Bestiary · Undead

PR 11

Necromancer Hierophant

A necromancer hierophant wears a fur-trimmed coat over plain dark robes and holds a severed head up on the palm like a lamp. It is what a necromancer becomes when the work turns into a rite: the congregation raises the dead, and the hierophant speaks for whatever responds. It has no body of its own beyond the one it is wearing. Its followers come from both sides of the grave.

Necromancer Hierophant, drawn at Medium scale
Physiology
Undead, Humanoid
Size
Medium
Speed
30 ft.
Armor class
17 (grave wards)
Hit points
195 (23d8 + 92)
Proficiency
+4
  • STR 11 +0 save +0
  • DEX 14 +2 save +2
  • CON 18 +4 save +8
  • INT 21 +5 save +9
  • WIS 17 +3 save +7
  • CHA 18 +4 save +4
Skills
Arcana +9 , Lore +9 , Religion +9 , Intimidation +8
Passive Perception
13
Senses
darkvision 120 ft.
Languages
Common, Netherspeech, Old Valar
Damage resistances
necrotic, cold
Damage immunities
poison
Condition immunities
charmed , frightened , poisoned
Found in
Settlement , Rift Breach

Traits

  • Congregation

    Undead within 120 feet that it controls have advantage on saving throws, and it can see and hear through any of them.

  • Undying

    If it is reduced to 0 hit points while any undead it controls is within 1 mile, it rises again in that creature's place at the next midnight.

  • Legendary Resistance

    Once per day, when it fails a saving throw, it can choose to succeed instead.

Actions

  • Multiattack

    It uses Withering Touch twice, or once and uses Raise the Congregation.

  • Withering Touch

    +9 to hit · reach 5 ft.

    3d8 + 5 necrotic damage

    A touch that withers living flesh.

  • Raise the Congregation

    Up to six corpses within 60 feet rise as zombies or skeletons under its control. They act on its initiative. Recharges after it rolls a 5 or 6 on a d6 at the start of its turn.

  • Grave Sermon

    DC 17 Constitution save

    Every living creature within 30 feet makes a Constitution saving throw, taking 8d8 necrotic damage on a failure and half as much on a success. Undead in the area regain hit points equal to half the total dealt.

  • The Head Speaks Bonus action

    The head it holds gives a truthful reply to one question about a subject the dead person knew in life.