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New Creatures

L
isted below are many dreadful and ferocious 1.4 Monster Statblocks
creatures of the night, suitable both as enemies 1.4.10 Bleakborn/Moil Zombie
for the DM to peruse and as options for the 1.4.11 Bloodhulk
necromancer to create. This collection of 1.4.12 Boneclaw
undead is a part of the Tome of Necromancy, 1.4.13 Bonedrinker
and many rules make reference to the Tome. 1.4.14 Bonespitter
1 New Creatures 1.4.15 Boneworm
1.1 Templates 1.4.16 Boneyard
1.1.1 Afflux-Blooded 1.4.17 Brain in a Jar
1.1.2 Animus 1.4.18 Broodfiend
1.1.3 Bodak Creature 1.4.19 Church Grim
1.1.4 Bone Creature 1.4.20 Cinderspawn
1.1.5 Corpse Creature 1.4.21 Cursed Spirit
1.1.6 Crypt Spawn 1.4.22 Crypt Thing
1.1.7 Curst 1.4.23 Deadwood Revenant
1.1.8 Dread Warrior 1.4.24 Deathlock
1.1.9 Dry Lich 1.4.25 Deathshrieker
1.1.10 Evolved Undead 1.4.26 Demon, Artaaglith
1.1.11 Favored Spawn of Kyuss 1.4.27 Demon, Blood Fiend
1.1.12 Fleshvigor 1.4.28 Desiccator
1.1.13 Ghost Brute 1.4.29 Dragotha
1.1.14 Ghoulish Creature 1.4.30 Dread
1.1.15 Gravetouched Ghoul 1.4.31 Dream Vestige
1.1.16 Hivenest 1.4.32 Drowned
1.1.17 Hoarder 1.4.33 Dust Wight
1.1.18 Hooded Pupil 1.4.34 Earthcancer Centipede
1.1.19 Lich 1.4.35 Elhoriad
1.1.20 Mummified Creature 1.4.36 Entomber
1.1.21 Necrocarnum Zombie 1.4.37 Ephemeral Swarm
1.1.22 Necromental 1.4.38 Euralden Eye
1.1.23 Necropolitan 1.4.39 Eye of Fear and Flame
1.1.24 Nether Hound (of Kiaransalee) 1.4.40 Famine Spirit
1.1.25 Orcus-Blooded 1.4.41 Fleshless Reaper
1.1.26 Plaguelost 1.4.42 Forsaken Shell
1.1.27 Restless Prey 1.4.43 Ghostly Visage
1.1.28 Skeletal Creature 1.4.44 Golem, Black Ice
1.1.29 Soul-Locked 1.4.45 Golem, Bone
1.1.30 Umbral Creature (Shadowy) 1.4.46 Golem, Grave Dirt
1.1.31 Undying 1.4.47 Golem, Shadesteel
1.1.32 Vecna-Blooded 1.4.48 Gravecrawler
1.1.33 Zombified Creature 1.4.49 Gravehound
1.2 Variant Abilities 1.4.50 Graveyard Sludge
1.2.1 Ghosts 1.4.51 Grimweird
1.2.2 Skeletons 1.4.52 Haunt, Taunting
1.2.3 Zombies 1.4.53 Hopping Vampire
1.2.4 Mummies 1.4.54 Huecuva
1.2.5 Liches 1.4.55 Hulking Corpse
1.2.6 Miscellaneous 1.4.56 Inquisitor
1.3 Expanded Variant Powers 1.4.57 Jolly Roger
1.4 Monster Statblocks 1.4.58 Karrnathi Dread Marshal
1.4.1 Abyssal Ghoul 1.4.59 Karrnathi Skeleton
1.4.2 All-Consuming Hunger 1.4.60 Karrnathi Zombie
1.4.3 Apparition 1.4.61 Knight Haunt
1.4.4 Ashen Husk 1.4.62 Kyuss Spawnling
1.4.5 Avolakia 1.4.63 Necrosis Carnex
1.4.6 Banedead 1.4.64 Nerephtys
1.4.7 Beastwraith 1.4.65 Nightshade, Nightcrawler
1.4.8 Blackskate 1.4.66 Nightshade, Nightcrawler
1.4.9 Blaspheme 1.4.67 Odem
1.4.68 Overworm
1.4 Monster Statblocks
1.4.69 Plague Blight
1.4.70 Quell A Note on Tags
1.4.71 Quell, Greater
1.4.72 Raam The following two tags need additional explanation.
1.4.73 Raiment
1.4.74 Remnant Spirit
1.4.75 Salt Mummy The spirit tag is most fitting to campaigns with an
1.4.76 Sheet Phantom Eastern flavor. If the DM is using it in his or her
1.4.77 Dolphin Skeletons campaign, it applies to the following creatures:
1.4.78 Skeleton Warrior All incorporeal undead (ghosts and ancestor
1.4.79 Skin Kite spirits)
1.4.80 Skull Lord All elementals (nature spirits)
1.4.81 Bonespur All fey (nature spirits)
1.4.82 Serpentir All celestials (good, benevolent spirits)
1.4.83 Spectral Rider All fiends (evil, corrupting spirits)
1.4.84 Skulking Cyst Some dragons (nature spirits)
1.4.85 Slaymate Any creature the DM determines fits (a good
1.4.86 Sword of Kyuss example would be the oni, a giant)
1.4.87 Tomb Mote Spirit creatures are not necessarily incorporeal,
1.4.88 Tomb Spider despite their name—some spirits are as much
1.4.89 Totem Chieftan flesh and bone as humans are.
1.4.90 Ulgurstasta
1.4.91 Vassalich Wormspawn
1.4.92 Vasuthant The wormspawn tag refers to creatures created by
1.4.93 Visage Kyuss or his followers (such as the spawn of Kyuss
1.4.94 Visage, Champion and the wormdrake), or by creatures heavily
1.4.95 Vitreous Drinker twisted by those beings (such as the avolakia and
1.4.96 Wight, Slaughter Wight the nerephtys). The spawn of Kyuss in Volo's Guide
1.4.97 Wight, Vilewight to Monsters should have the wormspawn tag.
1.4.98 Wormcaller The Hounds of Kyuss is the collective name for
1.4.99 Worm of Kyuss Kyuss's mssive undead arthropods, such as the
1.4.100 Wraith, Acidwraith eviscerator beetle, mindkiller scorpion, earthcancer
1.4.101 Wraith, Bane Wraith centipede, and worldbreaker mantis shrimp.
1.4.102 Wraith, Dimensional Wraith
1.4.103 Wraith, Orb
1.4.104 Wraith, Voidwraith
1.4.105 Zombie, Totem
1.4.106 Zombie, True Strahd Zombie Undead Flesh in the Cold
1.5 Miscellaneous Creatures Corporeal undead creatures that are resistant or
immune to cold can function with ease in
1.5.1 Dire Maggot environments that can normally be lethal (–20° F
1.5.2 Swarm of Leeches 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 theses penalties and benefits.

2
Horrifying Apperance. There is a 25% chance that a flaw
Templates in the process to create the animus makes it look lichlike. If it
These templates can be added to various creatures. looks lichlike, it has disadvantage on Charisma (Persuasion)
checks, but advantage on Charisma (Intimidation) checks.
Afflux-Blooded The animus gains the following actions:
Multiattack. If the base creature does not have
"Afflux-blooded" is a template that can be added to any multiattack, it can make one fear touch and one attack. If it
neutral or evil creature that has performed torture. does, it adds using Fear Touch once to its multiattack.
An Afflux-blooded creature gains the following special Paralyzing Gaze. The animus targets one creature within
traits: 30 feet that it can see and that can see the animus's eyes. The
Lifeforce Reserve. The Afflux-blooded creature can grant creature must make a Wisdom saving throw (DC 8 +
itself 40 temporary hit points (no action required, but can proficiency bonus + Charisma modifier). On a failed save, it is
only be done on its turn). These hit points last until it stores paralyzed until the animus loses concentration (as if
them again on its turn, or until they are expended. If the hit concentrating on a spell). It can only paralyze one creature at
points are expended, all benefits from this template other a time.
than Torturer's Ear are lost. Suggest. The animus uses an effect identical to mass
Skills. The Afflux-blooded creature adds twice its suggestion, targeting only the creature it has paralyzed.
proficiency bonus to Insight and Intimidation checks. Charisma is its spellcasting ability.
Innate Spellcasting. The Afflux-blooded creature can cast Command (Recharge 5-6). The animus casts command as
blade of pain and fear and spare the dying, at will, as well as a 5th-level spell. It can only choose the Grovel command.
pain once a day. Charisma is the Afflux-blooded spellcasting Charisma is its spellcasting ability.
ability for these spells. Fear Touch. The animus touches one creature within its
Torturer's Ear. The Afflux-blooded creature knows if it reach. It forces the creature to make a Wisdom saving throw
hears a lie. (DC 8 + proficiency bonus + Charisma modifier). On a failed
An Afflux-blooded creature gains the following special save, the creature must drop whatever it is holding and be
action: frightened for 1 minute. While frightened in this way, a
Agony Touch. The Afflux-blooded creature touches a creature must take the Dash action and move away from the
creature, forcing it to make a Constitution saving throw animus by the safest available route on each of its turns,
against a DC of (8 + Afflux-blooded creature's Charisma unless there is nowhere to move. If the creature ends its turn
modifier + proficiency bonus). On a failure, it is stunned until in a location where it doesn’t have line of sight to the animus,
the start of the Afflux-blooded creature's next turn. Even on a the creature can repeat a Wisdom saving throw. On a
success, it is affected as if it had failed a save against the pain successful save, the effect end.
spell for the same duration. Challenge Rating. Base creature +3.
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.

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Bodak Creature Type. The crypt spawn's type changes to undead.
Damage Immunity. The crypt spawn gains immunity to
"Bodak creature" is a template that can be applied to any poison damage.
living, corporeal creature of CR 4 or more except constructs, Condition Immunities. The crypt spawn gains immunity
oozes, plants, and undead (referred to hereafter as the "base to poisoned and exhaustion.
creature"). It uses all the base creature's statistics and special Turn Resistance. The crypt spawn has advantage on
abilities except as noted here. saving throws against any effect that turns undead.
Type. The bodak's type changes to undead. Undead Nature. A crypt spawn doesn't require air, food,
Senses. The bodak gains darkvision to 120 feet. drink, or sleep.
Damage Resistances. The bodak gains resistance to cold, Natural Armor. When not wearing armor, the crypt
fire, and necrotic damage, as well as bludgeoning, piercing, spawn's AC is 13 + its Dexterity modifier.
and slashing from nonmagical attacks. Darkvision. The crypt spawn gains darkvision out to 60 ft.
Damage Immunities. The bodak gains immunity to Frightening. The crypt spawn gains proficiency in
lightning and poison damage. Intimidation.
Condition Immunities. The bodak gains immunity to Challenge Rating. Base creature +1.
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.

4
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.
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.

5
Dry Lich Mournful Gaze (Costs 2 Actions). The lich fixes its gaze
on one creature it can see within 10 feet of it. The target
The dry lich template can only be applied to a living caster must succeed on a DC (8 + spellcasting modifier +
that can cast 9th-level spells. Almost all dry liches are proficiency bonus) Wisdom saving throw against this magic
members of the Walkers in the Waste, but a handful of dread or suffer disadvantage on attack rolls for 1 minute. The target
necromancers follow this path. can repeat the saving throw at the end of each of its turns,
Type. The dry lich's type changes to undead. ending the effect on itself on a success. If a target’s saving
Natural Armor. When not wearing armor, the dry lich's AC throw is successful or the effect ends for it, the target is
is equal to 15 + its Dexterity modifier. immune to the lich’s gaze for the next 24 hours.
Damage Immunities. The lich gains immunity to Drain Moisture (Costs 3 Actions). Each non-undead
dessication, fire, necrotic, and poison damage, as well as creature within 20 feet of the lich must make a DC 18
bludgeoning, piercing, and slashing from nonmagical attacks. Constitution saving throw against this magic, taking 21 (6d6)
Condition Immunities. The dry lich gains immunity to dessication damage on a failed save, or half as much damage
being charmed, exhaustion, frightened, paralyzed, and on a successful one.
poisoned.
Senses. The dry lich gains truesight to 120 feet. Evolved Undead
Legendary Resistance (3/day). If the dry lich fails a saving Any undead can become an evolved undead. After existing for
throw, it can choose to succeed instead. 100 years, and for every 100 years of subsequent existence,
Turn Resistance. The dry lich has advantage on saving an undead has a 1% chance of becoming evolved. Its chance
throws against any effect that turns undead. of evolving again increases by 1% for each time it has evolved.
Aura of Despair. As a bonus action, each creature of the Unlike most templates, this template can be applied
dry lich's choice that is within 60 ft. of it must succeed on a multiple times. Its effects stack with itself.
DC (8 + spellcasting modifier + proficiency bonus) Wisdom Natural Armor. The evolved undead's natural armor bonus
saving throw or become frightened for 1 minute. A creature increases by 2.
that fails this save by 5 or more is incapacitated while Regeneration. The undead regains 5 hit points at the start
frightened in this way, and its speed is 0. A creature can of its turn if it has at least 1 hit point.
repeat the saving throw at the end of each of its turns, ending Ability Score Increase. Two ability scores of the undead's
the effect on itself on a success. If a creature’s saving throw is choice increase by 2.
successful or the effect ends for it, the creature is immune to Innate Spellcasting. The evolved undead can innately cast
this dry lich's Aura of Despair for the next 24 hours. one of the following spells once a day using Intelligence,
Regeneration. The dry lich regains 2 hit points at the start Wisdom, or Charisma (its choice), requiring no material
of its turn as long as it has at least 1 hit point remaining and components:
isn't in water or a humid climate, or the area of a water-based
spell such as fog cloud. d10 Spell
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 1 circle of death
points and becoming active again. The new body appears 2 cloudkill
within 5 feet of a canopic jar of its choice. 3 cone of cold
Turn Resistance. The dry lich has advantage on saving
throws against any effect that turns undead. 4 confusion
Water Weakness. All water damages the dry lich as if it 5 contagion
were holy water.
The dry lich gains the following action: 6 dispel magic (5th-level)
Dessicating Touch. Melee Spell Attack: + proficiency + 7 greater invisibility
spellcasting modifier to hit, reach 5 ft., one creature. Hit: ??? 8 haste
(4d8 + mod) dessication damage. The target must succeed on
a DC (8 + spellcasting modifier + proficiency bonus) 9 hold monster
Constitution saving throw or have disadvantage on all attack 10 true seeing
rolls and ability checks until it drinks at least a gallon of
water. Challenge Rating. I recommend caution if you are using
The dry lich gains the following legendary actions: this template on monsters of CR 7 or lower, as some of the
The lich can take 3 legendary actions, choosing from the spells can be extremely devastating. When applied to a
options below. Only one legendary action option can be used higher-CR monster, it increases the CR by 1.
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.

6
Favored Spawn of Kyuss Noxious Breath (Kyuss's Blessing). The favored spawn
exhales disgusting air in a 15-foot cone. Each creature in that
"Favored spawn of Kyuss" is a template that can be applied to area must make a DC (8 + proficiency + Constitution
any living, corporeal creature. modifier) Constitution saving throw or become poisoned for
When a creature becomes a favored spawn of Kyuss, it one minute. It is incapacitated while poisoned in this way. It
retains all its statistics except as noted below. can repeat the saving throw at the end of each of its turns,
Type. The favored spawn's type changes to undead and it ending the effect on itself on a success.
gains the wormspawn tag. Burrowing Worm. As a bonus action, the favored spawn
Damage Immunity. The favored spawn gains immunity to launches a worm at one humanoid that the spawn can see
poison damage. within 10 feet of it. The worm latches onto the target’s skin
Ability Score Increase. Two ability scores of the favored unless the target succeeds on a DC (8 + proficiency +
spawn's choice increase by 2. Dexterity modifier) Dexterity saving throw. The worm is a
Damage Resistances. The favored spawn gains resistance Tiny aberration with AC 6, 1 hit point, a 2 (-4) in every ability
to bludgeoning, piercing, and slashing from nonmagical score, and a speed of 1 foot. While on the target’s skin, the
attacks that aren't silvered. worm can be killed by normal means or scraped off using an
Condition Immunities. The favored spawn gains action (the spawn can use this action to launch a scraped-off
immunity to poisoned and exhaustion. worm at a humanoid it can see within 10 feet of the worm).
Turn Resistance. The favored spawn has advantage on Otherwise, the worm burrows under the target’s skin at the
saving throws against being turned or rebuked. end of the target’s next turn, dealing l piercing damage to it.
Regeneration. The favored spawn regains 10 hit points at At the end of each of its turns thereafter, the target takes 7
the start of its turn if it has at least 1 hit point and isn’t in (2d6) necrotic damage per worm infesting it. A worm-infested
sunlight or a body of running water. If the spawn takes acid, target dies if it drops to 0 hit points, then rises 10 minutes
fire, or radiant damage, this trait doesn’t function at the start later as a spawn of Kyuss (not a favored spawn). If a worm-
of the spawn’s next turn. The spawn is destroyed only if it infested creature is targeted by an effect that cures disease or
starts its turn with 0 hit points and doesn’t regenerate. removes a curse, all the worms infesting it wither away.
Worms. If the favored spawn is targeted by an effect that Alignment. The favored spawn's alignment changes to
cures disease or removes a curse, it must make a chaotic evil.
Constitution saving throw against the caster's spell save DC. Challenge Rating. Base creature +4.
On a failure, all the worms infesting it wither away, and it
loses its Burrowing Worm action, Infested Skin trait, Foul Fleshvigor
Embrace action, and Wormburst action. "Fleshvigor" is a template that can be applied to any non-
Senses. The favored spawn gains darkvision to a range of skeletal corporeal undead. An undead can acquire the
60 feet. fleshvigor template through a magical process; fleshvigor
Withering Weapons. Any weapon attacks the favored undead that can create spawn make spawn of the appropriate
spawn make do an extra 2d6 necrotic damage. type with the fleshvigor template (so a fleshvigor wight
Infested Skin (Kyuss's Blessing). Whenever a creature creates fleshvigor zombies, and so on).
within 5 feet of the favored spawn of Kyuss hits it with a Ability Score Increase. Strength increases by 2.
melee attack, the creature must make a Dexterity saving Bite. A fleshvigor gains a bite attack if it didn't already have
throw as if it has just been targeted by Burrowing Worm. one, using the table below for damage. It can make a bite as a
Creatures that move through it, such as through Tumble, bonus action. It uses either Strength or Dexterity (its choice)
must make a Dexterity saving throw in the same way. for this attack.
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 Size Damage
traits or options, as a gift from Kyuss himself: Tiny 1
Noxious Breath Small 1d4
Wormburst
Infested Skin Medium 1d8
Large 2d8
Actions. The favored spawn gains the following actions:
Multiattack. The favored spawn keeps its previous Huge 3d8
multiattack options and can also use Burrowing Worm. Gargantuan 4d8
Foul Embrace. The favored spawn presses its face to the
face of a paralyzed, stunned, or unconscious creature, which Cannibalistic Healing. By spending 1 minutes, a
is infested with 2d6 worms. If it dies to these worms, it rises fleshvigor may devour the flesh of a creature, leaving nothing
as a favored spawn. but bones. Upon finishing its meal, the fleshvigor regains hit
Wormburst (1/day) (Kyuss's Blessing). The favored points equal to its Constitution modifier at the start of each of
spawn ejects worms in a 20-foot radius around itself. Each its turns for 10 minutes as long as it has at least 1 hit point.
creature within that area must make a DC (8 + proficiency + A creature consumed by this ability normally will not rise
Dexterity modifier) Dexterity saving throw or have 2d4 as an undead, as there isn't enough material left to form a
worms land upon it. creature. Likewise, they cannot be raised by a raise dead
spell, though resurrection works properly.
Challenge Rating. Base creature +1.

7
Ghost Brute This template can be applied to any living creature with an
"Ghost brute" is a template that can be added to any Intelligence of at least 6 that is not a celestial, elemental,
unaligned beast, monstrosity, or plant with a Charisma score fiend, ooze, or plant. A creature must have a mouth to
below 8. become a gravetouched ghoul.
Type. The ghost brute's type changes to undead. Ability Score Increase. The creature's Strength,
Speed. The ghost brute gains a fly speed of 30, unless it Intelligence, Wisdom, and Charisma increase by 2, while its
already had a higher fly speed. It can also hover. Dexterity and Constitution increases by 4.
Incorporeal Movement. The ghost brute can move Damage Immunity. The ghoul gains immunity to poison
through other creatures and objects as if they were difficult damage.
terrain. It takes 5 (1d10) force damage if it ends its turn Condition Immunities. The ghoul gains immunity to the
inside an object. poisoned condition.
Attacks. The ghost brute's attacks and abilities all do Senses. The ghoul gains darkvision to a radius of 60 feet.
necrotic damage. Attacks. Once per turn, when the gravetouched ghoul hits
Etherealness. The ghost brute enters the Ethereal Plane a creature with a fist, slam, claw, or melee natural weapon
from the Material Plane, or vice versa. It is visible on the attack, the creature must succeed on a DC (8 + proficiency
Material Plane while it is in the Border Ethereal, and vice bonus + Constitution modifier) Constitution saving throw or
versa, yet it can't affect or be affected by anything on the other be paralyzed for 1 minute. The target can repeat the saving
plane. throw at the end of each of its turns, ending the effect on
Ethereal Sight. The ghost brute can see 60 ft. into the itself on a success.
Ethereal Plane when it is on the Material Plane, and vice Stench. Any creature that starts its turn within 5 ft. of the
versa. ghoul must succeed on a DC (8 + Constitution modifier +
Rejuvenation. If it dies, the ghost brute returns to life in proficiency bonus) Constitution saving throw or be poisoned
1d6 days and regains all its hit points. Only a wish spell can until the start of its next turn. On a successful saving throw,
prevent this trait from functioning. the creature is immune to the ghoul’s Stench for 24 hours.
It can choose one of the following action options (DC of 8 + Challenge Rating. Base creature +2.
proficiency bonus + Constitution modifier): Hivenest
Bloodcurdling Howl. All creatures within 300 feet of the "Hivenest" is a template that combines two creatures. It can
ghost brute must make a Wisdom saving throw. On a be applied to any Large or larger corporeal construct, plant,
failure, the creature is frightened of the ghost for 1 or undead, and to any swarm.
minute. An affected creature can repeat the save on the If the base swarm has blindsight, darkvision, or
end of each of its turns, ending the effect on itself on a tremorsense, the hivenest monster retains that ability. The
success. If the save fails by 5 or more, the creature must hivenest monster also retains any bonus on Perception
drop whatever it is holding and take the Dash action and checks possessed by the base swarm.
move away from the ghost by the safest available route on If the base swarm has spellcasting or innate spellcasting,
each of its turns, unless there is nowhere to move. the hivenest monster can use it.
Loom (Recharges after a Short or Long Rest). The When the hivenest monster dies, the swarm inside it is
ghost brute appears to grow in 2 sizes (from Medium to released.
Huge, for example) for 1 minute. This is purely illusory, Challenge Rating. Neither creature's challenge rating is
but it does give the ghost brute advantage on Intimidation increased, but when building an encounter with one, treat it
checks. as if the creatures were separate.
Ghoulish Creature Hoarder
This template can be applied to any living creature that is not "Hoarder" is a template that can be applied to any nongood
a celestial, elemental, fiend, ooze, or plant. A creature must dragon with a hoard of at least 50,000 coins of any
have a mouth to become a ghoul. denomination.
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
8
Hooded Pupil The lich can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
A hooded pupil is a humanoid or a giant who was lured by at a time and only at the end of another creature’s turn. The
the promises of necromancy, envious of the power the lich regains spent legendary actions at the start of its turn.
necromancer wields and the unending existence the vampire Cantrip. The lich casts a cantrip.
enjoys, but yet are not ready to relinquish life. Paralyzing Touch (Costs 2 Actions). The lich uses its
Calloused Skin. When the hooded pupil isn’t wearing Paralyzing Touch.
armor, its AC equals 13 + its Dexterity modifier. Frightening Gaze (Costs 2 Actions). The lich fixes its
Darkvision. The hooded pupil gains darkvision out to a gaze on one creature it can see within 10 feet of it. The target
range of 60 feet. must succeed on a DC (8 + proficiency bonus + spellcasting
The hooded pupil also gains the following actions: modifier) Wisdom saving throw against this magic or become
Drink Blood (1/day). A hooded pupil can suck blood from Frightened for 1 minute. The Frightened target can repeat
a living victim who has damage that is yet unhealed (the the saving throw at the end of each of its turns, ending the
hooded pupil doesn’t have exceptionally sharp teeth, unless effect on itself on a success. If a target’s saving throw is
the base creature has a bite attack, so it must sip from successful or the effect ends for it, the target is immune to
wounds). As a bonus action, it drinks blood, dealing 10 (3d6) the lich’s gaze for the next 24 hours.
necrotic damage. The target's hit point maximum is reduced Disrupt Life (Costs 3 Actions). Each non-undead creature
by an amount equal to the necrotic damage taken, and the within 20 feet of the lich must make a DC (8 + proficiency
hooded pupil regains hit points equal to that amount. The bonus + spellcasting modifier) Constitution saving throw
reduction lasts until the target finishes a long rest. The target against this magic, taking 21 (6d6) necrotic damage on a
dies if this effect reduces its hit point maximum to 0. failed save, or half as much damage on a successful one.
Clutch of Orcus (1/day). The hooded pupil casts clutch of
Orcus (DC 8 + proficiency bonus + Charisma modifier). Mummified Creature
Challenge Rating. Base creature +1. This template can be applied to any living creature that is not
Lich a celestial, elemental, fiend, ooze, or plant.
Type. The mummified creature's type changes to undead.
The lich template is intended to make clerical, druidic, bardic, Class Features. The mummy loses all class features.
sorcerous, and warlock liches easier to make. It can only be Damage Immunity. The mummy gains immunity to
applied to a living caster that can cast 9th-level spells. Dread necrotic and poison damage.
necromancers who choose lichdom at 20th level gain this Damage Resistance. The mummy gains resistance to
template. bludgeoning, piercing, and slashing from nonmagical attacks.
Type. The lich's type changes to undead. Damage Vulnerability. The mummy gains vulnerability to
Natural Armor. When not wearing armor, the lich's AC is fire damage.
equal to 14 + its Dexterity modifier. Condition Immunities. The mummy gains immunity to
Proficiency. The lich gains proficiency in Constitution being charmed, exhaustion, frightened, paralyzed, and
saving throws. If it is already proficient, it gains proficiency in poisoned.
one save of its choice. Attacks. Once per turn, when the mummified creature hits
Damage Resistances. The lich gains resistance to cold, a creature with a fist, slam, or melee natural weapon attack,
lightning, and necrotic damage. the target creature must succeed on a DC (8 + proficiency
Damage Immunities. The lich gains immunity to poison, bonus + Constitution modifier) Constitution saving throw or
and bludgeoning, piercing, and slashing from nonmagical be cursed with mummy rot. The cursed target can't regain
attacks. Hit Points, and its hit point maximum decreases by 10 (3d6)
Condition Immunities. The lich gains immunity to being for every 24 hours that elapse. If the curse reduces the
charmed, exhaustion, frightened, paralyzed, and poisoned. target's hit point maximum to 0, the target dies, and its body
Senses. The lich gains truesight to 120 feet. turns to dust. The curse lasts until removed by the remove
Legendary Resistance (3/day). If the lich fails a saving curse spell or other magic.
throw, it can choose to succeed instead. Senses. The mummy gains darkvision to a radius of 60
Turn Resistance. The lich has advantage on saving throws feet.
against any effect that turns undead. Challenge Rating. If the base creature has a CR of 5 or
Rejuvenation. If it has a phylactery, a destroyed lich gains lower, this template increases the CR by 2. If the base
a new body in 1d10 days, regaining all its hit points and creature has a CR of 6 or higher, this template increases the
becoming active again. The new body appears within 5 feet of CR by 1.
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:

9
Necrocarnum Zombie
"Necrocarnum zombie" is a template that can be added to Necropolitan
any zombie. Commoner
Ability Score Increase. The necrocarnum zombie's
intelligence increases to 6 and its Wisdom increases to 8, Medium undead, any alignment
unless the score was already higher. Armor Class 10
Essentia Pool. A necrocarnum zombie has as many Hit Points 4 (1d8)
essentia points as its proficiency bonus. As a bonus action, it Speed 30 ft.
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 STR DEX CON INT WIS CHA
increases by 10 feet for each essentia point invested. 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
Incarnum Defense. The necrocarnum zombie's AC
increases by 1 for each essentia point invested. Condition Immunities exhaustion, poisoned
Challenge Rating. Base creature +1. Damage Immunities poison
Senses passive Perception 10
Necromental Languages the languages it knew in life
"Necromental" is a template that can be added to any Challenge 0 (10 XP)
elemental.
Type. The elemental's type changes to undead. Resist Control. The necropolitan has advantage on
Create Spawn. An elemental slain by the necromental saving throws against spells that specifically control
rises 1d4 days later as a necromental. undead, such as command undead or control
Damage Immunity. The necromental gains immunity to undead, as well as against being turned or rebuked.
poison damage.
Condition Immunities. The necromental gains immunity Actions
to poisoned and exhaustion. Club. Melee Weapon Attack: +2 to hit, reach 5ft.,
Draining Blows. All of a necromental's melee weapon one target. Hit 2 (1d4) bludgeoning damage.
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.
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.

10
Nether Hound (of Kiaransalee) Damage Resistance. The plaguelost gains resistance to
acid, cold, fire, lightning, thunder, bludgeoning, piercing, and
"Nether hound" is a template that can be added to any slashing from nonmagical weapons that aren't silvered.
undead with an Intelligence of 4 or higher. Kiaransalee's Annihilation Aura. At the start of each of the plaguelost’s
hounds are chaotic evil, but hounds made by other entities turns, each creature within 5 feet of it takes 10 (3d6) necrotic
can have different alignments. damage, and must make a DC (8 + Con + Proficiency)
Ability Score Increase. Two ability scores of the hound's Constitution save or contract ashdoom.
choice increase by 2. Incorporeal Movement. The plaguelost can move through
Speed. A nether hound's speed increases by 10 feet, and it other creatures and objects as if they were difficult terrain. It
gains a climb speed equal to its new walking speed. takes 5 (1d10) force damage if it ends its turn inside an
Skills. A nether hound adds twice its proficiency bonus to object.
Investigation, Perception and Survival checks. Innate Spellcasting. The plaguelost can cast gaseous
Damage Immunity. The nether hound gains immunity to form at will. It retains its annihilation aura in this form.
cold damage. Turn Resistance. The plaguelost has advantage against
Condition Immunities. The nether hound gains immunity effects that turn undead.
to being charmed or frightened. The plaguelost cannot make the weapon attacks it
The nether hound gains the following traits: previously could but gains the following:
Keen Senses. The nether hound has advantage on Life Drain. Melee Weapon Attack: +(Proficiency +
Intelligence (Investigation), Wisdom (Perception), or Wisdom dexterity) to hit, reach 5 ft., one creature. Hit: ([CR-1)d8 +
(Survival) checks that rely on sight, hearing, or smell. dex) necrotic damage. The target must succeed on a DC
Magic Weapons. The hound’s weapon attacks are magical. (8+Con + Proficiency) Constitution saving throw or its hit
The nether hound gains the following action option: point maximum is reduced by an amount equal to the
Baleful Baying. The hound bays magically. Every enemy damage taken. This reduction lasts until the target finishes a
within 300 feet of the hound that can hear it must succeed on long rest. The target dies if this effect reduces its hit point
a DC (8 + proficiency + Con modifier) Wisdom saving throw maximum to 0.
or be frightened until the end of the hound’s next turn or until Alignment. Chaotic evil.
the hound is incapacitated. A frightened target that starts its Challenge Rating. Base creature +3
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.
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.

11
Restless Prey Alignment. The skeleton's alignment changes to unaligned.
Challenge Rating. As base creature.
"Restless prey" is a template that can be applied to any or
beast. The restless prey creature's type changes to undead. It Soul-Locked
uses all the base creature's statistics and special abilities This template can be applied to any creature.
except as noted here. Undying. Whenever the creature dies, it returns to life—or
Ability Score Increase. The restless prey's Intelligence undeath, or animation—4d20 days after being slain (or 8d20
and Charisma both increase by 6. days if the body is completely destroyed, such as by
Type. The restless prey's type changes to undead. disintegrate or immersion in lava). Each soul-locked creature
Speed. The restless prey's speed doubles. has one specific way in which it can be dispatched
Attacks. Although a restless prey creature has suffered permanently. In some cases, this might be a particular type of
from the brutal excision of its natural attacks, in its new form weapon, or even a specific weapon. In most instances, the
it has regrown these attacks as extensions of its once living creature can be permanently defeated only through indirect
body. Its attacks do force damage instead of the normal type, means. If the monster is the manifestation of a familial curse,
and the target creature must succeed on a DC (8 + it can be banished forever only by making amends for the sin
proficiency + Charisma) Constitution saving throw or have its that called the curse down on the family in the first place. If
max hit points reduced by the amount of force damage taken. it’s a demonic entity, the heroes must find the ancient
This reduction lasts until the target finishes a long rest. The symbols that drew it to the Material World and destroy them.
target dies if this effect reduces its hit point maximum to 0. If the beast is a creature of taint, the characters might have to
Damage Resistance. The restless prey gains resistance to cleanse an entire area of taint or lure the creature to a sacred
bludgeoning, piercing, and slashing from nonmagical purifying spring before it will stay dead.
weapons. Challenge Rating. As base creature. Even though being
Skills. The restless prey adds twice its proficiency bonus soul-locked makes a creature almost impossible to
to Perception and Stealth. permanently destroy, it does not increase the monster’s
Fear Aura. Any creature hostile to the restless prey that Challenge Rating, since it is no harder to defeat the monster
starts its turn within 15 feet of the prey must make a DC (8 + in any given encounter. However, permanently defeating this
proficiency + Charisma) Wisdom saving throw, unless the creature should net the players twice the normal amount of
prey is incapacitated. On a failed save, the creature is XP.
frightened until the start of its next turn. If a creature's saving In most campaigns, only one or at most two creatures
throw is successful, the creature is immune to the prey's Fear should be soul-locked. If you’re running a campaign in which
Aura for the next 24 hours. violence is not a viable solution—such as a campaign in
Restless Prey Symbiosis. A restless prey's Charisma which violence deals taint—a great many creatures (or even
score increases by +2 for each additional restless prey all of them) can be soul-locked.
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.

12
Umbral Creature (Shadowy) Lifeforce Reserve. The Vecna-blooded creature can grant
itself 40 temporary hit points (no action required, but can
This template can be applied to any living creature that is not only be done on its turn). These hit points last until it stores
a celestial, elemental, fiend, ooze, or plant. A creature must them again on its turn, or until they are expended. If the hit
cast a shadow to become an umbral creature. points are expended, all benefits from this template other
Speed. The shadow's speed increases by 10 feet. than Cloak of Mystery are lost.
Class Features. The skeletal creature loses all class Cloak of Mystery. All knowledge of the Vecna-blooded
features. creature fades from the world. Its original name, its deeds
Type. The umbral creature's type changes to undead. before becoming Vecna-blooded, and so forth, disappear from
Damage Immunities. The shadow gains immunity to memory. Only Vecna and the Vecna-blooded creature retain
necrotic and poison damage. this knowledge. A Vecna-blooded creature gains immunity to
Damage Resistances. The shadow gains resistance to all divination spells cast against it or cast to learn information
acid, cold, fire, lightning, thunder; bludgeoning, piercing, and about it. Such divination fails to reveal any information. The
slashing from nonmagical attacks. Vecna-blooded creature immediately learns the name,
Damage Vulnerability. The shadow gains vulnerability to appearance, and location of the caster who attempted the
radiant damage. divination.
Condition Immunities. The shadow gains immunity to Hidden Spell (1/day). Once per day, as a bonus action, a
exhaustion, frightened, grappled, paralyzed, petrified, Vecna-blooded creature can cause surprised opponents to
poisoned, prone, and restrained. take disadvantage on spells the Vecna-blooded creature cast
Skills. The shadow gains proficiency in Stealth checks. that turn.
Amorphous. The shadow can move through a space as A Vecna-blooded creature gains the following special
narrow as 1 inch wide without squeezing. action:
Shadow Stealth. While in dim light or darkness, the Enigma Aura (1/day). The Vecna-blooded creature wraps
shadow can take the Hide action as a bonus action. It adds itself in an aura that makes creatures within 120 feet
twice its proficiency bonus to Stealth checks. intermittently forget it’s there. At the start of each affected
Sunlight Weakness. While in sunlight, the shadow has creature’s turn, that creature has a 50% chance to be unable
disadvantage on attack rolls, ability checks, and saving to target the Vecna-blooded creature in any way, including
throws. with spells and special abilities. Area of effect spells can be
Challenge Rating. Base creature +2. 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
Undying activated.
Challenge Rating. Base creature +1.
Note Zombified Creature
This template is only available if the DM decides This template can be applied to any living creature that is not
that deathless exist in his or her setting. 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
"Undying" is a template that can be applied to any willing, statistics except as noted below.
living creature that is not a celestial, elemental, fiend, ooze, or Type. The zombified creature's type changes to undead.
plant. When a creature becomes an undying, it retains all its Class Features. The zombified creature loses all class
statistics except as noted below. features.
Type. The undying's type changes to deathless. Damage Immunity. The zombie gains immunity to poison
Damage Immunity. The undying gains immunity to poison damage.
damage. Condition Immunity. The zombie gains immunity to the
Condition Immunities. The undying gains immunity to poisoned condition.
poisoned. Undead Fortitude. If damage reduces the zombie to 0 hit
Turn Resistance. The undying has advantage on saving points, it must make a Constitution saving throw with a DC of
throws against any effect that turns or rebukes deathless. 5 + the damage taken, unless the damage is radiant or from a
Resist Control. The undying has advantage on saving critical hit. On a success, the zombie drops to 1 hit point
throws against spells that specifically control deathless, such instead.
as command deathless or control deathless. Ability Score Adjustments. The zombie's scores are
Undead Nature. A undying doesn't require air, food, drink, adjusted as follows: +1 Str, +2 Con, -6 Int, -4 Wis, -4 Cha
or sleep. Saving Throws. The zombie gains proficiency in Wisdom
saves.
Vecna-Blooded Languages. The zombie understands the languages it
knew in life but can't speak.
"Vecna-blooded" is a template that can be added to any true Speed. The zombie's speed is reduced by 10.
neutral or evil creature capable of casting 2nd-level or higher Senses. The zombie gains darkvision to a radius of 60 feet.
arcane spells. Alignment. The skeleton's alignment changes to unaligned.
A Vecna-blooded creature gains the following special traits: Challenge Rating. As base creature.

13
Deathsong (1/day). The ghost sings a hollow dirge that
Variant Abilities lasts for 1 minute or until it loses concentration. All living
creatures within 90 feet of the ghost that can hear it must
Ghosts succeed on a Wisdom saving throw or drop whatever they are
Ghosts are a varied bunch, and may have one or more of the holding and become frightened for the duration.
abilities listed below. Some traits may increase the ghost's While frightened by this ability, a creature must take the
CR. Dash action and move away from the ghost by the safest
When an effect requires a save, the DC is equal to available route on each of its turns, unless there is nowhere
8+Cha+Proficiency. All to-hit bonuses are Cha+Proficiency. to move. If the creature ends its turn in a location where it
Any spells listed here require no material components. doesn't have line of sight to the ghost, the creature can make
a Wisdom saving throw. On a successful save, the spell ends
Traits for that creature.
The majority of ghosts have the Rejuvenation trait. The ghost deals triple damage with its melee attacks
Rejuvenation. If it dies, the ghost returns to life in 2d4 against creatures affected by its Deathsong.
days and regains all its hit points. Only a wish spell can Drain Memories. Melee Spell Attack: reach 5 ft., one
prevent this trait from functioning. creature. Hit: The target forgets everything that has
Aura of Despair. Whenever a creature starts its turn happened in the last 2d10 days, and the target must make an
within 30 feet of the ghost, it must make a Wisdom saving Intelligence saving throw. On a success, the memory loss is
throw. On a failure, the creature cannot take any actions this temporary, and the memories will return naturally over the
turn. next 2d4 days. On a failure, the memory loss is permanent
Charm Animals. The ghost can cast animal friendship at until cured with heal, greater restoration, or wish.
will. Inhabit Objects (1/day). The ghost casts animate objects
Charm Person. The ghost can cast charm person at will. on one or more objects within 10 feet. While animated, the
Coldfire Radiance. At the start of each of the ghost's ghost disappears. If all animated objects are destroyed, the
turns, each creature within 5 feet of it takes 7 (2d6) frostburn ghost is forced back into its normal form.
damage. A creature that touches the ghost or hits it with a Laughter of Madness (Recharge 6). The ghost laughs. All
melee attack while within 5 feet of it takes 7 (2d6) frostburn other creatures within 20 feet of it must make a Wisdom
damage. saving throw or be affected as if by a confusion spell for 1
Create Illusions. The ghost can innately cast minor minute. While confused in this way, affected creatures have
illusion, major image and phantasmal force at will. disadvantage on Intelligence, Wisdom, and Charisma saves.
Dimension Door. The ghost can innately cast dimension Luring Song. The ghost sings an enticing song that lasts
door at will. until it loses concentration. All creatures within 300 feet of
Disease. When the ghost uses its Possession ability, it the ghost must make a Wisdom saving throw, unless they are
does not exercise control. Instead, the creature suffers the deafened or immune to being charmed. On a failure, the
effects of one disease (chosen by the DM) as long as the creature feels an overpowering urge to head towards the
ghost remains within it. ghost. It must take the Dash action every turn and move as
Ghost Light. The ghost can innately cast ghost light at will. close to the ghost as it can. Once adjacent to the ghost, it can
Haunt Dreams. The ghost can cast dream once per day. act normally, but it cannot move away willingly. This effect
Immunity or Resistance. The ghost is immune to one or lasts as long as the ghost continues to sing. A target that
more of the following types of damage: acid, fire, lightning, or succeeds on the saving throw is immune to the luring song of
thunder. all ghosts for the next 24 hours.
Magical Radiance. As a bonus action, the ghost causes all This effect is audible up to 900 feet away.
magic items within 60 feet of it to to glow a cold, white Improved Withering Touch. Melee Weapon Attack: +5 to
radiance. The radiance provides 5 feet of dim light. hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage,
Magic Resistance. The ghost has advantage on saves and the target must make a Constitution saving throw. On a
against spells and other magical effects. failure, it has disadvantage on any saving throw that uses
Sagacious. The ghost adds half its proficiency bonus, Strength or Constitution until it finishes a long rest.
rounded down, to any ability check it makes that doesn't Paralyzing Touch. Melee Weapon Attack: reach 5 ft., one
already include its proficiency bonus. It also chooses two target. Hit: 7 (3d4) necrotic damage. If the target is a
skills or tools it has proficiency in, and doubles its proficiency creature, it must succeed on a Constitution saving throw or
in those skills. be paralyzed for 1 minute. The target can repeat the saving
throw at the end of each of its turns, ending the effect on
Actions itself on a success
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.

14
Rebuke Undead (Recharges after a Short or Long Rest). Fiery Skeleton
The ghost can channel negative energy to make other undead A fiery skeleton burns with unquenchable flame. A fiery
awestruck. As an action, each undead that can see or hear skeleton has immunity to fire damage. Its weapon attacks do
the ghost within 30 feet of it must make a Wisdom saving an extra 1d6 points of fire damage. Variants of the fiery
throw. If the creature fails its saving throw, it is rebuked for 1 skeleton include the lightning skeleton (deals lightning
minute or until it takes any damage. damage, immunity to lightning), the frost skeleton (deals cold
A rebuked creature must spend its turns cowering in awe. damage, immunity to cold), the ooze skeleton (deals acid
Creatures that are adjacent to it have advantage on attack damage, immunity to acid), and the storm skeleton (deals
rolls against it. If an undead of CR 1/2 or lower fails its saving thunder damage, immunity to thunder).
throw against the ghost's Rebuke feature, it can place the
creature under your permanent control. Nimble Skeleton
The amount of undead the ghost can maintain control on A nimble skeleton can pursue characters across unsteady
depends on its challenge rating. It can command up to its terrain, rock walls, narrow ledges, and the like. A nimble
challenge rating + its Charisma modifier of undead in this skeleton's Dexterity increases by 4, and gains a climb speed
way. If it attempts to command more undead after already equal to its walking speed.
being at this limit, it must first release control of other
undead. Revived Fossil
The revived fossil gains +5 natural armor, and immunity to
Wrongs to Put Right bludgeoning, piercing, and slashing damage from nonmagical
Below are listed 10 possible ways to lay a ghost (or other weapons that aren't adamantine.
restless spirit) to rest.
# Wrong Soldier Skeleton
The soldier skeleton works best in groups, and often
1 The ghost (or someone it protected) was murdered in originates from mass battlefield graves. Soldier skeletons are
cold blood. Bring the killer to justice. always skeletal humanoids, giants, or similar creatures. The
2 The ghost (or someone it protected) was murdered in skeleton has advantage on an attack roll against a creature if
cold blood. Bring the killer to the ghost. at least one of the skeleton’s allies is within 5 ft. of the
3 The ghost (or someone it protected) was murdered in creature and the ally isn’t incapacitated. Soldier skeletons
cold blood. Destroy the killer. also usually carry martial weapons and wear better armor.
4 The ghost (or someone it protected) was slain. Return
the slain individual to life. Vicious Skeleton
Vicious skeletons seem to take mindless pleasure in
5 Something guarded by the ghost was stolen. Return disemboweling their victims with their devastating claw
the object to its rightful place. attacks. Skeletons without claws can’t be vicious skeletons.
6 The ghost left an important task unfinished, such as The vicious skeleton gains the following action options:
delivering a message, rescuing a lost individual, or Multiattack. The skeleton attacks twice with its claws. If
recovering a stolen item. Complete the task. two claws hit the same target, the skeleton rends the target,
7 The ghost was a thief in life. Repay the victim(s) of the dealing an extra 2d4 slashing damage.
ghost’s crimes. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
8 The ghost was a murderer. Apologize to the
target. Hit: 7 (2d4 + 2) piercing damage.
family/descendants of the victim(s).
Zombies
9 The ghost was a murderer. Bring the ghost’s victim(s)
back to life. Ash Zombie
10 The ghost committed a crime. Bring the ghost before An ash zombie has the following trait:
its victim(s) to apologize. 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
Skeletons attack rolls, saving throws, and ability checks for 1 minute. A
Baneguard creature can repeat the saving throw at the end of each of its
The baneguards are a rare type of undead. They have 39 (6d8 turns, ending the effect on it early with a successful save.
+ 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 Bloodthirsty Zombie
long rest. The bloodthirsty zombie doesn’t just want to destroy you, it
wants to crack open your skull and feast on the goo inside. A
Direguard bloodthirsty zombie gains a bite attack that does the same
The direguard is an improvement upon the original amount of damage as its slam attack as piercing, unless its
baneguard. It can cast shield at will, and it can see invisible bite already does more. If it scores a critical hit with its bite,
and ethereal creatures and objects within 120 feet. They are the target is stunned until the start of the zombie's next turn
always surrounded by a cloud of blackish energy. as the bloodthirsty zombie bites into its head.
Doomfinger Skeleton
The doomfinger skeleton can cast Lahm's finger darts at will.

15
Diseased Zombie The lich may also form bones into any structure it desires
What better carrier for a horrible disease than a rotting —the only limit is the amount of bone available to the lich.
corpse? Whenever the zombie hits or touches an enemy, that Structures created in this way are only as strong as the bones
enemy is affected as if by a DC 13 contagion spell, but with used to craft them (but some creatures have very strong
only one disease chosen by the DM (typically filth fever). A bones). They last until destroyed, and cannot be dispelled, for
grappled target has disadvantage on its save. they are not innately magical.
Fast Zombie Doom Gaze
Slow zombies are funny. They’re easy to escape on foot. After When a creature that can see the lich’s eyes starts its turn
an encounter with fast zombies, the characters won’t be within 30 feet of the lich, the lich can force it to make a DC
laughing. Add 30 to the zombie's speed. 18 Constitution saving throw if the lich isn’t incapacitated
and can see the creature. If the saving throw fails by 5 or
Hunting Zombie more, the creature is reduced to 0 hit points, unless it is
It’s pretty easy to hide from a normal zombie, but hunter immune to the frightened condition. Otherwise, a creature
zombies can follow and find enemies. takes 55 (10d10) psychic damage on a failed save.
A hunter zombie's Wisdom increases to 14 unless it was Unless surprised, a creature can avert its eyes to avoid the
already higher, and it adds twice its proficiency bonus to saving throw at the start of its turn. If the creature does so. it
Perception and Survival. has disadvantage on attack rolls against the lich until the
start of its next turn. If the creature looks at the lich in the
Oozespawn Zombie meantime, it must immediately make the saving throw.
An oozespawn zombie has immunity to acid damage, and its
slam attacks do an extra 1d6 acid damage. Grasp of Enfeeblement
When the lich hits with its Paralyzing Touch, the target's
Tyrantfog Zombie Strength score is reduced by 1d10. The target dies if this
Tyrantfog zombies are created when the worshippers of one reduces its Strength to 0. Otherwise, the reduction lasts until
evil deity were struck down by another. They are surrounded the target finishes a short or long rest.
by a permanent stinking cloud effect, and have 67 (9d8+27)
HP. Ignore Metal
As a bonus action, the lich shifts its body out of phase with
Unkillable Zombie reality, turning all metal insubstantial to it. All weapons made
The zombies in the Monster Manual are tough, but an of metal (even magical ones) pass through the lich dealing no
unkillable zombie is nigh-unstoppable. An unkillable zombie damage. The lich can ignore metal walls or other barriers as
regenerates 5 hit points at the start of its turn as long as it it pleases. This ability lasts for 1 minute.
has at least 1 hit point, its Constitution increases by 4, and it The lich can use this power once per day.
gains proficiency in Constitution saving throws.
Imitation
Mummies Immediately after a spell is cast in the presence of the lich,
the lich may recast it without expending any slots. For
Clay Mummy example, if a wizard casts a fireball at a lich, the lich makes
A clay mummy loses vulnerability to fire and gains its normal saving throw and suffers damage accordingly, but
vulnerability to bludgeoning. it also captures the magical energy, reshapes it into another
fireball, and sends it back at the attacking party. Note that the
Ice Mummy lich must perform the Imitation in the round immediately
An ice mummy gains immunity to cold damage. following the spell effect, or the magic dissipates.
Liches Voice of Maleficence
If the lich spends at least 1 minute talking to someone, they
A lich may have one or more of the following special traits. must make a Wisdom saving throw or become entranced.
Be aware that some of these are very powerful abilities. While entranced in this way, they will answer all of the lich's
questions honestly and fully. They can repeat this save after a
Animate Dead by Touch minute passes and every subsequent minute that passes,
With but a touch, the lich creates skeletons or zombies. To ending the effect on themself on a success.
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.

16
Miscellaneous
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.
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.

17
For general powers, consult table C-4. Powers with a † are
Expanded Variant Powers described further below. Spells listed are cast innately and
If you wish to create an unusually powerful undead creature, require no material components.
I have converted over the following rules from Dragon 209's Table C-4
article 1001 Faces of Undeath. 1d100 roll Power
You can choose how many of these special powers your
undead has. However, if you are looking for guidance, roll 01-07 (1d4+2) * 10 flight speed (hover)
1d10, apply modifiers from Table C-1, using level in place of 08-11 levitation at will (self only)
CR if applicable: 12-14 blink at will
Table C-1 15-17 dimension door at will
Condition Modifier
18-19 teleport 1/day
CR 2 or lower -2
20-22 telekinesis at will
CR 6 through 9 +6
23-26 Detect magic use †
CR 10 or higher +12
27-30 Detect psionic use †
Each two additional CR past 10 +1
31-35 Detect life †
Died of natural causes -1
36-39 Special tracking †
Died with a calm, peaceful emotional state and -5
few regrets 40-43 Detect presence †
Died under unusually violent conditions (normal +2 44-45 animate dead 3/day
combat is not considered unusually violent) 46-50 minor illusion at will
51-54 major image at will
Then compare your result with Table C-2:
55-57 invisibility at will (self only)
Table C-2
1d10 roll # of powers 58-59 disguise self at will
0 or less None 60-62 Generate darkness †

1-3 1 63-67 Increased strength †

4-7 2 68-70 Increased dexterity †

8-10 3 71-73 Ambulatory body parts †

11-13 4 74-76 Doppleganger effect †

14-16 5 77-78 Increased magical ability †

17-18 6 79-83 Become corporeal/incorporeal †

19-20 7 84-87 Rot living material †

21-22 8 88-91 Putrefying touch †

23-24 9 92-95 DM choice

25+ 10 96-98 Roll again, doubling next power rolled


99-00 Roll twice more
You can either select the types of power yourself or roll
randomly on table C-3. In addition to the special powers of Detect magic or Detect psionics
general, offensive, or defensive nature, some undead may The undead can detect any magic or psionic power used
have special vulnerabilities as well. These should be created within 120 feet. This effect is similar to detect magic but is
by the DM as necessary; literary sources concerning undead not itself magical.
and game monster listings offer many possibilities, or the DM
could make some up. Special tracking
Table C-3
Once the undead has focused on a target familiar to itself, it
can unerringly track that target over any distance; it can even
1d10 roll Type of power track a target onto another plane 50% of the time, if the
1-3 General power undead also can perform extraplanar travel. Only magic and
4-6 Offensive power
psionic powers that prevent the target from being scried can
hinder this power.
7-9 Defensive power
10 Vulnerability (chosen by DM)

18
Detect presence Contact with the undead destroys purity and freshness. Any
The undead can detect the presence of a particular substance food or drink touched by the undead is affected by the
or race within 300 feet. A vague impression of the amount of equivalent of a putrefy food and drink spell. This power will
substance or number of the race present can be determined never be found in combination with the Dehydration Touch
("one", "a few," or "many," for example). The type of substance power.
or race must be determined at the time the power is chosen; Table C-5
additional rolls on this result either increases the detection 1d100 roll Power
range or allows additional substances or races to be detected.
01-04 Additional physical attack form †
Generate darkness 05-06 Acid touch †
The undead can generate a 10 foot radius area of magical
darkness around itself or any target up to 60 feet away. 07-10 Cold touch †
11-12 Shocking touch †
Increased Strength or Dexterity 13-15 Superheated touch †
The undead's natural Strength or Dexterity is increased by
four points. These results cannot be repeated or doubled. 16-18 Dehydration touch †
19-20 Poison touch †
Ambulatory body parts
The undead's body parts can function independently of each 21-22 Withering touch †
other if detached from the body. Unattached body parts retain 23-24 Aging touch (10d4 years)
all attack forms, psionic abilities, and magical abilities 25-27 Disease touch †
particular to that body part (e.g. a severed head would retain
psionic abilities and a bite attack, while a severed arm would 28-29 Blinding touch †
retain its claw attack). They also retain any physical, magical, 30-21 Inflict insanity †
and psionic traits not keyed to a specific body part (such as
flying). Detached heads and arms have a movement speed of 32-34 Mummy rot †
5 feet, while individual detached arms and legs have half of 35-39 Paralysis †
the creature's normal movement rate. All limbs share a hit 40-42 Life disruption †
point pool. Spells requiring verbal components only may be
cast by the head, while spells requiring somatic components 43-45 Drain ability score †
may be cast only if the arms are within 5 feet of the head. 46 Soul drain †
Since the undead's soul controls the body even if the head
is destroyed, each detached part must be destroyed 47-49 Energy drain
separately. This power is often found in combination with the 50-52 Vampiric drain †
Regeneration power. The undead must be corporeal to use 53-54 Teleport victim †
this power. If this result is doubled or chosen a second time,
the undead may detach and reattach its body parts at will. 55-57 Fatal foresight †
58-60 Curse †
Doppleganger effect
Similar to a doppleganger, the undead can perfectly mimic 61-63 Aging appearance †
the voice and appearance of any humanoid of the same size 64 Guilt stare †
class as the undead. This power is rarely found in undead of 65-69 Fear †
size classes other than Medium.
70-71 Charm gaze †
Increased magical ability 72-73 Death gaze †
The undead gains another spell slot of its highest level
available to cast. If the undead formerly had no magical 74-75 Death cry †
powers, then it gains magical ability equivalent to a 1st-level 76-78 Nauseous stench †
sorcerer. 79-81 Possession †
Rot living material 82-85 Minor spell abilities †
The presence of the undead is anathema to all life. Any living 86-87 Major spell abilities †
material touched by the undead immediately rots and
becomes useless. If used against a living creature, the 88-90 Superheated blast †
undead's touch causes 2d6 points of necrotic damage, and 91-92 Breath weapon †
the creature's maximum hit points is reduced by the same 93-96 DM choice
amount.
97-99 Roll again, doubling power
Putrefying touch 00 Roll twice

19
Monster Statblocks
Abyssal Ghoul Actions
Medium undead, chaotic evil Multiattack. The ghoul makes two front claw attacks,
two rear claw attack, a bite attack, and a smoky tongue
Armor Class 19 (natural armor) attack. If it hits a creature with both its front claw
Hit Points 145 (17d8 + 68) attacks, the target is grappled (escape DC 15).
Speed 40 ft., climb 40 ft.
Front Claw. Melee Weapon Attack: +10 to hit, reach
5ft., one target. Hit: 9 (1d6 + 6) slashing damage.
STR DEX CON INT WIS CHA
Rear Claw. Melee Weapon Attack: +10 to hit, reach 5ft.,
16 (+3) 22 (+6) 18 (+4) 15 (+2) 14 (+2) 18 (+4) one target. Hit: 8 (1d4 + 6) slashing damage. If the
target is a creature other than an undead, it must
Saving Throws Dex +10, Int +6 succeed on a DC 16 Constitution saving throw or be
Skills Acrobatics +14, Investigation +10, Stealth +14 paralyzed for 1 minute. The target can repeat the
Damage Resistances acid, cold, fire, necrotic saving throw at the end of each of its turns, ending the
Damage Immunities lightning, poison effect on itself on a success.
Condition Immunities charmed, exhaustion, frightened,
Bite. Melee Weapon Attack: +10 to hit, reach 5ft., one
paralyzed, poisoned
target. Hit: 13 (2d6 + 6) piercing damage.
Senses blindsight 120 ft. (blind beyond this radius),
passive Perception 10 Smoky Tongue. Melee Weapon Attack: +10 to hit, reach
Languages Abyssal, telepathy 120 ft. 5ft., one creature grappled by the ghoul. Hit: 21 (3d10
Challenge 11 (7,200 XP) + 6) necrotic damage, and the ghoul regains hit points
equal to the damage done. The target must succeed on
Assassinate. During its first turn, the ghoul has a DC 16 Constitution saving throw or its hit point
advantage on attack rolls against any creature that maximum is reduced by an amount equal to the
hasn’t taken a turn. Any hit the ghoul scores against a damage taken. This reduction lasts until the target
surprised creature is a critical hit. finishes a long rest. The target dies if this effect
reduces its hit point maximum to 0.
Evasion. If the ghoul is subjected to an effect that
Mind Fog. The abyssal ghoul conjures a 60-foot-radius
allows it to make a Dexterity saving throw to take only
cloud of heavily obscured fog centered on a point
half damage, the ghoul instead takes no damage if it
within 30 feet of it. The fog lasts for 1 minute or until
succeeds on the saving throw, and only half damage if
dispersed with moderate or higher wind. Creatures
it fails.
within the fog have disadvantage on Intelligence,
Magic Resistance. The ghoul has advantage on saving Wisdom, and Charisma checks and saving throws.
throws against spells and other magical effects.
See Lifeforce. The ghoul can determine the current and Reactions
maximum HP of any creature within 120 feet, no Uncanny Dodge. When the ghoul is hit by an attack, it
action requreid. 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.

20
All-Consuming Hunger Fear Aura. When a creature that can see the all-
consuming hunger starts its turn within 60 ft. of the
Huge swarm of Tiny undead, neutral evil
all-consuming hunger, the all-consuming hunger can
Armor Class 12 force it to make a DC 15 Wisdom saving throw. On a
Hit Points 179 (17d12 + 68) failure, the creature is affected as if by a fear spell.
Speed 40 ft., climb 20 ft. 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
STR DEX CON INT WIS CHA start of its next turn, when it can avert its eyes again. If
6 (-2) 14 (+2) 19 (+4) 8 (-1) 10 (+0) 10 (+0) the creature looks at the all-consuming hunger in the
meantime, it must immediately make the save.
Damage Resistances bludgeoning, piercing, slashing Create Spawn. Any living creature killed by an all-
Damage Immunities acid, poison consuming hunger rises as an all-consuming hunger in
Condition Immunities charmed, exhaustion, frightened, 1d4 rounds.
grappled, paralyzed, petrified, poisoned, prone,
restrained, stunned Actions
Senses darkvision 60 ft., passive Perception 10
Languages all its components know Bone Spikes. Melee Weapon Attack: +5 to hit, reach
Challenge 8 (3,900 XP) 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
Swarm. The swarm can occupy another creature’s space points or fewer. If the target is a creature, it must
and vice versa, and the swarm can move through any succeed on a DC 15 Constitution saving throw or be
opening large enough for a Tiny bone. The swarm can’t cursed with all-consuming wasting. The cursed target
regain hit points or gain temporary hit points. can’t regain hit points, and its hit point maximum
Turn Vulnerability. Because the swarm is a collective of decreases by 10 (3d6) for every 24 hours that elapse.
weak undead, the swarm has disadvantage on saving If the curse reduces the target’s hit point maximum to
throws against any effect that turns or rebukes undead. 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.

21
Apparition Terrifying Incorporeal Movement. The apparition can
move through other creatures and objects as if they
Medium undead, chaotic evil
were difficult terrain. It takes 5 (1d10) force damage if
Armor Class 13 it ends its turn inside an object. Any creature it moves
Hit Points 67 (9d8 + 27) through must make a DC 14 Wisdom saving throw or
Speed 0 ft., fly 60 ft. (hover) be frightened until the end of its next turn.
Ambush Hunter. Any creature surprised by the
apparition has disadvantage on saving throws against
STR DEX CON INT WIS CHA its Terrifying Incorporeal Movement and Scare to
1 (-5) 16 (+3) 16 (+3) 12 (+1) 13 (+1) 16 (+3) Death for as long as it is surprised.

Skills Stealth +9, Intimidation +9 Actions


Damage Resistances acid, fire, lightning, thunder Scare to Death. The apparition terrifies one creature
Damage Immunities cold, necrotic, poison; within 5 feet of it. The creature must make a DC 14
bludgeoning, piercing, and slashing from nonmagical Intelligence saving throw against this magic. On a
attacks that aren't silvered success, it suffers no ill effects and is immune to this
Condition Immunities charmed, exhaustion, frightened, apparition's Scare to Death for 24 hours. On a failure, it
grappled, paralyzed, petrified, poisoned, prone, must make a DC 14 Constitution saving throw. If it fails
restrained, unconscious this saving throw, it drops to 0 hit points, unless it is
Senses darkvision 60 ft., passive Perception 11 immune to being frightened. On a success, it must
Languages the languages it knew in life drop whatever it is holding and becomes frightened for
Challenge 7 (2,900 XP) 1 minute.

Ephemeral. The apparition can’t wear or carry anything. While frightened in this way, it must take the Dash
action and move away from the apparition by the safest
Rejuvenation. A destroyed apparition gains a new body available route on each of its turns, unless there is
in d4 + 4 days, regaining all its hit points and becoming nowhere to move, in which case it must take the
active again, unless it was killed on the Ethereal Plane. Dodge action. If it ends its turn where it can't see the
Apparitions killed on the Ethereal Plane stay dead. apparition, it can repeat the Intelligence save, ending
the effect on a success.
Detect Sentience. The apparition can sense the
presence and location of any creature within 120 feet A creature reduced to 0 hit points by this attack that
of it that has an Intelligence of 3 or higher, regardless subsequently dies before being healed rises 2d4 hours
of interposing barriers, unless the creature is protected later as a free-willed apparition. Even if the creature is
by a mind blank spell. This works on targets on the healed or resurrected before then, it will always fail its
Material Plane while the apparition is on the Ethereal, Intelligence save against this apparition in the future.
and vice versa. Etherealness. The apparition enters the Ethereal Plane
Ethereal Sight. The apparition can see 60 ft. into the from the Material Plane, or vice versa.
Ethereal Plane when it is on the Material Plane, and 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.

22
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 are created when someone dies of thirst in a
desert environment.

23
Avolakia 1/day each: animate infectious zombie, create undead,
door of decay, elemental shroud, feast of flesh, rally of
Large aberration (shapechanger, wormspawn), neutral
evil the damned, undead conduit, undead lieutenant
Magic Resistance. The avolakia has advantage on saving
Armor Class 15 (natural armor) throws against spells and other magical effects.
Hit Points 158 (21d10 + 42)
Speed 20 ft. 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
STR DEX CON INT WIS CHA the same in each form. Any equipment it is wearing or
carrying isn’t transformed. It reverts to its true form if it
17 (+3) 15 (+2) 15 (+2) 16 (+3) 17 (+3) 22 (+6) dies.

Skills Acrobatics +7, Arcana +11, Deception +14, Regeneration. The avolakia regains 5 hit points at the
Persuasion +14, Religion +11 start of its turn. If the avolakia takes acid or lightning
Damage Resistanes fire, necrotic damage, this trait doesn't function at the start of the
Damage Immunities cold avolakia's next turn. The avolakia dies only if it starts its
Condition Immunities paralyzed turn with 0 hit points and doesn't regenerate.
Senses darkvision 120 ft., passive Perception 13
Languages Avolakia, Common, Deep Speech, Actions
Undercommon Multiattack. The avolakia makes one bite attack and
Challenge 10 (5,900 XP) eight tentacle claw attacks.

Freedom of Movement. When in its true form, the Bite. Melee Weapon Attack: + to hit, reach 5ft., one
avolakia ignores difficult terrain, and magical effects target. Hit 12 (2d8 + 3) piercing damage and the
can't reduce its speed or cause it to be restrained. It target must make a DC 14 Constitution saving throw,
can spend 5 feet of movement to escape from taking 14 (4d6) poison damage on a failed save, or half
nonmagical restraints or being grappled. as much damage on a successful one.
Tentacle Claw. Melee Weapon Attack: +7 to hit, reach
Innate Spellcasting. The avolakia's spellcasting ability is 5ft., one target. Hit 5 (1d4 + 3) piercing damage.
Charisma (+10 to hit, spell save DC 18). The avolakia Instead of dealing damage, the avolakia can grapple the
can innately cast the following spells, requiring no target (escape DC 15).
material components:
Suggestion. The avolakia targets one humanoid it can
At will: chill touch (3d8), call undead, command see within 30 ft. of it. If the target can hear the
undead, detect magic, ghoul touch, halt undead, mage avolakia, the target must succeed on a DC 18 Wisdom
hand, reaving aura (30 ft.), spectral hand, vampiric saving throw against this magic or be affected as if by a
touch, watchful eye suggestion spell. The suggestion lasts for up to 8
3/day each: animate dead, dread blast, fear hours.

Avolakia
These horrid sluglike aberrations are cultists of Kyuss, and
love creating undead in his honor.

24
Banedead Beastwraith
Medium undead, lawful evil Small undead, neutral evil

Armor Class 14 (studded leather) Armor Class 12


Hit Points 37 (5d8 + 15) Hit Points 0 ft., fly 40 ft. (hover)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 15 (+2) 1 (-5) 14 (+2) 13 (+1) 6 (-2) 15 (+2) 13 (+1)

Saves Wis +3 Skills Stealth +6, Perception +3, Survival +3


Skills Stealth +4, Perception +3 Damage Resistances acid, cold, fire, lightning,
Damage Resistances cold; bludgeoning, piercing, thunder; bludgeoning, piercing, and slashing
and slashing from nonmagical weapons that from nonmagical attacks that aren't silvered
aren't silvered Damage Immunities necrotic, poison
Damage Immunities poison Condition Immunities charmed, exhaustion,
Condition Immunities exhaustion, paralyzed, frightened, grappled, paralyzed, petrified,
poisoned poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 13 Senses darkvision 60 ft., passive Perception 13
Languages the languages it knew in life Languages understands Sylvan but can't speak
Challenge 1 (200 XP) Challenge 3 (700 XP)

Rampage. When the banedead reduces a creature to Savage Nature. Beasts are unnerved by the presence
0 hit points with a melee attack on its turn, it can of a beastwraith. Any beast within 30 feet of a
take a bonus action to move up to half its speed beastwraith must make a DC 12 Wisdom saving
and make a bite attack. throw or become driven by bloodlust to attack the
nearest non-beast living creature. A creature can
Undead Fortitude. If damage reduces the banedead repeat the saving throw at the end of its turns,
to 0 hit points, it must make a Constitution saving ending the effect on itself on a success. Whether or
throw with a DC of 5 + the damage taken, unless not the save is successful, a creature cannot be
the damage is radiant or from a critical hit. On a affected again by the same beastwraith's savage
success, the banedead drops to 1 hit point instead. nature aura for 24 hours.

Actions Incorporeal Movement. The beastwraith can move


through other creatures and objects as if they were
Multiattack. The banedead makes two attacks: one difficult terrain. It takes 5 (1d10) force damage if it
with its bite and one with its claws, or two with its ends its turn inside an object.
claws.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., Actions
one target. Hit: 4 (1d4 + 2) slashing damage, and Natural Attack. Melee Weapon Attack: +4 to hit,
the target's speed is halved and it has disadvantage reach 5 ft., one creature. Hit: 10 (3d6) necrotic
on Dexterity checks and saves until the end of the damage, if this damage reduces the creature to 0
banedead's next turn. hit points, it must make a DC 12 Constitution
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., saving throw. On a failure, it dies, the beastwraith
one target. Hit: 5 (1d6 + 2) piercing damage. 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
Banedead creature within 300 feet of the beastwraith and
able to hear its howl must succeed on a DC 12
Banedead are a form of undead created from the fanatical Wisdom saving throw or be frightened for l minute.
worshipers of an evil deity. A frightened target can repeat the saving throw at
The creatures appear as withered humans, drained of life the end of each of its turns, ending the effect on
and vitality. The malevolent force that animates them itself on a success. If a target's saving throw is
manifests in their glowing red eyes. One of a banedead’s successful or the effect ends for it, the target is
hands is always twisted into a hideous claw. immune to any beastwraith's Terrifying Howl for
the next 24 hours.
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.

25
Blackskate Blaspheme
Large undead, neutral evil Medium undead, neutral evil

Armor Class 14 (natural armor) Armor Class 13 (natural armor)


Hit Points 77 (9d10 + 27) Hit Points 136 (16d8+64)
Speed 5 ft., swim 40 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 17 (+3) 16 (+3) 12 (+1) 16 (+3) 12 (+1) 22 (+6) 13 (+1) 18 (+4) 7 (-2) 15 (+2) 10 (+0)

Skills Nature +4, Perception +6, Survival +9 Skills Perception +5, Survival +5
Damage Immunities cold, necrotic, poison Saving Throws Intelligence +1, Wisdom +5
Condition Immunities exhaustion, paralyzed, Damage Resistances bludgeoning, piercing, and
poisoned slashing from nonmagical sources
Senses darkvision 300 ft., passive Perception 15 Damage Immunities cold, poison
Languages Aquan, Sahuagin Condition Immunities charmed, exhaustion,
Challenge 5 (1,800 XP) frightened, poisoned
Senses darkvision 60ft., passive Perception 15
Blood Rage (3/day). If the blackskate starts its turn Languages the languages it knew in life
within 30 feet of a living creature that is below its Challenge 7 (2,900 XP)
hit point maximum, it can enter a blood rage as a
bonus action. While raging, it gains the following Sunlight Sensitivity. While in sunlight, the
benefits: blaspheme has disadvantage on attack rolls, as well
as on Wisdom (Perception) checks that rely on
It has advantage on all Strength checks and sight.
Strength saving throws.
When it makes a melee weapon attack using Undead Fortitude. If damage reduces the blaspheme
Strength, it deals an extra 2 damage. to 0 hit points, it must make a Constitution saving
It has resistance to bludgeoning, piercing, and throw with a DC of 5 + the damage taken, unless
slashing damage. the damage is radiant or from a critical hit. On a
success, the zombie drops to 1 hit point instead.
The blackskate's rage lasts for 1 minute. It ends
early if it is knocked unconscious. It can also end its Turn Resistance. The blaspheme has advantage on
rage on its turn as a bonus action. saving throws against any effect that turns undead.

Swimby. The blackskate doesn't provoke Actions


opportunity attacks when it swims out of an Multiattack. The blaspheme bites once and uses its
enemy's reach. claws twice.
Blood Tracker. A blackskate is capable of tracking
anyone whose has lost hit points within 30 feet of Claws. Melee Weapon Attack: +9 to hit, reach 5ft.,
it in the water. It can follow any such trail infallibly, one target. Hit: 13 (2d6 + 6) slashing damage.
as long as its quarry remains in the same body of Blasphemous Bite. Melee Weapon Attack: +9 to hit,
water as the blackskate. It succeeds automatically, reach 5ft., one target. Hit: 13 (2d6 + 6) necrotic
unless the quarry uses some magical means of damage. If the target is nonevil, it is incapacitated
concealing its path. In such an instance, the for 1 round and its Strength score is reduced by
blackskate can make a Survival check (against the 1d6. The target dies if this reduces its Strength to
caster's spell save DC) in order to continue tracking 0.
its prey.

Actions
Blackskate
Multiattack. The blackskate makes one bite attack
and one stinger attack. These rays are found at the very bottom of ancient trenches.
They hungrily prey upon any life they encounter.
Bite. Melee Weapon Attack: +8 to hit, reach 5ft.,
one target. Hit 9 (1d8 + 5) piercing damage. Blaspheme
Stinger. Melee Weapon Attack: +8 to hit, reach 5ft., The blaspheme is a legendarily powerful undead, found in
one target. Hit 8 (1d6 + 5) piercing damage and
the target must make a DC 14 Constitution saving
ancient tombs.
throw, taking 21 (6d6) poison damage on a failed
save, or half as much damage on a successful one.

26
Bleakborn/Moil Zombie Bloodhulk
Medium undead, neutral evil Large undead, unaligned

Armor Class 16 (natural armor) Armor Class 11 (natural armor)


Hit Points 71(11d8 + 22) Hit Points 224 (14d10 + 84)
Speed 30ft. Speed 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 15 (+2) 14 (+2) 12 (+1) 13 (+1) 12 (+1) 16 (+3) 9 (-1) 22 (+6) 3 (-4) 10 (+0) 1 (-5)

Skills Athletics +7, Insight +4, Intimidation +4, Saves Con +9, Wis +3
Perception +4, Stealth +5 Condition Immunities charmed, frightened,
Damage Immunities fire, poison poisoned
Condition Immunities exhaustion, frightened, Damage Immunities poison
poisoned Damage Vulnerabilities piercing, slashing
Senses darkvision 60 ft., passive Perception 14 Senses darkvision 60 ft., passive Perception 10
Languages Moilian, Common Languages understands the languages it knew in life
Challenge 6 (2,300 XP) but can't speak
Challenge 5 (1,800 XP)
Fire Absorption. Whenever the bleakborn is
subjected to fire damage, it takes no damage and Blood Bloated. The bloodhulk always gains the
instead regains a number of hit points equal to the maximum possible hit points from hit dice.
fire damage dealt.
Undead Fortitude. If damage reduces the bloodhulk
Heat-Draining Aura. At the start of each of the to 0 hit points, it must make a Constitution saving
bleakborn's turns, each creature within 30 feet of it throw with a DC of 5 + the damage taken, unless
takes 7 (2d6) cold damage, or half damage with a the damage is radiant or from a critical hit. On a
successful DC 13 Constitution save. A creature that success, the bloodhulk drops to 1 hit point instead.
touches the bleakborn or hits it with a melee attack
while within 5 feet of it takes 3 (1d6) cold damage. Actions
Contingent Regeneration. The bleakborn regains 10 Multiattack. The bloodhulk makes two slam attacks.
hit points at the start of its turn if in range of a
living creature that it can affect with its heat- Slam. Melee Weapon Attack: +6 to hit, reach 5ft.,
draining aura. Even if brought to 0 hit points or one target. Hit 10 (2d6 + 3) bludgeoning damage.
killed, a bleakborn eventually heals if a living
creature at some future date wanders within 30
feet of the bleakborn’s remains, automatically Bleakborn/Moil Zombie
triggering its heat-draining aura.
An ancient city was cursed by Orcus so that its citizens would
Cold to the Touch. The touch of a bleakborn deals
2d6 points of cold damage (included in the attack).
sleep whenever the sun was down. Then he sent them to a
pocket dimension with no sun, and they all died and rose as
Actions Moil zombies.
Multiattack. The bleakborn makes two slam attacks. Bloodhulk
Slam. Melee Weapon Attack: +7 to hit, reach 5ft., Created by necromancers, bloodhulks are mighty
one target. Hit 9 (1d10 + 4) bludgeoning damage juggernauts. Bloodhulks can withstand an immense amount
plus 7 (2d6) cold damage, and the bleakborn of punishment from spells and blunt weapons, though they
regains hit points equal to the cold damage done. die more quickly from blades.
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).

27
Boneclaw Bonedrinker
Medium undead, chaotic evil Medium undead, chaotic evil

Armor Class 15 (natural armor) Armor Class 14 (hide armor)


Hit Points 157 (15d10 + 75) Hit Points 120 (16d8 + 48)
Speed 40 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
21 (+5) 16 (+3) 19 (+4) 14 (+2) 14 (+2) 19 (+4) 16 (+3) 14 (+2) 16 (+3) 8 (-1) 11 (+0) 9 (-1)

Condition Immunities exhaustion, poisoned Skills Stealth +6, Survival +2


Damage Immunities cold, poison Saving Throws Wisdom +2
Damage Resistances necrotic; bludgeoning, Damage Immunities poison
piercing, and slashing from nonmagical attacks Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 12 Senses darkvision 60 ft., passive Perception 13
Languages the languages it knew in life Languages Common, Goblin
Challenge 5 (1,800 XP) Challenge 4 (1,100 XP)

Retractable Claws. As a bonus action, the boneclaw Nimble Escape. The bonedrinker can take the
increases its reach to 20 until the start of its next Disengage or Hide action as a bonus action on
turn. each of its turns.

Reactive. The boneclaw can take one reaction on Brute. A melee weapon deals one extra die of its
every turn in combat. damage when the bonedrinker hits with it (included
in the attack).
Tunnel Fighter. As a bonus action, the boneclaw can
enter a defensive stance that lasts until the start of Undead Fortitude. If damage reduces the
its next turn. While in its defensive stance, it can bonedrinker to 0 hit points, it must make a
make opportunity attacks without using its Constitution saving throw with a DC of 5+the
reaction, and it can use its reaction to make a damage taken, unless the damage is radiant or from
melee attack against a creature that moves more a critical hit. On a success, the zombie drops to 1
than 5 feet while within its reach. hit point instead.

Actions Actions
Multiattack. The boneclaw makes two claw attacks. Multiattack. The bonedrinker makes two claw
attacks and one tentacle attack.
Claw. Melee Weapon Attack: +4 to hit, reach 10ft.,
one target. Hit 12 (2d6 + 5) piercing damage. 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).
Boneclaw Tentacle. Melee Weapon Attack: +5 to hit, reach
5ft., one target. Hit 8 (2d4 + 3) acid damage, and
Created by powerful necromancers, boneclaws love to the target’s Constitution score is reduced by 1d6.
slaughter the living. The target dies if this reduces its Constitution to 0.
Otherwise, the reduction lasts until the target
finishes a short or long rest.
Note
An alternate boneclaw is presented in
Mordenkainen's Tome of Foes.
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.

28
The bonespitter is a horrid creature created when planar rifts
tear multiple creatures apart and then reassemble them into
Bonespitter an amalgamation.
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

29
Boneworm Boneyard
Gargantuan undead, chaotic evil Huge undead, chaotic evil

Armor Class 11 (natural armor) Armor Class 16 (natural armor)


Hit Points 165 (10d20+60) Hit Points 188 (15d12 + 90)
Speed 30 ft., burrow 30 ft. Speed 20 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
29 (+9) 3 (-4) 22 (+6) 7 (-2) 10 (+0) 17 (+3) 25 (+7) 12 (+1) 22 (+6) 18 (+4) 17 (+3) 18 (+4)

Saving Throws Con +10, Wis +4 Damage Resistances cold; bludgeoning, piercing,
Damage Immunities fire, necrotic, poison and slashing from nonmagical weapons
Damage Vulnerabilities cold Damage Immunities poison
Condition Immunities charmed, exhaustion, Condition Immunities exhaustion, grappled,
frightened, paralyzed, prone paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 10 Senses darkvision 60 ft., passive Perception 13
Languages understands Common but rarely speaks Languages Common, Terran, Abyssal
Challenge 12 (8,400 XP) Challenge 15 (13,000 XP)

Desiccation Aura. Any creature that starts its turn Regeneration. The boneyard regains 10 hit points at
within 90 feet of a boneworm takes 10 (3d6) the start of its turn if it has at least 1 hit point.
dessication damage. If the boneworm has at least 1
hit point remaining, it regains hit points equal to Actions
the damage done.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft.,
Dreadful Chanting. A boneworm's numerous one target. Hit: 23 (3d10 + 7) piercing damage,
mouths constantly chant half-remembered hymns and the target is grappled (escape DC 20). If the
and prayers. This chanting, consisting as it does of target is a creature that has a skeletal structure, it
dozens of different hymns, sounds like a swarm of must make a DC 19 Constitution saving throw. On
giant flies trying to mimic human voices with their a failure, it takes an additional 44 (8d10) piercing
buzzing. A living creature that starts its turn within damage and suffers the effects of a ray of
90 feet of a boneworm that can hear the enfeeblement for 1 minute as its bones slough out
boneworm must make a Wisdom saving throw (DC to join the boneyard. The creature takes half
15) against this effect or become frightened until damage and suffers no other effects on a success.
the start of its next turn. Divine spellcasters have
disadvantage on this saving throw. Additionally, a Utter Subsumption. Melee Weapon Attack: +12 to
divine spellcaster must make a successful hit, reach 5 ft., one creature with a skeletal
spellcasting ability check (DC 15 + spell level) to structure grappled by the boneyard. Hit: The target
cast a divine spell in while in the area of the takes 110 (20d10) piercing damage. If this damage
boneworm's chanting. reduces the target to 0 hit points, the boneyard
kills the target by pulling out every bone from its
Magic Resistance. The boneworm has advantage on body.
saving throws against spells and other magical
effects.
Siege Monster. The boneworm deals double damage Boneworm
to objects and structures.
The dreaded boneworm is an amalgamation of dead desert-
Actions dwelling monks and priests. The insane tangle of bodies is
Slam. Melee Weapon Attack: +13 to hit, reach 5 ft.,
fueled by a hatred of the deity and religion that failed to
one target. Hit: 35 (4d12 + 9) bludgeoning protect them all from starvation, thirst, and general insanity.
damage, and if the target is a creature, it must
succeed at a DC 18 Constitution saving throw or Boneyard
contract bonefire. See under Diseases in the A boneyard is a huge collective of bones from thousands of
companion document. creatures, animated into one horrific mass.

30
Brain in a Jar Madness. Anyone targeting a brain in a jar with a
thought detection, mind control, or any sort of
Tiny undead, neutral evil
telepathic or psionic ability that makes direct contact
Armor Class 16 with its tortured mind with any method other than the
Hit Points 35 (10d6) brain's own telepathy must make a DC 14 Intelligence
Speed 0 ft., fly 30 ft. (hover) 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
STR DEX CON INT WIS CHA other creatures say, can’t read, and speaks only in
gibberish. A greater restoration spell cast on it ends
1 (-5) 14 (+2) 10 (+0) 18 (+4) 14 (+2) 16 (+3) this effect.

Skills Arcana +8, History +8, Insight +4, Investigation Actions


+6, Persuasion +7
Damage Immunities poison Rebuke Undead. Each undead that can see or hear the
Condition Immunities charmed, frightened, paralyzed, brain within 30 feet of it must make a DC 14 Wisdom
poisoned, prone saving throw. If the creature fails its saving throw, it is
Senses blindsight 60 ft. (blind beyond this radius), rebuked for 1 minute or until it takes any damage.
passive Perception 12 A rebuked creature must spend its turns cowering in
Languages understands the languages it knew in life but awe. Creatures that are adjacent to it have advantage
can't speak, telepathy 120 ft. on attack rolls against it.
Challenge 4 (1,100 XP)
Undead of CR 1/2 or lower that fail their saving throws
Mental Fortification. The brain in a jar adds its against its Rebuke Undead feature can be placed under
Intelligence bonus to its AC. its permanent control. It can control 9 undead in this
way.
Turn Resistance. The brain in a jar has resistance against Control Undead. As an action, the brain targets one
all effects that turn undead. undead creature within 30 feet of it. The target must
Psionics. The brain has 27 psi points and a psi limit of make a DC 14 Wisdom saving throw. On a failed save,
5. It can innately manifest the following powers (DC the target must obey its commands for the next 24
14): hours, or until it uses this Channel Negative Energy
option again. An undead over CR 4 is immune to this
Talents: blind spot, delusion, mind thrust, mystic hand effect.
Disciplines: mastery of force, nomadic mind, telepathic
contact

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

31
Broodfiend 3/day: feeblemind, servant of the green corruption
Huge fiend (wormspawn), neutral evil Noxious Mist. The broodfiend constantly breathes out a
noxious gas forming a 15 foot sphere centered upon it.
Armor Class 19 (natural armor) This fog clouds both sight and thought. The
Hit Points 473 (35d12 + 245) broodfiend is lightly obscured against any creature
Speed 40 ft., fly 80 ft. 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
STR DEX CON INT WIS CHA saving throw. On a failure, it is poisoned until the start
26 (+8) 14 (+2) 24 (+7) 14 (+2) 14 (+2) 19 (+4) of its next turn, and incapacitated while poisoned in
this way. On a success, it is immune being poisoned by
Saving Throws Con +13, Wis +8 the obscuring mist of all broodfiends for 24 hours.
Damage Resistances cold, lightning, thunder; Dead bodies within the area of this mist quickly
bludgeoning, piercing, and slashing from nonmagical become saturated with necromantic energy, and rise as
attacks that aren't silvered favored spawn of Kyuss in 24 hours.
Damage Immunities acid, necrotic, poison
Condition Immunities charmed, frightened, poisoned Actions
Senses blindsight 120 ft., truesight 120 ft., passive
Perception 12 Multiattack. The broodfiend makes two bite attacks and
Languages Abyssal, Common, Infernal, telepathy 120 ft. uses its wing attack.
Challenge 20 (25,000 XP) Bite. Melee Weapon Attack: +14 to hit, reach 15 ft.,
one creature. Hit: 27 (3d12 + 8) piercing damage, and
Regeneration. The broodfiend regains 20 hit points at the target’s Intelligence score is reduced by 1d8. The
the start of its turn. If the broodfiend takes radiant target dies if this reduces its Intelligence to 0.
damage, this trait doesn’t function at the start of the Otherwise, the reduction lasts until cured by greater
broodfiend’s next turn. The broodfiend dies only if it restoration or similar magic.
starts its turn with 0 hit points and doesn’t regenerate.
If a creature dies from this attack, it rises as a favored
Magic Resistance. The broodfiend has advantage on spawn of kyuss under the broodfiend's control in 1d4
saving throws against spells and other magical effects. rounds.
Undead Affinity. The broodfiend can choose to be Wing Attack. Each creature within 15 ft. of the
considered undead for the purposes of any spell or broodfiend must succeed on a DC 22 Dexterity saving
effect (so a negative energy flood aids it, while turn throw or take 11 (1d6 + 8) bludgeoning damage and
undead has no effect upon it). be knocked prone.
Magic Weapons. The broodfiend’s weapon attacks are Noxious Breath (Recharge 5-6). The broodfiend exhales
magical. acid in a 60-foot cone. Each creature in that area must
make a DC 21 Dexterity saving throw, taking 35
Innate Spellcasting. The broodfiend’s spellcasting ability (10d6) acid damage on a failed save, or half as much
is Charisma (spell save DC 18). The broodfiend can damage on a successful one. Also on a failed save, the
innately cast the following spells, requiring no material creature deals only half damage with weapon attacks
components: that use Strength for 1 minute.
At will: dispel magic (5th level), grasping worms, Teleport. The broodfiend magically teleports, along with
mindworms, path of worms 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.

32
Church Grim Cinderspawn
Medium undead, lawful good or neutral good Large undead, chaotic evil

Armor Class 15 (natural armor) Armor Class 14


Hit Points 105 (14d8 + 42) Hit Points 82 (11d8 + 33)
Speed 40 ft. Speed 50ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 16 (+3) 12 (+1) 16 (+3) 12 (+1) 12 (+1) 19 (+4) 16 (+3) 11 (+0) 11 (+0) 17 (+3)

Skills Insight +9, Intimidation +7, Perception +9 Damage Immunities fire, poison
Damage Resistances acid, fire, lightning, thunder; Damage Vulnerabilities cold
bludgeoning, piercing, and slashing from Condition Immunities exhaustion, paralyzed,
nonmagical attacks poisoned
Damage Immunities cold, necrotic, poison, radiant Senses darkvision 60 ft., passive Perception 5
Condition Immunities charmed, exhaustion, Languages Ignan
frightened, grappled, paralyzed, petrified, Challenge 5 (1,800 XP)
poisoned, prone, restrained
Senses truesight 120 ft., passive Perception 19 Fire Absorption. Whenever the cinderspawn is
Languages understands Common, Celestial, Infernal, subjected to fire damage, it takes no damage and
and Abyssal but can't speak instead regains a number of hit points equal to the
Challenge 6 (2,300 XP) fire damage dealt.

Bound. The church grim is magically bound to a Frostfire Shield. A creature that touches the
graveyard, church, or other holy place and cannot cinderspawn or hits it with a melee attack while
go further than 60 feet from it. As long as this within 5 feet of it takes 5 (1d10) cold damage.
place exists, if the grim is destroyed it is reborn the Water Susceptibility. For every 5 ft. the cinderspawn
next night with all of its hit points. moves in water, or for every gallon of water
splashed on it, it takes 1 cold damage.
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
Actions
vanished, the hound must remain in the Ethereal. Siphon Warmth. Melee Weapon Attack: +7 to hit,
Once the sunlight is gone, it returns to the Material. reach 5ft., one target. Hit: 22 (4d8 + 4) cold
damage. If the target took any cold damage, it must
Incorporeal Movement. The grim can move through succeed on a DC 14 Constitution saving throw or
other creatures and objects as if they were difficult gain one level of exhaustion.
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 Church Grim
smell. Church grims are holy protectors, the spirits of those who
Pure. All evil creatures have disadvantage on attack have died and now guard a sacred place against defilers.
rolls against the grim, and it has advantage on all
saving throws against their spells and abilities. Cinderspawn
Soul Scent. As a bonus action, the grim can target Cinderspawn are fire elementals who have burned out.
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.

33
Cursed Spirit Crypt Thing
Medium undead, neutral evil Medium undead, neutral

Armor Class 13 Armor Class 17 (natural armor)


Hit Points 30 (4d8 + 12) Hit Points 38 (5d8 + 15)
Speed 0 ft., fly 30 ft. (hover) Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 16 (+3) 9 (-1) 8 (-1) 15 (+2) 12 (+1) 18 (+4) 16 (+3) 13 (+1) 13 (+1) 16 (+3)

Damage Resistances acid, cold, fire, lightning, Skills Insight +5, Intimidation +7, Perception +5
thunder; bludgeoning, piercing, and slashing Damage Resistances cold, necrotic
from nonmagical attacks that aren’t silvered Damage Immunities poison; bludgeoning, piercing,
Damage Immunities necrotic, poison and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, Condition Immunities charmed, exhaustion,
grappled, paralyzed, petrified, poisoned, prone, frightened, paralyzed, poisoned, unconscious
restrained Senses darkvision 60 ft., passive Perception 15
Senses darkvision 60 ft., passive Perception 9 Languages Common, Undercommon
Languages the languages it knew in life Challenge 3 (700 XP)
Challenge 2 (450 XP)
Turn Immunity. The crypt thing is immune to effects
Incorporeal Movement. The cursed spirit can move that turn undead.
through other creatures and objects as if they were
difficult terrain. It takes 5 (1d10) force damage if it Bound. A crypt thing is bound to a specific crypt or
ends its turn inside an object. tomb, and can never leave it willingly. It has
disadvantage on attack rolls, ability checks, and
Sunlight Sensitivity. While in sunlight, the cursed saving throws as long as it is outside its crypt.
spirit has disadvantage on attack rolls and on
Wisdom (Perception) checks that rely on sight. Actions
Multiattack. The crypt thing makes two claw attacks.
Actions
Life Drain. Melee Weapon Attack: +5 to hit, reach 5 Claw. Melee Weapon Attack: +6 to hit, reach 5 ft.,
ft., one creature. Hit: 12 (2d8 + 3) necrotic one target. Hit: 8 (1d8 + 4) slashing damage.
damage, and the target must succeed on a DC 13 Scatter Defilers (1/day). The crypt thing chooses any
Constitution saving throw or its hit point maximum number of creatures within 30 feet of it. Each
is reduced by an amount equal to the damage creature must make a DC 13 Charisma saving
taken. If this attack reduces the target’s hit point throw. On a failure, the creature is teleported
maximum to 0, the target dies. This reduction to 10d10 * 10 feet in a random direction.
the target’s hit point maximum lasts until the target
finishes a long rest.
Cursed Aura. All creatures of the cursed spirit's Crypt Thing
choice within 5 feet of the cursed spirit suffer
disadvantage on all saving throws until the start of
Created by the create crypt thing spell or sometimes arising
the cursed spirit's next turn. 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
Cursed Spirit or are aggressive are teleported away if possible. It will
Those who die while under terrible curses or inimical maintain that the teleported victims have been disintegrated.
enchantments sometimes linger on as cursed spirits,
bringing their misfortune to others. 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.

34
Deadwood Revenant Magic Resistance. The deadwood has advantage on
saving throws against spells and other magical effects.
Medium undead, neutral evil
Speak with Beasts and Plants. The deadwood can
Armor Class 13 (16 with barkskin) communicate with beasts and plants as if they shared a
Hit Points 60 (8d8 + 24) language.
Speed 30 ft., fly 60 ft. (hover)
Actions
STR DEX CON INT WIS CHA Multiattack. The deadwood makes two darkfire ray
attacks.
6 (-2) 16 (+3) 16 (+3) 14 (+2) 15 (+2) 18 (+4)
Darkfire Ray. Ranged Weapon Attack: +7 to hit, reach
Skills Intimidation +10, Perception +5, Stealth +9 60 ft., one target. Hit 11 (2d10) necrotic damage. This
Damage Resistances acid, cold, fire, lightning, thunder; damage bypasses resistance and immunity. The target
bludgeoning, piercing, and slashing from nonmagical must succeed on a DC 14 Constitution saving throw or
attacks that aren’t silvered its hit point maximum is reduced by an amount equal
Damage Immunities necrotic, poison to the damage taken. This reduction lasts until the
Condition Immunities charmed, exhaustion, frightened, creature finishes a long rest. The target dies if this
grappled, paralyzed, petrified, poisoned, prone, effect reduces its hit point maximum to 0.
restrained Fey Charm. The deadwood targets one humanoid or
Senses darkvision 60 ft., passive Perception 15 beast that she can see within 30 feet of her. If the
Languages Common, Elvish, Sylvan target can see the deadwood, it must succeed on a DC
Challenge 7 (2,900 XP) 15 Wisdom saving throw or be magically charmed. The
charmed creature regards the deadwood as a trusted
Incorporeal Movement. The deadwood can move friend to be heeded and protected. Although the target
through other creatures and objects as if they were isn't under the deadwood's control, it takes the
difficult terrain. She takes 5 (1d10) force damage if she deadwood's requests or actions in the most favorable
ends her turn inside an object. way it can.
Innate Spellcasting. The deadwood's innate spellcasting Each time the deadwood or its allies do anything
ability is Charisma (spell save DC 15). The deadwood harmful to the target, it can repeat the saving throw,
can innately cast the following spells, requiring no ending the effect on itself on a success. Otherwise, the
material components: effect lasts 24 hours or until the deadwood dies, is on
a different plane of existence from the target, or ends
At will: bestow curse, bestow eternal curse, druidcraft the effect as a bonus action. If a target's saving throw is
3/day each: entangle, inflict wounds successful, the target is immune to the deadwood's
Fey Charm for the next 24 hours.
1/day each: barkskin, pass without trace, shillelagh
The deadwood can have no more than up to three
Tree Stride. Once on her turn, the deadwood can use humanoids and up to three beasts charmed at a time.
10 feet of her movement to step magically into one
living or dead tree within her reach and emerge from a True Curse (3/day). The deadwood revenant bestows an
second living or dead tree within 500 feet of the first even more powerful curse on a creature she has already
tree, appearing in an unoccupied space within 5 feet of cursed with her bestow curse or bestow eternal curse.
the second tree. Both trees must be Large or bigger. The target, no matter how far away, must then succeed
at a DC 15 Will save. Failure indicates that no spell
Curse Upon Mankind. The presence of a deadwood short of a wish can lift the curse for as long as the
revenant has an ill effect on the fate of humanoids, for deadwood revenant exists.
her very existence is an act of sacred retribution
against them. Any humanoid within 120 feet of a Because of the bond forged between the victim's fate
deadwood revenant suffer disadvantage on all attack and the deadwood revenant's existence, anyone
rolls, ability checks, and saving throws. affected in this way who is aware of the cause of its
curse may attempt a DC 20 Wisdom check as an
If the existence of a deadwood revenant is caused by action. On a success, it learns the exact distance and
non-humanoids, then her ability might affect creatures direction to the deadwood revenant's current location.
of a different type, although this is rare.

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.

35
Deathlock Deathshrieker
Medium undead, neutral evil Medium undead, chaotic evil

Armor Class 14 (mage armor) Armor Class 11


Hit Points 39 (7d8 + 7) Hit Points 48(1d4 + 5)
Speed 30 ft. Speed 0ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (-1) 15 (+2) 12 (+1) 14 (+2) 13 (+1) 16 (+3) 6 (-2) 22 (+6) 16 (+3) 10 (+0) 13 (+1) 19 (+4)

Skills Arcana +6 Damage Resistances acid, cold, fire, lightning,


Damage Immunities poison thunder
Condition Immunities poisoned Damage Immunities necrotic, poison; bludgeoning,
Senses darkvision 60 ft., passive Perception 11 piercing, and slashing from nonmagical weapons
Languages the languages it knew in life Condition Immunities charmed, exhaustion,
Challenge 3 (700 XP) frightened, grappled, paralyzed, petrified,
poisoned, prone, restrained, unconscious
Turn Resistance. The deathlock has advantage on Senses darkvision 60 ft., passive Perception 11
saving throws against any effect that turns undead. Languages Common and one other
Challenge 15 (6530 XP)
Sunlight Sensitivity. While in sunlight, the deathlock
has disadvantage on attack rolls, as well as on Death Rattle. When a deathshrieker is destroyed, it
Wisdom (Perception) checks that rely on sight. releases a final, devastating shriek. All creatures
Innate Spellcasting. The deathlock's spellcasting within 300 feet must succeed on a DC 17 Wisdom
ability is Charisma (spell save DC 13). The saving throw or drop to 0 hit points. On a success,
deathlock can innately cast the following spells, they instead take 10d10 psychic damage. Creatures
requiring no material components in a silence spell gain advantage on the saving
throw.
At will: detect magic, inflict wounds
Despair. At the mere sight of a deathshrieker, a
3/day: fear, magic missile, mage armor creature must succeed on a DC 17 Wisdom saving
2/day: hold monster throw or become frightened for 1 minute. It can
repeat the saving throws at the end of each of its
Actions turns, ending the effect on it on a success. While
frightened in this way, the creature is also
Death Bolt. Ranged Spell Attack: +5 to hit, reach
paralyzed. If a target's saving throw is successful,
120ft., one target. Hit 9 (2d8) necrotic damage.
the target is immune to the deathshrieker's Despair
The target must succeed on a DC 13 Constitution
for the next 24 hours.
saving throw or its hit point maximum is reduced
by an amount equal to the damage taken. This Incorporeal Movement. The deathshrieker can move
reduction lasts until the creature finishes a long through other creatures and objects as if they were
rest. The target dies if this effect reduces its hit difficult terrain. It takes 5 (1d10) force damage if it
point maximum to 0. 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
Deathlock attack rolls until the start of its next turn.
When a spellcaster dies, sometimes their corpse rises, still
charged with magic. This is not a lich, and indeed is only a Actions
pale echo of the living caster. 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
Note Wisdom checks and saving throws for 1 minute.
An alternate deathlock is presented in
Mordenkainen's Tome of Foes. 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.

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.

36
A blo
Artaaglith Blood Fiend
Medium fiend (demon), chaotic evil Large undead (demon), chaotic evil

Armor Class 14 (natural armor) Armor Class 19 (natural armor)


Hit Points 113 (15d8 + 45) Hit Points 179 (21d10 + 63)
Speed 30 ft. Speed 40 ft., fly 80 ft. (hover)

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 16 (+3) 13 (+1) 14 (+2) 14 (+2) 22 (+6) 16 (+3) 16 (+3) 17 (+3) 15 (+2) 18 (+4)

Saving Throws Dex +4, Con +6, Wis +5, Cha +5 Saving Throws Dex +8, Con +8, Wis +7, Cha +9
Damage Resistances cold, fire, lightning; Damage Resistances cold, fire, lightning, necrotic;
bludgeoning, piercing, and slashing from bludgeoning, piercing, and slashing from
nonmagical weapons nonmagical weapons
Damage Immunities poison Damage Immunities poison
Condition Immunities poisoned Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 12 Senses truesight 120 ft., passive Perception 12
Languages Abyssal, telepathy 120 ft. Languages Abyssal, telepathy 120 ft.
Challenge 5 (1,800 XP) Challenge 14 (11,500 XP)

Lord of the Dead. All free mindless undead see the Magic Resistance. The blood fiend has advantage on
demon as an ally and obey it. Even sentient undead saving throws against spells and other magical
or controlled mindless undead must make a DC 13 effects.
Charisma saving throw to harm it.
Regeneration. The blood fiend regains 5 hit points
Magic Resistance. The artaaglith has advantage on at the start of its turn if it has at least 1 hit point.
saving throws against spells and other magical
effects. Actions
Innate Spellcasting. The artaaglith’s spellcasting Multiattack. The blood fiend makes 4 claw attacks
ability is Charisma (spell save DC 13). The artaaglith and a bite attack. If two or more claws hit the same
can innately cast the following spells, requiring no target, the fiend rends the target, dealing an extra
material components: 2d6 slashing damage.
At will: animate dead, cause fear, clutch of Orcus, Claw. Melee Weapon Attack: +11 to hit, reach 5 ft.,
desecrate, exhume, Kelgore's grave mist one creature. Hit: 13 (2d6 + 6) slashing damage.
1/day each: fear, finger of agony, stinking cloud Instead of dealing damage, the blood fiend can
grapple the target (escape DC 19).
Actions Bite. Melee Weapon Attack: +11 to hit, reach 5 ft.,
Multiattack. The artaaglith makes two attacks. one willing creature, or a creature that is grappled
by the blood fiend, incapacitated, or restrained. Hit:
Flail. Melee Weapon Attack: +5 to hit, reach 5 ft., 13 (2d6 + 4) piercing damage plus 10 (3d6)
one target. Hit: 7 (1d10 + 2) bludgeoning damage. necrotic damage. The target’s hit point maximum is
If the creature has 10 hit points or fewer after reduced by an amount equal to the necrotic
taking this damage, it instantly dies. damage taken, and the blood fiend regains hit
Order Undead (Recharges on a Short or Long Rest). points equal to that amount. The reduction lasts
The artaaglith causes one of these to happen: until the target finishes a long rest. The target dies
if this effect reduces its hit point maximum to 0. A
Rebuke Undead. Each undead that can see or hear it fiend slain in this way rises as a free-willed blood
within 30 feet of it must make a DC 13 Wisdom fiend 24 horus later.
saving throw. If the creature fails its saving throw, it
is rebuked for 1 minute or until it takes any Dominate (Recharge 6). The blood fiend forces one
damage. A rebuked creature must spend its turns target within 30 feet that can see its eyes to make a
cowering in awe. It is incapacitated and can’t move. DC 17 Wisdom saving throw. On a failure, it is
The rebuked automatically fails Strength and dominated, as if by dominate monster. On a
Dexterity saving throws. Attack rolls against the success, it can't dominate the target for 24 hours.
creature have advantage.
Command Undead. The artaaglith targets one
undead creature it can see within 30 feet of it. The Demon, Artaaglith
target must make a DC 13 Wisdom saving throw. These demons are created by Orcus to spread his plague of
On a failed save, the target must obey its
commands for the next 24 hours, or until it uses
undeath.
this Order Undead option again.
Demon, Blood Fiend

37
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.

38
Dragotha Bite. Melee Weapon Attack: +18 to hit, reach 15 ft.,
one target. Hit: 21 (2d10 + 10) piercing damage plus
Gargantuan undead, neutral evil
14 (4d6) fire damage.
Armor Class 24 (natural armor) Claw. Melee Weapon Attack: +18 to hit, reach 10 ft.,
Hit Points 574 (28d20 + 280) one target. Hit: 17 (2d6 + 10) slashing damage.
Speed 40 ft., climb 40 ft., fly 80 ft.
Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one
target. Hit: 19 (2d8 + 10) bludgeoning damage.
STR DEX CON INT WIS CHA Exhausting Presence. Each creature of Dragotha’s
30 (+10) 15 (+2) 30 (+10) 26 (+8) 24 (+7) 28 (+9) choice that is within 120 feet of him must succeed on
a DC 25 Constitution saving throw or gain one level of
Saving Throws Dex +10, Con +18, Wis +15, Cha +17 exhaustion that lasts for 1 minute. If a creature’s saving
Skills Arcana +24, Deception +25, History +24, Insight throw is successful or the effect ends for it, the
+23, Intimidation +25, Investigation +24, creature is immune to Dragotha's Exhausting Presence
Perception +23, Persuasion +25, Stealth +10 for the next 24 hours.
Damage Immunities fire, necrotic, poison Fire Breath (Recharge 5-6). Dragotha exhales fire in a
Damage Resistances acid, cold, lighting, thunder 90-foot cone. Each creature in that area must make a
Condition Immunities charmed, exhaustion, frightened, DC 26 Dexterity saving throw, taking 91 (26d6) fire
paralyzed, poisoned damage on a failed save, or half as much damage on a
Senses blindsight 60 ft., truesight 120 ft., passive successful one. Additionally, a creature hit by the
Perception 33 breath must succeed at a DC 26 Strength saving throw
Languages Abyssal, Common, Draconic, Dwarven, or become restrained until the start of Dragotha's next
Elven, Halfling, Giant, Gnomish, Goblin, Ignan, turn, as lingering tendrils of fire bind the creature. The
Infernal, Orc, Undercommon area of his breath is difficult terrain for the same
Challenge 27 (105,000 XP) duration.
Death Wind (1/day). Dragotha exhales absolute doom in
Legendary Resistance (3/Day). If Dragotha fails a saving a 90-foot cone. Each creature in that area must make a
throw, he can choose to succeed instead. DC 26 Constitution saving throw, taking 91 (26d6)
necrotic damage on a failed save, or half as much
Innate Spellcasting. Dragotha’s innate spellcasting
damage on a successful one. Undead within the
ability is Charisma (spell save DC 25, +17 to hit with
breath's area instead gain 26d6 temporary hit points.
spell attacks). He can innately cast the following spells,
The wind also counts as strong wind for the purposes
requiring no material components:
of dispelling fog. Finally, a creature slain by this damage
3/day: Abi Dalzim's horrid wilting, counterspell (6th- rises as an incorporeal undead of Dragotha's choice.
level), dispel magic (6th-level), feeblemind, forcecage
Using this ability expends Fire Breath as well, requiring
1/day: avascular mass, bodak's glare, blackfire, Dragotha to roll to regain Fire Breath as if he'd used it.
devastate undead, plane shift, panacea, wave of pain
Magic Resistance. Dragotha has advantage on saving Legendary Actions
throws against spells and other magical effects. Dragotha can take 3 legendary actions, choosing from
Healing Anathema. Any healing on a target within 30 the options below. Only one legendary action option
feet of Dragotha functions only if he allows it. can be used at a time, and only at the end of another
creature’s turn. Dragotha regains spent legendary
Necrotic Absorption. Whenever Dragotha is subjected actions at the start of his turn.
to necrotic damage, he instead regains a number of hit
points equal to the necrotic damage dealt. His Detect. Dragotha makes a Wisdom (Perception) or
maximum HP and ability scores can't be reduced. Intelligence (Investigation) check.
Magic Claws. Dragotha’s weapon attacks are magical. Tail Attack. Dragotha makes a tail attack.
Wing Attack (Costs 2 Actions). Dragotha beats his
Actions wings. Each creature within 15 ft. of him must succeed
Multiattack. Dragotha can use his Exhausting Presence. on a DC 26 Dexterity saving throw or take 17 (2d6 +
He then makes three attacks: one with his bite and two 10) bludgeoning damage and be knocked prone.
with his claws. Dragotha can then fly up to half his flying speed.

Dragotha He fires off feebleminds at clerics and druids, blackfire at


wizards and sorcerers, and reserves his reactions for
One of the mightiest dracoliches in the world, Dragotha is counterspell instead of attacks of opportunity. But he loves to
Kyuss's favorite servant. He keeps a horde of zombies around get his claws dirty, and engages in melee if he can.
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.

39
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.

40
Dream Vestige Split. If the dream vestige ever has as much temporay
HP as regular, it becomes two vestiges at its current
Huge undead, chaotic evil
HP.
Armor Class 18
Hit Points 294 (30d12 + 120) Actions
Speed 0 ft., fly 40 ft. (hover) Multiattack. The dream vestige can use its Frightful
Presence and Absorb. It then makes four tendril
attacks.
STR DEX CON INT WIS CHA
1 (-5) 16 (+3) 18 (+4) 18 (+4) 18 (+4) 20 (+5) 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
Saving Throws Constitution +9, Wisdom +9 reduces its Intelligence to 0, it is stunned until it
Damage Resistances acid, cold, fire, lightning, thunder regains at least one point of Intelligence. Otherwise,
Damage Immunities necrotic, poison, psychic; the reduction lasts until the target receives a greater
bludgeoning, piercing, and slashing from nonmagical restoration spell or similar magic.
weapons
Condition Immunities charmed, exhaustion, grappled, The dream vestige gains 5 temporary hit points per
paralyzed, petrified, poisoned, prone, restrained point of Intelligence it drains. These temporary hit
Senses blindsight 120 ft., passive Perception 14 points stack with themselves, but do not stack with
Languages all languages its victims knew those from any other source.
Challenge 16 (15,000 XP) Absorb. The dream vestige kills any number of
creatures within 20 feet with 0 Intelligence, totally
Dream Shield. The dream vestige adds its Charisma to subsuming them.
AC (included).
Frightful Presence. Each creature of the dream vestige's
Descrated Aura. The dream vestige projects an aura of choice that is within 30 feet of the dream vestige and
descrated terrain out to 20 feet. aware of it must succeed on a DC 18 Wisdom saving
throw or become frightened for 1 minute. A creature
Incorporeal Movement. The dream vestige can move can repeat the saving throw at the end of each of its
through other creatures and objects as if they were turns, ending the effect on itself on a success. A target
difficult terrain. It takes 5 (1d10) force damage if it that succeeds on the saving throw is immune to the
ends its turn inside an object. 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.

41
Drowned Dust Wight
Medium undead, chaotic evil Medium undead, chaotic evil

Armor Class 13 (natural armor) Armor Class 17 (natural armor)


Hit Points 200 (21d8 + 105) Hit Points 120 (16d8 + 48)
Speed 30 ft., swim 40 ft. Speed 20 ft., burrow 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 11 (+0) 20 (+5) 10 (+0) 10 (+0) 12 (+1) 18 (+4) 8 (-1) 16 (+3) 8 (-1) 11 (+0) 11 (+0)

Damage Immunities poison; bludgeoning, piercing, Saves Str +7, Wis +3


and slashing from nonmagical attacks that aren't Skills Perception +3, Stealth +2
silvered Damage Resistances necrotic; bludgeoning,
Condition Immunities exhaustion, poisoned piercing, and slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 10 that aren't adamantine
Languages Common, Abyssal Damage Immunities poison
Challenge 8 (6305 XP) Damage Vulnerabilities thunder
Condition Immunities exhaustion, paralyzed,
Drowning Aura. Any creature that comes within 30 petrified, poisoned
feet of a drowned has its lungs or other respiratory Senses darkvision 60 ft., passive Perception 13
organs fill with water. It then has the normal Languages Terran
amount of time to survive. The water can be Challenge 6 (2,300 XP)
removed by a DC 20 Constitution saving throw as
an action by the afflicted creature, or a DC 20 Earth Glide. The wight can burrow through
Wisdom (Medicine) check as an action by a nonmagical, unworked earth and stone. While
creature within 5 feet. doing so, the wight doesn’t disturb the material it
moves through.
This ability has no effect on creatures that don't
breathe or those that breathe water, whether Petrifying Cloud. When a creature starts its turn
innately or through magic. within 5 ft. of the wight, it must make a DC 14
Constitution saving throw. If the saving throw fails
Regeneration. The drowned regains 5 hit points at by 5 or more, the creature is instantly petrified.
the start of its turn if it has at least 1 hit point. Otherwise, a creature that fails the save begins to
Undead Fortitude. If damage reduces the drowned turn to stone and is restrained. The restrained
to 0 hit points, it must make a Constitution saving creature must repeat the saving throw at the end of
throw with a DC of 5 + the damage taken, unless its next turn, becoming petrified on a failure or
the damage is radiant or from a critical hit. On a ending the effect on a success. The petrification
success, the drowned drops to 1 hit point instead. lasts until the creature is freed by the greater
restoration spell or other magic.
Actions
Slam. Melee Weapon Attack: +7 to hit, reach 5ft.,
Actions
one target. Hit: 10 (1d12 + 4) bludgeoning Multiattack. The dust wight makes two crumbling
damage. If the target is a creature, it must succeed slam attacks.
on a DC 15 Strength saving throw or be knocked
prone. 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
Drowned metal (such as an iron golem or petrified creature),
this attack does double damage and is magical.
The drowned lost their lives in the watery deep. The evidence Additionally, if the target is wearing nonmagical
of their gasping death always saturates their clothing and armor or a shield made of metal or stone, one of
flesh, and fills the air around them. those takes a permanent and cumulative -2 penalty
Many drowned came to their current circumstances when to the AC it offers. Armor reduced to an AC of 10
their ships went down at sea with all hands. Others, more or a shield that drops to a +0 bonus is destroyed.
ancient, first arose when their island homes sank beneath the
waves ages ago, drowning all.
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.

42
Earthcancer Centipede Additionally, contact with the tainted earth and stone
nauseates living creatures. Any creature who touches
Gargantuan undead (wormspawn), chaotic evil
this tainted earth or stone for the first time on a turn
Armor Class 17 (natural armor) (including those who walk upon it) must make a DC 14
Hit Points 245 (14d20 + 98) Constitution saving throw or be poisoned until the
Speed 60 ft., burrow 60 ft. 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
STR DEX CON INT WIS CHA elementals) that start their turns within 60 feet of an
28 (+9) 18 (+4) 24 (+7) 3 (-4) 14 (+2) 3 (-4) earthcancer centipede or enter that radius for the first
time on a turn must also make a DC 14 Fortitude save
Saves Str +14, Con +12, Wis +7 or take 33 (6d10) necrotic damage, or half on a
Skills Perception +12, Stealth +9, Survival +7 successful save.
Damage Immunities necrotic, poison Obey the Wormtouched. Although it is nearly mindless,
Condition Immunities charmed, exhaustion, frightened, an earthcancer centipede unerringly understands and
paralyzed, poisoned follows commands given by other undead servants of
Senses darkvision 60 ft., tremorsense 120 ft., passive Kyuss.
Perception 22
Languages — Regeneration. The earthcancer centipede regains 10 hit
Challenge 14 (11,500 XP) points at the start of its turn if it has at least 1 hit point.
Siege Monster. The earthcancer centipede deals double
Alacrity. The earthcancer centipede has advantage on damage to objects and structures.
Dexterity saving throws, ignores difficult terrain, and Tunneler. The earthcancer centipede can burrow
has advantage on saving throws against being knocked through solid rock at half its burrowing speed and
prone. It also gains an additional action on each of its leaves a 20-foot-wide tunnel in its wake.
turns. That action can be used only to take the Attack
(one weapon attack only), Dash, Disengage, Hide, or
Use an Object action.
Actions
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft.,
Earthcancer Aura. The earthcancer centipede is one target. Hit: 31 (4d10 + 9) piercing damage and if
surrounded by an aura of supernatural energy that the target is a creature it must succeed on a DC 20
invades and corrupts nearby earth and stone. Leprous Constitution saving throw or take 10 (3d6) poison
growths of rancid fungi and aberrant rock formations damage. If the poison damage reduces the target to 0
writhe out of any stony or earthen surface within 60 hit points, the target is stable but poisoned until cured,
feet of an earthcancer centipede. This condition even after regaining hit points, and is paralyzed while
weakens and damages structures. It also counts as poisoned in this way.
difficult terrain to move through for all non-
wormspawn creatures.

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.

43
Elhoriad Entomber
Medium undead, neutral evil Medium undead, unaligned

Armor Class 17 (natural armor) Armor Class 14 (natural armor)


Hit Points 60 (8d8 + 24) Hit Points 90 (12d8+36)
Speed 30 ft., climb 30 ft. Speed 30 ft., burrow 10 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 18 (+4) 16 (+3) 11 (+0) 10 (+0) 12 (+1) 21 (+5) 10 (0) 17 (+3) 4 (-3) 14 (+2) 15 (+2)

Saves Wis +2 Damage Resistances bludgeoning, piercing, and


Damage Vulnerabilities bludgeoning slashing from nonmagical weapons that aren't
Damage Immunities cold, necrotic, poison silvered
Condition Immunities exhaustion, poisoned Damage Immunities poison
Senses darkvision 60 ft., passive Perception 10 Condition Immunities paralyzed, poisoned
Languages the languages it knew in life Senses darkvision 60 ft., passive Perception 12
Challenge 3 (700 XP) Languages understands the languages it knew in life
but can't speak
Entropic Reflection. Whenever the elhoriad would Challenge 5 (1,800 XP)
take necrotic damage, it is instead reflected back at
the damage's source. Turn Resistance. The entomber has advantage
against all abilities that turn undead.
Magic Weapons. The elhoriad's weapon attacks are
magical. Actions
Tharizdun's Blessing. The elhoriad has advantage on Entombing Slam. Melee Weapon Attack: +8 to hit,
saving throws against being charmed or frightened, reach 5ft., one target. Hit: 10 (1d10 + 5)
as well as against being turned or rebuked. bludgeoning damage. If the target is a creature, it
must succeed on a DC 14 Dexterity save or be
Actions pounded into a shallow grave. The location of the
Multiattack. The elhoriad makes two attacks. If two entombed creature is visible to other creatures. It
claws hit the same target, the elhoriad rends the takes two actions to excavate the creature, or one if
target, dealing an extra 5 (2d4) slashing damage. using a shovel, which is considered to be grappled
by the ground (escape DC 20) and restrained by the
Entropic Claw. Melee Weapon Attack: +6 to hit, ground while grappled in this way. If the creature is
reach 5ft., one target. Hit: 6 (1d4 + 4) slashing not excavated, it may run out of air (adjudicated by
damage. If the target is a creature, it must succeed the DM)
on a DC 13 Constitution save or have its Strength
and Constitution scores reduced by 1d4 (roll Exhume. As an action, an entomber touches a place
separately). The target dies if this reduces its where a creature is buried no deeper than 10 feet.
Constitution to 0, and is paralyzed if this reduces The body immediately rises to the surface, leaving
its Strength to 0 until it regains at least 1 point of no hole or tunnel. A body is not harmed when
Strength. Otherwise, the reductions last until the brought to the surface in this manner.
target receives a greater restoration spell or similar
magic.
Nightforged Longsword. Melee Weapon Attack: +5 Elhoriad
to hit, reach 5ft., one target. Hit: 7 (1d8 + 3)
slashing damage, or 8 (1d10 + 3) if used with both The cult of Tharizdun created the elhoriads to act as
hands. A creature who dies with unhealed wounds guardians. The cult researched the various methods of
from this weapon cannot be brought back from the undead creation for several years and even went so far as to
dead by any means short of true resurrection or recruit accomplished necromancers into their ranks to
wish. unlock the secrets that would allow them to manipulate the
Longbow. Ranged Weapon Attack: +6 to hit, range
various forms of undead. Cultists produced elhoriads by
150/600 ft., one target. Hit: 8 (1d8 + 4) piercing taking the base skeleton and infusing them with the very
damage. 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.

44
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.

45
Euralden Eye Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one
target. Hit 6 (1d8 + 2) slashing damage plus 6 (1d12)
Medium undead, chaotic evil
psychic damage.
Armor Class 15 (natural armor) Energy Stun. The eye chooses a point within 30 feet of
Hit Points 117 (18d6 + 54) it. Each creature within 5 feet of this point must make
Speed 40 ft., climb 40 ft. 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),
STR DEX CON INT WIS CHA or half on a success.
10 (+0) 15 (+2) 16 (+3) 19 (+4) 13 (+1) 16 (+3) Additionally, any creature affected by this ability must
make a DC 15 Intelligence saving throws or be stunned
Skills Arcana +10, Perception +4, Stealth +8 until the start of the eye's next turn.
Damage Resistances bludgeoning, piercing, and
slashing from nonmagical weapons Recall Agony. The eye bends the fabric of time, forcing
Damage Immunities cold, psychic, poison a creature within 120 feet of it to make a DC 15
Condition Immunities exhaustion, paralyzed, poisoned Intelligence saving throw. The creature takes 39
Senses darkvision 60 ft., passive Perception 11 (6d12) psychic damage on a failure, or half on a
Languages understands the languages it knew in life but success. After a failed save, the creature has muddled
can't speak, telepathy 120 ft. thoughts for 1 minute. During that time, it rolls a d6
Challenge 7 (2,900 XP) 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
Undead Fortitude. If damage reduces the eye to 0 hit an Intelligence saving throw at the end of each of its
points, it must make a Constitution saving throw with a turns, ending the effect on itself on a success
DC of 5 + the damage taken, unless the damage is
radiant or from a critical hit. On a success, the eye Calcifying Cone. The eye's gaze creates a 60-foot cone.
drops to 1 hit point instead. Each creature in that area must succeed on a DC 14
Constitution saving throw. On a failed save, a target
Innate Spellcasting (Psionics). The euralden eye’s innate begins to turn to stone and is restrained. The restrained
spellcasting ability is Intelligence (spell save DC 15). It target must repeat the saving throw at the end of its
can innately cast the following spells, requiring no next turn. On a success, the effect ends on the target.
components: On a failure, the target is petrified until freed by the
At will: detect magic, faerie fire, light, no light greater restoration spell or other magic.
Spider Climb. The eye can climb difficult surfaces, While petrified in this way, the creature animates as a
including upside down on ceilings, without needing to stone version of itself (use the stats described for the
make an ability check. creatures made by animate objects for its size). The
construct is under the eye's control.
Actions Reactions
Multiatattack. The eye makes two claw attacks and a
bite attack. Catfall. When the euralden eye falls, it can take this
reaction. The euralden eye takes no damage from
Claw. Melee Weapon Attack: +5 to hit, reach 5ft., one falling and does not land prone. It also has advantage
target. Hit 5 (1d6 + 2) slashing damage. on Dexterity saves until the end of its next turn.

Euralden Eye
The euralden eye is a potent psionic undead.

46
Eye of Fear and Flame Famine Spirit
Medium undead, chaotic evil Large undead, neutral evil

Armor Class 16 (natural armor) Armor Class 9


Hit Points 127 (17d8 + 51) Hit Points 609 (42d10 + 379)
Speed 30 ft. Speed 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 16 (+3) 18 (+4) 17 (+3) 19 (+4) 16 (+3) 8 (-1) 28 (+9) 14 (+2) 15 (+2) 16 (+3)

Skills Stealth +5, Intimidation +10 Damage Immunities necrotic, poison; bludgeoning,
Saves Con +6, Wis +6 piercing, and slashing from nonmagical weapons
Damage Resistances piercing, slashing Condition Immunities charmed, exhaustion,
Damage Immunities cold, fire, necrotic, poison frightened, paralyzed, poisoned
Condition Immunities blinded, exhaustion, Senses truesight 120 ft., passive Perception 12
frightened, paralyzed, poisoned Languages the languages it knew in life
Senses truesight 60 ft., passive Perception 14 Challenge 19 (22,000 XP)
Languages the languages it knew in life
Challenge 7 (2,900 XP) Regeneration. The famine spirit regains 50 hit
points at the start of its turn. If the famine spirit
Eye of Fear. As a bonus action, the eye of fear and takes radiant damage, this trait doesn't function at
flame can cast fear (DC 15), no concentration the start of the famine spirit's next turn. The famine
required. It can still use Eye of Flame on this turn. spirit dies only if it starts its turn with 0 hit points
and doesn't regenerate.
Turn Resistance. The eye of fear and flame has
advantage on saving throws against any effect that Aura of Pain. As a bonus action, the famine spirit
turns undead. causes all creatures of its choice within 60 feet to
suffer crippling pain. Affected creatures must make
Madness. The eye of fear and flame has advantage a Constitution saving throw. On a failure, a creature
on saving throws against being charmed. is incapacitated with excruciating pain for 1
Blindness Reflection. When targeted by a spell or minute. Success indicates the creature is immune
effect that could cause blindness, the spell is to this famine spirit's aura of pain for the next
automatically reflected back at its caster, who must minute, after which it must save again. Constructs
make a save against their own ability. ignore this effect.
Innate Spellcasting. The eye’s spellcasting ability is Magic Resistance. The famine spirit has advantage
Charisma (spell save DC 15). The eye can innately on saves against spells and other magical effects.
cast the following spells, requiring no material
components: Actions
At will: detect magic, detect thoughts Vorpal Bite. Melee Weapon Attack: +9 to hit, reach
5ft., one target. Hit: The target takes 12 (2d8 + 3)
Actions slashing damage. On a critical hit, the famine spirit
bites the target's head off. This attack scores a
Multiattack. The eye of fear and flame makes two critical hit on rolls of 19 or 20. If the creature
claw attacks. doesn't have or need a head, it instead takes an
Eye of Flame (Recharge 5 or 6). The eye of fear and extra 6d8 slashing damage.
flame casts fireball as a 5th-level spell (DC 15). This Etherealness. The famine spirit enters the Ethereal
fireball deals vile damage. Plane from the Material Plane, or vice versa. It is
Claw. Melee Weapon Attack: +4 to hit, reach 5ft., visible on the Material Plane while it is in the
one target. Hit 6 (1d6 + 3) slashing damage. Border Ethereal, and vice versa, yet it can't affect or
be affected by anything on the other plane.
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. Famine Spirit
A famine spirit eats everything and anything that a living
being could, but its hunger is never sated. They ignore the
Eye of Fear and Flame living unless the living get in the way of their feasts, but a
Eyes of fear and flame roam about underground and in dark single famine spirit can eat more than a hundred men do.
forests, forcing good people to do evil things.

47
Fleshless Reaper Shadow Action. While in dim light or darkness, the
reaper can use a bonus action to take the Dash,
Large undead, same alignment as its creator (usually
neutral evil) Disengage, or Hide action.
Sneak Attack (1/Turn). The reaper deals an extra 7 (2d6)
Armor Class 19 (natural armor) damage when it hits a target with a weapon attack and
Hit Points 102 (12d10 + 36) has advantage on the attack roll, or when the target is
Speed 50 ft. within 5 ft. of an ally of the reaper that isn’t
incapacitated and the reaper doesn’t have disadvantage
on the attack roll.
STR DEX CON INT WIS CHA
Innate Spellcasting (Psionics). The reaper's spellcasting
14 (+2) 20 (+5) 16 (+3) 14 (+2) 10 (+0) 3 (-4) ability is Intelligence. The reaper can innately cast the
following spells, requiring no components:
Saves Dex +9, Con +7, Wis +4
Skills Investigation +6, Perception +4, Stealth +9, At will: darkness, pass without trace (self only), silence
Survival +4 1/day: dimension door
Damage Resistances cold, necrotic; bludgeoning,
piercing, and slashing from nonmagical weapons Actions
Damage Immunities poison
Multiattack. The reaper uses its Chilling Gaze. It then
Condition Immunities charmed, exhaustion, frightened,
makes two claw attacks or one soul scythe attack.
paralyzed, poisoned
Senses blindsight 30 ft., darkvision 120 ft., passive Claw. Melee Weapon Attack: +9 to hit, reach 5ft., one
Perception 14 target. Hit: The target takes 12 (2d6 + 5) slashing
Languages the languages it knew in life damage. Instead of dealing damage, the reaper can
Challenge 10 (5,900 XP) grapple the target (escape DC 16).
Soul Scythe. Melee Weapon Attack: +9 to hit, reach 5ft.,
Assassinate. During its first turn, the reaper has
one target. Hit: The target takes 14 (2d8 + 5) necrotic
advantage on attack rolls against any creature that
damage. On a critical hit, the reaper rolls four times as
hasn’t taken a turn. Any hit the reaper scores against a
many dice instead of two.
surprised creature is a critical hit.
The soul of a creature killed by this attack is sucked
Avoidance. If the reaper is subjected to an effect that into one of the obsidian shards set in the fleshless
allows it to make a saving throw to take only half reaper, and cannot be released without destroying the
damage, it instead takes no damage if it succeeds on fleshless reaper unless they possess its soul cage. If a
the saving throw, and only half damage if it fails. fleshless reaper or its soul cage is destroyed, all souls
Caged Soul. The ritual that creates a fleshless reaper trapped within the reaper are released. A fleshless
also creates a soul cage keyed to that reaper. Anyone reaper without a soul cage cannot trap souls. A
possessing the soul cage can use the fleshless reaper’s fleshless reaper can hold up to 15 souls at a time, and
senses and give it orders telepathically as long as both cannot trap more if it is already storing 15 souls.
are on the same plane. A fleshless reaper cannot Chilling Gaze. The reaper targets one creature within 30
disobey any order given to it by any individual in feet it can see. The creature must succeed on a DC 14
possession of the soul cage. If a fleshless reaper’s soul Wisdom saving throw. On a failure, it is paralyzed until
cage is destroyed (the cage has hardness 8 and 30 hit the start of the reaper's next turn. Even on a success,
points, and counts as a Tiny object) it may attempt to the target's speed is halved until the start of the
revert to the original alignment of the humanoid soul reaper's next turn.
within by succeeding on a Wisdom saving throw
against its creator's spell save DC. Otherwise it retains
the alignment of its creator.

Fleshless Reaper Fleshless reapers usually try to avoid direct combat,


instead picking on individuals when their guard is down, and
A foul undead stalker created by paranoid necromancers, the will use their spell-like abilities to escape if pressed. They are
fleshless reaper has the intelligence to further its master’s at their greatest advantage when stalking prey in cluttered or
plans without the free will to interfere. Created from enclosed environments where cover is easy to find,
humanoid bones stewed in blood and assembled with assassinating targets one at a time and returning the souls
psionically charged obsidian and crystal, the intellect of a collected to their masters—often to serve as the animating
reaper comes from a humanoid soul bound to the macabre force behind yet more fleshless reapers.
frame; what little remains of his or her personality is then Reapers likes to cast darkness on their scythes, thus
twisted to resemble that of its new master. Only once the soul enabling them to take full advantage of their blindsight and
cage to which it is bound is smashed can these unfortunates Shadow Action. When not expecting battle, they always have
find peace, though the vast majority find themselves sold to Pass Without Trace active. Virtually all are created against
whoever will pay for such a loyal, if macabre, servant. their will, but a very few willingly choose to become one.

48
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.

49
Ghostly Visage Gaze of Terror. When a creature that can see the ghostly
visage's manifested face starts its turn within 30 feet
Tiny undead, same alignment as its host (chaotic evil
when hostless) of the visage, the visage can force it to make a DC 13
Wisdom saving throw if the visage isn’t incapacitated
Armor Class 18 (natural armor) and can see the creature. If the saving throw fails by 5
Hit Points 7 (2d4 + 2) or more, the creature is frightened of the visage and
Speed 0 ft., fly 10 ft. (hover) 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
STR DEX CON INT WIS CHA of each of its turns, ending the effect on a success. A
target that succeeds on the saving throw is immune to
1 (-5) 20 (+5) 12 (+1) 12 (+1) 9 (-1) 16 (+3) the Gaze of Terror of all ghostly visages for the next 24
hours.
Condition Immunities exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained Unless surprised, a creature can avert its eyes to avoid
Damage Resistances acid, cold, fire, lightning, thunder; the saving throw at the start of its turn. If the creature
bludgeoning, piercing, and slashing from nonmagical does so, it has disadvantage on attack rolls against the
weapons visage and its host until the start of its next turn. If the
Damage Immunities necrotic, poison creature looks at the visage or its host in the
Senses darkvision 60 ft., passive Perception 9 meantime, it must immediately make the saving throw.
Languages the languages it knew in life Manifest. While melded, the ghostly visage can
Challenge 1 (450 XP) superimpose a horrific face over the creature it is
melded with as a bonus action. The face lasts until the
Ephemeral. The visage can’t wear or carry anything. start of the visage's next turn. The visage must be
manifesting to use its Gaze of Terror ability. While
Incorporeal Movement. The visage can move through manifested, the visage can be targeted with attacks and
other creatures and objects as if they were difficult harmful spells. If an attack misses the visage but rolled
terrain. It takes 5 (1d10) force damage if it ends its high enough to hit the creature it's melded with, the
turn inside an object. 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.

50
Black Ice Golem Magic Resistance. The golem has advantage on saving
throws against spells and other magical effects.
Huge construct, unaligned
Siege Monster. The golem deals double damage to
Armor Class 17 (natural armor) objects and structures.
Hit Points 184 (16d12 + 80)
Speed 30 ft. 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
STR DEX CON INT WIS CHA 2d6 necrotic damage (included in the attack).
24 (+7) 9 (-1) 20 (+5) 3 (-4) 10 (+0) 1 (-5) Actions
Damage Immunities cold, necrotic, poison, psychic; Multiattack. The golem makes two slam attacks and
bludgeoning, piercing, and slashing from nonmagical uses Ice Shards if it's available.
attacks that aren't adamantine Slam. Melee Weapon Attack: +14 to hit, reach 10 ft.,
Damage Vulnerabilities fire one target. Hit: 17 (3d6 + 7) bludgeoning damage plus
Condition Immunities charmed, exhaustion, frightened, 7 (2d6) cold damage plus 7 (2d6) necrotic damage. If
paralyzed, petrified, poisoned the target is a creature, it must succeed on a DC 18
Senses darkvision 120 ft., passive Perception 9 Constitution saving throw or its hit point maximum is
Languages understands the languages of its creator but reduced by an amount equal to the necrotic damage
can't speak taken. This reduction lasts until the target finishes a
Challenge 14 (11,500 XP) long rest. The target dies if this effect reduces its hit
point maximum to 0.
Cold Aura. At the start of each of the golem’s turns,
each creature within 20 feet of it other than itself takes Ice Shards (Recharge 5-6). Every creature within 10 feet
7 (2d6) cold damage. A creature that touches the of the black ice golem must make a DC 18 Dexterity
golem or hits it with a melee attack while within 5 feet saving throw. On a failure, it takes 7 (2d6) piercing
of it takes 7 (2d6) cold damage. damage, 7 (2d6) cold damage, 7 (2d6) necrotic
damage, and is blinded until the end of the golem's
Uttercold Absorption. Whenever the golem is subjected next turn. On a success, it takes half damage and is not
to cold or necrotic damage, it takes no damage and blinded. Any creature hit by this ability must also
instead regains a number of hit points equal to the cold succeed on a DC 18 Constitution saving throw or its
or necrotic damage dealt. hit point maximum is reduced by an amount equal to
the necrotic damage taken. This reduction lasts until
Immutable Form. The golem is immune to any spell or the target finishes a long rest. The target dies if this
effect that would alter its form. effect reduces its hit point maximum to 0.

Golem, Black Ice


Black ice golems are made of blood-filled ice charged with
negative energy.

51
Bone Golem Grave Dirt Golem
Large construct, unaligned Large construct, unaligned

Armor Class 17 (natural armor) Armor Class 14 (natural armor)


Hit Points 123 (13d10 + 52) Hit Points 133 (14d10 + 56)
Speed 40 ft., climb 40 ft. Speed 20ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 20 (+5) 18 (+4) 3 (-4) 8 (-1) 1 (-5) 20 (+5) 9 (-1) 18 (+4) 3 (-4) 8 (-1) 1 (-5)

Damage Immunities poison, psychic; bludgeoning, Damage Immunities necrotic, poison, psychic;
piercing, and slashing from nonmagical attacks bludgeoning, piercing, and slashing from
that aren't adamantine nonmagical attacks that aren't adamantine
Damage Vulnerabilities bludgeoning Condition Immunities charmed, exhaustion,
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 9
Senses darkvision 60 ft., passive Perception 9 Languages understands the languages of its creator
Languages understands the languages of its creator but can't speak
but can't speak Challenge 9 (5,000 XP)
Challenge 10 (5,900 XP)
Necrotic Absorption. Whenever the golem is
Consume Skeleton. As a bonus action, the bone subjected to necrotic damage, it takes no damage
golem can destroy one animated skeleton within 5 and instead regains a number of hit points equal to
feet of it. The bone golem then regains hit points or the necrotic damage dealt.
temporary hit points (its choice) equal to the
skeleton's current hit points. Berserk. Whenever the golem starts its turn with 60
hit points or fewer, roll a d6. On a 6, the golem
Immutable Form. The golem is immune to any spell goes berserk. On each of its turns while berserk,
or effect that would alter its form. the golem attacks the nearest creature it can see. If
no creature is near enough to move to and attack,
Magic Resistance. The golem has advantage on the golem attacks an object, with preference for an
saving throws against spells and other magical object smaller than itself. Once the golem goes
effects. berserk, it continues to do so until it is destroyed or
Magic Weapons. The golem's weapon attacks are regains all its hit points.
magical. Immutable Form. The golem is immune to any spell
or effect that would alter its form.
Actions
Magic Resistance. The golem has advantage on
Multiattack. The golem makes two claw attacks. saving throws against spells and other magical
Claw. Melee Weapon Attack: +9 to hit, reach 5ft., effects.
one target. Hit: 18 (2d12 + 5) piercing damage. Magic Weapons.The golem's weapon attacks are
Instead of dealing damage, the golem can grapple magical.
the target (escape DC 17). Every time a creature
tries to escape this grapple, it takes 10 (4d4) Actions
piercing damage regardless of the outcome.
Multiattack. The golem makes two slam attacks.
Dread Roar (Recharge 5-6). The golem roars
magically. Every enemy within 300 feet of the Slam. Melee Weapon Attack: +9 to hit, reach 5ft.,
golem that can hear it must succeed on a DC 16 one target. Hit: 16 (2d10+5) bludgeoning damage
Wisdom saving throw or be frightened for 1 and 7 (2d6) necrotic damage on the golem's next
minute. A frightened creature can repeat the save at turn. If the target is a creature, it must succeed on a
the end of each of its turns, ending the effect on DC 15 Constitution saving throw or have its hit
itself on a success. A frightened target within 60 point maximum reduced by an amount equal to the
feet is paralyzed. A target that successfully saves is necrotic damage taken. The target dies if this
immune to the dread roar of all bone golems for reduces its hit point maximum to 0. The reduction
the next 24 hours. lasts until removed by the greater restoration spell
or other magic.

Golem, Bone
Bone golems are made up of once-animated bones, but they Golem, Grave Dirt
are constructs, not undead. Grave dirt golems are very unpleasant to fight, for their blows
foul the flesh of those they hit.

52
Shadesteel Golem Light Haste. If the golem takes radiant damage, it
speeds up as if affected by the spell haste for 1 minute.
Medium construct, unaligned
The golem is also hasted whenever it is subject to a
Armor Class 27 (natural armor) positive energy effect, such as the turning attempt of a
Hit Points 95 (10d8 + 50) cleric. This might happen if the cleric has mistakenly
Speed 30 ft., fly 30 ft. (hover) 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
STR DEX CON INT WIS CHA effect that would alter its form.
12 (+1) 25 (+7) 20 (+5) 3 (-4) 10 (+0) 1 (-5) Magic Resistance. The golem has advantage on saving
throws against spells and other magical effects.
Skills Stealth +15
Damage Immunities necrotic, poison, psychic; Magic Weapons. The golem's weapon attacks are
bludgeoning, piercing, and slashing from nonmagical magical.
attacks not made with adamantine weapons Shadow Blend. In any lighting other than true daylight,
Condition Immunities charmed, exhaustion, frightened, the golem can choose to be heavily obscured to all
paralyzed, petrified, poisoned other creatures (no action required).
Senses darkvision 120 ft., passive Perception 10
Languages understands the languages of its creator but Actions
can't speak
Multiattack. The golem makes two fist attacks and uses
Challenge 11 (7,200 XP)
Negative Pulse Wave if it can.
Avoidance. If the golem is subjected to an effect that Fist. Melee Weapon Attack: +11 to hit, reach 5ft., one
allows it to make a saving throw to take only half target. Hit: 20 (2d12 + 7) bludgeoning, piercing, or
damage, it instead takes no damage if it succeeds on slashing damage. Instead of dealing damage, the golem
the saving throw, and only half damage if it fails. can grapple the target (escape DC 13).
Necrotic Absorption. Whenever the golem is subjected Negative Pulse Wave (Recharge 5-6). All creatures within
to necrotic damage, it takes no damage and instead 40 feet of the golem must make a DC 17 Constitution
regains a number of hit points equal to the necrotic saving throw or take 35 (10d6) necrotic damage. On a
damage dealt. 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.

53
Although gravecrawlers are most certainly undead, it's
unclear what they were in life. It's possible they represent a
Gravecrawler collective will and guardian of the graveyard's inhabitants.
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. A
creature killed by this attack is petrified.

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.

54
Gravehound Graveyard Sludge
Large undead, neutral evil Large ooze, unaligned

Armor Class 13 (natural armor) Armor Class 11


Hit Points 75 (10d10 + 20) Hit Points 72 (8d10 + 32)
Speed 40 ft. Speed 30 ft., climb 30 feet

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 14 (+2) 7 (-2) 12 (+1) 8 (-1) 16 (+3) 12 (+1) 19 (+4) 1 (-5) 6 (-2) 1 (-5)

Skills Perception +5 Condition Immunities blinded, charmed, deafened,


Condition Immunities exhaustion, poisoned exhaustion, frightened, prone
Damage Immunities poison Damage Immunities acid, cold, necrotic, radiant
Senses darkvision 60 ft., passive Perception 15 Senses blindsight 120 ft. (blind beyond this radius),
Languages Common, Giant, Winter Wolf passive Perception 8
Challenge 3 (700 XP) Languages —
Challenge 4 (1,100 XP)
Keen Hearing and Smell. The gravehound has
advantage on Wisdom (Perception) checks that rely Amorphous. The sludge can move through a space
on hearing or smell. as narrow as 1 inch wide without squeezing.

Pack Tactics. The gravehound has advantage on an Between Worlds. Whenever the graveyard sludge is
attack roll against a creature if at least one of the subjected to necrotic or radiant damage, it takes no
gravehound’s allies is within 5 ft. of the creature damage and instead regains a number of hit points
and the ally isn’t incapacitated. equal to the necrotic or radiant damage dealt.
Spider Climb. The pudding can climb difficult
Actions surfaces, including upside down on ceilings,
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., without needing to make an ability check.
one target. Hit: 11 (2d6 + 4) piercing damage. If
the target is a creature, it must succeed on a DC 12 Actions
Constitution saving throw or saving throw or be Pseudopod. Melee Weapon Attack: +5 to hit, reach
stunned until the end of its next turn. 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning
damage plus 18 (4d8) acid damage.
Oozespawn Zombies. The graveyard sludge targets
Gravehound any number of humanoids within 20 feet of it who
The reanimated remains of winter wolves, these creatures died in the last minute. All affected humanoids rise
gain a fearsome stunning bite. as ooze zombies (see the Variant Abilities section
above) under the graveyard sludge's control.
Graveyard Sludge Spirit Resurgence. The graveyard ooze releases its
latent spirit energy. All creatures within 5 feet must
Graveyard sludges result from the defilement of corpses. succeed on a DC 14 Wisdom saving throw or be
They bridge the gap between the living and the dead, and 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.

55
Grimweird Benign Transposition (Recharge 5, 6). The grimweird
chooses a space within 30 feet that is occupied by a
Medium undead, lawful evil
willing creature and swaps places with that creature.
Armor Class 13 (natural armor) Reave Magic (Recharge 6). The grimweird dispels all
Hit Points 60 (24d8 - 48) spells of 3rd level or lower on one target within 30
Speed 20 ft. 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
STR DEX CON INT WIS CHA steal any or all spells dispelled with this ability for itself.
4 (-3) 13 (+1) 6 (-2) 18 (+4) 17 (+3) 20 (+5) Summon Undead (Recharge 6). The grimweird
summons one undead creature of CR 6 or lower within
Skills Arcana +12, Deception +9, Investigation +8, 90 feet. The creature is friendly to the grimweird and
Intimidation +9, Persuasion +9, Religion +8 follows its orders. It stays for 1 minute or until it drops
Saving Throws Constitution +2, Intelligence +8, to 0 hit points, at which time it disappears.
Wisdom +7, Charisma +9
Damage Immunities necrotic, poison Summon Undead Minions (Recharge 4, 5, 6). The
Condition Immunities exhaustion, paralyzed, poison grimweird summons undead as if by the summon
Senses darvision 60 ft., passive Perception 13 undead minions spell, no concentration required.
Languages the languages it knew in life These undead last for 1 minute or until they drop to 0
Challenge 10 (5,900 XP) hit points, at which time they disappear.
Life Drain. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Grimweird Cunning. The grimweird has advantage on one creature. Hit: 19 (4d8 + 1) necrotic damage. The
Intelligence, Wisdom, and Charisma saving throws. target must succeed on a DC 12 Constitution saving
throw or its hit point maximum is reduced by an
Mage Sight. The grimweird can determine all spell amount equal to the damage taken. This reduction lasts
effects upon creatures within 60 feet it can see until the target finishes a long rest. The target dies if
unerringly. this effect reduces its hit point maximum to 0.
Innate Spellcasting. The grimweird can innately cast
conjure undead as a 9th-level spell at will, requiring no Reactions
material components. Duck Behind. When the grimweird would take damage,
it can cause one willing creature within 5 feet of it to
Actions take the damage instead.
Multicast. The grimweird can use Benign Transposition,
Reave Magic, Summon Undead Minions, and/or
Summon Undead if they are available.

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.

56
Taunting Haunt Innate Spellcasting. The haunt’s spellcasting ability is
Charisma (spell save DC 14). The haunt can innately
Medium undead, chaotic neutral
cast the following spells, requiring no material
Armor Class 13 components:
Hit Points 67 (9d8 + 27) At will: create equipment, dancing lights, douse,
Speed 0 ft., fly 40 ft. (hover) friends, hex, minor illusion, prestidigitation
3/day: charming lie, grease, invisibility (self only),
STR DEX CON INT WIS CHA Tasha's hideous laughter
6 (-2) 16 (+3) 16 (+3) 13 (+1) 11 (+0) 18 (+4) 1/day: fear, glibness, major image, Nystul's magic aura

Skills Acrobatics +7, Arcana +5, Deception +8, History Actions


+5, Intimidation +8, Nature +5, Perception +2, Stupefy (Recharge 5-6). One creature within 30 feet of
Performance +8, Religion +5, Sleight of Hand +7 the haunt must make a DC 14 Intelligence save. On a
Damage Resistances acid, cold, fire, lightning, thunder; failure, it is incapacitated until the start of the haunt's
bludgeoning, piercing, and slashing from nonmagical next turn, and its speed is 0 for the same duration. It
weapons also has disadvantage on Intelligence, Wisdom, and
Damage Immunities necrotic, poison Charisma checks for 1 minute.
Condition Immunities exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 12
Reactions
Languages the languages it knew in life Tripping Tongue (3/day). A taunting haunt can force an
Challenge 4 (1,100 XP) opponent to speak the opposite of an intended
statement as a reaction. An entreaty for peace becomes
Encore. If it dies, the taunting haunt returns to life in 24 a challenge to battle. A friendly greeting becomes an
hours and regains all its hit points. Not even a wish insulting threat. If that foe succeeds on a DC 14
spell or the direct intervention of a deity can prevent Wisdom save, this ability has no effect. Anyone
this trait from functioning. These creatures can be listening to a creature affected by this ability can make
driven away only when defeated in a battle of wits or a DC 14 Wisdom (Insight) check to notice that the
put to rest only when their final wishes are met. affected creature has been compelled to speak
unintended words.
Incorporeal Movement. The haunt can move through
other creatures and objects as if they were difficult Vicious Lampoon. When an opponent within 30 feet
terrain. It takes 5 (1d10) force damage if it ends its misses with an attack, a taunting haunt can, deliver a
turn inside an object. 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.

57
Hopping Vampire Huecuva
Medium undead, chaotic evil Medium undead, any evil

Armor Class 15 (natural armor) Armor Class 17 (scale mail, shield)


Hit Points 68 (9d8 + 27) Hit Points 91 (14d8 + 28)
Speed 20ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 4 (-3) 16 (+3) 7 (-3) 9 (-1) 12 (+1) 16 (+3) 12 (+1) 15 (+2) 7 (-2) 18 (+4) 10 (+0)

Damage Vulnerabilities bludgeoning, piercing, and Damage Immunities necrotic, poison; bludgeoning,
slashing from jade weapons piercing and slashing from nonmagical attacks
Damage Resistances cold, lightning that aren't silvered
Damage Immunities poison; bludgeoning, piercing, Condition Immunities charmed, exhaustion,
and slashing from nonmagical weapons that frightened, paralyzed, poisoned
aren't made of jade Senses darkvision 60 ft., passive Perception 14
Condition Immunities charmed, exhaustion, Languages the languages it knew in life
frightened, paralyzed, poisoned Challenge 5 (1,800 XP)
Senses darkvision 60 ft., passive Perception 9
Languages understands the languages it knew in life Turn Resistance. The huecuve has advantage on
but can't speak saving throws against effects that turn undead.
Challenge 5 (1,800 XP)
Spellcasting. The huecuva is a 5th-level spellcaster.
Breath Sight. The hopping vampire can never see Its spellcasting ability is Wisdom (spell save DC 15,
living creatures, but it can sense their breaths as if +7 to hit with spell attacks). The huecuva has the
it had blindsight to 120 feet. If they hold their following cleric spells prepared:
breath, they are effectively invisible to it. A creature Cantrips (at will): chill touch (2d8), guidance,
that falls unconscious stops holding its breath. thaumaturgy, toll the dead (2d8/2d12)
1st-level (4 slots): bane, bless, charm person,
Actions command, false life, ray of sickness
Multiattack. The hopping vampire makes two claw 2nd-level (3 slots): blindness/deafness, hold
attacks. person, lesser restoration, ray of enfeeblement,
Claw. Melee Weapon Attack: +6 to hit, reach 5ft., silence
one target. Hit 10 (2d6 + 3) slashing damage, and 3rd-level (2 slots): animate dead, dispel magic,
the target must make a DC 14 Constitution saving spirit guardians, vampiric touch
throw. On a failure, it begins a gradual
Touch of Death (Recharge 6). When the huecuva
transformation into a hopping vampire itself. This
lands a melee attack, it adds 15 necrotic damage.
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 Actions
before taking a long rest, the creature must make a Multiattack. The huecuva attacks once with its
DC 10 + number of hours Constitution saving battleaxe and once with its blighted fist.
throw or gain one level of exhaustion. A remove
curse spell ends the vampiric curse. 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
Hopping Vampire 5ft., one target. Hit 7 (1d6 + 3) bludgeoning
If a corpse is buried at an inauspicious location, it often damage plus 7 (2d6) necrotic damage. If the target
returns as a hopping vampire, a dreadful creature that is a creature, it must succeed on a DC 13
desires only to slay the living. Constitution saving throw or be cursed with
huecuva blight. The cursed target's Strength and
Huecuva Constitution scores decrease by 1d2 points for
every 24 hours that elapse. If the curse reduces the
Huecuvas are created when the chosen of good gods betray target's Strength score to 0, the target is paralyzed
those gods. Unlike liches or death knights, huecuvas are not until it regains at least 1 point of Strength. If the
intelligent and are little more than cruel beasts. Although curse reduces the target's Constitution score to 0,
cleric huevucas are the most common, other types of the target dies. The curse lasts until removed by the
huecuvas do exist, such as monks, druids, paladins, and remove curse spell or other magic.
rangers. Cleric huecuvas usually switch to the Death domain.

58
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.

59
Inquisitor Torturer's Eye. The inqusitor targets one creature it can
see as a bonus action. The target must contest its
Medium undead, lawful evil
Charisma (Deception) check against the inquisitor’s
Armor Class 16 (natural armor) Wisdom (Medicine) check. If the inquisitor wins, it
Hit Points 60 (8d8 + 24) ignores the target's damage resistances and
Speed 30 ft. immunities and the target has disadvantage on
Concentration checks caused by the inquisitor until the
start of its next turn.
STR DEX CON INT WIS CHA Regeneration. The inquisitor regains 10 hit points at the
13 (+1) 16 (+3) 16 (+3) 14 (+2) 14 (+2) 16 (+3) start of its turn if it has at least 1 hit point.

Saves Con +5 Actions


Skills Insight +6, Intimidation +7, Investigation +6, Multiattack. The inquisitor makes two attacks.
Medicine +6
Damage Immunities poison Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Condition Immunities exhaustion, poisoned target. Hit: 9 (1d12 + 3) slashing damage plus 2 (1d4)
Senses darkvision 60 ft., passive Perception 11 vile necrotic damage. If the target is a creature, it must
Languages Common and two local succeed on a DC 13 Wisdom saving throw or be
Challenge 3 (700 XP) frightened until the end of the inquisitor’s next turn. If
it fails the save by 5 or more, it is paralyzed while
Innate Spellcasting. Charisma is the inquisitor's frightened in this way.
spellcasting ability (DC 13). The inquisitor can innately While the vile damage is unhealed, the creature's
cast the following spells, requiring no material wounds have purple-black streaks. After festering for 1
components: minute, the vile damage causes the creature to have
disadvantage on saving throws against being frightened
At will: angry ache, spare the dying by the inquisitor, and the inquisitor can pinpoint the
1/day: pain creature's location with perfect accuracy as long as
they are on the same plane.
Torturer. When torturing a creature, the inquisitor has
advantage on Intimidation checks against it, and the Longbow. Ranged Weapon Attack: +5 to hit, ranged
creature has disadvantage on Deception checks. 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing
Instead of dealing damage, the inquisitor can reduce damage.
the target's Charisma by 1. This reduction lasts until Horrifying Visage. Each creature within 60 ft. of the
the target takes a long rest. 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.

60
The undead remains of ships' captains or dread pirates, jolly
rogers are feared for their endless, dark chuckling. One jolly
Jolly Roger roger typically commands a crew of sea zombies (use the
Medium undead, chaotic evil zombie statblock but add a swim speed of 20).
Their ships are not seaworthy and are only kept aloft by
Armor Class 14 (natural armor) their will. If a jolly roger is destroyed, its ship sinks beneath
Hit Points 102 (12d8 + 48) the waves in 2d4 minutes.
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

61
Karrnathi Dread Karrnathi Skeleton
Medium undead, any lawful
Marshal
Medium undead, any lawful Armor Class 17 (breastplate)
Hit Points 16 (3d8 + 3)
Armor Class 23 (plate, tower shield, Defense) Speed 30 ft.
Hit Points 93 (11d8 + 44)
Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 12 (+1) 11 (+0) 10 (+0) 5 (-3)
16 (+3) 12 (+1) 18 (+4) 13 (+1) 12 (+1) 14 (+2) Skills Perception +2, Stealth +7
Saving Throws Wisdom +2
Skills History +4, Investigation +4, Intimidation +5 Damage Vulnerabilities bludgeoning
Saving Throws Wisdom +4 Damage Immunities cold, poison
Damage Resistance cold, necrotic; bludgeoning, Condition Immunities exhaustion, poisoned
piercing, and slashing from nonmagical attacks Senses darkvision 60 ft., passive Perception 12
that aren’t silvered Languages Common, spoken in an airy whisper
Damage Immunities poison Challenge 1 (200 XP)
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 11 Cunning Action. The skeleton can take the Dash,
Languages Common, spoken in an cold tone Disengage, or Hide action as a bonus action on
Challenge 5 (1,800 XP) each of its turns.
Innate Spellcasting. Charisma is the dread marshal's Pack Tactics. The skeleton has advantage on an
spellcasting ability (DC 13, +5 to hit). The dread attack roll against a creature if at least one of the
marshal can innately cast the following spells, skeleton's allies is within 5 ft. of the creature and
requiring no somatic or material components: the ally isn't incapacitated.
3/day: black sand, boneblade, Kelgore's grave mist Actions
Auras. A dread marshal constantly projects one of Multiattack. The skeleton makes two attacks with its
the auras described below. That aura affects all scimitars.
allied undead (including the dread marshal itself)
within 60 feet. A dread marshal can project only Scimitar. Melee Weapon Attack: +5 to hit, reach
one such aura at a time, but can shift to a new aura 5ft., one target. Hit 6 (1d6 + 3) slashing damage.
as a bonus action. Individual auras don't stack, but a Longbow. Ranged Weapon Attack: +7 to hit, range
creature can benefit from different auras at once. 150/600 ft., one target. Hit 7 (1d8 + 3) piercing
Harden Flesh: All allied undead within range gain damage.
+1 to AC.
Negative Energy Emanation: Any being that
strikes an allied undead with a melee attack
suffers 1d6 points of necrotic damage. Karrnathi Dread Marshal
Negative Energy Infusion: All allied undead Karrnathi dread marshals serve as captains and majors in
within range do an extra 1d6 points of necrotic undead armies. They have powerful auras that mightily
damage on melee attacks. Each time an allied strengthen their allies, and a tactical, cunning intelligence.
undead deals this negative energy damage, it Karrnathi dread marshals retain their position on the good-
heals for half the necrotic damage done.
Rush: All allied undead increase their speed by
evil axis from life, but they shift to lawful.
15 feet.
Spirit of Defiance: All allied undead within range Karrnathi Skeleton
add 1d4 to all saving throws. Often employed for intelligence missions, karrnathi skeletons
are experts at infiltration and scouting.
Actions Karrnathi skeletons retain their position on the good-evil
Multiattack. The Karrnathi Dread Marshal makes two axis from life, but they shift to lawful.
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.

62
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.

63
Knight Haunt Kyuss Spawnling
Medium undead, lawful good Tiny undead (wormspawn), chaotic evil

Armor Class 21 (full plate, shield, Defense) Armor Class 17 (natural armor)
Hit Points 85 (10d8 + 40) Hit Points 9 (2d4 + 4)
Speed 30 ft., fly 30 ft. (hover) Speed 10 ft., swim 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 18 (+4) 10 (+0) 13 (+1) 14 (+2) 4 (-3) 18 (+4) 14 (+2) 4 (-3) 12 (+1) 3 (-4)

Skills History +6, Perception +4, Persuasion +5 Damage Immunities poison


Saves Con +7, Wis +4, Cha +5 Condition Immunities exhaustion, poisoned
Damage Resistances bludgeoning, piercing, and Senses darkvision 60 ft., passive Perception 11
slashing from nonmagical attacks that aren't Languages —
made of adamantine Challenge 1 (200 XP)
Damage Immunities cold, necrotic, poison
Condition Immunities exhaustion, frightened, Remove Disease Vulnerability. If the Kyuss spawnling
paralyzed, poisoned is targeted by an effect that cures disease or
Senses darkvision 60 ft., passive Perception 14 removes a curse, it dies, as do all of the worms
Languages Common and one ancient within it.
Challenge 7 (2,900 XP)
Actions
Honorbound. The knight can't be magically
compelled to do anything that goes against its oath. Create Spawn of Kyuss (1/day). The Kyuss spawnling
infests a humanoid corpse it touches with worms.
Magic Resistance. The knight haunt has advantage The corpse animates as a spawn of Kyuss in 10
on saving throws against spells and other magical minutes.
effects.
Bite. Melee Weapon Attack: +6 to hit, reach 5ft.,
Rejuvenation. A destroyed knight haunt rises at the one target. Hit 6 (1d4 + 4) piercing damage plus 3
next full moon. If its armor or weapons have been (1d6) poison damage, and the target must succeed
taken from it, it can take control of them and cause at a DC 12 Constitution saving throw or be
them to reform around itself. poisoned until the end of the spawnling's next turn.

Actions
Multiattack. The knight haunt makes two attacks. Knight Haunt
Blinding Longsword. Melee Weapon Attack: +6 to Sometimes the spirits of knights refuse to pass on to the
hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing afterlife, and continue to fight for the order they belonged to
damage plus 9 (2d8) radiant damage, and if the in life. All knight haunts are honorable, just, and continue to
target is a creature, it must succeed at a DC 13 possess the knowledge of the code they held to when they
Constitution saving throw or be blinded until the
start of the knight's next turn.
were living.
Starfire Bolt. Ranged Spell Attack: +4 to hit, range Kyuss Spawnling
120 ft., one target. Hit: 5 (1d10) force damage plus
5 (1d10) radiant damage. These morbid little undead monsters are one of many
variations of Kyuss’ spawn. They are created from modified
Horrifying Visage. Each non-undead creature within Kyuss worms applied to lizardfolk eggs. They are far weaker
60 ft. of the knight haunt that can see it must
succeed on a DC 13 Wisdom saving throw or be
than true Kyuss spawn, but can create those horrors if
frightened for 1 minute. A frightened target can
brought into contact with humanoid corpses.
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.

64
Necrosis Carnex Nerephtys
Medium undead, unaligned Large elemental (wormspawn), neutral

Armor Class 15 (natural armor) Armor Class 17 (natural armor)


Hit Points 60 (8d8 + 24) Hit Points 126 (12d10 + 60)
Speed 30 ft., climb 30 ft. Speed 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 17 (+3) 3 (-4) 12 (+1) 7 (-2) 20 (+5) 8 (-1) 20 (+5) 12 (+1) 11 (+0) 11 (+0)

Damage Immunities necrotic, poison Damage Vulnerabilities thunder


Condition Immunities exhaustion, prone, poisoned, Damage Resistances bludgeoning, piercing, and
Senses blindsight 60 ft., passive Perception 11 slashing from nonmagical attacks
Languages understands the language it knew in life Damage Immunities poison
but can't speak Condition Immunities exhaustion, paralyzed,
Challenge 2 (450 XP) petrified, poisoned, unconscious
Senses darkvision 60 ft., tremorsense 60 ft., passive
Necrotic Aura. All effects that do necrotic damage Perception 10
within 30 feet of the carnex have their damage Languages Terran
rolled twice and the larger value used. Challenge 7 (2,900 XP)

Death Throes. When the carnex dies, it explodes, Crystallization. As a bonus action, the nerephtys
and each creature within 30 feet of it must make a turns to colorful, durable crystal, petrifying itself
DC 13 Constitution saving throw, taking 16 (3d10) (bypassing its normal immunity). While petrified, it
necrotic damage on a failed save, or half as much is immune to bludgeoning, piercing, and slashing
damage on a successful one. Undead do not take from nonmagical attacks not made of adamantine.
this damage—instead, they are healed by 3d10. Unlike normal petrification, it is still aware of its
surroundings, and it can end this condition
Actions whenever it pleases (no action required). After
Multiattack. The carnex uses makes two necrotic ending its petrification, it is restrained until the end
touches, two restoring touches, or one of each. of its next turn.

Necrotic Touch. Melee Weapon Attack: +5 to hit, Magic Resistance. The nerephtys has advantage on
reach 5ft., one target. Hit: 8 (1d8 + 3) necrotic saving throws against spells and other magical
damage. effects.
Restoring Touch. The carnex touches an undead Siege Monster. The nerephtys deals double damage
creature within 5 feet. That creature regains 1d8 + to objects and structures.
3 hit points.
Actions
Multiattack. The nerephtys makes one crystallizing
bite attack and one constrict attack.
Necrosis Carnex
Necrosis carnexes serve as field medics in undead armies, Crystallizing Bite. Melee Weapon Attack: +8 to hit,
healing their fellow troops. Unlike living medics, when killed reach 5ft., one target. Hit: 14 (2d8 + 5) piercing
they massively heal their allies while brutally hurting their damage, and if the target is a creature, it must make
a DC 16 Constitution saving throw. If the saving
foes. throw fails by 5 or more, the creature is instantly
petrified. Otherwise, a creature that fails the save
Nerephtys begins to turn to crystal and is restrained. The
A rare form of wormlike earth elemental with crystalline restrained creature must repeat the saving throw at
teeth primarily found in the Wormcrawl Fissue, these the start of the nerephtys's next turn, becoming
petrified on a failure or ending the effect on a
creatures are sometimes hunted by adventurers for their success. The petrification lasts until the creature is
petrifying abilities. They have the consistency of flowstone, freed by the greater restoration spell or other
except when they crystallize and turn to hard crystal. When in magic.
this form, they are incredibly durable and almost
indestructible. This petrification turns the target to colorful crystal.
Nerephtyses are believed to originate from heavy Constrict. Melee Weapon Attack: +8 to hit, reach 5
tampering by Kyuss with earth elementals, and their form ft., one target. Hit: 14 (2d8 + 5) bludgeoning
certainly evokes his uniquely dark imagination. They prefer to damage, and the target is grappled (escape DC 16).
feed on undead, similar to his avolakias. Until this grapple ends, the creature is restrained,
and the nerephtys can’t constrict another target.

65
Nightcrawler Nightcrawler
Gargantuan undead, neutral evil Gargantuan undead, neutral evil

Armor Class 16 Armor Class 16


Hit Points 121(1d4 + 5) Hit Points 121(1d4 + 5)
Speed 11ft. Speed 11ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
4 (-3) 5 (-2) 6 (-2) 9 (+0) 5 (-2) 7 (-1) 4 (-3) 5 (-2) 6 (-2) 9 (+0) 5 (-2) 7 (-1)

Damage Resistances acid, cold, fire, lightning, Damage Resistances acid, cold, fire, lightning,
thunder; bludgeoning, piercing, and slashing thunder; bludgeoning, piercing, and slashing
from nonmagical attacks from nonmagical attacks
Damage Immunities necrotic, poison Damage Immunities necrotic, poison
Condition Immunities exhaustion, frightened, Condition Immunities exhaustion, frightened,
grappled, paralyzed, petrified, poisoned, prone, grappled, paralyzed, petrified, poisoned, prone,
restrained restrained
Senses passive Perception 18 Senses passive Perception 18
Languages Pottymouth Languages Pottymouth
Challenge 15 (3709 XP) Challenge 15 (3709 XP)

Desecrating Aura. All undead within 20 feet of the Desecrating Aura. All undead within 20 feet of the
nightcrawler have advantage on all saving throws. nightcrawler have advantage on all saving throws.

Actions Actions
Dual Cobra Wristlock. Melee Weapon Attack: +4 to Dual Cobra Wristlock. Melee Weapon Attack: +4 to
hit, reach 5ft., one target. Hit 5 (1d6 + 2) hit, reach 5ft., one target. Hit 5 (1d6 + 2)

Nightshade, Nightcrawler Nightshade, Nightcrawler

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 trait other
nightshades have, but are otherwise unchanged.

66
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.

67
Overworm While on the target’s skin, the worms can be killed by
normal means or scraped off using an action.
Gargantuan aberration (wormspawn), chaotic evil
Otherwise, the worms burrow under the target’s skin at
Armor Class 11 (natural armor) the end of the target’s next turn, dealing l piercing
Hit Points 350 (20d20+140) damage to it for each worm that burrows. At the end of
Speed 20 ft., burrow 20 ft., swim 20 ft. 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
STR DEX CON INT WIS CHA 10 minutes later as a sword of Kyuss if it is a Small,
Medium, or Large humanoid, or as a favored spawn of
28 (+9) 8 (-1) 24 (+7) 2 (-4) 14 (+2) 8 (-1) Kyuss otherwise. If a worm-infested creature is targeted
by an effect that cures disease or removes a curse, all
Saving Throws Constitution +12 the worms infesting it wither away.
Damage Resistances acid, cold; bludgeoning, piercing,
and slashing from nonmagical attacks that aren't Actions
silvered
Damage Immunities poison Bite. Melee Weapon Attack: +14 to hit, reach 10 ft.,
Condition Immunities blinded, charmed, frightened, one target. Hit: 35 (4d12 + 9) piercing damage. If the
poisoned target is a creature, it is grappled (escape DC 22). Until
Senses blindsight 120 ft. (blind beyond this radius), this grapple ends, the target is restrained, and the
tremorsense 120 ft., passive Perception 12 overworm can’t bite another target.
Languages — Swallow. The overworm makes one bite attack against a
Challenge 15 (1,800 XP) Large or smaller creature it is grappling. If the attack
hits, that creature takes the bite’s damage and is
Call of the Wormgod. As a bonus action, the overworm swallowed, and the grapple ends. While swallowed, the
targets one creature within 120 feet of it. That creature creature is blinded and restrained, it has total cover
must make a DC 15 Wisdom saving throw. On a failure, against attacks and other effects outside the
it is frightened until the start of the overworm's next overworm, and it takes 21 (6d6) acid damage at the
turn, and stunned while frightened in this way. start of each of the overworm’s turns.
Wormspawn creatures are immune this effect.
If the overworm takes 30 damage or more on a single
Holy Water Vulnerability. Holy water damages the turn from a creature inside it, the overworm must
overworm and its worms as if they were undead. succeed on a DC 22 Constitution saving throw at the
end of that turn or regurgitate all swallowed creatures,
Obey the Wormtouched. Although it is nearly mindless, which fall prone in a space within 10 feet of the
an overworm unerringly understands and follows overworm. If the overworm dies, a swallowed creature
commands given by undead servants of Kyuss. is no longer restrained by it and can escape from the
Worm Infested. Whenever a creature within 5 feet of corpse using 15 feet of movement, exiting prone.
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.

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.

68
Plague Blight Quell
Medium undead, any evil Medium undead, lawful evil

Armor Class 16 (natural armor) Armor Class 13


Hit Points 75 (10d8+30) Hit Points 38 (5d8 + 15)
Speed 30 ft. Speed 0ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 13 (+1) 1 (-5) 16 (+3) 16 (+3) 14 (+2) 14 (+2) 16 (+3)

Skills Acrobatics +6, Deception +7, Stealth +6 Damage Resistances acid, cold, fire, lightning,
Saving Throws Constitution +6 thunder; bludgeoning, piercing, and slashing
Damage Resistances bludgeoning, piercing, and from nonmagical attacks that aren’t silvered
slashing Damage Immunities necrotic, poison
Damage Immunities necrotic, poison; bludgeoning, Condition Immunities charmed, exhaustion,
piercing, and slashing from nonmagical attacks grappled, paralyzed, petrified, poisoned, prone,
that aren't silvered restrained
Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 12
Senses darkvision 60 ft., passive Perception 12 Languages the languages it knew in life
Languages the languages it knew in life Challenge 2 (450 XP)
Challenge 5 (1,800 XP)
Incorporeal Movement. The quell can move through
Gangrenous Stench. Any creature that starts its turn other creatures and objects as if they were difficult
within 10 feet of the plague blight must succeed terrain. It takes 5 (1d10) force damage if it ends its
on a DC 14 Constitution saving throw or be turn inside an object.
poisoned until the start of the creature's next turn.
On a successful saving throw, the creature is Sunlight Sensitivity. While in sunlight, the quell has
immune to the stench of all plague blights for 1 disadvantage on attack rolls, as well as on Wisdom
hour. (Perception) checks that rely on sight.
Concerted Intercession. If at least two quells are
Born of the Plague. Plague blights are immune to all within 10 feet, all creatures have disadvantage
diseases, magical or mundane. against their Intercession.
Actions Actions
Multiattack. The plague blight makes two Intercession (2/Short or Long Rest). As an action, a
gangrenous fist attacks. quell attempts to snuff out divine magic around it.
Gangrenous Fist. Melee Weapon Attack: +6 to hit, Every divine caster within 30 feet must make a DC
reach 5 ft., one target. Hit: 10 (2d6 + 3) 13 Charisma saving throw. If a caster fails its saving
bludgeoning damage plus 17 (5d6) necrotic throw, it cannot cast divine spells or use Channel
damage. If the target is a creature, it must succeed Divinity, Dark Knowledge, or Wild Shape for 1
on a DC 14 Constitution saving throw or be minute. If the quell attacks the creature, this effect
infected with gangrenous touch. The diseased immediately ends. If the caster is 1st-level (or up to
target must make a new save at the start of each of 2nd level for paladins and rangers), it cannot cast
its turn. On a failure, its hit point maximum divine spells or use Channel Divinity, Dark
decreases by 17 (5d6). If the disease reduces the Knowledge, or Wild Shape for 24 hours.
target's hit point maximum to 0, the target dies. Withering Touch. Melee Weapon Attack: +5 to hit,
The disease lasts until removed by the lesser reach 5 ft., one creature. Hit 10 (2d6 + 3) necrotic
restoration or remove curse spells or other magic. 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
Plague Blight taken. This reduction lasts until the target finishes a
long rest. The target dies if this effect reduces its
Plague blights are animated corpses of humanoids who died hit point maximum to 0.
from plague or rot. In undeath, they seek to putrefy all that is Anathema Glyph. One creature within 120 feet of
pure. They are wily and may attempt to trick their victims into the quell must make a DC 13 Constitution saving
allowing themselves get close enough to touch. throw. It takes 7 (2d6) psychic damage on a failure,
or half on a success. If it is a divine spellcaster, it
Quell must also make a DC 13 Intelligence saving throw
Quells long to commit deicide, but have nowhere near be stunned until the start of the quell's next turn.
enough power. They settle for killing the servants of gods.

69
Quell, Greater Anathema Glyph. One creature within 120 feet of the
quell must make a DC 18 Constitution saving throw. It
Medium undead, lawful evil
takes 65 (10d12) psychic damage on a failure, or half
Armor Class 15 on a success. If it is a divine spellcaster, it must also
Hit Points 38 (5d8 + 15) make a DC 18 Intelligence saving throw be stunned
Speed 0ft., fly 60 ft. (hover) 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
STR DEX CON INT WIS CHA divine caster within 30 feet must make a DC 18
1 (-5) 20 (+5) 18 (+4) 16 (+3) 16 (+3) 22 (+6) Charisma saving throw. If a caster fails its saving throw,
it cannot cast divine spells or use Channel Divinity,
Damage Resistances acid, cold, fire, lightning, thunder; Dark Knowledge, or Wild Shape for 24 hours. If the
bludgeoning, piercing, and slashing from nonmagical quell attacks the creature, this effect immediately ends.
attacks that aren’t silvered Blasphemy (Recharge 6). The quell utters a word of
Damage Immunities necrotic, poison absolute hate. Each creature of its choice within 300
Condition Immunities charmed, exhaustion, grappled, feet that can hear it must make a DC 18 Wisdom
paralyzed, petrified, poisoned, prone, restrained saving throw. On a failure, it is frightened of the quell.
Senses darkvision 60 ft., passive Perception 13 While frightened by this effect, a creature must take
Languages the languages it knew in life the Dash action and move away from the quell by the
Challenge 11 (7,200 XP) safest available route on each of its turns, unless there
is nowhere to move. If the creature ends its turn in a
Incorporeal Movement. The quell can move through location where it doesn’t have line of sight to the quell,
other creatures and objects as if they were difficult the creature can make a Wisdom saving throw. On a
terrain. It takes 5 (1d10) force damage if it ends its successful save, the spell ends for that creature.
turn inside an object. A divine spellcaster that fails the save is paralyzed
Concerted Intercession. If at least two quells are within while it is frightened in this way.
10 feet, all creatures have disadvantage against their Additionally, the quell can dispel (as dispel magic) all
Intercession. divine magic within 300 feet of it. Its modifier on the
Divine Hatred. The quell can't be affected or detected dispel check is +10.
by divine spells unless it wishes to be. It has advantage Finally, the awesome power of the blasphemy
on saving throws against all other spells and magical interferes with divine magic. Until the start of the
effects. quell's next turn, anyone trying to cast a divine spell
within 300 feet of the quell must succeed at a DC 18
Actions spellcasting ability check. On a failure, the spell fails,
Withering Touch. Melee Weapon Attack: +10 to hit, but the slot or use is expended all the same.
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.

Quell, Greater
Much like their lesser kin, greater quells hate deities.

70
The raam are all that remains of an ancient race of giants
whose culture died out from attrition and an inability to
Raam sustain a viable birth rate. As their culture fell into
Huge undead, neutral evil melancholy and malaise, the remaining giants constructed
monolithic granite cairns for themselves in deep canyons and
Armor Class 17 (natural armor) beneath domelike hills, and in the end the last survivors
Hit Points 207 (18d12 + 90) descended into their self-made tombs and interred
Speed 40 ft. themselves alive. The despair and anger they felt at their fate
cursed them to live on after death as undead relics, forever
STR DEX CON INT WIS CHA preserving their lost society.
29 (+9) 14 (+2) 20 (+5) 16 (+3) 18 (+4) 18 (+4)
Shambling Bones
Saving Throws Str +13, Dex +6, Con +9, Wis +8 Shambling Bones are variant shambling mounds
Skills Athletics +17, Stealth +6, History +11, created out of mounds of bones.
Perception +12, Performance +8
Damage Immunities cold, lightning, necrotic, poison The shambling mounds are undead.
Condition Immunities exhaustion, poisoned Instead of immunity to lightning damage, they
Senses darkvision 60 ft., passive Perception 22 have immunity to necrotic and poison damage.
Languages Giant They are also immune to the poisoned
Challenge 11 (7,200 XP) condition.
They have Necrotic Absorption instead of
Stone Camouflage. The giant has advantage on Lightning Absorption. The new trait is
Dexterity (Stealth) checks made to hide in rocky functionally identical to the old one, except that
terrain. it affects necrotic damage.

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

71
Invisibility. The ragewind can surpress its whirlwind
Ragewind to become invisible (no action required) until it
Large undead, chaotic evil chooses to resume its whirlwind.
Reactive. The ragewind can take one reaction on
Armor Class 15 every turn in combat.
Hit Points 33 (5d6 + 15)
Speed 0 ft., fly 120 ft. (hover) Actions
Multiattack. The ragewind makes six attacks: two
STR DEX CON INT WIS CHA each with its greatswords, greataxes, and glaives.
Greatsword. Melee Weapon Attack: +10 to hit,
16 (+3) 20 (+5) 16 (+3) 13 (+1) 13 (+1) 13 (+1) reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing
damage.
Damage Resistances cold, necrotic; bludgeoning, Greataxe. Melee Weapon Attack: +10 to hit,
piercing, and slashing from nonmagical weapons reach 5 ft., one target. Hit: 11 (1d12 + 5) slashing
Damage Immunities poison damage.
Condition Immunities charmed, exhaustion, Glaive. Melee Weapon Attack: +10 to hit, reach
grappled, paralyzed, petrified, poisoned, prone, 10 ft., one target. Hit: 11 (1d12 + 5) slashing
restrained, unconscious damage.
Senses blindsight 120 ft., darkvision 120 ft.,
passive Perception 11
Languages —
Reactions
Challenge 1/2 (100 XP) Parry. The ragewind adds 5 to its AC against one
melee attack that would hit it.
Whirlwind. The ragewind can enter a hostile
creature’s space and stop there. The first time it
enters a creature’s space on a turn, that creature
takes 22 (4d10) slashing damage A creature must
make a Dexterity saving throw the first time on a
turn that it enters the whirlwind or that the
whirlwind enters its space, including when the
whirlwind first appears. A creature takes 10d6
bludgeoning damage on a failed save, or half as
much damage on a successful one. In addition, a
Large or smaller creature that fails the save must
succeed on a Strength saving throw or become
restrained in the whirlwind until the spell ends.
When a creature starts its turn restrained by the
whirlwind, the creature is pulled 5 feet higher
inside it, unless the creature is at the top. A
restrained creature moves with the whirlwind and
falls when the spell ends, unless the creature has
some means to stay aloft.

A restrained creature can use an action to make a Strength


or Dexterity check against your spell save DC. If successful,
the creature is no longer restrained by the whirlwind and is
hurled 3d6 × 10 feet away from it in a random direction.

72
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.

73
Remnant Salt Mummy
Medium undead, chaotic neutral Medium undead, chaotic evil

Armor Class 14 Armor Class 15 (natural armor)


Hit Points 132(1d4 + 5) Hit Points 111 (13d8 + 52)
Speed 5 ft., swim 40 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
1 (-5) 15 (+2) 14 (+2) 10 (+0) 12 (+1) 8 (-1) 19 (+4) 8 (-1) 19 (+4) 7 (-2) 10 (+0) 15 (+2)

Condition Immunities charmed, exhaustion, Skills Stealth +5, Perception +3


grappled, paralyzed, petrified, poisoned, prone, Saving Throws Con +7, Wis +3
restrained, unconscious Damage Immunities dessication, poison
Senses darkvision 60 ft., blindsight 60 ft., passive Condition Immunities charmed, exhaustion,
Perception 11 frightened, paralyzed, poisoned
Languages understands the languages it knew in life Senses darkvision 60 ft., passive Perception 13
but can't speak Languages the languages it knew in life
Challenge 2 (6723 XP) Challenge 7 (2,900 XP)

Incorporeal Movement. The remnant can move Regeneration. The salt mummy regains 10 hit points
through other creatures and objects as if they were at the start of its turn if it has at least 1 hit point.
difficult terrain. It takes 5 (1d10) force damage if it
ends its turn inside an object. Water Weakness. All water deals damage to a salt
mummy as if it were holy water.
Actions Undead Fortitude. If damage reduces the salt
mummy to 0 hit points, it must make a
Chill Touch. Melee Weapon Attack: +4 to hit, reach Constitution saving throw with a DC of 5+the
5ft., one target. Hit 7 (1d10 + 2) necrotic damage, damage taken, unless the damage is radiant or from
and the target's speed drops to 0 until the start of a critical hit. On a success, the zombie drops to 1
the remnant's next turn. For the same duration, it hit point instead.
automatically fails Dexterity saving throws.
Etherealness. The remnant enters the Ethereal Plane Actions
from the Material Plane, or vice versa. It is visible Multiattack. The salt mummy makes two slam
on the Material Plane while it is in the Border attacks.
Ethereal, and vice versa, yet it can’t affect or be
affected by anything on the other plane. Dessicating Fist. Melee Weapon Attack: +7 to hit,
reach 5ft., one target. Hit 11 (2d6 + 4)
bludgeoning damage plus 18 (4d8) dessication
damage.
Remnant
Remnants are the spirits of humanoids whose bodies were
thrown into a watery, unconsecrated grave after they had Salt Mummy
been worked to death. They are not hostile to the living, and Unlike normal mummies, salt mummies are not created by
only seek to find rest. A remnant can be laid to rest by finding priests. They arise of their own accord when the bodies of
its physical remains and burying them in consecrated or wicked people are left to dehydrate away in salt mines.
hallowed ground.

74
Sheet Phantom Dolphin Skeleton
Medium undead, chaotic evil Medium undead, unaligned

Armor Class 12 Armor Class 13 (natural armor)


Hit Points 30 (4d8 + 12) Hit Points 11 (2d8 + 2)
Speed 20 ft., fly 40 ft. (hover) Speed 0 ft., swim 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 16 (+3) 10 (+0) 10 (+0) 15 (+2) 14 (+2) 15 (+2) 13 (+1) 2 (-4) 12 (+1) 3 (-4)

Damage Vulnerabilities fire Damage Vulnerabilities bludgeoning


Damage Immunities bludgeoning, poison Damage Immunities poison
Condition Immunities charmed, exhaustion, Condition Immunities exhaustion, poisoned
paralyzed, petrified, poisoned Senses darkvision 60 ft., blindsight 60 ft., passive
Senses darkvision 60 ft., passive Perception 10 Perception 10
Languages the languages it knew in life Languages —
Challenge 2 (450 XP) Challenge 1/8 (25 XP)

Damage Transfer. While it is grappling a creature, Charge. If the dolphin moves at least 30 feet
the sheet phantom takes only half the damage dealt straight toward a target and then hits it with a slam
to it, and the creature grappled by the rug takes the attack on the same turn, the target takes an extra 3
other half. (1d6) bludgeoning damage.

False Appearance. While the sheet phantom remains Actions


prone and motionless, it is indistinguishable from a
normal bedsheet. Slam. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Sunlight Sensitivity. While in sunlight, the wight has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Dolphin Skeletons
Actions
Dolphin skeletons make superb aquatic steeds, as they don't
Smother. Melee Weapon Attack: +5 to hit, reach 5
ft., one Medium or smaller creature. Hit: The
need to breathe.
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.

75
Skeleton Warrior Track Circlet. A skeleton warrior can track and find its
circlet unerringly. It can also find the last person who
Medium undead, neutral or neutral evil
possessed the circlet.
Armor Class 22 (dwarven mountain plate)
Hit Points 257 (27d8 + 135) Actions
Speed 30 ft. Multiattack. The skeleton warrior makes four attacks.
Vorpal Greatsword. Melee Weapon Attack: +19 to hit,
STR DEX CON INT WIS CHA reach 5ft., one target. Hit 21 (2d6 + 12) slashing
29 (+9) 18 (+4) 20 (+5) 16 (+3) 16 (+3) 16 (+3) 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
Saving Throws Strength +16, Dexterity +11, survive without the lost head. A creature is immune to
Constitution +12, Intelligence +10, Wisdom +10, this effect if it is immune to slashing damage, doesn't
Charisma +10 have or need a head, has legendary actions, or the DM
Skills Athletics +16, History +10, Investigation +10, decides that the creature is too big for its head to be
Perception +10 cut off with this weapon. Such a creature instead takes
Damage Resistances acid, fire, lightning, thunder an extra 6d8 slashing damage from the hit.
Damage Immunities cold, necrotic, poison; piercing,
bludgeoning, and slashing from nonmagical attacks Longbow. Ranged Weapon Attack: +11 to hit, range
Condition Immunities charmed, exhaustion, frightened, 150/600 ft., one target. Hit 9 (1d8 + 4) piercing
paralyzed, poisoned, stunned damage.
Senses truesight 120 ft., passive Perception 20 Teleport (1/day). The skeleton warrior casts dimension
Languages the languages it knew in life door, requiring no components. When it disappears, it
Challenge 23 (50,000 XP) leaves behind a cloud of smoke, and it appears in a
similar cloud of smoke at its destination. The smoke
Equipment. The skeleton warrior carries a vorpal lightly obscures the space it left and the space it
greatsword and wears dwarven mountain plate, a cape appears in, and it dissipates at the end of the skeleton
of the mountebank, and a belt of storm giant strength. warrior's next turn.
Limited Magic Immunity. The skeleton warrior can't be
affected by spells of 6th level or lower unless it wishes
Reactions
to be. It has advantage on saving throws against all Stand Firm. If an effect moves the skeleton against its
other spells and magical effects. will along the ground, it can use its reaction to reduce
the distance it is moved by up to 10 feet.
Turn Immunity. The skeleton warrior is immune to
effects that turn undead. Defy Wizardry. When a creature within 5 feet of the
Rejuvenation. As long as the skeleton's soul circlet skeleton casts a spell, it can make a melee weapon
exists, a destroyed skeleton warrior gains a new body in attack against that creature.
1d10 days, regaining all its hit points and becoming Parry. The skeleton adds 7 to its AC against one melee
active again. This body appears in a random location. attack that would hit it. To do so, the skeleton must
Action Surge (Recharges on a Short or Long Rest). The see the attacker and be wielding a melee weapon.
skeleton warrior takes a second action on its turn. Strength before Death (1/day). If the skeleton warrior
Great Weapon Supremacy. The skeleton warrior rerolls takes damage that reduces it to 0 hit points and
all 1s and 2s on its greatsword's damage dice until they doesn't kill it outright, it can delay falling unconscious
are 3 or higher. It can choose to take a -5 penalty to hit and immediately take an extra turn. While it has 0 hit
when it attacks with the greatsword, and if it hits, it points during that extra turn, taking damage causes
deals an extra 10 damage. It can increase the to-hit death saving throw failures as normal, and three death
penalty to -10, and increase the bonus damage to +20. saving throw failures can still kill it. When the extra turn
It can even increase the penalty to -15 and the bonus ends, it falls unconscious if it still has 0 hit points.
to +30.
Legendary Actions
Legendary Resistance (3/day). If the skeleton warrior
fails a saving throw, it can choose to succeed instead. The skeleton warrior can take 3 legendary actions,
choosing from the options below. Only one legendary
Soul Leech. After reducing a hostile creature to 0 hit action option can be used at a time and only at the end
points, the skeleton warrior regains 6d20 hit points. of another creature's turn. The skeleton warrior regains
Wizard Slayer. When the skeleton damages a creature spent legendary actions at the start of its turn.
that is concentrating on a spell, that creature has Attack. The skeleton warrior makes 1 attack.
disadvantage on the saving throw it makes to maintain
its concentration. Deaden Magic (Cost 2 Actions.) The skeleton warrior
demands that its foes face it in fair combat without
Fighting Spirit (3/day). As a bonus action, the skeleton mystic trickery. Whenever a spell is cast within 60 feet
warrior can give itself advantage on weapon attack rolls of the skeleton, the caster must succeed on a DC 20
until the end of the current turn. Constitution saving throw, losing the spell on a failure.
Reactive. The skeleton warrior can take one reaction on
every turn in combat.

76
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.

77
Skull Lord Bone Beckon. A skull lord can use its beckoning skull
to bring forth fragments of bone from the body of an
Medium undead, lawful evil
opponent within 30 feet that has a skeletal system.
Armor Class 16 (natural armor) That creature must succeed on a DC 16 Constitution
Hit Points 113 (15d8 + 45) saving throw or take 7 (3d4) piercing damage as
Speed 30 ft. 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
STR DEX CON INT WIS CHA undead of its choice within 30 feet (including itself).
10 (+0) 18 (+4) 16 (+3) 14 (+2) 15 (+2) 17 (+3) The chosen undead heals damage equal to the amount
done to the original target. Alternatively, a skull lord
Saving Throws Constitution +6, Intelligence +5, can hold the shards in the mouse of its spitting skull.
Wisdom +5, Bone Shard. If a skull lord has fragments of bone in its
Damage Resistances necrotic; bludgeoning, piercing, mouth, it can spit the bones at one creature within 60
and slashing from nonmagical attacks feet. It makes a +7 ranged weapon attack. On a hit, the
Damage Immunities cold, poison bones deal 7 (3d4) piercing damage.
Condition Immunities charmed, exhaustion, frightened,
paralyzed, poisoned If it uses the bone shard ability against the creature it
Senses darkvision 60 ft., passive Perception 20 used bone beckon on, the bone shard automatically
Languages the languages it knew in life hits.
Challenge 7 (2,900 XP) Create Servitor. A skull lord’s creator skull can create a
bonespur, a serpentir, or a skeletal creature from
Multiple Skulls. The skull lord has three skulls. While it nearby bones and bone shards. Undead created by this
has more than one skull, the skull lord has advantage ability are automatically under the skull lord’s control.
on saving throws against being blinded, deafened, A skull lord can have two serpentirs, four bonespurs,
stunned, and knocked unconscious, and against effects and ten skeletons under its control. It can also have
that turn or rebuke undead. one skeletal creature of CR 4 or lower under its control.
Typically, half of its minions are off on missions for
When a skull lord is reduced to two-thirds of its full
some nefarious purpose, leaving half to guard it.
normal hit points, its creator skull shatters. The skull
lord loses the ability to create undead, though extant Create Spectral Rider. Once per month, a skull lord can
undead remain under its control. When a skull lord is engage in a 12-hour ritual under the dark moon to
reduced to one-third of its full normal hit points, its create a spectral rider from the remains of a mounted
spitting skull shatters, and it loses its bone shard warrior. The spectral rider is loyal to the skull lord, but
ability. If a skull lord is healed so that its hit points once it is not controlled. Through use of this ability, a skull
again exceed one-third or two-thirds of its full normal lord can have one spectral rider servant at a time,
total, the appropriate skull reappears. The skull lord creating a new one only after an existing servant is
then regains the use of the ability granted by the skull. destroyed.
Triple Skulls. Each round, as a bonus action, the skull
lord can do one of the following, assuming it still has Actions
the appropriate skull: 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.

78
Bonespur Serpentir
Large undead, unaligned Large undead, chaotic evil

Armor Class 9 Armor Class 16 (natural armor)


Hit Points 43 (5d10 + 15) Hit Points 68 (8d10 + 24)
Speed 10 ft. Speed 50 ft., climb 50 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 16 (+3) 3 (-4) 6 (-2) 5 (-3) 12 (+1) 16 (+3) 16 (+3) 9 (-1) 16 (+3) 12 (+1)

Damage Vulnerabilities bludgeoning Skills Perception +5, Survival +7


Damage Immunities poison Damage Vulnerabilities bludgeoning
Condition Immunities exhaustion, poisoned Damage Immunities poison
Senses darkvision 60 ft., blindsight 60 ft., passive Condition Immunities exhaustion, poisoned
Perception 8 Senses darkvision 60 ft., passive Perception 15
Languages understands the languages it knew in life Languages the languages it knew in life
but can't speak Challenge 3 (700 XP)
Challenge 1 (200 XP)
Two Heads. The serpentir has advantage on Wisdom
Charging Form (1/day). As a bonus action, the (Perception) checks and on saving throws against
bonespur reconfigures into a rhinolike form. While being blinded, charmed, deafened, frightened,
in this form, its movement speed increases to 40 stunned, and knocked unconscious.
ft. If the bonespur moves at least 20 ft. straight
toward a target and then hits it with a bone scythe Dual Actions. The serpentir can take two actions,
attack on the same turn, the target takes an extra 6 two bonus actions, and two reactions.
(1d12) slashing damage. However, the reach of the Sense Emotions. The serpentir is considered to have
bone scythe decreases to 5 ft. while the bonespur blindsight out to a range of 60 ft., when it comes to
is in this form. detecting creatures capable of feeling emotion.
This blindsight is not useful against constructs,
At the end of each of its turns in this form, it must some mindless creatures, and objects.
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 Slither Through. The serpentir has advantage on
action needed). Strength and Dexterity saving throws made against
effects that would knock it prone, and it ignores
Boneshard Blast. When in Charging Form and
nonmagical difficult terrain.
immediately after making a bone scythe attack, the
bonespur can explode into a cloud of bones. All Churning Ribs. When the serpentir grapples a
creatures within 10 feet of it must make a DC 14 Medium or smaller creature, it can draw the
Dexterity saving throw or take 6 (1d12) piercing creature into its churning ribs. The churning ribs
damage. The bonespur then becomes inert for the can only hold one creature at a time. The serpentir's
24 hours and appears destroyed. Sprinkling holy speed is not slowed when the only creature it is
water upon its remains prevents it from reforming. grappling is in its ribs. Any creature that ends its
Otherwise, the bonespur reforms after 24 hours. turn in the churning ribs takes 5 (2d4) slashing
damage.
Stable. The bonespur has advantage on Strength and
Dexterity saving throws made against effects that
would knock it prone.
Actions
Multiattack. The serpentir makes two claw attacks. If
Actions it hits with both claw attacks, it grapples the target
(escape DC 13) and if the target is Medium or
Bone Scythe. Melee Weapon Attack: +5 to hit, reach smaller it can immediately place the creature in its
10 ft., one target. Hit 9 (1d12 + 3) slashing Churning Ribs.
damage. If the bonespur scores a critical hit, it rolls
damage dice three times, instead of twice. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit 5 (1d4 + 3) slashing damage.

Bonespur
Bonespurs are little more than animals designed to kill. Serpentir
The horrid serpentirs delight in the thrill of the hunt, and
stalk humanoids much like they stalk elk.

79
Spectral Rider
Spectral Rider The spectral rider exists in a strange state where it gains the
Medium undead, lawful evil benefits of incorporeality, but can still wear equipment, wield
blades, and wear armor.
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.

80
Skulking Cyst Slaymate
Small undead, chaotic evil Small undead, any alignment

Armor Class 16 (natural armor) Armor Class 11


Hit Points 33 (6d6 + 12) Hit Points 10 (3d6)
Speed 30 ft. climb 30 ft., swim 30 ft. Speed 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 14 (+2) 13 (+1) 14 (+2) 16 (+3) 8 (-1) 13 (+1) 10 (+0) 12 (+1) 13 (+1) 15 (+2)

Skills Perception +4, Stealth +8 Skills Stealth +3


Damage Immunities poison Damage Immunities poison
Damage Resistances: fire, necrotic Condition Immunities poisoned
Condition Immunities charmed, exhaustion, Senses darkvision 60 ft., passive Perception 11
poisoned, prone Languages the languages it knew in life
Senses blindsight 60 ft., darkvision 60 ft., passive Challenge 1/2 (100 XP)
Perception 12
Languages understands the languages it knew in life Pale Aura. All necromancy spells cast within 10 feet
but can't speak of a slaymate are cast as if a slot one level higher
Challenge 2 (450 XP) were used.

Innate Spellcasting. Charisma is the skulking cyst's Sunlight Sensitivity. While in sunlight, the slaymate
spellcasting ability (DC 13). The cyst can innately has disadvantage on attack rolls, as well as on
cast the following spells, requiring no material Wisdom (Perception) checks that rely on sight.
components:
Actions
3/day: darkness Bite. Melee Weapon Attack: +3 to hit, reach 5ft.,
1/day: necrotic cyst, necrotic bloat one target. Hit: 3 (1d4 + 1) piercing damage and
the target must make a DC 14 Constitution saving
Actions throw or contract pale wasting (see the sidebar).
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 Slaymate
attaches to the target. While attached, the cyst
doesn't attack. Instead, at the start of each of the The slaymate is an undead child who bolsters the power of
cyst's turns, the target loses 11 (3d4 + 4) Hit necromancers.
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 Pale Wasting. This grim disease sucks away a
the cyst. victim's very lifeforce, eventually turning them to
dust. Symptoms include very pale skin, a nihilistic
If a creature dies due to Blood Drain while carrying worldview, and fatigue. At the end of each long
a necrotic cyst, that creature rises as a skulking cyst rest, a creature must make a DC 14 Constitution
in 24 hours unless its body is destroyed. 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
Skulking Cyst exhaustion reaches 6, it dies and its body crumbles
A skulking cyst is the result of someone killed by a cyst spell, to fine dust as per disintegrate. After 3 successful
or more rarely while under a cyst spell. It exists to spread its saving throws, which do not have to be
own necrotic nature. consecutive, the disease is cured completely.

81
Sword of Kyuss Pack Tactics. The sword has advantage on an attack roll
against a creature if at least one of the sword's allies is
Mediun undead (wormspawn), lawful evil
within 5 feet of the creature and the ally isn't
Armor Class 19 (heavy plate) incapacitated.
Hit Points 190 (20d8 + 100)
Speed 30 ft. Actions
Multiattack. The sword makes three attacks.
STR DEX CON INT WIS CHA Wormblade. Melee Weapon Attack: +9 to hit, reach 5ft.,
20 (+5) 16 (+3) 20 (+5) 15 (+2) 12 (+1) 16 (+3) 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
Saves Int +6, Wis +5 means short of a wish.
Skills History +10, Insight +5, Intimidation +11,
Investigation +6, Perception +9, Religion +10 Wormbow. Ranged Weapon Attack: +7 to hit, range
Damage Immunities cold, lightning, poison 150ft./600ft., one target. Hit: 7 (1d8 + 7) piercing
Condition Immunities exhaustion, poisoned damage and if the target is a humanoid, a worm of
Senses darkvision 60 ft., passive Perception 19 kyuss latches onto its skin. The worm is a Tiny
Languages Abyssal, Flan (or a similar ancient language aberration with AC 6, 1 hit point, a 2 (-4) in every
from your campaign) ability score, and a speed of 1 foot. While on the
Challenge 10 (5,900 XP) target’s skin, the worm can be killed by normal means
or scraped off using an action. Otherwise, the worm
Action Surge (1/rest). The sword takes an extra action burrows under the target’s skin at the end of the
on its turn. target’s next turn, dealing 1 piercing damage to it. At
the end of each of its turns thereafter, the target takes
Duel. As a bonus action, the sword of kyuss challenges 7 (2d6) necrotic damage per worm infesting it. A
one creature within 60 feet of it to a duel. The creature worm-infested target dies if it drops to 0 hit points,
can choose to accept or reject the duel. If it rejects the then rises 10 minutes later as a spawn of Kyuss. If a
duel, it had disadvantage on attack rolls until the start worm-infested creature is targeted by an effect that
of the sword's next turn. Once accepted, when a cures disease or removes a curse, all the worms
creature wins the duel, it gains advantage on all attack infesting it wither away.
rolls, ability checks, and saving throws for 1 minute. If Invocation of the Worm (Recharge 5-6). A sword of
the sword's opponent or their allies break the terms of Kyuss can unleash a blast of negative energy and
the duel, it also gains this advantage for 1 minute. illusory, translucent green worms from a point within
Guardian. As a bonus action, the sword enters a stance 300 feet of it. Each living non-wormspawn creature in
that lasts until the start of its next turn. While in its a 20-foot-radius sphere centered on that point must
defensive stance, it can make opportunity attacks make a DC 15 Constitution saving throw. The sphere
without using its reaction, and it can use its reaction to spreads around corners. A living non-wormspawn
make a melee attack against a creature that moves creature takes 28 (8d6) necrotic damage on a failed
more than 5ft while within its reach. save, or half as much damage on a successful one. An
undead or wormspawn creature instead gains a like
Additionally, whenever the sword hits a creature with number of temporary hit points that last until removed.
an opportunity attack, the target's speed drops to 0 for Wormspawn creatures gain maximum hit points.
the rest of the turn. Creatures within its reach provoke
opportunity attacks even if they take the Disengage Worm Healing. The sword of Kyuss consumes a
action. wormswarm within 5 feet of it. This heals the sword of
Kyuss of all damage and grants it the benefit of a
Honorbound. The sword has a code of honor it is panacea spell. The wormswarm is completely
psychologically incapable of breaking. If it breaks this destroyed, but makes no move to defend itself from
code, it suffers disadvantage on attack rolls, ability this consumption.
checks, and saving throws for 1 day.
Magic Resistance. The sword has advantage on saving Reactions
throws against spells and other magical effects. Parry. The sword adds 4 to its AC against one melee
Magic Weapons. The sword's weapon attacks are attack that would hit it. To do so, the sword must see
magical. the attacker and be wielding a melee weapon.

Sword of Kyuss The basic terms of a duel are simple. Neither is to attack or
be attacked by anyone other than their opponent for the
The swords of Kyuss are unique among his minions in that duration of the duel, and neither is to move more than 60 feet
they are his only lawful evil creations, although they are as away from the other. If the sword's opponents break these
enthusiastic about death, undeath, and decay as any of his rules, it is filled with righteous and deadly wrath.
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.

82
Tomb Mote Tomb Spider
Tiny undead, chaotic evil Large monstrosity, neutral evil

Armor Class 17 (natural armor) Armor Class 17 (natural armor)


Hit Points 32 (9d4 + 9) Hit Points 171 (18d10 + 72)
Speed 20ft., swim 20 ft. Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
7 (-2) 17 (+3) 12 (+1) 10 (+0) 12 (+1) 14 (+2) 19 (+4) 18 (+4) 19 (+4) 4 (-3) 16 (+3) 16 (+3)

Skills Stealth +7 Skills Perception +6, Stealth +10


Damage Immunities necrotic, poisoned Damage Immunities necrotic
Condition Immunities poisoned Senses blindsight 10 ft., darkvision 60 ft., passive
Senses darkvision 60 ft., passive Perception 11 Perception 16
Languages Common, Abyssal Languages —
Challenge 1 (300 XP) Challenge 6 (2,300 XP)

Supernatural Speed. The tomb mote can take two Necrotic Absorption. Whenever the spider is
actions per round instead of one. subjected to necrotic damage, it takes no damage
and instead regains a number of hit points equal to
Sunlight Sensitivity. While in sunlight, the tomb the necrotic damage dealt.
mote has disadvantage on attack rolls, as well as on
Wisdom (Perception) checks that rely on sight. Spider Climb. The spider can climb difficult
surfaces, including upside down on ceilings,
Necrotic Absorption. Whenever the tomb mote is without needing to make an ability check.
subjected to necrotic damage, it takes no damage
and instead regains a number of hit points equal to Web Sense. While in contact with a web, the spider
the necrotic damage dealt. knows the exact location of any other creature in
contact with the same web.
Pack Tactics. The tomb mote has advantage on an
attack roll against a creature if at least one of the Web Walker. The spider ignores movement
tomb mote's allies is within 5 feet of the creature restrictions caused by webbing.
and the ally isn't incapacitated.
Actions
Actions Multiattack. The spider makes two bite attacks, or
Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one bite attack and one web attack.
one target. Hit: 5 (1d4 + 3) piercing damage and
the target must succeed on a DC 11 Constitution Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,
saving throw or suffer corpse bloat. 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
Tomb Mote this way, it is considered to be undead for the
purposes of all healing abilities, and any healing
Tomb motes are "incidental" undead--undead created by that does not work on undead instead deals
accident when more powerful creatures are created. equivalent radiant damage. For example, a 6th-level
heal would do 70 radiant damage.
Corpse Bloat. This disgusting disease causes a Web (Recharge 5-6). Ranged Weapon Attack: +7 to
creature's body to puff up, turn green, and makes hit, range 30/60 ft., one Large or smaller creature.
movement painful. At the end of each long rest, an Hit: The creature is restrained by webbing. As an
afflicted creature must succeed on a DC 11 action, the restrained creature can make a DC 15
Constitution save or its Dexterity score is reduced Strength check, escaping from the webbing on a
by 1d4. A successful save restores 1d4 Dexterity. success. The effect ends if the webbing is
The disease is cured when all Dexterity returns. A destroyed. The webbing has AC 10, 10 hit points,
creature with its Dexterity reduced to 0 is vulnerability to fire damage, and immunity to
paralyzed until it regains at least 1 point of bludgeoning, poison, and psychic damage.
Dexterity.

Tomb Spider
Tomb spiders are arachnoid creatures suffused with negative
energy. Their poison reverses healing spells and effects that
target the poisoned creature.

83
If the tribe doesn't have metallurgy, plate is made of iron-
hard bark, dragon bones, or some other suitable material.
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.

84
Ulgurstasta Magic Resistance. The ulgurstasta has advantage on
saving throws against spells and other magical effects.
Gargantuan undead (wormspawn), chaotic evil
Tunneler. The ulgurstasta can burrow through solid rock
Armor Class 19 (natural armor) at half its burrow speed and leaves a 20-foot-diameter
Hit Points 247 (15d20 + 90) tunnel in its wake.
Speed 40 ft., burrow 40 ft.
Actions
STR DEX CON INT WIS CHA Acid Spray (1/day). The ulgurstasta vomits up the
contents of its stomach in an acidic blast. Each
26 (+8) 15 (+2) 23 (+6) 18 (+4) 16 (+3) 19 (+4) creature in a 60-foot cone must make a DC 18
Constitution saving throw, taking 63 (18d6) acid
Skills Arcana +14, History +14, Intimidation +14, damage on a failed save, or half as much damage on a
Perception +13 successful one. A creature reduced to 0 HP by this
Saving Throws Constitution +11, Wis +8 effect dies and rises as an ooze skeleton under the
Damage Resistances necrotic ulgurstasta's control. Additionally, 2d4 ooze skeletons
Damage Immunities acid, cold, poison; bludgeoning, inside the ulgurstasta are hurled out and immediately
piercing, and slashing from nonmagical attacks roll initiative. They are under its control.
Condition Immunities charmed, exhaustion, frightened,
paralyzed, poisoned Bite. Melee Weapon Attack: +13 to hit, reach 10ft., one
Senses truesight 60 ft., tremorsense 60 ft., passive target. Hit: 21 (3d8 + 8) piercing damage. If the target
Perception 23 is a creature, it is grappled (escape DC 21). Until this
Languages understands Common but can't speak grapple ends, the target is restrained, and the
Challenge 14 (11,500 XP) ulgurstasta can’t bite another target.
Swallow. The ulgurstasta makes one bite attack against
Flailing Tendrils. The millions of pores on an a Huge or smaller target it is grappling. If the attack
ulgurstasta’s body provide it with a deadly defense; hits, the target is also swallowed, and the grapple ends.
each pore contains a coiled, 40-foot-long, hair-thin While swallowed, the target is blinded and restrained, it
tendril. When the creature is angered, the tendrils has total cover against attacks and other effects
extend to their full range and whip about in a frenzy. outside the ulgurstasta, and it takes 21 (6d6) acid
This storm of tendrils renders all creatures within 40 damage at the start of each of the ulgurstasta’s turns.
feet of the ulgurstasta of its choice immune to An ulgurstasta's gut can hold 2 Huge creatures, 8 Large
nonmagical ranged weapons such as arrows. creatures, 32 Medium, or 128 Small creatures.
Conversely, the storm of tendrils deals 6 (1d12) points
of slashing damage per round to any other creature If the ulgurstasta takes 30 damage or more on a single
within 40 feet of the ulgurstasta. turn from a creature inside it, the ulgurstasta must
succeed on a DC 21 Constitution saving throw at the
Necromantic Acid. A creature killed by the ulgurstasta's end of that turn or regurgitate all swallowed creatures,
acid spray, or when inside the Ulgurstasta (see Bite) which fall prone in a space within 10 feet of the
immediately animates as an ooze skeleton under the ulgurstasta. If the ulgurstasta dies, a swallowed creature
ulgurstasta's control, but those inside it lay dormant is no longer restrained by it and can escape from the
until vomited back up (see Acid Spray). 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.

85
However, just as mortal archmages often have apprentices,
liches can create apprentice-liches called vassaliches. The
Vassalich only requirement to become a vassalich are at least 1 level in
Medium undead, any evil a spellcasting class, and the patronage of a lich. The lich
retains the vassalich's phylactery, and thus has total control
Armor Class 15 (mage armor) over it. When a vassalich gains access to 9th-level spells, it
Hit Points 60 (9d8 + 18) becomes a true lich.
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.

86
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?

87
Visage Magic Weapons. The visage's weapon attacks are
magical.
Medium undead, chaotic evil
Turn Resistance. The visage has advantage on saving
Armor Class 16 (natural armor) throws against any effect that turns undead.
Hit Points 93 (17d8+17)
Speed 0 ft., fly 50 ft. (hover) 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
STR DEX CON INT WIS CHA creature that is surprised is a critical hit.
10 (+0) 18 (+4) 12 (+1) 14 (+2) 13 (+1) 19 (+4) Sneak Attack. Once per turn, the visage deals an extra
14 (4d6) damage when it hits a target with a weapon
Skills Acrobatics +12, Deception +12, Insight +9, attack and has advantage on the attack roll, or when the
Investigation +6, Perception +5, Stealth +12 target is within 5 feet of an ally of the visage that isn't
Damage Resistances bludgeoning, piercing, and incapacitated and the visage doesn't have disadvantage
slashing from nonmagical attacks on the attack roll.
Damage Immunities poison, radiant Create Spawn. A creature native to one of the Outer
Condition Immunities exhaustion, poisoned, restrained Planes slain by the visage rises 24 hours later as a
Senses darkvision 60 ft., passive Perception 15 visage under the killer's control, unless the creature is
Languages Common, Abyssal restored to life. The visage can have no more than two
Challenge 9 (5,000 XP) visages under its control at one time.
Innate Spellcasting. The visage's spellcasting ability is
Assume Identity. A visage can take the form of Charisma (save DC 16). The visage can innately cast
someone it has killed within the last round without the following spells, requiring no material components:
spending an action. A visage in an assumed identity
gains advantage on Deception checks made to pass as At will: major image (only perceptible to one target)
the victim. It also gains proficiency in the skills, 1/day: dominate person, plane shift (self only)
languages and tools of the victim.
This effect lasts for 24 hours, though the visage can
Actions
dismiss it at will. While a visage is in the form of its Multiattack. The visage makes two claw attacks.
victim, that victim can’t be returned to life except by a
true resurrection spell (which also immediately ends Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one
the effect on the visage). After 24 hours, or if the target. Hit 11 (2d6+4) slashing damage.
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.

Visage
Visages enjoy infiltrating and bringing about destruction
through subterfuge.

88
Visage, Champion Legendary Resistance (3/day). When the visage fails a
saving throw, it can choose to succeed instead.
Medium undead, chaotic evil
Pointed Knowledge. The visage instantly knows facts
Armor Class 18 (natural armor) about creatures it speaks to, such as their age, where
Hit Points 149 (17d8+17) they were born, and the important events of their lives.
Speed 0 ft., fly 50 ft. (hover)
Create Spawn. A creature native to one of the Outer
Planes slain by the visage rises 24 hours later as a
STR DEX CON INT WIS CHA visage under the killer's control, unless the creature is
restored to life. The visage can have no more than four
10 (+0) 20 (+5) 14 (+2) 14 (+2) 13 (+1) 22 (+6) visages under its control at one time.
Innate Spellcasting. The visage's spellcasting ability is
Skills Acrobatics +15, Deception +16, Insight +10,
Charisma (save DC 19). The visage can innately cast
Investigation +7, Perception +6, Stealth +16
the following spells, requiring no material components:
Damage Resistances bludgeoning, piercing, and
slashing from nonmagical attacks At will: major image (only perceptible to one target),
Damage Immunities necrotic, poison, radiant dominate person, phantasmal force, mislead
Condition Immunities exhaustion, poisoned, restrained
3/day: phantasmal killer, seeming, blink, mirror image,
Senses truesight 60 ft., passive Perception 16
prying eyes, arcane eye, locate creature
Languages all
Challenge 13 (10,000 XP) 1/day: plane shift (self only), mirage arcane, dominate
monster
Assume Identity. A visage can take the form of
someone it has killed within the last round without Actions
spending an action. A visage in an assumed identity Multiattack. The visage makes two claw attacks. It can
gains advantage on Deception checks made to pass as replace one attack with an at-will innate spell.
the victim. It also gains proficiency in the skills and
tools of the victim. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit 11 (2d6+5) slashing damage plus 10 (3d6)
This effect lasts for 24 hours, though the visage can psychic damage.
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 Legendary Actions
true resurrection spell (which also immediately ends
the effect on the visage). After 24 hours, or if the The visage can take 3 legendary actions, choosing from
identity is dismissed, the soul is damaged, and the the options below. Only one legendary action option
victim can be returned to life only by a wish spell can be used at a time and only at the end of another
followed by a true resurrection, or by direct divine creature's turn. The visage regains spent legendary
intervention. actions at the start of its turn.
Magic Weapons. The visage's weapon attacks are Lucidity Control. The visage innately casts major image,
magical. but it is only perceptible to one target of the visage's
choice.
Turn Resistance. The visage has advantage on saving
throws against any effect that turns undead. Mislead (costs 2 actions). The visage casts mislead and
can move up to half its speed without provoking
Assassinate. The visage has advantage on attack rolls
opportunity attacks.
against any creature that hasn't taken a turn in the
combat yet. In addition, any hit it scores against a Instant Assumption (costs 3 actions). The visage
creature that is surprised is a critical hit. chooses one creature within 60 feet. This target must
succeed on a DC 19 Charisma saving throw. On a
Sneak Attack. Once per turn, the visage deals an extra
failure, it and the visage swap places, with the visage
24 (7d6) damage when it hits a target with a weapon
turning into it as if by its Assume Identity trait. The
attack and has advantage on the attack roll, or when the
target is magically disguised as the visage for the next
target is within 5 feet of an ally of the visage that isn't
24 hours, and fully believes itself to be such during the
incapacitated and the visage doesn't have disadvantage
duration. When this effect ends, the target fully
on the attack roll.
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.

89
Vitreous Drinker Unless surprised, a creature can avert its eyes to avoid
the saving throw at the start of its turn. If the creature
Medium undead, neutral evil
does so, it can’t see the drinker until the start of its
Armor Class 22 (Vecna's kiss, mage armor) next turn, when it can avert its eyes again. If the
Hit Points 135 (18d8 + 54) creature looks at the drinker in the meantime, it must
Speed 30 ft., climb 30 ft. immediately make the save.
Spectral Ravens. A vitreous drinker is accompanied at all
times by spectral ravens that serve the drinker
STR DEX CON INT WIS CHA unconditionally. The drinker shares a powerful
12 (+1) 18 (+4) 16 (+3) 20 (+5) 14 (+2) 17 (+3) symbiotic link with the spectral ravens. It is constantly
aware of what they see and hear and can direct them at
Saving Throws Con +7, Int +9, Wis +6 will (no action required). The ravens have the
Skills Arcana +13, History +9, Investigation +9 Incorporeal Movement trait, and a vitreous drinker can
Damage Immunities force, necrotic, poison control them as long as they remain on the same plane
Condition Immunities exhaustion, poisoned as the drinker. The ravens are not creatures, but rather
Senses truesight 120 ft., passive Perception 12 objects spawned by the drinker. Each raven has 5 hit
Languages all points and AC 15, a +9 Perception modifier, and
Challenge 10 (5,900 XP) resistance to acid, cold, fire, lightning, thundering
damage, and to bludgeoning, piercing, and slashing
damage from nonmagical attacks. Otherwise, treat
Vecna's Kiss. The vitreous drinker adds its Intelligence them as unattended, Tiny objects. A vitreous drinker is
to its Armor Class (included). The vitreous drinker is accompanied by up to twenty-four ravens, and if any
immune to all divination spells cast against it or cast to are destroyed, the creature can restore them at a rate
learn information about it. Such divination fails to of one per day.
reveal any information. The vitreous drinker
immediately learns the name, appearance, and location The ravens have a fly speed of 120 feet and can hover.
of the caster who attempted the divination. They cannot take independent action, nor can they do
anything to physically affect the world around them.
Innate Spellcasting. The vitreous drinker's spellcasting They exist solely to observe.
ability is Intelligence (spell save DC 17). The vitreous
drinker can innately cast the following spells, requiring Actions
no material components:
Tongue Lash. Melee Weapon Attack: +8 to hit, reach
At will: arcane eye, blight, contact other plane, detect 10ft., one creature. Hit 20 (3d10 + 4) necrotic
magic, detect thoughts, identify, legend lore, mage damage, and the target must make a DC 15
armor, scrying, vampiric touch Constitution save. On a failure, its eyes are sucked out
3/day: eyebite, probe thoughts of their sockets, reappearing on the drinker. The
drinker can see out of the target's eyes with its normal
1/day: circle of death, dimension door, finger of death senses as if it were there. An eyeless target is blinded
Horrifying Gaze. When a creature that can see the until its eyes are restored through a regeneration spell
vitreous drinker's eyes starts its turn within 30 ft. of or similar magic.
the drinker, the drinker can force it to make a DC 15 The drinker can choose to do no damage if it desires
Constitution saving throw if the drinker isn’t (to leave a creature alive as an unwitting spy, for
incapacitated and can see the creature. On a failure, the instance).
target is frightened until the start of its next turn, and
incapacitated while frightened in this way.

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.

90
Slaughter Wight Sunlight Sensitivity. While in sunlight, the slaughter
wight has disadvantage on attack rolls, as well as on
Medium undead, chaotic evil
Wisdom (Perception) checks that rely on sight.
Armor Class 14 (natural armor)
Hit Points 104 (16d8+32) Actions
Speed 30ft. Multiattack. The slaughter wight makes two attacks,
either with its longsword or longbow. It can use Life
Drain in place of one longsword attack.
STR DEX CON INT WIS CHA
19 (+4) 17 (+3) 14 (+2) 11 (+0) 10 (+0) 8 (-1) 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
Skills Acrobatics +6, Perception +3, Stealth +9 damage done. The target must succeed on a DC 15
Damage Resistances necrotic; bludgeoning, piercing, Constitution saving throw or its hit point maximum is
and slashing from nonmagical attacks that aren't reduced by an amount equal to the damage taken. This
silvered reduction lasts until the target finishes a long rest. The
Damage Immunities poison target dies if this effect reduces its hit point maximum
Condition Immunities exhaustion, poisoned to 0.
Senses darkvision 60 ft., passive Perception 13
Languages the languages it knew in life A humanoid slain by this attack rises 24 hours later as
Challenge 7 (2,900 XP) a regular wight under the slaughter wight’s control,
unless the humanoid is restored to life or its body is
Weakness Seeker. The slaughter wight scores critical destroyed. The slaughter wight can have no more than
hits on rolls of 17-20. Additionally, when it scores a four wights under its control at one time. Sometimes a
critical hit, the target becomes frightened of the newly created spawn becomes a slaughter wight
slaughter wight for 1 minute. All its allies within 30 instead of a mere wight, though the wiles of the dark
feet must make a DC 13 Wisdom save or become gods determine such instances (that is, the DM
frightened of the slaughter wight for 1 minute. A decides when this occurs).
frightened ally can repeat the saving throw at the end Longsword. Melee Weapon Attack: +7 to hit, reach 5ft.,
of each of its turns, ending the effect on a success. A one target. Hit: 9 (1d8 + 4) slashing damage, or 10
target that succeeds on the saving throw is immune to (1d10 + 4) slashing damage if used with two hands,
the frightening effect of all slaughter wights for the plus 7 (2d6) necrotic damage.
next 24 hours.
Longbow. Melee Weapon Attack: +6 to hit, reach 5ft.,
Assassinate. The slaughter wight has advantage on one target. Hit 5 (1d8 + 3) piercing damage plus 7
attack rolls against any creature that hasn't taken a turn (2d6) necrotic damage.
in the combat yet. In addition, any hit it scores against
a creature that is surprised is a critical hit.

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

91
Wight, Vilewight
Vilewight Vilewights are undead creatures, the remains of those that
Medium undead, neutral evil delved too far and too long into the black arts. They resemble
wights—eyes burning with malevolence, teeth like sharp,
Armor Class 16 (natural armor) jagged needles, and leathery, desiccated flesh. The torso of a
Hit Points 93 (11d8 + 44) vilewight tears open when it rises from the dead, exposing
Speed 30 ft. 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.
STR DEX CON INT WIS CHA These undead creatures haunt graveyards and
18 (+4) 15 (+2) 18 (+4) 17 (+3) 12 (+1) 14 (+2) necropolises, but they also can be found in ancient libraries
and in hidden cellars beneath wizards’ guilds. Vilewights
Skills Athletics +8, Arcana +11 retain none of the abilities they had in life.
Damage Immunities necrotic, poison; bludgeoning,
piercing, and slashing from nonmagical weapons
that aren't silvered Life Blindness
Condition Immunities exhaustion, poisoned For the first 24 hours, the infected victim feels like
Senses darkvision 120 ft., passive Perception 11 the world is becoming more bleak and empty. After
Languages the languages it knew in life 24 hours have passed, the victim loses all ability to
Challenge 10 (5,900 XP) perceive living creatures, even plants. All such
beings are treated as invisible, silent, and odorless.
Vile Soul. All damage a vilewight deals is vile This disease typically causes extreme loneliness
damage. and despair.

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.

92
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.

93
Worm of Kyuss Wormswarm
Tiny aberration (wormspawn), chaotic evil Large swarm of Tiny aberrations (wormspawn),
chaotic evil
Armor Class 6
Hit Points 1 (1d4 - 4) Armor Class 6
Speed 1 ft. Hit Points 1 (1d4 - 4)
Speed 1 ft.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
2 (-4) 2 (-4) 2 (-4) 2 (-4) 2 (-4) 2 (-4)
2 (-4) 20 (+5) 2 (-4) 2 (-4) 2 (-4) 2 (-4)
Damage Immunities poison
Condition Immunities poisoned Damage Immunities poison
Senses darkvision 60 ft., passive Perception 6 Condition Immunities poisoned
Languages — Senses darkvision 60 ft., passive Perception 6
Challenge 0 (10 XP) Languages —
Challenge 0 (10 XP)
Holy Water Vulnerability. Holy water damages the
worm as if it were undead. Holy Water Vulnerability. Holy water damages the
worm as if it were undead.
Actions
Attach. The kyuss worm tries to attach to one
Actions
humanoid it shares a space with. That humanoid Attach. The kyuss worm tries to attach to one
must make a DC 6 Dexterity saving throw. On a humanoid it shares a space with. That humanoid
failure, the worm attaches to it. The worm can be must make a DC 6 Dexterity saving throw. On a
killed normally or scraped off while on the failure, the worm attaches to it. The worm can be
creature's skin. Otherwise, the worm burrows under killed normally or scraped off while on the
the target’s skin at the end of the target’s next turn, creature's skin. Otherwise, the worm burrows under
dealing l piercing damage to it. At the end of each the target’s skin at the end of the target’s next turn,
of its turns thereafter, the target takes 7 (2d6) dealing l piercing damage to it. At the end of each
necrotic damage per worm infesting it (maximum of its turns thereafter, the target takes 7 (2d6)
of 10d6). A worm-infested target dies if it drops to necrotic damage per worm infesting it (maximum
0 hit points, then rises 10 minutes later as a spawn of 10d6). A worm-infested target dies if it drops to
of Kyuss. If a worm-infested creature is targeted by 0 hit points, then rises 10 minutes later as a spawn
an effect that cures disease or removes a curse, all of Kyuss. If a worm-infested creature is targeted by
the worms infesting it wither away. 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).

94
Acidwraith Corrupting Aura. All water within 10 feet of an
acidwraith is quickly converted into acid. In a large
Large undead, neutral evil
body of water, this merely surrounds the acidwraith
Armor Class 15 with diluted acid that inflicts 4 (1d8) points of acid
Hit Points 136 (16d10 + 48) damage to anything that tarts its turn within the area.
Speed swim 90 ft., fly 60 ft. (hover) 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
STR DEX CON INT WIS CHA (and non-water liquid such as blood and potions) is not
affected by an acidwraith’s corrupting aura.
6 (-2) 21 (+5) 16 (+3) 16 (+3) 12 (+1) 21 (+5)
Regeneration. The acidwraith regains 15 hit points at
Saving Throws: Dex +10, Con +8, Cha +10> - Skills the start of its turn if it has at least one hit point and is
Arcana +13, Perception +6, Stealth +15 in contact with a body of liquid at least as large as it.
Damage Resistances cold, fire; bludgeoning, piercing,
and slashing from nonmagical weapons that aren’t Actions
silvered Multiattack. The acidwraith makes a bite attack and four
Damage Immunities acid, lightning, necrotic, poison, tendril attacks.
thunder
Condition Immunities charmed, exhaustion, grappled, Bite. Melee Weapon Attack: +10 to hit, reach 5ft., one
paralyzed, petrified, poisoned, prone, restrained target. Hit: 8 (1d6 + 5) piercing damage plus 13
Senses darkvision 60 ft., passive Perception 16 (2d12) acid damage.
Languages Common, Aquan Tendril. Melee Weapon Attack: +10 to hit, reach 10ft.,
Challenge 16 (5040 XP) one target. Hit: 13 (2d12) acid damage. Miss: 6
(1d12) acid damage.
Acidic Body. A creature that touches the acidwraith or
hits it with a melee attack while within 5 ft. of it takes Acid Breath (Recharge 5–6). The acidwraith exhales acid
6 (1d12) acid damage. in a 30-foot cone. Each creature in that area must make
a DC 18 Dexterity saving throw, taking 54 (12d8) acid
Alchemical Supremacy. The acidwraith can create any damage on a failed save, or half as much damage on a
potion with no cost in materials and half the time listed successful one. A creature hit by this blast must make a
out of its own substance, if it has an alchemical Constitution saving throw. On a failure, it deals only
laboratory available. half damage with weapon attacks that use Strength. At
the end of each of the target’s turns, it can make a DC
Liquid Dependency. An acidwraith must remain in 18 Constituion saving throw. On a success, the effect
contact with a body of liquid at least as large as it. If it ends.
starts its turn not in contact with liquid, it suffers 11
(2d10) points of radiant damage.

Wraith, Acidwraith The acidwraith itself is incorporeal, yet much of is body


consists of acidic, poisonous fluid. Close inspection reveals
The foul, toxic liquid bubbles and surges to noxious life, that the fluid constantly runs out of its body only to be
sliding up onto itself and quickly filling out into the form of a reabsorbed from surrounding liquid. An acidwraith deprived
lumbering, draconic beast. The thing’s body is semi- of a constant source of liquid quickly grows powerless.
translucent and gelatinous, and streamers of acid drip from Like all incorporeal creatures, an acidwraith can pass
its flanks to sizzle on the ground—some of these strands through solid objects. When it does so, its bony skulls and
writhe and crack like whips. Its long neck ends in a acidic body slough to the floor. As soon as the acidwraith
disturbing tangle of skulls, some human, some draconic, and emerges, its acidic body and skulls reform, as long as the
some something in between. creature is in a watery area.
This creature manifested when the soul of a marid genie The acidwraith is quite intelligent, and its skill at alchemy
merged with a specific combination of acids and magical is prodigious. Given resources and time, this creature could
alchemical fluids associated with dragons are mixed together. easily create many more similar manifestations of undead
In many ways, the genie’s ghost has possessed this dangerous elementals bonded with the acidic leavings of black dragons.
combination of chemicals, yet it is not technically a ghost. An acidwraith is the size of a large horse. Its liquid body
The creature’s head is the only really solid part of its body, a weighs about 1,500 pounds.
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.

95
Bane Wraith Innate Spellcasting. The wraith's innate spellcasting
ability is Charimsa (spell save DC 15). The wraith can
Medium undead, neutral evil
innately cast detect thoughts and disguise self at will,
Armor Class 14 requiring no material components.
Hit Points 105 (14d8 + 42) Empathetic Sense. When it enters 30 feet of any
Speed 0ft., fly 80 ft. (hover) sentient being, the bane wraith automatically knows
the name and appearance of every one of that
individual's friends and loved ones. Furthermore, it
STR DEX CON INT WIS CHA gains a general sense of where the individual believes
6 (-2) 18 (+4) 16 (+3) 16 (+3) 14 (+2) 18 (+4) their loved ones are, though this information might not
be accurate. Mind-blocking effects, such mind blank,
Skills Deception +10, Intimidation +10 protect against this effect.
Damage Resistances acid, cold, fire, lightning, thunder;
bludgeoning, piercing, and slashing from nonmagical Actions
attacks that aren't silvered Life Drain. Melee Weapon Attack: +7 to hit, reach 5ft.,
Damage Immunities necrotic, poison one creature. Hit 26 (5d8 + 4) necrotic damage. The
Condition Immunities charmed, exhaustion, grappled, target must succeed on a DC 14 Constitution saving
paralyzed, petrified, poisoned, prone, restrained throw or its hit point maximum is reduced by an
Senses darkvision 60 ft., passive Perception 12 amount equal to the damage taken. This reduction lasts
Languages the languages it knew in life until the target finishes a long rest. The target dies if
Challenge 7 (2,900 XP) this effect reduces its hit point maximum to 0.

Incorporeal Movement. The bane wraith can move Create Wraith. The bane wraith targets a humanoid
through other creatures and objects as if they were within 10 feet of it that has been dead for no longer
difficult terrain. It takes 5 (1d10) force damage if it than 1 minute and died violently. The target's spirit
ends its turn inside an object. rises as a wraith in the space of its corpse or in the
nearest unoccupied space, and physically resembles its
Sunlight Sensitivity. While in sunlight, the bane wraith former self. The wraith is under the bane wraith's
has disadvantage on attack rolls, as well as on Wisdom control. The bane wraith can have no more than four
(Perception) checks that rely on sight. 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.

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.

96
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.

97
Orb Wraith Innate Spellcasting. The orb wraith’s innate spellcasting
ability is Charisma (spell save DC 20, +12 to hit with
Huge undead, neutral evil
spell attacks). The orb wraith can innately cast the
Armor Class 21 (spectral armor) following spells, requiring no material components:
Hit Points 315 (30d12 + 120) At will: bestow eternal curse, dispel magic, fear, harm
Speed 0 ft., fly 60 ft. (hover)
3/day: necrotic skull bomb, withering palm
1/day: avascular mass, touch of the graveborn
STR DEX CON INT WIS CHA
6 (-2) 20 (+5) 18 (+4) 18 (+4) 18 (+4) 22 (+6) Actions
Multiattack. The orb wraith makes 2d4 life drain attacks.
Skills Arcana +16, Intimidation +12, Perception +10
Damage Resistances acid, cold, fire, lightning, thunder; Life Drain. Melee Weapon Attack: +11 to hit, reach 10
bludgeoning, piercing, and slashing from nonmagical ft., one creature. Hit: 23 (4d8 + 5) necrotic damage.
weapons that aren’t silvered The target must succeed on a DC 20 Constitution
Damage Immunities necrotic, poison saving throw or its hit point maximum is reduced by an
Condition Immunities charmed, exhaustion, frightened, amount equal to the damage taken. This reduction lasts
grappled, paralyzed, petrified, poisoned, prone, until the target finishes a long rest. The target dies if
restrained this effect reduces its hit point maximum to 0.
Senses darkvision 300 ft., passive Perception 20 Energy Drain (Recharge 5-6). The orb wraith targets one
Languages the languages all its pieces knew in life living creature within 120 feet of it. The creature must
Challenge 20 (25,000 XP) make a DC 20 Constitution saving throw. It takes 110
(20d10) necrotic damage on a failure, or half as much
Incorporeal Movement. The wraith can move through on a success, and its maximum hit points are reduced
other creatures and objects as if they were difficult by an amount equal to the necrotic damage done. The
terrain. It takes 5 (1d10) force damage if it ends its target dies if this effect reduces its hit point maximum
turn inside an object. to 0.
Negative Aura. All undead within 60 feet of the orb The orb wraith then can either heal a willing undead
wraith (including it) are immune to being turned. target (including itself) by that many hit points, or
share that damage with another living target. The new
Regeneration. The orb wraith regains 10 hit points at target of damage must make a DC 20 Constitution
the start of its turn. If the wraith takes radiant damage, saving throw. It takes the same damage the original
this trait doesn’t function at the start of the wraith’s target took on a failure, or half as much on a success.
next turn.
Create Wraith. The orb wraith targets a humanoid within
Retributive Enervation. A creature that touches the orb 10 feet of it that has been dead for no longer than 1
wraith or hits it with a melee attack while within 5 ft. of minute and died violently. The target’s spirit rises as a
it takes 18 (4d8) necrotic damage and must succeed wraith in the space of its corpse or in the nearest
on a DC 20 Constitution saving throw or its hit point unoccupied space. The wraith is under the orb wraith’s
maximum is reduced by an amount equal to the control. The orb wraith can have no more than twelve
damage taken. This reduction lasts until the target wraiths under its control at one time.
finishes a long rest. The target dies if this effect
reduces its hit point maximum to 0. Consume Wraith. The orb wraith targets one wraith of
any type within 10 feet of it. That wraith must make a
Spectral Armor. The orb wraith adds its Charisma to its DC 20 Constitution saving throw (it can choose to fail
Armor Class (included above). if it wishes). On a failure, it is totally subsumed into the
Sunlight Sensitivity. While in sunlight, the wraith has orb wraith, and the orb wraith gains as many hit dice as
disadvantage on attack rolls, as well as on Wisdom the victim creature had, up to a maximum of 60. When
(Perception) checks that rely on sight. 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.

98
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 on the previous page.

99
Totem Zombie True Strahd Zombie
Medium undead, lawful neutral Medium undead, unaligned

Armor Class 16 (chain mail) Armor Class 16 (chain mail)


Hit Points 34 (4d8+16) Hit Points 57 (6d8 + 30)
Speed 20 ft. Speed 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 8 (-1) 18 (+4) 7 (-2) 10 (+0) 5 (-3) 18 (+4) 8 (-1) 21 (+5) 4 (-3) 10 (+0) 5 (-3)

Saving Throws Con +6, Wis +2 Saving Throws Con +7, Wis +2
Damage Immunities poison Damage Immunities poison
Condition Immunities poisoned Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 10 Senses truesight 60 ft., passive Perception 10
Languages understands the languages it knew in life Languages understands the languages it knew in life
but can't speak but can't speak
Challenge 1/2 (100 XP) Challenge 2 (450 XP)

Undead Fortitude. If damage reduces the zombie to Magic Resistance. The true Strahd zombie has
0 hit points, it must make a Constitution saving advantage on saving throws against spells and other
throw with a DC of 5 + the damage taken, unless magical effects, and against Turn Undead.
the damage is radiant or from a critical hit. On a
success, the zombie drops to 1 hit point instead. Relentless. When reduced to 0 hit points, the true
Strahd zombie goes inactive. It heals 5 hit points at
Totem. The zombie has a specific totem in place of the start of each of its turns. When it has reached
its head, granting it benefits as befits its totem. full hit points, it reanimates and attacks again.
Radiant damage done to it is not healed in this way,
Bear. The spirit of the bear makes the zombie and completely destroying the body as with a
tough enough to stand up to any punishment. It has disintegrate spell also destroys it. If it is destroyed
resistance to all damage except radiant damage. through Turn Undead, it cannot regenerate either.
Eagle. The spirit of the eagle makes the zombie into Undead Fortitude. If damage reduces the true strahd
a predator who can weave through the fray with zombie to 0 hit points, it must make a Constitution
ease. Other creatures have disadvantage on saving throw with a DC of 5 + the damage taken,
opportunity attack rolls against it, and it can use the unless the damage is radiant or from a critical hit.
Dash action as a bonus action. On a success, the zombie drops to 1 hit point
Elk. The spirit of the elk makes the zombie instead.
extraordinarily swift. Its walking speed increases by
40 feet. Actions
Tiger. The spirit of the tiger empowers the Multiattack. The true strahd zombie makes two slam
zombie's pounces. If the zombie moves at least 20 attacks.
ft. straight toward a creature and then hits it with a
melee attack on the same turn, that target must Slam. Melee Weapon Attack: +6 to hit, reach 5ft.,
succeed on a DC 11 Strength saving throw or be one target. Hit 7 (1d6 + 4) bludgeoning damage.
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 There are many more types of zombies than those listed in
leader of hunters. Its allies have advantage on melee the Monster Manual.
attack rolls against any creature within 5 feet of the
zombie. Zombie, Totem
Actions Some tribal societies reanimate their dead to serve as
guardians, replacing their heads with totems or crafting
Maul. Melee Weapon Attack: +3 to hit, reach 5ft., exquisite masks for them to wear. These zombies are
one target. Hit 8 (2d6 + 1) bludgeoning damage. honorbound to protect their living descendents.
Javelin. Melee or Ranged Weapon Attack: +3 to hit,
reach 5 ft. or range 30/120 ft., one target. Hit: 4 Zombie, True Strahd Zombie
(1d6 + 1) piercing damage. 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

100
Miscellaneous Creatures Swarm of Leeches
Medium swarm of Tiny beasts, unaligned
Dire Maggot Armor Class 11
Small beast, unaligned Hit Points 27 (5d8 + 5)
Speed 5 ft., swim 10 ft.
Armor Class 15 (natural armor)
Hit Points 39 (7d6 + 14)
Speed 40ft., climb 40 ft. STR DEX CON INT WIS CHA
2 (-4) 12 (+1) 12 (+1) 1 (-5) 2 (-4) 1 (-5)
STR DEX CON INT WIS CHA
Skills Stealth +5
13 (+1) 15 (+2) 15 (+2) 1 (-5) 10 (+0) 2 (-4)
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened,
Skills Perception +2 grappled, paralyzed, petrified, prone, restrained,
Senses darkvision 60 ft., passive Perception 12 stunned
Languages — Senses tremorsense 30 ft., passive Perception 6
Challenge 1 (200 XP) Languages —
Challenge 1 (200 XP)
Keen Smell. The dire maggot has advantage on
Wisdom (Perception) checks that rely on smell. Swarm. The swarm can occupy another creature’s
space and vice versa, and the swarm can move
Actions through any opening large enough for a Tiny leech.
The swarm can’t regain hit points or gain temporary
Bite. Melee Weapon Attack: +4 to hit, reach 10ft.,
hit points.
one target. Hit 7 (2d4 + 2) piercing damage. If the
target is a creature, it must succeed on a DC 12 Anesthetic. Unlike other swarms, a leech swarm
Constitution saving throw or be paralyzed until the often goes unnoticed until it is too late. The victim
end of the dire maggot's next turn. of a leech swarm's attack must make a DC 15
Wisdom (Survival) check to notice the swarm's
attack.
Dire Maggot Amphibious. The leeches can breathe air and water.
Dire maggots are not undead, but they have a connection to Actions
the unliving for their diet: corpses. Blood Drain. Melee Weapon Attack: +3 to hit, reach
0 ft., one creature in the swarm's space. Hit: 10
Swarm of Leeches (4d4) piercing damage, or 5 (2d4) piercing damage
Leech swarms typically lie quiescent in stagnant pools, if the swarm has half of its hit points or fewer, and
waiting for prey to come to them. While they are capable of the target has disadvantage on Constitution saving
surviving out of water, they will rarely stray more than 5 feet throws until the start of the swarm's next turn.
from the water's edge (though some leeches will cling to
creatures after they leave the water).

101

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