Metal-Head Undead


Metal head undead are created when a creature, almost exclusively a member of royalty or nobility, is killed with an archaic technique that prevents their blood from being spilt on the ground. The victim would have molten metal poured on their head, essentially "boiling" their brain and killing them.

This method of execution was seen as almost respectful, or at least traditional, however in the reanimation of the dead, it caused several discernable differences compared to ordinary undead


Metal-Head Skeleton

Medium undead, lawful evil


  • Armor Class 14 (armour scraps)
  • Hit Points 22 (3d8 + 9)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 16 (+3) 6 (-2) 8 (-1) 5 (-3)

  • Damage Vulnerabilities bludgeoning
  • Damage Immunity lightning, poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 9
  • Languages understands all languages it spoke in life but can't speak
  • Challenge 1/2 (100 XP)

Ride the Lightning. Whenever the skeleton is subjected to lightning damage, it takes no damage and instead regaings a number of hit points equal to the lightning damage dealt.

Actions

Headbutt. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.



Metal-Head Flameskull

Tiny undead, neutral evil


  • Armor Class 14
  • Hit Points 90 (20d4 + 40)
  • Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
1 (-5) 18 (+3) 14 (+2) 16 (+3) 10 (+0) 11 (+0)

  • Skills Arcana +5, Perception +2
  • Damage Resistances necrotic, piercing
  • Damage Immunity cold, fire, lightning, poison
  • Condition Immunities charmed, frightened, paralyzed, poisoned, prone
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Common
  • Challenge 4 (1,100 XP)

Illumination. The flameskull sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an additional 15 feet. It can switch between the options as an action.

Magic Resistance. The flameskull has advantage on saving throws against spells and other magical effects.

Rejuvenation. If the flameskull is destroyed, it regains all its hit points in 1 hour unless holy water is sprinkled on its remains, or a dispel magic or remove curse spell is cast onthem.

Ride the Lightning. Whenever the flameskull is subjected to lightning damage, it takes no damage and instead regaings a number of hit points equal to the lightning damage dealt.

Sleep Now in the Fire. Once per turn, when the flameskull deals fire damage to a creature, the creature falls unconscious for 1 minute, until it takes damage, or someone uses an action to shake or slap it awake.

Spellcasting. The flameskull is a 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It requires no somatic or material components to cast its spells. The flameskull has the following wizard spells prepared:

Cantrips (at will): mage hand
1st level (4 slots): magic missile, shield
2nd level (3 slots): Agnazzar's sorcher, blur, flaming    sphere
3rd level (3 slots): fireball, Melf's minute meteors

Actions

Multiattack. The flameskull makes three fire ray attacks.

Fire Ray. Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 10 (3d6) fire damage.

Created by u/_Wamker



Metal-Head Zombie

Medium undead, neutral evil


  • Armor Class 8
  • Hit Points 26 (4d8 + 8)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
14 (+2) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)

  • Saving Throws Wisdom +0
  • Damage Immunities lightning
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 8
  • Languages understands all languages it spoke in life but can't speak
  • Challenge 1/2 (100 XP)

Ride the Lightning. Whenever the zombie is subjected to lightning damage, it takes no damage and instead regaings a number of hit points equal to the lightning damage dealt.

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 criticalhit. On a success, the zombie drops to 1 hit point instead.

Actions

Headbutt. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.

Metal Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 12).



Metal-Head Revenant

Medium undead, neutral


  • Armor Class 13 (leather)
  • Hit Points 153 (18d8 + 72)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 13 (+1) 16 (+3) 18 (+4)

  • Saving Throws Str +7, Con +7, Wis +6, Cha +7
  • Damage Resistances necrotic, psychic
  • Damage Immunity lightning, poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, stunned
  • Senses darkvision 60 ft., passive Perception 13
  • Languages the languages it knew in life
  • Challenge 5 (1,800 XP)

Regeneration. The revenant regains 10 hit points at the start of its turn. If the revenant takes fire or radiant damage, this trait doesn't function at the start of the revenant's next turn. The revenant's body s destroyed only it it starts its turn with 0 hit points and doesn't regenerate.

Rejuvenation. When the revenant's body is destroyed, its soul lingers. After 24 hours, the soul inhabits and animates another corpse on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return.

Ride the Lightning. Whenever the revenant is subjected to lightning damage, it takes no damage and instead regaings a number of hit points equal to the lightning damage dealt.

Turn Immunity. The revenant is immune to effects that turn undead.

Vengeful Tracker. The revenant knows the distance to and direction of any creature against which it seeks revenge, even if the creature and the revenant are on different planes of existence. If the creature being tracked by the revenant dies, the revenant knows.

Actions

Multiattack. The revenant makes two fist attacks.

Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature against which the revenant has sworn vengeance, the target takes an extra 14 (4d6) bludgeoning damage. Instead of dealing damage, the revenant can grapple the target (escape DC 14) provided the target is Large or smaller.

Screaming for Revenge (Recharge 5-6). The revenant can emit a howling scream that deafens and damages those nearby. All creatures within 30 feet must make a DC 15 Constitution saving throw, taking 36 (8d8) thunder damage and becoming permanently deafened on a failure. On a success, the creature takes half damage and isn't deafened. A creature against which the revenant has sworn vengeance makes the saving throw with disadvantage.

Vengeful Glare. The revenant targets one creature it can see within 30 feet of it and against which it has sworn vengeance. The target must make a DC 15 Wisdom saving throw. On a failure, the target is paralyzed until the revenant deals damage to it, or until the end of the revenant's next turn. When the paralysis ends, the target is frightened of the revenant for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the revenant, ending the frightened condition on itself on a success.

Created by u/_Wamker



Metal-Head Mummy Lord

Medium undead, lawful evil


  • Armor Class 17 (natural armour)
  • Hit Points 120 (16d8 + 48)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 17 (+3) 11 (+0) 18 (+4) 16 (+3)

  • Saving Throws Con +8, Int +5 Wis +9, Cha +8
  • Skills History +5, Religion +5
  • Damage Vulnerabilities bludgeoning
  • Damage Immunity necrotic, lightning, poison; bludgeoning, piercing, and slashing damage from nonmagical weapons
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses darkvision 60 ft., passive Perception 14
  • Languages the languages it knew in life
  • Challenge 16 (13,000 XP)

Magic Resistance. The mummy lord has advantage on saving throws against Spells and other magical effects.

Rejuvenation. A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy lord's heart.

Ride the Lightning. Whenever the mummy lord is subjected to lightning damage, it takes no damage and instead regaings a number of hit points equal to the lightning damage dealt.

Spellcasting. The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy lord has the following Cleric Spells prepared:

Cantrips (at will): sacred flame, thaumaturgy
1st level (4 slots): command, guiding bolt, shield of faith
2nd level (3 slots): hold person, silence, spiritual
   weapon

3rd level (3 slots): animate dead, dispel magic
4th level (3 slots): divination, guardian of faith
5th level (2 slots): contagion, insect plague
6th level (1 slot): harm

Actions

Multiattack. The mummy lord can use its Dreadful Glare and makes one attack with its rotting fist.

Rotting Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 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.

Wall of Death (1/Day). The mummy lord magically forms an ethereal wall of grasping hands on a solid surface it can see within 60 feet of it. The wall is 5 foot thick, and up to 30 feet long and 10 feet high, or it can be a ringed wall up to 10 feet in diameter, 5 feet high and 5 feet thick.
When the wall appears, each creature within its area must succeed a DC 16 Dexterity saving throw, or take 21 (6d6) necrotic damage and 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. A creature takes the same damage when its enters the wall for the first time on a turn or ends its turn there.
At the end of each of the mummy lord's turns, 2 (1d4) mummys are summoned in unoccupied spaces within 5 feet of the wall.
The wall lasts for 1 minute, or until the mummy lord is incapacitated or dies.

Dreadful Glare. The mummy lord targets one creature it can see within 60 feet of it. If the target can see the mummy lord, it must succeed on a DC 16 Wisdom saving throw against this magic or become Frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours.

Legendary Actions

The mummy lord 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 mummy lord regains spent legendary actions at the start of its turn.

Attack. The mummy lord makes one Attack with its rotting fist or uses its Dreadful Glare.

Blinding Dust. Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a DC 16 Constitution saving throw or be Blinded until the end of the creature's next turn.

Blasphemous Word (Costs 2 Actions). The mummy lord utters a blasphemous word. Each non-undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be Stunned until the end of the mummy lord's next turn.

Channel Negative Energy (Costs 2 Actions). The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn.

Whirlwind of Sand (Costs 2 Actions). The mummy lord magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be Grappled, Petrified, knocked prone, Restrained, or Stunned. Equipment worn or carried by the mummy lord remain in its possession.

Created by u/_Wamker