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
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.