Special Trait Name. Enter the description for your special trait.
Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The mage has the following wizard spells prepared:
• Cantrips (at will): Chill touch, toll of the dead, mage hand, prestidigitation
• 1st level (4 slots): false life, mage armor, ray of sickness
• 2nd level (3 slots): Blindness/Deafness, Ray of enfeeblement
• 3rd level (3 slots): Lightning bolt, Animate Dead, Vampiric touch
• 4th level (3 slots): greater invisibility, Blight
• 5th level (1 slot): Negative Energy Flood
Action Name. Enter the description for your action.
Action Melee or Ranged Attack. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Reaction Name. Enter the description for your action.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
9 level Necromancer
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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