Choose up to ten corpses of Medium or Small humanoids within range. The corpses fuse into an undead abomination under your control. (The GM has game statistics for these creatures.)
As a bonus action on each of your turns, you can mentally command the creature you animated with this spell if the creature is within 120 feet of you. 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 melding of the bodies of the dead allows permanent control over the Undead Abomination you make, but, prevents you from creating any new undead for 1d8 day(s). If the abomination dies, this effect is removed.
The undead used in the creation of this spell cannot be removed from the abomination, but the abomination retains any special effects that were from the undead used in it's creation (I.E. if a Wight is used, the abomination can create up to 12 zombies).
If the caster tries to create more than 2 undead abominations, they must succeed on a DC 16 Intelligence saving throw or take 4d10 necrotic damage, taking half as much on a successful save.
At Higher Levels. When you cast this spell using a 7th-level spell slot, you can mold up to four ghouls into an abomination. When you cast this spell using an 8th-level spell slot, you can mold over five ghouls or two ghasts or wights into an undead abomination. When you cast this spell using a 9th-level spell slot, you can mold over six ghouls, three ghasts or wights, or two mummies into an undead abomination.
* - (one barrel filled with clay, one barrel filled with Gore, and one 500 gp Diamond)
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