Medium Humanoid, Chaotic Neutral
AC 13 Mage Armor    Initiative +2 (12)
HP 49 (9d8 + 9)
Speed
Mod Save
STR 9 −1 −1
DEX 14 +2 +2
CON 12 +1 +1
Mod Save
INT 16 +3 +5
WIS 10 +0 +2
CHA 13 +1 +1
Resistances Necrotic
Immunities Frightened
Senses Passive Perception 10
Languages None
CR 3 (XP 700; PB +2)
Traits

Necromancer’s Overconfidence

  • Aldras believes he is far stronger than he actually is. When bloodied (reduced to half HP), he must make a DC 10 Wisdom saving throw or begin panicking, looking for an escape.

Undead Thralls

  • At the start of combat, Aldras has two skeletons under his control.
  • If reduced to below 25 HP, he reanimates a fresh skeleton from the burial mound (once per fight).

🦴 Fragile Ego

  • If Aldras fails an Intelligence, Wisdom, or Charisma check, he mutters excuses and takes disadvantage on his next roll
Actions

Dagger (Melee or Ranged Weapon Attack)

+4 to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 6 (1d6 + 2) piercing damage.

Necrotic Bolt (Ranged Spell Attack - Cantrip)

+5 to hit, range 60 ft., one target.
Hit: 10 (2d6 + 3) necrotic damage.

Gravebind (Recharge 5-6)

  • Aldras channels decaying magic into the ground, targeting a 10-foot radius area within 30 feet.
  • Each creature in the area must make a DC 13 Strength saving throw or become restrained by spectral hands for 1 minute (repeat save at end of turns).

🧙‍♂️ Spellcasting (2nd-Level Necromancer)

Aldras is a 4th-level spellcaster (Intelligence-based, DC 13). He knows the following spells:

Cantrips (At-Will):

  • Chill Touch (30 ft., 1d8 necrotic, prevents healing for 1 round)
  • Minor Illusion (Creates a sound or small visual illusion)
  • Toll the Dead (Wis Save, 1d8 necrotic or 1d12 if target is injured)

1st Level (4 Slots):

  • Mage Armor (AC 13 for 8 hours)
  • Magic Missile (3 darts, auto-hit for 1d4+1 damage each)
  • Shield (+5 AC as a reaction until next turn)

2nd Level (3 Slots):

  • Mirror Image (Creates 3 duplicates, making him harder to hit)
  • Hold Person (Paralyzes one target for up to 1 minute, Wis Save DC 13)
Bonus Actions
  • Bonus Action (Recharge 5-6):
    • Roll 1d4 at the start of Aldras' turn.
      • On a 4, one defeated skeleton rises again at full HP.
      • If both skeletons are down, roll 1d6—on a 5 or 6, one rises.
  • Flavor Effect: When a skeleton rises, its bones snap into place with a sickening crunch, glowing faintly with necrotic energy.

Aldras’ Line When Reanimating Skeletons:
"Did you think mere death would stop them? Rise once more, my servants—our work is not yet done!"

Reactions

Dark Bargain (Reaction)

  • When first reduced to 0 HP, Aldras can use his last breath to channel necrotic energy, forcing all creatures within 10 feet to make a DC 13 Constitution saving throw or take 6 (2d6) necrotic damage (half on success).

Description

💀 Combat Tactics

🏹 First Round:

  • Casts Mirror Image to make himself harder to hit.
  • Orders skeletons to attack the nearest target.

⚔️ Mid-Fight:

  • Uses Magic Missile for guaranteed damage.
  • If surrounded, casts Hold Person on a melee fighter to buy time.
  • Uses Gravebind if multiple enemies are grouped together.

💨 When Losing:

  • If below 25 HP, he raises another skeleton as a distraction.
  • If bloodied, he may start bargaining:
    • "Wait! WAIT! You don’t have to kill me—perhaps we can… make a deal?"
  • If near death and outnumbered, he tries to flee into a hidden exit.

Lair and Lair Actions

 

 

Homuncio

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