Medium Humanoid (High-Elf), Neutral Evil
Armor Class 18 (Elven Chain Shirt)
Hit Points 100 (13d6 + 48)
Speed 30 ft., Fly 60 ft.
STR
5 (-3)
DEX
16 (+3)
CON
16 (+3)
INT
20 (+5)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws INT +10, WIS +7
Skills Arcana +10, History +10, Insight +7, Investigation +10, Perception +7, Sleight of Hand +8
Damage Resistances Force, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Bludgeoning, Piercing, and Slashing from Magic Weapons, Damage from Spells
Damage Immunities Necrotic
Condition Immunities Exhaustion, Frightened
Senses Blindsight 60ft, Darkvision 60ft, Passive Perception 17
Languages Abyssal, Common, Deep Speech, Elvish, Undercommon
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Fey Ancestry. Arannis has advantage on saving throws against being charmed, and magic can’t put him to sleep.

Legendary Resistance (3/Day). If Arannis fails a saving throw, it can choose to succeed instead.

Spellcasting. Arannis is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). Arannis has the following wizard spells prepared:

Cantrips (at will): chill touch, booming blade, mage hand, message, fire bolt, toll the dead, shocking grasp

1st level (4 slots): shield, absorb elements, faerie fire, feather fall, expeditious retreat,  

2nd level (3 slots): blindness/deafness,* ray of enfeeblement,* misty step, arcane lock, hold person

3rd level (3 slots): animate dead,* bestow curse,* fireball, dispel magic, counterspell, slow, glyph of warding

4th level (3 slots): blight,* dimension door

5th level (2 slots): negative energy flood, cloudkill, dream

6th level (1 slot): circle of death,* create undead*

7th level (1 slot): teleport, symbol, finger of death*

Ritual Spells (only cast as rituals): identify, find familiar, alarm, detect magic, magic mouth

*Necromancy spell of 1st level or higher

Grim Harvest (1/Turn). When 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

Drain Life. Melee Spell Attack: +10 to hit, range 60 ft., one creature. Hit: 15 (3d10) necrotic damage. Arannis regains hit points equal to the hit points drained. 

Reactions

Backstab. When a creature makes a melee weapon attack against Arannas and misses, Arannis uses his reaction to backstab them with his necrotic dagger. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 10 (3d4 + 4) necrotic damage.

Legendary Actions

Arannis can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The lich regains spent legendary actions at the start of its turn.

Summon or Destroy Undead. Arannis can choose to Summon an undead Shadow or Wraith for 1 minute with 13 extra hit points. Only 1 wraith can be under his control at a time. Alternatively, Arannis can choose to destroy up to 3 undead creatures within 60 feet of him. 

Cantrip. Arannis casts a cantrip.

Spell (Costs 2 Actions). Arannis casts a spell of 4th level or lower.

Lair and Lair Actions

Lair Actions

On initiative count 20 (losing initiative ties), Arannis can take a lair action to cause one of the following magical effects; Arannis can’t use the same effect two rounds in a row:

  • Arannis rolls a d4 and regains a spell slot of that level or lower. If he has no spent spell slots of that level or lower, nothing happens.
  • Arannis calls forth the spirits of creatures that died in his lair. These apparitions materialize and frighten one creature that he can see within 60 feet of him. The target must succeed on a DC 18 Constitution saving throw or be paralyzed until initiative count 20 on the next round. 
  • Arannis summons an undead skeleton or zombie of CR 1/4 or lower. This creature has 13 extra hit points

Monster Tags: NPC

cooleyjake1999

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