Friday, 31 March 2017

Necromancer Priests and the Undead Life God

Gerag, Knight of the Oath, and defender of the common people, stood ready as the hoards of undead assailed him. He laughed as their claws failed to penetrate his armour, and the power of his words kept his strikes true and strong. His companions, his dearest friends, stood arrayed on either side of him, equally at home in the combat.

 Gerag charged, cutting through the mob, and smashing his shoulder into the doors beyond. They shook in their hinges, and Gerag knew his quest to find the necromancer was almost done. They were prepared, with potions to protect them from foul magic, and spells to protect them from the ungodly fear that the man would summon against them.


He smashed one last time against the door, and it gave. The adventurers, true to their cause, charged through the door, ready to put an end to the cackling villain. But that is not what they found.

The man kneeling on the ground was old, yes, and the undead still lurked in the corners of the room. But he held the distinctive sun sign of the True God, and wore the robes of a priest.

"What trickery is this!?" Gerag yelled, his eyes running over the room. "Black mage! Reveal yourself! Do not cower on this holy ground!"

The priest stood, facing the adventurers. "Very well." he said, smiling sadly. "Here I am."

"Illusions!?" Gerag roared, advancing. "Begone from that heathenous guise!"

"No tricks." the man said. "Just truth. Die, in the name of the True God." Light blasted from his hands, blinding the adventurers as the undead closed in.

There are two types of necromancers. Pirate necromancers and priests.



The undead are weak to one thing, almost universally: holy magic. The undead are also notorious for going rogue at inconvenient times. A normal necromancer casts death magic spells, which undead are immune or resistant to. If their minions go rogue, a normal necromancer will have trouble containing them. Not so for priests.

A necromancer priest has enormous support, both from otherworldly forces, and from their own church. They often travel hidden, as pilgrims, disguising their undead with large robes.

More powerful necromancer priests can summon the ghosts of the dead to fight alongside them. The most powerful ones can resurrect angels, and even gods. There has only been one instance of a god being resurrected.

Jivix, the Undead God
All gods are alive, however much it seems they might not be. Even the Drowned God, patron of undead, is alive. Not so with Jivix.

Jivix was a god of life. He had followers all across the world, and they often went on crusades against undead and necromancers. The Church of the True God, still in it's infancy, was attacked. A pair of women, their names lost to history, stood their ground. A paladin, and a necromancer priestess.

Together, these friends (some say lovers) fought their way through hordes of well meaning men and women, towards the back ranks. There, the high priest of jivix stood. They took him hostage, and shouted towards the sky, daring Jivix to come down and face them.

No god would let that stand. He came down, ready to smite the insolent humans. But they were ready, and had the blessing of the True God with them. His powers were useless against them. But he was still a diety of life.

It is said Jivix fought for seven days and nights before finally being killed, the paladin's sword embedded in his skull. The priestess cast a spell, prepared just for this moment. And Jivix, god of life, rose as one of the dead.

He threw himself against his former followers, and they refused to fight him, weeping as they were cut down by their own god.

Jivix now wanders the world, helping people with what is left of his godly powers. He hates the church, but they keep him doing what he loves, and he cannot disobey them. 
 Jivix
If you want your PCs to encounter Jivix, go ahead. He is a HD 10 skeleton, who can choose to have his attacks cause a save vs. death. He has unlimited castings of cure wounds and cure affliction at 5 dice, but cannot use them on himself.

He can bring 1 creature back from the dead every day, as long as they did not die from old age. If killed, he comes back in one year.

He is very kind and helpful, but does not condone killing. He will not fight except to save a life. He is not alive, and so will flee or disable his attackers if they threaten only him. 

He wants to continue helping people, and to be free of the Church. However, he recognizes that being free is probably not an option, and that he can help more people in their power.

Necromancer Priest 
Stats. +1 save vs death and +1 spell dice for every Necromancer Priest level you have.
Level 1: Turn undead, spellcasting, +1 spell dice
Level 2: Gravespeaker
Level 3: Wake the hidden dead, +1 spell dice
Level 4: Dust to dust
Level 5: Holy dead, +1 spell dice
Turn Undead
Once per day, you can target all undead within 10x your level feet. Each one must make a save vs fear (this works even if they are normally immune to fear). If they fail, they become frightened of you for 1 minute. If the undead's HD is equal to half your level or less (rounded down) they instead take 1d10 holy damage/level. Undead you created always fail their saves, and always count as half your level or less.
Spellcasting
You know 1 random spell from the Necromancer Priest 1-6 spell list, as well as raise zombie or raise skeleton. At level 2, you may choose one spell from the 1-8 list. At level 3, you choose two spells from the 1-10 list. At level 4, you may choose one spell from the 1-11 list. At level 5, you may choose a spell from the 1-12 list. Your spellcasting ability is Wisdom. You do not suffer mishaps, but your dice always expend.
Gravespeaker
As an action, you can cast speak with dead once on any corpse you have raised as a zombie or skeleton, to make it answer one question of your choice.
Wake the Hidden Dead
Your undead always have a burrowing speed equal to their walking speed. In addition, you may cast a raise spell without choosing a target. If you do, there is a 75% chance that a undead under your control will arise from the earth, as though you had cast the spell on a corpse buried under you.
Dust to Dust
Any attack or spell you make against undead deals double damage. In addition, you gain +1 damage against living enemies. Creatures killed by you disintegrate into a dust pile, which can be reanimated as an undead like a normal corpse.
Holy Dead
Your undead become immune to the powers of other priests, and to holy magic not used by you. In addition, when they die, they let out a burst of holy light, healing any creature you choose within 10 feet of them 1d4 hit points.
Spells
1. Raise Zombie
2. Raise Skeleton
3. Cure Wounds
4. Inflict Wounds
5. Gravewalk
6. Speak with Dead
7. Holy Ghost
8. Hallow
9. Flight of the Angels
10. Ray of the Holy Dead
11. Transfer Life
12. Undead Angel


Raise Zombie
R: touch T: one humanoid corpse with HD no more than [circle]*2 D: 24 hours (*permation)
You create a zombie under your command. HD as base creature, HP +50%, slam 1d6, int 0. If the original creature could fly, so can the zombie.
Raise Skeleton
R: touch T: one humanoid corpse with HD no more than [circle]*2 D: 24 hours (*permation)
You create a skeleton under your command. HD as base creature, defence 14, claw or weapon 1d6, int 5. Double damage from bludgeoning, half damage from piercing.
Cure Wounds
R: touch T: one creature D:0
Target creature heals HP equal to [power]+[circle]. Undead take damage equal to [power]+[circle] on a successful attack roll.
Inflict Wounds
R: self T: self D:0
For the next minute, you have a melee attack, based on your Wisdom, that deals [power] damage. Every round you do not hit with it, you take damage equal to [circle] from the necrotic energy flinging itself back at you.
Gravewalk
R: touch T: a corpse or grave D: 0
Touch a grave. You sink into it, and may instantaneously teleport to any other grave within [circle] miles.
Speak With Dead
R: 10 feet T: a corpse D: [circle] minutes.
The corpse animates for the duration, and has to answer truthfully any questions you ask of it. This does not mean it has to obey your orders, or be helpful with it's answers. For every time this is used on a corpse after the first, there is a cumulative 10% chance*[circle] that the corpse is free to lie. It knows everything it knew in life.
Holy Ghost
R: 50 feet T: a corpse with a holy symbol and HD no more than [circle]*2 D: [power] rounds
The creature's ghost arises as a minion of yours, and will follow your orders. It has the stats of the base creature, plus walking through walls and flight.
Hallow
R: 30 feet*[circle] T: the area within range D: 1 week (permation). This spell takes 1*[circle] to cast.
You make the area within range sacred to your god. Fiends and undead cannot come inside the hallowed area, unless they make a saving throw (they get 1 try every week). However, undead you control can come and go freely, and heal 1 hit point per minute while inside the hallowed area.
Flight of the Angels
R: 100 feet T: [circle]*2 creatures D: 7 hours.
All target creatures gain flight equal to twice their walking speed for the duration, as black, rotted wings grow from their backs. While they have these wings, undead cannot attack them unless they have attacked the undead or cast a spell on them. Anyone with the wings automatically fails all stealth checks, because of the glowing and angelic singing coming from their direction at all times.
Ray of the Holy Dead
R: 60 feet T: one creature D: 0
Target creature must save or take [power]  light damage. If this kills the creature, you may immediately cast raise zombie, raise skeleton, or holy ghost on the creature, regardless of range, using the same number of dice you used for this spell.
Transfer Life (4th circle)
R: 50 feet T: all creatures in range D: 0
Each creature must make a save (they can choose to automatically fail this save). You can transfer up to half the health of any creature that failed their save to any other creatures who failed their save in range. You cannot transfer health to a creature if they already have full health.
Undead Angels
R: touch T: one dead celestial creature with HD no more than [circle]*3 D: permanent
Target creature reanimates under your control, exactly the same, except it is undead. You can only have 1 creature animated under your control like this at any 1 time.

Thursday, 16 March 2017

d20 Weird Whales

Whales are weird

Like, really really weird.

They are alien creatures, closer related to humans than to the fish they so resemble. They breath air but live in water. They have a single nostril on top of their heads that they seal off so they don't accidentally kill themselves while going about their daily business. They eat shrimp smaller than any part of their bodies. They sing underwater when they want to mate.

Hang onto your skirts, because whales are a whole lot weirder than that if you add magic into the mix.

But First, an Explanation
Hundreds of thousands of years ago, when the creatures of the world were being created, someone threw a pair of baby seals into an ocean, and that ocean just so happened to be a magical hotspot. Not much is known about exactly what happened to the seals, but suffice to say, it was dramatic, probably explosive, and created whales as we know them.

Continued exposure to the magic over thousands of years has warped whales, particularly whale oil, into a strange, magic-infused mess. Whale oil itself fetches oodles of money (oodles=1000 silver/ton, or 2000-3000 silver per whale).

Whale hunting is a common and dangerous profession. Those who practice it either make their fortune, or die trying.

Typical whale hunting gear involves nets, harpoons, and at least 1 mage.

Whales are bloody weird. Whenever you see a whale, roll on the following table.

What, you thought I would have a post about magic whales
and not include some way for them to fly?

Roll 1d20

  1. The whale can fly at the same speed it can swim.
  2. The whale can swim through land. Only land though, buildings will be crushed against it.
  3. A permanent storm follows the whale, as strong as a hurricane.
  4. The whale is enormous. Stats: double hit points, double damage on attacks, double strength, double Constitution, automatically fails Dexterity checks).
  5. The whale is godlike is size. Stats: good luck. At this point, you aren't picking a fight with an animal, or even a monster. You're fighting a mountain, or a medium-sized island.
  6. The whale has a volcano coming out of it's back. It is immune to all fire from outside (it can still be burned inside, and is in constant pain from lave). It can, as an action, blow a cone of lava dealing 8d6 damage on a failed Dexterity check vs DC 18 (half damage on a save). This turns to rock on contact with water. The water near the whale is boiling hot, and deals 1 damage per round to any creature submerged in it.
  7. The whale operates on a slightly different timeline than everyone else. Every attack against it deals 1d10% of it's maximum health, while any non-damaging effect makes it's hit points 1d100% of it's maximum health (this can make it heal health or take damage). It's attacks are made from paradoxes, and mean that you are both hit and not hit at the same time. The attacks have a 75% chance to deal damage, a 24% chance to heal you, and a 1% chance to instantly heal you.
  8. Absorbs people into it's body. Any creature it touches fuses with the outside of it's body if they fail a Constitution check against DC 13, and their nervous systems fuse together. It has 1d4 creatures from your random encounter table already there, and can call on their knowledge. Every time a creature is assimilated, the whale gains a bonus to intelligence equal to the creature's intelligence modifier +1 (so a creature with +0 intelligence would give the whale +1 intelligence, while a creature with -2 intelligence would give the whale -1 intelligence). In addition, it can use the creature's spells and abilities (although it may not know how). It's hit points are equal to 100+the hit points of all the creatures it has assimilated.
  9. Smart. The whale has an intelligence comparable to a human.
  10. Fast. The whale can swim at twice the normal speed, and jump 3x as high.
  11. Lucky. Whenever the whale would fail a roll (or an opponent's roll would succeed), they whale may roll a luck check with a luck of 11. If it succeeds, the check succeeds (or, if it was an opponent's check, fails).
  12. Cult. A cult follows the whale. It has 1d20 barbarians following it around on boats, who will die for it if need be. If it has 1 cultist, the cultist is a very confused fisherman named Billy, who doesn't remember anything. 2 cultists mean Billy is joined by his equally confused wife.
  13. Acidic. The whale leaks acid into the surrounding water. When it swims it leaves a 15 foot trail that lasts for 1 hour behind it. While in that trail, any living creature takes 1d8 acid damage each round, and wooden ships will corrode in 1d6 rounds. Anyone who touches it take 1d4 damage.
  14. Invisible. The whale is invisible. Drinking it's oil will turn your innards and blood permanently invisible, and lamps that burn the oil shed an ambient light with no discernible source (yes, this does encourage PCs to cut themselves and then smear the blood all over them to become invisible, and yes, this works. Shuddap).
  15. The whale is being ridden by a wizard named Shukila the Mad, who can only cast charm spells.
  16. The whale is undead. 50% chance of having a necromancer and 2d10 zombies inside.
  17. The whale is eldritch and alien to look at (it might look a little like a bear). You must make a DC 15 composure check or lose 1 sanity while looking at it.
  18. The whale is hairy and coloured ice-blue. It has resistance to cold damage, and can turn anything it touches into ice. Lamps made from it's oil burn cold.
  19.  The whale is nearly indestructible. It has 1000 hit points.
  20. The whale is Beeooooouuuuuuuaaaaaaaa, the god of whales. He has intelligence as a human, and all normal god abilities (immune to non-magical damage, can create miracles, all whales like him).
Whale
Collossal Beast
Attacks. Slam +6, 4d8+10. Double damage to objects.
AC. 10
Stats: Str+10, Con+6, Dex-8, Int-4, Wis0, Cha0
HP: 300
Speed.  Swim.
Blowhole. A whale has to come up every half-hour for air.
 
Populate this with rat-monkies or some shit like that.

Friday, 10 March 2017

Your Gods Have No Power Here

In the year 902, the Heretic Army declared war on the forces of heaven. They vowed to bring an end to the reign of the True God. Their goal was to drive him from the world, either slaying or imprisoning him.

Much has been said about gods, but all know that beside from She in Pain, and to a lesser extent, the Darkness, none of them are merciful. The Heretic Army collided with the Church, and angels were sent down by the True god to punish the Heretics.

Survivors of the battle recount men being turned to pillars of salt, men suddenly dropping dead as their hearts gave out, and men crying as they were burned with a fire that brought up all their bad memories as it consumed their bodies.

The Heretic Army was destroyed, it's survivors routed, executed, or imprisoned. It is said that some may still be alive in the Church's dungeons, unable to die in anything other than glorious battle (this could make a good story hook for your campaign. Maybe the PCs need information, and must find a way to get the Church's most hated enemy out from the one place they can do no harm).

However, some men fled, thinking it better to create a new life than to continue their hopeless war against the Church. If you pay attention, you can still find old Heretics, serving in bars or making arms and armour in small towns.

Two of the men who chose to flee were named Jiffron the Red and Koga the Black. They were brothers, so named for the way soldiers saw them as they fought. Jiffron through a haze of blood, and Koga through a shroud of dark magic.

Koga the Black

They were absolutely sick of divine magic, and decided to fight back the only way they could. Each of them founded a town.

Koga built his town at the spot where a river flowed from the mountains, towards an outpost of the Church. Since the town was built, the villagers have been poisoning the water supply with heavy doses of iron. The means for this has been provided to them by demons, which Koga has been in contact with and accepting deals from since the town's creation. Because of the myriad different holds on his soul, he is very, very hard to kill, and his town prospers in exchange for eternal damnation from multitudes of different demons, many of them unknowing about each other.

Jiffron chose a different route, and chose to reject the idea of the divine altogether. Their village is built in a mountain valley, and is so desecrated and defiled that no divine magic can work there. It is, quite literally, a town of atheists so devout in their beliefs that the gods themselves walking the earth would cause no more than an annoyed huff.

Jiffron the Red

The Towns of Haven and Damnation
The two towns are on good terms with each other. The brothers were very close, and their family bonds were not so easily severed.

Multitudes of townsfolk live in a town of their preference, and celebrations in one town usually are paralleled or joined by those in the other. Haven (Jiffron's town), regards Damnation as a group of well-meaning, but perhaps overly violent and religious people. They far prefer them to other religions, even if the occasional human sacrifice and screaming lambs can be grating on the nerves. Damnation regards the residents of Haven as misguided people working with what they have.

Each respects the others traditions, and thinks of them as quaint and amusing ideas. They manage to be civil in each others presence, and marriages between the two towns are common. Trade is practiced often, and most people have families in their parallel town.

The Mad Saint
When Jiffron and Koga came to the mountains to build their towns, they did not come alone. With them was Saint Frenilus Drarian, a well-respected holy man thought killed in the war. His death was fake. He was captured by the brothers, who decided that he was revenge for the killing of their comrades.

Koga bound him through magic, and Jiffron broke him through torture. Thinking it a cruel joke, they let him free, but unable to leave the area around Haven and Damnation. To put it simply, he is in purgatory.
If you understand that joke, treat yourself to a cookie

He wanders the land, forever walking. Nobody likes him, but people leave overcooked or rotten food out at the brother's orders, to keep him alive. He has forgotten his own name, but wears his holy symbol burned into his hands. He hates the symbols. The saint forgot their meaning long ago, and now they are simply old wounds that refuse to ever fully heal.

He wanders, trying to dispense his had wisdom to whomever comes near. The locals drive him off, sneering and laughing, but some do take him in, listen to his ramblings, and give him water and shelter for a few days.

He only ever talks about the Church's prophesies and blasphemy. Every sentence out of his mouth is either a foretelling of what is to come, or a recited curse against religion from ages past, when Jiffron and Koga burned them into his mind.

Whenever he is encountered, roll 1d4 to determined his disposition (he is the equivalent to a commoner with 12 Constitution and 3 Wisdom):

1: He is rambling and making no sense. He will not respond to anything other than harassment or pain, in which case he will cry out and flinch away before resuming his muttering. If he has taken half his health in damage, he will instead scream and try to run away.
2: He is asleep, and will wake up in 1d12 hours or if he is shaken awake, after which he acts as if you rolled a 1.
3: He is injured (half health), and will respond gratefully to any aid (patting the person's head, smiling a toothless grin, clapping his hands). However, all he will talk about is how much the party has been very bad.
4: In his ramblings, he suddenly has a clear moment and says something prophetic in a different tone. This can range to anything from a prophesy about a world-destroying catylism to a minor thing (the fighter is getting laid tonight). This will always come true.
Random Encounters in the Two-towns
Roll 1d6 every time the PCs move between each town (unless it would disrupt the flow of the game).

1: 1d4 children running around the roads from whichever town is closest, on their way to a new cave they found. Roll 1d4: 1: the Mad Saint currently resides in the cave, although the pestering of the children will drive him out in 8-the amount of children days, 2: the cave in empty and uninhabited, 3: the cave has a bear in it, and there is a 25% chance a child will be killed, 4: the cave has a bound demon living in it, and there is a 75% chance a child will be killed or make a deal (50% chance of each). Be creative with this, and think about what children want (your eternal soul in exchange for a lifetime supply of candy).
2: A lost child will be heard wandering 1d6x10 feet off the path from whichever town is farthest, hopelessly lost. They will want their parents, who will provide 1 iron for every PC who delivers the child back to them.
3: The mad saint will be on the path. Roll for his disposition.
4: 1d6 travelers, coming from the town the PCs are going to to the town they left. They are in good spirits, as long as none of the PCs look religious.
5: Jiffron the Red, taking a pleasant walk through the forest. He will be distinctive by the sword at his side and his blood-red clothing and long blond hair. He is a Warrior 5 (dervish) with the flexible fighting style, extra attack, and whichever other talents you choose to give him. His stats are Str 16, Dex 16, Con 16, Int 9, Wis 10, Cha 10. He carries a longsword.
6: Koga the Black, taking a pleasant walk through the forest. He will be distinctive by the demonic stench about him, and his black robes, with greasy black hair reaching almost to his waist. He is a Warlock 5 (binder) with the fiend patron, and the following talents: demonic sight, hellfire blast, and weapon resistance. He knows the magic circle spell and the summon demon ritual, but otherwise his magic is up to you. His stats are Str 8, Dex 10, Con 12, Int 14, Wis 10, Cha 16. He carries a book with a list of demons in it. 

 A fairly common sight.
Festivities
Every 1d10 weeks, there is a random festivity in one or both of the two-towns. Roll 1d#
1: A wedding! Most of the residents of one town (about 75%) will be in the other town. The celebration lasts for 2 days, and free food and drink can be found in abundance during that time.
2: A funeral. Most of the residents of one town (about 75%) will be in the other town. There is no celebration or food anywhere in town for that day, and at the end of the day, the body will be buried with a tree planted over it if in Haven, or burned and it's ashes scattered into the river if in Damnation.
 3: A sacrificial ritual. All in normal in Haven, but at least half the residents of Damnation will be somewhere in the forest (DC 5 check to track them, or DC 15 to try and hear them). They will be gathered around an altar, ritualistically chanting for 1d100 minutes, before the sacrificial victim is brought out and stabbed to death on the altar (this takes 1 minute from the time they are brought out). Roll 1d4: 1: the victim is a young animal, probably a lamb or calf. 2: the victim is an older animal, probably a horse, goat, or cow. 3: the victim is a traveling priest. 4: the victim is something entirely odd. Examples are: a child with all-black eyes, a talking dog, an ogre, or a very confused frog. If the PCs do not disturb the ritual, but saw it, they may add 1d4 to the result of all skill checks they make for a week.
4: Priest-burning. All residents of both towns come together in the middle of the road with a traveling priest. A list of charges are read, usually including public vandalism (putting up holy symbols), inappropriate public wear (priestly robes), and conning. The priest is then put on a crude, quickly made version of their own holy symbol, and then burned. 
5: Seasonal Festival. These are common, and celebrations between both towns giving thanks (not to anyone in particular) for keeping them free and happy. People from both towns intermix. If it is spring or summer, the festival will be in a field somewhere between the two towns. If it is fall or winter, then the festival will not be out in the open (except for a bonfire in each village at night), but will be a private thing celebrated between families.
6: Attack. It happens every once and a while. Roll a percentile dice. 50% chance the attackers are priests of the True God (80%) or another one (20%) of level 1d4. 1d4 of them will be attacking. 30% chance the attackers are warriors who want to uphold their religion, of level 1d4. 3d10 of them will be attacking. 20% chance the attackers are something other (angels, pissed off holy dragon, think something up). Koga and Jiffron will defend, along with 3d10 bandits, who are residents, but they will appreciate any help they can get.
Many a priest have met their ends in that 
nameless valley.

Wednesday, 8 March 2017

Undead Whales and Pirate Necromancers

"I bin trawlin' these waters since I was a wee little scamp, even younger than you, ya grimy landlubber. I thought that nothin' could shock me. Why not? I mean, I seen it all. Eldritch horrors, tentacles coming up from the deep, and fish that could swallow a man whole. I seen a clam as big as an island, with a pearl inside it that glowed bright as the sun. I bin to an island full o' monkies that swam and hunted seals. But I ain't never seen something like that before."

"It was on us like jus' another wave, we din' even see it comin.' The ocean rose up, and a shape crashed into the hull. We looked over the side, and it was a whale. An undead whale, bone showing through in places, and it's eyes were rotting out -o- it's head. Flesh hung off of it like tattered sails of some ghost ship."

"The beast opened it's mouth, and undead charged from it's belly, all shoutin' and screamin' wit' no lungs to draw breath. I suppose inside that monster, they could jus' sit still, waitin' fer it to find their prey for 'em. But that wasn't the worst part. The worst part was what came after. A man, a normal lookin' man, with robes like a mage. He pointed out a few of our men, includin' the captain and the undead dragged em,' kicking and screaming, down into the depths. And then he walked back, calm as you please, back into his monstrosity."

"I don't sail the seas no more, and there's a good reason for that. Ain't no gold nor treasure that's worth another run-in with those particular pirates."

-Anonymous retired sailor

Undead Whales
This ain't your grandma's Free Willy.
Undead whales are a surprisingly common sight in the ocean. Although many people do not believe it to be true, necromancers can die, usually of old age. In fact, their bodies break down faster than that of most people, and so it is actually quite common for them to die peacefully before their corpses are ripped to shreds by their minions.
Undead whales are usually the toughest, largest, and most non-threatening undead beings when left along. Therefore, when their creators die, the whale will often swim aimlessly around the ocean, attempting to eat plankton that comes near. They will eventually break down, as the feedings of countless parasites and tenacious bottom-feeders eat the body as the whale drifts on, seeing no reason to try and stop them.

Seeing an undead whale is an both humbling, sad, and amazing sight. Two hundred tons of dead, rotting flesh, swimming until it's body simply falls to pieces. It surfaces, although it does not need to breath, and then dives back down, leaving scraps of flesh behind it.

Sailors think they are good luck, representing freedom, and do not trouble them. The logic is that if an enormous whale managed to evade whalers for that long, and then managed to escape death itself, and outlived it's one-time master, it deserves to swim for as long as it can. This sometimes brings them into conflict with druids of the sea, who regard the whales as abominations to be snuffed out, and will go to horrendous lengths to get rid of them. Mer and devotees of the Drowned God view undead whales as curiosities, and beings to be harnessed if possible for their own ends.

Undead whales are usually created by necromancers as transportation. They are self-controlled and tireless, meaning that the mage does not have to waste labour getting minions to steer or pilot. They are also mostly waterproof, and can dive deep down underwater. If the necromancer is the only living being on board, then the whale's body will contain more than enough oxygen for them to stay under long enough to evade any would-be pursuers.

The process of creating an undead whale is long and arduous, but requires a surprisingly small amount of magic. People theorize the reason is because of the innate magic whale fat possesses.

First, a whale carcass must be obtained. Usually this is done by hiring sailors to hunt the whale, which is then towed back to land. Sometimes, a whale carcass will wash up on shore, but this is a more dangerous practice, as those have the tendency to explode in a blast of build-up gas.

Next, the carcass is cleaned. Some scrupulous or unlucky necromancers do this themselves, walking into the body of the whale and hauling out most of the fat and internal organs, to make room for inhabitants. Most use undead servants or hired labourers to do this work for them.

After, any holes or unnecessary orifices are patched up with the liberal application of tar, to prevent leaks.

Most necromancers don't like working on corpses 
themselves, but there are weirdos in every job.

Necromancer Pirates
Although pirating isn't the first thing most people associate with necromancy, many people practice both professions. Some see a certain irony in it. For all everyone fights, they are the only ones left with any money in the end.

Mostly though, it is just to make cold, hard cash. necromancers don't have to pay their totally obedient and loyal crew, and can get more any time they please.

A pirate's death for me.

They strike more fear into people's hearts than regular pirates, they lurch on, uncaring, as their bodies burn. Even as they are impaled, they simply laugh, grab their opponent in a bear hug, and attempt to throw themselves over the side. What do they have to fear? Nothing. What remains of life is sweet, and death is a release.

When a necromancer ship or whale comes on the horizon, a crew knows what it faces. Warriors with nothing to fear.

Necromancer pirates are found the world over. Although they often begin their seafaring escapades in tropical lands, many of them migrate north, to colder waters, with less sea-creatures to eat their beloved whales, and no heat to rot their other servant's flesh.

In response to this threat, the Church of the True God sent out ships, called 'Dawnbringers' to fight against necromancer pirates. They are crewed by monks, paladins, and priests, and the Dawnbringers light up the night when they attack. Every inch of the ship has been soaked in holy water at least once. Dawnbringers that have been on the ocean for a long time convert the water and rain near them into holy water, scorching undead whales and pirates alike.

There is a strange psuedo-war going on between the Dawnbringers and the pirate necromancers. The necromancers cannot send their sailors to attack the ships directly, so they sneak past. They invade their peaceful temple, raid their merchant ships, and set fire to their boats. But they never fight them. Not directly.

Stats
Undead Whale
Collossal Undead Beast
Attacks. Slam +6, 4d10+10. Whenever an undead whale attacks, their flesh and bones break slightly, dealing 1 damage to them. Double damage to objects.
AC. 10
Stats: Str+10, Con+6, Dex-8, Int-5, Wis0, Cha-4
HP: 400. Vulnerable to fire and radiant damage. Cannot be healed except by it's Dead Flesh ability. At 50 hp, begins to leak, and will fill up with water in 1d12 hours if not repaired.
Speed.  Swim.
Unliving Fortress. An undead whale is a swimming, floating fortress. Inside, they have a space that measures approximately 90 feet long, 10 feet tall, and 15 feet wide, which is airtight and can serve as a place to live. It has enough air for a single creature to survive for up to 800 hours. Divide this by the number of breathing creatures to determine how long it will be before the whale needs to come up for air. 
Dead Flesh. Because it does not have vital organs or anything like that, an undead whale is supremely hard to kill. The first time it would take enough damage to reduce to to 0 hit points, water floods it's insides quickly (1d12 rounds). This heals it 50 hit points immediately, and removes it's vulnerability to fire. However, they now take 1d4 damage from attacking instead of 1.

Spells
The following spell is on the mage spell list
Create Undead Whale
Level 5 ritual
Duration: Permanent, or until the whale dies.
Components: Verbal, Somatic, a whale corpse prepared for reanimation, 1000 sp worth of tar, magical components, and herbs, which are expended when the spell is cast.
Effect. The whale corpse reanimates as an undead whale under your control You can command it mentally as long as you are within 5 miles of it, but it will not fight unless you are riding inside it and take an action to command it to attack.
You can only command one whale at any time. By rolling a spell dice and performing a 10 minute ritual, you can attune the whale to one creature you touch, who can give the whale verbal commands. Your orders always supersede those of any others who command.
Mishap: The whale corpse explodes, dealing 1d10 damage to everyone within 1d6x10 feet of it. 500 sp worth of materials are salvageable.