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aka: Pathfinder Spontaneous Undead

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This page is part of the character sheet for Pathfinder, covering Undead creatures.

Undead are defined as, quite simply, any and all creatures animated by negative energy, rather than the positive energy that animates everything else. Usually — but not always, strictly speaking — they start out as some other type of creature and end up this after dying and being reanimated by any of a number of processes. Beyond that, undead are quite possibly the most diverse category of creatures in-game — they come in both corporeal and incorporeal variants; they occupy the entirety of the spectrum between mindless automata and prodigiously intelligent post-mortal entries; they can be raised from a single intact body, an amalgamation of corpses or separated body parts and organs; and can be raised from almost any other living thing, making them potentially as diverse as all the other categories combined. Unfortunately for everyone else, negative energy is fundamentally destructive, and the creation of undead twists it against its own nature. As a result, it is always pressuring the undead to enact its nature on the world around them.

To see the tropes for undead in Starfinder, see Starfinder Undead.


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    In General 
  • Always Chaotic Evil: The vast majority of undead are evil. Occasionally ghosts have good motives, but even most of them end up being driven to evil.
  • Black Speech: Undead all rise understanding Necril, even if they didn't know any language at all when they were alive. The living can learn it, but they are gradually influenced by the "undead antipathy for the living" as they become more fluent.
  • Casting a Shadow: Their innate connection to Negative Energy gives many undead a variety of darkness-themed powers.
  • Fearless Undead: Undead are immune to all mind-affecting effects, so resistance to fear in general comes with the package.
  • Non-Human Undead: Undead can arise from almost all non-construct creatures, not just humans alone.
  • No-Sell: On account of them not being alive and thus most of their bodies not really being vital, they're immune to death effects, poison, paralysis, disease, sleep effects, stunning, ability drain, energy drain, ability damage to physical ability scores, nonlethal damage, exhaustion, and fatigue.
  • Our Ghosts Are Different: There's many types of incorporeal undead, each with their own twist and special features.
  • Power of the Void: With negative energy being renamed void energy in the Remaster, undead are officially an example of this, although as negative energy was the essence of destruction and tied thematically to things like entropy and black holes, they arguably were already.
  • Revive Kills Zombie: Healed by void energy and harmed by vitality energy.
  • Sapient Fur Trade: The organs of intelligent undead can be used to replace any necromantic spell when crafting magic items.
  • The Undead: Corpses and disembodied spirits animated by negative elemental energy. They are broadly divided into four kinds:
    • Consummate undead are intelligent beings who fully retain the wills, souls and personalities they had in life, such as vampires, mummies and liches.
    • Hungry undead, such as ghouls and mohrgs, are animalistic beings dominated by powerful instincts, which drive them to commit horrible acts on the living to slake their physical and mental thirsts.
    • Incorporeal undead are disembodied souls closely linked to the plane of negative energy, like ghosts, specters and shadows.
    • Finally, mindless undead are simple animated remains, like skeletons and zombies. They are little more than automata, kept animated by negative energy and entirely divorced from whatever soul may have animated their physical shells before their death.

Templates and Groups

    Animus Shade 
Level: Same as base creature + 2
Alignment: Evil
Size: Same as base creature

When creatures are killed by psychic attacks, their subconscious aspects may survive the destruction of their thinking mind and form an animus shade.


  • Body Horror: Their appearance is often warped and mangled in ways reflecting the deepest fears and darkest impulses of their living minds.
  • The Corruptor: Anyone who harms an animus shade gets a bit of psychic backlash that feeds their doubts, fear, and subconscious desires, which conflict with their attempts to destroy the shade and sometime warp their mind entirely.
  • Mind Rape: An animus shade can feed power into the animus of its foes, causing their minds to tear themselves apart. They can also lock off parts of a target's mind with a touch, leaving them incapable of intelligent or coherent behavior.
  • No-Sell: The shredded remains of their mind are too piecemeal to grasp and pass judgement on, so they're immune to all alignment based effects.
  • Our Ghosts Are Different: As incorporeal beings that often appear to be bearing mortal wounds, animus shades are frequently mistaken for actual ghosts. While the mistake is understandable and could be considered correct depending on the particular definition of "ghost", this rarely ends well for the one who made the mistake.
  • Villain Team-Up: Averted, their nature makes it nearly impossible for them to cooperate with anything. Even multiple animus shades whose living selves were allies and were killed by the same creature will attack one another.

    Blackfrost Dead 
Level: 9 (prophet)
Alignment: Neutral Evil
Size: Same as base creature

Various species of chilly undead created by blackfrost, the malevolent influence of Osoyo, a whale-like Eldritch Abomination sealed beneath the Nameless Spires in the distant North - but not completely.


  • An Ice Person: Blackfrost prophets, who keep the innate connection to their boreal environment, can call upon shards of blackfrost to stab up through the soil.
  • Literally Shattered Lives: When the blackfrost dead is destroyed, its body shatters like brittle ice, filling the air around it with a cloud of frigid, razor-sharp ice shards.
  • Non-Human Undead: Saumen kar who succumb to blackfrost become especially dangerous blackfrost dead. Those who guarded the Temple of Aqakaru in life, known as blackfrost prophets, continue to do so in undeath, more vigilantly and much more violently.
  • Servant Race: The only purpose of the blackfrost undead is to serve and one day free Osoyo.
  • The Usual Adversaries: The primary antagonists of the Gatewalkers Adventure Path, as Osoyo is both too powerful and too sealed to be a direct threat.
  • The Virus: Creatures who succumb to the frigid elements while cursed by blackfrost become vicious undead capable of spreading the curse of blackfrost even further.

    Darvakka 
Alignment: Chaotic Evil

The dark masters of the place where the Void meets the Netherworld, darvakkas are massive, powerful and utterly consumed with a hatred for all life.


  • Art Evolution: In 1st Edition, nightshades appear as pure shadows, with only their glowing red eyes and the outline of their bodies being visible. In 2nd Edition, they now have actual discernible anatomy.
  • Casting a Shadow: They manifest as horrible monsters made of pure shadow.
  • Dark Is Evil: Darvakkas are composed of a warped mixture of shadow and evil, empowered by negative energy in the same way as normal undead.
  • Evil Is Deathly Cold: A nightshade's mere presence sapping the light, heat and life from all around them.
  • Giant Flyer: A vanyver has a 80-foot-long wing span, while a nasurgeth is a whale-sized shark capable of flying.
  • Glowing Eyes of Doom: All darvakkas' eyes glow red on their dark bodies.
  • Living Shadow: Well, not living, but, y'know..
  • The Minion Master: They can summon and command other undead, and strengthen them by their presence.
  • Non-Human Undead: Darvakkas form from the spirits of fiends slain and fallen into the Void.
  • Omnicidal Maniac: Darvakkas loathe life in principle, and ultimately wish to snuff out all living things in creation.
  • Weakened by the Light: They are impaired by bright light, especially natural sunlight.

Nightprowler

Level: 10
Size: Large

  • Anti-Regeneration: The nightprowler's natural attacks leave a stain of dark shadows that linger in and around the wounds, known as the creeping dark, which inhibits magical healing.
  • Bad Boss: Nightprowlers are known to accept the service of foolish mortals, usually psychotic or sociopathic killers, but out of either boredom or capriciousness, they inevitably turn their claws on their former servants.
  • Mega Neko: Nightprowlers appear as giant big cats, measuring 16 feet long and weighing 8000 pounds.

Nightskitter

Level: 12
Size: Huge

  • Giant Spider: Nightskitters have spider-like bodies and can weave webs, and grow larger than most giants.

Vanyver (Nightwing)

https://static.tvtropes.org/pmwiki/pub/images/darvakka_vanyver.png
Level: 13
Size: Huge

  • Bat Out of Hell: Vanyvers are enormous, bat-like creatures.
  • Magic Eater: The bite of a vanyver drains magical power and energy.
  • The Starscream: Vanyvers are often seen in the service of a mortal master, whom they always hope to kill some day.

Sykever (Nightwalker)

https://static.tvtropes.org/pmwiki/pub/images/darvakka_sykever.png
Level: 16
Size: Huge

Urveth (Nightcrawler)

https://static.tvtropes.org/pmwiki/pub/images/darvakka_urveth.png
Level: 18
Size: Gargantuan

Nasurgeth (Nightwave)

https://static.tvtropes.org/pmwiki/pub/images/darvakka_nasurgeth.png
Level: 20
Size: Gargantuan

  • Flying Seafood Special: Nasurgeths are shark-like monsters that can rise up over the waves and fly through the air.
  • Sea Monster: The nasurgeth is most at home in the ocean's deeps.
  • Threatening Shark: Nasurgeths, the most powerful of their kind, take the form of titanic sharks surrounded by crushing darkness and cold from the depths of the ocean.

Umbraex

https://static.tvtropes.org/pmwiki/pub/images/darvakka_umbraex.png
Level: 21
Size: Gargantuan

  • The Phoenix: Like a phoenix, the umbraex appears at first glance to be a massive, majestic bird, and is also capable of coming back to (un)life from its ashes after being destroyed. Instead of compassion and warmth, however, it seethes with cold and hate.

    Deathless Acolyte 
Alignment: Same as deity
Size: Same as base creature

  • Unfinished Business: Undergoing the transformation into a deathless acolyte is usually an indicator the acolyte failed to achieve an important task set by their deity in life, and must now do so in undeath.

    Echohusk 
Level: 1/4-10
Alignment: Neutral Evil
Size: Same as base creature

  • Supernatural Fear Inducer: A dread echohusk, which possesses the psychic residue of the overwhelming fear it felt when it died, can force this fear into other creatures' minds with a psychic burst.

    Ectoplasmic Creature 
Level: Same as base creature + 1
Alignment: Chaotic Evil
Size: Same as base creature

  • And I Must Scream: Transitioning into and retaining the form of an ectoplasmic creature is especially torturous, and often drive these creatures mad.
  • Ax-Crazy: Even more so than most undead, ectoplasmic creatures are hateful, filled with nothing but a lust for destruction and suffering.
  • I Cannot Self-Terminate: Ectoplasmic creatures are usually stuck in their ectoplasmic prisons until death grants them sweet release. Most fling themselves into battle willingly, killing to satiate their natural hunger for the suffering of others, while simultaneously hoping to be freed of their own suffering.

    Exoskeleton 
Level: 1/4-10
Alignment: Neutral Evil
Size: Same as base creature

The animated exoskeletons of giant arthropods.


  • Raising the Steaks: Exoskeletons are basically the equivalent of undead skeletons for arthropods.

    Facetbound 
Level: 15 (nullifier), 16 (cascader)
Alignment: Neutral Evil
Size: Same as base creature

  • Mage Killer: Designed to serve as devastatingly powerful foot soldiers against magic-wielding enemies, facetbound nullifiers shear through magical effects as easily as they slice through flesh and bone.

    Floodslain 
Level: Same as base creature + 1
Alignment: Chaotic Evil
Size: Same as base creature

  • Supernatural Suffocation: The slam attack of a floodslain creature partially fills a living victim’s lungs with water.
  • The Virus: Any creature killed by a floodslain creature rises as a floodslain creature if immersed in water for 24 hours.

    Forsaken Legion 
Level: 2 (foot soldier), 3 (arbalester), 4 (defender)
Alignment: Lawful Evil
Size: Medium

  • The Engineer: Forsaken defenders, who once planned and supervised the construction of field fortifications for the Jistka Imperium, can build such things in the blink of an eye.
  • Rain of Arrows: The unholy power of the forsaken legion allows forsaken arbalesters to fire ghostly bolts supernaturally quickly without sacrificing accuracy.

    Frostfallen 
Level: 1/4-10
Alignment: Neutral Evil
Size: Same as base creature

  • Chill of Undeath: Frostfallen creatures are animated a synthesis of negative energy and a bone-numbing cold, which wreathes its natural weapons in a deathly chill and flash-freezes the nearby air. Necromancers seeking to animate a frostfallen creature must provide an amount of ice equal to the corpse's weight.

    Ghost 
Level: Same as base creature + 2
Alignment: Same as base creature
Size: Same as base creature

The spirits of the departed, ghosts are much more diverse and sympathetic than other undead.


  • Blow You Away: Most ghosts can summon a wind to rattle a window or bang a shutter. Some angry spirits can do far worse.
  • Chill of Undeath: Ghosts are often associated with unnatural cold, and one of the first signs of a ghostly presence is an uncanny cold spot in the air.
  • Dark Is Not Evil: Deconstructed. They are not inherently evil, and can retain their alignment from life, but they are still creatures of Negative Energy, which results in a Lack of Empathy that makes being good difficult even if they have positive goals.
  • Ghostly Goals: Though the incorporeal form of a ghost can be dispersed, they always reform after a few days until whatever turned them into a ghost is resolved. This means that ghosts make poor random encounters or nameless minions; every ghost is a unique individual with a story that must be engaged with.
  • Ghost Pirate: Some undead pirates take on an incorporeal form, especially if their bodies have been lost to the fishes. Captains in particular are likely to return from the dead, perhaps on account of their strong personalities.
  • Hero with an F in Good: In Book of the Dead, Geb explains two things about ghosts; evil ghosts are significantly more common than non-evil ones, and even ghosts which are driven by a desire to do good have a difficult time at it due to their undead nature making it difficult to empathize with others. For example, the "good" ghost in that book is True Neutral, and even if they didn't need to feed on Life Energy they would have a difficult time being a good person as their drive to do good deeds is derived from a selfish desire to receive a proper burial.
  • Home Field Advantage: Ghosts tend to haunt a specific place and hold great power in their homes.
  • Our Ghosts Are Different: When mortals die through tragic circumstances or without closure, they can linger on in the world. These anguished souls haunt a locale significant to them in life, constantly trying to right their perceived wrong.
  • Possessing a Dead Body: Not all ghosts try to possess the living. Some prefer to steal corpses from shallow graves to serve as their hosts.
  • Talking in Your Dreams: Some powerful ghosts can manipulate the dreams of those who encounter them to send messages or even hold conversations with dreamers.

    Ghoul 

Ghoul

Level: 1 (ghouls and lacedons), 2 (ghasts)
Alignment: Chaotic Evil
Size: Medium

Unsettlingly intelligent undead cannibals who reproduce through a curse known as "Forbidden Cravings".


  • Absurdly Sharp Claws: Ghoul razorclaws are an order of assassins who dip their claws into molten adamantine.
  • Aquatic Mook: Lacedons, an amphibious variety of ghouls.
  • Elite Mook: Ghasts, a more powerful variant of ghoul whose touch can paralyze even elves, who are normally immune to ghoul paralysis. They are often found leading bands of common ghouls. Dummied Out in the Remaster...because that's no longer a limitation on them. See Took a Level in Badass.
  • Evil Makes You Ugly: If they can actually stave off their Horror Hunger, they actually remain pretty human-looking. Downplayed in the Remaster, see Progressively Prettier.
  • Horror Hunger: Their craving for flesh greatly outstrips their need to consume it — being undead, they have no need to eat whatsoever, but their are still wracked by a constant hunger for flesh that is only abated when they are actively eating meat. In the Remaster, this is also how ghouls create more of their kind, cursing victims with starvation and a compulsion to eat raw meat - which if indulged, will kill and revive them as ghouls.
  • Our Ghouls Are Different: A combination of zombie and mythic ghouls — the original ghouls are believed to have been once-living cannibals, but the modern sort reproduce through their curse.
  • The Paralyzer: In 1E, they can paralyze victims with their touch. Elves are normally immune to this, but a stronger variant of ghouls known as a ghasts is capable of paralyzing even elves. In 2E, downplayed, their smell dazes everyone in range.
  • Progressively Prettier: In the Remaster, ghouls retain their glowing red eyes, sharp teeth, and gray skin tone, but resemble elves more than corpses, and are generally well-groomed, civilized, and lacking the Primal Stance of their previous potrayals, to emphasize their sapience.
  • Religion of Evil: Some ghouls worship ancient cruel gods or lords of hunger.
  • Took a Level in Badass: Downplayed, but in the Remaster, their nauseating, weaponized smell is effective at range on any race, elves included, and rather than just being The Virus they can activately curse people with a condition that weakens them long before they are at risk of ghouldom while remaining subtle about it if they can sneak near enough an unaware target.In addition, it's explicitly outlined how to make high-level ghouls.
  • The Usual Adversaries: Ghouls may actually beat out goblins for the most common monster to be fought across adventure paths and modules.
  • Zombie Apocalypse: More likely to cause this than actual zombies, funnily enough, as they are capable of independently spreading the infection that turns living people into ghouls.

Ghoul Hound

Level: 1 (normal), 2 (grathkoll)
Alignment: Chaotic Evil
Size: Medium (normal), Large (grathkoll)

Dogs infected with ghoul fever.


  • Attack Animal: Ghouls keep them much as humans keep hunting dogs.
  • Horse of a Different Color: Grathkoll are giant versions of ghoul hounds that are used as mounts by their ghoul masters.
  • The Paralyzer: Like ordinary ghouls, their bite is paralytic.
  • Right-Hand Attack Dog: Some ghouls view these vicious beasts as little more than tools, while more sentimental ghouls treat them as favored pets, but either way they'll chew your face off.

Barnacle Ghoul

Level: 9
Alignment: Neutral Evil
Size: Medium

  • Dead Weight: Barnacle ghouls have water-bloated bodies, as a result of having died by drowning.
  • Pest Controller: Barnacle ghouls have a supernatural command over barnacles, and can cause them to adhere, grow or release with a touch.
  • Supernatural Suffocation: Barnacle ghouls keep their lungs filled with brackish seawater, which is exhaled onto their victims and magically expands after entering the lungs, causing the victim to drown and become another barnacle ghoul.

Leng Ghoul

https://static.tvtropes.org/pmwiki/pub/images/ghoul_lengghoul.png
Level: 10
Alignment: Chaotic Evil
Size: Medium

Ghouls from the nightmare dimension of Leng, a far older breed than the ghouls commonly seen on Golarion.


  • Dark Is Not Evil: Just like in the source material, not all Leng ghouls are evil; some hold their monstrous nature in check and only feed on the flesh of those who died naturally or willingly offered themselves up, instead of murdering victims.
  • Our Ghouls Are Different: Leng ghouls are far more powerful, more intelligent and more civilised than their lesser kin in the Material Plane, are distinguished by possessing hooves and dog heads, and claim to be a much older strain than and unrelated to the ones on the Material Plane.
  • The Paralyzer: Leng ghouls can paralyze victims with their touch, including elves.
  • Religion of Evil: Most Leng ghouls venerate the Great Old Ones or Outer Gods, and they have a particular affinity for Nyarlathotep.
  • To Serve Man: Leng ghouls delight in feasting on dead flesh.

Straugh

Level: 10
Alignment: Chaotic Evil
Size: Large

  • Raising the Steaks: Straughs arise from underground animals infected by ghoul fever.
  • Tunnel King: Straughs can burrow through solid stone. In some places, ghouls use them to tunnel into rival warrens or highly fortified mausoleums.

    Graveknight 
https://static.tvtropes.org/pmwiki/pub/images/graveknight_pathfinder.jpg
Level: Same as base creature + 2
Alignment: Evil
Size: Same as base creature

Clad in unholy armor and powered by sheer hate, graveknights are to fighters what liches are to wizards.


  • Alternate Company Equivalent: The graveknight is Paizo's answer to the Dungeons & Dragons death knight, a powerful undead knight that cannot be used in OGL works.
  • Artifact of Doom: Their armor.
  • Ax-Crazy: The worst graveknights will carry out terrible atrocities in an attempt to feel the excitement they once did, growing more and more depraved as each attempt fails to yield a response.
  • Blood Knight: Many graveknights throw themselves into battle to distract themselves from the tedium of an existence deprived of physical sensation. Unable to accept that they will never again feel a surge of adrenaline or the heady thrill of triumph, they wade ever deeper into the carnage, blood, and misery that defined their mortal lives.
  • Cross-Melting Aura: They're the center of a constant desecrate spell that impairs all attempts to use positive energy in addition to its normal effects.
  • Elemental Powers: Every graveknight is affiliated with a particular type of energy related to how they died. They deal extra damage of this type with their weapon attacks and can unleash it in a cone of energy three times a day.
  • Glowing Eyelights of Undeath: Often Paired with Red Eyes, Take Warning for added effect.
  • Hellish Horse: Once an hour graveknights can summon a skeletal horse with a unique appearance related to their master.
  • I Cannot Self-Terminate: Though many graveknights hate their own existence, they cannot seem to commit suicide and they will never intentionally take actions that make it easier to kill them, like going easy on an opponent or giving away the secret of their rejuvenation. They have to be killed rightfully or not at all.
  • The Nothing After Death: Graveknights use threats of this to play mind games with opponents. As their Sacrilegious Aura causes positive energy to fizzle and instills living beings with dread and uncertainty, they claim those slain by their hand die out of sight of the gods and are doomed to pass on with no hope of an afterlife.
  • Night of the Living Mooks: They can bend other undead to their will as minions, though they have no power to create such creatures themselves.
  • The Power of Hate: They rise out of sheer rage and bloodlust.
  • Pride: While Revenge can satisfy them for a time, graveknights often come to believe that their new nature is proof of their innate superiority over all, even Death itself. Even those who regard their existence as a curse see it this way; in their decaying minds, this unholy gift was granted to them because they were the most capable, the most driven, the most fearsome, and the most deserving of rule. They become incapable of regarding others as equals, even other graveknights, and alliances are made only under the belief that its allies are masters in areas it does not concern itself with because they're inferior disciplines.
  • Sadist: Graveknights tend to be cruel in their attempt to feel alive again by taking life from others. From an account of a graveknight's attack on a town, a graveknight drowned people in wells, nailed them to doorways, and burned them alive in a church, and that bored him. Then he started getting creative. He made mothers fight each other with hammers to see whose child would live, tortured a priest until he broke and named someone else to take his place, and he still wasn't satisfied.
  • Sense Loss Sadness: Graveknights can't enjoy food, drink, sex, sleep, or any fleshly pleasures, and even experiences like the rush of fear during battle or pain from injury are lost to them. All that's left is a sort of grim satisfaction from victory, which they go to grotesque lengths to feel again.
  • Soul Jar: Their soul is bound to their armor in the same way a lich's soul is bound to their soul cage. So long as it remains undestroyed — and as long as even a single piece of metal endures the armor may as well be intact, for the graveknight's purposes — the graveknight will reform within it, tendrils of undead flesh growing from the crevasses to twine and fuse into a new body.
  • Transhuman Treachery: The vast majority of graveknights arise spontaneously, but creatures can voluntarily undergo the transformation through a lengthy process that involves multiple violent conflicts, eleven levels, an evil patron, a set of heavy armor worth a decent fortune, and suicide by a certain energy type. After all that, they only get a 75% chance of becoming a graveknight.
  • Warrior Undead: Graveknights are formed when a living warrior becomes powerful or driven enough for their spirit to bond with their armor. Their rage at the defeat from their first death drives them to ever more extreme feats, and they can return From a Single Cell until their armor is completely destroyed or purified.
  • Worthless Yellow Rocks: Graveknights place no value in physical objects, save the few magic items that can make them more effective fighters. Other items may be given to minions who can make better use of them, but they usually destroy them just to see what sort of reactions they can get from people.
  • Writing Around Trademarks: They're essentially the same thing as D&D death knights, but with a different name to avoid trademark issues.
  • Zombie Infectee: A subtle version. If someone loots a graveknight's armor and wears it, the graveknight will instead be reborn from their body. They simply don't realize the fissures and puncture wounds in their body when they remove the armor and are mentally compelled to hid the wounds from others. After the rejuvenation period is complete the graveknight is reborn, destroying the wearer's mind as they warp into the graveknight.

    Haunt 
Level: Any
Alignment: Any
Size: 5 square feet per CR

An unusual form of undeath that takes no physical form, but instead permeates an area. A haunt arises from physical or mental suffering, with a single instance of suffering sometimes creating multiple haunts or multiple causes consolidating into a single haunt.


  • Appeal to Worse Problems: Averted. The strength of a haunt is determined by the magnitude of the suffering, not the power of the source. For example, a spoiled nobleman who dies of a gut wound in a murderer's dungeon would make a stronger haunt than a hardened adventurer who suffered the same fate but was comparatively hardened to the experience.
  • Mechanically Unusual Fighter: Haunts are more like living traps than monsters.
  • Mook Maker: One of the strongest haunts is a deathgate, a portal to the Void that regularly summons minor deaths.
  • Things That Go "Bump" in the Night: The weakest haunts are simple manifestations of sensation like cold spots or tapping in the walls.

    Lich 

Lich

https://static.tvtropes.org/pmwiki/pub/images/nhur_athemon.png
Type: Undead
Level: Same as base creature + 2
Alignment: Any Evil
Size: Same as base creature

The de-facto main antagonists of pretty much everything, Liches are the ultimate examples of Arcane Magic and all of its pitfalls.


  • Always Chaotic Evil: A justified example, as the ritual to become a lich is said to be unspeakably evil, and, while they don't go into detail, the implication is that performing it counts as an in-universe Moral Event Horizon. That said, a lich could presumably make a Heel–Face Turn after becoming a lich.
  • 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.
  • Enemy Mine: The most common allies of older liches are other liches who were once their enemies. After all, who knows you better than someone who’s 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.
  • Hive Mind: A horde lich looks like a skeleton packed with too many bones. In combat, they peel off, expand and reassemble into another nimble skeletal form. Regardless of the number, the single lich mind controls them all, and if any of them survive an encounter, they can rebuild the whole given enough time and raw materials.
  • Human Notepad: Runecarved liches use their rotting forms to hold magical secrets, hiding precious tomes in their ribcage, inscribing formulae on their withered flesh, even replacing some bones with powerful magical items.
  • 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.
  • 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 soul cages, and cannot be permanently killed as long as their soul cage 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.

Psychic Lich

Level: Same as base creature + 2
Alignment: Any Evil
Size: Same as base creature

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.

Familial Lich

Level: Same as base creature + 0
Alignment: Any Evil
Size: Same as base creature

Liches that bind themselves to their bloodline rather than a soul cage.


  • 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.

Forsaken Lich

Level: Same as base creature + 2
Alignment: Any Evil
Size: Same as base creature

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 soul cage.


  • 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.

Lich Creature

Level: Same as base creature + 1
Alignment: Any Evil
Size: Same as base creature

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 soul cage. 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 soul cage, though it becomes their soul cage due to their connection to it rather than them setting out to create one. This means they don't really get to pick their soul cage, 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.

Demilich

https://static.tvtropes.org/pmwiki/pub/images/demilich_pathfinder.png
Type: Undead
Level: 14 (16 if awakened)
Alignment: Evil
Size: Tiny

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.
  • 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 soul cage.
  • Super-Scream: Their dreaded wail of the banshee, available three levels before the players get anything of that caliber, deals about 200 damage, and the demilich can use it every round.
  • 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.

    Mummy 
https://static.tvtropes.org/pmwiki/pub/images/mummy_guardian.png
Level: Same as base creature +1 (mummified creature), +5 (mummy), +7 (mummy lord); 4 (swamp mummy)
Alignment: Lawful Evil (mummy, swamp mummy), any Evil (mummified creature, mummy lord)
Size: Same as base creature

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.
  • Chill of Undeath: Ice mummies were preserved by the cold of high places coupled with strong winds and less oxygen. They can exhale a cone of razor-sharp ice and deliver cold rot through melee weapons they wield.
  • 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.

    Necrocraft 
Level: 3-11
Alignment: Neutral Evil
Size: Medium to Colossal

Custom built undead formed from the shaped and fused corpses of multiple creatures.


  • 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 Power-Ups: 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.

    Necrohulk 
Level: 13 (flailer), 15 (smasher)
Alignment: Neutral Evil
Size: Large

  • Dead Weight: Necrohulk smashers are so swollen with biological and alchemical muscle enhancements that they can simply pound their way through enemies.
  • Mutants: Necrohulks are made from Mana Wastes mutants. Enterprising twilight sages of Yled's Mortuarium have innovated bizarre combinations of alchemy and necromancy that boost their victims' mutations to persist even after reanimation.
  • Non-Human Undead: Necrohulk smashers are most often made from fleshwarps, who have often already experienced lives of rejection or exclusion before the final indignity of unwanted reanimation.
  • Rubber Man: Necrohulk flailers can fit into small spaces and are often commanded to wriggle up storm drains or through narrow crevices to attack foes.

    Pact Maiden 
Alignment: Evil
Size: Same as base creature

  • Clothing Combat: All path maidens have an apostate's shroud attack that manifests as a whipping lash from their sleeves or hem.
  • Still Wearing the Old Colors: Pact maidens, who devoted their every breath to Pharasma only to defy her with their last, still wear are the last vestiges of their former faith, a permanent reminder of their disgrace.

    Phantom Armor 
Level: 1 (hollow helm), 2 (guardian), 4 (giant), 6 (phantom lancer)
Alignment: Neutral Evil
Size: Tiny (hollow helm), Medium (guardian), Large (giant and phantom lancer)

Unliving suits of armor animated by the spirits of their former owners, arising because they were killed by treachery or because they were killed in a war crime.


  • Animated Armor: Each one is a suit of armor brought to life by a restless spirit.

    Plagued Beast 
Level: Same as base creature + 1
Alignment: Neutral Evil
Size: Same as base creature

Victims of demonic plagues who fail to find relief even in death.


  • Raising the Steaks: These undead creatures arise from animals stricken with demon plague.

    Ravener 
Level: Same as base creature + 2
Alignment: Evil
Size: Huge to Colossal

Dracoliches who eat souls.


    Revenant 
Level: 6
Alignment: Lawful Neutral
Size: Medium

Physical undead driven by a need for revenge.


  • Dark Is Not Evil: Revenants are one of the few non-evil undead, since they are only motivated by vengeance following a deep betrayal. If one is not its quarry, one can avoid a revenant's wrath by simply getting out of its way.
  • The Power of Hate: A revenant's existence is fuelled by its hatred for its murderer. If the murderer is killed, then the revenant also dies.
  • Revenant Zombie: Fuelled by hatred and a need for vengeance, a revenant rises from the grave to hunt and kill its murderer.

Pale Stranger

https://static.tvtropes.org/pmwiki/pub/images/revenant_palestranger.png
Level: 10
Size: Medium

Gunslingers slain by a hated enemy or denied their vengeance due to their own death may sometimes arise as pale strangers.


  • The Gunslinger: Pale strangers arise from gunslingers killed in a duel, and can wield their firearms with deadly grace and efficacy.
  • Sore Loser: Sometimes a pale stranger is created when a gunslinger is beaten fairly and refuses to accept defeat, though such an individual must be especially petty and delusional to retain the hatred necessary for the transformation.

Silent Stalker

Level: 13
Size: Small

  • No Mouth: A silent stalker has no mouth, simply a smooth patch of flesh where a mouth should be.

    Risen Pet 
Alignment: Evil
Size: Same as base creature

  • Came Back Wrong: Death irrevocably changes a risen pet. They return aggressive, predatory, difficult to control and easy to anger. Even the most friendly and docile pets becomes sadistic and violent, fixating first on those it views as competition for the attention of its owners. When a risen pet feels offended by its owner, it turns on them.
  • Raising the Steaks: Bonds of loyalty that endure beyond death reanimate pets to crawl from their graves within days of dying, returning to their owners, family, or pack.

    Seeded 
Level: Same as base creature + 1
Alignment: Neutral Evil
Size: Same as base creature

  • Parasite Zombie: The seedborne corruption sends fibrous feelers throughout the victim's body. When the host slips into a catatonic coma, they digest the organs and portions of the flesh before animating the corpse like a puppet.
  • Tentacle Rope: Seeded creatures can tie up up to two foes with a tendril, exposing it to seedborne consumption.
  • The Virus: Creatures that die from Xhamen-Dor's seedborne corruption rise as seeded creatures, who are driven to hear and obey the commands of Xhamen-Dor and find new victims to spread their plague.

    Skeleton 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_kasatha_skeleton.PNG
A skeleton made from a kasatha.
Level: 1/6-8 (+1 for bloody, burning skeletons or skeletal champions)
Alignment: Neutral Evil
Size: Same as base creature

No bells or whistles here, just some animated bones without any meat on them.


  • Acid Attack: Some skeletons constantly ooze acid from their bones.
  • Asteroids Monster: A multiplying skeleton will, on being destroyed, reform into two smaller skeletons with half of the original's hit die. The resulting skeletons will likewise reform into two half-size versions of themselves when destroyed, a process that repeats until the skeletons reach Diminutive size or they're down to one hit dice each.
  • Ballistic Bone: Some skeletons can yank a rib from their ribcage to use as an arrow or javelin.
  • 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.
  • Warrior Undead: Unlike normal skeletons, skeletal champions retain their intelligence and can take class levels. They're often reanimated from warriors to lead lesser undead in battle.

    Siabrae 
https://static.tvtropes.org/pmwiki/pub/images/siabrae.png
Level: Same as base creature + 2
Alignment: Neutral Evil
Size: Same as base creature

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.
  • Immune to Fire: Siabrae are 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.

    Trench Zombie 
Level Adjustment: +1
New Alignment: Any evil

When a trench mist kills creatures it reanimates their bodies as trench zombies under its thrall.


  • No-Sell: They're immune to acid damage.

    Vampire 
Level: Same as base creature + 2 (+ 1 for spawn)
Alignment: Evil
Size: Same as base creature

Parasitic undead that feed off of the living, just about anything can become a vampire if it's unlucky enough.


  • Horror Hunger: As expected, they crave the blood of the living.
  • Our Vampires Are Different: The most common moroi are pretty much your standard cape-and-castle Dracula types. The nosferatu Look Like Orlok, the vetalaranas have Psychic Powers and the Jiang Shi are Exactly What It Says on the Tin. There were also the strigoi, mysterious creatures who emerged from the Netherworld in the distant past and gave rise to the modern vampire breeds, but they vanished long ago. Moroi and nosferatu have most of the traditional vampire weaknesses — they're repelled by holy symbols, mirrors and garlic, are vulnerable to being staked will inert, cannot enter a house uninvited and are destroyed by sunlight — while jiang-shi and vetalaranas have their own traditional banes.
  • The Virus: Vampires (except nosferatus) can turn their victims into either other vampires or enthralled spawn.
  • Weakened by the Light: Moroi and nosferatu cannot bear sunlight, which will utterly destroy them in two rounds of direct exposure, while strigoi immediately become unconscious, fall to the ground, and appear to be dead.
  • Wizards from Outer Space: Vampirism is not native to Golarion; the first strigoi came from a different world, though every strain not the strigoi are native subspecies of the strigoi.
  • Wooden Stake: A helpless nosferatu or moroi can be destroyed by driving a wooden stake through its heart; however, it will instantly return to life if the stake is removed unless its head is first severed and anointed with holy water.

Jiang-shi

https://static.tvtropes.org/pmwiki/pub/images/vampire_jiangshi.png
Stiff, almost immobile vampires who move by hopping from place to place. The jiang-shi arose form ancient strigoi who went into deep hibernation and, on awaking, were driven to madness by their hunger and desires.
  • Achilles' Heel: Jiang-shi crave qi, but are also repelled by harmonious arrangements of qi, such as that which occurs in rice, hen eggs, mirrors and certain types of wood.
  • Anti-Magic: The corrupted fulu attached to a jiang-shi's brow grants immunity to any effects from items that store spells.
  • Chinese Vampire: A jiang-shi is an undead creature that drinks the breath of the living to feed on their life energy, or qi. Rigor mortis makes its movements especially stiff, causing a distinctive bouncing gait. It can sense the breathing of living creatures and wears a prayer scroll on its forehead.
  • Fantastic Racism: They are known to be jealous of blood-sucking vampires because of their ability to create their own spawn.
  • Jacob Marley Apparel: A jiang-shi's appearance depends on both the circumstances of its death and the state of its corpse at the time of reanimation.
  • Outdated Outfit: Jiang-shi tend to wear clothing or gear that is out of style.
  • Vampiric Draining: Jiang-shi drink the breath of the living to feed on their life energy.

Moroi

https://static.tvtropes.org/pmwiki/pub/images/moroi_pathfinder.png

The classic, aristocratic, refined blood-drinkers often found brooding in castles and indulging their voracious hungers on their unlucky citizenry. The moroi descend from ancient nosferatu vampires who chose to rise above their progenitors' bestial insects, instead aping the aesthetics and nobility of their prey even as they hunted them like animals.


  • Cannot Cross Running Water: A typical moroi can't voluntarily cross running water unless it is transported while it hides within its coffin.
  • Casts No Shadow: Due to their supernatural aversion to light, moroi don't cast shadows or show a reflection in mirrors.
  • Fantastic Racism: They disdain the nosferatu as primitive beasts, and look down on vetalas and jiang-shi as unworthy offshoots of their race.
  • Must Be Invited: Moroi can only enter a private dwelling if invited in by someone with the authority to do so.
  • Summon Magic: Their children of the night ability allows them to summon swarms of bats, swarms of rats or packs of wolves to aid them in battle. Mythic moroi wield a more powerful version of this ability, and can extend it to summon undead such as shadows, ghouls, ghasts and mohrgs.
  • Total Eclipse of the Plot: The most powerful mythic vampires can blot out the sun for a mile around.

Nosferatu

https://static.tvtropes.org/pmwiki/pub/images/pathfinder_nosferatu.png

Sterile, bestial vampires incapable of reproducing, slowly driven mad by their failing undeath. The nosferatu were the earliest vampire breed to come into existence, descending directly from the mysterious strigoi, but have since been eclipsed in importance by younger vampire breeds.


  • The Hermit: Nosferatu generally live alone in crumbling ruins, isolated from both mortal society, other vampires and each other.
  • Looks Like Orlok: The nosferatu are direct callbacks to the original Nosferatu, and are as hideous as old Count Orlok — they're usually disguised by batlike faces, pronounced fangs, pointed ears and hideosity extended, claw-like nails.
  • Time Abyss: Because of their inability to breed, all "living" nosferatu are impossibly ancient, having been turned before their kind lost the ability to create new spawn millennia ago.
  • Voluntary Shapeshifting: Nosferatu can turn into a swarm of centipedes, rats or spiders.

Strigoi

The ancestors of all other vampires, the stirgoi are the result of are the bodiless spirits of hunger and malevolence native to Netherworld that crave sensation, merging with the souls and bodies of others to get it; every other strain of vampirism is the result of a strigoi spirit bonding in lesser ways,
  • Cannot Cross Running Water: A strigoi cannot cross a significant source of running water, except if it's capable of flight and approaches no closer than 10 feet to the liquid's surface.
  • Casting a Shadow: A strigoi progenitor can call forth vile ruination from the surrounding shadows, causing coils of darkness and shadowy bats, rats and wolves to lash out at living targets.
  • Demonic Possession: Strigoi, in their true form, are bodiless creatures native to the Netherworld that are incapable of interacting with the physical world, existing only as pure forces of malevolence, until invited into a physical body by ancient rituals.
  • Fantastic Racism: Strigoi look down on all other vampires as lesser derivations of themselves.
  • Living Shadow: A strigoi can revert to pure shadow and absorb its body and its gear into the darkness. In shadow form, the strigoi can climb surfaces and move through any gap that isn't airtight. However, it can only move along solid surfaces that aren't highly reflective.
  • Monster Progenitor: All other vampires are derived from strigoi, and strigoi progenitors can create both strigoi servants and moroi.
  • Missing Reflection: Only a strigoi's shadow reflects in a mirror, and this often compels them to cover or destroy mirrors in their presence rather than risk their true nature being displayed.
  • Must Be Invited: A strigoi needs a living creature to perform a rite of their own free will to be drawn into their soul, which may well be the source of a moroi's compulsion not to enter a home without first being invited.
  • Possession Burnout: The presence of a strigoi within the shadow of a living host causes sickness and swift death, after which the strigoi bonds with the host’s soul and becomes one with the body.
  • Symbiotic Possession: There are rituals for a living being to willingly invite a strigoi spirit in, creating a true one that much faster, and creating ones where there aren't other strigoi to let others in.

Vetalarana


  • Body Surf: When a vetalarana's body is destroyed, it crumbles to ash, while their mind is immediately transferred into a creature they rendered comatose. This creature must be within 1 mile; if no such creature is in range, the vetalarana is destroyed. The vetalarana controls the victim for a few days, after which the victim dies and its body transforms into that of the vetalarana.
  • Composite Character: Conceptually, the vetalarana in 2nd Edition is a combination of the vetala and vetalarana vampires in 1st Edition (which were only distinct at the first place because the vetala was created before occult magic was), albeit with numerous details retconned out of existence.
  • Control Freak: Vetalarana manipulators are obsessed with control. They experiment with the minds of the living, manipulating, enhancing and erasing their victim's memories to see what changes occur.
  • Emotion Eater: Vetalarana vampires feed on the emotions, thoughts and memories of others. Although they are capable of feeding on anything, only the thoughts of an intelligent, living humanoid bring a vetalarana any sense of satisfaction.
  • Empty Shell: A vetalarana's victims are turned into living husks, incapable of thought and devoid of any spark of personality. They fall into a senseless stupor, comatose but still living, without identity or memories.
  • Regained Memories Sequence: When a vetalarana is destroyed, all of their comatose victims are immediately freed. Most often, these people regain consciousness as amnesiacs whose memories return over time, taking at least months but sometimes as long as decades.
  • Removing the Head or Destroying the Brain: A vetalarana whose brain has been destroyed cannot transfer its mind and is immediately destroyed.

Vrykolakas


  • The Beastmaster: The presence of a vrykolakas master inspires savage animals and beasts to crawl forth to do its bidding.
  • Demonic Possession: When it reaches 0 HP, a vrykolakas is not destroyed, and instead attempts to possess an animal, then returns to its burial site. If the animal is not beheaded or cured of the curse, the vrykolakas reforms.
  • Feral Vampires: Vrykolakas are more feral than other vampires, and only seek to punish and kill all who cross their paths.
  • Human Disguise: A vrykolakas master can take a form resembling the body it had in life.
  • Primal Stance: A vrykolakas' spine is bent in a perpetual hunch.

    Verdorite 
Alignment: Neutral Evil

  • Non-Human Undead: A disaster, like humanoids clear-cutting an entire forest or a seaside community wiping out a species critical to their ecosystem, can provide enough emotional catharsis for these plants and animals to return as undead verdorites.

Waldgeist

https://static.tvtropes.org/pmwiki/pub/images/verdorite_waldgeist.png
Level: 8
Size: Small

A waldgeist arises when a gnome who was a woodlands dweller or who had a deep spiritual connection with such an area dies while in a large forest.


  • Gaia's Vengeance: Waldgeists act as avatars of nature that seek vengeance for environmental abuse, such as pollution and deforestation.
  • When Trees Attack: A waldgeist can possess a tree and animate it. The waldgeist cannot speak, move, or use its own attacks or special abilities while possessing the tree.

Seetangeist

https://static.tvtropes.org/pmwiki/pub/images/verdorite_seetangeist.png
Level: 12
Size: Huge

  • Sea Monster: Seetangeists most often arise when an aquatic ecosystem collapses. Bound by spiritual trauma, the bloated corpses of sea creatures merge into a writhing school of flesh and decaying plant matter that seeks out and consumes what life remains in the region.
  • Walking Wasteland: A seetangeist secretes foul fluids into the surrounding water, poisoning it.

    Visitant 
Alignment: Neutral Evil
Size: Same as base creature

  • Raising the Steaks: Victims of animal abuse that cannot move onto the afterlife often rise from the dead as visitants.
  • Roaring Rampage of Revenge: Visitants search out their old 'caretakers' with only one goal in mind: vengeance. However, most cannot distinguish between individual members of a species, and often exact 'vengeance' on anyone of the same species as their abuser.

    Wyrmskull 
Level Adjustment: Same as base creature - 2 to 5
Alignment: Same as base creature
Size: Same as base creature - 2

The enslaved spirits and minds of dead dragons bound to their own skulls.


  • Dracolich: Wyrmskulls are dead dragons, bound to their skulls.

    Zombie 
https://static.tvtropes.org/pmwiki/pub/images/zombie_pathfinder.jpg
Level: Same as base creature + 1 (zombies, juju zombies), +2 (zombie lords)
Alignment: Evil
Size: Same as base creature

The most bog-standard undead you'll ever see.


  • Brown Note: A dirge piper can force air through the cavities and organs of its decomposing body to produce a putrid blast of sound.
  • Combination Attack: Dirge choirs form a bond that allows them to produce their disturbing piping sounds in unison, vastly increasing their occult potential.
  • Cyborg: Shock zombies are usually created through combined necromancy and engineering.
  • Defeat Equals Explosion: When a sulfur zombie dies, its body explodes in a burst of fire and debris.
  • Dragon Hoard: Zombie dragons retain a hint of their innate tendency to hoard. A fresh one might guard its old hoard in life (or what remains of it), while an older one might instead hoard things like bones, rocks or corpses.
  • Elite Zombie:
    • Alchemical zombies are more resistant to positive energy, due to not having been created through necromancy, and the alchemical treatments used to animate their flesh make them noticeably tougher than regular zombies.
    • Under rare circumstances, when a musician is reanimated, lingering occult magic anchors a piece of the person's artistic soul to its shambling body. The resulting dirge piper retains a fragment of intellect and personality, but lacks the coordination and acuity to make true music.
    • Zombie lords differ from regular zombies in that they have increased resistance to Channel energy, are considerably faster, are not permanently staggered, and most important of all they retain their intelligence.
  • Grievous Harm with a Body: A zombie hulk can throw corpses at foes. While any dead body will do, they sometimes throw zombie shamblers.
  • Shock and Awe: Most shock zombies have two large electric coils mounted on their backs to absorb and project electricity.
  • Underground Monkey: There are numerous variations of the basic, common zombie, with their own gimmicks, resistances, and abilities:
    • Many are defined by how exactly they're created and raised: besides the basic necromantic zombie, there are alchemically created zombies, which are sturdier than other kinds and more resistant to positive energy; brain-eating zombies, which raise their victims as more of their kind; and zombies created through curses.
    • There are also bloated gasburst zombies, which explode in a cloud of noxious gas when killed, and host corpses, which house swarms of aggressive vermin inside their rotting flesh.
  • Zombie Apocalypse: Brain-eating zombies, which are directly inspired by classic zombie movies, can raise their victims as more brain-eating zombies.

Single

Level 0

    Beheaded 
Level: -1 (severed head), 1 (festering gnasher), 2 (flaming skull and giant beheaded), 3 (medusa head), 5 (taunting skull), 9 (daqqanoenyent)
Alignment: Neutral Evil
Size: Tiny (standard), Small (medusa head), Large (giant, daqqanoenyent)

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.
  • Flaming Skulls: Flaming skulls are wreathed in hideous flames.
  • Fusion Dance: A daqquanoenyent can arise after a mass murder and the subsequent beheading of the corpses. The daqqanoenyent consists of the combined tortured wills of the victims.
  • I Shall Taunt You: Some beheaded are raised with their mental faculties mostly intact, and often provoke their victims into foolishly giving chase or harming themselves.
  • Prehensile Hair: A long-haired beheaded can use this hair to entangle enemies.
  • Roaring Rampage of Revenge: A daqqanoenyent will pursue their murderers and their associates without rest, but is both vengeful and easily distracted, making them a danger to anyone they happen across.
  • Super Spit: Beheaded with the Belching ability can vomit projectiles that deal some type of energy damage.

Skull Swarm

Level: 10 (clacking skull swarm), 12 (feral skull swarm), 14 (sorcerous skull swarm)
Alignment: Neutral Evil
Size: Large

  • Defeat Equals Explosion: When a skull swarm is destroyed, it erupts in an explosion of foul energy and bone fragments.
  • Horror Hunger: A feral skull swarm is bloodthirsty regardless of its origins, with a keen scent for living flesh. Even herbivore skulls diligently chew on the flesh of victims.
  • Loud of War: A clacking skull swarm can attack with a terrifying, painful scream.
  • Raising the Steaks: Feral skull swarms are made from the heads of beasts.
  • Self-Duplication: The creation of a demilich sometimes goes awry, creating a sorcerous skull swarm, consisting of copies of the spellcaster's skull.

    Crawling Hand 
Level: 0 (normal), 5 (giant)
Alignment: Neutral Evil
Size: Diminutive (normal), Large (giant)

Animated, severed hands used as guards and assassins.


  • Blood Magic: They use blood to acquire their targets, whether because their handler's give it to them or they draw it from a foe they hit.
  • Scarily Competent Tracker: Crawling hands can select targets by sampling their blood, after which the hand has constant knowledge of their location.

    Isitoq 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_isitoq.png
Level: 0
Alignment: Neutral Evil
Size: Diminutive

An eyeball with wings and a tail formed from its frayed nerves.


  • 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.
  • Oculothorax: They have only one eye, which also serves as the majority of their body.
  • 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.

    Necromunculus 
Level: 0
Alignment: Lawful Evil
Size: Tiny

  • Boomerang Bigot: A necromunculus seethes with hatred for all undead, including itself.
  • Our Homunculi Are Different: The necromunculus is a homunculus-like undead servant that can only be created by an undead creature from a mixture of mud, bonemeal, juniper oil, a few drops of blood from a still-living mammal, and a pound of the creator's own flesh, blood or bone.
  • The Starscream: If left to its own devices, a necromunculus immediately begins plotting to kill and gnaw upon any undead with whom it must regularly interact, even its master. A necromunculus cannot willingly act on this urge so long as it has some other command to obey, so their creators work hard to ensure that necromunculi are constantly supplied with tasks to keep them occupied.

    Thatchling 
Level: 0 (thatchling), 2 (red-hooded thatchling)
Alignment: Chaotic Evil
Size: Small

  • Evil Laugh: The thatchling's giggle echoes in the back of the mind of those who hear it.
  • Fire Keeps It Dead: When a thatchling is destroyed by damage other than fire, it has a chance to reform within 120 feet of where it was destroyed. A thatchling is always permanently destroyed if destroyed by fire or if the obstacle preventing the soul from reincarnating is removed.
  • Non-Human Undead: If a soul bound for reincarnation is prevented from entering the River of Souls and rejoining the cycle, they become frustrated, confused and then furious, and use vegetation to make a new body that they were denied.
  • Super-Scream: The red-hooded thatchling can unleash a terrifying scream, which empowers thatchlings and deals damage to other creatures.

    Undigested 
Level: -1 (individual), 5 (swarm)
Alignment: Neutral Evil
Size: Tiny

Animated masses of digestive fluid and half-melted flesh formed from the stomach contents of giant monsters killed by necromantic effects.


  • Blob Monster: These ooze-like undead creatures are animated from the slurry of the indigestible parts of a humanoid creature.

    Unholy Mount 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_fey_cold_rider.jpg
An unholy mount with its rider.

Level: -*
Alignment: Neutral Evil
Size: Large

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 a Different 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.

Level 1

    Carrionstorm 
Level: 1
Alignment: Neutral Evil
Size: Tiny (swarm)

Flocks of ravens or crows that fed on the victims of ghouls, only to succumb to ghoul fever themselves and become a flock of undead birds hungering for warm meat.


  • Hive Mind: Each individual undead bird is only a little more intelligent than in life, but as a whole, a carrionstorm forms a rudimentary hive mind that slightly boosts its intelligence.
  • Raising the Steaks: These carrion birds have fed on the victims of ghouls, contracting ghoul fever and becoming undead in the process.

    Eaisge 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_eaisge_undead.PNG
Level: 1
Alignment: Neutral Evil
Size: Medium

Undead created from those killed by storms saturated with extraplanar energy.


  • Dead Weight: Having originally died in torrential storms, eaisges have bloated bodies that drip rancid water, and weigh twice as much as they used to in life.

    Festrog 
https://static.tvtropes.org/pmwiki/pub/images/festrog_pathfinder.png
Level: 1
Alignment: Neutral Evil
Size: Medium
Undead created when a creature is killed by a massive burst of negative energy.

Their 3.5 stats can be found in Hungry are the Dead. Their Pathfinder 1st Edition stats are in Bestiary 3 or online here.
  • Running on All Fours: Festrogs tend to run on all fours, like an undead hound instead of an undead man.

    Hellcrown 
Level: 1
Alignment: Lawful Evil
Size: Tiny

When a Hellknight is decapitated, their spirit may imbue their blodied helm to continue their work.

Their stats can be found in Age of Ashes: Hellknight Hill or online here.


  • Animated Armor: A hellcrown inhabits the helmet it so proudly wore in life.

    Pickled Punk 
Level: 1
Alignment: Neutral Evil
Size: Tiny

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.

    Void Zombie 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_void_zombie.jpg
Level: 1
Alignment: True Neutral
Size: Same as base creature

Corpses infected by akata larvae that animate the body to hunt for food.


  • Parasite Zombie: Though still animated by necromantic energies, a void zombie is a host in the life cycle of the akata, not a mindless, reanimated corpse. Accordingly, while still undead, their alignment is True Neutral, instead of evil.invoked

Level 2

    Corpselight 
https://static.tvtropes.org/pmwiki/pub/images/wisp_corpselight.png
Level: 2
Alignment: Chaotic Evil
Size: Medium

  • Non-Human Undead: A will-o'-wisp that starves to death might rise as an undead corpselight.
  • Possessing a Dead Body: A corpselight instinctively seeks out a host corpse to possess.
  • Throat Light: A corpselight can emit a sickly blue beam of light from its possessed corpse's mouth and eyes to drain life from enemies.
  • Weakened by the Light: A corpselight exposed to sunlight is weakened and cannot possess a corpse.

    Draugr 
Level: 2 (normal), 3 (captains)
Alignment: Chaotic Evil
Size: Medium

Undead created from humanoid beings who died at sea in regions infested with evil spirits or dark energies.


  • Authority Equals Asskicking: Draugr captains have a higher CR than regular Draugr.
  • Ghost Pirate: Chaotic Evil seaborne undead, often found crewing the remains of their old ships. Technically speaking anyone who dies at sea can become a draugr, but they were clearly designed with pirates in mind. The stronger ones are even called 'Captains'.
  • Meaningful Name: Depending on how far back you want to trace the roots, it can mean revenant, phantom, or deceive. Those first two are fairly self-explanatory, while the third makes sense as a corpse making a deception of not being dead.
  • Ominous Fog: Draugr captains can create it.
  • Uncleanliness Is Next to Ungodliness: Draugar are constantly coated in a sickening, rotting mixture of flesh, seaweed and filthy water.

    Herexen 
Level: 2
Alignment: Chaotic Evil
Size: Medium
Undead clerics who committed heresy and blasphemy against their gods before they died.
  • The Heretic: These clerics blasphemed and renounced their deities before dying and becoming undead.
  • Human Disguise: At day, a herexen becomes shrouded in an illusion that causes it to appear as it did in life.

    Poltergeist 
Level: 2
Alignment: Lawful Evil
Size: Medium

Restless spirits bound to a location, either that of their death or of their body.


  • Invisible Monsters: Poltergeists are naturally invisible unless they choose to reveal themselves.
  • Mind over Matter: A poltergeist has no method of attacking apart from hurling objects at other creatures.
  • Poltergeist: A poltergeist is a dead soul that, for whatever reason, becomes unable to leave the site of its death. The poltergeist experiences great trauma over its condition, and lashes out at others with telekinesis.

    Rust-Risen 
Level: 2
Alignment: Chaotic Evil
Size: Medium

Undead created using both necromancy and technological implants.


  • Cyborg: Rust-risen are cobbled together by technologically-minded necromancers from corpses augmented with barely-functioning machinery.
  • Energy Absorption: Rust-risen are healed, instead of harmed by electricity.

    Shredskin 
Level: 2
Alignment: Neutral Evil
Size: Small

Animated skin formed when a living creature is skinned alive.


  • Personal Space Invader: A shredskin can wrap itself around an enemy like a shirt. The target is pinned, but the shredskin is not, and can move itself and the target as if it controlled the target's body.

    Squirming Swill 
Level: 2
Alignment: Chaotic Evil
Size: Small

  • Raising the Steaks: A squirming swill arises from discarded pieces of animal carcasses that slowly stewed into an overcooked mass at the bottom of a witch or hag's cauldron.

    Unfeeling Empath 
Level: 2
Alignment: Neutral Evil
Size: Small

  • Emotion Eater: Unfeeling empaths prey upon others' emotions. This is initially harmless until the unfeeling empath is driven into frenzy and overloads the victim's mind, resuming their senses only after prey is dead.
  • Non-Human Undead: The unfeeling empath is a gnome killed by tragedy, whose soul becomes so entangled in conflicting emotions that it becomes trapped and reanimates its own corpse.

    Walcofinde 
Level: 2
Alignment: Neutral Evil
Size: Medium

Pitiful undead creatures that manifest when a living being is sealed within a structure and perishes there.


  • Healing Factor: Walcofindes exhibit supernaturally fast healing while within sealed chambers, especially those with no intentional methods of exit.

Level 3

    Arboreal Snag 
Level: 3
Alignment: Neutral Evil
Size: Large

  • Healing Factor: The roots of some snags go deep into corpses buried beneath and around them, allowing them to regenerate in an area where corpses are buried.
  • Non-Human Undead: Arboreals can be victims of undeath like any other living creature. Without bones or flesh, their undead take a different form: a leafless, skeletal tree that haunts its forest, attacking any living creature it can catch.
  • Poisonous Person: Some arboreal snags are covered in sickly flowers, which can shower nearby creatures with toxic pollen.

    Binumir 
Level: 3
Alignment: Lawful Evil
Size: Medium

Tormented undead entities created when two people who share a deep emotional bond die together.


  • And I Must Scream: The two spirits that compose a binumir are in constant pain, each of them vainly searching for the other.
  • Together in Death: A tragic variant. The spirits of the deceased people are together, yes, but their curse makes it so that neither of them can perceive the other. Only the destruction of a binumir can finally give peace to their spirits.
  • Tragic Monster: The spirits that form a binumir are in constant anguish and longing for each other. This makes them dangerous for living creatures, who often become targets to their rage and despair.

    Cobblebone Swarm 
Level: 3
Alignment: True Neutral
Size: Large

  • Haunted House: When haunted bones are embedded in buildings, nearby bricks and cobblestones can be infused with necromantic energy. If the spirits haunting the bones are not exorcised, they become trapped and confused. After several years, they can form cobblebone swarms, malevolent haunted amalgamations of brick and bone.

    Combusted 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_combusted.PNG
Level: 3
Alignment: Neutral Evil
Size: Medium

Beings who die through spontaneous combustion are more vulnerable than usual to necromantic energies, frequently returning as combusted.


    Drekavac 
Level: 3
Alignment: Neutral Evil
Size: Small

Drekavacs are the undead remains of children who perished from disease, particularly in plague-ridden areas where many such deaths occurred in a short period of time.


  • One-Hit Kill: A remove curse or remove disease spell cast directly upon a drekavac will immediately allow its soul to move on from undeath.
  • Undead Child: Drekavacs arise from young plague victims who remain unburied or died bereft of the proper funeral rites.
  • The Virus: A child slain by a drekavac's disease has a one-sixth chance of rising as another drekavac 3 days after death.

    Edimmu 
Level: 3
Alignment: Chaotic Evil
Size: Medium

When the practice of magically binding genies was new, some attempted to bind their elemental servants forever. This proved a mistake when such bound genies died, with their still-trapped souls becoming edimmu.


  • Blow You Away: An edimmu can change the speed and strength of the wind within an area.
  • Death-Activated Superpower: A destroyed edimmu collapses upon itself, imploding with a final shriek that rips the life force from nearby creatures.

    Fellsig 
Level: 3
Alignment: Neutral Evil
Size: Medium

When many are slain by volcanic activity, their spirits may take form using the molten lava that killed them.


  • Living Lava: They're created when multiple people die in volcanic eruptions, and arise in bodies formed from lava behind a thin skin of volcanic rock. They seek to revisit their deaths on anyone they encounter, attacking with flaming hands and by hurling balls of molten rock. Due to their superheated insides, anyone who successfully pierces their "skin" is subjected to a spray of flaming ash and fumes vented from the fellsig's volcanic interior.

    Fiddling Bones 
Level: 3
Alignment: Neutral Evil
Size: Medium

  • Magic Music: The fiddling bones' catchy song compels others to dance.
  • Skeletal Musician: Every musician who lived and died for their craft runs the risk of returning as a fiddling bones, as do musicians who died before completing their magnum opus or receiving the accolades they believe they deserved.

    Immured 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_immured.PNG
Level: 3
Alignment: Neutral Evil
Size: Medium

Undead that spontaneously arise from those who die of slow suffocation in a confined and lightless space.


  • Axe-Crazy: Some come to find the final desperate gasps of their victims intoxicating and roam farther from their bound location to search for more victims.
  • Buried Alive: One way to make an immured, though usually immured come about when people are killed in deliberate acts of malice, Cask of Amontillado style.
  • Cruel and Unusual Death: There is no air within ten feet of an immured. You either get farther away, manage to hold your breath, or die horrifically from suffocation.
  • Dragged by the Collar: A very dark version. Immured are able to make the drag combat maneuver as a free action whenever they deal nonlethal damage with their slam attack, which they use to drag victims through the rifts they make using their Breach ability and leave them there to die.
  • Explosive Leash: Immured are bound to the location of their death. If they get too far from it, they start taking damage every hour that can't be healed until they return.
  • Hair-Trigger Temper: Simply knowing a person is nearby will drive an immured into a violent rage.
  • Sealed Room in the Middle of Nowhere: An immured's Breach ability essentially allows them to create these. They can temporarily make walls intangible (though not transparent) and drag victims through them. They usually use to trap people in spaces that would normally have no entrance at all, or at lest not one that can be used.
  • The Speechless: Immured know common but cannot speak. It makes perfect sense when you consider their Aura of Breathlessness, as there's no air around them for sound to travel through.

    Tikoloshe 
Level: 3
Alignment: Chaotic Evil
Size: Small

Created undead that haunt waterways and jungles.


  • Eyeless Face: A tikoloshe's eye sockets are blackened and empty.

    Trailgaunt 
Level: 3
Alignment: Neutral Evil
Size: Medium

Seasoned travelers who died in a humiliating way due to an error they made.


    Virulak 
https://static.tvtropes.org/pmwiki/pub/images/virulak_villager.png
Level: 3
Alignment: Neutral Evil
Size: Medium

  • Mad Scientist: Virulak necromancers are often intrigued by the interplay between poison and undeath, testing toxins on their dead flesh or, more commonly, on hapless living victims.
  • Poisoned Weapons: Some virulaks can supernaturally channel their venom into melee weapons.
  • Poisonous Person: When a creature dies from poison, it sometimes rises as a virulak: an undead being infused with lethal venom. Poison seeps from their fingertips and solidifies into hard claws.
  • Zerg Rush: Virulak villagers tear apart those who fall prey to their ruse of an ordinary village at work and consume the remains. They prefer to attack with an advantage of numbers, but even a lone villager can pose a problem for unaware or inexperienced travellers.

    Vukodlak 
Level: 3
Alignment: Neutral Evil
Size: Large

The malignant spirits of wolf-like creatures.


  • Brown Note: Anyone who meets a vukodlak's gaze becomes paralyzed with fear.
  • Horse of a Different Color: They're often ridden like horses by more powerful undead creatures.
  • Non-Human Undead: Vukodlaks form from evil wolflike creatures such as worgs, winter wolves and werewolves.
  • Savage Wolves: Monstrous, ravenous lupine undead that were evil wolf monsters in life.
  • Weakened by the Light: While vukodlaks aren't hurt by the sun like vampires are, they still hate sunlight and only ever hunt at night.
  • Wolf Man: They're at the less humanoid end of the scale, but still have hands and the ability to walk on two legs.

    Wight 
Level: 3 (normal), 4 (cairn and frost wights), 5 (brute wight)
Alignment: Lawful Evil
Size: Medium

Vicious undead halfway between ghoul and spectre.


  • Possessing a Dead Body: In some cases, a wight arises when an evil undead spirit permanently bonds with a corpse, often that of a slain warrior.

Level 4

    Abandoned One 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_undead_abandoned_one.PNG
Level: 4
Alignment: Chaotic Evil
Size: Medium

The vengeful remains of soldiers left behind by their armies. Their stats can be found in Tears at Bitter Manor or online here.


  • Laser-Guided Amnesia: An abandoned one's curse of oblivion can cause other creatures to lose all memory of the target's existence until the effect ends.
  • Official Fan-Submitted Content: The abandoned one was created by a participant in Paizo's RPG Superstar 2013 event.

    Attic Whisperer 
https://static.tvtropes.org/pmwiki/pub/images/attic_whisperer_pathfinder.jpg
Level: 4
Alignment: Neutral Evil
Size: Small

Undead created from a lonely or neglected child's death.


  • Child Eater: They can remain dormant for decades, until a child appears and they reawaken.
  • Creepy Child: Childish mentality, murderous capabilities.
  • Forced Sleep: Their bite causes people to become increasingly tired until they fall into a cursed sleep that ends only through magic or the death of the attic whisperer.
  • I Just Want to Have Friends: They want a playmate and will try to lure in a living child to be their friend forever. This is implied to generally end... poorly.
  • Ironic Nursery Tune: In-universe. The voices it steals can be heard faintly singing songs and tunes it knew in life when you get close to it, as well as whispers and sobs.
  • Living Clothes: Rather than animating the body or appearing in a ghostly form, they're composed of tattered clothes, abandoned toys, dust, and other items that represent their neglect in life.
  • Nursery Rhyme: There's a Varisian nursery rhyme about them. It's... suitably creepy.
"Can you hear him waking?/Up above the stairs?/Can you hear him weeping?/Is he really there?/Can you say 'I'm speaking'?/Are you saying naught?/Is it you who's weeping?/Is it you who's caught?/When the nursery rhyming/Has whispered up above/Is it you who sounds/In the attic, my love?/When you hear your voice/Echoing on high/Is the voice a whisper/Is it just his lie?"
  • Orphanage of Fear: A common spawning place.
  • Tragic Monster: Many types of undead that arise spontaneously do so because of evils they committed in life, but attic whisperers are created by the evil done to them.
  • Undead Child: They're the spirits of children who died of neglect.
  • Voice Changeling: They can steal voices with a touch, silencing the victim temporarily but retaining the ability to mimic them forever.

    Bone Priest 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_undead_bone_priest.PNG
Level: 4
Alignment: Lawful Evil
Size: Medium

Undead servants of evil gods, condemned to continue serving for decades or centuries after death.

Their stats can be found in The Emerald Spire Superdungeon or online here.


    Centianima 
Level: 4
Alignment: Neutral Evil
Size: Large

Undead conglomerates of bone created when numerous animals die in terrible agony.


  • Ballistic Bone: A centianima can shake its body to shoot deadly bone shards.
  • Dem Bones: Centianimas form from the bones of numerous animals that died in terrible agony, and look like heaps of bones when at rest.
  • A Head at Each End: A normal centianima has two skulls on either end of its long body.
  • Poisonous Person: Centianimas that arise from the bones of venomous animals retain their venom from life.

    Charghar 
Level: 4
Alignment: Chaotic Evil
Size: Medium

  • I'm a Humanitarian: Charghars are the vengeful spirits of those who've been cooked alive. They lurk wherever meals are being prepared, luring cooks into making careless or deadly mistakes.
  • Supernatural Fear Inducer: Creatures struck by a charghar are imparted with a fear of preparing and ingesting foods and drinks.

    Corrupted Relic 
Level: 4
Alignment: Chaotic Evil
Size: Medium

  • Haunted Fetter: Creatures that held particular items dear can continue to inhabit them after death, determined to dare show interest in their precious.

    Flotsam Terror 
Level: 4
Alignment: Neutral Evil
Size: Small

Undead created from the souls of sailors and other sea travelers killed in shipwrecks.


  • Fusion Dance: Sometimes a single piece of a destroyed flotsam terror will slip away with a spark of its animating force. When enough of these lone pieces come together, they create a flotsam fiend, which is bigger and more intelligent than normal flotsam terrors.
  • One to Million to One: A flotsam terror can break apart into a tangle of seaweed and rubbish or reconstitute itself if it so desires.

    Gravebound 
https://static.tvtropes.org/pmwiki/pub/images/gravebound_pathfinder.PNG
Level: 4
Alignment: Neutral Evil
Size: Medium

The souls of those buried alive, forming new bodies out of dirt to inflict their fate on others.


  • Achilles' Heel: The consecrate spell leaves them staggered and weak if caught in its area.
  • Blob Monster: There's nothing of the gravebound's actual body in their undead form, just animated dirt. This grants them the amorphous ability, allowing them to squeeze through small spaces and act without restriction in small spaces.
  • Buried Alive: What creates them and what they like to do to others.
  • Dishing Out Dirt: Gravebound can manipulate earth to create and fill in pits.
  • Fast Tunneling: They can burrow just as quickly as they can run.
  • Haunted Fetter: Gravebound can't move more than 1000 feet away from their corpse.
  • Impossible Item Drop: Destroying a gravebound allows one to salvage a shovel from their remains, a symbol of their obsession but also a useful tool to saving their victims. How this possibly happens, given that a gravebound is just a bunch of dirt animated in the shape of a person, is unclear.
  • Not Quite Dead: Their attacks inflict a disease called "false death" that makes victims fall into a coma and appear dead for one week. Given their obsession, they actually prefer to leave their victims in such a state and allow their friends to bury them alive rather than outright killing them.
  • Wolverine Claws: They attack with claw attacks that expose victims to disease.

    Ib Shade 
Level: 4
Alignment: Chaotic Evil
Size: Medium

Deep within the Dreamlands a city called Ib was constructed by an amphibious race on the shores of a deep lake. They were slain by humans for their strange appearances and worship of the Great Old One Bokrug, but one thousand years later the shades of the slaughtered race arose from the waters to bring doom upon the human city built in place of their old home.


    Ichor Slinger 
Level: 4
Alignment: Neutral Evil
Size: Medium

  • Snake Oil Salesman: Ichor slingers are medical fraudsters who become so fond with the swindler lifestyle that they become undead to keep living the lie. They gleefully concoct tonics and peddle cure-alls, charismatically convincing bystanders to overlook questionable ingredients and credentials and caring little for clients' health so long as they imbibe the offered medicines.
  • Unfinished Business: A few very rare non-evil ichor slingers might used to be a physician who failed to detect a plague or a similarly disgraced practitioner of medicine. It's even possible that helping them cure a disease outbreak could peacefully lay their soul to rest.

    Leechroot 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_undead_leechroot.PNG
Level: 4
Alignment: Neutral Evil
Size: Large

Undead plants poisoned by lands infected with mass bloodshed. Their stats can be found in Tears at Bitter Manor, Bestiary 5, or online here.


    Lovelorn 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_lovelorn.PNG
Level: 4
Alignment: Chaotic Evil
Size: Tiny

When people die due to love taking a tragic turn, the spirit may focus on the heart and cause it to tear its way free of the body. Such a creature is a lovelorn, dedicated to destroying all they cared for in life.


  • Emotion Bomb: A lovelorn's bite curses its victim with apathy.
  • Star-Crossed Lovers: Some lovelorn form from star-crossed lovers who chose death over separation.

    Smoke Haunt 
Level: 4
Alignment: Chaotic Evil
Size: Small

    Tuyewera 
Level: 4
Alignment: Chaotic Evil
Size: Medium
Undead created to be stealthy minions and assassins.
  • Invisible Monsters: During the day, a tuyewera is invisible as long as it doesn't attack.
  • Overly-Long Tongue: The tuyewera's tongue can extend to a length of nearly 5 feet to attack and constrict foes.
  • Supernatural Suffocation: A tuyewera does not breathe itself, but it can attempt to steal the breath of a helpless, fascinated, or stunned adjacent creature.

    Wraithwing 
Level: 4
Alignment: Neutral Evil
Size: Medium

  • Creepy Long Fingers: A wraithwing looks more bestial than a living strix, with long, sharp claws that can tear a victim in half.
  • Non-Human Undead: Wraithwings are undead strix, and hunt down any non-strix in the Devil's Perch, their ancestral land.
  • The Power of Hate: Wraithwings arose from death fuelled by hatred for the Chelaxians that invaded their lands and tortured them to death.
  • Roaring Rampage of Revenge: Wraithwings are consumed with taking revenge on the humans who have invaded and settled within strix territory. If a strix persists in trying to prevent a wraithwing from hunting, it eventually considers the interfering strix a traitor and attack him as well.

    Zuvembie 
Level: 4
Alignment: Neutral Evil
Size: Medium

When someone desires revenge so badly they sometimes undertake rituals to ensure that their death will not stop their vengeance, becoming a zuvembie.


  • 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.

Level 5

    Aurosrath 
Level: 5
Alignment: Neutral Evil
Size: Large

  • Dead Weight: An aurosrath is a horrific walking treasure trove contained inside an obscenely bloated and stretched corpse.
  • Death by Materialism: Aurosraths arise from individuals whose deaths were caused by immense wealth, such as an explorer who would rather die beneath a collapsing tomb's roof than forfeit a hoard of gold.

    Blast Shadow 
https://static.tvtropes.org/pmwiki/pub/images/blast_shadow_pathfinder.png

Level: 5
Alignment: Chaotic Evil
Size: Medium
Undead created when creatures are killed in an arcane disaster.
  • Defeat Equals Explosion: When a blast shadow is reduced to 0 or fewer hit points, it explodes.
  • Dem Bones: Blast shadows are little more than humanoid skeletons with bits of flesh and hair fused to charred bones.

    Bone Croupier 
Level: 5
Alignment: Neutral Evil
Size: Medium

Undead gamblers whose lust for cards and dice couldn’t be sated in life.


  • Blue-and-Orange Morality: Bone croupiers despise using magic to coerce and compel others into gambling, but gleefully manipulate the fortune of games to their advantage.
  • Winds of Destiny, Change!: They can turn any roll into an automatic failure.

    Choking Shade 
https://static.tvtropes.org/pmwiki/pub/images/choking_shade_pathfinder.PNG
Level: 5
Alignment: Neutral Evil
Size: Medium

Undead created when someone dies of suffocation.


  • Attack! Attack! Attack!: Due to their unreasoning aggression and simple intellects, choking shades would rather make futile attempts to kill living beings than consider conversation for even one second.
  • Ghostly Goals: Choking shades seek to take from others the life-giving air that was denied to them in their final moments. Certain rituals can be used to appease them and put them to rest, most commonly the extinguishing of a ritual candle whose flame feeds on the oxygen that they were denied.
  • Intangible Man: They're a form of intangible undead, composed entirely of swirling dust and bone fragments.
  • Logical Weakness: As they're made of swirling dust, wind effects can dissipate and weaken them.
  • Mook Maker: Those killed by a choking shade's Gravedust ability will become a choking shade themselves.
  • Supernatural Fear Inducer: They project an aura holding the emotions of their final moments, the desperation for one last breath or air mingling with the terror of death. Their melee attacks also force targets to save against the effect, potentially overruling a previous successful save.
  • Super Smoke: Their Gravedust ability lets them enter a creature's lungs and cause it to suffocate.
  • Touch of Death: They attack with touch attacks dealing negative energy damage.
  • Underground Monkey: There are as many variations of choking shades as there are ways to suffocate, from crucifixion to diaphragm paralysis.
    • Crushed shades died in cave-ins and inflict a permanent claustrophobia on anyone whose lings they enter.
    • Drowned shades died from water inhalation and leave muck behind in their victim's lungs even when forced out.
    • Smoking shades died from smoke inhalation and deal fire damage along with their Gravedust ability, burning victims from the inside out.
    • Strangled shades were murdered by strangulation, dealing bludgeoning damage with their Gravedust ability and leaving victims unable to speak afterwards.

    Crypt Thing 
Level: 5
Alignment: Neutral Evil
Size: Medium

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.

    Dalgyal Gwishin 
Level: 5
Alignment: Chaotic Evil
Size: Medium

  • The Blank: The dalgyal gwishin's most significant physical trait is the lack of a face.
  • Dying Alone: A dalgyal gwishin forms from the soul of a mortal who died a lonely, unremembered death, and is similarly unable to remember what it looked like in life.
  • Face Stealer: After killing, a dalgyal gwishin presses its stony face to the victim's face, turning its face into a ghostly imprint of the victim's and leaving behind a faceless corpse.
  • Green-Eyed Monster: A dalgyal gwishin is angry and envious of individuals surrounded by close friends and admirers, who would never share its fate.

    Deeplit 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_deeplit_undead.PNG
Level: 5
Alignment: Neutral Evil
Size: Medium

Undead that arise from those who die while lost underground. Many were dwarves who fell during the Quest for Sky, but miners and explorers may also succumb to similar fates.

Their stats can be found in Down the Blighted Path or online here.


  • Non-Human Head: In place of a head, they have a mass of pale glowing light.

    Forge-Spurned 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_forgespurned_undead.jpg
Level: 5
Alignment: Neutral Evil
Size: Medium

  • Non-Human Undead: Forge-spurned were once dwarven worshippers of Droskar in life.

    Gearghost 
Level: 5
Alignment: Chaotic Evil
Size: Tiny

The unquiet souls of thieves killed by traps.


  • Trap Master: Gearghosts can create traps regardless of cost, materials, or skill checks, and maintain their functionality with supernatural efficiency.

    Ghul 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_ghul.jpg
Level: 5
Alignment: Chaotic Evil
Size: Medium

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.
  • Sanity Slippage: The longer they go without feeding, the more animalistic and frenzied they become.
  • Wolverine Claws: Their fingers have claws that count as both cold iron and magic weapons.

    Iruxi Ossature 
https://static.tvtropes.org/pmwiki/pub/images/iruxiossature.png
Level: 5
Alignment: True Neutral
Size: Medium

  • Dark Is Not Evil: Iruxi ossatures are non-evil undead guardians of iruxi settlements.
  • Dem Bones: Decades of veneration by their descendants have caused primal power to accumulate within the remains of these iruxis. In times of crisis, these bones reanimate as guardians.
  • Non-Human Undead: These undead creatures arise from the bones of dead iruxis.

    Melacage 
Level: 5
Alignment: Neutral Evil
Size: Medium

  • Emotion Bomb: A melacage's attack transfers its crippling depression to a living creature.

    Muse Phantom 
https://static.tvtropes.org/pmwiki/pub/images/musephantom.png
Level: 5
Alignment: Chaotic Evil
Size: Medium

  • Demonic Possession: Muse phantoms haunt opera houses or auditoriums and possess the bodies of living actors to continue their art.
  • Willing Channeler: Some actors who have been possessed by a muse phantom come to relish and even desire the feeling of giving oneself over to a 'divine theatrical spirit', and voluntarily and routinely let a muse phantom possess them or even reside within their body permanently. This allows the actor to advance their acting career and the phantom to continue performing.

    Shui Gui 
Level: 5
Size: Medium

  • Grand Theft Me: When a creature grabbed by the shui gui dies of suffocation, the shui gui displaces the soul, enters the corpse and returns to life in the body of the target. After a week, the spirit of the victim becomes a shui gui.
  • Luring in Prey: From shore, a shui gui is often only visible as the top part of a head with two pinprick reflections of light from its eyes. Lurking under docks and near the water's edge, the shui gui calls out to people or makes disturbances to draw them within reach. Once the unsuspecting victim is close enough, the shui gui pulls them underwater, drowns them and possesses their body.
  • Weak to Fire: A shui gui is terrified of fire. Those who camp by water or travel by boat are advised to always keep a lantern handy.

    Skaveling 

Skaveling

Level: 5
Alignment: Chaotic Evil
Size: Large

Giant bats raised on diets of flesh and specific fungi before being killed with necromantic poisons and reanimated.


Sootwing Bat

Level: 0
Alignment: Chaotic Evil
Size: Tiny

The smaller cousins of skavelings, created from ordinary bats.


  • Familiar: Evil spellcasters can take them as familiars.

    Unrisen 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_unrisen.PNG
Level: 5
Alignment: Neutral Evil
Size: Medium

The resulting creations of resurrections gone wrong.


  • Achilles' Heel: Any resurrection spell cast on an unrisen instantly destroys it.
  • Body Horror: Being not quite alive but not quite undead does a number to a body, leaving it a mess of decaying flesh, tangled bones, and rotting organs.
  • Brown Note: Just seeing an unrisen causes nausea, an effect that is supernaturally enforced.
  • Came Back Wrong: They are the result of a resurrection attempt Gone Horribly Wrong.
  • No-Sell: Unlike normal undead, unrisen heal from positive energy. And don't think that means that means negative energy hurts them, that still heals them too.
  • Resurrective Immortality: Due to the lingering resurrective magic, once an hour an unrisen can reform at half hit points when destroyed. The only way to avoid this is to destroy it with fire damage, disintegration, or resurrection.
  • Revive Kills Zombie: A raise dead or similar spell cast on an unrisen destroys it.

    Wraith 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_wraith.png
Level: 5 (9 for dread wraiths)
Alignment: Lawful Evil
Size: Medium

Undead servants of the Void, wraiths arise from the souls of murderers whose violent ways persist beyond the grave.


  • Ghastly Ghost: They're light-hating specters closely connected to the deadly powers of the Void, and are born from the souls of murderers. They remember little of their lives beyond a powerful sense of hatred and anger, and consequently despise all living things. They victims are raised as more wraiths under their murderer's control, becoming free-willed but no less hateful should their master be destroyed.
  • Life Drain: They can absorb Hit Points from creatures they're in physical contact with; dread wraiths do this to anything in their immediate vicinity.
  • Monster Lord: Dread wraiths are much more powerful undead born from the souls of warlords and bloodthirsty generals, and are often found ruling over groups of lesser wraiths.
  • Walking Wasteland: A dread wraith drains life from living creatures through its mere presence.
  • Weakened by the Light: Wraiths are left stunned and uncoordinated when in direct sunlight.
  • Zombie Apocalypse: A spectral variant — humanoids killed by a wraith arise as new wraiths under their killer's control, remaining that way until their maker dies. Should this happen, they become full wraiths themselves — and gain the power to create spawn of their own. A small group of wraiths, if left unchecked, can quickly grow into a dangerous plague.

Smog Wraith

Level: 9
Alignment: Lawful Evil
Size: Medium

  • Poisonous Person: Smog wraiths are constantly surrounded by clouds of choking fumes and toxic smog, and belch forth noxious vapours.

    Wretchghost 
Level: 5
Alignment: Chaotic Evil
Size: Medium

  • Horror Hunger: Wretchghosts feel an overwhelming hunger for just one more fix, but as incorporeal undead, they can no longer enjoy the bliss of drugs, except during brief moments when they spread their addiction to living creatures.

Level 6

    Abandoned Zealot 
Level: 6
Alignment: Chaotic Evil
Size: Medium

  • Go Mad from the Revelation: When the dead souls of Razmir's followers reach the afterlife and learn the truth about their faith, most are so traumatised by this knowledge that they know only the desire to avenge themselves upon those who duped them in life.
  • Roaring Rampage of Revenge: Abandoned zealots primarily seek to wreak vengeance upon the false priesthood of Razmir, but are also willing to vent their rage upon followers of other gods.

    Abhominal 
Level: 6
Alignment: Neutral Evil
Size: Medium

  • Black Blood: When an abhominal is cut, its wounds bleed a brackish black liquid.
  • Combat Tentacles: The abhominal can attack with a mass of barbed, black tentacles that extends from its abdomen.
  • Hive Mind: Abhominals share a hive mind, chattering telepathically with each other to determine a common purpose. All of them can be called into action instantly by a telepathic command, which reverberates from one mind to another.

    Deathweb 
Level: 6
Alignment: True Neutral
Size: Large

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.

    Exiled Shade 
Level: 6
Alignment: Chaotic Evil
Size: Medium

  • Charm Person: Exiled shades can take control of living humanoids to use as puppets against their onetime allies.

    Fell Flotsam 
Level: 6
Alignment: Chaotic Evil
Size: Large

  • Blob Monster: A fell flotsam takes the form of a floating oil slick, and shares many ooze characteristics and traits.
  • Horror Hunger: Fell flotsams are capable of little more than hunting living creatures in order to consume them. They gain no true sustenance from doing so, but each prey item slowly causes them to grow.
  • Merger of Souls: When many sentient creatures die in some swampy area, their souls merge with the muck and fecund undergrowth to create a fell flotsam.

    Gale Spirit 
Level: 6
Alignment: Chaotic Evil
Size: Medium

  • Disney Villain Death: Gale spirits arise from wicked individuals who have fallen a great distance through the air and died alone, broken on the ground.
  • The Virus: A humanoid slain by a gale spirit becomes a gale spirit, which is under the control of its progenitor until the latter is destroyed.

    Hupia 
Level: 6
Alignment: Neutral Evil
Size: Medium

Undead who yearn to live again, attempting to continue their former lives.


  • Tomato in the Mirror: Hupias are drawn to their past lives by a yearning to live again, but are are unable to work themselves back into the life they had due to their indistinct memories and lack of understanding that they are actually dead.

    Keeper of the Yellow Sign 
https://static.tvtropes.org/pmwiki/pub/images/keeper_of_the_yellow_sign_paizo_inc.jpg
Level: 6
Alignment: Chaotic Evil
Size: Medium

  • Beneath Notice: Some keepers of the Yellow Sign take on jobs that the general populace deems unsavoury or macabre, such as gravedigger or hearse driver. By remaining on the fringes of society, a keeper of the Yellow Sign can exist unheeded in a single settlement or region for generations, as most residents pay so little attention to it that they fail to notice that the creature never ages or dies.
  • Shout-Out: The keeper of the Yellow Sign is heavily based on the watchman in The Yellow Sign by Robert W. Chambers.
  • Undeathly Pallor: Keepers of the Yellow Sign tend to have a pale, unhealthy look and a swollen face that can give away their true nature.
  • Weakened by the Light: A keeper of the Yellow Sign is powerless in natural sunlight.

    Kurobozu 
Level: 6
Alignment: Lawful Evil
Size: Medium

Monks who died under circumstances that violated their monastic oaths.


  • Abstract Eater: They feed on the breath of living mortals, suffocating them as they do so.
  • Meaningful Name: It's Japanese for "black monk" or "dark stranger," depending on how you translate it.
  • Supernatural Suffocation: They feed on people's breath, non-lethally suffocating their victims and exposing them to a Mystical Plague.
  • Yōkai: In Japanese folklore, the Kurobozu were living shadows dressed in the robes of a monk.

    Little Man in the Woods 
Level: 6
Alignment: Chaotic Evil
Size: Small

  • Dying Alone: A murdered man left unburied in the wilds might return as a little man in the woods.
  • The Virus: The little man in the woods lays his victims out in the wilds, unburied and exposed. He guards these rotting corpses over years as they shrivel and decay, until each one rises as another little man in the woods.

    Ragewight 
https://static.tvtropes.org/pmwiki/pub/images/ragewight_pathfinder.PNG
Level: 6
Alignment: Chaotic Evil
Size: Medium

When savage warriors die in a rage, only to later have their burial place disturbed, they may rise as ragewights.


  • The Berserker: What they were in life and what their Savage Fury ability allows them to be in death. Notably, the time limit on Savage Fury is 24 hours a day, allowing them to maintain a berserker frenzy nonstop.
  • I Control My Minions Through...: Mind control, as all undead a ragewight creates are under its command until it is destroyed, with no limit to how many it can make or control.
  • Man Bites Man: They have a bite attack, though their normal sword attack is superior in every way, making it more of a last resort.
  • Monster Lord: If they aren't quickly destroyed after their creation they quickly assemble an army of lesser wights.
  • Night of the Living Mooks: Those it kills become cairn wights. The exception is humanoids with at least 6 hit die, which become more ragewights.
  • Roaring Rampage of Revenge: A ragewight's typical response to their creation is to slaughter everyone involved with defiling their resting place before building an army to get revenge on those who killed them originally.

    Spartolos 
Level: 6
Alignment: Neutral Evil
Size: Medium

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.


  • Warrior Undead: Spartoi are the spirits of exceptional warriors, called back into skeletal bodies by powerful magic. They retain all their original expertise and become even stronger in groups.

    Stone Sister 
Level: 6
Alignment: True Neutral
Size: Medium

  • Amazon Brigade: Stone sisters are the remains of the army of warrior women led by the pirate queen Mastrien Slash in her failed invasion of southern Geb.
  • Taken for Granite: These warriors were turned to stone by the wizard-king Geb's curse. While stone sisters superficially appear to be constructs, they're in truth animated by the restless spirits of the slain. They can also spread their curse to their foes, slowly turning them to stone as well.

    Tekenu 
Level: 6
Alignment: Neutral Evil
Size: Small

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.


  • Acid Attack: After a tekenu consumes a stomach, its attacks carry a digestive acid to help break down victims.
  • Cannibalism Superpower: A tekenu can consume a single organ from the body of a helpless or recently dead humanoid. Each organ consumed grants the tekenu a unique ability.
  • 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.

    Tidewretch 
Level: 6
Alignment: Neutral Evil
Size: Medium

Undead dryads whose trees have died and become driftwood.


    Tiyanak 
Level: 6
Alignment: Chaotic Evil
Size: Medium

Infants or children who died near areas of high necromantic energy.


  • Undead Child: Tiyanaks form from the souls of children that died near locales tainted with strong necromantic energies or demonic presences.

Level 7

    Cinderghost 
Level: 7
Alignment: Neutral Evil
Size: Medium

    Despoiler 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_undead_despoiler.PNG
Level: 7
Alignment: Chaotic Evil
Size: Medium

Undead created from the bodies of good clerics. Their stats can be found in Seers of the Drowned City or online here.


  • Heal Thyself: Instead of throwing them at enemies as ranged weapons, a despoiler can insert a shard of negative energy into itself to recover from damage.

    Drocha Swarm 
Level: 7
Alignment: Chaotic Evil
Size: Tiny [swarm]

The opening of the Worldwound brought many horrors to the world, and one of the more tragic and horrible results was the elimination of the Sarkorian people. The mass deaths of these people spawned roiling clouds of unquiet spirits called drocha swarms. Each made of the spirits of hundreds of Sarkorians who died at once, these ghostlyswarms reveal the screaming faces of those who once lived and thrived in this verdant land.


  • Brown Note: Their cries can force listeners to see visions of their own deaths.
  • Flight: Their only method of movement.
  • Unique Enemy: They were created in the one-of-a-kind circumstances of a massive portal to the Abyss opening on the Material Plane, instantly killing millions and infusing their souls with Abyssal energy.

    Dullahan 
Level: 7 (dullahan), 14 (Coach of the Silent)
Alignment: Neutral Evil
Size: Medium

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 Versus 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.
  • 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.

    Duppy 
Level: 7
Alignment: Chaotic Evil
Size: Medium

Undead created from sailors who died ashore and failed to receive burial at sea.


  • Burial at Sea: The only sure-fire way to prevent someone coming back as a duppy, apparently.
  • Ghost Pirate: Incorporeal undead created when a particularly cruel and brutal sailor dies on land.
  • Hell Hound: A duppy can send out a pack of spectral dogs which are functionally a manifestation of its own malevolence.
  • The Paralyzer: The touch of a duppy does strength drain, permanently weakening the victim and quite possibly rendering them literally unable to move if they had a low enough Strength score to begin with.

    Ephemeral Echo 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_undead_ephemeral_echo.PNG
Level: 7
Alignment: Neutral Evil
Size: Medium

Miserable remnants of souls who died in despair. Their stats can be found in Tears at Bitter Manor or online here.


  • Haunted Fetter: Each ephemeral echo is tied to a unique fetter, either an event, location or object that reminds it of the sadness of its former life. Resolving this fetter destroys the ephemeral echo permanently. If the echo is physically killed but its fetter remains unresolved, the echo rejuvenates.
  • Official Fan-Submitted Content: The ephemeral echo was created by a participant in Paizo's RPG Superstar 2013 event.

    Excorion 
Level: 7
Alignment: Neutral Evil
Size: Medium

  • Bloody Murder: Excorions attack from range by spewing magical blood at enemies.
  • Empathic Healing: An excorion can sacrifice itself and transfer its bloody, vital energy to a willing living creature, healing it by half its remaining HP.
  • Tracking Spell: An excorion can plant a magical handprint on the target, allowing all nearby other excorions to see it.

    Fortune Eater 
https://static.tvtropes.org/pmwiki/pub/images/fortuneeater.png
Level: 7
Alignment: Chaotic Evil
Size: Large

  • Merger of Souls: When a number of would-be heroes die of bad luck, their restless spirits might collectively arise as a fortune eater.
  • Winds of Destiny, Change!: A fortune eater exudes an aura that leeches luck from other creatures.

    Gaki 
Level: 7
Alignment: Neutral Evil
Size: Medium

The spirits of the especially greedy or jealous people, driven by a hunger for the pleasures of the material.


  • Horror Hunger: Despite being undead, a gaki is plagued by an insatiable hunger.
  • Weakened by the Light: Gaki are scorched by moonlight and frozen by sunlight.
  • Yōkai: They're suffering spirits from Buddhist cosmology.

    Irradiated Dead 
Level: 7
Alignment: Neutral Evil
Size: Medium

  • Nuclear Mutant: Irradiated dead were once humanoids who have been tainted by radiation, and now scour the Numerian wastes in search of prey.
  • The Virus: Any humanoid creature slain by an irradiated dead's radiation becomes an irradiated dead itself.

    Psychic Stalker 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_psychic_stalker.PNG
Level: 7
Alignment: Neutral Evil
Size: Medium
The minds of psychics who died in unexpected violence.
  • Demonic Possession: A psychic stalker can enter an adjacent living creature's body and destroy its mind in a violent attempt to feel alive.

    Spectre 
Level: 7
Alignment: Lawful Evil
Size: Medium

Spirits of the murdered or the evil who refuse to pass on.


  • Evil-Detecting Dog: Animals can sense a spectre's unnatural and evil aura, and will not come within thirty feet of them of their own will. If forced within a spectre's presence, they will panic and attempt to flee as long as they remain too close to them.
  • Ghastly Ghost: Spectres arise from murder victims, their souls given unlife by their rage at their fate. They hate all living things, haunting the sites of their deaths and killing anyone who comes close. Like wraiths, they are repulsed by light and raise their victims as more of their kind.
  • Murder Into Malevolence: Spectres can originate as humanoids of any alignment, but their impotent fury at their murders inevitably turns them evil in unlife.
  • Weakened by the Light: Spectres are rendered powerless in natural sunlight and will try to flee from it at all costs.
  • Zombie Apocalypse: A spectral variant — humanoids killed by a spectre arise as new spectres under their killer's control, remaining that way until their maker dies. Should this happen, they become full spectres themselves — and gain the power to create spawn of their own. A small group of spectres, if left unchecked, can quickly grow into a dangerous plague.

    Spellscar Fext 
Level: 7
Alignment: Chaotic Evil
Size: Medium

When spellcasters die in an area of aberrant magic they may rise as Spellscar fexts. Most Spellscar fexts on Golarion are found in the Mana Wastes of Garund.


  • Attack Reflector: Any targeted spell that fails to penetrate a Spellscar fext's spell resistance is absorbed by the fext and has a chance of being turned back on its caster.

    Tanglebones 
Level: 7
Alignment: Chaotic Evil
Size: Large

  • Body of Bodies: A tanglebones' body is fused from corpses buried together in a mass grave.
  • Dem Bones: A tanglebones' body consists of bones and black, tar-like sludge.
  • Merger of Souls: Sometimes, a large number of murder victims are buried in a mass grave, their vengeful spirits can become similarly tangled together. When they can't untangle, they instead return to their physical remains and fuse into a tanglebones.

    Tatterlorn 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_undead_tatterlorn.PNG
Level: 7
Alignment: Neutral Evil
Size: Medium

When someone dies of a preventable cause with multiple onlookers who do nothing, they arise as a tatterlorn. Their stats can be found in Seers of the Drowned City or online here.


  • Bystander Syndrome: Tatterlorns are created when bystanders witness but do not try to prevent a slow death.

    Totenmaske 
https://static.tvtropes.org/pmwiki/pub/images/totenmaske.PNG
Level 7
Alignment: Neutral Evil
Size: Medium

Souls of those who lived by lust and excess, seeking to continue their indulgence at the expense of others.


  • Body Horror: Not themselves, but inflicted on any unfortunate soul they get their claws on. For every minute they have with a helpless creature a totenmaske can shape the flesh of their victim's face to remove major features. This also doesn't come with any ability to survive without features they remove, leaving victims blind, deaf, or even suffocating.
  • Creepy Long Fingers: Their fingers are very long and aren't made any less creepy by what happens when they claw someone.
  • Eyeless Face: They have a gaping fang-filled mouth, but no eyes.
  • Greed: One of their drives, though less consuming than their lust and gluttony as they can indulge in it without needing a stolen identity.
  • Lust: One of the carnal sins they love to indulge in using stolen forms.
  • Mistaken for Granite: Variant totenmaskes from the city of Ird can shapeshift into golden statues of their Fleshdrink victims rather than identical copies.
  • Self-Harm: Facial features they remove with their Shape Flesh ability are still there, just covered with the surrounding flesh reshaped to cover them. A sufficiently motivated person, such as one whose nose and mouth have been sealed and begun suffocating, can carve their face open to undo the totenmaske's work.
  • Sense Freak: Even the feeling of sunlight and wind on their copied skin is enough to make them thrill in the sensation.
  • Villainous Glutton: One of their primary drives is gluttony, which they use their shapechange power to fulfill in where their undead forms can't properly let them indulge. It's made more prominent by their Lean and Mean physique, which emphasizes how no matter how much they eat it can never be filling.
  • Voluntary Shapeshifting: They can shapeshift into the form of the last humanoid create they used their Fleshddrink ability on. This degrades over time as their own corrupted forms infect the stolen form, requiring them to either regularly drink from a target to keep their identity or find a new victim.
  • Wolverine Claws: Their fingers end in long hollow claws that liquidize and suck up any flesh they hit.

    Vilkacis 
Level: 7
Alignment: Chaotic Evil
Size: Medium

The souls of violent werewolves who persist after death due to a desperation to kill more.


    Zealot Wraith 
Level: 7
Alignment: Neutral Evil
Size: Medium

Undead formed from the souls of clerics, paladins, and priests who died while doubting their god.


  • Supernatural Repellent: Zealot wraiths still recall the tenets of their faith, and recoil from strongly presented religious symbols of the god they worshipped in life, though they only keep the zealot wraith at bay without harming it.

Level 8

    Baetriov 
Level: 8
Alignment: Lawful Evil
Size: Medium

  • Blood Bath: Every baetriov crafts a blood well, a bath or pool of magically fresh blood that preserves their false youth and immortality.
  • Human Disguise: So long as their blood wells remain fresh and intact, baetriovs can remain forever young, handsome and undetected by spells that detect undead.
  • Life Drinker: A baetriov's blood well must be refreshed by sacrificing humanoid creatures. If not refreshed again before it expires, the blood well loses its magical properties and the baetriov loses their immortality until a new blood well is crafted.

    Bonestorm 
https://static.tvtropes.org/pmwiki/pub/images/boneswarm_pathfinder.jpg
Level: 8
Alignment: Chaotic Evil
Size: Diminutive

When a defeated legion is unwilling to accept defeat even in death, the bones of its soldiers may rise into a whirling undead maelstrom.


  • Dem Bones: A bonestorm is made out of thousands of jagged bones.

    Cadaverous Rake 
Level: 8
Alignment: Chaotic Evil
Size: Medium

  • The Only One Allowed to Defeat You: A cadaverous rake sometimes adopts a living duellist whose skill impressed them as a rival, and refuses to allow anyone else to harm their rival.

    Child of Urgathoa 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_daughter_of_urgathoa.jpg
Level: 8
Alignment: Neutral Evil
Size: Large

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.


    Fallen 
Level: 8
Alignment: Lawful Evil
Size: Medium

Rightful crusaders denied passage to their afterlife.


  • I Cannot Self-Terminate: The fallen view their existence as agonising and horrific, and desire nothing but release from the Material Plane, but cannot do so by themselves.
  • Jacob Marley Apparel: A fallen wears the same armour and wield the same weapons they did when they fell in battle.
  • Warrior Undead: Fallen are the ghosts of crusaders who fell in battle and didn't receive Due to the Dead. They wield spiritual copies of their original weapons and armour in an indiscriminate parody of their original crusade until someone finally performs their last rites.

    Festering Spirit 
Level: 8
Alignment: Chaotic Evil
Size: Medium

Undead formed from an evil soul intermingling with many other spirits, often because they were buried in a mass grave or entombed in an ossuary.


  • The Virus: A humanoid creature killed by a festering spirit becomes a festering spirit under the control of its killer, unless given a proper burial or cremation.

    Frightful Haunter 
Level: 8
Alignment: Chaotic Evil
Size: Medium

Occasionally, the desire to cause fear and misery survives even when a bugbear dies, creating an incorporeal creature that can detach part of its vile nature to create haunts.


  • Non-Human Undead: Frightful haunters are undead bugbears whose desire to cause fear and misery remains after death.

    Guecubu 
Level: 8
Alignment: Chaotic Evil
Size: Medium

When people fear a particularly evil person will rise form the dead they often dismember and scatter the body. This sometimes isn't enough, the broken fragments replacing their missing components with stone, dirt, and wood to continue their evil acts.


  • Roaring Rampage of Revenge: A guecubu remembers well how it was executed, and does not limit its revenge to those directly involved with its execution, instead targeting entire villages and towns.
  • Winds of Destiny, Change!: A guecubu can permanently curse other creatures with misfortune.

    Polong 
Level: 8
Alignment: Neutral Evil
Size: Medium

The spirits of murderers magically bound to bottles.


  • Demonic Possession: At its master's order, a polong will travel up to 10 miles away to locate a particular person, possess them, and either slowly whittle them down or force them to attack anyone nearby until someone kills the victim in self-defence.
  • 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.

    Raw Nerve 
Level: 8
Alignment: Neutral Evil
Size: Medium

  • Ax-Crazy: Raw nerves seek to destroy the sources of all nearby thoughts, which often means killing every living creature it can sense. Once a raw nerve detects no more thoughts, it grows still, floating in an almost meditative state. However, its fury instantly reawakens should a thinking creature approach.
  • The Empath: A raw nerve can sense the thoughts of the living, perceiving them as a chaotic jumble that evokes an uncontrollable rage.
  • Invisibility Flicker: Raw nerves that arise from creatures struck by lightning multiple times before dying appear and disappear at random intervals, like a flash of lightning during a storm.

    Yuki-onna 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_yuki_onna.png
Level: 8
Alignment: Lawful Evil
Size: Medium

The spirits of women who froze to death and never received a proper burial.


  • Chill of Undeath: The mode of their deaths has woven elemental ice firmly in each yuki-onna's soul — they can inherently cast cone of cold and ice storm, they are surrounded by a constant blizzard and their touch alone is enough to deal cold damage.
  • Elemental Hair Colors: Official art tends to depict yuki-onnas with bright blue hair, matching their association with ice.
  • Hypnotic Gaze: People who look into a yuki-onna's eyes risk being drawn into a fascinated stupor.
  • No Body Left Behind: When a yuki-onna dies, her body quickly melts away into nothing more than a small puddle of cold water.
  • Yuki-onna: A fairly direct interpretation of the Japanese myth, being ghostly pale beings formed from the souls of women who died lost and alone and now seek to share the misery of their fate with everyone else.

Level 9

    Arboreal Tar Tree 
Level: 9
Alignment: Neutral Evil
Size: Large

  • Non-Human Undead: Arboreal tar trees are undead creatures that arise from arboreals or animated trees.
  • That's No Moon: Arboreal tar trees are easily mistaken for standard trees within their dark and twisted grove.
  • The Virus: A living arboreal or animated tree slain by a tar tree comes back as a tar tree spawn.

    Baykok 
Level: 9
Alignment: Neutral Evil
Size: Medium

Hunters obsessed with the chase and savoring the kill who die without brining down their quarry will sometimes rise as baykoks.


  • Bottomless Magazines: It creates arrows of bone to fire, without needing to carry ammunition. If it wants it can use other arrows but doing so denies it the negative energy damage and aralysis effect its bone arrows have.
  • Meaningful Name: Derived from the Anishinaabe word bakaak, which roughly means "skin-draped bones."
  • The Paralyzer: The arrows it shoots can arpalyze a target.
  • Supernatural Fear Inducer: The baykok's howl can paralyze those who hear it with fear.
  • Your Soul Is Mine!: They can consume the souls of the dead and dying, preventing them from being resurrected unless the spell used is powerful enough to overcome their hold on the soul.

    Bright Walker 
Level: 9
Alignment: Neutral Evil
Size: Medium

  • Light Is Not Good: These evil undead creatures shed a bright light.
  • Non-Human Undead: Calignis that die but do not burn out instead arise as a bright walker.
  • Non-Indicative Name: Despite their name, bright walkers don't walk, but float a few inches above the ground.

    Caller in Darkness 
Level: 9
Alignment: Chaotic Evil
Size: Large

The creations of psychic creatures who died violent deaths.


  • Emotion Bomb: Occupying the same space as a caller in darkness subjects you to a blast of despair.
  • Empty Shell: They consume the minds of those who get too close and make them into this, though it just outright kills the creature if they get to entirely consume them.
  • Flight: They can fly faster than other creatures can run.
  • Telepathy: Owing to their psychic nature in life they have several psychic magic spells, all of which are meant for mental and emotional manipulation.

    Geist 
https://static.tvtropes.org/pmwiki/pub/images/geist_pathfinder.PNG
Level: 9
Alignment: Chaotic Evil
Size: Medium

Evil individuals killed by haunts who refused to pass on.


  • Flight: They move entirely through flight.
  • Ghastly Ghost: Spectral undead created when a humanoid is killed by a haunt — a non-creature manifestation of the negative emotions created by a great tragedy or loss of life — and remains shackled to the material plane by its bitterness and anger. They can control existing haunts, and emit horrific laughter capable of sending living creatures into a mindless panic.
  • Hijacked by Ganon: Geists seize control of haunts, causing them to reset quicker and choosing whether they're active or not. A giest can control haunts from up to a mile away and such haunts cannot be destroyed even by their typical appeasement means unless the geist is destroyed as well.
  • Intangible Man: Geists are incorporeal undead.
  • Man Bites Man: Their only attack is a negative energy bite.
  • Supernatural Fear Inducer: A geist's laugh is terrifying to those who hear it, reducing other to dropping their weapons and fleeing as quickly as they can.
  • Trap Master: Due to their lackluster combat abilities, they tend to let their haunts whittle down adversaries before ganging up on targets during moments of weakness.
  • Weakened by the Light: They are rendered powerless and confused when in direct sunlight.

    Grappling Spirit 
Level: 9
Alignment: Lawful Neutral
Size: Medium

  • Dark Is Not Evil: These undead creatures tend not to be malicious, just entirely dedicated to competition.
  • Masked Luchador: A grappling spirit wears a mask that allows them to abandon their original form and become a warrior focused solely on combat.

    Witchfire 
Level: 9
Alignment: Chaotic Evil
Size: Medium

The spectres of hags or witches.


Level 10

    Bloody Bones 
Level: 10
Alignment: Neutral Evil
Size: Medium

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.
  • 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.

    Cursed King 
Level: 10
Alignment: Chaotic Evil
Size: Medium

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.

    Fext 
Level: 10
Alignment: Lawful Evil
Size: Medium

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.


  • Glass Weapon: A fext can only be destroyed by a glass or obsidian weapon, or if its head is cut off when unconscious.
  • Warrior Undead: Fexts are people cursed from birth to seek out battle and ultimately transform into powerful undead warriors and generals. They distinguish themselves as soldiers in life and gain even greater strength in undeath.

    Gholdako 
Level: 10 (normal), 11 (dread)
Alignment: Neutral Evil
Size: Large

Undead created from cyclops corpses, particularly those from an ages-old empire.


    Herecite 
Level: 10
Alignment: Same as deity
Size: Same as base creature

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.

    Pyrogeist 
https://static.tvtropes.org/pmwiki/pub/images/pyrogeist.png
Level: 10
Alignment: Chaotic Evil
Size: Large

The restless souls of pyromaniacs or arsonists who were killed in the fires they started.


  • Hoist by His Own Petard: Pyrogeists are the ghosts of arsonists and pyromaniacs who died a humiliating death in the fires they started.
  • Your Soul Is Mine!: The spirit of a creature that dies while subject to a pyrogeist's pyrokinetic whirlwind is trapped within the pyrogeist until the pyrogeist is destroyed or chooses to set it free.

    Remnant of Barzillai 
Level: 10
Alignment: Lawful Evil
Size: Medium

  • Carry a Big Stick: A remnant of Barzillai carries a form of Barzillai's own burning mace.

Level 11

    Bhuta 
Level: 11
Alignment: Neutral Evil
Size: Medium

Ghost-like creatures created when a victim is murdered in a natural setting.


  • Demonic Possession: They can possess animals, though not sentient creatures.
  • Kryptonite Factor: Cold iron weapons overcome the defenses they get by being incorporeal.
  • Our Vampires Are Different: Something more like a ghost, but capable of sucking blood out opens wounds from an arms reach away.
  • Spot the Thread: One can see through their disguise as a living being by looking at their feet, which are on backwards.
  • Unfinished Business: Important business left unfinished or desires left unfulfilled are part of what creates a bhuta.

    Corpseroot 
Level: 11
Alignment: Neutral Evil
Size: Huge

Corpseroots are formed from trees that died of magical or supernatural blight.


    Creeping Crone 
Level: 11
Alignment: Neutral Evil
Size: Medium

  • Cane Fu: The creeping crone's enchanted walking stick also serves as a weapon and focus component for her occult spells.
  • Human Disguise: The creeping crone can take on the appearance of any humanoid woman of the same size.
  • Non-Human Undead: Hags who die of old age might rise again as an undead creeping crone.

    Harionago 
Level: 11
Alignment: Neutral Evil
Size: Medium

Undead created when an innocent woman was murdered in some unspeakable manner.


  • Yōkai: Based off a Japanese monster that ensnared victims in long barbed hair.

    Litanu 
Level: 11
Alignment: Chaotic Evil
Size: Medium

Litanus are merfolk that were tortured to death and animated as undead creatures.


    Llorona 
Level: 11
Alignment: Neutral Evil
Size: Medium

Vengeful spirits arising from a combination of shame and sorrow with the drowning of a child.


  • Offing the Offspring: Lloronas form as the result of shame and sorrow paired with a tragic drowning of a child, whether accidental or murderously intentional.

    Pharaonic Guardian 
Level: 11
Alignment: Lawful Evil
Size: Large

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.

    Seething Spirit 
Level: 11
Alignment: Chaotic Evil
Size: Medium

  • Demonic Possession: Seething spirits possess living creatures and nurture the seeds of resentment and rage within its mind.
  • Emotion Bomb: A seething spirit possessing another creature exudes an aura of rage on the host and nearby creatures.
  • The Power of Hate: Seething spirits are animated by hate so strong that it persists beyond death.

Level 12

    Bloodless Vessel 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_undead_bloodless_vessel.PNG
Level: 12
Alignment: Neutral Evil
Size: Medium

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.


  • Virgin Sacrifice: The sacrifice of a virginal humanoid is one of the steps necessary to create one of these undead.

    Cruciarus 
Level: 12
Alignment: Lawful Evil
Size: Medium

Cruciaruses are the disembodied spirits of those who died while being tortured.


  • Cruel and Unusual Death: Cruciaruses, also known as the tortured dead, arise from victims of torture. A painful death is not enough; prolonged and intentional torment, whether punitive or sadistic, is necessary.

    Drenchdead 
https://static.tvtropes.org/pmwiki/pub/images/drenchdead.png
Level: 12
Alignment: Neutral Evil
Size: Medium

  • Supernatural Suffocation: When touching a creature, a drenchdead can cause water from its body to flow into the target's lungs.

    Nachzehrer 
Level: 12
Alignment: Chaotic Evil
Size: Medium

Undead that rise from fey victims of virulent disease.


  • Non-Human Undead: All nachzehrers were fey in life.
  • Our Vampires Are Different: Nachzehrers are a form of fey cousin to vampires, who rise from the fey victims of virulent disease, especially an evil one. Nachzehrers cannot create spawn like vampires can, and are as hateful and aggressive toward the living as vampires are.

    Onryo 
Level: 12
Alignment: Neutral Evil
Size: Medium

Undead created when someone dies while gripped by extreme emotion.


  • Roaring Rampage of Revenge: An onryo inflicts as much torment as possible on its killer by hunting down the friends, family members, and anyone connected to its foe. Even if the onryo's killer dies, it quickly finds new targets for its ire; vengeance is just a way for them to spread pain to others.
  • Supernatural Suffocation: They can cause a victim within fifty feet to suffocate for up to three combat rounds, which can knock them unconscious or kill them at worst. To add insult to injury, when they regain their breath, they cough up something nauseating like a tangle of wet hair.
  • Vengeful Ghost: These twisted undead are beings of pure vengeance, seeking to endlessly spread suffering. They torment those who killed them, but not by directly attacking their murderer, but target the latter's loved ones instead. Not even the death of its killer sates an onryo's lust for destruction.

    Ossumental 
https://static.tvtropes.org/pmwiki/pub/images/ossumental.PNG

Level: 12
Alignment: Neutral Evil
Size: Large

Ossumentals are found exclusively in the enigmatic location called the Slave Trenches of Hakotep. Obelisks bound with elemental spirits were erected throughout the system of trenches, and as time crept along, some of these spirits escaped their prisons and fused with the remains of the slaves who once toiled there.


  • Breath Weapon: All ossumentals can breathe a cone of energy, either ice, acid, fire, or electricity depending on their element.
  • Dem Bones: They're made of nothing but bones imbued with elemental power. They can also let themselves collapse into a pile of ordinary looking bones as camouflage, which is how they spend most of their time until a living creature gets too close.
  • Elemental Powers: Each ossumental is bound to a particular type of elemental energy that determines their breath weapon.
  • Impossible Task: They try to keep the trenches clear of sand, trenches that are in the middle of a windy desert.
  • Multiarmed And Dangerous: Ossumentals have four arms and can make attacks with all of them every round.
  • Teleport Spam: When they use their breath weapon, they can teleport to any empty square it affects.
  • Unique Enemy: They're found only in one place on Golarion and were only created under very specific circumstances.

    Rotbomber 
Level: 12
Alignment: Chaotic Evil
Size: Large

  • In a Single Bound: A rotbomber can leap up to 15 feet horizontally and 10 feet vertically to detonate two necrotic pustules simultaneously on a hapless victim.
  • Throw Down the Bomblet: Rotbombers lob the pressurised and explosive necrotic pustules that grow out of their backs toward their enemies. When they explode, the pustules emit concussive blasts of force and deadly pestilence.

    Sayona 
Level: 12
Alignment: Chaotic Evil
Size: Medium

  • Vampiric Draining: Like vampires, sayonas sustain themselves off mortal blood, but unlike vampires, sayonas don't drink the blood, but rather absorb it through their skin.

    Shenzuzhou 
Level: 12
Alignment: Neutral Evil
Size: Large

The bodies of giants that have been reanimated and ritually beheaded.


    Voidstick Zombie 
Level: 12
Alignment: Chaotic Evil
Size: Medium

Undead created through the use of voidsticks, short metal spikes imbued with dark energies that are embedded in the corpse's body.


  • Amplifier Artifact: The overwhelming entropic energies and the sheer number of voidsticks animating the voidstick zombie enhance and influence other creatures that depend on negative energy.

    Zealborn 
Level: 12
Alignment: Chaotic Evil
Size: Medium

  • Heel Realization: When confronted with the horrors wrought by their crusades, some zealborn can be shocked out of their obsession and release themselves from undeath if they truly see how far they've strayed from their original cause.
  • Life Drain: A zealborn can only heal by feeding on the idealism of their supporters, draining their HP daily until they die and become zeal-damned ghouls.
  • Monster Lord: A zealborn controls dozens of fanatical followers who sacrifice themselves for their cause and rise as zeal-damned ghouls.
  • Well-Intentioned Extremist: Zealborn arise from mortals who become consumed by a noble or idealistic vision and choose undeath in the total conviction that their cause is so just it should never die. Despite their initial good intentions, zealborn can become twisted mockeries of their ideals.

Level 13

    Banshee 
Level: 13 (normal), 15 (greater)
Alignment: Neutral Evil
Size: Medium

Enraged spirits who either betrayed those they loved or were themselves betrayed in their final moments.


  • Antimagic: With a touch attack they can attempt to dispel any one spell effect on the target in addition to the normal damage and fear effect.
  • Bizarre Alien Senses: They can hear hearbeats and nothing can suppress this ability.
  • Emotion Bomb: The touch of a banshee causes overwhelming terror.
  • Our Banshees Are Louder: Spirits fueled by grief over betrayal who visit their pain on others through a soul-wrenching shriek.
  • Super-Scream: The banshee wail is a classic, and it deals massive amounts of damage with a penalty to the save if the one making the save is under a fear effect.

    Bloodshroud 
Level: 13
Alignment: Neutral Evil
Size: Medium

  • Blessed with Suck: Bloodshrouds are the result of an attempt to distill the essence of vampiric mists to create a protective shroud for an army of undead magi, who were stripped of their flesh and permanently encased in blood in the process. Powerful evil creatures might attempt to bind bloodshrouds to their will by promising to reverse this magical misfortune, though whether they could actually deliver their promise is another matter.
  • Dem Bones: Bloodshrouds have been stripped of their flesh—underneath their shroud of blood, only bones remain.

    Chronogeist 
Level: 13
Alignment: Chaotic Evil
Size: Medium


  • Energy Absorption: Whenever a transmutation or necromancy spell that affects the passage of time is cast near a chronogeist, it immediately absorbs a portion of the spell's energy to heal itself.

    Dragonscarred Dead 
https://static.tvtropes.org/pmwiki/pub/images/dragonscarred_dead.png
A dragonscarred dead bound to a red dragon.
Level: 13
Alignment: Neutral Evil
Size: Medium

Not all would-be dragonslayers who die a valiant death rest peacefully amid the annals of legend. Sometimes, a draconic necromancer is so impressed by its fallen foe that the dragon ritually raises the dead warrior to serve the dragon in undeath. These undead guardians are infused with a fraction of the power of the dragon who slew them, channeling the same energy as their draconic masters’ breath.

Their 2nd Edition stats can be found in Age of Ashes: Fires of the Haunted City or online here.


  • Deadly Gaze: Their Glare of Rage lets them channel their boundless frustration at their failure and present existence into an attack that stuns and fatigues targets.
  • Elemental Rock-Paper-Scissors: Each dragonscarred dead is attuned to a particular form of energy. They are immune to that form of energy and deal extra damage of its type with their Breath-Seared Sword attack, but are also vulnerable to its inverse, which deals extra damage against them and shuts down their regeneration. Cold opposes fire, while acid opposes electricity. Poison is the odd man out, as all dragonscarred undead are immune to poison and thus it can't serve as their weakness, while poison attuned dragonscarred dead are weak to both fire and cold.
  • Home Field Advantage: Their Guardian Sense ability warns them instantly if there's a foe in an area they're assigned to guard and keeps warning them until said area is empty of all enemies, regardless of things like stealth checks and invisibility. That said, it doesn't exactly help them track such foes down, it just indicates their presence.
  • Reforged into a Minion: Dragonslayers killed by their would-be quarry and reanimated as servants.
  • Supernatural Fear Inducer: They have the Frightful Presence ability, just like powerful dragons.
  • Turned Against Their Masters: The dragons who animate them must be ever vigilante to ensure they don't slip the leash. Your minion turning against you is the inevitable result when your undead minion not only retains its old memories and agency, but was attempting to kill you before being killed themselves and reanimated.
  • What Kind of Lame Power Is Heart, Anyway?: Dragonscarred dead attuned to poison get the short end of the stick. Not only are all undead already immune to poison, meaning they get no special defensive bonuses, they're the only ones with two elemental weaknesses. Worse, the two energies they're weak to are fire and cold, which are the most common energy types thrown around by all but the most narrowly specialized adventurers.

    Gashadokuro 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_gashadokuro.png
Level: 13
Alignment: Neutral Evil
Size: Huge

Enormous skeletons formed from the collective bones of those who died from mass starvation.


  • Breath Weapon: They can exhale a hail of bone shards.
  • Dem Bones: They resemble outsized human skeletons.
  • Gashadokuro: As per their inspiration in Japanese folklore, they're giant skeletons created from the collective remains of those who died of starvation and were left unburied.
  • Horror Hunger: Gashadokuros are created by starvation and are ruled by a desperate, gnawing hunger in unlife. They can never sate it, but constantly try to do so by devouring crops, livestock and any unfortunate people who cross their path.

    Obambo 
Level: 13
Alignment: Lawful Evil
Size: Medium

When a person wise in jungle lore is not properly buried the jungle itself may embrace their spirit.


  • Forced Transformation: Creatures drained of all intelligence by an obambo's touch are polymorphed into insects.

Level 14

    Chained Spirit 
Level: 14
Alignment: Lawful Evil
Size: Medium

When a creature was assigned to guard a location, object, or creature and is slain in the course of its duty it may rise as a chained spirit. Bound in spectral chains representing the bonds of its duty, it can reach out and chain others to itself as allies in its eternal guard.


  • Chain Pain: Chained spirits attack with the chains that loop around and constrict their body.

    Danse Macabre 
Level: 14
Alignment: Neutral Evil
Size: Large

Manifestations of the inevitability of death. They manifest in locations stained by many untimely deaths and take on an appearance immediately recognizable to local cultures as a personification of death.


  • The Grim Reaper: Not in purpose, but most danse macabres use the look.
  • Leitmotif: It's one of the only Pathfinder monsters to have its own theme music in the form of the identically named orchestral piece Danse Macabre, though the song did come first.
  • Shout-Out: Their write-up contains a block explicitly mentioning Camille Saint-Saëns's Danse Macabre.

    Death Coach 
https://static.tvtropes.org/pmwiki/pub/images/deathcoach.png
Level: 14
Alignment: Neutral Evil
Size: Huge

Ghostly carriages who ferry souls to the afterlife, whether or not the souls are still in their mortal bodies.


  • Chariot Pulled by Cats: A death coach takes after the prevailing style of transport of wherever it collects souls. For example, a death coach in Irrisen or the Realm of the Mammoth Lords might look like a covered sleigh pulled by ghostly caribou. In Thuvia or Osirion, a death coach could appear as incorporeal camels or giant scorpions drawing an empty chariot.
  • Hellish Horse: The iconic appearance of a death coach is an ornate carriage of black wood pulled by spectral horses.
  • Your Soul Is Mine!: A death coach attempts to collect mortal creatures' souls, store them in its interior, and carry them to the afterlife.

    Hungry Mist 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_undead_hungry_mist.PNG
Level: 14
Alignment: Neutral Evil
Size: Fine

  • Vampiric Draining: The hungry mist feeds on blood and seeks to drain the life from any creature it encounters.

    Indarugant 
Level: 14
Alignment: Chaotic Evil
Size: Huge

  • Deal with the Devil: In times of desperate need, some giants call upon the aid of indarugants, one that comes at a great price. A giant who would petition an indarugant for aid must swear a profane pact to someday undergo the ritual to become an indarugant itself. Once the indarugant's task is done, it will lead the petitioner to its home and perform the ritual. This serves both to deter the giants from calling on the indarugants too readily, and to ensure the growth of the indarugant population.
  • Non-Human Undead: Indarugants are created from giants, most often taiga giants, followed by stone giants. Scholars of giant lore claim that all giant species once buried their dead in this manner, or at least created indarugants through similar rituals, but only taiga giants still retain this practice.
  • Sealed Evil in a Can: After their creation, indarugants hide themselves away in secluded chasms where only those initiated into the secrets of their creation will know to find them. In times of need, a giant shaman or oracle will journey to the hidden places to beseech the indarugants for aid.
  • The Unfettered: Indarugants are capable of committing any act, no matter how taboo, so long as it furthers the interests of the tribe and its people.

    Nightmarchers 
https://static.tvtropes.org/pmwiki/pub/images/nightmarchers.png
Level: 14
Alignment: Lawful Neutral
Size: Gargantuan

    Obrousian 
https://static.tvtropes.org/pmwiki/pub/images/obrousian.png
Level: 14
Alignment: Neutral Evil
Size: Medium

  • Emotion Bomb: An obrousian's aura overwhelms other creatures with the sorrow that suffuses the its being.
  • Non-Human Undead: Obrousians are undead merfolk who died from sorrow when rejected by a land-dwelling lover.
  • Supernatural Suffocation: An obrousian's grasp magically fills their victim's lungs with water.
  • Tragic Villain: Some merfolk give up their aquatic homes when they fall in love with a land dweller, only to be rejected. Feeling that new world closed off to them as well, merfolk can become emotionally overwhelmed, and rise as obrousians after dying of sorrow.

    Sunburst Corpse 
Level: 14
Alignment: Neutral Evil
Size: Medium

  • Light Is Not Good: Sunburst corpses, who arise from the corpses of evil people exposed to the sun, radiate light.
  • The Power of the Sun: Sunburst corpses wield sunlight as a weapon, and can intensify their glow to unleash a burning blast of energy.

    Tormented 
Level: 14
Alignment: Neutral Evil
Size: Medium

  • Cruel and Unusual Death: Tormented arise from those who've been tortured to death. Unable to rest, they haunt the sites of their deaths, doomed to relive their last, painful moments.

Level 15

    Dybbuk 
Level: 15
Alignment: Neutral Evil
Size: Medium

Misplaced souls who failed to pass on due to some oversight or error in the judgement of the psychopomps.


  • Demonic Possession: Dybbuks can possess and control living victims, puppeting their bodies as they please.
  • Ghastly Ghost: Dybbuks are the souls of criminals, sinners or suicides who remain in the world of the living to stave off the judgement that awaits them. They take out their dread and anger at their inevitable doom on the living, spreading death and mayhem wherever they go.
  • Mind over Matter: Dybbuk can cast telekinesis as a spell-like ability at will.

    Gallowdead 
https://static.tvtropes.org/pmwiki/pub/images/gallowdead.png
Level: 15
Alignment: Chaotic Evil
Size: Medium

Individuals executed by tyrants and left as a display, risen again to wield the tools of their own deaths.


  • Chain Pain: Gallowdeads fight with a massive hook and chain.
  • Hooks and Crooks: Most gallowdead were killed when they were impaled and displayed on large hooks, using these as weapons once they rise from the dead.

    Hollow Serpent 
https://static.tvtropes.org/pmwiki/pub/images/hollowserpent.png
Level: 6 (lesser), 15 (standard)
Alignment: Neutral Evil
Size: Medium (lesser), Large (standard)

Difficult to create undead formed from the shed skins of giant snakes.


  • "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.
  • X-Ray Vision: They have lifesense, allowing them to instantly perceive any living creature regardless of obstructions or illusions.

    Nemhaith 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_undead_nemhain.PNG
Level: 15
Alignment: Neutral Evil
Size: Medium

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.


  • Haunted Fetter: All nemhaiths are bound to a ritual object as part of their creation. So long as it persists, they will reform after being destroyed.

    Sea Bonze 
Level: 15
Alignment: Chaotic Evil
Size: Gargantuan

Undead titans formed from collective horror and pain when a large group dies at sea.


  • Yōkai: Based on the umibōzu, a Japanese spirit that would sink ships.

Level 16

    Ecorche 
Level: 16
Alignment: Chaotic Evil
Size: Large

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.
  • Human Disguise: After flaying a victim, an ecorche can squeeze itself into the stolen skin and impersonate the deceased.
  • 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.

    Pale Sovereign 
https://static.tvtropes.org/pmwiki/pub/images/palesovereign.png
Level: 16
Alignment: Lawful Neutral
Size: Medium

  • Dark Is Not Evil: Though morose and brooding, pale sovereigns are usually neutral rather than evil.
  • Fisher King: A pale sovereign's territory is indelibly marked by their presence. Plants wither and blacken in dry and lifeless soil. Wild animals often rise as undead unless they receive special ritual burials, and don't harm natives but are quick to attack any intruders not bearing the sovereign's sigil. Even living citizens of a pale sovereign's demesne tend to look drained and washed-out.
  • Forced Sleep: The pale sovereign's curse of eternal sleep sends a living creature into an endless slumber with a touch.
  • Royal Blood: A pale sovereign is a rare form of undead arising from a terrible curse that afflicts only those of royal blood. After suffering the curse, the family begins to die out until only one member is left, who undergoes the transformation into a pale sovereign.

    Theater Phantasm 
https://static.tvtropes.org/pmwiki/pub/images/theaterphantasm.png
Level: 16
Alignment: True Neutral
Size: Large

  • Defeat Equals Explosion: When a theater phantasm is destroyed, it emits waves of emotional energy, flooding other creatures with a crushing barrage of emotions.
  • Tulpa: Theater phantasms are amalgamations of the spiritual and emotional energy given up by entertainers and audiences of powerful performances.

    Warsworn 
Level: 16
Alignment: Neutral Evil
Size: Gargantuan

Amalgamations of hundreds of dead soldiers raised by the gods as living engines of war.


  • Body of Bodies: Warsworns are massive undead amalgams composed of countless slain soldiers.

Level 17

    Ashen Forgemaster 
Level: 17
Alignment: Chaotic Evil
Size: Large

  • Go Mad from the Isolation: Centuries spent in seclusion erodes their personality, and ashen forgemasters eventually grow paranoid, violent and sadistic. A forgemaster lashes out against those it sees as interfering with its work or attempting to steal its creations.
  • Haunted Fetter: An ashen forgemaster is bound to a monolithic forge and cannot stray more than 500 feet from it. As long as the forge burns, the forgemaster is rebuilt after it is destroyed. The ritual that originally binds the salamander also directly connects the forge to the Plane of Fire, so extraordinary measures are necessary to extinguish its flames and dismantle the forge.
  • Non-Human Undead: An ashen forgemaster is created when a salamander dies while bound to a forge, and is forced to continue its work as undead.

    Bakekujira 
Level: 17
Alignment: Neutral Evil
Size: Gargantuan

When a whale dies after escaping whalers but succumbing to its wounds after days of anger and pain, it can rise as a bakekujira.


  • Emotion Bomb: They can still sing whalesong, varying from a tune of wistful memory for its living existence to hatred at those who hunted it. Depending on the tune, those who hear it are either entranced or terrified.
  • Monster Whale: The undead husks of whales who died lingering, painful deaths after being attacked by whaling vessels. They're animated by festering hatred, their flesh animates anything that eats into an undead thrall and they will viciously attack any ship or coastal settlement they encounter.
  • Raising the Steaks: The bakekujira is an undead skeletal whale that is also surrounded by and covered in swarms of undead fish and birds that tear apart any living creature that gets to close. Some will also be accompanied by larger minions, usually sharks, albatrosses, or other large sea creatures with the skeleton or zombie templates.
  • Super-Scream: With the transition to undeath, whale calls became deadly sonic attacks that can decimate ships and weaker opponents.
  • Yōkai: The bake-kujira was an apparition followed by flocks of birds and bringing misfortune to wherever it's seen.

    Fluxwraith 
https://static.tvtropes.org/pmwiki/pub/images/fluxwraith.png
Level: 17
Alignment: Neutral Evil
Size: Medium

Beings that spent centuries in magical or technological stasis, only for an accident to leave their soul scattered across time.


  • Damaged Soul: A fluxwraith arises when temporal stasis magic or cryogenic technology fractures an individual's soul across the time stream as their physical body perishes.
  • The Unintelligible: Fluxwraiths tend to murmur incomplete, garbled statements that blend past and future tenses in unsettling ways.

    Soulpierced 
Level: 17
Alignment: Chaotic Evil
Size: Medium

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.


  • Emotion Bomb: A soulpierced can transfer some of its overwhelming frustration or rage to other creatures.
  • Haunted Fetter: A soulpierced's spirit is anchored in place by the blade through its heart. While this blade is in place, the soulpierced cannot be restored to life by any means other than direct intervention of a deity. A soulpierced can be permanently destroyed only after the blade is removed from its heart.

    Tenebric Giant 
Level: 17
Alignment: Neutral Evil
Size: Large

  • Casting a Shadow: Tenebric giants are charged full of energy from the Netherworld, which grants them powers and abilities.
  • Non-Human Undead: A tenebric giant is raised from a tomb giant who dies after consuming a dose of several poisons combined with the shadow ash reagent.
  • Undying Loyalty: Tenebric giants are particularly obedient to the will of the necromancer who created them.

    Winterwight 
Level: 17
Alignment: Chaotic Evil
Size: Medium

Undead born of the coldest depths of the Void.


  • Chill of Undeath: Winterwights are infused with the dark, cold magic of the Void, which surrounds them with an aura of deathly chill.

    Wyrmwraith 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_wyrmwraith.png
Level: 17 (23 for elder wyrmwraiths)
Alignment: Chaotic Evil
Size: Gargantuan

The souls of dragons who refuse to pass on, either due to fear or rage.


  • Breath Weapon: They breathe pure negative energy.
  • Dracolich: Wyrmwraiths are formed from the ghosts of evil dragons who didn't accept death.
  • Elite Mooks: Wyrmwraiths formed from particularly powerful dragons, or regular ones that endure for centuries without being destroyed, become much more powerful elder wyrmwraiths.
  • Life Drain: They can drain life from other creatures through their bites, healing themselves in the process.
  • Soul Eating: An elder wyrmwraith can suck out the souls of all creatures less than sixty feet in front of it, which kills any creature whose soul is successfully eaten and prevents their resurrection until the wyrmwraith is destroyed.

Level 18

    Bone Ship 
https://static.tvtropes.org/pmwiki/pub/images/boneship.png
Level: 18
Alignment: Chaotic Evil
Size: Gargantuan

The collective spirits of entire crews bound to the skeletons of giant sea creatures into the shape of a ship.


  • Boarding Party: Some of the spirits that make up its collective consciousness can split off and form spectral bodies to board other vessels.
  • Evil Is Visceral: An unliving ship of meat and bone that constantly fills the sea around it with blood. May be a Womb Level if you ever manage to bard one.
  • Healing Factor: Bone ships can patch up damage by assimilating the bodies of others, using muscle and ligament to hold together the framework of bone.
  • Ghost Pirate: More a ghost pirate ship, but the idea applies.
  • Mind Hive: There are many souls bound in and animating any one bone ship.

    Skulltaker 
https://static.tvtropes.org/pmwiki/pub/images/saxra.png
Level: 18
Alignment: Neutral Evil
Size: Huge

Spirits of wind and bone found atop high mountains.

Their 1st Edition stats can be found in Bestiary 5 or online here. Their 2nd Edition stats can be found in Bestiary (2nd Edition) or online here.


  • Sudden Name Change: Their name was changed from saxra to skulltaker in the change to 2nd Edition, though unlike other monsters that went through the same thing (like the web lurker/ettercap), there's no clear reason why this happened.

Level 19

    Charnel Colossus 
Level: 19
Alignment: Neutral Evil
Size: Gargantuan

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 charnel 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.

    Tzitzimitl 
https://static.tvtropes.org/pmwiki/pub/images/tzitzimitl_1.png
Level: 19
Alignment: Neutral Evil
Size: Gargantuan

Undead goliaths from the void of space whose presence foretells an apocalyptic event.


  • Eye Beams: Ones that do half-electrical and half-force damage, no less.
  • Psycho Electro: Deals electrical damage with their natural attacks and eye beams, and is quite malevolent.
  • Sealed Evil in a Can: Some tell of tzitzimitls being defeated by great heroes and sealed away. Now they lie buried and waiting, soon to rampage again should their tombs be breached.
  • Total Eclipse of the Plot: A solar eclipse marks a tzitzimitl's arrival.

Level 20

    Gray Death 
Level: 20
Alignment: Neutral Evil
Size: Huge

  • Demonic Possession: A gray death can detach a fragment of embittered soul-stuff, which lodges within a creature's spirit and turns it against its allies.
  • Merger of Souls: When a final blade is full, the souls of its victims coalesce into a fearsome, malevolent gray death. The more souls trapped by a final blade, the more powerful the gray death becomes.
  • Sealed Evil in a Can: A gray death doesn't pose much of a threat while contained within the final blade, only becoming a true menace when freed.

    Last Guard 
Level: 20
Alignment: Lawful Neutral
Size: Gargantuan

  • Cavalry of the Dead: A last guard must keep watch until their duties are fulfilled or they are swayed by a compelling call to war, departing to march to battle.

    Sthira 
Level: 20
Alignment: Neutral Evil
Size: Large

  • Body of Bodies: Each sthira is composed of multiple bodies or body parts frozen together into one horrific monstrosity.
  • Chill of Undeath: Sthiras, who died icy deaths on the peaks of the Wall of Heaven, exude an aura of cold and can numb foes with the touch of frostbite.
  • The Virus: A creature that dies when affected by a sthira's frostbite rises as a sthira in 24 hours.

Alternative Title(s): Pathfinder Manufactured Undead, Pathfinder Spontaneous Undead

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