Conjure Undead
Effect
You summon undead spirits that inhabit the bodies or bones of those long dead, crawling from the earth or conjured in unoccupied spaces that you can see within range. Choose one of the following options for what appears:
- one mindless undead of Mook rating, with a challenge rating 1/4 or lower.
- When cast at 2nd level, the spell can summon two mindless undead of Mook rating with a challenge rating of 1/4 or lower.
- When cast at 2nd level, the spell can summon one mindless undead of Mook rating with a challenge rating of 1 or lower.
- The spell can summon four mindless undead of Mook rating with a challenge rating of 1/4 or lower.
- The spell can summon two mindless undead of Mook rating with a challenge rating of 1 or lower.
- The spell can summon four mindless undead of Mook rating with a challenge rating of 1/4 or lower.
- The spell can summon two mindless undead of Mook rating with a challenge rating of 1 or lower.
- The spell can summon one mindless undead of Mook rating with a challenge rating of 2 or lower.
- The spell can summon four mindless undead of Mook rating with a challenge rating of 1 or lower.
- The spell can summon two mindless undead of Mook rating with a challenge rating of 2 or lower.
- The spell can summon one mindless undead of Mook rating with a challenge rating of 3 or lower.
- The spell can summon four mindless undead of Mook rating with a challenge rating of 2 or lower.
- The spell can summon two mindless undead of Mook rating with a challenge rating of 3 or lower.
- The spell can summon one mindless undead of Mook rating with a challenge rating of 4 or lower.
- The spell can summon eight mindless undead of Mook rating with a challenge rating of 2 or lower.
- The spell can summon four mindless undead of Mook rating with a challenge rating of 3 or lower.
- The spell can summon two mindless undead of Mook rating with a challenge rating of 4 or lower.
Zombie - Mook CR 1/4
Syrik Bestiary
Zombie CR: 1/4
Medium undead (mindless), neutral evil
Armor Class: 8 (natural)
Hit Points: 18 (2d8+6)
Speed:
35 ft
STR
16 +3
DEX
6 -2
CON
16 +3
INT
3 -4
WIS
6 -2
CHA
5 -3
Skills: Initiative -2; Athletics +5, Perception +0
Damage Immunities: Poison
Condition Immunities: Exhaustion, Fatigue, Poisoned
Senses: Darkvision 60 ft.; Passive Perception: 10
Languages: Understands the languages it knew in life + Necril, but cannot speak.
Challenge Rating: 1/4
Actions
- Slam: melee martial attack (+5 Atk, reach 5 ft., one target, 1d6+4 Bludgeoning damage. The target is Grappled.)
- Bite: melee martial attack (+5 Atk, reach 5 ft., one target, 1d4+6 Piercing damage plus 1d4 Poison damage.)
Mook (1-2)
Proficiency: +2
TRAITS (Martial DC 10)
SPECIALS
| Trait Name | Trait Cost | Trait Abilities | Trait Description |
|---|---|---|---|
| Ruthless | L1 | None. | May attack a target that is unconscious or otherwise incapacitated from the fight. |
- Feral: A mindless undead uses their Wisdom modifier instead of their Intelligence modifier when calculating their initiative modifier.
- Staggered Movement: A zombie has their walking speed reduced by 10 feet; in addition, whenever they are damaged by radiant energy on a turn, they cannot take the dash action until the end of their next turn.
- 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.
- Grouping: Solitary, Gang (2-4), Pack (3-12), Horde (1-4 hordes + 4-10 zombie)
- Morale: The zombie will fight to the death uncaring for their own life, unless they are commanded by a greater force.
- Hungering Bite: The zombie uses Slam until it has a creature Grappled, after which it uses its Bite until it has slain its grappled target. The zombie otherwise attacks the closest living creature that it can detect.
- Torn Clothing
Suggested Environments
Any land or Underground.
Skeleton - Mook CR 1/4
Syrik Bestiary
Skeleton CR: 1/4
Medium undead (mindless), neutral evil
Armor Class: 14 (shield)
Hit Points: 19 (2d8+3)
Speed:
35 ft
STR
16 +3
DEX
14 +2
CON
16 +3
INT
3 -4
WIS
6 -2
CHA
5 -3
Skills: Initiative +2; Athletics +5, Perception +0
Damage Vulnerabilities: Bludgeoning
Damage Resistances: Necrotic, Piercing, Slashing
Damage Immunities: Bleed, Poison
Condition Immunities: Bleeding, Exhaustion, Fatigued, Poisoned
Senses: Darkvision 60 ft.; Passive Perception: 10
Languages: Understands the languages it knew in life + Necril, but cannot speak.
Challenge Rating: 1/4
Actions
ACTIONS
- Battleaxe: melee martial attack (+5 Atk, reach 5 ft., one target, 1d8+5 Slashing damage.)
- Claws: melee martial attack (+5 Atk, reach 5 ft., one target, 1d4+5 Slashing damage.)
BONUS ACTION
- Claws: melee martial attack (+5 Atk, reach 5 ft., one target, 1d4+5 Slashing damage.)
Mook (1-2)
Proficiency: +2
TRAITS (Martial DC 10)
SPECIALS
| Trait Name | Trait Cost | Trait Abilities | Trait Description |
|---|---|---|---|
| Ruthless | L1 | None. | May attack a target that is unconscious or otherwise incapacitated from the fight. |
- Feral: A mindless undead uses their Wisdom modifier instead of their Intelligence modifier when calculating their initiative modifier.
- Grouping: Solitary, Gang (2-4), Pack (3-12), Horde (1-4 hordes + 4-10 skeletons)
- Morale: The zombie will fight to the death uncaring for their own life, unless they are commanded by a greater force.
- Battleaxe, Shield
Suggested Environments
Any land or Underground.
Material Components
V, S, M*
*Material Component: An Onyx gemstone of at least 20ct.
Related Discipline
Cleric 1, Inquisitor 1, Sorcerer 1, Warlock 1, Wizard 1
Related School
Necromancy
Related Element
Undead
Effect Duration
Concentration; up to 10 minutes
Effect Casting Time
1 Action
Range
60 feet
Level
1



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