Zombies are corpses imbued with a semblance of life, retaining no vestige of their former selves.
Undead Fortitude. If damage reduces the zombie to 0 hit points, it can make a Con 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 5ft.
Hit: 4 (1d6+1) Bludg. damage.
Macabre Undead. The creature gains a +2 bonus to its attack and damage rolls. They take the dodge action unless you are within 60ft and use a Bonus Action to command them to take a different action.
Slam. Melee Attack: +4 to hit.
Hit. 6 (1d6+2) bludgeoning damage.
Danse Macabre. (Casting time: 1 Action)
Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your Spellcasting ability modifier. You can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you.
You decide what action the creatures will take and where they will move during their next turn, or you can issue a
Macabre Undead. The creature gains a +2 bonus to its attack and damage rolls. They take the dodge action unless you are within 60ft and use a Bonus Action to command them to take a different action.
Slam. Melee Attack: +5 to hit.
Hit. 7 (1d6+3) bludgeoning damage.
Danse Macabre. (Casting time: 1 Action)
Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your Spellcasting ability modifier. You can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you.
You decide what action the creatures will take and where they will move during their next turn, or you can issue a
Macabre Undead. The creature gains a +2 bonus to its attack and damage rolls. They take the dodge action unless you are within 60ft and use a Bonus Action to command them to take a different action.
Slam. Melee Attack: +6 to hit.
Hit. 8 (1d6+4) bludgeoning damage.
Danse Macabre. (Casting time: 1 Action)
Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your Spellcasting ability modifier. You can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you.
You decide what action the creatures will take and where they will move during their next turn, or you can issue a
Macabre Undead. The creature gains a +2 bonus to its attack and damage rolls. They take the dodge action unless you are within 60ft and use a Bonus Action to command them to take a different action.
Slam. Melee Attack: +7 to hit.
Hit. 9 (1d6+5) bludgeoning damage.
Danse Macabre. (Casting time: 1 Action)
Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your Spellcasting ability modifier. You can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you.
You decide what action the creatures will take and where they will move during their next turn, or you can issue a
Macabre Undead. The creature gains a +3 bonus to its attack and damage rolls. They take the dodge action unless you are within 60ft and use a Bonus Action to command them to take a different action.
Slam. Melee Attack: +9 to hit.
Hit. 10 (1d6+6) bludgeoning damage.
Danse Macabre. (Casting time: 1 Action)
Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your Spellcasting ability modifier. You can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you.
You decide what action the creatures will take and where they will move during their next turn, or you can issue a
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft.
Hit. 5 (1d6+2) piercing damage.
Shortbow. Ranged Weapon: +4 to hit, Range 80/320 ft.
Hit. 5 (1d6+2) piercing damage.
Macabre Undead. The creature gains a +2 bonus to its attack and damage rolls. They take the dodge action unless you are within 60ft and use a Bonus Action to command them to take a different action.
Shortsword. Melee Attack: +5 to hit, Reach 5 ft.
Hit. 7 (1d6+3) piercing damage.
Shortbow. Ranged Attack: +5 to hit, Range 80/320.
Hit. 7 (1d6+3) piercing damage.
Danse Macabre. (Casting time: 1 Action)
Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your Spellcasting ability modifier. You can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you.
You decide what action the creatures will take and where they will move during their next turn, or you can issue a
Macabre Undead. The creature gains a +2 bonus to its attack and damage rolls. They take the dodge action unless you are within 60ft and use a Bonus Action to command them to take a different action.
Shortsword. Melee Attack: +6 to hit, Reach 5 ft.
Hit. 8 (1d6+4) piercing damage.
Shortbow. Ranged Attack: +6 to hit, Range 80/320.
Hit. 8 (1d6+4) piercing damage.
Danse Macabre. (Casting time: 1 Action)
Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your Spellcasting ability modifier. You can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you.
You decide what action the creatures will take and where they will move during their next turn, or you can issue a
Macabre Undead. The creature gains a +2 bonus to its attack and damage rolls. They take the dodge action unless you are within 60ft and use a Bonus Action to command them to take a different action.
Shortsword. Melee Attack: +7 to hit, Reach 5 ft.
Hit. 9 (1d6+5) piercing damage.
Shortbow. Ranged Attack: +7 to hit, Range 80/320.
Hit. 9 (1d6+5) piercing damage.
Danse Macabre. (Casting time: 1 Action)
Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your Spellcasting ability modifier. You can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you.
You decide what action the creatures will take and where they will move during their next turn, or you can issue a
Macabre Undead. The creature gains a +2 bonus to its attack and damage rolls. They take the dodge action unless you are within 60ft and use a Bonus Action to command them to take a different action.
Shortsword. Melee Attack: +8 to hit, Reach 5 ft.
Hit. 10 (1d6+6) piercing damage.
Shortbow. Ranged Attack: +8 to hit, Range 80/320.
Hit. 10 (1d6+6) piercing damage.
Danse Macabre. (Casting time: 1 Action)
Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your Spellcasting ability modifier. You can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you.
You decide what action the creatures will take and where they will move during their next turn, or you can issue a
Macabre Undead. The creature gains a +3 bonus to its attack and damage rolls. They take the dodge action unless you are within 60ft and use a Bonus Action to command them to take a different action.
Shortsword. Melee Attack: +10 to hit, Reach 5 ft.
Hit. 11 (1d6+7) piercing damage.
Shortbow. Ranged Attack: +10 to hit, Range 80/320.
Hit. 11 (1d6+7) piercing damage.
Danse Macabre. (Casting time: 1 Action)
Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your Spellcasting ability modifier. You can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you.
You decide what action the creatures will take and where they will move during their next turn, or you can issue a