My Monster Vault
Okay I did some alchemical goblin zombies and skeletons awhile back, but since Halloween is this week (in the USA), I’m gonna give you a BUNCH of undead goodies. NOTE: I was only able to get the Haunted Forest category done by Monday night. I will keep working on these until they are all done! I also have something new in mind for next Monday, too.
UPDATE: Fancy stat blocks for everyone! Leaving text in for accessibility (screen readers can’t read images!).
Army of Wights (Game of Thrones-style)
Wildling Wight Medium undead, neutral evil
AC: 13 (Hide Armor) HP: 58 (9d6+27) Speed: 30 ft.
STR: 16 (+3) DEX: 9 (-1) CON: 16 (+3) INT: 3 (-4) WIS: 7 (-2) CHA: 5 (-3)
Damage Immunities: poison
Condition Immunities: poisoned, exhausted
Senses: darkvision 60 ft., passive perception 10
Languages: Understands Common but cannot speak
CR: 2
Undead Fortitude. If damage reduces the wight to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the wight drops to 1 hit point instead.
Pack Tactics. The wight has advantage on an attack roll against a creature if at least one of the wight’s allies is within 5 ft. of the creature and the ally isn’t incapacitated.
ACTIONS
Greataxe: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.
Ancient Wight Medium undead, neutral evil
AC: 11 (Scraps of Hide Armor) HP: 9 (2d6+2) Speed: 30 ft.
STR: 16 (+3) DEX: 9 (-1) CON: 15 (+2) INT: 6 (-2) WIS: 8 (-1) CHA: 5 (-3)
Damage Vulnerabilities: bludgeoning
Damage Immunities: poison
Condition Immunities: poisoned, exhausted
Senses: Darkvision 60 ft., passive Perception 9
Languages: Understands Common but cannot speak
CR: 1/8
Pack Tactics. The wight has advantage on an attack roll against a creature if at least one of the wight’s allies is within 5 ft. of the creature and the ally isn’t incapacitated.
ACTIONS
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.
Cannibal Wildling Wight Medium undead, chaotic evil
AC: 13 (Hide Armor) HP: 58 (9d6+27) Speed: 30 ft.
STR: 17 (+3) DEX: 10 (+0) CON: 16 (+3) INT: 7 (-2) WIS: 11 (+0) CHA: 7 (-2)
Damage Immunities: poison
Condition Immunities: poisoned, exhausted, charmed
Senses: darkvision 60 ft., passive perception 10
Languages: Common
CR: 2
Pack Tactics. The wight has advantage on an attack roll against a creature if at least one of the wight’s allies is within 5 ft. of the creature and the ally isn’t incapacitated.
ACTIONS
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 11 (2d4 + 6) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Night’s Watch Wight Medium undead, lawful evil
AC: 14 (Rotted Splint Armor) HP: 49 (9d6+18) Speed: 20 ft.
STR: 16 (+3) DEX: 10 (+0) CON: 13 (+1) INT: 3 (-4) WIS: 7 (-2) CHA: 5 (-3)
Damage Immunities: poison
Condition Immunities: poisoned, exhausted, charmed
Senses: darkvision 60 ft., passive perception 10
Languages: Common
CR: 3
Undead Fortitude. If damage reduces the wight to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the wight drops to 1 hit point instead.
ACTIONS
Multiattack. The wight makes a Longsword attack and a Shortsword attack.
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Haunted Forest Undead Beasts
Zombie Brown Bear Large undead, neutral evil
AC: 8 HP: 26 (4d8 + 8) Speed: 30 ft., climb 20 ft.
STR: 18 (+4) DEX: 8 (-1) CON: 15 (+2) INT: 3 (-4) WIS: 5 (-3) CHA: 5 (-3)
Skills: Perception +3
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 60 ft., passive perception 10
Languages: N/A
CR: 1
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
ACTIONS
Multiattack. Zombie brown bear makes a swipe attack and a bite attack.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage.
Swipe. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage.
Zombie Wolf
AC: 10 HP: 9 (2d6 + 2) Speed: 30 ft.
STR: 12 (+1) DEX: 11 (+0) CON: 14 (+2) INT: 3 (-4) WIS: 7 (-2) CHA: 5 (-3)
Skills: Perception +3, Stealth +4
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 60 ft., passive perception 10
Languages: N/A
CR: 1/4
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 ft. of the creature and the ally isn’t incapacitated.
ACTIONS
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 6 (2d4 + 1) piercing damage.
Zombie Dire Wolf Large undead, neutral evil
AC: 11 HP: 32 (5d8 +10) Speed: 40 ft.
STR: 17 (+3) DEX: 11 (+0) CON: 14 (+2) INT: 3 (-4) WIS: 7 (-2) CHA: 5 (-3)
Skills: Perception +3, Stealth +4
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 60 ft., passive perception 10
Languages: N/A
CR: 1
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 ft. of the creature and the ally isn’t incapacitated.
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) piercing damage.
Zombie Giant Rat
AC: 9 HP: 5 (2d4) Speed: 20 ft.
STR: 7 (-2) DEX: 11 (+0) CON: 10 (+0) INT: 2 (-4) WIS: 6 (-2) CHA: 5 (-3)
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 60 ft., passive perception 10
Languages: N/A
CR: 1/8
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 ft. of the creature and the ally isn’t incapacitated.
ACTIONS
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.
Some Necrophages from The Witcher
Rotfiend Medium undead, neutral evil
AC: 12 HP: 22 (5d8) Speed: 30 ft.
STR: 13 (+1) DEX: 15 (+2) CON: 10 (+0) INT: 7 (-2) WIS: 10 (+0) CHA: 6 (-2)
Damage Immunities: poison
Condition Immunities: charmed, poisoned, exhausted
Senses: darkvision 60 ft., passive perception 10
Languages: Common
CR: 1
Death Burst. When the rotfiend dies, it explodes in a burst of guts and decay. Each creature within 10 feet of it must make a DC 12 Constitution saving throw, taking 2d6 poison damage and receiving the poisoned condition for two rounds on a failed save OR half as much damage on successful one.
ACTIONS
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 11 (2d4 + 6) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Bilge Hag Medium undead, chaotic evil
AC: 13 HP: 36 (8d8) Speed: 30 ft.
STR: 16 (+3) DEX: 17 (+3) CON: 10 (+0) INT: 11 (+0) WIS: 10 (+0) CHA: 8 (-1)
Damage Resistance: necrotic
Damage Immunities: poison
Condition Immunities: charmed, poisoned, exhausted
Senses: darkvision 60 ft., passive perception 10
Languages: Common
CR: 2
Stench. Any creature that starts its turn within 5 ft. of the bilge hag must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the bilge hag’s Stench for 24 hours.
Throw Goop. (1/Day) The bilge hag hurls a ball of infectious goop that explodes at a point it can see within 30 feet. Each creature in a 10-foot radius sphere centered on that point must make a DC 15 Dexterity saving throw. A creature takes 1d6 poison damage and 1d6 necrotic damage on a failed save, or half as much damage on a successful one.
ACTIONS
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.