12 (15 with mage armor)
49 (9d8 + 9)
walk 30 ft.
int +7, wis +3
Arcana +7, Deception +5, Medicine +3
Birdfolk, any two other languages, can also understand Auran but can't speak it
6
+3
The necromancer is a 9th-level spellcaster. Their spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The necromancer has the following wizard spells prepared: • Cantrips (at will): chill touch, light, mage hand, prestidigitation • 1st level (4 slots): disguise self, false life, mage armor, magic missile • 2nd level (3 slots): misty step, ray of enfeeblement, suggestion • 3rd level (3 slots): animate dead, counterspell, fear • 4th level (3 slots): blight, greater invisibility • 5th level (1 slots): dominate person
When falling at least 10 feet, the necromancer can spend a reaction to fly up to their speed in one direction as they descend. They land in an unoccupied space at the end of their movement, and take no falling damage. They cannot glide while carrying heavy objects, heavy weapons, or shields (though they can drop any held items as part of their reaction).
The necromancer has advantage on Strength (Athletics) checks made to climb any surface their talons could reasonably grip.
The necromancer has advantage on all Charisma checks used to convince someone of their knowledge of subject matter pertaining to the Arcana skill.
Once per turn, when the necromancer kills one or more creatures with a spell of 1st level or higher, they can regain hit points equal to twice the level of the spell, or three times the level if it is a necromancy spell.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if wielded with both hands.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.