T Zombie Dragons he natural world abhors a dragon, and its forces are forever working to unmake their forms, combatted by the eldritch magics dragons must innately wield to sustain their existence. When a dragon perishes, nature triumphs rapidly unopposed, and even the greatest feats of mere necromancy can stay its hand for but a moment. That moment is often all that is needed, however; there are few things that confer such status upon a necromancer as entering the arena of battle upon a dragon thrall, and as such the remnants of fallen dragons are always in high demand, despite their impracticability. Zombie Dragon Lore Arcana DC 15: Dragons are deeply and innately magical creatures, requiring enormous amounts of magic to fly, move, and even to breathe as they grow beyond the limits of mundane biology. Once a draconic spirit has vacated its husk, conventional means of reanimation can impel them to motion only for a short time before natural forces overcome the necromantic energies and tear the corpse apart. History DC 20: Battles with zombie dragons are often simply matters of attrition, as any creature who can avoid being hit by it for long enough will find that the dragon eventually tears itself apart through its own efforts. Zombie Dragon Tactics When fighting alone, usually left as sentinels or obstacles to slow the party's approach, zombie dragons attack relatively mindlessly, prioritizing the creature in their reach that most recently injured them and using their gore breath whenever available if they can catch at least two foes in it. They use their Perilous Thrash at every opportunity, first taking the Torn Wing option, then whichever option corresponds to the attack they missed with if they have not yet chosen it. When fighting alongside the necromancer that raised it, the zombie dragon follows its mental commands, often simply dashing or dodging and providing cover from below to the necromancer for the first portion of the fight if it is being ridden. Once it or the necromancer begins to take significant damage, the dragon joins the fray, landing in the enemy's backline to attack the most vulnerable or wounded. Unlike lone zombie dragons, accompanied ones take the Torn Wing option of their Perilous Thrash only as a last resort, though they still use Perilous Thrash at each opportunity. Encounters CR 23 Encounter 20,500 XP 1 Skull Lord (CR 15) 1 Adult Zombie Dragon (CR 10) 8 Rotwing Zombies (CR 1)
Zombie Dragon Wyrmling Medium dragon/undead, unaligned Armor Class 12 (Natural Armor) Hit Points 135 (18d8 + 54) Speed 20 ft., fly 30 ft., swim 20 ft. STR DEX CON INT WIS CHA 16 (+3) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3) Damage Immunities Poison Condition Immunities Exhaustion, Frightened, Poisoned Senses Darkvision 60 ft., Passive Perception 8 Challenge 3 (700 XP) Deteriorating Form. Absent its innate draconic magics, mere necromancy is unable to sustain the zombie for long. Whenever the zombie makes an attack, it loses 5 hit points. Whenever the zombie uses its breath weapon, it loses 20 hit points. Putrid Stench. A creature that starts its turn within 10 feet of the zombie must succeed on a DC 13 Constitution saving throw or be Poisoned until the start of its next turn. Actions Festering Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing plus 7 (2d6) necrotic damage. Rotgrasp Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage and the target is grappled (escape DC 13). Gore Breath (Recharge 5–6). The dragon exhudes a torrent of its own liquefied viscera in a 15-foot cone. Each creature in the area must succeed on a DC 13 Strength saving throw or take 9 (2d8) bludgeoning plus 10 (3d6) poison damage and be knocked prone, or take half as much damage on a success. Reactions Perilous Thrash. As a reaction when the zombie misses with an attack, it may permanantly suffer one of the following effects of its choice that it has not yet suffered. If it does, it rerolls the attack with advantage: Torn Wing. While flying, the zombie must succeed on a DC 13 Strength saving throw at the end of each of its turns or fall prone. Dislocated Jaw. The zombie cannot use its Festering Bite after this turn. Young Zombie Dragon Large dragon/undead, unaligned Armor Class 13 (Natural Armor) Hit Points 187 (22d10 + 66) Speed 30 ft., fly 40 ft., swim 30 ft. STR DEX CON INT WIS CHA 19 (+4) 6 (-2) 17 (+3) 3 (-4) 6 (-2) 5 (-3) Damage Immunities Poison Condition Immunities Exhaustion, Frightened, Poisoned Senses Darkvision 60 ft., Passive Perception 8 Challenge 6 (2,300 XP) Deteriorating Form. Absent its innate draconic magics, mere necromancy is unable to sustain the zombie for long. Whenever the zombie makes an attack, it loses 5 hit points. Whenever the zombie uses its breath weapon, it loses 20 hit points. Putrid Stench. A creature that starts its turn within 10 feet of the zombie must succeed on a DC 14 Constitution saving throw or be Poisoned until the start of its next turn. Actions Multiattack. The zombie makes two attacks, one of which may be with its Festering Bite. Festering Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing plus 7 (2d6) necrotic damage. Rotgrasp Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage and the target is grappled (escape DC 15). Gore Breath (Recharge 5–6). The dragon exhudes a torrent of its own liquefied viscera in a 30-foot cone. Each creature in the area must succeed on a DC 14 Strength saving throw or take 13 (3d8) bludgeoning plus 10 (3d6) poison damage and be knocked prone, or take half as much damage on a success. Reactions Perilous Thrash. As a reaction when the zombie misses with an attack, it may permanantly suffer one of the following effects of its choice that it has not yet suffered. If it does, it rerolls the attack with advantage: Torn Wing. While flying, the zombie must succeed on a DC 14 Strength saving throw at the end of each of its turns or fall prone. Broken Limb. The zombie makes one fewer attack with its multiattack after this turn. Dislocated Jaw. The zombie cannot use its Festering Bite after this turn.
Adult Zombie Dragon Huge dragon/undead, unaligned Armor Class 14 (Natural Armor) Hit Points 287 (25d12 + 125) Speed 30 ft., fly 40 ft., swim 30 ft. STR DEX CON INT WIS CHA 22 (+6) 6 (-2) 20 (+5) 3 (-4) 9 (-1) 5 (-3) Saving Throws STR +10, CON +9 Damage Immunities Poison Condition Immunities Exhaustion, Frightened, Poisoned, Turned Senses Darkvision 60 ft., Passive Perception 9 Challenge 10 (5,900 XP) Deteriorating Form. Absent its innate draconic magics, mere necromancy is unable to sustain the zombie for long. Whenever the zombie makes an attack, it loses 5 hit points. Whenever the zombie uses its breath weapon, it loses 20 hit points. Putrid Stench. A creature that starts its turn within 10 feet of the zombie must succeed on a DC 17 Constitution saving throw or be Poisoned until the start of its next turn. Actions Multiattack. The zombie makes three attacks, one of which may be with its Festering Bite. Festering Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing plus 7 (2d6) necrotic damage. Rotgrasp Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) slashing damage and the target is grappled (escape DC 18). Gore Breath (Recharge 5–6). The dragon exhudes a torrent of its own liquefied viscera in a 30-foot cone. Each creature in the area must succeed on a DC 17 Strength saving throw or take 18 (4d8) bludgeoning plus 14 (4d6) poison damage and be knocked prone, or take half as much damage on a success. Reactions Perilous Thrash. As a reaction when the zombie misses with an attack, it may permanantly suffer one of the following effects of its choice that it has not yet suffered. If it does, it rerolls the attack with advantage: Torn Wing. While flying, the zombie must succeed on a DC 17 Strength saving throw at the end of each of its turns or fall prone. Broken Limb. The zombie makes one fewer attack with its multiattack after this turn. Dislocated Jaw. The zombie cannot use its Festering Bite after this turn. Ancient Zombie Dragon Gargantuan dragon/undead, unaligned Armor Class 15 (Natural Armor) Hit Points 363 (22d20 + 132) Speed 30 ft., fly 40 ft., swim 30 ft. STR DEX CON INT WIS CHA 25 (+7) 6 (-2) 23 (+6) 3 (-4) 11 (+0) 5 (-3) Saving Throws STR +12, CON +11, WIS +5 Damage Immunities Poison Condition Immunities Exhaustion, Frightened, Poisoned, Turned Senses Darkvision 60 ft., Passive Perception 10 Challenge 13 (10,000 XP) Deteriorating Form. Absent its innate draconic magics, mere necromancy is unable to sustain the zombie for long. Whenever the zombie makes an attack, it loses 5 hit points. Whenever the zombie uses its breath weapon, it loses 20 hit points. Putrid Stench. A creature that starts its turn within 10 feet of the zombie must succeed on a DC 19 Constitution saving throw or be Poisoned until the start of its next turn. Actions Multiattack. The zombie makes three attacks, one of which may be with its Festering Bite. Festering Bite. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 21 (3d10 + 7) piercing plus 10 (3d6) necrotic damage. Rotgrasp Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 17 (3d6 + 7) slashing damage and the target is grappled (escape DC 20). Gore Breath (Recharge 5–6). The dragon exhudes a torrent of its own liquefied viscera in a 30-foot cone. Each creature in the area must succeed on a DC 19 Strength saving throw or take 27 (6d8) bludgeoning plus 21 (6d6) poison damage and be knocked prone, or take half as much damage on a success. Reactions Perilous Thrash. As a reaction when the zombie misses with an attack, it may permanantly suffer one of the following effects of its choice that it has not yet suffered. If it does, it rerolls the attack with advantage: Torn Wing. While flying, the zombie must succeed on a DC 19 Strength saving throw at the end of each of its turns or fall prone. Broken Limb. The zombie makes one fewer attack with its multiattack after this turn. Dislocated Jaw. The zombie cannot use its Festering Bite after this turn.
Great Wyrm Zombie Dragon Gargantuan dragon/undead, unaligned Armor Class 16 (Natural Armor) Hit Points 420 (24d20 + 168) Speed 30 ft., fly 40 ft., swim 30 ft. STR DEX CON INT WIS CHA 27 (+8) 6 (-2) 24 (+7) 3 (-4) 12 (+1) 5 (-3) Saving Throws STR +13, CON +12, WIS +6 Damage Resistances Attacks made without Advantage Damage Immunities Poison Condition Immunities Exhaustion, Frightened, Poisoned, Turned Senses Darkvision 60 ft., Passive Perception 11 Challenge 16 (15,000 XP) Deteriorating Form. Absent its innate draconic magics, mere necromancy is unable to sustain the zombie for long. Whenever the zombie makes an attack, it loses 10 hit points. Whenever the zombie uses its breath weapon, it loses 40 hit points. Putrid Stench. A creature that starts its turn within 10 feet of the zombie must succeed on a DC 21 Constitution saving throw or be Poisoned until the start of its next turn. Ponderous Strikes. Whenever a creature succeeds on a Dexterity saving throw to avoid taking damage from one of the zombie's attacks, it may use its reaction to attempt to climb onto the zombie. Gargantuan Stature. A creature adjacent to the zombie may spend its full movement to attempt a DC 22 Strength (Athletics) check. On a success, the creature climbs onto the zombie. While climbing on the zombie, a creature has advantage on melee attacks against the zombie, and the zombie has disadvantage on melee attacks against it. Actions Multiattack. The zombie makes three attacks, one of which may be with its Festering Bite. Festering Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 24 (3d10 + 8) piercing plus 22 (4d10) necrotic damage. Rotgrasp Claw. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 18 (3d6 + 8) slashing damage and the target is grappled (escape DC 22). Each other creature within 10 feet of the target must succeed on a DC 22 Dexterity saving throw or take half the attack's damage. Decayed Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage and the target is pushed up to 20 feet away from the dragon. Each other creature within 10 feet of the target must succeed on a DC 21 Dexterity saving throw or take half the attack's damage and be pushed 10 feet away. Gore Breath (Recharge 5–6). The dragon exhudes a torrent of its own liquefied viscera in a 60-foot cone. Each creature in the area must succeed on a DC 21 Strength saving throw or take 36 (8d8) bludgeoning plus 27 (8d6) poison damage and be knocked prone, or take half as much damage on a success. Reactions Perilous Thrash. As a reaction when the zombie misses with an attack, it may permanantly suffer one of the following effects of its choice that it has not yet suffered. If it does, it rerolls the attack with advantage: Torn Wing. While flying, the zombie must succeed on a DC 21 Strength saving throw at the end of each of its turns or fall prone. Broken Limb. The zombie makes one fewer attack with its multiattack after this turn. Dislocated Jaw. The zombie cannot use its Festering Bite after this turn. Severed Tail. The zombie cannot use its Decayed Tail after this turn, and it drops its severed tail in the nearest unoccupied space. The tail is an improvised heavy weapon that can be wielded by a creature with at least 19 Strength and deals 2d12 + STR bludgeoning damage on a hit.
Dread Dread Lore History DC 10: Dreads are a favored tool of traveling necromancers, as they are nearly as useful as a full skeleton while being compact enough to stow in a travel bag. Dread Tactics Dreads pop out of closets, chests, and other confined spaces, using their bonesense to detect approaching creatures, and use their dread grasp on the nearest enemy, following up with their Throttle. If the can wrest the creature's weapon away, they attack the disarmed creature with its own weapon. Dread Small undead, lawful evil Armor Class 13 Hit Points 26 (4d8 + 8) Speed fly 30 ft. (hover) STR DEX CON INT WIS CHA 15 (+2) 15 (+2) 14 (+2) 6 (-2) 8 (-1) 5 (-3) Damage Vulnerabilities Bludgeoning Damage Immunities Poison Condition Immunities Exhaustion, Poisoned Senses Darkvision 60 ft., Passive Perception 9 Languages Understands all languages it knew in life but can't speak Challenge 1/2 (100 XP) Unliving Warrior. The dread has proficiency with all weapons. Habitual Height. The dread can fly only so long as it is within 5 ft. of a solid surface. Bonesense. The dread can pinpoint, by scent, the location of any creature with bones within 20 ft. of it, and does not suffer disadvantage for attacking a creature with bones that it cannot see. Actions Dread Grasp. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage and the creature is grappled (escape DC 12). A creature grappled in this way cannot speak or breathe, and must succeed on a DC 12 Wisdom saving throw at the start of each of its turns or be Frightened until the beginnng of its next turn. Throttle. One creature grappled by the dread must succeed on a DC 12 Constitution saving throw or take 13 (2d8) bludgioning damage and lose its breath, if it was holding it, or take half as much damage on a failure. Reactions Wrest Weapon. As a reaction when it is missed with a melee weapon attack by a creature it has grappled, the dread forces the creature to make a DC 12 Strength saving throw. On a failure, the grapple ends and the dread pulls the attacker's weapon from from its hands.
Ephemeral Swarm Ephemeral Swarm Lore Medicine DC 15: Wraithplague is a rare and terrible disease spread by ephemeral swarms, one that renders those afflicted by it little more than living ghosts, and soon enough not even that. Religion DC 10: Ephemeral swarms are collections of many tiny creatures that shared a common death, such as rats that died in a structure fire or kittens killed by a kitten-plague. It is for this reason that exterminators often take great pains to vary their methods and treat an infestation in gradual stages, careful not to invite a swarm's spectral vengeance. Wraithplague. An infected creature has resistance to Bludgeoning, Piercing, and Slashing damage, and gradually grows more translucent and quieter as the disease progresses. Whenever an infected creature expends one or more hit dice, its Charisma score is reduced by 1d4 until this disease is cured. A creature that has its Charisma score reduced to 0 in this way dies and rises as a wraith under the DM's control Ephemeral Swarm Huge swarm of tiny undead, chaotic evil Armor Class 13 Hit Points 105 (30d4 + 30) Speed 30 ft., fly 20 ft. (hover) STR DEX CON INT WIS CHA 11 (+0) 17 (+3) 13 (+1) 3 (-4) 10 (+0) 4 (-3) Damage Resistances Damage from Attacks Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Condition Immunities Charmed, Frightened, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained Senses Darkvision 60 ft., Passive Perception 12 Challenge 5 (1,800 XP) Incorporeal Swarm. The swarm can occupy another creature or object's space and vice versa. The swarm can't regain hit points or gain temporary hit points. Spectral Weapons. The swarm's attacks treat all creatures as unarmored (an unarmored creature's AC is usually 10 plus its Dexterity modifier.) Foul Tide. A creature that starts its turn in the swarm's space or affected by its Invade Body must succeed on a DC 14 Constitution saving throw or be Poisoned until the beginning of its following turn. A creature that fails by 5 or more is infected with Wraithplague. Actions Gnaw From Within. Melee Weapon Attack: +6 to hit, reach 0 ft., one creature. Hit: 25 (10d4) necrotic damage and the target must make a DC 14 Constitution saving throw. On a failed save, the creature begins to retch blood, and cannot speak or breathe until the end of the swarm's next turn. Invade Body. One creature in the swarm's space must succeed on a DC 14 Charisma saving throw or have the swarm pour into its body through its mouth and any open wounds, disappearing. At the end of each of the creature's turns, it repeats this saving throw, ejecting the swarm and causing it to reappear within 5 feet of the creature on a success, or having its Constitution score reduced by 1d4, to a minimim of 1, until it completes a Short or Long Rest on a failure.
Eye of Fear and Flame Eye of Fear and Flame Lore History DC 15: Certain undead are said to walk among the living, hooded and shrouded to hide their execrable condition, exchanging great boons to any supposed paragon of virtue willing to soften their moral posture in a moment of weakness. Religion DC 15: An incredibly rare form of undead, the Eye of Fear and Flame is created by a means known only to an esoteric splinter sect of the cult of Orucs called The Ashen Pact, one that seeks to abolish death entirely upon the material plane. Eye of Fear and Flame Tactics Eyes of Fear and Flame typically attempt to stay out of the fray, staying 40 to 60 feet back as their subordinates rush in, typically living cultists. They use their Eye of Fear each turn until a creature fails, priorizing targets that have them locked in melee, or otherwise creatures close to several other foes. If a creature is already Frightened, they use their Eye of Flame if it is close to other enemies, regardless of the eye's allies in the area, or their Flameharrow's Touch if it is attacking them in melee. Once reduced below 50 HP, they always save their reaction for Deadfire Escape. Eye of Fear and Flame Medium undead, chaotic evil Armor Class 16 (Natural Armor) Hit Points 187 (22d8 + 88) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 18 (+4) 18 (+4) 17 (+3) 18 (+4) Saving Throws STR +7, CON +8, WIS +7, CHA +8 Skills Perception +7 Damage Resistances Necrotic, Psychic Condition Immunities Poisoned, Turned Senses Truesight 60 ft., Passive Perception 17 Languages All Challenge 9 (5,000 XP) Keeper of the Ashen Covenant. If a humanoid creature that the eye can see within 60 feet would die, it instead regains half its maximum hit points, its creature type becomes undead, and it acts under the eye's control. Deathpact. When a living creature makes a deal with the eye, the eye may seal it with powerful necrotic magics. The first time that either creature acts in a manner directly counter to the terms of the deal, it must succeed on a DC 17 Constitution saving throw or die. Actions Multiattack. The eye makes two attacks with its Flameharrow's Touch and uses either its Eye of Fear or Eye of Flame. Flameharrow's Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target was Frightenend, it must succeed on a DC 17 Wisdom saving throw or act under the Flameharrow's control on its following turn. Eye of Fear. One creature the eye can see within 90 feet must succeed on a DC 17 Wisdom saving throw or take 27 (6d8) psychic damage and be Frightened until the end of the eye's next turn. While Frightened in this way, a creature's movement speed is halved and it has disadvantage on Dexterity saving throws. Eye of Flame. One creature the eye can see within 90 feet must succeed on a DC 17 Dexterity saving throw or take 21 (6d6) fire plus 11 (2d10) necrotic damage and ignite. If the target was Frightened, each creature within 10 feet of it must make this saving throw. Until a creature takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. Reactions Invocation of the Bloodlord (2nd Level Spell). As a reaction when a friendly creature drops to 0 hit points, the eye prevents it from falling unconscious until the end of its next turn. Deadfire Escape (5th Level Spell, 1/Day). As a reaction to being reduced to 0 hit points, before falling unconscious, the eye teleports to Thanatos and each creature within 10 feet of where it departed must succeed on a DC 17 Dexterity saving throw or take 14 (4d6) fire damage.
M Fear Moths oths are notable in that, of all known creatures, they can be reanimated with the smallest amount of necromantic energy; so little that they are nearly undetectable as undead without close examination. It is estimated that perhaps two thirds of all active moths are undead, animated by mere ambient energies and returning to their old behavior loops without change. Fear Moth Lore Arcana DC 10: Moths are typically the first creature an aspiring necromancer practices upon, since they require so little energy to reanimate them that they frequently rise from the dead spontaneously. It is thought that nearly two thirds of all active moths are undead, spontaneously raised to flit about in imitiation of life until their wings wear out or they are eaten. Arcana DC 15: When a change of environment causes moths to swarm, the combined negative radiation of hundreds of thousands of clustered moths can animate more of their kind, snowballing until they hit a critical mass where the normally docile moths are impelled to assail the living. Fear Moth Tactics As useful as fear moths are to undead masters, they typically don't respond to any direction and sweep around a battlefield at random, never staying in one place for more than a turn. Fear Moth Swarm Gargantuan swarm of tiny undead, unaligned Armor Class 13 Hit Points 126 (28d4 + 56) Speed fly 20 ft. STR DEX CON INT WIS CHA 10 (+0) 19 (+4) 15 (+2) 3 (-4) 14 (+2) 18 (+4) Damage Resistances Bludgeoning, Piercing, and Slashing Damage Vulnerabilities Fire Condition Immunities Charmed, Frightened, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained Senses Darkvision 60 ft., Passive Perception 12 Challenge 7 (2,900 XP) Returning Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a small creature. At the beginning of the swarms turn, it and each other undead creature in the swarm's space regains 5 hit points. Actions Sweeping Mass. The swarm moves up to half its speed. Each creature whose space it moves through takes 10 (3d6) necrotic damage and must succeed on a DC 15 Strength saving throw or fall prone if it is Medium or smaller. Wave of Fear (Recharge 5-6). Each living creature within 20 feet that can see the swarm must succeed on a DC 15 Wisdom saving throw or be Frightened until the end of the swarm's next turn. A creature that fails this save by 5 or more is additionally Stunned until the end of the swarm's next turn. Reactions Fill Mouth. As a reaction when a creature in its space attempts to speak or otherwise opens its mouth, dozens of moths pour into its mouth. The creature must succeed on a DC 15 Constitution saving throw or be unable to speak or breathe until it uses an Action to clear them.
T Flameskull he fate of many a careless wizard's apprentice, flameskulls are created from the fresh corpses of spellcasters. While sometimes fledgeling spellcasters are hunted down for this purpose, more typically would-be skull harvesters simply arrange to be nearby when they suffer deadly magical mishaps, perhaps explaining the frequently lax safety procedures in institutes of magical learning. Flameskull Lore Arcana DC 10: Flameskulls are prized as guardians in part because of their outstanding durability; if destroyed, they simply repair themselves so long as their animating magic is not dispelled or disrupted by suffusion in holy water. History DC 15: Due to their relative intelligence and the extreme uneventfulness of a typical flameskull's undeath, flameskulls suffer from extreme boredom. Religion 15: While they retain the intelligence of the spellcasters they were created from, flameskulls represent only a weak echo of their former personality, similar to that produced by a Speak With Dead spell. Flameskull Tactics Flameskulls use their flight to attack from as high an elevation as their range and environment will allow, closing in to use their Fireburst, then retreating back to range, provoking opportunity attacks if they must. Flameskull Tiny undead, neutral evil Armor Class 13 Hit Points 63 (14d4 + 28) Speed 0 ft., fly 40 ft. (hover) STR DEX CON INT WIS CHA 1 (-5) 17 (+3) 14 (+2) 16 (+3) 10 (+0) 11 (+0) Skills Arcana +5, Perception +2 Damage Resistances Lightning, Necrotic; Piercing and Slashing Damage Immunities Cold, Fire, Poison Condition Immunities Charmed, Frightened, Paralyzed, Poisoned, Prone Senses Darkvision 60 ft., Passive Perception 12 Languages Common Challenge 4 (1,100 XP) Illumination. The flameskull sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an additional 15 feet. It can switch between the options as an action. Rejuvenation. If the flameskull is destroyed, it regains all its hit points in 1 hour unless holy water is sprinkled on its remains or a Dispel Magic or Remove Curse spell is cast on them. Magic Resistance. The flameskull has advantage on saving throws against spells and other magical effects. Actions Spontaneous Combustion (4th Level Spell). One creature within 40 feet that the flameskull can see must succeed on a DC 13 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. Fireburst (1st level Spell). One burning creature within 20 feet erupts in an explosion of flame. Each creature within 20 feet of it must succeed on a DC 13 Dexterity saving throw or take 10 (3d6) fire damage. Reactions Screaming Flame (1st Level Spell). As a reaction to being targeted with a melee attack, the flameskull screams flame at the attacker, which must succeed on a DC 13 Dexterity saving throw or take 10 (3d6) fire damage and make its attack at disadvantage.
Gaunt Gaunt Lore History DC 15: Gaunts retain most of the instincts and temperament they had in life, and are typically not independently agressive, though they will readily attack at a rider's command. Gaunts seperated from their riders have been known to attempt to rejoin herds of living horses, often terrifying them into a stampede in the process. Nature DC 15: Paradoxically, even fully skeletonized gaunts appear to breathe, gouts of icy steam continuously emanating from their jaws. This breath imparts a lingering chill to the living. Religion DC 10: Gaunts are undead horses, often raised by paladins of martial orders that do not abhor undeath, as the shock value of heavy cavalry is much enhanced by the fearsome nature of undeath. Gaunt Tactics Gaunts typically make a Hooves attack whenever it can benefit from their Trampling Charge, otherwise using the Numbed Fingers option on their Grave Chill to create distance to charge again. While ridden, they take whatever actions best complement their rider's fighting style, typically preferring to use their Grave Chill whenever they can affect two or more opponents with it. Those who ride gaunts benefit greatly from any abilities that can knock nearby foes prone, and use those preferentially when available. Gaunt Large undead, unaligned Armor Class 12 Hit Points 67 (9d10 + 18) Speed 30 ft. STR DEX CON INT WIS CHA 17 (+3) 14 (+2) 15 (+2) 2 (-4) 11 (+0) 14 (+2) Damage Vulnerabilities Bludgeoning Damage Immunities Poison Condition Immunities Exhaustion, Poisoned Senses Darkvision 60 ft., Passive Perception 9 Challenge 2 (450 XP) Rattle. A creature that hits the gaunt with a melee attack that deals bludgeoning damage must succeed a DC 12 Wisdom saving throw or be Frightened until the end of its next turn as it feels its own skeleton twitch slightly. Trampling Charge. If the gaunt moves at least 20 ft. straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. Actions Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. The gaunt may make this attack as a bonus action against a prone creature. Grave Chill. Each creature within 10 feet that is not riding the gaunt must succeed on a DC 12 Constitution saving throw or suffer one of the following effects of the gaunt's choice until the end of the gaunt's next turn. Leaden Steps. The target's speed is reduced by 10 feet. Numbed Fingers. The first attack the target makes before the end of the gaunt's following turn is made at disadvantage. If the attack misses, the creature drops its weapon if it is wielding one. Chattering Teeth. If the creature casts a spell with a casting time of 1 action, the spell does not take effect until the end of the gaunt's next turn. Reactions Quick Kick. As a reaction to a creature making an attack against the gaunt that benefits from flanking it, the the gaunt makes an attack against the creature with its hooves.
E Ghosts verywhere, the living are outnumbered by the dead. Their joys and sorrows, their pain and regrat, all lay thick in the air of places long-inhabited. These wounds and regrets of life can trap a spirit, entangling it like so many cobwebs in hysterical anguish until freed or appeased by the ministrations of the living. Those who seek to exorcise them must hold compassion and cruelty in equal measure, as either or both might be needed to unmoor them from their suffering. Ghost Lore Arcana DC 15: Due to their incorporeal nature, ghosts are difficult or impossible to strike by any nonmagical means, though they have a marked vulnerability to any wounds of the type that originally slew them. Arcana DC 20: While often entirely invisible, hidden ghosts can be revealed by scattering fine particles of silver, which cling to their ethereal edges. Nature DC 15: The appearance of ghosts fluctuates with their often precarious emotional state; while calm, a ghost typically appears much as it did in life, but as they become distressed their appearances shift to reflect the circumstances of their demise. History DC 15: The most fearsome of spirits will attempt to possess the living when sufficiently distressed, often forcing them into some danger or to turn on their allies. While the old brute-force standby of knocking the possessed creature unconscious is effective for expelling a spirit, effects which turn the undead are much more expedient. Such creatures can often simply be disarmed and imobilized until the spirit elects to vacate them, though this can be difficult with particularly belligerent ghosts. Religion DC 10: Ghosts are spirits of creatures bound to the material plane by some strong emotional bond or unfinished business. They typically retain some incomplete recollection of their past life, but the excruciating torrent of shifting, unfiltered emotion that binds them here often prevents them from clearly understanding or communicating their own needs. Religion DC 15: Once subdued, a ghost can be compelled to pass on either through ceremonially putting its remains to rest, resolving its unfinished business, or through subjecting it to the original circumstances of its demise (such as stabbing it with the weapon it was murdered with). Poltergeist Tactics Poltergeists behave as children throwing tantrums, indiscriminately breaking things and injuring creatures, but without any real focus or intent unless attacked. They often attack once or twice and then retreat through a wall or floor, returning minutes or hours later to act again, though they become much more active as the party approaches the source of their unfinished business or their physical remains. Trap Haunt Tactics Trap haunts wait near the site of their death, often appearing fully human while calm. When interacted with, however, they quickly become distressed and too consumed with emotion to effectively communicate what they need from travelers. They grow enraged and attack if any try to pass by without aiding them, or if they grow too frustrated, beginning combat with their Horrifying Visage. When they possess a creature, they typically have it fling itself into whatever hazard ended their life, hoping it will discover their body or at least encourage its companions to. Tormenting Ghost Tactics Tormenting ghosts actively resent and seek to kill the living, often luring creatures into ambushes or hazards with calls for help, then beginning combat with their Horrifying Visage, repeating whenever available. If a creature bypasses their damage resistances, they use Etherealization to banish it or on themselves to retreat and ambush once more later. While posessing a creature, it attempts to nova against the nearest creature, expending as many resources as quickly as possible before it is banished, possibly smashing potions or casting the creature's carried items into hazards. If a creature is freed from its Consuming Possession, the ghost immediately uses its Etherealization ability on it.
Poltergeist Medium undead, chaotic evil Armor Class 12 Hit Points 44 (8d8 + 8) Speed fly 40 ft. (hover) STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 13 (+1) 6 (-2) 7 (-2) 16 (+3) Damage Resistances Damage other than the type that killed it Damage Immunities Cold, Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained Senses Darkvision 60 ft., Passive Perception 11 Challenge 2 (450 XP) Incorporeal Movement. The poltergeist 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. Invisibility. The poltergeist is invisible. While invisible, the poltergeist can attempt to Hide as a Bonus Action. If fine particles of silver are scattered in its space, it loses this invisiblity for the next minute. Unfinished Business. When the poltergeist is reduced to 0 HP, it does not die or fall unconscious. Instead, it ceases to be invisible and loses the ability to take actions, though it can still communicate. After 1d4 hours, the poltergeist recovers all of its hit points. While at 0 hit points, the poltergeist can be destroyed any of the following ways: Resolving its unifinished business. Subjecting it to the same conditions that killed it. Interring its remains with the Ceremony spell. Actions Telekinetic Thrust. The poltergeist hurls a creature or object weighing up to 150 lbs. up to 30 feet. An unwilling creature makes a DC 13 Strength saving throw, resisting the effect on a success. If a thrown creature strikes a solid object surface, the creature takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. Telekinetic Thrash (Recharge 5-6). Each creature within 20 feet must succeed on a DC 13 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone, or take half as much damage on a success. The poltergeist ceases to be invisible until the beginning of its next turn. Reactions Drifting Apparition. As a reaction to being hit with a melee attack, the poltergeist moves up to half its speed without provoking attacks of opportunity.
Trap Haunt Medium undead, neutral evil Armor Class 11 Hit Points 72 (16d8) Speed fly 40 ft. (hover) STR DEX CON INT WIS CHA 7 (-2) 13 (+1) 10 (+0) 10 (+0) 12 (+1) 17 (+3) Damage Resistances Damage other than the type that killed it Damage Immunities Cold, Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained Senses Darkvision 60 ft., Passive Perception 11 Languages The languages it knew in life, but only while calm Challenge 4 (1,100 XP) Incorporeal Movement. The haunt 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 haunt's attacks treat all creatures as unarmored (an unarmored creature's AC is usually 10 plus its Dexterity modifier.) Unfinished Business. When the haunt is reduced to 0 hit points, it does not die or fall unconscious. Instead, it loses the ability to take actions. After 1d4 hours, the haunt recovers all of its hit points. While at 0 hit points, the ghost can be destroyed any of the following ways: Resolving its unifinished business. Subjecting it to the same conditions that killed it. Interring its remains with the Ceremony spell. Actions Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage. Horrifying Visage (Recharge 5-6). Each living creature within 60 feet of the haunt that can see it must succeed on a DC 13 Wisdom saving throw or take 10 (3d6) Psychic damage and be Frightened until the end of the haunt's next turn,or take half as much damage on a success. A creature that fails this save by 5 or more also ages by 1d4 x 10% of its natural lifespan until cured by Greater Restoration or similar magic. Reactions Drifting Apparition. As a reaction to being hit with a melee attack, the haunt may move up to half its speed without provoking attacks of opportunity. Possession (1/Day). As a reaction to being reduced below 37 hit points, the haunt forces one creature it can see within 15 feet to make a DC 13 Charisma saving throw. On a failure, the haunt disappears and the creature is possessed until it drops to 0 hit points, or until the haunt chooses or is forced to vacate the creature. A possessed creature acts under the haunt's control, can't be Charmed or Frightened, and can't use or access any class features. When the possession ends, the ghost appears in the nearest unoccupied space.
Tormenting Ghost Medium undead, neutral evil Armor Class 13 Hit Points 123 (19d8 + 38) Speed fly 40 ft. (hover) STR DEX CON INT WIS CHA 7 (-2) 16 (+3) 15 (+2) 14 (+2) 16 (+3) 20 (+5) Saving Throws INT +6, WIS +7, CHA +9 Damage Resistances Damage other than the type that killed it Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained Senses Darkvision 60 ft., Passive Perception 11 Languages Any languages it knew in life Challenge 12 (1,100 XP) Incorporeal Movement. The ghost 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 ghost's attacks treat all creatures as unarmored (an unarmored creature's AC is usually 10 plus its Dexterity modifier.) Unfinished Business. When the ghost is reduced to 0 hit points, it does not die or fall unconscious. Instead, it loses the ability to take actions. After 1d4 hours, the ghost recovers all of its hit points. While at 0 hit points, the ghost can be destroyed any of the following ways: Resolving its unifinished business. Subjecting it to the same conditions that killed it. Interring its remains with the Ceremony spell. Actions Multiattack. The ghost uses its Withering Touch twice, one of which it may replace with a use of its Etherealization. Withering Touch. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 26 (6d6 + 5) necrotic damage. Etherealization. The ghost or a creature within 5 feet of it magically shifts into the Border Ethereal from the Material Plane, or vice versa. At the end of each of its turns, an unwiling creature makes a DC 17 Charisma saving throw, returning to the material plane on a success. Creatures in the Border Ethereal can be seen from the Material Plane and vice versa, but can't affect or be affected by creatures on the Material Plane. Horrifying Visage (Recharge 5-6). Each living creature within 60 feet of the ghost that can see it must succeed on a DC 17 Wisdom saving throw or take 28 (8d6) Psychic damage and be Frightened until the end of the ghost's next turn, or take half as much damage on a success. A creature that fails this save by 5 or more also ages by 1d4 x 10% of its natural lifespan until cured by Greater Restoration or similar magic. Reactions Drifting Apparition. As a reaction to being hit with a melee attack, the ghost may move up to half its speed without provoking attacks of opportunity. Consuming Possession (1/Day). As a reaction to being reduced below 62 hit points, the ghost forces one creature it can see within 15 feet to make a DC 17 Charisma saving throw. On a failure, the ghost disappears and the creature is possessed until the ghost chooses or is forced to vacate the creature. Whenever the possessed creature takes damage it may repeat this saving throw, expelling the ghost on a success. A possessed creature acts under the ghost's control, can't be Charmed or Frightened, and has its Charisma score reduced by 1d4, to a minimum of 1, at the start of each of its turns. This reduction lasts until the creature completes a Short or Long Rest. When the possession ends, the ghost appears in the nearest unoccupied space.
F Ghostly Legionnaire allen warriors bound by ancient oaths to forgotten causes, ghostly legionnaires haunt the sites of bloody battles, forever fighting their dead wars until they are one day released from their oaths. Rather than finding support in the shared plight of their comrades-in-arms, ghostly legionnaires are continuously drawn back to vivid recreations of the suffering of their final moments. Ghostly Legionnaire Lore Arcana DC 15: So enmeshed in their final moments of conflict are ghostly legionnaires that they are often able to pull others into the hallucinatory battles that they are continuously reliving. History DC 10: Speaking the name or origin of a spectral company can ground it in the world, forcing into a sort of liminal corporeality and briefly weakening it. Religion DC 10: Ghostly legionnaires, spirits bound to their oaths of battle, are left to wander the land until death finds them once more. When wounded, they display the wounds they sustained in their final moments, regardless of the strikes their spectral forms suffer. Religion DC 15: Though they appear as individuals, the shared bond of combat fuses ghostly legionnaires into an entity that lives and dies as a single soul Ghoslty Legionnaire Tactics Ghostly legionnaires sweep over foes in a tide, attacking indiscriminately and provoking attacks of opportunity seemingly without care. They use their terror grip as part of their multiattack each turn, then once a creature fails its save swarm to focus on it, each using their terror grip on it in turn. Alternately, if the creature afflicted by the Terror Grip seems to be a powerful fighter, other legionnaires might follow up with their Battle Visions. Ghostly Legionnaire Medium undead, lawful neutral Armor Class 16 (Breastplate) Hit Points 102 (12d8 + 48) Speed 30 ft. STR DEX CON INT WIS CHA 19 (+4) 17 (+3) 18 (+4) 11 (+0) 12 (+1) 14 (+2) Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Condition Immunities Exhaustion, Frightened, Poisoned, Unconscious Senses Darkvision 60 ft., Passive Perception 11 Languages the languages it knew in life Challenge 5 (1,800 XP) Echo of History. The legionnaire's attacks treat all creatures as unarmored. If a creature correctly identifies and speaks the legionnaire's origin, it loses this trait and its damage immunities until the next dawn. Soul Link. When initiative is rolled, each legionnaire that rolls initiative pools its hit points into a single sum. Damage to a legionnaire deducts from that total. When the shared sum of hit points reaches zero, each legionnaire that pooled its hit points dies. Actions Multiattack. The legionnaire makes two attacks, one of which it may replace with a use of its terror grip. Spectral Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing plus 11 (2d10) necrotic damage. Terror Grip. One creature within 5 feet must succeed on a DC 15 Wisdom saving throw or take 9 (2d8) psychic damage and be Frightened until the beginning of the legionnaire's next turn. A creature Frightened in this way has disadvantage on Wisdom saving throws. Battle Visions (1/Day). One creature within 5 feet must make a DC 15 Wisdom saving throw. On a failed saving throw, a creature becomes indifferent to undead creatures and hostile to all living creatures as it hallucinates a long-forgotten battlefield. The creature repeats this saving throw at the end of each of its turns, taking 9 (2d8) psychic damage on a failure or ending the effect on a success. A creature that succeeds on this save has advantage on Intelligence (History) checks to determine the legionnaire's origin.
A Ghouls ll undead are driven by a hunger of some kind, some desire typically perverted from a purer one they had in life; one who craved companionship might have that twisted into a grip that crushes those they reach for, one who yearned for spiritual awakening might find itself comulsively draining the spirits of the living. The need motivating the ghoul, however, is the desire to consume the flesh of living and dead people, just as they felt in life. Perhaps it is this allignment with their past that allows ghouls to retain much of their cunning and memory, where many other undead are left mindless husks. Ghoul Lore Arcana DC 15: Rather than being created by ritual or ambient magic, ghouls often arise spontaneously from those who harbored and indulged in cannibalistic impulses in life, a fact known widely enough to cause their surviving family members a great deal of consternation and embarrassment. History DC 10: A favored tactic of ghouls is drag the weakest of their prey off into seclusion to be ripped apart and consumed. Once dragged out of sight of allies, there is little hope of survival for the victim of such tactics. History DC 15: The insatiable hunger of ghouls often drives them to feast upon flesh even in the midst of combat, a feature often exploited by experienced ghoul-slayers. Nature DC 10: Ghoulblood is loaded with pathogens that infect those who contact it with a wasting disease. Though curable, if left untreated it is usually fatal within a tenday. Horde Ghoul Tactics Horde ghouls rush a single target en masse, ideally one scouting or alone on watch. They use their clawed grip to snatch at a it unil it is grappled by at least three of them, then use their ravenous bites on it as they drag it away. If presented with a corpse, roughly one third of them will peel off the main group to bite it for a turn. Flesheesker Ghoul Tactics Fleshseeker ghouls dart in, grab the physically least imposing foe with their Death Grip, then Dash Away, dragging it at half speed. If they start their turn with a creature grappled, they use their Fleshripper Bite on it. Ghoul Fever. A creature with Ghoul Fever cannot recover levels of exhaustion, and must make a DC 10 Constitution saving throw each time it completes a long rest or acquire a level of exhaustion. A creature that dies while infected rises immediately as a ghoul.
Horde Ghoul Medium undead, chaotic evil Armor Class 12 Hit Points 13 (3d8) Speed 40 ft. STR DEX CON INT WIS CHA 12 (+1) 15 (+2) 10 (+0) 7 (-2) 10 (+0) 6 (-2) Damage Immunities Poison Condition Immunities Charmed, Exhaustion, Poisoned Senses Darkvision 60 ft., Passive Perception 10 Languages Common Challenge M3 (140 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. Snatching Horde. A creature grappled by three or more horde ghouls can be dragged without requiring additional movement. A creature grappled by five or more horde ghouls is restrained. Diseased Blood. A creature that deals piercing or slashing damage to the ghoul with a melee attack must succeed on a DC 10 Constitution saving throw or contract Ghoul Fever. Actions Ravenous Bites (Group Attack). Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 5 piercing damage. Clawed Grip. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: The target is grappled (escape DC 12). Fleshseeker Ghoul Medium undead, chaotic evil Armor Class 12 Hit Points 63 (14d8) Speed 40 ft. STR DEX CON INT WIS CHA 13 (+1) 15 (+2) 10 (+0) 7 (-2) 10 (+0) 6 (-2) Damage Immunities Poison Condition Immunities Charmed, Exhaustion, Poisoned Senses Darkvision 60 ft., Passive Perception 10 Languages Common Challenge 1 (200 XP) Snatcher. If the ghoul has a creature grappled, it may Dash as a Bonus Action. Diseased Blood. A creature that deals piercing or slashing damage to the ghoul with a melee attack must succeed on a DC 10 Constitution saving throw or contract Ghoul Fever. Actions Fleshripper Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing plus 5 (1d10) necrotic damage. Death Grip. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage and the target is grappled (escape DC 12). A creature that ends its turn grappled in this way must succeed on a DC 10 Constitution saving throw or be Paralyzed until the beginning of its next turn.
Ghast Tactics Ghasts largely behave as fleshseeker ghouls do, but are less eager to flee melee combat due to their Stench and Dead Blood Burst use their Tear Apart whenever available. Lacedon Ghoul Tactics Lacedon ghouls ambush at the shoreline or by climbing onto ships, trying to grapple a creauture, drag it into the water, and pry its mouth open to release its held breath. If attacked in the water, it uses its Murky Dive to go straight down, dragging its prey with it if it has a creature grappled. Ghast Medium undead, chaotic evil Armor Class 13 Hit Points 91 (14d8 + 28) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 17 (+3) 15 (+2) 11 (+0) 10 (+0) 8 (-1) Damage Resistances Necrotic Damage Immunities Poison Condition Immunities Charmed, Exhaustion, Poisoned Senses Darkvision 60 ft., Passive Perception 10 Languages Common Challenge 2 (450 XP) Stench. Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 10 Constitution saving throw or be Poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours. Turning Defiance. The ghast and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead. Dead Blood Burst. When the ghast dies, each creature within 10 feet must make a DC 10 Constitution saving throw or take 7 (2d6) poison damage and contract Ghoul Fever. Actions Fleshripper Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing plus 5 (1d10) necrotic damage. Death Grip. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage and the target is grappled (escape DC 12). A creature that ends its turn grappled in this way must succeed on a DC 12 Constitution saving throw or be Paralyzed until the beginning of its next turn. Tear Apart (Recharge 5-6). One creature grappled by the ghast and at least one of its allies must succeed on a DC 13 Constitution saving throw or take 22 (5d8) slashing damage, or half as much on a success. A creature reduced to 0 hit points by this damage immediately fails a death save. Lacedon Ghoul Medium undead, chaotic evil Armor Class 12 Hit Points 86 (13d8 + 26) Speed 40 ft., swim 40 ft. STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 15 (+2) 7 (-2) 10 (+0) 6 (-2) Skills Athletics +4, Stealth +4 Damage Immunities Poison Condition Immunities Charmed, Exhaustion, Poisoned Senses Darkvision 60 ft., Passive Perception 10 Languages Common Challenge 2 (450 XP) Snatcher. If the ghoul has a creature grappled, it may Dash as a Bonus Action. Diseased Blood. A creature that deals piercing or slashing damage to the ghoul with a melee attack must succeed on a DC 10 Constitution saving throw or contract Ghoul Fever. Actions Multiattack. The ghoul makes two attacks, one of which may be with its fleshripper bite. Fleshripper Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing plus 5 (1d10) necrotic damage. Sodden Grip. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage and the target is grappled (escape DC 12). Pry Mouth. One creature grappled by the ghoul must succeed on a DC 12 Strength saving throw or take 14 (4d6) bludgeoning damage and lose its breath, if it were holding it, or take half as much damage on a success. Reactions Murky Dive. As a reaction when the ghoul takes damage while submerged, it moves up to half its swim speed and attempts to hide.
Abyssal Ghoul Tactics Abyssal ghouls behave generally as fleshseeker ghouls do, except they virtually always stop to feed on a corpse if their demonic hunger trait is not active, and they preferentially target spellcasters. Ghoul Adept of Orcus Tactics Adepts of Orcus use their Call to Feast whenever they can trigger at least three attacks with it (including their own), or two attacks if the target is Paralyzed. Once at least one foe is infected with Ghoul Fever, the adept begins to use its Litany of Flesh Devoured each turn, trying to position itself to hit at least three enemies with it. The adept typically doesn't make attacks of opportunity, instead reserving its reaction for Uneasy Grave or Thrash. Abyssal Ghoul Medium fiend/undead, chaotic evil Armor Class 14 (Natural Armor) Hit Points 99 (13d8 + 39) Speed 40 ft. STR DEX CON INT WIS CHA 17 (+3) 14 (+2) 16 (+3) 9 (-1) 10 (+0) 6 (-2) Saving Throws WIS +2 Damage Resistances Cold, Fire, Lightning Damage Immunities Poison Condition Immunities Charmed, Exhaustion, Poisoned Senses Darkvision 60 ft., Passive Perception 10 Languages Common Challenge 3 (700 XP) Demonic Hunger. If the ghoul uses its ghoulish bite on a corpse, it gains resistance to all damage and advantage on attack rolls until the end of its next turn. Snatcher. If the ghoul has a creature grappled, it may Dash as a Bonus Action. Diseased Blood. A creature that deals piercing or slashing damage to the ghoul with a melee attack must succeed on a DC 13 Constitution saving throw or contract Ghoul Fever. Actions Multiattack. The ghoul makes two attacks, one of which may be with its ghoulish bite. Ghoulish Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing plus 5 (2d10) necrotic damage and the target must succeed on a DC 13 Constitution saving throw or be Paralyzed until the end of the ghoul's next turn.. Wretched Grasp. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage and the target is grappled (escape DC 13). On a critical hit, the target is additionally knocked prone. Reactions Thrash. As a reaction when a creature grappled by it begins to cast a spell, the ghoul forces the creature to make a DC 13 Constitution saving throw. On a failure, the spell fails.
Ghoul Adept of Orcus Medium fiend/undead, chaotic evil Armor Class 16 (Natural Armor) Hit Points 135 (18d8 + 54) Speed 40 ft. STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 16 (+3) 14 (+2) 10 (+0) 11 (+0) Saving Throws CON +6, WIS +2 Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Weapons Damage Immunities Poison Condition Immunities Charmed, Exhaustion, Poisoned Senses Darkvision 60 ft., Passive Perception 10 Languages Common Challenge 6 (2,300 XP) Demonic Hunger. If the ghoul uses its ghoulish bite on a corpse, it gains resistance to all damage and advantage on attack rolls until the end of its next turn. Snatcher. If the ghoul has a creature grappled, it may Dash as a Bonus Action. Diseased Blood. A creature that deals piercing or slashing damage to the ghoul with a melee attack must succeed on a DC 13 Constitution saving throw or contract Ghoul Fever. Actions Multiattack. The ghoul makes three attacks, one of which may be with its ghoulish bite. Ghoulish Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing plus 5 (2d10) necrotic damage and the target must succeed on a DC 14 Constitution saving throw or be Paralyzed until the end of the ghoul's next turn. Wretched Grasp. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage and the target is grappled (escape DC 15). On a critical hit, the target is additionally knocked prone. Call to Feast. The ghoul targets one creature it can see within 30 feet. Each creature within 5 feet of the target may use its reaction to make a melee attack against it. Litany of Flesh Devoured (Recharge 5-6). Each creature of the ghoul's choice within 30 feet that can hear it must make a DC 14 Charisma saving throw. On a failed save, the next time that creature takes damage before the end of the ghoul's 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. Reactions Thrash. As a reaction when a creature grappled by it begins to cast a spell, the ghoul forces the creature to make a DC 15 Constitution saving throw. On a failure, the spell fails. Uneasy Grave. As a reaction when a friendly ghoul the adept of orcus can see dies within 60 feet, the adept of orcus reanimates it as a Horde Ghoul.
Dragonbone Golem Dragonbone Golem Lore Arcana DC 20: The runecarving process to unleash and channel the latent draconic magic of the bones can damage their structural integrity, leaving them brittle and prone to shattering. History DC 15: Even these pale imitations of draconic power can induce a sort of instictive fear in most living creatures, so deeply ingrained are the ancestral memories of dragon-prey. Dragonbone Golem Tactics Dragonbone golems retain some of the predatory bearing of their animating magic, prioritizing the injured and vulnerable with their attacks. If one of their attack options is damaged, they will often use it once more before switching to something else, as their inability to experience pain slows their reactions to injury. Dragonbone Golem Large construct, unaligned Armor Class 17 (Natural Armor) Hit Points 205 (24d10 + 72) Speed 40 ft. STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 17 (+3) 3 (-4) 11 (+0) 10 (+0) Damage Immunities Poison Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Senses Darkvision 60 ft., Passive Perception 10 Languages Understands Draconic and the languages of its creator but can't speak Challenge 11 (7,200 XP) Brittle Body. Attacks that deal bludgeoning damage score a critical against the golem on an 18-20. When a critical hit is scored against the golem, the golem suffers one additional effect of the attacker's choice: The golem's movement speed is reduced by 20. The golem has disadvantage on attacks made with its bite. The save DC of the dragon's tail is reduced to 12. The golem makes one fewer attack with its multiattack. The golem loses a use of its pinion cage. Fear Aura. Each creature of the golem’s choice that starts its turn within 20 feet of the golem must make a DC 15 Wisdom saving throw unless the golem is incapacitated. On a failed save, the creature is Frightened until the start of its next turn. On a successful save, the creature is immune to this golem’s Fear Aura for the next 24 hours. Limited Magic Immunity. The golem can't be affected or detected by spells of 2nd level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. Actions Multiattack. The dragon makes three attacks, one of which may be with its bite. Splinterfang Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage. On a hit or miss, the target and each creature within 5 ft. of it must succeed on a DC 17 Dexterity saving throw or take 11 (2d10) piercing damage. Rending Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage. This attack scores a critical hit on a roll of 18-20 against a creature that is Frightened. Tailbarb Swipe (Recharge 5-6). Each creature in a 15 ft cone must succeed on a DC 17 Dexterity saving throw or fall prone and take 18 (6d8) bludgeoning plus 21 (6d6) slashing damage, or take half as much damage on a success. Reactions Pinion Cage (2/Day). As a reaction to a creature falling prone within 10 ft of it, the golem detaches one of its wings, stabbing them into the ground around the the creature and restraining it (escape DC 17). The pinion cage can be attacked (AC 17; 20 hit points; immunity to psychic damage).
Dragonflesh Golem Dragoflesh Golem Lore Arcana DC 20: Dragonflesh golems, while animated in main by the inborn magics of dragonkind, have this potential unlocked through the channeling of powerful lightning storms, and are only empowered further by repeated aplication of such forces, though the bonds between tissues become notoriously unreliable in the presence of negative energies. History DC 15: Among the few things that can prompt a temporary peace between feuding dragons is news of the creation of a dragonflesh golem, an abomination so repulsive that it can forge unlikely alliances, however temporary, between metallic and chromatic dragons. Nature DC 20: The warring elements present within a dragonflesh golem can often produce an explosive rejection, particularly if called upon to kindle a breath weapon. Dragonflesh Golem Tactics Dragonflesh golems try to herd their foes into a tight grouping with their tail bash and claw swipe, keeping foes close so it can punish with its Wing Thrash if hit with necrotic damage. If the fight is looking bad for it, a dragonflesh golem pulls back from the enemy group, heedless of opportunity attacks, to catch as many foes as possible in its Explosive Breath. Dragonflesh Golem Large construct, unaligned Armor Class 17 (Natural Armor) Hit Points 228 (24d10 + 96) Speed 40 ft., fly 40 ft. STR DEX CON INT WIS CHA 22 (+6) 11 (+0) 18 (+4) 4 (-3) 16 (+3) 17 (+3) Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Damage Vulnerabilities Necrotic Senses Darkvision 60 ft., Passive Perception 13 Languages Understands Draconic and the languages of its creator but can't speak Challenge 12 (8,400 XP) Lightning Absorption. Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt. Clumsy Flier. The golem falls at the end of a turn if it is airborne and the only thing holding it aloft is its flying speed. Attacks it makes while airborne are made at disadvantage Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Actions Multiattack. The dragon makes three attacks, one of which may be with its bite or its tail. Nested-Jaw Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing plus 11 (2d10) poison damage. Claw Swipe. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage and the target is grappled (escape DC 18) Tail Bash. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 6) bludgeoning damage and the target is pushed 5 ft. away. Explosive Breath (1/Day). The dragon exhales an explosive mixture of elements in a 60-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 28 (8d6) fire and 27 (6d8) thunder damage and being pushed 30 ft. away on a failed save, or take half as much damage on a successful one. The golem's jaw splits and breaks, imposing disadvantage on attack rolls made with its bite. Reactions Wing Thrash (Recharge 5-6). As a reaction to taking necrotic damage, the golem forces each creature within 10 ft. of the golem to succeed on a DC 18 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone.
Flesh Golems Flesh Golem Lore Arcana DC 10: The electrical energies imbued in flesh golems at their creation remain bound to their animus, allowing damaged golems to be restored through further electrification. Arcana DC 15: While flesh golems lack quite the same resilience to magic that golems of more durable materials possess, their total insensitivity to pain allows them to shrug off all but the most powerful physical blows. History DC 15: Of all golems, those of flesh are the most liable to form odd quirks and idiosyncracies, often including random bursts of violence toward their creators. The ready availability of raw materials and relative ease of construction still make them a popular choice for novice golemancers, however. Religion DC 10: As any student of the divine could tell you, desecrating and defiling dozens of bodies is an excellent way to provoke a haunting. When flesh golems become possessed by the spirits of one of their constituents, they often fall into a unique sort of mania, attempting to grow themselves by absorbing the flesh of the living. The magic that allows this grafting persists for a short while after their death, allowing their limbs to be freely grafted onto others. Flesh Golem Tactics Flesh golems attack anything they feel threatened or confused by, more in an attempt to scare them away with a show of violence than with any tactical acumen. They typically flee if they feel they have an opportunity to do so safely, but fight only more ferociously when frightened or wounded. Flesh Golem Assimilator Tactics Flesh golem assimilators are much more aggressive, using their climb speed to drop onto foes and attempting to cause as much mayhem as possible. Once their foes are wounded, they use their Claim Flesh whenever available. Flesh Golem Medium construct, neutral Armor Class 9 Hit Points 93 (11d8 + 44) Speed 30 ft. STR DEX CON INT WIS CHA 19 (+4) 9 (-1) 18 (+4) 6 (-2) 10 (+0) 5 (-3) Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Senses Darkvision 60 ft., Passive Perception 10 Languages Understands the languages of its creator but can't speak Challenge 5 (1,800 XP) Aversion to Fire. If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. Wounded Fury. While it has 20 hit points or fewer, the golem has advantage on attack rolls and its melee attacks deal an additional 7 (2d6) damage. Lightning Absorption. Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt. Resilient Animus. If the golem would take 9 or fewer Bludgeoning, Piercing, or Slashing damage from a single source, it instead takes no damage. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Actions Multiattack. The golem makes two slam attacks, one of which it may replace with a hurl. Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage and the target is grappled (escape DC 15). Throttle. One grappled creature must make a DC 15 Constitution saving throw or take 27 (6d8) bludgeoning damage and be unable to speak or breathe until the end of the golem's next turn. Hurl. The golem hurls a grappled creature up to 20 feet. The creature must succeed on a DC 15 Dexterity Saving Throw or take 14 (4d6) bludgeoning damage and be knocked prone. On a successful save, the creature takes half damage and isn't knocked prone.
Flesh Golem Assimilator Medium construct/undead, chaotic evil Armor Class 10 Hit Points 210 (20d8 + 120) Speed 40 ft., climb 30 ft. STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 22 (+6) 12 (+1) 8 (-1) 10 (+0) Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Senses Darkvision 60 ft., Passive Perception 10 Languages Understands the languages of its creator but can't speak Challenge 12 (8,400 XP) Graft-Host. For each additional limb attached with its Claim Flesh ability, the golem's speed is reduced by 5. The golems limbs, if removed and attached to another creature within 1 minute, will magically attach to that creature. Lightning Absorption. Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Resilient Animus. If the golem would take 12 or fewer damage from a single source, it instead takes no damage. Actions Multiattack. The golem makes three attacks with its Slam, one of which it may replace with a Throttle or Hurl. It makes an additional attack with its Wild Flailing for each limb attached with its Claim Flesh ability. Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning plus 11 (3d10) necrotic damage and the target is grappled (escape DC 17). Wild Flailing. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) bludgeoning damage. Throttle. One grappled creature must succeed on a DC 17 Constitution saving throw or take 27 (6d8) bludgeoning damage and be unable to speak or breathe until the end of the golem's next turn. Hurl. The golem hurls a grappled creature up to 30 feet. The creature must succeed on a DC 17 Dexterity Saving Throw or take 21 (6d6) bludgeoning damage and be knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone. Claim Flesh (Recharge 5-6). The golem attempts to tear a limb from a living creature and attach it to its own body. One creature within 5 feet must succeed on a DC 17 Constitution saving throw or take 66 (12d10) bludgeoning damage, or half as much on a success. A creature that failed this save and is reduced to 0 hit points in this way has one of its limbs torn off and magically attached to the golem.
Bone Golem Bone Golem Lore Arcana DC 15: The bone golem is composed of the remnanants of skeletons too damaged to sustain through mere necromancy; once the shape-memory of the bodies has degraded to the point where they can no longer sustain a humanoid form. Arcana DC 20: Bone golems behave remarkably like spiders, trapping their prey in coccoon-like prisons of bone that must be smashed away to free their occupants. History DC 15: While bone golems are not themselves undead, it is typically necromancers who have a surfeit of shattered bones on hand as raw golem materiel, and as such tend to be found in their company, often even mounted upon bone golems. Bone Golem Tactics Bone golems leap from foe to foe with their osseous grasp until they have two or three enemies grappled, then begin using their Creeping Bone whenever available while using their Bone Spur Strikes to fend off any creatures they didn't manage to grapple. Encounter Groups CR 18 Encounter 6,900 XP 1 Bone Golem (CR 7) 1 Necromancer Skulldigger (CR 5) 4 Boneshard Skeletons (CR 2) 10 Decrepit Skeletons (CR M1) Bone Golem Large construct, unaligned Armor Class 17 (Natural Armor) Hit Points 205 (24d10 + 72) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 15 (+2) 17 (+3) 3 (-4) 11 (+0) 10 (+0) Damage Immunities Poison Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Senses Darkvision 60 ft., Passive Perception 10 Languages Understands the languages of its creator but can't speak Challenge 7 (3,900 XP) Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Limited Magic Immunity. The golem can't be affected or detected by spells of 1st level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. Actions Multiattack. The golem makes five attacks with its Bone Spur Strike, each of which it may replace with its Osseous Grasp or Creeping Bone, if available. Bone Spur Strike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) piercing damage. Osseous Grasp. The golem leaps up to 20 feet and may move into the space of any Medium or smaller creature. Each creature whose space the golem lands in must succeed on a DC 14 Dexterity saving throw or be grappled (escape DC 14). Creeping Bone (Recharge 5-6). Each creature grappled by the golem must succeed on a DC 14 Constitution saving throw or gain 11 (2d10) cumulative temporary hit points as plates of bone begin to grow over its skin. 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. Reactions Splintering Vengeance. As a reaction when it takes 20 or more damage from a single source, the golem makes an attack with its Bone Spur Strike, afterwards making one fewer attack with its multiattack.
Tombstone Golem Tombstone Golem Lore Arcana DC 15: An esoteric variety of stone golem, tombstone golems are infused with the death energies absorbed by the ancient cenotaphs that comprise them. Despite their minimal intelligence, tombstone golems seem to be posessed by a particular malice instilled by the negative energies that suffuse them. History DC 20: Tombstone golems seem to take great pleasure in using their weight to crush fallen creatures, making it absolutely essential when facing them to help fallen allies to their feet or remove them from the golem's reach. Religion DC 15: The defilement of ancient graves required to gather the materials for a tombstone golem almost invariably causes unrest among the dishonored dead, which rise with a hatred of the golem and its creator that surpasses even their animosity for the living. Tombstone Golem Tactics The tombstone golem initiates combat by attacking as many different creatures as it can reach, testing which are able to keep their footing, then follows up with its Smash to Dust. While Smash to Dust is recharging, it uses its Golem's Gravemark then directs all its attacks at the cursed creature. Tombstone Golem Huge construct/undead, unaligned Armor Class 17 (Natural Armor) Hit Points 256 (25d12 + 100) Speed 30 ft. STR DEX CON INT WIS CHA 23 (+6) 8 (-1) 19 (+4) 3 (-4) 11 (+0) 10 (+0) Damage Resistances Attacks made without advantage Damage Immunities Necrotic, Poison; Piercing, and Slashing From Nonmagical Attacks That Aren't Adamantine Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Senses Darkvision 60 ft., Passive Perception 10 Languages Understands the languages of its creator but can't speak Challenge 14 (11,500 XP) Huge Stature. A creature adjacent to the golem may spend half of its movement to attempt a DC 19 Strength (Athletics) check. On a success, the creature climbs onto the golem. While climbing on the gome, a creature has advantage on melee attacks against the golem, and the golem has disadvantage on melee attacks against it. Limited Magic Immunity. The golem can't be affected or detected by spells of 2nd level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. Implacable. If the golem fails a saving throw, it can choose to succeed instead. If it does, it loses 25 hit points. Actions Multiattack. The golem makes three attacks with its slab slam, one of which it may replace with its Stonecrack Epitaph. Slab Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage and the target must succeed on a DC 19 Strength saving throw or be knocked prone and unable to stand on its following turn. Golem's Gravemark. One creature the golem can see must succeed on a DC 17 Charisma saving throw or be cursed for the next minute. Whenever the golem hits a cursed creature with a melee attack, the creature takes an additional 11 (2d10) necrotic damage. Smash to Dust (Recharge 5-6). The golem throws itself prone onto a prone creature within 10 feet and ends its turn. If the creature has fewer than 100 hit points, it drops to 0 hit points and must succeed on a DC 19 Constitution saving throw or immediately fail two death saves. Reactions Stonecrack Epitaph. As a reaction to taking 30 or more damage from a single source, an ominous crack rings out from deep within the golem. Each living creature within 30 feet that can hear it must succeed on a DC 17 Constitution saving throw or take 16 (3d10) necrotic damage.
L Grisgol iches are remarkably resilient things, able to regenerate entirely in a short period so long as its phylactery is preserved, much to the frustration of their opponents. Some enemies, however, see this process and look not to prevent it,but to exploit it. Through ancient and secret ritual, a powerful spellcaster may harness this regenerative energy and use it to fuel a grisgol, a construct of barely-harnessed raw magical power, built of broken and failed magic items and bound to service by the dweomer siphoned from the phylactery hidden within it. Conjurer Lore Arcana DC 15: Grisgols are comprised of exhausted and failed magical items, bound by the stolen magic of a lich. One among the clutter is always the lich's phylactery, though traditionally it is cloaked in obsuring magic to hide it from magical detection and identification. Arcana DC 20: The scroll-wraps of a grisgol, while mostly expended and useless, often are mixed in with active scrolls intended by the creator to be used by the grisgol, or even scribed with hidden curses that must be burned away before the grisgol is able to activate them. Medicine DC 20: The mold that grows on ancient scrolls can cause a sort of fugue-like disease when it enters a creature's bloodstream, affecting memory and concentration. While usually not lethal, otherwise dangerous scenarios become rather moreso without the full use of one's faculties. Nature DC 15: Grisgols, rich as they are with animating magic and the dust of ages, tend to accumulate internal growths of a kind of black mold, the dried spores of which can enter the lungs of those nearby and be revived by the moist, warm environment. Religion DC 15: Grisgols are controversial tools among religious traditions of magic devoted to hunting the undead, seen by some as simple constructs powered by reclaimed magic, and by others as close enough to undeath themselves to warrant destruction. Grisgol Tactics Grisgols follow precisely and literally the last verbal instructions they received from their creator. They begin combat with their Mindwrack Binding, then attack a creature that failed the save with their wilting touch. ' Afterwards, they use they Erratic Fireball whenever available, and alternate betweeen their Wilting Touch and Vent Magic while it is recharging, depending on whether they can get at least three enemies in the cone. Mind Fog. An infected creature has disadvantage on saving throws made to maintain concentration. Whenever the infected creature spends 24 hours away from sunlight, it must succeed on a DC 15 Constitution saving throw or have its Proficiency Bonus reduced by 1. This reduction lasts until the disease is cured.
Grisgol Large construct, unaligned Armor Class 17 (Natural Armor) Hit Points 266 (28d10 + 112) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 18 (+4) 3 (-4) 11 (+0) 11 (+0) Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks That Aren't Adamantine Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Senses Darkvision 60 Ft., Passive Perception 9 Languages understands the languages of its creator but can't speak Challenge 15 (13,000 XP) Final Curse. A creature that reduces the grisgol to 0 hit points must succeed on a DC 17 Charisma saving throw or be cursed. While cursed, a creature becomes obsessed with the idea that the wrappings of the grisgol to contain an important secret, if only they can be properly pieced together, and has its Intelligence score reduced by one each week until the curse is removed. If the grisgol takes 40 or more fire damage from a single source, this trait ceases to function until the grisgol is repaired. Imprisoned Lich. The grisgol is animated by life force drained form a defeated lich's phylactery, preventing the lich from returning to life. If the grisgol is defeated and the phylactery is not destroyed, the lich gains a new body in 1d10 days. Magic Resistance. The grisgol has advantage on saving throws against spells and other magical effects. Actions Multiattack. The golem makes two attacks with its wilting touch. Wilting Touch. Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 31 (5d10 + 4) necrotic damage. Vent Magic. Each creature in a 15 ft. cone must succeed on a DC 17 Dexterity saving throw or take 22 (5d8) force damage and be foreced to roll on the Wild Magic Table (PHB p. 103), or take half as much damage on a success. Erratic Fireball (5th Level Spell, Recharge 5-6). The grisgol chooses a direction, launching a fireball that explodes in a 20 ft. radius centered on a point 2d6x5 ft. away from the grisgol. Each creature in the area must succeed on a DC 17 Dexterity saving throw or take 35 (10d6) fire damage and be knocked prone, or take half as much damage on a success. Mindwrack Binding (8th Level Spell, 1/Day). Each creature of the grisgol's choice within 30 ft. must succeed on a DC 17 Wisdom saving throw or be Paralyzed until the end of the grisgol's next turn. Reactions Containment Breach. As a reaction to succeeding on saving throw against a spell or magical effect, the grisgol uses its Vent Magic. Mycotoxin Dust. As a reaction to being hit with a melee attack that deals bludgeoning or slashing damage, the grisgol forces the attacker to succeed on a DC 17 Constitution saving throw or contract Mind Fog.
N Huecuva ot all gods are jealous. Some among the divine allow mortals to enter and exit service as they please, granting their aid to those who earn it and paying no mind to those who don't. Such gods are the exception however. Most, even those called good, reserve their cruelest torments for those among their faithful that renege upon their covenants, existentially threatening as that is to the very nature and power of the divine. Huecuva Blight. An infected creature's blood runs clear and its skin becomes cold to the touch; it has disadvantage on Wisdom and Charisma checks and saving throws while illuminated by moonlight. Huecuva Lore Arcana DC 15: Huecuvas are a variety of intelligent undead of divine origin that can hide their undead nature, appearing as they did in life, though beneath moonlight their true skeletal nature is exposed and made vulnerable. Religion DC 10: Huecuvas are faithless clerics punished with undeath by the gods they betrayed, cursed as a warning of what reward awaits those who forsake their vows. They walk the world in a profane pilgrimage, traveling ever Westward as they spread their evil upon the world that led them into sin and depravity. Huecuva Tactics The huecuva fights with a blind rage, doing whatever it can to kill or maim faithful adherents to the god who cursed it. It uses its Litany of Forsakn vows whenever available, and uses its Mocking Benediction both on living enemies and undead allies. Huecuva Medium undead, chaotic evil Armor Class 17 (Natural Armor) Hit Points 187 (22d8 + 88) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 16 (+3) 13 (+1) 19 (+4) 15 (+2) Saving Throws WIS +7, CHA +5 Damage Resistances Necrotic, Poison Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Condition Immunities Charmed, Exhaustion, Poisoned Senses Darkvision 60 ft., Passive Perception 14 Languages Common Challenge 8 (3,900 XP) Revealed by Moonlght. The huecuva appears as it did in life, though any clothes it wears darken to black over the course of a day. The touch of moonlight strips away its flesh, revealing its true undead nature. While in moonlight, the huecuva loses its damage immunities and gains vulnerability to Bludgeoning damage from Magical Attacks. Profaner of Blessings. Whenever a living creature within 30 feet of one or more huecuvas would add a bonus to its attack or saving throw due to a spell or magical effect, it instead subtracts that amount. Turning Resistance. The huecuva has advantage on saving throws against effects that turn undead. Actions Multiattack. The huecuva makes two melee attacks, one of which it may replace with a use of its Mocking Benediction. Bony Gouge. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing plus 11 (2d10) necrotic damage and the target must succeed on a DC 15 Constitution saving throw or be infected with Huecuva Blight. Mocking Benediction (Concentration). Up to three creatures the huecuva can see receive its blessing, adding 1d4 to attack rolls and saving throws they make for the next minute. An unwilling creature makes a DC 15 Charisma saving throw, resisting the effect on a success. Whenever a creature affected by this blessing fails a saving throw, it takes 1d10 necrotic damage. Litany of Forsaken Vows (Recharge 5-6). The huecuva begins a wretched chant that corrupts a mortal's connection to the divine. Each creature of the huecuva's choice within 30 feet that can hear it must succeed on a DC 15 Charisma saving throw or be cursed. Whenever the cursed creature receives magical healing, it gains the same amount of temporary hit points. While it has any of these temporary hit points, the creature is hostile to all living creatures.
T Hungry Fog he mists that lurk near graveyards are dread things, phantoms of the departed seeming to swirl in and out of being within their form. More than a few nighttime mourners have been found dead at the sun's rise, often attributed to death by a broken heart. The wise, however, know to flee when familiar faces peer through the haze. Hungry Fog Tactics Hungry fogs try to envelop as many foes as possible, in particular those with strong magical auras, dashing to do so if required. From there, they use their Necrotic Pulse each turn if at least two creatures are in range, and their Fill Lungs if only one is. They use their numbing pseudopod only for attacks of opportunity, and their Swirling Visages if the party tries to escape or kite them. Hungry Fog Lore Arcana DC 15: Hungry fogs feed on negative energy, though any magical energy will do in a pinch, and can drain the magic from an unwary mage. It is wise to make use of only the simplest magics when in the clutches of a hungry fog. Arcana DC 20: Despite the appearenc of undeath imparted by the ghostly echoes it channels of the nearby dead, the hungry fog is not undead at all, but rather something closer in nature to a gelatinous cube. Medicine DC 10: The hungry fog sits heavy in the lungs of those who breath it in, and needs to be expelled manually through vigorous coughing or chest compressions. Nature DC 15: As a creature of ephemeral vapors, the hungry fog is extremely succeptible to simply being dispersed with a strong wind. Hungry Fog Huge Ooze, unaligned Armor Class 7 Hit Points 127 (15d10 + 45) Speed fly 20ft. (hover) STR DEX CON INT WIS CHA 6 (-2) 4 (-3) 18 (+4) 1 (-5) 6 (-2) 1 (-5) Saving Throws WIS +3 Skills Stealth +3 Damage Resistances Bludgeoning, Piercing and Slashing from Nonmagical Attacks Damage Immunities Necrotic, Poison Condition Immunities Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained Senses Darkvision 60 ft., Passive Perception 11 Challenge 6 (2,300 XP) Enveloping Fog. The fog can occupy another creature's space and vice versa, and can move through any space that air can pass through without squeezing. A living creature that starts its turn in the fog must succeed on a DC 13 Constitution saving throw or suffer disadvantage on attack rolls and have its movement speed halved until the beginning of its next turn. Wind Vulnerability. If exposed to strong winds, the fog must succeed on a DC 15 Constitution saving throw or be dispersed. It must use its action on its following turn to reconstitute itself in an space within 15 ft. of where it was dispersed. Actions Numbing Pseudopod. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d6 + -2) bludgeoning damage plus 18 (4d8) necrotic damage and the target must succeed on a DC 15 Constitution saving throw or fall prone. Necrotic Pulse. Each creature within 10 ft. of the fog must succeed on a DC 15 Constitution saving throw or take 22 (4d10) necrotic damage, or half as much on a success. Fill Lungs. One creature in the fog's space must succeed on a DC 15 Constitution saving throw be unable to speak or breathe for the next minute. The creature may end this effect as an action with a successful DC 15 Constitution check to cough the fog out, or another creature may remove the fog with a DC 15 Wisdom (Medicine) check. Swirling Visages (Recharge 5-6). Each creature that can see the fog must succeed on a DC 15 Wisdom saving throw or be Charmed by the fog until the end of the fog's next turn. While Charmed in this way, a creature must use its movement to approach the fog. Reactions Dweomer Feast. As a reaction to a creature within 5 ft. of it casting a spell of 1st level or above, the fog forces the spell caster to succeed on a DC 15 Constitution saving throw or lose its highest level unexpended spell slot. If the spell slot was of 5th level or higher, the fog may use its necrotic pulse as part of this reaction.
F Liches ew can bear the sting of death, and yet fewer still can refuse death when it comes. Even of those with the power to do so, many balk at the sacrifices required, find at the end their ambition or obsession insufficient when weighed upon death's scales. Those who pass through these trials are known as Lich, reborn in undeath with all their living faculties and more, with the vast knowledge of ages and strength of immortality. The spiritually cowed look upon the lich in disgust and confusion, wondering why a mage would not seek a less costly form of preservation, yet no means are sufficient to those who meet their fear of death honestly. Liches pass through those gates upon their journey, find them wanting, and seek deeper magics. The lich gazes unscaled at the true monstrosity of death, knows it for the invincible terror that it is. Archmages with their clones and wishes and true polymorphs are simply another flavor of common coward, doomed for imagining themselves masters of eternity. Liches Lore Arcana DC 15: The greatest feat of necromancy is that of the transformation to lichdom; the seamless passage from life to undeath in which a mage retains its full potency and mental faculties. Though the route is fraught, those who acheve the status of lich are made secure from aging and destruction, able to endure any sort of peril without fear as they pursue whatever obsession drove them to undeath. History DC 10: Many of history's greatest terrors have sought lichdom of one form or another, whether publicly or in secret, as it is among the surest ways of avoiding death, and few but the truly megalomaniacal have such lofty ambitions that the centuries of a mere archmage's life are insufficient to achieve. Religion DC 15: There are many paths to lichdom, though the seals upon some of the magics required are too great to be overcome by mortal mages, typically requiring the assistance of one of the greater dark powers. A lich's powers are derived in combination from its abilities in life and the means by which it sought undeath, so discovering either of those facts can lend insight for those who wish to oppose them.
Eldritch Lich Lore Arcana DC 20: The eldritch lich contains within its withered form a parasitic creature from the far realm whose intrusion onto the material warps reality around it in horrifying ways. Shortly after its host is destroyed, the parasite will depart beyond the reach of mortal pursuit to restore the lich if not immediately extracted and destroyed. Religion DC 20: Eldritch lichdom is, nearly by definition, not well understood even by the most learned sages, but it is thought that the far realm parasites to which these mages enter into covenant with are merely extentions of some greater and still more incomprehensible elder evil, extending its dread will from beyond the bounds of what the sane may aprehend. Eldritch Lich Tactics Eldritch liches attack a different creature each turn with their Touch of the Far Realm, using their legendary actions evasively, with the last one saved to teleport to an enemy it hasn't hit yet. Once it has affected at least two foes with its Touch of the Far Realm, it starts using Detestable Clarion each round, and swapping in Unspeakable Insight, targeting creatures with reduced Wisdom. It uses Foetid Fusation only if reliably caught in melee, and tries to fuse a melee PC with a ranged-focused one, then focuses all its attacks on the fused creature. It typically uses its reaction for opportunity attacks provoked by Unbearable Glimpse early in the fight, then saves it for Psychic Rebound once it determines who the party's heavy hitters are. It targets the creature with the highest Wisdom score with its Batrachian Metamorphosis. Brittle Lung. Whenever an infected creature speaks or performs the verbal components of a spell, it must succeed on a DC 21 Constitution saving throw or be unable to speak or breathe until it takes an action to catch its breath. A creature that fails this save by 5 or more instead loses the ability to speak or breathe for 2d4 minutes. Fungal Lich Lore Arcana DC 20: The greatest dangers of a fungal lich are their ability to colonize a space, spreading spore-borne rot that spirals out of control if not quickly burned away, and the multitude of fungal infirmities they inflict through the spores they shed constantly. Religion DC 20: Fungal liches were once thought to be solely the providence of Zuggtmoy, the demon queen of rot, granted as a grim reward to the most loyal of her exarchs. Reports have surfaced, however, of the possiblity that certain druidic circles have achieved an analogue to her ritual independantly. Fungal Lich Tactics The fungal lich tries to spread out its Sprouting Doom, centering it on the creature furthest from another area of it, and tries to hit each creature with its Demonrot Barbs at least once to strip away Poison resistance/immunity, starting with creatures armed for melee. It uses its Sudden Wasting whenever available, targeting the least-injured creature in the early portions of the fight, or itself once reduced below 1/2 its hit points. Once it is sure its foes can't resist its poison, it begins giving spellcasters disadvantage on CON saves and closes to melee with them, hoping to infect them with Brittle Lung. WIth its legendary actions, it prioritizes Horrid Growth if it has available targets that aren't grappled, or Parasitic Ruin otherwise, using its Sporeflight only to escape a melee just before its turn.
Eldritch Lich Medium aberration/undead, any evil alignment Armor Class 17 (Natural Armor) Hit Points 165 (22d8 + 66) Speed 30 ft., fly 30 ft. (hover) STR DEX CON INT WIS CHA 11 (+0) 18 (+3) 16 (+3) 19 (+4) 14 (+2) 12 (+1) Saving Throws INT +9, WIS +7 Skills Arcana +14, Perception +7 Damage Resistances All but Force and Psychic Damage Immunities Necrotic, Poison Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, Turned Senses Truesight 120 ft., Passive Perception 17 Languages Common, Deep Speech, Telepathy 120 ft. Challenge 15 (13,000 XP) Far Realm Parasite. The lich's body harbors a far realm parasite which safeguards its consciousness. If the lich is incapacitated, the parasite can be extracted with a successful DC 16 Strength (Medicine) check, at which point it can be attacked and damaged (AC 14; 50 HP). If the lich starts its turn with 0 hit points, its body implodes and the parasite Plane Shifts (7th Level Spell) to the Far Realm, creating a new body for the lich in 1d10 days. Impossible Angles. The space in a 10 foot radius around the lich is difficult terrain for non-aberrations, as the lich's presence warps it into incomprehensible geometries, additionally causing the following effects: A non-aberration creature that starts its turn in the area, or enters it for the first time on a turn, must succeed on a DC 16 Wisdom saving throw or take 1d10 psychic damage and be Poisoned until the beginning of its next turn. Ranged attacks made by non-aberrations that pass through the area are made at disadvantage. Legendary Resistance (3/Day). If the lich fails a saving throw, it can choose to succeed instead. Actions Multiattack. The lich uses its Touch of the Far Realm twice, one of which it may replace with its Unspeakable Insight or Fold Space. Touch of the Far Realm. Melee Spell Attack: +12 to hit, reach 10 ft., one creature. Hit: 18 (4d8) necrotic damage and the creature's Wisdom score is reduced by 1d4, to a minimum of 1, until cured by Greater Restoration or similar magic. Fold Space (3rd Level Spell). The lich teleports up to 30 feet to an unoccupied space it can see, then each creature within 10 feet of it must succeed on a DC 17 Wisdom saving throw or be Frightened until the end of the lich's next turn. Unspeakable Insight (3rd Level Spell). One creature within 120 feet that the lich can see must succeed on a DC 17 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. Foetid Fusation (Recharge 5-6, 8th Level Spell, Concentration). Each creature within 60 feet of the lich's choice must make a DC 17 Charisma saving throw. Each creature that failed has its initiative reduced to 0, then teleports to an unoccupied space that the lich can see within 60 feet. The lich 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. 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. Reactions Psychic Rebound (3rd Level Spell). As a reaction to taking damage from an attack, the lich forces the attacker to succeed on a DC 17 Intelligence saving throw or take an equal amount of psychic damage. Batrachian Metamorphosis (1/Day, 9th Level Spell). As a reaction to being reduced below 83 hit points, the lich forces one creature it can see within 30 feet to make a DC 17 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 attacks and saving throws. An affected creature makes a DC 17 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. Legendary Actions The lich can take 3 legendary actions, choosing from the options below. Fold Space. The lich uses its Fold Space. Unbearable Glimpse. One creature within 10 feet of the lich must succeed on a DC 17 Wisdom saving throw or use its reaction to move its full speed directly away from it. Detestable Clarion (Costs 2 Actions). The lich telepathically broadcasts a discordant melody that brings reality into unbearable focus. Each creature within 120 feet with a Wisdom score lower than 10 must use its reaction to make a melee attack against itself.
Fungal Lich Medium plant/undead, any chaotic alignment Armor Class 17 (Natural Armor) Hit Points 187 (22d8 + 88) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 18 (+4) 16 (+3) 20 (+5) 18 (+4) Saving Throws CON +10, WIS +11, CHA +10 Skills Arcana +11, Nature +17, Religion +11, Survival +10 Damage Resistances All but Fire and Radiant Damage Immunities Poison, Necrotic Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, Turned Senses Truesight 120 ft., Passive Perception 19 Languages Common, Abyssal, Telepathy 30 ft. Challenge 17 (18,000 XP) Sickening Aura. Whenever the lich is hit with an attack, each creature within 5 feet of it must succeed on a DC 18 Constitution saving throw or be Poisoned until the end of the creature's next turn. A creature that fails this save by 5 or more is infected with Brittle Lung. Spore Seeding. When the lich is destroyed, it begins to release spores. Unless the lich's body and the surrounding area are cleansed with fire or acid within the next minute, the spores drift far and wide, taking root in a fresh corpse and raising it as a new body for the lich after 1d10 days. Legendary Resistance (3/Day). If the lich fails a saving throw, it can choose to succeed instead. Actions Multiattack. The lich makes two attacks and uses its Sprouting Doom. Horrid Growth. Melee Spell Attack: +11 to hit, reach 5 ft., one creature. Hit: 21 (6d6) poison damage and fungal growths root the creature in place, grappling it to the nearest surface (escape DC 19). Demonrot Barbs. Ranged Spell Attack: +11 to hit, reach 60 ft., one creature. Hit: 18 (4d8) piercing damage and the target suffers one effect of the lich's choice: The creature loses any resistance or immunity to Poison damage or the Poisoned condition for the next minute. One spell effect on the creature ends. The creature has disadvntage on the next Constitution saving throw it makes in the next minute. Sprouting Doom. A roiling growth of multifarious fungus that lasts for a minute bursts forth in a 5 foot radius centered on a point the lich can see within 120 feet. The area is difficult terrain for nonplant creatures, and a nonplant creature that starts its turn in the area takes 20 poison damage. This effect ends if the area is dealt 20 or more fire or radiant damage from a single source. Sudden Wasting (Recharge 5-6). One creature within 5 feet of the lich may expend any number of hit dice to heal itself (without adding its Constitution modifier), then the lich may force it to succeed on a DC 19 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, and the lich immediately uses its Sprouting Doom centered on the creature's corpse. Reactions Mycellia Snare. As a reaction when a creature ends its turn within 15 feet of an area affected by Sprouting Doom, the lich forces it to succeed on a DC 19 Strength saving throw or fall prone and be dragged up to 15 feet towards the area. Brainrot (1/Day). As a reaction to being reduced below 94 hit points, the lich forces one creature it can see within 60 feet to make a DC 19 Constitution saving throw. On a failed save, the creature becomes hostile to all creatures for the next minute, then dies. This effect can be removed by any effect that cures disease. Legendary Actions The lich can take 3 legendary actions, choosing from the options below. Horrid Growth. The lich uses its horrid growth against a creature in its reach, or against one it can see in an area affected by Sprouting Doom. Parasitic Ruin. One creature grappled by the lich's Horrid Growth takes 11 (2d10) necrotic damage. A creature that takes 15 or more damage from a use of this ability becomes restrained for as long as it remains grappled. Sporeflight (Costs 2 Actions). The lich transforms into a cloud of spores and moves up to its speed without provoking attacks of opportunity. It can pass through the spaces of other creatures, and each creature the lich moves through must save against its Sickening Aura.
Frostlich Lore Arcana DC 20: Frostliches maintain themselves by draining the lifeforce of creatures trapped in eternal tombs of ice, and cannot be truly destroyed so long as they have this source of magical sustenance. Creatures encased in the frostlich's glacier tomb have mere seconds to carve or burn the ice away before their cold leaves them too weak to resist. Religion DC 20: One of the rarer forms of lich, frostliches often make their way to service of archfiends such as Levistus or Kostchtchie, though it is thought that the ritual by which they enter into undeath is the exclusive domain of the archomental Cryonax. Frostlich Tactics Frostliches begin combat with their Bleak Aurora, catching as many foes as possible in it, then skirt around the sides of it, using it as cover while casting into it with their Ice Needle Hail and Glacier Tomb. They typically use Bitter Stride to jump into the tightest concentration of enemies if their Aurora isn't active or if it's being evaded, then Polar Burst just before their turn. They preferentially target melee threats with their Freeze the Blood, since spellcasters can more easily ignore the effects of exhaustion. 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. Archlich Lore Arcana DC 20: Archliches maintain a sanctified space to which their remains magically retreat if they are ever destroyed. While such locations are invariably warded against magical detection, their escape can be interrupted with countermagic. Religion DC 20: Archliches are those who forgo their destined rest for an eternity of service and guardianship, often standing solitary vigil for centuries in long-forgotten holy places. Few seek this fate out, but rather are called to it at the end of their natural lives by divine providence. Archlich Tactics Archliches prioritize the mission they have devoted their undeath to over their own pride or security, whether that means merely frightening adventurers away or killing every one of them so they cannot reveal some secret. They begin combat with their Spiritual Arsenal, then follow up with Turn the Living, using Blessed Unrest whenever a creature falls prey to their soporific Aura. Their primary defensive tactic is using Misdirection with copies created with their Projected Likeness, though in the early stages of a fight they try to use Bring Low each turn against an unharmed enemy. They use Transporting Touch as an action only if a foe persistently resists their aura, afterwards moving away so it cannot easily close the distance again.
Frostlich Medium undead, any evil alignment Armor Class 17 (Natural Armor) Hit Points 212 (25d8 + 100) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 15 (+2) 18 (+4) 19 (+4) 12 (+1) 14 (+2) Saving Throws CON +10, INT +10, WIS +7 Skills Arcana +16, History +10, Insight +7, Perception +7 Damage Resistances All but Fire and Radiant Damage Immunities Cold, Poison Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, Turned Senses Truesight 120 ft., Passive Perception 19 Languages Common plus up to five other languages Challenge 19 (22,000 XP) Cryonic Return. If the frostlich is destroyed, its spirit possesses the corpse of a humanoid creature trapped in its Glacier Tomb after 1d10 days, consuming the creature's soul in the process. Ice Walk. The frostlich can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement. Black Ice Aura. The area in a 10 foot radius around the frostlich is difficult terrain. A creature that enters it for the first time on a turn or ends its turn there must succeed on a DC 18 Dexterity saving throw or fall prone. Legendary Resistance (3/Day). If the lich fails a saving throw, it can choose to succeed instead. Actions Multiattack. The frostlich uses its Ice Needle Hail twice, one of which it may replace with a use of its Bleak Aurora or Glacier Tomb, if available. Frostbite Touch. Melee Spell Attack: +10 to hit, reach 5 ft., one creature. Hit: 35 (10d6) cold damage and the target must succeed on a DC 18 Constitution saving throw or be afflicted with Frostbite. Ice Needle Hail (4th Level Spell). Needles of glittering ice rain down in a 10 foot-radius, 40 foot-tall cylinder centered on a point the frostlich can see within 120 feet. Each creature in the area takes 10 cold damage, then must succeed on a DC 18 Dexterity saving throw or take 21 (6d6) piercing damage, or half as much on a success. Bleak Aurora (5th Level Spell, Concentration). Dull, shifting lights fill the air in a 40 foot radius centered on a point within 120 feet the frostlich can see, flaring brightly when they contact magic. 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 DC 18 Constitution saving throw or be Blinded until the end of its next turn. Glacier Tomb (7th Level Spell, Recharge 5-6). One creature within 30 feet that the frostlich can see must succeed on a DC 18 Constitution saving throw or gain 40 temporary hit points as translucent ice begins to encase it, 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 DC 18 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. Reactions Numbing Torpor. As a reaction to being hit with a melee attack with a metal weapon, the frostlich forces the attacker to succeed on a DC 18 Constitution saving throw or drop its weapon. If the attacker picks up the weapon this turn, the frostlich may make a melee attack against it. Freeze the Blood (1/Day, 9th Level Spell). As a reaction to being reduced below 107 hit points, the frostlich forces one creature it can see within 60 feet to succeed on a DC 18 Constitution saving throw or take 5 (2d4) points of exhaustion, or half as many on a success. Legendary Actions The frostlich can take 3 legendary actions, choosing from the options below. Polar Burst. Each creature within 10 feet of the frostlich must succeed on a DC 18 Strength saving throw or take 13 (3d8) cold damage and be pushed up to 10 feet away. Sapping Cold. One creature the frostlich can see must succeed on a DC 18 Constitution saving throw or be unable to gain advantage on any roll for the next minute. Bitter Stride (Costs 2 Actions). The frostlich teleports up to 60 feet to an unoccupied space it can see and makes an attack with its Frostbite Touch.
Archlich Medium undead, any good alignment Armor Class 20 (Natural Armor) Hit Points 170 (20d8 + 80) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 19 (+4) 17 (+3) 21 (+5) 18 (+4) Saving Throws CON +10, INT +9, WIS +11 Skills Arcana +19, History +12, Insight +9, Perception +9 Damage Resistances All but Force and 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 Common plus up to five other languages Challenge 20 (25,000 XP) Fated Escape. A destroyed archlich's remains Teleport (7th Level Spell) away to the location its essence is hidden. If it is able to teleport and its essence is undisturbed, a destroyed archlich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the essence. Soporific Aura. A creature within 30 feet of the archlich that hits it with an attack must succeed on a DC 19 Constitution saving throw or fall asleep until the end of the archlich's next turn, or until the creature takes any damage. Legendary Resistance (3/Day). If the archlich fails a saving throw, it can choose to succeed instead. Actions Transporting Touch (2nd Level Spell). Melee Spell Attack: +11 to hit, reach 5 ft., one creature. Hit: 16 (3d10) force damage and the target must succeed on a DC 19 Charisma saving throw or be teleported up to 30 feet to an unoccupied space the archlich can see. Spiritual Arsenal (5th Level Spell, Concentration). Melee Spell Attack: +11 to hit, reach 60 ft., any number of creatures. Hit: 13 (3d8) radiant damage. The archlich may repeat this attack as a Bonus Action on each of its turns for the next minute. Blessed Unrest (6th Level Spell). The archlich impels the soul of one sleeping creature it can see within 5 feet to depart from its body, forcing it to make a DC 19 Charisma saving throw. On a failure, the creature remains sleeping until woken, its body rises under the archlich's control for as long as it is asleep, and it repeats this saving throw whenever it takes damage, remaining asleep on a failure. Turn the Living. The archlich forces each living creature of its choice within 30 feet to succeed on a DC 19 Wisdom saving throw or be Frightened for the next minute. While Frightened in this way, a creature must use its action to dash away from the archlich, and repeats this save at the end of each of its turns, ending the effect on a success. Reactions Misdirection (4th Level Spell). As a reaction to seeing a creature cast a spell within 60 feet, the archlich and one of its illusory copies within 60 feet teleport to switch places. If the spell targeted the archlich, its new target becomes the copy. Hallowed Balance (1/Day, 9th Level Spell). Each creature of the archlich's choice that it can see within 60 feet must succeed on a DC 19 Constitution saving throw or lose half its current hit points. The archlich may restore a number of hit points up to the total amount lost this way, divided as it chooses between creatures in range. Legendary Actions The archlich can take 3 legendary actions, choosing from the options below. Transporting Touch. The archlich makes an attack with its Transporting Touch. Projected Likeness. The archlich creates an illusory copy of itself in its space, then moves up to half its speed. The copy lasts for a minute and uses the archlich's statistics but dissipates if it takes any damage. The archlich can see and hear through this copy, may move each of them up to 30 feet on its turn, and when the archlich casts a spell it may do so through one of its copies. Bring Low (3rd Level Spell, Costs 2 Actions). One creature the archlich can see within 60 feet must succeed on a DC 19 Dexterity saving throw or take 22 (5d8) radiant damage, or 36 (8d8) radiant damage if it has more than half its hit points.
Baelnorn Lore Arcana DC 20: Baelnorns are among the most resilient of liches, as any elf of their bloodline can restore one to undeath through the sacrifice of its own life. Religion DC 20: Baelnorns are ancestral guardians of elven clans, entered into undeath as an act of eternal service to their bloodline with the aid of the Seldarine. Baelnorn Tactics Baelnorns are typically supported by others of their clan. They prioritize the general security of the clan above all else, but are perfectly willing to sacrifice individual members for the greater good. In combat, baelnorns use Lignify against a different creature each turn until each is affected, first reducing the movement of melee combatants and giving spellcasters the effect that punishes dealing fire damage. It focuses its attacks on the most heavily armored creature it can reach, reducing it to 0 hit points before moving on to another. If enemies cluster too closely, or attack from the air, it alternates between Forced Growth and Splinterburst whenever it can catch at least two enemies with one of them. With its Legendary Actions, it uses Deadwood awakening early in the fight if available, then Wraithstorm Charge on later turns, preparing with Zephyr step if it needs it to reach a flying enemy. Arcane Lich Lore Arcana DC 15: Arcane liches are often capable of killing with a single dread word, are resilient to nearly all forms of attack aside from magics of divine light, and can paralyze their foes with a mere touch, making them among the most feared of all undead. Arcana DC 20: As part of the ritual by which they enter undeath, arcane liches secure their essence within a phylactery, a small rune-inscribed vessel. So long as the phylactery remains intact and well-fed with stolen souls, a destroyed lich will always return to undeath. Religion DC 20: Arcane liches most frequently were wizards in life, aided in their quest for lichdom by greater powers of undeath such as Orcus or Vecna in exchange for some great service or sacrifice. Arcane Lich Tactics Arcana Liches use their Finger of Death whenever available, preferentially targeting any creature that deals radiant damage or unconscious creatures that have already taken damage. Early in a fight they cast Fireball each turn, switching to Immolation once enemies are softened up so the lingering damage will trigger failed death saves. They save their disintegrate for the first creature to be healed while unconscious, afterwards using their counterspell against any healing. They typically use Shield only against a paladin's attacks or those empowered by Holy Weapon, otherwise saving their reaction for Counterspell. If a creature fails its save against the lich's paralyzing aura, it uses its last legendary action just before its turn for a Freezing Claw attack.
Arcane Lich Medium undead, any evil alignment Armor Class 17 (Natural Armor) Hit Points 204 (24d8 + 96) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 16 (+3) 19 (+4) 20 (+5) 14 (+2) 16 (+3) Saving Throws CON +11, INT +12, WIS +9 Skills Arcana +19, History +12, Insight +9, Perception +9 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 Common plus up to five other languages Challenge 21 (33,000 XP) Rejuvenation. If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery. Paralyzing Aura. A creature that hits the lich with a melee attack must succeed on a DC 20 Constitution saving throw or be Paralyzed until the end of the lich's next turn, or until the creature takes any damage. Legendary Resistance (3/Day). If the lich fails a saving throw, it can choose to succeed instead. Actions Wilting Ray. Ranged Spell Attack: +12 to hit, reach 60 ft., one creature. Hit: 18 (4d8) necrotic damage. Freezing Claw. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 21 (6d6) cold damage. Fireball (3rd Level Spell). An explosion of arcane flame erupts in a 20 foot radius centered on a point within 120 feet that the lich can see. Each creature in the area must succeed on a 20 Dexterity saving throw or take 28 (8d6) fire damage, or half as much on a success. Dimension Door (4th Level Spell). The lich and one willing creature within 5 feet teleport up to 500 feet. Immolation (5th level Spell, Concentration). One creature the lich can see within 90 feet must succeed on a DC 20 Dexterity saving throw or take 30 (7d6 + 5) fire damage and catch fire, or take half as much damage on a success. A burning creature repeats this saving throw at the end of each of its turns, taking 10 (3d6) fire damage on a failure, or ending the effect on a success. Finger of Death (Recharge 5-6, 7th Level Spell). The lich extends its finger toward a creature it can see within 60 feet and the creature is engulfed in a sickly green light. The target must succeed on a DC 20 Constitution saving throw or take 62 (7d8 + 30) necrotic damage, or half as much on a success. A creature killed by this damage rises at the beginning of the lich's next turn as a zombie under the lich's control. Disintegrate (1/Day, 6th Level Spell). One creature within 60 feet that the lich can see must succeed on a DC 20 Dexterity saving throw or take 80 (10d6 + 45) force damage, or half damage on a success. If this damage reduces a creature to 0 HP, they are disintegrated. Reactions Shield (1st Level Spell). As a reaction to being targeted with an attack, the Lich may add 5 to its AC until the beginning of its next turn. Counterspell (3rd Level Spell).As a reaction to seeing a creature cast a spell within 60 feet, the lich may make an Intelligence check with DC equal to 10 plus the spell's level, negating the spell on a success. If the spell is 3rd level or below, the lich succeeds automatically. Murderous Glare (1/Day, 9th Level Spell.) As a reaction to a creature reducing it below 51 hit points, the lich unleashes a torrent of negative energy at it. If the creature has fewer than 100 HP, it dies. Legendary Actions The lich can take 3 legendary actions, choosing from the options below. Wilting Ray. The lich uses its Wilting ray Freezing Claw. The lich uses its freezing claw. Shadow Walk The Lich teleports 30 feet to a location it can see. Drain Magic (Costs 2 Actions) The lich ends a spell of 3rd level or below affecting a target it can see within 60 feet.
Baelnorn Medium undead, any lawful alignment Armor Class 19 (Bladesong) Hit Points 221 (26d8 + 104) Speed 50 ft., climb 50 ft. STR DEX CON INT WIS CHA 16 (+3) 21 (+5) 18 (+4) 17 (+4) 22 (+6) 14 (+2) Saving Throws CON +11, INT +11, WIS +13 Skills Arcana +18, History +11, Insight +13, Perception +13 Damage Resistances All but Fire and 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 22 Languages Common plus up to five other languages Challenge 22 (41,000 XP) Norn Rejuvenation. If the baelnorn is destroyed, one of its descendants may perform a ritual in which they invite the baelnorn's spirit to assume their body. The descendant remains for a time as a passenger in its former body, and may pass into death at will at any point. Entangling Aura. A creature that hits the lich with a melee attack must succeed on a DC 21 Strength saving throw or be restrained (escape DC 21) until the end of the lich's next turn as vines burst forth from the nearest surface to entangle it. Water Walk The baelnorn can walk across any liquid surface as if it was solid ground. Legendary Resistance (3/Day). If the baelnorn fails a saving throw, it can choose to succeed instead. Actions Multiattack. The baelnorn uses its Lignify and makes three attacks with its Wraithblade, one of which it may replace with a use of its Forced Growth or Splinterburst. Wraithblade. Melee Spell Attack: +13 to hit, reach 5 ft., one creature. Hit: 24 (4d8 + 6) necrotic damage. This attack treats the target as unarmored (An unarmored creature's AC is usually 10 plus its Dexterity modifier). Lignify (5th Level Spell). One creature within 120 feet the baelnorn can see must succeed on a DC 21 Constitution saving throw or have its flesh begin to turn to wood, gaining the Plant type in additon to its other creature types, plus one additional effect of the baelnorn's choice 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. Forced Growth (Recharge 5-6). The lich causes a tree 15 feet across and up to 100 feet tall to burst forth from the ground at a point it can see within 120 feet. Each creature in the tree's space when it appears and each flying creature within 20 feet of it must make a DC 21 Dexterity saving throw, moving to the nearest unoccupied space on a success. On a failed save, a creature takes 22 (4d10) bludgeoning damage is launched to the tree's top. A creature that failed this save by 5 or fewer may use its reaction to grasp a branch and avoid falling. Splinterburst (Recharges when the baelnorn uses its Forced Growth). One tree the baelnorn can see within 60 feet explodes in a hail of massive splinters. Each creature within 15 feet of the tree must succeed on a DC 21 Dexterity saving throw or take 27 (6d8) piercing damage, or half as much on a success. Reactions Briar Shield. As a reaction to being targeted with an attack, the baelnorn conjures a barrier of thorny vine, gaining 20 temporary hit points that last until the beginning of its next turn. While it has any of these temporary hit points, a creature that hits it with a melee attack takes 5 piercing damage. Withering Wail (1/Day, 9th Level Spell). As a reaction to being reduced below 112 hit points, the baelnorn sings out a cruel and keening note. Each plant within 60 feet withers and blackens, and each plant creature in the area must succeed on a DC 21 Constitution saving throw or drop to 0 hit points. Legendary Actions The baelnorn can take 3 legendary actions, choosing from the options below. Zephyr Step. The baelnorn gains a fly speed equal to its movement speed until the beginning of its next turn and moves up to half its speed. Hollowheart Harvest. One plant creature or elf the baelnorn can see within 5 feet loses up to 3 unexpended hit dice. The baelnorn regains 1d8 hit points for each hit die lost in this way. Deadwood Awakening (Costs 2 Actions). The baelnorn reanimates the wooden portion of a weapon or shield it can see, transforming it into a Vine Blight that acts on the baelnorn's turn under its control. If the weapon was magical, it transforms back after the vine blight is destroyed, and cannot be affected by this ability again. Wraithstorm Charge (Costs 2 Actions). The baelnorn moves up to its speed and makes two attacks with its Wraithblade. It may pass through solid objects and creatures with this movement and does not provoke attacks of opportunity.
Mohrg Mohrg Lore Arcana DC 15: Whenever a mohrg slays a humanoid creature, it regrows a little bit of flesh, starting with its viscera and nerves, driving them to ever greater acts of carnage in the hopes of one day returning themselves to life. Whether this is actually possible is unclear, but the belief seems to be strongly motivating for mohrgs so the necromancers who raise them rarely disabuse them of it. Mohrg Tactics Mohrgs focus unerringly on attacking the least-armored creature they can reach with their bony grasp, then using their Clawed Tongue until their grapple is broken or the creature dies. They switch targets only if they manage to Paralyze a creature, first attacking with their bony grasp to take advantage of the automatic criticals, then with their clawed tongue. Mohrg Medium undead, chaotic evil Armor Class 15 (Natural Armor) Hit Points 188 (22d8 + 88) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 17 (+3) 18 (+4) 6 (-2) 8 (-1) 5 (-3) Saving Throws CON +7, WIS +2 Damage Vulnerabilities Bludgeoning Damage Immunities Poison Condition Immunities Exhaustion, Poisoned Senses Darkvision 60 ft., Passive Perception 9 Languages Understands all languages it knew in life but can't speak Challenge 8 (3,900 XP) Rattle. A creature that hits the mohrg with a melee attack that deals bludgeoning damage must succeed a DC 15 Wisdom saving throw or be Frightened until the end of its next turn as it feels its own skeleton twitch slightly. Writhing Innards. When a creature that can see the mohrg starts its turn within 30 feet of it, the morgh can force the creature to succeed on a DC 15 Constitution saving throw or be Poisoned until the beginning of its next turn. Actions Multiattack. The mohrg makes two slam attacks. Bony Grasp. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning plus 11 (2d10) necrotic damage and the target is grappled (escape DC 15). Clawed Tongue. The mohrg attempts to shove its clawed tongue into a creature's mouth. One grappled or incapacitated creature within 15 feet must succeed on a DC 15 Constitution saving throw or take 55 (10d10) piercing damage and be unable to speak or breathe on its following turn, or take half as much damage on a success. A creature killed by this damage rises on the mohrg's following turn as a Zombie Rotter under the mohg's control. Reactions Visceral Caress. As a reaction to being missed with a melee attack by a Poisoned or Frightened creature, the mohrg forces the creature to succeed on a DC 15 Constitution saving throw or be Paralyzed until the end of the mohrg's next turn.
T Mummies o you I speak, you who have found this place of rest. Disturb not one stone within, nor transgress upon it in any way. Recall the honored dead, who wax in strength each day in their reward, by whose beneficence you yet draw breath. Look for a worthy place to rest yourselves, that you not impose upon the dead to find your place for you. To you I speak, you who would break this seal. Your spirit will recall the thousand agonies that await your intrusion as its last pleasant memory. The blood you weep upon your crumbling flesh will pour without end, and your name will weigh upon those unfortunates who recall it as a vile imprecation. Mummy Template. A mummified creature has: Creature Type Its creature type becomes undead Alignment Its alignment becomes lawful evil. Saving Throws Proficiency in Wisdom saving throws Damage Vulnerabilities Vulnerable to Fire damage Resistance to Bludgeoning, Piercing, and Slashing damage from Nonmagical Attacks Immunity to Necrotic and Poison damage Immunity to the following conditions: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned Mummy Rot It's melee attacks cause Mummy Rot on a failed Constitution saving throw. Mummy Lore Arcana DC 10: Mummies and their tombs commonly have layers of charms and curses protecting them from desecration, including what is commonly called Mummy-rot, a cursed disease that prevents wounds from healing as the afflicted creature's flesh gradually crumbles to black sand. History DC 15: The ancient linen, sacred oils, and perfumes involved in traditional forms of mummification are quite flamable, perhaps explaining why even the mundane parts of the process were typically performed by magic-users capable of producing flameless light. Religion DC 15: Mummification is a process by which a corpse is preserved and entombed with its grave goods, ensuring its comfortable and speedy passage to its eternal reward and insulating it against the dangers of the fugue plane. If their tomb is desecrated, however; if their names are defaced and their treasures plundered, these honored dead must repeat the journey as common petitioners. Religon DC 20: To guard against this fate, additional charms are placed upon the dead that their spirits might briefly return to guard their tombs against intrusion, though occasionally a risen mummy will linger to seek vengeance or enact its will upon the living.
Mummy Retainer Tactics Typically servants mummified alive to serve their lords in death, mummy retainers move stiffly and with difficulty, as the animating enchantments on them are of a lower grade than those applied to those they serve. They clutch at the nearest creature, draining it with their Trembling Grasp and immobilizing it. Mummy Rot. A creature infected with Mummy Rot can't regain hit points by resting, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If this reduces the target's hit point maximum to 0, the target dies, and its body crumbles to dust. The disease can be cured by a Remove Curse, in addition to any magic that cures disease. Mummy Guardian Tactics Mummy guardians seek to afflict as many creatures as possible with Mummy Rot, prioritizing any creatures that had a direct hand in unsealing their tomb, though if ever a creature is Paralyzed by their Dreadful Glare they will shift to target it. Mummy Retainer Medium undead, lawful evil Armor Class 10 (Natural Armor) Hit Points 16 (3d8 + 3) Speed 15 ft. STR DEX CON INT WIS CHA 14 (+2) 7 (-2) 13 (+1) 10 (+0) 10 (+0) 12 (+1) Damage Vulnerabilities Fire Damage Immunities Necrotic, Poison Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned Senses Darkvision 60 Ft., Passive Perception 10 Languages The languages it knew in life Challenge M4 (220 XP) To Dust. A creature that reduces the mummy to 0 hit points with a melee attack must succeed on a DC 12 Constitution saving throw or be Blinded until the end of its next turn as the mummy bursts into a spray of dust and sand. 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. Actions Trembling Grasp (Group Attack). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 bludgeoning damage and the target must succeed on a DC 12 Strength saving throw or be grappled (escape DC 12). At the start of each of the creature's turns, it takes 2 necrotic damage for each Mummy Retainer grappling it. Mummy Guardian Medium undead, lawful evil Armor Class 11 (Natural Armor) Hit Points 58 (9d8 + 18) Speed 20 ft. STR DEX CON INT WIS CHA 16 (+3) 8 (-1) 15 (+2) 16 (+3) 10 (+0) 12 (+1) Saving Throws WIS +2 Damage Vulnerabilities Fire Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Damage Immunities Necrotic, Poison Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned Senses Darkvision 60 ft., Passive Perception 10 Languages The languages it knew in life Challenge 3 (700 XP) Final Curse. A creature that reduces the mummy to 0 hit points must succeed on a DC 12 Charisma saving throw or suffer a curse of wilting. While cursed in this way, any magical healing the creature receives is reduced by half. Actions Multiattack. The mummy attacks once with its Rotting Fist and uses its Dreadful Glare. Rotting Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 4 (1d6) necrotic damage and the target must succeed on a DC 12 Constitution saving throw or be infected with mummy rot. Dreadful Glare. One creature the mummy can see within 60 feet must succeed on a DC 11 Wisdom saving throw or be Frightened until the end of the mummy's next turn. A creature that fails this saving throw by 5 or more is additionally Paralyzed for the same duration. Reactions Warding Hex. As a reaction to being hit with a melee attack, the mummy deals 7 (2d6) necrotic damage to the creature.
Salt Mummy Lore Religion DC 15: Mummification is occasionally performed, not as an honor, but as a punishment. Such victims are packed living into salt and left to desiccate, sometimes with the process sped along by elemental forces, trapping their spirits eternally in their withered bodies. Religion DC 20: The animating magics that impel salt mummies rely on the total dehydration of the suffering host, and can be disrupted if significant quantities of water are suddely introduced to their environment. Salt Mummy Tactics Salt mummies combine their Dreadful glare and Desiccating Slam to try and kill their foes with exhaustion, targeting whichever creature in their reach seems least reliant on mental acuity. Unlike ordinary mummies, salt mummies seek to kill out of maddened rage and confusion, and are unconcerned the desecration of their tombs. Encounter Groups CR 20 Encounter 9,100 XP 2 Salt Mummies (CR 8) 2 Desiccators (CR 2) 4 Salt Mephits (CR 1/2) Salt Mummy Medium undead, lawful evil Armor Class 13 (Natural Armor) Hit Points 153 (18d8 + 72) Speed 20 ft. STR DEX CON INT WIS CHA 17 (+3) 8 (-1) 18 (+4) 15 (+2) 10 (+0) 14 (+2) Saving Throws CON +7, WIS +3 Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Damage Immunities Necrotic, Poison Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned Senses Darkvision 60 ft., Passive Perception 10 Languages The languages it knew in life Challenge 8 (3,900 XP) Water Weakness. If the mummy is doused in water, it takes 7 (2d6) acid damage and is Blinded until the end of its next turn. Final Curse. A creature that reduces the mummy to 0 hit points must succeed on a DC 13 Charisma saving throw or suffer a curse of wilting. While cursed in this way, any magical healing the creature receives is reduced by half. Actions Multiattack. The mummy makes two attacks with its Desiccating Slam and uses its Dreadful Glare. Desiccating Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 10 (3d6) necrotic damage. On a critical hit, the target gains a point of Exhaustion that lasts for a minute. Dreadful Glare. One creature the mummy can see within 60 feet must succeed on a DC 13 Wisdom saving throw or be Frightened until the end of the mummy's next turn. A creature that fails this saving throw by 5 or more is additionally Paralyzed fr the same duration. Reactions Warding Hex. As a reaction to being hit with a melee attack, the mummy deals 7 (2d6) necrotic damage to the creature.
Mummy Lord Lore Religion DC 20: Mummy lords have their internal organs removed and preserved, often in canopic jars. The mummy's heart is the seat of its soul, and so long as it remains intact will restore the mummy to undeath within a day of the destruction of its body. These jars are typically kept nearby to the sarcophogus, though hidden. Mummy Lord Tactics The mummy lord alternates between its Plague Chant and Grave Terror when available, trying to first imobilize targets of its Grave Terror with its Blasphemous Word, Dreadful Glare, or Mummy Retainers. It prioritizes as a target any creature that broke the seal on its tomb, but will switch focus to any creature that deals fire damage to it. Mummy Lord Medium undead, lawful evil Armor Class 17 (Natural Armor) Hit Points 238 (28d8 + 112) Speed 20 ft. STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 19 (+4) 11 (+0) 18 (+4) 16 (+3) Saving Throws CON +8, INT +5, WIS +9, CHA +8 Skills History +5, Religion +5 Damage Resistances Bludgeoning, Piercing, and Slashing Damage Vulnerabilities Fire Damage Immunities Necrotic, Poison Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned Senses Darkvision 60 ft., Passive Perception 14 Languages The languages it knew in life Challenge 15 (13,000 XP) Warding Hex. A creature within 30 feet of the mummy that hits it with an attack must succeed on a DC 16 Constitution saving throw or take 7 (2d6) necrotic damage and be Stunned until the end of the mummy's next turn. Final Curse. A creature that reduces the mummy to 0 hit points must succeed on a DC 16 Charisma saving throw or suffer a curse of wilting. While cursed in this way, any magical healing the creature receives is reduced by half. Magic Resistance. The mummy lord has advantage on saving throws against spells and other magical effects. Rejuvenation. A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy lord's heart. Actions Multiattack. The mummy makes two attacks with its Rotting Fist and uses its Dreadful Glare. Rotting Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) necrotic damage and the target must succeed on a DC 16 Constitution saving throw or be infected with Mummy Rot. Dreadful Glare. One creature the mummy can see within 60 feet must succeed on a DC 16 Wisdom saving throw or be Frightened until the end of the mummy's next turn. A creature that fails this saving throw by 5 or more is additionally Paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours. Plague Chant (6th Level Spell, Recharges when the mummy uses its Grave Terror). Ranged Spell Attack: +9 to hit, reach 90 ft., one target. Hit 28 (8d6) necrotic damage. If this attack hits, the plague chant leaps to another creature within 15 feet of the previous target. The mummy lord makes a new attack roll against the new target, which could cause this ability to leap again. A creature can be targeted no more than once with each casting of this spell. Grave Terror (8th Level Spell, Recharge 5-6). One creature the mummy lord can see within 15 feet must succeed on a DC 16 Wisdom saving throw or take 99 (18d10) psychic damage and be dragged up to 15 feet toward the mummy, or take half as much damage on a success. A creature that isn't Frightened may use its reaction to move 15 feet directly away from the mummy. If it does, it gains advantage on this saving throw. Legendary Actions The mummy lord can take 3 legendary actions, choosing from the options below. Attack. The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare. Whirlwind of Sand. The mummy lord magically transforms into a whirlwind of sand, moves up to 60 feet without provoking attacks of opportunity, and reverts to its normal form. Blinding Dust. Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a DC 16 Constitution saving throw or be Blinded until the end of the creature's next turn. Blasphemous Word (Costs 2 Actions). The mummy lord utters a blasphemous word. Each non-undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be Blinded and Stunned until the end of the mummy lord's next turn.
S Necromancers urvival is the purest and most ancient of pursuits; that toward which all of magic is bent, ultimately; survival beyond want, beyond injury, even beyond death. The necromancer plies this deepest of all powers, seeking clarity in the darkest corners of the multiverse, where the true magic of life and death stands strong and unfettered by base convention and the mewling fear of reactionary yokels worth less than the sum of their parts; constrained by habit to live small lives and then die unremarkably. Encounter Groups CR 12 Encounter 3,600 XP 1 Necromancer Skulldiger (CR 5) 2 Blazing Bones (CR 3) 10 Decrepit Skeletons (CR M1) CR 21 Encounter 14,800 XP 1 Necromancer Ghoulcaller (CR 11) 1 Blackwing (CR 8) 1 Ghoul Adept of Orcus (CR 6) 10 Horde Ghouls (CR M3) Necromancer Lore Arcana DC 10: While not core to the magics of necromancy, necromancers know that their works inspire terror in weaker minds, and often train to exploit this fear. Arcana DC 15: The passage of the spirits of the buried through the earth leaves it riddled with magical channels, which skilled necromancers can exploit to teleport nearly at will so long as they have access to loose earth. History DC 15: In societies where necromancy has achieved a degree of mainstream respectability, the dead are often used for menial labor. It must not be forgotten, however, that the magic which impel the dead to motion are themselves inimical to life, and whenever the dead break free from their magical restraints this hateful nature makes itself known. Religion DC 10: There are a great many gods and other such powers whose portfolio includes death, core as it is to the experience of most of the living. They differ, however, in how willing they are to divulge the deepest mysteries of necromancy. Jergal the Bleak Seneschal, for instance, happily grants his clerics powers over flesh and bone, but is not so forthcoming with the magics of soul and spirit. Religion DC 20: The greatest secrets of necromancy, those of true emancipation from death, are jealously safeguarded by those who hold them. It is said that both the demon lord Orcus and Vecna the Whispered One have been known to divulge them however, for the appropriate price.
Necromancer Skulldigger Tactics Necromancers use their Graveway Traveler ability to stay out of melee, teleporting each turn as long as they are able. Skulldiggers us Corrut Marrow whenever available if they can hit two or more enemies with it, then repeatedly target a creature that failed its save with their CLutch of Terror until it is unconscious, trusting to their minions to finish it off. They might use Shield of Bones to protect a powerful skeletal ally, but typically reserve it for themselves. Necromancer Gravebreaker Tactics Gravebreakers begin combat with thier Panickfog, using Grasping Grave each after targeting a creature already grappled by a zombie, or one about to be grappled by a zombie. It uses Corpus Potency whenever given the opportunity. On the first round of combat, the necromancer uses Scent of the living to tie up as many foes in melee as possible, hopefully setting them up to be grappled with attacks of opportunity. Afterwards, it uses The Graveless Dead each turn so long as any opponents remain out of melee range of a zombie, or Drag to Earth if everyone is tied up. Necromancer Ghoulcaller Tactics The Ghoulcaller tries to stay further from melee than other necromancers, using its ghouls to block movement and grapple any melee threats. It uses its Wrench Heart whenever it isn't already concentrating on that, then uses Filth Harvest whenever available, and Grave Bolt otherwise, all while being mindful of distances; the ghoulcaller has is in a bad way if it gets grappled or restrained in a space it can't use its Graveway Traveler. Necromancer Wraithbinder Tactics The Wraithbinder begins combat with its Wrench Heart, then follows up with its Grave Bolt, first seeking to douse any sources of bright light, then focusing its attacks on a creature not affected by its Wrench Heart. Once the wraithbinder has seen a creature take upwards of 50 damage, it begins using its Ghastly Scourge against it whenever available. It uses Lay Bare until a creature fails its save, then uses scent of the Living to drive Wisp Wraiths into and through its foes to eal damage with Ghostly Chill and set them up for attacks of opportunity. Necromancer Skulldigger Medium humanoid (any), any alignment Armor Class 16 (Mage Armor) Hit Points 114 (12d10 + 48) Speed 30ft. STR DEX CON INT WIS CHA 11 (+0) 16 (+3) 18 (+4) 18 (+4) 17 (+3) 16 (+3) Saving Throws DEX +6, INT +7, WIS +6 Skills Perception +6 Senses Darkvision 60 ft., Passive Perception 16 Languages Common Challenge 5 (1,800 XP) Graveway Traveler. Once on its turn, the necromancer can use 10 feet of its movement to step magically into a Large or larger area of loose earth and emerge from any area of loose earth within 60 feet, appearing in an unoccupied space within 5 feet of the second space. Ossuary Call. Friendly skeletons within 30 feet of the necromancer may use its attack bonus in place of their own. Dread Revels. The necromancer has advantage on attack rolls against creatures that are Frightened. Actions Clutch of Terror (3rd Level Spell). Melee Spell Attack: +7 to hit, reach 15 ft., one target. Hit: 33 (6d10) necrotic damage and the target is dragged 10 feet toward the necromancer, then must succeed on a DC 15 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. Corrupt Marrow (4th Level Spell, Recharge 5-6). Each creature in a 15 foot radius centered on a point within 60 feet must succeed on a DC 15 Constitution saving throw or take 16 (3d10) necrotic damage. A creature that fails this save by 5 or more is Paralyzed until the end of the necromancer's next turn. Reactions Shield of Bones (2nd Level Spell). As a reaction to the necromancer or a friendly skeleton being targeted with an attack, the necromancer raises a shield of bones and earth, adding 5 to the target's AC until the beginning of its next turn. To Dust (3rd level spell, 1/Day). As a reaction to being reduced below 68 hit points, the necromancer causes any number of skeletons or skeletal corpses to explode in a cloud of shrapnel and choking dust. Each creature within 10 feet of one or more exploding skeletons must succeed on a DC 15 Constitution saving throw or take 14 (4d6) piercing damage and be unable to speak or breathe until the end of the necromancer's next turn.
Necromancer Gravebreaker Medium humanoid (any), any alignment Armor Class 13 (Mage Armor) Hit Points 189 (21d10 + 84) Speed 30ft. STR DEX CON INT WIS CHA 14 (+2) 11 (+0) 18 (+4) 19 (+4) 17 (+3) 13 (+1) Saving Throws CON +7, INT +7, WIS +6 Skills Athletics +5, Perception +6 Condition Immunities Frightened Senses Darkvision 60 ft., Passive Perception 16 Languages Common Challenge 7 (2,900 XP) Graveway Traveler. Once on its turn, the necromancer can use 10 feet of its movement to step magically into a Large or larger area of loose earth and emerge from any area of loose earth within 60 feet, appearing in an unoccupied space within 5 feet of the second space. Rot Shepherd. Friendly zombies within 30 feet of the necromancer may attempt to Grapple or Shove a creature as a bonus action. Dread Revels. The necromancer has advantage on attack rolls against creatures that are Frightened. Reclaim Anima (3/Day). If the necromancer fails a saving throw, it can drain the animating force from one undead creature it controls to succeed instead, reducing the creature to 0 hit points. Actions Grasping Grave (3rd Level Spell). Melee Spell Attack: +7 to hit, reach 15 ft., one target. Hit: 33 (6d10) necrotic damage and the target must succeed on a DC 15 Strength saving throw or fall prone. Panickfog (4th Level Spell, Concentration, Recharge 5-6). A dense fog descends in a 30 ft. radius around the necromancer, heavily obscuring the area for the next minute. A creature that starts its turn in the fog, or enters it for the first time on a turn, must succeed on a DC 15 Wisdom saving throw or be Frightened until the end of the necromancer's next turn. A creature that fails this save by 5 or more uses all of its remaining movement to move in a random direction. Reactions Corpus Potency (1st Level Spell). As a reaction to the necromancer or a friendly zombie within 30 ft. making a Constitution saving throw, the necromancer grants the target advantage on the save. If the saving throw was against a damaging effect, the target takes no damage on a successful save. Reanimate (5th Level Spell, 1/Day). As a reaction to being reduced below 95 hit points, the necromancer animates up to six humanoid corpses that rise on its turn as Zombie Rotters with 1 hit point and act on the necromancer's initiative and under the its control for the next minute. Legendary Actions The necromancer can take 2 legendary actions, choosing from the options below. Scent of the Living. Up to two undead within 30 ft. of the necromancer may each move up to 15 ft. toward the nearest hostile creature to them. Drag to Earth. One zombie within 30 ft. of the necromancer may attempt to shove a creature within range. The Graveless Dead (3/Day, Costs 2 Actions). The necromancer chooses an unoccupied space within 30 ft. At the begining of the necromancer's following turn, a Zombie Rotter under the necromancer's control that acts on the necromancer's initiative unearths itself in that space.
Necromancer Ghoulcaller Medium humanoid (any), any alignment Armor Class 15 (Mage Armor) Hit Points 209 (22d10 + 88) Speed 40ft. STR DEX CON INT WIS CHA 15 (+2) 15 (+2) 19 (+4) 20 (+5) 17 (+3) 14 (+2) Saving Throws DEX +6, INT +9, WIS +7 Skills Athletics +6, Perception +7 Senses Darkvision 60 ft., Passive Perception 17 Condition Immunities Frightened, Paralyzed, Poisoned Languages Common Challenge 11 (7,200 XP) Graveway Traveler. Once on its turn, the necromancer can use 10 feet of its movement to step magically into a Large or larger area of loose earth and emerge from any area of loose earth within 60 feet, appearing in an unoccupied space within 5 feet of the second space. Eternal Tide. At the begining of the necromancer's turn, one ghoul or ghast within 60 feet that died in the last turn returns to undeath with 1 hit point and acts on the necromancer's initiative, rather than its own. Dread Revels. The necromancer has advantage on attack rolls against creatures that are Frightened. Reclaim Anima (3/Day). If the necromancer fails a saving throw, it can drain the animating force from one undead creature it controls to succeed instead, reducing the creature to 0 hit points. Actions Multiattack. The necromancer uses its Grave Bolt twice. Grave Bolt (2nd Level Spell). Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 21 (3d10 + 5) 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. Wrench Heart (4th Level Spell, Concentration). One creature within 60 feet that the necromancer can see feels a spectral hand sink into its chest and grip its heart. At the begining of each of the creature's turns it takes 18 (4d8) necrotic damage and must succeed on a DC 17 Wisdom saving throw or be Frightened until the beginning of its next turn, ending the effect on a success. Filth Harvest (5th Level Spell, Recharge 5-6). One creature that is Paralyzed, Poisoned, or infected with Ghoul Fever must make a DC 17 Constitution saving throw. On a failed save, the creature takes 55 (10d10) necrotic damage and the necromancer gains temporary hit points equal to the half the damage dealt. Reactions Necromiasma (1st Level Spell). As a reaction when a creature within 30 feet fails a Constitution save by 5 or more, the necromancer corrupts the wound. The creature is unaffected by the first source of healing it receives before the end of its next turn. Death Throes. As a reaction when a ghoul or ghast within 30 feet is reduced to 0 hit points, the necromancer allows it to make a single attack with its reaction before dying. Legendary Actions The necromancer can take 3 legendary actions, choosing from the options below. Scent of the Living. Up to two undead within 30 feet of the necromancer may each move up to 20 feet toward the nearest hostile creature to them. Awaken the Hunger. One living creature within 60 feet that is afflicted with Ghoul Fever must make a DC 17 Wisdom saving throw. On a failed save, the target uses its reaction to drop what its holding, move up to half its speed toward the nearest humanoid creature and make an unarmed attack against it. Churn the Graves (3/day, Costs 2 Actions). One humanoid creature that died in the last minute rises as a Fleshseeker Ghoul under the necromancer's control that acts on the necromancer's initiative.
Necromancer Wraithbinder Medium humanoid (any), any alignment Armor Class 17 (Natural Armor) Hit Points 175 (18d10 + 76) Speed 30ft. STR DEX CON INT WIS CHA 13 (+1) 15 (+2) 19 (+4) 20 (+5) 17 (+3) 14 (+2) Saving Throws DEX +7, CON +9, INT +10, WIS +8 Skills Perception +8 Senses Darkvision 60 ft., Passive Perception 18 Condition Immunities Frightened Languages Common Challenge 17 (18,000 XP) Graveway Traveler. Once on its turn, the necromancer can use 10 feet of its movement to step magically into a Large or larger area of loose earth and emerge from any area of loose earth within 60 feet, appearing in an unoccupied space within 5 feet of the second space. Dread Revels. The necromancer has advantage on attack rolls against creatures that are Frightened. Ghostly Chill. The first time each turn that a wraith or specter passes through a living creature within 60 feet of the necromancer, the creature takes 4 (1d8) cold damage. Clinging Spirit (Mythic Trait, 1/Day). When the necromancer is reduced to 0 hit points, it doesn't die or fall unconscious. Instead, it gains 175 temporary hit points, and gains resistance to Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered for the next minute. Reclaim Anima (3/Day). If the necromancer fails a saving throw, it can drain the animating force from one undead creature it controls to succeed instead, reducing the creature to 0 hit points. Actions Multiattack. The necromancer uses its Grave Bolt four times. Grave Bolt (2nd Level Spell). Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 22 (3d10 + 6) 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. Wrench Heart (7th Level Spell, Concentration). One creature within 60 feet that the necromancer can see feels a spectral hand sink into its chest and grip its heart. At the begining of each of the creature's turns it takes 45 (10d8) necrotic damage and must succeed on a DC 19 Wisdom saving throw or be Frightened until the beginning of its next turn, ending the effect on a success.. Ghastly Scourge (6th level Spell, Recharge 5-6). Melee Spell Attack: +11 to hit, reach 20 ft., one target. Hit: 93 (6d10 + 60) necrotic damage. If this damage reduces a creature to 0 hit points, it immediately fails one death save. Reactions Necromiasma (1st Level Spell). As a reaction when a creature within 30 feet fails a Constitution save by 5 or more, the necromancer corrupts the wound. The creature is unnafected by the first source of healing it receives before the end of its next turn. Heartstop (8th Level Spell, 1/Day). As a reaction to a creature reducing it below 88 hit points, the necromancer attempts to crush the creature's heart within its chest. The creature must succeed on a DC 19 Constitution saving throw or die. A creature with no unexpended hit dice makes this save at disadvantage. Legendary Actions The necromancer can take 3 legendary actions, choosing from the options below. Scent of the Living. Up to two undead within 30 feet of the necromancer may each move up to 20 feet toward the nearest hostile creature to them. Lay Bare. One creature the necromancer can see within 60 ft. must succeed on a DC 19 Wisdom saving throw or be Frightened until the end of its next turn. While Frightened in this way, the creature has disadvantage on Constitution saving throws. Bind Wraith. One humanoid creature that died in the last minute rises as a Wisp Wraith under the necromancer's control that acts on the necromancer's initiative.