NecromancerMedium humanoid (any species)
- 9 (5,000 XP)
Death’s Gift. The necromancer doesn’t require air, food, drink, or sleep, although it still requires rest to reduce being exhausted and still benefit from finishing short and long rests.
Spellcasting. The necromancer is a 11th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It has 17 mana, a mana limit of 3, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) when it finishes a short rest, and knows the following spells:
1 mana: absorb spirit, animate dead, bone armor, consult the spirits, consumptive field, enervation, false life, find familiar, giant crawling claw, inflict wounds, life drain, life transference, path to the grave, ray of enfeeblement, soul siphon, spirit drain
2 mana: antilife shell, circle of death, constricting bandage, control undead, death ward, defer death, faithful hound, feign death, finger of death, fuse form, gentle repose, possess, reincarnate, share pain, speak with dead, speak with spirits, spectral form, spirit guardians, spiritual impressions, vengeful spirit, wall of bones, wrath of nature
Undead Thralls. When the necromancer casts animate dead, it can target one additional corpse or pile of bones, creating another zombie or ske1eton, as appropriate.
Whenever the necromancer create an undead using a spell, it has additional benefits:
The creature’s maximum health is increased by 10.
The creature have a +5 bonus to their weapon damage rolls.
Unholy Defiance. The necromancer has advantage on death saving throws, and if it dies, its corpse and remains are protected from decay as the gentle repose spell.
Withering Touch. Melee Spell Attack: +7 to hit, reach 1.5 m., one creature. Hit: 5 (2d4) necrotic damage.