Necromancer

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Necromancer

Monster Level: 10
Medium. Humanoid (Arcane Occult)
STR DEX END AWR INT CHA
1 2 4 0 4 1
Ref: 12 Fort: 14 Ant: 10 Log: 14 Will: 11
Armor Rating 13 Resist Arcane 2, Occult 2, Divine 4 Immune Necrotic
Hit Points 60 Vulnerable Primal 1, Psionic 1 DR 6/Radiant
Speed 30 ft Senses Darkvision 90 ft
Traits Iron Will
Features
Dark Magic. The Necromancer can cast the following arcane and occult spells. It has 50 SP/Rest. Circle of Warding, Clot, Contest Spell, Corpse Explosion, Darkness, Death Ward, Decapitate, Decay, Dispel Circle, Flay, Fracture, Grasp of Bones, Raise Bone Spider, Raise Death Soldier, Raise Revenant, Raise Skeleton, Shadow Travel, Unravel Magic.

Occult Rituals. The Necromancer can cast the following occult rituals each once per day. Animate Corpses, Blight, Child of Darkness, Shadow Armor, Warding Pentagram.

Dark Armor. The Necromancer gains +2 to all of its defenses in dim light, and +4 in darkness.

Summon Horde. Each time the Necromancer Takes a Rest, it summons 1d6 skeletons that follow its mental commands.

Actions

The Necromancer can take THREE of the following actions, or take the same action three times.

Move. The Necromancer can move up to its speed.

Scythe. Reach 5 ft Two-Handed Weapon. +2 vs AR. Hit: 7 (2d4+2) sharp.

Grave Whisper. Ranged 60 ft Arcane Cantrip. +4 vs FORT. Hit: 4 (1d8) necrotic. On a crit, the creature is Broken until the end of its next turn.

Sickening Gaze. Ranged 40 ft Occult Chant. +4 vs WILL. Hit: 3 (1d6) psychic and the creature is Sickened until the end of its next turn.

OR the Necromancer can MOVE and take ONE of the following actions.

Shambling Dead (Recharge 5). The Necromancer summons 1d4 Skeletons. Skeletons summoned in this way have only 1 HP.

Spell. The Necromancer casts a spell.

Reactions
Shadow Step (1/Round). When a creature moves into 5 ft reach from the Necromancer, the Necromancer may teleport up to 30 ft if it and its destination space are both in dim light or darkness.