Death
Table of Contents
Death%20sphere.png

You can command the powers of unlife. When you first gain the Death sphere, you gain the ghost strike and reanimate sphere abilities, and one (undead) talent of your choice.

Ghost Strike

Casting Time: 1 action
Range: 30 feet
Duration: Instantaneous
Target: one creature
Saving Throw: varies
Cost: 0 sp

You can make a ghost strike, summoning negative energy and throwing it at a target within range. A ghost strike has no effect on creatures of the undead or construct type (although some talents provide exceptions). Ghost strike effects do not stack with themselves unless noted.

You gain the following ghost strike when you gain the Death sphere:

Exhausting Strike

Saving Throw: Constitution

The subject of your ghost strike has its exhaustion level increased by one for 10 minutes. A successful Constitution saving throw negates this increase. Multiple applications of this ghost strike stack, but cannot increase a creature’s exhaustion level higher than your proficiency bonus.

Augment 1 sp: Instead of lasting for 10 minutes, the duration of the exhaustion level becomes instantaneous, making it a true increase in their exhaustion.

Reanimate

Casting Time: 1 action
Range: 30 feet
Target: 1 dead creature
Cost: 0 sp
Duration: Concentration, up to 10 minutes

You can target the dead remains of an aberration, beast, dragon, humanoid, giant, or monstrosity to reanimate it as a type of undead chosen from among any (undead) talents you possess. The reanimated creature does not possess any of its original statistics or abilities, except for size, hit points, and movement modes (though the talent can modify these as well).

On each of your turns, you can use a bonus action to mentally command any undead you made with this ability if the creature is within reanimate range (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

Most basic reanimated undead cannot speak, have no memory of their past, or lack the ability for complex thought. This makes it difficult or impossible for the undead to answer questions or reveal anything it knew in life. On the other hand, reanimated undead chosen from (undead) advanced talents generally have the ability to speak and possess some fragmented memories of who they were in life, but are under no obligation to share what they know or remember. When the duration expires, the body collapses (or fades away if a spirit) until reanimated again. It does not regain hit points between reanimations. If reduced to 0 hit points, the undead is destroyed; it cannot be reanimated again.

You can have a total number of reanimated creatures active at any one time equal to your proficiency bonus. If you attempt to reanimate creatures that would push your total beyond this limit, you must release control of reanimated creatures of your choice until the total is low enough to permit the new reanimated creatures. You cannot reanimate a target with a Challenge Rating greater than one-fourth your level.

Augment 2 sp: The effect persists for the remaining duration without concentration. This augment can be applied after the effect is cast on your turn without an action.



Rules Notes

Monsters And Death

Most GMs have a monster die the instant it drops to 0 hit points, rather than having it fall unconscious and make death saving throws. When using Death sphere talents or abilities (including attacks or abilities that reanimated undead possess) you can choose to treat any monster that has died within the last three rounds as a creature who is at 0 hit points and is still alive. Such creatures can still make saving throws against such effects as if they were still alive.

Reanimated Undead And Challenge Rating

Undead reanimated with the Death sphere do not contribute when determining experience or treasure awards. If, however, a spell, sphere talent, or ability has an effect on a creature based on its challenge rating, players and GMs should treat undead reanimated with the Death sphere to possess a challenge rating equal to the challenge rating of the original target, or twice the challenge rating of the original target if it's a swarm or troop of reanimated undead.



Death Basic Talents

Some Death sphere talents are designated (ghost strike), which provide you with additional types of ghost strikes. Death sphere talents designated (undead) grant you different options in regards to the types of undead you can reanimate.

Death sphere talents that are designated (reanimate) augment, modify, or supplement your reanimate ability. If there is an ability that you want to grant an undead, but cannot find it in any existing (reanimate) talents, it might be available by using the Monstrous (reanimate) talent.

Ghost Strike Talents

Command Undead (ghost strike)

Saving Throw: Charisma

Ghost Strike 0 sp: You can make a ghost strike that grants you a measure of control over an undead creature. If an undead creature fails a Charisma saving throw, it is charmed by you for as long as you concentrate, up to 10 minutes or until you or your allies do anything harmful to it.

Augment 1 sp: For the duration, each round you can issue a command to the undead as a bonus action. The command can contain a number of words no greater than your proficiency bonus. The target must succeed a Charisma saving throw or must attempt to obey the command to the best of its ability until the start of your next turn. If the target is given a command that it is incapable of completing, the bonus action is wasted. You must be able to communicate with the undead to issue commands (visual commands require that the undead can see you, verbal commands require that the undead can hear you, etc.).

Augment 2 sp: The effect persists for the remaining duration without concentration. This augment can be applied after the effect is cast on your turn without an action.

Augment 2 sp: The duration increases to 24 hours.

Curse (ghost strike) [curse]

Saving Throw: Wisdom

Ghost Strike 1 sp: You can make a ghost strike that bestows a permanent curse on the target. A successful Wisdom saving throw negates this effect. Curses can be removed with the Break Enchantment Life sphere talent, upon your death, or by your choice, requiring no action, but otherwise cannot be dispelled. Choose one of the following effects to bestow upon the target (with GM permission you can invent your own curse, but it should not be more powerful than these): the target suffers 3 (1d6) points of radiant damage every minute spent in bright light; the target becomes blind except when in areas of dim light or darkness; the target must eat and drink twice as much as normal or begin suffering from starvation; the target becomes vulnerable to a single damage type (this cannot affect a creature already immune to that damage type; creatures with resistance instead lose that resistance).

Inflict Disease (ghost strike)

Saving Throw: Constitution

Ghost Strike 2 sp: Your ghost strike causes the target to make a Constitution saving throw or contract a disease, suffering its effects at the start of its next turn. At the end of each of the target’s turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease’s effects last for 10 minutes, and the creature stops making these saves.

After succeeding on three of these saving throws, the creature recovers from the disease, and the effect ends. With GM permission, you can choose to induce a disease not listed below. Since this ghost strike induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it.

Blinding Sickness. Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.
Filth Fever. A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.
Flesh Rot. The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.
Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.
Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.

Augment 1 sp: The duration of the disease increases to 1 day. This duration increases by 2 days at 5th (3 days), 11th (5 days), and 17th levels (7 days).

Lich Strike (ghost strike)

Saving Throw: Constitution

Ghost Strike 2 sp: You can make a ghost strike that paralyzes the target for 1 round on a failed Constitution saving throw. A creature that succeeds on its saving throw is immune to this effect originating from you until you complete a long rest. Anyone paralyzed by a lich strike seems dead, though a DC 20 Wisdom (Perception) check or a DC 15 Wisdom (Medicine) check reveals that the victim is still alive. The paralysis duration increases by 1 round at 5th level (2 rounds), then again at 11th level (3 rounds) and 17th level (4 rounds).

Manipulate Undeath (ghost strike)

Saving Throw: Wisdom

Ghost Strike 0 sp: You can make a ghost strike that harms undead, dealing 1d12 necrotic damage, increasing by 1d12 at 5th (2d12), 11th (3d12), and 17th level (4d12). This damage bypasses all resistance and immunity to necrotic damage possessed by creatures of the undead type. Affected targets can avoid this damage with a successful Wisdom saving throw, but if the final spell point cost of your ghost strike is 1 or more spell points, a successful save instead reduces the damage by half.

Augment 1 sp: You instead heal the undead for this amount.

Necrotic Feeding (ghost strike)

Saving Throw: Constitution

Ghost Strike 1 sp: You can make a ghost strike that, when it strikes a target with 0 hit points, kills it instantly; a Constitution saving throw negates this effect. If the target fails their saving throw, you heal a number of hit points equal to twice the target’s Hit Dice. If the target’s CR was no less than half your level, you also gain advantage on one Strength or Dexterity ability check per Hit Die of the slain creature made within the next 10 minutes.

Sickening (ghost strike)

Saving Throw: Constitution

Ghost Strike 0 sp: You can make a ghost strike that causes the target to be poisoned for a number of rounds equal to your proficiency bonus. A successful Constitution saving throw negates this effect.

Augment 1 sp: The target is poisoned for 10 minutes on a failed save and takes disadvantage on Constitution saving throws until the end of your next turn on a successful save.

Vampiric Strike (ghost strike)

Saving Throw: Constitution

Ghost Strike 1 sp: You can make a ghost strike that deals 1d6 necrotic damage, with a Constitution saving throw reducing the damage by half. You gain an equal number of temporary hit points. You cannot gain more temporary hit points in this manner than the subject’s current hit points. If you affect multiple targets at once with the same vampiric strike (for example, through the Greater Ghost Strike talent), only the highest value applies. The amount of necrotic damage your ghost strike deals increases by 1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Augment 1 sp: The necrotic damage dealt changes to 1d6 + 1d6 per 2 levels (minimum 2d6).

Augment 1 sp: Instead of gaining temporary hit points, you instead heal a number of hit points equal to the damage dealt.

Vulnerability (ghost strike)

Saving Throw: Constitution

Ghost Strike 0 sp: You can make a ghost strike that forces the target to succeed on a Constitution saving throw or become vulnerable to bludgeoning, piercing, and slashing damage for as long as you concentrate, up to 1 minute. If the creature has immunity, it is instead reduced to resistance. If it has resistance, it instead loses that resistance. In addition, for the duration of the ghost strike, creatures that failed their saving throw against the effect take an additional 1d6 damage from any weapon attack.

Augment 2 sp: This effect lasts for 1 minute without concentration.



Reanimate Talents

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Additional Attacks (reanimate)

Your undead gains one of the actions below, chosen at the time of using reanimate. You can select this talent multiple times, each time granting an additional action.

  • Bite. Melee Weapon Attack: Str or Dex plus your proficiency bonus to hit, one target. Hit: 1d6 + Str or Dex piercing damage. If the undead already has a bite attack, increase the damage to 1d10 + Str or Dex piercing damage; swarms or troops with this increased damage deal 4d8 + Str or Dex piercing damage, or 2d8 + Str or Dex piercing damage if at half hit points or less.
  • Claws. Melee Weapon Attack: Str or Dex plus your proficiency bonus to hit, one target. Hit: 1d6 + Str or Dex slashing damage. If the undead already has a claws attack, increase the damage to 1d10 + Str or Dex slashing damage; swarms or troops with this increased damage deal 4d8 + Str or Dex slashing damage, or 2d8 + Str or Dex slashing damage if at half hit points or less.
  • Slam. Melee Weapon Attack: Str or Dex plus your proficiency bonus to hit, one target. Hit: 1d6 + Str or Dex bludgeoning damage. If the undead already has a slam attack, increase the damage to 1d10 + Str or Dex bludgeoning damage; swarms or troops with this increased damage deal 4d8 + Str or Dex bludgeoning damage, or 2d8 + Str or Dex bludgeoning damage if at half hit points or less.

Augment 1 sp: Multiattack. Your undead can make two weapon attacks, melee or ranged, as an action.

Frightful (reanimate)

Your undead gain one of the following fear abilities or traits:

Dreadful Glare. As an action, the undead targets one creature it can see within reanimate range of the undead. If the target can see the undead, it must succeed on a Wisdom saving throw or be frightened until the end of your next turn. A target that succeeds on the saving throw is immune to this undead’s Dreadful Glare for the next 24 hours.

  • Augment 1 sp: If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration.

Frightful Wail. As an action, each non-undead creature within reanimate range of the undead (other than you) that can hear it must succeed on a Wisdom saving throw or be frightened until the end of your next turn. A target that succeeds on the saving throw is immune to this undead’s Frightful Wail for the next 24 hours.

  • Augment 1 sp: If the target fails the saving throw by 5 or more, it also takes 1d6 psychic damage and is deafened for 1 minute. The amount of psychic damage increases by 1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Horrifying Visage. As an action, each non-undead creature within reanimate range of the undead (other than you) that can see it must succeed on a Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to this undead’s Horrifying Visage for the next 24 hours.

  • Augment 1 sp: If the saving throw fails by 5 or more, the target also ages 1d4 x 10 years. The aging effect can be reversed with a Greater Restore from the Life sphere (or a similar effect such as a greater restoration spell), but only within 24 hours of it occurring.

Grotesque (reanimate)

Undead that you reanimate gain one of the following abilities or traits, chosen at the time of reanimation:
Bile. Ranged Spell Attack: Int, Wis, or Cha plus your proficiency bonus to hit, range 30 ft., one target. Hit: 1d6 poison damage. The amount of poison damage increases by 1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6). Swarms or troops with this spell attack do not have its damage increased, nor is it reduced if the swarm or troop has half of its hit points or fewer.
Stench. Any creature that starts its turn within reach of the undead must succeed on a Constitution saving throw or be poisoned until the start of your next turn. On a successful saving throw, the creature is immune to the undead’s Stench ability for 24 hours.

Horde Of The Dead (reanimate)

Instead of reanimating individual undead, you can reanimate a target as a swarm or troop. You cannot reanimate a target as a swarm or troop with a Challenge Rating greater than one-eighth your level. You can reanimate any swarm or troop of undead that you possess the (undead) talent for. When reanimating undead as a swarm or a troop, you must be within reanimate range of a catacomb, crypt, graveyard, mass grave, mausoleum, or similar location with a plethora of targets for the reanimate ability.

For the purpose of how many undead you can reanimate, a swarm or troop of undead counts as a number of undead equal to your maximum. Stat-blocks for swarms and troops of undead can be found in the Appendix.

Incorporeal (reanimate)

You can augment undead that you reanimate, granting them incorporeal traits and characteristics.

Augment 1 sp: Ethereal Sight. The undead can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Augment 2 sp: Incorporeal Movement. Undead you create with reanimate can become incorporeal while moving and pass through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.

Augment 3 sp: Possession. (requires Incorporeal Movement) One creature that the undead can see within 5 feet of it must succeed on a Charisma saving throw or be possessed by the undead; the undead then disappears, and the target is incapacitated and loses control of its body. The undead now controls the body but doesn’t deprive the target of awareness.

The undead can’t be targeted by any attack, spell, or other effect, except ones that turn undead or explicitly target creatures possessing another creature or object, and retains its alignment, Intelligence, Wisdom, Charisma, and immunities.

It otherwise uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies. Once each round during a possession, the target can spend a Hit Die without spending an action to make an additional Charisma saving throw to end the effect; Creatures that are not controlled by players generally have a number of Hit Dice as determined by their stat block.

The possession lasts until the body drops to 0 hit points, the undead ends it as a bonus action, or the undead is turned or forced out by an effect like the Exorcism (word) talent from the Fate sphere. When the possession ends, the undead reappears in an unoccupied space within 5 feet of the body. The target is immune to this undead’s Possession for 24 hours after succeeding on the saving throw or after the possession ends.

Creatures such as swarms or troops are immune to the effect of the undead’s Possession.

Monstrous (reanimate)

Pick a (trait) or (genotype) talent from the Alteration sphere. Each time that you reanimate, you can apply a number of traits from that talent equal to half your proficiency bonus. Traits that have spell point costs must be paid as an augment to your reanimate. You can take this talent multiple times, each time picking an additional (trait) or (genotype) talent to apply traits from.

Physique (reanimate)

Undead that you reanimate gain one of the following abilities or traits, chosen at the time of reanimation:
Limber And Flexible. Increase the reach of the undead by 5 feet. This increases by 5 feet at 5th level (10 feet), 11th level (15 feet), and 17th level (20 feet).
Muscle And Sinew. The undead gain a bonus to attack and damage rolls equal to half your proficiency bonus, and becomes proficient in Strength saving throws, adding your proficiency bonus to such rolls.
Stimulated Nerve Endings. The undead gain a bonus to armor class and initiative equal to half your proficiency bonus, and becomes proficient in Dexterity saving throws, adding your proficiency bonus to such rolls.
Tough Stitching. The undead gain 10 additional hit points, and become proficient in Constitution saving throws, adding your proficiency bonus to such rolls. The number of additional hit points increases by 10 at 5th level (20 hit points), 11th level (30 hit points), and 17th level (40 hit points).
Undead Fortitude. If damage reduces the undead to 0 hit points, you can make a spell attack roll against a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the undead drops to 1 hit point instead.

Additionally, you gain the following augments for undead that you reanimate:

Augment 1 sp: Increase any movement speeds your reanimated undead possess by 20 feet.

Augment 1 sp: Your reanimated undead gain a 30 feet climb speed.

Augment 1 sp: Your reanimated undead gain a 30 feet swim speed.

Augment 2 sp: Your reanimated undead gain a 20 feet burrow speed.

Augment 2 sp: Your reanimated undead gain a 20 feet fly speed.

Resistant (reanimate)

You can augment undead that you reanimate, granting them certain resistances.

Augment 1 sp: Choose a damage type that your undead has damage vulnerability to, it no longer possesses that damage vulnerability.

Augment 1 sp: Undead you reanimate gain your choice of one of the following damage resistances: acid, cold, fire, force, lightning, necrotic, poison, psychic, or thunder. Alternatively, you can choose damage resistance to nonmagical bludgeoning, piercing, and slashing damage. You cannot choose a damage type that your undead currently has damage vulnerability to. You can select an additional damage resistance at 5th level (2 damage types), 11th level (3 damage types), and 17th level (4 damage types).

Augment 1 sp: Turning Resistance. Undead you reanimate have advantage on saving throws against the effects of the Turn Undead feature and similar abilities.

Skilled (reanimate)

You can augment undead that you reanimate, granting them some minor semblance of sapience.

Augment 1 sp: Undead that you reanimate gain a number of proficiencies (individual armor, languages, shields, skills, tools, vehicles, or weapons) equal to your proficiency bonus. Undead add your proficiency bonus to any relevant checks or rolls with those proficiencies.

Trained (reanimate)

If you reanimate a creature with class levels, your undead gains all nonmagical features from those levels. This talent has no effect on swarms or troops that you reanimate.



Undead Talents

Crawling Claw (undead)

Target: The severed limb of a creature

When you use reanimate, you can create a crawling claw. The size of the crawling claw is two sizes smaller than the creature the severed limb belonged to. Use the stat-block below for the crawling claw:

Crawling Claw
Undead, unaligned
Armor Class equal to your sphere DC
Hit Points equal to one fourth the target’s original maximum hit points
Speed possesses the original creature’s movement modes, but is reduced to 20 feet.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 4 (-3) 10 (+0) 6 (-2)

Skills Stealth +2 plus your proficiency bonus
Damage Immunities poison
Condition Immunities poisoned
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 10
Languages Understands the languages you speak

Actions
Claw. Melee Weapon Attack: +2 plus your proficiency bonus to hit, one target. Hit: 4 (1d4+2) slashing damage.

Ghoul (undead)

Target: A fresh corpse

When you reanimate, you can create a ghoul, using the stat block below.

Ghoul
Undead, unaligned
Armor Class equal to your sphere DC
Hit Points equal to the target’s original maximum hit points
Speed possesses the original creature’s movement modes, but is reduced to 30 feet.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 10 (+0) 6 (-2) 10 (+0) 4 (-3)

Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Understands the languages you speak

Actions
Claws. Melee Weapon Attack: +3 plus your proficiency bonus to hit, one target. Hit: 7 (1d6+3) slashing damage.

Poltergeist (undead)

Target: An object of the deceased

When you reanimate, you can create a poltergeist, using the stat-block below.

Poltergeist
Undead, unaligned
Armor Class equal to your sphere DC
Hit Points equal to half the target’s original maximum hit points
Speed possesses the original creature’s movement modes, but is reduced to 30 feet.

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

Damage Vulnerabilities radiant
Damage Immunities necrotic
Condition Immunities grappled, petrified, restrained
Senses darkvision 60 ft., passive Perception 11
Languages Understands the languages you speak
Sunlight Weakness. While in sunlight, the poltergeist has disadvantage on attack rolls, ability checks, and saving throws.

Actions
Telekinetic Thrust. Ranged Weapon Attack: +3 plus your proficiency bonus to hit, range 30 ft., one target. Hit: 7 (1d6+3) bludgeoning damage.
Invisibility. As an action, the poltergeist magically becomes invisible until it attacks, uses magic, or until its concentration ends (as if concentrating on a spell or sphere effect).

Shadow (undead)

Target: A prized object of a deceased

When you use reanimate, you can create a shadow, using the stat block below.

Shadow
Undead, unaligned
Armor Class equal to your sphere DC
Hit Points equal to half the target’s original maximum hit points
Speed possesses the original creature’s movement modes, but is reduced to 30 feet.

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 14 (+2) 4 (-3) 12 (+1) 8 (-1)

Damage Vulnerabilities radiant
Damage Immunities necrotic
Condition Immunities grappled, petrified, restrained
Senses darkvision 60 ft., passive Perception 11
Languages Understands the languages you speak
Amorphous. The shadow can move through a space as narrow as 1 inch wide without squeezing.
Sunlight Weakness. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.

Actions
Slam. Melee Weapon Attack: +3 plus your proficiency bonus to hit, one target. Hit: 7 (1d6+3) bludgeoning damage.

Skeleton (undead)

Target: The bones of a dead creature

When you use reanimate, you can create a skeleton utilizing the stat-block below:

Skeleton
Undead, unaligned
Armor Class equal to your sphere DC
Hit Points equal to the target’s original maximum hit points
Speed possesses the original creature’s movement modes, but is reduced to 30 feet.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 4 (-3) 8 (-1) 6 (-2)

Damage Vulnerabilities bludgeoning
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 9
Languages Understands the languages you speak

Actions
Slam. Melee Weapon Attack: +3 plus your proficiency bonus to hit, one target. Hit: 7 (1d6+3) bludgeoning damage.

Specter (undead)

Target: An object of the deceased

When you reanimate, you can create a specter, using the stat-block below.

Specter
Undead, unaligned
Armor Class equal to your sphere DC
Hit Points equal to half the target’s original maximum hit points
Speed 0 ft., fly 20 ft. (hover)

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

Damage Vulnerabilities radiant
Damage Immunities necrotic
Condition Immunities grappled, petrified, restrained
Senses darkvision 60 ft., passive Perception 11
Languages Understands the languages you speak
Incorporeal Movement. The specter can become incorporeal while moving and pass through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.
Sunlight Weakness. While in sunlight, the specter has disadvantage on attack rolls, ability checks, and saving throws.

Actions
Claws. Melee Weapon Attack: +3 plus your proficiency bonus to hit, one target. Hit: 7 (1d6+3) slashing damage.

Will-O’-Wisp (undead)

Target: A creature at 0 hit points

The target must make a Constitution saving throw or die. If the target dies, you can create a Will-O’-Wisp, using the statblock below:

Will-O’-Wisp
Tiny undead, unaligned
Armor Class equal to your sphere DC
Hit Points equal to the target’s original maximum hit points
Speed 0 ft., fly 40 ft. (hover)

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

Damage Immunities lightning
Senses darkvision 60 ft., passive Perception 12
Languages Understands the languages you speak
Ephemeral. The will-o’-wisp can’t wear or carry anything.
Variable Illumination. The will-o’-wisp sheds bright light in a 5 to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The will-o’-wisp can alter the radius as a bonus action.

Actions
Shock. Melee Spell Attack: +1 (Cha) plus your proficiency bonus to hit, reach 5 ft., one target. Hit: 5 (1d8) lightning damage. This lightning damage increases by 1d8 at 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Invisibility. The will-o’-wisp and its light magically becomes invisible until it attacks, uses magic, or until its concentration ends (as if concentrating on a spell or sphere effect).

Zombie (undead)

Target: The corpse of a dead creature

When you use reanimate, you can create a zombie utilizing the stat-block below:

Zombie
Undead, unaligned
Armor Class equal to your sphere DC
Hit Points equal to the target’s original maximum hit points
Speed possesses the original creature’s movement modes, but is reduced to 20 feet.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 16 (+3) 4 (-3) 10 (+0) 6 (-2)

Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Understands the languages you speak

Actions
Bite. Melee Weapon Attack: +2 plus your proficiency bonus to hit, one target. Hit: 6 (1d6+2) piercing damage.



Other Talents

Corpse Bomb

You can make any of your ghost strikes against any corpse capable of being raised as a skeleton or zombie, or against any corporeal undead under your control. The target explodes in a 20-foot radius, affecting all creatures in range as if they had been struck by the chosen ghost strike; if the ghost strike does not allow a saving throw, creatures affected are allowed a Dexterity saving throw to negate its effects. The corpse or undead collapses and is destroyed; it cannot be reanimated or targeted by another Corpse Bomb.

Corpse Manipulation

Casting Time: 1 action
Target: 1 corpse
Range: Touch
Cost: 0 sp unless noted
Duration: Instantaneous unless noted

You can alter a corpse in one of the following ways:

  • You grow flesh on a decomposed or skeletonized corpse, providing it with sufficient flesh that it can be animated as a zombie rather than a skeleton. The corpse looks as it did just before death. The new flesh is not fit for eating.
  • You decompose the flesh from a corpse, leaving behind a perfectly cleaned skeleton.

Augment 1 sp: You can touch a collapsed or destroyed undead corpse, mending it so it is a valid target to be reanimated again.

Augment 1 sp: You can preserve the remains of a dead creature for 1 day per level so that they do not decay. Doing so effectively extends the time limit on raising that creature from the dead. Time spent under the influence of this effect doesn’t count against the time limit. Additionally, this makes transporting a slain (and thus decaying) comrade less unpleasant. This ability also works on severed body parts and the like.

You can reshape the dead body to look like another creature or even a specific person so long as you have firsthand knowledge of how that creature or person actually looks. You can change its apparent type, gender, or age. Creatures interacting with the corpse can make an Intelligence (Investigation) check against your sphere DC to detect the deception. If you choose to make the corpse look like a specific individual, anyone who knows that individual can make an Intelligence (Investigation) check against your sphere DC to realize that the corpse is not actually that person. However, if a creature succeeds on its check by 5 or less they believe the corpse is that of someone who closely resembled the person they knew rather than a deliberate fake.

Dark Sacrifice

Casting Time: 1 reaction
Target: 1 undead creature under your control
Range: 30 feet
Cost: 1 sp
Duration: Instantaneous

Whenever you would take hit point damage that would reduce you to 0 hit points, you can sacrifice an undead creature you control within range (or the range of your Master’s Presence, whichever is greater), destroying it instantly; reducing the damage you take by the sacrificed undead’s current hit points (to a minimum of 0).

Gravetongue

Casting Time: 1 action
Target: 1 corpse or undead creature
Range: 30 feet
Cost: 1 sp
Duration: 10 minutes

You gain the ability to speak with undead and corpses. You can communicate with, ask questions of, and receive answers from them. A basic undead or corpse spoken to with gravetongue does not maintain any memory of its life or death - only the time that has elapsed since its death. A normal corpse’s sense of its surroundings is limited, so it won’t be able to give (or recognize) detailed descriptions of creatures or answer questions about events outside its immediate vicinity. The spell doesn’t make undead creatures any more friendly or cooperative than normal. Undead that you control will always answer truthfully, though their ability to answer more than simple questions is limited. You do not need to share a language with the target.

Greater Ghost Strike

Augment 1 sp: You form your ghost strike into a 30-foot cone.

Icy Grip

Augment 0 sp: When you use a ghost strike, instead of unleashing an attack yourself, you can have an undead you control within range deliver the attack as part of a melee weapon attack before the start of your next turn. The first successful melee weapon attack the undead makes before the start of your next turn deals damage as normal in addition to delivering the effects of the ghost strike.

Augment 1 sp: You can grant a use of this ghost strike to a number of undead that you control within range not exceeding your proficiency bonus. Multiple undead cannot affect the same creature with that same ghost strike that round.

Master’s Presence

You can telepathically order and communicate with undead creatures within 300 feet that you control. You do not need to see or have a clear path to maintain this connection.

Necrotic Senses

Casting Time: 1 action
Target: 1 undead you control within 120 feet
Cost: 0 sp
Duration: Concentration, up to 10 minutes

You perceive the target creature’s surroundings as if you were standing where that creature was. While you can use the creature’s special sense (i.e., Darkvision, etc.), you must use your own attributes and proficiencies if making a Wisdom (Insight), Intelligence (Investigation), or Wisdom (Perception) check. Only targets completely under your control are valid; charmed undead are not truly under your control, and as such as such do not qualify. When using this ability, until the start of your next turn, any creature attacking you has advantage on the attack and you take disadvantage on Dexterity saving throws.



Death Advanced Talents

Astral Projection

Prerequisites: Death sphere (Project Spirit), 11th level or higher.

Augment 1 sp: When using the Project Spirit advanced Death talent, you can project your spirit into the Astral Plane instead of the Ethereal Plane. You can bring up to 1 additional willing creature per 2 levels with you, provided these creatures are linked in a circle with you at the time. These fellow travelers are dependent upon you and must accompany you at all times. If something happens to you during the journey, your companions are stranded wherever you left them.

While you are on the Astral Plane, your astral body is connected at all times to your physical body by an incorporeal silver cord. If the cord is broken, you are killed, astrally and physically. Luckily, very few things can destroy a silver cord. Unlike a regular use of the Project Spirit talent, you and your companions can travel through the Astral Plane in this manner indefinitely, until you either choose to end the effect (which returns you to your body) or it is ended by some outside means. This effect can be dispelled like any other sphere effect by targeting either your astral form or your physical body. Dispelling this effect immediately returns you to your body.

Astral Travel

Prerequisites: Death sphere (Astral Projection, Project Spirit), 15th level or higher.

Augment 1 sp: When projecting yourself and/or your allies into the Astral Plane, you can allow you and your allies to travel astrally to any of the other planes that border the Astral Plane. If you choose to enter one of these planes, you form a new physical body (and equipment) on that plane of existence, exactly like your true form, although the silver cord remains invisibly attached to this new body, and magic items used still count against the item’s total uses. You are still subject to the weaknesses of an astral form (you can be dispelled, your cord can be broken, etc.). If your new form is killed, you are returned to your original body.

Deadly Attacks (reanimate)

Prerequisites: Death sphere (Additional Attacks (reanimate)), 1st level or higher

You can modify one of your undead’s attacks, chosen when you use reanimate:
Necrotic Touch. (requires Bite, Claws, or Slam) The bite, claws, or slam attack deals necrotic damage.
Augment 2 sp: Paralyzing Touch. (requires Claws) Creatures damaged by your claws attack must succeed on a Constitution saving throw or be paralyzed for 1 round.
Augment 1 sp: Sanguine Feeding. (requires Bite) The undead regains a number of hit points equal to half the damage dealt by its bite attack.
Sickening Touch. (requires Slam) Creatures damaged by your slam attack must succeed on a Constitution saving throw or be poisoned for 1 minute.

Flameskull (undead)

Prerequisites: Death sphere (Skilled (reanimate), Crawling Claw (undead))
Target: The severed head of a spellcaster or spherecaster

When you use reanimate, you can create a flameskull. The size of the flameskull is two sizes smaller than the creature the severed head belonged to. Use the stat-block below for the flameskull:

Flameskull
Undead, unaligned
Armor Class equal to your sphere DC
Hit Points equal to one-fourth the target’s original maximum hit points
Speed 0 ft., fly 20 ft. (hover)

STR DEX CON INT WIS CHA
2 (-4) 18 (+4) 14 (+2) 16 (+3) 10 (+0) 12 (+1)

Damage Immunities fire, poison
Condition Immunities poisoned, prone
Senses darkvision 60 ft., passive Perception 10
Languages speaks any languages it knew in life, understands the languages you speak
Illumination. The flameskull sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an additional 15 feet. It can switch between the options as an action.
Magic Resistance. The flameskull has advantage on saving throws against magic sphere effects, spells, and other magical effects.

Actions
Fire Ray. Ranged Spell Attack: +3 plus your proficiency bonus to hit, range 30 ft., one target. Hit: 4 (1d6) fire damage. This fire damage increases by 1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Ghast (undead)

Prerequisites: Death sphere (Skilled (reanimate), Ghoul (undead))
Target: A fresh corpse

When you reanimate, you can create a ghast.

Ghast
Undead, unaligned
Armor Class equal to your sphere DC
Hit Points equal to the target’s original maximum hit points
Speed possesses the original creature’s movement modes, but is reduced to 40 feet.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 10 (+0) 12 (+1) 10 (+0) 8 (-1)

Damage Resistances necrotic
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages speaks any languages it knew in life, and understands the languages you speak
Turning Defiance. The ghast, and any ghouls and troops of ghouls within reanimate range of a ghast under your control have advantage on saving throws against effects that turn undead (and similar effects).

Actions
Claws. Melee Weapon Attack: +3 plus your proficiency bonus to hit, one target. Hit: 7 (1d6+3) slashing damage.

Ghost (undead)

Prerequisites: Death sphere (Skilled (reanimate); Poltergeist (undead), Shadow (undead), or Specter (undead))
Target: An object of the deceased

When you reanimate, you can create a ghost.

Ghost
Undead, unaligned
Armor Class equal to your sphere DC
Hit Points equal to half the target’s original maximum hit points
Speed possesses the original creature’s movement modes, but is reduced to 30 feet.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 10 (+0) 12 (+1) 18 (+4)

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic
Condition Immunities grappled, paralyzed, poisoned, restrained
Senses darkvision 60 ft., passive Perception 11
Languages speaks any languages it knew in life, and understands the languages you speak
Incorporeal Movement. The ghost can become incorporeal while moving and pass through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.
Ghost Weaknesses. The ghost has one of the following flaws, chosen by the spherecaster when it is reanimated:
Haunt. A ghost is bound to a specific location, creature, or object that held significance to it in its life. A ghost cannot travel further than 500 feet from his haunt. If the haunt is destroyed, the ghost is no longer tethered and fades away to its respective afterlife. The GM should determine who, what, or where a ghost haunts.
Instruments Of Its Demise. A ghost has vulnerability to any damage dealt by that which killed it in life. For example, if a creature died burning at the stake, then the ghost would have vulnerability to fire damage. The GM should determine how such a creature died before becoming a ghost, and what qualifies for the damage vulnerability.
Unfinished Business. A ghost yearns to complete some unresolved task from its life. Once that task is complete, it fades away to its respective afterlife. The GM should determine what loose threads a ghost has.

Actions
Withering Touch. Melee Spell Attack: +4 (Cha) plus your proficiency bonus to hit, one target. Hit: 4 (1d6) necrotic damage. This necrotic damage increases by 1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Immortal (reanimate) [curse]

Prerequisites: Death sphere (Vigor (reanimate))

You can curse undead that you reanimate, preventing their bodies or souls from gaining peace even if their undead form is destroyed.

Augment 1 sp: Rejuvenation. If the undead is reduced to 0 hit points, it is not destroyed, but merely collapses (or fades away if a spirit). The undead cannot be reanimated again until after you have completed a long rest, but during such time they regain all hit points between reanimations. In addition to spells and sphere talents or abilities that can remove curses, sprinkling holy water on the collapsed remains of the cursed undead will free their body or soul from the curse.

Immunity (reanimate)

Prerequisites: Death sphere (Resistant (reanimate))

You can augment undead that you reanimate, granting them certain condition or damage immunities.

Augment 1 sp: Undead you reanimate gain your choice of one of the following condition immunities: charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious. You can select an additional condition immunity at 5th level (2 conditions), 11th level (3 conditions), and 17th level (4 conditions).

Augment 1 sp: Each time that you use reanimate, pick a damage type that your undead currently has damage resistance to, your undead now has damage immunity to that type of damage. If your undead currently has damage resistance to nonmagical bludgeoning, piercing, and slashing damage, you can instead choose immunity to those damage types.

Augment 2 sp: Undead you reanimate gain damage resistance to radiant damage.

Augment 2 sp: Turn Immunity. Undead you reanimate that have either the Turning Defiance or Turning Resistance abilities or traits, also become immune to the effects of the Turn Undead feature and similar effects.

Killing Curse (ghost strike)

Prerequisites: Death sphere
Saving Throw: Constitution

Your ghost strike outright kills those who fail their saving throw, provided they have hit points equal to or lower than the ghost strike’s threshold. If multiple creatures fail their saving throw against your ghost strike, augmenting with this talent targets the creature with the lowest hit point total.

This ghost strike can only be augmented by a single threshold augment.

  • Ghost Strike 2 sp: (Threshold) The killing curse has a threshold of 5 hit points.
  • Ghost Strike 3 sp: (Threshold) The killing curse has a threshold of 10 hit points.
  • Ghost Strike 4 sp: (Threshold) The killing curse has a threshold of 40 hit points
  • Ghost Strike 5 sp: (Threshold) The killing curse has a threshold of 70 hit points.
  • Ghost Strike 6 sp: (Threshold) The killing curse has a threshold of 100 hit points.

Mummy (undead)

Prerequisites: Death sphere (Skilled (reanimate); Skeleton (undead) or Zombie (undead))
Target: The preserved corpse of a dead creature

When you use reanimate, you can create a mummy utilizing the stat-block below:

Mummy
Undead, unaligned
Armor Class equal to your sphere DC
Hit Points equal to the target’s original maximum hit points
Speed possesses the original creature’s movement modes, but is reduced to 20 feet.

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 14 (+2) 6 (-2) 16 (+3) 12 (+1)

Damage Vulnerabilities fire
Damage Immunities necrotic, poison
Condition Immunities exhaustion, frightened, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages speaks any languages it knew in life, and understands the languages you speak

Actions
Slam. Melee Weapon Attack: +3 plus your proficiency bonus to hit, one target. Hit: 7 (1d6+3) bludgeoning damage.

Permanent Undead

Prerequisites: Death sphere, Universal sphere (Extended (metasphere)), 5th level or higher.

Augment 3 sp: When you reanimate an undead, you can make the reanimation an instantaneous effect. The undead creature exists independent of your concentration, has no duration, and cannot be dispelled. These undead still count against the total number of undead you can have reanimated at any one time. If you create more undead than your total, old permanent undead are not destroyed; instead, they are simply released from service and will behave as is normal for the undead of their type (most will simply attack you or any other nearby living creature). Your maximum spell point total is reduced by the number of spell points spent creating these undead; this reduction goes away when the created undead are destroyed, though the spell points are not regained until such a time as you would normally regain them.

Plague Of The Dead (reanimate)

Prerequisites: Death sphere (Horde Of The Dead)

When reanimating swarms or troops of undead with the Horde Of The Undead talent, each swarm or troop counts as a single undead for the purpose of how many undead you can have animated.

Possession

Prerequisites: Death sphere (Project Spirit), 11th level or higher.

Augment 2 sp: When you project your spirit by use of the Project Spirit advanced Death talent, as an action you can move into the same space as a material creature and attempt to possess it. The target is allowed a Charisma saving throw to negate the attempt. If their saving throw fails, the target’s soul is repressed, and yours assumes control of the body. You can only possess a physical creature with a soul (this includes most living creatures and intelligent undead but not constructs or unintelligent undead (those with an Intelligence score of 4 or lower)). The target is immune to any future attempt you make to possess it using the Project Spirit advanced talent for 24 hours after succeeding on the saving throw or after the possession ends.

You can only attempt to possess a creature once during any individual projection of your spirit. If you are successful, your life force occupies the host body. You keep your Intelligence, Wisdom, Charisma, level, class, proficiencies, proficiency bonus, alignment, mental abilities, and magical abilities such as spells and sphere abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. You cannot choose to activate the body’s special abilities. The creature’s spells and other casting abilities do not stay with the body. Once each round during a possession, the target can spend a Hit Die without spending an action to make an additional Charisma saving throw to end the effect; Creatures that are not controlled by players generally have a number of Hit Dice as determined by their stat block. You can possess a body for up to 1 hour per level, but can always end the effect early as an action. If the host body is reduced to 0 hit points, you return to your body. As is usual when projecting your spirit, this effect can be dispelled at either your body or the host’s body.

Creatures such as swarms or troops are immune to the effect of Possession.

Practitioner Training (reanimate)

Prerequisites: Death sphere (Trained (reanimate))

When reanimating a creature that possessed martial spheres or talents from Spheres of Might, your undead gains a number of those talents not exceeding twice your proficiency bonus, and is able to acquire martial focus. This talent has no effect on undead reanimated as swarms or troops.

Project Spirit

Prerequisites: Death sphere, 11th level or higher.
Casting Time: 1 action
Target: self
Cost: 2 sp
Duration: 1 minute

You can project your spirit out of your body. During this time, your body falls into a state of suspended animation; it requires neither food nor water and does not age, although it can be slain through normal means.

Your spirit manifests as an ethereal version of you with your hit points and abilities, and carries a copy of all of your equipment. It is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed.

It can move through solid objects, including living creatures, and can see and hear its surroundings, although as it is on the Ethereal Plane, it can only see and hear the Material Plane to a distance of 60 feet. When the time limit expires, your spirit immediately returns to your body. Using magic items (such as scrolls, wands, potions, and other items with a limited number of charges or uses per day) while ethereal counts against the item’s total remaining uses when you return to your body.

Your spirit cannot attack or otherwise affect creatures and objects on the Material Plane nor generally be affected by them, although some effects (such as force damage) affect ethereal creatures when used by material creatures. Certain material creatures or objects also have attacks or effects that can specifically affect creatures on the Ethereal Plane. These effects do not work in reverse to allow your spirit to affect material creatures.

Your spirit treats other ethereal creatures and ethereal objects as if they were material. Your spirit can use any magic you possess, but such magic can only affect other ethereal things. If your spirit self is slain, your spirit instantly returns to your body, reviving it from its state of suspended animation.

Prolific (reanimate)

Prerequisites: Death sphere, 1st level or higher

Each time you use reanimate, your undead gain the Create Spawn ability, and your choice of Life Drain or Strength Drain.

  • Create Spawn. As an action, your undead can target a non-undead creature that has died as a result of the Life Drain or Strength Drain abilities. The creature is reanimated as a type of undead chosen from any basic (undead) talents you possess. This undead is under your control unless you have reached your limit on controlled undead. Undead created in this way remain for as long as the creature that used Create Spawn remains reanimated.
  • Life Drain. (Ghast, Ghoul, Mummy, Skeleton, Vampire, Wight, or Zombie only) Whenever your undead deals damage with a melee weapon attack, the damaged creature must succeed a Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
  • Strength Drain. (Ghost, Poltergeist, Shadow, Specter, Will-O’-Wisp, or Wraith only) Whenever your undead deals damage with a melee weapon attack, the damaged creature must succeed a Strength saving throw or have its Strength score reduced by 1d4. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its Strength score to 0.

Soul Trap

Prerequisites: Death sphere, 15th level or higher.
Casting Time: 1 action
Target: 1 creature that died within the last minute that you can see
Range: Touch
Cost: 3 sp
Duration: Instantaneous

When adjacent to a creature that has died very recently you can trap their soul into a gem. The target is allowed a Charisma saving throw to negate the effect, and the gemstone’s value must be at least 1,000 gp per Hit Die of the creature you are attempting to trap. If successful, the creature’s soul becomes trapped within the gemstone. A trapped creature cannot be resurrected or have its spirit summoned, unless the caster is in possession of this gemstone. The creature trapped inside the gemstone always fails its saving throws if the holder of the gemstone uses the Summon Spirit advanced Death talent on it. If the gemstone is broken, the spirit is released. If the spirit is called through the Summon Spirit advanced Death talent, the caster can choose to release the spirit, in which case it travels to the afterlife, leaving the gem empty and reusable.

Spellcaster Training (reanimate)

Prerequisites: Death sphere (Trained (reanimate))

Choose one of the following traits when using reanimate on a creature with magical abilities.

  • Innate Casting. When reanimated a creature that possessed innate psionics or spellcasting, your undead gains all those abilities as if it were still the base creature.
  • Spellcaster. When reanimating a creature that cast spells from spell slots, your undead creature gains any spells known or prepared whose spell level does not exceed your proficiency bonus, and a number of spell slots equal to half your proficiency bonus. This talent has no effect on undead reanimated as swarms or troops.
  • Spherecaster. When reanimating a creature that possessed magical spheres or talents, your undead gains a number of those talents not exceeding your proficiency bonus, and a number of spell points equal to your proficiency bonus. This talent has no effect on undead reanimated as swarms or troops.

Summon Spirit

Prerequisites: Death sphere, 1st level or higher.
Casting Time: 1 hour
Cost: 2 sp
Duration: varies

You can summon the soul of a dead creature in spirit form. You must know the exact creature you are trying to summon and be able to designate them (such as their name or place and time of death, etc.) and the more familiar you are with the spirit and the more recently they died, the more likely they are to appear. The soul you are trying to summon is allowed a Charisma saving throw with the following modifiers depending on your knowledge and connection to the target, as well as its time of death:

Table: Familiarity (Spirit)
Knowledge Charisma Save Modifier
None1 +10
Secondhand (you have heard of the subject) +5
Firsthand (you have met the subject) +0
Familiar (you know the subject well) -5

1: You must have some sort of connection (see below) to a creature of which you have no knowledge.

Table: Connection (Spirit)
Connection Charisma Save Modifier
Likeness or picture -2
Possession or garment -4
Corpse/remains -10
Table: Time Deceased
Time the Creature has been Dead Charisma Save Modifier
1 year +2
10 years +4
100 years +6
1000 years +8

On a successful saving throw, the target does not appear and can choose to retaliate spiritually, increasing your exhaustion level by 1. While friends can choose to purposefully fail their saving throw and come willingly, in most other cases being ripped from the afterlife is a horrible experience and can turn even the nicest of spirits hostile. If a soul makes their saving throw against this effect they cannot be summoned again by the same caster for 1 month. Sometimes, the souls of heroes, kings, and others are protected by a Deity and are simply unable to be summoned.

Summoned souls will generally remain for as long as you concentrate, up to 8 hours. If you possess a suitable vessel for the soul, such as a specially prepared phylactery, and if the soul enters willingly, the soul can remain indefinitely until either released or the vessel is broken.

Augment 1 sp: Once a soul has been summoned, you can do any of the following:

  • You can ask one question per two levels. The corpse’s knowledge is limited to what it knew during life, including the languages it spoke. Answers can be brief, cryptic, or repetitive. A creature who would have opposed you in life can make a new Charisma saving throw to refuse to answer or to lie with the Charisma (Deception) skill.
  • You can use the spirit as a component when creating an animated object or undead creature (a Charisma saving throw negates if unwilling; if the spirit makes its save, it immediately returns to the afterlife as if it had made its original saving throw). You must create the undead creature or animated object as usual, but by placing the spirit into the target, the spirit is brought back to life within this new body. The object or undead creature gains the mental attributes, personality, memories, etc. of the selected spirit, but otherwise is normal for its new creature type. (At the GM’s discretion, a spirit bound to a permanent animated object or undead creature can recover or gain class levels over time, but loses at least 1 level per CR of its new form.) An undead creature or animated object created in this way is not automatically under your control.
  • If you possess the Resurrection advanced Life talent, you can place the spirit into a new body, bringing the soul back to life, even if you do not have the target’s body, it is missing vital components, or the target has been dead for up to 1 year per level. You must possess either a soulless body (such as one created through the Fleshcraft and Create Materials advanced Creation talents), or else a body assembled from other, recently slain bodies. (Assembly requires either the target’s body with one additional body for every replaced vital component, or else a minimum of six different bodies—one for each limb, the torso including head, and the brain. In some cases, more bodies might be necessary. Special unguents and bindings worth 500 gp are also required.) You can bring the target back to life with the Resurrection advanced Life talent. The target retains its ability scores and class levels but its race and appearance depend on the body possessed.

Vampire Spawn (undead)

Prerequisites: Death sphere (Skilled (reanimate); Ghoul (undead) or Zombie (undead))
Target: A creature at 0 hit points

The target must make a Constitution saving throw or die. If the target dies, you can create a vampire spawn, using the stat-block below:

Vampire Spawn
Undead, unaligned
Armor Class equal to your sphere DC
Hit Points equal to the target’s original maximum hit points
Speed possesses the original creature’s movement modes, but is reduced to 30 feet.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 10 (+0) 10 (+0) 8 (-1) 12 (+1)

Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical sources
Senses darkvision 60 ft., passive Perception 10
Languages speaks any languages it knew in life, and understands the languages you speak
Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. The vampire has the following flaws:

  • Forbiddance. The vampire can’t enter a residence without an invitation from one of the occupants.
  • Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water.
  • Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
  • Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions
Bite. Melee Weapon Attack: +3 plus your proficiency bonus to hit, one target. Hit: 7 (1d6+3) piercing damage.

Vigor (reanimate)

Prerequisites: Death sphere, 5th level or higher

You can augment undead you reanimate giving them traits and abilities that allow them self-heal.

Augment 1 sp: Consume Life. As a bonus action, your undead can target a creature within reach at 0 hit points and is still alive. The target must succeed a Constitution saving throw or die. If the target dies, the undead regains 2d6 hit points. The amount of hit points regained increases by 1d6 at 11th level (3d6), and 17th level (4d6).

Augment 2 sp: Regeneration. Choose a damage type other than radiant that your undead do not have resistance or immunity to. The undead regains 5 hit points at the start of its turn if it has at least 1 hit point. If the undead takes radiant damage or the chosen type of damage, this trait doesn’t function at the start of the undead’s next turn. The regeneration increases by 5 hit points regained at 11th level (10 hit points), and 17th level (15 hit points).

Wight (undead)

Prerequisites: Death sphere (Skilled (reanimate); Skeleton (undead) or Zombie (undead))
Target: A fresh corpse

When you reanimate, you can create a wight.

Wight
Undead, unaligned
Armor Class equal to your sphere DC
Hit Points equal to the target’s original maximum hit points
Speed possesses the original creature’s movement modes, but is reduced to 30 feet.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 8 (-1)

Damage Resistances necrotic; bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 11
Languages speaks any languages it knew in life, and understands the languages you speak
Sunlight Weakness. While in sunlight, the wight has disadvantage on attack rolls, ability checks, and saving throws.

Actions
Claws. Melee Weapon Attack: +2 plus your proficiency bonus to hit, one target. Hit: 6 (1d6+2) slashing damage.

Wraith (undead)

Prerequisites: Death sphere (Skilled (reanimate); Poltergeist (undead), Shadow (undead), or Specter (undead))
Target: An object of the deceased

When you reanimate, you can create a wraith.

Wraith
Undead, unaligned
Armor Class equal to your sphere DC
Hit Points equal to half the target’s original maximum hit points
Speed 0 ft., fly 20 ft. (hover)

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 14 (+2)

Damage Immunities necrotic
Condition Immunities grappled, paralyzed, poisoned, restrained
Senses darkvision 60 ft., passive Perception 11
Languages speaks any languages it knew in life, and understands the languages you speak
Incorporeal Movement. The wraith can become incorporeal while moving and pass through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.
Sunlight Weakness. While in sunlight, the wraith has disadvantage on attack rolls, ability checks, and saving throws.

Actions
Slam. Melee Weapon Attack: +2 plus your proficiency bonus to hit, one target. Hit: 6 (1d6+2) bludgeoning damage.



Variants

Necromantic Limit

Choose either ghost strike or reanimate. You cannot use this ability, nor take talents which only augment this ability. If you choose to lose the reanimate sphere ability, you also do not gain the free (undead) talent, but if you later buy-off this variant, you gain the (undead) talent back. You gain a bonus talent from the Death sphere.

Soul Keeper (requires reanimate)

You can only have one undead creature reanimated at a time, and can only target souls contained within a phylactery.

When you first gain this variant, you acquire a phylactery containing a single soul with a CR no greater than one fourth your level, as well as the knowledge of how to create a new phylactery as a one-hour ritual should it ever be lost or broken.

When you target a soul in a phylactery, you can reanimate it as any type of undead that you possess the (undead) talent for; if reanimated as a corporeal undead, and there is no suitable body available, its body will be created out of a combination of negative energy and nearby materials. The reanimated undead will always have a hit point maximum equal to the undead’s Constitution modifier + five times your level. Unlike other undead, if the reanimated creature is reduced to 0 hit points, you can always target the phylactery again to reanimate the soul again through the phylactery. You gain the Summon Spirit advanced talent as a bonus talent. You cannot have both this and the Necromantic Limit (reanimate) variant.

Undead Trainer (requires reanimate)

Choose a creature type: aberration, beast, dragon, giant, or monstrosity, or two humanoid races. You can only reanimate dead creatures of the chosen type (or races). You gain a (reanimate) or (undead) talent of your choice as a bonus talent. You cannot have both this and the Necromantic Limit (reanimate) variant.



Appendix: Undead Swarms and Troops

Equipping A Troop

A troop can ride a mount, wear armor if it is proficient, or use a different type of weapon if it is proficient, so long as 20 copies of the mount or item have been supplied to outfit the troop. To determine the damage a troop deals with a weapon, increase a weapon’s damage die by two sizes and multiply the number of rolled dice by x2, or x1 if the troop has half its hit points or fewer.

Spell attacks, melee or ranged, do not have their damage increased in a troop, nor do they have their damage reduced in a troop if they are at half hit points or fewer.

Swarm Of Crawling Claws

Medium swarm of Tiny, Small, or Medium undead, unaligned
Armor Class 12
Hit Points equal to the target’s original maximum hit points
Speed possesses the original creature’s movement modes, but is reduced to 20 feet.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 4 (-3) 10 (+0) 6 (-2)

Skills Stealth +5
Damage Immunities poison
Condition Immunities poisoned
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 10
Languages Understands the languages you speak
Swarm. The swarm can occupy another creature’s space and vice versa, and the troop can move through any opening large enough for the largest-size crawling claw in the swarm. The swarm can’t regain hit points or gain temporary hit points.

Actions
Claw. Melee Weapon Attack: +4 to hit, reach 0 ft., one target. Hit: 10 (2d8+2) slashing damage, or 7 (1d8+2) slashing damage if the swarm has half of its hit points or fewer.

Swarm Of Flameskulls

Medium swarm of Tiny, Small, or Medium undead, unaligned
Armor Class 14
Hit Points equal to the target’s original maximum hit points
Speed 0 ft., fly 20 ft. (hover)

STR DEX CON INT WIS CHA
2 (-4) 18 (+4) 14 (+2) 16 (+3) 10 (+0) 12 (+1)

Damage Immunities fire, poison
Condition Immunities poisoned, prone
Senses darkvision 60 ft., passive Perception 10
Languages speaks any languages it knew in life, understands the languages you speak
Illumination. The flameskulls shed either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an additional 15 feet. They can switch between the options as an action.
Magic Resistance. The flameskulls have advantage on saving throws against magic sphere effects, spells, and other magical effects.
Swarm. The swarm can occupy another creature’s space and vice versa, and the troop can move through any opening large enough for the largest-size flameskull in the swarm. The swarm can’t regain hit points or gain temporary hit points.

Actions
Fire Ray. Ranged Spell Attack: +6 to hit, range 30 ft., one target. Hit: 4 (1d6) fire damage. This fire damage increases by 1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6). This damage is not reduced if the swarm has half of its hit points or fewer.

Swarm Of Will-O’-Wisps

Medium swarm of Tiny undead, unaligned
Armor Class 13
Hit Points equal to four times the target’s original maximum hit points
Speed 0 ft., fly 40 ft. (hover)

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

Damage Immunities lightning
Senses darkvision 60 ft., passive Perception 12
Languages Understands the languages you speak
Ephemeral. The will-o’-wisps can’t wear or carry anything.
Swarm. The swarm can occupy another creature’s space and vice versa, and the troop can move through any opening large enough for a Tiny will-o’-wisp. The swarm can’t regain hit points or gain temporary hit points.
Variable Illumination. The will-o’-wisps shed bright light in a 5 to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The will-o’-wisps can alter the radius as a bonus action.

Actions
Shock. Melee Spell Attack: +4 (Cha) to hit, reach 0 ft., one target. Hit: 5 (1d8) lightning damage. This lightning damage increases by 1d8 at 5th level (2d8), 11th level (3d8), and 17th level (4d8). This damage is not reduced if the swarm has half of its hit points or fewer.
Invisibility. The will-o’-wisps and their light magically become invisible until they attack, use magic, or until their concentration ends (as if concentrating on a spell or sphere effect).

Troop Of Ghasts

Huge troop of Large, Medium, or Small undead, unaligned
Armor Class 13
Hit Points equal to four times the target’s original maximum hit points
Speed possesses the original creature’s movement modes, but is reduced to 40 feet.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 10 (+0) 12 (+1) 10 (+0) 8 (-1)

Damage Resistances necrotic
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Common, and understands the languages you speak
Troop. The troop can occupy another creature’s space and vice versa, and the troop can move through any opening large enough for the largest-size undead in the troop. Additionally, the troop has advantage on Strength checks, Strength saving throws, and any saving throw made against effects that target a single creature, but disadvantage on any saving throw made against effects that target an area.
Turning Defiance. The ghast troop, and any ghouls and troops of ghouls within reanimate range of a ghast under your control have advantage on saving throws against effects that turn undead (and similar effects).

Actions
Claws. Melee Weapon Attack: +6 to hit, one target. Hit: 13 (2d10+3) slashing damage, or 9 (1d10+3) slashing damage if the troop has half of its hit points or fewer.

Troop Of Ghouls

Huge troop of Large, Medium, or Small undead, unaligned
Armor Class 13
Hit Points equal to four times the target’s original maximum hit points
Speed possesses the original creature’s movement modes, but is reduced to 30 feet.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 10 (+0) 6 (-2) 10 (+0) 4 (-3)

Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Understands the languages you speak
Troop. The troop can occupy another creature’s space and vice versa, and the troop can move through any opening large enough for the largest-size undead in the troop. Additionally, the troop has advantage on Strength checks, Strength saving throws, and any saving throw made against effects that target a single creature, but disadvantage on any saving throw made against effects that target an area.

Actions
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d10+3) bludgeoning damage, or 9 (1d10+3) bludgeoning damage if the troop has half of its hit points or fewer.

Troop Of Ghosts

Huge troop of Large, Medium, or Small undead, unaligned
Armor Class 12
Hit Points equal to twice the target’s original maximum hit points
Speed possesses the original creature’s movement modes, but is reduced to 30 feet.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 10 (+0) 12 (+1) 18 (+4)

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic
Condition Immunities grappled, paralyzed, poisoned, restrained
Senses darkvision 60 ft., passive Perception 11
Languages speaks any languages it knew in life, and understands the languages you speak
Incorporeal Movement. The troop can become incorporeal while moving and pass through other creatures and objects as if they were difficult terrain. If the troop ends their turn inside an object, they are shunted to the nearest unoccupied space and take 1d10 force damage for every 5 feet traveled.
Ghost Weaknesses. The ghost has one of the following flaws, chosen by the spherecaster when it is reanimated:

  • Haunt. The ghosts are bound to a specific location, creature, or object that held significance to them in their life. The ghosts cannot travel further than 500 feet from their haunt. If the haunt is destroyed, the ghosts are no longer tethered and fade away to their respective afterlife. The GM should determine who, what, or where the ghosts haunt.
  • Instruments Of Its Demise. A troop of ghosts has vulnerability to any damage dealt by that which killed them in life. For example, if the creatures died from exposure while crossing a tundra, then the ghosts would have vulnerability to cold damage. The GM should determine how such creatures died before becoming ghosts, and what qualifies for the damage vulnerability.
  • Unfinished Business. The ghosts yearns to complete some unresolved task from its life. Once that task is complete, it fades away to its respective afterlife. The GM should determine what loose threads the troop of ghosts has.

Troop. The troop can occupy another creature’s space and vice versa, and the troop can move through any opening large enough for the largest-size undead in the troop. Additionally, the troop has advantage on Strength checks, Strength saving throws, and any saving throw made against effects that target a single creature, but disadvantage on any saving throw made against effects that target an area.

Actions
Withering Touch. Melee Spell Attack: +7 to hit, one target. Hit: 4 (1d6) necrotic damage. This necrotic damage increases by 1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6). This damage is not reduced if the swarm has half of its hit points or fewer.

Troop Of Mummies

Huge troop of Large, Medium, or small undead, unaligned
Armor Class 9
Hit Points equal to four times the target’s original maximum hit points
Speed possesses the original creature’s movement modes, but is reduced to 20 feet.

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 14 (+2) 6 (-2) 16 (+3) 12 (+1)

Damage Vulnerabilities fire
Damage Immunities necrotic, poison
Condition Immunities exhaustion, frightened, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages speaks any languages it knew in life, and understands the languages you speak
Troop. The troop can occupy another creature’s space and vice versa, and the troop can move through any opening large enough for the largest-size undead in the troop. Additionally, the troop has advantage on Strength checks, Strength saving throws, and any saving throw made against effects that target a single creature, but disadvantage on any saving throw made against effects that target an area

Actions
Slam. Melee Weapon Attack: +6 to hit, one target. Hit: 13 (2d10+3) bludgeoning damage, or 9 (1d10+3) bludgeoning damage if the troop has half of its hit points or fewer.

Troop Of Poltergeists

Huge troop of Large, Medium, or Small undead, unaligned
Armor Class 13
Hit Points equal to twice the target’s original maximum hit points
Speed possesses the original creature’s movement modes, but is reduced to 30 feet.

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

Damage Vulnerabilities radiant
Damage Immunities necrotic
Condition Immunities grappled, petrified, restrained
Senses darkvision 60 ft., passive Perception 11
Languages Understands the languages you speak
Invisibility. The troop is invisible.
Sunlight Weakness. While in sunlight, the troop has disadvantage on attack rolls, ability checks, and saving throws.
Troop. The troop can occupy another creature’s space and vice versa, and the troop can move through any opening large enough for the largest-size undead in the troop. Additionally, the troop has advantage on Strength checks, Strength saving throws, and any saving throw made against effects that target a single creature, but disadvantage on any saving throw made against effects that target an area.

Actions
Telekinetic Thrust. Ranged Weapon Attack: +6 to hit, range 30 ft., one target. Hit: 13 (2d10+3) bludgeoning damage, or 9 (1d10+3) bludgeoning damage if the troop has half of its hit points or fewer.
Invisibility. As an action, the poltergeists magically becomes invisible until they attack, use magic, or until their concentration ends (as if concentrating on a spell or sphere effect).

Troop Of Shadows

Huge troop of Large, Medium, or Small undead, unaligned
Armor Class 13
Hit Points equal to twice the target’s original maximum hit points
Speed possesses the original creature’s movement modes, but is reduced to 30 feet.

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 14 (+2) 4 (-3) 12 (+1) 8 (-1)

Damage Vulnerabilities radiant
Damage Immunities necrotic
Condition Immunities grappled, petrified, restrained
Senses darkvision 60 ft., passive Perception 11
Languages Understands the languages you speak
Amorphous. The troop can move through a space as narrow as 1 inch wide without squeezing.
Sunlight Weakness. While in sunlight, the troop has disadvantage on attack rolls, ability checks, and saving throws.
Troop. The troop can occupy another creature’s space and vice versa, and the troop can move through any opening large enough for the largest-size undead in the troop. Additionally, the troop has advantage on Strength checks, Strength saving throws, and any saving throw made against effects that target a single creature, but disadvantage on any saving throw made against effects that target an area.

Actions
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d10+3) bludgeoning damage, or 9 (1d10+3) bludgeoning damage if the troop has half of its hit points or fewer.

Troop Of Skeletons

Huge troop of Large, Medium, or Small undead, unaligned
Armor Class 11
Hit Points equal to four times the target’s original maximum hit points
Speed possesses the original creature’s movement modes, but is reduced to 30 feet.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 4 (-3) 8 (-1) 6 (-2)

Damage Vulnerabilities bludgeoning
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 9
Languages Understands the languages you speak
Troop. The troop can occupy another creature’s space and vice versa, and the troop can move through any opening large enough for the largest-size undead in the troop. Additionally, the troop has advantage on Strength checks, Strength saving throws, and any saving throw made against effects that target a single creature, but disadvantage on any saving throw made against effects that target an area.

Actions
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d10+3) bludgeoning damage, or 9 (1d10+3) bludgeoning damage if the troop has half of its hit points or fewer.

Troop Of Specters

Huge troop of Large, Medium, or Small undead, unaligned
Armor Class 13
Hit Points equal to twice the target’s original maximum hit points
Speed 0 ft., fly 20 ft. (hover)

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

Damage Vulnerabilities radiant
Damage Immunities necrotic
Condition Immunities grappled, petrified, restrained
Senses darkvision 60 ft., passive Perception 11
Languages Understands the languages you speak
Incorporeal Movement. The specter troop can become incorporeal while moving and pass through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.
Sunlight Weakness. While in sunlight, the specter troop has disadvantage on attack rolls, ability checks, and saving throws.
Troop. The troop can occupy another creature’s space and vice versa, and the troop can move through any opening large enough for the largest-size undead in the troop. Additionally, the troop has advantage on Strength checks, Strength saving throws, and any saving throw made against effects that target a single creature, but disadvantage on any saving throw made against effects that target an area.

Actions
Claws. Melee Weapon Attack: +6 to hit, one target. Hit: 13 (2d10+3) slashing damage, or 9 (1d10+3) slashing damage if the troop has half of its hit points or fewer.

Troop Of Vampire Spawn

Huge troop of Large, Medium, or Small undead, unaligned
Armor Class 15 (natural armor)
Hit Points equal to four times the target’s original maximum hit points
Speed possesses the original creature’s movement modes, but is reduced to 30 feet.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 10 (+0) 10 (+0) 8 (-1) 12 (+1)

Damage Vulnerabilities piercing from wooden sources
Damage Resistances necrotic; bludgeoning and slashing from nonmagical sources
Senses darkvision 60 ft., passive Perception 9
Languages speaks any languages it knew in life, and understands the languages you speak
Spider Climb. The vampire troop can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Troop. The troop can occupy another creature’s space and vice versa, and the troop can move through any opening large enough for the largest-size undead in the troop. Additionally, the troop has advantage on Strength checks, Strength saving throws, and any saving throw made against effects that target a single creature, but disadvantage on any saving throw made against effects that target an area.
Vampire Weaknesses. The vampire troop has the following flaws:

  • Forbiddance. The vampire troop can’t enter a residence without an invitation from one of the occupants.
  • Harmed by Running Water. The vampire troop takes 20 acid damage when it ends its turn in running water.
  • Sunlight Hypersensitivity. The vampire troop takes 20 radiant damage when it starts their turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions
Bite. Melee Weapon Attack: +6 to hit, one target. Hit: 13 (2d10+3) piercing damage, or 9 (1d10+3) piercing damage if the troop has half of its hit points or fewer.

Troop Of Wights

Huge troop of Large, Medium, or Small undead, unaligned
Armor Class 12
Hit Points equal to four times the target’s original maximum hit points
Speed possesses the original creature’s movement modes, but is reduced to 30 feet.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 8 (-1)

Damage Resistances necrotic; bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 11
Languages speaks any languages it knew in life, and understands the languages you speak
Sunlight Weakness. While in sunlight, the troop has disadvantage on attack rolls, ability checks, and saving throws.
Troop. The troop can occupy another creature’s space and vice versa, and the troop can move through any opening large enough for the largest-size undead in the troop. Additionally, the troop has advantage on Strength checks, Strength saving throws, and any saving throw made against effects that target a single creature, but disadvantage on any saving throw made against effects that target an area.

Actions
Claws. Melee Weapon Attack: +5 to hit, one target. Hit: 12 (2d10+2) slashing damage, or 8 (1d10+2) slashing damage if the troop has half of its hit points or fewer.

Troop Of Wraiths

Huge troop of Large, Medium, or Small undead, unaligned
Armor Class 12
Hit Points equal to twice the target’s original maximum hit points
Speed 0 ft., fly 20 ft. (hover)

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 14 (+2)

Damage Immunities necrotic
Condition Immunities grappled, paralyzed, poisoned, restrained
Senses darkvision 60 ft., passive Perception 11
Languages speaks any languages it knew in life, and understands the languages you speak
Incorporeal Movement. The troop can become incorporeal while moving and pass through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.
Sunlight Weakness. While in sunlight, the troop has disadvantage on attack rolls, ability checks, and saving throws.
Troop. The troop can occupy another creature’s space and vice versa, and the troop can move through any opening large enough for the largest-size undead in the troop. Additionally, the troop has advantage on Strength checks, Strength saving throws, and any saving throw made against effects that target a single creature, but disadvantage on any saving throw made against effects that target an area.

Actions
Slam. Melee Weapon Attack: +5 to hit, one target. Hit: 12 (2d10+2) bludgeoning damage, or 8 (1d10+2) bludgeoning damage if the troop has half of its hit points or fewer.

Troop Of Zombies

Huge troop of Large, Medium, or Small undead, unaligned
Armor Class 10
Hit Points equal to four times the target’s original maximum hit points
Speed possesses the original creature’s movement modes, but is reduced to 20 feet.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 16 (+3) 4 (-3) 10 (+0) 6 (-2)

Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Understands the languages you speak
Troop. The troop can occupy another creature’s space and vice versa, and the troop can move through any opening large enough for the largest-size undead in the troop. Additionally, the troop has advantage on Strength checks, Strength saving throws, and any saving throw made against effects that target a single creature, but disadvantage on any saving throw made against effects that target an area.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d10+2) piercing damage, or 8 (1d10+2) piercing damage if the troop has half of its hit points or fewer.



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