A quick note: With Necro's possibly getting a proper pet collection system, I made this partially for fun as a fan of fantasy world building, but to also to act as a compiled summary of many popular and unique undead creatures for the MnM developers to possibly reference and gain some inspiration from for future Necromancer pet ideas, as well as just to add more undead mob variation to the world in general.
The idea of Necro's having a menagerie of different kinds of undead minions to collect was probably the most exciting aspect of all the class deep dive propositions for me. So if Necromancer is going to be getting some form of access to this as a core part of their class identity I’d like to help fuel inspiration for that in any way I can. Even if some of the listed monsters here are already currently obtainable pets for necros.
Additionally none of the images and artwork used in this write up was made my myself, so credit goes where it's due to the talented artists that helped make this more visually appealing.
Now on to the undead and RP!
“Almost everything in the universe that lives, can also die.” ~ Marvilx Ga’styn, Yoola’s Mentor.
When my mentor uttered this sentence to me as a young progeny. He was referring to the concept that if something is technically alive, then it can just as well stop being alive, and he believed that anything regarding the realm of death was not out the the limits of what necromancy and necromancers could accomplish.
Given proper amounts of knowledge, resources, and of course raw necromantic power, in theory just about anything can be brought back into undeath if considering the practitioner is capable enough. Over the decades I’ve encountered countless types of undead monsters in my practices. I would like to share them with you, and inform any prospective necromancers in the school. A Libris Mortis of sorts.
†Skeletal Undead†
Humanoid Skeletons — The most common form of undead. Dry bones, and an old creaking frame. For some reason they find lots of things funny (skeleton giggles). They can come in many sizes from common Humans to Gnomes, Elves, Giants, lizardmen, etc. Often they can also be equipped with armors and weapons. In addition to this the other advantages of using skeletons is the reliable abundance of bones to be found in the world, thanks to their resilient nature to decay. Bones can often be infused with elemental energies. Such as fire, frost, electricity, metals, shadow, and of course necrotic energy. This makes skeletons very adaptable tools for necromancers.

Bone Naga — Risen skeletons of previously living Naga. Naga are serpent/snake like sapient beings that possess magical talents along with venomous fangs, these fangs remain venomous even long after death. Bone naga can read minds and sense magic, which is their most prominent advantage in combat. Bone naga lack voice communication, so they rely on telepathy instead.

Flameskulls — A chaotic, disembodied, floating skull engulfed in a plume of ever burning necrotic energy. So overwhelmed in it, the flames even spew out from their dark eyesockets. The most well known method of creating a flameskull is by decapitating a recently slain spellcaster. It is important that the ritual is performed while the head is fresh. Slightly larger, more powerful variants exist known as ‘Greater Flameskulls’.

Bestial Skeletons — While less common, these are the remnants of boney animals that have become undead. Most are quadrupeds like wolves, and bears, but some are avian, fishes, and serpentine. Animals that are notable enough will have their own sub classifications here.

A note to beginner necromancers. You will never find bestial skeletons of mollusk, arachnids, or insects.
Bonesteeds — A sub-order of bestial skeletons. These skeletal horses can appear moderately often, and are used by necromancers, liches, and deathknights for their reliability as mounts that do not require any form of sustenance nor rest, all while still retaining their perfect mount structure, ideal for fast riding as transportation, and efficient hauling of cargo long distances.

Bone Golems — Normally a colossus that’s an amalgamation almost entirely of various bones from various sources. These are a lot less common as undead come because it takes significantly more to raise a bone golem in resources compared to a regular skeleton or corpse. So when you do see them it’s normally powerful liches, and necromancers that construct them.

Liches — This is a type of undead that is well known by name for much of the common population, but not many know how liches actually function. In the most literal definition a lich is an undead entity that was once living in a mortal form but has since undergone a highly risky procedure, and tied their soul to an object commonly known as a ‘Phylactery’. Essentially achieving conscious immortality. Technically speaking any living thing could be brought into lichdom, but the most common is going to be sapient beings who knowingly and willingly undergo the transformation on their own accord almost always for the goal of extending their conscious lifespan.
It’s best to know that lichdom is a lengthy, arduous, and risky process, that does have a chance to fail and simply cause the accursed to permanently lose all their hair and passaway. On top of all this many individuals and organizations on a grand scale claiming to eradicate all undead will make it their sole mission to purge you from existence and will never cease to kill you on sight. Because of this stigma, almost every lich is intensely secluded in the way they live out of fear of punishment and persecution. The Phylactery acts as a magically transfused device that attunes to the user’s vital soul essence, and allows them to stave off death. If the lich is somehow slain or is killed by other means outside their control, then they will slowly regenerate their corporeal form again over the next 1 to 10 – 24 hour days with the average being 5.5 days for full reformation. The only way to fully eliminate a lich is to destroy the Phylactery that houses their soul. This is why some cultures choose to capture and eternally trap a lich instead of trying to locate and destroy their phylactery. Imprisoning liches can be difficult and daunting, so the most common methods used are encasing them in some kind of isolated stasis. Whether that be solid ice, amber, cooled lava stone, or a very powerful time suspension enchantment. Additionally they may further enchant the prison or equipment with specialized wards to prevent the lich from using any psionic communication or mind manipulating abilities on those outside the prison.
The main component to lichdom is the creation and ingestion of a special toxic potion called a ‘Lichnee Potion’. This is what prepares the mortal’s body for living in a perpetual state of undeath. Becoming a lich means that your body and mind will still continue to slowly degrade over time unless an influx of mortal souls and life force are regularly fed to the lich’s phylactery. Leading into the next entry.

Demiliches — When a lich gets to a point, after eons of existence as such. They slowly deteriorate in both mind and body, causing them to forget to feed their phylactery souls, which then leads to them deteriorating further. Creating an unfortunate feedback loop. Though just because a demilich has lost their body, and sanity doesn’t mean they are to be underestimated or encountered lightly. They’ve had countless generations to hone their powers. Making them arguably stronger than average liches, as they are known to be highly immune to almost every form of magic. While on the offensive side, demiliches specialize in a deafening and mortifying scream to control, maim, and potentially kill any surrounding mortals.
Demiliches learn and create soul gems, and with this ability they’ll transmute eight fragments of their soul into gems to then imbue into their skull. Most demiliches opt to imbed their gems into their eyesockets and teeth.

Lichen Liches — Most likely the rarest variant of lich known to exist. The pure dichotomy of these beings is something I personally find most fascinating in my travels as a necromancer. Not much is known about lichen liches due to how far & few there are throughout the realms. They are druids that entered lichdom and then eventually replaced most of their vasculature with lichen materials (organisms that are both flora & fungi). These liches consistently seep an unknown viscous black substance from their presence, and can decay all organic matter with corrosive clouds.

Archliches — These types of Liches are far more rarer than what’s considered the standard. Whereas the more common variants have undergone the process to lichdom under reasons of malice, and require constant feeding of souls to their phylactery. Archliches tend to find more sustainable and practical methods that don’t require this regular lifeforce upkeep. Additionally Archliches tend to follow more righteous paths than regular Liches. Where a regular Lich’s mind becomes slowly twisted and deteriorated over time, an Archlich maintains cohesion in their personalities and memories that resemble whom they were in life. Typically these powerful spellcasters enter lichdom in attempts to either sacrifice themselves to save another, or pursue centuries long righteous quests such as protecting something or someone. While they generally live very private lives, they manage to maintain positive relations with mortals, and even still enjoy many mortal comforts.
Lastly, while they generally do not utilize the manipulation of the undead like regular Liches, and have good-willed intentions, they are still not accepted by most mainstream divinity and such some factions make it their mission to find and eradicate them as if they were any other undead. Hence their reasoning for living very private and isolating lives.

Dracoliches — Commonly these are simply just called “Skeletal Dragons”. As mentioned previously on Liches, just about anything can enter lichdom. That also applies to draconic beings as well. While many dragons are considered immortal, they can still be slain. That’s when becoming a Dracolich comes in, and fusing their remains with powerful necrotic energies creates a whole new kind of primal monstrosity.

†Corporeal Undead†
Zombies — Your standard issue shambling flesh form. Somewhat similar to skeletons, but much more fetid. They are generally more durable than skeletons but also weigh more. Zombies also tend to be less coordinated than their skeletal counterparts. Often zombies are considered a lesser type of undead that acts as a thrall for more advanced and powerful undead beings, such as vampires and wights.

Bestial Corpses — Again very similar to their boney counterparts, but instead you generally have more variety here than beast skeletons have as here you can have undead creatures that don’t require skeletal frames. Insects, arachnids, cephalopods, and sharks oh my! Search for an animal that’s been recently deceased such as the left over carrion of a predator’s meal.

Crawling Apocalypses — A sub-type of Bestial Corpses. These undead are a form of rare mummy that is some kind of large mollusk type creature, such as an octopus or squid. They are the result of when an environment that was once covered in sea water becomes an arid desert wasteland, and the mollusks that once lived there become mummified under the hot days and dry sands. Appearance wise they are usually on the larger side, and have shriveled leathery skin. Along with several barbed tentacles strewn about their body. Like other mummies these can inflict the supernatural disease known as ‘Mummy Rot’, and have been recorded to be so visually terrifying that they can cause momentary paralysis.

Carcass Eaters — When large rodents, most commonly rats sometimes devoured the remains of a necrotic animal. It could infect it, causing it to mutate the creature into a disfigured undead form. These vermin terrors are known for smelling out and digging up interred corpses. Doing so often in graveyards and cemeteries.

Fungal Corpses (Fungus Zombies) — This is essentially a closely related form of zombie where the corpse is a mycological infusion of hyphae and fruiting mushroom caps after laying in whatever sodden place it was most likely found in. Maybe a swamp, or a moist cave, or even the bottom of a dank old cellar. It doesn’t matter as the fungi will only work to enhance this monstrosity further. Sometimes the fungus can have bioluminescence, giving off a soft glow within the tenebrous gloom. Most commonly found in The Deep.

Drowned Ones (Sea Zombies) — Unlike their more terrestrial variant, these zombies maintain a level of freewill. Though they are still highly motivated by their hatred of the living like many other undead. Often being human sailors or pirates that perished at sea, they appear covered in barnacles, seaweed, ocean parasites, and other marine life like starfishes.

Draugr — Nordic in origins, usually depicted as great warriors that guard treasures and their ancient ancestral burials. Stronger than your average zombie due to them usually being equipped with armor and weapons, as well as being seasoned warriors some of which may have picked up some spell casting along in their past lives. They manage to retain much of that combat ability even in death, making them formidable soldiers. Draugr are usually embalmed and well preserved making them almost closer to a form of mummy.

Ghouls — Originating from Arabian myths that were generally some form of evil spirit. Eventually transitioning into the portrayal we see today in fantasy. A feral undead humanoid usually with insatiable hunger for pain and carrion. Much more formidable than just a zombie, ghouls have a natural predatory cunning to them. Along with being aggressively fast, and unnaturally strong, their claws and bites can cause paralysis and immobilization to victims. Ghouls are usually made when a person becomes infected by ‘Ghoul Fever’ which is primarily transmitted via infected saliva. This condition kills the victim, then causing them to rise again as a ghoul themselves.

Lacedons — Not many know this undead by this name, with most knowing them simply as “water ghouls”. A ghoul where its tissue has become saturated after being submerged in water for however long. Often appearing decrepit and bloated from prolonged build-up of noxious gasses. Just like their land based counterparts, they can transmit the fatal Ghoul Fever.

Bodaks — In some lost languages the word “bodak” roughly translates to “unfinished dead”. Bodaks are created when a poor soul is slain by a force of pure evil. They are genderless, yet muscular and have pale grey-ish skin that’s devoid of any and all hair. Often covered in a tattered drape to help cover their disfigured appearance. Their faces contour and disfigure into inhuman shapes representative of their demise. Bodaks are naturally lacking in personality and soul, and as such they are always considered evil and seek to harm the living whenever the opportunity rears itself.

Boneless — Undead corpse that has had all its bony tissue and cartilage removed. Capable of fitting through narrow gaps and crevasses. Is also highly resistant to blunt force trauma like those of hammers and maces. Additionally is also able to wrap itself around victims to act as a restraint or a “fleshy stray jacket", making them great for restricting a foe's ability to cast spells properly.

Vampires — These beings are not like your average undead. They retain much of their mental capabilities as they had in life. Though now with more cruelty, and a predatory lust for lifeforce. Best acquired from the blood of the living, ideally from the source of the Carotid Arteries, where blood coming directly from the brain is found to have higher nutritional and mana value. A vampire is usually created by a mortal becoming inflicted with some form of Sanguinare Vampiris or ‘Vampirism’. A supernaturally cursed virus, and disease that over the coming days causes the victim to transfigure into a more wretched state, now requiring the lifeforce of the living to maintain strength and sanity. (Though individuals who are not strong enough may not survive the transformation process.) It usually begins to be noticed after the individual’s skin color changes and the sudden heliophobia starts to kick in. Other signs include a loss of their reflection, an intense revulsion to garlic, and the inability to enter private residences without explicit permission from the owner.
Many vampires form knit clans or hierarchies where a Vampire Lord is in charge. This is the one who started the bloodline from the top. Very rarely you may see vampires living openly amongst polite society, this is normally only seen in “darker” cultures that have less anathematic views on undead and necromancy. Many vampires are much more powerful than most other undead. Acquiring enhanced physical prowess along with abilities to turn the living into thralls, syphon lifeforce without physical contact, and the more powerful vampires can even metamorphosize into Chiropteran behemoth forms and take flight. Unlike many undead, vampires mostly retain a cohesive consciousness making them difficult to control or mentally influence. Though if a vampire is unable to access a source of lifeforce to feed on regularly, it can start to manifest in them becoming less coherent and more primal as starvation sets in. Eventually resulting in a state of desiccation until fed once again. It takes an exceptionally strong necromancer to manipulate one of these monstrosities, hence why they are often not seen under one’s control. Necromancers that use vampires are often considered by the community to be “eccentric”.
Generally only the most talented and powerful necromancers have controlled vampires, and usually only for a temporary amount of time, using strong Charm Undead spells.

Wights — Wights are humanoid undead often covered in tight, leathery skin, and dawning armor and weapons to better serve them on their never ending pursuit to wage war against the living. These share many common traits with vampires but with much less rationality and self inhibition. What makes a wight more terrifying than a vampire is their sheer unbridled malevolence towards the living, combined with their above average intelligence for an undead. They are also less reliant on lifeforce to maintain themselves in animated states as they also have the supernatural ability to never fatigue nor reach exhaustion. A final feature of wights is they can cut down living humanoids and raise them again as basic zombies, making it not an uncommon sight for Wights in the wild to be seen with several zombies accompanying them. All this together makes them downright more difficult to outsmart and defend against in combat situations. They have also been shown to have higher sensitivity to holy magic as well as solar and ultraviolet light. On the contrary, due to their inherent lack of rationality this makes these monsters much easier to dominate or persuade for a necromancer than a vampire is.

Mummies — These were never intended to become undead, as mummification was normally performed as a sacred burial practice. Mummies being very well preserved corpses that have been methodically embalmed and processed into a dry husk with minimal decay further occurring. Wrapped in layers of fabric bandages such as linen, to further protect and reduce moisture to the deceased. Mummification was normally reserved for higher class individuals such as magi, scholars, royalty, and nobles. These monsters are well known for their capability to inflict curses and supernatural diseases on their enemies, broadly labeled as ‘Mummy Rot’. This leads to the inflicted being unable to heal and eventually results in them turning into dust. Though common associations relegate mummies to dry dune sand filled environments, rarely though mummification is possible with almost opposite conditions in freezing environments. Allowing these rare mummies to weaponize the cold instead.

Coldlight Walkers — An undead variant found within the coldest and most bitter environments. Specializing in freezing attacks and highly impervious to the cold. They are often found wearing the clothing they had when living, which often consists of thick warm fur attire. The most prominently recognizable feature of this undead is the bright wispy, bluish-white light peering from the openings of their cloths and armor.

Jiang-Shi — A form of zombie with vampirism-like traits, where instead of the consumption of lifeforce, they alternatively feed off of a victim’s Chi. With origins rooted back in Asian and Eastern mythologies. Their most notable characteristics are their greenish pale skin, long sharp finger nails, and being robbed in Eastern funerary garments. Also notable are the very rigid and stiff movements, forcing them to get around by means of hopping. This rigidness is due to the rigor mortis the corpse has succumbed to. They completely lack sight and are unable to speak, commonly finding prey via sensing breath. Lastly a paper talisman inscribed with ritualistic characters on it, is often attached to the forehead as a means of keeping the undead paralyzed in place.

Brains-in-a-Jar — This is a more unique kind of undead. Made by removing a sentient lifeform’s brain (usually a human’s) this is the unholy unison between skilled necromancy and alchemy. Submerged in a toxic solution of mostly Formalin, and small amounts of Methyl Alcohol, to prevent tissue hardening. Obviously they lack all sensory functions such as sight, hearing, and touch. Though this does not mean they are unable to communicate. Harnessing psionic capabilities these undead can coherently “speak” with others using a telepathic connection. They are also highly capable of utilizing these psychic powers as a means of defense and to harm others. For those with insufficient willpower may find themselves falling under a madness by the will of the brain. Their mental fortitude is so great they often can even control other undead themselves.

Mohrgs — A repugnant undead that appears as a skeleton where only their organs and viscera are animated. These monsters are the result of unrepentant mass murders driven to walk again from their intense lust of killing. These undead have a long prehensile toothed tongue that works similarly to ghouls and the ability to paralyze the living. Though without the infectious feature of turning them undead themselves.

Abominations — A lumbering monstrosity of an undead, that is a mix of various sinew, flesh, organs, and other body parts from corpses to form a hulking horror. Similar to a Frankenstein's Monster, but without the electrical qualities.

Crawling Claws & Reanimated Hands — If not obvious, these are the disembodied hands of humanoid beings. Small ones can be employed for specific tasks such as covertly retrieving information, to being a ‘handy’ assistant in the alchemy lab. The large ones ‘on the other hand’ have completely other uses. Being the hands of massive humanoid creatures, with Giants’ as the most prominently used. They are capable of being effective combat minions, bodyguards, and most noteworthy of all, if fitted with a proper saddle they can be made into surprisingly effective mounts. Unlike many other undead, reanimated hands are much more passive and normally won’t attack things unless provoked. They often utilize the index finger as their “head”, while the other remaining phalanges are used for movement and stability. Surprisingly they possess both the ability to hear and see despite lacking ears or eyes, as well as being able to read and write in various languages, making them easier to reason with. A much lesser known fact of these creatures is that they are big fans of playing Rock-Paper-Scissors. And lastly, oftentimes as part of the creation of these monstrosities, the formation of a sharp toothed maw will appear that’s located on the underside in the palm region.

Necromentals — Partially stepping into the territory of Elementalist, we have necromentals. A fusion of both necrotic and elemental magic. These are made from the dead remnants of elementals, that are then augmented with necrotic energy. Technically any of the four primary elements can be augmented in this fashion, but most commonly found are earth elementals (as seen in the depiction below.) Conjured through a combination of graveyard soil, exhumed remains, and often tombstones. These undead blend the best aspects of both elementals and the undead into a single monstrosity.

Spawns of Trimminax — (Based off a specific undead entity from DnD lore known as a Spawn and/or Son of Kyuss [also the name of a band], but I took some creative liberty of connecting it to the Monsters & Memories world with the Plague God, Trimminax instead.)
A corpse that now consists almost entirely of assimilated writhing maggots, whereas even most of their body mass is composed of. These undead serve the sole purpose of spreading disease and afflictions of all manners to the healthy and living. Making them almost inherently more evil than a lot of undead.

Atropals — Arguably one of the single most terrifying and abhorrent kinds of undead to ever exist… The quote from my old master previously shown at the beginning of this guide, was indirectly hinting to entities such as these. For atropals are conceived by the tragic outcome of a god’s fetus being stillborn and rejected. Left by their parent(s) to suffer and rot away in whatever ether space they were abandoned in. Being the child of a god they retain much of that cosmic power, even if underdeveloped and fueled by pure malice and spite. These beings are incredibly rare and strong, making it exceedingly unlikely to ever encounter a necromancer powerful enough to control one as a minion.

Slaymates — These poor creatures share similar tragic features of the previously mentioned atropals, but while gods can often be difficult and alienating to understand their personalities and decisions. The same cannot be so easily said about mortal caregivers. Here steps in the slaymate. One of the most heartbreaking undead to be known. A slaymate is made when a child is left to perish via means of fatal parental neglect. What is then left is nothing more than the spiritual, and physical remains of the deceased child, containing not so much a malevolent evil but a sorrowful detachment with a numbness to the pain and suffering they may be able to cause. A personality akin to a child slowly ripping off the legs and wings of an insect and leaving it to expire in a swarm of ants. These childlike creatures appear with sluggish-pale skin, large gaping mouths of decay, and deep pitch black eyes devoid of any innocence nor joy. They spend their days searching for a caregiver to act as a replacement guardian, commonly these are necromancers.

†Incorporeal Undead†
Ghosts/Apparitions — These are the most commonly found form of incorporeal undead. Ghosts normally form from the remaining essence of a once living individual whose soul is still bound to the material plane by means of either some unfinished business or magical binding preventing them from moving on. These undead are not automatically considered naturally evil like many other souls, and are quite capable of open speech and conversation with mortals if they choose to do so.

Spectres — The major difference between a regular ghost and a spectre is that the spectre is born of a soul from a being who tragically died, usually in a dreadful or violent manner. Compared to other undead these are on the weaker end, but they make up for this lack of strength with an intangible form that's difficult to strike without some form of enhanced weaponry.

Wraiths — Similar to a specter, these are spirits that are malevolent and depicted with dark tattered drapes, and heavy chains hanging off them. Often associated with a bonechilling Iciness, they are well known for creeping up on unsuspecting travelers and consuming them with fear by utilizing their frozen grasps. Search for Wraiths during nightfall and listen carefully for the metallic clinging of their shackles.

Banshees — Depicted as a female spirit, most commonly an Elf. Known for having a particularly paralyzing wail or scream which can even be deadly. The best locations to search for Banshees are in and around untrodden marshlands and decrepit forests.

Poltergeists — Specifically depicted as an invisible spirit that possesses inanimate objects. Such as weapons, cooking utensils, and home décor. As well as sometimes toys and dolls, this can be especially apparent if the spirit of the deceased had a significantly close connection to a specific object while in life. Due to their ability to possess objects they are especially useful for disarming foes.

Nightshades — An undead monster originating from some kind of shadowy plane of existence. Depicted as a pitch black semi-humanoids, occasionally with multiple limbs. This was a person who was killed violently with necrotic energy. Nightshades are deeply adverse to holy power and sunlight, which greatly weakens them. Though almost always evil, they are commonly able to communicate with the living via telepathy. A trick to help determine if one is nearby is the distinct smell of a freshly opened grave, which their presence emits.

Pocongs — A ghostly entity meant to appear as a dead body wrapped in a shroud, often showing a darkened face with glowing eyes piercing the intangible night. Pocongs can form colonies but are most often ‘lone wolves’ They rise from wrapped corpses looking for mortals to free them from their bindings and shroud, which when done so usually results in the spirit departing the material plane.

Allips — A more advanced form of nightmarish incorporeal undead that is the remnants of living beings that were driven to extreme mental illness and madness. Usually brought to death by suicide. Composed of the warped depictions of the insanity that befell the unfortunate soul it makes up.

Vampiric Mists — A vaporous living mist that appears as a cloud of corruption and blood. Floating around it seeks unfortunate living to drain the blood and other bodily fluids from. Vampiric Mists are most commonly made when a nearly destroyed vampire is unable to return to a resting place to regenerate to a corporeal form again.

Will-o'-the-Wisps — Usually seen as a floating ball of light, or as a small eerily blue flame. Will-o'-the-wisps or ignis fatuus (which means 'foolish flame') are fragmented pieces of a soul. Since these creatures are not very strong they usually pose little to no threat, and thus makes them unsuitable for most combat situations. Although their luminescence is useful as a traveling light source, while some go a step further and keep the wisp captive inside a device or container, creating what's known as a Ghost Lantern.

Callers in Darkness — A kind of ghostly undead that is made from the collective minds of multiple victims who perished together in a horrific manner, with their lingering terror still visible in their expressions.

†Aberrational Undead†
Ectoplasm — Often depicted as a plague ridden pile of green, teal, or purple acidic slime, with skeleton bones and a skull acting as a "head". While in other cases can be made to take on the shape of a gelatinous cube, as to better fit through the corridors of dungeon pathways.

Blood Amniotes — A kind of undead ooze composed mostly of congealed blood. Which it also seeks out to consume to increase in size. The heads and faces of its victims can often be seen writhing within it.
