Necromancer

Medium Humanoid. CR 6, AC 12, 67 HP. Traits: Spellcasting.

Armor class
12
Hit points
67
Challenge
6
Creature type
Humanoid
Size
Medium

Stat block

Cha
10
Con
16
Dex
14
Int
16
Str
10
Wis
12
Speed
Walk: 30
Senses
passive Perception 14
Skills
Arcana: 6; History: 6; Perception: 4; Investigation: 6
Actions
  • Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  • Fire Bolt (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.
  • 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.
  • Greater Invisibility (4th-Level; V, S, Concentration). The mage or a creature they touch is invisible for 1 minute.
  • 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.
Languages
any three
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.
Saving throws
Wisdom: 4; Intelligence: 6
Special abilities
  • 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

Source and licence

From A5E Monstrous Menagerie.

Licence: Open Game Content (OGL 1.0a).

Every licence notice Tavern Bag relies on.