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<blockquote data-quote="GreatestHonor" data-source="post: 9595555" data-attributes="member: 7042229"><p>A daemon fond of donning robes lifted from skeletal remains. The necromancer's magical moniker derives from its inexplicable affinity toward the dark arts.</p><p></p><p><strong>Necromancer</strong></p><p><em>Large Undead (Daemon), Chaotic Evil</em><img src="https://www.enworld.org/attachments/1599001688295-png.125413/" alt="1599001688295.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong>Armor Class</strong> 17 (Natural Armor)</p><p><strong>Hit Points</strong> 105 (14d10 + 28)</p><p><strong>Speed</strong> 0 ft., fly 30 ft. (hover)</p><p><strong>Initiative</strong> 17 (+7)</p><p><img src="https://www.enworld.org/attachments/1599001689306-png.125414/" alt="1599001689306.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><table style='width: 630px'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>8 (-1)</td><td>14 (+2)</td><td>15 (+2)</td><td>20 (+5)</td><td>16 (+3)</td><td>15 (+2)</td></tr></table><p><img src="https://www.enworld.org/attachments/1599001691083-png.125415/" alt="1599001691083.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong>Saving Throws</strong> Dex +7, Wis +8, Cha +7</p><p><strong>Damage Resistance</strong> fire; nonmagical piercing and slashing</p><p><strong>Damage Immunities</strong> necrotic, poison</p><p><strong>Condition Immunities</strong> Charmed, Exhaustion, Frightened, Poisoned</p><p><strong>Senses</strong> darkvision 120 ft., passive Perception 13</p><p><strong>Languages</strong> ——</p><p><strong>Challenge</strong> 15 (13,000 XP) <strong>Proficiency Bonus</strong> +5</p><p><img src="https://www.enworld.org/attachments/1599001692326-png.125416/" alt="1599001692326.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong><em>Aversion to Sunlight.</em></strong> When the necromancer enters or starts its turn in an area of sunlight it must succeed a DC 15 Constitution saving throw or have its Constitution ability score reduced by 1. If the necromancer’s Constitution score reaches 0 this way, it is destroyed. This reduction disappears after a short or long rest within an area of darkness. While within sunlight, the necromancer has Disadvantage on attack rolls and ability checks.</p><p></p><p><strong><em>Daemonic Attacks.</em></strong> Whenever the necromancer deals damage against another creature other than another Daemon, that creature must succeed on a DC 15 Constitution or Charisma saving throw (creature’s choice) or have its hit point maximum reduced by half of the damage dealt. This reduction can be reverted by a short or long rest or the spell <em>lesser restoration</em> or similar magic.</p><p></p><p><em><strong>Magic Resistance.</strong></em> The necromancer has Advantage on saving throws against spells and magical effects.</p><p></p><p><em><strong>Marshal Undead.</strong></em> The necromancer is immune to being turned. In addition, all Undead creatures within 20 feet of the necromancer gain a +5 bonus to saving throws against being Turned.</p><p></p><p><strong><u>ACTIONS</u></strong></p><p><em><strong>Multiattack.</strong></em> The necromancer uses its <em>Befuddling Cloud </em>action if available, then uses its <em>Necrotic Blast</em> actions three times.</p><p></p><p><em><strong>Necrotic Blast.</strong></em> The necromancer chooses a point it can see within 120 feet. Each creature within 10 feet of this point must make a DC 18 Dexterity saving throw, taking 18 (3d8 + 5) necrotic damage on a failed save, or half as much on a success.</p><p></p><p><em><strong>Befuddling Breath (Recharge 4-6).</strong></em> The necromancer expels gray mist in a 45-foot cone. A creature inside this area must succeed a DC 18 Wisdom saving throw or be Confused for 1 minute. A Confused creature can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success.</p><p></p><p><em><strong>Force Beam (1/Rest).</strong></em> The necromancer unleashes a blast of magical energy in a 60-foot line that is 5 feet wide. Each creature in this area must succeed a DC 18 Dexterity saving throw, or take 65 (10d12) force damage and be Petrified.</p><p></p><p><strong><u>BONUS ACTIONS</u></strong></p><p><em><strong>Deadly Grasp.</strong></em> <em>Melee Spell Attack:</em> +10 to hit, reach 10 ft., one target. <em>Hit.</em> 15 (3d6 + 5) necrotic damage and the target is Grappled (escape DC 18). A creature that starts its turn Grappled by the necromancer takes an additional 10 (3d6) necrotic damage and has its maximum hit points reduced to its current hit points. If a Grappled creature’s maximum hit points are reduced to 0, it dies.</p><p></p><p><em><strong>Summon Skeletons (1/Rest).</strong></em> The necromancer summons 4 (1d6 +1) <a href="https://www.enworld.org/threads/final-fantasy-xv-for-d-d.698618/post-9595713" target="_blank">skeletons</a> into unoccupied spaces it can see within 45 feet. The summoned skeletons disappear after 1 hour or after the necromancer dies.</p><p></p><p><strong><u>REACTIONS</u></strong></p><p><em><strong>Phasing Dodge.</strong></em> When targeted by an attack it can see, the necromancer moves up to its speed. During this movement, the necromancer becomes incorporeal, and is immune to nonmagical damage.</p></blockquote><p></p>
[QUOTE="GreatestHonor, post: 9595555, member: 7042229"] A daemon fond of donning robes lifted from skeletal remains. The necromancer's magical moniker derives from its inexplicable affinity toward the dark arts. [B]Necromancer[/B] [I]Large Undead (Daemon), Chaotic Evil[/I][IMG alt="1599001688295.png"]https://www.enworld.org/attachments/1599001688295-png.125413/[/IMG] [B]Armor Class[/B] 17 (Natural Armor) [B]Hit Points[/B] 105 (14d10 + 28) [B]Speed[/B] 0 ft., fly 30 ft. (hover) [B]Initiative[/B] 17 (+7) [IMG alt="1599001689306.png"]https://www.enworld.org/attachments/1599001689306-png.125414/[/IMG] [TABLE width="630px"] [TR] [td][B]STR[/B][/td][td][B]DEX[/B][/td][td][B]CON[/B][/td][td][B]INT[/B][/td][td][B]WIS[/B][/td][td][B]CHA[/B][/td] [/TR] [TR] [td]8 (-1)[/td][td]14 (+2)[/td][td]15 (+2)[/td][td]20 (+5)[/td][td]16 (+3)[/td][td]15 (+2)[/td] [/TR] [/TABLE] [IMG alt="1599001691083.png"]https://www.enworld.org/attachments/1599001691083-png.125415/[/IMG] [B]Saving Throws[/B] Dex +7, Wis +8, Cha +7 [B]Damage Resistance[/B] fire; nonmagical piercing and slashing [B]Damage Immunities[/B] necrotic, poison [B]Condition Immunities[/B] Charmed, Exhaustion, Frightened, Poisoned [B]Senses[/B] darkvision 120 ft., passive Perception 13 [B]Languages[/B] —— [B]Challenge[/B] 15 (13,000 XP) [B]Proficiency Bonus[/B] +5 [IMG alt="1599001692326.png"]https://www.enworld.org/attachments/1599001692326-png.125416/[/IMG] [B][I]Aversion to Sunlight.[/I][/B] When the necromancer enters or starts its turn in an area of sunlight it must succeed a DC 15 Constitution saving throw or have its Constitution ability score reduced by 1. If the necromancer’s Constitution score reaches 0 this way, it is destroyed. This reduction disappears after a short or long rest within an area of darkness. While within sunlight, the necromancer has Disadvantage on attack rolls and ability checks. [B][I]Daemonic Attacks.[/I][/B] Whenever the necromancer deals damage against another creature other than another Daemon, that creature must succeed on a DC 15 Constitution or Charisma saving throw (creature’s choice) or have its hit point maximum reduced by half of the damage dealt. This reduction can be reverted by a short or long rest or the spell [I]lesser restoration[/I] or similar magic. [I][B]Magic Resistance.[/B][/I] The necromancer has Advantage on saving throws against spells and magical effects. [I][B]Marshal Undead.[/B][/I] The necromancer is immune to being turned. In addition, all Undead creatures within 20 feet of the necromancer gain a +5 bonus to saving throws against being Turned. [B][U]ACTIONS[/U][/B] [I][B]Multiattack.[/B][/I] The necromancer uses its [I]Befuddling Cloud [/I]action if available, then uses its [I]Necrotic Blast[/I] actions three times. [I][B]Necrotic Blast.[/B][/I] The necromancer chooses a point it can see within 120 feet. Each creature within 10 feet of this point must make a DC 18 Dexterity saving throw, taking 18 (3d8 + 5) necrotic damage on a failed save, or half as much on a success. [I][B]Befuddling Breath (Recharge 4-6).[/B][/I] The necromancer expels gray mist in a 45-foot cone. A creature inside this area must succeed a DC 18 Wisdom saving throw or be Confused for 1 minute. A Confused creature can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success. [I][B]Force Beam (1/Rest).[/B][/I] The necromancer unleashes a blast of magical energy in a 60-foot line that is 5 feet wide. Each creature in this area must succeed a DC 18 Dexterity saving throw, or take 65 (10d12) force damage and be Petrified. [B][U]BONUS ACTIONS[/U][/B] [I][B]Deadly Grasp.[/B][/I] [I]Melee Spell Attack:[/I] +10 to hit, reach 10 ft., one target. [I]Hit.[/I] 15 (3d6 + 5) necrotic damage and the target is Grappled (escape DC 18). A creature that starts its turn Grappled by the necromancer takes an additional 10 (3d6) necrotic damage and has its maximum hit points reduced to its current hit points. If a Grappled creature’s maximum hit points are reduced to 0, it dies. [I][B]Summon Skeletons (1/Rest).[/B][/I] The necromancer summons 4 (1d6 +1) [URL='https://www.enworld.org/threads/final-fantasy-xv-for-d-d.698618/post-9595713']skeletons[/URL] into unoccupied spaces it can see within 45 feet. The summoned skeletons disappear after 1 hour or after the necromancer dies. [B][U]REACTIONS[/U][/B] [I][B]Phasing Dodge.[/B][/I] When targeted by an attack it can see, the necromancer moves up to its speed. During this movement, the necromancer becomes incorporeal, and is immune to nonmagical damage. [/QUOTE]
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