Undead that require deliberate steps to be taken for their creation. Some can occur naturally, but such a situation would require a series of incredible coincidences, and as such almost all are only found when someone has taken deliberate action to create them. To go back to the main page for undead creatures, click here.
Powerful undead created not from an individual but from a group that shared a goal to preserve their culture, knowledge, or some other aspects of their life. Each member is ritually interred in a mass grave with the others, eventually fusing into a single massive creature that perpetually seeks to assimilate others into their bodies and feed on their experiences.
- Mind Hive: A charnal colossus is guided my a collective intellect formed from the minds of ever being composing it.
- Sealed Evil in a Can: The only charnel colossus on Golarion is trapped under the ruins of an ancient burial site in Ustalav.
- Unique Enemy: They're extremely rare, with only one in all of recorded history on Golarion.
Giants who became powerful undead warriors in order to protect their lands.
A keeper of the Yellow Sign is the undead form of a cultist of Hastur who willingly sacrificed their soul to rise as their gods servant after death.
- Ascended to a Higher Plane of Existence: Liches that don't meet violent ends eventually vanish altogether as even the Great Beyond becomes mundane and small to them, sending them on a journey to find something more.
- Big Bad: As they have a minimum CR of 13 and work more as masterminds than brute fighters, they tend to play this role. The various rulebooks explicitly talk about how they work best as campaign villains and behind-the-scenes masterminds and function poorly as wandering monsters.
- Crazy-Prepared: Centuries to plan, an incredible intelligence, and the patience of an immortal tends to result in dozens of layered plans and contingences.
- Day in the Limelight: They're one of the focus undead in Undead Revisited.
- Enemy Mine: The most common allies of older liches are other liches who were ocne their enemies. After all, who knows you better than someone whos tried to kill you for a hundred years?
- Evil Genius: Becoming a lich is not an easy task, requiring both a cunning intellect and deep knowledge of oneself. Not to mention, becoming a lich grants a permenant buff to all mental ability scores.
- Evil Sorcerer: The lich template requires an 11+ level caster level and makes people evil, so if you weren't one of these before you tried to become a lich for some reason it'll take care of that.
- I Control My Minions Through...: Mind control usually, as their paranoia simply won't allow them to give their minions the freedom needed to potentially turn against them. The tend to prefer constructs and undead as minions because of this.
- Intrigued by Humanity: Some choose to wander rather than bunker down, exploring the world to see the delights it holds. Given their lifespan, they can wander all over the world and return where they started to find it changed and start the journey again.
- Lean and Mean: Liches don't decay, but because they no longer eat they begin to desiccate to the point where movement snaps tendons and tears skin.
- Man Behind the Man: Older liches will occasionally engage in elaborate proxy wars as their goals conflict, with no one on either side ever realizing who was pulling the strings.
- Meaningful Name: It's an Old English word for "corpse". Simple, but to the point.
- The Necromancer: Not a hard and fast rule, but yeah, most Liches are this.
- No-Sell: All liches gain immunity to cold and electricity damage with their transformation.
- Only a Flesh Wound: The magic that animates them functions regardless of the state of their body, allowing them to walk as easily on broken bones and shredded muscles as with a fully intact body.
- Our Liches Are Different: Pretty classic.
- The Paralyzer: One of their less used powers is a paralyzing touch, as the standard lich has better things to do (like casting powerful spells) than trying to poke people.
- Properly Paranoid: One of the neuroses that liches develop over time is a paranoia that mortals seek to destroy them. They aren't exactly wrong, but the actions they end up taking to ensure such an event never comes to pass often creates a Self-Fulfilling Prophecy.
- Sanity Slippage: No matter how well-intentioned a lich was going into the process, the passing centuries take their toll on a mind. It starts when the pleasures of heightened clarity and no need for sleep begin to pale, eventually graduating into an inability to remember any of the short lived beings except those who sought to destroy them as centuries of memories pile up. This leads to a cycle of madness and obsessive paranoia before they calm themselves and return to rationality, a cycle that becomes ever shorter the longer they exist. Eventually liches fall permanently into obsessive hatred of the living or utter apathy.
- Secret War: Due to their incredible patience, conflicts between liches are rarely something known to the world at large.
- Slowly Slipping Into Evil: As they accomplish their goals only to find them small land naïve compared to their new potential, compounded by ther gradual inability to care about living creatures, their goals become grander and less concerned with mortals life.
- Soul Jar: Liches hide their souls within artifacts known as phylacteries, and cannot be permanently killed as long as their phylactery is intact.
- Supernatural Fear Inducer: They have a fear aura that leaves foes within 60 feet shaken.
- Supervillain Lair: Most liches have a liar, though the form can vary wildly. Some are invisible and floating in the clouds, some are subterranean mazes, and some exist only in the minds of sleeping giants.
- The Usual Adversaries: There has yet to be an Adventure Path without a lich in it at some point.
- Time Abyss: They are functionally immortal and think nothing of setting plans that will take many lifetimes to complete.
- Unwitting Pawn: Liches like to use adventurers as these, as they don't tend to look to closely at who's paying them to retrieve this artefact or kill that monster.
- Who Wants to Live Forever?: They suffer from a tendency to eventually lose all interest in the world around them and many become demiliches from pure apathy.
- We Are as Mayflies: The immense spans of time over which liches exist eventually cause them to effectively lose the ability to value mortals as individual beings — when entire generations of a family can be born and die over the duration of what a lich considers a brief personal retreat, it can be difficult to remain invested in the lives of individuals.
- Workaholic: Becoming a lich isn't something that can be idly studied, it requires an obsessive level of study that leaves little time for things like friendship or love.
- Worthless Yellow Rocks: Gold means little to liches except as a tool. They think nothing of carrying items worth many thousands of gold on their person, using their vast fortunes to manipulate the petty wealth-obsessed mortals rather than for the sake of having money.
Rather than live in seclusion, psychic liches embrace their personal accomplishments to create a powerful astral echo of themselves.
- Achilles' Heel: Not only do they not gain the usual undead immunity to mind-altering effects, they actually lose any such immunities if the base creature had them.
- Artifact of Doom: Reading a physic lich's memoir hastens their regeneration and may even instantly restore them if they were close enough. It also restore itself if it is destroyed before the astral echo is.
- It's All About Me: Psychic liches are entirely obsessed with themselves, succumbing to egomania and self-obsession that few other creatures can match.
- Mind Rape: Their Bewildering Touch ability leaves targets with a permanent confused condition as their brain continuously sends false signals.
- Motion Blur: Every movement of an astral lich is accompanies by blurry echoes that display their past actions.
- No-Sell: Any mental effect that it passed a save against does nothing, even if the spell would normally do something even on a passed save.
- Soul Jar: Astral liches create a personal memoir of their past to project their personal legend into the Astral Plane. Destroying this echo destroys them, which requires using the memoir to plane shift to the astral echo. Unless it is destroyed, the astral lich will simply reform after their death at a location central to their past.
Liches that bind themselves to their bloodline rather than a phylactery.
- Anti-Magic: They have weaker damage reduction than normal liches, but gain spell resistance.
- The Paralyzer: Like normal liches they have a paralyzing touch.
- Resurrective Immortality: Rather than grow a new body, familial liches become disembodies spirits that seek out their nearest direct relative, which can be descendants, lineal ancestors, or siblings. They then possess such an individual, and after a period of Demonic Possession, eject the relative's soul and transform them body and mind into the lich.
- Supernatural Fear Inducer: Just like normal liches, they have a fear aura.
Not all creatures who attempt to become liches are successful. Those who fail sometimes become forsaken liches, with their soul trapped outside the body it was severed from but unable to bind to a phylactery.
- Amazing Technicolor Battlefield: The area 100 feet around a forsaken lich is filled with an ever-shifting illusionary landscape of its darkest dreams, failed ambitions, and enraged insanity.
- Attack Reflector: Any spell that fails to penetrate the forsaken lich's spell resistance is turned back on the caster.
- Death Ray: A forsaken lich can channel the destructive energies constantly bombarding it, firing a powerful beam of energy that does untyped damage and paralyzes those it hits. And when we say "can," we mean "has to or else those energies will deal damage to it."
- Healing Hands: The Disembodied Strike ability used by the forsaken lich's severed soul can be used to heal its physical body.
- Two Beings, One Body: Sort of. The forsaken lich's severed soul constantly flits around and overlaps with it, effectively acting as a single creature. This ephemeral phantom makes it harder to actually hit the forsaken lich as it obscures it actual location and can act independently to touch other creatures and inflict negative energy damage.
- Your Days Are Numbered: Becoming a forsaken lich is a terrible but temporary fate. The arcane storm of energy that animates it wears down both body and soul within a few days, reducing the body to dust and obliterating the soul.
Beings who do not follow the path of lichdom but manage to bind themselves strongly enough to an item for it to function as a phylactery. This template can be applied to any living creature, changing its type to undead.
- The Paralyzer: Lich creatures have a paralyzing touch, just like normal liches. Given that creatures can become a lich creature without as much effort as becoming a true lich, and as such don't necessarily have the same high proficiency in magic that a true lich does, they tend to use it more.
- Soul Jar: They have a phylactery, though it becomes their phylactery due to their connection to it rather than them setting out to create one. This means they don't really get to pick their phylactery, and as such are more limited in their methods for protecting it.
- Supernatural Fear Inducer: They have a fear aura that leaves foes within 60 feet shaken, just like true liches.
Liches that fall into inactivity will crumble to pieces over time, leaving only a gem-studded skull infused with the remaining fragments of their mind and magical power.
- And I Must Scream: Demiliches are liches that, through uncountable centuries of madness and isolation, have been reduced to little more than ravenous, mindless beasts.
- Antimagic: They have magic immunity in the same vein as golems, with a few exceptions like holy smite.
- Ascended to a Higher Plane of Existence: Some demiliches are created when a lich casts its consciousness free of its body to wander other planes and realities, leaving their body to crumble.
- Curse: They have an ability called Greater Bestow curse, which can afflict victims with curses like -12 to an ability score or -8 to all attacks, saves, and skill checks.
- Dem Bones: Nothing more than a floating skull.
- Don't Wake the Sleeper: They spend their time in a torpor unless their remains or treasure are disturbed. Given how incredibly deadly they can be if roused, only an idiot would try to wake one up.
- Dumbass No More: Unfortunately, this is due to being in a dream state, which the demilich can wake up from; advanced demiliches are the few who have regained their minds, combining their raw power with most of their old intelligence and ambition.
- Holy Burns Evil: To fully destroy a demilich, holy water must be pours on its remains while it's in the area of a hallow spell, after which it must be targeted with dispel evil or holy word. If this isn't done, the supposedly vanquished demilich simply reforms within a few days.
- Last Chance to Quit: When roused from its torpor, a demilich rises up to use its wail of the banshee once, then settles back down. Only if the offenders continue disturbing it does it rise up with the intent to kill.
- Make Me Wanna Shout: Their dreaded wail of the banshee. It's a ninth level spell three levels before the players get anything of that caliber, it deals about 200 damage, and the demilich can use it every round.
- Mind over Matter: They can churn up their surroundings into a telekinetic storm that can last indefinitely, or at least until it looses interest.
- Off with His Head!: Vorpal weapons automatically penetrate all of a demilich's defenses, despite vorpal swords being made to cut off heads and the demilich being nothing but.
- Soul Eating: They can consume the souls trapped in their gems to heal themselves.
- Soul Jar: Formerly, but not anymore. As a lich's body crumbles so too does their phylactery.
- Your Soul Is Mine: Demiliches can rip souls directly out of living creatures and trap them in one of their gems, with the now-soulless body crumbling to dust in a single round. Souls trapped in this way can't be restored to death unless the demilich is destroyed and the gem holding it crushed.
A type of undead formed when someone willingly accepts undeath in order to protect someone or something. Their stats can be found in Tomb of the Iron Medusa, Bestiary 5, or online here.
Undead that appear to be normal, living beings until their head tears free of their body to fly off while trailing their organs behind.
- The Heartless: Becoming a penanggalen requires casting aside love, kindness, empathy, and all feelings besides cruelty and malice.
- Mook Maker: They can create manananggals out of their victims.
- Public-Domain Character: Penanggalens are mythological vampire-like spirits from the mythology of the Malay Peninsula.
- Weaksauce Weakness: To light, they have light sensitivity and become staggered if in sunlight outside of their bodies. More cripplingly they loose access to their flight and special attacks when in their bodies, so finding a way to keep their head stuck to their body can severely hamper them.
Dracoliches who eat souls.
- Day in the Limelight: They're one of the focus undead in Undead Revisited.
- Dem Bones: A dragon's flesh and innards rot away quickly after it becomes a ravener, leaving behind only a skeleton.
- Dracolich: They often have some manner of covering on their bones, but they're still undead dragons.
- Immortality Immorality: Dragons already live over a millenium, but that isn't enough for Raveners.
- Your Soul Is Mine: They consume souls and use them to power their abilities.
Druids who prevent fiendish corruption of their land by taking the blight into themselves through a horrific ritual.
- Fisher Kingdom: The corrupted land they sought to protect continues to sustain them, automatically resurrecting them if they are destroyed within its confines and granting them additional spells.
- Horned Humanoid: All siabrae have stony antlers as a physical mark of their corruption.
- Kill It with Fire: Averted, they're immune to fire damage.
- No-Sell: Inverted, where they can No-Sell a defense. Any of their spells that would normally affect only animals can affect undead animals despite their typical immunity.
- Resurrective Immortality: When destroyed, they can make a Fortitude save to return to death within a few days. They automatically pass this check if destroyed within their domain.
- Tunnel King: They have both a burrow speed and the earth glide ability, granting them incredible mobility when underground.
- Unhallowed Ground: Where they dwell, though they formed a connection with the land before it became unhallowed.
When someone desires revenge so badly they sometimes undertake rituals to ensure that their death will not stop their vengeance, becoming a zuvembie.
- Enthralling Siren: They have an ability called Corpse Call that functions much the same way. Everyone who fails the save against it must move closer to the zuvembie, taking no other action besides defending themselves. Once they're within five feet they won't even do that, standing in a trance as the zuvembie hacks them to pieces.
- Public-Domain Character: Zuvembies originally appeared in the story Pigeons From Hell by Robert E. Howard.
- Revenge: The entire drive of a zuvembie. Even if they kill everyone they want revenge on, their undead mind will decide it's not enough and seek vengeance against their relatives and loved ones, perpetually moving the goalposts every time their mission seems complete.
- Unwilling Roboticisation: Undead rather than robotic, but the rituals to create a zuvembie can be performed upon an unwilling victim, though this rarely happens.
Undead created to guard the tombs they're interred within.
- Body Horror: Mummy rot will cause a victim to fall apart into dust and sand over the course of several days.
- Guardian Entity: Their general purpose is to prevent graverobbing.
- Mummy: Well... yeah.
- Sealed Evil in a Can: Because they're created to guard tombs by the same people who built the tomb in the first place, they're sealed in and aren't able to harm anyone or interact with the outside world until someone breaks in.
Custom built undead formed from the shaped and fused corpses of multiple creatures.
- Armor Is Useless: Averted, two different upgrades let them incorporate plates of metal or fused sheets of bone to increase their Armor Class.
- Blade Below the Shoulder: One of the modifications they can have is Blade Fists, which lets them replace their claws with blades of metal or bone.
- Boring, but Practical: Several upgrades just give them extra combat maneuver options rather than flashy bonuses, but those options can do wonders for locking down enemy adventurers.
- Discard and Draw: One ability increases Strength but decreases Dexterity by the same amount.
- Extra Eyes: One of the forms its all-around vision upgrade can take, whether because it has eyes covering its head, additional eyes stuck across its body, or an entire extra head facing backwards.
- Flight: Some necrocraft have wings of some stripe or another that let them fly.
- I'm a Humanitarian: One upgrade lets them consume corpses to heal themselves.
- Medium Blending: Where the medium in question is monsters, necrocraft straddle the line between undead and construct.
- Mook Maker: The Disease upgrade uses ghoul fever, which means it can create ghouls out of its victims.
- Mutually Exclusive Powerups: Mostly Skeletons and Mostly Zombies can't be taken by the same necrocraft, for the obvious reason that the majority of its makeup can't be bone while it's also meat.
- The Paralyzer: One of their upgrades adds a paralysis effect to up to three of their attacks. Adding this upgrade requires using at least one ghoul in its construction, and an additional construction point lets it affect elves as well.
- Poisoned Weapons: Depending on what upgrades you choose, its attacks can be poisoned, diseased, or both.
- Tunnel King: Some necrocraft can burrow as easily as a bulette.
A necropyre is a form of undead created from the murders of the current holder of an artifact called the necropyre crystal. The souls of their victims are reanimated as incorporeal beings of fire and pain, trapped in perpetual mindless agony until they are put down. This template can be applied to any incorporeal undead creature without the cold subtype.
Their 3.5 stats can be found in Blood of Dragonscar.
Undead creatures created by Chelish necromancers to serve as marine commandos.
Their stats are only provided in the 3.5 system and can be found in Treasure of Chimera Cove.
The vine-choked thralls of the Great Old One Xhamen-Dor. Seedbone creatures are created from the passing brush of Xhamen-Dor's presence, infecting creatures but not fully consuming them.
No bells or whistles here, just some animated bones without any meat on them.
- Dem Bones: A rather cutesy way of referring to mindless killing machines, but accurate enough.
- Night of the Living Mooks: Their typical role, as skeletons lack the intellect to amount to anything greater.
- Underground Monkey: Skeletons, as one of the most basic of the undead, are easily customized both in-universe and out. Common variants include elemental skeletons — which might, for instance, ooze acid, or be coated in frost, or be electrically charged, or be wreathed in flames — skeletons that explode when killed, skeletons with aggressive swarms of vermin nesting in their ribcages, the four-armed Mudra skeletons, skeletons that create more skeletons when they're destroyed, skeleton archers, and so on.
When a trench mist kills creatures it reanimates their bodies as trench zombies under its thrall.
- No-Sell: They're immune to acid damage.
The enslaved spirits and minds of dead dragons bound to their own skulls.
Floating heads or skulls created as guardians.
- Body Horror: Besides being undead, floating heads, beheaded with the Swarming ability are (un)living hives for a swarm of smaller creatures. So in case a rotting head wasn't enough, now imagine it's host to hundreds of biting worms or flies that constantly burrow through its decaying flesh.
- Super Spit: Beheaded with the Belching ability can vomit projectiles that deal some type of energy damage.
Animated, severed hands used as guards and assassins.
An eyeball with wings and a tail formed from its frayed nerves.
- Cyclops: They have only one eye, which also serves as the majority of their body.
- Eye Spy: They're created specifically for this purpose. Its creator can see through it using all of its senses and can cast certain divination or detection spells through it.
- Flight: Because an eyeball wouldn't be very useful just rolling across the ground, they have wings to let them fly.
- Mind Rape: They can force others to experience their final memories as a living creature.
- Ocular Gushers: Capable of spraying their tears at enemies to disorient them.
- Shout-Out: The name is a reference to Issitoq, an Inuit god that punished those who broke taboos and often appeared as a giant flying eye.
Undead creatures created by fey creatures known as cold riders in order to serve as mounts. To create an unholy mount, a cold rider must hunt and kill an appropriate creature, usually a stag or some other large cervine, and consume its heart.
Their stats can be found in Carnival of Tears.
- Healing Factor: When in contact with ice or snow, an unholy mount can draw it up into their body to patch wounds, serving as fast healing and even letting it regrow missing limbs.
- Horse Of Another Color: Their role is to serve as mounts, whether they're a stag, moose, caribou, reindeer, or elk before becoming undead.
- Logical Weakness: Their flesh is preserved by the cold and the gaps are patched together with ice, so they have a vulnerability to fire damage, as the heat may thaw or melt them.
- No Ontological Inertia: If the cold rider that created them is slain, the unholy mount is instantly destroyed.
- No-Sell: To cold damage.
- Wall Crawl: Unholy mounts are supernaturally attuned to ice and can move across it as if it were a perfectly stable and level surface. This allows them to walk straight up walls and across ceilings so long as they're icy enough. This has the tertiary benefit of letting them move at full speed across ice without risk of slipping, no matter how slippery.
Vicious creatures made from deformed fetuses.
- Axe-Crazy: They hate everything and will try and break their own bottles so they can wander free to kill as they please.
- Body Horror: To reiterate, they're made from deformed fetuses. A quick google will show you how horrifying that can look, but they also have the ability to extend their limbs farther than their physiology should allow.
- Companion Cube: Unbalanced necromancers will often carry their jars around, treating them like children with names and imagined personalities.
- No Body Leftbehind: They melt into sludge when destroyed, a process that nauseates those who see it.
- Poisoned Weapons: The embalming fluid in their jar is an irritant and it's applied to anyone the pickled punk hits.
- Poisonous Person: Mild version, but they're soaked in the same embalming fluid as on their attacks on account of, you know, being picked in the stuff. Anyone who touches them with their bare skin, whether through an unarmed or natural attack or just trying to touch one is exposed to the chemical.
Undead created using both necromancy and technological implants.
Created undead that haunt waterways and jungles.
- Public-Domain Character: Tikoloshes are from Zulu mythology, where they are malevolent water spirits created to cause trouble.
Undead servants of evil gods, condemned to continue serving for decades or centuries after death.
Their stats can be found in The Emerald Spire Super dungeon or online here.
When one committed a grave offense in Ancient Osirion, they were sometimes torn into pieces and animated as swarms of preserved organ chunks. Their stats are only given in the 3.5 system, found in Entombed with the Pharaohs or online here.
Undead created to be stealthy minions and assassins.
Undead created as guardians of locations or objects.
- Affably Evil: So long as you don't set off the conditions that require them to attack, crypt things will hold conversations or otherwise interact with visitors so long as their master didn't command them otherwise.
- And I Must Scream: Some crypt things paralyze their victims before turning them invisible, leaving them unable to act themselves and unable to be seen by others who happen by. All to often, this ends with the unfortunate victims dying of exposure while unable to move a muscle or call for help.
- Guardian Entity: Their whole purpose. They never leave their appointed lairs, even to chase fleeing enemies.
- Weaponized Teleportation: Crypt things can teleport everything around it to a random location once per day, allowing it to effectively scramble its opposition and dismantle combat formations.
When a dwarven worshiper of Droskar perishes, he is brought before his divine lord and judged. If the Master of the Dark Furnace finds him unworthy he is pierced with burning barbs and returned to the world as an undead terror on an accursed errand to gather souls for Droskars Furnace.
Their 3.5 stats can be found in Crown of the Kobold King. Their Pathfinder 1st edition stats can be found online here.
Undead created from genies.
- Animorphism: Specifically, the ability to turn into a hyena.
- Meaningful Name: A corruption of the Arabic word ghāla, meaning "to seize" in reference to their habit of digging up corpses.
- Non-Human Undead: Ghuls were originally genies turned into undead by divs.
- Public-Domain Character: They're the original ghouls from Arabic mythology.
- Wolverine Claws: Their fingers have claws that count as both cold iron and magic weapons.
Giant bats raised on diets of flesh and specific fungi before being killed with necromantic poisons and reanimated.
The smaller cousins of skavelings, created from ordinary bats.
- Familiar: Evil spellcasters can take them as familiars.
A type of undead created by aboleths using Azlanti technology.
The exoskeletons of giant spiders serving as a hive for many thousands of arachnids.
- Big Creepy-Crawlies: They're made from giant spiders.
- Raising the Steaks: The undead exoskeletons of Giant Spiders.
- The Worm That Walks: The rituals that create a deathweb bind many thousands of spiders together into a collective intellect. This swarm then covers and nests in the exoskeleton itself, forming the collective creature known as the deathweb.
Difficult to create undead formed from the shed skins of giant snakes.
- Bizarre Alien Senses: They have lifesense, allowing them to instantly perceive any living creature regardless of obstructions or illusions.
- "Instant Death" Radius: A Desiccation Aura provides a good incentive to stay out of melee range, though creatures without water in their bodies are immune to the effect.
- Raising the Steaks: Hollow serpents are the shed skins of snakes raised to unlife.
- Snakes Are Sinister: They look like giant snakes and are associated with serpentfolk necromancers.
Spartoi are undead created from the remains of great warriors. Though they may appear to be simple skeletons, they retain much of the martial prowess they had in life to be formidable opponents.
Guardians of long-abandoned tombs, tekenu are the result of a vile practice that instills the discarded piles of flesh left over from the mummification process with an unholy awareness.
- Public-Domain Character: Tekenu is the name of a masked figure seen in hieroglyphic depictions of Egyptian funeral processions, though who he was or what his role was remains unknown. This would just be a Meaningful Name, but some interpretations say he's actually just a bag of the left over organs from the mummy with a mask, which would make the Pathfinder version closer to the myth.
Undead created from the bodies of good clerics. Their stats can be found in Seers of the Drowned City or online here.
- Official Fan-Submitted Content: The despoiler was created by Philip Tucker as part of Paizo's RPG Superstar competition in 2015.
Undead created by fiends to serve as military commanders.
- Evil Is Deathly Cold: They deal cold damage with their attacks on top of the normal damage.
- Evil vs. Evil: Dullahans' favoured victims are evil people whose souls are destined for Hell.
- Headless Horseman: Headless riders who carry their heads in their hands, relentlessly pursuing and riding down their victims.
- Hellish Horse: Dullahans ride on the backs of war-trained ebony heavy fiendish horses. They also have an ability to summon one of these horses, ensuring they're never without a mount.
- Losing Your Head: A dullahan's head is carried like a flail instead of being attached to its neck.
- Marked to Die: They can mark targets, making all critical hits against them automatically confirm and causing them to fail all checks to stabilize while dying.
- Public-Domain Character: They originate from Irish mythology.
- Weapon of Choice: Though the particular type varies between individuals, they favor bladed weapons thanks to the bonuses they gain with them.
- Your Soul Is Mine: Coaches of the Silent can trap the souls those who fail to resist their death's calling. These souls take seats in the coach, where they languish until the dullahan is slain.
Undead creatures created when Technic League spellcasters attempted to create super-soldiers using a mix of necromantic magic and technology. After infusing the test subjects with alien chemicals before exposing them to radiation, the spellcasters succeeded in creating powerful undead creatures, but failed in terms of finding a way to control them.
Animated mastodon skeletons to serve as laborers.
The chosen ones of Urgathoa, goddess of undeath. No living being may bestow this honor and no undead creature may obtain it, with the Pallid Princess's favored priestesses obtaining this form at the moment of their death.
The spirits of murderers magically bound to bottles.
- Evil Is Visceral: They look like distorted skeletons constantly dripping blood and surrounded by red mist.
- Genie in a Bottle: Not a genie, but still bound to a bottle and forced to obey its holder.
- Killing Intent: They emanate an aura of violence and hatred that's actually called Murderous Intent.
- Psycho for Hire: Sometimes used as tools by assassins.
- Public-Domain Character: Polongs are spirits from Malay mythology that are bound to black magic practitioners as servants.
Blasphemous undead created by slaying five worshippers of a good god through ritual sacrifice, causing them to dissolve and reform into a creature dedicated to the god of their killer.
- Action Bomb: When killed they explode in a burst of negative energy and blasphemy.
- Crisis of Faith: They can inflict this on anyone they hit with their favored weapon, preventing them from using divine spells.
- Hive Mind: Forming a cabal with other herecites grants them one. This lets them automatically pass checks against illusions so long as one of them passed it, instantly communicate with each other, and grants a bonus to initiative and perception.
- Unhallowed Ground: Everywhere they go. Herecites exude desecration and blasphemy, creating an aura of unholy ground around them.
- Weapon of Choice: They gain a favored weapon determined by the god they follow.
Undead minions created by rawheads.
- Evil Is Visceral: They're constantly dripping with blood and viscera.
- Mirror Monster: They can hide in any reflective surface, from mirrors to glass to water. When they emerge, it looks to the viewer as if their own skeleton tore itself from their body in their reflection, then burst through the reflection itself.
- Public-Domain Character: The bloody bones is a boogeyman feature dating as far back as 1548.
- Sadist: Bloody bones' love to cause fear and will haunt a victim for days just to build up the anticipation to the gruesome finale.
- Stealth Expert: If they're close enough to a reflective surface they can hide even if they're standing in plain sight.
Individuals tortured and decapitated before an animal head is grafted to the body and their spirit bound back into the resulting abomination.
- The Berserker: In combat there's a gradually increasing chance that a cursed king will go berserk, attacking whoever or whatever is closest.
- Dying Curse: When destroyed, everything close enough to it is subjected to a curse that will slowly transform them into an animal matching the head of the cursed king.
- Fate Worse than Death: Literally, their souls are dragged back from the afterlife to persist as these cursed monsters.
- Kneel Before Zod: Cursed kings have an aura that forces others to cower before it.
Supernaturally animated military leaders, fexts are relatively new on the face of Golarion. Their creation demands forethought, requiring a child to be cursed while still in the womb and leading to their rapid degeneration into undeath when they come of age.
- Public-Domain Character: Fext are undead monsters from Slavic mythology. They originate from the Thirty Years War of the 17th century, where certain generals were believed immortal and said to be vulnerable only to glass bullets.
Undead created from cyclops corpses, particularly those from an ages-old empire.
Litanus are merfolk that were tortured to death and animated as undead creatures.
- Meaningful Name: Litānu is the name of an aquatic demon in the Ugaritic Baal Cycle. On top of that, it means "coiled" like the coils of a sea serpent's body.
Powerful creatures created by evil pharaohs to guard royal locations.
- Little Bit Beastly: They have animal heads, though without the negative stigma that cursed kings get with the same look.
- Luckily, My Shield Will Protect Me: Their shields work against ghosts too.
- Oddly Shaped Sword: Curved khopeshes are their favored weapon, which fits with their Egyptian analogous origins.
- Our Ghosts Are Different: An incorporeal spirit made from multiple souls wielding physical weapons enchanted by their presence.
- Telepathy: Their Judging Gaze lets them read minds, with the added bonus of granting bonuses to attack rolls and save DCs against affected targets as it reads their moves as they make them.
- Your Soul Is Mine: Part of the process to create them. The souls of slaves are torn from their bodies, then harvested for their fear of death and their fear of damnation should they displease their god-rulers.
A bloodless vessel is an undead creature formed when agents of the dark powers infuse the prepared body of a virgin humanoid with the essence of multiple restless spirits. The vessel is physically and mentally empowered by the host of spirits possessing it, giving it surprising speed, deadly strength, and strange magic.
Their 3.5 stats can be found in Blood of Dragonscar'' or online here.
The bodies of giants that have been reanimated and ritually beheaded.
Undead created through the use of voidsticks, short metal spikes imbued with dark energies that are embedded in the corpse's body.
Bodyguards and assassins that resemble skinless giants in their true forms.
- Body Horror: If they succeed in a rend attack, they can rip your entire skin off of your body.
- Master of Disguise: Despite being the size of an ogre, they can squeeze into the skin of any creature from small to large and perfectly mimic them.
- Meaningful Name: An écorché is a painting or sculpture of a skinless human to display the musculature.
Amalgamations of hundreds of dead soldiers raised by the gods as living engines of war.
A soulpierced is created from the tormented spirit of a victim of ritualistic murder. The ritual centers around a magical dagger driven through the soulpierced's heart, which sustains it indefinitely and ensures it will never find peace.
Undead goliaths from the void of space whose presence foretells an apocalyptic event.