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Introducing the War Lich – why should MUs get all the afterlife?

Dated: 29 May, 2026

We’ll shortly be publishing a new adventure – SM23 The Bridge of Lost Souls – and I thought I could advertise this a bit with a quick teaser: One of the features of the Module is a new monster – the War Lich or Sand Skeleton…

IRL a “Sand Skeleton” is an archaeological term for the hardening of sand around a skeleton which leaves a trace of the bones even after the bones have gone. I saw this on an Archaeology Programme (Digging for Britain) and it set me thinking about a new D&D monster.

In parallel to this I was considering putting a Lich into our new scenario but wanted something new and different. So, I got to thinking…

If Genghis Khan had lived in a D&D world, what would have happened to his body after he died?

The two ideas gelled together in my head (as such things often do) and I began wondering about why there were no Liches that weren’t spell casters? Well, that’s explained in the Lich description in the old 1st ed. Monster Manual; they need to have the power within themselves to come back, kind of. Well, that’s easy to fix!

There are times in history when an evil warlord becomes so powerful, so hated and so feared by so many people that when they die the folk-memory of the sheer terror they instilled brings them back, as a War Lich (name inspired from the War Doctor in Dr Who). An Undead creature even more terrifying than the Demonic Death Knight…

Here are the OSR stats:

War Lich (Sand Skeleton)

Habitat: Any but usually harsh and arid

Frequency: Very Rare

No. Encountered: 1

Size: Medium – Human sized

Move: 150ft

Armour class: As armour worn, with magical and Dexterity bonuses

Hit Dice: 13d8

Attacks: 2

Damage per attack: by Weapon Type

Special Attacks: Howl

Special Defences: Immune to non-magical weapons

Magic Resistance: 10%

Lair Probability: Varies

Intelligence: Average

Alignment: Lawful Evil

Level/XP value:  10/5600xp +16 per HP

Treasure: Magical weapons and armour are guaranteed as well as other magical items to enhance their fighting abilities; 50% gems x1d20, 50% jewellery x1d8; 40% 1d6x 1000gp; 60% 1d10x 100pp.

In the same way that powerful evil Magic-Users can return as Liches, very powerful, evil warriors (level 20+) return as an Undead warrior of great power; a War Lich.

There are times in history when an evil warlord becomes so powerful, so hated and so feared by so many people that when they die the folk-memory of the sheer terror they instilled brings them back, as a War Lich. This mainly happens to Human warriors from desert or steppe wastelands, although it is possible War Liches have been reported to manifest from other climates and High Elves, very rarely.

The cadaver of the warrior must be buried by sand, either accidentally or deliberately, and after 13 moons have passed all the mortal remains will have disintegrated leaving only a shade in the sand – a Sand Skeleton. After this period of time, the dead warrior will rise again and set about finding itself some tools to wreak its vengeance on the living.

The War Lich will retain some of the memories and all the fighting skills of its living counterpart, fighting as a 13HD monster with weapon specialisation in its chosen weapon, as well as any strength and magical bonuses that have been accrued. The creature also retains its Dexterity bonuses to Armour Class and missile weapons – War Lich archers are not unknown and fearful weapon specialists.

They also have the ability to Howl as they charge into combat, only once per combat, which has the effect of a Fear spell on everyone within a 200ft radius of the War Lich.

The War Lich has a Magic Resistance of 10% and are Turned as Liches.

The bloodlust of these creatures is tempered only by their peerless arrogance, and they will sometimes not want to fight a foe they deem too weak or unworthy of their attention. Otherwise, they delight in killing, ideally in battle but at any time will suffice.

Any creatures killed by a War Lich will rise again as Zombies after 13 nights, unless the body is burnt or a Ceremony spell cast upon it.

Sand Skeletons will wear the best armour they can find but without it they appear as a Human Skeleton but made of grey or pale brown sand.