Dread Necromancer (5e Creature)

Dread Necromancer

Medium humanoid (any race), any alignment


Armor Class 13 (16 with mage armor)
Hit Points 104 (16d8 + 32)
Speed 30 ft.


STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 14 (+2) 19 (+4) 14 (+2) 13 (+1)

Saving Throws Int +8, Wis +6
Skills Arcana +8, Deception +5, History +8, Perception +6, Religion +8
Damage Resistances necrotic
Senses passive Perception 16
Languages any five languages
Challenge 10 (5,900 XP)


Brave. The necromancer has advantage on saving throws against being frightened.

Brute. A melee weapon deals one extra die of its damage when the necromancer hits with it (included in the attack).

Keen Sight. The necromancer has advantage on Wisdom (Perception) checks that rely on sight.

Spellcasting. The necromancer is a 14th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The necromancer has the following wizard spells prepared:

Cantrips (at will): chill touch, dancing lights, mage hand, mending, minor illusion
1st level (4 slots): false life*, mage armor**, venomous ray*
2nd level (3 slots): blindness/deafness*, ray of enfeeblement*, web
3rd level (3 slots): animate dead*, bestow curse*, counterspell, lightning bolt
4th level (3 slots): blight*, dimension door, fire shield**
5th level (2 slots): arcane hand, cloudkill, wall of force
6th level (1 slot): create undead*
7th level (1 slot): finger of death*

* Necromancy spell of 1st level or higher
** The necromancer casts these spells on itself before combat.

Grim Harvest (1/Turn). When the necromancer kills a creature that is neither a construct nor undead with a spell of 1st level or higher, the necromancer regains hit points equal to twice the spell's level, or three times if it is a necromancy spell.

ACTIONS

Multiattack. The necromancer makes two melee weapon attacks.

Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (2d4 + 3) piercing damage.

Vampiric Touch. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (3d6) necrotic damage, and the necromancer regains hit points equal to half the necrotic damage dealt.

Leadership (Recharges after a Short or Long Rest) (must be able to speak). For 1 minute, the necromancer can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the necromancer. A creature can benefit from only one Leadership die at a time. This effect ends if the necromancer is incapacitated.

REACTIONS

Parry. The necromancer adds its proficiency modifier to its AC against one melee attack that would hit it. To do so, the necromancer must see the attacker and be wielding a melee weapon.

A necromancer[1] with the Master template applied to it.

References

  1. Volo's Guide to Monsters pp.217

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gollark: Or give it a static IP, even?!
gollark: If it's on a LAN just... use the local IP?
gollark: What *is* your networking setup?
gollark: Great, right?
gollark: So really, stuff can break for no apparent reason with no recourse other than randomly restarting things.
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