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.
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.
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