Cole the Necromancer (5e Creature)

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This page is part of the The Holy War. It uses a homebrew villain who is not meant to be fought against but in the more than likely event that this creature does see combat here is its stat block. This creature is part of The Holy War campaign Settings and should be handled with care.

Cole The Necromancer[edit]

Medium humanoid (undead), neutral evil


Armor Class 31 (Cloaked Adamantine Titanium Armor)
Hit Points 275 (22d8 + 176)
Speed 40 ft.


STR DEX CON INT WIS CHA
22 (+6) 26 (+8) 26 (+8) 20 (+5) 20 (+5) 26 (+8)

Saving Throws Constitution +12, Intelligence +12, Wisdom +12, Dexterity +12
Skills Arcana +22, History +22, Insight +12, Perception +20, Religion +15, Deception +14
Damage Vulnerabilities radiant
Damage Resistances bludgeoning, piercing, and slashing
Damage Immunities cold, necrotic, poison; piercing and slashing from nonmagical attacks
Condition Immunities exhaustion, frightened, paralyzed, poisoned
Senses passive Perception 16
Languages Common, Elvish, Draconic, Necrosis, Dwarven
Challenge 27 (105,000 XP)


Spellcasting. Cole The Necromancer is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 23, +15 to hit with spell attacks). Cole has the following wizard spells prepared:

Cantrips (at will): mending, mage hand, ray of frost, shocking grasp
1st level (at will): detect magic, magic missile, shield
2nd level (at will): arcane lock, darkness, detect thoughts, invisibility, mirror image
3rd level (at will): animate dead, counterspell, dispel magic, fireball
4th level (4 slots): blight, ice storm, phantasmal killer
5th level (4 slots): cloudkill, hold monster, wall of force
6th level (4 slots): create undead, circle of death, wall of ice, disintegrate
7th level (4 slots): finger of death, plane shift, teleport
8th level (3 slots): maze, mind blank, frozen tomb
9th level (2 slots): power word kill, wish, create soul gem, eye of the storm, create greater undead
10th level (2 slots):perfect wish

Devil's Sight Cole can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Necrodoom When Cole the Necromancer uses an item or casts a spell to create undead, Cole raises an additional four undead who's CR is 9 or lower, and all undead that Cole raises are permanently under his control. In addition all undead Cole controls have their AC, attack bonus and hit points increased by +7.

Boon of Epic Magic. Cole has a single 10th level spell slot.

Ring of Stored Magic. Cole has an additional spell slot of each level.

Cloaked Adamantine Titanium Armor. When damaged by a critical hit, treat it as if it hit normally, and attacks that target you with disadvantage automatically miss.

Ring of Ice. This ring has 10 charges and regains 1d6 + 3 expended charges daily at dawn. The ring allows Cole to cast the following spells.
(1 charge) frost bolt, frostbite
(3 charges) frostfire bolt, froststrike, frozen tomb, ice spear
(4 charges) frostwave
(5 charges) ice beam, ice eruption, ice shards
(8 charges) ice wave

ACTIONS

Ice Scythe. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (3d10+ 15) slashing damage plus 6 (1d12) cold damage. A creature hit by this scythe has their constitution score reduced by 1d4 until the creature finishes a long rest. If their score reaches zero, they die and become a zombie under Coles permanent control.

Siphon. Melee Spell Attack: +14 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 7) necrotic damage. Cole regains an amount of hitpoints equal to the damage dealt. If this kills a creature, he regains twice the hitpoints.

Pitch Black. Cole spends a 5th level spell slot, and causes his armor to release masses of hazardous shadow. A massive cloud of magical darkness appears where he stands with a radius of 60 ft. Cole can choose for up to 10 creatures to be able to see through the darkness automatically. As an action while the dark cloud exists, he can cause creatures of his choice inside the cloud to regain 2d12 hitpoints.

REACTIONS

Undead Parry. If Cole is within 5 ft. of an undead creature he controls, he can use his reaction to instead have the attack target this creature.

Wall of Ice.Cole spends a 6th level or higher spell slot to cast Wall of Ice.

LEGENDARY ACTIONS

The 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 regains spent legendary actions at the start of its turn.
Detect Magic. Cole widens his senses to detect any magical creature or spell being cast/casted within 100ft.

Quicked Undead. Cole summons an undead creature with a CR of 11 or lower, but it only lasts until the end of Cole's next turn.

'Magic Surge.(3 Actions) Roll 1d6-1. Cole regains an amount of spell slots totaling that number.

Cole the Necromancer .jpg

Cole's Back Story Cole was once a simple kid living a normal life on the outskirts of the town of Iron fang, but after witnessing his fathers death by the hands of a paladin. He was crushed and enraged so he took it upon himself to continue his fathers study and get revenge on the god who order the paladin to kill Coles father. Through constant trial and error of practicing the dark arts over the years and by meeting a special someone Cole transcends into something greater than a normal lich, far more powerful.

Angel's Back Story Angel had a wife called Mia but she passed away shorty from Pneumonia after Cole was born. After the death of Mia, Angel became depressed and started studding dark magic to bring back the soul & body back and heal her sickness. But a villager that was passing by and heard that he's practicing necromancy then ratted out to the paladin's god and was sentenced to death. The day before Cole's 16th birthday a white armored paladin busted through the door and rushed Angel stabbing him with a claymore, ending his life...

DM Notes Cole is used for the story of "The Holy War" and is not used in normal game play, for he is not meant to be a BBEG but he can turn into one by the players, you can add him as a king of "Deaths Door" or something else feel free. Cole's personality is that he withholds information to untrustworthy people to inshore that he doesn't get betrayed and he's a great strategist, but he can over strategizes being too prepared. Cole has a wife named Sarah and two kids, now adults. A half-elf girl named Luna and a half-elf boy named Durlan. Cole's father, Angel is an elf and his mother, Mia is a human. Cole has one old friend, named Doitil who is a Dominion Overlord, but Cole fears that he may cross-paths and may not see eye-to-eye, so Cole strategizes a way to bring him to his knees without killing him.

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