Medium Humanoid (Human), Chaotic Neutral
Armor Class 12 (15 with mage armor)
Hit Points 66 (12d8 + 12)
Speed 30 ft.
STR
9 (-1)
DEX
14 (+2)
CON
14 (+2)
INT
17 (+3)
WIS
12 (+1)
CHA
11 (+0)
Saving Throws INT +7, WIS +5
Skills Arcana +7, History +7
Damage Resistances Necrotic
Gear Memento Mori
Senses Passive Perception 11
Languages Abyssal, Common, Draconic, Elvish, Infernal, Sylvan
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Memento Mori. A black iron cane, handle carved into a skull that has been worn smooth by years of handling. It hums very faintly in the presence of the recently dead. Aldric does not need it to walk.

This is a magic item attuned to Aldric. Any expended uses are regained on a new dawn. It grants Aldric the additional abilities:

Dead Reckoning, Command the Restless, The Last Courtesy. 

Spellcasting. Aldric is a 12th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). Aldric has the following wizard spells prepared:

Cantrips (at will): chill touch, dancing lights, mage hand, mending

1st level (4 slots): shield, mage armor, ray of sickness*

2nd level (3 slots): blindness/deafness,* ray of enfeeblement,* web

3rd level (3 slots): animate dead,* bestow curse,* vampiric touch*

4th level (3 slots): blight,* dimension door, stoneskin

5th level (2 slots): danse macabre*, cloudkill

6th level (1 slot): circle of death*

*Necromancy spell of 1st level or higher

Grim Harvest (1/Turn). When Aldric kills a creature that is neither a construct nor undead with a spell of 1st level or higher, Aldric regains hit points equal to twice the spell’s level, or three times if it is a necromancy spell.

Actions

Withering Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 5 (2d4) necrotic damage.

Command the Restless (1/Day, Action). Aldric strikes the cane against the ground with a sharp crack. Every undead creature within 30 feet that is not already under another creature's control must succeed on a DC 15 Wisdom saving throw or fall under Aldric's command for one hour, as if targeted by animate dead. Undead with an Intelligence score of 8 or higher have advantage on this saving throw. He uses this rarely and always with the expression of a man who considers it slightly beneath him.

The Last Courtesy (1/Day, Action). Aldric points the cane at one living creature within 60 feet and speaks a single word in Infernal. The target must succeed on a DC 15 Constitution saving throw or be reduced to 0 hit points. On a successful save, the target takes 6d10 necrotic damage instead. Aldric only uses this when he has concluded, reluctantly, that a situation has moved beyond conversation. He always apologises before he does it, which does not make it better.

Bonus Actions

Dead Reckoning (At Will). Aldric taps the cane once on the ground. For the next minute, he knows the exact location, creature type, and current hit point threshold of every undead creature within 60 feet, whether hidden, invisible, or obscured.

Description

Aldric Voss, a necromancer of considerable learning, and with impeccable manners, has been slowly dying for roughly three years and, with the calm efficiency of a man updating his filing system, has organized his life around this reality.

He is not wicked. He is not brutal. He does not derive death as inferior necromancers do, in the manner of a show or a boast of power. He is fascinated by it, which is far more dangerous. For six years, he has been tracing the footsteps of Sammaster the Mad through the footnotes over half a continent, and he has come to Stormwreck Isle through the evidence, and because he is the sort of man who follows evidence wherever it leads even if the end is not reasonable.

He thinks that what he is doing is historically inevitable and academically necessary. Partly, he is not wrong about the first. He is terribly, disastrously, profoundly wrong about the second. Deep down, beneath the scholarship, he knows that these two things are not the same as morally justifiable. He probably thinks about this more than he would like to.

Tactics

Aldric does not physically engage in combat. He simply controls the situation and lets the events unfold with the help of other agents. His every tactical move revolves around two maxims: never put yourself in the line of fire, and let the dead do the work.

If the party berry him before he breaks the glyph:

He cannot bring up the undead from the coast. He is making the most of what he has, which is pretty good but not infinite. He launches into Danse Macabre, animating up to five corpses and whatever the shore supplies: old bones, drowned bodies, whatever time has left. He does this like an ordinary office thing, and then he immediately starts going backward.

He keeps his distance. Always keeps his distance. If someone from melee combat jumps on him, he ignores fighting.

He throws dimension door and appears somewhere causing distance between them, mid, sentence if possible.

"I really appreciate your conviction, but I'm afraid I have other matters to-" and he is simply no longer there.

Playing from his range, he casts web to groups of enemies, thus getting two or three of them at once while the raised dead take care of them when they are under the restraint. He doesn't target individuals with his major spells unless forced. His intention is not to kill anyone. He wants to stir up enough disorder so that he can accomplish his original intention and then exit.

Shield is raised the moment he gets smacked, which will bring his AC to 20.

Should the party fail to distract him and the glyph break:

He smashes the cane on the stone with a resounding crack tempting Command the Restless right away. All the undead on the shore that initially come under the talisman's influence will be at his command after that. He has ten zombies, ten skeletons, and a ghast now as a large protective wall between himself and the party, and he uses them as a shield without any hesitation or feeling of guilt.

He moves back through the undead, almost inviting them to come close to him, and with mere small gestures he guides their path instead of giving them direct commands. He is not a leader of an army. He is a scientist who, just by chance, has an army and he handles it with the cold and impersonal efficiency of someone who delegates tasks that he finds slightly below his level.

It is the ranged attackers and spellcasters first who get web. Skeletons take care of them. Zombies take care of whoever is pushing forward. If the ghast is still alive, it will go wherever the party is most concentrated.

He may have a vampiric touch ready if anyone comes close to him and the dimension door is on cool down but he looks as if doing something that is very unpleasant rather than something that is really satisfying when he uses it.

The Exit:

Assuming Aldric has agreed the matter is settled, or when his hit points fall to less than 20 and he decides that carrying on is of no benefit, he distance doors away. However, he is not running away in fright. He moves deliberately. If the journal is close enough, he grabs it. If not, he abandons it, and this costs him a good deal more than being wounded does.

Before leaving, if there is any lull in the action, he utters a few words. He always says a few words.

"Please try to survive. I am quite sure that we will be seeing each other again, and it would be very disappointing for me if you did not."

Then he disappears. The undead carry on without him. They don't require any instructions at this stage. They just need to be killed.

Previous Versions

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Monster Tags: NPC

Habitat: DesertUrban

LittleBigTom

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