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Crowd source request: a CR 4 Necromancer
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<blockquote data-quote="steeldragons" data-source="post: 6671870" data-attributes="member: 92511"><p>Hmmm. Necromancer, you say?...Ok, I'll take a swing. Following Quickleaf's 6th level caster (assuming this to be the proper translation to a CR4 foe), I'm going to try ot incorporate the Neromancer abilities of a 6th level caster, as presented for PC necromancers...I know, I know. NPCs don't follow the same rules...but when an NPC has a direct PC analogue, they should be comparable, imo.</p><p></p><p><strong><span style="font-size: 12px">Necromancer</span></strong></p><p><em>Medium any humanoid, any evil alignment</em></p><p><strong>AC:</strong> 12 (15 with mage armor)</p><p><strong>HP: </strong>42 (6d6 +6)</p><p><strong>Speed: </strong>30'</p><p><strong>Ability Scores:</strong> Str:9(-1), Dex:14(+2), Con:12(+1), Int:17(+3), Wis:12(+1), Cha:9(-1)</p><p><strong>Saves: </strong>Int. +6, Wis. +4</p><p><strong>Skills:</strong> Arcana +6, Religion +6</p><p><strong>Passive Perception:</strong> 11</p><p><strong>Languages:</strong> any 4 languages</p><p><strong>Challenge:</strong> 4 (however much XP that should be)</p><p></p><p><strong>Traits</strong></p><p><strong><em>Spellcasting:</em></strong> The CR4 Necromancer is a 6th level caster. Int. is your spell ability. Spell Save DC 14; Spell Attack: +6 to hit.</p><p>The Necromancer knows the following spells: </p><p><strong>Cantrips (4, at will):</strong> <em>Blade Ward, Chill Touch, Light, Ray of Frost</em></p><p><strong>1st level (4 slots):</strong> <em>Detect Magic, False Life, Mage Armor, Thunderwave</em></p><p><strong>2nd level (3 slots):</strong><em> Darkness, Misty Step, Ray of Enfeeblement</em></p><p><strong>3rd level (3 slots):</strong> <em>Animate Dead, Counterspell, Fireball, Stinking Cloud*</em></p><p>*<em><span style="font-size: 9px">note that undead will not be effected by/within a Stinking Cloud.</span></em></p><p></p><p><strong><em>Undead Entourage:</em></strong> The Necromancer has 3 Zombies and 3 Skeletons, per the PHB. All undead servants are +6 to their HP maximum and +3 to all weapon damage.</p><p></p><p><strong>Actions:</strong></p><p><strong><em>Spell Use</em></strong></p><p><strong>or</strong></p><p><strong><em>Staff of the Styx:</em></strong><em> Melee Weapon Attack:</em> Those struck by the Necromancer's staff must make a Wis. save DC 14 or suffer the effects of the <em>Dissonant Whispers</em> spell (3d6 psychic damage & immediate reaction to flee away from the Necromancer at top speed). On a successful save, the damage is halved and the target need not move away. <em>Hit:</em> 3 (d6) bludegoning + 9 (3d6) psychic damage.</p><p><strong>or</strong></p><p><em><strong>Dagger:</strong> Melee or Ranged Weapon:</em> +5 to hit, reach 5' or 20'/60' range, 1 target, <em>Hit:</em> 4 (d4+2) piercing damage</p><p></p><p><strong>Reactions:</strong></p><p><strong>Grim Harvest:</strong> If the Necromancer kills a creature with a spell, the Necromancer regains 2 X spell level HP. </p><p></p><p><strong>Lair Actions:</strong></p><p><strong>Undead Thralls:</strong> You can animate any dead bodies you can see. These newly created undead are under the Necromancer's control, following verbal and mental commands. They can also, in this single action, <em>re</em>animate any of their existing thralls form their entourage who have fallen, but not undead that has been "destroyed" by a cleric or paladin. </p><p><strong>Aura of Gloom: </strong>Creatures within the area perceive a dimming of light, hazy shadows and chilling mists as waves of hopelessness wash through their psyche. Necromancer can use a lair action to effect an area of 60' radius. All creatures within this area must make a Cha. save, DC 14. Creatures that fail the save have disadvantage on their attack until the end of the necromancer's next turn.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 6671870, member: 92511"] Hmmm. Necromancer, you say?...Ok, I'll take a swing. Following Quickleaf's 6th level caster (assuming this to be the proper translation to a CR4 foe), I'm going to try ot incorporate the Neromancer abilities of a 6th level caster, as presented for PC necromancers...I know, I know. NPCs don't follow the same rules...but when an NPC has a direct PC analogue, they should be comparable, imo. [B][SIZE=3]Necromancer[/SIZE][/B] [I]Medium any humanoid, any evil alignment[/I] [B]AC:[/B] 12 (15 with mage armor) [B]HP: [/B]42 (6d6 +6) [B]Speed: [/B]30' [B]Ability Scores:[/B] Str:9(-1), Dex:14(+2), Con:12(+1), Int:17(+3), Wis:12(+1), Cha:9(-1) [B]Saves: [/B]Int. +6, Wis. +4 [B]Skills:[/B] Arcana +6, Religion +6 [B]Passive Perception:[/B] 11 [B]Languages:[/B] any 4 languages [B]Challenge:[/B] 4 (however much XP that should be) [B]Traits [I]Spellcasting:[/I][/B] The CR4 Necromancer is a 6th level caster. Int. is your spell ability. Spell Save DC 14; Spell Attack: +6 to hit. The Necromancer knows the following spells: [B]Cantrips (4, at will):[/B] [I]Blade Ward, Chill Touch, Light, Ray of Frost[/I] [B]1st level (4 slots):[/B] [I]Detect Magic, False Life, Mage Armor, Thunderwave[/I] [B]2nd level (3 slots):[/B][I] Darkness, Misty Step, Ray of Enfeeblement[/I] [B]3rd level (3 slots):[/B] [I]Animate Dead, Counterspell, Fireball, Stinking Cloud*[/I] *[I][SIZE=1]note that undead will not be effected by/within a Stinking Cloud.[/SIZE][/I] [B][I]Undead Entourage:[/I][/B] The Necromancer has 3 Zombies and 3 Skeletons, per the PHB. All undead servants are +6 to their HP maximum and +3 to all weapon damage. [B]Actions:[/B] [B][I]Spell Use[/I] or[/B] [B][I]Staff of the Styx:[/I][/B][I] Melee Weapon Attack:[/I] Those struck by the Necromancer's staff must make a Wis. save DC 14 or suffer the effects of the [I]Dissonant Whispers[/I] spell (3d6 psychic damage & immediate reaction to flee away from the Necromancer at top speed). On a successful save, the damage is halved and the target need not move away. [I]Hit:[/I] 3 (d6) bludegoning + 9 (3d6) psychic damage. [B]or[/B] [I][B]Dagger:[/B] Melee or Ranged Weapon:[/I] +5 to hit, reach 5' or 20'/60' range, 1 target, [I]Hit:[/I] 4 (d4+2) piercing damage [B]Reactions: Grim Harvest:[/B] If the Necromancer kills a creature with a spell, the Necromancer regains 2 X spell level HP. [B]Lair Actions: Undead Thralls:[/B] You can animate any dead bodies you can see. These newly created undead are under the Necromancer's control, following verbal and mental commands. They can also, in this single action, [I]re[/I]animate any of their existing thralls form their entourage who have fallen, but not undead that has been "destroyed" by a cleric or paladin. [B]Aura of Gloom: [/B]Creatures within the area perceive a dimming of light, hazy shadows and chilling mists as waves of hopelessness wash through their psyche. Necromancer can use a lair action to effect an area of 60' radius. All creatures within this area must make a Cha. save, DC 14. Creatures that fail the save have disadvantage on their attack until the end of the necromancer's next turn. [/QUOTE]
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