Turn Resistance: Althier has advantage on saving throws against any effect that turns Undead.
Unusual Nature: Althier doesn't require air, food, drink, or sleep while in the Shadowfel.
Spellcasting. Althier is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). Althier has the following Wizard spells prepared:
Cantrips (at will): Disguise Self, Mage Hand, Poison Spray, Toll The Dead
1st level (4 slots): Mage Armor, Shield, Thunderwave
2nd level (3 slots): Gentle Repose, Ray of Enfeeblement, Wither & Bloom
3rd level (3 slots): Antagonize, Dispell Magic, Summon Shadowspawn
4th level (3 slots): Confusion, Greater Invisibility
5th level (1 slot): Negative Energy Flood
Staff. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: # (1d8 + 2) Bludgeoning damage, or # (1d10 + 2) Bludgeoning damage if used with both hands, plus 6 (2d6) Force damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 2 (1d4) Slashing damage plus 4 (2d4) Necrotic damage.
Summon Undead (1/day). Althier magically summons five skeletons or zombies. The summoned creatures appear in unoccupied spaces within 60 feet of Althier, whom they obey. They take their turns immediately after Althier. Each lasts for 1 hour, until it or Althier dies, or until Althier dismisses it as a bonus action.
Description
A necromancer whom calls the Shadowfell home, Althier uses both living and dead bodies to perform their dark experiments with the goal of achieving lichdom. Will use illusions and lies to coax others into assisting with their ambitions until such help outgrows their usefulness or becomes a potential threat to their own rise to power.
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Posted Jul 27, 2025Accidentally used a friend's account to post this and forgot to add skill proficiencies. >_<