This spell creates an undead servant. Choose a severed body part from a Medium or Small creature within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a zombified body part (the DM has the creature’s game statistics).
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 you have animated with this spell, rather than animating a new one.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you animate or reassert control over two additional undead body parts for each slot level above 1st. Each of the creatures must come from a different part of a corpse - for example, you cannot cut one
long tentacle down to make multiple smaller tentacles.
Crawling hand
Tiny undead, neutral evil
Armor Class 11
Hit Points 2 (1d4)
Speed 20 ft.
STR 14 (+2) DEX 13 (+1) CON 11 (+0) INT 5 (-3) WIS 10 (+0) CHA 4 (-3)
Damage Immunities poison
Condition Immunities charmed, exhausted, poisoned
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 10
Languages understands Common but can't speak
Challenge 0 (10 XP)
ACTIONS
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.
Stomping Foot
Tiny undead, neutral evil
Armor Class 11
Hit Points 2 (1d4)
Speed 20 ft.
STR 14 (+2) DEX 13 (+1) CON 11 (+0) INT 5 (-3) WIS 10 (+0) CHA 4 (-3)
Damage Immunities poison
Condition Immunities charmed, exhausted, poisoned
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 10
Languages understands Common but can't speak
Challenge 0 (10 XP)
ACTIONS
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.
Flapping Wings
Tiny undead, neutral evil
Armor Class 12
Hit Points 2 (1d4)
Speed 10 ft., fly 30 ft
STR 13 (+1) DEX 15 (+2) CON 11 (+0) INT 5 (-3) WIS 10 (+0) CHA 4 (-3)
Damage Immunities poison
Condition Immunities charmed, exhausted, poisoned
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 10
Languages understands Common but can't speak
Challenge 0 (10 XP)
ACTIONS
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage.
Rolling Head
Tiny undead, neutral evil
Armor Class 9
Hit Points 3 (1d4+1)
Speed 20 ft.
STR 14 (+2) DEX 9 (-1) CON 12 (+1) INT 7 (-2) WIS 12 (+1) CHA 6 (-2)
Damage Immunities poison
Condition Immunities charmed, exhausted, poisoned, prone
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 11
Languages Common
Challenge 0 (10 XP)
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.
Slithering Tentacle/Tail
Tiny undead, neutral evil
Armor Class 12
Hit Points 2 (1d4)
Speed 30 ft., swim 30 ft.
STR 13 (+1) DEX 14 (+2) CON 11 (+0) INT 5 (-3) WIS 10 (+0) CHA 4 (-3)
Damage Immunities poison
Condition Immunities charmed, exhausted, poisoned, prone
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 10
Languages understands Common but can't speak
Challenge 0 (10 XP)
Turn Immunity. The tentacle is immune to effects that turn undead.
ACTIONS
Constrict. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage, and the target is grappled (escape DC 11). Until this grapple ends, the creature is restrained, and the tail/tentacle can't constrict another target.
* - (a drop of blood, a piece of flesh, and a pinch of bone dust)
Comments