Bonded Mount. The necromancer is magically bound to a giant bat trained to serve as its mount. While mounted on this giant bat, the necromancer gains the bat’s senses. The bonded mount obeys the necromancer’s commands. If its mount dies, the necromancer can train a new giant bat to serve as its bonded mount, a process requiring a month.
Spellcasting. The necromancer is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The necromancer has the following wizard spells prepared:
Cantrips (at will): chill touch, dancing lights, mage hand, mending
1st level (4 slots): false life,* mage armor, ray of sickness*
2nd level (3 slots): blindness/deafness,* ray of enfeeblement,* web
3rd level (3 slots): animate dead,* bestow curse,* vampiric touch*
4th level (3 slots): blight,* dimension door, stoneskin
5th level (2 slots): Bigby’s hand, cloudkill
6th level (1 slot): circle of death*
*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.
Necrotic Jolt. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 8 (1d10 + 3) necrotic damage.
Withering Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 5 (2d4) necrotic damage.
Acid Breath (1/Day). The necromancer exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 6 (2d6) acid damage on a failed save, or half as much damage on a successful one.
Feather Fall. The necromancer wears a magic ring with which it can cast the feather fall spell on itself once as a reaction to falling. After the spell is cast, the ring becomes nonmagical.
Comments