TEXT: Type to enter text
  20 THINGS #49:
  RAGING SWAN PRESS
  ABNORMAL LOW-LEVEL UNDEAD
  SYSTEM  
  NEUTRAL
  
  	
  YOUR TIME IS PRECIOUS 
  MAKE YOUR CAMPAIGN PREP. EASIER 
  JOIN RAGING SWAN PRESS’S PATREON CAMPAIGN 
                                                        
  PATREON.COM/RAGINGSWANPRESS
  
  20 THINGS #49: ABNORMAL LESSER UNDEAD 
  Are you a busy GM? Does session prep take too long? Do you never have time to work on the cool little details that can bring your session to 
  life? Well fear not! That’s where the 20 Things line comes in. 
  Compiled from the free 20 Things posts available at Raging Swan’s website, this short, focused compilation gives you, the time-crunched GM, 
  the tools to effortlessly add verisimilitude and detail to your adventure. Use the material herein either before or during play and bask in your 
  players' adulation. 
  This instalment provides ﬁve pages compatible with virtually any fantasy roleplaying game and is designed to help you to ﬂesh out and bring 
  to life the low-level undead in your campaign. 
  C RE DI TS 
  Design: Creighton Broadhurst 
  Development: Creighton Broadhurst  
  Art: Paul Daly, William McAusland, Dave Peterson and Dean 
  Spencer. Some artwork copyright William McAusland, used 
  with permission. Some images copyright Erisian 
  Entertainment, used with permission  
  All rights reserved. No part of this publication may be reproduced, 
  stored in a retrieval system or transmitted, in any form or by any 
  means, without the prior permission in writing of Raging Swan 
  Press or as expressly permitted by law. 
  ©Raging Swan Press 2020. 
  CONTENTS 
  To contact us, email gatekeeper @ragingswan.com 
  To learn more about Raging Swan Press, visit ragingswan.com  
  To learn more about Raging Swan Press on Patreon, visit 
  patreon.com/ragingswanpress 
  Credits 
  1 
  ....................................................................................................
  Contents 
  1 
  .................................................................................................
  1,000 Abnormal Ghouls or Ghasts 
  2 
  .....................................................
  Physical Description 
  2 
  .......................................................................
  Battle Tactics 
  2 
  ....................................................................................
  Treasure 
  2 
  ............................................................................................
  1,000 Abnormal Mummies 
  4 
  ..................................................................
  Physical Description 
  4 
  .......................................................................
  Battle Tactics 
  4 
  ....................................................................................
  Treasure 
  4 
  ............................................................................................
  1,000 Abnormal Skeletons 
  5 
  ...................................................................
  Physical Description 
  5 
  .......................................................................
  Battle Tactics 
  5 
  ....................................................................................
  Treasure 
  5 
  ............................................................................................
  1,000 Abnormal Wights 
  6 
  .......................................................................
  Physical Description 
  6 
  .......................................................................
  Battle Tactics 
  6 
  ....................................................................................
  Treasure 
  6 
  ............................................................................................
  1,000 Abnormal Zombies 
  7 
  ....................................................................
  Physical Description 
  7 
  .......................................................................
  Battle Tactics 
  7 
  ....................................................................................
  Treasure 
  7 
  ............................................................................................
  OGL V1.0A 
  8
  .............................................................................................
  
  1,000 AB N OR M AL GHOULS OR GHASTS 
  One of the most commonly encountered undead, ghouls—and 
  their more powerful brethren, ghasts—are rightly feared by 
  adventurers for their paralysing touch and disease-ridden fangs. 
  PHYSICAL DESCRIPTION 
  A standard ghoul appears thusly: 
  This hairless, gaunt humanoid has pallid skin, long claw-like nails 
  and red eyes that burn with an unholy light. Its long tongue lolls 
  from a mouth crammed with horribly elongated, pointed teeth. 
  To this basic description, apply one of the entries below: 
  1.
  This foul beast wears blood-spattered once-ﬁne clothes. 
  2.
  One of the creature’s ears is missing—all that remains is a livid 
  red scar. 
  3.
  More emaciated than its fellows, the claws on this creature’s 
  left hand are broken. 
  4.
  With but one eye, this ghoul looks almost comical; however, 
  its remaining eye blazes with hate and hunger. 
  5.
  Tufts of blond hair cling to the creature’s scalp. 
  6.
  Dried blood coats the creature’s chin and chest. 
  7.
  Still wearing torn and bloody clothes, this creature only has 
  one boot; its other foot is little more than a stump—its toes 
  seemingly gnawed away. 
  8.
  The creature clutches the shard of a sword in its right hand 
  and licks the weapon’s splintered blade as it stalks forward. 
  9.
  This creature’s neck is laid open—the white glimmer of its 
  spine is visible behind its writhing muscles and pallid skin. 
  10. Bizarrely elongated ears—perhaps reminiscent of an elf’s—
  grow from this horrid creature’s head. 
  BAT TLE TACTICS 
  In battle, some ghouls ﬁght differently to their brethren: 
  1.
  This starving ghoul immediately feasts on any slain combatant
  —even one of its own—and only resumes ﬁghting if attacked. 
  2.
  The ghoul stays low and goes for its opponent’s legs, in an 
  attempt to trip its target. 
  3.
  The ghoul screeches as it rushes into combat and loudly 
  howls every time it injures its prey. 
  4.
  As it stalks forward, this ghoul licks dried blood from its chin 
  with its elongated, blackened tongue. 
  5.
  Clutching two skulls, which it uses as improved missile 
  weapons, the ghoul skirts combat in an attempt to get at the 
  party’s (soft-skinned and vulnerable) spellcasters. 
  6.
  This ghoul unhesitatingly attacks the nearest opponent. 
  7.
  This ghoul is ravenous. If it downs an opponent, it 
  immediately drags it away to feast in private. 
  8.
  Stronger than its fellow, this ghoul grapples and pins its 
  opponent so its allies may feast on living prey. 
  9.
  This ghoul has a dim recollection of its previous life. If it ﬁnds 
  a discarded weapon on the battleﬁeld, it uses it in battle. 
  10. This ghoul is a rarity of its kind. It is a coward and ﬂees if the 
  battle seems lost. If captured, it is very talkative if it seems 
  cooperation may save its “life”. 
  TREASURE 
  Sometimes, ghouls yet have some small trinket or treasure about 
  their person. Roll on the list below, if you determine the creature 
  has a small item of personal treasure: 
  1.
  The ghoul wears a silver earring (worth 5 gp); its twin is 
  missing—long since torn from the creature’s ear. 
  2.
  Three small bronze rings set with coloured glass—nothing 
  more than costume jewellery—adorn the ghoul’s left hand. 
  Each ring is worth 1 sp. 
  3.
  The creature wears a belt from which hangs a bloodstained 
  pouch; within perceptive characters ﬁnd 3 gp. 
  4.
  The creature was once a thief. Its worn boots contain a hidden 
  compartment in each heel; each contains a single platinum 
  coin (but only perceptive characters ﬁnd this hidden treasure). 
  5.
  In life, this poor unfortunate had a penchant for piercings and 
  wore four small silver bars (each worth 1 gp) in each ear. 
  6.
  The ghoul wears the remnants of a once ﬁne shirt; silver 
  thread (worth 5 gp) decorates the collar and cuffs. 
  7.
  Incongruously, in life this poor fellow had three false gold 
  teeth. If they are extracted—a foul, dangerous task during 
  which the character could contract ghoul fever—they are 
  worth 3 gp (assuming the characters don’t confess to where 
  they got the tainted precious metal). 
  8.
  The ghoul wears thick, torn trousers. It has a hidden ﬁne silver 
  dagger (worth 90 gp) strapped to its left shin. 
  9.
  The creature wears a single gold ring set with a tiny black 
  stone (an onyx) on a broken, swollen ﬁnger. The ring (worth 
  50 gp) can only be removed by cutting off the ﬁnger. 
  10. This creature has a stud piercing its overly-long, blackened 
  tongue. Only a perceptive 
  character searching the 
  body spots the stud 
  (worth 20 gp) which can 
  only be salvaged by 
  removing the tongue. 
  2
  
  3
  
  1,000 AB N OR M AL MUM M IES 
  Undead creatures raised to guard the ancient tombs of the 
  honoured dead, mummies are ever-vigilant for interlopers into 
  their domain of death and dust. Created through a lengthy 
  embalming process mummies have all their vital organs removed 
  and replaced with sacred herbs, ﬂowers and the like. Thus, they 
  resist time’s remorseless onslaught well. 
  PHYSICAL DESCRIPTION 
  A standard mummy appears thusly: 
  Wrapped in strips of mouldering linen this humanoid creature 
  shufﬂes slowly forward. 
  To this basic description, apply one of the entries below: 
  1.
  The creature’s eyes—one red and one blue—glimmer balefully. 
  2.
  Eldritch symbols cover the wrappings around the creature’s 
  head—giving the impression of tattoos. 
  3.
  The wrappings around the creature’s left leg are loose, and 
  unravel as the battle rages. 
  4.
  The creature’s blackened wrappings are ragged and—in a few 
  places—scorched.  
  5.
  Dried blood covers the creature’s hands—as if it has 
  bludgeoned more than one foe to death. 
  6.
  The heavy, cloying miasma of death radiates from the 
  creature. (Investigation reveals, the mummy’s body is rotting 
  from the inside out). 
  7.
  The creature’s eyes have been gouged out and it is blind; it 
  has excellent hearing, however, and also sniffs the air like a 
  hunting hound searching for prey. 
  8.
  Large and hulking, the creature lumbers about with no 
  semblance of stealth.  
  9.
  The creature’s head lolls unnaturally on a broken neck. 
  10. The creature wear the ornate funeral mask of a priest. 
  BAT TLE TACTICS 
  In battle, some mummies ﬁght differently to their brethren: 
  1.
  This mummy mournfully moans and groans as it enters 
  combat. It bellows in anger, when damaged. 
  2.
  Driven mad by its mummiﬁcation, this mummy cackles and 
  capers in combat—sometimes wasting actions to do so.  
  3.
  Carrying an ornamental falchion into battle, this mummy hews 
  mightily with the blade until reduced to half hps (at which 
  point, it reverts to its natural attacks). 
  4.
  Every time it strikes a foe, the mummy lets out a deep, 
  malevolent laugh.  
  5.
  If the mummy knocks a foe unconscious, it spends several 
  rounds battering its helpless enemy to death. 
  6.
  Terriﬁed by ﬁre, the mummy cowers away from even the 
  smallest ﬂame. 
  7.
  The mummy was a tomb robber; it sneaks about trying to 
  attack with surprise (preferably from behind or a ﬂank).  
  8.
  The mummy hates followers of good gods, and attacks folk 
  bearing such symbols before all other targets.  
  9.
  The mummy grapples its opponents, before beating them to 
  death with its powerful ﬁsts. 
  10. Abnormally resistant to ﬁre, ﬂames do not scare this mummy. 
  TREASURE 
  Sometimes, mummies yet have some small trinket or treasure 
  about their person. Roll on the list below, if you determine the 
  creature has a small item of personal treasure: 
  1.
  A gold bangle worth 50 gp encircles the mummy’s left leg. 
  2.
  One strip of the mummy’s wrappings radiates faint magic. It is 
  a scroll of bless. 
  3.
  A +1 arrow ﬂetched with silver feathers is lodged in a fold in 
  the mummy’s wrappings.   
  4.
  The creature yet wears ancient tarnished silver earrings of a 
  style not wrought for centuries. They are worth 100 gp, but 
  are blasphemous things. 
  5.
  The mummy wears the unholy symbol of an evil god of death. 
  Studded with small glittering blood-red rubies the thing is 
  beautiful and terrible. It is worth 350 gp. 
  6.
  The mummy’s festering burial wrappings are stitched with 
  silver wire. Removed and cleaned, the wire is worth 75 gp. 
  7.
  Ornate jade jars (worth 100 gp) hold the mummy’s shrivelled 
  internal organs. 
  8.
  The mummy wears an ornate silver pendant adorned with a 
  (now defaced) rising sun symbol. The pendant is only worth 
  50 gp, due to the damage. 
  9.
  The herbs replacing the 
  mummy’s internal organs are 
  rare and well preserved. 
  They have a special 
  connection to undeath. 
  10. J a g g e d s h a r d s o f 
  transparent dark green 
  stones (bloodstones) 
  replace several of the 
  mummy’s teeth. The 
  teeth glimmer in the 
  light. Each bloodstone 
  t o o t h e n a b l e s t h e 
  mummy to cast a 
  minor cleric spell 
  once per day.  
  4
  
  1,000 AB N OR M AL S KELETONS 
  Animated by a foul necromancer’s unholy spells, skeletons are 
  implacable, low-level foes. Packs of unfeeling, mindless skeletons 
  can destroy even large groups of adventurers. 
  PHYSICAL DESCRIPTION 
  A standard skeleton appears thusly: 
  This animate skeleton staggers toward you, its bony, claw-like 
  ﬁngers reaching for your throat. 
  To this basic description, apply one of the entries below: 
  1.
  Scraps of hair grow from patches of decomposing ﬂesh yet 
  clinging to the skeleton’s skull. 
  2.
  Several bones are missing from the creature’s rib cage. 
  3.
  The entire left side of the skeleton’s skull is crushed and 
  broken—no doubt the result of a massively heavy blow. 
  4.
  Dirty, torn rags cling to the skeleton’s frame. Covered in 
  matted dirt and dried blood they reek of death and the grave.  
  5.
  Ending in a jagged stump, the skeleton’s right arm is missing 
  below the elbow. 
  6.
  Incongruously, this skeleton’s skull—minus its jaw—is wedged 
  inside the creature’s ribcage. 
  7.
  Clad in faded but serviceable clothes this skeleton seems 
  more recent animated than its brethren. Its bones are clean— 
  perhaps even polished—and lumps of specially shaped ebon 
  coal ﬁll its eye sockets. 
  8.
  One of the skeleton’s legs is horribly smashed; the lower leg 
  hangs from the undead’s kneecap. 
  9.
  This skeleton’s bones are stained a mottled black. (The 
  skeleton was immersed in oil long ago, which impregnated 
  the bones; it burns easily—and brightly!) 
  10. This tall skeleton’s body is tightly wrapped in strips of 
  mouldering cloth; however, its skull has not been so wrapped. 
  To the uninitiated, the skeleton could appear to be a mummy. 
  BAT TLE TACTICS 
  In battle, some skeletons ﬁght differently to their brethren: 
  1.
  With one missing leg, this skeleton literally hops into battle; 
  reduce its speed by half. 
  2.
  This undead is faster than its companions; increase its speed 
  by half. 
  3.
  Every time, the skeleton lands a successful hit, a few small 
  bones fall away from its body. 
  4.
  This skeleton walks particularly loudly and the click click of its 
  bony feet are audible from a goodly distance. 
  5.
  After it ﬁrst misses in melee, the skeleton drops its weapon 
  and reaches toward its foes with claw-like ﬁngers. 
  6.
  Every time it strikes a foe in battle, the skeleton throws back 
  its head in silent exultation. 
  7.
  The skeleton has a large, blood-spattered wooden shield—
  which it uses to beat its foes to death—strapped to its arm. 
  8.
  With no legs, this badly damaged skeleton crawls into battle. 
  It doesn’t use a weapon, instead trying to rip its target’s feet 
  and lower legs to shreds. 
  9.
  This skeleton beats its enemies to death with a mouldy arm 
  ripped from a previous victim’s corpse. 
  10. A glimmer of sentience remains to this skeleton. A thief in life, 
  it dimly remembers the worth of striking from behind and 
  manoeuvres accordingly. 
  TREASURE 
  Sometimes, skeletons yet have some small trinket or treasure 
  about their person. Roll on the list below, if you determine the 
  creature has a small item of personal treasure: 
  1.
  The skeleton wears a worn and stained broad leather belt 
  which holds up the remains of a ragged pair of trousers. The 
  belt has a secret compartment, which holds 3 platinum coins. 
  (Only perceptive characters ﬁnd the coins). 
  2.
  This skeleton has gold ﬁllings in its teeth; extracting the gold 
  yields 1 gp worth of scrap metal. 
  3.
  The hilt of the skeleton’s weapon has a small black gem (an 
  onyx worth 15 gp) in its handle. 
  4.
  The skeleton wears a leather necklace around its neck. The 
  beaten copper and bronze locket hanging from the necklace 
  is hopelessly wrapped around the skeleton’s rib bones. 
  5.
  Worn gold coins are wedged into the skeleton’s eye sockets. 
  6.
  Eldritch symbols are etched into one of the skeleton’s leg 
  bones. The fell writings are a curse on the living, and are 
  worth 2 gp to a collector of such macabre things. 
  7.
  A silver-tipped arrow is wedged in the skeleton’s ribcage. 
  8.
  The skeleton wears a small silver ring on its left-hand little 
  ﬁnger. The ring has the stylised image of a spread ﬁsherman’s 
  net. The ring is worth 2 gp, but might belong to a well-to-do 
  local family (and therefore may be worth more to them). 
  9.
  Bizarrely, this skeleton wears a ludicrously 
  over-sized fur hat sporting a 
  wide brim. The hat is worn, 
  b l o o d - s p l a t t e r e d a n d 
  e s s e n t i a l l y w o r t h l e s s ; 
  however, a secret pocket in 
  the hat holds a tightly 
  folded scroll of cure 
  light wounds. 
  10. This skeleton’s 
  skull contains 
  a largish iron 
  key wedged into its 
  brain cavity. 
  The key 
  unlocks 
  a nearby 
  door. 
  5
  
  1,000 AB N OR M AL WIGHTS 
  Returned to unlife by their own malevolence or perhaps a horriﬁc, 
  violent death wights are easily recognisable to those who knew 
  them in life. Their deadly touch saps living creatures’ life force. 
  PHYSICAL DESCRIPTION 
  A standard wight appears thusly: 
  Rotting and putrid ﬂesh hangs from this walking corpse. It eyes 
  glow with baleful red light. 
  To this basic description, apply one of the entries below: 
  1.
  One of the creature’s arms has lost all its ﬂesh; nothing but 
  gleaming white bone remains. 
  2.
  Still clad in ripped and torn furs, this creature had its throat 
  ripped out before it died. 
  3.
  The creature’s face is horridly decomposed; muscles and 
  sinew can easily be made out through the ruin of its cheeks. 
  4.
  The back of this creature’s skull is caved in; a putrid mass of 
  dark grey brain is clearly visible. 
  5.
  The creature’s throat is horribly blackened and desiccated. 
  6.
  Long claw marks run up the creature’s legs. The rotting ﬂesh 
  around the wounds is mottled with sullen red splotches. 
  7.
  The creature has suffered a vicious head wound; one of its 
  eyes hangs from its socket and jiggles disconcertingly when 
  the creature moves. 
  8.
  This creature’s face is locked into a horrible grimace of fear 
  and revulsion. 
  9.
  As it advances, this creature begins to weep thick, oozing 
  dark-red tears. 
  10. This creature’s back is a mass of claw and bite marks. The 
  wounds are so deep, its gleaming white ribs are visible. 
  BAT TLE TACTICS 
  In battle, some wights ﬁght differently to their brethren: 
  1.
  This wight tries to sneak round the back, and prefers to ﬁght 
  weak, unarmored opponents. 
  2.
  This wight clutches a spear, and hurls it before charging. 
  3.
  Before it charges, the creature screams at the top of its lungs. 
  4.
  Hungry for ﬂesh, but cautious, this wight ﬁghts defensively 
  unless it believes its foe is no real threat. 
  5.
  If injured by a melee weapon, the wight tries to rip it from its 
  attacker’s hands. 
  6.
  If the wight slays an opponent, it immediately feasts on the 
  yet-warm corpse (until it rises to join the undead). 
  7.
  This creature has a shattered left leg. It uses a broken spear as 
  a crutch and, consequently, moves at only half speed. 
  8.
  This wight wields a huge two-handed axe. It seeks out the 
  toughest-looking opponent and batters it into submission. 
  9.
  Sneaky and cunning, this wight always seeks a ﬂanking 
  position, in battle. 
  10. This wight tries to rip a defender’s shield from its target’s 
  hand. If successful, it uses the shield as a missile weapon. 
  TREASURE 
  Sometimes, wights have some small trinket or treasure about their 
  person. Roll on the list below, if you determine the creature has a 
  small item of personal treasure: 
  1.
  Four golden rings gleam on the ﬁngers of this wight’s right 
  hand. Three are plain (worth 20 gp each). The fourth is a 
  signet ring (worth 50 gp) and bears a rampant swan sigil. 
  2.
  This wight yet wears a belt with pouch attached. The pouch 
  holds a score of marbles and a set of slender lock picks in 
  their own small supple leather pouch. 
  3.
  The wight has a sheathed dagger at its belt. The wickedly 
  sharp dagger is of gleaming steel and shimmers when 
  exposed to the light. 
  4.
  The wight wears a grimy silver necklace festooned with 
  charms. The charms—also silver but covered in dirt and dried 
  gore—depict several good-aligned deity’s symbols. The whole 
  is worth 50 gp. 
  5.
  A steel potion vial ﬁlls a secret compartment in the heel of 
  one of the wight’s knee-length hard leather boots. The vial is 
  broad and ﬂat to better ﬁt the heel, but is sadly empty. Only 
  perceptive characters ﬁnd the hidden compartment. 
  6.
  A packet of mouldy trail rations ﬁlls the wight’s pouch. The 
  food is inedible, but is packed in a cloth wrapping decorated 
  with a simple map of the surrounding wilderness. The cloth 
  must be cleaned to reveal the map’s secrets—which could 
  include a hitherto unknown adventure site. 
  7.
  The wight has a longsword scabbard at its belt. The sword is 
  long lost, but the scabbard is a thing of beauty: black leather 
  picked out with silvered thread. An intricate design of a 
  ﬁshing net decorates the scabbard’s tip. It is worth 15 gp. 
  8.
  The wight carries a mouldy pouch full of coins (17 cp, 45 sp 
  and 3 gp). When slain, the wight falls which bursts open the 
  pouch. Coins spill all over the ﬂoor. 
  9.
  This wight has a pair of 
  battered, gold-
  r i m m e d 
  spectacles 
  s h o v e d 
  i n t o 
  a 
  pocket in 
  its cloak. 
  The lens 
  are missing, 
  but the spectacles are 
  worth 4 gp as scrap. 
  10. A b r o k e n a r r o w 
  protrudes from the 
  w i g h t ’ s l e f t c a l f 
  muscle. Its tip is of 
  preternaturally tough 
  metal—adamantine. 
  6
  
  1,000 AB N OR M AL ZOM BIES 
  Brainless, animated corpses zombies are slow, tough and difﬁcult 
  to kill. They unfeelingly follow their master’s orders. 
  PHYSICAL DESCRIPTION 
  A standard zombie appears thusly: 
  This rotting, walking corpse wears only a few soiled rags. It 
  stumbles forward, arms outstretched. 
  To this basic description, apply one of the entries below: 
  1.
  One side of the creature’s face is nothing more than a 
  suppurating, bloody mess; one of its eyes is missing. 
  2.
  The zombie’s left arm is unnaturally bent at the elbow. As the 
  zombie moves, shards of bone break through its rotting ﬂesh. 
  3.
  Clad in blood-soaked peasant’s clothes, this person clearly 
  suffered horrendous wounds before death. 
  4.
  A huge chunk of this zombie’s stomach is missing; a few 
  strands of entrails droop from the gaping wound, creating a 
  skirt of sorts hanging down toward the zombie’s knees. 
  5.
  This zombie’s head lolls from side to side in a disturbing, 
  unnatural fashion; its neck is clearly broken. 
  6.
  This zombie has no legs below the knee. Consequently, it 
  slowly crawls forward leaving a bloody slime trail in its wake. 
  7.
  This zombie’s neck is partially severed; muscles and bone are 
  clearly visible through the gore. 
  8.
  This corpulent zombie is naked, and ﬁlled with noxious gases. 
  If struck with a sharp melee weapon, it explodes coating 
  adjacent creatures with blood, bone and viscera. 
  9.
  This zombie has no jaw. Blood and gore cover its chest. 
  10. A gaping wound pierces this creature’s rib cage, exposing the 
  badly damaged and desiccated organs within. 
  BAT TLE TACTICS 
  In battle, some zombies ﬁght differently to their brethren: 
  1.
  This zombie is much slower than its companions, due to a 
  broken leg. It moves at half speed. 
  2.
  As it advances, this zombie stumbles and falls. The next 
  round, it struggles back to its feet. 
  3.
  This zombie carries a melee weapon. Every round, it has a 
  50% chance it accidentally uses the weapon. 
  4.
  This zombie has a shield strapped to its arm. Thus, its armour 
  class is slightly better than its brethren. 
  5.
  This zombie ﬁxes its dead, baleful gaze on one target and 
  focuses on that individual above all others. 
  6.
  Freshly dead, this zombie leaves a wide trail of slippery blood 
  and viscera behind it. 
  7.
  This zombie tries to grapple opponents instead of simply 
  beating them to death. If successful, it begins biting. 
  8.
  This zombie is faster than its fellows and easily outpaces them 
  in its bloodlust. 
  9.
  This zombie has a smashed voice box. It yips and cackles in a 
  similar way to a hunting jackal, as it approaches. 
  10. This zombie moans and groans as it approaches its prey. 
  TREASURE 
  Sometimes, zombies have some small trinket or treasure about 
  their person. Roll on the list below, if you determine the creature 
  has a small item of personal treasure: 
  1.
  This zombie wears a wide bloodstained leather belt which 
  seems worthless, at ﬁrst glance. If the belt it cleaned, however, 
  a complex pattern of stitches emerges depicting what seems 
  to be a section of dungeon complete with a secret room! 
  2.
  One golden hoop earring hangs from one of the zombie’s 
  decomposing ears. The plain band is worth 2 gp. 
  3.
  This zombie wears ﬁne, knee-high leather boots that create an 
  audible clacking sound on stone ﬂooring. If cleaned, the 
  boots are worth 3 gp, but moving quietly in them is hard. 
  4.
  A woven leather necklace hangs around the zombie’s neck. 
  Perceptive characters spot four thin golden threads, hidden 
  within its strands. Each thread is worth 5 gp. 
  5.
  This zombie has a ﬁnger wedged in its mouth which wears a 
  thin golden ring decorated with beautifully etched leaves and 
  vines (worth 25 gp), Foul-smelling saliva covers the band. 
  6.
  A slender silver chain encircles one of the zombie’s ankles. 
  Four small charms—representing the four elements—hangs 
  from the anklet. It is worth 10 gp. 
  7.
  A gore-coated dagger juts from the zombie’s chest. The 
  wickedly sharp silver dagger is wedged between two rib 
  bones. It is worth 90 gp. 
  8.
  This zombie wears the slashed and stained remnants of a silk 
  doublet. It is essentially worthless, but a skilled seamstress 
  could harvest enough silk for several hankies and the like. 
  9.
  Slipped within its knee-high leather boots, this zombie carries 
  a small, sharp dagger. Its pommel has a clenched ﬁst design. 
  10. This zombie wears a cloak sporting a deep cowl. Perceptive 
  characters ﬁnd two platinum coins sown into the hem. 
  7
  
  OGL V1.0A 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 
   
  1. Deﬁnitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including 
  derivative works and translations (including into other computer languages), potation, modiﬁcation, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in 
  which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open 
  Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement 
  over the prior art and any additional content clearly identiﬁed as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works 
  under copyright law, but speciﬁcally excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures 
  characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic 
  and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, 
  creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identiﬁed as Product identity by the 
  owner of the Product Identity, and which speciﬁcally excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify 
  itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate 
  and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. 
   
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must 
  afﬁx such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be 
  applied to any Open Game Content distributed using this License. 
   
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 
   
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this 
  License to Use, the Open Game Content. 
   
  5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You 
  have sufﬁcient rights to grant the rights conveyed by this License. 
   
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are 
  copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 
   
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the 
  owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open 
  Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content 
  does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product 
  Identity. 
   
  8. Identiﬁcation: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 
   
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any 
  Open Game Content originally distributed under any version of this License. 
   
  10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 
   
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 
   
  12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or 
  governmental regulation then You may not Use any Open Game Material so affected. 
   
  13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses 
  shall survive the termination of this License. 
   
  14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 
   
  15 COPYRIGHT NOTICE: Open Game License v 1.0 ©2000, Wizards of the Coast, Inc. 
   
  Open Game License v1.0a. Copyright 2000, Wizards of the Coast Inc. 
   
  System Reference Document: ©2000, Wizards of the Coast, Inc. Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
   
  20 Things #49: Abnormal Lesser Undead. ©Raging Swan Press 2020; Author: Creighton Broadhurst. 
  To learn more about the Open Game License, visit wizards.com/d20. 
  Product Identity: All trademarks, registered trademarks, proper names (characters, deities, artefacts, places and so on), dialogue, plots, storylines, language, incidents, locations, 
  characters, artwork and trade dress are product identity as deﬁned in the Open Game License version 1.0a, Section 1(e) and are not Open Content. 
  Open Content: Except material designated as Product Identity, the contents of 20 Things #49: Abnormal Lesser Undead are Open Game Content as deﬁned in the Open Gaming 
  License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. The 
  moral right of Creighton Broadhurst to be identiﬁed as the author of this work has been asserted in accordance with the Copyright Designs and Patents Act 1988.
  8
  
  �2
  
   
   
   
   
   
   
   
   
   
   
   
   
  TITLE 
    
  
SOURCE: textdata/thevault/Raging Swan - Gloamhold/Raging Swan 20 Things/Raging Swan 20 Things #49 Abnormal Low-Level Undead.pdf