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Undead Origins
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<blockquote data-quote="Voadam" data-source="post: 8832709" data-attributes="member: 2209"><p><a href="https://www.drivethrurpg.com/product/190499/Tome-of-Beasts-for-5th-Edition?affiliate_id=17596" target="_blank">Tome of Beasts</a></p><p>5e</p><p><strong>Nihileth, Nihileth Aboleth, Wandering Nihileth, Undead Nihileth:</strong> Eons ago, a group of aboleth left the Material Plane to wander through distant planes—seeing them through magical scrying was not enough, so these aboleth used astral magic and bodily travel to see far beyond normal realms.</p><p>A Forgotten Tribe. As ages passed, memories of those who departed slowly faded from the minds of those aboleth who remained behind. Those few aboleth who did remember that long ago some of their kin had gone plane-wandering assumed that the wanderers must have died in distant hells or paradises.</p><p>Changed by Planar Wandering. The plane-wanderers hadn’t died. Instead, their eons-long exposure to alien realms and to the space between changed them, restructuring their life force and making them into something even more nightmarish—but better able to withstand both strange hells and golden realms of eldritch delight.</p><p>Servants of the Void. They returned even more corrupt and powerful than they had left, and these wandering nihileths returned to the mortal world intent on spreading the influence of the Void and the utter evil they found in the vast darkness between worlds.</p><p><strong>Nihilithec Zombie:</strong> Created by the diseased will of nihileths, these zombies do their creator’s bidding without fear or hesitation.</p><p>If a creature dies while diseased [from a nihilithic aboleth's tentacle attack], it rises in 1d6 rounds as a nihilethic zombie.</p><p>If a creature dies while diseased [from a nihilithic zombie's slam attack], it rises in 2d6 rounds as a nihilethic zombie.</p><p><strong>Accursed Defiler:</strong> Accursed defilers are the remnants of an ancient tribe that desecrated a sacred oasis. For their crime, the wrathful spirits cursed the tribe to forever wander the wastes attempting to quench an insatiable thirst.</p><p><strong>Angatra:</strong> In certain tribes, the breaking of local taboos invites terrible retribution from ancestral spirits, especially if the transgressor was a tribal leader or elder. The transgressor is cursed and cast out from the tribe, and then hunted and executed.</p><p>The body is wrapped head to toe in lamba cloth to soothe the spirit and to bind it within the mortal husk, then sealed in a tomb far from traditional burial grounds so none may disturb it and its unclean spirit does not taint the blessed dead.</p><p>Each such body is visited every ten years as the tribe performs the famadihana ritual, replacing the lamba bindings and soothing the suffering of the ancestors. Over generations, this ritual expiates their guilt, until at last the once-accursed ancestor is admitted through the gates of the afterlife. If a spirit’s descendants abandon their task, or if the sealed tomb is violated, the accursed soul becomes an angatra.</p><p>The creature’s form becomes animated by a powerful and malicious ancestor spirit and undergoes a horrible metamorphosis within its decaying cocoon. Its fingernails grow into scabrous claws, its skin becomes hard and leathery, and its withered form is imbued with unnatural speed and agility. Within days, the angatra gathers strength and tears its bindings into rags. It seeks out its descendants to share the torment and wrath it endured while its spirit lingered.</p><p><strong>Bone Collective:</strong> ?</p><p><strong>Bone Swarm:</strong> On rare occasions, the pugnacious spirits of fallen undead join together, bonded by a common craving: to feel alive again. They gather up their bones from life, as well as any other bones they come across, and form bone swarms.</p><p><strong>Corpse Mound:</strong> In times of plague and war, hundreds of bodies are dumped into mass graves. Without sanctifying rites, necromantic magic can seep into the mound of bodies and animate them as a massive horror hungering for others to join its form.</p><p><strong>Deathwisp:</strong> A deathwisp is a wraith-like spirit created in the Shadow Realm from the violent death of a shadow fey or evil fey.</p><p><strong>Skin Bat:</strong> Skin bats are undead creatures created from skin flayed from the victims of sacrificial rites. They are given a measure of unlife by a vile ritual involving immersion in Abyssal flesh vats and invocations to Camazotz and similar demon lords.</p><p><strong>Dissimortuum:</strong> Dissimortuum are undead monstrosities constructed by necromancers to spread the undead plague, slowly but surely.</p><p>Even when not following instructions, a dissimortuum seeks to create more of its own kind. The creature wanders graveyards, battlefields and slums, searching for the gruesome components it needs to construct a mask and body for its undead offspring. The process is slow, taking up to a month to make a single mask, but a dissimortuum has nothing but time. The new creation is independent and not under the control of its maker.</p><p><strong>Drowned Maiden, Drowned Lad:</strong> Drowned maidens are piteous but terrifying undead, created when a woman dies in water due to a doomed romance, whether from unrequited love or whether drowned by a philandering partner.</p><p><strong>Edimmu:</strong> Desert and plains tribes often exile their criminals to wander as outcasts. A banished criminal who dies of thirst sometimes rises as an edimmu, a hateful undead that blames all sentient living beings for its fate.</p><p><strong>Fext, Undead Fext:</strong> Ancient and powerful beings across the multiverse grant magical knowledge to mortals through dangerous pacts. Those bound to these pacts become warlocks, but the will and force of their patron is borne by more than just those who strike bargains for sorcerous power. A fext is a former warlock who has become wholly dedicated to their patron—mind, body, and soul—and functions as enforcer, bodyguard, and assassin. They are powerful undead slaves to the will of their otherworldly patron.</p><p>Each fext is a unique servant of their patron and exhibits the physical traits of its master.</p><p>The process a warlock undergoes to become a fext is horrendous. The warlock is emptied of whatever morality and humanity he or she had as wine from a jug, and the patron imbues the empty vessel with its corruption and unearthly will. Whatever life the fext led before is completely gone. They exist only to serve.</p><p><strong>Flutterflesh:</strong> Flutterflesh result from a terrible necromantic ritual. Cultists gather in the name of a dark god, powerful lich, or crazed madman, and forever bind themselves body and soul into a single evil being. Flutterflesh take recently severed limbs and fuse these new pieces to themselves in accordance with some unknowable aesthetic.</p><p><strong>Ghoul Beggar:</strong> Thin and emaciated even for undead, beggar ghouls are shriveled versions of their standard cousins—little more than flesh-covered skeletons. While some beggar ghouls spend their entire existence in undeath as this weak strain, at least a few were once stronger ghouls who withered when they were trapped far from sources of flesh. Others were exiled from the empire without the resources to fend for themselves.</p><p><strong>Ghoul Bonepowder:</strong> Distilled to nothing but dry, whispering sand and a full set of teeth, a bonepowder ghoul still hungers for flesh and blood. Its dusty mass is perfected corruption, entirely animated by foul energy.</p><p>Ghouls can achieve this powdery form through long starvation. The process invariably takes decades, which is why so few bonepowder ghouls exist—few ghouls can show such self-restraint. Even among imperial ghouls, using hunger as a form of torture is considered offensive and is quite rare. A bonepowder ghoul may rise from the remnants of a starved prisoner or a ghoul trapped in a sealed-off cavern, leaving behind its remnant flesh and becoming animated almost purely by hunger, hatred, and the bitter wisdom of long centuries.</p><p><strong>Ghoul Darakhul, The People, The Lords Subterranean, Standard Darakhul:</strong> The darakhul were born of strange magic: ghouls with intelligence, with necromantic power, and with the ambition to rule everything below the earth. Some say the first of them became undead through sheer will and boundless depravity. Others say that the darakhul are the children of a mythical ghoul-dragon named Darrakh, who still roams the grey wastelands between life and death.</p><p>Darkahul Fever disease.</p><p><strong>Emperor Nicoforus the Pale, Ghoul Emperor, Man of Middle Years:</strong> ?</p><p><strong>Ghoul Imperial:</strong> ?</p><p><strong>Ghoul Iron:</strong> Many believe that the hunger cults or the necrophagi know some secret of transforming imperial ghouls into iron ghouls.</p><p><strong>Gray Thirster:</strong> The greatest danger to people traversing badlands and deserts is thirst, and even the best prepared can find themselves without water. The lucky ones die quickly, while those less fortunate linger in sun-addled torment for days. These souls sometimes rise from the sand as gray thirsters, driven to inflict the torment they suffered upon other travelers.</p><p><strong>Grim Jester:</strong> When a jester on his deathbed moves an evil death god to laughter, the fool sometimes gains a reprieve, becoming a grim jester, whose pranks serve to entertain the god of death.</p><p><strong>Haugbui:</strong> ?</p><p><strong>Lich Hound, Ferocious Lich Hound:</strong> The dark process of creating a lich hound involves a perverse ritual of first summoning a celestial canine and binding it to the Material Plane. The hound’s future master then murders the trapped beast. Only then can the creature be animated in all its unholy glory.</p><p><strong>Mallqui, Sapling:</strong> The people of the cold, rainless, mountain plateaus take advantage of their dry climes to mummify their honored dead, but without the embalming and curing of the corpse practiced in hotter lands. To preserve the knowledge and the place of their ancestors in the afterlife, their dead remain among them as counselors and honorees on holy days.</p><p><strong>Mask Wight:</strong> Long ago, a demon lord of shadow and deceit fell in love with a demon goddess of destruction. At the base of a crater left by a meteor that destroyed a civilization, the two devised a plan to not merely slay their peers, but wholly expunge them from time itself, leaving only each other. Shortly thereafter, the mask wights were conceived.</p><p>To create these undead, the lord of shadows stole the bodies of death knights from beneath the necropolis of an arch-lich. Then, the goddess of the underworld sacrificed a million condemned souls and drained their essence into ivory masks—one for each fiend the couple sought to annihilate. Finally, the masks were hammered onto the knights with cold iron nails, and their armored husks were left at the bottom of the memory-draining River Styx for 600 years.</p><p>When they rose, the mask wights marched out into the planes to bury knowledge, conjure secrets, and erase their quarry from memory and history.</p><p><strong>Mavka, Greenbane:</strong> These twisted dryads have been turned into vampiric monstrosities by undead warlocks and vampiric experiments.</p><p>Mavkas were once three dryad sisters named Mica, Anthelia, and Saramantha. After his conquest of Morgau, the Black Prince Lucan had the dryads and their trees killed, and then raised the corpses as powerful undead. His warlocks bonded the new undead with nightmares instead of trees to complete their corruption. These three sisters have since spawned many more such undead fey, and they some serve the Black Prince as wives or concubines while others pursue their own ends, destroying vampires, laying waste to whole villages, and seeking power in the Shadow Realm.</p><p><strong>Mummy Venomous:</strong> These mummies are crafted by Selket’s faithful to guard holy sites and tombs and to serve as agents of the goddess’s retribution. Should Selket or her faithful feel themselves slighted by an individual or a community, they perform dangerous rituals to awaken these creatures from the crypts of her temples.</p><p><strong>Myling, Soul of an Unburied Who Died in the Forest From Abandonment or Exposure:</strong> Mylings are the souls of the unburied, those who died in the forest from abandonment or exposure and can find no peace until their bodies are properly interred.</p><p><strong>Putrid Haunt, Shambling Remains of an Individual Who Either Through Mishap or Misdeed Died While Lost in a Vast Swampland:</strong> Putrid haunts are walking corpses infused with moss, mud, and the detritus of the deep swamp. They are the shambling remains of individuals who, either through mishap or misdeed, died while lost in a vast swampland. Their desperate need to escape the marshland in life transforms into a hatred of all living beings in death.</p><p><strong>Risen Reaver:</strong> The risen reaver is an undead born from a warrior fallen on the battlefield. Its body becomes an avatar of combat, with four legs and a pair of long, heavy arms. In the process, it sheds its skin, becoming entirely undead muscle, bone, and sinew.</p><p>When risen reavers take form, they absorb all weapons around them. Some of these weapons pierce their bodies, and others become part of the risen reaver’s armament. Their four legs are tipped with blades on which they walk like metallic spiders. Their arms are covered in weaponry infused into their flesh, which they use to crush and flay any living creatures they encounter.</p><p><strong>Rotting Wind:</strong> A rotting wind is an undead creature made up of the foul air and grave dust sloughed off by innumerable undead creatures within lost tombs and grand necropoli.</p><p><strong>Rusalka:</strong> When a woman drowns, her dripping body may rise again as a rusalka. Some claim the drowning must be a suicide. Others say that the water itself must be tainted with murder or some great evil spirit.</p><p><strong>Sand Silhouette:</strong> Sand silhouettes are spirits of those who died in desperation in sandy ground, buried during sandstorms, thrown into dry wells, or the victims of a dune collapse.</p><p><strong>Sarcophagus Slime:</strong> Many sages speculate that the first sarcophagus slime was spawned accidentally, in a mummy creation ritual that gave life to the congealed contents of canopic jars rather than the intended, mummified body. Others maintain sarcophagus slime was created by a powerful necromancer-pharaoh bent on formulating the perfect alchemical sentry to guard his crypt.</p><p>The rituals for their creation have not been entirely lost; modern necromancers still create these undead abominations for their own fell purposes, and tomb robbers are turned into slimes if they lack proper caution.</p><p>If this [sarcophogus slime's corrupting gaze] effect reduces a creature’s hit point maximum to 0, the creature dies and its corpse becomes a sarcophagus slime within 24 hours.</p><p><strong>Shroud:</strong> Shrouds are transitional creatures: remnants of wicked people who died but refuse to rest in peace, yet have not grown strong enough to become shadows.</p><p><strong>Skeleton Sharkjaw:</strong> It is made entirely of sharks’ jaws, joined together and brought to life with grim magic.</p><p>Made from numerous, interlocking shark’s jaws, these horrors are animated through foul magic into a large, vaguely humanoid shape. Sahuagin priests animate them to guard their sepulchers of bones.</p><p><strong>Spectral Guardian:</strong> The spectral guardian is the spirit of an ancient warrior or noble, bound to serve in death as it failed to do in life. A broken oath, an act of cowardice, or a curse laid down by the gods for a terrible betrayal leaves an indelible mark on a soul. After the cursed creature’s death, its spirit rises, unquiet, in a place closely related to its disgrace. Compelled by the crushing weight of its deeds, the spectral guardian knows no rest or peace, and viciously snuffs out all life that intrudes upon its haunt.</p><p><strong>Arcane Guardian:</strong> Some spectral guardians were not warriors in life, but powerful magic users.</p><p><strong>Wolf Spirit Swarm:</strong> When a pack of wolves dies of hunger or chill in the deep winter, sometimes the pack leader’s rage at a cruel death—or the summoning call of a necromancer—brings the entire pack back to the mortal world as a slavering pack of greenish, translucent apparitions that glides swiftly over snow and ice, or even rivers and lakes.</p><p><strong>Vaettir:</strong> ?</p><p><strong>Land Vaettir:</strong> ?</p><p><strong>Sea Vaettir:</strong> ?</p><p><strong>Wormhearted Suffragan:</strong> Formerly, the suffragans were priests or holy officers of other faiths, but their hearts were corrupted by their fear and loathing. Once pledged to the service of the devouring worm, Qorgeth replaced their hearts with a bulbous, writhing conglomeration of worms, which permits them to carry on with an undead mockery of life.</p><p><strong>Ghost Knight:</strong> The ghost knight has accepted the blessing of undeath to advance through the ranks.</p><p><strong>Vampire Warlock:</strong> The vampire warlock has made a pact with a foul power to diminish some of its weaknesses and to gain more control over its own blood and the blood of others.</p><p><strong>Accursed Defiler, Gaunt Figure, Ill-Fated Creature, Remnant of an Ancient Tribe That Desecrated a Sacred Oasis:</strong> ?</p><p><strong>Accursed Defiler, Servant to Great Evil, Bodyguard, Zealous Destoyer:</strong> ?</p><p><strong>Angatra, Withered Creature Wrapped in Gore-Stained Rags, Angry Spirit:</strong> ?</p><p><strong>Asanbosam:</strong> The asanbosams’ taste for fresh blood and humanoid flesh led to the folklore that they are vampiric (not true).</p><p><strong>Bone Collective, Spy, Sneak:</strong> ?</p><p><strong>Bone Swarm, Skeletons Both Humanoid and Animal, Scattering of Bones, Swarm of Fallen, Nomadic Undead, Cliff Dweller, Pit Dweller:</strong> ?</p><p><strong>Corpse Mound, Reeking Pile of Bodies and Bones as Large as a Giant, Massive Horror:</strong> ?</p><p><strong>Deathwisp, Shadowy Figure, Fey Undead, Wraith-Like Spirit, Rift Walker:</strong> ?</p><p><strong>Skin Bat, Repulsive Bat-Like Creature, Cliff Dweller, Dungeon Dweller:</strong> ?</p><p><strong>Dissimortuum, Twisted Humanoid, Plague Bringer, Undead Monstrosity:</strong> ?</p><p><strong>Drowned Maiden, Corpse of a Woman, Raging Romantic, Piteous But Terrifying Undead:</strong> ?</p><p><strong>Edimmu, Evil Wind, Bitter Exile, Hateful Undead:</strong> ?</p><p><strong>Fext, Undead Warlock Slave, Former Warlock Who Has Become Wholly Dedicated to Their Patron Mind Body and Soul, Powerful Undead Slave, Unique Servant:</strong> ?</p><p><strong>Flutterflesh, Mass of Fused Corpses, Abomination, Evil Being:</strong> ?</p><p><strong>Ghoul Beggar, Emaciated Gray Husk, Lesser Ghoul:</strong> ?</p><p><strong>Ghoul Bonepowder, Pile of Dust and Bone Fragments, Creature of Pure Evil:</strong> ?</p><p><strong>Darakhul Noble:</strong> ?</p><p><strong>Darakhul Lord:</strong> ?</p><p><strong>Darakhul Petty King:</strong> ?</p><p><strong>Darakhul Necromancer:</strong> ?</p><p><strong>Darakhul General:</strong> ?</p><p><strong>Darakhul Priest:</strong> ?</p><p><strong>Tonderil The Bonebreaker:</strong> ?</p><p><strong>Empress Haresha Winterblood, Powerful Priest of Anu-Akma, Able Strategist:</strong> ?</p><p><strong>Vermesail the Gravedancer:</strong> ?</p><p><strong>Beggar King:</strong> ?</p><p><strong>Duke Nicoforus:</strong> ?</p><p><strong>Ghoul Imperial, Shock Trooper, Ambitious Striver:</strong> ?</p><p><strong>Ghoul Iron, Brutal Vicious-Looking Ghoul:</strong> ?</p><p><strong>Gray Thirster, Dried-Out Body of a Long-Dead Traveller, Thirsting Undead:</strong> ?</p><p><strong>Grim Jester, Skeletal Cadaver:</strong> ?</p><p><strong>Haugbui, Vague Outline of a Man, Mound Haunter, Undead Spirit, Milder Spirit:</strong> ?</p><p><strong>Freshly-Woken Haugbui:</strong> ?</p><p><strong>Lich Hound, Half Bone Half Purple Flame, Creature of Hunger and the Hunt, Fiery Bones, Loyal Servant, Relentless Hunter:</strong> ?</p><p><strong>Mallqui, Desiccated Human Form, Imposing Figure, Cold Plateau Mummy, Undead Judge, Icon of Growth:</strong> ?</p><p><strong>Mallqui, Severe Judge:</strong> ?</p><p><strong>Mask Wight, Withered Demon's Corpse, Child of Fiends:</strong> ?</p><p><strong>Mavka, Vampiric Monstrosity, Charred Dryad, Death Rider, Fearsome Raider, Hag Killer, Undead Horror, Undead Fey, Sister-Wife:</strong> ?</p><p><strong>Mica, Mavka, Powerful Undead, Undead Fey:</strong> Mavkas were once three dryad sisters named Mica, Anthelia, and Saramantha. After his conquest of Morgau, the Black Prince Lucan had the dryads and their trees killed, and then raised the corpses as powerful undead. His warlocks bonded the new undead with nightmares instead of trees to complete their corruption.</p><p><strong>Anthelia, Mavka, Powerful Undead, Undead Fey:</strong> Mavkas were once three dryad sisters named Mica, Anthelia, and Saramantha. After his conquest of Morgau, the Black Prince Lucan had the dryads and their trees killed, and then raised the corpses as powerful undead. His warlocks bonded the new undead with nightmares instead of trees to complete their corruption.</p><p><strong>Saramantha, Mavka, Powerful Undead, Undead Fey:</strong> Mavkas were once three dryad sisters named Mica, Anthelia, and Saramantha. After his conquest of Morgau, the Black Prince Lucan had the dryads and their trees killed, and then raised the corpses as powerful undead. His warlocks bonded the new undead with nightmares instead of trees to complete their corruption.</p><p><strong>Mummy Venomous, Shambling Corpse Warrior, Servant of the Scorpion Goddess:</strong> ?</p><p><strong>Putrid Haunt, Shambling Corpse, Swamp Undead, Walking Corpse Infused With Moss Mud and the Detritus of the Swamp, Leech Harbor:</strong> ?</p><p><strong>Risen Reaver, Body That Might Once Have Been Human, Undead Born From a Warrior Fallen on the Battlefield, Avatar of Combat, Battle-Maddened Spirit of Vengeance and Slaughter:</strong> ?</p><p><strong>Rusalka, Barefoot Woman With Long Hair and Almost Transparent Skin:</strong> ?</p><p><strong>Sand Silhouette, Spirit of One Who Died in Desperation in Sandy Ground, Restless Soul:</strong> ?</p><p><strong>Sarcophogus Slime, Quivering Mass With a Blackened Skull at its Center, Vigilant Slime, Amorphous Undead Guardian, Ectoplasmic Slime, Bane of Burglars, Undead Abomination:</strong> ?</p><p><strong>Shroud, Bitter Spirit, Transitional Creature, Remnants of a Wicked Person Who Died But Refused to Rest in Peace Yet Have Not Become Strong Enough to Become a Shadow, Aggressive Enemy of All Living Creatures and The Light That Nurtures Life, Thin Outline, Flickering Shadowy Outline:</strong> ?</p><p><strong>Skeleton Sharkjaw, Humanoid Form, Horror, Large Vaguely Humanoid Shape, Undead Automaton:</strong> ?</p><p><strong>Spectral Guardian, Form of an Ancient Warrior, Skeletal Being:</strong> ?</p><p><strong>Spectral Guardian, Spirit of an Ancient Warrior:</strong> ?</p><p><strong>Spectral Guardian, Spirit of an Ancient Noble:</strong> ?</p><p><strong>Wolf Spirit Swarm, Pack of Ghostly Wolves, Slavering Pack of Greenish Translucent Apparitions, Spirit Pack:</strong> ?</p><p><strong>Vaettir, Ancestral Spirit, Servant of the Land:</strong> ?</p><p><strong>Wrathful Vaettir:</strong> ?</p><p><strong>Vaettir, Relentless Enemy:</strong> ?</p><p><strong>Summoned Vaettir:</strong> ?</p><p><strong>Vaettir Blue-Black Skin:</strong> ?</p><p><strong>Vaettir Bone-White:</strong> ?</p><p><strong>Wormhearted Suffragan, Humanoid With Corpselike Pallor and Lifeless Grey Hair, Devoted Follower of Qorgeth, Walking Contagion:</strong> ?</p><p><strong>Undead, Creature:</strong> ?</p><p><strong>Carrion Beetle Exoskeleton, Animated Scouting Vehicle:</strong> ?</p><p><strong>Carrion Beetle Exoskeleton, Armored Undead Platform:</strong> ?</p><p><strong>Corporeal Undead:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Undead Offspring:</strong> ?</p><p><strong>Subterranean Undead:</strong> ?</p><p><strong>Undead Haunt:</strong> ?</p><p><strong>Greater Undead:</strong> ?</p><p><strong>Undead Prince:</strong> ?</p><p><strong>Great Undead Lord:</strong> ?</p><p><strong>Undead Warlock:</strong> ?</p><p><strong>Undead Leech:</strong> ?</p><p><strong>Intelligent Undead:</strong> ?</p><p><strong>Undead Unicorn:</strong> ?</p><p><strong>Undead Rider:</strong> ?</p><p><strong>Powerful Undead:</strong> ?</p><p><strong>Undead Warhorse:</strong> ?</p><p><strong>Banshee:</strong> ?</p><p><strong>Screaming Banshee:</strong> ?</p><p><strong>Death Knight:</strong> ?</p><p><strong>Ghast:</strong> Darkahul Fever disease.</p><p><strong>Ghostly Centipede:</strong> ?</p><p><strong>Ghost, Incorporeal Undead:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghoul, Common Ghoul:</strong> Darkahul Fever disease.</p><p><strong>Stronger Ghoul:</strong> ?</p><p><strong>Flesh-Eating Blasphemous Worshipper of the Gods of Death Hunger and Darkness:</strong> ?</p><p><strong>Ghoul With Intelligence With Necromantic Power and With the Ambition to Rule Everything Below the Earth:</strong> ?</p><p><strong>Civilized Ghoul:</strong> ?</p><p><strong>Elite Ghoul Warrior:</strong> ?</p><p><strong>Lesser Ghoul:</strong> ?</p><p><strong>Shrieking Ghoul:</strong> ?</p><p><strong>Ghoul High Priest:</strong> ?</p><p><strong>Darrakh, Mythical Ghoul-Dragon:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Powerful Lich:</strong> ?</p><p><strong>Arch-Lich:</strong> ?</p><p><strong>Mummy Lord:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Shadow, Undead Shadow:</strong> Shrouds instantly become shadows once they cause a total of 12 damage. Any damage they’ve suffered is subtracted from the shadow’s total hit points or abilities.</p><p>If a non-evil humanoid dies from [a shroud's strength drain] attack, a new shadow rises from the corpse 1d4 hours later.</p><p>If a non-evil humanoid dies from [an umbral vampire's umbral grasp] attack, a shadow rises from the corpse 1d4 hours later.</p><p>Psoglav Demon's Shadow Stealing Ray power.</p><p><strong>Skeleton:</strong> Dead bodies within 1 mile of the [ghoul emperor's] lair have an 80 percent chance to reanimate as skeletons or zombies 24 hours after their death.</p><p><strong>Skeletal Servant:</strong> [Wormhearted Suffragans] frequent graveyards, casting detect evil or speak with dead to learn who was truly cruel and duplicitous in life. They also follow armies, visiting battlefields shortly after the fighting is over. In the guise of nurses or chirurgeons, they select their targets from among the dead and dying for as long as they remain undetected. In both cases, they cast animate dead to provide the worm goddess with viable skeletal or zombie servants.</p><p><strong>Warhorse Skeleton:</strong> ?</p><p><strong>Ordinary Skeleton, Horror:</strong> Duskthorn dryads use their vines and the plants in their glades to defend themselves, animating enormously strong vine troll skeletons as well as ordinary skeletons, children of the briar, and other horrors.</p><p><strong>Specter:</strong> A humanoid slain by a qwyllion’s death gaze rises 2d4 hours later as a specter under the qwyllion’s control.</p><p><strong>Enslaved Specter:</strong> ?</p><p><strong>Wraith:</strong> Deathwisp's Create Deathwisp power.</p><p><strong>Vampire, Standard Vampire:</strong> Camazotz may choose to raise those slain through Strength loss as vampires. They rise after 1d4 days, permanently dominated by Camazotz until such time as he sees fit to grant them free will.</p><p><strong>Enslaved Vampire:</strong> ?</p><p><strong>Mad Vampire Archmage:</strong> ?</p><p><strong>Black Prince Lucan:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Glowing Will o' Wisp:</strong> ?</p><p><strong>Will-o'-Wisp:</strong> ?</p><p><strong>Zombie, Typical Zombie, Normal Zombie:</strong> At the start of the corpse mound’s turn during combat, one corpse falls from the mound onto the ground and immediately rises as a zombie under its control.</p><p>Ia’Affrat can enter the body of an incapacitated or dead creature by crawling into its mouth and other orifices. Inhabiting requires 1 minute, and the victim must be Small, Medium, or Large. Ia’Affrat can abandon the body as an action. Attacks against the host deal half damage to Ia’Affrat as well, but Ia’Affrat’s resistances and immunities still apply against this damage. If Ia’Affrat inhabits a dead body, it can animate it and control its movements, effectively becoming a zombie for as long as it remains inside.</p><p>Dead bodies within 1 mile of the [ghoul emperor's] lair have an 80 percent chance to reanimate as skeletons or zombies 24 hours after their death.</p><p><strong>Zombie Mount:</strong> ?</p><p><strong>Mordnant Puppet, Puppet Zombie:</strong> Starfish Puppet Masters. [Mordnant] Snares bury themselves under loose soil to attack creatures walking above them. They attack by extruding filaments that inject acid into victims; this liquefies organs and muscle while leaving the skeleton, tendons, and skin intact. With the body thus hollowed out and refilled with acid and filaments, the mordant snare can control it from below like a puppet, creating a group of awkward, disoriented people. New victims fall prey to mordant snares when they approach to investigate.</p><p>A mordant snare can control up to four bodies per tentacle.</p><p><strong>Zombie Servant:</strong> [Wormhearted Suffragans] frequent graveyards, casting detect evil or speak with dead to learn who was truly cruel and duplicitous in life. They also follow armies, visiting battlefields shortly after the fighting is over. In the guise of nurses or chirurgeons, they select their targets from among the dead and dying for as long as they remain undetected. In both cases, they cast animate dead to provide the worm goddess with viable skeletal or zombie servants.</p><p></p><p>Create Deathwisp. The deathwisp targets a humanoid within 10 feet of it that died violently less than 1 minute ago. The target’s spirit rises as a wraith in the space of its corpse or in the nearest unoccupied space. This wraith is under the deathwisp’s control. The deathwisp can keep no more than five wraiths under its control at one time.</p><p></p><p>Shadow Stealing Ray (Recharge 5-6). The psoglav emits a beam from its single eye. One target within 60 feet of the psoglav is hit automatically by the ray. The target is knocked 20 feet back and must succeed on a DC 15 Dexterity saving throw or be knocked prone. The target’s shadow stays in the space the target was originally in, and acts as an undead shadow under the command of the psoglav demon.</p><p>If the creature hit with the shadow stealing ray flees the encounter, it is without a natural shadow for 1d12 days before the undead shadow fades and the creature’s natural shadow returns. The undead shadow steals the body of its creature of origin if that creature is killed during the encounter; in that case, the creature’s alignment shifts to evil and it falls under the command of the psoglav. The original creature regains its natural shadow immediately if the undead shadow is slain.</p><p>A creature can only have its shadow stolen by the shadow stealing ray once per day, even if hit by the rays of two different psoglav demons, but it can be knocked back by it every time it is hit.</p><p></p><p>DARAKHUL FEVER</p><p>Spread mainly through bite wounds, this rare disease makes itself known within 24 hours by swiftly debilitating the infected. A creature so afflicted must make a DC 17 Constitution saving throw after every long rest. On a failed save the victim takes 14 (4d6) necrotic damage, and its hit point maximum is reduced by an amount equal to the damage taken. This reduction can’t be removed until the victim recovers from darakhul fever, and even then only by greater restoration or similar magic. The victim recovers from the disease by making successful saving throws on two consecutive days. Greater restoration cures the disease; lesser restoration allows the victim to make the daily Constitution check with advantage.</p><p>Primarily spread among humanoids, the disease can affect ogres, and therefore other giants may be susceptible.</p><p>If the infected creature dies while infected with darakhul fever, roll 1d20, add the character’s current Constitution modifier, and find the result on the Adjustment Table to determine what undead form the victim’s body rises in.</p><p>Adjustment Table</p><p>Roll Result</p><p>1–9 None; victim is simply dead</p><p>10–16 Ghoul</p><p>17–20 Ghast</p><p>21+ Darakhul</p></blockquote><p></p>
[QUOTE="Voadam, post: 8832709, member: 2209"] [URL='https://www.drivethrurpg.com/product/190499/Tome-of-Beasts-for-5th-Edition?affiliate_id=17596']Tome of Beasts[/URL] 5e [B]Nihileth, Nihileth Aboleth, Wandering Nihileth, Undead Nihileth:[/B] Eons ago, a group of aboleth left the Material Plane to wander through distant planes—seeing them through magical scrying was not enough, so these aboleth used astral magic and bodily travel to see far beyond normal realms. A Forgotten Tribe. As ages passed, memories of those who departed slowly faded from the minds of those aboleth who remained behind. Those few aboleth who did remember that long ago some of their kin had gone plane-wandering assumed that the wanderers must have died in distant hells or paradises. Changed by Planar Wandering. The plane-wanderers hadn’t died. Instead, their eons-long exposure to alien realms and to the space between changed them, restructuring their life force and making them into something even more nightmarish—but better able to withstand both strange hells and golden realms of eldritch delight. Servants of the Void. They returned even more corrupt and powerful than they had left, and these wandering nihileths returned to the mortal world intent on spreading the influence of the Void and the utter evil they found in the vast darkness between worlds. [B]Nihilithec Zombie:[/B] Created by the diseased will of nihileths, these zombies do their creator’s bidding without fear or hesitation. If a creature dies while diseased [from a nihilithic aboleth's tentacle attack], it rises in 1d6 rounds as a nihilethic zombie. If a creature dies while diseased [from a nihilithic zombie's slam attack], it rises in 2d6 rounds as a nihilethic zombie. [B]Accursed Defiler:[/B] Accursed defilers are the remnants of an ancient tribe that desecrated a sacred oasis. For their crime, the wrathful spirits cursed the tribe to forever wander the wastes attempting to quench an insatiable thirst. [B]Angatra:[/B] In certain tribes, the breaking of local taboos invites terrible retribution from ancestral spirits, especially if the transgressor was a tribal leader or elder. The transgressor is cursed and cast out from the tribe, and then hunted and executed. The body is wrapped head to toe in lamba cloth to soothe the spirit and to bind it within the mortal husk, then sealed in a tomb far from traditional burial grounds so none may disturb it and its unclean spirit does not taint the blessed dead. Each such body is visited every ten years as the tribe performs the famadihana ritual, replacing the lamba bindings and soothing the suffering of the ancestors. Over generations, this ritual expiates their guilt, until at last the once-accursed ancestor is admitted through the gates of the afterlife. If a spirit’s descendants abandon their task, or if the sealed tomb is violated, the accursed soul becomes an angatra. The creature’s form becomes animated by a powerful and malicious ancestor spirit and undergoes a horrible metamorphosis within its decaying cocoon. Its fingernails grow into scabrous claws, its skin becomes hard and leathery, and its withered form is imbued with unnatural speed and agility. Within days, the angatra gathers strength and tears its bindings into rags. It seeks out its descendants to share the torment and wrath it endured while its spirit lingered. [B]Bone Collective:[/B] ? [B]Bone Swarm:[/B] On rare occasions, the pugnacious spirits of fallen undead join together, bonded by a common craving: to feel alive again. They gather up their bones from life, as well as any other bones they come across, and form bone swarms. [B]Corpse Mound:[/B] In times of plague and war, hundreds of bodies are dumped into mass graves. Without sanctifying rites, necromantic magic can seep into the mound of bodies and animate them as a massive horror hungering for others to join its form. [B]Deathwisp:[/B] A deathwisp is a wraith-like spirit created in the Shadow Realm from the violent death of a shadow fey or evil fey. [B]Skin Bat:[/B] Skin bats are undead creatures created from skin flayed from the victims of sacrificial rites. They are given a measure of unlife by a vile ritual involving immersion in Abyssal flesh vats and invocations to Camazotz and similar demon lords. [B]Dissimortuum:[/B] Dissimortuum are undead monstrosities constructed by necromancers to spread the undead plague, slowly but surely. Even when not following instructions, a dissimortuum seeks to create more of its own kind. The creature wanders graveyards, battlefields and slums, searching for the gruesome components it needs to construct a mask and body for its undead offspring. The process is slow, taking up to a month to make a single mask, but a dissimortuum has nothing but time. The new creation is independent and not under the control of its maker. [B]Drowned Maiden, Drowned Lad:[/B] Drowned maidens are piteous but terrifying undead, created when a woman dies in water due to a doomed romance, whether from unrequited love or whether drowned by a philandering partner. [B]Edimmu:[/B] Desert and plains tribes often exile their criminals to wander as outcasts. A banished criminal who dies of thirst sometimes rises as an edimmu, a hateful undead that blames all sentient living beings for its fate. [B]Fext, Undead Fext:[/B] Ancient and powerful beings across the multiverse grant magical knowledge to mortals through dangerous pacts. Those bound to these pacts become warlocks, but the will and force of their patron is borne by more than just those who strike bargains for sorcerous power. A fext is a former warlock who has become wholly dedicated to their patron—mind, body, and soul—and functions as enforcer, bodyguard, and assassin. They are powerful undead slaves to the will of their otherworldly patron. Each fext is a unique servant of their patron and exhibits the physical traits of its master. The process a warlock undergoes to become a fext is horrendous. The warlock is emptied of whatever morality and humanity he or she had as wine from a jug, and the patron imbues the empty vessel with its corruption and unearthly will. Whatever life the fext led before is completely gone. They exist only to serve. [B]Flutterflesh:[/B] Flutterflesh result from a terrible necromantic ritual. Cultists gather in the name of a dark god, powerful lich, or crazed madman, and forever bind themselves body and soul into a single evil being. Flutterflesh take recently severed limbs and fuse these new pieces to themselves in accordance with some unknowable aesthetic. [B]Ghoul Beggar:[/B] Thin and emaciated even for undead, beggar ghouls are shriveled versions of their standard cousins—little more than flesh-covered skeletons. While some beggar ghouls spend their entire existence in undeath as this weak strain, at least a few were once stronger ghouls who withered when they were trapped far from sources of flesh. Others were exiled from the empire without the resources to fend for themselves. [B]Ghoul Bonepowder:[/B] Distilled to nothing but dry, whispering sand and a full set of teeth, a bonepowder ghoul still hungers for flesh and blood. Its dusty mass is perfected corruption, entirely animated by foul energy. Ghouls can achieve this powdery form through long starvation. The process invariably takes decades, which is why so few bonepowder ghouls exist—few ghouls can show such self-restraint. Even among imperial ghouls, using hunger as a form of torture is considered offensive and is quite rare. A bonepowder ghoul may rise from the remnants of a starved prisoner or a ghoul trapped in a sealed-off cavern, leaving behind its remnant flesh and becoming animated almost purely by hunger, hatred, and the bitter wisdom of long centuries. [B]Ghoul Darakhul, The People, The Lords Subterranean, Standard Darakhul:[/B] The darakhul were born of strange magic: ghouls with intelligence, with necromantic power, and with the ambition to rule everything below the earth. Some say the first of them became undead through sheer will and boundless depravity. Others say that the darakhul are the children of a mythical ghoul-dragon named Darrakh, who still roams the grey wastelands between life and death. Darkahul Fever disease. [B]Emperor Nicoforus the Pale, Ghoul Emperor, Man of Middle Years:[/B] ? [B]Ghoul Imperial:[/B] ? [B]Ghoul Iron:[/B] Many believe that the hunger cults or the necrophagi know some secret of transforming imperial ghouls into iron ghouls. [B]Gray Thirster:[/B] The greatest danger to people traversing badlands and deserts is thirst, and even the best prepared can find themselves without water. The lucky ones die quickly, while those less fortunate linger in sun-addled torment for days. These souls sometimes rise from the sand as gray thirsters, driven to inflict the torment they suffered upon other travelers. [B]Grim Jester:[/B] When a jester on his deathbed moves an evil death god to laughter, the fool sometimes gains a reprieve, becoming a grim jester, whose pranks serve to entertain the god of death. [B]Haugbui:[/B] ? [B]Lich Hound, Ferocious Lich Hound:[/B] The dark process of creating a lich hound involves a perverse ritual of first summoning a celestial canine and binding it to the Material Plane. The hound’s future master then murders the trapped beast. Only then can the creature be animated in all its unholy glory. [B]Mallqui, Sapling:[/B] The people of the cold, rainless, mountain plateaus take advantage of their dry climes to mummify their honored dead, but without the embalming and curing of the corpse practiced in hotter lands. To preserve the knowledge and the place of their ancestors in the afterlife, their dead remain among them as counselors and honorees on holy days. [B]Mask Wight:[/B] Long ago, a demon lord of shadow and deceit fell in love with a demon goddess of destruction. At the base of a crater left by a meteor that destroyed a civilization, the two devised a plan to not merely slay their peers, but wholly expunge them from time itself, leaving only each other. Shortly thereafter, the mask wights were conceived. To create these undead, the lord of shadows stole the bodies of death knights from beneath the necropolis of an arch-lich. Then, the goddess of the underworld sacrificed a million condemned souls and drained their essence into ivory masks—one for each fiend the couple sought to annihilate. Finally, the masks were hammered onto the knights with cold iron nails, and their armored husks were left at the bottom of the memory-draining River Styx for 600 years. When they rose, the mask wights marched out into the planes to bury knowledge, conjure secrets, and erase their quarry from memory and history. [B]Mavka, Greenbane:[/B] These twisted dryads have been turned into vampiric monstrosities by undead warlocks and vampiric experiments. Mavkas were once three dryad sisters named Mica, Anthelia, and Saramantha. After his conquest of Morgau, the Black Prince Lucan had the dryads and their trees killed, and then raised the corpses as powerful undead. His warlocks bonded the new undead with nightmares instead of trees to complete their corruption. These three sisters have since spawned many more such undead fey, and they some serve the Black Prince as wives or concubines while others pursue their own ends, destroying vampires, laying waste to whole villages, and seeking power in the Shadow Realm. [B]Mummy Venomous:[/B] These mummies are crafted by Selket’s faithful to guard holy sites and tombs and to serve as agents of the goddess’s retribution. Should Selket or her faithful feel themselves slighted by an individual or a community, they perform dangerous rituals to awaken these creatures from the crypts of her temples. [B]Myling, Soul of an Unburied Who Died in the Forest From Abandonment or Exposure:[/B] Mylings are the souls of the unburied, those who died in the forest from abandonment or exposure and can find no peace until their bodies are properly interred. [B]Putrid Haunt, Shambling Remains of an Individual Who Either Through Mishap or Misdeed Died While Lost in a Vast Swampland:[/B] Putrid haunts are walking corpses infused with moss, mud, and the detritus of the deep swamp. They are the shambling remains of individuals who, either through mishap or misdeed, died while lost in a vast swampland. Their desperate need to escape the marshland in life transforms into a hatred of all living beings in death. [B]Risen Reaver:[/B] The risen reaver is an undead born from a warrior fallen on the battlefield. Its body becomes an avatar of combat, with four legs and a pair of long, heavy arms. In the process, it sheds its skin, becoming entirely undead muscle, bone, and sinew. When risen reavers take form, they absorb all weapons around them. Some of these weapons pierce their bodies, and others become part of the risen reaver’s armament. Their four legs are tipped with blades on which they walk like metallic spiders. Their arms are covered in weaponry infused into their flesh, which they use to crush and flay any living creatures they encounter. [B]Rotting Wind:[/B] A rotting wind is an undead creature made up of the foul air and grave dust sloughed off by innumerable undead creatures within lost tombs and grand necropoli. [B]Rusalka:[/B] When a woman drowns, her dripping body may rise again as a rusalka. Some claim the drowning must be a suicide. Others say that the water itself must be tainted with murder or some great evil spirit. [B]Sand Silhouette:[/B] Sand silhouettes are spirits of those who died in desperation in sandy ground, buried during sandstorms, thrown into dry wells, or the victims of a dune collapse. [B]Sarcophagus Slime:[/B] Many sages speculate that the first sarcophagus slime was spawned accidentally, in a mummy creation ritual that gave life to the congealed contents of canopic jars rather than the intended, mummified body. Others maintain sarcophagus slime was created by a powerful necromancer-pharaoh bent on formulating the perfect alchemical sentry to guard his crypt. The rituals for their creation have not been entirely lost; modern necromancers still create these undead abominations for their own fell purposes, and tomb robbers are turned into slimes if they lack proper caution. If this [sarcophogus slime's corrupting gaze] effect reduces a creature’s hit point maximum to 0, the creature dies and its corpse becomes a sarcophagus slime within 24 hours. [B]Shroud:[/B] Shrouds are transitional creatures: remnants of wicked people who died but refuse to rest in peace, yet have not grown strong enough to become shadows. [B]Skeleton Sharkjaw:[/B] It is made entirely of sharks’ jaws, joined together and brought to life with grim magic. Made from numerous, interlocking shark’s jaws, these horrors are animated through foul magic into a large, vaguely humanoid shape. Sahuagin priests animate them to guard their sepulchers of bones. [B]Spectral Guardian:[/B] The spectral guardian is the spirit of an ancient warrior or noble, bound to serve in death as it failed to do in life. A broken oath, an act of cowardice, or a curse laid down by the gods for a terrible betrayal leaves an indelible mark on a soul. After the cursed creature’s death, its spirit rises, unquiet, in a place closely related to its disgrace. Compelled by the crushing weight of its deeds, the spectral guardian knows no rest or peace, and viciously snuffs out all life that intrudes upon its haunt. [B]Arcane Guardian:[/B] Some spectral guardians were not warriors in life, but powerful magic users. [B]Wolf Spirit Swarm:[/B] When a pack of wolves dies of hunger or chill in the deep winter, sometimes the pack leader’s rage at a cruel death—or the summoning call of a necromancer—brings the entire pack back to the mortal world as a slavering pack of greenish, translucent apparitions that glides swiftly over snow and ice, or even rivers and lakes. [B]Vaettir:[/B] ? [B]Land Vaettir:[/B] ? [B]Sea Vaettir:[/B] ? [B]Wormhearted Suffragan:[/B] Formerly, the suffragans were priests or holy officers of other faiths, but their hearts were corrupted by their fear and loathing. Once pledged to the service of the devouring worm, Qorgeth replaced their hearts with a bulbous, writhing conglomeration of worms, which permits them to carry on with an undead mockery of life. [B]Ghost Knight:[/B] The ghost knight has accepted the blessing of undeath to advance through the ranks. [B]Vampire Warlock:[/B] The vampire warlock has made a pact with a foul power to diminish some of its weaknesses and to gain more control over its own blood and the blood of others. [B]Accursed Defiler, Gaunt Figure, Ill-Fated Creature, Remnant of an Ancient Tribe That Desecrated a Sacred Oasis:[/B] ? [B]Accursed Defiler, Servant to Great Evil, Bodyguard, Zealous Destoyer:[/B] ? [B]Angatra, Withered Creature Wrapped in Gore-Stained Rags, Angry Spirit:[/B] ? [B]Asanbosam:[/B] The asanbosams’ taste for fresh blood and humanoid flesh led to the folklore that they are vampiric (not true). [B]Bone Collective, Spy, Sneak:[/B] ? [B]Bone Swarm, Skeletons Both Humanoid and Animal, Scattering of Bones, Swarm of Fallen, Nomadic Undead, Cliff Dweller, Pit Dweller:[/B] ? [B]Corpse Mound, Reeking Pile of Bodies and Bones as Large as a Giant, Massive Horror:[/B] ? [B]Deathwisp, Shadowy Figure, Fey Undead, Wraith-Like Spirit, Rift Walker:[/B] ? [B]Skin Bat, Repulsive Bat-Like Creature, Cliff Dweller, Dungeon Dweller:[/B] ? [B]Dissimortuum, Twisted Humanoid, Plague Bringer, Undead Monstrosity:[/B] ? [B]Drowned Maiden, Corpse of a Woman, Raging Romantic, Piteous But Terrifying Undead:[/B] ? [B]Edimmu, Evil Wind, Bitter Exile, Hateful Undead:[/B] ? [B]Fext, Undead Warlock Slave, Former Warlock Who Has Become Wholly Dedicated to Their Patron Mind Body and Soul, Powerful Undead Slave, Unique Servant:[/B] ? [B]Flutterflesh, Mass of Fused Corpses, Abomination, Evil Being:[/B] ? [B]Ghoul Beggar, Emaciated Gray Husk, Lesser Ghoul:[/B] ? [B]Ghoul Bonepowder, Pile of Dust and Bone Fragments, Creature of Pure Evil:[/B] ? [B]Darakhul Noble:[/B] ? [B]Darakhul Lord:[/B] ? [B]Darakhul Petty King:[/B] ? [B]Darakhul Necromancer:[/B] ? [B]Darakhul General:[/B] ? [B]Darakhul Priest:[/B] ? [B]Tonderil The Bonebreaker:[/B] ? [B]Empress Haresha Winterblood, Powerful Priest of Anu-Akma, Able Strategist:[/B] ? [B]Vermesail the Gravedancer:[/B] ? [B]Beggar King:[/B] ? [B]Duke Nicoforus:[/B] ? [B]Ghoul Imperial, Shock Trooper, Ambitious Striver:[/B] ? [B]Ghoul Iron, Brutal Vicious-Looking Ghoul:[/B] ? [B]Gray Thirster, Dried-Out Body of a Long-Dead Traveller, Thirsting Undead:[/B] ? [B]Grim Jester, Skeletal Cadaver:[/B] ? [B]Haugbui, Vague Outline of a Man, Mound Haunter, Undead Spirit, Milder Spirit:[/B] ? [B]Freshly-Woken Haugbui:[/B] ? [B]Lich Hound, Half Bone Half Purple Flame, Creature of Hunger and the Hunt, Fiery Bones, Loyal Servant, Relentless Hunter:[/B] ? [B]Mallqui, Desiccated Human Form, Imposing Figure, Cold Plateau Mummy, Undead Judge, Icon of Growth:[/B] ? [B]Mallqui, Severe Judge:[/B] ? [B]Mask Wight, Withered Demon's Corpse, Child of Fiends:[/B] ? [B]Mavka, Vampiric Monstrosity, Charred Dryad, Death Rider, Fearsome Raider, Hag Killer, Undead Horror, Undead Fey, Sister-Wife:[/B] ? [B]Mica, Mavka, Powerful Undead, Undead Fey:[/B] Mavkas were once three dryad sisters named Mica, Anthelia, and Saramantha. After his conquest of Morgau, the Black Prince Lucan had the dryads and their trees killed, and then raised the corpses as powerful undead. His warlocks bonded the new undead with nightmares instead of trees to complete their corruption. [B]Anthelia, Mavka, Powerful Undead, Undead Fey:[/B] Mavkas were once three dryad sisters named Mica, Anthelia, and Saramantha. After his conquest of Morgau, the Black Prince Lucan had the dryads and their trees killed, and then raised the corpses as powerful undead. His warlocks bonded the new undead with nightmares instead of trees to complete their corruption. [B]Saramantha, Mavka, Powerful Undead, Undead Fey:[/B] Mavkas were once three dryad sisters named Mica, Anthelia, and Saramantha. After his conquest of Morgau, the Black Prince Lucan had the dryads and their trees killed, and then raised the corpses as powerful undead. His warlocks bonded the new undead with nightmares instead of trees to complete their corruption. [B]Mummy Venomous, Shambling Corpse Warrior, Servant of the Scorpion Goddess:[/B] ? [B]Putrid Haunt, Shambling Corpse, Swamp Undead, Walking Corpse Infused With Moss Mud and the Detritus of the Swamp, Leech Harbor:[/B] ? [B]Risen Reaver, Body That Might Once Have Been Human, Undead Born From a Warrior Fallen on the Battlefield, Avatar of Combat, Battle-Maddened Spirit of Vengeance and Slaughter:[/B] ? [B]Rusalka, Barefoot Woman With Long Hair and Almost Transparent Skin:[/B] ? [B]Sand Silhouette, Spirit of One Who Died in Desperation in Sandy Ground, Restless Soul:[/B] ? [B]Sarcophogus Slime, Quivering Mass With a Blackened Skull at its Center, Vigilant Slime, Amorphous Undead Guardian, Ectoplasmic Slime, Bane of Burglars, Undead Abomination:[/B] ? [B]Shroud, Bitter Spirit, Transitional Creature, Remnants of a Wicked Person Who Died But Refused to Rest in Peace Yet Have Not Become Strong Enough to Become a Shadow, Aggressive Enemy of All Living Creatures and The Light That Nurtures Life, Thin Outline, Flickering Shadowy Outline:[/B] ? [B]Skeleton Sharkjaw, Humanoid Form, Horror, Large Vaguely Humanoid Shape, Undead Automaton:[/B] ? [B]Spectral Guardian, Form of an Ancient Warrior, Skeletal Being:[/B] ? [B]Spectral Guardian, Spirit of an Ancient Warrior:[/B] ? [B]Spectral Guardian, Spirit of an Ancient Noble:[/B] ? [B]Wolf Spirit Swarm, Pack of Ghostly Wolves, Slavering Pack of Greenish Translucent Apparitions, Spirit Pack:[/B] ? [B]Vaettir, Ancestral Spirit, Servant of the Land:[/B] ? [B]Wrathful Vaettir:[/B] ? [B]Vaettir, Relentless Enemy:[/B] ? [B]Summoned Vaettir:[/B] ? [B]Vaettir Blue-Black Skin:[/B] ? [B]Vaettir Bone-White:[/B] ? [B]Wormhearted Suffragan, Humanoid With Corpselike Pallor and Lifeless Grey Hair, Devoted Follower of Qorgeth, Walking Contagion:[/B] ? [B]Undead, Creature:[/B] ? [B]Carrion Beetle Exoskeleton, Animated Scouting Vehicle:[/B] ? [B]Carrion Beetle Exoskeleton, Armored Undead Platform:[/B] ? [B]Corporeal Undead:[/B] ? [B]Incorporeal Undead:[/B] ? [B]Undead Offspring:[/B] ? [B]Subterranean Undead:[/B] ? [B]Undead Haunt:[/B] ? [B]Greater Undead:[/B] ? [B]Undead Prince:[/B] ? [B]Great Undead Lord:[/B] ? [B]Undead Warlock:[/B] ? [B]Undead Leech:[/B] ? [B]Intelligent Undead:[/B] ? [B]Undead Unicorn:[/B] ? [B]Undead Rider:[/B] ? [B]Powerful Undead:[/B] ? [B]Undead Warhorse:[/B] ? [B]Banshee:[/B] ? [B]Screaming Banshee:[/B] ? [B]Death Knight:[/B] ? [B]Ghast:[/B] Darkahul Fever disease. [B]Ghostly Centipede:[/B] ? [B]Ghost, Incorporeal Undead:[/B] ? [B]Ghost:[/B] ? [B]Ghoul, Common Ghoul:[/B] Darkahul Fever disease. [B]Stronger Ghoul:[/B] ? [B]Flesh-Eating Blasphemous Worshipper of the Gods of Death Hunger and Darkness:[/B] ? [B]Ghoul With Intelligence With Necromantic Power and With the Ambition to Rule Everything Below the Earth:[/B] ? [B]Civilized Ghoul:[/B] ? [B]Elite Ghoul Warrior:[/B] ? [B]Lesser Ghoul:[/B] ? [B]Shrieking Ghoul:[/B] ? [B]Ghoul High Priest:[/B] ? [B]Darrakh, Mythical Ghoul-Dragon:[/B] ? [B]Lich:[/B] ? [B]Powerful Lich:[/B] ? [B]Arch-Lich:[/B] ? [B]Mummy Lord:[/B] ? [B]Mummy:[/B] ? [B]Shadow, Undead Shadow:[/B] Shrouds instantly become shadows once they cause a total of 12 damage. Any damage they’ve suffered is subtracted from the shadow’s total hit points or abilities. If a non-evil humanoid dies from [a shroud's strength drain] attack, a new shadow rises from the corpse 1d4 hours later. If a non-evil humanoid dies from [an umbral vampire's umbral grasp] attack, a shadow rises from the corpse 1d4 hours later. Psoglav Demon's Shadow Stealing Ray power. [B]Skeleton:[/B] Dead bodies within 1 mile of the [ghoul emperor's] lair have an 80 percent chance to reanimate as skeletons or zombies 24 hours after their death. [B]Skeletal Servant:[/B] [Wormhearted Suffragans] frequent graveyards, casting detect evil or speak with dead to learn who was truly cruel and duplicitous in life. They also follow armies, visiting battlefields shortly after the fighting is over. In the guise of nurses or chirurgeons, they select their targets from among the dead and dying for as long as they remain undetected. In both cases, they cast animate dead to provide the worm goddess with viable skeletal or zombie servants. [B]Warhorse Skeleton:[/B] ? [B]Ordinary Skeleton, Horror:[/B] Duskthorn dryads use their vines and the plants in their glades to defend themselves, animating enormously strong vine troll skeletons as well as ordinary skeletons, children of the briar, and other horrors. [B]Specter:[/B] A humanoid slain by a qwyllion’s death gaze rises 2d4 hours later as a specter under the qwyllion’s control. [B]Enslaved Specter:[/B] ? [B]Wraith:[/B] Deathwisp's Create Deathwisp power. [B]Vampire, Standard Vampire:[/B] Camazotz may choose to raise those slain through Strength loss as vampires. They rise after 1d4 days, permanently dominated by Camazotz until such time as he sees fit to grant them free will. [B]Enslaved Vampire:[/B] ? [B]Mad Vampire Archmage:[/B] ? [B]Black Prince Lucan:[/B] ? [B]Wight:[/B] ? [B]Glowing Will o' Wisp:[/B] ? [B]Will-o'-Wisp:[/B] ? [B]Zombie, Typical Zombie, Normal Zombie:[/B] At the start of the corpse mound’s turn during combat, one corpse falls from the mound onto the ground and immediately rises as a zombie under its control. Ia’Affrat can enter the body of an incapacitated or dead creature by crawling into its mouth and other orifices. Inhabiting requires 1 minute, and the victim must be Small, Medium, or Large. Ia’Affrat can abandon the body as an action. Attacks against the host deal half damage to Ia’Affrat as well, but Ia’Affrat’s resistances and immunities still apply against this damage. If Ia’Affrat inhabits a dead body, it can animate it and control its movements, effectively becoming a zombie for as long as it remains inside. Dead bodies within 1 mile of the [ghoul emperor's] lair have an 80 percent chance to reanimate as skeletons or zombies 24 hours after their death. [B]Zombie Mount:[/B] ? [B]Mordnant Puppet, Puppet Zombie:[/B] Starfish Puppet Masters. [Mordnant] Snares bury themselves under loose soil to attack creatures walking above them. They attack by extruding filaments that inject acid into victims; this liquefies organs and muscle while leaving the skeleton, tendons, and skin intact. With the body thus hollowed out and refilled with acid and filaments, the mordant snare can control it from below like a puppet, creating a group of awkward, disoriented people. New victims fall prey to mordant snares when they approach to investigate. A mordant snare can control up to four bodies per tentacle. [B]Zombie Servant:[/B] [Wormhearted Suffragans] frequent graveyards, casting detect evil or speak with dead to learn who was truly cruel and duplicitous in life. They also follow armies, visiting battlefields shortly after the fighting is over. In the guise of nurses or chirurgeons, they select their targets from among the dead and dying for as long as they remain undetected. In both cases, they cast animate dead to provide the worm goddess with viable skeletal or zombie servants. Create Deathwisp. The deathwisp targets a humanoid within 10 feet of it that died violently less than 1 minute ago. The target’s spirit rises as a wraith in the space of its corpse or in the nearest unoccupied space. This wraith is under the deathwisp’s control. The deathwisp can keep no more than five wraiths under its control at one time. Shadow Stealing Ray (Recharge 5-6). The psoglav emits a beam from its single eye. One target within 60 feet of the psoglav is hit automatically by the ray. The target is knocked 20 feet back and must succeed on a DC 15 Dexterity saving throw or be knocked prone. The target’s shadow stays in the space the target was originally in, and acts as an undead shadow under the command of the psoglav demon. If the creature hit with the shadow stealing ray flees the encounter, it is without a natural shadow for 1d12 days before the undead shadow fades and the creature’s natural shadow returns. The undead shadow steals the body of its creature of origin if that creature is killed during the encounter; in that case, the creature’s alignment shifts to evil and it falls under the command of the psoglav. The original creature regains its natural shadow immediately if the undead shadow is slain. A creature can only have its shadow stolen by the shadow stealing ray once per day, even if hit by the rays of two different psoglav demons, but it can be knocked back by it every time it is hit. DARAKHUL FEVER Spread mainly through bite wounds, this rare disease makes itself known within 24 hours by swiftly debilitating the infected. A creature so afflicted must make a DC 17 Constitution saving throw after every long rest. On a failed save the victim takes 14 (4d6) necrotic damage, and its hit point maximum is reduced by an amount equal to the damage taken. This reduction can’t be removed until the victim recovers from darakhul fever, and even then only by greater restoration or similar magic. The victim recovers from the disease by making successful saving throws on two consecutive days. Greater restoration cures the disease; lesser restoration allows the victim to make the daily Constitution check with advantage. Primarily spread among humanoids, the disease can affect ogres, and therefore other giants may be susceptible. If the infected creature dies while infected with darakhul fever, roll 1d20, add the character’s current Constitution modifier, and find the result on the Adjustment Table to determine what undead form the victim’s body rises in. Adjustment Table Roll Result 1–9 None; victim is simply dead 10–16 Ghoul 17–20 Ghast 21+ Darakhul [/QUOTE]
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