Medium Humanoid (Any Race), Any Alignment
Armor Class 12 (15 with mage armor)
Hit Points 99 (18d8 + 18)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
20 (+5)
WIS
15 (+2)
CHA
16 (+3)
Saving Throws INT +9, WIS +6
Skills Arcana +13, History +13
Damage Resistances Damage from Spells; Nonmagical Bludgeoning, Piercing, and Slashing (from Stoneskin)
Senses Passive Perception 12
Languages Any six languages
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Magic Resistance. The arch necromancer has advantage on saving throws against spells and other magical effects.

Spellcasting. The arch necromancer is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The arch necromancer can cast disguise self and invisibility at will and has the following wizard spells prepared:

Cantrips (at will): chill touch, dancing lights, mage hand, mending

1st level (4 slots): false life,* mage armor,** ray of sickness*

2nd level (3 slots): blindness/deafness,* ray of enfeeblement,* web

3rd level (3 slots): animate dead,* bestow curse,* vampiric touch*

4th level (3 slots): blight,* dimension door, stoneskin**

5th level (2 slots): Bigby’s hand, cloudkill

6th level (1 slot): circle of death*

7th level (1 slot): teleport

8th level (1 slot): mind blank**

9th level (1 slot): time stop

*Necromancy spell of 1st level or higher

**The arch necromancer casts these spells on itself before combat.

Grim Harvest (1/Turn). When arch necromancer kills a creature that is neither a construct nor undead with a spell of 1st level or higher, the arch necromancer regains hit points equal to twice the spell’s level, or three times if it is a necromancy spell.

Actions

Withering Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 5 (2d4) necrotic damage.

Description

Arch necromancers are powerful spellcasters dedicated to the study of necromancy.

Monster Tags: NPC

Habitat: Urban

oldKid

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