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Published by goroiamanuci, 2023-08-14 09:28:07

Death Denied - The Book of the Undead

Death Denied - The Book of the Undead

Uncommon Weaknesses Weakness Description Associated Vampire Hidden Heart The vampire's heart is hidden behind its back in its left hand. A creature that is flanking the vampire may attempt to make an attack against the heart, which has an AC of 25 and 15 hit points. If the heart is destroyed, the vampire dies. Spear Finger Killed by Alloy If struck by a weapon may of alloyed gold, lead, silver, and steel while incapacitated in its resting place, the vampir is killed. Ala Killed by Boiling in Vinegar If boiling vinegar is poured onto the vampire while incapacitated in its resting place, it is slain instantly. Catacanos Killed by Boiling in Wine If the vampire's severed head is boiled in wine, it is destroyed. Brucolaco Killed by Clubbing If the vampire is struck with a weapon that deals bludgeoning damage while incapacitated in its resting place, it is destroyed. Tlaciques Killed by Firearms If the vampire suffers a critical hit from a firearm, it is slain instantly. Mullo Killed by Mutilation (Heart) If the vampire's heart is carved out, spat on, and nailed to the vampire's forehead, the vampire is destroyed. Strigoi Killed by Mutilation (Thumbs) If the vampire's thumbs are cut off while it is in its resting place, the vampire is destroyed. Wurdulak Killed by Mutilation (Toes) If all of the vampire's toes are cut off and a nail is driven through its neck, the vampire is destroyed Mullo Killed by Quartering If all of the vampire's limbs are removed and the vampire's heart is carved out through its back, the vampire is destroyed. Farkaskoldus Killed by Removing Stake If the stake nailed through the vampire's head is removed with a successful DC 20 Strength (Athletics) check while it is incapacitated, the vampire is destroyed. Isithfuntela Killed by Salt Water If the vampire is submerged in salt water in its resting place, it is destroyed. Catacanos Killed by Unseen If the vampire is hit with an attack while at 0 hit points by a creature that it cannot see, it is destroyed. Lilim Killed while Unseen If the vampire is hit with an attack while at 0 hit points by a creature that cannot see it, it is destroyed. Mantindane


Uncommon Weaknesses Weakness Description Associated Vampire Paralyzed by Beads If the vampire's mouth is filled with glass beads, chicken eggs are tucked in its armpits, and its hands are pierced with needles, the vampire is paralyzed until the needles or beads are removed. Langsuir Paralyzed by Stone The vampire is Paralyzed if a stone or other solid object is shoved into its mouth. Begierig Power Source: Cauldron The vampire loses its charm ability, damage resistances and immunities, and regeneration if its cauldron of blood is spilled. Leanan Sidhe Power Source: Hat The vampire has its Strength score reduced to 10 and cannot turn invisible if its hat is lost or stolen Alp Power Source: Hair The vampire has its Dexterity score reduced to 10, its movement speed reduced to 30, and cannot fly if its hair is bound Estries Sensed by Dogs Dogs within 120 feet of the vampire can detect its location, becoming agitated and barking incessantly. Leyak Transformed by Mirrors If the vampire sees its reflection while in its true form, it must succeed on a DC 15 Wisdom saving throw or be forced to shapeshift into a beast as a reaction, and be unable to return to its true form for as long as it can see its reflection Soucriant Warded by Baby The vampire cannot cross a threshold with a stillborn baby buried beneath it. Alp Vulnerable While Bisected While separated, the vampire's bottom half is destroyed if rubbed with garlic and salt. The vampire is destryed if has not reattached to its lower half by dawn. Aswang Vulnerable While Posessing A Creature If a creature the vampire is posessing is reduced to 0 hit points, the vampire is destroyed. Asanbosam, Owenga Vulnerable While Unseen While no hostile living creature can see the vampire, it loses its damage and condition immunities. Mantidane Warded by Burning Seaweed While within 30 feet of burning seaweed, the vampire cannot use its multiattack. Nuckelavee Warded by Dancing If a creature within 30 feet of the vampire uses its action to dance, the vampire must succeed on a DC 15 Wisdom saving throw or use its reaction to move its full speed away from the creature. Mahasohon Warded by Debts The vampire is charmed by any that owes it a debt until the debt is paid or the creature takes hostile action against it. Alp Warded by Iron Tokens A creature carrying an iron token has +2 AC against attacks made by the vampire. Bruxa, Pisaca Warded by Iron Nails The vampire cannot attack someone sleeping with an iron nail beneath their pillow. Allukah Warded by Neem Wood The vampire has disadvantage on attack rolls against a creature wielding a shield of neem wood Pisaca Warded by Scissors The vampire has disadvantage on attacks against a creature carrying a pair of iron scissors. Baobham Sith Weakened by Naming If the vampire hears one of its 12 1/2 secret names spoken aloud for the first time in a day, it subtracts a cumulative 1d4 from the next saving throw it makes in the next minute. Gello Yew Weakness Damage dealt by weapons made of yew wood bypasses the vampire's damage resistances and immunities. Murbheo


Vampire Powers Power Description Associated Vampire Acid Spit As an action, the vampire may spit regurgitated blood on a creature within 15 feet. That creature must succeed on a Dexterity saving throw or be covered in acidic blood, taking 10 (3d6) acid damage at the start of each of its turns until a creature uses an action to clear it. Catacano Beast Command Wild beasts are friendly to the vampire and obey its spoken commands. Asparas, Bantu Saburo Blood-Wary The vampire knows the exact location of each drop of blood spilled within 5 miles of it. Bantu Call Disaster Over the course of a week, the vampire can perform a ritual. During this time, in a 20 mile radius the sun is eclipsed, the sky turns red, and natural water sources are fouled. When the ritual is completed, a natural disaster occurs, of a type appropriate to the location. Veles Compel Dance The vampire can compel a creature charmed by it do dance with it. Each six hours that the creature dances, it must succeed on a Constitution saving throw or suffer a point of Exhaustion. Baobham Sith Crushing Weight A prone creature in the vampire's space cannot stand, speak or breathe. Alp, Barabarlakos, Nobosuma Extending Tongue The vampire's Blood Drain has a reach of 20 feet. Aswang, Upyr Flying The vampire has a 50 ft. fly (hover) speed. Gello, Yuki Onna Flying (Head) As a Bonus Action, the vampire can detach its head, which gains a 50 ft. fly speed. The vampire's statistics otherwise remain the same. Brahmaparush, Chonchon Flying (Torso) As a Bonus Action, the vampire can detach its top half, which gains a 50 ft. fly speed. The vampire's statistics otherwise remain the same. Aswang, Mannananggal Full of Moths When the vampire is reduced to 0 hit points, a Fear Moth Swarm that acts on the vampire's initiative pours out of its mouth. Grave Chewer While it remains in its resting place, each creature within 5 miles of the vampire must succeed on a Wisdom saving throw upon completing a Long Rest or gain no benefit from it. Begierig Heavy Sleep A sleeping creature damaged by the vampire makes a DC 15 Constitution saving throw. On a failure, the creature does not wake. Inspire Fury Creatures charmed by the vampire have resistance to bludgeoning, piercing, and slashing damage, and treat all creatures other than the vampire as hostile. Invisibility (Daytime) While in sunlight, the vampire is invisible. Langsuir Invisibility (Flawed) As an action, the vampire can turn invisible until it takes an action. A creature that bends over and peers between its own legs can ignore the effects of this invisibility. Agta Invisibility (Flawed) As an action, the vampire can turn invisible until it takes an action. A creature standing at a crossroads can ignore the effects of this invisibility. Agta Mind Reader The vampire has telepathy out to 60 feet and can read the surface thoughts of each creature in that area. Bas Misty Escape When it drops to 0 hit points, the vampire does not die or fall unconscious. Instead, it loses the ability to take actions and transforms into a cloud of mist. Once in its resting place, it reverts to its vampire form and is paralyzed until the next sunset, when it regains 1 hit point. Name-Wary The vampire can hear whenever its name is spoken, and knows the identity and location of the creature that spoke it. Cel-Rau Paralyzing Stare A creature that becomes charmed by teh vampire for the first time in a day is additionally Paralyzed until the end of the vampire's next turn. Ichanti Piercing Sight The vampire has blindsight out to 30 ft. and can see through solid objects. Huli Jing Poisonous Blood A creature that hits the vampire with a melee attack that deals piercing or slashing damage must succeed on a Constitution saving throw or be Poisoned until tbe end of its next turn. Pisaca


Vampire Powers Power Description Associated Vampire Posession (Beast) As an action, the vampire forces one beast it can see within 15 feet to make a Charisma saving throw. On a failure, the vampire disappears and the beast is possessed until it drops to 0 hit points, or until the vampire chooses or is forced to vacate the creature. When the possession ends, the vampire appears in the nearest unoccupied space. Posession (Corpse) As an action, the vampire disappears and possesses a corpse it can see within 15 feet until the vampire vacates it as a Bonus Action. The corpse takes on the appearance of life and uses the vampire's statistics. When the possession ends, the vampire appears in the nearest unoccupied space. Baital Posession (Living) As an action, the vampire forces one creature in Dim Light or Darkness it can see within 15 feet to make a Charisma saving throw. On a failure, the vampire disappears and the creature is possessed until it drops to 0 hit points, or until the vampire chooses or is forced to vacate the creature. A possessed creature acts under the vampire's control. When the possession ends, the vampire appears in the nearest unoccupied space. Mrart Regeneration The vampire regains 20 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 vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn. Shapechanger (Baby) As a Bonus Action, the vampire can polymorph into a Tiny baby or back into its true form. It retains its hit points and mental statistics. Tiyanak Shapechanger (Bat) As a Bonus Action, the vampire can polymorph into a Tiny Bat or back into its true form. It retains its hit points and mental statistics. Azeman Shapechanger (Boar) As a Bonus Action, the vampire can polymorph into a Medium Boar or back into its true form. It retains its hit points and mental statistics. Alp Shapechanger (Cat) As a Bonus Action, the vampire can polymorph into a Small Cat or back into its true form. It retains its hit points and mental statistics. Alp, Chordeva Shapechanger (Crow) As a Bonus Action, the vampire can polymorph into a Tiny Crow or back into its true form. It retains its hit points and mental statistics. Baobham Sith Shapechanger (Deer) As a Bonus Action, the vampire can polymorph into a Medium white Hart or back into its true form. It retains its hit points and mental statistics. Leanan Sidhe Shapechanger (Dire Wolf) As a Bonus Action, the vampire can polymorph into a Small Dire Wolf or back into its true form. It retains its hit points and mental statistics. Shapechanger (Eagle) As a Bonus Action, the vampire can polymorph into a Small Dire Eagle or back into its true form. It retains its hit points and mental statistics. Ala, Leyak Shapechanger (Hyena As a Bonus Action, the vampire can polymorph into a Small Hyena or back into its true form. It retains its hit points and mental statistics. Bouda Shapechanger (Mist) As a Bonus Action, the vampire can polymorph into a Medium cloud of mist with a 20 ft. fly speed (hover), or back into its true form. It retains its hit points and mental statistics. Leyak Shapechanger (Monkey) As a Bonus Action, the vampire can polymorph into a Small Capuchin with golden teeth or back into its true form. It retains its hit points and mental statistics. Leyak Shapechanger (Moth As a Bonus Action, the vampire can polymorph into a Small Hyena or back into its true form. It retains its hit points and mental statistics. Mahr Shapechanger (Motorcycle) As a Bonus Action, the vampire can polymorph into a Large motorcycle or back into its true form. It retains its hit points and mental statistics. Leyak Shapechanger (Object) As a Bonus Action, the vampire can polymorph into a Small or Medium inanimate object, or back into its true form. It retains its hit points and mental statistics. Aswang Shapechanger (Ogre) As a Bonus Action, the vampire can polymorph into a Large Ogre Skullcracker or back into its true form. It retains its hit points and mental statistics. Leyak Shapechanger (Owl) As a Bonus Action, the vampire can polymorph into a Tiny Owl or back into its true form. It retains its hit points and mental statistics. Azeman, Habergeiss Shapechanger (Snake) As a Bonus Action, the vampire can polymorph into a Large Constrictor Snake or back into its true form. It retains its hit points and mental statistics. Bori, Veles Shapechanger (Spirit) As a Bonus Action, the vampire can take on a spectral form, gaining the ability to move through solid objects and creatures, or revert to its true form. The vampire can't take other actions in this form.


Vampire Powers Power Description Associated Vampire Shapechanger (Swarm of Ants) As a Bonus Action, the vampire can polymorph into a Medium Swarm of Ants or back into its true form. It retains its hit points and mental statistics. Bruxa Shapechanger (Swarm of Rats) As a Bonus Action, the vampire can polymorph into a Medium Swarm of Rats or back into its true form. It retains its hit points and mental statistics. Isithfuntela Shapechanger (Tiger) As a Bonus Action, the vampire can polymorph into a Large Tiger or back into its true form. It retains its hit points and mental statistics. Leyak Shapechanger (Wisp) As a Bonus Action, the vampire can polymorph into a Tiny Corpse Candle Wisp, a Firefly or back into its true form. It retains its hit points and mental statistics. Adze, Asema, Asiman, Hahn Saburo Sleep Unbidden As an action, the vampire can force one creature it can see within 60 feet to succeed on a Wisdom saving throw or fall asleep for the next minute. A creature wakes up early if it takes damage or another creature uses its action to wake it. Spider Climb The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Shapechanger (Swan) As a Bonus Action, the vampire can polymorph into a Large Swan or back into its true form. It retains its hit points and mental statistics. Veles Trapped Soul Creatures killed by the vampire cannot be resurrected until the vampire is destroyed. Mahr Telekinesis As a Bonus Action, the vampure can force a creature it can see to succeed on a Strength saving throw or be dragged up to 20 feet in a direction of the vampire's choice. Ekimmou, Obour Uncanny Speed Attacks of opportunity made against the vampire are made at disadvantage.


I Vampiric Mist t is known in the fog-drenched, sun-starved portions of the world that mist is a living thing, that behaves all by its own rules. Mischievous as any fey, travelers often leave offerings to the mists that they not be lead astray on their journeys. Some mists, however, are more than mischievous. Some are cruel, deadly. Some boil a man's blood out through his eyes and tear his lungs to ribbons. Vampiric Mist Lore Arcana DC 15:: As creatures of shifting mists, it's remarkably difficult to deal serious harm to a vampiric mist, though magics that produce fire and radiance are both known to be effective. History DC 15: A vampiric mist is what remains when a vampire is destroyed incompletely, prevented from regenerating in its resting place but clinging to life nontheless. History DC 20: Vampire mists have none of the intelligence of their humanoid counterparts, and seek their next meal single-mindedly. There are reports of those who have managed to enlist vampire mists in their service by offering them regular and predictable feedings. Nature DC 10: Vampire mists lurk in misty areas where they can go unnoticed, though any patch of fog moving independently is reason for suspicion. Nature DC 15: Vampiric mists flee from any source of sunlight, natural or magical. Nature DC 20: Vampiric mists are most vulnerable in the seconds after they have fed, as parts of them become corporeal to absorb the drained blood. Vampiric Mist Tactics Vampiric mists attempt to attack from stealth, enveloping the nearest creature and using their Hemmorhaging Call until the mist is at least size Huge, while moving to keep as many foes as possible in range and enveloped. If radiant or fire damage provoke it's Shifting Mists, it uses it to move toward the enemy and attempt to envelop it, and uses its Shred Lungs on its following turn. Otherwise, it attempts to move away from the source of damage, though still toward another creature if possible. If confronted with magical sunlight, the mist attempts to seek cover while fleeing, or dashes up into the air if no cover is available. Vampiric Mist Medium undead, chaotic evil Armor Class 13 Hit Points 75 (10d8 + 30) Speed fly 30ft. (hover) STR DEX CON INT WIS CHA 6 (-2) 16 (+3) 16 (+3) 6 (-2) 12 (+1) 7 (-2) Saving Throws WIS +3 Damage Resistances Acid, Cold, Lightning, Necrotic, Thunder; and Bludgeoning, Piercing and Slashing from Nonmagical Attacks Damage Immunities Poison Condition Immunities Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained Senses Darkvision 60 ft., Passive Perception 11 Challenge 3 (700 XP) Enveloping Mists. The mist can occupy another creature's space and vice versa, and can move through any space that air can pass through without squeezing. A creatrure that starts its turn in the mist must succeed on a DC 13 Constitution saving throw or have its movement speed halved until the beginning of its next turn. Destroyed by Sunlight. A mist that starts its turn in sunlight may take only the Dash action. A mist that ends its turn in sunlight is destroyed. Actions Multiattack. The mist makes one (Medium), two (Large), or three (Huge or Larger) attacks with its shred lungs, depending on its size. Hemorrhaging Call. Each creature within 5 ft. of the mist must succeed on a DC 13 Constitution saving throw or lose an unexpended hit die, or drop to 0 hit points if it is unable to. If at least one hit die was expended in this way, the mist gains 20 temporary hit points, increases in size by one category to a maximum of Gargantuan, and loses its damage resistances until the beginning of its next turn. Shred Lungs. One creature in the mist's space must succeed on a DC 13 Constitution saving throw or take 16 (3d10) necrotic damage and be unable to speak or breathe for the next minute. Reactions Shifting Mists. As a reaction to taking damage of a type it is not resistant to, the mist moves up to half its speed without provoking attacks of opportunity.


Vitreous Drinker Vitreous Drinker Lore Arcana DC 20: Vitreous drinkers are capable of stealing a creature's sight, clouding one of its eyes that it can forever use for its own purposes. Less commonly known, the vitreous drinker can read the surface thoughts of any unshielded mind it can see. History DC 15 Vitreous drinkers often reside in cities, acting as information brokers and conscripting legions of spies, voluntary or otherwise. They prize nothic retainers especially highly due to their remarkable insight, though there is a persistant risk of the drinker having its own secrets stolen by such servants. Religion DC 20: Though they operate independently and toward their own goals, vitreous drinkers all ultimately serve the ends, whether knowingly or no, of the god of secrets who devised the ritual of their creation. Vitreous Drinker Tactics The drinker's ultimate goal is always self-preservation, with a secondary objective of enlisting additional spies. If the party has no divine spellcasters capable of removing curses, the vitreous drinker will simply curse one of them and flee with its dimension door. If they do have access to Remove Curse, the drinker will try to eliminate their divine casters from a distance with its Descent of Crows before closing to curse one. Vitreous Drinker Medium undead, chaotic evil Armor Class 18 (Natural Armor) Hit Points 204 (24d8 + 96) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 19 (+4) 19 (+4) 18 (+4) 15 (+2) 16 (+3) Saving Throws INT +8, WIS +6 Skills Insight +10, Perception +10, Stealth +8 Damage Immunities Necrotic, Poison Condition Immunities Charmed, Exhaustion, Poisoned Senses Darkvision 120 ft., Passive Perception 20 Languages Abyssal, Common, Draconic, Infernal, Telepathy 500 ft. Challenge 11 (7,200 XP) Eyes Everywhere. The area in a 500 ft. radius around the drinker is surveiled from above by a murder of spectral crows. The drinker can see everything seen by any of the crows, and by any creature affected by its Curse of Stolen Sight. Piercing Gaze. The drinker can read the surface thoughts of any creature it can see. Blind Weakness. If the drinker fails a saving throw against an effect that would blind it, it may choose to succeed instead. If it does, the creature most recently affected by its Curse of Stolen Sight is freed from the effect. Actions Multiattack. The drinker makes two melee attacks, one of which it may replace with its Curse of Stolen Sight. Lashing Tongue. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) slashing plus 22 (4d10) necrotic damage and the target is grappled (escape DC 16). Curse of Stolen Sight. One creature grappled by the drinker must succeed on a DC 16 Charisma saving throw or be Cursed, causing one of its eyes to cloud over and giving it disadvantage on Wisdom (Perception) checks. Descent of Crows (Recharge 6). One creature within 500 ft. that the vitrous drinker can see is mobbed by spectral crows. The creature is Blinded until it moves at least 5 ft., and must succeed on a DC 16 Dexterity saving throw or take 28 (8d6) piercing damage, or half as much on a success. Dimension Door (3/day, 4th level spell). The drinker teleports up to 500 feet.


Voidwraith Voidwraith Lore Arcana DC 10: Voidwraiths are air elementals imbued with and corrupted by the energies of death and undeath. In their new forms, they are utterly inimical to air and destroy it on contact, but moreover seek to destroy it, feeling out pockets of air that resist their aura and rending them forth to be eliminated. Arcana DC 15: The shifting nothingness at the heart of a voidwraith is suprisingly difficult for magical effects to stay in contact with for protracted lengths of time, causing spells to often slip away as though their target had suddenly ceased to exit. History DC 15: Because they continuously annihilate the air around them, voidwraiths are utterly silent, but can be detected by the continuous breeze drawn in as new air moves to replace that destroyed. Voidwraith Tactics The voidwraith uses its Voidform to hide in impossibly small spaces, leaping out to attack once a breathing creature enters its Airless Aura. If facing foes armed with a great deal of magic or magical weaponry, it retreats into crevasses or beneath floorboards and hides between turns, so long as it would not free a suffocating creature from its Airless Aura to do so. Voidwraith Medium elemental/undead, neutral evil Armor Class 16 (Natural Armor) Hit Points 120 (16d8 + 48) Speed fly 60 ft. (hover) STR DEX CON INT WIS CHA 12 (+1) 21 (+5) 16 (+3) 8 (-1) 13 (+1) 15 (+2) Skills Stealth +11 Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Damage Immunities Necrotic, Poison, Thunder Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained Senses Darkvision 60 ft., Passive Perception 10 Languages Auran Challenge 6 (2,300 XP) Airless Aura. Creatures within 15 feet of the voidwraith can't speak or breathe, and the voidwraith's movement makes no sound. Voidform. It can move through a space as narrow as 1 inch wide without squeezing. While fully obscured, the voidwraith may attempt to Hide as a Bonus Action. Shifting Nothingness. If the voidwraith would roll at the end of its turn to end a magical effect, it may roll at the beginning of its turn to end the effect as well. Actions Multiattack. The void wraith makes two attacks with its void intrusion. Void Intrusion. Melee Weapon Attack: +5 to hit, reach 8 ft., one target. Hit 9 (1d8 + 5) slashing damage. A creature hit by this attack that is out of breath must succeed on a DC 16 Constitution saving throw or drop to 0 hit points. Wheezing Reclamation (Recharge 5-6). The voidwraith attempts to wrench forth the air from the lungs of creatures nearby. Each creature within 15 feet of the voidwraith that is holding its breath must succeed on a DC 16 Constitution saving throw or take 16 (3d10) necrotic damage and lose its held breath, or take half as much damage on a success. Reactions Howling Void. As a reaction when the voidwraith fails a saving throw, the voidwraith briefly intensifies the sucking winds that surround it. Each creature within 30 feet must succeed on a DC 16 Strength saving throw or be pulled up to 15 feet toward the voidwraith. Until the beginning of its next turn, the area within 30 feet of the voidwraith is difficult terrain for creatures attempting to move away from it.


Wheep Wheep Lore History DC 15: Wheeps are emissaries of greater undead, acting as messengers, heralds and trusted servants. Their creation is a rare thing, as the ritual to do so requires weeks of painstaking work, much of which must be done while the future wheep is still living, and a resilient enough subject to contain and withstand the powerful necrotic energies. Nature DC 20: The black tears of a wheep are a powerful and volatile contact poison, able to paralyze with the merest touch, though they quickly lose their potency. Wheep Tactics The wheep approaches from cover, though it cannot hide due to its Ceaseless Wail, trying to get close enough to affect the party with its wail while they are still too nervous or uncertain to charge towards it. Once spotted, the wheep recklessly stumbles toward the most fragile looking opponents it can reach heedless of opprtunity atacks, grappling with its broken claws and then using its shrieking bite until its target screams itself unconscious. Wheep Medium undead, chaotic evil Armor Class 17 (Natural Armor) Hit Points 187 (22d8 + 88) Speed 30 ft. STR DEX CON INT WIS CHA 21 (+5) 15 (+2) 19 (+4) 13 (+1) 14 (+2) 20 (+5) Saving Throws INT +5, WIS +6 Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Damage Immunities Necrotic, Poison Condition Immunities Charmed, Exhaustion, Poisoned Senses Darkvision 60 ft., Passive Perception 12 Languages Common Challenge 9 (5,000 XP) Ceaseless Wail. At the start of each of the wheep's turns if it is not incapacitated, each creature within 60 ft. that can hear it must succeed on a DC 17 Wisdom saving throw or have its Wisdom score reduced by 2 (1d4), to a minimum of 1, until the wheep is destroyed or the creature completes a Short or Long Rest. Weep Black Bile. When the wheep fails a saving throw, poisonous black bile gushes from its empty eye sockets and over its face and body. Until the beginning of its next turn, a creature that hits the wheep with a melee attack must succeed on a DC 16 Constitution saving throw or be Paralyzed until the end of the wheep's next turn. Turning Resistance. The wheep has advantage on saving throws against effects that turn undead. Actions Multiattack. The wheep makes two melee attacks, one of which may be with its shrieking bite. Shrieking Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one grappled target. Hit: 7 (2d6 + 5) piercing plus 11 (2d10) necrotic damage and the wheep latches onto the target (escape DC 17). While the wheep is latched onto a creature, its ceaseless wail ends, and the target cannot speak or breathe as a breathless, endless scream of horror tears out of it. The creature must succeed on a DC 17 Constitution saving throw at the end of each of its turns or drop to 0 hit points. Broken Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) slashing plus 11 (2d10) necrotic damage and the target is grappled (escape DC 17).


T Wights hough undead, a wight is animated by forces of life, not those of undeath, a body and animus unbound from spirit and soul. They awaken to the world, heads full of the lived memories of the person they were born from, but entirely without compassion or empathy, feeling only resentment and disgust for the living. Wight Lore Arcana DC 20: The origin of wights is something of a myster, as there are no known necromantic spells capable of their creation. It is known that it is the energy of life that animates them rather than the energy of death, and when wights do arise spontanously it seems independant of the sorts of corruption that cause the spontaneous arrival of other dead. Religion DC 10: Wights are intelligent undead that arise with their own discrete desires and personalities, though still in posession of the knowledge and memores of the dead whose flesh they wield. Religion DC 15: Though they can persist without it, wights crave the life-force of the living, as its consumption gives them a momentary rush of living sensation and emotion, one they easily become addicted to once consumed. Wight Tactics The wight attempts to keep its distance and attack with its longbow from cover, but by the third turn of combat the hunger for life force overcomes it and it rushes forward to use its Life Drain, after which it continues to use it against the same creature until it dies. It retreats only if it has knocked at least one creature unconscious, and always returns within a few hours to attack again. Deathlock Wight Deathlock wights first use their Grave Bolt to douse any bright lights, then use their Gravechurn if they have targets available for it, otherwise continuing to use their Grave Bolt until at least three enemies are affected, then using Soul Harvest whenever avaiable.


Wight Medium undead, neutral evil Armor Class 14 (Studded Leather) Hit Points 45 (6d8 + 18) Speed 30 ft. STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2) Skills Perception +3, Stealth +4 Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered Damage Immunities Poison Condition Immunities Exhaustion, Poisoned Senses Darkvision 60 ft., Passive Perception 13 Languages The languages it knew in life Challenge 3 (700 XP) Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. A wight that takes radiant damage can't use its Life Drain on its following turn. Actions Multiattack. The wight makes two attacks with its longsword or longbow, one of which it may replace with a use of its Life Drain. Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) slashing damage. Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or be forced to expend two of its hit dice. If the creature can't, it instead drops to 0 hit points. A humanoid slain by this attack rises on the wight's next turn as a zombie under the wight's control. The wight can have no more than twelve zombies under its control at one time. Deathlock Wight Medium undead, neutral evil Armor Class 15 (Studded Leather) Hit Points 68 (9d8 + 27) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 16 (+3) 10 (+0) 13 (+1) 16 (+3) Skills Perception +3, Stealth +4 Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered Damage Immunities Poison Condition Immunities Exhaustion, Poisoned Senses Darkvision 60 ft., Passive Perception 13 Languages The languages it knew in life Challenge 5 (1,800 XP) Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. A wight that takes radiant damage can't use its Soul Harvest on its following turn. Turning Defiance. The wight and any undead within 30 feet of it have advantage on saving throws against effects that turn undead. Actions Multiattack. The wight makes two attacks. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 3) slashing damage. Grave Bolt. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 14 (2d10 + 3) necrotic damage and the target is afflicted with clinging shadows for the next minute, reducing any sources of bright light within 5 feet of it to dim light. Soul Harvest (Recharge 5-6). Each creature affected by the wight's grave bolt must make a DC 14 Constitution save or be forced to expend two of its hit dice. If the creature can't, it instead drops to 0 hit points. The wight gains 1d8 temporary hit poins for each hit die expended this way. Gravechurn (1/Day). Up to six humanoid corpses within 30 feet of the wight rise as Zombie Rotters under the wight's control, and act on its initiative.


Slaughter Wight Tactics If confronted by foes wielding bright light, it will grab one without a light and carry it off to somewhere secluded before laying into it with its, otherwise simply leaping into the center of the fray and trusting to its regeneration and resistances to protect it. The slaughter wight always targets the foe that appears weakest or most injured, and will provoke attacks of opportunity to get to them. If it has at at least 120 hit points or if its target seems near death, it prefers to use its Life Drain in place of its claw attacks. Slaughter Wight Large undead, neutral evil Armor Class 16 (Natural Armor) Hit Points 161 (14d12 + 70) Speed 50 ft. STR DEX CON INT WIS CHA 19 (+4) 16 (+3) 21 (+5) 7 (-2) 11 (+0) 12 (+1) Skills Perception +3, Stealth +4 Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered Damage Immunities Poison Condition Immunities Exhaustion, Poisoned Senses Darkvision 60 ft., Passive Perception 13 Languages The languages it knew in life Challenge 8 (3,900 XP) Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. A wight that takes radiant damage can't use its Soul Harvest on its following turn. Rampage. When the wight reduces a creature to 0 hit points with a melee attack on its turn, the wight can take a bonus action to move up to half its speed and make a bite attack. Death Wail. When the wight dies, each creature within 10 feet of it must succeed on a DC 16 Constitution saving throw or take 11 (2d10) necrotic damage, or half as much on a success. Actions Multiattack. The wight makes three claw attacks, each of which it may replace with its Life Drain. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage. On a critical hit, the target must succeed on a DC 10 Constitution saving throw or die. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage and 4 (1d8) necrotic damage. The wight regains hit points equal to the amount of necrotic damage dealt. Life Drain. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or be forced to expend two of its hit dice. If the creature can't, it instead drops to 0 hit points. A humanoid slain by this attack rises on the wight's next turn as a zombie under the wight's control. The wight can have no more than twelve zombies under its control at one time.


P Wraiths ollutions of unlife, wraiths are creatures of almost pure negative energy, bound to a drifting spirit bereft of body or soul. Their foul presence seeps into a location, attracting and spawning undead until the place resembles the shadowfell itself. Often a plague of undead can be sourced to a single wraith taking up residence in an ancient tomb or battle site, and even once destroyed the energies exhuded by a wraith can persist for years. Wraith Lore Arcana DC 15: Wraiths make for intractable undead servants, with a tendency to spontaneously bind to any location it resides in too long, surreptitiously create freewilled undead whenever given the chance, and generally pollute the local energies. Despite the power of wraiths, this by far makes specters the preferred incorporeal thrall of experienced necromancers. Religion DC 10: Wisp wraiths result when a wraith attempts to raise another of its kind but fails, due to being rushed, distracted, or due to the subject harboring insufficient resentment toward the living to form into a true wraith. Religion DC 15: Lycanthropes that die during their transformation can become moon wraiths, floating crescents of spectral light that carve into the spirits of those they pass through. Religion DC 20: Bizarrely, corpses from whom wraiths have been spawned can be resurrected without impediment, leading to both some important metaphysical inquiries about the nature and source of spirit, and some awkward interactions where the returned have encountered their independently-willed wraith-selves. Wisp Wraith Tactics Wisp Wraiths approch under cover of invisiblity, then use their shadow caress, preferentially targeting creatures who look weary or have suffered attacks from a spectral wraith, wight, or other life-draining undead. Wisp wraiths make no attempt at self-preservation and will not retreat. Spectral Wraith Tactics Spectral wraiths focus on a single target, targeting creatures that are heavily armored or that can deal radiant damage. They continue to attack the same target until its death, pausing only to briefly retreat with their Shadow Glide, then use their Create Specter on it. Mad Wraith Tactics Mad Wraiths skirmish in and out of combat, ending their turn as far away from creature affected by their Touch of Madness as possible. If a creature fails its save against their first Touch of Madness, they use their invisibility, otherwise making a second attack and trying to provoke an attack of opportunity that will let it use its shadow glide to reach safety. Moon Wraith Tactics Moon Wraiths use their Crescent Arc whenever available, striking a creature that fails its save with their Touch of Lunacy as they pass.


Encounter Groups CR 20 Encounter 12,200 XP 2 Moon Wraiths (CR 7) 1 Mad Wraith (CR 6) 1 Hungry Fog (CR 6) 5 Wisp Wraiths (CR M5) Wisp Wraith Medium undead, neutral evil Armor Class 13 Hit Points 16 (3d8 + 3) Speed fly 60 ft. (hover) STR DEX CON INT WIS CHA 3 (-4) 17 (+3) 13 (+1) 4 (-3) 10 (+0) 15 (+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 Senses Darkvision 60 ft., Passive Perception 12 Challenge M5 (360 XP) Minion. If the creature takes damage from an attack or as the result of a failed saving throw, its hit points are reduced to 0. If the creature takes damage from another effect, it dies if the damage equals or exceeds its hit point maximum, otherwise it takes no damage. Illuminated Heart. While the wraith is in bright light, attacks against it are made at advantage. Incorporeal Movement. The wraith can move through other creatures and objects as if they were difficult terrain. Actions Shadow Caress (Group Attack). Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 necrotic damage. If the target has fewer than half of its hit dice remaining, it has is speed reduced to 15 feet until the beginning of the wraith's next turn. Invisibility (Concentration). the wraith becomes invisible until it makes an attack. Spectral Wraith Medium undead, neutral evil Armor Class 13 Hit Points 67 (9d8 + 27) Speed fly 60 ft. (hover) STR DEX CON INT WIS CHA 6 (-2) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 15 (+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 Senses Darkvision 60 ft., Passive Perception 12 Languages The languages it knew in life Challenge 5 (1,800 XP) Radiance Sensitivity. If the wraith takes radiant damage, it loses its damage resistances and it is temporarily made corporeal until the begining of its next turn. 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. Spectral Weapons. The wraith's attacks treat all creatures as unarmored (an unarmored creature's AC is usually 10 plus its Dexterity modifier.) Actions Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage and the target must succeed on a DC 14 Constitution saving throw or be forced to expend two of its hit dice. If the creature can't, it instead drops to 0 HP. Invisibility (Concentration). the wraith becomes invisible until it makes an attack. 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 under the wraith's control. Reactions Shadow Glide. As a reaction to taking damage of a type it is resistant to, the wraith teleports up to 30 feet to an unoccupied space it can see and uses its Invisibility.


Mad Wraith Medium undead, neutral evil Armor Class 14 Hit Points 75 (10d8 + 30) Speed fly 60 ft. (hover) STR DEX CON INT WIS CHA 6 (-2) 18 (+4) 16 (+3) 11 (+0) 6 (-2) 18 (+4) 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 12 Languages The languages it knew in life Challenge 6 (2,300 XP) Radiance Sensitivity. If the wraith takes radiant damage, it loses its damage resistances and it is temporarily made corporeal until the begining of its next turn. Maddening Whispers. A creature that starts its turn within 15 feet of one or more mad wraiths takes 5 (1d10) psychic damage and subtracts 1d4 from Wisdom saving throws it makes before the start of its next turn. 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. Actions Multiattack. The wraith makes two attacks, one of which it may replace with a use of its invisiblity. Touch of Madness. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage and the target must succeed on a DC 15 Wisdom saving throw or be forced to take the attack action targeting a creature it can see on its following turn. Invisibility (Concentration). the wraith becomes invisible until it makes an attack. Create Wraith. 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 Wisp Wraith under the wraith's control. Reactions Shadow Glide. As a reaction to taking damage of a type it is resistant to, the wraith teleports up to 30 feet to an unoccupied space it can see and uses its Invisibility. Moon Wraith Medium undead, neutral evil Armor Class 14 Hit Points 90 (12d8 + 36) Speed fly 60 ft. (hover) STR DEX CON INT WIS CHA 8 (-1) 19 (+4) 16 (+3) 8 (-1) 11 (+0) 15 (+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 Senses Darkvision 60 ft., Passive Perception 10 Languages The languages it knew in life Challenge 7 (2,900 XP) Lunar Wrath. While in moonlight or starlight, the wraith's attacks are made at advantage and its Crescent Arc recharges on a 4-6. 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. Actions Multiattack. The wraith makes two melee attacks, one of which it may replace with its crescent arc, if available. Touch of Lunacy. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) radiant plus 5 (1d10) psychic damage and the target must succeed on a DC 15 Wisdom saving throw or be forced to take the attack action targeting a creature it can see on its following turn. Crescent Arc (Recharge 6). The wraith moves up to its speed. Each creature whose space the wraith passes through with this movement takes 9 (2d8) necrotic damage and must succeed on a DC 15 Wisdom saving throw or be unable to see the wraith until the end of the wraith's next turn. Create Wraith. 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 Wisp Wraith under the wraith's control. Reactions Moon Glide. As a reaction to taking damage of a type it is resistant to, the wraith moves up to half its speed without provoking attacks of opportunity.


T Zombies oo often, the dead do not rest easy. Through dread ritual, ambient corruption, or foul necrotic plague, the recent dead can be moved to rise, soulless husks driven by a corrupted drive to seek the companionship of the living combined with an insatiable, irresistable hunger for their flesh. Zombie Lore Arcana DC 10: While zombies are most ordinarily raised through necrotic rituals, those in areas naturally suffused with such magic can spontaneously arise, and where one does, more are sure to follow. Arcana DC 15: Zombies, whether created by ritual, curse, corruption or plague, all hunger for the flesh of the living. While a skilled necromancer can exert its will upon a limited number of them at a time, doing so requires a constant expenditure of will and magic, and even a short lapse can allow them to break free and wreak havoc. History DC 10: As their motor functions rely more upon their animating force than on any element of their physicality, zombies can fight on with wounds that would surely be fatal to a living creature. It is always best to make certain that a fallen zombie stays down by removing the head or destroying the brain. Zombie Tactics Zombies surge straight toward the living with no regard for self-preservation, moving over obstacles rather than around them, and disregarding environmental hazards. Zombies that cannot reach their foes due to the crush of bodies will climb over their allies or push them prone to continue moving towards their prey. If a foe hides and the zombie cannot discover its position by the end of its next turn, the zombie forgets about that foe's presence. Encounters CR 13 Encounter 2,100 XP 1 Corruption Corpse (CR 3) 4 Rotwing Zombies (CR 1) 12 Zombie Rotters (CR 1/4) CR 18 Encounter 4,100 XP 1 Necromancer Gravebreaker (CR 7) 4 Gravehounds (CR 1/2) 20 Zombie Rotters (CR 1/4)


Gravehound Tactics Upon detecting an enemy, gravehounds use their rotted baying, then continue it as a bonus action each turn, while trying to bite at the nearest foe, though if a creature within reach is already grappled by another creature they will prioritize that as a target instead. Once they have a creature grappled that meets the conditions, they use their worry whenever available. Zombie Rotter Medium undead, unaligned 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) Skills Athletics +3 Damage Immunities Poison Condition Immunities Poisoned Senses Darkvision 60 ft., Passive Perception 8 Challenge 1/4 (50 XP) Undead Fortitude. If the zombie starts its turn with 0 hit points, it makes a DC 10 Constitution saving throw, unless it took radiant damage or a critical hit since its last turn. On a success, the zombie gains 1 hit point. A zombie with 0 hit points is killed instantly if it is attacked. Sudden Lunge. The zombie's attacks have a reach of 10 feet for the purposes of making opportunity attacks. When it makes an opportunity attack, it moves up to 5 feet towards its target as part of the attack. Actions Grasp of the Dead. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. Instead of dealing damage, the zombie may grapple the target (escape DC 11). Festering Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., targets one grappled creature. Hit: 4 (1d6 + 1) piercing damage and 7 (2d6) necrotic damage. Gravehound Small undead, unaligned Armor Class 12 Hit Points 44 (8d6 + 16) Speed 30 ft. STR DEX CON INT WIS CHA 13 (+1) 14 (+2) 15 (+2) 3 (-4) 13 (+1) 7 (-2) Damage Immunities Poison Condition Immunities Poisoned Senses Darkvision 60 ft., Passive Perception 11 Challenge 1/2 (100 XP) Undead Fortitude. If the gravehound starts its turn with 0 hit points, it makes a DC 10 Constitution saving throw, unless it took radiant damage or a critical hit since its last turn. On a success, the zombie gains 1 hit point. A zombie with 0 hit points is killed instantly if it is attacked. Actions Lockjaw Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing plus 3 (1d6) necrotic damage damage and the target is grappled (escape DC 13). Worry. One creature grappled by both the gravehound and at least one of the gravehound's allies must succeed on a DC 12 Constitution saving throw or fall prone and take 9 (2d8) piercing damage, or take half as much damage on a success. Rotted Baying. The gravehound begins a frantic, distorted barking that attracts undead in a 500 ft. radius to its current location. It may continue baying each turn as a Bonus Action. When the gravehound stops baying, undead with an intelligence score of 6 or lower stop approaching it. Reactions Jaws of Death. As a reaction to being reduced to 0 hit points, the gravehound makes a bite attack. if this attack hits, the gravehound maintains this grapple even while dead or unconscious.


Author's Note. This is an extremely punishing monster, especially at lower levels, and is probably not suited to the tone of most long-running D&D campaigns. Make sure your players understand the tone of a campaign that features these before imlementing them. Ravenous Wasting. Before an infected creature begins showing symptoms, Ravenous Wasting may be cured by any ordinary means, such as Lesser Restoration or Lay on Hands. After symptoms begin to show, it may be cured only by healing magic of 5th level or above, or by removing the appendage that the infection site occurred on. Once the symptoms have fully progressed, the disease may be cured only by a Wish spell, or by killing and resurrecting the creature. Every 4 hours after infection, the infected must make a DC 12 Constititution saving throw. On a failure, the disease progresses to the next level. Level 1: No symptoms. Level 2: Disadvantage on Dexterity and Wisdom checks. The creature has an insatiable hunger that cannot be alleviated. Level 3: Whenever the infected creature takes damage, it treats all non-undead creatures as hostile for the next minute. Level 4: The creature convulses for 1 minute and then dies. After 1d4 rounds, the creature rises as a Plague Zombie. Plague Zombie Medium undead, unaligned Armor Class 8 Hit Points 19 (3d8 + 6) Speed 20 ft. STR DEX CON INT WIS CHA 13 (+1) 6 (-2) 15 (+2) 3 (-4) 6 (-2) 5 (-3) Damage Immunities Poison Condition Immunities Poisoned Senses Darkvision 60 ft., Passive Perception 8 Challenge M5 (90 XP) Undead Fortitude. If the zombie starts its turn with 0 hit points, it makes a DC 10 Constitution saving throw, unless it took radiant damage or a critical hit since its last turn. On a success, the zombie gains 1 hit point. A zombie with 0 hit points is killed instantly if it is attacked. Minion. If the creature takes damage from an attack or as the result of a failed saving throw, its hit points are reduced to 0. If the creature takes damage from another effect, it dies if the damage equals or exceeds its hit point maximum, otherwise it takes no damage. Sudden Lunge. The zombie's attacks have a reach of 10 feet for the purposes of making opportunity attacks. When it makes an opportunity attack, it moves up to 5 feet towards its target as part of the attack. Actions Grasp of the Dead (Group Attack). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: The target must succeed on a DC 11 Strength saving throw or be grappled (escape DC 11). This DC increases by 1 for each zombie that added to this attack beyond the first. Plague Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., targets one grappled creature. Hit: 4 (1d6 + 1) piercing damage the target must succeed on a DC 12 Constitution saving throw or contract Ravenous Wasting.


Rotwing Zombie Tactics Rotwing Zombies swoop down to grab the smallest, weakest, and most injured of their foes, carrying them high into the air. The turn after grappling a creature, the rotwing continues to carry it higher while biting it. If the rotwing takes damage while carrying a creature at least 40 ft. in the air, or if a creature it is carrying hits it with radiant damage, it uses its reaction to drop the creature. Rotwing Zombie Medium undead, unaligned Armor Class 11 Hit Points 58 (9d8 + 18) Speed 20 ft., fly 30 ft. STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 14 (+2) 3 (-4) 6 (-2) 5 (-3) Skills Athletics +4 Damage Immunities Cold, Poison Condition Immunities Poisoned Senses Darkvision 60 ft., Passive Perception 8 Challenge 1 (200 XP) Undead Fortitude. If the zombie starts its turn with 0 hit points, it makes a DC 10 Constitution saving throw, unless it took radiant damage or a critical hit since its last turn. On a success, the zombie gains 1 hit point. A zombie with 0 hit points is killed instantly if it is attacked. Decaying Wings. If the zombie is hit with a critical hit, it permanantly loses the ability to fly. Abductor's Build. The zombie is not slowed while grappling a Medium or smaller creature. Actions Swooping Snatch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage and the target is grappled (escape DC 12). Festering Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., targets one grappled creature. Hit: 4 (1d6 + 1) bludgeoning damage and 7 (2d6) necrotic damage. Reactions Sudden Drop. As a reaction to taking damage, the zombie releases its grapple. Zombie Burster Medium undead, unaligned Armor Class 12 (Natural Armor) Hit Points 52 (7d8+ 21) Speed 20 ft. STR DEX CON INT WIS CHA 14 (+2) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3) Skills Athletics +4 Damage Immunities Poison Condition Immunities Poisoned Senses Darkvision 60 ft., passive Perception 8 Challenge 2 (450 XP) Corrupted Bloat. If the zombie takes at least 10 points of slashing or piercing damage in a turn, a gout of toxic gas erupts from it. Each creature within 10 ft. must succeed on a DC 13 Dexterity saving throw or take 7 (2d6) poison damage. Volatile. If the zombie takes any fire damage, it must succeed on a DC 10 Constitution saving throw or explode. Each creature within 20 ft. must succeed on a DC 13 Dexterity saving throw or take 14 (4d6) fire damage and be knocked prone, or take half as much on a success. Actions Multiattack. The zombie makes two attacks with its grasp of the dead. Grasp of the Dead. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) bludgeoning damage and the target is grappled (escape DC 12). Festering Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., targets one grappled creature. Hit: 9 (2d6 + 2) piercing damage and 7 (2d6) necrotic damage.


Chillborn Zombie Medium undead, unaligned Armor Class 14 (Natural Armor) Hit Points 75 (10d8 + 30) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 8 (-1) 17 (+3) 3 (-4) 6 (-2) 5 (-3) Skills Athletics +5 Damage Immunities Cold, Poison Condition Immunities Poisoned Senses Darkvision 60 ft., Passive Perception 8 Challenge 3 (700 XP) Chillborne Aura. A creature that starts its turn within 10 ft. of one or more chillborn zombies takes 4 (1d8) cold damage for each chillborn zombie within 10 ft. of it. Supercooled. If the zombie takes any bludgeoning damage, after taking damage it gains vulnerablity to bludgeoning damage until the beginning of its next turn. Actions Multiattack. The zombie makes two melee attacks. Ice Reaper Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning plus 10 (3d6) cold damage and the target's movement speed is reduced by 10 until the end of its next turn. Reactions Flash Freeze (Recharge 6). As a reaction when a creature within 5 ft. has its movmement speed reduced to 0, the zombie forces it to succeed on a DC 13 Constitution saving throw or be Paralyzed until the end of the zombie's next turn. Corruption Corpse Large undead, unaligned Armor Class 14 (Natural Armor) Hit Points 85 (10d10 + 30) Speed 30 ft. STR DEX CON INT WIS CHA 15 (+2) 17 (+3) 16 (+3) 3 (-4) 6 (-2) 5 (-3) Damage Immunities Necrotic, Poison Condition Immunities Poisoned Senses Darkvision 60 ft., Passive Perception 8 Challenge 3 (700 XP) Undead Fortitude. If the corpse starts its turn with 0 hit points, it makes a DC 10 Constitution saving throw, unless it took radiant damage or a critical hit since its last turn. On a success, the corpse gains 1 hit point. A zombie with 0 hit points is killed instantly if it is attacked. Actions Multiattack. The zombie makes two melee attacks, one of which it may replace with a use of its predigest. Grasp of the Dead. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. Mote of Corruption. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) necrotic damage and the creature must succeed on a DC 12 Constitution saving throw or take an additional 10 (3d6) poison damage and be Poisoned until the end of the corpse's next turn. Predigest (Recharge 5-6). The corpse vomits acidic slime in a 20 foot cone. Each creature in that cone must succeed on a DC 12 Dexterity saving throw or take 18 (4d8) acid damage, or half as much on a success. Reactions Rupture. When the corpse drops to 0 hit points, it may use its reaction to use its Predigest, if available, before falling unconscious.


Zombie Clot Huge undead, unaligned Armor Class 12 (Natural Armor) Hit Points 104 (11d12 + 33) Speed 40 ft. STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 16 (+3) 3 (-4) 8 (-1) 10 (+0) Saving Throws CON +6 Damage Immunities Poison Condition Immunities Charmed, Exhaustion, Paralyzed, Petrified, Poisoned, Stunned Senses Darkvision 60 ft., Passive Perception 9 Challenge 6 (2,300 XP) Deathly Stench. Living creatures within 10 feet of the clot are Poisoned, and those within 60 feet have disadvantage on saving throws to resist being Poisoned. Undead Mass. If the zombie takes 10 or more damage that isn't fire or radiant from a single source, it makes a DC 10 Constitution saving throw, reducing the damage to 10 on a success. Huge Stature. A creature adjacent to the clot may spend half of its movement to attempt a DC 16 Strength (Athletics) check. On a success, the creature climbs onto the clot. While climbing on the clot, a creature has advantage on melee attacks against the clot, and the clot has disadvantage on melee attacks against it. Actions Crush of Bodies. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 33 (8d6 + 5) bludgeoning damage. Each other creature within 5 feet of the target must succeed on a DC 16 Dexterity saving throw or take half the attack's damage and be knocked prone. Engulf. The clot engulfs a humanoid creature grappled by it. The engulfed target is Blinded, restrained, and unable to breathe (escape DC 16), and it must succeed on a DC 14 Constitution saving throw at the start of each of the clot's turns or take 18 (4d8) necrotic damage. If the creature is killed by this damage, the clot gains 13 (2d12) temporary hit points. Shackles of Flesh (Recharge 5-6). The clot flings a detached clump of corpses at a creature it can see within 30 feet, which must make a DC 16 Dexterity saving throw. On a failed save, the target takes 33 (6d10) bludgeoning damage, is knocked prone, and three prone Zombie Rotters that act on the clot's initiative appear in the creature's space. Reactions Grasping Mass. As a reaction to being hit with a melee attack, the clot forces the attacker to succeed on a DC 16 Strength saving throw or be grappled (escape DC 16).


T Orcus he skull of Anarchocles, set within the great Wand of Orcus, yet bears four notches marking the divinities fallen to the wrath of the Lord of Undeath; Orcus has set his gaze upon the true power of apotheosis, and all the wretched and loathsome detritus of this universe will fall before him to rise in service. Orcus Tactics Orcus rushes ahead of his allies, diving into melee and laying about with The Wand of Orcus, preferring to use Curse of Living Bones against Dexterity-based melee threats, Vile Rupture against spellcasters, and Black Iron Bloodwell against all others. He reserves his Legendary Resistances for debilitating effects, never using them to prevent damage unless he is near death. For his other attack, he uses Bloodlord's Contempt whenever available, otherwise using his Soulshredder Claws against whichever creature in his reach seems closest to death. If a creature is cursed with his Curse of Living Bones, he commands his weaker allies to swarm it and attack it until dead to provoke his Waste Not reaction, but makes no special effort to target it with his own attacks, instead prefering to sow terror and mayhem with varied uses of the wand. He uses Spectral Call whenever available until his foes demonstrate the ability to deal with it, afterwards preferring to use his Spiteful Command, though if the balance of power shifts he might try again. Once his mythic trait is active, he uses The Final Word each round for as long as he has Legendary Resistances available, starting with any creature affected by his Curse of Living Bones. Orcus Lore Arcana DC 10: As with many extraplanar entities, Orcus is not killed if defeated on the material plane, merely banished back to his own corner of the abyss. Arcana DC 15: Orcus wields a wand whose touch is death to the living, though it has been known to find its way into mortal hands for brief periods before being reclaimed. History DC 10: Creatures of Orcus' scale are often known to be difficult to inflict significant harm on without actively creating an opening to do so. History DC 20: Orcus was reportedly slain some years ago by a rival to his throne of undeath, and for a time wandered as a foul shade of himself, wreaking havoc upon the mortal and divine with the terrible powers he discovered in death before eventually being restored to life by a faithful servant. Religion DC 15: Orcus is known as the Lord of Undeath, and worshipped by those that live in death or seek to. He reigns from his palace Everlost in Thanatos, the Tomb of the Abyss, a layer where death and undeath hunt the living without rest or mercy, even those of demonic nature themselves. Religion DC 20: While Orcus is locked in eternal warfare with his rivals Graz'zt and Demogorgon, rumors abound that he has set his ambitions higher; at the very throne of the gods.


Orcus Huge fiend (demon), chaotic evil Armor Class 20 (Natural Armor) Hit Points 324 (24d12 + 168) Speed 40 ft., fly 40 ft. STR DEX CON INT WIS CHA 27 (+8) 14 (+2) 25 (+7) 20 (+5) 20 (+5) 25 (+7) Saving Throws DEX +10, CON +15, WIS +13 Skills Arcana +12, Perception +12 Damage Resistances Cold, Fire, Lightning. Attacks made without advantage Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Condition Immunities Charmed, Exhaustion, Frightened, Poisoned Senses Truesight 120 ft., Passive Perception 22 Languages All, Telepathy 120 ft. Challenge 26 (90,000 XP) The Shadow That Was (Mythic Trait, 1/Day). When Orcus is reduced to 0 hit points, he doesn't die or fall unconscious. Instead, he gains 324 temporary hit points and rises as a shade from his body, gaining vulnerability to radiant damage and losing his Magic Resistance. Master of the Dead and Deathless. The area in a 30 foot radius around Orcus seethes with the raw magic of death and undeath. When a creature starts its turn in the area, he may cause it to take 11 (2d10) necrotic damage. At the beginning of each of Orcus' turns, up to four undead creatures in the area that were reduced to 0 hit points since the end of his last turn each regain 1 hit point. Huge Stature. A creature adjacent to Orcus may spend half of its movement to attempt a DC 16 Strength (Athletics) check. On a success, the creature climbs onto Orcus. While climbing on Orcus, a creature has advantage on melee attacks against Orcus. Magic Resistance. Orcus has advantage on saving throws against spells and other magical effects. Legendary Resistances (5/Day). If Orcus fails a saving throw, he can choose to succeed instead. Actions Multiattack. Orcus makes two melee attacks, one of which may be with The Wand of Orcus. He may replace one of these attacks with a use of his Bloodlord's Contempt, if available. The Wand of Orcus. Melee Weapon Attack: +16 to hit, reach 10 ft., one creature. Hit: 26 (4d8 + 8) bludgeoning plus 55 (10d10) necrotic damage and the target suffers one additional effect of Orcus' choice: Vile Rupture. The creature must succeed on a DC 21 Constitution saving throw or have one of its eyes rupture in a gout of vitreous fluid. A creature that fails by 5 or more falls prone and has both of its eyes rupture. Black Iron Bloodwell. The creature must succeed on a DC 21 Constitution saving throw or lose half of its current hit points as blood evacuates from each of its orifices. A creature that loses fewer than 50 hit points in this way additionally gains a point of exhaustion. Curse of Living Bones. The creature must succeed on a DC 21 Charisma saving throw or be cursed. A creature cursed in this way has its skeleton animated within it, and must succeed on a DC 21 Strength saving throw at the start of each of its turns or have its body move under its skeleton's control until the beginning of its next turn. If the creature dies, a Skeletal Liberator tears free of its flesh at the beginning of its next turn. Soulshredder Claws. Melee Weapon Attack: +16 to hit, reach 10 ft., one creature. Hit: 24 (4d6 + 8) slashing plus 22 (4d10) psychic damage and the target is grappled (escape DC 24). A creature killed by this damage cannot be returned to life by any means short of a wish spell. Bloodlord's Contempt (Recharge 5-6). Each creature of Orcus' choice that he can see within 60 feet must succeed on a DC 21 Charisma saving throw or gain a doom counter that can't be removed by any means short of a wish spell. Whenever a creature drops to 0 hit points, it immediately fails a death save for each doom counter it has. Reactions Waste Not. As a reaction when a skeleton tears free from a corpse Orcus can see, Orcus animates the remnants into a Bloodrot Ooze and a Skin Kite, which each appear in the nearest unoccupied spaces. Legendary Actions Orcus can take 3 legendary actions, choosing from the options below. Spectral Call. A voidsoul specter that lasts a minute and acts on initiative count 0 spills forth from Orcus' wand, appearing in an unoccupied space within 10 feet of him. Spiteful Command. One undead creature Orcus can see of CR 10 or lower can use its reaction to move up to half its speed and make a melee attack. Graveway Travel (Costs 2 Actions). Orcus turns to dust and crumbles away, then bursts from the earth in an unoccupied space he can see within 60 feet. Each creature within 5 feet of the space he departed must succeed on a DC 21 Constitution saving throw or be Blinded until the end of his next turn. Mythic Actions The Final Word (10th Level Spell, Costs 3 Actions). Orcus and one other creature he can see must each succeed on a DC 23 Charisma saving throw or die.


S Solodovnika ixty men a dozen abreast marched where restless goblins held eyes tight and somewhere in the roiling mists the witch-maw blacks her claws. Not peek nor squeak for muffled screams and empty beds from goblinkind, while witless men look and shriek and look and fall as hunted hinds. Solodovnika Lore Arcana DC 10: Names have a great deal of power among the fey; named weapons cut deeper, and spells strike truer against a creature whose name the caster knows. History DC 10: The bleakwood is an extensive forest of converging parallels, where the material plane is thinned by the encroaching feywild and shadowfell. History DC 15: The nomadic goblins of the bleakwood speak of the lady of the mists, a spirit of the wood who feeds upon the terror of those who venture into the fog. Young goblins that set out to catch a glimpse of her rarely succeed, though some are found when the fog passes, seemingly frightened to death. History DC 20: Among the oral traditons of goblinkind regarding their ancestral home of the feywild, legends exist of the childthief Solodovnika, who dared to steal and eat a princeling of the archfey and leave a corpse-doll in his place. The court uncovered the deception and swore war on all goblinkind until the culprit was discovered, but their armies found only wisps of taunting fog clinging to the goblin hideholes, the goblins carried off to distant lands by the stolen might of the fey. Solodovnika Tactics Solodovnika initiates combat by scuttling into, then out of view and using her Terror Unbound, then hides and circles around, coming just close enough for a single creature to see her and she attacks it with her Slithering Locks, first grappling, then reeling it away from its allies, ideally up into a tree, then Disengaging and fleeing into the fog if surrounded. She waits until she has two foes grappled to use her Terror Unbound a second time, then follows up with her Horrific Lament, at which point she joins combat in earnest, first attempting to Wick away any magic that allows her foes to resist fear effects, then prioritizing any targets capable of bolstering allies' saving throws, such as Paladins, Bards, and Artificers. If her mythic trait is activated, she stays long enough to kill a creature with her consuming void, then flees into the mist, returning to attack the same group at the following dusk if they have not left her woods.


Solodovnika, WitchMaw of the Bleakwood Medium fey/undead, chaotic evil Armor Class 17 Hit Points 252 (24d8 + 144) Speed 50 ft., crawl 80 ft., fly 10 ft. (hover) STR DEX CON INT WIS CHA 19 (+4) 24 (+7) 23 (+6) 17 (+3) 19 (+4) 24 (+7) Saving Throws DEX +14, CON +13, WIS +11, CHA +14 Skills Intimidation +14, Perception +11, Stealth +14 Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing damage from Weapons that aren't Named Condition Immunities Charmed, Exhaustion, Frightened, Poisoned, Stunned Senses Truesight 120 ft., Passive Perception 21 Languages Common, Goblin, Sylvan Challenge 23 (50,000 XP) Oppressive Fog. The area within 5 miles of Solodovnika is filled with a heavy, shifting fog. Creatures other than her treat anything greater than 20 feet away as heavily obscured. Feast of Terror (Mythic Trait, 1/Day). When Solodovnika is reduced to 0 hit points, she doesn't die or fall unconscious. Instead, she gains 252 temporary hit points and her chest splits open, revealing the roiling void within. For the next hour, a Frightened creature that ends its turn within 60 feet of Solodovnika must succeed on a DC 22 Constitution saving throw or lose two unexpended hit dice, or gain a point of exhaustion if it cannot. For each hit die lost in this way, Solodovnika gains 10 temporary hit points. Unliving Hair. Solodovnika can have up to six locks of hair active at a time. Each lock can be attacked (AC 17; 20 HP). Destroying a lock deals no damage to Solodovnika, who can extrude any number of replacement locks on her turn. Legendary Resistance (5/Day). If Solodovnika would fail a saving throw, she may choose to succeed. Actions Multiattack. Solodovnika makes makes three melee attacks, or makes one attack and uses her Terror Unbound, if available. Erdblack Claws. Melee Weapon Attack: +13 to hit, reach 5 ft., one creature. Hit: 29 (4d10 + 7) slashing damage and the target must succeed on a DC 22 Wisdom saving throw or be Frightened until the end of Solodovnika's next turn. Slithering Locks. Melee Weapon Attack: +13 to hit, reach 20 ft., one creature. Hit: 20 (3d8 + 7) bludgeoning damage and the target suffers one additional effect of Solodovnika's choice. Bind. The target must succeed on a DC 22 Dexterity saving throw or be grappled (escape DC 22). Snare. The target must succeed on a DC 22 Dexterity saving or be knocked prone. Reel. The target must succeed on a DC 22 Strength saving throw or be dragged up to 20 feet directly toward Solodovinka. Wick. The target must succeed on a DC 22 Charisma saving throw or have one spell affecting it end. Terror Unbound (Recharge 5-6). Each creature that has seen Solodovnika in the last minute becomes Frightened until the end of her next turn, then must succeed on a DC 22 Wisdom saving throw or use its reaction to move its speed directly away from her, or take 44 (8d10) psychic damage if it cannot. Horrific Lament (1/Day, Concentration). Each Frightened creature within 60 feet of Solodovnika begins to uncontrollably weep acrid black tears, becoming Poisoned for the next minute. At the end of each affected creature's turn, it must make a DC 22 Constitution saving throw, taking 22 (4d10) necrotic damage and being Blinded until the end of its next turn on a failure, or ending the effect for itself on a success. Reactions Wraithdrift. As a reaction when she is hit with an attack, Solodovnika turns briefly insubstantial, gaining resistance to the attack's damage and moving up to her fly speed. Bloodied Terror (1/Day). As a reaction when her mythic trait becomes active, Solodovnika recharges and immediately uses her Terror Unbound. Legendary Actions Solodovnika can take 3 legendary actions, choosing from the options below. Slithering Locks. Solodovnika makes an attack with her Slithering Locks. Strangle. One creature grappled by Solodovnika must succeed on a DC 22 Constitution saving throw or be unable to speak or breathe for as long as it remains grappled. Elude. Solodovnika moves up to her fly speed and regains her reaction. Mythic Actions Consuming Void (Costs 2 Actions). One grappled creature within 5 feet of Solodovnika must succeed on a DC 22 Strength saving throw or be forced into the endless void within her (escape DC 22). A creature in the void can take no actions other than to attempt to escape, and loses 2 unexpended hit dice at the end of each of its turns, or dies if it cannot.


V Vlaakith CLVII laakith reigns eternal; what was once a political fiction has been made simple fact by the githyanki queen's ascension to lichdom. Her sights are set still higher, however, as mortality was but one of the loathsome constraints she means to shed. Step by agonizing step, she drags her obstinate people away from their suffocating traditions and into a bright and glorious future. Inch by interminable inch, she sucks the marrow from the dead god's bones. The seals that bind her are old and powerful, made of stonger stuff than mere magic, but her will is iron eternal, and all the world tinder to her plans. Vlaakith CLVII Tactics Vlaakith opens combat with her Necropulse Salvo and uses Share Pain while she takes the measure of her opponents, afterwards using her Psionic Shift frequently, shifting to whatever is most inconvenient for the next enemy in initiative. When her Gravity Gash recharges, she typically waits a turn to use it, lining up her enemies with Ethereal Shuffle just before her turn. If she expects to take any radiant damage (such as from a paladin's smite), Vlaakith always tries to have Share Pain active, often following up with Consume the Faithful on the bonded creature, though she waits until directly before her turn if possible so as not to lose the temporary hit points. Vlaakith CLVII Lore Arcana DC 15: The queen of the githyanki is among their most accomplished practitioners of the arcane, attributed with many original discoveries in the esoteric magics of space, time, and gravity. History DC 15: While it is widely agreed that queen Vlaakith of the githyanki has ruled for an exceptionally long period, the exact term of her reign is hotly debated, a disagreement not helped by the previous one hundred and fifty six queens of the same name, nor by the indeterminate nature of time in the astral plane where she holds her seat of power. History DC 20: Some thousand or so years ago as time is reckoned on the material plane, reports were received that Vlaakith CLVII had died with no heir apparent, followed shortly by reports that she had been succeeded by Vlaakith CLVII. Religion DC 10: The capital of the githyanki empire, Tu'narath, is built in the corpse of an ancient fallen Power, known only as The One In The Void. Exploratory expeditions are sent out through the calcified veins of the dead god, forming the basis of a thriving export market. Religion DC 15: Though githyanki society has traditionally been militantly irreligious, recent reports are that the githyanki queen has establish a priest caste, the ghustil. Relgion DC 20: The ghustil worship no known god, but one they say is yet to be born, fueling rumors that the githyanki queen or one close to her intends to attempt an apotheosis of some kind.


Vlaakith CLVII Medium undead, Lawful evil Armor Class 17 (Natural Armor) Hit Points 266 (28d8 + 140) Speed 50 ft., fly 30 ft. STR DEX CON INT WIS CHA 19 (+4) 16 (+3) 20 (+5) 22 (+6) 15 (+2) 16 (+3) Saving Throws CON +12, INT +13, WIS +9, CHA +10 Skills Arcana +19, History +12, Insight +9, Perception +9, Religion +19 Damage Resistances All but Radiant Damage Immunities Poison, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, Turned Senses Truesight 120 ft., Passive Perception 19 Languages All Challenge 23 (50,000 XP) Rejuvenation. If Vlaakith's phylactery is intact, when destroyed she gains a new body in 1d10 days, regaining all her hit points and becoming active again. The new body appears within 5 feet of her phylactery. Banishing Backlash. A creature within 30 feet of vlaakith that fails a saving throw against one of her spells or abilities by 5 or more takes 11 (2d10) force damage and is banished to the depths of the astral void, returning to the nearest unoccupied space to where it departed at the beginning of its next turn. Legendary Resistance (5/Day). If Vlaakith fails a saving throw, it can choose to succeed instead. Actions Multiattack. Vlaakith makes three attacks, one of which she may replace with her Gravity Gash, if available. Grasp of the Lich Queen. Melee Spell Attack: +13 to hit, reach 5 ft., one creature. Hit: 21 (6d6) cold damage and the target loses two unexpended hit dice. If the target has no unexpended hit dice, it instead must succeed on a DC 21 Constitution saving throw or die and crumble into a fine dust. Dancing Silver Greatblade. Melee Weapon Attack: +11 to hit, reach 30 ft., one target. Hit: 14 (3d6 + 4) slashing damage plus 9 (2d8) psychic damage. Crippling Barrage. Ranged Spell Attack: +13 to hit, reach 60 ft., one creature. Hit: 18 (4d8) necrotic damage and the target's movement speed is reduced by 5 feet until cured by Greater Restoration or similar magic. Gravity Gash (5th Level Spell, Recharge 5-6). A 60 foot line of concentrated gravity that is 5 feet wide extends from Vlaakith. Each creature in the area must succceed on a DC 21 Constitution saving throw or take 27 (6d8) force damage and fall prone, or take half as much damage on a success. Necropulse Salvo (9th Level Spell, Recharges when Vlaakith uses her Gravity Gash). The veil is rent and three torrents of negative energy spill forth in 20 foot cones emerging from points within 120 feet that Vlaakith can see. For each of these areas a creature is in, it must succeed on a DC 21 Dexterity saving throw or take 35 (10d6) necrotic damage and be knocked prone, or take half as much damage on a success. Bonus Actions Psionic Empowerment. Vlaakith gains one of the following benefits until she uses this abiligy again. Share Pain. Vlaakith forges a psychic bond to a friendly creature she can see within 30 feet. Whenever she would be dealt damage, she instead takes half as much damage and the bonded creature takes the other half. Warp Space. Ranged attacks against Vlaakith are made at disadvantage, and the area in a 10 foot radius around her is difficult terrain for creatures of her choice. Shadow in the Weave. When a creature casts a spell of 1st level or higher while within 30 feet of Vlaakith, it must succeed on a DC 18 Charisma saving throw or take 3 (1d6) psychic damage per level of the spell. Reactions Repulsion Burst. As a reaction to being hit with a melee attack while her Warp Space is active, Vlaakith ends the effect and forces the attacker to succeed on a DC 18 Constitution saving throw or be pushed up to 20 feet away and Stunned until the beginning of its next turn. Twist Spell (6th Level Spell). As a reaction when a creature fails its saving throw against her Shadow in the Weave, Vlakith chooses new targets for the spell. Legendary Actions Vlaakith can take 3 legendary actions, choosing from the options below. Psionic Shift. Vlaakith uses her Psionic Empowerment and regains her reaction. Susurration of the Damned. Each creature of Vlaakith's choice within 30 feet must succeed on a DC 21 Wisdom saving throw or be Frightened. A creature that fails by 5 or more must use its reaction to move its full speed away from her, if available. Consume the Faithful (Costs 2 Actions). One willing creature Vlaakith can see within 30 feet dies, and Vlaakith gains temporary hit points equal to half its current hit points. While she has these temporary hit points, Vlaakith has advantage on attack rolls. Ethereal Shuffle (Costs 2 Actions). Up to four creatures within 60 feet are each teleported up to 30 feet to an unoccupied location that Vlaakith can see. An unwilling creature may make a DC 21 Charisma saving throw, resisting the effect on a success.


Spells Level Spell School Conc. Ritual Class 0 Dweomer Rupture Abjuration Yes No Druid, Sorcerer 1st Corpus Potency Necromancy No No Cleric, Druid, Paladin 1st Death's Aid Necromancy No No Sorcerer, Wizard 1st Death Throes Necromancy No No Bard, Cleric, Paladin 1st Discharge Evocation No No Artificer 1st Douse Evocation No No Artificer, Rogue (Arcane Trickster), Sorcerer, Wizard 1st Fireburst Evocation No No Druid (Circle of Wildfire, Sorcerer 1st Mycellia Snare Conjuration No No Druid (Circle of Spores) 1st Necromiasma Necromancy No No Cleric, Druid 1st Screaming Flame Evocation No No Sorcerer, Warlock 1st Shield of Bones Conjuration No No Sorcerer, Wizard 2nd Bestow Wound Necromancy No No Cleric (Grave Domain), Druid, Ranger 2nd Call to Feast Necromancy No No Artificer, Bard, Druid (Circle of Spores) 2nd Command Ichor Necromancy No No Sorcerer 2nd Erratic Fireball Evocation No No Sorcerer 2nd Gravebolt Necromancy No No Cleric, Sorcerer, Warlock, Wizard 2nd Graveway Travel Conjuration No No Druid, Ranger, Sorcerer, Cleric 2nd Lay Bare Enchantment No No Bard, Druid, Ranger, Warlock 2nd Numbing Torpor Evocation No No Druid, Ranger, Sorcerer 2nd Polar Burst Evocation No No Artificer, Druid, Sorcerer, Warlock, Wizard 2nd Sapping Cold Evocation Yes No Artificer, Druid, Ranger 2nd Shred Lungs Transmutation No No Druid (Circle of Spores) 2nd To Dust Necromancy No No Sorcerer, Warlock, Wizard 2nd Transporting Touch Conjuration No No Druid (Circle of Spores) 3rd Blasphemous Abrogation Abjuration No No Cleric, Paladin 3rd Clutch of Terror Necromancy No No Bard 3rd Curse of Stolen Sight Enchantment No No Bard 3rd Grasping Grave Necromancy No No Sorcerer, Warlock, Wizard 3rd Horrid Growth Conjuration Yes No Druid, Ranger 3rd Litany of Forsaken Vows Enchantment Yes No Bard, Paladin (Oathbreaker) 3rd Psychic Rebound Illusion No No Sorcerer (Aberrant Mind), Warlock 3rd Rend Magic Abjuration No No Artificer, Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard 3rd Sporeflight Transmutation No No Driud (Circle of Spores) 3rd Sprouting Doom Conjuration No No Cleric, Sorcerer, Paladin, Warlock, Wizard 3rd Unspeakable Insight Enchantment No No Sorcerer (Aberrant Mind), Warlock (The Great Old One) 3rd Wake the Bones Necromancy No No Cleric, Sorcerer, Warlock, Wizard 3rd Wrench Heart Necromancy Yes No Cleric, Sorcerer, Paladin, Warlock, Wizard 3rd Litany of Flesh Devoured Enchantment Yes No Bard 4th Annihilating Aura Necromancy Yes No Cleric (Death Domain), Sorcerer (Shadow Magic), Warlock 4th Corrupt Marrow Necromancy No No Cleric (Death Domain), Sorcerer, Wizard, Warlock 4th Deathlord's Favor Necromancy No No Cleric, Druid (Circle of Spores), Paladin (Oathbreaker)


Spells Level Spell School Conc. Ritual Class 4th Descent of Crows Conjuration No No Druid, Ranger, Paladin (Oath of the Ancients) 4th Flash Freeze Evocation No No Druid, Ranger, Sorcerer, Wizard 4th Fold Space Conjuration No No Sorcerer, Warlock, Wizard 4th Ice Needle Hail Evocation No No Druid, Ranger, Warlock 4th Invocation of the Rot Shepherd Necromancy No No Druid, Warlock 4th Misdirection Conjuration No No Bard 4th Ossuary Call Necromancy No No Cleric, Sorcerer, Wizard 4th Panickfog Conjuration No No Artificer, Druid, Ranger 5th Bleak Aurora Evocation Yes No Druid, Warlock, Wizard 5th Creeping Bone Necromancy Yes No Artificer, Cleric, Paladin 5th Demonrot Barbs Conjuration No No Druid (Circle of Spores) 5th Enchain Essence Necromancy Yes No Bard, Cleric, Paladin (Oathbreaker) 5th Eternal Tide Necromancy Yes No Cleric, Druid (Circle of Spores), Paladin (Oathbreaker), Sorcerer, Wizard 5th Filth Harvest Necromancy No No Druid, Sorcerer, Warlock 5th Gravity Gash Evocation No No Sorcerer, Warlock, Wizard 5th Lacerating Rain Conjuration No No Sorcerer, Warlock, Wizard 5th Lignify Transmutation No No Druid 5th Raise the Horde Necromancy No No Cleric, Sorcerer, Warlock, Wizard 5th Reanimate Necromancy No No Cleric, Sorcerer, Warlock, Wizard 5th Shadowsink Conjuration No No Sorcerer (Shadow Magic, Warlock 5th Slaying Smite Evocation Yes No Paladin 5th Spiritual Arsenal Conjuration Yes No Cleric 5th Splinterburst Transmutation No No Druid 5th Spontaneous Combustion Evocation Yes No Artificer, Sorcerer, Warlock, Wizard 5th Still Arcana Abjuration No No Paladin 5th Wraithblade Conjuration Yes No Druid, Ranger 6th Blood Puppeteering Necromancy Yes No Bard, Sorcerer, Warlock, Wizard 6th Frostbite Touch Evocation No No Druid, Sorcerer, Warlock, Wizard 6th Plague Chant Necromancy No No Cleric 6th Twist Spell Abjuration No No Sorcerer, Wizard 7th Glacier Tomb Abjuration No No Druid, Warlock 7th Hellfire Orb Enchantment No No Warlock (Fiend) 8th Foetid Fusation Conjuration Yes No Warlock 8th Ghastly Scourge Necromancy No No Sorcerer, Warlock, Wizard 8th Grave Terror Necromancy No No Cleric 8th Heartstop Necromancy No No Bard, Sorcerer, Warlock, Wizard 8th Mindwrack Binding Enchantment No No Bard, Cleric, Sorcerer, Warlock, Wizard 8th Sudden Wasting Necromancy No No Druid 9th Batrachian Metamorphosis Transmutation No No Sorcerer (Aberrant Mind), Warlock (Great Old One) 9th Brainrot Necromancy No No Druid 9th Freeze the Blood Evocation No No Cleric, Druid 9th Hallowed Balance Necromancy No No Cleric, Druid 9th Necropulse Salvo Necromancy No No Sorcerer, Warlock, Wizard


Annihilating Aura 4th-level Necromancy Casting Time: 1 action Range: 60 ft. Components: V, S Duration: 1 minute, concentration You begin to exhude lashing shadowy tendrils of pure antilife energy to a distance of 20 feet. When a living creature starts its turn within this area, you may force it to succeed on a DC 18 Constitution saving throw or take 17 (5d6) necrotic damage. Creatures in the area fail death saves automatically, instead of rolling, and cannot be stabilized without regaining at least 1 hit point. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 for each slot level above 4th. Batrachian Metamorphosis 9th-level transmutation Casting Time: 1 action Range: 60 ft. Components: V, S, M Duration: instantaneous You force one creature you can see within range to make a Constitution saving throw. On a failed save, the creature's flesh begins to roll in upon itself as the creature's body slowly turns itself inside out, gaining vulnerability to all damage and disadvantage on all attack rolls and saving throws until the effect ends. The affected creature makes a Charisma saving throw at the end of each of its turns, ending the effect after three successes, or transforming into a Gibbering Mouther under the DM's control after three failures until cured by a Wish spell or similar magic. Bestow Wound 2nd-level necromancy Casting Time: 1 reaction, which you take when you are hit with an attack Range: 30 ft. Components: V, S Duration: instantaneous You forge a sanguine link with a creature, mirroring a wound across that bond. As a reaction when you are hit with an attack, you force one creature you can see within 30 feet to succeed on a Charisma saving throw. On a failure, you take half as much damage from the attack and the target takes the same amount. Blasphemous Abrogation 3rd-level abjuration Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell or producing a magical effect with a divine source Range: 60 ft. Components: V Duration: instantanous As a reaction when a creature you can see within range calls upon a divine source for aid, you attempt to intercede, forcing that creature to succeed on a Charisma saving throw. On a failure, the spell or effect is negated and the creature takes 5 (1d10) necrotic damage. Bleak Aurora 5th-level evocation Casting Time: 1 action Range: 120 ft. (40 ft. radius) Components: V, S, M Duration: 1 minute, concentration You fill the air with dull, shifting lights that flare brightly when they contact magic in a 40 foot radius centered on a point you can see within range. Ranged attacks that pass through the area are made at disadvantage, and a creature that casts a spell in the area must succeed on a Constitution saving throw or be Blinded until the end of its next turn. Blood Puppeteering 6th-level necromancy Casting Time: 1 action Range: 60 ft. Components: S, M Duration: 1 minute, concentration You attempt to wrench control of the body of a creature you can see within range by manipulating its blood. The creature must succeed on a Constitution saving throw or have its movement and attacks controlled by you for the next minute. At the begining of each of the creature's turns, the creature takes 11 (2d10) necrotic damage, then moves up to its speed and takes the attack action, or uses its multiattack if it has one. The affected creature controls its own Bonus Action and Reaction, and repeats this saving throw at the end of each of its turns, ending the effect on a success. At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 11 (2d10) for each slot level above 6th.


Brainrot 9th-level necromancy Casting Time: 1 action Range: 60 ft. Components: V, S, M Duration: 1 minute You attempt to infect the brain of a creature you can see within range with a maddening parasitic fungus. The creature must succeed on a Constitution saving throw or become hostile to all living creatures for the next minute, then die. This effect can be removed by any effect that cures disease. Call to Feast 2nd-level enchantment Casting Time: 1 action Range: 30 ft. Components: V Duration: instantaneous You awaken the bloodlust of your allies against a creature in range. Each creature within 5 feet of the target may use its reaction to make a melee attack against it. Clutch of Terror 3rd-level necromancy Casting Time: 1 action Range: 60 ft. Components: S, M (a chunk of marble worth 20 gp, which the spell consumes) Duration: 1 minute, concentration You sink a terrifying spectral claw into the head (or closest equivalent) of a creature within reach and drag it towards you. Make a melee spell attack with a reach of 15 feet. On a hit, the target takes 4d10 necrotic damage and is dragged up to 10 feet toward you, then must succeed on a Wisdom saving throw or be Frightened for the next minute. A Frightened creature repeats this save at the end of each of its turns, ending the effect on a success. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d10 for each slot level above 3rd. Command Ichor 2nd-level necromancy Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you take piercing or slashing damage Range: 60 ft. Components: V, M Duration: instantaneous You channel hemokinetic force through the spilled blood of a creature in range when it takes piercing or slashing damage, forcing it to succeed on a Strength saving throw or be pushed up to 30 feet in a direction of your choice. Corpus Potency 1st-level necromancy Casting Time: 1 reaction, which you take when you or a friendly undead creature within 30 ft. makes a Constitution saving throw Range: 30 ft. Components: S, M (a chunk of marble worth 20 gp, which the spell consumes) Duration: instantaneous As a reaction when you or one undead creature friendly to you within range makes a Constitution saving throw, you attempt to dampen the effect by magically wresting control of the target's bodily functions, granting it advantage on the save. If the saving throw was against a damaging effect, the target takes no damage on a successful save. Corrupt Marrow 4th-level necromancy Casting Time: 1 action Range: 60 ft. (15 foot radius) Components: V, S, M Duration: 1 round Each creature in a 15 foot radius centered on a point you can see within range must succeed on a Constitution saving throw or take 3d10 necrotic damage. A creature that fails this save by 5 or more is Paralyzed until the end of your next turn. Creeping Bone 5th-level necromancy Casting Time: 1 action Range: Touch Components: V, M Duration: 1 minute, concentration One creature grappled by you must succeed on a Constitution saving throw or gain 2d10 cumulative temporary hit points as plates of bone begin to grow over its skin. On each of your turns until the spell ends or you release your grapple, you can use your action to force the target to repeat this save. While a creature has any of these temporary hit points, it is restrained. While a creature has 30 or more of these temporary hit points, it is petrified.


Curse of Stolen Sight 3rd-level enchantment Casting Time: 1 action Range: 5 ft. Components: V Duration: 10 days You grasp the face of a creature within your reach and drive your thumb into its eye, forcing it to succeed on a Charisma saving throw or be Cursed for the duration of the spell. One of the cursed creature's eyes clouds over, occasionally weeping a small amount of blood, and it and gains disadvantage on Wisdom (Perception) checks. As an action, you can see through the cursed creature's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the creature has. During this time, you are deaf and blind with regard to your own senses. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the Duration is 30 days. If you use a spell slot of 7th level or higher, the spell lasts until it is dispelled. Deathlord's Favor 4th-level necromancy Casting Time: 1 action Range: 60 ft. Components: V, S Duration: Instantaneous You harvest the life from your thralls to heal yourself, reducing each friendly undead creature of your choice that you can see within range to 0 hit points and regaining hit points equal to the total hit points lost in this way. Death's Aid 1st-level necromancy Casting Time: 1 reaction, which you take when you fail a saving throw Range: 60 ft. Components: V, S Duration: instantaneous You sacrifice your undead thralls to bolster yourself with the burst of energy released, reducing any number of friendly undead creatures you can see within range to 0 hit points. You add 1d4 to the result of your saving throw for each undead creature killed in this way. Death Throes 1st-level necromancy Casting Time: 1 reaction, which you take when a friendly creature you can see within 30 feet drops to 0 hit points Range: 30 ft. Components: V Duration: instantaneous As a reaction when another creature you can see within range is reduced to 0 hit points, you imbue it with a sudden burst of energy, allowing it to use its reaction to make a melee attack before falling unonscious. Demonrot Barbs 5th-level conjuration Casting Time: 1 action Range: 60 ft. Components: V, S, M Duration: 1 minute You cast forth a hail of barbed spores infused with toxins cultivated by the demon queen of fungus. Make a ranged spell attack against a creature in range. On a hit, the target takes 4d8 piercing damage and suffers one of the following effects of your choice: The creature loses any resistance or immunity to Poison damage or the Poisoned condition for the next minute. One spell effect of 3rd level or below affecting the creature ends. The creature has disadvantage on the next Constitution saving throw it makes in the next minute. Descent of Crows 4th-level conjuration Casting Time: 1 action Range: Special Components: V, S, M Duration: 1 round One Large or smaller creature that you can see is mobbed by spectral crows that swarm around it, pecking viciously. The creature is Blinded for the duration, or until it moves at least 5 ft., and must succeed on a Dexterity saving throw or take 28 (8d6) piercing damage, or half as much on a success. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, it can affect a Huge or smaller creature. If you cast it using a spell slot of 6th level or higher, it can affect a Gargantuan or smaller creature. Discharge 1st-level evocation Casting Time: 1 action Range: 60 ft. Components: S Duration: instantaneous As a reaction when you succeed on a saving throw against a spell, you convert some of the waste magical energy to electricity and send it rocketing back, dealing 1d10 lightning damage per level of the spell to the spell's caster. Douse 1st-level evocation Casting Time: 1 action Range: 60 ft. Components: S Duration: instantaneous You douse a light source you can see within range, reducing a source of bright light to dim light, or extinguishing a source of dim light. If you are hidden, casting this spell does not reveal your position. If you are invisible, casting this spell does not end your invisibility.


Dweomer Rupture cantrip evocation Casting Time: 1 action Range: 60 ft. Components: V, S, M Duration: 1 round, concentration You disturb the weave around a creature you can see in range, straining it to its breaking point. The target must make Constitution saving throw. On a failed save, the creature takes 2d10 necrotic damage the next time it casts a spell before the end of your next turn. This spell's damage increases by 2d10 when you reach 5th level (4d10), 11th level (6d10), and 17th level (8d10). Enchain Essence 5th-level necromancy Casting Time: 1 action Range: 60 ft. Components: V, S, M (a chunk of marble worth 20 gp, which the spell consumes) Duration: 1 minute, concentration You wrest the raw life essence of a creature you can see within range, twisting and exposing its weaknesses. The target must make a Constitution saving throw. On a failed save, the creature is restrained and has vulnerability to all damage that it is not resistant or immune to for the next minute. The creature repeats this save at the end of each of its turns, ending the effect on a success. Erratic Fireball 2nd-level evocation Casting Time: 1 action Range: special Components: V Duration: instantaneous You fire a volatile sphere of roiling flame, which travels an uncertain distance before exploding. You choose a direction, launching a fireball that explodes in a 20 foot radius centered on a point 2d8x5 feet away from you. Each creature in the area must succeed on a Dexterity saving throw or take 21 (6d6) fire damage and be knocked prone, or take half as much damage on a success. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d6 for each slot level above 2nd. Eternal Tide 5th-level necromancy Casting Time: 1 action Range: self Components: V, S, M Duration: 10 minutes, concentration As a bonus action on each of your turns, you may restore one hit point to an undead creature that was reduced to 0 hit points since the end of your last turn. Filth Harvest 5th-level necromancy Casting Time: 1 action Range: 30 ft. Components: V, S Duration: instantaneous You tear away at a weakened foe, forcing negative energy into its body and draining away the life that flees it. One creature within range you can see that is Paralyzed, Poisoned, or infected with a disease must make a Constitution saving throw. On a failed save, the creature takes 55 (10d10) necrotic damage and you gain temporary hit points equal to the half the damage dealt. Fireburst 1st-level evocation Casting Time: 1 action Range: 60 ft. Components: V Duration: instantaneous You cause the fires engulfing a creature to flare explosively. One burning creature within 20 feet erupts in an explosion of flame. It and each other creature within 20 feet of it must succeed on a Dexterity saving throw or take 10 (3d6) fire damage. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 2nd. Flash Freeze 2nd-level evocation Casting Time: 1 bonus action Range: Touch Components: S, M Duration: 1 round You attempt to briefly paralyze an immobile creature with overwhelming cold. One grappled or restrained creature within range must succeed on a Constitution saving throw or be Paralyzed until the end of your next turn.


Foetid Fusation 8th-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M Duration: 1 minute, concentration Each creature of your choice that you can see within range must make a Charisma saving throw. Each creature that failed has its initiative reduced to 0, then teleports to an unoccupied space you can see within range. You may teleport any two creatures that failed this save into the same space, fusing them together into a single malformed body for the next minute. You may fuse multiple pairs of creatures together in this way. While fused, creatures act on the same turn, and only one of them may use movement, use a bonus action, or take reactions in a turn. Whenever one of them takes damage, the other takes the same damage, and up to one of the creatures may repeat this saving throw at the end of their turn, ending the effect and moving to the nearest unoccupied space on a success. Fold Space 4th-level conjuration Casting Time: 1 action Range: 30 ft. Components: V, S, M (a star of folded paper) Duration: instantaneous You teleport to an unoccupied location you can see within 30 feet. Each creature within 15 ft. of the space you departed must succeed on a Strength saving throw or be pulled up to 10 ft. toward the space you departed and take 22 (4d10) psychic damage. Freeze the Blood 9th-level evocation Casting Time: 1 action Range: 60 ft. Components: V, S, M Duration: instantaneous You bombard a creature you can see in range with lethal, blood-freezing cold which wears away at the very core of it. The creature must succeed on a Constitution saving throw or take 2d4 points of exhaustion, or half as many on a success. Frostbite Touch 6th-level evocation Casting Time: 1 action Range: touch Components: S, M Duration: instantaneous Icy steam rolls off your palm as you attempt to grasp a creature's limb, freezing it solid. Make a melee spell attack attack against the target. On a hit, the target takes 10d6 cold damage and the must succeed on a Constitution saving throw or be afflicted with Frostbite. Frostbite. When a creature contracts frostbite, it loses the use of one of its limbs of its choice until this disease is cured, as the limb goes stiff and pale and the creature loses feeling in it. The creature cannot rest, and loses 5 hit points at the end of each hour. This disease is cured if the affected limb is removed. Ghastly Scourge 8th-level Necromancy Casting Time: 1 action Range: 20 ft. Components: S, M Duration: instantaneous You summon a lash of crackling, unfiltered death and swing it at a creature. Make a melee spell attack with a reach of 20 feet. On a hit, the target takes 6d10 + 60 necrotic damage. If this damage reduces a creature to 0 hit points without killing it, it immediately fails one death save. Glacier Tomb 7th-level abjuration Casting Time: 1 action Range: 60 ft. Components: V, S, M Duration: instantaneous You attempt to encase a creature within range in a shell of translucent ice. The creature must succeed on a Constitution saving throw or gain 40 temporary hit points, or half as much on a success. While a creature has any of these temporary hit points, it suffers the following effects: It is restrained and has vulnerability to fire damage. It cannot speak or breathe. It cannot rest or die. It must succeed on a Constitution saving throw at the end of each of its turns or have its Strength and Dexterity scores reduced by 7 (2d6), to a minimum of one, until it is released.


Grasping Grave 3rd-level necromancy Casting Time: 1 action Range: 15 ft. Components: V, S Duration: instantaneous You call forth a skeletal hand from the earth to grasp at a creature. Make a melee spell attack with a reach of 15 feet. On a hit, the target takes 6d10 necrotic damage and must succeed on a Strength saving throw or fall prone. Gravebolt 2nd-level necromancy Casting Time: 1 action Range: 120 ft. Components: V, S Duration: 1 minute You fire a bolt of clinging shadow at a creature, diminishing any lights it carries. Make a ranged spell attack against a creature in range. On a hit, the creature takes 3d10 plus your spellcasting modifier necrotic damage and any sources of bright light within 5 feet of it are reduced to dim light for the next minute. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you fire an additional bolt at a creature in range for each three spell levels above 2nd. Graveway Travel 2nd-level conjuration Casting Time: 1 bonus action Range: self Components: S Duration: instantaneous You sink into the earth, traveling through the uncountable layers of ancient death to rise from another plot of loose earth within 60 feet. You use 10 feet of its movement to step magically into a Large or larger area of loose earth and emerge in an unoccupied space within 5 feet of any Large or large area of loose earth within 60 feet. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the duration becomes 1 minute (concentration), and you may repeat this transportation ability as a bonus action on each of your turns for the duration. Grave Terror 8th-level necromancy Casting Time: 1 action Range: 15 ft. Components: V, S Duration: instantaneous One creature you can see within 15 feet must succeed on a Wisdom saving throw or take 18d10 psychic damage and be dragged up to 15 feet toward you, or take half as much damage on a success. A creature that isn't Frightened may use its reaction to move up 15 feet directly away from you. If it does, it gains advantage on this saving throw. Gravity Gash 5th-level evocation Casting Time: 1 action Range: self (60-foot line) Components: S, M Duration: instantaneous You extend your hand and light and air distort as gravity intensifies in a line 60 feet long and 10 feet wide. Each creature in the area must succceed on a Constitution saving throw or take 27 (6d8) force damage and fall prone, or take half as much damage on a success. Hallowed Balance 9th-level necromancy Casting Time: 1 action Range: 60 ft. Components: V, S, M Duration: instantaneous You bind creatures in a web of life, guiding the flow of energies to both harm and heal. Each creature of your choice within range must succeed on a Constitution saving throw or lose half its current hit points. You may then restore a number of hit points up to the total amount lost this way, divided as you choose between creatures in range. Heartstop 8th-level necromancy Casting Time: 1 action Range: 60 ft. Components: S Duration: instantaneous You attempt to magically crush a creature's heart within its chest. One creature you can see within range must succeed on a Constitution saving throw or die. A creature with no unexpended hit dice makes this save at disadvantage. Hellfire Orb 7th-level evocation Casting Time: 1 action Range: 120 ft. (20-foot radius) Components: S, M Duration: instantaneous A sphere of crackling necrofire flares in your palm, then rushes to a point you can see within range and explodes. Each creature in a 20-foot-radius sphere centered on that point must succeed on a Dexterity saving throw or take 21 (6d6) fire damage plus 21 (6d6) necrotic damage and be knocked prone. On a success, the creature takes half as much damage and isn't knocked prone.


Horrid Growth 3rd-level conjuration Casting Time: 1 action Range: touch Components: S, M Duration: 1 minute, concentration You seed a creature with spores that burst into fungal growths, anchoring a creature to the nearest surface. Make a melee spell attack. On a hit, the creature takes 6d6 necrotic damage and becomes grappled in place for the spell's duration if it is within 5 feet of a solid surface. The escape DC is equal to your save DC. Ice Needle Hail 4th-level evocation Casting Time: 1 action Range: 120 ft. Components: V, S, M Duration: instantaneous Needles of glittering ice rain down in a 10 foot-radius, 40 foot-tall cylinder centered on a point you can see within range. Each creature in the area takes 10 cold damage, then must succeed on a Dexterity saving throw or take 6d6 piercing damage, or half as much on a success. Invocation of the Rot Shepherd 4th-level necromancy Casting Time: 1 action Range: self Components: V, M Duration: 8 hours You act as a conduit to the energies of undeath, channeling them to empower your undead horde. For the duration, friendly zombies within 30 feet of you may attempt to Grapple or Shove a creature as a bonus action. Lacerating Rain 5th-level conjuration Casting Time: 1 action Range: 120 ft. (15 ft. radius) Components: V, S, M Duration: instantaneous A hail of jagged blades formed from blood appear in the air and rain down in a 15 foot radius centered on a point you can see within range. Each creature in the area make a Dexterity saving throw. On a failed save, a creature takes 7d8 slashing damage and begins to bleed, losing 10 hit points at the start of each of its turns for the next minute, or until it receives any magical healing. On a successful save, a creature takes half as much slashing damage and does not begin to bleed. Lay Bare 2nd-level enchantment Casting Time: 1 action Range: 60 ft. Components: V, S (a chunk of marble worth 20 gp, which the spell consumes) Duration: 1 round You amplify a creature's fears to expose its weaknesses. One creature you can see within range must succeed on a Wisdom saving throw or be Frightened until the end of your next turn. While Frightened in this way, the creature has disadvantage on Constitution saving throws. Lignify 5th-level transmutation Casting Time: 1 action Range: 120 ft. Components: V, S, M Duration: 1 round You transform a creature's flesh, causing it to take on properties of living wood. One creature you can see within range must succeed on a Constitution saving throw or gain the Plant type in additon to its other creature types, plus one additional effect of your choice that lasts until cured by Greater Restoration or similar magic: The creature's movement speed is reduced by half and it cannot fly. The creature can't take bonus actions or reactions. The creature gains vulnerability to fire damage. The creature takes 11 (2d10) fire damage whenever it deals fire damage. At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the duration becomes 1 minute (concentration). On each of your turns until the spell ends, you can use your bonus action to force the target to repeat the saving throw, applying another effect of your choice to the target on a failure. Litany of Flesh Devoured 4th-level enchantment Casting Time: 1 action Range: self (30 ft. radius) Components: V Duration: 1 round, concentration You begin a dread chant of torment that heightens sensations of stress and pain to unbearable levels. Each creature of your choice within 30 feet of you that can hear it must make a Charisma saving throw. On a failed save, the next time that creature takes damage before the end of your next turn, it takes the same amount of psychic damage. A creature that fails this save by 5 or more takes a point of Exhaustion, additionally.


Litany of Forsaken Vows 3rd-level enchantment Casting Time: 1 action Range: self (30 ft. radius) Components: V Duration: 1 minute, concentration You begin a wretched chant that corrupts a mortal's connection to the divine. Each humanoid creature of your choice within 30 feet of you that can hear it must succeed on a Charisma saving throw or be cursed for the next minute. Whenever a creature cursed in this way receives magical healing, it gains the same amount of temporary hit points. While it has any of these temporary hit points, the creature becomes hostile to all living creatures. Mindwrack Binding 7th-level enchantment Casting Time: 1 action Range: self (30 ft. radius) Components: V, S, M (a chunk of marble worth 20 gp, which the spell consumes) Duration: 1 round, concentration You send a pulse of terrible mental static that briefly overwhelms the faculties of nearby creatures. Each creature of your choice within 15 ft. of you must succeed on a Wisdom saving throw or be Paralyzed until the end of your next turn. At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the radius increases by 15 ft. for each slot level above 7th. Misdirection 4th-level conjuration Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell Range: 60 feet Components: V, S Duration: instantaneous You attempt to dodge a harmful spell by magically switching places with a willing creature within range, or with an illusion within range you are concentrating on. You and your target teleport to exchange places with one another. If you were the target of the triggering spell, your target becomes the triggering spell's new target. Mycellia Snare 1st-level conjuration Casting Time: 1 reaction, which you take when you see a creature end its turn within 15 feet of an area affected by the Sprouting Doom spell Range: 120 ft. Components: S Duration: instantanous As a reaction when a creature you can see within 120 feet ends its turn within 15 feet of an area affected by the Sprouting Doom spell, you extend a grasping tendril of pale mycellia from the area towards the creature, forcing it to success on a Strength saving throw or fall prone and be dragged up to 15 feet towards a point of your choice in the area. Necromiasma 1st-level necromancy Casting Time: 1 reaction, which you take when a creature you can see fails a Constitution saving throw by 5 or more. Range: 30 ft. Components: V, S Duration: 1 round As a reaction when a creature you can see within 30 feet fails a Constitution save by 5 or more, you corrupt the creature's wounds with foul vapors. The creature is unaffected by the first source of healing it receives before the end of its next turn. Necropulse Salvo 9th-level necromancy Casting Time: 1 action Range: 120 ft. (20 foot cone) Components: V, S, M Duration: instantaneous You rend the veil at three points you can see within range, from each of which spill a torrent of negative energy in a 20 foot cone. For each of these areas a creature is in, it must succeed on a Dexterity saving throw or take 35 (10d6) necrotic damage and be knocked prone, or take half as much damage on a success. Numbing Torpor 2nd-level evocation Casting Time: 1 reaction, which you take when you are hit with a melee attack with a metal weapon Range: self Components: S Duration: 1 turn You blow a stream of icy steam over a metal weapon in retaliation, chilling it and forcing the attacker to succeed on a Constitution saving throw or drop its weapon. If the attacker picks up the weapon this turn, up to one creature may use its reaction to make an attack of opportunity against it. Ossuary Call 4th-level necromancy Casting Time: 1 action Range: self (30 ft. radius) Components: V, M Duration: 8 hours You project an aura of magical strength that bolsters your skeletal horde. Friendly skeletons within 30 feet of you may use your spell attack bonus in place of their melee attack bonus, and their weapon damage becomes magical. You act as a conduit to the energies of undeath, channeling them to empower your undead horde. For the duration, friendly zombies within 30 feet of you may attempt to Grapple or Shove a creature as a bonus action.


Panickfog 4th-level conjuration Casting Time: 1 action Range: 60 ft. Components: V, S, M Duration: 1 minute, concentration A dense, psychically charged fog descends in a 30 ft. radius centered on a point you can see within 120 feet, obscuring the area for the spell's duration with frightening apparations and distorted sounds. A creature hostile to you that starts its turn in the fog, or enters it for the first time on a turn, must succeed on a Wisdom saving throw or be Frightened of you until the end of your next turn. A creature that fails this save by 5 or more uses all of its remaining movement to move in a random direction. Plague Chant 6th-level necromancy Casting Time: 1 action Range: 90 ft. Components: V, M Duration: instantaneous You begin an ancient chant which spews forth a slithering cloud of foul, miasmatic vapors that travels between your foes, leaving death in its wake. Make a ranged spell attack against a creature in range. On a hit, the target takes 8d6 necrotic damage. If this attack hits, you may have the plague chant leap to another creature within 15 feet of the previous target that you have not yet targeted with this spell this turn. Make a new attack roll against the new target, which could cause this ability to leap again. Polar Burst 2nd-level evocation Casting Time: 1 action Range: self (10 foot radius) Components: V, S Duration: instantaneous A blast of icy wind rushes out from you in each direction, driving your foes away. Each creature within 10 feet of you must succeed on a Strength saving throw or take 13 (3d8) cold damage and be pushed up to 10 feet away. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the radius increases by 5 ft. for each slot level above 2nd, and a creature that fails the save is pushed an additional 5 ft. away. Psychic Rebound 3rd-level illusion Casting Time: 1 reaction, which you take when take damage from an attack Range: self Components: S Duration: instantaneous You psychically link with your attacker, forcing them to experience your pain in your stead. The attacker must succeed on a Intelligence saving throw or take an amount of psychic damage equal to the damage you took from the triggering attack. Raise the Horde 5th-level necromancy Casting Time: 1 action Range: 60 ft. Components: V, S, M Duration: 1 hour Up to 5 corpses within 60 feet of you that have been dead for no longer than 1 year rise as Horde Ghouls that act on your turn and follow your metal commands. The ghouls remain animate for 1 hour, after which time they collapse and die. At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, it may animate 5 additional Horde Ghouls for each slot level above 5th. If you cast this spell using a spell slot of 9th level, it may animate any number of Horde Ghouls from corpses within range. Reanimate 5th-level Necromancy Casting Time: 1 bonus action Range: 60 ft. Components: V, S Duration: 1 minute You animate up to five humanoid corpses within range that you can see that rise as Zombie Rotters that act on your turn and follow your mental commands. The zombies remain under your control for 1 minute, after which they become hostile to all living creatures. Rend Magic 3rd-level abjuration Casting Time: 1 action Range: 60 ft. Components: V, S Duration: instantaneous The controller of one spell or magical effect you can see within 60 feet must succeed on a Constitution saving throw or have the spell or effect end. If the magical effect was produced by an item, the item may not be activated again until the end of the your next turn.


Sapping Cold 2nd-level evocation Casting Time: 1 action Range: 60 ft. Components: S, M Duration: 1 minute, concentration One creature you can see within 30 feet must succeed on a Constitution saving throw or be unable to gain advantage on any roll for the next minute. Screaming Flame 1st-level evocation Casting Time: 1 reaction, which you take when a creature you can see targets you with a melee attack. Range: special Components: V Duration: instantaneous You scream a gout of vengeful flame at your attacker, forcing it to succeed on a Dexterity saving throw or take 3d6 fire damage and make its attack at disadvantage. A Draconic Bloodline Sorcerer that casts this spell may choose for this damage to instead be of the type associated with their draconic ancestry. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you may make this reaction when targeted by a ranged or melee attack made by a creature you can see within 60 feet of you. Shadowsink 5th-level conjuration Casting Time: 1 action Range: self Components: V, S Duration: instantaneous If the boneclaw is in Dim Light or Darkness, the shadows around you deepen to a pure black and you sink through to the world of shadow, teleporting to an unoccupied space in Dim Light or Darkness that you can see within 60 feet. When you teleport, each creature within 5 feet of the space you departed must succeed on a Charisma saving throw or be drawn through this passage behind you, taking 5d12 necrotic damage and emerging in the nearest unoccupied space to you on a failure. A creature grappled by you makes this saving throw at disadvantage. Shield of Bones 1st-level conjuration Casting Time: 1 reaction, which you take when you or an undead ally within 60 feet is targeted with a ranged attack. Range: 60 ft. Components: S, M (a chunk of marble worth 20 gp, which the spell consumes) Duration: 1 round You raise a barrier of bones and earth to protect yourself or an undead ally from missile fire. The attack's target gains 3/4 cover against ranged attacks until the beginning of your next turn. Shred Lungs 2nd-level transmutation Casting Time: 1 reaction, which you take when a creature that is not hidden from you ends its turn in an area filled with fog or a similar spell effect that you control. Range: special Components: V, S Duration: instantaneous You attempt to savage a creature's lungs with harsh magical vapors as it ends its turn in the area of a gasseous spell effect you control, such as a Fog Cloud or Cloudkill. The creature must succeed on a Constitution saving throw or take 3d10 necrotic damage and be unable to speak or breathe for the next minute. An affected creature repeats this saving throw at the end of each of its turns, ending the effect on a success. Slaying Smite 5th-level evocation Casting Time: 1 bonus action Range: self Components: V Duration: 1 minute, concentration The next time you hit a creature with a weapon attack before this spell ends, your weapon is wreathed in deathly energies, and the attack deals an extra 8d8 necrotic damage to the target. Additionally, if this attack reduces the target to 20 hit points of fewer, it must succeed on a Constitution saving throw or die. If the target is not native to the plane you’re on, it has disadvantage on this saving throw. Spiritual Arsenal 5th-level conjuration Casting Time: 1 bonus action Range: 60 ft. Components: V, S Duration: 1 minute, concentration You conjure a spectral arsenal of multifarious floating weaponry that flares in and out of existence with each assault, striking at each of your foes. When you cast the spell, you can make a melee spell attack against each creature of your choice within range. On a hit, the target takes 3d8 radiant damage. As a bonus action on each of your turns for the duration, you can repeat this attack. Splinterburst 5th-level transmutation Casting Time: 1 bonus action Range: 120 ft. Components: V, S Duration: instantaneous One tree you can see within range explodes in a hail of massive splinters. Each creature within 15 feet of the tree must succeed on a Dexterity saving throw or take 27 (6d8) piercing damage, or half as much on a success.


Spontaneous Combustion 5th-level evocation Casting Time: 1 action Range: 60 ft. Components: S, M Duration: 1 minute, concentration You cause a creature you can see within range to burst suddenly and dramatically into flame. The creature must succeed on a Dexterity saving throw or take 21 (6d6) fire damage and ignite. Until a creature takes an action to douse the fire, the target has disadvantage on attack rolls and takes 7 (2d6) fire damage at the end of each of its turns. Sporeflight 3th-level transmutation Casting Time: 1 bonus action Range: self Components: S Duration: instantaneous You transform into a cloud of spores and move up to your speed without provoking attacks of opportunity before reverting to your normal form. You may pass through other creatures and move through a space as small as 1 inch with this movement, and a creature whose space you move through must succeed on a Constitution saving throw or be Poisoned until the end of its next turn. Sprouting Doom 3rd-level conjuration Casting Time: 1 action Range: 120 ft. (5 ft. radius) Components: S, M Duration: 1 minute A roiling growth of multifarious fungus that lasts for a minute bursts forth in a 5 ft. radius centered on a point you can see within range. The area is difficult terrain for nonplant creatures other than you, and a nonplant creature that starts its turn in the area takes 20 poison damage. This effect ends early if the area is dealt 20 or more fire or radiant damage from a single source. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you may create an additional area of fungal growth centered on a point you can see within range for for every three slot levels above the 3rd. Still Arcana 5th-level abjuration Casting Time: 1 action Range: 60 ft. Components: V, S Duration: instantaneous You send out a ripple of stilling antimagic. Each creature within range that is concentrating on a spell must succeed on a Constitution saving throw or lose concentration. You may cast this spell even while incapacitated. Sudden Wasting 8th-level necromancy Casting Time: 1 action Range: touch Components: V, S, M Duration: instantaneous You saturate a creature with energies of mixed life and death, accellerating both its own natural healing and decay. The target may expend any number of hit dice to heal itself (without adding its Constitution modifier), then must succeed on a Constitution saving throw or take 88 (16d10) necrotic damage, or half as much on a success. If the target is killed by this damage, its flesh rots away into a putrid slurry, leaving only a fungus-encrusted skeleton behind. To Dust 2nd-level necromancy Casting Time: 1 action Range: 30 ft. Components: V, S Duration: 1 round You cause any number of friendly undead skeletons or skeletal corpses within 30 feet to explode into clouds of bone shrapnel and choking dust. Each creature within 10 feet of one or more exploding skeletons must succeed on a Constitution saving throw or take 4d6 piercing damage and be unable to speak or breathe until the end of the your next turn. Transporting Touch 2nd-level conjuration Casting Time: 1 action Range: touch Components: S Duration: instantaneous You attempt to shove a creature through a spacial rift with a burst of magical force. Make a melee spell attack. On a hit, the target takes 3d10 force damage and must succeed on a Charisma saving throw or be tleeported up to 30 feet to an unoccupied space you can see within 30 feet of the target. Twist Spell 6th-level abjuration Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell Range: 60 ft. Components: V, S Duration: instantaneous You attempt to wrest control of a rival mage's spell. The spell caster must make a Charisma saving throw. On a failed save, the spell caster takes 1d6 psychic damage per level of the spell, and you choose new targets for the spell.


Unspeakable Insight 3rd-level enchantment Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell Range: 120 ft. Components: V, S, M (a chunk of marble worth 20 gp, which the spell consumes) Duration: instantaneous You fill a creature's mind with insights too terrible to be borne, wreathing it in eldritch energies. One creature you can see or telepathically sense within range must succeed on a Wisdom saving throw or gain 20 temporary hit points. While a creature has any of these temporary hit points, its Intelligence score increased by 5, to a maximum of 25. At the end of its turn, a creature loses all of these temporary hit points and takes psychic damage equal to twice the temporary hit points lost. Wake the Bones 3rd-level necromancy Casting Time: 1 action Range: 30 ft. Components: V, M Duration: instantaneous You infuse a living creature's skeleton with necrotic energies, attempting to reanimate it. One creature you can see within range must succeed on a Constitution saving throw or have its skeleton rattle within its flesh, taking 6d6 points of bludgeoning damage and being dragged up to 10 feet in a direction of your choice on a failure, or taking half as much damage on a success. A living creature with 0 hit points that fails this save dies. At the begining of its following turn, the creature's skeleton tears itself out of the creature's body, acting on the creature's initiative, and is hostile to all living creatures. Wraithblade 5th-level conjuration Casting Time: 1 bonus action Range: self Components: V, S Duration: 1 minute, concentration You create a spectral blade in your hand that passes through armor without resistance. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 4d8 necrotic damage on a hit and has the finesse and light properties. In addition, it treats all targets as unarmored (An unarmored creature's AC is usually 10 plus its Dexterity modifier). It treats creatures with Natural Armor, Unarmored Defense, or similar traits normally. If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand. Wrench Heart 3rd-level necromancy Casting Time: 1 action Range: 60 ft. Components: S, M Duration: 1 minute, concentration One creature you can see within range feels a cold, spectral hand sink into its chest and grip its heart. At the begining of each of the creature's turns it takes 4d8 necrotic damage and must succeed on a Wisdom saving throw or be Frightened until the beginning of its next turn, ending the effect on a success. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every slot level above the 3rd.


Monsters by CR CR M1 Decrepit Skeleton CR M3 Horde Ghoul Shadow Stalker CR M4 Mummy Retainer The Wretched Wretch of Kyuss CR M5 Plague Zombie Wisp Wraith CR M8 Web Mummy CR M10 Revenant Retainer Voidsoul Specter CR 0 Crawling Claw CR 1/8 Tomb Scarab Tomb Spider Broodswarm CR 1/4 Skeleton Warrior Zombie Rotter CR 1/2 Boneless Dread Gravehound Swarm of Crawling Claws CR 1 Giant Crawling Claw Fleshseeker Ghoul Rotwing Zombie Specter Swarm of Tomb Scarabs Tomb Mote CR 2 Boneshard Skeleton Desiccator Gaunt Ghast Lacedon Ghoul Poltergeist Shadow Strangler Zombie Burster CR 3 Abyssal Ghoul Blazing Bones Bloodrot Ooze Chillborn Zombie Corruption Corpse Mummy Guardian Skin Kite Sword Wraith Warrior Vampire Spawn Starveling Vampiric Mist Wight Zombie Dragon Wyrmling CR 4 Banshee Bonedrinker Flameskull Quell Serpentir Tomb Guard Trap Haunt CR 5 Allip Coldlight Walker Deathlock Wight Ephemeral Swarm Flesh Golem Ghostly Legionnaire Necromancer Skulldigger Questing Revenant Shadow Puppeteer Skeletal Liberator Spawn of Kyuss Spectral Wraith Vampire Spawn Bloodletter CR 6 Belker Blood Amniote Bodak Bonecrusher Skeleton Cinderspawn Ghoul Adept of Orcus Hungry Fog Mad Wraith Sword Wraith Deathseeker Voidwraith Young Zombie Dragon Zombie Clot CR 7 Bone Golem Fear Moth Swarm Moon Wraith Necromancer Gravebreaker The Lost CR 8 Blackwing Huecuva Mohrg Nechrichor Salt Mummy Slaughter Wight Tomb Spider CR 9 Bodak Mind Killer Caller in Darkness Eye of Fear and Flame Sword Wraith Commander The Lonely Wheep CR 10 Adult Zombie Dragon Boneclaw CR 11 Crawling Apocalypse Dragonbone Golem Necromancer Ghoulcaller The Hungry Ulgurstasta Vitreous Drinker CR 12 Dragonflesh Golem Flesh Golem Assimilator Tormenting Ghost CR 13 Ancient Zombie Dragon Atropal Godling Demilich Derelict Devourer The Angry Vampire CR 14 Deathpact Angel Nightwing Tombstone Golem Revenant King


CR 15 - Angel of Decay Eldritch Lich Grisgol Mummy Lord Skull Lord CR 16 Boneclaw Night Terror Bone Ooze Great Wyrm Zombie Dragon CR 17 Death Knight Fungal Lich Ghost Dragon Necromancer Wraithbinder CR 19 Frostlich Nightcrawler Vampire Dreadknight CR 20 Ancient White Dracolich Archlich Nightwalker Ragewind CR 21 Ancient Black Dracolich Arcane Lich Vampire Blood Exarch CR 22 Ancient Green Dracolich Baelnorn CR 23 Ancient Blue Dracolich Demilich Ascetic Solodovnika, Witch-Maw of the Bleakwood Vlaakith CLVII CR 24 Atropal Scion CR 26 Orcus CR 27 Ancient Red Dracolich CR N/A Avatar of Death


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