Necromancer

CREATURE 5

ne medium human humanoid 

Perception +10

Languages Common

Skills Arcana +13, Crafting +11, Intimidation +8, Religion +10

Str +2 Dex +3 Con +2 Int +4 Wis +3 Cha -1

Items light mace, hooded robe, scroll of spectral hand, spellbook (Abominable Missives of the Atrophied)

Stench of Decay (arcane, aura, conjuration, poison) The necromancer emits a scent of putrid rot in a 5-foot emanation. A creature that enters or begins its turn in the aura is sickened 1.

AC  20; Fort +9, Ref +12, Will +12

HP 58

Speed 25 feet

Melee [>] light mace +12 (agile, finesse, shove), Damage 1d4+4 bludgeoning

Wizard Prepared Spells DC 21, attack +13; 3rd bind undead, lightning bolt, vampiric touch; 2nd false life, grim tendrils, mirror image, web; 1st fear, feather fall, ray of enfeeblement, spider sting; Cantrips (3rd) chill touch, detect magic, electric arc, ray of frost, read aura, shield

Drain Bonded Item [F] (arcane) Frequency once per day; Requirements The necromancer hasn't acted yet on this turn; Effect The necromancer expends the power stored in their mace. This gives them the ability to cast one prepared spell they prepared today and already cast, without spending a spell slot.

Gamemastery Guide, page 231.

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