Necromancers use their power over the undead to conjure servants and to poison, enfeeble, and kill foes with gleeful abandon. They are almost always accompanied by a group of zombies or skeletons; these are more likely to be mold zombies, clacking skeletons, or other variant undead for necromancers who have had time to establish a work site, pillage vaults and cemeteries, and hone their dark craft. They regularly use poison and poisonous traps and spells, as their undead companions are immune to such effects.

Medium humanoid (any race), any evil alignment

Armor Class 12 (15 with mage armor)
Hit Points 49 (9d8 + 9)
Speed 30 ft.

10 (+0) 15 (+2) 12 (+1) 18 (+4) 15 (+2) 13 (+1)

Saving Throws Intelligence +6, Wisdom +5
Skills Arcana +7, History +7
Condition Immunities frightened
Senses passive Perception 12
Languages Common plus any three languages
Challenge 6 (2,300 XP)

Special Traits

*Necromancy spell of 1st level or higher that requires a saving throw or attack roll


  • Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage or 4 (1d8) bludgeoning damage if used with two hands.
Section 15: Copyright Notice

Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky.

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