TEXT: Monster  
  Mausoleum
  DASTOW GAMES
  by Stacey Janssen
  20005E
  and David Noonan
  Seventeen undead horrors—old and new—for 5th edition Dungeons & Dragons 
  
  MONSTER MAUSOLEUM
  Seventeen undead horrors, old and new
  for 5th edition Dungeons & Dragons 
  by DASTOW Games
   
  Design and Editing: Stacey Janssen, David Noonan 
  Cover and Interior Art: Liz Green 
  Layout and Typesetting: David Noonan
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  Monster Mausoleum — 2
  
  Monster Mausoleum — 3
  Introduction
  The Dungeons & Dragons game has more than 40 
  years of great monsters, spread out across multiple 
  editions and hundreds of sourcebooks and adven-
  tures. No single-volume Monster Manual could 
  hope to capture them all. In this volume, Monster 
  Mausoleum, you’ll find some of our favorite un-
  dead creatures, both old (like the penanggalan and 
  huecuva from the 1981 Fiend Folio) and new (like 
  the gaslight and the draugr, appearing here for the 
  first time). 
  When we recently converted an adventure to 
  the latest edition of D&D, we noticed something 
  peculiar: a gap in the challenge ratings for existing 
  undead. The 5th edition Monster Manual has no 
  undead between CR 5 and CR 13, so when we cre-
  ated conversions of fan-favorite undead monsters, 
  we focused on that range. Anyone who has spent 
  time with the encounter-design math knows how 
  important it is to have a wide spectrum of available 
  challenge ratings.
  Beyond that, we’ve endeavored to create mon-
  sters of moderate complexity—often more complex 
  than their first-edition forebears, but simpler than 
  the third- and fourth-edition versions. In general, 
  it’s straightforward for Dungeon Masters (DMs) 
  to add complexity—and no one behind the DM’s 
  screen likes a monster with a lot of fiddly bits.
  We weren’t slavish devotees to the exact text of 
  prior designs. We gave the devourer locate creature 
  as a spell-like ability even though the version in the 
  Monster Manual v3.5 doesn’t have it, because we 
  liked the idea of the devourer consuming one vic-
  tim as it used magical means to stalk its next prey. 
   
  Be Grateful for Undead
  From the very earliest days of D&D, undead mon-
  sters have been the go-to choice for tomb guard-
  ians, necromancer retinues, and ancient armies 
  once again on the march. When the players find a 
  thousand-year-old crypt or a buried dwarven city, 
  the undead are there to provide them with an un-
  friendly greeting. Whenever you have an environ-
  ment where more ordinary living creatures can’t 
  survive (like a sealed tomb), undead are a strong 
  choice. 
  Challenge Your Cleric. Clerics have always had 
  a special connection to the undead, too—no other 
  class gets an ability aimed so squarely at a single 
  creature type. If the cleric at your table hasn’t had a 
  chance to fire up the Channel Divinity ability lately, 
  throw some undead into the mix and watch the 
  divine energy fly.
  Eternity Is a Long Time. Undead live forever, 
  and it’s not necessarily clear how long that crypt 
  thing has been guarding the tomb you’re explor-
  ing. You can use the undead monsters of Monster 
  Mausoleum and other books to reveal details of 
  your game world’s history. Even a by-the-numbers 
  draugr may know things from its former life that 
  are beyond the ken of the wisest present-day sages. 
  Unlife Stories. Finally, one of the things that 
  make undead monsters special is how they were all 
  once alive. Some (like some penanggalans) sought 
  the immortality of undeath intentionally, while 
  others (such as the bodak) were victims of tragic 
  circumstance. Every undead monster comes with 
  a story—and as the DM, you have the power to 
  express that story to your players and bring your 
  world to life...or unlife, as the case may be.  
  Modifying These Monsters
  These monsters adhere rather closely to the 
  monster creation guidelines set out in Chapter 9 
  of the Dungeon Master’s Guide, so the advice for 
  modifying monsters there applies here as well. As 
  mentioned above, these monsters are mostly in the 
  mid-range of challenge ratings, so you’re as likely 
  to shift them upward as downward. The Monster 
  Statistics by Challenge Rating table in that chapter 
  should be the first place you look.
  Perhaps the best way you can modify these 
  monsters, though, is by grounding them in the sites 
  and adventures you run. For example, maybe a par-
  ticular crypt thing always teleports PCs to a specific 
  trap-filled room or a purpose-built prison. Perhaps 
  a particular tragedy created a caller in darkness—
  and defeating the caller leads the players to investi-
  gate the tragedy and somehow make amends. 
  Table of Contents
  Allip 
   
   
   
  p. 4
  Bodak  
   
   
  p. 5
  Boneclaw 
   
   
  p. 6
  Caller in Darkness 
   
  p. 7
  Crypt Thing 
   
   
  p. 8
  Devourer 
   
   
  p. 9
  Draugr  
   
   
  p. 11
  Gaslight 
   
   
  p. 13
  Huecuva 
   
   
  p. 14
  Mohrg  
   
   
  p. 15
  Nightshade 
   
   
  p. 16
  Penanggalan 
   
   
  p. 19
  Skull Lord 
   
   
  p. 21  
  
  ALLIP
  Medium undead, neutral evil
  Armor Class 14 (natural armor)
  Hit Points 110 (20d8+20)
  Speed 0 ft.; fly 30 ft.
  Str 12 (+1) 
   Dex 14 (+2)  
  Con 12 (+1) 
  Int 14 (+2)  
  Wis 13 (+1)  
  Cha 18 (+4)
  Damage Immunities necrotic, poison, psychic
  Condition Immunities charmed, exhaustion, grappled, 
  prone, restrained, poisoned
  Senses darkvision 60 ft., passive Perception 11
  Languages Aklo, Common
  Challenge 7 (2,900 XP)
  Incorporeal Movement. The allip 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.
  Mutter. The allip mutters to itself non-stop, creating a hyp-
  notic effect. Creatures within 60 feet must make a saving 
  throw (DC 15 Charisma) or be incapacitated for 1d4 rounds 
  (the DM hides this roll and keeps it secret from the player). 
  Creatures that make the save cannot be affected by the 
  same allip’s mutter for 24 hours.
  Madness. A creature attempting to target the allip with 
  any psychic attack or ability touches the allip’s misshapen 
  mind, immediately taking 2d6 psychic damage.
  Mind Grab. Once per day, when the allip attacks with in-
  corporeal touch, it grabs hold of the target’s psyche, deal-
  ing an additional 19 (4d8+1) psychic damage, and target is 
  frightened until the end of combat.
  Actions
  Incorporeal Touch. Melee Weapon Attack: +4 to hit, reach 
  5 ft., one target. Hit: 11 (4d4+1) necrotic damage.
  Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d8+1) 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 dam-
  age taken. This reduction lasts until the target finishes a 
  long rest. The target dies if this effect reduces its hit point 
  maximum to 0.
  Monster Mausoleum — 4
  ALLIP
  The allip doesn’t always seem to be aware of its 
  current non-living status, but it has certainly come 
  to terms with it’s own madness. Its constant stream 
  of babbling may relate to the life it once led or it 
  may not, but it rarely passes up a chance to reach 
  out and get just a small taste of someone else’s 
  sanity.
  Stunning Conversationalist. The allip never 
  stops muttering to itself. Some who have faced 
  them and lived claim that if you get close enough, 
  you can make out some of the words it’s saying, 
  though exactly what those words are differs from 
  account to account. Some say the allips mutter 
  elaborate stories of heroism from their lives, while 
  others claim they merely state a collection of 
  random words, as though trying to jog their own 
  memories of who they once were. 
  Psychically Unstable. Often thought to be the 
  souls of those driven to suicide by madness, allips 
  are particularly unstable when psychic abilities are 
  used against them. Though immune to any psychic 
  damage, they recognize when a creature psychi-
  cally targets them, and they lash out swiftly. After 
  a few rounds of combat, some have been known to 
  reach deep into a combatant’s mind, latching on to 
  the target’s psyche in hopes they might once again 
  know the touch of sanity.
  Incorporeal Form. From the waist up, it ap-
  pears nearly as it did in life, though many features 
  are stretched, skewed, or otherwise distorted. 
  Below that, however, the rest of the body begins to 
  fade away to nothingness—a simple ethereal cloud 
  tapering off into vapor.
  Undead Nature. An allip doesn’t require air, 
  food, drink, or sleep.
  “Oh, monsters are scared,” said Lettie.  
  “That’s why they’re monsters.”
  —Neil Gaiman
  S
  T
  
  BODAK
  Medium undead, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 170 (20d8 + 80)
  Speed 30 ft.
  Str 14 (+2)  
  Dex 15 (+2)  
  Con 18 (+4) 
  Int 10 (+0)  
  Wis 14 (+2)  
  Cha 17 (+3)
  Skills Intimidation +7, Perception +6
  Damage Immunities necrotic, poison
  Damage Resistances cold, lightning; bludgeoning, piercing, and 
  slashing from nonmagical weapons
  Condition Immunities frightened, poisoned, exhaustion
  Senses darkvision 60 ft., passive Perception 16
  Languages Abyssal, Common
  Challenge 10 (5,900 XP)
  Death Gaze. When the bodak starts its turn within 30 feet of 
  other creatures, those creatures must succeed on a DC 17 Con-
  stitution saving throw or take 11 (2d10) necrotic damage and 
  have their hit point maximum reduced by an amount equal to 
  the damage taken. This reduction lasts until the target finishes a 
  long rest. the target dies if this effect reduces its hit point max-
  imum to 0. Targets cannot avoid looking at the bodak or close 
  their eyes to counter the gaze, because (unlike a medusa’s gaze) 
  it doesn’t rely on them seeing the bodak, but on the bodak 
  seeing them.
  A humanoid slain by this attack while in the Abyss rises 24 
  hours later as a bodak, unless the humanoid is restored to life or 
  its body is destroyed or removed from the Abyss.
  Demons and undead are immune to the bodak’s death gaze. 
  Sunlight Sensitivity. While in sunlight, the bodak has disadvan-
  tage on attack rolls, as well as on Wisdom (Perception) checks 
  that rely on sight. The range of its death gaze is reduced to 10 
  feet because it can’t see as well.
  Actions
  Multiattack. The bodak makes two slam attacks with its fists.
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 11 (2d8 + 2) bludgeoning damage.
  Monster Mausoleum — 5
  BODAK
  When the necromantic power of the undead meets 
  the demonic energy of the Abyss, the result is a 
  bodak: a mortal creature who has succumbed to 
  death after torture in the Abyss. A bodak rises to 
  inflict undead horror and demonic terror on mor-
  tals everywhere.
  Most bodaks wander the Abyss, but rifts and 
  portals sometimes take them elsewhere. A bodak 
  that leaves the Abyss tends to live a solitary exis-
  tence for one simple reason: Living things die when 
  a bodak looks at them.
  Gaze Upon Your Doom. The bodak’s most 
  fearsome ability is death gaze. Merely by looking 
  at nearby creatures with its milky, alien eyes, the 
  bodak can infuse the subject of its gaze with ne-
  crotic energy that weakens the connection between 
  soul and body. For a bodak, this is one of the few 
  pleasures in unlife: watching the last moments of a 
  mortal’s existence...until it rises as another bodak. 
  Alien Appearance. Bodaks bear only a vague 
  resemblance to the humanoid creatures they once 
  were. They are gray-skinned, sexless bipeds with 
  elongated skulls, thin limbs, and only the most ba-
  sic features: wide, white eyes, a vertical mouth, and 
  long fingers. Every gesture is languid unless they’re 
  roused to combat. When they deign to speak, their 
  voices are clipped and emotionless. To a bodak, 
  emotion is just another trait of the living that can-
  not withstand the bodak’s death gaze. 
  Demonic Curiosities. Bodaks haunt the evil 
  lairs of the Abyss in much the same way that ghosts 
  haunt places familiar to them in life. Most de-
  mons, immune to the death gaze, are content to let 
  bodaks wander about their demonic lairs. Bodaks 
  rarely speak, but they seem to understand Abyssal 
  just fine, so powerful demon lords can order them 
  about as servants. Bodaks make ambivalent work-
  ers, though—the only thing that motivates them 
  is their hatred for mortals and the desire to watch 
  mortals perish, expunged by necrotic and demonic 
  energy. 
  Undead Nature. A bodak doesn’t require air, 
  food, drink, or sleep.
  
  BONECLAW
  Large undead, chaotic evil
  Armor Class 18 (natural armor)
  Hit Points 190 (20d10+80)
  Speed 30 ft.
  Str 18 (+4)  
  Dex 21 (+5)  
  Con 18 (+4) 
  Int 12 (+12)  
  Wis 12 (+1)  
  Cha 16 (+3)
  Damage Immunities poison
  Damage Resistances necrotic
  Condition Immunities poisoned, exhaustion
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Abyssal
  Challenge 12 (8,400 XP)
  Necrotic Pulse. Once per day as a standard action, the boneclaw 
  may release a pulse of necrotic energy, emanating out to 25 feet 
  and centered on itself. Undead allies in the burst regain 20 hit 
  points, and enemies in the burst take 20 necrotic damage.
  Actions
  Multiattack. The boneclaw can use its claws twice per turn.
  Claws. Melee Weapon Attack: +10 to hit, reach 15 ft., one tar-
  get. Hit: 36 (5d12+4) slashing damage.
  Reactions
  Relentless Opportunist. If the boneclaw hits with an opportuni-
  ty attack, it immediately makes another attack against the same 
  target.
  Monster Mausoleum — 6
  BONECLAW
  Misery may love company, but few things love 
  company more than death—or, more specifically, 
  the undead. Boneclaws especially love to use their 
  particular gift to grant a false sense of security 
  before skewering their prey. Though their origin 
  story is shrouded in uncertainty—whether a dark 
  creation or a mutatious evolution, we may never 
  know—their size is anything but. Often standing 
  over 8 feet tall, boneclaws may use guile, but they 
  don’t use stealth.
  Extendable Claws. Perhaps the boneclaw’s most 
  noticeable features are its long, extendable claws. 
  When the boneclaw is at rest, they grow and retract 
  as they please, but when the boneclaw chooses, it 
  can take full control, often surprising enemies who 
  believe they are out of range. Without warning, it 
  can extend the claws out beyond 15 feet at light-
  ning speed, eviscerating its target in moments.
  Terrifyingly Tall. While certainly not as big as 
  some monsters, the boneclaw is much bigger than 
  most other undead. It towers over medium- and 
  small-sized creatures, and even when it hunches 
  over, it’s about as tall as a human. It usually finds 
  hiding difficult, and so dispenses with it all togeth-
  er—it has other ways to trick its prey than pretend-
  ing not to be in the room. 
  Unknown Origin. Some say a necromancer 
  created the boneclaws to fulfill a myriad of mythic 
  purposes. Others say they simply evolved from 
  lesser undead creatures. Maybe they were always 
  part of the world, hiding deep underneath the 
  ground—deeper than even dwarves dare to go—
  and used their immense claws to fight their way to 
  the surface after running out of whatever sustained 
  them. Perhaps they were the oldest inhabitants of 
  the world or the original deities. 
  Anyone can speculate, but who can say for sure?
  Undead Nature. A boneclaw doesn’t require air, 
  food, drink, or sleep.
  CALLER IN DARKNESS
  A creature of distilled anguish, the caller in dark-
  ness is a black cloud containing the tortured souls 
  of dozens of people who died together in darkness 
  and terror. Winding its way among the ruins and 
  dungeons of the world, it seeks to teach others to 
  fear the dark as it did in life. At turns both clever 
  and fearsome, the caller uses its psionic powers to 
  mentally control underlings to act as servants and 
  guardians—and fuel for its fearmongering when 
  the caller in darkness feels threatened.
  Psionic Cloud. The caller in darkness appears 
  as an incorporeal black cloud, ever wavering and 
  roiling. Creatures within 30 feet of it can see the 
  faces of the creatures who died when the caller in 
  darkness was born, as well as those minds it has 
  absorbed since. The cloud moves and coalesces 
  around nearby objects regardless of the wind’s 
  direction, and it can’t be dispersed by strong wind.
  The caller in darkness prefers to use telepathy to 
  communicate, and it’s capable of holding multiple 
  conversations simultaneously. When it vocalizes 
  anything, it’s often just an inchoate roar. Addition-
  ally, because it’s made of multiple consciousnesses, 
  it tends to use plural pronouns like “we” when it 
  talks about itself.
  Be Afraid of the Dark. The caller in darkness’s 
  primary motivation is to spread fear and darkness 
  throughout the world. It often lies at the center 
  of a dungeon, sending its minions out to terror-
  ize nearby communities and reveling in the fear 
  and suffering those raids cause. Ideally, the raids 
  initiate the conditions—multiple victims simulta-
  
  CALLER IN DARKNESS
  Large undead, neutral evil
  Armor Class 17 (natural armor)
  Hit Points 252 (24d10 + 120)
  Speed 30 ft., fly 60 ft.
  Str 1 (–5)  
  Dex 13 (+1)  
  Con 20 (+5) 
  Int 14 (+2)  
  Wis 15 (+2)  
  Cha 18 (+4)
  Skills Arcana +7, Intimidation +9
  Damage Vulnerabilities radiant
  Damage Immunities necrotic, poison
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical weapons
  Condition Immunities frightened, poisoned, exhaustion
  Senses darkvision 60 ft., passive Perception 12
  Languages Common, telepathy 120 ft.
  Challenge 14 (11,500 XP)
  Aura of Foreboding. Beasts can sense the unnatural 
  presence of a caller in darkness. Beasts within 60 feet of 
  the caller must succeed on a DC 17 Wisdom saving throw 
  or be frightened for 1 minute. If a target’s saving throw is 
  successful or the effect ends for it, the target is immune to 
  this caller’s Aura of Foreboding for the next 24 hours. 
  Incorporeal Movement. The caller in darkness can move 
  through other creatures and objects as if they were dif-
  ficult terrain. It takes 5 (1d10) force damage if it ends its 
  turn inside an object.
  Innate Spellcasting (Psionics). The caller in darkness’s 
  innate spellcasting ability is Charisma (spell save DC 17, +9 
  to hit with spell attacks). It can innately cast the following 
  spells, requiring no components:
  At will—clairvoyance, darkness, detect magic, ray of sick-
  ness
  3/day each: phantasmal killer, suggestion, telekinesis
  1/day: dominate monster 
  Steal Essence. When the caller in darkness’s psionic touch 
  attack or phantasmal killer kills a living creature, the caller 
  absorbs the victim’s consciousness. Doing so grants the 
  caller 25 temporary hit points for the next hour, and the 
  victim’s face appears in the roiling cloud of the caller, cap-
  tured in a silent scream. 
  Each use of Steal Essence also powers one of the caller 
  in darkness’s legendary actions, as described below.
  Sunlight Sensitivity. While in sunlight, the caller in dark-
  ness has disadvantage on attack rolls, as well as on Wis-
  dom (Perception) checks that rely on sight. 
  Actions
  Multiattack. The caller in darkness makes four psionic 
  attacks, extruding wispy tentacles from its cloudlike body.
  Psionic Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 16 (3d10) necrotic damage.
  Legendary Actions
  The caller in darkness can take 1 legendary action for each 
  essence it has stolen, 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. Each use of 
  the Steal Essence ability allows the caller to take a legend-
  ary action once; its legendary actions don’t automatically 
  refresh the way a dragon’s legendary actions would.
  Split Concentration. For 1 minute, the caller in darkness 
  can maintain concentration on one more spell than it 
  previously could. This enables the caller to simultaneously 
  dominate one creature while maintaining suggestion on 
  another, for example. (The actual spellcasting happens 
  during the caller’s turn, but it now has the capacity for 
  greater concentration.) The caller can take this action 
  multiple times to concentrate on three or more spells 
  simultaneously.
  Delve into the Mind. The caller in darkness can cast one 
  of the following spells as if they were part of the caller’s 
  innate spellcasting ability: dream, geas, or modify memory. 
  Spread of Darkness. The caller in darkness can likewise 
  cast blight or Evard’s black tentacles.
  Monster Mausoleum — 7
  neously dying in terror—that create a new caller in 
  darkness. A caller thus tries to lure enemies into a 
  trap or prison, and it directs its minions to kidnap 
  victims rather than killing them individually.  
  Consuming Essence. The caller in darkness has 
  many psionic powers, but several of them (includ-
  ing clairvoyance, darkness, phantasmal killer, sug-
  gestion, telekinesis, and dominate monster) have a 
  duration of concentration. Ordinarily, a spellcaster 
  can concentrate on only one spell at a time, but the 
  caller can temporarily overcome that limitation by 
  absorbing the essence of a creature and using the 
  Split Concentration legendary action. Some callers 
  in darkness keep a ready supply of sacrificial vic-
  tims for such a purpose, killing them with a psionic 
  touch to steal their essence.
  Undead Nature. A caller in darkness doesn’t 
  require air, food, drink, or sleep.
  
  Monster Mausoleum — 8
  CRYPT THING
  Appearing as nothing more than an animated 
  skeleton wearing a flowing robe, the crypt thing 
  remains one of the most easily identifiable undead 
  to those who would use their spare time scouring 
  tombs and unearthing graves. The profiteers who 
  encounter crypt things often fill the taverns with 
  stories of deeply embellished exploits—how they 
  survived being teleported over a huge chasm or 
  how the crypt thing fell victim to their unwitting 
  charm. 
  Don’t believe everything you hear at the pub.
  Guardian of the Dead. A crypt thing can stand 
  guard for anything housing the dead—a tomb, a 
  grave, a mausoleum, or even a corpse. It rarely if 
  ever moves from its guard spot unless faced with 
  trouble. Occasionally, it may patrol to be sure all 
  who are laid to rest are still doing so peacefully,  
  but most of the time it appears almost inanimate.
  Should trouble come to call, however, the crypt 
  thing springs into action, ready to defend its lair 
  against vandals, dungeoneers, and grave robbers.
  Summoned into the World. Though some 
  people claim crypt things can come into the world 
  naturally, most are summoned by powerful wizards 
  or priests explicitly to watch over the dead. These 
  wizards and priests are not always aligned with the 
  ways of evil—sometimes there is no better way to 
  protect a fallen ally until proper arrangements can 
  be made—but most often, they summon the crypt 
  thing with exclusively nefarious purpose. 
  Teleportation. When the crypt thing springs to 
  life, its first defensive action is always teleporta-
  tion. It wants the intruders as far away from its lair 
  as it can get them. It fights when it needs to and 
  is capable in melee, but physically moving peo-
  ple away from what it’s guarding is the first step 
  toward getting them to leave.  
  Undead Nature. A crypt thing doesn’t require 
  air, food, drink, or sleep.
  A Crypt Thing’s Lair
  As you might expect, a crypt thing’s lair is a crypt—
  but not for the crypt thing alone. The crypt thing is 
  rarely the most prominent denizen of a tomb; it is 
  merely the guardian for the monarch, high priest, 
  archmage, or other persona whose crypt it is. But 
  as the undead guardian, the crypt thing has access 
  to the crypt’s many defenses as well as its own 
  abilities.
  When you construct a lair for the crypt thing, 
  give it interesting traps and hazards within its 
  chamber—preferably ones that stymie play-
  er movement and let the crypt thing rely on its 
  dimension door spell. Place other monsters nearby 
  (roughly half an ordinary encounter’s worth) who 
  can march into the crypt thing’s lair as reinforce-
  ments. Give the crypt thing the means to make its 
  defense against the intruding PCs a memorable 
  one.
  Lair Actions
  When fighting inside its lair, a crypt thing can 
  invoke the ambient magic to take lair actions. On 
  initiative count 20 (losing initiative ties), the crypt 
  thing takes a lair action to cause one of the follow-
  ing effects:
  • 
  The crypt thing activates its Reposition abil-
  ity, freeing it to attack or take another action 
  on its turn.
  • 
  The crypt thing triggers a trap, hazard, or 
  obstacle within 90 feet of it.
  • 
  The crypt thing calls in reinforcements (see 
  above) from nearby.
  • 
  The crypt thing activates a ward that pre-
  vents easy escape for the rest of the round. 
  Creatures can’t teleport out of the crypt’s 
  area or use planar travel to leave it. The 
  crypt thing’s Reposition ability is unaffected.
  • 
  The crypt shakes violently for a moment 
  and seems like it might collapse. Each crea-
  ture other than the crypt thing on the floor 
  of the crypt must succeed on a DC 14 Dex-
  terity saving throw or be knocked prone.
  
  CRYPT THING
  Medium undead, neutral evil
  Armor Class 19 (natural armor)
  Hit Points 132 (24d8+24)
  Speed 30 ft.
  Str 19 (+4) 
   Dex 16 (+3)  
  Con 12 (+1) 
  Int 14 (+2)  
  Wis 14 (+2)  
  Cha 16 (+3)
  Skills Stealth +10, Perception + 6
  Damage Immunities necrotic; bludgeoning, piercing, and 
  slashing from nonmagical weapons
  Damage Resistances cold
  Condition Immunities frightened, poisoned, exhaustion, 
  charmed
  Senses darkvision 60 ft., passive Perception 16
  Languages Common
  Challenge 9 (5,000 XP)
  Innate Spellcasting. The crypt thing’s innate spellcasting 
  ability is Intelligence (spell save DC 14, +6 to hit with spell 
  attacks). It can innately cast the following spells, requiring 
  no material components:
  At will: blight, hold person
  3/day: dimension door
  Actions
  Multiattack. The crypt thing can use claws twice each turn.
  Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 22 (4d8+4) slashing damage.
  Reposition. As a standard action (or with a lair action; see 
  p. 8), the crypt thing can teleport one target within 100 
  ft. to another random position within 400 feet of itself in 
  any direction (DC 14 Wisdom save). Target cannot end in 
  midair or inside solid matter; choose the nearest safe des-
  tination if this would otherwise occur. Roll 1d8 and use the 
  following table to determine the target’s final location.
  1 
  1d4 x 100 ft. north
  2 
  1d4 x 100 ft. northwest
  3 
  1d4 x 100 ft. west
  4 
  1d4 x 100 ft. southwest
  5 
  1d4 x 100 ft. south
  6 
  1d4 x 100 ft. southeast
  7 
  1d4 x 100 ft. east
  8 
  1d4 x 100 ft. northeast
  Legendary Actions
  The crypt thing can take 3 legendary actions, choosing 
  from the options below. Only 1 legendary action option 
  can be used at a time and only at the end of another crea-
  ture’s turn. The crypt thing regains spent legendary actions 
  at the start of its turn.
  Move. The crypt thing moves up to its speed without pro-
  voking opportunity attacks.
  Detect. The crypt thing makes a Wisdom (Perception) 
  check.
  Vile Curse (Costs 3 Actions). The crypt thing targets one 
  creature it can see within 30 feet of it. The target must 
  succeed on a DC 14 Wisdom saving throw or be magically 
  cursed. Until the curse ends, the target has disadvantage 
  on attack rolls and saving throws. The target can repeat 
  the saving throw at the end of each of its turns, ending the 
  curse on a success.
  Monster Mausoleum — 9
  DEVOURER
  Some undead creatures eat their prey (braaaaa-
  ins!), while others consume souls and life energy. 
  The devourer does both, consuming a victim’s 
  mind, body, and soul to power its fell spellcasting 
  and sinister life. As you might imagine from the 
  devourer’s name, hunger is its prime motivator. 
  As the devourer stalks the pathways between the 
  planes, there’s usually a creature trapped within it, 
  its lifeforce dwindling as the devourer seeks new 
  prey.
  You’re Trapped Inside! The most powerful at-
  tack in the devourer’s arsenal, Trap Essence is also 
  the key to the devourer’s other abilities. When the 
  devourer traps a creature’s essence, an emaciated, 
  smaller version of the victim appears within the 
  devourer’s open ribcage, its features contorted in 
  pain. The victim’s allies have only a few rounds to 
  slay the devourer and rescue their friend, because 
  the devourer will use essence from the victim to 
  power its spellcasting.
  Always Starving. No matter how many crea-
  tures it traps and consumes, the devourer always 
  appears emaciated, with withered flesh clinging to 
  grayish-green bones. Standing 9 feet tall, the typi-
  cal devourer is a hunched-over biped with clawed 
  hands and feet, and a mouth full of sharp teeth. It 
  moves like a stealthy predator, loping across the 
  terrain and giving little regard to anything other 
  than where its next meal is coming from. It speaks 
  with a tired, distant voice, as if it barely remembers 
  how to talk or why it should.
  Extraplanar Stalkers. Devourers are relative-
  ly rare on the Material Plane, though every time 
  a portal or rift opens between the Material and 
  the Ethereal or Astral Planes, devourers seek it 
  out because the Material Plane is someplace they 
  
  DEVOURER
  Large undead, neutral evil
  Armor Class 17 (natural armor)
  Hit Points 220 (21d10 + 105)
  Speed 40 ft.
  Str 18 (+4) Dex 12 (+1) Con 18 (+5) 
  Int 13 (+1) Wis 16 (+3) Cha 21 (+5)
  Skills Perception +7, Stealth +5
  Damage Immunities necrotic, poison
  Condition Immunities frightened, poisoned, exhaustion
  Senses darkvision 60 ft., passive Perception 17
  Languages Common
  Challenge 12 (8,400 XP)
  Magic Resistance. The devourer has advantage on saving 
  throws against spells and other magical effects.
  Spell Diversion. If the devourer makes two saving throws 
  against a spell or other magical effect (presumably because 
  of its magic resistance) and both saving throws are suc-
  cessful, it can choose to have the spell target the creature 
  within its ribcage, if it has one trapped there. That creature 
  makes its own saving throw with disadvantage, and it is 
  subject to the effect if the victim is a legal target for the 
  spell.
  Consume Essence. To power its spellcasting, the devourer 
  consumes the life-force of a creature within its ribcage, 
  captured there with the Trap Essence action described 
  below. Once a victim is so trapped, the devourer can cast 
  spells using the hit points of the trapped creature. The 
  spellcasting section below lists the cost in hit points for 
  each spell. 
  Innate Spellcasting. The devourer’s innate spellcasting 
  ability is Charisma (spell save DC 17, +9 to hit with spell 
  attacks). It can innately cast the following spells, requiring 
  no components:
  At will (essence cost 10 hit points)—ray of enfeeblement, 
  suggestion 
  At will (essence cost 20 hit points)—confusion, locate 
  creature
  At will (essence cost 40 hit points)—planar ally, true seeing
  Ongoing Consumption. Even when it isn’t fighting or cast-
  ing spells, the devourer fuels itself with the essence of the 
  creature it has trapped. Its victim loses 10 hit points per 
  day it spends within the devourer’s ribcage.
  Actions
  Multiattack. The devourer makes two claw attacks.
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 4) slashing damage. The target must 
  succeed on a DC 17 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 may rise 24 hours later 
  as a new devourer, though this is rare. The humanoid can’t 
  become a devourer if it is restored to life or its body is 
  destroyed.
  Trap Essence. The devourer targets one living creature it 
  can see within 30 feet of it. The target must succeed on 
  a DC 17 Wisdom saving throw or be magically entrapped 
  within the devourer’s ribcage. The entrapped creature is 
  stunned and can take no actions, though it writhes in pain 
  and can perceive its surroundings normally. The creature is 
  entrapped until either it dies or the devourer dies.
  Monster Mausoleum — 10
  can feast. Among the mists of the Ethereal Plane 
  or silvery haze of the Astral, devourers are more 
  common. They stalk and attack anything that might 
  provide even momentary power for them. If po-
  tential victims aren’t immediately at hand, a quick 
  casting of the locate creature spell will point the 
  way to the devourer’s next target.
  Undead Nature. A devourer doesn’t require 
  air, food (normal food, anyway), drink, or sleep. 
  Unlike most other undead, however, it does require 
  sustenance in the form of essence obtained from its 
  trapped victims.
  
  DRAUGR
  Medium undead, chaotic evil
  Armor Class 16 (mail armor, shield)
  Hit Points 121 (22d8+22)
  Speed 30 ft.; swim 30 ft.
  Str 20 (+5) 
   Dex 14 (+2)  
  Con 12 (+1) 
  Int 10 (+0)  
  Wis 11 (+0)  
  Cha 14 (+2)
  Damage Immunities cold, necrotic
  Condition Immunities poisoned, exhaustion
  Senses darkvision 60 ft., passive Perception 10
  Languages understands Common, but cannot speak
  Challenge 8 (3,900 XP)
  Chill of the Grave. Creatures of cold and death, draugr 
  hate and fear warmth and light. If a draugr takes fire dam-
  age, it can’t deal cold damage for 1 minute (it attacks nor-
  mally, but the cold component of its damage is ignored). 
  If a draugr takes radiant damage, it can’t deal necrotic 
  damage for 1 minute.
  Actions
  Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 25 (3d12+5) slashing damage, plus 25 (3d12+5) 
  cold damage and 25 (3d12+5) necrotic damage.
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one tar-
  get. Hit: 19 (4d6+5) bludgeoning damage, and target must 
  succeed on a DC 12 Con save or be disoriented, rolling with 
  disadvantage for 1d4 rounds.
  Monster Mausoleum — 11
  DRAUGR
  Fog, mist, darkness...then you see it: the horned 
  helm, the greataxe, the stilted stagger. The draugr 
  has come for you. The stories from taverns and 
  travellers seem both overblown and diminishing 
  at the same time: It doesn’t look overly impressive, 
  but the feeling it gives off is enough to make you 
  consider turning back and abandoning your quest.
  Desperate for Life. Draugr are born of the sea, 
  insofar as they are born at all. Most commonly the 
  result of violent deaths at sea, draugr reek of the 
  ocean mixed with death and rot. Sailors, fishers, 
  and raiders in life, they are most commonly found 
  on abandoned or sunken ships or nearby a coast. 
  Draugrs cling to unlife, desperate to keep their own 
  bodies animated—they want what they had before, 
  and they’re ready to take it.
  Chill of the Grave. If you’re standing in the 
  way when the draugr swings its greataxe, that 
  might just be the end for you. Besides the slashing 
  damage, this blow also delivers necrotic and cold 
  damage. One way to handle this is to be sure you’re 
  not in the path of the axe; another is to catch wise 
  to its weakness. Dealing fire damage to the draugr 
  temporarily stops its ability to deal cold damage, 
  and radiant damage temporarily stops its ability to 
  deal necrotic damage. 
  Raiders Beyond Death. The desire to pillage 
  and plunder motivates most draugr, much as it did 
  in life. Hordes of draugr leave a swath of destruc-
  tion up and down northern coastlines, claiming 
  blood and treasure...though they have no use for 
  either. The instinct to plunder is a draugr’s tenuous 
  link to its former life; they pillage because taking 
  from others reminds them of life. Perhaps if they 
  plunder enough, the gods will see fit to end their 
  
  DRAUGR CHIEFTAIN 
  Medium undead, chaotic evil
  Armor Class 18 (mail armor, shield)
  Hit Points 143 (22d8+44)
  Speed 35 ft.
  Str 20 (+5) 
  Dex 16 (+3)  
  Con 14 (+2) 
  Int 12 (+1)  
  Wis 12 (+1)  
  Cha 16 (+3)
  Skills Athletics +13
  Damage Immunities cold, necrotic
  Condition Immunities poisoned, exhaustion
  Senses darkvision 60 ft., passive Perception 10
  Languages Common
  Challenge 10 (5,900 XP)
  Frightful Presence. Each creature of the draugr chieftain’s 
  choice that is within 60 feet of the chieftain and aware of it 
  must succeed on a DC 15 Wisdom saving throw or become 
  frightened for 1 minute. Creatures who succeed on the 
  saving throw cannot be affected by the same draugr chief-
  tain’s imposing presence for 24 hours.
  Chill of the Grave. Creatures of cold and death, draugr 
  hate and fear warmth and light. If a draugr takes fire dam-
  age, it can’t deal cold damage for 1 minute (it attacks nor-
  mally, but the cold component of its damage is ignored). 
  If a draugr takes radiant damage, it can’t deal necrotic 
  damage for 1 minute.
  Actions
  Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 31 (4d12 + 5) slashing damage, plus 31 (4d12 + 
  5) cold damage and 31 (4d12 +5) necrotic damage.
    
  Charge. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 23 (4d8 + 5) bludgeoning damage, and as a 
  bonus action the chieftain can try to shove the target with 
  its shield. If successful, the target is either knocked prone 
  or pushed 10 feet away from the chieftain.
  DRAUGR SKALD
  Medium undead, chaotic evil
  Armor Class 16 (hide armor, shield)
  Hit Points 150 (20d8+60)
  Speed 30 ft.
  Str 17 (+3) 
  Dex 16 (+3)  
  Con 17 (+3) 
  Int 11 (+0)  
  Wis 12 (+1)  
  Cha 18 (+4)
  Damage Immunities cold, necrotic
  Condition Immunities poisoned, exhaustion
  Senses darkvision 60 ft., passive Perception 11
  Languages Common
  Challenge 9 (5,000 XP)
  Chill of the Grave. Creatures of cold and death, draugr 
  hate and fear warmth and light. If a draugr takes fire dam-
  age, it can’t deal cold damage for 1 minute (it attacks nor-
  mally, but the cold component of its damage is ignored). 
  If a draugr takes radiant damage, it can’t deal necrotic 
  damage for 1 minute.
  Spellcasting. The skald is an 8th-level spellcaster. its 
  spellcasting ability is Charisma (spell save DC 16, +8 to hit 
  with spell attacks). The skald has the following bard spells 
  prepared:
  Cantrips (at will): mending, message, vicious mockery
  1st level (4 slots): bane, dissonant whispers, faerie fire, 
  longstrider, thunderwave
  2nd level (3 slots): enthrall, shatter
  3rd level (3 slots): bestow curse, fear
  4th level (2 slots): compulsion, hallucinatory terrain
  Actions
  Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 
  ft. or range 20/60 ft., one target. Hit: 13 (3d6 + 3) piercing 
  damage or 16 (3d8 + 3) piercing damage if used with two 
  hands to make a melee attack, plus 18 (4d10) cold damage 
  and 18 (4d10) necrotic damage.
  Dread Inspiration (4/day). As a bonus action, this ability 
  functions like bardic inspiration with a d8. 
  Monster Mausoleum — 12
  “eternal sea-raid” and welcome them into the hall 
  of heroes they were promised in life.
  Not all draugr are raiders, however. Some were 
  entombed while alive, buried with armor and 
  weapons to act as an honor-guard for chieftains 
  bound for Valhalla. But along the way, something 
  went wrong: a flaw in the burial ritual, unhallowed 
  ground, or a curse that was never lifted. These dra-
  ugr guard their masters’ tombs and temples, wait-
  ing for a divine reward that will never come—and 
  taking out their frustration and fury on interlopers 
  who dare to disturb their slumber. 
  Undead Nature. A draugr doesn’t require air, 
  food, drink, or sleep.
  
  Monster Mausoleum — 13
  GASLIGHT
  Travelling through swamplands is difficult for the 
  most savvy of explorers, but many of those who 
  venture into the bogs unprepared never venture 
  back out. A body that decomposes in these swampy 
  areas often putrefies faster than one in another 
  setting, and when the body starts to emit gas, the 
  life of the person inside leaks out with it, and they 
  meld into one being. The gaslight takes the form of 
  a gaseous skull. Mostly transparent, it glows a very 
  faint green color as the gas flows around its shape.
  GASLIGHT
  Tiny undead, neutral evil
  Armor Class 12 (natural armor)
  Hit Points 36 (8d4+16)
  Speed 0 ft.; fly 35 ft.
  Str 5 (–3)  
  Dex 16 (+3)  
  Con 14 (+2) 
  Int 15 (+2)  
  Wis 10 (+0)  
  Cha 11 (+0)
  Damage Immunities necrotic, poison
  Condition Immunities prone, exhaustion, poi-
  soned, grappled
  Senses darkvision 60 ft., passive Perception 10
  Languages Common
  Challenge 3 (700 XP)
  Incorporeal Movement. The gaslight can move 
  through other creatures and objects as if they 
  were difficult terrain. It takes 5 (1d10) force dam-
  age if it ends its turn inside an object.
  Innate Spellcasting. The gaslight’s innate spellcast-
  ing ability is Intelligence (spell save DC 12, +4 to hit 
  with spell attacks). It can innately cast the follow-
  ing spells, requiring no material components:
  At will: blink, dissonant whispers
  Actions
  Disorienting Fog. As a free action, the gaslight 
  emits a thick fog, which billows out to a radius of 
  20 feet. Any creatures within the fogged area in-
  hale and become confused (as the confusion spell) 
  for 1d4 rounds.
  Mislight. As a standard action, the gaslight can 
  project a magical illusion that makes a light appear 
  near its actual location, causing attack rolls to have 
  disadvantage. If it is hit by an attack, this trait is 
  disrupted until the end of its next turn.
  Gaseous Form. Being composed of gas, the 
  gaslight can travel as though incorporeal. It uses 
  this to its advantage whenever possible; if pursuing 
  an enemy, it takes the most direct path, even if that 
  path is through a wall, ceiling, or floor. This form 
  also allows it to hide more easily should it ever 
  want to, whether for a surprise attack or because 
  something much more powerful is chasing it.
  Confuse and Disorient. Lost, confused, and dis-
  oriented upon the moment of its death, a gaslight 
  seeks to make others feel that same loss of con-
  trol. It whispers and flickers and tries to make its 
  targets feel as though they are losing their minds. 
  
  GREATER GASLIGHT
  Tiny undead, neutral evil
  Armor Class 14 (natural armor)
  Hit Points 90 (20d4+40)
  Speed 0 ft.; fly 40 ft.
  Str 8 (–1)  
  Dex 16 (+3)  
  Con 14 (+2) 
  Int 16 (+3)  
  Wis 12 (+1)  
  Cha 11 (+0)
  Damage Immunities necrotic, poison
  Condition Immunities prone, exhaustion, poisoned, grap-
  pled
  Senses darkvision 120 ft., passive Perception 11
  Languages Common
  Challenge 6 (2,300 XP)
  Incorporeal Movement. The greater gaslight can move 
  through other creatures and objects as if they were dif-
  ficult terrain. It takes 5 (1d10) force damage if it ends its 
  turn inside an object.
  Innate Spellcasting. The greater gaslight’s innate spell-
  casting ability is Intelligence (spell save DC 14, +6 to hit 
  with spell attacks). It can innately cast the following spells, 
  requiring no material components:
  At will: blink, dissonant whispers
  3/day: suggestion
  Actions
  Disorienting Fog. As a free action, the greater gaslight 
  emits a thick fog, which billows out to a radius of 20 feet. 
  Any creatures within the fogged area inhale and become 
  confused (as the confusion spell) for 2d4 rounds.
  Flicker. As a standard action, the greater gaslight can 
  cause all nearby lights, whether flame or magical, to flicker 
  rapidly and erratically. Creatures with standard vision up to 
  60 feet from the greater gaslight must succeed on a DC 13 
  Constitution saving throw or suffer seizures, giving them 
  disadvantage on Dexterity checks, Dexterity saving throws, 
  and attack rolls that use Dexterity (as described in the 
  contagion spell) for 2 rounds.
  Monster Mausoleum — 14
  Then it suggests what they should do, and they feel 
  compelled to follow its advice. It probably has their 
  best interest at heart, anyway...
  Light Interference. Most gaslights have at least 
  some control over light sources. Some create a light 
  to distract enemies from their true location, while 
  others cause all the lights in a room or on a street 
  to flicker to the point of causing seizures. There are 
  many kinds of gaslight, and each one’s control of 
  light is a little different; no one has yet to compile a 
  compendium of all the different things they can do.
  Undead Nature. A gaslight doesn’t require air, 
  food, drink, or sleep.
  HUECUVA
  Vows are serious business, but even more so to a 
  deity. Clerics, druids, paladins, monks...they all make 
  vows to their various deities, but not all intend to 
  keep them. Like any endeavour with pomp or cir-
  cumstance, some people are just in it for the show. 
  Unfortunately, while no one loves having a promise 
  broken, deities tend to take it particularly hard.
  A huecuva was once a servant to the deities, 
  but for whatever reason, broke its sacred vow and 
  was cursed to walk forever as an undead creature. 
  Unlike most undead, huecuvas were often good and 
  just in life—or they appeared so to others. Though 
  evil today, many were pillars of their faith commu-
  nities and are spoken of with reverence by follow-
  ers who don’t know the whole truth.
  Former Self. Huecuvas hold dim memories of 
  their former lives, recalling certain aspects with 
  particular clarity. They recall whichever order 
  they belonged to or deity they served, though that 
  reverence they felt in life has been twisted into a 
  perverted hatred. During the day, they appear visi-
  bly like their old selves, but this illusion falls when 
  night does. Its true form is a skeleton in tattered 
  clerical vestments or robes, most often the same 
  vestments of the deity they served in life.
  Aura of Death. The huecuva revels in death. The 
  energy it emits increases death wherever it goes, 
  as combat scenes quickly turn into bloodbaths; 
  creatures feel a momentary rush as their heart 
  rates increase and they’re flooded with a boost of 
  energy, but they quickly realize they can’t control 
  themselves. They can’t hold back, and they become 
  overtired and irritable once combat ends. 
  The huecuva rarely cares if the victims are 
  friends or foes; it thrives on creatures falling down 
  around it, regardless of whose “side” they were on. 
  Punished by Plague. As part of their divine pun-
  ishment, huecuvas carry a virulent disease within 
  their dessicated bodies—usually sight rot, though 
  some huecuvas carry other strains. The disease 
  doesn’t trouble the huecuva directly, but it’s a re-
  minder from the gods that even when they appear 
  like their old selves, their very touch will infect the 
  living and bring woe to those who pity the huecuva.
  Undead Nature. A huecuva doesn’t require air, 
  food, drink, or sleep.
  
  HUECUVA
  Medium undead, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 117 (18d8+36)
  Speed 30 ft.
  Str 15 (+2)  
  Dex 14 (+2)  
  Con 14 (+2) 
  Int 7 (–2)  
  Wis 13 (+1)  
  Cha 14 (+2)
  Damage Resistances necrotic, cold
  Damage Immunities poison
  Condition Immunities frightened, poisoned, 
  exhaustion
  Senses darkvision 60 ft., passive Perception 11
  Languages Common
  Challenge 7 (2,900 XP)
  Façade. During the day, the huecuva hides behind 
  a perfect image of its old self, functioning similarly 
  to the disguise self spell. Though the huecuva may 
  look and sound exactly as it did in life, the scent of 
  rot and decay is unmistakeable. Any creature who 
  interacts with the huecuva or notices the smell 
  make make a Perception roll to see through the 
  disguise. The illusion drops at night and is not con-
  tingent on the huecuva’s awareness of time of day.
  Aura of Death. Life-draining energy constantly 
  radiates from the huecuva in an aura with a 30-
  foot radius. The aura moves with the huecuva, 
  centered on it. All creatures within range, hostile 
  or friendly, gain advantage on attack rolls.
  Actions
  Claws. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 20 (4d8+2) slashing damage, 
  and target is infected with sight rot. Each time this 
  attack hits someone who is already infected, the 
  onset time of sight rot (usually 24 hours) is cut in 
  half.
  Quarterstaff. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 16 (4d6+2) bludgeoning 
  damage, and target is knocked back 5 ft.
  Monster Mausoleum — 15
  MOHRG 
  Mass murderers who die before justice reaches 
  them sometimes rise from the grave as mohrgs, 
  as vicious in death as they were in life. A skeleton 
  with a torso full of glistening viscera, the mohrg 
  has an elongated, spiked tongue that paralyzes its 
  prey.
  Gaunt Grappler. The mohrg is a stealthy crea-
  ture, stalking its prey from the shadows, and it has 
  the patience of the undead, sometimes lying in 
  wait for hours or days. More cunning than actually 
  smart, it lacks the ability to track footprints or set 
  up elaborate ambushes. It is single-minded in pur-
  suit of its goal: getting within a bony arm’s reach of 
  its prey. 
  Slips You Some Tongue. Moreso than most 
  melee combatants, the mohrg likes to get up close 
  and personal with its victims. Ideally, it first uses 
  its tongue to render a victim paralyzed and help-
  less. It then puts the victim in a bony embrace and 
  squeezes until the enemy is dead.
  If the enemy proves resistant to paralysis, the 
  mohrg grapples anyway, and it’s an effective wres-
  tler. It’s willing to grapple even a larger creature 
  if it thinks it has a chance to win. Once the mohrg 
  starts this move, it uses its tongue to fend off other 
  combatants who would interrupt the scrap. Only if 
  its unlife is in danger will it try to paralyze a foe it 
  has already started to grapple.  
  Serial Killer. Mohrgs hate the living, yet they’re 
  desperate to return to life themselves. They were 
  all serial killers or other villains who “got away 
  with it,” and they remember their crimes in chilling 
  detail. Many reenact those crimes on new victims, 
  but they don’t get the sense of satisfaction they 
  once did. A mohrg knows it’ll never truly feel satis-
  fied until it can somehow return to life and start its 
  reign of terror anew. Mohrgs sometimes work for 
  necromancers and liches who have promised them 
  an eventual return to life...if such a necromantic 
  ritual exists.  
  Undead Nature. A mohrg doesn’t require air, 
  food, drink, or sleep.
  Variant: Rapid-Onset Huecuvas
  Part of the drama of a huecuva battle is deferred, be-
  cause the PCs won’t deal with the sight rot disease (or 
  know they’ve been infected) for several hours after they 
  encounter the huecuva. If you need a more immediate 
  threat, change the huecuva’s attack line as follows:
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 20 (4d8+2) slashing damage, and target must 
  succeed at a DC 13 Constitution saving throw or be afflict-
  ed with a disease as described in the contagion spell.
  When you choose from among the disease options for 
  contagion, use whatever infection is most troublesome 
  for a particular target: filth fever for a fighter, mindfire 
  for a wizard, seizure for a rogue, and so on. If you can’t 
  decide, slimy doom is troublesome for any PC.
  A rapid-onset huecuva has a challenge rating of 8.
  
  MOHRG
  Medium undead, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 153 (18d8 + 72)
  Speed 30 ft.
  Str 14 (+2)  
  Dex 17 (+3)  
  Con 18 (+4) 
  Int 11 (+0)  
  Wis 13 (+1)  
  Cha 10 (+0)
  Skills Athletics +5, Stealth +9
  Damage Immunities necrotic, poison
  Condition Immunities frightened, poisoned, exhaustion
  Senses darkvision 60 ft., passive Perception 11
  Languages Common
  Challenge 6 (2,300 XP)
  Actions
  Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: The creature is grappled (escape DC 15). Until this grapple 
  ends, the target is restrained, and the mohrg can’t slam anoth-
  er target (but it can use the paralyzing touch attack from its 
  tongue). In addition, at the start of each of the target’s turns, 
  the target takes 20 (4d8 + 2) bludgeoning damage.
  Paralyzing Touch. Melee Weapon Attack: +12 to hit, reach 5 ft., 
  one target. Hit: 11 (2d8 + 2) necrotic damage. The target must 
  succeed on a DC 18 Constitution saving throw or be paralyzed 
  for 1 minute. The target can repeat the saving throw on the 
  end of each of its turns, ending the effect on itself on a success.
  Monster Mausoleum — 16
  NIGHTSHADE
  Nightshades—thankfully rare on the Material 
  Plane—are coalesced darkness given evil purpose 
  and great power. Native to the Shadowfell but 
  drawing energy from the Negative Plane, night-
  shades lurk in the supernatural shadows, waiting 
  to surprise the unwary.
  Lesser undead tend to travel in a nightshade’s 
  wake, drawn by the necrotic energy they exude. 
  The nightshade generally considers them to be 
  miniscule pests and ignores them as best it can.
  Solid Darkness. Nightshades are dark energy 
  given a coherent form, but the necrotic energy 
  cascades off them in waves. This Desecrating 
  Aura weakens living creatures and renders them 
  vulnerable to necrotic attacks from the nightshades 
  themselves or other undead nearby.
  Fell Spellcasters. Every nightshade is an accom-
  plished spellcaster, capable of powerful magic—
  especially necromancy. They have an instinctive 
  understanding of their spells and deploy them with 
  cunning tactics. A typical nightshade will resort to 
  spells only if doing so gives it a significant advan-
  tage over using its prodigious natural attacks. 
  Experimental Creations? Sages and necroman-
  cers have long noted how the nightcrawler bears 
  more than a passing resemblance to the purple 
  worm, and the nightwalker is the same size and 
  build as a cloud giant. Someone out there knows 
  how to create more nightshades, but so far they’ve 
  been able to keep the secret to themselves. For 
  their part, the nightcrawlers and nightwalkers 
  claim to not remember their former lives, and they 
  exhibit a casual disinterest on the rare occasions 
  when someone inquires about it. But are they truly 
  incurious about their pasts, or is there something 
  sinister at work?  
  Undead Nature. A nightshade doesn’t require 
  air, food, drink, or sleep.
  Nightcrawler
  Resembling nothing so much as a chitinous worm 
  of glossy black, the nightcrawler ambushes its prey 
  by burrowing underneath, then emerging above 
  the surface with a sharp tremor and a fearsome 
  roar. Other undead sometimes follow in the night-
  crawler’s tunnel, arriving in the battle the round 
  after the nightcrawler engages its next victims.
  Nightwalker
  A 20-foot-tall, slightly hunched biped, the night-
  walker is a coal-black creature that wears no 
  clothing and has few identifying features—no hair, 
  no imperfections on its smooth skin, and no sign of 
  sex organs. Only its gray, glowing eyes vary from its 
  ebon frame.
  The nightwalker is almost always on the move, 
  perpetually wandering the wild places of the 
  Shadowfell in search of battle. Only on the Material 
  Plane will it cease its striding—and only because it 
  hates sunlight and will seek refuge until nightfall.
  
  NIGHTCRAWLER
  Gargantuan undead, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 297 (18d20 + 108)
  Speed 30 ft., burrow 60 ft.
  Str 28 (+9) 
  Dex 9 (–1)  
  Con 23 (+6) 
  Int 18 (+4)  
  Wis 20 (+5)  
  Cha 18 (+4)
  Saving Throws Con +11
  Damage Immunities cold, necrotic, poison
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical weapons that aren’t silvered
  Condition Immunities frightened, poisoned, exhaustion
  Senses darkvision 60 ft., tremorsense 60 ft., passive Per-
  ception 15
  Languages Common, telepathy 120 ft.
  Challenge 16 (15,000 XP)
  Desecrating Aura. Any living creature that starts its turn 
  within 20 feet of the nightcrawler must make a DC 17 
  Wisdom saving throw, unless the nightcrawler is incapac-
  itated. On a failed save, the creature has disadvantage on 
  all attacks against the nightcrawler, and the creature gains 
  damage vulnerability necrotic. Both effects last until the 
  start of its next turn. If a creature’s saving throw is success-
  ful, the creature is immune to the nightcrawler’s Desecrat-
  ing Aura for the next 24 hours. 
  Magic Resistance. The nightcrawler has advantage on sav-
  ing throws against spells and other magical effects.
  Innate Spellcasting. The nightcrawler’s innate spellcasting 
  ability is Charisma (spell save DC 17, +9 to hit with spell 
  attacks). It can innately cast the following spells, requiring 
  no components:
  At will—darkness, detect magic, dispel magic (as 5th level)
  3/day each: blight, cone of cold, contagion
  1/day each: finger of death, plane shift  
  Sunlight Sensitivity. While in sunlight, the nightcrawler 
  has disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Actions
  Multiattack. The nightcrawler makes two attacks: one with 
  its bite and one with its stinger.
  Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one 
  target. Hit: 22 (3d8 + 9) piercing damage. If the target is 
  a Large or smaller creature, it must succeed on a DC 19 
  Dexterity saving throw or be swallowed by the nightcrawl-
  er. A swallowed creature is blinded and restrained, and it 
  has total cover against attacks and other effects outside 
  the nightcrawler. At the start of each of the nightcrawler’s 
  turns, creatures inside it take 10 (3d6) necrotic damage, 
  and their hit point maximums are 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.
  If the nightcrawler takes 40 or more damage on a single 
  turn from a creature inside it, the nightcrawler must 
  succeed on a DC 21 Constitution saving throw at the end 
  of that turn or regurgitate all swallowed creatures, which 
  fall prone in a space within 10 feet of the nightcrawler. If 
  the nightcrawler dies, a swallowed creature is no longer 
  restrained by it and can escape one round later when the 
  corpse dissipates into inky mist.
  Tail Stinger. Melee Weapon Attack: +9 to hit, reach 10 
  ft., one target. Hit: 19 (3d6 + 2) piercing damage, and the 
  target must make a DC 19 Constitution saving throw, taking 
  39 (6d12) poison damage on a failed save, or half as much 
  damage on a successful one.
  Monster Mausoleum — 17
  “It looked as if a night of dark intent was 
  coming, and not only a night, an age.  
  Someone had better be prepared for rage...”
  —Robert Frost
  S
  T
  
  NIGHTWALKER
  Huge undead, chaotic evil
  Armor Class 18 (natural armor)
  Hit Points 241 (21d12 + 105)
  Speed 40 ft., fly 20 ft.
  Str 22 (+6) 
  Dex 14 (+2)  
  Con 20 (+5) 
  Int 21 (+5)  
  Wis 17 (+3)  
  Cha 17 (+3)
  Skills Athletics +10
  Damage Immunities cold, necrotic, poison
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical weapons that aren’t silvered
  Condition Immunities frightened, poisoned, exhaustion
  Senses darkvision 60 ft., passive Perception 13
  Languages Common,  telepathy 120 ft.
  Challenge 14 (11,500 XP)
  Desecrating Aura. Any living creature that starts its turn 
  within 20 feet of the nightwalker must make a DC 17 
  Wisdom saving throw, unless the nightwalker is incapaci-
  tated. On a failed save, the creature has disadvantage on 
  all attacks against the nightwalker, and the creature gains 
  damage vulnerability necrotic. Both effects last until the 
  start of its next turn. If a creature’s saving throw is success-
  ful, the creature is immune to the nightwalker’s Desecrat-
  ing Aura for the next 24 hours. 
  Evil Gaze. When a living creature that can see the night-
  walker’s eyes starts its turn within 60 feet of the nightwalk-
  er, the nightwalker can force it to make a DC 17 Consti-
  tution saving throw if the nightwalker isn’t incapacitated 
  and can see the creature. A creature that fails the save is 
  paralyzed, and it can repeat the saving throw at the end 
  of its turn, ending the effect on a success. The paralysis 
  otherwise lasts for 1 minute. If a creature’s saving throw is 
  successful, the creature is immune to the nightwalker’s Evil 
  Gaze for the next 24 hours.
  The nightwalker’s Evil Gaze relies on both creatures 
  seeing each other, so the living creature can avert its eyes 
  in much the same way that one does when encountering 
  a medusa (described in the Monster Manual). Unlike a 
  medusa, a nightwalker is not affected by the reflection of 
  its own gaze.
  Magic Resistance. The nightwalker has advantage on sav-
  ing throws against spells and other magical effects.
  Innate Spellcasting. The nightcrawler’s innate spellcasting 
  ability is Charisma (spell save DC 15, +7 to hit with spell 
  attacks). It can innately cast the following spells, requiring 
  no components:
  At will—darkness, detect magic, dispel magic (4th level)
  3/day each: blight, cone of cold, contagion
  1/day each: finger of death, plane shift  
  Sunlight Sensitivity. While in sunlight, the nightwalker has 
  disadvantage on attack rolls, as well as on Wisdom (Per-
  ception) checks that rely on sight. 
  Actions
  Multiattack. The nightwalker makes two slam attacks with 
  its fists.
  Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one 
  target. Hit: 28 (4d10 + 6) bludgeoning damage.
  Disarm and Destroy. Melee Weapon Attack: +10 to hit, 
  reach 5 ft., one target. Hit: The nightwalker grasps a 
  weapon or other object held by the target. The nightwalker 
  then makes a Strength (Athletics) check contested by the 
  target’s Strength (Athletics) check. If the nightwalker wins 
  the contest, it wrests control of the weapon or object from 
  the target.
  On its turn, the target can try to get the weapon or ob-
  ject back by winning the same contest.
  If the nightwalker starts its turn with an enemy’s weapon 
  or object, it can use its action to crush it, succeeding on a 
  Strength check of 20 or higher. The DM can impose disad-
  vantage on the Strength check if the weapon or object is 
  magical or particularly sturdy.
  Monster Mausoleum — 18
  “The world’s gone mad, he thought.  
  The dead walk about and I think nothing of it... 
    How quickly one accepts the incredible  
  if only one sees it enough!”
  —Richard Matheson
  S
  T
  
  Monster Mausoleum — 19
  PENANGGALAN
  The penanggalan is a disembodied head that 
  attaches itself to a headless corpse to walk around 
  ordinary society in disguise. (Really.) When so 
  disguised, only the most powerful magic can 
  reveal the penanggalan. In its true form, 
  it’s a floating head, face twisted in 
  anger, with lungs, heart, and guts 
  hanging beneath and dripping 
  caustic blood. 
  Free-Floating Gore. The 
  penanggalan’s true form is 
  disquieting to gaze upon—
  and it’s as dangerous as it 
  is disgusting. The penang-
  galan’s bite rivals that of 
  a vampire, and the blood 
  that drips from its viscera 
  is a potent acid. While the 
  penanggalan flies through 
  the night on a hunt, those 
  dangling organs swell 
  until they’re about to 
  burst, and the penang-
  galan must soak them 
  in vinegar before they’ll 
  shrink enough to fit 
  back into the husk 
  of a body it uses as 
  disguise. 
  Hidden Among 
  Us. The disguise a 
  penanggalan wears 
  on a daily basis lets 
  it walk safely in the 
  otherwise-lethal 
  sunlight, and even 
  the magic of most 
  paladins and cler-
  ics won’t reveal 
  the penanggalan’s 
  undead nature. No 
  undead creature 
  is as effective at 
  hiding its true 
  nature as a penang-
  galan. Some maintain the 
  same disguise for years, only 
  changing bodies when the 
  surrounding mortals notice that 
  the disguised penanggalan doesn’t 
  seem to be aging as an ordinary 
  humanoid would. 
  Willing or Unwilling? Some pen-
  anggalans became undead by choice, undergoing 
  a lengthy and horrid ritual to essentially behead 
  themselves and rise to unlife. Others didn’t have a 
  choice in the matter—they became penanggalans 
  when another penanggalan killed 
  them and ritually raised 
  them as servants. The 
  latter penanggalans 
  gained their free-
  dom only when 
  their master was 
  destroyed. Regard-
  less of how they 
  became penang-
  galans, they’re all 
  motivated by a 
  nigh-insatiable 
  urge to hunt.
  The urge 
  to hunt is so 
  strong that 
  even the 
  most cau-
  tious pen-
  anggalan 
  can resist 
  the lure for 
  only so long 
  (generally 
  a few weeks 
  to a month). 
  Sooner or later, 
  the penanggalan 
  feels compelled 
  to cast off its 
  husk of a body 
  and fly through 
  the night air, 
  feeding on living 
  creatures—and 
  humanoids taste 
  best. Before sunrise, 
  the penanggalan 
  flies back to its body, 
  soaks its entrails in 
  vinegar, then reat-
  taches itself to its 
  body. A quick wipe of 
  the chin to clear away 
  the blood spatters, 
  and the penanggalan’s 
  unsuspecting friends and 
  family remain none the wiser.
  Living Disguise. Most of the time, a pen-
  anggalan lives incognito in humanoid communi-
  
  PENANGGALAN
  Medium undead (Small when head is detached),  
  neutral evil
  Armor Class 17 (natural armor)
  Hit Points 212 (25d8 + 100)
  Speed 30 ft., fly 60 ft. (detached head only)
  Str 20 (+5)  
  Dex 17 (+3)  
  Con 19 (+4) 
  Int 16 (+3)  
  Wis 15 (+2)  
  Cha 18 (+4)
  Skills Deception +8, Insight +6, Perception +6, Persuasion 
  +8
  Damage Immunities necrotic, poison
  Condition Immunities frightened, poisoned, exhaustion
  Senses darkvision 60 ft., passive Perception 16
  Languages the languages it knew in life
  Challenge 12 (8,400 XP)
  Regeneration. The penanggalan regains 30 hit points at 
  the start of its turn if it has at least 1 hit point and isn’t in 
  sunlight. If the penanggalan takes radiant damage or dam-
  age from holy water, this trait doesn’t function at the start 
  of the penanggalan’s next turn.
  Sunlight Hypersensitivity (Detached Head Only). While a 
  detached head, the penanggalan takes 20 radiant damage 
  when it starts it turn in sunlight. It also has disadvantage 
  on attack rolls and ability checks. 
  Actions
  Multiattack (Living Disguise Only). The penanggalan 
  makes two attacks with its longsword (or another weapon 
  if it’s available).
  Longsword (Living Disguise Only). Melee Weapon Attack: 
  +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing 
  damage.
  Detach Head (Living Disguise Only). As its action, the 
  penanggalan can detach its head and internal organs from 
  the rest of its body, leaving behind a headless husk of a hu-
  manoid body and floating in midair as a disembodied head 
  with bloody entrails dangling beneath it. Once the head is 
  detached, the penanggalan’s available attacks change, it 
  can fly, and its Living Disguise no longer functions (obvious-
  ly). The detached head is also susceptible to damage from 
  sunlight.
  Even for characters accustomed to a life of violence and 
  gore, witnessing a penanggalan detach head from body is 
  a disgusting experience. Living creatures within 30 feet of 
  the penanggalan when it detaches must succeed at a DC 
  16 Constitution saving throw or be nauseated for 1 round.
  Multiattack (Detached Head Only). The penanggalan 
  makes one bite attack and one slam attack by whipping its 
  entrails about.
  Bite (Detached Head Only). Melee Weapon Attack: +9 to 
  hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing dam-
  age plus 18 (4d8) necrotic damage. The target’s hit point 
  maximum is reduced by an amount equal to the necrotic 
  damage taken, and the penanggalan 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. A humanoid slain in this way 
  and then ritually decapitated rises the following night as a 
  penanggalan under the original penanggalan’s control. A 
  penanggalan can have up to four enslaved penanggalans in 
  this manner.
  Slam (Detached Head Only). Melee Weapon Attack: +6 
  to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning 
  damage plus 22 (4d10) acid damage from the caustic gore 
  dripping from the entrails.
  Legendary Actions
  The penanggalan 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 penanggalan regains spent legendary 
  actions at the start of its turn.
  Move. The penanggalan moves up to its speed without 
  provoking opportunity attacks.
  Longsword (Living Disguise Only). The penanggalan makes 
  one attack with its longsword or other melee weapon.
  Bite (Detached Head Only; Costs 2 Actions). The penang-
  galan makes one bite attack.
  Slam (Detached Head Only). The penanggalan makes one 
  slam attack.
  Monster Mausoleum — 20
  ties, appearing as a normal humanoid (usually a 
  human and usually female, but exceptions exist). 
  While disguised in this way, the penanggalan can’t 
  use attacks and abilities marked “Detached Head 
  Only,” but it doesn’t register for detect evil and good 
  spells, it isn’t affected by magic circle and protec-
  tion from evil and good spells attuned to undead, 
  and divination spells of less than 6th level don’t 
  reveal its true nature. The disguised penanggalan 
  can also travel freely in broad daylight.
  Once the penanggalan leaves its Living Disguise 
  (using the Detach Head action described in the 
  stat block), it can’t return to its body unless it first 
  soaks its exposed entrails in vinegar for at least 1 
  hour. Most penanggalans keep vinegar jars in their 
  lairs and have several spares stashed in out-of-the-
  
  Monster Mausoleum — 21
  finery when it was alive, and it traditionally wields 
  a staff of bone, through which it can channel ne-
  crotic energy.
  Skeletal Commanders. Skull lords generally 
  have a retinue of lesser undead, often wights or 
  skeletons drawn to the skull lord’s gift for strat-
  agem. A solitary skull lord is rare indeed—and 
  probably scheming for a way to recreate a force of 
  undead.
  Because the skull lord is most effective at ranged 
  combat, it will generally array its forces in front of 
  it, then bombard enemies with skull attacks from 
  behind the undead lines. The skull lord is capable 
  in melee as well, however, and those who expect a 
  frail spellcaster discover at their peril that the skull 
  lord’s bone staff is both accurate and lethal. 
  Spawn of Vumerion. The legendary human 
  necromancer Vumerion created the first skull lords 
  shortly after the collapse of his Black Tower—or 
  the skull lords spontaneously rose to sentience in 
  the aftermath of the tower’s destruction (no one 
  is sure which is true). Various rituals credited to 
  Vumerion exist, each claiming the secret of creating 
  the skull lords from a full skeleton and two extra 
  skulls.
  For their part, skull lords have a keen interest 
  in the necromantic arts. Vumerion is no more, but 
  some skull lords search for a way to bring him back 
  to life...or unlife.
  Undead Nature. A skull lord doesn’t require air, 
  food, drink, or sleep.
  Variants: Penanggalan Rogues and Sorcerers
  Some penanggalans have spent several mortal lifetimes 
  engaged in cloak-and-dagger activities. A rogue pen-
  anggalan wearing leather armor (AC 18) and wielding a 
  rapier has a challenge rating of 13 (10,000 XP), Acrobatics 
  +7, Athletics +9, Stealth +7, and the following additional 
  action options:
  Multiattack (Living Disguise Only). The penanggalan 
  makes two rapier attacks.
  Rapier (Living Disguise Only). Melee Weapon Attack: 
  +10 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing 
  damage, plus 21 (6d6) extra damage if the penanggalan 
  has advantage on the attack roll or otherwise qualifies for 
  sneak attack damage as a rogue would.
  Some other penanggalans have developed an instinctive 
  understanding of sorcerous magic. A sorcerer penang-
  galan has a challenge rating of of 13 (10,000 XP) and has 
  the following trait:
  Spellcasting (Living Disguise Only). The penanggalan is 
  a 8th-level spellcaster. Its spellcasting ability is Charisma 
  (spell save DC 16, +8 to hit with spell attacks). The pen-
  anggalan has the following sorcerer spells known:
  Cantrips (at will): blade ward, mage hand, message, 
  minor illusion, prestidigitation
  1st level (4 slots): charm person, detect magic, sleep
  2nd level (3 slots): invisibility, scorching ray
  3rd level (3 slots): haste, hypnotic pattern
  4th level (2 slots): confusion, dimension door
  way places.
  The penanggalan’s headless husk of a body has 
  as many hit points as the penanggalan has. If it’s 
  destroyed, the penanggalan can create a new Living 
  Disguise by killing a suitable victim with its bite at-
  tack, then beheading and scooping out the existing 
  internal organs in a ritual that takes all night. By 
  dawn, the penanggalan has a new Living Disguise 
  and can walk in daylight again, and over the course 
  of a week, the head’s features change to match 
  those of the victim. If the penanggalan can spend 
  that week in seclusion, others may be unaware that 
  anything happened to the victim at all. 
  Undead Nature. A penanggalan doesn’t require 
  air, food, drink, or sleep.
  SKULL LORD
  Sentinels and leaders among the armies of the 
  undead, the skull lords bolster lesser troops while 
  bringing potent spell attacks to the battle. A skull 
  lord is calculating and ruthless, choosing the spell 
  that will most frustrate and dismay its enemies—
  and advance the cause of its dark masters.
  Three-Headed Menace. The skull lord is a skele-
  ton dressed in finery, but with one key difference: It 
  has three skulls arranged in a row atop its shoul-
  ders. All three heads can speak in harsh, sibilant 
  voices, and they occasionally argue or cajole one 
  another. The three heads are capable of indepen-
  dent thought, but they’re united and loyal to one 
  another. When a skull lord would be destroyed in 
  battle, one of the skulls will sacrifice itself so the 
  other two can carry on the fight. (Replacing a skull 
  that sacrifices itself requires a costly ritual on the 
  skull lord’s part, so it’s not a decision they make 
  lightly.)
  The skull lord dresses in whatever passed for 
  
  SKULL LORD
  Medium undead, neutral evil
  Armor Class 17 (natural armor)
  Hit Points 71 (13d8 + 13)
  Speed 30 ft.
  Str 18 (+4)  
  Dex 15 (+2)  
  Con 12 (+1) 
  Int 16 (+3)  
  Wis 15 (+2)  
  Cha 20 (+5)
  Skills Intimidation +9, Perception +6
  Damage Vulnerabilities radiant
  Damage Immunities necrotic, poison
  Condition Immunities frightened, poisoned, exhaustion
  Senses darkvision 60 ft., passive Perception 16
  Languages Common
  Challenge 11 (7,200 XP)
  Master of the Grave. At the start of each of the skull lord’s 
  turns, all other undead within 20 feet of it regain 5 hit 
  points. This aura ends when the Skull of Death’s Command 
  is destroyed.
  Actions
  Multiattack. The skull lord attacks once with its bone staff 
  and once with one of its available skull attacks. Alternative-
  ly, it can make two different skull attacks if it has at least 
  two skulls remaining.
  Bone Staff. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 27 
  (5d10) necrotic damage.
  Skull of Bonechilling Fear. Ranged Spell Attack: +6 to hit, 
  range 100 ft., one target. Hit: 27 (5d10) cold damage, and 
  the target must succeed on a DC 17 Wisdom saving throw 
  or become frightened for 1 minute. The 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 the Skull of Bonechilling Fear’s frighten effect 
  (but not the cold damage) for the next 24 hours.
  Skull of Death’s Command. Ranged Spell Attack: +6 to hit, 
  range 100 ft., one target. Hit: A telepathic connection is 
  made between the target and the skull lord, and the skull 
  lord can issue a simple and general command that the tar-
  get will do its best to obey on its next turn, such as “Attack 
  that creature,” “Run over there,” or “Fetch that object.” 
  If the creature completes the order or doesn’t receive 
  instruction from you, it defends and preserves itself to 
  the best of its ability. The action can be dangerous, but it 
  cannot be obviously suicidal.
  Skull of Withering Flame. Ranged Spell Attack: +6 to hit, 
  range 100 ft., one target. Hit: 22 (4d10) fire damage plus 
  22 (4d10) necrotic damage.
  Reactions
  Triple Skulls. When a skull lord takes damage that would 
  reduce it to 0 hit points, it instead destroys one of its skulls 
  (its choice which) and loses access to the corresponding 
  ranged attack (see above). If it has any skulls remaining, it 
  instantly heals to full hit points. When all three skulls are 
  destroyed, so is the skull lord itself.
  Monster Mausoleum — 22
  Monsters by CR
  CR 3
  gaslight
  CR 6
  greater gaslight, mohrg
  CR 7
  allip, huecuva
  CR 8
  draugr
  CR 9
  crypt thing, draugr skald
  CR 10
  bodak, draugr chieftain
  CR 11
  skull lord
  CR 12
  boneclaw, devourer, penanggalan
  CR 14
  caller in darkness, nightwalker
  CR 16
  nightcrawler
  Monsters by Size
  Tiny
  gaslight, greater gaslight
  Small
  penanggalan (when head is detatched)
  Medium
  allip, bodak, crypt thing, draugr, draugr chieftain, draugr skald, huecu-
  va, mohrg, penanggalan, skull lord
  Large
  boneclaw, devourer, caller in darkness
  Huge
  nightwalker
  Gargantuan
  nightcrawler
  
  Coming Soon from DASTOW Games
  DASTOW GAMES
  Pristine
  City
  SY
  ZT
  by Stacey Janssen and David Noonan
  the
  An adventure compatible with 5th edition Dungeons & Dragons 
  for 5th- to 7th-level characters
  A perfect, untouched city has been discovered deep underground—a city created to  
  honor a legendary dwarven clan. No one lives there...but as you’ll learn, that doesn’t mean 
  it’s deserted. Can you explore the city on behalf of the dwarves, or will you too become 
  part of its buried history?
  10005E
  versions compatible with Pathfinder RPG  
  and 13th Age Roleplaying Game also available
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Dastow/Dastow - Monster Mausoleum.pdf