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<blockquote data-quote="Voadam" data-source="post: 8256882" data-attributes="member: 2209"><p><a href="https://froggodgames.com/product/clearance-tome-of-horrors-4-sw-pdf/" target="_blank">Tome of Horrors 4</a></p><p>Swords & Wizardry</p><p><strong>Pancras the Senior, Lich:</strong> ?</p><p><strong>Tordred of the Seven Fingers, Vampire Count:</strong> ?</p><p><strong>Aswang:</strong> Inside the temple rests (well, not rests) the funeral party of the Princess Oleander, daughter of the once renowned and later infamous Pasha of Raspar. The princess and her albino court, swathed in funerary silks, were turned into 6 aswangs. The six are trapped within the temple by the Brothers of the Divine Wind, who left a holy air elemental (Lawful in alignment, smells of frankincense) outside the temple to harass would-be intruders. Among the six one can easily identify the Princess Oleander, who is dressed in her decayed finery of silk and silver net and wearing seven royal neck rings (worth 100 gp each). A silver katar that bears the ancient royal sigil is still plunged into her back. </p><p><strong>Banshee Queen:</strong> ?</p><p><strong>Undead Faerie:</strong> ?</p><p><strong>Iolne, Banshee Queen:</strong> ?</p><p><strong>Lich Lord, Zangrias:</strong> ?</p><p><strong>Shadow Bear:</strong> A strange incarnation of sentient darkness and feral rage, shadow bears are strange creatures, malevolent living spirits that inhabit the shadowy gaps between true realities. </p><p><strong>Animal Shadow:</strong> Any animal (not a human or humanoid) reduced to 0 hit points by a shadow bear becomes a shadow with 1HD within 1d4 rounds. </p><p><strong>Bone Delver:</strong> Bone delvers were graverobbers who died whilst performing their nefarious tasks. </p><p>The lanterns bone delvers perpetually carry are formerly mundane hooded lanterns that were infused with negative energy in the same way as their unliving bearers. </p><p><strong>Burning Ghat:</strong> The burning ghat is a rare form of undead created in areas of unusually high negative energy when a living creature is put to death by fire for a crime it did not commit. Utterly twisted and maddened by its fate, a burning ghat is a fearsome creature, consumed with a hatred for the living and seeking to end life wherever it finds it. </p><p>A burning ghat is terrorizing a town in a pleasant, green valley where he was burned at the stake. The ghat was a chaos cultist masquerading as a goodly vicar in the town. Within his temple, he sacrificed animals and people (usually drunks) in the name of the demon king Llorok. The priest still wears his charred vestments, his silver unholy symbol melted onto his chest. </p><p><strong>Saca-Baroo, Lich:</strong> ?</p><p><strong>Cimota:</strong> Cimota are the physical manifestations of evil thoughts and actions. </p><p>Their existence is always tied to a specific area or artifact that is imbued with ancient and highly malevolent evil. A cimota is able to manifest itself anywhere within an accursed locale that has given it life, or within 300 feet of an evil artifact to which it is attached. Cimota can sense life within 60 ft. at all times (including invisible and hidden creatures). </p><p>A troop of black orcs led by a priest of Orcus plundered the town and hauled off the useful townsfolk. The orcs are long gone, leaving the town to scavengers and looters. What remains has been vandalized and plundered. Even the town well is filled with excrement and animal corpses from roving band of orcs. </p><p>A long deep trench dug into a southern field holds the smoldering bodies of townsfolk. Even weeks after the massacre, the coals remain hot beneath the ashen remains. The priest desecrated the mass grave before moving to his next conquest. As if in prayer, four cloaked figures kneel on the opposite side of the pit. These 4 cimotas formed upon the murder of the townsfolk and the desecration of their mass grave. </p><p>Cimota Mace artifact.</p><p><strong>Guardian Cimota:</strong> Cimota Mace artifact.</p><p><strong>High Cimota:</strong> Cimota Mace artifact.</p><p><strong>Dark Custodian:</strong> Dark custodians are the undead remains of evil clerics tasked to remain behind after death and guard the sacred places of their vile worship. </p><p><strong>Deathknight, Death Knight:</strong> Doomed to devastate the world they once cherished and sought to protect, death knights are the result of damning curses visited upon once noble knights who fell from grace at the moment of death. A lifetime of duty and loyalty becomes forfeit as the undead creature, rising from its grave within days of being laid to rest, is driven by an intense desire to annihilate all life and bring as much harm as it can muster to any within reach. </p><p>A silver trumpet sits among various obscure and unbelievable trinkets in Fadzien’s Oddities in Taharath. The trumpet has a bone mouthpiece that radiates extreme cold (1 point of damage to anyone blowing the instrument). Symbols are carved into the bell of the instrument, a ring of letters and runes written in an ancient language that spirals up inside the instrument. Anyone who can read the ancient words (or who casts read languages) can understand the message: “If you call to him, he shall answer.” </p><p>Blowing the trumpet summons a death knight who stands watch in the Tomb of the Jaded Disbelievers in a valley north of the Hollow Spire Mountains. The sound of the trumpet echoes on the wind, and the death knight arrives within 2d4 weeks to find the person who called to challenge him (even if that person travels, the death knight can unerringly find him). The knight rides up in a cloud of dust on an undead mount. The knight is cursed to forever answer the call of the trumpet (it was the summons to battle when he was alive, until he betrayed his king), and now wishes nothing more than to snuff the life of the person reminding him of his past glory and ignominious downfall.</p><p><strong>Undead Horse Mount:</strong> ?</p><p><strong>Mummy-Priest:</strong> ?</p><p><strong>Devouring Mist:</strong> Devouring mists are undead composed of equal parts blood and malice, wedded together by negative energy. </p><p>If a victim is reduced to 0 hp due to the devouring mist’s blood drain, the blood from the victim’s body forms into a new devouring mist in 1d4 rounds. </p><p><strong>Captain Montfort Deville, Lich:</strong> ?</p><p><strong>Ekimmu:</strong> Ekimmu are evil ghosts denied entrance to the underworld and doomed to wander the earth. </p><p><strong>Galley Beggar:</strong> Galley beggars are the ghostly remains of travelers who met their demise before their journey was complete. </p><p>The smugglers eventually gave the place up when 3 galley beggars showed up. The trio of young scholars trudged up from the dreary lagoon one day, their Grand Tour of the continent cut short by a rogue storm. </p><p><strong>Ghirru:</strong> Ghirru are undead efreet returned to the land of the living by efreeti necromancers through foul and dark magic. </p><p><strong>Glacial Haunt:</strong> The icy wastes sometimes grant unlife to those who freeze to death at her unforgiving hands. </p><p>Multiple glacial haunts in a single encounter is rare and believed to come about when a group of adventurers succumb to the cold and perish together. Others have speculated that glacial haunts actually reproduce by melting and then splitting into two identical creatures. </p><p>In the glaciers high above a dwarf stronghold, adventurers seeking the hermitage of the Green Lama might come across a deep crevasse in the ice. The crevasse is five miles long and, approximately 100 feet wide and 40 feet deep. There is a 1 in 6 chance they discover iron spikes in the ice and ropes (or the remains of ropes), suggesting that other travelers negotiated the crevasse by climbing into it and back out. This is dangerous business; a save must be made to avoid slipping and falling into the crevasse for 4d6 points of damage. </p><p>If characters decide to do the same, they will soon be amazed, for frozen within the crevasse’s walls are hundreds of corpses. There are dwarves, orcs, ogres and giants, all frozen, their faces twisted in horror. The ghosts of these poor souls haunt the crevasse as icy chills that run up the spine and whispered pleadings. </p><p>Small caves in the walls of the crevasse are inhabited by glacial haunts, which seek body heat and supplies. They also sought the Green Lama, but never completed their journey.</p><p><strong>Gloom Haunt:</strong> Gloom haunts are vile creatures, who seem to have no ties to the living (i.e., scholars cannot find any reasonable explanation as to why they exist), though a few learned sages believe gloom haunts to be the spiritual remains of paladins who were sacrificed by clerics to their vile and dark gods. </p><p><strong>Grave Mount:</strong> The grave mount is the insult to all that is good and holy when a paladin’s steed is returned from the dead to wreak havoc upon the world. </p><p><strong>Grey Spirit:</strong> A grey spirit, usually female, is the shade of someone who died heartbroken and alone, pining away on shore and ultimately dying of a broken heart while waiting for the return of a loved one from across the sea. </p><p><strong>Grimshrike:</strong> Grimshrikes are a race of reanimated twin-tailed gargoyles standing about 7 feet tall and weighing 350 pounds. </p><p>Grimshrikes are native to a dark land about which little is known other than its terrible history. The place was once vibrant and full of life. Centuries ago, however, all that changed. Dark energies spilled forth unchecked from a wayward wizard’s experiment, fouling the very essence of the land. In a matter of hours, all life in that place ceased to exist. </p><p><strong>N'Gathau Lich:</strong> ?</p><p><strong>Hooded Gatherer:</strong> These powerful and intelligent undead creatures are often mistaken for liches, but they are a thing far worse and more horrible indeed, for they are born in the underworlds of other planes of existence, and hunt down souls in the material planes for their demonic masters. </p><p><strong>Skeletal Horse:</strong> ?</p><p><strong>Kamarupa:</strong> Kamarupa are the distorted souls of evil priests betrayed and sacrificed to their deity. </p><p><strong>Knight Gaunt:</strong> A knight gaunt is an undead creature created when a paladin falls in battle. </p><p><strong>Sir Agnoysius, Knight Gaunt:</strong> ?</p><p><strong>Vax, Lich-Lord:</strong> ?</p><p><strong>Swirling Mist Undead Remains of Ghosts of Whalers:</strong> The tower is surrounded by a swirling mist that is actually the undead remains of the ghosts of whalers who died at sea, accursed by the Whale Lord and unable to reach the afterlife. </p><p><strong>Grim Spectre of Blackpool Swamp:</strong> ?</p><p><strong>Lurker Wraith:</strong> ?</p><p><strong>Meat Puppet:</strong> Meat puppets are horrid undead creations created by removing the bones from corpses, then reanimating the skinless hides to attack. Various creatures and monsters can be turned into meat puppets using evil sorcery. </p><p><strong>Humanoid Meat Puppet:</strong> Meat puppets are boneless, skinless corpses reanimated after being exposed to necromantic energies. </p><p><strong>Otyugh Meat Puppet:</strong> Otyugh meat puppets are giant boneless, skinless reanimated beasts. </p><p>The bag contains the skin and bones of an otyugh slain by a Magic-User looking to test out a horrible spell he uncovered in an ancient grimoire. The spell worked, turning the boneless, skinless creature into an otyugh meat puppet—that then promptly killed the wizard. </p><p><strong>Undead Mimic:</strong> Undead mimics are believed to be the result of experimentation on normal mimics by insane necromancers. What possessed them to create an undead version of a truly horrid creature is beyond comprehension. </p><p>Unlike standard mimics, undead mimics are Chaotic, poisoned by the necromantic magic that created them. They desire flesh and blood and dine on the souls of those they slay. </p><p><strong>Ghoul Monkey:</strong> Ghoul monkeys are cunning, undead monkeys that often appear in jungle areas where there is great residue of Chaos, such as forgotten temples or altars where dead monkeys might rise in this vile form of undeath. </p><p><strong>Mordnaissant:</strong> Occasionally when a pregnant mother dies violently in a place infused with unholy or negative energies, the unborn child within her does not simply perish, but instead continues to grow, vitalized by dark power, until it is capable of clawing its way free from its dead mother. </p><p><strong>Asp Mummy:</strong> Similar in many respects to standard mummies, asp mummies are created to guard tombs of regal kings and nobles. Some believe these creatures even have a spark of the divine mixed in with their creation and are appointed by the gods themselves to watch over their favored followers. Asp mummies are known to be favored as guardians among the followers of Chaotic serpent gods. </p><p>The creation of an asp mummy follows the same procedure as a standard mummy, save that many small asps are placed into the hollowed corpse along with the herbs and flowers. </p><p><strong>Death Naga:</strong> Death nagas are what remains of other nagas slain by powerful necromantic energy. It is unknown why or how these nagas return as undead versions of their former selves. </p><p><strong>Necro-Phantom:</strong> Often more than one necro-phantom is encountered; some strange effect of the magic that created them seems to draw these creatures to one another. </p><p>The neighboring town militia tracked this witch to the cemetery to bring her to trial for sorcery. The witch cast a death spell to slay the men, but her spell failed due to the accursed cemetery. While the witch in her current disintegrating state poses no threat to any living creature, the corpses around her do. Of the 12 men, half transformed into 6 necro-phantoms that feed off the necromantic energy and the witch’s slow, agonizing death. </p><p><strong>Mad Lich Minotaur:</strong> ?</p><p><strong>Screamer:</strong> These terrible undead are the remnant of soldiers who have fallen to the horrors of mass conflict and warfare. </p><p><strong>Shattered Soul, Impaled Spirit:</strong> Shattered souls are the ghostly spirits of living beings executed through brutal torture: impalement, disembowelment, or worse. </p><p><strong>Lyrid Toadstrangler, Impaled Spirit:</strong> The ruins of a large brick warehouse sit atop a lonely hill. Thick briars and tufts of dried grass surround the wrecked building. Three thick chimneys reveal that the place probably housed forges. Despite appearances, the building remains very sturdy. This old structure was once the factory of Lyrid Toadstrangler, a dwarven craftsman who created instruments of torture. While not inherently evil in nature, Lyrid’s craft required a certain amount of wicked imagination. Lyrid specialized in creating iron maidens. A master sculptor, he often created the iron maidens in the image of the torturer or lord to whom the maidens belonged. Most of his work survives to this day, passed down over generations as disturbing family heirlooms. Lyrid was slain by an assassin hired by the Alantyr family of Bargarsport. </p><p>Finished and unfinished iron maidens stand upright along the walls of Lyrid’s forge-factory. Rusted forging tools, collapsing workbench, and maiden parts fill the main room. Three iron maidens lie under a thick intact burlap cloth. Each of these iron maidens could fetch as much as 500 gp. His final masterpiece remains nearly finished in the center of the workshop. The spikes of this particular maiden are composed of demon horns. The corpse of Lyrid Toadstrangler lies inside. The maiden’s spikes completely pierce his desiccated corpse. Lyrid’s tortuous death and the power of the demon horns tie his spirit to this plane. Lyrid haunts his workshop as an impaled spirit. He hates thieves (and especially assassins) and wishes nothing more than to slay every direct relative of the Alantyr family.</p><p><strong>Skin Feaster:</strong> When a humanoid dies as a result of being skinned alive, it often returns to the land of the living as a skin feaster; an undead creature driven by an insatiable hunger for the skin and flesh of living creatures. </p><p><strong>Skull Child:</strong> A juvenile humanoid slain by a skull child rises the following night as a free-willed skull child. A bless spell cast on the body before that time ceases the transformation. Adults and non-humanoids killed by a skull child do not rise as undead. </p><p><strong>Soul Knight:</strong> A soul knight is a suit of armor animated by the lingering soul of an evil knight, cursed to undeath as punishment for having committed betrayal, murder or other crimes. The evil spirit continues to inhabit its old armor, repeating the deeds that brought about the living knight’s ruin. </p><p><strong>Cedrick Junde, Soul Knight:</strong> Cedricke Junde, a knight in service to the Impoverished Vow-Takers of Voard, accompanied his master and liege to the opera on that fatal night—although he’d already taken gold to allow an assassin access to his liege’s privacy box high above the stage. What Cedricke could not know was that the assassin would then start the blazing inferno to cover his tracks. The massive curtain collapsed in a fiery blaze that killed the singers and many in the front rows. The assassin fled during the conflagration, escaping into the cold night as those he left behind burned. Cedricke himself died as his armor blackened and his skin burned. </p><p><strong>Annebeth Gloriana, Vampire:</strong> The tomb contains the remains of Annebeth Gloriana, an elf queen betrothed to her knight-protector Levellius. The pair were attacked and killed on their wedding day by a jealous vampiress as their families watched in horror. The celebrants—now mourners—buried the pair together in a tomb constructed to house their undying love. </p><p>Except Annebeth wouldn’t give up so easily on love. She rose as a vampire three nights later. She waits in the tomb for a new suitor to marry. </p><p><strong>Spider Lich:</strong> ?</p><p><strong>Bone Swarm:</strong> A bone swarm is created when multiple animated skeletons are destroyed more or less simultaneously, either through a single powerful area attack or by simply being smashed to pieces. The bones of the skeletons are scattered and smashed, but the necromantic magic that animated them lingers on, pulling the bones back together in a mass of clattering fragments. </p><p><strong>Skeletal Swarm:</strong> Skeletal swarms are the remains of pieces cast off of whole skeletons collected together and animated en mass. </p><p>Bone Horn cursed item.</p><p><strong>Coruvance Filp, Lich:</strong> Coruvance Filp, a Magic-User of Jah Sezar who turned to lichdom when she made an evil pact with demonic forces. </p><p><strong>Undead Troll:</strong> ?</p><p><strong>Undead Fire Elemental:</strong> Occasionally a fire elemental is destroyed but not permitted to return to its plane of origin. </p><p><strong>Feral Vampire Spawn:</strong> Sometimes when vampires create minions something horrible happens to the creature causing a fate worse than even that of a typical vampire spawn. On these occasions whether by accident or design, upon waking to its new undead existence the newly created spawn finds itself trapped within its coffin or tomb and unable to free itself. In these instances the spawn rages and struggles to escape as it slowly goes insane, a victim of its all-consuming hunger. When it finally manages to break free — sometimes years after its creation — the spawn is feral and nearly mindless, though with a much greater strength due to its incessant rage.</p><p>The statue sits over a lead-sealed trap door concealing a small cramped chamber. The chamber holds a feral vampire spawn. Once a regal vampire, the feral vampire spawn transformed over the years into its current deplorable state. </p><p>A small 2-inch-wide moat lies in the floor around the vampire. The water in the moat magically flows in a continuous circle, imprisoning the feral vampire spawn, which cannot cross the flowing water. The male vampire has tirelessly stood here for decades. It has stood for so long, in fact, that its clothing has started to disintegrate with age. The once-regal vampire has devolved into a feral spawn. </p><p><strong>Feral Vampire Spawn 7 HD:</strong> ?</p><p><strong>Feral Vampire Spawn 8 HD:</strong> ?</p><p><strong>Feral Vampire Spawn 9 HD:</strong> ?</p><p><strong>Sword Wight:</strong> These wicked and depraved creatures lived and died by the sword, and now, their dark taint passes through their weapons to tear at your soul. </p><p>If a sword wight hits an opponent with its bastard sword or touch, the victim must save or lose a level. Any human killed or completely drained of levels becomes a sword wight. </p><p><strong>Hungry Zombie:</strong> ?</p><p><strong>Hungry Halfling Zombie:</strong> ?</p><p></p><p><strong>Banshee:</strong> Banshees are the undead fey. Indeed, there might be other types of undead faeries; but it is the wailing spirits that seem to represent the borderline between the most malignant of the fey and the cold magic of undeath. </p><p>An elven female slain by a banshee queen will rise as a banshee in 1d4 rounds. </p><p><strong>Wight:</strong> Any non-elven female humanoid slain by the wail of a banshee queen or drained below level 0 becomes a wight in 1d4 rounds. </p><p><strong>Ghast:</strong> Any male slain by a banshee queen’s magic rises to become a ghast in 1d4 rounds. </p><p><strong>Ghoul:</strong> A humanoid slain by either a lurker wraith’s constitution drain or smother attack becomes a ghoul in 1d4 rounds. </p><p><strong>Lich:</strong> A child, glowing white as the sun, is running through the woods. About a day behind the strange boy is a pack of lupins, servants of the fell sorceress Maladria. The sorceress sent the lupins after the child because it is actually a small piece of her soul, part of an experiment in her quest for lich-hood. The boy possesses her exuberance for life and love; she removed it because it suited her grim plans for eternal unlife and because she needed a piece of her soul to create her phylactery. </p><p><strong>Zombie:</strong> The tower is home to a death’s head inphidian named Kallis-Khet, a high priest of the serpents. </p><p>If attacked in his home, Kallis-Khet animates the dead hanging from the tower as zombies. </p><p><strong>Skeleton:</strong> Skeletal Staff magic item.</p><p><strong>Undead:</strong> While the mummified body of the priest is not animated, desecrating the corpse may anger the spirit and grant unlife to the body. </p><p><strong>Mummy:</strong> ?</p><p><strong>Vampire:</strong> If a victim is reduced to 0 hp due to the devouring mist’s blood drain, the blood from the victim’s body forms into a new devouring mist in 1d4 rounds. Further, the victim’s corpse rises as a vampire in 1d4 days unless the remains are blessed before this rising. </p><p><strong>Spectre:</strong> The dwarves dig deep into the rock for veins of snowflake obsidian left over from elder days. The mines connect with ancient tunnels and passages created by a now-extinct volcano. The volcano’s spirit remains trapped within the volcano, in a cavern of pure silver from which it cannot escape. At best, it can manifest as a spectre within the volcanic passages. In this form, the spirit appears as an elderly woman, a hag one might say, swathed in gauzy crimson robes and wearing copper bangles and earrings. </p><p>The former monk, angered at his untimely demise, seeks to slay any who disturb the ruins. </p><p><strong>Shadow:</strong> ? </p><p><strong>Ghost:</strong> Cedricke Junde, a knight in service to the Impoverished Vow-Takers of Voard, accompanied his master and liege to the opera on that fatal night—although he’d already taken gold to allow an assassin access to his liege’s privacy box high above the stage. What Cedricke could not know was that the assassin would then start the blazing inferno to cover his tracks. The massive curtain collapsed in a fiery blaze that killed the singers and many in the front rows. </p><p>The mummified king sits upon his throne in a single room within the tomb. The king is flanked by 2 stone idol sphinxes that lounge about the throne. The preserved corpse of the king’s eldest son kneels before the mummy. The mummified king looks down upon the son’s remains. Chains and shackles hold the son’s corpse down, but it is evident that he was alive when he was entombed with the corpse of his father. The stone idols guard the king and his treasure. The son’s spirit is bound to this chamber in the form of a ghost. The ghost can only be released by removing the king’s corpse. </p><p><strong>Wraith:</strong> ? </p><p><strong>Poltergeist:</strong> A domovoi killed by violence rises in 1 hour as a poltergeist. </p><p></p><p>Cimota Mace </p><p>Spines of a cornugon line the sides of this wicked +3 mace. On command, it generates dark fury, a field of negative energy in the form of black lightning. The wielder may use this power at the start of combat and every 1d3 rounds thereafter. This field of energy may take the form of black lightning either in a 20-ft.- radius ball around the wielder or as a 100-ft.-line extending from its tip. Dark fury inflicts 5d6 damage on any living creature in its area of effect (save for half). The wielder, undead, constructs and other non-living objects are not affected. </p><p>The cimota mace grants the wielder the ability to notice and locate living creatures within 60 ft. Animals do not willingly approach within 30 feet of a cimota mace or its wielder. The very existence of the cimota mace spreads Chaos throughout the land. For every 20 HD of creatures slain by the mace’s dark fury, the mace transforms the essences of the slain beings into a cimota. The cimota follows the commands of the mace wielder. For every additional 20 HD of creatures slain by the dark fury, the cimota advances in power to a guardian cimota and finally to a high cimota. Cimota created by the mace remain destroyed once they are slain. Only one cimota created by the mace can be in existence at any time.</p><p></p><p>Skeletal Staff </p><p>The skeletal staff creates a skeleton from any humanoid corpse once per day. If used on a fresh corpse (dead less than 24 hours), the skeleton inside rips and tears away the flesh to free itself in 1d4 rounds before it can take any action. While the staff’s wielder has complete control over the animated undead, only one skeleton can be animated at a time. The staff may be used by either the Cleric or Magic-User classes.</p><p></p><p>Bone Horn</p><p>The cursed bone horn deals 1d6 points of damage to all within a 40-foot-cone as the vibrating sonic waves deteriorate bone. The bone horn can be used 2 times each day; on the third use, it reverses and amplifies the damage to the blower (4d6 points of damage, with no save). The bone horn, if used against any skeletal undead, deals 3d6 points of damage. Furthermore, if used on common 1HD skeletons, the bone horn transforms them into skeletal swarms. At least six skeletons are needed to create a skeletal swarm. The skeletal swarm does not attack undead. But all others are fair game.</p></blockquote><p></p>
[QUOTE="Voadam, post: 8256882, member: 2209"] [URL=https://froggodgames.com/product/clearance-tome-of-horrors-4-sw-pdf/]Tome of Horrors 4[/URL] Swords & Wizardry [b]Pancras the Senior, Lich:[/b] ? [b]Tordred of the Seven Fingers, Vampire Count:[/b] ? [b]Aswang:[/b] Inside the temple rests (well, not rests) the funeral party of the Princess Oleander, daughter of the once renowned and later infamous Pasha of Raspar. The princess and her albino court, swathed in funerary silks, were turned into 6 aswangs. The six are trapped within the temple by the Brothers of the Divine Wind, who left a holy air elemental (Lawful in alignment, smells of frankincense) outside the temple to harass would-be intruders. Among the six one can easily identify the Princess Oleander, who is dressed in her decayed finery of silk and silver net and wearing seven royal neck rings (worth 100 gp each). A silver katar that bears the ancient royal sigil is still plunged into her back. [b]Banshee Queen:[/b] ? [b]Undead Faerie:[/b] ? [b]Iolne, Banshee Queen:[/b] ? [b]Lich Lord, Zangrias:[/b] ? [b]Shadow Bear:[/b] A strange incarnation of sentient darkness and feral rage, shadow bears are strange creatures, malevolent living spirits that inhabit the shadowy gaps between true realities. [b]Animal Shadow:[/b] Any animal (not a human or humanoid) reduced to 0 hit points by a shadow bear becomes a shadow with 1HD within 1d4 rounds. [b]Bone Delver:[/b] Bone delvers were graverobbers who died whilst performing their nefarious tasks. The lanterns bone delvers perpetually carry are formerly mundane hooded lanterns that were infused with negative energy in the same way as their unliving bearers. [b]Burning Ghat:[/b] The burning ghat is a rare form of undead created in areas of unusually high negative energy when a living creature is put to death by fire for a crime it did not commit. Utterly twisted and maddened by its fate, a burning ghat is a fearsome creature, consumed with a hatred for the living and seeking to end life wherever it finds it. A burning ghat is terrorizing a town in a pleasant, green valley where he was burned at the stake. The ghat was a chaos cultist masquerading as a goodly vicar in the town. Within his temple, he sacrificed animals and people (usually drunks) in the name of the demon king Llorok. The priest still wears his charred vestments, his silver unholy symbol melted onto his chest. [b]Saca-Baroo, Lich:[/b] ? [b]Cimota:[/b] Cimota are the physical manifestations of evil thoughts and actions. Their existence is always tied to a specific area or artifact that is imbued with ancient and highly malevolent evil. A cimota is able to manifest itself anywhere within an accursed locale that has given it life, or within 300 feet of an evil artifact to which it is attached. Cimota can sense life within 60 ft. at all times (including invisible and hidden creatures). A troop of black orcs led by a priest of Orcus plundered the town and hauled off the useful townsfolk. The orcs are long gone, leaving the town to scavengers and looters. What remains has been vandalized and plundered. Even the town well is filled with excrement and animal corpses from roving band of orcs. A long deep trench dug into a southern field holds the smoldering bodies of townsfolk. Even weeks after the massacre, the coals remain hot beneath the ashen remains. The priest desecrated the mass grave before moving to his next conquest. As if in prayer, four cloaked figures kneel on the opposite side of the pit. These 4 cimotas formed upon the murder of the townsfolk and the desecration of their mass grave. Cimota Mace artifact. [b]Guardian Cimota:[/b] Cimota Mace artifact. [b]High Cimota:[/b] Cimota Mace artifact. [b]Dark Custodian:[/b] Dark custodians are the undead remains of evil clerics tasked to remain behind after death and guard the sacred places of their vile worship. [b]Deathknight, Death Knight:[/b] Doomed to devastate the world they once cherished and sought to protect, death knights are the result of damning curses visited upon once noble knights who fell from grace at the moment of death. A lifetime of duty and loyalty becomes forfeit as the undead creature, rising from its grave within days of being laid to rest, is driven by an intense desire to annihilate all life and bring as much harm as it can muster to any within reach. A silver trumpet sits among various obscure and unbelievable trinkets in Fadzien’s Oddities in Taharath. The trumpet has a bone mouthpiece that radiates extreme cold (1 point of damage to anyone blowing the instrument). Symbols are carved into the bell of the instrument, a ring of letters and runes written in an ancient language that spirals up inside the instrument. Anyone who can read the ancient words (or who casts read languages) can understand the message: “If you call to him, he shall answer.” Blowing the trumpet summons a death knight who stands watch in the Tomb of the Jaded Disbelievers in a valley north of the Hollow Spire Mountains. The sound of the trumpet echoes on the wind, and the death knight arrives within 2d4 weeks to find the person who called to challenge him (even if that person travels, the death knight can unerringly find him). The knight rides up in a cloud of dust on an undead mount. The knight is cursed to forever answer the call of the trumpet (it was the summons to battle when he was alive, until he betrayed his king), and now wishes nothing more than to snuff the life of the person reminding him of his past glory and ignominious downfall. [b]Undead Horse Mount:[/b] ? [b]Mummy-Priest:[/b] ? [b]Devouring Mist:[/b] Devouring mists are undead composed of equal parts blood and malice, wedded together by negative energy. If a victim is reduced to 0 hp due to the devouring mist’s blood drain, the blood from the victim’s body forms into a new devouring mist in 1d4 rounds. [b]Captain Montfort Deville, Lich:[/b] ? [b]Ekimmu:[/b] Ekimmu are evil ghosts denied entrance to the underworld and doomed to wander the earth. [b]Galley Beggar:[/b] Galley beggars are the ghostly remains of travelers who met their demise before their journey was complete. The smugglers eventually gave the place up when 3 galley beggars showed up. The trio of young scholars trudged up from the dreary lagoon one day, their Grand Tour of the continent cut short by a rogue storm. [b]Ghirru:[/b] Ghirru are undead efreet returned to the land of the living by efreeti necromancers through foul and dark magic. [b]Glacial Haunt:[/b] The icy wastes sometimes grant unlife to those who freeze to death at her unforgiving hands. Multiple glacial haunts in a single encounter is rare and believed to come about when a group of adventurers succumb to the cold and perish together. Others have speculated that glacial haunts actually reproduce by melting and then splitting into two identical creatures. In the glaciers high above a dwarf stronghold, adventurers seeking the hermitage of the Green Lama might come across a deep crevasse in the ice. The crevasse is five miles long and, approximately 100 feet wide and 40 feet deep. There is a 1 in 6 chance they discover iron spikes in the ice and ropes (or the remains of ropes), suggesting that other travelers negotiated the crevasse by climbing into it and back out. This is dangerous business; a save must be made to avoid slipping and falling into the crevasse for 4d6 points of damage. If characters decide to do the same, they will soon be amazed, for frozen within the crevasse’s walls are hundreds of corpses. There are dwarves, orcs, ogres and giants, all frozen, their faces twisted in horror. The ghosts of these poor souls haunt the crevasse as icy chills that run up the spine and whispered pleadings. Small caves in the walls of the crevasse are inhabited by glacial haunts, which seek body heat and supplies. They also sought the Green Lama, but never completed their journey. [b]Gloom Haunt:[/b] Gloom haunts are vile creatures, who seem to have no ties to the living (i.e., scholars cannot find any reasonable explanation as to why they exist), though a few learned sages believe gloom haunts to be the spiritual remains of paladins who were sacrificed by clerics to their vile and dark gods. [b]Grave Mount:[/b] The grave mount is the insult to all that is good and holy when a paladin’s steed is returned from the dead to wreak havoc upon the world. [b]Grey Spirit:[/b] A grey spirit, usually female, is the shade of someone who died heartbroken and alone, pining away on shore and ultimately dying of a broken heart while waiting for the return of a loved one from across the sea. [b]Grimshrike:[/b] Grimshrikes are a race of reanimated twin-tailed gargoyles standing about 7 feet tall and weighing 350 pounds. Grimshrikes are native to a dark land about which little is known other than its terrible history. The place was once vibrant and full of life. Centuries ago, however, all that changed. Dark energies spilled forth unchecked from a wayward wizard’s experiment, fouling the very essence of the land. In a matter of hours, all life in that place ceased to exist. [b]N'Gathau Lich:[/b] ? [b]Hooded Gatherer:[/b] These powerful and intelligent undead creatures are often mistaken for liches, but they are a thing far worse and more horrible indeed, for they are born in the underworlds of other planes of existence, and hunt down souls in the material planes for their demonic masters. [b]Skeletal Horse:[/b] ? [b]Kamarupa:[/b] Kamarupa are the distorted souls of evil priests betrayed and sacrificed to their deity. [b]Knight Gaunt:[/b] A knight gaunt is an undead creature created when a paladin falls in battle. [b]Sir Agnoysius, Knight Gaunt:[/b] ? [b]Vax, Lich-Lord:[/b] ? [b]Swirling Mist Undead Remains of Ghosts of Whalers:[/b] The tower is surrounded by a swirling mist that is actually the undead remains of the ghosts of whalers who died at sea, accursed by the Whale Lord and unable to reach the afterlife. [b]Grim Spectre of Blackpool Swamp:[/b] ? [b]Lurker Wraith:[/b] ? [b]Meat Puppet:[/b] Meat puppets are horrid undead creations created by removing the bones from corpses, then reanimating the skinless hides to attack. Various creatures and monsters can be turned into meat puppets using evil sorcery. [b]Humanoid Meat Puppet:[/b] Meat puppets are boneless, skinless corpses reanimated after being exposed to necromantic energies. [b]Otyugh Meat Puppet:[/b] Otyugh meat puppets are giant boneless, skinless reanimated beasts. The bag contains the skin and bones of an otyugh slain by a Magic-User looking to test out a horrible spell he uncovered in an ancient grimoire. The spell worked, turning the boneless, skinless creature into an otyugh meat puppet—that then promptly killed the wizard. [b]Undead Mimic:[/b] Undead mimics are believed to be the result of experimentation on normal mimics by insane necromancers. What possessed them to create an undead version of a truly horrid creature is beyond comprehension. Unlike standard mimics, undead mimics are Chaotic, poisoned by the necromantic magic that created them. They desire flesh and blood and dine on the souls of those they slay. [b]Ghoul Monkey:[/b] Ghoul monkeys are cunning, undead monkeys that often appear in jungle areas where there is great residue of Chaos, such as forgotten temples or altars where dead monkeys might rise in this vile form of undeath. [b]Mordnaissant:[/b] Occasionally when a pregnant mother dies violently in a place infused with unholy or negative energies, the unborn child within her does not simply perish, but instead continues to grow, vitalized by dark power, until it is capable of clawing its way free from its dead mother. [b]Asp Mummy:[/b] Similar in many respects to standard mummies, asp mummies are created to guard tombs of regal kings and nobles. Some believe these creatures even have a spark of the divine mixed in with their creation and are appointed by the gods themselves to watch over their favored followers. Asp mummies are known to be favored as guardians among the followers of Chaotic serpent gods. The creation of an asp mummy follows the same procedure as a standard mummy, save that many small asps are placed into the hollowed corpse along with the herbs and flowers. [b]Death Naga:[/b] Death nagas are what remains of other nagas slain by powerful necromantic energy. It is unknown why or how these nagas return as undead versions of their former selves. [b]Necro-Phantom:[/b] Often more than one necro-phantom is encountered; some strange effect of the magic that created them seems to draw these creatures to one another. The neighboring town militia tracked this witch to the cemetery to bring her to trial for sorcery. The witch cast a death spell to slay the men, but her spell failed due to the accursed cemetery. While the witch in her current disintegrating state poses no threat to any living creature, the corpses around her do. Of the 12 men, half transformed into 6 necro-phantoms that feed off the necromantic energy and the witch’s slow, agonizing death. [b]Mad Lich Minotaur:[/b] ? [b]Screamer:[/b] These terrible undead are the remnant of soldiers who have fallen to the horrors of mass conflict and warfare. [b]Shattered Soul, Impaled Spirit:[/b] Shattered souls are the ghostly spirits of living beings executed through brutal torture: impalement, disembowelment, or worse. [b]Lyrid Toadstrangler, Impaled Spirit:[/b] The ruins of a large brick warehouse sit atop a lonely hill. Thick briars and tufts of dried grass surround the wrecked building. Three thick chimneys reveal that the place probably housed forges. Despite appearances, the building remains very sturdy. This old structure was once the factory of Lyrid Toadstrangler, a dwarven craftsman who created instruments of torture. While not inherently evil in nature, Lyrid’s craft required a certain amount of wicked imagination. Lyrid specialized in creating iron maidens. A master sculptor, he often created the iron maidens in the image of the torturer or lord to whom the maidens belonged. Most of his work survives to this day, passed down over generations as disturbing family heirlooms. Lyrid was slain by an assassin hired by the Alantyr family of Bargarsport. Finished and unfinished iron maidens stand upright along the walls of Lyrid’s forge-factory. Rusted forging tools, collapsing workbench, and maiden parts fill the main room. Three iron maidens lie under a thick intact burlap cloth. Each of these iron maidens could fetch as much as 500 gp. His final masterpiece remains nearly finished in the center of the workshop. The spikes of this particular maiden are composed of demon horns. The corpse of Lyrid Toadstrangler lies inside. The maiden’s spikes completely pierce his desiccated corpse. Lyrid’s tortuous death and the power of the demon horns tie his spirit to this plane. Lyrid haunts his workshop as an impaled spirit. He hates thieves (and especially assassins) and wishes nothing more than to slay every direct relative of the Alantyr family. [b]Skin Feaster:[/b] When a humanoid dies as a result of being skinned alive, it often returns to the land of the living as a skin feaster; an undead creature driven by an insatiable hunger for the skin and flesh of living creatures. [b]Skull Child:[/b] A juvenile humanoid slain by a skull child rises the following night as a free-willed skull child. A bless spell cast on the body before that time ceases the transformation. Adults and non-humanoids killed by a skull child do not rise as undead. [b]Soul Knight:[/b] A soul knight is a suit of armor animated by the lingering soul of an evil knight, cursed to undeath as punishment for having committed betrayal, murder or other crimes. The evil spirit continues to inhabit its old armor, repeating the deeds that brought about the living knight’s ruin. [b]Cedrick Junde, Soul Knight:[/b] Cedricke Junde, a knight in service to the Impoverished Vow-Takers of Voard, accompanied his master and liege to the opera on that fatal night—although he’d already taken gold to allow an assassin access to his liege’s privacy box high above the stage. What Cedricke could not know was that the assassin would then start the blazing inferno to cover his tracks. The massive curtain collapsed in a fiery blaze that killed the singers and many in the front rows. The assassin fled during the conflagration, escaping into the cold night as those he left behind burned. Cedricke himself died as his armor blackened and his skin burned. [b]Annebeth Gloriana, Vampire:[/b] The tomb contains the remains of Annebeth Gloriana, an elf queen betrothed to her knight-protector Levellius. The pair were attacked and killed on their wedding day by a jealous vampiress as their families watched in horror. The celebrants—now mourners—buried the pair together in a tomb constructed to house their undying love. Except Annebeth wouldn’t give up so easily on love. She rose as a vampire three nights later. She waits in the tomb for a new suitor to marry. [b]Spider Lich:[/b] ? [b]Bone Swarm:[/b] A bone swarm is created when multiple animated skeletons are destroyed more or less simultaneously, either through a single powerful area attack or by simply being smashed to pieces. The bones of the skeletons are scattered and smashed, but the necromantic magic that animated them lingers on, pulling the bones back together in a mass of clattering fragments. [b]Skeletal Swarm:[/b] Skeletal swarms are the remains of pieces cast off of whole skeletons collected together and animated en mass. Bone Horn cursed item. [b]Coruvance Filp, Lich:[/b] Coruvance Filp, a Magic-User of Jah Sezar who turned to lichdom when she made an evil pact with demonic forces. [b]Undead Troll:[/b] ? [b]Undead Fire Elemental:[/b] Occasionally a fire elemental is destroyed but not permitted to return to its plane of origin. [b]Feral Vampire Spawn:[/b] Sometimes when vampires create minions something horrible happens to the creature causing a fate worse than even that of a typical vampire spawn. On these occasions whether by accident or design, upon waking to its new undead existence the newly created spawn finds itself trapped within its coffin or tomb and unable to free itself. In these instances the spawn rages and struggles to escape as it slowly goes insane, a victim of its all-consuming hunger. When it finally manages to break free — sometimes years after its creation — the spawn is feral and nearly mindless, though with a much greater strength due to its incessant rage. The statue sits over a lead-sealed trap door concealing a small cramped chamber. The chamber holds a feral vampire spawn. Once a regal vampire, the feral vampire spawn transformed over the years into its current deplorable state. A small 2-inch-wide moat lies in the floor around the vampire. The water in the moat magically flows in a continuous circle, imprisoning the feral vampire spawn, which cannot cross the flowing water. The male vampire has tirelessly stood here for decades. It has stood for so long, in fact, that its clothing has started to disintegrate with age. The once-regal vampire has devolved into a feral spawn. [b]Feral Vampire Spawn 7 HD:[/b] ? [b]Feral Vampire Spawn 8 HD:[/b] ? [b]Feral Vampire Spawn 9 HD:[/b] ? [b]Sword Wight:[/b] These wicked and depraved creatures lived and died by the sword, and now, their dark taint passes through their weapons to tear at your soul. If a sword wight hits an opponent with its bastard sword or touch, the victim must save or lose a level. Any human killed or completely drained of levels becomes a sword wight. [b]Hungry Zombie:[/b] ? [b]Hungry Halfling Zombie:[/b] ? [b]Banshee:[/b] Banshees are the undead fey. Indeed, there might be other types of undead faeries; but it is the wailing spirits that seem to represent the borderline between the most malignant of the fey and the cold magic of undeath. An elven female slain by a banshee queen will rise as a banshee in 1d4 rounds. [b]Wight:[/b] Any non-elven female humanoid slain by the wail of a banshee queen or drained below level 0 becomes a wight in 1d4 rounds. [b]Ghast:[/b] Any male slain by a banshee queen’s magic rises to become a ghast in 1d4 rounds. [b]Ghoul:[/b] A humanoid slain by either a lurker wraith’s constitution drain or smother attack becomes a ghoul in 1d4 rounds. [b]Lich:[/b] A child, glowing white as the sun, is running through the woods. About a day behind the strange boy is a pack of lupins, servants of the fell sorceress Maladria. The sorceress sent the lupins after the child because it is actually a small piece of her soul, part of an experiment in her quest for lich-hood. The boy possesses her exuberance for life and love; she removed it because it suited her grim plans for eternal unlife and because she needed a piece of her soul to create her phylactery. [b]Zombie:[/b] The tower is home to a death’s head inphidian named Kallis-Khet, a high priest of the serpents. If attacked in his home, Kallis-Khet animates the dead hanging from the tower as zombies. [b]Skeleton:[/b] Skeletal Staff magic item. [b]Undead:[/b] While the mummified body of the priest is not animated, desecrating the corpse may anger the spirit and grant unlife to the body. [b]Mummy:[/b] ? [b]Vampire:[/b] If a victim is reduced to 0 hp due to the devouring mist’s blood drain, the blood from the victim’s body forms into a new devouring mist in 1d4 rounds. Further, the victim’s corpse rises as a vampire in 1d4 days unless the remains are blessed before this rising. [b]Spectre:[/b] The dwarves dig deep into the rock for veins of snowflake obsidian left over from elder days. The mines connect with ancient tunnels and passages created by a now-extinct volcano. The volcano’s spirit remains trapped within the volcano, in a cavern of pure silver from which it cannot escape. At best, it can manifest as a spectre within the volcanic passages. In this form, the spirit appears as an elderly woman, a hag one might say, swathed in gauzy crimson robes and wearing copper bangles and earrings. The former monk, angered at his untimely demise, seeks to slay any who disturb the ruins. [b]Shadow:[/b] ? [b]Ghost:[/b] Cedricke Junde, a knight in service to the Impoverished Vow-Takers of Voard, accompanied his master and liege to the opera on that fatal night—although he’d already taken gold to allow an assassin access to his liege’s privacy box high above the stage. What Cedricke could not know was that the assassin would then start the blazing inferno to cover his tracks. The massive curtain collapsed in a fiery blaze that killed the singers and many in the front rows. The mummified king sits upon his throne in a single room within the tomb. The king is flanked by 2 stone idol sphinxes that lounge about the throne. The preserved corpse of the king’s eldest son kneels before the mummy. The mummified king looks down upon the son’s remains. Chains and shackles hold the son’s corpse down, but it is evident that he was alive when he was entombed with the corpse of his father. The stone idols guard the king and his treasure. The son’s spirit is bound to this chamber in the form of a ghost. The ghost can only be released by removing the king’s corpse. [b]Wraith:[/b] ? [b]Poltergeist:[/b] A domovoi killed by violence rises in 1 hour as a poltergeist. Cimota Mace Spines of a cornugon line the sides of this wicked +3 mace. On command, it generates dark fury, a field of negative energy in the form of black lightning. The wielder may use this power at the start of combat and every 1d3 rounds thereafter. This field of energy may take the form of black lightning either in a 20-ft.- radius ball around the wielder or as a 100-ft.-line extending from its tip. Dark fury inflicts 5d6 damage on any living creature in its area of effect (save for half). The wielder, undead, constructs and other non-living objects are not affected. The cimota mace grants the wielder the ability to notice and locate living creatures within 60 ft. Animals do not willingly approach within 30 feet of a cimota mace or its wielder. The very existence of the cimota mace spreads Chaos throughout the land. For every 20 HD of creatures slain by the mace’s dark fury, the mace transforms the essences of the slain beings into a cimota. The cimota follows the commands of the mace wielder. For every additional 20 HD of creatures slain by the dark fury, the cimota advances in power to a guardian cimota and finally to a high cimota. Cimota created by the mace remain destroyed once they are slain. Only one cimota created by the mace can be in existence at any time. Skeletal Staff The skeletal staff creates a skeleton from any humanoid corpse once per day. If used on a fresh corpse (dead less than 24 hours), the skeleton inside rips and tears away the flesh to free itself in 1d4 rounds before it can take any action. While the staff’s wielder has complete control over the animated undead, only one skeleton can be animated at a time. The staff may be used by either the Cleric or Magic-User classes. Bone Horn The cursed bone horn deals 1d6 points of damage to all within a 40-foot-cone as the vibrating sonic waves deteriorate bone. The bone horn can be used 2 times each day; on the third use, it reverses and amplifies the damage to the blower (4d6 points of damage, with no save). The bone horn, if used against any skeletal undead, deals 3d6 points of damage. Furthermore, if used on common 1HD skeletons, the bone horn transforms them into skeletal swarms. At least six skeletons are needed to create a skeletal swarm. The skeletal swarm does not attack undead. But all others are fair game. [/QUOTE]
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