Medium Humanoid (Dragonborn), Typically Neutral Evil
Armor Class 12 (15 with mage armor)
Hit Points 66 (12d8 + 12)
Speed 30 ft.
STR
9 (-1)
DEX
14 (+2)
CON
12 (+1)
INT
17 (+3)
WIS
12 (+1)
CHA
11 (+0)
Saving Throws INT +7, WIS +5
Skills Arcana +7, History +7
Damage Resistances Acid, Necrotic
Senses Passive Perception 11
Languages Abyssal, Common, Draconic, Undercommon
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

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.

Actions

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.

Reactions

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.

Monster Tags: NPCCult of the DragonundeadGolgari

Habitat: DesertForestSwampUrban

Charlesaurus

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