Thorin Character in Waterdeep | World Anvil
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Thorin

Necromancer 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.     Armor Class 12 (15 with mage armor) Hit Points 120( Speed 30 ft.   STR:10 Dex:15(+2) CON:12(+1) INT:18(+4) WIS:15(+2) CHA: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   Grim Harvest. Once per turn when a living creature fails a saving throw against or is harmed by one of the necromancer’s Necromancy spells of 1st level or higher, the necromancer regains hp equal to three times the spell’s level.   Undead Thralls. When the necromancer casts animate dead, it can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. Undead created by the necromancer have an additional 9 hp and a +3 to their weapon damage rolls.   Spellcasting. The necromancer is a 10th-level spellcaster. Its primary spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It has the following wizard spells prepared: Cantrips (at will): chill touch, mage hand, poison spray, ray of frost   1st level (4 slots): false life, mage armor, ray of sickness*   2nd level (3 slots): blindness/deafness*, ray of enfeeblement*   3rd level (3 slots): animate dead, dispel magic, fear, vampiric touch*   4th level (3 slots): blight*, ice storm, stoneskin   5th level (2 slots): cloudkill, cone of cold   *Necromancy spell of 1st level or higher that requires a saving throw or attack roll   Actions   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.
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