Necromancer, Variant (5e Creature)

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Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Description is lacking. This creature is missing a "unique slaying method" for which "Undying Self" is negated. Even if this involves God-crafted weapons and whatever, the method needs to exist in the description. Either that, or this needs to be linked to a variant rule and {{Design Note}} that describes creatures that can't be killed, or a specific campaign setting (likely with a heavy undead theme).


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Scales.png This page is of questionable balance. Reason: Forced Company is a theoretically an infinitely, high-leveled spell-slot dressed as a feature that is free/passive.


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Necromancer[edit]

Medium undead, neutral


Armor Class 17 (natural armor)
Hit Points 650 (100d8 + 200)
Speed 20 ft.


STR DEX CON INT WIS CHA
8 (-1) 10 (+0) 15 (+2) 12 (+1) 30 (+10) 1 (-5)

Saving Throws Con +10, Wis +18
Damage Vulnerabilities psychic
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing and slashing from nonmagical attacks
Damage Immunities necrotic, poison, radiant
Condition Immunities blinded, charmed, paralyzed, poisoned, restrained
Senses passive Perception 20
Languages Abyssal, Common, Infernal
Challenge 26 (90,000 XP)


Forced Company. Anytime necromancer is within 20 ft. of a corpse or skeleton it is brought to life as if it was the target of a animate dead spell.

Undead Ruler. The necromancer can cast any necromancy spell as a bonus action, reaction or action (the spell can be of any level).

Not a Fan of the Living. When necromancer is within 100 ft. of any living humanoid that is not a fiend they begin to go insane and suffer 1 level of exhaustion every three days that they are within 100ft of any living humanoid.

ACTIONS

Necrotic Burst. Melee Weapon Attack: +24 to hit, reach 40ft., one target. Hit: 43 (5d10 + 18) necrotic damage.


LEGENDARY ACTIONS

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.

Ocean of Undead (lair only). The necromancer, residing in the 1st floor of the nine hells (a dark place filled with only skeletons) can bring to life every corpse in limbo as if it was the target of an animate dead spell as a reaction to taking damage.

Undying Self. As a reaction to dying the necromancer can bring himself back to life as if he was the target of the true resurrection spell.

New Family Member (lair only). The necromancer targets one creature within 100ft of it and uses power word kill with the maximum hit points being 400 instead of 100.

The necromancer is the kind and socially awkward ruler of limbo the first floor of the nine hells. The necromancer lives in a large castle surrounded by bones and strongly dislikes humans but won't harm them, because, well...it'd be kinda awkward when they come back to life.

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