18 (natural armor)
133 (14d8 + 70)
30 ft.
Int +10, Wis +9, Cha +10
Arcana +10, Deception +10, Perception +9, Persuasion +10
necrotic
darkvision 90 ft.
All
16
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.
If the necromancer fails a saving throw, it can choose to succeed instead.
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
The necromaner has advantage on saving throws against any effect that turns undead.
The necromancer makes two melee attacks.
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.
The necromancer casts a cantrip.
The necromancer summons 1d6 dire wolves which arrive in 1d6 rounds.
30% chance to summon a wraith which appears in an unoccupied space within 60 feet of it.