This spell creates an undead horde from existing Zombies or Skeletons under your control. Choose 8 Zombies or 8 Skeletons under your control within range who are equipped with the same equipment. Your spell amalgamates the targets into a Zombie Horde if you chose a group of 8 Zombies, or into a Skeleton Horde if you chose a group of 8 Skeletons. If a Horde has lost individuals from its group, you can use this spell to add separate individuals into an existing Horde, so long as the added individuals are equipped with the same equipment as the individuals in the Horde, and so long as the Horde has 8 or fewer individuals within it after the casting of this spell.
The maximum HP of the horde is equal to the summed maximum HP of the Zombies or Skeletons you used in this casting, disregarding spells that increase the maximum HP of its individuals (Aid on individuals not work, as it is a spell, but Undead Thralls of the Wizard Necromancy Subclass does give the individuals more maximum HP, which gives additional HP on top of the regular HP before buffs equal to the bonus per individuals multiplied by the number of individual, since it is a subclass feature), and only adding the highest instance of Temporary HP from one of the Zombies or Skeletons used in this casting. The horde is Large Size and has a multiattack for each living Zombie or Skeleton in the horde. At certain HP thresholds, the number of attacks reduce. Subtracting from the total hit point maximum by one individual's maximum HP will give you the first threshold, subtracting again will give the second threshold, and so on. The horde can occupy another creature's space and vice versa, and the horde can move through any opening large enough for a Medium Zombie or Skeleton. The horde is CR 1/2. Otherwise, the statistics for a horde are the same as for an individual Zombie (for Zombie Horde) or individual Skeleton (for Skeleton Horde).
If you chose to make a Zombie Horde, the Undead Fortitude for each individual triggers at each threshold. If the Zombie Horde passes its Undead Fortitude save, the damage it took for the triggering attack is negated, and the horde's HP stays one hit point above the threshold it would have fallen from.
The Horde can only wield equipment if all of its component individuals are wielding the same gear, and only benefits in one instance where stats are involved (equipping 8 Shields raises AC by 2, not 16, for example, and equipping 8 +1 Shortswords only raises the multiattack attack roll by +1 and attack damage by +1). The Horde cannot use Attunement items, but can use non-attunement items, so long as they meet the prerequisites.
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 90 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 Horde is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the Horde for another 24 hours, you must cast this spell on the Horde again before the current 24-hour period ends. This use of the spell reasserts your control over one Horde you have animated with this spell, rather than animating a new one.
* - ((a drop of blood, a piece of flesh, and a pinch of bone dust))
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