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Undead Spirit, L3

Undead Spirit, L3 Medium Undead, Spellcasting Mod +1, Neutral Evil CR 1 200 xp

  • Armor class 14 (Natural)
  • Hit points 33 (4d8+8)
  • Speed 40 ft.
  • STR12 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT4 (-3)
  • WIS10 (0)
  • CHA9 (-1)

Damage Immunities:Necrotic, Poison

Condition Immunities:Exhaustion, Frightened, Paralyzed, Poisoned

Senses:Darkvision 60ft., Passive Perception 10

Languages:Common, understands the languages you speak

Challenge: CR 1 (200 xp)


Incorporeal Movement (Ghostly Only). The undead can become incorporeal while moving and pass through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.

Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the undead must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.

Actions

Deathly Touch (Ghostly Only). Melee Weapon Attack: +6, reach 5 ft.
Hit. 11 (1d8+6) necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn.

Grave Bolt (Skeletal Only). Ranged Spell Attack: +6 to hit, range 150 ft.
Hit. 15 (2d8 + 6) necrotic damage.

Rotting Claw (Putrid Only). Melee Weapon Attack: +6 to hit, reach 5 ft.
Hit. 10 (1d6+6) slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.

Legendary Actions

When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The creature physically resembles a humanoid with the chosen form, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Undead Spirit, L4

Undead Spirit, L4 Medium Undead, Spellcasting Mod +1, Neutral Evil CR 3 700 xp

  • Armor class 15 (Natural)
  • Hit points 43 (6d8+12)
  • Speed 40 ft.
  • STR12 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT4 (-3)
  • WIS10 (0)
  • CHA9 (-1)

Damage Immunities:Necrotic, Poison

Condition Immunities:Exhaustion, Frightened, Paralyzed, Poisoned

Senses:Darkvision 60ft., Passive Perception 10

Languages:Common, understands the languages you speak

Challenge: CR 3 (700 xp)


Incorporeal Movement (Ghostly Only). The undead can become incorporeal while moving and pass through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.

Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the undead must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.

Actions

Multiattack. The spirit makes 2 Attacks.

Deathly Touch (Ghostly Only). Melee Weapon Attack: +7, reach 5 ft.
Hit. 12 (1d8+7) necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn.

Grave Bolt (Skeletal Only). Ranged Spell Attack: +7 to hit, range 150 ft.
Hit. 16 (2d8 + 7) necrotic damage.

Rotting Claw (Putrid Only). Melee Weapon Attack: +7 to hit, reach 5 ft.
Hit. 11 (1d6+7) slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.

Legendary Actions

When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The creature physically resembles a humanoid with the chosen form, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Undead Spirit, L5

Undead Spirit, L5 Medium Undead, Spellcasting Mod +1, Neutral Evil CR 4 1,100 xp

  • Armor class 16 (Natural)
  • Hit points 53 (7d8+14)
  • Speed 40 ft.
  • STR12 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT4 (-3)
  • WIS10 (0)
  • CHA9 (-1)

Damage Immunities:Necrotic, Poison

Condition Immunities:Exhaustion, Frightened, Paralyzed, Poisoned

Senses:Darkvision 60ft., Passive Perception 10

Languages:Common, understands the languages you speak

Challenge: CR 4 (1,100 xp)


Incorporeal Movement (Ghostly Only). The undead can become incorporeal while moving and pass through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.

Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the undead must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.

Actions

Multiattack. The spirit makes 2 Attacks.

Deathly Touch (Ghostly Only). Melee Weapon Attack: +8, reach 5 ft.
Hit. 13 (1d8+8) necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn.

Grave Bolt (Skeletal Only). Ranged Spell Attack: +8 to hit, range 150 ft.
Hit. 17 (2d8 + 8) necrotic damage.

Rotting Claw (Putrid Only). Melee Weapon Attack: +8 to hit, reach 5 ft.
Hit. 12 (1d6+8) slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.

Legendary Actions

When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The creature physically resembles a humanoid with the chosen form, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Undead Spirit, L6

Undead Spirit, L6 Medium Undead, Spellcasting Mod +1, Neutral Evil CR 6 2,300 xp

  • Armor class 17 (Natural)
  • Hit points 63 (9d8+18)
  • Speed 40 ft.
  • STR12 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT4 (-3)
  • WIS10 (0)
  • CHA9 (-1)

Damage Immunities:Necrotic, Poison

Condition Immunities:Exhaustion, Frightened, Paralyzed, Poisoned

Senses:Darkvision 60ft., Passive Perception 10

Languages:Common, understands the languages you speak

Challenge: CR 6 (2,300 xp)


Incorporeal Movement (Ghostly Only). The undead can become incorporeal while moving and pass through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.

Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the undead must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.

Actions

Multiattack. The spirit makes 3 Attacks.

Deathly Touch (Ghostly Only). Melee Weapon Attack: +9, reach 5 ft.
Hit. 14 (1d8+9) necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn.

Grave Bolt (Skeletal Only). Ranged Spell Attack: +9 to hit, range 150 ft.
Hit. 18 (2d8 + 9) necrotic damage.

Rotting Claw (Putrid Only). Melee Weapon Attack: +9 to hit, reach 5 ft.
Hit. 13 (1d6+9) slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.

Legendary Actions

When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The creature physically resembles a humanoid with the chosen form, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Undead Spirit, L7

Undead Spirit, L7 Medium Undead, Spellcasting Mod +1, Neutral Evil CR 7 2,900 xp

  • Armor class 18 (Natural)
  • Hit points 73 (10d8+20)
  • Speed 40 ft.
  • STR12 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT4 (-3)
  • WIS10 (0)
  • CHA9 (-1)

Damage Immunities:Necrotic, Poison

Condition Immunities:Exhaustion, Frightened, Paralyzed, Poisoned

Senses:Darkvision 60ft., Passive Perception 10

Languages:Common, understands the languages you speak

Challenge: CR 7 (2,900 xp)


Incorporeal Movement (Ghostly Only). The undead can become incorporeal while moving and pass through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.

Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the undead must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.

Actions

Multiattack. The spirit makes 3 Attacks.

Deathly Touch (Ghostly Only). Melee Weapon Attack: +10, reach 5 ft.
Hit. 15 (1d8+10) necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn.

Grave Bolt (Skeletal Only). Ranged Spell Attack: +10 to hit, range 150 ft.
Hit. 19 (2d8 + 10) necrotic damage.

Rotting Claw (Putrid Only). Melee Weapon Attack: +10 to hit, reach 5 ft.
Hit. 14 (1d6+10) slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.

Legendary Actions

When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The creature physically resembles a humanoid with the chosen form, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Undead Spirit, L8

Undead Spirit, L8 Medium Undead, Spellcasting Mod +1, Neutral Evil CR 9 5,000 xp

  • Armor class 19 (Natural)
  • Hit points 83 (11d8+22)
  • Speed 40 ft.
  • STR12 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT4 (-3)
  • WIS10 (0)
  • CHA9 (-1)

Damage Immunities:Necrotic, Poison

Condition Immunities:Exhaustion, Frightened, Paralyzed, Poisoned

Senses:Darkvision 60ft., Passive Perception 10

Languages:Common, understands the languages you speak

Challenge: CR 9 (5,000 xp)


Incorporeal Movement (Ghostly Only). The undead can become incorporeal while moving and pass through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.

Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the undead must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.

Actions

Multiattack. The spirit makes 4 Attacks.

Deathly Touch (Ghostly Only). Melee Weapon Attack: +11, reach 5 ft.
Hit. 16 (1d8+11) necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn.

Grave Bolt (Skeletal Only). Ranged Spell Attack: +11 to hit, range 150 ft.
Hit. 20 (2d8 + 11) necrotic damage.

Rotting Claw (Putrid Only). Melee Weapon Attack: +11 to hit, reach 5 ft.
Hit. 15 (1d6+11) slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.

Legendary Actions

When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The creature physically resembles a humanoid with the chosen form, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Undead Spirit, L9

Undead Spirit, L9 Medium Undead, Spellcasting Mod +1, Neutral Evil CR 10 5,900 xp

  • Armor class 20 (Natural)
  • Hit points 93 (13d8+26)
  • Speed 40 ft.
  • STR12 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT4 (-3)
  • WIS10 (0)
  • CHA9 (-1)

Damage Immunities:Necrotic, Poison

Condition Immunities:Exhaustion, Frightened, Paralyzed, Poisoned

Senses:Darkvision 60ft., Passive Perception 10

Languages:Common, understands the languages you speak

Challenge: CR 10 (5,900 xp)


Incorporeal Movement (Ghostly Only). The undead can become incorporeal while moving and pass through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.

Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the undead must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.

Actions

Multiattack. The spirit makes 4 Attacks.

Deathly Touch (Ghostly Only). Melee Weapon Attack: +12, reach 5 ft.
Hit. 17 (1d8+12) necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn.

Grave Bolt (Skeletal Only). Ranged Spell Attack: +12 to hit, range 150 ft.
Hit. 21 (2d8 + 12) necrotic damage.

Rotting Claw (Putrid Only). Melee Weapon Attack: +12 to hit, reach 5 ft.
Hit. 16 (1d6+12) slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.

Legendary Actions

When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The creature physically resembles a humanoid with the chosen form, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Undead Spirit, L3

Undead Spirit, L3 Medium Undead, Spellcasting Mod +2, Neutral Evil CR 1 200 xp

  • Armor class 14 (Natural)
  • Hit points 34 (4d8+8)
  • Speed 40 ft.
  • STR12 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT4 (-3)
  • WIS10 (0)
  • CHA9 (-1)

Damage Immunities:Necrotic, Poison

Condition Immunities:Exhaustion, Frightened, Paralyzed, Poisoned

Senses:Darkvision 60ft., Passive Perception 10

Languages:Common, understands the languages you speak

Challenge: CR 1 (200 xp)


Incorporeal Movement (Ghostly Only). The undead can become incorporeal while moving and pass through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.

Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the undead must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.

Actions

Deathly Touch (Ghostly Only). Melee Weapon Attack: +6, reach 5 ft.
Hit. 11 (1d8+6) necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn.

Grave Bolt (Skeletal Only). Ranged Spell Attack: +6 to hit, range 150 ft.
Hit. 15 (2d8 + 6) necrotic damage.

Rotting Claw (Putrid Only). Melee Weapon Attack: +6 to hit, reach 5 ft.
Hit. 10 (1d6+6) slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.

Legendary Actions

When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The creature physically resembles a humanoid with the chosen form, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Undead Spirit, L4

Undead Spirit, L4 Medium Undead, Spellcasting Mod +2, Neutral Evil CR 3 700 xp

  • Armor class 15 (Natural)
  • Hit points 44 (6d8+12)
  • Speed 40 ft.
  • STR12 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT4 (-3)
  • WIS10 (0)
  • CHA9 (-1)

Damage Immunities:Necrotic, Poison

Condition Immunities:Exhaustion, Frightened, Paralyzed, Poisoned

Senses:Darkvision 60ft., Passive Perception 10

Languages:Common, understands the languages you speak

Challenge: CR 3 (700 xp)


Incorporeal Movement (Ghostly Only). The undead can become incorporeal while moving and pass through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.

Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the undead must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.

Actions

Multiattack. The spirit makes 2 Attacks.

Deathly Touch (Ghostly Only). Melee Weapon Attack: +7, reach 5 ft.
Hit. 12 (1d8+7) necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn.

Grave Bolt (Skeletal Only). Ranged Spell Attack: +7 to hit, range 150 ft.
Hit. 16 (2d8 + 7) necrotic damage.

Rotting Claw (Putrid Only). Melee Weapon Attack: +7 to hit, reach 5 ft.
Hit. 11 (1d6+7) slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.

Legendary Actions

When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The creature physically resembles a humanoid with the chosen form, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Undead Spirit, L5

Undead Spirit, L5 Medium Undead, Spellcasting Mod +2, Neutral Evil CR 4 1,100 xp

  • Armor class 16 (Natural)
  • Hit points 54 (7d8+14)
  • Speed 40 ft.
  • STR12 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT4 (-3)
  • WIS10 (0)
  • CHA9 (-1)

Damage Immunities:Necrotic, Poison

Condition Immunities:Exhaustion, Frightened, Paralyzed, Poisoned

Senses:Darkvision 60ft., Passive Perception 10

Languages:Common, understands the languages you speak

Challenge: CR 4 (1,100 xp)


Incorporeal Movement (Ghostly Only). The undead can become incorporeal while moving and pass through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.

Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the undead must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.

Actions

Multiattack. The spirit makes 2 Attacks.

Deathly Touch (Ghostly Only). Melee Weapon Attack: +8, reach 5 ft.
Hit. 13 (1d8+8) necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn.

Grave Bolt (Skeletal Only). Ranged Spell Attack: +8 to hit, range 150 ft.
Hit. 17 (2d8 + 8) necrotic damage.

Rotting Claw (Putrid Only). Melee Weapon Attack: +8 to hit, reach 5 ft.
Hit. 12 (1d6+8) slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.

Legendary Actions

When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The creature physically resembles a humanoid with the chosen form, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Undead Spirit, L6

Undead Spirit, L6 Medium Undead, Spellcasting Mod +2, Neutral Evil CR 6 2,300 xp

  • Armor class 17 (Natural)
  • Hit points 64 (9d8+18)
  • Speed 40 ft.
  • STR12 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT4 (-3)
  • WIS10 (0)
  • CHA9 (-1)

Damage Immunities:Necrotic, Poison

Condition Immunities:Exhaustion, Frightened, Paralyzed, Poisoned

Senses:Darkvision 60ft., Passive Perception 10

Languages:Common, understands the languages you speak

Challenge: CR 6 (2,300 xp)


Incorporeal Movement (Ghostly Only). The undead can become incorporeal while moving and pass through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.

Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the undead must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.

Actions

Multiattack. The spirit makes 3 Attacks.

Deathly Touch (Ghostly Only). Melee Weapon Attack: +9, reach 5 ft.
Hit. 14 (1d8+9) necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn.

Grave Bolt (Skeletal Only). Ranged Spell Attack: +9 to hit, range 150 ft.
Hit. 18 (2d8 + 9) necrotic damage.

Rotting Claw (Putrid Only). Melee Weapon Attack: +9 to hit, reach 5 ft.
Hit. 13 (1d6+9) slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.

Legendary Actions

When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The creature physically resembles a humanoid with the chosen form, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Undead Spirit, L7

Undead Spirit, L7 Medium Undead, Spellcasting Mod +2, Neutral Evil CR 7 2,900 xp

  • Armor class 18 (Natural)
  • Hit points 74 (10d8+20)
  • Speed 40 ft.
  • STR12 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT4 (-3)
  • WIS10 (0)
  • CHA9 (-1)

Damage Immunities:Necrotic, Poison

Condition Immunities:Exhaustion, Frightened, Paralyzed, Poisoned

Senses:Darkvision 60ft., Passive Perception 10

Languages:Common, understands the languages you speak

Challenge: CR 7 (2,900 xp)


Incorporeal Movement (Ghostly Only). The undead can become incorporeal while moving and pass through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.

Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the undead must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.

Actions

Multiattack. The spirit makes 3 Attacks.

Deathly Touch (Ghostly Only). Melee Weapon Attack: +10, reach 5 ft.
Hit. 15 (1d8+10) necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn.

Grave Bolt (Skeletal Only). Ranged Spell Attack: +10 to hit, range 150 ft.
Hit. 19 (2d8 + 10) necrotic damage.

Rotting Claw (Putrid Only). Melee Weapon Attack: +10 to hit, reach 5 ft.
Hit. 14 (1d6+10) slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.

Legendary Actions

When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The creature physically resembles a humanoid with the chosen form, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Undead Spirit, L8

Undead Spirit, L8 Medium Undead, Spellcasting Mod +2, Neutral Evil CR 9 5,000 xp

  • Armor class 19 (Natural)
  • Hit points 84 (12d8+24)
  • Speed 40 ft.
  • STR12 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT4 (-3)
  • WIS10 (0)
  • CHA9 (-1)

Damage Immunities:Necrotic, Poison

Condition Immunities:Exhaustion, Frightened, Paralyzed, Poisoned

Senses:Darkvision 60ft., Passive Perception 10

Languages:Common, understands the languages you speak

Challenge: CR 9 (5,000 xp)


Incorporeal Movement (Ghostly Only). The undead can become incorporeal while moving and pass through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.

Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the undead must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.

Actions

Multiattack. The spirit makes 4 Attacks.

Deathly Touch (Ghostly Only). Melee Weapon Attack: +11, reach 5 ft.
Hit. 16 (1d8+11) necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn.

Grave Bolt (Skeletal Only). Ranged Spell Attack: +11 to hit, range 150 ft.
Hit. 20 (2d8 + 11) necrotic damage.

Rotting Claw (Putrid Only). Melee Weapon Attack: +11 to hit, reach 5 ft.
Hit. 15 (1d6+11) slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.

Legendary Actions

When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The creature physically resembles a humanoid with the chosen form, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Undead Spirit, L9

Undead Spirit, L9 Medium Undead, Spellcasting Mod +2, Neutral Evil CR 10 5,900 xp

  • Armor class 20 (Natural)
  • Hit points 94 (13d8+26)
  • Speed 40 ft.
  • STR12 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT4 (-3)
  • WIS10 (0)
  • CHA9 (-1)

Damage Immunities:Necrotic, Poison

Condition Immunities:Exhaustion, Frightened, Paralyzed, Poisoned

Senses:Darkvision 60ft., Passive Perception 10

Languages:Common, understands the languages you speak

Challenge: CR 10 (5,900 xp)


Incorporeal Movement (Ghostly Only). The undead can become incorporeal while moving and pass through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.

Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the undead must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.

Actions

Multiattack. The spirit makes 4 Attacks.

Deathly Touch (Ghostly Only). Melee Weapon Attack: +12, reach 5 ft.
Hit. 17 (1d8+12) necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn.

Grave Bolt (Skeletal Only). Ranged Spell Attack: +12 to hit, range 150 ft.
Hit. 21 (2d8 + 12) necrotic damage.

Rotting Claw (Putrid Only). Melee Weapon Attack: +12 to hit, reach 5 ft.
Hit. 16 (1d6+12) slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.

Legendary Actions

When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The creature physically resembles a humanoid with the chosen form, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Undead Spirit, L3

Undead Spirit, L3 Medium Undead, Spellcasting Mod +3, Neutral Evil CR 1 200 xp

  • Armor class 14 (Natural)
  • Hit points 35 (5d8+10)
  • Speed 40 ft.
  • STR12 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT4 (-3)
  • WIS10 (0)
  • CHA9 (-1)

Damage Immunities:Necrotic, Poison

Condition Immunities:Exhaustion, Frightened, Paralyzed, Poisoned

Senses:Darkvision 60ft., Passive Perception 10

Languages:Common, understands the languages you speak

Challenge: CR 1 (200 xp)


Incorporeal Movement (Ghostly Only). The undead can become incorporeal while moving and pass through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.

Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the undead must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.

Actions

Deathly Touch (Ghostly Only). Melee Weapon Attack: +6, reach 5 ft.
Hit. 11 (1d8+6) necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn.

Grave Bolt (Skeletal Only). Ranged Spell Attack: +6 to hit, range 150 ft.
Hit. 15 (2d8 + 6) necrotic damage.

Rotting Claw (Putrid Only). Melee Weapon Attack: +6 to hit, reach 5 ft.
Hit. 10 (1d6+6) slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.

Legendary Actions

When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The creature physically resembles a humanoid with the chosen form, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Undead Spirit, L4

Undead Spirit, L4 Medium Undead, Spellcasting Mod +3, Neutral Evil CR 3 700 xp

  • Armor class 15 (Natural)
  • Hit points 45 (6d8+12)
  • Speed 40 ft.
  • STR12 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT4 (-3)
  • WIS10 (0)
  • CHA9 (-1)

Damage Immunities:Necrotic, Poison

Condition Immunities:Exhaustion, Frightened, Paralyzed, Poisoned

Senses:Darkvision 60ft., Passive Perception 10

Languages:Common, understands the languages you speak

Challenge: CR 3 (700 xp)


Incorporeal Movement (Ghostly Only). The undead can become incorporeal while moving and pass through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.

Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the undead must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.

Actions

Multiattack. The spirit makes 2 Attacks.

Deathly Touch (Ghostly Only). Melee Weapon Attack: +7, reach 5 ft.
Hit. 12 (1d8+7) necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn.

Grave Bolt (Skeletal Only). Ranged Spell Attack: +7 to hit, range 150 ft.
Hit. 16 (2d8 + 7) necrotic damage.

Rotting Claw (Putrid Only). Melee Weapon Attack: +7 to hit, reach 5 ft.
Hit. 11 (1d6+7) slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.

Legendary Actions

When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The creature physically resembles a humanoid with the chosen form, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Undead Spirit, L5

Undead Spirit, L5 Medium Undead, Spellcasting Mod +3, Neutral Evil CR 4 1,100 xp

  • Armor class 16 (Natural)
  • Hit points 55 (7d8+14)
  • Speed 40 ft.
  • STR12 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT4 (-3)
  • WIS10 (0)
  • CHA9 (-1)

Damage Immunities:Necrotic, Poison

Condition Immunities:Exhaustion, Frightened, Paralyzed, Poisoned

Senses:Darkvision 60ft., Passive Perception 10

Languages:Common, understands the languages you speak

Challenge: CR 4 (1,100 xp)


Incorporeal Movement (Ghostly Only). The undead can become incorporeal while moving and pass through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.

Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the undead must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.

Actions

Multiattack. The spirit makes 2 Attacks.

Deathly Touch (Ghostly Only). Melee Weapon Attack: +8, reach 5 ft.
Hit. 13 (1d8+8) necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn.

Grave Bolt (Skeletal Only). Ranged Spell Attack: +8 to hit, range 150 ft.
Hit. 17 (2d8 + 8) necrotic damage.

Rotting Claw (Putrid Only). Melee Weapon Attack: +8 to hit, reach 5 ft.
Hit. 12 (1d6+8) slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.

Legendary Actions

When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The creature physically resembles a humanoid with the chosen form, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Undead Spirit, L6

Undead Spirit, L6 Medium Undead, Spellcasting Mod +3, Neutral Evil CR 6 2,300 xp

  • Armor class 17 (Natural)
  • Hit points 65 (9d8+18)
  • Speed 40 ft.
  • STR12 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT4 (-3)
  • WIS10 (0)
  • CHA9 (-1)

Damage Immunities:Necrotic, Poison

Condition Immunities:Exhaustion, Frightened, Paralyzed, Poisoned

Senses:Darkvision 60ft., Passive Perception 10

Languages:Common, understands the languages you speak

Challenge: CR 6 (2,300 xp)


Incorporeal Movement (Ghostly Only). The undead can become incorporeal while moving and pass through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.

Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the undead must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.

Actions

Multiattack. The spirit makes 3 Attacks.

Deathly Touch (Ghostly Only). Melee Weapon Attack: +9, reach 5 ft.
Hit. 14 (1d8+9) necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn.

Grave Bolt (Skeletal Only). Ranged Spell Attack: +9 to hit, range 150 ft.
Hit. 18 (2d8 + 9) necrotic damage.

Rotting Claw (Putrid Only). Melee Weapon Attack: +9 to hit, reach 5 ft.
Hit. 13 (1d6+9) slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.

Legendary Actions

When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The creature physically resembles a humanoid with the chosen form, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Undead Spirit, L7

Undead Spirit, L7 Medium Undead, Spellcasting Mod +3, Neutral Evil CR 7 2,900 xp

  • Armor class 18 (Natural)
  • Hit points 75 (10d8+20)
  • Speed 40 ft.
  • STR12 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT4 (-3)
  • WIS10 (0)
  • CHA9 (-1)

Damage Immunities:Necrotic, Poison

Condition Immunities:Exhaustion, Frightened, Paralyzed, Poisoned

Senses:Darkvision 60ft., Passive Perception 10

Languages:Common, understands the languages you speak

Challenge: CR 7 (2,900 xp)


Incorporeal Movement (Ghostly Only). The undead can become incorporeal while moving and pass through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.

Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the undead must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.

Actions

Multiattack. The spirit makes 3 Attacks.

Deathly Touch (Ghostly Only). Melee Weapon Attack: +10, reach 5 ft.
Hit. 15 (1d8+10) necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn.

Grave Bolt (Skeletal Only). Ranged Spell Attack: +10 to hit, range 150 ft.
Hit. 19 (2d8 + 10) necrotic damage.

Rotting Claw (Putrid Only). Melee Weapon Attack: +10 to hit, reach 5 ft.
Hit. 14 (1d6+10) slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.

Legendary Actions

When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The creature physically resembles a humanoid with the chosen form, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Undead Spirit, L8

Undead Spirit, L8 Medium Undead, Spellcasting Mod +3, Neutral Evil CR 9 5,000 xp

  • Armor class 19 (Natural)
  • Hit points 85 (12d8+24)
  • Speed 40 ft.
  • STR12 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT4 (-3)
  • WIS10 (0)
  • CHA9 (-1)

Damage Immunities:Necrotic, Poison

Condition Immunities:Exhaustion, Frightened, Paralyzed, Poisoned

Senses:Darkvision 60ft., Passive Perception 10

Languages:Common, understands the languages you speak

Challenge: CR 9 (5,000 xp)


Incorporeal Movement (Ghostly Only). The undead can become incorporeal while moving and pass through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.

Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the undead must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.

Actions

Multiattack. The spirit makes 4 Attacks.

Deathly Touch (Ghostly Only). Melee Weapon Attack: +11, reach 5 ft.
Hit. 16 (1d8+11) necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn.

Grave Bolt (Skeletal Only). Ranged Spell Attack: +11 to hit, range 150 ft.
Hit. 20 (2d8 + 11) necrotic damage.

Rotting Claw (Putrid Only). Melee Weapon Attack: +11 to hit, reach 5 ft.
Hit. 15 (1d6+11) slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.

Legendary Actions

When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The creature physically resembles a humanoid with the chosen form, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Undead Spirit, L9

Undead Spirit, L9 Medium Undead, Spellcasting Mod +3, Neutral Evil CR 10 5,900 xp

  • Armor class 20 (Natural)
  • Hit points 95 (13d8+26)
  • Speed 40 ft.
  • STR12 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT4 (-3)
  • WIS10 (0)
  • CHA9 (-1)

Damage Immunities:Necrotic, Poison

Condition Immunities:Exhaustion, Frightened, Paralyzed, Poisoned

Senses:Darkvision 60ft., Passive Perception 10

Languages:Common, understands the languages you speak

Challenge: CR 10 (5,900 xp)


Incorporeal Movement (Ghostly Only). The undead can become incorporeal while moving and pass through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.

Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the undead must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.

Actions

Multiattack. The spirit makes 4 Attacks.

Deathly Touch (Ghostly Only). Melee Weapon Attack: +12, reach 5 ft.
Hit. 17 (1d8+12) necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn.

Grave Bolt (Skeletal Only). Ranged Spell Attack: +12 to hit, range 150 ft.
Hit. 21 (2d8 + 12) necrotic damage.

Rotting Claw (Putrid Only). Melee Weapon Attack: +12 to hit, reach 5 ft.
Hit. 16 (1d6+12) slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.

Legendary Actions

When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The creature physically resembles a humanoid with the chosen form, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Undead Spirit, L3

Undead Spirit, L3 Medium Undead, Spellcasting Mod +4, Neutral Evil CR 2 450 xp

  • Armor class 14 (Natural)
  • Hit points 36 (5d8+10)
  • Speed 40 ft.
  • STR12 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT4 (-3)
  • WIS10 (0)
  • CHA9 (-1)

Damage Immunities:Necrotic, Poison

Condition Immunities:Exhaustion, Frightened, Paralyzed, Poisoned

Senses:Darkvision 60ft., Passive Perception 10

Languages:Common, understands the languages you speak

Challenge: CR 2 (450 xp)


Incorporeal Movement (Ghostly Only). The undead can become incorporeal while moving and pass through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.

Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the undead must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.

Actions

Deathly Touch (Ghostly Only). Melee Weapon Attack: +6, reach 5 ft.
Hit. 11 (1d8+6) necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn.

Grave Bolt (Skeletal Only). Ranged Spell Attack: +6 to hit, range 150 ft.
Hit. 15 (2d8 + 6) necrotic damage.

Rotting Claw (Putrid Only). Melee Weapon Attack: +6 to hit, reach 5 ft.
Hit. 10 (1d6+6) slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.

Legendary Actions

When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The creature physically resembles a humanoid with the chosen form, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Undead Spirit, L4

Undead Spirit, L4 Medium Undead, Spellcasting Mod +4, Neutral Evil CR 3 700 xp

  • Armor class 15 (Natural)
  • Hit points 46 (6d8+12)
  • Speed 40 ft.
  • STR12 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT4 (-3)
  • WIS10 (0)
  • CHA9 (-1)

Damage Immunities:Necrotic, Poison

Condition Immunities:Exhaustion, Frightened, Paralyzed, Poisoned

Senses:Darkvision 60ft., Passive Perception 10

Languages:Common, understands the languages you speak

Challenge: CR 3 (700 xp)


Incorporeal Movement (Ghostly Only). The undead can become incorporeal while moving and pass through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.

Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the undead must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.

Actions

Multiattack. The spirit makes 2 Attacks.

Deathly Touch (Ghostly Only). Melee Weapon Attack: +7, reach 5 ft.
Hit. 12 (1d8+7) necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn.

Grave Bolt (Skeletal Only). Ranged Spell Attack: +7 to hit, range 150 ft.
Hit. 16 (2d8 + 7) necrotic damage.

Rotting Claw (Putrid Only). Melee Weapon Attack: +7 to hit, reach 5 ft.
Hit. 11 (1d6+7) slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.

Legendary Actions

When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The creature physically resembles a humanoid with the chosen form, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Undead Spirit, L5

Undead Spirit, L5 Medium Undead, Spellcasting Mod +4, Neutral Evil CR 4 1,100 xp

  • Armor class 16 (Natural)
  • Hit points 56 (8d8+16)
  • Speed 40 ft.
  • STR12 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT4 (-3)
  • WIS10 (0)
  • CHA9 (-1)

Damage Immunities:Necrotic, Poison

Condition Immunities:Exhaustion, Frightened, Paralyzed, Poisoned

Senses:Darkvision 60ft., Passive Perception 10

Languages:Common, understands the languages you speak

Challenge: CR 4 (1,100 xp)


Incorporeal Movement (Ghostly Only). The undead can become incorporeal while moving and pass through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.

Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the undead must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.

Actions

Multiattack. The spirit makes 2 Attacks.

Deathly Touch (Ghostly Only). Melee Weapon Attack: +8, reach 5 ft.
Hit. 13 (1d8+8) necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn.

Grave Bolt (Skeletal Only). Ranged Spell Attack: +8 to hit, range 150 ft.
Hit. 17 (2d8 + 8) necrotic damage.

Rotting Claw (Putrid Only). Melee Weapon Attack: +8 to hit, reach 5 ft.
Hit. 12 (1d6+8) slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.

Legendary Actions

When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The creature physically resembles a humanoid with the chosen form, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Undead Spirit, L6

Undead Spirit, L6 Medium Undead, Spellcasting Mod +4, Neutral Evil CR 6 2,300 xp

  • Armor class 17 (Natural)
  • Hit points 66 (9d8+18)
  • Speed 40 ft.
  • STR12 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT4 (-3)
  • WIS10 (0)
  • CHA9 (-1)

Damage Immunities:Necrotic, Poison

Condition Immunities:Exhaustion, Frightened, Paralyzed, Poisoned

Senses:Darkvision 60ft., Passive Perception 10

Languages:Common, understands the languages you speak

Challenge: CR 6 (2,300 xp)


Incorporeal Movement (Ghostly Only). The undead can become incorporeal while moving and pass through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.

Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the undead must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.

Actions

Multiattack. The spirit makes 3 Attacks.

Deathly Touch (Ghostly Only). Melee Weapon Attack: +9, reach 5 ft.
Hit. 14 (1d8+9) necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn.

Grave Bolt (Skeletal Only). Ranged Spell Attack: +9 to hit, range 150 ft.
Hit. 18 (2d8 + 9) necrotic damage.

Rotting Claw (Putrid Only). Melee Weapon Attack: +9 to hit, reach 5 ft.
Hit. 13 (1d6+9) slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.

Legendary Actions

When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The creature physically resembles a humanoid with the chosen form, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Undead Spirit, L7

Undead Spirit, L7 Medium Undead, Spellcasting Mod +4, Neutral Evil CR 7 2,900 xp

  • Armor class 18 (Natural)
  • Hit points 76 (10d8+20)
  • Speed 40 ft.
  • STR12 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT4 (-3)
  • WIS10 (0)
  • CHA9 (-1)

Damage Immunities:Necrotic, Poison

Condition Immunities:Exhaustion, Frightened, Paralyzed, Poisoned

Senses:Darkvision 60ft., Passive Perception 10

Languages:Common, understands the languages you speak

Challenge: CR 7 (2,900 xp)


Incorporeal Movement (Ghostly Only). The undead can become incorporeal while moving and pass through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.

Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the undead must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.

Actions

Multiattack. The spirit makes 3 Attacks.

Deathly Touch (Ghostly Only). Melee Weapon Attack: +10, reach 5 ft.
Hit. 15 (1d8+10) necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn.

Grave Bolt (Skeletal Only). Ranged Spell Attack: +10 to hit, range 150 ft.
Hit. 19 (2d8 + 10) necrotic damage.

Rotting Claw (Putrid Only). Melee Weapon Attack: +10 to hit, reach 5 ft.
Hit. 14 (1d6+10) slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.

Legendary Actions

When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The creature physically resembles a humanoid with the chosen form, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Undead Spirit, L8

Undead Spirit, L8 Medium Undead, Spellcasting Mod +4, Neutral Evil CR 9 5,000 xp

  • Armor class 19 (Natural)
  • Hit points 86 (12d8+24)
  • Speed 40 ft.
  • STR12 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT4 (-3)
  • WIS10 (0)
  • CHA9 (-1)

Damage Immunities:Necrotic, Poison

Condition Immunities:Exhaustion, Frightened, Paralyzed, Poisoned

Senses:Darkvision 60ft., Passive Perception 10

Languages:Common, understands the languages you speak

Challenge: CR 9 (5,000 xp)


Incorporeal Movement (Ghostly Only). The undead can become incorporeal while moving and pass through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.

Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the undead must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.

Actions

Multiattack. The spirit makes 4 Attacks.

Deathly Touch (Ghostly Only). Melee Weapon Attack: +11, reach 5 ft.
Hit. 16 (1d8+11) necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn.

Grave Bolt (Skeletal Only). Ranged Spell Attack: +11 to hit, range 150 ft.
Hit. 20 (2d8 + 11) necrotic damage.

Rotting Claw (Putrid Only). Melee Weapon Attack: +11 to hit, reach 5 ft.
Hit. 15 (1d6+11) slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.

Legendary Actions

When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The creature physically resembles a humanoid with the chosen form, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Undead Spirit, L9

Undead Spirit, L9 Medium Undead, Spellcasting Mod +4, Neutral Evil CR 10 5,900 xp

  • Armor class 20 (Natural)
  • Hit points 96 (13d8+26)
  • Speed 40 ft.
  • STR12 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT4 (-3)
  • WIS10 (0)
  • CHA9 (-1)

Damage Immunities:Necrotic, Poison

Condition Immunities:Exhaustion, Frightened, Paralyzed, Poisoned

Senses:Darkvision 60ft., Passive Perception 10

Languages:Common, understands the languages you speak

Challenge: CR 10 (5,900 xp)


Incorporeal Movement (Ghostly Only). The undead can become incorporeal while moving and pass through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.

Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the undead must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.

Actions

Multiattack. The spirit makes 4 Attacks.

Deathly Touch (Ghostly Only). Melee Weapon Attack: +12, reach 5 ft.
Hit. 17 (1d8+12) necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn.

Grave Bolt (Skeletal Only). Ranged Spell Attack: +12 to hit, range 150 ft.
Hit. 21 (2d8 + 12) necrotic damage.

Rotting Claw (Putrid Only). Melee Weapon Attack: +12 to hit, reach 5 ft.
Hit. 16 (1d6+12) slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.

Legendary Actions

When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The creature physically resembles a humanoid with the chosen form, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Undead Spirit, L3

Undead Spirit, L3 Medium Undead, Spellcasting Mod +5, Neutral Evil CR 2 450 xp

  • Armor class 14 (Natural)
  • Hit points 37 (5d8+10)
  • Speed 40 ft.
  • STR12 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT4 (-3)
  • WIS10 (0)
  • CHA9 (-1)

Damage Immunities:Necrotic, Poison

Condition Immunities:Exhaustion, Frightened, Paralyzed, Poisoned

Senses:Darkvision 60ft., Passive Perception 10

Languages:Common, understands the languages you speak

Challenge: CR 2 (450 xp)


Incorporeal Movement (Ghostly Only). The undead can become incorporeal while moving and pass through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.

Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the undead must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.

Actions

Deathly Touch (Ghostly Only). Melee Weapon Attack: +6, reach 5 ft.
Hit. 11 (1d8+6) necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn.

Grave Bolt (Skeletal Only). Ranged Spell Attack: +6 to hit, range 150 ft.
Hit. 15 (2d8 + 6) necrotic damage.

Rotting Claw (Putrid Only). Melee Weapon Attack: +6 to hit, reach 5 ft.
Hit. 10 (1d6+6) slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.

Legendary Actions

When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The creature physically resembles a humanoid with the chosen form, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Undead Spirit, L4

Undead Spirit, L4 Medium Undead, Spellcasting Mod +5, Neutral Evil CR 3 700 xp

  • Armor class 15 (Natural)
  • Hit points 47 (6d8+12)
  • Speed 40 ft.
  • STR12 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT4 (-3)
  • WIS10 (0)
  • CHA9 (-1)

Damage Immunities:Necrotic, Poison

Condition Immunities:Exhaustion, Frightened, Paralyzed, Poisoned

Senses:Darkvision 60ft., Passive Perception 10

Languages:Common, understands the languages you speak

Challenge: CR 3 (700 xp)


Incorporeal Movement (Ghostly Only). The undead can become incorporeal while moving and pass through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.

Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the undead must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.

Actions

Multiattack. The spirit makes 2 Attacks.

Deathly Touch (Ghostly Only). Melee Weapon Attack: +7, reach 5 ft.
Hit. 12 (1d8+7) necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn.

Grave Bolt (Skeletal Only). Ranged Spell Attack: +7 to hit, range 150 ft.
Hit. 16 (2d8 + 7) necrotic damage.

Rotting Claw (Putrid Only). Melee Weapon Attack: +7 to hit, reach 5 ft.
Hit. 11 (1d6+7) slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.

Legendary Actions

When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The creature physically resembles a humanoid with the chosen form, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Undead Spirit, L5

Undead Spirit, L5 Medium Undead, Spellcasting Mod +5, Neutral Evil CR 4 1,100 xp

  • Armor class 16 (Natural)
  • Hit points 57 (8d8+16)
  • Speed 40 ft.
  • STR12 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT4 (-3)
  • WIS10 (0)
  • CHA9 (-1)

Damage Immunities:Necrotic, Poison

Condition Immunities:Exhaustion, Frightened, Paralyzed, Poisoned

Senses:Darkvision 60ft., Passive Perception 10

Languages:Common, understands the languages you speak

Challenge: CR 4 (1,100 xp)


Incorporeal Movement (Ghostly Only). The undead can become incorporeal while moving and pass through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.

Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the undead must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.

Actions

Multiattack. The spirit makes 2 Attacks.

Deathly Touch (Ghostly Only). Melee Weapon Attack: +8, reach 5 ft.
Hit. 13 (1d8+8) necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn.

Grave Bolt (Skeletal Only). Ranged Spell Attack: +8 to hit, range 150 ft.
Hit. 17 (2d8 + 8) necrotic damage.

Rotting Claw (Putrid Only). Melee Weapon Attack: +8 to hit, reach 5 ft.
Hit. 12 (1d6+8) slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.

Legendary Actions

When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The creature physically resembles a humanoid with the chosen form, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Undead Spirit, L6

Undead Spirit, L6 Medium Undead, Spellcasting Mod +5, Neutral Evil CR 6 2,300 xp

  • Armor class 17 (Natural)
  • Hit points 67 (9d8+18)
  • Speed 40 ft.
  • STR12 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT4 (-3)
  • WIS10 (0)
  • CHA9 (-1)

Damage Immunities:Necrotic, Poison

Condition Immunities:Exhaustion, Frightened, Paralyzed, Poisoned

Senses:Darkvision 60ft., Passive Perception 10

Languages:Common, understands the languages you speak

Challenge: CR 6 (2,300 xp)


Incorporeal Movement (Ghostly Only). The undead can become incorporeal while moving and pass through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.

Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the undead must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.

Actions

Multiattack. The spirit makes 3 Attacks.

Deathly Touch (Ghostly Only). Melee Weapon Attack: +9, reach 5 ft.
Hit. 14 (1d8+9) necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn.

Grave Bolt (Skeletal Only). Ranged Spell Attack: +9 to hit, range 150 ft.
Hit. 18 (2d8 + 9) necrotic damage.

Rotting Claw (Putrid Only). Melee Weapon Attack: +9 to hit, reach 5 ft.
Hit. 13 (1d6+9) slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.

Legendary Actions

When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The creature physically resembles a humanoid with the chosen form, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Undead Spirit, L7

Undead Spirit, L7 Medium Undead, Spellcasting Mod +5, Neutral Evil CR 7 2,900 xp

  • Armor class 18 (Natural)
  • Hit points 77 (11d8+22)
  • Speed 40 ft.
  • STR12 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT4 (-3)
  • WIS10 (0)
  • CHA9 (-1)

Damage Immunities:Necrotic, Poison

Condition Immunities:Exhaustion, Frightened, Paralyzed, Poisoned

Senses:Darkvision 60ft., Passive Perception 10

Languages:Common, understands the languages you speak

Challenge: CR 7 (2,900 xp)


Incorporeal Movement (Ghostly Only). The undead can become incorporeal while moving and pass through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.

Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the undead must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.

Actions

Multiattack. The spirit makes 3 Attacks.

Deathly Touch (Ghostly Only). Melee Weapon Attack: +10, reach 5 ft.
Hit. 15 (1d8+10) necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn.

Grave Bolt (Skeletal Only). Ranged Spell Attack: +10 to hit, range 150 ft.
Hit. 19 (2d8 + 10) necrotic damage.

Rotting Claw (Putrid Only). Melee Weapon Attack: +10 to hit, reach 5 ft.
Hit. 14 (1d6+10) slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.

Legendary Actions

When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The creature physically resembles a humanoid with the chosen form, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Undead Spirit, L8

Undead Spirit, L8 Medium Undead, Spellcasting Mod +5, Neutral Evil CR 9 5,000 xp

  • Armor class 19 (Natural)
  • Hit points 87 (12d8+24)
  • Speed 40 ft.
  • STR12 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT4 (-3)
  • WIS10 (0)
  • CHA9 (-1)

Damage Immunities:Necrotic, Poison

Condition Immunities:Exhaustion, Frightened, Paralyzed, Poisoned

Senses:Darkvision 60ft., Passive Perception 10

Languages:Common, understands the languages you speak

Challenge: CR 9 (5,000 xp)


Incorporeal Movement (Ghostly Only). The undead can become incorporeal while moving and pass through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.

Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the undead must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.

Actions

Multiattack. The spirit makes 4 Attacks.

Deathly Touch (Ghostly Only). Melee Weapon Attack: +11, reach 5 ft.
Hit. 16 (1d8+11) necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn.

Grave Bolt (Skeletal Only). Ranged Spell Attack: +11 to hit, range 150 ft.
Hit. 20 (2d8 + 11) necrotic damage.

Rotting Claw (Putrid Only). Melee Weapon Attack: +11 to hit, reach 5 ft.
Hit. 15 (1d6+11) slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.

Legendary Actions

When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The creature physically resembles a humanoid with the chosen form, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Undead Spirit, L9

Undead Spirit, L9 Medium Undead, Spellcasting Mod +5, Neutral Evil CR 10 5,900 xp

  • Armor class 20 (Natural)
  • Hit points 97 (13d8+26)
  • Speed 40 ft.
  • STR12 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT4 (-3)
  • WIS10 (0)
  • CHA9 (-1)

Damage Immunities:Necrotic, Poison

Condition Immunities:Exhaustion, Frightened, Paralyzed, Poisoned

Senses:Darkvision 60ft., Passive Perception 10

Languages:Common, understands the languages you speak

Challenge: CR 10 (5,900 xp)


Incorporeal Movement (Ghostly Only). The undead can become incorporeal while moving and pass through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.

Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the undead must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.

Actions

Multiattack. The spirit makes 4 Attacks.

Deathly Touch (Ghostly Only). Melee Weapon Attack: +12, reach 5 ft.
Hit. 17 (1d8+12) necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn.

Grave Bolt (Skeletal Only). Ranged Spell Attack: +12 to hit, range 150 ft.
Hit. 21 (2d8 + 12) necrotic damage.

Rotting Claw (Putrid Only). Melee Weapon Attack: +12 to hit, reach 5 ft.
Hit. 16 (1d6+12) slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.

Legendary Actions

When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The creature physically resembles a humanoid with the chosen form, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.