Zombie: Corpses animated through various means. Zombies are slow, shambling, and nearly highly durable. Their organs are unimportant; they do not bleed, and the only real way to kill a zombie is with fire, magic, or destroying the heart. Magic that controls a zombie forms in the heart. Zombies can not enter holy places.
Skeletons: Skeletons are animated through various means. Skeletons are slow or fast and are far easier to summon over zombies with less mass. They are vulnerable to most brute force but more resilient to magic and difficult to hit with piercing attacks. They can’t enter holy places.
Wickermen: Wickermen are animated half-mummified corpses stuffed with straw. They are faster than zombies and are capable of wielding weapons. It’s almost impossible to kill a Wickerman with physical weapons, but they are very vulnerable to fire. Wickermen can not enter holy places.
Drauger: Corpses animated by powerful magics and oaths taken while living. Drauger are sworn to serve in life and death, tending to, guarding, and maintaining the tombs of great kings and heroes. Drauger are significantly stronger than a normal human and most mindless undead.
Stich-work Corpse: A mangled patchwork of corpses, weapons, and stitching. These mindless undead often have added limbs and mounted weapons. They are frequently made to run and flail viciously tipped limbs at would-be heroes—one of the more dangerous of the Mindless dead. They can’t enter holy places.
Grous: The creation of a Grous starts when the target is still alive. Magically augmented, bound in curses, flooded with necrotic energy and pain. The Grouse are giant animated dead serving as mobile bulwarks and siege engines of a necromancer’s army. They cannot enter holy places.
Vessel: Vessels are extremely complicated to create and are one of the most dangerous mindless dead ones can face. Vessels have their Heart, Liver, and Brain removed, preserved, and placed in jars. Vessels will get up so long as the three organs remain intact. Vessels must touch their jars once a day, or they will be released from undeath.
Flesh Golem: Flesh Golems are the magically perfected version of Sitch-Work Corpses. Shaped by magic, augmented, and enhanced, they are highly durable and strong based on the maker’s skill. Flesh Golems are loyal, powerful, and customizable for each maker’s needs.
Carnalich: A Carnalich is a remnant of a Lich. When its soul is broken, tiny slivers of the soul remain, driving a mindless creature driven by nothing but its dying memories and raw emotion. They can summon raw magic from the Fury planes, though they can’t cast actual spells. Carnaliches can be identified by normally decorated skulls in robes, jewelry, and artifacts of their previous power.

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