Undead. As an undead, the Necromancer doesn't require air, sleep, food, or water to exist.
Spellcasting. The Necromancer is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +9 to hit with spell attacks). The Necromancer can cast any Necromancy spell for which it has a level slot.
Cantrips (at will)
1st level (4 slots)
2nd level (3 slots)
3rd level (2 slots)
Corrupt (Recharge 5-6). The Necromancer reaches out and touches a creature with whom it is in melee (+7 to hit). On a hit, the creature takes 2d8 Necrotic damage must make a DC 18 Wisdom Saving throw or be Corrupted.
A Corrupted creature has tendencies towards evil, and while suffering from this condition their alignment shifts to Lawful Evil. 3 days after the initial Corruption, the alignment shifts again to Neutral Evil. After 3 more days, it shifts one final time to Chaotic Evil.
A Corrupted creature may still make attacks, but it regards its corruptor as an ally and any who do not share its alignment as an enemy.
If a Corrupted creature takes a long rest, they only regain half of their maximum hit points and half of their spell slots per level.
Corruption can be removed by a Greater Restoration spell or similar spells.
Necromancer's Cry: The Necromancer lets out an otherwordly screech. The creature nearest to it must make a Wisdom Saving Throw (DC 16) as it summons 1d4 Skeletons or Zombies (determined by percentile dice: 0-50=Skeletons, 51-100=Zombies). The entities act on their own Initiative order.
Multiattack. The Necromancer uses its Cry. It then makes two claw attacks.
Claw: +5 to hit, reach 5 ft., 1 target. Hit: 7 (1d8 + 2) Necrotic damage.
Description
The Necromancer is little more than a skeleton. But where most skeletons have bleached, whitened bones, the bones of the Necromancer are a darkened gray, almost black. Most Necromancers shroud themselves in dark robes that mask the swirling mist that allows them to hover where their legs used to be.
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