Aestoria / DC Necromancer encounter

DC Necromancer encounter

Posted 2 years ago

Armor Class 12 (15 with mage armor)
Hit Points 49 (9d8 + 9)
Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 12 (+1) 18 (+4) 15 (+2) 13 (+1)

Saving Throws Intelligence +6, Wisdom +5
Skills Arcana +7, History +7
Condition Immunities frightened
Senses passive Perception 12
Languages Common plus any three languages
Challenge 6 (2,300 XP)

Special Traits

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

Actions

  • Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage or 4 (1d8) bludgeoning damage if used with two hands.

 

Lair actions

con sav vs 13 for necrotic damage

 

Brown Bear Zombie[edit]

Large undead, neutral evil


Armor Class 9 (natural armor)
Hit Points 38 (4d10 + 16)
Speed 30 ft., climb 20 ft.


STR DEX CON INT WIS CHA
19 (+4) 6 (-2) 18 (+4) 2 (-4) 8 (-1) 5 (-3)

Saving Throws Wis +1
Proficiency Bonus +2
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 9
Languages 
Challenge 1 (200 XP)


Keen Smell. The zombie has advantage on Wisdom (Perception) checks that rely on smell.

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

ACTIONS

Multiattack. The bear makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack:+6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

 

 

Skeleton Warrior[edit]

 

 

Medium undead, lawful evil


Armor Class 16 (scale mail)
Hit Points 39 (6d8 + 12)
Speed 30 ft.


STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 15 (+2) 6 (-2) 10 (+0) 7 (-2)

Saving Throws Str +4, Con +4
Skills Athletics +4
Proficiency Bonus +2
Damage Vulnerabilities bludgeoning
Damage Immunities piercing, poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands all languages it knew in life but can't speak
Challenge 1 (200 XP)


Brute. A melee weapon deals one more die of its damage when the skeleton hits with it (included in the attack).

Death Burst. When the skeleton dies, it explodes in a burst of bone fragments. Each creature within 5 feet of it must make a DC 12 Dexterity saving throw, taking 7 (2d6) piercing damage on a failed save, or half as much damage on a successful one.

ACTIONS

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) slashing damage, or 13 (2d10 + 2) slashing damage when wielded with two hands.

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

 

Necrolyte[edit]

Medium undead, neutral evil


Armor Class 14 (natural armor)
Hit Points 17 (2d8 + 8)
Speed 30 ft.


STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 18 (+4) 7 (-2) 8 (-1) 5 (-3)

Saving Throws Con +6, Wis +1
Damage Vulnerabilities radiant
Damage Immunities necrotic, poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 60 ft., passive Perception 9
Languages Common, Infernal
Challenge 2 (450 XP)


Necrotic Absorption. Whenever the necrolyte is subjected to necrotic damage, it takes no damage and instead regains a number of hit points equal to the necrotic damage dealt.

Speak with Undead. The necrolyte can communicate with undead as if they shared a language.

Undead Resurrection. If radiant damage reduces the necrolyte to 0 hit points, it dies permanently. If it is reduced to 0 hit points by any other method, it revives in 1d4 turns with 1 fewer Hit Die. If the necrolyte has no Hit Dice to use to revive itself, it dies permanently.

ACTIONS

Multiattack. The necrolyte makes two attacks, only one of which can be a bite.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage and 5 (2d4) necrotic damage.

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

 

Necrolytes generally look like ordinary civilians with pale skin until they die. When they die they come back to life but with more of a rotted or decayed appearance which gets worse the more they die and come back to life until they just look like walking corpses.
Necrolytes are humanoid creatures who were infused with necrotic energy before birth which usually kills them and their mothers. If they are buried with their mothers they grow in the womb until they dig themselves out of the womb and the grave. After they are "born" they rapidly grow over the course of several months into a full-size necrolyte.

 

 

Armored Zombie[edit]

Medium undead, neutral evil


Armor Class 17 (half plate)
Hit Points 45 (6d8 + 18)
Speed 20 ft.


STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 16 (+3) 6 (-2) 5 (-3) 4 (-3)

Saving Throws Str +6, Con +5
Proficiency Bonus +2
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 7
Languages understands the languages of its creator but can't speak
Challenge 3 (700 XP)


Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant damage or from a critical hit. On a success, the zombie drops to 1 hit point instead.

ACTIONS

Multiattack. The zombie makes two attacks.

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.

 

 

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