Necromancer

Volo's Guide to Monsters p. 217,

Size
Medium
Type
humanoid (any race)
Alignment
any alignment
AC
12 (15 with mage armor)
Hit Points
66 (12d8+12)
Speed
walk 30 ft.
Saving Throws
Int +7, Wis +5
Skills
Arcana +7, History +7
Resistances
necrotic
Passive Perception
11
Languages
any four languages
Challenge
9
Environment
desert, urban
STR
9
−1
DEX
14
+2
CON
12
+1
INT
17
+3
WIS
12
+1
CHA
11
+0

Traits

Grim Harvest (1/Turn)

When 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.

recharge

1/TURN

Spellcasting

The necromancer is a 12th-level spellcaster. Its 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, dancing lights, mage hand, mending
  • 1st level (4 slots): false life, mage armor, ray of sickness
  • 2nd level (3 slots): blindness/deafness, ray of enfeeblement, web
  • 3rd level (3 slots): animate dead, bestow curse, vampiric touch*
  • 4th level (3 slots): blight*, dimension door, stoneskin
  • 5th level (2 slots): Bigby's hand, cloudkill
  • 6th level (1 slots): circle of death*

*Necromancy spell of 1st level or higher

Actions

Withering Touch

Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (2d4) necrotic damage.

Spells

chill touch, dancing lights, mage hand, mending, false life, mage armor, ray of sickness, blindness/deafness, ray of enfeeblement, web, animate dead, bestow curse, vampiric touch, blight, dimension door, stoneskin, Bigby's hand, cloudkill, circle of death

Spell Slots

0,4,3,3,3,2,1

Other data

description

Necromancers are specialist wizards who study the interaction of life, death, and undeath. Some like to dig up corpses to create undead slaves. A few use their powers for good, becoming hunters of the undead and risking their lives to save others.