Necromancer

(Volo's Guide to Monsters)

Medium humanoid (any race), Any alignment

Armor Class12, 15 with mage armor
Hit Points66 (12d8 + 12)
Speed30 ft.
STRDEXCONINTWISCHA
9 (-1) 14 (+2) 12 (+1) 17 (+3) 12 (+1) 11 (+0)
Saving ThrowsInt +7, Wis +5
SkillsArcana +7, History +7
Damage Vulnerabilities—
Damage Resistancesnecrotic
Damage Immunities—
Condition Immunities—
Sensespassive Perception 11
Languagesany four languages
Challenge9

Traits

Grim Harvest (1/Turn).

When necromancer kills a creature that is neither a construct nor undead with a spell of 1st level or higher, the necromancer regains hit points equal to twice the spell's level, or three times if it is a necromancy spell.

Actions

Withering Touch.

Melee Spell Attack Roll: +7 to hit, reach 5 ft., one creature. Hit: 5 (2d4) necrotic damage.

Spellcasting

The necromancer is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The necromancer has the following wizard spells prepared:

Cantrips: chill touch, dancing lights, mage hand, mending

Level 1 (4 slots): false life*, mage armor, ray of sickness*

Level 2 (3 slots): blindness/deafness*, ray of enfeeblement*, web

Level 3 (3 slots): animate dead*, bestow curse*, vampiric touch*

Level 4 (3 slots): blight*, dimension door, stoneskin

Level 5 (2 slots): Bigby's hand, cloudkill

Level 6 (1 slots): circle of death*