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Necromancer

Medium human (pirate), lawful evil
Armor Class 11
Hit Points (4d8 + 6) 4d8+6
Speed 30ft Swim: 10ft

STR
11 0
DEX
10 0
CON
12 +1
INT
16 +3
WIS
14 +2
CHA
11 0

Skills Arcana +6, Religion +4
Senses Passive Perception 12
Languages Common, Elven, Undercommon, Abyssal
Challenge 1

Necrotic Orb Ranged Spell Attack: +6 to hit, range 120/200, one target.hit: 11 (2d10) 2d10 necrotic damage.

Unholy Frenzy. One creature the necromancer can see within 60 feet becomes frenzied. While frenxied, the creature can make a weapon attach as a bonus action on its turn. The frenzied creature takes 5 necrotic damage at the end of each of its turns. The necromanter must concentrate on this abbility as if concentrating a spell. The frenzied state lasts for up to 1 minute.

Cripple. One creature the necromancer can see within 100 feet must make a DC 14 Constitution saving throw. On a failed save the target's speed is reduced by half, it has a disadvantage on attacks and ability checks, and it deals half damage. The creature can repeat the saving throw at the end of each of its turns to end this effect. The necromancer can only affect one creature with this ability at a time.

1/day:

Animate Dead. x2 This spell creates two undead servants. Choose two piles of bones or corpses of Medium or Small size within range. Your spell imbues the targets with a foul mimicry of life, raising them as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse.

https://www.dndbeyond.com/monsters/zombie
https://www.dndbeyond.com/monsters/skeleton


Actions

Cutlass Melee Weapon Attack: +3 to hit. Hit: 5 (1d8 Slashing Damage) 1d8


 

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