TEXT: Introduction
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  elcome to my 5e conversion of stat blocks
  from Libris Mortis! My name is badooga
  (/u/badooga1 on reddit, badooga#8108 on
  discord), and I'm converting the entire Libris
  Mortis book from 3rd edition to 5th edition.
  This document contains stat blocks and
  creature templates that are all directly taken
  from and/or inspired by the original book and its monsters.
  As of right now, the full book conversion is not out yet (this
  will be edited with a link when it is). Please feel free to use
  the following stat blocks in your games. To see the other
  homebrew that I've made, see this link: Badooga's
  Homebrew.
  Table of Contents
  Creatures
  Angel of Decay ...............................................................................
  Atropal Scion .................................................................................
  Blaspheme ......................................................................................
  Bleakborn .......................................................................................
  Blood Anmniote ............................................................................
  Bloodmote Cloud ..........................................................................
  Bone Rat Swarm ...........................................................................
  Boneyard .........................................................................................
  Carcass Eater ..............................................................................
  Cinderspawn ...............................................................................
  Corpse Rat Swarm .....................................................................
  Dire Maggot .................................................................................
  Crypt Chanter ..............................................................................
  Desiccator ....................................................................................
  Dream Vestige .............................................................................
  Entomber .....................................................................................
  Entropic Reaper ..........................................................................
  Forsaken Shell ............................................................................
  Grave Dirt Golem .......................................................................
  Gravetouched Ghoul ..................................................................
  Hulking Corpse ...........................................................................
  Murk ..............................................................................................
  Plague Blight ...............................................................................
  Quell ..............................................................................................
  Raiment ........................................................................................
  Skin Kite .......................................................................................
  Skirr ..............................................................................................
  Skulking Cyst ..............................................................................
  Slaughter Wight ..........................................................................
  Slaymate .......................................................................................
  Spectral Lyrist .............................................................................
  Tomb Mote ...................................................................................
  Tombstone Golem ......................................................................
  Visage ............................................................................................
  Voidwraith ....................................................................................
  Wheep ...........................................................................................
  Templates
  Ghost Brute Template ...............................................................
  Ghost Hound ............................................................................
  Half-Vampire Template ..............................................................
  Half-Vampire Gnoll Pack Lord .............................................
  Hooded Pupil Template .............................................................
  Hooded Pupil Ettin .................................................................
  Mummified Creature Template ...............................................
  Mummified Ogre .....................................................................
  Necromental Template ..............................................................
  Earth Necromental .................................................................
  Necropolitan Template ..............................................................
  Necrpolitan Mage ....................................................................
  Swarm-Shifter Template ...........................................................
  Swarm of Tomb Motes ...........................................................
  Swarm of Undead Bats ..........................................................
  Swarm of Undead Insects .....................................................
  Swarm of Undead Leeches ...................................................
  Swarm of Undead Maggots or Worms ...............................
  Swarm of Undead Parts ........................................................
  Swarm of Undead Scorpions ...............................................
  Swarm of Undead Spiders ....................................................
  Swarm-Shifter Mummy .........................................................
  Umbral Creature Template .......................................................
  Umbral Displacer Beast ........................................................
  Art Credits
  All art is taken from the original Libris Mortis,
  except for the Angel of Decay, which was taken
  from its 4th edition source. As such, the source of
  all art here is Wizards of the Coast.
  1
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Monsters
  Description
  "A repulsive, extremely tall, humanlike creature with long,
  rotting wings and peeling flesh, this monstrosity continually
  sheds rivulets of filth and decay, creating a pool of rot in
  which it stands."
  A mockery of a true angel, an angel of decay may appear
  similar to an angelic outsider only by happenstance, not
  design. It is an undead creature that is powered by decay.
  When a healthy creature softens, crumbles, and liquefies in
  death, an indefinable essence wafts away like putrid steam off
  stagnant beach sand. This decomposing flesh radiates an
  essential energy in its dissipation, and an angel of decay can
  extract the power resident therein.
  Combat
  An angel of decay prefers to wade into combat, literally, since
  it produces a constantly renewing pool of liquid corruption.
  The angel of decay excels at taking hits and giving them back,
  prefering to remain close to its enemies so that it may take
  advantage of its Rotting Aura and Feed on Decay traits.
  2
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Angel of Decay
  Large undead, chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 85 (10d10 + 30)
  Speed 30 ft., fly 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 17 (+3) 16 (+3) 16 (+3) 16 (+3) 18 (+4)
  Saving Throws Dex +6, Wis +6
  Skills Perception +6
  Damage Resistances fire, lightning
  Damage Immunities cold, necrotic, poison
  Condition Immunities charmed, exhaustion,
  frightened, petrified, poisoned
  Senses darkvision 120 ft., passive Perception 16
  Languages Common, Primordial
  Challenge 7 (2900 XP)
  Feed on Decay. Whenever a creature within 15 feet
  of the angel of decay fails a saving throw, the angel
  of decay regains 5 hit points.
  Flyby. The angel of decay doesn't provoke
  opportunity attacks when it flies out of an enemy's
  reach.
  Rotting Aura. Any non-undead creature that starts its
  turn within 10 feet of the angel of decay must make
  a DC 15 Constitution saving throw, taking 14 (4d6)
  necrotic damage on a failed save, or half as much
  damage on a successful one.
  Actions
  Multiattack. The angel of decay uses its Rotting
  Touch twice. If both attacks hit the same target, the
  target takes an additional 7 (2d6) necrotic damage.
  Rotting Touch. Melee Spell Attack: +7 to hit, reach 5
  ft., one target. Hit: 18 (4d6 + 4) necrotic damage.
  
  Description
  "This creature's hairless, overlarge head surmounts its wet,
  wrinkled, and bloated humanoid body. Its eyes are glassy and
  vacant. Its arms are too slender, and its tiny hands end in
  cruelly sharpened nails, while its legs are atrophied, dead
  things that hang useless below it."
  Atropal scions are clots of divine flesh given form and
  animation by bleak-hearted gods of death. When a stillborn
  godling rises spontaneously as an undead, an atropal is born.
  If that atropal is defeated, but any fragment or cast-off bit of
  flesh remains, an atropal scion may yet arise from those
  fragments, lessened in power from its divine beginnings, but
  no less hateful for its stature.
  Unlike normal atropals, atropal scions are imbued with
  foul magic that grants them a smidgen of spellcasting. Given
  enough time, an atropal scion may evolve into a threat much
  greater than the undead it originally splintered off of.
  An atropal scion is a power to be reckoned with, and once
  animate in the world, seeks power over both life and unlife in
  an unrelenting bid for domination that only its lifeless tissue
  is able to sustain.
  Combat
  A soul-numbing cold comes before and follows an atropal
  scion. The life energy of heroic creatures is suppressed in its
  foul aura, and the life force of lesser creatures is
  extinguished. It directs its innate spells and abilities upon
  those foes its mere presence cannot kill.
  3
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Atropal Scion
  Large undead (titan), lawful evil
  Armor Class 9
  Hit Points 114 (12d10 + 48)
  Speed 0 ft., fly 50 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 8 (-1) 18 (+4) 18 (+4) 16 (+3) 19 (+4)
  Damage Vulnerabilities radiant
  Damage Resistances bludgeoning, piercing, and
  slashing from nonmagical attacks
  Damage Immunities cold, necrotic
  Condition Immunities charmed, exhaustion,
  frightened, poisoned
  Senses darkvision 120 ft., truesight 120 ft., passive
  Perception 13
  Languages understands Celestial but utters only
  obscene nonsense
  Challenge 7 (2,900 XP)
  Innate Spellcasting. The atropal's innate spellcasting
  ability is Charisma (spell save DC 15). The atropal
  can innately cast the following spells, requiring no
  material components:
  At will: dispel magic, toll the dead
  3/day: contagion
  Magic Resistance. The atropal has advantage on
  saving throws against spells and other magical
  effects.
  Negative Energy Aura. Creatures within 30 feet of the
  atropal can't regain hit points, and any creature that
  starts its turn within 30 feet of the atropal takes 7
  (2d6) necrotic damage. If the atropal is struck by a
  vorpal sword, the wielder can cut the atropal's
  umbilical cord instead of dealing damage. If its
  umbilical cord is cut, the atropal loses this feature.
  Actions
  Touch. Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one target. Hit: 10 (3d6) necrotic damage.
  Life Drain. The atropal targets one creature it can see
  within 120 feet of it. The target must make a DC 15
  Constitution saving throw, taking 21 (6d6) necrotic
  damage on a failed save, or half as much damage on
  a successful one. The atropal regains a number of hit
  points equal to half the amount of damage dealt.
  Summon Specter (Recharge 6). The atropal summons
  a specter which materializes within 30 feet of it in
  an unoccupied space it can see. The specter obeys
  its summoner's commands and can't be controlled
  by any other creature. The specter vanishes when it
  drops to 0 hit points or when its summoner dies.
  
  Description
  "Appearing similar to a corpse that has been dug up and
  surgically modified, this creature stands nearly 7 feet tall, but
  is extraordinarily thin. Its arms are extra long, hanging nearly
  to mid-calf. Its head is wide and wedge-shaped, with a split
  mouth that opens wider than that of a normal humanoid. Its
  teeth glitter like shards of black, steaming ice."
  Crafted in bygone days by power-mad wizards searching to
  create the perfect undead guardians, blasphemes still roam
  forgotten areas, seeking to destroy nonevil creatures with
  their blasphemous bite. They are most likely to be
  encountered near ruins of ancient cities where magic was
  valued more highly than personal liberty or morals. If the
  secret of creating or calling a blaspheme into the world still
  exists, it is buried in just such a location.
  Each blaspheme is created with parts from multiple
  ancient corpses, with teeth specially harvested from
  sacrifices to evil powers. However, blasphemes are not
  hulking, slow-moving constructs; rather, they are lithe and
  deadly, aware of their surroundings and capable of directing
  their own actions.
  Blasphemes stand just under 7 feet tall and weigh about
  190 pounds.
  Combat
  A blaspheme resonates with evil power, the focus of which is
  concentrated in its teeth. Thus, blasphemes charge into
  combat in almost every situation, attempting to bite their
  victims as quickly as possible.
  4
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Blaspheme
  Medium undead, neutral evil
  Armor Class 16 (natural armor)
  Hit Points 153 (18d8 + 72)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5) 12 (+1) 18 (+4) 5 (–3) 15 (+2) 10 (+0)
  Saving Throws Wis +5
  Skills Athletics +8, Perception +5, Survival +5
  Damage Immunities cold, necrotic, poison
  Condition Immunities exhaustion, frightened,
  poisoned, unconscious
  Senses darkvision 60 ft., passive Perception 15
  Languages Common
  Challenge 8 (3900 XP)
  Aggressive. As a bonus action, the blaspheme can
  move up to its speed toward a hostile creature that
  it can see.
  Turn Resistance. The blaspheme has advantage on
  saving throws against effects that turns undead.
  Undead Fortitude. If damage reduces the blaspheme
  to 0 hit points, it must make a Constitution saving
  throw with a DC of 5 + the damage taken, unless the
  damage is radiant or from a critical hit. On a
  success, the blaspheme drops to 1 hit point instead.
  Actions
  Multiattack. The blaspheme makes two melee
  attacks.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft.,
  one target. Hit: 16 (2d10 + 5) piercing damage plus
  7 (2d6) necrotic damage. If the target is a non-evil
  creature, it must succeed on a DC 15 Constitution
  saving throw or its hit point maximum is reduced by
  an amount equal to the damage taken. This
  reduction lasts until the creature finishes a long rest.
  The target dies if this effect reduces its hit point
  maximum to 0.
  
  Description
  "This frigid corpse is so cold that it is frosted with icy
  crystals. Sensing the warmth of life, it shambles eagerly
  toward its victims. Its eyes reflect the vacuum of the void, its
  touch chills to the bone, and its very presence seems to drain
  the heat from your pores."
  When inactive, a bleakborn appears to be nothing but a
  humanoid corpse, slain either by bitterly cold conditions (or if
  in a warmer environment, as if by a magical cold attack so
  potent that the corpse still sparkles with ice crystals).
  However, whenever any living creature comes to within 30
  feet of an inactive bleakborn, the warmth and life of the
  interloper revive the undead creature, giving it purpose and a
  icy semblance of life.
  Bleakborns are also referred to as Moil zombies in some
  lesser-known tomes about undead, in supposed reference to
  the cursed city in which they first arose. A bleakborn is not
  marked by direct violence; rather, it looks like a humanoid
  that has been flash-frozen, with discoloration and some
  ruptured flesh showing here and there.
  A bleakborn stands a little over 6 feet tall and weighs
  between 150 and 230 pounds.
  Combat
  A bleakborn actively moves toward living creatures,
  attempting to keep them within range of its heat-draining
  aura. If possible, a bleakborn pummels a living creature with
  its ice-cold limbs, hoping to deprive its victim of all warmth
  and life.
  5
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Bleakborn
  Medium undead, neutral evil
  Armor Class 14 (natural armor)
  Hit Points 110 (13d8 + 52)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4) 15 (+2) 18 (+4) 14 (+2) 14 (+2) 15 (+2)
  Saving Throws Con +7
  Damage Resistances necrotic
  Damage Immunities fire, poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 12
  Languages Common, Moilian
  Challenge 6 (2300 XP)
  Create Spawn. A humanoid slain by the bleakborn
  rises as a bleakborn after 1 minute. Constructs are
  not affected by this feature.
  Fire Absorption. Whenever the bleakborn is
  subjected to fire damage, it takes no damage and
  instead regains a number of hit points equal to the
  fire damage dealt.
  Heat-Draining Aura. At the start of each of the
  bleakborn's turns, each creature within 30 feet of it
  takes 7 (2d6) cold damage. The bleakborn regains 5
  hit points for each creature damaged by this effect.
  Undead Fortitude. If damage reduces the bleakborn
  to 0 hit points, it must make a Constitution saving
  throw with a DC of 5 + the damage taken, unless the
  damage is radiant or from a critical hit. On a
  success, the bleakborn drops to 1 hit point instead.
  Actions
  Multiattack. The bleakborn makes two melee attacks.
  Chilling Grasp. Melee Weapon Attack: +7 to hit,
  reach 5 ft., one target. Hit: 22 (4d8 + 4) cold
  damage.
  
  Description
  "A clot of animate blood the size of a small house, this
  amoeba of failed life is hungry to add new blood to its oozing
  body."
  The half-congealed blood of past victims gives a blood
  amniote its form, and its ties to the Negative Energy Plane
  give the creature animation. Mindless, it seeks only to pierce
  the fleshy carapace of all living creatures it comes upon so it
  can draw out the blood beneath.
  Though these creatures are mindless, vestiges of past
  victims completely drained of blood remain imprinted on
  them. Observers sometimes see these random memories as
  faces that briefly form on the surface of a blood amniote, only
  to fall away again to formlessness moments later.
  Combat
  When a blood amniote senses potential prey, it quickly moves
  to engage, hoping to draw out the blood of its victims in full
  quantity.
  6
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Blood Amniote
  Huge undead, neutral evil
  Armor Class 8
  Hit Points 171 (18d12 + 54)
  Speed 30 ft., climb 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  6 (–2)
  16 (+3)
  2 (–4) 6 (–2)
  1 (–5)
  Damage Immunities necrotic, poison
  Condition Immunities blinded, charmed, deafened,
  exhaustion, frightened, poisoned, prone
  Senses blindsight 60 ft. (blind beyond this radius),
  passive Perception 8
  Languages —
  Challenge 9 (5000 XP)
  Amorphous. The blood amniote can move through a
  space as narrow as 1 inch wide without squeezing.
  Self Spawn. When the blood amniote kills a living
  creature that has blood, it gains 1 hit die, increasing
  its current and maximum hit points accordingly.
  When the blood amniote has gained 18 additional
  hit dice, it can use its action to split into two regular
  blood amniotes, each one having 18 hit dice as
  normal.
  Actions
  Multiattack. The blood amniote makes two melee
  attacks.
  Blood Call. Melee Weapon Attack: +9 to hit, reach
  10 ft., one target. Hit: 8 (1d6 + 5) bludgeoning
  damage plus 21 (6d6) necrotic damage. If the target
  is a creature that has blood, it must succeed on a
  DC 15 Constitution saving throw or its hit point
  maximum is reduced by an amount equal to the
  damage taken. This reduction lasts until the creature
  finishes a long rest. The target dies if this effect
  reduces its hit point maximum to 0.
  
  Description
  "This cloud of buzzing insects boils toward its victims,
  droning ominously in its strangely deep pitch and
  accompanied by the sickly sweet aroma of blood."
  A bloodmote cloud is made up of undead mosquitoes with
  a blood thirst. While a living mosquito is hardly more than an
  annoyance, and a swarm of the same is hardly cause for
  alarm, the appearance of a concentrated swarm of undead
  bloodsuckers is a calamity.
  Combat
  A bloodmote cloud seeks to engulf and suck dry any living
  prey it encounters. A bloodmote cloud is never sated.
  7
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Bloodmote Cloud
  Medium swarm of tiny undead, neutral evil
  Armor Class 13 (natural armor)
  Hit Points 39 (6d8 + 12)
  Speed 10 ft., fly 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  3 (–4)
  14 (+2)
  15 (+2)
  2 (–4) 8 (–1)
  4 (–3)
  Damage Resistances bludgeoning, piercing, slashing
  Damage Immunities poison
  Condition Immunities charmed, frightened, grappled,
  paralyzed, petrified, poisoned, prone, restrained,
  stunned
  Senses blindsight 10 ft., darkvision 60 ft., passive
  Perception 9
  Languages —
  Challenge 6 (2300 XP)
  Stench. Any creature that starts its turn with the
  bloodmote cloud in its space must succeed on a DC
  13 Constitution saving throw or be poisoned until
  the start of its next turn.
  Swarm. The swarm can occupy another creature's
  space and vice versa, and the swarm can move
  through any opening large enough for a Tiny
  mosquito. The swarm can't regain hit points or gain
  temporary hit points.
  Actions
  Blood Drain. Melee Weapon Attack: +5 to hit, reach
  0 ft., one target in the swarm's space. Hit: 10 (4d4)
  piercing damage plus 5 (2d4) necrotic damage, or 5
  (2d4) piercing damage plus 2 (1d4) necrotic
  damage if the swarm has half of its hit points or
  fewer.
  
  Description
  "With the scrabble of hundreds of bony claws, a mass of tiny
  skeletal creatures surges across the floor, with pinpoints of
  red light gleaming in their empty eye sockets."
  A bone rat swarm is a mass of undead skeletal rats.
  Though individually such creatures would pose little risk, in
  great numbers they can strip a creature clean in short order.
  Combat
  A bone rat swarm seeks to engulf and devour any living prey
  it encounters.
  8
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Bone Rat Swarm
  Medium swarm of tiny undead, neutral evil
  Armor Class 13
  Hit Points 36 (8d8)
  Speed 15 ft., climb 15 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (–1) 16 (+3) 10 (+0) 2 (–4) 10 (+0) 3 (–4)
  Damage Vulnerabilities bludgeoning
  Damage Resistances piercing, slashing
  Damage Immunities poison
  Condition Immunities charmed, frightened, grappled,
  paralyzed, petrified, poisoned, prone, restrained,
  stunned
  Senses darkvision 60 ft., passive Perception 10
  Languages —
  Challenge 3 (700 XP)
  Keen Smell. The swarm has advantage on Wisdom
  (perception) checks that rely on smell.
  Swarm. The swarm can occupy another creature's
  space and vice versa, and the swarm can move
  through any opening large enough for a Tiny rat. The
  swarm can't regain hit points or gain temporary hit
  points.
  Actions
  Bites. Melee Weapon Attack: +5 to hit, reach 0 ft.,
  one creature in the swarm's space. Hit: 14 (4d6)
  piercing damage, or 7 (2d6) piercing damage if the
  swarm has half of its hit points or fewer. The target
  must make a DC 10 Constitution saving throw,
  taking 7 (2d6) poison damage on a failed save, or
  half as much damage on a successful one.
  
  Description
  "The pile of bones before you stirs. The bones rise and
  reform, and as each bone finds its proper place, the shape of
  a huge serpentine creature emerges, one whose form is
  composed of interlocking bones, its head the skull of some
  unnamed and long-dead beast."
  A boneyard is an undead creature made entirely from the
  bones of other dead creatures. However, unlike a skeleton or
  similar monster, a boneyard's form is fluid in the sense that it
  can appear merely as a pile of bones, or as a serpent
  composed of bones, or some other form of its choice.
  Boneyards have been called by many names, depending upon
  where they are encountered, including bone weirds, dancing
  bones, and bonetakers.
  A boneyard weighs between 4,000 and 8,000 pounds,
  depending on the number of bones it has subsumed.
  Combat
  A boneyard seeks to bite and subsume the bones of its foes. If
  it can grapple a creature using its tail, it pulls it directly into
  its mass and attempts to kill it with Utter Subsumption as
  quickly as possible.
  9
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Boneyard
  Huge undead, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 207 (18d12 + 90)
  Speed 40 ft., burrow 40 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5) 14 (+2) 21 (+5) 16 (+3) 17 (+3) 17 (+3)
  Saving Throws Con +10
  Damage Resistances necrotic
  Damage Immunities cold, poison
  Condition Immunities charmed, exhaustion, frightened,
  paralyzed, petrified, poisoned, prone, restrained
  Senses tremorsense 60 ft., darkvision 120 ft., passive
  Perception 13
  Languages Common, Primordial
  Challenge 13 (10000 XP)
  Bone Subsumption. When the boneyard deals damage
  to a creature with bone inside of it, the target must
  succeed on a DC 16 Constitution saving throw or its
  hit point maximum is reduced by an amount equal to
  the damage taken. This reduction lasts until the
  creature finishes a long rest. The target dies if this
  effect reduces its hit point maximum to 0.
  Summon Minotaur Skeletons (1/Day). As a bonus action,
  three minotaur skeletons emerge from the body of the
  boneyard. A skeleton summoned in this way treats the
  boneyard as its master, and follows its orders to the
  best of its ability. After 1 hour, the minotaur skeletons
  are reabsorbed into the boneyard's body.
  Actions
  Multiattack. The boneyard makes three attacks: two with
  its bite and one with its tail.
  Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one
  target. Hit: 14 (2d8 + 5) piercing damage plus 7 (2d6)
  acid damage.
  Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one
  target. Hit: 12 (2d6 + 5) bludgeoning damage, and the
  target is grappled (escape DC 16). Until this grapple
  ends, the boneyard can't use its tail on another target.
  Utter Subsumption. The boneyard makes one tail attack
  against a Large or smaller target it is grappling. If the
  attack hits, the target takes an additional 41 (8d8 + 5)
  bludgeoning damage. If this damage reduces the target
  to 0 hit points, the boneyard crushes the target, killing
  it instantly. The target's skeletal features (if any) are
  then absorbed into the body of the boneyard.
  Legendary Actions
  The boneyard can take 3 legendary actions, choosing
  from the options below. Only one legendary action
  option can be used at a time and only at the end of
  another creature's turn. The boneyard regains spent
  legendary actions at the start of its turn.
  Move. The boneyard moves up to its speed.
  Summon Skeletons (Costs 2 Actions). 7 (1d4 + 5)
  skeletons emerge from the body of the boneyard.
  These skeletons act on their own initiative count and
  follow the boneyard's orders to the best of their
  ability.
  
  Description
  "This gore-streaked, four-footed animal seems like a cross
  between a overlarge rat and a wolf, though even that can't
  explain the extraordinary size of its toothy jaws."
  Carcass eaters are most often found digging up fresh
  graves for food or, where opportunity is less available,
  hunting the night for prey.
  An adult carcass eater is 3 to 4 feet long and weighs 65 to
  75 pounds.
  Combat
  Carcass eaters attack with their sharp claws and teeth. When
  it reduces a creature to 0 hit points, it prefers to kill the
  creature as quickly as possible.
  10
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  Carcass Eater
  Small beast, unaligned
  Armor Class 14 (natural armor)
  Hit Points 16 (3d6 + 6)
  Speed 40 ft., burrow 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 12 (+1) 14 (+2) 3 (–4) 14 (+2) 6 (–2)
  Skills Perception +4, Stealth +3, Survival +4
  Senses darkvision 60 ft., passive Perception 14
  Languages —
  Challenge 1/2 (100 XP)
  Blood Frenzy. The carcass eater has advantage on
  melee attack rolls against any creature that doesn't
  have all its hit points.
  Keen Smell. The carcass eater has advantage on
  Wisdom (perception) checks that rely on smell.
  Actions
  Multiattack. The carcass eater makes two attacks:
  one with its bite and one with its claw.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 6 (1d8 + 2) piercing damage.
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 5 (1d6 + 2) slashing damage.
  
  Description
  "This tall, gaunt, coal-black humanoid flickers with a blue-
  white flame. Its bright yellow eyes gleam with menace."
  Cinderspawn are burnt-out undead remnants of creatures
  of elemental fire. They hate living creatures for their warmth
  and seek to destroy all such beings.
  Like a fire elemental, a cinderspawn takes damage from
  and won't willingly enter a body of water. A body of water is
  an impassable barrier for a cinderspawn unless the creature
  can step or jump over it.
  Combat
  A cinderspawn chooses targets carefully, using its Sudden
  Rush action to reach vulnerable opponents that might
  otherwise be protected by comrades.
  11
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  Cinderspawn
  Medium undead, chaotic evil
  Armor Class 13
  Hit Points 97 (13d8 + 39)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 17 (+3) 16 (+3) 11 (+0) 12 (+1) 14 (+2)
  Skills Acrobatics +6, Perception +4, Stealth +6
  Damage Immunities fire, poison
  Condition Immunities exhaustion, petrified,
  poisoned, unconscious
  Senses darkvision 60 ft., passive Perception 14
  Languages Ignan
  Challenge 6 (2300 XP)
  Frostfire Shield. A creature that touches the
  cinderspawn or hits it with a melee attack while
  within 5 feet of it takes 5 (1d10) cold damage as
  the cinderspawn drains its body heat.
  Illumination. The cinderspawn sheds bright light in a
  10-foot radius and dim light for an additional 10
  feet.
  Water Susceptibility. For every 5 feet the
  cinderspawn moves in water, or for every gallon of
  water splashed on it, it takes 1 cold damage.
  Actions
  Multiattack. The cinderspawn makes two touch
  attacks. If both attacks hit the same target, the
  cinderspawn also gains 10 temporary hit points.
  Touch. Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one target. Hit: 13 (3d6 + 3) cold damage.
  Drain Heat (Recharge 6). The cinderspawn drains the
  heat of each creature within 15 feet of it. Each
  creature in that area must make a DC 14
  Constitution saving throw, taking 27 (6d8) cold
  damage on a failed save, or half as much damage on
  a successful one. If the saving throw fails by 5 or
  more, a creature also suffers one level of exhaustion.
  Sudden Rush. Until the end of the turn, the
  cinderspawn's speed increases by 60 feet and it
  doesn't provoke opportunity attacks.
  
  Description
  "Leaving a stinking trail of blood and rotting entrails, the
  horde of tiny rat corpses squirms and squeals toward its
  victims."
  Like a bone rat swarm, a corpse rat swarm is made up of
  countless undead rats. These, however, are closer to zombies
  than skeletons, with hunks of rotting flesh still hanging on
  their bones. They are even more disease-ridden than a
  normal rat swarm, and every bit as hungry for flesh.
  Combat
  A corpse rat swarm seeks to engulf and devour any living
  prey it encounters.
  Description
  "A four-foot-long dead-white segmented worm heaves into
  view. Eyeless, drooling stinking ichor from its clacking
  mandibles, the monstrosity resembles nothing so much as a
  maggot grown orders of magnitude too large."
  A maggot is the worm-shaped larva of a fly, but a dire
  maggot is the larva of similarly monstrous flying vermin.
  While regular maggots are found in decaying matter, dire
  maggots are large, quick, and aggressive enough to seek out
  living prey for nourishment.
  Combat
  Dire maggots seek to paralyze their prey, though still-
  squirming prey is just as good to the mindless maggot.
  12
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  Corpse Rat Swarm
  Medium swarm of tiny undead, neutral evil
  Armor Class 14 (natural armor)
  Hit Points 40 (9d8)
  Speed 15 ft., climb 15 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (–1) 16 (+3) 10 (+0) 2 (–4) 10 (+0) 3 (–4)
  Damage Resistances bludgeoning, piercing, slashing
  Damage Immunities poison
  Condition Immunities charmed, frightened, grappled,
  paralyzed, petrified, poisoned, prone, restrained,
  stunned
  Senses darkvision 60 ft., passive Perception 10
  Languages —
  Challenge 4 (1100 XP)
  Keen Smell. The swarm has advantage on Wisdom
  (perception) checks that rely on smell.
  Swarm. The swarm can occupy another creature's
  space and vice versa, and the swarm can move
  through any opening large enough for a Tiny rat. The
  swarm can't regain hit points or gain temporary hit
  points.
  Undead Fortitude. If damage reduces the swarm to 0
  hit points, it must make a Constitution saving throw
  with a DC of 5 + the damage taken, unless the
  damage is radiant or from a critical hit. On a
  success, the swarm drops to 1 hit point instead.
  Actions
  Bites. Melee Weapon Attack: +5 to hit, reach 0 ft.,
  one creature in the swarm's space. Hit: 14 (4d6)
  piercing damage, or 7 (2d6) piercing damage if the
  swarm has half of its hit points or fewer. The target
  must make a DC 10 Constitution saving throw,
  taking 7 (2d6) poison damage on a failed save, or
  half as much damage on a successful one.
  Dire Maggot
  Small beast, unaligned
  Armor Class 13 (natural armor)
  Hit Points 44 (8d6 + 16)
  Speed 40 ft., climb 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 12 (+1) 14 (+2) 3 (–4) 14 (+2) 5 (–3)
  Senses darkvision 60 ft., passive Perception 12
  Languages —
  Challenge 2 (450 XP)
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 10 (2d6 + 3) piercing damage. If the
  target is a creature, it must succeed on a DC 12
  Constitution saving throw or be paralyzed until the
  end of the maggot's next turn.
  
  Description
  "A lone, wavering figure begins a song. The haunting melody
  echoes through the air, calling for you to dance. The music
  makes your soul shrivel, but it also makes you smile. How can
  something be so awful and so wonderful at the same time?"
  A crypt chanter's voice is the perfect horror, at once
  compelling and dreadful. These undead creatures sometimes
  appear to be playing spectral viols, flutes, drums, or any other
  instruments they choose, varying from chanter to chanter.
  Combat
  A crypt chanter's strength and shield is its music. A crypt
  chanter seeks to snare its victims with its music, and then
  drain them of life with the same melody. If threatened, a crypt
  chanter retreats into a nearby wall or other handy physical
  barrier.
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  Crypt Chanter
  Medium undead, chaotic evil
  Armor Class 14
  Hit Points 90 (12d8 + 36)
  Speed 0 ft., fly 60 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (–2) 18 (+4) 16 (+3) 13 (+1) 16 (+3) 18 (+4)
  Saving Throws Wis +6
  Skills Deception +7, Insight +6, Stealth +7
  Damage Resistances acid, cold, fire, lightning, thunder;
  bludgeoning, piercing, and slashing from nonmagical
  attacks that aren't silvered
  Damage Immunities necrotic, poison
  Condition Immunities charmed, exhaustion, grappled,
  paralyzed, petrified, poisoned, prone, restrained
  Senses darkvision 60 ft., passive Perception 13
  Languages the languages it knew in life
  Challenge 7 (2900 XP)
  Captivating Presence. While the crypt chanter isn't
  incapacitated, any non-undead creature that starts its
  turn within 60 feet of the crypt chanter and can hear its
  melody must make a DC 15 Wisdom saving throw. On
  a failed save, the creature becomes charmed by the
  crypt chanter for 1 minute, until the creature is farther
  than 60 feet away from it, until the crypt chanter is
  incapacitated or dies, or until the creature becomes
  deafened. On a successful save, the creature becomes
  immune to the crypt chanter's Captivating Presence for
  24 hours.
  Create Spawn. The spirit of a humanoid slain by the
  crypt chanter rises as a specter after 1 minute. The
  specter is under the crypt chanter's control.
  Incorporeal Movement. The crypt chanter can move
  through other creatures and objects as if they were
  difficult terrain. It takes 5 (1d10) force damage if it
  ends its turn inside an object.
  Sunlight Sensitivity. While in sunlight, the crypt chanter
  has disadvantage on attack rolls, as well as on Wisdom
  (Perception) checks that rely on sight.
  Actions
  Draining Melody. Each creature within 60 feet of the
  crypt chanter that is charmed by it must succeed on a
  DC 15 Wisdom saving throw or take 14 (4d6) psychic
  damage and suffer one level of exhaustion.
  Life Drain. The crypt chanter targets one creature it can
  see within 60 feet of it that isn't charmed. The target
  must succeed on a DC 15 Constitution saving throw,
  taking 21 (6d6) necrotic damage on a failed save, or
  half as much damage on a successful one. The crypt
  chanter regains a number of hit points equal to half the
  amount of damage dealt.
  Legendary Actions
  The crypt chanter can take 2 legendary actions,
  choosing from the options below. Only one legendary
  action can be used at a time and only at the end of
  another creature's turn. The crypt chanter regains spent
  legendary actions at the start of its turn.
  Move. The crypt chanter moves up to half its speed.
  Enthrall. Each creature within 60 feet of the crypt
  chanter that is charmed by it and can hear its melody
  must make a DC 15 Wisdom saving throw. On a
  failed save, a creature takes 7 (2d6) psychic damage
  and must use its reaction, if available, to move up to
  its speed towards the crypt chanter.
  
  Description
  "This small, salt-encrusted humanoid figure looks parched
  and gasping. Around it, a dry, hot breeze seems to blow from
  nowhere."
  Desiccators are the dried-out undead remnants of
  creatures of elemental water. They long to quench their
  tremendous thirst with the precious fluids of living creatures.
  Thanks to their withered forms, desiccators are sometimes
  mistaken for mummies, although they wear none of the
  wrappings common to those creatures. Cursed to remain
  forever bereft of the watery form it had in life, the desiccator
  envies and despises all living things.
  Most desiccators stand about 4 feet tall but weigh only 30
  to 40 pounds.
  Combat
  A desiccator opens combat with its Desiccating Breath,
  seeking to make opponents vulnerable to its Fatiguing Touch.
  Dream Vestige:
  Entropic Reaper:
  14
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  Desiccator
  Small undead, neutral evil
  Armor Class 13
  Hit Points 27 (5d6 + 10)
  Speed 20 ft., swim 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (–1) 17 (+3) 14 (+2) 8 (–1) 11 (+0) 13 (+1)
  Saving Throws Con +4
  Damage Resistances acid
  Damage Immunities necrotic, poison
  Condition Immunities exhaustion, petrified,
  poisoned, unconscious
  Senses darkvision 60 ft., passive Perception 10
  Languages Aquan
  Challenge 2 (450 XP)
  Aggressive. As a bonus action, the desiccator can
  move up to its speed toward a hostile creature that
  it can see.
  Actions
  Fatiguing Touch. Melee Weapon Attack: +4 to hit,
  reach 5 ft., one creature. Hit: 10 (2d6 + 3) necrotic
  damage, and the desiccator gains temporary hit
  points equal to half the amount of damage dealt.
  Desiccating Breath (Recharge 5-6). The desiccator
  exhales desiccating air in a 15-foot cone. Each
  creature in that area must make a DC 12
  Constitution saving throw, taking 10 (3d6) necrotic
  damage on a failed save, or half as much damage on
  a successful one. If the saving throw fails by 5 or
  more, a creature also gains vulnerability to necrotic
  damage until the end of the desiccator's next turn
  unless they have resistance or immunity to such
  damage.
  
  Description
  "A mighty river of fog streams forward like an evil waterfall,
  swollen with storm and spray. Accompanying the shape is a
  susurrus of dreamlike voices that murmur, cry, and rail
  against some terrible fate. Slender tendrils of mist extend
  from the mass, patting and feeling for sustenance."
  The original dream vestige was born from the nightmares
  of an entire city, as all of its citizens died in cursed sleep (a
  curse that some attribute to Orcus). Since then, that creature
  has spawned itself many times over.
  A dream vestige is a hunter; it hunts for other creatures to
  incorporate into itself—mind and body, living or undead.
  Thus, even the undying have cause to fear a dream vestige,
  which preys on its own. It stalks prey on rooftops, behind
  walls, or under floors, unseen by its victims. A sudden
  visceral dread heralds the creature's arrival, at which time the
  whispers, moans, and lamenting of its subsumed victims
  becomes audibly apparent.
  Combat
  A dream vestige uses every ability it has at its disposal to
  disrupt and crumble the minds and bodies of the living,
  seeking to draw ever more creatures into itself.
  15
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  Dream Vestige
  Huge undead, chaotic evil
  Armor Class 14
  Hit Points 157 (15d12 + 60)
  Speed 0 ft., fly 60 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (–5) 18 (+4) 18 (+4) 14 (+2) 16 (+3) 18 (+4)
  Saving Throws Int +7, Wis +8, Cha +9
  Damage Resistances acid, cold, fire, lightning, thunder
  Damage Immunities necrotic, poison; bludgeoning,
  piercing, and slashing from nonmagical attacks that
  aren't silvered
  Condition Immunities charmed, exhaustion, frightened,
  grappled, paralyzed, petrified, poisoned, prone,
  restrained
  Senses darkvision 120 ft., passive Perception 13
  Languages the languages its victims knew in life
  Challenge 16 (15000 XP)
  Desecrating Aura. The vestige emanates an aura of utter
  desecration out to a range of 30 feet. Non-undead
  creatures can't regain hit points while within this aura.
  Additionally, any undead ally of the vestige that is
  within the aura makes saving throws with advantage,
  and that ally regains 1d6 hit points whenever it starts
  its turn there.
  Form Consumption. When the vestige kills a living
  creature, the victim's body is automatically engulfed
  and dissolved by the dream vestige, and its soul is
  absorbed and added to the dream vestige's form. The
  dream vestige gains 1 hit die, increasing its current and
  maximum hit points accordingly.
  When the dream vestige has gained 15 additional hit
  dice, it can use its action to split into two regular dream
  vestiges, each one having 15 hit dice as normal.
  Incorporeal Movement. The vestige can move through
  other creatures and objects as if they were difficult
  terrain. It takes 5 (1d10) force damage if it ends its turn
  inside an object.
  Legendary Resistance (3/Day). If the vestige fails a saving
  throw, it can choose to succeed instead.
  Magic Resistance. The vestige has advantage on saving
  throws against spells and other magical effects.
  Actions
  Multiattack. The vestige can use its Frightful Presence. It
  then makes three tendril attacks.
  Tendril. Melee Weapon Attack: +9 to hit, reach 10 ft.,
  one target. Hit: 15 (2d10 + 4) necrotic damage.
  Etherealness. The vestige magically enters the Ethereal
  Plane from the Material Plane, or vice versa.
  Frightful Presence. Each creature of the vestige's choice
  that is within 120 feet of the vestige and aware of it
  must succeed on a DC 17 Wisdom saving throw or
  become frightened for 1 minute. A creature can repeat
  the saving throw at the end of each of its turns, ending
  the effect on itself on a success. If a creature's saving
  throw is successful or the effect ends for it, the
  creature is immune to the vestige's Frightful Presence
  for the next 24 hours.
  Legendary Actions
  The vestige can take 3 legendary actions, choosing
  from the options below. Only one legendary action
  option can be used at a time and only at the end of
  another creature's turn. The vestige regains spent
  legendary actions at the start of its turn.
  Move. The vestige moves up to half its speed.
  Nightmare. The vestige targets one frightened creature
  that it can see within 60 feet of it. The target must
  make a DC 17 Wisdom saving throw. On a failed
  save, the target takes 11 (2d10) psychic damage,
  and the vestige magically learns one fact or secret
  about the target.
  Disrupt Life (Costs 2 Actions). Each non-undead creature
  within 30 feet of the vestige must make a DC 17
  Constitution saving throw, taking 28 (8d6) necrotic
  damage on a failed save, or half as much damage on
  a successful one.
  
  Description
  "This shrunken and disfigured humanoid carcass moves
  under the power of its own animation, though the details of
  its shape are blurred beneath a coating of filth and grave
  dirt."
  Entombers are undead animated by necromancers who
  prefer to leave the dirty work to their servants. The
  entombers are perfect for putting bodies in the ground, or
  bringing them out, depending on the needs of their masters.
  They usually inhabit cemeteries, catacombs, or other places
  where many corpses might be found. Unless specifically
  commanded otherwise, entombers treat all living creatures
  as subjects for their entombing power.
  Entombers are filthy, streaked with dirt, and sometimes
  even bits of desiccated flesh (not their own), jewelry, and
  other small bits taken from the bodies they exhume or
  entomb. They stink of both carrion and embalming
  alchemical fluids. Closer scrutiny reveals their lips are sewn
  shut.
  Most entombers are about 6 feet tall and weigh about 160
  pounds.
  Combat
  In melee combat, an entomber's fist is a powerful weapon.
  However, the fear associated with entombers is more due to
  their ability to entomb foes with their attack. Entombers
  enjoy entombing unconscious foes that have no chance of
  fighting back, but unless specifically commanded otherwise,
  entombers treat all living creatures as subjects for their
  entombing power.
  16
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  Entomber
  Medium undead, lawful evil
  Armor Class 15 (natural armor)
  Hit Points 97 (13d8 + 39)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  12 (+1)
  16 (+3) 6 (–2)
  12 (+1)
  7 (–2)
  Saving Throws Wis +4
  Skills Athletics +7, Perception +4
  Senses darkvision 60 ft., passive Perception 14
  Languages understands Common but can't speak
  Challenge 5 (1800 XP)
  Grappler. The entomber has advantage on attack rolls
  against any creature grappled by it. Additionally, the
  entomber can use a bonus action to attempt to grapple
  one creature within its reach.
  Turn Resistance. The entomber has advantage on saving
  throws against effects that turn undead.
  Undead Fortitude. If damage reduces the entomber to 0
  hit points, it must make a Constitution saving throw
  with a DC of 5 + the damage taken, unless the damage
  is radiant or from a critical hit. On a success, the
  entomber drops to 1 hit point instead.
  Actions
  Multiattack. The entomber makes two melee attacks.
  Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one
  target. Hit: 7 (1d6 + 4) bludgeoning damage plus 7
  (2d6) necrotic damage.
  Entomb. The entomber attempts to bury one creature it
  is grappling. The target must succeed on a DC 15
  Strength saving throw or be pounded bodily into a
  shallow grave that bulges out of the ground and reveals
  its location. This ability doesn't work in locations with a
  basement or open level immediately below, nor can the
  creature entomb victims in a magical substance or a
  floor made of solid metal or a similar substance.
  While entombed, the creature is blinded, prone, and
  restrained, and it has total cover. Additionally, the
  creature is no longer grappled, but it can't breath and is
  suffocating.
  To escape being entombed, the target or a creature
  within 5 feet of the grave can take an action to attempt
  to clear away the tomb by making a DC 14 Strength
  check. After two of these checks succeed (they needn't
  be consecutive), the target is freed from the tomb,
  although it remains prone in the same space.
  Exhume. The entomber touches the top of a grave or
  space where a creature is buried no deeper than 10
  feet. The body immediately rises to the surface via this
  magic, leaving no hole or tunnel. A body is not harmed
  when brought to the surface in this manner.
  Reactions
  Defend Grave. The entomber can attempt to shove one
  creature that enters its reach.
  
  Description
  "A skeletal being cloaked in a great black robe and head-
  concealing hood holds a large scythe in both hands. The head
  of the scythe is an absence in space, a blade-shaped hole in
  reality that draws in the light around it."
  Entropic reapers are undead that arise in Limbo. They
  enforce the twisted edicts of chaotic beings that decree the
  death of lawful creatures (though an entropic reaper is not
  particular about the alignments of the creatures it brings
  low). Though originating in Limbo, entropic reapers spend
  much of their time in the Material Plane, seeking to apply
  their entropic scythes to the necks of the living.
  Entropic reapers stand about 6-1/2 feet tall and weigh
  about 180 pounds.
  Combat
  An entropic reaper uses its enhanced scythe to wreak terrible
  damage on those it decides must die (which includes most
  creatures it happens to meet). It prefers to focus on one target
  at a time and will attempt to get the jump on them via its
  stealth-based abilities, but if it has to, it will use its Cleave
  legendary action to decimate multiple foes at once.
  17
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  Entropic Reaper
  Medium undead, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 130 (20d8 + 40)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 19 (+4) 14 (+2) 12 (+1) 16 (+3) 18 (+4)
  Saving Throws Dex +8, Con +6, Wis +7
  Skills Acrobatics +8, Perception +7, Stealth +8
  Damage Immunities necrotic, poison
  Condition Immunities charmed, exhaustion, frightened,
  paralyzed, petrified, poisoned, unconscious
  Senses darkvision 60 ft., passive Perception 17
  Languages Abyssal, Celestial, Common
  Challenge 12 (8400 XP)
  Evasion. If the entropic reaper is subjected to an effect
  that allows it to make a Dexterity saving throw to take
  only half damage, the entropic reaper instead takes no
  damage if it succeeds on the saving throw, and only
  half damage if it fails.
  Innate Spellcasting. The entropic reaper's innate
  spellcasting ability is Charisma (spell save DC 16). It
  can innately cast the following spells, requiring no
  material components:
  2/day each: dimension door, invisibility (self only)
  1/day each: fly, plane shift (self only)
  Magic Resistance. The entropic reaper has advantage on
  saving throws against spells and other magical effects.
  Magic Weapons. The entropic reaper's weapon attacks
  are magical.
  Shadow Stealth. While in dim light or darkness, the
  entropic reaper can take the Hide action as a bonus
  action.
  Actions
  Multiattack. The entropic reaper makes three melee
  attacks.
  Entropic Scythe. Melee Weapon Attack: +8 to hit, reach
  5 ft., one target. Hit: 15 (2d10 + 4) force damage. If
  the target is a creature, it must make a DC 15
  Constitution saving throw. On a failed save, the victim
  is overwhelmed by searing pain, as its form melts,
  flows, writhes, and boils. Until the end of the entropic
  reaper's next turn, the target must subtract a d4 from
  each of its ability checks and saving throws.
  Entropic Bolt. Ranged Spell Attack: +8 to hit, range 120
  ft., one target. Hit: 26 (4d10 + 4) force damage.
  Legendary Actions
  The entropic reaper can take 3 legendary actions,
  choosing from the options below. Only one legendary
  action option can be used at a time and only at the end
  of another creature's turn. The entropic reaper regains
  spent legendary actions at the start of its turn.
  Teleport. The entropic reaper teleports up to 30 feet to
  an unoccupied space that it can see.
  Cleave (Costs 2 Actions). The entropic reaper makes a
  melee attack against each creature within 5 feet of it.
  Mince (Costs 3 Actions). The entropic reaper makes
  three melee attacks against one target within 5 feet
  of it. If at least one of the attacks hits, the target
  must succeed on a DC 16 Wisdom saving throw or
  be frightened until the end of the entropic reaper's
  next turn.
  
  Description
  "Roiling and coiling, this long, slender creature snakes
  forward. At first, it does seem like a snake, if strangely wide
  and loose-skinned, but an instant later the creature is
  revealed for what it is—an evacuated but horribly animate
  humanoid skin that continues to slither onward in an
  unmistakably aggressive manner."
  Forsaken shells are what they appear to be—the empty
  skins of past victims, purged of their bloody and visceral
  former contents. The loose skins possess an amazing
  strength and elasticity, driven by necromantic élan and a
  predatory nature that cannot be denied.
  This creature's ability to strip a skin from a victim and
  animate new versions of itself is terrible enough, but far
  worse is the accidental discovery of the creature's
  depredations before uncovering the creature itself. When a
  forsaken shell skulks into a new area, it seeks to hide the
  evidence of its predation in out-of-the-way places such as
  little-opened closets or beneath piles of discarded supplies.
  Still, sometimes a telltale finger or toe peeking out from the
  obscuring barrier leads to the discovery of tangled, skinless
  bodies of fellow friends or family, their dead eyes reflecting
  their last silent screams.
  Forsaken shells weigh about 20 to 30 pounds.
  Combat
  Forsaken shells are aggressive, but prefer to strike from
  secret against lone prey. However, even forsaken shells,
  despite their lack of form, can feel the need to exact
  vengeance upon someone who has harmed or merely
  threatened other forsaken shells, especially its spawn. When
  this happens, they become implacable enemies, willing to
  attack even large groups of opponents.
  18
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Forsaken Shell
  Medium undead, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 71 (11d8 + 22)
  Speed 30 ft., burrow 15 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4) 14 (+2) 15 (+2) 11 (+0) 10 (+0) 10 (+0)
  Skills Acrobatics +5, Stealth +8
  Damage Immunities necrotic, poison
  Condition Immunities charmed, exhaustion,
  frightened, poisoned, prone, unconscious
  Senses darkvision 60 ft., passive Perception 10
  Languages understands Common but can't speak
  Challenge 6 (2300 XP)
  Amorphous. The forsaken shell can move through a
  space as narrow as 1 inch wide without squeezing.
  In addition, the forsaken shell can enter a hostile
  creature's space and stop there.
  Create Spawn. The skin of a humanoid slain by the
  forsaken shell rises as a forsaken shell after 1
  minute.
  Freedom of Movement. The forsaken shell ignores
  difficult terrain, and magical effects can't reduce its
  speed or cause it to be restrained. It can spend 5
  feet of movement to escape from nonmagical
  restraints or being grappled.
  Nimble Escape. The forsaken shell can take the
  Disengage or Hide action as a bonus action on each
  of its turns.
  Actions
  Multiattack. The forsaken shell makes two skin slap
  attacks. If it is grappling a creature, it can also use
  Constrict.
  Skin Slap. Melee Weapon Attack: +7 to hit, reach 0
  ft., one target. Hit: 13 (2d8 + 4) bludgeoning
  damage, and the target is grappled (escape DC 14).
  While grappled, the target can't speak and is
  restrained, the forsaken shell's speed is 0, and the
  forsaken shell is incapable of grappling or attacking
  any other target.
  Constrict. The forsaken shell attempts to constrict
  one creature it is grappling. The creature must make
  a DC 15 Strength saving throw, taking 15 (2d10 +
  4) bludgeoning damage on a failed save, or half as
  much damage on a successful one. If the saving
  throw fails by 5 or more, the creature runs out of
  breath and begins to suffocate.
  
  Description
  "Preceded by the smell of carrion, this humanoid creature is
  formed of moist (almost muddy) earth, mixed in with small
  bone bits, teeth, and rotting cloth scraps, topped with a dirt-
  encrusted humanoid skull. Its legs are short and thick, and its
  chest and arms somewhat tapering."
  This humanoid golem is composed of magically coherent
  grave earth. A grave dirt golem wears no clothing, though
  sometimes the clothing or the gear of past victims can be
  found mixed in with the medium of its form.
  A grave dirt golem cannot speak or make any vocal noise. It
  walks and moves with a slow, clumsy gait. It weighs around
  800 pounds.
  Combat
  No one likes to be hit by a grave dirt golem because its filth
  fouls the wounds of its enemies and reduces their hit point
  maximums. The golem can regain hit points via its Soul
  Rend, but once it goes berserk, no known method can re-
  establish control.
  19
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Grave Dirt Golem
  Large construct, unaligned
  Armor Class 14 (natural armor)
  Hit Points 133 (14d10 + 56)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  9 (–1)
  18 (+4)
  3 (–4)
  8 (–1)
  1 (–5)
  Damage Immunities necrotic, poison, psychic;
  bludgeoning, piercing, and slashing from nonmagical
  attacks that aren't adamantine
  Condition Immunities charmed, exhaustion, frightened,
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages understands the languages of its creator but
  can't speak
  Challenge 9 (5000 XP)
  Berserk. Whenever the golem starts its turn with 60 hit
  points or fewer, roll a d6. On a 6, the golem goes
  berserk. On each of its turns while berserk, the golem
  attacks the nearest creature it can see. If no creature is
  near enough to move to and attack, the golem attacks
  an object, with preference for an object smaller than
  itself. Once the golem goes berserk, it continues to do
  so until it is destroyed.
  Immutable Form. The golem is immune to any spell or
  effect that would alter its form.
  Magic Resistance. The golem has advantage on saving
  throws against spells and other magical effects.
  Magic Weapons. The golem's weapon attacks are
  magical.
  Negative Energy Absorption. Whenever the golem is
  subjected to necrotic damage, it takes no damage and
  instead regains a number of hit points equal to the
  necrotic damage dealt.
  Actions
  Multiattack. The golem makes two slam attacks.
  Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one
  target. Hit: 16 (2d10 + 5) bludgeoning damage. If the
  target is a creature, it must succeed on a DC 15
  Constitution saving throw or have its hit point
  maximum reduced by an amount equal to the damage
  taken. This reduction lasts until the creature finishes a
  long rest. The target dies if this effect reduces its hit
  point maximum to 0.
  Soul Rend (Recharge 5-6). The golem creates a vortex of
  life-draining energy in a 20-foot radius centered on
  itself. Each non-undead creature in that area must make
  a DC 15 Constitution saving throw, taking 22 (4d10)
  necrotic damage on a failed save, or half as much
  damage on a successful one. The golem regains hit
  points equal to half the necrotic damage it deals to
  each creature.
  
  Description
  "This foul humanoid wears a loose shift, but its mottled,
  decaying flesh is still clearly visible, drawn tightly over bones.
  Hairless, it has a carnivore's sharp teeth and eyes like hot
  coals."
  Like traditional ghouls, gravetouched ghouls haunt
  graveyards, battlefields, and other places rich with the
  carrion for which they hunger. These terrible creatures lurk
  wherever the stench of death hangs heavy, ready to devour
  the unwary.
  Ghouls are said to be created upon the death of a living
  sentient being who savored the taste of the flesh of other
  sentient creatures. This assertion may or may not be true, but
  it does explain the disgusting behavior of these
  anthropophagous undead. Some believe that anyone of
  exceptional debauchery and wickedness runs the risk of
  becoming a gravetouched ghoul. The transformation from
  living beings into fell creatures of the night has warped their
  minds, making them cunning and feral.
  While most humanoids who engage in such activities and
  return from the grave are mere ghouls (as described in the
  Monster Manual), in rare occasions the creation of a ghoul
  briefly draws the attention of Doresain, King of the Ghouls.
  When this happens, the newly formed ghoul does not possess
  the standard statistics for a ghoul, but instead it becomes a
  gravetouched ghoul. These gravetouched ghouls are said to
  be "touched by the King." The DM decides when this occurs.
  Combat
  This creature attacks with surprise, attempting to paralyze a
  target and drag it away from its allies before they can react.
  20
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Gravetouched Ghoul
  Medium undead, chaotic evil
  Armor Class 15 (Unholy Grace)
  Hit Points 39 (6d8 + 12)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 17 (+3) 14 (+2) 12 (+1) 14 (+2) 15 (+2)
  Saving Throws Str +5, Dex +5, Con +4, Int +3, Wis
  +4, Cha +4
  Skills Athletics +5, Perception +4, Stealth +5
  Damage Immunities necrotic, poison
  Condition Immunities charmed, exhaustion,
  frightened, paralyzed, poisoned
  Senses darkvision 120 ft., passive Perception 14
  Languages Common
  Challenge 3 (700 XP)
  Cunning Action. On each of its turns, the ghoul can
  use a bonus action to take the Dash, Disengage, or
  Hide action.
  Turn Resistance. The ghoul has advantage on saving
  throws against effects that turn undead.
  Unholy Grace. The ghoul adds its Charisma modifier
  to its Armor Class and on saving throws (accounted
  for in its statistics).
  Actions
  Multiattack. The ghoul makes two attacks: one with
  its bite and one with its claws. If the ghoul
  successfully paralyzes a creature, it can grapple the
  creature as part of this action.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 10 (2d6 + 3) piercing damage plus
  5 (2d4) necrotic damage. If the target is a non-
  undead creature, it must succeed on a DC 12
  Constitution saving throw or be poisoned until the
  end of its next turn.
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 8 (2d4 + 3) slashing damage. If the
  target is a creature other than an elf or undead, it
  must succeed on a DC 12 Constitution saving throw
  or be paralyzed for 1 minute. The target can repeat
  the saving throw at the end of each of its turns,
  ending the effect on itself on a success.
  
  Description
  "Tramping out of the night is a dreadful giant corpse. For all
  that its eyes are lifeless and devoid of mind, the creature's
  gaze still promises swift death to any that it can catch and
  crush in its mighty grip."
  Any undead army would be happy to recruit a hulking
  corpse. Its raw power combined with its mindless devotion to
  whatever master is powerful enough to command it ensures
  a swift victory over lesser foes. Of course, few can command
  a hulking corpse. Thus, these creatures are often found
  wandering the night, seeking only to crush, destroy, and rend.
  Combat
  A hulking corpse never employs subtlety or strategy. It bulls
  in, attempting to grab and rend its foes until they cease
  moving.
  21
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Hulking Corpse
  Large undead, chaotic evil
  Armor Class 8
  Hit Points 161 (14d10 + 84)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  6 (–2)
  22 (+6)
  3 (–4) 6 (–2)
  5 (–3)
  Saving Throws Str +9, Con +10, Wis +2
  Skills Athletics +9
  Damage Immunities necrotic, poison
  Condition Immunities charmed, exhaustion,
  frightened, paralyzed, poisoned, stunned,
  unconscious
  Senses darkvision 60 ft., passive Perception 8
  Languages understands the languages it knew in life
  but can't speak
  Challenge 9 (5000 XP)
  Aggressive. As a bonus action, the hulking corpse
  can move up to its speed toward a hostile creature
  that it can see.
  Siege Monster. The hulking corpse deals double
  damage to objects and structures.
  Turn Immunity. The hulking corpse is immune to
  effects that turn undead.
  Undead Fortitude. If damage reduces the hulking
  corpse to 0 hit points, it must make a Constitution
  saving throw with a DC of 5 + the damage taken,
  unless the damage is radiant or from a critical hit.
  On a success, the hulking corpse drops to 1 hit
  point instead.
  Actions
  Multiattack. The hulking corpse makes three melee
  attacks. It then attempts to grapple one creature
  within its reach.
  Slam. Melee Weapon Attack: +9 to hit, reach 5 ft.,
  one target. Hit: 14 (2d10 + 5) bludgeoning damage.
  Rend. Melee Weapon Attack: +9 to hit, reach 5 ft.,
  one grappled creature. Hit: 21 (3d10 + 5) slashing
  damage.
  Smash (Recharge 5-6). The hulking corpse bludgeons
  one target within its reach. The target must make a
  DC 17 Strength saving throw, taking 38 (6d10 + 5)
  bludgeoning damage on a failed save, or half as
  much damage on a successful one. If a creature fails
  this saving throw by 5 or more, it is also stunned
  until the end of the creature's next turn.
  
  Description
  "The wavering silhouette of a humanoid materializes. Its
  reaching, half-seen hand threatens to snag your soul."
  A murk is an incorporeal, free-roaming blot of undead
  essence with a nugget of sentience. It exists to spread gloom
  and, when possible, drain life energy.
  Most murks are no more than 6 feet tall.
  Combat
  Murks haunt tombs, crypts, cemeteries, and other places
  where undead roam. They enter melee range as fast as
  possible in order to drain the life of nearby creatures.
  22
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Murk
  Medium undead, chaotic evil
  Armor Class 12
  Hit Points 65 (10d8 + 20)
  Speed 0 ft., fly 60 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (–5) 16 (+3) 14 (+2) 7 (–2) 13 (+1) 14 (+2)
  Damage Resistances acid, cold, fire, lightning,
  thunder; bludgeoning, piercing, and slashing from
  nonmagical attacks
  Damage Immunities necrotic, poison
  Condition Immunities charmed, exhaustion,
  grappled, paralyzed, petrified, poisoned, prone,
  restrained
  Senses darkvision 60 ft., passive Perception 11
  Languages understands Common but utters only
  obscene nonsense
  Challenge 3 (700 XP)
  Create Spawn. The spirit of a humanoid slain by the
  murk rises as a murk after 1 minute.
  Incorporeal Movement. The murk can move through
  other creatures and objects as if they were difficult
  terrain. It takes 5 (1d10) force damage if it ends its
  turn inside an object.
  Sunlight Sensitivity. While in sunlight, the murk has
  disadvantage on attack rolls, as well as on Wisdom
  (Perception) checks that rely on sight.
  Actions
  Life Drain. Melee Weapon Attack: +5 to hit, reach 5
  ft., one creature. Hit: 13 (3d6 + 3) necrotic damage.
  The target must succeed on a DC 12 Constitution
  saving throw or its hit point maximum is reduced by
  an amount equal to the damage taken. This
  reduction lasts until the creature finishes a long rest.
  The target dies if this effect reduces its hit point
  maximum to 0.
  Spirit Erosion (Recharge 6). The murk draws in the
  life force of nearby creatures. Each creature within
  15 feet of the murk that has half of its hit points or
  fewer must make a DC 12 Charisma saving throw.
  On a failed save, a creature suffers one level of
  exhaustion. If the saving throw fails by 5 or more,
  the creature also stunned until the start of the
  murk's next turn.
  
  Description
  "Soft and putrescent, this creature's form is wrapped in tight
  circles of cloth, though bloated, swollen tissue still seeps
  through. The odor of this creature goes beyond the stink of
  carrion; the putrefaction of its body is like a physical force
  that moves before it."
  Plague blights are animated corpses of humanoids who
  died from plague or rot. In undeath, they seek to putrefy all
  that is pure. They are wily and may attempt to trick their
  victims into allowing themselves get close enough to touch.
  Combat
  In melee combat, the stench of a plague blight sickens its
  opponents. Far worse is its touch, which brings on a terrible
  wasting disease in its victims, rotting the flesh in seconds and
  sending tendrils of dead flesh ever inward toward the heart.
  23
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Plague Blight
  Medium undead, neutral evil
  Armor Class 15 (natural armor)
  Hit Points 110 (13d8 + 52)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 12 (+1) 19 (+4) 12 (+1) 15 (+2) 14 (+2)
  Saving Throws Con +7
  Skills Deception +5, Perception +5
  Damage Immunities necrotic, poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 15
  Languages the languages it knew in life
  Challenge 6 (2300 XP)
  Foul. The plague blight can activate or deactivate
  this feature as a bonus action. While active, any
  creature that starts its turn within 10 feet of the
  plague blight must succeed on a DC 15
  Constitution saving throw or be poisoned until the
  start of the creature's next turn.
  Poison Absorption. Whenever the plague blight is
  subjected to poison damage, it takes no damage
  and instead regains a number of hit points equal to
  the poison damage dealt.
  Undead Fortitude. If damage reduces the plague
  blight to 0 hit points, it must make a Constitution
  saving throw with a DC of 5 + the damage taken,
  unless the damage is radiant or from a critical hit.
  On a success, the plague blight drops to 1 hit point
  instead.
  Actions
  Multiattack. The plague blight makes two melee
  attacks.
  Gangrenous Touch. Melee Weapon Attack: +7 to hit,
  reach 5 ft., one creature. Hit: 18 (4d6 + 4) necrotic
  damage. The target must succeed on a DC 15
  Constitution saving throw or become diseased, and
  the target's skin becomes putrescent and
  gangrenous. While diseased, the target can't regain
  hit points, and at the end of every minute, the target
  must succeed on a DC 15 Constitution saving throw
  or have its maximum hit points be reduced by 4
  (1d8). The disease can only be removed by greater
  restoration or a disease-curing spell of 5th level or
  higher, but when a lesser restoration or protection
  from poison spell is cast on the target, the saving
  throws against the disease are paused for 1 hour.
  The target dies if this effect reduces its hit point
  maximum to 0. If this happens, the target's corpse
  sloughs into a brittle, stinking mass of putrescent
  ruin that molders to nothing over the course of 24
  hours, unless gentle repose or similar magic is cast
  on the corpse.
  
  Description
  "Two fiery green eyes glare from a shrouded, half-real visage
  of this vaguely humanoid shade. Either it is dressed in robes,
  or its ectoplasmic flesh is naturally loose and flowing. Dark
  symbols hang in the air just above and about its form, free-
  standing glyphs that viscerally demonstrate the creature's
  anathema to all things divine."
  Quells are incorporeal creatures of malevolence and the
  night. They despise all living things, as well as the light that
  nurtures them, but the urge that truly drives them is their
  hatred of those who serve deities.
  If they could, quells would commit deicide, though of
  course such actions are far beyond a quell's power. However,
  while a quell cannot directly affect a deity, it does have a
  power over the connection between a deity and its followers.
  Because of their powers, quells are sought out by bands of
  more powerful undead or necromancers.
  Combat
  Quells attack directly in combat. Their true power lies in their
  ability to break connections between clerics and their deities.
  24
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Quell
  Medium undead, lawful evil
  Armor Class 13
  Hit Points 65 (10d8 + 20)
  Speed 0 ft., fly 60 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (−5) 16 (+3) 14 (+2) 12 (+1) 13 (+1) 16 (+3)
  Damage Resistances acid, cold, fire, lightning,
  thunder; bludgeoning, piercing, and slashing from
  nonmagical attacks that aren't silvered
  Damage Immunities necrotic, poison
  Condition Immunities charmed, exhaustion,
  grappled, paralyzed, petrified, poisoned, prone,
  restrained
  Senses darkvision 60 ft., passive Perception 11
  Languages the languages it knew in life
  Challenge 3 (700 XP)
  Godhate. The quell has advantage on saving throws
  against divine spells, which are spells cast by clerics,
  paladins, druids, rangers, celestials, and other
  sources the DM deems appropriate.
  Incorporeal Movement. The quell can move through
  other creatures and objects as if they were difficult
  terrain. It takes 5 (1d10) force damage if it ends its
  turn inside an object.
  Sense Divinity. The quell knows if a visible creature is
  a celestial or a user of divine magic (a cleric, paladin,
  druid, ranger, or some other class the DM deems
  appropriate).
  Sunlight Sensitivity. While in sunlight, the quell has
  disadvantage on attack rolls, as well as on Wisdom
  (Perception) checks that rely on sight.
  Actions
  Multiattack. The quell uses its Intercession if it is
  available, and then it uses its Life Drain.
  Life Drain. Melee Weapon Attack: +5 to hit, reach 5
  ft., one creature. Hit: 16 (3d8 + 3) necrotic damage.
  The target must succeed on a DC 13 Constitution
  saving throw or its hit point maximum is 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.
  Intercession (Recharge 5-6). Each creature within 45
  feet of the quell that is a celestial or a user of divine
  magic (a cleric, paladin, druid, ranger, or some other
  class the DM deems appropriate) must make a DC
  13 Wisdom saving throw. On a failed save, a target
  cannot cast spells via divine magic until the start of
  the quell's next turn. If the saving throw fails by 5 or
  more, this effect instead lasts until the target
  finishes a long rest.
  
  Description
  "An empty set of clothing, dingy and stained, flings itself
  forward, seemingly eager to reach you."
  A raiment is the clothing of a victim of some atrocious
  crime, animated by the spirit of the vengeful victim,
  mindlessly intent on using its only remaining tool to cause as
  much pain and suffering as its long-missing flesh felt in
  death.
  The clothing sometimes retains other personal belongings
  of its former owners as well. Different raiments may appear
  in different styles of dress, but most require a sufficient mass
  of clothing to give them a shape and the ability to wrap their
  sleeves around the necks of prospective victims.
  Combat
  A raiment sometimes lies quiescent, like a pile of cast-off
  rags, attacking only when its victims are close enough to
  surprise.
  25
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Raiment
  Small undead, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 13 (3d6 + 3)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 14 (+2) 13 (+1) 1 (–5) 9 (–1) 7 (–2)
  Saving Throws Dex +4, Wis +1
  Skills Athletics +5
  Damage Immunities necrotic, poison, psychic
  Condition Immunities charmed, exhaustion,
  frightened, paralyzed, petrified, poisoned,
  unconscious
  Senses blindsight 60 ft. (blind beyond this radius),
  passive Perception 9
  Languages understands Common but can't speak
  Challenge 1 (200 XP)
  Asphyxiate. The raiment deals double damage to any
  creature it is grappling.
  Boneless. The raiment can move through and
  occupy a space as narrow as 2 inches wide without
  squeezing. In addition, the raiment can enter a
  hostile creature's space and stop there.
  Evasion. If the raiment is subjected to an effect that
  allows it to make a Dexterity saving throw to take
  only half damage, the raiment instead takes no
  damage if it succeeds on the saving throw, and only
  half damage if it fails.
  False Appearance. While the raiment remains
  motionless, it is indistinguishable from a normal set
  of clothing.
  Actions
  Constrict. Melee Weapon Attack: +5 to hit, reach 0
  ft., one target. Hit: 10 (2d6 + 3) bludgeoning
  damage, and the target is grappled (escape DC 14).
  Until this grapple ends, the creature is restrained,
  the target can't speak or breathe, and the raiment
  can't constrict another target. If this attack is a
  critical hit, the target is also blinded by the raiment
  until the grapple ends.
  
  Description
  "A knot of flaccidly flapping membranes kites through the air,
  now drifting with the currents, now stooping swiftly through
  the air toward you."
  Skin kites are undead creatures made up of the stolen skin
  of past victims. They feed on the skin of living beings,
  replenishing their own constantly rotting skin, as well as
  using new skin as spawning material for new skin kites.
  No two skin kites appear the same. They display a range of
  different colors, depending on the creatures from which they
  were harvested. Many skin kites have rotting clumps of hair
  or fur, unintended additional trophies from past victims.
  A skin kite has no body, only a wingspan, which is about 5
  feet. It weighs about 5 pounds.
  Combat
  A skin kite attacks by landing on a victim and melding a
  portion of its undead membrane with its victim's skin. After
  using Meld to absorb a target's skin, the skin kite attempts to
  Disengage and retreat to a safe location where it can use
  Launch Kite without provoking opportunity attacks.
  26
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Skin Kite
  Small undead, neutral evil
  Armor Class 16 (natural armor)
  Hit Points 33 (6d6 + 12)
  Speed 10 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 16 (+3) 14 (+2) 6 (–2) 12 (+1) 7 (–2)
  Skills Acrobatics +5, Stealth +5
  Damage Immunities poison
  Condition Immunities exhaustion, frightened,
  poisoned
  Senses darkvision 60 ft., passive Perception 11
  Languages understands the languages it knew in life
  but can't speak
  Challenge 3 (700 XP)
  Damage Transfer. While attached to a creature, the
  skin kite takes only half the damage dealt to it
  (rounded down), and that creature takes the other
  half.
  Actions
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one creature. Hit: 7 (2d6 + 4) bludgeoning damage,
  and if the target is Large or smaller, the skin kite
  attaches to it. If the skin kite has advantage against
  the target, the skin kite attaches to the target's
  head, and the target is blinded and unable to
  breathe while the skin kite is attached. While
  attached, the skin kite can make this attack only
  against the target and has advantage on the attack
  roll. The skin kite can detach itself by spending 5
  feet of its movement. A creature, including the
  target, can take its action to detach the skin kite by
  succeeding on a DC 14 Strength check.
  Meld. If the skin kite is attached to a creature, that
  creature must make a DC 14 Constitution saving
  throw. On a failed save, the target takes 10 (3d6)
  necrotic damage, and the skin kite regains hit points
  equal to half the damage dealt. On a failed save of 5
  or more, the skin kite absorbs a portion of the
  target's skin; the skin kite gains the Launch Kite
  action and can use it once during the next minute.
  Launch Kite (Available via Meld). The skin kite can use
  this action to spawn a new skin kite using skin
  stolen via the Meld action. The skin kite must take
  this action at the start of its turn, and its speed is
  reduced to 0 for the rest of the turn. This action
  provokes opportunity attacks from creatures that
  can reach the skin kite.
  The freshly launched skin kite has a number of hit
  points equal to the original's current total and acts
  immediately after the original skin kite on the same
  initiative.
  
  Description
  "A faint whirring sound and the stench of death precedes a
  great shape scudding through the air. The creature has a
  humanoid form with the skull of a long-toothed bull. Its upper
  arms are great wings, and its lower legs end in cruel, clawed
  talons. No skin or fur can be seen beneath the dingy gray
  funerary wrappings that cover the entire creature like a
  mummy."
  Skirrs are predators that hunt the edges of necropolises,
  great expanses of deadly swamps, deserts, or other places
  where victims might be found alone, hurt, and pressed by
  dangers from directions other than the sky. That's when
  skirrs swoop in to attack.
  Skirrs measure, wingtip-to-wingtip, 50 feet or more, and
  weigh about 20,000 pounds.
  Combat
  Skirrs are predators that scavenge the bodies of those killed
  by sudden stops. Their favored tactic is to swoop down, grab
  a victim, ascend to a height of at least 200 feet, and then drop
  the victim in a deadly fall.
  27
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Skirr
  Huge undead, neutral evil
  Armor Class 16 (natural armor)
  Hit Points 168 (16d12 + 64)
  Speed 20 ft., fly 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5) 16 (+3) 18 (+4) 2 (–4) 11 (+0) 8 (–1)
  Saving Throws Dex +6, Con +7
  Skills Perception +3, Stealth +6
  Damage Immunities necrotic, poison
  Condition Immunities charmed, exhaustion,
  frightened, poisoned
  Senses darkvision 60 ft., passive Perception 13
  Languages —
  Challenge 7 (2900 XP)
  Flyby. The skirr doesn't provoke opportunity attacks
  when it flies out of an enemy's reach.
  Actions
  Multiattack. The skirr makes two attacks: one with its
  bite and one with its claw.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft.,
  one target. Hit: 18 (3d8 + 5) piercing damage. If the
  target is a Large or smaller creature, it is grappled
  (escape DC 15), and the skirr can't bite another
  target.
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft.,
  one target. Hit: 15 (3d6 + 5) slashing damage.
  
  Description
  "The horrible creature walking into view is a mass of free-
  roaming intestines, flaccid organs, and a few odd rib bones.
  Dragging behind it like a dead weight is a lolling, maggot-
  ridden humanoid head."
  A skulking cyst is disgorged from the rotting corpse of a
  living creature, born of a necrotic cyst that eventually kills its
  host (see the necrotic cyst spell).
  A skulking cyst prefers shadows and dark corners, only
  revealing the horror of its form when it strikes lone victims
  from hiding. Though often cloaked in the detritus of a
  previous victim, the skulking cyst's true "heart" is a 1-foot-
  diameter spherical sac that contains fluid and semisolid
  necrotic flesh, which slowly undulates as if in a mockery of
  breath.
  Combat
  A creature of shadows, a skulking cyst prefers to launch
  attacks on lone victims from dark ceilings and sewer grates.
  Necrotic Cyst
  Looking for the necrotic cyst spell? That spell is
  found in the spell compendium for this Libris
  Mortis conversion, which at the time of this
  writing, is not available yet. If you are looking to run
  this monster despite this, just replace that spell
  with blindness/deafness.
  28
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Skulking Cyst
  Small undead, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 39 (6d6 + 18)
  Speed 30 ft., climb 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (–1) 18 (+4) 16 (+3) 13 (+1) 14 (+2) 16 (+3)
  Skills Perception +4, Stealth +6
  Damage Immunities necrotic, poison
  Condition Immunities blinded, charmed, deafened,
  exhaustion, frightened, paralyzed, petrified, poisoned
  Senses blindsight 60 ft. (blind beyond this radius),
  passive Perception 14
  Languages —
  Challenge 4 (1100 XP)
  Create Spawn. A creature slain by the skulking cyst's
  Blood Drain rises as a skulking cyst after 1 minute. If a
  creature dies while suffering from a necrotic cyst spell
  originating from the skulking cyst, a skulking cyst
  bursts from the creature's body and acts on the same
  turn that it emerges.
  Damage Transfer. While attached to a creature, the
  skulking cyst takes only half the damage dealt to it
  (rounded down), and that creature takes the other half.
  Innate Spellcasting. The skulking cyst's innate
  spellcasting ability is Charisma (spell save DC 13, +5 to
  hit with spell attacks). It can innately cast the following
  spells, requiring no components:
  1/day each: darkness, contagion, necrotic cyst
  Spider Climb. The skulking cyst can climb difficult
  surfaces, including upside down on ceilings, without
  needing to make an ability check.
  Standing Leap. The skulking cyst's long jump is up to 30
  feet and its high jump is up to 15 feet, with or without
  a running start.
  Undead Fortitude. If damage reduces the skulking cyst
  to 0 hit points, it must make a Constitution saving
  throw with a DC of 5 + the damage taken, unless the
  damage is radiant or from a critical hit. On a success,
  the skulking cyst drops to 1 hit point instead.
  Actions
  Blood Drain. Melee Weapon Attack: +6 to hit, reach 5
  ft., one target. Hit: 11 (2d6 + 4) piercing damage plus
  5 (2d4) necrotic damage, and if the target is not a
  construct or undead, the skulking cyst attaches to it. If
  the skulking cyst has advantage against the target, it
  attaches to the target's head, and the target is blinded
  and unable to breathe while the skulking cyst is
  attached. While attached, the cyst can make this attack
  only against the target and has advantage on the attack
  roll. The skulking cyst can detach itself by spending 5
  feet of its movement. A creature, including the target,
  can take its action to detach the skulking cyst by
  succeeding on a DC 14 Strength check.
  
  Description
  "A slender, wiry corpse moves toward you, supernatural
  agility obvious in its motions. Its leathery, desiccated flesh
  ripples across its body, tolerant of the creature's quick
  movements despite being lifeless parchment."
  Slaughter wights are undead that have been specially
  touched by a malevolent force that took an interest in them,
  endowing them with a vicious hatred of life that goes beyond
  that of normal wight or other undead. A slaughter wight's
  appearance is an exaggerated and horrifying effigy of the
  form it had in life.
  Though sometimes found lurking in barrows, more often
  slaughter wights skulk through the nighttime streets of large
  cities seeking to fulfill an order or contract on a living human
  target. After all, slaughter wights make exceptional assassins.
  A slaughter wight is about the height and weight of a
  human.
  Combat
  Slaughter wights are deadly combatants, not only because of
  their supernaturally strong blows and ability to drain life from
  their foes, but also because their Aura of Death makes even
  the toughest of opponents vulnerable to their Life Drain
  attacks.
  29
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Slaughter Wight
  Medium undead, neutral evil
  Armor Class 16 (Unholy Grace)
  Hit Points 68 (8d8 + 32)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 16 (+3) 18 (+4) 13 (+1) 15 (+2) 17 (+3)
  Saving Throws Str +7, Dex +6, Con +7, Int +4, Wis
  +5, Cha +6
  Skills Perception +5, Stealth +6
  Damage Resistances bludgeoning, piercing, and
  slashing from nonmagical attacks that aren't
  silvered
  Damage Immunities cold, necrotic, poison
  Condition Immunities charmed, exhaustion,
  frightened, paralyzed, poisoned
  Senses darkvision 60 ft., passive Perception 15
  Languages the languages it knew in life
  Challenge 8 (3900 XP)
  Aura of Death. As long as the slaughter wight is not
  incapacitated, hostile creatures within 5 feet of it
  gain vulnerability to necrotic damage unless they
  have resistance or immunity to such damage.
  Sunlight Sensitivity. While in sunlight, the slaughter
  wight has disadvantage on attack rolls, as well as on
  Wisdom (Perception) checks that rely on sight.
  Unholy Grace. The slaughter wight adds its Charisma
  modifier to its Armor Class and on saving throws
  (accounted for in its statistics).
  Actions
  Multiattack. The slaughter wight makes two fist
  attacks or two longbow attacks. It can use its Life
  Drain in place of one fist attack.
  Fist. Melee Weapon Attack: +7 to hit, reach 5 ft.,
  one target. Hit: 8 (1d8 + 4) bludgeoning damage
  plus 9 (2d8) necrotic damage.
  Life Drain. Melee Weapon Attack: +7 to hit, reach 5
  ft., one creature. Hit: 13 (2d8 + 4) necrotic damage.
  The target must succeed on a DC 15 Constitution
  saving throw or its hit point maximum is 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.
  A humanoid slain by this attack rises 24 hours later
  as a wight under the slaughter wight's control,
  unless the humanoid is restored to life or its body is
  destroyed. The slaughter wight can have no more
  than six wights under its control at one time.
  
  Description
  "This pale creature resembles a human child with slug-white
  skin. Its black eyes are too knowing for their size, and its too-
  wide mouth is home to rot and ruin."
  Slaymates are undead creatures given a semblance of life
  when a guardian's betrayal, either outright or through
  negligence, leads to death. A slaymate's appearance is a
  weird and twisted reflection of the form it had in life.
  Slaymates are highly prized by necromancers, and thus are
  rarely encountered alone, but instead are found in the
  presence of evil spellcasters and others who dabble in
  necromancy. Many a slaymate can be found riding, papoose
  style, on the back of a necromancer who values the
  slaymate's special abilities.
  A slaymate is about the height and weight of an eight-year-
  old human child.
  Combat
  Slaymates prefer to attack from the shadows, preferably on
  the back of a necromancer guardian if it has one. When
  forced to fight, the slaymate prefers to use its disease-laden
  bite, or a small knife if provided with one.
  30
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Slaymate
  Small undead, lawful evil
  Armor Class 13
  Hit Points 27 (6d6 + 6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (–1) 16 (+3) 12 (+1) 11 (+0) 10 (+0) 13 (+1)
  Skills Stealth +5
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages the languages it knew in life
  Challenge 2 (450 XP)
  Nimble Escape. The slaymate can take the Disengage
  or Hide action as a bonus action on each of its
  turns.
  Sneak Attack (1/Turn). The slaymate deals an extra 7
  (2d6) damage when it hits a target with a melee
  weapon attack and has advantage on the attack roll,
  or when the target is within 5 feet of an ally of the
  slaymate that isn't incapacitated and the slaymate
  doesn't have disadvantage on the attack roll.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one creature. Hit: 5 (1d4 + 3) piercing damage plus
  7 (2d6) necrotic damage. The target must succeed
  on a DC 11 Constitution saving throw or be
  poisoned until the end of its next turn.
  Knife. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 5 (1d4 + 3) piercing damage. If this
  attack hits while the slaymate is invisible, it is
  automatically a critical hit.
  Invisibility. The slaymate and any Huge or smaller
  creature it is riding magically turns invisible until
  either creature makes an attack roll, makes a
  damage roll, or casts a spell, or until the slaymate's
  concentration ends (as if concentrating on a spell).
  Any equipment the slaymate or its rider wears or
  carries is invisible with it.
  
  Description
  "A smiling, brightly clothed figure stands before you."
  In life, a spectral lyrist used its powers of performance and
  persuasion to further the cause of evil and strife, whether by
  urging listeners to commit violence or simply luring the
  innocent to their deaths. Cursed to forever walk the earth, it
  blames those still alive for its undead state and seeks to
  commit even greater evils against them.
  A spectral lyrist can appear as any Medium humanoid, and
  it doesn't share the insubstantial or diaphanous appearance
  of other incorporeal creatures when so disguised. A lyrist is
  weightless, regardless of appearance.
  Combat
  A spectral lyrist uses its ability to bluff and change its
  appearance to present itself as a friendly creature, putting
  victims at ease until it can use its spells on them.
  31
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Spectral Lyrist
  Medium undead, chaotic evil
  Armor Class 12
  Hit Points 67 (9d8 + 27)
  Speed 0 ft., fly 60 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (–2) 15 (+2) 16 (+3) 12 (+1) 14 (+2) 16 (+3)
  Saving Throws Wis +4
  Skills Deception +7, Perception +4, Performance +5
  Damage Resistances acid, cold, fire, lightning,
  thunder; bludgeoning, piercing, and slashing from
  nonmagical attacks that aren't silvered
  Damage Immunities necrotic, poison
  Condition Immunities charmed, exhaustion,
  grappled, paralyzed, petrified, poisoned, prone,
  restrained
  Senses darkvision 60 ft., passive Perception 14
  Languages the languages it knew in life
  Challenge 4 (1100 XP)
  Incorporeal Movement. The spectral lyrist can move
  through other creatures and objects as if they were
  difficult terrain. It takes 5 (1d10) force damage if it
  ends its turn inside an object.
  Innate Spellcasting. The spectral lyrist's innate
  spellcasting ability is Charisma (spell save DC 13). It
  can innately cast the following spells, requiring no
  material components:
  At will: disguise self, minor illusion, vicious mockery
  (5th level) 2/day each: enthrall, suggestion
  1/day each: charm person, phantasmal force
  Sunlight Sensitivity. While in sunlight, the spectral
  lyrist has disadvantage on attack rolls, as well as on
  Wisdom (Perception) checks that rely on sight.
  Taunt (2/Day). The spectral lyrist can use a bonus
  action on its turn to target one creature within 30
  feet of it. If the target can hear the spectral lyrist, the
  target must succeed on a DC 13 Charisma saving
  throw or have disadvantage on ability checks, attack
  rolls, and saving throws until the start of the spectral
  lyrist's next turn.
  Actions
  Life Drain. Melee Weapon Attack: +4 to hit, reach 5
  ft., one target. Hit: 12 (3d6 + 2) necrotic damage.
  The target must succeed on a DC 13 Constitution
  saving throw or its hit point maximum is reduced by
  an amount equal to the damage taken. This
  reduction lasts until the creature finishes a long rest.
  The target dies if this effect reduces its hit point
  maximum to 0.
  
  Description
  "These tiny, vaguely humanoid creatures are animated
  accumulations of tomb litter—shards of bone, lone teeth,
  matted hair, bits of shattered tombstone, and grave dirt."
  Tomb motes sometimes spontaneously arise in graveyards
  with a high concentration of buried magic, undead activity,
  and/or mass burials. As accumulations of grave detritus,
  tomb motes are surprisingly smart and vicious.
  Tomb motes weigh 5 to 8 pounds and measure no more
  than 1 foot in height.
  Combat
  Tomb motes typically attack from ambush due to their size. If
  possible, they attempt to attack a foe en masse.
  Description
  A stone golem becomes a tombstone golem with the
  following substitutions. Rather than simple stone, the
  creature is made up of fused grave headstones, inscribed
  with names in various languages, often more than one name
  per headstone, along with birth and death dates. Second, its
  supernatural ability to slow opponents is replaced by the
  Disrupt Life ability.
  32
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Tomb Mote
  Tiny undead, chaotic evil
  Armor Class 12
  Hit Points 7 (2d4 + 2)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  5 (–3) 14 (+2) 13 (+1) 8 (–1) 12 (+1) 6 (–2)
  Skills Stealth +4
  Damage Resistances necrotic, poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 11
  Languages —
  Challenge 1/8 (25 XP)
  Nimble Escape. The tomb mote can take the
  Disengage or Hide action as a bonus action on each
  of its turns.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 4 (1d4 + 2) piercing damage. If the
  target is a creature, it must make a DC 11
  Constitution saving throw. On a failed save, the
  target is poisoned until the end of the tomb mote's
  next turn. On a successful save, the target is
  immune to being poisoned by any tomb mote for
  24 hours.
  Tombstone Golem
  Large construct, unaligned
  Armor Class 17 (natural armor)
  Hit Points 178 (17d10 + 85)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6) 9 (–1) 20 (+5) 3 (–4) 11 (+0) 1 (–5)
  Saving Throws Str +10, Con +9, Cha –1
  Damage Immunities necrotic, poison, psychic;
  bludgeoning, piercing, and slashing from
  nonmagical attacks that aren't adamantine
  Condition Immunities charmed, exhaustion,
  frightened, paralyzed, petrified, poisoned
  Senses darkvision 120 ft., passive Perception 10
  Languages understands the languages of its creator
  but can't speak
  Challenge 12 (8400 XP)
  Immutable Form. The golem is immune to any spell
  or effect that would alter its form.
  Magic Resistance. The golem has advantage on
  saving throws against spells and other magical
  effects.
  Magic Weapons. The golem's weapon attacks are
  magical.
  Negative Energy Absorption. Whenever the golem is
  subjected to necrotic damage, it takes no damage
  and instead regains a number of hit points equal to
  the necrotic damage dealt.
  Actions
  Multiattack. The golem makes two slam attacks.
  Slam. Melee Weapon Attack: +10 to hit, reach 5 ft.,
  one target. Hit: 19 (3d8 + 6) bludgeoning damage.
  Disrupt Life (Recharge 5-6). Each non-undead
  creature within 10 feet of the golem must make a
  DC 17 Constitution saving throw against this magic,
  taking 21 (6d6) necrotic damage on a failed save, or
  half as much damage on a successful one. If the
  saving throw fails by 5 or more, a creature also
  suffers one level of exhaustion.
  
  Description
  "This creature appears only somewhat solid, with a mostly
  shapeless body. Its only definite features include a pale,
  white, masklike face bearing a perpetual grin and a pair of
  particularly long and nasty claws."
  The visage is a devious undead creature that steals the
  identity of its victims to further its chaotic and evil aims. The
  first visages were formed from the spirits of demons by
  Orcus, Demon Prince of Undead, while he had assumed the
  identity of Tenebrous. When he reassumed his true identity
  and mantle, however, Orcus discarded the visages from his
  service, and since that time, they have reproduced by
  spawning new visages from any evil outsiders.
  Though a visage appears incorporeal, it does not actually
  possess that quality. A visage isn't very dense, though, and
  only weighs about 75 pounds despite its size. In its normal
  form, it is sometimes mistaken for a wraith.
  Combat
  Visages prefer subterfuge to overt combat, since their
  physical attacks aren't very threatening. They use their
  dominate person and lucidity control abilities to influence
  weak-willed individuals, hoping to draw them to places where
  they can finish them off secretly and assume their identities.
  Then, the visage uses this new identity to sow chaos and
  discord as long as possible.
  33
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Visage
  Medium undead, chaotic evil
  Armor Class 14
  Hit Points 78 (12d8 + 24)
  Speed 30 ft., fly 60 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (–2) 19 (+4) 14 (+2) 15 (+2) 12 (+1) 18 (+4)
  Saving Throws Dex +8, Wis +5
  Skills Deception +12, Insight +5, Perception +5,
  Stealth +8
  Damage Resistances acid, cold, fire, lightning,
  thunder; bludgeoning, piercing, and slashing from
  nonmagical attacks
  Damage Immunities necrotic, poison
  Condition Immunities exhaustion, frightened,
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 15
  Languages the languages it knew in life
  Challenge 9 (5000 XP)
  Assume Identity. The visage can use its action to
  polymorph into a Small or Medium humanoid it has
  killed within the last week, or back into its true form.
  Its statistics, other than its size, are the same in
  each form. Any equipment it is wearing or carrying
  isn't transformed. It reverts to its true form if it dies.
  Create Spawn. An aberration, celestial, fey, or fiend
  slain by the visage rises as a visage after 1 minute.
  Innate Spellcasting. The visage's innate spellcasting
  ability is Charisma (spell save DC 16, +8 to hit with
  spell attacks). It can innately cast the following
  spells, requiring no material components:
  At will: minor illusion, toll the dead
  3/day each: darkness, finger of death
  2/day each: charm person, suggestion
  1/day each: dominate person, phantasmal force
  Shadow Stealth. While in dim light or darkness, the
  visage can take the Hide action as a bonus action.
  Actions
  Mutiattack. The visage makes two melee attacks.
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft.,
  one target. Hit: 7 (1d6 + 4) slashing damage plus
  10 (3d6) necrotic damage.
  
  Description
  "This creature appears to be a formless cloud of darkness,
  broken only by two pinpoints of glowing red. A breeze blows
  toward it, as if it were drawing air into its body."
  A voidwraith is an undead manifestation of elemental air. It
  hungers for the breath of the living.
  Voidwraiths vaguely resemble wraiths in their appearance,
  but are more amorphous and cloudlike. Still, they share the
  wraith's hatred for all living things.
  A voidwraith fills an area roughly 5 feet on a side, with
  cloudlike tendrils reaching beyond that. As an incorporeal
  creature, a voidwraith has no weight.
  Combat
  A voidwraith lurks in dark places until it can sweep out and
  attack a living victim. Thanks to its stealth and speed, it often
  surprises targets.
  34
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  Voidwraith
  Large undead, neutral evil
  Armor Class 15
  Hit Points 75 (10d10 + 20)
  Speed 0 ft., fly 90 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 20 (+5) 14 (+2) 6 (–2) 10 (+0) 6 (–2)
  Damage Resistances acid, cold, fire, lightning,
  thunder; bludgeoning, piercing, and slashing from
  nonmagical attacks that aren't silvered
  Damage Immunities necrotic, poison
  Condition Immunities charmed, exhaustion,
  grappled, paralyzed, petrified, poisoned, prone,
  restrained, unconscious
  Senses darkvision 60 ft., passive Perception 10
  Languages Auran
  Challenge 6 (2300 XP)
  Airless Aura. A voidwraith's body is surrounded by an
  aura of near vacuum at all times. Breathing creatures
  within 15 feet of the voidwraith have no air to
  breathe and must hold their breath. Whenever such
  a creature takes damage, it must make a DC 13
  Constitution saving throw. On a failed save, the
  creature begins suffocating. If the creature is already
  suffocating, it instead loses one of the rounds that it
  has to reach air before dropping to 0 hit points.
  Incorporeal Movement. The voidwraith can move
  through other creatures and objects as if they were
  difficult terrain. It takes 5 (1d10) force damage if it
  ends its turn inside an object.
  Steal Breath. When a creature within 15 feet of the
  voidwraith is reduced to 0 hit points, the voidwraith
  gains 5 temporary hit points, and the creature runs
  out of breath if it hadn't already.
  Vacuum. Creatures within 15 feet of the voidwraith
  must spend 2 feet of movement for every 1 foot
  they move away from the voidwraith.
  Actions
  Touch. Melee Weapon Attack: +8 to hit, reach 5 ft.,
  one target. Hit: 23 (4d8 + 5) necrotic damage.
  
  Description
  "The empty orbs of this wizened corpse leak a vile, black
  ichor that streaks the creature's face and body, coating its
  clawed limbs. As the ichor runs into the creature's mouth, it
  bubbles and pops, so that its constant wailing emerges as a
  gurgling keen."
  Wheeps are undead servants of more powerful unliving
  lords, usually serving as bodyguards but sometimes sent on
  missions to procure from guarded cemeteries the remains of
  particularly powerful and trusted figures. Their average size
  belies a powerful undead strength, fueled by their undying
  sorrow.
  Eyeless, a wheep is in constant pain, sniffling and crying
  aloud unless it is trying to hide or move silently. From its
  hollow eye sockets, a wheep continuously produces a poison
  with the appearance of black bile. It is easy to track wheeps
  that have passed through an area in the last hour, because
  they leave behind a trail of their poisonous tears. After an
  hour, the bile decomposes and evaporates.
  A wheep stands nearly 6 feet tall and weighs about 200
  pounds.
  Combat
  Those close enough to hear a wheep's cries may be taken
  aback, but they are likely to be far more threatened by the
  creature's poison-coated claws and maw.
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Wheep
  Medium undead, lawful evil
  Armor Class 14 (natural armor)
  Hit Points 150 (20d8 + 60)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5) 12 (+1) 16 (+3) 6 (–2) 14 (+2) 17 (+3)
  Damage Vulnerabilities psychic
  Damage Resistances necrotic; bludgeoning, piercing,
  and slashing from nonmagical attacks
  Damage Immunities poison
  Senses blindsight 60 ft. (blind beyond this radius),
  passive Perception 12
  Languages the languages it knew in life
  Challenge 11 (7200 XP)
  Eternal Sorrow. When the wheep takes psychic
  damage, the wheep shrieks loudly in pain. Each non-
  undead creature that can hear this shriek takes the
  same damage that the wheep does.
  Poison Tears. The poison tears that continually pour
  from a wheep's empty eyes are actually an injury
  poison that coats the wheep's claws and fills its
  mouth. Whenever the wheep hits a creature with a
  melee weapon attack, the creature must succeed on
  a DC 15 Constitution saving throw or become
  vulnerable to poison damage for 1 hour. The target
  is immune to this effect if it is immune to being
  poisoned.
  Weeping Dirge. At the start of each of its turns, the
  wheep can choose to spend the round crying and
  blubbering. Each non-undead creature that can hear
  the wheep's awful, grave-born sorrow must make a
  DC 15 Wisdom saving throw. On a failed save, a
  creature has disadvantage on attack rolls and ability
  checks until the start of the wheep's next turn. On a
  successful save, a creature is immune to this
  wheep's Wheeping Durge for 24 hours.
  Actions
  Multiattack. The wheep makes three attacks: one
  with its bite and two with its claws.
  Bite. Melee Weapon Attack: +9 to hit, reach 5 ft.,
  one target. Hit: 9 (1d8 + 5) piercing damage plus
  10 (3d6) poison damage.
  Claw. Melee Weapon Attack: +9 to hit, reach 5 ft.,
  one target. Hit: 8 (1d6 + 5) slashing damage plus
  10 (3d6) poison damage.
  
  Templates
  Ghost Brute Template
  Ghost brutes are the spectral remnants of animals, magical
  beasts, and sentient plants- creatures without enough
  Intelligence to become normal ghosts. They drift aimlessly,
  haunting the places where they died and moaning in endless
  misery.
  A ghost brute most often results from the same
  circumstances that caused its earthly companion or master
  to remain after death. It might be the mount of a betrayed
  paladin, the beloved pet of a child tragically killed, the
  scorched oak of a ghostly dryad, or a murdered druid's animal
  companion. In most cases, laying the associated being to rest
  also puts an end to the ghost brute.
  However, sometimes a bizarre circumstance might produce
  a ghost brute without an intelligent companion. For example,
  a forest suddenly obliterated by an evil magical attack might
  remain as a ghostly grove populated by lingering spirits not
  even completely aware of their own destruction.
  Only an unaligned beast or plant can become a ghost brute,
  although the DM may allow creatures of other alignments to
  become ghost brutes as appropriate. When a living creature
  (referred to as the base creature) is transformed into a ghost
  brute, it retains its statistics except as described below.
  Type. The ghost brute is an undead, and it doesn't require
  air, food, drink, or sleep.
  Armor Class. The ghost brute's Armor Class becomes 10
  + its Dexterity modifier if it wasn't already, and it loses
  natural armor or any other source of armor it may have had.
  Speed. The ghost brute's walking speed is set to 0, and it
  loses all other forms of movement. It then gains a magical
  flying speed of 40 feet, and it can hover.
  Ability Score Adjustment. The ghost brute's Charisma
  score is set to its Strength or Dexterity score (whichever is
  higher). Its Strength score is then halved, to a minimum of 1.
  Damage Vulnerabilities, Resistances, and Immunities.
  The ghost brute has the same vulnerabilities, resistances,
  and immunities as a ghost (MM 147). None of the
  vulnerabilities, resistances, or immunities from the base
  creature are preserved.
  Condition Immunities. The ghost brute can't be charmed,
  frightened, grappled, paralyzed, petrified, poisoned, prone, or
  restrained. It also doesn't suffer from exhaustion.
  Senses. The ghost brute gains darkvision out to 60 feet. If
  the base creature already had darkvision, the radius of its
  darkvision instead increases by 60 feet. However, if the base
  creature has blindsight and is blind beyond its radius, the
  ghost brute does not gain darkvision.
  Traits, Actions, and Proficiencies. The ghost brute loses
  any trait, such as Amphibious, that assumes a living
  physiology, as well as any trait that relies on being corporeal,
  such as Spider Climb or Standing Leap. The ghost brute
  might retain or lose any or all of its lair actions or inherit new
  ones, as the DM sees fit. It also gains additional actions and
  traits as described in the template's statistics block.
  Otherwise, the ghost brute retains the base creature's
  proficiencies, actions, and traits.
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  Ghost Brute Template
  [Base size] undead, unaligned
  Armor Class 10 + its Dexterity modifier
  Hit Points base
  Speed 0 ft., fly 40 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Base/2
  Base
  Base
  Base
  Base
  See Template
  Saving Throws base
  Skills base
  Damage Resistances acid, fire, lightning, thunder;
  bludgeoning, piercing, and slashing from nonmagical
  attacks
  Damage Immunities cold, necrotic, poison
  Condition Immunities base + charmed, exhaustion,
  frightened, grappled, paralyzed, petrified, poisoned,
  prone, restrained
  Senses base + darkvision 60 ft., passive Perception
  [base]
  Languages the languages it knew in life
  Challenge base
  Additional Traits
  Ethereal Sight. The ghost brute can see 60 feet into the
  Ethereal Plane when it is on the Material Plane, and vice
  versa.
  Incorporeal Movement. The ghost brute can move
  through other creatures and objects as if they were
  difficult terrain. It takes 5 (1d10) force damage if it
  ends its turn inside an object.
  Withering Touch. The ghost brute's attacks deal necrotic
  damage instead of their normal damage type.
  Additional Actions
  Etherealness. The ghost brute enters the Ethereal Plane
  from the Material Plane, or vice versa. It is visible on the
  Material Plane while it is in the Border Ethereal, and
  vice versa, yet it can't affect or be affected by anything
  on the other plane.
  Bloodcurling Howl (Recharge 6). The mournful howling
  of the ghost brute chills the living to the core. Each
  non-undead creature within 30 feet of the ghost brute
  that can hear it must succeed on a Wisdom saving
  throw (DC 8 + the ghost brute's proficiency bonus + its
  Charisma modifier) or be frightened for 1 minute. A
  frightened target can repeat the saving throw at the end
  of each of its turns, ending the effect 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 ghost
  brute's Bloodcurling Howl for the next 24 hours.
  
  37
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  Ghost Hound
  Medium undead, unaligned
  Armor Class 12
  Hit Points 11 (2d8 + 2)
  Speed 0 ft., fly 40 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (–2) 15 (+2)
  12 (+1) 3 (–4)
  12 (+1)
  15 (+2)
  Skills Perception +3, Stealth +4
  Damage Resistances acid, fire, lightning, thunder;
  bludgeoning, piercing, and slashing from nonmagical
  attacks
  Damage Immunities cold, necrotic, poison
  Condition Immunities charmed, exhaustion, frightened,
  grappled, paralyzed, petrified, poisoned, prone,
  restrained
  Senses darkvision 60 ft., passive Perception 13
  Languages —
  Challenge 1/4 (50 XP)
  Ethereal Sight. The ghost hound can see 60 feet into the
  Ethereal Plane when it is on the Material Plane, and vice
  versa.
  Incorporeal Movement. The ghost hound can move
  through other creatures and objects as if they were
  difficult terrain. It takes 5 (1d10) force damage if it
  ends its turn inside an object.
  Keen Hearing and Smell. The ghost hound has advantage
  on Wisdom (Perception) checks that rely on hearing or
  smell.
  Pack Tactics. The ghost hound has advantage on an
  attack roll against a creature if at least one of the ghost
  hound's allies is within 5 feet of the creature and the
  ally isn't incapacitated.
  Actions
  Withering Bite. Melee Weapon Attack: +4 to hit, reach 5
  ft., one target. Hit: 7 (2d4 + 2) necrotic damage.
  Etherealness. The ghost hound enters the Ethereal Plane
  from the Material Plane, or vice versa. It is visible on the
  Material Plane while it is in the Border Ethereal, and
  vice versa, yet it can't affect or be affected by anything
  on the other plane.
  Bloodcurling Howl (Recharge 6). The mournful howling
  of the ghost hound chills the living to the core. Each
  non-undead creature within 30 feet of the ghost hound
  that can hear it must succeed on a DC 12 Wisdom
  saving throw or be frightened for 1 minute. A
  frightened target can repeat the saving throw at the end
  of each of its turns, ending the effect 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 ghost
  hound's Bloodcurling Howl for the next 24 hours.
  
  Half-Vampire Template
  In rare circumstances, a vampire that has recently consumed
  a significant quantity of blood gains the ability to breed
  successfully with a humanoid, creating half-vampire offspring.
  Also, in the unusual case of a pregnant humanoid who barely
  survives a vampire's bite attack, the child may be born
  "tainted" by the attacker's vampirism. Regardless of the
  origin, the children produced by such events are typically
  branded as outcasts, welcome neither among the living or the
  undead.
  A half-vampire is drawn to other living creatures, and feels
  far more comfortable when living in towns or cities. Still, half-
  vampires know that they must keep their identities secret or
  else risk the hatred and violence of others
  Half-vampires are often physically attractive and
  persuasive. Their skin is pale, even ashen in color.
  Unlike their undead forebears, half-vampires enjoy the
  freedom (or curse) of pursuing any alignment, though most
  tend toward neutrality or evil. Those rare few good-aligned
  half-vampires often feel haunted by their heritage, sometimes
  working to undo the evil of their ancestry.
  Only a humanoid can be born as a half-vampire, although
  the DM may allow creatures of other types to be half-
  vampires as appropriate. When a living creature (referred to
  as the base creature) is born as a half-vampire, it retains its
  statistics except as described below.
  Ability Score Adjustment. The half-vampire's Charisma
  score increases by 2, to a maximum of 22.
  Damage Vulnerabilities, Resistances, and Immunities.
  The half-vampire gains resistance to necrotic damage.
  Senses. The half-vampire gains darkvision out to 60 feet. If
  the base creature already had darkvision, the radius of its
  darkvision instead increases by 60 feet. However, if the base
  creature has blindsight and is blind beyond its radius, the
  half-vampire does not gain darkvision.
  Traits, Actions, and Proficiencies. The half-vampire
  might retain or lose any or all of its lair actions or inherit new
  ones, as the DM sees fit. It also gains additional actions and
  traits as described in the template's statistics block.
  Otherwise, the half-vampire retains the base creature's
  proficiencies, actions, and traits.
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Half-Vampire Template
  [Base size] humanoid (base, half-vampire), [base
  alignment]
  Armor Class base
  Hit Points base
  Speed base
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Base
  Base
  Base
  Base
  Base
  Base + 2
  Saving Throws base
  Skills base
  Damage Vulnerabilities base
  Damage Resistances base + necrotic
  Damage Immunities base
  Condition Immunities base
  Senses base + darkvision 60 ft., passive Perception
  [base]
  Languages base
  Challenge [recalculate]
  Additional Traits
  Regeneration. The half-vampire regains 10 hit points at
  the start of its turn if it has at least 1 hit point and isn't
  in sunlight or running water. If the half-vampire takes
  radiant damage or damage from holy water, this trait
  doesn't function at the start of the half-vampire's next
  turn.
  Sunlight Sensitivity. While in sunlight, the half-vampire
  has disadvantage on attack rolls, as well as on Wisdom
  (Perception) checks that rely on sight.
  Additional Actions
  Multiattack. The half-vampire makes two claw attacks. It
  can substitute one of these attacks with a bite attack.
  Bite. If the base creature already has a Bite action, the
  half-vampire can keep it. Otherwise, this attack uses
  the half-vampire's Strength modifier to determine its
  attack bonus and damage. This attack deals piercing
  damage to one target that is grappled by the half-
  vampire, incapacitated, or restrained. The damage dice
  of the attack is equal to one of the half-vampire's hit
  dice.
  The target also takes necrotic damage equal to two of
  the half-vampire's hit dice. The target's hit point
  maximum is reduced by an amount equal to the
  necrotic damage taken, and the vampire regains hit
  points equal to that amount. The reduction lasts until
  the target finishes a long rest. The target dies if this
  effect reduces its hit point maximum to 0.
  Claws. If the base creature already has a Claw or Claws
  action, the half-vampire can keep it. Otherwise, this
  attack uses the half-vampire's Strength modifier to
  determine its attack bonus and damage. This attack
  deals slashing damage to one target, with its damage
  dice being equal to one of the half-vampire's hit dice.
  Instead of dealing damage, the half-vampire can grapple
  the target (escape DC 10 + the half-vampire's Strength
  modifier).
  Charm. The half-vampire targets one humanoid it can
  see within 30 feet of it. If the target can see the half-
  vampire, the target must succeed on a Wisdom saving
  throw (DC 8 + the half-vampire's proficiency bonus +
  its Charisma modifier) against this magic or be
  charmed by the half-vampire. The charmed target
  regards the half-vampire as a trusted friend to be
  heeded and protected. Although the target isn't under
  the half-vampire's control, it takes the half-vampire's
  requests or actions in the most favorable way it can.
  If the half-vampire or the half-vampire's companions do
  anything harmful to the target, the effect ends.
  Otherwise, the effect lasts 8 hours or until the half-
  vampire is destroyed, is on a different plane of
  existence than the target, or takes a bonus action to
  end the effect.
  
  Description
  "The hyena-headed figure standing before you has a
  particularly feral appearance, its muscular hands clenched
  tightly around a glaive."
  Combat
  The half-vampire gnoll pack lord acts mostly as a normal
  pack lord would. It isn't smarter or physically stronger than
  the average pack lord, but the martial prowess being a half-
  vampire grants alongside the ability to charm other gnolls
  allows a half-vampire gnoll pack lord to lead its pack more
  strictly and effectively than the typical pack lord ever could.
  39
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Half-Vampire Gnoll
  Pack Lord
  Medium humanoid (gnoll, half-vampire), chaotic evil
  Armor Class 15 (chain shirt)
  Hit Points 49 (9d8 + 9)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 14 (+2) 13 (+1) 8 (–1) 11 (+0)
  11 (+0)
  Damage Resistances necrotic
  Senses darkvision 120 ft., passive Perception 10
  Languages Gnoll
  Challenge 3 (700 XP)
  Rampage. When the gnoll reduces a creature to 0 hit
  points with a melee attack on its turn, the gnoll can
  take a bonus action to move up to half its speed and
  make another attack.
  Regeneration. The gnoll regains 10 hit points at the start
  of its turn if it has at least 1 hit point and isn't in
  sunlight or running water. If the gnoll takes radiant
  damage or damage from holy water, this trait doesn't
  function at the start of the gnoll's next turn.
  Sunlight Sensitivity. While in sunlight, the gnoll has
  disadvantage on attack rolls, as well as on Wisdom
  (Perception) checks that rely on sight.
  Actions
  Multiattack. The gnoll makes two weapon attacks, only
  one of which can be a bite attack. It then uses its Incite
  Rampage if it is available.
  Bite. Melee Weapon Attack: +5 to hit, reach 7 ft., one
  creature that is grappled by the half-vampire,
  incapacitated, or restrained. Hit: 5 (1d4 + 3) piercing
  damage plus 9 (2d8) necrotic damage. The target's hit
  point maximum is reduced by an amount equal to the
  necrotic damage taken, and the gnoll regains hit points
  equal to that amount. The reduction lasts until the
  target finishes a long rest. The target dies if this effect
  reduces its hit point maximum to 0.
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
  target. Hit: 7 (1d8 + 3) slashing damage. Instead of
  dealing damage, the gnoll can grapple the target
  (escape DC 13).
  Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft.,
  one target. Hit: 8 (1d10 + 3) slashing damage.
  Longbow. Ranged Weapon Attack: +4 to hit, range
  150/600 ft., one target. Hit: 6 (1d8 + 2) piercing
  damage.
  Charm. The gnoll targets one humanoid it can see
  within 30 feet of it. If the target can see the gnoll, the
  target must succeed on a DC 10 Wisdom saving throw
  against this magic or be charmed by the gnoll. The
  charmed target regards the gnoll as a trusted friend to
  be heeded and protected. Although the target isn't
  under the gnoll's control, it takes the gnoll's requests or
  actions in the most favorable way it can.
  If the gnoll or the gnoll's companions do anything
  harmful to the target, the effect ends. Otherwise, the
  effect lasts 8 hours or until the gnoll is destroyed, is on
  a different plane of existence than the target, or takes a
  bonus action to end the effect.
  Incite Rampage (Recharge 5-6). One creature the gnoll
  can see within 30 feet of it can use its reaction to make
  a melee attack if it can hear the gnoll and has the
  Rampage trait.
  
  Hooded Pupil Template
  A hooded pupil is a humanoid or a giant who was lured by
  the promises of necromancy, envious of the power the
  necromancer wields and the unending existence the vampire
  enjoys, but yet are not ready to relinquish life.
  Hooded pupils usually are found serving an
  "apprenticeship" with a more powerful intelligent undead.
  The undead master sometimes has need for living servants to
  advance its ends in societies of the living. On the other hand,
  the living pupil sees firsthand what it means to fully embrace
  the darkness.
  Hooded pupils are usually only created when a powerful
  undead bequeaths a secret of necromancy to one who
  accepts its truth. As testament to their apprenticeship,
  hooded pupils are most often dressed in some sort of
  ominous hooded mantle.
  Only a humanoid or giant may become a hooded pupil,
  although the DM may allow creatures of other types to
  become hooded pupils as appropriate. When a living creature
  (referred to as the base creature) becomes a hooded pupil, it
  retains its statistics except as described below.
  Ability Score Adjustment. The hooded pupil's Charisma
  score increases by 2, to a maximum of 22 and a minimum of
  14.
  Armor Class. The outermost layers of the hooded pupil's
  skin thickens into an all-encompassing yellow callus, granting
  the hooded pupil natural armor and a +2 bonus to AC.
  Hit Dice. The hooded pupil gains 3 more hit dice, which
  increases its maximum hit points.
  Speed. The hooded pupil gains a magical flying speed of
  20 feet.
  Damage Vulnerabilities, Resistances, and Immunities.
  The hooded pupil gains resistance to cold and necrotic
  damage.
  Undying Nature. The hooded pupil can hold its breath
  indefinitely, and it doesn't require food, water, or sleep. It also
  doesn't suffer from exhaustion.
  Traits, Actions, and Proficiencies. The hooded pupil
  might retain or lose any or all of its lair actions or inherit new
  ones, as the DM sees fit. It also gains additional actions,
  traits, and other bonuses as described in the template's
  statistics block. Otherwise, the hooded pupil retains the base
  creature's proficiencies, actions, and traits.
  40
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Hooded Pupil Template
  [Base size and creature type], any evil alignment
  Armor Class base + 2 (natural armor)
  Hit Points base + 3 more hit dice
  Speed base + fly 20 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Base
  Base
  Base
  Base
  Base
  Base + 2
  Saving Throws base
  Skills base + Arcana, Religion
  Damage Resistances base + cold, necrotic
  Damage Immunities base
  Condition Immunities base + exhaustion
  Senses base, passive Perception [base]
  Languages base + one other language
  Challenge [recalculate]
  Additional Traits
  Innate Spellcasting. The hooded pupil chooses four
  necromancy spells: one cantrip, one 1st-level spell,
  one 2nd or 3rd-level spell, and one 3rd or 4th-level
  spell. It can cast the first two spells at will, the third
  spell twice per day, and the fourth spell once per
  day. Charisma is the hooded pupil's innate
  spellcasting ability for these spells.
  Unholy Weapons. The hooded pupil's weapon
  attacks are magical. When the hooded pupil hits
  with any weapon, the weapon deals an extra 2d6
  necrotic damage.
  Additional Actions
  Drink Blood (Recharge 5-6). The hooded pupil can
  suck or drink blood from the wounds of a creature
  that doesn't have all of its hit points. The hooded
  pupil must be grappling the creature, or the target
  must be an incapacitated creature within 5 feet of
  the hooded pupil. Roll a d6 a number of times equal
  to the base creature's Challenge Rating. The target
  takes necrotic damage equal to the total, and the
  hooded pupil regains hit points equal to the damage
  dealt. Additionally, the target's hit point maximum is
  reduced by an amount equal to the damage taken.
  This reduction lasts until the creature finishes a long
  rest. The target dies if this effect reduces its hit
  point maximum to 0.
  
  Description
  "A smell like an open grave heralds this hulking fi gure. It is
  draped in ominous black folds, its features lost beneath a
  night-dark hood wide enough to conceal more than a single
  head."
  Combat
  A hooded pupil ettin relishes its heightened abilities in
  combat, usually beginning any conflict by using the bestow
  curse spell on the strongest looking enemy. Once threats are
  dealt with, it attempts to drink the blood of any smaller
  enemy it can grapple. Note that the ettin's false life is will
  most likely already be active before combat starts, granting
  the ettin 8 temporary hit points.
  41
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  Hooded Pupil Ettin
  Large giant, chaotic evil
  Armor Class 14 (natural armor)
  Hit Points 110 (13d10 + 39)
  Speed 40 ft., fly 20 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5) 8 (–1) 17 (+3) 6 (–2) 10 (+0) 14 (+2)
  Skills Arcana +1, Perception +6, Religion +1
  Damage Resistances cold, necrotic
  Condition Immunities exhaustion
  Senses darkvision 60 ft., passive Perception 16
  Languages Common, Giant, Orc
  Challenge 5 (1800 XP)
  Innate Spellcasting. The ettin's innate spellcasting
  ability is Charisma (spell save DC 13). It can innately
  cast the following spells, requiring no material
  components:
  At will: false life, toll the dead
  2/day: animate dead
  1/day: bestow curse
  Two Heads. The ettin has advantage on Wisdom
  (Perception) checks and on saving throws against
  being blinded, charmed, deafened, frightened,
  stunned, or knocked unconscious.
  Unholy Weapons. The ettin's weapon attacks are
  magical. When the ettin hits with any weapon, the
  weapon deals an extra 2d6 necrotic damage
  (included in the attack).
  Wakeful. When one of the ettin's heads is asleep, its
  other head is awake.
  Actions
  Multiattack. The ettin makes two attacks: one with
  its battleaxe and one with its morningstar.
  Battleaxe. Melee Weapon Attack: +8 to hit, reach 5
  ft., one target. Hit: 14 (2d8 + 5) slashing damage
  plus 7 (2d6) necrotic damage.
  Morningstar. Melee Weapon Attack: +8 to hit, reach
  5 ft., one target. Hit: 14 (2d8 + 5) piercing damage
  plus 7 (2d6) necrotic damage.
  Drink Blood (Recharge 5-6). The ettin can suck or
  drink blood from the wounds of a creature that
  doesn't have all of its hit points. The ettin must be
  grappling the creature, or the target must be an
  incapacitated creature within 5 feet of the ettin. The
  target takes 14 (4d6) necrotic damage, and the ettin
  regains hit points equal to the damage dealt.
  Additionally, the target's hit point maximum is
  reduced by an amount equal to the damage taken.
  This reduction lasts until the creature finishes a long
  rest. The target dies if this effect reduces its hit
  point maximum to 0.
  
  Mummified Creature
  Template
  Mummies are undead creatures, embalmed using ancient
  necromantic lore. Often set as guardians for sacred sites,
  mummies defend their charges until destroyed. Should a
  mummy be unable to defend its charge for any reason, it
  becomes an unreasoning spirit of vengeance, hunting those
  who desecrated the site it was tasked to defend.
  A mummy appears withered and desiccated, its features
  hidden beneath centuries-old funereal wrappings. It moves
  with a slow, shambling gait and groans with the weight of the
  ages. Symbols of the deity it once served often mark these
  horrid creatures. While other undead stink of carrion, the
  herbs and powders used to create a mummy give off a sharp,
  pungent odor, like that of a spice cabinet.
  Only a Huge or smaller giant, humanoid, or monstrosity
  may become a mummified creature, although the DM may
  allow creatures of other types to be mummified as
  appropriate. When a living creature (referred to as the base
  creature) is transformed into a mummy, it retains its statistics
  except as described below.
  Type. The mummy is an undead, and it doesn't require air,
  food, drink, or sleep.
  Armor Class. The mummy's Armor Class becomes 10 +
  its Dexterity modifier if it wasn't already, and it loses natural
  armor or any other source of armor it may have had.
  Hit Dice. The mummy gains 3 more hit dice, which
  increases its maximum hit points.
  Speed. The mummy's speed is reduced by 10 feet.
  Ability Score Adjustment. The mummy's Strength and
  Charisma scores are each increased by 2, to a maximum of
  22 and to a minimum of 13. Its Dexterity and Intelligence
  scores are each decreased by 2, to a minimum of 4.
  Damage Vulnerabilities, Resistances, and Immunities.
  The mummy gains resistance to bludgeoning, piercing, and
  slashing damage from nonmagical attacks. The mummy is
  also immune to necrotic and poison damage, and it is
  vulnerable to fire damage. None of the vulnerabilities,
  resistances, or immunities from the base creature are
  preserved.
  Condition Immunities. The mummy can't be charmed,
  frightened, paralyzed, or poisoned. It also doesn't suffer from
  exhaustion.
  Senses. The mummy gains darkvision out to 60 feet. If the
  base creature already had darkvision, the radius of its
  darkvision instead increases by 60 feet. However, if the base
  creature has blindsight and is blind beyond its radius, the
  mummy does not gain darkvision.
  Traits, Actions, and Proficiencies. The mummy loses any
  trait, such as Amphibious, that assumes a living physiology.
  The mummy might retain or lose any or all of its lair actions
  or inherit new ones, as the DM sees fit. It also gains
  additional actions and traits as described in the template's
  statistics block. Otherwise, the mummy retains the base
  creature's proficiencies, actions, and traits.
  42
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Mummified Ogre
  Large undead, lawful evil
  Armor Class 8
  Hit Points 85 (10d10 + 30)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5)
  6 (–2)
  16 (+3)
  4 (–3)
  7 (–2)
  13 (+1)
  Saving Throws Wis +0
  Damage Vulnerabilities fire
  Damage Resistances bludgeoning, piercing, slashing
  from nonmagical attacks
  Damage Immunities necrotic, poison
  Condition Immunities charmed, exhaustion, frightened,
  paralyzed, poisoned
  Senses darkvision 120 ft., passive Perception 8
  Languages Common, Giant
  Challenge 4 (1100 XP)
  Actions
  Multiattack. The mummy uses its Dreadful Glare and
  makes one melee attack.
  Greatclub. Melee Weapon Attack: +7 to hit, reach 5 ft.,
  one target. Hit: 14 (2d8 + 5) bludgeoning damage.
  Javelin. Melee or Ranged Weapon Attack: +7 to hit,
  reach 5 ft. or range 30/120 ft., one target. Hit: 12 (2d6
  + 5) piercing damage.
  Rotting Fist. Melee Weapon Attack: +7 to hit, reach 5
  ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage
  plus 10 (3d6) necrotic damage. If the target is a
  creature, it must succeed on a DC 13 Constitution
  saving throw or be cursed with mummy rot. The cursed
  target can't regain hit points, and its hit point
  maximum decreases by 10 (3d6) for every 24 hours
  that elapse. If the curse reduces the target's hit point
  maximum to 0, the target dies, and its body turns to
  dust. The curse lasts until removed by the remove
  curse spell or other magic.
  Dreadful Glare. The mummy targets one creature it can
  see within 60 feet of it. If the target can see the
  mummy, it must succeed on a DC 11 Wisdom saving
  throw against this magic or become frightened until
  the end of the mummy's next turn. If the target fails the
  saving throw by 5 or more, it is also paralyzed for the
  same duration. A target that succeeds on the saving
  throw is immune to the Dreadful Glare of all mummies
  (but not mummy lords) for the next 24 hours.
  
  Combat
  In melee combat, a mummified ogre delivers a powerful blow.
  Even if it had no other abilities, its great strength and grim
  determination would make it a formidable opponent.
  43
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  Mummified Creature
  Template
  [Base size] undead, lawful evil
  Armor Class 10 + its Dexterity modifier
  Hit Points base + 3 more hit dice
  Speed base - 10 feet
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Base + 2
  Base - 2
  Base
  Base - 2 Base
  Base + 2
  Saving Throws base + Wisdom
  Skills base
  Damage Vulnerabilities fire
  Damage Resistances bludgeoning, piercing, and slashing
  from nonmagical attacks
  Damage Immunities necrotic, poison
  Condition Immunities base + charmed, exhaustion,
  frightened, paralyzed, poisoned
  Senses base + darkvision 60 ft., passive Perception
  [base]
  Languages the languages it knew in life
  Challenge [recalculate]
  Additional Traits
  Mummy Rot. When the mummy hits a creature with a
  melee attack using a natural weapon (e.g. a claw, fist,
  tendril, or hoove attack), the attack deals an additional
  10 (3d6) necrotic damage,
  and the target must succeed on a Constitution saving
  throw (8 + the mummy's proficiency bonus + its
  Constitution modifier) or be cursed with mummy rot.
  The cursed target can't regain hit points, and its hit
  point maximum decreases by 10 (3d6) for every 24
  hours that elapse. If the curse reduces the target's hit
  point maximum to 0, the target dies, and its body turns
  to dust. The curse lasts until removed by the remove
  curse spell or similar magic.
  Additional Actions
  Multiattack. If the base creature already had the
  Multiattack action, it can keep it; additionally, the
  mummy can forgo one attack per turn to use Dreadful
  Glare. Otherwise, the mummy can use its Dreadful
  Glare and makes one attack with its rotting fist.
  Fist. If the base creature already had a melee attack
  using a natural weapon (e.g. a claw, fist, tendril, or
  hoove attack), it doesn't gain this action. Otherwise,
  this attack uses the mummy's Strength modifier to
  determine its attack bonus and damage. This attack
  deals bludgeoning damage to one target, with its
  damage dice being equal to two of the mummy's hit
  dice.
  Dreadful Glare. The mummy targets one creature it can
  see within 60 feet of it. If the target can see the
  mummy, it must succeed on a Wisdom saving throw
  (DC 8 + the mummy's proficiency bonus + its Charisma
  modifier) against this magic or become frightened until
  the end of the mummy's next turn. If the target fails the
  saving throw by 5 or more, it is also paralyzed for the
  same duration. A target that succeeds on the saving
  throw is immune to the Dreadful Glare of all mummies
  (but not mummy lords) for the next 24 hours.
  
  Necromental Template
  A necromental is the undead remnant of an elemental
  creature. It retains only a fraction of the self-awareness that
  the elemental had in life, but it becomes twisted and evil.
  Only an elemental may become a necromental. When an
  elemental (referred to as the base creature) is transformed
  into a necromental, it retains its statistics except as described
  below.
  Type. The necromental is an undead, and it doesn't require
  air, food, drink, or sleep.
  Armor Class. The necromental's Armor Class becomes 10
  + its Dexterity modifier if it wasn't already, and it loses
  natural armor or any other source of armor it may have had.
  Hit Dice. The necromental gains 3 more hit dice, which
  increases its maximum hit points.
  Ability Score Adjustment. The necromental's Intelligence
  and Charisma scores are each halved, to a minimum of 1.
  Damage Vulnerabilities, Resistances, and Immunities.
  The necromental gains immunity to necrotic and poison
  damage.
  Condition Immunities. The necromental can't be
  poisoned or unconscious. It also doesn't suffer from
  exhaustion.
  Senses. The necromental gains darkvision out to 60 feet. If
  the base creature already had darkvision, the radius of its
  darkvision instead increases by 60 feet. However, if the base
  creature has blindsight and is blind beyond its radius, the
  necromental does not gain darkvision.
  Traits, Actions, and Proficiencies. The necromental loses
  any trait, such as Amphibious, that assumes a living
  physiology. The necromental might retain or lose any or all of
  its lair actions or inherit new ones, as the DM sees fit. It also
  gains additional actions and traits as described in the
  template's statistics block. Otherwise, the necromental
  retains the base creature's proficiencies, actions, and traits.
  44
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Necromental Template
  [Base size] undead, neutral evil
  Armor Class base
  Hit Points base + 3 more hit dice
  Speed base
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Base
  Base
  Base
  Base/2
  Base
  Base/2
  Saving Throws base
  Skills base
  Damage Vulnerabilities base
  Damage Resistances base
  Damage Immunities base + necrotic, poison
  Condition Immunities base + charmed, exhaustion,
  frightened, paralyzed, poisoned
  Senses base + darkvision 60 ft., passive Perception
  [base]
  Languages understands the languages it spoke in life
  but can't speak
  Challenge [recalculate]
  Additional Traits
  Create Spawn. An elemental slain by the necromental
  rises as a necromental after 24 hours.
  Life Draining Aura. At the start of each of the
  necromental's turns, each creature within 15 feet of
  it must succeed on a Constitution saving throw (DC
  8 + the necromental's proficiency bonus + its
  Constitution modifer) or take necrotic damage equal
  to two of the necromental's hit dice. On a failed
  save, a target's hit point maximum is also reduced
  by an amount equal to the necrotic damage taken.
  This reduction lasts until the creature finishes a long
  rest. The target dies if this effect reduces its hit
  point maximum to 0.
  Touch of Death. When the necromental deals
  damage to a creature, it can change any amount of
  the damage to be necrotic damage.
  Additional Actions
  Disrupt Life (Recharge 6). Each non-undead creature
  within 20 feet of the necromental must make a
  Constitution saving throw (DC 8 + the
  necromental's proficiency bonus + its Constitution
  modifier) against this magic, taking necrotic damage
  equal to four of the necromental's hit dice on a
  failed save, or half as much damage on a successful
  one.
  
  Description
  "This walking pile of crumbling earth and stone radiates a
  palpable aura of death."
  Combat
  An earth necromental smashes into combat like a typical
  earth elemental, though with even more devastating results,
  thanks to its necromantic abilities.
  45
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Earth Necromental
  Large undead, neutral evil
  Armor Class 17 (natural armor)
  Hit Points 157 (15d10 + 75)
  Speed 30 ft., burrow 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5) 8 (–1) 20 (+5) 2 (–4) 10 (+0) 2 (–4)
  Damage Vulnerabilities thunder
  Damage Resistances bludgeoning, piercing, slashing
  from nonmagical attacks
  Damage Immunities necrotic, poison
  Condition Immunities exhaustion, paralyzed,
  petrified, poisoned, unconscious
  Senses darkvision 120 ft., tremorsense 60 ft.,
  passive Perception 10
  Languages understands Terran but can't speak
  Challenge 6 (2300 XP)
  Create Spawn. An elemental slain by the earth
  necromental rises as a necromental after 24 hours.
  Earth Glide. The earth necromental can burrow
  through nonmagical, unworked earth and stone.
  While doing so, the earth necromental doesn't
  disturb the material it moves through.
  Life Draining Aura. At the start of each of the earth
  necromental's turns, each creature within 15 feet of
  it must succeed on a DC 16 Constitution saving
  throw or take 11 (2d10) necrotic damage. On a
  failed save, a target's hit point maximum is also
  reduced by an amount equal to the necrotic damage
  taken. This reduction lasts until the creature finishes
  a long rest. The target dies if this effect reduces its
  hit point maximum to 0.
  Siege Monster. The earth necromental deals double
  damage to objects and structures.
  Touch of Death. When the earth necromental deals
  damage to a creature, it can change any amount of
  the damage to be necrotic damage.
  Actions
  Multiattack. The earth necromental makes two slam
  attacks.
  Slam. Melee Weapon Attack: +8 to hit, reach 10 ft.,
  one target. Hit: 14 (2d8 + 5) bludgeoning damage.
  Disrupt Life (Recharge 6). Each non-undead creature
  within 20 feet of the earth necromental must make
  a DC 16 Constitution saving throw against this
  magic, taking 22 (4d10) necrotic damage on a
  failed save, or half as much damage on a successful
  one.
  
  Necropolitan Template
  Necropolitans are humanoids who renounce life and
  embrace undeath in a special ritual called the Ritual of
  Crucimigration (see below).
  A necropolitan's skin is dry, withered, and powdery. Its eyes
  are as pale as driven snow, and as lifeless. It continues to
  dress in the fashion it preferred while living. Necropolitans
  are considered citizens of the little-known city of Nocturnus,
  but if their nature is revealed elsewhere, they are feared and
  hunted like common monsters.
  Only a humanoid, or monstrosity may become a
  necropolitan, although the DM may allow creatures of other
  types to become a necropolitan as appropriate. When a living
  creature (referred to as the base creature) is transformed into
  a necropolitan, it retains its statistics except as described
  below.
  Type. The necropolitan is an undead, and it doesn't require
  air, food, drink, or sleep.
  Ability Score Adjustment. The necropolitan's
  Constitution score increases by 2, to a maximum of 22.
  Damage Vulnerabilities, Resistances, and Immunities.
  The necropolitan is immune to cold, necrotic, and poison
  damage.
  Condition Immunities. The necropolitan can't be
  charmed, frightened, paralyzed, or poisoned. It also doesn't
  suffer from exhaustion.
  Skills. The necropolitan gains expertise with two skills of
  its choice, which means its proficiency bonus is doubled for
  any ability check it makes with it.
  Senses. The necropolitan gains darkvision out to 60 feet. If
  the base creature already had darkvision, the radius of its
  darkvision instead increases by 60 feet. However, if the base
  creature has blindsight and is blind beyond its radius, the
  necropolitan does not gain darkvision.
  Traits, Actions, and Proficiencies. The necropolitan loses
  any trait, such as Amphibious, that assumes a living
  physiology. The necropolitan might retain or lose any or all of
  its lair actions or inherit new ones, as the DM sees fit. It also
  gains additional traits as described in the template's statistics
  block. Otherwise, the necropolitan retains the base creature's
  proficiencies, actions, and traits.
  46
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Necropolitan Template
  [Base size] undead, [base alignment]
  Armor Class base
  Hit Points base
  Speed base
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Base
  Base
  Base + 2
  Base
  Base
  Base
  Saving Throws base + any two saving throws
  Skills base + expertise in any two skills
  Damage Vulnerabilities base
  Damage Resistances base
  Damage Immunities base + cold, necrotic, poison
  Condition Immunities base + charmed, exhaustion,
  frightened, paralyzed, poisoned
  Senses base + darkvision 60 ft., passive Perception
  [base]
  Languages the languages it knew in life
  Challenge [recalculate]
  Additional Traits
  Aversion of Radiance. If the necropolitan takes
  radiant damage, it has disadvantage on attack rolls
  and ability checks until the end of its next turn.
  Clarity of Death. The necropolitan is immune to any
  spell or effect that would read its thoughts,
  determine if it is lying, or magically influence its
  thoughts or behavior.
  Magic Resistance. The necropolitan has advantage on
  saving throws against spells and other magical
  effects.
  Negative Energy Absorption. Whenever the
  necropolitan is subjected to necrotic damage, it
  takes no damage and regains a number of hit points
  equal to the necrotic damage dealt.
  Turn Resistance. The necropolitan has advantage on
  saving throws against effects that turn undead.
  Undead Fortitude. If damage reduces the
  necropolitan to 0 hit points, it must make a
  Constitution saving throw with a DC of 5 + the
  damage taken, unless the damage is radiant or from
  a critical hit. On a success, the necropolitan drops
  to 1 hit point instead.
  
  Description
  "This withered humanoid has eyes so blue they are more
  accurately described as white, as if drained of color and life.
  The figure wears severe black clothing and clutches a thin
  wand in one gnarled hand."
  Combat
  This necropolitan acts much like a typical mage, though it
  focuses its attacks on any character prominently displaying a
  holy symbol or otherwise appearing to be a cleric or paladin.
  Ritual of Crucimigration
  Any humanoid can petition for consideration to
  undergo the Ritual of Crucimigration, which (if
  successful) enables the creature to become a
  necropolitan. The petition for consideration
  requires a fee of 3,000 gp and a written plea.
  The Ritual: The first part of the ritual requires the
  placement of the petitioner on a standing pole.
  Cursed nails are used to affix the petitioner, and
  then the pole is lifted into place. The resultant
  excruciating pain that shoots like molten metal
  through the petitioner's fingers and up the arms is
  not what finally ends the petitioner's mortal life,
  however, since death usually comes from
  asphyxiation and heart failure. As petitioners feel
  death's chill enter their bodies, many have second
  thoughts, but it is far too late to go back-the
  cursed nails and chanting of the ritual ensures that
  the Crucimigration is completed.
  The ceremony lasts for 24 hours—the usual
  time it takes for the petitioner to perish. During
  this period, two or three zombie servitors keep up
  a chant initiated by the ritual leader when the
  petitioner is first placed into position. Upon
  hearing the petitioner's last breath, the ritual leader
  calls forth the names of evil powers and gods to
  forge a link with the Negative Energy Plane, and
  then impales the petitioner. Dying, the petitioner is
  reborn as a necropolitan, dead but animate.
  If the ritual is interrupted before it is completed,
  the petitioner is merely dead.
  47
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Necropolitan Mage
  Medium undead, any alignment
  Armor Class 12 (15 with mage armor)
  Hit Points 49 (9d8 + 9)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (–1) 14 (+2) 13 (+1) 17 (+3) 12 (+1) 11 (+0)
  Saving Throws Con +4, Int +6, Wis +4, Cha +3
  Skills Arcana +9, History +9
  Damage Immunities cold, necrotic, poison
  Condition Immunities charmed, exhaustion, frightened,
  paralyzed, poisoned
  Senses darkvision 60 ft., passive Perception 11
  Languages any four languages
  Challenge 7 (2900 XP)
  Aversion of Radiance. If the necropolitan takes radiant
  damage, it has disadvantage on attack rolls and ability
  checks until the end of its next turn.
  Clarity of Death. The necropolitan is immune to any spell
  or effect that would read its thoughts, determine if it is
  lying, or magically influence its thoughts or behavior.
  Magic Resistance. The necropolitan has advantage on
  saving throws against spells and other magical effects.
  Negative Energy Absorption. Whenever the necropolitan
  is subjected to necrotic damage, it takes no damage
  and regains a number of hit points equal to the necrotic
  damage dealt.
  Spellcasting. The necropolitan is a 9th-level spellcaster.
  Its spellcasting ability is Intelligence (spell save DC 14,
  +6 to hit with spell attacks). The necropolitan has the
  following wizard spells prepared:
  Cantrip (at will): fire bolt, mage hand, prestidigitation,
  toll the dead
  1st level (4 slots): detect magic, mage armor, magic
  missile, shield
  2nd level (3 slots): misty step, ray of enfeeblement
  3rd level (3 slots): counterspell, fireball, fly
  4th level (3 slots): blight, dimension door
  5th level (1 slot): cone of cold
  Turn Resistance. The necropolitan has advantage on
  saving throws against effects that turn undead.
  Undead Fortitude. If damage reduces the necropolitan
  to 0 hit points, it must make a Constitution saving
  throw with a DC of 5 + the damage taken, unless the
  damage is radiant or from a critical hit. On a success,
  the necropolitan drops to 1 hit point instead.
  Actions
  Dagger. Melee or Ranged Weapon Attack: +5 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 +
  2) piercing damage.
  
  Swarm-Shifter Template
  The vampire that explodes into a flock of bats, the mummy
  that crumbles into a pile of scorpions-these are swarm-
  shifters, undead that have been granted the dark power to
  become swarms.
  A swarm-shifter appears like a normal undead creature
  until its body explodes into a swarm. There are many
  varieties of swarm-shifters, and although some are more
  common than others, swarm-shifters do not seem limited to
  certain kinds of swarms by their form of undeath.
  Only an undead creature can become a swarm-shifter.
  When an undead (referred to as the base creature) becomes a
  swarm-shifter, it gains the Shapechanger trait below. Note
  that unlike most templates, an undead can potentially acquire
  this template more than once, gaining a new swarm option
  with each application.
  Shapechanger. The swarm-shifter can use its bonus action
  to polymorph into a swarm of undead creatures, chosen from
  the list of options below when this template was applied. The
  swarm-shifter can choose whether its equipment falls to the
  ground, melds with its new form, or is worn by the new form.
  The swarm-shifter reverts to its true form if it dies or falls
  unconscious. The mummy can revert to its true form using a
  bonus action on its turn.
  While in a new form, the swarm-shifter retains its game
  statistics and ability to speak, but its movement modes,
  Strength, and Dexterity are replaced by those of the new
  form, and it gains any special senses, proficiencies, traits,
  actions, and reactions that the new form has but that it lacks.
  It loses any attack that relies on the use of its equipment or
  normal body, and it can cast its spells with verbal or somatic
  components in its new form.
  The new form's attacks count as magical for the purpose of
  overcoming resistances and immunity to nonmagical attacks.
  The swarm-shifter can choose to use one of its normal attack
  bonuses or saving throw DCs in place of an attack bonus or
  saving throw DC of the new form, respectively. Additionally,
  the swarm-shifter can choose to keep its original size, or it
  can become the size denoted in the new form's statistics.
  Bloodmote Cloud
  The statistics for a bloodmote cloud are found earlier in this
  bestiary.
  Bone Rat Swarm
  The statistics for a bone rat swarm are found earlier in this
  bestiary.
  Corpse Rat Swarm
  The statistics for a corpse rat swarm are found earlier in this
  bestiary.
  48
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  Swarm of Tomb Motes
  Medium swarm of tiny undead, chaotic evil
  Armor Class 13
  Hit Points 27 (5d8 + 5)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 16 (+3) 13 (+1) 8 (–1) 12 (+1) 6 (–2)
  Skills Stealth +5
  Damage Resistances bludgeoning, piercing, slashing
  Damage Immunities necrotic, poison
  Condition Immunities charmed, frightened, grappled,
  paralyzed, petrified, poisoned, prone, restrained,
  stunned
  Senses darkvision 60 ft., passive Perception 11
  Languages —
  Challenge 2 (450 XP)
  Nimble Escape. The swarm can take the Disengage
  or Hide action as a bonus action on each of its
  turns.
  Swarm. The swarm can occupy another creature's
  space and vice versa, and the swarm can move
  through any opening large enough for a Tiny tomb
  mote. The swarm can't regain hit points or gain
  temporary hit points.
  Actions
  Bites. Melee Weapon Attack: +5 to hit, reach 0 ft.,
  one target in the swarm's space. Hit: 14 (4d6)
  piercing damage, or 7 (2d6) piercing damage if the
  swarm has half of its hit points or fewer. If the target
  is a creature, it must make a DC 11 Constitution
  saving throw. On a failed save, the target is
  poisoned until the end of the swarm's next turn. On
  a successful save, the target is immune to being
  poisoned by any tomb mote for 24 hours.
  
  49
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  Swarm of Undead Bats
  Medium swarm of tiny undead, neutral evil
  Armor Class 12
  Hit Points 22 (5d8)
  Speed 0 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  5 (–3)
  15 (+2)
  10 (+0)
  2 (–4)
  12 (+1)
  4 (–3)
  Damage Resistances bludgeoning, piercing, slashing
  Damage Immunities poison
  Condition Immunities charmed, frightened, grappled,
  paralyzed, petrified, poisoned, prone, restrained,
  stunned
  Senses blindsight 60 ft., darkvision 60 ft., passive
  Perception 11
  Languages —
  Challenge 1/2 (100 XP)
  Echolocation. The swarm can't use its blindsight while
  deafened.
  Keen Hearing. The swarm has advantage on Wisdom
  (Perception) checks that rely on hearing.
  Swarm. The swarm can occupy another creature's space
  and vice versa, and the swarm can move through any
  opening large enough for a Tiny bat. The swarm can't
  regain hit points or gain temporary hit points.
  Wounding. If the swarm hits a creature other than an
  undead or a construct with a melee attack, the target
  begins to lose 2 (1d4) hit points at the start of each of
  its turns due to a painful wound. Each time the swarm
  hits the wounded target with an attack, the damage
  dealt by the wound increases by 2 (1d4). Any creature
  can take an action to stanch the wound with a
  successful DC 10 Wisdom (Medicine) check. The
  wound also closes if the target receives magical
  healing.
  Actions
  Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one
  creature in the swarm's space. Hit: 5 (2d4) piercing
  damage, or 2 (1d4) piercing damage if the swarm has
  half of its hit points or fewer.
  Swarm of Undead Insects
  Medium swarm of tiny undead, neutral evil
  Armor Class 12 (natural armor)
  Hit Points 31 (7d8 + 0)
  Speed 20 ft., climb 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  3 (–4)
  13 (+1)
  10 (+0)
  1 (–5)
  7 (–2)
  1 (–5)
  Damage Resistances bludgeoning, piercing, slashing
  Damage Immunities poison
  Condition Immunities charmed, frightened, grappled,
  paralyzed, petrified, poisoned, prone, restrained,
  stunned
  Senses blindsight 10 ft., darkvision 60 ft., passive
  Perception 8
  Languages —
  Challenge 1 (200 XP)
  Swarm. The swarm can occupy another creature's space
  and vice versa, and the swarm can move through any
  opening large enough for a Tiny insect. The swarm can't
  regain hit points or gain temporary hit points.
  Actions
  Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one
  target in the swarm's space. Hit: 10 (4d4) piercing
  damage, or 5 (2d4) piercing damage if the swarm has
  half of its hit points or fewer. If the target is a creature,
  it must make a DC 10 Constitution saving throw, taking
  10 (4d4) necrotic damage on a failed save, or half as
  much damage on a successful one.
  
  50
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  Swarm of Undead
  Leeches
  Medium swarm of tiny undead, neutral evil
  Armor Class 10
  Hit Points 22 (5d8)
  Speed 10 ft., climb 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  3 (–4)
  11 (+0)
  10 (+0)
  1 (–5)
  5 (–3)
  1 (–5)
  Damage Resistances bludgeoning, piercing, slashing
  Damage Immunities poison
  Condition Immunities charmed, frightened, grappled,
  paralyzed, petrified, poisoned, prone, restrained,
  stunned
  Senses blindsight 10 ft., darkvision 60 ft., passive
  Perception 7
  Languages —
  Challenge 1/2 (100 XP)
  Swarm. The swarm can occupy another creature's space
  and vice versa, and the swarm can move through any
  opening large enough for a Tiny leech. The swarm can't
  regain hit points or gain temporary hit points.
  Actions
  Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., one
  creature in the swarm's space. Hit: 5 (2d4) piercing
  damage, or 2 (1d4) piercing damage if the swarm has
  half of its hit points or fewer. The target must make a
  DC 10 Constitution saving throw, taking 5 (2d4)
  necrotic damage on a failed save, or half as much
  damage on a successful one. As an exception to its
  Swarm trait, the swarm regains a number of hit points
  equal to half the amount of necrotic damage dealt.
  Swarm of Undead
  Maggots or Worms
  Medium swarm of tiny undead, neutral evil
  Armor Class 12
  Hit Points 31 (7d8)
  Speed 10 ft., climb 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  2 (–4)
  15 (+2)
  10 (+0)
  1 (–5)
  2 (–4)
  1 (–5)
  Damage Resistances bludgeoning, piercing, slashing
  Damage Immunities poison
  Condition Immunities charmed, frightened, grappled,
  paralyzed, petrified, poisoned, prone, restrained,
  stunned
  Senses blindsight 10 ft., darkvision 60 ft., passive
  Perception 6
  Languages —
  Challenge 1 (200 XP)
  Swarm. The swarm can occupy another creature's space
  and vice versa, and the swarm can move through any
  opening large enough for a Tiny maggot. The swarm
  can't regain hit points or gain temporary hit points.
  Actions
  Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one
  target in the swarm's space. Hit: 10 (4d4) piercing
  damage, or 5 (2d4) piercing damage if the swarm has
  half of its hit points or fewer.
  Plague of Worms. Each creature in the swarm's space
  must succeed on a DC 12 Dexterity saving throw or
  take 5 (2d4) necrotic damage and be blinded by the
  swarm until the end of the swarm's next turn.
  
  51
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  Swarm of Undead Parts
  Medium swarm of tiny undead, neutral evil
  Armor Class 11
  Hit Points 31 (7d8)
  Speed 10 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 13 (+1) 10 (+0) 1 (–5) 2 (–4) 1 (–5)
  Skills Athletics +4
  Damage Resistances bludgeoning, piercing, slashing
  Damage Immunities poison
  Condition Immunities charmed, frightened, grappled,
  paralyzed, petrified, poisoned, prone, restrained,
  stunned
  Senses blindsight 30 ft. (blind beyond this radius),
  passive Perception 6
  Languages —
  Challenge 1 (200 XP)
  Appendages. The swarm can attempt to grapple or
  shove a creature as a bonus action. Creatures that
  are grappled by the swarm are unable to breathe or
  speak until the grapple ends.
  Swarm. The swarm can occupy another creature's
  space and vice versa, and the swarm can move
  through any opening large enough for a Tiny
  humanoid body part. The swarm can't regain hit
  points or gain temporary hit points.
  Actions
  Slams. Melee Weapon Attack: +4 to hit, reach 0 ft.,
  one target in the swarm's space. Hit: 10 (4d4)
  bludgeoning damage, or 5 (2d4) bludgeoning
  damage if the swarm has half of its hit points or
  fewer.
  Swarm of Undead
  Scorpions
  Medium swarm of tiny undead, neutral evil
  Armor Class 12
  Hit Points 24 (7d8 – 7)
  Speed 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  4 (–3)
  15 (+2)
  8 (–1)
  1 (–5)
  2 (–4)
  1 (–5)
  Damage Resistances bludgeoning, piercing, slashing
  Damage Immunities poison
  Condition Immunities charmed, frightened, grappled,
  paralyzed, petrified, poisoned, prone, restrained,
  stunned
  Senses blindsight 10 ft., darkvision 60 ft., passive
  Perception 6
  Languages —
  Challenge 1/2 (100 XP)
  Swarm. The swarm can occupy another creature's
  space and vice versa, and the swarm can move
  through any opening large enough for a Tiny
  scorpion. The swarm can't regain hit points or gain
  temporary hit points.
  Actions
  Bites. Melee Weapon Attack: +4 to hit, reach 0 ft.,
  one creature in the swarm's space. Hit: 5 (2d4)
  piercing damage, or 2 (1d4) piercing damage if the
  swarm has half of its hit points or fewer. The target
  must make a DC 9 Constitution saving throw, taking
  4 (1d8) poison damage on a failed save, or half as
  much damage on a successful one.
  
  52
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  Swarm of Undead Spiders
  Medium swarm of tiny undead, neutral evil
  Armor Class 12 (natural armor)
  Hit Points 22 (5d8)
  Speed 20 ft., climb 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  3 (–4)
  13 (+1)
  10 (+0)
  1 (–5)
  7 (–2)
  1 (–5)
  Damage Resistances bludgeoning, piercing, slashing
  Damage Immunities poison
  Condition Immunities charmed, frightened, grappled,
  paralyzed, petrified, poisoned, prone, restrained,
  stunned
  Senses blindsight 10 ft., darkvision 60 ft., passive
  Perception 8
  Languages —
  Challenge 1/2 (100 XP)
  Spider Climb. The swarm can climb difficult surfaces,
  including upside down on ceilings, without needing to
  make an ability check.
  Swarm. The swarm can occupy another creature's space
  and vice versa, and the swarm can move through any
  opening large enough for a Tiny spider. The swarm can't
  regain hit points or gain temporary hit points.
  Unsettling Form. Non-undead creatures in the swarm's
  space have disadvantage on saving throws against
  being frightened.
  Web Sense. While in contact with a web, the swarm
  knows the exact location of any other creature in
  contact with the same web.
  Web Walker. The swarm ignores movement restrictions
  caused by webbing.
  Actions
  Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one
  creature in the swarm's space. Hit: 10 (4d4) piercing
  damage, or 5 (2d4) piercing damage if the swarm has
  half of its hit points or fewer. The target must succeed
  on a DC 10 Constitution saving throw or be poisoned
  until the end of the swarm's next turn.
  
  Description
  "A skittering swarm of scorpions five feet across approaches
  you. The swarm contracts, merging together and compacting.
  Suddenly, it coalesces into a withered corpse in funeral
  wrappings."
  Combat
  A swarm-shifter mummy acts much like a regular mummy. It
  typically prefers to fight while in swarm form, but it may
  transform back if it is reduced to half of its hit points or fewer.
  It may also transform into a swarm as a method of escape -
  while its swarm form is even slower than its mummy form, its
  Swarm trait allows it to escape via small openings that its
  mummy form wouldn't fit through.
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  Swarm-Shifter Mummy
  Medium undead (shapechanger), lawful evil
  Armor Class 11 (natural armor)
  Hit Points 58 (9d8 + 18)
  Speed 20 ft. (mummy form) or 10 ft. (swarm form)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 8 (–1) 15 (+2) 6 (–2)
  10 (+0)
  12 (+1)
  Saving Throws Wis +2
  Damage Vulnerabilities fire
  Damage Resistances bludgeoning, piercing, and slashing
  from nonmagical attacks; bludgeoning, piercing, and
  slashing (swarm form only)
  Damage Immunities necrotic, poison
  Condition Immunities charmed, exhaustion, frightened,
  paralyzed, poisoned; grappled, petrified, prone,
  restrained, stunned (swarm form only)
  Senses darkvision 60 ft.; blindsight 10 ft. (swarm form
  only), passive Perception 10
  Languages the languages it knew in life
  Challenge 3 (700 XP)
  Mummy Rot. When the mummy hits a creature with a
  melee attack, the attack deals an additional 10 (3d6)
  necrotic damage, and the target must succeed on a DC
  12 Constitution saving throw or be cursed with
  mummy rot. The cursed target can't regain hit points,
  and its hit point maximum decreases by 10 (3d6) for
  every 24 hours that elapse. If the curse reduces the
  target's hit point maximum to 0, the target dies, and its
  body turns to dust. The curse lasts until removed by the
  remove curse spell or similar magic.
  Shapechanger. The mummy can use its bonus action to
  polymorph into a swarm of undead scorpions. The
  mummy can choose whether its equipment falls to the
  ground, melds with its new form, or is worn by the new
  form. The mummy reverts to its true form if it dies or
  falls unconscious. The mummy can revert to its true
  form using a bonus action on its turn.
  While in its new form, the mummy retains its game
  statistics and ability to speak, but its movement modes,
  Strength, and Dexterity are replaced by those of the
  new form, and it gains any special senses, proficiencies,
  traits, actions, and reactions that the new form has but
  that it lacks (such actions and traits are included in this
  stat block).
  The new form's attacks count as magical for the
  purpose of overcoming resistances and immunity to
  nonmagical attacks.
  Swarm (Swarm Form Only). The mummy can occupy
  another creature's space and vice versa, and the
  mummy can move through any opening large enough
  for a Tiny scorpion. The mummy can't regain hit points
  or gain temporary hit points.
  Actions
  Multiattack. The mummy uses its Dreadful Glare and
  makes one melee attack.
  Rotting Fist (Mummy Form Only). Melee Weapon Attack:
  +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3)
  bludgeoning damage.
  Bites (Swarm Form Only). Melee Weapon Attack: +5 to
  hit, reach 0 ft., one creature in the mummy's space. Hit:
  5 (2d4) piercing damage, or 2 (1d4) piercing damage if
  the mummy has half of its hit points or fewer. The
  target must make a DC 12 Constitution saving throw,
  taking 4 (1d8) poison damage on a failed save, or half
  as much damage on a successful one.
  Dreadful Glare. The mummy targets one creature it can
  see within 60 feet of it. If the target can see the
  mummy, it must succeed on a DC 11 Wisdom saving
  throw against this magic or become frightened until
  the end of the mummy's next turn. If the target fails the
  saving throw by 5 or more, it is also paralyzed for the
  same duration. A target that succeeds on the saving
  throw is immune to the Dreadful Glare of all mummies
  (but not mummy lords) for the next 24 hours.
  
  Umbral Creature Template
  Like shadows, umbral creatures are creatures of living
  darkness. They hate life and light with equal fervor. Their
  touch bestows the painful chill of nonexistence, making them
  very dangerous opponents.
  An umbral creature looks like a shadowy version of a
  material creature, and it may easily be mistaken for a living
  creature from the Plane of Shadow. Umbral creatures are
  diffi cult to see in dark or gloomy areas, but they stand out
  starkly in brightly illuminated places.
  Natural enemies of all that live, umbral creatures are
  aggressive and predatory. They are quick to strike and make
  short work of those unprepared to deal with them.
  Only an aberration, dragon, giant, beast, or monstrosity
  may become an umbral creature; humanoids become
  shadows (MM 269) instead. When a living creature (referred
  to as the base creature) becomes an umbral creature, it
  retains its statistics except as described below.
  Type. The umbral creature is an undead, and it doesn't
  require air, food, drink, or sleep.
  Armor Class. The umbral creature's Armor Class becomes
  10 + its Dexterity modifier if it wasn't already, and it loses
  natural armor or any other source of armor it may have had.
  Speed. The umbral creature's walking speed increases by
  10 feet, and it loses all other forms of movement.
  Ability Score Adjustment. The umbral creature's
  Dexterity score increases by 2, to a maximum of 22 and a
  minimum of 14. However, if its Strength score is higher than
  its new Dexterity score, the umbral creature's Dexterity rises
  to match its Strength. Its Strength score is then halved, to a
  minimum of 1.
  Damage Vulnerabilities, Resistances, and Immunities.
  The umbral creature has the same vulnerabilities,
  resistances, and immunities as a shadow (MM 269). None of
  the vulnerabilities, resistances, or immunities from the base
  creature are preserved.
  Condition Immunities. The umbral creature can't be
  frightened, grappled, paralyzed, petrified, poisoned, prone, or
  restrained. It also doesn't suffer from exhaustion.
  Senses. The umbral creature gains darkvision out to 60
  feet. If the base creature already had darkvision, the radius of
  its darkvision instead increases by 60 feet. The umbral
  creature loses all other senses.
  Traits, Actions, and Proficiencies. The umbral creature
  loses any trait, such as Amphibious, that assumes a living
  physiology, as well as any trait that relies on being corporeal,
  such as Spider Climb or Standing Leap. The umbral creature
  might retain or lose any or all of its lair actions or inherit new
  ones, as the DM sees fit. It also gains additional actions and
  traits as described in the template's statistics block.
  Otherwise, the umbral creature retains the base creature's
  proficiencies, actions, and traits.
  54
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  Umbral Creature
  Template
  [Base size] undead, chaotic evil
  Armor Class 10 + its Dexterity modifier
  Hit Points base
  Speed base + 10 feet
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Base/2
  See Template
  Base
  Base
  Base
  Base
  Saving Throws base
  Skills base + Stealth
  Damage Vulnerabilities radiant
  Damage Resistances acid, fire, lightning, thunder;
  bludgeoning, piercing, and slashing from nonmagical
  attacks
  Damage Immunities necrotic, poison
  Condition Immunities base + exhaustion, frightened,
  grappled, paralyzed, petrified, poisoned, prone, or
  restrained
  Senses base + darkvision 60 ft., passive Perception
  [base]
  Languages the languages it knew in life
  Challenge [recalculate]
  Additional Traits
  Amorphous. The umbral creature can move through a
  space as narrow as 1 inch wide without squeezing.
  Create Spawn. When a non-evil humanoid is slain by the
  umbral creature, a shadow rises from its corpse 1d4
  hours later.
  Shadow Stealth. While in dim light or darkness, the
  umbral creature can take the Hide action as a bonus
  action, and its proficiency bonus is doubled for any
  check it makes using the Stealth skill.
  Strength Drain. When the umbral creature deals damage
  to a creature, the target's Strength score is reduced by
  1d4. The target dies if this reduces its Strength to 0.
  Otherwise, the reduction lasts until the target finishes a
  short or long rest.
  Sunlight Weakness. While in sunlight, the umbral
  creature has disadvantage on attack rolls, ability checks,
  and saving throws.
  Additional Actions
  Withering Touch. If the base creature already had access
  to a melee weapon attack, it doesn't gain this action; if
  the attack is made with a natural weapon (e.g. a claw,
  fist, tendril, or hoove attack), it deals necrotic damage
  instead of its normal damage type, while if it is made
  with a manufactured weapon, the attack deals
  additional necrotic damage equal to one of the umbral
  creature's hit dice. Otherwise, this attack uses the
  umbral creature's Dexterity modifier to determine its
  attack bonus and damage. This attack deals necrotic
  damage to one creature, with its damage dice being
  equal to two of the umbral creature's hit dice.
  
  Description
  "A murky, vaguely feline shape crouches before you."
  Combat
  Umbral displacer beasts rely on their incorporeal-esque
  nature and their natural displacement to avoid most attacks.
  Due to their limited Intelligence, they don't typically take full
  advantage of their abilities, such as focusing targets with less
  Strength in an attempt to kill them first.
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Umbral Displacer Beast
  Large undead, chaotic evil
  Armor Class 14
  Hit Points 85 (10d10 + 30)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (–1) 18 (+4) 16 (+3) 6 (–2) 12 (+1) 8 (–1)
  Skills Stealth +7
  Damage Vulnerabilities radiant
  Damage Resistances acid, cold, fire, lightning,
  thunder; bludgeoning, piercing, and slashing from
  nonmagical attacks
  Damage Immunities necrotic, poison
  Condition Immunities exhaustion, frightened,
  grappled, paralyzed, petrified, poisoned, prone,
  restrained
  Senses darkvision 120 ft., passive Perception 11
  Languages —
  Challenge 5 (1800 XP)
  Amorphous. The umbral displacer beast can move
  through a space as narrow as 1 inch wide without
  squeezing.
  Avoidance. If the umbral displacer beast is subjected
  to an effect that allows it to make a saving throw to
  only take half damage, it instead takes no damage if
  it succeeds on the saving throw, and only half
  damage if it fails.
  Displacement. The umbral displacer beast projects a
  magical illusion that makes it appear to be standing
  near its actual location, causing attack rolls against it
  to have disadvantage. If it is hit by an attack, this
  trait is disrupted until the end of its next turn. This
  trait is also disrupted while the umbral displacer
  beast is incapacitated or has a speed of 0.
  Shadow Stealth. While in dim light or darkness, the
  umbral displacer beast can take the Hide action as a
  bonus action. Its stealth bonus is also improved to
  +10.
  Sunlight Weakness. While in sunlight, the umbral
  displacer beast has disadvantage on attack rolls,
  ability checks, and saving throws.
  Actions
  Multiattack. The umbral displacer beast makes two
  attacks with its tentacles.
  Tentacle. Melee Weapon Attack: +6 to hit, reach 10
  ft., one creature. Hit: 11 (2d6 + 4) necrotic damage,
  and the target's Strength score is reduced by 1d4.
  The target dies if this reduces its Strength to 0.
  Otherwise, the reduction lasts until the target
  finishes a short or long rest.
  If a non-evil humanoid dies from this attack, a new
  shadow rises from the corpse 1d4 hours later.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Monster books/DnD 5th edition/Libris Mortis 5e - Bestiary.pdf