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<title>Necromancer</title>
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<body>
<h1>Necromancer</h1>
<p><em>Medium</em> <em>Humanoid</em></p>
<ul>
<li><strong>Armor Class:</strong> 12</li>
<li><strong>Hit Points:</strong> 67 (9d8+27)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 6 (2,300 XP)</li>
<li><strong>Source:</strong> A5e Monstrous Menagerie, page 483</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>10 (+0)</td>
<td>14 (+2)</td>
<td>16 (+3)</td>
<td>16 (+3)</td>
<td>12 (+1)</td>
<td>10 (+0)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Int +6, Wis +4</li>
<li><strong>Skills:</strong> arcana +6, history +6, investigation +6, perception +4</li>
<li><strong>Senses:</strong> passive Perception 14</li>
<li><strong>Languages:</strong> any three</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Spellcasting:</strong> The mage is a 9th level spellcaster. Their spellcasting ability is Intelligence (spell save DC 14
+6 to hit with spell attacks). They have the following wizard spells prepared:
Cantrips (at will): fire bolt
light
mage hand
prestidigitation
1st-level (4 slots): detect magic
identify
mage armor
shield
2nd-level (3 slots): alter self
misty step
3rd-level (3 slots): animate dead
counterspell
fireball
4th-level (3 slots): dimension door
greater invisibility
5th-level (1 slot): cone of cold</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Dagger:</strong> Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.</li>
<li><strong>Fire Bolt (Cantrip; V, S):</strong> Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 11 (2d10) fire damage.</li>
<li><strong>Fireball (3rd-Level; V, S, M):</strong> Fire streaks from the mage to a point within 120 feet and explodes in a 20-foot radius spreading around corners. Each creature in the area makes a DC 14 Dexterity saving throw taking 21 (6d6) fire damage on a failed save or half damage on a success.</li>
<li><strong>Dimension Door (4th-Level; V):</strong> The mage teleports to a location within 500 feet. They can bring along one willing Medium or smaller creature within 5 feet. If a creature would teleport to an occupied space it takes 14 (4d6) force damage and the spell fails.</li>
<li><strong>Greater Invisibility (4th-Level; V, S, Concentration):</strong> The mage or a creature they touch is invisible for 1 minute.</li>
<li><strong>Cone of Cold (5th-Level; V, S, M):</strong> Frost blasts from the mage in a 60-foot cone. Each creature in the area makes a DC 17 Constitution saving throw taking 36 (8d8) cold damage on a failure or half damage on a success.</li>
</ul>
<h3>Bonus Actions</h3>
<ul>
<li><strong>Misty Step (2nd-Level; V):</strong> The mage teleports to an unoccupied space they can see within 30 feet. The mage can't cast this spell and a 1st-level or higher spell on the same turn.</li>
</ul>
<h3>Reactions</h3>
<ul>
<li><strong>Counterspell (3rd-Level; S):</strong> When a creature the mage can see within 60 feet casts a spell, the mage attempts to interrupt it. If the creature is casting a 2nd-level spell or lower, the spell fails. If the creature is casting a 3rd-level or higher spell, the mage makes an Intelligence check against a DC of 10 + the spells level. On a success, the spell fails, and the spellcasting creature can use its reaction to try to cast a second spell with the same casting time so long as it uses a spell slot level equal to or less than half the original spell slot. If the mage casts counterspell with a higher spell slot, the interrupted spell fails if its level is less than that of counterspell.</li>
<li><strong>Shield (1st-Level; V:</strong> When the mage is hit by an attack or targeted by magic missile, they gain a +5 bonus to AC (including against the triggering attack) and immunity to magic missile. These benefits last until the start of their next turn.</li>
</ul>
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