# The Shambling Dead: Expanded Undead Monster List

## Zombies

___
> ## Blazing Zombie
>*Medium undead, neutral evil*
> ___
> - **Armor Class** 8
> - **Hit Points** 22 (3d8 + 9)
> - **Speed** 20ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|13 (+1)|6 (-2)|16 (+3)|3 (-4)|6 (-2)|5 (-3)|
>___
> - **Damage Immunities** fire, poison
> - **Condition Immunities** poisoned
> - **Senses** darkvision 60 ft., passive Perception 8
> - **Languages** understands the languages it knew in life but can't speak
> - **Challenge** 1/2 (100 XP)
___

> ### Actions

> ***Engulf***. The zombie attempts to grapple one target. On a success, the target takes 3 (1d6) fire damage. At the end of each of the target's turns, if it is still grappled by the zombie, it takes another 3 (1d6) fire damage.

> ***Slam***. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 3 (1d6) fire damage.

```
```

<div style='margin-top:16px'></div>
___
> ## Bloated Zombie
>*Medium undead, neutral evil*
> ___
> - **Armor Class** 8
> - **Hit Points** 25 (3d8 + 12)
> - **Speed** 20ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|13 (+1)|6 (-2)|18 (+4)|3 (-4)|6 (-2)|5 (-3)|
>___
> - **Damage Immunities** necrotic, poison
> - **Condition Immunities** poisoned
> - **Senses** darkvision 60 ft., passive Perception 8
> - **Languages** understands the languages it knew in life but can't speak
> - **Challenge** 1 (200 XP)
> ___

> ***Explode***. If the zombie drops to 0 hit points, it explodes in a violent mass of diseased flesh. Every creature with 20 feet must make a DC 15 Dexterity Saving Throw. On a failure, they take 14 (4d6) necrotic damage and are poisoned for one minute. On a success, they take half as much damage and are not poisoned. 


> ### Actions
> ***Slam***. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

<img 
  src='https://s-media-cache-ak0.pinimg.com/originals/d1/63/2c/d1632c43934c6be8828b6e68887b2c2d.jpg' 
  style='position:absolute; top:590px; right:230px; width:350px; mix-blend-mode:multiply' />

___
\page


___
> ## Corrupted Zombie
>*Medium undead, neutral evil*
> ___
> - **Armor Class** 8
> - **Hit Points** 22 (3d8 + 9)
> - **Speed** 20ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|13 (+1)|6 (-2)|16 (+3)|3 (-4)|6 (-2)|5 (-3)|
>___
> - **Damage Immunities** poison
> - **Condition Immunities** poisoned
> - **Senses** darkvision 60 ft., passive Perception 8
> - **Languages** understands the languages it knew in life but can't speak
> - **Challenge** 1/2 (100 XP)
> ___

> ***Fel Touched***. The zombie has advantage on saving throws against spells and magical effects. In addition, the zombie has advantage on attacks made against celestials or fey.

> ### Actions
> ***Tentacles***. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage. The zombie then attempts to grapple the target.

___
> ## Infected Zombie
>*Medium undead, neutral evil*
> ___
> - **Armor Class** 8
> - **Hit Points** 25 (3d8 + 12)
> - **Speed** 20ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|13 (+1)|6 (-2)|18 (+4)|3 (-4)|6 (-2)|5 (-3)|
>___
> - **Damage Immunities** poison
> - **Condition Immunities** poisoned
> - **Senses** darkvision 60 ft., passive Perception 8
> - **Languages** understands the languages it knew in life but can't speak
> - **Challenge** 1/2 (100 XP)
> ___

> ***Diseased***. If the zombie hits a target with a melee weapon attack, the target must make a DC 14 Constitution Saving Throw or become poisoned for one minute. The target may repeat this saving throw at the end of each of their turns.


> ### Actions
> ***Claw***. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 3 (1d6) poison damage.

___
> ## Screeching Zombie
>*Medium undead, neutral evil*
> ___
> - **Armor Class** 8
> - **Hit Points** 22 (3d8 + 9)
> - **Speed** 20ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|13 (+1)|6 (-2)|16 (+3)|3 (-4)|6 (-2)|5 (-3)|
>___
> - **Damage Immunities** poison
> - **Condition Immunities** poisoned
> - **Senses** darkvision 60 ft., passive Perception 8
> - **Languages** understands the languages it knew in life but can't speak
> - **Challenge** 1/2 (100 XP)
> ___

> ### Actions
> ***Horrifying Screech***. The zombie emits a bloodcurdling screech that terrifies and disorientates those who hear it. All creatures that are not undead within 60 ft. must make a DC 13 Wisdom Saving Throw. Creatures further than 40 ft. from the zombie hae advantage on the save. On a failure, the creature is considered frightened for one minute. An affected creature may repeat this saving throw at the end of each of its turns, ending the effect on a success.

> ***Slam***. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

<img 
  src='http://www.officialpsds.com/images/thumbs/Zombie-Hand-psd96257.png' 
  style='position:absolute; top:570px; right:px; width:380px' />



\page



___
> ## Unstable Zombie
>*Medium undead, neutral evil*
> ___
> - **Armor Class** 8
> - **Hit Points** 22 (3d8 + 9)
> - **Speed** 20ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|13 (+1)|6 (-2)|16 (+3)|3 (-4)|6 (-2)|5 (-3)|
>___
> - **Damage Immunities** poison
> - **Condition Immunities** poisoned
> - **Senses** darkvision 60 ft., passive Perception 8
> - **Languages** understands the languages it knew in life but can't speak
> - **Challenge** 1 (200 XP)
> ___

> ***Unbound Energy***. At the start of each of its turns, the energy within the zombie reacts to its environment. Roll a d10, applying the relevant effect:

>| d10  | Effect |
|:----:|:-------------|
| 1-5  | No effect: the energy is contained. |
| 6  |  The zombie casts *arms of hadar* on themselves with a DC of 10. |
| 7 | The zombie casts *dimension door* on themselves, targeting a random location within range.
| 8 | The zombie casts *enlarge/reduce* on itself, choosing its form randomly.  |
| 9 | A series of arcane missiles dart out from the zombie. Each creature within 30 ft. takes 1d4 force damage. |
| 10 | The zombie casts *fireball* with itself as the target, with a DC of 10. The zombie automatically fails the saving throw.




> ### Actions

> ***Slam***. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.


___
> ## Zombie Commandant
>*Medium undead, neutral evil*
> ___
> - **Armor Class** 15 (scale mail)
> - **Hit Points** 38 (6d8 + 12)
> - **Speed** 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|13 (+1)|12 (+1)|14 (+2)|10 (+0)|10 (+0)|8 (-1)|
>___
> - **Damage Immunities** poison
> - **Condition Immunities** poisoned
> - **Senses** darkvision 60 ft., passive Perception 13
> - **Languages** Common
> - **Challenge** 2 (450 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.



> ### Actions

> ***Command the Dead***. The zombie targets up to 5 friendly undead creatures within 40 ft. For one minute, those creatures have advantage on all attack rolls. This efffect ends if the zombie is killed or incapacitated.

> ***Poisoned Longsword***. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands; plus 4 (1d8) poison damage.

<div style='margin-top:40px'></div>


<img 
  src='https://s-media-cache-ak0.pinimg.com/originals/a0/36/e4/a036e422b4efd20490470964b53b092d.jpg' 
  style='width:345px; mix-blend-mode: multiply' />

\page

## Necromancers

___
> ## Deadcaller
>*Medium humanoid (any race), neutral evil*
> ___
> - **Armor Class** 10 (13 with *mage armor*)
> - **Hit Points** 27 (6d6 + 6)
> - **Speed** 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|8 (-1)|10 (+0)|13 (+1)|16 (+3)|15 (+2)|11 (+1)|
>___
> - **Senses** passive Perception 15
> - **Languages** Common
> - **Challenge** 2 (450 XP)
> ___

> ***Grim Harvest***. Once per turn when the deadcaller kills one or more creatures with a spell of lst level or higher, it regains hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. The deadcaller doesn't gain this benefit for killing constructs or undead.

> ***Spellcasting***. The deadcaller is a 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The necromancer has the following wizard spells prepared:  
Cantrips (at will): *chill touch, dancing lights, shocking grasp*  
1st level (4 slots): *false life, mage armor, magic missile*  
2nd level (3 slots): *ray of enfeeblement, shatter*  
3rd level (3 slots): *animate dead, bestow curse, vampiric touch*

> ***Undead Thralls***. When the deadcaller casts *animate dead*, it can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.
Whenever the deadcaller creates an undead using a necromancy spell, the latter has additional benefits:  
The creature’s hit point maximum is increased by 6.
The creature adds 3 to its weapon damage rolls.

> ### Actions
> ***Dagger.*** *Melee Weapon Attack:* +3 to hit, reach 5ft., one target. *Hit* 2 (1d4) slashing damage.

```
```

<div style='margin-top:16px'></div>
___
> ## Master of Death
>*Medium humanoid (any race), neutral evil*
> ___
> - **Armor Class** 10 (13 with *mage armor*)
> - **Hit Points** 55 (10d6 + 20)
> - **Speed** 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|8 (-1)|10 (+0)|14 (+2)|18 (+5)|15 (+2)|12 (+1)|
>___
> - **Saving Throws** Intelligence +9, Widom +6
> - **Senses** passive Perception 16
> - **Languages** Common
> - **Challenge** 6 (2,300 XP)
> ___

> ***Grim Harvest***. Once per turn when the master kills one or more creatures with a spell of lst level or higher, it regains hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. The deadcaller doesn't gain this benefit for killing constructs or undead.

> ***Spellcasting***. The deadcaller is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The necromancer has the following wizard spells prepared:  
Cantrips (at will): *chill touch, dancing lights, shocking grasp*  
1st level (4 slots): *false life, mage armor, magic missile*  
2nd level (3 slots): *ray of enfeeblement, shatter*  
3rd level (3 slots): *animate dead, bestow curse, vampiric touch*  
4th level (3 slots): *blight, phantasmal killer*   
5th level (2 slots): *cone of cold, dominate person*

> ***Inured to Death***. The master has resistance to necrotic damage, and its hit point maximum can’t be reduced.

> ***Masterful Necromancer***. When the master casts *animate dead* on a corpse, they may choose any creature with 'zombie' in its name with a CR of 1/2 or less.

> ***Undead Thralls***. When the master casts *animate dead*, it can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.
Whenever the master creates an undead using a necromancy spell, the latter has additional benefits:  
The creature’s hit point maximum is increased by 10.
The creature adds 4 to its weapon damage rolls.

> ### Actions
> ***Dagger.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 2 (1d4) slashing damage.

<img 
  src='http://www.arcanewonders.com/wp-content/uploads/2013/12/Druid_Necro_Necromancer.png' 
  style='position:absolute; top:780px; right:330px; width:380px' />
  
  \page


___
> ## Necrowarrior
>*Medium humanoid (any race), neutral evil*
> ___
> - **Armor Class** 15 (scale mail)
> - **Hit Points** 45 (8d10 + 12)
> - **Speed** 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|12 (+1)|14 (+2)|10 (+0)|8 (-1)|8 (-1)|
>___
> - **Senses** passive Perception 9
> - **Languages** Common
> - **Challenge** 3 (700 XP)
> ___

> ### Actions

> ***Harvest Unlife***. The necrowarrior harvests life energy from nearby undead. The necrowarrior touches one friendly undead creature. If the undead is willing, the undead takes 3d8 necrotic damage, and the necrowarrior gains that many hit points.

> ***Necrotic Blade***. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands; plus 2d6 necrotic damage.

> ***Willing Sacrifice***. The necrowarrior targets one friendly undead creature within 30 ft. If the undead is willing, it takes 5d8 necrotic damage. The necrowarrior then makes a ranged spell attack (spell attack bonus +5) against a target within 50 ft., inflicting the same amount of necrotic damage on a hit. This attack cannot deal more damage than the hit points of the undead creature that it initially targets.

___
> ## Tomb Knight
>*Medium humanoid (any race), neutral evil*
> ___
> - **Armor Class** 17 (splint)
> - **Hit Points** 102 (12d10 + 36)
> - **Speed** 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|12 (+1)|16 (+3)|10 (+0)|14 (+2)|8 (-1)|
>___
> - **Saving Throws** Constitution +7, Wisdom +3
> - **Senses** darkvision 60 ft., passive Perception 16
> - **Languages** Common
> - **Challenge** 5 (1,800 XP)
___

> ***Spellcasting***. The knight is a 5th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following spells prepared:    
Cantrips (at will): *chill touch*, *eldritch blast*, *true strike*  
1st Level (4 slots): *command*, *searing smite*, *wrathful smite*  
2nd Level (3 slots): *darkness*, *hold person*   
3rd Level (2 slots): *animate dead*, *vampiric touch*  

> ### Actions

> ***Desecrate Ground***. Once per day, the knight may desecrate an area. The ground in a 15-foot radius from the knight becomes desecrated for 4 hours. While in this area, all undead creatures gain 8 temporary hit points and advantage on saving throws against spells and magical effects. In addition, the knight gains +2 to spell attack bonus and spell save DC.

> ***Multiattack***. The knight makes two halberd attacks.

> ***Desecrated Halberd***. *Melee Weapon Attack:* +8 to hit, reach 10ft., one target, two-handed. *Hit* 9 (1d10 + 4) slashing damage plus 10 (3d6) necrotic damage.

<img 
  src='https://s-media-cache-ak0.pinimg.com/originals/99/15/84/9915840adad6b60521b23139385c2156.png' 
  style='position:absolute; top:600px; right:410px; width:480px; mix-blend-mode:multiply' />