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: ?
 
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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.
 

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