TEXT: Gregorius21778:
  Almanac of
  Animated Cadavers
  Version 1.0; by Kai Pütz
  (c) 2021
  
  Legal & other stuff:
  Created by:
  Kai Pütz; (c) 2021
  My blog:
  www.gregorius21778.wordpress.com
  My other titles:
  at drivethrurpg.com
  Artwork:
  Cover- and page background artwork copyright Figudesign;
  used with permission.
  Zombie on cover and page 3 is copyright by Bartek Blaszczec; used with permission.
  Some page fillers (p. 4, 6) are copyright by J.M. Woiak and Heather Shinn of the 
  STINKYGOBLIN; used with permission.
  Some art (p.4, 5, 7) by "Publisher´s Choice Quality Stock Art (c) Rick Hershey 
  / Fat Goblin Games; used with permission.
  Some are artwork (p. 5, 8) © 2008 Jeff Freels, used with permission
  Some artwork (p.11) taken from Occult Diagrams Stock Art #1, copyright © 2009, 
  James Thomson.  Used with permission 
  This product is an independent production by Gregorius21778 and is not affiliated with Lamentations of the Flame Princess.
  Lamentations of the Flame Princess is a registered trademark owned by James Edward Raggi IV.
  Are your players veterans of the fight against the undead? Do they know exactly what to expect when
  they smell the stench of decay from a dark corridor while they hear the shuffling of feet, accompanied
  by the odd, disgusting moan? Then, it is time to beef up the rotting flesh. 
  The Almanac of Animated Cadavers features 35 variants of risen corpses. While all of them still are
  low-HD monsters (1-2), they come with special abilities that both players and characters might not have
  expected, may take them by surprise and have them -think- about how to engage this foe (instead of
  going through a tried-and-true routine again). Also included is a small list of rules for those Referees
  who wish to make this unusual undead available for spellcasting characters. 
  Any reference to “PCR” means the LotFP Player Core Rules. 
  Enjoy!
  
  "Standard" Animated Cadaver
  Animated Cadavers are unaffected by Charm or Sleep
  spells. Minor weapons, bows, bolts, throwing knives
  etc. cannot harm them, as they do not depend on
  vital organs or blood anymore. An additional dice is
  rolled when hit points are determined, and the
  lowest dice is discarded. Alternately, the Referee may
  decide to simply use maximum hit points for them.
  01# Anathema to Nature
  Animals often do react to the presence of the undead,
  according to their nature. Horses may shy, hounds
  may bark. But a well trained horse may not fail its
  rider, and a courageous hound my attack to defend
  its owner.
  Some cadavers are imbued with forces so foul that
  nature not only abhors, but fears it. Every mundane
  animal will always react with fear towards their
  presence, and fail any moral test in regard to these
  undead automatically.
  02# Aura of Decay
  A powerful undead (HD:2) may be a focus of entropic
  energies that radiate outwards from its host body, to
  assault and leech away the health of those it comes
  close to. Any character but Dwarfs and Elves that is
  within 10´ of an undead with an Aura of Decay must
  Save vs. Death at the end of the round. On a failure,
  the character will take one point of Constitution
  damage (which will regenerate as usual afterwards).
  03# Black Teeth ("Black Kiss")
  The fluids that remain in a corpse are never
  wholesome, but necromancy may distill them inside
  the animated body to something poisonous that then
  rises up the creature´s throat to gather in its mouth
  and cover its teeth. This is called the Black Kiss among
  summoners of the dead, and those cadavers that are
  able to give it are always marked by teeth covered in
  a black, viscous substance.
  To deliver the black kiss, a zombie may bite afterit
  got control of a grapple (see p.62 of the PCR) or
  receives a chance through other circumstances
  (critical attack). No matter how it happens, when the
  black teeth sink into living flesh, the victim must
  Save vs Poison. If the test is failed, the character will
  lose a hit point roughly every two turns (modified by
  Constitution bonus, but at least 1 turn) through an
  effect similar to blood poisoning.
  The Black Kiss may be treated with potent mundane
  medicine, an anti-venom that works against necrotic
  and/or blood poisons or with spells that counter
  poisoning. The begin of a treatment by a skilled
  physician, potent medicine and rest will stop the
  effects of the Black Kiss. If an effected character only
  rests, the progress of the poisoning is measured in
  hours (instead of turns), and the victim may Save vs.
  Poison when the damage would set in to stall the
  damage for another hour (but not to stall the damage
  longer than that).
  Move:
  90´(30´)
  Hit Dice:
  1
  Armor Class:
  12
  Attacks:
  1
  Damage:
  1d4 or as weapon
  Moral:
  12
  
  04# Breath of Death
  Many  a  corpse  grows  a  potbelly,  and  some
  completely bloat. This is due to unwholesome gases
  that form as the innards decay. When the cadaver
  becomes animated by magic, the same forces may
  enhance the gases inside such a “ripe” corpse. 
  Undead with the Breath of Death may once per turn
  exhale a vapor of foul gases against a target in melee
  range. The target must Save vs. Poison or is going to be
  unable  to  act  during  the  next  round  of  combat
  (“stunned”). Some animated corpses do not use it as
  a breath attack, but have this gases released as their
  belly is cut upon (when at least half of the hit points
  are lost).
  05# Bulbous Zombie
  When flesh rots, it may drop from the bones like wet
  clay or even liquefy. Such malleability of the raw
  material may be a drawback for some, but crafty
  necromancers use this to their advantage as well.
  They stack two corpses upon another, and have the
  lower absorb the fat, skin and nearly liquefied flesh
  of  the  other  in  the  process  of  animation.  These
  grotesquely fattened cadavers gain +8 hit points and
  increase their AC by 1.
  06# Busy Teeth
  The bite of a corpse is a horrifying attack, but not the
  most deadly when compared to a swing with an ax,
  the thrust of a spear or even a well-placed strike with
  a cudgel. After all, it is enough to keep the deathless
  fiend at arms reach to evade it, and that is what one
  is armed for oneself. And one wears armor to battle,
  after all. 
  Some  undead  clack  their  teeth  repeatedly,  an
  unnerving display of the eagerness to bite and tear at
  flesh. But something yet more sinister may be the
  reason.  Some  animated  cadavers  have  busy  teeth
  imbued with foul magic. Each time such an undead
  clacks the teeth for a round while having its gaze rest
  on a target, a “point” is created. When five points are
  accumulated before a turn is up, no matter if just by
  one zombie or more of them in concert (as long as
  they are accumulated for the same target), the victim
  will feel the bite of the dead while matching wounds
  begin to manifest on the flesh. This is treated as the
  effect of a  Cause Light Wounds spells, but only deals
  1d4 damage.  
  07# Cadaver Hulk
  The malleability of flesh that rots has already been
  mentioned,  as  has  been  its  potential  to  a  crafty
  necromancer. Those who are very skilled in the dark
  arts take this even further: they stack three to five
  dead bodies upon another, and have them merge into
  one humongous form through incantation and ritual.
  The resulting zombie is stronger than one cadaver
  could ever be on its own (HD equal to number of
  corpses,  +2  hit  points  per  corpse,  AC  as  leather
  armor). 
  
  08# Call of the Kiss
  To  animate  a  cadaver,  necromancy  calls  forth
  entities from the beyond that merge with the body to
  animate it. It is possible to have two weaker entities
  share  the  same  body,  in  hope  of  having  another
  corpse for the other one later. If this is done, the
  animated  cadaver  may  lean  over  another,  yet-
  unanimated corpse to “breath” the other entity  into
  it. Due to the macabre resemblance, this is called the
  Call of the Kiss. The erstwhile host thereby loses 1 HD
  (and  potentially  drops  to  zero  HD,  but  remains
  active) and half of the remaining hit points, while the
  other corpses rises as a HD:0 animated cadaver with
  1d6 hit points. This trick of the trade is used by
  necromancers to send their undead out to graveyards
  to bolster their numbers on their own.
  09# Catch the Deathgiver
  Rotting flesh is not the most durable of materials,
  and most animated cadavers may be hacked to pieces
  easier than a living man would be. Still, weapons may
  get  stuck  and  some  necromancers  prepare  their
  undead minions for this effect. Corpses taken from
  bogs  are  a  lot  more  tough  once  animated,  some
  desecrated grounds rich in clay may be used to bury
  a (stolen) corpse anew before animating it to instill
  some of the properties. And some necromancers are
  rumored  to  have  found  a  way  to  have  the  very
  entrails grab a weapon that pierced the torso.
  No matter what the secret behind it may be, some
  animated cadavers may Catch the Deathgiver. When an
  attack  against  those  are  a  fumble  or  when  a
  successful  attack  with  a  non-minor  thrusting  or
  bladed weapon shows a “1” on the damage roll, the
  weapon gets stuck in the body. The attacker has two
  options then: letting go of it or to attempt to pry it
  lose. The later calls for a test for Force Doors, and on a
  failure the attacker will find herself in a grapple with
  the undead (see p.62 of the PCR) without the foul
  creature having to spend any attack or action on it.
  10# Company of Crows
  Corpses  and  crows  go  together  like  horse  and
  carriage.  The  carrion  eaters  are  always  happy  to
  gather around human remains to feast. Crows are
  also often used as familiars by witches and warlocks,
  for their attributed ties to Pluto and the Realm of
  Death.  Necromancers  that  want  to  send  their
  animated cadavers as foot soldiers against those who
  know to cast spells of their own sometimes give them
  an escort of crows to strengthen them against their
  enemy´s magic. 
  A special ritual enacted while the corpse is animated
  will call in nearby crows, and 1d8 will then follow the
  corpse from then on and stick around. While they do,
  every undead within 10 feet of the one that is the
  focal point for the  Company of Crows is treated as
  being one HD higher for the purposes of Turn Undead
  and their own saving throws. The crows will disperse
  if their focal point is destroyed, or when one of them
  is  killed  (AC:17;  a  ranged  attack  is  likely  to  be
  necessary). 
  11# Daemonic Host
  The entities bond into service to animate the remains
  are  often  rather  weak, as a  more  powerful  being
  might rebel against the necromancer´s will. It is yet
  possible to secure the service of vile spirits with more
  power (HD:2) that will still serve willingly. For doing
  so, a sacrifice of a living creature needs to be added
  (see the Summon spell; one HD worth of sacrifice for
  every animated cadaver that shall become a Daemonic
  Host).
  Undead empowered that way levitate up to two feet
  above the ground (120´/ 40´movement) , and will be
  able of one round of flight every other round (but not
  as part of an attack).
  
  12# Death´s Messenger
  When Death walks,  Death talks. And when Death
  talks, it is to call somebody while reminding all the
  others of itself. And for no other reason. 
  When a corpse is made to rise, it is always imbued
  with something from beyond the grave. And that
  thing may have a message from there, a message that
  may not care to much about who exactly receives it.
  An animated cadaver that is  Death´s Messenger will,
  upon  being  put  out  of  existence  again,  have  an
  unnatural clear whisper for the one that struck the
  final blow. “Death knows your name, and is coming for
  you”.  While  this  is  an  ultimate  truth  for  all  of
  mankind,  the  delivery  of  the  message  puts  a
  temporary curse onto the character: for the next 2d4
  days, the victim suffers from a -2 penalty to all Save
  vs.  Death and all other saves which failure would
  bring about instant, immediate death. 
  13# Explosive Ending
  The occult force that animates an undead body is
  fused into its flesh. It is a fleeting mixture, as the
  mockery of life is not welcomed by what is natural
  about decay, and what was in the embrace of Death is
  not prone to seek another´s touch again. Sometimes,
  the energies that makes a cadaver move will not
  leave the real world by just slinking away when the
  ties to flesh are severed again. Sometimes, they go
  with a bang.
  An animated corpse may be prepared for such an
  Explosive Ending upon the moment when it is made to
  rise. When the last hit point is gone and the creature
  thereby destroyed, the flesh will explode and fly off
  the  bones,  showering  everyone  within  10´  with
  rotting  bits  and  foul  ichor.  While  this  does  no
  damage  to  speak  off,  it  may  come  as  a  surprise
  (checked for as for an ambush when a character was
  not  prepared  for  THAT)  and  thereby  take  the
  initiative from a fighter. It may end up in the eyes as
  well,  and  temporarily  blind  a  character  (Save  vs
  Paralyze; blind for 1d3 rounds or till a round is taken
  to clear the eyes). No matter what, a victim of this
  effect will be splattered with gore and rot, and reek
  accordingly. 
  14# Fleshfeaster
  The dead do not hunger. The dead do not need to eat.
  So  it  is  said.  But  as  the  dead  do  not  walk,  the
  necromancer may have a corpse abjure this truth as
  well, and give it a hunger for flesh. 
  An animated cadaver that is a Fleshfeaster may devour
  the flesh of a fresh corpse (not older than a turn) to
  replenish  the  own  existence  with  the  lingering
  remains of life still found in the meat and the blood.
  The undead may regain 1d8 hit points while feasting
  for half a turn (but not exceed the maximum hit
  points),  and  a  fresh  (demi-)  human  corpse  will
  provide enough for three such “feasts”. 
  15# Furious 
  “Slowly the risen dead shamble on, lurching and dragging
  themselves forward.” This picture some have is not
  entirely true, and much less for those that have been
  raised to be Furious by their new masters. While they
  move no quicker than their  brethern in undeath,
  they  throw  themselves  with  abandon  into  battle.
  Should  the  attack  of  a  Furious hit,  the  animated
  cadaver  my  roll  another  attack  immediately,  and
  another one should THAT attack hit as well. A small
  group of  Furious undead may overcome even those
  that  face  them  with  the  advantage  of  greater
  number. 
  16# Grasp of Death
  Every  living  being  fears  death.  Very  few  people
  (those very wise, very stupid, very strong of will or
  very, very miserable in life) manage to overcome this
  fear. It is this very fear that may take hold on the
  heart when one looks straight into the dead eyes of a
  walking corpse that is coming to take the own life. 
  Some of the undead have something special in their
  milky eyes, a special gleam or quality that carries
  something of the beyond. Something that may invoke
  primal fear and briefly put the victim into the Grasp
  of Death. It is a gaze attack that may be averted with
  Save  vs  Paralyze, and  will  not  work  as  soon  as  a
  character  is  engaged  in  melee  (as  the  imminent
  threat of a violent death triggers survival instincts
  that counter the effect). On a failure, the victim will
  be under an effect akin to a Hold Person spell for 2d4
  rounds if the encroaching undead holds eye contact.
  The effect ends at the moment of an attack (and is
  then  treated  as  a
   Surprise 
  instead).  Having
  experienced the Grasp of Death immunizes a character
  against it for an hour (modified by Wisdom bonus). 
  
  17# Graveborn
  Usually, a necromancer digs up a body (or has it dug
  up for her) before she goes about animating it. But
  that is not a rule fixed in stone. Some leave the body
  in the encasing of its casket and the womb of musty
  earth till it is needed. For such an enforced period of
  waiting may lend what inhabits the rotting flesh now
  a fervor born out of impatience. 
  While still resting under the earth, the Graveborn may
  sense  any  living  being  within  10´  and  may
  communicate mentally with its creator within the
  same distance. When it is finally given the order to
  rise (directly or under a condition given as an order),
  the animated corpse breaks out of its coffin quickly
  and parts the surrounding ground like a swimmer
  parts the water. A Graveborn that attacks right out of
  the grave does so with little signs that may give a
  prior warning (Ambush) but will at first only be half
  out of a ditch filled with lose earth while attacking.
  Thereby, they often start to grapple from the ground 
  to pull a victim down (and may work in concert to do
  so). The may emerge fully from the surrounding soil
  as part of their next attack, but count as “prone” till
  then. 
  While a Graveborn may break out of a simple coffin
  with  ease,  sturdier  means  of  burial  (e.g.  a
  sarcophacus) will keep them trapped.
  18# Headhunter
  An  animated  cadaver  is  not  much  more  than  an
  animated assembly of rotting body parts. Somehow,
  some necromancers create something that becomes
  more than just the number of its parts. A Headhunter
  is an undead that may add to is own body the severed
  heads of other fresh corpses (not more than a turn
  old) to increase the own potential. Such a creature
  may be created out of one corpse, or out of one and
  up to two further heads to start with. For each two
  heads above the first, the Headhunter gains a +1 bonus
  on all attack rolls and a is treated as one HD higher in
  regard to its own saving throws. It also gains +1 hit
  point (both current and maximum) per head added.
  19# Host of Flies
  A rotting corpse in the open attracts flies, and is
  often ripe with maggots that twist and worm in its
  putrid form. If the corpse is animate usually makes
  no difference for the flies, as they are to mindless to
  be  bothered  by  the  unnatural.  Some  flies  even
  become  part  of  the unnatural  itself, if the  entity
  bound into the decaying flesh is strong enough to
  command  them  (HD:2).  Such  a  Host  of  Flies is
  surrounded  by  a  buzzing  halo  of  insects  that
  aggressively  harasses  those  that  come  into  melee
  range  (-2  on  all  attack  rolls).  Even  worse,  the
  animated cadaver may sent the whole swarm forth
  against  a  single  target  within  10  feet  of  range.
  Theflies will then assault its mouth and nose in an
  attempt  to  block  the  windpipe  with  filthy  little
  bodies, and even crawl onto the eyes. This will leave
  the  character  choking,  wretching  and  unable  to
  otherwise act. The flies will stop such an attack when
  their host has been dealt with, or when the host
  comes into melee range of the victim (which will
  have them act as a living aura again). 
  The control the Host has over the flies may be broken
  with Dispel Magic.
  20# Infectious Rot
  Wounds dealt by the undead are never “clean”, and
  everyone that had to face any of these in melee is
  well advised to clean any sustained wounds carefully.
  In regard to some, even the latter may not help. The
  same forces that revive the body to a resemblance of
  life  may  strengthen  the  infection  that  this  body
  might bring, either with hand and teeth or with a
  melee weapon. Any character that lost hit points due
  to a melee attack of such an animated cadaver has to
  Save vs. Poison at the end of the battle. On a failure,
  the wounds will begin to inflame and fester quicker
  than they otherwise would. During rest (or once a
  day if no rest is taken), the character will not heal but
  has to Save vs. Poison to avoid the loss of a further hit
  point. This condition may be cured with mundane
  means by a physician, or with healing magic. 
  
  21# Legion
  When a necromancer raises the dead, she puts one
  entity from beyond into every corpse to be animated.
  One entity. But there are strange things beyond the
  veil, things that evade the comprehension of  our
  minds just as the threefoldness of the Christian god,
  the Holy Trinity, does. How can different entities be
  one while still being different at the same time? The
  fact that our minds struggle with the concept does
  rule out their existence. And there even are such that
  a necromancer may grasp, with the own spellcraft at
  least, and bring into service. Such undead are often
  referred to as “Legion”, for obvious reasons.
  Cadavers animated by a Legion may act as one. They
  see all what one of them sees and learn what one of
  them learns. And they act with an accord that is
  frightening to behold.  If more than one Legion body
  attacks the same target, they all get an additional
  attack bonus equal to their number. They also make
  for excellent guards, as attacking just one of them
  will alarm them all. 
  22# Lingering Undeath
  As it has already been pointed out, necromancy calls
  forth entities from the beyond that merge with a
  corpse  to  animate  it.  It  takes  a  little  more  to
  strengthen these entities enough to have a chance to
  remain after their erstwhile host has been destroyed,
  but it is not impossible to do so. Those entities will
  linger, invisibly and insubstantial, for a brief while
  after their erstwhile body has been destroyed. If they
  find  and  reach  (120´  movement)  another  corpse
  within 2d4 rounds that has not been animated yet,
  they slip into it and have it rise. While their HD
  remains the same, the hit points are only determined
  with 1d6, as this hasted link to the new flesh is weak
  as best. But the entity may repeat this process, on
  and on, as long as it finds suiting corpses to animate.
  Destroying the head of a corpse will not hinder the
  entity to use it, but a Protection from Evil will keep it
  away from a corpse, and a Dispel Magic will banish it.
  A corpse that was buried in a proper way or at least
  sprinkled with holy water is untouchable to it. 
  23# Not Done Yet
  Fighting animated corpses means hacking them to
  pieces. Sometimes this has to be done literally, for
  when anything less is done the danger is not dealt
  with yet. An animated cadaver that is  Not Done Yet
  will  be  taken  out  of  combat  the  first  time  it  is
  reduced to zero hit points. Its head has then been
  severed or bashed in, its body might have been split
  in half, or about half of it might have been hacked
  away.  It goes down, but will only stay down for 1d4+2
  rounds while it twitches, turns and flails. Two or
  three more strikes with a sharp or heavy weapon (10
  points of damage) will end the undead for good. If
  this is not done within the aforementioned 1d4+2
  rounds, the thing will come to terms with the new
  situation and continue fighting. It counts as prone,
  may only crawl and drag itself along the ground  (30´)
  and is reduced to a HD:0 creature with 10 hit points,
  but otherwise able to fight, so not with a weapon
  anymore. 
  24# Plague Zombie
  Necromancers need corpses for their trade, but there
  usually is no shortage of those. Sometimes, they do
  not even need to rob the graveyards but just have to
  leave a town or city. Death walks the land regularly
  in search of company, and plagues reap many. There
  are often filled-up pits with the remains of plague
  victims near towns and cities. Not only do those pits
  offer a vast supply in materials, they also may be the
  source of a special ingredient.
  A  Plague Zombie has the course of its death revived
  with it, and rises not only to follow the orders of its
  master, but to spread the source of its own demise
  anew. Those that had any close contact with one, like
  melee, will have to  Save vs Poison at the end of the
  encounter or catch the disease. Perhaps it is... 
  The Brown Demise
  Incubation Period:1d4+3 days
  Infection Time: 2d6+4 days
  Interval: 1 day
  Effect:  The character loses a point of Constitution.
  All saving throws are -2.
  Symptoms: The character grows listless, and often
  lethargic. As the illness runs its course, patches of the
  skin get a rough, scabby, brown texture. The longer
  the disease last, the more and bigger these patches
  grow. At the end of the disease, they may be peeled
  off and will reveal wet sores. Peeling them off while
  the  disease still runs its course will cause purulent
  wounds instead. 
  
  25# Savage Strength
  How much strength can an animated corpse have?
  Are not the muscle soft and rotting? Does not the
  flesh  tear  easily?  Do  the  risen  corpses  not  move
  slowly? Is that not all speaking for the lag of strength
  they must have? Yes. All of this is logical and hard to
  argue, but one for point. A dead man walking has
  nothing to do with logic. The arms they raise and feet
  they  shuffle  with  are  not  moved  by  muscles
  empowered by the flow of blood or a beating heart.
  Their strength, likewise, has nothing to do with the
  physical  condition  of  their  body.  Or  the  laws  of
  nature.
  Necromancers may imbue the animated dead with a
  savage strength that will come to bear once they get
  close. Strangely, it does not make them strike harder,
  but they tear down barricades with greater ease, and
  may tear a man apart, from limb to limb, when they
  work in concert. When an animated cadaver with
  Savage  Strength faces  a  barricade,  it  is  treated  as
  having Strength: 20 and will never fail a Force Doors
  test (or similar feat of strength). In a grapple, they
  act with Strength: 20 as well and automatically deal
  1d4 points of damage as long as they are in control
  (for the pressure they can put onto joints and bones).
  If two or more have control over one victim in a
  grapple, they may decided to pull and tear at it,
  which deals 1d6 points of damage per zombie as they
  literally try to tear their victim apart. 
  26# Strength through Death
  The strength of the undead is that of the force within
  them, and as vampires may derive sustenance and
  vigor  from  consuming  blood,  an  animated  corpse
  may regain vigor by ending a life. The life force
  released  through  its  untimely,  violent  ending  is
  sweet honey and the rise of an inner sun to such
  creatures:  they  regain  2d4  hit  points  for  every
  (demi-) human that is killed within 10´feet. If more
  than one undead feeds on this event, the hit points
  are spread as evenly among them as possible. 
  27# Sword of the Dead
  Those who life by the sword often ask to be buried
  with it, as the bound between them and the cold steel
  they shared their life with is a special one to them.
  But not only to them, as every kind of bound in life
  can have a meaning in death that may be put to use.
  Necromancers  in  search  for  minions  with  a  high
  martial  prowess  often  seek  such  sword-bearing
  corpses. Animated the right way, the bound between
  sword and corpse is revived as well, and such an
  animated corpse that wields that blade of its burial
  gains a +3 melee attack bonus, and all damage is
  rolled twice (with the higher result being kept). 
  28# The Blasphemous
  There is not one god considered good that does not
  abhor the deeds of the necromancers, and not one
  Cleric of one that would not be empowered by the
  own faith to drive off or banish the risen dead when
  confronted (at  least,  when prepared).  Such  is  the
  might of faith. But faith is stifled and challenged by
  blasphemy, and blasphemy is never far when one
  turns away from the good (and Lawful) to reach out
  for the means to do the own deeds. Strangely, using
  the corpse of a man of faith seems to be beneficial for
  such an undertaking. 
  With the right rituals, a corpse may be animated with
  a blasphemous entity that will gleefully laugh when a
  Cleric raises its symbol of faith, to then spit at it and
  shout out profanity and execrations against both the
  faith and the faithful. The Blasphemous thereby evokes
  an effect similar to  Protection against Lawful 10´, but
  with  the  difference  that  Lawful  characters  and
  creatures are not hindered in their mundane action.
  Just their supernatural powers are. A Cleric of 5th
  level  or  higher  is too attuned to her  faith to be
  effected by the Blasphemous.
  29# The Howling Ones
  The dead are eerie for their silence. The undead are
  unnerving  in  their  moaning.  The  howl  of  an
  animated cadaver is a soul-trembling thing. Risen
  corpses able to do so will start howling as soon as
  they see somebody they are going to attack. This will
  not only mystically inform any other undead created
  by the same necromancer that is within 100´ (and
  likely, draw them to this location unless they have
  other orders), but also has any character but Dwarfs,
  Fighters and Clerics freeze with fear for a number of
  rounds equal to the creatures HD unless they pass a
  Save vs. Magic. The effect of different howls do not
  “stack”,  and  having  passed  a  save  immunizes  a
  character for up to three turns (modified by Wisdom
  bonus).
  30# Unending Ichor
  Undead do not bleed. Not the way that a living being
  does, because the blood as well as all other fluids in
  their body decay along with it. What remains inside
  is foul and resembles the previous state only vaguely.
  Still, some undead seem to “bleed” without end, and
  lose more fluid than the corpse may hold by any
  means. And this is due to a foul magic trick that made
  every dram of liquid gather and be ready to pour out.
  2d6  rounds  after  the  first  successful  attack,  an
  animated corpse with Unending Ichor will have spilled
  so  much  of  it  that  an  unsuccessful  melee  attack
  against it calls for a Save vs. Paralyze to avoid slipping
  and falling prone in the pooling liquid. The undead is
  unaffected.
  
  31# Unavoidable Undead
  Know when to run. That is a basic advice many a
  survivor of many a battle may give, and not all of
  them are lilly-livered cowards. With an insalubrious
  enemy like the walking dead, one has even more
  reason to shy away from a confrontation, and the
  comparatively slow approach of an animated cadaver
  increases the likeliness of success of a hasty retreat.
  But not with those undead that have been  turned
  into an unavoidable doom.  The moniker may be a bit
  much, as there still is the chance to run from these
  rotting assailants, but the odds are changed into the
  corpses favor by spellcraft. By reaching out for it, the
  animated cadaver may cast an effect like that of a
  Slow spell (PCR p. 107) onto a character within 50
  feet.  The target may  Save vs. Magic to negate the
  effect,  and  may  do  so  at  the  beginning  of  every
  round.  Once  the  effects  has  been  overcome,  the
  character is immune to it for the remaining turn. But
  every Unavoidable Undead above the first that focuses
  on the same target puts a -1 penalty onto the saving
  throw, and one saving throw must be passed for each
  of them to finally be free of the effect. 
  32# Unholy Entrails
  As the entity bound into the dead flesh may animate
  the limbs of the body, it may as well animate every
  other part of it when it is prepared to do so. Some
  forms of the spell to raise the dead allow the entity to
  animate the entrails as well, which leads to a nasty
  surprise once the torso has been broken up with the
  blow of an ax, or the entrails have been brought
  forth with a slice of a blade. An animated cadaver
  with Unholy Entrails will gain the bonus of a shield in
  melee after it lost half of the own hit points, and put
  a -2 penalty on all attacks against it in melee, both
  due to the now free, whipping and gripping animated
  entrails. They also gain an extra bonus equal to their
  HD while grappling/wrestling. 
  33# Unnatural Jaw & Teeth
  Most  necromancers  arm  their  risen  minions,  and
  they do well to do so. Even the fists of the dead are
  no substitute for a club, and even the fiercest bite
  pales to that of a sharpened blade. Yet, some do not
  have tools of war at hand nor have means to acquire
  them (at least without raising undue superstition).
  Those have to make sure that the corpse itself is able
  to do enough harm in combat. The jaws are then
  strengthened and the teeth enlarged, especially the
  canine  teeth  which  grow  more  pointy  and
  prominent. Such an undead may, after a successful
  unarmed melee attack or after a critical success with
  any attack, roll for another bite attack in the same
  turn, which deals 1d6+1 damage.
  34# Wailing Dead
  Many a risen corpse moans, groans or makes even
  less human sounds when it approaches a living being.
  Some do more than just that: they wail with a lament
  that comes from beyond, from where the entity that
  animated  the  corpse  hails,  and  such  a  wailing  is
  enough to twist and break the mind of even strong
  and stoic man. 
  Wailing  Dead will  start  doing  so  as  soon  as  they
  become aware of targets they are going to engage.
  After a number of rounds equal to [15 minus the
  number  of  Wailing  Dead within  earshot]  every
  character that is not a Cleric or already insane must
  Save vs. Devices at the beginning of the own round. On
  a failure, a d6 is rolled to see how the wailing affects
  the target. If three saving throws in a row are passed,
  the target is immune against the effect till after the
  next sleep (when the wailing will haunt her dreams).
  Fighters and Dwarfs may replace option “6” with the PRESS
  option instead. 
  35# Wormpuke
  Once in a coffin, you are worm fodder. Sane people do
  not like to think about that to much, well-meaning
  people do not stretch the fact to much. Necromancers
  are often non of that. Why only imbue the rotting
  flesh with otherworldly power? Why not those things
  that consume it as well? 
  After about a day, all the creeping, hungry things
  that worm through the flesh of the risen cadaver
  have consumed enough of the magically imbued flesh
  to fall under a spell themselves, and gather in the
  stomach and throat area, from where the walking
  corpse may regurgitate and puke them into the face
  of somebody they are in melee with. Those not aware
  of this ability might be  surprised by it. Surprised or
  not:  a  character  that  was  not  able  to  avoid  this
  disgusting attack (Save vs. Paralyze) has 2d6 rounds
  before the now monstrified worms and maggots dig
  to deep under the skin to be easily removed (which
  means the loss of point of Constitution per day until a
  physician has been seen or 1d6 points of damage for a
  more crude ad-hoc removal have been suffered). 
  Getting them off takes two hands and two rounds. 
  1 - 2 May act normally
  3
  Shaken & disturb: +1 on the next roll on this table
  4
  Will just babble, stammer or weep for a round
  5
  Will try to disengange and/or walk away for a round
  6
  Will TURN AND RUN in panic for 2d6 rounds
  
  -= To Raise the Dreadful Dead =-
  Referees who wish to make the creation of the
  aforementioned
  undead
  available
  to
  player
  characters (or simply want some set of guidelines for
  their NPC) may use the following rules:
  HD-Based Special Abilities
  The
  special
  abilities
  of
  the
  cadavers
  in
  this
  supplement may be treated as special abilities, and
  thereby paid for in “potential HD” at creation (see
  LotFP Player Core rules, p.89-90). Each of them
  should be treated as being worth one HD, but Aura of
  Decay, Lingering Undeath and the Blasphemous.
  While non of the abilities are especially balanced
  against another, these are more powerful and should
  be treated as 2 HD each.
  A Cadaver Hulk must be
  raised with a total “HD of power” equal to its corpses
  (final HD) plus 1.
  Where the use of a certain kind (or number) of corpses
  is mentioned in the text, the Referee is encouraged to
  use this as “needed material” requirement, no matter
  which game mechanic are used for the actual creation.
  Spell-Based Special Abilities
  Should any of the special abilities be considered too
  powerful by the Referee to just be waved through as
  “HD-based”, it may instead become available to a
  character that researches that option. This is treated
  like researching a spell (see PCR p. 80ff), but instead
  of treating it as a brand new version of the Animate
  Dead spell, the character only has to research a
  variant option, and thereby less days are need (see
  below). If the costs for “researching a spell on the
  spell list” or “researching a new spell” apply is
  ultimately up to the Referee, but it is suggested to
  treat it as “spell on the list”.
  Anathema to Nature, Bulbous Zombie, Fleshfeaster,
  Not Done Yet, Sword of the Dead and Unending Ichor
  are suggested to take 1d6 days of research each.
  Black Teeth, Breath of Death, Cadaver Hulk, Catch the
  Deathgiver, Company of Crows, Explosive Ending,
  Furios,
  Grasp
  of
  Death,
  Graveborn, Headhunter,
  Infectious Rot, Plague Zombie, Savage Strength,
  Strength through Death, The Howling Ones, Unholy
  Entrails, Unnatural Jaws & Teeth and Wormpuke are
  suggested to take 2d6 days of research each.
  Busy Teeth, Call of the Kiss, Daemonic Host, Death´s
  Messenger, Host of Flies, Legion, Unavoidable Undead
  and Wailing Dead are suggested to take 3d6 days of
  research each.
  Finally, Aura of Decay, Lingering Undeat and The
  Blasphemous are suggested to take 5d6 days of
  research each.
  The wider array of “days to research” allows for a finer
  distinction according to relative might. The Referee is
  encouraged to tinker with these suggestion as he sees fit.
  After all, YOU will know best how useful (or not) a given
  variant will be in your game world
  
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