𓉸 Bestiary: Undead: The Raised - JulTob/DnD GitHub Wiki
Tiny undead, neutral evil
Challenge 0 (0 or 10 XP)
Medium undead, lawful evil
Medium undead, chaotic evil 💀| 1
Medium undead, chaotic evil 💀| 2
Medium undead, neutral good
Medium undead, lawful evil
Medium undead, lawful evil
💀CR | 🛡️ Armor Class | 💚 Hit Points | 🏆XP | 👍🏼 ProBonus |
---|---|---|---|---|
0 | 12 | 10 | ||
1:8 | 9(armor scraps) | 25 | ||
1:4 | 8 | 50 | ||
1:4 | 13(armor scraps) | 50 | ||
1 | 12 | 200 | ||
2 | 13 | $36 (8D8) | 450 | |
2 | 13(Natural Armor) | 450 | ||
2 | 12 (Natural Armor) | 450 | ||
2 | 11 (hide armor) | 450 | ||
2 | 8 | 450 | ||
2 | 17 (breastplate, shield) | $ 26 (4d8 + 8)$ | 450 | |
3 | 11 (natural armor) | 700 | ||
3 | 17 (half plate armor) | 700 |
0 | 20 ft.
climb 20 ft.
1:8 | 30 ft.
2 | 40ft
💀 | 🟥 STR | 🟧 DEX | 🟨 CON | 🟩 INT | 🟦 WIS | 🟪 CHA | Monster |
---|---|---|---|---|---|---|---|
0 | 13 (+1) | 14 (+2) | 11 (+0) | 5 (-3) | 10 (+0) | 4 (-3) | Hand |
1:8 | 8 (-1) | 6 (-2) | 16 (+3) | 3 (-4) | 6 (-2) | 3 (-4) | Small Zombie |
1:4 | 13 (+1) | 6 (-2) | 16 (+3) | 3 (-4) | 6 (-2) | 5 (-3) | Zombie |
1:4 | 10 (+0) | 14 (+2) | 15 (+2) | 6 (-2) | 8 (-1) | 5 (-3) | Skelleton |
1 | 13 (+1) | 15 (+2) | 10 (+0) | 7 (-2) | 10 (+0) | 6 (-2) | Ghoul |
2 | 19 (+4) | 13 (+1) | 17 (+3) | 2 (-4) | 12 (+1) | 5 (-3) | Animal/Dino Skelleton |
2 | 16 (+3) | 17 (+3) | 10 (+0) | 11 (+0) | 10 (+0) | 8 (-1) | |
2 | 18 (+4) | 11 (+0) | 15 (+2) | 6 (-2) | 8 (-1) | 5 (-3) | |
2 | 19 (+4) | 8 (-1) | 16 (+3) | 5 (-3) | 7 (-2) | 7 (-2) | |
2 | 19 (+4) | 6 (-2) | 18 (+4) | 3 (-4) | 6 (-2) | 5 (-3) | Ogre Zombie |
2 | 16 (+3) | 12 (+1) | 14 (+2) | 11 (+0) | 13 (+1) | 14 (+2) | Undead Soldier |
2 | 16 (+3) | 14 (+2) | 16 (+3) | 12 (+1) | 13 (+1) | 5 (-3) | Undead Soldier |
2 | 16 (+3) | 8 (-1) | 15 (+2) | 6 (-2) | 10 (+0) | 12 (+1) | Mummy |
- Athletics +5
- Perception +3
Wis +2
- bludgeoning
- fire
- Necrotic
- bludgeoning, piercing, and slashing from nonmagical attacks
- bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
- cold, poison
- poison
- necrotic
- charmed
- exhaustion
- poisoned
- frightened
- Paralyzed
- blindsight 30 ft. (blind beyond this radius)
- darkvision 60 ft
- passive Perception 7
- passive Perception 8
- passive Perception 9
- passive Perception 10
Understands Common, Can't Speak
Understands all languages it spoke in life but can't speak
1 - Common 2 - Abyssal
The claw and the foot are immune to effects that turn undead.
The undead doesn't require air, food, drink, or sleep.
If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours.
The ghast and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.
The soldier has advantage on an attack roll against a creature if at least one of the soldier's allies is within 5 feet of the creature and the ally isn't incapacitated.
💀 ⚔️ Melee Weapon Attack $+HIT$ Reach $DMG$ $Type$ $Properties$ 0 Claw $+3$ 5ft $3(1D4+1)$ bludgeoning or slashing One target 0 Stomp $+3$ 5ft $3(1D4+1)$ bludgeoning One target 1:4 Javelin $+1$ 5ft $2 (1D6 - 1)$ Piercing 1:4 Slam $+3$ 5ft $4 (1D6 + 1)$ bludgeoning 1:4 Bite $+4$ 5ft $4 (1D4 + 2)$ necrotic One target 1:4 Shortsword $+4$ 5ft $5 (1D6 + 2)$ piercing One target 1 Bite $+2$ 5ft $9 (2D6 + 2)$ piercing One creature 1 Claws $+4$ 5ft $7 (2D4 + 2)$ slashing One target. Paralyzing. 2 Bite $+3$ 5ft $12 (2D8 + 3)$ piercing One creature 2 Claws $+5$ 5ft $10 (2D6 + 3)$ slashing One target. Paralyzing. 2 Greataxe $+6$ 5ft $17 (2d12 + 4)$ slashing 2 Gore $+6$ 5ft $13 (2d8 + 4)$ piercing One Target 2 Greatclub $+6$ 5ft $13 (2d8 + 4)$ bludgeoning 2 Javelin $+6$ 5ft $11(2D6+4)$ bludgeoning One Target 2 Bite $+6$ 5ft $15(2D10+4)$ piercing One Target 2 Claw $+6$ 5ft $8(2D8+4)$ slashing One Target 2 Morningstar $+6$ 5ft $3(2d8+4)$ bludgeoning One target 2 Spear $+5$ 5ft $6(1D6+3)$ $/7(1d8+3)$ piercing One Target, Versatile 3 Longsword $+5$ 5ft $7 (1d8 + 3) / 8 (1d10 + 3)$ slashing One Target, Versatile 3 Rotting Fist $+5$ 5ft $10 (2D6 + 3)$ bludgeoning plus $10 (3d6)$ necrotic damage, mummy rot
The zombie makes three attacks: one with its bite and two with its claws.
The soldier makes two spear attacks.
The soldier attacks three times with one of its weapons.
The mummy can use its Dreadful Glare and makes one attack with its rotting fist.
If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic
The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.
💀 🏹 Ranged Weapon Attack $+HIT$ Range $DMG$ $Type$ $Properties$ 1:4 Shortbow $+4$ 80/320ft $5(1D6+2)$ bludgeoning or slashing One target 2 Javelin $+6$ 30/120ft $11(2D6 + 4)$ piercing One Target 3 Longbow $+4$ 150/600ft $6(1D8 + 2)$ piercing One Target
After the undead reduces a creature to 0 hit points with a melee attack on its turn, the undead moves up to half its speed and makes one Bite attack.
The soldier adds 3 to its AC against one melee attack that would hit it. To do so, the soldier must see the attacker and be wielding a melee weapon.
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 9
Languages understands all languages it knew in life but can't speak
Challenge 1/4 (50 XP)
Shortsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Shortbow: Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Medium undead, neutral evil
Armor Class 8
Hit Points 22 (3d8 + 9)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 6 (-2) | 16 (+3) | 3 (-4) | 6 (-2) | 5 (-3) |
Saving Throws Wis +0
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands the languages it knew in life but can't speak
Challenge 1/4 (50 XP)
Undead Fortitude: If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Slam: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Large undead, lawful evil
Armor Class 13 (barding scraps)
Hit Points 22 (3d10 + 6)
Speed 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 12 (+1) | 15 (+2) | 2 (-4) | 8 (-1) | 5 (-3) |
Damage Vulnerabilities bludgeoning
Damage Immunities poison
Condition Immunities exhaustion, poisoned;
Senses darkvision 60 ft., passive Perception 9;
Languages ---
Challenge 1/2 (100 XP)
Hooves: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Large undead, lawful evil
Armor Class 12 (natural armor)
Hit Points 67 (9d10 + 18)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 11 (+0) | 15 (+2) | 6 (-2) | 8 (-1) | 5 (-3) |
Damage Vulnerabilities bludgeoning
Damage Immunities poison
Condition Immunities exhaustion, poisoned;
Senses darkvision 60 ft., passive Perception 9;
Languages understands Abyssal but can't speak
Challenge 2 (450 XP)
Charge: If the skeleton moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Greataxe: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.
Gore: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Large undead, neutral evil
Armor Class 8
Hit Points 85 (9d10 + 36)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
19 (+4) | 6 (-2) | 18 (+4) | 3 (-4) | 6 (-2) | 5 (-3) |
Saving Throws Wis +0
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands Common and Giant but can't speak
Challenge 2 (450 XP)
Undead Fortitude: If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Morningstar: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Medium undead, neutral evil
Armor Class 14 (studded leather)
Hit Points 45 (6d8 + 18)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 14 (+2) | 16 (+3) | 10 (+0) | 13 (+1) | 15 (+2) |
Skills Perception +3, Stealth +4
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages the languages it knew in life
Challenge 3 (700 XP)
Sunlight Sensitivity: While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Multiattack: The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack.
Life Drain: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this 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. The wight can have no more than twelve zombies under its control at one time.
Longsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.
Longbow: Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Raised by dark funerary rituals, a mummy shambles from the shrouded stillness of a time-lost temple or tomb. Having been awoken from its rest, it punishes transgressors with the power of its unholy curse. Preserved Wrath. The long burial rituals that accompany a mummy's entombment help protect its body from rot. In the embalming process, the newly dead creature's organs are removed and placed in special jars, and its corpse is treated with preserving oils, herbs, and wrappings. After the body has been prepared, the corpse is typically wrapped in linen bandages. The Will of Dark Gods. An undead mummy is created when the priest of a death god or other dark deity ritually imbues a prepared corpse with necromantic magic. The mummy's linen wrappings are inscribed with necromantic markings before the burial ritual concludes with an invocation to darkness. As a mummy endures in undeath, it animates in response to conditions specified by the ritual. Most commonly, a transgression against its tomb, treasures, lands, or former loved ones will cause a mummy to rise. The Punished. Once deceased, an individual has no say in whether or not its body is made into a mummy. Some mummies were powerful individuals who displeased a high priest or pharaoh, or who committed crimes of treason, adultery, or murder. As punishment, they were cursed with eternal undeath, embalmed, mummified, and sealed away. Other times, mummies acting as tomb guardians are created from slaves put to death specifically to serve a greater purpose. Creature of Ritual. A mummy obeys the conditions and parameters laid down by the rituals that created it, driven only to punish transgressors. The overwhelming terror that foreshadows a mummy's attack can leave the intended victim paralyzed with fright. In the days following a mummy's touch, a victim's body rots from the outside in, until nothing but dust remains. Ending a Mummy's Curse. Rare magic can undo or dispel the ritual that gave rise to a mummy, allowing it to truly die. More commonly, a mummy can be sent back to its endless rest by undoing the transgression that caused it to rise. A sacred idol might be replaced in its niche, a stolen treasure could be returned to its tomb, or a temple might be purified of despoiling bloodshed.More ephemeral or permanent offenses, such as revealing a secret the mummy wished kept or killing an individual the mummy loved, can't be so easily remedied. In such cases, a mummy might slaughter all the creatures responsible and still not sate its wrath. Undead Archives. Though they seldom bother to do so, mummies can speak. As a result, some serve as undead repositories of lost lore, and can be consulted by the descendants of those who created them. Powerful individuals sometimes intentionally sequester mummies away for occasional consultation. Undead Nature. A mummy doesn't require air, food, drink, or sleep.