Goblin Necromancer

Small humanoid (goblinoid), neutral evil


Armor Class
15 (mage armor)
Hit Points
84 (24d6)
Speed
30 ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 11 (0) 13 (+1) 18 (+4) 15 (+2)

Saving Throws
Wis +7
Skills
Stealth +5
Damage Resistances
necrotic
Condition Immunities
frightened
Senses
darkvision 60 ft., passive Perception 17
Languages
Common, Goblin, whispers of the undead
Challenge
6 (2,300 XP)
Proficiency Bonus
+3

Nimble Escape. The goblin necromancer can take the Disengage or Hide action as a bonus action on each of their turns.

Chill Touch. As the Chill Touch necromancy cantrip with a +4 to hit cast as a 5th level spellcaster, as a bonus action.

Terror of the Night. This creature is a Source of Terror. When a creature becomes frightened of them, they take a level of Terror.

Actions

Deathly Healing. Three rays of black necrotic energy shoot out from the necromancer’s palm. The necromancer makes a single ranged spell attack with a +4 to hit for all three rays. The rays can hit three different creatures, or all three can hit one creature. If each ray hits a different creature, the damage die for each is 1d10. If each ray hits the same creature, the damage die for each is 1d8. As a bonus action, the goblin necromancer can restore HP equal to half of the total damage to themself or any allied undead goblinoid within 30 feet.

Rise, Rise! The dirt below is full of goblin corpses, unbeknownst to all but the necromancer. The necromancer begins to channel corrupted life force back into these corpses. When channeling, the necromancer’s speed is reduced to 0 and they can take no other actions or bonus actions without ending the spell. At the beginning of the turn after the goblin necromancer begins channeling, one Goblin Zombie is raised within 5 feet of the necromancer. For each turn after, that number is doubled, such that on the second subsequent turn, two Goblin Zombies are raised, on the third subsequent turn, four Goblin Zombies are raised, on the fourth: eight, on the fifth: sixteen, and so on. If there is a dead goblinoid within 30 feet at any point during the channeling, that corpse is also raised as a Goblin Zombie. This ability requires concentration.

Hideously Monstrous (Recharge 5-6). The necromancer forces a target within 30 feet that can see the necromancer to make a DC 12 Wisdom saving throw. On a failure, roll a d2. On a 1, the target is frightened of the necromancer for two rounds. On a 2, they take two levels of exhaustion.

A creature which has already suffered from Hideously Monstrous within the past 24 hours cannot suffer it again.

Reactions

Deathly Helpers (3/Day). If the goblin necromancer is targeted by an attack, they raise a Goblin Zombie adjacent to them. The attacker must make a DC 13 Wisdom saving throw. On a failure, they attack the Goblin Zombie instead.

A Necromancer Prepares (1/Year). When the goblin necromancer is reduced to 0 HP, their body falls to the ground and is absorbed by the earth. At the beginning of what would be their next turn, a Swarm of Goblin Zombies spawns in that space. The Swarm’s initiative is the same as the necromancer’s. If the swarm has more than half of its HP at the beginning of the following turn, it twists and congeals, reforming the necromancer once again with the swarm’s current HP.