TEXT: ~Credits~
  WRITING, Design, and Art Direction:  
  Robert J. Schwalb
  editing: Tom Cadorette
  Proofreading: Jay Spight
  Graphic Design: Kara Hamilton and Hal Mangold
  LAYOUT: kara hamilton
  ILLUSTRATIONs: Jack Kaiser, Mirco Paganessi, 
  Julio Rocha, Matteo Spirito, anD Britt Martin
  Trapped in Bone and Flesh is ©2018 Schwalb Entertainment, LLC.  
  All rights reserved.
  Shadow of the Demon Lord, Monstrous Pages, Trapped in Bone and Flesh,
  Schwalb Entertainment, and their associated logos  
  are trademarks of Schwalb Entertainment, LLC.
  Schwalb EntErtainmEnt, llc
  PO Box #12548, Murfreesboro, TN 37129
  info@schwalbentertainment.com        www.schwalbentertainment.com
  Monstrous Pages
  They emerge from the black pyramids rising up from the 
  sands of the Desolation. They shuffle out of the dusty 
  tombs of the First People scattered across the continent. 
  They stand guard over the ancient vaults that house dread 
  necromancers of unfathomable evil and inestimable power. 
   These places, and many others throughout Rûl, bear the 
  stain of dark magic, the very stones of their foundations 
  pregnant with the filth of necromancy, giving birth to 
  unspeakable horrors that hate light and life, driven by an 
  unholy need to destroy. 
   Trapped in Bone and Flesh reveals the ghastly details 
  about the accursed undead who remember the lives they 
  once lived. Found in the service of necromancers, death 
  lords, and other foul practitioners of the dark arts, these 
  vile minions direct all their hatred against the living. 
  This supplement scrutinizes boneguards and grave 
  thralls, offering variants to expand their presence in the 
  game. Supporting these entries is a twisted menagerie 
  of dreadful creatures of similar origins and objectives, 
  undead one might find in ruins, tombs, or anywhere 
  else evil gathers. Armed with these pages, you will have 
  everything you need to vex your players and drive their 
  characters to the brink of madness.
  
  2
  The Sentient Dead
  Most of the undead created by spells from the 
  Necromancy tradition come into being without the 
  memories of the lives they once lived, being little 
  more than rotting husks animated and powered by 
  dark magic. Lacking individual will, they exist only 
  to serve their makers, carrying out whatever orders 
  they receive. These servants have their uses in that 
  they fear nothing, obey every command, and serve 
  until destroyed—or until the magic that made them 
  fails. Where they present challenges for their masters 
  is their lack of independence and flexibility to adapt 
  to changing circumstances. Creating something more 
  than a mindless thrall requires significantly more 
  effort and knowledge, along with a dread willingness 
  to unleash sentient, murderous abominations into the 
  world. Tragically, there is no shortage of individuals 
  with such capabilities and penchants. 
   Since the soul normally flees the dead flesh or, in 
  the case of faeries, rots with and within the meat, 
  animating corpses merely confers mobility to the 
  dead and not much more. Nothing remains of the 
  person who once inhabited the body’s flesh and bone. 
  Powerful Necromancy spells can overcome these 
  limitations either by repairing the damage done to 
  the cadaver’s mind, or by stealing the memories from 
  the soul wherever it resides and imprinting them 
  back into the dead flesh. In either case, once roused, 
  the undead remembers, to some degree, who it was 
  before its death. Such magic can never fully restore 
  the individual’s memories or personality since the 
  souls have lost much of themselves languishing in the 
  Underworld or Hell, especially if the body has been 
  dead for some time. 
   Existence between life and death exacts a terrible 
  price from these undead. What virtue the individual 
  may have had in life disintegrates as the undead 
  mind fights to come to grips with its new nature. In 
  time, most come to resent the living and are filled 
  with loathing for those who possess the life force the 
  undead can never have again. As a result, most undead 
  embrace the vile darkness fueling their unnatural state 
  and surrender to the hatred in their cold, still hearts. 
  They become willing accomplices to whatever evil 
  their makers intend, slaughtering the living with the 
  detachment of a butcher working on a carcass.
   The various forms sentient dead take depend on 
  both the reason for their creation and their creators’ 
  nature. Some sentient dead resemble animated 
  corpses, but move with fluidity and swiftness unlike 
  the mindless undead. Others might pass for living 
  creatures, their bodies having been soaked in 
  chemicals or imbued with magic to preserve their 
  flesh from decay. Sentient dead can be guardians, 
  companions, servants, and even lovers. It all comes 
  down to what their makers need and want.
  Creating Sentient Dead
  You can create any of the following undead 
  creatures by casting the animate corpse spell from the 
  Necromancy tradition and expending a casting from 
  a higher-ranked Necromancy spell. The rank of the 
  spell required depends on the creature’s Difficulty, as 
  shown on the following table. As well, any undead 
  created in this way count as one or more creatures for 
  determining the limits of your control, which is also 
  noted on the table below.
  Sentient Dead Creation
  Difficulty
  Casting Expended by Rank
  Counts as
  1
  0 or higher
  1
  5
  1 or higher
  1
  10
  2 or higher
  1
  25
  3 or higher
  1.5
  50
  4 or higher
  1.5
  100
  5 or higher
  2
  Boneguard
  Unburdened by the weight of flesh and powered by 
  dark magic, the boneguard prove able guardians, swift 
  and deadly in battle. Straps of leather, wire, and linen 
  cords hold their animated skeletons together since the 
  connective tissue has long since rotted away. Despite 
  their lack of muscle and sinew, their strikes and shots 
  remain as strong and true as they were when they lived. 
   Boneguard never speak, leading some to believe 
  them mindless. But their naked malice shows itself 
  in the green flames burning deep inside their eye 
  sockets. Further, the skill with which they fight shows 
  they retain much of the tactical acumen they once 
  had in life. Boneguard understand the languages they 
  knew in life, with High Archaic understood by older 
  boneguard, and more recent creations knowing the 
  Common Tongue.
   Boneguard lack souls, so they cannot gain Corruption.
  BONEGUARD 
  DIFFICULTY 25
  Size 1 frightening undead
  Perception 11 (+1); darksight
  Defense 15 (mail); Health 25; Insanity —; Corruption —
  Strength 13 (+3), Agility 15 (+5), Intellect 8 (–2), Will 14 (+4)
  Speed 12
  Immune damage from cold, disease, and poison; gaining 
  Insanity; asleep, diseased, fatigued, poisoned
  ATTACK OPTIONS 
  Scimitar (melee) +5 with 1 boon (2d6 + 1)
  Bow (long range) +5 with 1 boon (2d6)
  SPECIAL ATTACKS 
  Twin Strike The boneguard attacks twice with its scimitar 
  and makes each attack roll with 1 bane.
  Swift Strike When a creature enters the boneguard’s reach, 
  the boneguard can use a triggered action to attack that 
  creature.
  
  3
  Boneguard Variants
  Death lords and necromancers often modify the 
  boneguard they create to fulfill specific roles or 
  purposes.
  Boneguard Executioner
  Dragging their greataxes behind them, throwing 
  showers of sparks as their weapons scrape across 
  stone, boneguard executioners act as the heavy 
  infantry in the ranks of undead armies. 
  BONEGUARD EXECUTIONER 
  DIFFICULTY 50
  Size 1 frightening undead
  Perception 11 (+1); darksight
  Defense 15 (mail); Health 35; Insanity —; Corruption —
  Strength 14 (+4), Agility 12 (+2), Intellect 7 (–3), Will 14 (+4)
  Speed 10
  Immune damage from cold, disease, and poison; asleep, 
  diseased, fatigued, poisoned
  ATTACK OPTIONS 
  Greataxe (melee) +4 with 2 boons (3d6 plus Knock Down 
  on attack roll 20+)
  Knock Down A creature must get a success on a Strength 
  challenge roll or fall prone.
  SPECIAL ATTACKS 
  Sweeping Strike The boneguard executioner sweeps its 
  greataxe around itself. Each creature within 1 yard of the 
  boneguard must get a success on an Agility challenge 
  roll with 1 bane or take 3d6 damage.
  Boneguard Commander
  Older, experienced boneguard lead lesser undead 
  troops. Boneguard commanders demonstrate tactical 
  cunning in how they direct their soldiers in a fight and 
  deadly prowess when they lead the charge. Boneguard 
  commanders tend to wear heavier armor and wield 
  heavy melee weapons.
  BONEGUARD COMMANDER 
  DIFFICULTY 100 
  Size 1 frightening undead
  Perception 14 (+4); darksight
  Defense 17 (plate and mail); Health 35; Insanity —; 
  Corruption —
  Strength 15 (+5), Agility 15 (+5), Intellect 11 (+1), Will 14 (+4)
  Speed 12
  Immune damage from cold, disease, and poison; asleep, 
  diseased, fatigued, poisoned
  Commanding Presence Each creature that is within short 
  range of the boneguard commander and friendly to it 
  makes attack rolls and challenge rolls with 1 boon.
  ATTACK OPTIONS 
  Greatsword (melee) +5 with 1 boon (3d6)
  SPECIAL ATTACKS 
  Direct the Assault The boneguard commander uses an 
  action, or a triggered action on its turn, to choose one 
  creature friendly to it that is within short range. The target 
  creature can make an attack with a weapon, making the 
  attack roll with 1 boon and dealing 1d6 extra damage.
  Conflagration Boneguard
  Necromancers sometimes pack flammables inside a 
  boneguard’s ribcage so they can light them up and 
  send them into their enemies’ ranks to wreak havoc. 
  CONFLAGRATION BONEGUARD DIFFICULTY 50
  Size 1 frightening undead
  Perception 10 (+0); darksight
  Defense 15; Health 25; Insanity —; Corruption —
  Strength 13 (+3), Agility 15 (+5), Intellect 8 (–2), Will 14 (+4)
  Speed 12
  Immune damage from cold, disease, and poison; asleep, 
  diseased, fatigued, poisoned
  Inner Flames The boneguard is on fire until it becomes 
  incapacitated or until a creature uses an action to 
  extinguish the flames, at which point the boneguard 
  loses this trait. While it has this trait, the boneguard’s 
  attack options each deal 1d6 extra damage from the 
  flames (included). As well, the boneguard emits light in a 
  5-yard radius, but smoke from its body partially obscures 
  its space and the area within 1 yard of it.
  ATTACK OPTIONS 
  Claws (melee) +5 with 1 boon (2d6 plus 1d6 from the flames)
  END OF THE ROUND 
  Burning Inside If the boneguard has the inner flames trait, 
  it takes 1d6 damage from the flames and each creature 
  within 1 yard of it must get a success on a Strength 
  challenge roll or take 1d6 damage from the heat.
  
  4
  Ghastly Boneguard
  Some boneguards find the transition from life to 
  undeath so agonizing that they develop bizarre 
  affectations. While they remain obedient servants, 
  carrying out whatever orders their makers give them, 
  they cling to the scant possessions they had when they 
  lived. Some go so far as to try to restore their bodies by 
  harvesting skin from other corpses. They drape their 
  bones with scraps of flesh torn from dead bodies, and 
  sometimes even fasten faces to their skulls. Most carry 
  long knives perfect for flaying skin from the meat, 
  carrying out this bizarre behavior on both the living 
  and the dead. 
  GHASTLY BONEGUARD 
  DIFFICULTY 50
  Size 1 horrifying undead
  Perception 11 (+1); darksight
  Defense 14; Health 25; Insanity —; Corruption —
  Strength 13 (+3), Agility 14 (+4), Intellect 8 (–2), Will 14 (+4)
  Speed 12
  Immune damage from cold, disease, and poison; asleep, 
  diseased, fatigued, poisoned
  ATTACK OPTIONS 
  Long Knife (2) (melee) +4 with 1 boon (2d6 plus Flense on 
  attack roll 20+)
  Flense A living creature with a body of flesh and bone 
  must get a success on an Agility challenge roll with 1 
  bane or take 1d6 extra damage and become impaired for 
  1 minute. At the end of each round, a target impaired in 
  this way can make a Strength challenge roll and removes 
  the affliction on a success.
  SPECIAL ATTACKS 
  Twin Strike The ghastly boneguard attacks twice with its 
  long knives and makes each attack roll with 1 bane.
  Symbiotic Boneguard
  Necromancers often modify their undead servants 
  to make them more powerful. In the case of the 
  symbiotic boneguard, they install an awful, fleshy 
  monster inside the boneguard’s ribcage, binding it to 
  the bone with copper wire to ensure it can’t escape. 
  The monster resents its binding, lashing out with its 
  tentacles at anything it can reach, dragging its prey 
  close so it can feed. If the boneguard host becomes 
  too damaged, however, the monster can break free 
  and wreak havoc on the battlefield. These monsters 
  will attack anything they can reach, living or dead.
  SYMBIOTIC BONEGUARD 
  DIFFICULTY 100
  Size 1 horrifying undead
  Perception 11 (+1); darksight
  Defense 12; Health 60; Insanity —; Corruption —
  Strength 13 (+3), Agility 12 (+2), Intellect 8 (–2), Will 14 (+4)
  Speed 10
  Immune damage from cold, disease, and poison; asleep, 
  diseased, fatigued, poisoned
  Two in One If the symbiotic boneguard is not injured, 
  it cannot be dazed or stunned. It can take a fast turn 
  and a slow turn each round, and can use two triggered 
  actions each round. However, the boneguard can use 
  each attack option just once each round. The symbiotic 
  boneguard loses this trait while injured.
  Spawn Monster When the symbiotic boneguard becomes 
  injured, a small monster moves out from its space into 
  the nearest open space to the boneguard. The monster is 
  hostile to all creatures and takes the next available turn.
  ATTACK OPTIONS 
  Sword (melee) +3 with 1 boon (2d6 + 2)
  Tendril (melee) +3 with 1 boon (1d6 plus Grab)
  Grab If the target is a creature, it must get a success on a 
  Strength or Agility challenge roll with 1 bane or become 
  grabbed for 1 round. If the target is already grabbed by 
  the symbiotic boneguard, it is moved 1d3 yards closer 
  to the boneguard, takes 1d6 damage, and the grabbed 
  affliction lasts 1 round. 
  END OF THE ROUND 
  Unspeakable Recovery The symbiotic boneguard removes 
  one affliction affecting it.
  Spider Boneguard
  Among the many modifications death lords make 
  to their undead servants, the addition of extra limbs 
  tends to be the most common. Spider boneguard 
  come equipped with two extra pairs of arms, each 
  gripping a scimitar, so that when drawn into a fight, 
  they slash and cut through their foes, sending limbs, 
  heads, and gore in all directions.
  SPIDER BONEGUARD 
  DIFFICULTY 100
  Size 1 frightening undead
  Perception 11 (+1); darksight
  Defense 15; Health 40; Insanity —; Corruption —
  Strength 13 (+3), Agility 15 (+5), Intellect 8 (–2), Will 14 (+4)
  Speed 12
  Immune damage from cold, disease, and poison; asleep, 
  diseased, fatigued, poisoned
  Uncanny Reflexes A spider boneguard can use three 
  triggered actions per round.
  ATTACK OPTIONS 
  Scimitar (melee) +5 with 1 boon (1d6 + 1)
  SPECIAL ATTACKS 
  Storm of Strikes The spider boneguard makes three 
  attacks with its scimitars, making each attack roll with 1 
  bane. If the boneguard’s Speed is at least 6, it can move 
  up to 2 yards between each attack. This movement does 
  not trigger free attacks.
  Swift Strike When a creature enters the boneguard’s reach, 
  the boneguard can use a triggered action to attack that 
  creature.
  
  5
  Grave Thrall
  The dead do not always rest on the battlefields where 
  they fall. Some rise up to continue the struggle to 
  which they were committed in life. Refusing to move 
  on until their task has been completed, their souls 
  cling to the rotting flesh that remains, refusing to 
  relinquish their hold until they have done what they 
  had sworn to do. 
   Grave thralls appear as walking corpses, their pallor 
  waxen, gray, and their flesh split in many places. Most 
  bear signs of how they died, some still smoking from 
  the flames that consumed them, while others sport 
  grisly wounds, carrying severed limbs, or some even 
  dragging their entrails behind them as they stumble 
  forward. Points of blue light shine in their eyes, 
  hinting at the magic that animates them.
   Sunlight strains and diminishes this magic, 
  greatly weakening them as a result. Grave thralls 
  flee from the sun, seeking refuge wherever they find 
  it, whether a barrow or the sheltering shadows of a 
  forest. They stand and fight in sunlight only if they 
  have no other recourse.
   Unlike boneguard and other forms of sentient dead, 
  grave thralls still possess their souls and might bear 
  the stain of Corruption.
   Many grave thralls fight for barrow wights, having 
  been roused from death by these powerful undead 
  threats. For more information on barrow wights, see 
  Lords of the Barrows.
   Grave thralls do not speak, but they can still 
  understand the languages they knew in life, as well as 
  those spoken by their makers.
  GRAVE THRALL 
  DIFFICULTY 10
  Size 1 frightening undead
  Perception 12 (+2); darksight
  Defense 14 (brigandine, small shield); Health 20; Insanity —; 
  Corruption 1d3 – 1
  Strength 12 (+2), Agility 10 (+0), Intellect 8 (–2), Will 13 (+3)
  Speed 10
  Immune damage from cold, disease, and poison; asleep, 
  diseased, fatigued, poisoned
  Sunlight Weakness A grave thrall is impaired while in areas 
  lit by sunlight.
  ATTACK OPTIONS 
  Sword (melee) +2 with 1 boon (1d6 + 2)
  Grave Thrall Variants
  Grave thralls are most often differentiated from one 
  another by the weapons and armor they bear. Some 
  are lightly armored and carry longbows, while others 
  wield heavy melee weapons and wear mail or heavier 
  armor. Grave thralls sometimes ride blight steeds 
  (Lords of the Barrows, page 8) or animated steeds 
  (Slaves in Death, page 2). A rare few have special traits, 
  attacks, and actions that make them stand apart from 
  the rest, as described below.
  Infested Grave Thrall
  Many grave thralls crawl with vermin, infested with 
  maggots, dogged by biting flies. 
  INFESTED GRAVE THRALL 
  DIFFICULTY 25
  Size 1 horrifying undead
  Perception 12 (+2); darksight
  Defense 14 (brigandine, small shield); Health 20; Insanity —; 
  Corruption 1d3 – 1
  Strength 12 (+2), Agility 10 (+0), Intellect 8 (–2), Will 13 (+3)
  Speed 10
  Immune damage from cold, disease, and poison; asleep, 
  diseased, fatigued, poisoned
  Cloud of Flies A swirling cloud of flies surrounds the grave 
  thrall, partially obscuring its space. If the thrall takes 
  damage from fire, it loses this trait for 1 round.
  Sunlight Weakness A grave thrall is impaired while in areas 
  lit by sunlight.
  ATTACK OPTIONS 
  Sword (melee) +2 with 1 boon (1d6 + 2)
  END OF THE ROUND 
  Biting Flies If the grave thrall has the Cloud of Flies trait, 
  each living or undead creature within 1 yard of the thrall 
  must get a success on a Strength challenge roll or take 
  1d3 damage from the flies.
  
  6
  Grave Thrall Champion
  Powerful warriors in life, grave thrall champions 
  retain their fighting skill in death, able combatants 
  who are easily the equal of most living fighters. 
  Decked out in ornate plate and hefting battered 
  shields displaying the heraldic colors of their houses, 
  their presence draws the eye and fills the living 
  with dread, for these champions prove terrible foes, 
  possessed by an unwavering hatred for the living.
   Most champions lead forces of lesser grave thralls 
  and other undead. The champions lead the charge, 
  carving paths through their foes, allowing the lesser 
  soldiers to flood into the gaps of the battle line. 
  Champions never surrender and always fight until 
  destroyed. Many take trophies from their victims, 
  decorating their bodies with bits of skin, scalps, 
  fingers, or worse.
  GRAVE THRALL CHAMPION 
  DIFFICULTY 100
  Size 1 frightening undead
  Perception 14 (+4); darksight
  Defense 19 (full plate, large shield); Health 60; Insanity —; 
  Corruption 1d3 – 1
  Strength 14 (+4), Agility 10 (+0), Intellect 10 (+0), Will 13 (+3)
  Speed 10
  Immune damage from cold, disease, and poison; asleep, 
  diseased, fatigued, poisoned
  Sunlight Weakness A grave thrall is impaired while in areas 
  lit by sunlight.
  ATTACK OPTIONS 
  Sword (melee) +4 with 1 boon (2d6 + 2)
  Large Shield (melee) +4 with 1 boon (1d3 plus 1d6)
  SPECIAL ATTACKS 
  Bash and Slash The grave thrall champion makes an attack 
  with its large shield. On a success, the grave thrall makes 
  an attack with its sword as part of the same action and 
  makes the attack roll with 1 boon.
  Kick Away When the grave thrall champion’s attack causes 
  a target creature to become injured, the champion can 
  use a triggered action to force that target to make a 
  Strength challenge roll with 1 bane. On a failure, the 
  champion moves the target 1d3 yards away from it and 
  the target falls prone.
  Relentless Grave Thrall
  Some purpose, vow, or obligation anchors the souls 
  of grave thralls to their bodies, and until they fulfill 
  whatever it is that binds and haunts them, they can 
  never rest. For some grave thralls, this responsibility 
  affects them so greatly that they refuse to die, even 
  after they have suffered a mortal wound. Refusing 
  to stay dead, they rise up and continue to fight with 
  the same fury and hatred they had before they were 
  struck down. 
   Relentless grave thralls resemble other grave thralls, 
  bearing similar arms and armor. Only the brightness 
  of the flames burning in their eye sockets gives a clue 
  to their unrelenting nature. Nothing but their utter 
  destruction—usually by burning, prolonged exposure 
  to sunlight, or total dismemberment of head and 
  limbs—will stop them. 
  RELENTLESS GRAVE THRALL 
  DIFFICULTY 10
  Size 1 frightening undead
  Perception 12 (+2); darksight
  Defense 14 (brigandine, small shield); Health 20; Insanity —; 
  Corruption 1d3 – 1
  Strength 12 (+2), Agility 10 (+0), Intellect 8 (–2), Will 13 (+3)
  Speed 10
  Immune damage from cold, disease, and poison; asleep, 
  diseased, fatigued, poisoned
  Swift Recovery If the grave thrall is not in an area lit by 
  sunlight the first time it becomes injured, it immediately 
  heals 1d6 damage. Once it uses this trait, it must wait 24 
  hours before it can use it again.
  Rise Again If the grave thrall is not in an area lit by sunlight 
  and becomes incapacitated, roll a d3 to determine how 
  many rounds it remains incapacitated. If the grave thrall 
  did not take any damage while incapacitated, which 
  destroys it, the grave thrall, at the end of this time, heals 
  2d6 damage, stands up, and takes the next available 
  turn. Each creature within short range of this grave 
  thrall that sees it stand up must get a success on a Will 
  challenge roll or gain 1 Insanity.
  Sunlight Weakness A grave thrall is impaired while in areas 
  lit by sunlight.
  ATTACK OPTIONS 
  Sword (melee) +2 with 1 boon (1d6 + 2)
  
  7
  New Sentient Dead
  The forms sentient dead take largely depend on their 
  makers. As noted above, they range from the strange 
  to the grotesque, dread abominations seemingly 
  conjured from the worst possible nightmares. 
  Of course, some look much as they did in life, 
  offering few clues about their true nature from their 
  appearance alone. What follows is an overview of 
  some of the other kinds of sentient dead found in the 
  lands of Rûl and beyond.
   Unless otherwise mentioned, the dead described here 
  cannot speak but do understand the languages they 
  knew in life, as well as those spoken by their creators.
  Blind Butcher
  Usually made from the corpses of dead ogres, blind 
  butchers lumber about on thick legs, their huge and 
  pendulous bellies swinging with each stride. Here 
  and there, large tears in their gray flesh show their 
  rotting inner organs, usually infested with maggots 
  and crawling with flies. If these wounds trouble the 
  blind butchers they show no signs of it, for great iron 
  helmets cap their heads, blocking their vision and 
  expressions. They typically carry huge cleavers, from 
  which they derive their name.
   The rotten innards strain against their weakened 
  hide, threatening to burst forth at any time. If they are 
  sufficiently damaged, the splits in their guts rip open to 
  loose a flood of stinking viscera. Few coated in that filth 
  emerge from such an experience with their minds intact. 
  BLIND BUTCHER 
  DIFFICULTY 100
  Size 2 horrifying undead
  Perception 6 (–4); sightless
  Defense 15; Health 45; Insanity —; Corruption —
  Strength 15 (+5), Agility 9 (–1), Intellect 6 (–4), Will 9 (–1)
  Speed 12
  Immune damage from cold, disease, and poison; asleep, 
  blinded, diseased, fatigued, poisoned
  Spill the Guts When the blind butcher becomes injured, its 
  prodigious gut spills open to release a flood of rotting 
  organs and foul-smelling fluids to cover everything 
  inside a 3-yard cone originating from a point in its space. 
  A creature in the area must get a success on an Agility 
  challenge roll or become blinded for 1 round. A creature 
  blinded in this way must also get a success on a Will 
  challenge roll or gain 1 Insanity. Once the blind butcher 
  uses Spill the Guts, it loses this trait and it takes a  
  –6 penalty to Speed. 
  Sunlight Weakness A blind butcher is impaired while in 
  areas lit by sunlight.
  ATTACK OPTIONS 
  Cleaver (melee) +5 with 2 boons (3d6 plus 3d6 on attack 
  roll 20+)
  Bloated
  Appearing as shuddering mounds of glistening flesh, 
  the bloated struggle under the weight of their bulk. 
  These undead survive death with their appetites 
  intact. Even though they can no longer digest 
  anything they consume, they greedily stuff their maws 
  nonetheless, forcing gobbets of half-eaten food past 
  their blackened and splintered teeth down into their 
  gullets. The bloated tend to crave unusual sustenance 
  and soon abandon even their favorite dishes in favor 
  of strong spices, exotic flesh, and, eventually, the 
  bodies of their victims. The things they consume rot 
  inside them, adding to the already noisome aroma 
  that wafts from their pallid gray flesh.
   Bloated arise from those mortal gluttons whose 
  greed forever stained their souls. Diabolists believe 
  that existence as a bloated is a gift from Hell, a way 
  to torture the soul trapped inside the flesh for the 
  gluttony and excess that characterized its life. 
  BLOATED 
  DIFFICULTY 25
  Size 1 horrifying undead
  Perception 11 (+1); darksight
  Defense 8; Health 50; Insanity —; Corruption 1d6 + 2
  Strength 13 (+3), Agility 8 (–2), Intellect 11 (+1), Will 9 (–1)
  Speed 8
  Immune damage from cold, disease, and poison; asleep, 
  diseased, fatigued, poisoned
  Horrid Expulsion When the bloated takes 5 or more 
  damage from a single source, it expels the contents of 
  its gullet from its mouth and anus. Each living creature 
  within 5 yards of the bloated must make an Agility 
  challenge roll and a Will challenge roll. If the creature 
  gets a failure on the Agility challenge roll, it falls prone. 
  If the creature gets a failure on the Will challenge roll, it 
  gains 1 Insanity. Once the bloated uses this trait, it cannot 
  do so again until it uses Gorge.
  Unholy Hunger If the bloated takes its turn and can reach a 
  defenseless, incapacitated, or dead creature, it must use 
  its action to Gorge.
  ATTACK OPTIONS 
  Fist (melee) +3 with 1 boon (2d6 + 2)
  SPECIAL ATTACKS 
  Gorge The bloated grabs a defenseless, incapacitated, or 
  dead creature and begins to eat. If the target is Size 1/4, 
  the bloated devours it. It takes 1 round for the bloated 
  to finish eating a Size 1/2 creature, 1 minute to eat a Size 
  1 creature, and 1 hour to eat a Size 2 or larger creature. 
  When the bloated finishes eating, it regains its Horrid 
  Expulsion trait.
  END OF THE ROUND 
  Vile Stench Each living and breathing creature within short 
  range of the bloated must make a Strength challenge 
  roll with 1 bane. A creature becomes fatigued for 1 round 
  on a failure, or becomes immune to this bloated’s Vile 
  Stench until the creature completes a rest.
  Cold Lover
  Created by degenerates with unspeakably vile lusts 
  and appetites, cold lovers escape death to provide 
  companionship to the living. Cold lovers appear 
  much as they did in life—or, at least, at their start—
  but over time, the truth of their natures is revealed 
  as their bodies begin to fail them and decay. Various 
  alchemical agents and magic can preserve them, 
  while cosmetics can cover up their waxy pallor and 
  corpse-like visages. Despite these efforts, however, 
  
  8
  the wrongness of their existence always hangs 
  about them, and any who see them can’t shake an 
  inexplicable, unsettling feeling that they are not 
  what they seem.
  COLD LOVER 
  DIFFICULTY 10
  Size 1 undead
  Perception 12 (+2); darksight
  Defense 11; Health 16; Insanity —; Corruption 1d3 – 1
  Strength 11 (+1), Agility 11 (+1), Intellect 10 (+0), Will 8 (–2)
  Speed 10
  Immune damage from cold, disease, and poison; asleep, 
  diseased, fatigued, poisoned
  Deadened Flesh A cold lover takes half damage from 
  weapons.
  Pass for Human A cold lover appears human (or as a 
  member of its ancestry if it is other than human) to all 
  creatures more than 1 yard away from it. 
  Sunlight Weakness A cold lover is impaired while in areas 
  lit by sunlight.
  ATTACK OPTIONS 
  Long Knife (melee) +1 with 1 boon (1d6)
  SPECIAL ATTACKS 
  Promise of Pleasure The cold lover makes an Intellect 
  attack roll with 1 boon against the Will of one creature 
  within short range. If the target is not normally attracted 
  to members of the cold lover’s gender, the attack roll 
  results in a failure. On a success, the target becomes 
  charmed by the cold lover for 1 minute or until the cold 
  lover uses Promise of Pleasure again. When the creature 
  removes the charmed affliction, it must get a success on 
  a Will challenge roll or gain 1 Insanity.
  Corpse Mother
  Sentient dead come in many shapes and varieties, but 
  few are as horrifically baffling as the corpse mother, 
  for few can conceive of a mind capable of creating 
  such an abomination. Always female in form, its facial 
  features twisted into a grimace of pleasure, they wear 
  long, ratty, stained dresses that almost conceal the 
  loop of umbilical cord that dangles out from their 
  bodies. The cord connects the corpse mother to a 
  calcified baby held within her until it comes time to 
  fight, at which point the stone baby drops from her 
  body, for the corpse mother to use both cord and baby 
  as a grisly flail.
   Folklore explains corpse mothers to be the restless 
  dead of jealous women who stole other women’s 
  babies. The stone baby at the end of the cord is the 
  weight of their guilt, with the worst offenders having 
  enormous stone babies they must carry or drag on the 
  ground behind them. As a result, corpse mothers are 
  often found on civilization’s edges, in lonely cottages, 
  slowly reclaimed by the wilderness. A few surround 
  themselves with the “children” they stole, their 
  corpses animated into ragamuffins (see following). 
  CORPSE MOTHER 
  DIFFICULTY 50
  Size 1 horrifying undead
  Perception 12 (+2); darksight
  Defense 10; Health 40; Insanity —; Corruption 1d6
  Strength 13 (+3), Agility 10 (+0), Intellect 9 (–1), Will 12 (+2)
  Speed 10
  Immune damage from cold, disease, and poison; asleep, 
  diseased, fatigued, poisoned
  ATTACK OPTIONS 
  Stone Baby Flail (melee, reach +1) +3 with 2 boons (3d6 
  plus Choking Grab on attack roll 20+)
  Teeth (melee) +3 with 2 boons (1d6)
  Choking Grab The umbilical cord wraps around the target’s 
  neck, which causes it to become grabbed. While the 
  corpse mother has the target grabbed in this way, it 
  cannot make attacks with its stone baby flail. The corpse 
  mother can use a triggered action on its turn to maintain 
  the grabbed affliction, which causes the creature to take 
  1d6 damage. In addition to using an action to escape, a 
  creature can use an action to cut the cord with a bladed 
  weapon. Upon doing so, another cord quickly snakes 
  out from the corpse mother’s womb to bind itself to the 
  stone baby. If the stone baby is destroyed, a new one 
  forms inside the corpse mother after 1d3 days.
  END OF THE ROUND
  Cry of Lost Children If the corpse mother is injured, a 
  dreadful wailing emanates from its body, spreading 
  out in a 5-yard radius centered on a point in the corpse 
  mother’s space. Each living creature in the area that can 
  hear the noise must get a success on a Will challenge 
  roll with 1 bane or gain 1d3 Insanity. A creature that gets 
  a success on the challenge roll becomes immune to this 
  corpse mother’s Cry of Lost Children until the creature 
  completes a rest.
  
  9
  Death Angel
  On large and wide leathery wings, death angels fly 
  high in the night skies, silent and unseen. Hideous 
  undead abominations, they serve death lords as 
  guards, messengers, and spies. Death angels are most 
  commonly found in the Desolation, where they perch 
  atop the massive black pyramids at night, scouring the 
  landscape for signs of the living. Once spotted, they 
  lift up in flocks, speeding toward their prey. Death 
  angels delight in snatching up their victims, carrying 
  them high into the sky, and then dropping them to 
  shatter on the rocks below.
   The bones that make up a death angel’s body have 
  been hollowed out and stripped of all but a few scraps 
  of skin. Long wispy hair trails from their fleshy skulls, 
  and their wide, toothy grins hint at the malevolence 
  they have for living creatures. Great leathery wings 
  spread out from their shoulders.
  DEATH ANGEL 
  DIFFICULTY 100
  Size 1 horrifying undead
  Perception 11 (+1); darksight
  Defense 14; Health 48; Insanity —; Corruption —
  Strength 12 (+2), Agility 14 (+4), Intellect 9 (–1), Will 12 (+2)
  Speed 16; flier (swoop)
  Immune damage from cold, disease, and poison; asleep, 
  diseased, fatigued, poisoned
  Sunlight Weakness A death angel is impaired while in areas 
  lit by sunlight.
  ATTACK OPTIONS
  Talons (melee) +4 with 1 boon (2d6 plus Snatch)
  Snatch If the target is a Size 1 or smaller creature, it must 
  get a success on a Strength challenge roll or become 
  grabbed by the death angel. The death angel can fly 
  while it has a target grabbed and can maintain the 
  affliction for 1 round by using a triggered action on 
  its turn. The death angel cannot have more than one 
  creature grabbed at a time.
  SPECIAL ACTIONS
  Darting Evasion If the death angel is flying when targeted 
  by an attack from a creature it can see, the death angel 
  can use a triggered action to impose 1 bane on the 
  triggering attack roll. If the roll results in a failure, the 
  death angel can fly up to half its Speed.
  Dying Bride
  When someone beloved perishes and the one who 
  adored them simply cannot bear to let them go, 
  sometimes the temptation to bring them back is 
  too powerful to ignore, leading to the study of dark 
  magic to take back what Father Death has stolen. The 
  results of these efforts usually lead to the living lover’s 
  damnation, but sometimes they create a dying bride 
  before the devils come calling.
   Dying brides—or dying grooms—demonstrate 
  the lengths some will go to reclaim a beloved who 
  has been taken from them or who has otherwise 
  left them. Once the cadaver has been recovered, the 
  necromancer prepares the body by removing the 
  internal organs and stuffing it with cloves and herbs 
  to keep the stench of the grave at bay. Their wounds 
  are stitched closed with the finest thread, while heavy 
  cosmetics cover bruises and deathly marks. Once the 
  corpse has been suitably prepared, the necromancer 
  summons forth the soul of the beloved from the 
  Underworld and traps it in the dead flesh, thus 
  providing it with animation and awareness.
   Few dying brides appreciate the lengths their lovers 
  went to revive them, finding their new bodies and new 
  “lives” horrifying to the point that they lose whatever 
  sanity they had left. Sometimes, this results in their 
  creators’ deaths, but it is just as likely for the undead 
  beloved to flee and destroy themselves. In some rare 
  cases, the returned essence finds the new form to 
  its liking and becomes a willing accomplice in their 
  maker’s work. 
  DYING BRIDE 
  DIFFICULTY 1
  Size 1 undead
  Perception 11 (+1); darksight
  Defense 10; Health 12; Insanity —; Corruption 1d3 – 1
  Strength 12 (+2), Agility 10 (+0), Intellect 11 (+1), Will 9 (–1)
  Speed 10
  Immune damage from cold, disease, and poison; asleep, 
  diseased, fatigued, poisoned
  Palpable Sorrow The dying bride imposes 1 bane on attack 
  rolls and challenge rolls made by creatures within 1 yard 
  of it. Creatures that cannot be frightened are immune to 
  this trait.
  ATTACK OPTIONS 
  Claws (melee) +2 (1d6 + 1)
  END OF THE ROUND 
  Torment Roll a d6. On a 1, the dying bride becomes 
  overwhelmed by its torment and becomes dazed for  
  1 round. On a 6, the dying bride becomes enraged for  
  1 round. While enraged, the bride makes attack rolls and 
  challenge rolls with 1 boon and its attacks deal 1d6 extra 
  damage.
  
  10
  Eater of the Dead
  The undead do not usually need to eat or drink, 
  despite the hunger they often experience. This 
  appetite springs from some natural impulse 
  left over from when they were alive, compelling 
  them to feed. In the case of eaters of the dead, 
  the hunger becomes all-consuming, driving 
  them to feed on the rotten flesh of corpses. They 
  prefer the spoilage of the flesh, in fact—the meat 
  of the freshly dead is not sufficiently “aged” for 
  their gruesome palates.
   Eaters of the dead look human, but are usually 
  covered in dirt, old blood, and viscera. They run 
  about naked, eyes stretched wide, mouths curled up 
  into mad grins that show off the jagged, blackened 
  teeth filling their mouths. When they sense the 
  living nearby, they boil out from their graves and 
  speed toward the intruders, tearing them apart and 
  dragging their remains away for safekeeping until 
  the flesh is “ripe enough” to be eaten.
  EATER OF THE DEAD 
  DIFFICULTY 25
  Size 1 frightening undead
  Perception 12 (+2); darksight
  Defense 12; Health 39; Insanity —; Corruption 1d6 + 1
  Strength 13 (+3), Agility 12 (+2), Intellect 8 (–2), Will 15 (+5)
  Speed 12
  Immune damage from cold, disease, and poison; 
  asleep, diseased, fatigued, poisoned
  Sense Living An eater of the dead senses the presence 
  of each living creature within medium range. Such 
  creatures cannot be hidden from the eater of the dead.
  Sunlight Weakness An eater of the dead is impaired 
  while in areas lit by sunlight.
  ATTACK OPTIONS
  Claws and Teeth (melee) +3 with 2 boons (2d6 + 2 plus 
  Disease)
  Disease If the target is a creature, it must get a success 
  on a Strength challenge roll with 3 banes or become 
  diseased. While the target is diseased in this way, 
  it cannot heal damage. When it completes a rest, 
  the target must make a Strength challenge roll with 
  1 bane. On a failure, the target takes 1d6 damage. 
  After three successes, the target removes the 
  diseased affliction.
  If a creature diseased by this effect becomes 
  incapacitated, it dies. When the sun next sets 
  on its body, the corpse becomes an eater of the 
  dead, retaining none of its statistics except for its 
  Corruption score.
  Encaged
  Only the truly mad would create an encaged, 
  for they are the uncontrollable sentient remains 
  of the truly mad, homicidal, and insane. 
  Plundering their bodies from asylum graveyards, 
  desperate necromancers only risk creating these 
  unpredictable abominations for their unnatural 
  strength and toughness. To help keep them under 
  control, their makers enclose their heads in 
  metal cages that prevent them from biting, while 
  encumbering their bodies with heavy chains from 
  which hang large weights.
  
  11
  ENCAGED 
  DIFFICULTY 25
  Size 1 horrifying undead
  Perception 9 (–1); darksight
  Defense 10; Health 34; Insanity —; Corruption —
  Strength 14 (+4), Agility 8 (–2), Intellect 9 (–1), Will 11 (+1)
  Speed 6
  Immune damage from cold, disease, and poison; asleep, 
  diseased, fatigued, poisoned
  Weighted The encaged wears a metal cage on its head and 
  weighted chains on its body. The cage and chains fall off 
  when the encaged becomes injured. Free of the weights 
  its Agility becomes 10, its Speed becomes 12, its attacks 
  deal 1d6 extra damage, and it cannot use the chain 
  attack option.
  ATTACK OPTIONS 
  Fist (melee) +4 with 1 boon (1d6)
  Chain (melee; reach +2) +4 with 1 boon (1d3 plus Yank)
  Yank If the target is a creature, it must get a success on  
  a Strength challenge roll or be moved 1d3 yards toward 
  the encaged. If the encaged can reach the target with  
  its fist, it attacks with its fist as part of the same action.
  END OF THE ROUND 
  Lash Out The encaged can use a triggered action to  
  use its fist to attack a random target it can reach. It 
  makes the attack roll with 1 boon and the attack deals 
  1d6 extra damage.
  Ragamuffin
  A wise necromancer wastes nothing, finding use for 
  every scrap of skin and bit of bone. Necromancers 
  turn these bundles of hair, teeth, bone, and skin into 
  ragamuffins. Ragamuffins typically dwell in their 
  makers’ lairs, serving as henchmen and helpers 
  when not being the targets of their creators’ wrath.
  RAGAMUFFIN 
  DIFFICULTY 1
  Size 1/4 undead
  Perception 11 (+1); darksight
  Defense 13; Health 8; Insanity —; Corruption —
  Strength 6 (–4), Agility 13 (+3), Intellect 8 (–2), Will 6 (–4)
  Speed 8
  Immune damage from cold, disease, and poison; asleep, 
  diseased, fatigued, poisoned
  Mob Fighting If a ragamuffin attacks a target that has 
  already been attacked during the round, the ragamuffin 
  makes the attack roll with 1 boon.
  Sneaky A ragamuffin makes challenge rolls to hide or 
  sneak with 1 boon.
  Sunlight Weakness A ragamuffin is impaired while in areas 
  lit by sunlight.
  ATTACK OPTIONS 
  Knife (melee) +3 with 1 boon (1d3)
  SPECIAL ACTIONS 
  Skitter When a creature gets a failure on an attack roll 
  made against the ragamuffin, the ragamuffin can use 
  a triggered action to move up to half its Speed. This 
  movement does not trigger free attacks.
  
  12
  Rotten
  Although the dark magic responsible for their 
  creation provides them with some protection against 
  the elements, few undead can withstand the rigors 
  of exposure for long. The rotten are what remains 
  after a sentient undead creature becomes trapped in a 
  place where it is subjected to moisture, heat, and the 
  elements. Gone are those defining traits that separate 
  them from others of their kind and what remains 
  is a horrifically stinking skeletal figure draped in 
  drooping, glistening flesh that sloughs off from their 
  bodies as they move. 
  ROTTEN 
  DIFFICULTY 1
  Size 1 horrifying undead
  Perception 8 (–2); darksight
  Defense 9; Health 12; Insanity —; Corruption —
  Strength 12 (+2), Agility 9 (–1), Intellect 8 (–2), Will 9 (–1)
  Speed 8
  Immune damage from cold, disease, and poison; asleep, 
  diseased, fatigued, poisoned
  Explosive Death When a rotten becomes incapacitated, its 
  body explodes from a point in its space out in a 1-yard 
  radius, showering everything in its area with slimy flesh 
  and stinking gore. A creature in the area must get a 
  success on a Will challenge roll or gain 1 Insanity.
  Sunlight Weakness A rotten is impaired while in areas lit by 
  sunlight.
  Vulnerable to Damage A rotten takes double damage from 
  all sources to which it is not immune.
  ATTACK OPTIONS 
  Fists ( melee) +2 with 1 bane (1d6)
  
  13
  If you enjoyed Trapped in Bone and Flesh, 
  be sure to check out these other titles 
  from Schwalb Entertainment!
  Tombs of the  
  desolation
  Lords of  
  the Barrows
  Dead by Dawn
  Explore the haunted wastelands 
  of the Desolation and learn its 
  terrible secrets!
  Uncover the restless horrors 
  lurking in ancient tombs scattered 
  across the Northern Reach!
  Kick off a new campaign by  
  fighting the dead to stay alive!
  
SOURCE: textdata/thevault/Shadow of the Demon Lord/Monstrous Pages/SotDL - Monstrous Pages - Trapped in Bone and Flesh.pdf