Undead Trait Table (d10)

d10 Result

1

Bodak's Scornful Glare (recharge 4–6). The creature targets one creature it can see within 60 feet of it. If the target can see the bodak, it must attempt a DC 12 Wisdom saving throw. The creature takes 22 (4d10) necrotic damage and is frightened for 1 minute on a failed save. On a successful save, the creature takes half as much damage and is not frightened

2

Vampiric Fangs: Melee weapon attack, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the creature regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.

3

Children of the Night (1/Day). The creature magically calls 2d4 swarms of bats or rats, provided that the sun isn’t up. While outdoors, the creature can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.

4

Piercing Claw. Melee Weapon Attack, reach 15 ft., one target. Hit: 20 (3d10 + 4) piercing damage. If the target is a creature, the creature can pull the target up to 10 feet toward itself, and the target is grappled (escape DC: 14). The creature has two claws. While a claw grapples a target, the claw can attack only that target.

5

Shadow Jump. If the creature is in dim light or darkness, each creature of the creature's choice within 5 feet of it must succeed on a DC: 14 Constitution saving throw or take 34 (5d12 + 2) necrotic damage.

6

Strength Drain. Melee Weapon Attack: reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.

If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.

7

Whispers of Madness. The creature chooses up to three creatures it can see within 60 feet of it. Each target must succeed on a DC: 14 Wisdom saving throw, or it takes 7 (1d8 + 3) psychic damage and must use its reaction to make a melee weapon attack against one creature of the creature's choice that the creature can see. Constructs and undead are immune to this effect.

8

Create Specter. The creature 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 creature's control. The creature can have no more than seven specters under its control at one time.

9

Bonedrink. Each creature grappled by the creature must make a DC 15 Constitution saving throw, On a failed save, the creature takes 16 (3d10) necrotic damage, its Strength score is reduced by 1d4, and the creature regains 5 hit points. The creature dies if this reduces its Strength to 0, and its skeleton dissolves completely. Otherwise, the reduction lasts until the creature finishes a short or long rest.

10

Wail (1/Day). The creature releases a mournful wail, provided that she isn’t in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage.