Zombie, CR 1/4;Medium undead;neutral evil;8;Natural;23;3d8+9;20 ft.;13;6;16;3;6;5;CON +5, ;;;poison;poisoned;Darkvision;Mute, but understands all languages.;0.25;50; Zombies are corpses imbued with a semblance of life, retaining no vestige of their former selves.
;Slam Melee Weapon Attack: +3 to hit, reach 5ft.
Hit: 4 (1d6+1) Bludg. damage.
;;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.
Macabre Zombie, +1;Medium undead;neutral evil;8;Natural;23;3d8+9;20 ft.;13;6;16;3;6;5;CON +5, ;;;poison;poisoned;DarkvisionPsv Per 8, Carry 195lbs., Push 390lbs.;Mute, but understands all languages.;CR 1/8;25;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. Creatures must be within 60ft to recieve commands.
You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes.
If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete. The creatures are under your control until the spell ends, after which they become inanimate once more.
6th Level casting creates 7, 7th Level casting creates 9,
8th Level casting creates 11, 9th Level casting creates 13.;;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.
Macabre Zombie, +2;Medium undead;neutral evil;8;Natural;23;3d8+9;20 ft.;13;6;16;3;6;5;CON +5, ;;;poison;poisoned;DarkvisionPsv Per 8, Carry 195lbs., Push 390lbs.;Mute, but understands all languages.;CR 1/8;25;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. Creatures must be within 60ft to recieve commands.
You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes.
If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete. The creatures are under your control until the spell ends, after which they become inanimate once more.
6th Level casting creates 7, 7th Level casting creates 9,
8th Level casting creates 11, 9th Level casting creates 13.;;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.
Macabre Zombie, +3;Medium undead;neutral evil;8;Natural;23;3d8+9;20 ft.;13;6;16;3;6;5;CON +5, ;;;poison;poisoned;DarkvisionPsv Per 8, Carry 195lbs., Push 390lbs.;Mute, but understands all languages.;CR 1/4;50;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. Creatures must be within 60ft to recieve commands.
You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes.
If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete. The creatures are under your control until the spell ends, after which they become inanimate once more.
6th Level casting creates 7, 7th Level casting creates 9,
8th Level casting creates 11, 9th Level casting creates 13.;;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.
Macabre Zombie, +4;Medium undead;neutral evil;8;Natural;23;3d8+9;20 ft.;13;6;16;3;6;5;CON +5, ;;;poison;poisoned;DarkvisionPsv Per 8, Carry 195lbs., Push 390lbs.;Mute, but understands all languages.;CR 1/4;50;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. Creatures must be within 60ft to recieve commands.
You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes.
If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete. The creatures are under your control until the spell ends, after which they become inanimate once more.
6th Level casting creates 7, 7th Level casting creates 9,
8th Level casting creates 11, 9th Level casting creates 13.;;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.
Macabre Zombie, +5;Medium undead;neutral evil;8;Natural;23;3d8+9;20 ft.;13;6;16;3;6;5;CON +6, ;;;poison;poisoned;DarkvisionPsv Per 8, Carry 195lbs., Push 390lbs.;Mute, but understands all languages.;CR 1/2;100;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. Creatures must be within 60ft to recieve commands.
You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes.
If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete. The creatures are under your control until the spell ends, after which they become inanimate once more.
6th Level casting creates 7, 7th Level casting creates 9,
8th Level casting creates 11, 9th Level casting creates 13.;;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.
Skeleton, CR 1/4;Medium undead;lawful evil;13;Armor Scraps;13;2d8+4;30 ft.;10;14;14;6;8;5;;Stealth Disadvantage, ;;poison;Exhaustion & Poisoned;Darkvision; understands all languages it knew in life but can't speak;CR 1/4;50;;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.; ;Damage Vulnerabilities: Bludgeoning, DC 12 to reveal.
Macabre Skeleton, +1;Medium undead;lawful evil;13;Armor Scraps;13;2d8+4;30 ft.;10;14;14;6;8;5;;Stealth Disadvantage, ;
Damage Vulnerability. Bludgeoning.;poison;Exhaustion & Poisoned;DarkvisionPsv Per 9, Carry 150lbs., Push 300lbs.; understands all languages it knew in life but can't speak;CR 1/2;100;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. Creatures must be within 60ft to recieve commands.
You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes.
If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete. The creatures are under your control until the spell ends, after which they become inanimate once more.
6th Level casting creates 7, 7th Level casting creates 9,
8th Level casting creates 11, 9th Level casting creates 13.;;
Macabre Skeleton, +2;Medium undead;lawful evil;13;Armor Scraps;13;2d8+4;30 ft.;10;14;14;6;8;5;;Stealth Disadvantage, ;
Damage Vulnerability. Bludgeoning.;poison;Exhaustion & Poisoned;DarkvisionPsv Per 9, Carry 150lbs., Push 300lbs.; understands all languages it knew in life but can't speak;CR 1/2;100;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. Creatures must be within 60ft to recieve commands.
You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes.
If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete. The creatures are under your control until the spell ends, after which they become inanimate once more.
6th Level casting creates 7, 7th Level casting creates 9,
8th Level casting creates 11, 9th Level casting creates 13.;;
Macabre Skeleton, +3;Medium undead;lawful evil;13;Armor Scraps;13;2d8+4;30 ft.;10;14;14;6;8;5;;Stealth Disadvantage, ;
Damage Vulnerability. Bludgeoning.;poison;Exhaustion & Poisoned;DarkvisionPsv Per 9, Carry 150lbs., Push 300lbs.; understands all languages it knew in life but can't speak;CR 1;200;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. Creatures must be within 60ft to recieve commands.
You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes.
If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete. The creatures are under your control until the spell ends, after which they become inanimate once more.
6th Level casting creates 7, 7th Level casting creates 9,
8th Level casting creates 11, 9th Level casting creates 13.;;
Macabre Skeleton, +4;Medium undead;lawful evil;13;Armor Scraps;13;2d8+4;30 ft.;10;14;14;6;8;5;;Stealth Disadvantage, ;
Damage Vulnerability. Bludgeoning.;poison;Exhaustion & Poisoned;DarkvisionPsv Per 9, Carry 150lbs., Push 300lbs.; understands all languages it knew in life but can't speak;CR 1;200;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. Creatures must be within 60ft to recieve commands.
You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes.
If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete. The creatures are under your control until the spell ends, after which they become inanimate once more.
6th Level casting creates 7, 7th Level casting creates 9,
8th Level casting creates 11, 9th Level casting creates 13.;;
Macabre Skeleton, +5;Medium undead;lawful evil;13;Armor Scraps;13;2d8+4;30 ft.;10;14;14;6;8;5;;Stealth Disadvantage, ;
Damage Vulnerability. Bludgeoning.;poison;Exhaustion & Poisoned;DarkvisionPsv Per 9, Carry 150lbs., Push 300lbs.; understands all languages it knew in life but can't speak;CR 1;200;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. Creatures must be within 60ft to recieve commands.
You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes.
If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete. The creatures are under your control until the spell ends, after which they become inanimate once more.
6th Level casting creates 7, 7th Level casting creates 9,
8th Level casting creates 11, 9th Level casting creates 13.;;