Medium Humanoid (High-Elf), Lawful Evil
Armor Class 12 (15 with Mage Armor)
Hit Points 21 (5d8)
Speed 30 ft.
STR
9 (-1)
DEX
14 (+2)
CON
11 (+0)
INT
17 (+3)
WIS
12 (+1)
CHA
11 (+0)
Saving Throws INT +5, WIS +3
Skills Arcana +6, History +6
Condition Immunities Charmed
Senses Darkvision 60', Passive Perception 12
Languages Common, Draconic, Dwarvish, Elvish
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Spellcasting. The necromancer is a 5th-level spellcaster that uses Intelligence as its spellcasting ability (spell save DC 14; +6 to hit with spell attacks). The necromancer knows the following spells from the wizard’s spell list:

Cantrips (at will): chill touch, mage hand, toll the dead

1st Level (4 slots): chromatic orb, mage armor, ray of sickness

2nd Level (3 slots): mind spike, misty step

3rd Level (2 slots): animate dead, summon undead

Actions

Quarterstaff+1. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d8) bludgeoning damage.

Bonus Actions

Misty Step: Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Description

The Budding Necromancers hungers for power, building an army of minions while thirsting for forbidden knowledge.

Lair and Lair Actions

Unless caught completely unaware of any trouble in the area, the Budding Necromancer will start any combat with mage armor active. The Budding Necromancer will avoid direct combat if possible. When cornered, the necromancer will cast summon undead and use any animated minions to occupy the party while lobbing damaging spells from range, preserving at least one Level 2 spell slot for a possible retreat. If the battle looks like it will go poorly, the necromancer will attempt to cast misty step to escape.

Monster Tags: NPC

Elioron

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