Necromancer

Medium Humanoid, (CR 6)

Armor Class 12

Hit Points 67 (9d8+27)🎲

Speed 30 ft.


STR

10 (+0)

DEX

14 (+2)

CON

16 (+3)

INT

16 (+3)

WIS

12 (+1)

CHR

10 (+0)


Skills

Senses passive Perception 14

Languages any three

Challenge Rating 6

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.


sizeMedium

typeHumanoid

group

alignment

strength_save

dexterity_save

constitution_save

intelligence_save6

wisdom_save4

charisma_save

perception

damage_vulnerabilities

damage_resistances

damage_immunities

condition_immunities

cr6

reactionsname: Counterspell (3rd-Level; S),desc: 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.,name: Shield (1st-Level; V,desc: 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.,name: Misty Step (2nd-Level; V),desc: 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.

legendary_desc

legendary_actions

special_abilitiesname: Spellcasting,desc: 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

spell_list

page_no483

document__license_urlhttp://open5e.com/legal

document__slugmenagerie

document__titleLevel Up Advanced 5e Monstrous Menagerie

document__urlhttps://www.levelup5e.com

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Level Up Advanced 5e Monstrous Menagerie, page no. 483
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