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Necromancy Compendium Lite:

Undead Unleashed
A free collection of necromancy themed homebrew by Mythmaker
for the world's greatest roleplaying game

1
Introduction Patron Shoutouts
Necromancy is one of the most intriguing schools of magic in A massive thank you to all those who have supported me in every
fantasy, yet it is a relatively underexplored one in the world's way, but especially those who are part of the patreon community
greatest roleplaying game, especially when it comes to player <3
options. This is likely due, in part, to the fact that necromancy is Your support has helped make this content and the tons of
often associated with evil and evil characters, while most player content before it possible. There are big things to come!
characters pursue paths of good, or at least neutrality.
Nonetheless, many players are drawn to necromancy and seek Distinguished Guests
more options for it. GMs also use necromancy and undead Cpt Demos
creatures to challenge or oppose players in almost every campaign, Celestin
to some degree or another. Mechanaght
This supplement adds content for players and GMs alike. Enjoy! MelaninMacguyver
Risque Rhino
GM Note Rusty
Every GM should think about how necromancy fits into their
setting. Here are some questions to help you get started: VIPs
Candles
How accessible is knowledge regarding necromancy for the Strangest Of Them
average spellcaster? Zirm
Do powerful factions ban necromancy, or perhaps seek to
regulate and control it for their own gain? Innkeepers
Necromancy is normally feared, but what if it was more Natara
common to respect it as a difficult, impressive kind of magic? S1R1U5
If necromancy is a problem, would common folk simply burn Soshiro
all corpses instead of burying them? Perhaps cremation is
traditional and even more respectable than resting in dirt.
Legal Disclaimers
About This Compendium Mythmaker's Homebrew is unofficial Fan Content
This is a free preview of a patron exclusive document which permitted under the Fan Content Policy. Not
includes even more content (26 pages). Patrons also have access to approved/endorsed by Wizards. Portions of the
JSON files for all stat blocks and spells in this compendium, which materials used are property of Wizards of the Coast.
can be used to import into Giffyglyph's Monster Maker, 5e Tools, ©Wizards of the Coast LLC.
and Foundry.
Cover art by Denman Rooke. Art property of
Wizards of the Coast, used under the fan content
policy.
Table of Contents
Pg 2. Magical Components
Pg 4. Sorcerer: Phantom Soul
Pg 5. Spells Playtest Disclaimer
Pg 7. Magic Items All content within this compendium is playtest content.
Pg 8. Creatures Although utmost attention was given, balance issues
might be found. Add these options to your games with
discretion. Any feedback you can provide after
playtesting would be hugely appreciated!

2
Magical Components Bottled Deathwish
Affects any Necromancy spell that deals damage.
Some spellcasters, including necromancers, have learned how to
The bottled deathwish is a particularly tricky modifier to come
enhance or modify common magics through the use of unique
by. A spellcaster who can cast at least one necromancy spell of 2nd
material components.
level or higher must find a humanoid who desperately wishes to die
Sometimes these components occur naturally in the wild,
and perform a 1-minute ritual over them while holding a bottle and
although they might only be found on planes besides the material.
speaking to them, whispering promises of final rest. An unwilling
Other times these components must be carefully created by means
target can make a Charisma saving throw to resist the effect,
of alchemy, herbalism, or some other craft, mixing different parts
becoming permanently immune to the ritual from that caster.
together to make something foul and potent.
Otherwise, the bottle becomes imbued with dark power thanks to
the creature's deathwish.
Material Components, or "Modifiers" Effect: Any creature reduced to 0 hit points by damage from
The items below can modify spells with different effects. To use
this spell has disadvantage on death saving throws until it dies or
one of these special components, you must hold the component in
becomes stable. The soul of a creature that dies while under this
your hand. These components are always consumed, unless
effect is not willing to be returned to life unless it is somehow
specified otherwise. They can not be replaced by component
forced to do so. A creature immune to charm is immune to this
pouches or foci of any kind.
effect. A greater restoration spell cast on the corpse ends the effect.
You can only use one material component modifier per casting of
Additionally, if the damage from the spell reduced the creature to
a spell.
0 hit points and at least 10 excess damage remained, the target
Some components require that a spell be cast at a higher level
instantly fails two death saving throws.
than normal in order to apply their effects.
Grave King's Commands
Creator's Note Affects any Necromancy spell that creates or summons
Magical material components that alter the way a spell undead
works have been a part of my homebrew and my own The words of an ancient lich king who once led his army against
campaigns for years, but have yet to be published. mankind can still hold power today should an accurate
Though these exact effects have not been playtested, transcription by written onto a piece of parchment made from
the concept has at least been implemented before -- humanoid skin, which is then burned in the casting of your spell,
successfully! while you simultaneously speak the words.
Only a spellcaster with at least 13 Charisma can use this
modifier.
Avian Aspects
Effects: All creatures created by your spell have the following
Affects any Necromancy spell that creates or summons
reaction: "When the creature who cast the spell that created you is
undead within 5 feet of you and would be hit by an attack, you can use this
Bird bones are a common way to modify necromantic magic. reaction to redirect the attack to yourself".
Though an entire corpse of a bird is preferred, at minimum a skull,
spine, and the wings must be provided. Typically necromancers use Stonebones
crow or raven corpses, and your GM might limit this modifier to
Affects any Necromancy spell that creates or summons
such corpses, or even to those of more rare birds, perhaps skeleton(s)
fantastical and exclusive to your setting.
Most fossils are made of stone sediment, such as shale or
Effect: You must cast the target spell using a spell slot of at least limestone, but some are made of even stronger materials. In any
one level higher than its base spell level to use this modifier. case, using a fossil as a modifier when raising undead skeletons, an
Choose one of the undead creatures you created with your spell.
experienced necromancer can infuse the physical properties of the
That creature grows a pair of large, dark bird wings which grant it a
fossil into the creature they create.
flying speed of 40 feet for the duration of the spell, or for 8 hours
Effects: Any skeleton(s) created by your spell gain a +2 bonus
(whichever is shorter), after which time the wings wither away to
to AC, and are no longer vulnerable to bludgeoning damage,
dust.
although they become vulnerable to thunder damage instead. More
rare fossil materials might also increase this AC bonus, at the GM's
Black Blood
discretion.
Affects any Necromancy spell that forces a saving throw.
Black blood can be acquired from the heart of any humanoid or
monstrosity that has fed on human flesh in the last 24 hours. Looking For More?
Medium creatures typically provide one ounce of black blood pure The full compendium features 12 more unique
enough to use as a modifier, while creatures of larger sizes give one components.
additional ounce for each size category above Medium.
Effect: Splashing an ounce of black blood as part of casting a
valid spell increases the DC for any saving throw from that spell by
2, or by 4 against Humans. Additionally, any damage dealt by the
spell to a Human reduces its max hit points by the same amount
until the creature completes a long rest.

3
Consume Spirits
Sorcerer Subclass: Starting at 6th level, you have learned to consume the energy of the
spirits that follow you in times of need. As an action, you can make
Phantom Soul a Charisma ability check in an attempt to draw in spirits to
consume. Compare your result to the table below:
Spirits in the veil are drawn to the beacon of your sorcerous soul,
empowering your magic and granting you access to new magic. Result Effect
Your soul might attract these undead due to the influence of other
spirits that cling to you, such as your ancestors, or simply due to
1-5 No effect
your own charisma and sorcerous power. Perhaps a brush with 6-10 Regain 1 sorcery point
necromancy at a young age tainted your sorcery so that it would 11-15 Regain 2 sorcery points
reach ethereal phantoms, or your parents intentionally tried to use
16-20 Regain 3 sorcery points
you to contact a dead loved one, but things went wrong.
21-25 Regain 4 sorcery points
Beacon for the Lost 26+ Regain 5 sorcery points
Starting at 1st level, you are constantly surrounded by undead
spirits in the ethereal plane, drawn to your sorcerous soul like a Once you use this feature, you can't do so again until you finish a
beacon. Thanks to your connection with these spirits, you can see long rest.
into the ethereal plane whenever you choose.
Additionally, you learn extra spells when you reach certain Phantom's Path
levels in this class, as shown on the Phantom Spells table. Each of Starting at 14th level, you can allow the spirits that follow to take
these spells counts as a sorcerer spell for you, but it doesn't count you from the material world into the ethereal. As an action, you can
against the number of sorcerer spells you know. use this feature to cast the Etherealness spell. When you do, the
Whenever you gain a sorcerer level, you can replace one spell spell lasts for up to 1 minute, instead of 8 hours. Additionally, for
you gained from this feature with another spell of the same level. the spell's duration, you can switch between the ethereal plane and
The new spell must be a necromancy spell from the sorcerer, the material plane as an action. Once you use this feature, you can't
warlock, or wizard spell list. do so again until you finish a long rest, unless you spend 4 sorcery
points to use it regardless.
Phantom Spells
Sorcerer Level Spells Potent Phantom
Starting at 18th level, you can manifest a more powerful phantom
1st Dissonant Whispers, Haunt*
when you use your Manifest Phantom feature, choosing one of the
3rd Phantasmal Force, Spirit Sense* options below each time:
5th Phantom Form*, Spirit Shroud**
Spirit Tides. You create 3 phantom spirits, instead of one.
7th Faithful Hound, Phantasmal Killer When you use a bonus action to move a spirit, you can move all
9th Cries of the Dead*, Ghost Cavalry* of them. When you cast a spell through a spirit's space, using
the Twinned Spell metamagic on that spell costs 1 less sorcery
*Mythmaker's Grimoires point, and you can choose the second target as though the spell
**Tasha's Cauldron of Everything originated from any of your phantom spirits.

Manifest Phantom Spellsurge Phantom. When you use a bonus action to move
Starting at 1st level, you can manifest a phantom spirit from the your phantom spirit, you can also expend 1 sorcery point to cast
undead forces that reside in and around you. As a bonus action, you one of your cantrips as part of that bonus action. The cantrip
can summon a spectral copy of yourself at a point you can see must target an area or one or more creatures to be valid for this
within 30 feet. This form lasts up to 1 minute, ending early if you effect, and it is cast as as though it originated from the
become incapacitated, die, or if you dismiss it (no action required). phantom's space.
When you cast a spell that targets an area or another creature, Haunting Spirit. When you use a reaction to impose a saving
you can do so as though the spell originates from the phantom throw penalty through your phantom spirit, the penalty
spirit's space, provided the phantom spirit is within 30 feet of you.
increases to 1d6. Additionally, you can expend 1 sorcery point
Additionally, when a creature within 5 feet of the phantom spirit to use that reaction without requiring or expending your
makes a saving throw, you can use your reaction to roll 1d4 and reaction.
subtract the roll from the saving throw. A creature immune to being
Frightened ignores this effect.
As a bonus action, you can move the phantom spirit up to 30 feet New Metamagic
in any direction. Phantom Spell. When you cast a spell, you can spend 2 sorcery
You can use this feature once before you must finish a long rest points to cause your spell to ignore all non-magical sources of
to do so again, unless you spend 2 sorcery points to use it cover, including total cover. A source of cover with more than 10
regardless. feet of thickness between the spell and target is unaffected. This
does not grant you any special ability to see a creature who is
behind cover, but it can include them in area effects.

4
New Spells Shaken Condition
Name Level School Classes A shaken creature can't willingly move closer to the
Cleric, Paladin, Sorcerer, source of its condition, and it has disadvantage on
Ghostlight 1 Conj saving throws against being frightened. Any feature
Warlock, Wizard
which grants advantage against or immunity to the
Bard, Sorcerer, Warlock, frightened condition also affects this condition.
*Haunt 1 Necro
Wizard
Minor
Necromancy
1 Necro Cleric, Wizard Befoul Flesh
2nd-level necromancy
*Befoul Flesh 2 Necro Sorcerer, Warlock, Wizard Sorcerer, Warlock, Wizard
Lacerate 2 Necro Sorcerer, Warlock, Wizard Casting Time: 1 minute
Hand Rot 3 Necro Sorcerer, Warlock, Wizard Range: Touch
Cleric, Sorcerer, Warlock, Components: V, S, M (a handful of henbane, a pinch of black
Necrosphere 3 Necro salt, and one square inch of hag's skin)
Wizard
Duration: 8 hours
*Phantom Blade 3 Necro Sorcerer, Warlock, Wizard
You imbue the flesh of a willing creature you touch with
Rites of the Dead 3 Necro Cleric, Sorcerer, Wizard
necromantic energy. For the duration, the target's creature type
Cleric, Druid, Sorcerer, counts as undead, if it doesn't already (in addition to any other
Fatigue 4 Necro
Wizard creature type it possesses). If the target is already undead, it also
Cleric, Sorcerer, Warlock, gains 5 temporary hit points which last for the spell's duration.
*Obsidian Tomb 4 Conj
Wizard Additionally, an affected creature has the following features until
Chant of the the spell ends:
5 Ench Bard, Cleric
Ancient Voice
It is resistant to necrotic and poison damage.
Cleric, Sorcerer, Warlock, It has advantage on saving throws against being poisoned or
Necrosmaug 6 Necro
Wizard sickened.
Ghostlance 7 Conj Sorcerer, Warlock, Wizard A creature that touches it must succeed on a Constitution saving
throw or become Sickened until the end of its next turn.
Create Deathguard 8 Necro Cleric, Warlock, Wizard
It gains no benefit from magical healing, except healing
specifically intended for undead creatures.
*Included in this preview
At Higher Levels. When you cast this spell using a spell slot of
Haunt 3rd level or higher, the temporary hit points granted to an undead
1st-level necromancy target increase by 5 for each slot level above 2nd.
Bard, Sorcerer, Warlock, Wizard
Casting Time: 1 action Sickened Condition
Range: 60 feet
A sickened creature can not roll ability checks or
Components: V
attack rolls with advantage; if it would roll twice due
Duration: Concentration, up to 1 minute
to advantage, it rolls normally instead. A sickened
You call forth a ghostly spirit to haunt a creature you can see within creature also has disadvantage on saving throws
range. The target must make a Wisdom saving throw. On a failed against being poisoned. Any feature which grants
save, the spirit latches onto it, causing the target to be shaken by advantage against or immunity to the poisoned
you for the duration. The target can repeat the saving throw at the condition also affects this condition.
end of each of its turns, ending the effect on itself on a success.
Additionally, once per round, when a shaken target would make
an attack roll, ability check, or saving throw (except a save against
this spell), you can invoke the spirit to roll 1d6 and substract the
number rolled from the target's total (no action required). If the
target fails its roll, it also suffers psychic damage equal to the
number rolled on the d6.
At Higher Levels. When you cast this spell using a spell of slot
of 2nd level or higher, you can target one additional creature for
each slot level above 1st. You can impose a penalty with the spirit
no more than once per round, regardless of the number of affected
targets.

5
Phantom Blade
3rd-level necromancy Magic Item Rules
Sorcerer, Warlock, Wizard Instead of 5e's normal rarity system, Mythmaker's magic items use
Casting Time: 1 bonus action 3 new metrics: Tier, Renown, and Rarity.
Range: Self
Components: V, S, M (the skull of a humanoid killed by a sword, Tiers
fashioned to the hilt of a sword, gilded with at least 25 gp of Tiers are a meta rating of an item's power level/potential impact on
gold trim) a campaign. Rated 0-5, corresponding to tiers of proficiency, with 0
Duration: Concentration, up to 10 minutes representing insignificant impact at any tier. As a reminder, tiers of
proficiency are:
A spectral, ghostly blade emerges from the skull used in the spell's
casting, formed from the life essence of the creature it once Tier 1 (+2, levels 1-4)
belonged to in life, and resembling the sword that killed it. This Tier 2 (+3, levels 5-8)
magic sword lasts until the spell ends. It counts as a simple melee Tier 3 (+4, levels 9-12)
weapon with which you are proficient. It deals 4d6 force damage Tier 4 (+5, levels 13-16)
on a hit and has the finesse and light properties. Additionally, Tier 5 (+6, levels 17-20)
attacks with this weapon ignore any AC bonus provided by a shield
Tier 1 is comparable in power level to most uncommon items.
or by cover.
Tier 2 is comparable to rare, tier 3 to very rare, tier 4 to legendary,
When you hit a creature with this weapon, you can cause part of
and tier 5 to artifact items.
spirit of the blade to haunt that creature (no action required). The
creature must make a Wisdom saving throw. On a failed save, it is
Frightened of you until the end of your next turn, or until you use
Renown
Renown is a lore-friendly measure of how well known an item is,
this effect again.
rated 0-5.
If you drop the weapon, it dissipates at the end of the turn.
Thereafter, while the spell persists, you can use a bonus action to (0) Obscure. Few know of this item. Obscure does not mean
cause the sword to reappear in your hand. insignificant-- it could simply be a well kept secret.
At Higher Levels. When you cast this spell using a 4th-level
spell slot, the damage increases to 5d6. When you cast it using a (1) Niche. Known in small circles or amongst niche
5th- or 6th-level spell slot, the damage increases to 6d6. When you communities, but rarely recognized outside of those groups.
cast it using a spell slot of 7th level or higher, the damage increases
(2) Recognizable. Far from a household name, but something
to 7d6.
that people anywhere might recognize.

(3) Distinguished. Fairly well known across the lands. Would


Phantom Blade Balance Note generally be seen as something to treasure.
I chose not to require concentration as this spell is
made for melee combat. Shadow blade, having a (4) Exalted. Widely known, highly valued. Often included in
thrown attack feature, is more fitting for concentration, popular myths and legends or something of the sort.
and comes at a lower level. Flame blade, another
similar spell, arguably shouldn't have concentration in (5) Legendary. These are the most famous and highly
the first place. treasured items. Featured prominently in popular legends, these
Should this spell feel too strong at your table, simply items have reputations that rival the greatest heroes, villains,
add concentration! and myths of their time.

Rarity
Obsidian Tomb Rarity is a lore-friendly measure of an item's frequency in the
4th-level conjuration world, rated 0-5.
Cleric, Sorcerer, Warlock, Wizard
(0) Abundant. Easy to find in many places, very numerous
Casting Time: 1 action
(1) Regular. Not difficult to find, plenty exist
Range: 60 feet
(2) Occasional. Sometimes harder to find, some exist
Components: V, S, M (a black pearl worth at least 150 gp, and a
(3) Infrequent. Will take some work to find, few exist
pinch of obsidian dust)
(4) Scarce. Difficult to find, only a handful might exist
Duration: Concentration, up to 1 minute
(5) Unique. One-of-a-kind, typically very hard to find
You encase a Large or smaller creature you can see within range in
a tomb of unnatural black stone resembling obsidian. The target Attunement
must make a Constitution saving throw. On a failed save, the target Attunement costs a number of points, usually between 1 - 3, with 2
is petrified for the duration. Once the target has taken a total of 25 points being the value of "normal" 5e attunement.
damage while in this petrified form, the stone casing bursts, ending A character has 6 attunement points. Alterantively, you could
the condition, but sending shards out in a 10-foot radius around the give characters points equal to their proficiency bonus + 1.
target. Creatures in that area must make a Dexterity saving throw, Some items may allow you to invest more or less attunement
suffering 6d6 piercing damage on a failed save, or half as much on points for variable effects. Otherwise, attunement rules are
a successful one. unchanged.

6
Tongue of the Tombspeaker
New Magic Items Wondrous Item (Tier 1 / Rarity 2 / Renown 0)
Hanging from this chain necklace is a preserved tongue, once
Bottled Ghost
Wondrous Item (Tier 1 / Rarity 0 / Renown 2) belonging to a priest charged with the care of the dead buried in a
sacred crypt. While wearing this necklace, you the ability to
This small bottle marked with a single, simple necromancy rune
communicate in a limited manner with undead. They can
contains a ghostly spirit within. While holding the bottle, you can
understand the meaning of your words (regardless of the languages
attempt to coerce the ghost into limited service by making a DC 15
they know), though you have no special ability to understand them
Charisma (Persuasion) check. On a failed check, the spirit refuses
in return. You have advantage on all Charisma checks you make to
to act on your behalf, preventing you from using this item in any
influence them.
way for 24 hours. On a successful check, the ghost is indefinitely in
your service, allowing you to use the bottle in the following ways Additionally, you can cast the Speak With Dead spell at will
while holding it: using this item. When you do, the casting time is 10 minutes, and
you can only ask one question before the spell ends.
You can use your action to cast the Haunt spell through the bottle
(DC 10 + proficiency bonus).
You can use your action to cast the Summon Undead spell
Valiant Fallen Blade
Weapon (Any Melee) (Tier 2 / Rarity 1 / Renown 0)(Requires
through the bottle, choosing only the Ghostly form, using Charisma
Attunement - 1 point)
as your spellcasting ability modifier.
This weapon once belonged to a decorated veteran of war, who
Each feature can be used only once. Expended uses are
then fell to an undead curse and became a draugr.
replenished when a creature capable of using the bottle's effects
While attuned to this weapon and wielding it, melee attack rolls
completes a long rest while holding the bottle.
against you do not benefit from advantage, unless you are
incapacitated.
Noblecorpse Talisman
Wondrous Item (Tier 2 / Renown 0 / Rarity 0)(Requires Additionally, your attacks with this weapon score a critical hit on
a roll of 19 or 20 when you roll the attack with advantage.
Attunement - 1 point)
This symbolic necklace once belonged to a respected noble who While wielding the blade (whether or not you are attuned), if you
was corrupted by an undead curse and turned into a Draugr. While are not an Undead, all undead that see you become furiously
attuned to the amulet, you are immune to Draugr Noblecorpse's violent towards you, gaining advantage on all their attacks againt
"Denounce" actions. you and ignoring other creatures around you, attacking you
exclusively.
Additionally, the item has 3 charges, regaining all charges when
you finish a long rest. You can expend one charge when you roll an
attack, ability check, or saving throw to cause it to be unaffected by Note: Draugr Loot
disadvantage (no action required). The Noblecorpse Talisman and Valiant Fallen Blade
are specifically designed as loot for two of the greater
Spectral Silk Cloak draugr described later in this compendium.
Wondrous Item (Tier 3 / Rarity 2 / Renown 1) Should you wish to use these items without
Thin, soft, white, and mostly transparent, this elegant cloak has a involving draugr, simple remove all mentions of
nonetheless morbid feel and look to it. While wearing the robe, you draugr in the item descriptions.
have resistance to force damage dealt by undead creatures.
Additionally, as a bonus action, you can fade into a ghostly
likeness of yourself until the end of your turn, enabling you to
move through the spaces of other creatures, objects, or obstacles as
though they are difficult terrain. This movement does not provoke
opportunity attacks. If you move more than 10 feet through a
creature, object, or obstacle, or end your turn in the space of a
creature, object, or obstacle with which you could not normally
share space, you suffer 2d6 force damage and are shunted out the
way you came, or to the nearest space.

Additional Options
The Spectral Silk Cloak could also be imbued with the
Phantom Form spell from Mythmaker's Grimoire (and
also found for free on r/Mythmaker5e), with one that
recharges on a long ret.

7
Undead Stat Blocks
Undead creatures are part of almost every campaign that has ever Creature CR
taken place, in some capacity. *Undead Template -
The most common kind of undead enemy are low level undead,
*Spectral Undead Template -
such as skeletons and zombies. While these are classic and fun
threats for low level parties, it can be harder to find solid *Draugr 1
"common" undead for higher level parties, without turning to *Draugr Bonecrusher 2
massive hoards of low CR undead.
*Draugr Fleshripper 2
This supplement provides a full faction of Draugr creatures to do
just that. Draugr can be used alone or in a small group for players *Draugr Warden 2
level 1-5, and in small-medium groups (especially alongside elite *Draugr Noblecorpse 3
draugr) for parties level 5-15. *Draugr Valiant Fallen 4
Draugr covering a spectrum of roles are included to help build
Draugr Lorewaker 12
complete, dynamic encounters. Hopefully you will find inspiration
for worldbuilding and plot as well! Draugr Dragonknight 15 Elite
A smattering of various other undead creatures are also included, Thought Specter 2
such as the Necrow, Thought Specter, and more.
Necrow 7
Undead Templates Corpse-Eater Worm 8
Turning existing creatures into an undead variant is a very easy Tomb Golem 11
task. Just apply the features included in the Undead (or Spectral
Undead) templates, and you're ready to roll! *Included in this free preview

Rule Supplement
Like all my creatures, these stat blocks use the Giffyglyph's
Monster Maker rule supplement.
Giffy style monsters don't follow the same rules as player
characters when generating their stats. They use Level, Rank, and
Role to determine certain stats based on a table. These stats can be
adjusted as needed for individual stat blocks, as I sometimes do
here.
Using the stat block is generally consistent with using any other
stat block in 5e, although understanding the following shorthand is
helpful:
(xY) indicates multiattack, where Y is the number of attacks to
make. For example, Slash (x2) means you make two attacks when
you take the Slash action. Note. Using my monsters, you do not
use mutliattack when taking a paragon action.
(Cooldown X) means that once you activate the trait, you can
not do so again for X rounds. Cooldowns progress at the start of the
creature's turns.
Check out www.giffyglyph.com for more info!

Encounter Levels
A GM can easily scale these stat blocks to better fit the challenge
their party needs using Giffyglyph's Monster Maker web app. The
JSON files for these stat blocks are available to patrons of all tiers.

Notes
The stat blocks in this section are organized by CR,
and then alphabetically.
All creatures for which art is provided are available
in the free, public version of this document.

8
Undead Template Spectral Undead Template
Damage Resistances necrotic Speed 0, fly 50 ft (hover)
Damage Immunities poison
Condition Immunities poisoned Damage Resistances acid, cold, fire, lightning, thunder,
Senses darkvision 60 ft bludgeoning, piercing, and slashing from non-
Languages The languages it knew in life magical attacks
Damage Immunities necrotic, poison
Undead Nature. As an Undead, you don't require sleep, Condition Immunities charmed, exhaustion, grappled,
food, or drink. paralyzed, petrified, poisoned, prone, restrained,
unconscious
(Optional) Unnatural. You can't regain hit points from Senses darkvision 60 ft
magical sources (ie spells or potions) unless the healing Languages Understands all languages it knew in life
explicitly targets undead. but can't speak
(Optional) Undying Fortitutde. If damage that isn't
radiant or from a critical hit reduces you to 0 hit points, Undead Nature. As an Undead, you don't require sleep,
make a Con saving throw (DC 5 + the damage taken). food, or drink.
If you succeed, you drop to 1 hit point instead.
Incorporeal. You can move through other creatures and
(Optional) Turn Resistance. You have advantage against objects as if they were difficult terrain, taking 5 force
(or optionally, immunity to) effects that turn undead. damage if you end your turn inside an object.
(Optional) Lie Still. When you remain motionless, you
are indistinguishable from a normal corpse. Any bludgeoning, piercing, or slashing damage dealt by
your attacks should be changed to force damage.

9
Draugr
Undead creatures from scandanavian folklore, Draugr are most
Draugr Bonecrusher
often the unresting corpses of former warriors or priests. Draugr
Medium undead (Lvl 6 Striker Grunt)
guard old crypts or rise from their burial grounds at night, but
rarely stray far from their resting place. Armor Class 14
Most draugr wield weapons and maintain some of their Hit Points 76
intelligence and experience from life, much more so than other Speed 30 ft.
basic undead such as skeletons and zombies.
In general, Draugr fill the role of "common" undead to threaten
STR DEX CON INT WIS CHA
slightly higher level parties more than zombies and skeletons do (at
least without needing massive hoardes). 18 (+4) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 12 (+1)

Saving Throws Str +5, Dex/Con +2, Int/Wis/Cha -1


Skills Athletics +7
Draugr Damage Resistances necrotic
Medium undead (Lvl 3 Striker Grunt) Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 60 ft, passive Perception 11
Armor Class 12 Languages The languages it knew in life
Hit Points 38 Challenge 2 (575 XP)
Speed 30 ft.
Attacks +7 to hit. Hit: 14 damage
STR DEX CON INT WIS CHA Attack DCs Primary DC 15, Secondary DC 12
16 (+3) 12 (+1) 14 (+2) 8 (−1) 12 (+1) 10 (+0) Undead Nature. As an Undead, you don't require sleep,
food, or drink.
Saving Throws Str +3, Dex/Con +1, Int/Wis/Cha -2
Damage Resistances necrotic Undying Fortitude. If damage that isn't radiant or from a
Damage Immunities poison critical hit reduces you to 0 hit points, make a Con
Condition Immunities charmed, frightened, poisoned saving throw (DC 5 + the damage taken). If you
Senses darkvision 60 ft, passive Perception 11 succeed, you drop to 1 hit point instead.
Languages The languages it knew in life
Lie Still. When you remain motionless, you are
Challenge 1 (175 XP)
indistinguishable from a normal corpse.
Attacks +5 to hit. Hit: 7 damage Coordinated Corpses. You can use the help action as a
Attack DCs Primary DC 13, Secondary DC 10 bonus action, but only to help another Draugr attack.

Undead Nature. As an Undead, you don't require sleep, Actions


food, or drink. Crush. Melee Weapon Attack: +7 vs AC. Hit: 14 (4d6)
Undying Fortitude. If damage that isn't radiant or from a bludgeoning damage. If you have advantage on the
critical hit reduces you to 0 hit points, make a Con attack and both rolls would hit, the target becomes
saving throw (DC 5 + the damage taken). If you injured (can't add Str or Dex mod to weapon attack and
succeed, you drop to 1 hit point instead. damage rolls, or to Str/Dex saving throws) until it
regains at least 1 hit point.
Lie Still. When you remain motionless, you are
indistinguishable from a normal corpse. Assault. Melee Weapon Attack: One target, 5 feet, DC
15 vs Str. Fail: Grappled and restrained, or pushed 10
Coordinated Corpses. You can use the help action as a
feet and knocked prone.
bonus action, but only to help another Draugr attack.

Actions Reactions
Shake It Off. When you would suffer bludgeoning,
Strike. Melee Weapon Attack: +5 vs AC. Hit: 7 (2d6) piercing, or slashing damage from a critical hit, roll a
bludgeoning, piercing, or slashing damage (your d20. On a 13+, the critical hit becomes a normal hit
choice). instead.
Assault. Melee Weapon Attack: One target, 5 feet, DC
13 vs Str. Fail: Grappled and restrained, or pushed 10
feet and knocked prone.

10
Draugr Fleshripper Draugr Warden
Medium undead (Lvl 6 Defender Grunt)
Medium undead (Lvl 5 Striker Grunt)
Armor Class 20 (shield)
Armor Class 14 Hit Points 60
Hit Points 71 Speed 30 ft.
Speed 40 ft.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 18 (+4) 10 (+0) 14 (+2) 12 (+1)
18 (+4) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 12 (+1)
Saving Throws Con +8, Str/Wis +5, Dex/Int/Cha +2
Saving Throws Str +5, Dex/Con +2, Int/Wis/Cha -1 Skills Athletics +6, Perception +8
Damage Resistances necrotic Damage Resistances necrotic
Damage Immunities poison Damage Immunities poison
Condition Immunities charmed, frightened, poisoned Condition Immunities charmed, frightened, poisoned
Senses darkvision 60 ft, passive Perception 11 Senses darkvision 60 ft, passive Perception 18
Languages The languages it knew in life Languages The languages it knew in life
Challenge 2 (450 XP) Challenge 2 (575 XP)

Attacks +7 to hit. Hit: 15 damage Attacks +5 to hit. Hit: 10 damage


Attack DCs Primary DC 15, Secondary DC 12 Attack DCs Primary DC 13, Secondary DC 10

Undead Nature. As an Undead, you don't require sleep, Undead Nature. As an Undead, you don't require sleep,
food, or drink. food, or drink.
Undying Fortitude. If damage that isn't radiant or from a Undying Fortitude. If damage that isn't radiant or from a
critical hit reduces you to 0 hit points, make a Con critical hit reduces you to 0 hit points, make a Con
saving throw (DC 5 + the damage taken). If you saving throw (DC 5 + the damage taken). If you
succeed, you drop to 1 hit point instead. succeed, you drop to 1 hit point instead.
Lie Still. When you remain motionless, you are Lie Still. When you remain motionless, you are
indistinguishable from a normal corpse. indistinguishable from a normal corpse.
Coordinated Corpses. You can use the help action as a Coordinated Corpses. You can use the help action as a
bonus action, but only to help another Draugr attack. bonus action, but only to help another Draugr attack.
Ravenous. As a bonus action, move up to your speed
towards a damaged, non-undead enemy creature. Actions
Crawling Killer. You can move at normal speed while Strike. Melee Weapon Attack: +5 vs AC. Hit: 10 (2d6 +
prone. Your attacks do not have disadvantage while you 3) bludgeoning, piercing, or slashing damage (your
are prone. choice).

Actions Assault. Melee Weapon Attack: One target, 5 feet, DC


13 vs Str. Fail: Grappled and restrained, or pushed 10
Strike. Melee Weapon Attack: +7 vs AC. Hit: 10 (2d6 + feet and knocked prone. If you are wielding your shield
3) bludgeoning, piercing, or slashing damage (your and you push the target, the target also takes 5 (1d6 + 2)
choice). bludgeoning damage.
Assault. Melee Weapon Attack: One target, 5 feet, DC Defend. Until your next turn starts, you can use your
15 vs Str. Fail: Grappled and restrained, or pushed 10 Intervention reaction any number of times, regardless
feet and knocked prone. of whether you have a reaction remaining or not.
Rending Jaws. Melee Weapon Attack: +7 vs AC Hit: 15
(4d6 + 1) piercing damage. If you have advantage on
Reactions
the attack roll and both rolls would hit, deal an extra Intervention. When an ally within 5 ft of you is
2d6 damage. You also gain temporary hit points equal attacked, you can redirect the attack to yourself.
to this extra damage.
Bunker. When you are forced to make a Dexterity
saving throw while wielding your shield, you can use
your reaction to gain advantage and a +2 bonus on the
save.

11
Draugr Noblecorpse Draugr Valiant Fallen
Medium undead (Lvl 10 Striker Grunt)
Medium undead (Lvl 7 Supporter Grunt)
Armor Class 16 (shield)
Armor Class 16 Hit Points 130
Hit Points 47 Speed 30 ft.
Speed 30 ft.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 16 (+3) 10 (+0) 14 (+2) 12 (+1)
10 (+0) 14 (+2) 12 (+1) 16 (+3) 12 (+1) 18 (+4)
Saving Throws Str +7, Dex/Con +3, Int/Wis/Cha +0
Saving Throws Cha +6, Dex/Int +3, Str/Con/Wis +0 Skills Athletics +9, Intimidation +5
Damage Resistances necrotic Damage Resistances necrotic
Damage Immunities poison Damage Immunities poison
Condition Immunities charmed, frightened, poisoned Condition Immunities charmed, frightened, poisoned
Senses darkvision 60 ft, passive Perception 11 Senses darkvision 60 ft, passive Perception 12
Languages The languages it knew in life Languages The languages it knew in life
Challenge 3 (725 XP) Challenge 4 (1475 XP)

Attacks +5 to hit. Hit: 10 damage Attacks +9 to hit. Hit: 30 damage


Attack DCs Primary DC 13, Secondary DC 10 Attack DCs Primary DC 17, Secondary DC 14

Undead Nature. As an Undead, you don't require sleep, Undead Nature. As an Undead, you don't require sleep,
food, or drink. food, or drink.
Undying Fortitude. If damage that isn't radiant or from a Undying Fortitude. If damage that isn't radiant or from a
critical hit reduces you to 0 hit points, make a Con critical hit reduces you to 0 hit points, make a Con
saving throw (DC 5 + the damage taken). If you saving throw (DC 5 + the damage taken). If you
succeed, you drop to 1 hit point instead. succeed, you drop to 1 hit point instead.
Lie Still. When you remain motionless, you are Lie Still. When you remain motionless, you are
indistinguishable from a normal corpse. indistinguishable from a normal corpse.
Honor in Undeath. Your attacks, ability checks, and Tactical Attacker. When you make an attack with
saving throws are unaffected by disadvantage. This advantage and both rolls would hit, all attack rolls
effect does not function while you are incapacitated or against that target until the end of your next turn have
turned. advantage. The effect ends if the target moves.
Noble Aura. Creatures of your choice within 30 feet of Fallen Hero. Your experience has taught you much.
you also benefit from your Honor in Undeath feature. Weapon attack rolls against you do not benefit from
advantage, unless you are incapacitated.
Actions
Strike. Melee Weapon Attack: +5 vs AC. Hit: 10 (2d6 + Actions
3) bludgeoning, piercing, or slashing damage (your Veteran Strike (x2). Melee Weapon Attack: +9 vs AC,
choice). crits on a 19-20 if the attack has advantage. Hit: 15
Denounce. You speak a phrase of dishonor towards a (4d6 + 1) bludgeoning, piercing, or slashing damage
creature you see within 60 feet. DC 13 save vs Cha. (your choice).
Fail: Target has disadvantage on all attack rolls, ability Assault. Melee Weapon Attack: One target, 5 feet, DC
checks, and saving throws until your next turn ends. On 17 vs Str. Fail: Grappled and restrained, or pushed 10
a success, target is immune for 24 hours. feet and knocked prone.

Reactions Finisher. Melee Weapon Attack: +9 vs AC. Hit: 20 (5d6


+ 3) bludgeoning, piercing, or slashing damage (your
How Dare? As a reaction when a creature attacks you or choice), or twice as much if the target is prone and
forces you to make an ability check or saving throw, restrained, or incapacitated.
you can use Denounce against that creature.
Loot
Loot Valiant Fallen Blade (see Items section)
Nobelcorpse Talismen (see Items section)

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