Thursday, June 19, 2025

Undead T1 & T2

 Undead T1 & T2


T1 Undead

 Undead

T-1 Undead

Skeleton CR 1/4 Medium undead, lawful evil

Armor Class 13 (armor scraps) Hit Points 13 (2d8 + 4) Speed 30 ft. STR 10 (+0) DEX 14 (+2) CON 15 (+2) INT 6 (-2) WIS 8 (-1) CHA 5 (-3)

Damage Vulnerabilities bludgeoning Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 9 Languages understands the languages it knew in life but can't speak Challenge 1/4 (50 XP)

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


Zombie CR 1/4 Medium undead, neutral evil

Armor Class 8 Hit Points 22 (3d8 + 9) Speed 20 ft. STR 13 (+1) DEX 6 (-2) CON 16 (+3) INT 3 (-4) WIS 6 (-2) CHA 5 (-3)

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

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

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

Undead zombies move with a jerky, uneven gait. They are clad in the moldering apparel they wore when put to rest, and carry the stench of decay.


Shadow CR 1/2 Medium undead, chaotic evil

Armor Class 12 Hit Points 16 (3d8 + 3) Speed 40 ft. STR 6 (-2) DEX 14 (+2) CON 13 (+1) INT 6 (-2) WIS 10 (+0) CHA 8 (-1)

Skills Stealth +4 (+6 in dim light or darkness) Damage Vulnerabilities radiant Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 10 Languages — Challenge 1/2 (100 XP)

Amorphous. The shadow can move through a space as narrow as 1 inch wide without squeezing. Shadow Stealth. While in dim light or darkness, the shadow can take the Hide action as a bonus action. Sunlight Weakness. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.

Actions Strength Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later

Ghoul CR 1 Medium undead, chaotic evil

Armor Class 12 Hit Points 22 (5d8) Speed 30 ft. STR 13 (+1) DEX 15 (+2) CON 10 (+0) INT 7 (-2) WIS 10 (+0) CHA 6 (-2)

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

Actions Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

With their razor-sharp teeth and jagged claws, ghouls roam the night in packs, driven by an insatiable hunger for humanoid flesh.


Specter CR 1 Medium undead, chaotic evil

Armor Class 12 Hit Points 22 (5d8) Speed 0 ft., fly 50 ft. (hover) STR 1 (-5) DEX 14 (+2) CON 11 (+0) INT 10 (+0) WIS 10 (+0) CHA 11 (+0)

Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception 10 Languages understands the languages it knew in life but can't speak Challenge 1 (200 XP)

Incorporeal Movement. The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Sunlight Sensitivity. While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.


Ghast CR 2 Medium undead, chaotic evil

Armor Class 13 Hit Points 36 (8d8) Speed 30 ft. STR 16 (+3) DEX 17 (+3) CON 10 (+0) INT 11 (+0) WIS 10 (+0) CHA 8 (-1)

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

Stench. Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours. Turning Defiance. The ghast and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.

Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Ogre Zombie CR 2 Large undead, neutral evil

Armor Class 8 Hit Points 85 (9d10 + 36) Speed 30 ft. STR 19 (+4) DEX 6 (-2) CON 18 (+4) INT 3 (-4) WIS 6 (-2) CHA 5 (-3)

Saving Throws Wis +0 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands Common and Giant but can't speak Challenge 2 (450 XP)

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

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


Mummy CR 3 Medium undead, lawful evil

Armor Class 11 (natural armor) Hit Points 58 (9d8 + 18) Speed 20 ft. STR 16 (+3) DEX 8 (-1) CON 15 (+2) INT 6 (-2) WIS 10 (+0) CHA 12 (+1)

Saving Throws Wis +2 Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Senses darkvision 60 ft., passive Perception 10 Languages the languages it knew in life Challenge 3 (700 XP)

Actions Multiattack. The mummy can use its Dreadful Glare and makes one attack with its rotting fist. Rotting Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic. Dreadful Glare. The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.

Raised by dark funerary rituals and still wrapped in the shrouds of death, mummies shamble out from lost temples and tombs to slay any who disturb their rest.


Wight CR 3 Medium undead, neutral evil

Armor Class 14 (studded leather) Hit Points 45 (6d8 + 18) Speed 30 ft. STR 15 (+2) DEX 14 (+2) CON 16 (+3) INT 10 (+0) WIS 13 (+1) CHA 15 (+2)

Skills Perception +3, Stealth +4 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 13 Languages the languages it knew in life Challenge 3 (700 XP)

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

Actions Multiattack. The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack. Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time. Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Wights are intelligent undead humanoids that resemble armed and armored corpses. They never tire in pursuit of their goal of making eternal war against the living.


Banshee CR 4 Medium undead, chaotic evil

Armor Class 12 Hit Points 58 (13d8) Speed 0 ft., fly 40 ft. (hover) STR 1 (-5) DEX 14 (+2) CON 10 (+0) INT 12 (+1) WIS 11 (+0) CHA 17 (+3)

Saving Throws Wis +2, Cha +5 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 10 Languages Common, Elvish Challenge 4 (1100 XP)

Detect Life. The banshee can magically sense the presence of creatures up to 5 miles away that aren't undead or constructs. She knows the general direction they're in but not their exact locations. Incorporeal Movement. The banshee can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object.

Actions Corrupting Touch. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) necrotic damage. Horrifying Visage. Each non-undead creature within 60 feet of the banshee that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, 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 banshee's Horrifying Visage for the next 24 hours. Wail (1/Day). The banshee releases a mournful wail, provided that she isn't in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage.

The woeful banshee is a spiteful creature formed from the spirit of a female elf. Its face is wreathed in a wild tangle of hair, its body clad in wispy rags that flutter and stream around it.


Bone Naga CR 4 Large undead, lawful evil

Armor Class 15 (natural armor) Hit Points 58 (9d10 + 9) Speed 30 ft. STR 15 (+2) DEX 16 (+3) CON 12 (+1) INT 15 (+2) WIS 15 (+2) CHA 16 (+3)

Damage Immunities poison Condition Immunities charmed, exhaustion, paralyzed, poisoned Senses darkvision 60 ft., passive Perception 12 Languages Common plus one other language Challenge 4 (1100 XP)

Spellcasting. The naga is a 5th-level spellcaster (spell save DC 12, +4 to hit with spell attacks) that needs only verbal components to cast its spells. If the naga was a guardian naga in life, its spellcasting ability is Wisdom, and it has the following cleric spells prepared: Cantrips (at will): mending, sacred flame, thaumaturgy 1st level (4 slots): command, shield of faith 2nd level (3 slots): calm emotions, hold person 3rd level (2 slots): bestow curse If the naga was a spirit naga in life, its spellcasting ability is Intelligence, and it has the following wizard spells prepared: Cantrips (at will): mage hand, minor illusion, ray of frost 1st level (4 slots): charm person, sleep 2nd level (3 slots): detect thoughts, hold person 3rd level (2 slots): lightning bolt

Actions Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 10 (2d6 + 3) piercing damage plus 10 (3d6) poison damage.


Ghost CR 4 Medium undead, any alignment

Armor Class 11 Hit Points 45 (10d8) Speed 0 ft., fly 40 ft. (hover) STR 7 (-2) DEX 13 (+1) CON 10 (+0) INT 10 (+0) WIS 12 (+1) CHA 17 (+3)

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 11 Languages the languages it knew in life Challenge 4 (1100 XP)

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

Actions Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage. Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane. Horrifying Visage. Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 x 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition 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 ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring. Possession (Recharge 6). One humanoid that the ghost can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.

A ghost is the soul of a once-living creature, bound to haunt a location, creature, or object from its life.


T2 Undead


Revenant CR 5 Medium undead, neutral

Armor Class 13 (leather armor) Hit Points 136 (16d8 + 64) Speed 30 ft. STR 18 (+4) DEX 14 (+2) CON 18 (+4) INT 13 (+1) WIS 16 (+3) CHA 18 (+4)

Saving Throws Str +7, Con +7, Wis +6, Cha +7 Damage Resistances necrotic, psychic Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, stunned Senses darkvision 60 ft., passive Perception 13 Languages the languages it knew in life Challenge 5 (1800 XP)

Regeneration. The revenant regains 10 hit points at the start of its turn. If the revenant takes fire or radiant damage, this trait doesn't function at the start of the revenant's next turn. The revenant's body is destroyed only if it starts its turn with 0 hit points and doesn't regenerate. Rejuvenation. When the revenant's body is destroyed, its soul lingers. After 24 hours, the soul inhabits and animates another humanoid corpse on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return. Turn Immunity. The revenant is immune to effects that turn undead. Vengeful Tracker. The revenant knows the distance to and direction of any creature against which it seeks revenge, even if the creature and the revenant are on different planes of existence. If the creature being tracked by the revenant dies, the revenant knows.

Actions Multiattack. The revenant makes two fist attacks. Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature against which the revenant has sworn vengeance, the target takes an extra 14 (4d6) bludgeoning damage. Instead of dealing damage, the revenant can grapple the target (escape DC 14) provided the target is Large or smaller. Vengeful Glare. The revenant targets one creature it can see within 30 feet of it and against which it has sworn vengeance. The target must make a DC 15 Wisdom saving throw. On a failure, the target is paralyzed until the revenant deals damage to it, or until the end of the revenant's next turn. When the paralysis ends, the target is frightened of the revenant for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the revenant, ending the frightened condition on itself on a success.


Vampire Spawn CR 5 Medium undead, neutral evil

Armor Class 15 (natural armor) Hit Points 82 (11d8 + 33) Speed 30 ft. STR 16 (+3) DEX 16 (+3) CON 16 (+3) INT 11 (+0) WIS 10 (+0) CHA 12 (+1)

Saving Throws Dex +6, Wis +3 Skills Perception +3, Stealth +6 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 60 ft., passive Perception 13 Languages the languages it knew in life Challenge 5 (1800 XP)

Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the 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 when it ends its turn in running water.
  • Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
  • 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. The vampire makes two attacks, only one of which can be a bite attack. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13). Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) 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.


Wraith CR 5 Medium undead, neutral evil

Armor Class 13 Hit Points 67 (9d8 + 27) Speed 0 ft., fly 60 ft. (hover) STR 6 (-2) DEX 16 (+3) CON 16 (+3) INT 12 (+1) WIS 14 (+2) CHA 15 (+2)

Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 12 Languages the languages it knew in life Challenge 5 (1800 XP)

Incorporeal Movement. The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Sunlight Sensitivity. While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Create Specter. The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at one time.

Barrowghast CR 7 Huge Undead, typically Chaotic Evil

Armor Class 12 (natural armor) Hit Points 138 (12d12 + 60) Speed 40 ft. STR 21 (+5) DEX 8 (-1) CON 20 (+5) INT 5 (-3) WIS 9 (-1) CHA 6 (-2)

Damage Resistances necrotic, poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 9 Languages Giant Challenge 7 (2900 XP) Proficiency Bonus +3

Stench. Any creature that starts its turn within 5 feet of the barrowghast must succeed on a DC 13 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the barrowghast's Stench for 24 hours.

Actions Multiattack. The barrowghast makes two Slam attacks. Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage. Life Drain. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 22 (4d8 + 5) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Reactions Noxious Wound. When the barrowghast takes piercing or slashing damage, each creature within 5 feet of it must succeed on a DC 15 Constitution saving throw or take 7 (2d6) poison damage.

A barrowghast is a hill giant suffused with energy from the Negative Plane. It looks like little more than an animated corpse, filled with necrotic energy.


Skeletal Knight CR 7 Medium Undead, typically Lawful Evil

Armor Class 18 (plate) Hit Points 112 (15d8 + 45) Speed 30 ft. STR 20 (+5) DEX 10 (+0) CON 16 (+3) INT 13 (+1) WIS 14 (+2) CHA 10 (+0)

Saving Throws Con +6, Wis +5 Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 12 Languages understands the languages it knew in life but can't speak Challenge 7 (2900 XP) Proficiency Bonus +3

Undead Fortitude. If damage reduces the skeletal knight to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the skeletal knight drops to 1 hit point instead. Unusual Nature. The skeletal knight doesn't require air, food, drink, or sleep.

Actions Multiattack. The skeletal knight makes two Enervating Blade attacks. It can make one Throwing Axe attack in place of one Enervating Blade attack. Enervating Blade. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 7 (2d6) necrotic damage. If the target is a creature, its speed is reduced by 10 feet until the end of its next turn. Throwing Axe. Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 8 (1d8 + 5) slashing damage.


Deathlock Mastermind CR 8 Medium Undead (Warlock), typically Neutral Evil

Armor Class 13 (16 with mage armor) Hit Points 110 (20d8 + 20) Speed 30 ft. STR 11 (+0) DEX 16 (+3) CON 12 (+1) INT 15 (+2) WIS 12 (+1) CHA 17 (+3)

Saving Throws Int +5, Cha +6 Skills Arcana +5, History +5, Perception +4 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 120 ft., passive Perception 14 Languages the languages it knew in life Challenge 8 (3900 XP) Proficiency Bonus +3

Devil's Sight. Magical darkness doesn't impede the deathlock mastermind's darkvision. Turn Resistance. The deathlock mastermind has advantage on saving throws against any effect that turns undead. Unusual Nature. The deathlock mastermind doesn't require air, food, drink, or sleep.

Actions Multiattack. The deathlock mastermind makes two attacks: one with its Deathly Claw and one with its Grave Bolt. Deathly Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 7 (2d6) necrotic damage. Grave Bolt. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 14 (3d8) necrotic damage. Spellcasting. The deathlock mastermind is an 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: Cantrips (at will): chill touch, eldritch blast, minor illusion, prestidigitation 1st-5th level (3 5th-level slots): blink, counterspell, dimension door, dispel magic, fear, fly, hold person, invisibility, lightning bolt, mage armor, misty step, ray of enfeeblement, scrying, vampiric touch, wall of force


Sword Wraith Commander CR 8 Medium Undead, typically Lawful Evil

Armor Class 18 (breastplate, shield) Hit Points 127 (15d8 + 60) Speed 30 ft. STR 18 (+4) DEX 14 (+2) CON 18 (+4) INT 11 (+0) WIS 12 (+1) CHA 14 (+2)

Skills Perception +4 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion, frightened, poisoned, unconscious Senses darkvision 60 ft., passive Perception 14 Languages the languages it knew in life Challenge 8 (3900 XP) Proficiency Bonus +3

Turning Defiance. The sword wraith commander has advantage on saving throws against any effect that turns undead. Unusual Nature. The sword wraith commander doesn't require air, food, drink, or sleep.

Actions Multiattack. The sword wraith commander makes two longsword attacks. Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 7 (2d6) necrotic damage. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Call to Honor (1/Day). The sword wraith commander can magically call forth 1d4 + 1 sword wraiths. The summoned sword wraiths appear in unoccupied spaces within 60 feet of the commander, act as allies of the commander, and take their turns immediately after the commander's turn. They remain for 1 hour, until they or the commander dies, or until the commander dismisses them as a bonus action.

Bonus actions Martial Fury. The sword wraith commander makes one additional weapon attack.


Necromancer Wizard CR 9 Medium Humanoid, any alignment

Armor Class 12 (15 with mage armor) Hit Points 110 (20d8 + 20) Speed 30 ft. STR 9 (-1) DEX 14 (+2) CON 12 (+1) INT 17 (+3) WIS 12 (+1) CHA 11 (+0)

Saving Throws Int +7, Wis +5 Skills Arcana +7, History +7 Damage Resistances necrotic Senses passive Perception 11 Languages any four languages Challenge 9 (5000 XP) Proficiency Bonus +4

Actions Multiattack. The necromancer makes three Arcane Burst attacks. Arcane Burst. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 120 ft., one target. Hit: 25 (4d10 + 3) necrotic damage. Spellcasting. The necromancer casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 15): At will: dancing lights, mage hand, prestidigitation 2/day each: bestow curse, dimension door, mage armor, web 1/day: circle of death

Bonus actions Summon Undead (1/Day). The necromancer magically summons five skeletons or zombies. The summoned creatures appear in unoccupied spaces within 60 feet of the necromancer, whom they obey. They take their turns immediately after the necromancer. Each lasts for 1 hour, until it or the necromancer dies, or until the necromancer dismisses it as a bonus action.

Reactions Grim Harvest (1/Turn). When the necromancer kills a creature with necrotic damage, the necromancer regains 9 (2d8) hit points.


Valeria: In the Beginning

  Valeria Creation Myth In the shimmering void before time truly began, before the whisper of wind or the roar of oceans, stood the V...