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