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Crowd source request: a CR 4 Necromancer
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<blockquote data-quote="Quickleaf" data-source="post: 6671622" data-attributes="member: 20323"><p>[MENTION=12032]brehobit[/MENTION] Worked this up quickly, so the balance is only eye-balled, and you'd need to choose spells. But it's a good template to work off of.</p><p></p><p><strong>Necromancer</strong></p><p><em>Medium humanoid, chaotic evil</em></p><p>Armor Class 13 (leather)</p><p>Hit Points 52 (8d8+16)</p><p>Speed 30 ft</p><p>STR 8 (-1) DEX 14 (+2) CON 14 (+2) INT 16 (+3) WIS 10 (+0) CHA 10 (+0)</p><p>Saving Throws Int +5, Wis +2</p><p>Damage Resistance necrotic</p><p>Condition Immunities hit point maximum can’t be reduced</p><p>Senses passive perception 10</p><p>Languages none</p><p>Challenge 4 (200 XP)</p><p></p><p><strong>Traits</strong></p><p>Necromancer’s Aura. The necromancer has an aura extending 30 feet around him that turns all bright light to dim light and is spooky. Undead in the aura have advantage on all saving throws. Living creatures have disadvantage on saving throws against fear.</p><p>Spellcasting. Casts spells as a 6th level wizards. Choose spells: 4 cantrips, 4/3/3</p><p></p><p><strong>Actions</strong></p><p>Rod of Skull Mob. Melee or ranged weapon attack: +5 to hit, reach 5 ft. or ranged 30 ft.; Hit: 13 (3d6+3) bludgeoning damage and the target is knocked prone and grappled by biting skulls (escape DC 13). A creature who ends their turn grappled by the skulls suffers 7 (2d6) necrotic damage.</p><p></p><p><strong>Reactions</strong></p><p>Deathly Transference. So long as the necromancer is not suffering a condition, when an attack hits him, he may transfer the attack to an undead creature he commands within 5 feet of him.</p><p></p><p><strong>Lair Actions</strong></p><ul> <li data-xf-list-type="ul">Life Siphon. All living creatures in the necromancer’s aura must make a DC 13 Constitution or Wisdom saving throw (whichever is better), or reduce their maximum hit points by 3 (1d6). For every living creature that fails its save, the necromancer can heal an undead creature in his aura by 3 hit points.</li> <li data-xf-list-type="ul">Illusion of Undeath. An illusion descends over all living creatures in the necromancer’s aura, making them appear to be undead (of the type the necromancer has fighting for him). A character who tries speaking under the effects of the illusion sounds like an unintelligible zombie. Characters can’t identify each other unless they take a bonus action DC 13 Intelligence check to see thru the illusion, allowing them to understand the other characters. Thus, for example, attacking “a zombie” might risk attacking one of their companions.</li> <li data-xf-list-type="ul">Riddling Skulls. Several of the skulls around the necromancer’s lair pose a riddle. Any enemy of the necromancer who ends their turn without answering the riddle suffers 1 psychic damage. Once a creature answers the riddle, this damage stops accruing.</li> </ul></blockquote><p></p>
[QUOTE="Quickleaf, post: 6671622, member: 20323"] [MENTION=12032]brehobit[/MENTION] Worked this up quickly, so the balance is only eye-balled, and you'd need to choose spells. But it's a good template to work off of. [B]Necromancer[/B] [I]Medium humanoid, chaotic evil[/I] Armor Class 13 (leather) Hit Points 52 (8d8+16) Speed 30 ft STR 8 (-1) DEX 14 (+2) CON 14 (+2) INT 16 (+3) WIS 10 (+0) CHA 10 (+0) Saving Throws Int +5, Wis +2 Damage Resistance necrotic Condition Immunities hit point maximum can’t be reduced Senses passive perception 10 Languages none Challenge 4 (200 XP) [B]Traits[/B] Necromancer’s Aura. The necromancer has an aura extending 30 feet around him that turns all bright light to dim light and is spooky. Undead in the aura have advantage on all saving throws. Living creatures have disadvantage on saving throws against fear. Spellcasting. Casts spells as a 6th level wizards. Choose spells: 4 cantrips, 4/3/3 [B]Actions[/B] Rod of Skull Mob. Melee or ranged weapon attack: +5 to hit, reach 5 ft. or ranged 30 ft.; Hit: 13 (3d6+3) bludgeoning damage and the target is knocked prone and grappled by biting skulls (escape DC 13). A creature who ends their turn grappled by the skulls suffers 7 (2d6) necrotic damage. [B]Reactions[/B] Deathly Transference. So long as the necromancer is not suffering a condition, when an attack hits him, he may transfer the attack to an undead creature he commands within 5 feet of him. [B]Lair Actions[/B] [list=[*]Life Siphon. All living creatures in the necromancer’s aura must make a DC 13 Constitution or Wisdom saving throw (whichever is better), or reduce their maximum hit points by 3 (1d6). For every living creature that fails its save, the necromancer can heal an undead creature in his aura by 3 hit points. [*]Illusion of Undeath. An illusion descends over all living creatures in the necromancer’s aura, making them appear to be undead (of the type the necromancer has fighting for him). A character who tries speaking under the effects of the illusion sounds like an unintelligible zombie. Characters can’t identify each other unless they take a bonus action DC 13 Intelligence check to see thru the illusion, allowing them to understand the other characters. Thus, for example, attacking “a zombie” might risk attacking one of their companions. [*]Riddling Skulls. Several of the skulls around the necromancer’s lair pose a riddle. Any enemy of the necromancer who ends their turn without answering the riddle suffers 1 psychic damage. Once a creature answers the riddle, this damage stops accruing.[/list] [/QUOTE]
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Crowd source request: a CR 4 Necromancer
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