Raise Flesh (5e Spell)

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.

Raise Flesh
1st-level Necromancy
Casting time: 1 action
Range: Touch
Components: V,S M (a piece of a corpse, which the spell consumes)
Duration: 4 Hours

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.

Tiny undead, chaotic evil


Armor Class 9 (natural armor)
Hit Points 10 (3d6)
Speed 15 ft.


STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 6 (-2) 6 (-2) 4 (-3)

Skills
Damage Resistances radiant
Damage Immunities necrotic
Senses blindsight 60 ft.
Languages common
Challenge 1/4 (50 XP)


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.

ACTIONS

Ram. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage.



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