Dread Necromancer (5e Creature)
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Medium humanoid (any race), any alignment
Saving Throws Int +8, Wis +6
Brute. A melee weapon deals one extra die of its damage when the necromancer hits with it (included in the attack).
Spellcasting. The necromancer is a 14th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 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 two melee weapon attacks.
Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (2d4 + 3) piercing damage.
Vampiric Touch. Melee Spell Attack: +8 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) (must be able to speak). 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 adds its proficiency modifier 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.
- Volo's Guide to Monsters pp.217