12 (15 with mage armor)
49 (9d8 + 9)
walk 30 ft.
int +7, wis +5
Arcana +7, Deception +3, Medicine +5
Birdfolk, Hedge, Sylvan, 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): false life, mage armor, magic missile, sleep • 2nd level (3 slots): misty step, ray of enfeeblement, web • 3rd level (3 slots): animate dead, counterspell, fear • 4th level (3 slots): blight, evard's black tentacles • 5th level (1 slots): passwall
When falling at least 10 feet, the necromancer can spend a reaction to fly up to their speed in one direction as they descend. The necromancer lands in an unoccupied space at the end of their movement, and takes no falling damage. The necromancer cannot glide while carrying heavy objects, heavy weapons, or shields (though they can drop any held items as part of their reaction).
As a bonus action, the necromancer can use their powerful feathered arms to propel themselves upward up to half their movement speed. The necromancer can use it in conjunction with a regular jump, but not while gliding.
The necromancer can communicate simple ideas to living plants, and is able to interpret their responses in simple language.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with both hands.