4e To 5e Undead Horrors
4e To 5e Undead Horrors
4e To 5e Undead Horrors
A D&D 4e to 5e Conversion
Introduction: The monsters in D&D 4th Edition came in a wide variety with unique powers. This
gave DMs a good tactical variety of monsters of all races. This resource is for DMs who would like
4e-style monsters, but with 5e-appropriate stats. All stats and powers have been adjusted for use in
D&D 5th Edition.
by Joshua Strodtbeck
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Players Handbook, Monster Manual, Dungeon Masters Guide, D&D Adventurers League, all
other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive
likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material
or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.
2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Bochat 31, 2800 Delmont, CH. Represented by Hasbro Europe, 4 The Square,
Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
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Introduction
The monsters of Dungeons &Dragons 4e were designed for
group tactical encounters. Thus each monster came in a variety of types for different functions on the battlefeld. The
monsters in this booklet are total conversions of 4e monsters.
While the general form has been converted, effort has been
made to harmonize the monster's behavior, statistics, and
characteristics with 5e's design philosophy of keeping combat flowing rather than bogging it down with too many status effects to track. Thus ongoing damage is generally replaced with Multiattack or increased damage, and auras act
on the monster's turn.
The 4e philosophy was that monsters come in groups of 4 to
8. Dungeon masters should keep this in mind when using
this work; a CR 1 monster is not really intended for a fght
against four frst-level characters, but should be grouped
with other monsters for a fght against 3rd to 5th level heroes.
And in keeping with the 4e philosophy, the entirety of the
monster's abilities are within the stat block. There are no
spells or feats to look up.
4e introduced the concept of minion monsters, creatures
that acted in crowds and died with a single hit. This booklet
contains monsters with a single hit die and the Minion resilience ability that protects them from damage on missed
attacks and saves. For example, if the wizard casts Fireball
at a crowd of minions, those that succeed the Dexterity save
will take 0 damage.
The enemies in this work consist of most of the undead
creatures from 4e's Monster Manual 1.
All images in this work are licensed for use in the Dungeon
Masters Guild and provided by Wizards of the Coast.
Not for resale. Permission granted to print or photocopy this document for personal use only.
Death Knights
Death Knight Fighter
STR
20 (+5)
DEX
12 (+1)
CON
18 (+4)
INT
10 (+0)
WIS
10 (+0)
CHA
14 (+2)
STR
20 (+5)
DEX
12 (+1)
CON
16 (+3)
INT
10 (+0)
WIS
10 (+0)
CHA
18 (+4)
Speed 30 ft
Damage Vulnerabilities radiant
Damage Resistances necrotic
Damage Immunities poison
Condition Immunities poison, disease
Languages Common
Senses darkvision 60 ft, passive perception 10
Challenge 8 (3,900 XP)
Speed 30 ft
Damage Vulnerabilities radiant
Damage Resistances necrotic
Damage Immunities poison
Condition Immunities poison, disease
Languages Common
Senses darkvision 60 ft, passive perception 10
Challenge 9 (5,000 XP)
Second wind. The Death Knight Fighter can use a bonus action to regain 40 hit points (recharges on a short rest).
Action surge. The Death Knight Fighter can take a second
action (recharges on a short rest).
Actions
Multiattack. The death knight fghter makes three
soulsword attacks
Soulsword. Melee weapon attack. +11 to hit, reach 5 ft, one
target. Hit: 9 (1d8 + 5) slashing and 5 (2d6) necrotic damage.
Warrior's challenge. When the death knight hits with a
weapon attack, it can use its bonus action to do 4 (1d8) extra slashing damage and push the target 10 feet. All enemies within 10 feet of the target then have disadvantage on
attacks against the death knight's allies until the end of its
next turn.
Actions
Multiattack. The death knight makes two soulsword attacks.
Soulsword. Melee weapon attack. +11 to hit, reach 5 ft, one
target. Hit: 9 (1d8 + 5) slashing and 5 (2d6) necrotic damage.
Lay on hands. The death knight paladin has a pool of 125
hit points and, as an action, can draw from them to heal an
undead ally with a touch.
Terrifying smite. When the death knight hits with a
weapon attack, it can do 9 (2d8) extra necrotic damage as a
bonus action. The target must succeed on a DC 18 WIS saving throw or have fear of the death knight until the end of
its next turn.
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Ghosts
Condition Immunities poison, disease, charmed, frightened
Languages Languages it knew in life
Senses darkvision 60 ft, passive perception 10
Challenge 2 (450 XP)
Phantom Warrior
Medium undead, chaotic evil
Armor class 13 (natural armor)
Hit points 27 (5 d8 + 5)
STR
14 (+2)
DEX
12 (+1)
CON
12 (+1)
INT
10 (+0)
WIS
11 (+0)
CHA
14 (+2)
Speed fly 30 ft
Damage Resistances nonmagical bludgeoning, piercing, or
slashing.
Damage Immunities poison
Condition Immunities poison, disease, charmed, frightened
Languages Languages it knew in life
Senses darkvision 60 ft, passive perception 10
Challenge (100 XP)
Phantom tactics. A phantom warrior has advantage
against any target that has one of its allies within 5 ft of it.
Incorporeal Movement. Can move through other creatures
and objects as if they were diffcult terrain. It takes 5 (1d10)
force damage if it ends its turn inside an object.
Actions
Phantom sword. Melee weapon attack. +4 to hit, reach 5 ft,
one target. Hit: 8 (1d8 + 4) necrotic damage.
Phasing. Can pass into the Ethereal Plane or Material
Plane. The ghost can see 60 feet into other plane and is visible from it, though it can't be affected by anything in the
plane it's not in.
Actions
Spirit touch. Melee weapon attack. +7 to hit, reach 5 ft, one
target. Hit: 11 (2d6+4) necrotic damage.
Ghostly possession (recharge 6). The trap haunt attempts to
possess a living humanoid, which must make a DC 14
Charisma save. On a failed save, the haunt possesses it and
is removed from play. The ghost cant be targeted by any
attack, spell, or other effect, except ones that turn undead,
and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed targets statistics, but doesnt
gain access to the targets knowledge, class features, or profciencies. The ghost makes every attempt to kill the creature with the trap it was killed by, including rearming the
trap if it has been disarmed. The possession ends when the
body drops to 0 HP, the ghost ends it as a bonus action, or
it is forced out by a spell.
Phasing. Can pass into the Ethereal Plane or Material
Plane. The ghost can see 60 feet into other plane and is visible from it, though it can't be affected by anything in the
plane it's not in.
Trap Haunt
Medium undead, chaotic evil
Armor class 14 (natural armor)
Hit points 58 (9 d8 + 18)
STR
10 (+0)
DEX
18 (+4)
CON
14 (+2)
INT
11 (+0)
WIS
11 (+0)
CHA
16 (+3)
Speed fly 30 ft
Damage Resistances nonmagical bludgeoning, piercing, or
slashing.
Damage Immunities poison
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Wailing Ghost
Medium undead, chaotic evil
Armor class 12 (natural armor)
Hit points 77 (14 d8 + 14)
STR
14 (+2)
DEX
15 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
17 (+3)
Speed fly 30 ft
Damage Resistances nonmagical bludgeoning, piercing, or
slashing.
Damage Immunities poison
Condition Immunities poison, disease, charmed, frightened
Languages Languages it knew in life
Senses darkvision 60 ft, passive perception 11
Challenge 2 (450 XP)
Incorporeal Movement. Can move through other creatures
and objects as if they were diffcult terrain. It takes 5 (1d10)
force damage if it ends its turn inside an object.
Actions
Spirit touch. Melee weapon attack. +6 to hit, reach 5 ft, one
target. Hit: 16 (4d6+2) necrotic damage.
Death's Visage. One target within 25 feet must make a DC
15 Wisdom save or take 9 (2d8) psychic damage and become frightened of the ghost. The save can be repeated at
the end of each of the target's turns.
Speed fly 30 ft
Damage Resistances nonmagical bludgeoning, piercing, or
slashing.
Damage Immunities poison
Condition Immunities poison, disease, charmed, frightened
Languages Languages it knew in life
Senses darkvision 60 ft, passive perception 11
Challenge 6 (2,300 XP)
Incorporeal Movement. Can move through other creatures
and objects as if they were diffcult terrain. It takes 5 (1d10)
force damage if it ends its turn inside an object.
Actions
Spirit touch. Melee weapon attack. +8 to hit, reach 5 ft, one
target. Hit: 23 (4d8+5) necrotic damage.
Ghostly possession (recharge 5-6). The ghost attempts to possess a living humanoid, which must make a DC 15 Charisma save. On a failed save, the haunt possesses it and is removed from play. The ghost cant be targeted by any attack, spell, or other effect, except ones that turn undead,
and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed targets statistics, but doesnt
gain access to the targets knowledge, class features, or profciencies. The possession ends when the body drops to 0
HP, the ghost ends it as a bonus action, or it is forced out
by a spell.
Burst of terror (recharge 5-6). Every enemy within 25 feet must make a DC 15
Wisdom save or take 18 (4d8) psychic
damage, be pushed 25 feet, and become
dazed. The save is repeated every round
at the end of the creature's turn.
Phasing. Can pass into the Ethereal
Plane or Material Plane. The ghost can
see 60 feet into other plane and is visible
from it, though it can't be affected by
anything in the plane it's not in.
Tormenting Ghost
DEX
20 (+5)
CON
16 (+3)
INT
10 (+0)
WIS
12 (+1)
CHA
18 (+4)
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Ghouls
Claws. Melee weapon attack. +6 to hit, reach 5 ft, one target.
Hit: 7 (1d6 + 4) slashing damage, and the target's speed
drops to 0 until it makes a DC 14 CON saving throw.
Ghoul Scavenger
Medium undead, chaotic evil
Skills Stealth +6
Armor class 15 (natural armor and agility)
Hit points 39 (6 d8 + 18)
STR
14 (+2)
DEX
18 (+4)
CON
16 (+3)
INT
10 (+0)
WIS
11 (+0)
Abyssal Ghoul
Medium undead, chaotic evil
CHA
12 (+1)
STR
14 (+2)
Actions
Claws. Melee weapon attack. +6 to hit, reach 5 ft, one target.
Hit: 7 (1d6 + 4) slashing damage, and the target's speed
drops to 0 until it makes a DC 14 CON saving throw.
Bite. Melee weapon attack. +4 to hit, reach 5 ft, one target.
Hit: 14 (3d6 + 4) piercing damage, and the target is stunned
(DC 14 CON ends).
Horde Ghoul
Skills Stealth +6
Armor class 15 (natural armor and agility)
Hit points 7 (1 d8 + 3)
DEX
18 (+4)
CON
16 (+3)
DEX
18 (+4)
CON
18 (+4)
INT
10 (+0)
WIS
12 (+1)
CHA
12 (+1)
Actions
Multiattack. The ghoul makes two bite attacks.
STR
14 (+2)
Skills Stealth +7
Armor class 16 (natural armor and agility)
Hit points 127 (17 d8 + 68)
INT
10 (+0)
WIS
11 (+0)
CHA
12 (+1)
Actions
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DEX
18 (+4)
CON
18 (+4)
INT
10 (+0)
WIS
12 (+1)
CHA
12 (+1)
Actions
Bite. Melee weapon attack. +7 to hit, reach 5 ft, one target.
Hit: 8 (1d8 + 4) piercing damage
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Skeletons
Alas, poor Yorick! I knew him, Horatio, a fellow of in finite
jest, of most excellent fancy. He hath bore me on his back a
thousand times, and now how abhorrent his undeath in yon dungeon is!
Hamlet, probably
Decrepit Skeleton
Medium undead, lawful evil
Decrepit skeletons use their bows until an enemy comes
within melee distance or they run out of arrows. They have
no self-preservation instinct.
Armor class 12 (natural armor)
Hit points 5 (1d8)
Speed 30 ft
STR
10 (+0)
DEX
15 (+2)
CON
10 (+0)
INT
6 (-2)
Actions
Multiattack. The skeleton warrior makes two longsword
attacks.
WIS
14 (+2)
CHA
5 (-3)
Blazing Skeleton
Medium undead, lawful evil
Actions
Shortsword. Melee weapon attack. +4 to hit, reach 5 ft, one
target. Hit: 5 (1d6 + 2) piercing damage.
Short bow. Ranged weapon attack. +4 to hit, range 80/320 ft,
one target. Hit: 5 (1d6 + 2) piercing damage.
Blazing skeletons are typically created by powerful wizards to guard their towers and lairs. They attempt to keep
their distance from attackers while throwing Flame Orbs.
Armor class 13 (natural armor)
Hit points 33 (6d8+6)
Speed 30 ft
STR
10 (+0)
DEX
16 (+3)
CON
12 (+1)
INT
6 (-2)
WIS
14 (+2)
CHA
5 (-3)
Fiery aura. Any creature that comes within 5 ft of the blazing skeleton on its turn (including if the skeleton moves
next to it) takes 3 (1d6) fre damage.
Skeleton Warrior
Medium undead, lawful evil
STR
14 (+2)
DEX
12 (+1)
CON
14 (+2)
INT
6 (-2)
WIS
8 (-1)
CHA
5 (-3)
Actions
Multiattack. The blazing skeleton makes two attacks.
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Boneshard Skeleton
Medium undead, lawful evil
The boneshard skeleton slices with its scimitar and follows
up with a thrust from its boneshard.
Armor class 13 (natural armor)
Hit points 45(6d8+9)
Speed 30 ft
STR
10 (+0)
DEX
16 (+3)
CON
16 (+3)
INT
5 (-3)
WIS
5 (-3)
CHA
5 (-3)
DEX
18 (+4)
CON
16 (+3)
INT
6 (-2)
WIS
12 (+1)
CHA
5 (-3)
Actions
Multiattack. The skeletal tomb guardian makes four scimitar attacks.
Scimitar. Melee weapon attack. +7 to hit, reach 5 ft, one target. Hit: 7 (1d6+4) slashing damage.
Actions
Multiattack. The boneshard skeleton attacks once with
its scimitar and once with its boneshard.
Scimitar. Melee weapon attack. +6 to hit, reach 5 ft, one
target. Hit: 6 (1d6+3) slashing damage.
Boneshard. Melee weapon attack. +6 to hit, reach 5 ft, one
target. Hit: 6 (1d4+3) piercing damage. The target suffers
a decaying blight and takes 3 (1d6) necrotic damage at
the beginning of it turns(DC 14 CON save ends).
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Skull Lord
Medium undead, lawful evil
This three-headed horror serves as the commander in his
master's undead armies. Each of its enchanted skulls is the
source of a different power, and a skull lord on the verge of
destruction will sacrifce one of them to maintain its form.
They are created via a blasphemous ritual of unknown origin.
Table Heading
STR
14 (+2)
DEX
12 (+1)
CON
16 (+3)
INT
14 (+2)
WIS
12 (+1)
CHA
18 (+4)
Actions
Multiattack. The skull lord attacks with all of its skulls.
Bone staff. Melee weapon attack. +7 to hit, reach 5 ft, one
target. Hit: 6 (1d8+3) magical bludgeoning damage, plus
1d6 necrotic damage.
Skull of Bonechilling Fear. One enemy within 50 feet
must make a DC 15 Wisdom saving throw or take
1d6+3 damage and be pushed 25 feet.
Skull of Death's Command. The skull lord restores one destroyed undead ally with a CR no greater than 2. The ally
has full health and takes its next turn normally.
Skull of Withering Flame. TheOne enemy within 50 feet
must make a DC 15 Constitution save or take 10 (2d6 + 4)
fre and necrotic damage.
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10
Zombies
Actions
Zombie Rotter
Medium undead, lawful evil
STR
16 (+3)
DEX
6 (-2)
CON
10 (+0)
INT
3 (-4)
WIS
8 (-1)
CHA
5 (-3)
Actions
Slam. Melee weapon attack. +5 to hit, reach 5 ft, one target.
Hit: 6 (1d6+3) bludgeoning damage.
Zombie Shambler
When multiple zombie shamblers engage a target, at least
one will try to grapple it to prevent its escape.
Armor class 14 (natural armor)
Hit points 22 (3d8 + 9)
Speed 40 ft
CON
16 (+3)
STR
16 (+3)
DEX
13 (+1)
CON
14 (+2)
INT
3 (-4)
WIS
10 (+0)
CHA
3 (-4)
DEX
6 (-2)
STR
14 (+2)
Gravehound
INT
3 (-4)
Actions
WIS
8 (-1)
CHA
5 (-3)
Corruption Corpse
Medium undead, lawful evil
Armor class 12 (natural armor)
Hit points 37 (5d8 + 15)
Speed 40 ft
STR
16 (+3)
DEX
13 (+1)
CON
16 (+3)
INT
4 (-4)
WIS
12 (+1)
CHA
3 (-4)
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11
Regeneration. Regenerates 4 (1d8) HP if it has not taken radiant damage since the end of its last turn.
Chillborn Zombie
Flying Charge. When the rotwing zombie uses the Dash action and moves at least 10 ft, it makes a slam attack as a
bonus action. On a hit, it deals 7 (2d6) extra damage.
STR
17 (+3)
Actions
Slam. Melee weapon attack. +6 to hit, reach 5 ft, one target.
Hit: 6 (1d6 + 3) bludgeoning damage.
Mote of Corruption. Hurls a black glob of decaying flth at
a single target within 50 feet. The target must make a DC 14
Dexterity save or take 10 (2d6 + 3) necrotic damage and becomes poisoned (DC 14 Constitution save ends).
Rotwing Zombie
Medium undead, lawful evil
Rotwing zombies hide silently in high places, swooping
down with flying charge when prey pass by.
Armor class 12 (natural armor)
Hit points 32 (5d8 + 10)
Speed 20 ft walk, 20 ft fly
STR
14 (+2)
DEX
14 (+2)
CON
14 (+2)
INT
3 (-4)
DEX
10 (+2)
CON
16 (+3)
INT
3 (-4)
WIS
10 (+0)
CHA
6 (-2)
WIS
10 (+0)
CHA
3 (-4)
Actions
Slam. Melee weapon attack. +6 vs AC, , reach 10 ft, one target. Hit: 6 (1d6 + 3) bludgeoning damage, and the target's
speed is reduced to 0 until the end of the chillborn zombie's next turn.
Actions
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12
Zombie Hulk
Large undead, lawful evil
Armor class 14 (natural armor)
Hit points 76 (9d10 + 27)
Speed 20 ft
STR
18 (+4)
DEX
10 (+2)
CON
16 (+3)
INT
4 (-3)
WIS
10 (+0)
CHA
6 (-2)
Actions
Multiattack. The zombie hulk makes two slam attacks.
Slam. Melee weapon attack. +6 vs AC, reach 10 ft, one target.
Hit: 12 (2d8 + 4) bludgeoning damage.
Zombie smash. Melee weapon attack, recharge 6. +6 vs AC,
reach 10 ft, one target. Hit: 22 (4d8 + 3) bludgeoning damage, and the target is knocked prone.
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