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4-to-5e: Undead Horrors

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.

A total conversion of 4e MM1 monsters for 5e campaigns

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.

The 4e philosophy was that monsters come in groups of 4 to


8. Dungeon masters should keep this in mind when using
this work; a CR 1 monster is not really intended for a fght
against four frst-level characters, but should be grouped
with other monsters for a fght against 3rd to 5th level heroes.
And in keeping with the 4e philosophy, the entirety of the
monster's abilities are within the stat block. There are no
spells or feats to look up.

4e introduced the concept of “minion” monsters, creatures


that acted in crowds and died with a single hit. This booklet
contains monsters with a single hit die and the “Minion re-
silience” ability that protects them from damage on missed
attacks and saves. For example, if the wizard casts Fireball
at a crowd of minions, those that succeed the Dexterity save
will take 0 damage.

The enemies in this work consist of most of the undead


creatures from 4e's Monster Manual 1.

All images in this work are licensed for use in the Dungeon
Masters Guild and provided by Wizards of the Coast.

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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.

Phasing. Can pass into the Ethereal Plane or Material


Trap Haunt Plane. The ghost can see 60 feet into other plane and is visi-
Medium undead, chaotic evil ble from it, though it can't be affected by anything in the
plane it's not in.
Armor class 14 (natural armor)
Hit points 58 (9 d8 + 18)

STR DEX CON INT WIS CHA


10 (+0) 18 (+4) 14 (+2) 11 (+0) 11 (+0) 16 (+3)

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.

Tormenting Ghost Spectral shift. When missed by a melee


Medium undead, chaotic evil attack, the ghost can use its reaction to
teleport 3 squares.
Armor class 15 (natural armor)
Hit points 165 (22 d8 + 66)

STR DEX CON INT WIS CHA


11 (+0) 20 (+5) 16 (+3) 10 (+0) 12 (+1) 18 (+4)

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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

STR DEX CON INT WIS CHA Skills Stealth +7


14 (+2) 18 (+4) 16 (+3) 10 (+0) 11 (+0) 12 (+1) Armor class 16 (natural armor and agility)
Hit points 127 (17 d8 + 68)
Speed 40 ft, climb 20 ft
Damage Vulnerabilities radiant STR DEX CON INT WIS CHA
Damage Resistances necrotic 14 (+2) 18 (+4) 18 (+4) 10 (+0) 12 (+1) 12 (+1)
Damage Immunities poison
Condition Immunities poison, disease Speed 40 ft, climb 20 ft
Languages Common Damage Vulnerabilities radiant
Senses darkvision 60 ft, passive perception 10 Damage Resistances necrotic
Challenge 2 (450 XP) Damage Immunities poison
Condition Immunities poison, disease
Actions Languages Common
Claws. Melee weapon attack. +6 to hit, reach 5 ft, one target. Senses darkvision 60 ft, passive perception 11
Hit: 7 (1d6 + 4) slashing damage, and the target's speed Challenge 5 (1800 XP)
drops to 0 until it makes a DC 14 CON saving throw.
Dead blood. When the abyssal ghoul is reduced to 0 HP, it
Bite. Melee weapon attack. +4 to hit, reach 5 ft, one target. thrashes around, vomiting foul, poisoned blood. All ene-
Hit: 14 (3d6 + 4) piercing damage, and the target is stunned mies within 5 ft take 11 (2d10) necrotic damage.
(DC 14 CON ends).
Actions
Horde Ghoul Multiattack. The ghoul makes two bite attacks.
Medium undead, chaotic evil
Bite. Melee weapon attack. +7 to hit, reach 5 ft, one target.
Hit: 13 (2d8 + 4) piercing damage, and the target's speed
Skills Stealth +6
drops to 0 until it makes a DC 15 CON saving throw at the
Armor class 15 (natural armor and agility)
end of one of its turns. If the target is already immobilized,
Hit points 7 (1 d8 + 3)
stunned, or unconscious, the bite deals an extra 7 (2d6)
STR DEX CON INT WIS CHA
damage.
14 (+2) 18 (+4) 16 (+3) 10 (+0) 11 (+0) 12 (+1)

Speed 40 ft, climb 20 ft


Damage Resistances necrotic
Damage Immunities poison
Condition Immunities poison, disease
Languages Common
Senses darkvision 60 ft, passive perception 10
Challenge 1 (200 XP)

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)

STR DEX CON INT WIS CHA


14 (+2) 18 (+4) 18 (+4) 10 (+0) 12 (+1) 12 (+1)

Speed 40 ft, climb 20 ft


Damage Resistances necrotic
Damage Immunities poison
Condition Immunities poison, disease
Languages Common
Senses darkvision 60 ft, passive perception 11
Challenge 2 (450 XP)

Minion resilience. Never takes damage on missed attacks or


on a successful save.

Dead blood. When the ghoul is reduced to 0 HP, it thrashes


around, vomiting foul, poisoned blood. All enemies within
5 ft take 5 (1d10) necrotic damage.

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 12 (natural armor)


Actions
Hit points 5 (1d8)
Multiattack. The skeleton warrior makes two longsword
Speed 30 ft
attacks.
STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 10 (+0) 6 (-2) 14 (+2) 5 (-3) Longsword. Melee weapon attack. +5 to hit, reach 5 ft, one
target. Hit: 6 (1d8 + 2) piercing damage.
Damage Vulnerabilities bludgeoning
Damage Immunities poison
Condition Immunities poison, disease Blazing Skeleton
Languages understands languages it knew in life Medium undead, lawful evil
Senses darkvision 60 ft, passive perception 12
Challenge 1/8 (50 XP) Blazing skeletons are typically created by powerful wiz-
ards to guard their towers and lairs. They attempt to keep
Minion resilience. Never takes damage on missed attacks or their distance from attackers while throwing Flame Orbs.
on a successful save.
Armor class 13 (natural armor)
Actions Hit points 33 (6d8+6)
Shortsword. Melee weapon attack. +4 to hit, reach 5 ft, one Speed 30 ft
target. Hit: 5 (1d6 + 2) piercing damage.
STR DEX CON INT WIS CHA
Short bow. Ranged weapon attack. +4 to hit, range 80/320 ft, 10 (+0) 16 (+3) 12 (+1) 6 (-2) 14 (+2) 5 (-3)
one target. Hit: 5 (1d6 + 2) piercing damage.
Damage Vulnerabilities bludgeoning, radiant
Damage Resistances necrotic, fre
Skeleton Warrior Damage Immunities poison
Medium undead, lawful evil Condition Immunities poison, disease, burning
Languages understands languages it knew in life
Skeleton warriors charge into battle and use speed of the Senses darkvision 60 ft, passive perception 12
dead to prevent foes from escaping. Challenge 1 (200 XP)

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.

STR DEX CON INT WIS CHA Actions


14 (+2) 12 (+1) 14 (+2) 6 (-2) 8 (-1) 5 (-3)
Multiattack. The blazing skeleton makes two attacks.

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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.

Boneshard burst. When the boneshard skeleton dies, it


explodes in a burst of bone shards. All creatures in the
blast must make a DC 14 reflex save or take 2d6+3
necrotic damage (half damage on success).

Actions
Multiattack. The boneshard skeleton attacks once with
its scimitar and once with its boneshard.

Scimitar. Melee weapon attack. +6 to hit, reach 5 ft, one


target. Hit: 6 (1d6+3) slashing damage.

Boneshard. Melee weapon attack. +6 to hit, reach 5 ft, one


target. Hit: 6 (1d4+3) piercing damage. The target suffers
a decaying blight and takes 3 (1d6) necrotic damage at
the beginning of it turns(DC 14 CON save ends).

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Skull Lord
Medium undead, lawful evil

This three-headed horror serves as the commander in his


master's undead armies. Each of its enchanted skulls is the
source of a different power, and a skull lord on the verge of
destruction will sacrifce one of them to maintain its form.
They are created via a blasphemous ritual of unknown ori-
gin.

Table Heading
STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 16 (+3) 14 (+2) 12 (+1) 18 (+4)

Armor class 17 (scale mail)


Hit points 38 (5d8 +15)
Speed 30 ft
Damage Vulnerabilities radiant
Damage Resistances necrotic
Damage Immunities poison
Condition Immunities poison, disease
Languages understands languages it knew in life
Senses darkvision 60 ft, passive perception 15
Challenge 4 (1100 XP)

Master of the Grave. Undead allies within 10 feet regen-


erate 6 (1d4 + 4) hit points at the start of Skull Lord's
turn and have advantage on saving throws.

Triple Skull Healing. When the skull lord is reduced to


0 HP, one of its skulls is smashed (determined using
1d3), and it immediately returns to 38 hp. It loses the
ability to use the smashed skull.

Actions
Multiattack. The skull lord attacks with all of its skulls.

Bone staff. Melee weapon attack. +7 to hit, reach 5 ft, one


target. Hit: 6 (1d8+3) magical bludgeoning damage, plus
1d6 necrotic damage.

Skull of Bonechilling Fear. One enemy within 50 feet


must make a DC 15 Wisdom saving throw or take
1d6+3 damage and be pushed 25 feet.

Skull of Death's Command. The skull lord restores one de-


stroyed undead ally with a CR no greater than 2. The ally
has full health and takes its next turn normally.

Skull of Withering Flame. TheOne enemy within 50 feet


must make a DC 15 Constitution save or take 10 (2d6 + 4)
fre and necrotic damage.

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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

STR DEX CON INT WIS CHA Gravehound


16 (+3) 6 (-2) 10 (+0) 3 (-4) 8 (-1) 5 (-3)
Medium undead beast, lawful evil

Damage Immunities poison


Armor class 12 (natural armor)
Condition Immunities poison, disease
Hit points 26 (4d8 + 8)
Languages understands languages it knew in life
Speed 40 ft
Senses darkvision 60 ft, passive perception 9
Challenge 1/8 (25 XP) STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 3 (-4) 10 (+0) 3 (-4)
Minion resilience. Never takes damage on missed attacks or
on a successful save. Damage Resistances necrotic
Damage Immunities poison
Actions Condition Immunities poison, disease
Slam. Melee weapon attack. +5 to hit, reach 5 ft, one target. Languages –-
Hit: 6 (1d6+3) bludgeoning damage. Senses darkvision 60 ft, passive perception 10
Challenge ½ (100 XP)
Zombie Shambler Death Jaws. The gravehound makes a bite attack against a
Medium undead, lawful evil
target within reach when it is dropped to 0 hp.

When multiple zombie shamblers engage a target, at least


Undead Fortitude. When reduced to 0 HP, it instead drops
one will try to grapple it to prevent its escape.
to 1 HP if it succeeds on a DC 5 + (damage taken) CON save.
The save automatically fails if the damage is radiant or
Armor class 14 (natural armor)
from a critical hit.
Hit points 22 (3d8 + 9)
Speed 40 ft
Actions
STR DEX CON INT WIS CHA Bite. Melee weapon attack. +5 to hit, , reach 5 ft, one target.
14 (+2) 6 (-2) 16 (+3) 3 (-4) 8 (-1) 5 (-3) Hit: 6 (1d6 + 3) piercing damage, 7 (2d6) necrotic damage
and is knocked prone if it is Medium size or smaller.
Damage Resistances necrotic
Damage Immunities poison Corruption Corpse
Condition Immunities poison, disease
Medium undead, lawful evil
Languages understands languages it knew in life
Senses darkvision 60 ft, passive perception 9
Armor class 12 (natural armor)
Challenge ½ (100 XP)
Hit points 37 (5d8 + 15)
Speed 40 ft
Undead Fortitude. When reduced to 0 HP, it instead drops
to 1 HP if it succeeds on a DC 5 + (damage taken) CON save. STR DEX CON INT WIS CHA
The save automatically fails if the damage is radiant or 16 (+3) 13 (+1) 16 (+3) 4 (-4) 12 (+1) 3 (-4)
from a critical hit.
Damage Vulnerabilities radiant

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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.

Regeneration. Regenerates 4 (1d8) HP if it has not taken ra- Chillborn Zombie


diant damage since the end of its last turn. Medium undead, lawful evil

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

STR DEX CON INT WIS CHA Actions


14 (+2) 14 (+2) 14 (+2) 3 (-4) 10 (+0) 3 (-4) Slam. Melee weapon attack. +6 vs AC, , reach 10 ft, one tar-
get. Hit: 6 (1d6 + 3) bludgeoning damage, and the target's
Skills Stealth +4, Perception +2 speed is reduced to 0 until the end of the chillborn zombie'-
Damage Resistances necrotic s next turn.
Damage Immunities poison
Condition Immunities poison, disease
Languages understands languages it knew in life
Senses darkvision 60 ft, passive perception 12
Challenge 1 (200 XP)

Undead Fortitude. When reduced to 0 HP, it instead drops


to 1 HP if it succeeds on a DC 5 + (damage taken) CON save.
The save automatically fails if the damage is radiant or
from a critical hit.

Actions

Not for resale. Permission granted to print or photocopy this document for personal use only. MM1: Undead Horrors 12
Zombie Hulk
Large undead, lawful evil

Armor class 14 (natural armor)


Hit points 76 (9d10 + 27)
Speed 20 ft

STR DEX CON INT WIS CHA


18 (+4) 10 (+2) 16 (+3) 4 (-3) 10 (+0) 6 (-2)

Damage Resistances necrotic


Damage Immunities poison
Condition Immunities poison, disease
Languages understands languages it knew in life
Senses darkvision 60 ft, passive perception 10
Challenge 3 (700 XP)

Undead Fortitude. When reduced to 0 HP, it instead drops


to 1 HP if it succeeds on a DC 5 + (damage taken) CON save.
The save automatically fails if the damage is radiant or
from a critical hit.

Actions
Multiattack. The zombie hulk makes two slam attacks.

Slam. Melee weapon attack. +6 vs AC, reach 10 ft, one target.


Hit: 12 (2d8 + 4) bludgeoning damage.

Zombie smash. Melee weapon attack, recharge 6. +6 vs AC,


reach 10 ft, one target. Hit: 22 (4d8 + 3) bludgeoning dam-
age, and the target is knocked prone.

Not for resale. Permission granted to print or photocopy this document for personal use only. MM1: Undead Horrors 13

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