Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*TTRPGs General
Undead Origins
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Voadam" data-source="post: 8445033" data-attributes="member: 2209"><p><a href="https://www.drivethrurpg.com/product/266871/City-of-Brass-Fifth-Edition?affiliate_id=17596" target="_blank">City of Brass (Fifth Edition)</a></p><p>5e</p><p><strong>Afya:</strong> The Grand Vizier creates afyas out of potent spellcasters to punish those who defy him. Only a humanoid, elemental, or monstrosity with the Spellcasting trait can be turned into an afya by the Grand Vizier.</p><p>Lord Timor challenges any who approach, though he yields if bested. Due to his condition, he can be defeated, but he cannot be killed as he simply dissolves into a formless pool of shadowstuff and reforms the following day. If forced to yield, he explains that the crypt contains the funerary shroud of Rah’po Dehj. The shroud can be drawn from the sarcophagus only if the shadow of a pure sole is left in its place.</p><p>The instructions spoken by the mouth in the Hall of Portals are both a pun and a bit of a misnomer applied by the wily lich to protect his shroud and ultimately his phylactery from clever enemies.</p><p>The shadow must be carved from the sole of the foot of a willing being with the scythe of Timor. Doing so is painful, dealing 7 (2d6) slashing damage and 1d6 points of temporary Dexterity damage that lasts until the wound either heals naturally or is healed with a heal spell, as no other magic is strong enough to rectify the wound. The removal must be done within a magic circle, lest a wicked soul from the Plane of Shadow arrives and possesses the shadowless victim as an afya.</p><p><strong>Afya Archmage:</strong> ?</p><p><strong>Afya Elemental Overlord:</strong> ?</p><p><strong>Johora, Afya Archmage:</strong> ?</p><p><strong>Humam, Afya Archmage:</strong> ?</p><p><strong>Sirajha, Afya Elemental Overlord:</strong> Sirajha (afya elemental overlord) was an azer sorceress who was renowned among her folk for her ability to bend and wield fire and light, and to shape metal alongside her husband the Diya al Din. When she was captured by the Grand Vizier, he placed an ancient curse on her, condemning her to the form of an afya.</p><p><strong>Afya, Mus'ad Camel Face:</strong> ?</p><p><strong>Risen Animated Corpse</strong> ?</p><p><strong>Bodak:</strong> A creature that is slain by the bodak’s Gaze rises as a bodak 24 hours later unless restored to life by magical means.</p><p>A creature that is slain by the bodak [priest]’s Gaze rises as a bodak 24 hours later unless restored to life by magical means.</p><p><strong>Bodak Priest:</strong> ?</p><p><strong>Deathwisp:</strong> ?</p><p><strong>Advanced Demilich:</strong> ?</p><p><strong>Ishapsip the Demilich, Advanced Demilich:</strong> ?</p><p><strong>Forsaken Mameluke, Demonic Knight:</strong> The Forsaken Mamelukes are six men of courage whom time has forgotten. Livesha brought them under her rule and entrusted them into the world of undeath. They are now demonic knights under her complete control. Three of the soldiers were human, one was elven, one was a half-giant, and her most prized of the six was an efreet she manipulated into her services under the power of death.</p><p><strong>Baatina The Ghost, Ghost:</strong> The curator of the Palace of Wonders is the ghost of an ancient sage named Baatina. She died hundreds of years ago when a powerful curse unleashed by one of the newly procured items for the palace that transformed her into a ghost, but she as yet seems unaware of her own demise.</p><p><strong>Ghost of a Master:</strong> ?</p><p><strong>Ghost of an Efreet:</strong> ?</p><p><strong>Ghostly Woman:</strong> ?</p><p><strong>Ghostly Scribe:</strong> ?</p><p><strong>Gorgon, Discontent Ghost:</strong> There are a few places in the souk where criminals are punished by being stoned to death. At one such stoning wall, a discontent ghost harasses passersby. The ghost, a barbarian warrior called Gorgon, seethes with hatred for the locals because of what they did to him; moreover, he was truly innocent of the crime of which they accused him. When the adventurers come within 10 feet of the wall, he materializes out of it, screams insanely, and promptly attacks them.</p><p><strong>Cinder Ghoul:</strong> Throughout the City of Kirtius are areas that are charred and burned to rubble. These neighborhoods were scorched by the faithful of the Cult of the Burning One, leaving naught but cinders behind. Piles of bodies lie among the burned area where whole families were slaughtered in the name of the Veiled God.</p><p>There is a 25% chance that 1d4 corpses encountered rise as cinder ghouls.</p><p>The Cult of the Burning One torched several estates when they overwhelmed the city. A portion of the wall separating the noble district from Silk Street collapsed when basalt columns rolled downhill and smashed through the brick and stucco wall.</p><p>Like the burned areas in the city proper, there is a 25% chance that the deceased homeowners or their servants rise from the ashes as 1d4 cinder ghouls.</p><p><strong>Dust Ghoul:</strong> Risen, animated corpses of creatures that have died on the Expanse.</p><p>Creatures who succumb to the environment within 6 miles of an ancient dust dragon’s lair often rise as dust ghouls under the dust dragon’s command.</p><p>Creatures who succumb to the environment within 6 miles of the dust dragon Ilgomaxag’s lair often rise as dust ghouls under the dust dragon’s command.</p><p><strong>Iron Ghoul:</strong> A character that dies by sacrificing all Constitution points for the rituals contained in the Cultes de Ghuls book rises in 1 hour as an iron ghoul.</p><p>Cultes de Ghuls Tome of High Knowledge.</p><p><strong>Ghoulish Merfolk:</strong> ?</p><p><strong>Sand Ghoul:</strong> This group of sand ghouls are the risen remains of bandits who preyed upon the desert nomads and continue this tradition even in undeath.</p><p><strong>Ghul:</strong> A genie slain by a ghul noble's bite attack rises 24 hours later as a ghul under the ghul noble’s control, unless the genie is restored to life or its body is destroyed.</p><p><strong>Ghul Efreet:</strong> The creature here is a ghul efreeti, the ghost of an efreet, left here as a test to the faithful.</p><p>To the west of the courtyard is the actual residence of Husam al Din. The entry chamber to his quarters is guarded by a pair of efreeti soldiers who are sworn to guard the blind priest to the death and beyond. The efreeti soldiers attack any non-burning dervish priest or other efreeti on sight who does not have a special pass to visit the venerable blind priest. Once slain, these efreeti immediately rise as ghul efreeti and fight again until slain a second time.</p><p><strong>Ghul Noble:</strong> ?</p><p><strong>Azam al Ghul, Ghul Noble:</strong> ?</p><p><strong>Lavawight:</strong> If a humanoid creature is slain by the shape of fire, it rises as a lavawight at the end of the shape of fire’s next turn.</p><p><strong>Ankev the Arch-Lich:</strong> ?</p><p><strong>Livesha, Lich High Priestess of Orcus:</strong> ?</p><p><strong>Rah'po Dej, Jhedophar the Arch Lich, Lich:</strong> ?</p><p><strong>Sim Ral Marla, Lich:</strong> ?</p><p><strong>Lich Lord:</strong> ?</p><p><strong>Saaid al Djinn, Salt Lich:</strong> ?</p><p><strong>Gorlick the Unclean, Dwarven Lich:</strong> ?</p><p><strong>Mohrg:</strong> ?</p><p><strong>Greater Mummy:</strong> ?</p><p><strong>Retep Inkusad, Viceroy of Set, Greater Mummy:</strong> Retep was once known as the Sorcerer of the Sands in his native land of No’Tnar where late in life he built a great kingdom situated near the oasis of Teg’pu. In these ancient times, the Old Gods walked the material planes gathering faithful worshippers to them. So it was that Retep and his wife were taken into the worship of Set, who blessed his new priest and priestess with long lives. Theirs became a civilization of pain and sadism unseen in the ancient times. Retep, following the lessons of his master, soon betrayed his wife by taking as concubine several of the temple maidens and instructed them in the ways of a bride of Set.</p><p>Outraged at his infidelities, Retep’s wife laid a death curse upon her husband and took her own life. Her curse, called forth with such power and conviction, slew Retep instantly. He was found dead by his followers the next morning and was quickly embalmed. On the sixth night after his embalming and entombment, he arose and revealed himself to his followers. The folk of his land stared with shock and horror as their risen lord once again ascended the black throne of the priest-kings.</p><p><strong>Imthep the Ancient, Mummy Lord:</strong> ?</p><p><strong>Mummy Djinn:</strong> ?</p><p><strong>Nightwalker:</strong> ?</p><p><strong>Nal'vun Akhan, Nightwalker:</strong> Nal’vun Akhan (nightwalker), a once-powerful warrior priest and devout follower of a long-forgotten Sultan, now resides here. After his master was slain, Orcus summoned him and changed him into a nightwalker.</p><p><strong>Red Jester:</strong> The eighth mask is a cursed clown mask that turns the wearer into a red jester unless a successful DC 20 Wisdom saving throw is made.</p><p><strong>Runeskull:</strong> ?</p><p><strong>Shadow Beast:</strong> ?</p><p><strong>Shadow Captain:</strong> ?</p><p><strong>Lord Timor, The Shadow of Death, Shadow Captain:</strong> ?</p><p><strong>Shape of Fire:</strong> ?</p><p><strong>Zebediah, Skeleton:</strong> ?</p><p><strong>Animated Skeleton:</strong> ?</p><p><strong>Azer Skeleton:</strong> ?</p><p><strong>Black Skeleton:</strong> ?</p><p><strong>Charred Skeleton:</strong> ?</p><p><strong>Efreeti Skeleton:</strong> ?</p><p><strong>Fire Giant Skeleton:</strong> ?</p><p><strong>Janni Skeleton, Undead Janni Skeleton:</strong> These undead soldiers are the restless souls of the army Dahish and the unnamed king originally led against Sulymon.</p><p><strong>Skeleton Warrior, Normal Skeleton Warrior:</strong> In the process of transforming into a skeleton warrior, the dying warrior’s soul is trapped in a golden circlet.</p><p>These barracks once housed the Sultana’s personal army of guards drawn from the most powerful of mortal slaves. Now their collapsed roofs are all that remains of their once ostentatious housing and parade grounds. The area surrounding the barracks is crawling with skeleton warriors of the once brave fighters who attack any living beings that enter their turf. Unlike normal skeleton warriors, these beings are not possessed of a collar or circlet (and therefore do not have the normal skeleton warrior’s find target ability) but were formed by the curse laid on the grounds by Saaid Al Djinn to continue their defense of the Sultana’s holdings even unto death.</p><p><strong>Lord Tork, Skeletal Warrior:</strong> ?</p><p><strong>Advanced Specter:</strong> Cells A and C have treasure from an unlucky band of thieves who made it this far into the KhizAnah before starving to death in the cells. The advanced specters of the dead thieves remain in the cells where they were trapped, haunting the area of their demise.</p><p><strong>Ash Specter:</strong> Creatures killed in the Sulfur Mountains by ash or volcanic activity.</p><p><strong>Tlaunehc Tnec The Wyrm of Bones:</strong> Tlaunehc Tnek the Wyrm of Bones artifact.</p><p><strong>Undead Camel:</strong> ?</p><p><strong>Undead Chemist:</strong> ?</p><p><strong>Undead Hyenadon:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Undead Djinn:</strong> ?</p><p><strong>Mindless Undead:</strong> ?</p><p><strong>Undead Minion:</strong> Curse of Set.</p><p><strong>Undead Plant:</strong> ?</p><p><strong>Undead Protector:</strong> Those not able to display an unholy symbol of Set or black ankh are captured for sacrifice, their blood anointed upon true worshippers, and their bodies transformed into undead protectors of the pyramid.</p><p><strong>Undead Servant:</strong> ?</p><p><strong>Undead Soldier:</strong> ?</p><p><strong>Undead Steed:</strong> ?</p><p><strong>Vile God-King Y'Cart Chi'Namk the Eternal:</strong> ?</p><p><strong>Nikolai, Lecherous Vicious Vampire:</strong> ?</p><p><strong>Exeis, Vampire Spawn:</strong> ?</p><p><strong>Vampiric Bandit:</strong> ?</p><p><strong>Vampire Rogue:</strong> ?</p><p><strong>Vampiric Treant:</strong> ?</p><p><strong>Valter, Mask Wight, Undead Chemist:</strong> ?</p><p><strong>Oblivion Wraith:</strong> ?</p><p><strong>Spellgorged Zombie:</strong> Characters who have played through the Tower of Jhedophar or who have previously encountered spellgorged zombies may be familiar with their creator or origin story.</p><p>Currently, the sawdust stuffed remains of four humanoid bodies lie on tables, fully utilized in the process of receiving their magical tattoos to become spellgorged zombies.</p><p></p><p><strong>Undead:</strong> No one knows when or how the sea dried up. Today, this landscape is as harsh and as inhospitable as it is dry, populated only by roving bands of undead (those who drowned in the Fathom) and by priests from the Seekers of the Ebony Moon.</p><p>Hecate’s Fathom lay safely buried under the sand until recently, when a massive sandstorm uncovered a small part of it. The skeletal remains of hundreds of ships jut from the sand, and the undead of everyone who drowned in that part of the Fathom haunt it.</p><p>Tome of the Undead Tome of High Knowledge.</p><p><strong>Death Knight:</strong> The statue of the Lightbringer fills those who see it with disturbing feelings of temptation.</p><p>A cleric or paladin receives a vision where they wield great power as they slay devils, demons, efreet, and angelic beings in a massive conquest. They soon are a bishop or greater in a church whose laws and tenets award the strong, the motivated, and the aggressive with more power and prestige, including great basilicas and theocracies to rule over. Again, the only request asked is the immortal soul of the signee on a contract written on the flesh of a saint.</p><p>Any clerics or paladins who sign this document sign their soul over to Old Scratch. They lose any powers and abilities attributed to their previous deity and become a cleric or paladin of the Lightbringer with all the benefits and penalties thereof. A pair of bearded devils is bequeathed as immediate bodyguards to the signee. Upon their death, their soul is awarded status as a devil or death knight of Infernus, skipping the lowly ranks of lemures altogether.</p><p><strong>Ghost:</strong> Their main meeting spot is a burned-out part of the bazaar where an elemental mage once had a nasty run-in with the Sahoduin peacekeepers. It is widely believed his and the dead peacekeepers’ ghosts haunt the area, and no one wants to anger them by erecting new tents in it. This story isn’t true.</p><p><strong>Ghoul, Standard Ghoul:</strong> If a creature dies of an undead hyenadon's ghoul fever disease, it rises as a ghoul at the next midnight.</p><p>Exeis, a vampire spawn and one of the Red Scorpion League, was recently captured by the trio and placed in this vat to drain away whatever essence they can capture for their drug and poison production. So far, they have not come upon a necromantic unguent that does not produce ghouls or wights.</p><p>Cultes de Ghuls Tome of High Knowledge.</p><p><strong>Ghast:</strong> ?</p><p><strong>Lich:</strong> The true sarcophagus of Ankev the Arch-Lich is said to be powerful enough to transform any divine or arcane spellcaster into a lich should they know the ritual.</p><p>The statue of the Lightbringer fills those who see it with disturbing feelings of temptation.</p><p>An archangel with jet-black wings reveals visions of power coursing through the veins of a wielder of arcane magic. Magic infuses their very flesh and bones as secret after secret of the arcane cosmos is exposed to their massive intellect. All these powers and more are offered should the infernal contract merely be inked in the signee’s blood. Magic-users who sign this waiver instantly gain one full level of power as well as one full point of Intelligence and Charisma. Unbeknownst to them — at least initially — they are also transformed into a lich. Their phylactery and soul become property of the Prince of Darkness. No immediate outward appearance of their un-death is revealed at first, but their body begins to slowly decay. Their nose and ears fall off within a month or so, even as their flesh tautens and their blood slowly coagulates until their heart itself ceases to beat. The lich is forevermore in the service of the Lightbringer, forced to tempt others into sacrificing their own spirit and freedom in exchange for eternal servitude.</p><p>Tome of the Undead Tome of High Knowledge.</p><p><strong>Mummy:</strong> Tome of the Undead Tome of High Knowledge.</p><p><strong>Mummy Lord:</strong> Y'Cart Chi'Namk's Hunefer Rot disease.</p><p><strong>Shadow:</strong> A dream reveals apocalyptic events taking place across the characters’ world. In the vision, souls are unable to reach the afterlife and are returning as shadows and wraiths, with whole villages being attacked by their newly buried dead.</p><p><strong>Skeleton:</strong> Tome of the Undead Tome of High Knowledge.</p><p><strong>Specter:</strong> Any living creature killed in the Maze of Mindlessness rises as a specter in 1d4 rounds with a number of Hit Dice equal to its character level (but retains none of the abilities it had in life). If the body is removed from the maze before this time, it does not rise as a specter.</p><p>Azam al Ghul, a maddened ghul noble, commands the specters that rise from those who die in the Maze of Mindlessness.</p><p>Advanced Specter's Create Specter power.</p><p>Oblivion Wraith's Create Specter power.</p><p><strong>Vampire:</strong> The statue of the Lightbringer fills those who see it with disturbing feelings of temptation.</p><p>The archangel to the left of the character shows chests of gold, diamonds, emeralds, and rubies flanking a fine hardwood desk behind which stand two shadowy figures. The character sits at the desk as a line of patrons awaits their chance to meet the new Godfather. Each in turn kisses his hand and lays a tribute upon the loot pile accumulating in the room. Wealth, power, and loyalty are all offered in exchange for favors that the character can proffer at the wave of his fingers or the nod of his chin. At a word, whole neighborhoods are taken over and city governments collapse. At a glance, foes die with a knife buried in their backs. A contract is offered by the dark-winged angel, and the character takes on the leadership of a highly renowned thieves’ guild. The thirst for gold suddenly subsides as a thirst for blood takes its place. The new syndicate lord is quickly outed as a vampire, a member of the undead.</p><p><strong>Vampire Spawn:</strong> ?</p><p><strong>Wight:</strong> Exeis, a vampire spawn and one of the Red Scorpion League, was recently captured by the trio and placed in this vat to drain away whatever essence they can capture for their drug and poison production. So far, they have not come upon a necromantic unguent that does not produce ghouls or wights.</p><p><strong>Wraith:</strong> A dream reveals apocalyptic events taking place across the characters’ world. In the vision, souls are unable to reach the afterlife and are returning as shadows and wraiths, with whole villages being attacked by their newly buried dead.</p><p>The band, known as Angelo’s Cursed 13 Orchestra, is made up of 13 wraiths who sold their soul to Old Scratch for success in life. They play the violin, viola, cello, bass, trumpet, tuba, clarinet, flute, horn, xylophone, harp, drums, and piano.</p><p><strong>Zombie:</strong> Any humanoid creature slain by the mohrg rises as a zombie at the beginning of the mohrg’s next turn.</p><p>Some who fail their indoctrination into the Cult of the Burning One are held in the dungeons until they can be transported. Important persons, children, and those with pure souls are taken to be transformed into living brass upon the Soul Forge in the City of Brass. Others are worked to death and then transformed into zombies that are used for training clerics to turn undead and for arcane target practice.</p><p>The soul of a creature slain by bin Jabaar is devoured by the demon and the physical body is spit out the other side of the book. The body rises as a zombie under the control of Jabb bin Jabaar in 1d4 rounds.</p><p> Mask of Ankev magic item.</p><p>Tome of the Undead Tome of High Knowledge.</p><p>Hellwasp Swarm's Inhabit power.</p><p></p><p>Mask of Ankev</p><p>Wondrous item, artifact (requires attunement by an evil creature)</p><p>This unholy item is purportedly the only likeness of the arch lich Ankev as he appeared in life. Made of solid gold and encrusted with precious gemstones, the mask portrays a handsome face twisted with maniacal cruelty. The mask is purported to have numerous magical powers for anyone with the strength to wear it. It is believed that any creature possessing the crooked rod of Ankev, the sarcophagus of Ankev, and the mask may be instantly transformed into a lich upon the completion of a long-forgotten ritual.</p><p>When donned, the mask immediately affixes itself to your face and may be removed only upon your death, or by means of a wish spell cast by another. When worn, the mask is completely weightless.</p><p>While wearing the mask you have the following bonuses:</p><p>Immunity to gaze attacks</p><p>Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects (spells or spell-like abilities that cause death rather than damage), mind-affecting effects (charms, patterns, compulsions, phantasms, and fear effects)</p><p>+4 to your Intelligence score</p><p>+6 bonus to AC</p><p>Undead are drawn to the wearer of the mask. Undead detect the wearer of the mask of Ankev even if the wearer is otherwise invisible to them.</p><p>Once per day, you may reveal a symbol of death that affects allies and enemies alike. Any beings slain by the symbol rise as zombies in 1d4 minutes. These undead beings are not necessarily under your command and are 50% likely to attack you unless halted by means of turn undead.</p><p>Good-aligned creatures touching the mask take 27 (6d8) necrotic damage each round. Neutral-aligned creatures take 13 (3d8) necrotic damage each round.</p><p></p><p>Tlaunehc Tnek the Wyrm of Bones</p><p>Wondrous item, artifact</p><p>Said to be the bones of the most powerful dragon that ever lived, they are also believed (by some) to be the bones of the first dragon in existence. These skeletal remains of Tlaunehc Tnek stand menacingly on its platform. The dragon is at least Colossal sized and is missing a single bone from its structure. It is believed that the dragon will animate and follow the commands of the one who made it whole if the missing part is ever reunited with the skeleton.</p><p></p><p>Tome of the Undead (Magden the Black): Common; Constitution DC 16 (1/1d4 Con); Religion +2; contains animate dead, create undead, hallow, magic jar, banishment; 4 pounds.</p><p>A recent addition to the library here, this book is an extensive treatise on creating and animating skeletons and zombies, transforming corpses into undead, creating mummies, and trapping freshly slain souls before they reach their afterlife destination. Formulae on becoming a lich are also contained within the pages. (The exact formula is left up to you to suit your campaign).</p><p>This tome is written on blackened flesh bound by the bones of slain humanoids. The cover is formed from the burned flesh of a vampire.</p><p></p><p>Cultes de Ghuls (Klarkazton Wormious): Ancient Common (DC 18 Intelligence to decipher); Constitution DC 16 (1/1d4 Con); Religion +2; contains ghoul touch; strong necromancy; CL 20th; 5 pounds.</p><p>This tome is a treatise on ghouls as written by the insane necromancer Klarkazton Wormious. The first part of this volume contains general information on ghouls, their habits, techniques used to combat them, and so on. The second portion of the book contains ghoul-related magic and rituals that grant the reader ghoulish benefits.</p><p>Each ritual requires a sacrifice when first performed. Note that Constitution points sacrificed for a ritual do not heal naturally and cannot be healed magically short of a wish. The book contains the following rituals.</p><p>Command the Dead: The reader gains the ability to command up to 5 ghouls within sight with a DC of 8 + Charisma modifier + proficiency bonus. This ability can be used a number of times per day equal to 3 + the character’s Charisma modifier. Sacrifice: 2 points of Constitution.</p><p>Eater of Flesh: From this point forward, by consuming the flesh of a living creature, the character heals as if affected by a cure wounds spell. It takes 1 minute to cut away and consume enough flesh to gain the healing benefit. A character can heal a maximum number of hit points per day equal to the character’s level x Charisma modifier. Sacrifice: 2 points of Constitution.</p><p>Bite of the Ghoul: The character gains a bite attack that deals 1d4 + Strength or Dexterity modifier and delivers ghoul fever. A person bit by this attack must succeed on a DC 14 Constution saving throw or succumb to the disease. The bite attack is gained as a bonus action. Sacrifice: 2 points of Constitution. The character also gains +1 to Charisma from this ritual.</p><p>Empower the Grave: When casting create undead, the character can create a number of ghouls equal to 1 + Charisma modifier. Further, ghouls created by the spellcaster have maximum hit points for their Hit Dice and have advantage on saving throws to resist being turned while the caster is in sight. Sacrifice: 4 points of Constitution. The character also gains +1 to Charisma from this ritual.</p><p>Death to Undeath: A caster that slays an opponent using necromantic magic can use one spell slot of 6th level or higher to immediately raise that opponent as a ghoul under the caster’s command. The risen ghoul is a standard ghoul but has maximum hit points for its HD, +4 Strength, and advantage on saving throws to resist being turned while the caster is in sight. It retains none of the abilities the opponent had in life. The ghoul remains under the character’s command until slain or the caster dies. Sacrifice: 4 points of Constitution. The character also gains +1 to Charisma score from this ritual.</p><p>A character that dies by sacrificing all Constitution points for the rituals contained in this book rises in 1 hour as an iron ghoul.</p><p>This is the only known copy of this book.</p><p></p><p>Y'Cart Chi'Namk's Hunefer Rot</p><p>While infected, the creature’s Constitution score is reduced by 1d6 at the start of each of its turns until the disease is cured. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its Constitution to 0. An afflicted creature that dies shrivels away into sand in 3 rounds. On the third round the dust swirls and forms a mummy lord with the dead creature’s equipment under Y’Cart Chi’Namk’s command.</p><p></p><p>Create Specter. The advanced specter targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target’s spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the advanced specter’s control. The advanced specter can have no more than seven specters under its control at one time.</p><p></p><p>Create Specter. The oblivion wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target’s spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the oblivion wraith’s control. The oblivion wraith can have no more than ten specters under its control at one time.</p><p></p><p>Curse of Set</p><p>Any being failing a DC 20 Constitution saving throw is cursed to be painfully transformed into an undead minion of Set upon their death. The type and sort of minion is left to you. Removing this curse requires divine intervention and likely a quest in the name of a deity or power opposed to Set’s doctrines.</p><p>Those affected by the curse of Set are known to the god’s worshippers. Worshippers of Set instantly recognize the curse scrawled upon the victim’s face and know that Set has chosen this being as one of his own. To fulfill the wishes of their deity, these worshippers have been known to manipulate individuals bearing the curse of Set upon their face. They seek to place such beings into positions of power and prestige in their native lands so that when they die, they arise again as a faithful minion and servant of the Slithering Orders. Alternately, followers of Set may kill an afflicted individual on sight, and then command them as undead minions for their own use. These damning hieroglyphics are invisible to anyone else viewing the afflicted person, including the cursed individual, except through the use of detect magic accompanied by a successful DC 20 Intelligence (Arcana) check, true seeing accompanied by a successful DC 20 Wisdom (Perception) check, or greater magic (such as wish).</p><p></p><p>Inhabit. The swarm enters the body of a dead or incapacitated creature of size Small, Medium, or Large. If the creature was dead, it becomes a zombie of the appropriate variety with full hit points under the control of the swarm. If the creature is alive, it must succeed on a DC 16 Constitution saving throw or the swarm takes complete control of its body. The swarm may cause the creature to take any of its normal actions, except spellcasting. Damage done to an inhabited creature is split evenly between the creature and the swarm. When a creature begins its turn inhabited by the swarm, it takes 7 (2d6) necrotic damage. An inhabited creature may repeat its saving throw at the end of each of its turns, expelling the swarm from its body and ending the swarm’s control over it on a success. A living inhabited creature which dies from the swarm’s necrotic damage becomes a zombie of the appropriate variety with full hit points under the control of the swarm. Casting greater restoration or heal on a living inhabited creature expels the swarm.</p></blockquote><p></p>
[QUOTE="Voadam, post: 8445033, member: 2209"] [URL='https://www.drivethrurpg.com/product/266871/City-of-Brass-Fifth-Edition?affiliate_id=17596']City of Brass (Fifth Edition)[/URL] 5e [B]Afya:[/B] The Grand Vizier creates afyas out of potent spellcasters to punish those who defy him. Only a humanoid, elemental, or monstrosity with the Spellcasting trait can be turned into an afya by the Grand Vizier. Lord Timor challenges any who approach, though he yields if bested. Due to his condition, he can be defeated, but he cannot be killed as he simply dissolves into a formless pool of shadowstuff and reforms the following day. If forced to yield, he explains that the crypt contains the funerary shroud of Rah’po Dehj. The shroud can be drawn from the sarcophagus only if the shadow of a pure sole is left in its place. The instructions spoken by the mouth in the Hall of Portals are both a pun and a bit of a misnomer applied by the wily lich to protect his shroud and ultimately his phylactery from clever enemies. The shadow must be carved from the sole of the foot of a willing being with the scythe of Timor. Doing so is painful, dealing 7 (2d6) slashing damage and 1d6 points of temporary Dexterity damage that lasts until the wound either heals naturally or is healed with a heal spell, as no other magic is strong enough to rectify the wound. The removal must be done within a magic circle, lest a wicked soul from the Plane of Shadow arrives and possesses the shadowless victim as an afya. [B]Afya Archmage:[/B] ? [B]Afya Elemental Overlord:[/B] ? [B]Johora, Afya Archmage:[/B] ? [B]Humam, Afya Archmage:[/B] ? [B]Sirajha, Afya Elemental Overlord:[/B] Sirajha (afya elemental overlord) was an azer sorceress who was renowned among her folk for her ability to bend and wield fire and light, and to shape metal alongside her husband the Diya al Din. When she was captured by the Grand Vizier, he placed an ancient curse on her, condemning her to the form of an afya. [B]Afya, Mus'ad Camel Face:[/B] ? [B]Risen Animated Corpse[/B] ? [B]Bodak:[/B] A creature that is slain by the bodak’s Gaze rises as a bodak 24 hours later unless restored to life by magical means. A creature that is slain by the bodak [priest]’s Gaze rises as a bodak 24 hours later unless restored to life by magical means. [B]Bodak Priest:[/B] ? [B]Deathwisp:[/B] ? [B]Advanced Demilich:[/B] ? [B]Ishapsip the Demilich, Advanced Demilich:[/B] ? [B]Forsaken Mameluke, Demonic Knight:[/B] The Forsaken Mamelukes are six men of courage whom time has forgotten. Livesha brought them under her rule and entrusted them into the world of undeath. They are now demonic knights under her complete control. Three of the soldiers were human, one was elven, one was a half-giant, and her most prized of the six was an efreet she manipulated into her services under the power of death. [B]Baatina The Ghost, Ghost:[/B] The curator of the Palace of Wonders is the ghost of an ancient sage named Baatina. She died hundreds of years ago when a powerful curse unleashed by one of the newly procured items for the palace that transformed her into a ghost, but she as yet seems unaware of her own demise. [B]Ghost of a Master:[/B] ? [B]Ghost of an Efreet:[/B] ? [B]Ghostly Woman:[/B] ? [B]Ghostly Scribe:[/B] ? [B]Gorgon, Discontent Ghost:[/B] There are a few places in the souk where criminals are punished by being stoned to death. At one such stoning wall, a discontent ghost harasses passersby. The ghost, a barbarian warrior called Gorgon, seethes with hatred for the locals because of what they did to him; moreover, he was truly innocent of the crime of which they accused him. When the adventurers come within 10 feet of the wall, he materializes out of it, screams insanely, and promptly attacks them. [B]Cinder Ghoul:[/B] Throughout the City of Kirtius are areas that are charred and burned to rubble. These neighborhoods were scorched by the faithful of the Cult of the Burning One, leaving naught but cinders behind. Piles of bodies lie among the burned area where whole families were slaughtered in the name of the Veiled God. There is a 25% chance that 1d4 corpses encountered rise as cinder ghouls. The Cult of the Burning One torched several estates when they overwhelmed the city. A portion of the wall separating the noble district from Silk Street collapsed when basalt columns rolled downhill and smashed through the brick and stucco wall. Like the burned areas in the city proper, there is a 25% chance that the deceased homeowners or their servants rise from the ashes as 1d4 cinder ghouls. [B]Dust Ghoul:[/B] Risen, animated corpses of creatures that have died on the Expanse. Creatures who succumb to the environment within 6 miles of an ancient dust dragon’s lair often rise as dust ghouls under the dust dragon’s command. Creatures who succumb to the environment within 6 miles of the dust dragon Ilgomaxag’s lair often rise as dust ghouls under the dust dragon’s command. [B]Iron Ghoul:[/B] A character that dies by sacrificing all Constitution points for the rituals contained in the Cultes de Ghuls book rises in 1 hour as an iron ghoul. Cultes de Ghuls Tome of High Knowledge. [B]Ghoulish Merfolk:[/B] ? [B]Sand Ghoul:[/B] This group of sand ghouls are the risen remains of bandits who preyed upon the desert nomads and continue this tradition even in undeath. [B]Ghul:[/B] A genie slain by a ghul noble's bite attack rises 24 hours later as a ghul under the ghul noble’s control, unless the genie is restored to life or its body is destroyed. [B]Ghul Efreet:[/B] The creature here is a ghul efreeti, the ghost of an efreet, left here as a test to the faithful. To the west of the courtyard is the actual residence of Husam al Din. The entry chamber to his quarters is guarded by a pair of efreeti soldiers who are sworn to guard the blind priest to the death and beyond. The efreeti soldiers attack any non-burning dervish priest or other efreeti on sight who does not have a special pass to visit the venerable blind priest. Once slain, these efreeti immediately rise as ghul efreeti and fight again until slain a second time. [B]Ghul Noble:[/B] ? [B]Azam al Ghul, Ghul Noble:[/B] ? [B]Lavawight:[/B] If a humanoid creature is slain by the shape of fire, it rises as a lavawight at the end of the shape of fire’s next turn. [B]Ankev the Arch-Lich:[/B] ? [B]Livesha, Lich High Priestess of Orcus:[/B] ? [B]Rah'po Dej, Jhedophar the Arch Lich, Lich:[/B] ? [B]Sim Ral Marla, Lich:[/B] ? [B]Lich Lord:[/B] ? [B]Saaid al Djinn, Salt Lich:[/B] ? [B]Gorlick the Unclean, Dwarven Lich:[/B] ? [B]Mohrg:[/B] ? [B]Greater Mummy:[/B] ? [B]Retep Inkusad, Viceroy of Set, Greater Mummy:[/B] Retep was once known as the Sorcerer of the Sands in his native land of No’Tnar where late in life he built a great kingdom situated near the oasis of Teg’pu. In these ancient times, the Old Gods walked the material planes gathering faithful worshippers to them. So it was that Retep and his wife were taken into the worship of Set, who blessed his new priest and priestess with long lives. Theirs became a civilization of pain and sadism unseen in the ancient times. Retep, following the lessons of his master, soon betrayed his wife by taking as concubine several of the temple maidens and instructed them in the ways of a bride of Set. Outraged at his infidelities, Retep’s wife laid a death curse upon her husband and took her own life. Her curse, called forth with such power and conviction, slew Retep instantly. He was found dead by his followers the next morning and was quickly embalmed. On the sixth night after his embalming and entombment, he arose and revealed himself to his followers. The folk of his land stared with shock and horror as their risen lord once again ascended the black throne of the priest-kings. [B]Imthep the Ancient, Mummy Lord:[/B] ? [B]Mummy Djinn:[/B] ? [B]Nightwalker:[/B] ? [B]Nal'vun Akhan, Nightwalker:[/B] Nal’vun Akhan (nightwalker), a once-powerful warrior priest and devout follower of a long-forgotten Sultan, now resides here. After his master was slain, Orcus summoned him and changed him into a nightwalker. [B]Red Jester:[/B] The eighth mask is a cursed clown mask that turns the wearer into a red jester unless a successful DC 20 Wisdom saving throw is made. [B]Runeskull:[/B] ? [B]Shadow Beast:[/B] ? [B]Shadow Captain:[/B] ? [B]Lord Timor, The Shadow of Death, Shadow Captain:[/B] ? [B]Shape of Fire:[/B] ? [B]Zebediah, Skeleton:[/B] ? [B]Animated Skeleton:[/B] ? [B]Azer Skeleton:[/B] ? [B]Black Skeleton:[/B] ? [B]Charred Skeleton:[/B] ? [B]Efreeti Skeleton:[/B] ? [B]Fire Giant Skeleton:[/B] ? [B]Janni Skeleton, Undead Janni Skeleton:[/B] These undead soldiers are the restless souls of the army Dahish and the unnamed king originally led against Sulymon. [B]Skeleton Warrior, Normal Skeleton Warrior:[/B] In the process of transforming into a skeleton warrior, the dying warrior’s soul is trapped in a golden circlet. These barracks once housed the Sultana’s personal army of guards drawn from the most powerful of mortal slaves. Now their collapsed roofs are all that remains of their once ostentatious housing and parade grounds. The area surrounding the barracks is crawling with skeleton warriors of the once brave fighters who attack any living beings that enter their turf. Unlike normal skeleton warriors, these beings are not possessed of a collar or circlet (and therefore do not have the normal skeleton warrior’s find target ability) but were formed by the curse laid on the grounds by Saaid Al Djinn to continue their defense of the Sultana’s holdings even unto death. [B]Lord Tork, Skeletal Warrior:[/B] ? [B]Advanced Specter:[/B] Cells A and C have treasure from an unlucky band of thieves who made it this far into the KhizAnah before starving to death in the cells. The advanced specters of the dead thieves remain in the cells where they were trapped, haunting the area of their demise. [B]Ash Specter:[/B] Creatures killed in the Sulfur Mountains by ash or volcanic activity. [B]Tlaunehc Tnec The Wyrm of Bones:[/B] Tlaunehc Tnek the Wyrm of Bones artifact. [B]Undead Camel:[/B] ? [B]Undead Chemist:[/B] ? [B]Undead Hyenadon:[/B] ? [B]Incorporeal Undead:[/B] ? [B]Undead Djinn:[/B] ? [B]Mindless Undead:[/B] ? [B]Undead Minion:[/B] Curse of Set. [B]Undead Plant:[/B] ? [B]Undead Protector:[/B] Those not able to display an unholy symbol of Set or black ankh are captured for sacrifice, their blood anointed upon true worshippers, and their bodies transformed into undead protectors of the pyramid. [B]Undead Servant:[/B] ? [B]Undead Soldier:[/B] ? [B]Undead Steed:[/B] ? [B]Vile God-King Y'Cart Chi'Namk the Eternal:[/B] ? [B]Nikolai, Lecherous Vicious Vampire:[/B] ? [B]Exeis, Vampire Spawn:[/B] ? [B]Vampiric Bandit:[/B] ? [B]Vampire Rogue:[/B] ? [B]Vampiric Treant:[/B] ? [B]Valter, Mask Wight, Undead Chemist:[/B] ? [B]Oblivion Wraith:[/B] ? [B]Spellgorged Zombie:[/B] Characters who have played through the Tower of Jhedophar or who have previously encountered spellgorged zombies may be familiar with their creator or origin story. Currently, the sawdust stuffed remains of four humanoid bodies lie on tables, fully utilized in the process of receiving their magical tattoos to become spellgorged zombies. [B]Undead:[/B] No one knows when or how the sea dried up. Today, this landscape is as harsh and as inhospitable as it is dry, populated only by roving bands of undead (those who drowned in the Fathom) and by priests from the Seekers of the Ebony Moon. Hecate’s Fathom lay safely buried under the sand until recently, when a massive sandstorm uncovered a small part of it. The skeletal remains of hundreds of ships jut from the sand, and the undead of everyone who drowned in that part of the Fathom haunt it. Tome of the Undead Tome of High Knowledge. [B]Death Knight:[/B] The statue of the Lightbringer fills those who see it with disturbing feelings of temptation. A cleric or paladin receives a vision where they wield great power as they slay devils, demons, efreet, and angelic beings in a massive conquest. They soon are a bishop or greater in a church whose laws and tenets award the strong, the motivated, and the aggressive with more power and prestige, including great basilicas and theocracies to rule over. Again, the only request asked is the immortal soul of the signee on a contract written on the flesh of a saint. Any clerics or paladins who sign this document sign their soul over to Old Scratch. They lose any powers and abilities attributed to their previous deity and become a cleric or paladin of the Lightbringer with all the benefits and penalties thereof. A pair of bearded devils is bequeathed as immediate bodyguards to the signee. Upon their death, their soul is awarded status as a devil or death knight of Infernus, skipping the lowly ranks of lemures altogether. [B]Ghost:[/B] Their main meeting spot is a burned-out part of the bazaar where an elemental mage once had a nasty run-in with the Sahoduin peacekeepers. It is widely believed his and the dead peacekeepers’ ghosts haunt the area, and no one wants to anger them by erecting new tents in it. This story isn’t true. [B]Ghoul, Standard Ghoul:[/B] If a creature dies of an undead hyenadon's ghoul fever disease, it rises as a ghoul at the next midnight. Exeis, a vampire spawn and one of the Red Scorpion League, was recently captured by the trio and placed in this vat to drain away whatever essence they can capture for their drug and poison production. So far, they have not come upon a necromantic unguent that does not produce ghouls or wights. Cultes de Ghuls Tome of High Knowledge. [B]Ghast:[/B] ? [B]Lich:[/B] The true sarcophagus of Ankev the Arch-Lich is said to be powerful enough to transform any divine or arcane spellcaster into a lich should they know the ritual. The statue of the Lightbringer fills those who see it with disturbing feelings of temptation. An archangel with jet-black wings reveals visions of power coursing through the veins of a wielder of arcane magic. Magic infuses their very flesh and bones as secret after secret of the arcane cosmos is exposed to their massive intellect. All these powers and more are offered should the infernal contract merely be inked in the signee’s blood. Magic-users who sign this waiver instantly gain one full level of power as well as one full point of Intelligence and Charisma. Unbeknownst to them — at least initially — they are also transformed into a lich. Their phylactery and soul become property of the Prince of Darkness. No immediate outward appearance of their un-death is revealed at first, but their body begins to slowly decay. Their nose and ears fall off within a month or so, even as their flesh tautens and their blood slowly coagulates until their heart itself ceases to beat. The lich is forevermore in the service of the Lightbringer, forced to tempt others into sacrificing their own spirit and freedom in exchange for eternal servitude. Tome of the Undead Tome of High Knowledge. [B]Mummy:[/B] Tome of the Undead Tome of High Knowledge. [B]Mummy Lord:[/B] Y'Cart Chi'Namk's Hunefer Rot disease. [B]Shadow:[/B] A dream reveals apocalyptic events taking place across the characters’ world. In the vision, souls are unable to reach the afterlife and are returning as shadows and wraiths, with whole villages being attacked by their newly buried dead. [B]Skeleton:[/B] Tome of the Undead Tome of High Knowledge. [B]Specter:[/B] Any living creature killed in the Maze of Mindlessness rises as a specter in 1d4 rounds with a number of Hit Dice equal to its character level (but retains none of the abilities it had in life). If the body is removed from the maze before this time, it does not rise as a specter. Azam al Ghul, a maddened ghul noble, commands the specters that rise from those who die in the Maze of Mindlessness. Advanced Specter's Create Specter power. Oblivion Wraith's Create Specter power. [B]Vampire:[/B] The statue of the Lightbringer fills those who see it with disturbing feelings of temptation. The archangel to the left of the character shows chests of gold, diamonds, emeralds, and rubies flanking a fine hardwood desk behind which stand two shadowy figures. The character sits at the desk as a line of patrons awaits their chance to meet the new Godfather. Each in turn kisses his hand and lays a tribute upon the loot pile accumulating in the room. Wealth, power, and loyalty are all offered in exchange for favors that the character can proffer at the wave of his fingers or the nod of his chin. At a word, whole neighborhoods are taken over and city governments collapse. At a glance, foes die with a knife buried in their backs. A contract is offered by the dark-winged angel, and the character takes on the leadership of a highly renowned thieves’ guild. The thirst for gold suddenly subsides as a thirst for blood takes its place. The new syndicate lord is quickly outed as a vampire, a member of the undead. [B]Vampire Spawn:[/B] ? [B]Wight:[/B] Exeis, a vampire spawn and one of the Red Scorpion League, was recently captured by the trio and placed in this vat to drain away whatever essence they can capture for their drug and poison production. So far, they have not come upon a necromantic unguent that does not produce ghouls or wights. [B]Wraith:[/B] A dream reveals apocalyptic events taking place across the characters’ world. In the vision, souls are unable to reach the afterlife and are returning as shadows and wraiths, with whole villages being attacked by their newly buried dead. The band, known as Angelo’s Cursed 13 Orchestra, is made up of 13 wraiths who sold their soul to Old Scratch for success in life. They play the violin, viola, cello, bass, trumpet, tuba, clarinet, flute, horn, xylophone, harp, drums, and piano. [B]Zombie:[/B] Any humanoid creature slain by the mohrg rises as a zombie at the beginning of the mohrg’s next turn. Some who fail their indoctrination into the Cult of the Burning One are held in the dungeons until they can be transported. Important persons, children, and those with pure souls are taken to be transformed into living brass upon the Soul Forge in the City of Brass. Others are worked to death and then transformed into zombies that are used for training clerics to turn undead and for arcane target practice. The soul of a creature slain by bin Jabaar is devoured by the demon and the physical body is spit out the other side of the book. The body rises as a zombie under the control of Jabb bin Jabaar in 1d4 rounds. Mask of Ankev magic item. Tome of the Undead Tome of High Knowledge. Hellwasp Swarm's Inhabit power. Mask of Ankev Wondrous item, artifact (requires attunement by an evil creature) This unholy item is purportedly the only likeness of the arch lich Ankev as he appeared in life. Made of solid gold and encrusted with precious gemstones, the mask portrays a handsome face twisted with maniacal cruelty. The mask is purported to have numerous magical powers for anyone with the strength to wear it. It is believed that any creature possessing the crooked rod of Ankev, the sarcophagus of Ankev, and the mask may be instantly transformed into a lich upon the completion of a long-forgotten ritual. When donned, the mask immediately affixes itself to your face and may be removed only upon your death, or by means of a wish spell cast by another. When worn, the mask is completely weightless. While wearing the mask you have the following bonuses: Immunity to gaze attacks Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects (spells or spell-like abilities that cause death rather than damage), mind-affecting effects (charms, patterns, compulsions, phantasms, and fear effects) +4 to your Intelligence score +6 bonus to AC Undead are drawn to the wearer of the mask. Undead detect the wearer of the mask of Ankev even if the wearer is otherwise invisible to them. Once per day, you may reveal a symbol of death that affects allies and enemies alike. Any beings slain by the symbol rise as zombies in 1d4 minutes. These undead beings are not necessarily under your command and are 50% likely to attack you unless halted by means of turn undead. Good-aligned creatures touching the mask take 27 (6d8) necrotic damage each round. Neutral-aligned creatures take 13 (3d8) necrotic damage each round. Tlaunehc Tnek the Wyrm of Bones Wondrous item, artifact Said to be the bones of the most powerful dragon that ever lived, they are also believed (by some) to be the bones of the first dragon in existence. These skeletal remains of Tlaunehc Tnek stand menacingly on its platform. The dragon is at least Colossal sized and is missing a single bone from its structure. It is believed that the dragon will animate and follow the commands of the one who made it whole if the missing part is ever reunited with the skeleton. Tome of the Undead (Magden the Black): Common; Constitution DC 16 (1/1d4 Con); Religion +2; contains animate dead, create undead, hallow, magic jar, banishment; 4 pounds. A recent addition to the library here, this book is an extensive treatise on creating and animating skeletons and zombies, transforming corpses into undead, creating mummies, and trapping freshly slain souls before they reach their afterlife destination. Formulae on becoming a lich are also contained within the pages. (The exact formula is left up to you to suit your campaign). This tome is written on blackened flesh bound by the bones of slain humanoids. The cover is formed from the burned flesh of a vampire. Cultes de Ghuls (Klarkazton Wormious): Ancient Common (DC 18 Intelligence to decipher); Constitution DC 16 (1/1d4 Con); Religion +2; contains ghoul touch; strong necromancy; CL 20th; 5 pounds. This tome is a treatise on ghouls as written by the insane necromancer Klarkazton Wormious. The first part of this volume contains general information on ghouls, their habits, techniques used to combat them, and so on. The second portion of the book contains ghoul-related magic and rituals that grant the reader ghoulish benefits. Each ritual requires a sacrifice when first performed. Note that Constitution points sacrificed for a ritual do not heal naturally and cannot be healed magically short of a wish. The book contains the following rituals. Command the Dead: The reader gains the ability to command up to 5 ghouls within sight with a DC of 8 + Charisma modifier + proficiency bonus. This ability can be used a number of times per day equal to 3 + the character’s Charisma modifier. Sacrifice: 2 points of Constitution. Eater of Flesh: From this point forward, by consuming the flesh of a living creature, the character heals as if affected by a cure wounds spell. It takes 1 minute to cut away and consume enough flesh to gain the healing benefit. A character can heal a maximum number of hit points per day equal to the character’s level x Charisma modifier. Sacrifice: 2 points of Constitution. Bite of the Ghoul: The character gains a bite attack that deals 1d4 + Strength or Dexterity modifier and delivers ghoul fever. A person bit by this attack must succeed on a DC 14 Constution saving throw or succumb to the disease. The bite attack is gained as a bonus action. Sacrifice: 2 points of Constitution. The character also gains +1 to Charisma from this ritual. Empower the Grave: When casting create undead, the character can create a number of ghouls equal to 1 + Charisma modifier. Further, ghouls created by the spellcaster have maximum hit points for their Hit Dice and have advantage on saving throws to resist being turned while the caster is in sight. Sacrifice: 4 points of Constitution. The character also gains +1 to Charisma from this ritual. Death to Undeath: A caster that slays an opponent using necromantic magic can use one spell slot of 6th level or higher to immediately raise that opponent as a ghoul under the caster’s command. The risen ghoul is a standard ghoul but has maximum hit points for its HD, +4 Strength, and advantage on saving throws to resist being turned while the caster is in sight. It retains none of the abilities the opponent had in life. The ghoul remains under the character’s command until slain or the caster dies. Sacrifice: 4 points of Constitution. The character also gains +1 to Charisma score from this ritual. A character that dies by sacrificing all Constitution points for the rituals contained in this book rises in 1 hour as an iron ghoul. This is the only known copy of this book. Y'Cart Chi'Namk's Hunefer Rot While infected, the creature’s Constitution score is reduced by 1d6 at the start of each of its turns until the disease is cured. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its Constitution to 0. An afflicted creature that dies shrivels away into sand in 3 rounds. On the third round the dust swirls and forms a mummy lord with the dead creature’s equipment under Y’Cart Chi’Namk’s command. Create Specter. The advanced specter targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target’s spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the advanced specter’s control. The advanced specter can have no more than seven specters under its control at one time. Create Specter. The oblivion wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target’s spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the oblivion wraith’s control. The oblivion wraith can have no more than ten specters under its control at one time. Curse of Set Any being failing a DC 20 Constitution saving throw is cursed to be painfully transformed into an undead minion of Set upon their death. The type and sort of minion is left to you. Removing this curse requires divine intervention and likely a quest in the name of a deity or power opposed to Set’s doctrines. Those affected by the curse of Set are known to the god’s worshippers. Worshippers of Set instantly recognize the curse scrawled upon the victim’s face and know that Set has chosen this being as one of his own. To fulfill the wishes of their deity, these worshippers have been known to manipulate individuals bearing the curse of Set upon their face. They seek to place such beings into positions of power and prestige in their native lands so that when they die, they arise again as a faithful minion and servant of the Slithering Orders. Alternately, followers of Set may kill an afflicted individual on sight, and then command them as undead minions for their own use. These damning hieroglyphics are invisible to anyone else viewing the afflicted person, including the cursed individual, except through the use of detect magic accompanied by a successful DC 20 Intelligence (Arcana) check, true seeing accompanied by a successful DC 20 Wisdom (Perception) check, or greater magic (such as wish). Inhabit. The swarm enters the body of a dead or incapacitated creature of size Small, Medium, or Large. If the creature was dead, it becomes a zombie of the appropriate variety with full hit points under the control of the swarm. If the creature is alive, it must succeed on a DC 16 Constitution saving throw or the swarm takes complete control of its body. The swarm may cause the creature to take any of its normal actions, except spellcasting. Damage done to an inhabited creature is split evenly between the creature and the swarm. When a creature begins its turn inhabited by the swarm, it takes 7 (2d6) necrotic damage. An inhabited creature may repeat its saving throw at the end of each of its turns, expelling the swarm from its body and ending the swarm’s control over it on a success. A living inhabited creature which dies from the swarm’s necrotic damage becomes a zombie of the appropriate variety with full hit points under the control of the swarm. Casting greater restoration or heal on a living inhabited creature expels the swarm. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Undead Origins
Top