Medium Undead, Chaotic Evil
Armor Class 16 (Half-Plate)
Hit Points 120 (22d8 + 12)
Speed 50 ft.
STR
7 (-2)
DEX
12 (+1)
CON
10 (+0)
INT
16 (+3)
WIS
20 (+5)
CHA
14 (+2)
Saving Throws INT +6, WIS +8
Skills Arcana +9, Perception +9
Damage Resistances Piercing, Slashing
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Poisoned, Prone
Senses Blindsight 60 ft., Passive Perception 13
Languages Infernal
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

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) 

Actions

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. 

Habitat: Urban

Galapagos12

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