This spell creates an undead servant. Choose the corpse of a Medium or smaller creature that has intact flesh within range that had 3 or fewer hit die. Your spell instills necromantic energies within the target corpse, causing it to contort and shift as it is raised, given the vigor and hunger of undeath. The target becomes a zombified version of its original form (the GM has the creature's game statistics). The animated corpse gains the following modifications:
Creature Type. The target becomes an Undead (Zombie) in addition to all other creature types and subtypes.
Ability Score Modifiers. The raised zombie gains +2 Constitution, but suffers -2 Dexterity and -2 Wisdom. Additionally, it reduces its base Intelligence to 3 and its Charisma to 5 unless its original values were lower.
Movement. The raised zombie reduces all of its movement speeds, including those granted by class features, feats, and traits, by 10ft.
Resistances and Immunities. The raised zombie gains immunity to poison damage and the poisoned status.
Senses. The raised zombie gains darkvision out to 60ft if it did not already have it, otherwise it gains no additional benefits and does not lose any of its senses.
Languages. The raised zombie loses the ability to speak, but can understand all languages it understood in life, and gains the ability to understand the languages of the creature that raised it. It loses any additional languages it can understand as soon as the caster that raised the zombie loses control of it.
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.
Class Features and Feats. The zombie loses all class features and feats which require skill checks, are dependent on Intelligence, Wisdom, or Charisma, require an action, bonus action, or reaction to utilize, or are otherwise not the result of basic physical improvement (such as Toughness). This removes spellcasting abilities, sneak attack, combat styles, and most other features from most classes, but will not remove gained movement speeds, attribute modifications (including to intelligence, wisdom, or charisma, but improves these scores from their reduced base values).
Traits and Abilities. The creature loses any innate spellcasting abilities. This does not remove unique qualities which imitate spell effects, only the ability to actively cast spells. Further, traits which are only usable after a short rest instead recharge once every 8 hours, while traits that regain the ability to be used after a long rest instead replenish 24 hours after each use. Traits and abilities which are usable a limited number of times per day halve the number of uses per day (such traits and abilities with only one use per day instead become usable after 2 days). Abilities originally usable at will instead gain a recharge of 1d4 rounds.
Proficiencies. The zombie loses all armor, skill, and tool proficiencies, but retains Weapon and Save proficiencies at 1/2 proficiency value.
Actions. The raised Zombie gains the Slam attack, but retains all other melee attacks and special actions, including multiattack options. Slam deals 1d2 damage for tiny, 1d4 damage for small creatures, 1d6 for medium, 1d8 for large, 1d10 for huge, and 1d12 for gargantuan creatures. Strength utilizes the Strength Attribute for Hit and Damage values, and the zombie gains its proficiency modifier to hit with the slam attack. The reach of a slam attack is as normal for unarmed or natural weapon attacks of the base creature. Zombies are not coordinated enough to use ranged weapons or thrown weapons, however, and loses all such attacks.
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures or up to 12 total hit die worth of creatures that you have animated with this spell, rather than animating a new one. Casting this spell to reassert control only requires 5 gold worth of incense per creature affected. Zombies the caster loses control over become hostile to all living creatures except the caster immediately, and become hostile towards the caster, unless another effect would prevent this, after 1 day.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over up to two additional zombified creatures, and up to 3 total hit die of its targets for each slot level above 3rd. Beginning at 5th Level, this may affect large creatures. Beginning at 7th Level, it may reanimate Huge creatures. At 9th Level, it may reanimate Gargantuan creatures. Each of the creatures must come from a different corpse.
* - (a drop of blood, a piece of flesh, and an amount of incense equal in Gold Value to 10x the hit die of the affected creature.)
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