TEXT: Type to enter text
  CAMPAIGN CODEX #2: 
  RAGING SWAN PRESS
  LESSER UNDEAD
  OSR
  
  	
  YOUR TIME IS PRECIOUS 
  MAKE YOUR CAMPAIGN PREP. EASIER 
  JOIN RAGING SWAN PRESS’S PATREON CAMPAIGN 
  PATREON.COM/RAGINGSWANPRESS 
  
  CAMPAIGN CODEX: LESSER UNDEAD 
  Presenting stat blocks, variant stat blocks and a slew of other easy-to-use material to personalise and bring to life your NPCs the Campaign 
  Codex line does the hard work so you can focus on crafting a memorable and enjoyable game for you and your friends. 
  This instalment presents ghasts, ghouls, skeletons, wights and zombies. 
  C RE DI TS 
  Design: Creighton Broadhurst and Bart Wynants 
  Development: Creighton Broadhurst  
  Art: Rick Hershey, William McAusland and Dean Spencer. Some 
  artwork copyright William McAusland, used with permission. 
  Publisher’s Choice Quality Stock Art © Rick Hershey/Fat Goblin 
  Games. 
  All rights reserved. No part of this publication may be reproduced, 
  stored in a retrieval system or transmitted, in any form or by any 
  means, without the prior permission in writing of Raging Swan 
  Press or as expressly permitted by law. 
  U SIN G THI S SUPPLEM ENT 
  These notes explain how to use this book. Each featured creature 
  beneﬁts from the following material: 
  •
  Stat Blocks and Variant Stat Blocks: Each featured creature 
  beneﬁts from a basic stat block and several variant stat blocks 
  with different equipment and abilities. Use these to add 
  variety to encounters featuring the creature. 
  •
  Treasure: Generate the creature’s coin wealth, on this table. 
  •
  Trash & Trinkets: Use this table, to determine the creature’s 
  interesting possessions. They can be nothing but “creature 
  dressing” or could be more signiﬁcant in some way. 
  •
  Notable Physical Characteristics: Use this table, to 
  determine the creature’s general appearance. 
  •
  Roleplaying Notes & Hooks: Use this table, to generate a 
  roleplaying hook for the creature. 
  •
  Names: If you need to name a creature, roll on this table. 
  Remember, you do not have to use all these tables all the time. 
  Not every foe needs a name, notable appearance and interesting 
  piece of treasure. 
  FEATURED CREATURES 
  ©Raging Swan Press 2020. 
  To contact us, email gatekeeper @ragingswan.com 
  To learn more about Raging Swan Press, visit ragingswan.com  
  To learn more about Raging Swan Press on Patreon, visit 
  patreon.com/ragingswanpress 
  Ghast 
  2 
  _____________________________________________________
  Slavering Ghast 
  2 
  ...............................................................................
  Ghastly Priest 
  2 
  ...................................................................................
  Ghoul 
  4 
  ____________________________________________________
  Ghoulish Thief 
  4 
  .................................................................................
  Slavering Ghoul 
  4 
  ..............................................................................
  Ghoulish Acolyte 
  4 
  .............................................................................
  Skeleton 
  6 
  __________________________________________________
  Skeletal Warrior 
  6 
  ...............................................................................
  Skeletal Champion 
  6 
  .........................................................................
  Skeletal Wizard 
  6 
  ................................................................................
  Wight 
  8 
  ____________________________________________________
  Half-Strength Wight 
  8 
  ........................................................................
  Barrow Wight 
  8 
  ..................................................................................
  Barrow Guard 
  8 
  ..................................................................................
  Zombie 
  10 
  __________________________________________________
  Legless Zombie 
  10 
  .............................................................................
  Moaning Zombie 
  10 
  ..........................................................................
  Rotting Zombie 
  10
  .............................................................................
  OSR
  
  G H AS T 
  All ghasts have the following abilities: 
  Immunities Ghasts are immune to sleep and charm spells. 
  Cold Iron Vulnerability Weapons forged of cold iron inﬂict 
  double damage to ghasts. 
  Magic Circle Vulnerability A magic circle of protection from evil 
  used in conjunction with cold iron keeps ghasts at bay. 
  Paralysis A ghast’s touch causes paralysis in all humanoids 
  including elves. A successful saving throw versus paralysation 
  negates this effect. 
  Stench Ghasts exude a carrion stench in a 10 ft. radius. Characters 
  within the stench must save against poison to avoid retching 
  and nausea. Characters failing the saving throw suffer a -2 
  penalty on their “to hit” rolls.  
  GH AST 
  Medium undead, chaotic evil (XP 266) 
  Move 15’’ 
  Armour Class 4 (natural) 
  Hit Points 18 (4 HD) 
  Attacks (THAC0 15) claw (1-4 plus paralysis), claw (1-4 plus 
  paralysis) and bite (1-8 plus paralysis) 
  VARIANT GHASTS 
  SLAV E R ING G HA ST 
  Medium undead, chaotic evil (XP 291) 
  Move 15’’ 
  Armour Class 4 (natural) 
  Hit Points 18 (4 HD) 
  Attacks (THAC0 15) claw (1-4 plus paralysis), claw (1-4 plus 
  paralysis) and bite (1-8 plus paralysis) 
  Ravening Hunger Driven wild by hunger, a slavering ghast can 
  either make one extra attack each round with its bite or attack 
  once with a +2 bonus to hit to its bite attack. 
  GH AST LY P RIE ST 
  Medium undead, chaotic evil (XP 331) 
  Move 15’’ 
  Armour Class 4 (natural) 
  Hit Points 18 (4 HD) 
  Attacks (THAC0 15) claw (1-4 plus paralysis), claw (1-4 plus 
  paralysis) and bite (1-8 plus paralysis) 
  Spellcasting The ghast has a Wisdom of 13 and the spellcasting 
  powers of a 4th-level cleric: 
   
  2nd—hold person, silence 15’ radius 
   
  1st—bless, command (2), protection from good 
  TREASURE 
  TRASH & TRINKETS 
  d20 TREASURE
  d20 TREASURE
  1
  9 cp
  11
  1 gp, 7 sp, 2 cp
  2
  2 sp, 4 cp
  12
  6 sp, 2 cp
  3
  1 sp, 9 cp
  13
  5 gp, 17 sp, 6 cp
  4
  2 sp
  14
  7 gp, 10 cp
  5
  8 cp
  15
  7 gp, 9 sp, 3 cp
  6
  1 sp, 11 cp
  16
  8 gp, 10 sp, 6 cp
  7
  1 gp, 4 sp, 10 cp
  17
  9 gp, 5 sp, 5 cp
  8
  1 gp, 3 sp, 7 cp
  18
  10 gp, 2 sp, 2 cp
  9
  11 sp, 1 cp
  19
  11 gp, 5 sp, 8 cp
  10
  1 gp, 6 sp, 1 cp
  20
  5 pp
  d20
  TRASH & TRINKETS
  1
  A knife encrusted with ﬁlth, dried excrement and blood
  2
  A pair of low soft boots encrusted with blood, bile and 
  fragments of intestines
  3
  A gnawed leg bone incised with deliberate cuts which 
  could be a count or crude runic writings
  4
  A rotting hand clutching an unopened vial of holy water 
  5
  A fragment of parchment showing a map of the 
  surrounding areas
  6
  A blood-soaked backpack missing one of its straps 
  containing a coiled 50 ft. length of knotted silk rope
  7
  A fur-lined cloak which stinks of ghast, and is 
  consequently near worthless
  8
  A fragment of studded leather armour wrapped around 
  the chewed-upon corpse of a hoary badger
  9
  A bone whistle which emits a sound too high for a 
  human to detect—but which undead hear with crystal 
  clear clarity
  10
  A grimy sack holding a rusty pick and shovel
  11
  A pouch of now horribly ruined spices
  12
  A chipped stone statuette of a crouching cat
  13
  A miraculously clean handkerchief
  14
  An elegant wide-brimmed red velvet hat ﬁnished with 
  three long white feathers
  15
  A heart-shaped silver pendant hanging from a slender 
  broken silver chain
  16
  A rusty set of keys
  17
  A black ﬁngerless glove
  18
  A lump of charcoal carefully wrapped in a strip of cloth
  19
  A black mask with two ragged eyeholes 
  20
  A book—My Amazing Life written by Vilimzair Aralivar—
  signed by the legendary bard himself!
  2
  
  NOTABLE PHYSICAL CHARACTERISTICS 
  ROLEPLAYING NOTES & HOOKS 
  NAMES 
  GHAST VOCABULARY 
  Descriptors: Thin, skinny, emaciated, starved, stink, stench, 
  nauseous, noisome, malodorous, mephitic, loathsome 
   
  Actions: Creep, pounce, slaver, howl, scream 
  d20
  THE GHAST…
  1
  Emanates a stench so vile it is as if Hell’s gates are open
  2
  Is so emaciated its grey skin is almost translucent
  3
  Wears a bloody burial shroud like a poncho
  4
  Has long, curved claw-like ﬁngers encrusted with earth
  5
  Is hairless
  6
  Smells like putrid ﬂesh left out in the hot sun for days
  7
  Has the tell-tale signs of torture all over its skinny body
  8
  Has rubbed wet earth over its body, giving it a mottled, 
  diseased look
  9
  Wears the decomposing scalp of a prior victim as a hat
  10
  Has curved, vampire-like fangs
  11
  Stinks of rotten fruit and excrement
  12
  Wears an all-encompassing dirty cloak
  13
  Emits a fetid stench similar to putrid fruit
  14
  Howls with joy at the sight of fresh meat
  15
  Is—ironically—missing its nose; just a blood hole remains
  16
  Smells of death, decay and corruption
  17
  Has doused itself in rank perfume to mask its stench
  18
  Is almost seven-foot tall and towers over its fellows
  19
  Smells like it has been drenched with pungent urine
  20
  Stinks of sulphur
  d20
  THE GHAST…
  1
  Drools and cackles—hunger has driven it insane
  2
  Capers about on all-fours while insanely jabbering
  3
  Drags away the ﬁrst paralysed foe for a private feast
  4
  Is not above eating its fallen brethren
  5
  Vomits foul yellow bile over its ﬁrst opponent
  6
  Tries to grapple its foe before worrying its neck
  7
  Skirts combat looking for an easy target
  8
  Is the pack’s leader—and loudly leads from the back
  9
  Likes soft ﬂesh and prefers to bite at a foe’s buttocks
  10
  Has a light crossbow—and uses it against spellcasters
  11
  Has no control over its bowels—and smells terrible
  12
  Rubs itself with a chunk of putriﬁed ﬂesh
  13
  Cannot stop chewing, although its mouth is empty
  14
  Clubs its enemies with a gnawed, decomposing leg
  15
  Drools uncontrollably and drenches its foes in spittle
  16
  Is uncontrollably ﬂatulent—which adds to its stink
  17
  Dribbles greenish vomit down its chin
  18
  Has a piercing, unblinking gaze and unshakeable focus
  19
  Breaks a tooth on the ﬁrst character it bites
  20
  Chooses retreat over death, if things go badly
  d20 FEMALE NAME
  d20
  1
  Amare
  11
  Adad
  2
  Aruru
  12
  Ekur
  3
  Eulli
  13
  Etana
  4
  Meania
  14
  Namtar
  5
  Nigbau
  15
  Ninazu
  6
  Sabit
  16
  Dungio
  7
  Zimu
  17
  Akalamdug
  8
  Siduri
  18
  Damuzi
  9
  Inanna
  19
  Sangasu
  10
  Gemekala
  20
  Utu
  3
  
  G H OUL 
  All ghouls have the following abilities: 
  Immunities Ghouls are immune to sleep and charm spells. 
  Magic Circle Vulnerability A magic circle of protection from evil 
  keeps ghouls completely at bay. 
  Paralysis A ghoul’s touch causes paralysis in all humanoids except 
  elves. A successful saving throw versus paralysation negates 
  this effect. 
  GH O UL 
  Medium undead, chaotic evil (XP 83) 
  Move 9’’ 
  Armour Class 6 (natural) 
  Hit Points 9 (2 HD) 
  Attacks (THAC0 16) claw (1-3 plus paralysis), claw (1-3 plus 
  paralysis) and bite (1-6 plus paralysis) 
  VARIANT GHOULS 
  GH O UL I S H T HI E F 
  Medium undead, chaotic evil (XP 91) 
  Move 9’’ 
  Armour Class 6 (natural) 
  Hit Points 9 (2 HD) 
  Attacks (THAC0 16) claw (1-3 plus paralysis), claw (1-3 plus 
  paralysis) and bite (1-6 plus paralysis) 
  Thief A ghoulish thief has some of the skills of a 2nd-level thief 
  (MS 21%, HiS 15%, HN 10%, CW 86%) which it uses to hunt 
  down its prey. 
  SLAV E R ING G HO UL 
  Medium undead, chaotic evil (XP 91) 
  Move 9’’ 
  Armour Class 6 (natural) 
  Hit Points 9 (2 HD) 
  Attacks (THAC0 16) claw (1-3 plus paralysis), claw (1-3 plus 
  paralysis) and bite (1-6 plus paralysis) 
  Ravening Hunger Driven wild by hunger, a slavering ghoul can 
  either make one extra attack each round with its bite or attack 
  once with a +2 bonus to hit to its bite attack. 
  GH O UL I S H A CO LYT E 
  Medium undead, chaotic evil (XP 128) 
  Move 9’’ 
  Armour Class 6 (natural) 
  Hit Points 9 (2 HD) 
  Attacks (THAC0 16) claw (1-3 plus paralysis), claw (1-3 plus 
  paralysis) and bite (1-6 plus paralysis) 
  Spellcasting The ghast has a Wisdom of 13 and the spellcasting 
  powers of a 2nd-level cleric: 
   
  1st—command (2), protection from good 
  TREASURE 
  TRASH & TRINKETS 
  d20 TREASURE
  d20 TREASURE
  1
  1 sp, 7 cp
  11
  1 gp, 12 sp, 10 cp
  2
  2 sp
  12
  8 sp, 5 cp
  3
  2 sp, 1 cp
  13
  5 gp, 25 sp, 2 cp
  4
  1 sp, 4 cp
  14
  6 gp, 10 sp, 5 cp
  5
  10 cp
  15
  8 gp, 9 sp, 1 cp
  6
  16 cp
  16
  7 gp, 2 sp, 8 cp
  7
  8 sp, 1 cp
  17
  9 gp, 7 sp, 7 cp
  8
  1 gp, 3 sp, 10 cp
  18
  12 gp, 14 sp
  9
  1 gp, 7 sp, 1 cp
  19
  7 gp, 26 sp, 4 cp
  10
  1 gp, 4 sp, 8 cp
  20
  4 pp, 6 gp, 8 sp, 5 cp
  d20
  TRASH & TRINKETS
  1
  A ripped and torn leather belt covered in blood and dirt
  2
  A pouch holding a mass of spoiled spell components
  3
  A grimy ivory statuette of a hornless unicorn
  4
  A four-foot length of string from which depend 
  nineteen ﬁnger bones of various sizes and states of 
  decomposition
  5
  A silver anklet set with skull charms
  6
  A pouch holding some chewed coins (roll on “Treasure” 
  to determine how many coins ﬁll the pouch)
  7
  A gold hoop earring yet attached to a decomposing ear
  8
  A broken horn ﬂute sized for a halﬂing or child
  9
  A ragged acolyte’s robes as worn by the members of a 
  local good-aligned faith; any holy sigils have been 
  ripped off the garment
  10
  An old boot ﬁlled with gnawed, splintered bones
  11
  A pile of shredded, bloody mould-encrusted clothes
  12
  A torn apart spell component pouch suitable for a 
  necromancer or other student of the dead
  13
  A silver dagger missing its tip sized for a halﬂing
  14
  A dented holy symbol depicting a rising sun
  15
  An old verdigris-covered brass statuette depicting a 
  squatting three-eyed, three-mouthed frog-like creature
  16
  A ragged brown shoulder-length cape
  17
  An (unlucky) horseshoe
  18
  A squashed once beautiful silver coffer suitable for 
  holding jewellery 
  19
  A ripped and torn map partially covered in excrement 
  and blood depicting part of the legendary dungeon of 
  Gloamhold which lies in the Duchy of Ashlar
  20
  An iron vial contains a half-evaporated potion of 
  invisibility (which has half the usual duration)
  4
  
  NOTABLE PHYSICAL CHARACTERISTICS 
  ROLEPLAYING NOTES & HOOKS 
  NAMES 
  GHOUL VOCABULARY 
  Descriptors: Thin, skinny, emaciated, scrawny, lean, skeletal 
   
  Actions: Creep, pounce, furtive, sly, skulk, slaver, howl, scream 
  d20
  THE GHOUL…
  1
  Is missing both ears—just gaping holes remain
  2
  Has crimson, glowing eyes
  3
  Wears a bloody bandage over its eyes
  4
  Is so skinny its rib bones stick out like ridges
  5
  Is smaller than its fellows—it was once a halﬂing
  6
  Has brown mould growing on its back and chest
  7
  Oozes yellow pus from a jagged throat wound
  8
  Has black eyes ﬂecked with red motes of light
  9
  Is naked but for a pair of thigh-high leather boots
  10
  Has a crude tattoo of a dagger cut into its scalp
  11
  Wears a covering of earth and soil like a second skin
  12
  Has badly healed scars all over its body
  13
  Is missing its left hand—only a jagged bone remains
  14
  Limps toward the party—a caltrop pierces its left foot
  15
  Has a dislocated shoulder and is in obvious pain
  16
  Clutches a bloody, ﬁlthy knife
  17
  Has a seeping, puss-ﬁlled wound on its left leg
  18
  Has one black eye and one red eye
  19
  Has an abnormally long red tongue
  20
  Wears the sigil of the death god cut into its chest
  d20
  THE GHOUL…
  1
  Is terriﬁed by bright light—and ﬂees from such
  2
  Is mindless with hunger, and thinks of nothing but food
  3
  Hops from foot to foot in excitement 
  4
  Sings a wordless dirge in a high-pitched voice
  5
  Picks its teeth with a shard of ﬁnger bone
  6
  Is consumed by stomach cramps
  7
  Is lazy and only attacks paralysed or unconscious foes
  8
  Clutches its stomach as if beset by great hunger or pain
  9
  Incessantly grins to reveal its sharp, ﬁlthy teeth
  10
  Minces about like a deranged dancer
  11
  Throws grave dirt at its foe’s eyes to blind them
  12
  Hoots and snorts in a deranged fashion
  13
  Likes to ambush foes from above
  14
  Pays no attention to defending itself
  15
  Is mad with hunger—even the other ghouls avoid it
  16
  Chomps wildly on a severed arm, and won’t drop it
  17
  Slinks forward on its belly, trying to escape notice
  18
  Throws its fetid loincloth at the nearest character
  19
  Laughs unceasingly as if enjoying a hilarious joke
  20
  Craves both love and food, and could be trained as a 
  pet of sorts by a character who doesn’t mind its diet
  d20 FEMALE NAME
  d20 MALE NAME
  1
  Ailred
  11
  Morcaer
  2
  Eanith
  12
  Ulf
  3
  Frithwyn
  13
  Baldred
  4
  Hild
  14
  Brid
  5
  Leofrum
  15
  Ceol
  6
  Oshild
  16
  Eorhic
  7
  Saehild
  17
  Gyric
  8
  Ymma
  18
  Osred
  9
  Eadgil
  19
  Sithric
  10
  Bucge
  20
  Wynstan
  5
  
  SK E LETO N 
  All skeletons have the following abilities: 
  Immunities Skeletons are immune to sleep, charm, hold and cold-
  based spells. 
  Weapon Resistance Skeletons only suffer half damage from 
  sharp and/or edged weapons. 
  Holy Water Vulnerability Skeletons suffer 2-8 hit points of 
  damage, if struck by a vial of holy water. 
  SKE LE TO N 
  Medium undead, neutral (XP 18) 
  Move 12’’ 
  Armour Class 7 (natural) 
  Hit Points 4 (1 HD) 
  Attacks (THAC0 19) any weapon (1-6) 
  VARIANT SKELETONS 
  SKE LE TA L W A R R IOR 
  Medium undead, neutral (XP 18) 
  Move 9’’ 
  Armour Class 5 (rusty chain mail) 
  Hit Points 4 (1 HD) 
  Attacks (THAC0 19) longsword (1-6) or spear (1-6) 
  SKE LE TA L C HA M PI ON 
  Medium undead, neutral (XP 92) 
  Move 9’’ 
  Armour Class 3 (banded mail) 
  Turning A skeletal champion is turned as a ghast. 
  Hit Points 19 (4 HD) 
  Attacks (THAC0 15) longsword (1-6) or spear (1-6) 
  SKE LE TA L W I Z A R D 
  Medium undead, neutral (XP 157) 
  Move 12’’ 
  Armour Class 7 (natural) 
  Turning A skeletal wizard is turned as a ghast. 
  Hit Points 19 (4 HD) 
  Attacks (THAC0 15) dagger (1-6) 
  Spellcasting The skeletal wizard has the spellcasting powers of a 
  4th-level magic-user: 
   
  2nd—ray of enfeeblement, stinking cloud 
   
  1st—burning hands, magic missile, protection from good 
  TREASURE 
  TRASH & TRINKETS 
  d20 TREASURE
  d20 TREASURE
  1
  7 cp
  11
  1 ep, 10 sp, 3 cp
  2
  1 sp, 9 cp
  12
  1 gp, 1 sp, 1 cp
  3
  1 sp, 7 cp
  13
  3 gp, 4 ep, 9 sp, 8 cp
  4
  16 cp
  14
  4 gp, 4 ep, 3 sp, 3 cp
  5
  1 sp
  15
  1 pp, 3 gp, 10 sp, 1 cp
  6
  2 sp, 2 cp
  16
  8 gp, 17 sp, 3 cp
  7
  1 gp, 1 sp, 9 cp
  17
  6 gp, 9 sp, 6 cp
  8
  2 ep, 3 sp, 3 cp
  18
  9 gp, 1 ep, 4 sp, 6 cp
  9
  2 ep, 1 sp, 5 cp
  19
  1 pp, 2 gp, 5 sp, 2 cp
  10
  10 sp, 18 cp
  20
  3 pp, 15 gp, 4 ep, 4 sp
  d20
  TRASH & TRINKETS
  1
  A pair of good leather boots with a hole in the left sole
  2
  A tarnished bronze chain necklace hung with charms of 
  devils, demons and skeletons
  3
  A scrap of ﬁne silken burial shroud
  4
  A pair of (loose) ivory false teeth
  5
  A chipped and dirty gold ring 
  6
  A scrap of rusting chain mail with the remains of a faint 
  heraldic device
  7
  A wide leather belt festooned with small pouches ﬁlled 
  with decomposing and rusting odds and ends
  8
  A pair of black leather elbow-length gloves
  9
  A yellowing—once white—linen bandana with a stylised 
  stitched pattern of leaves and ﬂowers
  10
  A suit of mouldy bloodstained leather armour
  11
  A ﬁne dagger with a silvered pommel in a mouldering 
  leather scabbard
  12
  A rising sun holy symbol of Darlen decorated with tiny 
  ﬂecks of transparent yellow and orange carnelians
  13
  A chunky silver signet ring set with an ornate rearing 
  swan device
  14
  A copper anklet decorated with a complicated 
  geometric pattern
  15
  A set of white fur-topped thigh-high boots with metal 
  strips sowed into the front for protection
  16
  A soiled burial shift
  17
  A set of leather bracers decorated with arrow sigils
  18
  A ripped and tattered white dress streaked with blood
  19
  A frayed hangman’s noose 
  20
  A skull-shaped holy symbol of Braal decorated with tiny 
  ﬂecks of black obsidian
  6
  
  NOTABLE PHYSICAL CHARACTERISTICS 
  ROLEPLAYING NOTES & HOOKS 
  NAMES 
  SKELETON VOCABULARY 
  Descriptors: Skeletal, bony, yellowing, pitted, crumbling, clacking 
   
  Actions: Stalk, implacable, fearless, merciless, indefatigable  
  d20
  THE SKELETON…
  1
  Is missing its jaw
  2
  Has wisps of straggly blond hair clinging to its skull
  3
  Wears old, worn-through leather boots
  4
  Has an arrow wedged in its ribcage
  5
  Has black spiders crawling about inside its ribcage
  6
  Is missing half its rib bones
  7
  Grasps a rotting rat in its mouth
  8
  Has yellowing bones; its skull has half disintegrated
  9
  Only has one arm
  10
  Wears dusty, stained clothes of an olden style
  11
  Wears a long, frayed purple robe
  12
  Is missing a chunk of skull
  13
  Is wrapped in a burial shroud and looks like a mummy
  14
  Wears nothing but a mouldy loincloth
  15
  Has red motes of light in its eye sockets
  16
  Has an intricate tattoo drawn into its skull
  17
  Has dried blood and viscera splattered over its armour
  18
  Wears armour covered in yellow mould
  19
  Has many nicks and cuts in its bones
  20
  Glows with a soft radiance equal to a candle
  d20
  THE SKELETON…
  1
  Picks a target and ignores all others
  2
  Capers about like a mad fool as it advances
  3
  Hisses at its enemies, through broken teeth
  4
  Gnashes its teeth at enemies
  5
  Grins menacingly and opens its mouth wide
  6
  Staggers about as if drunk or disorientated
  7
  Opens its mouth wide as if silently screaming
  8
  Gesticulates at its fellows wildly as if urging them on
  9
  Raises its hands as if surrendering as it is destroyed
  10
  Is slower than its fellows and hangs back from melee
  11
  Has a wide toothless grin
  12
  Host a small swarm of ﬂies in its ribcage
  13
  Waves its weapon around its head before attacking
  14
  Slowly advances in a crouch
  15
  Rushes at its enemies
  16
  Falls over when ﬁrst hit; quickly stands back up
  17
  Loses its head when ﬁrst damaged; ﬁghts on
  18
  Tries to bite its foes along with its normal attack
  19
  Has many red beetles crawling about its body
  20
  Still has vestiges of its (shrivelled) internal organs; they 
  fall out of its ribcage during a ﬁght
  d20 FEMALE NAME
  d20 MALE NAME
  1
  Aili
  11
  Anton
  2
  Elli
  12
  Eero
  3
  Helga
  13
  Hannes
  4
  Ilmatar
  14
  Iasak
  5
  Kaarina
  15
  Immo
  6
  Leena
  16
  Jegor
  7
  Maaria
  17
  Kalle
  8
  Rauna
  18
  Niko
  9
  Tuuli
  19
  Pieti
  10
  Vilutar
  20
  Tapio
  7
  
  W IG HT 
  All wights have the following abilities: 
  Immunities Wights are immune to sleep, charm, hold and cold-
  based spells as well as poison and paralysation. They cannot 
  be injured by normal weapons; only silver or magical weapons 
  can harm them. 
  Vulnerabilities Wights suffer 2-8 hit points of damage, if struck by 
  a vial of holy water. A raise dead cast on a wight destroys it. 
  Drain Life Energy A wight’s attacks drain their opponent’s life 
  energy. Each successful hit drains one level of experience (and 
  all the beneﬁts gained from that level) from the target. Any 
  human totally drained of life energy becomes a half-strength 
  wight under the control of its slayer. 
  WI G HT  
  Medium undead, lawful evil (XP 645) 
  Move 12’’ 
  Armour Class 5 (natural) 
  Hit Points 21 (4+3 HD) 
  Attacks (THAC0 15) natural attack (1-4 plus one experience level) 
  VARIANT WIGHTS 
  HA L F-S TR E NGT H WI GHT 
  Medium undead, lawful evil (XP 430) 
  Move 12’’ 
  Armour Class 5 (natural) 
  Hit Points 10 (2+1 HD) 
  Attacks (THAC0 16) natural attack (1-4 plus one experience level) 
  B AR R O W W I GHT 
  Medium undead, lawful evil (XP 1,086) 
  Move 12’’ 
  Armour Class 3 (natural) 
  Hit Points 31 (6+4 HD) 
  Attacks (THAC0 13) natural attack (1-4 plus one experience level) 
  Silent Hunter Barrow wights are adept at moving silently (47% 
  chance) and hiding in shadows (37% chance). 
  B AR R O W GUA R D 
  Medium undead, lawful evil (XP 1,211) 
  Move 12’’ 
  Armour Class 3 (natural) 
  Hit Points 31 (6+4 HD) 
  Attacks (THAC0 13) natural attack (1-4 plus one experience level) 
  Spellcasting The barrow guard has the spellcasting powers of a 
  6th-level illusionist: 
   
  3rd—fear 
   
  2nd—blindness, blur, hypnotic pattern 
   
  1st—change self, darkness, hypnotism, wall of fog 
  TREASURE 
  TRASH & TRINKETS 
  d20 TREASURE
  d20 TREASURE
  1
  13 cp
  11
  1 gp, 5 sp, 21 cp
  2
  1 sp, 6 cp
  12
  1 gp, 1 ep, 2 sp
  3
  1 sp, 10 cp
  13
  2 gp, 2 ep, 5 sp
  4
  2 sp
  14
  3 gp, 1 ep, 7sp, 24 cp
  5
  1 sp, 12 cp
  15
  5 gp, 3 ep, 15 sp
  6
  2 sp, 4 cp
  16
  7 gp, 27 sp, 36 cp
  7
  6 sp, 41 cp
  17
  10 gp, 1 ep, 47 cp
  8
  9 sp, 29 cp
  18
  1 pp, 1 gp, 20 sp
  9
  13 sp, 14 cp
  19
  1 pp, 9 ep, 5 sp, 8 cp
  10
  14 sp, 5 cp
  20
  1 pp, 7 gp, 30 sp
  d20
  TRASH & TRINKETS
  1
  A broken sword hilt bearing the crest of a long-dead 
  noble family
  2
  A grisly lantern crafted from a dwarf’s skull hung from a 
  black iron chain
  3
  An iron gauntlet bristling with wicked barbs sized for a 
  halﬂing or human child
  4
  An ancient ﬂint dagger with a razor-sharp edge and a 
  crude handle wrapped in ﬂayed skin
  5
  A frayed pouch containing clumps of dried purple moss 
  crawling with red and black ants
  6
  A defaced holy symbol encrusted with blackened blood
  7
  A pair of sturdy manacles lined with spikes on the inside
  8
  A notched bronze handaxe, worn with age
  9
  A cracked black onyx exuding thin wisps of blue smoke
  10
  A stoppered pewter ﬂask containing strong, foul-
  smelling alcohol
  11
  A slender, six-inch fang wrenched from some horrible 
  beast set into a copper necklace
  12
  An ornate iron ﬂask holding scented oil smelling faintly 
  of rosemary
  13
  A carved piece of antler resembling a tiny horse
  14
  A bronze clasp holding the tattered remains of a cloak
  15
  A set of ﬁve rusted iron spikes
  16
  A single lock of ancient and brittle ash-blonde hair
  17
  A dried sheep’s heart pierced with thorny branches
  18
  A damp rosewood box containing 2d4 seeds of long-
  extinct plants
  19
  An ornate scabbard depicting an unknown hero’s 
  journey picked out in ﬁlthy silver and gold thread
  20
  An octagonal coin from a fallen kingdom with faded 
  markings, minted from  jet-black metal
  8
  
  NOTABLE PHYSICAL CHARACTERISTICS 
  ROLEPLAYING NOTES & HOOKS 
  NAMES 
  WIGHT VOCABULARY 
  Descriptors: Ancient, withered, time-worn, decaying, desiccated, 
  relentless, implacable, merciless, sullen, grim, pale, cold 
   
  Actions: Stride, stalk, shufﬂe, hiss, rasp, screech, thrust, parry, 
  shatter, sunder, wither, wilt, terrify 
  d20
  THE WIGHT…
  1
  Has a ﬁst-sized stone jammed between its broken teeth
  2
  Wears a gilded death mask showing angelic features
  3
  Has glowing red runes carved into its exposed ribs
  4
  Is missing almost half of its skull
  5
  Oozes a cold, white mist from its ribcage
  6
  Has a broken arm
  7
  Wears ancient cobwebs, like a ghostly veil
  8
  Wears spurred boots which jingle softly as it walks
  9
  Has pale moss and toadstools clinging to its bones
  10
  Is riddled with broken arrow-shafts
  11
  Has long, dark braids of hair still attached to its scalp
  12
  Has charred and blackened bones smelling of wet ash
  13
  Is home to countless beetles crawling across its body
  14
  Has exceptionally long teeth, hair and nails
  15
  Wears a black iron crown nailed into its skull
  16
  Has an ancient silver coin wedged into one eye socket
  17
  Walks haltingly, dragging a broken leg
  18
  Wears its own tattered skin like a ceremonial robe
  19
  Smells strongly of ancient balm and rancid oils
  20
  Wears an imposing antlered great helm
  d20
  THE WIGHT…
  1
  Fights with honour, following an ancient warrior’s creed
  2
  Hates clerics with undying zeal
  3
  Hisses a torrent of ancient curses at the characters
  4
  Fears ﬁre and retreats from open ﬂames
  5
  Retreats early in battle to set up an ambush later
  6
  Tosses a severed head at the characters before combat
  7
  Eschews the use of weapons
  8
  Is howling mad and wildly unpredictable
  9
  Is a guardian who doesn’t attack unless provoked
  10
  Drags its weapon across the ﬂoor as it moves
  11
  Challenges the strongest character to single combat
  12
  Believes itself alive, experiencing “pain” when injured
  13
  Poses as a dead body to surprise the characters
  14
  Despises loud noises, seeking to eliminate the source
  15
  Ceaselessly grinds its teeth
  16
  Offers its blade in mock surrender after losing half hp
  17
  Is an expert tactician, commanding its allies in battle
  18
  Is so tough it allows the characters ﬁrst strike
  19
  Longs to end its unlife, seeking death in combat
  20
  Refuses to turn victims into zombies, decapitating them 
  instead
  d20 FEMALE NAME
  d20 MALE NAME
  1
  Tuomita
  11
  Haudast
  2
  Hamarys
  12
  Kopeus
  3
  Mandantya
  13
  Raakus
  4
  Kostaa
  14
  Viharr
  5
  Ylkea
  15
  Hirmuvalt
  6
  Sureva
  16
  Raukka
  7
  Haudata
  17
  Ruumis
  8
  Karsimys
  18
  Emantus
  9
  Tuska
  19
  Levoton
  10
  Valittaa
  20
  Kuolematon
  9
  
  Z O M BI E 
  All zombies have the following abilities: 
  Immunities Zombies are immune to sleep, charm, hold and cold-
  based spells. 
  Holy Water Vulnerability Zombies suffer 2-8 hit points of 
  damage, if struck by a vial of holy water. 
  Slow Zombies are slow and always attack last in a round. 
  ZO MB IE 
  Medium undead, neutral (XP 38) 
  Move 6’’ 
  Armour Class 8 (natural) 
  Hit Points 9 (2 HD) 
  Attacks (THAC0 16) natural attack (1-8) 
  VARIANT ZOMBIES 
  L EG L E SS ZO MB I E 
  Medium undead, neutral (XP 38) 
  Move 3’’ 
  Prone The legless zombie is always considered prone and cannot 
  stand up.  
  Armour Class 8 (natural) 
  Hit Points 9 (2 HD) 
  Attacks (THAC0 16) natural attack (1-8) 
  MOANIN G ZO M B IE 
  Medium undead, neutral (XP 83) 
  Move 6’’ 
  Armour Class 8 (natural) 
  Hit Points 9 (2 HD) 
  Attacks (THAC0 16) natural attack (1-8) 
  Moan of the Dead Moaning zombies emit sorrowful moans. 
  Characters hearing the moan must make a successful saving 
  throw against paralysation or ﬂee from the zombie for two 
  rounds. Characters ﬂeeing have a 50% chance of dropping 
  any item carried in their hands. Characters making the saving 
  throw are immune to the moan of the dead for 24 hours. 
  R OT TI NG Z OM B IE 
  Medium undead, neutral (XP 83) 
  Move 6’’ 
  Armour Class 8 (natural) 
  Hit Points 9 (2 HD) 
  Attacks (THAC0 16) natural attack (1-8) 
  Stench The stench of death and decay surround a rotting zombie 
  in a 10 ft. radius. Characters within the stench must save 
  against poison to avoid retching and nausea. Characters 
  failing the saving throw suffer a penalty of -2 on their “to hit” 
  rolls. Characters making the saving throw are immune to the 
  zombie’s stench for 24 hours. 
  TREASURE 
  TRASH & TRINKETS 
  d20 TREASURE
  d20 TREASURE
  1
  1 sp, 8 cp
  11
  9 sp, 3 cp
  2
  1 sp, 10 cp
  12
  8 sp, 7 cp
  3
  1 sp, 3 cp
  13
  10 gp, 5 sp, 15 cp
  4
  1 sp, 6 cp
  14
  1 pp, 6 gp, 5 sp, 5 cp
  5
  1 sp, 5 cp
  15
  6 gp, 2 sp, 6 cp
  6
  2 sp, 2 cp
  16
  1 pp, 7 gp, 4 sp, 3 cp
  7
  1 gp, 4 sp, 5 cp
  17
  2 pp, 10 sp, 6 cp
  8
  13 sp, 6 cp
  18
  18 gp, 5 sp, 9 cp
  9
  1 gp, 7 sp, 7 cp
  19
  1 pp, 2 gp, 5 sp, 23 cp
  10
  1 gp, 2 sp, 3 cp
  20
  1 pp, 9 gp, 6 sp, 4 cp
  d20
  TRASH & TRINKETS
  1
  A mass of glutinous soil ﬁlls the zombie’s pouch
  2
  A silver earring covered in dried blood hangs from the 
  zombie’s left ear
  3
  A ripped wide leather belt with an empty pouch
  4
  A leather necklace from which depend three shiny and 
  smooth black pebbles
  5
  A pair of ﬁnely wrought sandals
  6
  A plain gold ring encrusted with dirt and ﬁlth that could 
  escape a casual search
  7
  A surprisingly clean white jerkin embellished with silver 
  and gold thread
  8
  A leather hairband within which is hidden a sliver of 
  silver and gold thread
  9
  A once ﬁne set of clothes now hopelessly ruined by 
  long years worn by the zombie
  10
  A hidden coin purse holds twice as much treasure as 
  normal (roll twice on “Treasure”)
  11
  A spell component pouch holding a small amount of 
  ground silver suitable for the creation of holy water
  12
  A silver armband decorated with etchings of dolphins 
  and mermaids
  13
  A pair of high quality, waterproof thigh-high boots
  14
  A pair of gold teeth, covered in blood and gore
  15
  A burial shroud marked with unholy symbols 
  16
  An insane mouse lives in the zombie’s brain cavity
  17
  A ragged blue wizard’s robe decorated with silver stars
  18
  A ripped and torn (now illegible) scroll
  19
  An iron key hidden in a fold in the zombie’s clothes
  20
  A golden ring wrought to resemble a dragon 
  swallowing its tail. The ring could be magical or hold a 
  potent curse of undeath
  10
  
  NOTABLE PHYSICAL CHARACTERISTICS 
  ROLEPLAYING NOTES & HOOKS 
  NAMES 
  ZOMBIE VOCABULARY 
  Descriptors: Rank, decomposed, haggard, mouldy, ﬂeshy, putrid, 
  mouldering 
   
  Actions: Shamble, totter, moan, stagger, grasp, bite, tear, 
  worry, batter, smash 
   
  d20
  THE ZOMBIE…
  1
  Wears bloody rags and is missing half its throat
  2
  Has only one eye; its other socket gapes empty
  3
  Is so emaciated it could be mistaken for a ghoul
  4
  Is nude and many injuries are evident on its body
  5
  Wears bloody, muddy rags and stinks of decay
  6
  Emits the pungent stench of decay and death
  7
  Trails its putrid entrails from a great gash in its stomach
  8
  Has a dagger jutting from its left eye
  9
  Wears once ﬁne, but now horribly ruined, clothes
  10
  Is missing its left foot, and moves slowly as a result
  11
  Is freshly dead and still oozes blood from its wounds
  12
  Is blinded by a ﬂap of skin hanging over its eyes
  13
  Wears a musty burial shroud over its head, and looks a 
  bit like a child dressed up as a ghost
  14
  Has a broken bone protruding from its left thigh
  15
  Has several arrows in its chest
  16
  Has a splayed-open rib cage and no internal organs
  17
  Is infested with black beetles that crawl about its body
  18
  Has a tattoo on its chest praising the god of death
  19
  Has a broken neck and its head lolls at a strange angle
  20
  Is in pristine condition and looks like it is still alive
  d20
  THE ZOMBIE…
  1
  Hated elves in life and its hatred yet burns bright
  2
  Shakes its head from side to side like a dog with bone
  3
  Moans incessantly
  4
  Smacks its lips as if anticipating a tasty morsel
  5
  Tries to grapple its foes
  6
  Dribbles gore from its mouth
  7
  Cocks its head to one side as if listening for something
  8
  Is easily distracted
  9
  Moves jerkily as if its anima is in some way imperfect
  10
  Is distracted after a round of combat and wanders off
  11
  Foams blood at the mouth, when in combat
  12
  Clutches a decomposing leg and uses it like a club
  13
  Howls in unholy excitement, when in combat
  14
  Spits a semi-chewed ﬁnger at its ﬁrst foe
  15
  Holds a handaxe, and uses it to cleave foe’s skulls
  16
  Attacks the smallest visible foe
  17
  Beats its chest and moans for a round before ﬁghting
  18
  Automatically fails any turn undead type power
  19
  Cowers for a round, when injured
  20
  Has a gleam of terriﬁed sentience in its eyes
  d20 FEMALE NAME
  d20 MALE NAME
  1
  Mirja
  11
  Atro
  2
  Pia
  12
  Elmo
  3
  Riita
  13
  Kaarlo
  4
  Satu
  14
  Onni
  5
  Ulla
  15
  Panu
  6
  Varma
  16
  Turkka
  7
  Viivi
  17
  Usko
  8
  Aune
  18
  Veli
  9
  Alina
  19
  Ylermi
  10
  Helmi
  20
  Jarmo
  11
  
  OGL V1.0A 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 
   
  1. Deﬁnitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including 
  derivative works and translations (including into other computer languages), potation, modiﬁcation, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in 
  which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open 
  Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement 
  over the prior art and any additional content clearly identiﬁed as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works 
  under copyright law, but speciﬁcally excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures 
  characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic 
  and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, 
  creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identiﬁed as Product identity by the 
  owner of the Product Identity, and which speciﬁcally excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify 
  itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate 
  and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. 
   
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must 
  afﬁx such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be 
  applied to any Open Game Content distributed using this License. 
   
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 
   
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this 
  License to Use, the Open Game Content. 
   
  5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You 
  have sufﬁcient rights to grant the rights conveyed by this License. 
   
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are 
  copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 
   
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the 
  owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open 
  Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content 
  does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product 
  Identity. 
   
  8. Identiﬁcation: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 
   
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any 
  Open Game Content originally distributed under any version of this License. 
   
  10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 
   
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 
   
  12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or 
  governmental regulation then You may not Use any Open Game Material so affected. 
   
  13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses 
  shall survive the termination of this License. 
   
  14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 
   
  15 COPYRIGHT NOTICE: Open Game License v 1.0 ©2000, Wizards of the Coast, Inc. 
   
  Open Game License v1.0a. Copyright 2000, Wizards of the Coast Inc. 
   
  System Reference Document: ©2000, Wizards of the Coast, Inc. Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
   
  Campaign Codex: Lesser Undead. ©Raging Swan Press 2020; Author: Creighton Broadhurst and Bart Wynanys. 
  To learn more about the Open Game License, visit wizards.com/d20. 
  Product Identity: All trademarks, registered trademarks, proper names (characters, deities, artefacts, places and so on), dialogue, plots, storylines, language, incidents, locations, 
  characters, artwork and trade dress are product identity as deﬁned in the Open Game License version 1.0a, Section 1(e) and are not Open Content. 
  Open Content: Except material designated as Product Identity, the contents of Campaign Codex: Lesser Undead are Open Game Content as deﬁned in the Open Gaming License 
  version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. The moral 
  right of Creighton Broadhurst and Bart Wynants to be identiﬁed as the author of this work has been asserted in accordance with the Copyright Designs and Patents Act 1988.
  12
  
  �2
  
   
   
   
   
   
   
   
   
   
   
   
   
  TITLE 
    
  
SOURCE: textdata/thevault/Raging Swan - Gloamhold/Raging Swan Campaign Codex/Raging Swan Campaign Codex 2 Lesser Undead.pdf