The Gray Necromancer 20 level class with 3 subclasses 10 monster stat blocks Shadowfell Press Editing: Anonymous Panda | Art: Erin | Formatting: the Homebrewery

1 Gray Necromancer A dwarf clad in robes lights incense and prays to her ancestors, as the monsters break through the main gate. The bodies of dwarves from centuries past take up their posts and drive the invaders away, before returning to their slumber. A Will-O’-Wisp in a dark swamp leads a child back to the path, before returning to the clawed hand of the dragonborn who summoned it. They tug their hood higher to cover their face, as they pass through a village that would drive them out if it learned the truth of the strange noises in the night. The side of a mountain quakes, and a human mage cackles as the skeleton of a dragon rises from its stoney grave. A warning beacon sounds in the town below as the dragon takes flight, roaring black fire into the sky. A gray necromancer pulls the strands of life and death to perform funeral rites, and turn the tides of battle. The magic they wield is channeled through some connection to the Shadowfell, the limbo through which all souls must pass on the way to the afterlife. These magics aren’t inherently evil, though they might be perceived as such by cultures that hate necromancy. Caretakers of the Dead Gray Necromancers are frequently drawn to care for the dead. Most Gray Necromancers are well-versed in funeral rites for different religions and cultures, and some devote their life to helping the dead pass on. Any Gray Necromancer might feel a calling to interr abandoned bodies, or use them for their own purposes. Gray Necromancers can often become the enemies of dark wizards who utilize necromancy, due to their ability to ward the bodies of the dead from being turned. Their powers are not usually based in domination, but in respect for the people who are no longer among the living. Good Gray Necromancers usually won’t turn the body of a person unless they or their relatives give permission. A Gray Necromancer might keep a group of skeletons who pledged themselves to the Necromancer’s service in both life and death, the body of a lover who refused to let death separate them, or monsters resurrected from long-forgotten dungeons. Touched by Death Gray Necromancers are unnerving to many people. Whether it’s because they carry with them the faint scent of decay from too much time in graveyards, or because the faithful servant that follows them everywhere is missing some internal organs, most Gray Necromancers are treated with a wary deference. Because of this Gray Necromancers frequently cling to the small numbers of friends and traveling companions they have. Because of the death that perpetually surrounds them, Gray Necromancers hold no fear of the morbid, the strange, and the macabre. This might lead them to strange experimentation, a fascination with death and dying, or in search of forgotten magic and items. Some seek powerful foes to resurrect, or the names of dead royalty to call for answers from the beyond. Growing tired of their familiar home cemetery, they seek out adventures of their own.

2 The Gray Necromancer Level Proficiency Bonus Features Gray Marks Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Spellcasting, Gray Marks 1 2 1 — — — — — — — — 2nd +2 Twilight Rituals 2 2 1 — — — — — — — — 3rd +2 Necromancy Calling 2 2 1 1 — — — — — — — 4th +2 Ability Score Improvement 3 2 1 1 — — — — — — — 5th +3 — 3 3 1 1 1 — — — — — — 6th +3 Calling Feature 4 3 1 1 1 — — — — — — 7th +3 Funeral Rites 4 3 1 1 1 1 — — — — — 8th +3 Ability Score Improvement 5 3 1 1 1 1 — — — — — 9th +4 — 5 3 — 1 1 1 1 — — — — 10th +4 Calling Feature 6 3 — 1 1 1 1 — — — — 11th +4 Blood by Blood 6 4 — — 1 1 1 1 — — — 12th +4 Ability Score Improvement 7 4 — — 1 1 1 1 — — — 13th +5 — 7 4 — — — 1 1 1 1 — — 14th +5 Calling Feature 8 4 — — — 1 1 1 1 — — 15th +5 Cold Body 8 4 — — — — 1 1 1 1 — 16th +5 Ability Score Improvement 9 5 — — — — 1 1 1 1 — 17th +6 — 9 5 — — — — — 1 1 1 1 18th +6 Calling Feature 10 5 — — — — — 1 1 1 1 19th +6 Ability Score Improvement 10 5 — — — — — 1 1 1 1 20th +6 Planar Crossing 10 5 — — — — — 1 1 1 1 Creating a Gray Necromancer Gray Necromancers have one thing in common; a connection with the Shadowfell that gives them their gray powers. Some might have found a portal to the Shadowfell, traveling inside and being imbued with its essence. Others might have found a magical artifact connected to the realm, something stolen from the Queen of Death herself. Still others might have been part of a dark ritual that made their soul an anchor to the heart of the Shadowfell. When you create a Gray Necromancer, consider how you got this connection to the Shadowfell. Consider how your character interacts with the dead and the laws of the area they’re in. Do they ask permission before reanimating a body? Do they only raise monsters? Will they abstain from or hide their powers in an area where it’s outlawed? Quick Build You can make a Gray Necromancer quickly by following these suggestions. First, wisdom should be your highest ability score, followed by constitution. Second, choose the hermit background. Third, choose the Chill Touch and Guidance cantrips, and the 1st level spells Bless, Faerie Fire, Inflict Wounds, and Sanctuary. Class Features As a Gray Necromancer, you gain the following class features. Hit points Hit Dice: 1d6 per Gray Necromancer level

Hit Points at 1st Level: 6 + your Constitution modifier

Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Gray Necromancer level after 1st Proficiencies Armor: Light

Weapons: Simple weapons

Tools: Embalming Tools

Saving Throws: Wisdom and Charisma

Skills: Choose two from Arcana, History, Intimidation, Medicine, Persuasion, and Religion.

3 Equipment You start with the following equipment, in addition to the equipment granted to you by your background: (a) a quarterstaff or (b) a dagger

(a) a component pouch, (b) an arcane focus, or (c) a holy symbol

(a) a dungeoneer’s pack or (b) an explorer’s pack

Leather armor

An herbalism kit

Embalming Tools Spellcasting Your connection to the Shadowfell has granted you the power to cast arcane spells. See chapter 10 of the Player’s Handbook for the general rules of spell-casting and the end of this document for the Gray Necromancer spell list. Cantrips At 1st level, you know two cantrips of your choice from the Gray Necromancer spell list. You learn additional Gray Necromancy cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Gray Necromancer table. Preparing and Casting Spells The Gray Necromancer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of Gray Necromancer spells that are available for you to cast, choosing from the Gray Necromancer spell list. When you do so, choose a number of Gray Necromancer spells equal to your Wisdom modifier + your Gray Necromancer level (minimum of one spell). The spells must be of a leveI for which you have spell slots. For example, if you are a 3rd-level Gray Necromancer, you have a 1st-level and a 2nd-level spell slot. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of Gray Necromancer spells requires time spent in meditation and drawing power from The Shadowfell: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Wisdom is your spellcasting ability for your Gray Necromancy spells, since the power of your magic relies on you drawing forth the magic of The Shadowfell. You use your wisdom whenever a spell refers to your spellcasting ability. In addition, you use your wisdom modifier when setting the saving throw DC for a Gray Necromancy spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your wisdom modifier Spell attack modifier = your proficiency bonus + your wisdom modifier Spellcasting Focus You can use an arcane focus or a holy symbol as a spellcasting focus (found in Chapter 5 of the Player’s Handbook) for your Gray Necromancy spells. Once you have made this choice, you cannot change it. Gray Marks At 1st level, the power of the Shadowfell imbues you with Gray Marks, strange symbols that appear on your body and contain necromantic power. You have 1 Gray Mark, and you gain more as you reach higher levels, as shown in the Gray Marks column of the Gray Necromancy table. You can never have more Gray Marks than shown on the table for your level. As a bonus action, you can choose to sacrifice a spell slot in order to gain 1 Gray Mark. You regain all spent Gray Marks when you finish a long rest. You can use your Gray Marks to raise undead when you have access to the corpse or the bones of creature whose CR is 1/4 or lower. You can take a minute to spend a Gray Mark to raise one creature, which your DM will have the stats for, with its type changed to undead. It does not need to breathe, sleep, or eat, and it is immune to exhaustion, fear, paralyzation, petrification, poison, possession, and being charmed. Is it immune to poison damage. It returns to unlife with its full, average hit points. Because of the frailty of its undead flesh, the creature cannot fly or swim. It may not gain the benefits of the Multiattack or Innate Spellcasting features. It may not take reactions or attacks of opportunity. Any wounds or ailments the creature suffered are not removed, and if anyone inspects the creature they will be able to tell that it is undead. If the creature’s body is sufficiently decomposed, then it may use the stats of a skeleton or zombie at the DM’s discretion. If you fall unconscious while controlling any undead, they will guard your body, and defend themselves, but otherwise take no action. If the creature has been dead for less than a week, it makes a Charisma saving throw versus your spell save DC. If it fails, it falls under your control. If it succeeds, you fail to raise it, and still lose a Gray Mark. A creature may choose to fail this saving throw. A creature raised this way will remain under your control for 24 hours, after which it becomes an inert body or pile of bones again. You may raise it again as long as the body or bones aren’t destroyed. Any creature raised in this way takes its turn on your turn. You can use a bonus action to telepathically tell any creature that you have raised that is within 100 feet of you to move and use any actions that it has. If you control multiple creatures, you can command any or all of them at the same time. If this creature drops to 0 hit points, it becomes an inert body or pile of bones again. If you issue a command to a creature, and you or it move more than 100 feet away, it will continue trying to obey your command to the best of its ability.

4 Twilight Rituals At 2nd level, you gain the ability to imbue your undead with your magical energies. While you are raising undead, or during a short or long rest, you can take an 30 additional minutes to spend one or more Gray Marks. While in dim light or darkness, this does not take additional time. You may spend 1 Gray Mark each to imbue one of your undead with any of the following effects: Increase their speed by 10 feet

Give them a 20 foot swim speed

Increase their AC by 1

Give one use of advantage during the next 24 hours

Increase their current and maximum hit points by your Gray Necromancer level + your wisdom modifier

Give them +1 to their damage modifier

Give them +1 to their hit modifier

Enable their attacks to count as magical

Hide their undead nature from magic users

Give them darkvision

Create a telepathic link, where you can use an action to see through their eyes and control their actions for as long as you maintain concentration. During this time you are blinded and deafened to your own surroundings Necromancy Calling When you reach 3rd level, you choose a Necromancy Calling, a specialty that shapes the way you draw magic from The Shadowfell. You can choose between the Calling of the Juggernaut, the Calling of the Horde Master, or the Calling of the Umbra, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 18th level. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th, you can increase one ability score if your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature Funeral Rites At 7th level, you gain the ability protect bodies from necromancy magic. Using your embalming tools, you can spend 30 minutes preparing and warding a dead body. These wards prevent anyone from returning the body to life or unlife. This ritual does not affect whether or not the creature’s spirit can be called from beyond the veil. Blood by Blood At 11th level, you gain the ability to sacrifice your own life force to resurrect the undead. When you raise undead, or perform a Twilight Ritual, you can choose to sacrifice hit points equal to your Gray Necromancer level in order to regain 1 Gray Mark. Cold Body At 15th level, your body starts to take on some of the essence of the Shadowfell. Your skin temperature is noticeably cooler than it should be, and you are not affected by extreme temperatures. In addition, when you perform a Twilight Ritual, you may now choose yourself as a target. Planar Crossing At level 20, your connection with the Shadowfell is so powerful that you can open a small, localized portal in your chest. Once per long rest, you can open this portal, which allows you to raise a creature, a horde, or summon spirit(s) as an action. This costs the same amount of Gray Marks as it normally would. When you do so, the power of the Shadowfell seeps into the material world. Every creature that starts its turn within 5 feet of you, or the first time it moves within 5 feet of you, takes 4d6 necrotic damage as the Shadowfell devours its life force. The portal stays open for 1d6 turns, and while it is open, any spells you cast, or any spells targeting you, are absorbed into the Shadowfell without being completed. Necromancy Callings Every Gray Necromancer feels a Calling, usually influenced by the events in their past. These Callings represent your specialization in summoning the dead. Your connection to the Shadowfell allows you to raise more powerful creatures by harnessing the arcane arts of necromancy. Calling of the Juggernaut Some Gray Necromancers specialize in resurrecting a single, powerful creature to overcome their foes. A Gray Necromancer might resurrect a powerful warrior from their tribe, a giant whose grave they uncovered, or a monster they defeated in battle. Waking the Bear At 3rd level, you gain the ability to raise stronger creatures using your Gray Marks ability. When you have access to the remains of a creature you can use a number of Gray Marks equal to the target’s CR, minimum of 1, so long as its CR is equal to or less than your Gray Necromancer level divided by 4 (rounded down, minimum of 1). You can only have one juggernaut at a time. It may also gain the benefits of the Multiattack feature. Regenerating Flesh At 6th level, you can heal your juggernaut’s wounds. You may spend 1 or more Gray Marks over a short rest to recover your juggernaut’s hit points by an amount equal to your Gray Necromancer level + your wisdom modifier, up to your juggernaut’s maximum hit points, for each Gray Mark you spend. Unnatural Speed At 10th level, your juggernaut gains the ability to use a reaction, and may take attacks of opportunity. In addition, if an enemy leaves melee combat with your juggernaut to enter melee combat with you, your juggernaut makes this attack with advantage.

5 Silvered Arms At 14th level, your juggernaut gains the ability to attune to one magical item of your choice when you are resurrecting them. Your juggernaut must be able to use the item as it was intended in order for the item’s effect(s) to apply. Raising the Titan At 18th level, if your juggernaut falls, you can use your reaction to imbue them with necromantic energy. If your juggernaut drops to 0 HP, once per long rest you can use a reaction to return them to unlife with 20 HP, and deal 4d6 necrotic damage to any hostile creature within 5 ft of your juggernaut. Calling of the Horde Master You specialize in resurrecting countless undead, pulled from graveyards and battlefields. The more creatures you raise, the stronger your Horde is. Shallow Graves At 3rd level, when you are within 20 ft of multiple remains of the same kinds of creatures, you can use your Gray Marks ability to raise a Horde. You can take a minute to spend a number of Gray Marks equal to their Horde challenge rating to resurrect three or more creatures into a Horde. You can raise creatures whose Horde CR is equal to your Gray Necromancer level divided by 4 (rounded down, minimum of 1). The list of Hordes, along with their stats and challenge ratings, can be found at the end of this document. Hordes can move through the spaces of other creatures without a movement penalty, but incur attacks of opportunity as usual. Additionally, when you use your Twilight Rituals on your undead, you can affect one Horde as if it were a single creature. If any of the creatures you attempt to raise succeed on their charisma saving throw, you fail to raise them. The number of creatures that you successfully raise determines the stats of your Horde; see the end of this document for examples and rules. Any creatures raised in this way takes their turn on your turn, as part of the Horde action. You can use a bonus action to tell any Horde that you have raised to move and use any actions that it has. As the Horde loses hit points, individual creatures become inert bodies or piles of bones again. If the Horde drops to 0 hit points, all creatures become inert bodies or piles of bones again. Endless Waves At 6th level, your hordes are strong enough to overwhelm enemies. When you are controlling a Horde that has 10 or more creatures in it, you can use your action to move your Horde 10 or more feet and make an overwhelm attack. Every enemy whose space they pass through must make a strength saving throw; on a failure they are knocked prone and take 2d6 bludgeoning damage, on a save they take half that much and are not knocked prone. Cold Strikes At 10th level, the energy of the Shadowfell infuses the Hordes that you raise. The Horde’s attacks count as magical for the purposes of dealing damage. Faceless Defense At 14th level, you gain the ability to protect yourself with your horde of undead. You can choose to share a space with any of your hordes; if you do so, any melee attack made against you has disadvantage, and you have ½ cover from ranged weapons, as your undead interpose their bodies between you and your foes. Army Rising At 18th level, the power of your Horde becomes a magnetic force. Once per long rest, you can choose to make your Horde radiate undead energy for one hour. If your Horde occupies the space of an undead creature with a CR of 1/2 or lower, it must make a Charisma saving throw versus your spell save DC or be absorbed into your Horde. Additionally, if your Horde occupies the space of the body of a creature with a CR of 0 for 1 minute, the energy emanating from your Horde will bring the creature back to life. 25 or more creatures raised in this way become their own undead Horde. Creatures raised in this way will return to a body or pile of bones after 24 hours. Calling of the Umbra You specialize in drawing the dead from beyond the veil, and binding them to your will. Banshees, ghosts, shadows, specters, will-o’-wisps, and wraiths are all creatures that you can command. Your DM will have the stats for these creatures. Midday Shadows At 3rd level, you can use your Gray Marks ability to complete a ritual to summon between 1 and 3 creatures, by spending Gray Marks equal to the total CR of the creatures you are summoning, to a maximum of your Gray Necromancer level divided by 4 (rounded down, minimum of 1). This ritual takes 1 minute as you call out to the Shadowfell and its residents. Creatures summoned in this way will remain under your control for 24 hours, then will return to the Shadowfell. If this creature drops to 0 hit points, it fades back into the Shadowfell. You may summon any spirit, or you may call out the name of a creature traveling through the Shadowfell. Spirits who you name in this way retain their memories and personality, cost 1 Gray Mark per spirit, and may choose to ignore your call. Any creature you call by name has the stats of a Shadow, and takes its turn on your turn. You can use a bonus action to tell it to move or use its action, but the shadow might choose not to obey you, if you give it a command that contradicts how it would normally behave. Most creatures who have been dead for longer than a year have completed their journey through the Shadowfell, and lie beyond your reach in the afterlife, but some cling to their existence and wander the Shadowfell for eternity. Planar Warping At 6th level, physical distance between you and your spirits is meaningless. You can use a bonus action to telepathically tell any creature that you have raised to move and use its action no matter how far away from it you are.

6 Lingering Malaise At 10th level, you gain the ability to sense places where people have died, or objects they had with them at the time of their death. You can spend 10 minutes meditating over an object or place connected with a creature’s death to learn the full name of that creature. You may then spend a Gray Mark to call out to that creature. That creature may choose to answer even if it is in the afterlife when you use this feature. Cold Touch At 14th level, your spirits carry some of the Shadowfell when they pass through the veil. When your spirits make a melee attack against a creature, that creature must make a DC 12 Wisdom check or become frightened of you and your spirits for the next minute. Faithless Exorcism At 18th level, you gain the ability to remove a creature’s soul from their body. You can spend 3 Gray Marks as an action to touch a creature, and perform an exorcism on it. The creature must make a Wisdom saving throw against your spell save DC. If it fails, the creature’s soul is thrust out of its body and into the Shadowfell. Only a Resurrection, True Resurrection, or Wish spell can reverse this effect. If the creature succeeds, it takes 6d6 psychic damage, and is paralyzed until the end of your next turn. You can only use this feature once every long rest.

7 Gray Necromancer Spell List Cantrips (0 Level)

Blade Ward

Chill Touch

Guidance

Light

Message

Resistance

Shocking Grasp

Spare the Dying

(Optional) Toll the Dead 1st Level

Arms of Hadar

Bane

Bless

Comprehend languages

Cure Wounds

Detect Evil and Good

Detect Poison & Disease

Faerie Fire

False Life

Hellish Rebuke

Inflict Wounds

Ray of Sickness

Sanctuary

Witch Bolt 2nd Level

Blindness/Deafness

Blur

Crown of Madness

Darkvision

Enhance Ability

Enlarge/Reduce

Gentle Repose

Hold Person

Invisibility

Lesser Restoration

Magic Weapon

Misty Step

Moonbeam

Ray of Enfeeblement

Shatter 3rd Level

Bestow Curse

Blink

Fear

Feign Death

Gaseous Form

Haste

Lightning Bolt

Revivify

Speak With Dead

Vampiric Touch 4th Level Arcane Eye

Banishment

Blight

Death Ward

Dimension Door

Dominate Beast

Evard’s Black Tentacles

Greater Invisibility

Vitriolic Sphere 5th Level

Cone of Cold

Contagion

Destructive Wave

Dominate Person

Greater Restoration

Hold Monster

Wall of Force 6th Level

Blade Barrier

Circle of Death

Disintegrate

Eyebite

Harm

Word of Recall 7th Level

Finger of Death

Forcecage

Plane Shift

Resurrection

Symbol 8th Level

Clone

Dominate Monster

Feeblemind

Power Word Stun 9th Level

Astral Projection

Meteor Swarm

Power Word Kill

True Resurrection

8 Horde Statistics You can create a horde out of three or more of the same creature whose challenge rating is 1 or lower. Example stat blocks based on Hordes four creatures are included below. These stat blocks are based off of the swarm templates in the Monster Manual. The formula to make the creatures' stat block is as follows: Their type is undead, and they have the swarm property;

The Horde occupies a number of spaces equal to the number of creatures in the Horde divided by 2 (rounded down);

The Horde’s hit points are the average number of hit points each creature can have times the number of creatures in the hoard;

The Horde’s AC and move speed is the same as the individual AC and move speed;

The creature retains whatever proficiencies it had in life;

The Horde’s CR is based on the table below; The formula can be done by hand as the number of creatures times their CR times the CR modifier. The CR modifier is a number based on the total number of creatures in the Horde, and can be found in the chart below for simplicity. Calculated CR should be rounded to the closest whole number;

If the CR of the individual creatures CR is 0, then 12 of those creatures have a CR of ⅛, and count as one creature for the purposes of calculating Horde CR; The Horde’s to hit bonus is equal to its regular bonus plus its Horde CR;

The Horde’s attack deals the normal amount of damage times the number of creatures in the Horde;

If the Horde has half of its hit points or fewer, it does half damage;

The Horde keeps any physical properties it had in life, however, loses mental properties, such as spell-casting. Horde CR Calculator Number of Creatures Creature CR CR Modifier Horde CR 3+ 1/8 1.5 1 1/4 1.5 1 1/2 1.5 2 1 1.5 5 6+ 1/8 2 2 1/4 2 3 9+ 1/8 2.5 3 1/4 2.5 5 Undead Kobold Horde Medium Swarm of Small Undead, Unaligned Armor Class: 12

12 Hit Points: 20(5 x 4 creatures)

20(5 x 4 creatures) Speed: 30ft. STR DEX CON INT WIS CHA 7 (-2) 15 (+2) 9 (-1) 8 (-1) 7 (-2) 8 (+1) Senses: Darvision 60 ft., Passive Perception 8

Darvision 60 ft., Passive Perception 8 Languages: None

None Challenge: 1 Sunlight Sensitivity: While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Pack Tactics: The kobold Horde has advantage attack rolls while part of a Horde. If the Horde has 10 hit points or fewer, its attacks do half as much damage. Actions Dagger: Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 16 (4d4 + 8) Sling: Ranged Weapon Attack: +5 to hit, range 30/120 5ft., one target. Hit 16 (4d4 + 8)

9 Undead Skeleton Horde Large Swarm of Medium Undead, Unaligned Armor Class: 13

13 Hit Points: 39(13 x 3 creatures)

39(13 x 3 creatures) Speed: 30ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3) Damage Vulnerabilities: bludgeoning

bludgeoning Senses: Darvision 60 ft., Passive Perception 9

Darvision 60 ft., Passive Perception 9 Languages: understands all languages it knew in life but can't speak

understands all languages it knew in life but can't speak Challenge: 1 If the Horde has 35 hit points or fewer, its attacks do half as much damage. Actions Shortsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 24 (3d6 + 6) piercing damage. Shortbow: Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 24 (3d6 + 6) piercing damage. Undead Mule Horde Medium Swarm of Small Undead, Unaligned Armor Class: 10

10 Hit Points: 66(11 x 6 creatures)

66(11 x 6 creatures) Speed: 34ft. STR DEX CON INT WIS CHA 9 (-1) 15 (+2) 11 (+0) 2 (-4) 10 (+0) 4 (-3) Senses: Passive Perception 10

Passive Perception 10 Languages: None

None Challenge: 2 Beast of Burden: The mule is considered to be a Large animal for the purpose of determining its carrying capacity. Sure-Footed: The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. If the Horde has 32 hit points or fewer, its attacks do half as much damage. Actions Hooves: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 24 (6d4 + 12) bludgeoning damage. Undead Gnoll Horde Large Swarm of Medium Undead, Unaligned Armor Class: 15

15 Hit Points: 66 (22 x 3 creatures)

66 (22 x 3 creatures) Speed: 30ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 11 (+0) 6 (-2) 10 (+0) 7 (-2) Senses: Darvision 60 ft., Passive Perception 10

Darvision 60 ft., Passive Perception 10 Languages: Gnoll

Gnoll Challenge: 2 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 a bite attack. If the Horde has 33 hit points or fewer, its attacks do half as much damage. Actions Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 18 (3d4 + 9) piercing damage. Spear: Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 18 (3d6 + 9) piercing damage, or 21 (3d8 + 9) piercing damage if used with two hands to make a melee attack. Longbow: Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 15 (3d8 + 3) piercing damage.

10 Undead Giant Rat Horde Medium Swarm of Small Undead, Unaligned Armor Class: 12

12 Hit Points: 63(7 x 9 creatures)

63(7 x 9 creatures) Speed: 30ft. STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 13 (+1) 2 (-4) 10 (+0) 5 (-3) Senses: Darvision 60 ft., Passive Perception 10

Darvision 60 ft., Passive Perception 10 Languages: None

None Challenge: 3 Keen Smell: While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Pack Tactics: The rat Horde has advantage on Wisdom (Perception) checks that rely on smell. If the Horde has 32 hit points or fewer, its attacks do half as much damage. Actions Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 36 (9d4 + 18) piercing damage. Undead Wolf Horde Large Swarm of Medium Undead, Unaligned Armor Class: 13

13 Hit Points: 66 (11 x 6 creatures)

66 (11 x 6 creatures) Speed: 40ft. STR DEX CON INT WIS CHA 14 (+2) 15 (+2) 12 (+1) 3 (-3) 12 (+1) 6 (-2) Skills: Perception +6, Stealth +7

Perception +6, Stealth +7 Senses: Passive Perception 13

Passive Perception 13 Languages: none

none Challenge: 3 Keen Hearing and Smell: The wolf Horde has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics: The wolf Horde has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated. If the Horde has 33 hit points or fewer, its attacks do half as much damage. Actions Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:36 (12d4 + 12) piercing damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone. Zombie Horde Large Swarm of Medium Undead, Unaligned Armor Class: 8

8 Hit Points: 172 (22 x 8 creatures)

172 (22 x 8 creatures) Speed: 30ft. STR DEX CON INT WIS CHA 13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3) Saving Throws: Wis +0

Wis +0 Senses: Darvision 60 ft., Passive Perception 8

Darvision 60 ft., Passive Perception 8 Languages: understands all languages it knew in life but can't speak

understands all languages it knew in life but can't speak Challenge: 4 If the Horde has 88 hit points or fewer, its attacks do half as much damage. Actions Slam: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 32 (8d6 + 8) bludgeoning damage.