Medium Humanoid (Wizard), Chaotic Evil
Armor Class 14 (17 with mage armor)
Hit Points 110 (20d8 + 20)
Speed
STR
10 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
17 (+3)
WIS
12 (+1)
CHA
11 (+0)
Saving Throws INT +7, WIS +5
Skills Arcana +17, Deception +10, History +17, Religion +17, Stealth +14
Damage Vulnerabilities Radiant
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic
Condition Immunities Frightened
Senses Darkvision 120 ft, Truesight 60 ft, Passive Perception 11
Languages Abyssal, Common, Deep Speech, Draconic, Dwarvish, Elvish, Infernal
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Actions

Multiattack. The necromancer makes three Arcane Burst attacks.

Arcane Burst. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 120 ft., one target. Hit: 25 (4d10 +3) necrotic damage.

Spellcasting. Aelar casts one of the following spells, using intelligence as the spellcasting ability (spell save DC 15):

At will: dancing lights, mage hand, prestidigitation

2/day each: bestow curse, dimension door, mage armor, web

1/day: circle of death

Bonus Actions

Summon Undead (1/day). Aelar magically summons five skeletons or zombies (both appear in the Monster Manual). The summoned creatures appear in unoccupied spaces within 60 feet of Aelar, whom they obey. They take their turns immediately after Aelar. Each lasts for 1 hour, until it or the Aelar dies, or until the necromancer dismisses it as a bonus action.

Reactions

Grim Harvest. When Aelar kills a creature with necrotic damage, the necromancer regains 9 (2d8) hit points.

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

Enter a general description for your monster here.

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.

Habitat: Urban

HugoCShane

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