Although undead come in many forms, most share a specific range of characteristic abilities, strengths, and weaknesses
The "simplest" form of undead is the zombie. A zombie is a magically animated corpse which seeks to feed on living flesh and blood. They are almost always humanoid, though on rare occasions zombie animals have been reported. Zombies are completely mindless and exist only to feed. They cannot be given orders or instructions and do not follow commands, they will blindly and immediately attack any food source (living creature) they detect.
Zombies are the least powerful form of undead because they have the weakest link to the negative material plane. A zombie draws just enough negative power to prevent it from dying, and as noted above, it actually needs to feed on living flesh in order to keep its physical energy and activity level up. A zombie that remains unfed becomes first listless, then inactive, and will remain so until something edible comes along. Even in this state, however, they can move with snake-like quickness to strike a target within range, passing from torpor to frenzy in an instant.
Similarly, because zombies are not strongly connected to the negative plane, they cannot be turned by holy clerics, nor controlled by evil ones. In fact, about the only thing to do with a zombie is simply destroy it. A zombie can be destroyed instantly through either the destruction or severance of its head, or it can be physically hacked to pieces. Zombies have no mind, and thus don't respond to any mind-control magic, but they are affected by hold spells, and by any kind of damage, physical or magical -- including mundane weapons of all types. Zombies will avoid fire if possible, but burning does not stop them.
A zombie attacks with nothing more than its natural hands and teeth; the magical energy animating them gives them some moderate strength but nothing unusual. Neither attack does more than minimal physical damage by itself, and were it not for the danger of disease transmission, an individual zombie would not even be a dangerous encounter. A more significant danger from zombies is when they are encountered in large groups. An individual overwhelmed by a mob of zombies can be very quickly torn and chewed to pieces right on the spot, with the ensuing corpse itself still possessing the magical energy of impending zombie disease.
The most significant risk from a zombie attack, of course, is the transmission of zombie disease. Any human (except paladins) bitten by a zombie will immediately contract zombie disease. While strong individuals can often withstand the onset of the disease for some hours, it will inevitably take hold and will inevitably be fatal unless magically cured, a process only possible by the application of a holy Blessing spell followed by Cure Disease. It should be noted that normal cure disease remedies, including magical ones, will not affect zombie disease at all, unless explicitly attuned for that specific effect.
While technically only a zombie’s bite transmits the disease, it appears to also risk transmission any time a zombie’s saliva makes contact with open wounds, meaning a wounded individual encountering a zombie may not actually have to be physically bitten to risk the disease. An individual actually killed by zombies rises themselves as a zombie at the next midnight.
Zombies can be surprisingly tough -- and half a zombie is still just about as bad as a whole one. Still, they represent perhaps the weakest of all undead forms, and individually are generally considered a class 1 encounter.
The term "Skeletons" actually encompass a broad range of creatures of vastly different classes. The term is generically given to any magically animated bone construct. While most frequently humanoid, any form of creature can manifest in skeletal form.
Skeletons draw all their necessary energy from the negative material plane, they neither eat nor sleep; but this means unlike zombies, they are affected by clerical turn or command. Skeletons are not per se intelligent, but they can comprehend and obey simple orders or instructions from their creators. Like zombies, they are not affected by mind control magic (not enough mind to control), but are otherwise effected normally by magic and spells. Again like zombies, skeletons fight until destroyed (i.e. bashed to pieces). Unlike them, skeletons are susceptible to turning by non-evil clerics, or controlling by evil ones stronger than their creator. Although skeletons are susceptible to damage from both non-magical and magical weapons, piercing and edged weapons do substantially reduced damage against skeletal opponents of virtually all types, and arrows are often useless.
With a few exceptions, noted below, skeletons of all types generally fight as humanoid warriors, using conventional weapons and combat styles. Animal-form skeletons usually mimic the physical attack abilities of their “natural” form, like biting or kicking, although frequently with a heightened damage potential.
While the distinctions between various skeletal creatures is a blurry one, "ordinary" skeletons are generally classified as a rank 2 or occasionally 3 encounter.
Apocalypse Warrior
Skeletal Giant
Skeletal Lord
Skeletons are familiar enough to most adventurers, but the range of skeletal creatures goes well beyond these simple monsters. In addition to "basic" skeletons, the family of these creatures includes Skeletal Warriors, Skeletal Knights, Skeletal Lords, Skeletal Animals, and even Skeletal Giants.
Skeletal Warriors (pictured left) are often considered just “big skeletons”, but this is too simple an analysis. Although Skeletal Warriors appear essentially identical to normal skeletons, they have three notable differences. First, they are capable of following much more sophisticated commands and instructions than normal skeletons; many researchers consider them “quasi-intelligent” due to their greater capability. Second, they are much more capable creatures in combat, with prowess equal to perhaps a rank 4 Guild Warrior. Third and most distinctly, Skeletal Warriors are unaffected entirely by ordinary weapons; only high quality (superior or better) mundane weapons, magical weapons, or holy blessed weapons will harm them.
Because Skeletal Warriors are visually indistinguishable from their ordinary counterparts, they can represent a particularly dangerous encounter for the less experienced adventurer, who might be expecting the one creature but getting the other. Fortunately, Skeletal Warriors are much rarer than standard skeletons. Equally fortunately, they are vulnerable to clerical turning with the same difficulty level.
Roughly similar to Skeletal Warriors are Skeletal Animals. These are rare, but powerful analogs to their natural forms, and will have combat abilities parallel to those forms. They share most of the normal skeleton characteristics, except that Skeletal Animals are immune to clerical turning. And while most Skeletal Animals encountered seem to be of evil alignment, there is an unconfirmed theory that they can in fact also be neutral in alignment.
A Skeletal Knight is the next step up the ladder of skeletal encounters. These creatures, also sometimes called “Apocalypse Warriors”, are intelligent and capable opponents, probably the equal of an 8th - 10th level warrior. We consider them a class 6 or 7 encounter. These creatures are capable not only of sophisticated tactical decisions, but also of commanding forces of their lesser brethren. They frequently possess weapons of a magical nature which are attuned to them uniquely, and lose their magic when the creature is destroyed. They are also perfectly capable of using normal magical items or weapons as well.
Mention should also be made of the Skeletal Mage, occasionally called a "Baby Lich". Physically not quite as tough as a Knight, they make up for it with arcane spellcasting power. They are usually at best capable of using 3rd or 4th level spells, but it appears the negative energy that empowers them increases their spell power substantially at all levels.
Skeletal Giants, frequently also called “Bone Constructs”, tend to stand around 10 to 12 feet tall. They frequently have a patchwork, cobbled-together kind of look, making them appear clumsy and unsophisticated. This does not make them less dangerous. They may not be terribly bright, resembling normal skeletons in this manner, but they are certainly dangerous opponents. Skeletal Giants are not sophisticated, but they are strong, equal to Ogres or Hill Giants, and they are capable of sustaining a tremendous amount of damage before being destroyed. This latter characteristic causes us to classify them as a class 9 encounter.
Most fearsome of all is the Skeletal Lord. These creatures are opponents of the first degree, and will usually be encountered in leadership positions over forces of lesser undead. As individual melee opponents, they are easily the equivalent to a rank 13 or better Guild warrior. Although they do not use magic per se, they can use any item that a non-magician can, and they will take full advantage of quality or magical armor when available. A Skeletal Lord fully justifies a class 9 or perhaps 10 ranking in danger factor.
Skeletal Lords are always armed with weapons of great power, usually a Runesword. These are supernatural weapons not forged on the Prime Material plane, and the method by which Skeletal Lords possess them is not understood. Rune weapons are powerful conduits of negative energy that have been described as a Nine Lives Stealer combined with a Rod of Absorption. These weapons are capable of draining life levels, and disrupting or even absorbing positive magical energies.
Regardless of form, all Skeletal Creatures share certain common characteristics. All can be turned (or controlled) by holy (or unholy) casters. All skeletons take substantially reduced damage from piercing and cutting weapons, whether mundane or magical. They have no sense of fear, and cannot be affected by any form of mind control magic. Skeletons can see in any light conditions, and are not affected by temperature or climate conditions.
Ghouls are animated corpses, they can come from virtually any humanoid stock except elves, giants, and ithilids. Like zombies, ghouls are undead creatures that exist only to feed off corpses -- the fresher the better. They are, however, much more powerfully imbued with negative energy than their lesser cousins. Not only are they stronger and faster than zombies, but they do not become dormant if unfed, just hungrier. Although the process of becoming a ghoul destroys the rational mind, these creatures retain a terrible cunning which makes them particularly effective hunters; they will pursue and attack any living creatures relentlessly and attack with no sense of fear.
The intensity of a ghoul attack is a terrible thing, as the magical energy sustaining them not only gives them unnatural speed and strength, but it sends them into a frenzy which causes them to attack without regard to personal safety; it is said that ghouls don’t care if you kill them, as long as they can go down chewing. Bad enough if there is only one, but ghouls not only almost always attack in groups (even packs), and even a single fighting ghoul will attract others to the location, increasing the duration and stress of the fight. While we usually classify ghouls as a level 3, occasionally level 4 encounter, the student is cautioned that they attack as if several classes higher. And again, once a ghoul starts attacking, only the death of its victim, or its own destruction, will stop it.
In addition to physical damage, any attack by a ghoul that draws blood causes a magical slowing effect of the victim's reactions, an effect which can rapidly accumulate with multiple wounds to cause complete paralysis (the thought of being conscious and paralyzed as ghouls eat one's flesh is the reason they are so feared). This paralysis effects all humanoid types except the three noted above.
The corpse of a victim slain by ghouls will, if untreated, rise up as a new ghoul by the following night. Normal religious rites or a blessing for the dead will in most cases suffice; but, contrary to some belief, a simple burial is not enough to prevent this metamorphosis. In order to be resurrected, the body of a ghoul victim must be first blessed by a priest of good or neutral alignment.
All ghouls are chaotic evil, and cannot really be controlled or commanded (except to be pointed at food, perhaps). Ghouls are almost always found groups, though its individuals may be initially spread out over some distance; sometimes they are found roaming in pack-like groups, and other times they are found infesting a specific area, often a large burial site. They are always encountered either at night or in dark locations, as they shun sunlight; it does not severely damage them by itself but appears to overwhelm their senses, leaving them helpless. Ghouls have the normal undead immunities, but they are affected by clerical turning from any good-aligned cleric and particularly Lawful Good alignment.
A more powerful form of ghoul exists, a creature known as a Ghast. They are physically indistinguishable from ghouls in form, but they give off a charnel stench which instantly identifies their presence. Within 10 to 12 feet, this smell is so strong that it can bring on an incapacitating nausea and makes even the simple act of breathing difficult.
Ghasts attack in the same manner as ghouls, with about the same damage, although the paralyzing effect of their touch is not only stronger, it can affect any type of humanoid. What makes ghasts dangerous is their intelligence. Ghasts are clearly thinking creatures, capable of problem-solving and semi-rational thought (probably more about food than about opera). They are almost always found amongst a pack of ghouls, which they appear to organize and command through some manner not well understood. As encounters, they are considered one level higher than ghouls.
A Haunt is an evil magical spirit which remains tied to a particular place, person, or thing on the Prime Material plane. They are technically incorporeal, but their magical power is so strong they manifest themselves as visible creatures, usually manifesting a head and upper body but no lower limbs, and occasionally retaining clothing and accoutrements reminiscent of its mortal form. Haunts can be raised by necromancers, but they frequently manifest through their own sheer willpower. They can be Lawful, Neutral, or Chaotic but they are always evil, and they have a powerful hatred of all things living.
Haunts exist because they are obsessed with something, and they will always attempt to possess, control, or be with that thing. Nothing else matters to them, and they cannot be otherwise controlled, bargained with, reasoned with, or otherwise influenced. Once they possess it, they resent the presence of any living creature, and will react to their presence with hostility. They are relentless in the pursuit of their goals, and even if physically “killed”, they will in fact re-form and return, endlessly, until permanently destroyed by an Exorcism spell.
Haunts have a powerful evil aura which has been described as feeling the cold touch of the grave. Living creatures around them are slowed, like the magical spell, as long as haunts are active. Their touch inflicts pain, and drains the victim’s strength in the same manner other undead drain life energy. A victim completely drained becomes a lifeless husk, and can only be brought back with a Resurrection spell, or a Wish.
Haunts have all the normal undead immunities. They are not particularly robust, but can only be struck by magical weapons. As mentioned, such physical damage only disrupts them, but it does take time (hours? days?) for a Haunt to re-form. They are rated by the Guild system as a class 4 to 5 encounter.
A Spectre is a common term given to any non-corporeal undead creature which causes a life-draining effect through physical contact. They are creatures of darkness that shun strong light and are made powerless by sunlight. They are visually similar to ghosts, and are often mistaken for the same.
Spectres are composed entirely of magical energy, making them non-corporeal but still visible as a translucent and and indistinct figure undoubtedly reminiscent of their form in life. The strength of the negative energy that gives them un-life causes the touch of a spectre to drain one life level in the same manner as a wight. Its only attack form is this touch attack; spectres do not use magic powers or physical weapons.
Being completely non--corporeal, a spectre is not bound by physical objects. It can move through walls, doors, and physical obstacles, and its ability to sense life seems to similarly transcend physical barriers. Its attacks certainly do, as normal physical armor and/or weapons provide no protection whatsoever from a spectre's touch. Magical armor does provide some protection, and magical weapons are required to do damage -- an important fact, because Spectres tend to be relatively "delicate" and will tend to retreat from substantial danger. Spectres have the normal undead immunities, and in addition cannot be paralyzed or held in any way. Even though incorporeal, they are distinctly affected by holy water, although it has to be "splashed" on them. A Raise Dead spell cast on a Spectre kills it instantly.
Spectres can form "naturally", with many experts believing they are the psychic remains of individuals who died under exceptional stress levels whose spirits refuse to accept their fate and move on to their appropriate afterlife. The unresolved status of their existence drives them to hate all living thing as a representation of the life they can no longer have. They can also be invoked by necromantic rituals, as the magician imbues an existing bound spiritual force with enough negative energy to manifest. These creatures are not particularly susceptible to control, nor do they particularly obey instructions, but they have the same hatred for anything living and will unhesitatingly seek to destroy it.
Although they are, as noted, physical lightweights, their nature and the seriousness of their attack cause us to list Spectres as as a level 5 encounter.
The term Wight is a very general one, and is properly applied to any corporeal humanoid undead creature which draws enough energy from the negative material plane to cause life-drain upon touch.
Wights can vary in sophistication. At the lowest end, simple wights are not much more than powerful ghouls. Their connection to the negative material plane is stronger, making them a little tougher and causing them to actually drain life energy from the living, but they do not share the ghoul's frenzy-style attack. They are clearly more intelligent, like ghasts, although again it might be best described more as an inhuman cunning, and in particular wights seem to have a strong ability to sense the nearby presence of living creatures, even through walls or physical objects. Unlike ghasts, they tend to be semi-solitary creatures, usually found in wilderness or underground lairs far removed from other creatures.
More powerful wights, often referred to as "barrow wights", are typically found in tomb areas, catacombs, or places when numerous dead are buried. These creatures almost never leave their lair area, but are aware of everything within it and will react to any intrusion. Not infrequently, multiple individuals can exist if the area is large enough, each apparently with its own territory or lair area. They almost never act in concert, however, a characteristic consistent with their Chaotic Evil alignment.
Wights have a natural fear aura which causes a natural paralytic terror in low level (1st - 3rd) level individuals, but does not affect the more experienced. While simple wights have no further special abilities, barrow-wights are believed capable of generating a magical spell which causes inattention and drowsiness to mortals within their lair areas, and can induce an inevitably fatal sleep. Wights seem to favor ambush-style attacks, and seldom pursue if an initial attack fails. In rare and somewhat special cases, wights using weapons have been encountered, but they almost always attack with biting and clawing attacks whose minor physical damage is far overshadowed by the effect of their energy drain.
Wights have the normal undead immunities, however they are noticeably sensitive to holy water, which seems to strongly affect them even through clothing or armor worn. Magical Protection from Evil spells are particularly effective against them, and a Protect from Evil 10' r spell reinforced with powdered silver is a barrier no wight can cross. They dislike strong light and will avoid it, and they never appear in direct sunlight as it quickly destroys them. They can be turned by good-aligned clerics, and similarly commanded by evil ones. Wights can only be harmed by magical weapons, or ones with at least a 50% silver alloy.
Some, and possibly all wights are believed to slowly regenerate themselves over time, and may have the ability to re-constitute themselves after being "killed", but this is a time-consuming process and is not analogous to demonic or troll-like regeneration. In such cases, the corpse must be exorcised, then blessed, in order to permanently destroy the creature.
On the whole, wights are given a class 5 rank on the guild encounter scale, primarily due to the serious nature of their life-draining touch. Stronger individuals, however, are not completely uncommon.
A Mummy is an undead creature created by performing a series of specialized body-sustaining rituals on a fresh human or humanoid corpse. Specifics of the process can differ, but all include the removal of certain internal organs and the wrapping of the body in a characteristic manner using linen, cloth, or other fabrics as part of the preservation process. While these bodies are usually intended to be preserved in a passive mode, they can be made active from disturbances, intended or otherwise, of their resting places.
Unlike all other undead forms, the process of mummification and the magic involved preserve the body through positive instead of negative energy. This magic permeates the entire body, so intensely that a cleanly severed mummy limb can remain animate (and dangerous) for hours, sometimes even days. It is strong enough to make them immune not only to mundane weapons, but even to magic of less than superior (+2) intensity, and allows them to sustain twice or more the damage they might have withstood in life. It is also the source of their tremendous strength, usually human-maximum or even greater. Fortunately, the one thing it does not generally seem to do is make them fast, and it is often possible (as well as advisable) to outrun or outmaneuver a mummy when encountered.
Because it is powered by positive rather than negative energy, a mummy cannot be clerically turned or controlled, except by clerics specifically dedicated to a deity controlling a pantheon's underworld of dead souls. This also makes it possible for mummies to be neutral rather than evil in alignment, a fact which does not necessarily affect the aggressiveness of same when disturbed, but which can influence the kind of spells and magic that will affect it.
Although its empowering magic may be different than other undead, mummies share most of the category’s general immunities. Mummies are not affected by poisons of any kind. They are unaffected by sleep and hold spells, and are completely unaffected by cold-based magic. Fire does some damage, minimal if mundane and a bit more if magical, but fire will not necessarily stop them; and being attacked by a burning mummy has its own issues. Holy water burns them like a powerful acid, whether evil or neutral. A Raise Dead spell does not harm them, but turns the mummy back into a living person.
The mere sight of a mummy causes a natural fear reaction in living creatures which varies by the affected creature's level. Ordinary individuals, and even trained adventurers below a 6th level certification are typically paralyzed by this fear (failed save) or will flee in terror (made save). Most experienced and disciplined individuals of 6th or higher level are able to withstand this fear reaction.
Most mummies do not use weapons, but will simply attack with club-like blows of their limbs. The damage from such attacks is formidable enough because of their great strength, but it gets worse. A mummy's touch has the chance (66%) to transmit a rotting disease to the individual struck, one which is curable only by magic. This disease is absolutely fatal over a 2 - 3 month period, and further reduces effective healing, even magical, by 95% while active. Should an individual die from the disease or while under its influence, they will prove impossible to bring back to life by means short of a Divine wish or resurrection.
Mummies are essentially unknown in the Blackmoor area, but are found in Greek, Roman, Gothic, Persian, and (of course) Egyptian lands and cultures. The Guild considers them minimum rank 6 encounters, but capable of being higher.
Beyond the range of normal mummies, there is an even more powerful creature known as an Elder Mummy. They are extremely rare, found only in the deepest tomb levels of two great necropolis complexes, one in Egypt and the other in Nubia, and apparently the centerpiece of each. Although the tombs have been subject to exploration for some centuries, surprisingly little is truly known about them or the powerful creatures they are built around. Scholars agree the Elder Mummies and their tombs are incredibly old, far predating the human era, yet a great many artifacts found within bear an eerie similarity to elements of First Age Egyptian culture. Adventurers and explorers agree the Elder Mummies are hostile and dangerous, with the few recorded actual encounters of these creatures in their deep lairs invariably turning out bad even for Epic-class adventurer groups.
Wraiths are very powerful undead spirits, usually individuals of great significance in their mortal lives, and raised back from the dead through necromancy. They are naturally incorporeal, but almost always retain clothing and accouterments reminiscent of its mortal form. They are spirits twisted and perverted by the magic that has brings them forth, and while they can be lawful, neutral, or chaotic (possibly affected by their manner of creation?), they are always completely evil.
Wraiths are exceptionally intelligent, and are fully aware of the environment around them. Regardless of how their senses actually work, they effectively have superior sight and hearing, as well as a natural ability to sense life forms from their positive energy. The negative energy they channel within their bodies is powerful enough to cause their touch to drain two life levels. It also gives them a Moderate level of magic resistance.
Wraiths can be turned by holy power, buy they can be particularly resistant to turning when in the presence of their necromantic creator or other place of power. When encountered, they will usually simply attempt to drain a victim’s life energy, but wraiths have been encountered that use magical items, weapons, and even armor. These creatures are frequently referred to as Wraith Warriors, although they are identical to “normal” wraiths in all ways except the accouterments. Wraiths have the normal undead immunities, and it requires an excellent (+3) quality magical weapon, or one imbued with Good-aligned holy magic, to injure one.
Wraiths manifest a variety of magical spell-like powers, frequently reported abilities include Cause Fear, Cause Mass Fear, Dispel Magic, Cause Darkness, Fly, Dimension Door, Feeblemind, Fire Shield, Ice/Fire Storm, and Animate Dead. It is believed Wraiths see positive-energy life forms naturally, thus illusions and invisibility spells provide no protection from wraiths; to an extent this ability appears even to extend through walls and physical barriers.
Wraiths can vary considerably. They are generally rated between class 7 and 8 in the Guild rating system, but Wraith Warriors should be considered one level higher.
Reavers are creatures created only through necromantic incantations, and are bound to the necromancer that creates them. They will follow his/her orders and none other, they cannot be deterred or distracted from their task. Reavers are functionally intelligent, and can communicate with mortal creatures when necessary, but they are strictly servants and neither free-willed or independent. If the necromancer who creates a Reaver is ever killed, the Reaver instantly loses all power and dissipates.
Reavers are essentially incorporeal creatures, composed almost purely of negative energy, but they take on a semi-corporeal body and are capable of using physical weapons and interacting with the physical world. Like all incorporeal undead, Reavers can only be harmed by magical weapons; but further, these must be superior quality (+2) or higher. Reavers have a Slight level of magic resistance, and have all the normal undead immunities. They can be turned by clerical power, but not controlled by it.
A Reaver's touch does not drain life levels, but its weapon can. Reavers almost always fight with a large, 2-handed scythe, which strikes as a master weapon; they use it in a whirling attack that can strike attack any opponent, or multiple opponents, in any facing without penalty. Reavers are classified as class 7 encounters, and like advanced warriors can effectively attack up to three times in a round, but only twice at a single target due to the weapon’s large size. Their negative energy gives them substantial strength and superhuman quickness.
Reavers have the ability to use a limited number of spell-like effects, and it is probable that their abilities can vary based on the wishes of the necromancer creating them. In any case, certain common abilities of Reavers encountered appear to include invisibility, see invisible, fly, detect alignment, lightning bolt, poison cloud, dimension door, and fear. It is also thought that in some cases, it is possible for a necromancer to see and hear through the Reaver's senses, as though he/she were scrying the area.
Although it appears the exact strength of a Reaver may depend on the level of the necromancer creating it, they are generally ranked as a class 6 or 7 encounter.
A Revenant is a powerful undead being that retains the knowledge, memories, and personality of their living selves, but now functions on negative energy instead of positive life-force. They are inevitably driven by some kind of compulsive and all-consuming goal they either did not achieve in life, or wouldn't stop pursuing in death. They may have been noble in life, they may have been base, but all have been driven by their obsession to defy death itself. And though many were fine people in life, in undeath they become corrupted by the evil power that sustains them, and all Revenants creatures of the darkest Evil.
What makes a Revenant different from most undead isn't just its intelligence as much as its personality. A Revenant who enjoyed flute music in life still enjoys it despite being dead. They can tell the same stories or jokes, as well as speak the same languages, as they did when alive; they will recognize people, places, and items they knew from that time. Most (unless driven to be nomadic, as many are) will establish not a "lair" but a facsimile home, even maintain a "lifestyle". A Revenant knows what it is, and what it's doing, and obviously is perfectly ok with that, but otherwise most see themselves as still the "same person" they were in life.
As a result, as long as you aren't in conflict with whatever it is that drives a particular Revenant, they don't have to be inherently hostile; some can actually be quite charming and easy to get along with. If your goals are similar, they can even be downright helpful. But the only thing that matters to a Revenant is its obsession, and it will unhesitatingly attack anything it perceives as a threat or impediment to that goal, and especially anything that might be competition for it. And although it knows full well what it's doing, a Revenant isn't bound to telling the truth about it, nor are they above attempting to use encounters with the living for their own advantage.
Perhaps it is the intensity of the Revenant's driving force that give it power, for they are formidable opponents. Many haven't just taken their skills to the grave, they've further practiced them for centuries by now. They have the normal sorts of undead immunities, particularly against elemental magic, but since they're not spirits reconstituted into a physical body, they're further both generally unaffected by spells like Dispel Evil or other effects that bar, dismiss or influence spirits. They also aren't subject to clerical turning. Physically, they are immensely tough, and not affected by non-magical weapons. characteristics heightened in effect because the only real way to stop a Revenant is to beat it to an absolute pulp. This won't kill the creature, but it will stop it for a period of time -- their method of reconstitution isn't fully understood (the general belief it that the permanent destruction a Revenant generally has to involve some kind of "closure" of its conditions of existence, whatever those might be and whatever that could potentially entail).
In their appearance, Revenants can be easily confused with various other skeletal or mummified creatures, but there tend to be certain clues. They have bandaged-wrapped bodies much like mummies, but with (usually) the head and other varying body parts visible in bare skeletal form. They dress, however, much as they would have in life. They can appear in armor, but equally in fine clothing; they often favor valuable and flamboyant garments and pieces of fine jewelry, suggesting that vanity can and does live in the afterlife. The adventurer can also expect to find them well-equipped with the sorts of weapons and magical equipment appropriate to their prior profession. Their chance for treasure beyond what they carry and wear varies, obviously influenced by their obsession and it's demands. Those that occupy a specific place or area often may collect wealth or treasure (if only the debris of failed interference), while those driven to mobile or nomadic conditions may have nothing but their immediate possessions.
It's hard to put a simple classification on Revenants because the skill range for these creatures appears pretty broad. Most would probably range between a level 8 and 13 guild adventurer in any of these classes: warrior, dark cavalier, rogue, magician, warrior-magician, rogue-magician. Some rare examples of magicians specifically have been difficult to distinguish from outright liches, but experts think (hope?) that these are well outside the norm
The Crypt Lord is an undead spirit always found underground in old-to-ancient tombs, catacombs, and burial areas for the dead. Physically, they are something of a mix between corporeal and non-corporeal; they typically appear in a skeletal form, often with robes or cloak as garments, but somewhat like Haunts their form ends at the lower spinal cord. They usually move by gliding over the ground, although they can outright fly as well.
How Crypt Lords form is a mystery, as they are one of the few undead forms that are not conjured by necromancers. Although they are always found deep within crypt areas, it is uncertain if they consider themselves protectors over the area, or simply reside there. They are usually solitary, but in particularly large burial areas, it appears multiple Crypt Lords can co-exist, each with its own individual zone.
Crypt Lords are formidable opponents. They are highly intelligent, and fully capable of using magical weapons and items of any class or type. They are strong in melee, with estimates of their fighting equivalence averaging perhaps a 9th level warrior. More significant, however, are their magical abilities. Crypt Lords can become invisible, cause darkness, detect and dispel magic, cause fear, and cause paralysis. They have the ability to generate a bone shield around themselves, which functions similar to the magic spell fire shield, and the ability to generate a bone storm, filling an area with flying shards and fragments of bone and inflicting damage equivalent to a fireball-type spell.
Most feared of all the Crypt Lord’s magic is its sleep spell. It is effective against individuals of any rank and race (except elves), and puts the victim into a deep coma-like slumber. Once asleep, the creature takes its victims to a place deep within its lair where it apparently casts other spells over the individual, incantations which keep them in a state of suspended animation while the Barrow-Wraith slowly drains them of their life-force over time, possibly decades. The only way to awaken someone in this condition is with a dispel magic spell, but this is not without danger unless the victim has been only recently enchanted; the awakening process causes the body to suddenly sustain both the aging effects suspended by the Crypt Lord's magic, and the loss of life energy inflicted during that time. The shock of instantly sustaining these physical effects is very often fatal.
Crypt Lords can be of any evil alignment. They are considered a class 8+ encounter.
A Ghost is a powerful, non-corporeal undead creature which normally exists on the Ethereal Plane, and can freely move between it and the Prime Material. They are almost always ex-human or humanoid spirits who have been denied entry into their religion's realm of the dead for whatever reason, and are forced to maintain essentially a "homeless" existence on the Prime Material plane. In a large number of cases, they are (or become in time) evil creatures, but this is not a necessary characteristic. In some cases, accidental or reversible conditions create ghosts, and the spirit remains in the Prime in hopes of finding a mortal who can do what is necessary to free the ghost and send it properly onward. This type of ghost is often referred to as a "Spirit", although this term is inaccurate. Ghosts of this type usually do not exhibit aggressive intent or effects.
On the other hand, most ghosts the mercenary adventurer cleric will encounter most certainly will exhibit hostile and aggressive intent, and they present a difficult combination of threats. As if being non-corporeal wasn't enough, the ability of a Ghost to move at will between the Ethereal and Prime Material planes make combating ghosts highly problematical.
A Ghost can attack while on the Ethereal Plane, or by manifesting itself physically. In the first case, the Ghosts attacks by attempting to take over a mortal creature's body in an effect similar to the magician's Magic Jar. Beyond the victim withstanding the attack, there is no way to combat the Ghost without an ability to see into the Ethereal Plane and project power there.
When a Ghost physically manifests itself on the Prime Material Plane, it normally attacks with a physical strike which resembles a Shadow's attack, inflicting both physical damage and a numbing cold that saps Strength. In addition, Ghosts have a special attack form called Soul Harvest. The ghost grapples with its victim, ignoring physical armor, and begins to attack the victim's soul. The victim will essentially begin to age, roughly 11 - 20 years per melee round in the ghost's grip. If a normal human is held long enough to age 99 years, the attack will permanently and forever kill them. If the attack is interrupted before completion, the victim will recover, but only with rest.
The mere sight of an aggressive ghost causes an automatic fear reaction in all humanoids of the same racial type as the creature (saving throw applies).
While physically manifest, a Ghost can be attacked. Most of the normal undead immunities apply, and magic weapons must be master level (+3) or better; however, unlike most undead, mental control attacks are possible (and dangerous -- it wouldn't be a ghost without strong willpower already). Even so, unless damage is inflicted from both the Material and Ethereal Planes simultaneously, the Ghost is only disrupted by damage, and can reform, usually quite quickly. While classified as class 8 encounters, they are in truth more like a 6 or 7 in damage-sustaining capability, but this is easily made up for by the difficulties of effectively applying damage.
The sovereign weapon against a ghost is the Exorcism spell. Depending on the relative level of caster and ghost, Exorcism will either kill or permanently drive away a ghost. Otherwise, to fully and permanently destroy a Ghost, enough damage to disrupt it must be inflicted simultaneously on both the Ethereal and Material planes. Some religions have specific magicks which can either bind or damage ghosts in particular manners, but ultimately to destroy them the magic must again cover both realms, or the Ghost will always be able to slip away.
As is true with most undead, it seems, there is with Ghosts a similar step-up version, sometimes called Greater Ghosts. As they have only been encountered world-wide a few times, it is not actually known if this is a separate “species” of ghost or just a series of rare individuals with extraordinary powers. Fortunately not known in the Blackmoor area, these creatures appear to add an arcane spell repertoire to their normal ghostly abilities.
Vampires are among the most famous and powerful of all creatures, undead or otherwise, an adventurer might ever want to encounter. The myths and legends associated with these creatures exceeds that of perhaps all others, and the sifting of fact from fiction is not an easy issue among creatures capable of great individual variety.
All vampires start as normal humanoids, who are at some point in life, voluntarily or otherwise, are infected with and succumb to vampirism (almost always through the bite of another vampire). When it occurs, the actual transformation alters the individual by replacing the positive energy their body previously used with negative energy. This transformation empowers the vampire with great abilities but also requires it to operate under a number of specific parameters.
First, like normal living creatures, a vampire must feed in order to keep its energy level up. A vampire feeds, of course, on fresh blood, and in order to remain healthy and active, it must have a supply either identical to its own racial type or as close as possible to it. A vampire that does not get enough sustenance will not expire like a mortal creature, but will go into a passive, and ultimately dormant, state. Sustained by the negative energy now inherent in its makeup, however, the vampire can go into a state of virtual suspended animation for as long as necessary until a blood source becomes available.
All vampires must have either a coffin or a dedicated resting place for their bodies where they must periodically spend time recharging themselves. This functions somewhat like sleep does for normal mortals; the frequency with which a vampire must rest depends on its power and age (reduced by both). This location also acts as the focus for the vampire to reform its body should it be severely damaged enough to force the vampire to abandon it. This is why the location will always contain some bits of the creature, like a lock of hair or some fingernail clippings.
Direct sunlight is an anathema to all vampires; it will not kill them, but it can decompose them, thus destroying them physically in a manner which forces an extreme recovery time. They will generally avoid garlic, and any form of Lawful Good holy symbolism, but the effectiveness of both is relative to the vampire's strength, and should not be considered as “absolute” protections.
Vampires share certain magical characteristics. Vampires possess unnatural strength, often ogre or hill giant equivalent. All have the ability to fly, to assume a gaseous form, and to be able to take on an alternate physical form -- bat, rat, and wolf are common. Most vampires can call creatures of whatever type they can transform themselves into. Interestingly, vampires of all types are always individuals of very high charisma as well. For whatever reason, magical or natural, vampires in their normal mortal form are often able to exert virtually magnetic effects on mortals, and quite frequently to those of the opposite sex. Whether it reflects the kind of person who becomes a vampire, or is the result of something in the process, the powerful personality of each individual vampire is an undeniable characteristic.
A vampire can be potentially attacked in any form, except gaseous, but even if its physical form is “destroyed”, this only forces the vampire back to its resting place to reform its body again over time. A vampire can only be truly killed in three specific ways. One is to put a wooden stake through the creature's heart while its spirit is still in the body -- inevitably this means while the body is within its coffin. The second is to physically drown the creature in holy water (of any good alignment), a process it cannot magically escape as long as its face is held under water. The third is to Resurrect the creature, while at the same time keeping its soul bound to its body (theoretically possible with complicated magic).
While they share characteristics, vampires otherwise are highly individualistic creatures, generally reflecting as vampires the same kind of person they were in “normal” life. Some adopt relatively solitary lifestyles, others use their ability to blend in to normal human habitation and concentrate on remaining anonymous. Some make themselves deliberately famous. A vampire who was a warrior, magician, or rogue in their normal lives will not only continue to possess such skills, but now with even longer a potential life span to improve them. It is for this reason that arcane magician vampires in particular can become almost indistinguishable from liches if they live long enough. In any case, a vampire’s power tends to grow the longer it lives, and as a result, it is now common in the adventuring world to distinguish between lesser vampires, greater vampires, and elder vampires. These definitions are really only a difference of degree, a little like saying vampires can be bad, really bad, or really unbelievably bad.
It also means vampires are hard to classify, and matching them to the Guild’s encounter scale is mostly an exercise in argumentation. We list lesser vampires as a class 8 encounter, greater vampires as class A, and elder vampires as class B, but these classifications are highly relative. The lesser vampire is probably a bit undervalued, and in any case, any vampiric creature or being is something only to be encountered by the most experienced and capable adventurer.
Although there are some who believe that the Death Knight is a form of demon, most scholars believe they are properly considered as a form of undead. Death Knights are notoriously spawned from the souls of corrupted paladins, and can only be created by the most powerful of Demon Princes, such as Demogorgon and Orcus.
Death Knights are terrible foes. They possess a powerful charismatic evil aura which causes evil creatures and individuals to naturally gravitate to them. They are capable of summoning literal swarms of lesser undead creatures, particularly skeletal warriors and ghouls but ranging up to creatures like reavers and ghosts; and any undead creature, save the strongest vampires or liches, will automatically obey a Death Knight's will and do its bidding. Even lesser demons will obey a Death Knight's command.
Death Knights cannot be turned by clerical magic (in fact, low level clerics can be turned by the Death Knight), nor can lesser undead directly under their control. They have the combat skills of at 14th level warrior, or better, and will possess armor and weapons imbued with fell magic and evil powers of at least +3 equivalence. Many Death Knights possess a mount of some form, often a nightmare or a proto-dragon. They share the same immunities as both demons and undead, and they possess average or better magical resistance.
Death Knights can manifest a number of magical spell-like powers. A Death Knight can raise undead, as noted above, and it is believed they can also gate lesser demons. They can cast either fireball or doomfire as a 20th level spellcaster, and they can use an unholy word once per day. A Death Knight can cast control weather, curse, darkness, defile, detect (incl. invisible) , hold person, know alignment, mass fear, mass curse, minor globe of invulnerability, plane shift, pollute food and water, silence, 15' r, summon undead, symbol, tongues, and true sight.
While rating a Death Knight on the Guild's encounter scale has no value beyond friendly argumentation, they are generally classified as rank A.
A lich is the undead spirit of a powerful magic-using individual who has used arcane magic to continue existing far beyond their normal mortal years, to a point where they are sustained not by their body's life energy, but by their mind's control of arcane power. Because a lich's existence is tied to arcane magic rather than negative energy, a lich does not by technical definition actually have to be an evil creature, but could possibly be neutral in alignment (never good). However, since ultimately the life-and-death cycle of mortality is natural, the continual denial of it seems to inevitably lead to a condition that, if not actually evil, is so "un-good" that it might as well be.
That said, liches are perhaps the most powerful and evil creatures known to the adventuring world, maybe only equaled by the great dragons. Because the incantations required for their transformation require the mastery of 8th and 9th level magical spellcasting, a lich by definition is already in possession of a level of power almost inaccessible to normal mortals, and as a result, represent more or less the apex of potential encounters, short of an actual deity on earth. In most cases, a lich lives a life of seclusion enwrapped in its magical powers and its personal arcane agenda. By their nature, they tend to attract other forms of undead and other evil creatures, and in many cases will do so consciously, if only as a means of secluding themselves further from the mortal world’s interference. Those that seek them disturb these creatures, whether for holy glory or fell purpose, do so at their own peril.
Liches are highly individual creatures, beyond all being mighty arcane spellcasters, it is difficult to set down too many rules about them. From the standpoint of definitions, a lich capable of using 8th level arcane spells is classified as an “A” encounter, while one capable of using 9th level arcane magic is classified as a “B” encounter. While for most of us, even most adventurers, this distinction is nothing more than academic, we are assured by the great heroes and adventurers of our history that it is a legitimate distinction.
Although it's hard to believe it possible for something to be worse than a class B lich, there is indeed in theory such a creature, and it is called an Demi-Lich. A lich that is able to survive for an exceptional period of time, and which continues to develop its power and magical mastery, is capable of reaching a state where it evolves into a creature of almost pure magic, transcending its own body, space, and even time itself. A Demi-Lich is not really even a creature of the Prime Material plane, though its bones and dust reside here. It is instead truly a creature of the multiverse, spending most (hopefully all) of its time in arcane pathways long lost to the understanding of mortals.
Trying to define the power level of a Demi-Lich is pointless, they should probably be classified as deity-equivalents, and there are certainly some lesser gods out there who wouldn’t fare well in an encounter with a Demi-Lich. Ninth level arcane magic is not only a standard commodity for them, but being beyond mortality, the fatigue and stress issues normally limiting the use of such magicks just don’t apply. This ability to invoke almost limitless power makes them effectively unbeatable in anything resembling a confrontation; it is universally conceded that the only chance to live through a Demi-Lich encounter is to catch the creature by surprise with its attention elsewhere, and act against it before it can return. For exactly this reason, a Demi-Lich inevitably resides in deep, highly guarded and warded catacombs, with an entourage of lesser magical and evil creatures attending its chambers.
The only way a Demi-Lich can be truly destroyed involves a multi-layered ritual requiring both holy and arcane magical powers. Among the spells that need to be cast are a Full Resurrection and a Wish, which gives a general idea of exactly what is required to confront such a creature.
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