Undead Mage
An undead mage came through being raised with its training intact and without the preparation that returns a lich. It kept the formulae and lost the judgment, so it spends a 6th-level spell on a locked door and is one short when the door opens.
- Physiology
- Undead, Humanoid
- Size
- Medium
- Speed
- 30 ft.
- Armor class
- 15 (mage armor)
- Hit points
- 88 (16d8 + 16)
- Proficiency
- +3
- STR 10 +0 save +0
- DEX 14 +2 save +2
- CON 12 +1 save +1
- INT 17 +3 save +6
- WIS 12 +1 save +4
- CHA 11 +0 save +0
- Skills
- Arcana +6 , History +6
- Passive Perception
- 11
- Senses
- darkvision 60 ft.
- Languages
- Common, Mythar
- Damage resistances
- necrotic
- Damage immunities
- poison
- Found in
- Settlement
Traits
-
Undead Fortitude
When damage reduces the mage to 0 hit points, it makes a Constitution saving throw against a DC of 5 plus the damage taken, dropping to 1 hit point instead on a success. Radiant damage and a critical hit prevent this.
Actions
-
Withering Bolt
+6 to hit · long range
4d8 necrotic damage
A bolt of necrotic energy.
-
Grave Chill
DC 12 Constitution save
Each creature in a 30-foot cone makes a Constitution saving throw, taking 5d8 cold damage on a failure and half as much on a success. A creature that fails also has its speed halved until the end of its next turn.
-
Raise the Fallen
Once per day, the mage raises up to four corpses within 30 feet as zombies under its command. They act on its initiative and crumble after 1 hour.