Medium humanoid, neutral evil
- Armor Class
- 12, 15
- Hit Points
- 110 (20d8 + 20)
- Speed
- 30 ft.
- Challenge
- 9 (5,000 XP)
STR
9
-1
DEX
14
+2
CON
12
+1
INT
17
+3
WIS
12
+1
CHA
11
+0
- Saving Throws
- Int +7, Wis +5
- Skills
- Arcana +7, History +7
- Damage Resistances
- necrotic
- Senses
- passive Perception 11
- Languages
- any four languages
Actions
Multiattack.
Jerot makes three Arcane Burst attacks.
Arcane Burst.
Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 120 ft., one target. Hit: 25 (4d10 + 3) necrotic damage.
Bonus Actions
Summon Undead (1/Day).
Jerot magically summons five skeletons or zombies. The summoned creatures appear in unoccupied spaces within 60 feet of Jerot, whom they obey. They take their turns immediately after Jerot. Each lasts for 1 hour, until it or Jerot dies, or until Jerot dismisses it as a bonus action.
Reactions
Grim Harvest (1/Turn).
When Jerot kills a creature with necrotic damage, Jerot regains 9 (2d8) hit points.
Spellcasting
Spellcasting.
Jerot casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 15):