The Necromancer

Medium undead, chaotic evil

Armor Class

18 (natural armor)

Hit Points

133 (14d8 + 70)

Speed

30 ft.

Saves

Int +10, Wis +9, Cha +10

Skills

Arcana +10, Deception +10, Perception +9, Persuasion +10

Damage Immunities

necrotic

Senses

darkvision 90 ft.

Languages

All

Challenge

16

Aura of Fear

Any creature within 60 feet of the necromancer must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns.

Legendary Resistance (3/Day)

If the necromancer fails a saving throw, it can choose to succeed instead.

Spellcasting

The necromancer is an 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 with spell attacks). It has the following spells prepared • Cantrips (at will): blade ward, chill touch, message, minor illusion, prestidigitation, shocking grasp • 1st level (4 slots): false life, fog cloud, ray of sickness, silent image • 2nd level (4 slots): detect thoughts, misty step, ray of enfeeblement, scorching ray • 3rd level (3 slots): animate dead, bestow curse, vampiric touch • 4th level (3 slots): blight, dimension door, wall of fire • 5th level (3 slots): animate objects, dominate person, geas • 6th level (1 slots): circle of death • 6th level (1 slots): finger of death

Turn Resistance

The necromaner has advantage on saving throws against any effect that turns undead.

Actions

Multiattack

The necromancer makes two melee attacks.

Black Rod

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d10) bludgeoning damage and sends out a black necrotic storm in a 60-ft cone. Creatures take 11 (2d10) necrotic damage. Or an action can also be used to dispel magic.

Legendary actions

Cantrip

The necromancer casts a cantrip.

Summons Wolves (Costs 3 Actions)

The necromancer summons 1d6 dire wolves which arrive in 1d6 rounds.

Summons Wraiths (Costs 3 Actions)

30% chance to summon a wraith which appears in an unoccupied space within 60 feet of it.