Aberrant Animation When this creature reaches zero hitpoints, there is a 40% chance it siphons 4 hitpoints from the nearest aberration within 50 ft.
Spellcasting level 3. 4 1st level spell slots.
Spells
Necrotize Cantrip. Rng 60ft. The target must make a Constitution saving throw vs DC14. On a fail, it takes 1d6+2 necrotic dmg, the mage heals for half the damage dealt
Chill Touch Cantrip. Rng 120ft. +4 to hit, 1d8+2 necrotic dmg. Target cannot regenerate hit points until the end of the mage’s next turn.
Dissonant Whispers 1st lvl. Rng 60ft. The mage whispers a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.
Hex 1st lvl. The mage places a curse on a creature that it can see within range. Until the spell ends, it deals an extra 1d6 necrotic damage to the target whenever it hits it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. Rng 90ft. Concentration. 1 hour
Dark Step 1st lvl. Darkness swirls around the mage and it teleports up to 30ft.
Description
An aberration of remains animated and imbued with dark magic. These spellcasters can channel the magical forces animating them into spells.