| The Necromancer |
“Death is a curse from the so-called gods. They knew given enough time, we would surpass them. Undeath is a key to the shackle. Yet do not be fooled. Undeath is a prism to look through; not the true apotheosis for eternal life.”
The Necromancer masquerades as a soothsayer who is the unwilling prisoner of a nascent undead mage. This ruse serves the Necromancer well, facilitating a “rescue” if his unliving entourage is defeated. Though eccentric, he is not malicious, so if deception fails the Necromancer will seek escape via Misty Step and attempt a subsequent Invisibility or Fly.
Medium Humanoid (Human), Neutral
Armor Class 15 (Mage Armor), Initiative +2 (12)
Hit Points 50 (6d6 + 24) and 9 (2d4 + 4; False Life) Temporary HP
Speed 30 feet
| STR | DEX | CON | INT | WIS | CHA | ||||||
| 8 | 14 | 14 | 18 | 12 | 10 | ||||||
| MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV |
| -1 | -1 | +2 | +2 | +2 | +2 | +4 | +7 | +1 | +4 | +0 | +0 |
Skills Arcana +7, Deception +3, Insight +4, Investigation +7, Perceptionᴱ +7, Performance +3, Religion +7, Stealth +5; Calligrapher’s Supplies
Resistances Necrotic
Gear Arcane Focus (tarot deck), Backpack, Bedroll, Calligrapher’s Supplies, Component Pouch, Dagger, Gilded Skull (worth 300 GP), Hooded Lantern, Oil (2 flasks), Rations (10 days), Ring of Mind Shielding, Spellbook, Traveler’s Clothes, 2 Waterskins
Senses Passive Perception 17, Passive Investigation 17, Passive Insight 14
Languages Common, Draconic, Elvish
Challenge 4 (XP 1,100; Proficiency Bonus +3)
TRAITS
Arcane Recovery (1/Short Rest). The Necromancer can recover expended spell slots. The spell slots can have a combined level equal to no more than 3, and none of the slots can be level 6 or higher.
Concentration. The Necromancer has Advantage on Constitution saving throws that he makes to maintain Concentration.
Grave Resilience. While holding his spellbook, when the Necromancer uses Arcane Recovery, his Exhaustion level, if any, decreases by 1.
Memorize Spell (1/Short Rest). The Necromancer can study his spellbook and replace one of the level 1+ Wizard spells he has prepared for his Spellcasting feature with another level 1+ spell from the book.
Overwhelming Necrosis. While holding his spellbook, damage from the Necromancer’s Wizard spells and Wizard features ignores Resistance to Necrotic damage.
Resourceful. The Necromancer gains Heroic Inspiration whenever he finishes a Long Rest.
Ritual Adept. The Necromancer can cast any spell as a Ritual if that spell has the Ritual tag and the spell is in his spellbook. He needn’t have the spell prepared, but he must read from the book to cast a spell in this way.
Somatic Components. The Necromancer can perform the Somatic components of spells even when he has weapons or a Shield in one or both hands.
Telepathic Connection. While the familiar is within 100 feet of the Necromancer, the Necromancer can communicate with it telepathically.
Undead Thralls. Whenever the Necromancer starts casting the Animate Dead spell, he can modify it so that the spell’s effective level is increased by 1. In addition, whenever he casts a Necromancy spell using a spell slot that creates or summons an Undead, the Undead gains the benefits below.
- Undead Fortitude. The Undead’s Hit Point maximum and current Hit points increase by a number equal to the level of the spell slot used plus 4 for the duration of the spell.
- Withering Strike. Whenever the Undead hits a creature with an attack roll, the Undead deals an extra 4 Necrotic damage.
MAGIC ITEMS
Ring of Mind Shielding. While wearing this ring, the Necromancer is immune to magic that allows other creatures to read his thoughts, determine whether he is lying, know his alignment, or know his creature type. Creatures can telepathically communicate with him only if he allows it. If the Necromancer dies while wearing the ring, his soul enters it, unless it already houses a soul. He can remain in the ring or depart for the afterlife. As long as his soul is in the ring, he can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication.

ACTIONS
Dagger. Melee or Ranged Attack Roll: +5 to hit, reach 5 feet or range 20/60 feet. Hit: 4 (1d4 + 2) Piercing damage.
Ring of Mind Shielding. The Necromancer can take a Magic action to cause the ring to become imperceptible until he takes another Magic action to make it perceptible, until he removes the ring, or until he dies.
Spellcasting. The Necromancer is a 6th level spellcaster. He casts spells using Intelligence as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks). The Necromancer has the following wizard spells prepared:
Cantrips (at will): Mage Hand, Mind Sliver, Minor Illusion, Toll the Dead
1st level (4/Short Rest): False Life, Find Familiar, Mage Armor, Ray of Sickness, Shield ᴿ
2nd level (3/Short Rest): Invisibility, Mirror Image, Misty Step ᴮᴬ
3rd level (3/Short Rest): Animate Dead, Fireball, Fly, Summon Undead
Undead Thralls (1/Long Rest). The Necromancer casts the Animate Dead spell without expending a spell slot.
BONUS ACTIONS
Animate Dead. The Necromancer controls six Skeletons. He can mentally command any creature he made with the Animate Dead spell if the creature is within 60 feet of him (if the Necromancer controls multiple creatures, he can command any of them at the same time, issuing the same command to each one). The Necromancer decides what action the creature will take and where it will move on its next turn, or he can issue a general command, such as to guard a chamber or corridor. If the Necromancer issues no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow it until its task is complete.
Telepathic Connection. The Necromancer can see through his familiar’s eyes and hear what it hears until the start of the Necromancer’s next turn, gaining the benefits of any special senses it has.
REACTIONS
Reactive Spell. Trigger: When a creature provokes an Opportunity Attack from the Necromancer by leaving his reach. Response: The Necromancer casts a spell at the creature rather than making an Opportunity Attack. The spell must have a casting time of one action and must target only that creature.
| Zombie Familiar |

Humanoid zombies usually serve as guardians, servants, or soldiers for evil magic-users. In rare cases, foul magic might result in widespread reanimation of the dead, unleashing hordes of zombies to terrorize the living.
Medium Undead, Neutral Evil
Armor Class 16 (Chain Mail), Initiative -2 (8)
Hit Points 15 (2d8 + 6)
Speed 20 feet
| STR | DEX | CON | INT | WIS | CHA | ||||||
| 13 | 6 | 16 | 3 | 6 | 5 | ||||||
| MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV |
| +1 | +1 | -2 | -2 | +3 | +3 | -4 | -4 | -2 | +0 | -3 | -3 |
Immunities Poison; Exhaustion, Poisoned
Gear Arcane Focus (bead necklace), Book (fake spellbook), Chain Mail, Component Pouch, Fine Clothes, Gilded Skull (worth 1 GP)
Senses Darkvision 60 feet, Passive Perception 8
Languages Understands Common plus one other language but can’t speak
Challenge None (XP 0; Proficiency Bonus +2)
TRAITS
No Armor Training: The familiar has disadvantage on all Strength and Dexterity checks, and can not cast spells while wearing armor.
Telepathic Connection. While the familiar is within 100 feet of the Necromancer, the Necromancer can communicate with it telepathically.
Undead Fortitude. If damage reduces the zombie to 0 Hit Points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is Radiant or from a Critical Hit. On a successful save, the zombie drops to 1 Hit Point instead.
ACTIONS
Familiar. The familiar rolls its own Initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.
REACTIONS
Telepathic Connection. Trigger: The Necromancer casts a spell with a range of touch and his familiar is within 100 feet of him. Response: The familiar can deliver the touch.
| Skeleton |

Skeletons are reanimated Humanoid bones bearing the equipment they had in life. They have rudimentary faculties and greater agility than zombies and similar shambling corpses. While they aren’t capable of creating plans of their own, they avoid obvious barriers and self-destructive situations.
Medium Undead, Lawful Evil
Armor Class 14, Initiative +3 (13)
Hit Points 21 (2d8 + 12)
Speed 30 feet
| STR | DEX | CON | INT | WIS | CHA | ||||||
| 10 | 16 | 15 | 6 | 8 | 5 | ||||||
| MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV |
| +0 | +0 | +3 | +3 | +2 | +2 | -2 | -2 | -1 | -1 | -3 | -3 |
Vulnerabilities Bludgeoning
Immunities Poison; Exhaustion, Poisoned
Gear Backpack, Bedroll, Rations (10 days), Sack, Shortbow, Shortsword, Traveler’s Clothes, 2 Waterskins
Senses Darkvision 60 feet, Passive Perception 9
Languages Understands Common plus one other language but can’t speak
Challenge ¼ (XP 50; Proficiency Bonus +2)
ACTIONS
Shortsword. Melee Attack Roll: +5, reach 5 feet. Hit: 6 (1d6 + 3) Piercing damage plus 4 Necrotic damage.
Shortbow. Ranged Attack Roll: +5, range 80/320 feet. Hit: 6 (1d6 + 3) Piercing damage plus 4 Necrotic damage.
| Summon Undead |
The spirit resembles an Undead creature with a chosen form, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends. The creature is an ally to the Necromancer and his allies. In combat, the creature shares the Necromancer’s Initiative count, but it takes its turn immediately after his. It obeys the Necromancer’s verbal commands (no action required by him). If he doesn’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Medium Undead, Neutral
Armor Class 15
Hit Points 48 (Ghostly and Putrid only) or 38 (Skeletal only)
Speed 30 feet; Fly 40 feet (hover; Ghostly only)
| STR | DEX | CON | INT | WIS | CHA | ||||||
| 12 | 16 | 15 | 4 | 10 | 9 | ||||||
| MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV |
| +1 | +1 | +3 | +3 | +2 | +2 | -3 | -3 | +0 | +0 | -1 | -1 |
Immunities Necrotic, Poison; Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision 60 feet, Passive Perception 10
Languages Understands the languages that the Necromancer knows
Challenge None (XP 0; Proficiency Bonus +3)
TRAITS
Festering Aura (Putrid Only). Constitution saving throw (15 DC), any creature (other than the Necromancer) that starts its turn within a 5-foot Emanation originating from the spirit. Failure: The creature has the Poisoned condition until the start of its next turn.
Incorporeal Passage (Ghostly Only). The spirit can move through other creatures and objects as if they were Difficult Terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 5 (1d10) Force damage for every 5 feet traveled.
ACTIONS
Multiattack. The spirit makes two attacks.
Deathly Touch (Ghostly Only). Melee Attack Roll: +7, reach 5 feet. Hit: 15 (1d8 + 11) Necrotic damage, and the target has the Frightened condition until the end of its next turn.
Grave Bolt (Skeletal Only). Ranged Attack Roll: +7, range 150 feet. Hit: 16 (2d4 + 11) Necrotic damage.
Rotting Claw (Putrid Only). Melee Attack Roll: +7, reach 5 feet. Hit: 14 (1d6 + 11) Slashing damage. If the target has the Poisoned condition, it has the Paralyzed condition until the end of its next turn.
