Necromancer

by Mythkiller

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Necromancer

PART 1

Necromancer Class

Necromancer

Many fear the dark arts and evilness that comes from the undead but there are those who wish to thrive in it. They study the deep and forbidden secrets that allow them to raise the dead, using them as minions to fulfill a variety of goals. Every enemy that dies soon after becomes a disposable ally. Some necromancers become so attuned to their undead that they become immune to the energies of death and decay and sometimes gain the power of immortality.

Necromancers are similar to wizards but are more adept with necromancy and to some extent, enchantment spells. They use their perverse powers to gain absolute control over the enemies’ bodies and souls. Necromancers are also effective with their power of disease, poisons and giving fear, fatigue, exhaustion, pain, and death itself.

Class Features

Hit Points


  • Hit Dice: 1d6 per necromancer level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per necromancer level after 1st
1

Proficiencies


  • Armor: Light Armor
  • Weapons: Simple Weapons, Scythes
  • Tools: None
  • Saving Throws: Charisma, Intelligence
  • Skills: Choose two from Arcana, Deception, Intimidation, Medicine, Perception, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background, or start with 4d4x10 gp to purchace equipment:

  • (a) two daggers or (a) Shortbow
  • (a) a scythe or (b) shield
  • (a) leather armor or (b) padded armor
  • (a) a dungeoneer's pack or (b) an explorer's pack

Spellcasting

You draw on negative energy to weave into your spells and use the corpses of the fallen to fuel powerful spells and rituals.

Cantrips

At 1st level, you know 1 cantrip of your choice from the necromancer spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Necromancer table.

Preparing and Casting Spells

The Necromancer table shows how many spell slots you have to cast your necromancer spells of 1st through 9th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your necromancer spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell inflict wounds, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the necromancer spell list.

The Spells Known column of the necromancer table shows when you learn more necromancer spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new necromancer spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from the necromancer spell list, which also must be of a level for which you have spell slots.

Although you have 9th level spell slots when you reach level 18, you may not cast an 8th or 9th level spell more than once per long rest.

Spellcasting Ability

Intelligence is your spellcasting ability for your necromancer spells, since the power of your magic relies on your knowledge of the cryptic arts of previous necromancers.

You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a necromancer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence Modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

The Necromancer
Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Slot Level
1st +2 Spellcasting, Minor Necromancy 1 2 1 1st
2nd +2 Necromancy 1 3 2 1st
3rd +2 Path of Darkness Feature(s), Undead Affinity 2 4 2 2nd
4th +2 Ability Score Improvement 2 5 2 2nd
5th +3 Aura of Death 2 6 2 3rd
6th +3 Life Siphoning, Path of Darkness Feature(s) 2 7 2 3rd
7th +3 3 8 2 4th
8th +3 Ability Score Improvement 3 9 2 4th
9th +4 3 10 2 5th
10th +4 Path of Darkness Feature(s), Undead Affinity Feature(s) 3 10 2 5th
11th +4 4 11 3 5th
12th +4 Ability Score Improvement 4 11 3 6th
13th +5 4 12 3 6th
14th +5 Path of Darkness Feature(s) 4 12 3 7th
15th +5 Negative Energy Barrier 5 13 3 7th
16th +5 5 13 3 8th
17th +6 Undead Affinity Feature(s) 5 14 4 8th
18th +6 Undead Control Expertise 6 14 4 9th
19th +6 Ability Score Improvement 6 15 4 9th
20th +6 Master of Death, Legendary Magic 6 15 4 9th

Minor Necromancy

You have begun to understand the simple mechanics of necromancy. As such you are now able to deal pure death to your enemies through the darkness of necromancy. Also you can raise them and others from the dead to act as your lowly servants.

Undead Servant

Your understanding of necrotic and negative energies allows you to raise the dead. You may now summon an undead servant as an atempt to start the journey of necromancy. As an action, you can summon an undead minion to work under your command. It stays with you for 1 hour until it then crumbles to dust or until you dismiss it.

You can summon an undead servant as many times as equal to your proficiency bonus. You regain any expended uses when you finish a long rest.

Necromancy Touch

You now have the ability to bleed life out of your enemies through dark means. You can use an action to attempt to touch a creature via a melee attack roll, upon a hit deal 1d8 necrotic damage, if this damage reduces a creature's hit points to zero then it dies. The damage dealt increases to 2d8 at 5th level, 3d8 at 10th, 4d8 at 15th, and 5d8 at 20th level. When you kill a creature using this ability it is raised from the dead for 24 hours and is under your command for the duration, once this time is up the creature will turn to dust and die. You regain any expended uses when you finish a long rest.



Undead Servant

Medium Undead, Chaotic Neutral


  • Armor Class 10 + prof. bonus
  • Hit Points 15 (3d8+3) + 5x necromancer level
  • Speed 25 ft.

STR DEX CON INT WIS CHA
13 (+1) 8 (-1) 16 (+3) 3 (-4) 7 (-2) 5 (-3)

  • Saving Throws WIS +0
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 60 ft., Passive Perception 8
  • Languages Understans languages it knew in life but cannot speak
  • Challenge 1/4 (25XP)

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

Actions

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

Necromancy

At 2nd level, you have gained the ability to summon stronger undead. As an action you can summon undead by using any soul points that you have stored. The undead will rise through the ground within 30 ft. of you to come to your aid. You start with 1/2 your necromancer level worth of soul points and can regain them by absorbing them from recently killed creatures. You absorb the amount equal to the creature's half of it's CR rating. The total amount of soul points you can have stored are shown on the table. You can never summon more CR 1 or below undead then half your level. All monster stats are at the bottom of the document.

Tip for DM's

This class can become very unbalanced at a moments notice if a player finds any loophole or misinterpretation of rules. Review the Undead table and Necromancy feature carefully to make sure everyone participating understands how this system works.

Undead Table
Level Undead Soul Point Cost Max Stored Soul Points Soul Points per Long rest
2nd Zombie, Armored Skeleton 1/4, 1/2 1 1
3rd Ghoul 1 2 2
4th 3 2
5th Ghast 2 5 3
6th 6 3
7th Minotaur Skeleton/Ogre Zombie 3 7 4
8th 8 4
9th Mummy 4 9 5
10th 10 5
11th Flameskull 5 11 6
12th 12 6
13th Beholder Zombie/Revenant 6 13 7
14th 14 7
15th Giant Skeleton 7 15 8
16th 16 8
17th Boneclaw 8 17 9
18th 18 9
19th Skeletal Dragon 9 19 10
20th 13 Unlimited 10

For the convenience of mass Zombies, Skeletons, Ghouls, and Ghasts; when you summon more than 5, instead use the swarm statistic and apply any special traits. Also for the CR 1 and below rule, it is removed at 4th level.

Undead Affinity

Beginning at 3rd level, you begin to manifest a likeness to undead and cause them to see you as one of their own. You gain a 10 ft. protective aura around you that causes undead with an intelligence of 8 or lower to see you as one of their own. Undead in this aura will not attack you unless you harm it first. Undead that are attacked or are being controlled by a target other than yourself aren’t affected by this feature.

At 10th level, your affinity with undead manifests physically, you are immune to diseases, your hit point maximum can't be reduced, and the range of your protective aura increases to 30 feet and protects your friends too.

At 17th level, you are similar to the undead so much that you take on their undead nature. You are immune to the exhaustion and poisoned conditions.

Path of Darkness

Starting at level 3, you can follow the Path of Darkness. Your choice grants you features at 3rd level, and again at 6th, 10th and 14th levels. The features are detailed at the end of the class description.

Ability Score Improvement

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.

Aura of Demise

Starting at 5th level, you learn how to release a flow of dark energy that enhances your undead minions. As a bonus action you can activate one aura that you know and turn them off with no action cost on your turn.

You learn one aura when you gain this feature, and again at 11th and 18th levels. When your Aura of Demise is turned on, you can maintain all auras simultaneously until you dismiss the effect(s). Aura effects require you to take damage at the beginning of each of your turns to maintain them. This cost is noted on each Aura effect.

On future turns you may use a bonus action to activate an additional Aura. Your Aura of Demise has a radius of 30 ft, and affects all undead creatures under your control within the radius.

Aura of Ferocity

Costs 2 hit points per turn.

Affected creatures can add your Charisma modifier to their damage rolls with weapon attacks.

Aura of Resilience

Costs 2 hit points per turn.

Affected creatures can add your Charisma modifier to any saving throws they make.

Aura of Retaliation

Costs 2 hit points per turn.

Affected creatures can make an attack of opportunity against any creature that attacks them within 5 feet.

Aura of Tenacity

Costs 2 hit points per turn.

Affected creatures take less damage from non magical bludgeoning, piercing, and slashing damage equal to your Charisma Modifier.

Aura of Terror

Costs 3 hit points per turn.

Affected creatures become more menacing. Any creature other than you that starts its turn within 5 feet of them must make a Wisdom saving throw against Spell save DC or become frightened for 1 minute. They can repeat this saving throw at the end of each of their turns. If they succeed on their saving throw, they become immune to this effect for 24 hours. Any creatures that are frightened when this aura ends stops being frightened.

Life Siphoning

At 6th level, your dark powers can heal you at the cost of an undead sacrifice. As an action you can cause one of the undead within 120 ft. of you, that you control, to die. You gain hit points equal to its current hit points. You can use this feature a number of times equal to your proficiency. You regain any expended uses when you finish a long rest. You also gain proficiency in arcana, if you already have proficiency, then you instead gain Expertise.

Negative Energy Barrier

Beginning at 15th level, you have figured out how to channel negative energy into an arcane shield around you. You can now use your Intelligence modifier to determine your AC instead of Dexterity. In addition you can channel through yourself to guide your strikes, you can now use your Intelligence modifier for your attack bonus and damage modifiers for attacks.

Class Restrictions

Much of this class draws off of the Dm's willingness to play this class. You might want to consult if any abilities, if even all of them, must go for the purpose of balancing the class.

Undead Control Expertise

When you reach 18th level, your power over death strengthens you and your summoned minions. All undead creatures under your control have advantage on Saving Throws against Turn Undead and cannot be destroyed by Destroy Undead.

In addition any Undead creature which enters a range of 200ft, is of CR8 or lower, and has an Intelligence of 5 or lower becomes friendly and obeys your commands. You may also use an action to attempt to exert your control over more powerful undead, any undead above CR8 within the aura must succeed a contest of their Wisdom saving throw vs your Arcana check, on a Success they are now under your control. If they have an Intelligence higher than 5 then they make this check with advantage and if their Intelligence is over 15 then they can remake the Contest every hour. If you fail they are immune to this effect for 24 hours. Any undead creature above CR18 is immune to this effect. You can use this effect a number of times equal to your proficiency bonus. You regain any expended uses when you finish a long rest

Master of Death

When you reach the 20th level, you achieve full mastery over Death. Your creature type becomes undead and you become immune to necrotic damage and to exhaustion. In addition, as an action, you can further boost the ability: The Goal of All Life is Death. When you use this ability; you no longer require a spell slot to be used and the time to cast is immediate. Alos, on a success, it takes 150 points of necrotic damage instead of 100. Once you use this ability, you can't use it again until you finish a long rest. You also gain the Undead Fortitude trait (see the zombie stat block MM pg.316).

Legendary Magic

At 20th level you have reached the apex of mortality magic. You can use an action to cast one type of Legendary Magic per day as it requires the manipulation of a colossal portion of the Weave and further attempts will only succeed with a DC 28 arcana check.

On a failed save you take 1 level of exhaustion, roll on the wild magic table twice, and take 4d12 damage as a magical backlash. Legendary Magic can not be stopped and all effects that try to dispel the magic or counter it are immediately nullified including Anti Magic zones.

Lord of Undead

Once cast, this super-tier spell allows you to summon forth 2 Adult Black Dracoliches under your full command. These creatures disappear after 24 hours or at the casters whim.

Eternal Darkness:

Choose a point within 200ft, upon casting the spell, you call down a huge pillar of pure darkness from the sky. Nothing can be seen through or around it. After a few seconds, it will leave behind an area burned to a cinder, devoid of life. Each creature you choose in a 40-foot-radius and 1000 ft high cylinder takes 15d20 necrotic damage and 15d20 bludgeoning damage, this damage bypasses all resistances and immunities.

Immortal Sacrifice:

Choose a point within 200ft, a black cyclone of 40 ft radius appears at this point that instantly kills all creatures below CR5 and all creatures above CR5 must make a Constitution saving throw. On a failure, they take 10d20 necrotic damage and become vulnerable to necrotic damage on the following rounds or half on a success. If this damage reduces a creature to 0 hit points then it dies and is unable to be resurrected by anything less than True Resurrection or Wish as their soul is used in the next stage of the spell. Undead and Construct creatures are not affected by this spell.

Additionally, the fallen victims caught in the cyclone are sacrificed in order to summon monsters known as "Dark Ones." The number of summoned Dark Ones depends on the total CR of the creatures killed added together divided by 10 (rounded up). These creatures will disappear after 24 hours or whenever the caster releases them.

Path of Darkness

Many Necromancers will fall to ways more cryptic and darker than many ever encounter except the most hardened adventurers. The path of Darkness further enhances the already powerful mages known as Necromancers. Countless tomes of knowledge are stored within their brain that give them an uncanny presence and foresight to undead. It is even rumored that the most powerful followers of this path can bring final death to any that oppose them.

Reaper's Visage

When you get this feature at 3rd level you use the unatural feeling of the undead to put off those who you encounter. Whenever you attempt to intimidate someone a reaper appears behind you to those you chose. As such, you now gain proficiency in the intimidation skill.

Cryptic Knowledge

Also at 3rd level, you have been studying the many undead you encounter. You can now feel the presence of such horrid beings. You can now detect any creature with the creature type of undead and discern if they have the chaotic and/or evil alignment.

Necromantic Alteration

When you reach 6th level, you are now understanding the harder talents of necromancy. Your undead are now more strengthened then they have previously. Due to this, you can add your proficiency bonus to your summoned undead where it is labeled with the symbol '(PB)'.

Superior Magic

Starting at 10th level you have truly become strong with spells that favor necromancy. Any spell that you cast that is under the necromancy archetype gains a bonus to its attack modifier or save DC equal to 1/5 of your level.

The Goal of All Life is Death

Ending at 14th level, you have finally found the fundamental truth behind life. That all life eventually leads to death and that that is its only goal. By figuring this out, you learn how to complete that goal for others. You can know preform a sacred spell that is a final trump card. As an action you cast TGOALID. You cannot use any spells or actions other than move and command undead for the duration of 3 rounds. Once complete, the targeted enemy must make a Constitution saving throw against your spell DC. If they fail, they are instantly dropped to 0 HP and die, if they succeed then they take 150 necrotic damage. You may regain the use of this ability once every week.

Cantrips (0 Level)
  • Acid Splash
  • Blade Ward
  • Chill Touch
  • Frostbite
  • Infestation
  • Poison Spray
  • Prestidigitation
  • Spare the Dying
  • Thaumaturgy
  • Toll the Dead
  • True Strike
1st Level
  • Bane
  • Cause Fear
  • Chaos Bolt
  • Command
  • Cure Wounds
  • Detect evil and good
  • Detect Magic
  • Detect poison and disease
  • Dissonant Whispers
  • False Life
  • Hex
  • Inflict Wounds
  • Ray of Sickness
2nd Level
  • Acid Arrow
  • Blindness/Deafness
  • Crown of Madness
  • Darkness
  • Darkvision
  • Gentle Repose
  • Healing Spirit
  • Hold Person
  • Lesser Restoration
  • Phantasmal Force
  • Ray of Enfeeblement
  • Wither and Bloom
3rd Level
  • Animate Dead
  • Bestow Curse
  • Counterspell
  • Dispel Magic
  • Fear
  • Feign Death
  • Life Transference
  • Revivify
  • Speak with Dead
  • Spirit Guardians
  • Spirit Shroud
  • Summon Undead
  • Vampiric Touch
4th Level
  • Aura of Life
  • Banishment
  • Blight
  • Death Ward
  • Phantasmal Killer
  • Shadow of Moil
5th Level
  • Antilife Shell
  • Cloudkill
  • Contagion
  • Danse Macabre
  • Enervation
  • Greater Restoration
  • Hold Monster
  • Negative Energy Flood
  • Raise Dead
  • Reincarnate
6th Level
  • Circle of death
  • Create Undead
  • Disintegrate
  • Eyebite
  • Harm
  • Magic Jar
  • Soul Cage
7th Level
  • Finger of Death
  • Power Word Pain
  • Regenerate
  • Resurrection
  • Tether Essence
8th Level
  • Abi0-Dalzim's Horrid Wilting
  • Clone
  • Dominate Monster
  • Feeble Mind
9th Level
  • Astral Projection
  • Power Word Kill
  • Time Ravage
  • True Resurrection

PART 2

Undead Monsters


Zombie

Medium undead, neutral evil


  • Armor Class 8
  • Hit Points 22 (3d8 + 9)
  • Speed 20 ft.

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

  • Saving Throws Wis +0
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 8
  • Languages understands the languages it knew in life but can’t speak
  • Challenge 1/4 (50 XP)

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

Actions

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



Armored Skeleton

Medium undead, lawful evil


  • Armor Class 14 (armor scraps)
  • Hit Points 20 (4d8 + 4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 6 (−2) 8 (−1) 5 (−3)

  • Damage Vulnerabilities bludgeoning
  • Damage Immunities poison
  • Condition Immunities exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 9
  • Languages understands all languages it knew in life but can’t speak
  • Challenge 1/2 (50 XP)

Actions

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.



Ghoul

Medium undead, chaotic evil


  • Armor Class 12
  • Hit Points 22 (5d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 10 (+0) 7 (−2) 10 (+0) 6 (−2)

  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common
  • Challenge 1 (200 XP)

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.



Ghast

Medium undead, chaotic evil


  • Armor Class 13
  • Hit Points 36 (8d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 10 (+0) 11 (+0) 10 (+0) 8 (−1)

  • Damage Resistances necrotic
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common
  • Challenge 2 (450 XP)

Stench. Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast’s Stench for 24 hours.

Turning Defiance. The ghast and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.



Minotaur Skeleton

Large undead, lawful evil


  • Armor Class 12 (natural armor)
  • Hit Points 67 (9d10 + 18)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 15 (+2) 6 (−2) 8 (−1) 5 (−3)

  • Damage Vulnerabilities bludgeoning
  • Damage Immunities poison
  • Condition Immunities exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 9
  • Languages understands Abyssal but can’t speak
  • Challenge 3 (450 XP)

Charge. If the skeleton moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Actions

Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.



Ogre Zombie

Large undead, neutral evil


  • Armor Class 8
  • Hit Points 85 (9d10 + 36)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 6 (−2) 18 (+4) 3 (−4) 6 (−2) 5 (−3)

  • Saving Throws Wis +0
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 8
  • Languages understands Common and Giant but can’t speak
  • Challenge 3 (450 XP)

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

Actions

Morningstar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.



Mummy

Medium undead, lawful evil


  • Armor Class 11 (natural armor)
  • Hit Points 58 (9d8 + 18)
  • Speed 20 ft.

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
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages the languages it knew in life
  • Challenge 3 (700 XP)

Actions

Multiattack. The mummy can use its Dreadful Glare and makes one attack with its rotting fist.

Rotting Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it 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 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.



Flameskull

Tiny Undead, Neutral Evil


  • Armor Class 13
  • Hit Points 40 (9d4 + 18)
  • Speed 0 ft., 40 ft. (hover)

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

  • Skills Arcana +5, Perception +2
  • Damage Resistances Lightning, Necrotic, Piercing
  • Damage Immunities Cold, Fire, Poison
  • Condition Immunities Charmed, Frightened, Paralyzed, Poisoned, Prone
  • Senses Darkvision 60 ft., Passive Perception 12
  • Languages Common
  • Challenge 5 (1,100XP)

  • Illumination. The flameskull sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an additional 15 feet. It can switch between the options as an action.

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

  • Rejuvenation. If the flameskull is destroyed, it regains all its hit points in 1 hour unless holy water is sprinkled on its remains or a dispel magic or remove curse spell is cast on them.

  • Spellcasting. The flameskull is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It requires no somatic or material components to cast its spells. The flameskull has the following wizard spells prepared:

Cantrip (at will): mage hand

1st level (3 slots): magic missile, shield

2nd level (2 slots): blur, flaming sphere

3rd level (1 slot): fireball


Actions

Multiattack. The flameskull uses Fire Ray twice.

Fire Ray. Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 10 (3d6) fire damage.



Revenant

Medium Undead, Neutral


  • Armor Class 13
  • Hit Points 136 (16d8 + 64)
  • Speed 30 ft.

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

  • Saving Throws STR +7, CON +7, WIS +6, CHA +7
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Necrotic Psychic
  • Damage Immunities Poison
  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, Stunned
  • Senses Darkvision 60 ft., Passive Perception 13
  • Languages Languages it knew in life
  • Challenge 6 (1,100XP)

  • Regeneration. The revenant regains 10 hit points at the start of its turn. If the revenant takes fire or radiant damage, this trait doesn’t function at the start of the revenant’s next turn. The revenant’s body is destroyed only if it starts its turn with 0 hit points and doesn’t regenerate.

  • Rejuvenation. When the revenant’s body is destroyed, its soul lingers. After 24 hours, the soul inhabits and animates another humanoid corpse on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return.

  • Turn Immunity. The revenant is immune to effects that turn undead.

  • Vengeful Tracker. The revenant knows the distance to and direction of any creature against which it seeks revenge, even if the creature and the revenant are on different planes of existence. If the creature being tracked by the revenant dies, the revenant knows.


Actions

Multiattack. The Revenant makes two fist attacks.

Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature against which the revenant has sworn vengeance, the target takes an extra 14 (4d6) bludgeoning damage. Instead of dealing damage, the revenant can grapple the target (escape DC 14) provided the target is Large or smaller.

Vengeful Glare. The revenant targets one creature it can see within 30 feet of it and against which it has sworn vengeance. The target must make a DC 15 Wisdom saving throw. On a failure, the target is paralyzed until the revenant deals damage to it, or until the end of the revenant’s next turn. When the paralysis ends, the target is frightened of the revenant for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the revenant, ending the frightened condition on itself on a success.



Beholder Zombie

Large Undead, neutral evil


  • Armor Class 15
  • Hit Points 93 (11d10 + 33)
  • Speed 0 ft., 20 ft. (hover)

STR DEX CON INT WIS CHA
10 (+0) 8 (-1) 16 (+3) 3 (-4) 8 (-1) 5 (-3)

  • Saving Throws WIS +2
  • Damage Immunities Poison
  • Condition Immunities Poisoned, Prone
  • Senses darkvision 60 ft., passive Perception 9
  • Languages understands Deep Speech and Undercommon but can’t speak
  • Challenge 5 (1,800XP)

Actions

  • Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.

  • Eye Ray. The zombie uses a random magical eye ray, choosing a target that it can see within 60 feet of it.

1.Paralyzing Ray. The targeted creature must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

2.Fear Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

3.Enervation Ray. The targeted creature must make a DC 14 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.

4.Disintegration Ray. If the target is a creature, it must succeed on a DC 14 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller non magical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger nonmagical object or creation of magical force, this ray disintegrates a 10-foot cube of it.



Giant Skeleton

Huge Undead, Neutral


  • Armor Class 17
  • Hit Points 115 (10d12 + 50)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
21 (+5) 10 (+0) 20 (+5) 6 (-2) 4 (-3) 6 (-2)

  • Damage Vulnerabilities Bludgeoning

  • Damage Immunities poison

  • Condition Immunities exhaustion, poisoned

  • Senses darkvision 60 ft., passive perception 8

  • Languages Common

  • Challenge 6

  • Evasion. If the skeleton is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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

  • Turn Immunity. The skeleton is immune to effects that turn undead.


Actions

Multiattack. The Giant Skeleton makes 3 scimitar attacks.

Scimitar. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 5) slashing damage.



Boneclaw

Large Undead, Chaotic Evil


  • Armor Class 16
  • Hit Points 127 (17d10 + 34)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 16 (+3) 15 (+2) 13 (+1) 9 (-1)

  • Saving Throws Dex: +7, Con: +6, Wis: +6

  • Skills Perception +6, Stealth +7

  • Damage Resistances cold, necrotic; and bludgeoning, piercing and slashing from nonmagical attacks

  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned

  • Senses darkvision 60 ft., passive perception 16

  • Languages Common plus the main language of its master

  • Challenge 10 (5,900XP)

  • Rejuvenation. While its master lives, a destroyed boneclaw gains a new body in 1d10 hours, with all its hit points. The new body appears within 1 mile of the boneclaw's master.

  • Shadow Stealth. While in dim light or darkness, the boneclaw can take the Hide action as a bonus action.


Actions

Multiattack. The Boneclaw makes two claw attacks.

Piercing Claw. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 20 (3d10 + 4) piercing damage. If the target is a creature, the boneclaw can pull the target up to 10 feet toward itself, and the target is grappled (escape DC: 14). The boneclaw has two claws. While a claw grapples a target, the claw can attack only that target.

  • Shadow Jump. If the boneclaw is in dim light or darkness, each creature of the boneclaw's choice within 5 feet of it must succeed on a DC: 14 Constitution saving throw or take 34 (5d12 + 2) necrotic damage.


Skeletal Dragon

Gargantuan Undead, neutral evil


  • Armor Class 21
  • Hit Points 187 (10d20 + 87)
  • Speed Speed

STR DEX CON INT WIS CHA
27 (+8) 14 (+2) 28 (+4) 15 (+2) 10 (+0) 10 (+0)

  • Damage Vulnerabilities Bludgeoning
  • Damage Resistances Fire
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities exhaustion, poisoned
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 10
  • Languages understands the languages it knew in life but can't speak
  • Challenge 12 (8,200XP)

  • Limited Telepathy. The skeleton can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.

Actions

Multiattack. The skeleton makes four attacks: one with its bite, two with its claw, and one with its tail.

  • Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 19 (2d10 + 8) piercing damage. The target's hit point maximum is reduced by an amount equal to the damage taken, and the skeleton regains hit points equal to half that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

  • Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

  • Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.



The Dark Ones

Huge Undead, Chaotic Neutral


  • Armor Class 17
  • Hit Points 168 (16d12 + 24)
  • Speed 40 ft., swim 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 18 (+4) 12 (+1) 16 (+3) 7 (-2)

  • Condition Immunities Blinded
  • Senses blindsight 60 ft., passive Perception 13
  • Languages All languages
  • Challenge 8 (3,900 XP)

  • Trample. When the Dark Ones moves at least 20 feet in a straight line, all creatures within 5 feet it passes have to make a successful DC 15 Strength saving throw or fall prone. The Dark Ones can make a stomp attack against one prone target as a bonus action.

Actions

Multiattack. The Dark Ones makes two attacks: one with its tentacle and one with its bite.

Tentacle. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. The target is grappled (escape DC 17). If the target is Large or smaller, it is also restrained until this grapple ends. While grappling the target, the dark young has advantage on attack rolls against it. The dark young has four tentacles, each of which can grapple only one target. When the dark young moves, any Large or smaller target it is grappling moves with it.

  • Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.

  • Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. Hit: 24 (4d8 + 6) bludgeoning damage.



Swarm of Undead

Varying Size, Neutral


  • Armor Class 10
  • Hit Points 1d10 per every zombie in the swarm
  • Speed 20 ft.

STR DEX CON INT WIS CHA
18 (+) 5 (-3) 18 (+4) 3 (-4) 6 (-2) 5 (-3)

  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 60 ft., Passive Perception 14
  • Languages understands the languages it knew in life but can't speak
  • Challenge Varies

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

Actions

Multiattack. The Undead Swarm makes one attacks depending on swarm size.

  • Large (5-10)
    Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (4d6 + 3) bludgeoning damage or (2d6 + 3) damage if the swarm has half of its hit points or fewer.

  • Huge (10-15)
    Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (6d6 + 3) bludgeoning damage or (3d6 + 3) damage if the swarm has half of its hit points or fewer.

  • Gargantuan (16-20)
    Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (8d6 + 3) bludgeoning damage or (4d6 + 3) damage if the swarm has half of its hit points or fewer.

  • Different undead use different dice:

  • Zombie: keep as d6

  • Skeleton: replace dice with d8

  • Ghoul: replace dice with d10

  • Ghast: replace dice with d12

Cover Art: Skiorh

 

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