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Necromancer A5E

CR 6 humanoid

Medium humanoid, chaotic evil


Armor Class
12
Hit Points
67 (9d8+27)
Speed
30 ft.

STR10 (+0)
DEX14 (+2)
CON16 (+3)
INT16 (+3)
WIS12 (+1)
CHA10 (+0)

Saving Throws
Intelligence +6, Wisdom +4
Skills
Arcana +6, History +6, Investigation +6, Perception +4
Senses
passive Perception 14
Languages
any three
Challenge
6 (2,300 XP) · Proficiency Bonus +3

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 spells 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) 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.

Source: Monstrous Menagerie (EN Publishing) · License: OPEN GAME LICENSE Version 1.0a details