DC Necromancer encounter
Posted 2 years agoArmor 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
- 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 9 hp and a +3 to their weapon damage rolls.
- Spellcasting. The necromancer is a 10th-level spellcaster. Its primary spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It has the following wizard spells prepared:
- Cantrips (at will): chill touch, mage hand, poison spray, ray of frost
- 1st level (4 slots): false life, mage armor, ray of sickness*
- 2nd level (3 slots): blindness/deafness*, ray of enfeeblement*
- 3rd level (3 slots): animate dead, dispel magic, fear, vampiric touch*
- 4th level (3 slots): blight*, ice storm, stoneskin
- 5th level (2 slots): cloudkill, cone of cold
*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]
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Large undead, neutral evil Armor Class 9 (natural armor)
Saving Throws Wis +1 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. ACTIONSMultiattack. 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]
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Medium undead, lawful evil Armor Class 16 (scale mail)
Saving Throws Str +4, Con +4 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. ACTIONSLongsword. 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.
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Necrolyte[edit]
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Medium undead, neutral evil Armor Class 14 (natural armor)
Saving Throws Con +6, Wis +1 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. ACTIONSMultiattack. 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.
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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. |
Armored Zombie[edit]
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Medium undead, neutral evil Armor Class 17 (half plate)
Saving Throws Str +6, Con +5 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. ACTIONSMultiattack. 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. |