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D&D 5E Mid-to-High Level Undead.

TheNoremac42

Explorer
My group played a campaign a while back where we faced a lot of undead. However, squishy things like wights and ghouls became boring after long when we were in the early teen levels. So I ended up making us some tougher baddies. I based them on the Fighter class - a tank and a ranged attacker - and was also inspired by a couple undead units from the turn-based strategy game "Battle for Wesnoth".


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A Draug is one of the most fearsome creations a necromancer can bring to the battlefield. Little is known about the process of resurrecting such an entity, and as such they often serve as honor guard for powerful dark wizards and liches. It is believed that Draugs were once mighty warriors - legends of forgotten wars - in distant past lives. They remember only the faintest glimmers of their long campaigns like memories of dreams, and carry that shadow of experience as instinct carved deep into their bones. Draugs are tireless juggernauts of destruction. Woe to those who stand in their path as they remember the charges of yore.

Draug
Medium Undead, Lawful Evil
AC: 20 (half plate + shield)
HP: 150
Speed: 30ft

STR: 18 (+4)
DEX: 16 (+3)
CON: 16 (+3)
INT: 8 (-1)
WIS: 10 ( 0)
CHA: 5 (-3)

Damage Vulnerabilities: Bludgeoning
Damage Immunities: poison
Condition Immunities: Exhaustion, poisoned
Senses: Darkvision 60ft., passive perception 10
Languages: Understands all languages it knew in life but can't speak
Challenge: 9

Defense Fighting Style: +1 to AC while wearing armor.
Second Wind: Use bonus action to regain 1d10+9 hp
Action Surge: Once per rest, take additional action and bonus action.
Improved Critical: Weapon attacks score a critical on a roll of 19 or 20.

ACTIONS

Multiattack: The Draug can make two attacks with its Battleaxe.
Battleaxe: Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 8 (1d8+4) slashing.

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Sometimes a skeletal archer will distuingish itself from the rank and file of a necromancer's army. These powerful undead invariably end up being those who were once great marksmen in previous lives. They wonder battlefields and stalk through the dark forests, guided by faint memories of grand hunts against both man and beast. Banebows care not for their purpose or foe - only for the thrill of the hunt, their only reminder of a time long forgotten. A common trait among these undead is that they will make their own arrows... often from the bones of their victims.

Banebow
Medium Undead, Lawful Evil
AC: 17 (studded leather)
HP: 150
Speed: 30 ft.

STR: 10 (+0)
DEX: 20 (+5)
CON: 15 (+2)
INT: 6 (-2)
WIS: 10 (+0)
CHA: 5 (-3)

Damage Vulnerabilities: Bludgeoning
Damage Immunities: Poison
Condition Immunities: Exhaustion, Poisoned
Senses: Darkvision 60ft., Passive Perception 10
Languages: Understands all languages it knew in life
Challenge: 10

Archery: +2 to hit with ranged weapons
Second Wind: Bonus action to regain 1d10+10 HP. Can only be used once per day.
Indomitable: May reroll a saving throw that it fails. Can only be used once per day.
Maneuvers (5d10):
Precision Attack: Can add 1 superiority die to attack roll.
Riposte: When a creature misses you with a melee attack, you can use your reaction and expend 1 superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
Evasive Footwork: When you move, you can expend 1 superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
Menacing Attack: When you hit a creature with a weapon attack, you can expend 1 superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a WIS saving throw. On a failed save, it is frightened of you until the end of your next turn.
Pushing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

ACTIONS

Multiattack: The Banebow can make either two attacks with its Longbow or two attacks with its Dagger.
Longbow: Ranged weapon attack - +11 to hit, range 150/600ft., one target. Hit 13 (1d8+5) piercing.
Dagger: Melee Weapon Attack - +9 to hit, reach 5ft., one target. Hit 11 (1d4+5) piercing.

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I also made a creature dubbed a Dreadwraith. Basically a vanilla Wraith with an added Fear Aura and renamed its Life Drain ability to Ghost Blade. Later I'll post the vampire lord I made for a boss battle.
 
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TheNoremac42

Explorer
Here's a variant of the Zombie monster that allows for a possible undead plague. I used aspects of the D20 Modern Variant Rule when implementing these.

ZOMBIE
Medium undead, neutral evil

AC: 8 (10% chance of wearing armor: 1-4 leather, 5-6 chain shirt)
HP: 22 (3d8 + 9)
Speed: 20 ft.

STR: 13 (+1)
DEX: 6 (-2)
CON: 16 (+3)
INT: 3 (-4)
WIS: 6 (-2)
CHA: 5 (-3)

Damage Immunities: poison
Condition Immunities: poisoned, exhaustion
Senses: darkvision 60 ft., Passive Perception 8
Languages: understands the languages it knew in life but can't speak
Challenge: 1/2 (100 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 in stead.

Improved Grab: If the zombie hits with a Slam, they get a free grapple attack against the same target.

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

Bite: Melee Weapon Attack. +3 to hit, reach 5ft., one target that is grappled by the zombie, incapacitated, or restrained. Hit: (1d6 + 1) piercing damage. Creatures other than undead and constructs must make a CON save (DC 8 + damage inflicted) or be infected by the plague.
 

Li Shenron

Legend
They are great.

Just one small thing... while Second Wind looks cool, if it's once per day then it might be easier to replace it with just +15 more HP, because barring some corner case that's what it means for a monster which will last 1 battle only.
 

TheNoremac42

Explorer
They are great.

Just one small thing... while Second Wind looks cool, if it's once per day then it might be easier to replace it with just +15 more HP, because barring some corner case that's what it means for a monster which will last 1 battle only.

That's a good point. I believe a Fighter's Second Wind ability is X per long rest, but those kinds of abilities are normally phrased as "X/day" for creatures. Especially since using a bonus action to regain a paltry 10-19 HP might actually be a detriment in the long run.
 

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