Undead

Undead #

All Undead are Weak to radiant.

Skeletons #

All Skeletons have Resist Weapon 13+.


Decrepit Skeleton #

1st Level Mook, Medium Initiative
Reckless, Targets most recent

AC 16
PD 14
MD 13
HP 8 (mook)
3 Mooks

Rusted Sword (Melee, +6 vs AC)

Hit: 2 damage.


Resist Weapon 13+, Weak to radiant


Skeleton Archer #

1st Level Wrecker, Medium Initiative
Cautious, Targets most recent

AC 16
PD 14
MD 13
HP 28

Rusted Sword (Melee, +6 vs AC)

Hit: 3 damage.

Shortbow (Ranged, Provokes, +6 vs AC)

Hit: 4 damage.


Resist Weapon 13+, Weak to radiant


Skeleton Hound #

1st Level Blocker, Medium Initiative
Reckless, Targets most threatening

AC 16
PD 14
MD 13
HP 28

Bite (Melee, +6 vs AC)

Hit: 4 damage.

Natural Even Hit: If the Skeletal Hound ends the turn engaged with the target and target disengages or pops off before the start of the Skeletal Hound’s next turn, the target takes 4 ongoing weapon damage and the Skeletal Hound takes 1d6 damage.


Relentless: Enemies in a lower Initiative band than the Skeletal Hound gain 1 Disadvantage to disengage from it.

Loyal: The Skeletal Hound may attempt to disengage as an Interrupt.

Resist Weapon 13+, Weak to radiant


Skeleton Legionnaire #

4th Level Troop, Fast Initiative
Brave, Targets most threatening

AC 19
PD 17
MD 17
HP 44

Gladius Press (Melee, +9 vs AC)

Hit: 10 damage.

Natural 13+ Hit: The target moves down one Initiative band for the rest of the encounter.

Natural Even Miss: 4 damage.

Pilum Toss (Ranged, Provokes, +9 vs AC)

Hit: 10 damage.


Legion’s Advance: The Skeleton Legionnaire gains 1 Advantage to attack enemies in a lower Initiative band.

Resist Weapon 13+, Weak to radiant


Zombies #

1st Level Mook, Slow Initiative
Reckless, Targets most recent

AC 15
PD 13
MD 12
HP 12
3 Mooks

Rotting Fists (Melee, +6 vs AC)

Hit: 2 damage.

Natural 13+ Hit: As Hit, and both the Half-Rotted Zombie and the target take 1d2 damage.


Weak to radiant


Fresh Zombie #

2nd Level Troop, Slow Initiative
Reckless, Targets most recent

AC 16
PD 14
MD 13
HP 44

Rotting Fists (Melee, +7 vs AC)

Hit: 6 damage.

Natural 13+ Hit: As Hit, and both the Fresh Zombie and the target take 1d6 damage.


Weak to radiant


Zombified Giant #

4th Level Troop, Slow Initiative
Double-Strength
Reckless, Targets most recent

AC 20
PD 18
MD 17
HP 144

Rotting Fists (Melee, +9 vs AC)

Hit: 20 damage.

Natural Even Hit or Miss: As Hit/Miss, and both the Zombified Giant and the target take 2d10 damage.

Sweep (Melee, +9 vs AC, every engaged enemy)

Hit: 10 damage.

Natural Even Hit or Miss: As Hit/Miss, and both the Zombified Giant and the target take 1d10 damage.


Large 9+, Weak to radiant


Zombie Abominations #

9th Level Mook, Medium Initiative
Reckless, Targets most recent

AC 23
PD 21
MD 20
HP 46 (mook)
5 Mooks

Patchwork Appendages (Melee, +14 vs AC)

Hit: 12 damage.

Natural Even Hit or Miss: As Hit/Miss, and both the Zombie Abomination and the target take 2d6 damage.


Zombified Patchwork #

9th Level Troop, Slow Initiative
Double-Strength
Reckless, Targets most recent

AC 23
PD 21
MD 20
HP 232

Rotting Indiscriminate Limbs (Melee, +14 vs AC)

Hit: 30 damage.

Natural Even Hit or Miss: As Hit/Miss, and the Zombie Abomination, the target, and one random nearby enemy take 2d10 damage.

Ghouls #

All Ghouls gain 1 Advantage to attack Vulnerable targets.

Spend 2 Threat: Staggered targets count as Vulnerable to all Ghouls in an encounter.


Newly Risen Ghouls #

2nd Level Mook, Fast Initiative
Reckless, Targets most threatening

AC 17
PD 15
MD 14
HP 11 (mook)
3 Mooks

Ripping Claws (Melee, +7 vs AC)

Hit: 3 damage.

Natural 13+ Hit: The target counts as Vulnerable to undead until the end of the Ghouls’ next turn.


Bloodthirsty, Weak to radiant


Hungry Ghoul #

2nd Level Spoiler, Fast Initiative
Reckless, Targets least threatening

AC 17
PD 15
MD 14
HP 34

Ripping Claws (Melee, +8 vs AC)

Hit: 6 damage.

Natural Even Hit: As Hit, and the target counts as Vulnerable to undead until the end of the Ghoul’s next turn.


Bloodthirsty, Weak to radiant


Ghast #

4th Level Spoiler, Fast Initiative
Brave, Targets most recent

AC 19
PD 17
MD 16
HP 52

Ripping Claws (Melee, +10 vs AC)

Hit: 8 damage.

Natural Even Hit: As Hit, and the target counts as Vulnerable to undead until the end of the Ghoul’s next turn.

Paralyzing Bite (Melee, +10 vs AC)

Hit: 6 damage.

Natural Even Hit: As Natural Odd Hit, and the target is Stunned and Vulnerable (11+ save ends).


Bloodthirsty, Weak to radiant

Wights #

Spend 2 Threat: For the rest of the encounter, anytime an enemy takes necrotic damage, a Wight gains temporary HP equal to half its level.


Wight #

4th Level Wrecker, Medium Initiative
Brave, Targets most threatening

AC 19
PD 16
MD 17
HP 52

Ancient Blade (Melee, +9 vs AC)

Hit: 8 damage.

Natural Even Hit or Miss: As Hit or Miss, and if the Wight is unstaggered, the target takes 4 ongoing necrotic damage.


Weak to radiant


Grave-Wight #

6th Level Blocker, Slow Initiative
Double Strength
Brave, Defender

AC 21
PD 18
MD 19
HP 180

Entombed Mace (Melee, +11 vs AC)

Hit: 36 damage.

Graveguard’s Stare (Melee, +11 vs MD)

Hit: 33 psychic damage. If the target tries to disengage or pop off before the start of the next Tomb-Wight’s turn, they take 6 necrotic damage and are Dazed until the end of the turn.

Spend 1 Threat: Use Tomb-Guard’s Stare as a quick action this turn.


Weak to radiant


Barrow-Wight #

7th Level Troop, Medium Initiative
Brave, Targets most recent

AC 22
PD 19
MD 20
HP 106

Ancient Blade (Melee, +12 vs AC)

Hit: 16 damage.

Natural Even Hit or Miss: As Hit or Miss, and if the Wight is unstaggered, the target takes 8 ongoing necrotic damage.


Cursed Wounds: Any enemy that’s taking ongoing necrotic damage from a Barrow-Wight halves any healing they receive.

Weak to radiant

Wraiths #

All Wraiths have Flight and Resist 13+ to all damage other than force or radiant. They can move through objects but not end their turn inside one.


Wraith #

5th Level Spoiler, Fast Initiative
Reckless, Targets most threatening

AC 20
PD 18
MD 17
HP 66

Ghost Blade (Melee, +10 vs PD)

Hit: 10 damage.

Natural 13+ Hit: As a Hit, but the target is Weakened (11+ save ends).

Spiral Assault (Spell, +10 vs PD, 1d3 nearby targets)

Hit: 6 necrotic damage. The wraith teleports to an enemy it hit with this.

Special: Can only be used on even escalation.


Flight, Resist 13+ (all but Force/Radiant), Weak to radiant


Dread Wraith #

8th Level Spoiler, Fast Initiative
Reckless, Targets most threatening

AC 23
PD 21
MD 20
HP 140

Ghost Blade (Melee, +13 vs PD)

Hit: 22 damage.

Natural 13+ Hit: As a Hit, but the target is Weakened (11+ save ends).

Miss: 11 damage.

Spiral Assault (Spell, +13 vs PD, 1d3 nearby targets)

Hit: 15 necrotic damage. The wraith teleports to an enemy it hit with this.

Special: Can only be used on odd escalation or at 6 escalation.


Flight, Resist 13+ (all but Force/Radiant), Weak to radiant


Liches #

Aspiring Lich #

5th Level Leader, Slow Initiative
Cautious, Targets most threatening

AC 20
PD 17
MD 18
HP 72

Staff (Melee, +10 vs AC)

Hit: 10 damage.

Negative Energy Bolt (Spell, +10 vs PD)

Hit: 6 necrotic damage, and any attack that can deal necrotic damage or by an undead creature gains 1 Advantage against this target until the end of the Aspiring Lich’s next turn.


Weak to radiant


True Lich #

8th Level Leader, Slow Initiative
Cautious, Targets most threatening

AC 23
PD 20
MD 21
HP 148

Staff (Melee, +13 vs AC)

Hit: 22 damage.

Negative Energy Storm (Spell, +13 vs PD, 1d3+1 targets)

Hit: 8 necrotic damage, and any attack that can deal necrotic damage or by an undead creature gains 1 Advantage against this target until the end of the True Lich’s next turn.

Channel Life (Spell, +13 vs PD)

Hit: 24 necrotic damage, and a nearby undead ally gains 4d6 temporary HP.

Spend 1 Threat: This turn, the temporary HP from Channel Life also applies to the Archlich.


Weak to radiant

Vampires #

Spend 1 Threat: Once per turn, when the Vampire (or group of Vampire mooks) makes a target Weakened or Hampered, it gains temporary HP equal to double its level (or in the case of mooks, any damaged but undestroyed mooks have their HP restored).


Vampire Spawn #

6th Level Troop, Fast Initiative
Reckless, Targets most recent

AC 21
PD 18
MD 19
HP 90

Horrid Claws (Melee, +11 vs AC)

Hit: 14 damage.

Natural Even Hit: As a Hit, the Vampire Spawn may make a Fangs attack against a target as a free action.

Fangs (Melee, +11 vs AC)

Hit: 8 damage, and the target is Weakened until the end of the Vampire Spawn’s next turn.

Special: This attack gains 1 advantage if it’s used as the first attack in a turn.


Weak to radiant


Spawn of the Master #

10th Level Mook, Fast Initiative
Reckless, Targets most threatening

AC 25
PD 22
MD 23
HP 46 (mook)
5 Mooks

Horrid Fangs (Melee, +15 vs AC)

Hit: 13 damage.

Natural 13+ Hit: The target is also Hampered until the end of its next turn.


Weak to radiant


True Vampire #

10th Level Spoiler, Very Fast Initiative
Brave, Targets most threatening

AC 25
PD 22
MD 23
HP 220

Draining Touch (Melee, +15 vs PD)

Hit: 40 necrotic damage.

Natural Even Hit/Miss: As Hit/Miss, and the target is Weakened until the end of its next turn.

Natural Odd Hit/Miss: The target expends one recovery, encounter power, or daily/recharge power of their choice (but not a signature augmentation ability).

Vampiric Regeneration: While it’s above 0 HP, the True Vampire recovers 10 HP at the start of each of its turns and when it Crits.

Mist Form: Unless it’s killed in a manner befitting a True Vampire (which should vary from campaign to campaign), instead of dying, it turns to mist and drifts away. Every time it does this, it loses 10 maximum HP.


Weak to radiant


True Vampire Thrallherd #

11th Level Leader, Fast Initiative
Cautious, Targets most threatening

AC 26
PD 23
MD 24
HP 290

Deathly Touch (Melee, +16 vs PD)

Hit: 65 necrotic damage.

Beguiling Stare (Spell, +16 vs MD)

Hit: The target takes 30 psychic damage and is Confused until the end of the True Vampire Thrallherd’s next turn. Any allies who attack the target while they’re Confused gain 1 Advantage on the attacks.

Spend 1 Threat: The True Vampire Thrallherd may use Command Thralls this turn.

Command Thralls (Spell)

Two nearby single-strength allies or mook groups of lower level gain an immediate standard action. They gain 1 Disadvantage on any attacks they make during these actions.

Mist Form: Unless it’s killed in a manner befitting a True Vampire (which should vary from campaign to campaign), instead of dying, it turns to mist and drifts away. Every time it does this, it loses 10 maximum HP.


Weak to radiant