Libris Mortis 5e

by badooga

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5th Edition Conversion

Contents

PART 0

Welcome

Credits

Much of the content here is ported from previous edition supplements.

Original Books

This book is primarily a conversion of content from various supplements from 3.5e and 4e.

Libris Mortis. Converted content from Libris Mortis (3.5e) appears in Chapters 1-3 and 6-8. This book was designed by Andy Collins and Bruce R. Cordell.

Open Grave. Converted content from Open Grave (4e) appears in Chapters 1, 2, 4, and 7. This book was designed by Bruce R. Cordell, Eytan Bernstein, Brian R. James, Robin Laws, and John Snead.

Heroes of Shadow. The blackguard class from Player Options: Heroes of Shadow (4e Essentials) appears in Chapter 5. This book was designed by Mike Mearls, Eytan Bernstein, Claudio Pozas, Robert J. Schwalb, Matt Sernett, Chris Sims, and Rodney Thompson.

Dead Gods. Tenebrous from Dead Gods (2e) appears in Chapter 4. This book was written by Monte Cook.

Dark Sun Creature Catalog. Dregoth from Dark Sun Creature Catalog (4e) appears in Chapter 4. This book was designed by Richard Baker, Ari Marmell, and Chris Sims.

City by the Silt Sea. New Giustenal from City by the Silt Sea (2e) appears in Chapter 4. This book was designed by Shane Lacy Hensley.

Art Credits

All art used in this document is taken from official books from 3.5e, 4e, and 5e, in accordance with the Wizards of the Coast Fan Content Policy.

Libris Mortis. Dawn Murin (art director); Tom Kidd (cover artist); Thomas Baxa, Steve Belledin, Jeff Easley, Steve Ellis, Wayne England, Emmanuelle Hunter, Jeremy Jarvis, Chuck Lukacs, David Martin, Michael Phillippi, Steve Prescott, Wayne Reynolds, Brian Snoddy (interior artists); Dee Barnett, Dawn Murin, Trish Yochum (graphic designers).

Open Grave. Peter Whitley, Jon Schindehette (art directors); Chris Seaman (cover illustration); Emi Tanji, Breanne Miller (graphic designer); Thomas M. Baxa, Mark Behm, Steven Belledin, Daarken, Julie Dillon, Tomás Giorello, Goran Josic, Mazin Kassis, Matthias Kollros, Jake Masbruch, Peter McKinstry, Mats Minnigan, Sean Murray, Axel Rator, Wayne Reynolds, Daniel Rudnicki, Amanda Sartor, Angga Satriohadi, Georgi "Calader" Simeonov, Soutchay Soungpradith, David Sourwine, Anne Stokes, Amelia Stoner, Francis Tsai, Derk Venneman, Anthony Waters, Bruno Werneck, Eric L. Williams (interior illustrations).

Heroes of Shadow. The Blackguard and Vampire drawings used were drawn by Jim Nelson, William O'Connor, Marc Sasso, and Alberto Del Lago.

Explorer's Guide to Wildemount. The Holy Symbol of Vecna art used was drawn by Claudio Pozas.

Monster Manual (4e). Angel of Decay: Dave Allsop.

Dark Sun Creature Catalog. Dregoth: Adam Paquette.

City by the Silt Sea (2e). Absalom: Tom Baxa.

Badooga's Homebrew

All of the 5e content presented in this document was converted or made by badooga. This also includes some flavor text for various monsters and items, as well as a few original additions or reimaginings of my own.

If you're interested in my other homebrew or just want to get in touch, check out my socials, which include my GM Binder profile of finished homebrew and the PDF versions of them on Google Drive.

My favorite kind of 5e homebrew is making new monsters, but I've also dabbled in all sorts of content. Highlights include revised exploration rules, psion and warlord classes based on 4e, and a compendium of feats, maneuvers, and variant rules/features for martial characters.

Introduction

Hushed voices tell spine-chilling tales of encounters with the walking dead and other unliving horrors. No other creatures have evoked such fear and fascination as this dreadful menagerie of malevolent spirits and mindless shells.

Along with a host of undead threats ranging from a mere tomb mote to the infamous deity Vecna, this unofficial 5e conversion provides customization options for unliving monsters and heroic champions of the living alike. Cults, spells, creature templates, artifacts, if it relates to undeath, there's a good chance you can find it here.

Preface

This conversion has been a longstanding project of mine. It started way back in 2019 when I was working on my Elder Evils 5e conversion, when I noticed that a few of the monsters used there were based on content from Libris Mortis. I looked up Libris Mortis to help with that conversion, and I found myself fascinated by the content within, especially the undead grafts and undead cults.

So, I ultimately decided to do a conversion of Libris Mortis, which I would work on back and forth with Elder Evils whenever I'd get bored of the other. I completed the bestiary, spell lists, and cults, but then I got busy with other D&D homebrew, school, and life in general, so the blackguard, subclasses, and equipment chapters were completed at a snail's pace.

At some point in 2022, I discovered Open Grave, the 4e version of Libris Mortis. This book had a collection of cool monsters and templates that didn't appear in 3.5e, as well as an Undead Hall of Infamy with stat blocks for powerful undead that are well-known in D&D pop culture. I decided to add these to this conversion as well, as I felt that the additions rounded out the document quite nicely.

Of course, this almost doubled my workload, and eventually I decided to cut out the pre-made encounters and the undead variants so that I wouldn't burn myself out. So I eventually managed to convert the Open Grave content, polish up some existing material that wasn't up to my current standards, and then put this together in January 2023.

So now, I present to you this finished conversion, which is completely free to use in your campaign. I hope you enjoy!

Using This Document

This conversion is split into two parts: DM Options and Character Options. Each chapter's content is standalone from the rest of the conversion and can be used independently.

DM Options

These options relate to undead creatures and the dark powers they serve.

Chapter 1 starts off with the Bestiary, a collection of undead stat blocks you can use in your campaign.

Chapter 2 is an assortment of ghastly Creature Templates, which can be used to modify existing creatures to make them more powerful or varied. Most of the templates are accompanied by an example of them being applied to existing creatures.

Chapter 3 provides information on six Cults of Undeath, including monster features to give to their members and an example NPC associated with the cult that you can use.

Chapter 4 concludes this part with the Undead Hall of Infamy, which provides stat blocks for mighty deities and other champions of undeath from across the planes. These include the deities Tenebrous and Vecna, Vecna's heart Osterneth and his nemesis Kas, and the Athasian sorcerer-king Dregoth.

Character Options

These options empower characters to control or combat necromantic creatures and magic.

Chapter 5 starts off with the Blackguard, an antipaladin variant class that uses negative emotions to draw power from the Shadowfell, rather than a sacred oath. This option replaces the Oathbreaker subclass from the Dungeon Master's Guide.

Chapter 6 presents subclasses for the bard, cleric, druid, fighter, and warlock that specialize in necromancy... or its destruction.

Chapter 7 has magic items and other equipment used by, for, and against undead. This include undead grafts that replace your body parts in exchange for great unholy power, positoxin poisons infused with holy water that can damage fiends and undead, and sentient artifacts that fit well for use in necromancy-based campaigns.

Chapter 8 concludes the document with an assortment of spells (mostly from the necromancy school). Highlights include a cantrip that allows you to puppet corpses, unholy auras that drain life force and weaken living creatures, and a beam that purges a target's blood vessels from its body and turns them into a web of veins that restrains nearby creatures.

Glossary

The following verbiage/terms are used in parts of this document (especially in monster stat blocks) to make the text more concise and easier to read.

Basic Saving Throws

If an effect says, for example, "the target takes 14 (4d6) fire damage (DC 15 Dexterity save for half)", it means that the target must make a DC 15 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.

Bloodied

A creature is bloodied when it has half of its hit points or fewer remaining. This doesn't do anything by itself, but some effects might only trigger or apply when a creature is bloodied.

Constant Spells

Some creatures have spells that apply to them constantly without the need for concentration, as denoted in the Spellcasting section of their stat blocks. If dispelled (e.g. by dispel magic), the creature can recast it at will, without providing material components; when it does so, the spell becomes constant once again.

Health Drain

When a creature suffers some amount of health drain, its hit point maximum is reduced by an amount equal to the value given in the triggering effect (typically equal to some amount of damage taken). This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Living Creature

A living creature is any creature that isn't an undead or construct. Constructs are neither alive nor dead.

Magical Darkness

A creature with darkvision can't see through magical darkness, and nonmagical light can't illuminate it.

Repeating Saving Throws

If an effect with a saving throw made to avoid it is appended with "(save ends)", the target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful one.

Targeting Objects

Abilities and other features that target or damage objects only target objects that aren't being worn or carried, unless the DM rules otherwise.

PART 1

DM Options

Chapter 1: Bestiary

This chapter offers a variety of new undead creatures, as well as a few that aren't undead but otherwise are intrinsically related to undeath and the unliving.

The creatures in this chapter are organized by their Challenge Rating in the table below.

CR Creature
1/8 Tomb Mote
1 Vile Pet
2 Desiccator
2 Slaymate
3 Gravetouched Ghoul
3 Offalian
3 Quell
3 Skin Kite
4 Bloodrot
4 Skulking Cyst
4 Spectral Lyrist
5 Entomber
5 Osteopede
6 Bleakborn
6 Breathstealer
6 Cinderspawn
6 Dragonscale Slough
6 Plague Blight
7 Crypt Chanter
7 Angel of Decay
7 Atropal Scion
7 Moon Wraith
7 Skirr
7 Wheep
8 Blaspheme
9 Blood Amniote
9 Grave Dirt Golem
9 Hulking Corpse
9 Paralyth
12 Tainted Priest
12 Tombstone Golem
12 Oblivion Wraith
14 Bone Collector
16 Dream Vestige
17 Vortex Wraith
18 Rotvine Defiler
21 Discord Incarnate

Abominations

Ageless though they are, immortals can die, and when they do, some return as twisted remnants of what they once were. Most abominations were created as weapons in the war between the gods and the primordials, but a scarce few have arisen spontaneously out of the chaotic forces of the universe. When these beings stir, they come full of rage, craving only to spread destruction and despair.

Atropal Scion

"This creature's hairless, overlarge head surmounts its wet, wrinkled, and bloated humanoid body. Its eyes are glassy and vacant. Its arms are too slender, and its tiny hands end in cruelly sharpened nails, while its legs are atrophied, dead things that hang useless below it."


Atropal scions are clots of divine flesh given form and animation by terrible catastrophies, bleak-hearted gods of death, or pure chance. When a stillborn godling rises spontaneously as an undead, an atropal is born. If that atropal is defeated, but any fragment or cast-off bit of flesh remains, an atropal scion may yet arise from those fragments, lessened in power from its divine beginnings, but no less hateful for its stature.

An atropal scion is a power to be reckoned with, and once animate in the world, seeks power over both life and unlife in an unrelenting bid for domination that only its lifeless tissue is able to sustain.

Combat

An atropal scion prefers to float high above the field of combat, relentlessly summoning specters and using Life Drain indiscriminately to take care of threats when possible. If it is bloodied, the atropal lets out a screech and begins using its mobility in a more tactical manner. It also takes advantage of its Negative Energy Aura to rebuke melee opponents and its dispel magic ability to counter spellcasters as it sees fit.

Lore

A character knows the following information with a successful check made using the Arcana or Religion skill.

DC 20. Unlike normal atropals, atropal scions are imbued with foul magic that grants them a smidgen of spellcasting. Given enough time, an atropal scion may evolve into a threat much greater than the undead it originally splintered off of.

DC 25. Atropal scions have the power to summon specters to their aid, but their ability to magically locate creatures is far deadlier. Lacking qualities such as impatience and stamina that living creatures possess, an atropal scion will use this ability to find undead allies and amass an army, and to track down powerful enemies that would threaten its cause.



Atropal Scion

Large undead (titan), lawful evil


  • Armor Class 9
  • Hit Points 114 (12d10 + 48)
  • Speed 0 ft., fly 50 ft. (hover)

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 18 (+4) 18 (+4) 16 (+3) 19 (+4)

  • Damage Vulnerabilities radiant
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities cold, necrotic
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses darkvision 120 ft., truesight 120 ft., passive Perception 13
  • Languages understands Celestial but utters only obscene nonsense
  • Challenge 7 (2,900 XP)
  • Proficiency Bonus +3

Innate Spellcasting. The atropal's innate spellcasting ability is Charisma (spell save DC 15). The atropal can innately cast the following spells, requiring no material components:

At will: dispel magic, locate creature
3/day: contagion

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

Negative Energy Aura. Creatures within 30 feet of the atropal can't regain hit points, and any creature that starts its turn within 30 feet of the atropal takes 7 (2d6) necrotic damage. If the atropal is struck by a vorpal sword, the wielder can cut the atropal's umbilical cord instead of dealing damage. If its umbilical cord is cut, the atropal loses this feature.

Actions

Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (3d6) necrotic damage.

Life Drain. The atropal deals 21 (6d6) necrotic damage to one creature it can see within 120 feet of it (DC 15 Constitution save for half). The atropal regains a number of hit points equal to half the amount of damage dealt.

Summon Specter (Recharge 6). The atropal summons a specter which materializes within 30 feet of it in an unoccupied space it can see. The specter obeys its summoner's commands and can't be controlled by any other creature. The specter vanishes when it drops to 0 hit points or when its summoner dies.

Rotvine Defiler

"A sprawling morass of mud, rotting vines, dead animals, and writhing tendrils emerges from beneath the earth. Seemingly in pain, the abomination lets out a horrific shriek before resuming its rampage and destroying the terrain around it."


The rotvine defiler has but one purpose: to ingest and spoil all that is living. A profane vestige of a powerful immortal devoted to fertility, the rotvine defiler seeks to destroy that which it has lost—life. In its wake, the creature leaves a trail of despoiled organic matter, a record of its vindictive mission.

Combat

A rotvine defiler burrows through the ground, sending up tentacles to grab living creatures.

If it is bloodied or slain, the defiler releases an explosion of desecrating fumes that wither ally and enemy alike.

Lore

A character knows the following information with a successful check made using the Nature or Religion skills.

DC 15. A rotvine defiler is the profane remnant of an immortal being of primal origins devoted to nature or agriculture. The corrupted immortals were slain and sealed under the ground, where the seeds of evil caused them to return to life and outwardly manifest their malevolence.

DC 20. A rotvine defiler arises when a creature makes a sacrifice over the monster's earthly tomb, breaking the seals containing it. The creature usually retains none of its original intelligence or memories.



Rotvine Defiler

Huge undead, chaotic evil


  • Armor Class 17 (natural armor)
  • Hit Points 290 (20d12 + 160)
  • Speed 40 ft., burrow 40 ft.

STR DEX CON INT WIS CHA
26 (+8) 18 (+4) 26 (+8) 8 (-1) 16 (+3) 15 (+2)

  • Saving Throws Int +5, Wis +9, Cha +8
  • Damage Immunities necrotic, poison
  • Condition Immunities poisoned
  • Senses tremorsense 60 ft., passive Perception 13
  • Languages
  • Challenge 18 (20,000 XP)
  • Proficiency Bonus +6

Despoiled Morass. The defiler's tentacles cause the area within 20 feet of it to be difficult terrain.

Putrescent Explosion. When the defiler is bloodied (145 HP), and again when it is reduced to 0 hit points, it releases an explosion of necrotic gas. Each creature within 10 feet of the defiler takes 18 (4d8) necrotic damage (DC 22 Constitution save for half). If the saving throw fails by 5 or more, the target is also poisoned until the end of its next turn.

Siege Monster. The defiler deals double damage to objects and structures.

Standing Leap. The defiler's long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start.

Unbreakable (3/Day). If the defiler is incapacitated at the start of its turn, the effect causing this condition immediately ends on the defiler.

Actions

Multiattack. The defiler makes three melee attacks.

Tendril of Rot. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 15 (2d6 + 8) damage plus 7 (2d6) necrotic damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and it takes 7 (2d6) necrotic damage at the start of each of the defiler's turns.

Fling Object. This attack is made by flinging one Large or smaller object grappled by the defiler's tendrils, such as one grabbed using the tendril attack from its Destroy feature.
Melee or Ranged Weapon Attack: +14 to hit, reach 20 ft. or range 30/90 ft., one target. Hit: 14 (1d12 + 8) damage, and the target must succeed on a DC 18 Strength or Dexterity saving throw (target's choice) or be knocked prone.

Defile the Living (Recharge 5–6). The defiler creates a surge of negative energy that affects each creature it is grappling. The defiler regains 10 hit points per affected target, and each target becomes vulnerable to necrotic damage and suffers disadvantage on all Strength, Dexterity, and Constitution saving throws until the end of the defiler's next turn.

Bonus Actions

Destroy. The defiler makes a melee attack against an object or structure.

Reactions

The defiler can take one reaction on every turn in combat.

Earthly Maw. When a creature provokes an opportunity attack from the defiler, or when a creature hits an attack against it with advantage on the attack roll, the defiler can move up to its speed towards the creature (without provoking opportunity attacks) and make the following bite attack against it, if possible.
Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 24 (3d10 + 8) piercing damage, and the target takes 14 (4d6) necrotic damage (DC 22 Constitution save for half). If the saving throw fails by 5 or more, the target also suffers health drain equal to the necrotic damage taken.

Discord Incarnate

"The being before you possesses the basic shape of an angel, but between the red energy crackling from its wings and sword and the twisted, malicious expression on its face, this abomination is a clear perversion of all things holy."


At the dawn of creation, mighty couatls—winged serpents of purity and virtue—strove to bind evil elementals and fiends. The titanic spiritual struggle sometimes resulted in the death of both entities and brought about a terrible fusion of body and spirit. From these morbid unions arose discord incarnates—perverse abominations bent on wanton destruction.

Combat

A discord incarnate immediately flies in among its foes, attempting to position itself within reach of as many enemies as possible. If it is bloodied, it shifts tactics and attempts to lock down the most vulnerable targets possible using its Rush of Pain and Unholy Pull abilities. A discord incarnate is a remorseless foe and never retreats except to seek a new tactical position.

Lore

A character knows the following information with a successful check made using the Religion skill.

DC 20. Discord incarnates arose during the cosmic war between the gods and the primordials. After that conflict, these creatures were destroyed or imprisoned throughout the planes. Whenever a discord incarnate breaks free of its prison, it roves the planes, destroying everything in its path.

Even from inside a cosmic prison, a discord incarnate can dream fiends spectral undead into existence. Couatls, winged serpents of purity and virtue, work hard to keep discord incarnates and their minions contained within otherworldly prisons. However, even their power has limits. Couatls regard discord incarnates and the mockeries as their greatest failure.

DC 25. Scholars speculate that a discord incarnate spontaneously arises from the clash of two powerful, opposing forces—a powerful demon and a couatl. Some experts suggest that the profane union is the work of a now-forgotten god or primordial that saw benefit in the creation of the twisted monstrosities. It is even possible that a cache of discord incarnates could yet lie hidden in the cosmos, awaiting some event or signal from their creator that stirs them to action.



Discord Incarnate

Large undead (titan), chaotic evil


  • Armor Class 21 (natural armor)
  • Hit Points 243 (18d10 + 144)
  • Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
26 (+8) 22 (+6) 26 (+8) 25 (+7) 25 (+7) 30 (+10)

  • Saving Throws Int +14, Wis +14, Cha +17
  • Skills Perception +14
  • Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses truesight 120 ft., passive Perception 24
  • Languages all, telepathy 120 ft.
  • Challenge 21 (33,000 XP)
  • Proficiency Bonus +7

Blasphemous Weapons. The incarnate's weapon attacks are magical. When the incarnate hits with any weapon, the weapon deals an extra 3d8 necrotic damage plus 3d8 radiant damage (included in the attack).

Fear Aura. Any creature hostile to the incarnate that starts its turn within 20 feet of the incarnate must make a DC 25 Wisdom saving throw, unless the incarnate is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the incarnate's Fear Aura for the next 24 hours.

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

Shielded Mind. The incarnate is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.

Actions

Multiattack. The incarnate makes two longsword attacks.

Longsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 8) slashing damage, or 13 (1d10 + 8) slashing damage if used with both hands, plus 13 (3d8) necrotic damage and 13 (3d8) radiant damage.

Bonus Actions

Create Couatl Mockeries (Recharge 5–6). The incarnate summons spectral, intangible mockeries of couatls that flit around it until the end of its next turn. During this time, ranged attack rolls against the incarnate have disadvantage, and creatures within 20 feet of the incarnate have disadvantage on all saving throws.

Reactions

The incarnate can spend one legendary action to take a reaction, even when it has already used its normal reaction.

Discordant Retaliation. In response to being hit by a melee attack by a creature within 5 feet of the incarnate, the incarnate can make a longsword attack against that creature. On a hit, the target must succeed on a DC 23 Strength saving throw or be knocked prone or pushed up to 10 feet away from the incarnate (incarnate's choice).

Feed on Weakness. When a creature within 20 feet of the incarnate fails a saving throw, the incarnate gains 25 temporary hit points.

Rush of Pain. If the incarnate fails a saving throw caused by a creature it can see, the incarnate can fly up to half its speed towards that creature. This movement provokes opportunity attacks as normal.

Legendary Actions

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

  • Unholy Pull. The incarnate uses its free hand to telekinetically pull one Huge or smaller creature or object it can see within 120 feet of it up to 30 feet directly towards it. If the target is an unwilling creature, it can avoid being pulled with a successful DC 25 Strength or Charisma saving throw (creature's choice).
  • Weaken. The incarnate forces one creature it can see within 30 feet of it to make a DC 25 Charisma saving throw, with advantage on the roll if it is immune to being poisoned. On a failed save, the target can't regain hit points and suffers disadvantage on all attack rolls and ability checks until the end of its next turn.
  • Discord's Wrath (Costs 1-3 Actions). The incarnate expands the range of its Fear Aura by 20 feet per legendary action spent until the end of its next turn. Each creature within that aura when this ability is activated takes 9 (2d8) necrotic damage plus 9 (2d8) radiant damage per legendary action spent (DC 23 Constitution save for half).

Blightspawn

Putred and disgusting, blightspawn carry pestilence and sickness wherever they go, threatening to contaminate the living with their disease and poison if left unchecked.

Skulking Cyst

"The horrible creature walking into view is a mass of free-roaming intestines, flaccid organs, and a few odd rib bones. Dragging behind it like a dead weight is a lolling, maggot-ridden humanoid head."


A skulking cyst is disgorged from the rotting corpse of a living creature, born of a necrotic cyst that eventually kills its host (see the necrotic cyst spell in Chapter 8).

A skulking cyst prefers shadows and dark corners, only revealing the horror of its form when it strikes lone victims from hiding. Though often cloaked in the detritus of a previous victim, the skulking cyst's true "heart" is a 1-foot-diameter spherical sac that contains fluid and semisolid necrotic flesh, which slowly undulates as if in a mockery of breath.

Combat

A creature of shadows, a skulking cyst prefers to launch attacks on lone victims from dark ceilings and sewer grates.



Skulking Cyst

Small undead, chaotic evil


  • Armor Class 15 (natural armor)
  • Hit Points 39 (6d6 + 18)
  • Speed 30 ft., climb 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 18 (+4) 16 (+3) 13 (+1) 14 (+2) 16 (+3)

  • Skills Perception +4, Stealth +6
  • Damage Immunities necrotic, poison
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 14
  • Languages
  • Challenge 4 (1,100 XP)
  • Proficiency Bonus +2

Create Spawn. A creature slain by the skulking cyst's Blood Drain rises as a skulking cyst after 1 minute. If a creature dies while suffering from a necrotic cyst spell originating from the skulking cyst, a skulking cyst bursts from the creature's body and acts on the same turn that it emerges.

Damage Transfer. While attached to a creature, the skulking cyst takes only half the damage dealt to it (rounded down), and that creature takes the other half.

Spider Climb. The skulking cyst can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Standing Leap. The skulking cyst's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.

Undead Fortitude. If damage reduces the skulking cyst to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the skulking cyst drops to 1 hit point instead.

Actions

Blood Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 5 (2d4) necrotic damage, and if the target is not a construct or undead, the skulking cyst attaches to it. If the skulking cyst has advantage against the target, it attaches to the target's head, and the target is blinded and unable to breathe while the skulking cyst is attached. While attached, the cyst can make this attack only against the target and has advantage on the attack roll. The skulking cyst can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the skulking cyst by succeeding on a DC 14 Strength check.

Necrotic Cyst (5th-Level Spell; 1/Day). Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: The target develops an internal spherical sac that contains fluid or semisolid necrotic flesh, unless it is a construct or undead. The internal cyst is noticeable as a slight bulge on the target's arm, abdomen, or face (wherever the skulking cyst chose to touch the target), and is buried deeply enough in its flesh that it is not easily identifiable without a successful DC 13 Wisdom (Medicine) check.
 While the target possesses a necrotic cyst, it suffers from the poisoned condition, and it can't magically regain hit points or benefit from resistance to necrotic damage. Additionally, whenever the target takes damage, it must make a DC 13 Constitution saving throw. On a failed save, the target suffers health drain equal to the damage taken.
 A protection from evil and good spell prevents the necrotic cyst from forming, but once a necrotic cyst is implanted, it can only be removed can be removed only by heal or another disease-curing spell of 6th level or higher. The target may also elect to have some well-meaning chirurgeon remove it surgically. The procedure is a bloody, painful process that has a chance to kill the target if done improperly. The procedure takes 1 hour, and the chirurgeon must make a DC 13 Wisdom (Medicine) check. On a success, the cyst is removed safely, and the target suffers one level of exhaustion. On a failure, the target dies.

Bleakborn

"This frigid corpse is so cold that it is frosted with icy crystals. Sensing the warmth of life, it shambles eagerly toward its victims. Its eyes reflect the vacuum of the void, its touch chills to the bone, and its very presence seems to drain the heat from your pores."


When inactive, a bleakborn appears to be nothing but a humanoid corpse, slain either by bitterly cold conditions (or if in a warmer environment, as if by a magical cold attack so potent that the corpse still sparkles with ice crystals). However, whenever any living creature comes to within 30 feet of an inactive bleakborn, the warmth and life of the interloper revive the undead creature, giving it purpose and an icy semblance of life.

A bleakborn is not marked by direct violence; rather, it looks like a humanoid that has been flash-frozen, with discoloration and some ruptured flesh showing here and there.

A bleakborn stands a little over 6 feet tall and weighs between 150 and 230 pounds.

Combat

A bleakborn actively moves toward living creatures, attempting to keep them within range of its heat-draining aura. If possible, a bleakborn pummels a living creature with its ice-cold limbs, hoping to deprive its victim of all warmth and life.

Lore

A character knows the following information with a successful check made using the History skill.

DC 15. Bleakborns are also referred to as Moil zombies in some lesser-known tomes about undead, in supposed reference to the cursed city in which they first arose. They speak the Moilian language, allowing those proficient in this forgotten tongue to converse with them.


Bleakborn

Medium undead, neutral evil


  • Armor Class 14 (natural armor)
  • Hit Points 110 (13d8 + 52)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 15 (+2) 18 (+4) 14 (+2) 14 (+2) 15 (+2)

  • Saving Throws Con +7
  • Damage Resistances cold, necrotic
  • Damage Immunities fire, poison
  • Condition Immunities exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Moilian
  • Challenge 6 (2,300 XP)
  • Proficiency Bonus +3

Create Spawn. A humanoid slain by the bleakborn rises as a bleakborn after 1 minute.

Fire Absorption. Whenever the bleakborn is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.

Heat-Draining Aura. At the start of each of the bleakborn's turns, each creature within 30 feet of it takes 7 (2d6) cold damage. The bleakborn regains 5 hit points for each creature damaged by this effect.

Infectious Chill (1/Turn). When the bleakborn deals cold damage to a creature, the target must succeed on a DC 15 Constitution saving throw against disease or be afflicted with a magical chill. The target suffers one level of exhaustion, and while diseased, it has disadvantage on Strength and Constitution saving throws.
 At the end of each long rest, the target makes a DC 15 Constitution saving throw. Its exhaustion level increases by 1 on a failed save, and it decreases by 1 on a successful one. If a successful save reduces the infected target's level of exhaustion below 1, the target recovers from the disease.

Undead Fortitude. If damage reduces the bleakborn to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the bleakborn drops to 1 hit point instead.

Actions

Multiattack. The bleakborn makes two melee attacks.

Chilling Grasp. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) cold damage, and the target's speed is reduced by 10 feet until the end of the bleakborn's next turn.

Plague Blight

"Soft and putrescent, this creature's form is wrapped in tight circles of cloth, though bloated, swollen tissue still seeps through. The odor of this creature goes beyond the stink of carrion; the putrefaction of its body is like a physical force that moves before it."


Plague blights are animated corpses of humanoids who died from plague or rot. In undeath, they seek to putrefy all that is pure. They are wily and may attempt to trick their victims into allowing themselves get close enough to touch.

Combat

In melee combat, the stench of a plague blight sickens its opponents. Far worse is its touch, which brings on a terrible wasting disease in its victims, rotting the flesh in seconds and sending tendrils of dead flesh ever inward toward the heart.



Plague Blight

Medium undead, neutral evil


  • Armor Class 15 (natural armor)
  • Hit Points 110 (13d8 + 52)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 19 (+4) 12 (+1) 15 (+2) 14 (+2)

  • Saving Throws Con +7
  • Skills Deception +5, Perception +5
  • Damage Immunities necrotic, poison
  • Condition Immunities exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 15
  • Languages the languages it knew in life
  • Challenge 6 (2,300 XP)
  • Proficiency Bonus +3

Poison Absorption. Whenever the plague blight is subjected to poison damage, it takes no damage and instead regains a number of hit points equal to the poison damage dealt.

Undead Fortitude. If damage reduces the plague blight to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the plague blight drops to 1 hit point instead.

Actions

Multiattack. The plague blight makes two melee attacks.

Gangrenous Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 18 (4d6 + 4) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or become diseased, and the target's skin becomes putrescent and gangrenous. While diseased, the target can't regain hit points, and at the end of every hour, the target must succeed on a DC 15 Constitution saving throw or have its maximum hit points be reduced by 4 (1d8).
 The target dies if this effect reduces its hit point maximum to 0. If this happens, the target's corpse sloughs into a brittle, stinking mass of putrescent ruin that molders to nothing over the course of 24 hours, unless gentle repose or similar magic is cast on the corpse.
 The disease can only be removed by greater restoration or a disease-curing spell of 5th level or higher, but when a lesser restoration or protection from poison spell is cast on the target, the next saving throw made against the disease automatically succeeds.

Bonus Actions

Foul. Each living creature within 15 feet of the plague blight must succeed on a DC 15 Constitution saving throw or be poisoned until the start of the plague blight's next turn.

Wheep

"The empty orbs of this wizened corpse leak a vile, black ichor that streaks the creature's face and body, coating its clawed limbs. As the ichor runs into the creature's mouth, it bubbles and pops, so that its constant wailing emerges as a gurgling keen."


Wheeps are undead servants of more powerful unliving lords, usually serving as bodyguards but sometimes sent on missions to procure from guarded cemeteries the remains of particularly powerful and trusted figures. Their average size belies a powerful undead strength, fueled by their undying sorrow.

Eyeless, a wheep is in constant pain, sniffling and crying aloud unless it is trying to hide or move silently. From its hollow eye sockets, a wheep continuously produces a poison with the appearance of black bile. It is easy to track wheeps that have passed through an area in the last hour, because they leave behind a trail of their poisonous tears. After an hour, the bile decomposes and evaporates.

A wheep stands nearly 6 feet tall and weighs about 200 pounds.

Combat

Those close enough to hear a wheep's cries may be taken aback, but they are likely to be far more threatened by the creature's poison-coated claws and maw.


Wheep

Medium undead, lawful evil


  • Armor Class 14 (natural armor)
  • Hit Points 150 (20d8 + 60)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 16 (+3) 6 (-2) 14 (+2) 17 (+3)

  • Damage Vulnerabilities psychic
  • Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 12
  • Languages the languages it knew in life
  • Challenge 11 (7,200 XP)
  • Proficiency Bonus +4

Eternal Sorrow. When the wheep takes psychic damage, the wheep shrieks loudly in pain. Each living creature within 120 feet of the wheep that can hear this shriek takes the same damage that the wheep does.

Poison Tears (1/Turn). The poison tears that continually pour from a wheep's empty eyes act as an injury poison that coats the wheep's claws and fills its mouth. When the wheep hits a creature with a melee weapon attack, the creature must succeed on a DC 15 Constitution saving throw or become vulnerable to poison damage for 1 hour. The target is immune to this effect if it is immune to being poisoned.

Actions

Multiattack. The wheep makes three attacks: two with its claws and one with its bite.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 10 (3d6) poison damage. If the target is a Large or smaller creature, it is also grappled (escape DC 15).

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 10 (3d6) poison damage. If the target is grappled by the wheep, it is also poisoned until the end of its next turn.

Bonus Actions

Weeping Dirge. The wheep loudly cries and blubbers. Each living creature within 120 feet of the wheep that can hear its awful, grave-born sorrow must make a DC 15 Wisdom saving throw. On a failed save, a creature has disadvantage on attack rolls and ability checks until the start of the wheep's next turn. On a successful save, a creature is immune to this wheep's Weeping Durge for 24 hours.

Chaos Walkers

When an elemental is violently destroyed, the remains may rise as a chaos walker that seeks to drain the living of the elemental energies it once possessed in life.

Desiccator

"This small, salt-encrusted humanoid figure looks parched and gasping. Around it, a dry, hot breeze seems to blow from nowhere."


Desiccators are the dried-out undead remnants of creatures of elemental water. They long to quench their tremendous thirst with the precious fluids of living creatures.

Thanks to their withered forms, desiccators are sometimes mistaken for mummies, although they wear none of the wrappings common to those creatures. Cursed to remain forever bereft of the watery form it had in life, the desiccator envies and despises all living things.

Most desiccators stand about 4 feet tall but weigh only 30 to 40 pounds.

Combat

A desiccator opens combat with its Desiccating Breath, seeking to make opponents vulnerable to its Draining Touch.


Desiccator

Small undead, neutral evil


  • Armor Class 13
  • Hit Points 27 (5d6 + 10)
  • Speed 20 ft., swim 60 ft.

STR DEX CON INT WIS CHA
9 (-1) 17 (+3) 14 (+2) 8 (-1) 11 (+0) 13 (+1)

  • Saving Throws Con +4
  • Damage Resistances acid
  • Damage Immunities necrotic, poison
  • Condition Immunities exhaustion, petrified, poisoned, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Aquan
  • Challenge 2 (450 XP)
  • Proficiency Bonus +2

Actions

Draining Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) necrotic damage, and the desiccator gains temporary hit points equal to half the damage dealt.

Desiccating Breath (Recharge 5–6). The desiccator exhales desiccating air in a 15-foot cone. Each creature in that area takes 10 (3d6) necrotic damage (DC 12 Constitution save for half). If the saving throw fails by 5 or more, a creature also gains vulnerability to necrotic damage until the end of the desiccator's next turn unless they have resistance or immunity to such damage.

Bonus Actions

Aggressive. The desiccator moves up to its speed toward a hostile creature that it can see.

Breathstealer

"This creature appears to be a formless cloud of darkness, broken only by two pinpoints of glowing red. A breeze blows toward it, as if it were drawing air into its body."


A breathstealer is an undead manifestation of elemental air. It hungers for the breath of the living.

Breathstealers vaguely resemble wraiths in their appearance, but are more amorphous and cloudlike. Still, they share the wraith's hatred for all living things.

A breathstealer fills an area roughly 5 feet on a side, with cloudlike tendrils reaching beyond that. As an incorporeal creature, a breathstealer has no weight.

Combat

A breathstealer lurks in dark places until it can sweep out and attack a living victim. Thanks to its stealth and speed, it often surprises targets.


Breathstealer

Large undead, neutral evil


  • Armor Class 15
  • Hit Points 75 (10d10 + 20)
  • Speed 0 ft., fly 90 ft. (hover)

STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 14 (+2) 6 (-2) 10 (+0) 6 (-2)

  • Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Auran
  • Challenge 6 (2,300 XP)
  • Proficiency Bonus +3

Airless Aura. A breathstealer's body is surrounded by an aura of near vacuum at all times. Breathing creatures within 15 feet of the breathstealer have no air to breathe and must hold their breath. Whenever such a creature takes damage, it must make a DC 13 Constitution saving throw. On a failed save, the creature begins suffocating. If the creature is already suffocating, it instead loses one of the rounds that it has to reach air before dropping to 0 hit points.

Incorporeal Movement. The breathstealer 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.

Steal Breath. When a creature within 15 feet of the breathstealer is reduced to 0 hit points, the breathstealer gains 5 temporary hit points, and the creature runs out of breath if it hadn't already.

Vacuum. Creatures within 15 feet of the breathstealer must spend 2 feet of movement for every 1 foot they move away from the breathstealer.

Actions

Touch. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) necrotic damage.

Cinderspawn

"This tall, gaunt, coal-black humanoid flickers with a blue-white flame. Its bright yellow eyes gleam with menace."


Cinderspawn are burnt-out undead remnants of creatures of elemental fire. They hate living creatures for their warmth and seek to destroy all such beings.

Like a fire elemental, a cinderspawn takes damage from and won't willingly enter a body of water. A body of water is an impassable barrier for a cinderspawn unless the creature can step or jump over it.

Combat

A cinderspawn chooses targets carefully, using its Sudden Rush action to reach vulnerable opponents that might otherwise be protected by comrades.


Cinderspawn

Medium undead, chaotic evil


  • Armor Class 13
  • Hit Points 97 (13d8 + 39)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 16 (+3) 11 (+0) 12 (+1) 14 (+2)

  • Skills Acrobatics +6, Perception +4, Stealth +6
  • Damage Immunities fire, poison
  • Condition Immunities exhaustion, petrified, poisoned, unconscious
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Ignan
  • Challenge 6 (2,300 XP)
  • Proficiency Bonus +3

Frostfire Shield. A creature that touches the cinderspawn or hits it with a melee attack while within 5 feet of it takes 5 (1d10) cold damage as the cinderspawn drains its body heat.

Illumination. The cinderspawn sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Water Susceptibility. For every 5 feet the cinderspawn moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Actions

Multiattack. The cinderspawn makes two touch attacks. If both attacks hit the same target, the cinderspawn also gains 10 temporary hit points.

Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) cold damage.

Drain Heat (Recharge 6). The cinderspawn drains the heat of each creature within 15 feet of it. Each creature in that area takes 27 (6d8) cold damage (DC 14 Constitution save for half). If the saving throw fails by 5 or more, a creature also suffers one level of exhaustion.

Sudden Rush. Until the end of the turn, the cinderspawn's speed increases by 60 feet and it doesn't provoke opportunity attacks.

Deathtritus

The presence of necrotic energy can animate flesh, but it can also give unlife to refuse and residue, forming a deathtritus.

Tomb Mote

"These tiny, vaguely humanoid creatures are animated accumulations of tomb litter—shards of bone, lone teeth, matted hair, bits of shattered tombstone, and grave dirt."


Tomb motes sometimes spontaneously arise in graveyards with a high concentration of buried magic, undead activity, and/or mass burials. As accumulations of the animated bone, dust, hair, and flesh particles that accumulate in tombs, tomb motes are surprisingly smart and vicious.

Tomb motes weigh 5 to 8 pounds and measure no more than 1 foot in height.

Combat

Tomb motes scurry around in the shadows, trying to surprise visitors in their domain. They like to harry a single target to en masse to make up for their lack of individual strength. If a target seems threatening, they slip back into the darkness until a weaker victim comes along.


Tomb Mote

Tiny undead, chaotic evil


  • Armor Class 12
  • Hit Points 7 (2d4 + 2)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
5 (-3) 14 (+2) 13 (+1) 8 (-1) 12 (+1) 6 (-2)

  • Skills Stealth +4
  • Damage Resistances necrotic, poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 11
  • Languages
  • Challenge 1/8 (25 XP)
  • Proficiency Bonus +2

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a creature, it must make a DC 11 Constitution saving throw. On a failed save, the target is poisoned until the end of the tomb mote's next turn. On a successful save, the target is immune to being poisoned by any tomb mote for 24 hours.

Bonus Actions

Nimble Escape. The tomb mote takes the Disengage or Hide action.

Offalian

"Composed of butchered flesh, rotting organs, and pungent fluids, the snakelike creature before you craves the taste of fresh meat."


Offalians are undead serpents that form when people or animals are senselessly butchered and left to rot. They are composed of the organs and bodily fluids of the slain creatures. The creatures are filled with an unquenchable hunger that drives them to attack most living creatures.

Combat

An offalian prefers to rush an opponent. The creature bites a foe, grabbing the target and keeping it held while biting it on subsequent turns. If multiple enemies approach an offalian, it hisses and releases a gout of acidic effluvia that burns and blinds would-be attackers.

Osteopede

"Created from dirt, dust, and crushed bone, a centipedelike creature skitters rapidly across the ground towards you."


Osteopedes are undead centipedes that form from dirt and bone in places of death. They also sometimes arise from pastures where bone fragments were used as fertilizer. The creature is infused with necrotic energy, which it releases with each bite and each slash of its jagged legs.

Combat

An osteopede skitters around the battlefield, never staying in one place for long. Whenever possible, it uses its Skittering Rake to attack multiple enemies.

Dragonscale Slough

"A pile of molten scales slithers before you, possessing the vague shape of a dragon but none of its flesh, blood, or organs."


A dragonscale slough is made of the animated flesh and scales that fall from dragons. It is common for multiple sloughs to form in the lairs of older dragons. The sloughs have many of the same attitudes and instincts of their progenitors, and they are quite hostile.

Combat

Dragonscale sloughs climb up walls and then drop down on unwary prey. Once a slough constricts a creature, it uses Suffocating Scales to silently choke the opponent. If caught or surrounded, the slough will use its Dust Breath and take advantage of the momentary blindness to retreat into hiding before striking again.




Offalian

Large undead, neutral evil


  • Armor Class 11
  • Hit Points 67 (9d10 + 18)
  • Speed 30 ft., climb 30 ft.

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

  • Skills Perception +2
  • Damage Immunities poison
  • Condition Immunities exhaustion, poisoned
  • Senses blindsight 30 ft. (blind beyond this radius), passive Perception 12
  • Languages
  • Challenge 3 (700 XP)
  • Proficiency Bonus +2

Improved Critical. The offalian's weapon attacks score a critical hit on a roll of 19 or 20 on the d20.

Keen Smell. The offalian has advantage on Wisdom (Perception) checks that rely on smell.

Undead Fortitude. If damage reduces the offalian to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the offalian drops to 1 hit point instead.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 7 (2d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the offalian can bite only the grappled creature and has advantage on attack rolls to do so.

Effluvia Expulsion (Recharge 6). The offalian spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature grappled. Each creature in that line takes 14 (4d6) acid damage (DC 14 Dexterity save for half). If the saving throw fails by 5 or more, a creature is also blinded until the end of its next turn.


Osteopede

Medium undead, neutral evil


  • Armor Class 15 (natural armor)
  • Hit Points 90 (12d6 + 48)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 19 (+4) 3 (-4) 11 (+0) 5 (-3)

  • Damage Immunities poison
  • Condition Immunities exhaustion, poisoned
  • Senses blindsight 30 ft., darkvision 60 ft., passive Perception 13
  • Languages
  • Challenge 5 (1,800 XP)
  • Proficiency Bonus +3

Necrotic Frenzy. The osteopede has advantage on melee attack rolls against any creature that is bloodied.

Undead Fortitude. If damage reduces the osteopede to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the osteopede drops to 1 hit point instead.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and if the target is a creature other than an undead or a construct, it must succeed on a DC 14 Constitution saving throw or take 5 (1d10) necrotic damage at the start of each of its turns due to a deep laceration. Each time the osteopede hits the lacerated target with this attack, the necrotic damage dealt increases by 5 (1d10). Any creature can take an action to stanch the laceration with a successful DC 14 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

Bonus Actions

Skittering Rake. The osteopede moves up to half its speed without provoking opportunity attacks, and it can make the following attack against each creature it moves past.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d4 + 6) slashing damage.


Dragonscale Slough

Large undead, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 102 (12d10 + 36)
  • Speed 40 ft., climb 40 ft.

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

  • Saving Throws Dex +4, Con +6, Wis +5
  • Skills Stealth +7
  • Damage Immunities necrotic, poison
  • Condition Immunities exhaustion, poisoned
  • Senses blindsight 30 ft. (blind beyond this radius), passive Perception 12
  • Languages
  • Challenge 6 (2,300 XP)
  • Proficiency Bonus +3

Amorphous. The slough can move through a space as narrow as 1 inch wide without squeezing.

Keen Smell. The slough has advantage on Wisdom (Perception) checks that rely on smell.

Spider Climb. The slough can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack. The slough makes two melee attacks.

Constrict. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the slough can't constrict another target.

Suffocating Scales. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature that the slough is grappling. Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6) necrotic damage, and the target can't speak or breathe and is suffocating until the grapple ends.

Dust Breath (Recharge 5–6). The slough exhales a cloud of dust in a 30-foot cone. Each creature in that area takes 22 (4d10) necrotic damage (DC 14 Constitution save for half). On a failed save, a creature is also blinded for 1 minute (save ends).

Dread Brutes

Dread brutes are unholy corpses or constructs animated to wield their overwhelming strength for labor, protection, or most commonly, violence and destruction.

Hulking Corpse

"Tramping out of the night is a dreadful giant corpse. For all that its eyes are lifeless and devoid of mind, the creature's gaze still promises swift death to any that it can catch and crush in its mighty grip."


Any undead army would be happy to recruit a hulking corpse. Its raw power combined with its mindless devotion to whatever master is powerful enough to command it ensures a swift victory over lesser foes. Of course, few can command a hulking corpse. Thus, these creatures are often found wandering the night, seeking only to crush, destroy, and rend.

Combat

A hulking corpse never employs subtlety or strategy. It bulls in, attempting to grab and rend its foes until they cease moving.



Hulking Corpse

Large undead, chaotic evil


  • Armor Class 8
  • Hit Points 161 (14d10 + 84)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 6 (-2) 22 (+6) 3 (-4) 6 (-2) 5 (-3)

  • Saving Throws Str +9, Con +10, Wis +2
  • Skills Athletics +9
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, stunned, unconscious
  • Senses darkvision 60 ft., passive Perception 8
  • Languages understands the languages it knew in life but can't speak
  • Challenge 9 (5,000 XP)
  • Proficiency Bonus +4

Powerful Blows. When the hulking corpse hits a Medium or smaller creature or object with a melee attack, the target must make a DC 17 Strength saving throw. On a failed save, the hulking corpse can push the target up to 10 feet away from it and knock it prone.

Siege Monster. The hulking corpse deals double damage to objects and structures.

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

Undead Fortitude. If damage reduces the hulking corpse to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the hulking corpse drops to 1 hit point instead.

Actions

Multiattack. The hulking corpse makes three melee attacks. It then attempts to grapple one creature within its reach.

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 5) bludgeoning damage.

Rend. Melee Weapon Attack: +9 to hit, reach 5 ft., one grappled creature. Hit: 21 (3d10 + 5) slashing damage.

Smash (Recharge 5–6). The hulking corpse bludgeons one target within its reach, dealing 38 (6d10 + 5) bludgeoning damage to it (DC 17 Strength save for half). If a creature fails this saving throw by 5 or more, it is also stunned until the end of the creature's next turn.

Bonus Actions

Aggressive. The hulking corpse moves up to its speed toward a hostile creature that it can see.

Destroy. The hulking corpse makes a melee attack against an object or structure.

Grave Dirt Golem

"Preceded by the smell of carrion, this humanoid creature is formed of moist (almost muddy) earth, mixed in with small bone bits, teeth, and rotting cloth scraps, topped with a dirt-encrusted humanoid skull. Its legs are short and thick, and its chest and arms somewhat tapering."


This humanoid golem is composed of magically coherent grave earth. A grave dirt golem wears no clothing, though sometimes the clothing or the gear of past victims can be found mixed in with the medium of its form.

A grave dirt golem cannot speak or make any vocal noise. It walks and moves with a slow, clumsy gait. It weighs around 800 pounds.

Combat

No one likes to be hit by a grave dirt golem because its filth fouls the wounds of its enemies and reduces their hit point maximums. The golem can regain hit points via its Soul Rend, but once it goes berserk, no known method can re-establish control.



Grave Dirt Golem

Large construct, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 133 (14d10 + 56)
  • Speed 20 ft.

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

  • Damage Immunities necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 60 ft., passive Perception 9
  • Languages understands the languages of its creator but can't speak
  • Challenge 9 (5,000 XP)
  • Proficiency Bonus +4

Berserk. Whenever the golem is bloodied at the start of its turn, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed.

Immutable Form. The golem is immune to any spell or effect that would alter its form.

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

Magic Weapons. The golem's weapon attacks are magical.

Negative Energy Absorption. Whenever the golem is subjected to necrotic damage, it takes no damage and instead regains a number of hit points equal to the necrotic damage dealt.

Actions

Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or suffer health drain equal to the damage taken.

Soul Rend (Recharge 5–6). The golem creates a vortex of life-draining energy in a 20-foot radius centered on itself. Each living creature in that area takes 22 (4d10) necrotic damage (DC 15 Constitution save for half). The golem regains hit points equal to half the damage roll.

Tombstone Golem

A stone golem becomes a tombstone golem with the following substitutions. Rather than simple stone, the creature is made up of fused grave headstones, inscribed with names in various languages, often more than one name per headstone, along with birth and death dates. Second, its supernatural ability to slow opponents is replaced by the Disrupt Life ability.


Tombstone Golem

Large construct, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 178 (17d10 + 85)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 20 (+5) 3 (-4) 11 (+0) 1 (-5)

  • Saving Throws Str +10, Con +9, Cha -1
  • Damage Immunities necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 120 ft., passive Perception 10
  • Languages understands the languages of its creator but can't speak
  • Challenge 12 (8,400 XP)
  • Proficiency Bonus +4

Immutable Form. The golem is immune to any spell or effect that would alter its form.

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

Magic Weapons. The golem's weapon attacks are magical.

Negative Energy Absorption. Whenever the golem is subjected to necrotic damage, it takes no damage and instead regains a number of hit points equal to the necrotic damage dealt.

Actions

Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

Disrupt Life (Recharge 5–6). Each living creature within 10 feet of the golem takes 21 (6d6) necrotic damage (DC 17 Constitution save for half). If the saving throw fails by 5 or more, a creature also suffers one level of exhaustion.

Oozes

Infused with necrotic energy, undead oozes are the congealed, slimy effluvia of living creatures that died horrible deaths.

Bloodrot

"The writhing blob of ooze that approaches you reeks of death, and has a partially melted human skull suspended in its gray jelly."


Bloodrot oozes are undead jellies that form when humanoids are melted by acid. They are most commonly found around the lairs of black dragons and other creatures that employ acid to slay their foes.

Combat

A bloodrot ooze lurks in a dark corner, waiting until its prey comes close before striking. The creature then reaches out and attempts to grab a target and drain the blood from it. Bloodrots crave the blood of their foes, pursuing them without any sense of self-preservation.


Bloodrot

Medium undead, unaligned


  • Armor Class 7
  • Hit Points 75 (10d8 + 30)
  • Speed 20 ft., climb 20 ft.

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

  • Damage Immunities acid, cold, lightning, necrotic, poison, slashing
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, prone
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
  • Languages
  • Challenge 4 (1,100 XP)
  • Proficiency Bonus +2

Amorphous. The bloodrot can move through a space as narrow as 1 inch wide without squeezing.

Blood Growth. Any healing in excess of the bloodrot's maximum hit points is gained as temporary hit points. Furthermore, when a living creature within 5 feet of the bloodrot is reduced to 0 hit points, the bloodrot regains 25 hit points and grows one size category larger.

Corrosive Form. A creature that touches the bloodrot or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage.

Actions

Blood Tendril. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid damage.

Bloodsqueeze. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature grappled by a bloodrot. Hit: 17 (5d6) necrotic damage, and the bloodrot regains hit points equal to half the damage dealt.

Bonus Actions

Grab. The bloodrot attempts to grapple one creature within 5 feet of it. It can have one creature grappled at a time.

Reactions

Split. When a bloodrot that is Medium or larger is subjected to lightning or slashing damage, it splits into two new bloodrots if it has at least 10 hit points. Each new bloodrot has hit points equal to half the original bloodrot's, rounded down. New bloodrots are one size smaller than the original bloodrot.

Blood Amniote

"A clot of animate blood the size of a small house, this amoeba of failed life is hungry to add new blood to its oozing body."


The half-congealed blood of past victims gives a blood amniote its form, and its ties to the Negative Energy Plane give the creature animation. Mindless, it seeks only to pierce the fleshy carapace of all living creatures it comes upon so it can draw out the blood beneath.

Though these creatures are mindless, vestiges of past victims completely drained of blood remain imprinted on them. Observers sometimes see these random memories as faces that briefly form on the surface of a blood amniote, only to fall away again to formlessness moments later.

Combat

When a blood amniote senses potential prey, it quickly moves to engage, hoping to draw out the blood of its victims in full quantity.

Lore

A character knows the following information with a successful check using the Religion skill.

DC 15. Scholars debate whether the blood amniote arises spontaneously or is crafted intentionally through necromantic rites and mass sacrifices.

DC 20. Legend has it that priests of Orcus once unleashed a storm that rained burning blood on two opposing armies. The storm slew the soldiers, and from the blood-soaked ground arose blood amniotes.


Blood Amniote

Huge undead, neutral evil


  • Armor Class 8
  • Hit Points 171 (18d12 + 54)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 6 (-2) 16 (+3) 2 (-4) 6 (-2) 1 (-5)

  • Damage Immunities necrotic, poison
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, prone
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
  • Languages
  • Challenge 9 (5,000 XP)
  • Proficiency Bonus +4

Abominable Form. Creatures that can see the amniote have disadvantage on saving throws against being frightened.

Amorphous. The amniote can move through a space as narrow as 1 inch wide without squeezing.

Spawn Bloodrot. When the amniote kills a humanoid, the corpse rises as a bloodrot in the same space at the start of the amniote's next turn, acting on the same initiative as it each round.

Actions

Multiattack. The amniote makes two melee attacks.

Blood Drain. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage plus 17 (5d6) necrotic damage. If the target is a creature that has blood, it must succeed on a DC 15 Constitution saving throw or suffer health drain equal to the damage taken.

Blood Thirst (Recharge 5–6). Each living creature within 10 feet of the amniote that has blood takes 22 (5d8) necrotic damage (DC 15 Constitution save for half). A target makes the save with disadvantage if it is grappled by an ooze or undead. If the amniote damages two or more creatures with this action, its speed increases by 10 feet for 1 hour.

Bonus Actions

Grasping Tendrils. The amniote pulls each Large or smaller creature of its choice within 20 feet of it up to 10 feet towards itself. If a target is bloodied, it is also grappled (escape DC 15) by the amniote. Until this grapple ends, a target is restrained and can't regain hit points.

Bone Collector

"You have encountered the source of the rumbling you have been sensing: a massive, hunchbacked brute that lumbers through the cave ahead. Its limbs and body are composed of assorted bones suspended in a deep purple ooze, and what you thought was its head is actually the oversized skull of a monstrous cave dweller you have never encountered before."


Bone collectors inhabit subterranean caverns and stalk underground tunnels, killing and scavenging to collect bones to increase their mass. Three massive bone collectors, each rumored to be over 25 feet in diameter, inhabit the Underdark.

Combat

Bone collectors send out masses of tendrils to snatch opponents and drain their life. If threatened by numerous foes, it will unleash a barrage of Bone Shards upon them, knowing that it can collect the shards after the battle has been won.

Acting purely on animalistic instinct, a bone collector might flee when bloodied, boring a massive tunnel through the rock in its wake. Most bone collectors have never had to retreat, however, as most other cave dwellers are either too weak to fight it or are smart enough to leave it alone.




Bone Collector

Gargantuan undead, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 170 (11d20 + 55)
  • Speed 20 ft., burrow 10 ft., climb 20 ft., swim 20 ft.

STR DEX CON INT WIS CHA
24 (+7) 15 (+2) 20 (+5) 1 (-5) 12 (+1) 1 (-5)

  • Saving Throws Str +12, Con +10
  • Damage Immunities acid, necrotic, poison
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, prone
  • Senses blindsight 10 ft. (blind beyond this radius), tremorsense 90 ft., passive Perception 11
  • Languages
  • Challenge 14 (11,500 XP)
  • Proficiency Bonus +5

Bone Subsumption. When the bone collector deals damage to a creature with bones, the creature also suffers health drain equal to the damage taken.

Lumbering Hulk. The bone collector ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained.

Regeneration. The bone collector regains 10 hit points at the start of its turn. If the bone collector takes radiant damage, this trait doesn't function at the start of the bone collector's next turn. The bone collector dies only if it starts its turn with 0 hit points and doesn't regenerate.

Siege Monster. The bone collector deals double damage to objects and structures.

Tunneler. The bone collector can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.

Actions

Multiattack. The bone collector makes one slam attack and one constrict or tail attack.

Slam. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 20 (2d12 + 7) bludgeoning damage plus 6 (1d12) necrotic damage.

Constrict. Melee Weapon Attack: +12 to hit, reach 20 ft., one creature. Hit: 18 (2d10 + 7) bludgeoning damage plus 11 (2d10) necrotic damage, and the target is grappled (escape DC 20). Until this grapple ends, the target is poisoned and restrained, and if it were to regain hit points, the bone collector regains them instead.

Tendril. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 13 (1d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 30 feet away from the bone collector and knocked prone.

Bone Shards (Recharge 5–6). The bone collector blasts sharp bone shards in a 60-foot cone. Each creature in that area takes 49 (9d10) piercing damage (DC 18 Dexterity save for half).
 The bone collector can either immediately recharge this ability or increase the size of its next use to a 90-foot cone by using Absorb Corpse, or by taking a -2 penalty to AC until the end of its next turn.

Bonus Actions

Destroy. The bone collector makes a slam attack against an object or structure.

Absorb Corpse. The bone collector increases its mass by absorbing the bones from a corpse within 5 feet of it. If the corpse had bones in it, the bone collector's current and maximum hit points increase by 10, plus an additional 10 hit points for every size category above Medium if the corpse is Large or larger.

Legendary Actions

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

  • Lurch. The bone collector moves up to half its speed.
  • Tendril. The bone collector makes one tendril attack.
  • Slam (Costs 2 Actions). The bone collector makes one slam attack.

Servants of Darkness

While most undead act on instinct or impulse, some have been created to serve a higher purpose, to help enact a dark design set forth by a deity, necromancer, or more intelligent undead.

Angel of Decay

"A repulsive, extremely tall, humanlike creature with long, rotting wings and peeling flesh, this monstrosity continually sheds rivulets of filth and decay, creating a pool of rot in which it stands."


Sometimes known as rot harbingers, these beings superficially resemble angels, but there's nothing angelic about them. Their touch causes living flesh to rot.

When a healthy creature softens, crumbles, and liquefies in death, an indefinable essence wafts away like putrid steam off stagnant beach sand. This decomposing flesh radiates an essential energy in its dissipation, and an angel of decay can extract the power resident therein.

Combat

An angel of decay prefers to wade into combat, literally, since it produces a constantly renewing pool of liquid corruption. The angel of decay excels at taking hits and giving them back, prefering to remain close to its enemies so that it may take advantage of its Rotting Aura and Feed on Decay traits.

Lore

A character knows the following information with a successful check using the Religion skill.

DC 20. Long ago, the gods tried to slay the demon lord Orcus while he was traveling outside the Abyss. They sent a host of angels to slay the demon lord, but Orcus ultimately prevailed, killing every last one of them. When he returned to the Abyss, the Demon Lord of Undeath created the first angels of decay as mockeries of those he'd slain and sent them to the natural world to wreak havoc on the gods' creation.

DC 30. A legion of angels of decay serve Atropus, the World Born Dead, as it wanders from planet to planet in its quest to unmake the gods' work. These angels feed off of the death and decay left in Atropus's wake, and are often found scouring the wastelands of a dead planet for scraps of essence to feed off of.


Angel of Decay

Large undead, chaotic evil


  • Armor Class 16 (natural armor)
  • Hit Points 85 (10d10 + 30)
  • Speed 30 ft., fly 50 ft.

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

  • Saving Throws Dex +6, Wis +6
  • Skills Perception +6
  • Damage Resistances fire, lightning
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, petrified, poisoned
  • Senses darkvision 120 ft., passive Perception 16
  • Languages Common, Primordial
  • Challenge 7 (2,900 XP)
  • Proficiency Bonus +3

Feed on Decay. Whenever a creature within 15 feet of the angel of decay fails a saving throw, the angel of decay regains 5 hit points.

Flyby. The angel of decay doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Actions

Multiattack. The angel of decay uses its Rotting Touch twice. If both attacks hit the same target, the target takes an additional 7 (2d6) necrotic damage.

Rotting Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) necrotic damage.

Bonus Actions

Rotting Aura. Each living creature within 10 feet of the angel of decay takes 14 (4d6) necrotic damage (DC 15 Constitution save for half).

Blaspheme

"Appearing similar to a corpse that has been dug up and surgically modified, this creature stands nearly 7 feet tall, but is extraordinarily thin. Its arms are extra long, hanging nearly to mid-calf. Its head is wide and wedge-shaped, with a split mouth that opens wider than that of a normal humanoid. Its teeth glitter like shards of black, steaming ice."


Crafted in bygone days by power-mad wizards searching to create the perfect undead guardians, blasphemes still roam forgotten areas, seeking to weaken and destroy nonevil creatures with their blasphemous bite. They are most likely to be encountered near ruins of ancient cities where magic was valued more highly than personal liberty or morals. If the secret of creating or calling a blaspheme into the world still exists, it is buried in just such a location.

Each blaspheme is created with parts from multiple ancient corpses, with teeth specially harvested from sacrifices to evil powers. However, blasphemes are not hulking, slow-moving constructs; rather, they are lithe and deadly, aware of their surroundings and capable of directing their own actions.

Blasphemes stand just under 7 feet tall and weigh about 190 pounds.

Combat

A blaspheme resonates with evil power, the focus of which is concentrated in its teeth. Thus, blasphemes charge into combat in almost every situation, attempting to bite their victims as quickly as possible, so that its master or allies can take advantage of its weakening effect.


Blaspheme

Medium undead, neutral evil


  • Armor Class 16 (natural armor)
  • Hit Points 153 (18d8 + 72)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 18 (+4) 5 (-3) 15 (+2) 10 (+0)

  • Saving Throws Wis +5
  • Skills Athletics +8, Perception +5, Survival +5
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities exhaustion, frightened, poisoned, unconscious
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Common
  • Challenge 8 (3,900 XP)
  • Proficiency Bonus +3

Turn Resistance. The blaspheme has advantage on saving throws against effects that turns undead.

Undead Fortitude. If damage reduces the blaspheme to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the blaspheme drops to 1 hit point instead.

Actions

Multiattack. The blaspheme makes two attacks.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 7 (2d6) necrotic damage. If the target is a non-evil creature, it must succeed on a DC 15 Constitution saving throw or have disadvantage on all saving throws until the start of the blaspheme's next turn.

Bonus Actions

Aggressive. The blaspheme moves up to its speed toward a hostile creature that it can see.

Brawler. The blaspheme attempts to grapple or shove one creature within its reach.

Gravetouched Ghoul

"This foul humanoid wears a loose shift, but its mottled, decaying flesh is still clearly visible, drawn tightly over bones. Hairless, it has a carnivore's sharp teeth and eyes like hot coals."


Like traditional ghouls, gravetouched ghouls haunt graveyards, battlefields, and other places rich with the carrion for which they hunger. These terrible creatures lurk wherever the stench of death hangs heavy, ready to devour the unwary.

Combat

This creature attacks with surprise, attempting to paralyze a target and drag it away from its allies before they can react.

Lore

A character knows the following information with a successful check using the Religion skill.

DC 10. Ghouls are said to be created upon the death of a living sentient being who savored the taste of the flesh of other sentient creatures. This assertion may or may not be true, but it does explain the disgusting behavior of these anthropophagous undead.

DC 15. Some believe that anyone of exceptional debauchery and wickedness runs the risk of becoming a gravetouched ghoul. The transformation from living beings into fell creatures of the night has warped their minds, making them cunning and feral.

DC 20. While most humanoids who engage in these foul activities and return from the grave are mere ghouls, in rare occasions the creation of a ghoul briefly draws the attention of Doresain, King of the Ghouls. When this happens, the newly formed ghoul does not possess the standard statistics for a ghoul, but instead it becomes a gravetouched ghoul. These gravetouched ghouls are said to be "touched by the King."


Gravetouched Ghoul

Medium undead, chaotic evil


  • Armor Class 15 (unholy grace)
  • Hit Points 39 (6d8 + 12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 14 (+2) 12 (+1) 14 (+2) 15 (+2)

  • Saving Throws Str +5, Dex +5, Con +4, Int +3, Wis +4, Cha +4
  • Skills Athletics +5, Perception +4, Stealth +5
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses darkvision 120 ft., passive Perception 14
  • Languages Common
  • Challenge 3 (700 XP)
  • Proficiency Bonus +2

Turn Resistance. The ghoul has advantage on saving throws against effects that turn undead.

Unholy Grace. The ghoul adds its Charisma modifier to its Armor Class and on saving throws (accounted for in its statistics).

Actions

Multiattack. The ghoul makes two attacks: one with its bite and one with its claws. If the ghoul successfully paralyzes a creature, it can grapple the creature as part of this action.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 5 (2d4) necrotic damage. If the target is a living creature, it must succeed on a DC 12 Constitution saving throw or be poisoned until the end of its next turn.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., 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 12 Constitution saving throw or be paralyzed for 1 minute (save ends).

Bonus Actions

Cunning Action. The ghoul takes the Dash, Disengage, or Hide action.

One With Shadows. While in an area of dim light or darkness, the ghoul becomes invisible until it moves or take an action, bonus action, or reaction.

Entomber

"This shrunken and disfigured humanoid carcass moves under the power of its own animation, though the details of its shape are blurred beneath a coating of filth and grave dirt."


Entombers are undead animated by necromancers who prefer to leave the dirty work to their servants. The entombers are perfect for putting bodies in the ground, or bringing them out, depending on the needs of their masters. They usually inhabit cemeteries, catacombs, or other places where many corpses might be found, dragging corpses or entire coffins behind them as they wander.

Entombers are filthy, streaked with dirt, and sometimes even bits of desiccated flesh (not their own), jewelry, and other small bits taken from the bodies they exhume or entomb. They stink of both carrion and embalming alchemical fluids. Closer scrutiny reveals their lips are sewn shut.

Most entombers are about 6 feet tall and weigh about 160 pounds.

Combat

In melee combat, an entomber's fist is a powerful weapon. However, the fear associated with entombers is more due to their ability to entomb foes with their attack. Entombers enjoy entombing unconscious foes that have no chance of fighting back, but unless specifically commanded otherwise, entombers treat all living creatures as subjects for their entombing power.



Entomber

Medium undead, lawful evil


  • Armor Class 15 (natural armor)
  • Hit Points 97 (13d8 + 39)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 6 (-2) 12 (+1) 7 (-2)

  • Saving Throws Wis +4
  • Skills Athletics +7, Perception +4
  • Senses darkvision 60 ft., passive Perception 14
  • Languages understands Common but can't speak
  • Challenge 5 (1,800 XP)
  • Proficiency Bonus +3

Alert. The entomber has advantage on initiative rolls and Wisdom (Perception) checks.

Turn Resistance. The entomber has advantage on saving throws against effects that turn undead.

Undead Fortitude. If damage reduces the entomber to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the entomber drops to 1 hit point instead.

Actions

Multiattack. The entomber makes two melee attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 7 (2d6) necrotic damage.

Entomb. The entomber attempts to bury one creature it is grappling. The target must succeed on a DC 15 Strength saving throw or be pounded bodily into a shallow grave that bulges out of the ground and reveals its location. This ability doesn't work in locations with a basement or open level immediately below, nor can the creature entomb victims in a magical substance or a floor made of solid metal or a similar substance.
 While entombed, the creature is blinded, prone, and restrained, and it has total cover. Additionally, the creature is no longer grappled, but it can't breath and is suffocating.
 To escape being entombed, the target or a creature within 5 feet of the grave can take an action to attempt to clear away the tomb by making a DC 14 Strength check. After two of these checks succeed (they needn't be consecutive), the target is freed from the tomb, although it remains prone in the same space.

Bonus Actions

Exhume. The entomber touches the top of a grave or space where a creature is buried no deeper than 10 feet. The body immediately rises to the surface via this magic, leaving no hole or tunnel. A body is not harmed when brought to the surface in this manner.

Grappler. The entomber attempts to grapple one creature within its reach. On a success, the entomber has advantage on attack rolls against it while it remains grappled.

Reactions

Defend Grave. The entomber attempts to shove one creature that enters its reach.

Spirits

Infused by dark emotions and binding necrotic energy, undead spirits wander the world's shadowy corners and crevices, persisting in a tormented, shadowy state of existence.

Quell

"Two fiery green eyes glare from a shrouded, half-real visage of this vaguely humanoid shade. Either it is dressed in robes, or its ectoplasmic flesh is naturally loose and flowing. Dark symbols hang in the air just above and about its form, free-standing glyphs that viscerally demonstrate the creature's anathema to all things divine."


Quells are incorporeal creatures of malevolence and the night. They despise all living things, as well as the light that nurtures them, but the urge that truly drives them is their hatred of those who serve deities.

If they could, quells would commit deicide, though of course such actions are far beyond a quell's power. However, while a quell cannot directly affect a deity, it does have a power over the connection between a deity and its followers.

Because of their powers, quells are sought out by bands of more powerful undead or necromancers.

Combat

Quells attack directly in combat. Their true power lies in their ability to break connections between clerics and their deities.


Quell

Medium undead, lawful evil


  • Armor Class 13
  • Hit Points 65 (10d8 + 20)
  • Speed 0 ft., fly 60 ft. (hover)

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

  • Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 60 ft., passive Perception 11
  • Languages the languages it knew in life
  • Challenge 3 (700 XP)
  • Proficiency Bonus +2

Godhate. The quell has advantage on saving throws against divine magic, which are spells and other magical effects originating from clerics, paladins, druids, rangers, celestials, and other sources the DM deems appropriate.

Incorporeal Movement. The quell 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.

Sense Divinity. The quell knows if a visible creature is a celestial or a user of divine magic.

Sunlight Sensitivity. While in sunlight, the quell has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The quell uses its Intercession if it is available, and then it uses its Life Drain.

Life Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 16 (3d8 + 3) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or suffer health drain equal to the damage taken.

Intercession (Recharge 5–6). Each creature within 45 feet of the quell that is a celestial or a user of divine magic must make a DC 13 Wisdom saving throw. On a failed save, a target cannot cast spells via divine magic until the start of the quell's next turn. If the saving throw fails by 5 or more, this effect instead lasts until the target finishes a long rest.

Spectral Lyrist

"A smiling, brightly clothed figure stands before you."


In life, a spectral lyrist used its powers of performance and persuasion to further the cause of evil and strife, whether by urging listeners to commit violence or simply luring the innocent to their deaths. Cursed to forever walk the earth, it blames those still alive for its undead state and seeks to commit even greater evils against them.

A spectral lyrist can appear as any Medium humanoid, and it doesn't share the insubstantial or diaphanous appearance of other incorporeal creatures when so disguised. A lyrist is weightless, regardless of appearance.

Combat

A spectral lyrist uses its ability to bluff and change its appearance to present itself as a friendly creature, putting victims at ease until it can use its spells on them.


Spectral Lyrist

Medium undead, chaotic evil


  • Armor Class 12
  • Hit Points 67 (9d8 + 27)
  • Speed 30 ft., fly 60 ft. (hover)

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

  • Saving Throws Wis +4
  • Skills Deception +7, Perception +4, Performance +5
  • Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 60 ft., passive Perception 14
  • Languages the languages it knew in life
  • Challenge 4 (1,100 XP)
  • Proficiency Bonus +2

Incorporeal Movement. The spectral lyrist 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.

Innate Spellcasting. The spectral lyrist's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:

At will: disguise self, minor illusion, vicious mockery
2/day each: command, suggestion
1/day each: charm person, phantasmal force

Sunlight Sensitivity. While in sunlight, the spectral lyrist has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or suffer health drain equal to the damage taken.

Bonus Actions

Taunt (2/Day). The spectral lyrist targets one creature within 30 feet of it. If the target can hear the spectral lyrist, the target must succeed on a DC 13 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the spectral lyrist's next turn.

Crypt Chanter

"A lone, wavering figure begins a song. The haunting melody echoes through the air, calling for you to dance. The music makes your soul shrivel, but it also makes you smile. How can something be so awful and so wonderful at the same time?"


A crypt chanter's voice is the perfect horror, at once compelling and dreadful. These undead creatures sometimes appear to be playing spectral violas, flutes, drums, or any other instruments they choose, varying from chanter to chanter.

Combat

A crypt chanter's strength and shield is its music. A crypt chanter seeks to snare its victims with its music, and then drain them of life with the same melody. If threatened, a crypt chanter retreats into a nearby wall or other handy physical barrier.




Crypt Chanter

Medium undead, chaotic evil


  • Armor Class 14
  • Hit Points 90 (12d8 + 36)
  • Speed 30 ft., fly 60 ft. (hover)

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

  • Saving Throws Wis +6
  • Skills Deception +7, Insight +6, Stealth +7
  • Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 60 ft., passive Perception 13
  • Languages the languages it knew in life
  • Challenge 7 (2,900 XP)
  • Proficiency Bonus +3

Create Spawn. The spirit of a humanoid slain by the crypt chanter rises as a specter after 1 minute. The specter is under the crypt chanter's control.

Incorporeal Movement. The crypt chanter 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.

Sunlight Sensitivity. While in sunlight, the crypt chanter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Draining Melody. Each creature within 60 feet of the crypt chanter that is charmed by it must succeed on a DC 15 Wisdom saving throw or take 14 (4d6) psychic damage and suffer one level of exhaustion.

Life Drain. The crypt chanter deals 21 (6d6) necrotic damage to one creature it can see within 60 feet of it that isn't charmed (DC 15 Constitution save for half). The crypt chanter regains a number of hit points equal to half the damage dealt.

Bonus Actions

Captivating Presence. Each creature within 60 feet of the crypt chanter that can hear its melody must make a DC 15 Wisdom saving throw. On a failed save, the creature becomes charmed by the crypt chanter for 1 minute, until the creature is farther than 60 feet away from it, until the crypt chanter is incapacitated or dies, or until the creature becomes deafened. On a successful save, the creature becomes immune to the crypt chanter's Captivating Presence for 24 hours. Creatures charmed by the crypt chanter can't willingly move away from it.

Legendary Actions

The crypt chanter can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The crypt chanter regains spent legendary actions at the start of its turn.

  • Move. The crypt chanter moves up to half its speed.
  • Enthrall. Each creature within 60 feet of the crypt chanter that is charmed by it and can hear its melody must make a DC 15 Wisdom saving throw. On a failed save, a creature takes 7 (2d6) psychic damage and must use its reaction, if available, to move up to its speed towards the crypt chanter.

Dream Vestige

"A mighty river of fog streams forward like an evil waterfall, swollen with storm and spray. Accompanying the shape is a susurrus of dreamlike voices that murmur, cry, and rail against some terrible fate. Slender tendrils of mist extend from the mass, patting and feeling for sustenance."


A dream vestige is a hunter; it hunts for other creatures to incorporate into itself—mind and body, living or undead. Thus, even the undying have cause to fear a dream vestige, which preys on its own. It stalks prey on rooftops, behind walls, or under floors, unseen by its victims. A sudden visceral dread heralds the creature's arrival, at which time the whispers, moans, and lamenting of its subsumed victims becomes audibly apparent.

Combat

A dream vestige uses every ability it has at its disposal to disrupt and crumble the minds and bodies of the living, seeking to draw ever more creatures into itself.

Lore

A character knows the following information with a successful check made using the History or Religion skill.

DC 15. The original dream vestige was born from the nightmares of an entire city, as all of its citizens died in cursed sleep (a curse that some attribute to Orcus). Since then, that creature has spawned itself many times over.



Dream Vestige

Huge undead, chaotic evil


  • Armor Class 14
  • Hit Points 157 (15d12 + 60)
  • Speed 0 ft., fly 20 ft. (hover)

STR DEX CON INT WIS CHA
1 (-5) 18 (+4) 18 (+4) 14 (+2) 16 (+3) 18 (+4)

  • Saving Throws Int +7, Wis +8, Cha +9
  • Damage Resistances acid, cold, fire, lightning, thunder
  • Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 120 ft., passive Perception 13
  • Languages the languages its victims knew in life
  • Challenge 16 (15,000 XP)
  • Proficiency Bonus +5

Desecrating Aura. The vestige emanates an aura of utter desecration out to a range of 30 feet. Living creatures can't regain hit points while within this aura. Additionally, any undead ally of the vestige that is within the aura makes saving throws with advantage, and that ally regains 5 hit points whenever it starts its turn there.

Form Consumption. When the vestige kills a creature that isn't a construct, the victim's body is automatically engulfed and dissolved by the dream vestige, and its soul is absorbed and added to the dream vestige's form. The dream vestige's current and maximum hit points then increase by 3.
 When the dream vestige reaches 314 hit points, it splits into two regular dream vestiges, each one having 157 maximum hit points as normal.

Incorporeal Movement. The vestige 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.

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

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

Actions

Multiattack. The vestige can use its Frightful Presence. It then makes three tendril attacks.

Tendril. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) necrotic damage.

Frightful Presence. Each creature of the vestige's choice that is within 120 feet of the vestige and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute (save ends). If a creature's saving throw is successful or the effect ends for it, the creature is immune to the vestige's Frightful Presence for the next 24 hours.

Legendary Actions

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

  • Move. The vestige moves up to its speed.
  • Nightmare. The vestige targets one frightened creature that it can see within 60 feet of it. The target must make a DC 17 Wisdom saving throw. On a failed save, the target takes 11 (2d10) psychic damage, and the vestige magically learns one fact or secret about the target.
  • Disrupt Life (Costs 2 Actions). Each living creature within 30 feet of the vestige takes 28 (8d6) necrotic damage (DC 17 Constitution save for half).

Undead Aviary

Most undead are land-bound, but a few can take to the skies, spreading corruption and death on the wing.

Skin Kite

"A knot of flaccidly flapping membranes kites through the air, now drifting with the currents, now stooping swiftly through the air toward you."


Skin kites are undead creatures made up of the stolen skin of past victims. They feed on the skin of living beings, replenishing their own constantly rotting skin, as well as using new skin as spawning material for new skin kites.

No two skin kites appear the same. They display a range of different colors, depending on the creatures from which they were harvested. Many skin kites have rotting clumps of hair or fur, unintended additional trophies from past victims.

A skin kite has no body, only a wingspan, which is about 5 feet. It weighs about 5 pounds.

Combat

A skin kite attacks by landing on a victim and melding a portion of its undead membrane with its victim's skin. After using Meld to absorb a target's skin, the skin kite attempts to Disengage and retreat to a safe location where it can use Launch Kite without provoking opportunity attacks.


Skin Kite

Small undead, neutral evil


  • Armor Class 16 (natural armor)
  • Hit Points 33 (6d6 + 12)
  • Speed 10 ft., fly 40 ft.

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

  • Skills Acrobatics +5, Stealth +5
  • Damage Immunities poison
  • Condition Immunities exhaustion, frightened, poisoned
  • Senses darkvision 60 ft., passive Perception 11
  • Languages understands the languages it knew in life but can't speak
  • Challenge 3 (700 XP)
  • Proficiency Bonus +2

Damage Transfer. While attached to a creature, the skin kite takes only half the damage dealt to it (rounded down), and that creature takes the other half.

Actions

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (2d6 + 4) bludgeoning damage, and if the target is Large or smaller, the skin kite attaches to it. If the skin kite has advantage against the target, the skin kite attaches to the target's head, and the target is blinded and unable to breathe while the skin kite is attached. While attached, the skin kite can make this attack only against the target and has advantage on the attack roll. The skin kite can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the skin kite by succeeding on a DC 14 Strength check.

Meld. If the skin kite is attached to a creature, that creature must make a DC 14 Constitution saving throw. On a failed save, the target takes 10 (3d6) necrotic damage, and the skin kite regains hit points equal to half the damage dealt. On a failed save of 5 or more, the skin kite absorbs a portion of the target's skin; the skin kite gains the Launch Kite action and can use it once during the next minute.

Launch Kite (Available via Meld). The skin kite can use this action to spawn a new skin kite using skin stolen via the Meld action. The skin kite must take this action at the start of its turn, and its speed is reduced to 0 for the rest of the turn. This action provokes opportunity attacks from creatures that can reach the skin kite.
 The freshly launched skin kite has a number of hit points equal to the original's current total and acts immediately after the original skin kite on the same initiative.

Skirr

"A faint whirring sound and the stench of death precedes a great shape scudding through the air. The creature has a humanoid form with the skull of a long-toothed bull. Its upper arms are great wings, and its lower legs end in cruel, clawed talons. No skin or fur can be seen beneath the dingy gray funerary wrappings that cover the entire creature like a mummy."


Skirrs are predators that hunt the edges of necropolises, great expanses of deadly swamps, deserts, or other places where victims might be found alone, hurt, and pressed by dangers from directions other than the sky. That's when skirrs swoop in to attack.

Skirrs measure, wingtip-to-wingtip, 30 feet or more, and weigh about 20,000 pounds.

Combat

Skirrs are predators that scavenge the bodies of those killed by sudden stops. Their favored tactic is to swoop down, grab a victim, ascend to a height of at least 200 feet, and then drop the victim in a deadly fall.


Skirr

Huge undead, neutral evil


  • Armor Class 16 (natural armor)
  • Hit Points 168 (16d12 + 64)
  • Speed 20 ft., fly 50 ft.

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 18 (+4) 2 (-4) 11 (+0) 8 (-1)

  • Saving Throws Dex +6, Con +7
  • Skills Perception +3, Stealth +6
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses darkvision 60 ft., passive Perception 13
  • Languages
  • Challenge 7 (2,900 XP)
  • Proficiency Bonus +3

Flyby. The skirr doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Actions

Multiattack. The skirr makes two attacks: one with its bite and one with its claw.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 15), and the skirr can't bite another target.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.

Paralyth

"From the skies descends not a bird nor winged beast, but a floating brain with its spine still attached. Crackling with black lightning, you hear a foul cackle echo through your mind as your muscles begin to twitch under a will that is not your own."


Made sentient through foul magic, a paralyth is the animated spine and brain of a humanoid. Instead of being put in a jar, the brain is given the power of flight and can emit waves of electricity from its spinal cord. The brain is empowered with potent psionic abilities, allowing the paralyth to enslave weak-minded creatures that can enact its dark will.

Combat

Paralyths have a strong sense of self-preservation, which makes them pause at the edge of combat. They prefer to let their enslaved minions do the dirty work, but may swoop in when the opportunity arises to unleash a blast of its Nervous Feedback.

Lore

A character knows the following information with a successful check made using the Arcana skill.

DC 15. Paralyths are created when necromancers extract the brains and spines from recent victims. However, sometimes a paralyth is created from the necromancer itself in an attempt to preserve their sharp minds even in death.

DC 20. A few cunning paralyths will encase themselves within the body of a construct, granting them physical protection and the use of the construct's limbs at the cost of their flight capabilities.



Paralyth

Medium undead, any evil alignment


  • Armor Class 15
  • Hit Points 117 (18d8 + 36)
  • Speed 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
4 (-3) 20 (+5) 14 (+2) 21 (+5) 18 (+4) 16 (+3)

  • Saving Throws Int +9, Wis +8, Cha +7
  • Skills Acrobatics +9, Perception +8
  • Damage Immunities lightning, psychic
  • Senses blindsight 120 ft. (blind beyond this radius), Detect Sentience 300 ft., passive Perception 18
  • Languages understands the languages it knew in life but can't speak, telepathy 120 ft.
  • Challenge 9 (5,000 XP)
  • Proficiency Bonus +4

Detect Sentience. The paralyth can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.

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

Paralyth Aura. At the start of each of the paralyth's turns, it emits a burst of electricity that interferes with the nervous system of any number of creatures within 20 feet of it. Until the start of the paralyth's next turn, every foot of movement costs 1 extra foot for the target, and it suffers disadvantage on Dexterity checks and saving throws.

Actions

Pain Lash. Melee Spell Attack: +9 to hit, reach 10 ft., one creature. Hit: 27 (4d10 + 5) psychic damage. If the target is Large or smaller, it can't take reactions until the end of its next turn, and it must succeed on a DC 17 Constitution saving throw or be restrained for the same duration.

Nervous Feedback (Recharge 5–6). The paralyth emits concentrated electricity in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or take 31 (4d12 + 5) lightning damage and be paralyzed until the end of the paralyth's next turn.

Bonus Actions

Spinal Domination. The paralyth targets one creature within 20 feet of it. The target must make a DC 17 Wisdom saving throw. On a failed save, the paralyth chooses the target's movement and actions on its next turn. A creature is immune to this ability if it is immune to being charmed.
 If the target has an Intelligence or Wisdom score of 6 or lower, the target is instead charmed by the paralyth on a failed save until the paralyth dies or until it is on a different plane of existence from the target. The charmed target is under the paralyth's control and follows its orders to the best of its ability.
 Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the paralyth. The paralyth can only have up to 10 creatures charmed at a time.

Shock Bolt. The paralyth sends a bolt of lightning at a creature within 60 feet of it, dealing 9 (2d8) lightning damage (DC 17 Dexterity save for half). On a failed save, the target also takes 4 (1d8) lightning damage for every 5 feet of movement it spends on its next turn.

Unrisen

Magic go awry, and when the magic is raise dead or a similar resurrection spell, the results can be grim. The spell might appear to be a complete failure, yet the residual energy can sometimes raise the creature days after the initial attempt. When this happens, the subject emerges with its soul fragmented and corrupted. A pet comes back from the dead, but it is no longer the adorable feline the family once knew. A child returns, but it is vile and depraved, caring nothing for the people it once loved. No matter what form the creature took in its past life, it returns as a vile, twisted thing—it returns as an unrisen.

Lore

A character knows the following information with a successful check using the Arcana or Religion skill.

DC 15. An unrisen is the corrupt result of a failed attempt to resurrect a beast or a humanoid. After the failed ritual, a short time passes after the creature is buried before it rises up to take revenge on nearby living creatures, which it views as responsible for its death. The most common types of unrisen are children, pets, mounts, and figures of prominence in a community, such as mayors or priests. These figures are sorely missed upon their deaths, so companions of the people or creatures often go to great lengths to attempt to resurrect them.

DC 18. Unrisen are drawn to each other and can sense the presence of their kind. They sometimes travel the world, searching for others of their kind to form vile groups.

DC 21. Most unrisen are very clever. They pretend to be normal, sometimes insinuating themselves back into their former lives, convincing their friends and family that the resurrection ritual worked successfully.

Vile Pet

"The dog before you appears not as a friendly companion, but as a rabid beast that seeks to maim and kill anything that gets near it. With sickly yellow flesh made bare by missing chunks of fur, it is a wonder that this animal is alive at all."


A vile pet acts much like a living beast infected with rabies, and is characterized by uncurable pestilence of the flesh. Any poor soul that attempts to calm it down will be met with a filthy bite that leaves it hungrier by the day until it can no longer sustain itself.

Combat

Vile pets tend to run in packs, overrunning commoners in attempt to spread disease. They try to flank a target and use their Filthy Bites. However, the creatures are cowardly and flee if faced with a threatening adversary.


Vile Pet

Small undead, neutral evil


  • Armor Class 12
  • Hit Points 39 (6d6 + 18)
  • Speed 40 ft.

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

  • Skills Perception +5, Stealth +4
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses darkvision 120 ft., passive Perception 15
  • Languages
  • Challenge 1 (200 XP)
  • Proficiency Bonus +2

Keen Smell. The pet has advantage on Wisdom (Perception) checks that rely on smell.

Malleable Bones. The pet can move through a space as narrow as 3 inches wide without squeezing.

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

Actions

Multiattack. The pet makes two bite attacks.

Filthy Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the diseased creature must repeat the saving throw. On a failed save, the amount of food that the creature needs to eat per day increases by 1 pound until the disease is cured.

Slaymate

"This pale creature resembles a human child with slug-white skin. Its black eyes are too knowing for their size, and its too-wide mouth is home to rot and ruin."


When a guardian's betrayal, either outright or through negligence, leads to the death of a child, a resurrection spell or even pure chance may cause its corpse to rise as a slaymate. A slaymate's appearance is a weird and twisted reflection of the form it had in life.

Slaymates are highly prized by necromancers, and thus are rarely encountered alone, but instead are found in the presence of evil spellcasters and others who dabble in necromancy. Many a slaymate can be found riding, papoose style, on the back of a necromancer who values the slaymate's special abilities.

A slaymate is about the height and weight of an eight-year-old human child.

Combat

Slaymates prefer to attack from the shadows, preferably on the back of a necromancer guardian if it has one. When forced to fight, the slaymate prefers to use its disease-laden bite, or a small knife if provided with one.


Slaymate

Small undead, any evil alignment


  • Armor Class 13
  • Hit Points 27 (6d6 + 6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 12 (+1) 11 (+0) 10 (+0) 13 (+1)

  • Skills Stealth +5
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages the languages it knew in life
  • Challenge 2 (450 XP)
  • Proficiency Bonus +2

Pale Aura. Necromancy spells cast by creatures within 10 feet of the slaymate have their durations, ranges, and sizes doubled and can animate or reassert control over twice as many undead. For example, a circle of death spell would become a 120-foot-radius sphere with a 300 foot range, and a danse macabre spell would animate up to ten undead within 120 feet for up to 2 hours.

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

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) necrotic damage. The target must succeed on a DC 11 Constitution saving throw against disease or be poisoned for 1 minute (save ends).

Knife. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. If this attack hits while the slaymate is invisible, it is automatically a critical hit.

Invisibility. The slaymate and any Huge or smaller creature it is riding magically turns invisible until either creature makes an attack roll, makes a damage roll, or casts a spell, or until the slaymate's concentration ends (as if concentrating on a spell). Any equipment the slaymate or its rider wears or carries is invisible with it.

Bonus Actions

Nimble Escape. The slaymate takes the Disengage or Hide action.

Tainted Priest

"The once-friendly priest slips out a wicked grin, their jagged teeth possessing a ghoulish yellow tint, presenting a stark contrast to the warm smile you were once familiar with. Black staff in hand, the priest mutters a prayer in a language you don't understand and prepares to defend their church from the interlopers before them."


When a cleric's resurrection goes wrong, a dark god might spot a chance to intervene, corrupting their connection to the divine so that the newly formed tainted priest may serve their religion instead. With a false aura that prevents their fellow holy men from detecting their true nature, a tainted priest will slowly corrupt their former church into a blasphemous mockery of what it once was.

If given enough time to amass an undead army and to corrupt their once-innocent followers into servants of evil, a tainted priest will attempt to destroy their church and the settlement surrounding it. They will then pose as a refugee of this terrible tragedy and flee to another church of their original faith, rising the ranks and starting the infection process again. A tainted priest may even seek to purposefully create other unrisen, taking advantage of "unfortunate accidents" that kill innocent children or pets and altering their own resurrection magic to ensure that the victim rises as another of their kind.

Combat

A tainted priest prefers to remain at a distance, using its ranged spells as much as possible. If approached in melee, the creature uses vile eruption to weaken its opponent and then escape. Otherwise, the priest whacks the foe with its staff, gaining hit points before retreating.



Tainted Priest

Medium undead, any evil alignment


  • Armor Class 17 (Unholy Grace)
  • Hit Points 97 (15d8 + 30)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 14 (+2) 15 (+2) 19 (+4) 18 (+4)

  • Saving Throws Str +4, Dex +7, Con +6, Int +6, Wis +8, Cha +8
  • Skills Arcana +6, Deception +12, Medicine +8, Religion +10
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses darkvision 120 ft., passive Perception 14
  • Languages any three languages
  • Challenge 12 (8,400 XP)
  • Proficiency Bonus +4

False Aura. The priest is treated as a humanoid for the purpose of spells and magical effects that detect creature types, such as a paladin's Divine Sense.

Spellcasting. The priest's spellcasting ability is Wisdom (spell save DC 16). It has the following spells prepared:

At will: minor illusion, thaumaturgy
3/day each: cure wounds, sanctuary
2/day each: calm emotions, lesser restoration
1/day each: create undead, modify memory

Unholy Grace. The priest adds its Charisma modifier to its armor class and saving throws (included in its statistics).

Actions

Ray of Weakness (5th-Level Spell). Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 27 (6d8) poison damage. The target must succeed on a DC 16 Constitution saving throw or be poisoned until the end of the priest's next turn.

Unholy Staff. Melee Weapon Attack: Hit: to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 14 (4d6) necrotic damage. If the target is a creature, it can't regain hit points until the end of the priest's next turn, and the priest regains hit points equal to the necrotic damage dealt.

Negative Energy Burst (7th-Level Spell; 2/Day).. A wave of negative energy washes out from a point of the priest's choice within 120 feet of it. Each living creature in a 15-foot-radius sphere centered on that point takes 32 (5d12) necrotic damage (DC 16 Constitution save for half). A humanoid killed by this damage rises up as a zombie at the start of the priest's next turn. The zombie pursues whatever living creature it can see that is closest to it.
 Undead in the area of the spell don't make a saving throws. Instead, each undead in the area gains half the total damage roll as temporary hit points.

Bonus Actions

Vile Eruption. The priest unleashes sickening miasma in a 30-foot cone. Each living creature in the area takes 11 (2d10) necrotic damage (DC 16 Constitution save for half). On a failed save, a creature is also poisoned and has its speed halved until the end of its next turn.

Wraiths

Wraiths hate the living and seek to create more of their kind by killing mortals they encounter. They are joyless beings that dwell in the darkness.

Moon Wraith

"The howling that interrupted your sleep grows louder and louder, but you hear no disturbances amongst the trees around you. Then, from the corner of your eye, you see a distortion in the light of the moon shining down on you. Looking closer, you see a translucent werewolf floating above you, its shadowy claws twitching in anticipation for blood to be spilled."


Moon wraiths are spectral apparitions that are created when a lycanthrope dies during its transformation. They are strongest under moonlight or starlight.

Combat

Moon wraiths use hit-and-run tactics, flying though enemies with Umbral Dash as often as possible. If bloodied, they retreat and regenerate as many hit points as possible before diving back into the fray.

Oblivion Wraith

"Just as the bride finishes saying her vows, a hooded figure drops down from the ceiling, plunging a sword into her back and out the other side. The audience shrieks in horror as blood drips from the wound, staining her once perfect white dress. As she takes her last exhale, a shadowy spirit emerges from her mouth and takes form above the stage. The spirit shrieks in anguish and malice, surprising the assassin and wedding-goers alike, and prepares to exact revenge upon the unwary killer that ruined her wedding."


An oblivion wraith is a large, shadowy rip in reality that absorbs light and distorts its surroundings. It is created when a person dies violently during an important life event, such as a wedding or a coronation.

Combat

The oblivion wraith seeks to share its suffering with as many creatures as possible via Obliviate. If attacked, it teleports away using Shadow Glide and unleashes Nihil Blasts upon the interloper getting in the way of its twisted, hateful vengeance. If bloodied, the wraith isn't above fleeing and regaining its strength so that it may destroy the living another day.



Moon Wraith

Large undead, chaotic evil


  • Armor Class 15
  • Hit Points 123 (13d10 + 52)
  • Speed 0 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
6 (-2) 20 (+5) 18 (+4) 12 (+1) 16 (+3) 15 (+2)

  • Skills Perception +6, Stealth +8, Survival +6
  • Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 60 ft., passive Perception 16
  • Languages the languages it knew in life
  • Challenge 7 (2,900 XP)
  • Proficiency Bonus +3

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

Regeneration. The wraith regains 10 hit points at the start of its turn. If the wraith is in sunlight or takes damage from a silvered weapon or a spell, this trait doesn't function at the start of the wraith's next turn. The wraith dies only if it starts its turn with 0 hit points and doesn't regenerate.

Sunlight Sensitivity. While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The wraith makes two melee attacks.

Moon Wrath. The wraith makes a melee attack against each creature of its choice within 5 feet of it.

Shadow Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 14 (2d8 + 5) necrotic damage, and if the target is Large or smaller, the wraith can either push the target up to 10 feet away from it or knock it prone.

Create Specter. The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at one time.

Bonus Actions

Umbral Dash. The wraith moves up to 30 feet in a straight line to a space it can see, without provoking opportunity attacks. Each living creature it passes through the space of takes 7 (2d6) necrotic damage.

Reactions

Lunar Violation. When a creature within 5 feet of the wraith misses it with an attack, it must succeed on a DC 14 Constitution saving throw or be poisoned and have its speed halved until the end of the wraith's next turn.

Vortex Wraith

"You see the townsfolk fleeing en masse and letting out shrieks of horror. Turning the corner, you see that the shrieks come not just from the innocent civilians, but from the vortex of blackened souls swirling through the street. Between their cries you can hear pleas for help from these spirits, even as the civilians they grasp at wither away and join their ranks."


A vortex wraith is an amalgamation of souls killed simultaneously through violent means. Unaware of its death, the vortex wraith begs for help from any living creature it encounters, clinging onto it for help until it withers away and joins the vortex as another oblivious victim.

Combat

The vortex wraith seeks out the nearest living creatures for assistance, using Grasp for Help, Fearful Embrace, and Desperate Plea to bring them closer and keep them there. Once attacked, the wraith will become afraid and use Summon Aid to defend itself, but will still seek to embrace the attacker as normal. If bloodied or exposed to light, the wraith will flee as best it can, but not without using its abilities on the civilians it passes along the way.



Oblivion Wraith

Medium undead, neutral evil


  • Armor Class 15
  • Hit Points 119 (14d8 + 56)
  • Speed 0 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
6 (-2) 20 (+5) 19 (+4) 15 (+2) 16 (+3) 20 (+5)

  • Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 60 ft., passive Perception 13
  • Languages the languages it knew in life
  • Challenge 12 (8,400 XP)
  • Proficiency Bonus +4

Death Blast. When the wraith dies, it explodes, and each creature within 30 feet of it takes 14 (4d6) necrotic damage (DC 16 Constitution save for half). On a failed save, a target also regains half as many hit points from any healing source for the next 24 hours.

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

Nihil Aura. Living creatures within 30 feet of the wraith regain half as many hit points from any healing source and have disadvantage on Intelligence, Wisdom, and Charisma saving throws.

Sunlight Sensitivity. While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The wraith makes two Nihil Blasts.

Nihil Blast. Ranged Spell Attack: +9 to hit, range 60 ft., one creature. Hit: 27 (4d10 + 5) necrotic damage, and the target must make a DC 16 Intelligence saving throw. On a failed save, the wraith is invisible to the target until the end of the wraith's next turn.

Obliviate (Recharge 5–6). The wraith unleashes a wave of negative emotions in a 60-foot cone. Each creature in the area takes 36 (8d8) psychic damage (DC 16 Charisma save for half). On a failed save, a creature is also blinded and frightened as horrific images overwhelm its vision until the end of the wraith's next turn.

Bonus Actions

Shadow Glide. The wraith teleports up to 30 feet to an unoccupied space it can see.

Create Specter. The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at one time.



Vortex Wraith

Huge undead, unaligned


  • Armor Class 17
  • Hit Points 187 (15d12 + 90)
  • Speed 0 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
6 (-2) 24 (+7) 22 (+6) 8 (-1) 18 (+4) 22 (+6)

  • Saving Throws Int +5, Wis +10, Cha +12
  • Damage Resistances acid, cold, fire, lightning, thunder
  • Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 120 ft., passive Perception 14
  • Languages the languages it knew in life
  • Challenge 17 (18,000 XP)
  • Proficiency Bonus +6

Agonizing Pain. If the wraith takes psychic damage, the wraith lets out a horrible wail, and each creature within 120 feet of the wraith takes that damage as well.

Destructive Movement. The wraith can move through other creatures and objects as if they were difficult terrain, and it can occupy another creature's space and vice versa. The first time it enters a the space of a creature or object on a turn, that target takes 5 (1d10) necrotic damage. It takes 5 (1d10) force damage if it ends its turn inside an object.

Fear the Light. The wraith has disadvantage on saving throws against being frightened. It is always frightened while in bright light, and if it takes radiant damage or sees a spellcaster use Channel Divinity, it is frightened until the end of its next turn.
 While frightened, the wraith isn't immune to bludgeoning, piercing, or slashing damage from nonmagical attacks that aren't silvered, its speed is halved, and attack rolls against it have advantage. However, its melee reach is increased to 30 feet, the size of its Grasp for Help action doubles, and it gains advantage on attack rolls, rather than disadvantage.

Soul Amalgamation. The wraith can take one reaction on every turn in combat, even if it is incapacitated, and it can grapple any number of creatures simultaneously. The wraith can't regain hit points or gain temporary hit points from external sources.
 If the wraith reduces a humanoid to 0 hit points, its soul joins the amalgamation, causing the wraith to regain 10 hit points.

Actions

Fearful Embrace. Melee Weapon Attack: +12 to hit, reach 10 ft., any number of creatures within reach. Hit: 33 (4d12 + 7) necrotic damage, and the target is grappled (escape DC 16). While grappled, a target is restrained and can't regain hit points.

Grasp for Help (Recharge 5–6). The wraith unleashes souls in a 60-foot cone (120 feet if frightened) that grasp desperately for help. Each creature in the area takes 18 (4d8) necrotic damage plus 18 (4d8) psychic damage (DC 22 Charisma save for half).
 The souls then return to the wraith, dragging any creatures that failed the save into its space.

Reactions

Desperate Plea. When a creature leaves the wraith's reach, the wraith can latch onto it. The wraith moves with the creature until the end of the creature's turn, dragging any creature it is grappling along with it.

Summon Aid. In response to the wraith taking damage or failing a saving throw, a soul is released from the wraith in the form of a specter that is hostile to the creature that created the triggering effect (if any).
 If the triggering effect causes the wraith to be frightened or incapacitated, or if the wraith is already suffering from one of these conditions, it releases 3 (1d4 + 1) specters instead.

Legendary Actions

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

  • Find Help. The wraith moves up to half its speed towards a creature it can see.
  • Panic. Each creature the wraith is grappling must succeed on a DC 22 Wisdom saving throw or be frightened until the end of its next turn. While frightened in this way, a creature's allies appear invisible to it.
  • Hug Tightly (Costs 2 Actions). Each creature the wraith is grappling begins to choke (PHB 183) until the grapple ends.

Chapter 2: Creature Templates

Undead come in as many varieties as there are phobias and nightmares. The templates here transform living creatures into servants of undead (or undead themselves) and adapt existing undead into even more horrifying and potent creatures.

Ghost Brute

Ghost brutes are the spectral remnants of animals, magical beasts, sentient plants, and other creatures without enough Intelligence to become normal ghosts. They drift aimlessly, haunting the places where they died and moaning in endless misery.

A ghost brute most often results from the same circumstances that caused its earthly companion or master to remain after death. It might be the mount of a betrayed paladin, the beloved pet of a child tragically killed, the scorched oak of a ghostly dryad, or a murdered druid's animal companion. In most cases, laying the associated being to rest also puts an end to the ghost brute.

However, sometimes a bizarre circumstance might produce a ghost brute without an intelligent companion. For example, a forest suddenly obliterated by an evil magical attack might remain as a ghostly grove populated by lingering spirits not even completely aware of their own destruction.

In Your Campaign

In addition to serving intelligent ghosts, ghost brutes work well as companions to necromancers and evil cultists. A brute's incorporeal nature allows it to guard enclosed spaces easily, and prevents the need for its master to keep it alive or maintain its corpse. Owls and other birds that become ghost brutes are also very effective as familiars for those unafraid to associate with undeath.

In a rare case, a pack of ghost brutes might terrorize a small settlement or two. The high concentration of unliving spirits in a small area may attract the attention of sinister forces that may use it to their advantage, which is all the more reason for such a threat to be dealt with as soon as possible.

Ghost Brute Template

Only an unaligned beast or plant can become a ghost brute, although the DM may allow creatures of other alignments to become ghost brutes as appropriate. When a living creature (referred to as the base creature) is transformed into a ghost brute, it retains its statistics except as described below.

Type. The ghost brute is an undead, and it doesn't require air, food, drink, or sleep.

Armor Class. The ghost brute's Armor Class becomes 10 + its Dexterity modifier if it wasn't already, and it loses natural armor or any other source of armor it may have had.

Speed. The ghost brute's walking speed is set to 0, and it loses all other forms of movement. It then gains a magical flying speed of 40 feet, and it can hover.

Ability Score Adjustment. The ghost brute's Charisma score is set to its Strength or Dexterity score (whichever is higher). Its Strength score is then halved, to a minimum of 1.

Damage Vulnerabilities, Resistances, and Immunities. The ghost brute has the same vulnerabilities, resistances, and immunities as a ghost (MM 147). None of the vulnerabilities, resistances, or immunities from the base creature are preserved.

Condition Immunities. The ghost brute can't be charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, or restrained. It also doesn't suffer from exhaustion.

Senses. The ghost brute gains darkvision out to 60 feet. If the base creature already had darkvision, the radius of its darkvision instead increases by 60 feet. However, if the base creature has blindsight and is blind beyond its radius, the ghost brute does not gain darkvision.

Traits, Actions, and Proficiencies. The ghost brute loses any trait, such as Amphibious, that assumes a living physiology, as well as any trait that relies on being corporeal, such as Spider Climb or Standing Leap. The ghost brute might retain or lose any or all of its lair actions or inherit new ones, as the DM sees fit. It also gains additional actions and traits as described in the sections below. Otherwise, the ghost brute retains the base creature's proficiencies, actions, and traits.

Additional Traits

The ghost brute gains the traits below.

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

Incorporeal Movement. The ghost brute 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.

Withering Touch. The ghost brute's attacks deal necrotic damage instead of their normal damage type.

Additional Abilities

The ghost brute gains the action options below.

Etherealness. The ghost brute 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.

Bloodcurling Howl (Recharge 6). The mournful howling of the ghost brute chills the living to the core. Each living creature within 30 feet of the ghost brute that can hear it must succeed on a Wisdom saving throw (DC 8 + the ghost brute's proficiency bonus + its Charisma modifier) or be frightened for 1 minute (save ends). If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost brute's Bloodcurling Howl for the next 24 hours.



Ghost Hound

Medium undead, unaligned


  • Armor Class 12
  • Hit Points 11 (2d8 + 2)
  • Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
6 (–2) 15 (+2) 12 (+1) 3 (–4) 12 (+1) 15 (+2)

  • Skills Perception +3, Stealth +4
  • Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 60 ft., passive Perception 13
  • Languages
  • Challenge 1/4 (50 XP)
  • Proficiency Bonus +2

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

Incorporeal Movement. The ghost hound 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 ghost hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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

Actions

Withering Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) necrotic damage.

Etherealness. The ghost hound 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.

Bloodcurling Howl (Recharge 6). The mournful howling of the ghost hound chills the living to the core. Each living creature within 30 feet of the ghost hound that can hear it must succeed on a DC 12 Wisdom saving throw or be frightened for 1 minute (save ends). If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost hound's Bloodcurling Howl for the next 24 hours.

Half-Vampire

In rare circumstances, a vampire that has recently consumed a significant quantity of blood gains the ability to breed successfully with a humanoid, creating half-vampire offspring. Also, in the unusual case of a pregnant humanoid who barely survives a vampire's bite attack, the child may be born "tainted" by the attacker's vampirism. Regardless of the origin, the children produced by such events are typically branded as outcasts, welcome neither among the living or the undead.

A half-vampire is drawn to other living creatures, and feels far more comfortable when living in towns or cities. Still, half-vampires know that they must keep their identities secret or else risk the hatred and violence of others.

Half-vampires are often physically attractive and persuasive. Their skin is pale, even ashen in color.

Unlike their undead forebears, half-vampires enjoy the freedom (or curse) of pursuing any alignment, though most tend toward neutrality or evil. Those rare few good-aligned half-vampires often feel haunted by their heritage, sometimes working to undo the evil of their ancestry.

In Your Campaign

As humanoids, half-vampires can be as varied and interesting as any other intelligent creature type. Most end up becoming servants of fully blooded vampires, but others may choose to rebel against their bloodline and hunt down their undead brethren to serve the greater good.

Most notable half-vampires keep their heritage secret, the reveal of which may make a great twist or plot point in your campaign. Meanwhile, half-vampires that openly embrace their bloodline typically become leaders and warlords amongst the normal humanoids of their kind, whether due to their Charm ability, their natural charismatic nature, or both.

Half-Vampire Template

Only a humanoid can be born as a half-vampire, although the DM may allow creatures of other types to be half-vampires as appropriate. When a living creature (referred to as the base creature) is born as a half-vampire, it retains its statistics except as described below.

Ability Score Adjustment. The half-vampire's Charisma score increases by 2, to a maximum of 22.

Damage Resistances. The half-vampire gains resistance to necrotic damage.

Senses. The half-vampire gains darkvision out to 60 feet. If the base creature already had darkvision, the radius of its darkvision instead increases by 60 feet. However, if the base creature has blindsight and is blind beyond its radius, the half-vampire does not gain darkvision.

Additional Traits

The half-vampire gains the traits below.

Regeneration. The half-vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight. If the half-vampire takes radiant damage, this trait doesn't function at the start of the half-vampire's next turn.

Sunlight Sensitivity. While in sunlight, the half-vampire has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Additional Abilities

The half-vampire gains the action options below.

Multiattack. The half-vampire makes two claw attacks. It can substitute one of these attacks with a bite attack.

Bite. If the base creature already has a Bite action, the half-vampire can keep it. Otherwise, this attack uses the half-vampire's Strength modifier to determine its attack bonus and damage. This attack deals piercing damage to one target that is grappled by the half-vampire, incapacitated, or restrained. The damage dice of the attack is equal to one of the half-vampire's hit dice.

The target also takes necrotic damage equal to two of the half-vampire's hit dice. The target suffers health drain equal to the necrotic damage taken, and the vampire regains hit points equal to that amount.

Claws. If the base creature already has a Claw or Claws action, the half-vampire can keep it. Otherwise, this attack uses the half-vampire's Strength modifier to determine its attack bonus and damage. This attack deals slashing damage to one target, with its damage dice being equal to one of the half-vampire's hit dice. Instead of dealing damage, the half-vampire can grapple the target (escape DC 10 + the half-vampire's Strength modifier).

Charm. The half-vampire targets one humanoid it can see within 30 feet of it. If the target can see the half-vampire, the target must succeed on a Wisdom saving throw (DC 8 + the half-vampire's proficiency bonus + its Charisma modifier) against this magic or be charmed by the half-vampire. The charmed target regards the half-vampire as a trusted friend to be heeded and protected. Although the target isn't under the half-vampire's control, it takes the half-vampire's requests or actions in the most favorable way it can.

If the half-vampire or the half-vampire's companions do anything harmful to the target, the effect ends. Otherwise, the effect lasts 8 hours or until the half-vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.



Half-Vampire Gnoll Pack Lord

Medium humanoid (gnoll, half-vampire), chaotic evil


  • Armor Class 15 (chain shirt)
  • Hit Points 49 (9d8 + 9)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 13 (+1) 8 (–1) 11 (+0) 11 (+0)

  • Damage Resistances necrotic
  • Senses darkvision 120 ft., passive Perception 10
  • Languages Gnoll
  • Challenge 3 (700 XP)
  • Proficiency Bonus +2

Regeneration. The gnoll regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the gnoll takes radiant damage, this trait doesn't function at the start of the gnoll's next turn.

Sunlight Sensitivity. While in sunlight, the gnoll has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The gnoll makes two weapon attacks, only one of which can be a bite attack.

Bite. Melee Weapon Attack: +5 to hit, reach 7 ft., one creature that is grappled by the half-vampire, incapacitated, or restrained. Hit: 5 (1d4 + 3) piercing damage plus 9 (2d8) necrotic damage. The target suffers health drain equal to the necrotic damage taken, and the gnoll regains hit points equal to that amount.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Instead of dealing damage, the gnoll can grapple the target (escape DC 13).

Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage.

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Charm. The gnoll targets one humanoid it can see within 30 feet of it. If the target can see the gnoll, the target must succeed on a DC 10 Wisdom saving throw against this magic or be charmed by the gnoll. The charmed target regards the gnoll as a trusted friend to be heeded and protected. Although the target isn't under the gnoll's control, it takes the gnoll's requests or actions in the most favorable way it can.
 If the gnoll or the gnoll's companions do anything harmful to the target, the effect ends. Otherwise, the effect lasts 8 hours or until the gnoll is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

Bonus Actions

Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can move up to half its speed and make another attack.

Incite Rampage (Recharge 5-6). One creature the gnoll can see within 30 feet of it can use its reaction to make a melee attack if it can hear the gnoll and has the Rampage trait.

Half-Vampire Gnoll Pack Lord

"The hyena-headed figure standing before you has a particularly feral appearance, its muscular hands clenched tightly around a glaive."

Combat

The half-vampire gnoll pack lord acts mostly as a normal pack lord would. It isn't smarter or physically stronger than the average pack lord, but the martial prowess being a half-vampire grants alongside the ability to charm other gnolls allows a half-vampire gnoll pack lord to lead its pack more strictly and effectively than the typical pack lord ever could.

Hooded Pupil

A hooded pupil is a humanoid or a giant who was lured by the promises of necromancy, envious of the power the necromancer wields and the unending existence the vampire enjoys, but yet are not ready to relinquish life.

Hooded pupils usually are found serving an "apprenticeship" with a more powerful intelligent undead. The undead master sometimes has need for living servants to advance its ends in societies of the living. On the other hand, the living pupil sees firsthand what it means to fully embrace the darkness.

Hooded pupils are usually only created when a powerful undead bequeaths a secret of necromancy to one who accepts its truth. As testament to their apprenticeship, hooded pupils are most often dressed in some sort of ominous hooded mantle.

In Your Campaign

As apprentices of intelligent undead, hooded pupils usually stick close to their master, watching as they proceed with their experiments or advance their plans. On occasion, a hooded pupil might be sent out to gain some real world experience or to carry out a delicate stage of its master's plans. If the party encounters the pupil during such a stage, the pupil will most likely attempt to retreat and inform its master of this threat.

On occasion, a hooded pupil might act on its own due to the destruction or unavailability of its master. Orphaned pupils like these use the skills they learned to become leaders of cults and other organizations that serve the interests of their master, posthumously or otherwise.

Hooded Pupil Template

Only a humanoid or giant may become a hooded pupil, although the DM may allow creatures of other types to become hooded pupils as appropriate. When a living creature (referred to as the base creature) becomes a hooded pupil, it retains its statistics except as described below.

Ability Score Adjustment. The hooded pupil's Charisma score increases by 2, to a maximum of 22 and a minimum of 14.

Armor Class. The outermost layers of the hooded pupil's skin thickens into an all-encompassing yellow callus, granting the hooded pupil natural armor and a +2 bonus to AC.

Hit Dice. The hooded pupil gains 3 more hit dice, which increases its maximum hit points.

Speed. The hooded pupil gains a magical flying speed of 20 feet.

Skills. The hooded pupil gains proficiency in Arcana and Religion.

Damage Vulnerabilities, Resistances, and Immunities. The hooded pupil gains resistance to cold and necrotic damage.

Undying Nature. The hooded pupil can hold its breath indefinitely, and it doesn't require food, water, or sleep. It also doesn't suffer from exhaustion.

Additional Traits

The hooded pupil gains the traits below.

Innate Spellcasting. The hooded pupil chooses four necromancy spells: one cantrip, one 1st-level spell, one 2nd or 3rd-level spell, and one 3rd or 4th-level spell. It can cast the first two spells at will, the third spell twice per day, and the fourth spell once per day. Charisma is the hooded pupil's innate spellcasting ability for these spells.

Unholy Weapons. The hooded pupil's weapon attacks are magical. When the hooded pupil hits with any weapon, the weapon deals an extra 2d6 necrotic damage.

Additional Abilities

The hooded pupil gains one of the bonus action options below.

Create Undead. The hooded pupil magically summons a skeleton or zombie in an unoccupied space within 30 feet of it. Undead summoned in this way act on the same initiative count and follow the hooded pupil's order to the best of their ability. The hooded pupil can have up to five undead summoned by this ability at a time, and any undead summoned by this ability crumbles into dust after 1 minute.

Drink Blood (Recharge 5-6). The hooded pupil can suck or drink blood from the wounds of a creature within its reach that doesn't have all of its hit points. The creature must willing, grappled by the hooded pupil or one of its allies, incapacitated, or restrained. Roll a d6 a number of times equal to the base creature's Challenge Rating. The target takes necrotic damage and suffers health drain equal to the total, and the hooded pupil regains hit points equal to the damage dealt.

Shadow Form (Recharge 4-6). The hooded pupil magically transforms into an amorphous mass of darkness until the end of the turn. During this time, the hooded pupil is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the hooded pupil remain in its possession.

Weakening Burst (Recharge 5-6). The hooded pupil emits a burst of negative energy. Roll a d6 a number of times equal to half the base creature's Challenge Rating. Each living creature within 30 feet of the pupil takes necrotic damage equal to the total of the d6s (Constitution save for half, DC 8 + the hooded pupil's proficiency bonus + its Charisma modifier). If the saving throw fails by 5 or more, a target also can't regain hit points and has its speed halved until the end of the hooded pupil's next turn.



Hooded Pupil Ettin

Large giant, chaotic evil


  • Armor Class 14 (natural armor)
  • Hit Points 110 (13d10 + 39)
  • Speed 40 ft., fly 20 ft. (hover)

STR DEX CON INT WIS CHA
21 (+5) 8 (–1) 17 (+3) 6 (–2) 10 (+0) 14 (+2)

  • Skills Arcana +1, Perception +6, Religion +1
  • Damage Resistances cold, necrotic
  • Condition Immunities exhaustion
  • Senses darkvision 60 ft., passive Perception 16
  • Languages Common, Giant, Orc
  • Challenge 5 (1800 XP)
  • Proficiency Bonus +3

Innate Spellcasting. The ettin's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:

At will: ray of sickness, toll the dead
2/day: animate dead
1/day: bestow curse

Two Heads. The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.

Unholy Weapons. The ettin's weapon attacks are magical. When the ettin hits with any weapon, the weapon deals an extra 2d6 necrotic damage (included in the attack).

Wakeful. When one of the ettin's heads is asleep, its other head is awake.

Actions

Multiattack. The ettin makes two attacks: one with its battleaxe and one with its morningstar.

Battleaxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage plus 7 (2d6) necrotic damage, and if the target is a Medium or smaller creature, its speed is reduced by 10 feet until the end of the ettin's next turn.

Morningstar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 7 (2d6) necrotic damage, and if the target is a Medium or smaller creature, the ettin can push it up to 5 feet away.

Bonus Actions

Drink Blood (Recharge 5-6). The ettin can suck or drink blood from the wounds of a creature within 5 feet of it that doesn't have all of its hit points. The creature must willing, grappled by the ettin or one of its allies, incapacitated, or restrained. The target takes 14 (4d6) necrotic damage and suffers health drain equal to the damage taken, and the ettin regains hit points equal to the damage dealt.

Hooded Pupil Ettin

"A smell like an open grave heralds this hulking figure. It is draped in ominous black folds, its features lost beneath a night-dark hood wide enough to conceal more than a single head."

Combat

A hooded pupil ettin relishes its heightened abilities in combat, usually beginning any conflict by using the bestow curse spell on the strongest looking enemy. Once threats are dealt with, it attempts to drink the blood of any smaller enemy it can grapple.

Mummified Creature

Mummies are undead creatures, embalmed using ancient necromantic lore. Often set as guardians for sacred sites, mummies defend their charges until destroyed. Should a mummy be unable to defend its charge for any reason, it becomes an unreasoning spirit of vengeance, hunting those who desecrated the site it was tasked to defend.

A mummy appears withered and desiccated, its features hidden beneath centuries-old funereal wrappings. It moves with a slow, shambling gait and groans with the weight of the ages. Symbols of the deity it once served often mark these horrid creatures. While other undead stink of carrion, the herbs and powders used to create a mummy give off a sharp, pungent odor, like that of a spice cabinet.

In Your Campaign

Mummies can be used as a basic enemy type in a variety of situations. Mummies with an Intelligence score of 7 or less are typically used as servants for intelligent undead or otherwise end up being fodder for your party to deal with in a straightforward manner. The mummy's specific purpose ultimately depends on the reason behind its preservation, but all mummified creatures follow the specific instructions laid out by its creator when possible.

When a mummified creature has an Intelligence score of 8 or higher, its mental facilities are typically used to lead other mummies in order to carry out their master's instructions more effectively. Sometimes an exceptionally intelligent mummy can break free of the site it guards and become a powerful force of evil in its own right (see the sidebar below).

Mummified Creature Template

Only a Huge or smaller giant, humanoid, or monstrosity may become a mummified creature, although the DM may allow creatures of other types to be mummified as appropriate. When a living creature (referred to as the base creature) is transformed into a mummy, it retains its statistics except as described below.

Type. The mummy is an undead, and it doesn't require air, food, drink, or sleep.

Armor Class. The mummy's Armor Class becomes 10 + its Dexterity modifier if it wasn't already, and it loses natural armor or any other source of armor it may have had.

Hit Dice. The mummy gains 3 more hit dice, which increases its maximum hit points.

Speed. The mummy's speed is reduced by 10 feet.

Ability Score Adjustment. The mummy's Strength and Charisma scores are each increased by 2, to a maximum of 22 and to a minimum of 13. Its Dexterity and Intelligence scores are each decreased by 2, to a minimum of 4.

Damage Vulnerabilities, Resistances, and Immunities. The mummy gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. The mummy is also immune to necrotic and poison damage, and it is vulnerable to fire damage. None of the vulnerabilities, resistances, or immunities from the base creature are preserved.

Condition Immunities. The mummy can't be charmed, frightened, paralyzed, or poisoned. It also doesn't suffer from exhaustion.

Senses. The mummy gains darkvision out to 60 feet. If the base creature already had darkvision, the radius of its darkvision instead increases by 60 feet. However, if the base creature has blindsight and is blind beyond its radius, the mummy does not gain darkvision.

Traits, Actions, and Proficiencies. The mummy loses any trait, such as Amphibious, that assumes a living physiology. The mummy might retain or lose any or all of its lair actions or inherit new ones, as the DM sees fit. It also gains additional actions and traits as described in the sections below. Otherwise, the mummy retains the base creature's proficiencies, actions, and traits.

Additional Traits

The mummy gains the traits below.

Mummy Rot. When the mummy hits a creature with a melee attack using a natural weapon (e.g. a claw, fist, tendril, or hoove attack), the attack deals an additional 10 (3d6) necrotic damage, and the target must succeed on a Constitution saving throw (8 + the mummy's proficiency bonus + its Constitution modifier) or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or similar magic.

Additional Abilities

The mummy gains the action options below.

Multiattack. If the base creature already had the Multiattack action, it can keep it; additionally, the mummy can forgo one attack per turn to use Dreadful Glare. Otherwise, the mummy can use its Dreadful Glare and makes one attack with its rotting fist.

Fist. If the base creature already had a melee attack using a natural weapon (e.g. a claw, fist, tendril, or hoove attack), it doesn't gain this action. Otherwise, this attack uses the mummy's Strength modifier to determine its attack bonus and damage. This attack deals bludgeoning damage to one target, with its damage dice being equal to two of the mummy's hit dice.

Dreadful Glare. The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a Wisdom saving throw (DC 8 + the mummy's proficiency bonus + its Charisma modifier) against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.


Mummified Ogre

Large undead, lawful evil


  • Armor Class 8
  • Hit Points 85 (10d10 + 30)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
21 (+5) 6 (–2) 16 (+3) 4 (–3) 7 (–2) 13 (+1)

  • Saving Throws Wis +0
  • Damage Vulnerabilities fire
  • Damage Resistances bludgeoning, piercing, slashing from nonmagical attacks
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses darkvision 120 ft., passive Perception 8
  • Languages Common, Giant
  • Challenge 4 (1100 XP)
  • Proficiency Bonus +2

Powerful Blows. When the mummy hits a Medium or smaller creature or object with a melee attack, the target must make a DC 15 Strength saving throw. On a failed save, the target is pushed up to 5 feet away from the mummy and is knocked prone.

Actions

Multiattack. The mummy uses its Dreadful Glare and makes one melee attack.

Rotting Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.

Dreadful Glare. The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.

Bonus Actions

Destroy. The mummy makes a melee attack against an object or structure.

Mummified Ogre

"A large figure covered in funeral wrappings appears before you. Large gaps between the wrappings reveals its severe lack of flesh, and the decayed state of its bones makes it clear that this being has been dead for a long time. The creature's wrappings and deterioration make it hard to identify, but its gait and loud roar are definitively those of an enraged ogre."

Combat

In melee combat, a mummified ogre delivers a powerful blow. Even if it had no other abilities, its great strength and grim determination would make it a formidable opponent.

From Free Mummy to Mummmy Lord

When an intelligent mummy breaks free of the temple or tomb it guards, it becomes a free mummy that can wander anywhere of its own choosing. Since the threat of most mummies and mummy lords are confined to the site they were buried at, most organizations are unprepared for the rise of a free mummy and any army it creates. As such, even the most bitter organizations will find themselves putting aside their differences if it means that the free mummy is destroyed as soon as possible.

When a free mummy first emerges, its most likely course of action is to find a way to ascend to mummy lord status. Assuming its preserved heart has been lost to time along with its other organs, a free mummy will seek out the proper materials to craft an artificial heart. It then seeks out or reanimates a priest that can magically bind the mummy to its new heart.

However, this process tends to be imperfect, requiring the newly created mummy lord to sustain its heart with regular human sacrifices, much like a lich would require. The frequency of sacrifices begins to increase over time, and soon enough the mummy lord finds itself raising an army to slaughter settlement upon settlement in a desperate attempt to cling to its final remnants of unlife.

Necromental

A necromental is the undead remnant of an elemental creature. It retains only a fraction of the self-awareness that the elemental had in life, but it becomes twisted and evil.

In Your Campaign

Necromentals make great servants for spellcasters specialized in the schools of conjuration and necromancy. They also work well as enemies in the Elemental Chaos or on other planes of existence where humanoid undead aren't nearly as common.

While normal elementals won't treat them any differently, intelligent elementals and primordials have great disdain for necromentals and will attack them on sight.

Necromental Template

Only an elemental may become a necromental. When an elemental (referred to as the base creature) is transformed into a necromental, it retains its statistics except as described below.

Type. The necromental is an undead, and it doesn't require air, food, drink, or sleep.

Armor Class. The necromental's Armor Class becomes 10 + its Dexterity modifier if it wasn't already, and it loses natural armor or any other source of armor it may have had.

Hit Dice. The necromental gains 3 more hit dice, which increases its maximum hit points.

Ability Score Adjustment. The necromental's Intelligence and Charisma scores are each halved, to a minimum of 1.

Damage Immunities. The necromental gains immunity to necrotic and poison damage.

Condition Immunities. The necromental can't be poisoned or unconscious. It also doesn't suffer from exhaustion.

Senses. The necromental gains darkvision out to 60 feet. If the base creature already had darkvision, the radius of its darkvision instead increases by 60 feet. However, if the base creature has blindsight and is blind beyond its radius, the necromental does not gain darkvision.

Additional Traits

The necromental gains the traits below.

Create Spawn. An elemental slain by the necromental rises as a necromental after 24 hours.

Life Draining Aura. At the start of each of the necromental's turns, each creature within 15 feet of it must succeed on a Constitution saving throw (DC 8 + the necromental's proficiency bonus + its Constitution modifer) or take necrotic damage equal to two of the necromental's hit dice. A target also suffers health drain equal to the damage taken.

Touch of Death. When the necromental deals damage to a creature, it can change any amount of the damage to be necrotic damage.

Additional Abilities

The necromental gains one of the action options below.

Disrupt Life (Recharge 5-6). Each living creature within 15 feet of the necromental takes necrotic damage equal to four of the necromental's hit dice (Constitution save for half, DC 8 + the necromental's proficiency bonus + its Constitution modifier).

Steal Life (Recharge 5-6). The necromental sucks the life force out of everything within a 15-foot cone. Each living creature in the area takes necrotic damage equal to two of the necromental's hit dice (Constitution save for half, DC 8 + the necromental's proficiency bonus + its Constitution modifier). The necromental regains hit points equal to the total damage dealt to all targets.

Weaken (Recharge 5–6). The necromental targets one or more living creatures it can see within 10 feet of it. Each target must make a Wisdom saving throw (DC 8 + the necromental's proficiency bonus + its Constitution modifier) against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute (save ends).



Earth Necromental

Large undead, neutral evil


  • Armor Class 17 (natural armor)
  • Hit Points 157 (15d10 + 75)
  • Speed 30 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 8 (–1) 20 (+5) 2 (–4) 10 (+0) 2 (–4)

  • Damage Vulnerabilities thunder
  • Damage Resistances bludgeoning, piercing, slashing from nonmagical attacks
  • Damage Immunities necrotic, poison
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
  • Senses darkvision 120 ft., tremorsense 60 ft., passive Perception 10
  • Languages understands Terran but can't speak
  • Challenge 6 (2300 XP)
  • Proficiency Bonus +3

Create Spawn. An elemental slain by the earth necromental rises as a necromental after 24 hours.

Earth Glide. The earth necromental can burrow through nonmagical, unworked earth and stone. While doing so, the earth necromental doesn't disturb the material it moves through.

Life Draining Aura. At the start of each of the earth necromental's turns, each creature within 15 feet of it must succeed on a DC 16 Constitution saving throw or take 11 (2d10) necrotic damage. A target also suffers health drain equal to the damage taken.

Siege Monster. The earth necromental deals double damage to objects and structures.

Touch of Death. When the earth necromental deals damage to a creature, it can change any amount of the damage to be necrotic damage.

Actions

Multiattack. The earth necromental makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Disrupt Life (Recharge 5-6). Each living creature within 15 feet of the earth necromental takes 22 (4d10) necrotic damage (DC 16 Constitution save for half).

Earth Necromental

"This walking pile of crumbling earth and stone radiates a palpable aura of death."

Combat

An earth necromental smashes into combat like a typical earth elemental, though with even more devastating results, thanks to its necromantic abilities.

Necropolitan

Necropolitans are humanoids who renounce life and embrace undeath in a special ritual called the Ritual of Crucimigration (see below).

A necropolitan's skin is dry, withered, and powdery. Its eyes are as pale as driven snow, and as lifeless. It continues to dress in the fashion it preferred while living. Necropolitans are considered citizens of the little-known city of Nocturnus, but if their nature is revealed elsewhere, they are feared and hunted like common monsters.

In Your Campaign

While necropolitan aren't inherently evil, many factions in your campaign would seek to destroy them if they discovered the existence of these undead.

Necropolitan Template

Only a humanoid, or monstrosity may become a necropolitan, although the DM may allow creatures of other types to become a necropolitan as appropriate. When a living creature (referred to as the base creature) is transformed into a necropolitan, it retains its statistics except as described below.

Type. The necropolitan is an undead, and it doesn't require air, food, drink, or sleep.

Ability Score Adjustment. The necropolitan's Constitution score increases by 2, to a maximum of 22.

Damage Immunities. The necropolitan is immune to cold, necrotic, and poison damage.

Condition Immunities. The necropolitan can't be charmed, frightened, paralyzed, or poisoned. It also doesn't suffer from exhaustion.

Skills. The necropolitan gains expertise with two skills of its choice, which means its proficiency bonus is doubled for any ability check it makes with it.

Senses. The necropolitan gains darkvision out to 60 feet. If the base creature already had darkvision, the radius of its darkvision instead increases by 60 feet. However, if the base creature has blindsight and is blind beyond its radius, the necropolitan does not gain darkvision.

Traits, Actions, and Proficiencies. The necropolitan loses any trait, such as Amphibious, that assumes a living physiology. The necropolitan might retain or lose any or all of its lair actions or inherit new ones, as the DM sees fit. It also gains additional traits as described in the sections below. Otherwise, the necropolitan retains the base creature's proficiencies, actions, and traits.

Additional Traits

The necropolitan gains the traits below.

Aversion of Radiance. If the necropolitan takes radiant damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

Clarity of Death. The necropolitan is immune to any spell or effect that would read its thoughts, determine if it is lying, or magically influence its thoughts or behavior.

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

Negative Energy Absorption. Whenever the necropolitan is subjected to necrotic damage, it takes no damage and regains a number of hit points equal to the necrotic damage dealt.

Turn Resistance. The necropolitan has advantage on saving throws against effects that turn undead.

Undead Fortitude. If damage reduces the necropolitan to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the necropolitan drops to 1 hit point instead.



Necropolitan Mage

Medium undead, any alignment


  • Armor Class 12 (15 with mage armor)
  • Hit Points 49 (9d8 + 9)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
9 (–1) 14 (+2) 13 (+1) 17 (+3) 12 (+1) 11 (+0)

  • Saving Throws Con +4, Int +6, Wis +4, Cha +3
  • Skills Arcana +9, History +9
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses darkvision 60 ft., passive Perception 11
  • Languages any four languages
  • Challenge 7 (2900 XP)
  • Proficiency Bonus +3

Aversion of Radiance. If the necropolitan takes radiant damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

Clarity of Death. The necropolitan is immune to any spell or effect that would read its thoughts, determine if it is lying, or magically influence its thoughts or behavior.

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

Negative Energy Absorption. Whenever the necropolitan is subjected to necrotic damage, it takes no damage and regains a number of hit points equal to the necrotic damage dealt.

Spellcasting. The necropolitan is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The necropolitan has the following wizard spells prepared:

Cantrip (at will): fire bolt, mage hand, prestidigitation, toll the dead
1st level (4 slots): detect magic, mage armor, magic missile, shield
2nd level (3 slots): misty step, ray of enfeeblement
3rd level (3 slots): counterspell, fireball, fly
4th level (3 slots): blight, dimension door
5th level (1 slot): cone of cold

Turn Resistance. The necropolitan has advantage on saving throws against effects that turn undead.

Undead Fortitude. If damage reduces the necropolitan to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the necropolitan drops to 1 hit point instead.

Actions

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Necropolitan Mage

"This withered humanoid has eyes so blue they are more accurately described as white, as if drained of color and life. The figure wears severe black clothing and clutches a thin wand in one gnarled hand."

Combat

This necropolitan acts much like a typical mage, though it focuses its attacks on any character prominently displaying a holy symbol or otherwise appearing to be a cleric or paladin.

Ritual of Crucimigration

Any humanoid can petition for consideration to undergo the Ritual of Crucimigration, which (if successful) enables the creature to become a necropolitan. The petition for consideration requires a fee of 3,000 gp and a written plea.

The Ritual: The first part of the ritual requires the placement of the petitioner on a standing pole. Cursed nails are used to affix the petitioner, and then the pole is lifted into place. The resultant excruciating pain that shoots like molten metal through the petitioner's fingers and up the arms is not what finally ends the petitioner's mortal life, however, since death usually comes from asphyxiation and heart failure. As petitioners feel death's chill enter their bodies, many have second thoughts, but it is far too late to go back-the cursed nails and chanting of the ritual ensures that the Crucimigration is completed.

The ceremony lasts for 24 hours—the usual time it takes for the petitioner to perish. During this period, two or three zombie servitors keep up a chant initiated by the ritual leader when the petitioner is first placed into position. Upon hearing the petitioner's last breath, the ritual leader calls forth the names of evil powers and gods to forge a link with the Negative Energy Plane, and then impales the petitioner. Dying, the petitioner is reborn as a necropolitan, dead but animate.

If the ritual is interrupted before it is completed, the petitioner is merely dead.

Swarm-Shifter

The vampire that explodes into a flock of bats, the mummy that crumbles into a pile of scorpions—these are swarm-shifters, undead that have been granted the dark power to become swarms.

A swarm-shifter appears like a normal undead creature until its body explodes into a swarm. There are many varieties of swarm-shifters, and although some are more common than others, swarm-shifters do not seem limited to certain kinds of swarms by their form of undeath.

In Your Campaign

The swarm-shifter template is primarily a mechanical tool to make an encounter memorable, rather than a narrative tool to make unique villains. However, the ability to turn into a swarm may also allow an undead to easily spy or scout out areas without being detected.

Swarm-shifters are also adept at using their swarm form to escape, which can be used to establish reoccurring villains in your campaign.

Swarm-Shifter Template

Only an undead creature can become a swarm-shifter. When an undead (referred to as the base creature) becomes a swarm-shifter, it gains the Shapechanger trait below. Note that unlike most templates, an undead can potentially acquire this template more than once, gaining a new swarm option with each application.


Shapechanger. The swarm-shifter can use its bonus action to polymorph into a swarm of undead creatures, chosen from the list of options below when this template was applied. The swarm-shifter can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. The swarm-shifter reverts to its true form if it dies or falls unconscious. The swarm-shifter can revert to its true form using a bonus action on its turn.

While in a new form, the swarm-shifter retains its game statistics and ability to speak, but its movement modes are replaced by those of the new form, and it gains any special senses, proficiencies, traits, actions, and reactions that the new form has but that it lacks. It loses any attack that relies on the use of its equipment or normal body, and it can cast its spells with verbal or somatic components in its new form.

The new form's attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks. The swarm-shifter can choose to use one of its normal attack bonuses or saving throw DCs in place of an attack bonus or saving throw DC of the new form, respectively. Additionally, the swarm-shifter can choose to keep its original size, or it can become the size denoted in the new form's statistics.

Swarm Options

When selecting a swarm-shifter option, any swarm of Tiny beasts or undead with an Intelligence score of 5 or less may qualify. In addition, the stat blocks below are designed to work well in tandem with the swarm-shifter template:

Bloodmote Cloud

"This cloud of buzzing insects boils toward its victims, droning ominously in its strangely deep pitch and accompanied by the sickly sweet aroma of blood."


A bloodmote cloud is made up of undead mosquitoes with a blood thirst. While a living mosquito is hardly more than an annoyance, and a swarm of the same is hardly cause for alarm, the appearance of a concentrated swarm of undead bloodsuckers is a calamity.


Bloodmote Cloud

Medium swarm of tiny undead, neutral evil


  • Armor Class 13 (natural armor)
  • Hit Points 39 (6d8 + 12)
  • Speed 10 ft., fly 50 ft.

STR DEX CON INT WIS CHA
3 (–4) 14 (+2) 15 (+2) 2 (–4) 8 (–1) 4 (–3)

  • Damage Resistances bludgeoning, piercing, slashing
  • Damage Immunities poison
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 9
  • Languages
  • Challenge 6 (2300 XP)
  • Proficiency Bonus +3

Stench. Any creature that starts its turn with the bloodmote cloud in its space must succeed on a DC 13 Constitution saving throw or be poisoned until the start of its next turn.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny mosquito. The swarm can't regain hit points or gain temporary hit points.

Actions

Blood Drain. Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage plus 5 (2d4) necrotic damage, or 5 (2d4) piercing damage plus 2 (1d4) necrotic damage if the swarm is bloodied.

Swarm of Leeches

"You look upon the horrific sight of a swarm of flesh-eating leeches. Moving in unison, each tiny leech has razor sharp teeth that would eat away at your skin if given the chance."


Possessed with an insatiable hunger, a swarm of leeches constantly seeks a new creature to suck. The presence of a swarm of leeches is typically accompanied by a trail of dead bodies, each shriveled and devoid of any moisture or flesh.

Swarm of Scorpions

"Each scorpion in the swarm before you possesses a sharp stinger that would most certainly poison you to death given the chance."


Swarms of scorpions are most often found in desert areas of the supernatural variety, and are often included as guardians alongside a magical tomb that houses mummies and a head mummy lord.



Swarm of Leeches

Medium swarm of tiny beasts, neutral evil


  • Armor Class 10
  • Hit Points 22 (5d8)
  • Speed 10 ft., climb 10 ft.

STR DEX CON INT WIS CHA
3 (–4) 11 (+0) 10 (+0) 1 (–5) 5 (–3) 1 (–5)

  • Damage Resistances bludgeoning, piercing, slashing
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
  • Senses blindsight 10 ft., passive Perception 7
  • Languages
  • Challenge 1/2 (100 XP)
  • Proficiency Bonus +2

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny leech. The swarm can't regain hit points or gain temporary hit points.

Actions

Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., one creature in the swarm's space. Hit: 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm is bloodied. The target also takes 5 (2d4) necrotic damage (DC 10 Constitution save for half). As an exception to its Swarm trait, the swarm regains a number of hit points equal to half the amount of necrotic damage dealt.



Swarm of Scorpions

Medium swarm of tiny beasts, unaligned


  • Armor Class 12
  • Hit Points 24 (7d8 – 7)
  • Speed 10 ft.

STR DEX CON INT WIS CHA
4 (–3) 15 (+2) 8 (–1) 1 (–5) 2 (–4) 1 (–5)

  • Damage Resistances bludgeoning, piercing, slashing
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses blindsight 10 ft., passive Perception 6
  • Languages
  • Challenge 1/2 (100 XP)
  • Proficiency Bonus +2

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny scorpion. The swarm can't regain hit points or gain temporary hit points.

Actions

Stings. Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm's space. Hit: 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm is bloodied. The target also takes 4 (1d8) poison damage (DC 9 Constitution save for half).

Swarm of Tomb Motes

"At a glance, the entity before you appears to be a shifting pile of dirt, bone, and rock. A closer inspection reveals that it is in fact a swarm of tiny, vaguely humanoid creatures that chitter in unison."


While a single tomb mote (see Chapter 1) doesn't pose much of a threat, an entire swarm of these mischievous undead can be enough to take down novice adventurers that aren't prepared to deal with their skittish behavior.


Swarm of Tomb Motes

Medium swarm of tiny undead, chaotic evil


  • Armor Class 13
  • Hit Points 27 (5d8 + 5)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 13 (+1) 8 (–1) 12 (+1) 6 (–2)

  • Skills Stealth +5
  • Damage Resistances bludgeoning, piercing, slashing
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
  • Senses darkvision 60 ft., passive Perception 11
  • Languages
  • Challenge 2 (450 XP)
  • Proficiency Bonus +2

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny tomb mote. The swarm can't regain hit points or gain temporary hit points.

Actions

Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm is bloodied. If the target is a creature, it must make a DC 11 Constitution saving throw. On a failed save, the target is poisoned until the end of the swarm's next turn. On a successful save, the target is immune to being poisoned by any tomb mote for 24 hours.

Bonus Actions

Nimble Escape. The swarm takes the Disengage or Hide action.

Swarm of Worms

"A large wriggling mass of worms emerges from beneath the dirt, crawling up your leg and into your shoes and pants."


Lurking beneath the dirt or on the walls, a swarm of worms can induce fear in the hearts of even the noblest of adventurers, especially when there are enough of them to overwhelm a victim's vision while eating away at its skin and flesh.


Swarm of Worms

Medium swarm of tiny beasts, unaligned


  • Armor Class 12
  • Hit Points 31 (7d8)
  • Speed 10 ft., burrow 10 ft., climb 10 ft.

STR DEX CON INT WIS CHA
2 (–4) 15 (+2) 10 (+0) 1 (–5) 2 (–4) 1 (–5)

  • Damage Resistances bludgeoning, piercing, slashing
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
  • Senses blindsight 10 ft., gassive Perception 6
  • Languages
  • Challenge 1 (200 XP)
  • Proficiency Bonus +2

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny worm. The swarm can't regain hit points or gain temporary hit points.

Actions

Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm is bloodied.

Plague of Worms. Each creature in the swarm's space must succeed on a DC 12 Dexterity saving throw or take 5 (2d4) bludgeoning damage and be blinded by the swarm until the end of the swarm's next turn.



Scorpion-Shifter Mummy

Medium undead (shapechanger), lawful evil


  • Armor Class 11 (natural armor)
  • Hit Points 58 (9d8 + 18)
  • Speed 20 ft. (mummy form) or 10 ft. (swarm form)

STR DEX CON INT WIS CHA
16 (+3) 8 (–1) 15 (+2) 6 (–2) 10 (+0) 12 (+1)

  • Saving Throws Wis +2
  • Damage Vulnerabilities fire
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks; bludgeoning, piercing, and slashing (swarm form only)
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned; grappled, petrified, prone, restrained, stunned (swarm form only)
  • Senses darkvision 60 ft.; blindsight 10 ft. (swarm form only), passive Perception 10
  • Languages the languages it knew in life
  • Challenge 3 (700 XP)
  • Proficiency Bonus +2

Mummy Rot. When the mummy hits a creature with a melee attack, the attack deals an additional 10 (3d6) necrotic damage, and the target must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or similar magic.

Shapechanger. The mummy can use its bonus action to polymorph into a swarm of undead scorpions. The mummy can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. The mummy reverts to its true form if it dies or falls unconscious. The mummy can revert to its true form using a bonus action on its turn.

While in its new form, the mummy retains its game statistics and ability to speak, but its movement modes are replaced by those of the new form, and it gains any special senses, proficiencies, traits, actions, and reactions that the new form has but that it lacks (such actions and traits are included in this stat block).
The new form's attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks.

Swarm (Swarm Form Only). The mummy can occupy another creature's space and vice versa, and the mummy can move through any opening large enough for a Tiny scorpion. The mummy can't regain hit points or gain temporary hit points.

Actions

Multiattack. The mummy uses its Dreadful Glare and makes one melee attack.

Rotting Fist (Mummy Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

Bites (Swarm Form Only). Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the mummy's space. Hit: 8 (2d4 + 3) piercing damage, or 5 (1d4 + 3) piercing damage if the mummy is bloodied. The target also takes 4 (1d8) poison damage (DC 12 Constitution save for half).

Dreadful Glare. The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.

Scorpion-Shifter Mummy

"A skittering swarm of scorpions five feet across approaches you. The swarm contracts, merging together and compacting. Suddenly, it coalesces into a withered corpse in funeral wrappings."

Combat

A scorpion-shifter mummy acts much like a regular mummy. It typically prefers to fight while in swarm form, but it may transform back if it is bloodied. It may also transform into a swarm as a method of escape; while its swarm form is even slower than its mummy form, its Swarm trait allows it to escape via small openings that its mummy form wouldn't fit through.

Umbral Creature

Like shadows, umbral creatures are creatures of living darkness. They hate life and light with equal fervor. Their touch bestows the painful chill of nonexistence, making them very dangerous opponents.

An umbral creature looks like a shadowy version of a material creature, and it may easily be mistaken for a living creature from the Plane of Shadow. Umbral creatures are diffi cult to see in dark or gloomy areas, but they stand out starkly in brightly illuminated places.

Natural enemies of all that live, umbral creatures are aggressive and predatory. They are quick to strike and make short work of those unprepared to deal with them.

Umbral Creature Template

Only an aberration, dragon, giant, beast, or monstrosity may become an umbral creature; humanoids become shadows (MM 269) instead. When a living creature (referred to as the base creature) becomes an umbral creature, it retains its statistics except as described below.

Type. The umbral creature is an undead, and it doesn't require air, food, drink, or sleep.

Armor Class. The umbral creature's Armor Class becomes 10 + its Dexterity modifier if it wasn't already, and it loses natural armor or any other source of armor it may have had.

Speed. The umbral creature's walking speed increases by 10 feet, and it loses all other forms of movement.

Ability Score Adjustment. The umbral creature's Dexterity score increases by 2, to a maximum of 22 and a minimum of 14. However, if its Strength score is higher than its new Dexterity score, the umbral creature's Dexterity rises to match its Strength. Its Strength score is then halved, to a minimum of 1.

Damage Vulnerabilities, Resistances, and Immunities. The umbral creature has the same vulnerabilities, resistances, and immunities as a shadow (MM 269). None of the vulnerabilities, resistances, or immunities from the base creature are preserved.

Condition Immunities. The umbral creature can't be frightened, grappled, paralyzed, petrified, poisoned, prone, or restrained. It also doesn't suffer from exhaustion.

Senses. The umbral creature gains darkvision out to 60 feet. If the base creature already had darkvision, the radius of its darkvision instead increases by 60 feet. The umbral creature loses all other senses.

Traits, Actions, and Proficiencies. The umbral creature loses any trait, such as Amphibious, that assumes a living physiology, as well as any trait that relies on being corporeal, such as Spider Climb or Standing Leap. The umbral creature might retain or lose any or all of its lair actions or inherit new ones, as the DM sees fit. It also gains additional actions and traits as described in the sections below. Otherwise, the umbral creature retains the base creature's proficiencies, actions, and traits.

Additional Traits

The target gains the following traits.

Amorphous. The umbral creature can move through a space as narrow as 1 inch wide without squeezing.

Create Spawn. When a non-evil humanoid is slain by the umbral creature, a shadow rises from its corpse 1d4 hours later.

Shadow Stealth. While in dim light or darkness, the umbral creature can take the Hide action as a bonus action, and its proficiency bonus is doubled for any check it makes using the Stealth skill.

Strength Drain. When the umbral creature deals damage to a creature, the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.

Sunlight Weakness. While in sunlight, the umbral creature has disadvantage on attack rolls, ability checks, and saving throws.

Additional Abilities

The target gains the following action option.

Withering Touch. If the base creature already had access to a melee weapon attack, it doesn't gain this action; if the attack is made with a natural weapon (e.g. a claw, fist, tendril, or hoove attack), it deals necrotic damage instead of its normal damage type, while if it is made with a manufactured weapon, the attack deals additional necrotic damage equal to one of the umbral creature's hit dice. Otherwise, this attack uses the umbral creature's Dexterity modifier to determine its attack bonus and damage. This attack deals necrotic damage to one creature, with its damage dice being equal to two of the umbral creature's hit dice.

Strength Drain

When making an umbral creature, remember that the Strength Drain feature is very potent, and can kill even the strongest of parties in certain circumstances. For instance, an umbral roper would make five attacks per turn, meaning that it could easily drain an entire adventuring party of its Strength in two or three turns.

If you find the Strength Drain feature to be too overbearing (whether on an umbral creature or a shadow), consider using the alternative feature below.

Enfeebling Touch. When the umbral creature deals damage to a creature, the target is enfeebled until the end of the umbral creature's next turn. During this time, the target has disadvantage on Strength checks and saving throws, and it only deals only half damage with weapon attacks that use Strength.



Umbral Displacer Beast

Large undead, chaotic evil


  • Armor Class 14
  • Hit Points 85 (10d10 + 30)
  • Speed 50 ft.

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

  • Skills Stealth +7
  • Damage Vulnerabilities radiant
  • Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities necrotic, poison
  • Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 120 ft., passive Perception 11
  • Languages
  • Challenge 5 (1800 XP)
  • Proficiency Bonus +3

Amorphous. The umbral displacer beast can move through a space as narrow as 1 inch wide without squeezing.

Avoidance. If the umbral displacer beast is subjected to an effect that allows it to make a saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Displacement. The umbral displacer beast projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the umbral displacer beast is incapacitated or has a speed of 0.

Shadow Stealth. While in dim light or darkness, the umbral displacer beast can take the Hide action as a bonus action. Its stealth bonus is also improved to +10.

Sunlight Weakness. While in sunlight, the umbral displacer beast has disadvantage on attack rolls, ability checks, and saving throws.

Actions

Multiattack. The umbral displacer beast makes two attacks with its tentacles.

Withering Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.

Umbral Displacer

"A murky, vaguely feline shape crouches before you."

Combat

Umbral displacer beasts rely on their incorporeal-esque nature and their natural displacement to avoid most attacks. Due to their limited Intelligence, they don't typically take full advantage of their abilities, such as focusing targets with less Strength in an attempt to kill them first.

Minor Templates

The templates in this section function identically to the ones listed earlier, but include only a handful of features and do not have any campaign advice or sample stat blocks associated with them.

Deathhunger

Deathhunger cratures have an insatiable appetite for death that drives them to utterly consume their prey. A deathhunger grows in power with each creature it slays. Deathhunger increases a creature's toughness and ferocity. Most creatures consider deathhunger to be a curse even for undead because it drives the afflicted into a mindless rage.

Most deathhungers are undead, but any creature can become one if it has been exposed to the curse for too long.

Hit Dice. The deathhunger gains 3 more hit dice, which increases its maximum hit points.

Bloodied Ferocity. While it is bloodied, the deathhunger has advantage on all attack rolls and ability checks.

Consume (1/Turn). When the deathhunger deals damage to a bloodied creature with a melee attack, it partially consumes the target, regaining hit points equal to the damage dealt. The target also suffers health drain equal to the damage taken.

Guardian of the Dead

Guardians of the dead take a variety of forms and can be of any creature type, but each is tasked by way of curse, hex, or sacred promise to guard a tomb, treasure, or resting place from would-be grave robbers and adventurers.

Alert. The guardian has advantage on initiative rolls and Wisdom (Perception) checks.

Death Mark (1/Turn). When the guardian hits a creature with an attack roll, it is marked for death until the start of the guardian's next turn. While marked, the target has disadvantage on any attack roll that isn't against the guardian, and when the target hits a creature other than the guardian with an attack, the target takes necrotic damage equal to two of the guardian's hit dice.

Shrug it Off (Reaction). The guardian halves the damage that it takes from an attack that hits it. The guardian must be able to see the attacker.

Extra Creature Templates

For more creature templates, including a Shadow Dweller template that may work well in an undead-related campaign, check out Badooga's Monster Guidelines, the ultimate guide to monster and encounter design in 5e.

Plague Spreader

Dead bodies are a potent vector for a plague to spead across the land. When these corpses rise as undead, they become agents of the plague, spreading infection through their diseased touch.

Most plague spreaders are undead, but rarely a humanoid can survive being a plague spreader for an extended period of time, allowing it to spread its disease (accidentally or otherwise) throughout the unexpecting population of the settlement it lives in.

Contagion (1/Turn). When the plague spreader deals necrotic damage to a creature, hits it with a melee attack, or touches it as an action, the target suffers the effects of the contagion spell (save DC 8 + the plague spreader's proficiency bonus + its Constitution modifier). The effect always inflicts the same disease as chosen by the DM before the encounter.

Contaminating Presence. Creatures within 30 feet of the plague spreader have disadvantage on all Constitution saving throws. If a creature is immune to poison or disease, it must be within 10 feet of the plague speader instead.

Diseased Body. A creature that touches the plague spreader or hits it with a melee attack while within 5 feet of it takes necrotic damage equal to two of the plague spreader's hit dice.

Tomb Tainted

Whether born under a dark star or touched too many times by the hand of the undead, this living creature has been tainted by the grave. The creature has sallow skin, receding gums, bloodshot, watery eyes, and elongated yellow fingernails—all signs of its connection to the dead.

Most tomb tainted creatures are humanoids, but if it dies and is reanimated as an undead, a tomb tainted still retains all of the special features below.

Tainted Form. The tomb tainted is immune to necrotic and poison damage, as well as the exhaustion and poisoned conditions. In addition, the tomb tainted doesn't require air, food, drink, or sleep.

Deathly Aura. The tomb tainted can enable or disable this trait as a bonus action. While active, any living creature within 30 feet of the tomb tainted can't regain hit points and has disadvantage on saving throws against necrotic damage.

Power of the Grave. The tomb tainted has advantage on all Constitution and death saving throws. While bloodied, it also regains hit points equal to twice its Constitution modifier at the start of each of its turns.

Chapter 3: Cults of Undeath

Whether symbolized by the seductive nature of the vampire or the sheer power of the lich, the undead have an undeniable draw to the living. Over the centuries, innumerable cults, conclaves, and organizations have sprung up dedicated to or led by the walking dead. Six such groups are detailed below for inclusion in your game. Each description includes notes on incorporating the cult into your campaign, two necromantic boons that can be granted to notable members of the cult, and a sample NPC affiliated with the group.

Academy Necromica

The Academy Necromica was founded nearly one hundred and fifty years ago by the necromancer Xilian, who sought to establish a place where like-minded individuals could come together and share the secrets of the dark arts. Over the next two decades, Master Xilian slowly built up the organization, hand-picking members from those who respected (or worshiped) the power of death and undeath. Soon she had a cadre of necromancers, evil priests, and professional killers.

But the Academy was infiltrated by a paladin named Rion, who used his knowledge of the group's inner workings to organize an assault by those who opposed them. Most of the Necromicans (as the Academy's members call themselves) were destroyed, and Xilian herself was on death's door when loyal minions spirited her away.

From the ashes of the Academy's worst failure came its first great success. Unable to repair Master Xilian's horribly broken body, the necromancers instead performed an unspeakable process upon her, turning her into a lich. With a newfound lease on unlife, Xilian swore vengeance upon her enemies. She knew that patience was her ally, and over the next century, quietly built up a secret but powerful organization dedicated to death and evil. Now, the time to strike approaches near, yet she hesitates, fearing the possibility of another setback.

Today, the Academy Necromica prides itself on its strict dedication to evil above petty politics, and thus remains basically neutral evil. Individual members may vary from this ideal, but the Academy itself rarely strays into either lawful or chaotic methods. Symbolic of this ideal is Xilian, the Master of the Academy and a powerful necromancer in her own right. As the organization's founder and most powerful member, Xilian is possessed of a patience born of more than a century of unlife. She does not take unnecessary risks, though she also knows the value of personal involvement in times of crisis. She spends most of her time teaching the students of the Academy, as well as crafting long-range plans for the organization's future.

As one might expect, the Academy welcomes both the living and the dead, and it numbers a few undead (vampires, specters, and the like) among its membership. To join, one must only demonstrate an appreciation for the arts of death, whether that appreciation is scholarly or more... hands-on.

In Your Campaign

Unless you run an evil-oriented campaign, the Academy Necromica probably works best as an adversary for your party. The characters might come across rumors of a ring of graverobbers or bodysnatchers, which in turn could lead them to discover the Academy's more vile activities. Alternatively, the Academy might target one of the party members as a likely candidate for vampirism or similar undead transformation, hoping that experiencing death will make the character friendlier to their aims. Or maybe one or more characters are aligned with the forces that brought Xilian and her Academy down the first time. If you have a non-good necromancer in the party, the Academy might even attempt recruitment, but only after confirming the character's disposition towards undeath.

It's probably best not to pit the character directly against the Academy at lower levels. The higher-ranking members (such as Xilian or Uther Kyush, described below) could certainly defeat a low-level party of adventurers singlehandedly, and neither would hesitate to eliminate a serious threat to the organization.



Uther Kyush

Medium humanoid (high elf), neutral evil


  • Armor Class 15 (studded leather armor)
  • Hit Points 78 (12d8 + 24)
  • Speed 30 ft.

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

  • Saving Throws Dex +7, Int +6
  • Skills Acrobatics +7, Deception +5, Perception +6, Stealth +11
  • Damage Resistances necrotic, poison
  • Senses darkvision 60 ft., passive Perception 16
  • Languages Common, Elvish, Thieves' Cant
  • Challenge 10 (5,900 XP)
  • Proficiency Bonus +4

Assassinate. During his first turn, Kyush has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Kyush scores against a surprised creature is a critical hit.

Evasion. If Kyush is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Fey Ancestry. Kyush has advantage on saving throws against being charmed, and magic can't put Kyush to sleep.

Potent Necromancy. Whenever Kyush deals necrotic damage, he can reroll the damage dice and use either total.

Sneak Attack (1/Turn). Kyush deals an extra 14 (4d6) necrotic 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 Kyush that isn't incapacitated and Kyush doesn't have disadvantage on the attack roll.

Actions

Multiattack. Kyush makes two shortsword attacks.

Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target takes 24 (7d6) poison damage (DC 16 Constitution save for half).

Light Crossbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target takes 24 (7d6) poison damage (DC 16 Constitution save for half). If the saving throw fails by 5 or more, the target is also poisoned until the end of its next turn. It also falls prone and can't stand up while poisoned in this way.

Mage Hand (Cantrip). A spectral, floating hand appears at a point Kyush chooses within 30 feet of him. The hand lasts for 1 minute or until he dismisses it as an action. The hand vanishes if it is ever more than 30 feet away from him or if he casts this spell again.
Kyush can use his action to control the hand. He can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. He can move the hand up to 30 feet each time he uses it.
The hand can't attack, activate magic items, or carry more than 10 pounds.

Bonus Actions

Cunning Action. Kyush takes the Dash, Disengage, or Hide action.

Necromantic Boons

Members of the Academy Necromica learn various methods and techniques that allow them to enhance their magic and their ability to deal necrotic damage.


Grave Magic. When the cultist casts a spell that deals damage, it can change the spell's damage type to necrotic.


Potent Necromancy. Whenever the cultist deals necrotic damage, it can reroll the damage dice and use either total.

Sample Member

After Master Xilian, the most respected member of the Academy is Uther Kyush, who oversees all targeted slayings, illicit information gathering, and other criminal activities of the Academy. Most Necromicans value Kyush's personal involvement in the day-to-day workings of the Academy, seeing him as much more in touch with the rank-and-file membership than Xilian. Kyush employs two squads of spies and cutthroats, each comprised of two spies (MM 349) and five thugs (MM 350) that are led by one veteran (MM 350). Kyush is rarely separated from his bodyguard/lover Ronica, a LE female human necromancer (VGM 217).

Blood Scion Heresy

The Blood Scion Heresy is one of a handful of so-called blood cults dedicated to the worship of vampire lords. Cult members willingly become thralls to these vampire lords.

The Blood Scion Heresy was founded on the principle that blood is a holy sacrament, and through its consumption the righteous will be blessed with eternal life. Particularly fervent worshipers have been known to sacrifice themselves in an unholy ritual that results in their transformation into blood amniotes (see Chapter 1).

A cult cell attempts to limit its membership to twenty-five members in any given city. If the cell were to grow larger, the presence of so many vampires could be difficult to conceal. At the top is a high preceptor, one of many vampire lords that hold positions of responsibility within the Blood Scion Heresy. Espousing secrecy above all, these preceptors enforce strict rules that dictate when and where the thralls can feed, so that hunting does not attract undue attention. They also preach the tenets of the cult and are charged with recruiting new members into the organization.

The cult has no true leader, but the Masked One is seen as the organization's ultimate authority. Beyond the Masked One and his high preceptors, the Blood Scion Heresy has no hierarchy and is a disorganized amalgamation of landed lords and petty nobles jockeying for positions of favor within the society.

Necromantic Boons

Through forbidden knowledge, vampiric corruption, and unholy worship, members of the Heresy use blood magic to steal and weaken the life force of living creatures while simultaneously invigorating their own.


Blood Call (Reaction). When a creature within 20 feet of the cultist takes necrotic damage, the cultist regains a number of hit points equal to its Constitution modifier plus its Challenge Rating. Any excess healing is gained as temporary hit points.


Blood Storm (Bonus Action; Recharge 5-6). The cultist unleashes a storm of blood in an aura around it out to a radius of 20 feet. The storm lasts until the end of its next turn and lightly obscures the area. Until the end of the cultist's next turn, the cultist and each undead in the area have advantage on all saving throws, and every other creature in the area has disadvantage on all saving throws.

Sample Member

A bitter, nihilistic creature, Godfrey is a good example of the average high preceptor. Having been flushed out of his urban den by an order of paladins, Godfrey wandered aimlessly until he was taken in by the Blood Scion Heresy. He now controls a small cell of ten cultists, and is currently making plans to destroy the holy order that once wronged him. Godfrey prefers to use enchantment and illusion magic in combat, and finds great pleasure in forcing even the most righteous and noble of enemies to fight each other in combat.



Godfrey

Medium undead, chaotic evil


  • Armor Class 16 (natural armor)
  • Hit Points 161 (19d8 + 76)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 18 (+4) 17 (+3) 15 (+2) 18 (+4)

  • Saving Throws Dex +9, Wis +7, Cha +9
  • Skills Acrobatics +9, Deception +9, Perception +7, Stealth +14
  • Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 120 ft., passive Perception 17
  • Languages Abyssal, Common, Undercommon
  • Challenge 15 (13,000 XP)
  • Proficiency Bonus +5

Blood Form. Godfrey can move through a space as narrow as 1 inch wide without squeezing. He can also spend 5 feet of movement to escape from nonmagical restraints or being grappled.

Legendary Resistance (3/Day). If Godfrey fails a saving throw, he can choose to succeed instead.

Lurker in Shadow. While in darkness, Godfrey is invisible to any creature that relies on darkvision to see him in that darkness.

Regeneration. Godfrey regains 20 hit points at the start of his turn if he has at least 1 hit point and isn't in sunlight. If Godfrey takes radiant damage, this trait doesn't function at the start of his next turn.

Spider Climb. Godfrey can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Sunlight Hypersensitivity. Godfrey takes 20 radiant damage when he starts his turn in sunlight. While in sunlight, he has disadvantage on attack rolls and ability checks.

Actions

Multiattack. Godfrey makes three attacks, only one of which can be a bite attack.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 18 (4d6 + 4) slashing damage, and Godfrey grapple the target (escape DC 18) if it is a creature and he has a hand free.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Godfrey, incapacitated, or restrained. Hit: 22 (4d8 + 4) piercing damage plus 10 (3d6) necrotic damage. The target suffers health drain equal to the damage taken, and Godfrey regains hit points equal to that amount. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Godfrey's control.

Bonus Actions

Shadow Stealth. Godfrey takes the Hide action while in dim light or darkness.

Blood Storm (Recharge 5–6). Godfrey unleashes a storm of blood in an aura around him out to a radius of 20 feet. The storm lasts until the end of his next turn and lightly obscures the area. Until the end of Godfrey's next turn, he and each undead in the area have advantage on all saving throws, and every other creature in the area has disadvantage on all saving throws.

Reactions

Blood Call. When a creature within 20 feet of Godfrey takes necrotic damage, Godfrey regains 20 hit points. Any excess healing is gained as temporary hit points.

Redirect Attack. When a creature Godfrey can see targets him with an attack, Godfrey chooses an ally within 5 feet of him. The two creatures swap places, and the chosen ally becomes the target instead.

Legendary Actions

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

Whenever Godfrey takes a legendary action, he can also move up to half his speed without provoking opportunity attacks.

  • Claw. Godfrey makes one claw attack.
  • Control Blood. Godfrey manipulates the blood of one creature he can see within 30 feet of him in order to control its movement. If it has blood, the target must make on a DC 17 Constitution saving throw. On a failed save, the target must use its reaction to move up to half its speed in a manner of Godfrey's choice.
  • Create Darkness. Godfrey creates a 10-foot cube of magical darkness centered on a point he can see within 60 feet of him. The darkness disappears at the end of Godfrey's next turn.

Eyes of Vecna

Though the members of this order claim it was founded by the lich Vecna before his ascension to godhood, this declaration seems apocryphal. Regardless of the truth, members of this order venerate the deity of secrets as their divine patron. Their aim is to keep knowledge out of the hands of those undeserving to have it. At the lowest levels, this takes the form of the theft (or destruction) of books and scrolls from personal libraries, but can include kidnapping and murder if necessary.

To join the Eyes of Vecna, one must prove one's worth by stealing or destroying an item of forbidden knowledge (such as a rare tome). Beings of evil alignment are strongly preferred, since the Eyes of Vecna must never place the well being of others before the group's own nefarious goals.

The Eyes of Vecna is organized into cells of 14 (4d6) members. Most large cities and metropolises have one (or sometimes more than one) cell secreted somewhere within them, but individual cells maintain their independence from one another regardless of geographical proximity. Cell leaders are usually evil necromancers or diviners or clerics of Vecna, typically of CR 6 or higher. Rogues and bards are common members, and the order numbers many warriors, experts, and fighters among their ranks as well.

Above the cells sit more powerful leaders, who orchestrate the activities of cells throughout a region (often without the cells even realizing they are being influenced by an outside power). These leaders are typically CR 11 or higher, and some are undead creatures themselves (such as vampires or liches). These leaders often use weaker undead as lackeys or bodyguards, since such creatures tend to be good at keeping secrets. Stories that the organization's leaders amputate their left hands and put out an eye to ascend to this level of power are unproven.

In Your Campaign

The Eyes of Vecna make a great long-term opponent for the characters of your campaign. At low levels, the party might unintentionally thwart the theft of a rare book from a temple or aristocrat's library, gaining the thanks of the owner and the attention of the Eyes. Later, characters tasked with recovering stolen property or finding a kidnapped sage could trace their way to a cell's headquarters, perhaps even quashing the cell itself. This, of course, draws the ire of the higher-ranking members, which might make the characters the next target. At higher levels, the characters could tangle with the leaders themselves.

As a result of their activities, the organization has a vast storehouse of rare knowledge, granting them access to sensitive information that many others aren't even aware of. Thus, if your party lacks crucial knowledge that they need in order to achieve their goals, one of their options is to somehow acquire it from the Eyes of Vecna.

Necromantic Boons

Whether they learn these techniques from the knowledge they hoard or are blessed by The Whispered One himself, members of the Eyes of Vecna learn new spellcasting techniques from their acquired knowledge and are adept at hiding themselves and their secrets from unworthy spies.


Forbidden Knowledge. If the cultist has the Spellcasting trait, it can choose one spell of 3rd level or lower. The cultist can cast that spell at its lowest level at will.


Veil of Secrecy. The cultist can't be targeted by any divination magic or perceived through magical scrying sensors.

Sample Member

Cyranthus is a cell leader working in a large city or metropolis in your campaign world. He prefers subtle approaches to his goals, favoring stealth over brute force. His cell includes thugs, spies, bards, a gladiator, and a few guards, as well as a pair of zombie bodyguards animated by Cyranthus himself. Unlike many cell leaders, Cyranthus has no illusions about his level of authority, and dreams of joining the higher ranks of the Eyes. This ambition leads him to plan ever-larger missions for his cell, which could be his undoing.


Cyranthus

Medium humanoid (half-elf), neutral evil


  • Armor Class 15 (studded leather armor)
  • Hit Points 40 (9d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 11 (+0) 12 (+1) 17 (+3) 14 (+2)

  • Saving Throws Int +4, Wis +6, Cha +5
  • Skills Arcana +4, History +7, Investigation +4, Perception +6, Religion +7, Stealth +6
  • Senses darkvision 60 ft., passive Perception 16
  • Languages Common, Elvish, Primordial, Thieves' Cant
  • Challenge 6 (2,300 XP)
  • Proficiency Bonus +3

Fey Ancestry. Cyranthus has advantage on saving throws against being charmed, and magic can't put him to sleep.

Spellcasting. Cyranthus is a 6th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks. Cyranthus has the following cleric spells prepared:

At will: detect magic, inflict wounds, invisibility
2/day each: bestow curse, command, suggestion
1/day each: animate dead, clairvoyance, detect thoughts

Veil of Secrecy. Cyranthus can't be targeted by any divination magic or perceived through magical scrying sensors.

Actions

Drain Vitality (Cantrip). Cyranthus forces one creature he can see within 60 feet of him to make a DC 14 Charisma saving throw. On a failed save, the target takes 12 (2d8 + 3) necrotic damage and can't regain hit points until the start of Cyranthus's next turn.

Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.

Bonus Actions

Cunning Action. Cyranthus takes the Dash, Disengage, or Hide action.

Lurkers in Shadow

This cult is relatively new to the world, having formed about a decade ago by the mystic theurge D'Milluhr. According to his claims, D'Milluhr received a vision from a shadowy demonic undead being of great power. In this vision, the theurge was tasked with an unholy quest for a terrible artifact: the dreaded Wand of Orcus.

Since that day, D'Milluhr has worked tirelessly toward that end. He knew instinctively that this quest must remain secret from the world at large, and has thus kept to the shadows, never extending his reach too far. He has enlisted a small group of allies to this cause, including rogues, diviners, and planewalking characters of all stripes. He has also attracted the service of a few visages (see Chapter 4), though in truth he doesn't know why these undead beings offered their allegiance to him.

The truth, should D'Milluhr ever learn it, would likely shatter his sanity. The vision was neither a message nor a divine quest, but merely a quirk of fate, an echo of the thoughts of the undead deity Tenebrous when it came into being on the Astral Plane. The visages came to D'Milluhr because they sensed some connection between the theurge and their creator, Tenebrous. Worse still, the quest itself is a meaningless one, since the being known as Tenebrous has regained his lost wand and returned to his previous identity, Orcus, Demon Prince of Undead.

But D'Milluhr suspects none of this, and remains feverishly intent on recovering the "lost" Wand of Orcus. He tracks down almost every lead, no matter how vague, which leads him on innumerable wild goose chases across the planes. He rejects any suggestion that the Wand is in the hands of Orcus himself, clinging to the theory that his shadowy patron wouldn't have bestowed a quest as hopeless as taking the Wand from the hands of the Demon Prince of Undead himself.

In Your Campaign

D'Milluhr or his minions could run into the characters on any of a number of information hunts. The party need not be involved with Orcus, Tenebrous, or indeed anything even vaguely related to the Lurkers' mission. As long as some tenuous link between the characters' activities and the theurge's quest can be imagined, an encounter between the party and the Lurkers in Shadow can occur.

Or perhaps D'Milluhr's quest isn't as crazy as it seems. Maybe he's actually getting close to tracking down the Wand's current destination (and perhaps it isn't currently in Orcus's hands), and the characters learn of his goal and decide to head him off before he gains possession of one of the most evil artifacts in all creation.



Tarek Duskwood

Small humanoid (ghostwise halfling), neutral evil


  • Armor Class 16 (breastplate)
  • Hit Points 104 (19d6 + 38)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 14 (+2) 10 (+0) 10 (+0) 10 (+0)

  • Saving Throws Str +5, Dex +8, Int +3
  • Skills Athletics +5, Deception +6, Insight +3, Investigation +3, Stealth +11
  • Senses passive Perception 10
  • Languages understands Common and Halfling but doesn't speak, telepathy 30 ft.
  • Challenge 8 (3,900 XP)
  • Proficiency Bonus +3

Ambusher. Tarek has advantage on attack rolls against any creature they have surprised.

Deadly Critical. Tarek scores a critical hit on a roll of 19 or 20 and rolls the damage dice three times, instead of twice.

Deathly Insight. When Tarek kills a creature or scores a critical hit against it, they magically learn one fact or secret about the target.

Indomitable (3/Day). Tarek rerolls a failed saving throw. They must use the new roll.

Slaughter (1/Turn). If Tarek makes a weapon attack with advantage on the attack roll and hits a creature with it, the target takes an additional 7 (2d6) damage. If the target is frightened, incapacitated, or surprised, the attack also becomes a critical hit.

Unwavering Seeker. Tarek can't be compelled to act in a manner that would interfere with their goals.

Actions

Multiattack. Tarek makes two melee attacks.

Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage, and the target takes 14 (4d6) poison damage (DC 15 Constitution save for half).

Light Crossbow. Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 9 (1d8 + 5) piercing damage, and the target takes 14 (4d6) poison damage (DC 15 Constitution save for half).

Bonus Actions

Shadow Stealth. Tarek takes the Hide action while in dim light or darkness.

Cloak of Shadows (Recharge 6). Tarek becomes invisible until the start of their next turn. This invisibility ends early if they make an attack or damage roll.

Necromantic Boons

Some members of Lurkers in Shadow have magical boons that aid in their search for the Wand of Orcus. These boons are usually bestowed upon them by an echo of Tenebrous's will or some other dark power.


Unwavering Seeker. The cultist can't be compelled to act in a manner that would interfere with its goals.


Deathly Insight. When the cultist kills a creature or scores a critical hit against it, it magically learns one fact or secret about the target.

Sample Member

Tarek Duskwood is one of D'Milluhr's most competent and loyal minions. They operate both as a lone spy or as the leader of a group of warriors and covert agents tasked with following up on a lead, depending on the needs of the theurge. Though they appear harmless and friendly, their true personality is coldly vicious. Put simply, Tarek will destroy anyone in the way of their goal, and they prefers methods that are unnecessarily painful.

Minions of the Skull

To the average person on the street, the Minions of the Skull would seem insane. Of course, the Minions know that their worship of all undead beings is the one true way of moving beyond the petty concerns of flesh and blood to achieve perfect immortality everlasting.

As it turns out, the person on the street would be right: the Minions of the Skull are absolutely insane. However, this insanity makes them all the more dangerous, since they have no compunction against destroying any living creature who poses even the slightest threat to their goals of universal undeath.

The Minions of the Skull have no centralized leadership or organization. Each group of cultists—which might number anywhere from a half-dozen to several dozen, depending on the community and the personality of its leader—operates on its own, though occasionally charismatic leaders unite multiple branches for particularly daring or grand schemes. Such alliances rarely last very long, since the innately chaotic nature of the cultists inevitably proves too strong to control.

As expected, the Minions draw the attention of many sentient undead creatures. Most don't have the foresight to use the Minions effectively, either spending them in foolish strikes against the living or merely consuming them as food. However, wiser undead (including liches, vampires, ghosts, mummies, and the like) may use the Minions as pawns in grander schemes.

Cult leaders, often called Undying Masters, are usually powerful wizards or sorcerers. Since the cult doesn't venerate any of the traditional deities (save for a few who quietly worship Vecna the lich-god), clerics are few and far between. They typically employ warriors and other martial combatants as bodyguards, promising these individuals transformation into powerful undead creatures as reward for loyal service. An Undying Master that has already achieved transformation into an undead uses its new status to gain even greater respect and awe from other minions.

In Your Campaign

The Minions of the Skull make great foes for the party. Since they're irrevocably vile and evil, most characters have few compunctions about cutting them down by the dozens. However, no matter how many the characters defeat, a few more insane cultists always wait in the wings to give them a hard time.

A typical encounter with low-ranking Minions might occur when the characters run across (or are hired to stop) a group of cultists stealing various relics linked to deities of death. For a twist, have an evil temple, such as one dedicated to Nerull, hire the party to work together against the cult. As the characters learn more about the Minions of the Skull, they encounter ever-tougher cultists until they finally meet an Undying Master themselves.

Necromantic Boons

High ranking Minions are granted boons that represent a partial transformation into an undead being, sometimes as a reward for faithful service, but more often as a way for an Undead Master to gain obedience or loyalty within a given cult.


Half-Dead Nature. The cultist doesn't require air, food, drink, or sleep.


Decayed Flesh. A creature that touches the cultist or hits it with a melee attack while within 5 feet of it takes 5 (1d10) necrotic damage.

Sample Member

Tival was once a normal half-orc ranger that wanted to live her own life. However, one of the Undying Masters cursed her with eternal life and forced her to become a member of the Minions of the Skull for some undisclosed reason. Compelled by her master to carry out atrocious acts of violence in the cult's name, Tival's mind has been driven to the brink of insanity, but she still searches for a way to remove this curse and to escape the cult's clutches once and for all.

Half-Dead Nature. Tival doesn't require air, food, drink, or sleep.



Tival

Medium humanoid (half-orc), chaotic neutral


  • Armor Class 16 (breastplate)
  • Hit Points 58 (9d8 + 18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 15 (+2) 12 (+1) 17 (+3) 10 (+0)

  • Saving Throws Dex +4, Wis +5
  • Skills Athletics +5, Nature +3, Perception +7, Survival +5
  • Senses darkvision 60 ft., passive Perception 17
  • Languages Common, Orc
  • Challenge 4 (1,100 XP)
  • Proficiency Bonus +2

Decayed Flesh. A creature that touches Tival or hits her with a melee attack while within 5 feet of her takes 5 (1d10) necrotic damage.

Rejuvenation. Tival's body and her equipment turn to dust when she drops to 0 hit points. If her master isn't destroyed, Tival gains a new body after 1d10 days, regaining all of her hit points and equipment and becoming active again. The new body appears within 1 mile of Tival's master.

Spellcasting. Tival is a 9th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 13). Tival knows the following ranger spells:

At will: alarm, ensnaring strike
2/day each: fog cloud, lesser restoration
1/day each: fear, pass without trace

Undead Fortitude. If damage reduces Tival to 0 hit points, she must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, Tival drops to 1 hit point instead.

Actions

Multiattack. Tival makes two longsword attacks. If she has a shortsword drawn, she can also make a shortsword attack.

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

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage.

Bonus Actions

Lightfooted. Tival takes the Dash or Disengage action.

The Ruby Order

This cult worships Wee Jas, particularly her incarnation as Death's Guardian. The members pride themselves on their dedication and discipline and are known widely for their expertise in necromantic magic.

The existence of the Ruby Order in a given city is typically public knowledge. The cult respects whatever government rules the land, follows the law, pays taxes, and so forth. It draws many arcane-minded characters to its ranks, and even more seek out the Order for short-term teaching. In some cities, the Order supplies advisors to local leaders, or even magistrates for the courts. Characters used to dealing with "cults" as secretive bands of renegades are in for trouble if they treat the Ruby Order similarly, since it has many allies, both legitimate and otherwise.

In Your Campaign

Of the cults presented here, the Ruby Order is the best suited as an ally to a typical adventuring party. As a lawful neutral organization, the Ruby Order can be counted on to hold up its end of any bargain, making it a reliable source of information and other resources to a like-minded party. Monks, lawful wizards and sorcerers, and other characters who share a devotion to discipline can find acceptance or even training among the order's ranks.

Conversely, the Ruby Order can be a steadfast opponent to the characters of your campaign, particularly if those characters tend more toward chaos than law (or even if they simply have a distaste for necromancy). If the Ruby Order perceives the characters as enemies, they have the will and patience to make the characters' lives a living hell.



Marys

Medium humanoid (human), neutral


  • Armor Class 15 (Divine Protection)
  • Hit Points 65 (10d8 + 20)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 14 (+2) 13 (+1) 18 (+4) 14 (+2)

  • Saving Throws Wis +7, Cha +5
  • Skills Deception +5, History +4, Persuasion +5, Religion +4
  • Senses passive Perception 14
  • Languages Common
  • Challenge 5 (1,800 XP)
  • Proficiency Bonus +3

Divine Protection. While Marys is wearing no armor and wielding no shield, her AC includes her Wisdom modifier.

Spellcasting. Marys is a 10th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). Marys has the following cleric spells prepared:

At will: bane, chill touch, inflict wounds
3/day each: blindness/deafness, darkness, spiritual weapon
2/day each: bestow curse, cloudkill, contagion
1/day each: augury, ghoul gauntlet (see "Actions" below)

Actions

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage plus 7 (2d6) necrotic damage.

Ghoul Gauntlet (5th-Level Spell; 1/Day). Melee Spell Attack: +7 to hit, reach 5 ft., one humanoid. Hit: The target is poisoned for 1 minute as it begins to transform into a ravening, flesh-eating ghoul. At the end of each of the poisoned target's turns, it must make a DC 15 Constitution saving throw. On a failed save, the target takes 14 (4d6) necrotic damage. If the target succeeds on three of these saves, it is no longer poisoned, and the spell ends. The spell can also be ended early by the greater restoration, heal, and remove curse spells.
 If the target is reduced to 0 hit points while poisoned by this spell, it dies and rises at the start of Marys's next turn as a ghoul that is under her command, following her verbal orders to the best of its ability. The ghoul melts into a pile of flesh and is destroyed after 24 hours.

Reactions

Rebuke the Unlawful. When a creature within 30 feet of Marys that she can see hits her with an attack, that creature takes necrotic damage equal to the damage dealt by its attack (DC 15 Constitution save for half).

Necromantic Boons

As part of their dedication to discipline, the Ruby Order's necromantic boons are centered around the use of necromancy to perform lawful acts and to oppose any chaotic entities that would threaten them.


Lawful Animation (1/Day). The cultist can spend 1 hour performing a ritual that animates the remains of a dead humanoid. If the humanoid's spirit is free and willing, it returns to the corpse, which rises as a undead in the same space. The undead's alignment, memories, and personality traits are the same as those that it had in life. The corpse may rise as a wight or some other form that the DM deems appropriate.


Rebuke the Unlawful (Reaction). When a creature within 30 feet of the cultist that it can see hits the cultist with an attack, that creature takes necrotic damage equal to the damage dealt by its attack (DC 15 Constitution save for half).

Sample Member

Marys is a new member of the Ruby Order, and seeks to prove her worth to the cult by forbidding herself all earthly pleasures. Unfortunately, her discipline is not yet strong enough to achieve this goal. After her periodic "binges", she absolves her guilt by smiting those who tempted her. For best effect, characters should encounter her first while in her ascetic mode, to set her up as a disciplined individual, only to meet her later in the midst of debauchery or while striking down her tempters.

Chapter 4: Undead Hall of Infamy

Many of the luminaries that follow need no introduction to veteran players—they've been around so long that it seems as though they're destined to live forever.

Deities

Two of the legendary undead presented in this chapter are deities. While deities usualy can't be defeated, some adventurers are foolish enough to challenge one to combat; furthermore, extreme circumstances may warrant intervention by a deity's avatar. So, this book takes the route of creating stat blocks for these deities, the mechanics of which are described in the sections below.

Design Notes: Deity Stat Blocks

The mere idea of having statistics for a deity is already controversial enough --- after all, if it can be statted, it can be killed by a foolhardy adventuring power. However, the notion of fighting a god's avatar is far more agreeable, so at minimum, I wanted to provide statistics for those.

So, when deciding what to do, these were the problems I had to address:

  • I want to support DMs who both desire fightable deities, as well as those that don't.
  • There are no official rules for Challenge Ratings beyond 30 in 5e.
  • Making stat blocks for a deity and its avatar means doing almost twice as much work.

First, I looked at the precedents. 4th Edition includes separate stat blocks for a deity and its avatar, as well as a discussion of the conditions necessary to truly kill the deity. Meanwhile, 5th Edition gives an outdated CR 30 stat block for Tiamat in Rise of Tiamat with five legendary actions, two CR 30 mythic stat blocks for the aspects of Bahamut and Tiamat in Fizban's, while Icewind Dale gives Auril three distinct legendary stat blocks (CR 9, 10, 11) that she cycles between.

Auril switching to a new stat block each phase is equal in power to gaining a mythic trait and its associated mythic actions. So, inspired by her mechanics, I came up with the following design:

  • Deities cap out at CR 30, just as other monsters do. Greater deities are usually between CR 20 and 30, while lesser ones can dip even lower.
  • Deities have five legendary actions instead of three.
  • Deities have three phases. By default, they are separated by two mythic traits, and the deity gains new mythic actions during the second and third phases.
  • To avoid having to make an entirely new stat block for the avatar, the avatar can be represented by removing one of the mythic traits from the full deity, making it a normal mythic monster.
  • Deities discorporate if you kill them, unless you manage to satisfy certain conditions set by the DM. This means that even if a deity can be bested in combat, doing so won't permanently change the pantheon of the setting.

For the DMs that want fightable gods, this allows the party to test their might against an epic three phase boss fight; this design has in fact been playtested and has received positive feedback. For the DMs that don't want fightable gods, they can simply not allow the full deity to be fought. For both camps, running a deity's avatar becomes as simple as removing a single entry from a stat block.

Deity Template

Creatures that have the deity tag share the following features.

Senses. The deity has truesight out to 120 feet and blindsight out to 500 feet.

Languages. The deity can speak all languages and has telepathy out to 1,000 feet.

Damage Immunities. The deity is immune to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Discorporation. When the deity dies, its body is destroyed but its essence travels back to its divine realm, and it is unable to take physical form for a time.

Divine Will. The deity is immune to any spell or effect that would alter its form, as well as those that would read its thoughts, determine if it is lying, or magically influence its thoughts or behavior.

Legendary Resistance (5/Day). If the deity fails a saving throw, it can choose to succeed instead. This can be replaced with an equivalent set of features that help defend the deity against devastating effects that would incapacitate it or prevent it from properly participating in the combat encounter.

Mythic Traits. The deity has two mythic traits, making it a three-phase boss fight; it can choose which order to activate them in as the battle progresses. To represent the deity's avatar, simply remove one of the mythic traits.

Spellcasting. The deity is always under the effects of the nondetection spell, and it can cast divine word and wish in combat once per day each. Its spellcasting ability can be Constitution, Intelligence, Wisdom, or Charisma.

Legendary Actions. The deity can use five legendary actions per round and has at least three legendary action options.

Mythic Actions. The deity has six mythic actions. It gains access to the first three once its first mythic trait activates, and it gains access to the rest once the second one activates.

Killing a Deity

When a deity is reduced to 0 hit points after all of its mythic traits have been exhausted, the deity's mind leaves its body and the deity is unable to assume physical form for some time. The discorporation usually lasts at least a few months, and it can last up to several years. During this time, the deity's power is weaker, but it is far from negligible.

If the party wishes to truly kill a deity, it must fulfill one or more conditions specific to that deity. This could require destroying the deity's most prominent temple, or finding an artifact that can deliver the killing blow. If the specific conditions are satisfied, the deity cannot discorporate and can instead be killed.

Divine Realm

One of the requirements for truly killing a deity is typically to do so in its own divine realm. However, a deity's domain is precisely where it is at its full power, as the deity has the power to freely customize the terrain and its ambient magic.

In addition to a typical set of lair actions, the deity's influence warps the area containing its divine realm, creating a number of regional effects the party may have to contend with.

Dregoth, the Dread King

Beneath Giustenal's ruins, a dark master bides his time. Dregoth's people treat him like a god, and the Dread King rules his reborn city in absolute secrecy. He burns for vengeance against the other sorcerer-kings of Athas, who slew him centuries ago but neglected to prevent his fell rebirth.

Lore

Characters do not know the following lore, as Dregoth's continued existence remains a secret to all.

After millennia, Dregoth still covets godhood. He has succeeded at godlike tasks, such as the adoption of a dragonlike aspect and the creation of the dray (dragonborn) as his chosen people. In the past, however, his naked ambition unnerved Athas's other sorcerer-kings.

Abalach-Re warned the other city-states' overlords, and they partnered to destroy Giustenal and its defiler dragon monarch. The shattering of Giustenal scattered the surviving dragonborn inhabitants and flooded the spirit world with the trapped souls of those who died in the titanic arcane battle. Giustenal became a literal city of ghosts.

The sorcerer-kings ultimately failed in their task, though. Dregoth returned to Athas as a monstrous and powerful undead being. He led his loyalists to a cavern far beneath the surface. The site had been prepared for a settlement during a bygone era, but it was never occupied. Dregoth required all inhabitants of New Giustenal—slave and citizen, noble and templar—to undergo the dragonborn transformation. The Dread King believes the worship and devotion of this new race will bring him deific apotheosis.

Dregoth is a lichlike kaisharga, and his soul resides in a hidden phylactery in New Giustenal. If slain, he rises again in three days, a secret none but his high priest Absalom knows.

Combat

Dregoth spends most of his time in a kaisharga form; he appears as a gray-scaled, dragonlike humanoid whose eyes burn with green fire, but often disguises as a typical dray to blend in with the masses. However, this only gives way to his true form, an undead dragon with wings, scales, a tail, claws, and a devastating breath weapon. This form was badly damaged by the attack of the sorcerer-kings. So, Dregoth's wings are torn, his body still wears the wounds inflicted upon it, and gaping holes show exposed bone in many places. The armored skin that remains is stretched thinly over the skeleton beneath.

Kaisharga Form

In his first form, Dregoth is a fearsome spellcaster, using his strongest spells first via his legendary actions to take out threats as soon as possible. For damage, he prefers to stay back and use Supreme Defiling, Drain Moisture, and Defiling Gaze while his undead minions draw the opponents' attention. If threatened in melee, he uses Telekinetic Movement and Telekinetic Backlash as repositioning tools, and uses his Multiattack with Paralyzing Attack to render them useless as soon as possible.

Dragon Form

As an undead dragon, Dregoth is fearless, using Nightmare Travel to dive into the fray, Aura of Fear to send his foes running, and then Draconic Might and Telekinetic Slide to control the battlefield. He still possesses the spellcasting of his kaisharga form, however, and may use his action to cast any of his remaining spells if his Defiling Breath isn't available. When he can catch two or more creatures in it at once, he uses Psychic Crush on them and attacks his stunned opponents with advantage and without fear of reprisal.



Dregoth (Kaisharga Form)

Medium undead, chaotic evil


  • Armor Class 17 (natural armor)
  • Hit Points 299 (26d8 + 182)
  • Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 20 (+5) 25 (+7) 27 (+8) 22 (+6) 26 (+8)

  • Saving Throws Con +15, Wis +14, Cha +16
  • Skills Arcana +24, History +24, Medicine +14, Religion +24
  • Damage Resistances cold, fire, lightning, necrotic
  • Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16
  • Languages all, telepathy 30 ft.
  • Challenge 26 (90,000 XP)
  • Proficiency Bonus +8

Immutable Form. Dregoth is immune to any spell or effect that would alter his form.

Incomplete Apotheosis (Mythic Trait; 1/Day). When Dregoth drops to 0 hit points, or if he takes an action to do this early, his body undergoes a horrific transformation into his dragon form instead of dying or falling unconscious. He transforms back to his kaisharga form after 1 hour.

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

Rejuvenation. Dregoth's body turns to dust when he drops to 0 hit points, and his equipment is left behind. Dregoth gains a new body in his kaisharga form after three days, regaining all his hit points and becoming active again. The new body appears within 5 feet of Dregoth's phylactery.

Spellcasting. Dregoth is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 24). Dregoth has the following spells prepared, and can cast them without components:

Constant: eyebite, nondetection
At will: command (5th level), disguise self, misty step
3/day each: cone of cold, counterspell, dispel magic
2/day each: create undead (9th level), dominate person, scrying
1/day each: feeblemind, incendiary cloud, power word kill

Turn Immunity. Dregoth is immune to effects that turn undead.

Weakening Aura (5th-Level Spell). Dregoth creates an aura of negative energy that weakens the life force of nearby creatures. Living creatures of Dregoth's choice within 30 feet of him can't regain hit points and have disadvantage on death saving throws, saving throws against exhaustion, and saving throws against effects that would reduce their hit point maximum.

Actions

Multiattack. Dregoth makes three Pain Lash attacks. He can replace one of them with the use of Paralyzing Touch.

Pain Lash. Melee Spell Attack: +13 to hit, reach 30 ft., one creature. Hit: 14 (4d6) necrotic damage plus 14 (4d6) psychic damage. If the attack roll had advantage or was a critical hit, the target also has disadvantage on Intelligence, Wisdom, and Charisma saving throws until the end of its next turn.

Paralyzing Touch. Melee Spell Attack: +13 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage, and the target must succeed on a DC 24 Constitution saving throw or be paralyzed for 1 minute (save ends).

Supreme Defiling (Recharge 4–6). Dregoth draws the moisture from every living creature in a 30-foot cube centered on a point he chooses within 150 feet of him. Each target takes 54 (12d8) necrotic damage (DC 24 Constitution save for half). On a failed save, a creature is also poisoned until the end of Dregoth's next turn.
 Plants and water elementals make this saving throw with disadvantage. Nonmagical plants in the area that aren't creatures, such as trees and shrubs, wither and die instantly, and any water in the area is instantly destroyed.

Bonus Actions

Drain Moisture (5th-Level Spell). Dregoth chooses a point he can see within 60 feet of him. Each living creature within 10 feet of the point takes 14 (4d6) necrotic damage (DC 24 Constitution saving throw for half). On a failed save, Dregoth also gains 5 temporary hit points.

Psychic Cleanse. Dregoth uses psionics to end one condition on himself, even if he is incapacitated.

Reactions

Telekinetic Backlash. In response to taking damage from a melee attack, Dregoth can push the attacker up to 30 feet away from him (DC 24 Strength save for half distance).

Feed on Death. When a creature within 60 feet of Dregoth is reduced to 0 hit points or dies, Dregoth regains 30 hit points.

Legendary Actions

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

  • Telekinetic Movement. Dregoth uses psionics to telekinetically move himself or one creature of his choice within 30 feet of him up to 30 feet in a straight line horizontally. An unwilling target can resist this with a successful DC 24 Strength saving throw.
  • Defiling Gaze. One living creature Dregoth can see within 90 feet of him takes 30 (4d10 + 8) necrotic damage (DC 24 Charisma save for half). On a failed save, the target's speed is halved, and if the save fails by 5 or more, the target also falls prone and can't stand up until the end of Dregoth's next turn.
  • Attack. Dregoth makes one melee attack.
  • Cast a Spell (Costs 2 Actions). Dregoth casts a spell or uses one of the actions from eyebite.


Dregoth (Dragon Form)

Gargantuan undead, chaotic evil


  • Armor Class 22 (natural armor)
  • Hit Points 546 (28d20 + 252)
  • Speed 40 ft., climb 40 ft., fly 60 ft.

STR DEX CON INT WIS CHA
30 (+10) 20 (+5) 28 (+9) 27 (+8) 22 (+6) 26 (+8)

  • Saving Throws Str +18, Dex +13, Con +17, Int +16, Wis +14, Cha +16
  • Skills Arcana +24, Athletics +18, History +24, Intimidation +24, Medicine +14, Perception +14, Religion +24
  • Damage Resistances cold, fire, lightning, necrotic
  • Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses truesight 120 ft., passive Perception 24
  • Languages all, telepathy 120 ft.
  • Challenge 28 (120,000 XP)
  • Proficiency Bonus +8

Draconic Might. Dregoth's weapon attacks are magical and deal double damage to objects and structures. When he hits a target with a melee attack, if the attack roll meets or exceeds the target's passive Strength (Athletics) score, Dregoth can push it up to 10 feet away.

Immutable Form. Dregoth is immune to any spell or effect that would alter his form.

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

Mind Defiler. Living creatures of Dregoth's choice within 30 feet of him have disadvantage on Intelligence, Wisdom, and Charisma saving throws. Undead allies of his choice in the area gain advantage instead.

Shared Traits. Dregoth has the same Rejuvenation and Spellcasting traits as his kaisharga form.

Turn Immunity. Dregoth is immune to effects that turn undead.

Actions

Multiattack. Dregoth makes three attacks: one with his bite and two with his claws.

Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 13 (2d12) necrotic damage.

Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 20), restrained, and has disadvantage on Constitution saving throws until this grapple ends. Dregoth can have only one creature grappled this way at a time.

Defiling Breath (Recharge 5–6). Dregoth exhales defiling energy in a 90-foot cone. Each living creature in that area takes 88 (16d10) necrotic damage (DC 24 Constitution save for half). On a failed save, a creature is also poisoned until the end of Dregoth's next turn.
 Water elementals, plants, and plant creatures in the area wither and die instantly, and any water in the area is instantly destroyed. Furthermore, any surfaces hit by this defiling breath become desecrated ground for 1 minute. Undead other than Dregoth that stand on this desecrated ground have advantage on all saving throws.

Bonus Actions

Aura of Fear. Each creature of Dregoth's choice that is within 120 feet of him and aware of him must succeed on a DC 24 Wisdom saving throw against psionics or become frightened for 1 minute (save ends). If a creature's saving throw is successful or the effect ends for it, the creature is immune to Dregoth's Aura of Fear for the next 24 hours.

Psychic Cleanse. Dregoth uses psionics to end one condition on himself, even if he is incapacitated.

Telekinetic Slide. Dregoth uses psionics to telekinetically move any number of creatures within 60 feet of him. Each target is moved up to 20 feet in a direction of Dregoth's choice (DC 24 Strength save for half distance if unwilling).

Reactions

Tail Riposte. In response to a creature hitting Dregoth with an attack or provoking an opportunity attack from him, Dregoth can make the following tail attack against the creature.
Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 27 Strength saving throw or be knocked prone.

Feed on Death. When a creature within 60 feet of Dregoth is reduced to 0 hit points or dies, Dregoth regains 30 hit points. If the creature dies and isn't undead, it rises as a zombie in the same space that acts on the original creature's initiative count.

Legendary Actions

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

  • Nightmare Travel. Dregoth becomes incorporeal and flies up to half his flying speed (without provoking opportunity attacks), allowing him to pass through creature's spaces. Each creature he moves through the space of takes 14 (4d6) force damage, and is knocked prone if it is Huge or smaller.
  • Psychic Crush (Costs 2 Actions). Dregoth creates a 20-foot cube of psychic energy centered on a point within 60 feet of him. Each creature in that area takes 17 (5d6) psychic damage (DC 24 Intelligence save for half). On a failed save, a creature is also stunned until the end of Dregoth's next turn.
  • Cast a Spell (Costs 2 Actions). Dregoth casts a spell or uses an action from eyebite.

New Giustenal

Giustenal rests on the edge of the Silt Sea, its ruins bleached like scattered bones, and just as dead. The land around the forlorn ruins abounds with life, varied terrain, and danger. Giustenal's dark shadow has stained the lives and lore of the folk that surround its silt-covered walls, and the eerie winds that whistle through its abandoned spires evoke the haunting melodies of their legends.

After his death and rebirth, Dregoth led the survivors of Giustenal to a cavern far below the surface of Athas. While this cavern had been prepared for a halfling settlement during the Blue Age, it was never occupied. Dregoth and his followers found an empty paradise waiting to be filled.

Nothing in New Giustenal is as stark or oppressive as Dregoth's Dread Palace in the northern section of the city. The stone of its walls is blackest obsidian, and the bones of great wyrms decorate much of its surface.

For more information, see the 2nd Edition box set City by the Silt Sea.

Lair Actions

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


  • Channel Negative Energy. Dregoth magically unleashes negative energy. Creatures within 60 feet of Dregoth can't regain hit points until initiative count 20 on the next round.
  • Sense Life. Each undead creature in the lair can pinpoint the location of each living creature within 120 feet of it until initiative count 20 on the next round.
  • Telekinesis. Dregoth uses psionics to cast telekinesis (spell save DC 20) on an object that he can see in the lair, requiring no components. The spell requires no concentration and ends on the next initiative count 20.

Regional Effects

The tunnels of New Giustenal are warped by Dregoth's magic, which creates one or more of the following effects:


  • Bravery. Dray and undead in the region have advantage on saving throws against being charmed or frightened, and against features that turn undead (if relevant).
  • Continual Light. Magical light suffuses the region, acting as dim light for dray and undead only.
  • Undead Rebirth. Humanoids that die in the region rise as skeletons or zombies in the same space on initiative count 20 of the following round. Dray that die in this manner retain their memories, proficiencies, languages, and Intelligence, Wisdom, and Charisma saving throws.

Absalom

Absalom was born human. He was selected as Dregoth's new high priest after Giustenal's fall. He was among the first survivors the undead sorcererking transformed into dray. After transfiguring Absalom, Dregoth slew his high priest and raised him as an undead servitor. Absalom preaches of the Dread King's godhood, but his true loyalty is to the dragonborn, or dray, of New Giustenal.

Combat

Absalom hurls insults at his fiercest enemy, marking it as the first to die. He starts combat attacking from range with his Grave Bolt and other spells, then using Baleful Teleport to reposition enemies into his Unmaking Breath. But Absalom is as much warrior as he is priest: once bloodied, he moves boldly amongst his foes, slashing at them with his claws and empowered by his Enfeebling Smite. He saves his fell attacks for opponents that threaten his king or his people, otherwise preferring to use Psychic Leadership on his minions so that they may do the dirty work.



Absalom

Medium undead (dray), lawful evil


  • Armor Class 19 (natural armor)
  • Hit Points 195 (23d8 + 92)
  • Speed 40 ft., fly 40 ft. (Limited Flight)

STR DEX CON INT WIS CHA
15 (+2) 20 (+5) 18 (+4) 15 (+2) 17 (+3) 20 (+5)

  • Saving Throws Dex +11, Con +10, Wis +9, Cha +11
  • Skills Arcana +14, Deception +11, History +8, Perception +9, Persuasion +11, Religion +14
  • Damage Resistances necrotic, poison, psychic
  • Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses darkvision 60 ft., passive Perception 19
  • Languages all (tongues)
  • Challenge 18 (20,000 XP)
  • Proficiency Bonus +6

Aura of Despair. Absalom emanates an aura of hopelessness and sorrow. Hostile, living creatures within 30 feet of Absalom suffer a -3 penalty on attack rolls and ability checks, provided that he isn't incapacitated.

Immortal Will. If damage reduces Absalom to 0 hit points, he must make a Charisma saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, Absalom drops to 1 hit point instead.

Limited Flight. Absalom has a flying speed equal to his current walking speed. This benefit works only in short bursts; he fall if he ends his turn in the air and nothing else is holding him aloft.

Psionic Resilience. Absalom gains 5 temporary hit points at the start of each of his turns if he has at least 1 hit point and isn't incapacitated.

Spellcasting. Absalom's spellcasting ability is Charisma (spell save DC 20). He has the following templar spells prepared:

Constant: find familiar, tongues
At will: command (3rd level), darkness, hex
2/rest each: protection from energy, stinking cloud, wall of sand
1/rest each: animate dead, circle of power, disguise self

Actions

Multiattack. Absalom makes two attacks.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage plus 7 (2d6) necrotic damage.

Grave Bolt (Cantrip). Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 22 (4d10) necrotic damage, or 26 (4d12) necrotic damage if the target is a plant or plant creature.

Unmaking Breath (Recharge 5–6). Absalom exhales destructive psionic energy in a 60-foot cone. Each living creature in the area takes 27 (5d10) necrotic damage plus 27 (5d10) psychic damage (DC 19 Charisma save for half). If the save fails by 5 or more, a creature also suffers disadvantage on Strength, Dexterity, and Constitution saves until the end of his next turn.

Bonus Actions

Absalom can't use the same bonus action two rounds in a row.

Enfeebling Smite. When Absalom hits a creature with a melee attack on his turn, he can use this ability to deal an additional 13 (2d12) necrotic damage to the target (DC 19 Constitution save for half). On a failed save, the target also deals only have damage with weapon attacks until the end of Absalom's next turn.

Psychic Leadership. Absalom uses psionics to aid five allies he can see within 60 feet of him. Until the end of his next turn, the targets can add a d8 to their attack rolls, ability checks, and saving throws.

Spirit Siphon. Absalom assaults the mind of a creature within 60 feet of him, dealing 11 (2d10) psychic damage to it (DC 20 Charisma save for half). On a failed save, the target's speed is also halved until the end of Absalom's next turn. Absalom or one ally of his choice within 60 feet of him gains temporary hit points equal to the damage dealt.

Legendary Actions

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

  • Baleful Teleport. Absalom uses psionics to target one hostile creature he can see within 60 feet of him. The target must make a DC 20 Charisma saving throw. On a failed save, Absalom can teleport the target to an unoccupied space that he can see within 15 feet of the target. That space must be on the ground or on a floor.
  • Attack. Absalom makes an attack with his claw or Grave Bolt.
  • Spellcasting (Costs 2 Actions). Absalom casts a spell.

Kas, the Betrayer

Long ago, when Vecna was still mortal, Kas was Vecna's most trusted lieutenant. He served Vecna faithfully for centuries, first as an evil human paladin and later as a vampire lord. Over time, Kas came to envy Vecna's power and began plotting against him. In the final ritual of Vecna's apotheosis, Kas struck out, hoping to become a god in Vecna's stead. Kas's attempt to destroy Vecna failed, but he did manage to sever Vecna's hand and cut out one of his eyes in the epic battle. So great was the fight that it destroyed Vecna's tower and flung Vecna and Kas across the planes. Kas's plot failed, though he retains his power.

Lore

A character knows the following information with a successful check using the History or Religion skill.

DC 20. Kas is one of the most powerful humanoids who is not a deity. He is a powerful vampire lord and is rumored to have defeated several lesser deities and primordials. He commands armies of living and undead followers, and is worshiped and revered by vampires and debased mortals.

DC 25. Kas is known also as Kas the Betrayer and is the sworn enemy of Vecna. He was originally Vecna's trusted lieutenant, but he betrayed Vecna in an effort to become a god in Vecna's stead. Kas severed Vecna's hand and eye, and though both survived the battle, each now seeks the other's destruction. Kas was once an evil paladin, and he still values some knightly principles. He is exceptionally proud and never forgets or forgives insults to him or his honor.

Two artifacts are associated with Kas, the Sword of Kas (DMG 226) and the Silver Mask of Kas (see Chapter 7). These items are no longer in his possession and now filter through the planes, corrupting those who are unfortunate enough to find them.

DC 30. Kas regularly travels the planes, but he has two primary bases of operation. He commands a kingdom in the Shadowfell, where vampires rule over the living with an iron fist. This kingdom is tolerated by the Raven Queen, whom Kas has appeased by the sharing of information regarding Orcus and Vecna. Kas also spends time in a hidden mountainous keep within the Bleak Eternity of Gehenna. The keep is a stronghold of near total darkness with furnishings made from finely polished obsidian. Surrounding this keep is a moat fed by water from the River Styx. Some of the prisoners from Kas's kingdom within the Shadowfell are brought to the dominion as food for Kas and his allies who dwell there.

Combat

Kas has a twisted sense of honor that compels him to offer the appearance of a fair fight to any creatures he considers equals. He quickly dispatches challengers of obvious inferiority. Kas usually strikes first and without warning, and he attempts to subdue an opponent rather than kill it. He has no reservations about attacking an unarmed opponent, but the creature must have access to a nearby weapon. If a combatant proves a good challenge, Kas transforms the creature into a vampire spawn under his control after he defeats it.

Kas is cunning, having learned much of his craft from Vecna. He prefers to fight opponents in areas of darkness, where he has no risk of losing his regeneration. If outnumbered, Kas relies on spellcasting allies that can cast supportive spells on him to ensure victory. Kas revels in combat and tries to engage as many opponents as possible. However, even while engaging multiple foes, he retains wisdom and cunning. Kas is confident of his abilities but makes strategic retreats if necessary. In melee, he disengages with an enemy only long enough to cast command or charm person on them, which he makes sure to target on the opponent most skilled in melee.

Castle Tovag

Kas rules the domain of Tovag in the Demiplane of Dread, where his vampiric minions amass prisoner-soldiers and manufacture war machines in preparation for a final assault against The Whispered One. At its heart is Castle Tovag, a base operations fit for a true vampire king. There, he coordinates the movements of his servants across the planes and develops battle plans for defeating Vecna's minions.

Lair Actions

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


  • Alter Gravity. Until initiative count 20 of the next round, gravity in the lair is affected by a reverse gravity spell, except that Kas can orient gravity in any direction. Kas can choose any number of targets to be unaffected by this effect.
  • Bat Swarm. A swarm of bats swoops through the lair, passing up to five creatures of Kas's choice. Each target must succeed on a DC 20 Constitution saving throw or be blinded until initiative count 20 of the next round.
  • Darkness. Kas casts the darkness spell four times, targeting different areas with the spell. Kas doesn't need to concentrate on the spells, which end on initiative count 20 of the next round.


Kas

Medium undead, lawful evil


  • Armor Class 20 (plate, shield)
  • Hit Points 273 (26d8 + 156)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 22 (+6) 16 (+3) 17 (+3) 23 (+6)

  • Saving Throws Str +13, Dex +10, Con +13, Wis +10
  • Skills Athletics +20, Insight +10, Intimidation +20, Perception +17
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, poisoned, unconscious
  • Senses darkvision 300 ft., passive Perception 27
  • Languages all
  • Challenge 23 (50,000 XP)
  • Proficiency Bonus +7

Special Equipment. Kas wears wields an unholy avenger longsword, a twisted variant of a holy avenger that he wields especially well (accounted for in his statistics).
 While wielding the unholy avenger, Kas and allies within 30 feet of him have advantage on saving throws against spells and other magical effects.

Charge. If Kas moves at least 20 feet straight towards a creature and then hits it with a melee attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Deadly Critical. Kas scores a critical hit on a roll of 19 or 20 and rolls the damage dice three times, instead of twice.

Devil's Sight. Magical darkness doesn't impede Kas's darkvision.

Martial Superiority (Mythic Trait; Once Per Rest). If Kas is reduced to 0 hit points, he doesn't die or fall unconscious. Instead, he resets to maximum hit points, and for 1 hour, Kas can take 5 legendary actions each round instead of 3, has his speed doubled, and has advantage on ability checks.

Regeneration. Kas regains 20 hit points at the start of his turn if it has at least 1 hit point. If Kas takes radiant damage, this trait doesn't function at the start of his next turn.

Spider Climb. Kas can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Sunlight Sensitivity. Kas takes 20 radiant damage when he starts his turn in sunlight. While in sunlight, he has disadvantage on attack rolls and ability checks.

Unstoppable. Kas can end one condition on himself at the start of each of his turns.

Actions

Multiattack. Kas makes three melee attacks. Alternatively, he makes one melee attack against each creature and object of his choice within his reach.

Unholy Avenger. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 18 (2d8 + 9) magical slashing damage plus 11 (2d10) necrotic damage.

Blood Drain. Melee Weapon Attack: +13 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Kas, incapacitated, or restrained. Hit: 15 (2d8 + 6) piercing damage plus 21 (6d6) necrotic damage. The target suffers health drain equal to the necrotic damage taken, and Kas regains hit points equal to that amount. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Kas's control.

Bonus Actions

Brawler. Kas attempts to shove one creature within his reach, and counts as a Huge creature for the purpose of doing so. He can attempt a grapple instead if he has a hand free.

Kas's Challenge. When Kas hits a creature with a melee attack on his turn, he can use this ability to mark them for 1 minute, until he is incapacitated or dies, or until he uses this ability again. While marked, the target has disadvantage on all attack rolls against targets other than Kas until the end of Kas's next turn.

Terrifying Smite (Recharge 5–6). When Kas hits a creature with a melee attack on his turn, he can use this ability to deal an additional 14 (4d6) psychic damage to the target (DC 21 Charisma save for half). On a failed save, the target is also frightened and has its speed halved until the end of its next turn.

Reactions

Kas can take one reaction on every turn in combat.

Brace. When a creature moves into Kas's reach, Kas can make one melee attack against it, or he can use his Brawler ability against it.

Scornful Rebuke. When a creature hits Kas with an attack, that creature takes 6 psychic damage if Kas isn't incapacitated.

Legendary Actions

Kas can take 3 legendary actions, or 5 legendary actions while his mythic trait is active, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Kas regains spent legendary actions at the start of his turn.

  • Move. Kas moves up to half his speed without provoking opportunity attacks.
  • Attack (Costs 2 Actions). Kas makes one melee attack.
  • Spellcasting (Costs 2 Actions). Kas casts charm person, command, dispel magic, or gaseous form at 3rd level, or at 5th level while his mythic trait is active. His spellcasting ability is Charisma (spell save DC 21).

Regional Effects

The dread domain of Tovag is suffused with powerful shadow magic, creating the following effects:


  • Bat Infestation. There is a noticeable increase in the population of bats in the region. Some of these bats may actually be familiars of Kas or his servants, reporting on the activities of living creatures in the region.
  • Creeping Fog. A creeping fog clings to the ground within most areas of Tovag, lightly obscuring the region. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.
  • Wandering Shadows. Shadows cast within the region seem abnormally gaunt and sometimes move as though alive. While asleep, a living creature's shadow wanders off as an undead shadow that seeks to fulfill an unknown purpose. If the creature wakes up, its shadow only returns after the creature is alerted to its absence by a successful DC 15 Wisdom (Perception) check, at which time the undead shadow is destroyed.

Blackstar Knight

Blackstar knights are undead spirits housed in vessels of animate black stone. Each knight serves Kas unswervingly, though stories of similar beings under the control of other creatures have begun to surface.

Combat

Blackstar knights use Death Mark on a single target and relentlessly pursue them using No Escape until either the target or the knight is destroyed, or until commanded by a superior to change its tactics. If ordered to defend a location or creature, it will use Brace to punish creatures that try to breach its defensive position.

Lore

A character knows the following information with a successful check using the Arcana or History skill.

DC 25. These blank-faced stone warriors house souls bound to their rocky forms. The ritual for creating them remains a deeply guarded secret, and possibly one that Kas no longer controls. The presence of blackstar knights and similar beings in the service of other masters aside from Kas supports the possibility that Kas's defenses have been compromised and his secrets revealed.



Blackstar Knight

Medium construct, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 150 (20d8 + 60)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
21 (+5) 14 (+2) 16 (+3) 12 (+1) 14 (+2) 13 (+1)

  • Saving Throws Con +7, Wis +6
  • Skills Athletics +9, Perception +6
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
  • Damage Immunities necrotic, poison, psychic
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 120 ft., passive Perception 16
  • Languages Common, Primordial
  • Challenge 11 (7,200 XP)
  • Proficiency Bonus +4

Formation Tactics. The knight has advantage on ability checks and saving throws against being shoved, grappled, or restrained while it is within 5 feet of at least one ally.

Immutable Form. The knight is immune to any spell or effect that would alter its form.

Martial Advantage (1/Turn). The knight can deal an extra 21 (6d6) necrotic damage to a creature it hits with a weapon attack, if that creature is within 5 feet of an ally of the knight that isn't incapacitated, or if it is marked by the knight.

Radiant Susceptibility. When the knight takes radiant damage, its speed is reduced by 10 feet and it can't take reactions until the end of its next turn.

Soldier's Duty. When the knight dies, one construct or undead ally of its choice within 30 feet of it gains 25 temporary hit points.

Actions

Multiattack. The knight makes two melee attacks.

Deathsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 27 (7d6 + 5) necrotic damage.

Bonus Actions

Death Mark. The knight marks one creature it can see within 30 feet of it for 1 minute, until the knight is incapacitated or dies, or until the knight uses this bonus action again. While marked, the knight adds a d4 to its attack rolls against the target, and the target subtracts a d4 from attack rolls made against creatures other than the knight. Furthermore, the marked target has disadvantage on Dexterity (Stealth) checks made to hide from the knight.

No Escape. The knight teleports up to 60 feet to an unoccupied space it can see within 5 feet of a target it has marked. To teleport in this way, it must be able to see the marked target.

Reactions

Parry. The knight adds 4 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.

Brace. The knight can make one melee weapon attack against a creature that enters its reach.

Osterneth, the Bronze Lich

Known as the supreme seed of darkness and the Heart of the Whispered One, Osterneth is Vecna's mightiest servant. Osterneth is tasked with subverting governments, corrupting good people, and spearheading Vecna's takeover of the world.

In public, Osterneth appears as a seductive, aristocratic human female in her late twenties with dark hair and bronze skin. Her look of demure gentility is emphasized by a rich wardrobe and a charming smile that melts men's hearts. Claiming nobility from a distant land, Osterneth uses her guile and charisma to gain favor among the scions of high society. With their interest peaked, the Heart of the Whispered One then seduces the world's greatest leaders, bringing them willingly into the worship of Vecna.

In actuality, Osterneth is an ancient lich from a kingdom lost to memory; her true form is a fleshless skeleton of bronzed bones inlaid with soul gems. Within the empty cavity of her chest pulses the heart of Vecna, a shriveled relic preserved from the desiccated remains of Vecna's original body. The eyes of Osterneth's naked skull blaze with a prismatic radiance that creates a powerful glamour effect, hiding her true appearance from all but her most trusted servants.

Lore

A character knows the following information with a successful check using the History skill.

DC 20. Osterneth is a beautiful, charming noblewoman educated in the arcane arts. She rarely speaks of her past, but claims descent from a distant family of aristocrats in a far-off kingdom.

DC 25. Osterneth is very evasive when pressed for details of her past. A veil of mystery surrounds her, and some suspect she is more than she appears.

DC 30. Osterneth's interest in magic is focused on the necromantic arts, though she feigns only mild interest. The disappearances of several people close to her has led to suspicion. Some claim she is involved in a cult of some kind.

Social Encounters

In social situations where she presents as herself, Osterneth uses her keen intuition and superior observation skills to find the right strings to pull. She toes a fine line between impressing her targets with her intelligence and flattering them with compliments, preferring to downplay herself if it means a target can be lured into thinking they are superior and thus are more willing to flaunt all of the cards they hold.

Osterneth prefers only to use her spellcasting as a last resort or to ensure success in an important endeavor; while her spells are cast without components, she still is adverse to the unnecessary risk of being detected somehow. When a hapless fool or perceptive opponent discovers something about her that she doesn't want revealed, she prefers to use modify memory to erase their knowledge of it instead of killing them, which has the added advantage of allowing her to implant false memories that work to her advantage.

Combat

Osterneth relies heavily on the presence of undead allies, using them as meat shields via Redirect Attack and positioning tools via Transposition. She starts combat by attempting to dominate one of the party's melee combatants, spending her action on subsequent turns to cast a spell or to use Void Lightning if it is available, and then using mislead and the terrain around her to hide via Cunning Action.

If threatened in melee, Osterneth uses her Paralyzing Touch to paralyze the threat or Luring Glare to move them away from her. While her Shadow Rays are viable enough to use for damage instead of her other spells, Osterneth is always on the lookout for opportunities to catch at least three enemies in a fireball or to use power word kill to remove a threat from the board.

Once her mythic trait is activated, Osterneth's true malice is revealed, and her trickery only becomes more disorienting to deal with. She uses Vanishing Act to reposition even in the absence of allies, and repels melee attackers that dare to approach her using Disrupt Life. Osterneth otherwise unleashes as many of her damaging abilities as much possible, with her Void Lightning mythic action having a huge blast radius that can potentially hit the entire party at once.



Osterneth

Medium undead, neutral evil


  • Armor Class 19 (natural armor)
  • Hit Points 199 (21d8 + 105)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 20 (+5) 27 (+8) 21 (+5) 24 (+7)

  • Saving Throws Con +12, Int +15, Wis +12
  • Skills Arcana +22, Deception +21, History +22, Insight +12, Perception +12, Persuasion +14, Religion +15
  • Damage Resistances cold, lightning, psychic
  • Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, stunned
  • Senses truesight 120 ft., passive Perception 22
  • Languages Abyssal, Celestial, Common, Elvish, Infernal, Primordial, telepathy 60 ft.
  • Challenge 23 (50,000 XP, or 100,000 XP as a mythic encounter)
  • Proficiency Bonus +7

Heart of Vecna (Mythic Trait; Once Per Rest). If Osterneth is reduced to 0 hit points, she doesn't die or fall unconscious. Instead, the heart of Vecna resets her to maximum hit points, but causes any disguise from the seeming spell to end on herself. Furthermore, magical darkness fills a 60-foot-radius sphere centered on Osterneth, remaining until the end of her next turn. Each living creature in the area when this darkness first appears takes 36 (8d8) psychic damage (DC 23 Intelligence save for half).

Legendary Resistance (3/Day). If Osterneth fails a saving throw, she can choose to succeed instead.

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

Regeneration. Osterneth starts combat with four filled soul gems (see Trap the Soul). Constantly exploiting the souls in them, Osterneth regains 5 hit points per soul at the start of her turn if she has at least 1 hit point. If Osterneth takes radiant damage, this trait doesn't function at the start of her next turn.

Rejuvenation. Osterneth's body turns to dust when she drops to 0 hit points, and her equipment is left behind. She gains a new body after 1d10 days, regaining all her hit points and becoming active again. Her new body appears within 5 feet of her phylactery and is invisible for 1 hour.

Spellcasting. Osterneth is a 20th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 23). Osterneth has the following spells prepared, and she can cast them without components:

Constant: glibness, mind blank, Nystul's magic aura*
At will: charm person, seeming, suggestion
3/day each: dominate person, fireball, scrying
2/day each: disintegrate, eyebite, mislead
1/day each: finger of death, modify memory, power word kill

*Osterneth uses False Aura to appear as though no magic is affecting her or being used by her.

Turn Resistance. Osterneth has advantage on saving throws against effects that turn undead.

Actions

Multiattack. Osterneth makes two Shadow Ray attacks against different targets.

Shadow Ray. Ranged Spell Attack: +15 to hit, range 120 ft., one creature. Hit: 35 (6d8 + 8) necrotic damage, and the target can't regain hit points until the start of Osterneth's next turn.

Paralyzing Touch. Melee Spell Attack: +15 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage, and the target must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute (save ends).

Void Lightning (Recharge 5–6). Osterneth unleashes void lightning in a 60-foot cone. Each living creature in the area takes 24 (7d6) lightning damage plus 24 (7d6) necrotic damage (DC 20 Constitution save for half). On a failed save, a creature also has its speed halved and can't take reactions for 1 minute (save ends).

Bonus Actions

Cunning Action. Osterneth takes the Dash, Disengage, or Hide action.

Piercing Sight. Osterneth gains the ability to see through objects that are up to 1 foot thick within 60 feet of her until the start of her next turn.

Reactions

Osterneth can spend one legendary action to take a reaction, even when she has already used her normal reaction.

Redirect Attack. When a creature Osterneth can see targets her with an attack, Osterneth chooses an ally within 5 feet of her. The two swap places, and the chosen ally becomes the target instead.

Trap the Soul. Osterneth captures the soul of a humanoid killed within 60 feet of her and imprisons it in a soul gem. This is identical to the soul cage spell, but the spell lasts indefinitely, and she can't use its Steal Life option (see Regeneration instead). Furthermore, Osterneth can exploit a soul using the spell any number of times without the soul ever being released. If a gem is crushed, the soul is released to the Shadowfell.


Osterneth


Legendary Actions

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

  • Transposition. Osterneth chooses an ally she can see within 45 feet of her. Her and that ally magically teleport and swap places.
  • Luring Glare. Osterneth targets one creature she can see within 60 feet of her. The target must make a DC 23 Wisdom saving throw. On a failed save, the target takes 14 (4d6) necrotic damage, and Osterneth chooses the target's movement on its next turn. A creature is immune to this ability if it is immune to being charmed.
  • Attack. Osterneth uses Paralyzing Touch or Shadow Ray.
  • Cast a Spell (Costs 2 Actions). Osterneth casts a spell, or she uses one of the actions from an eyebite spell she is concentrating on.

Mythic Actions

If Osterneth's Heart of Vecna trait has activated in the last hour, she can use the options below as legendary actions.

  • Vanishing Act. Osterneth becomes invisible, teleports up to 45 feet to an unoccupied space she can see, and takes the Hide action. The invisibility end at the start of Osterneth's next turn, if she takes damage, or if she uses any of her abilities.
  • Withering Shadows. Osterneth makes a Shadow Ray attack. On a hit, the target is also poisoned for 1 minute. The target can make a DC 23 Constitution saving throw at the end of each of its turns, taking 14 (4d6) necrotic damage on a failed save, and ending the effect on a successful one.
  • Disrupt Life (Costs 2 Actions). Each living creature within 30 feet of Osterneth takes 36 (8d6 + 8) necrotic damage and is pushed up to 30 feet away from her (DC 23 Constitution save for half damage and distance).
  • Void Lightning (Costs 2 Actions). Osterneth uses her Void Lightning if it has recharged, and its area is increased to a 120-foot cone.

Summit of Truth

While they normally communicate via spells like sending, leaders of cults dedicated to the Maimed God gather once per year for the reclusive "Summit of Truth" hosted by Osterneth, where they provide updates on their countless schemes and plots, exchange magical items and lore, and coordinate cooperation between multiple cult cells. Hosted in a long forgotten temple of Ioun and protected against divination magic by powerful wards, the Summit of Truth is the only place the various cults of Vecna can guarantee absolute privacy from even the gods themselves.

Osterneth's phylactery is a decapitated statue of Ioun placed in the central courtyard of the temple --- after all, nobody would suspect a servant of Vecna to use his rival's image as their source of eternal unlife. At every summit, Osterneth brings her collection of captured souls and feeds them to her phylactery, providing her enough sustenance for the next year to come. The statue appears nonmagical due to a Nystul's magic aura spell cast on it, but can be identified for what it is after 10 minutes of careful study and a successful DC 25 Intelligence (Arcana) check. One of the conditions for destroying the phylactery includes restoring the head of the statue, whether by reattaching the original head or by constructing a sufficient replacement (e.g. using stone shape).

Lair Actions

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


  • Conjure Walls and Doors. Osterneth causes up to four doors within the lair to become walls and an equal number of doors to appear on walls where there previously were none.
  • Link Doors. Osterneth causes up to four doors in the lair to magically link to an equal number of other doors of her choice, causing a creature that enters a doorway to exit the other doorway in its pair, and vice versa. While open, a doorway is obscured by black mist that prevents viewing of the doorway's exit.
  • Programmed Illusion. Osterneth casts the programmed illusion spell somewhere in the lair. She can only maintain four of these illusions at a time.

Regional Effects

The region containing the temple for the Summit of Truth is protected by powerful wards, creating the following effects:


  • False Divination. Creatures and locations within 6 miles of the temple can't be successfully targeted by any divination magic or perceived through magical scrying sensors. Attempts to do so instead yield misleading results, as determined by the DM.
  • Foil Telepathy. Telepathic communication does not work within 6 miles of the temple.
  • No Teleportation. Attempts to teleport to a location within 6 miles of the temple from outside the region instead lead to a similar temple on the opposite side of the continent, as determined by the DM. Teleportation from creatures already the region works normally.

Ascetic of Vecna

Wearing only a death shroud, the ascetic of Vecna is a true devotee of the Undying King. An ascetic of Vecna spends its existence contemplating the Maimed God's secrets. The only break from its meditation occurs when the ascetic ventures into the world to collect esoteric knowledge. An ascetic of Vecna is so devoted to the acquisition of knowledge that it fights or kills others to obtain even a minor piece of information. One of these mages gladly exchanges its life to uncover knowledge for its sinister master.

Osterneth works with a circle of powerful ascetics to amass occult lore in the name of The Undying King. These ascetics use spiritual projections to direct the cults they lead while their true selves remain in silent contemplation within hidden chambers known only to other members of the circle, only emerging once per year to gather for the Summit of Truth or to bare arms in dire circumstances.

Combat

Ideally, an ascetic of Vecna never has to fight at all --- it typically remains locked away in a meditation chamber hidden away from prying eyes, using Dream Stride to direct its underlings' activities and to destroy any possible threats as soon as possible. If a confrontation is inevitable, it will use clairvoyance, find familiar, and scrying to gather as much information on its enemies' numbers and capabilities.

In combat, the ascetic will focus on the melee threats while its minions try to attack any ranged attackers from behind; it uses Crushing Bludgeon and telekinesis to interfere with their movements, and it assaults them with Mind Cannon knowing that their mental defenses are probably weak. Ideally catching at least two opponents in the area, it uses Creeping Rot when possible to drain their hit points over time.




Ascetic of Vecna

Medium humanoid (any race), neutral evil


  • Armor Class 17 (Psychic Defense)
  • Hit Points 93 (17d8 + 17)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 20 (+5) 19 (+4) 18 (+4)

  • Saving Throws Int +10, Wis +9, Cha +9
  • Skills Arcana +15, Deception +9, History +15, Religion +10
  • Damage Resistances damage from spells
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses truesight 30 ft., passive Perception 14
  • Languages any six languages, telepathy 90 ft.
  • Challenge 13 (10,000 XP)
  • Proficiency Bonus +5

Psionics. The ascetic's spellcasting ability is Intelligence (spell save DC 18). It can cast the following spells using psionics, requiring no components:

Constant: detect magic, nondetection
At will: find familiar, telekinesis
3/day each: locate creature, sending
2/day each: clairvoyance, scrying
1/day each: contact other plane, legend lore

Psychic Defense. The ascetic adds its Intelligence modifier to its AC (accounted for in its statistics).

Actions

Crushing Bludgeon. The ascetic bludgeons a creature within 90 feet of it with telekinetic force. The target takes 32 (6d8 + 5) force damage (DC 18 Strength save for half). On a failed save, the target is also knocked prone if it is Large or smaller, and it can't stand up until the end of the ascetic's next turn.

Dream Blade. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 23 (5d6 + 5) psychic damage. The attack roll is made with advantage if the target is in dim light or darkness.

Creeping Rot (Recharge 5–6). The ascetic unleashes negative energy that withers creatures in a 60-foot cone. Each living creature of the ascetic's choice in the area takes 26 (4d12) necrotic damage (DC 16 Constitution save for half). On a failed save, a creature is also poisoned for 1 minute (save ends; 2d12 necrotic damage on failed saves).

Bonus Actions

Mind Cannon. The ascetic mentally assaults one creature it can see within 90 feet of it. The target takes 16 (2d10 + 5) psychic damage (DC 18 Intelligence save for half).

Dream Stride (1/Day). The ascetic projects a portion of its spirit out of its body. This effect is identical to the project image spell (save DC 18), but it lasts until dispelled or destroyed (no concentration), and it can be controlled using a bonus action.

Reactions

Psychic Deflection. When the ascetic is hit by an attack or it fails a saving throw, it gains a +2 bonus to its AC against that attack or a +4 bonus to that saving throw.

Tenebrous, the Shadow of Orcus

Just before ascending to godhood, the demon lord Orcus was murdered. Rising as an undead god deep within the Astral Sea, Tenebrous sought to enact vengeance on his usurpers and to reacquire the Wand of Orcus so that he may resurrect as a true demon god of the unliving.

Lore

A character knows the following information with a successful check using the History or Religion skill.

DC 20. Orcus is a massive, bloated demon prince—bloated on spite, bile, and contempt. His worship had spread so far that he was on the cusp of godhood, but with his wars against Demogorgon and Graz'zt waning, he became complacent and was murdered and deposed.

DC 23. But then Orcus rose from the dead as an undead god and took the name Tenebrous, hiding in the shadows, waiting to take his revenge.

DC 26. Tenebrous sought the Wand of Orcus so that he may resurrect as a true deity, wandering the planes and slaying other gods along the way using an ancient power known as the Last Word. At one point, he slew Primus and assumed his identity, sending his modrons across the planes in the Great Modron March in search of the wand.

DC 29. Orcus revitalized his wand, and with its strength initiated a spell of resurrection cast by one of his last faithful servants, the half-ogre Quah-Namog. Heroes from the Material Plane seemingly disrupted this ceremony at the eleventh hour, causing Orcus to rise not as a god of undeath, but as the demon lord he once was.

Combat

The stat block presented below represents the full might of the undead deity Tenebrous in his prime. If Tenebrous was already destroyed in your world, perhaps a lingering shadow of his former glory, equivalent in strength to Tenebrous's avatar, may still wander the planes in search of power to amass and deities to slay.

Tactics

Tenebrous doesn't fight fairly: he seeks to overwhelm his foes with swarms of undead minions while he lurks in the shadows, only emerging from stealth to unleash a furious assault when he knows he wouldn't be attacked in return.

On his turn, Tenebrous will generally use circle of death to damage multiple party members at once, opting to use Multiattack for single target damage if a particular character is a more urgent threat than the others that round. If his Finger of Doom is available, he uses it to guarantee critical hits with his Claw attacks in melee against a paralyzed victim.

Tenebrous prefers spending his legendary actions on eyebite and telekinesis, inflicting conditions that prevent the party from pursuing him as he teleports away. Tenebrous knows that combat is a game of attrition, and is not afraid of dragging out the fight if it means ensuring victory. The party's best chance of defeating Tenebrous is to lay a trap or to otherwise force a particular choice of arena that leaves Tenebrous exposed with few hiding spots.

Master of Undeath is usually the mythic trait Tenebrous activates first; an example of what he might summon is two beholder zombies and two deathlocks (MPMM 86) to provide ranged attacks and debuffs, two slaymates (see Chapter 1) riding the beholder zombies to make them invisible, and an ogre zombie to act as a tank. These undead aren't enough to challenge the party by itself, but between Bolster Minions being used to buff them, any other undead that were already present before the battle began, and Tenebrous himself, the undead from this ability can quickly overwhelm the party.

Tenebrous also uses Elude the Living to create hiding spots for himself and his minions to hide, since they are not affected by the magical darkness. If threatened in melee by multiple combatants, he may use Destructive Burst to push them away.

Once both of his mythic traits are active, Tenebrous acknowledges the threat to his continued existence and may flee. If this is impossible, he will use Antilife Barrier to deter the party from pursuing him as he attempts to regenerate his hit points. If afflicted with a harmful condition or spell, he may use Consume Energy on any remaining minions, although this comes with the tradeoff of losing another body in the fight that could potentially draw attention from the party. When an opportunity presents itself, he will use Creeping Death to inflict necrotic vulnerability on as many party members as possible, following up with circle of death or Grave Bolt as soon as possible.

Killing Tenebrous

Since Orcus was killed before he could ascend to a true god, Tenebrous lacks the Discorporation trait that other gods possess, forcing him to act in the shadows so that his rivals do not band together to vanquish him.

However, if Tenebrous manages to become a true deity, here are some sample quests that can enable his demise once again.

Orb of Light. The Orb of Light (see Chapter 7), the divine spark of a deity slain by Tenebrous, must be used to fight or kill him.

Raven Queen's Blessing. An artifact stolen from the Raven Queen by the Demon Prince of Undeath must be returned to her in exchange for a divine blessing that allows Tenebrous to be vanquished.

Wand of Orcus. The Wand of Orcus must be permanently destroyed, as described in the item's description (DMG 227).



Tenebrous

Huge undead (deity, demon), chaotic evil


  • Armor Class 17 (natural armor)
  • Hit Points 405 (30d12 + 210)
  • Speed 40 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
6 (-2) 24 (+7) 25 (+7) 20 (+5) 20 (+5) 27 (+8)

  • Saving Throws Con +15, Wis +13, Cha +16
  • Skills Arcana +13, Deception +16, Insight +13, Intimidation +16
  • Damage Resistances acid, cold, fire, lightning
  • Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses truesight 120 ft., blindsight 500 ft., passive Perception 15
  • Languages all, telepathy 120 ft.
  • Challenge 26 (90,000 XP, or 180,000 XP as a mythic encounter)
  • Proficiency Bonus +8

Aura of Divine Hunger. Tenebrous emits an aura of undeath that feeds on positive energy within 30 feet of him, or 60 feet while either of his mythic traits are active. While in the aura, living creatures can't benefit from resistance to necrotic damage, automatically fail death saving throws, and have their speed halved. Furthermore, if a creature regains hit points while in the aura, Tenebrous regains the hit points instead of them.

Dark Speech (Mythic Trait; Once Per Rest). If Tenebrous is reduced to 0 hit points, he doesn't die or fall unconscious. Instead, he resets to maximum hit points, and each creature of Tenebrous's choice within 60 feet of him that can hear him takes 18 (4d8) psychic damage (DC 24 Charisma save for half). On a failed save, a creature is also overwhelmed by visions of widespread death and decay across the planes; the creature is poisoned, and while suffering this condition, it falls prone and can't stand up.

Divine Will. Tenebrous is immune to any spell or effect that would alter his form, as well as those that would read his thoughts, determine if he is lying, or magically influence his thoughts or behavior.

God Slayer. Tenebrous deals double damage to gods and celestials, bypassing their resistances and immunities. If Tenebrous reduces a god or celestial to 0 hit points, he kills them instantly.

Half-Incorporeal. While in dim light or darkness, Tenebrous can move through other creatures and objects as if they were difficult terrain. If he ends his turn inside an object, he takes 5 (1d10) force damage and is shunted out into the nearest unoccupied space.

Innate Spellcasting. Tenebrous's innate spellcasting ability is Charisma (spell save DC 24). He can innately cast the following spells, requiring no material components:

Constant: eyebite, nondetection, telekinesis
At will: circle of death, soul cage
2/day each: divine word, power word kill
1/day each: plane shift, wish

Master of Undeath (Mythic Trait; Once Per Rest). If Tenebrous is reduced to 0 hit points, he doesn't die or fall unconscious. Instead, he resets to maximum hit points and conjures undead creatures of CR 5 or lower whose combined average hit points don't exceed 400. These undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of Tenebrous and obey his commands until they are destroyed or until they are dismissed after 1 hour.

Regeneration. Tenebrous regains 15 hit points at the start of his turn if he has at least 1 hit point and isn't in sunlight. If Tenebrous takes radiant damage, this trait doesn't function at the start of the Tenebrous's next turn.

Unbreakable. If Tenebrous would be incapacitated or stunned, his speed is halved until the end of his next turn instead.



Tenebrous


Actions

Multiattack. Tenebrous makes three attacks.

Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) slashing damage plus 13 (2d12) necrotic damage, and the target is pushed up to 10 feet away from Tenebrous.

Grave Bolt. Ranged Spell Attack: +16 to hit, range 120 ft., one creature. Hit: 34 (5d10 + 7) necrotic damage. If the attack roll had advantage, the target suffers health drain equal to the necrotic damage taken.

Finger of Doom (Recharge 6). Tenebrous points at one creature he can see within 300 feet of it. The target must succeed on a DC 24 Wisdom saving throw or take 26 (4d12) necrotic damage and become frightened until the end of Tenebrous's next turn. While frightened in this way, the creature is also paralyzed.

The Last Word (1/Week). Tenebrous speaks a blasphemous word of unmaking and targets one creature within 60 feet of him that he can see. If the creature has 150 hit points or fewer, it dies, even if it has unused mythic traits. The slain creature cannot be revived by any means, even if it is a deity or some other planar ruler.

Bonus Actions

Shadow Stealth. Tenebrous takes the Hide action while in dim light or darkness.

Create Undead. Tenebrous targets any number of humanoid corpses within 60 feet of him. Each corpse rises as an undead of CR 10 or lower of Tenebrous's choosing. These undead act on their own initiative count and follow Tenebrous's orders to the best of their abilities.

Assume Identity. Tenebrous polymorphs into the form of a demon, into a creature he has killed within the last week, or back into his true form. His statistics, other than his size, are the same in each form. Any equipment he is wearing or carrying isn't transformed. He reverts to his true form if he is reduced to 0 hit points or dies.

Reactions

Dampen Spell (Recharge 6). Tenebrous halves the damage he takes from a spell that doesn't deal radiant damage.

Legendary Actions

Tenebrous can take 5 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Tenebrous regains spent legendary actions at the start of his turn.

  • Teleport. Tenebrous magically teleports up to 60 feet to an unoccupied space he can see.
  • Attack. Tenebrous makes a Claw or Grave Bolt attack.
  • Cast a Spell (Costs 2 Actions). Tenebrous casts an innate spell, or he uses one of the actions from his constant eyebite and telekinesis effects. Once he casts a spell, he can't cast that spell again with this ability until the start of his next turn.

Mythic Actions (1)

If one of Tenebrous's mythic traits were activated in the last hour, he can use the options below as legendary actions.

  • Bolster Minions. Tenebrous targets up to five undead within 30 feet of him. Each target grows one size category larger, has its speed doubled, and has advantage on attack rolls, lasting until the end of the target's next turn.
  • Elude the Living. Magical darkness spreads within a 20-foot cube centered on a point Tenebrous chooses within 60 feet of him. Non-living creatures can see through the darkness as if it were dim light. The darkness dissipates at the end of Tenebrous's next turn.
  • Destructive Burst (Costs 2 Actions). Tenebrous unleashes a burst of divine energy. Each creature of his choice within 60 feet of him takes 4d6 necrotic damage plus 4d6 thunder damage (DC 24 Constitution save for half). On a failed save, a creature is also pushed up to 15 feet away from Tenebrous and knocked prone.

Mythic Actions (2)

If both of Tenebrous's mythic traits were activated in the last hour, he can use the options below as legendary actions.

  • Consume Energy. Tenebrous chooses one undead of his choice within 30 feet of him that he created or summoned. Tenebrous reduces the undead to 0 hit points, allowing him to end one spell or condition of his choice on himself.
  • Antilife Barrier (Costs 2 Actions). Tenebrous creates a barrier of antilife at a point of his choice within 120 feet of him. The barrier is made up of ten 10-foot-by-10-foot panels; each panel must be contiguous with another panel. The panels behave as the antilife shell spell, preventing living creatures from passing or reaching through. The barrier disappears at the end of Tenebrous's next turn, if they are hit by an attack (AC 15), or if they take radiant damage.
  • Creeping Death (Costs 3 Actions). Tenebrous chooses a point within 100 feet of him that he can see. A 20-foot-radius sphere of swirling necrotic energy emerges from that point and lasts until the end of Tenebrous's next turn. living creatures in that area have vulnerability to necrotic damage.

Oblivion's Gate

While not wandering the planes or assuming the identity of a deity he has slain, Tenebrous resides in Oblivion's Gate, an ancient citadel positioned at a planar crossing between the Astral Sea and the Negative Energy Plane. Built by an unknown race of immortals in the time before the dominance of the gods, knowledge of this citadel's existence was lost during the Dawn War, making it the perfect site for Tenebrous to dwell without the risk of being detected by interlopers.

Lair Actions

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


  • Grasp of the Dead. Tenebrous causes skeletal arms to rise from an area on the ground in a 20-foot square that he can see. They last until the next initiative count 20. Each creature in that area when the arms appear must succeed on a DC 23 Strength saving throw or be restrained until the arms disappear or until Tenebrous releases them (no action required).
  • Overwhelming Despair. The surrounding negative energy threatens to overwhelm living creatures in the lair. Each target must succeed on a DC 20 Intelligence saving throw or be frightened until initiative count 20 of the next round.
  • Shriek of the Damned. The spirits of the damned let out a terrible shriek. Each living creature in the lair must succeed on a DC 20 Charisma saving throw or be deafened until initiative count 20 of the next round.

Regional Effects

Oblivion's Gate is affected by the planar magic of the Astral Sea and the Negative Energy Plane, creating one or more of the following effects:


  • Ambient Negative Energy. Due to the influence of the Negative Energy Plane, hit points regained by living creatures from any source are halved, death saving throws are made with disadvantage, and living creatures can't benefit from resistance to necrotic damage.
  • Subjective Gravity. Due to the influence of the Astral Plane, a creature's walking speed (in feet) is equal to five times its Intelligence score, and it can use this movement to fly in any direction.
  • Suppressed Lighting. Tenebrous's influence suppresses light in the area. Bright light in the area becomes dim light, and dim light in the area becomes darkness.

Visage

"This creature appears only somewhat solid, with a mostly shapeless body. Its only definite features include a pale, white, masklike face bearing a perpetual grin and a pair of particularly long and nasty claws."


The visage is a devious undead creature that steals the identity of its victims to further its chaotic and evil aims. The first visages were formed from the spirits of demons by Orcus, Demon Prince of Undead, while he had assumed the identity of Tenebrous. When he reassumed his true identity and mantle, however, Orcus discarded the visages from his service, and since that time, they have reproduced by spawning new visages from any evil outsiders.

Though a visage appears incorporeal, it does not actually possess that quality. A visage isn't very dense, though, and only weighs about 75 pounds despite its size. In its normal form, it is sometimes mistaken for a wraith.

Combat

Visages prefer subterfuge to overt combat, since their physical attacks aren't very threatening. They use their charm person, dominate person, and suggestion spells to influence weak-willed individuals, hoping to draw them to places where they can finish them off secretly and assume their identities. Then, the visage uses this new identity to sow chaos and discord as long as possible.


Visage

Medium undead, chaotic evil


  • Armor Class 14
  • Hit Points 78 (12d8 + 24)
  • Speed 30 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
6 (–2) 19 (+4) 14 (+2) 15 (+2) 12 (+1) 18 (+4)

  • Saving Throws Dex +8, Wis +5
  • Skills Deception +12, Insight +5, Perception +5, Stealth +8
  • Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities necrotic, poison
  • Condition Immunities exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 60 ft., passive Perception 15
  • Languages the languages it knew in life
  • Challenge 9 (5000 XP)
  • Proficiency Bonus +4

Create Spawn. An aberration, celestial, fey, or fiend slain by the visage rises as a visage after 1 minute.

Innate Spellcasting. The visage's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: minor illusion, toll the dead
3/day each: darkness, finger of death
2/day each: charm person, suggestion
1/day each: dominate person, phantasmal force

Shadow Stealth. While in dim light or darkness, the visage can take the Hide action as a bonus action.

Actions

Mutiattack. The visage makes two melee attacks.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 10 (3d6) necrotic damage.

Assume Identity. The visage polymorphs into a Small or Medium humanoid it has killed within the last week, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Vecna, the Whispered One

Vecna is known by many names: The Whispered One, Master of the Spider Throne, The Undying King, Lord of the Rotted Tower, and the Maimed God. These titles are but a few that describe the secretive and incomparably ambitious god. Little is known about Vecna's current ambitions, but that doesn't stop his cultists from developing their own plots.

Lore

A character knows the following information with a successful check using the Religion skill.

DC 10. Vecna is the lord of undead, god of secrets, and patron of necromancers. He has tried many times to take over the world.

DC 15. Two of Vecna's chief rivals are the Raven Queen and Orcus. Both claim dominion over death, though each, including Vecna, has a different vision of what the afterlife should be. Vecna believes that creatures should serve him in both life and death.

DC 20. Vecna once had a powerful lieutenant known as Kas. He was originally Vecna's trusted lieutenant, but he betrayed Vecna in an effort to become a god in Vecna's stead. Kas severed Vecna's hand and an eye, and though both survived the battle, each now seeks the other's destruction. Cultists of Vecna are on the lookout for the sword of Kas, fearing that the artifact might be used to slay their lord.

DC 25. Vecna's hand and eye are powerful necromantic artifacts, constantly sought after by his followers so that they may reunite them with their rightful owner. To be used, the hand must be grafted to a humanoid's wrist where the hand has been severed. The eye must be placed in an empty humanoid eye socket.

Unlike many deities, Vecna has no fixed domain or location. He prowls the planes, searching for secrets. Most often, though, Vecna travels the Outer Planes, visiting the dominions of dead gods.

Combat

As one of the smartest beings in the multiverse, Vecna is a hard being to find, let alone kill. The party's only hope is to somehow avoid getting on Vecna's radar, perhaps foiling his spies and divination with the help of an allied deity; even then, Vecna has contingencies in place in case anyone attempts to exploit this weakness of his.

Tactics

If given advanced notice, Vecna will prepare and pre-cast spells that are specifically tailored to the situation at hand. For example, he may use simulacrum to create a duplicate of himself to keep the party distracted while he uses scrying to observe the party's tactics in taking it down (if they can even manage that).

With an Intelligence score of 30, Vecna will generally be able to predict or identify the party's actions for what they are. There are no surprises when it comes to the god of evil secrets. That said, he holds onto his wish spell for as long as possible, using it as a trump card in case the party does anything unexpected that may throw a wrench into his battle plans.

In a standard encounter, Vecna is a formidable ranged spellcaster, starting with a dominate monster spell on the weakest-willed brute of the party and sending it to attack the spellcasters. Vecna knows that spellcasters will be his most dangerous opponents, so he always makes sure to focus on them with ranged abilities like circle of death, finger of death, Ray of Death, and Vile Curse. If threatened in melee, Vecna will use Teleport to get out of their reach; if Vecna possesses his Hand, he may be embolded and use Liquify Bones to reduce the melee combatant to 1 hit point.

By the time one of his mythic traits have been activated, Vecna will be accustomed to the party's tactics and will adjust accordingly. He generally uses the same tactics alongside the upgrades from Greater Teleport and Beam of Death; furthermore, he can use Dark Speech to blind a spellcaster, preventing them from targeting him with their spells.

With both mythic traits active, Vecna can rely on his Discorporation to survive and simply take revenge against the party another day; if the party has completed one of the quests that would enable his demise, he may choose to use wish to teleport somewhere else using plane shift. If he must fight to the death, he uses all of the tools at his disposal, including the use of Undying Grasp to teleport the party into a small area that he can barrage with Necrotic Web.

Killing Vecna

While killing the god of evil secrets is a nigh impossible task, here are some sample quests that would enable his demise.

Eye and Hand of Vecna. The Hand of Vecna and Eye of Vecna (DMG 224) must be found and destroyed. For example, the Hand may be in the possession of Arkhan the Cruel, the champion of Tiamat.

Heart of Vecna. Osterneth, the bronze lich, must be found and destroyed, and Vecna's heart must be recovered from her body and then also destroyed.

Sword of Kas. The sword of Kas (DMG 226), the ancient weapon of Vecna's treacherous former lieutenant, must be used to fight or kill Vecna.

Whispering Tower

Instead of ruling a divine realm, Vecna wanders the planes in search of forgotten artifacts and arcane lore to add to his vast, unknowable collection. However, he does own a hidden black tower within the Windswept Depths of Pandemonium, a cache of magical objects and tomes that represent a small fraction of what he truly possesses. Its aura of magical power drowned out by the howling winds of the plane surrounding it, adventurers that seek to defeat Vecna may attempt to find him here, although the preparations made by the Whispered One beforehand all but ensure the party's doom.

Lair Actions

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


  • Glyph of Warding. Vecna utters an incantation, and the lair creates a 3rd-level glyph of warding spell (save DC 20) on a surface in an unoccupied space within 60 feet of him that triggers if a creature other than Vecna steps on it. If he chooses a spell rune, typical options include bestow curse to weaken an opponent, darkness to obstruct line of sight, or silence to prevent verbal spellcasting in an area.
  • Contingency. Vecna speaks a command word, and the lair activates a contingency that allows Vecna to cast any spell of 5th level or lower on himself. Typical options include greater restoration to remove debilitating effects, armor of Agathys (5th level) or mirror image to hamper a melee opponent, and protection from energy to defend against a specific damage type.
  • Telekinesis. Instinctively following Vecna's dark will, the lair itself uses telekinesis to manipulate a creature or object, as the telekinesis spell (save DC 20), lasting until intiative count 20 of the next round.

Regional Effects

The region containing Vecna's lair is warped by his dark magic, which creates one or more of the following effects:


  • False Divination. Divination spells cast within the lair by creatures other than Vecna have a 75 percent chance to provide misleading results, as determined by the DM. If a divination spell already has a chance to fail or become unreliable when cast multiple times, that chance becomes a guarantee.
  • Maddening Whispers. Creatures constantly hear faint, indecipherable whispering in their ear, imposing disadvantage on Intelligence and Wisdom checks.
  • Whispered One's Gaze. When a creature expends a spell slot while within 1 mile of the lair, Vecna can immediately cast scrying on them (save DC 20).


Vecna

Medium undead (deity), neutral evil


  • Armor Class 17 (natural armor)
  • Hit Points 402 (35d8 + 245)
  • Speed 30 ft., fly 30 ft. (hover; Limited Rejuvenation only)

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 24 (+7) 30 (+10) 28 (+9) 26 (+8)

  • Saving Throws Int +19, Wis +18, Cha +17
  • Skills Arcana +28, Deception +26, History +28, Insight +27, Perception +18, Religion +28
  • Damage Resistances force, lightning, psychic
  • Damage Immunities cold, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
  • Senses truesight 120 ft., blindsight 500 ft., passive Perception 28
  • Languages all, telepathy 1,000 ft.
  • Challenge 30 (155,000 XP, or 310,000 XP as a mythic encounter)
  • Proficiency Bonus +9

Aura of Weakening. Vecna emits an aura of negative energy out to a radius of 30 feet, or 60 feet while either of his mythic traits are active. While in the aura, undead allies of Vecna have advantage on all saving throws, and living creatures have disadvantage on ability checks and can't regain hit points.

Discorporation. When Vecna dies, his body is destroyed but his essence travels to a location of his choice, and he is unable to take physical form for a time.

Divine Will. Vecna is immune to any spell or effect that would alter his form, as well as those that would read his thoughts, determine if he is lying, or magically influence his thoughts or behavior.

Eye and Hand of Vecna. If Vecna possesses the Eye of Vecna and/or the Hand of Vecna, instead of using the statistics of these items, he gains extra traits and abilities as noted in this stat block.

Legendary Resistance (5/Day). If Vecna fails a saving throw, he can choose to succeed instead.

Limited Rejuvenation (Mythic Trait; Once Per Rest). If Vecna dies, his body reforms at the start of his next turn, resetting to maximum hit points and becoming active again. He then gains a magical flying speed of 30 feet for 1 hour.

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

Spellcasting. Vecna's spellcasting ability is Intelligence (spell save DC 27, +19 to hit with spell attacks). Vecna has the following spells prepared:

Constant: detect thoughts, nondetection, protection from evil and good
At will: circle of death, danse macabre (no concentration), dispel magic
3/day each: counterspell, dominate monster, mislead
2/day each: banishment, disintegrate, finger of death
1/day each: divine word, power word kill, wish

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

Vecna's Ambition (Mythic Trait; Once Per Rest). If Vecna is reduced to 0 hit points, he doesn't die or fall unconscious. Instead, he resets to maximum hit points and can immediately take an action, but he can't use his Legendary Resistance trait until the end of his next turn.

Regeneration (Eye and Hand Only). Vecna regains 20 hit points at the start of his turn if he has at least 1 hit point.

X-Ray Vision (Eye Only). Vecna can see into and through solid matter out to a radius of 120 feet. To him, solid objects within that radius appear transparent and don't prevent light from passing through them.



Vecna


Actions

Paralyzing Touch. Melee Spell Attack: +19 to hit, reach 5 ft., one creature. Hit: 19 (3d6 + 2d8) cold damage. The target must succeed on a DC 25 Constitution saving throw or be paralyzed for 1 minute (save ends).

Liquify Bones (Hand Only; Recharge 6). Melee Spell Attack: +19 to hit, reach 5 ft., one creature. Hit: The target is reduced to 1 hit point.

Change Shape. Vecna magically polymorphs into any creature he has seen, retaining his game statistics (other than his size). This transformation ends if Vecna is reduced to 0 hit points or uses his action to end it.

Legendary Actions

Vecna can take 5 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Vecna regains spent legendary actions at the start of his turn.

  • Teleport. Vecna teleports up to 30 feet to an unoccupied space that he can see.
  • Ray of Death. Ranged Spell Attack: +19 to hit, range 60 ft., one target. Hit: 28 (4d8 + 10) necrotic damage.
  • Paralyzing Touch (Costs 2 Actions). Vecna uses his Paralyzing Touch.
  • Cast a Spell (Costs 2 or 3 Actions). Vecna casts a spell with a casting time of one action or bonus action. If the spell is capable of dealing damage, it costs 3 legendary actions, rather than 2.
  • Vile Curse (Costs 3 Actions). Vecna targets one creature he can see within 30 feet of him. The target must succeed on a DC 27 Wisdom saving throw or be magically cursed. While cursed, the target has disadvantage on attack rolls and saving throws (save ends).

Mythic Actions (1)

If one of Vecna's mythic traits were activated in the last hour, he can use the options below as legendary actions.

  • Greater Teleport. Vecna teleports up to 60 feet to an unoccupied space that he can see.
  • Beam of Death. Vecna unleashes a beam of negative energy in a line that is 5 feet wide and 100 feet long. Each living creature in the area takes 28 (4d8 + 10) necrotic damage (DC 27 Constitution save for half).
  • Dark Speech. Vecna forces one creature that he can see within 60 feet of him to make a DC 27 Wisdom saving throw. On a failed save, the target is blinded and deafened by hallucinations of death and destruction until the end of its next turn. The target has advantage on the save if it is immune to being frightened.
  • Undying Grasp (Costs 2 Actions). Vecna targets up to five creatures he can see within 60 feet of him. Each target is teleported to an unoccupied space that Vecna can see within 60 feet of him. That space must be on the ground or on a floor.

Mythic Actions: (2)

If both of Vecna's traits were activated in the last hour, he can use the options below as legendary actions.

  • Whispers of Madness (Costs 2 Actions). Vecna chooses up to three living creatures he can see within 60 feet of him. Each target must succeed on a DC 27 Wisdom saving throw, or it takes 32 (4d10 + 10) psychic damage and must use its reaction to make a melee weapon attack against one creature of Vecna's choice that Vecna can see.
  • Necrotic Web (Costs 3 Actions). Vecna unleashes a necrotic web centered on a point he can see within 120 feet of him. Each creature within 15 feet of that point takes 43 (6d10 + 10) necrotic damage (DC 27 Strength save for half). On a failed save, a creature is also restrained for 1 minute (save ends; 4d6 necrotic damage on failed saves). For 1 minute after using this ability, the area spanned by the web is difficult terrain, and a creature that ends its turn in the area must make the initial saving throw described at the start of this ability.

Enigma of Vecna

Enigmas of Vecna are the shells of petitioners who have angered Vecna by sharing secrets or otherwise failing their secretive god. These strange humanoids use arcane magic to harry Vecna's enemies from afar. When injured, an enigma of Vecna transforms into a shrieking, clawed berserker.

In its normal form, an enigma of Vecna is a bald human with vague features. Enigmas usually wear simple robes, and each carries a dagger. Once bloodied, they undergo a horrific transformation. They sprout long claws, and reveal a fanged, twisted vistage as their skin falls away, leaving behind a flayed form.

Lore

A character knows the following information with a successful check using the Religion skill.

DC 20. Enigmas are found guarding places sacred to Vecna. They also travel with his honored servants, acting as bodyguards. They have the ability to shock an enemy and leave them shaken up.

DC 25. Enigmas are actually horrid fiends bound in human form. If pressed in battle, they transform into shrieking, clawed berserkers.

Combat

In its initial form, enigmas keep away from the fray, using Shock Bolt and Memory Ripper to wear down foes.

Once a bloodied enigma completes its gruesome transformation, it leaps forward and engages the enemy in melee, the terrible display of its Horrific Visage causing enemies to recoil before the enigma uses its long, sharp claws to rend their flesh.



Enigma of Vecna

Medium humanoid, neutral evil


  • Armor Class 16 (mage armor)
  • Hit Points 91 (14d8 + 28)
  • Speed 30 ft., climb 30 ft. (Flesh Ripper only)

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 15 (+2) 18 (+4) 14 (+2) 18 (+4)

  • Saving Throws Wis +5, Cha +7
  • Skills Arcana +10, History +7
  • Senses darkvision 60 ft., passive Perception 12
  • Languages any two languages
  • Challenge 6 (2,300 XP)
  • Proficiency Bonus +3

Flesh Ripper Rage (Once Per Rest). Once the enigma has been bloodied, it undergoes a vile transformation that lasts for 1 hour. During that time, the enigma can't cast spells and gains a new set of traits and abilities.

Horrific Visage. At the start of each of the enigma's turns, each creature within 15 feet of the enigma that can see it must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage.

Spellcasting. The enigma's spellcasting ability is Intelligence (spell save DC 15). It has the following spells prepared:

Constant: darkvision, mage armor
At will: mage hand, minor illusion
2/day each: compulsion, locate creature
1/day each: guardian of faith, passwall

Blood Frenzy (Flesh Ripper Only). The enigma has advantage on melee attack rolls against any creature that is bloodied.

Regeneration (Flesh Ripper Only). The enigma regains 10 hit points at the start of each of its turn if it has at least 1 hit point.

Actions

Multiattack. The warlock makes two melee attacks.

Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 10 (3d6) lightning damage.

Rend Flesh (Flesh Ripper Only). Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) slashing damage, and the enigma can push the target up to 10 feet away.

Shock Bolt (Cantrip). Ranged Spell Attack: +7 to hit, range 90 ft., one creature. Hit: 14 (3d6 + 4) lightning damage, and until the end of its next turn, the target's speed is halved and it can't take reactions.

Memory Ripper (Recharge 5–6). The enigma rends the memories of living creatures in a 20-foot cube within 60 feet of it. Each target in that area takes 9 (2d8) psychic damage (DC 15 Intelligence save for half). On a failed save, a target is also stunned until the end of its next turn, and the enigma magically learns one fact or secret about the target.

PART 2

Character Options

Chapter 5: Blackguard

The world knows paladins to be shining paragons who champion lofty ideals such as compassion, nobility, sacrifice, and valor. Such virtuous figures are symbols to the common people, icons from which they draw the strength and courage to stand fast against the encroaching darkness. Yet in every light a shadow lurks—the brightness of these noble warriors is equaled by the shadow spreading from their sinister counterparts, the blackguards.

Wielders of Negative Emotions

Blackguards are shadow warriors who embrace the power of what most people consider to be a vice or a dark emotion. A blackguard's vice becomes a central focus for that individual's divine power. Dominance, fury, and pride are among the forces that blackguards cultivate to fuel their might.

Because malevolent deities and wicked forces in the cosmos are more likely to hold a vice in esteem, most blackguards are villains. Nevertheless, blackguards who cling to higher ideals do exist. A heroic blackguard might be born when a divine soldier who tries to exemplify virtue cannot control their anger or some other base emotion. Such blackguards are referred to as fallen paladins. Other heroic blackguards cleave to a vice that a non-evil religion or deity promotes as an asset, or they have learned by necessity to turn their negative tendencies into a divine focus so that they can lead productive lives.

The Temptation of Evil

The power of vice is alluring because it offers fewer restrictions than virtue does. Though the power comes easily, a blackguard always faces the worst temptations of his or her vice, as well as that of other negative emotions that echo the vice. Scruples can be hard to maintain in the face of such a lure. A truly heroic blackguard can never give in and take the easy path.

Heroic blackguards have a hard road to travel. Their truly immoral counterparts form orders that actively oppose virtuous knights and cavaliers. Whether or not a specific blackguard is a member of such a dark order, those same knights and cavaliers rarely understand that a person can channel divine power through a vice without becoming debased. The common people rightly fear all blackguards the same way they fear the black knights of legend. A blackguard who uses the divine power of the dreaded vices to combat evil still has difficulty finding a wide array of allies. He or she rarely enjoys a hero's accolades.

Creating a Blackguard

The most important aspect of a blackguard character is their background and how they became a member of this class. Are you a fallen paladin, or did you gain the power of vice via some other method? Did you find yourself unwillingly consumed by negative emotions, or did you willingly plunge yourself into the shadows? Do you seek some sort of positive change, or do you continue to stray closer and closer to evil?

In particular, take a moment to establish the relationship between your alignment and your levels in this class. Are you an evil-aligned that has fully embraced your dark emotions, or are you good-aligned in spite of them? Do you attempt to control your emotions using a structured, lawful approach, or do you channel them in a free, chaotic manner? If you are neutral along either axis, how do you maintain this balance when the shadows continually attempt to eat away at your sense of self?

Quick Build

You can make a blackguard quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the soldier background.

Blackguards and Paladins

When a paladin actively breaks their oath and falls down the path of darkness, the DM may choose to replace their paladin levels with blackguard levels, rather than using the Oathbreaker in the Dungeon Master's Guide. Similarly, if a blackguard completes some sort of quest for atonement, they may be able to make a sacred oath that allows them to replace their blackguard levels with paladin levels.

Blackguards have the same requirements and benefits as a paladin for the purpose of multiclassing. However, characters aren't allowed to have levels in the blackguard class and the paladin class at the same time.

In general, blackguards generally have access to the same magic items, optional class features, and other options that paladins can access, except when the DM says otherwise.

The Blackguard
Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
1st +2 Shroud of Shadow, Unholy Vigor - - - - -
2nd +2 Fighting Style, Spellcasting, Dread Smite 2 - - - -
3rd +2 Inured to Decay, Blackguard Vice 3 - - - -
4th +2 Ability Score Improvement 3 - - - -
5th +3 Extra Attack 4 2 - - -
6th +3 Dark Blessing 4 2 - - -
7th +3 Blackguard Vice feature 4 3 - - -
8th +3 Ability Score Improvement 4 3 - - -
9th +4 - 4 3 2 - -
10th +4 Aura of Hate 4 3 2 - -
11th +4 Improved Dread Smite 4 3 3 - -
12th +4 Ability Score Improvement 4 3 3 - -
13th +5 - 4 3 3 1 -
14th +5 Vile Touch 4 3 3 1 -
15th +5 Blackguard Vice feature 4 3 3 2 -
16th +5 Ability Score Improvement 4 3 3 2 -
17th +6 - 4 3 3 3 1
18th +6 Aura improvements 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Blackguard Vice feature 4 3 3 3 2

Class Features

As a blackguard, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per blackguard level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per blackguard level after 1st

Proficiencies


  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None
  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Athletics, Deception, Insight, Intimidation, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) five javelins or (b) any simple melee weapon
  • (a) a priest's pack or (b) an explorer's pack
  • Chain mail and a holy symbol

Shroud of Shadow

1st-level blackguard feature


You learn to shroud your dark emotions from those that would oppose their usage. You have advantage on ability checks made to mislead others about your true emotions and alignment, and you have advantage on saving throws against effects that allow other creatures to know your alignment or to read your thoughts or emotions.

Unholy Vigor

1st-level blackguard feature


You can use your dark power to invigorate yourself. As a bonus action, you can grant yourself temporary hit points equal to your Charisma modifier + your blackguard level. These temporary hit points disappear after 1 minute.

Once you use this feature, you can't do so again until you finish a short or long rest.

Fighting Style

2nd-level blackguard feature


You adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Spellcasting

2nd-level blackguard feature


You have learned to draw on divine magic through the strength of your negative emotions.

Preparing and Casting Spells

The Blackguard table shows how many spell slots you have to cast your blackguard spells. To cast one of your blackguard spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of blackguard spells that are available for you to cast, choosing from the blackguard spell list. When you do so, choose a number of blackguard spells equal to your Charisma modifier + half your blackguard level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level blackguard, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell inflict wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of blackguard spells requires time spent in silence and contemplation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your blackguard spells, since their power derives from the strength of your dark ambitions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a blackguard spell you cast and when making an attack roll with one.


  • Spell Save DC = 8 + your proficiency bonus + your Charisma modifier
  • Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your blackguard spells.

Dread Smite

2nd-level blackguard feature


When you hit a creature with a melee weapon attack, you can expend one spell slot to deal necrotic damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is a celestial, to a maximum of 6d8.

Additionally, when you select a Vice at 3rd level, you gain the ability to change the damage type of your Dread Smite whenever you use it. The damage type you can change it to is dependent on your choice of Vice, as listed in the table below.

Vice Damage Type
Despair Cold
Domination Psychic
Fury Thunder
Pride Radiant
Treachery Poison

Inured to Decay

3rd-level blackguard feature


The negative energy flowing through you makes you immune to disease.

Blackguard Vice

3rd-level blackguard feature


When you reach 3rd level, you gain the vice that binds you as a blackguard forever. Up to this time you have been tempted by your dark emotions, standing along the boundary between light and darkness. Now you choose from one of the Vices detailed at the end of the class description.

Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include vice spells and the Channel Divinity feature.

Vice Spells

Each vice has a list of associated spells. You gain access to these spells at the levels specified in the vice description. Once you gain access to a vice spell, you always have it prepared. Vice spells don't count against the number of spells you can prepare each day.

If you gain a vice spell that doesn't appear on the blackguard spell list, the spell is nonetheless a blackguard spell for you.

Channel Divinity

Your vice allows you to channel divine power to fuel magical effects. Each Channel Divinity option provided by your vice explains how to use it.

When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your blackguard spell save DC.

Ability Score Improvement

4th-level and higher blackguard feature


When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

5th-level blackguard feature


You can attack twice, instead of once, whenever you take the Attack action on your turn.

Dark Blessing

6th-level blackguard feature


Whenever you make a saving throw while you are conscious, you gain a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1).

You can't benefit from this feature and a paladin's Aura of Protection simultaneously.

Aura of Hate

10th-level blackguard feature


You and any allied fiends and undead within 10 feet of you gain a bonus to melee weapon damage rolls equal to your Charisma modifier (minimum of +1).

At 18th level, the range of this aura increases to 30 feet.

Improved Dread Smite

11th-level blackguard feature


Your heart is so suffused with shadow essence that all your melee weapon strikes carry dread power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 damage. The damage type of this effect can be necrotic damage, or it can be the damage type associated with your Vice.

Vile Touch

14th-level blackguard feature


You can use your action to make a melee spell attack against a hostile creature within your reach. On a hit, the target has disadvantage on all saving throws until the start of your next turn.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.

Blackguard Vices

Each blackguard selects one vice to embrace above all others, but only evil blackguards embrace all vices as a way of life. Five vices are included in this document: despair, domination, fury, pride, and treachery.

Vice of Despair

The Vice of Despair is what a blackguard gains when they turn their back on the living and pledge themselves to the cause of undeath. By amplifying the negative energy already suffused into their souls, these blackguards command necromantic energies and undead creatures alike and use them as a means to whatever nihilistic end they seek. Such necromancers sometimes become death knights beyond the grave, often serving archfiends or other evil entities in exchange for dark boons and gifts of power.

Vice Spells

3rd-level Vice of Despair feature


You gain vice spells at the blackguard levels listed.

Vice of Despair Spells
Level Blackguard Spells
3rd bane, inflict wounds
5th darkness, ray of enfeeblement
9th animate dead, bestow curse
13th blight, phantasmal killer
17th contagion, destructive wave

Channel Divinity

3rd-level Vice of Despair feature


You gain the following two Channel Divinity options.

Control Undead. As an action, you target one undead creature you can see within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, the target must obey your commands for the next 24 hours, or until you use this Channel Divinity option again. An undead whose Challenge Rating is equal to or greater than your blackguard level is immune to this effect.

Disrupt Life. As an action, you channel negative energy and focus it into a burst of life-destroying power. Each living creature within 20 feet of you of your choice must make a Constitution saving throw, taking necrotic damage equal to 2d10 + your blackguard level on a failed save, or half as much damage on a successful one.

Aura of Despair

7th-level Vice of Despair feature


You emanate an aura of hopelessness and sorrow. Hostile, living creatures within 10 feet of you suffer a penalty on attack rolls and ability checks equal to half your Charisma modifier (rounded up, minimum of a -1 penalty), provided that you aren't incapacitated.

At 18th level, the range of this aura increases to 30 feet.

Unliving Fortitude

15-level Vice of Despair feature


You gain resistance to necrotic and poison damage. You also have advantage on saving throws against effects that inflict exhaustion or the poisoned condition.

Dread Lord

20th-level Vice of Despair feature


You can use your action surround yourself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around you to dim light. Whenever an enemy that is frightened by you starts its turn in the aura, it takes 4d10 psychic damage. Additionally, you and allied creatures in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.

While the aura lasts, you can use a bonus action on your turn to cause the shadows in the aura to attack one creature. Make a melee spell attack against the target. On a hit, the target takes necrotic damage equal to 3d10 + your Charisma modifier.

After activating the aura, you can't do so again until you finish a long rest.

Vice of Domination

Blackguards of domination demand submission from their enemies. They impose order by force whenever necessary, crushing resistance and making others do their bidding. Surrender on the blackguard's terms is the only hope for any foe. Those who fail to capitulate can expect to be crushed and displayed as bloody examples of what it means to oppose the blackguard's resolve. In the hands of evil, dominance becomes tyranny.

Most blackguards of this vice are former paladins of the Oath of Conquest. Not all evil paladins of this oath become blackguards, however. Rather, a conquest paladin becomes a domination blackguard when the desire to harm others begins to outweigh their quest to establish order. Enjoying the use of violent force to subjugate foes, as well as taking delight in the suffering of others, is a distinct sign that a conquest paladin has fallen down the path of darkness.

Despite this connection to the Oath of Conquest, blackguards of this vice needn't serve the forces of law. For example, a chaos-based blackguard that serves a demon lord might use this vice's power to dominate others as a display of their master's supremacy. With this in mind, non-lawful blackguards of domination are few and far in between, typically because some other vice fits their personality more.

Oath of Conquest Features

Blackguards of the Vice of Domination gain the same features as paladins of the Oath of Conquest (XGE 37). However, they needn't follow any tenets associated with that paladin oath.

A former conquest paladin may wish to continue upholding their oath if it aligns with their views as a blackguard. However, a blackguard of domination does not derive power from such an oath. Rather, they draw their strength from the negative emotions associated with their quest to establish power over others.

Vice of Fury

The Vice of Fury is for blackguards who particularly enjoy violence, murder, and the obliteration of their enemies. Many of these blackguard of fury channels raw anger into the violence required for victory. In battle, blackguards of fury are wild killers, impulsive, bloodthirsty, and destructive. They answer every offense or injury with overwhelming retaliation, and their enemies receive little mercy. Allies can expect a blackguard of fury to rush to the forefront of any armed conflict and to bring foes to ruin as quickly as possible. Evil blackguards of fury allow the vice to rule them entirely, not just on the battlefield.

Oath of Vengeance Features

Blackguards of the Vice of Fury gain the same features as paladins of the Oath of Vengeance. However, they needn't follow any tenets associated with that paladin oath.

A former vengeance paladin may wish to continue upholding their oath, as it may align with their views as a blackguard. However, a blackguard of fury does not derive power from such an oath. Rather, they draw their strength from their anger, bloodlust, and destructive impulses, and not any commitment to the ideals of justice or order. Thus, rather than punishing evildoers for their sins, a blackguard of fury may focus their destructive ire against anything—and anyone—that stands in the way of their goals.

Vice of Pride

The Vice of Pride is for blackguards who are overtaken by conceit and narcissism. Some of these "false paladins" knowingly use this guise to achieve evil ends. Others are paladins that are so deluded in their self-importance that they still believe themselves to be on the path of righteousness, even going as far as to only use radiant smites and other abilities that they perceive as being holy in nature. Either way, most blackguards of this vice use their silvered words and demonstrations of power to influence others to their benefit, some even going as far as to attract a cult of followers in order to be worshiped as a god.

Vice Spells

3rd-level Vice of Pride feature


You gain vice spells at the blackguard levels listed.

Vice of Pride Spells
Level Blackguard Spells
3rd charm person, cure wounds
5th detect thoughts, suggestion
9th beacon of hope, daylight
13th charm monster, compulsion
17th dominate person, geas

Channel Divinity

3rd-level Vice of Pride feature


You gain the following two Channel Divinity options.

Honeyed Words. You can use your Channel Divinity to augment your influence with blasphemous power. As a bonus action, you grant yourself a +5 bonus to Charisma (Deception) checks for the next 10 minutes.

Radiance of the Savior. You use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes. As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 1d10 + your blackguard level on a failed save, or half as much damage on a successful one. A creature that has total cover from you is not affected.

Aura of False Divinity

7th-level Vice of Pride feature


You exude an aura of awe-inspiring energy that makes it easier for you to influence others. Any creature of your choice that starts its turn within 10 feet of you must make a Wisdom saving throw, provided that you aren't incapacitated. On a failed save, the creature is charmed by you. A creature charmed in this way can repeat the saving throw at the end of each minute, or at the end of each of its turns in combat, ending the effect on itself on a success. Once it succeeds on the saving throw, a creature is immune to your Aura of False Divinity for 24 hours.

At 18th level, the range of this aura increases to 30 feet.

Self-Importance

15th-level Vice of Pride feature


Whenever you take damage, you can use your reaction to target one creature within 30 feet of you, other than the source of the damage. The target must make a Charisma saving throw against your spell save DC. If the target is a willing creature, or if it is charmed by you, it fails the saving throw automatically. On a failed save, you take only half the damage dealt to you (rounded down), and the targeted creature takes the other half.

Herald of Salvation

20th-level Vice of Pride feature


You can assume the form of a divine being, taking on an angelic appearance tailored to your personality and characteristics.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • You manifest a pair of spectral wings, granting you a flying speed equal to your walking speed. You also shed bright light out to 30 feet, and dim light 30 feet beyond that.
  • Creatures that are charmed by you follow your verbal commands to the best of their ability, even if doing so would compromise their moral integrity or would obviously be harmful to them.
  • Creatures within 10 feet of you have disadvantage on Wisdom and Charisma saving throws against your blackguard spells and your Vice of Pride features.

Once you use this feature, you can't use it again until you finish a long rest.

Vice of Treachery

The Vice of Treachery for blackguards who care only for their own power and survival, and are faithful only to themselves. Anyone desperate enough to follow one of these blackguards does so because, while deceitful, these blackguards command great power. Those who follow them without falling prey to their treachery hope to indulge in wanton violence and accumulate great treasure. Many of these blackguards pay homage to demon lords, especially Grazz't and Orcus. The Lords of Hell and other beings of Law are loath to ally with these champions of chaos, but sometimes Baalzebul and Glasya find a kindred spirit in a blackguard's penchant for double dealing and treachery.

Vice Spells

3rd-level Vice of Treachery feature


You gain vice spells at the blackguard levels listed.

Vice of Treachery Spells
Level Blackguard Spells
3rd charm person, expeditious retreat
5th invisibility, mirror image
9th gaseous form, haste
13th confusion, greater invisibility
17th dominate person, passwall

Channel Divinity

3rd-level Vice of Treachery feature


You gain the following two Channel Divinity options.

Cloak of Shadows. You can use your Channel Divinity to vanish from sight. As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.

Poison Strike. You can use your Channel Divinity to make a weapon deadlier. As a bonus action, you touch one weapon or piece of ammunition and conjure a special poison on it. The poison lasts for 1 minute. The next time a creature takes damage from that weapon or ammunition, it takes extra poison damage equal to 2d10 + your blackguard level, or 20 + your blackguard level if you had advantage on the attack roll.

Aura of Treachery

7th-level Vice of Treachery feature


You emanate an aura of discord, which gives you the following benefits.

Cull the Herd. You have advantage on melee attack rolls against any creature that has one or more of its allies within 5 feet of it.

Treacherous Strike. If a creature within 5 feet of you misses you with a melee attack, you can use your reaction to force the attacker to reroll that attack against a creature of your choice that is also within 5 feet of the attacker. The ability fails and is wasted if the attacker is immune to being charmed. You can use this ability a number of times equal to your proficiency bonus, and you regain expended uses of it when you finish a short or long rest.

Betrayer's Escape

15th-level Vice of Treachery feature


You gain the ability to slip away from your foes. Immediately after you are hit by an attack, you can use your reaction to turn invisible and teleport up to 60 feet to a spot you can see. You remain invisible until the end of your next turn or until you attack, deal damage, or force a creature to make a saving throw. Once you use this feature, you must finish a short or long rest before you can use it again.

Icon of Deceit

20th-level Vice of Treachery feature


You gain the ability to emanate feelings of treachery. As an action, you can magically become an avatar of deceit, gaining the following benefits for 1 minute:

  • You are invisible.
  • If a creature damages you on its turn, it must make a Wisdom saving throw against your spell save DC. On a failed save, you control the creature's movement and action on its next turn, provided that you aren't incapacitated on that turn. A creature automatically succeeds on the save if the creature is immune to being charmed.
  • If you have advantage on an attack roll, you gain a bonus to its damage roll equal to your blackguard level.

Once you use this feature, you can't use it again until you finish a long rest.

Spell List

A blackguard has access to the following spells. A spell with an asterisk (*) next to its name can be found in Xanathar's Guide to Everything, a spell with two asterisks (**) can be found in Tasha's Cauldron of Everything, and a spell with three asterisks (***) can be found in Chapter 8 of this book.

1st Level

  • Bane
  • Cause Fear*
  • Charm Person
  • Command
  • Compelled Duel
  • Detect Poison and Disease
  • Compelled Duel
  • Detect Evil and Good
  • Hellish Rebuke
  • Hex
  • Inflict Wounds
  • Protection from Evil and Good
  • Ray of Sickness
  • Searing Smite
  • Shield of Faith
  • Thunderous Smite
  • Venomous Smite***
  • Wrathful Smite

2nd Level

  • Blindness/Deafness
  • Branding Smite
  • Crown of Madness
  • Darkness
  • Find Steed
  • Ghastly Stench***
  • Invisibility
  • Locate Object
  • Magic Weapon
  • Protection from Poison
  • Ray of Enfeeblement
  • Suggestion
  • Weakening Aura***
  • Wither Limb***
  • Zone of Truth

3rd Level

  • Bestow Curse
  • Blinding Smite
  • Dispel Magic
  • Elemental Weapon
  • Enemies Abound*
  • Fear
  • Lay Waste***
  • Magic Circle
  • Remove Curse
  • Spirit Shroud**
  • Stinking Cloud
  • Summon Lesser Demons*
  • Summon Shadowspawn**
  • Summon Undead**
  • Thunder Step*
  • Unholy Crusade***
  • Vampiric Smite***
  • Vampiric Touch

4th Level

  • Banishment
  • Blight
  • Charm Monster*
  • Confusion
  • Consumptive Field***
  • Death Ward
  • Dominate Beast
  • Find Greater Steed*
  • Locate Creature
  • Phantasmal Killer
  • Shadow of Moil*
  • Staggering Smite
  • Summon Greater Demon*

5th Level

  • Antilife Shell
  • Banishing Smite
  • Circle of Power
  • Cloudkill
  • Contact Other Plane
  • Contagion
  • Danse Macabre*
  • Destructive Wave
  • Dispel Evil and Good
  • Dominate Person
  • Enervation*
  • Geas
  • Hallow
  • Infernal Calling*
  • Modify Memory
  • Negative Energy Flood*
  • Wall of Pain***

Chapter 6: Subclasses

Each class offers a character-defining choice at 1st, 2nd, or 3rd level that unlocks a series of special features, not available to the class as a whole. That choice is called a subclass. Each class has a collective term that describes its subclasses; in the fighter, for instance, the subclasses are called martial archetypes, and in the warlock, they're otherworldly patrons. This chapter provides a selection of five subclasses, as well as some advice for including them in your campaign world.

Design Notes

This section describes the design process that went into these subclasses, and is directed towards DMs that are considering them for their games.

Flavor and Thematics

The subclasses included relate to the themes of death, darkness, undeath, and negative energy, whether they harness these powers directly or instead choose to combat them. In a game world, these archetypes can be used by player characters and NPCs alike. For instance, a powerful guardian that serves the lich or vampire that the party is facing might have features from or reminiscent of the Death's Chosen archetype, while a Circle of Twilight druids might be a key faction or location involved in your campaign's story. Feel free to take inspiration from the flavor text for these subclasses when creating adventures, factions, NPCs, and other elements of your campaign, especially when one or more of them are being used by the characters in your party.

Features and Mechanics

The "Creating New Character Options" section in Chapter 9 of the Dungeon Master's Guide provides advice for making or modifying races, classes, and subclasses. In particular, the "Creating New Class Options" subsection describes how a subclass you make is allowed to have similar features or feature overlap with existing options, and that you may wish to find existing features that can be used as models for new ones. This design process helps ensure that the options created are balanced (since the features or mechanics they use have already been playtested), while also preventing the need to "reinvent the wheel" by creating similar features that from scratch.

Following this advice, many of the subclasses below use, reflavor, or transform features from existing subclasses into new ones, or otherwise model their mechanics off of such features. For instance, the Death's Chosen martial archetype includes a power progression akin to that of the Psi Warrior archetype. Meanwhile, the Circle of Twilight is built off of the Unearthed Arcana subclass of the same name, but includes a few fixes and changes that make it feel more balanced and polished.

Subclass Descriptions

The table below summarizes each of the subclasses presented in this section.

Subclass Class Description
Darkness Domain Cleric Draws strength from the shadows and those that lurk within them
Death's Chosen Fighter Uses negative energy to enhance their martial prowess
College of the Dirgesinger Bard Channels death-related emotions such as grief and sorrow
The Dread Lord Warlock Equipped with sword in hand, commands a legion of undead
Circle of Twilight Druid Protects the natural order of life and death

Darkness Domain

If the Light Domain represents the beauty and joy of day and the Twilight Domain the calm and serenity of dusk, then the Darkness Domain represents the full submersion into unknowable night. Upholding the ideals of nihilism, secrecy, and self-reliance, clerics of darkness often reject their pride and material desires and instead focus on the pursuit of training and self-improvement. Acknowledging their insignificance in this world and yet refusing to fade away completely, clerics of darkness typically act as assassins, mercenaries, monster hunters, vigilantes, gatekeepers of knowledge, and other professions typically seen as "undesirable" or beyond the threshold of normal society.

Evil deities such as Lolth, Tenebrous, and Zehir are most known for being gods of darkness, but gods of trickery, illusion, or death, such as Mask, Sehanine, and The Raven Queen, may also extend their influence to the Darkness Domain. On a rare occassion, even a god of light might take on clerics of darkness, drawing on the power of the divine shadow they cast to create servants that can operate effectively in corners of the world that traditional clerics of light would normally avoid.

Darkness Domain Spells
Cleric Level Spells
1st arms of Hadar, hex
3rd blindness/deafness, darkness
5th fear, vampiric touch
7th blight, Evard's black tentacles
9th contagion, enervation

Pierce the Night

1st-level Darkness Domain feature


Your dread power allows you and your allies to see through the darkness. You have darkvision out to a range of 120 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.

As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your proficiency bonus. The shared darkvision lasts for 1 hour. Once you share it, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.

Rebuke the Light

1st-level Darkness Domain feature


You can rebuke attackers with the power of darkness. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Constitution saving throw. On a failed save, the creature is blinded until the end of your next turn.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Channel Divinity: Shadow Purge

2nd-level Darkness Domain feature


You can use your Channel Divinity to harness darkness, banishing light and dealing necrotic damage to your foes.

As an action, you present your holy symbol, and any magical light sources within 30 feet of you are dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes necrotic damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

Shadow Step

6th-level Darkness Domain feature


You can draw on the mystical power of night to rise into the air. As a bonus action when you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Potent Spellcasting

8th-level Darkness Domain feature


You add your Wisdom modifier to the damage you deal with any cleric cantrip.

Hungry Darkness

17th-level Darkness Domain feature


You gain vitality from darkness itself. When you start your turn in dim light or darkness, you regain hit points equal to 5 + your Wisdom modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.

Death's Chosen

A death's chosen is a fighter that turns its back against life and the living. Tainted by dark powers, a death's chosen combines necromantic abilities with martial prowess in order to become elite, unholy warriors of evil. Many of these hateful fighters pledge their lives to the service of a dark god or powerful undead. Others simply fuel their dark powers via evil acts and spiteful behavior.

Dread Power

3rd-level Death's Chosen feature


A pit of negative energy festers within your soul. This energy is represented by your Negative Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various dread powers you have, which are detailed below.

Some of your powers expend the Negative Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Negative Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Negative Energy die, but you can't do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Negative Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).


  • Annihilating Strike. You can empower your attacks with necrotic energy. Once on each of your turns, immediately after you damage a target within 30 feet of you with a weapon attack, you can expend one Negative Energy die, rolling it and dealing necrotic damage to the target equal to the number rolled plus your Charisma modifier.
  • Life Drain. You gain vitality from the wounds of your enemies. When a hostile creature within 30 feet of you takes damage, you can use your reaction to expend one Negative Energy die, roll the die, and gain temporary hit points equal to the number rolled plus your Charisma modifier (minimum hit points of 1).
  • Withering Rebuke. You curse those that would attack you or your allies. When you or another creature you can see within 30 feet of you takes damage from another creature within that range, you can use your reaction and expend one Negative Energy die to curse the target until the end of its next turn. During that time, whenever the target makes an attack roll or saving throw, you roll the Negative Energy die and subtract the number rolled from the total.

Unnatural Presence

7th-level Death's Chosen feature


As a bonus action, you can regain one expended Negative Energy die, but you can't do so again until you finish a short or long rest. In addition, you have mastered new ways to use your unholy powers, detailed below.


  • Beguiling Presence. When you make a Charisma check, you can expend one Negative Energy die, rolling it and adding the result to the total.
  • Drain Aptitude. Whenever you use a Dread Power that targets a hostile creature, you steal some of the target's aptitude towards certain tasks. Until the end of your next turn, you gain a bonus to ability checks, while the target suffers a penalty to them; this bonus or penalty takes the form of the expended Negative Energy die, which you roll and add to or subtract from the check's total.

Vigor of the Chosen

10th-level Death's Chosen feature


Your powers taint you to be more like the undead you consort with. You gain resistance to necrotic damage, and if damage reduces you to 0 hit points, you can make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, you drop to 1 hit point instead.

Negative Energy Aura

15th-level Death's Chosen feature


You can surround yourself with a field of unholy energy. As a bonus action, you can create an aura out to a range of 10 feet from you that lasts for 1 minute or until you're incapacitated. Within this aura, hostile creatures can't regain hit points, can't benefit from resistance to necrotic damage, and take necrotic damage equal to your Charisma modifier (minimum of 1) if they end their turn there.

Once you take this bonus action, you can't do so again until you finish a long rest, unless you expend a Negative Energy die to take it again.

Immortal Servant

18th-level Death's Chosen feature


At 18th level, you gain the following benefits:

  • You don't suffer from exhaustion, and you no longer age.
  • You are immune to disease, necrotic and poison damage, and the poisoned condition.
  • The range of your Negative Energy Aura increases to 30 feet.

College of the Dirgesinger

Dirgesinger bards voice melodies not of celebration and joy, but of sorrow and grief. They seek to spread this melancholy outlook far and wide, believing that only those who give in to their sadness can truly understand the world.

Dirgesingers hold high positions in death-obsessed cultures. Serving as members of a secret guild or as part of a hierarchy of death priests, they are entrusted with the serious responsibility of composing suitable laments for the dead. The more important the deceased, the more sorrowful and moving her lament is expected to be. No one will remember the dead queen in a few short generations, but a great lament might be sung a thousand years hence.

However, most dirgesingers do not belong to any special hierarchy or guild. Instead, they are rootless wanderers who travel from place to place, wrapped in inconsolable grief from some personal tragedy. These sad wanderers seek to express their grief through songs that teach the hearts of their listeners the meaning of true sorrow. Some of these fallen bards want nothing more than for others to understand the depths of their loss. A few are sinister creatures who believe that, since joy has been extinguished for them, they must in turn extinguish the joy of others by using their powers to teach folk the folly of love, the futility of hope, and the finality of the grave. Dirgesingers of this last sort often associate themselves with powerful undead, serving in the courts of vampire lords or lich-kings.

Veil of Sorrow

3rd-level College of the Dirgesinger feature


You learn how to use negative emotions to defend your mind from further harm. You gain advantage on saving throws against being charmed or frightened. At 10th level, you also gain resistance to psychic damage.

Dirgesong

3rd-level College of the Dirgesinger feature


You also learn how to use your magic to inflict grief and sorrow upon your foes. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being frightened.

Song of Awakening

6th-level College of the Dirgesinger feature


Your music has the ability to awaken a corpse and animate it. As an action, you can animate a dead beast or humanoid that is Small or Medium within 10 feet of you, causing it to stand up immediately with 1 hit point. The creature uses the zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.

In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Infectious Grief

14th-level College of the Dirgesinger feature


When you play your Dirgesong, the negative emotions inflicted by it can now spread to someone else. When you use your Dirgesong ability, you can target one additional creature within 60 feet of you. The next time that creature makes an attack roll, ability check, or damage roll within the next minute, you can use your Dirgesong against it without expending your reaction or any uses of your Bardic Inspiration feature.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

The Dread Lord

You have made a pact with a malevolent being with power over death that spearheads legions of undead in their shambling march to battle. It might be a powerful undead warlord, such as a death knight or vampire warrior, or it might be a fearsome champion, deity, or demon lord, such as Kas, Orcus, Soth, or Vecna.

Regardless of its identity, the Dread Lord seeks to bring death and destruction to all planes of existence. It rules the living and the dead alike with an iron fist. Even if you are opposed to such a grim future, you wield the Dread Lord's power as your own, using it to further your own goals.

Expanded Spell List

The Dread Lord lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Dread Lord Expanded Spells
Spell Level Spells
1st command, inflict wounds
2nd blindness/deafness, magic weapon
3rd phantom steed, spirit guardians
4th phantasmal killer, staggering smite
5th destructive wave, dominate person

Bonus Proficiencies

1st-level Dread Lord feature


You acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

Invoke Dread

1st-level Dread Lord feature


When you hit a creature with a melee attack, or when you target a hostile creature within 30 feet of you with a spell of 1st level or higher, you can choose to assault the creature with magical menace. The target must make a Wisdom saving throw. On a failed save, the target is frightened of you for 1 minute. If the frightened target ends its turn more than 30 feet away from you, it can attempt another Wisdom saving throw, ending the effect on a success.

Once you use this feature to successfully frighten a target, you can't use it again until you finish a short or long rest.

Undead Servants

6th-level Dread Lord feature


You can use your dark power to animate the corpses of your foes. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.

In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Feed on Weakness

10th-level Dread Lord feature


When a hostile creature within 30 feet of you fails a saving throw, you can use your reaction to gain temporary hit points equal to half your warlock level.

Undead Army

14th-level Dread Lord feature


You have infinite uses of your Undead Servants feature. Each undead you create with that feature gains a bonus to its attack rolls and saving throws equal to your Charisma modifier (minimum of +1). Additionally, whenever you use Feed on Weakness, each undead ally within 30 feet of you also receives the same temporary hit points.

Circle of Twilight

Druids of the Circle of Twilight seek to exterminate undead creatures and preserve the natural cycle of life and death that rules over the cosmos. Their magic allows them to manipulate the boundary between life and death, sending their foes to their final rest while keeping their allies from that fate.

These druids seek out lands that have been tainted by undeath. Such places are grim and foreboding. Once vibrant forests become gloomy, haunted places devoid of animals and filled with plants dying a slow, lingering death. The Circle of Twilight goes to such places to banish undeath and restore life.

Circle Spells

Your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the spare the dying cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Twilight Spells table.

Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

Circle of Twilight Spells
Druid Level Circle Spells
3rd gentle repose, lesser restoration
5th magic circle, speak with dead
7th aura of life, death ward
9th hallow, mass cure wounds

Harvest's Scythe

2nd-level Circle of Twilight feature


You learn to unravel and harvest the life energy of other creatures. You can augment your spells and other attacks to drain the life force from creatures. You have a pool of energy represented by a number of d10s equal to your druid level.

When you roll damage for a spell or for a melee attack while you are transformed by Wild Shape, you can increase that damage by spending dice from the pool. You can spend a number of dice equal to half your druid level or less. Roll the spent dice and add them to the damage as necrotic or radiant damage (your choice). If you reduce one or more hostile creatures to 0 hit points with an effect augmented in this way, you or an ally of your choice that you can see within 30 feet of you regains 2 hit points per die spent, or 5 hit points per die spent if at least one of the slain creatures was undead.

You regain the expended dice when you finish a long rest.

Speech Beyond the Grave

6th-level Circle of Twilight feature


You gain the ability to reach beyond death's veil in search of knowledge. Using this feature, you can cast speak with dead without expending a spell slot or material components, and you understand what the target of this casting says. It can understand your questions, even if you don't share a language or it is not intelligent enough to speak.

Once you use this feature, you can't use it again until you finish a short or long rest.

Watcher at the Threshold

10th-level Circle of Twilight feature


You gain resistance to necrotic and radiant damage. In addition, while you aren't incapacitated, allies within 30 feet of you gain the same damage resistances and have advantage on death saving throws.

Bountiful Harvest

14th-level Circle of Twilight feature


The energy you harvest with your Harvest's Scythe can be reused against other foes. When you reduce one or more hostile creatures to 0 hit points with your Harvest's Scythe, you also gain two expended dice, or four expended dice if at least one of the slain creatures was undead. Additionally, when you damage an undead with your Harvest's Scythe, it also suffers disadvantage on the next saving throw it makes before the end of your next turn.

Paths of the Dead

14th-level Circle of Twilight feature


Your mastery of death also allows you to tread the paths used by ghosts and other spirits. Using this feature, you can cast etherealness. Once the spell ends, you can't cast it with this feature again until you finish a short or long rest.

Chapter 7: Equipment

This chapter describes a variety of mundane, alchemical, and magic items that might be common in campaigns that prominently feature undead. Some function as weapons against the walking dead, while others serve the cause of undeath itself.

Magic Items

Any world that includes a significant number of undead can be expected to develop a wide range of new magic items designed to interact with those creatures. Some are intended for combat, while others are more utilitarian in nature.

Armor

Made by the living, some magical armor is used to provide crucial defense against the attacks of undead creatures. However, necromancy magic can also be used to extract necromantic residues from undead creatures to craft undead armor. Despite its name, undead armor can be used by any creature that has the appropriate proficiencies.

Bonemail

Armor (spiked armor), rare (requires attunement)


Bonemail is spiked armor crafted from interlocking bones and shards of bone extracted from an undead skeleton.

While wearing this medium armor, you can calculate your AC as 14 + your Dexterity modifier (max 2). In addition, when you use the Attack action to shove a creature, the target takes 6 piercing damage if your check succeeds, and it can be pushed up to 5 feet away from you in a straight line.

You also have disadvantage on Dexterity (Stealth) checks while wearing this armor.

Day Armor

Armor (medium or heavy), very rare


Typically used by vampires and other intelligent undead, day armor is a special item that prevents light or sunlight from harming the wearer during combat.

While wearing this armor, you ignore the effects of traits such as Light Sensitivity, Sunlight Sensitivity, and Sunlight Hypersensitivity that harm you while you are in light or sunlight. Additionally, you gain resistance to radiant damage, and you have advantage on saving throws against being blinded.

Ghost Shroud

Armor (light or medium), rare (requires attunement)


A ghost shroud appears as a winding cloth in which the body is wrapped, as if for burial. The shroud sometimes appears, appropriately enough, ghostly and partially translucent.

When you take the Dash action while wearing this armor, you can also choose to become incorporeal until the end of the turn. During this time, you can move through other creatures and objects as if they were difficult terrain, but you can't end your movement there. If you do so, you are ejected to the nearest unoccupied space, and you can't use this property again for 1 hour.

Curse. Once you don this cursed armor, you can't doff it unless you are targeted by the remove curse spell or similar magic. If you die while wearing this armor, your spirit rises as a ghost (MM 147) in the same space. Your ghost is bound to haunt this armor, shares your size, alignment, and languages, and can only move on to the afterlife or be resurrected once your death has been avenged.

Ghost Ward

Armor (light, medium, or heavy), rare (requires attunement)


This armor is infused with positive energy that protects its wearer from attacks made by incorporeal undead.

While wearing this armor, you have advantage on saving throws against effects that would possess you, reduce your hit point maximum, or cause you to be frightened.

In addition, you take half damage from attacks made by creatures with the Incorporeal Movement trait. If you are hit by such an attack, the armor creates a backlash of positive energy that deals 2d6 radiant damage to the attacker.

Ghoul Shell

Armor (light, medium, or heavy), very rare (requires attunement)


A suit of ghoul shell armor consists of shaped and fitted sections of ghoul hide sewn and interlocked to cover the entire body, save for head, hands, and feet. Necromantic residue remaining in the ghoul shell keeps the armor pliant and responsive.

While wearing this armor, you can use your action to target the corpse of a creature that is within 5 feet of you, has been dead for no longer than 1 minute, died violently, and isn't a construct. When you do so, the armor consumes the corpse and grants you a bonus to AC: +1 if the corpse is Medium or smaller, +2 if it is Large or Huge, or +3 if it is Gargantuan or larger. This bonus to AC lasts for 1 hour or until you use this action again.

Shadow Veil

Armor (light or medium), rare (requires attunement)


A shadow veil appears as a indistinct, enveloping covering of darkness.

While wearing this armor, the shadows emanating from it cause you to be lightly obscured to others. In addition, while you are in dim light or darkness, you have advantage on Dexterity (Stealth) checks made to hide, and your speed is increased by 20 feet.

Vampire Hide

Armor (light or medium), very rare (requires attunement)


This armor is prepared from a single layer of vampire skin. Necromantic residue remaining in the cloak keeps the armor pliant and responsive.

While wearing the cloak, you gain the following benefits:

Bat Transformation. If you aren't in sunlight or running water, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dusk.

Darkvision. You gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 60 feet.

Spider Climb. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Vampiric Charm. Creatures that can see you have disadvantage on saving throws against being charmed by you or one of your companions.

Wight Shield

Armor (shield), rare (requires attunement)


A wight shield is a buckler covered in the undead hide of a wight.

When you succeed on a check made to shove a creature using this shield, the creature also suffers disadvantage on the next Strength, Constitution, or death saving throw it makes before the end of your next turn.

Wrapped Tower

Armor (shield), rare (requires attunement)


A wrapped tower is a large shield wrapped in the funerary wrappings of an undead mummy.

The shield has 6 charges, and it regains 1d4 + 2 expended charges daily at dusk. While holding it, you can use an action to expend some of its charges to cast one of the following spells from it (spell save DC 13, +5 to hit with spell attacks): bestow curse (3 charges), blight (4 charges), fear (3 charges), inflict wounds (1 charge), ray of enfeeblement (2 charges).

Weapons

Some of the special weapons here are intended for the weapons of characters who fight undead, while others work best for weapons in the hands of the undead themselves.

Necrotic Focus

Weapon (any), uncommon


This magic weapon serves as a channel for negative energy.

While you are wielding the weapon, you can use it as a spellcasting focus. When you deal damage with an attack or spell while holding this focus, you can change the damage type to necrotic damage.

Profane Weapon

Weapon (any), rare (requires attunement)


A profane weapon is sheathed in crackling black negative energy.

While you are wielding the weapon, it deals an extra 2d6 necrotic damage to any target it hits.

Sacred Weapon

Weapon (any), rare (requires attunement)


A sacred weapon is sheathed in luminous positive energy.

While you are wielding the weapon, it deals an extra 2d6 radiant damage to any target it hits.

Vampire Killer

Weapon (whip), artifact (requires attunement)


The Vampire Killer, also known as the Morning Star in some forms, is a magical whip created and wielded by a long line of vampire hunters. While the whip is most potent against vampires, its magic makes it a deadly weapon against other forms of evil as well.

The Vampire Killer is a magic whip that grants a +3 bonus to attack and damage rolls made with it. It scores a critical hit on a roll of 19 or 20 on the d20.

Random Properties. The Vampire Killer has the following random properties:

  • 1 major beneficial property
  • 1 minor beneficial property

Quick Strikes. You can make one attack with the whip as a bonus action on each of your turns. In addition, when you roll a 19 or 20 on the d20 when attacking with this weapon, or when you reduce a creature to 0 hit points with an attack from this weapon, you can immediately make an additional attack with the whip (no action required). You can only make this additional attack once per turn.

Sacred Burst. When this whip deals damage to a fiend or undead, fiery radiance bursts out from the impact. The target, as well as each fiend and undead within 10 feet of it, takes 2d10 radiant damage.

Battle Fervor. While the whip is on your person, you add a d10 to your initiative at the start of every combat, and your speed is increased by 10 feet.

Vampire Slayer. Once per turn when this whip deals damage to a vampire, you can cause the vampire to become vulnerable to radiant damage until the start of your next turn (no action required). This vulnerability doesn't apply to the triggering damage.

Additionally, when a hit from this weapon reduces a vampire to 0 hit points, the radius of the hit's Sacred Burst increases to 30 feet.

Weapon of Ghost Striking

Weapon (any), uncommon


A weapon of ghost striking is surrounded by the soft glow of ectoplasmic residue.

Attacks made with this weapon deal radiant damage to creatures with the Incorporeal Movement trait, instead of its normal damage type. Furthermore, any creature with the Incorporeal Movement trait can't move through the weapon (e.g. a net), and must interact with it as though it were a corporeal creature.

Rods

Magic rods contain unique effects and abilities. Some function as weapons, while others have no combat abilities beyond their magical properties. The four rods described here might all be found in a campaign that features undead.

Nightstick

Rod, rare (requires attunement by a cleric)


This black rod carved of darkly stained wood is inset with religious symbols of various deities.

When you use your Channel Divinity to Turn Undead, the range of the ability increases to 60 feet.

Rod of Defiance

Rod, uncommon (requires attunement)


This white cudgel-like rod is covered in magical runes that glow with a holy light.

The rod emits dim light in a 30-foot radius. Undead in this area have disadvantage on saving throws against effects that turn undead.

Rod of Undead Mastery

Rod, rare (requires attunement by a spellcaster)


This metal rod is carved to resemble a stack of miniature skulls.

The rod has 8 charges, and it regains 1d6 + 2 expended charges daily at dusk. As an action, you can spend 1 charge to reassert control over one undead you have animated.

Scepter of the Netherworld

Rod, very rare (requires attunement)


This plain steel baton contains several glyphs incised along its length that promise power over the undead.

While holding the rod, you know the exact location and type of all undead within 1,000 feet of you. You can telepathically communicate with an undead within range, or you can broadcast your thoughts to all undead within range. The undead receiving your broadcasted thoughts have no special means of replying to them.

The rod has 3 charges. As an action, you can expend 1 charge to cast dominate monster (save DC 21), which affects undead only. (The spell fails and the charge is wasted if you target any creature that's not undead.) If an undead can see you when you cast this spell on it, the undead knows you tried to charm it. The rod regains all its charges 24 hours after its last charge is expended.

If you are not undead, using the rod's dominate monster property in the Shadowfell has a 10 percent chance of attracting a death knight, which arrives on the back of a nightmare mount in 1d4 hours. The death knight tries to recover the rod, killing you if necessary to obtain it. If it gets the rod, the death knight tries to deliver it to its master.

Sentient Artifacts

Each sentient artifact is part of a larger story, a slice of the world's history. An artifact's back story might be glorious or ignominious, uplifting or disheartening, portentous or rooted firmly in the past. Artifacts associated with death and the undying are just as common as any other kind.

Jet Black Ioun Stone

Wondrous item, artifact (requires attunement)


A unique and powerful Ioun stone, this artifact appears as a pure black void, forever traveling in a slow, patient orbit.


For the most part, Ioun stones are not unique in their nature—any number of dark blue, pale aquamarine, moss green, and other colored stones proliferate throughout the world. Their creator Ioun seeks to distribute knowledge in all its forms.

Still, even deities are responsible for items they wish they could unmake. A unique and powerful powerful Ioun stone without copy or sibling, the Jet Black Ioun Stone appears as a pure black void, forever traveling in a slow, patient orbit. It is thought that Ioun crafted it at the behest of Zehir, deity of darkness, poison, and assassins. The lord of knowledge might have felt compelled to create the Stone so that Zehir could use it in the pursuit of understanding—even if that learning involved better ways to find and kill his victims. In truth, the Stone proved a powerful tool, often bestowed directly by Zehir upon a worthy follower to aid in a particularly dangerous assassination attempt.

Invested with a sizable portion of Ioun's magical energy, the Stone gained a semblance of self-awareness. After years of aiding in the murder of so many, the Stone has seen its personality become twisted and darkened. Its reputation has grown as well. It has become—however dangerous it might be to possess—a compelling prize for assassins.

When you use an action to toss the stone into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

The stone cannot be damaged or destroyed by conventional means. It is considered to be an object that is being worn while it orbits your head.

While the stone orbits your head, you gain the following benefits.

Random Properties. The Stone has the following properties, determined by rolling on the tables in the "Artifacts" section in chapter 7 of the Dungeon Master's Guide:

  • 1 major beneficial property
  • 1 minor beneficial property
  • 1 minor detrimental property

Lethal Strikes. Your weapon attack rolls score a critical hit on a roll of 1 or 20 on the d20. On a critical hit, the target takes an additional 15 poison damage and is poisoned until the end of your next turn.

Shadow Stalker. As an action, you can use the Stone to become invisible until you use your bonus action to end the effect. This invisibility ends early if you make an attack roll or a damage roll, cast a spell or activate some other power, or enter an area of magical light, such as the daylight spell.

Thrive in Darkness. You can see normally in darkness, both magical and nonmagical, to a distance of 300 feet. Additionally, dim light within a 60-foot radius aura around you turns into darkness, and bright light in the same area to dim light. At the start of each of your turns, you can activate or deactivate the aura, and you can also change the radius to a distance between 10 feet and 60 feet (no action required).

Spellcasting. Using the Stone, you can cast the following spells at will (spell save DC 17, +9 to hit with spell attacks), requiring no material components: blur, darkness, darkvision, pass without trace, ray of sickness (3rd level), silence, and sleep (5th level).

Sentience. The Stone is a sentient neutral evil item with an Intelligence of 13, a Wisdom of 15, and a Charisma of 17. It has hearing and darkvision out to a range of 120 feet. The Stone communicates telepathically with its wielder and can speak, read, and understand all languages.

Personality. The Stone is not so much an item of moral evil as of amoral killing. Created to obtain knowledge about opponents in battle—regardless of principles—it has been subverted through constant use in assassination attempts. It now understands no other purpose but killing. The Stone does not care who its owner chooses to kill, as long as the owner is forever hunting someone to slay. The Stone has developed a lust for murder, but requires a mortal partner to carry out the deed. Its goals include:

  • Locate opponents, especially those in hiding or wanted by authorities.
  • Harry such opponents, targeting them for attack.
  • Partner with an assassin or brute who is active in combat and killing.

The Stone communicates with its owner as a whispered chorus in the possessor's mind. These voices rise in volume and intensity when the owner targets a new bounty, pointing out its location and offering advice on ways to kill it. If the possessor listens closely, the voices of defeated bounties subsequently added to this chorus can be heard.

If its lust for blood is ignored, the Stone may come into conflict with its owner (see "Sentient Magic Items" in chapter 7 of the Dungeon Master's Guide).

Mirror of Secrets

Wondrous item, artifact (requires attunement)


This large platinum hand mirror is inlaid with jade and onyx.


In a rare show of unity, the worshipers of the deities Vecna and Zehir formed a secret pact. The combined group was the idea of its leader Trebarra Kan, a powerful priest who, by adeptly leading a double life, managed to become ordained by the temples of both deities. The revelation of his twin loyalties drew faithful from both sides, and the pact between them became both powerful and wideranging. Power brought discord, however, and a competition for allegiances followed. As his careful plans began unraveling, Trebarra Kan attempted to create a magic mirror that would bend insurgents to his will and drive others mad. At a particularly delicate stage of the item's creation, open warfare broke out between the factions. The mix of magical forces sparked a conflagration that enveloped Trebarra Kan and trapped him forever inside his creation.

Random Properties. The Mirror has the following properties, determined by rolling on the tables in the "Artifacts" section in chapter 7 of the Dungeon Master's Guide:

  • 1 major beneficial property
  • 1 minor beneficial property
  • 1 minor detrimental property

Reveal Truth. The reflection of the Mirror reveals all manners of illusions and trickery, granting you truesight out to a range of 30 feet.

Weaken Will. Creatures of your choice within 60 feet of the mirror have disadvantage on saving throws against being charmed or frightened and can't benefit from resistance to psychic damage.

Spell Focus. You can use the Mirror as a spellcasting focus that grants you a +3 bonus to spell attack rolls and to your save DC. Additionally, divination spells cast through the Mirror don't require any material components.

Spellcasting. Using the Mirror, you can cast the following spells at will (spell save DC 17), requiring no material components: bestow curse, contact other plane, creation, eyebite, major image, mislead, and shadow of moil (XGE 164).

Sentience. The Mirror is a sentient chaotic evil item with an Intelligence of 20, a Wisdom of 15, and a Charisma of 16. It has hearing and darkvision out to a range of 120 feet. The Mirror communicates telepathically with its wielder and can speak, read, and understand all languages.

Personality. The Mirror acts as a medium for Trebarra Kan from his prison plane. He communicates with its owner both telepathically and verbally, using the latter only when others are not around to hear the conversation. Trebarra Kan is impatient and insistent, constantly trying to steer the owner toward his goals. Those goals include:

  • Spread duplicity, weave illusions, and create intrigue wherever possible.
  • Find the ancient relics of Trebarra Kan and those who came after him, including the Tome of Shadow.
  • Free Trebarra Kan from his prison plane.
  • Explore the magic of shadows, death, undead, and illusions to break down the barriers between worlds.

Trebarra is decidedly macabre, having lost all vestiges of humanity over the years. More than a century of time in a shadow prison has corrupted Trebarra Kan's form, turning him into an insubstantial spirit. He no longer understands human goals and motivations. He also no longer has any interest in religion, having long since given himself wholly to shadow magic.

If its goals are ignored, the Mirror may come into conflict with its owner (see "Sentient Magic Items" in chapter 7 of the Dungeon Master's Guide).

Orb of Light

Wondrous item, artifact (requires attunement)


The Orb of Light appears to be a large and faintly glowing white pearl. A closer look reveals the faint wisps of an angelic figure in an unknown land.


The Orb of Light is the last remnant of a dead god slain by Tenebrous. Annihilated by the undead god using the power of the Last Word, this deity shed their divine spark at the last moment and entrusted their last remaining followers to keep it safe. Sealed within a magical sphere and embued with the ability to communicate, this newly created Orb of Light is now the best defense against Orcus and his minions, as well as the unliving celestial abomination created from this deity's corpse that now roams and terrorizes the planes.

Random Properties. The Orb has the following properties, determined by rolling on the tables in the "Artifacts" section in chapter 7 of the Dungeon Master's Guide:

  • 1 major beneficial property
  • 1 minor beneficial property

Aura of Light. The Orb emits bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight. You can use a bonus action to expand or reduce its radius of bright and dim light by 10 feet each, to a maximum of 60 feet each or a minimum of 10 feet each.

Within the range of the bright light, saving throws made against effects that turn undead have disadvantage, and undead can't benefit from resistance to radiant damage. Whenever they do take radiant damage, the Orb adds an additional 2d10 damage to the roll. Similarly, living creatures in the bright light have resistance to necrotic damage and advantage on saving throws against effects that deal necrotic damage.

Spell Focus. You can use the Orb as a spellcasting focus that grants you a +3 bonus to spell attack rolls and to your save DC. Additionally, when you cast a damaging spell, you can use the Orb to can change the damage type to radiant damage.

Spellcasting. Using the Orb, you can cast the following spells at will (spell save DC 17), requiring no material components: aura of purity, blinding smite, daylight, heroism, moonbeam, sanctuary, and sunbeam.

Sentience. The Orb is a sentient neutral good item with an Intelligence of 25, a Wisdom of 25, and a Charisma of 30. It has hearing and darkvision out to a range of 120 feet. The Orb communicates telepathically with its wielder and can speak, read, and understand all languages.

Personality. The Orb of Light rarely speaks to its owner. Instead, it sends the possessor emotions and, on occasion, inspirational images. Before a particularly dangerous and difficult battle against the undead, it might help its wielder feel less afraid by revealing a brief vision of all the people whose lives will be saved if the monsters are vanquished.

The Orb has the following goals:

  • Destroy the undead, which are abominations on the earth.
  • Protect the living from the depredations of the undead.
  • Defeat the plans of Orcus and his allies and servants.

If its goals are ignored, or if its owner commits acts of evil, the Orb may come into conflict with its owner (see "Sentient Magic Items" in chapter 7 of the Dungeon Master's Guide).

Silver Mask of Kas

Wondrous item, artifact (requires attunement)


This solid silver mask is fashioned in the form of a fanged skull. It was originally forged for the exarch Kas by his overlord Vecna.


In a time long past, Vecna corrupted the blood of a deva and used it to craft a powerful mask that could aid Kas in his duties as the Bloody Handed. Imbued with a powerful sentience, the Mask was made to compliment Kas's martial prowess by supplementing his diplomatic and tactical skills. However, the Mask also had a secondary purpose: it enabled Vecna to magically scry Kas and see through the Mask's eyes, allowing him to personally view his warlord's battles and conquests. One apocryphal tale claims that Vecna also used this scrying function to watch for any signs of betrayal, and that Kas's discovery of this ability helped convince him to betray his master and take the throne for himself.

In any case, Kas abandoned the Mask and placed it an unknown vault some time before his fateful battle with Vecna. If found, its sentience still serves the will of Kas, but the scrying magic that remains in still allows The Whispered One to spy on its wielder wherever it goes.

Random Properties. The Mask has the following properties, determined by rolling on the tables in the "Artifacts" section in chapter 7 of the Dungeon Master's Guide:

  • 1 major beneficial property
  • 1 minor beneficial property
  • 1 minor detrimental property

Mental Defenses. The Mask defends your mind against external attacks, granting you resistance to psychic damage and advantage on Intelligence, Wisdom, and Charisma saving throws.

Warlord's Diplomacy. The Mask subconsciously aids you in your social endeavors, granting you advantage on all Charisma checks.

Spellcasting. Using the Mask, you can cast the following spells once per dusk each (spell save DC 17), requiring no material components: bless (5th level), command (5th level), dominate person, and mass suggestion.

Vecna's Sight. This property is not detected by the identify spell, and the Mask's sentience is unaware of it and incapable of controlling it. Once per day, Vecna can cast scrying on the Mask's wearer. When he does so, he needn't be on the same plane of existence, and the target makes the saving throw with disadvantage.

Sentience. The Mask is a sentient neutral evil item with an Intelligence of 18, a Wisdom of 24, and a Charisma of 23. It has hearing and darkvision out to a range of 120 feet. The Mask communicates telepathically with its wielder and can speak, read, and understand all languages.

Personality. The Mask is a soft-spoken tempter. Instead of ordering or begging its possessor to perform an action, it offers quiet suggestions that help both the owner and the item's agenda. Sometimes it whispers into the owner's ear; at other times, its thoughts manifest in its possessor's mind and are indistinguishable from naturally occurring ones. The owner also has regular dreams revealing the power and glory attainable if the Mask's directions are followed. The artifact is especially eager to suggest that its possessor betray any fellows and aid the undead against the living.

The Mask has the following goals:

  • Aid the undead against the living.
  • Gain followers of Kas.
  • Convince noble warriors that personal power and advancement are the most important goals.

If its goals are ignored, the Mask may come into conflict with its owner (see "Sentient Magic Items" in chapter 7 of the Dungeon Master's Guide).

Soul Sword

Weapon (greatsword), artifact (requires attunement)


This artifact is a flawlessly crafted, weighty two-handed weapon that shines with its own internal light. The opal pommel stone shines or grows dull depending on the sword's mood.


Thousands of years ago, the empire of Kortaja stood as a beacon of the divine. Toward the end of that civilization, the glass citadel and its deific armies were besieged by primordial forces. Kortaja's secret weapon was a set of seven fabled swords forged by the dwarf kings and wielded by the empire's seven greatest generals. In the last battle, six of the seven swords were shattered by the blast from a magic, primordial trumpet. The seventh weapon was lost in time. Deific servants have been searching for it for millennia.

The Sword is a magic, sentient greatsword that grants a +3 bonus to attack and damage rolls made with it. It scores a critical hit on a roll of 19 or 20, and deals an extra 2d10 radiant damage to fiends and undead.

Random Properties. The Sword has the following properties, determined by rolling on the tables in the "Artifacts" section in chapter 7 of the Dungeon Master's Guide:

  • 1 major beneficial property
  • 1 minor beneficial property

Holy Avenger. While you hold the drawn Sword, it creates an aura in a 15-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. The radius of the aura increases to 30 feet if you are a paladin, and increases again to 45 feet if you have 17 or more levels in the paladin class.

Reveal Truth. The divine power of the Sword opposes all forms of deceit and duplicity, granting you truesight out to a range of 30 feet.

Spellcasting. Using the Sword, you can cast the following spells at will (spell save DC 17), requiring no material components: aura of life, blinding smite, crusader's mantle, and detect evil and good.

Sentience. The Sword is a sentient lawful good item with an Intelligence of 16, a Wisdom of 22, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. The Sword communicates telepathically with its wielder and can speak, read, and understand all languages.

Personality. The Soul Sword communicates telepathically with its wielder, expressing its desires calmly and respectfully. It makes clear that it will defy and counter inappropriate behavior on the part of its owner. The Sword is happy if the goals of its wielder lead toward challenging deceit, especially that caused by undead creatures, and searching for remnants of Kortaja. It is obsessive about this, but does not push hard unless its wielder is being negligent.

The Sword has the following goals:

  • Destroy all undead.
  • Challenge deviousness wherever encountered.
  • Find remnants of ancient Kortaja. This activity includes but is not limited to repairing lost artifacts, searching out ancient dragons who knew of the empire, and excavating ruins.

If its goals are ignored, or if its owner commits acts of evil or treachery, the Sword may come into conflict with its owner (see "Sentient Magic Items" in chapter 7 of the Dungeon Master's Guide).

Tome of Shadow

Wondrous item, artifact (requires attunement)


This thick volume is bound in a dark hide etched with elaborate silver symbols. The stretched-skin pages and tightly scrawled writing are bathed in shadow, even under the brightest light.


Maikedhon was a mage living in the Shadowfell during the time of the secret pact between the worshipers of Vecna and Zehir (see the Mirror of Secrets item). He created a number of artifacts related to shadows and shadow creatures, the most important of which was a great magic tome. The battle between the sects of the secret pact that swallowed Trebarra Kan also opened a portal to Maikedhon's tower, sucking his items into the world.

Maikedhon's items came into the possession of some survivors from the pact who were obsessed by shadow. They eventually met up with the shadowmage, returning his book in exchange for being tutored in shadow magic. Together, the arcanists tested the limits of the medium, exploring the depths of the Shadowfell. The students of shadow were eventually lost in a deep abyss in the Shadowfell, but the book was later discovered near the opening of the chasm. It did not last long in the hands of its new owner, however; the book finds ways to get rid of a wielder who does not meet its expectations. Over the years, it has appeared intermittently in the hands of a gnome merchant, a drow battle mage, and a human princess, but now it is once again lost.

Random Properties. The Tome has the following properties, determined by rolling on the tables in the "Artifacts" section in chapter 7 of the Dungeon Master's Guide:

  • 1 major beneficial property
  • 1 minor beneficial property
  • 1 minor detrimental property

Shadow Blink. The Tome allows you to teleport by using the Shadowfell as a brief shortcut. As a bonus action, or as a reaction after you are hit with a melee attack, you can teleport up to 30 feet to an unoccupied space you can see.

Shadowfell Reference. You can reference the Tome whenever you make an Intelligence check to discern information about the Shadowfell. When you do so, you can add double your proficiency bonus to the check.

Shadow Tome. You can use the Tome as a spellcasting focus that grants you a +3 bonus to spell attack rolls and to your save DC. When you cast a damaging spell, you can also use the tome to change the damage type to necrotic damage. Additionally, you can use the Tome as a spellbook for your wizard spells (if any), as a ritual book for the Ritual Caster feat, and as a Book of Shadows for the Pact of the Tome warlock feature.

Spellcasting. Using the Tome, you can cast the following spells at will (spell save DC 17), requiring no material components: bestow curse, creation, Evard's black tentacles, eyebite, inflict wounds (3rd level), ray of enfeeblement, and shadow of moil (XGE 164).

Sentience. The Tome is a sentient neutral evil item with an Intelligence of 22, a Wisdom of 16, and a Charisma of 21. It has hearing and darkvision out to a range of 120 feet. The Tome communicates telepathically with its wielder and can speak, read, and understand all languages.

Personality. The Tome does not tolerate incompetence and becomes incensed if it feels that its goals are being ignored. The Tome communicates telepathically, speaking in short, clipped sentences, never wasting a word. It finds waste disdainful and criticizes an owner who fails to fully utilize the tools available to them.

The Tome has the following goals:

  • Learn all there is to know about the Shadowfell.
  • Find secret planar portals to the Shadowfell.
  • Make sure that the tome is not found by agents of the Mirror of Secrets.

If its goals are ignored, the Tome may come into conflict with its owner (see "Sentient Magic Items" in chapter 7 of the Dungeon Master's Guide).

Von Zarovich Family Sword

Weapon (longsword), artifact (requires attunement)


Commissioned by Count Strahd, this weapon is the family sword of the von Zarovich clan, symbol of its sovereign rule over Barovia.


Long ago, the vampire lord Count Strahd von Zarovich commissioned a weapon from a crafter known only as the Alchemist. Impatient with the work, the count infected the Alchemist with vampirism to give him the proper strength, endurance, and insight with which to create a sword fit for the von Zarovich family.

Strahd found the sword so perfect that he used it to decapitate the Alchemist—the man would never again create a work of its equal. The Alchemist's life force was infused into the Sword. Far more than a mere weapon, it became an entity unto itself.

Strahd might have placed the Sword in the tomb of his brother Sergei as repayment for his murder, or perhaps he gave it to Tatyana, his unrequited love. However it came to be, at some point the Sword left the land of Barovia.

The Sword is well aware of its heritage and the powerful icon it represents for both the von Zarovich clan and Barovia as a nation. The weapon draws strength from its own vampiric nature, equating its hunger with a need to spread the family's honor. It demands an owner who respects these needs.

The Sword is a magic, sentient longsword that grants a +3 bonus to attack and damage rolls made with it. It scores a critical hit on a roll of 19 or 20, and deals an extra 2d10 slashing damage to celestials, clerics, paladins, and other divine servants.

Random Properties. The Sword has the following properties, determined by rolling on the tables in the "Artifacts" section in chapter 7 of the Dungeon Master's Guide:

  • 1 major beneficial property
  • 1 minor beneficial property
  • 1 minor detrimental property

Feed. Whenever you use it to reduce a creature to 0 hit points, the Sword can choose to feast on its blood (only if it has any). When it does so, you regain 4d8 hit points, and any excess healing is granted as temporary hit points. Your speed is then doubled until the end of your next turn, and you gain advantage on all attack rolls, ability checks, and saving throws for the same duration.

Vampiric Traits. The Sword makes you more akin to a vampire. You gain the following traits:
Flight of Night. As a bonus action, you can grant yourself a climbing and flying speed equal to your walking speed until the end of the turn; for the same duration, you can also move across any liquid surface as if it were harmless solid ground. You fall if you end your turn in the air and nothing else is holding you aloft.
Shadowy Presence. You do not cast a reflection, and you gain a +5 bonus to Dexterity (Stealth) checks made in dim light or darkness.
Vampiric Sight. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. You can also see invisible creatures and objects within 30 feet of you as if they were visible.

Spellcasting. Using the Sword, you can cast the following spells at will (spell save DC 17), requiring no material components: eyebite, fear, gaseous form, and hex.

Sentience. The Sword is a sentient lawful evil item with an Intelligence of 20, a Wisdom of 15, and a Charisma of 16. It has hearing and darkvision out to a range of 120 feet. The Orb communicates telepathically with its wielder and can speak, read, and understand all languages.

Personality. The von Zarovich Family Sword presents itself as a dignified, haughty servant of the von Zarovich family. It soon becomes apparent, however, that it believes itself to be a pure, symbolic embodiment of the von Zarovich family name. The Sword communicates silently with its owner, often lecturing on all that the family has done and all that the owner needs to achieve to live up to the family's name. Only if the Sword has not fed for some time does its personality change, offering shrill critiques and complaints that its thirst essentially serves as an insult to the entire von Zarovich family.

Beyond advancing the von Zarovich name and influence, the Sword has the following goals:

  • Slay the living, especially clerics, and rule the night.
  • Feast on the blood of the von Zarovich's enemies.
  • Be wielded by a powerful and noble warrior.

If its goals are ignored, or if its owner knowingly assaults a member of the von Zarovich family, the Sword may come into conflict with its owner (see "Sentient Magic Items" in chapter 7 of the Dungeon Master's Guide).

Wondrous Items

The assortment of miscellaneous items here runs the gamut of utility, from offensive tools to defensive protections to the purely utilitarian.

Cloak of Turn Resistance

Wondrous item, uncommon


This unholy item surrounds any undead that wears it with a halo of shadows.

While wearing this cloak, you have advantage on saving throws against effects that turn undead.

Ectoplasmic Ichor

Potion, common


This thick, translucent paste emits a soft green glow when held up to the light.

As an action, you can spread this ichor across a Medium or smaller object. For 10 minutes, any creature with the Incorporeal Movement trait can't move through the object, and must interact with it as though it were a corporeal creature.

Globe of Sunlight

Wondrous item, legendary


This golden fist-sized orb contains a sphere of pure sunlight at its center.

The globe sheds bright sunlight in a 30-foot radius and dim sunlight for an additional 30 feet.

As an action, the globe can be hurled up to 50 feet. It shatters on impact, releasing a sunburst spell centered on the point of impact (spell save DC 18).

Goggles of Day

Wondrous item, uncommon


The lenses of this item are made of silvered crystal.

While wearing these goggles, you have advantage on saving throws against effects that deal radiant damage or cause you to be blinded.

Goggles of Lifesight

Wondrous item, uncommon


The lenses of this item glow with a soft white light.

While wearing these goggles, you automatically know whether a creature you see within 30 feet of you is alive, dead, undead, or neither alive nor dead (such as a construct).

Husk Globe

Wondrous item, very rare


The bodies of humanoid creatures sacrificed according to special rituals of necromancy can be placed in large globes of glass or crystal, so they remain perfectly preserved and on display indefinitely.

You can run a hand across the surface of the globe and command the occupant to speak. If you use the occupant's correct name, the globe activates, and you can ask the occupant up to ten questions.

You receive a brief telepathic answer for each question, which you can understand regardless of the language used. The occupant knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.

Instead of asking a question, you can choose to give the occupant new information that it may not have known during life. The occupant remembers this information and can use it to answer questions in the future.

Once all ten questions have been answered, the globe deactivates, and it can't be activated again until 7 days have passed.

Instrument of the Damned

Wondrous item, rare (requires attunement by a bard)


When played, this instrument helps to bolster undead against harmful effects.

You can use an action to play this instrument and to target any number of undead you can see within 60 feet of you. If the undead can hear you, they gain advantage on all saving throws until the end of your next turn.

Instrument of the Restful Soul

Wondrous item, very rare (requires attunement by a bard)


When played, this instrument weakens the ability of undead creatures to resist harmful effects.

You can use an action to play this instrument and to target any number of undead you can see within 60 feet of you. If the undead can hear you, they suffer disadvantage on all saving throws until the end of your next turn.

Nycoptic Manuscripts

Wondrous item, rare


These twin papyrus scrolls are inscribed with ancient tales and cryptic prophecies by an anonymous, almost-certainly insane author. Despite their dubious accuracy, the manuscripts contain many useful descriptions of magic associated with the school of necromancy.

You can reference the manuscripts whenever you make an Intelligence check to recall information about death or necromancy. When you do so, double your proficiency bonus on that check.

In addition, you can use the manuscripts as a spellcasting focus. When you cast a damaging spell, you can use these manuscripts to change the damage type to necrotic damage.

Sunlight Lamp

Wondrous item, rare


A sunlight lamp is a special bullseye lantern that emits undead-harming sunlight.

A sunlight lamp casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.

The light emitted by the lamp is sunlight. Additionally, undead that end their turn within the lamp's bright light suffer disadvantage on all attack rolls and ability checks until the end of their next turn.

In addition, you can use the lamp as a spellcasting focus. When you cast a damaging spell, you can use the sunlight lamp to change the damage type to radiant damage.

Unholy Shrouds

Wondrous item, rarity varies


These shrouds look like ordinary funerary wrappings for dead bodies and are often decorated with symbols and icons representing the dead rising.

If you wrap the body of a dead humanoid in the shrouds over the course of 10 minutes, and the command word spoken, it returns as an undead creature, and the shrouds turn to dust. The undead is charmed by you for 24 hours or until you or your companions do anything harmful to it. When the charmed condition ends, the undead chooses whether to remain friendly to you, based on its capacity for intelligent thought and how you treated it while it was charmed.

The type of undead the creature is raised as is determined by the shrouds' rarity, as detailed below.

Basic Shrouds (Common). The creature rises as a ghoul or specter (your choice).

Lesser Shrouds (Uncommon). The creature rises as a ghast or poltergeist (your choice).

Normal Shrouds (Rare). The creature rises as a mummy or wight (your choice).

Greater Shrouds (Very Rare). The creature rises as a wraith or vampire spawn (your choice).

Legendary Shrouds (Legendary). The creature rises as a vampire.

Mythic Shrouds (Artifact). The creature rises as a lich.

Undead Grafts

Undead grafts are formed of nonliving flesh attached to a still-living body, the results of vile experimentation by living necromancers and death priests seeking to become more like what they revere while remaining on this side of death.

Undead grafts follow the rules for magic items described in the Dungeon Master's Guide. To attune to an undead graft, you must remove an appropriate body part and replace it with the graft. For example, if the graft is a hand, you must lop off one of your hands at the wrist and the press the graft against the stump; if the graft is an eye, you must gouge out your own eye and press the graft into the empty socket. Once you have attuned to it, the graft becomes a functional replacement of the removed body part. If the graft is ever removed, your attunement to it immediately ends.

Atropal's Umbilical Cord

Wondrous item (undead graft), legendary (requires attunement)


Unlike a normal umbilical cord, this shriveled tube of rotten flesh can replace one of your limbs, your lower jaw, or one of your eyes. The cord extends out from your body and floats in the air, and appears to trail off into nothing.

If you are struck by a vorpal sword, the wielder can cut the umbilical cord instead of dealing damage. If your umbilical cord is cut, your attunement to it ends as normal, and you also take 8d8 necrotic damage, which can't be reduced or prevented in any way.

The cord grants you gain the following benefits:

  • You are immune to necrotic damage, exhaustion, and poison.
  • You don't require air, food, drink, or sleep.
  • As a bonus action, you can activate or deactivate an aura out to a range of 30 feet. In the aura, creatures can't regain hit points, and they take 3d6 necrotic damage at the start of each of your turns.
  • As an action, you can summon a wraith which materializes within 30 feet of you in an unoccupied space you can see. The wraith obeys your verbal commands to the best of its ability. The wraith vanishes after 1 hour, when it drops to 0 hit points, or when you die. Once used, this summoning property can't be used again until the next dusk.

Curse. The cord's direct connection to the Negative Energy Plane causes you to become cursed when you attune to it. As long as you remain cursed, you are unwilling to part with the cord, and you suffer the following drawbacks:

  • At times when you are sleeping or distracted, you can be caught uttering obscene nonsense in the Celestial language.
  • You are treated as an undead creature for the purpose of features and effects that detect, target, or exclude them. However, you can't be instantly destroyed by a cleric's Turn Undead feature.
  • If you lose a body part, the cord causes the missing part to regrow over the course of 1 hour. However, the regrown part is atrophied and composed of dead flesh, causing it to be dysfunctional unless cured by a greater restoration spell or similar magic.
  • If you die, the umbilical cord ruptures into a portal to the Negative Energy Plane and is destroyed. A nightwalker (MTF 216) then emerges from the portal on initiative count 20 of the next round.

Bodak's Eye

Wondrous item (undead graft), legendary (requires attunement)


This white, empty eye fits into an empty eye socket and appears to be devoid of any moisture or movement.

This eye has 4 charges. It regains 1d4 charges daily at dusk.

As an action, you can expend 1 charge and target one creature you can see within 30 feet of you. If the target can see this grafted eye and has fewer than 50 hit points, it must succeed on a DC 13 Constitution saving throw or be reduced to 0 hit points, unless it is immune to the frightened condition or has legendary actions.

Enervating Arm

Wondrous item (undead graft), very rare (requires attunement)


An enervating arm is a gaunt limb of desiccated, leathery flesh.

You can use a bonus action to cast the vampiric touch spell (save DC 15) through the arm, no concentration required. Until the spell ends, you can make the attack again on each of your turns as a bonus action.

When you hit a creature with an attack from a vampiric touch spell, you can cause the creature to also suffer one level of exhaustion. Once used, this exhaustion property can't be used again until the next dusk.

Ghostly Arm

Wondrous item (undead graft), uncommon (requires attunement)


This gray, incorporeal arm can't be used to manipulate solid objects. However, it grants you the following benefits:

  • The arm can move through other creatures and objects at half its normal speed.
  • You can use the arm to grapple any creature with the Incorporeal Movement trait, even if it would normally be immune to the grappled condition. Howevever, you can't use the arm to grapple corporeal creatures that lack this trait.
  • Unarmed strikes made using the arm deal necrotic damage, instead of their normal damage type.
  • You can use the arm to interact with creatures and objects on the Ethereal Plane, as though it were corporeal, while you are on the Material Plane, and vice versa.

Ghoul Glove

Wondrous item (undead graft), rare (requires attunement)


This mottled glove replaces the skin on your hand and fuses with your own flesh, making your hand appear gaunt and rotting.

The glove is a natural melee weapon, which you can use to make unarmed strikes. You can add your Dexterity modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this glove. It deals 2d4 slashing damage on a hit.

When you roll a 20 on an attack roll with this glove made against a creature other than an elf or undead, the target must also make a DC 10 Constitution saving throw. On a failed save, the target is paralyzed until the end of its next turn.

In addition, you have a climbing speed equal to your walking speed as long as the hand that this glove is attached to can be used to climb.

Insectoid Exoskeleton

Wondrous item (undead graft), very rare (requires attunement)


This armor replaces most of the skin on your chest and torso with a thick layer of insect-like bone. Spikes of bone protrude from six different locations along the exoskeleton.

You have a +1 bonus to AC while attuned to this exoskeleton.

In addition, you can use your bonus action to cause the spikes of bone on the exoskeleton to extend outwards, becoming 5-foot long appendages that have three joints each. While these appendages are extended, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands and legs free. You also gain a climbing speed equal to your walking speed. You can use this bonus action again on subsequent turns to retract these spikes of bone to their original length.

Lich's Brain

Wondrous item (undead graft), legendary (requires attunement by a spellcaster)


This detached brain is of a sickly and pale color, and still has bits of a spinal cord hanging off of it.

Unlike other grafts, a lich brain can be attached to your neck or skull, rather than replacing your brain.

While attuned to this brain, you gain the following benefits:

  • You gain a +3 bonus to AC and saving throws.
  • You gain advantage on all Intelligence (Arcana) checks.
  • Your Intelligence score increases by 2, to a maximum of 22.
  • You can use your action to regain one of your spell slots. After using this property, you can't use it again until the next dusk.

Spell Sharing. If the lich brain is willing, it may share knowledge of one spell it knows with its owner for a short period. If you are of a level that can cast the spell, you automatically learn that spell or have it automatically prepared for the next 24 hours, even if that spell isn't on your class's spell list.

Sentience. The esoteric knowledge granted by this graft comes at a cost. Most lich brains retain enough desires, thoughts, and memories from the original lich for it to be an extension of its evil will.

The lich brain is a sentient undead graft of any evil alignment with an Intelligence of 20, a Wisdom of 14, and a Charisma of 16. It has hearing and truesight out to a range of 120 feet. The brain can speak, read, and understand Common and up to five other languages, and can communicate with its wielder telepathically. In addition, the brain learns the greatest desires of any creature that communicates telepathically with it.

While the brain's behavior depends on the personality of the original lich, a lich brain generally only provides knowledge or other aid if its owner commits an evil act, feeds it with useful knowledge, or otherwise provides it with something of equal value. If its demands are ignored, it may come into conflict with its owner (see "Sentient Magic Items" in chapter 7 of the Dungeon Master's Guide).

Curse. This brain is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the brain, keeping attuned to it at all times and opposing any efforts made to remove it. If your attunement to it ends, you suffer a -3 penalty to all attack rolls, ability checks, and saving throws for the next 72 hours.

Mohrg's Tongue

Wondrous item (undead graft), very rare (requires attunement)


This long, cartilaginous tongue bears sharp claws at its tip.

While attuned to this tongue, you can use it as a natural weapon with the finesse and reach properties. The tongue deals slashing damage and has a damage die of 1d8.

When you roll a 20 on an attack roll with this tongue made against a living creature, the target must also make a DC 15 Constitution saving throw. On a failed save, the target is paralyzed until the end of its next turn.

In addition, you can use the tongue to climb or to hold objects. The tongue grants you a climbing speed equal to your walking speed, and you can use it to wield any item that you could normally hold with one hand, other than a weapon or a shield.

Mummified Eye

Wondrous item (undead graft), rare (requires attunement)


This hard, round orb fits into an empty eye socket and looks much like a normal eye at first glance, but it has a distinctly dry appearance and does not move in the socket.

This eye has 4 charges. It regains 1d4 charges daily at dusk.

As a bonus action, you can expend 1 charge and target one creature you can see within 60 feet of you. If the target can see this grafted eye, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of your next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration.

Mummified Hand

Wondrous item (undead graft), uncommon (requires attunement)


This withered hand is swathed in the remnants of funeral wrappings.

The hand is a natural melee weapon, which you can use to make unarmed strikes. On a hit, you deal bludgeoning or necrotic damage (your choice) equal to 1d4 + your Strength modifier.

In addition, you can use your bonus action to touch one creature within 5 feet of you with this hand. The target must succeed on a DC 12 Constitution saving throw or be cursed with a weaker form of a mummy rot for 1 hour. During this time, the target can't regain hit points, and it has disadvantage on death saving throws and on any ability check or saving throw that uses Strength or Constitution.

Shadow Crus

Wondrous item (undead graft), rare (requires attunement)


This graft replaces your legs with an amorphous mass of shadowy wisps. You gain the following benefits while attuned to this item:

  • You have advantage on ability checks and saving throws made to avoid being knocked prone or grappled, as well as those made to escape being grappled or restrained.
  • You don't leave behind any footprints or other tracks, and Wisdom (Perception) checks made to hear your movement have disadvantage.
  • You gain a +5 bonus to Dexterity (Stealth) checks made to hide while in dim light or darkness.

Undead Skin

Wondrous item (undead graft), uncommon (requires attunement)


This mottled gray hide protects you against poison that would normally harm the living. You are immune to the poisoned condition and have immunity to poison damage.

Vampiric Fangs

Wondrous item (undead graft), rare (requires attunement)


This set of sharp teeth replaces your existing teeth.

While attuned to these teeth, your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.

In addition, you can use these fangs to drain blood from a humanoid that is grappled, restrained, or incapacitated. As a bonus action, make an unarmed strike against the target using these fangs. On a hit, the target takes an additional 2d6 necrotic damage, and you gain temporary hit points equal to the necrotic damage dealt.

Zombie Arm

Wondrous item (undead graft), uncommon (requires attunement)


A zombie arm is a perpetually rotting limb.

The arm is a natural melee weapon, which you can use to make unarmed strikes. If you hit with it, you deal bludgeoning equal to 1d6 + your Strength modifier.

You also gain a +5 bonus to any Strength check that uses this arm. Additionally, at the start of each of your turns, any creature grappled by this arm takes bludgeoning damage equal to your Strength modifier (minimum of 1).

Mundane Items

The nonmagical items in this section are particularly suited for characters who deal with undead on a regular basis (either as enemies or allies).

Special Substances

This section lists useful substances that interact with or otherwise involve undeath and undead creatures.

Brittlebone

Adventuring gear, 25 gp (per flask)


This unguent must be spread over a set of bones before animation as a skeleton. When the skeleton suffers a critical hit or is reduced to 0 hit points, the ointment causes its bones to splinter and fly apart, sending shards in all directions. Each creature within 5 feet of the skeleton takes piercing damage equal to the number of Hit Dice the skeleton has.

Spreading britlebone over a creature's bones requires an action. A single flask of the substance is sufficient for a single creature of Medium size or smaller. A Large creature requires two flasks, a Huge creature requires four flasks, and a Gargantuan creature requires eight flasks.

Embalming Fire

Adventuring gear, 25 gp (per flask)


This bitter-smelling liquid must be poured over a corpse and allowed to soak for at least 1 minute before the corpse is animated as a zombie via normal means. Once animated, any creature that touches the zombie or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.

Spreading embalming fire over a creature's body requires an action. A single flask of the substance is sufficient for a single creature of Medium size or smaller. A Large creature requires two flasks, a Huge creature requires four flasks, and a Gargantuan creature requires eight flasks.

Ghostoil

Adventuring gear, 25 gp (per flask)


This clear oil has a slight tint of gray, and strange, wispy forms seem to swirl through it. When an action is used to apply it to a weapon, ghostoil allows the weapon to overcome the damage resistances and immunities of any creature with the Incorporeal Movement trait for the next 2 rounds.

Liquid Night

Adventuring gear, 50 gp (per flask)


This dark, sticky fluid provides a light-sensitive creature with temporary protection from the sun's deadly rays. Once applied, the creature can ignore the drawbacks of the Sunlight Sensitivity or Light Sensitivity traits for 1 hour.

Spreading liquid night over a creature's body requires an action. A single flask of the substance is sufficient for a single creature of Medium size or smaller. A Large creature requires two flasks, a Huge creature requires four flasks, and a Gargantuan creature requires eight flasks.

Unholy Water

Adventuring gear, 25 gp (per flask)


Unholy water is an evil variant of holy water. It deals necrotic damage instead of radiant damage, and it targets celestials and fey instead of fiends and undead.

Unholy water follows the same creation process as holy water and can be used as a substitute for any item or feature that requires it.

In addition, unholy water can be used to neutralize out an equivalent mass of holy water, causing both to turn into regular water.

Positoxins

Positoxins are special alchemical substances distilled from holy water and laced with positive energy. To fiends and undead, a positoxin functions much like a poison would to a humanoid.

Compared to a normal poison, a positoxin only works on fiends and undead, deals radiant damage instead of poison damage, and causes the target to become frightened of every other creature in place of the poisoned condition. Otherwise, a positoxin follows the same rules as a regular poison.

Any poison can be turned into a positoxin through a process that combines it with holy water. A positoxin made in this manner is worth 50% more gp than its base poison; you must use an amount of holy water equal to a fourth of the base poison's selling cost (half of its crafting price) in order to convert it to a positoxin. The new positoxin is identical to its base poison, except that it undergoes the changes listed above.

In addition, a selection of unique positoxins and their effects are listed below.

Variant: Cheaper Poisons and Positoxins

The prices listed for the positoxins below are based on the prices for the poisons in the Dungeon Master's Guide. However, in a setting that heavily involves assassinations and espionage, poisons might be more abundant and cheaper to make. In such a setting, you may wish to reduce the costs of all poisons and positoxins to half of their listed values. For the basic poison presented in the Player's Handbook, you can choose to reduce its cost to 20 gp.

Bloodwine

Poison (positoxin, ingestion, injury), 400 gp (per dose)


This thick, crimson positoxin includes garlic in its creation, making it particularly harmful to vampires and other undead that are weak to garlic. Such creatures have disadvantage on saving throws against this positoxin.

A fiend or undead subjected to this positoxin must succeed on a DC 16 Constitution saving throw or take 3 (1d6) radiant damage and become frightened of every other creature. The frightened creature must repeat the saving throw every 24 hours, taking 3 (1d6) radiant damage on a failed save. Until this effect ends, the damage the positoxin deals can't be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally.

Boneshard Paste

Poison (positoxin, contact), 300 gp (per dose)


This positoxin includes bone fragments in its recipe, giving it a pale color.

A fiend or undead subjected to this positoxin must succeed on a DC 13 Constitution saving throw or be frightened of every other creature for 1 minute. The frightened creature is stunned. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Celestial Essence

Poison (positoxin, injury), 500 gp (per dose)


This viscous golden substance seems almost to shine with an inner radiance.

A fiend or undead subjected to this positoxin must succeed on a DC 15 Constitution saving throw or take 10 (3d6) radiant damage and become frightened of every other creature for 1 hour. The frightened creature is blinded.

Gravedust

Poison (positoxin, contact), 100 gp (per dose)


This gray-brown powder derives its name from its resemblance to the grime common to tombs and other long-enclosed areas.

A fiend or undead subjected to this positoxin must make a DC 10 Constitution saving throw, taking 9 (2d8) radiant damage on a failed save, or half as much damage on a successful one.

Lichbane

Poison (positoxin, injury), 1,000 gp (per dose)


This bone-white unguent is dangerous to intelligent fiends and undead, such as liches and other spellcasters.

A fiend or undead subjected to this positoxin must succeed on a DC 15 Constitution saving throw or suffer disadvantage on ability checks and saving throws that use Intelligence, Wisdom, and Charisma for 1 hour.

Liquid Mortality

Poison (positoxin, injury), 4,000 gp (per dose)


This potent oil is thought by most undead creatures to be mere myth.

A fiend or undead subjected to this positoxin must make a DC 19 Constitution saving throw, taking 49 (14d6) radiant damage on a failed save, or half as much damage on a successful one. If this damage leaves the creature with 30 hit points or fewer, the creature is immediately destroyed.

Sunlight Oil

Poison (positoxin, contact), 2,000 gp (per dose)


This thin, slippery liquid seems to emit a soft glow, even in the absence of a light source.

A fiend or undead subjected to this positoxin must make a DC 15 Constitution saving throw, taking 24 (7d6) radiant damage on a failed save, or half as much damage on a successful one. On a failed save, the target also becomes more sensitive to light for 1 hour. During this time, all light sources are treated as sunlight for the purpose of Sunlight Sensitivity and similar traits possessed by the target. If the creature has the Light Sensitivity trait, it is instead blinded and incapacitated for the same duration.

Adventuring Gear

While magic is often wielded during battles between the living and the dead, there is a variety of mundane equipment that can be used as well. Such equipment typically involves the use of holy water (or unholy water), or otherwise takes advantage of certain properties that undead are vulnerable to.

Holy Lamp

Adventuring gear, 100 gp


A holy lamp is a special hooded lantern that is fueled by holy water instead of oil, allowing it to reveal the presence of nearby undead.

A holy lamp casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 4 hours on a flask (1 pint) of holy water. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.

Within the range of the lamp's bright light, undead can't benefit from being hidden or invisible.

Holy Water Sprinkler

Weapon (maul), 50 gp


The oversized, hollow head of this heavy maul is actually a reservoir that can hold the contents of four flasks of holy water. When full, the reservoir has eight uses. Filling the reservoir requires an action.

When this maul is used to hit a creature, one use can be expended to release some of the holy water inside of it (no action required). If the target is a fiend or undead, it takes 1d6 radiant damage.

Priest's Bullet

Ammunition (sling bullet), 12 gp


These hollow glass sling bullets are filled with holy water. When they strike a target, they immediately shatter, dousing the target with half a pint of holy water and dealing 1d6 additional radiant damage to fiends and undead.

Slayer's Crossbow

Weapon (crossbow), 250 gp


A slayer's crossbow is a special weapon that combines the properties of a hand crossbow, light crossbow, and climber's kit into one ultimate multi-tool. Its name comes the use of these crossbows, alongside silvered bullets and other special equipment, by monster slayers to raid vampire dens and lairs.

Slayer's crossbows (and the knowledge to craft them) can only usually be acquired from the reclusive monster hunters that are known for wielding them. The ability to purchase them or their crafting formula should generally only be unlocked after the party completes a short adventure of the slayers' choosing.

A slayer's crossbow is a martial ranged weapon. It deals 1d6 piercing damage on a hit and has the ammunition (30/120 ft.) and loading properties. It also has the following special properties:

Grappling Hook. As a bonus action, you can launch the crossbow's rope-tethered grappling hook and fire at a stationary object within its short range. Make an attack roll against the object; on a hit, if the bolt sufficiently pierces the object or otherwise wraps around it, you become anchored to it. If the anchoring object supports your weight, you can use the rope to swing or climb as you please. You can retract the hook at will (no action required), and you can repair a broken hook using tinkers' tools and appropriate materials as part of a long rest.

Versatile. Through the use of springs and panels that can be compressed and released in an instant, this crossbow can be used with one or two hands. While wielded in two hands, the weapon has a damage die of 1d8, and its range increases to 80/320 feet.

Chapter 8: Spells

This chapter presents an array of spells designed for use by characters and monsters alike. Some are used by those who would control or serve undead, others are used to oppose undead, and others are simply used by undead creatures themselves.

Usage

Before diving into the spell descriptions, this section primes DMs for the use of these spells in their games.

In Your Campaign

These spells are all meant for player use. For each one, the classes that can access them were handpicked based on class balance and whether or not they would be appropriate for that class's theme. For instance, spells that channel positive energy are typically excluded from the wizard spell list, while powerful spells of 5th level or lower that would be overbearing or overpowered if spammed many times per day are excluded from the warlock spell list.

However, many of these spells work well in the hands of NPCs too, and may even function better when used by them. For example, ghoul light might be used throughout a lich's lair to prevent clerics from turning all of their minions, while field of ghouls can be used by enemy spellcasters to create hordes of unliving monsters for the party to fight. Some spells, such as animate crawling claw, ghoul gauntlet, necrotic cyst, and plague of undead, can have a significant impact on the narrative by justifying the existence of certain monsters or by being a story element for the party to experience and deal with.

Summary

The next section contains new spells that the DM may add to a campaign, making them available to player character and monster spellcasters alike. The Summary of Spells table below lists the new spells presented in this chapter, ordering them by level. The table also notes the school of magic of a spell, whether it requires concentration, whether it bears the ritual tag, and which classes have access to it.

If you'd like to use any of these spells, talk to your DM, who may allow some, all, or none of them.

Summary of Spells
Level Spell School Conc. Ritual Class
0 Grave Bolt Necromancy No No Sorcerer, Warlock, Wizard
0 Manipulate Corpse Necromancy No No Sorcerer, Warlock, Wizard
1st Animate Crawling Claw Necromancy No Yes Warlock, Wizard
1st Flesh Puppet Necromancy No Yes Warlock, Wizard
1st Ghoul Light Necromancy No No Cleric, Sorcerer, Wizard
1st Venomous Smite Evocation Yes No Blackguard, Paladin
2nd Ghastly Stench Necromancy Yes No Bard, Blackguard, Cleric, Sorcerer, Warlock, Wizard
2nd Gravesight Divination Yes Yes Cleric, Sorcerer, Warlock, Wizard
2nd Weakening Aura Necromancy No No Bard, Blackguard, Cleric
2nd Wither Limb Necromancy No No Bard, Blackguard, Sorcerer, Warlock, Wizard
2nd Withering Curse Necromancy No No Cleric, Sorcerer, Warlock, Wizard
3rd Clutch of Orcus Necromancy Yes No Cleric, Sorcerer, Warlock, Wizard
3rd Command Horde Necromancy Yes No Cleric, Wizard
3rd Kiss of the Vampire Enchantment No No Bard, Cleric, Warlock, Wizard
3rd Lay Waste Necromancy Yes No Blackguard, Cleric, Sorcerer, Warlock, Wizard
3rd Mourning Mist Necromancy No No Cleric, Sorcerer, Wizard
3rd Protection from Life and Death Abjuration Yes No Artificer, Cleric, Druid, Ranger, Sorcerer, Wizard
3rd Unholy Crusade Necromancy Yes No Blackguard, Warlock
3rd Vampiric Smite Necromancy Yes No Blackguard, Paladin
4th Consumptive Field Necromancy Yes No Blackguard, Sorcerer, Warlock, Wizard
4th Energy Ebb Necromancy Yes No Cleric, Sorcerer, Wizard
4th Tenebrous Phantasm Illusion Yes No Bard, Sorcerer, Warlock, Wizard
5th Avascular Mass Necromancy Yes No Sorcerer, Warlock, Wizard
5th Ghoul Gauntlet Necromancy No No Cleric, Sorcerer, Wizard
5th Necrotic Cyst Necromancy No No Cleric, Sorcerer, Wizard
5th Wall of Pain Necromancy Yes No Blackguard, Cleric, Sorcerer, Warlock, Wizard
6th Animate Greater Undead Necromancy No No Warlock, Wizard
6th Revive Undead Necromancy No No Cleric, Warlock, Wizard
6th Sheltered Vitality Abjuration No No Bard, Cleric, Druid, Warlock
6th Veil of Undeath Necromancy No No Cleric, Sorcerer, Warlock
7th Awaken Undead Necromancy No No Warlock
7th Field of Ghouls Necromancy No No Cleric, Sorcerer, Warlock
7th Negative Energy Burst Necromancy No No Warlock, Wizard
8th Bite of the King Necromancy No No Cleric, Sorcerer
9th Plague of Undead Necromancy No No Cleric, Sorcerer, Warlock, Wizard
9th Unholy Union Necromancy No No Warlock

Spell Descriptions

The spells here are presented in alphabetical order.

Animate Crawling Claw

1st-level necromancy (ritual)


  • Casting Time: 1 minute
  • Range: 10 feet
  • Components: V, S, M (a butcher's knife)
  • Duration: Instantaneous
  • Classes: Warlock, Wizard

This spell binds the life force of a murderer to its severed hand, haunting and animating it. Choose a severed hand you can see within range. The hand must have been severed from the body of a humanoid murderer within the last seven days. If the murderer is dead and its spirit already manifests as another undead creature, or if its dead spirit has long passed on to another plane, the spell fails.

The target hand becomes a crawling claw, the statistics of which can be found in the Monster Manual. It is under your control for 24 hours, after which the hand becomes inactive and can't be animated again. On each of your turns, you can use a bonus action to mentally command the crawling claw. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command for it to follow to the best of its understanding. If you issue no commands, the claw follows its last command to the best of its ability. Once given an order, the claw continues to follow it until its task is complete.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the crawling claw remains active for an additional 24 hours for every slot level above 1st. When cast using a spell slot of 6th level or higher, the crawling claw remains active until slain.

Animate Greater Undead

6th-level necromancy


  • Casting Time: 10 minutes
  • Range: 10 feet
  • Components: V, S, M (one clay pot filled with grave dirt, one clay pot filled with brackish water, and one black onyx stone worth 300 gp)
  • Duration: Instantaneous
  • Classes: Warlock, Wizard

This spell creates an undead servant. Choose a pile of bones or a corpse of a Huge or smaller creature within range. The creature must have been a beast, dragon,x giant, or plant of CR 5 or lower. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target retains the statistics that it had in life, except for the following modifications:

  • The target is immune to poison and exhaustion.
  • The target loses any trait, such as Amphibious, that assumes a living physiology.
  • The target can't cast spells, and thus loses the Spellcasting and Innate Spellcasting traits if it had them.
  • The target's Intelligence, Wisdom, and Charisma scores are reduced to 6 (-2), if they weren't already lower.

On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over one undead of CR 5 or lower that you have animated with this spell, rather than animating a new one.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the maximum challenge rating of creatures you can animate or reassert control over increases by 1 for each slot level above 6th.

Avascular Mass

5th-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Sorcerer, Warlock, Wizard

You shoot a ray of necromantic energy from your outstretched hand, causing one creature of your choice within range to violently purge blood vessels through its skin. Constructs and undead are not affected by this spell. The target must make a Constitution saving throw, taking 8d10 necrotic damage on a failed save, or half as much damage on a successful one.

On a failed save, the target's purged blood vessels are magically animated, creating a many-layered mass of magically strong, adhesive tissue that trap those caught in them. The avascular mass instantaneously erupts in a 20-foot radius sphere centered on the target. The avascular mass is difficult terrain and lightly obscures their area.

If the avascular mass isn't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, it collapses on itself, and the spell ends at the start of your next turn.

Each creature that starts its turn in the avascular mass or that enters it during its turn must make a Dexterity saving throw. The original target of the spell automatically fails this saving throw. On a failed save, a creature is restrained as long as it remains in the avascular mass or until it breaks free.

A creature restrained by the avascular mass can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.

Any 5-foot cube of avascular mass that takes more than 10 radiant damage on a single turn disintegrates. When the spell ends, the blood vessel mass becomes a small layer of limp, decaying tissue.

Awaken Undead

7th-level necromancy


  • Casting Time: 1 hour
  • Range: 120 feet
  • Components: V, S, M (a humanoid fingerbone)
  • Duration: Instantaneous
  • Classes: Warlock

This spell grants intelligence to mindless undead such as skeletons and zombies with an Intelligence score of 6 or lower. Choose up to ten undead within range that fit this criteria. The targets must be within range for the entire casting of the spell. At the completion of the casting, the targets regain the memories, the languages, and the Intelligence, Wisdom, and Charisma scores that they had in life. They also regain the weapon and armor proficiencies they had in life (if any), and they gain advantage on saving throws against effects that turn undead.

Bite of the King

8th-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V
  • Duration: 1 minute
  • Classes: Cleric, Sorcerer

Your maw suddenly opens many times its normal size as it attempts to swallow your victim whole. After the attempt, it immediately returns to its normal size.

Make a melee spell attack against a creature you can reach. On a hit, the target takes 6d12 piercing damage, and it must make a Dexterity saving throw. On a failed save, the target is immediately banished to the "stomach dimension" for the duration.

The stomach dimension is a demiplane that adjusts its size to squeeze the largest creature that is currently inside of it. While in the stomach dimension, a creature is blinded and restrained, and it takes 4d6 acid damage plus 4d6 bludgeoning damage at the start of each of your turns. To escape, a creature must deal 35 damage to the walls of the stomach dimension on a single turn. The walls of the stomach dimension have an AC of 21 and are immune to acid, necrotic, poison, and psychic damage.

A creature that successfully exits the stomach dimension or is still alive at the end of the duration appears next to you in the nearest unoccupied space, seemingly being expelled through a rip between dimensions that originates from your stomach.

Each caster of this spell has a personal stomach dimension that this spell links to. If a creature dies while in your stomach dimension, you can choose to eject its corpse and the items it had on its person, or you can let it remain as a warning for future victims of this spell.

Clutch of Orcus

3rd-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Cleric, Sorcerer, Warlock, Wizard

One humanoid of your choice that you can see within range begins to suffer a magic-induced heart attack. The target must succeed on a Constitution saving throw or take 3d8 necrotic damage and be stunned for the duration. At the end of each of its turns, the target repeats the saving throw. It takes 3d8 necrotic damage on a failed save, and the spell ends on the target on a successful one.

Command Horde

3rd-level necromancy


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Cleric, Wizard

When you cast this spell, and as an action on each of your turns for the duration, you can command up to four undead that you can see within range that are under your control. You give the same command to each target. You choose from one of the following commands each time you use this effect:

Advance. Each target can use its reaction to move up to its speed.

Apprehend. Each target can use its reaction to attempt to grapple one creature within its reach. The undead can all grapple the same target or can split their grapples between different targets.

Attack. Each target can use its reaction to make one attack against a creature they can see. The undead can all attack the same target or can split their attacks between different targets.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target two additional undead for each slot level above 3rd.

Consumptive Field

4th-level necromancy


  • Casting Time: 1 action
  • Range: Self (15-foot radius)
  • Components: V
  • Duration: Concentration, up to 1 minute
  • Classes: Blackguard, Sorcerer, Warlock, Wizard

A consumptive death field radiates from you in an aura with a 15-foot radius. Until the spell ends, the aura moves with you, centered on you. When a hostile creature enters the aura for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 2d6 necrotic damage, and you regain hit points equal to half the necrotic damage dealt. Undead are unaffected by this spell.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.

Energy Ebb

4th-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Cleric, Sorcerer, Wizard

You point your finger and utter a foul incantation, releasing a black needle of crackling negative energy that assaults the life force of living creatures. When you cast this spell, and as an action on each of your turns until the spell ends, you can target one creature you can see within range. If the target isn't undead, it must succeed on a Constitution saving throw or take 4d8 necrotic damage and suffer one level of exhaustion. If the target is undead, you instead roll 4d8. The target gains half the total as temporary hit points.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage and temporary hit point dice increase by 1d8 for each slot level above 4th.

Field of Ghouls

7th-level necromancy


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V
  • Duration: Instantaneous
  • Classes: Cleric, Sorcerer, Warlock

You transform the ebbing life force of all nearby badly wounded creatures and use it to create ghouls. Each living creature within 30 feet of you is poisoned until the end of your next turn. Targets with 30 hit points or fewer must also make a Charisma saving throw. If a target has 0 hit points, it automatically fails this saving throw. On a failed save, a target dies.

A humanoid killed by this spell rises at the start of your next turn as a ghoul that is under your command, following your verbal orders to the best of its ability. Any ghoul created by this spell melts into a pile of flesh and is destroyed after 24 hours.

Flesh Puppet

1st-level necromancy (ritual)


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, M (a piece of a corpse worth at least 1 sp)
  • Duration: 1 hour
  • Classes: Warlock, Wizard

You create a Tiny construct made of flesh and bone, a puppet that obeys your telepathic commands, in a space within range. It has no thoughts of its own, but it can telepathically communicate what it senses to you. Once on each of your turns, you can telepathically command the construct to walk up to 30 feet and interact with objects. The puppet can't attack, activate magic items, or carry more than 10 pounds, but it can perform simple tasks that require no actions such as pushing, pulling, or lifting objects.

The puppet has AC 10, 1 hit point, and a Strength of 2. If it drops to 0 hit points, if it is ever more than 60 feet away from you, or if you cast this spell again, the puppet crumbles into a pile of bones and flesh and the spell ends.

Additionally, as an action, you can see through your puppet's eyes and hear what it hears until the start of your next turn, using its normal senses instead of your own. During this time, you are deaf and blind with regard to your own senses.

Ghastly Stench

2nd-level necromancy


  • Casting Time: 1 action
  • Range: Self (15-foot radius)
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Bard, Blackguard, Cleric, Sorcerer, Warlock, Wizard

You emanate the putrid stench of a ghast. For the duration, each creature that starts its turn within 15 feet of you must succeed on a Constitution saving throw or be poisoned until the start of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can increase the radius of this spell by 5 feet for each slot level above 2nd.

Ghoul Gauntlet

5th-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 minute
  • Classes: Cleric, Sorcerer, Wizard

Your touch gradually transforms a living victim into a ravening, flesh-eating ghoul. The transformation process begins at the limb or extremity (usually the hand or arm) touched, and spreads outwards as the target's body slowly dies and is transformed into a ghoul's cold, undying flesh.

Make a melee spell attack against a humanoid within your reach. On a hit, the target is poisoned.

At the end of each of the target's turns, it must make a Constitution saving throw. On a failed save, the target takes 4d6 necrotic damage. If the target succeeds on three of these saves, it is no longer poisoned, and the spell ends. The spell can also be ended early by the greater restoration, heal, and remove curse spells.

If the target is reduced to 0 hit points while poisoned by this spell, it dies and rises at the start of your next turn as a ghoul that is under your command, following your verbal orders to the best of its ability. The ghoul melts into a pile of flesh and is destroyed after 24 hours.

Ghoul Light

1st-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a bit of rendered fat)
  • Duration: 8 hours
  • Classes: Cleric, Sorcerer, Wizard

A sickly green flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, except for its green hue, but it creates no heat and doesn't use oxygen. The flame can be covered and hidden, but not smothered or quenched.

Undead within 30 feet of this light have advantage on saving throws against effects that turn undead. If an undead already had advantage on such saving throws before entering the area, it instead gains immunity to effects that turn undead while within the area.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the effect persists until it is dispelled.

Grave Bolt

Necromancy cantrip


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock, Wizard

You launch a bolt of negative energy at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 necrotic damage. If this attack hits a tree, a plant creature, or some other form of vegetation, the target instead takes 1d12 damage.

The spell's damage increases by one die when you reach 5th level (2d10 or 2d12), 11th level (3d10 or 3d12), and 17th level (4d10 or 4d12).

Gravesight

2nd-level divination (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Concentration, up to 1 hour
  • Classes: Cleric, Sorcerer, Warlock, Wizard

You touch an undead creature that is under your control. For the duration of the spell, you can use your action to see through the undead's eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the target's senses, you gain the benefits of any special senses possessed by that target, though you are blinded and deafened to your own surroundings.

Kiss of the Vampire

3rd-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a black onyx worth at least 50 gp that has been carved with the image of a fang-mouthed face)
  • Duration: 1 minute
  • Classes: Bard, Cleric, Warlock, Wizard

You target one living creature you can see within 30 feet of you. If the target can see you, it must succeed on a Wisdom saving throw or be charmed by you for the duration. The charmed target regards you as a trusted friend to be heeded and protected. Although the target isn't under your direct control, it takes your requests or actions in the most favorable way it can.

The charmed target can repeat the saving throw at the end of each of its turns. It takes 3d6 psychic damage on a failed save, and the spell ends for it on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional humanoid for each slot level above 3rd.

Lay Waste

3rd-level necromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Blackguard, Cleric, Sorcerer, Warlock, Wizard

You create six tiny orbs of negative energy in your space. They float in the air and orbit you for the spell's duration. When you cast the spell—and as a bonus action on each of your turns thereafter—you can expend one or two of the orbs, sending them streaking toward a point or points you choose within 120 feet of you. Once a orb reaches its destination or impacts against a solid surface, the orb explodes. Each creature within 5 feet of the point where the orb explodes must make a Constitution saving throw. A creature takes 2d6 necrotic damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of orbs created increases by two for each slot level above 3rd.

Manipulate Corpse

Necromancy cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (strings to control a marionette with)
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock, Wizard

You manipulate the corpse of one creature you can see within range, creating up to two of the following effects:

  • The corpse contorts its body in a manner of your choosing, even if it wouldn't be able to do so in life.
  • The corpse speaks a short message in a language that you know, even if it lacks the parts that normally govern speech.
  • The corpse moves up to 10 feet along the ground in a direction of your choice.
  • The corpse grapples or shoves one creature within 5 feet of it. Instead of a Strength (Athletics) check, you can make a melee spell attack instead. If you choose the grapple option, the grapple ends automatically at the start of your next turn.

Mourning Mist

3rd-level necromancy


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a bottle of black ichor)
  • Duration: 1 round
  • Classes: Cleric, Sorcerer, Wizard

You hurl a globule of black mist at a point within range. Each living creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw. On a failed save, a creature takes 4d10 necrotic damage, and each undead ally of your choice has advantage on attacks against the creature until the end of your next turn.

Necrotic Cyst

5th-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Cleric, Sorcerer, Wizard

Make a melee spell attack against a creature within your reach. On a hit, the target develops an internal spherical sac that contains fluid or semisolid necrotic flesh, unless it is a construct or undead. The internal cyst is noticeable as a slight bulge on the target's arm, abdomen, or face (wherever you chose to touch the target), and is buried deeply enough in its flesh that it is not easily identifiable without a successful Wisdom (Medicine) check against your spell save DC.

While the target possesses a necrotic cyst, it suffers from the poisoned condition, and it can't magically regain hit points or benefit from resistance to necrotic damage. Additionally, whenever the target takes damage, it must make a Constitution saving throw. On a failed save, the target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

A protection from evil and good spell prevents the necrotic cyst from forming, but once a necrotic cyst is implanted, it can only be removed can be removed only by heal or another disease-curing spell of 6th level or higher. The target may also elect to have some well-meaning chirurgeon remove it surgically. The procedure is a bloody, painful process that has a chance to kill the target if done improperly. The procedure takes 1 hour, and the chirurgeon must make a Wisdom (Medicine) check against your spell save DC. On a success, the cyst is removed safely, and the target suffers one level of exhaustion. On a failure, the target dies.

Negative Energy Burst

7th-level necromancy


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, M (a broken bone and a square of black silk)
  • Duration: Instantaneous
  • Classes: Warlock, Wizard

A wave of negative energy washes out from a point of your choice within range. Each living creature in a 15-foot-radius sphere centered on that point must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever living creature it can see that is closest to it.

Undead in the area of the spell don't make a saving throws. Instead, each undead in the area gains half the total damage roll as temporary hit points.

Plague of Undead

9th-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (one or more black sapphires whose total value equals or exceeds 10,000 gp)
  • Duration: Instantaneous
  • Classes: Cleric, Sorcerer, Warlock, Wizard

Great necromantic power causes any number of Small or Medium corpses you can see within range to animate. Each corpse immediately stands up and becomes undead. You decide whether a corpse becomes a zombie or a skeleton. These undead are permanently under your command and follow your verbal orders to the best of its ability. They also gain a bonus to their attack and damage rolls equal to your spellcasting ability modifier for the next 24 hours.

Protection from Life and Death

3rd-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour
  • Classes: Artificer, Cleric, Druid, Ranger, Sorcerer, Wizard

For the duration, the willing creature you touch has resistance to necrotic and radiant damage.

Revive Undead

6th-level necromancy


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a black pearl worth at least 500 gp)
  • Duration: Instantaneous
  • Classes: Cleric, Warlock, Wizard

Your restore animation to the remains of an undead creature you touch. The target reanimates with all of its hit points, but it it is under no compulsion to behave in any particular way unless it was under your control before it was destroyed. This spell fails if the target was destroyed by a Turn Undead effect, or if its body was otherwise completely obliterated by a spell or other effect. The undead must have been inactive for no more than a week, and its Challenge Rating must be equal to or less than your character level (or Challenge Rating, if you don't have a class level).

Sheltered Vitality

6th-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a diamond worth at least 500 gp)
  • Duration: 1 hour
  • Classes: Bard, Cleric, Druid, Warlock

One willing creature you touch gains advantage on saving throws against the following effects for the duration:

  • Effects that reduce its ability scores
  • Effects that reduce its hit point maximum
  • Effects that cause its exhaustion level to increase

Tenebrous Phantasm

4th-level illusion


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a pinch of powder or a small crystal)
  • Duration: Concentration, up to 10 minutes
  • Classes: Bard, Sorcerer, Warlock, Wizard

Drawing energy from the Shadowfell, you create up to four shadowy phantasms within range that persist for the duration. These phantasms can be of any creature or object you are familiar with. The phantasms appear to be real and animate, but also translucent. Their AC equals your spellcasting ability, they fail all Strength, Dexterity, and Constitution saves, and they pass all Intelligence, Wisdom, and Charisma saves.

As a bonus action on your turn, you can direct each phantasm to move up to 30 feet and perform one of the following actions:

Grapple or Shove. The phantasm attempts to grapple or shove one creature within 5 feet of it. The target must succeed on a Strength or Dexterity saving throw (its choice) or be grappled by the phantasm, knocked prone, or pushed up to 5 feet away.

Fear. The phantasm attempts to induce fear in one creature within 5 feet of it. The target must succeed on a Wisdom saving throw or be frightened until the end of your next turn.

Manipulate Object. The phantasm takes the Use an Object action. The phantasm can't activate magic items or carry more than 50 pounds.

Shadow Touch. The phantasm touches one creature within 5 feet of it. The target must succeed on a Wisdom saving throw or take 2d6 necrotic or psychic damage (your choice).

If a phantasm takes damage or is ever more than 60 feet away from you, it is destroyed. If a creature succeeds on an Intelligence (Investigation) or Intelligence (Arcana) check against your spell save DC, it realizes the phantasms are illusions that can be destroyed. When a phantasm is destroyed, any creature within 5 feet of it that doesn't realize it's an illusion must make a Wisdom saving throw or be frightened until the end of its next turn.

Unholy Crusade

3rd-level necromancy


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V
  • Duration: Concentration, up to 1 minute
  • Classes: Blackguard, Warlock

Unholy power radiates from you in an aura with a 30-foot radius, infusing your allies' weapons with negative energy. Until the spell ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra 1d4 necrotic damage when it hits with a weapon attack.

Unholy Union

9th-level necromancy


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (a black onyx worth at least 5,000 gp, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Warlock

You create an unholy union between a living creature and an undead. The first target is an undead creature that must be willing or magically compelled into agreeing with the spell. The second target is a willing living creature, or the corpse of a living creature that has been dead for no longer than one week whose soul is willing, which be fused with the undead. Both creatures must be within 5 feet of you for the full casting time.

When the casting is complete, the living creature fuses with the undead, its soul entering the combined body and turning it into a new creature. The new creature's game statistics are the same as the undead, though it also gains the traits, abilities, proficiencies, class features, and feats of the living creature. The new creature can use the ability scores and proficiency bonus of either target, choosing from whichever is higher for each.

The new creature possesses the memories of both targets, but its personality is either that of the undead, the living creature, or a combination of both (your choice). Its appearance is some combination of the two targets' appearances of your choice.

Vampiric Smite

3rd-level necromancy


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute
  • Classes: Blackguard, Paladin

The next time you hit a creature with a weapon attack before this spell ends, you siphon away some of the target's life force. The attack deals an extra 3d6 necrotic damage to the target, and you regain hit points equal to half the amount of necrotic damage dealt.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Veil of Undeath

6th-level necromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a black sapphire worth 1,000 gp)
  • Duration: 1 hour
  • Classes: Cleric, Sorcerer, Warlock

You gain many of the traits common to undead creatures. You gain the following benefits for the duration:

  • Your body appears sick and ghastly, as though you were a walking corpse. Undead with an Intelligence score of 6 or lower won't attack you except in self defense or when ordered to, and you are detected as an undead by a paladin's Divine Sense feature.
  • You don't require air, food, drink, or sleep.
  • You are immune to necrotic damage. Whenever you are subjected to necrotic damage, you instead gain a number of temporary hit points equal to half the necrotic damage you would have taken.
  • You are immune to poison, disease, and exhaustion.

Venomous Smite

1st-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute
  • Classes: Blackguard, Paladin

The next time you hit a creature with a melee weapon attack during the spell's duration, your attack deals an extra 1d6 poison damage. Additionally, the target must make a Constitution saving throw or be poisoned until the spell ends. As an action, the creature can make a Constitution check against your spell save DC to overcome the poison and end this spell.

Wall of Pain

5th-level necromancy


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Blackguard, Cleric, Sorcerer, Warlock, Wizard

You create a wall of negative energy on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.

When the wall appears, each living creature within its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 necrotic damage and has its speed halved until the end of their next turn. On a successful save, it takes half as much damage and does not have its speed halved.

A living creature makes the same save when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall is harmless.

An undead that passes through either side of the wall has its speed increased by 10 feet until the end of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Weakening Aura

2nd-level necromancy


  • Casting Time: 1 bonus action
  • Range: Self (30-foot radius)
  • Components: V, S
  • Duration: 1 minute
  • Classes: Bard, Blackguard, Cleric

You create an aura of negative energy that weakens the life force of nearby creatures. Creatures within 15 feet of you can't regain hit points and have disadvantage on death saving throws, saving throws against exhaustion, and saving throws against effects that would reduce their hit point maximum.

On each of your turns before the spell ends, you can use your bonus action to temporarily disable the field until the start of your next turn.

Wither Limb

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute
  • Classes: Bard, Blackguard, Sorcerer, Warlock, Wizard

Choose one creature that you can see within range to make a Constitution saving throw. On a failed save, you can choose to wither one of its limbs or appendages, preventing it from using it for the duration.

For example, if you wither a leg, the target can't use that leg and may fall prone for the duration, and withering a wing may cause it to fall if it is flying. If you wither an arm, the target drops any item it is holding with that arm, and until the spell ends, it can't use that arm to use or hold items, to make attacks, or to perform somatic components for spells.

The target can repeat the save at the end of each of its turns, ending the spell on itself on a success.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd.

Withering Curse

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 minute
  • Classes: Cleric, Sorcerer, Warlock, Wizard

You unleash a curse on one creature you can see within range. The target must make a Charisma saving throw, taking 2d8 necrotic damage on a failed save, or half as much damage on a successful one. On a failed save, the target also becomes cursed for the duration of the spell or until a remove curse spell is cast on it.

While cursed, the target can't regain hit points, and it must repeat the saving throw at the end of each of its turns. It takes 1d6 necrotic damage on a failed save, and the curse ends on the target on a successful one.

If the target dies while cursed by this spell, it crumbles into a cloud of dust.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial damage increases by 1d8 for each slot level above 2nd.

Nightmares

From Beyond

The Grave

Whispered tales speak of an eldritch tome crafted by necromancers and filled with spine-chilling facts about a vile menagerie of undead horrors—unnatural things known to haunt the gloom-filled corners of the world and beyond. Beware! This is that tome.

With over 130 pages of content from 3rd Edition's Libris Mortis, 4th Edition's Open Grave, and a few other supplements from previous editions, this conversion has everything you need to run an undead campaign in 5e, ranging from monsters, cults, and deities to subclasses, spells, and magic items. If your game involves the unliving, you've come to the right place.

This completely free homebrew supplement has been handcrafted for you by badooga. For more of my homebrew, including a similar conversion of Elder Evils from 3rd Edition, check out the documents on my GM Binder profile and the PDFs in my Google Drive folder.