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<blockquote data-quote="Voadam" data-source="post: 9519642" data-attributes="member: 2209"><p><a href="https://paizo.com/products/btpy9tdt?Wayfinder-Bestiary" target="_blank">Wayfinder Bestiary</a></p><p>Pathfinder 1e</p><p><strong>Alchemical Dreadnought:</strong> An alchemical dreadnought is a towering composition of many fused corpses.</p><p>The first alchemical dreadnoughts were accidentally created from mass graves on battlefields where horrific alchemical weapons were used.</p><p><strong>Aridnyk:</strong> When a healer of considerable power and selflessness dies from exposure to negative energy, there is a minute chance that the healer’s soul will cling to this world as an aridnyk. Born from the spirit’s regrets and unfinished duties, aridnyks crave above all else to heal the injured, cure the sick, and bolster the weak.</p><p>Aridnyks cannot be created by conventional necromancy. Attempts to engineer one (by deliberately killing a cleric of a good deity with massive amounts of negative energy, for example) always fail.</p><p><strong>Charnel Pit:</strong> Charnel pits rise from the spirits of the dead at sites of terrible slaughter or mass graves, in particular at battlefields where the still living were interred with the newly dead.</p><p>At Castle Scarwall (see Pathfinder Adventure Path #11: Skeletons of Scarwall), a charnel pit formed within the courtyard where a legion of orcs was destroyed by the undead raised by Mandraivus’s curse. The skeletal defenders of the castle erupted from the courtyard beneath the legion and dragged them under the ground to die in agony. Encountered at area 9 in Castle Scarwall, its spirits are a mixture of orc and human.</p><p><strong>Contra-Legem:</strong> A Contra-Legem creature is an intelligent undead who in life made a deal with the powers of hell for its soul but, by accident or design, became an undead and escaped. Hell doesn’t let go of its prizes easily, instead infusing the new undead with power and a sense of loyalty. It serves Hell on the material plane, gaining more infernal powers but losing some of its free will.</p><p>“Contra-Legem Creature” is an acquired template that can be added to any intelligent undead.</p><p><strong>Contra-Legem Devourer:</strong> ?</p><p><strong>Desert Fury:</strong> The deserts of northern Garund, Casmaron, and other hot, dry places on Golarion are littered with the remains of those who were unprepared to travel into such harsh climates or who fell victim to sudden vicious storms against which no preparation could defend them. Too often, these tragedies do not end in the swift death of one or two people, but in the slow, anguished decline of an entire party. As their numbers dwindle, survivors of such groups must watch friends and loved ones perish, one by one, all the while knowing that their time is coming and there is nothing they can do to stop it. In the end, one last survivor remains from an entire caravan of doomed souls. The animated corpse of that final victim lurks at the heart of a desert fury.</p><p><strong>Disemboweled Prophet:</strong> Troll soothsayers practice a grisly form of divination; reading their own constantly regenerating entrails. Trollish regeneration is powerful, but it is no guarantee against death. Still, the trolls who conduct such auguries sometimes possess a strength of will that animates them even after they have fallen prey to accident, illness, old age, starvation, magical backlash, or a competitor’s curse. The augur’s unquenchable thirst for information drawn from the hidden forces of the world transforms them into undead abominations.</p><p><strong>Doomed Derelict:</strong> Some pirate crews are so vile that when their reign of terror finally meets its end, the vessel on which they sail absorbs the souls of the crew and travels the seas as a doomed derelict. The malevolent energy powering the derelict will even raise a sunken vessel from the depths.</p><p><strong>Einherjar, Lone Warrior, The Honored Dead:</strong> Einherjar (“lone warriors”) are the honored dead of the Ulfen, many of them former Linnorm Kings who were restored to a semblance of life following their arrival at Valenhall.</p><p>“Einherjar” is an acquired template that can be added to any living, corporeal humanoid.</p><p>Most einherjar die on a field of battle and rise from the ashes of their pyres during their funeral celebrations, bereft of the visitation of a valkyrie to guide their soul to the outer planes.</p><p>Although there have been einherjar for far longer than Cayden Cailean has been a god, some outsiders (including some followers of the Drunken Hero) believe that he is responsible for the creation of the einherjar. In truth, while many einherjar are more than willing to raise a mug to Cayden, the beliefs of the lone warriors run the whole gamut of Ulfen faiths.</p><p>Besides Ragadahn, it is likely that the einherjar have ties to another of the Eldest, but which is up to speculation. The energy which animates their forms seeps through the thin barrier separating the First World from Valenhall, but there is a directing force which selects which of the honored dead that arrive at those halls will rise as einherjar.</p><p><strong>Einherjar Human Barbarian 5:</strong> ?</p><p><strong>Ferrywight:</strong> When a humanoid drowns in desperation to cross a body of water, it may rise again as a ferrywight.</p><p>The presence of ferrywights is a tragic feature of many waterways in the River Kingdoms as the turmoil in those lands lead to many desperate river crossings and many drownings.</p><p><strong>Ghoul Bloated Devourer:</strong> In rare circumstances, a newly risen ghoul gorges itself on tainted flesh, especially the corpses of other ghouls, resulting in a terrible transformation. The alchemist-necromancers of the ghoul kingdom of Nemret Noktoria studied this phenomenon and, with experimentation and practice, learned how to feed ghouls necrotic flesh and alchemical concoctions, forcing them to mutate into a stronger but dumber breed of ghoul to serve as workers, soldiers and walking reservoirs of negative energy.</p><p><strong>Ghoul Gaunt Ascetic:</strong> Few ghouls can resist the urge to feed. Even fewer are capable of deliberate fasting. However, among those rare few, some choose to delve into the depths of deathless hunger. There they find darkmork enlightenment, an answer to the very nature of the consuming darkness that animates all undead beings. They learn that appeasing hunger only blinds one to the truth, stopping a ghoul from achieving more.</p><p><strong>Grave Guard, Typical Grave Guard:</strong> Grave guards are undead often created by clerics worshipping deities with death in their portfolio as guardians of libraries, temples and tombs.</p><p>A cleric of at least 12th level can use create undead to construct a grave guard.</p><p><strong>Variant Grave Guard:</strong> ?</p><p><strong>Osirian Tomb Guard, Advanced Variant Grave Guard:</strong> Grave guards were originally created in Osirion, and many of these skeletal creations have the heads of large dogs, birds, or other animals. They serve as guardians of sacred vaults and tombs, often replacing their bastard swords with khopeshes.</p><p><strong>Grave Knight of Geb, Large Advanced Grave Guard:</strong> In his wars with the Nex, Geb created his own potent version of the grave guards, using them to defend his libraries and other secret caches across the land.</p><p>Never content to let an undead remain something less than great, Geb infused the bones of ogres with the same ritual that produced the original grave guards</p><p><strong>Grim Harvester:</strong> Grim harvesters are the degenerate successors of a long forgotten order dedicated to the preservation of knowledge in ancient Azlant. Turning to foul necromantic rituals, these abominable creatures not only managed to survive the extinction of their own civilization, but also found a way to preserve the memories of exceptional individuals by turning them into undead.</p><p><strong>Hearth Wraith:</strong> Hearth wraiths are born from the souls of dying travelers longing for home who have felt the touch of unholy fire.</p><p>Many Mendevian crusaders returning from or deserting the war find dark fates on their journeys home and rise again to haunt the living.</p><p><strong>Mummy Pesh:</strong> Learning the arts of mummification and reanimation from an Osirian necromancer compatriot, the leader of the cult of Hastur in Katapesh created these odd variants to guard the cult’s properties and sow chaos and woe among the populace at the appointed time to herald the arrival of the King in Yellow.</p><p>Pesh mummies are made through a long, complicated procedure during which all the body’s internal organs are removed and its internal cavities lined with pesh. The body is then wrapped with linens soaked in pesh whey, and smoked with burning pesh to preserve the body. The creator then finishes the ritual with a create undead spell.</p><p><strong>Nachzehrer, Typical Nachzehrer:</strong> Legend states that they arise from the bodies of those who die from an accident or sickness with great regrets in their hearts.</p><p><strong>No-Life King:</strong> No-life kings are the remains of ancient and powerful warriors who became fixated on reaching martial perfection in their lives. They left civilization to train and fight monsters, for their mortal peers no longer posed a challenge to them. When such a warrior is denied their death in battle and dies due to starvation, hypothermia, dehydration, or disease, their soul is anchored to their body, and they are reborn into a being who lives only to train and defeat more powerful opponents.</p><p><strong>Obour:</strong> They are the remnants of evil humanoids who in life sought to emulate the feeding habits of vampires, and this all-consuming thirst for blood remains when an obour spirit returns from death.</p><p><strong>Ravening Jackal:</strong> Occasionally, the jackal-headed god Set notes when jackals die of starvation and uses the bodies of his rival Anubis’s sacred animals for his own ends. Set infuses them with the souls of cultists who disappointed him in life and gives them another chance to serve him in the form of ravening jackals.</p><p><strong>River Wraith:</strong> “River-wraith” is an acquired template that can be added to any living, corporeal creature</p><p><strong>Rusalka:</strong> The Witch Queen of Irrisen demands a lifetime of service from every subject—even those who die unnaturally are forced to remain in Irrisen for the length of a natural lifetime. Rusalka are perhaps the most tragic of these undead: spirits of young women who die heartbroken or murdered by their lovers. Such bodies inevitably find their ways into nearby waterways and birth a rusalka.</p><p><strong>Scarwall Guard:</strong> The skeletal remains of Kazavon’s elite minotaur guards, the Scarwall guards arose after the hero Mandraivus defeated the blue dragon and cursed its remains.</p><p><strong>Segruchen, The Fallen King, The Iron Gargoyle, Crumbling Statue, Undead Recreation:</strong> Segruchen the Iron Gargoyle was once called the King of the Barrowood, and his reign of cruelty inspired fear in the hearts of those who dared live near the wood’s dreaded boughs. As her Third Act, Iomedae dismembered Segruchen’s wings during an amazing aerial battle, leaving a crater where he fell, then finished him off.</p><p>Centuries later, evil stirred within that crater. His hatred and the last of his lifeblood infused his undying vengeance into the earth, and the stone twisted into a crumbling statue of his former self, with gouts of blood oozing from the stumps of his wings.</p><p><strong>Skinshroud:</strong> A skinshroud with a sharp instrument can spend 4 hours flaying a dead body and use its own black blood as a necromantic catalyst to create another skinshroud.</p><p>One of the grisly drow experiments in Orv’s Bloodforge was the first skinshroud, which became self-replicating.</p><p><strong>Sphinx Riddleborn:</strong> They derive from particularly cruel gynosphinxes that spent a lifetime asking fiendishly difficult riddles and devouring all whom they deemed too witless. As a gynosphinx’s lair becomes littered with bones and treasures, it also fills with the misery of unanswered riddles. This misery manifests itself in negative energy that reanimates the gynosphinx’s corpse after its death, leaving little but a savage hunger for riddles.</p><p><strong>Taotaomona:</strong> “Taotaomona” is an acquired template that is added to any living creature that died defending their communities or family and has a Charisma score of at least 6.</p><p><strong>Anufat, Human Taotaomona Savage Barbarian 9, Translucent Warrior:</strong> Anufat was a mighty warrior in his tribe, surviving countless battles, even a spear blow through his head. Eventually he did fall in combat, the last warrior standing against an attack by a rival tribe. Though his body had failed him, his spirit lifted itself from his corpse and continued to fight on.</p><p><strong>Thespis:</strong> When dedicated performing artists are unable to complete their masterpieces due to an untimely demise, their souls sometimes become so frustrated by the unfulfilled ambition that they manifest as malevolent spirits known as thespi.</p><p><strong>Ustrel:</strong> If a stillborn child sired by a vampire is not burned or buried in consecrated ground, they sometimes return from the grave as an ustrel—an undead infant with a vampire’s craving for blood.</p><p><strong>Varkolak:</strong> A creature of Shoanti legend, a varkolak sometimes forms when a Shoanti warrior dies alone in the wilderness after betraying his quah through murder or treachery.</p><p><strong>Wraith Coin:</strong> Coin wraiths are the unquiet spirits of individuals whose hearts were consumed by avarice. Those who covet personal wealth or attempted to steal it—bandits, bankers, grasping nobles, misers, profiteers, thieves, and despots—all have the potential to become coin wraiths following their deaths. Followers of Abadar, Besmara, Gyronna, Shax, and Mammon are often cursed with this existence for failure to show proper devotion.</p><p><strong>Alchemical Dreadnought, Titanic Humanoid Form, Towering Composition of Many Fused Corpses:</strong> ?</p><p><strong>Aridnyk, Floating Crystalline Mass, Especially Malicious Undead, Spirit, Mass of White Shining Crystal, Rare Unusual Undead, Naturally Occurring Wellspring of Unholy Power:</strong> ?</p><p><strong>Contra-Legem, Intelligent Undead:</strong> ?</p><p><strong>Contra-Legem Devourer, Corpse:</strong> ?</p><p><strong>Desert Fury, Furious Cyclone of Sand, Animated Corpse, Desiccated Husk, Animated Husk, Desert Fury Husk:</strong> ?</p><p><strong>Disemboweled Prophet, Dried Troll Husk, Undead Abomination:</strong> ?</p><p><strong>Doomed Derelict, Ship:</strong> ?</p><p><strong>Einherjar, The Honored Dead, Undead Warrior:</strong> ?</p><p><strong>Einherjar, Guardian:</strong> ?</p><p><strong>Ferrywight, Bipedal Figure, Wretched Being:</strong> ?</p><p><strong>Ghoul Bloated Devourer, Worker:</strong> ?</p><p><strong>Ghoul Bloated Devourer, Soldier:</strong> ?</p><p><strong>Ghoul Bloated Devourer, Walking Reservoir of Negative Energy:</strong> ?</p><p><strong>Ghoul Gaunt Ascetic, Skeletally Thin Humanoid With Pale Skin Inscribed With Arcane Symbols:</strong> ?</p><p><strong>Grave Guard, Skeletal Creature, Skeletal Creation:</strong> ?</p><p><strong>Grave Guard, Guardian of a Library:</strong> ?</p><p><strong>Grave Guard, Guardian of a Temple:</strong> ?</p><p><strong>Grave Guard, Guardian of a Tomb:</strong> ?</p><p><strong>Grave Guard, Guardian of a Sacred Vault:</strong> ?</p><p><strong>Advanced Variant Grave Guard, Sickle-Bladed Bronze Armored Skeletal Creature:</strong> ?</p><p><strong>Large Advanced Grave Guard, Hulking Monstrosity, Construct:</strong> ?</p><p><strong>Grim Harvester, Cowled Humanoid Figure, Degenerate Successors of a Long Forgotten Order Dedicated to the Preservation of Knowledge in Ancient Azlant, Abominable Creature:</strong> ?</p><p><strong>Hearth Wraith, Ghostly Figure:</strong> ?</p><p><strong>Mummy Pesh, Humanoid Form Wrapped Tightly in Strips of Linen, Odd Variant:</strong> ?</p><p><strong>Greater Variety of Mummy Pesh:</strong> No greater varieties of pesh mummy have yet been created, though nothing is beyond the mad dreams of the cult or its leader.</p><p><strong>Nachzehrer, Peculiar Undead:</strong> ?</p><p><strong>No-Life King, Ancient Skeleton:</strong> ?</p><p><strong>Obour, Invisible Vampire Spirit, Vampire-Spirit:</strong> ?</p><p><strong>Ravening Jackal, Man-Sized Jackal, Abomination:</strong> ?</p><p><strong>Rusalka, Stunning Young Woman:</strong> ?</p><p><strong>Rusalka, Spirit of a Young Woman Who Died Heartbroken:</strong> ?</p><p><strong>Rusalka, Spirit of a Young Woman Who Died Murdered by Her Lover:</strong> ?</p><p><strong>Scarwall Guard, Skeletal Minotaur, Skeletal Remains of an Elite Minotaur Guard:</strong> ?</p><p><strong>Skinshroud, Humanoid-Shaped Sack of Flesh, Grisly Drow Experiment, Undead Dermis of a Humanoid Turned Inside-Out and Covered in Black Blood:</strong> ?</p><p><strong>Sphinx Riddleborn, Skeletal Sphinx, Undead Abomination:</strong> ?</p><p><strong>Taotaomona, Free-Willed Undead:</strong> ?</p><p><strong>Thespis, Translucent Apparition, Malevolent Spirit:</strong> ?</p><p><strong>Ustrel, Cooing Human Infant, Abomination of Rotting Filth-Caked Flesh Sharp Claws and a Maw of Jagged Shark-Like Teeth, Undead Infant With a Vampire’s Craving for Blood:</strong> ?</p><p><strong>Varkolak, Feral Red-Eyed Creature, Creature of Shoanti Legend, Rotting Vaguely Wolf-Like Beast With a Craving for Human Blood:</strong> ?</p><p><strong>Wraith Coin, Whirling Maelstrom of Coins and Treasure, Undead Who Manifest in a Physical Body Composed of Floating Coins and Treasure, Unquiet Spirit of an Individual Whose Heart Was Consumed by Avarice:</strong> ?</p><p><strong>Undead, Undead Creature, Undead Being:</strong> Some pirate crews are so vile that when their reign of terror finally meets its end, the vessel on which they sail absorbs the souls of the crew and travels the seas as a doomed derelict. The malevolent energy powering the derelict will even raise a sunken vessel from the depths. Crew members who have proven themselves especially terrible in life remain on board the ship as undead mockeries of their former selves.</p><p>Few ghouls can resist the urge to feed. Even fewer are capable of deliberate fasting. However, among those rare few, some choose to delve into the depths of deathless hunger. There they find dark enlightenment, an answer to the very nature of the consuming darkness that animates all undead beings.</p><p><strong>Sentient Undead:</strong> ?</p><p><strong>Undead Mockery, Undead Crew Member:</strong> ?</p><p><strong>Undying Denizen:</strong> ?</p><p><strong>Ghast:</strong> A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.</p><p><strong>Ghost, Regular Ghost:</strong> ?</p><p><strong>Ghoul, Normal Ghoul:</strong> A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.</p><p><strong>Lich:</strong> ?</p><p><strong>Shadow, Undead Shadow:</strong> ?</p><p><strong>Skeleton:</strong> As a standard action, a gaunt ascetic can expend a single channel energy use to animate a corpse with a touch, raising the body as an uncontrolled zombie or a skeleton with a maximum number of hit dice equal to the ascetic’s HD.</p><p><strong>Skeletal Defender:</strong> ?</p><p><strong>Dinosaur Skeleton, Undead Dinosaur, Walking Skeleton:</strong> ?</p><p><strong>Vampire, True Free-Willed Vampire:</strong> An obour is rather short-lived in its invisible, incorporeal form. After it rises from the grave, the vampire-spirit haunts a community for 40 nights, after which it returns to the soil just before dawn on the 40th night to regenerate its original physical form. During this transformation period, an obour is quite vulnerable. If its resting place is discovered and its transitioning form is doused with just a vial of holy water, the obour is utterly destroyed. If the obour’s transformation isn’t interrupted by the following midnight, the creature rises from the grave as a true, free-willed vampire.</p><p><strong>Wight, Typical Wight, Full-Fledged Free-Willed Wight:</strong> Any humanoid creature that is slain by a ferrywight becomes a wight in 1d4 rounds. Spawn so created are less powerful than typical wights, and suffer a –2 penalty on all d20 rolls and checks, as well as –2 hp per HD. Spawn are under the command of the ferrywight that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed wights.</p><p><strong>Wight Spawn:</strong> Any humanoid creature that is slain by a ferrywight becomes a wight in 1d4 rounds. Spawn so created are less powerful than typical wights, and suffer a –2 penalty on all d20 rolls and checks, as well as –2 hp per HD.</p><p><strong>Wraith, True Wraith:</strong> ?</p><p><strong>Zombie:</strong> A fulgur beetle can animate a mostly-intact corpse, as per the spell animate dead (CL 1st), except that the zombie remains animated for only a number of rounds equal to the beetle’s HD + Constitution modifier (usually 5 rounds). A newly animated zombie acts on the fulgur beetle’s next turn.</p><p>As a standard action, a gaunt ascetic can expend a single channel energy use to animate a corpse with a touch, raising the body as an uncontrolled zombie or a skeleton with a maximum number of hit dice equal to the ascetic’s HD.</p><p>Victims drowned by a rusalka rise under the next full moon as zombies under the rusalka’s control.</p><p><strong>Draugr:</strong> Any humanoid slain by a doomed derelict becomes a draugr under the control of the doomed derelict.</p><p><strong>Soulbound Beheaded:</strong> When a grim harvester confirms a critical hit with a slashing weapon against an opponent, the weapon severs the creature’s head (if it has one) from its body, instantly killing it (Fort DC 22 negates). On the following round, the severed head reanimates as a soulbound beheaded (Bestiary 4 17, see below) under the grim harvester’s control.</p><p>Turning to foul necromantic rituals, these abominable creatures [grim harvesters] not only managed to survive the extinction of their own civilization, but also found a way to preserve the memories of exceptional individuals by turning them into undead.</p><p>When the time is ripe, they [grim harvesters] seek out these unfortunate souls and take their heads, lest their knowledge be lost forever.</p><p><strong>Geb:</strong> ?</p></blockquote><p></p>
[QUOTE="Voadam, post: 9519642, member: 2209"] [URL='https://paizo.com/products/btpy9tdt?Wayfinder-Bestiary']Wayfinder Bestiary[/URL] Pathfinder 1e [B]Alchemical Dreadnought:[/B] An alchemical dreadnought is a towering composition of many fused corpses. The first alchemical dreadnoughts were accidentally created from mass graves on battlefields where horrific alchemical weapons were used. [B]Aridnyk:[/B] When a healer of considerable power and selflessness dies from exposure to negative energy, there is a minute chance that the healer’s soul will cling to this world as an aridnyk. Born from the spirit’s regrets and unfinished duties, aridnyks crave above all else to heal the injured, cure the sick, and bolster the weak. Aridnyks cannot be created by conventional necromancy. Attempts to engineer one (by deliberately killing a cleric of a good deity with massive amounts of negative energy, for example) always fail. [B]Charnel Pit:[/B] Charnel pits rise from the spirits of the dead at sites of terrible slaughter or mass graves, in particular at battlefields where the still living were interred with the newly dead. At Castle Scarwall (see Pathfinder Adventure Path #11: Skeletons of Scarwall), a charnel pit formed within the courtyard where a legion of orcs was destroyed by the undead raised by Mandraivus’s curse. The skeletal defenders of the castle erupted from the courtyard beneath the legion and dragged them under the ground to die in agony. Encountered at area 9 in Castle Scarwall, its spirits are a mixture of orc and human. [B]Contra-Legem:[/B] A Contra-Legem creature is an intelligent undead who in life made a deal with the powers of hell for its soul but, by accident or design, became an undead and escaped. Hell doesn’t let go of its prizes easily, instead infusing the new undead with power and a sense of loyalty. It serves Hell on the material plane, gaining more infernal powers but losing some of its free will. “Contra-Legem Creature” is an acquired template that can be added to any intelligent undead. [B]Contra-Legem Devourer:[/B] ? [B]Desert Fury:[/B] The deserts of northern Garund, Casmaron, and other hot, dry places on Golarion are littered with the remains of those who were unprepared to travel into such harsh climates or who fell victim to sudden vicious storms against which no preparation could defend them. Too often, these tragedies do not end in the swift death of one or two people, but in the slow, anguished decline of an entire party. As their numbers dwindle, survivors of such groups must watch friends and loved ones perish, one by one, all the while knowing that their time is coming and there is nothing they can do to stop it. In the end, one last survivor remains from an entire caravan of doomed souls. The animated corpse of that final victim lurks at the heart of a desert fury. [B]Disemboweled Prophet:[/B] Troll soothsayers practice a grisly form of divination; reading their own constantly regenerating entrails. Trollish regeneration is powerful, but it is no guarantee against death. Still, the trolls who conduct such auguries sometimes possess a strength of will that animates them even after they have fallen prey to accident, illness, old age, starvation, magical backlash, or a competitor’s curse. The augur’s unquenchable thirst for information drawn from the hidden forces of the world transforms them into undead abominations. [B]Doomed Derelict:[/B] Some pirate crews are so vile that when their reign of terror finally meets its end, the vessel on which they sail absorbs the souls of the crew and travels the seas as a doomed derelict. The malevolent energy powering the derelict will even raise a sunken vessel from the depths. [B]Einherjar, Lone Warrior, The Honored Dead:[/B] Einherjar (“lone warriors”) are the honored dead of the Ulfen, many of them former Linnorm Kings who were restored to a semblance of life following their arrival at Valenhall. “Einherjar” is an acquired template that can be added to any living, corporeal humanoid. Most einherjar die on a field of battle and rise from the ashes of their pyres during their funeral celebrations, bereft of the visitation of a valkyrie to guide their soul to the outer planes. Although there have been einherjar for far longer than Cayden Cailean has been a god, some outsiders (including some followers of the Drunken Hero) believe that he is responsible for the creation of the einherjar. In truth, while many einherjar are more than willing to raise a mug to Cayden, the beliefs of the lone warriors run the whole gamut of Ulfen faiths. Besides Ragadahn, it is likely that the einherjar have ties to another of the Eldest, but which is up to speculation. The energy which animates their forms seeps through the thin barrier separating the First World from Valenhall, but there is a directing force which selects which of the honored dead that arrive at those halls will rise as einherjar. [B]Einherjar Human Barbarian 5:[/B] ? [B]Ferrywight:[/B] When a humanoid drowns in desperation to cross a body of water, it may rise again as a ferrywight. The presence of ferrywights is a tragic feature of many waterways in the River Kingdoms as the turmoil in those lands lead to many desperate river crossings and many drownings. [B]Ghoul Bloated Devourer:[/B] In rare circumstances, a newly risen ghoul gorges itself on tainted flesh, especially the corpses of other ghouls, resulting in a terrible transformation. The alchemist-necromancers of the ghoul kingdom of Nemret Noktoria studied this phenomenon and, with experimentation and practice, learned how to feed ghouls necrotic flesh and alchemical concoctions, forcing them to mutate into a stronger but dumber breed of ghoul to serve as workers, soldiers and walking reservoirs of negative energy. [B]Ghoul Gaunt Ascetic:[/B] Few ghouls can resist the urge to feed. Even fewer are capable of deliberate fasting. However, among those rare few, some choose to delve into the depths of deathless hunger. There they find darkmork enlightenment, an answer to the very nature of the consuming darkness that animates all undead beings. They learn that appeasing hunger only blinds one to the truth, stopping a ghoul from achieving more. [B]Grave Guard, Typical Grave Guard:[/B] Grave guards are undead often created by clerics worshipping deities with death in their portfolio as guardians of libraries, temples and tombs. A cleric of at least 12th level can use create undead to construct a grave guard. [B]Variant Grave Guard:[/B] ? [B]Osirian Tomb Guard, Advanced Variant Grave Guard:[/B] Grave guards were originally created in Osirion, and many of these skeletal creations have the heads of large dogs, birds, or other animals. They serve as guardians of sacred vaults and tombs, often replacing their bastard swords with khopeshes. [B]Grave Knight of Geb, Large Advanced Grave Guard:[/B] In his wars with the Nex, Geb created his own potent version of the grave guards, using them to defend his libraries and other secret caches across the land. Never content to let an undead remain something less than great, Geb infused the bones of ogres with the same ritual that produced the original grave guards [B]Grim Harvester:[/B] Grim harvesters are the degenerate successors of a long forgotten order dedicated to the preservation of knowledge in ancient Azlant. Turning to foul necromantic rituals, these abominable creatures not only managed to survive the extinction of their own civilization, but also found a way to preserve the memories of exceptional individuals by turning them into undead. [B]Hearth Wraith:[/B] Hearth wraiths are born from the souls of dying travelers longing for home who have felt the touch of unholy fire. Many Mendevian crusaders returning from or deserting the war find dark fates on their journeys home and rise again to haunt the living. [B]Mummy Pesh:[/B] Learning the arts of mummification and reanimation from an Osirian necromancer compatriot, the leader of the cult of Hastur in Katapesh created these odd variants to guard the cult’s properties and sow chaos and woe among the populace at the appointed time to herald the arrival of the King in Yellow. Pesh mummies are made through a long, complicated procedure during which all the body’s internal organs are removed and its internal cavities lined with pesh. The body is then wrapped with linens soaked in pesh whey, and smoked with burning pesh to preserve the body. The creator then finishes the ritual with a create undead spell. [B]Nachzehrer, Typical Nachzehrer:[/B] Legend states that they arise from the bodies of those who die from an accident or sickness with great regrets in their hearts. [B]No-Life King:[/B] No-life kings are the remains of ancient and powerful warriors who became fixated on reaching martial perfection in their lives. They left civilization to train and fight monsters, for their mortal peers no longer posed a challenge to them. When such a warrior is denied their death in battle and dies due to starvation, hypothermia, dehydration, or disease, their soul is anchored to their body, and they are reborn into a being who lives only to train and defeat more powerful opponents. [B]Obour:[/B] They are the remnants of evil humanoids who in life sought to emulate the feeding habits of vampires, and this all-consuming thirst for blood remains when an obour spirit returns from death. [B]Ravening Jackal:[/B] Occasionally, the jackal-headed god Set notes when jackals die of starvation and uses the bodies of his rival Anubis’s sacred animals for his own ends. Set infuses them with the souls of cultists who disappointed him in life and gives them another chance to serve him in the form of ravening jackals. [B]River Wraith:[/B] “River-wraith” is an acquired template that can be added to any living, corporeal creature [B]Rusalka:[/B] The Witch Queen of Irrisen demands a lifetime of service from every subject—even those who die unnaturally are forced to remain in Irrisen for the length of a natural lifetime. Rusalka are perhaps the most tragic of these undead: spirits of young women who die heartbroken or murdered by their lovers. Such bodies inevitably find their ways into nearby waterways and birth a rusalka. [B]Scarwall Guard:[/B] The skeletal remains of Kazavon’s elite minotaur guards, the Scarwall guards arose after the hero Mandraivus defeated the blue dragon and cursed its remains. [B]Segruchen, The Fallen King, The Iron Gargoyle, Crumbling Statue, Undead Recreation:[/B] Segruchen the Iron Gargoyle was once called the King of the Barrowood, and his reign of cruelty inspired fear in the hearts of those who dared live near the wood’s dreaded boughs. As her Third Act, Iomedae dismembered Segruchen’s wings during an amazing aerial battle, leaving a crater where he fell, then finished him off. Centuries later, evil stirred within that crater. His hatred and the last of his lifeblood infused his undying vengeance into the earth, and the stone twisted into a crumbling statue of his former self, with gouts of blood oozing from the stumps of his wings. [B]Skinshroud:[/B] A skinshroud with a sharp instrument can spend 4 hours flaying a dead body and use its own black blood as a necromantic catalyst to create another skinshroud. One of the grisly drow experiments in Orv’s Bloodforge was the first skinshroud, which became self-replicating. [B]Sphinx Riddleborn:[/B] They derive from particularly cruel gynosphinxes that spent a lifetime asking fiendishly difficult riddles and devouring all whom they deemed too witless. As a gynosphinx’s lair becomes littered with bones and treasures, it also fills with the misery of unanswered riddles. This misery manifests itself in negative energy that reanimates the gynosphinx’s corpse after its death, leaving little but a savage hunger for riddles. [B]Taotaomona:[/B] “Taotaomona” is an acquired template that is added to any living creature that died defending their communities or family and has a Charisma score of at least 6. [B]Anufat, Human Taotaomona Savage Barbarian 9, Translucent Warrior:[/B] Anufat was a mighty warrior in his tribe, surviving countless battles, even a spear blow through his head. Eventually he did fall in combat, the last warrior standing against an attack by a rival tribe. Though his body had failed him, his spirit lifted itself from his corpse and continued to fight on. [B]Thespis:[/B] When dedicated performing artists are unable to complete their masterpieces due to an untimely demise, their souls sometimes become so frustrated by the unfulfilled ambition that they manifest as malevolent spirits known as thespi. [B]Ustrel:[/B] If a stillborn child sired by a vampire is not burned or buried in consecrated ground, they sometimes return from the grave as an ustrel—an undead infant with a vampire’s craving for blood. [B]Varkolak:[/B] A creature of Shoanti legend, a varkolak sometimes forms when a Shoanti warrior dies alone in the wilderness after betraying his quah through murder or treachery. [B]Wraith Coin:[/B] Coin wraiths are the unquiet spirits of individuals whose hearts were consumed by avarice. Those who covet personal wealth or attempted to steal it—bandits, bankers, grasping nobles, misers, profiteers, thieves, and despots—all have the potential to become coin wraiths following their deaths. Followers of Abadar, Besmara, Gyronna, Shax, and Mammon are often cursed with this existence for failure to show proper devotion. [B]Alchemical Dreadnought, Titanic Humanoid Form, Towering Composition of Many Fused Corpses:[/B] ? [B]Aridnyk, Floating Crystalline Mass, Especially Malicious Undead, Spirit, Mass of White Shining Crystal, Rare Unusual Undead, Naturally Occurring Wellspring of Unholy Power:[/B] ? [B]Contra-Legem, Intelligent Undead:[/B] ? [B]Contra-Legem Devourer, Corpse:[/B] ? [B]Desert Fury, Furious Cyclone of Sand, Animated Corpse, Desiccated Husk, Animated Husk, Desert Fury Husk:[/B] ? [B]Disemboweled Prophet, Dried Troll Husk, Undead Abomination:[/B] ? [B]Doomed Derelict, Ship:[/B] ? [B]Einherjar, The Honored Dead, Undead Warrior:[/B] ? [B]Einherjar, Guardian:[/B] ? [B]Ferrywight, Bipedal Figure, Wretched Being:[/B] ? [B]Ghoul Bloated Devourer, Worker:[/B] ? [B]Ghoul Bloated Devourer, Soldier:[/B] ? [B]Ghoul Bloated Devourer, Walking Reservoir of Negative Energy:[/B] ? [B]Ghoul Gaunt Ascetic, Skeletally Thin Humanoid With Pale Skin Inscribed With Arcane Symbols:[/B] ? [B]Grave Guard, Skeletal Creature, Skeletal Creation:[/B] ? [B]Grave Guard, Guardian of a Library:[/B] ? [B]Grave Guard, Guardian of a Temple:[/B] ? [B]Grave Guard, Guardian of a Tomb:[/B] ? [B]Grave Guard, Guardian of a Sacred Vault:[/B] ? [B]Advanced Variant Grave Guard, Sickle-Bladed Bronze Armored Skeletal Creature:[/B] ? [B]Large Advanced Grave Guard, Hulking Monstrosity, Construct:[/B] ? [B]Grim Harvester, Cowled Humanoid Figure, Degenerate Successors of a Long Forgotten Order Dedicated to the Preservation of Knowledge in Ancient Azlant, Abominable Creature:[/B] ? [B]Hearth Wraith, Ghostly Figure:[/B] ? [B]Mummy Pesh, Humanoid Form Wrapped Tightly in Strips of Linen, Odd Variant:[/B] ? [B]Greater Variety of Mummy Pesh:[/B] No greater varieties of pesh mummy have yet been created, though nothing is beyond the mad dreams of the cult or its leader. [B]Nachzehrer, Peculiar Undead:[/B] ? [B]No-Life King, Ancient Skeleton:[/B] ? [B]Obour, Invisible Vampire Spirit, Vampire-Spirit:[/B] ? [B]Ravening Jackal, Man-Sized Jackal, Abomination:[/B] ? [B]Rusalka, Stunning Young Woman:[/B] ? [B]Rusalka, Spirit of a Young Woman Who Died Heartbroken:[/B] ? [B]Rusalka, Spirit of a Young Woman Who Died Murdered by Her Lover:[/B] ? [B]Scarwall Guard, Skeletal Minotaur, Skeletal Remains of an Elite Minotaur Guard:[/B] ? [B]Skinshroud, Humanoid-Shaped Sack of Flesh, Grisly Drow Experiment, Undead Dermis of a Humanoid Turned Inside-Out and Covered in Black Blood:[/B] ? [B]Sphinx Riddleborn, Skeletal Sphinx, Undead Abomination:[/B] ? [B]Taotaomona, Free-Willed Undead:[/B] ? [B]Thespis, Translucent Apparition, Malevolent Spirit:[/B] ? [B]Ustrel, Cooing Human Infant, Abomination of Rotting Filth-Caked Flesh Sharp Claws and a Maw of Jagged Shark-Like Teeth, Undead Infant With a Vampire’s Craving for Blood:[/B] ? [B]Varkolak, Feral Red-Eyed Creature, Creature of Shoanti Legend, Rotting Vaguely Wolf-Like Beast With a Craving for Human Blood:[/B] ? [B]Wraith Coin, Whirling Maelstrom of Coins and Treasure, Undead Who Manifest in a Physical Body Composed of Floating Coins and Treasure, Unquiet Spirit of an Individual Whose Heart Was Consumed by Avarice:[/B] ? [B]Undead, Undead Creature, Undead Being:[/B] Some pirate crews are so vile that when their reign of terror finally meets its end, the vessel on which they sail absorbs the souls of the crew and travels the seas as a doomed derelict. The malevolent energy powering the derelict will even raise a sunken vessel from the depths. Crew members who have proven themselves especially terrible in life remain on board the ship as undead mockeries of their former selves. Few ghouls can resist the urge to feed. Even fewer are capable of deliberate fasting. However, among those rare few, some choose to delve into the depths of deathless hunger. There they find dark enlightenment, an answer to the very nature of the consuming darkness that animates all undead beings. [B]Sentient Undead:[/B] ? [B]Undead Mockery, Undead Crew Member:[/B] ? [B]Undying Denizen:[/B] ? [B]Ghast:[/B] A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast. [B]Ghost, Regular Ghost:[/B] ? [B]Ghoul, Normal Ghoul:[/B] A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast. [B]Lich:[/B] ? [B]Shadow, Undead Shadow:[/B] ? [B]Skeleton:[/B] As a standard action, a gaunt ascetic can expend a single channel energy use to animate a corpse with a touch, raising the body as an uncontrolled zombie or a skeleton with a maximum number of hit dice equal to the ascetic’s HD. [B]Skeletal Defender:[/B] ? [B]Dinosaur Skeleton, Undead Dinosaur, Walking Skeleton:[/B] ? [B]Vampire, True Free-Willed Vampire:[/B] An obour is rather short-lived in its invisible, incorporeal form. After it rises from the grave, the vampire-spirit haunts a community for 40 nights, after which it returns to the soil just before dawn on the 40th night to regenerate its original physical form. During this transformation period, an obour is quite vulnerable. If its resting place is discovered and its transitioning form is doused with just a vial of holy water, the obour is utterly destroyed. If the obour’s transformation isn’t interrupted by the following midnight, the creature rises from the grave as a true, free-willed vampire. [B]Wight, Typical Wight, Full-Fledged Free-Willed Wight:[/B] Any humanoid creature that is slain by a ferrywight becomes a wight in 1d4 rounds. Spawn so created are less powerful than typical wights, and suffer a –2 penalty on all d20 rolls and checks, as well as –2 hp per HD. Spawn are under the command of the ferrywight that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed wights. [B]Wight Spawn:[/B] Any humanoid creature that is slain by a ferrywight becomes a wight in 1d4 rounds. Spawn so created are less powerful than typical wights, and suffer a –2 penalty on all d20 rolls and checks, as well as –2 hp per HD. [B]Wraith, True Wraith:[/B] ? [B]Zombie:[/B] A fulgur beetle can animate a mostly-intact corpse, as per the spell animate dead (CL 1st), except that the zombie remains animated for only a number of rounds equal to the beetle’s HD + Constitution modifier (usually 5 rounds). A newly animated zombie acts on the fulgur beetle’s next turn. As a standard action, a gaunt ascetic can expend a single channel energy use to animate a corpse with a touch, raising the body as an uncontrolled zombie or a skeleton with a maximum number of hit dice equal to the ascetic’s HD. Victims drowned by a rusalka rise under the next full moon as zombies under the rusalka’s control. [B]Draugr:[/B] Any humanoid slain by a doomed derelict becomes a draugr under the control of the doomed derelict. [B]Soulbound Beheaded:[/B] When a grim harvester confirms a critical hit with a slashing weapon against an opponent, the weapon severs the creature’s head (if it has one) from its body, instantly killing it (Fort DC 22 negates). On the following round, the severed head reanimates as a soulbound beheaded (Bestiary 4 17, see below) under the grim harvester’s control. Turning to foul necromantic rituals, these abominable creatures [grim harvesters] not only managed to survive the extinction of their own civilization, but also found a way to preserve the memories of exceptional individuals by turning them into undead. When the time is ripe, they [grim harvesters] seek out these unfortunate souls and take their heads, lest their knowledge be lost forever. [B]Geb:[/B] ? [/QUOTE]
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