Book of Undead
Book of Undead
This book contains all of the undead creatures found in the Creature
Catalog (http://www.rpgplanet.com/dnd3e/creaturecatalog/)
Note that the creatures here have been converted from previous editions
of the game for use with the new 3e rules. There are no new creatures
included here (i.e., the new undead types found in the Creature Catalog,
are not included in this book).
CONTENTS
Apparition
Banshee
Chimera, Undead
Coffer Corpse
Crypt Thing
Demilich
Huecuva
Death Knight (template)
Dracolich (template)
Skeleton Warrior (template)
Zombie (template)
APPARITION
Medium-Size Undead (Incorporeal)
Hit Dice: 8d12 (52 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 ft
AC: 15 (+2 Dex, +3 deflection)
Attacks: Incorporeal touch +6 melee
Damage: Incorporeal touch 0 and strangle
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Strangle, create spawn
Special Qualities: Undead, detect living, incorporeal, darkvision 60 ft,
turn resistance +2, unnatural aura, sunlight powerlessness
Saves: Fort +2, Ref +3, Will +7
Abilities: Str –, Dex 14, Con –, Int 10, Wis 13, Cha 16
Skills: Hide +13, Listen +12, Search +11, Spot +12
Feats: Alertness, Blind-Fight, Improved Initiative
Climate/Terrain: Any land and underground
Organization: Solitary or gang (2-4)
Challenge Rating: 7
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 9-24 HD (Medium-size)
COMBAT
The apparition attacks by fear alone. By grasping a target’s throat, it
attempts to actually scare the life out of him. If overpowered or if it fails in
its attempt to slay a living creature it will flee.
Strangle (Su): If an apparition hits with its incorporeal touch, it can
strangle an opponent. An apparition attacks by grasping a victim’s throat
with its incorporeal hand and implanting a suggestion in the victim’s mind
that the apparition can actually cause him harm. On a successful attack,
the target must succeed at a Will save (DC 17) or be stricken with horror.
On a successful save the suggestion fails. A failed Will save requires the
victim to make another save (this time Fortitude, DC 15) or die from
fright. Even on a successful Fortitude save, the victim will flee in terror for
1d6 rounds.
Detect Living (Su): An apparition can sense living creatures up to 100
feet away.
Unnatural Aura (Su): Both wild and domesticated animals can sense
the unnatural presence of an apparition at a distance of 30 feet. They will
not willingly approach nearer than that and panic if forced to do so; they
remain panicked as long as they are within that range.
Create Spawn (Su): A creature slain by an apparition will rise in 1d4
hours as an apparition. Spawn are not commanded by or under the
control of the apparition who created them. They possess none of the
abilities they had in life.
Incorporeal: Only harmed by +1 or better magic weapons, or magic,
with a 50% chance to ignore any damage from a corporeal source. Can
pass through solid objects at will, and own attacks pass through armor.
Always moves silently.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis,
stunning, and disease. Not subject to critical hits, subdual damage,
ability damage, energy drain, or death from massive damage.
Sunlight Powerlessness (Ex): Apparitions are utterly powerless in
natural sunlight (not merely a daylight spell) and flee from it. An
apparition caught in sunlight cannot attack and can take only partial
action.
BANSHEE
Medium-Size Undead (Incorporeal)
Hit Dice: 7d12 (45 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 30 ft
AC: 17 (+3 Dex, +4 deflection)
Attacks: Incorporeal touch +6 melee
Damage: Incorporeal touch 1d8
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Fear aura, wail
Special Qualities: Detect living, immunities, incorporeal, SR 20, turn
resistance +4, undead, unnatural aura, vulnerability, darkvision 60 ft
Saves: Fort +2, Ref +5, Will +8
Abilities: Str –, Dex 17, Con –, Int 16, Wis 16, Cha 18
Skills: Hide +13, Intimidate +10, Intuit Direction +8, Listen +14, Search
+12, Sense Motive +11, Spot +15
Feats: Ability Focus (wail), Alertness, Blind-Fight, Improved Initiative
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 7
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 8-21 HD (Medium-size)
The banshee is the undead spirit of an evil female elf. Banshees hate the
living and seek to destroy whomever they meet.
A banshee appears much as she did in life, though her form is now
translucent. Her hair is unkempt and her eyes burn with a fiery hatred
like none have ever seen.
COMBAT
A banshee’s primary attack is her wail. If a creature survives the wailing
attack, the banshee will retreat to her lair. She will return the next night
until all creatures are dead or have left her territory. The banshee will not
attack creatures that are powerful enough to withstand her wail. Lesser
creatures will be dispersed via the wail or her claw attack.
Fear Aura (Su): Anyone viewing a banshee must make a Will save
(DC 16) or flee in terror for 1d6+4 rounds. Whether or not the save is
successful, the creature is immune to the fear aura of that banshee for
one day.
Wail (Su): 1/day at night only; 30-foot radius; Will save (DC 17) or die.
Detect Living (Su): The banshee can sense all living creatures up to 5
miles away.
Unnatural Aura (Su): Both wild and domesticated animals can sense
the unnatural presence of a banshee at a distance of 30 feet. They will
not willingly approach nearer than that and panic if forced to do so; they
remain panicked as long as they are within that range.
Incorporeal: Only harmed by +1 or better magic weapons, or magic,
with a 50% chance to ignore any damage from a corporeal source. Can
pass through solid objects at will, and own attacks pass through armor.
Always moves silently.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis,
stunning, and disease. Not subject to critical hits, subdual damage,
ability damage, energy drain, or death from massive damage.
Immunities: Banshees are immune to cold and electricity-based
attacks.
Vulnerability (Ex): Holy water deals 2d4 points of damage per vial to
a banshee. A dispel evil deals 1d6 points of damage per caster level
(maximum 10d6).
The Banshee first appeared in the Monster Manual (Gary Gygax, 1977).
CHIMERA, UNDEAD
The undead chimera has the same stats as its living cousin (Chimera,
page 35 in the Monster Manual) with the following exceptions and
additions.
• Type changes to Undead
• Immune to poison, sleep, paralysis, stunning, disease, and
mind-influencing effects. Not subject to critical hits, subdual
damage, ability damage, or death from massive damage.
• Has no Constitution score. Therefore, the undead chimera is
immune to any effect requiring a Fortitude save.
• Does not have low-light vision.
• Can be turned or rebuked by clerics. Turn resistance is +4.
• Breath weapon from dragon head is always cone of cold.
• CR 8 for undead chimera
The coffer corpse is an undead creature seeking its final rest. They are most
often found in stranded funeral barges and the like. They hate life, and will attack
any living creature that disturbs them.
A coffer corpse resembles a zombie in appearance.
COMBAT
A coffer corpse attacks using its claws. It will attempt to grab a foe around the
neck. Once successful it will attempt to suffocate its victim. The coffer corpse will
not release its grip until either it or its victim is dead.
Fear Aura (Su): 5-foot radius, Will save (DC 11) or be affected as though by
fear as cast by a 7th-level sorcerer. Whether the save is successful or not an
affected creature is immune to the coffer corpse’s fear for one day.
Improved Grab (Ex): To use this ability, the coffer corpse must hit an
opponent of up to Large size with its claw attack. If it gets a hold, it uses its death
grip ability.
Death Grip (Ex): A coffer corpse deals 1d4+6 points of damage with a
successful grapple check against a Large or smaller creature. Because the coffer
corpse grasps the victim’s throat, a creature in its grasp cannot speak or cast
spells with verbal components.
A creature caught can hold its breath for a number of rounds equal to its
Constitution score. After this time, the character must succeed at a Constitution
check (DC 10) in order to continue holding its breath. The check must be
repeated each round, and the DC increases by 1 for each previous success. If
the victim runs out of breath, she falls unconscious (0 hp), and begins taking
suffocation damage. (See page 88 of the Dungeon Master’s Guide).
Undead: Immune to mind-influencing effects, poison, sleep, paralysis,
stunning, and disease. Not subject to critical hits, subdual damage, ability
damage, energy drain, or death from massive damage.
Crypt things are undead creatures that are found guarding tombs, graves,
corpses, and crypts.
A crypt thing appears as a skeleton wearing a brown or black hooded robe. Its
eyes appear as small, red pinpoints of light. If left undisturbed the crypt thing will
not attack.
A crypt thing, despite its undead status, can speak Common.
COMBAT
A crypt thing will avoid combat if possible by using its teleport other ability. If any
creature succeeds at its Will save, the crypt thing will attack with its claws.
Teleport Other (Sp): All creatures within a 50-foot range that fail a Will save
(DC 17) are teleported in a random direction (roll 1d4; 1-north, 2-south, 3-east, 4-
west) and a random distance (1d10 x 100 feet) away from the crypt thing. Roll
randomly for each creature that fails its save. A teleported creature never arrives
in solid material and will arrive in the closest open space available, if the target
spot is solid; however, victims need not arrive at floor level.
A creature that succeeds at its save is unaffected by that crypt thing’s teleport
other ability for one day.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis,
stunning, and disease. Not subject to critical hits, subdual damage, ability
damage, energy drain, or death from massive damage.
You may create a crypt thing with this spell. This spell must be cast in the tomb,
grave, or corpse that the crypt thing is assigned to protect.
A crypt thing can be created only from a mostly intact corpse or skeleton. The
corpse must have bones (so no oozes, worms, or the like). If a crypt thing is
made from a corpse, the flesh falls from the bones. The statistics for the crypt
thing depend on its size; they do not depend on what abilities the creature may
have had while alive. Only one crypt thing is created with this spell and it will
remain in the tomb where it was created until destroyed.
Material Component (for Crypt Thing): A black pearl gem worth at least 300 gp.
The gem is placed inside the mouth of the corpse. Once animated into a crypt
thing, the gem is destroyed.
The demilich (the name is a misnomer, for it is not a lesser form of a lich,
but the waning soul of a lich, centuries old) appears as nothing more
than a human (or humanoid skull), dust, and a few bones.
Closer inspection of the skull reveals 1d4+4 gems set in the skull’s eye sockets
and in place of its teeth.
COMBAT
When the lair of the demilich is first entered, the dust around the skull
swirls and rises into the air and forms a vaguely humanoid shape.
When a creature touches the skull of the demilich, it rises 6 feet into
the air and begins its attack sequence.
It will use its howl ability, directed at the most powerful creature
present and then drains the soul of the most powerful creature, storing its
soul in one of the gems in the skull. If the most powerful creature is
affected by the howl, then the next most powerful creature is the target of
the soul drain.
Afterwards, the demilich is sated, and sinks down. If disturbed again, it
will repeat its attacks as above. This process repeats as long as the skull
is intact and continues to be molested.
If all the gems are filled, the demilich resorts to its howl ability and curse ability.
Animate Dust (Ex): As a 5 HD wraith (Wraith, page 185 in the
Monster Manual). The wraith is immune to all forms of attack (though it
will feign damage by wavering and falling back) and cannot be turned. If
the shape is ignored, it will dissipate in 3 rounds.
Once the wraith has taken 52 points of damage, it dissipates and
reforms on the next round as a 10 HD wraith. The 10 HD wraith can be
attacked and damaged. It cannot be turned however.
If the demilich is destroyed, the wraith is destroyed as well. Left undisturbed
the wraith loses 1 hit point per day. At zero hit points, it dissipates.
Howl (Su): Once per round, 20-foot radius, Fortitude save (DC 19)
negates; Irrevocably slain on a failed save. Nothing short of a god’s
magic can raise the victim.
Trap the Soul (Su): Once per round, 60-feet, as trap the soul cast by
a 20th-level. No save to avoid. Spell resistance is likewise ineffective.
The soul is drawn into one of the gems contained in the skull. The
victim’s body immediately crumbles to dust.
If the skull is destroyed, each trapped soul is allowed a Fortitude save
(DC 15). Those that fail the save are irrecoverable, devoured by the
demilich. A successful save means the creature’s soul is still present in
the gem. The soul can be freed by crushing the gem, though a material
body (clone, simulacrum) must be present and within 30 feet of the gem
when it is crushed. A soul released when no receptacle is present is lost
forever.
Curse (Su): Once per round (and only when all gems are filled), the
demilich can unleash a powerful curse— such as, always hit in combat
by any attacking opponent, never succeed at a successful saving throw,
never gain XP from creatures slain or treasure gained, or something
equally as powerful. The curse can be removed with a remove curse, but
the victim loses 1 point of Charisma permanently when the curse is
removed.
Discern Powerful Creature (Su): The demilich can detect the most
powerful creature (from a group) when two or more creatures move
within 100 feet of it.
Rejuvenation (Su): When destroyed, the skull fragments and any
other remaining pieces must be immersed in holy water, followed by the
casting of a dispel magic, or the creature will reform at full strength in
1d10 days.
Spell Immunity (Ex): The only spells that can affect a demilich are
desecrate (forces the skull to sink down without howling or draining a
soul), dispel evil (deals 1d4+4 points of damage), hallow or halt undead
(forces skull to sink without howling or draining a soul), shatter (deals
3d6 points of damage), power word kill (destroys it if cast by an astral or
ethereal caster), and holy word (deals 5d6 points of damage).
Weapon Immunities (Ex): The demilich is immune to all weapon
attacks save for the following, which deal normal damage: A barbarian,
fighter, or ranger wielding a vorpal weapon or weapon of +5 or greater
enchantment; a paladin with a vorpal weapon or weapon of +4 or greater
enchantment.
Any other creature wielding a weapon with a +4 or greater enchantment or a
disruption weapon can deal 1 point of damage per successful attack. Note the
demilich is immune to the disruption power of the weapon.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis,
stunning, and disease. Not subject to critical hits, subdual damage,
ability damage, energy drain, or death from massive damage.
Huecuva are the remains of clerics who were unfaithful to their vows and
turned to evil. As such they are condemned to eternal unlife.
Huecuva resemble robed skeletons and may be mistaken for them.
Woe to those who make this mistake however, for the huecuva is more
than just a mindless skeleton dressed in tattered priestly robes.
COMBAT
A huecuva attacks with its claws. It will fight to the death.
Disease (Ex): Filth Fever—claw, Fortitude save (DC 12), incubation
period 1d3 days; damage 1d3 temporary Dexterity, 1d3 temporary
Constitution (Disease, page 74 in the Dungeon Master’s Guide).
Change Self (Sp): 3/day—as the spell cast by a 10th-level sorcerer.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis,
stunning and disease. Not subject to critical hits, subdual damage, ability
damage, energy drain, or death from massive damage.
Death Knight
Medium-Size Undead
Hit Dice: 9d12 (58 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 20 ft.
AC: 22 (+1 Dex, +9 armor, +2 natural)
Attacks: +2 Longsword +11/+6 melee
Damage: +2 Longsword 1d8+7
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spell-like abilities, fear aura, summon demons
Special Qualities: Undead, SR 25, turn resistance +4, summon
nightmare, darkvision 60 ft.
Saves: Fort +6, Ref +4, Will +6
Abilities: Str 20, Dex 13, Con –, Int 12, Wis 16, Cha 17
Skills: Diplomacy +12, Heal +12, Intimidate +11, Listen +8, Ride +12,
Sense Motive +9, Spot +11
Feats: Cleave, Great Cleave, Improved Initiative, Power Attack
Climate/Terrain: Any land or underground
Organization: Solitary
Challenge Rating: 12
Treasure: Standard plus +1 full plate armor and +2 longsword
Alignment: Chaotic evil
Advancement: By character class
COMBAT
Fear Aura (Su): 5-foot radius, Will save (DC 17) or be affected as
though by fear as cast by a sorcerer of the death knight’s level.
Spell-Like Abilities: At will—detect magic, see invisible, and wall of
ice; 2/day—dispel magic; 1/day—fireball, any one power word spell and
symbol (pain or fear effect only). All are as the spells cast by a 20th-level
sorcerer (save DC 13 + spell level).
Summon Demons (Sp): Once per day a death knight can attempt to
summon 2d8 dretches or 1d4 vrock with a 35% chance of success, or
one hezrou, marilith or nalfeshnee with a 20% chance of success.
Summon Nightmare (Sp): Once per 10 years, a death knight may
summon a nightmare (Nightmare, page 140 in the Monster Manual) to
serve it as a paladin’s mount serves.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis,
stunning, and disease. Not subject to critical hits, subdual damage,
ability damage, energy drain, or death from massive damage.
CREATING A DRACOLICH
“Dracolich” is a template that can be added to any dragon creature
(referred to hereafter as the “character”). The character’s type changes
to “undead.” It uses all the character’s statistics and abilities except as
noted here.
COMBAT
Undead: Immune to mind-influencing effects, poison, sleep, paralysis,
stunning, and disease. Not subject to critical hits, subdual damage,
ability damage, energy drain, or death from massive damage.
Fear Aura (Su): Skeleton warriors are shrouded in an aura of fear.
Creatures of less than 5 HD in a 60-foot radius must succeed at a Will
save or be affected as though by fear as cast by a sorcerer of the
skeleton warrior’s level.
Magic Items Carried: +2 full plate armor, +2 bastard sword, cloak of
resistance +2, boots of speed.
CREATING A ZOMBIE
"Zombie" is a template that can be added to any non-undead corporeal
creature (referred to hereafter as the "base creature") that has a skeletal
system. The creature’s type changes to "Undead." It retains most type
modifiers (such as "Fire" or "Aquatic"), but loses alignment type modifiers
(such as "Good") and type modifiers that indicate kind (such as
"Goblinoid" or "Reptilian").
The new zombie uses all the base creature’s statistics and special
abilities except as noted here.
Hit Dice: Drop any Hit Dice gained from experience and raise remaining
Hit Dice to d12. If the creature has more than 20 Hit Dice, it can’t be
made into a zombie by the animate dead spell. (Exception: A 20th-level
cleric with the Evil domain casts animate dead at caster level 21, so such
a cleric can create an undead creature with 21 Hit Dice.)
Armor Class: Natural armor changes to a number based on the
skeleton’s size:
Size Natural AC
Tiny or smaller 0
Small 1
Medium-size 2
Large 3
Huge 4
Gargantuan 6
Colossal 11
Size Damage
Diminutive or Fine 1d2
Tiny 1d3
Small 1d4
Medium-size 1d6
Large 2d4
Huge 2d6
Gargantuan 2d8
Colossal 4d6
Special Attacks: The zombie loses all special attacks the base creature
once enjoyed.
Special Qualities: The zombie loses all special qualities the base
creature once had, except those associated with any subtypes it retains
(such as the Fire subtype). All zombies gain the “Undead” type (see the
Introduction of the Monster Manual) and this special quality:
Partial Actions Only (Ex): Zombies have poor reflexes and can perform
only partial actions. Thus they can move or attack, but can only do both if
they charge (a partial charge).
Saves: Base saves are the same as those of a wizard: Fort +1/3 HD, Ref
+1/3 HD, and Will +2+(1/2HD).
Abilities: The new zombie’s Strength increases by +2, it has no
Constitution or Intelligence score, its Dexterity changes to 8, its Wisdom
changes to 10, and its Charisma decreases to 3.
Skills: The zombie loses all skills once possessed by the base creature.
Feats: The zombie loses all feats once possessed by the base creature,
but gains Toughness.
Climate/Terrain: Any land and underground.
Organization: Any.
Challenge Rating: Depends on Hit Dice:
Hit Dice CR
1/2 1/6
1 1/2
2-3 1
4-5 2
6-7 3
8-9 4
10-11 5
12-14 6
15-17 7
18-20 8
Treasure: None.
Alignment: Always neutral evil.
Advancement: Hit Dice are based on advanced Hit Dice, if applicable.