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Necromancer

Medium · Humanoid · CR 6 · Chaotic Evil

Armor Class
12
Hit Points and Hit Dice
67 (9d8+27)
Challenge Rating CR
6

Ability Scores

Core attributes and their modifiers.

STR
10
+0
DEX
14
+2
CON
16
+3
INT
16
+3
WIS
12
+1
CHA
10
+0

Overview

Category Monsters
Size Medium
Type Humanoid
Alignment Chaotic Evil
XP 2300
Initiative Bonus +2

Movement

Walk 30 ft (9.1 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Passive Perception 14

Saving Throws

Intelligence +6 Wisdom +4

Skills

Arcana +6 History +6 Investigation +6 Perception +4

Languages

any three

Traits

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

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.

Dagger

+5 to hit, reach 5 ft (1.5 m). Hit: 1d4+2 piercing damage.

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

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.

Fire Bolt

+6 to hit, range 120 ft (36.6 m). Hit: 2d10 fire damage.

(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.

Greater Invisibility

(4th-Level; V, S, Concentration) The mage or a creature they touch is invisible for 1 minute.

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.

About Necromancer

Necromancer is a medium humanoid with a Challenge Rating of 6. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 12 and possesses 67 hit points (derived from 9d8+27).

Necromancer has communication capabilities including any three. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Necromancer

2 tips available

When using Necromancer in your D&D 5e campaign, consider these tactical approaches:

  • Fire Damage Mitigation: This creature deals fire damage. Advise players to have fire resistance ready or use water-based tactics. Consider environmental fire hazards that could backfire on the creature.
  • Cold Damage Strategy: Cold-based attacks can slow or freeze. Prepare 'Heat Metal' or fire spells as countermeasures. Ice terrain can be used to create difficult terrain for melee characters.

Player Guide: Facing Necromancer

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Fire Damage Protection: This creature deals fire damage! Get fire resistance from spells like 'Resistance' or potions. Avoid fighting near flammable objects. Water spells can counter fire attacks.
  • Cold Damage Protection: This creature deals cold damage! Get cold resistance or use fire spells. Avoid water surfaces - they can freeze and create difficult terrain. 'Heat Metal' can counter cold.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 6.

Solo Encounter:

A single character of level 9 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 4,200 XP
  • Hard: 6,300 XP
  • Deadly: 8,400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Necromancer?
Necromancer has a Challenge Rating of 6, making it appropriate for parties of level 6.0.
What type of creature is Necromancer?
Necromancer is a Medium Humanoid, which affects how certain spells and abilities interact with it.
What languages does Necromancer speak?
Necromancer can communicate in any three.

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