Spellcasting. The Undertaker is a 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +9 to hit with spell attacks). The necromancer has the following wizard spells prepared:
Cantrips (at will): chill touch, dancing lights, ray of frost, mage hand, mending, shocking grasp
1st level (4 slots): false life*, mage armor, ray of sickness*, shield
2nd level (3 slots): blindness/deafness*, misty step, ray of enfeeblement*, scorching ray, web
3rd level (3 slots): animate dead*, bestow curse*, counterspell, Dispel Magic, fireball, summon undead*, vampiric touch*
4th level (3 slots): blight*, dimension door, stoneskin
5th level (2 slots): Bigby’s hand, cloudkill, seeming, danse macabre
6th level (1 slot): circle of death*, contingency, create undead*, disintegrate,
7th level (1 slot): finger of death*, plane shift, power word pain, simulacrum, teleport
8th Level (1 slot): Clone
9th Level (1 slot): True Resurrection
*Necromancy spell of 1st level or higher
Grim Harvest (1/Turn). When The Undertaker 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.
Fists. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 6) bludgeoning damage.
Eye Roll. The undertaker's eyes have the ability to go white, illuminating a eerie white glow.
Sit Up - When Knocked Prone, The Undertaker can use a reaction to sit up forcing all enemies within a 10 foot radius to move backwards 5 feet. The reaction finishes with The Undertaker standing.
Choke Slam. Melee Attack: +10 to hit, reach 5 ft., one creature. Hit: 25 (4d6 + 8) bludgeoning damage. The Undertaker grabs target by the neck, raises them overhead by one arm and drives their body into the ground. On hit the target must make a DC20 constitution saving throw. On fail, the target Knocked prone and stunned for their next turn.
Tombstone Piledriver. Melee Attack: +10 to hit, reach 5 ft., one creature. Hit: 25 (4d6 + 8) bludgeoning damage. The Undertaker grabs target, picks them up, inverts their body and drives their skull into the ground. The Undertaker then places their hands in a "prayer pose" before releasing the target. On hit the target must make a DC20 constitution saving throw. On fail, the target Knocked prone and stunned for their next turn.
Description
Fearsome, menacing, eerie. Cain The Undertaker has a presence about him that commands respect. A Necromancer who lingers between the veil of life and death, he is the epitome of darkness. Shrouded in Black cloaks, he stands nearly 7 feet tall and weighing 300lbs. He is ancient and weary but allows things around him to live and let live. Willing to help those in need so as long as they are respectful.
Lair and Lair Actions
Comments