Archnecromancer (5e Creature)

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Medium humanoid (any race), any alignment

Armor Class 14 (17 with mage armor)
Hit Points 150 (20d8 + 60)
Speed 30 ft.

13 (+1) 18 (+4) 16 (+3) 21 (+5) 16 (+3) 15 (+2)

Saving Throws Con +8, Int +10, Wis +8
Skills Arcana +10, Deception +7, History +10, Perception +8, Religion +10, Stealth +9
Proficiency Bonus +5
Damage Resistances necrotic
Senses passive Perception 18
Languages any six languages
Challenge 15 (13,000 XP)

Brave. The necromancer has advantage on saving throws against being frightened.

Brute. A melee weapon deals one extra die of its damage when the necromancer hits with it (included in the attack).

Indomitable (3/Day). The necromancer can reroll a saving throw it fails. It must use the new roll.

Keen Sight. The necromancer has advantage on Wisdom (Perception) checks that rely on sight.

Spellcasting. The necromancer is a 16th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). The necromancer has the following wizard spells prepared:

Cantrips (at will): chill touch, dancing lights, mage hand, mending, minor illusion
1st level (4 slots): false life*, mage armor**, venomous ray*
2nd level (3 slots): blindness/deafness*, gust of wind, ray of enfeeblement*, web
3rd level (3 slots): animate dead*, bestow curse*, counterspell, lightning bolt
4th level (3 slots): banishment, blight*, dimension door, fire shield**
5th level (2 slots): arcane hand, cloudkill, wall of force
6th level (1 slot): create undead*
7th level (1 slot): finger of death*
8th level (1 slot): clone*

* Necromancy spell of 1st level or higher
** The necromancer casts these spells on itself before combat.

Grim Harvest (1/Turn). When the necromancer kills a creature that is neither a construct nor undead with a spell of 1st level or higher, the necromancer regains hit points equal to twice the spell's level, or three times if it is a necromancy spell.


Multiattack. The necromancer makes three melee weapon attacks.

Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 9 (2d4 + 4) piercing damage in melee or 6 (1d4 + 4) piercing damage at range.

Vampiric Touch. Melee Spell Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (3d6) necrotic damage, and the necromancer regains hit points equal to half the necrotic damage dealt.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the necromancer can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the necromancer. A creature can benefit from only one Leadership die at a time. The effect ends if the necromancer is incapacitated.


Parry. The necromancer adds 5 to its AC against one melee attack that would hit it. To do so, the necromancer must see the attacker and be wielding a melee weapon.


The necromancer can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The necromancer regains spent legendary actions at the start of its turn.

Attack or Cantrip. The necromancer makes a weapon attack or casts a cantrip.
Command Ally. The necromancer targets one nonhostile creature it can see within 30 feet of it. If the target can see and hear the necromancer, the target can make one weapon attack as a reaction and gains advantage on the attack roll.
Frighten Foe (Costs 2 Actions). The necromancer targets one hostile creature it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a DC 16 Wisdom saving throw or be frightened until the end of the necromancer's next turn.
Cast a Spell (Costs 3 Actions). The necromancer casts a spell from its list of prepared spells, using a spell slot as normal.

A dread necromancer with the Great Master template applied to it.

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