Necromancer Lord Large undead, chaotic evil Armor Class 18 (armored robes)

18 (armored robes) Hit Points 250 (40d10 + 30)

250 (40d10 + 30) Speed 50 ft. STR DEX CON INT WIS CHA 20 (+5) 22 (+6) 20 (+5) 24 (+7) 22 (+6) 16 (+3) Saving Throws Dex +11, Con +10, Int +12, Wis + 11

Dex +11, Con +10, Int +12, Wis + 11 Skills Arcana +12, Athletics +10, History +12, Insight +11, Perception +11, Religion +17

Arcana +12, Athletics +10, History +12, Insight +11, Perception +11, Religion +17 Damage Vulnerabilities radiant

radiant Damage Resistances cold, fire, poison, slashing, bludgeoning, piercing from nonmagical weapons

cold, fire, poison, slashing, bludgeoning, piercing from nonmagical weapons Damage Immunities Necrotic, Poison

Necrotic, Poison Condition Immunities charmed, frightened, exhaustion, poisoned

charmed, frightened, exhaustion, poisoned Senses darkvision 120 ft. passive perception 21

darkvision 120 ft. passive perception 21 Languages the languages it knew in life

the languages it knew in life Challenge 18 (15,000 XP) Legendary Resistance(3/Day) If the Necromancer Lord fails a saving throw, it can choose to succeed instead.

Live On If a non-undead creature dies within 300 ft. of the Necromancer Lord and it is aware of the dead creature, it will become a skeleton minion under the necromancer Lord's control at the start of its third turn dead.

Body Guards If the Necromancer Lord would take damage while a friendly undead creature is within 5 feet of it, the Necromancer Lord can magically transfer the damage to the undead instead.

Bone-Yard "fter the Necromancer Lord hits a creature with a Flesh is Willing attack or Six Feet Under attack, it creates a skeleton minion in an unoccupied space within 5 feet of the Necromancer Lord.

Magic Resistance The Necromancer Lord has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. "The Necromancer Lord makes three attacks, only one of which can be a Crawling Dead attack."

The Flesh is Willing Melee Attack: +11 to hit:, reach 5ft., one target. Hit 17 (3d8 + 6) slashing damage.

Six Feet Under Ranged Attack: +11 to hit:, range 30ft., one target. Hit 17 (3d8 + 6) slashing damage.

Crawling Dead Ranged Attack: +11 to hit:, range 300 ft., Multiple Targets. (2d6 + 6) slashing damage.

Drop Dead. Ranged Attack: +11 to hit:, range 300 ft., one target. Hit +11 (2d6 + 6) slashing damage. the target must suceed on a DC 18 Strength saving throw or be grappled (escape DC 20).

Reactions Eldritch Connection When a creature the Necromancer Lord can see targets it with an attack, the Necromancer Lord chooses a friendly undead it can see within 30 feet of it to become the target instead."

Legendary Actions The Necromancer Lord can take 3 legendary actions, choosing from the options below. Only one legendary action may be used at a time and only at the end of another creature's turn. The Necromancer Lord regains spent legendary actions at the start of its turn.

Bone Wall The Necromancer Lord conjures up a wall of bones on the ground at a point it can see within 30 feet of it. The wall can be up to 10 feet long, 10 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain. Bone walls can be built upon with this action on subsquent turns.

Lacerate The Necromancer Lord makes a the Flesh is Willing attack.

Endless March(costs two actions) The Necromancer Lord summons three Skeletons to aid it.

Decoy(costs two actions) The Necromancer Lord moves up to half its speed. As it moves, it can toss a skeleton minion behind it. Opportunity attacks that would target the Necromancer Lord for moving instead target the skeleton minion.