Bestiary > Undead

Corpses of the dead brought back to a shambling mockery of life through dark magic. They are healed by Shadow damage, damaged by health spells and vulnerable to Holy damage. They are typically highly aggressive, and obey their master like constructs ...most of the time.


Level Name Align SCDAIWC Notes
1 Ghoul CE 13, 10, 15, 12, 7, 10, 6 2d6+2, nat 6 paralyzes at CON DC 10.
1 Skeleton, Animal NE 12, 15, 12, 13, 2, 8, 5 2d6+2 damage. Small: +2 AGI. Big: +2 STR.
1 Skeleton, Humanoid NE 10, 15, 14, 13, 6, 8, 5 1d6+2 damage.
1 Shadow CE 6, 13, 14, 12, 6, 10, 8 2d6+2 Shadow damage. Can squeeze through 1 inch spaces. Resistant to non magical melee and all but holy magic.
1 Zombie, Humanoid NE 13, 16, 6, 8, 3, 6, 5 1d6+1. Every time it dies to non-Holy and non-critical damage, it rolls CON DC 5 + damage taken to rise again at 1 health point.
1 Specter CE 1, 10, 14, 12, 10, 10, 11 3d6 Shadow. Immune to all status effects and resistant to everything but Holy.
2 Ghast CE 16, 10, 17, 13, 11, 10, 8 2d8+3. Absolutely reeks; creatures in melee roll CON DC 10 once or be disadvantaged.
2 Skeleton, Huge NE 18, 15, 11, 12, 6, 8, 5 2d12+4 damage.
2 Zombie, Huge NE 19, 18, 6, 8, 3, 6, 5 2d8+4. Every time it dies to non-Holy and non-critical damage, it rolls CON DC 5 + damage taken to rise again at 1 health point.
2 Will-o'-Wisp CE 1, 10, 28, 19, 13, 14, 11 Evil flying death pixie. 2d8, nat 8 lifetaps.
3 Mummy NE 16, 15, 8, 10, 6, 10, 12 3d6+3, nat 6 forces the victim to roll CON DC 12 or suffer a special mummy rot curse which reduces CON by 1 per day. -2 armor.
3 Wight NE 15, 16, 14, 12, 10, 13, 15 The risen corpse of an evil death priest. 1d6+2, nat 6 lifetaps. If it kills a creature, the latter rises as a zombie. -2 armor.
4 Banshee NE 1, 10, 14, 12, 12, 11, 17 See Specter. The mere sight of one causes non-undead to roll WIS DC 13 or fear.
4 Burning Skull NE 1, 14, 17, 13, 16, 10, 11 Bad to the bone. 3d6 Fire. Can use fireball once. When killed, it rises after 6 rounds if holy water isn't sprinkled or the spells dispel magic or remove curse aren't used on its corpse.
4 Ghost NE 7, 10, 13, 11, 10, 12, 17 See Specter. Can see into the Ethereal Plane. 4d6+3 Shadow, nat 6 forces the victim to roll CHA DC 13 or be possessed. While a ghost possesses a target, it moves it as if by the mind control spell and becomes immune to all effects but Holy damage. A ghost can be forced out by dispel magic or dispel evil.
5 Revenant LN 18, 18, 14, 11, 13, 16, 18 A vengeful spirit risen from a cruel or undeserving death. Unlike other undead, they are not evil. Doublestrike 2d6+4, double damage against the chosen target of their wrath. Immune to all mental conditions, and has regeneration which is only interrupted by Holy or Fire damage. -2 armor.
5 Wraith NE 6, 16, 16, 13, 12, 14, 15 See Specter. 4d8+3, nat 8 lifetaps. Can go through solid things as if they were difficult terrain. Disadvantaged in sunlight.
5 Young Vampire NE 16, 16, 16, 13, 11, 10, 12 Doublestrike 2d6+3, nat 6 grapples. Damage on a grapple target heals it. Has regeneration which is only interrupted by sunlight, holy water, or Holy or Fire damage. It cannot enter a dwelling without invitation, and it takes 20 Holy damage from running water. A stake to the heart paralyzes it. -2 armor.
7 Skeleton, Giant NE 21, 20, 10, 15, 4, 6, 6 Triplestrike 3d6+5. -2 armor.
13 Vampire NE 18, 18, 18, 14, 17, 15, 18 See Young Vampire. Doublestrike 3d6+4. Furthermore, it can cast charm creature once and gaseous form as a reaction, or polymorph itself into a bat. Can forcefully resist 3 effects per day at will. In a 500 ft range around its lair, all plants within and twist to become thorny. All shadows move subtly, and mist begins to envelop the outdoors. -2 armor.
14 Rainbow Drinker CN 18, 18, 18, 16, 17, 15, 18 See Vampire- with exception: they are not harmed by light, and instead glow faintly the strength of torchlight. A rare kind of vampire resulting from a freakish mutation, or perhaps from another world. Doublestrike 2d6+4, nat 6 restores health done by damage.
15 Bone Lord NE 14, 17, 16, 14, 16, 15, 21 Triplestrike 2d8+3. Can cast magic missile, lifetap, light clones, fear, haste, animate dead, deathcloud and dessicate. Immune to all status effects. Can forcefully resist 3 effects per day at will. -4 armor.
15 Mummy Lord NE 18, 17, 10, 13, 11, 18, 16 See Mummy. Immune to non-magical attacks. Has the same slots as a 10th level Priest, and can cast: command, lesser hold, silence, animate dead, dispel magic, locust swarm, infection and aggrieve. -4 armor.
15 Vampire Lord NE 18, 18, 18, 16, 17, 15, 18 See Vampire. Furthermore, has the same slots as a 9th level Wizard, and can cast: tongues, sleep, light clones, animate dead, persistent invisibility, and mind control. -3 armor.
17 Death Knight CE 20, 20, 11, 15, 12, 16, 18 Also known as Rider. Triplestrike 1d8+5. Can cast command, lesser hold, dispel magic, animate dead, feign death and banish -5 armor.
17 Dracolich CE 25, 23, 10, 15, 16, 15, 19 Triplestrike 2d8+7, nat 8 casts Shadow dragonbreath. Creatures that see it the first time roll WIS DC 18 or fear. Can forcefully resist 3 effects per day at will. -4 armor.
18 Semi-lich NE 1, 10, 20, 18, 20, 17, 20 The barely sentient remains of a lich that has failed to construct its phylactery. Immune to all non-magical attacks and status effects. Truesight. Casts lifetap every round. Its lair is forbidden from the living, and undead creatures within sight are immune to fear.
21 Lich NE 11, 16, 16, 17, 20, 14, 16 See Semi-lich. A Level 18 Wizard of terrible might.3d6, nat 6 forces CON DC 18 roll to avoid paralysis. Can cast all Necromancy spells, and resist 3 effects per day at will.