Undead Origins

Toolbox
3.0
Undead: ?
Allip: ?
Bodak: ?
Devourer: ?
Ghast, Undead Ghast: ?
Ghost: ?
Ghoul, Undead Ghoul: ?
Lich: ?
Mighty Lich: ?
Mohrg: ?
Mummy, Undead Mummy: ?
Nightcrawler: ?
Nightwalker: ?
Nightwing: ?
Shadow: ?
Undead Skeleton: ?
Skeleton Gargantuan: ?
Skeleton Large: ?
Skeleton Medium-Size: ?
Skeleton Tiny: ?
Spectre: ?
Vampire Spawn: ?
Wight: ?
Wraith: ?
Wythri Odaernas, Wraith: ?
Undead Zombie: ?
Zombie Huge: ?
Zombie Large: ?
Zombie Medium-Size: ?
 

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Wilderness & Wasteland
3.0
Bog Mummy: For unknown reasons, corpses that have been preserved by Titan-tainted bogs have been reported to stalk their final resting place. Bog mummies resemble shriveled and desiccated versions of their former selves, wearing the tattered remains of their clothing and equipment.
Bog Mummy, Undead Horror: ?
Spectral Treant: ?
Ice Ghoul: ?
Undead: ?
Allip: ?
Bodak: ?
Ghast: ?
Sorcerer-King Ghost, Sorcerer 5/SUM 2: ?
Ghost: ?
Ghost of a Powerful Creature: ?
Ghost of a Dire Bear, Powerful Creature: ?
Ghost of a Chuul, Powerful Creature: ?
Ghost of a Medusa, Powerful Creature: ?
Ghost of a Tauron, Powerful Creature: ?
Ghost of a Powerful Character: ?
Ghost of a Powerful Character Necromancer: ?
Ghost of a Powerful Character Cleric: ?
Ghost of a Wizard: ?
Ghost of a Scholar: ?
Ghoul: ?
Mohrg: ?
Mummy: ?
Nightshade Nightwing: ?
Nightshade Nightwalker: ?
Nightshade Nightcrawler: ?
Shadow Lord: ?
Shadow: ?
Shadow Minion: ?
Skeleton: ?
Large Skeleton: ?
Medium-Size Skeleton: ?
Specter, Spectre: ?
Wight: ?
Wraith: ?
Zombie: ?
Butcher Spirit: ?
Chardun-Slain: ?
Fleshcrawler: ?
Mistwalker: ?
Spirit of the Plague: ?
Undead Ooze: ?
Acid Shambler: ?
Bonewing: ?
Burned One: ?
Night-Touched: ?
Night-Touched Controller: ?
Night-Touched Hound: ?
Sand Mummy: ?
Everthirsting Sand Mummy, Horror: ?
Skull King: ?
Spectral Plant: ?
 

Wrath & Rage
3.0
Anathema Creature: In addition to their physical impact on a region, orcs cast a long psychic shadow wherever they lair. The stench of defeat and rage follows them everywhere, and whatever they touch for long carries the taint of futile, incoherent fury.
In rare cases, orcs’ bitterness leaches into the soil and water, giving rise to anathema creatures twisted from the pristine fauna. These appear as gnarled caricatures of the original beings, their features deformed by rage. Their minds are similarly twisted and have no room for thought outside their eternal quest to punish the enemies of the orc race.
“Anathema” is a template that can be applied to any corporeal creature with a Charisma score greater than 3.
Any elf destroyed by the anathema creature’s turn attack rises as an anathema creature within 1d6 rounds.
Elves slain by a[n anathema nymph's] turn attempt rise in 1d6 rounds as anathema creatures under the command of the anathema nymph.
Anathema Nymph: ?
Anathema Nymph, Spirit of Vengeance, Corruption Incarnate, Creature of Purest Loveliness Turned to Hatred and Retribution by the Psychic Taint of the Orc Race: ?
Undead: ?
Powerful Lich: ?
Ancient Orc Vampire King: ?
Vampire Spawn: Thirsting Rod magic item.

Thirsting Rod
These dread rods are carved from the thighbones of ancient orc vampire kings, covered in imprecations to dark entities of the Lower Planes. Despite its great power, few mortals own a thirsting rod for long—the temptation to use it carries its own terrible price.
A thirsting rod allows the wielder to cast the following spells on command, as a 20th-level sorcerer (save DC 19 + wielder’s Charisma): energy drain, freedom, gate, implosion, imprisonment, meteor swarm, miracle, Mord’s disjunction, power word kill, shapechange, skip generation, soul bind, time stop, true resurrection, and wish.
Each use of the thirsting rod’s powers deals the wielder 2 points of permanent Constitution drain as the rod drinks in some of his blood and essence. This drain cannot be reversed by any means, including restoration, miracle, or wish. If the wielder’s Constitution is reduced to 0 by the device, the wielder rises the next night as a vampire spawn.
Caster Level: 20th; Weight: —.
 

d20 Menace Manual (d20M)
d20 Modern
Undead, Undead Creature: An undead is a once-living creature animated by spiritual or supernatural forces.
Bodak: The fraal, or grays, occasionally come into conflict with true evil, just as humans do. A fraal slain by a force of evil becomes a bodak—a kind of malicious undead alien.
Few of these creatures actually manage to move from the city-ships to Earth; most of the bodaks found on the planet came into being when grays died at the hands of evil creatures while on missions for their people.
Advanced Bodak: ?
Charred One: A charred one is the restless and vengeful spirit of a person who was burned alive, either through the willful or careless act of another or through fire from an infernal source.
Advanced Charred One: ?
Doom Hag: It is said that these foul creatures are the withered spirits of demented spinsters who were feared and reviled by people who knew them in life.
Ghoul, Modern Ghoul: The rise of streptococcal gangrene—the infamous flesh-eating virus—during the late 19th and 20th centuries created a new kind of undead creature—a variation of the ancient ghoul.
“Ghoul” is an acquired template that can be added to any living corporeal creature that has flesh.
If a ghoul’s prey contracts advanced necrotizing faciitis (see below) from the wounds it has sustained and dies from the disease, it rises 1d3 days later as a ghoul. A remove disease spell cast on the corpse can prevent it from rising.
Ghoul Human Strong Ordinary 1/Tough Ordinary 1: ?
Revenant: The exact circumstances of a revenant’s creation are something of a mystery, but some trauma or injustice is always involved. A person killed in a gun battle does not usually return as a revenant, but a person who was taken captive, tied, up, humiliated, and then shot might do so. Victims whose killers took pleasure in their fear or pain and strong-willed individuals who met their deaths at the hands of people they trusted are the ones who might claw their way back from the grave and seek vengeance.
Unfortunately, not all revenants were good people killed by criminals, and not every revenant knows who was actually responsible for its death. The revenant of a terrible villain might return to murder those who were forced to use extraordinary means to stop her, or a good person could be deceived about his killer’s identity while dying and return later to seek revenge on innocents.
“Revenant” is an acquired template that can be added to any corporeal living creature that has both an Intelligence score and a Charisma score greater than 6.
Revenant Police Officer, Revenant Human Strong Ordinary 1/Dedicated Ordinary 1: ?
Skin Feaster, Animated Corpse of a Person Who Has Died From Some Terrible Trauma to the Skin: A skin feaster is the animated corpse of a person who has died from some terrible trauma to the skin—burns, leprosy, necrotizing faciitis, or some other similar affliction.
Advanced Skin Feaster: ?
Whisperer in the Dark, Shadow Caller: Sometimes known as a shadow caller, a whisperer in the dark is an incorporeal amalgamation of dozens of sentient minds—mostly the minds of living beings who died together in abject terror.
Once-Living Creature Animated by Spiritual Forces: ?
Once-Living Creature Animated by Supernatural Forces: ?
Undead With No Intelligence Score: ?
Bodak, Malicious Undead Alien, Gnarled Version of a Gray: ?
Charred One, Human Being That Has Been Burned to a Blackened Husk: ?
Charred One, Restless Vengeful Spirit of a Person Who Was Burned Alive Through the Willful Act of Another: ?
Charred One, Restless Vengeful Spirit of a Person Who Was Burned Alive Through the Careless Act of Another: ?
Charred One, Restless Vengeful Spirit of a Person Who Was Burned Alive Through Fire From an Infernal Source: ?
Doom Hag, Horrible Creature, Foul Creature, Withered Spirit of a Demented Spinster Who Was Feared and Reviled By People Who Knew Them in Life, Grizzled Crone: ?
Ghoul, Pitiable Creature: ?
Ancient Ghoul: ?
Formerly Human Ghoul, Human Ghoul: ?
The Hanged Man, Spirit: ?
The Drowned Maiden, Spirit: ?
The Guy With a Hook for a Hand, Spirit: ?
Revenant of a Terrible Villain: ?
Revenant That Died in the Cold: ?
Revenant That Died From Poison: ?
Revenant That Died From Starvation: ?
Revenant That Died From Suffocation: ?
Human Revenant: ?
Skin Feaster, Human Completely Stripped of Skin: ?
Whisperer in the Dark, Incorporeal Amalgamation of Dozens of Sentient Minds: ?
Whisperer in the Dark, Swirling Bank of Mist: ?
Whisperer in the Dark, Swirling Bank of Light Fog: ?
Ghost: ?
Vampire, Monster With Mind-Dominating Power, Shadow Creature: ?
 

Damnation Decade
d20 Modern
Vampire, Folkloric Favorite: ?
Zombie: This game takes place in the same tragic universe as depicted in films like Soylent Green, Rollerball and The Omega Man: a world with a wrecked ecology and shattered polity, spiraling toward oblivion as its oceans bubble, disease turns people into zombies and powerful inhuman forces gather their strength for one mighty strike against mankind.
Irradiated Zombie: ?
Brotherhood Mutant: Seeing his fossil-fuel supplies dwindling to a trickle, oil magnate Ampersand Vole IV went looking for a substitute—and found the Omega Ray, a potent subatomic force that promised limitless energy for pennies. But in its first large-scale test, on August 9, 1974, the ray went wild, ripping through every atom on the planet and disrupting the world in countless catastrophic ways. Among them, it mutated virtually the entire state of Alamo, turning its residents into horribly scarred albino zombies hungry for human flesh.
Vole scheduled an unveiling for August 9, 1974—a full-scale test of the Omega-Ray generator for a group of executives, researchers and VIP well-wishers at the company’s Alamo headquarters. As Vole wrapped up his introductory speech, a Consortium saboteur worked his way to the front of the crowd, a belt of plastic explosives strapped across his chest. Spobeck’s undercover agents spotted him a moment too late. The saboteur shook off their tackle and leaped toward the generator—just as Vole’s researchers brought it on line.
The explosion wrecked the machinery, but not before setting off a quantum-level chain reaction. Instead of a controlled wave of Omega Rays, the generator sent out a mammoth blast of fundamental particles that rippled through every atom on the planet at the speed of light.
The results were catastrophic. The world’s temperature began rising, a series of tidal waves battered coastal cities, and several dozen nuclear plants melted down at once, releasing untold pollutants into the ecosystem. The most visible, and horrific, event was the great earthquake that sank the West Coast of America—and led Stanton Spobeck to postpone his resignation. Countless other hidden effects surfaced over the following weeks, as you’ll discover elsewhere in this chapter.
Fortunately, for all the horrible consequences of the ray, most people weren’t directly affected by the blast itself. The majority of the world’s population simply had a moment of nausea or light-headedness as the subatomic shock waves passed through their bodies. Particularly sensitive types, from artists all the way up to full-fledged Psychics, felt a more pronounced mental shock—as though they could feel an age of history ending.
The only ones who weren’t spared were Vole and his guests. Anyone within several hundred miles of the generator at the time of the explosion got a concentrated blast of Omega radiation: the particles hadn’t yet diffused enough to be harmless to humans. Vigorous Petroleum headquarters and most of the state of Alamo were thoroughly irradiated.
The survivors found themselves mutated into monsters—their skin and hair turned a deathly white broken only by horrible seeping scars, their eyes large and blank and near useless in daylight. Even worse was what the ray had done to their minds, driving them irretrievably insane and giving them a remorseless hunger for human flesh. Only a handful kept even the basic faculties of reason and memory.
Vole’s top priority is to get the Omega-Ray generator back on line, so he can fire off another, much stronger blast of particles and turn everyone in the world into zombies.
If a victim is bitten by a Brotherhood mutant and survives, he must make a DC 10 Fortitude save or turn into a member of the Brotherhood over a number of days equal to his Constitution bonus. Another character can arrest the corruption by immediately scraping away the affected tissue and cauterizing the wound (in abstract terms, a DC 12 Treat Injury check). After that window of opportunity closes, the only treatment possible is to lop off a huge chunk of flesh around the bite, such an entire arm or leg. Doing so allows the wounded player to make another DC 10 Fortitude save to avoid corruption.
Brotherhood Mutant, Horribly Scarred Albino Zombie, Freak: ?
Zombie Shock Trooper: ?
Zombie Freak: ?
Brotherhood Mutant Foot Soldier: ?
Brotherhood Mutant Foot Leader: ?
More Resilient Brotherhood Zombie: In any case, the cost of failure is earthshaking. If the hero blows a roll during the creation, testing or use of an Omega-Ray application, have her roll again. On a 1, something on the level of the original Omega-Ray blast occurs. The hero might accidentally create a new, more resilient race of Brotherhood zombies, or, say, knock herself and the rest of the party into a parallel universe where the mutants are in firm control of the planet.
Ampersand Vole IV, Brotherhood Tough Hero 4/Executive 10, Hideous King, Mutant Tycoon: Seeing his fossil-fuel supplies dwindling to a trickle, oil magnate Ampersand Vole IV went looking for a substitute—and found the Omega Ray, a potent subatomic force that promised limitless energy for pennies. But in its first large-scale test, on August 9, 1974, the ray went wild, ripping through every atom on the planet and disrupting the world in countless catastrophic ways. Among them, it mutated virtually the entire state of Alamo, turning its residents into horribly scarred albino zombies hungry for human flesh.
Vole scheduled an unveiling for August 9, 1974—a full-scale test of the Omega-Ray generator for a group of executives, researchers and VIP well-wishers at the company’s Alamo headquarters. As Vole wrapped up his introductory speech, a Consortium saboteur worked his way to the front of the crowd, a belt of plastic explosives strapped across his chest. Spobeck’s undercover agents spotted him a moment too late. The saboteur shook off their tackle and leaped toward the generator—just as Vole’s researchers brought it on line.
The explosion wrecked the machinery, but not before setting off a quantum-level chain reaction. Instead of a controlled wave of Omega Rays, the generator sent out a mammoth blast of fundamental particles that rippled through every atom on the planet at the speed of light.
The results were catastrophic. The world’s temperature began rising, a series of tidal waves battered coastal cities, and several dozen nuclear plants melted down at once, releasing untold pollutants into the ecosystem. The most visible, and horrific, event was the great earthquake that sank the West Coast of America—and led Stanton Spobeck to postpone his resignation. Countless other hidden effects surfaced over the following weeks, as you’ll discover elsewhere in this chapter.
Fortunately, for all the horrible consequences of the ray, most people weren’t directly affected by the blast itself. The majority of the world’s population simply had a moment of nausea or light-headedness as the subatomic shock waves passed through their bodies. Particularly sensitive types, from artists all the way up to full-fledged Psychics, felt a more pronounced mental shock—as though they could feel an age of history ending.
The only ones who weren’t spared were Vole and his guests. Anyone within several hundred miles of the generator at the time of the explosion got a concentrated blast of Omega radiation: the particles hadn’t yet diffused enough to be harmless to humans. Vigorous Petroleum headquarters and most of the state of Alamo were thoroughly irradiated.
The survivors found themselves mutated into monsters—their skin and hair turned a deathly white broken only by horrible seeping scars, their eyes large and blank and near useless in daylight. Even worse was what the ray had done to their minds, driving them irretrievably insane and giving them a remorseless hunger for human flesh. Only a handful kept even the basic faculties of reason and memory.
Vole went just as mad as the rest of them—but his strong will kept the Omega Ray out of the deepest storehouses of his mind. He held onto his memories, charisma and strategic cunning, as well as his trademark narcissism. The mutant tycoon now saw himself as the Grand Patriarch of this new race of freaks, destined to spread the gift of corruption to the rest of the human race.
Flesh-Hungry Imbecile: ?
Toughest Most Resourceful Mutant: ?
Charlie Freak, Brotherhood Charismatic Hero 10, Pale-Faced Flesh-Hungry Monster: Something else found them first: a horde of Brotherhood mutants. By the time Charlie and his gang could escape, their blood was thick with zombie poison. Over several agonizing days they were transformed into pale-faced, flesh-hungry monsters.
Zombie Devil: ?

True20
Vampire, Folkloric Favorite: ?
Zombie: This game takes place in the same tragic universe as depicted in films like Soylent Green, Rollerball and The Omega Man: a world with a wrecked ecology and shattered polity, spiraling toward oblivion as its oceans bubble, disease turns people into zombies and powerful inhuman forces gather their strength for one mighty strike against mankind.
Irradiated Zombie: ?
Brotherhood Mutant: Seeing his fossil-fuel supplies dwindling to a trickle, oil magnate Ampersand Vole IV went looking for a substitute—and found the Omega Ray, a potent subatomic force that promised limitless energy for pennies. But in its first large-scale test, on August 9, 1974, the ray went wild, ripping through every atom on the planet and disrupting the world in countless catastrophic ways. Among them, it mutated virtually the entire state of Alamo, turning its residents into horribly scarred albino zombies hungry for human flesh.
Vole scheduled an unveiling for August 9, 1974—a full-scale test of the Omega-Ray generator for a group of executives, researchers and VIP well-wishers at the company’s Alamo headquarters. As Vole wrapped up his introductory speech, a Consortium saboteur worked his way to the front of the crowd, a belt of plastic explosives strapped across his chest. Spobeck’s undercover agents spotted him a moment too late. The saboteur shook off their tackle and leaped toward the generator—just as Vole’s researchers brought it on line.
The explosion wrecked the machinery, but not before setting off a quantum-level chain reaction. Instead of a controlled wave of Omega Rays, the generator sent out a mammoth blast of fundamental particles that rippled through every atom on the planet at the speed of light.
The results were catastrophic. The world’s temperature began rising, a series of tidal waves battered coastal cities, and several dozen nuclear plants melted down at once, releasing untold pollutants into the ecosystem. The most visible, and horrific, event was the great earthquake that sank the West Coast of America—and led Stanton Spobeck to postpone his resignation. Countless other hidden effects surfaced over the following weeks, as you’ll discover elsewhere in this chapter.
Fortunately, for all the horrible consequences of the ray, most people weren’t directly affected by the blast itself. The majority of the world’s population simply had a moment of nausea or light-headedness as the subatomic shock waves passed through their bodies. Particularly sensitive types, from artists all the way up to full-fledged Psychics, felt a more pronounced mental shock—as though they could feel an age of history ending.
The only ones who weren’t spared were Vole and his guests. Anyone within several hundred miles of the generator at the time of the explosion got a concentrated blast of Omega radiation: the particles hadn’t yet diffused enough to be harmless to humans. Vigorous Petroleum headquarters and most of the state of Alamo were thoroughly irradiated.
The survivors found themselves mutated into monsters—their skin and hair turned a deathly white broken only by horrible seeping scars, their eyes large and blank and near useless in daylight. Even worse was what the ray had done to their minds, driving them irretrievably insane and giving them a remorseless hunger for human flesh. Only a handful kept even the basic faculties of reason and memory.
Vole’s top priority is to get the Omega-Ray generator back on line, so he can fire off another, much stronger blast of particles and turn everyone in the world into zombies.
If a victim is bitten by a Brotherhood mutant and survives, he must make a DC 10 Fortitude save or turn into a member of the Brotherhood over a number of days equal to his Constitution bonus. Another character can arrest the corruption by immediately scraping away the affected tissue and cauterizing the wound (in abstract terms, a DC 12 Treat Injury check). After that window of opportunity closes, the only treatment possible is to lop off a huge chunk of flesh around the bite, such an entire arm or leg. Doing so allows the wounded player to make another DC 10 Fortitude save to avoid corruption.
Brotherhood Mutant, Horribly Scarred Albino Zombie, Freak: ?
Zombie Shock Trooper: ?
Zombie Freak: ?
Brotherhood Mutant Foot Soldier: ?
Brotherhood Mutant Foot Leader: ?
More Resilient Brotherhood Zombie: In any case, the cost of failure is earthshaking. If the hero blows a roll during the creation, testing or use of an Omega-Ray application, have her roll again. On a 1, something on the level of the original Omega-Ray blast occurs. The hero might accidentally create a new, more resilient race of Brotherhood zombies, or, say, knock herself and the rest of the party into a parallel universe where the mutants are in firm control of the planet.
Ampersand Vole IV, Horrible King, Mutant Tycoon: Seeing his fossil-fuel supplies dwindling to a trickle, oil magnate Ampersand Vole IV went looking for a substitute—and found the Omega Ray, a potent subatomic force that promised limitless energy for pennies. But in its first large-scale test, on August 9, 1974, the ray went wild, ripping through every atom on the planet and disrupting the world in countless catastrophic ways. Among them, it mutated virtually the entire state of Alamo, turning its residents into horribly scarred albino zombies hungry for human flesh.
Vole scheduled an unveiling for August 9, 1974—a full-scale test of the Omega-Ray generator for a group of executives, researchers and VIP well-wishers at the company’s Alamo headquarters. As Vole wrapped up his introductory speech, a Consortium saboteur worked his way to the front of the crowd, a belt of plastic explosives strapped across his chest. Spobeck’s undercover agents spotted him a moment too late. The saboteur shook off their tackle and leaped toward the generator—just as Vole’s researchers brought it on line.
The explosion wrecked the machinery, but not before setting off a quantum-level chain reaction. Instead of a controlled wave of Omega Rays, the generator sent out a mammoth blast of fundamental particles that rippled through every atom on the planet at the speed of light.
The results were catastrophic. The world’s temperature began rising, a series of tidal waves battered coastal cities, and several dozen nuclear plants melted down at once, releasing untold pollutants into the ecosystem. The most visible, and horrific, event was the great earthquake that sank the West Coast of America—and led Stanton Spobeck to postpone his resignation. Countless other hidden effects surfaced over the following weeks, as you’ll discover elsewhere in this chapter.
Fortunately, for all the horrible consequences of the ray, most people weren’t directly affected by the blast itself. The majority of the world’s population simply had a moment of nausea or light-headedness as the subatomic shock waves passed through their bodies. Particularly sensitive types, from artists all the way up to full-fledged Psychics, felt a more pronounced mental shock—as though they could feel an age of history ending.
The only ones who weren’t spared were Vole and his guests. Anyone within several hundred miles of the generator at the time of the explosion got a concentrated blast of Omega radiation: the particles hadn’t yet diffused enough to be harmless to humans. Vigorous Petroleum headquarters and most of the state of Alamo were thoroughly irradiated.
The survivors found themselves mutated into monsters—their skin and hair turned a deathly white broken only by horrible seeping scars, their eyes large and blank and near useless in daylight. Even worse was what the ray had done to their minds, driving them irretrievably insane and giving them a remorseless hunger for human flesh. Only a handful kept even the basic faculties of reason and memory.
Vole went just as mad as the rest of them—but his strong will kept the Omega Ray out of the deepest storehouses of his mind. He held onto his memories, charisma and strategic cunning, as well as his trademark narcissism. The mutant tycoon now saw himself as the Grand Patriarch of this new race of freaks, destined to spread the gift of corruption to the rest of the human race.
Flesh-Hungry Imbecile: ?
Toughest Most Resourceful Mutant: ?
Charlie Freak, Pale-Faced Flesh-Hungry Monster: Something else found them first: a horde of Brotherhood mutants. By the time Charlie and his gang could escape, their blood was thick with zombie poison. Over several agonizing days they were transformed into pale-faced, flesh-hungry monsters.
Zombie Devil: ?
 


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