Death Tower Necromancer

Level 10
Creature· humanoidRareMediumRemaster
AC 28
HP 135
Speed 25 ft.
Fort +16
Ref +17
Will +19
Perc +19
Size Medium
Rare
Resistances cold 5
Languages chthonian, common, draconic, hallit, jotun, necril, orcish
Senses darkvision
Skills arcana +23, occultism +22, society +20, crafting +19, religion +19, survival +19
Recall Knowledge society DC 32

Attacks

Melee Mace +17/+12/+7(magical, shove)
Damage: 2d6+10 bludgeoning

Abilities

Ferocitydefensive

Trigger The monster is reduced to 0 HP. Effect The monster avoids being knocked out and remains at 1 HP, but its Wounded value increases by 1. When it is Wounded 3, it can no longer use this ability

Deadhand Spelloffensive

Death Tower necromancers have crawling hand familiars. They can cast a spell with a range of touch and command the hands to deliver the spell; the crawling hand uses its 2 actions for the round to move to a target of the necromancer's choice and touch that target.

Drain Bonded Itemoffensive

Requirements The necromancer hasn't acted yet on this turn

The necromancer expends the power stored in their bonded staff. During the current turn, they cast one spell they prepared today and already cast, without spending a spell slot. They must still Cast the Spell and meet the spell's other requirements.

Give a Handoffensive

A Death Tower necromancer's familiar can use its actions to retrieve an item of light or negligible Bulk they're wearing and place it into one of their free hands.

Quickened Castingoffensive(concentrate, spellshape)

If the necromancer's next action is to cast a spell or cantrip of 3rd rank or lower, they reduce the number of actions to cast it by 1 (minimum 1 action).