D&D
How to Scare Players in D&D Using Roll20: A DM Guide
JUNE 18, 2026
It is a truth universally acknowledged that when one dies within the realms of D&D, one may not necessarily remain dead, especially in the realms of Ravenloft (which can be explored in Ravenloft: The Horrors Within). Encountering the undead is an event that most (if not all) players can relate to and can almost certainly count on. When the term undead comes to mind, Zombie is likely the response. However, there are many different types of humanoid undead that one may encounter (lucky us) and they’re all their own brand of awful.
Let’s take a look at the different humanoid undead (which can be found in the Monster Manual)!
Zombie - Origin: Monster Manual 2024
AC: 8 HP: 15 (2d8 + 6) INT: 3 -4(mod) -4(save)
Unthinking, reanimated corpses that bare the marks of their deaths or ravaged by the elements; Zombies are truly gruesome sights to behold. Typically reanimated by dark necromancers or wicked spirits, Zombies will serve their creators mindlessly.
With the ability to follow simple orders, their primal needs are their true drivers; and they are relentless to fulfill them as they do not tire and can continue even after the most devastating injuries. Zombies are merciless and resilient as they fulfill commands and battling through foes. However, barriers, obstacles, and unforeseen circumstances can staunch their advances.
Zombies are typically reanimated from humanoid corpses; however, remains of other creatures have been known to be raised for nefarious purposes. Such monstrosities possess the strength they had in life or, if they have supernatural ability, a measure of that. Though these abilities are wielded haphazardly at best in combination with undeath, they can be truly terrifying and formidable foes. Such monstrous zombies include Ogre Zombies and Beholder Zombies.
Mummies - Origin: Monster Manual 2024
AC: 11 HP: 58 (9d8 + 18) INT: 6 -2(mod) -2(save)
Through secretive rites and mysterious rituals, the spirit of a corpse can be bound to its remains. However, if their peace is violated or their resting site is disturbed, then the corpse can arise reanimating into what we know as Mummies.
Their reasoning for reanimation is to restore the sanctity of their tombs and punish those who disturbed them. However, Mummies are not satisfied by the offender simply leaving, they will pursue the one(s) who disturbed their resting site or pillaged their treasure. With an undying rage, they will go to great lengths to seek vengeance and restore what they need in order to have peace.
Though a Mummy looks frail, they are not to be taken lightly. Possessing an unnatural strength and a gaze that can strike hear in even the most courageous hero, one should count themselves lucky to have escaped. However, escaping does not mean one is unscathed.
Victims of a Mummy encounter may find that they have been subjected to a Mummy’s Curse; a curse that causes one to gradually wither, their bodies rotting away until they are but dust.
The good news is this is a curse that can be lifted but only by a Remove Curse spell or similar magic.
There are many reasons why a mummy may be resurrected:
-
Defend a holy site it was created to protect.
-
Obey the summons of a Mummy Lord.
-
Oppose an enemy who has returned to life.
-
Protect its descendants from an ancient threat.
-
Punish the progeny of those who cursed it.
-
Reclaim treasures robbed from its crypt.
-
Serve whoever speaks the prayer on its tomb.
-
Slay anyone who sets eyes on it.
Skeletons - Origin: Monster Manual 2024
AC: 14 HP: 13 (2d8 + 4) INT:6 -2(mod) -2(save)
Skeletons arise at the behest of dark necromancers and spirits. The call is not answered by the recently deceased, even ancient remains can be called forth in order to serve those who reanimated them. Often times becoming guardians, soldiers, or laborers. In some rare cases, skeletons that are reanimated are not given any purpose.
Skeletons are not always humanoid, depending on the need of the necromancer or spirit they can also create (and you could possibly encounter) Warhorse Skeletons, Minotaur Skeletons, and Flaming Skeletons.
Ghoul - Origin: Monster Manual 2024
AC: 12 HP: 22 (5d8) INT: 7 -2(mod) -2(save)
Ghouls arise from the corpses of flesh-eating cannibals or those who have an appetite for wickedness, corruption, and cruelty. They seek out other ghouls, creating packs, due to their shared voracity. Together they haunt the vilest of places that can be found in the world, hunting for corpses or those who are on the brink of becoming one.
Ghouls are described as being gaunt, animate cadavers with unnaturally long tongues. They dwell in catacombs and ruins where they devour the flesh of the dead. If approached by a foe, they have the ability to paralyze them with their vicious claws.
There is a type of Ghoul known as a Lacedon Ghoul; loose-skinned, aquatic ghouls. They arise from the corpses of greedy pirates, those who starved on deserted islands, or scoundrels who met a watery grave.
Wight - Origin: Monster Manual 2024
AC: 14 HP: 82 (11d8 + 33) INT: 10 +0(mod) +0(save)
Withered corpses of warriors who were unyielding in battle, find that their wickedness in life has sustained them beyond death. Unlike zombies, they remember the evil agendas that drove them through life. Now, their new undead existence is driven by a hunger for life.
Wights may return from death for many wicked reasons such as,
-
Challenge anyone who passes near its grave on a certain cursed night.
-
Conquer the land it believes it should rule.
-
Continue the crimes it was executed for.
-
Follow the foul master it served in life.
-
Honor an oath it left unfulfilled in life.
-
Obey the cult or deity that gave it unlife.
-
Prove it was the greatest warrior to ever live.
-
Seek its stolen heart or other treasure.
In their hunger for life, Wights have attacks that drains living essence. Humanoids who are slain by Wight’s life-sapping grip will reanimate a day later and serve the wight as an obedient zombie.
Ghasts - Origin: Monster Manual 2024
AC: 13 HP: 36 (8d8) INT: 11 +0(mod) +0(save)
Ghasts are putrid undying corpses that are closely related to ghouls. They are driven by their hunger for the things that they enjoyed in life and sweet rotting flesh.
Ghasts are known to organize ghouls into packs in which they plunder crypts and take the treasures that they find within.
There is a type of Ghast known as a Ghast Gravecaller ; these Ghasts use corruptive magic and converse with corpses. They may even pose as a lich or vampire.
There is a type of Ghoul known as a Lacedon Ghoul; loose-skinned, aquatic ghouls. They arise from the corpses of greedy pirates, those who starved on deserted islands, or scoundrels who met a watery grave.
Vampires - Origin: Monster Manual 2024
AC: 16 HP: 195 (23d8 + 92) INT: 17 +3(mod) +3(save)
Vampires, the undead stalkers of the night and drinkers of blood. Despite their immortality, they pass as mortals in order to gain access to the living and their blood.
Whilst the older vampires are clever and have the ability to control supernatural forces of the night, younger vampires are driven more directly by their desire for blood and personal agendas; unable to think of little else. These young vampires are known as Vampire Spawn.
During the day they lie dormant as the light of the sun is extremely damaging to them. They spend much of the day in resting places hidden from foes, waiting for the shadowy comfort of night. Vampires do typically sequester themselves in Vampire Lairs; sanctuaries that sit apart from the living. These can be hidden in fashionable areas of society or hidden away in dilapidated ruins where no one dare tread.
The presence of these lairs can affect the surrounding area creating effects such as,
-
Children of the Night- the vampire exerts influence over the animals in its domain. From dusk until dawn, medium or smaller beasts have the Charmed condition while within 1 mile of the lair.
-
Looming Shadows- Shadows within 1 mile of the lair seem to move as if alive. Any creature (excluding the vampire and its allies) that finishes a Short Rest while within 1 mile of the lair must succeed on a DC 15 Wisdom saving throw or gain no benefit from the rest.
-
Mists- The area within 1 mile of the lair is Lightly Obscured by a persistent, creeping fog. The vampire and any creatures of its choice are unaffected by the fog.
Upon the death of the vampire or if they move their lair elsewhere, these effects end immediately.
Lich - Origin: Monster Manual 2024
AC: 20 HP: 315 (42d8 + 126) INT: 21 +5(mod) +12(save)
There are some wicked magic-users who are not satisfied with the knowledge they have gained and wish to know more than their lifetime can afford. These magic-users perform forbidden necromantic rituals that would sever their soul from their body (preserving it into a hidden relic) and become a master of magic and undeath or what is known as a Lich. With their souls preserved, Liches puppet their corpses as they pursue their ambitions free of their mortal coil.
Possessing exceptional cunning, magical ability, and immortality; Liches pursue the knowledge of the arcane that few could fathom. Their agendas lead them into studying the secrets of life, the multiverse, godhood, and so much more, going to any length to gain the knowledge in order to fulfill their goals.
A Lich’s appearance is influenced by age and origin. Younger Liches will more closely resemble the living and will likely dress in more contemporary clothing. With the passing of time, older Liches will resemble brittle skeletons, their clothing also illustrating this decay; likely wearing rotted remnants of empires long forgotten. However, many choose to swath themselves in illusion, taking on a more idealized form of themselves.
The passing of unfathomable time can cause liches to lose their connection to it and the physical world causing them to degenerate into Demiliches.

The undead come in all shapes, sizes, and terrible flavors of awful. However, knowing that these things are out there going bump in the night doesn’t dissuade adventurers and will certainly bring forth bard songs to your glory! (Should you survive). Tread carefully in the night for it is full of terrors!
And don’t forget that Ravenloft: The Horrors Within is out now, get your copy and explore all the Domains of Dread where you are sure to encounter such creatures and so much more! Happy Adventuring!
Karina Sturdivant
Karina is a freelance copywriter and creative writer based out of San Antonio, Texas. When she's not writing, she dives into the rich worlds of Dungeons & Dragons, immersive video games, and page-turning books.