Control Undead. All undead within a 1000ft radius that are not above challenge rating 3 are under the direct control of the necromancer.
Spellcasting. The Necromancer is a 11th-level spellcaster (not its highest level of spell prepared but instead just its level with spells as if it were a player because **** this mechanic). Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks).
The Necromancer has following spells prepared:
Cantrips (at will): Chill Touch, Poison Spray, Shocking Grasp, Toll The Dead.
1st level (4 slots): Cause Fear, Chromatic Orb, Ray Of Sickness, Thunderwave.
2nd level (3 slots): Darkness, Misty Step, Tasha's Mind Whip, Wither And Bloom.
3rd level (2 slots): Vampiric Touch, Thunder Step.
4th level (1 slot): Ice Storm, Wall Of Fire.
Summon many undead: summons 2d6+4 undead that have: 4 health, an 8 in every stat, a melee attack for with a +3 to hit that deals 2d4+1 damage, and a vulnerability to "Sigma" damage (please don't ask i honestly don't have an answer)
Summon fewer but like kinda stronger undead: summons 1d4 undead that have: 24 health, a 14 in every stat, a melee attack with a +6 to hit that deals 3d6 damage, and the ability to self destruct for 4d6 damage 1 turn after activation.
Necrotic Dagger: Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 15 (2d8+6) Necrotic damage. A target hit by this weapon must pass a DC 13 CON save or else the damage this dagger deals is to their max HP. if they fail they can reroll the save by long resting, if they fail twice then only a spell such as "Major Restoration" can revert the effect.
Summon many undead 2: summons 1d6+2 undead that have: 4 health, an 8 in every stat, a melee attack for with a +3 to hit that deals 2d4+1 damage, and a vulnerability to "Sigma" damage (please don't ask i honestly don't have an answer)
Summon fewer but like kinda stronger undead 2: summons 1d4-1 undead that have: 24 health, a 14 in every stat, a melee attack with a +6 to hit that deals 3d6 damage, and the ability to self destruct for 4d6 damage 1 turn after activation.
Laugh: If a creature rolls a NAT 1 while the necromancer can see them he can begin laughing at them as a reaction. this deals 2d4 psychic damage.
Description
he necromanc, what more could i possibly ******* add. (also the name is so weird because wizards don't allow you to upload an enemy called necromancer because it might slightly damage their ******* profit margins)
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Posted Sep 1, 2024one of my players killed it because i let him cheat a second NAT 20 after he hit one because of great weapon mastery and then he did 149 damage to the boss enemy in 1 ******* TURN