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Necromancer

Challenge
Tags
str
10
dex
14
con
16
int
16
wis
12
cha
10

Medium humanoid 2,300 XP

AC 12 (15 with mage armor )

HP 67 (9d8 + 27; bloodied 33)

Speed 30 ft.


Proficiency +3; Maneuver DC 13

Saving Throws Int +6, Wis +4

Skills Arcana +6 (+1d4), History +6, Investigation +6, Perception +4

Senses passive Perception 14

Languages any three


Spellcasting. The mage is a 9th level spellcaster. Their spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). They have the following wizard spells prepared:

Cantrips (at will): fire bolt , light , mage hand , prestidigitation

1st-level (4 slots): detect magic , identify , mage armor , shield

2nd-level (3 slots): alter self , misty step

3rd-level (3 slots): animate dead , counterspell , fireball

4th-level (3 slots): dimension door , greater invisibility

5th-level (1 slot): cone of cold


ACTIONS

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Fire Bolt (Cantrip; V, S). Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 11 (2d10) fire damage.

Fireball (3rd-Level; V, S, M). Fire streaks from the mage to a point within 120 feet and explodes in a 20-foot radius, spreading around corners. Each creature in the area makes a DC 14 Dexterity saving throw , taking 21 (6d6) fire damage on a failed save or half damage on a success.

Dimension Door (4th-Level; V). The mage teleports to a location within 500 feet. They can bring along one willing Medium or smaller creature within 5 feet. If a creature would teleport to an occupied space, it takes 14 (4d6) force damage, and the spell fails.

Greater Invisibility (4th-Level; V, S, Concentration). The mage or a creature they touch is invisible for 1 minute.

Cone of Cold (5th-Level; V, S, M). Frost blasts from the mage in a 60-foot cone. Each creature in the area makes a DC 17 Constitution saving throw , taking 36 (8d8) cold damage on a failure or half damage on a success. 


BONUS ACTIONS

Misty Step (2nd-Level; V). The mage teleports to an unoccupied space they can see within 30 feet. The mage can’t cast this spell and a 1st-level or higher spell on the same turn.


REACTIONS

Counterspell (3rd-Level; S). When a creature the mage can see within 60 feet casts a spell, the mage attempts to interrupt it. If the creature is casting a 2nd-level spell or lower, the spell fails. If the creature is casting a 3rd-level or higher spell, the mage makes an Intelligence check against a DC of 10 + the spell’s level. On a success, the spell fails, and the spellcasting creature can use its reaction to try to cast a second spell with the same casting time so long as it uses a spell slot level equal to or less than half the original spell slot. If the mage casts counterspell with a higher spell slot, the interrupted spell fails if its level is less than that of counterspell .

Shield (1st-Level; V, S). When the mage is hit by an attack or targeted by magic missile , they gain a +5 bonus to AC (including against the triggering attack) and immunity to magic missile. These benefits last until the start of their next turn.

Varied Spellbooks

Besides the spells listed in the mage, archmage, or arcane blademaster’s stat block, they may also know one of the following spells: 

1 find familiar , and has a familiar

2 magic mouth , and has cast lots of magic mouths in the area

3 alter self , and is in disguise

4 detect thoughts , and uses it irresponsibly

5 animate dead , and has a pet zombie or skeleton

6 glyph of warding , and has cast Explosive Runes

7 nondetection , and is on the run

8 polymorph , and often transforms into a hawk or rat

9 scrying , and has been watching you

10 animate objects , and has several animated pieces of furniture

Description

The practice of animating the dead is at best distasteful and often forbidden outright. Mages drawn to necromancy usually live in isolated places near catacombs, tombs, or ancient battlefields.

Encounters

CR 0–2 1 or 2 apprentice mages ; apprentice mage with acolyte , grimalkin , owl , or quasit

Treasure 8 pp, spellbook, spell scroll of unseen servant , 1 wand of the war mage (sentient, named Mentor, with Intelligence, Wisdom and Charisma scores of 14; speaks 6 languages; lectures its owner on the right way to do everything)

CR 5–10 mage ; mage with 1 or 2 apprentice mages ; mage with animated armor , elemental , gargoyle , grimalkin , or imp ; forest gnome illusionist with faerie dragon or scout ; necromancer with 1d8 skeletons or zombies ; shadow elf mage with 1d10 shadow elf warriors ; shadow elf mage with shadow elf champion warrior

Treasure jade and onyx chessboard (250 gp), tiny gold chess pieces (750 gp), spellbook, spell scroll of magic mouth , winged boots , twisted iron wand which acts as a ring of spell storing

CR 11–16 archmage ; 2 mages ; archmage with elemental ; mage with clay guardian , bone devil , giant elemental , invisible stalker , or shield guardian ; necromancer with skeleton horde , zombie horde , skeletal tyrannosaurus rex , or 2 skeletal champions

Treasure 700 gp, ceremonial gold skullcap (2,500 gp), spellbook, spell scrolls of fire shield and secret chest , ring of mind shielding , cracked crystal ball which displays a flickering image of its user near any scrying sensor it creates

CR 17–22 arcane blademaster ; 2 archmages ; archmage with djinni , giant elemental , mage , shield guardian , or stone guardian

Treasure 3 emeralds (1,000 gp each), pseudodragon egg (5,000 gp), spellbook, potion of clairvoyance , spell scrolls of circle of death and eyebite , ring of free action , staff of power

CR 23–30 arcane blademaster with 3 knights ; archmage with 5 or 6 ghasts , hell hounds , knights , mummies , or ogre zombies

Treasure 8,000 gp, vial of powdered diamond (5,000 gp), copper dragon egg (10,000 gp), spellbook, 2 potions of supreme healing , spell scrolls of prismatic wall and sunburst , ring of mind shielding , robe of the archmagi (archmage) or dwarven plate (arcane blademaster)

 

Monster Type Description

Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.