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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

STR

9 -1

DEX

14 +2

CON

12 +1

INT

17 +3

WIS

12 +1

CHA

11 +0

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


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