```metadata title: 'The Book of the Dead: New Creatures' description: >- Dozens of templates, variant powers, and monsters, all undead or undead-themed. tags: '' systems: - 5e renderer: legacy ``` ```css /*=======--- Example CSS styling ---=======*/ /* Any CSS here will apply to your document! */ .myExampleClass { color: black; } ``` # New Creatures Listed below are many dreadful and ferocious creatures of the night, suitable both as enemies for the DM to peruse and as options for the necromancer to create. This collection of undead is a part of the [Tome of Necromancy](http://homebrewery.naturalcrit.com/share/HJ-xEkR-77), and many rules make reference to the Tome.
- **[1 New Creatures](#p1)** - [1.1 Templates](#p3) - [1.1.1 Afflux-Blooded](#p3) - [1.1.2 Animus](#p3) - [1.1.3 Bodak Creature](#p4) - [1.1.4 Bone Creature](#p4) - [1.1.5 Corpse Creature](#p4) - [1.1.6 Crypt Spawn](#p4) - [1.1.7 Curst](#p5) - [1.1.8 Death's Chosen](#p5) - [1.1.9 Dread Warrior ](#p5) - [1.1.10 Dry Lich](#p6) - [1.1.11 Evolved Undead](#p6) - [1.1.12 Favored Spawn of Kyuss](#p7) - [1.1.13 Fleshvigor](#p7) - [1.1.14 Ghost Brute](#p8) - [1.1.15 Ghoulish Creature](#p8) - [1.1.16 Gravetouched Ghoul](#p8) - [1.1.17 Hivenest](#p8) - [1.1.18 Hoarder](#p8) - [1.1.19 Hooded Pupil](#p9) - [1.1.20 Lich](#p9) - [1.1.21 Mummified Creature](#p9) - [1.1.22 Necrocarnum Zombie](#p10) - [1.1.23 Necromental](#p10) - [1.1.24 Necropolitan ](#p10) - [1.1.25 Nether Hound (of Kiaransalee)](#p10) - [1.1.26 Orcus-Blooded](#p10) - [1.1.27 Plaguelost](#p11) - [1.1.28 Restless Prey](#p11) - [1.1.29 Skeletal Creature](#p11) - [1.1.30 Soul-Locked](#p12) - [1.1.31 Tomb Warden](#p12) - [1.1.32 Umbral Creature (Shadowy)](#p12) - [1.1.33 Undying](#p12) - [1.1.34 Vecna-Blooded](#p13) - [1.1.35 Worm that Walks](#p13) - [1.1.36 Zombified Creature](#p13) - [1.2 Variant Abilities](#p14) - [1.2.1 Ghosts](#p14) - [1.2.2 Skeletons](#p15) - [1.2.3 Zombies](#p15) - [1.2.4 Mummies](#p16) - [1.2.5 Liches](#p16) - [1.2.6 Miscellaneous](#p17) - [1.3 Monster Statblocks](#p18) - [1.3.1 Abyssal Ghoul](#p18) - [1.3.2 All-Consuming Hunger](#p19) - [1.3.3 Apparition](#p20) - [1.3.4 Ashen Husk](#p21) - [1.3.5 Avolakia](#p22) - [1.3.6 Banedead](#p23) - [1.3.7 Beastwraith](#p23)
- [1.4 Monster Statblocks](#p24) - [1.3.8 Blackskate](#p24) - [1.3.9 Blaspheme](#p24) - [1.3.10 Bleakborn/Moil Zombie](#p25) - [1.3.11 Bloodhulk](#p25) - [1.3.12 Boneclaw](#p26) - [1.3.13 Bonedrinker](#p26) - [1.3.14 Bonespitter](#p27) - [1.3.15 Boneworm](#p28) - [1.3.16 Boneyard](#p28) - [1.3.17 Brain in a Jar](#p29) - [1.3.18 Broodfiend](#p30) - [1.3.19 Church Grim](#p31) - [1.3.20 Cinderspawn](#p31) - [1.3.21 Cursed Spirit](#p32) - [1.3.22 Crypt Thing](#p32) - [1.3.23 Deadwood Revenant](#p33) - [1.3.24 Deathlock](#p34) - [1.3.25 Deathshrieker ](#p34) - [1.3.26 Demon, Artaaglith](#p35) - [1.3.27 Demon, Blood Fiend](#p35) - [1.3.28 Desiccator](#p36) - [1.3.29 Dragotha](#p37) - [1.3.30 Dread](#p38) - [1.3.31 Dream Vestige](#p39) - [1.3.32 Drowned](#p40) - [1.3.33 Dust Wight](#p40) - [1.3.34 Earthcancer Centipede](#p41) - [1.3.35 Elhoriad](#p42) - [1.3.36 Entomber](#p42) - [1.3.37 Ephemeral Swarm](#p43) - [1.3.38 Euralden Eye](#p44) - [1.3.39 Eye of Fear and Flame](#p45) - [1.3.40 Famine Spirit](#p45) - [1.3.41 Fleshless Reaper](#p46) - [1.3.42 Forsaken Shell](#p47) - [1.3.43 Ghostly Visage](#p48) - [1.3.44 Golem, Black Ice](#p49) - [1.3.45 Golem, Bone](#p50) - [1.3.46 Golem, Grave Dirt](#p50) - [1.3.47 Golem, Shadesteel](#p51) - [1.3.48 Golem, Sickstone](#p52) - [1.3.49 Gravecrawler](#p52) - [1.3.50 Gravehound](#p53) - [1.3.51 Graveyard Sludge](#p53) - [1.3.52 Grimweird](#p54) - [1.3.53 Haunt, Taunting](#p55) - [1.3.54 Hopping Vampire](#p56) - [1.3.55 Huecuva](#p56) - [1.3.56 Hulking Corpse](#p57) - [1.3.57 Inquisitor](#p58) - [1.3.58 Jolly Roger](#p59) - [1.3.59 Karrnathi Dread Marshal](#p60) - [1.3.60 Karrnathi Skeleton](#p60) - [1.3.61 Karrnathi Zombie](#p61) - [1.3.62 Knight Haunt](#p62) - [1.3.63 Kyuss Spawnling](#p62) - [1.3.64 Necrosis Carnex](#p63) - [1.3.65 Nerephtys](#p63) - [1.3.66 Nightshade, Nightcrawler](#p64)
\page
- [1.4 Monster Statblocks](#p65) - [1.3.67 Nightshade, Nighthaunt](#p65) - [1.3.68 Nightshade, Nightwing](#p65) - [1.3.69 Odem](#p66) - [1.3.70 Overworm](#p67) - [1.3.71 Plague Blight](#p68) - [1.3.72 Quell](#p68) - [1.3.73 Quell, Greater](#p69) - [1.3.74 Raam](#p70) - [1.3.75 Ragewind](#p71) - [1.3.76 Raiment](#p72) - [1.3.77 Remnant](#p73) - [1.3.78 Salt Mummy](#p73) - [1.3.79 Sheet Phantom](#p74) - [1.3.80 Dolphin Skeletons](#p74) - [1.3.81 Skeleton Warrior](#p76) - [1.3.82 Skin Kite](#p76) - [1.3.83 Skull Lord](#p77) - [1.3.84 Bonespur](#p78) - [1.3.85 Serpentir](#p78) - [1.3.86 Spectral Rider](#p79) - [1.3.87 Skulking Cyst](#p80) - [1.3.88 Slaymate](#p80) - [1.3.89 Sword of Kyuss](#p81) - [1.3.90 Tomb Mote](#p82) - [1.3.91 Tomb Spider](#p82) - [1.3.92 Totem Chieftan](#p83) - [1.3.93 Ulgurstasta](#p84) - [1.3.94 Vassalich](#p85) - [1.3.95 Vasuthant](#p86) - [1.3.96 Visage](#p87) - [1.3.97 Visage, Champion](#p88) - [1.3.98 Vitreous Drinker](#p89) - [1.3.99 Wight, Slaughter Wight](#p90) - [1.3.100 Wight, Vilewight](#p91) - [1.3.101 Wormcaller](#p92) - [1.3.102 Worm of Kyuss](#p93) - [1.3.103 Wormswarm](#p93) - [1.3.104 Wraith, Acidwraith](#p94) - [1.3.105 Wraith, Bane Wraith](#p95) - [1.3.106 Wraith, Dimensional Wraith](#p96) - [1.3.107 Wraith, Orb](#p97) - [1.3.108 Wraith, Voidwraith](#p98) - [1.3.109 Zombie, Totem](#p99) - [1.3.110 Zombie, True Strahd Zombie](#p99) - [1.4 Miscellaneous Creatures](#p100) - [1.4.1 Dire Maggot](#p100) - [1.4.2 Swarm of Leeches](#p100) - [1.5 NPCs](#p101) - [1.5.1 Necropolitan Commoner](#p101)
``` ``` > >### A Note on Tags > > The following two tags need additional explanation. > >#### Spirit The spirit tag is most fitting to campaigns with an Eastern flavor. If the DM is using it in his or her campaign, it applies to the following creatures: >- All incorporeal undead (ghosts and ancestor spirits) >- All elementals (nature spirits) >- All fey (nature spirits) >- All celestials (good, benevolent spirits) >- All fiends (evil, corrupting spirits) >- Some dragons (nature spirits) >- Any creature the DM determines fits (a good example would be the oni, a giant) > >Spirit creatures are not necessarily incorporeal, despite their name—some spirits are as much flesh and bone as humans are. > >#### Wormspawn > The wormspawn tag refers to creatures created by Kyuss or his followers (such as the spawn of Kyuss and the wormdrake), or by creatures heavily twisted by those beings (such as the avolakia and the nerephtys). The spawn of Kyuss in Volo's Guide to Monsters should have the wormspawn tag. > > The Hounds of Kyuss is the collective name for Kyuss's massive undead arthropods, such as the eviscerator beetle, mindkiller scorpion, earthcancer centipede, and worldbreaker mantis shrimp. > ### Undead Flesh in the Cold >Corporeal undead creatures that are resistant or immune to cold can function with ease in environments that can normally be lethal (–20° F or lower). An undead creature exposed to such conditions for at least a day becomes frozen; this reduces the creature’s land speed by 10 feet and reduces its Dexterity by 4 for as long as it's frozen, but increases its natural armor by +4, to a maximum of +9. Some undead, such as the icegaunt, entombed, and steaming soldier, are already frozen and do not gain these benefits or drawbacks. Once an undead is thawed, it loses all of these penalties and benefits. \page
## Templates These templates can be added to various creatures. For fractional CR (such as 1/8), increase fractions accordingly (+1 on a 1/8 becomes 1/4). ### Afflux-Blooded "Afflux-blooded" is a template that can be added to any neutral or evil creature that has performed torture. An Afflux-blooded creature gains the following special traits: ***Lifeforce Reserve.*** The Afflux-blooded creature can grant itself 40 temporary hit points (no action required, but can only be done on its turn). These hit points last until it stores them again on its turn, or until they are expended. **If the hit points are expended, all benefits from this template other than Torturer's Ear are lost.** ***Skills.*** The Afflux-blooded creature adds twice its proficiency bonus to Insight and Intimidation checks. ***Innate Spellcasting.*** The Afflux-blooded creature can cast *blade of pain and fear* and *spare the dying,* at will, as well as *pain* once a day. Charisma is the Afflux-blooded spellcasting ability for these spells. ***Torturer's Ear.*** The Afflux-blooded creature knows if it hears a lie. An Afflux-blooded creature gains the following special action: ***Agony Touch.*** The Afflux-blooded creature touches a creature, forcing it to make a Constitution saving throw against a DC of (8 + Afflux-blooded creature's Charisma modifier + proficiency bonus). On a failure, it is stunned until the start of the Afflux-blooded creature's next turn. Even on a success, it is affected as if it had failed a save against the *pain* spell for the same duration. ***Challenge Rating.*** Base creature +1. ### Animus "Animus" is a template that can be added to any humanoid. When a creature becomes an animus, it retains all its statistics except as noted below. ***Type.*** The animus's type changes to undead. ***Ability Score Increase.*** The animus's Charisma increases by 2. ***Damage Resistance.*** The animus gains resistance to acid, cold, and fire damage, as well as bludgeoning, piercing, and slashing damage from nonmagical weapons. ***Damage Immunity.*** The animus gains immunity to necrotic and poison damage. ***Condition Immunities.*** The animus gains immunity to poisoned, paralyzed, and exhaustion. ***Turn Resistance.*** The animus has advantage on saving throws against any effect that turns undead. ***Undead Nature.*** An animus doesn't require air, food, drink, or sleep. ***Regeneration.*** The animus regains 5 hit points at the start of its turn if it has at least 1 hit point. ***Lord of the Dead.*** All free mindless undead see the animus as an ally and obey it. ***Alignment.*** The animus's alignment changes to lawful evil. ***Darkvision.*** The animus gains darkvision out to 60 ft. ***Horrifying Apperance.*** There is a 25% chance that a flaw in the process to create the animus makes it look lichlike. If it looks lichlike, it has disadvantage on Charisma (Persuasion) checks, but advantage on Charisma (Intimidation) checks. The animus gains the following actions: ***Multiattack.*** If the base creature does not have multiattack, it can make one fear touch and one attack. If it does, it adds using Fear Touch once to its multiattack. ***Paralyzing Gaze.*** The animus targets one creature within 30 feet that it can see and that can see the animus's eyes. The creature must make a Wisdom saving throw (DC 8 + proficiency bonus + Charisma modifier). On a failed save, it is paralyzed until the animus loses concentration (as if concentrating on a spell). It can only paralyze one creature at a time. ***Suggest.*** The animus uses an effect identical to *mass suggestion*, targeting only the creature it has paralyzed. Charisma is its spellcasting ability. ***Command (Recharge 5-6).*** The animus casts *command* as a 5th-level spell. It can only choose the Grovel command. Charisma is its spellcasting ability. ***Fear Touch.*** The animus touches one creature within its reach. It forces the creature to make a Wisdom saving throw (DC 8 + proficiency bonus + Charisma modifier). On a failed save, the creature must drop whatever it is holding and be frightened for 1 minute. While frightened in this way, a creature must take the Dash action and move away from the animus by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to the animus, the creature can repeat a Wisdom saving throw. On a successful save, the effect end. ***Challenge Rating.*** Base creature +3. \page
### Bodak Creature "Bodak creature" is a template that can be applied to any living, corporeal creature of CR 4 or more except constructs, oozes, plants, and undead (referred to hereafter as the "base creature"). It uses all the base creature's statistics and special abilities except as noted here. ***Type.*** The bodak's type changes to undead. ***Senses.*** The bodak gains darkvision to 120 feet. ***Damage Resistances.*** The bodak gains resistance to cold, fire, and necrotic damage, as well as bludgeoning, piercing, and slashing from nonmagical attacks. ***Damage Immunities.*** The bodak gains immunity to lightning and poison damage. ***Condition Immunities.*** The bodak gains immunity to being charmed, frightened, and poisoned. ***Aura of Annihilation.*** The bodak can activate or deactivate this feature as a bonus action. While active, the aura deals 5 necrotic damage to any creature that ends its turn within 30 feet of the bodak. Undead and fiends ignore this effect. ***Death Gaze.*** When a creature that can see the bodak’s eyes starts its turn within 30 feet of the bodak, the bodak can force it to make a DC (8 + Con + Proficiency) Constitution saving throw if the bodak isn’t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points, unless it is immune to the frightened condition. Otherwise, a creature takes 16 (3d10) psychic damage on a failed save. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it has disadvantage on attack rolls against the bodak until the start of its next turn. If the creature looks at the bodak in the meantime, it must immediately make the saving throw. ***Sunlight Hypersensitivity.*** The bodak takes 5 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. ***Necrotic Fists.*** The bodak's melee weapon attacks deal an extra 9 (2d8) necrotic damage. The bodak also gains the following action: ***Withering Gaze.*** One creature that the bodak can see within 60 feet of it must make a DC (8 + Con + Proficiency) Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one. ***Alignment.*** The bodak's alignment shifts to chaotic evil. ***Challenge Rating.*** Base creature +4. ### Bone Creature This template is identical to the skeletal template, but retains all class features, can speak, and lacks the penalty to Int and Cha. ### Corpse Creature This template is identical to the zombified template, but retains all class features, can speak, lacks the penalty to Int, Wis, and Cha, and merits a +1 to CR. ### Crypt Spawn "Crypt spawn" is a template that can be applied to any willing, living creature through the *undeath after death* spell. When a creature becomes a crypt spawn, it retains all its statistics except as noted below. ***Type.*** The crypt spawn's type changes to undead. ***Damage Immunity.*** The crypt spawn gains immunity to poison damage. ***Condition Immunities.*** The crypt spawn gains immunity to poisoned and exhaustion. ***Turn Resistance.*** The crypt spawn has advantage on saving throws against any effect that turns undead. ***Undead Nature.*** A crypt spawn doesn't require air, food, drink, or sleep. ***Natural Armor.*** When not wearing armor, the crypt spawn's AC is 13 + its Dexterity modifier. ***Darkvision.*** The crypt spawn gains darkvision out to 60 ft. ***Frightening.*** The crypt spawn gains proficiency in Intimidation. ***Challenge Rating.*** Base creature +1. \page
### Curst Cursts are undead humanoids trapped under a curse that will not let them die. This template can be applied to any humanoid. ***Type.*** The curst's type changes to undead. ***Damage Immunity.*** The curst gains immunity to cold, fire, and poison damage. ***Condition Immunities.*** The curst gains immunity to being charmed, exhaustion, frightened, paralyzed, poisoned, and stunned. ***Senses.*** The curst gains darkvision to a radius of 60 feet. ***Magic Resistance.*** The curst has advantage on saving throws against spells and other magical effects. ***Turn Immunity.*** The curst is immune to effects that turn or rebuke undead. ***Madness.*** A curst with a Wisdom of 1 or 2 is afflicted with bouts of madness. In combat, it must roll a d20 at the start of its turns. On a 1, it takes no actions that round. ***Ability Score Adjustments.*** The curst's scores are adjusted as follows: +2 Str, -6 Wis, -2 Cha. ***Regeneration.*** A curst heals 1 point of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points, it falls unconscious, and its regeneration stops. After 1 hour, the curst makes a DC 15 Constitution check. If the check succeeds, the curst regains 1 hit point, its regeneration resumes, and it is no longer unconscious. If the check fails, the curst must make another check at the same DC 24 hours later, and every 24 hours thereafter until it succeeds and begins to recover hit points again. Thus, even a dismembered curst eventually recovers from its injuries. ***Unkillable.*** Only two ways exist to destroy a curst permanently. One is to destroy its body (by total immersion in acid, or a *disintegrate* spell, for example). The other is to remove the curse that keeps it from dying. The caster of the *remove curse* spell must succeed on a DC 20 spellcasting ability check to successfully remove the curse. ***Challenge Rating.*** Base creature +3. ### Death's Chosen "Death's chosen" is a template that can be applied to any aberration, dragon, giant, humanoid, or monstrosity that has an undead master. ***Master's Favorite.*** The master can choose to exempt its chosen from any ill effects from any ability or spell it uses (no action required). For example, a ghost could choose to make its death's chosen immune to its frightful presence, while a lich could choose to make a *meteor swarm* do no damage to its chosen. ***Master's Endurance.*** The death's chosen gains advantage on saving throws against exhaustion and only need sleep 2 hours a night (it still must rest for 8 hours for a long rest). ***Master's Resolve.*** The death's chosen has advantage on Wisdom saving throws as long as it is within 60 feet of its master. ***Challenge Rating.*** Same as base creature. ### Dread Warrior "Dread Warrior" is a template that can be applied to any humanoid with at least 3 levels in a martial class. Dread warriors are created through the *animate dread warrior* spell. When a creature becomes a dread warrior, it retains all its statistics except as noted below. ***Type.*** The dread warrior's type changes to undead. ***Damage Immunity.*** The dread warrior gains immunity to poison damage. ***Damage Resistance.*** The dread warrior gains resistance to necrotic damage. ***Condition Immunities.*** The dread warrior gains immunity to poisoned and exhaustion. ***Senses.*** The dread warrior gains darkvision to a range of 60 feet. ***Alignment.*** The dread warrior's alignment changes to lawful. ***Ability Score Adjustment.*** The dread warrior's Strength increases by 4, and its Charisma decreases by 6. ***Undead Nature.*** A dread warrior doesn't require air, food, drink, or sleep. \page
### Dry Lich The dry lich template can only be applied to a living caster that can cast 9th-level spells. Almost all dry liches are members of the Walkers in the Waste, but a handful of dread necromancers follow this path. ***Type.*** The dry lich's type changes to undead. ***Natural Armor.*** When not wearing armor, the dry lich's AC is equal to 15 + its Dexterity modifier. ***Damage Immunities.*** The lich gains immunity to dessication, fire, necrotic, and poison damage, as well as bludgeoning, piercing, and slashing from nonmagical attacks. ***Condition Immunities.*** The dry lich gains immunity to being charmed, exhaustion, frightened, paralyzed, and poisoned. ***Senses.*** The dry lich gains truesight to 120 feet. ***Legendary Resistance (3/day).*** If the dry lich fails a saving throw, it can choose to succeed instead. ***Turn Resistance.*** The dry lich has advantage on saving throws against any effect that turns undead. ***Aura of Despair.*** As a bonus action, each creature of the dry lich's choice that is within 60 ft. of it must succeed on a DC (8 + spellcasting modifier + proficiency bonus) Wisdom saving throw or become frightened for 1 minute. A creature that fails this save by 5 or more is incapacitated while frightened in this way, and its speed is 0. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this dry lich's Aura of Despair for the next 24 hours. ***Regeneration.*** The dry lich regains 2 hit points at the start of its turn as long as it has at least 1 hit point remaining and isn't in water or a humid climate, or the area of a water-based spell such as *fog cloud*. ***Rejuvenation.*** The dry lich gains a new body in 1d6 weeks if at least one of its canopic jars is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of a canopic jar of its choice. ***Turn Resistance.*** The dry lich has advantage on saving throws against any effect that turns undead. ***Water Weakness.*** All water damages the dry lich as if it were holy water. The dry lich gains the following action: ***Dessicating Touch.*** *Melee Spell Attack:* + proficiency + spellcasting modifier to hit, reach 5 ft., one creature. *Hit:* ??? (4d8 + mod) dessication damage. The target must succeed on a DC (8 + spellcasting modifier + proficiency bonus) Constitution saving throw or have disadvantage on all attack rolls and ability checks until it drinks at least a gallon of water. The dry lich gains the following legendary actions: The lich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The lich regains spent legendary actions at the start of its turn. **Cantrip.** The lich casts a cantrip. **Dessicating Touch (Costs 2 Actions).** The lich uses its Dessicating Touch. **Mournful Gaze (Costs 2 Actions).** The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC (8 + spellcasting modifier + proficiency bonus) Wisdom saving throw against this magic or suffer disadvantage on attack rolls for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the lich’s gaze for the next 24 hours. **Drain Moisture (Costs 3 Actions).** Each non-undead creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) dessication damage on a failed save, or half as much damage on a successful one. ### Evolved Undead Any undead can become an evolved undead. After existing for 100 years, and for every 100 years of subsequent existence, an undead has a 1% chance of becoming evolved. Its chance of evolving again increases by 1% for each time it has evolved. Unlike most templates, this template can be applied multiple times. Its effects stack with itself. ***Natural Armor.*** The evolved undead's natural armor bonus increases by 2. ***Regeneration.*** The undead regains 5 hit points at the start of its turn if it has at least 1 hit point. ***Ability Score Increase.*** Two ability scores of the undead's choice increase by 2. ***Innate Spellcasting.*** The evolved undead can innately cast one of the following spells once a day using Intelligence, Wisdom, or Charisma (its choice), requiring no material components: | d10 | Spell | |:----:|:-------------| | 1 | *circle of death* | | 2 | *cloudkill* | | 3 | *cone of cold* | | 4 | *confusion* | | 5 | *contagion* | | 6 | *dispel magic* (5th-level) | | 7 | *greater invisibility* | | 8 | *haste* | | 9 | *hold monster* | | 10 | *true seeing* | ***Challenge Rating.*** I recommend caution if you are using this template on monsters of CR 7 or lower, as some of the spells can be extremely devastating. When applied to a higher-CR monster, it increases the CR by 1. \page
### Favored Spawn of Kyuss "Favored spawn of Kyuss" is a template that can be applied to any living, corporeal creature. When a creature becomes a favored spawn of Kyuss, it retains all its statistics except as noted below. ***Type.*** The favored spawn's type changes to undead and it gains the wormspawn tag. ***Damage Immunity.*** The favored spawn gains immunity to poison damage. ***Ability Score Increase.*** Two ability scores of the favored spawn's choice increase by 2. ***Damage Resistances.*** The favored spawn gains resistance to bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered. ***Condition Immunities.*** The favored spawn gains immunity to poisoned and exhaustion. ***Turn Resistance.*** The favored spawn has advantage on saving throws against being turned or rebuked. ***Regeneration.*** The favored spawn regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or a body of running water. If the spawn takes acid, fire, or radiant damage, this trait doesn’t function at the start of the spawn’s next turn. The spawn is destroyed only if it starts its turn with 0 hit points and doesn’t regenerate. ***Worms.*** If the favored spawn is targeted by an effect that cures disease or removes a curse, it must make a Constitution saving throw against the caster's spell save DC. On a failure, all the worms infesting it wither away, and it loses its Burrowing Worm action, Infested Skin trait, Foul Embrace action, and Wormburst action. ***Senses.*** The favored spawn gains darkvision to a range of 60 feet. ***Withering Weapons.*** Any weapon attacks the favored spawn make do an extra 2d6 necrotic damage. ***Infested Skin (Kyuss's Blessing).*** Whenever a creature within 5 feet of the favored spawn of Kyuss hits it with a melee attack, the creature must make a Dexterity saving throw as if it has just been targeted by Burrowing Worm. Creatures that move through it, such as through Tumble, must make a Dexterity saving throw in the same way. ***Kyuss's Blessing.*** A creature with a CR (or a level, if it doesn't have a CR) of at least 8 also has one of the following traits or options, as a gift from Kyuss himself: - *Noxious Breath* - *Wormburst* - *Infested Skin* ***Actions.*** The favored spawn gains the following actions: ***Multiattack.*** The favored spawn keeps its previous multiattack options and can also use Burrowing Worm. ***Foul Embrace.*** The favored spawn presses its face to the face of a paralyzed, stunned, or unconscious creature, which is infested with 2d6 worms. If it dies to these worms, it rises as a favored spawn. ***Wormburst (1/day) (Kyuss's Blessing).*** The favored spawn ejects worms in a 20-foot radius around itself. Each creature within that area must make a DC (8 + proficiency + Dexterity modifier) Dexterity saving throw or have 2d4 worms land upon it. ***Noxious Breath (Kyuss's Blessing).*** The favored spawn exhales disgusting air in a 15-foot cone. Each creature in that area must make a DC (8 + proficiency + Constitution modifier) Constitution saving throw or become poisoned for one minute. It is incapacitated while poisoned in this way. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ***Burrowing Worm.*** As a bonus action, the favored spawn launches a worm at one humanoid that the spawn can see within 10 feet of it. The worm latches onto the target’s skin unless the target succeeds on a DC (8 + proficiency + Dexterity modifier) Dexterity saving throw. The worm is a Tiny aberration with AC 6, 1 hit point, a 2 (-4) in every ability score, and a speed of 1 foot. While on the target’s skin, the worm can be killed by normal means or scraped off using an action (the spawn can use this action to launch a scraped-off worm at a humanoid it can see within 10 feet of the worm). Otherwise, the worm burrows under the target’s skin at the end of the target’s next turn, dealing l piercing damage to it. At the end of each of its turns thereafter, the target takes 7 (2d6) necrotic damage per worm infesting it. A worm-infested target dies if it drops to 0 hit points, then rises 10 minutes later as a spawn of Kyuss (not a favored spawn). If a worm-infested creature is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away. ***Alignment.*** The favored spawn's alignment changes to chaotic evil. ***Challenge Rating.*** Base creature +4. ### Fleshvigor "Fleshvigor" is a template that can be applied to any non-skeletal corporeal undead. An undead can acquire the fleshvigor template through a magical process; fleshvigor undead that can create spawn make spawn of the appropriate type with the fleshvigor template (so a fleshvigor wight creates fleshvigor zombies, and so on). ***Ability Score Increase.*** Strength increases by 2. ***Bite.*** A fleshvigor gains a bite attack if it didn't already have one, using the table below for damage. It can make a bite as a bonus action. It uses either Strength or Dexterity (its choice) for this attack. | Size | Damage | |:----:|:-------------| | Tiny | 1 | | Small | 1d4 | | Medium | 1d8 | | Large | 2d8 | | Huge | 3d8 | | Gargantuan | 4d8 | ***Cannibalistic Healing.*** By spending 1 minutes, a fleshvigor may devour the flesh of a creature, leaving nothing but bones. Upon finishing its meal, the fleshvigor regains hit points equal to its Constitution modifier at the start of each of its turns for 10 minutes as long as it has at least 1 hit point. A creature consumed by this ability normally will not rise as an undead, as there isn't enough material left to form a creature. Likewise, they cannot be raised by a *raise dead* spell, though *resurrection* works properly. ***Challenge Rating.*** Base creature +1. \page
### Ghost Brute "Ghost brute" is a template that can be added to any unaligned beast, monstrosity, or plant with a Charisma score below 8. ***Type.*** The ghost brute's type changes to undead. ***Speed.*** The ghost brute gains a fly speed of 30, unless it already had a higher fly speed. It can also hover. ***Incorporeal Movement.*** The ghost brute can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. ***Attacks.*** The ghost brute's attacks and abilities all do necrotic damage. ***Etherealness.*** The ghost brute enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane. ***Ethereal Sight.*** The ghost brute can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa. ***Rejuvenation.*** If it dies, the ghost brute returns to life in 1d6 days and regains all its hit points. Only a *wish* spell can prevent this trait from functioning. It can choose one of the following action options (DC of 8 + proficiency bonus + Constitution modifier): - ***Bloodcurdling Howl.*** All creatures within 300 feet of the ghost brute must make a Wisdom saving throw. On a failure, the creature is frightened of the ghost for 1 minute. An affected creature can repeat the save on the end of each of its turns, ending the effect on itself on a success. If the save fails by 5 or more, the creature must drop whatever it is holding and take the Dash action and move away from the ghost by the safest available route on each of its turns, unless there is nowhere to move. - ***Loom (Recharges after a Short or Long Rest).*** The ghost brute appears to grow in 2 sizes (from Medium to Huge, for example) for 1 minute. This is purely illusory, but it does give the ghost brute advantage on Intimidation checks. ### Ghoulish Creature This template can be applied to any living creature that is not a celestial, elemental, fiend, ooze, or plant. A creature must have a mouth to become a ghoul. ***Type.*** The ghoulish creature's type changes to undead. ***Class Features.*** The ghoulish creature loses all class features. ***Damage Immunity.*** The ghoul gains immunity to poison damage. ***Condition Immunities.*** The ghoul gains immunity to being poisoned. ***Senses.*** The ghoul gains darkvision to a radius of 60 feet. ***Attacks.*** Once per turn, when the ghoulish creature hits a creature with a fist, slam, claw, or melee natural weapon attack, the creature must succeed on a DC (8 + proficiency bonus + Constitution modifier) Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Elves are immune to this. ### Gravetouched Ghoul This template can be applied to any living creature with an Intelligence of at least 6 that is not a celestial, elemental, fiend, ooze, or plant. A creature must have a mouth to become a gravetouched ghoul. ***Ability Score Increase.*** The creature's Strength, Intelligence, Wisdom, and Charisma increase by 2, while its Dexterity and Constitution increases by 4. ***Damage Immunity.*** The ghoul gains immunity to poison damage. ***Condition Immunities.*** The ghoul gains immunity to the poisoned condition. ***Senses.*** The ghoul gains darkvision to a radius of 60 feet. ***Attacks.*** Once per turn, when the gravetouched ghoul hits a creature with a fist, slam, claw, or melee natural weapon attack, the creature must succeed on a DC (8 + proficiency bonus + Constitution modifier) Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ***Stench.*** Any creature that starts its turn within 5 ft. of the ghoul must succeed on a DC (8 + Constitution modifier + proficiency bonus) Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghoul’s Stench for 24 hours. ***Challenge Rating.*** Base creature +2. ### Hivenest "Hivenest" is a template that combines two creatures. It can be applied to any Large or larger corporeal construct, plant, or undead, and to any swarm. If the base swarm has blindsight, darkvision, or tremorsense, the hivenest monster retains that ability. The hivenest monster also retains any bonus on Perception checks possessed by the base swarm. If the base swarm has spellcasting or innate spellcasting, the hivenest monster can use it. When the hivenest monster dies, the swarm inside it is released. ***Challenge Rating.*** Neither creature's challenge rating is increased, but when building an encounter with one, treat it as if the creatures were separate. ### Hoarder ["Hoarder"](http://archive.wizards.com/default.asp?x=dnd/we/20070307b) is a template that can be applied to any nongood dragon with a hoard of at least 50,000 coins of any kind. ***Type.*** The dragon's type changes to undead. ***Speed.*** The dragon can hover. ***Damage Resistance.*** The dragon gains resistance to acid, cold, fire, lightning, thunder, as well as bludgeoning, piercing, and slashing from nonmagical attacks. ***Damage Immunities.*** The dragon gains immunity to necrotic and poison damage. ***Damage Changes.*** The dragon's bite does necrotic damage, and half its breath weapon is bludgeoning. ***Condition Immunities.*** The dragon is immune to being charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, and restrained ***Incorporeal Movement.*** The dragon can move through creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object. ***Challenge Rating.*** Base creature +2. \page
### Hooded Pupil A hooded pupil is a humanoid or a giant who was lured by the promises of necromancy, envious of the power the necromancer wields and the unending existence the vampire enjoys, but yet are not ready to relinquish life. ***Calloused Skin.*** When the hooded pupil isn’t wearing armor, its AC equals 13 + its Dexterity modifier. ***Darkvision.*** The hooded pupil gains darkvision out to a range of 60 feet. The hooded pupil also gains the following actions: ***Drink Blood (1/day).*** A hooded pupil can suck blood from a living victim who has damage that is yet unhealed (the hooded pupil doesn’t have exceptionally sharp teeth, unless the base creature has a bite attack, so it must sip from wounds). As a bonus action, it drinks blood, dealing 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the hooded pupil regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. ***Clutch of Orcus (1/day).*** The hooded pupil casts *clutch of Orcus* (DC 8 + proficiency bonus + Charisma modifier). ***Challenge Rating.*** Base creature +1. ### Lich The lich template is intended to make clerical, druidic, bardic, sorcerous, and warlock liches easier to make. It can only be applied to a living caster that can cast 9th-level spells. Dread necromancers who choose lichdom at 20th level gain this template. ***Type.*** The lich's type changes to undead. ***Natural Armor.*** When not wearing armor, the lich's AC is equal to 14 + its Dexterity modifier. ***Proficiency.*** The lich gains proficiency in Constitution saving throws. If it is already proficient, it gains proficiency in one save of its choice. ***Damage Resistances.*** The lich gains resistance to cold, lightning, and necrotic damage. ***Damage Immunities.*** The lich gains immunity to poison, and bludgeoning, piercing, and slashing from nonmagical attacks. ***Condition Immunities.*** The lich gains immunity to being charmed, exhaustion, frightened, paralyzed, and poisoned. ***Senses.*** The lich gains truesight to 120 feet. ***Legendary Resistance (3/day).*** If the lich fails a saving throw, it can choose to succeed instead. ***Turn Resistance.*** The lich has advantage on saving throws against any effect that turns undead. ***Rejuvenation.*** If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery. The lich gains the following action: ***Paralyzing Touch.*** *Melee Spell Attack:* + (proficiency bonus + spellcasting modifier) to hit, reach 5 ft., one creature. *Hit:* 10 (3d6) cold damage. The target must succeed on a DC (8 + proficiency bonus + spellcasting modifier) Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The lich gains the following legendary actions: The lich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The lich regains spent legendary actions at the start of its turn. **Cantrip.** The lich casts a cantrip. **Paralyzing Touch (Costs 2 Actions).** The lich uses its Paralyzing Touch. **Frightening Gaze (Costs 2 Actions).** The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC (8 + proficiency bonus + spellcasting modifier) Wisdom saving throw against this magic or become Frightened for 1 minute. The Frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the lich’s gaze for the next 24 hours. **Disrupt Life (Costs 3 Actions).** Each non-undead creature within 20 feet of the lich must make a DC (8 + proficiency bonus + spellcasting modifier) Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. ### Mummified Creature This template can be applied to any living creature that is not a celestial, elemental, fiend, ooze, or plant. ***Type.*** The mummified creature's type changes to undead. ***Class Features.*** The mummy loses all class features. ***Damage Immunity.*** The mummy gains immunity to necrotic and poison damage. ***Damage Resistance.*** The mummy gains resistance to bludgeoning, piercing, and slashing from nonmagical attacks. ***Damage Vulnerability.*** The mummy gains vulnerability to fire damage. ***Condition Immunities.*** The mummy gains immunity to being charmed, exhaustion, frightened, paralyzed, and poisoned. ***Attacks.*** Once per turn, when the mummified creature hits a creature with a fist, slam, or melee natural weapon attack, the target creature must succeed on a DC (8 + proficiency bonus + Constitution modifier) Constitution saving throw or be cursed with mummy rot. The cursed target can't regain Hit Points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the *remove curse* spell or other magic. ***Senses.*** The mummy gains darkvision to a radius of 60 feet. ***Challenge Rating.*** If the base creature has a CR of 5 or lower, this template increases the CR by 2. If the base creature has a CR of 6 or higher, this template increases the CR by 1. \page
### Necrocarnum Zombie "Necrocarnum zombie" is a template that can be added to any zombie. ***Ability Score Increase.*** The necrocarnum zombie's intelligence increases to 6 and its Wisdom increases to 8, unless the score was already higher. ***Essentia Pool.*** A necrocarnum zombie has as many essentia points as its proficiency bonus. As a bonus action, it can reassign any amount of these points up to its limit into either Incarnum Speed or Incarnum Defense. ***Incarnum Speed.*** The necrocarnum zombie's speed increases by 10 feet for each essentia point invested. ***Incarnum Defense.*** The necrocarnum zombie's AC increases by 1 for each essentia point invested. ***Challenge Rating.*** Base creature +1. ### Necromental "Necromental" is a template that can be added to any elemental. ***Type.*** The elemental's type changes to undead. ***Create Spawn.*** An elemental slain by the necromental rises 1d4 days later as a necromental. ***Damage Immunity.*** The necromental gains immunity to poison damage. ***Condition Immunities.*** The necromental gains immunity to poisoned and exhaustion. ***Draining Blows.*** All of a necromental's melee weapon attacks do an extra 1d10 necrotic damage. ***Regeneration.*** The necromental regains 5 hit points at the start of its turn if it has at least 1 hit point. ***Challenge Rating.*** Base creature +1. ### Necropolitan "Necropolitan" is a template that can be applied to any willing, living creature that is not a celestial, elemental, fiend, ooze, or plant. The ritual takes 24 hours and costs 3,000 gold. If you are capable of performing the ritual yourself on a friend, the raw unguents and preservatives cost 1,500 gold. When it is finished, the creature dies and rises as a free-willed necropolitan. When a creature becomes a necropolitan, it retains all its statistics except as noted below. ***Type.*** The necropolitan's type changes to undead. ***Damage Immunity.*** The necropolitan gains immunity to poison damage. ***Condition Immunities.*** The necropolitan gains immunity to poisoned and exhaustion. ***Turn Resistance.*** The necropolitan has advantage on saving throws against any effect that turns or rebukes undead. ***Resist Control.*** The necropolitan has advantage on saving throws against spells that specifically control undead, such as *command undead* or *control undead*. ***Undead Nature.*** A necropolitan doesn't require air, food, drink, or sleep. Willingly shifting from life to unlife, especially in so painful a way, is an ordeal. The creature takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the creature finishes a long rest, the penalty is reduced by 1 until it disappears. ### Nether Hound (of Kiaransalee) "Nether hound" is a template that can be added to any undead with an Intelligence of 4 or higher. Kiaransalee's hounds are chaotic evil, but hounds made by other entities can have different alignments. ***Ability Score Increase.*** Two ability scores of the hound's choice increase by 2. ***Speed.*** A nether hound's speed increases by 10 feet, and it gains a climb speed equal to its new walking speed. ***Skills.*** A nether hound adds twice its proficiency bonus to Investigation, Perception and Survival checks. ***Damage Immunity.*** The nether hound gains immunity to cold damage. ***Condition Immunities.*** The nether hound gains immunity to being charmed or frightened. The nether hound gains the following traits: ***Keen Senses.*** The nether hound has advantage on Intelligence (Investigation), Wisdom (Perception), or Wisdom (Survival) checks that rely on sight, hearing, or smell. ***Magic Weapons.*** The hound’s weapon attacks are magical. The nether hound gains the following action option: ***Baleful Baying.*** The hound bays magically. Every enemy within 300 feet of the hound that can hear it must succeed on a DC (8 + proficiency + Con modifier) Wisdom saving throw or be frightened until the end of the hound’s next turn or until the hound is incapacitated. A frightened target that starts its turn within 30 feet of the hound must use all its movement on that turn to get as far from the hound as possible, must finish the move before taking an action, and must take the most direct route, even if hazards lie that way. A target that successfully saves is immune to the baying of all nether hounds for the next 24 hours. ***Challenge Rating.*** Base creature +1. ### Orcus-Blooded "Orcus-blooded" is a template that can be added to any evil undead that sacrifices at least 10 good-aligned creatures to Orcus. An Orcus-blooded creature gains the following special traits: ***Lifeforce Reserve.*** The Orcus-blooded creature can grant itself 40 temporary hit points (no action required, but can only be done on its turn). These hit points last until it stores them again on its turn, or until they are expended. **If the hit points are expended, all benefits from this template other than the *minor wand of Orcus* are lost.** ***Herald of Orcus.*** The save DCs of necromancy spells cast by an Orcus-blooded creature increase by 1, as do the save DCs of its attacks and special abilities. ***Minor Wand of Orcus.*** The Orcus-blooded creature gains possession of a *minor wand of Orcus*. ***Challenge Rating.*** Base creature +1. \page
### Plaguelost "Plaguelost" is a template that can be applied to any corporeal creature, living or undead, except fiends, celestials, constructs, and elementals. ***Type.*** The plaguelost's type changes to undead if it wasn't already. ***Damage Immunity.*** The plaguelost gains immunity to necrotic and poison damage. ***Damage Resistance.*** The plaguelost gains resistance to acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered. ***Annihilation Aura.*** At the start of each of the plaguelost’s turns, each creature within 5 feet of it takes 10 (3d6) necrotic damage, and must make a DC (8 + Con + Proficiency) Constitution save or contract ashdoom. ***Incorporeal Movement.*** The plaguelost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. ***Innate Spellcasting.*** The plaguelost can cast *gaseous form* at will. It retains its annihilation aura in this form. ***Turn Resistance.*** The plaguelost has advantage against effects that turn undead. The plaguelost cannot make the weapon attacks it previously could but gains the following: ***Life Drain.*** *Melee Weapon Attack:* +(Proficiency + dexterity) to hit, reach 5 ft., one creature. *Hit:* ([CR-1)d8 + dex) necrotic damage. The target must succeed on a DC (8+Con + Proficiency) Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. ***Alignment.*** Chaotic evil. ***Challenge Rating.*** Base creature +3 ### Restless Prey ["Restless prey"](http://archive.wizards.com/default.asp?x=dnd/fw/20030531a) is a template that can be applied to any or beast. The restless prey creature's type changes to undead. It uses all the base creature's statistics and special abilities except as noted here. ***Ability Score Increase.*** The restless prey's Intelligence and Charisma both increase by 6. ***Type.*** The restless prey's type changes to undead. ***Speed.*** The restless prey's speed doubles. ***Attacks.*** Although a restless prey creature has suffered from the brutal excision of its natural attacks, in its new form it has regrown these attacks as extensions of its once living body. Its attacks do force damage instead of the normal type, and the target creature must succeed on a DC (8 + proficiency + Charisma) Constitution saving throw or have its max hit points reduced by the amount of force damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. ***Damage Resistance.*** The restless prey gains resistance to bludgeoning, piercing, and slashing from nonmagical weapons. ***Skills.*** The restless prey adds twice its proficiency bonus to Perception and Stealth. ***Fear Aura.*** Any creature hostile to the restless prey that starts its turn within 15 feet of the prey must make a DC (8 + proficiency + Charisma) Wisdom saving throw, unless the prey is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the prey's Fear Aura for the next 24 hours. ***Restless Prey Symbiosis.*** A restless prey's Charisma score increases by +2 for each additional restless prey creature within 30 feet. This bonus persists as long as the creatures stay within 30 feet of each other. Additional bonuses to Charisma scores from additional creatures within 30 feet stack with each other. For example, each member of a group of 3 restless prey rhinoceroses gain a total +4 bonus to their individual Charisma scores, as long as all three remain within 30 feet of each other. ***Alignment.*** Always chaotic evil. ***Challenge Rating.*** Base creature +3. ### Skeletal Creature This template can be applied to any living creature that is not a celestial, elemental, fiend, ooze, or plant. A creature must have a skeleton or exoskeleton to become a skeleton. ***Type.*** The skeletal creature's type changes to undead. ***Class Features.*** The skeletal creature loses all class features. ***Damage Immunity.*** The skeleton gains immunity to poison damage. ***Damage Vulnerability.*** The skeleton gains vulnerability to bludgeoning damage. ***Condition Immunities.*** The skeleton gains immunity to the poisoned and exhaustion conditions. ***Ability Score Adjustments.*** The skeleton's scores are adjusted as follows: +2 Dex, -4 lnt, -4 Cha. ***Languages.*** The skeleton understands the languages it knew in life but can't speak. ***Senses.*** The skeleton gains darkvision to a radius of 60 feet. ***Alignment.*** The skeleton's alignment changes to unaligned. ***Challenge Rating.*** As base creature. \page
### Soul-Locked This template can be applied to any creature. ***Undying.*** Whenever the creature dies, it returns to life—or undeath, or animation—4d20 days after being slain (or 8d20 days if the body is completely destroyed, such as by *disintegrate* or immersion in lava). Each soul-locked creature has one specific way in which it can be dispatched permanently. In some cases, this might be a particular type of weapon, or even a specific weapon. In most instances, the creature can be permanently defeated only through indirect means. If the monster is the manifestation of a familial curse, it can be banished forever only by making amends for the sin that called the curse down on the family in the first place. If it’s a demonic entity, the heroes must find the ancient symbols that drew it to the Material World and destroy them. If the beast is a creature of taint, the characters might have to cleanse an entire area of taint or lure the creature to a sacred purifying spring before it will stay dead. ***Challenge Rating.*** As base creature. Even though being soul-locked makes a creature almost impossible to permanently destroy, it does not increase the monster’s Challenge Rating, since it is no harder to defeat the monster in any given encounter. However, permanently defeating this creature should net the players twice the normal amount of XP. In most campaigns, only one or at most two creatures should be soul-locked. If you’re running a campaign in which violence is not a viable solution—such as a campaign in which violence deals taint—a great many creatures (or even all of them) can be soul-locked. ### Tomb Warden This template can be applied to any undead that dedicates itself to the protection of a tomb, graveyard, or similar resting place of the dead. ***Turning Immunity.*** As long as it is within the tomb, graveyard, or similar resting place that it protects, a tomb warden is immune to turning or rebuking. ***Tomb Sense.*** While it is within the tomb, graveyard, or similar resting place it protects, a tomb warden automatically knows the precise location of all intruders within that tomb. This ability is similar to blindsight, except that it functions without regard to line of effect and its effect extends to every portion of the tomb. ***Power of the Dead (1/day).*** While it is within the tomb, graveyard, or similar resting place it protects, a tomb warden can call upon the spirits of the dead to gain insight from them. This ability requires only a bonus action to activate, and grants the tomb warden an extra 1d4 on ability checks, attack rolls, and saving throws. This effect lasts for 10 minutes. ***Challenge Rating.*** Base creature +1. ### Umbral Creature (Shadowy) This template can be applied to any living creature that is not a celestial, elemental, fiend, ooze, or plant. A creature must cast a shadow to become an umbral creature. ***Speed.*** The shadow's speed increases by 10 feet. ***Class Features.*** The shadow creature loses all class features. ***Type.*** The umbral creature's type changes to undead. ***Damage Immunities.*** The shadow gains immunity to necrotic and poison damage. ***Damage Resistances.*** The shadow gains resistance to acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks. ***Damage Vulnerability.*** The shadow gains vulnerability to radiant damage. ***Condition Immunities.*** The shadow gains immunity to exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, and restrained. ***Skills.*** The shadow gains proficiency in Stealth checks. ***Amorphous.*** The shadow can move through a space as narrow as 1 inch wide without squeezing. ***Shadow Stealth.*** While in dim light or darkness, the shadow can take the Hide action as a bonus action. It adds twice its proficiency bonus to Stealth checks. ***Sunlight Weakness.*** While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws. ***Challenge Rating.*** Base creature +2. ### Undying > ##### Note > This template is only available if the DM decides that deathless exist in his or her setting. "Undying" is a template that can be applied to any willing, living creature that is not a celestial, elemental, fiend, ooze, or plant. When a creature becomes an undying, it retains all its statistics except as noted below. ***Type.*** The undying's type changes to deathless. ***Damage Immunity.*** The undying gains immunity to poison damage. ***Condition Immunities.*** The undying gains immunity to poisoned. ***Turn Resistance.*** The undying has advantage on saving throws against any effect that turns or rebukes deathless. ***Resist Control.*** The undying has advantage on saving throws against spells that specifically control deathless, such as *command deathless* or *control deathless*. ***Undead Nature.*** A undying doesn't require air, food, drink, or sleep. \page
### Vecna-Blooded "Vecna-blooded" is a template that can be added to any true neutral or evil creature capable of casting 2nd-level or higher arcane spells. A Vecna-blooded creature gains the following special traits: ***Lifeforce Reserve.*** The Vecna-blooded creature can grant itself 40 temporary hit points (no action required, but can only be done on its turn). These hit points last until it stores them again on its turn, or until they are expended. **If the hit points are expended, all benefits from this template other than Cloak of Mystery are lost.** ***Cloak of Mystery.*** All knowledge of the Vecna-blooded creature fades from the world. Its original name, its deeds before becoming Vecna-blooded, and so forth, disappear from memory. Only Vecna and the Vecna-blooded creature retain this knowledge. A Vecna-blooded creature gains immunity to all divination spells cast against it or cast to learn information about it. Such divination fails to reveal any information. The Vecna-blooded creature immediately learns the name, appearance, and location of the caster who attempted the divination. ***Hidden Spell (1/day).*** Once per day, as a bonus action, a Vecna-blooded creature can cause surprised opponents to take disadvantage on spells the Vecna-blooded creature cast that turn. A Vecna-blooded creature gains the following special action: ***Enigma Aura (1/day).*** The Vecna-blooded creature wraps itself in an aura that makes creatures within 120 feet intermittently forget it’s there. At the start of each affected creature’s turn, that creature has a 50% chance to be unable to target the Vecna-blooded creature in any way, including with spells and special abilities. Area of effect spells can be used against it as long as the area has at least one other creature in its area. The aura lasts for 1 minute after it’s activated. ***Challenge Rating.*** Base creature +1. ### Worm that Walks This template can be applied to any living creature that can cast at least one spell. ***Type.*** The worm that walks creature's type changes to aberration. ***Condition Immunities.*** The worm that walks gains immunity to being grappled, paralyzed, petrified, prone, restrained, and stunned. ***Eternally Watchful.*** The worm that walks's AC increases by 5 and it has advantage on Initiative checks. ***Innate Spellcasting.*** The worm that walks can innately cast the following spells, requiring no material components: - 1/day: *animal growth* (worms only), *animal messenger* (worms only), *animal shapes* (worms only), *giant vermin* (as *giant insect* except it can only create 3 **dire maggots**) and *vermin plague* (as *insect plague*). ***Return to Worms.*** When the worm that walks is reduced to 0 hit points, it breaks apart into a **swarm of maggots** (VRGR) in the same space. Unless the swarm is destroyed, the worm that walks reforms from it 24 hours later. ***Amorphous.*** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny worm. ***Speed.*** The worm that walks gains a burrow speed equal to its walking speed. ***Senses.*** The worm that walks gains blinddsight to a radius of 300 feet. A worm that walks gains the following special actions: ***Multiattack.*** The worm can use its Frightful Presence. It then uses Engulf. If the base creature already had Multiattack, it can use either its base Multiattack or the worm's. ***Engulf.*** One creature in the same space as worm must make a Dexterity saving throw (DC = 8 + worm's Constitution modifier + worm's Proficiency bonus). On a failure, it takes (2*proficiency bonus)d10 piercing damage as wormrs devour it from all sides. ***Frightful Presence.*** Each creature of the worm's choice that is within 120 feet of the worm and aware of it must succeed on a Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the worm's Frightful Presence for the next 24 hours. ***Challenge Rating.*** Base creature +4. ### Zombified Creature This template can be applied to any living creature that is not a celestial, elemental, fiend, ooze, or plant. A creature must be composed of flesh to become a zombie. When a creature becomes a zombie, it retains all its statistics except as noted below. ***Type.*** The zombified creature's type changes to undead. ***Class Features.*** The zombified creature loses all class features. ***Damage Immunity.*** The zombie gains immunity to poison damage. ***Condition Immunity.*** The zombie gains immunity to the poisoned condition. ***Undead Fortitude.*** If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. ***Ability Score Adjustments.*** The zombie's scores are adjusted as follows: +1 Str, +2 Con, -6 Int, -4 Wis, -4 Cha ***Saving Throws.*** The zombie gains proficiency in Wisdom saves. ***Languages.*** The zombie understands the languages it knew in life but can't speak. ***Speed.*** The zombie's speed is reduced by 10. ***Senses.*** The zombie gains darkvision to a radius of 60 feet. ***Alignment.*** The zombie's alignment changes to unaligned. ***Challenge Rating.*** As base creature. \page
## Variant Abilities Not all undead are created equal. Some display strange or exotic powers, abilities that are uncommon for their type. ### Ghosts Ghosts are a varied bunch, and may have one or more of the abilities listed below. Some traits may increase the ghost's CR. When an effect requires a save, the DC is equal to 8+Cha+Proficiency. All to-hit bonuses are Cha+Proficiency. Any spells listed here require no material components. #### Traits The majority of ghosts have the Rejuvenation trait. ***Rejuvenation.*** If it dies, the ghost returns to life in 2d4 days and regains all its hit points. Only a *wish* spell can prevent this trait from functioning. ***Aura of Despair.*** Whenever a creature starts its turn within 30 feet of the ghost, it must make a Wisdom saving throw. On a failure, the creature cannot take any actions this turn. ***Charm Animals.*** The ghost can cast *animal friendship* at will. ***Charm Person.*** The ghost can cast *charm person* at will. ***Coldfire Radiance.*** At the start of each of the ghost's turns, each creature within 5 feet of it takes 7 (2d6) frostburn damage. A creature that touches the ghost or hits it with a melee attack while within 5 feet of it takes 7 (2d6) frostburn damage. ***Create Illusions.*** The ghost can innately cast *minor illusion,* *major image* and *phantasmal force* at will. ***Dimension Door.*** The ghost can innately cast *dimension door* at will. ***Disease.*** When the ghost uses its Possession ability, it does not exercise control. Instead, the creature suffers the effects of one disease (chosen by the DM) as long as the ghost remains within it. ***Ghost Light.*** The ghost can innately cast *ghost light* at will. ***Haunt Dreams.*** The ghost can cast *dream* once per day. ***Immunity or Resistance.*** The ghost is immune to one or more of the following types of damage: acid, fire, lightning, or thunder. ***Magical Radiance.*** As a bonus action, the ghost causes all magic items within 60 feet of it to to glow a cold, white radiance. The radiance provides 5 feet of dim light. ***Magic Resistance.*** The ghost has advantage on saves against spells and other magical effects. ***Sagacious.*** The ghost adds half its proficiency bonus, rounded down, to any ability check it makes that doesn't already include its proficiency bonus. It also chooses two skills or tools it has proficiency in, and doubles its proficiency in those skills. #### Actions ***Cause Revulsion (Recharge 5 or 6).*** The ghost touches one creature within 5 feet. The creature must succeed on a Constitution saving throw or be poisoned for 1 hour. If the save fails by 5 or more, the creature is also incapacitated for the duration, unable to do more than walk weakly and vomit. ***Chill Ray (Recharge 5 or 6).*** *Ranged Spell Attack:* range 90 ft., one target. *Hit* 16 (3d10) cold damage, and the creature must make a Wisdom saving throw or be affected as if by a *slow* spell. ***Deathsong (1/day).*** The ghost sings a hollow dirge that lasts for 1 minute or until it loses concentration. All living creatures within 90 feet of the ghost that can hear it must succeed on a Wisdom saving throw or drop whatever they are holding and become frightened for the duration. While frightened by this ability, a creature must take the Dash action and move away from the ghost by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to the ghost, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature. The ghost deals triple damage with its melee attacks against creatures affected by its Deathsong. ***Drain Memories.*** *Melee Spell Attack:* reach 5 ft., one creature. *Hit:* The target forgets everything that has happened in the last 2d10 days, and the target must make an Intelligence saving throw. On a success, the memory loss is temporary, and the memories will return naturally over the next 2d4 days. On a failure, the memory loss is permanent until cured with *heal*, *greater restoration*, or *wish*. ***Inhabit Objects (1/day).*** The ghost casts *animate objects* on one or more objects within 10 feet. While animated, the ghost disappears. If all animated objects are destroyed, the ghost is forced back into its normal form. ***Laughter of Madness (Recharge 6).*** The ghost laughs. All other creatures within 20 feet of it must make a Wisdom saving throw or be affected as if by a *confusion* spell for 1 minute. While confused in this way, affected creatures have disadvantage on Intelligence, Wisdom, and Charisma saves. ***Luring Song.*** The ghost sings an enticing song that lasts until it loses concentration. All creatures within 300 feet of the ghost must make a Wisdom saving throw, unless they are deafened or immune to being charmed. On a failure, the creature feels an overpowering urge to head towards the ghost. It must take the Dash action every turn and move as close to the ghost as it can. Once adjacent to the ghost, it can act normally, but it cannot move away willingly. This effect lasts as long as the ghost continues to sing. A target that succeeds on the saving throw is immune to the luring song of all ghosts for the next 24 hours. This effect is audible up to 900 feet away. ***Improved Withering Touch.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 17 (4d6 + 3) necrotic damage, and the target must make a Constitution saving throw. On a failure, it has disadvantage on any saving throw that uses Strength or Constitution until it finishes a long rest. ***Paralyzing Touch.*** *Melee Weapon Attack:* reach 5 ft., one target. *Hit:* 7 (3d4) necrotic damage. If the target is a creature, it must succeed on a Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success \page
***Rebuke Undead (Recharges after a Short or Long Rest).*** The ghost can channel negative energy to make other undead awestruck. As an action, each undead that can see or hear the ghost within 30 feet of it must make a Wisdom saving throw. If the creature fails its saving throw, it is rebuked for 1 minute or until it takes any damage. A rebuked creature must spend its turns cowering in awe. Creatures that are adjacent to it have advantage on attack rolls against it. If an undead of CR 1/2 or lower fails its saving throw against the ghost's Rebuke feature, it can place the creature under your permanent control. The amount of undead the ghost can maintain control on depends on its challenge rating. It can command up to its challenge rating + its Charisma modifier of undead in this way. If it attempts to command more undead after already being at this limit, it must first release control of other undead. #### Wrongs to Put Right Below are listed 10 possible ways to lay a ghost (or other restless spirit) to rest. | # | Wrong | |:----:|:-------------| | 1 | The ghost (or someone it protected) was murdered in cold blood. Bring the killer to justice. | | 2 | The ghost (or someone it protected) was murdered in cold blood. Bring the killer to the ghost. | | 3 | The ghost (or someone it protected) was murdered in cold blood. Destroy the killer. | | 4 | The ghost (or someone it protected) was slain. Return the slain individual to life. | | 5 | Something guarded by the ghost was stolen. Return the object to its rightful place. | | 6 | The ghost left an important task unfinished, such as delivering a message, rescuing a lost individual, or recovering a stolen item. Complete the task. | | 7 | The ghost was a thief in life. Repay the victim(s) of the ghost’s crimes. | | 8 | The ghost was a murderer. Apologize to the family/descendants of the victim(s). | | 9 | The ghost was a murderer. Bring the ghost’s victim(s) back to life. | | 10 | The ghost committed a crime. Bring the ghost before its victim(s) to apologize. | ### Skeletons #### Baneguard The baneguards are a rare type of undead. They have 39 (6d8 + 12) HP, gain immunity to cold damage, and can cast *magic missile* on a recharge of 5 or 6 and *blink* once per short or long rest. #### Direguard The direguard is an improvement upon the original baneguard. It can cast *shield* at will, and it can see invisible and ethereal creatures and objects within 120 feet. They are always surrounded by a cloud of blackish energy. #### Doomfinger Skeleton The doomfinger skeleton can cast *Lahm's finger darts* at will. #### Fiery Skeleton A fiery skeleton burns with unquenchable flame. A fiery skeleton has immunity to fire damage. Its weapon attacks do an extra 1d6 points of fire damage. Variants of the fiery skeleton include the lightning skeleton (deals lightning damage, immunity to lightning), the frost skeleton (deals cold damage, immunity to cold), the ooze skeleton (deals acid damage, immunity to acid), and the storm skeleton (deals thunder damage, immunity to thunder). #### Nimble Skeleton A nimble skeleton can pursue characters across unsteady terrain, rock walls, narrow ledges, and the like. A nimble skeleton's Dexterity increases by 4, and gains a climb speed equal to its walking speed. #### Revived Fossil The revived fossil gains +5 natural armor, has maximum HP, and immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't adamantine. #### Soldier Skeleton The soldier skeleton works best in groups, and often originates from mass battlefield graves. Soldier skeletons are always skeletal humanoids, giants, or similar creatures. The skeleton has advantage on an attack roll against a creature if at least one of the skeleton’s allies is within 5 ft. of the creature and the ally isn’t incapacitated. Soldier skeletons also usually carry martial weapons and wear better armor. #### Vicious Skeleton Vicious skeletons seem to take mindless pleasure in disemboweling their victims with their devastating claw attacks. Skeletons without claws can’t be vicious skeletons. The vicious skeleton gains the following action options: ***Multiattack.*** The skeleton attacks twice with its claws. If two claws hit the same target, the skeleton rends the target, dealing an extra 2d4 slashing damage. ***Claw.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4 + 2) piercing damage. ### Zombies #### Ash Zombie An ash zombie has the following trait: ***Ash Puff.*** The first time the zombie takes damage, any living creature within 5 feet of the zombie must succeed on a DC 10 Constitution saving throw or gain disadvantage on attack rolls, saving throws, and ability checks for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on it early with a successful save. #### Bloodthirsty Zombie The bloodthirsty zombie doesn’t just want to destroy you, it wants to crack open your skull and feast on the goo inside. A bloodthirsty zombie gains a bite attack that does the same amount of damage as its slam attack as piercing, unless its bite already does more. If it scores a critical hit with its bite, the target is stunned until the start of the zombie's next turn as the bloodthirsty zombie bites into its head. \page
#### Diseased Zombie What better carrier for a horrible disease than a rotting corpse? Whenever the zombie hits or touches an enemy, that enemy is affected as if by a DC 13 *contagion* spell, but with only one disease chosen by the DM (typically filth fever). A grappled target has disadvantage on its save. #### Fast Zombie Slow zombies are funny. They’re easy to escape on foot. After an encounter with fast zombies, the characters won’t be laughing. Add 30 to the zombie's speed. #### Hunting Zombie It’s pretty easy to hide from a normal zombie, but hunter zombies can follow and find enemies. A hunter zombie's Wisdom increases to 14 unless it was already higher, and it adds twice its proficiency bonus to Perception and Survival. #### Oozespawn Zombie An oozespawn zombie has immunity to acid damage, and its slam attacks do an extra 1d6 acid damage. #### Tyrantfog Zombie Tyrantfog zombies are created when the worshippers of one evil deity were struck down by another. They are surrounded by a permanent *stinking cloud* effect, and have 67 (9d8+27) HP. #### Unkillable Zombie The zombies in the Monster Manual are tough, but an unkillable zombie is nigh-unstoppable. An unkillable zombie regenerates 5 hit points at the start of its turn as long as it has at least 1 hit point, its Constitution increases by 4, and it gains proficiency in Constitution saving throws. ### Mummies #### Clay Mummy A clay mummy loses vulnerability to fire and gains vulnerability to bludgeoning. #### Ice Mummy An ice mummy gains immunity to cold damage. ### Liches A lich may have one or more of the following special traits. Be aware that some of these are very powerful abilities. #### Animate Dead by Touch With but a touch, the lich creates skeletons or zombies. To reassert control, the lich must cast *animate dead* as normal. Some very powerful liches can instead create other undead (as if with *create undead*) with a touch. #### Bone Command The lich is able to animate bone and shape it at its will. As an action, the lich can call up splinters of bone from anywhere bones are present and animate them into a wall of slashing death identical to *blade barrier*, except the damage is 8d10. This effect does not require concentration, but the lich can have only wall of slashing bones active at once. The lich may also form bones into any structure it desires—the only limit is the amount of bone available to the lich. Structures created in this way are only as strong as the bones used to craft them (but some creatures have very strong bones). They last until destroyed, and cannot be *dispelled*, for they are not innately magical. #### Doom Gaze When a creature that can see the lich’s eyes starts its turn within 30 feet of the lich, the lich can force it to make a DC 18 Constitution saving throw if the lich isn’t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points, unless it is immune to the frightened condition. Otherwise, a creature takes 55 (10d10) psychic damage on a failed save. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so. it has disadvantage on attack rolls against the lich until the start of its next turn. If the creature looks at the lich in the meantime, it must immediately make the saving throw. #### Grasp of Enfeeblement When the lich hits with its Paralyzing Touch, the target's Strength score is reduced by 1d10. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. #### Ignore Metal As a bonus action, the lich shifts its body out of phase with reality, turning all metal insubstantial to it. All weapons made of metal (even magical ones) pass through the lich dealing no damage. The lich can ignore metal walls or other barriers as it pleases. This ability lasts for 1 minute. The lich can use this power once per day. #### Imitation Immediately after a spell is cast in the presence of the lich, the lich may recast it without expending any slots. For example, if a wizard casts a *fireball* at a lich, the lich makes its normal saving throw and suffers damage accordingly, but it also captures the magical energy, reshapes it into another *fireball*, and sends it back at the attacking party. Note that the lich must perform the Imitation in the round immediately following the spell effect, or the magic dissipates. #### Voice of Maleficence If the lich spends at least 1 minute talking to someone, they must make a Wisdom saving throw or become entranced. While entranced in this way, they will answer all of the lich's questions honestly and fully. They can repeat this save after a minute passes and every subsequent minute that passes, ending the effect on themself on a success. \page
### Miscellaneous #### Baleful Moan *This trait can be applied to any undead with the Incorporeal Movement trait.* As an action, the creature can moan. Every living creature within 30 feet must succeed on a Wisdom saving throw (DC = 8 + Charisma modifier + Proficiency bonus) or be frightened for 1 minute. On a successful save, the creature is immune to the baleful moan for 24 hours. #### Contagious Paralysis *This trait can be applied to any creature that inflicts paralysis.* A creature paralyzed by the paralyzer carries its paralysis like a disease. Any creature that touches a paralyzed creature must make a save or become paralyzed itself. This can continue to spread. #### Endure Sunlight *This trait can be applied to any creature that suffers adverse affects from being in sunlight.* The creature can resist all adverse effects of sunlight for a number of rounds equal to 1 + its Constitution modifier (minimum 1 round). After this time, if it is still exposed to sunlight, it takes the normal effects as appropriate for its kind. After reentering shade, the creature's timer resets. #### Lifebond *This trait can be applied to any undead.* The undead selects a living creature friendly to it. As long as it is within 60 feet of the creature, the undead has advantage on all saving throws. #### Lifesense *This trait can be applied to any construct or undead.* In addition to any normal light that might be present, the creature sees its surroundings as being are illuminated by roving points of brightness created by living creatures. To its eyes, a Medium or smaller creature gives off life force sufficient to provide bright illumination in a 60-foot radius, revealing itself and all features and objects in range to the creature's life-adapted sight. This life-light behaves like regular light—it can’t see into solid objects, or past solid walls. A Large creature gives off life-light in a 120-foot radius, and the radius doubles again for each additional size category larger than Medium, up to a maximum radius of 480 feet for a Gargantuan creature. #### Hungry for Negative Energy *This trait can be applied to any undead creature* Whenever the creature would take necrotic damage, it instead gains a number of hit points equal to the damage done. #### Spell Drain *This trait can be applied to any undead creature that can cast spells and can reduce max hit points.* When the undead successfully reduces a creature's max hit points, the undead can steal one spell slot. The victim chooses the level of the slot lost, and the undead regains one spell slot of the same level. \page
## Monster Statblocks ___ ___ > ## Abyssal Ghoul >*Medium undead, chaotic evil* > ___ > - **Armor Class** 19 (natural armor) > - **Hit Points** 145 (17d8 + 68) > - **Speed** 40 ft., climb 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|22 (+6)|18 (+4)|15 (+2)|14 (+2)|18 (+4)| >___ > - **Saving Throws** Dex +10, Int +6 > - **Skills** Acrobatics +14, Investigation +10, Stealth +14 > - **Damage Resistances** acid, cold, fire, necrotic > - **Damage Immunities** lightning, poison > - **Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned > - **Senses** blindsight 120 ft. (blind beyond this radius), passive Perception 10 > - **Languages** Abyssal, telepathy 120 ft. > - **Challenge** 11 (7,200 XP) >___ > > ***Assassinate.*** During its first turn, the ghoul has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the ghoul scores against a surprised creature is a critical hit. > > ***Evasion.*** If the ghoul is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the ghoul instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. > > ***Magic Resistance.*** The ghoul has advantage on saving throws against spells and other magical effects. > > ***See Lifeforce.*** The ghoul can determine the current and maximum HP of any creature within 120 feet, no action requreid. > > ### Actions > > ***Multiattack.*** The ghoul makes two front claw attacks, two rear claw attack, a bite attack, and a smoky tongue attack. If it hits a creature with both its front claw attacks, the target is grappled (escape DC 15). > > ***Front Claw.*** *Melee Weapon Attack:* +10 to hit, reach 5ft., one target. *Hit:* 9 (1d6 + 6) slashing damage. > > ***Rear Claw.*** *Melee Weapon Attack:* +10 to hit, reach 5ft., one target. *Hit:* 8 (1d4 + 6) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. > > ***Bite.*** *Melee Weapon Attack:* +10 to hit, reach 5ft., one target. *Hit:* 13 (2d6 + 6) piercing damage. > > ***Smoky Tongue.*** *Melee Weapon Attack:* +10 to hit, reach 5ft., one creature grappled by the ghoul. *Hit:* 21 (3d10 + 6) necrotic damage, and the ghoul regains hit points equal to the damage done. The target must succeed on a DC 16 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. > > ***Mind Fog.*** The abyssal ghoul conjures a 60-foot-radius cloud of heavily obscured fog centered on a point within 30 feet of it. The fog lasts for 1 minute or until dispersed with moderate or higher wind. Creatures within the fog have disadvantage on Intelligence, Wisdom, and Charisma checks and saving throws. > > ### Reactions > > ***Uncanny Dodge.*** When the ghoul is hit by an attack, it can use its reaction to halve the damage. ### Abyssal Ghoul Abyssal ghouls are native to the Abyss, and typically serve Doresain, King of the Ghouls. \page
___ ___ > ## All-Consuming Hunger >*Huge swarm of Tiny undead, neutral evil* > ___ > - **Armor Class** 12 > - **Hit Points** 179 (17d12 + 68) > - **Speed** 40 ft., climb 20 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|6 (-2)|14 (+2)|19 (+4)|8 (-1)|10 (+0)|10 (+0)| >___ > - **Damage Resistances** bludgeoning, piercing, slashing > - **Damage Immunities** acid, poison > - **Condition Immunities** charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned > - **Senses** darkvision 60 ft., passive Perception 10 > - **Languages** all its components know > - **Challenge** 8 (3,900 XP) > ___ > ***Swarm.*** The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny bone. The swarm can’t regain hit points or gain temporary hit points. > >***Turn Vulnerability.*** Because the swarm is a collective of weak undead, the swarm has disadvantage on saving throws against any effect that turns or rebukes undead. > > ***Fear Aura.*** When a creature that can see the all-consuming hunger starts its turn within 60 ft. of the all-consuming hunger, the all-consuming hunger can force it to make a DC 15 Wisdom saving throw. On a failure, the creature is affected as if by a *fear* spell. > >Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the all-consuming hunger until the start of its next turn, when it can avert its eyes again. If the creature looks at the all-consuming hunger in the meantime, it must immediately make the save. > > ***Create Spawn.*** Any living creature killed by an all-consuming hunger rises as an all-consuming hunger in 1d4 rounds. > > ### Actions > ***Bone Spikes.*** *Melee Weapon Attack:* +5 to hit, reach 0ft., one target in the swarm’s space. *Hit* 21 (6d6) piercing damage and 21 (6d6) acid damage, or 10 (3d6) damage each if the swarm has half of its hit points or fewer. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be cursed with all-consuming wasting. The cursed target can’t regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target’s hit point maximum to 0, the target dies, and a new all-consuming hunger rises from its corpse 1d4 rounds later. The curse lasts until removed by the *remove curse* spell or other magic. ### All-Consuming Hunger An all-consuming hunger is a horror made up of the bones of countless creatures, amalgamated into one unholy abomination. \page
___ ___ > ## Apparition >*Medium undead, chaotic evil* > ___ > - **Armor Class** 13 > - **Hit Points** 67 (9d8 + 27) > - **Speed** 0 ft., fly 60 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|1 (-5)|16 (+3)|16 (+3)|12 (+1)|13 (+1)|16 (+3)| >___ > - **Skills** Stealth +9, Intimidation +9 > - **Damage Resistances** acid, fire, lightning, thunder > - **Damage Immunities** cold, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered > - **Condition Immunities** charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious > - **Senses** darkvision 60 ft., passive Perception 11 > - **Languages** the languages it knew in life > - **Challenge** 7 (2,900 XP) > ___ > > ***Ephemeral.*** The apparition can’t wear or carry anything. > > ***Rejuvenation.*** A destroyed apparition gains a new body in d4 + 4 days, regaining all its hit points and becoming active again, unless it was killed on the Ethereal Plane. Apparitions killed on the Ethereal Plane stay dead. > > ***Detect Sentience.*** The apparition can sense the presence and location of any creature within 120 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a *mind blank* spell. This works on targets on the Material Plane while the apparition is on the Ethereal, and vice versa. > > ***Ethereal Sight.*** The apparition can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa. > > ***Terrifying Incorporeal Movement.*** The apparition can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Any creature it moves through must make a DC 14 Wisdom saving throw or be frightened until the end of its next turn. > > ***Ambush Hunter.*** Any creature surprised by the apparition has disadvantage on saving throws against its Terrifying Incorporeal Movement and Scare to Death for as long as it is surprised. > > ### Actions > > ***Scare to Death.*** The apparition terrifies one creature within 5 feet of it. The creature must make a DC 14 Intelligence saving throw against this magic. On a success, it suffers no ill effects and is immune to this apparition's Scare to Death for 24 hours. On a failure, it must make a DC 14 Constitution saving throw. If it fails this saving throw, it drops to 0 hit points, unless it is immune to being frightened. On a success, it must drop whatever it is holding and becomes frightened for 1 minute. > > While frightened in this way, it must take the Dash action and move away from the apparition by the safest available route on each of its turns, unless there is nowhere to move, in which case it must take the Dodge action. If it ends its turn where it can't see the apparition, it can repeat the Intelligence save, ending the effect on a success. > > A creature reduced to 0 hit points by this attack that subsequently dies before being healed rises 2d4 hours later as a free-willed apparition. Even if the creature is healed or resurrected before then, it will always fail its Intelligence save against this apparition in the future. > > ***Etherealness.*** The apparition enters the Ethereal Plane from the Material Plane, or vice versa. ### Apparition Apparitions are undead creatures who cannot deal damage to the living. They can, however, convince the living that they are dying, and only magical or silvered blades can hurt their semiexistent substance. \page
___ > ## Ashen Husk >*Medium undead, unaligned* > ___ > - **Armor Class** 11 (natural armor) > - **Hit Points** 53 (7d8 + 21) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|8 (-1)|16 (+3)|3 (-4)|10 (+0)|15 (+2)| >___ > - **Saves** Wis +2 > - **Damage Resistances** fire, necrotic > - **Damage Immunities** dessication, poison > - **Condition Immunities** poisoned > - **Senses** darkvision 60 ft., passive Perception 10 > - **Languages** understands the languages it knew in life but can't speak > - **Challenge** 2 (450 XP) > ___ > ***Dehydrating Aura.*** At the start of each of the ashen husk’s turns, each creature within 10 feet of it takes 9 (2d8) dessication damage and it is considered to not have drunk any water today, regardless of how much it has drunk. It must drink twice its normally daily amount the rest of the day to avoid exhaustion due to dehydration (see the Player's Handbook). > > A humanoid slain by this ability rises 24 hours later as a free-willed ashen husk, unless the humanoid is restored to life or its body is destroyed. > > ***Undead Fortitude.*** If damage reduces the ashen husk to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is cold or from a critical hit. On a success, the ashen husk drops to 1 hit point instead. > ### Actions > ***Slam.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit:* 5 (1d6 + 2) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. ### Ashen Husk Ashen husks lost their lives to unquenchable thirst. The evidence of their dry death is obvious as a supernatural deliquescent aura. Ashen husks stand just shy of 6 feet tall, but in their dehydrated state, weigh only about 140 pounds. Many ashen husks died of exposure in the open desert when they became lost without water. Sometimes entire caravans go lost, and many of these unfortunate creatures might be seen years later as stumbling corpses with a thirst born in hellish heat. \page
___ ___ > ## Avolakia >*Large aberration (shapechanger, wormspawn), neutral evil* > ___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 158 (21d10 + 42) > - **Speed** 20 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|15 (+2)|15 (+2)|16 (+3)|17 (+3)|22 (+6)| >___ > - **Skills** Acrobatics +7, Arcana +11, Deception +14, Persuasion +14, Religion +11 > - **Damage Resistanes** fire, necrotic > - **Damage Immunities** cold > - **Condition Immunities** paralyzed > - **Senses** darkvision 120 ft., passive Perception 13 > - **Languages** Avolakia, Common, Deep Speech, Undercommon > - **Challenge** 10 (5,900 XP) > ___ > ***Freedom of Movement.*** When in its true form, the avolakia ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled. > > ***Innate Spellcasting.*** The avolakia's spellcasting ability is Charisma (+10 to hit, spell save DC 18). The avolakia can innately cast the following spells, requiring no material components: > > At will: *chill touch* (3d8), *call undead, command undead, detect magic, ghoul touch, halt undead, mage hand, reaving aura* (30 ft.), *spectral hand, vampiric touch, watchful eye* > > 3/day each: *animate dead, dread blast, fear* > > 1/day each: *animate infectious zombie, create undead, door of decay, elemental shroud, feast of flesh, rally of the damned, undead conduit, undead lieutenant* > > > ***Magic Resistance.*** The avolakia has advantage on saving throws against spells and other magical effects. > > ***Shapechanger.*** The avolakia can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Other than its size, its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. > > ***Regeneration.*** The avolakia regains 5 hit points at the start of its turn. If the avolakia takes acid or lightning damage, this trait doesn't function at the start of the avolakia's next turn. The avolakia dies only if it starts its turn with 0 hit points and doesn't regenerate. > ### Actions > ***Multiattack.*** The avolakia makes one bite attack and eight tentacle claw attacks. > > ***Bite.*** *Melee Weapon Attack:* + to hit, reach 5ft., one target. *Hit* 12 (2d8 + 3) piercing damage and the target must make a DC 14 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. > > ***Tentacle Claw.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit* 5 (1d4 + 3) piercing damage. Instead of dealing damage, the avolakia can grapple the target (escape DC 15). > > ***Suggestion.*** The avolakia targets one humanoid it can see within 30 ft. of it. If the target can hear the avolakia, the target must succeed on a DC 18 Wisdom saving throw against this magic or be affected as if by a *suggestion* spell. The suggestion lasts for up to 8 hours. ### Avolakia These horrid sluglike aberrations are cultists of Kyuss, and love creating undead in his honor. \page
___ > ## Banedead >*Medium undead, lawful evil* > ___ > - **Armor Class** 14 (studded leather) > - **Hit Points** 37 (5d8 + 15) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|14 (+2)|16 (+3)|10 (+0)|12 (+1)|15 (+2)| >___ > - **Saves** Wis +3 > - **Skills** Stealth +4, Perception +3 > - **Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered > - **Damage Immunities** poison > - **Condition Immunities** exhaustion, paralyzed, poisoned > - **Senses** darkvision 60 ft., passive Perception 13 > - **Languages** the languages it knew in life > - **Challenge** 1 (200 XP) > ___ > ***Rampage.*** When the banedead reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make a bite attack. > > ***Undead Fortitude.*** If damage reduces the banedead to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the banedead drops to 1 hit point instead. > ### Actions > ***Multiattack.*** The banedead makes two attacks: one with its bite and one with its claws, or two with its claws. > > ***Claws.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4 + 2) slashing damage, and the target's speed is halved and it has disadvantage on Dexterity checks and saves until the end of the banedead's next turn. > > ***Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage. ### Banedead Banedead are a form of undead created from the fanatical worshipers of an evil deity. The creatures appear as withered humans, drained of life and vitality. The malevolent force that animates them manifests in their glowing red eyes. One of a banedead’s hands is always twisted into a hideous claw. ### Beastwraith Beastwraiths are malevolent spirits that form when a large number of animals are killed and left to rot, such as through years of sport hunting, great forest fires, or magical cataclysms. ___ > ## Beastwraith >*Small undead, neutral evil* > ___ > - **Armor Class** 12 > - **Hit Points** 0 ft., fly 40 ft. (hover) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|1 (-5)|14 (+2)|13 (+1)|6 (-2)|15 (+2)|13 (+1)| >___ > - **Skills** Stealth +6, Perception +3, Survival +3 > - **Damage Resistances** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered > - **Damage Immunities** necrotic, poison > - **Condition Immunities** charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious > - **Senses** darkvision 60 ft., passive Perception 13 > - **Languages** understands Sylvan but can't speak > - **Challenge** 3 (700 XP) > ___ > > ***Savage Nature.*** Beasts are unnerved by the presence of a beastwraith. Any beast within 30 feet of a beastwraith must make a DC 12 Wisdom saving throw or become driven by bloodlust to attack the nearest non-beast living creature. A creature can repeat the saving throw at the end of its turns, ending the effect on itself on a success. Whether or not the save is successful, a creature cannot be affected again by the same beastwraith's savage nature aura for 24 hours. > > ***Incorporeal Movement.*** The beastwraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. > ### Actions > > ***Natural Attack.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 10 (3d6) necrotic damage, if this damage reduces the creature to 0 hit points, it must make a DC 12 Constitution saving throw. On a failure, it dies, the beastwraith gains 1d8 + 2 temporary hit points, and if the killed creature was a beast it rises as a beastwraith. > > ***Terrifying Howl.*** The beastwraith howls. Any living creature within 300 feet of the beastwraith and able to hear its howl must succeed on a DC 12 Wisdom saving throw or be frightened for l minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to any beastwraith's Terrifying Howl for the next 24 hours. \page
___ > ## Blackskate >*Large undead, neutral evil* > ___ > - **Armor Class** 14 (natural armor) > - **Hit Points** 77 (9d10 + 27) > - **Speed** 5 ft., swim 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|17 (+3)|16 (+3)|12 (+1)|16 (+3)|12 (+1)| >___ > - **Skills** Nature +4, Perception +6, Survival +9 > - **Damage Immunities** cold, necrotic, poison > - **Condition Immunities** exhaustion, paralyzed, poisoned > - **Senses** darkvision 300 ft., passive Perception 15 > - **Languages** Aquan, Sahuagin > - **Challenge** 5 (1,800 XP) > ___ > ***Blood Rage (3/day).*** If the blackskate starts its turn within 30 feet of a living creature that is below its hit point maximum, it can enter a blood rage as a bonus action. While raging, it gains the following benefits: > - It has advantage on all Strength checks and Strength saving throws. > - When it makes a melee weapon attack using Strength, it deals an extra 2 damage. > - It has resistance to bludgeoning, piercing, and slashing damage. > > The blackskate's rage lasts for 1 minute. It ends early if it is knocked unconscious. It can also end its rage on its turn as a bonus action. > > ***Swimby.*** The blackskate doesn't provoke opportunity attacks when it swims out of an enemy's reach. > > ***Blood Tracker.*** A blackskate is capable of tracking anyone whose has lost hit points within 30 feet of it in the water. It can follow any such trail infallibly, as long as its quarry remains in the same body of water as the blackskate. It succeeds automatically, unless the quarry uses some magical means of concealing its path. In such an instance, the blackskate can make a Survival check (against the caster's spell save DC) in order to continue tracking its prey. > ### Actions > ***Multiattack.*** The blackskate makes one bite attack and one stinger attack. > > ***Bite.*** *Melee Weapon Attack:* +8 to hit, reach 5ft., one target. *Hit* 9 (1d8 + 5) piercing damage. > > ***Stinger.*** *Melee Weapon Attack:* +8 to hit, reach 5ft., one target. *Hit* 8 (1d6 + 5) piercing damage and the target must make a DC 14 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. ___ > ## Blaspheme >*Medium undead, neutral evil* > ___ > - **Armor Class** 13 (natural armor) > - **Hit Points** 136 (16d8+64) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|22 (+6)|13 (+1)|18 (+4)|7 (-2)|15 (+2)|10 (+0)| >___ > - **Skills** Perception +5, Survival +5 > - **Saving Throws** Intelligence +1, Wisdom +5 > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical sources > - **Damage Immunities** cold, poison > - **Condition Immunities** charmed, exhaustion, frightened, poisoned > - **Senses** darkvision 60ft., passive Perception 15 > - **Languages** the languages it knew in life > - **Challenge** 7 (2,900 XP) > ___ > ***Sunlight Sensitivity.*** While in sunlight, the blaspheme has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. > > ***Undead Fortitude.*** If damage reduces the blaspheme to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. > > ***Turn Resistance.*** The blaspheme has advantage on saving throws against any effect that turns undead. > ### Actions > ***Multiattack.*** The blaspheme bites once and uses its claws twice. > > ***Claws.*** *Melee Weapon Attack:* +9 to hit, reach 5ft., one target. *Hit:* 13 (2d6 + 6) slashing damage. > > ***Blasphemous Bite.*** *Melee Weapon Attack:* +9 to hit, reach 5ft., one target. *Hit:* 13 (2d6 + 6) necrotic damage. If the target is nonevil, it is incapacitated for 1 round and its Strength score is reduced by 1d6. The target dies if this reduces its Strength to 0. ### Blackskate These rays are found at the very bottom of ancient trenches. They hungrily prey upon any life they encounter. ### Blaspheme The blaspheme is a legendarily powerful undead, found in ancient tombs. \page
___ > ## Bleakborn/Moil Zombie >*Medium undead, neutral evil* > ___ > - **Armor Class** 16 (natural armor) > - **Hit Points** 71(11d8 + 22) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|15 (+2)|14 (+2)|12 (+1)|13 (+1)|12 (+1)| >___ > - **Skills** Athletics +7, Insight +4, Intimidation +4, Perception +4, Stealth +5 > - **Damage Immunities** fire, poison > - **Condition Immunities** exhaustion, frightened, poisoned > - **Senses** darkvision 60 ft., passive Perception 14 > - **Languages** Moilian, Common > - **Challenge** 6 (2,300 XP) > ___ > > ***Fire Absorption.*** Whenever the bleakborn is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. > > ***Heat-Draining Aura.*** At the start of each of the bleakborn's turns, each creature within 30 feet of it takes 7 (2d6) cold damage, or half damage with a successful DC 13 Constitution save. A creature that touches the bleakborn or hits it with a melee attack while within 5 feet of it takes 3 (1d6) cold damage. > > ***Contingent Regeneration.*** The bleakborn regains 10 hit points at the start of its turn if in range of a living creature that it can affect with its heat-draining aura. Even if brought to 0 hit points or killed, a bleakborn eventually heals if a living creature at some future date wanders within 30 feet of the bleakborn’s remains, automatically triggering its heat-draining aura. > > ***Cold to the Touch.*** The touch of a bleakborn deals 2d6 points of cold damage (included in the attack). > ### Actions > ***Multiattack.*** The bleakborn makes two slam attacks. > > ***Slam.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit* 9 (1d10 + 4) bludgeoning damage plus 7 (2d6) cold damage, and the bleakborn regains hit points equal to the cold damage done. > > ***Create Zombie.*** The bleakborn targets a humanoid within 10 feet of it. The target's body rises as a zombie in the space of its corpse or in the nearest unoccupied space. The zombie is under the bleakborn's control. The bleakborn can have no more than twelve zombies under its control at one time. > >Sometimes a newly created spawn becomes a bleakborn instead of a mere zombie, though the wiles of the dark gods determine such instances (that is, the DM decides when this occurs). ___ > ## Bloodhulk >*Large undead, unaligned* > ___ > - **Armor Class** 11 (natural armor) > - **Hit Points** 224 (14d10 + 84) > - **Speed** 20 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|9 (-1)|22 (+6)|3 (-4)|10 (+0)|1 (-5)| >___ > - **Saves** Con +9, Wis +3 > - **Condition Immunities** charmed, frightened, poisoned > - **Damage Immunities** poison > - **Damage Vulnerabilities** piercing, slashing > - **Senses** darkvision 60 ft., passive Perception 10 > - **Languages** understands the languages it knew in life but can't speak > - **Challenge** 5 (1,800 XP) > ___ > ***Blood Bloated.*** The bloodhulk always gains the maximum possible hit points from hit dice. > > ***Undead Fortitude.*** If damage reduces the bloodhulk to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the bloodhulk drops to 1 hit point instead. > > ### Actions > ***Multiattack.*** The bloodhulk makes two slam attacks. > > ***Slam.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 10 (2d6 + 3) bludgeoning damage. ### Bleakborn/Moil Zombie An ancient city was cursed by Orcus so that its citizens would sleep whenever the sun was down. Then he sent them to a pocket dimension with no sun, and they all died and rose as Moil zombies. ### Bloodhulk Created by necromancers, bloodhulks are mighty juggernauts. Bloodhulks can withstand an immense amount of punishment from spells and blunt weapons, though they die more quickly from blades. \page
___ > ## Boneclaw >*Medium undead, chaotic evil* > ___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 157 (15d10 + 75) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|21 (+5)|16 (+3)|19 (+4)|14 (+2)|14 (+2)|19 (+4)| >___ > - **Condition Immunities** exhaustion, poisoned > - **Damage Immunities** cold, poison > - **Damage Resistances** necrotic; bludgeoning, piercing, and slashing from nonmagical attacks > - **Senses** darkvision 60 ft., passive Perception 12 > - **Languages** the languages it knew in life > - **Challenge** 5 (1,800 XP) > ___ > ***Retractable Claws.*** As a bonus action, the boneclaw increases its reach to 20 until the start of its next turn. > > ***Reactive.*** The boneclaw can take one reaction on every turn in combat. > > ***Tunnel Fighter.*** As a bonus action, the boneclaw can enter a defensive stance that lasts until the start of its next turn. While in its defensive stance, it can make opportunity attacks without using its reaction, and it can use its reaction to make a melee attack against a creature that moves more than 5 feet while within its reach. > ### Actions > ***Multiattack.*** The boneclaw makes two claw attacks. > > ***Claw.*** *Melee Weapon Attack:* +4 to hit, reach 10ft., one target. *Hit* 12 (2d6 + 5) piercing damage. ### Boneclaw Created by powerful necromancers, boneclaws love to slaughter the living. > ##### Note > > An alternate boneclaw is presented in Mordenkainen's Tome of Foes. ___ > ## Bonedrinker >*Medium undead, chaotic evil* > ___ > - **Armor Class** 14 (hide armor) > - **Hit Points** 120 (16d8 + 48) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|14 (+2)|16 (+3)|8 (-1)|11 (+0)|9 (-1)| >___ > - **Skills** Stealth +6, Survival +2 > - **Saving Throws** Wisdom +2 > - **Damage Immunities** poison > - **Condition Immunities** exhaustion, poisoned > - **Senses** darkvision 60 ft., passive Perception 13 > - **Languages** Common, Goblin > - **Challenge** 4 (1,100 XP) > ___ > ***Nimble Escape.*** The bonedrinker can take the Disengage or Hide action as a bonus action on each of its turns. > > ***Brute.*** A melee weapon deals one extra die of its damage when the bonedrinker hits with it (included in the attack). > > ***Undead Fortitude.*** If damage reduces the bonedrinker to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. > > ### Actions > ***Multiattack.*** The bonedrinker makes two claw attacks and one tentacle attack. > > ***Claw.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 10 (2d6 + 3) slashing damage and the target is grappled (escape DC 13). > > ***Tentacle.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 8 (2d4 + 3) acid damage, and the target’s Constitution score is reduced by 1d6. The target dies if this reduces its Constitution to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. ### Bonedrinker These creatures are created from bugbears, or sometimes goblins, by hobgoblin clerics and wizards. They liquify and drink bones, much like how vampires feast on blood. \page
___ > ## Bonespitter >*Large undead, chaotic evil* > ___ > - **Armor Class** 19 (natural armor) > - **Hit Points** 38 (3d10 + 21) > - **Speed** 40 ft., climb 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|24 (+7)|24 (+7)|13 (+1)|1 (-5)|19 (+4)| >___ > - **Skills** Acrobatics +9, Arcana +5, Stealth +9 > - **Damage Vulnerabilities** force > - **Damage Resistances** electricity, thunder > - **Damage Immunities** poison > - **Condition Immunities** charmed, exhaustion, frightened, poisoned, prone > - **Senses** darkvision 60 ft., passive Perception 5 > - **Languages** Abyssal, Common, Celestial, Infernal > - **Challenge** 3 (700 XP) > ___ > > ***Displacement.*** The bonespitter's planar magic distorts light around it, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the bonespitter is incapacitated or has a speed of 0. Truesight negates this effect, but seeing invisibility doesn't. > > ***Many Heads.*** The bonespitter has advantage on saving throws against being blinded, deafened, stunned, knocked unconscious, or turn undead. > > ***Innate Spellcasting.*** The bonespitter’s innate spellcasting ability is Charisma. The bonespitter can innately cast the following spells, requiring no material components: > > At will: *counterspell, dispel magic* > > ***Reactive.*** The bonespitter can take one reaction on every turn in combat. > > ### Actions > > ***Whirlwind Blows.*** *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* The target takes 14 (2d6 + 7) bludgeoning damage and the target is grappled (escape DC 13). If the target is a creature, it must succeed on a DC 17 Constitution saving throw or be cursed with dripping decay. The cursed target's hit point maximum decreases by 2 (1d4) for every 24 hours that elapse. If the curse reduces the target’s hit point maximum to 0, the target dies, and its body turns to slime. 1 round later, it rises as a free-willed bonespitter. The curse lasts until removed by the *remove curse* spell or other magic. > > ***Bone Shards.*** *Ranged Weapon Attack:* +9 to hit, range 30 ft., one target. *Hit:* The target takes 13 (1d12 + 7) piercing damage. If the target is a creature, see Whirlwind Blows for dripping decay. > ### Bonespitter The bonespitter is a horrid creature created when planar rifts tear multiple creatures apart and then reassemble them into an amalgamation. \page
___ > ## Boneworm >*Gargantuan undead, chaotic evil* > ___ > - **Armor Class** 11 (natural armor) > - **Hit Points** 165 (10d20+60) > - **Speed** 30 ft., burrow 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|29 (+9)|3 (-4)|22 (+6)|7 (-2)|10 (+0)|17 (+3)| >___ > - **Saving Throws** Con +10, Wis +4 > - **Damage Immunities** fire, necrotic, poison > - **Damage Vulnerabilities** cold > - **Condition Immunities** charmed, exhaustion, frightened, paralyzed, prone > - **Senses** darkvision 60 ft., passive Perception 10 > - **Languages** understands Common but rarely speaks > - **Challenge** 12 (8,400 XP) > ___ > > ***Desiccation Aura.*** Any creature that starts its turn within 90 feet of a boneworm takes 10 (3d6) dessication damage. If the boneworm has at least 1 hit point remaining, it regains hit points equal to the damage done. > > ***Dreadful Chanting.*** A boneworm's numerous mouths constantly chant half-remembered hymns and prayers. This chanting, consisting as it does of dozens of different hymns, sounds like a swarm of giant flies trying to mimic human voices with their buzzing. A living creature that starts its turn within 90 feet of a boneworm that can hear the boneworm must make a Wisdom saving throw (DC 15) against this effect or become frightened until the start of its next turn. Divine spellcasters have disadvantage on this saving throw. Additionally, a divine spellcaster must make a successful spellcasting ability check (DC 15 + spell level) to cast a divine spell in while in the area of the boneworm's chanting. > > ***Magic Resistance.*** The boneworm has advantage on saving throws against spells and other magical effects. > > ***Siege Monster.*** The boneworm deals double damage to objects and structures. > ### Actions > ***Slam.*** *Melee Weapon Attack:* +13 to hit, reach 5 ft., one target. *Hit:* 35 (4d12 + 9) bludgeoning damage, and if the target is a creature, it must succeed at a DC 18 Constitution saving throw or contract bonefire. See under Diseases in [the companion document.](http://homebrewery.naturalcrit.com/share/HJ-xEkR-77#p2) ___ > ## Boneyard >*Huge undead, chaotic evil* > ___ > - **Armor Class** 16 (natural armor) > - **Hit Points** 188 (15d12 + 90) > - **Speed** 20 ft., fly 60 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|25 (+7)|12 (+1)|22 (+6)|18 (+4)|17 (+3)|18 (+4)| >___ > - **Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical weapons > - **Damage Immunities** poison > - **Condition Immunities** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained > - **Senses** darkvision 60 ft., passive Perception 13 > - **Languages** Common, Terran, Abyssal > - **Challenge** 15 (13,000 XP) > ___ > ***Regeneration.*** The boneyard regains 10 hit points at the start of its turn if it has at least 1 hit point. > ### Actions > ***Bite.*** *Melee Weapon Attack:* +12 to hit, reach 10 ft., one target. *Hit:* 23 (3d10 + 7) piercing damage, and the target is grappled (escape DC 20). If the target is a creature that has a skeletal structure, it must make a DC 19 Constitution saving throw. On a failure, it takes an additional 44 (8d10) piercing damage and suffers the effects of a *ray of enfeeblement* for 1 minute as its bones slough out to join the boneyard. The creature takes half damage and suffers no other effects on a success. > > ***Utter Subsumption.*** *Melee Weapon Attack:* +12 to hit, reach 5 ft., one creature with a skeletal structure grappled by the boneyard. *Hit:* The target takes 110 (20d10) piercing damage. If this damage reduces the target to 0 hit points, the boneyard kills the target by pulling out every bone from its body. ### Boneworm The dreaded [boneworm](http://archive.wizards.com/default.asp?x=dnd/fw/20020817a) is an amalgamation of dead desert-dwelling monks and priests. The insane tangle of bodies is fueled by a hatred of the deity and religion that failed to protect them all from starvation, thirst, and general insanity. ### Boneyard A boneyard is a huge collective of bones from thousands of creatures, animated into one horrific mass. \page
___ ___ > ## Brain in a Jar >*Tiny undead, neutral evil* > ___ > - **Armor Class** 16 > - **Hit Points** 35 (10d6) > - **Speed** 0 ft., fly 30 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|1 (-5)|14 (+2)|10 (+0)|18 (+4)|14 (+2)|16 (+3)| >___ > - **Skills** Arcana +8, History +8, Insight +4, Investigation +6, Persuasion +7 > - **Damage Immunities** poison > - **Condition Immunities** charmed, frightened, paralyzed, poisoned, prone > - **Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 12 > - **Languages** understands the languages it knew in life but can't speak, telepathy 120 ft. > - **Challenge** 4 (1,100 XP) > ___ > ***Mental Fortification.*** The brain in a jar adds its Intelligence bonus to its AC. > > ***Turn Resistance.*** The brain in a jar has resistance against all effects that turn undead. > > ***Psionics.*** The brain has 27 psi points and a psi limit of 5. It can innately manifest the following powers (DC 14): > > Talents: *blind spot, delusion, mind thrust, mystic hand* > > Disciplines: *mastery of force, nomadic mind, telepathic contact* > > ***Madness.*** Anyone targeting a brain in a jar with a thought detection, mind control, or any sort of telepathic or psionic ability that makes direct contact with its tortured mind with any method other than the brain's own telepathy must make a DC 14 Intelligence saving throw. On a failure, it takes 21 (6d6) psychic damage and is insane until it finishes a long rest. While insane, it can’t take actions, can’t understand what other creatures say, can’t read, and speaks only in gibberish. A *greater restoration* spell cast on it ends this effect. > > ### Actions > > ***Rebuke Undead.*** Each undead that can see or hear the brain within 30 feet of it must make a DC 14 Wisdom saving throw. If the creature fails its saving throw, it is rebuked for 1 minute or until it takes any damage. > > A rebuked creature must spend its turns cowering in awe. Creatures that are adjacent to it have advantage on attack rolls against it. > > Undead of CR 1/2 or lower that fail their saving throws against its Rebuke Undead feature can be placed under its permanent control. It can control 9 undead in this way. > > > ***Control Undead.*** As an action, the brain targets one undead creature within 30 feet of it. The target must make a DC 14 Wisdom saving throw. On a failed save, the target must obey its commands for the next 24 hours, or until it uses this Channel Negative Energy option again. An undead over CR 4 is immune to this effect. ### Brain in a Jar Brilliant scholars and expert manipulators, brains-in-a-jar are hated by the living and dead alike. They possess fearsome psionic powers. > ##### Brains in Jars Without Psionics > > If you are not using psionics in your campaign, replace the brain's Innate Psionics with the following one: > > Innate Spellcasting (Psionics). The brain in a jar’s innate spellcasting ability is Intelligence (spell save DC 14). It can innately cast the following spells, requiring no components: > > At will: *detect thoughts, dissonant whispers, mage hand* > > 3/day each: *dominate monster, telekinesis* \page
___ ___ > ## Broodfiend >*Huge fiend (wormspawn), neutral evil* > ___ > - **Armor Class** 19 (natural armor) > - **Hit Points** 473 (35d12 + 245) > - **Speed** 40 ft., fly 80 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|26 (+8)|14 (+2)|24 (+7)|14 (+2)|14 (+2)|19 (+4)| >___ > - **Saving Throws** Con +13, Wis +8 > - **Damage Resistances** cold, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered > - **Damage Immunities** acid, necrotic, poison > - **Condition Immunities** charmed, frightened, poisoned > - **Senses** blindsight 120 ft., truesight 120 ft., passive Perception 12 > - **Languages** Abyssal, Common, Infernal, telepathy 120 ft. > - **Challenge** 20 (25,000 XP) > ___ > > ***Regeneration.*** The broodfiend regains 20 hit points at the start of its turn. If the broodfiend takes radiant damage, this trait doesn’t function at the start of the broodfiend’s next turn. The broodfiend dies only if it starts its turn with 0 hit points and doesn’t regenerate. > > ***Magic Resistance.*** The broodfiend has advantage on saving throws against spells and other magical effects. > > ***Undead Affinity.*** The broodfiend can choose to be considered undead for the purposes of any spell or effect (so a *negative energy flood* aids it, while *turn undead* has no effect upon it). > > ***Magic Weapons.*** The broodfiend’s weapon attacks are magical. > > ***Innate Spellcasting.*** The broodfiend’s spellcasting ability is Charisma (spell save DC 18). The broodfiend can innately cast the following spells, requiring no material components: > > At will: *dispel magic* (5th level), *grasping worms, mindworms, path of worms* > > 3/day: *feeblemind, servant of the green corruption* > > ***Noxious Mist.*** The broodfiend constantly breathes out a noxious gas forming a 15 foot sphere centered upon it. This fog clouds both sight and thought. The broodfiend is lightly obscured against any creature within 15 feet of it, and heavily obscured against any creature further away. Any creature that enters the fog or starts its turn there must make a DC 21 Constitution saving throw. On a failure, it is poisoned until the start of its next turn, and incapacitated while poisoned in this way. On a success, it is immune being poisoned by the obscuring mist of all broodfiends for 24 hours. > > Dead bodies within the area of this mist quickly become saturated with necromantic energy, and rise as favored spawn of Kyuss in 24 hours. > > ### Actions > ***Multiattack.*** The broodfiend makes two bite attacks and uses its wing attack. > > ***Bite.*** *Melee Weapon Attack:* +14 to hit, reach 15 ft., one creature. *Hit:* 27 (3d12 + 8) piercing damage, and the target’s Intelligence score is reduced by 1d8. The target dies if this reduces its Intelligence to 0. Otherwise, the reduction lasts until cured by *greater restoration* or similar magic. > > If a creature dies from this attack, it rises as a favored spawn of kyuss under the broodfiend's control in 1d4 rounds. > > ***Wing Attack.*** Each creature within 15 ft. of the broodfiend must succeed on a DC 22 Dexterity saving throw or take 11 (1d6 + 8) bludgeoning damage and be knocked prone. > > ***Noxious Breath (Recharge 5-6).*** The broodfiend exhales acid in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 35 (10d6) acid damage on a failed save, or half as much damage on a successful one. Also on a failed save, the creature deals only half damage with weapon attacks that use Strength for 1 minute. > > ***Teleport.*** The broodfiend magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. ### Broodfiend Kyuss's clerics have invented these horrific fiends. They exist to spread his dark influence and bring about the Age of Worms. \page
___ > ## Church Grim >*Medium undead, lawful good or neutral good* > ___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 105 (14d8 + 42) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|18 (+4)|16 (+3)|12 (+1)|16 (+3)|12 (+1)| >___ > - **Skills** Insight +9, Intimidation +7, Perception +9 > - **Damage Resistances** acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks > - **Damage Immunities** cold, necrotic, poison, radiant > - **Condition Immunities** charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained > - **Senses** truesight 120 ft., passive Perception 19 > - **Languages** understands Common, Celestial, Infernal, and Abyssal but can't speak > - **Challenge** 6 (2,300 XP) > ___ > > ***Bound.*** The church grim is magically bound to a graveyard, church, or other holy place and cannot go further than 60 feet from it. As long as this place exists, if the grim is destroyed it is reborn the next night with all of its hit points. > > ***Daylight Ethereality.*** If the grim starts its turn in sunlight, it is transported to the Ethereal Plane. While sunlight shines on the spot from which it vanished, the hound must remain in the Ethereal. Once the sunlight is gone, it returns to the Material. > > ***Incorporeal Movement.*** The grim can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. > > > ***Keen Hearing and Smell.*** The grim has advantage on Wisdom (Perception) checks that rely on hearing or smell. > > ***Pure.*** All evil creatures have disadvantage on attack rolls against the grim, and it has advantage on all saving throws against their spells and abilities. > > ***Soul Scent.*** As a bonus action, the grim can target any number of creatures it can smell within 60 feet. If a target fails a DC 14 Charisma saving throw, it learns the creature’s alignment. Celestials, fiends, and undead automatically fail the saving throw. Any evil creature that fails this saving throw is frightened until the end of the grim's next turn. > > > ***Turn Immunity.*** The grim is immune to effects that turn undead. However, it can still be rebuked. > > ### Actions > ***Spectral Bite.*** *Melee Weapon Attack:* +8 to hit, reach 5ft., one target. *Hit* 35 (7d8 + 4) radiant damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. ___ > ## Cinderspawn >*Large undead, chaotic evil* > ___ > - **Armor Class** 14 > - **Hit Points** 82 (11d8 + 33) > - **Speed** 50ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|19 (+4)|16 (+3)|11 (+0)|11 (+0)|17 (+3)| >___ > - **Damage Immunities** fire, poison > - **Damage Vulnerabilities** cold > - **Condition Immunities** exhaustion, paralyzed, poisoned > - **Senses** darkvision 60 ft., passive Perception 5 > - **Languages** Ignan > - **Challenge** 5 (1,800 XP) > ___ > > ***Fire Absorption.*** Whenever the cinderspawn is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. > > ***Frostfire Shield.*** A creature that touches the cinderspawn or hits it with a melee attack while within 5 feet of it takes 5 (1d10) cold damage. > > ***Water Susceptibility.*** For every 5 ft. the cinderspawn moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. > > ### Actions > ***Siphon Warmth.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit:* 22 (4d8 + 4) cold damage. If the target took any cold damage, it must succeed on a DC 14 Constitution saving throw or gain one level of exhaustion. ### Church Grim Church grims are holy protectors, the spirits of those who have died and now guard a sacred place against defilers. ### Cinderspawn Cinderspawn are fire elementals who have burned out. \page
___ > ## Cursed Spirit >*Medium undead, neutral evil* > ___ > - **Armor Class** 13 > - **Hit Points** 30 (4d8 + 12) > - **Speed** 0 ft., fly 30 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|6 (-2)|16 (+3)|16 (+3)|9 (-1)|8 (-1)|15 (+2)| >___ > - **Damage Resistances** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered > - **Damage Immunities** necrotic, poison > - **Condition Immunities** charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained > - **Senses** darkvision 60 ft., passive Perception 9 > - **Languages** the languages it knew in life > - **Challenge** 2 (450 XP) > ___ > ***Incorporeal Movement.*** The cursed spirit can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. > > ***Sunlight Sensitivity.*** While in sunlight, the cursed spirit has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. > > ### Actions > ***Life Drain.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 12 (2d8 + 3) necrotic damage, and the target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. If this attack reduces the target’s hit point maximum to 0, the target dies. This reduction to the target’s hit point maximum lasts until the target finishes a long rest. > > ***Cursed Aura.*** All creatures of the cursed spirit's choice within 5 feet of the cursed spirit suffer disadvantage on all saving throws until the start of the cursed spirit's next turn. ### Cursed Spirit Those who die while under terrible curses or inimical enchantments sometimes linger on as cursed spirits, bringing their misfortune to others. ___ > ## Crypt Thing >*Medium undead, neutral* > ___ > - **Armor Class** 17 (natural armor) > - **Hit Points** 38 (5d8 + 15) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|18 (+4)|16 (+3)|13 (+1)|13 (+1)|16 (+3)| >___ > - **Skills** Insight +5, Intimidation +7, Perception +5 > - **Damage Resistances** cold, necrotic > - **Damage Immunities** poison; bludgeoning, piercing, and slashing from nonmagical attacks > - **Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned, unconscious > - **Senses** darkvision 60 ft., passive Perception 15 > - **Languages** Common, Undercommon > - **Challenge** 3 (700 XP) > ___ > ***Turn Immunity.*** The crypt thing is immune to effects that turn undead. > > ***Bound.*** A crypt thing is bound to a specific crypt or tomb, and can never leave it willingly. It has disadvantage on attack rolls, ability checks, and saving throws as long as it is outside its crypt. > > ### Actions > ***Multiattack.*** The crypt thing makes two claw attacks. > > ***Claw.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 8 (1d8 + 4) slashing damage. > > ***Scatter Defilers (1/day).*** The crypt thing chooses any number of creatures within 30 feet of it. Each creature must make a DC 13 Charisma saving throw. On a failure, the creature is teleported 10d10 * 10 feet in a random direction. ### Crypt Thing Created by the *create crypt thing* spell or sometimes arising naturally when the spirits of the departed rise to protect the bodies of their descendants, crypt things are strange creatures. They are happy to ignore those who come to pay respects or are peaceful; those who come to defile the tombs or are aggressive are teleported away if possible. It will maintain that the teleported victims have been *disintegrated*. >##### Variant: Aberrant Crypt Things > >There are rumors of crypt things that possess the following trait instead of Scatter Defilers: > > ***Cloak Defilers (1/day).*** The crypt thing chooses any number of creatures within 30 feet of it. Each creature must make a DC 13 Wisdom saving throw. On a failure, the creature is paralyzed for 24 hours, and invisible while paralyzed in this way. \page
___ ___ > ## Deadwood Revenant >*Medium undead, neutral evil* > ___ > - **Armor Class** 13 (16 with *barkskin*) > - **Hit Points** 60 (8d8 + 24) > - **Speed** 30 ft., fly 60 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|6 (-2)|16 (+3)|16 (+3)|14 (+2)|15 (+2)|18 (+4)| >___ > - **Skills** Intimidation +10, Perception +5, Stealth +9 > - **Damage Resistances** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered > - **Damage Immunities** necrotic, poison > - **Condition Immunities** charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained > - **Senses** darkvision 60 ft., passive Perception 15 > - **Languages** Common, Elvish, Sylvan > - **Challenge** 7 (2,900 XP) > ___ > ***Incorporeal Movement.*** The deadwood can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object. > > ***Innate Spellcasting.*** The deadwood's innate spellcasting ability is Charisma (spell save DC 15). The deadwood can innately cast the following spells, requiring no material components: > > At will: *bestow curse, bestow eternal curse, druidcraft* > > 3/day each: *entangle, inflict wounds* > > 1/day each: *barkskin, pass without trace, shillelagh* > > ***Tree Stride.*** Once on her turn, the deadwood can use 10 feet of her movement to step magically into one living or dead tree within her reach and emerge from a second living or dead tree within 500 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger. > > ***Curse Upon Mankind.*** The presence of a deadwood revenant has an ill effect on the fate of humanoids, for her very existence is an act of sacred retribution against them. Any humanoid within 120 feet of a deadwood revenant suffer disadvantage on all attack rolls, ability checks, and saving throws. > > If the existence of a deadwood revenant is caused by non-humanoids, then her ability might affect creatures of a different type, although this is rare. > > ***Magic Resistance.*** The deadwood has advantage on saving throws against spells and other magical effects. > > ***Speak with Beasts and Plants.*** The deadwood can communicate with beasts and plants as if they shared a language. > > ### Actions > ***Multiattack.*** The deadwood makes two darkfire ray attacks. > > ***Darkfire Ray.*** *Ranged Weapon Attack:* +7 to hit, reach 60 ft., one target. *Hit* 11 (2d10) necrotic damage. This damage bypasses resistance and immunity. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. > > ***Fey Charm.*** The deadwood targets one humanoid or beast that she can see within 30 feet of her. If the target can see the deadwood, it must succeed on a DC 15 Wisdom saving throw or be magically charmed. The charmed creature regards the deadwood as a trusted friend to be heeded and protected. Although the target isn't under the deadwood's control, it takes the deadwood's requests or actions in the most favorable way it can. > >Each time the deadwood or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the deadwood dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the deadwood's Fey Charm for the next 24 hours. > >The deadwood can have no more than up to three humanoids and up to three beasts charmed at a time. > > ***True Curse (3/day).*** The deadwood revenant bestows an even more powerful curse on a creature she has already cursed with her *bestow curse* or *bestow eternal curse*. The target, no matter how far away, must then succeed at a DC 15 Will save. Failure indicates that no spell short of a *wish* can lift the curse for as long as the deadwood revenant exists. > >Because of the bond forged between the victim's fate and the deadwood revenant's existence, anyone affected in this way who is aware of the cause of its curse may attempt a DC 20 Wisdom check as an action. On a success, it learns the exact distance and direction to the deadwood revenant's current location. ### Deadwood Revenant Deadwood revenants are ghostlike beings who arise when a dryad's sacred oak is among the trees felled in a massive act of deforestation. Nature itself is the source of the dark energies that give the restless soul of the dryad unlife: its very existence is an act of retribution against mankind. Deadwood revenants exist to make humanoids pay for their crimes against nature. \page
___ > ## Deathlock >*Medium undead, neutral evil* > ___ > - **Armor Class** 15 (mage armor) > - **Hit Points** 39 (7d8 + 7) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|9 (-1)|15 (+2)|12 (+1)|14 (+2)|13 (+1)|16 (+3)| >___ > - **Skills** Arcana +6 > - **Damage Immunities** poison > - **Condition Immunities** poisoned > - **Senses** darkvision 60 ft., passive Perception 11 > - **Languages** the languages it knew in life > - **Challenge** 3 (700 XP) > ___ > ***Turn Resistance.*** The deathlock has advantage on saving throws against any effect that turns undead. > > ***Sunlight Sensitivity.*** While in sunlight, the deathlock has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. > > ***Innate Spellcasting.*** The deathlock's spellcasting ability is Charisma (spell save DC 13). The deathlock can innately cast the following spells, requiring no material components > > At will: *detect magic, inflict wounds* > > 3/day: *fear, magic missile, mage armor* > > 2/day: *hold monster* > ### Actions > ***Death Bolt.*** *Ranged Spell Attack:* +5 to hit, reach 120ft., one target. *Hit* 9 (2d8) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. ### Deathlock When a spellcaster dies, sometimes their corpse rises, still charged with magic. This is not a lich, and indeed is only a pale echo of the living caster. > ##### Note > > An alternate deathlock is presented in Mordenkainen's Tome of Foes. ### Deathshrieker Deathshriekers are the remains of the dying screams of thousands of souls. Sometimes, their former haunts continue to ring out with screams even centuries after being destroyed. ___ > ## Deathshrieker >*Medium undead, chaotic evil* > ___ > - **Armor Class** 11 > - **Hit Points** 48(1d4 + 5) > - **Speed** 0ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|6 (-2)|22 (+6)|16 (+3)|10 (+0)|13 (+1)|19 (+4)| >___ > - **Damage Resistances** acid, cold, fire, lightning, thunder > - **Damage Immunities** necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapons > - **Condition Immunities** charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious > - **Senses** darkvision 60 ft., passive Perception 11 > - **Languages** Common and one other > - **Challenge** 15 (6530 XP) > ___ > ***Death Rattle.*** When a deathshrieker is destroyed, it releases a final, devastating shriek. All creatures within 300 feet must succeed on a DC 17 Wisdom saving throw or drop to 0 hit points. On a success, they instead take 10d10 psychic damage. Creatures in a *silence* spell gain advantage on the saving throw. > > ***Despair.*** At the mere sight of a deathshrieker, a creature must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. It can repeat the saving throws at the end of each of its turns, ending the effect on it on a success. While frightened in this way, the creature is also paralyzed. If a target's saving throw is successful, the target is immune to the deathshrieker's Despair for the next 24 hours. > > ***Incorporeal Movement.*** The deathshrieker can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. > > ***Silence Sensitivity.*** When it starts its turn in a *silence* spell or similar effect, the deathshrieker takes 22 (4d10) force damage and has disadvantage on its attack rolls until the start of its next turn. > ### Actions > ***Touch of Horror.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 61 (10d10 + 6) psychic damage, and the target has disadvantage on Wisdom checks and saving throws for 1 minute. > > ***Scream of the Dying (1/day).*** All creatures within 300 feet must make a DC 17 Wisdom saving throw. On a failure, they drop to 0 hit points. \page
___ > ## Artaaglith >*Medium fiend (demon), chaotic evil* > ___ > - **Armor Class** 14 (natural armor) > - **Hit Points** 113 (15d8 + 45) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|13 (+1)|16 (+3)|13 (+1)|14 (+2)|14 (+2)| >___ > - **Saving Throws** Dex +4, Con +6, Wis +5, Cha +5 > - **Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons > - **Damage Immunities** poison > - **Condition Immunities** poisoned > - **Senses** darkvision 120 ft., passive Perception 12 > - **Languages** Abyssal, telepathy 120 ft. > - **Challenge** 5 (1,800 XP) > ___ > > ***Lord of the Dead.*** All free mindless undead see the demon as an ally and obey it. Even sentient undead or controlled mindless undead must make a DC 13 Charisma saving throw to harm it. > > ***Magic Resistance.*** The artaaglith has advantage on saving throws against spells and other magical effects. > > ***Innate Spellcasting.*** The artaaglith’s spellcasting ability is Charisma (spell save DC 13). The artaaglith can innately cast the following spells, requiring no material components: > > At will: *animate dead, cause fear, clutch of Orcus, desecrate, exhume, Kelgore's grave mist* > > 1/day each: *fear, finger of agony, stinking cloud* > > > ### Actions > > ***Multiattack.*** The artaaglith makes two attacks. > > ***Flail.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d10 + 2) bludgeoning damage. If the creature has 10 hit points or fewer after taking this damage, it instantly dies. > > ***Order Undead (Recharges on a Short or Long Rest).*** The artaaglith causes one of these to happen: > > **Rebuke Undead.** Each undead that can see or hear it within 30 feet of it must make a DC 13 Wisdom saving throw. If the creature fails its saving throw, it is rebuked for 1 minute or until it takes any damage. A rebuked creature must spend its turns cowering in awe. It is incapacitated and can’t move. The rebuked automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage. > > **Command Undead.** The artaaglith targets one undead creature it can see within 30 feet of it. The target must make a DC 13 Wisdom saving throw. On a failed save, the target must obey its commands for the next 24 hours, or until it uses this Order Undead option again. ___ > ## Blood Fiend >*Large undead (demon), chaotic evil* > ___ > - **Armor Class** 19 (natural armor) > - **Hit Points** 179 (21d10 + 63) > - **Speed** 40 ft., fly 80 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|22 (+6)|16 (+3)|16 (+3)|17 (+3)|15 (+2)|18 (+4)| >___ > - **Saving Throws** Dex +8, Con +8, Wis +7, Cha +9 > - **Damage Resistances** cold, fire, lightning, necrotic; bludgeoning, piercing, and slashing from nonmagical weapons > - **Damage Immunities** poison > - **Condition Immunities** poisoned > - **Senses** truesight 120 ft., passive Perception 12 > - **Languages** Abyssal, telepathy 120 ft. > - **Challenge** 14 (11,500 XP) > ___ > > > ***Magic Resistance.*** The blood fiend has advantage on saving throws against spells and other magical effects. > > ***Regeneration.*** The blood fiend regains 5 hit points at the start of its turn if it has at least 1 hit point. > > ### Actions > > ***Multiattack.*** The blood fiend makes 4 claw attacks and a bite attack. If two or more claws hit the same target, the fiend rends the target, dealing an extra 2d6 slashing damage. > > ***Claw.*** *Melee Weapon Attack:* +11 to hit, reach 5 ft., one creature. *Hit:* 13 (2d6 + 6) slashing damage. Instead of dealing damage, the blood fiend can grapple the target (escape DC 19). > > ***Bite.*** *Melee Weapon Attack:* +11 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the blood fiend, incapacitated, or restrained. *Hit:* 13 (2d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the blood fiend regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A fiend slain in this way rises as a free-willed blood fiend 24 horus later. > > ***Dominate (Recharge 6).*** The blood fiend forces one target within 30 feet that can see its eyes to make a DC 17 Wisdom saving throw. On a failure, it is dominated, as if by *dominate monster*. On a success, it can't dominate the target for 24 hours. ### Demon, Artaaglith These demons are created by Orcus to spread undeath. ### Demon, Blood Fiend A blood fiend is the demonic equivalent of a vampire. \page
___ > ## Desiccator >*Small undead, neutral evil* > ___ > - **Armor Class** 14 (natural armor) > - **Hit Points** 27 (6d6 + 6) > - **Speed** 20 ft., swim 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|16 (+3)|12 (+1)|8 (-1)|11 (+0)|13 (+1)| >___ > - **Skills** Perception +2 > - **Damage Immunities** necrotic, poison > - **Condition Immunities** charmed, exhaustion, poisoned > - **Senses** darkvision 60 ft., passive Perception 12 > - **Languages** Aquan > - **Challenge** 2 (450 XP) > ___ > > > ### Actions > ***Fatiguing Touch.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 10 (2d6 + 3) necrotic damage and the target must make a DC 11 Constitution saving throw or gain one level of exhaustion. If the creature fails this save, the desiccator regains 5 hit points. Creatures made mostly of water have disadvantage on this saving throw. The desiccator cannot advance a creature's exhaustion level past 3. > > ***Desiccating Breath (Recharge 5-6).*** The desiccator exhales parched air in a 15-foot cone. Each creature in that area must make a DC l1 Constitution saving throw, taking 14 (4d6) necrotic damage and gaining a level of exhaustion on a failed save, or half as much damage and no additional exhaustion on a successful one. Creatures made mostly of water have disadvantage on this saving throw. The desiccator cannot advance a creature's exhaustion level past 3. ### Desiccator A dessicator is an undead water elemental that is tormented by perpetual thirst. It constantly seeks to quench its thirst with the blood and other vital fluids of the living. \page
___ ___ > ## Dragotha >*Gargantuan undead, neutral evil* > ___ > - **Armor Class** 24 (natural armor) > - **Hit Points** 574 (28d20 + 280) > - **Speed** 40 ft., climb 40 ft., fly 80 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|30 (+10)|15 (+2)|30 (+10)|26 (+8)|24 (+7)|28 (+9)| >___ > - **Saving Throws** Dex +10, Con +18, Wis +15, Cha +17 > - **Skills** Arcana +24, Deception +25, History +24, Insight +23, Intimidation +25, Investigation +24, Perception +23, Persuasion +25, Stealth +10 > - **Damage Immunities** fire, necrotic, poison > - **Damage Resistances** acid, cold, lighting, thunder > - **Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned > - **Senses** blindsight 60 ft., truesight 120 ft., passive Perception 33 > - **Languages** Abyssal, Common, Draconic, Dwarven, Elven, Halfling, Giant, Gnomish, Goblin, Ignan, Infernal, Orc, Undercommon > - **Challenge** 27 (105,000 XP) > ___ > ***Legendary Resistance (3/Day).*** If Dragotha fails a saving throw, he can choose to succeed instead. > > ***Innate Spellcasting.*** Dragotha’s innate spellcasting ability is Charisma (spell save DC 25, +17 to hit with spell attacks). He can innately cast the following spells, requiring no material components: > > 3/day: *Abi Dalzim's horrid wilting, counterspell* (6th-level)*, dispel magic* (6th-level)*, feeblemind, forcecage* > > 1/day: *avascular mass, bodak's glare, blackfire, devastate undead, plane shift, panacea, wave of pain* > > ***Magic Resistance.*** Dragotha has advantage on saving throws against spells and other magical effects. > > ***Healing Anathema.*** Any healing on a target within 30 feet of Dragotha functions only if he allows it. > > ***Necrotic Absorption.*** Whenever Dragotha is subjected to necrotic damage, he instead regains a number of hit points equal to the necrotic damage dealt. His maximum HP and ability scores can't be reduced. > > ***Magic Claws.*** Dragotha’s weapon attacks are magical. > > ### Actions > ***Multiattack.*** Dragotha can use his Exhausting Presence. He then makes three attacks: one with his bite and two with his claws. > > ***Bite.*** *Melee Weapon Attack:* +18 to hit, reach 15 ft., one target. *Hit:* 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage. > > ***Claw.*** *Melee Weapon Attack:* +18 to hit, reach 10 ft., one target. *Hit:* 17 (2d6 + 10) slashing damage. > > ***Tail.*** *Melee Weapon Attack:* +18 to hit, reach 20 ft., one target. *Hit:* 19 (2d8 + 10) bludgeoning damage. > > ***Exhausting Presence.*** Each creature of Dragotha’s choice that is within 120 feet of him must succeed on a DC 25 Constitution saving throw or gain one level of exhaustion that lasts for 1 minute. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Dragotha's Exhausting Presence for the next 24 hours. > > ***Fire Breath (Recharge 5-6).*** Dragotha exhales fire in a 90-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one. Additionally, a creature hit by the breath must succeed at a DC 26 Strength saving throw or become restrained until the start of Dragotha's next turn, as lingering tendrils of fire bind the creature. The area of his breath is difficult terrain for the same duration. > > ***Death Wind (1/day).*** Dragotha exhales absolute doom in a 90-foot cone. Each creature in that area must make a DC 26 Constitution saving throw, taking 91 (26d6) necrotic damage on a failed save, or half as much damage on a successful one. Undead within the breath's area instead gain 26d6 temporary hit points. The wind also counts as strong wind for the purposes of dispelling fog. Finally, a creature slain by this damage rises as an incorporeal undead of Dragotha's choice. > > Using this ability expends Fire Breath as well, requiring Dragotha to roll to regain Fire Breath as if he'd used it. > > ### Legendary Actions > > Dragotha can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. Dragotha regains spent legendary actions at the start of his turn. > > ***Detect.*** Dragotha makes a Wisdom (Perception) or Intelligence (Investigation) check. > > ***Tail Attack.*** Dragotha makes a tail attack. > > ***Wing Attack (Costs 2 Actions).*** Dragotha beats his wings. Each creature within 15 ft. of him must succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. Dragotha can then fly up to half his flying speed. ### Dragotha One of the mightiest dracoliches in the world, Dragotha is Kyuss's favorite servant. He keeps a horde of zombies around him at all times, and if severely injured casts *devastate undead* to protect himself. He likes to tear into his foes with tooth and claw when he can. He fires off *feebleminds* at clerics and druids, *blackfire* at wizards and sorcerers, and reserves his reactions for *counterspell* instead of attacks of opportunity. But he loves to get his claws dirty, and engages in melee if he can. \page
___ > ## Dread >*Small undead, unaligned* > ___ > - **Armor Class** 17 (natural armor) > - **Hit Points** 22 (5d6 + 5) > - **Speed** 5ft., fly 40 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|18 (+4)|12 (+1)|3 (-4)|10 (+0)|12 (+1)| >___ > - **Saving Throws** Con +3, Wis +2 > - **Damage Immunities** cold, poison > - **Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned, prone > - **Senses** blindsight 60 ft., passive Perception 19 > - **Languages** understands all languages it knew in life but can't speak > - **Challenge** 1 (200 XP) > ___ > > ***Reflective Fear.*** If the dread is affected by an ability that could make it frightened, the effect is reflected back at the caster or creator, with the same DC. > > ### Actions > ***Multiattack.*** The dread can use its Frightful Presence. It then attacks once. > > ***Greatsword.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 9 (2d6 + 2) slashing damage. > > ***Claws.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 6 (1d4 + 4) slashing damage. > > ***Frightful Presence.*** Each creature of the dread's choice that is within 30 feet of the dread and aware of it must succeed on a DC 11 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A target that succeeds on the saving throw is immune to the Frightful Presence of all dreads for the next 24 hours. ### Dread A dread is a pair of animated skeletal arms created for use as an undead guardian. Like a skeleton, it is a mindless automaton that obeys the commands of its master, but it also carries an aura of supernatural terror. Each of a dread’s arms is 2 to 4 feet long and weighs 10 to 40 pounds. Dreads do only what they are ordered to do, but they can accept reasonably complex commands based on observable characteristics such as race, equipment, spoken passwords, or specific actions. For example, a dread might be ordered to attack all intruders except elves and creatures displaying a certain token. \page
___ ___ > ## Dream Vestige >*Huge undead, chaotic evil* > ___ > - **Armor Class** 18 > - **Hit Points** 294 (30d12 + 120) > - **Speed** 0 ft., fly 40 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|1 (-5)|16 (+3)|18 (+4)|18 (+4)|18 (+4)|20 (+5)| >___ > - **Saving Throws** Constitution +9, Wisdom +9 > - **Damage Resistances** acid, cold, fire, lightning, thunder > - **Damage Immunities** necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons > - **Condition Immunities** charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained > - **Senses** blindsight 120 ft., passive Perception 14 > - **Languages** all languages its victims knew > - **Challenge** 16 (15,000 XP) > ___ > ***Dream Shield.*** The dream vestige adds its Charisma to AC (included). > > ***Descrated Aura.*** The dream vestige projects an aura of descrated terrain out to 20 feet. > > ***Incorporeal Movement.*** The dream vestige can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. > > ***Split.*** If the dream vestige ever has as much temporay HP as regular, it becomes two vestiges at its current HP. > ### Actions > ***Multiattack.*** The dream vestige can use its Frightful Presence and Absorb. It then makes four tendril attacks. > > ***Tendril.*** *Melee Weapon Attack:* +10 to hit, reach 20ft., one target. *Hit* 15 (3d6 + 5) psychic damage and the target’s Intelligence score is reduced by 1d4. If this reduces its Intelligence to 0, it is stunned until it regains at least one point of Intelligence. Otherwise, the reduction lasts until the target receives a *greater restoration* spell or similar magic. > > The dream vestige gains 5 temporary hit points per point of Intelligence it drains. These temporary hit points stack with themselves, but do not stack with those from any other source. > > ***Absorb.*** The dream vestige kills any number of creatures within 20 feet with 0 Intelligence, totally subsuming them. > >***Frightful Presence.*** Each creature of the dream vestige's choice that is within 30 feet of the dream vestige and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A target that succeeds on the saving throw is immune to the dream vestige's Frightful Presence for the next 24 hours. ### Dream Vestige The first dream vestige was created by Orcus. Since then, the creature has duplicated itself many times. Vestiges even prey upon other undead, seeking to consume all they can. \page
___ > ## Drowned >*Medium undead, chaotic evil* > ___ > - **Armor Class** 13 (natural armor) > - **Hit Points** 200 (21d8 + 105) > - **Speed** 30 ft., swim 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|11 (+0)|20 (+5)|10 (+0)|10 (+0)|12 (+1)| >___ > - **Damage Immunities** poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered > - **Condition Immunities** exhaustion, poisoned > - **Senses** darkvision 60 ft., passive Perception 10 > - **Languages** Common, Abyssal > - **Challenge** 8 (6305 XP) > ___ > ***Drowning Aura.*** Any creature that comes within 30 feet of a drowned has its lungs or other respiratory organs fill with water. It then has the normal amount of time to survive. The water can be removed by a DC 20 Constitution saving throw as an action by the afflicted creature, or a DC 20 Wisdom (Medicine) check as an action by a creature within 5 feet. > > This ability has no effect on creatures that don't breathe or those that breathe water, whether innately or through magic. > > ***Regeneration.*** The drowned regains 5 hit points at the start of its turn if it has at least 1 hit point. > > ***Undead Fortitude.*** If damage reduces the drowned to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the drowned drops to 1 hit point instead. > > ### Actions > ***Slam.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit:* 10 (1d12 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. ### Drowned The drowned lost their lives in the watery deep. The evidence of their gasping death always saturates their clothing and flesh, and fills the air around them. Many drowned came to their current circumstances when their ships went down at sea with all hands. Others, more ancient, first arose when their island homes sank beneath the waves ages ago, drowning all. ___ > ## Dust Wight >*Medium undead, chaotic evil* > ___ > - **Armor Class** 17 (natural armor) > - **Hit Points** 120 (16d8 + 48) > - **Speed** 20 ft., burrow 20 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|8 (-1)|16 (+3)|8 (-1)|11 (+0)|11 (+0)| >___ > - **Saves** Str +7, Wis +3 > - **Skills** Perception +3, Stealth +2 > - **Damage Resistances** necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine > - **Damage Immunities** poison > - **Damage Vulnerabilities** thunder > - **Condition Immunities** exhaustion, paralyzed, petrified, poisoned > - **Senses** darkvision 60 ft., passive Perception 13 > - **Languages** Terran > - **Challenge** 6 (2,300 XP) > ___ > > ***Earth Glide.*** The wight can burrow through nonmagical, unworked earth and stone. While doing so, the wight doesn’t disturb the material it moves through. > > ***Petrifying Cloud.*** When a creature starts its turn within 5 ft. of the wight, it must make a DC 14 Constitution saving throw. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the *greater restoration* spell or other magic. > > ### Actions > > ***Multiattack.*** The dust wight makes two crumbling slam attacks. > > ***Crumbling Slam.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit:* 12 (2d6 + 4) bludgeoning damage. If the target is an object or structure, or a creature mostly made of rock or metal (such as an iron golem or petrified creature), this attack does double damage and is magical. Additionally, if the target is wearing nonmagical armor or a shield made of metal or stone, one of those takes a permanent and cumulative -2 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. ### Dust Wight Dust wights are hateful creatures formed by a conjunction of elemental earth and negative energy. They seek to tear down and destroy all creations of stone and metal, and if they have to kill living creatures to do that, so much the better. \page
___ ___ > ## Earthcancer Centipede >*Gargantuan undead (wormspawn), chaotic evil* > ___ > - **Armor Class** 17 (natural armor) > - **Hit Points** 245 (14d20 + 98) > - **Speed** 60 ft., burrow 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|28 (+9)|18 (+4)|24 (+7)|3 (-4)|14 (+2)|3 (-4)| >___ > - **Saves** Str +14, Con +12, Wis +7 > - **Skills** Perception +12, Stealth +9, Survival +7 > - **Damage Immunities** necrotic, poison > - **Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned > - **Senses** darkvision 60 ft., tremorsense 120 ft., passive Perception 22 > - **Languages** — > - **Challenge** 14 (11,500 XP) > ___ > ***Alacrity.*** The earthcancer centipede has advantage on Dexterity saving throws, ignores difficult terrain, and has advantage on saving throws against being knocked prone. It also gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. > > ***Earthcancer Aura.*** The earthcancer centipede is surrounded by an aura of supernatural energy that invades and corrupts nearby earth and stone. Leprous growths of rancid fungi and aberrant rock formations writhe out of any stony or earthen surface within 60 feet of an earthcancer centipede. This condition weakens and damages structures. It also counts as difficult terrain to move through for all non-wormspawn creatures. > >Additionally, contact with the tainted earth and stone nauseates living creatures. Any creature who touches this tainted earth or stone for the first time on a turn (including those who walk upon it) must make a DC 14 Constitution saving throw or be poisoned until the start of its next turn. If it fails this save by 5 or more, it is incapacitated while poisoned in this way. > > Creatures predominately made of earth (such as earth elementals) that start their turns within 60 feet of an earthcancer centipede or enter that radius for the first time on a turn must also make a DC 14 Fortitude save or take 33 (6d10) necrotic damage, or half on a successful save. > > > ***Obey the Wormtouched.*** Although it is nearly mindless, an earthcancer centipede unerringly understands and follows commands given by other undead servants of Kyuss. > > ***Regeneration.*** The earthcancer centipede regains 10 hit points at the start of its turn if it has at least 1 hit point. > > ***Siege Monster.*** The earthcancer centipede deals double damage to objects and structures. > > ***Tunneler.*** The earthcancer centipede can burrow through solid rock at half its burrowing speed and leaves a 20-foot-wide tunnel in its wake. > ### Actions > > ***Bite.*** *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 31 (4d10 + 9) piercing damage and if the target is a creature it must succeed on a DC 20 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned until cured, even after regaining hit points, and is paralyzed while poisoned in this way. > > ### Earthcancer Centipede Earthcancer centipedes are the result of Kyuss’ attempt to generate undead useful in sieges. An earthcancer centipede is thirty-five feet long and weighs 18 tons. > ##### Centurypede > >Centurypedes are the creatures that Kyuss creates earthcancer centipedes from. They do not have the Earthcancer Aura nor Obey the Wormtouched. They are beasts instead of undead, unaligned, lack the wormspawned tag, have a 1 (-5) in Intelligence and Charisma, and lose the earthcancer's damage and condition immunities. \page
___ > ## Elhoriad >*Medium undead, neutral evil* > ___ > - **Armor Class** 17 (natural armor) > - **Hit Points** 60 (8d8 + 24) > - **Speed** 30 ft., climb 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|18 (+4)|16 (+3)|11 (+0)|10 (+0)|12 (+1)| >___ > - **Saves** Wis +2 > - **Damage Vulnerabilities** bludgeoning > - **Damage Immunities** cold, necrotic, poison > - **Condition Immunities** exhaustion, poisoned > - **Senses** darkvision 60 ft., passive Perception 10 > - **Languages** the languages it knew in life > - **Challenge** 3 (700 XP) > ___ > > ***Entropic Reflection.*** Whenever the elhoriad would take necrotic damage, it is instead reflected back at the damage's source. > > ***Magic Weapons.*** The elhoriad's weapon attacks are magical. > > ***Tharizdun's Blessing.*** The elhoriad has advantage on saving throws against being charmed or frightened, as well as against being turned or rebuked. > > ### Actions > ***Multiattack.*** The elhoriad makes two attacks. If two claws hit the same target, the elhoriad rends the target, dealing an extra 5 (2d4) slashing damage. > > ***Entropic Claw.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit:* 6 (1d4 + 4) slashing damage. If the target is a creature, it must succeed on a DC 13 Constitution save or have its Strength and Constitution scores reduced by 1d4 (roll separately). The target dies if this reduces its Constitution to 0, and is paralyzed if this reduces its Strength to 0 until it regains at least 1 point of Strength. Otherwise, the reductions last until the target receives a *greater restoration* spell or similar magic. > > ***Nightforged Longsword.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit:* 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) if used with both hands. A creature who dies with unhealed wounds from this weapon cannot be brought back from the dead by any means short of *true resurrection* or *wish*. > > ***Longbow.*** *Ranged Weapon Attack:* +6 to hit, range 150/600 ft., one target. *Hit:* 8 (1d8 + 4) piercing damage. ___ > ## Entomber >*Medium undead, unaligned* > ___ > - **Armor Class** 14 (natural armor) > - **Hit Points** 90 (12d8+36) > - **Speed** 30 ft., burrow 10 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|21 (+5)|10 (0)|17 (+3)|4 (-3)|14 (+2)|15 (+2)| >___ > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered > - **Damage Immunities** poison > - **Condition Immunities** paralyzed, poisoned > - **Senses** darkvision 60 ft., passive Perception 12 > - **Languages** understands the languages it knew in life but can't speak > - **Challenge** 5 (1,800 XP) > ___ > ***Turn Resistance.*** The entomber has advantage against all abilities that turn undead. > ### Actions > ***Entombing Slam.*** *Melee Weapon Attack:* +8 to hit, reach 5ft., one target. *Hit:* 10 (1d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Dexterity save or be pounded into a shallow grave. The location of the entombed creature is visible to other creatures. It takes two actions to excavate the creature, or one if using a shovel, which is considered to be grappled by the ground (escape DC 20) and restrained by the ground while grappled in this way. If the creature is not excavated, it may run out of air (adjudicated by the DM) > > ***Exhume.*** As an action, an entomber touches a place where a creature is buried no deeper than 10 feet. The body immediately rises to the surface, leaving no hole or tunnel. A body is not harmed when brought to the surface in this manner. ### Elhoriad The cult of Tharizdun created the elhoriads to act as guardians. The cult researched the various methods of undead creation for several years and even went so far as to recruit accomplished necromancers into their ranks to unlock the secrets that would allow them to manipulate the various forms of undead. Cultists produced elhoriads by taking the base skeleton and infusing them with the very power of entropy channeled from unearthed remnants of Tharizdun's once-mighty artifacts. This grants these creatures their above average intelligence and their deadly entropic touch ability, as well as their nightforged swords. ### Entomber Beloved by necromancers, entombers specialize in bringing corpses out of the ground—or pounding them back in. \page
___ > ## Ephemeral Swarm >*Large swarm of Tiny undead, unaligned* > ___ > - **Armor Class** 13 > - **Hit Points** 68 (9d10 + 18) > - **Speed** 0 ft., fly 60 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|1 (-5)|16 (+3)|14 (+2)|2 (-4)|10 (+0)|15 (+2)| >___ > - **Damage Resistances** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons > - **Damage Immunities** necrotic, poison > - **Condition Immunities** charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned > - **Senses** darkvision 60 ft., passive Perception 10 > - **Languages** — > - **Challenge** 4 (1,100 XP) > ___ > ***Ephemeral.*** The ephemeral swarm can’t wear or carry anything. > > ***Incorporeal Movement.*** The swarm can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. > > ***Turn Vulnerability.*** Because the swarm is a collective of weak undead, the swarm has disadvantage on saving throws against any effect that turns or rebukes undead. > > ***Swarm.*** The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can’t regain hit points or gain temporary hit points. > > ***Evasion.*** If the swarm is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the swarm instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. > ### Actions > ***Necrotic Bites.*** *Melee Weapon Attack:* +5 to hit, reach 0 ft., one target in the swarm’s space. Hit: 18 (4d8) necrotic damage, or 9 (2d8) necrotic damage if the swarm has half of its hit points or fewer. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. ### Ephemeral Swarm These swarms are the result of hundreds of little creatures that died together. \page
___ ___ > ## Euralden Eye >*Medium undead, chaotic evil* > ___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 117 (18d6 + 54) > - **Speed** 40 ft., climb 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|15 (+2)|16 (+3)|19 (+4)|13 (+1)|16 (+3)| >___ > - **Skills** Arcana +10, Perception +4, Stealth +8 > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical weapons > - **Damage Immunities** cold, psychic, poison > - **Condition Immunities** exhaustion, paralyzed, poisoned > - **Senses** darkvision 60 ft., passive Perception 11 > - **Languages** understands the languages it knew in life but can't speak, telepathy 120 ft. > - **Challenge** 7 (2,900 XP) > ___ > > ***Undead Fortitude.*** If damage reduces the eye to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the eye drops to 1 hit point instead. > > ***Innate Spellcasting (Psionics).*** The euralden eye’s innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components: > > At will: *detect magic, faerie fire, light, no light* > > ***Spider Climb.*** The eye can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. > > ### Actions > > ***Multiatattack.*** The eye makes two claw attacks and a bite attack. > > ***Claw.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 5 (1d6 + 2) slashing damage. > > ***Bite.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 6 (1d8 + 2) slashing damage plus 6 (1d12) psychic damage. > > ***Energy Stun.*** The eye chooses a point within 30 feet of it. Each creature within 5 feet of this point must make a DC 15 Dexterity saving throw. On a failure, the creature takes 14 (4d6) acid, cold, fire, lightning, or thunder damage (eye's choice when taking this action), or half on a success. > > Additionally, any creature affected by this ability must make a DC 15 Intelligence saving throws or be stunned until the start of the eye's next turn. > > ***Recall Agony.*** The eye bends the fabric of time, forcing a creature within 120 feet of it to make a DC 15 Intelligence saving throw. The creature takes 39 (6d12) psychic damage on a failure, or half on a success. After a failed save, the creature has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success > > ***Calcifying Cone.*** The eye's gaze creates a 60-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the *greater restoration* spell or other magic. > > While petrified in this way, the creature animates as a stone version of itself (use the stats described for the creatures made by *animate objects* for its size). The construct is under the eye's control. > > ### Reactions > > ***Catfall.*** When the euralden eye falls, it can take this reaction. The euralden eye takes no damage from falling and does not land prone. It also has advantage on Dexterity saves until the end of its next turn. ### Euralden Eye The [euralden eye](http://archive.wizards.com/default.asp?x=dnd/psb/20070518a) is a potent psionic undead. \page
___ > ## Eye of Fear and Flame >*Medium undead, chaotic evil* > ___ > - **Armor Class** 16 (natural armor) > - **Hit Points** 127 (17d8 + 51) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|14 (+2)|16 (+3)|18 (+4)|17 (+3)|19 (+4)| >___ > - **Skills** Stealth +5, Intimidation +10 > - **Saves** Con +6, Wis +6 > - **Damage Resistances** piercing, slashing > - **Damage Immunities** cold, fire, necrotic, poison > - **Condition Immunities** blinded, exhaustion, frightened, paralyzed, poisoned > - **Senses** truesight 60 ft., passive Perception 14 > - **Languages** the languages it knew in life > - **Challenge** 7 (2,900 XP) > ___ > ***Eye of Fear.*** As a bonus action, the eye of fear and flame can cast *fear* (DC 15), no concentration required. It can still use Eye of Flame on this turn. > > ***Turn Resistance.*** The eye of fear and flame has advantage on saving throws against any effect that turns undead. > > ***Madness.*** The eye of fear and flame has advantage on saving throws against being charmed. > > ***Blindness Reflection.*** When targeted by a spell or effect that could cause blindness, the spell is automatically reflected back at its caster, who must make a save against their own ability. > > ***Innate Spellcasting.*** The eye’s spellcasting ability is Charisma (spell save DC 15). The eye can innately cast the following spells, requiring no material components: > >At will: *detect magic, detect thoughts* > ### Actions > ***Multiattack.*** The eye of fear and flame makes two claw attacks. > > ***Eye of Flame (Recharge 5 or 6).*** The eye of fear and flame casts *fireball* as a 5th-level spell (DC 15). This fireball deals vile damage. > > ***Claw.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 6 (1d6 + 3) slashing damage. > > ***Etherealness.*** The eye of fear and flame enters the Ethereal Plane from the Material Plane, or vice versa. It can't affect or be affected by anything on the other plane. ### Eye of Fear and Flame Eyes of fear and flame roam about underground and in dark forests, forcing good people to do evil things. ___ > ## Famine Spirit >*Large undead, neutral evil* > ___ > - **Armor Class** 9 > - **Hit Points** 609 (42d10 + 379) > - **Speed** 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|8 (-1)|28 (+9)|14 (+2)|15 (+2)|16 (+3)| >___ > - **Damage Immunities** necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapons > - **Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned > - **Senses** truesight 120 ft., passive Perception 12 > - **Languages** the languages it knew in life > - **Challenge** 19 (22,000 XP) > ___ > ***Regeneration.*** The famine spirit regains 50 hit points at the start of its turn. If the famine spirit takes radiant damage, this trait doesn't function at the start of the famine spirit's next turn. The famine spirit dies only if it starts its turn with 0 hit points and doesn't regenerate. > > ***Aura of Pain.*** As a bonus action, the famine spirit causes all creatures of its choice within 60 feet to suffer crippling pain. Affected creatures must make a Constitution saving throw. On a failure, a creature is incapacitated with excruciating pain for 1 minute. Success indicates the creature is immune to this famine spirit's aura of pain for the next minute, after which it must save again. Constructs ignore this effect. > > ***Magic Resistance.*** The famine spirit has advantage on saves against spells and other magical effects. > ### Actions > ***Vorpal Bite.*** *Melee Weapon Attack:* +9 to hit, reach 5ft., one target. *Hit:* The target takes 12 (2d8 + 3) slashing damage. On a critical hit, the famine spirit bites the target's head off. This attack scores a critical hit on rolls of 19 or 20. If the creature doesn't have or need a head, it instead takes an extra 6d8 slashing damage. > > ***Etherealness.*** The famine spirit enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane. ### Famine Spirit A famine spirit eats everything and anything that a living being could, but its hunger is never sated. They ignore the living unless the living get in the way of their feasts, but a single famine spirit can eat more than a hundred men do. \page
___ ___ > ## Fleshless Reaper >*Large undead, same alignment as its creator (usually neutral evil)* > ___ > - **Armor Class** 19 (natural armor) > - **Hit Points** 102 (12d10 + 36) > - **Speed** 50 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|20 (+5)|16 (+3)|14 (+2)|10 (+0)|3 (-4)| >___ > - **Saves** Dex +9, Con +7, Wis +4 > - **Skills** Investigation +6, Perception +4, Stealth +9, Survival +4 > - **Damage Resistances** cold, necrotic; bludgeoning, piercing, and slashing from nonmagical weapons > - **Damage Immunities** poison > - **Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned > - **Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 14 > - **Languages** the languages it knew in life > - **Challenge** 10 (5,900 XP) > ___ > > ***Assassinate.*** During its first turn, the reaper has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the reaper scores against a surprised creature is a critical hit. > >***Avoidance.*** If the reaper is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. > > ***Caged Soul.*** The ritual that creates a fleshless reaper also creates a soul cage keyed to that reaper. Anyone possessing the soul cage can use the fleshless reaper’s senses and give it orders telepathically as long as both are on the same plane. A fleshless reaper cannot disobey any order given to it by any individual in possession of the soul cage. If a fleshless reaper’s soul cage is destroyed (the cage has hardness 8 and 30 hit points, and counts as a Tiny object) it may attempt to revert to the original alignment of the humanoid soul within by succeeding on a Wisdom saving throw against its creator's spell save DC. Otherwise it retains the alignment of its creator. > > ***Shadow Action.*** While in dim light or darkness, the reaper can use a bonus action to take the Dash, Disengage, or Hide action. > > ***Sneak Attack (1/Turn).*** The reaper deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the reaper that isn’t incapacitated and the reaper doesn’t have disadvantage on the attack roll. > > ***Innate Spellcasting (Psionics).*** The reaper's spellcasting ability is Intelligence. The reaper can innately cast the following spells, requiring no components: > > At will: *darkness, pass without trace* (self only)*, silence* > > 1/day: *dimension door* > > ### Actions > > ***Multiattack.*** The reaper uses its Chilling Gaze. It then makes two claw attacks or one soul scythe attack. > > ***Claw.*** *Melee Weapon Attack:* +9 to hit, reach 5ft., one target. *Hit:* The target takes 12 (2d6 + 5) slashing damage. Instead of dealing damage, the reaper can grapple the target (escape DC 16). > > ***Soul Scythe.*** *Melee Weapon Attack:* +9 to hit, reach 5ft., one target. *Hit:* The target takes 14 (2d8 + 5) necrotic damage. On a critical hit, the reaper rolls four times as many dice instead of two. > >The soul of a creature killed by this attack is sucked into one of the obsidian shards set in the fleshless reaper, and cannot be released without destroying the fleshless reaper unless they possess its soul cage. If a fleshless reaper or its soul cage is destroyed, all souls trapped within the reaper are released. A fleshless reaper without a soul cage cannot trap souls. A fleshless reaper can hold up to 15 souls at a time, and cannot trap more if it is already storing 15 souls. > > ***Chilling Gaze.*** The reaper targets one creature within 30 feet it can see. The creature must succeed on a DC 14 Wisdom saving throw. On a failure, it is paralyzed until the start of the reaper's next turn. Even on a success, the target's speed is halved until the start of the reaper's next turn. ### Fleshless Reaper A foul undead stalker created by paranoid necromancers, the fleshless reaper has the intelligence to further its master’s plans without the free will to interfere. Created from humanoid bones stewed in blood and assembled with psionically charged obsidian and crystal, the intellect of a reaper comes from a humanoid soul bound to the macabre frame; what little remains of his or her personality is then twisted to resemble that of its new master. Only once the soul cage to which it is bound is smashed can these unfortunates find peace, though the vast majority find themselves sold to whoever will pay for such a loyal, if macabre, servant. Fleshless reapers usually try to avoid direct combat, instead picking on individuals when their guard is down, and will use their spell-like abilities to escape if pressed. They are at their greatest advantage when stalking prey in cluttered or enclosed environments where cover is easy to find, assassinating targets one at a time and returning the souls collected to their masters—often to serve as the animating force behind yet more fleshless reapers. Reapers likes to cast *darkness* on their scythes, thus enabling them to take full advantage of their blindsight and Shadow Action. When not expecting battle, they always have Pass Without Trace active. Virtually all are created against their will, but a very few willingly choose to become one. \page
___ > ## Forsaken Shell >*Medium undead, chaotic evil* > ___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 45 (6d8 + 18) > - **Speed** 30 ft., burrow 15 ft., swim 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|21 (+5)|17 (+3)|16 (+3)|11 (+0)|10 (+0)|10 (+0)| >___ > - **Skills** Stealth +9 > - **Damage Immunities** poison > - **Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned, prone > - **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 12 > - **Languages** understands the languages it knew in life but can't speak > - **Challenge** 6 (2,900 XP) > ___ > > ***Amorphous.*** The shell can move through a space as narrow as 1 inch wide without squeezing. > > ***Damage Transfer.*** While grappling a creature, the shell takes only half the damage dealt to it (rounded down), and that creature takes the other half. > > > ***Undead Fortitude.*** If damage reduces the shell to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the shell drops to 1 hit point instead. > > ### Actions > > ***Multiattack.*** The forsaken shell makes a skin slap attack and a constrict attack. > > ***Skin Slap.*** *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 7 (1d4 + 5) bludgeoning damage and the target must make a DC 18 Strength saving throw or be knocked prone. > > ***Constrict.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one creature. *Hit:* 14 (2d8 + 5) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the shell can't constrict another target. > > A creature killed by this ability rises as a forsaken shell at initiative count 20 in 1d4 rounds. ### Forsaken Shell Forsaken shells are what they appear to be—the empty skins of past victims, purged of their bloody and visceral former contents. The loose skins possess an amazing strength and elasticity, driven by necromantic élan and a predatory nature that cannot be denied. \page
___ ___ > ## Ghostly Visage >*Tiny undead, same alignment as its host (chaotic evil when hostless)* > ___ > - **Armor Class** 18 (natural armor) > - **Hit Points** 7 (2d4 + 2) > - **Speed** 0 ft., fly 10 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|1 (-5)|20 (+5)|12 (+1)|12 (+1)|9 (-1)|16 (+3)| >___ > - **Condition Immunities** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained > - **Damage Resistances** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons > - **Damage Immunities** necrotic, poison > - **Senses** darkvision 60 ft., passive Perception 9 > - **Languages** the languages it knew in life > - **Challenge** 1 (450 XP) > ___ > ***Ephemeral.*** The visage can’t wear or carry anything. > > ***Incorporeal Movement.*** The visage can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. > > ***Gaze of Terror.*** When a creature that can see the ghostly visage's manifested face starts its turn within 30 feet of the visage, the visage can force it to make a DC 13 Wisdom saving throw if the visage isn’t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is frightened of the visage and paralyzed while frightened in this way. Otherwise, a creature is frightened of the visage on a failed save. In either case, the creature can repeat the save at the end of each of its turns, ending the effect on a success. A target that succeeds on the saving throw is immune to the Gaze of Terror of all ghostly visages for the next 24 hours. > > Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it has disadvantage on attack rolls against the visage and its host until the start of its next turn. If the creature looks at the visage or its host in the meantime, it must immediately make the saving throw. > > ***Manifest.*** While melded, the ghostly visage can superimpose a horrific face over the creature it is melded with as a bonus action. The face lasts until the start of the visage's next turn. The visage must be manifesting to use its Gaze of Terror ability. While manifested, the visage can be targeted with attacks and harmful spells. If an attack misses the visage but rolled high enough to hit the creature it's melded with, the attack hits the host creature. > ### Actions > ***Meld.*** As an action, the ghostly visage fuses with a corporeal creature it touches. An unwilling creature can make a DC 13 Charisma save, negating the effect on a success. Upon successfully melding, the ghostly visage vanishes into the corporeal creature's body, becoming untargetable and invulnerable unless it uses Manifest. ### Ghostly Visage A minor undead spirit, a ghostly visage cannot harm any creature by itself. However, it has a frightening gaze that can paralyze opponents. It is often found melded with a more powerful creature, who gives it a home and it can bestow its talents upon. \page
___ ___ > ## Black Ice Golem >*Huge construct, unaligned* > ___ > - **Armor Class** 17 (natural armor) > - **Hit Points** 184 (16d12 + 80) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|24 (+7)|9 (-1)|20 (+5)|3 (-4)|10 (+0)|1 (-5)| >___ > - **Damage Immunities** cold, necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine > - **Damage Vulnerabilities** fire > - **Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned > - **Senses** darkvision 120 ft., passive Perception 9 > - **Languages** understands the languages of its creator but can't speak > - **Challenge** 14 (11,500 XP) > ___ > ***Cold Aura.*** At the start of each of the golem’s turns, each creature within 20 feet of it other than itself takes 7 (2d6) cold damage. A creature that touches the golem or hits it with a melee attack while within 5 feet of it takes 7 (2d6) cold damage. > > ***Uttercold Absorption.*** Whenever the golem is subjected to cold or necrotic damage, it takes no damage and instead regains a number of hit points equal to the cold or necrotic damage dealt. > > ***Immutable Form.*** The golem is immune to any spell or effect that would alter its form. > > ***Magic Resistance.*** The golem has advantage on saving throws against spells and other magical effects. > > ***Siege Monster.*** The golem deals double damage to objects and structures. > > ***Uttercold Magic Weapons.*** The golem's weapon attacks are magical. When the golem hits with any weapon, the weapon deals an extra 2d6 cold damage and an extra 2d6 necrotic damage (included in the attack). > > ### Actions > ***Multiattack.*** The golem makes two slam attacks and uses Ice Shards if it's available. > > ***Slam.*** *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 17 (3d6 + 7) bludgeoning damage plus 7 (2d6) cold damage plus 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 18 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. > > ***Ice Shards (Recharge 5-6).*** Every creature within 10 feet of the black ice golem must make a DC 18 Dexterity saving throw. On a failure, it takes 7 (2d6) piercing damage, 7 (2d6) cold damage, 7 (2d6) necrotic damage, and is blinded until the end of the golem's next turn. On a success, it takes half damage and is not blinded. Any creature hit by this ability must also succeed on a DC 18 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. ### Golem, Black Ice Black ice golems are made of blood-filled ice charged with negative energy. \page
___ > ## Bone Golem >*Large construct, unaligned* > ___ > - **Armor Class** 17 (natural armor) > - **Hit Points** 123 (13d10 + 52) > - **Speed** 40 ft., climb 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|20 (+5)|18 (+4)|3 (-4)|8 (-1)|1 (-5)| >___ > - **Damage Immunities** poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine > - **Damage Vulnerabilities** bludgeoning > - **Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned > - **Senses** darkvision 60 ft., passive Perception 9 > - **Languages** understands the languages of its creator but can't speak > - **Challenge** 10 (5,900 XP) > ___ > ***Consume Skeleton.*** As a bonus action, the bone golem can destroy one animated **skeleton** within 5 feet of it. The bone golem then regains hit points or temporary hit points (its choice) equal to the skeleton's current hit points. > > ***Immutable Form.*** The golem is immune to any spell or effect that would alter its form. > > ***Magic Resistance.*** The golem has advantage on saving throws against spells and other magical effects. > > ***Magic Weapons.*** The golem's weapon attacks are magical. > > ### Actions > ***Multiattack.*** The golem makes two claw attacks. > > ***Claw.*** *Melee Weapon Attack:* +9 to hit, reach 5ft., one target. *Hit:* 18 (2d12 + 5) piercing damage. Instead of dealing damage, the golem can grapple the target (escape DC 17). Every time a creature tries to escape this grapple, it takes 10 (4d4) piercing damage regardless of the outcome. > > ***Dread Roar (Recharge 5-6).*** The golem roars magically. Every enemy within 300 feet of the golem that can hear it must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. A frightened target within 60 feet is paralyzed. A target that successfully saves is immune to the dread roar of all bone golems for the next 24 hours. ### Golem, Bone Bone golems are made up of once-animated bones, but they are constructs, not undead. ___ > ## Grave Dirt Golem >*Large construct, unaligned* > ___ > - **Armor Class** 14 (natural armor) > - **Hit Points** 133 (14d10 + 56) > - **Speed** 20ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|9 (-1)|18 (+4)|3 (-4)|8 (-1)|1 (-5)| >___ > - **Damage Immunities** necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine > - **Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned > - **Senses** darkvision 60 ft., passive Perception 9 > - **Languages** understands the languages of its creator but can't speak > - **Challenge** 9 (5,000 XP) > ___ > ***Necrotic Absorption.*** Whenever the golem is subjected to necrotic damage, it takes no damage and instead regains a number of hit points equal to the necrotic damage dealt. > > ***Berserk.*** Whenever the golem starts its turn with 60 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. > > ***Immutable Form.*** The golem is immune to any spell or effect that would alter its form. > > ***Magic Resistance.*** The golem has advantage on saving throws against spells and other magical effects. > > ***Magic Weapons.***The golem's weapon attacks are magical. > > ### Actions > ***Multiattack.*** The golem makes two slam attacks. > > ***Slam.*** *Melee Weapon Attack:* +9 to hit, reach 5ft., one target. *Hit:* 16 (2d10+5) bludgeoning damage and 7 (2d6) necrotic damage on the golem's next turn. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the necrotic damage taken. The target dies if this reduces its hit point maximum to 0. The reduction lasts until removed by the *greater restoration* spell or other magic. ### Golem, Grave Dirt Grave dirt golems are very unpleasant to fight, for their blows foul the flesh of those they hit. \page
___ ___ > ## Shadesteel Golem >*Medium construct, unaligned* > ___ > - **Armor Class** 27 (natural armor) > - **Hit Points** 95 (10d8 + 50) > - **Speed** 30 ft., fly 30 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|25 (+7)|20 (+5)|3 (-4)|10 (+0)|1 (-5)| >___ > - **Skills** Stealth +15 > - **Damage Immunities** necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons > - **Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned > - **Senses** darkvision 120 ft., passive Perception 10 > - **Languages** understands the languages of its creator but can't speak > - **Challenge** 11 (7,200 XP) > ___ > > ***Avoidance.*** If the golem is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. > > ***Necrotic Absorption.*** Whenever the golem is subjected to necrotic damage, it takes no damage and instead regains a number of hit points equal to the necrotic damage dealt. > > ***Light Haste.*** If the golem takes radiant damage, it speeds up as if affected by the spell *haste* for 1 minute. The golem is also *hasted* whenever it is subject to a positive energy effect, such as the turning attempt of a cleric. This might happen if the cleric has mistakenly identified the creature as a nightwalker or other undead, or if the golem is standing near undead. > > ***Immutable Form.*** The golem is immune to any spell or effect that would alter its form. > > ***Magic Resistance.*** The golem has advantage on saving throws against spells and other magical effects. > > ***Magic Weapons.*** The golem's weapon attacks are magical. > > ***Shadow Blend.*** In any lighting other than true daylight, the golem can choose to be heavily obscured to all other creatures (no action required). > > ### Actions > ***Multiattack.*** The golem makes two fist attacks and uses Negative Pulse Wave if it can. > > ***Fist.*** *Melee Weapon Attack:* +11 to hit, reach 5ft., one target. *Hit:* 20 (2d12 + 7) bludgeoning, piercing, or slashing damage. Instead of dealing damage, the golem can grapple the target (escape DC 13). > > ***Negative Pulse Wave (Recharge 5-6).*** All creatures within 40 feet of the golem must make a DC 17 Constitution saving throw or take 35 (10d6) necrotic damage. On a successful save, they instead take half. Undead are healed instead of damaged. ### Golem, Shadesteel Shadesteel golems are constructs that closely resemble undead. Unlike clunking iron golems, shadesteel golems are precise and silent. Many golems are actually disguised as undead, to make adventurers try to turn them. > ##### Variant: Tombstone Golem > > To create a **tombstone golem**, start with the **stone golem**, increase the CR to 12, remove the Slow action, and add the trait below: > >***Slay Living (Recharge 5-6).*** When it hits a creature with a melee attack, the golem can force the creature to make a DC 17 Constitution saving throw against this magic. On a failed save, the target drops to 0 hit points. This has no effect on undead or constructs. \page
___ > ## Sickstone Golem >*Large construct, unaligned* > ___ > - **Armor Class** 17 (natural armor) > - **Hit Points** 178 (17d10 + 85) > - **Speed** 30 ft., climb 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|22 (+6)|9 (-1)|20 (+5)|3 (-4)|11 (+0)|1 (-5)| >___ > - **Damage Immunities** poison, psychic, radiant; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons > - **Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned > - **Senses** darkvision 120 ft., passive Perception 10 > - **Languages** understands the languages of its creator but can't speak > - **Challenge** 10 (5,900 XP) > ___ > > ***Illumination.*** The golem magically sheds bright light in a 60-foot radius and dim light for an additional 60 feet. This light goes out when the golem is destroyed. Any creature within the golem's bright light can't regain hit points. > > ***Immutable Form.*** The golem is immune to any spell or effect that would alter its form. > > ***Magic Resistance.*** The golem has advantage on saving throws against spells and other magical effects. > > ***Magic Weapons.*** The golem's weapon attacks are magical. > > ***Radiant Absorption.*** Whenever the golem is subjected to radiant damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt. > > ### Actions > ***Multiattack.*** The golem makes two slam attacks. > > ***Slam.*** *Melee Weapon Attack:* +10 to hit, reach 5ft., one target. *Hit:* 20 (2d12 + 7) bludgeoning damage. > > ***Radiation Wave (Recharge 5-6).*** The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Constitution saving throw against this magic. On a failed save, the creature is poisoned until the end of the golem's next turn, and its Constitution score is reduced by 1d6, reducing its max and current HP accordingly. This reduction lasts until removed by *greater restoration* or other magic. ### Golem, Sickstone Sickstone golems are made of a grotesque glowing material that drains the life of anything in contact. ___ > ## Gravecrawler >*Small undead, lawful neutral* > ___ > - **Armor Class** 21 (natural armor) > - **Hit Points** 52 (8d6 + 24) > - **Speed** 20 ft., burrow 20 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|16 (+3)|16 (+3)|16 (+3)|11 (+0)|11 (+0)| >___ > - **Skills** History +9 > - **Damage Resistances** bludgeoning, piercing, and slashing damage from nonmagical weapons > - **Damage Immunities** poison > - **Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned > - **Senses** darkvision 60 ft., tremorsense 60 ft., passive Perception 10 > - **Languages** Common, Terran, three local > - **Challenge** 5 (1,800 XP) > ___ > ***Innate Spellcasting.*** The gravecrawler's spellcasting ability is Intelligence (spell save DC 14). The gravecrawler can innately cast the following spells, requiring no material components: > > At will: *earthbind, earth tremor, Maximilian's earthen grasp, mold earth, speak with dead* > > ***Earth Glide.*** The gravecrawler can burrow through nonmagical, unworked earth and stone. While doing so, the gravecrawler doesn’t disturb the material it moves through. > > ***Calcifying Aura.*** At the start of each of the gravecrawler’s turns, every non-gravecrawler creature made of flesh within 30 feet has its Constitution score is reduced by 1. A creature whose Constitution is reduced to 0 is petrified until it regains at least one point of Constitution. Otherwise, the reduction lasts until the target finishes a short or long rest. > > ### Actions > ***Calcifying Bite.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 8 (2d4 + 3) piercing damage and the target must succeed on a DC 14 Constitution saving throw or be affected as if by a *slow* spell. If the gravecrawler hits the target again while the target is *slowed*, the target must make another DC 14 Constitution saving throw, suffering the effects of a *flesh to stone* spell on a failure. Neither of these effects require concentration. ### Gravecrawler A small sluglike undead, the gravecrawler is a guardian spirit of graveyards. It is despised by necromancers, for its presence in a graveyard gradually petrifies the corpses. Although gravecrawlers are most certainly undead, it's unclear what they were in life. It's possible they represent a collective will and guardian of the graveyard's inhabitants. \page
___ > ## Gravehound >*Large undead, neutral evil* > ___ > - **Armor Class** 13 (natural armor) > - **Hit Points** 75 (10d10 + 20) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|13 (+1)|14 (+2)|7 (-2)|12 (+1)|8 (-1)| >___ > - **Skills** Perception +5 > - **Condition Immunities** exhaustion, poisoned > - **Damage Immunities** poison > - **Senses** darkvision 60 ft., passive Perception 15 > - **Languages** Common, Giant, Winter Wolf > - **Challenge** 3 (700 XP) > ___ > ***Keen Hearing and Smell.*** The gravehound has advantage on Wisdom (Perception) checks that rely on hearing or smell. > > ***Pack Tactics.*** The gravehound has advantage on an attack roll against a creature if at least one of the gravehound’s allies is within 5 ft. of the creature and the ally isn’t incapacitated. > > ### Actions > ***Bite.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or saving throw or be stunned until the end of its next turn. ### Gravehound The reanimated remains of winter wolves, these creatures gain a fearsome stunning bite. ### Graveyard Sludge Graveyard sludges result from the defilement of corpses. They bridge the gap between the living and the dead, and ___ > ## Graveyard Sludge >*Large ooze, unaligned* > ___ > - **Armor Class** 11 > - **Hit Points** 72 (8d10 + 32) > - **Speed** 30 ft., climb 30 feet >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|12 (+1)|19 (+4)|1 (-5)|6 (-2)|1 (-5)| >___ > - **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, prone > - **Damage Immunities** acid, cold, necrotic, radiant > - **Senses** blindsight 120 ft. (blind beyond this radius), passive Perception 8 > - **Languages** — > - **Challenge** 4 (1,100 XP) > ___ > ***Amorphous.*** The sludge can move through a space as narrow as 1 inch wide without squeezing. > > ***Between Worlds.*** Whenever the graveyard sludge is subjected to necrotic or radiant damage, it takes no damage and instead regains a number of hit points equal to the necrotic or radiant damage dealt. > > ***Spider Climb.*** The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. > > ### Actions > ***Pseudopod.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid damage. > > ***Oozespawn Zombies.*** The graveyard sludge targets any number of humanoids within 20 feet of it who died in the last minute. All affected humanoids rise as **ooze zombies** (see the Variant Abilities section above) under the graveyard sludge's control. > > ***Spirit Resurgence.*** The graveyard ooze releases its latent spirit energy. All creatures within 5 feet must succeed on a DC 14 Wisdom saving throw or be affected as if by a *fear* spell. > > ***Vigor of the Dead.*** The graveyard ooze touches one undead creature within 5 feet. Until the start of the ooze's next turn, that creature has advantage on saving throws, resistance against piercing, bludgeoning, and slashing from nonmagical weapons that aren't silvered, and its necromancy spells are cast as if one level higher. \page
___ ___ > ## Grimweird >*Medium undead, lawful evil* > ___ > - **Armor Class** 13 (natural armor) > - **Hit Points** 60 (24d8 - 48) > - **Speed** 20 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|4 (-3)|13 (+1)|6 (-2)|18 (+4)|17 (+3)|20 (+5)| >___ > - **Skills** Arcana +12, Deception +9, Investigation +8, Intimidation +9, Persuasion +9, Religion +8 > - **Saving Throws** Constitution +2, Intelligence +8, Wisdom +7, Charisma +9 > - **Damage Immunities** necrotic, poison > - **Condition Immunities** exhaustion, paralyzed, poison > - **Senses** darvision 60 ft., passive Perception 13 > - **Languages** the languages it knew in life > - **Challenge** 10 (5,900 XP) > ___ > ***Grimweird Cunning.*** The grimweird has advantage on Intelligence, Wisdom, and Charisma saving throws. > > ***Mage Sight.*** The grimweird can determine all spell effects upon creatures within 60 feet it can see unerringly. > > ***Innate Spellcasting.*** The grimweird can innately cast *conjure undead* as a 9th-level spell at will, requiring no material components. > > ### Actions > ***Multicast.*** The grimweird can use Benign Transposition, Reave Magic, Summon Undead Minions, and/or Summon Undead if they are available. > > ***Benign Transposition (Recharge 5, 6).*** The grimweird chooses a space within 30 feet that is occupied by a willing creature and swaps places with that creature. > > ***Reave Magic (Recharge 6).*** The grimweird dispels all spells of 3rd level or lower on one target within 30 feet. For each spell of 4th level or higher, it makes a Charisma check against a DC of 10 + the spell's level. On a success, it dispels that spell. It can choose to steal any or all spells dispelled with this ability for itself. > > ***Summon Undead (Recharge 6).*** The grimweird summons one undead creature of CR 6 or lower within 90 feet. The creature is friendly to the grimweird and follows its orders. It stays for 1 minute or until it drops to 0 hit points, at which time it disappears. > > ***Summon Undead Minions (Recharge 4, 5, 6).*** The grimweird summons undead as if by the *summon undead minions* spell, no concentration required. These undead last for 1 minute or until they drop to 0 hit points, at which time they disappear. > > ***Life Drain.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 19 (4d8 + 1) necrotic damage. The target must succeed on a DC 12 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. > > ### Reactions > > ***Duck Behind.*** When the grimweird would take damage, it can cause one willing creature within 5 feet of it to take the damage instead. ### Grimweird Grimweirds are humanoids who have bonded body and soul with the Negative Energy Plane, and can call undead out of it inherently. They try to have a hulking corpse summoned at all times. \page
___ ___ > ## Taunting Haunt >*Medium undead, chaotic neutral* > ___ > - **Armor Class** 13 > - **Hit Points** 67 (9d8 + 27) > - **Speed** 0 ft., fly 40 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|6 (-2)|16 (+3)|16 (+3)|13 (+1)|11 (+0)|18 (+4)| >___ > - **Skills** Acrobatics +7, Arcana +5, Deception +8, History +5, Intimidation +8, Nature +5, Perception +2, Performance +8, Religion +5, Sleight of Hand +7 > - **Damage Resistances** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons > - **Damage Immunities** necrotic, poison > - **Condition Immunities** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained > - **Senses** darkvision 60 ft., passive Perception 12 > - **Languages** the languages it knew in life > - **Challenge** 4 (1,100 XP) > ___ > ***Encore.*** If it dies, the taunting haunt returns to life in 24 hours and regains all its hit points. Not even a *wish* spell or the direct intervention of a deity can prevent this trait from functioning. These creatures can be driven away only when defeated in a battle of wits or put to rest only when their final wishes are met. > > ***Incorporeal Movement.*** The haunt can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. > > ***Innate Spellcasting.*** The haunt’s spellcasting ability is Charisma (spell save DC 14). The haunt can innately cast the following spells, requiring no material components: > > At will: *create equipment, dancing lights, douse, friends, hex, minor illusion, prestidigitation* > > 3/day: *charming lie, grease, invisibility* (self only)*, Tasha's hideous laughter* > > 1/day: *fear, glibness, major image, Nystul's magic aura* > > ### Actions > > ***Stupefy (Recharge 5-6).*** One creature within 30 feet of the haunt must make a DC 14 Intelligence save. On a failure, it is incapacitated until the start of the haunt's next turn, and its speed is 0 for the same duration. It also has disadvantage on Intelligence, Wisdom, and Charisma checks for 1 minute. > > ### Reactions > > ***Tripping Tongue (3/day).*** A taunting haunt can force an opponent to speak the opposite of an intended statement as a reaction. An entreaty for peace becomes a challenge to battle. A friendly greeting becomes an insulting threat. If that foe succeeds on a DC 14 Wisdom save, this ability has no effect. Anyone listening to a creature affected by this ability can make a DC 14 Wisdom (Insight) check to notice that the affected creature has been compelled to speak unintended words. > > ***Vicious Lampoon.*** When an opponent within 30 feet misses with an attack, a taunting haunt can, deliver a short, scathing commentary on that foe’s competence (or lack thereof). The subject must succeed on a DC 14 Wisdom save or take disadvantage on attack rolls, ability checks, and saving throws until the end of its next turn. ### Haunt, Taunting Haunts are spirits that left unfinished business in life and have returned to seek recompense. Victims of injustice, haunts have no qualms about causing others to suffer as they did. A haunt can’t be permanently defeated by normal means, instead, someone must right the wrongs that led to its grim state. A taunting haunt is the twisted, jealous spirit of a deceased bard, jester, or other performer. Bitter and angry, and resentful of the living, a taunting haunt uses its sharp wit, cruel humor, and spiteful performances to create havoc and chaos wherever it goes. Taunting haunts pose a minimal physical threat, yet they are dreaded by almost anyone unfortunate enough to encounter them. With their biting sense of humor and relentless spirit, they can prove more difficult to handle than foes in a stand-up f ght. \page
___ > ## Hopping Vampire >*Medium undead, chaotic evil* > ___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 68 (9d8 + 27) > - **Speed** 20ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|4 (-3)|16 (+3)|7 (-3)|9 (-1)|12 (+1)| >___ > - **Damage Vulnerabilities** bludgeoning, piercing, and slashing from jade weapons > - **Damage Resistances** cold, lightning > - **Damage Immunities** poison; bludgeoning, piercing, and slashing from nonmagical weapons that aren't made of jade > - **Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned > - **Senses** darkvision 60 ft., passive Perception 9 > - **Languages** understands the languages it knew in life but can't speak > - **Challenge** 5 (1,800 XP) > ___ > ***Breath Sight.*** The hopping vampire can never see living creatures, but it can sense their breaths as if it had blindsight to 120 feet. If they hold their breath, they are effectively invisible to it. A creature that falls unconscious stops holding its breath. > > ### Actions > ***Multiattack.*** The hopping vampire makes two claw attacks. > > ***Claw.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 10 (2d6 + 3) slashing damage, and the target must make a DC 14 Constitution saving throw. On a failure, it begins a gradual transformation into a hopping vampire itself. This transformation takes 1d4 + 1 days. A creature can extend the limit by spending 1 hour dancing on pure sticky rice. For each hour spent in this way before taking a long rest, the creature must make a DC 10 + number of hours Constitution saving throw or gain one level of exhaustion. A *remove curse* spell ends the vampiric curse. ### Hopping Vampire If a corpse is buried at an inauspicious location, it often returns as a hopping vampire, a dreadful creature that desires only to slay the living. ### Huecuva Huecuvas are created when the chosen of good gods betray those gods. Unlike liches or death knights, huecuvas are not intelligent and are little more than cruel beasts. Although cleric huevucas are the most common, other types of huecuvas do exist, such as monks, druids, paladins, and rangers. Cleric huecuvas usually switch to the Death domain. ___ > ## Huecuva >*Medium undead, any evil* > ___ > - **Armor Class** 17 (scale mail, shield) > - **Hit Points** 91 (14d8 + 28) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|12 (+1)|15 (+2)|7 (-2)|18 (+4)|10 (+0)| >___ > - **Damage Immunities** necrotic, poison; bludgeoning, piercing and slashing from nonmagical attacks that aren't silvered > - **Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned > - **Senses** darkvision 60 ft., passive Perception 14 > - **Languages** the languages it knew in life > - **Challenge** 5 (1,800 XP) > ___ > ***Turn Resistance.*** The huecuve has advantage on saving throws against effects that turn undead. > > ***Spellcasting.*** The huecuva is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The huecuva has the following cleric spells prepared: > > Cantrips (at will): *chill touch* (2d8), *guidance, thaumaturgy, toll the dead* (2d8/2d12) > > 1st-level (4 slots): *bane, bless, charm person, command, false life, ray of sickness* > > 2nd-level (3 slots): *blindness/deafness, hold person, lesser restoration, ray of enfeeblement, silence* > > 3rd-level (2 slots): *animate dead, dispel magic, spirit guardians, vampiric touch* > > ***Touch of Death (Recharge 6).*** When the huecuva lands a melee attack, it adds 15 necrotic damage. > > ### Actions > ***Multiattack.*** The huecuva attacks once with its battleaxe and once with its blighted fist. > > ***Battleaxe.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 8 (1d8 + 3) slashing damage plus 7 (2d6) necrotic damage. > > ***Blighted Fist.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 7 (1d6 + 3) bludgeoning damage plus 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or be cursed with huecuva blight. The cursed target's Strength and Constitution scores decrease by 1d2 points for every 24 hours that elapse. If the curse reduces the target's Strength score to 0, the target is paralyzed until it regains at least 1 point of Strength. If the curse reduces the target's Constitution score to 0, the target dies. The curse lasts until removed by the *remove curse* spell or other magic. \page
___ > ## Hulking Corpse >*Large undead, unaligned* > ___ > - **Armor Class** 9 > - **Hit Points** 199 (19d10 + 95) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|23 (+6)|8 (-1)|21 (+5)|3 (-4)|12 (+1)|5 (-3)| >___ > - **Saving Throws** Con +9, Wis +5 > - **Damage Resistances** cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks > - **Damage Immunities** poison > - **Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned > - **Senses** darkvision 60 ft., passive Perception 11 > - **Languages** understands the languages it knew in life but can't speak > - **Challenge** 9 (5,000 XP) > ___ > > ***Siege Monster.*** The hulking corpse deals double damage to objects and structures. > > ***Regeneration.*** The corpse regains 10 hit points at the start of its turn. If the corpse takes radiant damage, this trait doesn’t function at the start of the corpse's next turn. The corpse dies only if it starts its turn with 0 hit points and doesn’t regenerate. > > ### Actions > ***Multiattack.*** The hulking corpse slams twice. If both slams hit the same target, the hulking corpse pulverizes the target, dealing an extra 28 (8d6) bludgeoning damage. > > ***Slam.*** *Melee Weapon Attack:* +10 to hit, reach 10ft., one target. *Hit* 20 (4d6 + 6) bludgeoning damage. If the target a is Medium or smaller creature, it is grappled (escape DC 17). ### Hulking Corpse Mindless brutes, hulking corpses excel at destroying things. Any army of the undead would love to count one among their ranks, but few can control one. \page
___ ___ > ## Inquisitor >*Medium undead, lawful evil* > ___ > - **Armor Class** 16 (natural armor) > - **Hit Points** 60 (8d8 + 24) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|16 (+3)|16 (+3)|14 (+2)|14 (+2)|16 (+3)| >___ > - **Saves** Con +5 > - **Skills** Insight +6, Intimidation +7, Investigation +6, Medicine +6 > - **Damage Immunities** poison > - **Condition Immunities** exhaustion, poisoned > - **Senses** darkvision 60 ft., passive Perception 11 > - **Languages** Common and two local > - **Challenge** 3 (700 XP) > ___ > > ***Innate Spellcasting.*** Charisma is the inquisitor's spellcasting ability (DC 13). The inquisitor can innately cast the following spells, requiring no material components: > > At will: *angry ache, spare the dying* > > 1/day: *pain* > > ***Torturer.*** When torturing a creature, the inquisitor has advantage on Intimidation checks against it, and the creature has disadvantage on Deception checks. Instead of dealing damage, the inquisitor can reduce the target's Charisma by 1. This reduction lasts until the target takes a long rest. > > ***Torturer's Eye.*** The inqusitor targets one creature it can see as a bonus action. The target must contest its Charisma (Deception) check against the inquisitor’s Wisdom (Medicine) check. If the inquisitor wins, it ignores the target's damage resistances and immunities and the target has disadvantage on Concentration checks caused by the inquisitor until the start of its next turn. > > ***Regeneration.*** The inquisitor regains 10 hit points at the start of its turn if it has at least 1 hit point. > > ### Actions > > ***Multiattack.*** The inquisitor makes two attacks. > >***Claw.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 9 (1d12 + 3) slashing damage plus 2 (1d4) vile necrotic damage. If the target is a creature, it must succeed on a DC 13 Wisdom saving throw or be frightened until the end of the inquisitor’s next turn. If it fails the save by 5 or more, it is paralyzed while frightened in this way. > >While the vile damage is unhealed, the creature's wounds have purple-black streaks. After festering for 1 minute, the vile damage causes the creature to have disadvantage on saving throws against being frightened by the inquisitor, and the inquisitor can pinpoint the creature's location with perfect accuracy as long as they are on the same plane. > > ***Longbow.*** *Ranged Weapon Attack:* +5 to hit, ranged 150/600 ft., one target. *Hit:* 7 (1d8 + 3) piercing damage. > > ***Horrifying Visage.*** Each creature within 60 ft. of the inquisitor that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the inquisitor is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the inquisitor’s Horrifying Visage for the next 24 hours. ### Inquisitor Horrible ancient undead, these abominations exist only to torture the secrets out of other creatures, be they living or undead. They are believed to be an invention of Afflux, though this is not clear. Some find employment as interrogators for liches or other powerful undead, while others strike out on their own. They always seek to incapacitate instead of kill, so that they can extract all their targets' secrets. \page
___ > ## Jolly Roger >*Medium undead, chaotic evil* > ___ > - **Armor Class** 14 (natural armor) > - **Hit Points** 102 (12d8 + 48) > - **Speed** 30 ft., swim 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|12 (+1)|16 (+3)|12 (+1)|12 (+1)|16 (+3)| >___ > - **Saving Throws** Con +6, Wis +4 > - **Damage Resistances** fire > - **Damage Immunities** poison > - **Condition Immunities** exhaustion, poisoned > - **Senses** darkvision 60 ft., passive Perception 10 > - **Languages** the languages it knew in life > - **Challenge** 6 (2,300 XP) > ___ > > ***Master of the Sea.*** The jolly roger never suffers ill effects from nonmagical storms or waves. It has advantage against magical storms or waves. > > ***Undead Fortitude.*** If damage reduces the jolly roger to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the jolly roger drops to 1 hit point instead. > > ***Wicked Chuckle.*** When a creature that can hear the jolly roger's chuckling starts its turn within 30 feet of the jolly roger, the jolly roger can force it to make a DC 14 Wisdom saving throw if the jolly roger isn’t incapacitated and can speak. On a failure, the creature falls prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected. > >At the end of each of its turns, and each time it takes damage, the creature can make another Wisdom saving throw. The target had advantage on the saving throw if it’s triggered by damage. On a success, this effect ends. > > ### Actions > ***Cackling Touch.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one creature. *Hit:* The target must make a DC 14 Constitution saving throw. On a failure, it falls prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected. > >At the end of each of its turns, and each time it takes damage, the creature can make another Wisdom saving throw. The target had advantage on the saving throw if it’s triggered by damage. On a success, this effect ends. > > While this effect is in place, the target loses 1d6 points of Constitution at the start of each of its turns. These reductions last until cured with *greater restoration* or similar magic. ### Jolly Roger The undead remains of ships' captains or dread pirates, jolly rogers are feared for their endless, dark chuckling. One jolly roger typically commands a crew of **sea zombies** (use the **zombie** statblock but add a swim speed of 20). Their ships are not seaworthy and are only kept aloft by their will. If a jolly roger is destroyed, its ship sinks beneath the waves in 2d4 minutes. \page
___ > ## Karrnathi Dread Marshal >*Medium undead, any lawful* > ___ > - **Armor Class** 23 (plate, tower shield, Defense) > - **Hit Points** 93 (11d8 + 44) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|12 (+1)|18 (+4)|13 (+1)|12 (+1)|14 (+2)| >___ > - **Skills** History +4, Investigation +4, Intimidation +5 > - **Saving Throws** Wisdom +4 > - **Damage Resistance** cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered > - **Damage Immunities** poison > - **Condition Immunities** exhaustion, poisoned > - **Senses** darkvision 60 ft., passive Perception 11 > - **Languages** Common, spoken in an cold tone > - **Challenge** 5 (1,800 XP) > ___ > > ***Innate Spellcasting.*** Charisma is the dread marshal's spellcasting ability (DC 13, +5 to hit). The dread marshal can innately cast the following spells, requiring no somatic or material components: > > 3/day: *black sand, boneblade, Kelgore's grave mist* > > ***Auras.*** A dread marshal constantly projects one of the auras described below. That aura affects all allied undead (including the dread marshal itself) within 60 feet. A dread marshal can project only one such aura at a time, but can shift to a new aura as a bonus action. Individual auras don't stack, but a creature can benefit from different auras at once. > > - *Harden Flesh:* All allied undead within range gain +1 to AC. > - *Negative Energy Emanation:* Any being that strikes an allied undead with a melee attack suffers 1d6 points of necrotic damage. > - *Negative Energy Infusion:* All allied undead within range do an extra 1d6 points of necrotic damage on melee attacks. Each time an allied undead deals this negative energy damage, it heals for half the necrotic damage done. > - *Rush:* All allied undead increase their speed by 15 feet. > - *Spirit of Defiance:* All allied undead within range add 1d4 to all saving throws. > > ### Actions > ***Multiattack.*** The Karrnathi Dread Marshal makes two attacks. It can replace one or both attacks with Commander's Order. > > ***Shield Bash.*** *Melee Weapon Attack:* +6 to hit, reach 5ft, one target. *Hit* 5 (1d4 + 3) bludgeoning damage, and the target is pushed 5 feet away. > > ***Commander's Order.*** One friendly undead within 60 feet can use its reaction to make a single attack. ___ > ## Karrnathi Skeleton >*Medium undead, any lawful* > ___ > - **Armor Class** 17 (breastplate) > - **Hit Points** 16 (3d8 + 3) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|16 (+3)|12 (+1)|11 (+0)|10 (+0)|5 (-3)| >___ > - **Skills** Perception +2, Stealth +7 > - **Saving Throws** Wisdom +2 > - **Damage Vulnerabilities** bludgeoning > - **Damage Immunities** cold, poison > - **Condition Immunities** exhaustion, poisoned > - **Senses** darkvision 60 ft., passive Perception 12 > - **Languages** Common, spoken in an airy whisper > - **Challenge** 1 (200 XP) > ___ > ***Cunning Action.*** The skeleton can take the Dash, Disengage, or Hide action as a bonus action on each of its turns. > > ***Pack Tactics.*** The skeleton has advantage on an attack roll against a creature if at least one of the skeleton's allies is within 5 ft. of the creature and the ally isn't incapacitated. > ### Actions > ***Multiattack.*** The skeleton makes two attacks with its scimitars. > > ***Scimitar.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 6 (1d6 + 3) slashing damage. > > ***Longbow.*** *Ranged Weapon Attack:* +7 to hit, range 150/600 ft., one target. *Hit* 7 (1d8 + 3) piercing damage. ### Karrnathi Dread Marshal Karrnathi dread marshals serve as captains and majors in undead armies. They have powerful auras that mightily strengthen their allies, and a tactical, cunning intelligence. Karrnathi dread marshals retain their position on the good-evil axis from life, but they shift to lawful. ### Karrnathi Skeleton Often employed for intelligence missions, karrnathi skeletons are experts at infiltration and scouting. Karrnathi skeletons retain their position on the good-evil axis from life, but they shift to lawful. \page
___ > ## Karrnathi Zombie >*Medium undead, any lawful* > ___ > - **Armor Class** 17 (half plate, mariner fighting style) > - **Hit Points** 37 (1d4 + 5) > - **Speed** 30 ft., swim 30 ft., climb 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|12 (+1)|18 (+4)|11 (+0)|10 (+0)|5 (-3)| >___ > - **Skills** Perception +2 > - **Saving Throws** Wisdom +2 > - **Damage Immunities** poison > - **Condition Immunities** poisoned > - **Senses** darkvision 60 ft., passive Perception 12 > - **Languages** Common, spoken in a deep, scratchy, and guttural voice > - **Challenge** 1 (200 XP) > ___ > ***Undead Fortitude.*** If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. > > ***Pack Tactics.*** The zombie has advantage on an attack roll against a creature if at least one of the zombie's allies is within 5 ft. of the creature and the ally isn't incapacitated. > > ### Actions > ***Halberd.*** *Melee Weapon Attack:* +5 to hit, reach 10ft., one target. *Hit* 8 (1d10 + 3) slashing damage. > > ***Heavy Crossbow.*** +3 to hit, range 100/400 ft., one target. *Hit* 6 (1d10 + 1) piercing damage. ### Karrnathi Zombie Karrnathi zombies serve loyally even after death, fighting on the front lines with supernatural resilience. Karrnathi skeletons retain their position on the good-evil axis from life, but they shift to lawful. > ##### Variant Karrnathi Undead > > The dread marshal above has the Defense fighting style, the skeleton has the Archery fighting style, and the zombie has the Mariner fighting style. However, you could easily swap one of these fighting style for another. A Karrnathi zombie with tunnel fighter would be a fearsome foe. > > If you cast *create Karrnathi undead*, you can swap one fighting style for another with your DM's approval. \page
___ > ## Knight Haunt >*Medium undead, lawful good* > ___ > - **Armor Class** 21 (full plate, shield, Defense) > - **Hit Points** 85 (10d8 + 40) > - **Speed** 30 ft., fly 30 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|12 (+1)|18 (+4)|10 (+0)|13 (+1)|14 (+2)| >___ > - **Skills** History +6, Perception +4, Persuasion +5 > - **Saves** Con +7, Wis +4, Cha +5 > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks that aren't made of adamantine > - **Damage Immunities** cold, necrotic, poison > - **Condition Immunities** exhaustion, frightened, paralyzed, poisoned > - **Senses** darkvision 60 ft., passive Perception 14 > - **Languages** Common and one ancient > - **Challenge** 7 (2,900 XP) > ___ > > ***Honorbound.*** The knight can't be magically compelled to do anything that goes against its oath. > > ***Magic Resistance.*** The knight haunt has advantage on saving throws against spells and other magical effects. > > ***Rejuvenation.*** A destroyed knight haunt rises at the next full moon. If its armor or weapons have been taken from it, it can take control of them and cause them to reform around itself. > > ### Actions > ***Multiattack.*** The knight haunt makes two attacks. > > ***Blinding Longsword.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) slashing damage plus 9 (2d8) radiant damage, and if the target is a creature, it must succeed at a DC 13 Constitution saving throw or be blinded until the start of the knight's next turn. > > ***Starfire Bolt.*** *Ranged Spell Attack:* +4 to hit, range 120 ft., one target. *Hit:* 5 (1d10) force damage plus 5 (1d10) radiant damage. > > ***Horrifying Visage.*** Each non-undead creature within 60 ft. of the knight haunt that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the knight haunt is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the knight’s Horrifying Visage for the next 24 hours. ___ > ## Kyuss Spawnling >*Tiny undead (wormspawn), chaotic evil* > ___ > - **Armor Class** 17 (natural armor) > - **Hit Points** 9 (2d4 + 4) > - **Speed** 10 ft., swim 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|4 (-3)|18 (+4)|14 (+2)|4 (-3)|12 (+1)|3 (-4)| >___ > - **Damage Immunities** poison > - **Condition Immunities** exhaustion, poisoned > - **Senses** darkvision 60 ft., passive Perception 11 > - **Languages** — > - **Challenge** 1 (200 XP) > ___ > ***Remove Disease Vulnerability.*** If the Kyuss spawnling is targeted by an effect that cures disease or removes a curse, it dies, as do all of the worms within it. > > ### Actions > ***Create Spawn of Kyuss (1/day).*** The Kyuss spawnling infests a humanoid corpse it touches with worms. The corpse animates as a **spawn of Kyuss** in 10 minutes. > > ***Bite.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 6 (1d4 + 4) piercing damage plus 3 (1d6) poison damage, and the target must succeed at a DC 12 Constitution saving throw or be poisoned until the end of the spawnling's next turn. ### Knight Haunt Sometimes the spirits of knights refuse to pass on to the afterlife, and continue to fight for the order they belonged to in life. All knight haunts are honorable, just, and continue to possess the knowledge of the code they held to when they were living. ### Kyuss Spawnling These morbid little undead monsters are one of many variations of Kyuss’ spawn. They are created from modified Kyuss worms applied to lizardfolk eggs. They are far weaker than true Kyuss spawn, but can create those horrors if brought into contact with humanoid corpses. \page
___ > ## Necrosis Carnex >*Medium undead, unaligned* > ___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 60 (8d8 + 24) > - **Speed** 30 ft., climb 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|16 (+3)|17 (+3)|3 (-4)|12 (+1)|7 (-2)| >___ > - **Damage Immunities** necrotic, poison > - **Condition Immunities** exhaustion, prone, poisoned, > - **Senses** blindsight 60 ft., passive Perception 11 > - **Languages** understands the language it knew in life but can't speak > - **Challenge** 2 (450 XP) > ___ > ***Necrotic Aura.*** All effects that do necrotic damage within 30 feet of the carnex have their damage rolled twice and the larger value used. > > ***Death Throes.*** When the carnex dies, it explodes, and each creature within 30 feet of it must make a DC 13 Constitution saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one. Undead do not take this damage—instead, they are healed by 3d10. > ### Actions > ***Multiattack.*** The carnex uses makes two necrotic touches, two restoring touches, or one of each. > > ***Necrotic Touch.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit:* 8 (1d8 + 3) necrotic damage. > > ***Restoring Touch.*** The carnex touches an undead creature within 5 feet. That creature regains 1d8 + 3 hit points. ### Necrosis Carnex Necrosis carnexes serve as field medics in undead armies, healing their fellow troops. Unlike living medics, when killed they massively heal their allies while brutally hurting their foes. ### Nerephtys A rare form of wormlike earth elemental with crystalline teeth primarily found in the Wormcrawl Fissue, these creatures are sometimes hunted by adventurers for their petrifying abilities. They have the consistency of flowstone, except when they crystallize and turn to hard crystal. When in this form, they are incredibly durable and almost indestructible. Nerephtyses are believed to originate from heavy tampering by Kyuss with earth elementals, and their form certainly evokes his uniquely dark imagination. They prefer to feed on undead, similar to his avolakias. ___ > ## Nerephtys >*Large elemental (wormspawn), neutral* > ___ > - **Armor Class** 17 (natural armor) > - **Hit Points** 126 (12d10 + 60) > - **Speed** 20 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|8 (-1)|20 (+5)|12 (+1)|11 (+0)|11 (+0)| >___ > - **Damage Vulnerabilities** thunder > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks > - **Damage Immunities** poison > - **Condition Immunities** exhaustion, paralyzed, petrified, poisoned, unconscious > - **Senses** darkvision 60 ft., tremorsense 60 ft., passive Perception 10 > - **Languages** Terran > - **Challenge** 7 (2,900 XP) >___ > > ***Crystallization.*** As a bonus action, the nerephtys turns to colorful, durable crystal, petrifying itself (bypassing its normal immunity). While petrified, it is immune to bludgeoning, piercing, and slashing from nonmagical attacks not made of adamantine. Unlike normal petrification, it is still aware of its surroundings, and it can end this condition whenever it pleases (no action required). After ending its petrification, it is restrained until the end of its next turn. > > ***Magic Resistance.*** The nerephtys has advantage on saving throws against spells and other magical effects. > > ***Siege Monster.*** The nerephtys deals double damage to objects and structures. > > ### Actions > > ***Multiattack.*** The nerephtys makes one crystallizing bite attack and one constrict attack. > > ***Crystallizing Bite.*** *Melee Weapon Attack:* +8 to hit, reach 5ft., one target. *Hit:* 14 (2d8 + 5) piercing damage, and if the target is a creature, it must make a DC 16 Constitution saving throw. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to crystal and is restrained. The restrained creature must repeat the saving throw at the start of the nerephtys's next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the *greater restoration* spell or other magic. > > This petrification turns the target to colorful crystal. > > ***Constrict.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 14 (2d8 + 5) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the nerephtys can’t constrict another target. \page
___ ___ > ## Nightcrawler >*Gargantuan undead, neutral evil* > ___ > - **Armor Class** 20 (natural armor) > - **Hit Points** 410 (20d20 + 200) > - **Speed** 30 ft., burrow 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|30 (+10)|10 (+0)|30 (+10)|20 (+5)|20 (+5)|18 (+4)| >___ > - **Damage Resistances** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks > - **Damage Immunities** necrotic, poison > - **Condition Immunities** exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained > - **Senses** truesight 120 ft., passive Perception 18 > - **Languages** understands all languages but can't speak, telepathy 120 ft. > - **Challenge** 20 (25,000 XP) > ___ > ***Desecrating Aura.*** All undead within 20 feet of the nightcrawler (including itself) have advantage on all saving throws. > > ***Innate Spellcasting.*** Charisma is the nightcrawler's spellcasting ability (DC 18, +10 to hit). The nightcrawler can innately cast the following spells, requiring no material components: > > At will: *contagion, darkness, detect magic, dispel magic, haste, invisibility* > > 3/day: *cone of cold, confusion, hold monster* > > 1/day: *finger of death, plane shift* > > ***Severe Sunlight Sensitivity.*** While in sunlight, the nightcrawler has disadvantage on attack rolls, ability checks, and saving throws. > > ### Actions > ***Multiattack.*** The nightcrawler makes two attacks: one with its bite and one with its stinger. > > ***Bite.*** *Melee Weapon Attack:* +16 to hit, reach 10 ft., one target. Hit: 32 (4d10 + 10) necrotic damage. If the target is a Large or smaller creature, it must succeed on a DC 24 Dexterity saving throw or be swallowed by the nightcrawler. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the nightcrawler, and it takes 21 (6d6) necrotic damage at the start of each of the nightcrawler's turns. > >If the nightcrawler takes 30 damage or more on a single turn from a creature inside it, the nightcrawler must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the nightcrawler. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. > > ***Tail Stinger.*** *Melee Weapon Attack:* +16 to hit, reach 15 ft., one creature. *Hit:* 32 (4d10 + 10) necrotic damage, and the target's Strength score is reduced by 1d6. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. > > ***Call Shadows (1/day).*** The nightcrawler summons 1d8+8 **shadows** or 1d4+2 **shadow assassins** that are under its control and last for 1 hour. ### Nightshade, Nightcrawler A nightcrawler is a massive behemoth similar to a purple worm, though utterly black in color. A nightcrawler measures about 7 feet in diameter and is 100 feet long from its toothy maw to the tip of its stinging tail. It weighs about 55,000 pounds. > ##### Nightshades? > > The nightwalker listed in Mordenkainen's Tome of Foes is a type of nightshade. Nightshades are powerful undead composed of equal parts darkness and absolute evil. Their chilling malevolence hangs heavily about them, along with the smell of an open grave on a winter’s morning. > > Nightwalkers gain the Descrating Aura and Severe Sunlight Sensitivity trait other nightshades have, and the same Innate Spellcasting as the nightcrawler, but are otherwise unchanged. ``` ``` > ##### Variant: Nightswimmer > > Nightswimmers have the same stats as nightcrawlers, however they only have 307 (15d20+150) hp, gain a swim speed of 60 feet, and have a CR of 18 (20,000). \page
___ > ## Nighthaunt >*Medium undead, chaotic evil* > ___ > - **Armor Class** 17 (natural armor) > - **Hit Points** 190 (20d8 + 100) > - **Speed** 40 ft., fly 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|21 (+5)|20 (+5)|16 (+3)|18 (+4)|16 (+3)| >___ > - **Damage Resistances** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks > - **Damage Immunities** necrotic, poison > - **Condition Immunities** exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained > - **Senses** truesight 120 ft., passive Perception 14 > - **Languages** understands all languages but can't speak, telepathy 120 ft. > - **Challenge** 12 (8,400 XP) > ___ > > ***Desecrating Aura.*** All undead within 20 feet of the nighthaunt (including itself) have advantage on all saving throws. > > ***Innate Spellcasting.*** Charisma is the nighthaunt's spellcasting ability (DC 15, +7 to hit). The nighthaunt can innately cast the following spells, requiring no material components: > > At will: *contagion, darkness, detect magic, haste* > > 3/day: *confusion, dispel magic, haste, hold monster, invisibility* > > 1/day: *ice storm, finger of death, plane shift* > > ***Severe Sunlight Sensitivity.*** While in sunlight, the nightcrawler has disadvantage on attack rolls, ability checks, and saving throws. > ### Actions > ***Multiattack.*** The nighthaunt makes two claw attacks, a bite attack, and a tail whip attack. If the nighthaunt hits one target with both of its claw attacks, the target is grappled (escape DC 17) and the nighthaunt can use its Life Drain. > > ***Claw.*** *Melee Weapon Attack:* +9 to hit, reach 5ft., one target. *Hit* 8 (1d6 + 5) necrotic damage. > > ***Bite.*** *Melee Weapon Attack:* +9 to hit, reach 5ft., one target. *Hit* 9 (1d8 + 5) necrotic damage. > > ***Tail Whip.*** *Melee Weapon Attack:* +9 to hit, reach 10ft., one target. *Hit* 7 (1d4 + 5) necrotic damage. > > ***Life Drain.*** *Melee Weapon Attack:* +9 to hit, reach 5 ft., one creature grappled by the nighthaunt. *Hit:* 23 (4d8 + 5) necrotic damage. The target must succeed on a DC 17 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. ___ > ## Nightwing >*Huge undead, chaotic evil* > ___ > - **Armor Class** 19 (natural armor) > - **Hit Points** 230 (20d12 + 100) > - **Speed** 20 ft., fly 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|24 (+7)|21 (+5)|22 (+5)|18 (+4)|20 (+5)|18 (+4)| >___ > - **Damage Resistances** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks > - **Damage Immunities** necrotic, poison > - **Condition Immunities** exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained > - **Senses** truesight 120 ft., passive Perception 14 > - **Languages** understands all languages but can't speak, telepathy 120 ft. > - **Challenge** 14 (11,500 XP) > ___ > > ***Desecrating Aura.*** All undead within 20 feet of the nighthaunt (including itself) have advantage on all saving throws. > > ***Innate Spellcasting.*** Charisma is the nighthaunt's spellcasting ability (DC 17, +9 to hit). The nighthaunt can innately cast the following spells, requiring no material components: > > At will: *contagion, darkness, detect magic, haste* > > 3/day: *dispel magic, hold monster, invisibility* > > 1/day: *cone of cold, finger of death, plane shift* > > ***Severe Sunlight Sensitivity.*** While in sunlight, the nightcrawler has disadvantage on attack rolls, ability checks, and saving throws. > ### Actions > ***Bite.*** *Melee Weapon Attack:* +12 to hit, reach 5ft., one creature. *Hit* 8 (3d10 + 7) piercing damage plus 22 (4d10) necrotic damage. > ### Nightshade, Nighthaunt Malicious, sinister creatures of unliving darkness, nighthaunts are the smallest and weakest of the nightshades. Because nighthaunts delight in the destruction of the good and the innocent, they are inexorably drawn to places of evil power and defi led goodness, such as desecrated temples or emptied graveyards. ### Nightshade, Nightwing Nightwings prowl the night sky and dive onto their victims. They are all but invisible, detectable only because of the stars they obscure in their passing. \page
___ > ## Odem >*Small undead, chaotic evil* > ___ > - **Armor Class** 13 > - **Hit Points** 35 (10d6) > - **Speed** 0 ft., fly 30 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|1 (-5)|16 (+3)|11 (+0)|14 (+2)|12 (+1)|16 (+3)| >___ > - **Damage Resistances** acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered > - **Damage Immunities** necrotic, poison > - **Condition Immunities** charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained > - **Senses** darkvision 60 ft., passive Perception 10 > - **Languages** the languages it knew in life > - **Challenge** 4 (1,100 XP) > ___ > > ***Incorporeal Movement.*** The odem can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. > > ***Naturally Invisible.*** The odem is always naturally invisible and stays so even inside an antimagic field. > > ### Actions > > ***Weaken Will.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* The target has disadvantage on Intelligence, Wisdom, and Charisma saves until the end of the odem's next turn. > > ***Possession (Recharge 6).*** One humanoid that the odem can see within 5 ft. of it must succeed on a DC 13 Charisma saving throw or be possessed by the odem; the odem then disappears, and the target loses control of its body. The odem now controls the body but doesn’t deprive the target of awareness. The odem can’t be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target’s statistics. > > The possession lasts until the body drops to 0 hit points, the odem ends it as a bonus action, or the odem is turned or forced out by an effect like the *dispel evil and good* spell. When the possession ends, the odem reappears in an unoccupied space within 5 ft. of the body. The target is immune to this odem's Possession for 24 hours after succeeding on the saving throw or after the possession ends. ### Odem Odems are awful undead that possess the living and force them to carry out evil acts as they watch helplessly. \page
___ ___ > ## Overworm >*Gargantuan aberration (wormspawn), chaotic evil* > ___ > - **Armor Class** 11 (natural armor) > - **Hit Points** 350 (20d20+140) > - **Speed** 20 ft., burrow 20 ft., swim 20 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|28 (+9)|8 (-1)|24 (+7)|2 (-4)|14 (+2)|8 (-1)| >___ > - **Saving Throws** Constitution +12 > - **Damage Resistances** acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered > - **Damage Immunities** poison > - **Condition Immunities** blinded, charmed, frightened, poisoned > - **Senses** blindsight 120 ft. (blind beyond this radius), tremorsense 120 ft., passive Perception 12 > - **Languages** — > - **Challenge** 15 (1,800 XP) > ___ > > ***Call of the Wormgod.*** As a bonus action, the overworm targets one creature within 120 feet of it. That creature must make a DC 15 Wisdom saving throw. On a failure, it is frightened until the start of the overworm's next turn, and stunned while frightened in this way. Wormspawn creatures are immune this effect. > > ***Holy Water Vulnerability.*** Holy water damages the overworm and its worms as if they were undead. > > ***Obey the Wormtouched.*** Although it is nearly mindless, an overworm unerringly understands and follows commands given by undead servants of Kyuss. > > ***Worm Infested.*** Whenever a creature within 5 feet of the overworm strikes it with a melee attack, it is showered in worms. The target must succeed at a DC 20 Dexterity saving throw or 2d4 worms land upon it. The worms are Tiny aberrations with AC 6, 1 hit point, a 2 (-4) in every ability score, and a speed of 1 foot. > > While on the target’s skin, the worms can be killed by normal means or scraped off using an action. Otherwise, the worms burrow under the target’s skin at the end of the target’s next turn, dealing l piercing damage to it for each worm that burrows. At the end of each of its turns thereafter, the target takes 7 (2d6) necrotic damage per worm infesting it. A worm-infested target dies if it drops to 0 hit points, then rises 10 minutes later as a **sword of Kyuss** if it is a Small, Medium, or Large humanoid, or as a **favored spawn of Kyuss** otherwise. If a worm-infested creature is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away. > > ### Actions > > ***Bite.*** *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 35 (4d12 + 9) piercing damage. If the target is a creature, it is grappled (escape DC 22). Until this grapple ends, the target is restrained, and the overworm can’t bite another target. > > ***Swallow.*** The overworm makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, that creature takes the bite’s damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the overworm, and it takes 21 (6d6) acid damage at the start of each of the overworm’s turns. > > If the overworm takes 30 damage or more on a single turn from a creature inside it, the overworm must succeed on a DC 22 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the overworm. If the overworm dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone. ### Overworm Whether they are the source of his power or the expression of his deranged will, the worms of Kyuss come in many sizes and variety. From the worms of corruption no larger than a finger to the enormous overworm, the one thing that binds their kind is their malignant intent. Overworms are never less than 80 feet in length, and weigh at least 40,000 pounds. \page
___ > ## Plague Blight >*Medium undead, any evil* > ___ > - **Armor Class** 16 (natural armor) > - **Hit Points** 75 (10d8+30) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|16 (+3)|16 (+3)|12 (+1)|14 (+2)|13 (+1)| >___ > - **Skills** Acrobatics +6, Deception +7, Stealth +6 > - **Saving Throws** Constitution +6 > - **Damage Resistances** bludgeoning, piercing, and slashing > - **Damage Immunities** necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered > - **Condition Immunities** poisoned > - **Senses** darkvision 60 ft., passive Perception 12 > - **Languages** the languages it knew in life > - **Challenge** 5 (1,800 XP) > ___ > ***Gangrenous Stench.*** Any creature that starts its turn within 10 feet of the plague blight must succeed on a DC 14 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all plague blights for 1 hour. > > ***Born of the Plague.*** Plague blights are immune to all diseases, magical or mundane. > > ### Actions > ***Multiattack.*** The plague blight makes two gangrenous fist attacks. > > ***Gangrenous Fist.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) bludgeoning damage plus 17 (5d6) necrotic damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or be infected with gangrenous touch. The diseased target must make a new save at the start of each of its turn. On a failure, its hit point maximum decreases by 17 (5d6). If the disease reduces the target's hit point maximum to 0, the target dies. The disease lasts until removed by the *lesser restoration* or *remove curse* spells or other magic. ### Plague Blight Plague blights are animated corpses of humanoids who died from plague or rot. In undeath, they seek to putrefy all that is pure. They are wily and may attempt to trick their victims into allowing themselves get close enough to touch. ### Quell Quells long to commit deicide, but have nowhere near enough power. They settle for killing the servants of gods. ___ > ## Quell >*Medium undead, lawful evil* > ___ > - **Armor Class** 13 > - **Hit Points** 38 (5d8 + 15) > - **Speed** 0ft., fly 60 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|1 (-5)|16 (+3)|16 (+3)|14 (+2)|14 (+2)|16 (+3)| >___ > - **Damage Resistances** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered > - **Damage Immunities** necrotic, poison > - **Condition Immunities** charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained > - **Senses** darkvision 60 ft., passive Perception 12 > - **Languages** the languages it knew in life > - **Challenge** 2 (450 XP) > ___ > ***Incorporeal Movement.*** The quell can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. > > ***Sunlight Sensitivity.*** While in sunlight, the quell has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. > > ***Concerted Intercession.*** If at least two quells are within 10 feet, all creatures have disadvantage against their Intercession. > > ### Actions > ***Intercession (2/Short or Long Rest).*** As an action, a quell attempts to snuff out divine magic around it. Every divine caster within 30 feet must make a DC 13 Charisma saving throw. If a caster fails its saving throw, it cannot cast divine spells or use Channel Divinity, Dark Knowledge, or Wild Shape for 1 minute. If the quell attacks the creature, this effect immediately ends. If the caster is 1st-level (or up to 2nd level for paladins and rangers), it cannot cast divine spells or use Channel Divinity, Dark Knowledge, or Wild Shape for 24 hours. > > ***Withering Touch.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit* 10 (2d6 + 3) necrotic damage, and the target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. > > ***Anathema Glyph.*** One creature within 120 feet of the quell must make a DC 13 Constitution saving throw. It takes 7 (2d6) psychic damage on a failure, or half on a success. If it is a divine spellcaster, it must also make a DC 13 Intelligence saving throw be stunned until the start of the quell's next turn. \page
___ ___ > ## Quell, Greater >*Medium undead, lawful evil* > ___ > - **Armor Class** 15 > - **Hit Points** 38 (5d8 + 15) > - **Speed** 0ft., fly 60 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|1 (-5)|20 (+5)|18 (+4)|16 (+3)|16 (+3)|22 (+6)| >___ > - **Damage Resistances** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered > - **Damage Immunities** necrotic, poison > - **Condition Immunities** charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained > - **Senses** darkvision 60 ft., passive Perception 13 > - **Languages** the languages it knew in life > - **Challenge** 11 (7,200 XP) > ___ > ***Incorporeal Movement.*** The quell can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. > > ***Concerted Intercession.*** If at least two quells are within 10 feet, all creatures have disadvantage against their Intercession. > > ***Divine Hatred.*** The quell can't be affected or detected by divine spells unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. > > ### Actions > > ***Withering Touch.*** *Melee Weapon Attack:* +10 to hit, reach 5 ft., one creature. *Hit* 71 (10d12 + 6) necrotic damage, and the target must succeed on a DC 18 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. > > ***Anathema Glyph.*** One creature within 120 feet of the quell must make a DC 18 Constitution saving throw. It takes 65 (10d12) psychic damage on a failure, or half on a success. If it is a divine spellcaster, it must also make a DC 18 Intelligence saving throw be stunned until the start of the quell's next turn. > > ***Intercession (Recharge 4, 5, or 6).*** As an action, a quell attempts to snuff out divine magic around it. Every divine caster within 30 feet must make a DC 18 Charisma saving throw. If a caster fails its saving throw, it cannot cast divine spells or use Channel Divinity, Dark Knowledge, or Wild Shape for 24 hours. If the quell attacks the creature, this effect immediately ends. > > ***Blasphemy (Recharge 6).*** The quell utters a word of absolute hate. Each creature of its choice within 300 feet that can hear it must make a DC 18 Wisdom saving throw. On a failure, it is frightened of the quell. While frightened by this effect, a creature must take the Dash action and move away from the quell by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to the quell, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature. > > A divine spellcaster that fails the save is paralyzed while it is frightened in this way. > > Additionally, the quell can dispel (as *dispel magic*) all divine magic within 300 feet of it. Its modifier on the dispel check is +10. > > Finally, the awesome power of the blasphemy interferes with divine magic. Until the start of the quell's next turn, anyone trying to cast a divine spell within 300 feet of the quell must succeed at a DC 18 spellcasting ability check. On a failure, the spell fails, but the slot or use is expended all the same. ### Quell, Greater Much like their lesser kin, greater quells hate deities. \page
___ > ## Raam >*Huge undead, neutral evil* > ___ > - **Armor Class** 17 (natural armor) > - **Hit Points** 207 (18d12 + 90) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|29 (+9)|14 (+2)|20 (+5)|16 (+3)|18 (+4)|18 (+4)| >___ > - **Saving Throws** Str +13, Dex +6, Con +9, Wis +8 > - **Skills** Athletics +17, Stealth +6, History +11, Perception +12, Performance +8 > - **Damage Immunities** cold, lightning, necrotic, poison > - **Condition Immunities** exhaustion, poisoned > - **Senses** darkvision 60 ft., passive Perception 22 > - **Languages** Giant > - **Challenge** 11 (7,200 XP) > ___ > ***Stone Camouflage.*** The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. > > ### Actions > > ***Multiattack.*** The giant can use its Frightful Presence. It then flings, makes two slam attacks, or makes one rock attack. > > ***Slam.*** *Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. *Hit:* 19 (3d6 + 9) slashing damage. > > ***Rock.*** *Ranged Weapon Attack:* +13 to hit, range 60/240 ft., one target. *Hit:* 31 (4d10 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone. > > ***Fling.*** The giant tries to throw a Small or Medium creature within 10 feet of it. The target must succeed on a DC 21 Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of the giant’s choice and land prone, taking 1d6 bludgeoning damage for every 10 feet it was thrown. > > ***Frightful Presence.*** Each creature of the giant’s choice that is within 120 feet of the giant and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the giant’s Frightful Presence for the next 24 hours. > > ### Reactions > > ***Rock Catching.*** If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it. ### Raam The raam are all that remains of an ancient race of giants whose culture died out from attrition and an inability to sustain a viable birth rate. As their culture fell into melancholy and malaise, the remaining giants constructed monolithic granite cairns for themselves in deep canyons and beneath domelike hills, and in the end the last survivors descended into their self-made tombs and interred themselves alive. The despair and anger they felt at their fate cursed them to live on after death as undead relics, forever preserving their lost society. > ##### Shambling Bones > Shambling Bones are variant **shambling mounds** created out of mounds of bones. > - The shambling mounds are undead. > - Instead of immunity to lightning damage, they have immunity to necrotic and poison damage. They are also immune to the poisoned condition. > - They have Necrotic Absorption instead of Lightning Absorption. The new trait is functionally identical to the old one, except that it affects necrotic damage. \page
___ ___ > ## Ragewind >*Large undead, chaotic evil* > ___ > - **Armor Class** 17 (natural armor) > - **Hit Points** 315 (30d10 + 150) > - **Speed** 0 ft., fly 120 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|20 (+5)|20 (+5)|13 (+1)|13 (+1)|12 (+1)| >___ > - **Skills** Perception +7 > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical weapons > - **Damage Immunities** poison > - **Condition Immunities** charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious > - **Senses** blindsight 120 ft., darkvision 120 ft., passive Perception 17 > - **Languages** Common > - **Challenge** 19 (22,000 XP) > ___ > > ***Flyby.*** The ragewind doesn't provoke opportunity attacks when it flies out of an enemy's reach. > > ***Invisibility.*** The ragewind can surpress or reeanable whirlwind to become invisible as a bonus action until it chooses to resume its whirlwind. > > ***Magic Resistance.*** The ragewind has advantage on saving throws against spells and other magical effects. > > ***Reactive.*** The ragewind can take one reaction on every turn in combat. > > ***Whirlwind.*** The ragewind can enter a hostile creature’s space and stop there. A creature must make a DC 19 Dexterity saving throw when the whirlwind enters its space or it starts its turn there. A creature takes 22 (4d10) slashing damage on a failed save, or half as much damage on a successful one. On a failed save, the creature is restrained. > >A restrained creature can use an action to make a DC 19 Strength or Dexterity check. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction. > > ### Actions > > ***Multiattack.*** The ragewind makes six attacks: two each with its greatswords, greataxes, and glaives. > > ***Greatsword.*** *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 12 (2d6 + 5) slashing damage. > > ***Greataxe.*** *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 11 (1d12 + 5) slashing damage. > > ***Glaive.*** *Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 11 (1d12 + 5) slashing damage. > > ***Blade Fury (Recharge 5-6).*** Every creature within 15 feet of the ragewind must succeed on a DC 19 Dexterity saving throw or take 70 (20d6) slashing damage, or half as much on a successful save. > > ### Reactions > ***Parry.*** The ragewind adds 5 to its AC against one melee attack that would hit it. ### Ragewind Also called sword spirits, ragewinds are the embodied wrath of dead warriors who perished in useless battles. They are usually found in the most volatile and violent of the Outer Planes, but a few sometimes escape to wander the Material Plane as well. On rare occasions, ragewinds form on the Material Plane at the sites of massive battles with heavy casualties. A ragewind normally appears as a churning whirlwind, within which dozens of suspended weapons dance and clash. Its true form is a vaguely humanoid, semisolid cloud of white or gray fog. It has no treasure other than the weapons it carries. \page
___ > ## Raiment >*Small undead, chaotic evil* > ___ > - **Armor Class** 13 > - **Hit Points** 33 (5d6 + 15) > - **Speed** 0 ft., fly 60 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|16 (+3)|16 (+3)|7 (-2)|13 (+1)|7 (-2)| >___ > - **Skills** Stealth +7 > - **Damage Vulnerabilities** fire > - **Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks > - **Damage Immunities** poison > - **Condition Immunities** blinded, charmed, deafened, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious > - **Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 11 > - **Languages** — > - **Challenge** 1/2 (100 XP) > ___ > ***False Appearance.*** While the raiment remains motionless, it is indistinguishable from a normal set of clothing. > > ***Turn Immunity.*** The raiment is immune to effects that turn undead. > > ### Actions > ***Strangle.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 5 (1d4 + 3) bludgeoning damage and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained and can't breathe, the raiment can automatically hit the target with its strangle, and the raiment can't make strangle attacks against other targets. ### Raiment The raiment is a bit of clothing that is animated by the tortured spirit of its original owner. Sometimes someone who suffers a cruel death was so weak they cannot even manifest as a ghost. Instead, their spirit inhabits the clothes they were murdered in, and the seek to share their death with others. \page
___ > ## Remnant >*Medium undead, chaotic neutral* > ___ > - **Armor Class** 14 > - **Hit Points** 132(1d4 + 5) > - **Speed** 5 ft., swim 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|1 (-5)|15 (+2)|14 (+2)|10 (+0)|12 (+1)|8 (-1)| >___ > - **Condition Immunities** charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious > - **Senses** darkvision 60 ft., blindsight 60 ft., passive Perception 11 > - **Languages** understands the languages it knew in life but can't speak > - **Challenge** 2 (6723 XP) > ___ > > ***Incorporeal Movement.*** The remnant can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. > > ### Actions > ***Chill Touch.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 7 (1d10 + 2) necrotic damage, and the target's speed drops to 0 until the start of the remnant's next turn. For the same duration, it automatically fails Dexterity saving throws. > > ***Etherealness.*** The remnant enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane. ### Remnant Remnants are the spirits of humanoids whose bodies were thrown into a watery, unconsecrated grave after they had been worked to death. They are not hostile to the living, and only seek to find rest. A remnant can be laid to rest by finding its physical remains and burying them in consecrated or *hallowed* ground. ___ > ## Salt Mummy >*Medium undead, chaotic evil* > ___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 111 (13d8 + 52) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|8 (-1)|19 (+4)|7 (-2)|10 (+0)|15 (+2)| >___ > - **Skills** Stealth +5, Perception +3 > - **Saving Throws** Con +7, Wis +3 > - **Damage Immunities** dessication, poison > - **Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned > - **Senses** darkvision 60 ft., passive Perception 13 > - **Languages** the languages it knew in life > - **Challenge** 7 (2,900 XP) > ___ > ***Regeneration.*** The salt mummy regains 10 hit points at the start of its turn if it has at least 1 hit point. > > ***Water Weakness.*** All water deals damage to a salt mummy as if it were holy water. > > ***Undead Fortitude.*** If damage reduces the salt mummy to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. > ### Actions > ***Multiattack.*** The salt mummy makes two slam attacks. > > ***Dessicating Fist.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit* 11 (2d6 + 4) bludgeoning damage plus 18 (4d8) dessication damage. ### Salt Mummy Unlike normal mummies, salt mummies are not created by priests. They arise of their own accord when the bodies of wicked people are left to dehydrate away in salt mines. \page
___ > ## Sheet Phantom >*Medium undead, chaotic evil* > ___ > - **Armor Class** 12 > - **Hit Points** 30 (4d8 + 12) > - **Speed** 20 ft., fly 40 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|15 (+2)|16 (+3)|10 (+0)|10 (+0)|15 (+2)| >___ > - **Damage Vulnerabilities** fire > - **Damage Immunities** bludgeoning, poison > - **Condition Immunities** charmed, exhaustion, paralyzed, petrified, poisoned > - **Senses** darkvision 60 ft., passive Perception 10 > - **Languages** the languages it knew in life > - **Challenge** 2 (450 XP) > ___ > ***Damage Transfer.*** While it is grappling a creature, the sheet phantom takes only half the damage dealt to it, and the creature grappled by the rug takes the other half. > > ***False Appearance.*** While the sheet phantom remains prone and motionless, it is indistinguishable from a normal bedsheet. > > ***Sunlight Sensitivity.*** While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. > ### Actions > ***Smother.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one Medium or smaller creature. *Hit:* The creature is grappled (escape DC 13). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the sheet phantom can’t smother another target. In addition, at the start of each of the target’s turns, the target takes 10 (2d6 + 3) bludgeoning damage. ### Sheet Phantom The sheet phantom is a strange undead that results when an evil individual dies in bed. Its soul animates the bedsheets it died in, and tries to strangle others. ___ > ## Dolphin Skeleton >*Medium undead, unaligned* > ___ > - **Armor Class** 13 (natural armor) > - **Hit Points** 11 (2d8 + 2) > - **Speed** 0 ft., swim 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|15 (+2)|13 (+1)|2 (-4)|12 (+1)|3 (-4)| >___ > - **Damage Vulnerabilities** bludgeoning > - **Damage Immunities** poison > - **Condition Immunities** exhaustion, poisoned > - **Senses** darkvision 60 ft., blindsight 60 ft., passive Perception 10 > - **Languages** — > - **Challenge** 1/8 (25 XP) > ___ > ***Charge.*** If the dolphin moves at least 30 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 3 (1d6) bludgeoning damage. > >### Actions > ***Slam.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) bludgeoning damage. ### Dolphin Skeletons Dolphin skeletons make superb aquatic steeds, as they don't need to breathe. \page
___ ___ > ## Skeleton Warrior >*Medium undead, neutral or neutral evil* > ___ > - **Armor Class** 22 (dwarven mountain plate) > - **Hit Points** 257 (27d8 + 135) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|29 (+9)|18 (+4)|20 (+5)|16 (+3)|16 (+3)|16 (+3)| >___ > - **Saving Throws** Strength +16, Dexterity +11, Constitution +12, Intelligence +10, Wisdom +10, Charisma +10 > - **Skills** Athletics +16, History +10, Investigation +10, Perception +10 > - **Damage Resistances** acid, fire, lightning, thunder > - **Damage Immunities** cold, necrotic, poison; piercing, bludgeoning, and slashing from nonmagical attacks > - **Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned, stunned > - **Senses** truesight 120 ft., passive Perception 20 > - **Languages** the languages it knew in life > - **Challenge** 23 (50,000 XP) > ___ > ***Equipment.*** The skeleton warrior carries a *vorpal greatsword* and wears *dwarven mountain plate*, a *cape of the mountebank*, and a *belt of storm giant strength.* > > ***Limited Magic Immunity.*** The skeleton warrior can't be affected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. > > ***Turn Immunity.*** The skeleton warrior is immune to effects that turn undead. > > ***Rejuvenation.*** As long as the skeleton's soul circlet exists, a destroyed skeleton warrior gains a new body in 1d10 days, regaining all its hit points and becoming active again. This body appears in a random location. > > ***Action Surge (Recharges on a Short or Long Rest).*** The skeleton warrior takes a second action on its turn. > > ***Great Weapon Supremacy.*** The skeleton warrior rerolls all 1s and 2s on its greatsword's damage dice until they are 3 or higher. It can choose to take a -5 penalty to hit when it attacks with the greatsword, and if it hits, it deals an extra 10 damage. It can increase the to-hit penalty to -10, and increase the bonus damage to +20. It can even increase the penalty to -15 and the bonus to +30. > > ***Legendary Resistance (3/day).*** If the skeleton warrior fails a saving throw, it can choose to succeed instead. > > ***Wizard Slayer.*** When the skeleton damages a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration. > > ***Fighting Spirit (3/day).*** As a bonus action, the skeleton warrior can give itself advantage on weapon attack rolls until the end of the current turn. > > ***Reactive.*** The skeleton warrior can take one reaction on every turn in combat. > > ***Track Circlet.*** A skeleton warrior can track and find its circlet unerringly. It can also find the last person who possessed the circlet. > ### Actions > ***Multiattack.*** The skeleton warrior makes four attacks. > > ***Vorpal Greatsword.*** *Melee Weapon Attack:* +19 to hit, reach 5ft., one target. *Hit* 21 (2d6 + 12) slashing damage. This damage ignores resistance. If the skeleton warrior rolls a 20 on the attack roll, it cuts off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit. > > ***Longbow.*** *Ranged Weapon Attack:* +11 to hit, range 150/600 ft., one target. *Hit* 9 (1d8 + 4) piercing damage. > > ***Teleport (1/day).*** The skeleton warrior casts *dimension door*, requiring no components. When it disappears, it leaves behind a cloud of smoke, and it appears in a similar cloud of smoke at its destination. The smoke lightly obscures the space it left and the space it appears in, and it dissipates at the end of the skeleton warrior's next turn. > > ### Reactions > > ***Stand Firm.*** If an effect moves the skeleton against its will along the ground, it can use its reaction to reduce the distance it is moved by up to 10 feet. > > ***Defy Wizardry.*** When a creature within 5 feet of the skeleton casts a spell, it can make a melee weapon attack against that creature. > > ***Parry.*** The skeleton adds 7 to its AC against one melee attack that would hit it. To do so, the skeleton must see the attacker and be wielding a melee weapon. > > ***Strength before Death (1/day).*** If the skeleton warrior takes damage that reduces it to 0 hit points and doesn't kill it outright, it can delay falling unconscious and immediately take an extra turn. While it has 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill it. When the extra turn ends, it falls unconscious if it still has 0 hit points. > > ### Legendary Actions > > The skeleton warrior can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The skeleton warrior regains spent legendary actions at the start of its turn. > > ***Attack.*** The skeleton warrior makes 1 attack. > > ***Deaden Magic (Cost 2 Actions.)*** The skeleton warrior demands that its foes face it in fair combat without mystic trickery. Whenever a spell is cast within 60 feet of the skeleton, the caster must succeed on a DC 20 Constitution saving throw, losing the spell on a failure. \page
### Skeleton Warrior A mighty wizard may become a lich, or a mighty paladin a death knight. But what of the fighter? The skeleton warrior is the answer to that question. The very epitome of martial prowess, few indeed are those who can hope to stand against one in melee. However, unlike a lich, they possess no magic of their own, and so they hoard magic items to both bolster their ferocity in combat (such as a *vorpal sword* and *belt of giant strength*) and provide solutions to their weaknesses (the *cape of the mountebank* providing a defense against the *forcecage* spell, for example). Skeleton warriors are bound forever to unlife as long as their soul circlet endures. But unlike a lich, a skeleton warrior did not choose immortality. It was forced upon him or her by a mighty power, binding its soul to a magic circlet for all time. Skeleton warriors long to free themselves from their empty existence, and so quest tirelessly for their soul circlets. They track the circlet's location with perfect precision. ___ > ## Skin Kite >*Small undead, unaligned* > ___ > - **Armor Class** 17 (natural armor) > - **Hit Points** 22 (4d6 + 8) > - **Speed** 10 ft., fly 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|19 (+4)|14 (+2)|4 (-3)|12 (+1)|6 (-2)| >___ > - **Damage Immunities** poison > - **Condition Immunities** poisoned > - **Senses** blindsight 60 ft., passive Perception 15 > - **Languages** — > - **Challenge** 1 (200 XP) > ___ > > ### Actions > ***Steal Skin.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) piercing damage, and the skin kite attaches to the target. While attached, the skin kite doesn’t attack. Instead, at the start of each of the skin kite’s turns, the target loses 9 (2d4 + 4) hit points due to skin loss. > > The skin kite can detach itself by spending 5 feet of its movement. It does so after it drains 15 hit points of skin from the target or the target dies. > > ***Split.*** After draining 15 hit points of skin, the skin kite splits in half, becoming two skin kites at full hit points. ### Skin Kite Skin kites are undead creatures made up of the stolen skin of past victims. They feed on the skin of living beings, replenishing their own constantly rotting skin, as well as using new skin as spawning material for new skin kites. \page
___ ___ > ## Skull Lord >*Medium undead, lawful evil* > ___ > - **Armor Class** 16 (natural armor) > - **Hit Points** 113 (15d8 + 45) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|18 (+4)|16 (+3)|14 (+2)|15 (+2)|17 (+3)| >___ > - **Saving Throws** Constitution +6, Intelligence +5, Wisdom +5, > - **Damage Resistances** necrotic; bludgeoning, piercing, and slashing from nonmagical attacks > - **Damage Immunities** cold, poison > - **Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned > - **Senses** darkvision 60 ft., passive Perception 20 > - **Languages** the languages it knew in life > - **Challenge** 7 (2,900 XP) > ___ > ***Multiple Skulls.*** The skull lord has three skulls. While it has more than one skull, the skull lord has advantage on saving throws against being blinded, deafened, stunned, and knocked unconscious, and against effects that turn or rebuke undead. > >When a skull lord is reduced to two-thirds of its full normal hit points, its creator skull shatters. The skull lord loses the ability to create undead, though extant undead remain under its control. When a skull lord is reduced to one-third of its full normal hit points, its spitting skull shatters, and it loses its bone shard ability. If a skull lord is healed so that its hit points once again exceed one-third or two-thirds of its full normal total, the appropriate skull reappears. The skull lord then regains the use of the ability granted by the skull. > > ***Triple Skulls.*** Each round, as a bonus action, the skull lord can do one of the following, assuming it still has the appropriate skull: > > *Bone Beckon.* A skull lord can use its beckoning skull to bring forth fragments of bone from the body of an opponent within 30 feet that has a skeletal system. That creature must succeed on a DC 16 Constitution saving throw or take 7 (3d4) piercing damage as shards of bone are torn from its body. > > As part of the same bonus action, the skull lord can then cause the shards to be absorbed by a corporeal undead of its choice within 30 feet (including itself). The chosen undead heals damage equal to the amount done to the original target. Alternatively, a skull lord can hold the shards in the mouse of its spitting skull. > > *Bone Shard.* If a skull lord has fragments of bone in its mouth, it can spit the bones at one creature within 60 feet. It makes a +7 ranged weapon attack. On a hit, the bones deal 7 (3d4) piercing damage. > > If it uses the *bone shard* ability against the creature it used *bone beckon* on, the *bone shard* automatically hits. > > *Create Servitor.* A skull lord’s creator skull can create a bonespur, a serpentir, or a skeletal creature from nearby bones and bone shards. Undead created by this ability are automatically under the skull lord’s control. > > A skull lord can have two serpentirs, four bonespurs, and ten skeletons under its control. It can also have one skeletal creature of CR 4 or lower under its control. Typically, half of its minions are off on missions for some nefarious purpose, leaving half to guard it. > > ***Create Spectral Rider.*** Once per month, a skull lord can engage in a 12-hour ritual under the dark moon to create a spectral rider from the remains of a mounted warrior. The spectral rider is loyal to the skull lord, but it is not controlled. Through use of this ability, a skull lord can have one spectral rider servant at a time, creating a new one only after an existing servant is destroyed. > > ### Actions > ***Multiattack.*** The skull lord makes two skull staff attacks. > > ***Skull Staff.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit* 9 (1d8 + 4) bludgeoning damage plus 9 (2d8) cold damage. ### Skull Lord The skull lords are agents of the dead necromancer Vrakmul. They are grouped with several of their main minions here for convenience. > ##### Note >An alternate (and far more powerful) skull lord is presented in Mordenkainen's Tome of Foes. This one is ideal as a boss for a 5th-level party. \page
___ > ## Bonespur >*Large undead, unaligned* > ___ > - **Armor Class** 9 > - **Hit Points** 43 (5d10 + 15) > - **Speed** 10 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|8 (-1)|16 (+3)|3 (-4)|6 (-2)|5 (-3)| >___ > - **Damage Vulnerabilities** bludgeoning > - **Damage Immunities** poison > - **Condition Immunities** exhaustion, poisoned > - **Senses** darkvision 60 ft., blindsight 60 ft., passive Perception 8 > - **Languages** understands the languages it knew in life but can't speak > - **Challenge** 1 (200 XP) > ___ > > ***Charging Form (1/day).*** As a bonus action, the bonespur reconfigures into a rhinolike form. While in this form, its movement speed increases to 40 ft. If the bonespur moves at least 20 ft. straight toward a target and then hits it with a bone scythe attack on the same turn, the target takes an extra 6 (1d12) slashing damage. However, the reach of the bone scythe decreases to 5 ft. while the bonespur is in this form. > > At the end of each of its turns in this form, it must roll a d6. On a roll of 1, it reverts to its normal form. It can also leave the form early if it desires (no action needed). > > ***Boneshard Blast.*** When in Charging Form and immediately after making a bone scythe attack, the bonespur can explode into a cloud of bones. All creatures within 10 feet of it must make a DC 14 Dexterity saving throw or take 6 (1d12) piercing damage. The bonespur then becomes inert for the 24 hours and appears destroyed. Sprinkling holy water upon its remains prevents it from reforming. Otherwise, the bonespur reforms after 24 hours. > > ***Stable.*** The bonespur has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. > > ### Actions > ***Bone Scythe.*** *Melee Weapon Attack:* +5 to hit, reach 10 ft., one target. *Hit* 9 (1d12 + 3) slashing damage. If the bonespur scores a critical hit, it rolls damage dice three times, instead of twice. ### Bonespur Bonespurs are little more than animals designed to kill. ``` ``` ___ > ## Serpentir >*Large undead, chaotic evil* > ___ > - **Armor Class** 16 (natural armor) > - **Hit Points** 68 (8d10 + 24) > - **Speed** 50 ft., climb 50 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|16 (+3)|16 (+3)|9 (-1)|16 (+3)|12 (+1)| >___ > - **Skills** Perception +5, Survival +7 > - **Damage Vulnerabilities** bludgeoning > - **Damage Immunities** poison > - **Condition Immunities** exhaustion, poisoned > - **Senses** darkvision 60 ft., passive Perception 15 > - **Languages** the languages it knew in life > - **Challenge** 3 (700 XP) > ___ > ***Two Heads.*** The serpentir has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. > > ***Dual Actions.*** The serpentir can take two actions, two bonus actions, and two reactions. > > ***Sense Emotions.*** The serpentir is considered to have blindsight out to a range of 60 ft., when it comes to detecting creatures capable of feeling emotion. This blindsight is not useful against constructs, some mindless creatures, and objects. > > ***Slither Through.*** The serpentir has advantage on Strength and Dexterity saving throws made against effects that would knock it prone, and it ignores nonmagical difficult terrain. > > ***Churning Ribs.*** When the serpentir grapples a Medium or smaller creature, it can draw the creature into its churning ribs. The churning ribs can only hold one creature at a time. The serpentir's speed is not slowed when the only creature it is grappling is in its ribs. Any creature that ends its turn in the churning ribs takes 5 (2d4) slashing damage. > ### Actions > ***Multiattack.*** The serpentir makes two claw attacks. If it hits with both claw attacks, it grapples the target (escape DC 13) and if the target is Medium or smaller it can immediately place the creature in its Churning Ribs. > > ***Claw.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit* 5 (1d4 + 3) slashing damage. ### Serpentir The horrid serpentirs delight in the thrill of the hunt, and stalk humanoids much like they stalk elk. \page
___ > ## Spectral Rider >*Medium undead, lawful evil* > ___ > - **Armor Class** 20 (full plate, shield) > - **Hit Points** 113 (15d8 + 45) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|14 (+2)|16 (+3)|12 (+1)|12 (+1)|15 (+2)| >___ > - **Damage Resistances** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons > - **Damage Immunities** necrotic, poison > - **Condition Immunities** charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained > - **Senses** darkvision 60 ft., passive Perception 11 > - **Languages** the languages it knew in life > - **Challenge** 6 (2,300 XP) > ___ > ***Incorporeal Movement.*** The spectral rider can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. > > ***Aura of Supreme Will.*** All undead neutral or friendly to the spectral rider add 1d6 to all their saves while within 30 feet of it. This also causes the holy symbols of any hostile creature within the radius to explode into acid, forcing all creatures within 5 feet of the holy symbol to make a DC 14 Dexterity saving throw. Creatures take 7 (2d6) acid damage on a failure, or half on a success. > > ***Innate Spellcasting.*** The spectral rider can innately cast the following spells, requiring no material components: > > At will: *feign life* (self only)*, find skeletal steed, Kelgore's grave mist, rally of the damned* > ### Actions > ***Multiattack.*** The spectral rider makes three attacks. > > ***Spectral Longsword.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit* 5 (1d8 + 3) force damage plus 7 (2d6) necrotic damage. > > ***Draining Bolt.*** *Ranged Spell Attack:* +5 to hit, range 120 ft., one target. *Hit* 8 (1d10 + 3) necrotic damage. > > ***Life Drain.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one creature. Hit: 8 (1d10 + 3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. ``` ``` ### Spectral Rider The spectral rider exists in a strange state where it gains the benefits of incorporeality, but can still wear equipment, wield blades, and wear armor. \page
___ > ## Skulking Cyst >*Small undead, chaotic evil* > ___ > - **Armor Class** 16 (natural armor) > - **Hit Points** 33 (6d6 + 12) > - **Speed** 30 ft. climb 30 ft., swim 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|18 (+4)|14 (+2)|13 (+1)|14 (+2)|16 (+3)| >___ > - **Skills** Perception +4, Stealth +8 > - **Damage Immunities** poison > - **Damage Resistances:** fire, necrotic > - **Condition Immunities** charmed, exhaustion, poisoned, prone > - **Senses** blindsight 60 ft., darkvision 60 ft., passive Perception 12 > - **Languages** understands the languages it knew in life but can't speak > - **Challenge** 2 (450 XP) > ___ > > ***Innate Spellcasting.*** Charisma is the skulking cyst's spellcasting ability (DC 13). The cyst can innately cast the following spells, requiring no material components: > > 3/day: *darkness* > > 1/day: *necrotic cyst, necrotic bloat* > > ### Actions > > ***Blood Drain.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one creature. *Hit:* 6 (1d4 + 4) piercing damage plus 5 (2d4) necrotic damage, and the cyst attaches to the target. While attached, the cyst doesn't attack. Instead, at the start of each of the cyst's turns, the target loses 11 (3d4 + 4) Hit Points due to blood loss. The cyst can detach itself by spending 5 feet of its movement. A creature, including the target, can use its action to detach the cyst. > > If a creature dies due to Blood Drain while carrying a necrotic cyst, that creature rises as a skulking cyst in 24 hours unless its body is destroyed. ### Skulking Cyst A skulking cyst is the result of someone killed by a cyst spell, or more rarely while under a cyst spell. It exists to spread its own necrotic nature. ___ > ## Slaymate >*Small undead, any alignment* > ___ > - **Armor Class** 11 > - **Hit Points** 10 (3d6) > - **Speed** 20 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|8 (-1)|13 (+1)|10 (+0)|12 (+1)|13 (+1)|15 (+2)| >___ > - **Skills** Stealth +3 > - **Damage Immunities** poison > - **Condition Immunities** poisoned > - **Senses** darkvision 60 ft., passive Perception 11 > - **Languages** the languages it knew in life > - **Challenge** 1/2 (100 XP) > ___ > ***Pale Aura.*** All necromancy spells cast within 10 feet of a slaymate are cast as if a slot one level higher were used. > > ***Sunlight Sensitivity.*** While in sunlight, the slaymate has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. > ### Actions > ***Bite.*** *Melee Weapon Attack:* +3 to hit, reach 5ft., one target. *Hit:* 3 (1d4 + 1) piercing damage and the target must make a DC 14 Constitution saving throw or contract pale wasting (see the sidebar). ### Slaymate The slaymate is an undead child who bolsters the power of necromancers. > **Pale Wasting.** This grim disease sucks away a victim's very lifeforce, eventually turning them to dust. Symptoms include very pale skin, a nihilistic worldview, and fatigue. At the end of each long rest, a creature must make a DC 14 Constitution saving throw. A failed save increases the creature's exhaustion level by 1. Resting does not remove this exhaustion. A successful save only means the condition does not worsen. If a creature's exhaustion reaches 6, it dies and its body crumbles to fine dust as per *disintegrate*. After 3 successful saving throws, which do not have to be consecutive, the disease is cured completely. \page
___ ___ > ## Sword of Kyuss >*Mediun undead (wormspawn), lawful evil* > ___ > - **Armor Class** 19 (heavy plate) > - **Hit Points** 190 (20d8 + 100) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|16 (+3)|20 (+5)|15 (+2)|12 (+1)|16 (+3)| >___ > - **Saves** Int +6, Wis +5 > - **Skills** History +10, Insight +5, Intimidation +11, Investigation +6, Perception +9, Religion +10 > - **Damage Immunities** cold, lightning, poison > - **Condition Immunities** exhaustion, poisoned > - **Senses** darkvision 60 ft., passive Perception 19 > - **Languages** Abyssal, Flan (or a similar ancient language from your campaign) > - **Challenge** 10 (5,900 XP) > ___ > > ***Action Surge (1/rest).*** The sword takes an extra action on its turn. > > ***Duel.*** As a bonus action, the sword of kyuss challenges one creature within 60 feet of it to a duel. The creature can choose to accept or reject the duel. If it rejects the duel, it had disadvantage on attack rolls until the start of the sword's next turn. Once accepted, when a creature wins the duel, it gains advantage on all attack rolls, ability checks, and saving throws for 1 minute. If the sword's opponent or their allies break the terms of the duel, it also gains this advantage for 1 minute. > > ***Guardian.*** As a bonus action, the sword enters a stance that lasts until the start of its next turn. While in its defensive stance, it can make opportunity attacks without using its reaction, and it can use its reaction to make a melee attack against a creature that moves more than 5ft while within its reach. > >Additionally, whenever the sword hits a creature with an opportunity attack, the target's speed drops to 0 for the rest of the turn. Creatures within its reach provoke opportunity attacks even if they take the Disengage action. > > ***Honorbound.*** The sword has a code of honor it is psychologically incapable of breaking. If it breaks this code, it suffers disadvantage on attack rolls, ability checks, and saving throws for 1 day. > > ***Magic Resistance.*** The sword has advantage on saving throws against spells and other magical effects. > > ***Magic Weapons.*** The sword's weapon attacks are magical. > > ***Pack Tactics.*** The sword has advantage on an attack roll against a creature if at least one of the sword's allies is within 5 feet of the creature and the ally isn't incapacitated. > > > ### Actions > ***Multiattack.*** The sword makes three attacks. > > ***Wormblade.*** *Melee Weapon Attack:* +9 to hit, reach 5ft., one target. *Hit:* 12 (2d6 + 5) slashing damage plus 3 (1d6) vile acid damage. If the target dies with the vile damage unhealed, it can't be brought back through any means short of a *wish*. > > ***Wormbow.*** *Ranged Weapon Attack:* +7 to hit, range 150ft./600ft., one target. *Hit:* 7 (1d8 + 7) piercing damage and if the target is a humanoid, a worm of kyuss latches onto its skin. The worm is a Tiny aberration with AC 6, 1 hit point, a 2 (-4) in every ability score, and a speed of 1 foot. While on the target’s skin, the worm can be killed by normal means or scraped off using an action. Otherwise, the worm burrows under the target’s skin at the end of the target’s next turn, dealing 1 piercing damage to it. At the end of each of its turns thereafter, the target takes 7 (2d6) necrotic damage per worm infesting it. A worm-infested target dies if it drops to 0 hit points, then rises 10 minutes later as a spawn of Kyuss. If a worm-infested creature is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away. > > ***Invocation of the Worm (Recharge 5-6).*** A sword of Kyuss can unleash a blast of negative energy and illusory, translucent green worms from a point within 300 feet of it. Each living non-wormspawn creature in a 20-foot-radius sphere centered on that point must make a DC 15 Constitution saving throw. The sphere spreads around corners. A living non-wormspawn creature takes 28 (8d6) necrotic damage on a failed save, or half as much damage on a successful one. An undead or wormspawn creature instead gains a like number of temporary hit points that last until removed. Wormspawn creatures gain maximum hit points. > > ***Worm Healing.*** The sword of Kyuss consumes a wormswarm within 5 feet of it. This heals the sword of Kyuss of all damage and grants it the benefit of a *panacea* spell. The wormswarm is completely destroyed, but makes no move to defend itself from this consumption. > > ### Reactions > > ***Parry.*** The sword adds 4 to its AC against one melee attack that would hit it. To do so, the sword must see the attacker and be wielding a melee weapon. ### Sword of Kyuss The swords of Kyuss are unique among his minions in that they are his only lawful evil creations, although they are as enthusiastic about death, undeath, and decay as any of his servants. Several knightly orders served Kyuss in life, each with their own code of honor. All of them, however, had rules for duels both within the order and towards non-members. The basic terms of a duel are simple. Neither is to attack or be attacked by anyone other than their opponent for the duration of the duel, and neither is to move more than 60 feet away from the other. If the sword's opponents break these rules, it is filled with righteous and deadly wrath. \page
___ > ## Tomb Mote >*Tiny undead, chaotic evil* > ___ > - **Armor Class** 17 (natural armor) > - **Hit Points** 32 (9d4 + 9) > - **Speed** 20ft., swim 20 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|7 (-2)|17 (+3)|12 (+1)|10 (+0)|12 (+1)|14 (+2)| >___ > - **Skills** Stealth +7 > - **Damage Immunities** necrotic, poisoned > - **Condition Immunities** poisoned > - **Senses** darkvision 60 ft., passive Perception 11 > - **Languages** Common, Abyssal > - **Challenge** 1 (300 XP) > ___ > ***Supernatural Speed.*** The tomb mote can take two actions per round instead of one. > > ***Sunlight Sensitivity.*** While in sunlight, the tomb mote has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. > > ***Necrotic Absorption.*** Whenever the tomb mote is subjected to necrotic damage, it takes no damage and instead regains a number of hit points equal to the necrotic damage dealt. > > ***Pack Tactics.*** The tomb mote has advantage on an attack roll against a creature if at least one of the tomb mote's allies is within 5 feet of the creature and the ally isn't incapacitated. > ### Actions > ***Bite.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit:* 5 (1d4 + 3) piercing damage and the target must succeed on a DC 11 Constitution saving throw or suffer corpse bloat. ### Tomb Mote Tomb motes are "incidental" undead--undead created by accident when more powerful creatures are created. > **Corpse Bloat.** This disgusting disease causes a creature's body to puff up, turn green, and makes movement painful. At the end of each long rest, an afflicted creature must succeed on a DC 11 Constitution save or its Dexterity score is reduced by 1d4. A successful save restores 1d4 Dexterity. The disease is cured when all Dexterity returns. A creature with its Dexterity reduced to 0 is paralyzed until it regains at least 1 point of Dexterity. ___ > ## Tomb Spider >*Large monstrosity, neutral evil* > ___ > - **Armor Class** 17 (natural armor) > - **Hit Points** 171 (18d10 + 72) > - **Speed** 30 ft., climb 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|18 (+4)|19 (+4)|4 (-3)|16 (+3)|16 (+3)| >___ > - **Skills** Perception +6, Stealth +10 > - **Damage Immunities** necrotic > - **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 16 > - **Languages** — > - **Challenge** 6 (2,300 XP) > ___ >***Necrotic Absorption.*** Whenever the spider is subjected to necrotic damage, it takes no damage and instead regains a number of hit points equal to the necrotic damage dealt. > > ***Spider Climb.*** The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. > > ***Web Sense.*** While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. > > ***Web Walker.*** The spider ignores movement restrictions caused by webbing. > ### Actions > ***Multiattack.*** The spider makes two bite attacks, or one bite attack and one web attack. > > ***Bite.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) piercing damage. If the target is a creature, it must make a DC 15 Constitution saving throw. On a failure, it is poisoned for the next minute. While poisoned in this way, it is considered to be undead for the purposes of all healing abilities, and any healing that does not work on undead instead deals equivalent radiant damage. For example, a 6th-level *heal* would do 70 radiant damage. > >***Web (Recharge 5-6).*** *Ranged Weapon Attack:* +7 to hit, range 30/60 ft., one Large or smaller creature. *Hit:* The creature is restrained by webbing. As an action, the restrained creature can make a DC 15 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 10 hit points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage. ### Tomb Spider Tomb spiders are arachnoid creatures suffused with negative energy. Their poison reverses healing spells and effects that target the poisoned creature. \page
___ > ## Totem Chieftan >*Medium undead, lawful neutral* > ___ > - **Armor Class** 19 (heavy plate) > - **Hit Points** 124 (13d8 + 65) > - **Speed** 30ft., fly 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|12 (+1)|20 (+5)|16 (+3)|18 (+4)|16 (+3)| >___ > - **Skills** History +9, Insight +10, Persuasion +9 > - **Damage Resistances** necrotic, radiant; bludgeoning, piercing, and slashing from nonmagical attacks that haven't been bathed in the ashes of a sacred plant > - **Damage Immunities** poisoned > - **Condition Immunities** exhaustion, poisoned > - **Senses** darkvision 60 ft., passive Perception 14 > - **Languages** the languages it knew in life > - **Challenge** 7 (2,900 XP) > ___ > > ***Rejuvenation.*** If it dies, the chieftan returns to life at the next sunset and regains all its hit points as long as at least one member of its tribe remains alive. If every member of its tribe is killed, it no longer rejuvenates, but it and all allied undead within 60 feet of it gain advantage on all ability checks, attack rolls, and saving throws as their hearts fill with rage. > > ***Totem Empowerment.*** The chieftan and any allied totem zombies within 60 ft. of it have advantage on saving throws against being charmed or frightened, and against effects that turn undead. > > ***Regeneration.*** The chieftan regains 10 hit points at the start of its turn if it has at least 1 hit point. > > ***Magic Weapons.*** The chieftan’s weapon attacks are magical. > > ### Actions > ***Multiattack.*** The chieftan makes two attacks. > > ***Maul.*** *Melee Weapon Attack:* +8 to hit, reach 5ft., one target. *Hit:* 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. *Miss:* The target takes 5 bludgeoning damage. > > ***Ancestor's Fury.*** *Ranged Spell Attack:* +7 to hit, range 120 ft., one target. *Hit:* 11 (2d10) radiant damage. > > ***Create Totem Zombie.*** The chieftan targets an appropriately prepared humanoid of its tribe within 10 feet of it. The target rises as a totem zombie. The zombie is not under the chieftan’s control but is deeply loyal to it. ### Totem Chieftan Totem chieftans are legendary leaders from a tribe's ancient history who lead their totem zombies in battle, and counsel the living in peace. If the tribe doesn't have metallurgy, plate is made of iron-hard bark, dragon bones, or some other suitable material. \page
___ ___ > ## Ulgurstasta >*Gargantuan undead (wormspawn), chaotic evil* > ___ > - **Armor Class** 19 (natural armor) > - **Hit Points** 247 (15d20 + 90) > - **Speed** 40 ft., burrow 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|26 (+8)|15 (+2)|23 (+6)|18 (+4)|16 (+3)|19 (+4)| >___ > - **Skills** Arcana +14, History +14, Intimidation +14, Perception +13 > - **Saving Throws** Constitution +11, Wis +8 > - **Damage Resistances** necrotic > - **Damage Immunities** acid, cold, poison; bludgeoning, piercing, and slashing from nonmagical attacks > - **Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned > - **Senses** truesight 60 ft., tremorsense 60 ft., passive Perception 23 > - **Languages** understands Common but can't speak > - **Challenge** 14 (11,500 XP) > ___ > > ***Flailing Tendrils.*** The millions of pores on an ulgurstasta’s body provide it with a deadly defense; each pore contains a coiled, 40-foot-long, hair-thin tendril. When the creature is angered, the tendrils extend to their full range and whip about in a frenzy. This storm of tendrils renders all creatures within 40 feet of the ulgurstasta of its choice immune to nonmagical ranged weapons such as arrows. Conversely, the storm of tendrils deals 6 (1d12) points of slashing damage per round to any other creature within 40 feet of the ulgurstasta. > > ***Necromantic Acid.*** A creature killed by the ulgurstasta's acid spray, or when inside the Ulgurstasta (see Bite) immediately animates as an **ooze skeleton** under the ulgurstasta's control, but those inside it lay dormant until vomited back up (see Acid Spray). > > > ***Magic Resistance.*** The ulgurstasta has advantage on saving throws against spells and other magical effects. > > ***Tunneler.*** The ulgurstasta can burrow through solid rock at half its burrow speed and leaves a 20-foot-diameter tunnel in its wake. > ### Actions > ***Acid Spray (1/day).*** The ulgurstasta vomits up the contents of its stomach in an acidic blast. Each creature in a 60-foot cone must make a DC 18 Constitution saving throw, taking 63 (18d6) acid damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 HP by this effect dies and rises as an **ooze skeleton** under the ulgurstasta's control. Additionally, 2d4 **ooze skeletons** inside the ulgurstasta are hurled out and immediately roll initiative. They are under its control. > > ***Bite.*** *Melee Weapon Attack:* +13 to hit, reach 10ft., one target. *Hit:* 21 (3d8 + 8) piercing damage. If the target is a creature, it is grappled (escape DC 21). Until this grapple ends, the target is restrained, and the ulgurstasta can’t bite another target. > > ***Swallow.*** The ulgurstasta makes one bite attack against a Huge or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the ulgurstasta, and it takes 21 (6d6) acid damage at the start of each of the ulgurstasta’s turns. An ulgurstasta's gut can hold 2 Huge creatures, 8 Large creatures, 32 Medium, or 128 Small creatures. > >If the ulgurstasta takes 30 damage or more on a single turn from a creature inside it, the ulgurstasta must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the ulgurstasta. If the ulgurstasta dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. ### Ulgurstasta Massive undead maggots made by Kyuss's faithful, the appearance of an ulgurstasta is a cataclysmic event. Kyuss's worshippers see one's arrival as a divine portent, and all saner beings see it as a catastrophe. \page
___ > ## Vassalich >*Medium undead, any evil * > ___ > - **Armor Class** 15 (*mage armor*) > - **Hit Points** 60 (9d8 + 18) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|8 (-1)|14 (+2)|14 (+2)|18 (+4)|8 (-1)|16 (+3)| >___ > - **Saving Throws** Int +7, Wis +2 > - **Skills** History +7, Arcana +7, Persuasion +6, Investigation +7 > - **Damage Resistances** cold, lightning, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks > - **Damage Immunities** poison > - **Condition Immunities** exhaustion, poisoned > - **Senses** passive Perception 9, darkvision 60 ft. > - **Languages** any five > - **Challenge** 7 (2,900 XP) > ___ > ***Rejuvenation.*** If it has a phylactery, a destroyed vassalich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery. > > ***Turn Resistance.*** The vassalich has advantage on saving throws against any effect that turns undead. > > ***Spellcasting. *** The vassalich is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The vassalich has the following wizard spells prepared: > > Cantrips (at will): *toll the dead, minor illusion, prestidigitation* > > 1st-level (4 slots): *mage armor, shield, apprentice's teleport* > > 2nd-level (3 slots): *darkness, mirror image* > > 3rd-level (3 slots): *fireball, major image, blink, counterspell* > > 4th-level (3 slots): *polymorph, fire shield* > > 5th-level (1 slot): *wall of force, dominate person* > > ### Actions > ***Slowing Touch.*** *Melee Spell Attack:* +7 to hit, reach 5 ft., one creature. Hit: 7 (2d6) cold damage. The target must succeed on a DC 13 Constitution saving throw or be affected as if by a *slow* spell for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Creatures immune to paralysis are immune to this effect. ### Vassalich Generally speaking, only a spellcaster with access to 9th level spells can become a lich. However, just as mortal archmages often have apprentices, liches can create apprentice-liches called vassaliches. The only requirement to become a vassalich are at least 1 level in a spellcasting class, and the patronage of a lich. The lich retains the vassalich's phylactery, and thus has total control over it. When a vassalich gains access to 9th-level spells, it becomes a true lich, but its master still retains its phylactery unless the apprentice steals, bargains for, or murders for it back. \page
___ > ## Vasuthant >*Small undead, neutral evil* > ___ > - **Armor Class** 14 (natural armor) > - **Hit Points** 22 (5d6 + 5) > - **Speed** 0 ft., fly 30ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|16 (+3)|13 (+1)|12 (+1)|12 (+1)|14 (+2)| >___ > - **Damage Immunities** acid, cold, necrotic, poison, radiant > - **Condition Immunities** blinded, charmed, exhaustion, frightened, poisoned > - **Senses** blindsight 120 ft. (blind beyond this radius), passive Perception 11 > - **Languages** none, but see Undead Empathy > - **Challenge** 2 (450 XP) > ___ > ***Reality Distortion (3/day).*** The vasuthant rerolls one die roll, or forces another creature it can see to reroll one die roll. > > ***Trap Light.*** The vasuthant generates a 60-foot aura of darkness that absorbs both magical and nonmagical light. Creatures with darkvision can see in this as if it were dim light. > > ***Dark Tendrils.*** The vasuthant can spontaneously generate as many tendrils as it needs to maintain grapples on as many foes as it wishes. > > ***Undead Empathy.*** The vasuthant can understand anything an undead being says, and can communicate with undead telepathically when within 120 feet. > ### Actions > ***Multiattack.*** The vasuthant makes 1d4 tendril attacks and uses Enervating Crush. It can only make one tendril attack against a single target. > > ***Tendril.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 5 (1d4 + 3) bludgeoning damage, and the target is grappled (escape DC 13). While the vasuthant has the target grappled, it has advantage on these attacks. > > ***Enervating Crush.*** Up to 4 creatures grappled by the vasuthant must make a DC 12 Constitution saving throws. On a failure, an affected creature takes 7 (2d6) necrotic damage and deals only half damage with weapon attacks that use Strength. At the end of its turns, it can make a Constitution save. On a success, the effect ends. ### Vasuthant No one has ever seen a the creature that dies and becomes a vasuthant, and the prevailing theory holds that they are negative energy itself given unlife. If an elemental can die and become undead, is it impossible that undeath could die and become undead? \page
___ ___ > ## Visage >*Medium undead, chaotic evil* > ___ > - **Armor Class** 16 (natural armor) > - **Hit Points** 93 (17d8+17) > - **Speed** 0 ft., fly 50 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|18 (+4)|12 (+1)|14 (+2)|13 (+1)|19 (+4)| >___ > - **Skills** Acrobatics +12, Deception +12, Insight +9, Investigation +6, Perception +5, Stealth +12 > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks > - **Damage Immunities** poison, radiant > - **Condition Immunities** exhaustion, poisoned, restrained > - **Senses** darkvision 60 ft., passive Perception 15 > - **Languages** Common, Abyssal > - **Challenge** 9 (5,000 XP) > ___ > ***Assume Identity.*** A visage can take the form of someone it has killed within the last round without spending an action. A visage in an assumed identity gains advantage on Deception checks made to pass as the victim. It also gains proficiency in the skills, languages and tools of the victim. > > This effect lasts for 24 hours, though the visage can dismiss it at will. While a visage is in the form of its victim, that victim can’t be returned to life except by a *true resurrection* spell (which also immediately ends the effect on the visage). After 24 hours, or if the identity is dismissed, the soul is damaged, and the victim can be returned to life only by a *wish* spell followed by a *true resurrection*, or by direct divine intervention. > > ***Magic Weapons.*** The visage's weapon attacks are magical. > > ***Turn Resistance.*** The visage has advantage on saving throws against any effect that turns undead. > > ***Assassinate.*** The visage has advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit it scores against a creature that is surprised is a critical hit. > > ***Sneak Attack.*** Once per turn, the visage deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the visage that isn't incapacitated and the visage doesn't have disadvantage on the attack roll. > > ***Create Spawn.*** A creature native to one of the Outer Planes slain by the visage rises 24 hours later as a visage under the killer's control, unless the creature is restored to life. The visage can have no more than two visages under its control at one time. > > ***Innate Spellcasting.*** The visage's spellcasting ability is Charisma (save DC 16). The visage can innately cast the following spells, requiring no material components: > > At will: *major image* (only perceptible to one target) > > 1/day: *dominate person*, *plane shift* (self only) > ### Actions > ***Multiattack.*** The visage makes two claw attacks. > > ***Claw.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit* 11 (2d6+4) slashing damage. ### Visage Visages enjoy infiltrating and bringing about destruction through subterfuge. \page
___ ___ > ## Visage, Champion >*Medium undead, chaotic evil* > ___ > - **Armor Class** 18 (natural armor) > - **Hit Points** 149 (17d8+17) > - **Speed** 0 ft., fly 50 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|20 (+5)|14 (+2)|14 (+2)|13 (+1)|22 (+6)| >___ > - **Skills** Acrobatics +15, Deception +16, Insight +10, Investigation +7, Perception +6, Stealth +16 > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks > - **Damage Immunities** necrotic, poison, radiant > - **Condition Immunities** exhaustion, poisoned, restrained > - **Senses** truesight 60 ft., passive Perception 16 > - **Languages** all > - **Challenge** 13 (10,000 XP) > ___ > ***Assume Identity.*** A visage can take the form of someone it has killed within the last round without spending an action. A visage in an assumed identity gains advantage on Deception checks made to pass as the victim. It also gains proficiency in the skills and tools of the victim. > > This effect lasts for 24 hours, though the visage can dismiss it at will. While a visage is in the form of its victim, that victim can’t be returned to life except by a *true resurrection* spell (which also immediately ends the effect on the visage). After 24 hours, or if the identity is dismissed, the soul is damaged, and the victim can be returned to life only by a *wish* spell followed by a *true resurrection*, or by direct divine intervention. > > ***Magic Weapons.*** The visage's weapon attacks are magical. > > ***Turn Resistance.*** The visage has advantage on saving throws against any effect that turns undead. > > ***Assassinate.*** The visage has advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit it scores against a creature that is surprised is a critical hit. > > ***Sneak Attack.*** Once per turn, the visage deals an extra 24 (7d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the visage that isn't incapacitated and the visage doesn't have disadvantage on the attack roll. > > ***Legendary Resistance (3/day).*** When the visage fails a saving throw, it can choose to succeed instead. > > ***Pointed Knowledge.*** The visage instantly knows facts about creatures it speaks to, such as their age, where they were born, and the important events of their lives. > > ***Create Spawn.*** A creature native to one of the Outer Planes slain by the visage rises 24 hours later as a visage under the killer's control, unless the creature is restored to life. The visage can have no more than four visages under its control at one time. > > ***Innate Spellcasting.*** The visage's spellcasting ability is Charisma (save DC 19). The visage can innately cast the following spells, requiring no material components: > > At will: *major image* (only perceptible to one target), *dominate person*, *phantasmal force,* *mislead* > > 3/day: *phantasmal killer*, *seeming*, *blink*, *mirror image*, *prying eyes*, *arcane eye*, *locate creature* > > 1/day: *plane shift* (self only), *mirage arcane*, *dominate monster* > > ### Actions > ***Multiattack.*** The visage makes two claw attacks. It can replace one attack with an at-will innate spell. > > ***Claw.*** *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit* 11 (2d6+5) slashing damage plus 10 (3d6) psychic damage. > > > ### Legendary Actions > The visage can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The visage regains spent legendary actions at the start of its turn. > > **Lucidity Control.** The visage innately casts *major image*, but it is only perceptible to one target of the visage's choice. > > **Mislead (costs 2 actions).** The visage casts *mislead* and can move up to half its speed without provoking opportunity attacks. > > **Instant Assumption (costs 3 actions).** The visage chooses one creature within 60 feet. This target must succeed on a DC 19 Charisma saving throw. On a failure, it and the visage swap places, with the visage turning into it as if by its Assume Identity trait. The target is magically disguised as the visage for the next 24 hours, and fully believes itself to be such during the duration. When this effect ends, the target fully remembers any actions it committed. This effect can be broken early by *greater restoration*. ### Visage, Champion Champion visages are the kings and queens of their kind, perfectly designed for infiltration. \page
___ ___ > ## Vitreous Drinker >*Medium undead, neutral evil* > ___ > - **Armor Class** 22 (Vecna's kiss, *mage armor*) > - **Hit Points** 135 (18d8 + 54) > - **Speed** 30 ft., climb 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|18 (+4)|16 (+3)|20 (+5)|14 (+2)|17 (+3)| >___ > - **Saving Throws** Con +7, Int +9, Wis +6 > - **Skills** Arcana +13, History +9, Investigation +9 > - **Damage Immunities** force, necrotic, poison > - **Condition Immunities** exhaustion, poisoned > - **Senses** truesight 120 ft., passive Perception 12 > - **Languages** all > - **Challenge** 10 (5,900 XP) > ___ > ***Vecna's Kiss.*** The vitreous drinker adds its Intelligence to its Armor Class (included). The vitreous drinker is immune to all divination spells cast against it or cast to learn information about it. Such divination fails to reveal any information. The vitreous drinker immediately learns the name, appearance, and location of the caster who attempted the divination. > > ***Innate Spellcasting.*** The vitreous drinker's spellcasting ability is Intelligence (spell save DC 17). The vitreous drinker can innately cast the following spells, requiring no material components: > > At will: *arcane eye, blight, contact other plane, detect magic, detect thoughts, identify, legend lore, mage armor, scrying, vampiric touch* > > 3/day: *eyebite, probe thoughts* > > 1/day: *circle of death, dimension door, finger of death* > > ***Horrifying Gaze.*** When a creature that can see the vitreous drinker's eyes starts its turn within 30 ft. of the drinker, the drinker can force it to make a DC 15 Constitution saving throw if the drinker isn’t incapacitated and can see the creature. On a failure, the target is frightened until the start of its next turn, and incapacitated while frightened in this way. > >Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the drinker until the start of its next turn, when it can avert its eyes again. If the creature looks at the drinker in the meantime, it must immediately make the save. > > ***Spectral Ravens.*** A vitreous drinker is accompanied at all times by spectral ravens that serve the drinker unconditionally. The drinker shares a powerful symbiotic link with the spectral ravens. It is constantly aware of what they see and hear and can direct them at will (no action required). The ravens have the Incorporeal Movement trait, and a vitreous drinker can control them as long as they remain on the same plane as the drinker. The ravens are not creatures, but rather objects spawned by the drinker. Each raven has 5 hit points and AC 15, a +9 Perception modifier, and resistance to acid, cold, fire, lightning, thundering damage, and to bludgeoning, piercing, and slashing damage from nonmagical attacks. Otherwise, treat them as unattended, Tiny objects. A vitreous drinker is accompanied by up to twenty-four ravens, and if any are destroyed, the creature can restore them at a rate of one per day. > >The ravens have a fly speed of 120 feet and can hover. They cannot take independent action, nor can they do anything to physically affect the world around them. They exist solely to observe. > > ### Actions > ***Tongue Lash.*** *Melee Weapon Attack:* +8 to hit, reach 10ft., one creature. *Hit* 20 (3d10 + 4) necrotic damage, and the target must make a DC 15 Constitution save. On a failure, its eyes are sucked out of their sockets, reappearing on the drinker. The drinker can see out of the target's eye sockets with its normal senses as if it were there. An eyeless target is blinded until its eyes are restored through a *regeneration* spell or similar magic. > > The drinker can choose to do no damage if it desires (to leave a creature alive as an unwitting spy, for instance). ### Vitreous Drinker Vitreous drinkers are created from Vecna's most devoted minions, and are sent forth to mastermind unguessable dark conspiracies. Many of them are **vecna-blooded**. \page
___ ___ > ## Slaughter Wight >*Medium undead, chaotic evil* > ___ > - **Armor Class** 14 (natural armor) > - **Hit Points** 104 (16d8+32) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|17 (+3)|14 (+2)|11 (+0)|10 (+0)|8 (-1)| >___ > - **Skills** Acrobatics +6, Perception +3, Stealth +9 > - **Damage Resistances** necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered > - **Damage Immunities** poison > - **Condition Immunities** exhaustion, poisoned > - **Senses** darkvision 60 ft., passive Perception 13 > - **Languages** the languages it knew in life > - **Challenge** 7 (2,900 XP) > ___ > ***Weakness Seeker.*** The slaughter wight scores critical hits on rolls of 17-20. Additionally, when it scores a critical hit, the target becomes frightened of the slaughter wight for 1 minute. All its allies within 30 feet must make a DC 13 Wisdom save or become frightened of the slaughter wight for 1 minute. A frightened ally can repeat the saving throw at the end of each of its turns, ending the effect on a success. A target that succeeds on the saving throw is immune to the frightening effect of all slaughter wights for the next 24 hours. > > ***Assassinate.*** The slaughter wight has advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit it scores against a creature that is surprised is a critical hit. > > ***Sunlight Sensitivity.*** While in sunlight, the slaughter wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. > > ### Actions > ***Multiattack.*** The slaughter wight makes two attacks, either with its longsword or longbow. It can use Life Drain in place of one longsword attack. > > ***Life Drain.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit:* 20 (5d6 + 4) necrotic damage and the slaughter wight regains hit points equal to the necrotic damage done. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. > >A humanoid slain by this attack rises 24 hours later as a regular wight under the slaughter wight’s control, unless the humanoid is restored to life or its body is destroyed. The slaughter wight can have no more than four wights under its control at one time. Sometimes a newly created spawn becomes a slaughter wight instead of a mere wight, though the wiles of the dark gods determine such instances (that is, the DM decides when this occurs). > > ***Longsword.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit:* 9 (1d8 + 4) slashing damage, or 10 (1d10 + 4) slashing damage if used with two hands, plus 7 (2d6) necrotic damage. > > ***Longbow.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 5 (1d8 + 3) piercing damage plus 7 (2d6) necrotic damage. ### Wight, Slaughter Wight Slaughter wights kill for payment or pleasure. >*“I know only this—I feed to live, and live to feed.”* > >—Redbone, wight assassin \page
___ ___ > ## Vilewight >*Medium undead, neutral evil* > ___ > - **Armor Class** 16 (natural armor) > - **Hit Points** 93 (11d8 + 44) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|15 (+2)|18 (+4)|17 (+3)|12 (+1)|14 (+2)| >___ > - **Skills** Athletics +8, Arcana +11 > - **Damage Immunities** necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered > - **Condition Immunities** exhaustion, poisoned > - **Senses** darkvision 120 ft., passive Perception 11 > - **Languages** the languages it knew in life > - **Challenge** 10 (5,900 XP) > ___ > ***Vile Soul.*** All damage a vilewight deals is vile damage. > > ***Leech.*** Whenever the vilewight deals necrotic damage, it regains a number of hit points equal to the damage done. > > ***Sunlight Sensitivity.*** While in sunlight, the vilewight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. > > ***Create Wight.*** A humanoid slain by the vilewight rises 1d4 rounds later as a wight under the vilewight’s control, unless the humanoid is restored to life or its body is destroyed. The vilewight can have no more than seven wights under its control at one time. > ### Actions > ***Multiattack.*** The vilewight makes two claw attacks, a bite attack, and a flurry of tendril bites attack. > > ***Claw.*** *Melee Weapon Attack:* +8 to hit, reach 5ft., one target. *Hit* 7 (1d6 + 4) slashing damage plus 10 (3d6) necrotic damage. If the target is a creature, it is grappled (escape DC 16.) Until the grapple ends, the vilewight can't use this claw on another target. The vilewight has two claws. > > ***Bite.*** *Melee Weapon Attack:* +8 to hit, reach 5ft., one target. *Hit* 9 (1d10 + 4) piercing damage plus 10 (3d6) necrotic damage. > > ***Flurry of Tendril Bites.*** *Melee Weapon Attack:* +8 to hit, reach 5ft., one target. *Hit* 14 (4d4 + 4) piercing damage plus 10 (3d6) necrotic damage. The target must succeed on a DC 16 Constitution saving throw or contract Life Blindness. > > ***Dark Channel (Recharge 4, 5, or 6).*** The vilewight channels the negative energy infusing it into a line of cold, black energy 10 feet wide and 60 feet long. Everyone in the area takes 45 (10d8) points of necrotic damage, or half on a successful DC 15 Dexterity saving throw. Undead are instead healed for a like amount. ### Wight, Vilewight Vilewights are undead creatures, the remains of those that delved too far and too long into the black arts. They resemble wights—eyes burning with malevolence, teeth like sharp, jagged needles, and leathery, desiccated flesh. The torso of a vilewight tears open when it rises from the dead, exposing dried, rubbery intestines. These guts function as limbs, snaking out of the wound as multiple tendrils. Each tendril ends in a vicious mouth dripping bile. These undead creatures haunt graveyards and necropolises, but they also can be found in ancient libraries and in hidden cellars beneath wizards’ guilds. Vilewights retain none of the abilities they had in life. > ##### Life Blindness > > For the first 24 hours, the infected victim feels like the world is becoming more bleak and empty. After 24 hours have passed, the victim loses all ability to perceive living creatures, even plants. All such beings are treated as invisible, silent, and odorless. This disease typically causes extreme loneliness and despair. \page
___ ___ > ## Earthcancer Centipede >*Gargantuan undead (wormspawn), chaotic evil* > ___ > - **Armor Class** 19 (natural armor) > - **Hit Points** 245 (14d20 + 98) > - **Speed** 60 ft., burrow 60 ft., swim 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|30 (+10)|18 (+4)|30 (+7)|3 (-4)|16 (+3)|3 (-4)| >___ > - **Saves** Str +14, Con +12, Wis +7 > - **Skills** Perception +17, Stealth +11, Survival +10 > - **Damage Immunities** necrotic, poison > - **Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned > - **Senses** truesight 120 ft., tremorsense 120 ft., passive Perception 22 > - **Languages** — > - **Challenge** 14 (11,500 XP) > ___ > ***Alacrity.*** > > ***Earthcancer Aura.*** > > > ***Obey the Wormtouched.*** Although it is nearly mindless, an earthcancer centipede unerringly understands and follows commands given by other undead servants of Kyuss. > > ***Regeneration.*** The earthcancer centipede regains 10 hit points at the start of its turn if it has at least 1 hit point. > > ***Siege Monster.*** The earthcancer centipede deals double damage to objects and structures. > > ***Tunneler.*** The earthcancer centipede can burrow through solid rock at half its burrowing speed and leaves a 20-foot-wide tunnel in its wake. > ### Actions > > ***Bite.*** *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 31 (4d10 + 9) piercing damage and if the target is a creature it must succeed on a DC 20 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned until cured, even after regaining hit points, and is paralyzed while poisoned in this way. > > ### Worldbreaker Mantis Shrimp Worldbreaker mantis shrimp are the ultimate among the Hounds of Kyuss. Gigantic \page
___ > ## Wormcaller >*Mediun undead (wormspawn), chaotic evil* > ___ > - **Armor Class** 17 (half plate) > - **Hit Points** 162 (19d8 + 76) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|20 (+5)|18 (+4)|14 (+2)|22 (+6)|20 (+5)| >___ > - **Saves** Con +8, Wis +10 > - **Skills** Arcana +10, Perception +14, Religion +10 > - **Damage Immunities** cold, lightning, poison > - **Condition Immunities** exhaustion, poisoned > - **Senses** darkvision 60 ft., passive Perception 24 > - **Languages** Abyssal, Flan (or a similar ancient language from your campaign) > - **Challenge** 10 (5,900 XP) > ___ > > ***Magic Resistance.*** The wormcaller has advantage on saving throws against spells and other magical effects. > > ***Innate Spellcasting.*** The wormcaller’s innate spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring only its pixie dust as a component: > > At will: *animate dead, animate infectious zombie, command undead, desecrate, dispel magic, ghost light, hold person, Mabar's darkness, major image* > > 3/day: *animate dread warrior, black sand, create undead, dread blast, finger of agony, mass inflict wounds, necrotic skull bomb, rally of the damned, skull watch, touch of Vecna, wall of bones, wrack* > > 1/day: *necrotic curse, pact of return, revive undead, soul shackles, undeath after death, unfetter undead* > > > ### Actions > > ***Bite.*** *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 8 (1d6 + 5) piercing damage plus 28 (8d6) necrotic damage. > > ***Worm Healing.*** The wormcaller consumes a wormswarm within 5 feet of it. This heals the wormcaller of all damage and grants it the benefit of a panacea spell. The wormswarm is completely destroyed, but makes no move to defend itself from this consumption. ### Wormcaller The wormcallers are the lesser priests who helped Kyuss shift from mortal to god. \page
___ > ## Worm of Kyuss >*Tiny aberration (wormspawn), chaotic evil* > ___ > - **Armor Class** 6 > - **Hit Points** 1 (1d4 - 4) > - **Speed** 1 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|2 (-4)|2 (-4)|2 (-4)|2 (-4)|2 (-4)|2 (-4)| >___ > - **Damage Immunities** poison > - **Condition Immunities** poisoned > - **Senses** darkvision 60 ft., passive Perception 6 > - **Languages** — > - **Challenge** 0 (10 XP) >___ > > ***Holy Water Vulnerability.*** Holy water damages the worm as if it were undead. > > ### Actions > > ***Attach.*** The kyuss worm tries to attach to one humanoid it shares a space with. That humanoid must make a DC 6 Dexterity saving throw. On a failure, the worm attaches to it. The worm can be killed normally or scraped off while on the creature's skin. Otherwise, the worm burrows under the target’s skin at the end of the target’s next turn, dealing l piercing damage to it. At the end of each of its turns thereafter, the target takes 7 (2d6) necrotic damage per worm infesting it (maximum of 10d6). A worm-infested target dies if it drops to 0 hit points, then rises 10 minutes later as a spawn of Kyuss. If a worm-infested creature is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away. ### Worm of Kyuss These little abominations are among the humblest of Kyuss's many minions, yet they can still be very deadly. However, they cannot survive for long apart from flesh to feed on, and so are only rarely found alone (and then usually through magical preservation). ### Wormswarm The green worms of Kyuss come in many sizes and forms, but all are but implements of his terrible will. Long has that will been turned to fulfilling an ancient prophecy, a prophecy of green wriggling death visited upon hundreds of living creatures. The instrument of this cataclysm, this Age of Worms, are the very creatures through which Kyuss works his malice. As these worms grow in size, they exist as solitary predators, but in their early stages of life, they band together by the thousands, cre- ating deadly swarms and consuming the enemies of the wormgod. Kyuss worms are vicious green worms with horrid sucker-like mouths and one simple urge-to destroy living creatures and raise them as further undead minions for Kyuss. ___ > ## Wormswarm >*Large swarm of Tiny aberrations (wormspawn), chaotic evil* > ___ > - **Armor Class** 16 > - **Hit Points** 1 (1d4 - 4) > - **Speed** 1 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|2 (-4)|22 (+6)|18 (+4)|2 (-4)|10 (+9)|8 (-1)| >___ > - **Damage Immunities** poison > - **Condition Immunities** poisoned > - **Senses** darkvision 60 ft., passive Perception 6 > - **Languages** — > - **Challenge** 10 (10 XP) >___ > > > ***Holy Water Vulnerability.*** Holy water damages the worm as if it were undead. > > ***Obey the Wormtouched.*** Although it is nearly mindless, a wormswarm unerringly understands and follows commands given by undead servants of Kyuss. > > ***Swarm.*** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny worm. The swarm can't regain hit points or gain temporary hit points. > > ### Actions > > ***Bites.*** *Melee Weapon Attack:* +10 to hit, reach 0 ft., one creature in the swarm's space. *Hit:* The target is infested by 2d4 Kyuss worms. At the start of each of the target's turns, the target takes 2d6 necrotic damage per Kyuss worm infesting it. If a target infested by rot grubs ends its turn with 0 hit points, it dies and rises as a **zombie** in 1d4 hours. A humanoid creature with a level or CR of at least 11 instead rises as a **sword of Kyuss**. Any effect that cures disease kills all Kyuss worms infesting the target. \page
___ ___ > ## Acidwraith >*Large undead, neutral evil* > ___ > - **Armor Class** 15 > - **Hit Points** 136 (16d10 + 48) > - **Speed** swim 90 ft., fly 60 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|6 (-2)|21 (+5)|16 (+3)|16 (+3)|12 (+1)|21 (+5)| >___ > - **Saving Throws:** Dex +10, Con +8, Cha +10> - **Skills** Arcana +13, Perception +6, Stealth +15 > - **Damage Resistances** cold, fire; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered > - **Damage Immunities** acid, lightning, necrotic, poison, thunder > - **Condition Immunities** charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained > - **Senses** darkvision 60 ft., passive Perception 16 > - **Languages** Common, Aquan > - **Challenge** 16 (5040 XP) > ___ > > ***Acidic Body.*** A creature that touches the acidwraith or hits it with a melee attack while within 5 ft. of it takes 6 (1d12) acid damage. > > ***Alchemical Supremacy.*** The acidwraith can create any potion with no cost in materials and half the time listed out of its own substance, if it has an alchemical laboratory available. > > ***Liquid Dependency.*** An acidwraith must remain in contact with a body of liquid at least as large as it. If it starts its turn not in contact with liquid, it suffers 11 (2d10) points of radiant damage. > > ***Corrupting Aura.*** All water within 10 feet of an acidwraith is quickly converted into acid. In a large body of water, this merely surrounds the acidwraith with diluted acid that inflicts 4 (1d8) points of acid damage to anything that tarts its turn within the area. Elementals primarily composed of water who are within 10 feet of an acidwraith take 27 (6d8) acid damage as their bodies are eaten away. Magic water (and non-water liquid such as blood and potions) is not affected by an acidwraith’s corrupting aura. > > ***Regeneration.*** The acidwraith regains 15 hit points at the start of its turn if it has at least one hit point and is in contact with a body of liquid at least as large as it. > > ### Actions > ***Multiattack.*** The acidwraith makes a bite attack and four tendril attacks. > > ***Bite.*** *Melee Weapon Attack:* +10 to hit, reach 5ft., one target. *Hit:* 8 (1d6 + 5) piercing damage plus 13 (2d12) acid damage. > > ***Tendril.*** *Melee Weapon Attack:* +10 to hit, reach 10ft., one target. *Hit:* 13 (2d12) acid damage. *Miss:* 6 (1d12) acid damage. > > ***Acid Breath (Recharge 5–6).*** The acidwraith exhales acid in a 30-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one. A creature hit by this blast must make a Constitution saving throw. On a failure, it deals only half damage with weapon attacks that use Strength. At the end of each of the target’s turns, it can make a DC 18 Constituion saving throw. On a success, the effect ends. ### Wraith, Acidwraith The foul, toxic liquid bubbles and surges to noxious life, sliding up onto itself and quickly filling out into the form of a lumbering, draconic beast. The thing’s body is semi-translucent and gelatinous, and streamers of acid drip from its flanks to sizzle on the ground—some of these strands writhe and crack like whips. Its long neck ends in a disturbing tangle of skulls, some human, some draconic, and some something in between. This creature manifested when the soul of a marid genie merged with a specific combination of acids and magical alchemical fluids associated with dragons are mixed together. In many ways, the genie’s ghost has possessed this dangerous combination of chemicals, yet it is not technically a ghost. The creature’s head is the only really solid part of its body, a collection of skulls that shift between the draconic and the humanoid. These skulls are real bone manifested by the acidwraith’s presence; they constantly reform and rebuild as the thing’s acidic body eats them away. The acidwraith itself is incorporeal, yet much of is body consists of acidic, poisonous fluid. Close inspection reveals that the fluid constantly runs out of its body only to be reabsorbed from surrounding liquid. An acidwraith deprived of a constant source of liquid quickly grows powerless. Like all incorporeal creatures, an acidwraith can pass through solid objects. When it does so, its bony skulls and acidic body slough to the floor. As soon as the acidwraith emerges, its acidic body and skulls reform, as long as the creature is in a watery area. The acidwraith is quite intelligent, and its skill at alchemy is prodigious. Given resources and time, this creature could easily create many more similar manifestations of undead elementals bonded with the acidic leavings of black dragons. An acidwraith is the size of a large horse. Its liquid body weighs about 1,500 pounds. \page
___ ___ > ## Bane Wraith >*Medium undead, neutral evil* > ___ > - **Armor Class** 14 > - **Hit Points** 105 (14d8 + 42) > - **Speed** 0ft., fly 80 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|6 (-2)|18 (+4)|16 (+3)|16 (+3)|14 (+2)|18 (+4)| >___ > - **Skills** Deception +10, Intimidation +10 > - **Damage Resistances** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered > - **Damage Immunities** necrotic, poison > - **Condition Immunities** charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained > - **Senses** darkvision 60 ft., passive Perception 12 > - **Languages** the languages it knew in life > - **Challenge** 7 (2,900 XP) > ___ > ***Incorporeal Movement.*** The bane wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. > > ***Sunlight Sensitivity.*** While in sunlight, the bane wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. > > ***Innate Spellcasting.*** The wraith's innate spellcasting ability is Charimsa (spell save DC 15). The wraith can innately cast *detect thoughts* and *disguise self* at will, requiring no material components. > > ***Empathetic Sense.*** When it enters 30 feet of any sentient being, the bane wraith automatically knows the name and appearance of every one of that individual's friends and loved ones. Furthermore, it gains a general sense of where the individual believes their loved ones are, though this information might not be accurate. Mind-blocking effects, such *mind blank*, protect against this effect. > > ### Actions > ***Life Drain.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one creature. *Hit* 26 (5d8 + 4) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. > > ***Create Wraith.*** The bane wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a wraith in the space of its corpse or in the nearest unoccupied space, and physically resembles its former self. The wraith is under the bane wraith's control. The bane wraith can have no more than four wraiths under its control at one time. ### Wraith, Bane Wraith Created when an individual watches everyone he or she loves die, bane wraiths spread the suffering they endured to others. Anyone who angers a bane wraith (and these temperamental creatures are very easy to anger) will have his or her loved ones hunted down, killed, and turned into specters who serve the wraith. \page
___ > ## Dimensional Wraith >*Medium undead, neutral evil* > ___ > - **Armor Class** 16 (natural armor) > - **Hit Points** 105 (14d8 + 42) > - **Speed** 0 ft., fly 60ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|6 (-2)|16 (+3)|16 (+3)|12 (+1)|14 (+2)|16 (+3)| >___ > - **Skills** Stealth +9 > - **Damage Vulnerabilities** force > - **Damage Resistances** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered > - **Damage Immunities** necrotic, poison > - **Condition Immunities** charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained > - **Senses** darkvision 60 ft., passive Perception 7 > - **Languages** the languages it knew in life > - **Challenge** 7 (3,900 XP) > ___ > ***Blink.*** At the end of each of its turns, the dimensional wraith chooses if it will be on the Ethereal Plane or the Material Plane. Anyone it is grappling is taken with it. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane. > > ***Dimensionally Shifted.*** The dimensional wraith is immune to all area of effect abilities (such as *fireball* or *hypnotic pattern*). It is affected normally by targeted abilities (such as *slow* or *scorching ray*). > > ***Incorporeal Movement.*** The dimensional wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. > > ### Actions > ***Multiattack.*** The dimensional wraith attacks twice with its claws. If two claws hit the same target, the wraith rends the target, dealing an extra 2d8 force damage and the wraith is healed by the extra damage dealt. > > ***Claw.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit:* 12 (2d8 + 3) force damage, and the wraith regains hit points equal to the damage dealt. Instead of dealing damage, the wraith can grapple the target (escape DC 14). ### Wraith, Dimensional Wraith Created when a person dies halfway through a portal to the Ethereal, dimensional wraiths are strange creatures. They like to lurk in hiding on the Material, then dash out, grab a victim, and drag the victim to the ethereal, where the wraith shreds it with its claws. Unlike normal wraiths, dimensional wraiths cannot create specters. \page
___ ___ > ## Orb Wraith >*Huge undead, neutral evil* > ___ > - **Armor Class** 21 (spectral armor) > - **Hit Points** 315 (30d12 + 120) > - **Speed** 0 ft., fly 60 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|6 (-2)|20 (+5)|18 (+4)|18 (+4)|18 (+4)|22 (+6)| >___ > - **Skills** Arcana +16, Intimidation +12, Perception +10 > - **Damage Resistances** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered > - **Damage Immunities** necrotic, poison > - **Condition Immunities** charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained > - **Senses** darkvision 300 ft., passive Perception 20 > - **Languages** the languages all its pieces knew in life > - **Challenge** 20 (25,000 XP) > ___ > > ***Incorporeal Movement.*** The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. > > ***Negative Aura.*** All undead within 60 feet of the orb wraith (including it) are immune to being turned. > > ***Regeneration.*** The orb wraith regains 10 hit points at the start of its turn. If the wraith takes radiant damage, this trait doesn’t function at the start of the wraith’s next turn. > > ***Retributive Enervation.*** A creature that touches the orb wraith or hits it with a melee attack while within 5 ft. of it takes 18 (4d8) necrotic damage and must succeed on a DC 20 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. > > ***Spectral Armor.*** The orb wraith adds its Charisma to its Armor Class (included above). > > ***Sunlight Sensitivity.*** While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. > > ***Innate Spellcasting.*** The orb wraith’s innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). The orb wraith can innately cast the following spells, requiring no material components: > >At will: *bestow eternal curse, dispel magic, fear, harm* > > 3/day: *necrotic skull bomb, withering palm* > > 1/day: *avascular mass, touch of the graveborn* > ### Actions > ***Multiattack.*** The orb wraith makes 2d4 life drain attacks. > > ***Life Drain.*** *Melee Weapon Attack:* +11 to hit, reach 10 ft., one creature. *Hit:* 23 (4d8 + 5) necrotic damage. The target must succeed on a DC 20 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. > > ***Energy Drain (Recharge 5-6).*** The orb wraith targets one living creature within 120 feet of it. The creature must make a DC 20 Constitution saving throw. It takes 110 (20d10) necrotic damage on a failure, or half as much on a success, and its maximum hit points are reduced by an amount equal to the necrotic damage done. The target dies if this effect reduces its hit point maximum to 0. > > The orb wraith then can either heal a willing undead target (including itself) by that many hit points, or share that damage with another living target. The new target of damage must make a DC 20 Constitution saving throw. It takes the same damage the original target took on a failure, or half as much on a success. > > ***Create Wraith.*** The orb wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target’s spirit rises as a wraith in the space of its corpse or in the nearest unoccupied space. The wraith is under the orb wraith’s control. The orb wraith can have no more than twelve wraiths under its control at one time. > > ***Consume Wraith.*** The orb wraith targets one wraith of any type within 10 feet of it. That wraith must make a DC 20 Constitution saving throw (it can choose to fail if it wishes). On a failure, it is totally subsumed into the orb wraith, and the orb wraith gains as many hit dice as the victim creature had, up to a maximum of 60. When an orb wraith advances to 60 HD, it fissions into two 30 HD orb wraiths. ### Wraith, Orb An orb wraith is an undead monstrosity formed when six or more ordinary wraiths come together in an area of powerful negative energy. They are common on the Negative Energy Plane, but most natives of the Material Plane encounter them within localized areas of negative energy. An orb wraith looks like a vaguely humanoid mass of darkness. Different features—faces, limbs, and glowing red eyes—shift and surface within the creature at different times. Bolts of purple-black negative energy spark within its body, like lightning within a looming thundercloud. \page
___ > ## Voidwraith >*Medium undead, neutral evil* > ___ > - **Armor Class** 14 > - **Hit Points** 82 (11d8 + 33) > - **Speed** 0 ft., fly 60 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|6 (-2)|19 (+4)|16 (+3)|8 (-1)|13 (+1)|16 (+3)| >___ > - **Damage Resistances** acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons > - **Damage Immunities** necrotic, poison, thunder > - **Condition Immunities** charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained > - **Senses** darkvision 60 ft., passive Perception 11 > - **Languages** Auran > - **Challenge** 6 (2,300 XP) > ___ > ***Airless Aura.*** There is no air within 5 feet of the voidwraith. Creatures must hold their breath before approaching to avoid suffocating. If the voidwraith surprises a creature, that creature cannot hold its breath while surprised. > > ***Incorporeal Movement.*** The voidwraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. > > ### Actions > ***Steal Breath.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit* 22 (4d8 + 4) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or immediately start suffocating. ### Wraith, Voidwraith Although it is rare, sometimes an elemental becomes undead. An undead air elemental may become a voidwraith. The rules on suffocation are reprinted here. > ##### Suffocation > A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds). > > When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can't regain hit points or be stabilized until it can breathe again. > > For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to 0 hit points. \page
___ > ## Totem Zombie >*Medium undead, lawful neutral* > ___ > - **Armor Class** 16 (chain mail) > - **Hit Points** 34 (4d8+16) > - **Speed** 20 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|8 (-1)|18 (+4)|7 (-2)|10 (+0)|5 (-3)| >___ > - **Saving Throws** Con +6, Wis +2 > - **Damage Immunities** poison > - **Condition Immunities** poisoned > - **Senses** darkvision 60 ft., passive Perception 10 > - **Languages** understands the languages it knew in life but can't speak > - **Challenge** 1/2 (100 XP) > ___ > > ***Undead Fortitude.*** If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. > > ***Totem.*** The zombie has a specific totem in place of its head, granting it benefits as befits its totem. > > *Bear.* The spirit of the bear makes the zombie tough enough to stand up to any punishment. It has resistance to all damage except radiant damage. > > *Eagle.* The spirit of the eagle makes the zombie into a predator who can weave through the fray with ease. Other creatures have disadvantage on opportunity attack rolls against it, and it can use the Dash action as a bonus action. > > *Elk.* The spirit of the elk makes the zombie extraordinarily swift. Its walking speed increases by 40 feet. > > *Tiger.* The spirit of the tiger empowers the zombie's pounces. If the zombie moves at least 20 ft. straight toward a creature and then hits it with a melee attack on the same turn, that target must succeed on a DC 11 Strength saving throw or be knocked prone. If the target is prone, the zombie can make one attack against it as a bonus action. > > *Wolf.* The spirit of the wolf makes the zombie a leader of hunters. Its allies have advantage on melee attack rolls against any creature within 5 feet of the zombie. > ### Actions > > ***Maul.*** *Melee Weapon Attack:* +3 to hit, reach 5ft., one target. *Hit* 8 (2d6 + 1) bludgeoning damage. > > ***Javelin.*** *Melee or Ranged Weapon Attack:* +3 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 4 (1d6 + 1) piercing damage. ___ > ## True Strahd Zombie >*Medium undead, unaligned* > ___ > - **Armor Class** 16 (chain mail) > - **Hit Points** 57 (6d8 + 30) > - **Speed** 20 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|8 (-1)|21 (+5)|4 (-3)|10 (+0)|5 (-3)| >___ > - **Saving Throws** Con +7, Wis +2 > - **Damage Immunities** poison > - **Condition Immunities** poisoned > - **Senses** truesight 60 ft., passive Perception 10 > - **Languages** understands the languages it knew in life but can't speak > - **Challenge** 2 (450 XP) > ___ > > ***Magic Resistance.*** The true Strahd zombie has advantage on saving throws against spells and other magical effects, and against Turn Undead. > > ***Relentless.*** When reduced to 0 hit points, the true Strahd zombie goes inactive. It heals 5 hit points at the start of each of its turns. When it has reached full hit points, it reanimates and attacks again. Radiant damage done to it is not healed in this way, and completely destroying the body as with a *disintegrate* spell also destroys it. If it is destroyed through Turn Undead, it cannot regenerate either. > > ***Undead Fortitude.*** If damage reduces the true strahd zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. > > ### Actions > ***Multiattack.*** The true strahd zombie makes two slam attacks. > > ***Slam.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 7 (1d6 + 4) bludgeoning damage. There are many more types of zombies than those listed in the Monster Manual. ### Zombie, Totem Some tribal societies reanimate their dead to serve as guardians, replacing their heads with totems or crafting exquisite masks for them to wear. These zombies are honorbound to protect their living descendents. ### Zombie, True Strahd Zombie True Strahd zombies are one of Strahd von Zarovich's most fearsome creations. They cannot truly die except to powerful magic or divine providence, and consequently they seem unstoppable to the common folk. He keeps them in reserve for when he wishes to unleash a higher level of terror, and \page
## Miscellaneous Creatures ___ > ## Dire Maggot >*Small beast, unaligned* > ___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 39 (7d6 + 14) > - **Speed** 40ft., climb 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|15 (+2)|15 (+2)|1 (-5)|10 (+0)|2 (-4)| >___ > - **Skills** Perception +2 > - **Senses** darkvision 60 ft., passive Perception 12 > - **Languages** — > - **Challenge** 1 (200 XP) > ___ > ***Keen Smell.*** The dire maggot has advantage on Wisdom (Perception) checks that rely on smell. > ### Actions > ***Bite.*** *Melee Weapon Attack:* +4 to hit, reach 10ft., one target. *Hit* 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be paralyzed until the end of the dire maggot's next turn. ### Dire Maggot Dire maggots are not undead, but they have a connection to the unliving for their diet: corpses. ### Swarm of Leeches Leech swarms typically lie quiescent in stagnant pools, waiting for prey to come to them. While they are capable of surviving out of water, they will rarely stray more than 5 feet from the water's edge (though some leeches will cling to creatures after they leave the water). ___ > ## Swarm of Leeches >*Medium swarm of Tiny beasts, unaligned* > ___ > - **Armor Class** 11 > - **Hit Points** 27 (5d8 + 5) > - **Speed** 5 ft., swim 10 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|2 (-4)|12 (+1)|12 (+1)|1 (-5)|2 (-4)|1 (-5)| >___ > - **Skills** Stealth +5 > - **Damage Resistances** bludgeoning, piercing, slashing > - **Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned > - **Senses** tremorsense 30 ft., passive Perception 6 > - **Languages** — > - **Challenge** 1 (200 XP) > ___ > > ***Swarm.*** The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny leech. The swarm can’t regain hit points or gain temporary hit points. > > ***Anesthetic.*** Unlike other swarms, a leech swarm often goes unnoticed until it is too late. The victim of a leech swarm's attack must make a DC 15 Wisdom (Survival) check to notice the swarm's attack. > > ***Amphibious.*** The leeches can breathe air and water. > > ### Actions > ***Blood Drain.*** *Melee Weapon Attack:* +3 to hit, reach 0 ft., one creature in the swarm's space. *Hit:* 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer, and the target has disadvantage on Constitution saving throws until the start of the swarm's next turn. \page
## NPCs ___ > ## Necropolitan Commoner >*Medium undead, any alignment* > ___ > - **Armor Class** 10 > - **Hit Points** 4 (1d8) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|10 (+0)|10 (+0)|10 (+0)|10 (+0)|10 (+0)| >___ > - **Condition Immunities** exhaustion, poisoned > - **Damage Immunities** poison > - **Senses** passive Perception 10 > - **Languages** the languages it knew in life > - **Challenge** 0 (10 XP) > ___ > > ***Resist Control.*** The necropolitan has advantage on saving throws against spells that specifically control undead, such as *command undead* or *control undead*, as well as against being turned or rebuked. > > ### Actions > ***Club.*** *Melee Weapon Attack:* +2 to hit, reach 5ft., one target. *Hit* 2 (1d4) bludgeoning damage. ### Necropolitan Commoner Encountered in places where the Ritual of Crucimigration is known, necropolitan commoners live life much as they did in life, but their immunity to exhaustion allows them to work 24 hours a day.