Welcome to my 5e conversion of stat blocks from *Libris Mortis*! My name is badooga (/u/badooga1 on reddit, badooga#8108 on discord), and I'm converting the entire *Libris Mortis* book from 3rd edition to 5th edition. This document contains stat blocks and creature templates that are all directly taken from and/or inspired by the original book and its monsters.
As of right now, the full book conversion is not out yet (this will be edited with a link when it is). Please feel free to use the following stat blocks in your games. To see the other homebrew that I've made, see this link: **[Badooga's Homebrew](https://drive.google.com/drive/folders/1jr6F4BLbOAfKQ_EtUQyZ6aa_3jijp3gn)**.
## Table of Contents
- ### [
2Creatures](#p2)
- [
2Angel of Decay](#p2)
- [
3Atropal Scion](#p3)
- [
4Blaspheme](#p4)
- [
5Bleakborn](#p5)
- [
6Blood Anmniote](#p6)
- [
7Bloodmote Cloud](#p7)
- [
8Bone Rat Swarm](#p8)
- [
9Boneyard](#p9)
- [
10Carcass Eater](#p10)
- [
11Cinderspawn](#p11)
- [
12Corpse Rat Swarm](#p12)
- [
12Dire Maggot](#p12)
- [
13Crypt Chanter](#p13)
- [
14Desiccator](#p14)
- [
15Dream Vestige](#p15)
- [
16Entomber](#p16)
- [
17Entropic Reaper](#p17)
- [
18Forsaken Shell](#p18)
- [
19Grave Dirt Golem](#p19)
- [
20Gravetouched Ghoul](#p20)
- [
21Hulking Corpse](#p21)
- [
22Murk](#p22)
- [
23Plague Blight](#p23)
- [
24Quell](#p24)
- [
25Raiment](#p25)
- [
26Skin Kite](#p26)
- [
27Skirr](#p27)
- [
28Skulking Cyst](#p28)
- [
29Slaughter Wight](#p29)
- [
30Slaymate](#p30)
- [
31Spectral Lyrist](#p31)
- [
32Tomb Mote](#p32)
- [
32Tombstone Golem](#p32)
- [
33Visage](#p33)
- [
34Voidwraith](#p34)
- [
35Wheep](#p35)
- ### [
36Templates](#sertrous)
- [
36Ghost Brute Template](#p36)
- [
37Ghost Hound](#p37)
- [
38Half-Vampire Template](#p38)
- [
39Half-Vampire Gnoll Pack Lord](#p39)
- [
40Hooded Pupil Template](#p40)
- [
41Hooded Pupil Ettin](#p41)
- [
42Mummified Creature Template](#p42)
- [
43Mummified Ogre](#p42)
- [
44Necromental Template](#p44)
- [
45Earth Necromental](#p45)
- [
46Necropolitan Template](#p46)
- [
47Necropolitan Mage](#p47)
- [
48Swarm-Shifter Template](#p48)
- [
48Swarm of Tomb Motes](#p48)
- [
48Swarm of Undead Bats](#p48)
- [
49Swarm of Undead Insects](#p49)
- [
49Swarm of Undead Leeches](#p49)
- [
49Swarm of Undead Maggots or Worms](#p49)
- [
50Swarm of Undead Parts](#p50)
- [
50Swarm of Undead Scorpions](#p50)
- [
50Swarm of Undead Spiders](#p50)
- [
51Swarm-Shifter Mummy](#p51)
- [
52Umbral Creature Template](#p52)
- [
53Umbral Displacer Beast](#p53)
> ##### Art Credits
>
> All art is taken from the original Libris Mortis, except for the Angel of Decay, which was taken from its 4th edition source. As such, the source of all art here is *Wizards of the Coast.*
\pagebreakNum
# Monsters
___
>## Angel of Decay
>*Large undead, chaotic evil*
>___
>- **Armor Class** 16 (natural armor)
>- **Hit Points** 85 (10d10 + 30)
>- **Speed** 30 ft., fly 50 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|17 (+3)|16 (+3)|16 (+3)|16 (+3)|18 (+4)|
>___
>- **Saving Throws** Dex +6, Wis +6
>- **Skills** Perception +6
>- **Damage Resistances** fire, lightning
>- **Damage Immunities** cold, necrotic, poison
>- **Condition Immunities** charmed, exhaustion, frightened, petrified, poisoned
>- **Senses** darkvision 120 ft., passive Perception 16
>- **Languages** Common, Primordial
>- **Challenge** 7 (2900 XP)
>___
>***Feed on Decay.*** Whenever a creature within 15 feet of the angel of decay fails a saving throw, the angel of decay regains 5 hit points.
>
>***Flyby.*** The angel of decay doesn't provoke opportunity attacks when it flies out of an enemy's reach.
>
>***Rotting Aura.*** Any non-undead creature that starts its turn within 10 feet of the angel of decay must make a DC 15 Constitution saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one.
>
>### Actions
>***Multiattack.*** The angel of decay uses its Rotting Touch twice. If both attacks hit the same target, the target takes an additional 7 (2d6) necrotic damage.
>
>***Rotting Touch.*** *Melee Spell Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 18 (4d6 + 4) necrotic damage.
\columnbreak
### Description
*"A repulsive, extremely tall, humanlike creature with long, rotting wings and peeling flesh, this monstrosity continually sheds rivulets of filth and decay, creating a pool of rot in which it stands."*
A mockery of a true angel, an angel of decay may appear similar to an angelic outsider only by happenstance, not design. It is an undead creature that is powered by decay.
When a healthy creature softens, crumbles, and liquefies in death, an indefinable essence wafts away like putrid steam off stagnant beach sand. This decomposing flesh radiates an essential energy in its dissipation, and an angel of decay can extract the power resident therein.
#### Combat
An angel of decay prefers to wade into combat, literally, since it produces a constantly renewing pool of liquid corruption. The angel of decay excels at taking hits and giving them back, prefering to remain close to its enemies so that it may take advantage of its Rotting Aura and Feed on Decay traits.
Monster templates are a set of features and statistical changes that can be applied to an existing stat block, yielding a new monster you can use in your game. By using these templates, you can have access to a wide variety of monsters and monster types even if you only have a handful of base stat blocks on hand.
## Ghost Brute Template
Ghost brutes are the spectral remnants of animals, magical beasts, and sentient plants- creatures without enough Intelligence to become normal ghosts. They drift aimlessly, haunting the places where they died and moaning in endless misery.
A ghost brute most often results from the same circumstances that caused its earthly companion or master to remain after death. It might be the mount of a betrayed paladin, the beloved pet of a child tragically killed, the scorched oak of a ghostly dryad, or a murdered druid's animal companion. In most cases, laying the associated being to rest also puts an end to the ghost brute.
However, sometimes a bizarre circumstance might produce a ghost brute without an intelligent companion. For example, a forest suddenly obliterated by an evil magical attack might remain as a ghostly grove populated by lingering spirits not even completely aware of their own destruction.
Only an unaligned beast or plant can become a ghost brute, although the DM may allow creatures of other alignments to become ghost brutes as appropriate. When a living creature (referred to as the base creature) is transformed into a ghost brute, it retains its statistics except as described below.
***Type.*** The ghost brute is an undead, and it doesn't require air, food, drink, or sleep.
***Armor Class.*** The ghost brute's Armor Class becomes 10 + its Dexterity modifier if it wasn't already, and it loses natural armor or any other source of armor it may have had.
***Speed.*** The ghost brute's walking speed is set to 0, and it loses all other forms of movement. It then gains a magical flying speed of 40 feet, and it can hover.
***Ability Score Adjustment.*** The ghost brute's Charisma score is set to its Strength or Dexterity score (whichever is higher). Its Strength score is then halved, to a minimum of 1.
***Damage Vulnerabilities, Resistances, and Immunities.*** The ghost brute has the same vulnerabilities, resistances, and immunities as a ghost (MM 147). None of the vulnerabilities, resistances, or immunities from the base creature are preserved.
***Condition Immunities.*** The ghost brute can't be charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, or restrained. It also doesn't suffer from exhaustion.
***Senses.*** The ghost brute gains darkvision out to 60 feet. If the base creature already had darkvision, the radius of its darkvision instead increases by 60 feet. However, if the base creature has blindsight and is blind beyond its radius, the ghost brute does not gain darkvision.
***Traits, Actions, and Proficiencies.*** The ghost brute loses any trait, such as Amphibious, that assumes a living physiology, as well as any trait that relies on being corporeal, such as Spider Climb or Standing Leap. The ghost brute might retain or lose any or all of its lair actions or inherit new ones, as the DM sees fit. It also gains additional actions and traits as described in the template's statistics block. Otherwise, the ghost brute retains the base creature's proficiencies, actions, and traits.
___
___
> ## Ghost Brute Template
> *[Base size] undead, unaligned*
>
>___
>- **Armor Class** 10 + its Dexterity modifier
>- **Hit Points** base
>- **Speed** 0 ft., fly 40 ft. (hover)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|Base/2|Base|Base|Base|Base|See Template|
>___
>- **Saving Throws** base
>- **Skills** base
>- **Damage Resistances** acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
>- **Damage Immunities** cold, necrotic, poison
>- **Condition Immunities** base + charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
>- **Senses** base + darkvision 60 ft., passive Perception [base]
>- **Languages** the languages it knew in life
>- **Challenge** base
>___
>### Additional Traits
>***Ethereal Sight.*** The ghost brute can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
>
>***Incorporeal Movement.*** The ghost brute can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
>
>***Withering Touch.*** The ghost brute's attacks deal necrotic damage instead of their normal damage type.
>
>### Additional Actions
>***Etherealness.*** The ghost brute enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
>
>***Bloodcurling Howl (Recharge 6).*** The mournful howling of the ghost brute chills the living to the core. Each non-undead creature within 30 feet of the ghost brute that can hear it must succeed on a Wisdom saving throw (DC 8 + the ghost brute's proficiency bonus + its Charisma modifier) or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost brute's Bloodcurling Howl for the next 24 hours.
\pagebreakNum
___
___
>## Ghost Hound
>*Medium undead, unaligned*
>___
>- **Armor Class** 12
>- **Hit Points** 11 (2d8 + 2)
>- **Speed** 0 ft., fly 40 ft. (hover)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|6 (–2)|15 (+2)|12 (+1)|3 (–4)|12 (+1)|15 (+2)|
>___
>- **Skills** Perception +3, Stealth +4
>- **Damage Resistances** acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
>- **Damage Immunities** cold, necrotic, poison
>- **Condition Immunities** charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
>- **Senses** darkvision 60 ft., passive Perception 13
>- **Languages** —
>- **Challenge** 1/4 (50 XP)
>___
>***Ethereal Sight.*** The ghost hound can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
>
>***Incorporeal Movement.*** The ghost hound can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
>
>***Keen Hearing and Smell.*** The ghost hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
>
>***Pack Tactics.*** The ghost hound has advantage on an attack roll against a creature if at least one of the ghost hound's allies is within 5 feet of the creature and the ally isn't incapacitated.
>
>### Actions
>***Withering Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4 + 2) necrotic damage.
>
>***Etherealness.*** The ghost hound enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
>
>***Bloodcurling Howl (Recharge 6).*** The mournful howling of the ghost hound chills the living to the core. Each non-undead creature within 30 feet of the ghost hound that can hear it must succeed on a DC 12 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost hound's Bloodcurling Howl for the next 24 hours.