************************************** NECROMANCY 101 ************************************** UNDEAD SOLDIERS Clerics, warlocks and wizards are the most common means of creating undead. The 3rd level necromancy spell Animate Dead turns piles of bones or corpses within 10 feet into minor undead under the command of their creator for 24 hours. The spells takes 1 minute to cast and has no material components besides the body parts needed to animate. * Animate Dead (3rd level slot): 1 skeleton or zombie. * Animate Dead (4th level slot): 3 skeletons or zombies. * Animate Dead (5th level slot): 5 skeletons or zombies. * Animate Dead (6th level slot): 7 skeletons or zombies. * Animate Dead (7th level slot): 9 skeletons or zombies. * Animate Dead (8th level slot): 11 skeletons or zombies. * Animate Dead (9th level slot): 13 skeletons or zombies. * School of Necromancy (caster level 6+): +1 skeleton or zombie. Wizards of 6th level or higher in the School of Necromancy add one additional skeleton or zombie per casting of Animate Dead. The 6th level necromancy spell Create Undead turns corpses within 10 feet into undead under the command of their creator for 24 hours. The spells takes 1 minute to cast and has various material components, including one 150 g.p. black onyx stone per corpse. * Create Undead (6th level slot): Three ghouls. * Create Undead (7th level slot): Four ghouls. * Create Undead (8th level slot): Five ghouls, or two ghasts, or two wights. * Create Undead (9th level slot): Six ghouls, or three ghasts, or three wights, or two mummies. ~~~~~~~~~~~~~~~~~~~~~~~~ SKELETON Medium undead, Lawful Evil (source: Monster Manual) AC: 13 (armor scraps); HP: 13 (2d8+4); SPD: 30 ft.; STR: 10 (+0); DEX: 14 (+2); CON: 15 (+2); INT: 6 (-2); WIS: 8 (-1); CHA: 5 (-3); Damage Vulnerabilities: bludgeoning; COND IMMUNE: poisoned; SENSES: darkvision 60 ft., passive Perception 9; LANG: understands all languages it spoke in life but can't speak; CR 1/4 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 Medium undead, Neutral Evil (source: Monster Manual) AC: 8; HP: 22 (3d8+9); SPD: 20 ft.; STR: 13 (+1); DEX: 6 (-2); CON: 16 (+3); INT: 3 (-4); WIS: 6 (-2); CHA: 5 (-3); SAVES: Wis +0; COND IMMUNE: poisoned; SENSES: darkvision 60 ft., passive Perception 8; LANG: understands all languages it spoke in life but can't speak; CR 1/4 TRAITS * 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. ~~~~~~~~~~~~~~~~~~~~~~~~ GHOUL Medium undead, Chaotic Evil (source: Monster Manual) AC: 12; HP: 22 (5d8); SPD: 30 ft.; STR: 13 (+1); DEX: 15 (+2); CON: 10 (+0); INT: 7 (-2); WIS: 10 (+0); CHA: 6 (-2); COND IMMUNE: poisoned; SENSES: darkvision 60 ft., passive Perception 10; LANG: Common; CR 1 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. ~~~~~~~~~~~~~~~~~~~~~~~~ GHAST Medium undead, Chaotic Evil (source: Monster Manual) AC: 13; HP: 36 (8d8); SPD: 30 ft.; STR: 16 (+3); DEX: 17 (+3); CON: 10 (+0); INT: 11 (+0); WIS: 10 (+0); CHA: 8 (-1); DMG IMMUNE: necrotic; COND IMMUNE: poisoned; SENSES: darkvision 60 ft., passive Perception 10; LANG: Common; CR 2 TRAITS * Stench: Any creature that starts its turn within 5 ft. 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. * Turn Defiance: The ghast and any ghouls within 30 ft. 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. ~~~~~~~~~~~~~~~~~~~~~~~~ MUMMY Medium undead, Lawful Evil (source: Monster Manual) AC: 11 (natural armor); HP: 58 (9d8+18); SPD: 20 ft.; STR: 16 (+3); DEX: 8 (-1); CON: 15 (+2); INT: 6 (-2); WIS: 10 (+0); CHA: 12 (+1); SAVES: Wis +2; Damage Vulnerabilities: fire; DMG IMMUNE: bludgeoning, piercing, and slashing from nonmagical weapons; COND IMMUNE: necrotic, poisoned; SENSES: darkvision 60 ft., passive Perception 10; LANG: the languages it knew in life; CR 3 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 ft. 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.