Contents Introduction ...... 3 Credits...... 3 Bloated ...... 4 Bonechime Wolf ...... 5 Bonewarped Abomination ...... 6 Corpse Vermin...... 7 Undead Dragon Turtle...... 8 Dragon Turtle Lich ...... 9 Gaunt Horror...... 10 Goblin Death Shaman...... 11 Osseous Stag...... 12 Purple Worm Husk...... 13 Scrying Skull...... 14 Triceratops Skeleton...... 15 Viscera Crawler ...... 16 Special Entry: Forgotten Knight...... 17 OPEN GAME LICENSE ...... 18

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CHAPTER | SUBCHAPTER 2 Chris Karelis: Probably better known as The Introduction Kind GM. He is the host ofThe Kind GM ndead creatures have been a part of blog, where he dabbles in the arcane art of many cultures long before the advent of blogging about the tabletop RPG hobby. He is role-playing games. They have a very feeling very uncomfortable that he has to long and varied history, which is also write this in third person. Apart from his blog, translated in their presence in tabletop you can also find him on social media: RPGs. In this supplement, we present • Twitter several new and original ideas for undead creatures, • Instagram along with undead variants of already existing ones. • Facebook We strived to have a good distribution of types, both in their challenge rating as well as their size category. From tiny to gargantuan, and from annoyance to apocalyptic, they are all out for blood… or brains! Thank you for purchasing this supplement, and we hope this collection of undead will provide your players a good challenge and you, the Game Master, some quality entertainment.

A note on alignment The majority of the monsters in this supplement, have been given the unaligned alignment. Part of the reason for this is because most undead are meant to be mindless servants, who have no say on their Anastasios Tsimakis: A close friend, player, actions. However, we believe the alignment system is occasionally a GM, and partner in crime of a bit archaic but also feel there can be a use for it and Chris in real life. He usually has a lot of good that’s why we gave the monsters an alignment. You ideas but tends to rely on Chris to keep him are more than welcome to adjust the alignment of the focused on one at a time. Sadly, Chris does a monsters found in this supplement to fit your setting. poor job. You can find Anastasios on Twitter Credits @AnastasiosHJW DESIGN BY: Christos « The Kind GM » Karelis &

Anastasios Tsimakis ON THE COVER EDITING BY: Christos « The Kind GM » Karelis & Predrag Filipović illustrates a Forgotten Knight Anastasios Tsimakis roaming the corridors of its mausoleum, as it LAYOUT BY: Christos « The Kind GM » Karelis prepares to step out to the world and attempt to ART: fulfill its oath. Cover art by Predrag Filipović Predrag Filipović, Forgotten Knight Some artwork © 2015 Dean Spencer, used with permission. All rights reserved. Some artwork © 2015 Earl Geier, used with permission. All rights reserved. Jacob E. Blackmo, Stock Art: Blackmon Purple Worm Bartek Blaszczec, BlaszczecArt Stock Art: Undead Seadog Bartek Blaszczec, BlaszczecArt Stock Art: Undead Hound Jeremy Mohler, Monster Stock Art Collection by Outland Entertainment Henriette Boldt, 4 Skulls Stock Art Bundle Maciej Zagorski, The Whispering Forest by The Forge Studios TEMPLATE:SampleNathanaël Roux, used with permission. file SPECIAL THANKS To Predrag Filipović, also known as Crafty from Crafty’s Tabletop. He provided us with the amazing art piece of the Forgotten Knight but also made this amazing cover. Please check out his work atCrafty’s Tabletop.

CHAPTER | SUBCHAPTER Bloated Hulk Bloated Hulk Large undead, unaligned

Armor Class 13 Hit Points 44 (8d8+12) Speed 30�., swim 15 �.

STR DEX CON INT WIS CHA 14 (+2) 8 (-1) 14 (+2) 3 (-4) 6 (-2) 5 (-3)

Saving ThrowsCons�tu�on +4, Wisdom +0 Damage Immuni�espoison Condi�on Immuni�es poisoned Senses darkvision 60�., passive Percep�on 8 Languages understands the languages it knew in life but can’t speak Challenge1 (200 XP)

Death Burst. The bloated hulk explodes when it drops to 0 hit points. Each creature within 10 feet must succeed on a DC 12 Cons�tu�on saving throw or take 5 (1d10) necro�c and 11 (2d10) acid damage.

ACTIONS Mul�a�ack. The bloated hulk makes 2 anchor bash a�acks.

Anchor Bash. Melee Weapon A�ack: +3 to hit, reach 5 �., one target. Hit: 6 (1d10+1) bludgeoning damage.

Regurgitate. The bloated hulk vomits a toxic concoc�on in a 10-foot cone in front of it. Creatures in the area must succeed on a DC 12 Cons�tu�on saving throw or take 1d8 acid damage.

In the open seas, there are dangers abound. However, sometimes the greatest threat for a sailor are their own crewmates. When a mutiny erupts, whether justified or not, it is rare for the captain and his subordinates to keep their lives. Occasionally they are granted a swift death; more often than not, however, the crew lets them off the ship… whether it is docked or not. Watery Grudge. In the unwritten laws of the sea, a mutiny is one of the worst crimes to commit. As such, it is not uncommon for the victims to rise again, holding a grudge against their killers. Their bodies ravaged by the depths, and wielding broken pieces of forgotten shipwrecks as weapons, they tirelessly march in search of vengeance. Go out with a Bang. The spend most of their time underwater, accelerating their decay; however, the corpse is still held together by the necrotic energies that animate it.The saltwater accumulates inside it, reacting with the decaying flesh and creating a disgusting acidic mixture that constantly builds up. The bloated hulks often use this to their advantage, regurgitating it to assault their enemies. When the hulk dies, the magic that holds the corpse togetherSample vanishes, and the pressure from built-up file fluid turns it into an acidic bomb - giving them one last chance for revenge. Undead Nature. A bloated hulk doesn't require air, food, drink, or sleep.

CHAPTER | SUBCHAPTER 4 Bonechime Wolf Bonechime wolves are masterpieces created by skilled bonesmiths or powerful necromancers. Bonechime Wolf During their reanimation process, their bones are Medium undead, unaligned masterfully twisted in a way that allows air to go Armor Class 13 (natural armor) through them. This gives them the ability to let out Hit Points 11(2d8+2) bone chilling howls, even though their lungs are Speed 40�. gone. STR DEX CON INT WIS CHA Eternally Bound. Bonechime wolves are created 10 (+0) 15 (+2) 12 (+1) 3 (-4 ) 11 (+ 0) 6(-2) with the purpose of guarding vast areas of land from unwanted intruders. Their binding is so strong that, SkillsPercep�on +2 even when their master dies, these undead wolves Damage Vulnerabili�esbludgeoning will still guard the area. The landscape around them Damage Immuni�espoison may be reclaimed by nature but they still will be Condi�on Immuni�es exhaus�on, poisoned there, patrolling their home. Even if a new master Senses darkvision 60�., passive Percep�on 12 Languages - comes along and manages to bind them to their own Challenge1 (200 XP) service, it is exceedingly difficult to actually move them to a new area. Pack Tac�cs. The bonechime wolf has advantage on Preserved Instincts. Even in death, the bonechime a�ack rolls against a creature if at least one of the wolves have kept their instincts and still act as a pack. bonechime wolf's allies is within 5 feet of the creature They hunt together and protect each other, so that and the ally isn't incapacitated. they can survive. Their lifelike movements and Skeletal Howl. If the bonechime wolf moves at least 30 behaviours make them all the more intimidating to feet on its turn, air fills its hollow bones causing an their opponents, and some of the more sentimental unearthly howl. Creatures within 50 feet of the (i.e. eccentric) necromancers treat them more like bonechime wolf that can hear the howl must succeed on pets rather than tools. a DC 10 Wisdom saving throw or become frightened for 1 minute, repea�ng the saving throw at the end of each Undead Nature. A bonechime wolf doesn't require of their turns. If a creature's saving throw is successful or air, food, drink, or sleep. the effect ends for it, the creature is immune to the bonechime wolf’s Skeletal Howl for the next 24 hours.

ACTIONS Bite. Melee Weapon A�ack: +4 to hit, reach 5 �., one target. Hit : 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone.

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CHAPTER | SUBCHAPTER Bonewarped Abomination Bonewarped Abomination There comes a time in every necromancer’s career Large undead, unaligned when they must graduate from the basic risen dead minions, and create something with a bit more Armor Class 16 power. The most common outcome of such efforts is Hit Points 60 (8d10+16) a bonewarped abomination, a disturbing Speed 30�. amalgamation of flesh made to dominate the battlefield. This endeavor can make or break a STR DEX CON INT WIS CHA necromancer; it requires significant resources to 16 (+3) 10 (+0) 15 (+2) 4 (-3) 8 (-1) 5 (-3) create, and if something goes wrong, it is a crippling setback. If it’s successfully completed however, the Saving ThrowsStrength +6 necromancer has a very powerful warrior at their Damage Immuni�espoison disposal. Condi�on Immuni�es poisoned Senses darkvision 60�., passive Percep�on 9 Many forms, one outcome. Each bonewarped Languages understands the languages it knew in life but abomination is a unique, hand-crafted creation. cannot speak However, despite the cosmetic differences, the Challenge5 (1800 XP) process being followed is essentially the same: Begin with a simple zombie. It can’t do much, so look for Enhanced Undead For�tude. If damage reduces the Bonewarped Abomina�on to 0 hit points, it must make a ways to increase its strength and durability - the most Cons�tu�on saving throw with a DC of 5 + half the straightforward way of doing that being just adding damage taken, unless the damage is radiant or from a more bodies to it. Then add a few more to make it cri�cal hit. On a success, the abomina�on drops to 1 hit able to stand on its own. Then it needs some more point instead. armor; properly fitting one over its enormous mass One form, many pieces. When the bonewarped would be too much trouble, so it’s much easier to just abomina�on drops to 45 (¾ of its maximum) hit points, a cover it in bone. Finally, it needs some actual part of it detaches from the main zombie and forms a weapons - preferably big ones like glaives, Zombie or a Viscera Crawler, with a 50% chance for greatswords, longswords, or even longbows. In the either. This also occurs at 30 (½ of its maximum) and 15 end, the abomination is just that - a bloated mass of (¼ of its maximum) hit points, as well as whenever the meat covered in bone and skittering on a forest of abomina�on succeeds on the Cons�tu�on saving throw forEnhanced Undead For�tude. legs, with torsos sticking out and a myriad of multi- jointed arms holding an entire arsenal. ACTIONS Small losses. If the abomination sustains damage in Mul�a�ack. The bonewarped abomina�on makes two battle but still retains a certain level of cohesion, the a�acks: one with its glaive and one with its longsword. necromancer can easily repair it by simply adding new parts to it. This turns out to be convenient Glaive. Melee Weapon A�ack: +6 to hit, reach 10�., one because as the necromancer grows in power, so does target. Hit: 14 (2d10+3) slashing damage. the power of their fallen enemies and, thus, the Longsword. Melee Weapon A�ack: +3 to hit, reach 5�., one quality of the parts increases - allowing incremental target. Hit: 12 (2d8+3) slashing damage. upgrades. There are stories of liches who own bonewarped abominations that are almost as old as themselves. Not only that, but it is said they have grown fond of them, even giving them names, since WEAPON VARIANTS As men�oned before, a bonewarped abomina�on can use each body part and piece of equipment are now a a large variety of weapons. If you want a variant with “fond memory” for them - like obsessive collectors, different equipment, here are some alterna�ve a�ack they hunt for rare and exotic parts to attach to their op�ons to replace the Glaive a�ack: favored creations. Longbow. Ranged Weapon A�ack: +3 to hit, range 150/600, Undead Nature. A bonewarped abomination one target. Hit: 9 (2d8) piercing damage. doesn't require air, food, drink, or sleep. Heavy Crossbow. Ranged Weapon A�ack: +3 to hit, range 100/400, one target. Hit: 11 (2d10) piercing damage.

Greataxe. Melee Weapon A�ack: +6 to hit, reach 5�, one target. Hit: 16 (2d12 + 3) slashing damage.

Greatsword. Melee Weapon A�ack: +6 to hit, reach 5�, one target. Hit: 17 (4d6+3) slashing damage. SampleAnd some alterna�ves for the Longswordfile a�ack: Warhammer. Melee Weapon A�ack: +6 to hit, reach 5�, one target. Hit: 12 (2d8 +3) bludgeoning damage.

Morningstar. Melee Weapon A�ack: +6 to hit, reach 5�, one target. Hit: 12 (2d8 + 3) bludgeoning damage.

Javelin. Ranged Weapon A�ack: +6 to hit, range 50/150, one target. Hit: 10 (2d6 + 3) piercing damage. CHAPTER | SUBCHAPTER 6 Corpse Vermin Rats eat anything they come across. Even the dead. Corpse Vermin During times when the dead aren’t put to rest Medium Undead, unaligned properly, rats that have access to these poor souls can turn into something twisted. As they feast on the Armor Class 11 corpses, they consume more and more necrotic Hit Points 36 (8d8) energy that leads to a rapid demise - a few days Speed 30 �. afterwards however they return, their bodies now bloated and grotesque. They scurry in the dark, STR DEX CON INT WIS CHA hungry for more flesh. Alone, they may not pose 10 (+0) 10 (+0) 10 (+0) 8 (-1) 13 (+1) 10 (+0) much of a threat, but they are never alone… Spreading Death. A corpse vermin’s bite is infused Damage Resistancesbludgeoning, piercing, slashing, with necrotic energy. Despite this however, while necro�c, poison painful, it is not immediately threatening to a larger Condi�on Immuni�es charmed, frightened, paralyzed, petrified, prone, restrained, stunned, exhausted creature. However, the vermin tend to form large Senses darkvision 30�., passive Percep�on 10 swarms with dozens or in some cases even hundreds Languages - of rats. This occurs because corpse vermin are never Challenge 1/4 (50 XP) satisfied; they always for more flesh, and often begin their search in their own nests. Biting Keen Smell. The corpse vermin swarm has advantage on other rodents, they turn them into yet more corpse Wisdom (Percep�on) checks that rely on smell. vermin, until massive numbers threaten to overrun Swarm. The swarm can occupy another creature’s space entire villages. and vice versa, and the swarm can move through any Undead Pests. Rats on their own are unwanted and opening large enough for a Tiny corpse vermin. The repugnant, and corpse vermin take this to a whole swarm can’t regain hit points or gain temporary hit points. new level. For obvious reasons they are despised by most common people, but they are also a constant ACTIONS source of irritation for temples and graveyards, Bite. Melee Weapon A�ack: +2 to hit, reach 0 �., one target digging up the dead and defiling their resting places. in the swarm’s space. Hit: 7 (2d6) piercing damage and 7 (2d6) necro�c damage, or 3 (1d6) piercing and 3 (1d6) Ironically, the greatest efforts for their culling do in necro�c if the swarm has half of its hit points or fewer. fact come from necromancers, since corpse vermin consume and destroy valuable material for their craft. Undead Nature. A corpse vermin doesn't require air, food, drink, or sleep.

Corpse Vermin Tiny undead, unaligned

Armor Class 11 Hit Points 4 (2d4) Speed 20 �.

STR DEX CON INT WIS CHA 2 (-4) 10 (+0) 10 (+0) 2 (-4) 10 (+0) 3 (-4)

Damage Resistancesnecro�c, poison Condi�on Immuni�es exhaus�on, poisoned Senses darkvision 30�., passive Percep�on 10 Languages - Challenge0 (10 XP)

Keen Smell. The corpse vermin has advantage on Wisdom (Percep�on) checks that rely on smell.

ACTIONS Bite. Melee weapon a�ack, +0 to hit, reach 5 �. Hit: 1 piercing,Sample 1 necro�c damage. file

CHAPTER | SUBCHAPTER Dragon Turtles, Undead Undead Dragon Turtle Gargantuan undead dragon, unaligned Undead Dragon Turtle Armor Class 20 (natural armor) In some locations deep in the seas, there are rifts to Hit Points 341 (22d20 + 110) the Elemental Plane of Water. These rifts are Speed 20�., swim 30�. sometimes used by various creatures, including Dragon Turtles, to move to the Material Plane and STR DEX CON INT WIS CHA back, but sometimes they can become unstable due to 25 (+7) 9 (-1) 20 (+5) 3 (-4) 10 (+0) 5 (-3) a conjunction of the planes.When a plane of negative energy is close to the Elemental Plane of Water, Saving ThrowsCon +10, Wis +5 passing through the rifts causes the creatures to be Damage Resistancesfire doused with negative energy which, in most cases, Damage Immuni�espoison, necro�c instantly kills them. In the case of Dragon Turtles, Condi�on Immuni�es exhaus�on, poisoned they are able to withstand the energies during the Senses darkvision 120 �., passive Percep�on 10 trip but their fate is eventually the same. They are Languages understands Aquan, Draconic but can't speak Challenge17 (18,000 XP) afflicted with a degenerating disease caused by the negative energy which slowly kills it. When they finally die, if the remaining energy left on its body is ACTIONS potent enough, the Dragon Turtle returns as an Mul�a�ack. The undead dragon turtle makes three a�acks: undead. one with its bite and two with its claws. It can make one tail Conduit of Death. The energies that reanimated the a�ack in place of its two claw a�acks. Dragon Turtle are uncontrollable. They cannot be Bite. Melee Weapon A�ack: +12 to hit, reach 15 �., one contained in the carcass of the mighty beast and target. Hit: 26 (3d12 + 7) piercing damage. sometimes discharges of necrotic energy occur in the form of pulses. These are dangerous and can harm Claw. Melee Weapon A�ack: +12 to hit, reach 10 �., one anything or anyone that is unlucky enough to find target. Hit: 16 (2d8 + 7) slashing damage. themselves within their range. Tail. Melee Weapon A�ack: + 12 to hit, reach 15 �., one Undead Biosphere. Sea creatures are used to target. Hit: 26 (3d12 + 7) bludgeoning damage. If the target swarming around dragon turtles. They can easily find is a creature, it must succeed on a DC 20 Strength saving food when they are close to them. However, in the throw or be pushed up to 10 feet away from the dragon case of the undead dragon turtles, they swarm turtle and knocked prone. towards their inevitable death. The necrotic pulses of Shark A�ack (Recharge 5-6). 1d4 undead reef sharks the undead dragon turtle kill the fish around it and in dwelling in the dragon turtle’s reanimated carcass exit the some cases they even bring them back. These undead shell and join the ba�le against the turtle’s enemies. They act fish continue to follow the undead dragon turtle and independently but share their ini�a�ve with the undead make their home in its carcass. This creates some sort dragon turtle. of undead ecosystem inside and around the Turtle. Necro�c Pulse (Recharge 5-6). Creatures within 40 feet of Undead Nature. An undead dragon turtle doesn't the undead dragon turtle must make a DC 18 Cons�tu�on require air, food, drink, or sleep. saving throw, taking 49 (14d6) necro�c damage on a failed save, or half as much on a successful one. The Necro�c Pulse does not affect the undead creatures cohabita�ng in the Creature Loadout. The creatures residing in the undead dragon turtle’s shell. carcass of the undead dragon turtle may vary based on the location of its death and its prowling grounds. You are free to choose your preferred creature to make its home in the undead dragon turtle, but here are some suggestions for its Shark Attack ability 1d4 Swarm of Quippers (Recharge 5-6) 1 Hunter Shark (4 times per day), 1 Giant Shark (2 times per day) The creatures residing in the carcass of the undead dragon turtle, lose any previous creature type and gain the undead creature type. They also gain immunitySample to poison damage, the poisoned condition, file and exhaustion. Finally, they are immune to the undead dragon turtle’s Necrotic Pulse.

CHAPTER | SUBCHAPTER 8 Dragon Turtle Lich Dragon turtles, like their winged cousins, are so powerful and terrifying that other creatures Dragon Turtle Lich sometimes worship them. Various underwater tribes Gargantuan undead, neutral evil have dragon turtles tied to their oral history and Armor Class 20 (natural armor) consider them as supreme beings of the deep. Reality Hit Points 341 (22d20 + 110) merges with legends and, over the course of many Speed 20�., swim 40�. generations, the tribes end up deifying the dragon turtle. However, at some point, mortality catches up STR DEX CON INT WIS CHA with the beast and the time comes for it to die. 25 (+7) 10 (+0) 20 (+5) 12 (+1) 12 (+1) 12 (+1) Watching their god slowly pass away is a harrowing experience for the tribe and sometimes they act on Saving ThrowsCon +10, Wis +6 instinct making gruesome sacrificial rituals hoping to Damage Resistancesfire, necro�c appease their god enough to stay with them. Damage Immuni�espoison Unbeknownst to them, this can end up as a ritual that Condi�on Immuni�es charmed, exhaus�on, frightened, turns the dragon turtle into a lich. With their god paralyzed, poisoned Senses darkvision 120 �., passive Percep�on 10 appeased, they are happy to have it live once again Languages Aquan, Draconic among them. The dragon turtle lich may end up Challenge17 (18,000 XP) pleased with the outcome. It can continue living with them like it did before, but also can be driven into madness and believe it is actually a god and act like Magic Resistance. The dragon turtle lich has advantage on one. saving throws against spells and other magical effects. Phylactery. Since in most cases the ritual to create a Legendary Resistance (3/Day). If the dragon turtle lich fails a dragon turtle lich isn’t a voluntary one, a proper saving throw, it can choose to succeed instead. phylactery isn’t prepared. However, the offerings provided by the worshipers will suffice; ACTIONS unbeknownst to them most of the time, since they Mul�a�ack. The dragon turtle lich makes three a�acks: one simply pile whatever precious trinket and treasure with its bite and two with its claws. It makes one tail a�ack they have at hand. Since it is the offering pile for in place of its two claw a�acks. their god, it is very well guarded, which guarantees Bite. Melee Weapon A�ack: +12 to hit, reach 15 �., one an extra level of safety for the phylactery. Other target. Hit: 26 (3d12 + 7) piercing damage. times, however, a dragon turtle that realizes it has become a lich, takes the phylactery and attempts to Claw. Melee Weapon A�ack: +12 to hit, reach 10 �., one hide it in the endless depths of a trench, or a hard to target. Hit: 16 (2d8 + 7) slashing damage. access cave system, which also doubles as the place Tail. Melee Weapon A�ack: + 12 to hit, reach 15 �., one where it keeps its true treasure hoard. target. Hit: 26 (3d12 + 7) bludgeoning damage. If the target Undead Nature. A dragon turtle lich doesn't require is a creature, it must succeed on a DC 20 Strength saving air, food, drink, or sleep. throw or be pushed up to 10 feet away from the dragon turtle lich and knocked prone.

Steam Breath (Recharge 5-6). The dragon turtle lich exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Cons�tu�on saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage DRAGON TURTLE LICH PHYLACTERIES on a successful one. Being underwater doesn't grant d8 Phylacteries resistance against this damage. 1 Ornate trident made from coral and decorated with pearls 2 A golden ship figurehead depic�ng a turtle 3 An onyx black statue�e made from a material of unknown , depic�ng a creature surrounded by tentacles. 4 A large fish skeleton with two big rubies placed in the eye sockets 5 A whalebone tablet with glowing Aquan script wri�en on it 6 A cut bronze arm with a ring on each finger 7 An enormous pale blue pearl Sample8 A petrified and gilded dragon turtle egg file

CHAPTER | SUBCHAPTER