5 Undead Adventure Hooks for Daggerheart
Ready-to-run undead hooks for Daggerheart, each paired with a free statblock and a one-shot in Heartforge.
Drop one of these on the table
Marrowpact Shaman
Tier 2 Support- A merchant's hands turned black overnight; he says he bought a charm from something in the bog and never paid the second installment.
- Villagers leave animal skulls at the swamp's edge each new moon, and the fever that plagued them for a decade stopped.
- A missing herbalist was last seen following a trail of golden sap into the mire.
Wailer of the White Rift
Tier 3 Bruiser- A blizzard moves against the wind, carrying a low mournful horn.
- Missing hunters are found frozen upright, eyes glazed with fear.
- Old maps mark a rift that never seems to stay in the same place.
Stormgrave Dracolich
Tier 4 Bruiser- Every thunderstorm now cracks with the sound of rattling ribs.
- A ruined tower is lit each night by blue fire in its empty skull.
- Farmers find fields scorched in a spiral pattern after the storms pass.
Ossuary Ooze
Tier 2 Bruiser- Crypt walls weep pale jelly that drags bones out of their niches.
- A bell tolls underground whenever the ooze feeds; the sound is bone knocking bone inside it.
- Tracks look like smeared handprints and rib-cage scrapes leading into a collapsed vault.
Death-Sun Hierophant
Tier 4 Solo- Villagers dream of sermons in a tongue they never learned, waking with burned lips.
- A ruined temple glows at dusk with a second, blackened sun above it.
- Pilgrims chant that only fire cleanses, and their eyes gleam like coals.
Undead adversaries
Undead one-shots
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The Bone Ledger
The party seeks out a swamp-dwelling shaman to lift a curse or retrieve a missing person. The shaman deals on its own terms, and if the party cannot stomach the price, the negotiation turns violent fast.
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The Moving Rift
A traveling whiteout swallows the mountain pass. The party must find the moving rift, rescue trapped travelers, and stop the giant before the blizzard reaches the next settlement.
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The Storm-Bone Spire
A storm refuses to break over a coastal ruin. The party must reach the spire, destroy three bone-anchor nodes, and confront the dracolich before the next tidal surge.
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The Crypt's Hunger
The party ventures into an ancient crypt to retrieve a lost relic, but discovers the Ossuary Ooze has animated the bones of the dead, turning the burial chambers into a living nightmare of acid and bone where the walls weep pale jelly and the dead refuse to rest.
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The Black Sun Rises
The party must stop the Death-Sun Hierophant from completing its ritual to usher in an eternal dusk, fighting through cultists and fire elementals in a ruined temple as the blackened sun rises above the altar.

