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Necromancer

Medium Any race, Any Evil

Armor Class 12 (15 with mage armour)
Hit Points 38 (7d8+7)
Speed: 30 ft

STR

9
( -1 )

DEX

15
( +2 )

CON

12
( +1 )

INT

16
( +3 )

WIS

10
( +0 )

CHA

14
( +2 )

Saving Throws Intelligence +5, Wisdom +2
Skills Arcana +5, Deception +4, History +5, Medicine +2
Damage Resistances Necrotic (Necromancer Robes)
Senses passive Perception 10
Languages Common, three other languages
Challenge Rating 3
Proficiency Bonus +2

The necromancer is a 7th-level spellcaster, thier spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The necromancer has the following wizard spells prepared:  

Cantrips (at will)

Chill Touch, Mage Hand, Poison Spray, Frostbite  

1st-level (4 slots)

False Life, Ice Spike, Mage Armour, Ray of Sickness*  

2nd-level (3 slots)

Darkvision, Ray of Enfeeblement, Wither and Bloom*  

3rd-level (3 slots)

Animate Dead, Vampiric Touch*  

4th-level (1 slot)

Greater Soul Trap   * Necromancy spell of 1st level or higher that requires a saving throw or attack roll


Grim Harvest. Once per turn when a living creature fails a saving throw against or is harmed by one of the necromancer’s Necromancy spells of 1st level or higher, the necromancer regains hp equal to three times the spell’s level.   Undead Thralls. When the necromancer casts animate dead, it can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. Undead created by the necromancer have an additional 7 hp and a +2 to their weapon damage rolls.

Actions

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


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