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GreatWyrmGold
2021-03-17, 11:38 AM
Thanks to a certain thread (https://forums.giantitp.com/showthread.php?624824-LA-Assignment-Thread-X-New-Year-New-Management-Same-Old-Unplayable-Monsters&p=24951600&viewfull=1#post24951600), I have the Evolved Undead template from 3.5’s Book of Bad Latin on the mind. I have some criticisms of how it was written in ye olden days, and decided I might as well codify my thoughts into a 5e version, a little bit at a time. (While templates aren’t really a thing in 5e, they should be.) And now it’s finished.
Of course, I’m not just rewriting a straight conversion of Evolved Undead into 5e. Like I said, I’m codifying my thoughts on the template in a new version, which means I’m changing the parts I don’t like. Which includes the name and fluff.


Undead, by their nature, cannot sustain themselves. Whether it’s a lich feeding souls to its phylactery, a vampire draining blood from innocents, or a zombie horde sapping life from the land itself, to be undead is to drain life from others. An undead lord takes this one step further, taking life from its subordinate undead to increase its power beyond what it could gain on its own.

Siphoning power in this way requires a necromantic ritual, one which binds the subservient undead to its master. This ritual is considered profane among most free-willed undead, but circumstances often arise where they are forced to submit regardless. Perhaps they have been hiding their true nature, and another undead threatens to reveal it. Perhaps their unlife is threatened, and the stronger undead demands servitude in exchange for rescue. Perhaps the would-be lord even arranges for such circumstances.

These undead servants are in many ways more restricted than they previously were. They cannot go too far from their master, feel a compulsion to obey any orders it gives them, and must feed more (however they feed) to satisfy their master while still fulfilling their own needs. A sudden rise in ghoul attacks may indicate that there are more ghouls...or just that the ghouls are hungrier.

Regardless, an undead lord is not merely an undead with a single servant. Ascending to an undead lord requires at least ten undead bound to you in this way for a significant length of time. (These undead must be rough peers; an archlich could not bind ten mindless skeletons and ascend.) It can ascend further, usually giving itself increasingly lofty title with each new ascension. Ascending a second time requires roughly a hundred undead bound to you, a third requires a thousand, and so on.

However, there is one wrinkle: An undead lord can only bind a number of undead equal to its lowest mental ability score. To command enough undead to ascend to such heights, an undead lord needs subordinates—lesser undead lords bound to it. Whether these are once-independent undead lords it forces to serve or servants it entrusts with its greater responsibility, the undead lord may count all servants bound to its servants for determining whether it can ascend again.


Creating an Undead Lord

Undead Lord is a template that can be applied to any creature of the undead type with an Intelligence score, referred to hereafter as the base creature. An undead lord uses all of the base creature’s statistics, traits, and actions except as noted here.
Note: Unlike most templates, an undead lord can potentially ascend multiple times, increasing its power further (and applying the template again) with each ascension. Its effects stack.

Armor Class: Whether due to hard, leathery skin, supernatural reflexes, or a shield of unholy power, undead lords are harder to strike than others of their kind. Increase the Armor Class of the base creature by 1, unless it is already 20 or greater.
Abilities: Increase the base creature’s Strength and Charisma scores by 2 each. This increases their Strength and Charisma saving throw modifiers by 1 each. If its Intelligence score is less than 12, it also increases by 2.
Skills: An undead lord gains proficiency in one skill with which it was not previously proficient. This must be selected from the following list: Arcana, Deception, History, Insight, Intimidation, Persuasion, Religion, Sleight of Hand, or Stealth.
Due to the template’s ability modifiers, the base creature’s modifier for any Strength- or Charisma-based skills increase by one each. Its Intelligence-based skills may also improve.
Challenge: Increase the base creature’s Challenge by 1. If this increases its Challenge to 5, 9, 13, etc, its proficiency bonus increases by 1; increase all affected scores (such as attack bonuses and certain saving throw modifiers) by 1.
Actions: An undead lord’s increased Strength score increases its attack bonus and damage with any Strength-based attacks (such as a wight’s longsword) by 1. If it has any Charisma-based attacks, perhaps due to arcane spellcasting ability, those are likewise augmented.
Traits: An undead lord gains the following traits:
Legendary Resistance (1/day): If an undead lord fails a saving throw, it can choose to succeed instead. If it already possessed this trait, it gains one additional use of legendary resistance per application of this template, to a maximum of three.
Regeneration: The undead lord gains 5 hit points at the start of its turn. (This amount increases by 5 for each application of the template.) If the lord takes radiant damage, this trait doesn't function at the start of its next turn.
Innate Spellcasting: An undead lord’s innate spellcasting ability is Charisma, unless it was already capable of casting spells, in which case it uses that ability as its innate spellcasting ability.
All undead lords know the thaumaturgy cantrip. In addition, an undead lord can innately cast an additional spell, chosen when the lord ascends. This spell may be cast once, and is. If it was already capable of casting this spell innately, it gains an additional daily use of that spell; if it can cast that spell at will, choose a different spell.
You may roll on the following tables, or simply choose an appropriate spell.

d10 RollChallenge ≤4Challenge 5-8Challenge 9-12Challenge 13-16Challenge 17-20
1Armor of AgathysAnimate DeadAntilife ShellCircle of Death (7th level)Antimagic Field
2BaneBestow CurseCloudkillEtherealnessDominate Monster (9th level)
3Cause FearFearCone of ColdFinger of DeathGate
4Disguise SelfGaseous FormContagionForcecageImprisonment
5False LifeHasteDanse MacabreMass Suggestion (7th level)Power Word: Kill
6Fog CloudHunger of HadarDominate PersonPower Word: PainRavenous Void
7Frost FingersInvisibility (3rd level)EnervationReverse GravityTime Ravage
8Inflict WoundsSummon Lesser DemonsInsect PlagueSymbolTime Stop
9Ray of SicknessVampiric TouchNegative Energy FloodWall of Ice (7th level)Weird
10SleepRoll on the Challenge ≤4 column. This spell may instead by cast three times per day.Roll on the Challenge 5-8 column. This spell may instead by cast three times per day.Roll on the Challenge 9-12 column. This spell may instead by cast three times per day.Roll on the Challenge 13-16 column. This spell may instead by cast three times per day.

The “Challenge” column refers to the creature’s current Challenge, including all templates applied so far. If its Challenge is greater than 21, roll on or select from the Challenge 17-20 column; this spell may be cast three times per day.
If 10 is rolled twice (e.g. if the spell is selected from two columns to the left of the base creature’s Challenge), then the spell selected may be cast at will.
All spells are cast at the lowest possible spell level unless otherwise stated.


Example Undead Lords


Dread Wraith
Undead Lord (x1) Wraith
Medium Undead, neutral evil

Armor Class: 14
Hit Points: 67 (9d8+27)
Speed: 0 ft, fly 60 ft (hover)

Str 8 (-1), Dex 16 (+3), Con 16 (+3), Int 12 (+1), Wis 14 (+2), Cha 17 (+3)
Skills: Intimidation +6

Damage Resistance: Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks That Aren't Silvered
Damage Immunities: Necrotic, Poison
Condition Immunities: Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses: Darkvision 60 Ft., passive Perception 12
Languages: The Languages It Knew In Life
Challenge: 6 (?? XP)

Traits:
Incorporeal Movement. The dread wraith 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.
Innate Spellcasting. The dread wraith’s innate spellcasting score is Charisma. It can cast the following spell:
1/day: haste (self only)
Legendary Resistance (1/day): If the dread wraith fails a saving throw, it can choose to succeed instead.
Regeneration: The dread wraith gains 5 hit points at the start of its turn. If it takes radiant damage, this trait doesn't function at the start of its next turn.
Sunlight Sensitivity. While in sunlight, the dread wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions:
Create Specter. The dread wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the dread wraith's control. The dread wraith can have no more than eight specters under its control at one time.
Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: (4d8 + 3) necrotic damage. The target must succeed on a DC 14 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.

Normal wraiths can seed a plague of undeath in unprepared communities, turning peasants into specters which serve as ectoplasmic shields for the wraith while it transforms any soul they slay. Wraiths who bind those specters to themselves more thoroughly, becoming the heart of an undead swarm, are fairly common.
A dread wraith will avoid fighting on its own, keeping an “honor guard” of specters on hand whenever possible. If it has reason to expect exorcists, adventurers, or others who could harm it, it may keep hostages on hand to distract them and, in a pinch, to turn into loose specters to cover its escape.


Lich-King
Undead Lord (x2) Lich
Medium Undead, any evil alignment

Armor Class: 19
Hit Points: 135 (18d8+54)
Speed 30 ft

Str 15 (+2), Dex 16 (+3), Con 16 (+3), Int 20 (+5), Wis 14 (+2), Cha 20 (+5)

Saving Throws: Con +10, Int +12, Wis +9
Skills: Arcana +18, History +12, Insight +9, Religion +12, Perception +9, Persuasion +12
Damage Resistance: Cold, Lightning, Necrotic
Damage Immunities: Poison; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses: Truesight 120 Ft., passive Perception 19
Languages: Common, plus up to five other languages
Challenge: 23 (??? XP)

Traits:
Legendary Resistance (3/Day). If the lich-king fails a saving throw, it can choose to succeed instead.
Regeneration: The lich-king gains 10 hit points at the start of its turn. If it takes radiant damage, this trait doesn't function at the start of its next turn.
Rejuvenation. If it has a phylactery, a destroyed lich-king gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Spellcasting. The lich-king is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks).
The lich has the following wizard spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray of frost 1st level (4 slots): detect magic, magic missile, shield, thunderwave 2nd level (3 slots): detect thoughts, invisibility, acid arrow, mirror image 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball 4th level (3 slots): blight, dimension door 5th level (3 slots): cloudkill, scrying 6th level (1 slot): disintegrate, globe of invulnerability 7th level (1 slot): finger of death, plane shift 8th level (1 slot): dominate monster, power word stun 9th level (1 slot): meteor swarm
In addition, it can cast the following innate spells:
At will: etherealness
3/day: power word: kill
Turn Resistance. The lich-king has advantage on saving throws against any effect that turns undead.

Actions:
Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: (3d6) cold 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 at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions:
A lich-king 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. A lich-king regains spent legendary actions at the start of their turn.
Cantrip. The lich-king casts a cantrip.
Paralyzing Touch (Costs 2 Actions). The lich-king uses its Paralyzing Touch.
Frightening Gaze (Costs 2 Actions). The lich-king fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic 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 lich's gaze for the next 24 hours.
Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of the lich-king must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

Most liches remain cloistered in their libraries and laboratories, shunning everyone except a handful of carefully-chosen servants. The exceptions can be truly terrifying; their magic lets them press powerful undead into their service, and can help them accumulate minions of their own. While many armies are larger than a Lich-King’s, few have magical support so potent.


Archmajesty Ghäs the Dreadclaw
Undead Lord (x4) Ghoul
Medium Undead, chaotic evil

Armor Class: 16
Hit Points: 22
Speed: 30 ft

Str 21 (+5), Dex 15 (+2), Con 10 (+0), Int 7 (-2), Wis 10 (+0), Cha 14 (+2)
Skills: Deception +5, Persuasion +5, Sleight of Hand +5, Stealth +5

Damage Immunities: Poison
Condition Immunities: Charmed, Exhaustion, Poisoned
Senses: Darkvision 60 Ft., passive Perception 10
Languages: Common
Challenge: 5

Traits:
Legendary Resistance (3/day): If Ghäs fails a saving throw, it can choose to succeed instead.
Regeneration: Ghäs gains 20 hit points at the start of its turn. If Ghäs takes radiant damage, this trait doesn't function at the start of its next turn.
Innate Spellcasting: Ghäs’s innate spellcasting score is Charisma (spell save DC 15). It can cast the following spells:
1/day: cause fear, disguise self, gaseous form, sleep

Actions:
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: (2d6 + 5) piercing damage.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (2d4 + 5) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Nobody knows quite how Ghäs came to command a horde of ghouls, spectres, and other petty undead. Once it accumulated enough servants, it used their collective might to bully more and more undead into its army, but how it was able to accumulate power is as yet unknown. Ghäs’s ego is exceeded only by its instinctive knack for good organizational structures, which allow its plans to manifest cohesively through its minions. This knack makes Ghäs more dangerous to the world than most undead with greater personal power...though also unduly arrogant about its own capabilities.
Adding to the danger Ghäs poses is its ability to pass as an ordinary human merchant through a combination of guile and magic. While it rarely profits financially off of its mercantile endeavors (relying on its undead horde to act as thieves and bandits to keep up the charade), this identity gives it many benefits, including information on what plans the living are making, safehouses it can retreat to, and influence over local nobles (who are much more willing to accept bribes from fellow humanoids than undead monstrosities).
For now, Ghäs's horde is dispersed, each of its generals using their thousands of minions for different tasks in different corners of the kingdom. But it's only a matter of time before whatever plot Ghäs is planning to come to fruition...