Explode . If the zombie drops to 0 hit points, it explodes in a violent mass of diseased flesh. Every creature with 20 feet must make a DC 15 Dexterity Saving Throw. On a failure, they take 14 (4d6) necrotic damage and are poisoned for one minute. On a success, they take half as much damage and are not poisoned.

Engulf . The zombie attempts to grapple one target. On a success, the target takes 3 (1d6) fire damage. At the end of each of the target's turns, if it is still grappled by the zombie, it takes another 3 (1d6) fire damage.

Horrifying Screech . The zombie emits a bloodcurdling screech that terrifies and disorientates those who hear it. All creatures that are not undead within 60 ft. must make a DC 13 Wisdom Saving Throw. Creatures further than 40 ft. from the zombie hae advantage on the save. On a failure, the creature is considered frightened for one minute. An affected creature may repeat this saving throw at the end of each of its turns, ending the effect on a success.

Diseased . If the zombie hits a target with a melee weapon attack, the target must make a DC 14 Constitution Saving Throw or become poisoned for one minute. The target may repeat this saving throw at the end of each of their turns.

Tentacles . Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage. The zombie then attempts to grapple the target.

Fel Touched . The zombie has advantage on saving throws against spells and magical effects. In addition, the zombie has advantage on attacks made against celestials or fey.

Poisoned Longsword . Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands; plus 4 (1d8) poison damage.

Command the Dead . The zombie targets up to 5 friendly undead creatures within 40 ft. For one minute, those creatures have advantage on all attack rolls. This efffect ends if the zombie is killed or incapacitated.

Undead Fortitude . If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Unbound Energy . At the start of each of its turns, the energy within the zombie reacts to its environment. Roll a d10, applying the relevant effect:

Necromancers

Deadcaller Medium humanoid (any race), neutral evil Armor Class 10 (13 with mage armor)

10 (13 with mage armor) Hit Points 27 (6d6 + 6)

27 (6d6 + 6) Speed 30ft. STR DEX CON INT WIS CHA 8 (-1) 10 (+0) 13 (+1) 16 (+3) 15 (+2) 11 (+1) Senses passive Perception 15

passive Perception 15 Languages Common

Common Challenge 2 (450 XP)

Grim Harvest. Once per turn when the deadcaller kills one or more creatures with a spell of lst level or higher, it regains hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. The deadcaller doesn't gain this benefit for killing constructs or undead.

Spellcasting. The deadcaller is a 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The necromancer has the following wizard spells prepared:

Cantrips (at will): chill touch, dancing lights, shocking grasp

1st level (4 slots): false life, mage armor, magic missile

2nd level (3 slots): ray of enfeeblement, shatter

3rd level (3 slots): animate dead, bestow curse, vampiric touch

Undead Thralls. When the deadcaller casts animate dead, it can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. Whenever the deadcaller creates an undead using a necromancy spell, the latter has additional benefits:

The creature’s hit point maximum is increased by 6. The creature adds 3 to its weapon damage rolls.

Actions Dagger. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 2 (1d4) slashing damage.

Master of Death Medium humanoid (any race), neutral evil Armor Class 10 (13 with mage armor)

10 (13 with mage armor) Hit Points 55 (10d6 + 20)

55 (10d6 + 20) Speed 30ft. STR DEX CON INT WIS CHA 8 (-1) 10 (+0) 14 (+2) 18 (+5) 15 (+2) 12 (+1) Saving Throws Intelligence +9, Widom +6

Intelligence +9, Widom +6 Senses passive Perception 16

passive Perception 16 Languages Common

Common Challenge 6 (2,300 XP)

Grim Harvest. Once per turn when the master kills one or more creatures with a spell of lst level or higher, it regains hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. The deadcaller doesn't gain this benefit for killing constructs or undead.

Spellcasting. The deadcaller is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The necromancer has the following wizard spells prepared:

Cantrips (at will): chill touch, dancing lights, shocking grasp

1st level (4 slots): false life, mage armor, magic missile

2nd level (3 slots): ray of enfeeblement, shatter

3rd level (3 slots): animate dead, bestow curse, vampiric touch

4th level (3 slots): blight, phantasmal killer

5th level (2 slots): cone of cold, dominate person

Inured to Death. The master has resistance to necrotic damage, and its hit point maximum can’t be reduced.

Masterful Necromancer. When the master casts animate dead on a corpse, they may choose any creature with 'zombie' in its name with a CR of 1/2 or less.

Undead Thralls. When the master casts animate dead, it can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. Whenever the master creates an undead using a necromancy spell, the latter has additional benefits:

The creature’s hit point maximum is increased by 10. The creature adds 4 to its weapon damage rolls.