Necromancer Archmage
Medium or Small Humanoid (Wizard), NeutralMasters of Magic
Habitat Any — Treasure Arcana, Individual
Although all archmages have mastered incredible magical power, some specialize in a particular school of magic, pushing their abilities to greater heights in that area. These archmages stock their spellbooks with spells from their preferred school and have developed unique magical techniques.
Necromancer archmages use necrotic magic to siphon life from their enemies and empower the undead. Many necromancers think nothing of raising the dead and sending them into battle.
AC 16
Initiative +8 (18)
HP 225 (41d8 + 41)
Speed 30 ft.
STR
10 (+0)
Save +0
DEX
16 (+3)
Save +3
CON
12 (+1)
Save +1
INT
20 (+5)
Save +5
WIS
15 (+2)
Save +2
CHA
16 (+3)
Save +3
Skills Arcana +15, History +10, Intimidation +8, Perception +7
Resistances Necrotic
Gear Crystal
Senses Passive Perception 17
Languages Common plus five other languages
CR 15
Traits
Marshal Undead. Undead creatures of the archmage's choice in a 60-foot Emanation originating from the archmage have Advantage on attack rolls and saving throws unless the archmage has the Incapacitated condition.
Magic Resistance. The archmage has Advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The archmage makes four Arcane Burst attacks. It can replace one attack with a use of Spellcasting to cast Blight.
Arcane Burst. Melee or Ranged Attack Roll: +10, reach 5 ft. or range 150 ft. Hit: 21 (3d10 + 5) Force damage.
Spellcasting. The archmage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 18):
At Will: Blight, Detect Magic, Mage Armor (included in AC), Mage Hand, Prestidigitation, Speak with Dead
1/Day Each: Circle of Death (level 7 version), Create Undead
Reactions
Protective Magic (3/Day). The archmage casts Counterspell or Shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting.