Gallus Necromancer

Humblewood Campaign Setting p. 198 (Third Party)

Size
Medium
Type
humanoid (gallus)
Alignment
Any Non-Lawful Alignment
AC
12 (15 with mage armor)
Hit Points
49 (9d8+9)
Speed
walk 30 ft.
Saving Throws
Int +7, Wis +5
Skills
Arcana +7, Deception +3, Medicine +5
Passive Perception
12
Languages
Birdfolk, Hedge, Sylvan, can also understand Auran but can't speak it
Challenge
6
Lineage
Necromancer
STR
9
−1
DEX
14
+2
CON
12
+1
INT
18
+4
WIS
14
+2
CHA
10
+0

Traits

Proficiency Bonus

+3

Spellcasting

The necromancer is a 9th level spellcaster. Their spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The necromancer has the following wizard spells prepared:

  • Cantrips (at will): chill touch, light, mage hand, prestidigitation
  • 1st level (4 slots): false life, mage armor, magic missile, sleep
  • 2nd level (3 slots): misty step, ray of enfeeblement, web
  • 3rd level (3 slots): animate dead, counterspell, fear
  • 4th level (3 slots): blight, evard's black tentacles
  • 5th level (1 slots): passwall

Glide

When falling at least 10 feet, the necromancer can spend a reaction to fly up to their speed in one direction as they descend. The necromancer lands in an unoccupied space at the end of their movement, and takes no falling damage. The necromancer cannot glide while carrying heavy objects, heavy weapons, or shields (though they can drop any held items as part of their reaction).

Wing Flap

As a bonus action, the necromancer can use their powerful feathered arms to propel themselves upward up to half their movement speed. The necromancer can use it in conjunction with a regular jump, but not while gliding.

Seedspeech

The necromancer can communicate simple ideas to living plants, and is able to interpret their responses in simple language.

Actions

Staff

Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with both hands.

Spells

chill touch, light, mage hand, prestidigitation, false life, mage armor, magic missile, sleep, misty step, ray of enfeeblement, web, animate dead, counterspell, fear, blight, evard's black tentacles, passwall, cure wounds

Spell Slots

0,4,3,3,3,1

Other data

description

Gallus aren't typically drawn down the path of necromancy, but a few mavericks with arcane talent and the inclination to study the darker side of magic have found success in The Avium. More commonly, such necromancers study the art theoretically, learning how it disrupts the balance of life and death so that their students can be taught how to effectively counter such vile spells.