Undead: Bindings of Flesh and Bones

== Chapter One: Zombies ==
Threat Rank D (Local Threat)
Sinister necromantic magic infuses the remains of the dead, causing them to rise as zombies that do their creator’s bidding without fear or hesitation. They move with a jerky, uneven gait; clad in the moldering apparel they wore when put to rest; and carry the stench of decay.
Most Zombies are made from humanoid remains, though the flesh and bones of any formerly living creature can be imbued with a semblance of life. Necromantic magic, usually from spells, animates a zombie. Some zombies rise spontaneously when dark magic saturates an area. Once turned into a zombie, a creature can’t be restored to life except by powerful magic, such as a resurrection spell.
A zombie retains no vestiges of its former self; its mind is devoid of thought and imagination. A zombie left without orders simply stands in place and rots unless something comes along that it can kill. The magic animating a zombie imbues it with evil, so left without purpose, it attacks any living creature it encounters.
== Chapter Two: Skeletons ==
Threat Rank D (Local Threat)
Whatever sinister force awakens a skeleton infuses its bones with a dark vitality, adhering joint to joint, and reassembling dismantled limbs. This energy motivates a skeleton to move and think in a rudimentary fashion, though only as a pale imitation of the way it behaved in life. An animated skeleton retains no connection to its past self, although resurrecting a skeleton restores its body and soul, banishing the hateful, undead spirit that empowers it.
While most skeletons are the animated remains of dead humans and other humanoids, skeletal undead can be created from the bones of other creatures besides humanoids, giving rise to a host of terrifying and unique forms.
== Chapter Three: Mummies ==
Threat Rank C (Regional Threat)
Mummies carry a virulent curse that acts as a disease; Mummy rot. When touched by a Mummy, This affliction will cause the flesh of its victims to rot away, leaving gruesome scars and disfiguring them.
A mummy is an undead creature created from a preserved corpse animated by the dark gods of the desert. These horrid creatures are often marked with symbols of the dire gods they serve. While other undead often stink of carrion, the herbs and powders used to create a mummy give off a sharp, pungent odor like that of a spice cabinet.
Mummies cause fear in the living on sight, and any creature they touch is affected by a rotting curse called mummy rot. Inhabiting great tombs or temple complexes, they maintain a timeless vigil and destroy would-be grave robbers.
== Chapter Four: Bone Bats ==
Threat Rank D (Local Threat)
Bone Bats are skeletal undead created from the bodies of giant bats or several bat skeletons. Bone Bats take a malicious delight in killing and if left without commands for too long they will leave their master's lair to hunt. They will typically hunt until they have killed at least two creatures. They often go out of their way to kill bats.
Bone Bats prefered combat strategy is to attack in large numbers. One or two at a time will swoop in to hit a target, and then one or two more will attack in rapid succession in a repeating pattern, to disorient the target.
The Bone Bat is most vulnerable to melee attack during these swoops, so learning their attack pattern and timing a counter-attack is the best way to deal with these creatures if you do not have ranged assistance.
== Chapter Five: Ghosts ==
Threat Rank D (Local Threat)
A Ghost is the spirit of a deceased sentient creature that exists on two Planes at once, the Material and Astral Planes. Ghosts can be raised and controlled by wizards, liches, and other casters, in which case the Ghost is laid to rest when destroyed on the Material Plane or if their master dies. Raising a Ghost requires much more magic than it would to raise a regular undead. If a Ghost forms from an animal, sentient plant, or magical beast they are classed as Ghost Brutes.
Ghosts can not be harmed by conventional physical weapons due to their incorporeal nature, however some special weapons and abilities can harm them. If a Ghost's connection to the Material Plane is severed they will disappear for a few days before reforming, making them quite a nuisance for anyone unfortunate enough to live in a haunt. Ghosts will wield whatever weapons they carried in life, and potentially even a handful of spells if they were a caster.
== Chapter Six: Wraiths ==
Threat Rank D (Local Threat)
Wraiths are spirits born from evil and darkness. They despise all living creatures and the light, being completely powerless in natural sunlight. They appear as sinister spectral figured cloaked in darkness with no visible features aside from their glowing red eyes.
Wraiths can drain the life from any living creature, causing them to turn into Wraiths themselves upon their death. It is best to avoid these spirits unless it is daytime, as they are incredibly hostile and dangerous.
Category:Ascension Lore
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