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    Overview

    Listen up, first-time caster: Create Undead is a classic necromancer power fantasy, turning corpses into loyal ghouls at night. But after 15 years slinging spells, I'll tell you straight—it's Situational at best, a trap for most tables. A 6th-level slot for three CR 1 ghouls (average 22 HP, paralyzing claws) that last 24 hours? Sounds meh when Animate Dead does skeletons for a 3rd-level slot. The real juice comes upcast: 9th-level mummies (CR 5, 144 HP, rotting fist disease). Bonus action commands within 120 feet make them snappy minions—no concentration needed. But night-only casting, 1-minute ritual, and 150 gp onyx per corpse scream 'campaign-specific tool.' Wizards crush it in undead horde builds (School of Necromancy doubles at 6th), Warlocks get short-duration bursts, Clerics... why? Opportunity cost is brutal vs Disintegrate's 75 (10d6+40) damage. Stockpile corpses with Gentle Repose, command packs for ambushes, but don't blow slots in combat. Verdict: Skip unless you're the Lich King wannabe.

    Stat Block

    PropertyValue
    Level6
    SchoolNecromancy
    Casting Time1 minute
    Range10 feet
    ComponentsV, S, M
    MaterialOne clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse.
    DurationInstantaneous
    ConcentrationNo
    RitualNo
    Save/AttackNone
    ClassesCleric, Warlock, Wizard

    When NOT to Use This

    • •Daytime (post-sunset only; underground debatable).
    • •No Medium/Small humanoid corpses available (wasted 450gp+slot).
    • •Party facing radiant/Turn Undead heavy (paladin cleric table).
    • •Short adventuring days—no 24h payoff before long rest.

    Spell Slot Efficiency

    MetricAssessment
    Slot EfficiencyPoor: 6th slot yields 3x CR1 (total ~66 HP, 9 attacks/day) vs Animate Dead's 4 skeletons for same.
    Action EconomyExcellent
    Opportunity CostMassive—forgo Chain Lightning (160 lightning dmg) or Circle of Death (8d6 to 60ft rad).

    When worth the slot: Undead-themed campaign, night downtime, corpse stockpile for 24h guards/scouts.

    When NOT worth the slot: Combat urgency, daylight, gold-poor, anti-magic/undead foes.

    Pro Tips (Veteran Secrets)

    Tip #1: Buy black onyx in bulk from jewelers (150gp each, haggling to 100gp); craft pots yourself.

    Why veterans know this: Campaigns eat 2k+ gp in materials for 10-20 minions; downtime economy matters.

    This avoids the mistake of: Forgetting mats mid-boss, wasting slots.

    Tip #2: Use humanoid bandits/goblins as fodder—farm low-threat encounters.

    Why veterans know this: Infinite corpses = infinite army; Gentle Repose chains.

    This avoids the mistake of: Assuming DM provides bodies; stockpile proactively.

    Tip #3: Bonus action chain-command all minions same order for efficiency.

    Why veterans know this: Frees action for Haste/Counterspell; scales to 6+ minions.

    This avoids the mistake of: Wasting turns on individuals.

    Tip #4: Undead Fortitude on upcast (Necro Wiz 14th) makes wights unkillable.

    Why veterans know this: Survives disintegrate (regen 1 HP unless radiant).

    This avoids the mistake of: Sending frail ghouls to die.

    Common Mistakes to Avoid

    Casting during daytime or combat.

    Why it's bad: Invalid at day (wasted slot), 1-min cast in fight = dead caster.

    Do this instead: Night prep only; ritual cast if multiclass.

    Ignoring 24h expiry mid-dungeon.

    Why it's bad: Minions rebel/attack party; loses momentum.

    Do this instead: Daily recast ritual (1 min safe time).

    Clumping minions for AoE deletion.

    Why it's bad: One Glyph of Warding fireball wipes squad.

    Do this instead: Staggered formation, 30ft spreads.

    Using on non-humanoids or large corpses.

    Why it's bad: Spell fizzles, slot gone.

    Do this instead: Halfling/orc bodies only; quarter giants.

    Usage Tips

    • •Prep at night in safe camps with stockpiled humanoid corpses; use Gentle Repose (2nd-level) to preserve them for weeks.
    • •Send ghouls ahead as disposable scouts—paralysis claws (DC 10 Con save or paralyzed) lock down foes for your big guns.
    • •Recast daily on your best minions (ghasts/wights) to build a lieutenant squad; track expiration with a journal.
    • •In urban intrigue, command ghouls to guard safehouses or intimidate NPCs without risking party rep.

    Rules Notes

    • •Only castable at night (RAW: after sunset, before sunrise; RAI likely any 'nighttime' on plane).
    • •Corpses must be Medium/Small humanoids—no giants, dragons, or beasts.
    • •Upcasting: 7th=4 ghouls; 8th=5 ghouls/2 ghasts/wights (CR3, 52 HP, life drain); 9th=6 ghouls/3 ghasts/wights/2 mummies (CR5).
    • •Control lapses after 24h unless recast on them (no new corpses needed).
    • •Ghouls obey general/specific commands; default to self-defense.

    Synergies

    • •Animate Dead: Mix zombies (tanks) with ghouls (debuffers) for versatile horde.
    • •School of Necromancy Wizard: Command Undead (6th) lets you seize enemy undead; your creations get +2 HP per level.
    • •Feign Death + corpses: Fake party deaths to harvest 'fresh' bodies mid-adventure.
    • •Contingency: Auto-cast if killed, wake with ghoul bodyguards.

    Anti-Patterns

    • •Fragile minions (ghouls die to AoE like 7d6 Fireball); don't frontline them.
    • •Gold sink: 450 gp for three ghouls—budget for 10+ casts in campaigns.
    • •No flying/swimming undead here; ghouls suck in aerial or aquatic fights.

    Tactical Modules

    • •Paralysis Ambush Pack — When to use: Pre-infiltrate dungeons; send 3-6 ghouls to paralyze guards (2 claw attacks, 2d4+2+2d6 poison, DC10 Con).. Synergy: Follow with Hold Person (5th) for guaranteed crits; Necromancy Wizard's Grim Harvest heals you on kills.
    • •Wight Lieutenant Squad — When to use: 8th+ level boss fights; 2 wights (life drain 9d6 necrotic, create spawn on kill) tank while you nuke.. Synergy: Vampiric Touch (3rd) on you + wight drains = infinite sustain; pair with Cloudkill for undead immunity.
    • •Mummy Rot Horde — When to use: Siege warfare or attrition campaigns; 2 mummies at 9th (DC13 Con or poisoned/exhausted, disease).. Synergy: Blight (4th) + mummy rot stacks debuffs; Death Ward on key PCs prevents backlash.

    Countermeasures

    • •Threat: Paladin Turn Undead (Cha save or destroyed, Wis save or flee). — Response: Scatter minions 60+ ft apart, behind total cover; command 'flee to regroup point'.. Fallback: Recast post-combat with fresh corpses; have 2-3 slots banked.
    • •Threat: Sunlight Hypersensitive undead (but ghouls/wights aren't). — Response: Fight indoors/night; ghouls fine in daylight RAW.. Fallback: Dawnbringer sword? Prioritize disarming it.
    • •Threat: Fireball/Spirit Guardians AoE wipes horde. — Response: Position staggered, not clumped; general command 'avoid bright magic'.. Fallback: Fallback to Animate Dead skeletons (fire vuln but cheap).

    Frequently Asked Questions

    is create undead good 5e

    Situational in 5e. Excellent for necromancer wizards building armies with upcast mummies/wights, poor for others due to 6th-slot cost, night limit, and 450gp mats vs Animate Dead's efficiency.

    create undead vs animate dead 5e

    Animate Dead wins 90% time: 3rd slot, daytime ok, cheap dirt. Create Undead better for bonus-action ghouls/ghasts (stronger, paralyze/drain), but only if night/corpses/money align.

    create undead upcast 5e

    7th:4 ghouls; 8th:5 ghouls/2 ghasts(CR3)/wights; 9th:6 ghouls/3 ghasts/wights/2 mummies(CR5). Recast maintains without new corpses—ideal for lieutenant squads.

    can you cast create undead during the day 5e

    No, strictly 'only at night' RAW. DMs rule underground/planes variably; prep pots anyway for dusk casts.

    create undead warlock 5e

    Viable for Pact of Chain/Tome Warlocks with short-rest slots, but limited casts. Upcast wights shine in Hexblade undead themes; recast strains Pact Magic.

    does create undead require concentration 5e

    No concentration—duration Instantaneous, control 24h. Bonus action commands free your action economy unlike Conjure spells.

    create undead material cost 5e

    150gp black onyx + pots/grave dirt/brackish water per corpse. Bulk buy onyx (1k+ gp stock) for horde; reusable pots.

    create undead on player characters 5e

    Only dead Medium/Small humanoids; PCs resurrect anyway. Use on NPCs; Gentle Repose preserves for later.


    Citations: api:spells/create-undead

    Includes SRD content per CC BY 4.0. Source: dnd5eapi.co.

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