Professional Documents
Culture Documents
A D&D 4e to 5e Conversion
Introduction: The monsters in D&D 4th Edition came in a wide variety with unique powers. This
gave DMs a good tactical variety of monsters of all races. This resource is for DMs who would like
4e-style monsters, but with 5e-appropriate stats. All stats and powers have been adjusted for use in
D&D 5th Edition.
by Joshua Strodtbeck
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all
other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive
likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material
or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.
©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square,
Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
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Introduction
The monsters of Dungeons &Dragons 4e were designed for
group tactical encounters. Thus each monster came in a va-
riety of types for different functions on the battlefeld. The
monsters in this booklet are total conversions of 4e mon-
sters.
While the general form has been converted, effort has been
made to harmonize the monster's behavior, statistics, and
characteristics with 5e's design philosophy of keeping com-
bat flowing rather than bogging it down with too many sta-
tus effects to track. Thus ongoing damage is generally re-
placed with Multiattack or increased damage, and auras act
on the monster's turn.
All images in this work are licensed for use in the Dungeon
Masters Guild and provided by Wizards of the Coast.
Not for resale. Permission granted to print or photocopy this document for personal use only. MM1: Undead Horrors 2
Death Knights
Death Knight Fighter Death Knight Paladin
Medium undead, chaotic evil Medium undead, chaotic evil
Armor class 20 (plate mail and shield) Armor class 20 (plate mail and shield)
Hit points 161 (17 d10 + 68) Hit points 212 (25 d10 + 100)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 18 (+4) 10 (+0) 10 (+0) 14 (+2) 20 (+5) 12 (+1) 16 (+3) 10 (+0) 10 (+0) 18 (+4)
Speed 30 ft Speed 30 ft
Damage Vulnerabilities radiant Damage Vulnerabilities radiant
Damage Resistances necrotic Damage Resistances necrotic
Damage Immunities poison Damage Immunities poison
Condition Immunities poison, disease Condition Immunities poison, disease
Languages Common Languages Common
Senses darkvision 60 ft, passive perception 10 Senses darkvision 60 ft, passive perception 10
Challenge 8 (3,900 XP) Challenge 9 (5,000 XP)
Marshal Undead (aura). All lower-CR undead allies within Marshal Undead (aura). All lower-CR undead allies within
50 feet of the Death Knight Fighter are blessed (+1d4 to at- 50 feet of the Death Knight Paladin are blessed (+1d4 to at-
tack and save). tack and save).
Improved critical. Scores a critical hit on 19 or 20. Protector. The death knight can use its reaction to impose
disadvantage on an attack against an ally within 5 feet.
Second wind. The Death Knight Fighter can use a bonus ac-
tion to regain 40 hit points (recharges on a short rest). Actions
Multiattack. The death knight makes two soulsword at-
Action surge. The Death Knight Fighter can take a second tacks.
action (recharges on a short rest).
Soulsword. Melee weapon attack. +11 to hit, reach 5 ft, one
Actions target. Hit: 9 (1d8 + 5) slashing and 5 (2d6) necrotic damage.
Multiattack. The death knight fghter makes three
soulsword attacks Lay on hands. The death knight paladin has a pool of 125
hit points and, as an action, can draw from them to heal an
Soulsword. Melee weapon attack. +11 to hit, reach 5 ft, one undead ally with a touch.
target. Hit: 9 (1d8 + 5) slashing and 5 (2d6) necrotic damage.
Terrifying smite. When the death knight hits with a
Warrior's challenge. When the death knight hits with a weapon attack, it can do 9 (2d8) extra necrotic damage as a
weapon attack, it can use its bonus action to do 4 (1d8) ex- bonus action. The target must succeed on a DC 18 WIS sav-
tra slashing damage and push the target 10 feet. All ene- ing throw or have fear of the death knight until the end of
mies within 10 feet of the target then have disadvantage on its next turn.
attacks against the death knight's allies until the end of its
next turn.
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Ghosts
Condition Immunities poison, disease, charmed, fright-
Phantom Warrior ened
Medium undead, chaotic evil
Languages Languages it knew in life
Senses darkvision 60 ft, passive perception 10
Armor class 13 (natural armor) Challenge 2 (450 XP)
Hit points 27 (5 d8 + 5)
Trapbound. A trap haunt cannot voluntarily move more
STR DEX CON INT WIS CHA
than 100 ft from the trap that killed it. If it is forced beyond
14 (+2) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 14 (+2)
this range, it has disadvantage on attack rolls and cannot
use its ghostly possession power until it moves back in
Speed fly 30 ft
range.
Damage Resistances nonmagical bludgeoning, piercing, or
slashing.
Incorporeal Movement. Can move through other creatures
Damage Immunities poison
and objects as if they were diffcult terrain. It takes 5 (1d10)
Condition Immunities poison, disease, charmed, fright-
force damage if it ends its turn inside an object.
ened
Languages Languages it knew in life
Actions
Senses darkvision 60 ft, passive perception 10
Spirit touch. Melee weapon attack. +7 to hit, reach 5 ft, one
Challenge ½ (100 XP)
target. Hit: 11 (2d6+4) necrotic damage.
Phantom tactics. A phantom warrior has advantage
Ghostly possession (recharge 6). The trap haunt attempts to
against any target that has one of its allies within 5 ft of it.
possess a living humanoid, which must make a DC 14
Incorporeal Movement. Can move through other creatures Charisma save. On a failed save, the haunt possesses it and
and objects as if they were diffcult terrain. It takes 5 (1d10) is removed from play. The ghost can’t be targeted by any
force damage if it ends its turn inside an object. attack, spell, or other effect, except ones that turn undead,
and it retains its alignment, Intelligence, Wisdom, Charis-
ma, and immunity to being charmed and frightened. It oth-
Actions
erwise uses the possessed target’s statistics, but doesn’t
Phantom sword. Melee weapon attack. +4 to hit, reach 5 ft,
gain access to the target’s knowledge, class features, or pro-
one target. Hit: 8 (1d8 + 4) necrotic damage.
fciencies. The ghost makes every attempt to kill the crea-
ture with the trap it was killed by, including rearming the
Phasing. Can pass into the Ethereal Plane or Material
trap if it has been disarmed. The possession ends when the
Plane. The ghost can see 60 feet into other plane and is visi-
body drops to 0 HP, the ghost ends it as a bonus action, or
ble from it, though it can't be affected by anything in the
it is forced out by a spell.
plane it's not in.
Speed fly 30 ft
Damage Resistances nonmagical bludgeoning, piercing, or
slashing.
Damage Immunities poison
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Speed fly 30 ft
Wailing Ghost Damage Resistances nonmagical bludgeoning, piercing, or
Medium undead, chaotic evil
slashing.
Damage Immunities poison
Armor class 12 (natural armor) Condition Immunities poison, disease, charmed, fright-
Hit points 77 (14 d8 + 14) ened
Languages Languages it knew in life
STR DEX CON INT WIS CHA
Senses darkvision 60 ft, passive perception 11
14 (+2) 15 (+2) 12 (+1) 10 (+0) 12 (+1) 17 (+3)
Challenge 6 (2,300 XP)
Speed fly 30 ft
Incorporeal Movement. Can move through other creatures
Damage Resistances nonmagical bludgeoning, piercing, or
and objects as if they were diffcult terrain. It takes 5 (1d10)
slashing.
force damage if it ends its turn inside an object.
Damage Immunities poison
Condition Immunities poison, disease, charmed, fright-
Actions
ened
Spirit touch. Melee weapon attack. +8 to hit, reach 5 ft, one
Languages Languages it knew in life
target. Hit: 23 (4d8+5) necrotic damage.
Senses darkvision 60 ft, passive perception 11
Challenge 2 (450 XP)
Ghostly possession (recharge 5-6). The ghost attempts to pos-
sess a living humanoid, which must make a DC 15 Charis-
Incorporeal Movement. Can move through other creatures
ma save. On a failed save, the haunt possesses it and is re-
and objects as if they were diffcult terrain. It takes 5 (1d10)
moved from play. The ghost can’t be targeted by any at-
force damage if it ends its turn inside an object.
tack, spell, or other effect, except ones that turn undead,
and it retains its alignment, Intelligence, Wisdom, Charis-
Actions
ma, and immunity to being charmed and frightened. It oth-
Spirit touch. Melee weapon attack. +6 to hit, reach 5 ft, one
erwise uses the possessed target’s statistics, but doesn’t
target. Hit: 16 (4d6+2) necrotic damage.
gain access to the target’s knowledge, class features, or pro-
fciencies. The possession ends when the body drops to 0
Death's Visage. One target within 25 feet must make a DC
HP, the ghost ends it as a bonus action, or it is forced out
15 Wisdom save or take 9 (2d8) psychic damage and be-
by a spell.
come frightened of the ghost. The save can be repeated at
the end of each of the target's turns.
Burst of terror (recharge 5-6). Every ene-
my within 25 feet must make a DC 15
Terrifying shriek (recharge 5-6). Every enemy
Wisdom save or take 18 (4d8) psychic
within 25 feet must make a DC 15 Wisdom
damage, be pushed 25 feet, and become
save or take 13 (3d8) psychic damage, be
dazed. The save is repeated every round
pushed 25 feet, and become frightened.
at the end of the creature's turn.
Phasing. Can pass into the Ethereal Plane or
Phasing. Can pass into the Ethereal
Material Plane. The ghost can see 60 feet
Plane or Material Plane. The ghost can
into other plane and is visible from it,
see 60 feet into other plane and is visible
though it can't be affected by anything in
from it, though it can't be affected by
the plane it's not in.
anything in the plane it's not in.
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Ghouls
Claws. Melee weapon attack. +6 to hit, reach 5 ft, one target.
Ghoul Scavenger Hit: 7 (1d6 + 4) slashing damage, and the target's speed
Medium undead, chaotic evil
drops to 0 until it makes a DC 14 CON saving throw.
Skills Stealth +6
Armor class 15 (natural armor and agility) Abyssal Ghoul
Hit points 39 (6 d8 + 18) Medium undead, chaotic evil
Actions
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Abyssal Ghoul Hungerer
Medium undead, chaotic evil
Skills Stealth +7
Armor class 15 (natural armor and agility)
Hit points 8 (1 d8 + 4)
Actions
Bite. Melee weapon attack. +7 to hit, reach 5 ft, one target.
Hit: 8 (1d8 + 4) piercing damage
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Skeletons
Alas, poor Yorick! I knew him, Horatio, a fellow of in finite
jest, of most excellent fancy. He hath bore me on his back a
thousand times, and now how abhorrent his undeath in yon dun- Damage Vulnerabilities radiant
geon is! Damage Resistances necrotic
—Hamlet, probably Damage Immunities poison
Condition Immunities poison, disease
Languages understands languages it knew in life but can't
Decrepit Skeleton speak
Medium undead, lawful evil Senses darkvision 60 ft, passive perception 12
Challenge 1 (200 XP)
Decrepit skeletons use their bows until an enemy comes
within melee distance or they run out of arrows. They have Speed of the Dead. The skeleton warrior has advantage on
no self-preservation instinct. opportunity attacks.
Armor class 18 (chainmail and shield) Fiery aura. Any creature that comes within 5 ft of the blaz-
Hit points 32 (5d8+10) ing skeleton on its turn (including if the skeleton moves
Speed 30 ft next to it) takes 3 (1d6) fre damage.
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Blazing claw. Melee weapon attack. +6 to hit, reach 5 ft, one
Skeletal Tomb Guardian
Medium undead, lawful evil
target. Hit: 5 (1d4+3) piercing damage and 3 (1d6) fre dam-
age.
Armor class 14 (natural armor)
Hit points 82 (11d8 + 33)
Flame Orb. A single target must make a DC 13 Dexterity
Speed 40 ft
save or take 11 (2d10) damage.
STR DEX CON INT WIS CHA
Boneshard Skeleton 10 (+0) 18 (+4) 16 (+3) 6 (-2) 12 (+1) 5 (-3)
Medium undead, lawful evil
Damage Vulnerabilities bludgeoning, radiant
The boneshard skeleton slices with its scimitar and follows Damage Resistances necrotic
up with a thrust from its boneshard. Damage Immunities poison
Condition Immunities poison, disease
Armor class 13 (natural armor) Languages understands languages it knew in life but can't
Hit points 45(6d8+9) speak
Speed 30 ft Senses darkvision 60 ft, passive perception 11
Challenge 3 (700 XP)
STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 16 (+3) 5 (-3) 5 (-3) 5 (-3) Opportunity attack. The skeletal tomb guardian makes two
scimitar attacks.
Damage Vulnerabilities bludgeoning, radiant
Damage Resistances necrotic Actions
Damage Immunities poison Multiattack. The skeletal tomb guardian makes four scimi-
Condition Immunities poison, disease tar attacks.
Languages understands languages it knew in life
Senses darkvision 60 ft, passive perception 7 Scimitar. Melee weapon attack. +7 to hit, reach 5 ft, one tar-
Challenge 1 (200 XP) get. Hit: 7 (1d6+4) slashing damage.
Actions
Multiattack. The boneshard skeleton attacks once with
its scimitar and once with its boneshard.
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Skull Lord
Medium undead, lawful evil
Table Heading
STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 16 (+3) 14 (+2) 12 (+1) 18 (+4)
Actions
Multiattack. The skull lord attacks with all of its skulls.
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Zombies
Zombie Rotter Actions
Slam. Melee weapon attack. +4 to hit, reach 5 ft, one target.
Medium undead, lawful evil
Hit: 6 (1d6+3) bludgeoning damage.
Armor class 9 (natural armor)
Grapple. Reach 5 ft. Attempts to escape are made with dis-
Hit points 5 (1d8)
advantage.
Speed 20 ft
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Damage Resistances necrotic Slam. Melee weapon attack. +4 vs AC, 6 (1d8 + 2) bludgeoning
Damage Immunities poison damage.
Condition Immunities poison, disease
Languages understands languages it knew in life Flying Charge. When the rotwing zombie uses the Dash ac-
Senses darkvision 60 ft, passive perception 11 tion and moves at least 10 ft, it makes a slam attack as a
Challenge 1 (200 XP) bonus action. On a hit, it deals 7 (2d6) extra damage.
Death Burst. When the corruption corpse is reduced to 0 Armor class 14 (natural armor)
HP, it explodes in a burst of flth and fragments. All crea- Hit points 52 (7d8 + 21)
tures within 5 feet must make a DC 14 Constitution save or Speed 20 ft
take 10 (2d6 + 3) necrotic damage.
STR DEX CON INT WIS CHA
Actions 17 (+3) 10 (+2) 16 (+3) 3 (-4) 10 (+0) 6 (-2)
Slam. Melee weapon attack. +6 to hit, reach 5 ft, one target.
Hit: 6 (1d6 + 3) bludgeoning damage. Damage Vulnerabilities fre, radiant
Damage Resistances cold, necrotic
Mote of Corruption. Hurls a black glob of decaying flth at Damage Immunities poison
a single target within 50 feet. The target must make a DC 14 Condition Immunities poison, disease
Dexterity save or take 10 (2d6 + 3) necrotic damage and be- Languages understands languages it knew in life
comes poisoned (DC 14 Constitution save ends). Senses darkvision 60 ft, passive perception 10
Challenge 1 (200 XP)
Rotwing Zombie
Death Burst. When the chillborn zombie is reduced to 0
Medium undead, lawful evil
HP, it explodes in a burst of frozen flesh. All creatures
within 5 feet must make a DC 15 Constitution save or
Rotwing zombies hide silently in high places, swooping
take 10 (2d6 + 2) cold damage and become slowed (DC 15
down with flying charge when prey pass by.
CON ends).
Armor class 12 (natural armor)
Ice reaper. The chillborn zombie does an extra 5 (2d6) dam-
Hit points 32 (5d8 + 10)
age to immobilized creatures.
Speed 20 ft walk, 20 ft fly
Actions
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Zombie Hulk
Large undead, lawful evil
Actions
Multiattack. The zombie hulk makes two slam attacks.
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