Medium Humanoid (Any Race), Chaotic Evil
Armor Class 12 (leather armor)
Hit Points 75 (5d8)
Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
18 (+4)
INT
18 (+4)
WIS
8 (-1)
CHA
14 (+2)
Skills Deception +2, Religion +2
Senses Passive Perception 10
Languages Any one language (usually Common)
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.

Spellcasting. The necromancer is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The necromancer has the following wizard spells prepared:

Cantrips (at will): chill touch, dancing lights, mage hand, mending, minor illusion
1st level (3 slots): false life, mage armor, venomous ray
2nd level (3 slots): blindness/deafness, ray of enfeeblement, web
3rd level (2 slots): animate dead, bestow curse, counterspell, lightning bolt
4th level (2 slots): blight, dimension door, fire shield
5th level (1 slot): arcane hand, cloudkill, wall of force

Grim Harvest (1/Turn). When the necromancer kills a creature that is neither a construct nor undead with a spell of 1st level or higher, the necromancer regains hit points equal to twice the spell's level, or three times if it is a necromancy spell.

Actions

Multiattack. The fanatic makes two melee attacks.

Sacrificial Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) slashing damage and 5 (1d10) necrotic damage.

 

Monster Tags: NPC

Habitat: Urban

EriuDM

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