Creature Undead:[/b] See Undead Creature Frozen. [b]Frozen Undead Creature:[/b] See Undead Creature Frozen. [b]Fungal Zombie Bear Grizzly:[/b] See Zombie Fungal Grizzly Bear. [b]Fungal Zombie Grizzly Bear:[/b] See Zombie Fungal Grizzly Bear. [b]Ghost:[/b] [i]Mother's Lament[/i] spell. (The City of Tears) [b]Ghost, Angry Ghost, Ghost Princess:[/b] They were guests of The Winter King, princesses offered to (or more often kidnapped by) The Winter King from human kings. They spent their lives locked in this room until they died of age and a new princess was taken. (Down in Yon Forest) [b]Ghost Angry:[/b] See Ghost, Angry Ghost, Ghost Princess. [b]Ghost Angry:[/b] See Wraith, Angry Ghost, Ghost Princess. [b]Ghost Bloody Mary:[/b] Bloody Mary as a status of ghost, refers not only to the titular bloody Mary, but a number of different ghosts. All of them are the ghosts of cruel and vain people, envious of the world of the living and eager to cause harm. (The Price of Evil) [b]Ghost Bogeyman:[/b] A Bogeyman is a ghost that exists primarily to terrorize children. In life it was the worst kind of person. Often they met their end through some kind of lynching, but the sheer terror they caused their victims has allowed them to manifest inside the house (or in other cases, sometimes an entire village). (The Price of Evil) [b]Ghost Deep One:[/b] ? [b]Ghost Dwarven:[/b] ? [b]Ghost Headless Horseman:[/b] ? [b]Ghost Human:[/b] Two charred human corpses (you would guess children unfortunately) lie sprawled amidst the wreckage. One of them has a golden dagger implanted into their stomach, somehow having escaped unscathed from the fire. The ghosts of the two humans haunt the shrine. (Under the Waterless Sea) [b]Ghost Invisible Wizard:[/b] See Ghost Wizard Invisible. [b]Ghost Mad Spirit:[/b] A mad spirit is any ghost of no particular special nature. They died a malevolent death and have gone quite mad. (The Price of Evil) [b]Ghost Princess:[/b] See Ghost, Angry Ghost, Ghost Princess. [b]Ghost Princess:[/b] See Wraith, Angry Ghost, Ghost Princess. [b]Ghost Relentless Killer:[/b] ? [b]Ghost Spiteful Miser, Wraith:[/b] A spiteful miser is always the ghost of an elderly man or woman consumed by greed and materialism, and almost always without any sense of self excess. It was a sickness of wealth for wealth’s sake. (The Price of Evil) [b]Ghost White Lady:[/b] A white lady is a jilted lover, often betrayed by a fiance and driven to suicide by the powerful forces of societal pressure, depression, and bad cliche. They are usually young women, often in wedding dresses (hence the term). (The Price of Evil) [b]Ghost Witch Spirit:[/b] ? [b]Ghost Wizard Invisible:[/b] [i]Eternal Torment of the Wicked[/i] spell. (The City of Tears) [b]Ghoul:[/b] ? [b]Ghoul Elf, Magwas:[/b] The vampire Novgor uses the cauldron to resurrect the Elven thralls of The Winter King and drain their blood. Many of those have arisen again as ghoulish undead faeries known as [b]Ghoul Undead Cultist, Priest 3:[/b] ? [b]Gornak the Oozing:[/b] Once a powerful wizard he is now but a giant skull floating in a caustic pool of ectoplasm. Well, he was a wizard. Well he was a wizard’s apprentice. Ok, maybe he just broke into a wizard’s lab. (Rampaging Monsters) [b]Grizzly Bear Fungal Zombie:[/b] See Zombie Fungal Grizzly Bear. [b]Grizzly Bear Zombie Fungal:[/b] See Zombie Fungal Grizzly Bear. [b]Harem Girl Vampire:[/b] See Vampire Harem Girl. [b]Headless Horseman:[/b] See Ghost Headless Horseman. [b]Horseman Headless:[/b] See Ghost Headless Horseman. [b]Human Ghost:[/b] See Ghost Human. [b]Imperial Commander:[/b] The Imperial Commander lead the now undead legionnaires in life and leads them still in death. (The City of Tears) [b]Intelligent Undead:[/b] See Undead Intelligent. [b]Invisible Ghost Wizard:[/b] See Ghost Wizard Invisible. [b]Invisible Wizard Ghost:[/b] See Ghost Wizard Invisible. [b]Killer Relentless:[/b] See Ghost Relentless Killer. [b]Lady White:[/b] See Ghost White Lady. [b]Legionnaire:[/b] See Undead Legionnaire. [b]Legionnaire Skeletal:[/b] See Skeletal Legionnaire, Legionnaire Skeleton. [b]Legionnaire Skeleton:[/b] See Skeletal Legionnaire, Legionnaire Skeleton. [b]Legionnaire Undead:[/b] See Undead Legionnaire. [b]Lich Wizard 7:[/b] ? [b]Long Dead Warrior 4:[/b] ? [b]Mad Pharaoh:[/b] See Mummy Pharaoh, The Mad Pharaoh. [b]Mad Spirit:[/b] See Ghost Mad Spirit. [b]Magwas:[/b] See Ghoul Elf, Magwas. [b]Mariner Skeletal:[/b] See Skeletal Mariner. [b]Mary Bloody:[/b] See Ghost Bloody Mary. [b]Miser Spiteful:[/b] See Ghost Spiteful Miser, Wraith. [b]Mummy:[/b] ? [b]Mummy Pharaoh, The Mad Pharaoh:[/b] Like all other Pharaohs, the Mad Pharaoh was still mummified and entombed (unless he was the first monotheist). (The City of Tears) Turns out the Mad Pharaoh was aptly named. He seems to have been entombed not only with massive amounts of jewellery, golden cups, coins, and idols (70,000 silver pieces worth) but also a some 10,000 clay jars (similar to canopic jars) labelled with each of his bowel movements and the date. His actual canopic jars are mixed in among them. His mummified body rests in a golden sarcophagus (2000 gold pieces). If his tomb is robbed without destroying the mummy and all canopic jars (with fire and salt) he will arise and hunt down each piece of his treasure in a murderous decade spanning hunt. (The City of Tears) [b]Noble Undead:[/b] See Undead Noble. [b]Novgor the Nosferatu:[/b] See Vampire, Novgor the Nosferatu. [b]Pharaoh Mummy:[/b] See Mummy Pharaoh. [b]Pharaoh Mad:[/b] See Mummy Pharaoh, The Mad Pharaoh. [b]Pharaoh The Mad:[/b] See Mummy Pharaoh, The Mad Pharaoh. [b]Plague Zombie:[/b] See Zombie Plague. [b]Princess Ghost:[/b] See Ghost, Angry Ghost, Ghost Princess. [b]Princess Ghost:[/b] See Wraith, Angry Ghost, Ghost Princess. [b]Relentless Killer:[/b] See Ghost Relentless Killer. [b]Skeletal Legionnaire, Legionnaire Skeleton:[/b] ? [b]Skeletal Mariner:[/b] ? [b]Skeleton, Skeleton Warrior:[/b] The ghost is a necromancer’s spirit and can raise the 11 barnacle encrusted skeletons as soldiers to slay the characters and add them to its collection. (Under the Waterless Sea) [b]Undead Corpse of Strange Foreigner:[/b] ? [b]Zombie:[/b] The zombies are all former soldiers of the King’s army, affected by the Blight of Ib cast by the Deep One sorcerer. (Under the Waterless Sea) [b]Skeleton Legionnaire:[/b] See Skeletal Legionnaire, Legionnaire Skeleton. [b]Skeleton Swordsman:[/b] The skeleton swordsmen are former palace guards, serving still in death. (The City of Tears) [b]Skeleton Warrior:[/b] See Skeleton, Skeleton Warrior. [b]Soldier Undead:[/b] See Undead Soldier. [b]Spirit Elven:[/b] ? [b]Spirit Mad:[/b] See Ghost Mad Spirit. [b]Spirit Witch:[/b] See Ghost Witch Spirit. [b]Spiteful Miser:[/b] See Ghost Spiteful Miser, Wraith. [b]Stallion Black Intelligent Undead:[/b] See Undead Intelligent Stallion Black. [b]Sultan First:[/b] See First Sultan. [b]Swamp Zombie:[/b] See Zombie Swamp [b]Swordsman Skeleton:[/b] See Skeleton Swordsman. [b]Undead Beast Carrion:[/b] See Undead Carrion Beast. [b]Undead Carrion Beast:[/b] [i]Carrion's Debt Foreclosed[/i] spell. (Hark! A Wizard!) [i]Carrion's Debt Foreclosed[/i] spell. (The City of Tears) [b]Undead Creature Frozen:[/b] ? [b]Undead Cultist:[/b] See Ghoul Undead Cultist, Priest 3. [b]Undead Frozen Creature:[/b] See Undead Creature Frozen. [b]Undead Intelligent Stallion Black:[/b] ? [b]Undead Legionnaire:[/b] ? [b]Undead Noble:[/b] ? [b]Undead Soldier:[/b] [i]Legion of the Dead[/i] spell. (The City of Tears) [b]Undead Warrior Cultist:[/b] ? [b]Undead Wolf:[/b] ? [b]Vampire:[/b] [i]Curse of the Nosferatu[/i] spell. (Down in Yon Forest) [i]Necromancy – Vampire[/i] spell. (Hark! A Wizard!) [b]Vampire, Novgor the Nosferatu:[/b] ? [b]Vampire Desert:[/b] [i]Necromancy – Desert Vampire[/i] spell. (The City of Tears) [b]Vampire Harem Girl:[/b] ? [b]Warrior Cultist Undead:[/b] See Undead Warrior Cultist. [b]Warrior Skeleton:[/b] See Skeleton, Skeleton Warrior. [b]White Lady:[/b] See Ghost White Lady. [b]Witch Spirit:[/b] See Ghost Witch Spirit. [b]Withered Animate Corpse:[/b] See Withered Animate Corpse. [b]Withered Corpse Animate:[/b] See Withered Animate Corpse. [b]Withered Animate Corpse:[/b] ? [b]Wizard Ghost Invisible:[/b] See Ghost Wizard Invisible. [b]Wizard Invisible Ghost:[/b] See Ghost Wizard Invisible. [b]Wolf Undead:[/b] See Undead Wolf. [b]Wraith:[/b] ? [b]Wraith:[/b] See Ghost Spiteful Miser, Wraith. [b]Wraith, Angry Ghost, Ghost Princess:[/b] They were guests of The Winter King, princesses offered to (or more often kidnapped by) The Winter King from human kings. They spent their lives locked in this room until they died of age and a new princess was taken. (Down in Yon Forest) [b]Zombie:[/b] [i]Necromancy – Zombie[/i] spell. (Hark! A Wizard!) [b]Zombie Fungal Bear Grizzly:[/b] See Zombie Fungal Grizzly Bear. [b]Zombie Fungal Grizzly Bear:[/b] ? [b]Zombie Plague:[/b] The Plague Zombies found in the Sultan’s Basement are the civilian remnants of the towns elite. Merchants, nobility, children and the elderly. They were once in expensive finery, but they spend most of their time bobbing in an algae covered pool so their clothing is ruined, their bodies moist and bloated with a green sheen. They each still carry 2d6 golden coins or equivalent value of rings and necklaces. They were not turned into zombies by a plague, they cannot spread zombism, they are simply zombies who are also coated with plague infected material. (The City of Tears) [b]Zombie Swamp:[/b] [i]Necromancy – Swamp Zombie[/i] spell. (The City of Tears) [/spoiler] Neoclassical Geek Revival Books[spoiler] [URL=https://www.drivethrurpg.com/product/270180/Neoclassical-Geek-Revival-Alex-Mayo-Edition?affiliate_id=17596]Neoclassical Geek Revival[/URL][spoiler] [b]Undead:[/b] Many undead also know an innate spell which they may use to replicate themselves. [i]Necromancy[/i] spell. [i]Raise Undead[/i] miracle. [b]Skeleton, Skeleton Warrior:[/b] ? [b]Zombie:[/b] ? [b]Vampire:[/b] ? [b]Plague Zombie:[/b] ? [b]Ghost:[/b] ? NECROMANCY Difficulty 5 per power level Cost 4 per power level Range 1 meter (cumulative) per power level This spell causes the caster to animate 1(cumulative) corpse or spirit (depending on version of the spell) within range per power level. Any heroes or villains in this radius who are raised may become free willed undead. Roll a d20 per hero or villain. If the roll is less than the character’s level times the number of milestones they’ve passed, they become free willed. A caster can control 1(cumulative) undead creature per level per version of this spell memorized. If the caster dies all of her undead are destroyed, though free willed undead may be allowed a saving throw. Undead created in this manner suffer 1 (cumulative) damage per round from direct sunlight. RAISE UNDEAD Time to Call Forth 1 action Piety 5 or 5 cumulative per level of the undead This miracle allows the priest to reanimate corpses into the walking dead. If the priest summons this miracle over the grave, a spirit might be summoned instead. The priest can only animate the bodies of her religion’s faithful. The priest pays half piety on holy ground. Any character raised in this manner has a chance of being free willed equal to their level times the number of milestones they have passed on a d20. The priest must touch either the corpse or the grave of the corpse.[/spoiler] [URL=https://www.drivethrurpg.com/product/228847/Down-in-Yon-Forest?affiliate_id=17596]Down in Yon Forest[/URL][spoiler] [b]Frozen Undead Creature:[/b] ? [b]Black Stallion Intelligent Undead:[/b] ? [b]Novgor the Nosferatu, Vampire:[/b] ? [b]Magwas, Elf Ghoul:[/b] The vampire Novgor uses the cauldron to resurrect the Elven thralls of The Winter King and drain their blood. Many of those have arisen again as ghoulish undead faeries known as Magwas. [b]Angry Ghost, Ghost Princess, Ghost:[/b] They were guests of The Winter King, princesses offered to (or more often kidnapped by) The Winter King from human kings. They spent their lives locked in this room until they died of age and a new princess was taken. [b]Angry Ghost, Ghost Princess, Wraith:[/b] They were guests of The Winter King, princesses offered to (or more often kidnapped by) The Winter King from human kings. They spent their lives locked in this room until they died of age and a new princess was taken. [b]Vampire:[/b] [i]Curse of the Nosferatu[/i] spell. Curse of the Nosferatu (found by using sage of the body of Novgor) Template: Necromancy Diffculty: 5 per power level Cost: 4 per power level Range: 1 meter (cumulative) per power level This spell causes the caster to animate 1 corpse they have personally drained of blood as a vampire. Any heroes or villains in this radius who are raised may become free willed undead. Roll a d20 per hero or villain. If the roll is less than the character’s level times the number of milestones they’ve passed, they become free willed. A caster can control 1 vampire per level per version of this spell memorized. If the caster dies all of her undead are destroyed, though free willed undead may be allowed a saving throw. Undead created in this manner suffer 1 (cumulative) damage per round from direct sunlight.[/spoiler] [URL=https://www.drivethrurpg.com/product/131873/Hark-A-Wizard?affiliate_id=17596]Hark! A Wizard![/URL][spoiler] [b]Zombie:[/b] [i]Necromancy – Zombie[/i] spell. [b]Vampire:[/b] [i]Necromancy – Vampire[/i] spell. [b]Undead Carrion Beast:[/b] [i]Carrion's Debt Foreclosed[/i] spell. [b]Undead:[/b] [i]Legion of the Dead[/i] spell. CARRION’S DEBT FORECLOSED Template Necromancy Difficulty 5 per power level Cost 4 per power level Range 1 meter (cumulative) per power level This spell causes the caster to animate 5 (cumulative) corpses of carrion beasts (crows, vultures, and hyenas for example) per power level that are in range. A caster can control 1 (cumulative) undead creature per level per version of this spell memorized. If the caster dies all of her undead are destroyed. Undead created in this manner suffer 1 (cumulative) damage per round from direct sunlight. LEGION OF THE DEAD Template Necromancy Difficulty 5 per power level Cost 4 per power level Range 1 meter (cumulative) per power level This spell causes the caster to animate 5 (cumulative) corpses within range per power level. The corpses must be the corporeal bodies of soldiers who fell on the field of battle. Any heroes or villains in this radius who are raised may become free willed undead. Roll a d20 per hero or villain. If the roll is less than the character’s level times the number of milestones they’ve passed, they become free willed. A caster can control 1 (cumulative) undead creature per level per version of this spell memorized, but only after those raised slay either their killers or one of their killer’s descendants. If the caster dies all of her undead are destroyed, though free willed undead may be allowed a saving throw. Undead created in this manner suffer 1 (cumulative) damage per round from direct sunlight. NECROMANCY – VAMPIRE Template Necromancy Difficulty 5 per power level Cost 4 per power level Range 1 meter (cumulative) per power level This spell causes the caster to animate 1 corpse they have personally drained of blood, as a vampire. Any heroes or villains who are raised may become free willed undead. Roll a d20 per hero or villain. If the roll is less than the character’s level times the number of milestones they’ve passed, they become free willed. A caster can control 1 vampire per level per version of this spell memorized. If the caster dies all of her undead are destroyed, though free willed undead may be allowed a saving throw. Undead created in this manner suffer 1 (cumulative) damage per round from direct sunlight. NECROMANCY – ZOMBIE Template Necromancy Difficulty 5 per power level Cost 4 per power level Range 1 meter (cumulative) per power level This spell causes the caster to animate 1 corpse they have personally injured in life, as a zombie. A caster cannot control undead created this way. Undead created in this manner suffer 1 (cumulative) damage per round from direct sunlight.[/spoiler] [URL=https://www.drivethrurpg.com/product/267330/Lost-in-the-Wilderness?affiliate_id=17596]Lost in the Wilderness[/URL][spoiler] [b]Vampire:[/b] ? [b]Wraith:[/b] ? [b]Skeleton:[/b] ? [b]Ghoul:[/b] ? [b]Long Dead Warrior 4:[/b] ? [b]Ghost:[/b] ? [b]Undead Warrior Cultist:[/b] ? [b]Zombie:[/b] ? [b]Fungal Zombie Grizzly Bear:[/b] ? [b]Elven Spirit:[/b] ? [b]Human Ghost:[/b] ? [b]Skeletal Mariner:[/b] ? [b]Ghoul Undead Cultist, Priest 3:[/b] ? [b]Dwarven Ghost:[/b] ? [b]Lich Wizard 7:[/b] ? [b]Withered Animate Corpse:[/b] ? [b]Undead:[/b] ? [b]Undead Noble:[/b] ? [b]Mummy:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/127923/Rampaging-Monsters?affiliate_id=17596]Rampaging Monsters[/URL][spoiler] [b]Gornak the Oozing:[/b] Once a powerful wizard he is now but a giant skull floating in a caustic pool of ectoplasm. Well, he was a wizard. Well he was a wizard’s apprentice. Ok, maybe he just broke into a wizard’s lab. [b]Undead:[/b] The hamlet is built within sight of an ancient burial mounds from before recorded history. Any unburied dead have a 1% chance per night of rising as the undead.[/spoiler] [URL=https://www.drivethrurpg.com/product/248519/The-City-of-Tears?affiliate_id=17596]The City of Tears[/URL][spoiler] [b]Plague Zombie:[/b] The Plague Zombies found in the Sultan’s Basement are the civilian remnants of the towns elite. Merchants, nobility, children and the elderly. They were once in expensive finery, but they spend most of their time bobbing in an algae covered pool so their clothing is ruined, their bodies moist and bloated with a green sheen. They each still carry 2d6 golden coins or equivalent value of rings and necklaces. They were not turned into zombies by a plague, they cannot spread zombism, they are simply zombies who are also coated with plague infected material. [b]Ghost:[/b] [i]Mother's Lament[/i] spell. [b]Vampire Harem Girl:[/b] ? [b]Skeletal Legionnaire, Legionnaire Skeleton:[/b] ? [b]Skeleton Swordsman:[/b] The skeleton swordsmen are former palace guards, serving still in death. [b]Invisible Ghost Wizard:[/b] [i]Eternal Torment of the Wicked[/i] spell. [b]First Sultan:[/b] When the Caliphate first swept over the region, a lesser commander took a small detachment into the desert and swept aside the last of the string of petty tyrants who had ruled the City of Tears and installed his own dynasty. That commander had not fully bought into the views of the Caliph and still trucked with treacherous pagan sorcerers. [b]Imperial Commander:[/b] The Imperial Commander lead the now undead legionnaires in life and leads them still in death. [b]Undead Legionnaire:[/b] ? [b]The Mad Pharaoh, Pharaoh Mummy:[/b] Like all other Pharaohs, the Mad Pharaoh was still mummified and entombed (unless he was the first monotheist). Turns out the Mad Pharaoh was aptly named. He seems to have been entombed not only with massive amounts of jewellery, golden cups, coins, and idols (70,000 silver pieces worth) but also a some 10,000 clay jars (similar to canopic jars) labelled with each of his bowel movements and the date. His actual canopic jars are mixed in among them. His mummified body rests in a golden sarcophagus (2000 gold pieces). If his tomb is robbed without destroying the mummy and all canopic jars (with fire and salt) he will arise and hunt down each piece of his treasure in a murderous decade spanning hunt. [b]Swamp Zombie:[/b] [i]Necromancy – Swamp Zombie[/i] spell. [b]Desert Vampire:[/b] [i]Necromancy – Desert Vampire[/i] spell. [b]Undead Soldier:[/b] [i]Legion of the Dead[/i] spell. [b]Carrion Beast Undead:[/b] [i]Carrion's Debt Foreclosed[/i] spell. [b]Undead Wolf:[/b] ? Necromancy – Swamp Zombie Template: NECROMANCY Difficulty: 5 per power level Cost: 4 per power level Range: 1 meter (cumulative) per power level This spell causes the caster to animate 1 (cumulative) waterlogged corpse within range per power level as a mindless shambling undead. The body cannot have died prior to the last full moon. Any heroes or villains in this radius who are raised may become free willed undead. Roll a d20 per hero or villain. If the roll is less than the character’s level times the number of milestones they’ve passed, they become free willed. A caster cannot control these undead. Undead created in this manner suffer 1 (cumulative) damage per round from direct sunlight. Necromancy – Desert Vampire Template: NECROMANCY Difficulty: 5 per power level Cost: 4 per power level Range: 1 meter (cumulative) per power level This spell causes the caster to animate a single corpse of an individual who died of thirst within one week per power level. They are always free willed, but may not harm the caster for a number of years equal to the spell’s power level. Undead created in this manner suffer 1 (cumulative) damage per round from direct sunlight. Desert Vampires innately know Invisibility of Reflections, Hypnotic Glamour, Blood Regeneration, and this spell. Legion of the Dead Template: Necromancy Difficulty: 5 per power level Cost: 4 per power level Range: 1 meter (cumulative) per power level Complexity: 5 This spell causes the caster to animate 5 (cumulative) corpses within range per power level. The corpses must be the corporeal bodies of soldiers who fell on the field of battle. Any heroes or villains in this radius who are raised may become free willed undead. Roll a d20 per hero or villain. If the roll is less than the character’s level times the number of milestones they’ve passed, they become free willed. A caster can control 1 (cumulative) undead creature per level per version of this spell memorized, but only after those raised slay either their killers or one of their killer’s descendants. If the caster dies all of her undead are destroyed, though free willed undead may be allowed a saving throw. Undead created in this manner suffer 1 (cumulative) damage per round from direct sunlight. Carrion’s Debt Foreclosed Template: Necromancy Difficulty: 5 per power level Cost: 4 per power level Range: 1 meter (cumulative) per power level Complexity: 5 This spell causes the caster to animate 5 (cumulative) corpses of carrion beasts (crows, vultures, and hyenas for example) per power level that are in range. A caster can control 1 (cumulative) undead creature per level per version of this spell memorized. If the caster dies all of her undead are destroyed. Undead created in this manner suffer 1 (cumulative) damage per round from direct sunlight. Mother’s Lament Template: Necromancy Difficulty: 1 per power level Cost: 4 per power level Range: 1 meter (cumulative) per power level Complexity: 5 This spell causes the caster to animate the spirit of a stillborn from their grave. Any who are raised may become free willed undead. Roll a d20, If the roll is less than the mother’s level plus five, they become free willed. A caster can control 1 (cumulative) ghost per level per version of this spell memorized. If the caster dies all of her undead are destroyed, though free willed undead may be allowed a saving throw. Undead created in this manner suffer 1 (cumulative) damage per round from direct sunlight. Eternal Torment of the Wicked Template: Necromancy Difficulty: 1 per power level Cost: 4 per power level Range: 1 meter (cumulative) per power level Complexity: 5 This spell causes the caster to animate 1 spirit within range. The spirit must be that of a dead wizard whose talisman is in the caster’s possession. Any heroes or villains in this radius who are raised may become free willed undead. Roll a d20 per hero or villain. If the roll is less than double the character’s level times the number of milestones they’ve passed, they become free willed. A caster can control any number of undead of from this version of the spell. If the caster dies all of her undead are destroyed, though free willed undead may be allowed a saving throw. Undead created in this manner suffer 1 (cumulative) damage per round from direct sunlight.[/spoiler] [URL=https://www.drivethrurpg.com/product/164250/The-Price-of-Evil?affiliate_id=17596]The Price of Evil[/URL][spoiler] [b]Ghost:[/b] ? [b]Skeleton:[/b] ? [b]Relentless Killer Ghost:[/b] ? [b]Witch Spirit Ghost:[/b] ? [b]Headless Horseman Ghost:[/b] ? [b]Spiteful Miser Ghost, Wraith:[/b] A spiteful miser is always the ghost of an elderly man or woman consumed by greed and materialism, and almost always without any sense of self excess. It was a sickness of wealth for wealth’s sake. [b]White Lady Ghost:[/b] A white lady is a jilted lover, often betrayed by a fiance and driven to suicide by the powerful forces of societal pressure, depression, and bad cliche. They are usually young women, often in wedding dresses (hence the term). [b]Bogeyman Ghost:[/b] A Bogeyman is a ghost that exists primarily to terrorize children. In life it was the worst kind of person. Often they met their end through some kind of lynching, but the sheer terror they caused their victims has allowed them to manifest inside the house (or in other cases, sometimes an entire village). [b]Bloody Mary Ghost:[/b] Bloody Mary as a status of ghost, refers not only to the titular bloody Mary, but a number of different ghosts. All of them are the ghosts of cruel and vain people, envious of the world of the living and eager to cause harm. [b]Mad Spirit Ghost:[/b] A mad spirit is any ghost of no particular special nature. They died a malevolent death and have gone quite mad.[/spoiler] [URL=https://www.drivethrurpg.com/product/130264/Under-the-Waterless-Sea?affiliate_id=17596]Under the Waterless Sea[/URL][spoiler] [b]Undead Corpses of Strange Foreigners:[/b] ? [b]Skeleton:[/b] The ghost is a necromancer’s spirit and can raise the 11 barnacle encrusted skeletons as soldiers to slay the characters and add them to its collection. [b]Deep One Ghosts:[/b] ? [b]Human Ghost:[/b] Two charred human corpses (you would guess children unfortunately) lie sprawled amidst the wreckage. One of them has a golden dagger implanted into their stomach, somehow having escaped unscathed from the fire. The ghosts of the two humans haunt the shrine. [b]Zombie:[/b] The zombies are all former soldiers of the King’s army, affected by the Blight of Ib cast by the Deep One sorcerer.[/spoiler] [/spoiler] [/spoiler] Oubliettes, Sorcery, & Reavers[spoiler] [URL=https://www.drivethrurpg.com/product/232293/OSR-Oubliettes-Sorcery--Reavers?affiliate_id=17596]OS&R: Oubliettes, Sorcery, & Reavers[/URL][spoiler] [b]Arisen:[/b] The Arisen are the Fell-possessed corpses and spirits forced to dwell in the mortal realm as a mockery of Life. Most are cursed, many are created, and some are willing participants to this infestation. [b]Arisen Bone Horror:[/b] [i]Animate Corpse[/i] spell. [b]Arisen Flesh Craven:[/b] A Hero bitten by a flesh craven must make a Constitution Test with Leverage. Failure means the PC must be cured (herbs, magic, or remove the area of the bite) or die in 1d12+CON rounds, to rise as flesh craven. [i]Animate Corpse[/i] spell. [b]Wraith:[/b] ? [b]Barrow Wight:[/b] ? [b]Ghoul:[/b] A PC bitten by a Ghoul must make a Constitution Test or become diseased with a terrible wasting fever, that does d8 damage per day until cured. A PC who dies from while infected rises as a Ghoul at the stroke of the first midnight after death. [b]Vampire:[/b] ? [b]Vampire Master:[/b] ? [b]Vampire Fledgeling:[/b] ? [b]Lich:[/b] ? Animate Corpse (Fell Weave - 5th Order) Range: Near Duration: CHA (R) Target: Area of Death Effect: The caster calls to being 1d4+WIS Bone Horror Arisen or 1+WIS Flesh Craven Arisen, all of which obey their commands.[/spoiler] [/spoiler] The Secret Fire[spoiler] [URL='http://www.drivethrurpg.com/product/93884/THE-SECRET-FIRE-Roleplaying-Game?affiliate_id=17596']The Secret Fire[/URL][spoiler] [B]Undead:[/B] [I]Call Forth the Dead[/I] prayer. [B]Ghast:[/B] ? [B]Ghost Warrior:[/B] Some are bound by oaths that survive death, ties of loyalty or duty that compelled them in life and now do so in death. Ghost Warriors are such, often returning to the same site many times over and walking the same paths as they did when they were mortal. Ghost Warriors are often found in ancient ruins and battlefields, where it is not unknown for opposing forces of Shades to battle once again and forever. They often manifest in specific times and at specific places, or when they are summoned, as with the Avengers of the Fallen prayer. [B]Ghoul:[/B] They usually come into being as the result of a creature that has resorted to cannibalism, or by way of an ancient ritual found in certain necromantic texts. [B]Mummy:[/B] Their internal organs have been removed, stored in Canopic jars, and undergone powerful rituals and alchemical processes to ensure that their former host will endure for eternity. None know which Elder God was involved in the process, but it is with the utmost cruelty that the god laid these powerful lords to rest, only to see them rise again as Undead, often imprisoned within tombs for eternity. [B]Revenant:[/B] Sometimes, a resurrection spell goes wrong and though the body dies, the soul and intelligence remain. This leaves the subject in a terrible twilight world in which their rotting body is driven by willpower alone. [B]Sandwalker:[/B] It is written in the Scrolls of Ytonethotep that anyone consumed by the Locust Swarm of a Mummy while within a tomb sacred to Horus will be cursed to an eternity of undead service. Forever will they serve the Mummy whose treasure they sought to steal. Anyone reduced to 0 Stamina by a Mummy’s Locust Swarm attack will become a Sandwalker, so cursed for as long as its Mummy creator exists. [B]Skeleton:[/B] Skeletons are one of the more common forms of undead, and are the easiest to create for those with a penchant for necromancy. Essentially, Human and Eld remains are imbued with a semblance of life and rudimentary intelligence, allowing them to obey simple commands and have a basic understanding of their environment. [B]Skeleton Shattering:[/B] ? [B]Vampire:[/B] None know how they came into being, but they have fed on mortals from time immemorial. Sages whisper of an ancient curse, while others insist that Vampires are created, not damned. The sages whisper for good reason — any who pry too deeply into Vampire lore tend to disappear. Vampires can create more of their own kind by draining a victim of all Health then restoring it. Their (possibly willing) victim is drained to the point of death when the Vampire opens one of its veins to enable the would-be Vampire, or Childer, to feed. This results in an intense bond between the creator, or Sire, and the victim. The Childer is dead for all intents and purposes, but rises three days later as a true Vampire at dusk. [B]Vampire Spawn:[/B] Stamina Points lost to a Vampire’s blood drain ability return after a d6 days of bed rest. During that time, the victim is linked psychically to the Vampire but remains in a delirium. Each Health point a Vampire drains gives it an Energy Point that it can use. A Vampire may return to the victim to drain more, but should the victim’s Health drop to 0 as a result, he or she will die — rising three days later at dusk as Vampire Spawn. [B]Whisperer in Darkness, Wraith:[/B] Characters killed from a whisperer in darkness' touch of death return from the grave as a Whisperer in Darkness in 1d6 hours unless they succeed on a Luck Throw. [B]Zombie:[/B] A rotting corpse shambles toward you, animated by the dark art of necromancy. Zombies are the mindless corpses of beings that have been animated by necromancy. [B]Zombie Tomb:[/B] Mummies often create their own undead servants, called Tomb Zombies, using their Infect ability. Tomb Zombies are withered corpses, created by a Mummy to enforce his will. Call Forth the Dead (Death) Circle: III Casting Time: 1 hour Range: 10 feet (2 squares) Resistance: — Area of Effect: Sphere 6 (corpses) Duration: 1 hour/level Description: Most Holy-Men dare not dabble in powers claimed exclusively by the Elder Gods. Only the worshippers of certain Evil Deities like Set or the foolhardy or utterly desperate, dare to challenge Death itself. Invoking this prayer, you imbue motive force into the corpses of the fallen, the murdered, and the massacred. The vision of summoning a vast army, unfettered by morale or the base needs of sentience, overcomes any ethical questions or fear of reprisal from Death. You work this dark art in forgotten battlefields or near unmarked mass graves and it is from these macabre sites that large numbers of desiccated undead can be raised. The deeper your knowledge and experience, the more powerful the undead you may raise. Unfortunately, the dead curse the name of anyone who awakens them from their final rest. You have been warned…. Mechanics: All corpses within the area of effect are animated, a number determined by the location in which the prayer is cast (and deteremined ultimately by the MC). An attack roll is made against each corpse, which automatically succeeds, raising the target as an undead creature of the night (see below). However, on a natural roll of 1, 6, or 13, the corpse animates and turns on you, attacking you until destroyed. The Holy-One determines the type of undead each creature becomes upon being raised, drawing from a pool of twice her own level. For example, a 2nd-Level Holy-Woman (who can create 4 levels of undead) might create a skeleton (level 3) and a zombie (level 1), or four skeletons (level 1), and so forth. Animated dead automatically follow simple commands given by the Holy-One who raised them. These commands can be no more complex than those she might give a trained animal. The dead follow these commands to the best of their ability until destroyed or until the duration of the prayer expires. If the Holy-Man moves beyond shouting distance, the animated dead continue to perform the last command given them. The Elder God of Death has placed a strong limit on this prayer, preventing a destroyed animated dead from being animated again. The newly animated dead know very little, and will only act in a manner befitting their existence while alive, namely performing repetitive tasks ingrained in them by years of combat or other occupation. This is another reason battlefields are best suited for raising an army of walking dead. Curse of Nephren-Ka Mummies and Tomb Zombies carry a particularly nasty magical curse. As a free action, the curse is invoked and the next melee attack will infect the victim with Mummy Rot. The affected creature immediately suffers great pain as their skin becomes desiccated and covered in lesions. The victim must make a Luck Throw to resist the effects or immediately suffer the loss of 2d6 points of Health. If they are still alive, they will also be scarred and lose 1d6 Presence as a result. Anyone reduced to 0 Stamina will rise as a Tomb Zombie under the control of the spellcasting Mummy (in the case of Tomb Zombies, then it is their Mummy creator — if the creator still exists). The Tomb Zombie will rise from the dead during the next sandstorm in the domain of their Mummy creator. Mummy Rot cannot be cured with conventional healing, and requires a remove curse or Aura flensing prayer. The disease also impedes healing, requiring a healer to pass a DC20 Healing check to use any healing spells on the victim. Curse of Aryneops Anyone reduced to 0 Stamina by a Mummy’s Locust Swarm attack will become a Sandwalker, so cursed for as long as its Mummy creator exists. Sandwalkers will rise from the sands only when summoned by their Mummy masunholy landters.[/spoiler] [/spoiler] Stay Frosty[spoiler] [URL='http://www.drivethrurpg.com/product/206742/Stay-Frosty?affiliate_id=17596']Stay Frosty[/URL][spoiler] [B]Zombie:[/B] ?[/spoiler] [/spoiler] Swords & Six-Siders[spoiler] Swords & Six-Siders Cumulative[spoiler] [b]Undead:[/b] ? [b]Dwarven Knight Spectre:[/b] See Spectre Dwarven Knight. [b]Dwarven Skeleton Warrior:[/b] See Skeleton Warrior Dwarven. [b]Ghoul:[/b] Humanoids killed by ghouls turn into ghouls themselves. (Swords & Six-Siders) [b]Ghost:[/b] ? [b]Knight Dwarven Spectre:[/b] See Spectre Dwarven Knight. [b]Mummy:[/b] Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten. (Swords & Six-Siders) [b]Skeleton:[/b] Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters. (Swords & Six-Siders) [b]Skeleton Warrior Dwarven:[/b] ? [b]Space Zombie:[/b] See Zombie Space. [b]Space Vampire:[/b] See Vampire Space, Vorgon. [b]Spectre:[/b] ? [b]Spectre Dwarven Knight:[/b] ? [b]Spectre Knight Dwarven:[/b] See Spectre Dwarven Knight. [b]Vampire:[/b] ? [b]Vampire Space, Vorgon:[/b] ? [b]Vorgon:[/b] See Vampire Space, Vorgon. [b]Warrior Skeleton:[/b] See Skeleton Warrior. [b]Wight:[/b] Anyone killed by a wight becomes a wight. (Swords & Six-Siders) [b]Wraith:[/b] Wraiths are incorporeal creatures born of evil and darkness. (Swords & Six-Siders) [b]Zombie:[/b] Zombies are corpses reanimated through dark and sinister magic. (Swords & Six-Siders) [b]Zombie Space:[/b] ? [/spoiler] Swords & Six-Siders Books[spoiler] [URL=https://www.drivethrurpg.com/product/234805/Swords--SixSiders?affiliate_id=17596]Swords & Six-Siders[/URL][spoiler] [b]Ghoul:[/b] Humanoids killed by ghouls turn into ghouls themselves. [b]Mummy:[/b] Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten. [b]Skeleton:[/b] Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters. [b]Spectre:[/b] ? [b]Vampire:[/b] ? [b]Wight:[/b] Anyone killed by a wight becomes a wight. [b]Wraith:[/b] Wraiths are incorporeal creatures born of evil and darkness. [b]Zombie:[/b] Zombies are corpses reanimated through dark and sinister magic. [b]Undead:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/329266/Lasers--SixSiders?affiliate_id=17596]Lasers & Six-Siders[/URL][spoiler] [b]Vorgon, Space Vampire:[/b] ? [b]Space Zombie:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/262662/Swords--SixSiders-Companion?affiliate_id=17596]Swords & Six-Siders Companion[/URL][spoiler] [b]Ghoul:[/b] ? [b]Mummy:[/b] ? [b]Skeleton:[/b] ? [b]Spectre:[/b] ? [b]Vampire:[/b] ? [b]Wight:[/b] ? [b]Wraith:[/b] ? [b]Zombie:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/285552/Swords--SixSiders-LoSS-Conversion?affiliate_id=17596]Swords & Six-Siders LoSS Conversion[/URL][spoiler] [b]Ghost:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/292892/Swords--SixSiders-The-Brewmasters-Tomb?affiliate_id=17596]Swords & Six-Siders: The Brewmaster's Tomb[/URL][spoiler] [b]Skeleton Warrior Dwarven:[/b] ? [b]Dwarven Knight Spectre:[/b] ?[/spoiler] [/spoiler] [/spoiler] Tales of the Splintered Realms[spoiler] Tales of the Splintered Realms Cumulative[spoiler] [b]Banshee:[/b] The disconsolate spirit of a fallen female elf. (Tales of the Splintered Realm Module B1: 49 Dungeon Denizens) [b]Baronet Vampire:[/b] See Vampire Baronet. [b]Barrows Ghoul:[/b] See Ghoul Barrows. [b]Ghoul Barrows:[/b] ? [b]Goblin Zombie:[/b] See Zombie Goblin. [b]Lich:[/b] ? [b]Scavenger Zombie:[/b] See Zombie Scavenger. [b]Shadow:[/b] A creature completely drained of STR by a shadow becomes a shadow. (Tales of the Splintered Realm Module B1: 49 Dungeon Denizens) [b]Skeletal Watcher:[/b] ? [b]Vampire Baronet:[/b] ? [b]Watcher Skeletal:[/b] See Skeletal Watcher. [b]Wight:[/b] A creature completely drained of XP by a wight becomes a wight. (Tales of the Splintered Realm Module B1: 49 Dungeon Denizens) [b]Wraith:[/b] A creature completely drained of XP by a wraith becomes a wraith. (Tales of the Splintered Realm Module B1: 49 Dungeon Denizens) [b]Zombie Goblin:[/b] ? [b]Zombie Scavenger:[/b] ? [/spoiler] Tales of the Splintered Realms Books[spoiler] [URL=https://www.drivethrurpg.com/product/251871/Tales-of-the-Splintered-Realm-Module-A1-Core-Rules?affiliate_id=17596]Tales of the Splintered Realm Module A1: Core Rules[/URL][spoiler] [b]Skeletal Watcher:[/b] ? [b]Barrows Ghoul:[/b] ? [b]Vampire Baronet:[/b] ? [b]Zombie Scavenger:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/272185/Tales-of-the-Splintered-Realm-Module-B1-49-Dungeon-Denizens?affiliate_id=17596]Tales of the Splintered Realm Module B1: 49 Dungeon Denizens[/URL][spoiler] [b]Banshee:[/b] The disconsolate spirit of a fallen female elf. [b]Lich:[/b] ? [b]Shadow:[/b] A creature completely drained of STR by a shadow becomes a shadow. [b]Wight:[/b] A creature completely drained of XP by a wight becomes a wight. [b]Wraith:[/b] A creature completely drained of XP by a wraith becomes a wraith. [/spoiler] [URL=https://www.drivethrurpg.com/product/273965/Tales-of-the-Splintered-Realm-Module-D1-Against-the-Goblins?affiliate_id=17596]Tales of the Splintered Realm Module D1: Against the Goblins[/URL][spoiler] [b]Goblin Zombie:[/b] ?[/spoiler] [/spoiler] [/spoiler] Wayfarers[spoiler] [URL='http://www.drivethrurpg.com/product/59182/Wayfarers-Original-2008-version?affiliate_id=17596']Wayfarers[/URL][spoiler] [B]Undead:[/B] Undead creatures are those that were once living, but are now animated by energies native to other planes. A hideous ablocanth has laired here for centuries, and using an old ritual, has turned many of the corpses from the barge workers into its undead minions. [B]Apparition:[/B] ? [B]Barghest:[/B] ? [B]Draugr:[/B] Draugr are semi-corporeal undead guardians of cursed warriors or kings, found in ancient tombs and mausoleums. It is not clear whether draugr are imbued with the spirit of the deceased, or otherworldly guardians charged with guarding their resting place. [B]Ghost:[/B] Ghosts are solitary undead, the spiritual remains of tortured souls such as murder victims or those consumed by intense hatred while living. [B]Lich:[/B] These creatures were once powerful magic-users that voluntarily transformed themselves into beings that draw their energies from other realms. [B]Mummy:[/B] Mummies are the animated remains of a long dead humanoid. Unlike skeletons, mummies typically retain some of their mortal flesh, often a result of efforts to embalm or preserve the deceased individual’s remains. Mummies are the animated corpses of a long-dead humanoid. [I]Create Undead[/I] spell. [B]Myling:[/B] In fact, it is widely believed that mylings are the tortured spirits of murdered youth. [B]Shadow:[/B] Shadows are the embodiment of the nefarious impulses or lusts of wicked humanoids that are now deceased. [B]Skeleton:[/B] Skeletons are the animated skeletal remains of a long dead humanoid. Skeletons are the animated bones of an undead humanoid. Thus, their size and appearance depends upon the type of humanoid the skeleton was derived from. Although most skeletons are humanoids, some are the remains of other creatures. [I]Create Undead[/I] spell. [B]Spectre:[/B] A spectre is a particularly evil apparition that haunts the crypts of depraved individuals. [B]Vampire:[/B] Vampires are an undead corruption of a once living humanoid. In fact, it might be said that vampires are not true undead, but actually living creatures infected with an undead disease. Any creature bit by a vampire (1 point of damage) must make a Mental Resistance check of 15 or become a vampire within one week. [B]Wendigo:[/B] The wendigo are the physical manifestations of tortured spirits of that wander the ruins of past civilizations. [B]Wight:[/B] Wights are the remains of dead nobles and kings. They are found within old crypts and mausoleums, sometimes alone or in small numbers and with multiple lesser undead servants. Wights do not typically leave their tombs, as they are bound to the trappings of wealth left behind in their graves. [B]Wraith:[/B] ? [B]Zombie:[/B] A zombie is the animated rotting corpse of a dead humanoid. Zombies are the animated corpses of a dead humanoid. Thus, their size and appearance depends upon the type of humanoid the zombie was derived from. Although most zombies are humanoids, some are the undead remains of other creatures. [I]Create Undead[/I] spell. Create Undead Circle: 5th Resist: None Duration: Permanent Casting time: 12 hours Effect: Special Range: Touch Formula: DDGGSS Damage type: Special Components: V, G, M When cast upon a humanoid corpse, the Create Undead spell enables the mystic to create an undead servant. This undead creature will perform simple tasks if able, or attack the mystic’s foes. The undead servant has no motivation independent of its master, and will serve the mystic until it is destroyed. In addition to a humanoid corpse, when creating the undead, the mystic must employ a vial of blood of the same type of corpse to be animated. For example, were the corpse a human, a vial of human blood must be used to create the undead creature. In addition, the ritual requires the consumption of incense of at least 200 silver royals in value. The type of undead created is dependent upon two factors: the age of the corpse, and the presence of the mystic casting the spell. As such, 1d10 is rolled to determine the type of undead created, modified by +1 for each point of the mystic’s presence, and +1 for each year of age of the targeted corpse. For example, if a mystic with a presence of 12 were to cast upon a 4 year-old corpse, a +16 modifier would be added to the d10 roll. The result of this roll is as follows: 2 to 25: Zombie: Health points: 12 + 2d4, Dodge score: 11, Initiative: -2, Hide/armor: none, To-hit: +2, Attacks: claw: 2 x 1d6 + 4. Intellect: 3, Physical Resist: +5, Mental Resist: n/a, Movement: 80’. Zombies are immune to spells of possession, charm, or illusion, take only half damage from cold, and are immune to poison and disease. 26 to 30: Mummy: Health points: 20 + 1d8, Dodge score: 13, Initiative: +0, Hide/armor: none, To-hit: +0, Attacks: fists: 2 x 1d8 + 2. Intellect: 3, Physical Resist: +6, Mental Resist: n/a, Movement: 90’. Mummies are immune to spells of possession, charm, or illusion, take only half damage from cold, and are immune to poison and disease. Any creature struck by a mummy must make a Physical Resistance check or be infected as if by the 1st Circle Ritual magic spell Infect. 31 or more: Skeleton: Health points: 10 + 1d8, Dodge score: 13, Initiative: +1, Hide/armor: none (or by worn armor), To-hit: +1, Attacks: claws: 2 x 1d4 + 1, or 1 x weapon + 1. Intellect: 5, Physical Resist: +1, Mental Resist: n/a, Movement: 160’. Skeletons are immune to spells of possession, charm, or illusion, take only half damage from cold, and are immune to poison and disease. A mystic may create and control a maximum number of undead equal to half his or her presence score. For example, a mystic with a presence of 13 could create and control up to 7 undead creatures. If any more undead creatures are created, they will instantly go mad, attacking any creature in sight until destroyed.[/spoiler] [/spoiler] Woodland Warriors[spoiler] [URL=https://www.drivethrurpg.com/product/205324/Return-of-the-Woodland-Warriors?affiliate_id=17596]Return of the Woodland Warriors[/URL][spoiler] [b]Undead:[/b] Undead beasts are either the dead bodies of beasts that have been reanimated by evil wizards and cultists to serve them as bodyguards, or tormented souls that due to the way they died have been unable to leave the earthly realm. [b]Bone-Beast, Skeleton:[/b] Bone-beasts are animated skeletons of dead beasts, usually under the control of some evil master. [b]Ghost:[/b] They are usually tied to a specific location, item or creature (their “haunt”). They are often stuck in the material realm because they have unfinished business; which when completed allows them to “die”. [b]Ghoul-Rat:[/b] For some reason, when diseased rats are reanimated, instead of coming back as skeletons or zombies, a different type of undead is created – the ghoul-rat. [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 magic, gone awry). [b]Wraith:[/b] ? [b]Vampire:[/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]Zombie-Vermin, Zombie, Walking Dead:[/b] Zombie-vermin are mindless creatures, the walking dead. They are generally created from Vermin – that is shrews, rats, weasels, stoats, crows and sometimes foxes (although the latter would have 2d+3 HD). Why only vermin can become zombies is not known. The standard zombie is simply a corpse animated to do its creator’s bidding, but the Keeper can give them extra HD or abilities if required. [/spoiler] [/spoiler] [/spoiler] [/QUOTE]
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