101 Malevolent Magic Items
Pathfinder 1e
Undead: ?
Infected Undead: ?
Insane Ghost: Anyone who dies while wearing the Cloak of the Ghost returns in 1d4 days as an insane ghost.
Ghoul: Anyone killed by the Hangman's Rope returns to life in 1d4 days as a ghoul unless properly blessed.
Victims killed by the [hangman's] rope must be targeted with both bless and remove curse (DC 22) to prevent their animation as ghouls.
Larthios, Powerful Lich-Demon, Fiend: ?
Vampire: If the wielder [of the Mace of Larthios] dies, by any means, while afflicted by the mace, he rises in 1d3 nights as a vampire.
Advanced Zombie: Any living foe damaged by the [Sword of the Lifeless Foe] prior to death (within an hour) returns 2d4 rounds after death as a zombie with the advanced simple template and HD equal to the amount possessed in life.
Zombie: Those who die because of the [Vall's Fever] disease rise in 1d2 days as zombies.
CLOAK OF THE GHOST
Aura strong transmutation; CL 15th; Identify DC 40
Slot shoulders; Weight 1 lb.
DESCRIPTION
This cloak appears to be a cloak of etherealness but it is too effective. Once it is activated, the user becomes permanently ethereal, making it impossible for the user to interact with the material world. This ethereal condition cannot be undone in any way until the cloak is removed. While ethereal it is impossible for the user to eat and starvation is the normal cause of death for those who use the cloak, though some perish at the hands of ethereal monstrosities. Anyone who dies while wearing the cloak returns in 1d4 days as an insane ghost.
CREATION
Magic Items cloak of etherealness
CURE
Remove curse (DC 25), or a similar spell, must be used on the cloak's wearer in order for the cloak to be removed. The one casting remove curse must be in the ethereal plane for the spell to be effective.
HANGMAN'S ROPE
Aura strong transmutation; CL 12th; Identify DC 37
Slot none; Weight 5 lbs.
DESCRIPTION
Though this rope appears to be a 60-foot rope of climbing, it is in fact a malevolent death-trap sometimes crafted by necromancers. When a command word is spoken, the rope animates as a rope of climbing. Whenever anyone climbs to a height halfway up the rope, the rope animates, forming itself into a noose and attacking the climber (CMB 10, CMD 24, grab, constrict 1d6+4; AC 22; 22 hp; hardness 10; DR 5/slashing). Anyone climbing the rope is considered to be flat-footed and is denied any Dexterity bonuses so long as they remain on the rope. If the rope successfully grapples the climber, it is considered to have lassoed the target’s neck, at which point it begins choking the target to death. Those so constricted may not speak, or cast spells with verbal components. They also cannot breathe and begin to suffocate unless freed. Once the target is dead, the rope ceases to animate until again activated. Anyone killed by the rope returns to life in 1d4 days as a ghoul unless properly blessed.
CONSTRUCTION
Requirements Craft Wondrous Item, animate dead,
and either animate rope, animate objects or entangle; Cost 20,000 gp
CURE
Remove curse (DC 22) or a similar spell may be used to remove the rope before it kills its user, rendering it inert until the command word is again spoken. Channeling positive energy suppresses the rope for 1d6 rounds. Victims killed by the rope must be targeted with both bless and remove curse (DC 22) to prevent their animation as ghouls.
THE MACE OF LARTHIOS
Aura strong necromancy; CL 20th; Identify DC 45
Slot none; Weight 4 lbs.
LEGEND
Tales tell of a powerful lich-demon named Larthios. In times long forgotten, this fiend led armies of the undead against elves and men. Finally destroyed by the gold dragon, Tlixothkan, Larthios's legacy continues in the form of the evil mace he wielded in battle.
DESCRIPTION
This ornate heavy mace appears to be and functions as a +3 heavy mace of disruption, yet its cursed nature is such that the essence of any destroyed undead is slowly imparted to the wielder until at last the wielder becomes that which he fights. When the weapon is successfully used to destroy an undead, either by disruption or by bringing the creature to 0 hit points, the wielder of the mace takes 1 point of permanent Constitution damage. Unless the wielder succeeds at a DC 25 Will save, he does not notice the loss. If the wielder dies, by any means, while afflicted by the mace, he rises in 1d3 nights as a vampire. At this point, the mace ceases to function as a +3 heavy mace of disruption and, until the wielder is destroyed, functions as a +3 unholy mace of terror. The mace does not, at any time, detect as evil, though after the wielder transforms into a vampire, it functions as an evil weapon. The victim of the mace, as a vampire, has a fixation on the mace and, if not in possession of the mace, does anything possible short of suicide to retrieve it. Moreover, as a vampire, the wielder always knows where the mace is located. If the vampiric owner of the mace is destroyed, the mace returns to functioning as a +3 heavy mace of disruption.
CURE
SWORD OF THE LIFELESS FOE
Aura moderate necromancy; CL varies; Identify DC
25 + CL
Slot none; Weight varies
DESCRIPTION
This weapon appears to be a magical sword and functions as such. However, it is infused with necromantic energies. Any living foe damaged by the sword prior to death (within an hour) returns 2d4 rounds after death as a zombie with the advanced simple template and HD equal to the amount possessed in life. These zombies vengefully seek out the sword's owner, though they will fight, as necessary, with any that come between them and their target.
CREATION
Magic Items any magical sword
CURE
The sword may be discarded as normal.
Vall's Fever
The disease begins with small sores which quickly fester as the victim burns with a fever. Anyone who makes physical contact with a carrier of the disease is considered exposed to it. Those who die because of the disease rise in 1d2 days as zombies. Such zombies are themselves carriers of the fever, and any damaged by their natural attacks are exposed to it. Even those immune to disease, and those who make their saving throw when exposed to the disease, become carriers for the disease for 1d4 days. Vall's Fever disease, contact; save Fortitude DC 15; onset 1 day; frequency 1/hour; effect 1 Constitution, 1 Intelligence, 1 Wisdom; cure 3 consecutive saves.
CURE
Cure disease works to save a single victim from the disease, but channeled positive energy attuned to damaging undead is needed to make a carrier into a non-carrier. Infected undead who are damaged with positive channeled energy are considered to no longer be infected.