Thursday, June 19, 2025

T3 & T4 Undead

 T3 & T4 Undead


Alhoon 

CR 10 Medium Undead (Mind Flayer, Wizard), typically Neutral Evil

Armor Class 15 (natural armor) Hit Points 150 (20d8 + 60) Speed 30 ft., fly 15 ft. (hover) STR 11 (+0) DEX 12 (+1) CON 16 (+3) INT 19 (+4) WIS 17 (+3) CHA 17 (+3)

Saving Throws Con +7, Int +8, Wis +7, Cha +7 Skills Arcana +8, Deception +7, History +8, Insight +7, Perception +7, Stealth +5 Damage Resistances cold, lightning, necrotic Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Senses truesight 120 ft., passive Perception 17 Languages Deep Speech, Undercommon, telepathy 120 ft. Challenge 10 (5900 XP) Proficiency Bonus +4

Magic Resistance. The alhoon has advantage on saving throws against spells and other magical effects. Turn Resistance. The alhoon has advantage on saving throws against any effect that turns undead.

Actions Multiattack. The alhoon makes two Bolt attacks. Bolt attacks. The alhoon makes two attacks, each of which can be a Chilling Grasp or an Arcane Bolt. Chilling Grasp. Melee Spell Attack: +8 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) cold damage. Arcane Bolt. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 11 (2d6 + 4) force damage. Mind Blast (Recharge 5–6). The alhoon magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 16 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Spellcasting. The alhoon is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The alhoon has the following wizard spells prepared: Cantrips (at will): chill touch, dancing lights, mage hand, message, prestidigitation 1st level (4 slots): detect magic, disguise self, magic missile, shield 2nd level (3 slots): blur, detect thoughts, hold person, suggestion 3rd level (3 slots): animate dead, counterspell, fly, vampiric touch 4th level (3 slots): blight, confusion, Evard's black tentacles 5th level (2 slots): cloudkill, scrying 6th level (1 slot): chain lightning 7th level (1 slot): finger of death

Firegaunt

CR 11 Huge Undead, typically Lawful Evil

Armor Class 15 (damaged plate) Hit Points 175 (14d12 + 84) Speed 40 ft. STR 25 (+7) DEX 7 (-2) CON 23 (+6) INT 10 (+0) WIS 14 (+2) CHA 13 (+1)

Saving Throws Dex +2, Con +10, Cha +5 Skills Athletics +11, Perception +6 Damage Resistances necrotic Damage Immunities fire, poison Condition Immunities exhaustion, petrified, poisoned Senses passive Perception 16 Languages Giant Challenge 11 (7200 XP) Proficiency Bonus +4

Fire Blood. When the firegaunt takes piercing or slashing damage, each creature within 5 feet of it must succeed on a DC 18 Dexterity saving throw or take 7 (2d6) fire damage. Unusual Nature. The firegaunt doesn't require air, food, drink, or sleep.

Actions Multiattack. The firegaunt makes two Heated Maul attacks. Heated Maul. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) bludgeoning damage plus 10 (3d6) fire damage. Crimson Rays (Recharge 5–6). The firegaunt projects searing rays of necrotic fire in a 60-foot line. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (10d8) fire damage on a failed save, or half as much damage on a successful one.

Boneclaw CR 12 Large Undead, typically Chaotic Evil

Armor Class 16 (natural armor) Hit Points 150 (20d10 + 40) Speed 40 ft. STR 19 (+4) DEX 16 (+3) CON 15 (+2) INT 13 (+1) WIS 15 (+2) CHA 9 (-1)

Saving Throws Dex +7, Con +6, Wis +6 Skills Perception +6, Stealth +7 Damage Resistances cold, necrotic Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Senses darkvision 60 ft., passive Perception 16 Languages Common plus one language spoken by its master Challenge 12 (8400 XP) Proficiency Bonus +4

Rejuvenation. If the boneclaw is destroyed, it regains all its hit points in 1d4 hours unless its heart, which is usually hidden in its lair, is found and destroyed. Unusual Nature. The boneclaw doesn't require air, food, drink, or sleep.

Actions Multiattack. The boneclaw makes two Piercing Claw attacks. Piercing Claw. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be grappled (escape DC 16). Until this grapple ends, the target is restrained, and the boneclaw can't use its Piercing Claw on another target. Shadow Jump (Recharge 5–6). If the boneclaw is in dim light or darkness, it can teleport up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the next attack roll it makes before the end of its turn.

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

Reactions Deadly Reach. When a creature the boneclaw can see moves within 15 feet of it, the boneclaw can use its reaction to make one Piercing Claw attack against that creature.


Eidolon

CR 12 Medium Undead, any alignment

Armor Class 9 Hit Points 63 (18d8 - 18) Speed 0 ft., fly 40 ft. (hover) STR 7 (-2) DEX 8 (-1) CON 9 (-1) INT 14 (+2) WIS 19 (+4) CHA 16 (+3)

Saving Throws Wis +8 Skills Perception +8 Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, necrotic, poison Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 18 Languages the languages it knew in life Challenge 12 (8400 XP) Proficiency Bonus +4

Incorporeal Movement. The eidolon 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. Sacred Animation (Recharge 5–6). The eidolon touches one inanimate statue or other sculpture within 5 feet of it that is at least Large and made of clay, stone, or metal. The sculpture animates and becomes a gargoyle or a stone golem (the DM's choice), which the eidolon can control as a bonus action. The animated sculpture is an ally of the eidolon and acts on the eidolon's initiative count. The animation lasts for 1 hour, until the sculpture drops to 0 hit points, or until the eidolon dies or is incapacitated. Turn Resistance. The eidolon has advantage on saving throws against any effect that turns undead. Unusual Nature. The eidolon doesn't require air, food, drink, or sleep.

Actions Divine Dread. The eidolon targets one creature it can see within 60 feet of it. The target must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. While frightened, the target takes 18 (4d8) psychic damage at the start of each of its turns. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this eidolon's Divine Dread for the next 24 hours.


Devourer 

CR 13 Large Undead, typically Chaotic Evil

Armor Class 16 (natural armor) Hit Points 189 (18d10 + 90) Speed 30 ft. STR 20 (+5) DEX 12 (+1) CON 20 (+5) INT 13 (+1) WIS 10 (+0) CHA 16 (+3)

Damage Resistances cold, fire, lightning Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 10 Languages Abyssal, telepathy 120 ft. Challenge 13 (10000 XP) Proficiency Bonus +5

Unusual Nature. The devourer doesn't require air, food, drink, or sleep.

Actions Multiattack. The devourer makes two Claw attacks. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage. Imprison Soul. The devourer targets one creature it can see within 30 feet of it that is suffering from its Soul Rend ability and has 0 hit points. The target's soul is magically wrenched from its body and imprisoned within the devourer. The target dies, and it can't be revived by any means short of a wish spell. The devourer gains 25 temporary hit points for each soul imprisoned. The devourer can imprison up to six souls at a time. Soul Rend (Recharge 6). The devourer targets one creature it can see within 60 feet of it. The target must make a DC 16 Constitution saving throw, taking 45 (10d8) necrotic damage on a failed save, or half as much damage on a successful one. If this damage reduces the target to 0 hit points, it is also stunned until the end of its next turn.


Spectral Cloud 

CR 13 Huge Undead, typically Neutral

Armor Class 11 Hit Points 189 (18d12 + 72) Speed 0 ft., fly 40 ft. (hover) STR 24 (+7) DEX 12 (+1) CON 18 (+4) INT 12 (+1) WIS 17 (+3) CHA 16 (+3)

Saving Throws Dex +6, Cha +8 Skills Perception +8 Damage Resistances cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison, thunder Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses passive Perception 18 Languages Common, Giant Challenge 13 (10000 XP) Proficiency Bonus +5

Blurred Form. Attack rolls against the spectral cloud have disadvantage. An attacker is immune to this effect if it doesn't rely on sight, or can see through illusions. Incorporeal Movement. The spectral cloud 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. Unusual Nature. The spectral cloud doesn't require air, food, drink, or sleep.

Actions Multiattack. The spectral cloud makes two Spectral Touch attacks. Spectral Touch. Melee Spell Attack: +12 to hit, reach 15 ft., one target. Hit: 21 (3d8 + 7) necrotic damage. Chilling Winds (Recharge 5–6). The spectral cloud unleashes a blast of freezing wind in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 42 (12d6) cold damage on a failed save, or half as much damage on a successful one. On a failed save, a creature's speed is also reduced by half until the end of its next turn.


Vampire 

CR 13 Medium undead (Shapechanger), lawful evil

Armor Class 16 (natural armor) Hit Points 144 (17d8 + 68) Speed 30 ft. STR 18 (+4) DEX 18 (+4) CON 18 (+4) INT 17 (+3) WIS 15 (+2) CHA 18 (+4)

Saving Throws Dex +9, Wis +7, Cha +9 Skills Perception +7, Stealth +9 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 120 ft., passive Perception 17 Languages the languages it knew in life Challenge 13 (10000 XP)

Shapechanger. If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight. Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead. Misty Escape. When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point. Regeneration. The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn. Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Vampire Weaknesses. The vampire has the following flaws:

  • Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.
  • Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.
  • Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.
  • Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions Multiattack (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack. Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18). Bite (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control. Charm. The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bit attack. Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. Children of the Night (1/Day). The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.

Legendary actions The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The vampire regains spent legendary actions at the start of its turn. Move. The vampire moves up to its speed without provoking opportunity attacks. Unarmed Strike. The vampire makes one unarmed strike. Bite (Costs 2 Actions). The vampire makes one bite attack.


Mummy Lord CR 15 Medium undead, lawful evil

Armor Class 17 (natural armor) Hit Points 97 (13d8 + 39) Speed 20 ft. STR 18 (+4) DEX 10 (+0) CON 17 (+3) INT 11 (+0) WIS 18 (+4) CHA 16 (+3)

Saving Throws Con +8, Int +5, Wis +9, Cha +8 Skills History +5, Religion +5 Damage Vulnerabilities fire Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Senses darkvision 60 ft., passive Perception 14 Languages the languages it knew in life Challenge 15 (13000 XP)

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. Spellcasting. The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared: Cantrips (at will): sacred flame, thaumaturgy 1st level (4 slots): command, guiding bolt, shield of faith 2nd level (3 slots): hold person, silence, spiritual weapon 3rd level (3 slots): animate dead, dispel magic 4th level (3 slots): divination, guardian of faith 5th level (2 slots): contagion, insect plague 6th level (1 slot): harm

Actions Multiattack. The mummy can use its Dreadful Glare and makes one attack with its rotting fist. Rotting Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic. Dreadful Glare. The mummy lord targets one creature it can see within 60 feet of it. If the target can see the mummy lord, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours.

Legendary actions The mummy lord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The mummy lord regains spent legendary actions at the start of its turn. Attack. The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare. 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 stunned until the end of the mummy lord's next turn. Channel Negative Energy (Costs 2 Actions). The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn. Whirlwind of Sand (Costs 2 Actions). The mummy lord magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remain in its possession.


Skull Lord CR 15 Medium Undead (Sorcerer), typically Lawful Evil

Armor Class 18 (plate) Hit Points 112 (15d8 + 45) Speed 30 ft. STR 14 (+2) DEX 16 (+3) CON 17 (+3) INT 16 (+3) WIS 15 (+2) CHA 21 (+5)

Skills Athletics +7, History +8, Perception +12, Stealth +8 Damage Resistances cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, stunned, unconscious Senses darkvision 60 ft., passive Perception 22 Languages all the languages it knew in life Challenge 15 (13000 XP) Proficiency Bonus +5

Evasion. If the skull lord is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the skull lord instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Legendary Resistance (3/Day). If the skull lord fails a saving throw, it can choose to succeed instead. Master of the Grave. While within 30 feet of the skull lord, any undead creature it controls (such as a summoned skeleton or zombie) has advantage on saving throws. Unusual Nature. The skull lord doesn't require air, food, drink, or sleep.

Actions Multiattack. The skull lord makes two attacks, one with its Bone Staff and one with its Deathly Ray. Bone Staff. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. Deathly Ray. Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 18 (4d6 + 5) necrotic damage. Spellcasting. The skull lord is a 15th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It knows the following sorcerer spells: Cantrips (at will): chill touch, fire bolt, mage hand, minor illusion, prestidigitation, ray of frost 1st level (4 slots): cause fear, false life, magic missile, shield 2nd level (3 slots): blindness/deafness, hold person, misty step 3rd level (3 slots): animate dead, counterspell, fear, fly 4th level (3 slots): blight, dimension door, wall of fire 5th level (2 slots): cloudkill, raise dead 6th level (1 slot): circle of death 7th level (1 slot): finger of death 8th level (1 slot): horrid wilting

Legendary actions The skull lord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The skull lord regains spent legendary actions at the start of its turn. Attack. The skull lord makes one Bone Staff or Deathly Ray attack. Move. The skull lord moves up to its speed without provoking opportunity attacks. Summon Undead (Costs 2 Actions). The skull lord summons 1d4 + 1 skeletons or zombies. The summoned creatures appear in unoccupied spaces within 30 feet of the skull lord, act as allies of the skull lord, and can't summon other creatures. They remain for 1 hour, until they or the skull lord dies, or until the skull lord dismisses them as a bonus action.


T4 Undead


Tempest Spirit CR 15 Huge Undead, typically Chaotic Evil

Armor Class 12 Hit Points 195 (17d12 + 85) Speed 0 ft., fly 60 ft. (hover) STR 24 (+7) DEX 14 (+2) CON 20 (+5) INT 16 (+3) WIS 18 (+4) CHA 19 (+4)

Saving Throws Con +10, Int +8, Wis +9, Cha +9 Skills Arcana +8, Perception +9 Damage Resistances cold, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities lightning, thunder Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses passive Perception 19 Languages Common, Giant Challenge 15 (13000 XP) Proficiency Bonus +5

Incorporeal Movement. The tempest spirit can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Legendary Resistance (3/Day). If the tempest spirit fails a saving throw, it can choose to succeed instead. Unusual Nature. The tempest spirit doesn't require air, food, drink, or sleep.

Actions Multiattack. The tempest spirit makes two Lightning Fist attacks. It can use its Death Bolt if available. Lightning Fist. Melee Spell Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 7) lightning damage. Hailstone. Ranged Spell Attack: +12 to hit, range 60/240 ft., one target. Hit: 17 (3d6 + 7) bludgeoning damage plus 7 (2d6) cold damage. Death Bolt (Recharge 5–6). The tempest spirit hurls a bolt of dark energy at a creature it can see within 120 feet. The target must make a DC 17 Constitution saving throw, taking 45 (10d8) necrotic damage on a failed save, or half as much damage on a successful one.

Bonus actions Hailstorm (Recharge 4–6). The tempest spirit summons a localized hail storm in a 20-foot radius centered on a point it can see within 60 feet. The area becomes difficult terrain until the start of the tempest spirit's next turn. Each creature that starts its turn in the area or enters it for the first time on a turn takes 10 (3d6) cold damage.


Adult Blue Dracolich CR 17 Huge undead, lawful evil

Armor Class 19 (natural armor) Hit Points 225 (18d12 + 108) Speed 40 ft., burrow 30 ft., fly 80 ft. STR 25 (+7) DEX 10 (+0) CON 23 (+6) INT 16 (+3) WIS 15 (+2) CHA 19 (+4)

Saving Throws Dex +6, Con +12, Wis +8, Cha +10 Skills Perception +14, Stealth +6 Damage Resistances necrotic Damage Immunities lightning, poison Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Senses blindsight 60 ft., darkvision 120 ft., passive Perception 24 Languages Common, Draconic Challenge 17 (18000 XP)

Legendary Resistance (3/Day). If the dracolich fails a saving throw, it can choose to succeed instead. Magic Resistance. The dracolich has advantage on saving throws against spells and other magical effects. Unusual Nature. The dracolich doesn't require air, food, or drink.

Actions Multiattack. The dracolich can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage. Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage. Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage. Frightful Presence. Each creature of the dracolich's choice that is within 120 feet of the dracolich and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dracolich's Frightful Presence for the next 24 hours. Lightning Breath (Recharge 5–6). The dracolich exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

Legendary actions The dracolich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dracolich regains spent legendary actions at the start of its turn. Detect. The dracolich makes a Wisdom (Perception) check. Tail Attack. The dracolich makes a tail attack. Wing Attack (Costs 2 Actions). The dracolich beats its tattered wings. Each creature within 10 ft. of the dracolich must succeed on a DC 21 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. After beating its wings this way, the dracolich can fly up to half its flying speed.


Death Knight CR 17 Medium undead, chaotic evil

Armor Class 20 (plate, shield) Hit Points 180 (19d8 + 95) Speed 30 ft. STR 20 (+5) DEX 11 (+0) CON 20 (+5) INT 12 (+1) WIS 16 (+3) CHA 18 (+4)

Saving Throws Dex +6, Wis +9, Cha +10 Damage Immunities necrotic, poison Condition Immunities exhaustion, frightened, poisoned Senses darkvision 120 ft., passive Perception 13 Languages Abyssal, Common Challenge 17 (18000 XP)

Magic Resistance. The death knight has advantage on saving throws against spells and other magical effects. Marshal Undead. Unless the death knight is incapacitated, it and undead creatures of its choice within 60 feet of it have advantage on saving throws against features that turn undead. Spellcasting. The death knight is a 19th-level spell caster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It has the following paladin spells prepared: 1st level (4 slots): command, compelled duel, searing smite 2nd level (3 slots): hold person, magic weapon 3rd level (3 slots): dispel magic, elemental weapon 4th level (3 slots): banishment, staggering smite 5th level (2 slots): destructive wave (necrotic)

Actions Multiattack. The death knight makes three longsword attacks. Longsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands, plus 18 (4d8) necrotic damage. Hellfire Orb (1/Day). The death knight hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one.

Reactions Parry. The death knight adds 6 to its AC against one melee attack that would hit it. To do so, the death knight must see the attacker and be wielding a melee weapon.


Draconic Shard CR 17 Huge Undead, typically Neutral

Armor Class 17 (Deflection) Hit Points 168 (16d12 + 64) Speed 0 ft., fly 80 ft. (hover) STR 1 (-5) DEX 12 (+1) CON 18 (+4) INT 22 (+6) WIS 18 (+4) CHA 22 (+6)

Saving Throws Dex +7, Int +12, Wis +10, Cha +12 Skills Arcana +12, History +12, Stealth +7, Perception +16 Damage Resistances acid, fire; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, necrotic, poison, psychic Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26 Languages Common, Draconic, telepathy 120 ft. Challenge 17 (18000 XP) Proficiency Bonus +6

Deflection. The draconic shard's AC includes its Charisma modifier. Incorporeal Movement. The draconic shard can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Legendary Resistance (3/Day). If the draconic shard fails a saving throw, it can choose to succeed instead. Rejuvenation. If the draconic shard is destroyed, it regains all its hit points in 1d10 days unless the object it was bound to (usually a dragon's skull or a piece of its hoard) is also destroyed. Unusual Nature. The draconic shard doesn't require air, food, drink, or sleep.

Actions Multiattack. The draconic shard makes two Telekinetic Rend attacks. Telekinetic Rend. Melee Spell Attack: +12 to hit, reach 15 ft., one target. Hit: 27 (4d10 + 6) force damage. Inhabit Object. The draconic shard merges with an object it can see within 5 feet of it that is no larger than 20 feet on a side. While inhabiting an object, the draconic shard is invisible and can't be targeted by attacks or spells. It gains control of the object and can move it and make attacks with it as if the object were its own body, using its own statistics. If the object is destroyed, the draconic shard is forced out and takes 10 (3d6) psychic damage. Psychic Crush (Recharge 5–6). The draconic shard unleashes a wave of psychic energy in a 30-foot cone. Each creature in that area must make a DC 20 Intelligence saving throw, taking 54 (12d8) psychic damage on a failed save, or half as much damage on a successful one. Spellcasting (Psionics). The draconic shard is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). It can innately cast the following spells, requiring no components: At will: detect magic, mage hand, minor illusion, telekinesis 3/day each: charm person, dominate monster, feeblemind, hold monster, legend lore, mislead, project image, scrying, sending 1/day each: control weather, foresight

Legendary actions The draconic shard can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The draconic shard regains spent legendary actions at the start of its turn. Rend. The draconic shard makes one Telekinetic Rend attack. Cast a Spell (Costs 2 Actions). The draconic shard casts one spell from its Spellcasting (Psionics) list. Commanding Thought (Costs 2 Actions). The draconic shard targets one creature charmed by it within 60 feet. The target uses its reaction to make one weapon attack against a target of the draconic shard's choice.


Ghost Dragon CR 17 Huge undead, any alignment

Armor Class 10 Hit Points 324 (24d12 + 168) Speed 0 ft., fly 80 ft. (hover) STR 20 (+5) DEX 10 (+0) CON 25 (+7) INT 16 (+3) WIS 15 (+2) CHA 19 (+4)

Saving Throws Con +13, Wis +8, Cha +10 Skills Perception +14, Stealth +12 Damage Resistances bludgeoning, piercing, slashing Damage Immunities acid, cold, necrotic, poison Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses blindsight 60 ft., darkvision 120 ft., passive Perception 24 Languages Common, Draconic, telepathy 120 ft. Challenge 17 (18000 XP) Proficiency Bonus +6

Incorporeal Movement. The ghost dragon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Legendary Resistance (3/Day). If the ghost dragon fails a saving throw, it can choose to succeed instead. Unusual Nature. The ghost dragon doesn't require air, food, drink, or sleep.

Actions Multiattack. The ghost dragon makes three attacks: one with its Bite and two with its Claw. It can use its Terrifying Breath if available. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 6) necrotic damage. Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 6) slashing damage. Terrifying Breath (Recharge 6). The ghost dragon exhales a spectral mist in a 60-foot cone. Each creature in that area must make a DC 21 Wisdom saving throw. On a failed save, a creature takes 55 (10d10) psychic damage and is frightened for 1 minute. On a successful save, a creature takes half as much damage and isn't frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Demilich CR 18 Tiny undead, neutral evil

Armor Class 20 (natural armor) Hit Points 80 (32d4) Speed 0 ft., fly 30 ft. (hover) STR 1 (-5) DEX 20 (+5) CON 10 (+0) INT 20 (+5) WIS 17 (+3) CHA 20 (+5)

Saving Throws Con +6, Int +11, Wis +9, Cha +11 Damage Resistances bludgeoning, piercing, and slashing from magic weapons Damage Immunities necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned Senses truesight 120 ft., passive Perception 13 Languages — Challenge 18 (20000 XP)

Avoidance. If the demilich is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Legendary Resistance (3/Day). If the demilich fails a saving throw, it can choose to succeed instead. Turn Immunity. The demilich is immune to effects that turn undead. Unusual Nature. The demilich doesn't require air, food, drink, or sleep.

Actions Howl (Recharge 5-6). The demilich emits a bloodcurdling howl. Each creature within 30 feet of the demilich that can hear the howl must succeed on a DC 15 Constitution saving throw or drop to 0 hit points. On a successful save, the creature is frightened until the end of its next turn. Life Drain. The demilich targets up to three creatures that it can see within 10 feet of it. Each target must succeed on a DC 19 Constitution saving throw or take 21 (6d6) necrotic damage, and the demilich regains hit points equal to the total damage dealt to all targets.

Legendary actions The demilich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The demilich regains spent legendary actions at the start of its turn. Flight. The demilich flies up to half its flying speed. Cloud of Dust. The demilich magically swirls its dusty remains. Each creature within 10 feet of the demilich, including around a corner, must succeed on a DC 15 Constitution saving throw or be blinded until the end of the demilich's next turn. A creature that succeeds on the saving throw is immune to this effect until the end of the demilich's next turn. Energy Drain (Costs 2 Actions). Each creature within 30 feet of the demilich must make a DC 15 Constitution saving throw. On a failed save, the creature's hit point maximum is magically reduced by 10 (3d6). If a creature's hit point maximum is reduced to 0 by this effect, the creature dies. A creature's hit point maximum can be restored with the greater restoration spell or similar magic. Vile Curse (Costs 3 Actions). The demilich targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Wisdom saving throw or be magically cursed. Until the curse ends, the target has disadvantage on attack rolls and saving throws. The target can repeat the saving throw at the end of each of its turns, ending the curse on a success.


Undead Paladin CR 19 Medium Undead (Paladin), Lawful Evil

Armor Class 18 (plate) Hit Points 228 (24d8 + 120) Speed 30 ft. STR 22 (+6) DEX 11 (+0) CON 20 (+5) INT 12 (+1) WIS 16 (+3) CHA 20 (+5)

Saving Throws Dex +6, Wis +9, Cha +11 Damage Immunities necrotic, poison Condition Immunities exhaustion, frightened, poisoned Senses darkvision 120 ft., passive Perception 13 Languages Common, Infernal, Solamnic Challenge 19 (22000 XP) Proficiency Bonus +6

Legendary Resistance (3/Day). If the undead paladin fails a saving throw, it can choose to succeed instead. Magic Resistance. The undead paladin has advantage on saving throws against spells and other magical effects. Marshal Undead. Unless the undead paladin is incapacitated, it and undead creatures of its choice within 60 feet of it have advantage on saving throws against features that turn undead. Unusual Nature. The undead paladin doesn't require air, food, drink, or sleep.

Actions Multiattack. The undead paladin makes three Forsaken Brand attacks. Forsaken Brand. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 22 (5d8) necrotic damage. If the target is a creature, it must succeed on a DC 19 Constitution saving throw or be marked by the paladin until the end of its next turn. While marked, the creature has disadvantage on attack rolls against any creature other than the undead paladin. Cataclysmic Fire (1/Day). The undead paladin conjures a torrent of hellfire that erupts in a 30-foot-radius sphere centered on a point it can see within 120 feet of it. Each creature in that area must make a DC 19 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. Spellcasting. The undead paladin is a 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It has the following paladin spells prepared: 1st level (4 slots): command, compelled duel, searing smite, wrathful smite 2nd level (3 slots): branding smite, hold person, magic weapon, zone of truth 3rd level (3 slots): blinding smite, dispel magic, elemental weapon, spirit guardians (necrotic damage) 4th level (3 slots): banishment, death ward, staggering smite 5th level (2 slots): destructive wave (necrotic), geas, holy weapon (reflavored as unholy) Word of Death (1/Day). The undead paladin utters a dreadful word. One creature it can see within 30 feet of it must succeed on a DC 19 Constitution saving throw or drop to 0 hit points. This has no effect on undead or constructs.

Legendary actions The undead paladin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The undead paladin regains spent legendary actions at the start of its turn. Implacable Maneuver. The undead paladin moves up to half its speed and doesn't provoke opportunity attacks. Strike (Costs 2 Actions). The undead paladin makes one Forsaken Brand attack. Cast a Spell (Costs 3 Actions). The undead paladin casts one spell from its spell list, consuming a spell slot as normal.


Lich CR 21 Medium undead, any evil alignment

Armor Class 17 (natural armor) Hit Points 135 (18d8 + 54) Speed 30 ft. STR 11 (+0) DEX 16 (+3) CON 16 (+3) INT 20 (+5) WIS 14 (+2) CHA 16 (+3)

Saving Throws Con +10, Int +12, Wis +9 Skills Arcana +19, History +12, Insight +9, Perception +9 Damage Resistances cold, lightning, necrotic Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Senses truesight 120 ft., passive Perception 19 Languages Common plus up to five other languages Challenge 21 (33000 XP)

Legendary Resistance (3/Day). If the lich fails a saving throw, it can choose to succeed instead. 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. Spellcasting. The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared: Cantrips (at will): mage hand, prestidigitation, ray of frost 1st level (4 slots): detect magic, magic missile, shield, thunderwave 2nd level (3 slots): detect thoughts, invisibility, Melf's acid arrow, mirror image 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball 4th level (3 slots): blight, dimension door 5th level (3 slots): cloudkill, scrying 6th level (1 slot): disintegrate, globe of invulnerability 7th level (1 slot): finger of death, plane shift 8th level (1 slot): dominate monster, power word stun 9th level (1 slot): power word kill Turn Resistance. The lich has advantage on saving throws against any effect that turns undead.

Actions Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary actions The lich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The lich regains spent legendary actions at the start of its turn. Cantrip. The lich casts a cantrip. Paralyzing Touch (Costs 2 Actions). The lich uses its Paralyzing Touch. Frightening Gaze (Costs 2 Actions). The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours. Disrupt Life (Costs 3 Actions). Each non‐undead creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

A lich is spawned when a great wizard embraces the evil state of undeath as a means of extending life beyond its mortal limits. Scheming and insane, they hunger for long-forgotten knowledge and the most terrible secrets.



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