Creature Codex for 5th Edition
5e
Crimson Mist: All vampires die horribly when exposed to the sun’s golden rays. Yet when a vampire is killed by sunlight while feeding upon a living victim, its blood-fattened body explodes into a fine, crimson mist. The vampire’s mind and personality are destroyed by the light of the sun, but its unholy lust for blood and hatred of the living persist in the form of a cloud of sanguine mist.
Dark Father: An embodiment of the finality of death.
Dream Wraith: The dream wraith is an undead monster spawned when a living creature is killed while in the throes of a powerful dream.
Born from the world of dreams, the dream wraiths live partially in the mortal world and partially in the land of dreams.
Elophar: No force is more dangerous to an ambitious ogre mage than its own magic. Ogres are superstitious creatures, and their magi keep them in line through fear of arcane power. The most effective way for an ogre mage to remind its dullard brethren of their arcane might is by publically and dramatically communing with the tribe’s ancestral spirits. An elophar is created when an ogre mage bungles a ritual to call forth the spirits of the dead. During this failed ritual, its conductor is instantly struck dead and all the summoned spirits run rampant, trying to possess their summoner’s lifeless corpse all at once.
Fear Liath, Grayman: Fear liaths were once mortals and are bound to the Material Plane by a hex known as the Gray Curse. A humanoid slain by a fear liath becomes a Grayman itself, and the fear liath who passed the curse is free to move on to the afterlife. The origin of the first fear liaths is a mystery distorted by millennia of oral legend, but most tellers agree on one detail: the first fear liaths were vain human mountaineers who angered the god of the sun and were cursed to walk the earth as shadows, unable to be seen by other creatures for the rest of existence.
If the fear liath kills a humanoid creature, the fear liath is destroyed and the humanoid it killed rises as a fear liath in 1d4 hours. If remove curse is cast upon the cursed humanoid before it becomes a fear liath, the curse is broken.
Fierstjerren: Fierstjerren are undead servants of the northern death cults, raised from fallen reavers through dark magic.
Fierstjerren are animated by a controlling spirit of necrotic energy.
Flesh Reaver: A flesh reaver is a grotesque thing made from mismatched parts of the slain. Though it has no eyes, it searches its surroundings with other preternatural senses that unnerve even the most steadfast warrior. Its teeth chatter endlessly as it scours an area, the sound chilling the blood of its quarry.
Ghost Dragon: A ghost dragon’s creation does not differ greatly from the creation of a human ghost. Dragons of any size, color, or magical ability can become ghost dragons. If the circumstances of the dragon’s demise are troubling or violent enough, the soul may be denied an afterlife, leaving the ghost dragon’s spirit to haunt the Material Plane until it finds peace. Dragons whose wrathful natures are more intense than others are most likely to become ghost dragons.
Most ghost dragons are bound to the areas where they once laired. They may be able to roam within a mile or two of those places, but their unfinished business generally involves a notable event in their lairs: death at the hands of sneaky adventurers, betrayal by their followers, machinations of a rival dragon, etc.
Ghost Dwarf: The risen shades of dwarven paladins and other would-be heroes who made holy war on the undead and lost, the ghost dwarves march by night, sent back to slay those who originally sent them.
The graveslayers are active in the Black Canton of Grisal in the Ironcrags bordering the Grisal Marches of western Doresh. The dwarves battle the skeletons and zombies of Morgau, raiding across the river into the mountains and beyond to the infamous Zombie Wood. A few members of this tradition also operate out of the Wolfmark, fighting against the Morgau undead with allies from the Northlands.
Graveslayers who fall in battle and are left behind often become ghost dwarves if Morgau’s necromancers don’t get to them first.
Ghoul Darakhul High Priestess: ?
Ghoul Darakhul Shadowmancer: ?
Ghoul Necrophage Ghast: ?
Ghoul Tar: Bored while under the service of a necromancer, an efreeti prince toyed with his master’s creations to give them an edge against fiery spellcasters.
Ghoulsteed: The ghouls create horrific, intelligent, undead mounts for their most worthy soldiers and priests.
Although they’re large, run on all fours, and can be ridden as mounts, ghoulsteeds are the undead remains of humanoids. They’re created when a humanoid is killed by massive amounts of necrotic energy.
Goreling: Bits and pieces of ground-up flesh and bone given unholy life shuffles forward, eager to feed.
Gorelings are a necromancer’s answer when there just isn’t enough flesh around to create a full zombie. During a fight, a chopped off appendage or two can be converted into a handy minion.
Torturous Hunger. It is said that within each goreling is a fragment of the dead creature’s soul.
Leftover Parts. Gorelings come in a variety of shapes and sizes, since they are made of whatever is lying around, including whole eyes, ears, fingers, and organs.
Rotten Goreling: While fresh gore is preferable when raising gorelings, rotting flesh will suffice, too.
Grave Behemoth: In the past, a necromancer kingdom neared destruction from rampaging giants. Their undead were not sufficient to defeat the giants, so they turned to even darker arts. The necromancers flayed the flesh off hill giants, keeping the skins mostly intact, and stuffed the resulting sacks of flesh full of humanoid bodies before sewing it back together. Then, they enveloped their creations in necrotic energy until the giant flesh animated . . . along with the zombies trapped inside.
A grave behemoth is more than the sum of its grisly parts. The dark ritual forms a hive mind between the behemoth and its zombie tenants, which act as an extension of the behemoth’s will.
Herald of Undeath: ?
Herald of Mot: ?
God-King, God-Queen: A herald of Mot may corrupt ley lines or transform a ruler of Nuria into a god-king or god-queen. Its role in this later work requires deep necromancy and a divine spark in the chosen ruler.
Hungry Ghost Gaki: The gaki, or hungry ghosts, are restless spirits of avaricious humans, cursed by the gods to live eternally in constant hunger.
A hungry ghost is cursed to consume a single thing for eternity. Usually the object of their hunger is disgusting refuse like feces or garbage, but some gaki have more unusual tastes. Often, these tastes ironically reflect the sins these spirits committed in life.
Hungry Ghost Jikininki: Another type of hungry ghost, known as the jikininki, is the spirit of a selfish or blasphemous person now cursed to feed on fresh human flesh.
Hungry Ghost Preta: ?
Jiangshi, Hopping Vampire: A jiangshi is created when burial rites are carried out improperly. Unable to leave the body, the tortured soul re-animates the corpse after rigor mortis has set in, giving the jiangshi its rigid posture and nickname as a “hopping vampire.”
A humanoid slain by a jianghsi's life drain rises 24 hours later as a jiangshi, unless the humanoid is restored to life, its body is bathed in vinegar before burial, or its body is destroyed.
Kulmking: When a creature chooses to go out of its way to harm forests or other wildlands, fey spirits can curse it to become a külmking. This twisted, horrified undead is forced to become guardian to the lands it once corrupted.
A creature that dies after its soul was corrupted by a kulmking rises 24 hours later as a külmking.
Lady in White: The spirit of a woman who met a terrible, tragic end, often through murder at the hands of loved ones, a lady in white wanders near the place where she died.
Hierophant Lich: The hierophant lich is always a devout follower of a dark god, demon lord, arch-devil, or creature of outer darkness. When the hierophant’s mortal lifetime would normally end, its dark master grants it additional life, so that it may continue to serve darkness. Usually, this gift is dispensed as part of the burial rites of the hierophant lich. The creature rises just as its body is about to be buried. In other cases, it leaves its tomb shortly after burial, or it stands up when the fires of its cremation are just starting to catch.
Pact Lich: The first pact lich was a warlock whose patron was a demon lord of undeath. In a moment of whimsy, the demon granted the warlock’s petition to become a powerful undead.
Lost Minotaur: The risen corpses of minotaurs who died while trapped in a labyrinth of any kind, lost minotaurs embody the anguish, rage, and humiliation of the worst deaths their people can imagine.
Nachzehrer: Nachzehrer arise when plague strikes and kills a large number of people. The first victim of a plague might rise as one of these foul undead, and if that nachzehrer can infect enough victims a second nachzehrer will rise to join the first.
Seeping Death Skeleton: Sometimes, the skeletal victim of a suppurating ooze will reanimate, either by the twisted will of a necromancer or the ebb and flow of wild magic.
Necrotic Tick: Necrotic ticks are normal ticks that have gorged themselves on blood rich with necrotic energy. They grow unnaturally large as they feed, weighing in excess of four pounds when fully engorged. Most begin their voracious lives attached to the backs of animal zombies, and it is not uncommon to find a cluster of them on a single animal.
Phantom: The restless, angry spirits of those who have met a violent end, phantoms wander the night, vacillating between confusion, outrage, and misery.
Quiet Soul, Suiksarpok: The angry shade of one abandoned and left to die of starvation, thirst, or exposure to the elements, the quiet soul haunts many a frozen campsite, steep cavern, ravine, or deadly trap. Its helplessness, despair, and hatred for those who left it to die followed it beyond death.
Occasionally malevolent cults devoted to gods of death, winter, or darkness sacrifice one of their number to become a quiet soul.
Shadow River Lord: ?
Clacking Skeleton: They are often created as guardians for tombs or the lairs of necromancers from the leftover bones of apprentices, slaves, and scribes.
Monarch Skeleton: ?
Shadow Skeleton: While the souls of the victims of a shadow river lord are lost, the flesh is devoured by the river’s denizens, leaving only bones. These bones are reanimated as shadow skeletons, which lurk beneath the river’s surface, waiting for their master’s call to action.
Skull Lantern: A form of enigmatic, semi-sentient undead, a skull lantern comes into being spontaneously, soon after the destruction of another humanoid undead.
In fact, it isn’t entirely clear if skull lanterns are inhabited by some spiritual remnant of their former selves or if they are occupied by some other entity altogether.
Spirit Lamp, Skeletal Spirit Lamp: Spirit lamps are cursed creatures carrying lanterns that trap the souls of their victims and unleash those souls to ravage the living.
A living creature that touches the spirit lamp's lantern is cursed, unable to release it and unable to see except in the lantern’s light. Torn between fear of the darkness and the horrors it sees in the cursed light, the bearer is soon driven mad. Over time the bearer twists into the skeletal spirit lamp.
The spirit lamp’s lantern is immune to damage and can’t be the target of spells or effects as long as the spirit lamp lives. When the spirit lamp dies, the lantern floats gently to the ground and opens, if it was closed. The lantern has AC 17, 50 hp, and is immune to piercing, poison, and psychic damage. A creature that touches the lantern must succeed on a DC 15 Charisma saving throw or be cursed. A cursed creature is frightened of darkness, can’t see anything outside of the lantern’s light, and is unable to drop the lantern. The cursed creature will risk its own life to protect the lantern. A creature can repeat the saving throw each day at dawn, lifting the curse and ending the effects on itself on a success. If this occurs, the lantern disintegrates. After three failed saving throws, remove curse or similar magic is required to end the curse.
If the creature remains cursed after 30 days, it is irreversibly changed by the curse, and it becomes the lantern’s new spirit lamp. Voluntarily opening the lantern counts as a failed saving throw. If the lantern is destroyed, all captured spirits are put to rest and the cursed bearer, if it has not yet changed into a spirit lamp, is freed of the curse.
Seeping Death Skeleton: Sometimes, the skeletal victim of a suppurating ooze will reanimate, either by the twisted will of a necromancer or the ebb and flow of wild magic.
Tulpa: Tulpa are a coalescence of ill-will and obsessive thoughts. Brought into the Material Plane from pure negative thoughts, the tulpa is effectively immortal – remaining in the world until its creator ceases thinking dark thoughts.
Tveirherjar: Nidhogg, the serpent glutting on the corpses of the fallen while tangled amid the roots of Yggdrasil, has taken issue with the valkyrie poaching the best from the battlefield. He relishes the hatred of those who die with anger in their hearts, turning them into his captains in the fight against the valkyrie.
Nidhogg places a curse upon those who were slain with hatred and rage burning within them, so that mortal men forget them utterly and their name is stricken from song.
Tveirherjar are born into the dusk on the evening of their mortal demise.
If an einherjar is reduced to 0 hp by a tveirherjar's curse of the tveriherjar, it dies, cursed to become a tveirherjar at sundown.
Undead Phoenix: The undead phoenix is “born” when a typical phoenix dies at the hands of an undead creature that creates new undead: vampires, wraiths, wights, and the like. Liches sometimes arrange the creation of an undead phoenix to use them as mounts. Phoenixes succumbing to undeath rot away to nothing in a matter of seconds, leaving only a pile of foul, rotting goo. Moments later, the putrid ooze explodes as the undead phoenix slithers out of the substance in its new form.
Unhatched: These unholy dragon whelps were never given the chance to hatch–their mothers were slain, and the eggs which contained them carried off to dark ends. The unhatched dragon egg is stewed in a vile necromantic soup which dissolves the hard shell and melts the creature’s flesh from its bones. It arises from the wretched fluid as an evil, skeletal, draconic whelp, its hollow eye sockets glowing a pale yellow.
Vampire Patrician: ?
Shroud-Eater Vampire: ?
King Lucan, Shroud-Eater Vampire: ?
Vampire Priestess: ?
Vampiric Knight: A vampiric knight is created when a holy knight is brought low on the field of battle by a vampire. Rather than taking on the traits of a normal vampire, the knight turns into a unique creature, destined to serve its murderer for eternity.
Wind Eater: Warped by Arcane Catastrophe. The wrathful byproducts of cataclysms caused by arcane warfare, wind eaters were once humanoids. Now twisted into near-invisible, roughly human-shaped creatures, they wander their shattered homelands, attacking any intelligent life that comes near.
Blood Zombie: A blood zombie has been infused with necromantic magic that gives it a semblance of life.
Blood mages are often found allied with or creating crimson tusked ogres and blood zombies, and are on good terms with most vampires, liches, and followers of Marena, the Red Goddess.
Carrion Curse disease.
Lord Zombie, Terrifying Lord Zombie: Corrupted Death. A figure of strong will who dies in a place infused with necrotic energy can draw the corruption into itself and rise as a terrifying lord zombie. More tragically, sometimes resurrection magic goes awry, and the victim returns as a nexus of undeath.
Mold Zombie: Mold zombies are undead created by necromantic spores.
Mold zombies are created when a humanoid inhales the spores of an iumenta flower, a red-vined, black-petaled swamp plant that smells of rotting flesh. Once inhaled, the host contracts iumenta pox. The spores quickly shut down internal organs while growing into the muscles and the brain. When the host dies, the spores reanimate the corpse into a mold zombie.
Mold zombies are controlled by their spores, which seek to infect more humanoids. When a zombie sees a potential host, it fights to the death, hoping to kill infected creatures so it can immediately rise as an undead.
Corrupted Graveslayer: The necromancers of the Blood Kingdom regularly animate the corpses of dwarven raiders as zombies. When a graveslayer’s body is available, they use dark rituals to corrupt its soul, enlisting it to fight against its former comrades.
Undead, Real Undead: For all their love of hunting, vellso eat little of what they kill. This makes the vellso of great use to ghouls and other creatures capable of summoning them, as prey is either left to be devoured or to rise as undead, usually marked in some way to show it was slain by the demon.
A herald of undeath can and will raise entire undead armies from large cemeteries, battlefields, or necropoli.
The largest of these cemetery cities are strange places filled with the chittering of ghouls and the clatter of bone, and their primary purpose is the slavish adulation of the dark god who sponsors their founding herald. They have no fields to till or livestock to maintain; instead, they gather and carve stone into grotesque buildings, offertories, and abattoirs where the living cross into undeath.
Undead Friend: ?
Powerful Undead: ?
Intelligent Undead: ?
Unintelligent Undead: ?
Undead Servant: ?
Lesser Undead: ?
Undead Prince: ?
Horrific Intelligent Undead Mount: ?
Undead Remains of a Humanoid: ?
Gooey Black and Green Undead: ?
Enormous Undead Servitor: ?
Undead Follower: ?
Human-Like Undead: ?
Twisted Horrified Undead: ?
Foul Undead: ?
Undead Host: ?
Undead Fey Spirit: ?
Undead Monarch: ?
Undead King: ?
Enigmatic Semi-Sentient Undead: ?
Dishonorable Undead: ?
Undead Overlord: ?
Mindless Undead: ?
Undead Master: ?
Undead Monstrosity: ?
Variant Undead: ?
Undead Thrall: ?
Walking Dead: ?
Hungry Dead: ?
Vulture of the Living: ?
Risen Corpse: ?
Walking Corpse: ?
Bloody Corpse: ?
Shambling Corpse: ?
Ghost: ?
Good-Aligned Ghost: ?
Swarm of Ghostly Rattok Demons: ?
Ghostly Figure: ?
Human Ghost: ?
Ghost Haunted Giant Ancestral Spirit, Huge Ghostly Spirit: The more who die, the more ghosts return to burden the living.
Ghostly Skeletal Hands: ?
Ghoul, Typical Ghoul: Darakhul Fever disease.
Ghoul Baron: ?
Ghoul Darakhul: Darakhul Fever disease.
Darakhul Noble: ?
Ghoul Ghast: Humanoids who die in the gullet of a neophron are doomed to serve dark gods of hunger without end. The demon vomits a newly-created undead to spread hunger across the world.
If a humanoid dies while swallowed by a neophron, it transforms into a ghast.
Darakhul Fever disease.
Ghoul Arcanist: ?
Ghoul Ranger: ?
Lich: ?
Paranoid Lich: ?
Risen Shade: ?
Angry Shade: ?
Dark Flickering Shade: ?
Shadow, Dreaded Undead Shadow: ?
Skeleton, Ordinary Skeleton, Typical Skeleton: Ancient Mandriano's Call the Dead power.
Ankou lair action
Pact Lich lair action.
Skeletal Dragon: ?
Skeletal Hands: ?
Animated Skeleton: ?
Dry Dusty Skeleton: ?
Skeletal Remains: ?
Skeletal Figure: ?
Small Skeletal Dragon: ?
Evil Skeletal Draconic Whelp: ?
Howling Specter: Many humanoid cultures tell legends of the ankou’s baleful visage, claiming that the sight of an ankou in its true form is enough to drive a sane human mad and a dead human’s spirit to becoming a howling specter.
Supernaturally Thin 10-Foot-Tall Spectral Giant: ?
Spectral Rodent: ?
Looming Spectral Apparition: ?
Spectral Humanoid:?
Vampire, Normal Vampire: ?
Ancient Vampire: ?
Vampire Spawn: Vampire patricians are weaker than their vampire kin but are far superior to the spawn their kin create.
A humanoid slain by a vampire patrician's bite attack reducing its hit point maximum to 0 and then buried in the ground rises the following night as a vampire spawn under the vampire patrician’s control.
A humanoid slain by a vampire priestess's bite attack reducing its hit point maximum to 0 and then buried in the ground rises the following night as a vampire spawn under the vampire priestess’s control.
Vampire Progeny: ?
Free-Willed Vampire: ?
Wight: ?
Wraith: While dream wraiths are rare, even a solitary wraith can devastate a densely populated area. They tend to focus on one victim at a time, stealing into bed chambers and bunkrooms at night while everyone sleeps. They move through walls without waking sleepers, sense the person having the most vivid dream, and drain its life force via its dreams. Sometimes the victim survives the attack, waking in the morning feeling very ill, but often the shock of the attack kills the dreamer. The creature’s body remains, but its spirit follows the dream wraith into the night, becoming a servant of the creature.
Any humanoid that dies at the hands of a dream wraith rises 1 hour later as a wraith under the dream wraith’s control.
Good-Aligned Wraith: ?
Zombie, Full Zombie: Gorelings are a necromancer’s answer when there just isn’t enough flesh around to create a full zombie.
In the past, a necromancer kingdom neared destruction from rampaging giants. Their undead were not sufficient to defeat the giants, so they turned to even darker arts. The necromancers flayed the flesh off hill giants, keeping the skins mostly intact, and stuffed the resulting sacks of flesh full of humanoid bodies before sewing it back together. Then, they enveloped their creations in necrotic energy until the giant flesh animated . . . along with the zombies trapped inside.
A humanoid slain by a mandriano's consume the spark attack rises 24 hours later as a zombie or skeleton under the mandriano’s control, unless the humanoid is restored to life or its body is destroyed.
When the blood of a necrotic tick’s undead host runs dry, the parasite rides its victim to a new host—usually an unfortunate living creature. As it sucks the living creature’s blood, it leaks necrotic energy into the bite wound and starts a process that slowly turns the hapless victim into a zombie one pound of flesh at a time.
While attached to a living host, a necrotic tick leaks negative energy into the host’s bloodstream, quickly closing over the creature’s wounds with scabrous, necrotic flesh. If the host doesn’t already have regeneration, it regains 2 hp at the start of its turn if it has at least 1 hit point. Track how many “necrotic hp” a host recovers via Necrotic Regeneration. Magical healing reverses the necrosis and subtracts an equal number of necrotic hp from those accumulated. When the necrotic hp equal the host’s hit point maximum, the host becomes a zombie.
Crypt spiders make their homes in crypts, graveyards, and other locations where dead bodies are plentiful. They are blessed by dark gods of undeath, and create and control undead through power granted by the blessing.
The crypt spider creates a zombie from a humanoid creature it has killed with its poison. This works like the animate dead spell, except the zombie stays under the crypt spider’s control for 1d4 days.
Lord zombies spread a constant wave of necrosis into the world around them. Even long-dead corpses quicken to the lord’s call.
A humanoid slain by a lord zombie's life drain attack rises 24 hours later as a zombie under the lord’s control, unless the humanoid is restored to life or its body is destroyed.
The necromancers of the Blood Kingdom regularly animate the corpses of dwarven raiders as zombies.
Ancient Mandriano's Call the Dead power.
Lord Zombie Arise lair action.
Pact Lich lair action.
Zombie Tenant: ?
Animal Zombie: ?
Hulking Abomination: ?
Ancient Man: ?
Pale Emaciated Abomination: ?
Grotesque Thing: ?
Wavering Draconic Form: ?
Restless Spirit: ?
Vindictive Spirit: ?
Spirit of a Woman Who Met a Terrible Tragic End: ?
Rotting Fiendish Creature: ?
Horror: ?
Dark Vague Outline of a Person: ?
Restless Angry Spirit: ?
Dangerous Creature: ?
Tomb Servitor: ?
Guardian: ?
Cursed Creature: ?
Coalescence of Ill Will and Obsessive Thoughts: ?
Decomposing Warrior: ?
Unholy Dragon Whelp: ?
Barely Visible Humanoid Silhouette: ?
CARRION CURSE
Within a day, a dark discoloration around the wound is accompanied by the smell of putrefying flesh. Unless serious measures are taken to mask the smell, carrion eaters of all kinds will be drawn to the infected creature, gaining advantage on Wisdom (Perception) checks to track the creature by smell within their usual range.
While infected with carrion curse, a creature can’t be healed magically and can only heal naturally through rest and by spending hit dice. At the end of each long rest, a creature infected with carrion curse must succeed on a DC 13 Constitution saving throw or gain one level of exhaustion. If an infected creature succeeds on the saving throw, it no longer gains exhaustion levels each day. A second successful save at the end of a long rest cures the disease. The abyssal disease resists many efforts at treatment and can only be cured by a greater restoration spell or similar magic.
A living creature that dies from the effects of carrion curse has a 75% chance of rising again as a blood zombie within 24 hours.
DARAKHUL FEVER
Spread mainly through bite wounds, this disease makes itself known within 24 hours by swiftly debilitating the infected. An infected creature must make a DC 17 Constitution saving throw after every long rest. On a failed save, the victim takes 14 (4d6) necrotic damage, and its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the victim finishes a long rest after the disease is cured. The victim recovers from the disease by making two consecutive successful saving throws. Greater restoration cures the disease, while lesser restoration gives the victim advantage on the next saving throw.
Primarily spread among humanoids, the disease can affect ogres, and therefore other giants may be susceptible. If a creature dies while infected with darakhul fever, roll a d20, add the character’s Constitution modifier, and find the result on the Adjustment Table to determine what undead form the victim’s body rises in.
ADJUSTMENT TABLE
Roll Result
1–9 None; victim is simply dead
10–16 Ghoul
17–20 Ghast
21+ Darakhul
DISEASE: IUMENTA POX
It takes 1d4 days for iumenta pox’s symptoms to appear in an infected humanoid. A creature with iumenta pox has trouble breathing, and its skin erupts with painful green boils that ooze pus. As the disease progresses, these pustules turn black.
At the end of each long rest, an infected creature must succeed on a DC 13 Constitution saving throw or take 7 (2d6) necrotic damage. The creature’s hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the disease is cured. The target dies if this effect reduces its hp maximum to 0. When an infected creature dies, its corpse rises as a mold zombie 1d4 hours after death. Iumenta pox can be cured with two successful saving throws.
Ankou Lair Action
Shrouds of shadow break off of the ankou and animate 2d4 skeletons from its pile of bones. These skeletons are immune to the ankou’s Aura of Necromancy’s Bane. All previously created skeletons are destroyed when the ankou dies or when it uses this lair action again.
Pact Lich’s Lair
LAIR ACTIONS
Channeling its patron’s energy, the pact lich raises up to five dead creatures as a skeleton or zombie like the animate dead spell.
Arise (Costs 3 Actions). The lord targets a humanoid corpse within 30 feet, which rises as a zombie under the lord’s control.