Raise Flesh (5e Spell)
| 1st-level Necromancy | |
| Casting time: | 1 action |
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| Range: | Touch |
| Components: | V,S M (a piece of a corpse, which the spell consumes) |
| Duration: | 4 Hours |
You touch a piece of flesh and bone from a corpse, transforming and creating a little flesh mound that looks like a mini lesser ghoul. This flesh mound lasts 4 hours. It only reacts on voice commands and will start acting on its own if given no command is given, defending itself against threats and attacking any non-undead in its range. The flesh mound will obey your commands to the best of its ability. Its statistics are listed towards the bottom of the page.
After the 4 hours, the flesh mound falls apart back into a pile of dead meat. To maintain the creature for another 4 hours, you must cast this spell on the creature before the current 4-hour period ends.
At Higher Levels.
When you cast this spell using a spell slot of 2nd level or higher, you can create one additional flesh mound and maintain an additional flesh mound for each spell slot above 1st.
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Tiny undead, chaotic evil Armor Class 9 (natural armor)
Skills — Sense life: The flesh mound can sense life around it. It has advantage in Wisdom (Perception) checks when tracking a creature that is not undead, plant or construct type. But it has disadvantage in checks to track objects, constructs, undead or plants Consume Flesh: The flesh mound can consume a pound of meat as an action to regain hit points equal to 1d8 + Constitution modifier. Undead Horde: When an allied undead is within 5 feet of a flesh mound, it gets advantage on attack rolls. ACTIONSRam. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage.
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