Undead Origins

Al-Qadim: Land of Fate
2e
Undead, Undead Creature: ?
Crown Prince Alakbar: He is dead and his body has become an undead creature haunting the Ruined Cities for his murderer.
Jamali al-Muhib, Lich-Head, Mentor, Chief Vizier, Mad Evil Thing: Amil al-Yuhami, Caliph of Fahhas, has cause for his madness. His mentor and chief vizier, Jamali al-Muhib, did not die of her fever, but rather made the transformation from human to lich, and now lives in the catacombs beneath the caliph's palace. The transformation was incomplete, such that only the head attained full undead status, the rest of the body is now immobile and rotting away.
Ghost Aboleth: Alternately, there is only one aboleth, but if slain, it returns in a ghostly form in one month's time. The ghost has all the properties of the original plus advantages of the undead: immunity to charm/enchantment magics, cold, poisons, and paralysis, and may be turned only as a lich.
Ghul: ?
Great Ghul: ?
Lich: ?
Ghost: ?
Restless Spirit: ?
 
Last edited:

log in or register to remove this ad



ALQ3 A Dozen and One Adventures (2e)
2e
Undead, Undead Monster: ?
Tragic Undead: ?
Rom, Undead Giant: ?
Ghost Mount, White Proud Steed: ?
Great Ghul: When a caliph dies, ghouls collect his or her remains and deliver them to a terrible being known to them only as "the Head," who dwells in his macabre court, the Hall of Lost Kings, far below the Mount of Forgiveness. The Head is responsible for the continual generation of new ghouls, ghasts, and great ghuls that infect the cemetery like a plague
Balthazar, Great Ghul, Young Boy, Guide: ?
Spirit: ?
Troubled Spirit: ?
Restless Spirit: ?
Ghast: When a caliph dies, ghouls collect his or her remains and deliver them to a terrible being known to them only as "the Head," who dwells in his macabre court, the Hall of Lost Kings, far below the Mount of Forgiveness. The Head is responsible for the continual generation of new ghouls, ghasts, and great ghuls that infect the cemetery like a plague
Fashid, Ghast, Priest, Cunning Rapacious Arrogant Ghast: ?
Ghost: ?
Wandering Ghost: ?
Ghoul: When a caliph dies, ghouls collect his or her remains and deliver them to a terrible being known to them only as "the Head," who dwells in his macabre court, the Hall of Lost Kings, far below the Mount of Forgiveness. The Head is responsible for the continual generation of new ghouls, ghasts, and great ghuls that infect the cemetery like a plague.
Ghoul, Hungry Undead: ?
Ghoul, Priest, Slave, Undead Slave: ?
Typical Lich: ?
King Azaltin Ibn Issad, Nerim, Lich Sorcerer 24, Shriveled Husk of a Human, Older Brother, Guardian, Unrecognized Protector, Mysterious Guide, Advisor, Savior, Hideous Undead Creature, Monstrous Brother, Undead King, Archetypal Evil Villain, Immortal, Shrunken Husk, Undead Creature of Hideous Appearance, Immortal King, Strange Hermit, Archmage, Ancient King, Strange Mystic, Brother, True King: When Azaltin was a naive young king nine centuries ago, the Loregiver visited Azaltin. Abusing his authority as her host, Azaltin convinced her to reveal the secret of immortality against her will. Against her strenuous objections, Azaltin used the forbidden knowledge, justifying his naive desire for immortality with the excuse that it would make him a better king. Azaltin became immortal, but at the price of his physical appearance and respect in the eyes of his subjects, who regarded him as a monster.
According to legend, Azaltin was visited by the Loregiver and tricked her into revealing the secret of immortality. Against her advice, Azaltin became immortal, but the process turned him into a hideous undead creature.
Perhaps the most interesting part of the book [The Kingdom of Lions], from the standpoint of adventurers, is the final chapter, which describes Azaltin's transformation into an immortal and his brother's revolution.
In the distant past, when Fate passed her knowledge to the Loregiver, Al-Anwahr was a rich and proud city ruled by King Azaltin, an intelligent man well versed in poetry, astrology, and the ways of magic. As the Loregiver wandered Zakhara, teaching the laws of the divine to man and genie alike, she is said to have stopped in Al-Anwahr and been a guest of Azaltin for 11 days. Azaltin honored his guest daily with lavish celebrations and exquisite gifts of silks, gold, and perfumes. After each night of entertainment, the king would ask his guest the same question: "How can a man live forever?"
The Loregiver warned Azaltin about the danger of such knowledge, but in the end could hardly insult her gracious host by refusing to answer. Each night she told the king about the obstacles that prevent man from achieving immortality. Azaltin's scribes labored furiously to capture the Loregiver's parables and cryptic riddles, which were set down in a legendary scroll titled The Eleven Baneful Gates. According to legend, the Loregiver departed Al-Anwahr, leaving the equivocal scroll in Azaltin's care. Azaltin pondered the scroll for a decade, ignoring his people while trying to unravel its secret.
After months of fasting and meditation, he abandoned the kingdom to his brother Amakim and left to ponder the scroll in the solitude of the wildernesss.
Ancient legends say he returned a dozen years later, an undead creature of hideous appearance, to reclaim his kingdom.
Zeenab, The Head, Lich, Terrible Being, Decrepit Lich, Mummified Disembodied Head, Incredibly Ancient Lich, Self-Absorbed Petty Creature, Undead Lord: ?
Lion Guard, Improved Skeleton: After capturing the palace, Zeenab animated the king's slain honor guard. The undead wait in the former guard room (c), rigidly at attention in their faded golden uniforms. They attack any intruders tampering with the second pair of locked, bronze portals in area (b). Although Zeenab considered these skeletons to be under his control, they still remember loyalty to their true king. The entire guard will salute and obey whoever bears Azaltin's lion-carved rod of smiting (from area C).
Lion Guard, Improved Skeleton: ?
Animated Caliph of Muluk, Juju Zombie, Undead Sycophant: ?
Amakim Ibn Issad, Juju Zombie, Animated Caliph of Muluk, Undead Sycophant, Brother, Ancient King: ?
Muftahir the Wise, Juju Zombie, Animated Caliph of Muluk, Undead Sycophant: ?
 

Bastion of Faith (2e)
2e
Saint Ferrante, Antiprophet of Hieroneous: As recorded in the Penitent Fragments, Ferrante was touched by Kahabros, and explored dark and unhealthy Temptations. Despite all Ferrante had done for the church, or possibly because of it, Hieroneous struck down Ferrante in the form of a bolt of glory, killing him and sealing his remains in the crystal casket.
Ferrante's remains were sealed because they carried the taint of Kahabros, which Hieroneous's power could not sear away. Both for the philosophical protection of the newborn church, and for the physical protection of any who come snooping, the priest Onwald sealed himself and the key to the casket into the subreliquary.
If the key is located and the cask is opened, things get interesting. The open casket reveals a human-shaped depression filled with greenish ooze. The best thing to do at this juncture is to slam the casket closed again. If the casket remains open and unlocked, over the course of three rounds the ooze bubbles, pops, and slowly grows into the form of Ferrante—but not the Ferranted of scripture. The being that forms from Ferrante's remains is in every way antithetical to the Bastion, and move immediately to kill every living being who has ever uttered a prayer to Heironeous. It is the Bastion's antiprophet.
Undead, Undead Creature, Undead Being: Though no one now alive knows it, the undead still rise, even after being banished and exorcised, because of the proximity of St. Ferrante's casket. Most priests and affiliates of the Bastion do not even know that Ferrante's remains lie beneath the temple grounds, but even those priests who are part of the Fellowship of Penitence and are in on the secret have no reason to suspect that the casket is in any way connected to the Negative Energy Plane. Unfortunately, the casket is linked to the ultimate void, and its interment in the reliquary, which lies immediately below part of the catacombs, has direct repercussions on all the dead that were buried there over a period of several hundred years. Until the casket is removed or the creature trapped within is dealt with, undead will continue to populate the compromised portions of the Bastion's catacombs.
Undead Guardian: ?
Creature Steeped in Evil: ?
Ghoul, Flesh-Eating Ghoul, Full-Fledged Ghoul: Any human or demihuman (except elves) killed by a ghoul becomes a ghoul in 3 days tide unless the body is blessed.
Inexorable Restitution spell.
Ghoul, Mindless Creature, Flesh-Eating Servant: ?
Mummy, Normal Mummy: ?
Skeleton, Animate Skeleton, Undead Skeleton: ?
Spectre: ?
Vampire: ?
Wight: ?
Wraith: ?
Zombie, Normal Zombie: ?
Abbot Abba Geron, Bone Lord: ?
Catechist Thalieson, Greater Mummy: ?
Mursimion, Greater Vampire: ?
Templar Mabingon, Zombie Lord: ?
Animus: ?
Sword Spirit: ?
Swordwraith: ?

Inexorable Restitution
(Necromancy)
Level: Priest 5
Sphere: Necromancy
Range: Touch
Duration: Special
Area of Effect: Target
Components: V, S
Casting Time: 5
Saving Throw: Negates
In the guise of exacting restitution against the unjust, this horrible spell slowly transforms a victim into a flesh-eating ghoul, as described in the MONSTROUS MANUAL. The transformation process usually begins at the limb or extremity touched by the priest (usually the hand or arm). The victim suffers 1d2 hit points of damage per round while the body slowly dies and transforms into a ghoul’s cold, undying flesh. The target receives an initial saving throw to resist this deadly transformation. If it fails, only a limited wish, wish, or restoration derails the change! A dispel magic, or remove curse is only effective if cast within three rounds of the touch that confers the spell. During the early stages of the spell, the original afflicted extremity may be severed and burned to terminate the spell.
If the extremity affected by the inexorable restitution is amputated before the victim has lost less than 20% of his total hit points, then only a hand or foot needs to be severed (which inflicts an additional 1d4+1 points of additional damage, requiring a system shock roll to remain conscious, and of course resulting in the loss of some mobility or dexterity). After the victim has lost 20%-50% of his hit points, an entire limb must be cut off, with the loss of 1d12+4 permanent hit points. A System Shock roll is required to survive the amputation.
Initially, the transformed flesh of the target has no paralytic powers or any of the special abilities associated with ghouls. As the spell unfolds, the advancing front of dying flesh traverses the entire body, and the target dies once the inexorable restitution reaches the heart or brain (when the target reaches 0 hit points). Healing spells, potions, or magical items may temporarily keep the final lethal result of the spell at bay, but when the healing runs out, the inexorable restitution runs its course. Note that a regenerating creature might resist the spell for a long time, if the rate of regeneration exceeds the rate of necrosis.
Once he dies, the subject is a full-fledged ghoul. Generally speaking, the ghoul retains the memories, motivations and even skills and spells of its former life, with one terrible exception: The ghoul must eat flesh. The longer the ghoul goes without eating flesh, the stronger the compulsion becomes, until it overpowers reason (save vs. paralyzation every 24 hours to resist this effect), turning the ghoul into a mindless creature in servitude to the priest who created it.
Priests worshiping a good deity who begin to acquire a following of flesh-eating servants soon lose their status as a priest-at least as a priest of a good deity.
 

Beyond the Prism Pentad (2e)
2e
Dwarf Banshee, Undead Dwarf, Guardian: ?
Dregoth, 3rd Champion of Rajaat, Sorcerer-King, Undead Dragon King: Dregoth had no idea what was occurring above him, but he knew what he wanted- the worship of the masses, a new city-state that wasn't hidden or ruined, and revenge against the sorcerer-kings who had killed him and forced him into his undead state.
Monster Skeleton: The skeleton monsters, created from the dead bodies of humanoid creatures that died on the shores of the lake of lava, stand in plain sight in front of the cove.
Monster Skeleton, Servant, Guard: ?
 

Birthright: Book of Priestcraft (2e)
2e
Undead, Undead Creature: A favorite tactic of Kriesha's followers is to provide an enemy with the certain knowledge that his body will be animated after his death and used to serve the Vos. Rumors abound of certain very powerful high priestesses of Kriesha turning their enemies into greater undead enslaved to their wills; the high priestesses are thus able to torture their victims' spirits forever. None know whether such rumors are true or spun from legends, but the threat of such a fate is enough to prevent most people from crossing the church of Kriesha.
Animate Army battle spell.
Greater Undead: ?
Powerful Undead: ?
Zombie: Legion of Dead regent spell.
Skeleton: Legion of Dead regent spell.
Monster Zombie: Legion of Dead regent spell.
Giant Skeleton: Legion of Dead regent spell.
Wight: ?

Animate Army
(Animate Dead; Necromancy)
Spell Level: 3
Sphere: Necromantic
Range: One battlefield square
Components: v, S, M
Duration: Special
Casting Time: Two attack phases
Area of Effect: One unit
Saving Throw: None
This spell is similar to the animate army battle spell found in the Book of Magecraft. With this spell, a priest may revive a destroyed unit and send it back into action under his control. To cast the spell, the priest must stand in the same square or a square adjacent to the one in which the unit was destroyed. Once the unit is revived, he need not remain near it.
The revived unit arises with all weapons, armor, and equipment it had when the unit was destroyed (unless looting occurred in the meantime). The undead obey the caster without question, even if they were on the opposite side of the battle before their destruction. The unit has the same statistics as it had in life (the player uses the same War Card), with the following exceptions:
• The unit ignores all F and R results except those caused by magical attacks,
• The unit's defense rating gains a +l bonus.
• The unit's charge rating is reduced by 2; if reduced to 0 or lower. the Unit cannot charge.
• The unit is considered to have all three morale symbols (shield, pennant, and swords) as the Undead Legion War Card.
At the end of a battle, if the unit still survives, it immediately falls to the ground, its energy gone. The troops then decompose quickly, making it impossible to cast this spell on the same unit twice. If the unit is destroyed in battle, it cannot be raised again.
This spell is almost always considered evil in nature; only under extreme circumstances should PCs even consider this magic. DMs who believe that PC priests are abusing the spell are free to enforce penalties from the PC's deity. Such penalties may start with the deity prohibiting high level spells or allowing beneficial spells to cause only minimal effect; if the PC persists in casting the spell, the penalties may increase to prohibit more spells or spells of specific categories. For more detail on matters of "divine favor and disfavor,'' see the Player's Option Spells & Magic tome.
On occasion, use of this spell might be considered acceptable, such as raising elite troops to defend their homeland against an incursion from the Spiderfell or other Terrible threat.
The material components are bone chips and dried blood. The act of collecting these may even be considered an evil act for some characters.

Level 5 Regent Spell
Legion of Dead
Sphere: Necromantic
Regency: 4/company
Gold: 4 GB/company
Req'd Holding: 3
Duration: 1 month +1 week/level
This spell is similar to the wizard realm spell of the same name.
When an evil priest casts this spell (anyone other than an evil priest using it will be subjected to an alignment judgment), he summons units of zombies and skeletons to his banner of war. These creatures, powered by the evil energies of the caster's faith, will perform military actions at the priest's orders for the duration of the spell or until they are destroyed by normal means.
The priest may summon one undead unit (at a cost of 4 RP and 1 GB) at 5th level, and one for every level thereafter (an 8th-level priest may call forth four undead units at a total cost of 16 RP and 4 GB).
Unlike the wizard spell, the priest need not remain with his undead units to prevent their dissolution.
He may give simple standing orders, such as “Attack that province until all resistance is dead,” or "Occupy this province and kill anyone who resists.'' He can also appoint a leader for the undead ("Follow this man's orders.''). Extremely powerful priests often summon or create alliances with powerful undead and place them at the head of their armies.
For War Card battles, use the Undead Legion War Card. In standard game terms, each company is composed of about 200 zombies, monster zombies, skeletons, and giant skeletons.
These armies are immune to all spells that are normally nonfunctional on undead. They cannot benefit from any spells that offer healing powers. If the priest maintains these armies beyond the end of a domain turn, he need not pay maintenance costs, since undead do not eat and attack using any weapons at their disposal.
 

Remove ads

Top