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 in melee or 5 (1d4 + 3) piercing damage at range.
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). 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 4 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