Necromancer Archmage

Medium or Small Humanoid (Wizard), Neutral
AU

Masters 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.