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The undead creature acts on your turn in initiative, and you

can use your bonus action to mentally command the creature if


it is within 60 feet of you. You decide what action the creature
will take and where it will move, or you can issue a general
command, such as to guard a particular chamber or corridor. If
you command it to take the Help action it can only aid in
attacking a creature or with simple tasks such as lifting. It can
only use its reaction to make an opportunity attack, unless you
commanded it to take the Ready action.
Once given a command, the creature will continue to follow it
until its task is complete. If you issue no commands, the
creature will only defend itself against hostile creatures.
When the duration ends, or if creature falls to 0 Hitpoints or
you lose concentration, it becomes an inert corpse again, but its
type remains undead.
At Higher Levels. When you cast this spell using a spell slot of
2nd level or higher, you can choose a corpse of CR 1 or lower
and the spell's duration increases, as shown on the table below,
provided you have a gem worth at least the corresponding value.

Spell Level Gem Value Creature CR Duration


1 25gp 1/2 1 minute
2 50gp 1 2 minutes
3 100gp 3 5 minutes
4 200gp 5 10 minutes
5 300gp 8 15 minutes
6 500gp 11 20 minutes
7 750gp 13 30 minutes
8 1000gp 15 45 minutes
Ogre Zombie, © Wizards of the Coast
9 1500gp 17 1 hour

Command Corpse
1st-level necromancy ritual
Casting Time: 1 action
Range: 30 feet Undead Creature Abilities
Components: V, S, M (a drop of blood, a piece of flesh, a pinch A creature such as an Intellect Devourer can no longer
of bone, and a gem worth at least 25 gold) use its Multiattack, as Devour Intellect is not an attack
Duration: Concentration, up to 1 minute in addition to dealing psychic damage, and cannot use
This spell returns the body of a creature to a corrupted Body Thief as it is a magical ability and not an attack.
A creature such as a Gorgon however can use its
semblance of life and places it under your control, though only Petrifying Breath, as it not stated to be magical.
temporarily. Choose a corpse within range that you can see of
CR 1/2 or lower creature that is not a construct, elemental, ooze, Though the argument may be made that Beholder
or undead. The corpse becomes a Zombie version of the Zombies exist and keep their eye rays, they are the
creature with a number of hitpoints equal to half of its hitpoint result of more powerful and permanent Necromancy
maximum before its death. that is beyond the scope of this spell.
The creature's type becomes undead and it gains immunity to
poison damage and the poisoned condition, darkvision 60ft, and
the Undead Fortitude ability (see "Zombie", Monster Manual pg.
316). It cannot cast spells or use magical abilities, telepathy,
abilities that deal psychic damage, or legendary actions. It
cannot attune to magical items. Any damage dealt by its actions
or abilities that is not bludgeoning, piercing, slashing, necrotic,
or poison damage becomes necrotic damage. It's intelligence
score becomes 3, it's Charisma score becomes 5, and its
Wisdom score is halved (rounding down), but otherwise keeps it
original statistics.
 
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