Undead

Ghast
Ghoul
Lich
Mummy
Nightmare
Poltergeist
Shadow
Skeleton
Spectre
Vampire
Wight
Wraith
Zombie Standard
Zombie Juju

Ghast

The Ghast is similar to the Ghoul, but is distinguished by its monstrously foul and supernaturally nauseating stench. A Ghast is supposedly made while someone dies during the act of cannibalism. Ghasts are aggressive carnivores and often hunt in packs, though they are quick to turn on each other when no game is readily available. Their method of attack is particularly savage and gruesome, rending and tearing apart their victims with their muzzles, paws, and hoofed feet.

Type: Undead Corpse

Setting: Graveyards, cemeteries, underground tunnels and catacombs, caverns, sewer tunnels and complexes, abandoned mines, abandoned warehouses, the basements of old tenement buildings and houses, swamps, marshes and bayous, small or remote islands, derelict ships, deserted shopping malls.

Era: Any

Physical Traits: They are much larger than a man and have a vaguely human face, albeit missing a nose. Their skin is rough and knotty. Their senses are unusually acute; they can see in the dark and have a strong sense of smell. They are swift, strong, and agile. Ghasts prefer to dwell in complete darkness and have no tolerance for natural light, sunlight will kill them instantly. Otherwise, the dim, pale glow of the underworld seems to cause them little harm.

Height: 5-7 ft

Weight: Varies

Mobility: Hop about on a pair of hooved, kangaroo-like legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: None

INT: 2D6, WIS: 2D6, STR: 3D6, DEX: 3D6, CON: 4D6, CHA: D6, MR: 3D6, HPs: 4D6

AC: 4, Thac0: 17

Abilities: 
1) Ghasts exude a carrion stench in a 10' radius which causes retching and nausea unless a saving throw versus poison is made. Those failing to make this save will attack at a penalty of -2.

2) The Ghast shares the ghoulish ability to paralyze and their attack is so potent that it will even affect Elves. Paralysis caused by a Ghast lasts for 4+D6 rounds or until negated by a some form of remove paralysis ability.

3) Sleep and charm spells do not affect them.

Feeding Habits: Fresh human flesh.

Lifespan: Variable; depends on the state of decomposition upon reanimation and environmental factors which may affect the continuing process of decay. Most Ghasts can exist for 20 - 30 years before decay would threaten their mobility.


 

Ghoul

A Ghoul is a folkloric monster associated with graveyards and consuming human flesh. According to legend, Ghouls are perceived to be unintelligent and are primarily driven by their instinct to feed. They are nocturnal because they prefer the night to disguise their cannibal activities. Ghouls are known to be deterred by sun and artificial light, which is why it is thought that by burning a Ghoul it can be killed.
A Ghoul is said to be created on the death of a man or woman who savoured the taste of flesh. They not only eat the dead, but also prey on the unwary living. Ghouls can paralyze their victims with a touch, though elves are immune. Although the change from human to ghoul has deranged and destroyed their minds, ghouls have a terrible cunning which enables them to hunt their prey most effectively.

Type: Undead Corpse

Setting: Graveyards, cemeteries, underground tunnels and catacombs, caverns, sewer tunnels and complexes, abandoned mines, abandoned warehouses, the basements of old tenement buildings and houses, swamps, marshes and bayous, small or remote islands, derelict ships, deserted shopping malls.

Era: Any

Physical Traits: Ghouls are vaguely recognizable as once having been human, but have become horribly disfigured by their change to ghouls. The tongue becomes long and tough for licking marrow from cracked bones, the teeth become sharp and elongated, and the nails grow strong and sharp like claws.

Height: 5-7 ft

Weight: Varies

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: None

INT: D6, WIS: D6, STR: 3D6, DEX: 2D6, CON: 4D6, CHA: D6, MR: D6, HPs: 4D6

AC: 6, Thac0: 19

Abilities: 
1) Ghouls attack by clawing with their filthy nails and biting with their fangs. Their touch causes victims to become rigid unless a saving throw versus paralyzation is successful. This paralysis lasts for 2+D6 rounds or until negated by magic.

2) Immune to sleep and charm spells.

Feeding Habits: Fresh human flesh.

Lifespan: Variable; depends on the state of decomposition upon reanimation and environmental factors which may affect the continuing process of decay. Most Ghouls can exist for 15 - 20 years before decay would threaten their mobility.

 

Lich

The Lich is perhaps the single most powerful form of undead known to exist. Often such a creature is the result of a transformation, as a powerful magician or king striving for eternal life uses spells or rituals to bind his intellect to his animated corpse and thereby achieve a form of immortality. They seek to further their own power at all costs and have little or no interest in the affairs of the living except where those affairs
interfere with their own.
Liches are usually solitary creatures. They have cast aside their places as living beings by choice and now want as little to do with the world of men as possible. Liches often hold power over hordes of lesser undead creatures, using them as their soldiers and servants.

From time to time, however, a Lich's interest in the world at large may be reawakened by some great event of personal importance. When a Lich does decide to become involved with the world beyond its lair its keen intelligence makes it a dangerous adversary. In some cases a Lich will depend on its magical powers to accomplish its goals. If this is not sufficient however the Lich is quite capable of animating a force of undead troops to act on its behalf. If such is the case the Lich's endless patience and cunning more than make up for the inherent disadvantages of the lesser forms of undead which it commands. In rare cases Liches of a most unusual nature can be found which are of any alignment.

The Lich can exist for centuries without change. Its will drives it onward to master new magics and harness mystical powers not available to it in its previous life. So obsessed does the monster become with its quest for power that it often forgets its former existence utterly. Few Liches call themselves by their old names when the years have drained the last vestiges of their humanity from them. Instead they often adopt pseudonyms. Learning the true name of a Lich is rumoured to confer power over the creature.

Type: Undead Corpse

Setting: A Lich will make its home in some ominous fortified area, often a strong keep or vast subterranean crypt.

Era: Any

Physical Traits: A Lich is gaunt and skeletal in form. The creature's eye sockets are black and empty save for the fierce pinpoints of light which serve the Lich as eyes. The Lich can see with normal vision in even the darkest of environments but is unaffected by even the brightest light. An aura of cold and darkness radiates from the Lich which makes it an ominous and fearsome sight. Liches are often garbed in the robes of its former profession but tattered and rotting with a 25% chance of it being magical in some way.

Height: Varies

Weight: Varies

Mobility: Mystical

Sensory Organs: Mystical

Communication: Vocal

Reproduction: None

INT: 3D6 +3, WIS: 3D6 +3, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: 3D6, MR: 3D6, HPs: 11D8

AC: 0, Thac0: 9

Abilities: 
1)
Although a Lich will seldom engage in actual melee combat with those it considers enemies, it is more than capable of holding its own when forced into battle. The aura of magical power which surrounds a Lich is so potent that any creature of fewer than 40 HPs which sees it must save vs. spell or flee in terror for 5D4 rounds.

2) Should the Lich elect to touch a living creature, its aura of absolute cold will inflict D10 points of damage.

3) Further any victim touched must also save vs. paralysis or be utterly unable to move. This paralysis lasts until dispelled in some manner.

4) Liches can themselves be hit only by weapons of at least +1, by magical spells, or by supernaturals with magical properties. The magical nature of the Lich and its undead state make it utterly immune to charm, sleep, enfeeblement, polymorph, cold, electricity, insanity, or death spells.

5) A Lich will protect itself from annihilation with the creation of a phylactery in which it stores its life force. In order to ensure the final destruction of a Lich, its body must be wholly annihilated and its phylactery must be sought out and destroyed in some manner. Since
the Lich will always take great care to see to it that its phylactery is well hidden and protected this can be an undertaking fully as daunting as the defeat of the Lich in its physical form.

It is important to note that most, if not all, liches have had a great deal of time in which to research and create new magical spells and objects. Thus, adventurers should be prepared to face magic the likes of which they have never seen before when stalking a Lich. In addition Liches are able to use any magical objects which they might possess just as if they were still alive.

Feeding Habits: None

Lifespan: Unmeasured

 

Mummy

A Mummy is an undead creature whose corpse has been mummified and animated, often through the power of an evil god of the Egyptian pantheon such as Set. Mummies are the product of an embalming process used on wealthy and important personages. Most mummies are corpses without magical properties. On occasion, perhaps due to powerful evil magic or perhaps because the individual was so greedy in life that he refuses to give up his treasure, the spirit of the mummified person will not die, and is transformed into an undead horror. Most mummies remain dormant until their treasure is taken, but then they become aroused and kill without mercy. A mummy lives in its ancient burial chamber, usually in the heart of a crypt or pyramid. The tomb is a complex series of chambers filled with relics (mostly nonmagical). These relics include models of the mummy's possessions, favourite items and treasures, the bodies of dead pets, and foodstuffs to feed the spirit after death. To create a mummy, a corpse should be soaked in a preserving solution (typically carbonate of soda) for several weeks and covered with spices and resins. Body organs, such as the heart, brain, and liver, are typically removed and sealed in jars. Sometimes gems are wrapped in the cloth. Mummies are not part of the natural ecosystem and have no natural enemies.

Type: Undead Corpse

Setting: Graveyards, cemeteries, underground tunnels and catacombs, caverns, sewer tunnels and complexes, abandoned mines, abandoned warehouses, the basements of old tenement buildings and houses, swamps, marshes and bayous, small or remote islands, derelict ships, deserted shopping malls.

Era: Any

Physical Traits: Human in appearance, wrapped in bandages. Mummy dust is a component for rotting and disease magical items.

Height: 5-7 ft

Weight: Varies

Mobility: Legs

Sensory Organs: Mystical

Communication: Vocal

Reproduction: None

INT: D6, WIS: D6, STR: 4D6, DEX: 3D6, CON: 4D6, CHA: D6, MR: 2D6, HPs: 6D8 +3

AC: 3, Thac0: 13

Abilities: 
1)
A single blow from one's arm inflicts 2D6 points of damage.

2) Worse its scabrous touch infects the victim with a rotting disease which is fatal in D6 months. For each month the rot progresses, the victim permanently loses 2 points of Charisma. The disease can be cured only with a cure disease spell. Cure wounds spells have no effect on a person inflicted with mummy rot and his wounds heal at 10% of the normal rate. A regenerate spell will restore damage but will not otherwise affect the course of the disease.

3) The mere sight of a mummy causes such terror in any creature that a saving throw versus spell must be made or the victim becomes paralyzed with fright for D4 rounds. Numbers will bolster courage; for each six creatures present, the saving throw is improved by +1.

3) Mummies can be harmed only by magical weapons, which inflict only half damage (all fractions round down). Sleep, charm, hold, and cold-based spells have no effect. Poison and paralysis do not harm them.

Mummies are vulnerable to fire, even nonmagical varieties. A blow with a torch inflicts D6 points of damage. A flask of burning oil inflicts D8 points of damage on the first round it hits and 2D8 on the second round. Magical fires are +1 damage per die. Vials of holy water inflict 2D4 points of damage per direct hit.

Feeding Habits: None

Lifespan: Variable; depends on the state of decomposition upon reanimation and environmental factors which may affect the continuing process of decay. Most zombies can exist for 2000 - 4500 years before decay would threaten their mobility.


 

Nightmare

A nightmare resembles a large black horse, though flames wreathe its hooves and trail from its nostrils. It is able to travel to the Dreamscape and can bring its rider therewith. Nightmares sometimes serve powerful evil creatures as mounts. Nightmares are hateful of material life. They will often attack any creature they encounter (and will sometimes attack the lower planar creatures, too).

Type: Undead Spirit

Setting: Graveyards, cemeteries, underground tunnels and catacombs, caverns, sewer tunnels and complexes, abandoned mines, abandoned warehouses, the basements of old tenement buildings and houses, swamps, marshes and bayous, small or remote islands, derelict ships, deserted shopping malls.

Era: Any

Physical Traits: Nightmares look like large, powerful horses with a jet black coat. Nightmares have glowing red eyes, flaming orange nostrils, and hooves that burn like embers. Their flowing manes and great tails are ragged and wild.

Height: 1.6 metres

Weight: 250 kgs

Mobility: Mystical

Sensory Organs: Mystical

Communication: None

Reproduction: None

INT: 3D6, WIS: 3D6, STR: 3D6, DEX: 3D6, CON: 4D6, CHA: D6, MR: 6D6/flight 11D6, HPs: 6D8 +6

AC: -4, Thac0: 13

Abilities: 
1) They have vicious fangs that inflict 2D4 points of damage on a successful bite.

2) Their burning hooves each inflict D6+4) points of damage per attack and will set any combustibles on fire.

3) Nightmares emit a smoking, hot cloud of noxious vapours. It blinds and chokes all those within 10 feet of the evil steed. Victims must make a saving throw vs. paralyzation or be at a -2 penalty on their attack and damage dice.

4) Although they have no wings, nightmares are able to magically propel themselves through the air at an impressive rate.

Feeding Habits: Fresh human flesh.

Lifespan: Unknown


 

Poltergeist

The word poltergeist comes from the German words poltern ("to make noise") and Geist ("ghost"), and the term itself literally means "noisy ghost".

A poltergeist is a paranormal phenomenon which consists of events alluding to the manifestation of an imperceptible entity. Such manifestation typically includes inanimate objects moving or being thrown about, sentient noises (such as impaired knocking, pounding or banging) and, on some occasions, physical attacks on those witnessing the events. Poltergeist activity has often been believed to be the work of malicious ghosts. They hate living things and torment them constantly, by breaking furniture, throwing heavy objects, and making haunting noises. They are often, but not always, attached to a particular area.

Some say that poltergeists are the spirits of those who committed heinous crimes that went unpunished in life. Whatever their origins, poltergeists are malevolent spirits whose activities can be anything from annoying to deadly. Their purpose in existence is to haunt and disrupt the lives of those who still live. Poltergeists often haunt families and partnerships. In the latter case, they haunt their place of business, striking almost as much terror in death as they did in life. A poltergeist is often strongly bonded to a particular place, the place where its corporeal existence ended. Bonded poltergeists almost never wander more than 100 feet from this place. Poltergeists dissolve when slain or laid to rest.

Type: Undead Spirit

Setting: Any

Era: Any

Physical Traits: Human in appearance, whose features have been twisted at the sight of horrors. They wear rags and are covered with chains and other heavy objects that represent a multitude of evil deeds that these creatures have committed against themselves as well as others.

Height: Varies

Weight: None

Mobility: Mystical

Sensory Organs: Mystical

Communication: Vocal

Reproduction: None

INT: D6, WIS: D6, STR: 3D6, DEX: 2D6, CON: 4D6, CHA: D6, MR: D6, HPs: D8

AC: 10, Thac0: 15

Abilities: 
1)
A poltergeist attacks by telekinetically throwing a heavy object, any nearby object that a strong human can throw will suffice.

2) A poltergeist is harmed only by silver or magical weapons. Sprinkled holy water or a strongly presented holy symbol drives back a poltergeist but cannot harm it. Poltergeists that are bonded to the area of their death are hard to dispel; these are treated as if they were Ghouls on the Turning Undead table.

Feeding Habits: Fresh human flesh.

Lifespan: Variable; depends on the state of decomposition upon reanimation and environmental factors which may affect the continuing process of decay. Most zombies can exist for 10 - 12 years before decay would threaten their mobility.


 

Shadow

Shadows are shadowy, undead creatures that drain strength from their victims with their chilling touch. Shadows are 90% undetectable in all but the brightest of surroundings (continual light or equivalent), as they normally appear to be nothing more than their name would suggest. In bright light they can be clearly seen. Shadows travel in loosely organized packs that freely roam ancient ruins, graveyards, and dungeons. They specialize in terrifying their victims. Shadows have no leaders and thus spend much of their time roaming aimlessly about their chosen surroundings. According to most knowledgeable sages, shadows appear to have been magically created, perhaps as part of some ancient curse laid upon some long-dead enemy. The curse affects only the soul or spirit.

Type: Undead Spirit

Setting: Graveyards, cemeteries, underground tunnels and catacombs, caverns, sewer tunnels and complexes, abandoned mines, abandoned warehouses, the basements of old tenement buildings and houses, swamps, marshes and bayous, small or remote islands, derelict ships, deserted shopping malls.

Era: Any

Physical Traits: None

Height: Varies

Weight: None

Mobility: Mystical

Sensory Organs: Mystical

Communication: Vocal

Reproduction: None

INT: D6, WIS: D6, STR: 3D6, DEX: 3D6, CON: 4D6, CHA: D6, MR: 3D6, HPs: 3D8 +3

AC: 7, Thac0: 17

Abilities: 
1)
Shadows have the ability to drain the life force of their victims. The chilling touch of a shadow inflicts D6 points of damage to its victim as well as draining one point of Strength. Lost Strength points return D8 turns after being touched. If a victim is reduced to zero Strength or zero hit points by a shadow, the shadow has drained the life force and the opponent becomes a shadow as well.

2) Shadows are immune to sleep, charm, and hold spells and are unaffected by cold-based attacks. They can be turned by clerics.

Feeding Habits: None

Lifespan: Unknown


 

Skeleton

A skeleton is a type of physically manifested undead often found in fantasy, gothic and horror fiction, and mythical art. Most are human skeletons, but they can also be from any creature or race found on Earth or in the fantasy world. Animated human skeletons have been used as a personification of death in Western culture since the Middle Ages. Death as one of the biblical horsemen of the Apocalypse has been depicted as a skeleton riding a horse.

All skeletons are magically animated undead monsters, created as guardians or warriors by powerful evil wizards and priests. Skeletons appear to have no ligaments or musculature which would allow movement. Instead, the bones are magically joined together during the casting of an animate dead spell. Skeletons have no eyes or internal organs. Skeletons can be made from the bones of humans and demihumans, animals of human size or smaller, or giant humanoids like bugbears and giants.

Type: Undead Corpse

Setting: Graveyards, cemeteries, underground tunnels and catacombs, caverns, sewer tunnels and complexes, abandoned mines, abandoned warehouses, the basements of old tenement buildings and houses, swamps, marshes and bayous, small or remote islands, derelict ships, deserted shopping malls.

Era: Any

Physical Traits: Varies

Height: Varies

Weight: Varies

Mobility: Mystical

Sensory Organs: Mystical

Communication: None

Reproduction: None

INT: D6, WIS: D6, STR: 3D6, DEX: 2D6, CON: 4D6, CHA: D6, MR: 2D6, HPs: 2D8

AC: 7, Thac0: 19

Abilities: 
1)
Man-sized humanoid skeletons always fight with weapons, usually a rusty sword or spear. Because of their magical nature, they do not fight as well as living beings and inflict only D6 points of damage when they hit. Animal skeletons almost always bite for D4 points of damage, unless they would obviously inflict less (i.e., skeletal rats should inflict only 1-2 points, etc.). Monster skeletons always constructed from humanoid creatures use giant-sized weapons which inflict the same damage as their living counterparts but without any Strength bonuses.

2) Skeletons are immune to all sleep, charm, and hold spells. Because they are assembled from bones, cold-based attacks also do skeletons no harm. The fact that they are mostly empty means that edged or piercing weapons (like swords, daggers, and spears) inflict only half damage when employed against skeletons. Blunt weapons, with larger heads designed to break and crush bones, cause normal damage against skeletons. Fire also does normal damage against skeletons. Holy water inflicts D8 points of damage per vial striking the skeleton. Skeletons are immune to fear spells and need never check morale, usually being magically commanded to fight to the death. When a skeleton dies, it falls to pieces with loud clunks and rattles.

Feeding Habits: None

Lifespan: Variable; depends on the state of decomposition upon reanimation and environmental factors which may affect the continuing process of decay. Most skeletons can exist for 20 - 50 years before decay would threaten their mobility.


 

Spectre

A Spectre is an incorporeal creature that resembles a ghost with a hatred for all living things. A Spectre drains the life energy from living creatures turning them into new Spectres upon death. A Spectre is powerless in natural sunlight and flees from it.

Type: Undead Spirit

Setting: Graveyards, cemeteries, underground tunnels and catacombs, caverns, sewer tunnels and complexes, abandoned mines, abandoned warehouses, the basements of old tenement buildings and houses, swamps, marshes and bayous, small or remote islands, derelict ships, deserted shopping malls. Spectres are powerful undead that haunt the most desolate and deserted of places. They hate all life and light.

Era: Any

Physical Traits: A Spectre appears as a humanoid, but with a mostly transparent and faintly luminous form. A Spectre looks much as it did in life and can be recognized by someone who knows what the person looked like.

Height: Varies

Weight: None

Mobility: Mystical

Sensory Organs: Mystical

Communication: Vocal

Reproduction: None

INT: 3D6, WIS: 3D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: 3D6 flight, HPs: 7D8 +3

AC: 2, Thac0: 13

Abilities: 
1)
The chilling touch of a Spectre drains energy from living creatures. A successful attack inflicts D8 points of damage and drains two life energy levels from the victim. Any being totally drained of life energy by a Spectre becomes a full-strength Spectre under the control of the Spectre which drained him. The victim loses all control of his personality and may become more or less powerful than before, depending on his level and class before becoming a spectre.

2) Spectres are immune to all sleep, charm, hold, and cold-based spells, as well as poisons and paralyzation attacks.

3) Daylight makes spectres powerless by weakening their ties to the Negative Material Plane. Holy water inflicts D8 points of damage when it strikes a Spectre. The water can be splashed on a Spectre successfully. A raise dead spell apparently reverses the undead status, destroying the Spectre immediately if a saving throw versus spell is failed.

Feeding Habits: Fresh human flesh.

Lifespan: Variable; depends on the state of decomposition upon reanimation and environmental factors which may affect the continuing process of decay. Most zombies can exist for 10 - 12 years before decay would threaten their mobility.


 

Vampire

A new Vampire is created when another Vampire drains the life out of a living creature. A Vampire retains all the abilities it had in life, plus it gains the ability to drain blood and life energy, and to dominate other creatures with its gaze. A Vampire can also command rats, bats, and wolves, or take the form of those creatures. Abilities will vary between Vampires and they are gained totally at random.

Moving silently through the night, Vampires prey upon the living without mercy or compassion. Unless deep underground, they must return to the coffins in which they pass the daylight hours, and even in the former case they must occasionally return to such to rest, for their power is renewed by contact with soil from their graves. When deciding on a course of action or planning a campaign, Vampires move very slowly and meticulously. It is not uncommon for a Vampire to undertake some scheme which may take decades or even centuries to reach its conclusion. Because of the curse of immortality that has fallen upon them, they feel that time is always on their side and will often defeat foes who might otherwise overcome them; the Vampire can simply go into hiding for a few decades until the passing of the years brings down its enemies. In general, Vampires feel only contempt for the world and its inhabitants. 

Type: Undead Corpse

Setting: Any

Era: Any

Physical Traits: Any creature after becoming a Vampire looks as it did in life with pale skin, haunting red eyes, and a feral cast to its features. One aspect that makes the Vampire far more fearful than many of its undead kindred is its appearance. Unlike other undead creatures, the Vampire can easily pass among normal men without drawing attention to itself for, although its facial features are sharp and feral, they do not seem inhuman. In many cases a vampire's true nature is revealed only when it attacks. There are ways in which a Vampire may be detected by the careful observer however. Vampires cast no reflection in a glass, cast no shadows, and move in complete silence.

Height: Varies

Weight: Varies

Mobility: Mystical

Sensory Organs: Mystical

Communication: None

Reproduction: None

INT: 3D6, WIS: 3D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: 3D6, MR: 3D6, HPs: 8D8 +3

AC: 1, Thac0: 11

Abilities: 
1)
When engaging in combat, Vampires are savage and fearsome opponents. They receive a bonus of +2 to hit and +4 to damage. The crushing blows of a vampire's attack are so fierce that they inflict +D10 points of damage.

2) The gaze of a Vampire is one of its most powerful and dangerous weapons. Any person who allows the Vampire to look into his eyes will be affected as if by a charm person spell. Due to the power of this enchantment, a -2 is applied to the victim's saving throw vs. spell. In this manner, Vampires are often able to pass posted sentries and surprise their chosen victims.

3) Vampires regenerate 3 hit points per round. If reduced to zero hit points, a Vampire is not destroyed, but is forced to assume gaseous form. Once in this state it will attempt to flee and return to its coffin where, after eight hours of rest, it regains its corporeal form. If the defeated Vampire is unable to reach its coffin within 12 turns, however, its essence breaks up and the creature is truly destroyed.

4) Sleep, charm, and hold spells do not affect Vampires. Similarly, they are unharmed by poisons and immune to paralysis. Spells that are based on cold or electricity cause only half damage.

5) At will Vampires are able to disperse their bodies into clouds of elemental vapour and assume gaseous form. In this state, they are all but immune to attack and can escape from almost any confinement.

6) Vampires can shape change so as to take on the form of a large bat.

7) Vampires can summon lesser creatures for aid. In a subterranean environment, they will typically call forth a swarm of 10D10 rats or bats. In the case of the latter, these do not physically attack but serve to confuse and obscure the vision of the vampire's foes. In the wilderness, a Vampire will normally call upon 3D6 wolves for assistance. In all cases, the summoned animals arrive in 2D6 rounds.

8) At will, a Vampire can scale sheer surfaces. Often they will employ this power to gain access to rooms on upper floors without alerting those on watch downstairs. This power also permits the Vampire to seek refuge in places which are all but beyond the reach of mortal men.

9) Despite the great powers which Vampires obviously possess, they are not without weaknesses of their own. The odour of strong garlic repels them and they will not approach it. Further, they will recoil from the face of a mirror or holy symbol if either of these is presented to them with courage and conviction. Garlic will prevent the creature from attacking or entering the area. In most cases, the Vampire will seek to overcome these hazards with the aid of its minions. Vampires which are splashed with a vial of holy water or struck with lawful good holy symbols are burned by them, suffering D6 +1 points of damage. Any Vampire which is exposed to direct sunlight is instantly rendered powerless and after one round utterly annihilated. If the Vampire can be immersed in running water, it loses one-third of its hit points each round, until destroyed on the third round. Last, a Vampire can be killed by having a wooden stake driven through its heart. In this case, however, the creature can be restored simply by removing the stake if further measures are not taken to ensure the fate of the vampire. In order for it to be completely destroyed, the vampire's head must be cut off and its mouth stuffed with holy wafers (or their equivalent).

Vampires are unable to enter a home without being first invited to do so by a resident of the dwelling. This does not apply to public buildings and places of business which, by their very nature, extend an “invitation” to all. Once a Vampire has been invited to enter a residence, it may come and go freely afterward.

Feeding Habits: Fresh human blood

Lifespan: Unmeasured

 

Wight

The English word is cognate with other Germanic words like Dutch wicht, German Wicht, Old Norse vættir, Swedish vätte, Danish vætte. Modern High German Wicht means 'small person, dwarf,' and also 'unpleasant person'. As the centuries have passed, though, it has come to be associated only with those undead that typically inhabit barrow mounds and catacombs.

A Wight is given a semblance of life through sheer violence and hatred. A Wight can drain the life energy out of victims by touch, turning them into new Wights upon death.

Type: Undead Spirit

Setting: Graveyards, cemeteries, underground tunnels and catacombs, caverns, sewer tunnels and complexes, abandoned mines, abandoned warehouses, the basements of old tenement buildings and houses, swamps, marshes and bayous, small or remote islands, derelict ships, deserted shopping malls.

Era: Any

Physical Traits: From a distance, Wights can easily be mistaken for any number of humanoid races. Upon closer examination however their true nature becomes apparent. As undead creatures Wights are nightmarish reflections of their former selves, with cruel, burning eyes set in mummified flesh over a twisted skeleton with hands that end in sharp claws.

Height: Varies

Weight: None

Mobility: Mystical

Sensory Organs: Mystical

Communication: None

Reproduction: None

INT: 2D6, WIS: 2D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: 3D6, HPs: 4D8 +3

AC: 5, Thac0: 15

Abilities: 
1)
Wights are fierce and deadly foes in combat. When attacked, they are unharmed by any weapons that are not forged from silver or enchanted in some manner. Wights are unaffected by sleep, charm, hold or cold-based spells. In addition, they are not harmed by poisons or paralyzation attacks.

2) The Wight attacks with its jagged claws and powerful blows, inflicting D4 points of damage with each successful strike.

3) In addition to this physical harm, the Wight is able to feed on the life essence of its foes. Each blow that the Wight lands drains one level from the victim, reducing HPs, class bonuses, spell abilities, and so forth. Persons who are slain by the energy draining powers of a Wight are doomed to rise again as Wights under the direct control of their slayer. In their new form, they have the powers and abilities of a normal Wight but half their experience levels, class abilities, and HPs. If the Wight who "created" them is slain, they will instantly be freed of its control and gain a portion of its power, acquiring the normal 4+3 Hit Dice of their kind.

4) Physical contact with holy water is deadly to Wights and each vial splashed on one burns it for D8 points of damage.

5) In addition, a raise dead spell becomes a powerful weapon if used against the Wight. Such magic is instantly fatal to the creature, utterly annihilating it.

6) Wights cannot tolerate bright light, including sunlight, and avoid it at all costs. It is important to note, however, that Wights are not harmed by exposure to sunlight as Vampires are.

Feeding Habits: Fresh human flesh.

Lifespan: 400-700 years

 

Wraith

Wraith is a Scottish dialectical word for "ghost, spirit". A Wraith is an incorporeal creature born of evil and darkness, despising light and all living things. A Wraith drains the constitution from living creatures, turning them into new Wraiths upon death. A Wraith is powerless in natural sunlight and will flee from it. The Wraith is an evil undead spirit of a powerful human that seeks to absorb human life energy.

Ecology: The Wraith has no proper niche, serving no useful purpose in nature and providing no byproducts that others can use. It requires no nourishment, killing only for the sheer hatred of life. All creatures close to nature will shun the presence of a Wraith. It exists more in the Negative Material Plane than in the Prime Material Plane, and thus is not a natural part of this world

Type: Undead Spirit

Setting: Graveyards, cemeteries, underground tunnels and catacombs, caverns, sewer tunnels and complexes, abandoned mines, abandoned warehouses, the basements of old tenement buildings and houses, swamps, marshes and bayous, small or remote islands, derelict ships, deserted shopping malls.

Era: Any

Physical Traits: A Wraith appears as a sinister, spectral figure robed in darkness. It has no visual features or appendages, except for its glowing red eyes. These horrible creatures are usually seen as black, vaguely man-shaped clouds. They have no true substance, but tend to shape themselves with two upper limbs, a torso, and a head with two glowing red eyes. This shape is a convenience born from the habit of once having a human body.

Height: Varies

Weight: None

Mobility: Mystical

Sensory Organs: Mystical

Communication: Vocal

Reproduction: None

INT: 3D6, WIS: 3D6, STR: 3D6, DEX: 2D6, CON: 4D6, CHA: D6, MR: 3D6, HPs: 5D8 +3

AC: 4, Thac0: 15

Abilities: 
1)
The chilling effect of the touch inflicts D6 points of damage, even to creatures immune to cold. Second, such a hit drains a level of experience from its victim. This includes hit points and all abilities associated with that level, such as spell casting or combat ability. The damage from the chill can be healed normally, but the experience points are gone forever and must be earned again or magically restored.

2) Wraiths are immune to normal weapons. An attack with such a weapon merely passes through its body with no effect. Silver weapons cause only half normal damage. Magical weapons inflict their full damage, causing a black vapour to boil away from the body of the Wraith. A Wraith slowly regains its full hit points if left alone for at least a week (recovering one point every eight hours).

3) Like most undead, Wraiths are immune to sleep, charm, hold, death and cold-based spells. They are immune to poison and paralyzation. A vial of holy water causes 2D4 points of damage (as acid) upon striking the body of a Wraith. A raise dead spell will utterly destroy one if a saving throw vs. spell is failed. This foul creature has no power in direct sunlight and will flee from it. Sunlight cannot destroy the Wraith, but the undead creature cannot attack in sunlight. It shuns bright (e.g., continual) light sources in general, but will occasionally attack if the compulsion to do so is strong.

Animals will sense their presence within 30 feet and refuse to advance further, panicking if forced.

Feeding Habits: None

Lifespan: Unmeasured

 

Zombie Juju

Like their counterparts the juju zombie or zuvembie is a reanimated human corpse, but they differ from the common zombie in many ways. The juju zombie is created through means of ritual evil voodoo. Juju zombies are among the lower forms of the undead, made to serve their Bokor (evil voodoo witchdoctor) in some way; providing effective slave labour, protection, or resolving vendettas. The juju zombie is the scourge of the Houngan (good voodoo priest)  who must defend their lands against the threat of those that use voodoo magic for dark purposes. Zombification through evil voodoo is really a form of possession. Juju zombies are animated by the Loa (voodoo spirit-gods) that inhabit the juju zombie's form and controlled by the bokor who summoned them. More powerful than the common zombie, the juju zombie is slightly more intelligent as well, able to perceive and understand simple commands from their masters. Another distinction from the common zombie is that the bite of a juju zombie will not cause its victim to metamorphose into the Living Dead.

The methods of creating and controlling juju zombies vary among Bokors. Some Bokors use blood and hair from their victims in conjunction with voodoo dolls to create and control their zuvembies. Others methods of zombification involve a specially prepared concoction of mystical herbs, in addition to human and animal parts. The ingredients are all ground into a fine dust or even brewed into a potion. The dust may be blown into the unaware victim's face. Ingestion, injection, or even a blow dart may be used to administer the potion variety. When these substances come into contact with the victim's skin, bloodstream or mucous membranes, the victim is rendered immobile within minutes, as they succumb to a comatose-like state resembling death. The active ingredient that causes this "death-in-life" affect is known as tetrodotoxin, although little is known about this drug. After the victim is presumed dead, they are commonly buried alive. Most victims are driven insane by this ordeal, making them even more vulnerable to the Bokor's spells. The Bokor then performs an ancient voodoo rite; taking possession or "trapping" the victim's soul, and replacing it with the Loa that he or she controls. The victim's "trapped" soul is usually placed within a small clay jar or some other unremarkable container. The container is wrapped in a fragment of the victim's clothing, a piece of jewellery, or some other personal possession owned by the victim in life, and then hidden in a place of secrecy known only to the Bokor. Another form of zombification includes the invocation of the serpent-god Damballah, the most powerful of the Loa. Through this obscure ritual, a dead body may be resurrected and controlled through the use of two matching amulets. A juju zombie wearing an amulet around its neck can be verbally commanded by anyone in possession of its counterpart.

There have been some rare occasions of juju zombies temporarily regaining part of their mental faculties. For reasons beyond explanation, their mortal persona is able to assume partial control over their bodily actions. This rare occurrence has only been observed when a juju zombie encounters situations that have heavy emotional connections to their mortal lives. Now matter how strong their spirit was in mortal life however, juju zombies are unable to resist the call of their masters for long.

Type: Undead Corpse

Setting: In Haiti, the Caribbean, and uninhabited regions throughout the eastern coasts of Africa. They are usually encountered in graveyards, cemeteries, underground tunnels and catacombs, caverns, abandoned mines, swamps, marshes and bayous, tropical jungle climes, small or remote islands, and occasionally high desert areas.

Era: Any

Physical Traits: Human in appearance; varying with signs of desiccation, decay, and emaciation. They have blank, expressionless faces with white eyes. Many are incapable of speech but most are able to make moaning and guttural sounds. They are normally encountered wearing whatever clothing they wore in their human life prior to reanimation. They may also be seen wearing slave rags or garments given to them by their Bokor.

Height: Varies according to original height

Weight: Varies according to original weight

Mobility: Legs

Sensory Organs: Mystical

Communication: None

Reproduction: None

INT: D6, WIS: D6, STR: 3D6 x3, DEX: 2D6, CON: 4D6, CHA: D6, MR: D6, HPs: 6D6

AC: 6, Thac0: 15

Abilities: 
1) Juju zombies are impervious to pain and require no air to breathe. They are thus immune to drugs, poisons, gases, suffocation, and drowning. Zombies never sleep, and they are incapable of fatigue. Juju zombies do not possess night vision, a characteristic usually common to most undead monsters.

2) Although they are not invulnerable, the lifeless, reanimated body of a juju zombie possesses a supernatural healing ability, enabling them to regenerate missing or injured tissue, and mend broken bones. Juju zombies can recover from small burns, lacerations, and gunshot wounds within a matter of hours. Juju zombies cannot regenerate missing limbs, however. Dismembering the legs will render the juju zombie immobile, but the creature will still continue to subsist. Likewise, decapitation will incapacitate the body, but the head will still live. They are also immune to certain other mortal vulnerabilities, including suffocation, drowning, extremes of temperature and pressure, high voltage electricity, poisonous gas and drugs.

3) Juju zombies possess superhuman strength three times greater than what they possessed while alive. 

4) Unlike their counterpart, the common zombie, juju zombies do not express any fear or hesitation in their actions even when confronted by certain peril (e.g. fire).

Juju zombies are highly susceptible to fire. Burning zuvembies is the most effective way of destroying them. The flesh of these creatures can be burned so totally that they cannot recover. Juju zombies are vulnerable to the voodoo which gives them animation. The proper incantation and treatment of a voodoo doll can cause supernatural, debilitating pain to a zuvembie. A juju zombie can also be put to final rest through the appropriate voodoo ceremony, which forces the loa from its body. There are certain mystical totems and fetishes that offer protection from zuvembies. These items can be worn about the neck or adorned in some other fashion. It should be noted that while these objects will offer protection against physical contact from zuvembies, these devices may not offer the same defence against their masters.

Feeding Habits: Fresh mammalian flesh.

Lifespan: Variable, depending on the state of decomposition upon reanimation and environmental factors which may affect the continuing process of decay. Because of the supernatural enhancements they possess over the common zombie, most juju zombies can exist for 20 to 30 years before eventual putrefaction would threaten their mobility.

 

Zombie Standard

No one is certain about the origins of these pathetic and horrible things. There have been legends and tales told about this undead monster for years. Some say that these creatures were the products of evil sorcery long ago. Others argue that the zombie can trace its beginnings back to the stars themselves, as the loathsome by-product of some form of space-virus. There are also those that maintain the zombie was the outcome of some man-made experiment gone awry, or the result of rampant radiation. 

Zombies are both intellectually and physically driven only by their all-consuming hunger for fresh human flesh. They are near-mindless, possessing little reasoning power, though many can perform remembered behaviours from their mortal existence. Most zombies have difficulty with simple mechanical objects and obstacles such as doorknobs, latches, stairs, and fences. 

Type: Undead Corpse

Setting: Graveyards, cemeteries, underground tunnels and catacombs, caverns, sewer tunnels and complexes, abandoned mines, abandoned warehouses, the basements of old tenement buildings and houses, swamps, marshes and bayous, small or remote islands, derelict ships, deserted shopping malls.

Era: Any

Physical Traits: Human in appearance, varying with signs of desiccation and rot. They have blank, expressionless faces, unless they are enraptured in a feeding frenzy, in which case they possess an almost feral visage. They are incapable of speech, but often tend to make moaning and guttural sounds. They are normally encountered wearing whatever clothing they wore in their human life, prior to reanimation.

Height: 1 metre per level of caster (caster can choose height)

Weight: None

Mobility: Mystical

Sensory Organs: Mystical

Communication: None

Reproduction: None

INT: D6, WIS: D6, STR: 3D6, DEX: 2D6, CON: 4D6, CHA: D6, MR: D6, HPs: 4D6

AC: 8, Thac0: 19

Abilities: 
1) Zombies are impervious to pain and require no air to breathe. They are thus immune to drugs, poisons, gases, suffocation, and drowning. Zombies never sleep, and they are incapable of fatigue. 

2) While not invulnerable to physical injury, zombies can suffer great damage to their bodies (including dismemberment) without being adversely affected. Dismembering the legs will render the zombie immobile, but the creature will still continue to subsist. Likewise decapitation will incapacitate the body, but the head will still live.

3) In spite of its rather feeble intelligence, the zombie is relentless in its never-ending quest for food. No one knows why zombies need to eat flesh. They cannot actually perish from starvation. In one recorded instance, a severed head still attempted to bite, even though it had no stomach. Moreover, a zombie will refuse other kinds of meat when it is offered. Zombies seem to be more active at night, but they are able to move about normally during daylight hours. Unlike most undead monsters, zombies do not possess night vision. 

4) When confronted individually zombies appear rather weak but the creature's true threat is revealed when they are encountered in huge numbers as relentless legions of tireless, flesh-eating machines. Another deadly aspect of the zombie is their ability to rapidly spread their undead scourge, increasing their numbers to vast measures. The bite of a zombie will cause its victim to quickly grow sick and die (usually within 3 days), only to rise again as a zombie. There is no known cure for this malady. Excision and cauterisation of the "bite-infected" area (e.g. removing a hand or arm, etc.) has proven to be completely ineffective in halting a victim's metamorphosis into the Living Dead.

The zombie's strength level is at normal human-levels, but they are considerably slower that average humans, possessing poor agility and coordination. Their physical reaction-time is poor; about half that of normal human level. Zombies are highly susceptible to fire, and they seem to express an adverse fear of it. Burning these creatures is the most effective way of destroying them. Extreme amounts of electrical current will burn a zombie's flesh, thus consuming it in flames. Zombies can also be dispatched by causing extreme trauma to their brain. This can be accomplished by driving a bullet, a drill, a long knife, a hammer, or some other blunt object into the creature's skull.

Feeding Habits: Fresh human flesh.

Lifespan: Variable; depends on the state of decomposition upon reanimation and environmental factors which may affect the continuing process of decay. Most zombies can exist for 10 - 12 years before decay would threaten their mobility.

 

The Bestiary