Medium Humanoid, Chaotic Evil
Armor Class 12
Hit Points 33 (6d8 + 6)
Speed 30 ft.
STR
9 (-1)
DEX
14 (+2)
CON
12 (+1)
INT
16 (+3)
WIS
12 (+1)
CHA
11 (+0)
Saving Throws INT +5
Damage Resistances Necrotic
Condition Immunities Charmed
Senses Passive Perception 11
Languages Common
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Spellcasting. Nox The Necromancer is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). Nox has the following wizard spells prepared:

Actions

Cantrips (at will):  
- Chill Touch: Melee Spell Attack: +5 to hit, range 120 ft., one target. Hit: (2d8) necrotic damage. (Chill Touch)  
- Dancing Lights: utility cantrip (Dancing Lights)  
- Mage Hand: utility cantrip (Mage Hand)  
- Mending: utility cantrip (Mending)

1st level (4 slots):  
- False Life: self-buff, grants temporary hit points (False Life)  
- Mage Armor: self-buff, sets AC to 13 + Dex modifier (Mage Armor)  
- Ray of Sickness: Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: (2d8) poison damage, and target must make a Constitution saving throw or be poisoned until end of next turn. (Ray of Sickness)

2nd level (3 slots):  
- Blindness/Deafness: Target makes Constitution saving throw or becomes blinded or deafened until the spell ends. (Blindness/Deafness)  
- Ray of Enfeeblement: Ranged Spell Attack: +5 to hit, range 60 ft., one target. Target must make a Constitution saving throw or deal half damage with Strength-based weapon attacks until end of next turn. (Ray of Enfeeblement)  
- Web: Creates a sticky web in a 20-ft cube. Creatures must make a Dexterity saving throw or become restrained. (Web)

3rd level (2 slots):  
- Animate Dead: Raises skeletons or zombies under Nox’s control. (Animate Dead,)  
- Vampiric Touch: Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: (3d6) necrotic damage. Nox regains HP equal to half the damage dealt. (Vampiric Touch)

Bonus Actions

Bonus Action Name. Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

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 Actions

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

Enter a general description for your monster here.

Lair and Lair Actions

Nox’s lair is a shadowed crypt, lined with bone racks and occult symbols. Foul green light spills from cracks in the walls, and the air is thick with the scent of decay. Arcane glyphs pulse faintly on the floor, resonating with Nox’s necromantic energy.

Lair Actions (on initiative count 20, losing ties): Nox can’t use the same effect two rounds in a row. Choose one:
- Necrotic Surge: All undead within 30 feet regain 1d6 hit points.
- Bone Shard Trap: Sharp bones erupt in a 10-foot square within 60 feet; creatures must succeed on a DC 13 Dexterity save or take 1d6 piercing damage and be knocked prone.
- Arcane Shadow: Nox casts darkness over a 15-foot-radius sphere in a space he can see. Darkness lasts until the start of his next turn.

Regional Effects: The region is twisted with necrotic energy. Living creatures sense danger everywhere, and undead are empowered:
- Non-undead creatures have disadvantage on Wisdom (Perception) checks to detect hidden creatures or objects.
- Undead regain temporary hit points equal to half their hit dice at dawn each day.
- Radiant damage dealt in the region is reduced by 1.

If Nox dies, these effects fade over the course of 7d10 days.

Monster Tags: humanoid

_Neverending_

Comments

Posts Quoted:
Reply
Clear All Quotes