Archnecromancer (5e Creature)
From D&D Wiki
Medium humanoid (any race), any alignment
Armor Class 14 (17 with mage armor)
Saving Throws Con +8, Int +10, Wis +8
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
* Necromancy spell of 1st level or higher
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. This effect ends if the necromancer is incapacitated.
Parry. The necromancer gains a +5 bonus 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 great master 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 great master regains spent legendary actions at the start of its turn.
Attack or Cantrip. The necromancer makes a weapon attack or casts a cantrip.
A dread necromancer with the Great Master template applied to it.
Back to Main Page → 5e Homebrew → Creatures