Guide to Non-Evil Undead

by Aeosianna

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Non-Evil Undead in your Campaign

The subject of non-evil undead often pops up within discussions of roleplayers. There are heated, endless debates on the matter of why undead are considered evil, why animating the dead is considered evil, and if necromancy is evil. There are many who wish to play undead characters, and some options have appeared in D&D and in other game systems. Yet it can still be difficult to convince others of such a things, or to even implement how non-evil, or even good-aligned undead can work in a setting. This is why this guide exists and it is particular to D&D because many official settings can be more or less rigid about the alignment and motivations of the undead and the magic that creates them. Feel free to draw inspiration from this for other games and settings, including you own.

This guide begins with a few undead NPCs meant to illustrate different motivations and origins for non-evil undead characters. They have class levels so that they can be adapted to be player characters if you so desire. Then we move onto an overview of how to put non-evil undead in a setting, such as motivatations, the state of undeath and necromatic energies, how it can effect the setting to have neutral or good undead, and philosophical viewpoints of the undead. Then there will be some statblocks for generic non-evil undead types, including the archlich and baelnorn and a few originals dropped in too. Then lastly there will be some guidelines on adjusting class features to undead characters.

Happy haunting your game!

Undead and Okay

Before you say, "What? Good undead? The only good undead is a slain one!" please listen to what I have to say. I know the first impression that comes to most about undead is that they are unholy, evil monsters. They are widely believed to be animated by evil forces to be in a wretched state of suffering. Anyone brought to unlife ought to be put down to end their misery.
      I once believed this, but during my 16th birthday, my elven mother brought me to see someone very special. She brought me to see an ancient, withered figure, clad in the finest of robes and ornamentation that rivaled nobles. Yet all those fine garments could not conceal the hideousness of the elven man's desiccated skin stretched taught over his bones, his withered hair looked brittle like straw, his glazed eyes were almost zombie-like, but had a hint that there was sentience and great wisdom in them. This figure was our ancestor—a baelnorn. At first I was shocked and scared of such a being that was obviously undead, but my mother reassured me that he is a guardian of knowledge to the elves, his undeath is a holy gift rarely given to elves by the gods; it is his sacred duty to remember and record events that will be history so that the knowledge and lessons learned will not be forgotten with generations to come. Such words seemed so contradictory to me, but my mother told me that such rare exceptions to the typical, wretched state of undeath are slightly better known to elves than humans. My ancestor and I became better acquainted, and meeting him started my quest to find undead that were not the evil, single-minded monsters people believed they were. According to some theories of necromancy and even doctrine within the teachings of many gods, a holy undead should not exist—so what else is there about the undead so many have wrong?
      After many years of research and travel, I have become an adept necromancer studying the ways of life, death, and undeath. My studies and travels have led me to encounter various undead who were not evil monsters, but people, people with full sentience and no desire for evil. Many did not choose undeath, but were fortunate to break free from the servitude they were most often brought into it for. Some chose it to extend their experience or because they had unfinished business. The reasons vary from individual to individual, and I'd like you to meet some friends I've made.

-Ardamir the Restless

Tarian Gilden

Human Ranger, Ghoul

Sometimes a minion in an undead army suddenly breaks free from the bond of their master. This is what happened with a certain ghoul in an evil necromancer’s horde of undead. Said necromancer was surrounded by so many undead minions, the fact that one ghoul was too busy feasting on a nearby dead hill giant was of no concern to him, so the undead army marched on to destroy the city. The hill giant’s flesh happily occupied the ghoul all day and night, and by the time the necromancer and his army was slain by heroes, the ghoul was still munching happily. Later when the ghoul was finished, he gradually gained his self-awareness as the necromancer’s hold was no longer upon him. His hunger was sated enough that he could pursue somewhere else.

In life, Tarian was a lowly, common human peasant of little status. He lived a steady life of toiling fields, praying for abundant harvests, and hunted for food on the side. He had a wife and children who loved him. Upon remembering his previous life, he scurried in the night to see what became of them, and then faced the awful tragedy—his whole family, and many others where he lived were brutally slaughtered by the evil necromancer’s undead army. His children’s corpses were of no use to the necromancer, and his wife was likely just another skeleton that was smited in the most recent battle. Tarian could only cry—or at least try to cry upon the ruins of his home, his family.

There are many undead whose sorrow turns them to evil, but there are also many undead whose sorrow points them to a path of justice and heroism. Tarian would conceal his undeath underneath clothes and herbs to move into the city that slaughtered the necromancer to find more answers. He managed to pass himself off as a living person interested in dispatching evil necromancers, but the clerics were able to detect his undeath. Fortunately they had heard his intentions and sorrow already, so he was able to reveal his state to them, and they in turn agreed he could be an asset to them. Over the years, Tarian has turned his skill in hunting into becoming a full-fledged ranger, he stalks the wilds for evil necromancers and other monsters who abduct the minds and souls of other creatures. His appetite for flesh has been tempered to feast on animal—and occasionally ogre carrion. His undead state seems like an anathema to nature, but his actions and habits seem to fit well within it, to the point where the natural world around him has accepted his presence and graced him with its magic.

Personality Traits: I will be a walking warning to those who raise the dead to be their minions. My background as a farmer and hunter makes my condition as a ghoul a little easier to deal with.

Ideal: Freedom. Anyone who desires to take away the will of another creature is my enemy—even a bard who charms others frequently is likely to meet my arrow.

Bond: My grief for what that monstrous tyrant did to my family drives me to continue my own wretched existence.

Flaw: I refused to be resurrected by the clerics who offered it to me. I am ashamed of it, but somehow becoming a ghoul has freed me even from the bonds that held me in life.


Tarian Gilden

Medium undead, chaotic good


  • Armor Class 14 (leather)
  • Hit Points 60(8d10 +16)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 11 (+0) 15 (+2) 10 (+0)

  • Saving Throws Str +4, Dex +6
  • Skills Nature +3, Stealth +6, Survival +5
  • Damage Immunities poison
  • Condition Immunities charmed, diseased, exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Common, Halfling, Sylvan
  • Challenge 3 (700 XP)

Favored Terrain. Tarian has advantage in Wisdom checks related to forests. Anyone traveling with Tarian is not slowed down by difficult terrain, or cannot get lost except by magical means. If Tarian is tracking other creatures, he can learn their exact number, their sizes, and how long ago they passed through an area.

Ghoul Stride. Tarian can move through nonmagical difficult terrain, including nonmagical plant terrain with no extra movement costs. He can also move through magical difficult terrain that deals necrotic damage with no extra movement costs and advantage on saving throws against damage; he does not get damaged on a success.

Spellcasting. Tarian is a level 8 spellcaster. His spellcasting ability is Wisdom (spell save DC 12, +5 to hit with spell attacks). Tarian has the following ranger spells prepared:

1st level (4 slots): detect magic, fog cloud,    goodberry, hunter's mark

2nd level (3 slots): pass without trace

Actions

Multiattack. Tarian makes two long-ranged attacks when using shortbow.

Shortbow. Ranged Weapon Attack: +5 to hit, reach 80/320 ft., one target. Hit 6 (1d6 + 3) piercing damage.

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 10 (2d6 + 3) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5ft., one target. hit: 8(2d4+ 3) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 13 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.

"Mr. Bodoni"

Human Rogue, Skeleton

Mr. Bodoni is the shopkeeper of a shop known as "Curio Cabinet", a quirky but unassuming little store that sells unusual trinkets near the sea surrounded by other shops, taverns, and boats. People are often alarmed at Mr. Bodoni's...boney presence. Fortunately the city is rather cosmopolitan—there is a weird person in each corner of the city, and Mr. Bodoni wears an amulet that protects him against turning and smites.

Mr. Bodoni has a habit of spilling out skeleton puns whenever he deems necessary, which is often. If his deathly appearance isn't enough to invite a sword in between his ribs, the agony from his puns sometimes does the trick.

Mr. Bodoni is not the owner of the shop, merely the one who handles transactions. It is unknown who the real storefront owner is, but Mr. Bodoni hints that the shopkeeper is the one who discovered him—and perhaps animated him— in a dungeon years ago in a deadly trap. Mr. Bodoni does seem to remember who he was before he died, but does not wish to speak of it. He is only glad that he has a second chance, and somehow is glad that nobody can recognize him anymore.

Personality Traits: You don’t need a working body to enjoy life, you just gotta be humerus! I really don’t like spooking my patrons, but a little interaction and they ease up and find they can see right through me!

Ideal: Zest. Life is meant to be enjoyed and lived, and to have fun and pleasure, but I am not fond of having lazy bones!

Bond: I owe the shopkeeper my second chance. Any other adventures would have destroyed me, but she saw that I was not going tibia numbskull!

Flaw: I did something terrible in life, so I went into a dungeon to see if I could redeem myself with some great act. I never made it and the monster has been slain already. My undeath is a shield from my past life. I’m sorry I have no pun for this…next topic…

Mr. Bodoni's Amulet

Mr. Bodonit's Amulet is a very rare wondrous magical item that requires attunement.

While any undead creature is attuned to the amulet, they are immune to all class features, spell effects, magic items, or any other magic that specifically target undead such as Turn Undead and Holy Water. They also do not count as undead for any spell that can be made to target undead such as magic circle. If a magical effect is made to exclude undead from its effects such as antilife shell, they still do not count as undead. The undead creature still cannot be healed or resurrected if the spell or other effect specifies it. The amulet does not negate class features that have no direct effect, such as a ranger's favored enemy feature.


Mr. Bodoni

Medium undead, neutral good


  • Armor Class 13
  • Hit Points 24(3d8 + 6)
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 15 (+2) 10 (+0) 10 (+0) 14 (+2)

  • Saving Throws Dex +4, Int +2
  • Skills Athletics +2, Persuation +4, Perception +2
  • Damage Resistances piercing
  • Damage Immunities poison
  • Damage Vulnerabilities bludgeoning
  • Condition Immunities charmed, diseased, exhaustion, poisoned
  • Senses darkvision 60ft. passive Perception 12
  • Languages Common, Thieves's Cant, Undercommon
  • Challenge 1 (200 XP)

Cunning Action. On each of Mr. Bodoni's turns, he can use a bonus action to take the Dash, Disengage, or Hide action.

Sneak Attack (1/Turn). Mr. Bodoni deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Mr. Bodoni that isn't incapacitated and he doesn't have disadvantage on the attack roll.

Actions

Multiattack. Mr. Bodoni makes two melee attacks.

Bone Attack. Melee Weapon Attack: +5 to hit, reach 5ft, one target. Mr. Bodoni can disattach a limb he is not using at the moment such as a leg, arm, or even just a hand, and wield it as a melee weapon that causes bludgeoning damage. A foot or hand deals 2 (1d4) damage, an arm or half a leg with or without hand or foot deals 6 (1d6 + 3) damage, and an entire leg deals 8 (1d8 +3) damage. On a critical hit, Mr. Bodoni takes 1d6 damage, if the damage exceeds the damage dealt, the limb breaks and cannot be used again until repaired. Mr. Bodoni cannot be reduced to 0 hit points or less from this damage.

Rapier. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 8 (1d8 + 3) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 +3) piercing damage.

Nyx's Resting Place

Nyx is not bound to the tomb she was intered in, but still requires a designated resting place that is free of sunlight during the day and that she can retreat to if reduced to 0 hit points. If she travels, she will hide a casket inside a bag of holding.

Nyx Aeternas

Dragonborn Paladin, Vampire

Centuries ago, her kingdom was invaded by demons and she was among the slain. In more current times another demonic invasion was brewing, and so Nyx crawled back from the netherworld to continue what she could not accomplish. Many other warriors in the battle might have wished to return as well, but a special set of circumstances came together so Nyx was able to rise with her relatively intact corpse. She was not known as Nyx in life, it was a name she gave herself after her return to mark her new identity.

During life, she intimidated her demonic foes by sinking her teeth into their flesh. Her large, powerful draconic jaws tore her foes apart and sent others fleeing. Little did she know that each bite would "taint" her body in some way slowly. Perhaps if she wasn't killed, she would have become corrupted with the evil essence of the Abyss. Instead, the blood slept in her body, even after it was consecrated and preserved through gentle repose, but one day it would break those spells that prevented reanimation. Nyx was the only slain in that battle to be able to rise back to the world of the living—but as a vampire, still thirsting for the blood of her enemies and those who would dare try to destroy her homeland, and those who commit great evils. As just about every adventurer knows, there is little shortage of evil blood out there.

Her conviction and faith in Bahamut steel her mind against the pitfalls of her condition, and quest for vengeance. She no longer craves demon blood, but still has the hinderance of craving any sort of blood, along with the hinderance of being harmed by the sun. Nyx is no ordinary vampire, so she suffers from less of the weaknesses of other vampires, but has less of the boons. She also has an uncanny ability to convert any blood she has taken into radiant power to use for her lay on hands ability. She is a walking contradiction that makes others distrust her for fear she turns out to be the unholy demon she appears to be. Despite these issues, she has proven herself a valuable asset by the descendants of those she fought alongside with and the righteous cause of Bahamut. Yet one can see that perhaps she does teeter dangerously between bloodthirsty monster and righteous avenger, but she does so beautifully. Only a god of righteous giant predatory creatures can appreciate such a thing.

Personality Traits: I relish it when my enemy is scared of me. My duty is to the greater cause of justice is my reason for persisting in this world.

Ideal: Purpose. Purpose is the most important thing in anyone’s life, without it we would be lost and life would be meaningless. Laws and freedom are meaningless without purpose.

Bond: I fell in battle centuries ago, and I am ashamed of it, I hope that by defending the descendants of those I fought with, I can reinforce my bond with my people and strive for lasting peace.

Flaw: I really like drinking the blood of enemies and biting into their flesh. I see no problem sinking my teeth into an orc or gnoll—and that scares my allies too, but I will not sink my teeth into another dragonborn or even dragon.



Nyx Aternas

Medium undead, chaotic good


  • Armor Class 20 (plate, shield)
  • Hit Points 130(14d10 + 42)
  • Speed 30 ft.

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

  • Saving Throws Str +10, Dex + 5, Cha +9
  • Skills Athletics +10, Intimidation +9
  • Damage Resistances cold, necrotic
  • Damage Immunities poison
  • Condition Immunities charmed, diseased, exhaustion, frightened, poisoned
  • Senses darkvision 120 ft., passive Perception 12
  • Languages Common, Draconic, Abyssal, Celestial
  • Challenge 12 (8,400 XP)

Turn Immunity. Nyx is immune to being turned by good or neutral-aligned creatures.

Divine Smite. Nyx can expend a spell slot to cause her longsword attack to magically deal an 2d8 extra radiant damage to a target on a it. If she expends a spell slot of 2nd or higher, the extra damage increases by 1d8 for each level above 2nd. The damage increases by 1d8 if the target is a fiend.

Lay on Hands. Nyx has a pool of healing power that she can use to restore a total of 70 hit points. As an action she can touch a creature and draw power from the pool to restore a number of hit points up to the maximum remaining in her pool. Alternatively, Nyx can expend 5 hit points from the pool to cure a target of one disease or neutralize one poison affecting it. Whenever Nyx hits a creature with her bite attack, the necrotic damage dealt replenishes her pool of healing power which cannot exceed 70 hit points.

Regeneration. Nyx regains 5 hit points at the start of each of her turns turn if she has at least 1 hit point and isn't in sunlight. lf she takes radiant damage, this trait doesn't function at the start of her next turn.

Spellcasting. Nyx is a 14th level spellcaster. Her spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). She has the following paladin spells prepared:

1st level (4 slots): bane, detect good and evil, detect    magic, hunter's mark
2nd level (3 slots): hold person, lesser restoration,    zone of truth
3rd level (2 slots): aura of vitality, revivify
4th level (1 slot): staggering smite

Vampire Weaknesses. Nyx has the following flaws:
   Stake to the Heart. If a piercing weapon made of wood is driven into Nyx's heart while she is incapacitated in her resting place, she is paralysed until the stake is removed.
   Sunlight Hypersensitivity. Nyx takes 10 radiant damage when she starts her turn in sunlight. While in sunlight, she has disadvantage on attack rolls and ability checks. Nyx can wear dark, concealing clothing such a cloak with hood to negate damage from this weakness.

Actions

Abjure Enemy (Replenishes Between a Long or Short Rest). Nyx can choose a creature within 60 feet of her that she can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends have disadvantage of this saving throw. On a failed save, the creature is frightened for 1 minute or until is takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed. On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.

Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (1d8 + 10) piercing damage, or 16(1d10 + 10) slashing damage if used with two hands.

Bite. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 14 (1d6 +10) piercing damage plus 8 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken.

Grave Breath (Replenishes Between a Long or Short Rest). Nyx exhales a dark chilling blast in a 15-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 16 (4d6) necrotic damage on a failed save, or half as much on a successful one.

Reactions

Protection. When a creature attacks a target Nyx can see within 5 feet of her excluding herself, she can impose disadvantage on the attack roll as long as she has a shield equipped.

Torrendra Ironmantle

Half-orc wizard, Necropolitan

Torrendra was abandoned as a baby near a dwarven city where she was spotted by a group of dwarves who took her in. Despite a treaty that had been made between the dwarves and a local group of orcs, orcs are still mistrusted and seen as vermin in the eyes of many dwarves. The group would take pity on her, regardless but it took awhile for her to find a permanent family to raise her. She turned out to be a half-orc, abandoned most likely due to her human blood being considered weak or perhaps an episode of infidelity.

Her new dwarven family raised her as one of their own despite the prejudices they would recieve for it. Many of the children of the family were wary of their new sibling, except for one, Dradrelyn, the youngest girl in the family who aspired to be a wizard. She would teach her new sister the wonders of magic and inspired her own path into the arcane. Dradrelyn would be accepted into a wizard academy, but Torrendra would not, due to the lingering prejudices.

Life would be hard on Torrendra. She tried to venture into the surface world cities looking for a place for her to settle and study the arcane, but there was still that prejudice that barred her. She would come to know that even many wizards believed that orcs and half-orcs were not suitable wizards and many believed they were stupid. It would take awhile for Torrendra to teach herself and find a circle of friends who would accept her. She had already mastered a few cantrips and was watching wizards teach their apprentices from afar. Soon she would prove herself worthy and open the door for other half-orcs.

Unfortunately, time is cruel. By the time the world became more accepting, and she found a more accepting place that would teach her, she was already well past her prime. Her short lifespan would prove her ultimate undoing—that is if she accepted it. Even worse, her dwarven family still had at least a whole human lifetime ahead of them.

During her studies, Torrendra learned of a place in the Shadowfell that housed a necropolis where one could seek undeath without many of the limitations or horrendous need to feed on the living. Torrendra was very reluctant about this option at first, she felt it would dissapoint everyone who believed her to be not evil.

She ventured to the city and took a look. To her astonishment, it was a place that she would grow fond of, and the various undead residents were more accepting of her than in any other place she knew. She reported her findings to scholars on the Material Plane, some stuck to their prejudices, others would be more open-minded. Time passed, Torrendra's age started to show before even her human peers. The temptation to prolong her lifespan grew more and more, to make up for having had the odds stacked against her the moment she was born. At the age of 55 she joined the necropolis but did not cut off ties to her former life. She became twice rare, a half-orc and undead, but she would be proud of it.


Torrendra Ironmantle

Medium undead, neutral


  • Armor Class 11 (14 with mage armor)
  • Hit Points 52(10d6 + 10)
  • Speed 30ft.

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

  • Saving Throws Int +8, Wis +5
  • Skills Arcana +8, Intimidation +4, History +8
  • Condition Immunities charmed, exhuasted, poisoned
  • Damage Immunities poison
  • Damage Resistances necrotic
  • Senses Darkvision 60 ft., passive Perception 12
  • Languages Common, Dwarvish, Orc, Undercommon
  • Challenge 4 (1,100 XP)

Relentless Endurance (1/Day). When Torrendra is reduced to 0 hit points, but not killed outright, she can drop to 1 hit point instead.

Focused Conjuration. When Torrendra concentrates on a conjuration spell, her concentration cannot be broken as a result of taking damage.

Spellcasting. Torrendra is a 10th level spellcaster. Her spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). She has the following wizard spells prepared:

Cantrips (at will): chill touch, mage hand, minor illusion, posion spray, prestidigitation
1st level (4 slots): mage armor, magic missile,    unseen servant*
2nd level (3 slots): cloud of daggers*, detect    thoughts, misty step*, web*
3rd level (3 slots): clairvoyance, fireball, stinking    cloud*
4th level (3 slot): Evard's black tentacles*, stoneskin
5th level (2 slots): cloudkill*, conjure elemental* *Conjuration spell of 1st level or higher

Benign Transportation (Recharges after Torrendra Casts a Conjuration Spell of 1st Level or Higher). As a bonus action, Torrendra teleports up to 30 feet to an unoccupied space that she can see. If she instead chooses a space within range that is occupied by a willing Small or Medium creature, they both teleport, swapping places.

Actions

Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 4 (1d6) bludgeoning damage, or 5 (1d8) bludgeoning damage if used with two hands.

Personality Traits: I feel more comfortable in this land of undead misfits than I ever had in the Material Plane. I am determined to make the best use of my undeath.

Ideal: Progress. We must do what we can to constantly improve and transform our innovations and magic.

Bond: Even though a lot of people have been cruel to me, I am very thankful for those who have helped me and I cherish them well.

Flaw: I still get jealous of longer-lived races such as elves, dwarves, and gnomes. This sours my attitude when interacting with an individual of one of those races for the first time, except for my dwarven family.

What is a Necropolitan?

Necropolitans are undead creatures that debuted in 3.5 edition’s Libris Mortis. They are basic sentient undead people with no bells and whistles attached. Due to no alignment restriction and little adjustments, they are and still remain the most recommended way to play an undead character.

Necropolitans in lore are people who choose to become undead and are transformed via a painful and agonizing ritual known as The Ritual of Crucimigration. This procedure is done in the city of Nocturnus, which is a necropolis of undead located in the Shadowfell that allows living visitors but not living residents, any living resident who wants to live in Nocturnus must become a necropolitan first.

Other Ideas

Here are some other ideas for undead characters who are not evil:

  • A dedicated warrior to a cause continues past his lifespan by binding his soul to his armor, and becomes haunted armor that can behave like animated armor, but sentient and intelligent. He does need to rest for some time everyday, and when he does he appears like a regular suit of armor. Those unknowing of him may try to don the armor, only to become possessed by him as long as they wear the armor. Usually he will make the host doff off the armor.

  • After many centuries of agony, a spectre witnesses an act of pure compassion that moves her to rekindle her lost hope and dampens her desire to kill the living. She starts to curiously observe the people from afar who did it, and the more goodness she sees the more she is motivated to have hope. She only reveals herself to the party when she feels she needs to help them.

  • A mummy has been gaurding the tomb of a king for thousands of years. She has no knowledge of the outside world except that she notices the change in attire and speaking of the intruders that come into the tomb. One day, she fights off an adventurer that she cannot make sense of his fashion sense, accent, or even weapons. She pauses for a moment and stops attacking. She then decides to hell with her duty and explore the outside world with her new friend.

  • An adventurer dies horribly in a battle. The party, and the family of the party are too poor to afford proper ressurection, so they start to consider reanimation, as horrible as it may be. A necromancer offers his services for payment, which is much, much lower than the cost of ressurection. They agree to the reanimation, and to their astonishment, the adventurer is not a mindless husk, but a well-preserved and fully sentient zombie with her soul and mind intact. There are some caveats though: she may die again if healed by magic but can regenerate on her own, she needs magical maintence on her body or she will decay, and strangest of all, she has begun to fall in love with the necromancer who raised her, but if he touches her, she starts to rapidly decay.

  • The local archlich is not a horrible evil monster, but a venerated elder in the community. It took centuries to earn his trust, but he was there when the town was under seige, he was there when a plaugue struck the land, and he was there when an evil lich launched an undead army to the town. He was there to help stop the problem and take care of the afflicted. It turns out he is the founder of the town and feared that his hard work in establishing the settlement would be wasted by the various dangers that inhabit the land.

Incorporating Non-evil Undead in Your Game

As Player Characters

The previous character examples serve as points of inspiration for non-evil undead. With some tinkering, one can add slight adjustments to a player character to make them undead. Some may want their character to be a specific kind of undead, such as a vampire, but balance issues become more concerning when a player character is far tougher than others in the party despite being the same level. You may consider having a character loose levels upon undeath, or start out at a lower level. Another suggestion is the remove certain benefits from an undead character, and also remove some weaknesses at the same time. A vampire character may one be able to turn into mist once a night, may not have great strength or dexterity, but also be able to have some limited time in the sun. This may seem like cheating, but one could justify it by means of an artifact, blessing, or simply another kind of vampire that is less powerful.

In previous editions there were added complexities that did make undead characters more difficult to handle--they had no constitution score, were healed by necrotic spells that harmed the living, were harmed by healing spells that healing the living, and were destroyed upon loosing hit points. Fifth edition has none of these, but most healing spells have no effect on the undead, and undead can still be targeted or turned.

An undead character can provide a twist on an adventuring party, even moreso if the party members lean toward good or lawful non-evil alignments. The party may accept the undead companion, except for one or two due to their devotion to a god who absolutely detests undead such as Kelemvor or the Raven Queen. One must be very cautious if this occurs, it can decrease cooperation an cause the party to split. On the other hand it could be a conflict the party must overcome and realize they have to work together for the greater good against a common foe. Some party members may be more accepting of undead--perhaps they don't see what is so evil about most undead, maybe they've had experiences with undead that were not hostile. They may do what they can to help the undead ally such as disguise them in a place where their presence would be unwelcome or be sensitive about where and when they cast turn undead.

Resolving Cosmological Setting Issues

One of the difficulties that arises with incorporating non-evil undead is that many settings have established that the dark animating force behind undead, typically known as "negative energy" makes them evil or corrupts the world by existing alone. It's possible to simply ignore this if it isn't important in the setting, but there are some workarounds that can be used:

Undead who are not evil can lessen their dependence on negative energy by their very abstinence from evil. A very good undead can even start siphoning energy from another source such as positive or arcane energy, such a creature's properties would change to reflect that.

The undead creature would count as living creatures for any magical effects that specifically target undead after gaining a few levels. An undead creature powered through raw arcane power might gain levels in sorcerer but can suffer ill effects if using too much magic.

It may also be that the existence of a few undead do very little to the entropy of the cosmos, rather it’s their larger collective existence that may accelerate the destruction of the Material Plane. If the issue is adding more evil to the Material Plane, a non-evil undead may instead negate it with their own virtue or actions.

Negative energy may not even required to animate the dead. Other forces such as pure arcane energy, or a magically created substitute for the spark of life, an improper connection between body and soul, or even the sheer will of a soul can create undead.

Different Perspectives on Negative Energy

Consider re-interpreting negative energy in your setting if you want it to co-exist with non-evil undead. What if negative energy is not as dangerous and evil as many believe? If positive energy preserves and gives life and negative energy destroys and takes away life, then wouldn’t the two be necessary to co-exist? After all, much of life depends on death—living organisms that cannot produce their own energy and biological material must take it from another organism. These organism must destroy, break down, and absorb another organism’s remains into more basic components to use for energy, to use to grow their own body, or other necessary biological functions. If this sounds ghoulish, well maybe it isn’t so different from a ghoul after all? Positive and negative energy might be a part of every living being, positive and negative energy might even be two facets of the same kind of energy that suffuses the cosmos.

Consider if negative energy and positive energy are completely neutral, they are part of the fabric of the cosmos the way the elements are, and some wizards hypothesize that they are just another element to draw power from and control. The trouble is, that when the element you draw power from is very good at death and decay, it can often be the easiest to corrupt those who crave power or destruction of others, hence the association. Yet any power can be misused, even positive energy can have very dangerous and gruesome effects if wielded to dominate and destroy. Positive energy can overwhelm and burn biological systems or even cause horrid growths and proliferate vermin and diseases.

Perhaps negative energy flowing to the Material Plane is not just natural, but necessary. There may be fonts of negative energy where undead are more likely to occur. The reason is to slow down or balance the process of life on the Material Plane, or maybe even balance the positive energy that already suffuses it. If all negative energy were wiped out, biological processes would accelerate to the point were complex life could not exist.

Undead vs. Deathless

In some settings, undead are counterbalanced by a visually similar but intrinsically different type of creature: the deathless. Deathless appear corpse-like, but are created through divine power, often by a cleric or deity. Deathless are often simply warriors risen back to fight for the cause of good, and then are sent back to rest until called again. Deathless are powered by positive energy in the same way that in some settings undead are powered by negative energy.

One could simply re-label all non-evil undead as “deathless”, yet it risks removing some of the drama and storytelling appeal of undead. Deathless are also linked heavily to the divine which makes them harder to work with less religious characters. It is far easier to consider deathless as a subtype of undead if you are willing to remove the conditional negative energy requirement, as was recently done for Eberron.

In a world where non-evil undead and deathless exist, the undead may find themselves believing to be wholly wretched and cursed, and become jealous of the deathless who were chosen by the gods to continue their existence. This may serve as a point of contention between some undead and the gods, in which some undead renounce their faith in the good gods, but know well the evil gods do not have their interests in mind. Good-aligned undead may try hard to prove themselves to the gods that they are worthy of becoming deathless. If deathless are more available to a certain race, such as elves, this can also serve as tension between an undead and that race which has better access to deathlessness. Some who aspire to become deathless but learn that it has a racial restriction that does not include their own race may become undead out of spite, but still retain a sense of justice that does not allow them to slip into evil.

In some settings, there may be good-aligned divinely created undead that occur. In Forgotten Realms, baelnorn are elves who are bestowed undeath by their gods, even good-alined ones to be guardians of their families, artifacts, or knowledge. Yet, baelnorn are still counted as undead and do animate dead in battle.

The Cycle of Life and Death

In many settings, there are gods who believe that undead are unnatural abominations that disturb or disrespect nature or the cycle of life. They care not for the deeds or alignment of said undead, only that undead to them must be put down. This can act as a compelling source of contention between heroic undead characters and the gods. This perspective of undeath may even biased or flawed if undead have a tendency to spontaneously rise, or rise when a creature feels their death is unjust or that their time in the Material Plane ought to be extended in the case of revenants and ghosts. Undeath being a divine domain, even to evil gods may also cast some doubt about undead being “unnatural”, if they are a niche within the cosmos-but so would many evil domains such as murder and tyranny.

Some good or neutral gods can be more considerate of undead if they serve them, or even in disagreement with the gods who hate undead. These considerations can be issues the characters must deal with, adding conflicts between good characters and between different points of view about what constitutes “natural” and “unnatural” or even what good is or should be about. If the gods become involved in this debate it could even threaten to shatter many faiths or the cosmos as a whole.

Undead Philosophy

In many settings, undeath is tied to a philosophy of nihilism, destruction, and death. Gods and other powerful extraplanar beings who endorse undeath often favor murder, selfishness, tyranny, and devouring all. Such gods may see undeath as being as appropriate as dead to them if such undead condemns souls to an empty, tortured existence or if such undead dedicate themselves to the destruction of other life.

Yet this does not have the be only philosophical view point of undeath. Undeath can be more than just embracing death, in fact it could be the opposite—which is the part that annoys the death gods of repose. Undeath can be a means of embracing life. Someone who voluntarily becomes undead does so to preserve themselves for certain intentions or goals. It may be the denial of growth—an important aspect of life, but also the denial of cessation. Even if there is an afterlife, souls often do not keep their memories or much of themselves over there, so such a valuable thing as knowledge and memories is something an undead may wish to preserve.

Undead who feel they can cast off the worries of things like mortality may begin to embrace life in a new way, they may become fearless and possibly even hedonistic, they may not mourn the pleasures of a living body, but instead relish the experiences their undead bodies offer to them. They may start to wonder how they survived so long alive with the burdens of the living body such as defecation and disease. These undead see undeath as something closer to life than to death, an undead creature is not a walking corpse, but a body refusing to die.

Why be Undead?

A question that is worth exploring is why a character may choose to become or remain undead even if there may be ways to return to full life. For evil characters, this answer is usually easier due to the presence of evil gods of undeath, and the general association of undeath and evil. You may however have an unconventional setting where things do not work that way, and undeath is more neutrally seen or reviled by more than just good and evil.

Within the list of spells there are a number of resurrection spells, the most powerful being one that can bring back the dead even if not a scrap of their corpse remains. The spells have a caveat, that the subject not have died of old age, which brings us to most common reason there are those that seek undeath and that is to live past their natural lifespan. There is a spell to cheat natural lifespan, known as Clone, which allows a soulless body to be made for someone whom, upon death can become their new body. Clone has some problems, it takes 120 days to have the body ready for one, and it costs gold every time.

So then, if these options are available, why opt for something like lichdom or being a necropolitan or vampire? Evil characters may often answer this question usually with “power”, since the state of undeath brings with it certain perks and durability. Good or neutral characters tend to answer this question also being about power, but moreso a sign of dedication to a greater cause than any sort of megalomaniac goals. A person who wishes to be an eternal bulwark against evil may see cloning as an unreliable method of persisting due to the 120 day gap between bodies or that it gives no additional durability. Clones can be destroyed if an enemy finds them, and they cannot hide as well as a phylactery. There is the risk of one's soul fragmenting into multiple clones if more than one is made. There could also be possible hidden caveats in cloning, such as the toll on the soul dying and coming back more times than meant to, the cutting of flesh as a component may increase over time, or the resources necessary may be scarce.

Undeath that is more reliable than other means of extension of self can be embraced to carry out long term goals and watch their legacies unfold. An undead researcher may wish to see a cosmic phenomena that only occurs once every several thousand years, the founder of a movement may wish to become undead to see that her movement does not fall into corruption. An undead craftsman is the one of only a handful of people who is exceptionally skilled at a very rare trade or skill, and knows that with his own passing it means the extinction of this skill. The survivor of a dark time and place in history decides to become undead so that she may preserve the memory and awful lessons learned so that such an event would not happen again. These people become undead for a purpose that extends common life and is greater than one’s self, and thus is worth clinging onto life as long as one can.

There of course is one of the most compelling reasons for undeath—the fear of death itself. It may seem cowardly or selfish to deny death to some, but others would insist it’s only a natural or a well-deserved reaction depending on what goes on the outer planes. To the person who greatly fears their soul being ripped from the world of the living, Clone may be too unreliable, and being undead offers some resistances and abilties to further keep one's soul among the living.

A setting in which there are class disparities that exist due to resurrection or life-extending magic being available but expensive, undeath can be seen as the “poor man’s immortality”, which may be an interesting hook for undeath vs. living immortality to be a sign of economic class. Socio-economic class markers often give rise to other markers of prejudice, and the upper classes may find undead members of society who could not afford true resurrection an easy target; such undead people can pose a threat to an upper class who revel in living for centuries who just hope that their subjects forget atrocities they have committed generations before. Such conflicts can even be the start of such prejudices against even the non-evil undead. This applies moreso to undead who do not have many boons; liches who spent much on their undeath may find some of the upper class favor them for their wealth and power, and possibly declare lichdom as a more acceptable form of undeath.

Undeath may be seen as a more of an ideal option in a setting that has little or no reliable ways to extend lifespan or even resurrect the dead. Such a setting may have a more accepting view of undeath if that is the only reliable or available way to bring back someone. Yet, even in our world humanity has feared the living dead rising from the grave since prehistoric times, there are stories about people returning from death not quite right, and a fear that such undead are not the person, but an evil spirit possessing a corpse. A fantasy setting where this is more common can evade these tropes and issues, if such undead are more known around the living, or there is a tradition to respect and revere the ancestral undead.

The idea of transcending mortality for some can be very compelling and even spiritual. Maybe even those who did not choose to be undead eventually find a strange sort of gnosis or peace in being undead and so do not wish to be resurrected for real. Most would think undeath to be a state of eternal torment and unrest, but what if it’s done right it’s not like that at all? Perhaps if done right undeath actually can feel good; no aches or pains, no indigestion or sniffles. Yet undeath comes with the large price tag of not being able to feel the pleasures of the body such as food. Some may find it worth it, many would not, for the absence of these pleasures is part of why undeath is considered a curse. One might be able to use magic to somewhat restore these pleasures however.

Lichdom is a close analog of some science fiction tropes surrounding transhumanism; a person is rendered immortal by detaching their selves from their living bodies into a new, ever-persisting form that is no longer biologically alive. Some would see not just immortality as a perk, but being able to persist without maintenance of bodily functions, pains, and illnesses. A transhumanist existence would become something inhuman, as much of the human condition and even human psychology and thinking involved being embodied and one with one’s biological processes. A necromancer who turns themselves in a masterpiece of their magic and an engineer who manages to transfer their consciousness into a robotic body may find their new existences something they have much more control over; maybe they can easily edit out things like depression or simply download social skills. Perhaps the power one is seeking in undeath isn’t the resistance to poison or illness but maybe power over one’s self.

Even if undeath is not a state of torment, there is still the risk that living for a very long time can have on what was meant to be a mortal mind. Loved ones die off, connections to the living world start to rot, years pass by like minutes. An undead person may look at the mirror and see their body resemble a preserved specimen in a museum; It may give them a sense of being an object or something doomed to never grow or change—but does it have to be? How does an undead cope with seeing themselves stagnate, yet the world around them, and the social connections constantly change? This can encourage more socialization among the immortal or just exceedingly very long lived; which can provide constant companionship but also still suffers from being in a circle of old ideas. Undead people may also wish to preserve mortal loved ones into undeath, which comes with it's own complications and drama if something goes wrong or the mortal refuses.

Most undead people do understand that undeath does not guarantee an eternal existence. The day may come when the Material Plane draws its last breaths, and when that happens nothing can save them from destruction. Even before that there is still the chance of being slain or some accident occurring. It may not happen for centuries, millennia, or even millions of years, but it could still happen eventually. Some undead are not afraid of the inevitable after a long and rich unlife, others would still be in denial of this happening. Most don’t worry about it because it is far beyond the horizon that perhaps the world would be unrecognizable by the time it occurs.

Undead and Society

In most societies, undead who co-exist with the living must hide their undead nature or face terrible consequences. They may have to wear heavy clothing, avoid touching others so they won’t notice their lack of body heat, and wear items that make them undetectable. Such a person likely has some allies who know of their undeath and are willing to do things on their behalf that are difficult to do without revealing their undeath—or in the case of vampires, also during the daytimes. Undead who must feed would have a more difficult time remaining unnoticed; they will have to find ways to keep their feeding a secret. A vampire might drink blood from his allies or attempt to subsist on animal blood. A ghoul might attempt to subsist on butcher scraps, animals, or hire adventurers to bring the cadavers of slain goblins or orcs to them.

Incorporeal undead can simply hide from the living and only show themselves to select individuals. Some incorporeal undead might have a presence that is hard for the living to ignore, such as an aura of coldness or despair. Such undead stay in abandoned places that they can call their domain, but their aura might catch the attention of do-gooder clerics and paladins.

Undead can still remain productive members of a society of living, whether they secretly or openly co-exist with the living. There are jobs that undead can do that are too hazardous to the living. An undead person might handle diseased bodies or refuse, or deal with poisoning vermin. Undead can do work that would exhaust or injure the living such as tending to a drawbridge even in the very early hours of the morning or tending a massive contraption in a factory that has to be watched for days on end when operating. Undead can be adept at being guards, skeletons can remain standing in the same place for days, even weeks, perhaps years observing and interfering when necessary.

Undead who are more intellectually inclined can become like vast libraries of knowledge and experience themselves. They may be able to recall events that happened many generations ago and teach lost skills to new generations. If such undead are lucky, they may be highly revered and serve as advisers or councilors.

When the living and undead openly interact, it may change laws and customs to adjust. There hopefully would be rights given to the undead, and undeath will likely be seen as an extension of one’s life so they can keep assets that would otherwise be given to inheritors. This can cause some ire in heirs, especially when it comes to royalty; a king may become a lich to secure his place on the throne, which would encourage other royalty to kill him for the throne if he isn’t planning on letting it go. In this case, a country might forbid undead from royal titles or put a limit to the undead’s hold on the throne.

Undead who may spread disease might be given accommodation to control disease spread, or be restricted away from the living. Undead who feed may have to register with authorities how they plan to fulfill their needs and be regularly visited to make sure they keep with their promise.

Incorporeal undead may have the most difficult time with interaction, but if one sticks to a haunt, it could be registered as the undead’s property, or if it overlaps with someone else’s property, an agreement has to be made.

There is of course the option of undead living in their own settlements that fit their needs but may be inherently hostile to any living members due to the lack of accommodations for the living and possibly disease. Such necropolises may be hidden in places away from the living such as in extraplanar locations or within demiplanes.

What could such a settlement be like? It might have no farms, but have livestock—possibly even sapient livestock if the undead there aren’t interested in goodness. Since undead usually do not need to breathe and are usually immune to poison and disease, undead citizens might be careless in hygiene and handling poisons; a building might have a terrible poison gas problem due to one of the occupants doing alchemical experiments, but nobody notices. If it is in the plane of shadow, the sky may be a perpetual gloom that does not harm any undead sensitive to light.

Undead have all the time in the world, so the pace of life might be slow and less organized much like how some think of elven society. A holiday might span a month, a scholar might have centuries of study before becoming a master, a transaction may take years to complete. A necropolis might have no vegetation and be blighted, however it is entirely possible for one to have some vegetation for decoration or as a resource for making items. Depending on if undead rot or not, detrivorous creatures might be pests to undead. Instead of rats, cockroaches, and bedbugs being common household pets, common household pests might include carrion beetles, maggots, or even vultures—but it is a problem can be solved with smart application of poison or necrotic energy.

An undead society may become a potent force in trade. Undead workers and artisans can produce items using processes that would harm the living such as those that expose people to harmful dusts and gases. Undead miners can work in conditions that would kill living miners. Undead workers can work for days on end without rest. Such a city may become the main or exclusive exporters of certain items or trade goods as a result, which can pave a path to being accepted by the living better.

Relations with Evil Undead

Non-evil undead must contend with the presence of evil undead in most settings. Evil undead represent everything others fear about the undead and undeath itself; evil necromancers and intelligent undead are threats to good-aligned undead. Powerful forces of evil that lord over undeath can see non-evil undead as threats to their own rule and thus seek to eliminate them. Undead who wish to mind their own business and simply unlive their unlives are under threat from both the evil overlord lich and the righteous undead slayer; this is the constant vigil many undead face.

The biggest threats from evil undead come from those who wish to subjugate and rule over undead, and thus loathe undead who will not fall under their sway; such undead are typically liches, death knights, and demons whom undeath is part of their preview. Such forces of evil who can control undead not made by them are especially dangerous as they can turn friends into foe with a whim, those whom where once part of mindless undead hordes may have to go through the trauma again. Organizations and settlements have to be vigilant about the possibility of spies in their midst who may heed to such powers, even those who are fully sapient for there are foul undead who serve tyranny at their own will.

A far more insidious scenario is when a non-evil undead succumbs to evil. This can happen of an undead person has profane urges such as an overwhelming desire to kill the living and looses control of that; it can also happen if the undead person is tempted into evil the way even the living are, or they break under the stress of being persecuted by the living or under the ennui of vast oceans of time. Good-aligned undead may be more mindful of these signs in themselves and others, but some neutral-aligned undead may not show as much of a difference if they turn evil- that is until they cross over the thresholds of morality. Like all good beings, good-aligned undead can fall prey to intolerance and rigid ideology that drives them to extremes, such as one who is so vigilant about evil undead spies they wind up accusing others on a whim and even killing their friends.

There are undead who do take down evil undead and seek vengeance against evil necromancers who exploit the dead, especially seeking the one who may have raised them from the dead into servitude. Such undead people have the advantage of camouflaging among mindless undead and not triggering any impulses to kill the living from mindless skeletons and zombies. An undead person skilled in magic may have the means to even free undead undead the control of others; or even take control of a group of minions and turn them against their master.

Hunting down evil undead and necromancers can provide an opportunity for an alliance to form between undead hunters and undead undead hunters. A way both living and undead slayers of the undead may start to work together is meeting together in the midst of battle; a cleric swings their sword into several zombies, but suddenly arrows take down several more that where behind them at once, and the cleric is astonished to turn around and see the arrows come from a well-armed ghoul on a ledge. The hardest part of such a alliance is of course accepting one another.

A scenario in which evil and non-evil undead must ally with one another is if under threat from forces who enforce the “natural order” of death, such as from gods of death who adamantly loathe all undead no matter the alignment. The threat from these forces would have the be significant enough to prompt an uneasy alliance between undead, especially those whom might have once been enslaved by the evil undead: neutral-aligned undead would take the alliance much better than good aligned undead, and even these undead might have an internal conflict about the alliance. The alliance would not be without risks, for clever undead overlords and scheming undead tyrants can find ways to corrupt or usurp non-evil undead groups.

Ethics of Creating Undead

Although this guide mainly concerns the undead themselves, it is worth speaking of the type of necromancy that creates many undead in the first place. Such necromancy is often shunned or taboo, and in many settings is considered an act that if done enough times can render a necromancer evil. Like non-evil undead, there can be ways to work around aspects of such necromancy that may be considered evil, consider the following adjustments to reanimating depending on how reanimation works in your setting:

  • Mindless undead minions do not have the souls of the deceased nor entropic energies, they are little different from constructs except they are animated from the echoes of life in the way the speak with dead spell does. When using the spell animate dead or create undead this way, such undead creature may return back to death after the time it is controlled is over.

  • Mindless undead that somehow do have the soul of the individual are treated with respect. There might be people who voluntarily will allow their remains to be animated, even if it means disturbing their own rest, they are happy to be taken back to the land of the living once in a while.

  • Mindless undead do have the original soul or the soul of another dead, but are still temporary and are laid to rest once their job is done. Animate dead and create undead spells can be modified to “dismiss” the spirit once it’s service is over to continue its journey in the afterlife. Such undead cannot be made if the soul has already been taken by the outer planes.

  • The necromancer can contact the deceased for permission for use. The necromancer may pay the deceased’s family, give last words to family, or some other form of payment to convince the soul to return for awhile.

  • There may be souls begging to be brought back and reanimated to continue something unfinished or for vengeance.

  • There is a possibility that reanimation may bring the soul back, but some other part of the soul that is cast off during death or life force is missing; such a lack of this ephemeral part results in agony. Ethical necromancers have found ways to circumvent this by either bringing back the rest of the soul parts or substituting it.

About the word "sentient"

In this document, the word "sentient" is used in its original meaning, which is to describe a being that is conscious even at a basic level, which in most fantasy worlds applies to all beings with a soul. The term is often confused with "sapient" which refers to a more advanced form of self-awareness that is designated to creatures with an intelligence score of 3 with some exceptions. Skeletons have an intelligence score of 6, but their intelligence and consciousness is most often constructed from magic, a negative energy spirit, or the remains of lingering life force.

Aside from these adjustments, there can also be rules and regulations on necromancers and other creatures who can tamper with the undead:

  • A necromancer may only attempt to control undead who are already under control of another creature, and seek to release control of that undead after it is no longer nessiscary.

  • A necromancer is forbidden from raising armies of enslaved undead, unless said undead are completely soulless.

  • Raising the ensouled corpses or souls of children is forbidden. Undeath stunts the growth of children in mind and soul, and can damage the soul after a long period of time even if said child is fully sentient with free will. Any child who becomes a sentient undead creature must be nurtured and taken care of until they pass on to the afterlife. Most usually will pass on after a few years.

  • Any sentient undead created are to be treated with respect and have their own rights that should not be violated.

  • Sentient undead animals must have a purpose. The minds of most animals are fixated on survival, an undead animal has no need or often, no desire for functions that support survival and thus may live a bored and empty existence.

  • Undead that are completely soulless automatons still have restrictions on use and violations of such restrictions such as the use for pranks on the living or acts of desecrating the dead are not considered evil but in very very poor taste.

  • A soul cannot be forced back from the afterlife, a soul may only be asked to return to the world of the living or from the ethereal plane with proper offerings and respect. This also applies to attempts to contact the soul of the desceased from the Material Plane. Likewise forcing a soul back to the afterlife can be tantamount to killing the being again and be treated as such.

  • Creating multi-corpse constructs with the souls of the deceased is forbidden, with the exception that the corpses used were used with permission, and the spirits of the dead have not been fused together to make a wretched being. Such beings are often created as grotesque minions by sadistic necromancers who revel in the agony they cause to the dead, therefore this practice is overall shunned by ethical necromancers.

Faction: Knights of the Restless

The Knights of the Restless are an organization devoted to protecting the rights and personhood of the undead. They are foe to both the do-gooders who seek to vanquish all undead with extreme prejudice and those who seek to use undeath to enslave others and bring ruin to the world. The Knights of the Restless have to remain hidden in most parts of the world due to the already high stigma placed on undead in many places, so they do operate in cells and smaller groups dedicated to to their cause in a local area.

Like many "Knightly Orders", membership is open to more than just fighters and paladins. Most members are wizards and other dedicated spellcasters.

Many members of this order pass themselves off as regular hunters of the undead and often do hunt down non-sentient or evil undead. However, they differ in that if they encounter undead who are redeemable or not evil, they will do their best to aid them. They will use their status and connections to help an undead seek a mutually beneficial solution, for example if a neutral-aligned ghoul has been terrorizing people in a village, a member will re-locate the ghoul and help it temper its hunger; the villagers will be told the ghoul has been killed.

Some members will infiltrate groups that oppose them to gain information on the acts and whereabouts of their enemies. For example, a spy for the Order who is also a member of an adventure guild focused on eradicating undead may hear of them attempting to raid and take down the lair of a good lich who has been blamed for certain problems in the area. Such a member would inform the others and alert the lich to either flee or prepare to confront the do-gooders.

Many members of the order are undead themselves who wish to pave the way to be acknowledged as persons. Many members are also living mortals who have friends and relatives who are undead, are necromancers who believe in the cause and to reform necromancy, or simply agree with the Order and have found the arguments of both the undead slayers and the undead slavers to be lacking and extremist. Some living members do seek to become undead themselves, but many find that the prejudice is a barrier and many feel that their cause is best served while alive.

Most people don’t know the order even exists, and the Order wants to keep it that way. After all, they are often against the status quo of the world and oppose the will of gods from multiple sides. The Order thus has established many ways of secret communication by means of magic or coded language similar to Thieves Cant. The Order has no official symbol, or even motto. This is done to keep it even more secretive as such things can alert others of the existence of a larger organization. Deeds are more important to the Order than formalities and symbolism. The Order also does not have any official ranks, renown within the organizaiton is more about trust and reputation than authority or rank. The organization is largely decentralized and democratic in structure.

Some cells of the order organize meetings in far off ruins or the lairs of allied undead to exchange information and plan operations. Members are highly aware of the potential for double agents, spies from enemy organizations, or the use of magic to spy on members, so they do take extra precautions; spellcasters often use many abjuration spells and wards to root out enemy attempts to spy. Yet the most commonly employed method of counter intelligence is simply exposing members to the deeds and reasons for the cause often, in hopes that any planted members will change their minds and convert.

The Order does allow members to form seemingly independent adventuring parties with undead members, in hopes that having undead heroes will inspire people to have a better opinion of them, and to send a message to the evil undead and necromancers that they will not be representative of undead and necromancy. Adventurers who attack evil necromancers and undead overlords will do their best to also distinguish between undead that are evil, and those who can be freed from control. They will not seek to kill all of the vampire thralls of a vampire lord, they would rather incapacitate them and aim to destroy the vampire lord to free them first.

To join the Order, one must first prove to agree with its ideals that undead are to be treated with personhood if they have a soul. Members are recruited, one does not come up to them, they come to you. For example, an adventurer is tasked to banish a ghost for no other reason than the ghost "needs" to be banished, and the advenuturer refuses or instead becomes friends with the ghost and only banishes it if it wishes to, then the Order may hear of it and consider recruiting the advenuterer.

Long Term Goals

The Order does have a few long term goals they wish to work toward.

The first is to establish undead as free citizens in at least one country that is not heavily allied with evil. Hopefully this will pave the way for other countries to do the same.

The second is to gain the favor of a good-aligned god. This may or may not be a nearly impossible feat. Evil undead have plenty of divine backing for them in evil gods and demon lords, but the good-aligned undead hardly have any support. Gods who might be more willing to agree with non-evil undead are gods of compassion, martyrdom, redemption, hope, and aiding the oppressed. Depending on the setting, some good-aligned gods have occasionally had good-aligned undead servants, namely baelnorns and archliches. These may be more open-minded to the idea.

Third is to have divine backing be official, to have a god represent non-evil undead. This may either be a diety adopting one as a porfolio or a new god rising with one. There are examples in some settings of liches rising to godhood, and this may be something that a lich who is a member may be seeking.

Non-evil liches

Most liches are foul, evil beings who are selfish and are willing to sacrifice others to prolong their presence on the Material Plane. Yet history has recorded the names of some very few liches of good or neutral alignment. Such beings are so rare that they are thought to be an inherent oxymoron or mere rumors meant to foul the names of some heroes of the past. A deeper investigation would reveal their presence in such places as keepers of ancient libraries, guardians of old monasteries that house the remains of legendary heroes, or even as the head of a noble house of elves. Some elven good liches are known as baelnorns, they are gifted undeath by elven gods under rare circumstances should one be needed to preserve ancient lore or if one is the last of their tribe. Yet the good or neutral lich in general can come from a variety of humanoid races, not just elves.These non-evil liches are known as archliches, they are liches that overpower the status quo of undeath.

Unfortunately some powerful evil liches have started to call themselves "archliches", hence furthering confusion between the two, so the term baelnorn has begun to be used to apply to even non-elven good or neutral liches, despite there being differences in powers and creation of archliches and baelnorns.

Archlich

An archlich is a powerful spellcaster of any humanoid race, whom like the evil-aligned lich has chosen to pursue immortality by becoming a powerful undead being. Most archliches are wizards, but there have been instances of clerics or warlocks becomeing archliches.

Greater Purpose. A powerful spellcaster may desire to become an archlich to continue pursuing arcane knowledge, but have no interest in the evil activities often associated with lichdom such as amassing undead armies. Some become archliches to become powerful, undying, and ever-vigilant vessels of good and protectors of their domain. Many archliches were once advenurters or renown heroes who decided to slip into obscurity and watch the world continue rather than move onto the afterlife.

Renounced Life. A defining trait between a good lich and an evil lich, is that an evil lich sacrifices others for immortality, while a good lich sacrifices a part of themselves for immortality. Becoming an archlich is not just an act of gaining power, but an act of devotion and sacrifice for a greater purpose. The candidate for archlichdom, like those aspiring to be evil liches knows they are giving up the sensory pleasures of life such as food, but the archlich also begins much weaker than an evil lich, and looses a lot of magical power in the process of lichdom that only until much later do they regain. The ritual to become an archlich is long and painful, and one has to go through periods of time depriving one's self of certain pleasures. The final transition to undeath is also much more gruesome and painful to the archlich-to-be than becoming a soul-devouring lich, and in some instances is known to involve a dying a heroic death or sacrificing one's life to benefit another being.

Cautious Immortality. An archlich's phylactery does not feed off souls, nor does its creation require the sacrifice of a soul. The arcane secret to this type of phylactery is even more guarded than the type of phylactery that does. The secret is usually passed from an archlich to apprentice, or bestowed to someone an archlich deems worthy. A great amount of mental and magical dedication must be put forth to devote one's self to the process, moreso than the typical method an evil lich does. One must prepare one's mind not to fall into the pitfalls of power and immortality, and to refuse the help of evil beings who might appear to offer help to make the process faster and bolster one's magical power.

Gift of the Phoenix. The ritual and ingredients for an archlich's phylactery differ from that of a soul-devouring lich. Due to this difference, the abilities and characteristics of an archlich slightly differ. Archliches do not have resistance to lightning damage, but instead are resistant to fire. This difference hints one of the secrets to becoming an archlich: a pinch of the ashes of a phoenix. The effect of the phoenix ashes imbues the archlich with some of its firey power, allowing the archlich to even use its own reanimating force as a weapon.

Unlikely Ally. Most adventures who encounter archliches are surprised and often rightly suspicious of a friendly lich; the knowledge of archliches does not exist in most parts of the world. Most archliches are prepared to face such prejudices and make it a habit to prepare spells to stop righteous adventures from hurting them before they can explain themselves. Once a party of good-aligned adventures can gain the favor of an archlich, they have made a valuable ally for life.

An Archlich's Lair

Archliches can be found secreted away in abandoned places that have stood a great test of time such as old monastaries. Some archliches are less isolated and maintain regular contact with the living in great keeps and mansions. The lair of an archlich depends greatly on what it pursues in unlife, whether an existence of solitude on arcane research or and existence watching over the living.

Archliches understand that they may be targetted by do-gooder adventurers who belive them to be evil liches, or agents of gods who despise the undead, or worse gods or demon lords who despise undead who aren't under their influence. An archlich may have traps and wards to watch for such dangers or loyal cohorts who would be on guard.

An archlich encountered in its lair has a challenge rating of 22 (41,000 XP).

Lair Actions

On initiative count 20 (losing initiative ties), the archlich can take a lair action to cause one of the following magical effects; the archlich can't use the same effect two rounds in a row:

  • The archlich rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slotss of that level or lower, nothing happens.
  • The archlich can cast two prepared spells of any level (but still expend spell slots) twice in the same turn, with one effect occuring right after the next but either spell can be dismissed in any order, for example an archlich casts time stop to freeze time, and then casts cloudkill to release a cloud of poison gas that disperses once time stop is dismissed. It cannot cast any spells on its next turn after using this lair action.

  • The archlich can telepathically communicate a message lasting no longer than 1 minute to a creature it knows is present within 500 feet of it. The archlich cannot send a message to the same creature for 10 minutes

Baelnorn

Baelnorn are extremely rare, but well revered members of elven communities who became undead through a consensus by elven leaders and permission from the elven gods.

When Needed Most. Baelnorn are usually created under pressing circumstances when an elf is needed to be immortal to continue a task such as guarding a powerful artifact or becoming a vessel of lore and knowledge. Many ancient baelnorn are also guardians and advisors to elven families who have chosen to remain in the world of the living to guide their descendants.

Holy and Undead. Baelnorn are considered holy beings by the elves despite their undeath and despite how this annoys certain deities such as Kelemvor and his followers. The knowledge of baelnorn is next to nonexistent outside elven communities, among the reasons being that hardly anyone else believes such seemingly absurd tales not just of good-aligned liches but ones that are holy and created by good-aligned gods.

Records of the Ruins. The ruins of places such as abandoned elven cities are where baelnorn are likely to be found. There, they continue vigilantly taking care of ancient objects and knowledge. An adventurer who allies with a baelnorn can find them a very valuable "living" record of history and vast knowledge who can provide stunning first-hand accounts of events in very ancient times

Contradictory Existence. Some credit the existence of baelnorn to the strange ways of the elves and their gods, as it seems nothing else can explain the troublesome contradiction of their existence. Many baelnorn not only can wield power over undead, but some who were highly attuned to nature in life continue doing so despite their "unnatural" existence. Others suspect the common assumptions of undeath being "wrong" might not be as accurate as many believe.

A Baelnorn's Lair

Baelnorn that dwell in ancient ruins continue to gaurd the sacred and valuable treasures of the elves. They can be found among the objects they dillgently guard and care for and will do what they can to make sure such treasures do not fall into decay. A baelnorn may construct or repair a ruined area such as a library or vault to a condition where it can protect what is inside and then dwell there for ages, the only sign being a strangely unruined building among ruins.

Baelnorn that dwell among the living can be found cloistered in libraries, magic academies, or temples to give guidance. Their "lair" in these cases will usually consist of a space where they usually haunt or dwell in, but others rarely venutre, or an officially designated space such as an office or quarters.

A baelnorn encountered in its lair has a challenge rating of 22 (41,000 XP).

Lair Actions

On initiative count 20 (losing initiative ties), the baelnorn can take a lair action to cause one of the following magical effects; the baelnorn can't use the same effect two rounds in a row:

  • The baelnorn rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.

  • The baelnorn magically summons two werewolves with the following changes: the werewolves' alignment is chaotic good, the werewolves have the fey ancestry trait, and cannot transmit werewolf lycanthropy. The baelnorn may also attempt to summon one shambling mound with a 40 percent chance of success. The summoned creature appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and cannot summon any other creatures. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action. The baelnorn cannot have more than three summoned creatures present at one time and cannot attempt to summon the same type of creature after it is dismissed by any means for 8 hours.

  • The baelnorn can telepathically communicate a message lasting no longer than 1 minute to a creature it knows is present within 500 feet of it. The baelnorn cannot send a message to the same creature for 10 minutes.



Archlich

Medium undead, any non-evil alignment


  • Armor Class 18 (natural armor)
  • Hit Points 151(20d8 + 60)
  • Speed 30ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 16 (+3) 20 (+5) 18 (+4) 14 (+2)

  • Saving Throws Con +10, Int +12, Wis+11
  • Skills Arcana +12, History +12, Insight+11, Perception+11
  • Damage Resistances cold, fire, necrotic
  • Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks, poison
  • Condition Immunities charmed, exhaustion, frightened, petrified, poisoned
  • Senses truesight 120 ft., passive Perception 19
  • Languages Common and up to five languages
  • Challenge 21 (33,000 XP)

Dead Whisperer. The archlich has advantage on Charisma checks on undead creatures with a CR of 5 or lower. The archlich can also cast speak with dead at will without spending a spell slot. The archlich also can cast spare the dying as a wizard cantrip and also affect undead creatures with it.

Legendary Resistance (3/Day). If the archlich fails a saving throw, it can choose so succeed instead.

Rejuvenation. If it has a phylactery, a destroyed archlich 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 and appears as the archlich did upon first attaining lichdom.

Spellcasting. The archlich is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, + 12 to hit with spell attacks). The archlich has the following wizard spells prepared:

Cantrips (at will): chill touch, mage hand,    prestidigitation, spare the dying*
1st level (4 slots): detect magic, disguise self, shield
2nd level (3 slots): detect thoughts, invisibility, mirror    image
3rd level (3 slots): animate dead, counterspell, dispel    magic, fireball
4th level (3 slots): dimension door, fire shield
5th level (3 slots): cloudkill, immolation, scrying
6th level (2 slots): contingency, globe of invulnerability,    investitude of flame
7th level (2 slots): project image, teleport
8th level (1 slot): demiplane, power word stun
9th level (1 slot): time stop

Turn Resistance. The archlich has advantage on saving throws against being turned.

Water Walk. The archlich can walk on water at will, as if under the effect of the water walk spell and dismiss the effect at will if it chooses to.

Actions

Necrotic Blessing (3/Day). The archlich can take some of its own necrotic animating force, and convert it to bolster other creatures. The archlich can choose to take up to half of its current hp in damage but can use the same points of damage to distribute hitpoints evenly across any creatures of its choice within 30 feet of it. Any creature with hitpoints added this way is also becomes resistant to necrotic, fire, and cold damage and immune to becoming poisoned or poison damage for 1 hour. A creature that was poisoned is cured of poison.

Turn Living or Undead. The archlich can bring forth terror to either the undead or living surrounding it. Before the archlich takes this action, it must choose either undead or non-undead creatures. Each creature of the chosen type that the archlich can see within 30 feet must make a DC 20 saving throw or be turned for 1 minute. Turned creatures must spend their turn trying to move away as far as possible from the archlich and cannot willing move to closer to it. Turned creatures can only use their Dash action or try to flee an effect that prevents it from escaping. If the creature cannot move any farther, it must use their Dodge action. This counts as a fear effect for turning living creatures. Constructs, oozes, elementals, and aberrations are immune to this effect.

Reactions

Counterturn. If a creature attempts to turn the archlich, and the archlich succeeds its saving throw, it can, as a reaction turn the caster and up to six other creatures of its choosing. This counts as a fear effect for turning living creatures. Constructs, oozes, elementals, and aberrations are immune to this effect.

Legendary Actions

The archlich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The baelnorn regains spent legendary actions at the start of its turn.

Cantrip. The archlich casts a cantrip.

Phoenix Soul (Costs 3 actions). If damage reduces the archlich to 0 hit points, it can use a reaction as its legendary action to make a Constitution saving throw with a DC equal to 5+ the damage taken. On a success, the archlich drops to 1 hit point instead. All creatures within 5 feet of the archlich must make a DC 15 Dexterity saving throw or take 15 (3d8) fire damange.

Phoenix Aura (Costs 3 actions). The archlich can emit a destructive aura from the power of its own animating force. Creatures within a 5 foot radius centered upon the archlich must make a Constitution save (DC 20) or take 15 (3d8) of either necrotic or radiant damage (the archlich must choose either before using this action) in addition to 15 (3d8) fire damage.



Baelnorn

Medium undead, any good alignment


  • Armor Class 18 (natural armor)
  • Hit Points 151(20d8 + 60)
  • Speed 30ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 18 (+4) 16 (+3) 20 (+5) 14 (+2)

  • Saving Throws Con +11, Int +10, Wis+12
  • Skills Arcana +12, History +12, Insight+11, Perception+11
  • Damage Resistances cold, necrotic, radiant
  • Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks, poison
  • Condition Immunities charmed, exhaustion, frightened, petrified, poisoned
  • Senses truesight 120 ft., passive Perception 19
  • Languages Common and up to five languages
  • Challenge 21 (33,000 XP)

Holy Undeath. The baelnorn does not count as undead for the effects of holy water.

Legendary Resistance (3/Day). If the balenorn fails a saving throw, it can choose so succeed instead.

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

Projection (3/Day). The baelnorn can project a wraith-like image of itself up to one mile away. The projection has 100 hit points, an AC of 16, and a fly speed of 30 feet. If a projection is damaged, the baelnorn takes half of that damage, a projection vanishes if reduced to 0 hit points. The baelnorn can see, hear, speak, see into the Ethereal Plane, and cast spells through its projection. The projection is capable of passing through magic barriers such as from spells such as forcecage and magic circle. A projection can lightly interact with its environment, such as pushing a small object, drawing a message in sand, or turning the page of a book. The projection cannot attack (but may still cast spells that deal damage) or carry solid objects.

Rejuvenation. If it has a phylactery or clone, a destroyed baelnorn 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 if it has one. If it uses a clone instead it takes over the clone as a new body.

Spellcasting. The baelnorn is a 20th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 20, + 12 to hit with spell attacks). The baelnorn has the following spells prepared:
Cantrips (at will): chill touch, mage hand, thaumaturgy,    spare the dying*
1st level (4 slots): detect magic, guiding bolt, shield of    faith
2nd level (3 slots): spike growth, spiritual weapon, zone    of truth
3rd level (3 slots): animate dead, dispel magic, water    walk, wind wall
4th level (3 slots): banishment, grasping vine
5th level (3 slots): geas, insect plague, legend lore
6th level (2 slots): forbiddance
7th level (2 slots): etherealness, regenerate
8th level (1 slot): antimagic field
9th level (1 slot): true resurrection
*The baelnorn can effect undead creatures with this spell.

Turn Immunity. The baelnorn is immune to being turned by good or neutral-aligned creatures.

Water Walk. The baelnorn can walk on water at will, as if under the effect of the water walk spell and dismiss the effect at will if it chooses to.

Actions

Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 20 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.

Turn Living or Undead. The baelnorn can bring forth terror to either the undead or living surrounding it. Before the baelnorn takes this action, it must choose either undead or non-undead creatures. Each creature of the chosen type that the balenorn can see within 30 feet must make a DC 20 saving throw or be turned for 1 minute. Turned creatures must spend their turn trying to move away as far as possible from the baelnorn and cannot willing move to closer to it. Turned creatures can only use their Dash action or try to flee an effect that prevents it from escaping. If the creature cannot move any farther, it must use their Dodge action. This counts as a fear effect for turning living creatures. Constructs, oozes, elementals, and aberrations are immune to this effect.

Legendary Actions

The baelnorn can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The baelnorn regains spent legendary actions at the start of its turn.

Cantrip. The baelnorn casts a cantrip.

Fey Step (Costs 2 actions). The baelnorn casts misty step without spending a spell slot.

Paralyzing Touch (Costs 2 actions). The baelnorn uses its Paralyzing Touch.

Good Liches in Official Material

These rare undead have been a part of Forgotten Realms lore for a long time, but their presence is often ignored so they often come as a surprise for most players. Some who are more well-versed in lore may recall a few scattered appearances of archliches and baelnorn.

Balenorn first appeared in 2ed D&D in Monstrous Compendium Annual Volume One and Cormanthyr: Empire of Elves and The Ruins of Myth Drannor. They also appear in 3rd edition's Monstrous Compendium: Monsters of Faerûn. 5th edition's Sword Coast Advenuture's Guide briefly mentions baelnorn when discussing how the followers of Kelemvor have opposition from more than just the evil-aligned.

In 2nd edition Monstrous Compendium Volume One, liches and demi-liches were listed as having any alignment. They were described as being usually unconcerned about good and evil but could be encountered of any alignment. The archlich, as defined as a good-aligned lich appeared in the 2e supplement Lost Ships for the Spelljammer setting. Later it also appeared in the same 3e book Monsters of Faerûn as the baelnorn did and both were described on the same page. In the 3.5e book Libris Mortis there is a small mention of a "good lich" variant of liches. In 4e, the archlich is re-introduced as an epic destiny available to level 21 arcane classes.

As of 5e, it seems the term "archlich" to denote a good (or just non-evil) lich has been dropped, and now used to refer to any extremely powerful lich like it is in other media such as World of Warcraft. The existence of good liches is harder to justify with the new requirement that liches feed souls to their phylacteries, yet there is still hope for them. In one official 5e adventure (not gonna spoil!) a lich does appear who has been referred to as an archlich in previous edition lore, and if you remind him he was once a hero in life he will become friendly to you. In another published adventure, there is a lich who is in very bad shape due to not feeding his phylactery but can be restored with a certain spell without the need to sacrifice any souls, though he is evil, the incident shows there may be another way.

Forgotten Realms lore does mention the names of a few specific archliches and baelnorn:


  • Lady Saharel, Netherese archlich, ally of the Harpers and once a lover of Elminster. Her undead body is no longer, but her ghost remains in Spellgaurd.

  • Renwick Caradoon, brother of Samular Caradoon and Amphail Caradoon the Just. He had prepared his potion of archlichdom, but it was administered to him by Samular as he lay dying on the battlefield.

  • The Srinshee, a noted baelnorn who was later restored to life by Mystra for saving Elminster and was instrumental in preventing the evil lich Larloch from becoming a god.

Church Grim

A church grim is the spirit of a faithful dog who has not left the land of the living, and remains to safeguard the graveyard its remains were buried in. A church grim appears as9 it did in life but often black or a translucent gray as well as glowing eyes.

Grave Gaurdians. Some believe that the first to be buried in a graveyard is condemned to remain there in spirit. This started a tradition in which this unfortunate burden was placed on an innocent dog. Whether or not the superstion is true, some graveyards do have the spirit of a dog wandering about. Some often mistake this spirit to be a vicious hellhound, but the church grim is actually a benevolent guardian of the graveyard. The church grim will do its best to scare and fight off intruders such as grave robbers and unscrupoulus necromancers.

Loyal Hounds. Sometimes a church grim may result from a dog who lays near the grave of its dead caretaker. The dog may vow to protect its caretaker's remains even long after it expired. Such church grims start out only guarding their master's grave, but may extend their patrol around the entire graveyard.

Ghost Guides. A church grim will also aid lost souls to the afterlife, the church grim itself is strongly bound to its graveyard so even venturing close to the afterlife does not give it rest.

Undead Awakening. A church grim is no mere soul of a beast. The church grim's tireless patrols, adaptation to spectral senses, and long time in the world grant it a greater intelligence than an average dog. It soon learns to discern potential threats and eavsdrop on the conversations of visitors.

Church Grim Packs. Church grims are usually alone but occasionally in large, older graveyards there may be multiple church grims. These spectral dogs may form formidable packs to better gaurd their territory.

Eternally Vigilant. If a church grim is killed, it will re-form above where its remains lay (even if they aren't there anymore) within 24 hours at night. A church grim can only be permanently removed using a wish spell or if all the bodies in the graveyard are removed or are completely decomposed, in which it will depart for the afterlife.


Church Grim

Medium undead, lawful good


  • Armor Class 15 (natural armor)
  • Hit Points 72(8d8 + 32)
  • Speed 40ft.

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

  • Skills Intimidation + 5, Stealth + 5
  • Damage Resistances necrotic
  • Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks, poison
  • Condition Immunities charmed, exhaustion, frightened, petrified, poisoned
  • Senses darkvision 60 ft., passive Perception 18
  • Languages understands Common but can't speak it
  • Challenge 5 (1,800 XP)

Ethereal Sight. The church grim can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement. The church grim can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Keen Hearing and Smell. The church grim has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The church grim has advantage on an attack roll against a creature if at least one of the church grim's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 6 (1d6 + 3) piercing damage plus 8 (2d6) necrotic damage.

Etherealness. The church grim enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.

Grim Gaze. Each creature of the church grim's choice that it can see must suceed on a DC 15 Wisdom saving throw or become frightened for 1 minute. If an affected target creature can see the church grim, it sees its haunting, glowing eyes pierce back, otherwise it feels a deathly chill. 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 church grim's Grim Gaze for the next 24 hours.

Guardian Spirits

For much of the tradition of old faiths, there has been veneration to the spirits. Such spirits can vary in their origin from the Feywild, the Shadowfell, or the Outer Planes. Many of spirits venerated are those of deceased ancestors. There may be some overlap between lingering spirits of the dead and the spirits from other planes, it may involve the destiny of that soul and what the soul did in life.

Some spellcasters have figured out ways to contact the dead from the afterlife, or to communicate with those who still linger close or in the Material Plane. An individual may be bonded to the spirit of a person as part of a pact or just out of concern for one another.

Evil necromancers may desire to control spirits of the dead or force them from the afterlife. A non-evil necromancer knows the better way is to bargain and negotiate with them. Various practices from around the world have different protocols such as providing miniature houses or some type of food as offering.

Immortal Souls. Reducing a guardian spirit to 0 hitpoints merely banishes it back to the afterlife. They can only be truly destroyed by evil powers that directly harm souls.

Soul and Spirit

This guide assumes a soul is a type of spirit, and when it comes to discussing the spirits of the dead, the two are interchangeable. However this might vary depending on setting. Some settings have a model of a dual spirit, wherein the soul is the true essence of a person that leaves to the afterlife, but another part of that person's spirit may still linger on and resemble that person in personality and memories, but is still copy or something once part of that being's soul. An echo of the dead may be a person's lingering hate or sorrow, or other negative emotion that can threaten to consume the living if not soothed or may also be a lingering desire to leave something behind to a person's descendants or others the soul wished to protect.

Planetouched Spirit

A guardian spirit of a deceased person may have already dwelt in the afterlife or at least be touched by the inner or outer planes after inhabiting them for awhile before allowing itself to come back. These spirits may have already consorted with creatures of the inner or outer planes or gods without fully becoming extraplanar creatures yet.

A planetouched spirit may be one that is summoned by a cleric whose ancestors were very close to their deity who allows souls to move to and from their domain. A planetouched spirit may also have been one banished due to not assimilating to that plane. The reasons can vary beyond these. A planetouched spirit may count as a celestial, elemental, fey, or fiend for the purposes of spells and other magic. Their slam attack may change to cold, fire, lightning, necrotic, psychic, radiant, or thunder damage depending on what is thematically best for the spirit.


Guardian Spirit

Medium undead, any alignment


  • Armor Class 11
  • Hit Points 45 (10d8)
  • Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 10 (+0) 14 (+2) 12 (+1) 17 (+3)

  • Damage Resistances acid, fire, lighting, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 60 ft., passive Perception 11
  • Languages any languages it knew in life
  • Challenge 3 (700 XP)

Ethereal Sight. The gaurdian spirit can see 60 feet into the Ethereal Plane when it is on the Material Plane and vice versa.

Incorporeal Movement. The guardian spirit can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d8) force damage if it ends its turn inside an object unless it intends to inhabit or move that object.

Inhabit Object. The gaurdian spirit can remain inside an object no larger than a 5 by 5 foot cube without taking force damage. This object can either be an open recepticle (such as a jar), a miniature house, a magical object, a trinket of sentimental value, a figure or doll of a humanoid, or a gemstone. A guardian spirit can bind itself to that object and move any movable parts the object has.

Invisibility. The gaurdian spirit is invisible, but can cease being invisible and back at will.

Actions

Etherealness. The gaurdian spirit enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.

Slam. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 10 (3d6) force damage.

Redeemed Death Knight

Death knights were often once paladins that turned to evil, and after death were either raised into an agonizing undeath or to continue service in undeath to an evil overlord. When a death knight dies, its soul is often risen again by whatever force wishes it to remain in service or punishment. The only way a death knight can escape such a fate is to redeem itself. Death knights who are given undeath as a punishment are also made sure they suffer in undeath and are thus the most likely to eventually seek redemption, those eternally bound to a higher master are often too far gone to give up their immortality and may only seek redemption if something causes them to have a change of heart. Death knights who seek the path to redemption find their abilities may change to reflect their path.


Redeemed Death Knight

Medium undead, lawful good


  • Armor Class 20 (plate,shield)
  • Hit Points 180 (19d8 + 95)
  • Speed 30 ft.

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

  • Saving Throws Dex +6, Wis +9, Cha +10
  • Damage Resistances radiant
  • Damage Immunities necrotic, poison
  • Condition Immunities exhaustion, frightened, posioned
  • Senses darkvision 120 ft., passive Perception 13
  • Languages Abyssal, Celestial, Common
  • Challenge 15 (13,000 XP)

Magic Resistance. The redeemed death knight has advantage on saving throws against spells and other magical effects.

Lay on Hands. The redeemed death knight has a pool of healing power that it can use to restore a total of 95 hit points. As an action it can touch a creature and draw power from the pool to restore a number of hit points up to the maximum remaining in its pool. Alternatively, the redeemed death knight can expend 5 hit points from the pool to cure a target of one disease or neutralize one poison affecting it. This pool of healing power recharges after the redeemed death knight takes a long rest.

Spellcasting. The redeemed death knight is a 19th level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It has the following paladin spells prepared:

1st level (4 slots): bless, cure wounds, shield of faith
2nd level (3 slots): hold person, lesser restoration
3rd level (3 slots): aura of vitality
4th level (3 slots): aura of purity, banishment
5th level (2 slots): dispel evil and good

Actions

Multiattack. The redeemed death knight makes two longsword attacks.

Longsword. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10(1d10 + 5) slashing damage if used with two hands, plus 18 (4d8) radiant damage.

Reactions

Defend. The redeemed death knight adds 6 to the AC of another creature within 5 ft. of it that it can see against one melee attack that would hit that creature. To do so the redeemed death knight must see the attacker and be wielding a melee weapon.

Restless Champion

Evil never rests, and thus there are some champions who fight against it whose sheer will never let them rest either. These warriors were often fighters, paladins, or rangers in life who died in ways that were not heroic or glorious enough such as from a freak accident, or perhaps a warrior's quest for vengeance against a great evil could not have been fulfilled in their natural lifespan. Either way, these undead are often raised through their own sheer will, a will that spits in the face of death and says "I am not finished".


Restless Champion

Medium undead, any good alignment


  • Armor Class 18 (plate)
  • Hit Points 78 (10d10+18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 18 (+4) 11 (+0) 12 (+1) 15 (+2)

  • Saving Throws Str +8, Con +8, Wis +4
  • Skills Athletics +8, Survival +4
  • Damage Resistances necrotic
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, frightened, petrified, poisoned
  • Senses Darkvision 60 ft.,
  • Languages any languages it knew in life (usually Common)
  • Challenge 6 (2,300 XP)

Undead Fortitude. If damage reduces the restless champion 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 restless champion drops to 1 hit point instead.

Actions

Multiattack. The restless champion makes two weapon attacks.

Greatsword. Melee Weapon Attack: +8 to hit, Reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, or 15 (2d6 + 8) slashing damage if used with two hands.

Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 fr., one target. Hit: 5 (1d10) piercing damage

(Yes, the restless champion is so metal it can use a greatsword in one hand, but with a penalty.)

Spartoi

Legends tell of a great dragon that devoured many soldiers that tried to defeat it. Finally, the king who sent them went on a mission to face the dragon himself and was able to kill it. He was told by a supposed divine emissary to sow the dragon's teeth in the ground to reclaim his lost soldiers. The teeth traded places with the skeletal remains of the soldiers who then sprang up, re-animated as undead. The king was frightened and threw a brick amongst them, wherein they began to fight amongst each other. After a few remained he realized they were not a threat and were in his service as they were in life. They were called spartoi in legend, but the name still applied to skeletal undead created by a ritual that either was the one in the legend, or inspired by the legend, which came first is lost to history.

Ancient Necromancy. The ritual to create spartoi is incredibly rare, known by few and tucked away in vast libraries and lich lairs. The ritual uses similar procedures and components as create undead, but has the added requirement of using the teeth of a freshly slain dragon with humanoid remains in its gut. The ritual isn't used often because of these limitations, and has only been used in desperation such as when a kingdom is too depleted (most likely due to the dragon) to afford adequate resurrection and more troops.

Not Mere Minions. At first glance, spartoi are little different from typical skeletal minions with some cracks where the bones were mended back together with necromancy. Freshly risen spartoi behave much like regular mindless skeletal minions, and will attack at a slight provocation. After several hours, the original soul may return to the skeleton, along with memories and personality. The spartoi will re-awaken as a stronger, more intellegent and free-willed skeletal warrior. Most spartoi are proud to continue serving their lands or lords even in undeath.

Resilient. Spartoi can re-assemble themselves after damage. A heavy club can shatter a regular skeletal minion to finish it, but if the same is done to a spartoi, it will re-assemble soon. The same power that put their bones back together from the dragon's gut and resolve to fight on continues to protect them. A spartoi can only be destroyed by breaking it enough with sufficient weapons.


Spartoi

Medium undead, any lawful alignment


  • Armor Class 19 (splint, shield)
  • Hit Points 80(10d10 + 20)
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 14 (+2)

  • Damage Immunities poison
  • Condition Immunities exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 12
  • Languages all languages it knew in life
  • Challenge 6 (2,300 XP)

Brave. The spartoi has advantage on saving throws against being frightened.

Turn Resistance. The spartoi has advantage on saving throws against any effect that turns undead.

Disassemble and Reassemble If damage reduces the spartoi to 0 hit points, it collapses into a pile of bones and is incapacitated and unconscious. The spartoi can be killed in this state if it takes cumulative massive damage, is attacked with a critical hit, or takes more than 20 damage from a magical weapon. If the spartoi is not killed in this state, it rises up with 10 hit points after 1 minute or if animate dead is cast on it.

Actions

Multiattack. The spartoi makes two melee attacks.

Long Sword. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit 5 (1d10) piercing damage

Shield Bash. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 7 (2d4 + 3) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw of be knocked prone.

Creating Undead Player Characters

Creating and Balancing

One of the trickiest parts of playing undead characters is balance. Basic undeath traits alone may not be an issue, but adding templates for specific types of undead come with additional traits.

This way of mediating a player character's undeath is by replacing racial traits and exchanging them for traits from undead types; that is the type of undead the player character has become if they choose to be a specific type of undead. This system starts with a basic undead template that is taken as a feat; if the character is not ready to take a feat or ability score increase, they cannot take one as this takes up that slot. Starting at page (xx) shows the basic undeath feat and templates of different undead types.

Step 1: Your character in life.

Think about the character first as they were alive, build them like any sort of player character provided the race or class chosen is not already undead.

Example: Ezzie was a forest gnome, at home with her lovely grove she protected as a druid.

Step 2: Kill your character.

So it goes. Your character died for some reason. Some types of undead require specific circumstances to occur, such as someone who died after living a very sinful life, dying of ghoul fever, or being carefully embalmed and preserved with powerful necromancy. How and why did this happen to your character? How do they deal with it? How does it affect their faith if they have one? And if they chose it, why did they choose it?

Example: Ezzie was killed in an adventure from a green dragon's poisonous breath, but was not eaten.

Step 3: What kind of undead?

Your character takes a feat to acquire the basic undead traits. Afterward your character can stay with basic undead traits or be a specific type of undead creature. Basic Undead traits count as a feat, even if the character is not ready to take one yet, and will count against the feat slot when the character progressives to their next level they can take a feat.

Example: Ezzie would have been eaten, but instead an evil necromancer took her body and raised her as a wight under their control, she eventually broke free and killed the necromancer.

Step 4: Remove Redundancies

Undead creatures are resistant to poison damage and immune to being poisoned and exhausted. If your character has any bonuses for this, remove them and replace them for the undead version.

If your undead type is immune to being charmed or made to fall asleep, it will be redundant with racial traits like Fey Ancestry.

Example: Ezzie already has darkvision, so she found no difference in her vision. If Ezzie where human though she would notice a new ability to see in the dark.

Step 5: Alter Ability Scores

Cut ability scores. If your undead type has ability score bonuses and penalties if there are any, remove the subrace bonuses if your character has any, and replace them with those of the undead type. If any bonuses cancel each other out or stack, just replace them with the undead type's ability score bonus.

Example: Ezzie would have lost her natural forest gnome dexterity, but as a wight it has only enhanced it, so her forest gnome bonus of +1 Dexterity has become a higher +2 bonus to Dexterity as a wight. She still retains her +2 in Intelligence as it is a basic gnome racial trait.

Step 6: Swap Traits

Remove racial traits that give an edge in combat such as a Halfling’s Lucky and and Dwarven Toughness. Replace them with the undead type's resistances and immunities in addition to the basic undead immunity to poison condition and poison damage.

Example: Ezzie's ordeal has taken a toll on her natural gnome resistances and cunning she looses the Gnome Cunning trait. However, Ezzie has resistance to poison damage, resistance to necrotic damage, and is immune to being exhausted or poisoned.

Step 7: Remove and Replace more Things

If your undead type comes with new attacks or abilities, remove your character’s racial spellcasting and/or additional attacks that are magical (such as Draconic Breath but not Sharp Claws.) and replace them with the undead type’s attacks and/or casting.

Example: Ezzie lost her natural forest gnome ability to make minor illusions, but she still retains her ability to speak with small beasts.

Step 8: Add Everything Else

Add your undead type's disadvantages and additional traits. Add anything else from the undead type's trait list such as skill proficiencies, but they do not become expertise if they already have that proficiencies.

Example: Ezzie has become sensitive to seeing in sunlight; she now has to dwell in caves and dense forests during the day. Becoming a wight has imbued her with a proficiency in Stealth.

Step 9: Color of Undeath

You may change your character to reflect their undead nature. Dragonborn can have necrotic breath weapons, eladrin are locked in winter, fire genasi are more reminiscent of smoke than fire, tieflings are resistant to necrotic damage if their undead type does not are some good examples.

Example: Being more active at night, Ezzie's druidic magic has increased her affinity to creatures like bats, spiders, moths, and cats.

Undead Traits

Basic Undead Traits

Applying undead traits has become simpler in 5th edition than in previous editions. There were once many adjustments that had to be made, but now it is much easier. These represent the basic features all undead share:

Condition Immunities. You are immune to being exhausted and immune to being poisoned

Damage Resistances. You are resistant to poison damage.

Darkvision. If you did not have it, you now have a darkvision of 60 ft.

Type change. Your type changes to undead.

Undead Nature. You do not require food, drink, or air, at least not in the same way the living do.

Remember, taking this takes up a future feat/ability score increase slot!

Ghost


  • Ability Score Bonus: None
  • Ability Score Penalty: None
  • Traits: Etherealness, Ethereal Sight, Incorporeal Movement, Spectral Limitation
  • Resistances: acid, fire, thunder damage, non-magical bludgeoning, piercing, slashing
  • Immunities: cold, poison, necrotic damage; cannot be frightened, grappled, paralyzed, petrified, prone or restrained
  • Disadvantages: Spectral Limitation

Although you have died, you remain clinging to the world of the living. Your reasons vary, perhaps you have unfinished business, seek revenge, or still cannot accept that you died. Maybe you were an adventurer who died mid-adventure but want to continue being with your companions and are patient for the day you may be resurrected.

Etherealness You can spend an action to enter the Material Plane, the Ethereal Plane, or the Border Ethereal. You are visible on the Material Plane while you are in the Border Ethereal and vice versa; you cannot be affected by or affect anything on the planes you are not in; this includes any spell effects.

Ethereal Sight. You can see 60 feet into the Ethereal Plane when you are on the Material Plane and vice versa.

Incorporeal Movement. You can move through other creatures and objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object.

Spectral Limitation. You can only equip spectral copies of what you wore or carried when you died. None of the copies retain any magical properties, and armor and weapons only work on targets with and attacks other creatures that are in the Ethereal Plane or Border Ethereal. Any equipment you carry also only has a superficial resemblance to its material original, and thus cannot function; for example an ethereal copy of a medicine kit or torch would not work; if the object works because of its shape like a key, it may be able to work if used on an incorporeal object or object in the Ethereal Plane. You cannot gain any new equipment unless it is specifically designed for incorporeal creatures.

Ghoul


  • Ability Score Bonus: +1 Constitution, +1 Dexterity
  • Ability Score Penalty: -1 Charisma
  • Traits: Bite Attack, Claw Attack
  • Resistances: Necrotic damage
  • Immunities: Charmed condition
  • Disadvantages: Insatiable Hunger

You once started as a humanoid being, but are now a hideous undead predator with a voracious appetite for flesh. There are three ways a humanoid can become a ghoul: a humanoid who developed an appetite for humanoid flesh dies and comes back as a ghoul, a humanoid has died of ghoul fever from a ghoul bite, or a corpse is raised as a ghoul using magic such as create undead. Most ghouls are ravenous beings with little thought other than hunger, but some may awaken back to what they once where in mind.

Bite Attack. You gain a bite attack that counts as an unarmed melee weapon attack in which you are proficient in. Your bite attack targets one creature within a range of 5 feet, and uses your Dexterity modifier to hit. On a hit, your bite deals 2d6 piercing damage + your Dexterity or Strength modifier.

Claw Attack. You gain a claw attack that counts as an unarmed melee weapon attack in which you have proficiency with. Your claw attack can reach one target within 5 feet and uses your Dexterity modifier to hit. On a hit, your claw attack deals 2d4 slashing damage + your Strength or Dexterity modifier.If the target is a creature other than an elf or undead, it must succeed on a DC 13 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.

Insatiable Hunger. You are compelled by a great need to dine on rotting flesh. Every day you must eat the equivalent of 1 Medium-sized creature of carrion. Failure to do so causes you to loose 1 Intelligence and 1 Constitution for each day you go without eating your requirement of carrion. If your Intelligence score drops below 5, you become feral and beast-like and the DM may control your character until it has eaten the equivalent of 1 Huge-sized creature of carrion and the carrion must come from a giant or humanoid creature. Your Intelligence and Constitution scores recover after you have eaten your fill.

Mummy


  • Ability Score Bonus: +1 Constitution, +1 Strength
  • Ability Score Penalty: -2 Dexterity
  • Traits: Dreadful Glare, Rotting Fist
  • Resistances: Necrotic damage
  • Immunities: No additional immunities
  • Disadvantages: 20 ft speed, vulnerability to fire damage

Long ago you may have been sworn to the service of a god or king, and part of that oath included gaurding a tomb or treasure past your natural lifespan. You may have also been condemned to eternal undeath as punishment for a great transgression. Either way you were carefully embalmed and preserved after death, and magic bound your soul to your corpse wherein you awaken when the living dare disturb the domain you protect. Over eons, you may have regained better self-awareness and questioned your role; or maybe you are seeking out what you were meant to protect after it was taken away. Regardless of your reason for venturing out, it won't be easy.

Dreadful Glare. You can frighten other creatures to paralysis with your glare. For a number of times a day equal to your Charisma modifier, you may choose a creature within 60 ft. of you that can see you. The creature must make a DC 11 Wisdom saving throw or spell save DC saving throw or become frightened until the end of your next turn. A target that succeeds its saving throw becomes immune to this effect for the next 24 hours. This recharges after you finish a long rest.

Rotting Fist. You can use your unarmed strikes as melee weapons you are proficient in with a reach of 5 ft. at one target.

Necropolitan


  • Ability Score Bonus: None
  • Ability Score Penalty: None
  • Traits: Slightly Closer to Life, Unliving Willpower
  • Resistances: No additional resistances
  • Immunities: No additional immunities
  • Disadvantages: None

You renounced life for undeath willingly through a special ritual. Your reasons vary, from needing more time to accomplish something, dedicating yourself to a cause, or simply the fear of the fate of your soul in the afterlife. Other than your undead visage, not much has changed for you and you evade many of the curses and drawbacks that many forms of undeath have. This template may also work when creating a zombie-like undead with most of its flesh intact and original soul, but no mental or physical drawbacks or hunger for flesh.

Slightly Closer to Life. As an undead creature, most attempts to heal you fail. However you are slightly closer to life than most other undead creatures; such spells do not directly heal you but may stimulate your body to heal itself. Whenever a spell is cast on you that restores hit points that specifically has no effect on undead, you may instead use your hit dice to recover hit points. You may roll a maximum number of hit dice equal to the level of the spell.

Unliving Willpower. You have advantage on saving throws against attempts to turn you using Turn Undead, as well as any spells or abilities that can specifically ward or trap undead such as magic circle. You also have advantage on any saving throws against being controlled by abilities such as Command Undead, if you already have advantage, take the advantage and double your saving throw modifier.

Skeleton


  • Ability Score Bonus: +2 Dexterity
  • Ability Score Penalty: -1 Charisma
  • Traits: Bone Detach
  • Resistances: No additional resistances
  • Immunities: No additional immunities
  • Disadvantages: Vulnerability to bludgeoning damage

You are among the weakest of undead creatures, often raised as mindless minions or even cannon fodder. You may have once been another disposable troop in a horde of undead, or you could have arisen spontaneously, maybe you were raised by an adventuring necromancer, either way it's unlikely you started fully sentient. Something happened though; your original soul returned and now you inhabit the remains of your body, locked in a form that inspires dread to others even if you don't intend to.

Bone Detach You may spend an action to remove a limb and use it as a tool or melee weapon. On the same action, you can throw your bone a distance of up to 60 ft. You must retrieve it back or replace it. If your hand is also thrown, alone or with your arm, it can move back to you at a speed of 10 ft.

Bone Damage
Hand 1d2 + Con modifier
Foot 1d2 + Con modifier
Humerus (Upper arm) 1d6 + Con modifier
Ulna (Lower arm) 1d4 + Con modifier
Radius (Lower arm) 1d4 + Con modifier
Femur (Upper leg) 1d6 + Con modifier
Fibula (Lower leg) 1d4 + Con modifier
Tibia (Lower leg) 1d4 + Con modifier

Rolled damage from a limb with a humerus or femur stacks, rolled damage from other limbs does not stack (for example an entire leg is 1d4 + 1d6 + Con modifier). On a critical hit, if the damage dealt is greater than half of your hit points, it breaks. You may replace a bone with another from an inanimate skeleton or created for you with magic. You can also use smaller bones that are not listed above such as individual fingers or a knee cap but they do not do significant damage.

You use this trait a number of times equal to your Constitution modifier, and regain expended uses after a short or long rest.

Vampire


  • Ability Score Bonus: None
  • Ability Score Penalty: None
  • Traits: Bite Attack, Torpor
  • Resistances: No additional resistances
  • Immunities: No additional immunities
  • Disadvantages: Bloodlust, Sunlight Vulnerability, Vampire Weaknesses

This template covers the very basics of what it means to be a vampire, so the benefits and costs are minimal. a character who wishes to advance their vampiric powers can take a vampire class or prestige class which taps into their innate vampiric abilities much like a sorceror taps into their innate magic. If you decide to move onto a vampire class, adjust any traits to fit the class.

Bite Attack. You can use your action to bite a creature and drain blood from it if it has blood. The creature must be willing, restrained, incapacitated, or grappled. The bite attack is an unarmed melee attack with a reach of 5 ft. You have proficiency with this attack and can use either your Dexterity or Strength modifier to attack. The attack does 1d6 piercing damage plus your Dexterity or Strength modifier plus 1d6 necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage dealt, and you regain hit points equal to that amount of damage. You may instead drain up to 4 hit dice from your target if the creature has hit dice. The reduction lasts until the creature finishes a long rest. Any creature whose hit point maximum is reduced to 0 hit points dies. This attack counts as magical for the purposes of overcoming resistances or immunities.

Bloodlust. Although you do not require food or drink the way a mortal creature does, you do require the blood of a living creature. Every time you use your bite attack and drain hit points or hit dice, you may spend 1 minute to drain 1 pint of blood. You must drink a total of 7 pints (3.3 liters) of blood per week from a living creature that is the same size and the same creature type you were before becoming a vampire. You may subsist on the blood of a creature that is not the same type as you were, but require twice as much blood. If you do not meet half your blood requirement at the end of each week, you suffer 2 levels of exhaustion, if you do not meet your full blood requirement you suffer 1 level of exhaustion. To recover from exhaustion you must meet your blood requirement in a week times your exhaustion level. For example, if you suffer from 3 levels of exhaustion due to blood deprivation, and must spend a week drinking 21 pints (9.9 liters) of blood to recover from exhaustion, if you fail to recover from exhaustion but still meet your regular blood requirement, you remain at that level of exhaustion. After 6 levels of exhaustion you slip into torpor for a year unless woken up using a greater restoration spell but still suffer from 5 levels of exhaustion and cannot benefit from more castings of that spell or anything that replicates its effect until you drink blood to recover your exhaustion. After waking up regardless of how you are woken up, you are compelled to use your bite attack to drink 50 pints (24 liters) from the nearest living creatures to you. You cannot make any other actions besides movement actions until you drink a total of that amount and recover from all levels of exhaustion afterward. The rules on the blood of another creature and size type still apply.

Sunlight Vulnerability. You take 10 radiant damage when you start your turn in sunlight. While in sunlight, you have disadvantage on attack rolls and ability checks. You may wear dark, concealing clothing such a cloak with hood to negate damage from this weakness. If you are reduced to 0 hitpoints this way, you are destroyed and can only be brought back to undeath by a true resurrection or wish spell.

Torpor. When you sleep, you appear to be dead to attempts at close inspection without magic. You may also adjust your duration of sleep to extend to up to a month to gain the benefits of a lesser restoration spell and up to three months or longer to gain the benefits of a greater restoration spell.

Vampire Weaknesses. If a piercing weapon made of wood is driven into your heart while you are incapacitated or asleep, you are paralyzed until the stake is removed.

In addition, you aquire an additional weakness from the following table.

Vampire Weaknesses
d6 Weakness
1 Harmed by Running Water. You take 20 acid damage when you end your turn in running water.
2 Forbiddance. You cannot enter a residence without an invitation from one of the occupants.
3 Stake Death. You are reduced to 0 hitpoints if a piercing weapon made of wood or silver is driven into your heart while you are asleep or incapacitated.
4 Sunlight Hypervulnerability. You take an extra 5 radiant damage from sunlight sensitivity. In addition you have disadvantage on attack rolls on targets that are in sunlight even if you are not.
5 Blood Frenzy. When you fail to meet your blood requirement, instead of suffering from exhaustion you must make a DC 13 Wisdom saving throw after you finish a long or short rest. On a failure, you go into a blood frenzy wherein you desperately try to bite and drain any living creature with blood you can sense. This ends after you fulfilled your blood requirement.
6 Radiant Vulnerability. You are weak to all radiant damage, including what you take from sunlight.
Option: Walk in Daylight

Although vampires are commonly assumed to be weak to sunlight, it isn't always the case in folklore. A more commonly agreed trait is that vampires dwell at night and rest during the day. As an option you may have the following trait instead of Sunlight Sensitivity and cannot have Sunlight Hypersensitivity as your additional vampire weakness:

Nocturnal. You must take your long rests during daylight hours and cannot take long rests during nighttime hours.

Wight


  • Ability Score Bonus: +2 Dexterity
  • Ability Score Penalty: None
  • Traits: Sneaky
  • Resistances: Necrotic damage
  • Immunities: No additional immunities
  • Disadvantages: Sunlight Sensitivity

You may have been a violent, evil person in life, and thus made to continue your slaughter in undeath by evil gods. Or you may have been turned into an energy-hungry undead killing machine by a necromancer or another wight. You may be taking up adventuring for a number of reasons, to sate your slaughter or revenge against the necromancer who did this to you, or maybe you have had a change of heart and decide to make it up with heroic deeds.

Sneaky. You gain proficiency in Stealth if you are not proficient already.

Sunlight Sensitivity. While in sunlight, you have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.

Class Features

Many class features assume that the player character is alive and would benefit from things that undead already benefit from such as immunity to poison. Whether or not channeling radiant or divine power harms an undead is up to the DM, but generally living creatures can hardness necrotic or unholy power without immediate physical damage, so why can't an undead creature handle radiant or holy power without damage?

Turn Undead

It may seem hypocritical for an undead to turn undead, but it happens (as seen with the archlich and baelnorn), and evil clerics can now turn undead as well. A common concern is if an undead creature would be vulberable to turning themselves. Some spells that center around one's self do not damage the caster such as thunderwave and arms of Hadar, so it would not turn the undead caster, but might risk turning any undead allies.

If you are a very rules-as-written loose DM, you might consider having an undead cleric turn the living instead!

Lay on Hands

Lay on Hands heals the living, but could it harm the undead who might have this power? Hopefully not, if such an undead already is suffused with holy power, but it may depend on the type of undead and the sort of dramatic undead paladin character you want to have an NPC or player character. A twist to add is that one's Lay on Hands can heal undead, or perhaps only undead and have no effect on living creatures.

Remember that Lay on Hands is available to oathbreakers now, so does that power really need to come from a holy oath?

Poison Resistance or Immunity

If a class feature gives resistance to poison damage or the poison condition, you can swap it for another resistance or change it to poison damage immunity. Consider nercotic if your undead type does not have it, or probably radiant depending on the flavor and nature of the class feature.

Features that Target Undead

Some undead creatures abhor other undead creatures, so any class features such as paladin class features that give bonuses to targeting undead may not break the theme of the character. For other, it could break the theme, and so like in the example of Nyx, the bonus against undead has been removed and only the bonus toward fiends remains.

Undead Traits

Some class features offer traits that the undead already have such as agelessness, or no need to eat, sleep, or drink. These can be ignored, but if it seems to be a non-functional boon for the character, it could be traded for the removal of a certain drawback such as reducing a vampire's sunlight sensitivity or need to be invited into a place. Another possibility is to trade it for turn or command resistance against such abilities.

A more unusual possibility is to grant an undead creature the ability, but not need to eat, sleep, or drink.

Spells of Use

Undead and those who work along with them who seek to aid undead rather than control them have adapted their magic to help.

Bolster Soul

3rd-level Necromancy


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour
  • Classes: Bard, Cleric, Paladin, Warlock, Wizard

You touch a creature with a soul and fortify it against harm. A creature you target with this spell cannot have their soul removed or tampered with a spell that directly affects the soul such as magic jar. Additionally the creature gains advantage on Charisma, Wisdom, and Intelligence saving throws. If the creature dies, this spell can still be active upon its soul for the rest of the duration of the spell and gives it immunity to spells that target souls directly such as soul cage unless it chooses to be subject to the spell.

Breath of Life

4th-level Necromancy


  • Casting Time: Casting Time
  • Range: Range
  • Components: V, S
  • Duration: Duration

You breathe a small semblance of life into an undead creature. You may target up to four undead creatures within a range of 60 feet that are of Large or smaller size. Each undead creature must make a Constitution saving throw, upon failure the creature no longer counts as undead for the effect of spells and abilities such as turn undead and protection from good and evil. Undead creatures under this effect may also be healed using magic that heals the living, and spells such as sleep can also work on the affected undead. Affected undead also are immune to holy water. A targeted creature may choose to fail its saving throw if it wishes.

At Higher Levels. When you cast this spell using a spell slot of 5th Level or higher, you can target 1 additional undead for each slot above 4th. When you cast this spell using a spell slot of 6th or higher you may target creatures up to Huge size.

Chill of Undeath

4th-level Necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a small cube of dry ice)
  • Duration: Concentration, up to 10 minutes.

You release a bonechilling mist that makes the living feel dead. You may target up to four living humanoids within a range of 60 feet. Each humanoid must make a Constitution saving throw, upon failure the creature counts as undead for the effects of spells and abilities such as magic circle and turn undead, but is not actually undead. Holy water does harm creatures under this spell. A creature can choose to fail their role if it wishes so.

At Higher Levels. When you cast this spell using a spell slot of 5th Level or higher, you can target 1 additional humanoid for each slot above 4th. When you cast this spell using a spell slot of 6th or higher, you may also target living giants, monstrosities, and dragons.

Emancipate Undead

4th-level Necromancy


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Bard, Cleric, Sorcerer, Wizard

You sever the forces that bind an undead creature under control. Choose an undead creature with a CR that is equal or less than your caster class level within 30 feet that is under the control of another creature. The controlling creature must make a Charisma saving throw against your spell save DC or be willing to release control over it. On a failure, you free the creature from the control it is under.

At Higher Levels. When you cast this spell using a spell slot of 5th Level or higher, you can free two additional Undead creatures for each slot above 4th.

Flesh Berry

1st-level Necromancy


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, M (A twig of yew or nightshade)
  • Duration: Instantaneous
  • Classes: Druid, Ranger, Warlock

A single berry that appears to be made of a random type of humanoid flesh appears in your hand or nearby surface within reach. A creature that has an intense hunger for solid flesh for no natural reason such as a ghoul can use an action to eat one berry and the berry satiates the creature for 12 hours.

Any undead creature who consumes the berry is restored 1 hitpoint. Any living creature that eats the berry must make a DC 10 Constitution saving throw and take 1d6 poison damage and be poisoned for the next 12 hours on a failure.

The berries wither and rot away if they have not been consumed within 24 hours of the casting of this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd Level or higher, you can make 1 additional berry for each slot above 1st.

Take the Reins

5th-level Necromancy (ritual)


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (An onyx gemstone worth at least 50 gp which the spell consumes if activated)
  • Duration: 8 hours
  • Classes: Bard, Cleric, Sorcerer, Warlock, Wizard

You create a short-term pact with a being to ward against death. You must convince a creature that is capable of possession or has Incorporeal Movement as a trait to be carried in a gemstone and take over your body if you become unconscious or die before you cast this spell. During the casting of this spell, the creature becomes trapped inside the onyx gemstone for the duration of the spell, and takes no damage.

You must carry the gemstone with you during the duration of the spell, in which it remains passive until activated. If you fall to 0 hit points, the spells activates, the gemstone breaks, and the creature possesses your body. Upon possession, your body gains 1 hit point and your Charisma, Intelligence, and Wisdom scores are replaced by the creature's for as long as the creature inhabits your body. You regain consciousness the next turn after this spell activates. The DM make take your character for the time of the possession.

This spell may activate if you die due to a circumstance that skips death saving throws, but your body must remain intact enough to be useful or else the possession does not work and the spell cannot be activated. You count as an undead creature and take the resistances and weaknesses the possessing creature has. For the duration of possession your corpse does not decay and extends the time limit for resurrection spells such as revivfy. If you are resurrected, you regain control of your body and the possessing creature is evicted.

If the gemstone is ever 100 feet or more away from you, it shatters and the creature is freed and the spell cannot be activated.

Once you are possessed, the possessing creature may as a reflexive action transfer control back to you if it chooses. The possessing creature also has a time limit equal to the rest of the duration time of the spell before it was activated in addition to 1 hour. After the duration, the creature no longer possess you and cannot possess you with its own power or another casting of this spell for the next 24 hours. If you remain undead at the end of the spell, you die unless you were already undead prior to the spell. If you were already undead, you simply regain control of your body.

If you fall to 0 hit points again, you have advantage on death saving throws, if you die, you are no longer possessed. You then rise as a ghost until you are resurrected reanimated if your soul does not have an automatic destination after death such as a phylactery or clone made with the clone spell.

Soothe Undead

2nd-level Necromancy


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: V, S,
  • Duration: 1 hour
  • Classes: Bard, Cleric, Druid, Paladin, Wizard

You give relief to an undead creature that is under constant agony due to its condition such as a spectre. Choose an undead creature that is within 30 feet of you that is perpetually distressed, the creature must make a Charisma saving throw against your spell save DC, upon failure the creature is relieved of its torment and behaves favorably to you. This does not count as a charm effect. The creature may choose to fail its roll.

After the spell ends, the agony returns, and the creature may become hostile to you as a result if it feels you have tricked or betrayed it.

At Higher Levels.When you cast this spell using a 3rd level spell slot or higher, the duration increases 1 hour for each spell slot above 2nd. When you cast this with a 6th level spell slot or higher, the duration becomes permanent until dispelled.

Reanimate Onto Undeath

5th-level Necromancy (ritual)


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M ()
  • Duration: Duration
  • Classes: Cleric, Warlock, Wizard

You raise a corpse into an undead creature, minding any damage you may cause to its soul and wellbeing. If the creature's soul is willing and able to return to its body, it rises with 1 hp and is undead and has the basic traits of an undead creature. You may choose to reanimate the creature with the necropolitan features listed in page (xx). If the corpse is reduced to bones, it gains vulnerability to bludgeoning damage but resistance to piercing damage.

Care should be taken to prepare the body for occupancy, such as closing wounds or repairing broken bones. Missing bones or organs cannot be replaced, and the spell does not work if the head or skull is missing. The soul may be reluctant to return if too much of its body is missing.

This spell can also be used to revive undead creatures.

The reanimated creature regains its maximum hitpoints after finishing a long rest.

Adventure Hooks & Ideas

Most undead that heroes encounter are hostile enemies to take down, so how would non-evil undead work in a campaign? Here are some ideas and hooks.

In Evil Campaigns

If you are playing in an evil campaign, non-evil undead can be interesting foes. Perhaps there is a rebellion brewing among undead minions as something starts to give them greater awareness. A lich lord who has recently joined a band of evil undead is not who he appears to be, and is secretly harboring heroes that will slaughter the rest of the coalition. A hero slain ages ago rises back up again to seek vengeance.

You and your group are hired to investigate missing undead minions from an evil magical research laboratory. There is no evidence of any theft, or any destroyed, disorder among the wizards has started to brew discord among them. The week prior, there was great progress made in creating ghouls with higher intelligence, and all protocols were made sure these undead had no trace of their former lives in their minds, but perhaps the two cannot occur together as these wizards found out. Could these smarter ghouls have been the culprit? Are they assembling their own undead army as part of a rebellion?

Not the Lich

A legendary sword has been destroyed in a great cathedral dedicated to a lawful good god who is a common patron of paladins. Your party has been hired to find the culprit. You find out that the holy relic was used to slay an evil lich centuries ago; paranoia and panic is starting to spread in the city in fear the lich lord has somehow returned. One night people catch sight of a mysterious hooded figure surrounded by skeletons in the woods, yet none of the skeletons seemed to harm any of the witnesses. The following night the hooded figure is seen fighting off another creature with powerful magic which has caused some serious damage, and the populace is now certain the lich lord is back.

Your investigations find out not all is what it seems to be. Following the hooded figure, you find the figure is not hostile and is actually begging for help, and turns out to actually be a lich but not the lich from the legend. The lich begs for help because demonic and undead servants of Orcus are going to attack the city and blame it on it. The holy relic turned out to be the lich's phylactery because long ago it belonged to the lich's former lover who was the legendary paladin.

Dead Men Tell No Tales

Only one person in the world knows of a way to access a secret cavern that is rumored to have many riches but also the key to destroying a powerful foe. This person died long ago. Many have investigated and tried to figure out where this legendary treasure lies, but to no avail. Further investigation reveals something troubling: a letter written by the keeper of the treasure post-mortem! Coinciding with this revelation are rumors of a mountainside that is haunted. You learn that indeed the soul of the keeper has not left the Material Plane, but any attempts to ask the ghost about the secret are only replied with a cold shoulder.

Perhaps the keeper of the treasure has a very good reason to protect the treasure, or rather to protect anyone from the treasure.

Who is the Monster?

Your party comes across a small village that is very hidden in the middle of nowhere and not on the map. The village oddly does not have any fields or livestock, but is made up of a few dozen houses that incorporate a hodgepodge of materials, as if the materials were salvaged from somewhere else. As soon as your party approaches, any inhabitants who were outside immediately run indoors, they should start running as they spot your party in the far distance. By the time your party arrives, all the doors are shut and the windows are closed. Nobody is answering and if there is a cleric or paladin in your party, anyone will be even more reluctant to come out. A party member may detect that all of the inhabitants are undead.

The inhabitants are former undead minions hiding from the evil necromancer that rose and enslaved them. Somehow they retained their original soul and eventually broke free. They are trying to find out what to do next with their unlives and figured that dwelling in a place that appears to be for the living could hide them from the necromancer.

Vampire Princess

A princess has been recently turned into a vampire. and the nobles around have been scrambling to hide her vampirism for the populace knowing that she had become a vampire would make everyone riot to kill her. She wears make-up, feeds on animal blood, and excuses are made about how she cannot attend anything during the day.

A group of vampire hunters has recently arrived at the same city and a few are starting to get suspicious about the princess being undead due to their expertise of finding vampires or any magical abilities to find undead. They begin to sow rumors, which then reach the ears of your party.

Practice

Safe

Homebrewing

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