BT-Undead

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1~ Revenant
Int: Low Perc: Magic Lang: None
Hab: Various Disp: Hostile
Rep/Weak: 8 / 14 Init: ※-2 Move Spd:Fort:Will:
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon, etc. ※ +2 ※ +2 ※ -2 ※ +10 -
Weak Point: HP Recovery (deals damage instead), +3 pts.
Unique Skills
[Regeneration]
At the end of each round, a Revenant recovers 3 HP.
[Mindless]
A Revenant is unaffected by any Psychic-type effects.
Loot
2 - 5 None
6 - 10 Tainted Bones (50G)
11+ Tainted Skull (300G)

A Revenant is an undead being created by the death of an impure soul. Constant resurrections scar one's soul, and certain spirits can rise on their own with enough soulscars. Revenants greatly dislike the sun, and tend to stick to dark nights, as well as ruins.
Humanoids, Barbarous, Animals and Mythical Beasts can all become Revenants. ※ denotes the statistics of the base creature while it was alive. If it had any Classes, they are one level lower than they were while it was alive. Any Combat Feats and/or Unique Skills are retained, though magic cannot be cast.
A Revenant has an intense hatred of the living, and will kill without discrimination. It retains little to no memory of its previous life, and its mind is too distorted to be affected by any outside influences. If a Revenant is reduced to 0 HP or lower, it is utterly destroyed and cannot be revived.

1 Skeleton
Int: Low Perc: Magic Lang: None
Hab: Ancient Ruins Disp: Hostile
Rep/Weak: 6 / 11 Init: 10 Move Spd: 8 Fort: 2 (9) Will: 4 (11)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon 2 (9) 2d 2 (9) 3 15 -
Weak Point: HP Recovery (deals damage instead), +3 pts.
Unique Skills
[Bone Body]
A Skeleton is immune to criticals from edged weapons.
[Mindless]
A Skeleton is unaffected by any Psychic-type effects.
Loot
2 - 5 None
6 - 10 Sturdy Bones (30G)
11+ Magic-tinged Bone (250G)

Born from the bones of other undead corpses, Skeletons arm themselves with weapons and armor from their fallen comrades.

Skeletons have very little thought, tending to only care about its self-preservation. They will almost actively avoid stronger opponents due to this.

2 Zombie
Int: Low Perc: Magic Lang: None
Hab: Ancient Ruins Disp: Hostile
Rep/Weak: 7 / 12 Init: 7 Move Spd: 10 Fort: 4 (11) Will: 4 (11)
Fighting Style Accuracy Damage Evasion Defense HP MP
Claw 3 (10) 2d + 3 3 (10) 1 25 -
Weak Point: HP Recovery (deals damage instead), +3 pts.
Unique Skills

[Power Attack]
A Zombie can deal an additional 4 damage on their next attack. However, any Evasion Check made by the Zombie this turn receives a -2 penalty.
[Mindless]
A Zombie is unaffected by any Psychic-type effects.

Loot
2 None
3 - 4 Zombie Eye (30G)
5+ Zombie Eye x2 (60G)

When mana remains in a body after death, it will eventually cause the corpse to move on its own. Similar results can be obtained through the spell Create Undead, though such magic tends to be unsavory from an ethical point of view. Zombie eyes can be dried and ground into a medicine, but anyone taking such medicine would do good not to imbibe too much.

While some individual Zombies may be missing some body parts, such as a leg or arm, there is no impact on the Zombie's abilities as a result.

2 Ghost
Int: Average Perc: Magic Lang: Trade Common
Hab: Various Disp: Neutral
Rep/Weak: 10 / 13 Init: 11 Move Spd: 10 (Flying) Fort: 5 (12) Will: 4 (11)
Fighting Style Accuracy Damage Evasion Defense HP MP
Smash 3 (10) 2d 3 (10) 0 20 20
Weak Point: Magic Damage +2 pts.
Unique Skills
[Tempting Lure / 4 (11) / Will / Negated]
The Ghost whispers to a target, attempting to lure it under its control. If the target fails to resist, the Ghost may have that character move according to the Ghost's whim. Affected characters cannot move very quickly, and cannot use magic or attack. If the Ghost does not order the character to move, the character will stand in position stunned. This effect is removed if the character loses any HP or MP, or has the spell "Sanity" cast on them.
[Normal Weapon Immunity]
A Ghost is immune to damage from normal weapons, and can only be harmed with silver or magical weapons.
Loot
None

Ghosts are a manifestation of the thoughts of the dead and dying, given an ethereal form after their original body has passed away. They retain their appearance in life, as well as what knowledge they had learned over their lifetime, though this may be of questionable usefulness as time passes. While some Ghosts can be fought like other monsters, others just want to see their last wish fulfilled, and will pass peacefully into the afterlife after doing so.

3 Ghoul
Int: Low Perc: Magic Lang: None
Hab: Ancient Ruins Disp: Hostile
Rep/Weak: 8 / 13 Init: 12 Move Spd: 11 Fort: 5 (12) Will: 5 (12)
Fighting Style Accuracy Damage Evasion Defense HP MP
Claw 4 (11) 2d + 2 4 (11) 0 30 -
Weak Point: HP Recovery (deals damage instead), +3 pts.
Unique Skills
[Double Attack]
A Ghoul can make two Claw attacks each round, though each attack requires its own Accuracy check.
[Mindless]
A Ghoul is unaffected by any Psychic-type effects.
[Paralyzing Toxin / 5 (12) / Fort / Negated]
If a Ghoul successfully hits with a Claw attack, the target has to make a Fortitude Check or be paralyzed for 30 seconds (3 rounds). While paralyzed, the character's Evasion Checks receive a -2 penalty.
Loot
Always Ghoul Toxin Extract (20G)
2 - 9 None
10+ Ghoul Coin (300G)

A Ghoul is an undead that eats rotting corpses. Their "prey" is left to decay for a while after the kill, so that the Ghoul can feed off of the rot and corruption. Compared to Zombies, a Ghoul decays at a much slower rate due to the toxin in their system. When the toxin is extracted from the body, it can be used on wood to preserve it. Additionally, the amber sediment inside a Ghoul's eye can be extracted and solidified into a a small disc, which has taken the colloquial name "ghoul coin" among collectors of such objects.

4 Death Sword
Int: Low Perc: Magic Lang: None
Hab: Labyrinths, Wasteland Disp: Hostile
Rep/Weak: 9 / 12 Init: 8 Move Spd: 14 Fort: 6 (13) Will: 6 (13)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon 6 (13) 2d+4 5 (12) 4 36 18
Weak Point: Magic Damage +2 pts.
Unique Skills
[Death Blade / 5 (12) / Evasion / Negated]
The Death Sword swings with ill intent, dealing 10 Curse-type damage if it connects.
Loot
Always Rusty Sword (50G)
2 - 10 None
11+ Ornate Sword Hilt (600G)

A spirit trapped in a sword, the Death Sword possesses a decaying body in order to carry out its foul grudges. When encountering a stronger opponent, the Death Sword will seek to slay the stronger and possess that body, and so it is often looking for stronger and stronger foes to face.

4 Wight
Int: None Perc: Magic Lang: None
Hab: Various Disp: Hostile
Rep/Weak: 11 / 14 Init: 11 Move Spd: 12 Fort: 5 (12) Will: 5 (12)
Fighting Style Accuracy Damage Evasion Defense HP MP
Claw 6 (13) 2d+4 4 (11) 4 31 10
Weak Point: Silver Weapon Damage +3 pts.
Unique Skills
[Poison Claw / 5 (12) / Fort / Negated]
If the Wight hits with their Claw attack, the target must immediately make a Fortitude check. If they fail to resist, they receive an extra 3 Poison-type damage to both their HP and MP.
[Wight Curse / No Resistance]
If a character is reduced to 0 HP or lower by a Wight's attack, they cannot be revived until a "Remove Curse" spell is cast upon that character. If left unattended, the affected character will accumulate 1 soulscar every 3 days. If 5 soulscars are accumulated as a result of this curse, the character will rise as a Wight.
Loot
Always Wight Claw (50G)
2 - 9 None
10+ Cursed Claw (400G)

A Wight is a vile thing, an undead whose extremities have rotted to the bone. Its signature red eyes and bloated, discolored body are telltale signs of a foul creature. Originally thought to be the risen bodies of those who died in water, the bony claws of a Wight don't just poison the body, but curse the soul of those they rend through. It's said that a powerful Wight's claws may be used as ritual tools, though what rituals are better left unsaid.

4 Skeleton Archer
Int: Low Perc: Magic Lang: None
Hab: Ruins Disp: Hostile
Rep/Weak: 6 / 13 Init: 8 Move Spd: 18 Fort: 5 (12) Will: 6 (13)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon 6 (13) 2d+5 5 (12) 5 28 -
Weak Point: HP Recovery (deals damage instead) +3 pts.
Unique Skills
[Bow]
Instead of making a Weapon attack, the Skeleton Archer can fire its bow. This attack is treated as a ranged attack from a Bow category weapon, with a range of 30m. This attack uses the same Accuracy and damage as the Skeleton Archer's Weapon attack.
[Precise Shot]
Ranged attacks fired into a battlefield cannot misfire.
[Bone Body]
A Skeleton Archer is immune to criticals from edged weapons.
[Mindless]
A Skeleton Archer is unaffected by any Psychic-type effects.
Loot
2 - 8 Sturdy Bone (30G)
9+ Magical Bone (250G)

These Skeletons have been armed with a bow and arrows, which they fire relentlessly at any living thing that draws close enough. Skeleton Archers can be created using the Spiritualism spell "Create Undead", costing 16 MP for each Skeleton Archer raised.

5 Ghoul Mage
Int: Average Perc: Magic Lang: Regional Dialect, Arcana
Hab: Ancient Ruins Disp: Hostile
Rep/Weak: 10 / 15 Init: 13 Move Spd: 14 Fort: 7 (14) Will: 8 (15)
Fighting Style Accuracy Damage Evasion Defense HP MP
Claw 6 (13) 2d + 4 6 (13) 3 33 24
Weak Point: Accuracy +1
Unique Skills
[Truespeech Magic (Level 4) / Magic Power 7 (14)]
A Ghoul Mage may cast Truespeech Magic as a third-level Sorcerer. For individual spell effects, refer to that spell's description.
[Double Attack]
A Ghoul Mage can make two Claw attacks each round, though each attack requires its own Accuracy check.
[Paralyzing Toxin / 5 (12) / Fort / Negated]
If a Ghoul Mage successfully hits with a Claw attack, the target has to make a Fortitude Check or be paralyzed for 30 seconds (3 rounds). While paralyzed, the character's Evasion Checks receive a -2 penalty.
Loot
Always Ghoul Toxin Extract (20G)
2 - 6 None
7 - 11 Ghoul Coin (300G)
12+ Rare Ghoul Coin (1d x 350G)

Seemingly identical to the Ghoul, a Ghoul Mage has the intellect to understand human speech. Often, such Ghouls will use their superior intellect to trap intelligent beings for food. Ghoul Mages are also fairly competent leaders, and there are stories of remote towns overtaken by an army of Ghouls led by a Mage.

Rarely, one will find a Ghoul Mage with enough mana that it even crystallizes in the "ghoul coin". These high-quality coins glitter with an unearthly pattern, and will undoubtedly fetch quite the price to the right collector

5 Sin
Int: Animal Perc: 5 Senses (Darkvision) Lang: None
Hab: Ruins Disp: Hostile
Rep/Weak: 10 / 14 Init: 12 Move Spd: 9 Fort: 7 (14) Will: 7 (14)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon 6 (13) 2d+6 5 (12) 5 43 12
Weak Point: Fire Damage +3 pts.
Unique Skills
[Power Attack]
A Sin can deal an additional 4 damage on their next attack. However, any Evasion Check made by the Sin this turn receives a -2 penalty.
[Regeneration]
At the end of each round, the Sin recovers 5 HP.
Loot
2 - 6 None
7 - 9 Gems (1d x 150G)
10+ Rare Gems (1,500G)

With its glassy, clouded eyes and pallid skin, a Sin is a type of undead that singlemindedly focuses on a single obsession. Violently fighting anything and anyone that stands in its way, a Sin will go out of its way to collect everything relating to its obsession. There is no thought or reason left behind, just madness and desire. Sometimes, the body of a Sin will accumulate a peculiar water within, and this water is sought after for magical experiments.

5 Skeleton Soldier
Int: Low Perc: Magic Lang: None
Hab: Ruins Disp: Hostile
Rep/Weak: 7 / 14 Init: 10 Move Spd: 21 Fort: 6 (13) Will: 7 (14)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon 8 (15) 2d+6 5 (12) 7 32 -
Weak Point: HP Recovery (deals damage instead) +3 pts.
Unique Skills
[Power Attack]
A Skeleton Soldier can deal an additional 4 damage on their next attack. However, any Evasion Check made by the Skeleton Soldier this turn receives a -2 penalty.
[Bone Body]
A Skeleton Soldier is immune to criticals from edged weapons.
[Mindless]
A Skeleton Soldier is unaffected by any Psychic-type effects.
Loot
2 - 8 Sturdy Bone (30G)
9+ Magical Bone (250G)

Skeleton Soldiers are heavily armed and armored shock troopers, expendable yet still dangerous in their own right. Often seen carrying large weapons, these mindless undead actively seek out intruders and attack relentlessly. Skeleton Soldiers can be created using the Spiritualism spell "Create Undead", costing 20 MP for each Skeleton Soldier raised.

6 Blood Sucker
Int: Low Perc: Magic Lang: Regional Dialect
Hab: Various Disp: Hostile
Rep/Weak: 12 / 15 Init: 13 Move Spd: 15 Fort: 8 (15) Will: 7 (14)
Fighting Style Accuracy Damage Evasion Defense HP MP
Claw 8 (15) 2d+7 7 (14) 6 39 6
Weak Point: HP Recovery (deals damage instead) +3 pts.
Unique Skills
[Continuous Attack]
If a Blood Sucker successfully hits a target in melee, they may make a second attack on that same target without rolling Accuracy.
[Gaze / 7 (14) / Will / Negated]
Once per round as a Minor Action, a Blood Sucker may attempt to paralyze a single target. If the target fails to resist the Gaze, they are paralyzed for 10 seconds (1 round) and cannot take any Minor Actions.
[Vampire Fangs / 7 (14) / Evasion / Negated]
The Blood Sucker attacks with draining fangs, dealing 2d+4 Physical damage. The Blood Sucker heals HP equal to the total damage dealt.
[Regeneration]
At the end of each round, a Blood Sucker recovers 3 HP.
[Vampire Body]
As long as a Blood Sucker is under sunlight, it receives a -2 penalty to all Accuracy and Evasion Checks. Additionally, the Blood Sucker cannot use their "Regeneration" ability, and at the end of each round, the Blood Sucker is dealt 6 Magic damage. This damage cannot be reduced by any means.
Loot
2 - 8 None
9+ Corrupted Ash (300G)

A person drained by a Lesser Vampire, then revived into a subservient unlife, a Blood Sucker is still a dangerous monster to encounter. With pale skin and bloody eyes, they lack the grace of their sires and stand out as something unnatural. Their memories distorted, they will attack humans and animals alike in order to stave off hunger and thirst. Due to their vulnerability to sunlight, Blood Suckers move and attack solely at night.

7 Dullahan
Int: Average Perc: Magic Lang: Arcana
Hab: Indeterminate Disp: Hostile
Rep/Weak: 11 / 18 Init: 16 Move Spd: 25 Fort: 10 (17) Will: 10 (17)
Fighting Style Accuracy Damage Evasion Defense HP MP
Sword (Rider) 10 (17) 2d + 12 9 (16) 5 38 44
Charge (Chariot) 8 (15) 2d + 14 7 (14) 7 52 -
Hoof (Horse) x2 9 (16) 2d + 8 8 (15) 3 32 22
Sections: 4 (Rider, Chariot, Horse x2) Main Section: Rider Weak Point: HP Recovery (deals damage instead), +3 pts.
Unique Skills
  • Rider

[Truespeech Magic, Divine Magic (Level 5) / Magic Power 8 (15)]
A Dullahan may cast both Truespeech and Divine Magic as a fifth-level Sorcerer and Conjurer. It is up to the GM to determine any Special Divine Spells. For individual spell effects, refer to that spell's description.
[Normal Weapon Immunity]
A Dullahan is immune to damage from normal weapons, and can only be harmed with silver or magical weapons.

  • Chariot

[Large]
Any damage dealt to the Chariot is not carried over to the Rider.
[Iron Body]
The Chariot is immune to criticals from edged weapons.
[Mindless]
The Chariot is unaffected by anything that would affect the mind, such as hallucinations.

  • Horses

[Power Attack]
Each Horse can deal an additional 4 damage on their next attack. However, any Evasion Check made by that Horse this turn receives a -2 penalty.
[Mobility]
If both Horses' HP is reduced to 0, a Dullahan cannot move.

Loot
2 - 4 None
5 - 7 Magical Wood (200G)
8 - 12 Premium Magical Wood (500G)
13+ Mithril (2,600G)

An immense figure, a Dullahan is composed of a large, headless knight in black armor, driving a hellish chariot pulled by skeletal horses. Carrying its head in its left arm, a Dullahan will sentence a man to death in one year. It is said that this death sentence cannot be avoided, and the Dullahan will come for the doomed no matter where they are.

7 Jack O'Lantern
Int: High Perc: Magic Lang: Arcana
Hab: Unknown Disp: Hostile
Rep/Weak: 13 / 17 Init: 14 Move Spd: 18 (Flying) Fort: 9 (16) Will: 9 (16)
Fighting Style Accuracy Damage Evasion Defense HP MP
Sickle 8 (15) 2d+11 9 (16) 6 48 54
Weak Point: HP Recovery (deals damage instead) +3 pts.
Unique Skills
[Truespeech Magic, Spiritualism Magic (Level 6) / Magic Power 9 (16)]
A Jack O'Lantern may cast both Truespeech and Spiritualism Magic as a sixth-level Sorcerer and Conjurer. For individual spell effects, refer to that spell's description.
[Soul Harvesting]
If the target is reduced to 0 HP or lower from a Jack O'Lantern's Sickle attack, they receive a -10 penalty to their next Death Check.
Loot
Always Pumpkin Lantern (100G)
2 - 6 Rusty Sickle (100G)
7 - 10 Large Sickle (600G)
11+ Soul Harvesting Sickle (3,000G)

A pumpkin-headed monster dressed in a black veil, a Jack O'Lantern carries a massive sickle to harvest souls from the living. A phantom that can appear unexpectedly, it may be seen wandering through villages in the middle of the night looking for victims. It is said that when a soul is harvested, a bright flame appears in its eyes.

8 Specter
Int: High Perc: Magic Lang: Arcana
Hab: Labyrinths, Graveyards Disp: Hostile
Rep/Weak: 14 / 17 Init: 13 Move Spd: 18 (Flying) Fort: 9 (16) Will: 11 (18)
Fighting Style Accuracy Damage Evasion Defense HP MP
Fist 10 (17) 2d+4 10 (17) 7 51 60
Weak Point: HP Recovery (deals damage instead) +3 pts.
Unique Skills
[Truespeech Magic, Spiritualism Magic (Level 8) / Magic Power 12 (19)]
A Specter may cast both Truespeech and Spiritualism Magic as an eighth-level Sorcerer and Conjurer. For individual spell effects, refer to that spell's description.
[Flight]
A Specter receives a +1 bonus to Accuracy and Evasion only for melee attacks.
[Normal Weapon Immunity]
A Specter is immune to damage from normal weapons, and can only be harmed with silver or magical weapons.
Loot
2 - 9 None
10 - 12 Old Greatcloak (200G)
13+ Ancient Robe (3,300G)

It is believed that a Specter is the spirit of a powerful and angry magic user. Oftentimes, these spellcasters lived during the age of the Magical Civilization, the Durandal period, and their sheer hatred of the living has kept their form intact. In fact, this hatred drives the Specter to kill anyone it comes across. For some reason, Specters will only be found at night, and will disappear during the day. Unlike some others, though, the sun does not actually damage the Specter.

8 Blank
Int: Average Perc: Magic Lang: Arcana
Hab: Labyrinths, Cities Disp: Hostile
Rep/Weak: -13 / 19 Init: 14 Move Spd: 18 (Flying) Fort: 10 (17) Will: 10 (17)
Fighting Style Accuracy Damage Evasion Defense HP MP
Smash 10 (17) 2d+10 9 (16) 8 64 -
Weak Point: Fire Damage +3 pts.
Unique Skills
[Mana Interference]
If a Blank succeeds on a Willpower check against a spell, they will be completely unaffected by that spell (no damage will be taken, and any other effects are ignored).
[Normal Weapon Immunity]
A Blank is immune to damage from normal weapons, and can only be harmed with silver or magical weapons.
[Blank / 9 (16) / Will / Negated]
If a character is hit by a Blank's Smash attack, they need to make a Willpower check or lose the ability to use their most recently acquired Combat Feat for the next 3 minutes (18 rounds). This effect is treated as a Curse-type effect.
[Feint Attack]
A Blank receives a +1 Accuracy bonus to the next attack. Characters wearing Metal Armor are unaffected.
Loot
2 - 10 None
11 - 12 Mist of Oblivion (1,000G)
13+ Water of Oblivion (5,500G)

Appearing as little more than unnaturally long arms emerging from a dense haze of mana, a Blank lurks around populated areas during cold, rainy nights. Rumor has it that if the dense haze is touched, your memory is lost, your arms get stretched like taffy, and you wander aimlessly trying to regain your lost thoughts. However, there is no current record of a victim who has recovered from a Blank's attack, so this theory remains unproven.

8 Poltergeist
Int: Low Perc: Magic Lang: None
Hab: Various Disp: Hostile
Rep/Weak: 11 / 17 Init: 18 Move Spd: 16 (Floating) Fort: 8 (15) Will: 9 (16)
Fighting Style Accuracy Damage Evasion Defense HP MP
Tackle (Core) 11 (18) 2d+8 11 (18) 8 45 51
Ram (Object) x4 11 (18) 2d+5 11 (18) 8 45 11
Sections: 5 (Core / Object x4) Main Section: Core Weak Point: Magic Damage +2 pts.
Unique Skills
  • Poltergeist

[Object Camouflage]
A Poltergeist's Core is indistinguishable from the other Objects it is using at the start of combat. However, once the Core uses any spells, or either the "Command Weapon" or "Rush" abilities, the Core is easily identified. Melee attacks don't directly identify the Core, but knowledgeable characters are able to make inferences based upon the damage received.

  • Core

[Spiritualism Magic (Level 8) / Magic Power 10 (17)]
A Poltergeist may cast Spiritualism spells as an eighth-level Conjurer. For individual spell effects, refer to that spell's description.
[Magic Aptitude]
A Poltergeist can use the Combat Feats 《Metamagic/Distance》, 《Guided Magic》, 《Magic Convergence》, 《Magic Control》 and 《Wordbreak》.
[Command Weapon / Can't]
The Poltergeist possesses the weapon of a target in the same battlefield up to 20m away and forces it to attack its wielder. Because the weapon is attacking the character holding it, this attack cannot be Evaded. The damage dealt is equal to the weapon's Power + 8, but the attack is otherwise the same as though the wielder used the weapon normally. This ability cannot command any Gun category weapons.

  • Objects

[Rush / Can't]
The Poltergeist causes all remaining Objects to simultaneously rush at a single target in the same battlefield, dealing 2d x (Remaining Objects) to the target. Because of the erratic movement of the various Objects, this attack cannot be Evaded. All remaining Objects must be able to take a Major Action to use this ability.

Loot
2 - 6 Broken Memento (500G)
7 - 12 Memento (1,000G)
13+ Enchanted Object (2,000G)

Poltergeists are formed when someone passes away while still holding an unusually strong attachment to a particular object. This object becomes the core of the Poltergeist, regardless of what the object may be, and through this object the spirit may manipulate other objects in order to affect the living world.

Typically, common Poltergeist cores are various pieces of jewelry, favored items of the original owner, or other innocuous mementos. The commonality of such objects makes it easy for the Poltergeist to hide its core among other objects it is manipulating. However, only the core of the Poltergeist can cast spells or manipulate other objects, so it becomes very apparent where the core is when combat begins.

9 Bone Knight
Int: Average Perc: Magic Lang: Arcana
Hab: Wasteland, Graveyards Disp: Hostile
Rep/Weak: 14 / 19 Init: 16 Move Spd: 30 Fort: 13 (20) Will: 11 (18)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon (Knight) 11 (18) 2d+13 11 (18) 11 62 58
Hoof (Horse) 12 (19) 2d+10 10 (17) 8 48 28
Sections: 2 (Knight / Horse) Main Section: Knight Weak Point: HP Recovery (deals damage instead) +3 pts.
Unique Skills
  • Bone Knight

[Normal Weapon Immunity]
A Bone Knight is immune to damage from normal weapons, and can only be harmed with silver or magical weapons.

  • Knight

[Spiritualism Magic (Level 8) / Magic Power 11 (18)]
A Bone Knight may cast Spiritualism Magic as an eighth-level Conjurer. For individual spell effects, refer to that spell's description.
[Twin Strike & Double Attack]
A Bone Knight can make two Weapon attacks each round, though each attack requires its own Accuracy check. They may choose to attack different characters with each attack.
[Magic Aptitude]
A Bone Knight can use the Combat Feats 《Magic Control》, 《Metamagic/Accuracy》, and 《Metamagic/Distance》.

  • Horse

[Large Body]
As long as the Horse's HP is 1 or more, the Knight receives a +2 bonus to melee Evasion checks. When the Horse falls to 0 HP or lower, this effect disappears.
[Power Attack]
The Horse can deal an additional 4 damage on their next attack. However, any Evasion Check made by the Horse this turn receives a -2 penalty.

Loot
Always Ghostly Reins (900G)
2 - 9 None
10+ Bone Knight Helmet (4,200G)

At first glance, this appears to be a mounted knight in armor. However, as the Bone Knight draws near, it's easy to see the skull peering out of the armor, its malice towards the living almost tangible. An old knight from the Durandal age, it is on the search for its lost lord, and will let nothing get in its way. Though dead for a while, a Bone Knight's swordsmanship and magical prowess remain as sharp as they were in life, making the undead knight a truly fearsome foe.

9 Mummy
Int: Low Perc: Magic Lang: None
Hab: Ruins Disp: Hostile
Rep/Weak: 15 / 18 Init: 14 Move Spd: 14 Fort: 12 (19) Will: 12 (19)
Fighting Style Accuracy Damage Evasion Defense HP MP
Smash 11 (18) 2d+11 11 (18) 9 66 30
Weak Point: Fire Damage +3 pts.
Unique Skills
[Twin Strike & Double Attack]
A Mummy can make two Smash attacks each round with each hand, though each attack requires its own Accuracy check. They may choose to attack different characters with each attack.
[Decaying Curse]
When a character is hit by a Mummy's Smash attack, their Maximum HP value is decreased by the same amount as the damage dealt. If a character's maximum HP is reduced to 0 in this way, they immediately die (no Death Check needed). This effect is treated as a Curse-type effect. If the Mummy is defeated, any maximum HP reductions it caused are restored (though this will not revive any dead characters).
[Flame Vulnerability]
When the Mummy is hit by Fire-type damage, it takes an extra 3 damage.
Loot
2 - 7 None
8 - 10 Golden Ring (1,000G)
11+ Golden Bracelet (2,000G)

Guardians of a powerful king of ancient times, Mummies are dried corpses completely covered with bandages. Their loyalty is unwavering even in death, and they will mercilessly attack anyone venturing in their king's crypt. A Mummy can also cause a debilitating curse just from touching the living, so contact is highly discouraged.

9 Banshee
Int: Low Perc: Magic Lang: Arcana
Hab: Various Disp: Hostile
Rep/Weak: 12 / 19 Init: 17 Move Spd: 21 (Floating) Fort: 10 (17) Will: 13 (20)
Fighting Style Accuracy Damage Evasion Defense HP MP
Claw 10 (17) 2d+7 12 (19) 10 62 73
Weak Point: Energy Damage +2 pts.
Unique Skills
[Truespeech Magic, Spiritualism Magic (Level 9) / Magic Power 13 (20)]
A Banshee may cast both Truespeech and Spiritualism Magic as a ninth-level Sorcerer and Conjurer. For individual spell effects, refer to that spell's description.
[Magic Aptitude]
A Banshee can use the Combat Feats 《Metamagic/Accuracy》. 《Metamagic/Area》, and 《Metamagic/Targets》.
[Disorienting Wail / 13 (20 / Will / Negated]
Once per round, as a Major Action, the Banshee can make a high-pitched Psychic-type wail, causing everyone within 20m to immediately attack the closest target regardless of whose side they're on. The attack must be made with the weapon currently wielded, and Active Combat Feats may be used as normal. If there are multiple valid targets, the attack target is chosen at random.
[Double Action]
The Banshee may take two Major Actions during each of its turns.
Loot
2 - 7 Crystal Tears of Resentment (500G)
8+ Crystal Tears of Sorrow (1,000G)

A Banshee is the vengeful spirit of a woman who died in sorrow after suffering a terrible betrayal, seeking to share its fate with others. Its screams can shake even the most stoic of adventurers, and it is said that death comes to those who've heard the wail of a Banshee. Though they tend to appear as a beautiful woman, Banshees turn as ugly as a mummy when unleashing their wail on others. Upon defeat, a Banshee will disappear entirely, leaving behind only beautiful crystals, physical remnants of their powerful emotions.

10 Ghost Horse
Int: Low Perc: Magic Lang: None
Hab: Various Disp: Hostile
Rep/Weak: 15 / 22 Init: 20 Move Spd: 36 Fort: 15 (22) Will: 13 (20)
Fighting Style Accuracy Damage Evasion Defense HP MP
Hoof (Front) 13 (20) 2d+10 12 (19) 10 72 23
Hoof (Rear) 13 (20) 2d+11 11 (18) 10 62 18
Sections: 2 (Front / Rear) Main Section: Front Weak Point: Water/Ice Damage +3 pts.
Unique Skills
  • Ghost Horse

[Fire Immunity]
A Ghost Horse takes no damage from Fire-type effects.
[Shadow Body]
When in shadowy areas or at night, the Ghost Horse automatically melds with the shadows, becoming impossible to see without Darkvision. While unnoticed, it can also move through otherwise solid obstacles, such as walls and barriers. However, while being seen by a character, this ability is lost.

  • Front

[Burning Gaze / 13 (20) / Fort / Negated]
The Ghost Horse gazes at a single target within 20m, igniting it and dealing 2d + 10 Fire-type damage.

  • Rear

[Double Barrel / 13 (20) / Evasion / Negated]
The Ghost Horse rears and kicks with both hind legs, launching the target out of the battlefield 20m in a direction of the Ghost Horse's choice. Upon landing, the target will receive 20 Physical damage and is knocked prone.

Loot
Always Fiery Hoof (500G)
2 - 6 Evil Eye (400G)
7 - 12 Fiery Evil Eye (800G)
13+ Incandescent Evil Eye (3,000G)

A pitch-black horse made of shadow with a mane of flames, the Ghost Horse is dangerous on its own, but is often seen as a mount for more powerful undead. Its eyes are a piercing blood-red, and its body will occasionally have gouts of flame burst forth.

11 Mummy Lord
Int: High Perc: Magic Lang: Arcana
Hab: Ruins Disp: Hostile
Rep/Weak: 16 / 19 Init: 17 Move Spd: 14 Fort: 14 (21) Will: 14 (21)
Fighting Style Accuracy Damage Evasion Defense HP MP
Staff 10 (17) 2d+12 11 (18) 13 73 75
Weak Point: Fire Damage +3 pts.
Unique Skills
[Spiritualism Magic (Level 10) / Magic Power 14 (21)]
A Mummy Lord may cast Spiritualism Magic as a tenth-level Conjurer. For individual spell effects, refer to that spell's description.
[Magic Aptitude]
A Mummy Lord can use the Combat Feats 《Metamagic/Targets》, 《Magic Convergence》, 《Magic Control》, 《Guided Magic》, and 《Wordbreak》.
[Decaying Curse]
When a character is hit by a Mummy Lord's Staff attack, their Maximum HP value is decreased by the same amount as the damage dealt. If a character's maximum HP is reduced to 0 in this way, they immediately die (no Death Check needed). This effect is treated as a Curse-type effect. If the Mummy Lord is defeated, any maximum HP reductions it caused are restored (though this will not revive any dead characters).
[Flame Vulnerability]
When the Mummy Lord is hit by Fire-type damage, it takes an extra 3 damage.
Loot
Always Magical Staff (3,000G)
2 - 7 Golden Ring (1,000G)
8 - 12 Golden Bracelet (2,000G)
13+ Golden Mask (15,000G)

It is believed that, in ancient times, royal families from the Durandal period would often have themselves bound and buried in ornate crypts, in order to keep their family together and protect them from what may lie beyond. A Mummy Lord is unliving proof of such claims, and wields incredible power in order to preserve the family's crypt. Able to command other Mummies that were buried alongside them, a Mummy Lord also has incredible combat prowess and magical power at it's command.

While a Mummy Lord is typically only roused from its slumber to deter any intruders into the crypt, there are stories of large armies of the undead attacking settlements under the watchful eye of a Mummy Lord.

11 Dullahan Lord
Int: High Perc: Magic Lang: Arcana, Magitech
Hab: Unknown Disp: Hostile
Rep/Weak: 17 / 27 Init: 22 Move Spd: 40 Fort: 15 (22) Will: 16 (23)
Fighting Style Accuracy Damage Evasion Defense HP MP
Sword (Body) 15 (22) 2d+13 12 (19) 12 75 123
Ram (Manabike) 14 (21) 2d+14 11 (18) 13 81 43
Sections: 2 (Body / Manabike) Main Section: Body Weak Point: Energy Damage +3 pts.
Unique Skills
  • Dullahan Lord

[Normal Weapon Immunity]
A Dullahan Lord is immune to damage from normal weapons, and can only be harmed with silver or magical weapons.
[Iron Body]
The Dullahan Lord is immune to criticals from edged weapons.

  • Body

[Truespeech Magic, Spiritualism Magic, Magitech (Level 11) / Magic Power 9 (16)] A Dullahan Lord may cast Truespeech and Spiritualism Magic and Magitech spells as an eleventh-level Sorcerer, Conjurer and Artificer. For individual spell effects, refer to that spell's description.
[Magic Aptitude]
A Dullahan Lord can use the Combat Feats 《Metamagic/Targets》, 《Metamagic/Accuracy》, and 《Multi-Action》.
[Power Attack]
A Dullahan Lord can deal an additional 4 damage on their next attack. However, any Evasion Check made by the Dullahan Lord this turn receives a -2 penalty.

  • Manabike

[Magitech (Level 11) / Magic Power 15 (22)]
The Manabike may cast Magitech spells as an eleventh-level Artificer. For individual spell effects, refer to that spell's description.
[Mounted Guns / 14 (21) / Evasion / Negated]
The Manabike is able to attack with a mounted gun, whose Max. Magazine is 5 and range is 30m.
[Precise Shot]
Ranged attacks fired into a battlefield cannot misfire.
[Sonic Blaster / 15 (22) / Fort / Negated]
The Manabike can unleash a sonic blast in a 30m radius, and targets who fail to resist are dealt 2d Magic damage, receive a -2 penalty to Accuracy and Evasion, and cannot take Minor Actions for 10 seconds (1 round). This ability cannot be used in consecutive rounds.
[Downswing]
As long as the Manabike's HP is 1 or higher, the Body deals an extra +2 damage. When the Manabike falls to 0 HP or lower, this ability cannot be used.[Large Chassis]
As long as the Dullahan Lord Manabike's HP is 1 or more, the Body cannot be attacked in melee. When the Manabike falls to 0 HP or lower, this effect disappears.

Loot
Always Manabike Parts (500G)
2 - 6 None
7 - 12 Mythril (2,600G)
13+ Pure Mythril (8,800G)

An improved Dullahan, the Dullahan Lord still wears beat-up white armor and tucks its head underneath one arm. However, the Dullahan Lord is familiar with magitech, and takes advantage of an ancient Manabike instead of the old horse-drawn carriage.

12 Cast Armor
Int: Average Perc: Magic Lang: Arcana
Hab: Various Disp: Neutral
Rep/Weak: 15 / 20 Init: 18 Move Spd: 16 Fort: 14 (21) Will: 14 (21)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon 15 (22) 2d+15 14 (21) 15 76 60
Weak Point: HP Recovery (deals damage instead) +3 pts.
Unique Skills
[Divine Magic (Level 10) / Magic Power 13 (20)]
A Cast Armor may cast Divine Magic as a tenth-level Priest. It is up to the GM to determine any Special Divine Spells. For individual spell effects, refer to that spell's description.
[Magic Aptitude]
A Cast Armor can use the Combat Feats 《MP Save》 and 《Multi-Action》.
[Cursed Sword / 14 (21) / Fort / Negated]
The Cast Armor attacks with draining fangs, dealing 2d+15 Physical damage. The Cast Armor heals HP equal to the total damage dealt. This effect is treated as a Curse-type effect.
[Paralyzing Gaze / 14 (21) / Will / Negated]
Once per round as a Minor Action, a Cast Armor may attempt to paralyze a single target within 20m. If the target fails to resist the Paralyzing Gaze, they cannot take any Major Actions for 30 seconds (3 rounds). Minor Actions and Movement are possible. This effect is treated as a Psychic-type effect.
Loot
Always Cursed Sword (1,300G)
2 - 8 None
9 - 12 Cloudy Eye (660G)
13+ Red Eye (4,400G)

An empty wandering armor. The gaze that can be seen peering out from the helmet is able to paralyze, while the cursed sword it holds steals the life of the living. Cast Armors are strange in that they retain the ability to call on divine magic, despite their obvious corruption, and it is widely held that these are spirits of paladins and other priestly warriors who have fallen in battle.

While some are harmless due to the vows they had taken while alive, others seek out enemies and look to destroy them. However, time and undeath have distorted exactly who is an enemy, and so these Cast Armors attack nearly everyone indiscriminately.

12 Ghost Ship
Int: Low Perc: Magic Lang: None
Hab: Ocean Disp: Hostile
Rep/Weak: 17 / 20 Init: 19 Move Spd: 50 (On Water) Fort: 17 (24) Will: 16 (23)
Fighting Style Accuracy Damage Evasion Defense HP MP
None (Hull) - - 12 (19) 12 120 71
Cannon (Turret) x2 16 (23) 2d+12 14 (21) 10 69 37
Slap (Oars) x4 15 (22) 2d+12 13 (20) 9 53 34
Sections: 7 (Hull / Turret x2 / Oars x4) Main Section: Hull Weak Point: Fire Damage +3 pts.
Unique Skills
  • Hull

[Spiritualism Magic (Level 10) / Magic Power 13 (20)]
A Ghost Ship may cast Spiritualism spells as a tenth-level Conjurer. For individual spell effects, refer to that spell's description.
[Magic Aptitude]
A Ghost Ship can use the Combat Feats 《Metamagic/Distance》, 《Guided Magic》, 《Magic Convergence》, 《Magic Control》 and 《Wordbreak》.

  • Turrets

[Howitzer / 17 (24) / Evasion / Negated]
The Turret shoots a shell up to 100m, exploding on contact into a 6m radius fireball, dealing 2d + 12 Magic damage to up to 20 targets. This ability cannot be used on targets in the same battlefield.
[Ammunition]
The Turret's Cannon can only hold one shot, and has a range of 100m. Reloading happens automatically after firing.
[Friendly Fire]
If a Turret attacks a target in the same battlefield, the damage dealt is also done to the Ghost Ship's Hull, regardless of whether the original target evaded the attack or not.

  • Oars

[Oar Flurry / Can't]
The Oars of the Ghost Ship begin to gyrate wildly, beating one target for 2d x (Remaining Oars) Physical damage. Because of the number of oars, this attack cannot be Evaded. All remaining Oars must be able to take a Major Action to use this ability.
[Stop Boarding]
The Ghost Ship's Hull and Turrets cannot be attacked in melee. When three or more Oars fall to 0 HP or lower, this effect disappears.

Loot
Always Ghost Ship Wood (500G)
2 - 6 Nautical Charts (500G)
7 - 12 Ocean Navigation Maps (1,000G)
13+ Treaure Map (5,000G)

The remnants of a ship that has been lost at sea. Ghost Ships are a more common sight out on the open ocean, where dangerous sea monsters and inclement weather have ended innumerable voyages. The size of the Ghost Ship depends upon the initial ship's size, but usually the larger the original ship, the larger and more powerful the Ghost Ship will become.

Ghost Ships also tend to have a number of undead crew, sailors from the original ship doomed to sail with the Ghost Ship forever. However, some unfortunate souls lost at sea may also find themselves drawn to a traveling Ghost Ship, and it is said that there is even a Ghost Ship out there with Dragon Zombies on board as well.

13 Wraith
Int: High Perc: Magic Lang: Trade Common
Hab: Unknown Disp: Hostile
Rep/Weak: 16 / 23 Init: 25 Move Spd: 26 (Floating) Fort: 16 (23) Will: 19 (26)
Fighting Style Accuracy Damage Evasion Defense HP MP
None - - 17 (24) 13 88 112
Weak Point: Physical Damage +2 pts.
Unique Skills
[Spiritualism Magic (Level 13) / Magic Power 18 (25)]
A Wraith may cast Spiritualism spells as a thirteenth-level Conjurer. For individual spell effects, refer to that spell's description.
[Normal Weapon Immunity]
A Wraith is immune to damage from normal weapons, and can only be harmed with silver or magical weapons.
[Fog Body]
Bludgeoning weapons treat the Wraith's Defense as 5 points higher. In addition, Thrown weapons deal no damage. The Wraith automatically halves any incoming Magical damage, even before any resistance checks.
[Magic Aptitude]
A Wraith can use the Combat Feats 《Guided Magic》, 《Magic Convergence》, 《Magic Control》, 《Metamagic/Targets》, 《Metamagic/Accuracy》 and 《Wordbreak》.
Loot
2 - 12 None
13+ Frozen Mana (5,000G)

When using the spell "Wraith Form", this is the form the Conjurer takes. This data is for a typical Wraith, one whose body has been lost for some reason, and cannot return to their original form. However, stronger Conjurers will make for stronger Wraiths, adding their own abilities to the spiritual form. However, there are some Wraiths who had never been a Conjurer in their previous life, and these so-called "natural" Wraiths are curious oddities to those who study monsters.

Though the Wraith's body is formed out of fog and mist, it is unnaturally cold. In rare cases, the magical power of the Wraith will itself freeze and coalesce into a solid lump of frozen mana. This frozen mana is so cold that, under normal weather, it will not melt, making it very valuable among researchers on the open market.

14 Meaningless
Int: Low Perc: Magic Lang: None
Hab: Ruins Disp: Hostile
Rep/Weak: 14 / 21 Init: 20 Move Spd: 20 (Floating) Fort: 16 (23) Will: 17 (24)
Fighting Style Accuracy Damage Evasion Defense HP MP
Death Grip 17 (24) 2d+14 18 (25) 15 101 113
Weak Point: Fire Damage +3 pts.
Unique Skills
[Spiritualism Magic (Level 14) / Magic Power 16 (23)]
A Meaningless may cast Spiritualism spells as a fourteenth-level Conjurer. For individual spell effects, refer to that spell's description.
[Magic Aptitude]
A Meaningless can use the Combat Feats 《Guided Magic》, 《Magic Convergence》, 《Magic Control》 and 《Metamagic/Distance》.
[Summon Undead]
As a Minor Action, the Meaningless can summon an Undead monster Level 11 or lower by spending MP equal to that monster's level. The summoned Undead is able to act during the same round. This ability cannot be used in consecutive rounds.
[Ghostly Rush / Can't]
The Meaningless can make a melee attack on any target within 10m, whether they're in the same battlefield or not. This attack cannot be Evaded.
[Normal Weapon Immunity]
A Meaningless is immune to damage from normal weapons, and can only be harmed with silver or magical weapons.
[Unliving Aura]
At the end of each round, all Undead within 10m of the Meaningless recover 10 HP.
Loot
Always Mementos (500G)
2 - 6 Mementos (500G)
7 - 12 Expensive Mementos (1,000G)
13+ Extravagant Mementos (6,000G)

Formed from the countless souls of both humans and Barbarous that died in combat, a Meaningless is singularly focused on the destruction of the living. Any living creature, humanoid or Barbarous, is not safe from the assault of a Meaningless. Though it looks like an unstable fog, it can control the souls contained within to rise again from death and attack anything it wishes. Because of this, fighting a single Meaningless can feel like fighting an entire army.

15 Giant Zombie
Int: Low Perc: Magic Lang: None
Hab: Various Disp: Hostile
Rep/Weak: 13 / 20 Init: 19 Move Spd: 25 Fort: 22 (29) Will: 19 (26)
Fighting Style Accuracy Damage Evasion Defense HP MP
Weapon (Upper Body) 19 (26) 2d+20 17 (24) 16 90 20
Kick (Lower Body) 20 (27) 2d+16 16 (23) 18 132 10
Sections: 2 (Upper Body / Lower Body) Main Section: Upper Body Weak Point: Physical Damage +2 pts.
Unique Skills
  • Giant Zombie

[Regeneration]
At the end of each round, each section of the Giant Zombie recovers 10 HP. This has no effect on sections with 0 HP.

  • Upper Body

[Bellowing Roar / 16 (23) / Will / Negated]
The Giant Zombie can let loose a bellowing roar, a Psychic-type effect that scares those within 10m. Those who fail to resist are frightened, receiving a -2 penalty on all skill checks for 30 seconds (3 rounds).
[Simultaneous Attack]
A Giant Zombie's Weapon can attack all characters in the same battlefield, but a separate Accuracy Check is needed for each character. Each Accuracy Check is made with a -2 penalty.

  • Lower Body

[Large Body]
As long as the Giant Zombie Lower Body's HP is 1 or more, the Upper Body receives a +4 bonus to melee Evasion checks. When the Lower Body falls to 0 HP or lower, this effect disappears.

Loot
Always Giant Rotting Weapon (500G)
2 - 6 None
7 - 12 Gold Bracelet (5,000G)
13+ Giant's Treasure (10,000G)

Created from the corpses of massive Barbarous, Giant Zombies are massive undead hulks that know nothing but war. This particular data is for an average Giant Zombie, but there could be stronger variations, depending upon the original race of the Barbarous corpse used.

20 Dragon Zombie
Int: Low Perc: Magic Lang: None
Hab: Ruins Disp: Hostile
Rep/Weak: 20 / 27 Init: 21 Move Spd: 20 Fort: 27 (34) Will: 27 (34)
Fighting Style Accuracy Damage Evasion Defense HP MP
Bite (Head) 25 (32) 2d+24 25 (32) 18 147 61
Claw (Body) 26 (33) 2d+22 22 (29) 20 178 54
Wing (Wing) x2 23 (30) 2d+20 23 (30) 15 126 51
Tail (Tail) 24 (31) 2d+22 23 (30) 19 154 49
Sections: 5 (Head / Body / Wing x2 / Tail) Main Section: Head, Body Weak Point: HP Recovery (deals damage instead) +4 pts.
Unique Skills
  • Dragon Zombie

[Regeneration]
At the end of each round, each section of the Dragon Zombie recovers 10 HP. This has no effect on sections with 0 HP.
[Miasma Vortex]
The Dragon Zombie is surrounded by a protective veil of miasma, and all ranged attacks against it receive a -4 penalty to Accuracy.

  • Head

[Corrosive Breath / 25 (32) / Fort / Half]
The Dragon Zombie spits a gas bubble up to 20m away, which erupts on contact into a 6m radius cloud of corrosive miasma, dealing 2d + 20 Poison-type damage to up to 20 targets. This ability cannot be used on consecutive turns.

  • Body

[Large Body]
As long as the Dragon Zombie Body's HP is 1 or more, the Head cannot be attacked in melee, and receives a +4 bonus to Evasion against ranged attacks. When the Body falls to 0 HP or lower, this effect disappears.
[Twin Strike & Double Attack]
A Dragon Zombie can make two Claw attacks each round, though each attack requires its own Accuracy check. They may choose to attack different characters with each attack.

  • Wings

[All-Out Attack]
A Dragon Zombie Wing can deal an additional 8 damage on their next attack. However, any Evasion Check made by the Wing this turn receives a -3 penalty.

  • Tail

[Tail Swing]
A Dragon Zombie can use their tail to attack up to 5 targets. Accuracy and Damage is the same as a normal attack. This ability cannot be used in consecutive rounds.

Loot
Always Decaying Dragon Scales (10,000G)
2 - 6 Dragon Eye (7,000G)
7 - 12 Dragon Eye x2 (14,000G)
13+ Dragon's Treasure (20,000G)

Dragon Zombies are the reanimated corpse of a dragon, decayed over a number of years and returned to unlife after being corrupted. Typically, Dragon Zombies are of lower intelligence due to their brain having decomposed over years, but rarely there are intelligent Dragon Zombies capable of speech and magic. However, the organs that would produce fire in a living dragon have rotted and decayed, and now the Dragon Zombie can only exhale a rotten miasma.

Often, Dragon Zombies have some sort of unfinished business in the world of the living, whether to get revenge on their slayer, to protect the remnants of their plundered horde, or something else altogether. The need to take care of this business drives the Dragon Zombie, to the point where nothing will stand in their way in order to accomplish their goals.