A thousand years of death's carnage gathered 'fore the morn,
Their vengeance turned against mankind's unsuspecting head
There's no defense, there's no escape, you cannot kill the dead!"
Dead folks who, whether due to dark magic, mad science, lack of a proper funeral or burial, some old problems they still haven't solved, a desire to get revenge on their killers or enemies, or just plain stubborn bloody-mindedness, do not rest in peace. Unable to move on to the afterlife, either period or just yet, they still roam around in the mortal world, sometimes (poorly) trying to behave as if they're still alive.
One way undead vary is the nature of their mind, soul, and spirit. In some cases, including liches, most ghosts, and some vampires, they keep their original soul and personality. They can still remember the simple pleasures of life, but they can no longer experience them, a frustration which may fill them with hatred of the living, or simply make their existence an unliving hell. Friendly/heroic/sympathetic undead are most often from this category.
In other cases, including many traditional vampires and most zombies, the undead are actually animated by evil spirits or demonic entities. They may have access to the memory of the deceased person whose corpse they are wearing, but they are not truly the original person in question. These types are often evil (or at least are used by said evil beings), and are much more likely to be vulnerable to religious symbols and sacred rituals.
In fantasy settings, zombies and skeletons (and sometimes other undead) are usually animated entirely by magic and have no soul or spirit at all, mindlessly obeying the Necromancer who created them.
See the Undead Index to read more about all the related tropes; along with the Haunted Index, Mummy Tropes, Skeletal Tropes, Tropes of the Living Dead, and Vampire Tropes.
Beings of the Undead:
- Death: The concept of death itself is often personified as a deity or spirit, who's responsible for ending the life of every mortal being, or at least taking their souls away to the afterlife once they are fated to do so.
- The Grim Reaper: The big guy himself, the most common representation of Death in Western folklore. Usually portrayed as an Implacable Man, who resembles a skeleton wearing a Black Cloak and carrying a Sinister Scythe. But not always. Is a very diligent worker, who truly deserves some vacation time every now and then. He might ask you nicely to Go into the Light or he might try to send you there himself. Or he might just be a cool guy that fancies himself a nice game of chess. There are also variations that look similar to the Grim Reaper but aren't unique beings, yet still more dangerous and rare than your run-of-the-mill skeleton. He and his lesser servants may be formerly human, especially if You Kill It, You Bought It is in effect; other times they will just be Anthropomorphic Personifications of Death who have a lot in common with the Undead even though they aren't dead humans.
- Shinigami: Basically the Japanese version of the Grim Reaper.
- Dullahan: Headless knights who travel across the land on a steed who will visit those who are on the brink of death, and harvest their souls so they can be taken to the afterlife.
- Flesh Golems and Walking Ossuaries: When a thrifty necromancer or mad scientist has a large number of spare parts left over from constructing their undead legions, you get a flesh golem. Similar to the next in that these are a reanimated assembly of body parts, flesh golems tend to represent a more... whimsical approach to anatomy. Parts need not be assembled in a humanoid form — or in a logical way for that matter — and they may not even all be from the same species. Designs tend to be rather freeform and range from haphazardly fused clumps of bodies, to lumbering Multi-Armed and Dangerous humanoids, to animalistic tangles of limbs.
- Frankenstein's Monster: Or anything else made from human corpses and brought back with technology. The original was big, a quick learner, and very, very pissed at his creator. The modern type is a bit more pitiable. Usually the stitches show, so you can tell them apart from zombies. The intelligence level varies. They seem to have universal Super-Strength, so don't challenge one to arm wrestling. Also note that, depending on the work, these may not be "technically" undead, and hence not vulnerable to holy power and tricks like the Trope Namer of Revive Kills Zombie.
- Ghosts: Disembodied spirits of dead people, as opposed to reanimated corpses. They have little in common with other forms of undead, as ghosts tend to vary nearly as much as all the other types of undead put together. Depending on the genre, they can be anything from harmless pranksters to Lovecraftian horrors; you'll know which one yours is once he starts smearing things on the wall. If it's crayon, you're generally okay; if it's blood, you are so horribly screwed it's not even funny. Unless you realize that you're already one of them... but hey, most people who run into them know who they're gonna call. Unlike most forms of undeath, ghosts can be friendly. They may return to protect a loved one, or reward someone who arranged their burial, or the like. Ghosts also come in many flavors. In a lot of works, various words for ghost, such as phantom, spectre, wraith, etc. usually mean different varieties of ghost.
- Ghouls: When ghouls made their way from Arabic folklore to Western literature in the 1700s, they were placed among the Western undead even though the folkloric creatures aren't and this is why they are undead without any solidified undead lore to them. When undead their depiction varies from suave and deceitful like a vampire to voracious and animalistic like a zombie. Some variations of ghouls feast exclusively on the dead, but that doesn't mean they aren't willing to make a corpse to eat later.
- Liches: Popularized in Dungeons & Dragons and common in modern Fantasy, a lich is an Evil Sorcerer who retains his or her magical powers after death — basically a revenant with a little something extra. The lich becomes undead by placing its soul in a Soul Jar (or maybe seven of them), and can only be permanently destroyed by destroying said Soul Jar; in other fictions, the Soul Jar is optional. A lich's physical appearance can range from near-normal to zombie-like to completely skeletal, which usually depends on the lich's age. Because of their skill at magic, especially necromancy, liches tend to be among the most powerful and dangerous type of undead (if not the most powerful and dangerous) in settings where they exist. In the hierarchy of The Necrocracy, they are guaranteed to be the top tier.
- Mummies: The mummy shambles towards the archaeologists who have defiled its tomb. Luckily for them, it doesn't move fast due to sleeping for three thousand years (although there are exceptions). The classical depiction is wrapped in white bandages, and no one wants to see what's underneath them. Sometimes they can be easily defeated by simply pulling off their bandages, but if they possess magical abilities, then it is unlikely that this tactic will be of any effect. In those cases you can count on them to be about as mighty as the Liches. However, mummies tend to be especially vulnerable to fire.
- Skeletons: Zombies without meat, so to speak. Tend to be difficult to hurt because they are all bone, so blunt weapons (or magic, if available) are required or at least useful. Other versions are simply cannon fodder undead. Most of them aren't particularly smart (not having a brain and all). Only really common in out-and-out fantasy, as they're a little too fantastic for sci-fi or horror; expect them to be magically reanimated soldiers for the Evil Sorcerer or Vain Sorceress that don't need to eat or sleep, and stand guard over tombs for centuries if need be. Despite being fleshless, The Dead Have Eyes.
- Calacas: Particularly common in underworld settings based on the Mexican festival of Día de los Muertos (Day of the Dead). Though they aren't typical "horror" creatures despite being dead. They live very loud and colorful afterlives.
- Vampires: Like zombies, only faster, stronger, and smarter. They suck blood, and may spend a lot of time angsting about it. Usually highly attractive, and both genders tend to be somewhat... festive. They dislike holy stuff, bright sunlight, and pointy wooden sticks. Originally they were not attractive, at allnote , and they also tended to have ruddy complexions (from all the blood) rather than pale ones.
- Jiangshi: Undead vampire/zombie creatures from Chinese Mythology. Also known as "hopping vampires", because they move around by jumping. Similarly to Western vampires, they prey upon the living; though instead of drinking blood, they prefer to feed on your chi.
- Wights: More or less the mummy's northerly cousin, associated with Medieval European Fantasy. Tolkien popularized them as wights note and established the modern interpretation, but they appear in Norse Oral tradition note . The first written appearances are Older Than Print, but these are only the first formal recordings of an oral tradition Older Than Dirt, probably a part of European folklore since the first kid dared another kid to spend the night next to a burial mound. The wight is an old, buried, usually desiccated or naturally mummified corpsenote that rises up to guard its tomb or place of death from intruders. More eldritch and drier than a zombie, but fresher and much less powerful than a lich or death knight.
- The Draugr is a related variety of undead, popularized by The Elder Scrolls series, but again, dating back to Norse oral tradition. These are essentially the wights of particularly greedy, evil, or strong-willed individuals who manage to retain a greater amount of mental and physical ability. They are not bound to their grave or site of death, though many choose to use such places as a lair out of entitlement or convenience. They possess great magical abilities, including the power to raise their victims as wights. These are the prototype for the Lich and reflect certain aspects of the Revenant and Vampire of nearby cultures.
- Zombies: Just ordinary, run-of-the-mill walking corpses. They come in a variety of types, but they tend to share some general traits. Zombies tend to be slow (usually), weak (comparatively), mostly blind (unless they aren't), and stupid (at least at first...). Surprisingly squishy, but they don't really notice. Some of them die quickly when burned. Others... don't. However, most, if not all zombies, can be quickly taken down by Removing the Head or Destroying the Brain. Other times they're unkillable.
- Parasite Zombies: Undead reanimated by a secondary lifeform using the corpse as a host. Noteworthy in that they require no overt supernatural elements, even boasting real-world examples like the insect-zombifying Cordyceps genus of fungi and viruses capable of hotwiring cellular machinery to get a little more virus production out of a dead cell.
- Plague Zombies: These zombies are the product of an infectious disease or curse that spreads by biting living people, which turns them into new zombies to repeat the cycle until it reaches globally pandemic proportions. These are the most common zombie variants you'll see.
- Revenants: Your standard resuscitated corpse; however, unlike a regular zombie, the revenant isn't quite so rotting and falling apart, fairly intelligent and sapient; and, most importantly, an individual, since they retain their memories and personalities from their previous lives. They tend to seek vengeance for past wrongs, especially if they were murdered. While conceptually very old, and the prototype from which many other undead derive, this trope has fallen out of favor for the hordes of zombies and the bloodsucking vampires.
- Voodoo Zombies: These undead are created by dark voodoo magic, and they serve as the enslaved minions of the necromancer who raised them their graves. This was the original meaning of the term "zombie" before Hollywood made them synonymous with the Plague Zombies we all know and love.
- Non-Human Undead: Not all undead begin as humans. A work that includes the undead often includes other fantastical or otherworldly creatures, and these may be just as likely to get up and walk around when they're supposed to be dead. Such entities may also be any of the above types of undead in addition to this trope.
- Undead Animals: Take everything previously mentioned about the undead, and now apply it to all forms of life. As it turns out, not everything is better with penguins.
- Ghostly Animals: Very similar to zomibifed animals, but they do not have any physical body, which can make them very dangerous or at least much harder to get rid of.
- Undead Dragons: A dragon returned from the grave, and a frequent cause of adventurers seriously contemplating their life choices.
- Undead Animals: Take everything previously mentioned about the undead, and now apply it to all forms of life. As it turns out, not everything is better with penguins.
- Undead Abomination: An Eldritch Abomination that is undead in nature. They are far more bizarre, creepy, and powerful than any regular human undead.
- Undead Children: Take any one of the other kinds of undead mentioned above, but make it a deceased, creepy, evil little kid. Now they're twice as creepy, and rather hard to shoot at.
- Vampire Children: A bloodthirsty undead fiend in a child's body. Given the nature of vampiric immortality, they usually stopped aging after being turned, so they might be much Older Than They Look, maybe even Really 700 Years Old. These little bloodsuckers often tend to be play up the facade of being harmless innocent children as a ploy to lure you close enough to bite your throat out.
- Undead Pirates: Not all maritime marauders who lived and died centuries ago during the Golden Age are guaranteed to stay buried at sea. Sometimes, they'll just rise out of Davy Jones' Locker to continue terrorizing people in the ocean, often sailing on literal ghost ships such as the Flying Dutchman. They bring a whole new meaning to the skull-and-crossed-swords symbol on the Jolly Roger flag.
- Swamp Monsters: The "classic" variant of the Swamp Monster, starting with their original inspiration in "It (1940)" and condified later by The Heap, Man-Thing, and Swamp Thing, is a former human that was transformed and then reanimated into a half-man half-plant/fungus/muck monstrosity after dying in a swamp and being partly or wholly overgrown by its native life.
- Undead Warriors: Soldiers and warriors who were slain in combat, but have somehow returned to haunt new battlefields and fight again. They often serve as infantry troops for any evil army.
- Undead Knights: What liches are to sorcerers, these guys are to warriors. They rarely appear unless the undead are an organized army, and when they do, they function either as its generals, shock troopers, or both. They are nearly always found on horseback (either skeletal or pitch black), their weapon of choice often is a one-handed bastard sword with a skull on the hilt, and their armor is richly decorated with skulls, bones, distorted faces, and other heraldry related to death. Their actual appearance varies between a pale human, a skeleton, and completely spectral, relying on a possessed suit of armor instead. Popularized by Lord Soth of Dragonlance, though the Ur-Example are probably the Nazgûl from The Lord of the Rings.
- Undead Nazis: These guys are the unlucky soldiers of Nazi Germany who were killed in action during World War II, only to be brought back to (un)life through the use of dark sorcery or super-science.
Examples:
- "Born in the Grave": Because the couple died untimely and because Lily was pregnant at the time, Karl and Lily become some manner of undead. They are explicitly not zombies, but their son is born as one from their corpses. It is unclear if Karl and Lily were undead from the moment of their deaths or if it took until the birth of their son for them to reach unlife, but in either case they stayed still in their graves until the birth and Lily didn't decompose one bit while Karl was reduced to a skeleton. After the birth of their son, they raise him as a living couple would, though seemingly without leaving their grave. Because Karoly was born to avenge his parents, he returns once his mission is over to rest with them for eternity, which could mean that the three cease being undead.
- iZombie: There are several types of reanimated dead, defined based on whether they are corporeal or incorporeal and on whether they retain their oversoul, with resides in the brain and houses memory and thought, or the undersoul, which resides in the heart and holds passions and sensations.
- Ghosts are simply a roaming oversoul, with no body; poltergeists are much the same, but with only the undersoul.
- Physical undead require some kind of sustenance to maintain their existence. Zombies, which only retain their undersoul, need to eat brains. Vampires, with only the oversoul, need to drink blood. In both cases, this is driven a need to consume the mental or emotional parts of the spirit that they lack. Revenants, a very rare kind which retain both, need human flesh to stave off physical and mental decay. Frankensteinian undead can also be created artificially from prepared bodies.
- Thropes and the possessed are the result of someone else's soul becoming tangled in a still-living body. An animal's soul produces a shapeshifter, which a human soul produces a possessed.
- Sins of Sinister: Nightcrawlers #3 reveals that a thousand years into the future, Auntie Fortune is the last of the original Nightkin. She's mentioned to be undead and appears translucent at times, suggesting she might be a ghost, but it's never directly stated.
- Chains of Reality: There are Lucy's domain and what she kinda becomes after the Proto-Lana arc. In chapter 31, Leni slightly elaborates on them:
- Those who are brought back wrong, becoming mindless drones, are called Zombies.
- Those who will themselves back to life through rage are called Revenants.
- Those who are brought back to life without any free will of their own, are called Dolls.
- It's also eventually revealed that the Proto-Sisters are a type of undead, most likely a revenant going by their consistent hatred, going by a phrase on a Linconlism book saying that the progenitors wouldn't come back.
- Equestria Divided: The Cult of Laughter makes frequent use of necromancy, and fills its forces with zombies, ghosts, and the occasional Flesh Golem.
- The Freeport Venture: Mutiple varieties of undead exist, including basic zombies and skeletons (mindless corpses controlled by necromancers), draug (feral undead created from the bodies of drowning victims), revenants (intelligent if single-minded undead obsessed with righting wrongs they suffered in life) and liches.
- in a Haunted House w/ one direction: The protagonist and Zayn wake up bound in the haunted house's bathroom with a dead body in the bathtub. The corpse comes to life, possibly as some sort of zombie, and attacks them.
- Star Wars: Galactic Folklore and Mythology: Twi'lek legend tells about a magical song that can restore life to the dead. However, if the singer should falter or miss a note, the deceased will come back as a Receased, a skinless zombie with eyes hanging from its sockets, which feasts on the lekku (head-tendrils) of the living and will go on a murderous rampage until it can catch and devour its resurrector.
- The Undead Schoolgirl: Dead Pulse: After her suicide, Izuku no longer needs to breathe, has no heartbeat, and becomes pale with visible veins and blue lips.
- Fear Street: The spirits of the prior Shadyside killers are manifested physically to hunt anyone who bleeds on Sarah Fier's bones. They bleed black goo and can shrug off any damage done to them, even reforming from being blown up.
- All The Skills - A Deckbuilding LitRPG: The scourge, essentially. They are the antithesis of life, devouring it wherever they can find it. Beating back the scourge is the kingdom's primary responsibility, which specifically falls to the dragon riders.
- Axiom of Infinity: Souleater: Various forms of ghoul and skeleton make up the bulk of enemies in the dungeon under the prison in Altria.
- Bas-Lag Cycle: Undead of various stripes exist in the world. The fork-tongued, blood-drinking vampirs transmit through a bacterial disease and feed on the blood of the uninfected. The bodies of the dead can be raised as mindless zombies or, through a much more complicated process, as intelligent thanati with sewn-shut mouths and skin preserved like leather. In New Crobuzon, where vampirs live as secret predators and other forms are unknown, these are all referred to as "ab-dead". In the city of High Cromlech, where a noble caste of thanati rules over a living middle class and vampiric beggars, "ab-dead" refers only to the vampires.
- Blood Ninja: There are vampires, ghosts that feed off your life force, and walking skeletons by the end of the second novel.
- A Bouquet: The heroine's dead lover in "Wedding Shirts" comes for her and takes her with him to his new home — a graveyard that is quite far away. It's not specified what form of raised dead he is, but she doesn't recognize that he's dead and she goes with him.
- The Dark Profit Saga: There are many different kinds of undead, and a person's form after death depends on their desires and/or sins. Ironically, those who led blameless and unambitious lives end up as the lowest of the low — skeletons. An undead person retains his or her mental faculties and can communicate just as well as before dying and rising up.
- The Death Gate Cycle: Two basic kinds exist:
- The first, just called "cadavers", are semi-sentient and can be trained to do simple tasks, or more complex ones if they have an overseer. They resemble basic shambling corpses, with their indistinct, mist-like soul hovering behind them.
- A corpse raised too quickly, however, becomes a Lazar. Its soul hasn't had time to fully depart and the process of raising it fuses the soul and body in a single tortured whole. The resulting creature is completely sapient and quite insane.
- There's also Hugh the Hand, who was turned into an undead by Alfred's improvising and is apparently unique.
- The Death Mage Who Doesn't Want a Fourth Time: One of the many types of monsters appearing in Lambda, they include ghosts, liches, skeletons, and zombies. Ghouls and vampires are instead types of living beings, who can potentially become undead themselves.
- Discworld: The undead — or the vitally challenged, to use the polite term — are a loose collection of reanimated dead traditionally most common in Uberwald and the Ramtops regions, although they have a growing presence in Ankh-Morpork as well. In addition to vampires, who spread their condition, and zombies, created when a dead person decides not to be dead anymore and climbs up out of the grave, the term is also applied more loosely to beings like werewolves, banshees, and boogeymen. None of these are actually reanimated human dead, and are instead their own distinct biological species, but get lumped in anyway under the reasoning that they're also big, scary things from the woods that don't die when you stick a sword in them.
- The Dragonslaying Maiden: Aside from the Einherjar in the prologue, the only explicitly undead creature to appear in the story is a draugr. One's rumored to sleep in a grave outside of the Danish settlement of Ingrid's Dale: formerly a thief, it was such a greedy creature that being hanged couldn't put it down for good. Immune to weapons, it's capable of drawing power from its hate and greed and is supernaturally durable. Dana's first fight is when the monster arises from its grave and rampages through the town on an epic robbing spree, stealing everything it can get its rotten fingers on and killing whoever gets in its way while chanting "Mine! Mine! Mine!" It chases after the village Gothi, seeking to rip off his head and make a chalice from his skull. Dana only manages to defeat it by wrestling it back to its grave, breaking its back, and burying it again: centuries later, it's still too scared to come out again. Dana herself becomes one when the Bronze Fangs kill her mid-sentence as she tries telling them why they're horrible. The rage she's held back for years bursts out and reanimates her, and she becomes the very thing she initially swore to fight. She only realizes what happened when she feels an obsessive need to make a goblet from Gunna's skull and chant "Mine, mine, mine!"...
- Dungeon of Undeath: Evelyn makes liberal use of undead both before and after she becomes a dungeon core, ranging from low-level mindless skeletons to a powerful lich. It's cheaper and easier to animate an existing body, but they can also be conjured from nothing. Ivy suggests early on that the use of undead may lead to increased hostility towards the dungeon, but Evelyn chooses to stick with what she knows.
- Elantris: The Shaod is a condition that randomly strikes humans and transforms them into Elantrians. In the past, Elantrians were immortal, perfect and beautiful demigods who did not age, sicken, or tire, but then something unexplained caused their magic to fail and their glory to vanish. In the present, the Shaod still takes people, but the new Elantrians are turned into pitiable and half-alive beings marked by dark, bruise-like marks, whose bodies no longer live — they hearts do not beat and they cannot heal from any injury, but they also cannot truly die. Instead, they are doomed to exist until the growing burden of every single cut, bruise, ache, and prick that they will ever experience turns them into insane wandering husks. In the present day, those struck by the Shaod are declared legally dead, dressed in funeral shrouds, given a hurried funeral, and quarantined in the corpse-city of Elantris.
- Family Skeleton Mysteries: Sid is apparently one of these. The Thackery family figures he's either a really skinny zombie, or a ghost haunting his own skeleton and based out of his skull. Georgia prefers the latter explanation.
- Flaxman Low: The remains of Sir Gilbert Blackburton certainly act like a zombie or a revenant, but Flaxman Low describes the condition as something more like Faux Death than "true death". The body doesn't seem to eat or drink, but nails and hair grow. It doesn't rot or decay and the spirit remains within (or at least nearby), occasionally animating the body to go rambling around its former place of residence and visit Supernatural Suffocation on anyone in the dining room.
"Sir Gilbert, in his fear of death, appears to have mastered and elaborated a strange and ancient formula by which the grosser factors of the body being eliminated, the more ethereal portions continue to retain the spirit, and the body is thus preserved from absolute disintegration. In this manner true death may be indefinitely deferred. Secure from the ordinary chances and changes of existence, the spiritualised body could retain a modified life practically for ever."
- Garrett, P.I.: Loads of them. Vampires are, technically, bearers of a kind of disease. The Dead Man is a Loghyr, which is a species that after death always become spirits haunting their corpses until the body is completely destroyed. In this case, a spirit that can do a little mind control, lift things up, and communicate with (read: insult) Garrett telepathically. Zombies and draugs also pop up in the books.
- Grunts!: As the orcs work for the Nameless Necromancer, some of them are undead. They, being magical, can't use the nullity talismans and decide to devote themselves to covert commando operations, forming the Special Undead Services, Motto: "Death Then Glory."
- The Hound (1924): The Dutchman as the eponymous hound plays fast and loose with pseudo-folkloric literary conventions without coming to any answers what he is or how his postmortem powers work. What is clear is that the Dutchman five hundred years ago was a graverobber who got "torn and mangled by the claws and teeth of some unspeakable beast" while at work. This attack in conjunction with a mystical jade amulet he'd taken from a "mighty sepulchre" turned him into another unspeakable beast. The amulet represents "a crouching winged hound, or sphinx with a semi-canine face" and is identified as "the soul-symbol of the corpse-eating cult of inaccessible Leng". The Dutchman was buried with the amulet and seems to have since laid aware but inactive, his flesh rotting away while his mangled skeleton and teeth remained pristine. It is in this state that the protagonists steal the amulet from him, leading him to hunt them down. When next his coffin is dug up and opened, he's already killed several people involved in the theft of the amulet and no longer is a supine clean human skeleton, but a human skeleton crouching and covered in scraps of flesh, hair, and blood. His eye sockets glow and his baying betrays him to be the enigmatic hound that has stalked the protagonists all this time. Because of the human form of the skeleton, the form of the hound is hinted to be the result of shapeshifting and this may be made possible by the many huge bats associated with him, although the hound itself is never directly observed by the narrator to confirm its existence and appearance. The closest are a series of footprints the protagonists discover that are "utterly impossible to describe."
- The Hour of the Dragon: The Heart of Ahriman can grant a sort of false life to long-dead and mummified corpses that has all the appearance and function of true life, but it is still a false life and can be undone by the same magic from the jewel that granted it.
- House of Horror: Part 6's Monster of the Week is a group of five vampire-like beings who were given a form of immortality through a Deal with the Devil. While they can live forever, they must kill people and bathe in their blood in order for their bodies to not decompose. They will also die and be reduced to nothing but a skeleton if sunlight or moonlight touches their skin.
- "It (1940)": The creature is... something that is not properly speaking alive, created from the fusion of forest fungus and the corpse of a man to create a new being that isn't really either of those things. The resulting entity is a roughly humanoid pile of loose rotting loam and mold, moist in some parts and flaky in others, that doesn't experience either pain or emotion.
- Mercy Thompson:
- Besides vampires, Bone Crossed has an ensorcelled, a mostly-aware, decaying body. Zombies, perfectly preserved and undying bodies, are mentioned, and some eventually appear in Storm Cursed.
- The Fae assassin in Frost Burned is also referred to as a zombie, although she was raised by a necromancy-wielding vampire, so she might be different than the traditional sentient raised-by-witches zombies. She doesn't get enough page time to clarify this point.
- Midnight Tides: A long time ago, Gothos, used a magical ice age to lock the region in a metaphysical stasis as a favour to Elder God Mael. As a result, the Warren of Death has never developed fully on Lether, disrupting the afterlife and making necromancy quite easy as souls have nowhere to go.
- Shurq Elalle, once the best burglar in Lether, died during a trial by ordeal called a Drowning and found out that one of her victims had cast a curse on her. After spending a few months stuck in a net on the bottom of the canals, she re-emerged, completely apathetic as her primary pleasure in life, sex, had been taken from her. Although rare, the ritual used here is not unique.
- Harlest Eberict was locked in the family estate after having been transformed into a ghoul by his own brother. He was charged with guarding the family home for all eternity and was resigned to his fate... until he sees how lifelike Shurq looks when she comes to rob the place.
- Mother of Learning: The use of undead was the primary factor in the "Necromancers' War" that resulted in the exile of the losing side to the remote island of Ulquaan Ibasa. Many of the ruling class in Sulamnon made themselves liches and similarly intelligent undead, which prompted a Succession Crisis when their technical heirs realised that they might never inherit. A rebellion against the Crown was supported by surrounding nations that disliked the whole practice of necromancy, particularly Eldemar; the necromancers raised armies of lesser undead like zombies and skeletons to fight back, allying with those who didn't like Eldemar's growing power, such as witch covens; and much of the continent was consumed in war.
- New Pantheon: The denizens of the Ghost Realm, divided into kinds that each seek and are denied something that they crave: ghouls hunger eternally, calacas seek something to make them happy (the Day of the Dead evolved from efforts to help them find happiness), banshees want someone to listen to them, and so forth.
- Old Kingdom: The Dead are a central element of the series; they come into being when a spirit returns to the living world from Death, whether of its own free will or forced by a necromancer, and have a number of vampire-like traits, including an aversion to fire, sunlight, and running water and a need to feed off the living. Otherwise, they come in numerous types, including:
- Dead Hands: The basic sort — reanimated corpses with a Dead spirit inside. They're not very intelligent or powerful, but are often used as mooks by necromancers, and tend to come in large numbers. As Goldenhand grimly demonstrates, even in relatively limited numbers they're dangerous to people without powerful Charter Magic. On occasion, independent Dead that are essentially free-willed Hands will show up; Sabriel is accosted by such a creature early in the first book.
- Shadow Hands: Similar to Hands, but just the spirit rather than the body. They're usually smarter and, lacking a physical form to attack, near impossible to destroy or banish without catching them in bright sunlight or using enchanted bells/panpipes. They're usually encountered shepherding troops of regular Hands for a necromancer who is busy elsewhere. Like regular Hands, independent versions exist.
- Gore Crows: The result of a single Dead spirit being splintered and used by a necromancer to animated a large group of dead crows. Not very powerful individually (or, it must be said, very bright), but they make good scouts and expendable forces for an aerial Zerg Rush.
- Mordauts: Similar to Shadow Hands, but instead of existing as pure spirit, they prefer to possess living people, masking their presence with person's lifeforce, sneaking away at night to drain the living, especially children. Clever, but not particularly powerful; Sabriel defeats such a creature during her first time doing proper Abhorsen duties in the first book.
- Mordicants: Essentially a golem of bog clay with a Dead spirit animating it. These are extremely powerful and hard to damage, and have a rare ability to pull their physical forms with them into Death and emerge intact somewhere else, allowing them to travel extremely quickly and bypass most obstacles. In Sabriel, Kerrigor uses one as his Muscle.
- Greater Dead: The strongest and most malign of all the Dead, a challenge even for an Abhorsen. They typically take the form of immense, roughly-humanoid shadows with Glowing Eyes of Doom and have formidable Free Magic powers, especially if, like Kerrigor and Chlorr, they were sorcerers in life. Unlike most other Dead, they retain their memories and mental faculties from life. They tend to surround themselves with Lesser Dead, Free Magic elementals, and the odd mortal necromancer as minions - and it's a mark of how terrifyingly powerful Hedge is that he has one, Chlorr, in his service (though even he is a bit wary around her).
- Paraiso Street: All over the place, being as that there exists a physical passage between the worlds of the living and the dead. Many of the human dead in hiding are either residing in stolen bodies or attached to their own rotting corpses.
- Realm Breaker: The army that Taristan gets from the Ashlands is made out of animated corpses in various stages of rot. Ronin commands them to act as a supplement to the Gallish army.
- The Red Queen's War: The main antagonist is the Dead King, who is raising an undead army. Two kinds of undead appear in the books as well.
- There are incidents wherein the heroes kill some people who are trying to kill them, only for the corpses to get back up and try to finish the job. These variety are simply referred to as undead and don't seem to be intelligent.
- "Unborn" are made when an infant dies in the womb, and can combine with the flesh of other nearby corpses to create incredibly powerful undead. Two massive, and monstrous versions are encountered, with Jalan possibly running into a smaller but much more human-shaped variety early in the book. Their abilities seem to vary more widely than common undead.
- The Rime of the Ancient Mariner: Upon paying penance for his crime, the souls of the Mariner's crew rise from their corpses and sail his ship to land before fading away. It is also insinuated that the Mariner has been rendered, if not undead, then incapable of dying in order to tell his tale to as many as he can.
- The Runelords: A variant. Raj Ahten "dies" at the end of the second book. However, he's carrying so many endowments that no one even notices, including him; he heals up and goes on his merry way. It's not till the next book that one of his pyromancers points out that there's nothing left of the original man.
- The Saga of Hrolf Kraki: When Skuld and Hjörvard attack Hleidragard, Skuld’s magic makes her fallen warriors come alive again to continue fighting.
- Saga of the Unfated: Draug are undead men and women whose bodies are rotting away but who are supernaturally strong, fast, cunning and they cannot be hurt by mortal weapons. The ones in Fjalltindr were cursed for stealing offerings to gods from the temple.
- A Song of Ice and Fire:
- Animals and people slain by the Others rise again as ice-shrouded walking corpses filled with hatred for the living. The Others themselves were never living humans, but not appear to be the same order of life as them and are deeply inimical to all living things.
- As The Magic Comes Back, some red priests discover that they can return the recently dead to life with a certain ritual. Repeated uses of this resurrection wil cause the returned to feel increasingly drained, hollow, and disconnected from their former life, however. If too much time passes between death and resurrection, the deceased comes back... wrong, visibly corpse-like and mentally hardened.
- Tolkien's Legendarium: There is a loose collection of beings, typically referred to as wraiths or wights, that are either malevolent lingering dead who cling to the mortal coil or malevolent spirits who inhabit the bodies of the dead — their nature isn't always made entirely clear.
- The most powerful and feared of this class are the Nazgûl or Ringwraiths, nine ancient kings of Men who accepted power and unnaturally prolonged life from Sauron. By the time of the War of the Ring, they are barely corporeal beings of shadow and fear.
- The hobbits run afoul of a barrow-wight while crossing the cairn lands east of the Shire, a being that is most likely a wicked spirit inhabiting the tomb and corpse of a dead king.
- The Dead of Dunharrow are an ancient army that broke their vows to Gondor, and were cursed to linger as tormented spirits until given the chance to aid a king of Gondor in his time of need.
- The Tough Guide to Fantasyland: The dead in Fantasyland rarely stay put where they ought to, and are instead prone to getting up and walking around at the least prompting, or often just of their own initiative.
- Tribe of One: They crop up from time to time, most notably the legions of them that guard Bodach when night falls. Anyone they kill joins them for the rest of eternity to protect their treasure.
- The Vagrant Trilogy: The Uncivil wraps herself in a cloak of animated corpses to protect her essence from the world. She creates strange beasts out of dead flesh and bone (like the bonewings, rib cages splayed out like wings with skin stretched between them), as well as enhancing her cultists with necrotech.
- Perfect Marriage Revenge: The shaman perceives Yi-joo as being neither dead nor alive. Chairman Lee thinks that it's bunk and regrets bringing Yi-joo to see the shaman, but Yi-joo is shaken by this assessment.
- Arkham Horror: The Card Game: In "Dead Heat" scenario, most enemies you would face are some sort of undead: zombies, skeletons, a zombie lion, and undead sorcerer (if Amaranth succeeds at bringing Razin Farhi Back from the Dead). The only non-undead enemies are ghouls (who're here just to feast on dead people), and Amaranth herself.
- Bygone Bestiary: Vodayany are the risen corpses of the drowned, bound forever to the waters. As long as they remain underwater they are essentially eternal, but the light of the sun withers and rots them. The eldest vodayany are immensely ancient beings, and rule as unquestioned tyrants over the younger drowned ones.
- Dragon Dice: They are a playable race in the game created solely by Death using his magics to animate the corpses of the war dead, and come in many flavors — everything from Dracoliches, Liches, and Vampires, down to lowly Zombies, Skeletons, and Ghouls.
- Dungeons & Dragons:
- Undead are deceased beings animated by negative energy, instead of the positive energy that animates living beings. Since healing and harming magic mostly function by channeling these energies, they are usually healed by harming magic and harmed by healing magic. They can be loosely split between spectral undead, formed from lingering souls; mindless corporeal undead, formed form bodies or body parts that were animated by necromancers or came to unlife spontaneously in areas dense with negative energy; and intelligent corporeal undead like vampires, death knights, and liches, former mortals determined to cheat the clutches of mortality.
- Dragon #198: "False Undead" discusses creatures that look like, act like, and perform the mechanical and narrative roles of undead without actually being such and thus not being vulnerable to the turn undead that clerics and paladins have access to and will make sure to prepare before heading into that ominous crypt. One is a potion that makes its imbiber's non-bone tissue invisible, originally developed as a medical aid. Skullriders are spider-like creatures with skull-like exoskeletons that can bond with and puppet around fresh bodies after consuming their heads; the result looks like a skull-headed zombie, but is in fact a truly dead body being piloted by a living being. Goop ghouls are a type of semi-transparent ooze that after feeding wrap themselves around the skeletons of both humanoid and animal prey to use as a framework for movement; the tissue of the ooze itself is typically mistaken for rotted muscle and tendons. Unlike skullriders, which can only pilot true dead bodies, a goop ghoul can passively "hitchike" a skeletal undead; if this is magically de-animated, the ooze will usually just abandon ship and attack the nearest edible thing. None of these are necessarily perfect disguises, but are close enough to pass for a party that's already expecting to find undead and just got jumped by one in the gloomy confines of a crypt.
- Dungeons & Dragons 3rd Edition: The Book of Exalted Deeds discusses the deathless, a sort of Good-aligned counterpart to undead created when a particularly righteous soul is returned to the mortal world to achieve some purpose. Unlike undead, deathless do not return in permanence — when they either achieve their personal goal or reach a set class level, they are taken bodily into the upper planes. They are essentially disincarnate souls, sometimes wrapped in a simulacrum of flesh and sometimes not, and are affected in a mirrored way by spells affecting undead — e.g., they can be turned by evil clerics and bolstered or rebuked by good ones instead of the other way around, are revealed (and distiguished from undead) by spells like reveal undead and deathwatch, and so on.
- Empire of the Petal Throne: The worshipers of Sarku ("The Five-Headed Lord of Worms") are rewarded for their piety and devoted service with eternal "life" as undead beings. While most Tsolyani people consider the worship of Sarku strange and unpleasant, his cult is well-known, widespread, and legal.
- Fabula Ultima: "Undead" is one of the game's NPC creature categories, and it includes the ghastly ghosts and spooky skeletons you'd expect of a game like this. Mechanically, all undead are immune to dark and poison damage, cannot be poisoned, and are weak to light damage. They can also be subject to Revive Kills Zombie on a case-by-case basis. The "Revenant" quirk from the High Fantasy sourcebook lets you play as an undead character; they're subject to the same rules as NPC undead, except that healing spells and items affect them normally instead of hurting them.
- In Nomine:
- The undead are mortals who have made a terrible bargain with Hell, obtaining physical immortality and supernatural power at the cost of their souls and their chance at an afterlife — they can endure indefintely, but their souls irretrievably disintegrate on corporeal death. They are split into three kinds, determined by how successful the ritual that made them was. Mummies are the most perfected kind and essentially immortal humans with more supernatural clout, and are functionally straight-up upgrades on the human condition outside of the soul thing. Vampires are created from flawed but still mostly successful rituals, leaving them vulnerable to direct sunlight and needing a nightly intake of some substance or stimulus — archetypally blood, but it can be essentially anything — to regenerate Essence. Zombis are the abject failures that leave the would-be undead as nothing more than a mindless corpse with an innate Need, usually revolving around consuming specific body parts, that must be met nightly to stave off physical decay. Servants of Saminga, the Prince of Death, can also create zombis directly from corpses as cannon fodder and minions, and Vapula has developed a technologic alternative that creates shamblers that lack a Need and are instead kept ticking by being fed Essence every so often.
- Ghosts are a distinct class of being, formed when a human soul obssessively clings to the physical world to avoid the judgement of the afterlife. They are split between true ghosts, who retain all of their material and mental faculties; apparitions, who retain their minds but lost the ability to interact with the material world; poltergeists, who retain physical presence but lost their memories and intellect; and will'o'wisps who lost everything except for their simple presence in the world. Dream-shades are an equivalent type of beings who clung to the etheral plane instead of the corporeal one, enduring as phantom within their own dreams or the domains of ethereal spirit courts.
- Magic: The Gathering: Undead, a category including zombies, skeletons, and spirits, all of which can be intelligent or mindless and human or otherwise, are strongly associated with Black magic, whose philosophy upholds opportunism, pragmatism and personal advancement without being held back by external moral codes. They are occasionally found in other colors, chiefly Blue, which leans towards corpses animated through strange surgical, chemical, or magical experiments, and more rarely White, which sometimes employs mindless undead laborers or servants as the bottom rung of hierarchical societies.
- Midnight: Since there is no way for a soul to find its way to final rest, sometimes they reanimate their former bodies as nightmarish, intelligent undead called Fell. These hunger after the flesh of the living and can be surprisingly clever in how they get it.
- Ptolus: They abound. The Necropolis is full of them, and the Wintersouled, the first undead from when the veil between life and death was torn ages ago, still lurk quietly.
- RuneQuest: With the exception of basic mindless puppets such as skeletons, undead fall under the blanket of Chaos. Vampires of various sorts and ghouls, in particular, are born from the Chaotic perversion of the cycles of life and death. Even if a given undead being or necromancer is not directly aligned with the forces of Chaos, the act of re-animating the dead or refusing to go into the Underworld at the end of one's life is inherently a transgression against the laws of the Cosmic Compromise that ensure the continuity of existence, and as such always weakens the world and allows Chaos to enter.
- Shadowrun: Traditonally undead beings are metahumans affected by a rather nasty virus called the Human-Metahuman Vampiric Virus, or HMHVV, which renders them magically active and physically resilient at the cost of constantly draining Essence. To avoid dying from having their souls leak out of their bodies, they need to feed on the Essence of other sapient beings. The basic variant creates specific variants for each different metahuman species, such as transforming humans into blood-drinking vampires, elves into soul-draining banshees, and so on; ghouls are created by a more universal variant that turns victims into deformed flesh-eaters.
- The Strange:
- "Traditional" undead are found throughout the Strange — ghosts, vampires, zombies, and the like all tend to be common in recursions seeded by fantasy or horror stories.
- Soulshorn are creatures from Ardeyn created when a human or qephilim sorcerer removes their own soul without killing themselves. They still need to eat, drink, breathe, and sleep, but are considered to be undead because they lack a mortal soul and spring back to life and perfect health when they die.
- The Unofficial Hollow Knight RPG: Husks are the shells of bugs filled with sand and dust, animated with magic. They're typically mcreated by Dust mages, though can also be created when a bug who suffers from the the Dust Curse dies of natural causes or starvation. They have no Hearts, only Shell, and take Shell damage when they would lose Hearts. They can also be "killed" by reducing their Soul score to 0, removing the magic that animates them.
- Warhammer 40,000:
- Wraith constructs are created when the Eldar install a spirit stone, a Soul Jar meant to protect the spirits of their deceased, into a body made from psychically reactive wraithbone; the result is a towering golem-like being inhabited by the spirit of a dead Eldar, returned to only a partial approach to life that leaves them clouded and confused unless they are directed by a seer or possess incredible willpower. The Eldar view this as necromancy and an intensely distasteful practice, and only use it in extreme need. The primary exception is Craftworld Iyanden, which was so badly depopulated by Tyranids that it needs to maintain a permanent army of wraithguard.
- Necrons are an ancient species that transferred their minds into undying metal bodies, losing their souls in the process. As a result, they have no Warp presence whatsoever, making them inherently inimical to the daemons of the Warp due to their not being able to feed from, possess, or influence them.
- Warhammer: Age of Sigmar: The forces of Death are a collection of animated dead that serve Nagash, the god of death and undeath. They include a varied number of beings, including tormented spirits, vampires, shuffling zombies, constructs of bone animated with stolen souls, and technically-living beings such as necromancers and insane cannibal cults.
- Warhammer Fantasy Battle:
- The undead are the result of a failed attempt at creating immortality on the part of Nagash, the first necromancer. The original kind are simply souls bound to their corpses, such as the kings and priests of ancient Nehekara who found, to their immense displeasure, that they had been restored as mouldering skeletons instead of living immortality. Corpses animated with less care or attention return as mindless automata, used by liches and necromancers as expandable troops. Vampires are a second draft of sorts, and originated form a circle of Nehekaran nobles who drank an improved version of the elixir of immortality. They managed to retain their flesh and vitality, but need to maintain themselves by consuming the blood of the living. Due to their way that their soul is forcibly bound to their bodies, that are in a state of permanent stasis and do not release spirit or emotion into the Realm of Chaos, which causes daemons to view them as abominations due to not being able to feed from or possess them.
- While not considered to be "true" undead semantically, there are instances of the spirits of deceased individuals of highly magical species retaining enough of a grip on the material world to continue to act in a limited manner. Relic Priests are deceased Slann, the wizard-priestly case of the Lizardmen, who cling to their mummified bodies and can still cast magic, and are sometimes brought into battle by their living kin. Tree-kin are souls of deceased Asrai who, instead of moving on into the web of magic of Athel Loren, retained individuality and formed bodies for themselves from forest debris and fallen branches, although their perception of the world is clouded and distorted and they can be difficult for living elves to communicate with.note
- Abomi Nation: Abomis killed by Furcifume are reanimated as undead minions with no free will. This is signified by a purple smoke surrounding them. They can still talk, but this is stated to just be Furcifume twisting the knife.
- Age of Wonders: The Undead are the animated remains of the living, and seek only to grow and turn the whole world to a state of undeath. The constant wars that shake the world increase their numbers, and their inexorable advance has made them into feared enemies of all. Their units begin with basic zombies and skeletal troops before progressing into death knights, vampires, spectres, huge skeletal horrors, necromancers, and bat-winged dread reapers.
- Asheron's Call: Sentient undead are the norm in Auberean, not the exception. Skeletons, mummies, ghosts, and your regular walking corpses are all common.
- Barbarian (Titus): Magnus and Stitch are two differing examples. The former is a deceased person who has been brought back to life while the latter is something akin to Frankenstein's Monster made from the remains of other people and animated by Zaugg's sorcerery.
- Barony: Vampires, skeletons and ghouls all make appearances. Herx is a lich, and the most dangerous thing in the game short of his master, and later, the arch-wizard siblings.
- Battle for Wesnoth: Undead, counting skeletons, zombies, ghouls, ghosts, vampire bats, and their necromancer overlords, are fairly ubiquitous enemies. They are immune to poison, draining attacks, and the "plague" effect of their own walking corpses, are resistant to pierce, blade, and cold damage, and are weak to impact, fire, and arcane damage. There's seemingly always a necromancer up to no good and they frequently serve to either pad a campaign's length or create an excuse for a Mêlée à Trois if they're not the main threat. On some occasions, the campaign will actually be played from their perspective. Enemy undead and necromancers may be simply in it For the Evulz or some manner of Well-Intentioned Extremist, while playable undead factions are usually Well Intentioned Extremists, possibly on a Protagonist Journey to Villain. In multiplayer, the undead are one of the core factions.
- Bonfire: A class of enemy, coming in the typical suite of zombies, skeletons, and Necromancers. Wights also make an appearance as powerful armored warriors. According to the heroes the undead were created by the Collapse, but we have no further details.
- Claritas - Dungeon Crawler RPG: The Lich hero is an undead skeletal mage with a phylactery skill that empowers him and causes him to revive on death. His signature map, The Forgotten Cemetery is inhabited by a Necromancer who summons an army of zombies.
- Clive Barker's Undying: The Covenant siblings are trapped in a constant state of undying, not living but never dead.
- Dark Souls: Those who bear the Darksign, called the Undead, start out as essentially still living humans, distinguished chiefly by their Resurrective Immortality. However, their continuous resurrections slowly leech their body and mind of life and heat, until eventually they become a ghoul-like Soulless Shell.
- Destiny:
- Each and every player's Guardian was revived from the dead by their ghost and is functionally immortal as long as their ghost survives.
- While they are not technically this trope, the Hive have this as their theme. They live in a Necropolis, their ships are called "tomb ships" and have a sarcophagus look to them. Some of their troops also resemble classic undead, most prominently the corpse-like Thralls and the lich-like Wizards.
- Divinity: Dragon Commander: The Undead are one of the factions that the player can align with. They are highly religious and conservative, and view their second lives as a gift from the gods and a sign of divine favor.
- Dread Delusion: Called "the Breathless", they were the result of a ritual performed by an ancient king long ago. They are afflicted with an unending hunger for human flesh, and were forced to wage an endless war on the living in order to ensure a steady supply. They now sustain themselves on massive vats of non-sentient, constantly-growing flesh invented by one of their scholars, allowing them to coexist with the living in relative peace.
- Dungeon Keeper: Captured enemies who starve to death in your dungeon become skeletons and corpses taken to the graveyard eventually combine to form vampires. The first game also has ghosts that result from someone dying in the torture chamber.
- Dwarf Fortress: The restless dead are a widespread source of peril for both beginner and established fortresses. Anything can become undead, including severed body parts; some cursed biomes generate mists that can cause the contents of every larder in fortress to wriggle to bloodthirsty unlife. Hordes of undead thralls can also be raised by necromancers, who use their dark arts to unnaturally extend their own lives. Vampires are also relatively common, as are the ghosts of the restless dead.
- Elden Ring:
- The Rune of Death was stolen from the Elden Ring, breaking one of the central rules of the Golden Order, and causing mortals to have a very hard time dying and staying dead in the Lands Between. This effectively makes every mortal who lives there a form of Technically Living Zombies. The extended succession war between the demigods left a lot of the region devastated and impoverished, with little food or industry to be found. However, because people can't die, many are left as emaciated, weak, stumbling husks. Most have gone mad from starvation and the unending war, left wearing tattered clothes and aimlessly wandering the roads or digging in the dirt. Soldiers seem to be better off, relying on their past discipline to keep functional, but they are still mindlessly sticking to their guard posts or patrols. Very few people have any semblance of rational thought or intelligence anymore.
- On the other hand, there are Those Who Live In Death, which are people who will not stay dead as a result of the Rune of Destined Death being partially embedded in Godwyn's corpse, and the influence of said rune spreading across the Lands Between to make corpses rise from their graves. They can be destroyed but will rise again unless their bodies are struck or they are slain with holy damage or with the Litany of Proper Death. Their existence is considered an affront to the Golden Order, and so they are actively hunted down and destroyed by undead hunters.
- Fallen London: In the Neath, the laws of reality are loose and inconstant. Among other things, this means that mortality does not work with the reliability that it should, and staying dead is actually a little difficult. Most Londoners have technically died multiple times, but it's nothing that can't be dealt with by some discrete medical attention; people who have suffered too many injuries or wear and tear for polite society instead swathe themselves in funeral wraps and emigrate to the Tomb-Colonies. In Sunless Sea, this can be a bit of a problem for you and your crew if you spend too much time in the island of Aestival beneath a break in the cavern roof or in Naples by going up the Cumaean Canal — neither you nor your crew are really technically alive anymore, and exposing yourself to the light and law of the surface world risks the natural state of things asserting itself.
- For Honor: In the Feast of the Otherworld Halloween event, soldiers are replaced by skeletons, and spooky magical effects are available for executions, emotes, and idle animations, creating creepy blue and green death auras.
- Gladius: There are Undead Summoners and Undead Legionnaires, who function similar to their living counterparts, but have a few unique abilities, like the fact that they are free to get, and Legionnaires can always be found at a tombstone at night. They are immune to bleeding and are very useful to have. That being said, they tend to show up as enemies a lot.
- Glory of Heracles (DS): Multiple parties use Undead soldiers, corpses of fallen soldiers reanimated by souls of monsters and locked in Crasei — an invention of Daedalus. They are almost unstoppable, being able to rise over and over after being defeated. In gameplay terms, any enemy marked as an Undead will revive at the start of each combat round, unless you destroy the corpse by overkill the enemy.
- Grim Dawn: Skeletons and ghosts are undead, while zombies are humans, dead or alive, possessed by Aetherials. The Order of Death's Vigil considers what the Aethereals do to be a mockery of their "sacred art". Notably, there is also a distinction between the newer Undead (created through applied Necromancy, directly risen through spirits and corpses) and the old Undead you find in Arkovia (victims of a curse laid by the Father of Necromancy after they thought they could torture the secret of immortality out of him; they sure did).
- KeeperRL: The undead are one class of minions you can recruit, and include skeletons, zombies, vampires, and mummies. They're generally harder to kill than living minions, but have some other weakness such as sunlight, fire, and being chopped apart.
- Kingdom of Loathing: Undead enemies are a collection of skeletons, zombies, ghosts, liches, and werewolves found in Big Boo's Haunt areas such as the Misspelled Cemetary, the Cyrpt, Spookyraven Manor and Dreadsylvania. They deal Spooky elemental damage and are weak to Sleaze and Hot, and their names always mispelled.
- Lords of Magic: Undead are immune to several death spells, but are vulnerable to Life's Turn Undead and except for the vampire's life-draining attacks don't heal at all without magical aid. Order also uses them in the form of willingly-resurrected ancient heroes.
- Lost Souls (MUD): Undeath is handled as a general term for any situation where a being's continued existence is sustained by processes other than its natural biology; player characters have a number of options for becoming undead.
- Metro 2033: According to Khan, the world got blown up so good that Heaven, Hell and Purgatory were atomized as well. When someone bites it, they haunt that stretch of tunnel forever. There's one tunnel that's so haunted that even the mutants and rats are too scared to go there; Khan comments that "This tunnel must re-live its past. And those unfortunate enough to walk here at such a moment, usually join that past."
- Minecraft: Undead mobs are walking corpses or skeletons, and sometimes stranger things, that share certain traits: they are healed by Potions of Harming and harmed by Potions of Healing, the Wither will not attack them, they are immune to drowning and the Poison effect, and they'll catch fire and burn to death at daybreak. They also take extra damage from weapons enchanted with Smite. The most common variants are the hordes of zombies and skeleton archers that come out each night, in addition to their numerous environmental variants, undead horses, and the winged phantoms that appear to hunt sleepless players.
- Minion Masters: The Accursed Faction consists out ghosts, ghouls, vampires, skeletons and werewolves, in addition to Morellia's pet, Nyrvir the Fallen. Morellia and Mordar, the two Masters associated with the Accursed, are both liches.
- The Mummy Demastered: Aside from the mummified villain, there're skeletons, zombies, more mummies, impaled spearmen, crusader knights, and what seems to be ghosts flying out of sarcophagi.
- Nekro: Your main minions. Part of the main game is figuring out what you can make from what enemies, and how that influences your battle plan.
- Nethergate: Several slightly differing flavors of ghosts and wights, as well as spectral wolves appear in various creepy spots scattered through the game, and then you get to Annwn, which is full of them.
- Phantom Brave: Phantoms have it pretty good compared to most undead. They are confined to either physical objects temporarily that Marona temporarily transmutes into a body or free-wandering on Marona's island, which is pleasant in itself; they can't feel strong sensations like hot or cold, but other than that aren't in any pain. Curiously, there are ghosts and zombies in Marona's universe and Marona can make phantoms out of them too, but not the shadows of Sulphur.
- Pillars of Eternity: Undead, called vessels, are living beings who had their soul unnaturally linked to their body, either through the older, purely-magical process of necromancy or later and earlier, in a few Engwithan cases through more scientific "animancy". After death their bodies and minds decay, with the different stages of decay being a variant of undead:
- Fampyrs are the most-recently alive. They are really no different from a normal person aside from a strong craving for still-living or fresh-killed kith flesh, which is the only substance that can keep their minds lucid and their bodies from decayingnote . Even regularly fed, they are only delaying the inevitable next state of undeath.
- Darguls are still somewhat intelligent and recognizable as persons, but show signs of physical and mental deterioration. At this stage their higher thought processes and memories begin to fade. Guls are a further step down the path, with flesh hanging off the bones, hair falling out, and bestial behavior.
- Revenants are visibly rotting, the skin having sloughed away and even the muscle beginning to lose form. Of the minds, only base instincts and the desire to feed remain.
- Skeletons are what remain once all the flesh has rotted away. Without the ability or desire to feed, they are largely murderous automatons acting on pure reflex. Given enough time, even the bones will be reduced to dust to which the soul will still be bound.
- Wichts, which are the result of trying to attach animal souls to children born otherwise soulless, also essentially count as "vessels" (corporeal undead) for the purposes of things like Priest abilities. They begin... mostly fine... but are hideously warped when they reach puberty, turning into slavering, fang-mouthed monstrosities. Unlike the other examples, these can only be created by animancers.
- Engwithan animats also fall under the wider banner and are affected by Priest abilities, as they are suits of armor with a soul attached to them and used by the Engwithans as guardians. They're unfortunately quite aggressive to all non-Engwithans, which is now everyone.
- Liches are an extremely rare variant of undead, mostly because the people who know how to become one tend to be very secretive about it. What is known is that it involves doing something with your soul and a phylactery, and that the result is a being that has the physical but not the mental degeneration of the standard undead chain (hence why they tend to be skeletons in appearance).
- In the same vein as the animats, the Battery Sentries defending the White Forge are constructs animated by the souls of the dwarves who once inhabited Durgan's Battery.
- When someone with a Knight Templar mindset dies like Lord Raedric, they sometimes return as a powerful Deathguard. Like most of the other undead, it's only a matter of time before they lose their minds. Curiously, it does not seem like any necromancy or animancy is necessarily involved — it's simply a matter of their souls being so strongly bound to the world by their zeal that they cannot return to the Wheel of souls to be reincarnated normally. This is left somewhat ambiguous, as Raedric was a devoted follower of Berath, god of death and cycles — but had also employed any number of animancers, necromancers, Watchers, and others who manipulate souls in his bid to end the Hollowborn crisis, some of whom, like Osyra, showed themselves capable of deliberately animating undead vessels. Having also been a paladin in life, with all the powers that entails, may have also played a part in his resurrection. Ultimately, like many stories in the game, we're left without a single certain in-universe explanation.
- Puella Magi Madoka Magica Portable: The game highlights this aspect of the Magical Girls, as if you fail to retrieve Sayaka's Soul Gem after she throws it off the bridge quickly enough, necrosis will set in and when you do get it back she'll apparently look like something out of a horror movie when she wakes up.
- Realm Grinder: The Undead are an Evil Faction who appear to be some sort of skeleton/zombie hybrid. Patience is required to play as them, as they only get stronger as time passes, accumulating more assistants along the way. It is possible to make progress with them without even being online. The source of most of their strength is the Necropolis building.
- Salt and Sanctuary: A lot of enemies fall under this heading, including many of the bosses. Notably, they all are almost always described as "drowned", alluding to the fact that you, your ship and its crew (and the princess) weren't the first to end up on the island.
- Sea Dogs: Introduced in Pirates of the Caribbean as a semi-common enemy, in the form of the aforementioned skeletons and mummies. The former would later return in City of Abandoned Ships and To Each His Own.
- Seven Kingdoms: The Ezpinez are giant skeletons that the manual clarifies to be possessed by spirits. Their speciality is scavenging the remains of the dead for equipment so that they can build their own war machines.
- Sword Fight (2017): The the ranks of the Undead, created by the Blight, include basic zombies and skeletons, alongside ethereal phantoms and possessed armor.
- Total War: Warhammer: The Vampire Counts, Vampire Coast, and Tomb Kings are undead factions. The former two use hordes of zombies, spirits, and batlike monsters under the command of vampires and necromancers, while the Tomb Kings field armies of skeletal warriors under the direction of ancient liche-kings and priests and augmented by animated stone constructs. As a whole, undead do not rout and flee if their morale is depleted, but instead begin to crumble and rapidly lose health at low morale as the enchantments keeping them together start to fail. All basic undead units cause Fear, a flat morale debuff to enemy units around them; the biggest monsters and constructs also inflict Terror, which causes a huge but short-term morale loss when attacking.
- Two Worlds: Several undead enemies are present in the game, including skeletons, zombies, ghouls and ghosts.
- Underworld Ascendant: Your most common enemies in the game are various undead, mostly skeletons, that form Typhon's army.
- Valheim: Several enemies are undead, and are mostly encountered in the Black Forest and Swamp biomes.
- Skeletons and rancid remains, ghosts and wraiths, and draugrs are common encounters. I's implied that blobs and oozers and almost certainly Bonemass are also a form of undead.
- A rune stone describes Greydwarfs as the souls of evildoers that clothe themselves in dirt, rags, and branches. Note that they and "traditional" undead are hostile to each other, as are the undead-tree Abominations.
- Warcraft: The Undead Scourge are creations of dark magic secretly spread by the demons of the Burning Legion to weaken and take over Azeroth. They first appear as a major faction in WarCraft III: Reign of Chaos, where they invade and overrun most of the northern Eastern Kingdoms; the Path of the Damned campaign has the player take their role, while the other races focus at least in part on trying to stem their tide. For the most part, the undead are puppets of the Lich King, and remained as such until Arthas was slain in World of Warcraft, which left the undead scattered to the winds but allowed the various liches and death knights to set up on their own. The Forsaken are a subfaction of undead who broke free of the Lich King's control and seek to chart out their own parth.
- Wargroove: The Felheim Legion practices necromancy and most of their units are one manner or another of undead; their leaders are a living necromancer, a zombie made from parts of the greatest warriors in history, and a vampire. This has no effect on gameplay, however
- Warlock: Master of the Arcane: The Undead are one of the three default playable races for your archmage, alongside Humans and Beasts, and can pick one of three necromancers as leaders — King Lich V the five-times resurrected; the Empress, who is the high priestess of Krypta, the Goddess of Death; and the secretive Rjakh. Undead troops do not require food like Human and Beast troops do, but are instead sustained using Mana.
- Wick: A family known as the Weavers haunt the woods they used to live in before their deaths with their respective items being found in different places throughout the woods with the player being capable of collecting them.
- Witch Academy: Cryptic Souls are cursed humans that can infect the corpses of both Witches and Mortals.
- Afraid of Monsters (Ozkosar): There are several types of undead creatures:
- There are at least two types of ghosts: phantoms and poltergeists. The difference isn't really explained. Christine, one of the poltergeists, seems constantly discharge electricity, but Simon, the other poltergeist, doesn't.
- Ghouls are animated corpses. They look and act like humans, albeit oddly colored. Ghouls seem to more along the lines of a Revenant Zombie.
- BACK: Abigail was raised from the dead via ambiguous methods by the Witches. This has left her missing a few crucial details such as what sleep is. This is made more ambiguous later on when it's shown that she was actually barely conscious all the way through her burial, meaning that she might not have been killed and resurrected but only made to look dead so King Dang would take his attention off of her.
- Homestuck: The walking husks of the dead roam Alternia during its burning days — living monsters come out at night instead. Later, after Casey becomes practiced in the dark magic that she learned from Rose, she reanimates the skeletons of the dead Consorts in the Beta kids' sessions to create an army of reptilian skeletons.
- Phantomarine: Seaghosts are the specters of all dead animals and humans, drawn to and trapped in the seas. If they manage to bite a human and consume parts of their soul, these become "seabitten", marked with a white patch that grows until their soul is entirely consumed and they become Fata Morgana, soulless, bleached-white beings who walk upon the sea and wage war against the living. At least, so it is believed — the Fata Morgana are actually husks puppeted around by a god.
- Accounts from a Lonely Broadcast Station: Whatever force that inhabits the forest can zombify and "amalgamate" everything that dies there. The first time Evelyn and Daniel use the Bell is because the station has come under attack by a horde of zombies. It's also implied that the bird that creeps Evelyn out has the eyes of one of the former radio hosts. The biggest amalgam, "Big Boy", has at least two deer, several people, and various other animals making it up.
- Batman vs. Robin: The Talons are members of the Court of Owls who are given an impressive healing factor and virtual immortality at the cost of having to die in a special ritual. The process isn't quite perfected, though, so they don't last long outside of special storage tanks.

