Medium Undead, Chaotic Evil
Armor Class 15
Hit Points 54 (2d8 + 2)
Speed 20 ft.
STR
10 (+0)
DEX
8 (-1)
CON
5 (-3)
INT
16 (+3)
WIS
17 (+3)
CHA
11 (+0)
Saving Throws INT +6
Skills Insight +18, Nature +15
Damage Resistances Bludgeoning
Condition Immunities Blinded, Deafened, Frightened, Petrified
Senses Passive Perception 10
Languages Understands the languages it knew in life but can no longer speak them
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Special Trait Name. Has Vulnerability to Close-up Combat

Spellcasting. The Undead Spellcaster is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 11, +3 to hit with spell attacks). The Undead Spellcaster has following Wizard spells prepared:
Cantrips (at will): Chill Touch, Spare The Dying 
1st level (2 slots): Inflict Wounds, Ray of sickness

2nd level (2 slots): Wither And Bloom, Blindness/Deafness

3rd level (3 slots): Summon Undead, Vampiric Touch, Revivify

Actions

Cheat Death. If the undead spellcaster has at least 1 HP left it may use an action to heal (1d12) damage 

Bite: +1 to hit, reach 2 ft., one target. Hit: 1(1d4 + 2) Necrotic damage. 

Breath of death. Ranged Weapon Attack: +2 to hit, range 30/50 ft., Three targets. Hit: 2 (3d10 + 1) necrotic damage.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Bounce back. Using a melee attack on a reaction gives you advantage on the attack roll

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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

when a spellcaster dies it is risen once more to build an undead empire. made of skeletal remains of its old life using its same spell book.

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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