Large Undead, Chaotic Evil
Armor Class 18 (natural armor)
Hit Points 150 (18d10 + 54)
Speed 30 ft., Fly 25 ft. The necromancer can only fly up to 10 feet into the air. If it goes past that, the necromancer drops back down to 10 feet.
STR
13 (+1)
DEX
16 (+3)
CON
17 (+3)
INT
20 (+5)
WIS
16 (+3)
CHA
17 (+3)
Saving Throws CON +9, INT +11, WIS +9
Skills Arcana +19, History +12, Insight +9, Perception +9
Damage Resistances Cold, Lightning, Necrotic
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Passive Perception 19
Languages Common plus up to five other languages
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Spellcasting. The necromancer is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The necromancer has the following wizard spells prepared:

Cantrips (at will): chill touch, poison spray, ray of frost, toll the dead

1st level (4 slots): detect magic, magic missile, false life, ray of sickness

2nd level (3 slots): acid arrow, detect thoughts, ray of enfeeblement, blindness/deafness

3rd level (3 slots): animate dead, counterspell, dispel magic, summon undead

4th level (3 slots): blight, shadow of moil

5th level (3 slots): raise dead, danse macabre

6th level (1 slot): create undead, globe of invulnerability

7th level (1 slot): finger of death, plane shift

8th level (1 slot): dominate monster, power word stun

9th level (1 slot): power word kill

Turn Resistance. The necromancer has advantage on saving throws against any effect that turns undead.

Actions

Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Monster Tags: undead

WilltheWizard99096

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