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.
- Roll 1d4 at the start of Aldras' turn.
- 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
Comments