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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, Players Handbook, Monster Manual, Dungeon Masters 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.
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MM1: Undead Horrors

Introduction
The monsters of Dungeons &Dragons 4e were designed for
group tactical encounters. Thus each monster came in a variety of types for different functions on the battlefeld. The
monsters in this booklet are total conversions of 4e monsters.
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 combat flowing rather than bogging it down with too many status effects to track. Thus ongoing damage is generally replaced 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 resilience 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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MM1: Undead Horrors

Death Knights
Death Knight Fighter

Death Knight Paladin

Medium undead, chaotic evil

Medium undead, chaotic evil

Armor class 20 (plate mail and shield)


Hit points 161 (17 d10 + 68)

Armor class 20 (plate mail and shield)


Hit points 212 (25 d10 + 100)

STR
20 (+5)

DEX
12 (+1)

CON
18 (+4)

INT
10 (+0)

WIS
10 (+0)

CHA
14 (+2)

STR
20 (+5)

DEX
12 (+1)

CON
16 (+3)

INT
10 (+0)

WIS
10 (+0)

CHA
18 (+4)

Speed 30 ft
Damage Vulnerabilities radiant
Damage Resistances necrotic
Damage Immunities poison
Condition Immunities poison, disease
Languages Common
Senses darkvision 60 ft, passive perception 10
Challenge 8 (3,900 XP)

Speed 30 ft
Damage Vulnerabilities radiant
Damage Resistances necrotic
Damage Immunities poison
Condition Immunities poison, disease
Languages Common
Senses darkvision 60 ft, passive perception 10
Challenge 9 (5,000 XP)

Marshal Undead (aura). All lower-CR undead allies within


50 feet of the Death Knight Fighter are blessed (+1d4 to attack and save).

Marshal Undead (aura). All lower-CR undead allies within


50 feet of the Death Knight Paladin are blessed (+1d4 to attack 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 action to regain 40 hit points (recharges on a short rest).
Action surge. The Death Knight Fighter can take a second
action (recharges on a short rest).

Actions
Multiattack. The death knight fghter makes three
soulsword attacks
Soulsword. Melee weapon attack. +11 to hit, reach 5 ft, one
target. Hit: 9 (1d8 + 5) slashing and 5 (2d6) necrotic damage.
Warrior's challenge. When the death knight hits with a
weapon attack, it can use its bonus action to do 4 (1d8) extra slashing damage and push the target 10 feet. All enemies within 10 feet of the target then have disadvantage on
attacks against the death knight's allies until the end of its
next turn.

Actions
Multiattack. The death knight makes two soulsword attacks.
Soulsword. Melee weapon attack. +11 to hit, reach 5 ft, one
target. Hit: 9 (1d8 + 5) slashing and 5 (2d6) necrotic damage.
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
undead ally with a touch.
Terrifying smite. When the death knight hits with a
weapon attack, it can do 9 (2d8) extra necrotic damage as a
bonus action. The target must succeed on a DC 18 WIS saving throw or have fear of the death knight until the end of
its next turn.

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MM1: Undead Horrors

Ghosts
Condition Immunities poison, disease, charmed, frightened
Languages Languages it knew in life
Senses darkvision 60 ft, passive perception 10
Challenge 2 (450 XP)

Phantom Warrior
Medium undead, chaotic evil
Armor class 13 (natural armor)
Hit points 27 (5 d8 + 5)
STR
14 (+2)

DEX
12 (+1)

CON
12 (+1)

INT
10 (+0)

WIS
11 (+0)

CHA
14 (+2)

Speed fly 30 ft
Damage Resistances nonmagical bludgeoning, piercing, or
slashing.
Damage Immunities poison
Condition Immunities poison, disease, charmed, frightened
Languages Languages it knew in life
Senses darkvision 60 ft, passive perception 10
Challenge (100 XP)
Phantom tactics. A phantom warrior has advantage
against any target that has one of its allies within 5 ft of it.
Incorporeal Movement. Can move through other creatures
and objects as if they were diffcult terrain. It takes 5 (1d10)
force damage if it ends its turn inside an object.

Actions
Phantom sword. Melee weapon attack. +4 to hit, reach 5 ft,
one target. Hit: 8 (1d8 + 4) necrotic damage.
Phasing. Can pass into the Ethereal Plane or Material
Plane. The ghost can see 60 feet into other plane and is visible from it, though it can't be affected by anything in the
plane it's not in.

Trapbound. A trap haunt cannot voluntarily move more


than 100 ft from the trap that killed it. If it is forced beyond
this range, it has disadvantage on attack rolls and cannot
use its ghostly possession power until it moves back in
range.
Incorporeal Movement. Can move through other creatures
and objects as if they were diffcult terrain. It takes 5 (1d10)
force damage if it ends its turn inside an object.

Actions
Spirit touch. Melee weapon attack. +7 to hit, reach 5 ft, one
target. Hit: 11 (2d6+4) necrotic damage.
Ghostly possession (recharge 6). The trap haunt attempts to
possess a living humanoid, which must make a DC 14
Charisma save. On a failed save, the haunt possesses it and
is removed from play. The ghost cant be targeted by any
attack, spell, or other effect, except ones that turn undead,
and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed targets statistics, but doesnt
gain access to the targets knowledge, class features, or profciencies. The ghost makes every attempt to kill the creature with the trap it was killed by, including rearming the
trap if it has been disarmed. The possession ends when the
body drops to 0 HP, the ghost ends it as a bonus action, or
it is forced out by a spell.
Phasing. Can pass into the Ethereal Plane or Material
Plane. The ghost can see 60 feet into other plane and is visible from it, though it can't be affected by anything in the
plane it's not in.

Trap Haunt
Medium undead, chaotic evil
Armor class 14 (natural armor)
Hit points 58 (9 d8 + 18)
STR
10 (+0)

DEX
18 (+4)

CON
14 (+2)

INT
11 (+0)

WIS
11 (+0)

CHA
16 (+3)

Speed fly 30 ft
Damage Resistances nonmagical bludgeoning, piercing, or
slashing.
Damage Immunities poison

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MM1: Undead Horrors

Wailing Ghost
Medium undead, chaotic evil
Armor class 12 (natural armor)
Hit points 77 (14 d8 + 14)
STR
14 (+2)

DEX
15 (+2)

CON
12 (+1)

INT
10 (+0)

WIS
12 (+1)

CHA
17 (+3)

Speed fly 30 ft
Damage Resistances nonmagical bludgeoning, piercing, or
slashing.
Damage Immunities poison
Condition Immunities poison, disease, charmed, frightened
Languages Languages it knew in life
Senses darkvision 60 ft, passive perception 11
Challenge 2 (450 XP)
Incorporeal Movement. Can move through other creatures
and objects as if they were diffcult terrain. It takes 5 (1d10)
force damage if it ends its turn inside an object.

Actions
Spirit touch. Melee weapon attack. +6 to hit, reach 5 ft, one
target. Hit: 16 (4d6+2) necrotic damage.
Death's Visage. One target within 25 feet must make a DC
15 Wisdom save or take 9 (2d8) psychic damage and become frightened of the ghost. The save can be repeated at
the end of each of the target's turns.

Speed fly 30 ft
Damage Resistances nonmagical bludgeoning, piercing, or
slashing.
Damage Immunities poison
Condition Immunities poison, disease, charmed, frightened
Languages Languages it knew in life
Senses darkvision 60 ft, passive perception 11
Challenge 6 (2,300 XP)
Incorporeal Movement. Can move through other creatures
and objects as if they were diffcult terrain. It takes 5 (1d10)
force damage if it ends its turn inside an object.

Actions
Spirit touch. Melee weapon attack. +8 to hit, reach 5 ft, one
target. Hit: 23 (4d8+5) necrotic damage.
Ghostly possession (recharge 5-6). The ghost attempts to possess a living humanoid, which must make a DC 15 Charisma save. On a failed save, the haunt possesses it and is removed from play. The ghost cant be targeted by any attack, spell, or other effect, except ones that turn undead,
and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed targets statistics, but doesnt
gain access to the targets knowledge, class features, or profciencies. The possession ends when the body drops to 0
HP, the ghost ends it as a bonus action, or it is forced out
by a spell.

Terrifying shriek (recharge 5-6). Every enemy


within 25 feet must make a DC 15 Wisdom
save or take 13 (3d8) psychic damage, be
pushed 25 feet, and become frightened.
Phasing. Can pass into the Ethereal Plane or
Material Plane. The ghost can see 60 feet
into other plane and is visible from it,
though it can't be affected by anything in
the plane it's not in.

Burst of terror (recharge 5-6). Every enemy within 25 feet must make a DC 15
Wisdom save or take 18 (4d8) psychic
damage, be pushed 25 feet, and become
dazed. The save is repeated every round
at the end of the creature's turn.
Phasing. Can pass into the Ethereal
Plane or Material Plane. The ghost can
see 60 feet into other plane and is visible
from it, though it can't be affected by
anything in the plane it's not in.

Tormenting Ghost

Spectral shift. When missed by a melee


attack, the ghost can use its reaction to
teleport 3 squares.

Medium undead, chaotic evil


Armor class 15 (natural armor)
Hit points 165 (22 d8 + 66)
STR
11 (+0)

DEX
20 (+5)

CON
16 (+3)

INT
10 (+0)

WIS
12 (+1)

CHA
18 (+4)

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MM1: Undead Horrors

Ghouls
Claws. Melee weapon attack. +6 to hit, reach 5 ft, one target.
Hit: 7 (1d6 + 4) slashing damage, and the target's speed
drops to 0 until it makes a DC 14 CON saving throw.

Ghoul Scavenger
Medium undead, chaotic evil
Skills Stealth +6
Armor class 15 (natural armor and agility)
Hit points 39 (6 d8 + 18)
STR
14 (+2)

DEX
18 (+4)

CON
16 (+3)

INT
10 (+0)

WIS
11 (+0)

Abyssal Ghoul
Medium undead, chaotic evil
CHA
12 (+1)

Speed 40 ft, climb 20 ft


Damage Vulnerabilities radiant
Damage Resistances necrotic
Damage Immunities poison
Condition Immunities poison, disease
Languages Common
Senses darkvision 60 ft, passive perception 10
Challenge 2 (450 XP)

STR
14 (+2)

Actions
Claws. Melee weapon attack. +6 to hit, reach 5 ft, one target.
Hit: 7 (1d6 + 4) slashing damage, and the target's speed
drops to 0 until it makes a DC 14 CON saving throw.
Bite. Melee weapon attack. +4 to hit, reach 5 ft, one target.
Hit: 14 (3d6 + 4) piercing damage, and the target is stunned
(DC 14 CON ends).

Horde Ghoul
Skills Stealth +6
Armor class 15 (natural armor and agility)
Hit points 7 (1 d8 + 3)
DEX
18 (+4)

CON
16 (+3)

DEX
18 (+4)

CON
18 (+4)

INT
10 (+0)

WIS
12 (+1)

CHA
12 (+1)

Speed 40 ft, climb 20 ft


Damage Vulnerabilities radiant
Damage Resistances necrotic
Damage Immunities poison
Condition Immunities poison, disease
Languages Common
Senses darkvision 60 ft, passive perception 11
Challenge 5 (1800 XP)
Dead blood. When the abyssal ghoul is reduced to 0 HP, it
thrashes around, vomiting foul, poisoned blood. All enemies within 5 ft take 11 (2d10) necrotic damage.

Actions
Multiattack. The ghoul makes two bite attacks.

Medium undead, chaotic evil

STR
14 (+2)

Skills Stealth +7
Armor class 16 (natural armor and agility)
Hit points 127 (17 d8 + 68)

INT
10 (+0)

WIS
11 (+0)

CHA
12 (+1)

Bite. Melee weapon attack. +7 to hit, reach 5 ft, one target.


Hit: 13 (2d8 + 4) piercing damage, and the target's speed
drops to 0 until it makes a DC 15 CON saving throw at the
end of one of its turns. If the target is already immobilized,
stunned, or unconscious, the bite deals an extra 7 (2d6)
damage.

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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MM1: Undead Horrors

Abyssal Ghoul Hungerer


Medium undead, chaotic evil
Skills Stealth +7
Armor class 15 (natural armor and agility)
Hit points 8 (1 d8 + 4)
STR
14 (+2)

DEX
18 (+4)

CON
18 (+4)

INT
10 (+0)

WIS
12 (+1)

CHA
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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MM1: Undead Horrors

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 dungeon is!
Hamlet, probably

Decrepit Skeleton
Medium undead, lawful evil
Decrepit skeletons use their bows until an enemy comes
within melee distance or they run out of arrows. They have
no self-preservation instinct.
Armor class 12 (natural armor)
Hit points 5 (1d8)
Speed 30 ft
STR
10 (+0)

DEX
15 (+2)

CON
10 (+0)

INT
6 (-2)

Damage Vulnerabilities radiant


Damage Resistances necrotic
Damage Immunities poison
Condition Immunities poison, disease
Languages understands languages it knew in life but can't
speak
Senses darkvision 60 ft, passive perception 12
Challenge 1 (200 XP)
Speed of the Dead. The skeleton warrior has advantage on
opportunity attacks.

Actions
Multiattack. The skeleton warrior makes two longsword
attacks.
WIS
14 (+2)

CHA
5 (-3)

Damage Vulnerabilities bludgeoning


Damage Immunities poison
Condition Immunities poison, disease
Languages understands languages it knew in life
Senses darkvision 60 ft, passive perception 12
Challenge 1/8 (50 XP)

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


target. Hit: 6 (1d8 + 2) piercing damage.

Blazing Skeleton
Medium undead, lawful evil

Minion resilience. Never takes damage on missed attacks or


on a successful save.

Actions
Shortsword. Melee weapon attack. +4 to hit, reach 5 ft, one
target. Hit: 5 (1d6 + 2) piercing damage.
Short bow. Ranged weapon attack. +4 to hit, range 80/320 ft,
one target. Hit: 5 (1d6 + 2) piercing damage.

Blazing skeletons are typically created by powerful wizards to guard their towers and lairs. They attempt to keep
their distance from attackers while throwing Flame Orbs.
Armor class 13 (natural armor)
Hit points 33 (6d8+6)
Speed 30 ft
STR
10 (+0)

DEX
16 (+3)

CON
12 (+1)

INT
6 (-2)

WIS
14 (+2)

CHA
5 (-3)

Skeleton warriors charge into battle and use speed of the


dead to prevent foes from escaping.

Damage Vulnerabilities bludgeoning, radiant


Damage Resistances necrotic, fre
Damage Immunities poison
Condition Immunities poison, disease, burning
Languages understands languages it knew in life
Senses darkvision 60 ft, passive perception 12
Challenge 1 (200 XP)

Armor class 18 (chainmail and shield)


Hit points 32 (5d8+10)
Speed 30 ft

Fiery aura. Any creature that comes within 5 ft of the blazing skeleton on its turn (including if the skeleton moves
next to it) takes 3 (1d6) fre damage.

Skeleton Warrior
Medium undead, lawful evil

STR
14 (+2)

DEX
12 (+1)

CON
14 (+2)

INT
6 (-2)

WIS
8 (-1)

CHA
5 (-3)

Actions
Multiattack. The blazing skeleton makes two attacks.

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MM1: Undead Horrors

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


target. Hit: 5 (1d4+3) piercing damage and 3 (1d6) fre damage.
Flame Orb. A single target must make a DC 13 Dexterity
save or take 11 (2d10) damage.

Skeletal Tomb Guardian


Medium undead, lawful evil
Armor class 14 (natural armor)
Hit points 82 (11d8 + 33)
Speed 40 ft
STR
10 (+0)

Boneshard Skeleton
Medium undead, lawful evil
The boneshard skeleton slices with its scimitar and follows
up with a thrust from its boneshard.
Armor class 13 (natural armor)
Hit points 45(6d8+9)
Speed 30 ft
STR
10 (+0)

DEX
16 (+3)

CON
16 (+3)

INT
5 (-3)

WIS
5 (-3)

CHA
5 (-3)

Damage Vulnerabilities bludgeoning, radiant


Damage Resistances necrotic
Damage Immunities poison
Condition Immunities poison, disease
Languages understands languages it knew in life
Senses darkvision 60 ft, passive perception 7
Challenge 1 (200 XP)

DEX
18 (+4)

CON
16 (+3)

INT
6 (-2)

WIS
12 (+1)

CHA
5 (-3)

Damage Vulnerabilities bludgeoning, radiant


Damage Resistances necrotic
Damage Immunities poison
Condition Immunities poison, disease
Languages understands languages it knew in life but can't
speak
Senses darkvision 60 ft, passive perception 11
Challenge 3 (700 XP)
Opportunity attack. The skeletal tomb guardian makes two
scimitar attacks.

Actions
Multiattack. The skeletal tomb guardian makes four scimitar attacks.
Scimitar. Melee weapon attack. +7 to hit, reach 5 ft, one target. 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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MM1: Undead Horrors

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 origin.
Table Heading
STR
14 (+2)

DEX
12 (+1)

CON
16 (+3)

INT
14 (+2)

WIS
12 (+1)

CHA
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 regenerate 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 destroyed 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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MM1: Undead Horrors

10

Zombies
Actions

Zombie Rotter
Medium undead, lawful evil

Slam. Melee weapon attack. +4 to hit, reach 5 ft, one target.


Hit: 6 (1d6+3) bludgeoning damage.

Armor class 9 (natural armor)


Hit points 5 (1d8)
Speed 20 ft

Grapple. Reach 5 ft. Attempts to escape are made with disadvantage.

STR
16 (+3)

DEX
6 (-2)

CON
10 (+0)

INT
3 (-4)

WIS
8 (-1)

CHA
5 (-3)

Damage Immunities poison


Condition Immunities poison, disease
Languages understands languages it knew in life
Senses darkvision 60 ft, passive perception 9
Challenge 1/8 (25 XP)

Actions
Slam. Melee weapon attack. +5 to hit, reach 5 ft, one target.
Hit: 6 (1d6+3) bludgeoning damage.

Zombie Shambler
When multiple zombie shamblers engage a target, at least
one will try to grapple it to prevent its escape.
Armor class 14 (natural armor)
Hit points 22 (3d8 + 9)
Speed 40 ft
CON
16 (+3)

STR
16 (+3)

DEX
13 (+1)

CON
14 (+2)

INT
3 (-4)

WIS
10 (+0)

CHA
3 (-4)

Damage Resistances necrotic


Damage Immunities poison
Condition Immunities poison, disease
Languages Senses darkvision 60 ft, passive perception 10
Challenge (100 XP)
Death Jaws. The gravehound makes a bite attack against a
target within reach when it is dropped to 0 hp.

Medium undead, lawful evil

DEX
6 (-2)

Medium undead beast, lawful evil


Armor class 12 (natural armor)
Hit points 26 (4d8 + 8)
Speed 40 ft

Minion resilience. Never takes damage on missed attacks or


on a successful save.

STR
14 (+2)

Gravehound

INT
3 (-4)

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
WIS
8 (-1)

CHA
5 (-3)

Damage Resistances necrotic


Damage Immunities poison
Condition Immunities poison, disease
Languages understands languages it knew in life
Senses darkvision 60 ft, passive perception 9
Challenge (100 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.

Bite. Melee weapon attack. +5 to hit, , reach 5 ft, one target.


Hit: 6 (1d6 + 3) piercing damage, 7 (2d6) necrotic damage
and is knocked prone if it is Medium size or smaller.

Corruption Corpse
Medium undead, lawful evil
Armor class 12 (natural armor)
Hit points 37 (5d8 + 15)
Speed 40 ft
STR
16 (+3)

DEX
13 (+1)

CON
16 (+3)

INT
4 (-4)

WIS
12 (+1)

CHA
3 (-4)

Damage Vulnerabilities radiant

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MM1: Undead Horrors

11

Damage Resistances necrotic


Damage Immunities poison
Condition Immunities poison, disease
Languages understands languages it knew in life
Senses darkvision 60 ft, passive perception 11
Challenge 1 (200 XP)

Slam. Melee weapon attack. +4 vs AC, 6 (1d8 + 2) bludgeoning


damage.

Regeneration. Regenerates 4 (1d8) HP if it has not taken radiant damage since the end of its last turn.

Chillborn Zombie

Death Burst. When the corruption corpse is reduced to 0


HP, it explodes in a burst of flth and fragments. All creatures within 5 feet must make a DC 14 Constitution save or
take 10 (2d6 + 3) necrotic damage.

Armor class 14 (natural armor)


Hit points 52 (7d8 + 21)
Speed 20 ft

Flying Charge. When the rotwing zombie uses the Dash action and moves at least 10 ft, it makes a slam attack as a
bonus action. On a hit, it deals 7 (2d6) extra damage.

Medium undead, lawful evil

STR
17 (+3)

Actions
Slam. Melee weapon attack. +6 to hit, reach 5 ft, one target.
Hit: 6 (1d6 + 3) bludgeoning damage.
Mote of Corruption. Hurls a black glob of decaying flth at
a single target within 50 feet. The target must make a DC 14
Dexterity save or take 10 (2d6 + 3) necrotic damage and becomes poisoned (DC 14 Constitution save ends).

Rotwing Zombie
Medium undead, lawful evil
Rotwing zombies hide silently in high places, swooping
down with flying charge when prey pass by.
Armor class 12 (natural armor)
Hit points 32 (5d8 + 10)
Speed 20 ft walk, 20 ft fly
STR
14 (+2)

DEX
14 (+2)

CON
14 (+2)

INT
3 (-4)

DEX
10 (+2)

CON
16 (+3)

INT
3 (-4)

WIS
10 (+0)

CHA
6 (-2)

Damage Vulnerabilities fre, radiant


Damage Resistances cold, necrotic
Damage Immunities poison
Condition Immunities poison, disease
Languages understands languages it knew in life
Senses darkvision 60 ft, passive perception 10
Challenge 1 (200 XP)
Death Burst. When the chillborn zombie is reduced to 0
HP, it explodes in a burst of frozen flesh. All creatures
within 5 feet must make a DC 15 Constitution save or
take 10 (2d6 + 2) cold damage and become slowed (DC 15
CON ends).
Ice reaper. The chillborn zombie does an extra 5 (2d6) damage to immobilized creatures.

WIS
10 (+0)

CHA
3 (-4)

Skills Stealth +4, Perception +2


Damage Resistances necrotic
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)

Actions
Slam. Melee weapon attack. +6 vs AC, , reach 10 ft, one target. Hit: 6 (1d6 + 3) bludgeoning damage, and the target's
speed is reduced to 0 until the end of the chillborn zombie's next turn.

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

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MM1: Undead Horrors

12

Zombie Hulk
Large undead, lawful evil
Armor class 14 (natural armor)
Hit points 76 (9d10 + 27)
Speed 20 ft
STR
18 (+4)

DEX
10 (+2)

CON
16 (+3)

INT
4 (-3)

WIS
10 (+0)

CHA
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 damage, 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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