Greater Animate Dead (5e Spell)

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Greater Animate Dead
8th-level Necromancy
Casting time: 1 minute
Range: 20 feet
Components: V, S, M(One clay pot filled with grave dirt, one clay pot filled with brackish water, and one 300 gp black onyx stone for each corpse)
Duration: Instantaneous

This spell creates a powerful undead servant or many weaker servants. You must have all corpses needed. You create Challenge Rating 5 worth of undead creatures. You can spread this CR out in any way you like. For example, you animate a Beholder Zombie (CR 5) or you animate 20 Zombies (Each CR 1/4) all together CR 5.

This spell can be cast on a corpse of any type of creature, except Celestial, Construct, Elemental, Fiend, Ooze, or Plant. You animate an undead version of that creature. If there isn't an undead version of that creature just use this template to update the creatures statistics, you choose whether its a Zombie or a Skeleton. The creature must have bones for it to become a Skeleton.

Undead Nature

It does not require air, food, drink, or sleep.

Blank Slate

It loses all skill proficiencies it had. It forgets everything it knew and no longer has a soul.

Unintelligent Endurance

It gains proficiency in Wisdom saving throws, if it wasn't already.


It gains darkvision out to a range of 60 feet, unless the base creature had superior darkvision.


Its Alignment changes to Neutral, Evil.


It knows what languages it knew in life, but cannot speak.

Damage Immunities


Condition Immunities

Exhaustion, Poisoned

Zombie, variant The creature raises more able to take punishment because it can't feel pain, however it is slower and easier to burn due to its decaying body.

Ability Score Changes

Strength stays the same. Dexterity decreases by 4, to a minimum of 6 (Its AC decreases accordingly). Constitution increases by 2, to a maximum of 20 (Its HP increases accordingly). Intelligence becomes 3. Wisdom becomes 8. Charisma becomes 5.


Its speed decrease by 10 feet, to a minimum of 10.

Damage Vunerabilities


Undead Fortitude

If damage reduces the zombie to 0 hit points, it must make a Constitution saving throws (DC 5+the damage taken). On a success, the zombie drops to 1 hit point instead. It cannot attempt this saving throw if the damage is radiant or from a critical hit.

Skeleton, variant The creatures flesh, muscles, and organs fall away leaving only its bones. Due to losing most of its weight it becomes faster though easier to break.

Ability Score Changes

Strength decreases by 4, to a minimum of 1. Dexterity increases by 2, to a maximum of 20 (Its AC increases accordingly). Constitution becomes 15 (Its HP increases or decreases accordingly). Intelligence becomes 6. Wisdom becomes 8. Charisma becomes 5.

Damage Vunerabilities


Hard to Hit

Due to its lack of body mass to hit, it gains +2 to AC.

As a Bonus Action on each of your turns, you can mentally Command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can Command any or all of them at the same time, issuing the same Command to each one). 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 creature is under your control for 24 hours, after which it stops obeying any Command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over all together CR 5 creatures you have animated with this spell, rather than animating new ones.

At Higher Levels. When you cast this spell using a spell slot of 9th or higher you animate an additional 1 CR worth of undead for each level higher than 8th. At 9th level, you animate 6 CR worth of undead creatures.

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