Medium Humanoid, Any Non-Good Alignment
Armor Class 12 (15 with mage armor)
Hit Points 159 (20d8 + 20)
Speed 30 ft.
STR
10 (+0)
DEX
13 (+1)
CON
12 (+1)
INT
18 (+4)
WIS
11 (+0)
CHA
9 (-1)
Saving Throws INT +7, WIS +3
Skills Arcana +7, History +7
Damage Resistances Lightning
Senses Passive Perception 11
Languages any four languages
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Actions

Multiattack. The Stitcher makes three Arcane Burst attacks.

Arcane Burst. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 120 ft., one target. Hit: (4d8 + 3) Lightning Damage

Spellcasting. The Stitcher casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 16):

At will: dancing lights, mage hand, prestidigitation

2/day each: Lightning Bolt, dimension door, mage armor, Shield

1/day: Chain Lightning, Dominate Person

Bonus Actions

Summon Undead (1/Day). The stitcher magically summons five skeletons or zombies. The summoned creatures appear in unoccupied spaces within 60 feet of the necromancer, whom they obey. They take their turns immediately after the Stitcher. Each lasts for 1 hour, until it or the Stitcher dies, or until the Stitcher dismisses it as a bonus action.

Reactions

Grim Harvest. When the Stitcher kills a creature with lightning damage, the Stitcher regains(2d8) hit points.

Description

 

Stitchers are necromancers who use both necromantic magics as well as anatomy and electricity to create their undead horde. These undead can take both the form of humanoids and monstrosities.

Lair and Lair Actions

Laboratories, mainly built near coastlines, with many experiments and tesla coils decorating the room. these actions can be

  1. lightning strikes requiring a dc 14 dex save from the closest enemy to a tesla coil or the balcony dealing 4d10 lightning damage on a failed save and none on a successful one
  2. electricity pulses around the walls triggering some gadgets, players within 5 feet of a wall must succeed a dc 12 dex save or suffer 2d8 bludgeoning damage and become restrained, the can escape from the restrain by succeeding on a dc 12 strength check.

Previous Versions

Name Date Modified Views Adds Version Actions
4/17/2024 3:38:42 AM
13
1
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Coming Soon
5/12/2025 8:07:54 AM
55
1
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Coming Soon

Habitat: CoastalUrban

yerT15

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