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Intense blue-green magic pours from a female-presenting wizard in the background, lifting her from the ground and flaring her waist-length white hair behind her. She is surrounded by skeletal minions brandishing rusty weapons.

Get all 14 subclasses in the Complete Necromancer!

Necromancer Accessory

Necromancers use the following creatures as their thralls: Bloodlurks, Bone Beasts, Gorgers, Skeletons, Spirits, Deadnaughts, and Zombies. A Small or Medium Humanoid corpse can be animated into any of these Undead. Other than having a different size, your thralls’ statistics are unchanged. If you animate a deadnaught thrall, you can’t control other thralls.

Unless otherwise stated, no other Undead creatures can be animated as thralls. Furthermore, your thralls only have proficiency in items listed in their Gear entries.

Variant Thralls
With the GM’s permission, you can use the Animate Thralls ritual to animate creatures other than Humanoids that have Undead statblocks, such as animating a Warhorse into a Warhorse Skeleton. Such thralls may use different statistics or carry different gear.

The Undead Thralls table can be used as a quick reference for thrall statistics.

Undead Thralls

Name CR AC HP Speed Details and Traits
Bloodlurk 2 10 75 20 ft., Climb 20 ft. Amorphous, Spider Climb
Bone Beast 1 14 27 40 ft. Pack Tactics
Deadnaught 1 16 45* 30 ft. Necromantic Bond, Regeneration, Proficiencies
Gorger 1 8 36 30 ft.
Skeleton 1/4 14 13 30 ft.
Spirit 1/4 15 9 30 ft., Fly 30 ft. (hover)  Incorporeal Movement, Physical Resistances
Zombie 1/4 8 15 20 ft.  Undead Fortitude

Skeleton

The reanimated remains of humanoids long since dead, skeletons are puppets of bone held aloft by strings of magic.

Skeleton

Medium Undead, Lawful Evil

AC 14
Initiative +3 (13)
HP
13 (2d8 + 4)
Speed 30 ft.
  MOD SAVE   MOD SAVE   MOD SAVE
STR 10 +0 +0 DEX 16 +3 +3 CON 15 +2 +2
INT 6 −2 −2 WIS 8 −1 −1 CHA 5 −3 −3
Vulnerabilities Bludgeoning
Immunities Poison; Exhaustion, Poisoned
Gear Shortbow, Shortsword
Senses Darkvision 60 ft.; Passive Perception 9
Languages Understands Common plus one other language but can’t speak
CR 1/4 (XP 50; PB +2)
Actions
Shortsword. Melee Attack Roll: +5, reach 5 ft.
Hit: 6 (1d6 + 3) Piercing damage.Shortbow. Ranged Attack Roll: +5, range 80/320 ft.
Hit: 6 (1d6 + 3) Piercing damage.

Spirit

A spirit is the scarcely tangible echo of humanoid, a soul bound to the mortal realm by necromantic magic.

Spirit

Medium Undead, Chaotic Evil

AC 15
Initiative −1 (9)
HP
9 (2d8)
Speed 30 ft., Fly 30 ft. (hover)
  MOD SAVE   MOD SAVE   MOD SAVE
STR 1 −5 −5 DEX 14 +2 +2 CON 10 +0 +0
INT 10 +0 +0 WIS 10 +0 +0 CHA 16 +3 +3
Resistances Bludgeoning, Piercing, Slashing
Immunities Necrotic, Poison; Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses Darkvision 60 ft.; Passive Perception 10
Languages Understands Common plus one other language but can’t speak
CR 1/4 (XP 50; PB +2)
Traits
Incorporeal Movement. The spirit 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.
Actions
Grave Touch. Melee Attack Roll: +5, reach 5 ft.
Hit: 5 (1d4 + 3) Necrotic damage.

Zombie

A zombie is the rotting remains of the once living, held together and driven by dark magic.

Zombie

Medium Undead, Neutral Evil

AC 8
Initiative −2 (8)
HP
15 (2d8 + 6)
Speed 20 ft.
  MOD SAVE   MOD SAVE   MOD SAVE
STR 13 +1 +1 DEX 6 −2 −2 CON 16 +3 +3
INT 3 −4 −4 WIS 6 −2 −2 CHA 5 −3 −3
Immunities Poison; Exhaustion, Poisoned
Senses Darkvision 60 ft.; Passive Perception 8
Languages Understands Common plus one other  language but can’t speak
CR 1/4 (XP 50; PB +2)
Traits
Undead Fortitude. If damage reduces the zombie to 0 Hit Points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is Radiant or from a Critical Hit. On a successful save, the zombie drops to 1 Hit Point instead.
Actions
Slam. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d8 + 1) Bludgeoning damage.

Bone Beast

Constructed of haphazardly assembled humanoid bones, a bone beast looks nothing like a man. Lumbering about on four legs with great boney fangs, the beast can run as fast as a bear and strike as viciously as a lion.

Bone Beast

Medium Undead, Neutral Evil

AC 14
Initiative +5 (15)
HP
27 (5d8 + 5)
Speed 40 ft.
  MOD SAVE   MOD SAVE   MOD SAVE
STR 12 +1 +1 DEX 16 +3 +3 CON 13 +1 +1
INT 5 −3 −3 WIS 10 +0 +0 CHA 5 −3 −3
Vulnerabilities Bludgeoning
Immunities Poison; Exhaustion, Poisoned
Senses Darkvision 60 ft.; Passive Perception 10
Languages Understands Common plus one other language but can’t speak
CR 1 (XP 200; PB +2)
Traits
Pack Tactics. The beast has Advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.
Actions
Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage, and the target has the Prone condition if it is Large or smaller

Gorger

An unholy tangling of flesh, the gorger still vaguely resembles a humanoid in profile, except for the gaping, toothed maw in its chest. Its colossal teeth are little more than sharpened ribs, but its monstrous bite can easily decapitate.

Gorger

Medium Undead, Neutral Evil

AC 8
Initiative −2 (8)
HP
36 (8d8)
Speed 30 ft.
  MOD SAVE   MOD SAVE   MOD SAVE
STR 16 +3 +3 DEX 7 −2 −2 CON 10 +0 +0
INT 7 −2 −2 WIS 10 +0 +0 CHA 6 −2 −2
Immunities Poison; Exhaustion, Poisoned
Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 10
Languages Understands Common plus one other language but can’t speak
CR 1 (XP 200; PB +2)
Actions
Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 13).

Deadnaught

An Undead hulk clad in heavy armor, a deadnaught is a Necromancer’s most fearsome ally.

Proficiencies. The Proficiencies entry in a stat block lists its weapon proficiencies and armor training. The monster can equip any gear for which it has proficiency or training.

Deadnaught

Medium Undead, Lawful Evil

AC 16
Initiative +2 (12)
HP
10 plus five times your Necromancer level (the deadnaught has a number of Hit Dice [d8s] equal to your Necromancer level)
Speed 30 ft.
  MOD SAVE   MOD SAVE   MOD SAVE
STR 19 +4 +4 DEX 14 +2 +2 CON 16 +3 +3
INT 7 −2 −2 WIS 10 +0 +0 CHA 6 −2 −2
Immunities Poison; Charmed, Exhaustion, Frightened, Poisoned
Proficiencies Simple and Martial weapons; Light, Medium, and Heavy armor, Shields
Gear Warhammer and Chain Mail
Senses Darkvision 60 ft.; Passive Perception 10
Languages Understands the languages you know but can’t speak
CR 1 (XP 0; PB equals your Proficiency Bonus)
Traits
Necromantic Bond. You can only animate and control a deadnaught once you reach Necromancer level 7. While you control a deadnaught, you can’t control other thralls.

Regeneration. The deadnaught regains 5 Hit Points at the start of each of its turns if it has at least 1 Hit Point.

Actions
Multiattack. The deadnaught makes two attacks. It makes three attacks when you reach Necromancer level 13, and four attacks when you reach Necromancer level 17.

Warhammer. Melee Attack Roll: Bonus equals your spell
attack modifier, reach 5 ft. Hit: 1d10 + 4 Bludgeoning
damage.

Bloodlurk

An awful hybrid of Undead and Ooze, a bloodlurk is animated from the coagulated blood of the dead and bubbles with necromantic malice.

Bloodlurk

Medium Undead, Neutral Evil

AC 10
Initiative −1 (9)
HP
75 (10d8 + 30)
Speed 20 ft., Climb 20 ft
  MOD SAVE   MOD SAVE   MOD SAVE
STR 16 +3 +3 DEX 8 −1 −1 CON 17 +3 +3
INT 1 −5 −5 WIS 6 −2 −2 CHA 2 −4 −4
Skills Stealth +3
Immunities Necrotic, Poison; Blinded, Charmed, Exhaustion, Frightened, Grappled, Poisoned, Prone, Restrained
Senses Blindsight 60 ft.; Passive Perception 8
Languages None
CR 2 (XP 450; PB +2)
Traits
Amorphous. The bloodlurk can move through a space as narrow as 1 inch without expending extra movement to do so.

Spider Climb. The bloodlurk can climb difficult surfaces, including along ceilings, without needing to make an ability check.

Actions
Blood Splash. Constitution Saving Throw: DC 13, each creature of the bloodlurk’s choice in a 5-foot Emanation origination from the lurker. Failure: 17 (5d6) Necrotic damage. Success: Half damage.

 

Streamlining Combat
When you have two or more thralls under your command of the same type, you can roll a single attack on a particular target for all your thralls, instead of rolling attacks separately. If this attack hits, you treat all your thralls as having hit; if this misses, all your thralls’ attacks miss. Different thralls and those that attack separate targets must roll separately.


Get more Necromancer Thralls in the Complete Necromancer

Or discover other innovative base classes in Valda’s Spire of Secrets!

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