Necrotic Evolution Chain

Bone Claw Evolution Chain

Ghoul 

Uncommon

Ghouls roam the night in packs, driven by an insatiable hunger for humanoid flesh.
Devourers of Flesh. Like maggots or carrion beetles, Ghouls thrive in places rank with decay and death. A ghoul haunts a place where it can gorge on dead flesh and decomposing organs. When it can't feed on the dead, it pursues living creatures and attempts to make corpses of them. Though they gain no nourishment from the corpses they devour, Ghouls are driven by an unending hunger that compels them to consume. A ghoul's Undead flesh never rots, and this monster can persist in a crypt or tomb for untold ages without feeding.

Attributes

Medium undead

  • Armor Class 12
  • Hit Points 22
  • Speed 30 ft.

STR 13 (+1) DEX 15 (+2) CON 10 (+0) INT 7 (-2) WIS 10 (+0) CHA 6 (-2)

  • Senses darkvision 60 ft.,
  • Challenge 1

Moves Learnt by Level Up

Level         Move                       Type                  (AP)

1                 Claw                        Slashing            20
4                Moan                       Common           30
7                Bite                          Necrotic            25
10              Chill Touch              Necrotic             35
14              Parry                        Common    
19              Shove                      Common
23             Slam                        Bludgeoning 
28             Rotting Fist             Necrotic
32             Resistance               Common
37             Dagger                    Piercing
41              Toll the Dead          Necrotic
46             Finger of Death      Necrotic
50            Bane                         Common
55            Blindness                 Common

Mummy

Uncommon

Raised by dark funerary Rituals, a mummy shambles from the shrouded stillness of a time-lost Temple or tomb. Having been awoken from its rest, it punishes transgressors with the power of its unholy curse.
Preserved Wrath. The long burial Rituals that accompany a mummy's entombment help protect its body from rot. In the embalming process, the newly dead creature's organs are removed and placed in Special jars, and its corpse is treated with preserving oils, herbs, and wrappings. After the body has been prepared, the corpse is typically wrapped in linen bandages.

Attributes

Medium undead

  • Armor Class 11 (natural armor)
  • Hit Points 58
  • Speed 20 ft.

STR 16 (+3) DEX 8 (-1) CON 15 (+2) INT 6 (-2) WIS 10 (+0) CHA 12 (+1)

  • Saving Throws Wis +2

Moves Learnt by Level Up

Level       Move                          Type                      AP

1               Claw                            Slashing             20
4               Moan                        Common            30
7               Bite                           Necrotic             25
10             Chill Touch               Necrotic              35
14             Parry                         Common   
19            Rotting Fist                 Necrotic
23           Bane                           Common
28           Finger of Death         Necrotic
32           Dreadful Glare           Necrotic
37            Hold Person              Common
41            Snarl                           Common
46           Arms of Hadar           Necrotic
50           Bone Dust                  Necrotic
55           Hold Monster             Common

Boneclaw

Rare

A Wizard who tries to become a lich but fails might become a boneclaw instead. These hideous, cackling Undead share a few of the lich's attributes-but where liches are immortal masters of the arcane, boneclaws are slaves⁠ to darkness⁠, hatred⁠, and pain⁠.
The most important part of the transformation ritual occurs when the soul of the aspiring lich migrates to a prepared phylactery. If the spellcaster is too physically or magically weak to compel the soul into its prison, the soul instead seeks out a new master-a Humanoid within a few miles who has an unusually hate-filled heart. The soul bonds itself to the foul essence it finds in that person, and the boneclaw becomes forever enslaved to its new master's wishes and subconscious whims. It forms near its Master, sometimes appearing before that individual to receive orders and other times simply setting⁠ about⁠ the fulfillment of its master's desires.

Attributes

Large undead

  • Armor Class 16 (natural armor)
  • Hit Points 127 
  • Speed 40 ft.

STR 19 (+4) DEX 16 (+3) CON 15 (+2) INT 13 (+1) WIS 15 (+2) CHA 9 (-1)

  • Saving Throws Dex +7, Con +6, Wis +6
  • Skills Perception +6, Stealth +7

Moves Learnt by Level Up

Level        Move                          Type                AP

37             Bone Dust
41              Deadly Reach
46             Hold Monster
50             Shadow Jump
55             Harm

Zombie Beholder Evolution Chain

Zombie

Common

Dark Servants. Sinister necromantic magic infuses the remains of the dead, causing them to rise as Zombies that do their creator's bidding without fear or hesitation. They move with a jerky, uneven gait, clad in the moldering apparel they wore when put to rest, and carrying the stench of decay.
Most Zombies are made from Humanoid remains, though the flesh and bones of any formerly living creature can be imbued with a semblance of life. Necromantic magic, usually from Spells, animates a zombie. Some Zombies rise spontaneously when dark magic saturates an area. Once turned into a zombie, a creature can't be restored to life except by powerful magic, such as a Resurrection spell.
A zombie retains no vestiges of its former self, its mind devoid of thought and imagination. A zombie left without orders simply stands in place and rots unless something comes along that it can kill. The magic animating a zombie imbues it with evil, so left without purpose, it attacks any living creature it encounters. 

Attribute

Medium undead, neutral evil

  • Armor Class 8
  • Hit Points 22
  • Speed 20 ft.

STR 13 (+1) DEX 6 (-2) CON 16 (+3) INT 3 (-4) WIS 6 (-2) CHA 5 (-3)

  • Saving Throws Wis +0

Moves Learnt by Level Up

Level          Move                        Type Power Action Points (AP) Accuracy Level Bonus

1                  Moan                        Common
4                 Claw                         Slashing
7                 Undead Fortitude    Necrotic
10               Shove                       Common
14               Slam                          Bludgeoning
19               Club                          Bludgeoning
23              Chill Touch               Necrotic
28              Earth Tremor            Bludgeoning
32              Life Drain                  Necrotic
37              Bone Dust                 Necrotic
41               Morningstar              Bludgeoning
46              Dreadful Glare          Necrotic
50              Rotting Fist               Necrotic
55              Toll the Dead            Necrotic

Ogre Zombie

Uncommon

 Zombies appear as they did in life, showing the wounds that killed them. However, the magic that creates these vile creatures often takes time to run its course. Dead warriors might rise from a battlefield, eviscerated and bloated after days in the sun. The muddy cadaver of a peasant could claw its way from the ground, riddled with maggots and worms. A Zombie might wash ashore or rise from a marsh, swollen and reeking after weeks in the water. 

Attributes

Large undead

  • Armor Class 8
  • Hit Points 85
  • Speed 30 ft.

STR 19 (+4) DEX 6 (-2) CON 18 (+4) INT 3 (-4) WIS 6 (-2) CHA 5 (-3)

  • Saving Throws Wis +0

Moves Learnt by Level Up

Level             Move                    Type                     AP

19                  Morningstar          Bludgeoning 
23                 Bone Dust             Necrotic
28                 Rotting Fist            Necrotic
32                 Bite                        Necrotic
37                 Cause Fear           Common
41                  True Strike            Common
46                 Blight                     Necrotic
50                Earthen Grasp       Bludgeoning
55                Inflict Wounds        Necrotic

Zombie Beholder

Rare

Zombies take the most direct route to any foe, unable to comprehend obstacles, Tactics, or dangerous terrain. A Zombie might stumble into a fast-flowing river to reach foes on a far shore, clawing at the surface as it is battered against rocks and destroyed. To reach a foe below it, a Zombie might step out of an open window. Zombies stumble through roaring infernos, into pools of acid, and across fields littered with Caltrops without hesitation.
A Zombie can follow simple orders and distinguish Friends from foes, but its ability to reason is limited to shambling in whatever direction it is pointed, pummeling any enemy in its path. A Zombie armed with a weapon uses it, but the Zombie won't retrieve a dropped weapon or other tool until told to do so.

Attributes

Large undead

  • Armor Class 15 (natural armor)
  • Hit Points 93
  • Speed 0 ft., fly 20 ft. (hover)

STR 10 (+0) DEX 8 (-1) CON 16 (+3) INT 3 (-4) WIS 8 (-1) CHA 5 (-3)

  • Saving Throws Wis +2

Moves Learnt by Level Up

Level             Move                      Type                          AP

37                  Paralyzing Ray       Psychic
41                   Harm                      Necrotic
46                  Fear Ray                Psychic
50                  Fly                          Common
55                  Enervation Ray      Necrotic

Bone Naga Evolution Chain

Skeleton

Common

Whatever sinister force awakens a skeleton infuses its bones with a dark vitality, adhering joint to joint and reassembling dismantled limbs. This energy motivates a skeleton to move and think in a rudimentary fashion, though only as a pale imitation of the way it behaved in life. An animated skeleton retains no connection to its past, although resurrecting a skeleton restores it body and soul, banishing the hateful Undead spirit that empowers it.
While most skeletons are the animated remains of dead Humans and other humanoids, skeletal Undead can be created from the bones of other creatures besides humanoids, giving rise to a host of terrifying and unique forms. 

Attributes

Medium undead, lawful evil

  • Armor Class 13 (armor scraps)
  • Hit Points 13
  • Speed 30 ft.

STR 10 (+0) DEX 14 (+2) CON 15 (+2) INT 6 (-2) WIS 8 (-1) CHA 5 (-3)

Moves Learnt by Level Up

Level                 Move                Type                   AP

1                        Moan
4                       Claw 
7                       Shortbow      
10                     Bite
14                     Dreadful Glare       
19                     Howl
23                    Toll the Dead
28                    True Strike
32                    Shortsword
37                    Slam
41                     Bone Dust
46                    Parry
50                    Mending
55                    Fog Cloud

Skeleton Minotaur

Uncommon

Skeletons raised by spell are bound to the will of their creator. They follow orders to the letter, never questioning the tasks their masters give them, regardless of the consequences. Because of their literal interpretation of commands and unwavering obedience, skeletons adapt poorly to changing circumstances. They can't read, speak, emote, or communicate in any way except to nod, shake their heads, or point. Still, skeletons are able to accomplish a variety of relatively complex tasks. 

Attributes

Large undead

  • Armor Class 12 (natural armor)
  • Hit Points 67
  • Speed 40 ft.

STR 18 (+4) DEX 11 (+0) CON 15 (+2) INT 6 (-2) WIS 8 (-1) CHA 5 (-3)

Moves Learnt by Level Up

Level                Move                         Type                           AP

19                     Gore
23                    Great Axe
28                    Charge
32                    Cause Fear
37                    Mending
41                     Shove
46                    Chill Touch
50                   Fog Cloud
55                   Undead Fortitude

Bone Naga

Rare

Nagas are intelligent serpents that inhabit The Ruins of the past, amassing arcane treasures and knowledge.
The first nagas were created as immortal guardians by a Humanoid race long lost to History. When this race died out, the nagas deemed themselves the rightful inheritors of their masters' treasures and magical lore. Industrious and driven, nagas occasionally venture out from their lairs to track down Magic Items or rare spellbooks. 

Attributes

Large undead

  • Armor Class 15 (natural armor)
  • Hit Points 58
  • Speed 30 ft.

STR 15 (+2) DEX 16 (+3) CON 12 (+1) INT 15 (+2) WIS 15 (+2) CHA 16 (+3) 

Moves Learnt by Level Up

Level                        Move                          Type                     (AP) 

37                            Lightning Bolt
41                             Frost Breath
46                            Burrow
50                            Harm
55                            Venomous Drain

Vampire Evolution Chain

Wight

Uncommon

The word "wight" meant "person" in days of yore, but the name now refers to evil Undead who were once mortals driven by dark desire and great vanity. When death stills such a creature's heart and snuffs its living breath, its spirit cries out to the demon lord Orcus or some vile god of the underworld for a reprieve: undeath in return for eternal war on the living. If a dark power answers the call, the spirit is granted undeath so that it can pursue its own malevolent agenda.
Wights possess the memories and drives of their formerly living selves. They will heed the call of whatever dark entity transformed them into Undead, swearing oaths to appease their new lord while retaining their autonomy. Never tiring, a wight can pursue its goals relentlessly and without distraction.

Wight

Medium undead

  • Armor Class 14
  • Hit Points 45
  • Speed 30 ft.

STR 15 (+2) DEX 14 (+2) CON 16 (+3) INT 10 (+0) WIS 13 (+1) CHA 15 (+2)

  • Skills Perception +3, Stealth +4

Moves Learnt by Level Up

Level      Move                           Type                 AP

1              Longsword                  Slashing          30
4             Howl
7             Chill Touch
10           Longbow
14           Life Drain
19           Shove
23          Missile Snare
28          Toll the Dead
32          Arms of Hadar
37           Inflict Wounds
41           Rotting Fist
46          Swift Move
50          Hold Person
55          Finger of Death

Vampire Spawn

Rare

Awakened to an endless night, vampires hunger for the life they have lost and sate that hunger by drinking the blood of the living. Vampires abhor sunlight, for its touch burns them. They never cast shadows or reflections, and any Vampire wishing to move unnoticed among the living keeps to the Darkness and far from reflective surfaces. 

Moves Learnt by Level Up

Level            Move                          Type                    AP

19                Regeneration
23               Spider Climb
28               Bite
32               Vampiric Touch
37               Swift Move
41                Hold Person
46               Claw
50              Finger of Death
55              Dreadful Glare

Vampire

Very Rare

Whether or not a vampire retains any memories from its former life, its emotional attachments wither as once-pure feelings become twisted by undeath. Love turns into hungry obsession, while friendship becomes bitter jealousy. In place of emotion, vampires pursue physical symbols of what they crave, so that a vampire seeking love might fixate on a young beauty. A child might become an object of fascination for a vampire obsessed with youth and potential. Others surround themselves with art, books, or sinister items such as torture devices or trophies from creatures they have killed.

Attributes

Medium undead

  • Armor Class 16 (natural armor)
  • Hit Points 144
  • Speed 30 ft.

STR 18 (+4) DEX 18 (+4) CON 18 (+4) INT 17 (+3) WIS 15 (+2) CHA 18 (+4)

  • Saving Throws Dex +9, Wis +7, Cha +9
  • Skills Perception +7, Stealth +9
  • Senses darkvision 120 ft., passive Perception 17

Moves Learnt by Level Up

Level          Move                                   Type                       AP

37              Absorb Elements
41               Blood Drinker
46              Mental Wall
50              Misty Escape
55             Children of the Night