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Undead Origins

Voadam

Legend
Player's Handbook
5e
Undead: Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.
Creating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently.
The Negative Plane, the source of necrotic energy that destroys the living and animates the undead.
SPELLS AND CLASS FEATURES ALLOW CHARACTERS to transform into animals, summon creatures to serve as familiars, and create undead.
Ghost: ?
Ghoul: Create Undead spell.
Ghast: Create Undead spell, 8th level or higher slot.
Lich: ?
Mummy: Create Undead spell, 9th level or higher slot.
Vecna: ?
Skeleton: Animate Dead spell.
Vampire: ?
Count Strahd von Zarovich, Vampire: ?
Wight: Create Undead spell, 8th level or higher slot.
Zombie: Animate Dead spell.
Finger of Death spell.

ANIMATE DEAD
3rd Level necromancy
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (a drop of blood, a piece of flesh,and a pinch of bone dust)
Duration: Instantaneous
This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours,after which it stops obeying any command you've given it. To maintain control of the creature for another24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
At Higher Levels.
When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.

CREATE UNDEAD
6th-leveI necromancy
Casting Time: 1 minute
Range: 10 feet
Components: V,S, M (one clay pot tilled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse)
Duration: Instantaneous
You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The DM has game statistics for these creatures.)
As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours,after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones. At Higher Levels.
When you cast this spell using a 7th-leveI spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-leveI spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-leveI spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies.

FINGER OF DEATH
7th-leveI necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8+30 necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.
 

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Voadam

Legend
Princes of the Apocalypse
5e
Aquatic Ghoul: Nine aquatic ghouls (which have a swimming speed of 30 feet) lurk in this chamber—previous victims of the cult’s obscene rite.
Reulek, Ghost: Reulek believes the specters killed him for stealing the helmet. His soul is bound to the relic by the thought that he must return it to its rightful owner before going to his eternal rest.
Chieftan Javor, Revenant: The chieftain, Javor, was allowed to come here from the afterlife due to the overt and callous desecration of his tomb—a terrible insult among the Uthgardt.
Ghoul: ?
Wight: ?
Will-o'-Wisp: ?
Ghast: ?
Vampire Spawn: ?
Specter: These are the spirits of grimlocks that died here long ago and became infused with the evil that permeates the fane.
Four specters of dead drow killed here long ago in a cave collapse materialize and attack the living.
Flameskull: ?
Zombie: ?
Skeleton: ?
Crawling Claw: ?
 

Voadam

Legend
Princes of the Apocalypse Adventure Supplement 1.0
5e
Crawling Claw: ?
Ghast: ?
Lich: ?
Revenant: ?
Shadow: If a non-evil humanoid dies from a shadow's strength drain attack, a new shadow rises from the corpse 1d4 hours later.
Specter: ?
Vampire Spawn: ?
Will-o'-Wisp: ?
Skeleton: Animate Dead spell.
Zombie: Animate Dead spell.

Animate Dead
3rd-level necromancy
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)
Duration: Instantaneous
This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature’s game statistics).
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.
 

Voadam

Legend
Return to Glory
5e
Undead: ?
Wight: ?
Beholder Zombie: ?
Ogre Zombie: ?
Dwarf Zombie: ?
Zombie: ?
Ganash, Tusk of the North, Wraith: This room once held services in respect of powerful orc warriors and leaders, whose bodies were sealed behind the walls upon their death. Unlike standard orcish funerary services, which often involve complete immolation or a traditional burial, these highly respected members of society were interred here so that their spirits would remain in the world for guidance and leadership. Now, however, two of the spirits have become wraiths and the third is a banshee; maddened by many years of silence, they have developed a hunger for life that far surpasses any desire for glory that they held in life—but should they be appeased, they may provide boons to those that come here.
A druid of immense power, Ganash channeled the pure, frozen rage of the northern blizzards. Rumored to be permanently coated in primal ice, he wielded the greatclub Frostshock, carved from the heart of an ancient glacier. He has become a wraith.
Yurtriel, The Primal Scream, Banshee: This room once held services in respect of powerful orc warriors and leaders, whose bodies were sealed behind the walls upon their death. Unlike standard orcish funerary services, which often involve complete immolation or a traditional burial, these highly respected members of society were interred here so that their spirits would remain in the world for guidance and leadership. Now, however, two of the spirits have become wraiths and the third is a banshee; maddened by many years of silence, they have developed a hunger for life that far surpasses any desire for glory that they held in life—but should they be appeased, they may provide boons to those that come here.
Yurtriel led raid after raid with her clan of skilled warriors. Time and time again, they clashed with and annihilated elves and humans alike, pushing back those that would encroach upon sacred orc lands. She and her troops would emit terrifying primal screams for the entire duration of battle, sowing panic and discord among their foes. She has become a banshee.
Klannk, Defiler of Wizards, Wraith: This room once held services in respect of powerful orc warriors and leaders, whose bodies were sealed behind the walls upon their death. Unlike standard orcish funerary services, which often involve complete immolation or a traditional burial, these highly respected members of society were interred here so that their spirits would remain in the world for guidance and leadership. Now, however, two of the spirits have become wraiths and the third is a banshee; maddened by many years of silence, they have developed a hunger for life that far surpasses any desire for glory that they held in life—but should they be appeased, they may provide boons to those that come here.
In life, Klannk reputedly had an extreme desire to find and eliminate any wizards among the enemies’ ranks. Some say that he could “smell the magic,” and demonstrated no small amount of glee when engaged in melee with an arcanist. He has become a wraith.
Undead Orc: ?
Flameskull: ?
Poltergeist: The poltergeist is what remains of the unlucky adventurer whose bones are at the bottom of the pit trap. It is tied to this area.
Frug, Gnome Mummy: ?
The Blue Lady, Ghost: The last of Yurtrus’s faithful watches over the honored dead from this cold campsite.
Hinsha, Orc Ghost: Hinsha was the lead healer of this area when she was alive, and continued to haunt the area after her untimely death.
Years ago, members of the ruling clan abruptly abdicated their position, throwing the city into chaos.
A terrible civil war ensued throughout the city, with members of the different family-tribes fighting for power.
Hinsha’s ward was a firm place of no fighting where any orc could seek asylum and healing.
Eventually, the Boneshield clan grew impatient with Hinsha’s refusal to hand over injured enemies.
The Boneshields launched an assault on the ward, and Hinsha’s staff were ill-equipped to handle the full fighting force. She and her staff were slaughtered, along with her patients.
Ghost: ?
Specter: ?
Wraith: ?
Skeleton Modified: These skeletons are the remains of the healing ward’s staff, though now they are mindless undead.
Mindless Undead: ?
Crawling Claw: ?
Great Claw, Ghost of a Worg: Great Claw was the leader of the worgs when the city fell.
Great Claw and other two worgs, Howler and Snoof, died in the city’s final days. Because they were sworn to protect this place, their spirits haven’t been able to journey on.
Howler, Worg Wraith: Great Claw and other two worgs, Howler and Snoof, died in the city’s final days. Because they were sworn to protect this place, their spirits haven’t been able to journey on.
Many years ago, a necromancer searching the city for corpses twisted Howler and Snoof’s spirits into evil wraiths.
Snoof, Worg Wraith: Great Claw and other two worgs, Howler and Snoof, died in the city’s final days. Because they were sworn to protect this place, their spirits haven’t been able to journey on.
Many years ago, a necromancer searching the city for corpses twisted Howler and Snoof’s spirits into evil wraiths.
 
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Voadam

Legend
Storm King's Thunder
5e
Thunderbeast Skeleton: ?
Hunt Lord, Wight: A century and a half ago, to escape their inevitable deaths, the Hunt Lords forged a pact with Orcus, who transformed them into five wights.
Iniarv, Lich: ?
Shaxan Kazraat, Mummy Lord: ?
Eigeron, Cloud Giant Ghost: Like many giants before them, Eigeron and his father, Blagothkus, came to the Eye of Annam seeking wisdom. The divine oracle told them that a great upheaval would upset the balance of power in the world, giving all giants the opportunity to win the respect of their gods and bring glory to their race. The oracle told Blagothkus outright that he could never impress the gods enough to earn their favor, then urged Eigeron to step out from beneath his father's "dark shadow." Blagothkus was overcome with despair and envy. A terrible fight between father and son ensued, in which Blagothkus slew Eigeron. Blagothkus then retired to his castle to mourn.
Arik Stillmarsh, Womford Bat, Vampire: ?
Skeleton: ?
Warhorse Skeleton: Necromancers in the demon lord's service helped the Hunt Lords turn the inanimate bones of their long-dead horses into five animated warhorse skeletons.
As a bonus action on its turn, a Hunt Lord can command the nearest pile of bones to rise up and become a warhorse skeleton under its command.
Wraith: ?
Specter: If one or more characters remove any of Lord Nandar's bones from the crypt, a specter forms in the crypt and attacks them.
Ghost: ?
 
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Voadam

Legend
Sword Coast Adventurer's Guide
5e
Szass Tam: ?
Baelnorn: ?
Larloch, The Shadow King, Lich: ?
Kiaransalee: ?
Lich-Queen Vol: ?
Fistandantalus: ?
Gilgeam: ?
Varalla, Lich: ?
Undead:
Dracolich: The gods only know what led to the creation of such a creature or what binds it to this place. The answers-if any there be-lie within its lair.
Vlaakith, Lich-Queen, Githyanki: ?
Lich: Other wizards seeking this longevity turn to lichdom, dwelling in isolated tombs and strongholds as they withdraw from the world in body as well as mind.
Vecna, Lord of the Hand and the Eye: ?
Skeleton: ?
Guardian Skeleton: The Shields are housed in the Shield Tower, a fortified structure on the west bank of the Surbrin (the town sits primarily on the east), whose outer wall has frequently been torn down and rebuilt. It's rumored that guardian skeletons rise when unauthorized folk tread the ground between the walls, but no one has tested the area to see if its magic still functions; even if it doesn't, more than a hundred angry warriors charging out of the tower at trespassers is enough danger to scare people out of pursuing the idea.
Vampire: ?
Vampire Spawn: ?
Wraith: ?
Zombie: ?
 

Voadam

Legend
Tales of the Yawning Portal
5e
Centaur Mummy: The centaur figure is the mummified remains of a sacred offspring of Chitza-Atlan, the guardian of the gateway to the underworld.
Deathlock Wight: ?
Heldrun Arnsfirth, Deathlock Wight Chosen of Auril: ?
Dread Warrior: After being created by a secret ritual, a dread warrior is further enchanted so that a Red Wizard can employ the creature in the fashion of a spellcaster's familiar.
Szass Tam devised the ritual that enables the creation of dread warriors. The lich has since altered the process to make it possible for a Red Wizard to take control of a dread warrior. The effect creates a psychic link between the dread warrior and a Red Wizard, who can, for a time, experience the world through the dread warrior's senses, speak with its mouth, and cast spells through it. A powerful wizard can control more than one dread warrior at a time.
Giant Skeleton: ?
Greater Zombie: It is, in fact, a greater zombie, a creature magically created from a humanoid corpse to be far more resilient than a typical zombie.
Ooze Master, Sort of Lich: A Red Wizard known only as the Ooze Master has melded with the pillar of red ooze.
The Ooze Master is the result of a failed experiment to blend a Red Wizard with ooze.
The Ooze Master is a sort of lich.
Vampiric Mist: In a loose manner of speaking, the vampiric mist is the embodiment of the vampire's hunger for blood.
Undead: ?
Undead Slave: Necromancers are specialist wizards who study the interaction of life, death, and undeath. Some like to dig up corpses to create undead slaves.
Undead Horror: ?
Undead Defender: ?
Undead God: Alternatively, the Doomvault could be the Blood of Vol's headquarters in Khorvaire. Vol uses the dungeon to harvest the power of dragon marks so she can become an undead god.
Undead Servant: ?
Warrior Undead: ?
Soul-Bound Undead, Soul-Bound Dead: The rebel Red Wizards can use the mighty magic of the Doomvault, which traps souls, to raise fallen adventurers as soul-bound dead.
Kazit Gul, Demilich: As Thay became more hostile to outsiders, fewer people sought the Doomvault. Eventually, unable to fuel his phylactery, Gui became a demilich.
Acererak, Demilich: ?
Ghost: All that now remains of Acererak the lich are the dust of his bones. This bit is enough! If any of the treasure in the crypt is touched, the dust swirls into the air and forms a man-like shape. If this shape is ignored, it will dissipate in 3 rounds, for it can only advance and threaten, not harm. Any physical attack will give it 1 point of energy, however, and a damaging spell cast on it gives it a number of points of energy equal to the level of the spell slot expended (1 point for a cantrip). Each point of energy is equivalent to a hit point, and if 50 hit points are thus gained, the dust will form into a ghost controlled by Acererak, and this thing will attack immediately.
Arundil, Dwarf Mage Insane Ghost: Arundil's ghost is tormented by grief and shame over abandoning his kin to die.
Sorlan, Ghost: Sorlan, a former adventurer who was imprisoned by the Red Wizards and subjected to horrible experiments, lives on as a ghost that is bound to this room.
Ghoul: ?
Ghoul Lacedon: ?
Lich: ?
Szass Tam, Lich Lord: ?
Tarul Var, Lich: ?
Vol, Lich: ?
Kazit Gul, Lich: ?
Acererak, Lich: Ages ago, a human wizard/cleric of surpassing evil took the steps necessary to preserve his life force beyond the centuries he had already lived, and this creature became the lich known as Acererak.
Mummy Lord That Has No Spells and No Legendary Actions: The gem has an evil magic placed upon it, and if it is removed from the mummy, the remains become a true mummy lord that has no spells and no legendary actions.
Shadow: ?
Skeleton: The skeletons date back to the time before the citadel plunged into the earth. That calamity killed all three archers, at the same time instilling in them the curse of undeath.
Ogre Skeleton: ?
Humanoid Skeleton: ?
Specter: ?
Ancient Vampire: ?
Zotzilaha, Vampire God: ?
Tloques-Popolocas, Vampire Spawn With Special Qualities: Tloques, having gained his power from his allegiance to Zotzilaha, isn't a typical vampire and doesn't bite.
Vampire: ?
Vampire Spawn: ?
Ctenmiir, Vampire: ?
King Kaius I of Karrnath, Vampire: The Doomvault, lying beneath the Mournland, might be the secret project of King Kaius of Karrnath. Kaius I hid in the dungeon from the time the lich Vol made him a vampire until he returned to take the throne from his grandson.
Issem, Human Vampire: ?
Eldrath, Human Vampire Spawn: ?
Wight: The rebel Red Wizards can use the mighty magic of the Doomvault, which traps souls, to raise fallen adventurers as soul-bound dead. If a player chooses this option, the dead character returns to play with no changes.
Syranna warns such characters that a soul-bound creature created in this way will die permanently upon leaving the Doomvault. Furthermore, over the course of many weeks , a character who remains in this state loses any identity and becomes a wight under the control of the Red Wizards.
Ayocuan, Wight: ?
Reduced-Threat Wight: Also nearby, two reduced-threat wights are being raised as warrior undead. These wights are only partially animated, so they respond only to Phaia when she order an attack.
Torlin Silvershield, Wight Chosen of Bhaal: ?
Will-o'-Wisp: ?
Wraith: ?
Zombie: A humanoid slain by this [deathlock wight's life drain] 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.
Ogre Zombie: ?
 

Voadam

Legend
Tasha's Cauldron of Everything
5e
Undead: ?
Undead Spellcaster: ?
Undead Spirit: ?
Undead Spirit Ghostly: ?
Undead Spirit Putrid: ?
Undead Spirit Skeletal: ?
Avatar of Death: ?
Banshee: ?
Death Knight: ?
Flameskull: ?
Ghost: ?
Ghoul: Each time you create an undead creature using the [broken translucent artifact tooth of Dahlver-Nar] tooth, a skeleton, zombie, or ghoul also appears at a random location within 5 miles of you, searching for the living to kill. A humanoid killed by these undead rises as the same type of undead at the next midnight.
Lich: ?
Azalin the Lich: ?
Adult Red Dracolich: ?
Shadow: ?
Skeleton: Each time you create an undead creature using the [broken translucent artifact tooth of Dahlver-Nar] tooth, a skeleton, zombie, or ghoul also appears at a random location within 5 miles of you, searching for the living to kill. A humanoid killed by these undead rises as the same type of undead at the next midnight.
A creature that dies in a necrotic tempest rises as a skeleton or zombie (your choice) 1d10 minutes later.
Haunted Effect 56-60 of Haunted supernatural region.
Specter: ?
Vampire: ?
Vampire Spawn: ?
Wraith: ?
Zombie: Each time you create an undead creature using the [broken translucent artifact tooth of Dahlver-Nar] tooth, a skeleton, zombie, or ghoul also appears at a random location within 5 miles of you, searching for the living to kill. A humanoid killed by these undead rises as the same type of undead at the next midnight.
A creature that dies in a necrotic tempest rises as a skeleton or zombie (your choice) 1d10 minutes later.
Fungal Infestation Druid Circle of Spores power.

HAUNTED
Haunted environs include homes burdened by dark deeds, the sites of mass killings, and locations where individuals died while experiencing powerful fear, sorrow, or hatred. Haunted places bear echoes of the past and, like ghosts, harass visitors even as they seek respite from age-old traumas. Few places are meaninglessly haunted, and you can easily customize the general results on the following table to suit all manner of macabre tales.
Consider rolling on the Haunted Effects table when the following circumstances occur in the region:
• A creature gains the frightened condition.
• Multiple creatures are unable to see.
• A creature is alone.
• Midnight or another ominous hour arrives.
• A ghost or other creature tied to the region's grim history menaces the party.
HAUNTED EFFECTS
d100 Effect
01-05 A violent thunderstorm begins, centered over the region. It doesn't end until the party leaves the region.
06-10 A random building in the region gains the benefits of the guards and wards spell (save DC 13) for the next 24 hours.
11-15 A mundane part of one random character's surroundings-perhaps a tree bole or a taxidermied animal head-animates for 1 minute and whispers a warning or threatens to reveal one of the character's secrets.
16-20 All bright light weakens to dim light for 24 hours. Sources that provide dim light, such as candles, do not shed any light.
21-25 The temperature in the region drops by 10 degrees Fahrenheit every hour for the next 1d6 hours, after which the temperature returns to normal. If cold enough, ice crystals form in sinister patterns.
26-30 One random creature's shadow acts independently for the next 24 hours. The shadow acts out of sync with its owner, perhaps dramatically choking or trying to murder another shadow.
31-35 After the next sunset, the sun doesn't rise again for 36 hours. During this time, the sky over the region might hold a crimson moon, be obscured by roiling fog, or display blinking, alien stars.
36-40 During the next night, one random sleeping creature vanishes and reappears approximately a foot beneath where they were sleeping typically buried in undisturbed dirt or in a space beneath floorboards. The creature or someone else can free it with a successful DC 13 Strength (Athletics) check.
41-45 One random creature in the region is targeted by the levitate spell (save DC 15) for 1 minute.
46-50 A nonviolent but unsettling ghost-perhaps a pet, an accident-prone child, or a dismembered big toe-appears and follows one random creature for 24 hours before vanishing. The ghost vanishes if reduced to O hit points.
51-55 One player character's appearance changes for the next 24 hours to reflect the region's haunted history. For example, they might manifest the distinctive facial scar associated with a notorious tyrant who died in the region.
56-60 For the next 24 hours, any humanoid killed in the region rapidly decomposes and rises as a skeleton 1dl0 minutes after dying.
61-65 Over the next 24 hours, whenever any creature is wounded, its blood (or similar fluid) spreads to form a short message or grisly tableau.
66-70 A spirit inhabits one character's simple or martial weapon, making it a sentient magic item until the character leaves the region. Randomly generate the item's properties as described in the "Sentient Magic Items" section of the Dungeon Master's Guide.
71-75 A spectral force manifests to one character in the region, allowing them to ask one question and receive a short answer as through the augury spell. The force manifests as a planchette moving on a talking board, writing on foggy glass, or insects swarming to create messages.
76-80 During the next night, one sleeping character in the region receives a vision as if the target of the dream spell. The dream is brief and unsettling, revealing some element of the environment's history and putting the character in the place of someone who suffered a grim fate there.
81-85 A coffin or small enclosed space in the region perhaps an antique box, stone cairn, or tree stump sealed with rocks-radiates palpable malice. The first time a creature opens it, roll a die. If you roll an even number, the creature receives a terrible vision and is frightened of all creatures for the next 24 hours. If you roll an odd number, an avatar of death appears and attacks as though summoned by the Skull card from a deck of many things.
86-90 Over the next 24 hours, whenever any creature in the region regains hit points from a spell, the healing magic leaves scars. This might be accompanied by a purging of black bile or a spectral force tearing free from the creature. These scars can be removed only by greater restoration or wish.
91-95 For 24 hours, a luminous wisp of vapor floats above a corpse or grave in the region. If the wisp is put in a container, a creature holding the receptacle can cast the resurrection spell once, requiring no components and causing the wisp to vanish. Any creature returned to life in this way experiences strange dreams.
96-00 A mysterious mist rises from the shadows. This dense fog heavily obscures everything in a SO-foot-radius sphere around one random creature in the region. Any creature that starts its turn in the mist must succeed on a DC 10 Constitution saving throw or gain 1 level of exhaustion. This exhaustion can't be removed while the creature is in the mist. Additionally, creatures notice unsettling sights through the fog, such as ominous ruins or soundless silhouettes fleeing pursuit. The mists can't be dispersed by any wind, but clear after 1 minute.

FUNGAL INFESTATION
6th-level Circle of Spores feature
Your spores gain the ability to infest a corpse and animate it. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the Zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.
In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
 


Voadam

Legend
The Rise of Tiamat
5e
Undead Dragon: ?
Szass Tam, Lich: ?
Tharcion Eseldra Yeth, Vampire Spellcaster: ?
Naergoth Bladelord, Wight: ?
Xonthal, Lich: ?
Ilda, Ghost: Ilda is a neutral good ghost who was once one of Diderius’s apprentices. She worshiped her master, but was mistakenly banished as a thief when one of his prize tomes was misplaced. Ilda died not long after Diderius, and her spirit returned here to act as caretaker to his great stores of knowledge.
Diderius, Mummy Lord: When Diderius died, those who honored him in life transformed him into a special mummy lord whose magic pervades his tomb.
Dracolich: Before Severin assumed control over the Cult of the Dragon, the Well of Dragons was used to transform dying dragons into dracoliches.
Ghost: ?
Lich: ?
Mummy: ?
Mummy Lord: ?
Skeleton: Animate Dead spell.
Specter: The specters are the reanimated souls of three cultists who died here and of three yuan-ti that died exploring the ruins.
Wraith's Create Specter power.
Vampire Spawn: A humanoid slain by a vampire's bite reducing its maximum hit points to 0 and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.
Vampire: ?
Wight: ?
Wraith: The wraiths are the spirits of warriors who pledged their souls to Diderius in exchange for the wizard’s exotic knowledge.
Zombie: A humanoid slain by a wight's life drain 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.
A humanoid slain by Naergoth Bladelord's life drain attack rises 24 hours later as a zombie under Naergoth's control, unless the humanoid is restored to life or its body is destroyed.
Animate Dead spell.

Animate Dead
3rd-level necromancy
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)
Duration: Instantaneous
This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature’s game statistics).
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.

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.
 

Voadam

Legend
Tomb of Annihilation
5e
Acererak the Eternal, Archlich: ?
Atropal: An atropal is a ghastly, unfinished creation of an evil god, cast adrift and abandoned long ago.
Bodak: A bodak is the undead remains of someone who revered Orcus.
Yellow Musk Zombie: A yellow musk creeper destroys the minds of humanoids, then implants bulbs in those it kills. Twenty-four hours after being implanted, a bulb sprouts a creeper vine that magically animates the host corpse, turning it into a yellow musk zombie under the young vine's control.
If the target is a humanoid that drops to 0 hit points as a result of this [yellow musk creeper's touch attack] damage, it dies and is implanted with a yellow musk creeper bulb. Unless the bulb is destroyed, the corpse animates as a yellow musk zombie after being dead for 24 hours. The bulb is destroyed if the creature is raised from the dead before it can transform into a yellow musk zombie, or if the corpse is targeted by a remove curse spell or similar magic before it animates.
Small Yellow Musk Zombie: A Small humanoid transformed into a yellow musk zombie becomes a Small undead with 27 (6d6 + 6) hit points, but otherwise has the same statistics.
Ankylosaurus Zombie: ?
Girallon Zombie: ?
Tyrannosaurus Zombie: ?
Undead: The archlich turned some of his victims into undead and flesh golems, then locked them inside the tomb to serve as guardians.
Murderous Undead: Along the entire coast, the Bay of Chult is the only spot where travelers can find welcoming civilization. The rest of the peninsula is a breeding ground for bloodsucking, disease-bearing insects, monstrous reptiles, carnivorous birds and beasts of every variety, and murderous undead.
Horrible Undead: ?
Ravenous Undead: ?
Walking Dead: Nanny Pu'pu is a worshiper of Myrkul, the Lord of Bones, and knows a ritual of transformation that can turn a dead humanoid into a zombie-like creature. Characters who bring their dead comrades to Mbala can ask Nanny Pu'pu to transform them into the walking dead. However, she does nothing for free. Wiping out the nest of pterafolk is the least payment she'll consider for this ritual. She might also request a lock of Commander Breakbone's hair and a few of his fingernails or one of Saja N'baza's iridescent scales. Either would certainly be used in casting evil magic.
Nanny Pu'pu is the only creature in Chult who can perform the Rite of Stolen Life. The ritual takes 1 hour to complete and requires three things: a mostly intact humanoid corpse, a gemstone worth at least 100 gp, and, most disturbingly, the sacrifice of another humanoid. If characters are unwilling to sacrifice one of their own to save a fallen comrade, Nanny Pu'pu recommends they capture a goblin, a grung, or other humanoid and bring it to her. Nanny Pu'pu kills the sacrifice, captures its spirit in the gemstone, and magically embeds the stone in the dead humanoid's forehead. After Nanny Pu'pu speaks a prayer to Myrkul, the spirit of the sacrifice gains the knowledge and the personality of the humanoid to which it is bound, in effect imitating that humanoid's spirit. When the ritual is complete, the dead humanoid awakens as if from a deep slumber, though it is not alive.
They've also heard stories about an old woman in Mbala who can animate the dead in such a way that the zombies retain the abilities and memories they had in life.
If a player character dies while exploring the wilds of Chult, an NPC guide might suggest that the party take its dead member to the ghost village of Mbala. A powerful witch is rumored to dwell there. According to local legends, the witch forged a pact with the Lord of Bones, a god who granted her the power to create zombies that retain their former personalities.
Giant Undead Turtle: ?
Swarm of Undead Spiders: ?
Mindless Undead: ?
Tomb Guardian, Mindless Undead Flesh Golem Encased in Plate Armor: This guardian was fashioned using the salvaged remains of Seward, an adventurer with the Company of the Yellow Banner, and a number of other unfortunate trespassers. Now a mindless undead, it attacks the characters on sight.
Blind Artist Undead Servant of Acererak: ?
Ch'gakare, Undead Warrior: ?
Powerful Undead: ?
Lesser Undead: ?
Greater Undead: ?
Crawling Claw: ?
Ghost: ?
Restless Spirit: ?
Ghoul: Over a century ago, the warlord Ras Nsi raised an undead army to conquer the city of Mezro. The army consisted mainly of dead Chultans raised as zombies and cannibals transformed into ghouls.
Screaming Ghoul: ?
Ghast: ?
Hungry Ghast: ?
Lich: ?
Valindra Shadowmantle, Elf Lich: ?
Szass Tam, Lich: ?
Vecna, Lich: ?
Nepartak: ?
Su-Monster Mummy: ?
Bone Naga: ?
Ukurlahmu, Bone Naga: ?
Skeleton: ?
Minotaur Skeleton: ?
Skeleton Key: ?
Skeletal Songbird: ?
Specter: The evil remnant of a dead explorer has become a specter that attacks the party.
Withers, Gorra, Wight: ?
Wight: ?
Tomb Dwarf, Wight: To assemble that team, Acererak abducted dwarf miners and transformed them into wights to exploit their expertise at underground construction.
Will-o'-Wisp: ?
Wraith: ?
Zombie: Over a century ago, the warlord Ras Nsi raised an undead army to conquer the city of Mezro. The army consisted mainly of dead Chultans raised as zombies and cannibals transformed into ghouls.
Chultan Zombie: ?
Ogre Zombie: ?
 
Last edited:

Voadam

Legend
Tortle Package (5e)
5e
Shadow with Arms that Look Like Tentacles: These undead remnants of long-dead Umberlee worshipers do their utmost to surprise and kill intruders.
Siburath, Merfolk Ghost: The ghost is all that remains of Siburath, a male merfolk who was captured and tortured by the Bitch Queen's captain over a century ago. Siburath’s ghost can’t leave the cage unless it possesses someone, and it can’t rest until its torturer is slain.
Wight: With her dying breath, the ship's captain pledged her soul to Orcus and was transformed into a wight that lurks in the ship’s hold.
Topi: Topis are similar to zombies. Before a topi is animated, its corpse is shrunk until it stands only 2 feet tall, and its heart is cut out and replaced with a leather bag that contains a live poisonous snake. The snake requires neither air nor sustenance, and it magically renders the topi's claws venomous. When a topi dies, the snake inside it dies too. The process of creating a topi is known only to a handful of evil priests and necromancers.
Zombie: ?
 
Last edited:

Voadam

Legend
Tyranny of Dragons
5e
Naergoth Bladelord, Wight: ?
Dread Warrior: Created from the freshly dead bodies of skilled warriors, dread warriors are especially formidable zombie-like creatures, retaining some of their intelligence and much of the fighting skill they possessed in life.
No race is immune from being transformed into a dread warrior.
Lich, Szass Tam: ?
Sandesyl Morgia, Elf Vampire: ?
Tharcion Eseldra Yeth, Human Vampire Spellcaster: ?
Ilda, Ghost: Ilda is a neutral good ghost who was once one of Diderius's apprentices. She worshiped her master, but was mistakenly banished as a thief when one of his prize tomes was misplaced. Ilda died not long after Diderius, and her spirit returned here to act as caretaker to his great stores of knowledge.
This is a creature whose spirit is tied to the world out of anguish.
Xonthal, Lich: The most popular theories are that Xonthal has returned or has awakened as a lich, or that one of the genies and elementals he once imprisoned finally broke free of its restraints but remains trapped inside the tower.
Diderius, Mummy Lord: When Diderius died, those who honored him in life transformed him into a special mummy lord whose magic pervades his tomb.
Free-Thinking Undead Soldier: ?
Undead: ?
Dracolich: The Cult of the Dragon has existed for centuries. During most of that time, its members have focused on the creation and worship of dracoliches, based on a prophecy translated by the cult's founder, Sammaster.
In the past, the cult was more active to the east and it was focused on creating dracoliches.
Given the chance, she talks about serving under Sammaster and killing dragons to raise them as dracoliches, which she still considers "the true path."
This chamber was Xonthal's combination living room, office, and den, used for studying, relaxing, and writing. When they took over the tower, the cultists turned this chamber into another dracolich laboratory.
Before Severin assumed control over the Cult of the Dragon, the Well of Dragons was used to transform dying dragons into dracoliches.
Ghost: ?
Lich: ?
Wight: ?
Zombie: A humanoid slain by a Naergoth Bladelord's Life Drain attack rises 24 hours later as a zombie under the Naergoth's control, unless the humanoid is restored to life or its body is destroyed.
Mummy: ?
Specter: Several of the castle's residents were murdered in this topmost room of the northwest tower in particularly hideous fashion. They are still here in the form of three specters haunting the chamber.
The undead are the reanimated souls of three cultists who died here and of three yuan-ti that died exploring the ruins.
Vampire Spawn: ?
Wight: ?
Will-o'-Wisp: ?
 



Voadam

Legend
Waterdeep Dragonheist
5e
Undead: ?
Crawling Claw: This crypt contains the shattered bones of Uld Brandath, a Waterdavian magister who died in a freak accident decades ago. (A gargoyle broke off the corner of a government building and fell on Uld, crushing him.) Guarding his remains are six crawling claws made from the hands of murderers who were sentenced to death by Uld.
Kistarianth the Red, Dracolich: ?
Duhlark Kolat, Flameskull: Manshoon found Duhlark Kolat's skeletal remains in the bed and transformed his skull into a flameskull.
Flameskull: ?
Malkolm Brizzenbright, Ghost The ghost can engage in light conversation. It is bound to the theater because Malkolm Brizzenbright's soul couldn't bear to leave the place.
Caladorn Cassalanter, Ghost: The ghost is all that remains of Caladorn Cassalanter, a former Masked Lord and hero of Waterdeep.
Caladorn's bones have turned to dust, but his suit of +1 plate armor remains. Also lying in the dust is a mace of disruption. If Caladorn's ghost is present when one or both magic items are removed from the sarcophagus, it asks, "Do you vow to use these items to defeat the forces of darkness?" An answer in the affirmative is sufficient to lay the ghost to rest. Before vanishing for good, it says, "Use the mace to destroy the effigy of evil incarnate. End the corruption to restore my family's honor."
Kolat Brother, Ghost: ?
Ruid, Hooded Ghost: ?
Ghast: ?
Lich: ?
Mummy: ?
Shadow: The Gralhunds paid a necromancer to perform a ritual on Hurv and his mastiffs. After sundown, the physical forms of these figures melt away, and they become three shadows until dawn.
Skeleton: Sir Ambrose Everdawn, a grizzled old champion of Kelemvor, has offered to help the City Guard catch a necromancer who's stealing bones from the City of the Dead and animating them as skeleton.
The characters have a cumulative 10 percent chance each night of encountering six skeletons, but there's no sign of the necromancer who animated them.
Losser is stealing bones from the City of the Dead to create an army of animated skeletons.
Minotaur Skeleton: ?
Specter: The spirits of several dead members of the Cassalanter family are bound to this crypt.
Beholder Zombie: The beholder zombie is all that remains of a beholder that arose from the Underdark to challenge Xanathar's supremacy. After defeating its rival, Xanathar had the corpse animated and transformed into a lair guardian.
 

Voadam

Legend
Waterdeep Dungeon of the Mad Archmage
5e
Shadow Assassin: Each time a cult fanatic dies, a shadow assassin rises from the fanatic's corpse and joins the battle, acting on the same initiative count as the fanatic that "birthed" it.
Undead Bulette: After defeating the bulette, the king had its body animated to serve as an undead guardian.
Undead Archmage Severed Arm: The limb belonged to a human archmage named Manshoon- or, more precisely, to one of his clones. The clone challenged Halaster to a spell duel and lost more than just the contest. Halaster turned the limb into a guardian that attacks all intruders until the Mad Mage or a creature that looks like him waves it off.
Nester, Undead Archmage: Nester's efforts to transform into a lich met with limited success. Rather than follow the prescribed method, he devised his own technique and botched the ritual spells. Consequently, his phylactery was shattered, and his body and mind have slowly crumbled away. The floating skull and hanging skeletal arms are all that remain of him; they move like they're attached to an invisible body.
Halaster brought seven apprentices with him to Undermountain. One of them, Nester, became a lich using spells and methods of his own devising. But his process was flawed, and over time Nester's phylactery and body disintegrated until only his floating skull and skeletal arms remained.
Undead Shambling Mound: If any creature disturbs the bones in the alcove, or if Muiral commands them to rise, they coalesce into four shambling mounds made entirely of skulls and bones.
Undead Mage: ?
Nightshade: ?
Banshee, Charinidia: Muiral visits the temple to hear the lamentations of three drow priestesses who lost all favor with Lolth and became banshees.
Charinidia, Grazthrae, and T'riizlin were priestesses transformed into banshees by Lolth for their vanity.
Banshee, Grazthrae: Muiral visits the temple to hear the lamentations of three drow priestesses who lost all favor with Lolth and became banshees.
Charinidia, Grazthrae, and T'riizlin were priestesses transformed into banshees by Lolth for their vanity.
Banshee, T'riizlin: Muiral visits the temple to hear the lamentations of three drow priestesses who lost all favor with Lolth and became banshees.
Charinidia, Grazthrae, and T'riizlin were priestesses transformed into banshees by Lolth for their vanity.
Netherskull the Death Tyrant: After carving out a lair for itself, the beholder dreamed itself into undeath, becoming a death tyrant called Netherskull.
Death Knight, Vanrak Moonstar, The Dark Ranger: Vanrak Moonstar, a Waterdavian noble who turned to the worship of Shar (god of darkness and loss), descended into Undermountain, and became a death knight.
The invaders also acquired enough treasure from the temple vaults to fund Lord Vanrak's personal quest for immortality. Within a few years, the Dark Ranger had transformed himself into a death knight.
Death Knight, Dezmyr Shadowdusk: These former paladins of Torm abandoned their faith long ago, becoming death knights.
Death Knight, Zalthar Shadowdusk: These former paladins of Torm abandoned their faith long ago, becoming death knights.
Branta Lyntion, Demilich: This demilich is all that remains of Branta Myntion, a wizard who fell in with a bad crowd. Her hunger for magic set her on an evil path as she hunted down and killed other wizards to acquire their spellbooks. Before old age could claim her, Branta transformed herself into a lich. In this form, she came to Undermountain to plunder its magic. Halaster captured and enslaved her, promising to free her if she helped him brew potions. Tragically, that promise went unfulfilled. Deprived of the ability to feed souls into her phylactery, which lies hidden in a dungeon far from Waterdeep, Branta's skeletal form deteriorated. Now, over a century later, only her skull remains. Years of captivity have driven the demilich insane, and it attacks anyone other than Halaster.
Branta Myntion, Lich: This demilich is all that remains of Branta Myntion, a wizard who fell in with a bad crowd. Her hunger for magic set her on an evil path as she hunted down and killed other wizards to acquire their spellbooks. Before old age could claim her, Branta transformed herself into a lich.
Lynnorax, Adult Blue Dracolich: ?
Trenzia, Flameskull: After she was driven mad by her scientific and necromantic experiments, Trenzia convinced Halaster to transform her into a flameskull.
Ghost, Algarr Grimtide: ?
Ghost, Liddie "Slurtongue" Peddlekant: ?
Ghost, Fishbone Jim: ?
Ghost, Yoastal: A yuan-ti pureblood priest named Yoastal was slain by the Ssethian Scourges and remains bound to the temple.
Ghost, Fidelio: Over a century ago, Fidelio began his campaign to single-handedly rid Undermountain of evil, foolishly believing that Tyr would not let him perish. The arrogant paladin fought his way down to the Obstacle Course, only to be disintegrated unceremoniously by Netherskull. Fidelio's convictions are so strong, however, that his spirit cannot rest until it defeats Netherskull in battle.
Dwarven Ghost: ?
Drow Ghoul: Feasting on the remains are seven drow ghouls that were created by Vlonwelv to devour the dead.
Ezzat, Lich: Ezzat was a mage who had an opportunity to become Halaster's apprentice. A good-aligned human priest discouraged him from pursuing that evil path. After his priest friend died of old age and Ezzat became a lich to avoid a similar fate, he became obsessed with finding a way· not only to destroy Halaster but to gain control over Undermountain.
Maddgoth, Lich: ?
Arcturia, Lich: ?
Vlaakith Lich-Queen: ?
Gorka Tharn, Duergar Mummy Lord: ?
Duergar Mummy: ?
Hexacali, Bone Naga: Only two spirit nagas remain, Excrutha and Serakath, along with their thralls and the remnants of the third spirit naga, Hexacali, who was destroyed and transformed into a bone naga by the yuan-ti.
Halleth Garke, Revenant: When a half-elf cleric of Waukeen named Halleth Garke accused his adventuring companions of withholding treasure from him, the other members of the Fine Fellows of Daggerford (not including Kelim in area 36b, who had already wandered off) beat Halleth to death and threw his body into the pit. Halleth "awoke" the next day as a revenant, compelled to find and kill the three who murdered him.
Tiefling Skeleton: The gondola and the skeletal ferryman are all creations of Halaster.
One-Handed Drow Skeleton: ?
Dwarf Skeleton: ?
Zorak Lightdrinker, Dwarf Vampire: ?
Keresta Delvingstone, Vampire Cleric of Shar: Keresta met her end in the lair of a vampire and became a vampire spawn under its command. After Vanrak destroyed the vampire and conquered its lair, he took Keresta under his wing. Consumed by darkness and loss, Keresta was drawn to Shar like a moth to a flame and rose to become a vampire cleric of the evil god.
Keresta Delvingstone, Vampire Spawn: Keresta met her end in the lair of a vampire and became a vampire spawn under its command.
Angelica, Vampire Spawn: ?
Yaveros, Vampire Spawn: ?
Brek, Vampire Spawn: ?
Deviana, Vampire Spawn: ?
Ezra, Vampire Spawn: ?
Yuri, Vampire Spawn: ?
Darvanos, Vampire Spawn: ?
Hekella, Vampire Spawn: ?
Tozu, Vampire Spawn: ?
Aryk, Vampire Spawn: The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta.
Bartho, Vampire Spawn: The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta.
Callia, Vampire Spawn: The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta.
Gaston, Vampire Spawn: The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta.
Hector, Vampire Spawn: The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta.
Ilsuban, Vampire Spawn: The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta.
Nath, Vampire Spawn: The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta.
Rhylzar, Vampire Spawn: The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta.
Rose, Vampire Spawn: The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta.
Artor Mortin, The Baron of Blood, Vampire: ?
Sabatene Xilzzrin, Drow Vampire: ?
Tebran Madannith, Drow Vampire: ?
Crisann, Will-o'-Wisp: ?
Z'reska, Will-o'-Wisp: the dark essence of a female drow priestess named Z'reska, who was butchered by minotaurs.
Zil Ephram, Zombie: The zombie is what remains of Zail Ephram, a human wizard and adventurer who was killed in Shadowdusk Hold. Melissara Shadowdusk used an animate dead spell to animate the wizard's corpse.
Nerozar the Defeated, Beholder Zombie: Nerozar challenged Xanathar for lordship of Skullport and lost. Skullport's mind flayer ambassador brought Nerozar's animated corpse with it to Stromkuhldur.
Drow Zombie: ?
Troglodyte Zombie: In truth, the drow are nine troglodyte zombies created using animate dead and disguised with a seeming spell.

Beholder Death Tyrant: Netherskull's regional effects end with the death tyrant's destruction, and Halaster takes his time replacing the creature. Eventually he settles on abducting several beholders, releasing them in the Obstacle Course, and Jetting them vie for control of the level until only one remains. Halaster plans to help the winner transform itself into a new death tyrant.
Flameskull: Halaster made the flameskulls from the skulls of wizards who tried and failed to become his apprentices.
Thirteen ancient ftameskulls haunt Skullport. These entities, which have defended the town since its founding, are all that remain of the Sargauth Enclave, a settlement of Netherese wizards.
Ghost: ?
Ghoul: The scrap of paper is another partial entry from Trenzia's log that reads, "Day 10. With lightning and copper wires, I created a pack of ghouls.”
The characters might also encounter small packs of skeletons, zombies, and ghouls that Muiral has created by casting animate dead and create undead spells on drow corpses.
Muiral made the ghouls using the corpses of adventurers and drow.
If Muiral survives and the forces of House Auvryndar are routed, he animates the corpses of any dead drow and troglodytes he finds, then scatters these zombies and ghouls throughout the level.
Lich: ?
Shadow: If a non-evil humanoid dies from [a shadow assassin's shadow blade] attack, a shadow rises from the corpse ld4 hours later.
A humanoid reduced to 0 hit points by [damage from Umbraxakar's Shadow Breath] dies, and an undead shadow rises from its corpse and acts immediately after Umbraxakar in the initiative count.
Skeleton: The characters might also encounter small packs of skeletons, zombies, and ghouls that Muiral has created by casting animate dead and create undead spells on drow corpses.
Minotaur Skeleton: ?
Specter: The wraith killed the three drow (two females and one male) and turned their spirits into specters.
Vampire: ?
Vampire Spawn: The cult of Shar in Vanrakdoom consists mainly of vampire spawn under the command of Keresta Delvingstone. Living cultists also find their way here from time to time, guided through Undermountain by the dark grace of Shar herself. Keresta turns the most promising acolytes into vampire spawn.
Wight: ?
Wraith: The wraith is all that remains of an evil adventurer who was disintegrated by Halaster in this room long ago.
Will-o'-Wisp: Any humanoid that dies in Shadowdusk Hold rises from its corpse ld4 hours later as a will-o'-wisp under the DM's control. Casting dispel evil and good on the corpse before the will-o'-wisp forms prevents such an occurrence, as does bringing the body out of Shadow-dusk Hold or into the area of a hallow spell.
Any humanoid member of the Shadowdusk family killed on this level returns as a will-o'-wisp unless certain precautions are taken.
Zombie: Nylas wants to turn the Horned Sisters into zombies because they have acted cruelly toward him. He asks the characters to kill them so he can raise their corpses with animate dead spells.
The characters might also encounter small packs of skeletons, zombies, and ghouls that Muiral has created by casting animate dead and create undead spells on drow corpses.
If Muiral survives and the forces of House Auvryndar are routed, he animates the corpses of any dead drow and troglodytes he finds, then scatters these zombies and ghouls throughout the level.
The zombies are the remains of humanoids killed by Netherskull and animated by its Negative Energy Cone. They include several humans and dwarves, as well as a few elves, drow, tieflings, quaggoths, duergar, hobgoblins, troglodytes, and githyanki.
Netherskull seeks to destroy intruders and animate their corpses, turning them into zombie thralls.
As payment for each zombie, she demands a tiny vial of the buyer's blood and three hairs plucked from the buyer's head. She owns a pair of rusty iron shears that can be used to draw blood and cut hair. After consuming this payment, Olive gains the innate ability to cast the animate dead spell once per day for the next three days.
Ogre Zombie: ?
Beholder Zombie: ?
 

Voadam

Legend
Wayfinders Guide to Eberron
5e
Archlich Erandis Vol: ?
Queen of Death, Lich: ?
Kaius ir’Wynarn III: ?
Deathless: The elves of Aerenal refuse to allow their greatest souls to be lost to Dolurrh. Using powerful magic, they raise these champions as deathless, a form of undead imbued with positive energy.
The deathless undead of Aerenal are sustained by positive energy—the light of Irian and the devotion freely given by their descendants.
Undead Soldier: ?
Karrnathi Undead: ?
Undead Elf: ?
Undead Imbued With Positive Energy: ?
Negatively Charged Undead: ?
Undead Monstrosity: In the sewers below Sharn, a mad genius puts the final touches on a device that will turn the people of the city into undead monstrosities.
Angry Ghost: In the Mournland, the wounds of war never heal, vile magical effects linger, and monsters mutate into even more foul and horrible creatures. Arcane effects continue to rain upon the land, magical storms that never dissipate. Stories speak of living spells—war magic that has taken physical form, sentient fireballs and vile cloudkills that endlessly search for new victims. Angry ghosts continue to fight their final battles.
Vengeful Ghost: ?
Ancestor Ghost: ?
Hostile Ghost: ?
Spirit: ?

Undead: Mabaran Resonator magic item.
Ghost: ?
Lich: ?
Mummy: ?
Skeleton: ?
Vampire: ?
Zombie: Mabaran Resonator magic item.

MABARAN RESONATOR
Eldritch machine, legendary (requires attunement)This horrific device draws on the power of Mabar, infusing the dead with the malign energies of the Endless Night. While it is active, any creature that dies within two miles of the resonator reanimates in one round as a zombie under the control of creature attuned to the device. At the DM’s discretion, more powerful creatures can return as other forms of undead.
 

Voadam

Legend
Xanathar's Guide to Everything
5e
Undead: ?
Banshee: ?
Death Tyrant: ?
Adult Blue Dracolich: ?
Flameskull: ?
Ghost: ?
Ghoul: ?
Ghast: ?
Mummy: ?
Mummy Lord: ?
Bone Naga: ?
Revenant: ?
Shadow: ?
Skeleton: Danse Macabre spell.
Minotaur Skeleton: ?
Specter: Accursed Specter Warlock Hexblade power.
Vampire: ?
Vampire Spawn: ?
Vampire Spellcaster: ?
Vampire Warrior: ?
Wight: ?
Will-o'-Wisp: ?
Wraith: ?
Zombie: Danse Macabre spell.
Negative Energy Flood spell.
Beholder Zombie: ?

DANSE MACABRE
5th-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 hour
Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier.
You can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete.
The creatures are under your control until the spell ends, after which they become inanimate once more.
Higher Levels.
When you cast this spell using a spell slot of 6th level or higher, you animate up to two additional corpses for each s lot level above 5th.

NEGATIVE ENERGY FLOOD
5th-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, M (a broken bone and a square of black silk)
Duration: Instantaneous
You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it. Statistics for the zombie are in the Monster Manual.
If you target an undead with this spell, the target doesn't make a saving throw. Instead, roll 5dl2. The target gains half the total as temporary hit points.

ACCURSED SPECTER
Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).
The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.
Once you bind a specter with this feature, you can't use the feature again until you finish a long rest.
 


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