For conversion notes and feat descriptions, go here.

 

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Ghoul: Medium Undead: Init +2 (Dex); Defense 12 (+2 Dex); Spd 30 ft.; Atk +2/+0/+0 melee (+2L dmg, bite, +0L dmg, claws); SV Dmg +2, Fort +0, Ref +2, Will +2; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12.

Skills: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot +7.

Feats: Darkvision, Extra Limb, Extra Attacks x2 (1 Bite P, 2 Claws S), Multiattack (Secondary attacks at –2 Atk instead of –5 Atk), Immunities (critical hits, ability drain, exhaustion, aging, suffocation, poison, disease, starvation).

Powers: Natural Weaponry +1 (bite), Drain: Attribute +2 (Extras: Secondary Effect x2, Duration x2 (Continuous until a SV is made), Trigger -on a bite attack, Second Attribute (Dex), Spawn (anyone dying from Attribute loss rises as a Ghoul), Flaws: Restricted –only when Triggered, One Attribute (Con), Slow Progression x2 (recurs after 1 day, instead of 1 round)), Paralysis +2 (Extras: Trigger – only on a successful attack (need not score damage), Multiple Trigger – can be used as many times a round as it is Triggered, Flaws: Restricted – only when Triggered (so not usable at range or as a Touch attack, for instance), Amazing Save: Damage +2, Amazing Save: Will +1.

[3 HD Ghoul used as base.  An aquatic Ghoul (Lacedon) adds the Amphibious Feat.]

 

Ghast: Medium Undead: Init +3 (Dex); Defense 13 (+3 Dex); Spd 30 ft.; Atk +5/+3/+3 melee (+4L dmg, bite, +1L dmg, claws); SV Dmg +7, Fort +1, Ref +4, Will +3; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16.

Skills: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot +8.

Feats: Darkvision, Toughness, Extra Limb, Extra Attacks x2 (1 Bite P, 2 Claws S), Multiattack (Secondary attacks at –2 Atk instead of –5 Atk), Immunities (critical hits, ability drain, exhaustion, aging, suffocation, poison, disease, starvation).

Powers: Natural Weaponry +1 (bite), Drain: Attribute +3 (Extras: Secondary Effect x2, Duration x2 (Continuous until a SV is made), Slow Recovery x3 (per day), Trigger -on a bite attack, Second Attribute (Dex), Spawn (anyone dying from Attribute loss rises as a Ghoul), Flaws: Restricted –only when Triggered, One Attribute (Con), Slow Progression x2 (recurs after 1 day, instead of 1 round)), Paralysis +4 (Extras: Trigger – only on a successful attack (need not score damage), Multiple Trigger – can be used as many times a round as it is Triggered, Flaws: Restricted – only when Triggered (so not usable at range or as a Touch attack, for instance), Amazing Save: Damage +5, Amazing Save: Will +1, Amazing Save: Fortitude +1 (Extra: Reflex), Stench +2 (Effect: creates an Area cloud of noxious gas that Sickens all who fail a Fortitude save.  While in the effect, they must save each round, or remain Sickened until they leave the area effected, once failed.  Upon leaving, they are allowed a new Fortitude save to leave the Sickened condition, with a cumulative +1 save per round.  Extra: Duration x2 (Continuous), Flaw: Reduced Range (Aura surrounds self, range Touch)).

[6 HD Ghast used as base.]

 

[*Sickened Condition: -2 to Atk, dmg, skill and Ability checks.  Immunity (disease) or a successful Healing check can remove or resist this Condition.]

 

Shadow: Medium Undead: Init +2 (Dex); Defense 13 (+2 Dex, +1 Defense Bonus); Spd fly 40 ft.; Atk +4

melee (no damage, only Drain attack); SV Dmg +2, Fort +1, Ref +3, Will +2; Str -, Dex 14, Con -, Int 6, Wis 12, Cha 13.

Skills: Hide +8, Listen +7, Search +4, Spot +7.

Feats: Darkvision, Immunities (critical hits, ability drain, exhaustion, aging, suffocation, poison, disease, starvation), Attack Finesse.

Powers: Incorporeal +5 (Flaw: Permanent), Drain: Attribute +4 (Extras: Ghost Touch, Slow Recovery x3 (per day), Trigger -on a touch attack, Spawn (anyone dying from Attribute loss rises as a Shadow), Flaws: Restricted –only when Triggered, One Attribute (Str)), Amazing Save: Damage +1, Amazing Save: Will +1, Amazing Save: Fortitude +1 (Extra: Reflex), Defense Bonus +1 (adds +1 to Defense).

[6 HD Shadow used as base.]

 

Spectre: Medium Undead: Init +7 (+3 Dex, +4 Imp Initiative); Defense 15 (+3 Dex, +2 Deflection); Spd 40 ft., fly 80 ft.; Atk +5 (no damage, only drain); SV Dmg +7, Fort +1, Ref +4, Will +3; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15.

Skills: Hide +13, Intimidate +12, Knowledge (religion), Listen +14, Search +12, Spot +14, Survival +2 (+4 for tracking).

Feats: Darkvision, Immunities (critical hits, ability drain, exhaustion, aging, suffocation, poison, disease, starvation), Talented (Listen & Spot), Blind-fight, Improved Initiative.

Powers: Running +2, Flight +16, Incorporeal +5 (Flaw: Permanent), Drain: Powers +2 (Extras: Ghost Touch, Slow Recovery x3 (per day), Trigger -on a touch attack, Extra Attribute (Con), Spawn (anyone dying from Attribute loss rises as a Shadow), Flaws: Restricted –only when Triggered, One Attribute (Con), Restricted – cannot be used in sunlight), Amazing Save: Damage +2, Amazing Save: Will +3, Amazing Save: Fortitude +2 (Extra: Reflex), Defense Bonus +2 (adds +2 to Defense), Super-Charisma +5 (Extra: Intimidate, Flaw: only vs Animals, Permanent).

[12 HD Spectre used as base.]

 

Vampire Spawn: Medium Undead: Init +6 (+2 Dex, +4 Imp Initiative); Defense 12 (+2 Dex); Spd 30 ft.; Atk +1 melee (+3L dmg, bite or +4S dmg, punch); SV Dmg +7, Fort +1, Ref +4, Will +3; Str 16, Dex 14, Con -, Int 13, Wis 13, Cha 14.

Skills: Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy +4, Hide +10, Jump +8, Listen +11, Move Silently +10, Search +8, Sense Motive +11, Spot +11.

Feats: Darkvision, Immunities (critical hits, ability drain, exhaustion, aging, suffocation, poison, disease, starvation, cold, electricity), Talented (Listen & Spot), Improved Initiative, Toughness, Skill Focus (selected Craft or Profession skill), Lightning Reflexes.

Powers: Protection +5, Natural Weapon +1 (punch), Regeneration +5 (Extra: Resurrection (not if slain by one of Susceptible / Vulnerable tactics), Clinging +6, Mind Control +4 (Flaw: Gaze), Incorporeal +4 (Effect: Gaseous Form, Extra: Float), Drain: Attribute +3 (Extras: Ghost Touch, Slow Recovery x3 (per day), Trigger -on a slam or bite attack (not a touch attack), Spawn (anyone dying from Attribute loss rises as a Vampire Spawn, Partial Extra: Extra Attribute (Powers) +1, Flaws: Restricted –only when Triggered, One Attribute (Con)), Amazing Save: Damage +2, Amazing Save: Will +3, Amazing Save: Fortitude +2 (Extra: Reflex), Super-Skill (Bluff) +4 (Extras: Hide, Listen, Move Silently, Search, Sense Motive, Spot).

Weakness: Susceptible (sunlight, immersion in running water), Vulnerable (wooden stakes through the heart), Quirk (visibly recoils from garlic, strongly presented holy symbols or mirrors, although such items do no damage to the creature), Quirk (cannot enter a home uninvited), Quirk (cannot cross running water).

[4 HD Vampire Spawn used as base.]

 

Buffy-style Vampire: Medium Undead: Init +3 (+3 Dex); Defense 13 (+3 Dex); Spd 30 ft.; Atk +5 melee (+5L dmg, bite, or +4S dmg, fisticuffs); SV Dmg +5, Fort +2, Ref +5, Will +2; Str 18, Dex 17, Con -, Int 13, Wis 13, Cha 11.

Skills: Hide +5, Jump +10, Listen +10, Move Silently +10, Sense Motive +5, Spot +10, Survival +3 (+5 for tracking).

Feats: Darkvision, Immunities (critical hits, ability drain, exhaustion, aging, suffocation, poison, disease, starvation), Talented (Listen & Spot), Toughness, Scent, Lightning Reflexes, Great Fortitude.

Powers: Protection +3, Drain: Attribute +2 (Extra: Trigger – on bite attack, Slow Recovery x3, Spawn (anyone killed by Con loss rises as a vampire the next evening).  Flaws: Restricted – only to drain blood, only on bite attack, One Attribute (Con)), Regeneration +1, Natural Weapon (Lethal dmg fangs) +2, Amazing Save: Damage +3, Amazing Save: Will +1, Super-Skill (Listen) +4 (Extras: Jump, Sense Motive, Spot, Survival).

Weakness: Susceptible (sunlight, items of faith), Vulnerable (fire), Quirk (cannot enter a person’s home unless invited).

[3 HD Minion used as base.  For a 9 HD Boss, add base +2 Atk, base +2 Defense, +2 Strength, +2 Dexterity, Super-Strength +3, Protection +2, Regeneration +4, Amazing Save: Dam, Fort, Ref & Will +1.  For a 12 HD ‘Master’ add +3 base Atk, +3 base Defense, +2 Strength, +3 Dexterity, Super-Strength +7, Super-Dexterity +2, Protection +2, Regeneration +4, AS: Dam, Fort, Ref & Will +2 and Mind Control +4 (Flaw: Gaze).]

 

Mummy: Medium Undead: Init +0; Defense 10; Spd 20 ft.; Atk +9 melee (+8S dmg, slam); SV Dmg +14, Fort +4, Ref +2, Will +3; Str 20, Dex 10, Con -, Int 6, Wis 14, Cha 15.

Skills: Hide +7, Listen +8, Move Silently +7, Spot +8.

Feats: Darkvision, Immunities (critical hits, ability drain, exhaustion, aging, suffocation, poison, disease, starvation), Talented (Listen & Spot), Toughness, Great Fortitude.

Powers: Super-Strength +2, Protection +5, Drain: Attribute +4 (Extra: Trigger – on slam attack, Extra Attribute (Cha), Slow Recovery x3 (days instead of rounds), Secondary Effect, Continuing Effect (disease progresses until a resistance roll is made, or it is cured with Healing or Regeneration), Flaws: One Attribute (Con), Slow Effect (Secondary Effect takes place after one day, instead of after one minute)), Natural Weapon (Stun dmg slam) +1, Amazing Save: Damage +12, Amazing Save: Fortitude +2 (Extra: Reflex), Amazing Save: Will +3, Super-Charisma +3 (Extra: Intimidating Presence, Permanent, Flaw: Only to Intimidate).

Weakness: Vulnerable (fire).

[12 HD Mummy used as base.]

 

Wraith: Medium Undead: Init +7 (+3 Dex, +4 Improved Initiative); Defense 15 (+3 Dex, +2 Defense Bonus); Spd fly 60 ft. (good); Atk +5 melee (no damage, only Drain attack); SV Dmg +1, Fort +1, Ref +4, Will +3; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15.

Skills: Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10, Sense Motive +8, Spot +12, Survival +2 (+4 tracking).

Feats: Darkvision, Immunities (critical hits, ability drain, exhaustion, aging, suffocation, poison, disease, starvation), Attack Finesse, Talented (Listen & Spot), Blind-Fight, Improved Initiative.

Powers: Incorporeal +5 (Flaw: Permanent), Flight +12 (Extra: Increased Maneuverability (good)), Drain: Attribute +4 (Extras: Ghost Touch, Slow Recovery x3 (per day), Trigger -on a touch attack, Spawn (anyone dying from Attribute loss rises as a Wraith), Flaws: Restricted –only when Triggered, One Attribute (Con), Restricted – unusable in direct sunlight), Amazing Save: Damage +1, Amazing Save: Will +1, Amazing Save: Fortitude +1 (Extra: Reflex), Defense Bonus +2 (adds +2 to Defense), Super-Charisma +5 (Extra: Intimidate, Flaw: only vs Animals, Permanent).

[6 HD Wraith used as base.]

 

Ghost: Medium Undead: Init +2 (+2 Dex); Defense 15 (+3 Dex, +2 Defense Bonus); Spd fly 30 ft. (perfect); Atk +5 melee (no damage, only Drain attack); SV Dmg +0, Fort +1, Ref +4, Will +3; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15.

Skills: Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10, Sense Motive +8, Spot +12, Survival +2 (+4 tracking).

Feats: Darkvision, Immunities (critical hits, ability drain, exhaustion, aging, suffocation, poison, disease, starvation), Attack Finesse, Talented (Listen & Spot), Blind-Fight, Improved Initiative.

Powers: Incorporeal +5 (Flaw: Permanent), Flight +6 (Extra: Increased Maneuverability x3 (perfect)), Amazing Save: Damage +1, Amazing Save: Will +1, Amazing Save: Fortitude +1 (Extra: Reflex), Defense Bonus +2 (adds +2 to Defense), Super-Skill (Hide) +8 (Extras: Listen, Search and Spot), Reincarnation +6 (Slow x4, takes 1 week instead of 1 round).

Plus two of the following powers;

1) Energy Blast +3 (Extras: Ghost Touch, Drain Attribute, Trigger – Drain Attribute, Flaws: One Attribute (Cha))

2) Drain: Attribute +3 (Extras: Ghost Touch, Slow Recovery x3 (per day), Trigger -on a touch attack, Flaws: Restricted –only when Triggered)

3) Drain Attribute +3 (Extras: Ghost Touch, Area x2, Extra Attribute x2 (Dex, Con), Flaws: One Attribute (Str), Restricted (cannot be used again on the same day vs anyone who has resisted it, Limited – sight based, cannot be used in areas of Obscurement or to affect sightless creatures or inanimate targets)

4) Possession +6

5) Telekinesis +6

6) Super-Charisma +5 (Extra: Intimidating Presence, Flaw: only to Intimidate)

[6 HD Ghost used as base.]

 

Zombie: Medium Undead: Init –1 (Dex); Defense 9 (-1 Dex); Spd 30 ft.; Atk +0 melee (+2S dmg, slam); SV Dmg +4, Fort +0, Ref -1, Will +1; Str 12, Dex 8, Con -, Int -, Wis 10, Cha 1.

Skills: none.

Feats: Darkvision, Immunities (critical hits, ability drain, exhaustion, aging, suffocation, poison, disease, starvation), Toughness.

Powers: Protection +5, Natural Weapon (Stun dmg slam) +1, Amazing Save: Damage +2,  Amazing Save: Will +1.

Weakness: Disabled (single actions only, cannot run).

[2 HD human commoner Zombie used as base.]

 

Lumbering Brute: Large Undead: Init –2 (Dex); Defense 7 (-1 size, -2 Dex); Spd 30 ft.; Atk +0 melee (+6S dmg, slam); SV Dmg +11, Fort +1, Ref -1, Will +2; Str 20, Dex 6, Con -, Int -, Wis 10, Cha 1.

Skills: none.

Feats: Darkvision, Immunities (critical hits, ability drain, exhaustion, aging, suffocation, poison, disease, starvation), Toughness, Extra Reach (+5 ft.).

Powers: Super-Strength +1, Protection +5, Natural Weapon (Stun dmg slam) +1, Amazing Save: Damage +9, Amazing Save: Fortitude +1 (Extra: Reflex), Amazing Save: Will +2.  [Optional Greatclub, Weapon +2.)

Weakness: Disabled (single actions only, cannot run).

[8 HD Ogre Zombie used as base.]

 

Corpse Colossus (Unholy Abomination): Colossal Undead: Init –3 (Dex); Defense -1 (-8 size, -3 Dex); Spd 30 ft.; Atk +17 melee (+21S dmg, slam); SV Dmg +33, Fort +10, Ref +7, Will +15; Str 20, Dex 4, Con -, Int -, Wis 10, Cha 1.

Skills: none.

Feats: Darkvision, Immunities (critical hits, ability drain, exhaustion, aging, suffocation, poison, disease, starvation), Toughness, Extra Reach x4 (+20 ft.).

Powers: Super-Strength +12, Protection +5, Natural Weapon (Stun dmg slam) +4, Amazing Save: Damage +31, Amazing Save: Fortitude +10 (Extra: Reflex), Amazing Save: Will +15.  [Optional Greatclub, Weapon +2.)

Weakness: Disabled (single actions only, cannot run).

[60 HD Colossal stitched-together-pile-of-corpses Zombie used as base, advanced from Medium human commoner Zombie.]

 

Skeleton: Medium Undead: Init +5 (+1 Dex, +4 Improved Initiative); Defense 11 (+1 Dex); Spd 30 ft.; Atk +0/+0 melee (+1L dmg, claws); SV Dmg +2, Fort +0, Ref +1, Will +1; Str 13, Dex 13, Con -, Int -, Wis 10, Cha 1.  [The Dex 17 mentioned in the SRD is likely a typo.  Neither the creatures Reflex Save nor Initiative are adjusted for a 17 Dex.]

Skills: none.

Feats: Darkvision, Immunities (critical hits, ability drain, exhaustion, aging, suffocation, poison, disease, starvation, cold), Improved Initiative, Extra Limb, Extra Attack (2 Claws, P).

Powers: Protection +5, Amazing Save: Damage +2, Amazing Save: Will +1.  [Optional; some Skeletons may be equipped with Armor (+1 to 4 Armor, depending on quality), Shields (Deflection +2) and / or Swords (Weapon +1 to 4, depending on quality).]

[1 HD human Warrior Skeleton used as base.]

 

Skeleton: Large Undead: Init +4 (+4 Improved Initiative); Defense 9 (-1 size); Spd 30 ft.; Atk +4/+4 melee (+1L dmg, claws); SV Dmg +4, Fort +0, Ref +0, Will +1; Str 20, Dex 11, Con -, Int -, Wis 10, Cha 1.

Skills: none.

Feats: Darkvision, Immunities (critical hits, ability drain, exhaustion, aging, suffocation, poison, disease, starvation, cold), Improved Initiative, Extra Limb, Extra Attack (2 Claws, P), Extra Reach (+5 ft.).

Powers: Natural Weapon +1 (claws), Protection +5, Amazing Save: Damage +4, Amazing Save: Will +1.  [Optional; some Skeletons may be equipped with Armor (+2 to 6 Armor, depending on quality), large Shields (Deflection +4) and / or Greatswords (Weapon +2 to 6, depending on quality).]

[2 HD large Skeleton used as base, advanced from human Warrior Skeleton.]

 

Bone Colossus: Colossal Undead: Init +3 (-1 Dex, +4 Improved Initiative); Defense 1 (-8 size. –1 Dex); Spd 30 ft.; Atk +13/+13 melee (+20L dmg, claws); SV Dmg +28, Fort +8, Ref +7, Will +12; Str 20, Dex 9, Con -, Int -, Wis 10, Cha 1.

Skills: none.

Feats: Darkvision, Immunities (critical hits, ability drain, exhaustion, aging, suffocation, poison, disease, starvation, cold), Improved Initiative, Extra Limb, Extra Attack (2 Claws, P), Extra Reach (+5 ft.).

Powers: Super-Strength +12, Natural Weapon +3 (claws), Protection +5, Amazing Save: Damage +28, Amazing Save: Fortitude +8 (Extra: Reflex), Amazing Save: Will +12.

[48 HD colossal necromantic construct made from the bones of an entire graveyard, advanced to Colossal size from human Warrior Skeleton.]