Medium Humanoid, Any Evil Alignment
Armor Class 14
Hit Points 40 (10d4)
Speed
STR
9 (-1)
DEX
11 (+0)
CON
14 (+2)
INT
16 (+3)
WIS
11 (+0)
CHA
12 (+1)
Saving Throws INT +5, WIS +2
Condition Immunities Charmed
Senses Passive Perception 11
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Regeneration
The Neromancer regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't exposed to holy substances. If the Necromancer takes radiant damage or damage from holy water, this trait doesn't function at the start of the combatant's next turn.

Summon an undead minion
If the Wearer of the Staff of the Dead takes OR inflicts any kind of damage while holding the Staff AND there is sufficient material in range (e.g. bones, dead bodies) an undead minion with 1 HP is automatically summoned. If the Wearer takes radiant damage or damage from holy water, this trait doesn't function at the start of the combatant's next turn.

Spellcasting. Avantía is a 3-level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +4 to hit with spell attacks). The necromancer has following spells prepared:
Cantrips (at will): mending, chill touch
1st level (# slots):
animate dead
inflict wounds
vampiric touch
bestow curse
ray of sickness
false life
ray of enfeeblement
detect magic
protection from evil and good

Actions

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

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.

Description

Bartarossa, a knowledgable Wizard with potent necromantic abilities from the past. But now after countless battles, where he has been just barely defeated, his once almost godlike powers has been degraded to something that barely keeps his physical remains together. If not for his staff of the dead our lovely thirdlevel party would have an easy time wiping the floor with his rags, but now they stand before a intimidating foe gainig back his long lost power by the minute. There is no easy solution to this battle, they have to come up with some creative thinking enacting crowd control while also fending off the puppet master behind it all.

Lair and Lair Actions

The necromancers Lair is an ancient crypt bound to its master and channeling its power through the staff of the dead. As long as the staff is not broken tha lair will continue tto emit a dark aura that affects all creatures of celestial background or who are serving a god of the good alignment. Upon entering they must make a CON saving throw and suffer 1d4 psychic damage by failure.

Inside the lair undead monsters are roaming.

If the staff is broken, the magical energy will slowly perish over the coming months up to a year.

Habitat: ForestHillMountain

NjniaVanDerWald