Huge Undead, Chaotic Evil
Armor Class 15 (15 with mage armor)
Hit Points 110 (20d8 + 20)
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 Necrotic
Senses Passive Perception 11
Languages any four languages
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Throughout the Neverwinter woods and particularly the Netherese Ruins of Old Owl Well has spent years planting bone constructions just below the surface of the earth (eg. giant bone trampoline that will launch foes 50,000 feet or higher into the air. 80 foot bones walls that shoot out of the ground in order to entrap foes in a a massive corral.

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

Reactions

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

Legendary Actions

Summon undead to me!

Description

Necromancers study the interaction of life, death, and undeath. Some necromancers dig up or purchase corpses to create Undead servitors. A few instead use their powers for good, hunting Undead.


Wizards

Wizards pursue magical power through the study of arcane texts. Some travel the world searching for esoteric tomes, while others train lesser wizards or collaborate with colleagues to create new spells.

Lair and Lair Actions

At old owl well can activate a  massive bone cage trap surrounding the area that the bone trampoline will lift. He can lower the walls at will. The bone trampoline will take 20 rounds to launch after activation but cannot be stopped. Brom can only delay the trampoline's activations by 1 minute (10 rounds aprox). 

Habitat: DesertUrban

AshFlexum

Comments

Posts Quoted:
Reply
Clear All Quotes