Necromancer
A necromancer is an undead scholar that commands the dead in its hall. It does not fight in the front rank. The skeletons and zombies that come down the hall first were buried under it.
- Physiology
- Undead, Humanoid
- Size
- Medium
- Speed
- 30 ft.
- Armor class
- 15
- Hit points
- 104 (16d8 + 32)
- Proficiency
- +3
- STR 9 -1 save -1
- DEX 14 +2 save +2
- CON 15 +2 save +2
- INT 19 +4 save +7
- WIS 15 +2 save +5
- CHA 14 +2 save +2
- Skills
- Arcana +7 , History +7 , Medicine +5
- Passive Perception
- 12
- Senses
- darkvision 60 ft.
- Languages
- Common, Netherspeech, Old Valar
- Damage resistances
- necrotic
- Condition immunities
- poisoned , frightened
- Found in
- Settlement
Traits
-
Undying
When the necromancer drops to 0 hit points, it returns with 20 hit points at the start of its next turn unless the killing damage was radiant or the body was destroyed.
-
Grave Sense
The necromancer knows the location and manner of death of every body within 300 feet.
Actions
-
Multiattack
The necromancer makes two Withering Touch attacks or casts one spell.
-
Withering Touch
+7 to hit · reach 5 ft.
3d6 + 4 necrotic damage
A necrotic touch from the necromancer's hand.
-
Raise the Hall
This action recharges after a long rest. Four skeletons or two zombies rise within 30 feet and act on the necromancer's initiative. They crumble when it is destroyed.
-
Enervate
One creature within 60 feet makes a DC 15 Constitution save, taking 6d8 necrotic damage on a failure or half as much on a success. Its hit point maximum is reduced by the damage taken until it finishes a long rest.