Reborn. If killed by a melee attack may come back with 1d6 hp and cast inflict wounds.
Spellcasting. The Consumed Necromancer is a 1-level spellcaster. Its spellcasting ability is wisdom (spell save DC 11, +3 to hit with spell attacks). The Consumed Necromancer has the following necromancy spells prepared:
Cantrips (at will): Chill Touch 1d10 range 10 ft., poison spray 1d12 range 30ft.
1st level (3 slots): Ray of Sickness 2d8 poisoned range 60ft., Inflict Wounds 3d10 melee, Cause fear concentrate 1 min range 60ft gives the frightened effect to an enemy.
Staff Smack. Melee Weapon Attack: +4 to hit, reach 10 ft., 1 target. Hit: 5 (1d6 + 2) bludgeoning damage.
Arise. Brings forth 1 zombie up to a max of five at a time.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
A necromancer who delved too far into the arts of the undead without enough experience or power. These beings were consumed by the power they once wielded and the only thing that remains of them is the robes that cover whatever creature now lives inside of them.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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