Volo's Guide to Monsters (5e)			
	  Necromancer CR: 9
  
	
    		
          Small to Medium humanoid, any alignment 
      
      Armor Class: 15 (Mage Armor)
      Hit Points: 66 (12d8 + 12)  12d8+12 
      Speed: 
              30 ft
                                          
 
      
      
      
              Saving Throws: Intelligence +7, Wisdom +5
                    Skills: Arcana +7, History +7
                                            Senses: Passive Perception 11
                    Languages: Common, & any three languages
                    Challenge Rating: 9
        ( 5000 XP)
                
                    Proficiency Bonus: +4
           
    		
      
 by Randy Vargas
 
		 
       
  
      
      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 slot): Circle of Death*
*Necromancy spell of 1st level or higher 
 
     
                
    
      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. 
 
     
        Actions
    Withering Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 5 (2d4) necrotic damage. 
 
                          Suggested Environments
    Any Climate; Any Terrain