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.
  Each undead disappears when it drops to 0 hit points or when the spell ends.   The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.   At Higher Levels: When you cast this spell using certain higher-level spell slots, the strength of the undead you can summon increases, or the number of lower CR undead is increased, as given in the below chart:
  • 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.
When Cast at 3rd level
  • 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.
When Cast at 4th level
  • 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.
When Cast at 6th level
  • 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.
When Cast at 8th level
  • 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.
When Cast at 9th level
  • 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.
  The DM has the creatures' statistics. Sample creatures can be found below.

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)
Trait Name Trait Cost Trait Abilities Trait Description
Ruthless L1 None. May attack a target that is unconscious or otherwise incapacitated from the fight.
SPECIALS
  • 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.
ORGANIZATION
  • Grouping: Solitary, Gang (2-4), Pack (3-12), Horde (1-4 hordes + 4-10 zombie)
TACTICS
  • 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.
EQUIPMENT  
  • 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)
Trait Name Trait Cost Trait Abilities Trait Description
Ruthless L1 None. May attack a target that is unconscious or otherwise incapacitated from the fight.
SPECIALS
  • Feral: A mindless undead uses their Wisdom modifier instead of their Intelligence modifier when calculating their initiative modifier.
ORGANIZATION
  • Grouping: Solitary, Gang (2-4), Pack (3-12), Horde (1-4 hordes + 4-10 skeletons)
TACTICS
  • Morale: The zombie will fight to the death uncaring for their own life, unless they are commanded by a greater force.
EQUIPMENT
  • 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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