Skeleton
HD: 1
Found: 1d6-1 with a necromancer or in long-neglected crypts and ruins
Appearance: human bones, marked as a product of necromancy by the ghostly blue flames burning from within the eye sockets.
Voice: clattering and crackling of bones against one another, muffled only by long-decayed garments
Wants: to obey the most recent command or protect the dead from desecration
Morality: pure obedience
Tactics: decently varied
Attack: +2
Defense: +2
Speed: +1
Attacks
- Old, rusted weapon from life.
- Unarmed attack at +1 damage.
Collapses when it takes a wound.
Elven skeleton
HD: 4
Found: solitary with powerful, well-travelled necromancers
Appearance: unnaturally slender bones, glowing with a darkness that consumes nearby light. The fires in its eyes are the only light that exists around it.
Voice: echoing, empty, and faint
Wants: to obey last command or destroy beauty
Tactics: complex and considered
Attack: +4
Defense: +1
Speed: +5
Attacks
- Umbral claw: heavy damage
- Gravelight: flare of darkness, dealing 2d6 damage to living enemies nearby. Paralyzes nearby undead for one round, including elven skeletons.
- Elven blade: roll for magic weapon
Giant skeleton
HD: 7
Found: solitary, at the tops of the oldest mountains and hiding within the most powerful clouds
Appearance: massive stone skeleton, broad and heavy of frame
Voice: clashing of stone, roaring of storms, oddly contemplative
Wants: to obey the last command or crush the works of humans, and learn
Morality: obedience and curiosity
Tactics: carefully considered
Attack: +6
Defense: +6
Speed: -4
Attacks
- Crush: heavy damage
- Giant weaponry: 2d6 damage
Insanely heavy, will crush anything it stands on other than solid stone or similarly sturdy ground.
Wight
Known to anyone who recognizes necromancy as the servants of its practitioners, by the shriveled skin, burning blue eyes, and dry rasping voice. They have no personality of their own and barely remember their previous life, now fully devoted to the necromancer who raised them. Physical attributes and skills are identical to the person in life, including speech, languages, and class techniques, but has no magical abilities of any kind without a soul. Becomes incapable of meaningful action after three wounds.
Zombie
HD: 2
Found: at the site of a horrible curse
Appearance: decayed and cursed, but not usually extremely old. Sometimes still wearing their clothes from life, and may carry tools or weapons that they no longer remember how to use.
Voice: dull groaning without intent
Wants: to bite or infect the living, dig up corpses
Morality: hunger
Tactics: dull
Attack: +1
Defense: 0
Speed: -2
Attacks
- Bite: light damage, +1 for each additional zombie in melee
Anyone bitten by a zombie will turn into one, either quickly, gradually, or after natural death, depending on the curse.
Ghoul
HD: 2
Found: in old graveyards and on recent battlefields
Appearance: deformed as if starved, but beyond all natural capacity. Sunken eyes and distended teeth, cracked and sharpened against the bones of the dead.
Voice: shrill and cackling, frequent coughing
Wants: to eat the recently dead
Morality: selfish
Tactics: tricky
Attack: +2
Defense: +1
Speed: +2
Attacks
- Claw: light damage + save vs stun
- Bite: light damage, targets vulnerable foes
Lich
When a master necromancer obtains a Soul Talisman, they can use their dark magics in a ritual suicide to trap their own soul within. They can also do this to another, but this is rare as the lich to be must be killed, and can later kill the necromancer to secure their own immortality. As long as the Soul Talisman remains intact, the lich cannot die, their slain body simply regenerating or being remade. If the Talisman is kept far from the lich, their body will become lifeless and immobile until reunited. While the lich is trapped within their Talisman in this way, they can reform a new body, causing the old to be engulfed in cursed green flames and creating a new form over the course of a week.