Brainstorm! What were your favorite house made undead (any edition)?

I’ll start. A template I made for an encounter in my PbP game.

Guardian (Animal) Kaisharga

Climate/Terrain: Any

Frequency: Unique

Organization: Solitary

Activity Cycle: All

Diet: N/A

Intelligence: Varies, base creature +3

Treasure Type: Special

Alignment: As in life, usually evil

No. Appearing: 1

Armor Class: As in life, or 0

Movement: As in life

Hit Dice: As in life, minimum 8

Thac0: As in life, or 11

Number of Attacks: As in life, or 1

Damage/Attack: As in life, minimum each of 1-10 due to paralysis touch unless weapon is used.

Special Attacks: See below

Special Defenses: See below

Magic Resistance: 3% per HD, standard undead immunities

Size: Varies, as in life

Morale: Fanatic (18)

Level/XP Value: 12,000 + 2000 every HD past 8

Psionics: As in life

Psionics Summary: As in life

MTHAC0: As in life

MAC: As in life

Description: Guardian (Animal) Kaishargas are created by the same process as normal Kaishargas, either by a Dragon, Sorcerer King or another existing kaisharga. Often favored pets or arena beasts, these undead monstrosities are often set to guard items of great import or places of immense importance to the animator. Unlife gives them many terrible powers. Kaisharga appear as a gaunt, wasted versions of their previous life with grayish, thinly stretched skin (if applicable). Their eyes burn with a green fire.

Combat: The change to undeath raises the kaisharga’s effective Strength, Dexterity, and Constitution scores to 20. (For game purposes, reroll any ones on HD to reflect higher CON.) Kaisharga are immune to charm, sleep, enfeeblement, polymorph, cold, electricity, insanity, and death spells. Unlike true/full kaishargas guardian kaishargas may be hit by normal weapons, but if unenchanted damage is dealt, it deals -1 point of damage per successful attack. Kaisharga possess an aura of fear that forces any living creature within 60 feet to successfully save vs. spells or flee for 5-20 rounds. Characters of 8th level or 8 HD are immune to this aura of fear. The touch of the kaisharga inflicts 1d10 points of damage from their deathly cold and paralyzes the victim unless the victim makes a successful save vs. paralyzation for purposes of natural attacks, each one does a minimum of d10 to reflect this, plus needs for a save each successful hit. Note: A formerly poisonous beast will not retain poison in undeath.

Habitat/Society: Kaisharga are seldom encountered. They live in shadowy places, as directed by their animators.

Ecology: It has no place in the living world.

First monster made with the template.

Guardian Kaisharga (Barbed Scorpion)

Climate/Terrain: Any

Frequency: Unique

Organization: Solitary

Activity Cycle: All

Diet: N/A

Intelligence: 3 (animal)

Treasure Type: Special

Alignment: N(E)

No. Appearing: 1

Armor Class: 0

Movement: 9

Hit Dice: 9+5

Thac0: 11

Number of Attacks: 3

Damage/Attack: 1d12/1d12/1d10

Special Attacks: See below/Note: No poison

Special Defenses: Barbs

Magic Resistance: 3% per HD (21%), standard undead immunities

Size: M (8’-12’ long)

Morale: Fanatic (18)

Level/XP Value: 10,600

Psionics: Nil

Psionics Summary: Nil

MTHAC0: Nil

MAC: 6

Description: Guardian (Animal) Kaishargas are created by the same process as normal Kaishargas, either by a Dragon, Sorcerer King or another existing kaisharga… or even Rajaat himself. Often favored pets or arena beasts, these undead monstrosities are often set to guard items of great import or places of immense importance to the animator. Unlife gives them many terrible powers. Kaisharga appear as a gaunt, wasted versions of their previous life with grayish, thinly stretched skin (if applicable). Their eyes burn with a green fire.

Combat: The change to undeath raises the kaisharga’s effective Strength, Dexterity, and Constitution scores to 20. Kaisharga gain +5 hp per die for Constitution. (For game purposes, reroll any ones on HD to reflect higher CON.) Kaisharga are immune to charm, sleep, enfeeblement, polymorph, cold, electricity, insanity, and death spells. Unlike true/full kaishargas guardian kaishargas may be hit by normal weapons, but if unenchanted damage is dealt, it deals -1 point of damage per successful attack. Kaisharga possess an aura of fear that forces any living creature within 60 feet to successfully save vs. spells or flee for 5-20 rounds. Characters of 8th level or 8 HD are immune to this aura of fear. The touch of the kaisharga inflicts 1d10 points of damage from their deathly cold and paralyzes the victim unless the victim makes a successful save vs. paralyzation. This paralyation lasts 1d3 rounds. Note: A formerly poisonous beast will not retain poison in undeath. Anyone attempting to attack the barbed scorpion with short or medium length melee weapons must make a Dexterity roll at -3 each round to avoid receiving 2-8 (2d4) additional points of damage from running into the moving creature’s barbs while attacking it. A barbed scorpion attacks any living being that approaches it. It moves about, wildly attacking with both of its pinchers and its tail in each round. Attacks by its pinchers cause 1-12 (1d12) points of damage and captures opponents within its grip. Once captured, victims can break free only by making a successful Bend Bars/Lift Gates roll. If the attempt fails, the barbed scorpion stings the victim the next round If the barbed scorpion does not have a victim in its grasp, it makes a regular attack with its stingers.

Habitat/Society: Kaisharga are seldom encountered. They live in shadowy places, as directed by their animators. Guardian Kaisharga are tied to this life less so than True Kaisharga and this is reflected in it’s being able to be affected by nonmagical weapons and lowered spell resistances.

Ecology: It has no place in the living world.

Akropos the Elven, Basilisk Bound Revenant

CLIMATE/TERRAIN: Any

FREQUENCY: Very rare/unique

ORGANIZATION: Solitary

ACTIVITY CYCLE: Night

DIET: Not applicable

INTELLIGENCE:see below

TREASURE: Nil

ALIGNMENT: Neutral

NO. APPEARING: 1

ARMOR CLASS: 10

MOVEMENT: 9

HIT DICE: 8 / 32 HP

THACO: 13

NO. OF ATTACKS: 1

DAMAGE/ATTACK: 2-16

SPECIAL ATTACKS: Turn to Stone

SPECIAL DEFENSES: See below

MAGIC RESISTANCE: See below

SIZE: L 7’

MORALE See below

XP VALUE: 6,000

Akropos was murdered to cover up the sins of the House Gaetan. His cooperation between the artists and Sthen made him a liability. Hazzan, the sculptor was the one who eventually struck Akropos down near the basilisk that had perished in Sthen and Hazzan’s scheme for exporting “statues” of high quality, providing House Gaetan with a way to launder coin between City States. He haunts Hazzan and his assistants, the sculptor is fearful for his life and closes off completely after dusk.

Revenants are vengeful spirits that have risen from the grave to destroy their killers. The revenant appears as a spectral, decayed version of its appearance at the time of its death. Its pallid skin is drawn tightly over its bones. The flesh is cold and clammy. The sunken eyes are dull and heavy-lidded but, when the revenant faces his intended victim, the eyes blaze with unnatural intensity. The revenant bears an aura of sadness, anger, and determination.

Combat; A revenant attacks by hooking its claw-like hands around its victim’s throat. This strangulation causes 2d8 points of damage each round. It will not release its grip until either the revenant is destroyed or its victim is dead. It never uses weapons. If the revenant stares into its victim’s eyes, that person must roll a successful saving throw vs. spell or be turned to stone permanently. If a revenant is dismembered, the severed parts act independently, as though guided by the revenant’s mind. The revenant’s willpower causes the parts to reunite. It can also regenerate 3 hit points of damage each round, except for fire damage. It is immune to acid and gas. Although a revenant’s body can be cut apart by normal or magical weapons, the damage is temporary and does not destroy the revenant. Only burning destroys a revenant - the original body must be completely consumed and reduced to ash. Although it is undead, the revenant is motivated entirely by self-will. Therefore, as it is not inherently evil, it is not affected by holy water, holy/unholy symbols, or other religious para- phernalia. It cannot be turned by priests nor can it be raised or resurrected.

Habitat/Society: Under exceptional circumstances, a character who has died a violent death may rise as a revenant from the grave to wreak vengeance on his killer(s). In order to make this transition, two requirements must be met. The dead character’s Constitution must be 18 and either his Wisdom or Intelligence must be greater than 16. Also, the total of his six ability scores must be 90 or more. Even if these conditions are met, there is only a 5% chance that the dead character becomes a revenant. If both Intelligence and Wisdom are over 16, the chance increases to 10%. If Intelligence, Wisdom, and Constitution are all 18, the creature can shift at will into any freshly killed hum if the revenant rolls a successful saving throw vs. death.

If the character died a particularly violent death, it may be unable to reoccupy its original body. In this case, the spirit occupies any available, freshly dead corpse. However, the revenant’s killer and associates always see the revenant as the person they killed. The revenant retains all the abilities it possessed in its previous life and has at least the hit points and saving throws of an 8 Hit Die creature. Its alignment is neutral, regardless of its alignment in life. It can converse fluently in its original language, although the stiffness of its vocal cords deters it from speaking except under extreme circumstances, such as when casting a spell at its killer. The sole purpose of the revenant’s brief existence is to wreak vengeance on its killer, together with anyone who may have aided in the murder. It stops at nothing to achieve its purpose and can locate its intended victim wherever he may be. Accomplices are also tracked down if they are in the company of the killer, but if they are elsewhere they are ignored until the killer is dealt with. If the associates of the killer are with him in a party, they are dealt with after the killer is dead. The revenant’s body does decay, though at a slower rate than normal, Within three to six months, the corpse decomposes rapidly and the revenant’s spirit returns to the plane from which it came. When the revenant has completed its mission, the body immediately disintegrates and its spirit finally rests in peace. A revenant does not attack innocents except in self-defense if necessary, the revenant can use cunning to get to its prey.

Ecology: Revenants give murder victims a chance to avenge their own murders. They pursue their goals alone without desire or need for allies. However, if the revenant faces a powerful foe able to destroy the revenant’s new form, the revenant may decide to use adventurers as pawns in its quest.