Skip to content
CreatePricing
Crimson Syndicate Necromancer - AI-generated fantasy Monster

Crimson Syndicate Necromancer

The Crimson Syndicate uses necromancers to keep valuable agents working after death and to intimidate settlements that resist its control. This one wears the organization's emblem openly when it wants a warning understood, and conceals it when a job calls for deniability. Its vampirism is a limited curse, not the full power of a true vampire.

Medium undead · CR 2 , hard encounter for a party of four 3rd-level characters · Uncommon

Crimson Syndicate Necromancer

A Syndicate spellcaster returned from death to enforce the criminal order's will, mixing ritual necromancy with the ruthless tactics of a gang enforcer.
AC13
HP39/39
CR2 , hard encounter for a party of four 3rd-level characters
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Combat

AC 13 · HP 39 · CR 2 , hard encounter for a party of four 3rd-level characters

Crimson Syndicate Necromancer

Medium undead (undead), neutral evil
Armor Class13 (leather armor)
Hit Points39 (6d8 + 12)
Speed
30 ft.
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsWisdomCharisma
SkillsDeceptionPersuasionReligion
Damage Resistances
Necrotic
Immunities
Poison damage,
Poisoned condition
Weaknesses
It has no regeneration and is not a full vampire; sunlight does not destroy or weaken it.
Its black robes and crimson insignia make it easy to identify once seen.
Its spell save DC is low, so determined or fortunate targets can resist its control spells.
Senses
Darkvision 60 ft.,
Passive Perception 11
Languages
Common,
Abyssal
Challenge2 , hard encounter for a party of four 3rd-level characters
Proficiency Bonus+2
Spell Save DC11
Spell Attack Bonus+3
Undead Nature. The necromancer does not require air, food, drink, or sleep.
Sanguine Reprieve. When the necromancer hits a creature with its Bloodletting Dagger, it gains 3 temporary hit points. These temporary hit points do not stack.
Spellcasting. The necromancer is a 4th-level spellcaster. Charisma is its spellcasting ability (spell save , to hit with spell attacks). It has the following spells prepared: 1st level (4 slots): command, inflict wounds, shield of faith; 2nd level (3 slots): hold person, spiritual weapon.

Spells

Command (level 1, enchantment). One humanoid the necromancer can see within 60 feet must succeed on a Wisdom saving throw or follow a one-word command on its next turn. The spell has no effect if the command directly harms the target.
Hold Person (level 2, enchantment). One humanoid the necromancer can see within 60 feet must succeed on a Wisdom saving throw or be paralyzed for up to 1 minute. The target repeats the save at the end of each of its turns.
Spiritual Weapon (level 2, evocation). The necromancer creates a floating spectral weapon within 60 feet. As a bonus action on later turns, it can move the weapon up to 20 feet and make a melee spell attack at to hit, dealing 4 () force damage on a hit. The spell lasts up to 1 minute with concentration.
Shield of Faith (level 1, abjuration). The necromancer surrounds itself with a warding aura. A creature that attacks it must succeed on a Wisdom saving throw or choose a different target or lose the attack. The spell lasts up to 10 minutes with concentration.
Inflict Wounds (level 1, necromancy). A creature within 5 feet must make a Constitution saving throw, taking 10 () necrotic damage on a failed save, or half as much on a success.

Actions

Bloodletting Dagger. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 4 () piercing damage plus 3 () necrotic damage. If the target is a creature, the necromancer gains 3 temporary hit points.
Multiattack. The necromancer makes two Bloodletting Dagger attacks, or it casts one spell and makes one Bloodletting Dagger attack.

Reactions

Dagger Parry. When a creature the necromancer can see hits it with a melee attack, the necromancer gains a bonus to AC against that attack, potentially causing it to miss. The necromancer must be wielding its dagger.
Role
Solo
Built for
3

Gear

  • Bloodletting dagger (Weapon, 5 gp)A narrow blade used for ritual cuts and close combat.
  • Syndicate robes (Clothing, 25 gp)Black robes bearing the Syndicate's crimson eclipse-over-waves emblem.
  • Cipher ledger (Document, Evidence of criminal dealings)A small coded ledger recording payments, routes, and names.

Notes for the game master

The necromancer is a custom undead reskin inspired by the Cult Fanatic, with adjusted hit points, undead traits, and a blood-themed dagger attack.
Spellcasting ability is Charisma. It has four 1st-level spell slots and three 2nd-level spell slots, and regains them after a long rest.
It can concentrate on only one spell at a time. Spiritual weapon does not require concentration under the standard spell rules.
The listed Hard difficulty assumes a party of four 3rd-level characters. Its single-turn damage is intentionally limited for a solo creature of CR 2.

Tactics

  1. Opening

    Begin with spiritual weapon already active if warned of intruders. Otherwise, cast command or hold person against a likely threat, then close only when a target is isolated.

  2. Mid-fight

    Use hold person to disable a dangerous melee combatant, then focus attacks on that target. Use spiritual weapon to harry another enemy while maintaining distance from the party's strongest damage dealer.

  3. End of the fight

    If cornered, cast inflict wounds on the nearest threat and use its dagger to recover a few temporary hit points. It fights to the last when protecting a Syndicate secret, otherwise it bargains once reduced below 10 hit points.

  4. Retreat

    It does not flee while guarding a mission-critical ritual or its superior's orders. Otherwise, it retreats through dense undergrowth once badly injured, using command to cover its escape.

How it fights

Stay behind cover or an ally while using spells to control the party.
Use spiritual weapon to apply pressure without spending its action each round.
Use its dagger only when an enemy closes in or when it needs a small amount of temporary protection.

Who it attacks first

A spellcaster maintaining a dangerous concentration spell.
An isolated enemy that can be restrained with hold person.
A wounded opponent who can be intimidated or pressured into surrender.

Works well with

A few low-CR Syndicate enforcers can hold chokepoints while the necromancer controls or distracts the party.
Dense foliage and ruined walls provide cover for its spellcasting and approach.

How to beat it

Radiant damage and effects that turn undead exploit its undead nature.
Breaking concentration on hold person or shield of faith reduces its control and protection.
Spread out to reduce the impact of command and avoid allowing it to focus dagger attacks on one target.
Its defenses are modest, and focused attacks can bring it down before its healing trick matters.

Ways to avoid a fight

Offer information or safe passage in exchange for a captured rival or a favor owed to the Syndicate.
Use its ledger and knowledge of forest trails to negotiate, mislead, or bargain for its continued existence.
Stage a false haunting to drive locals away from a Syndicate cache.

Ecology

A gaunt, wax-pale figure in black robes, its face hidden behind a veil of damp hair. An eclipse over ocean waves, embroidered in crimson red, marks its chest. Its lips are dark with old blood, and its shadow sometimes moves a heartbeat after it does.

Behavior

Coldly courteous and calculating, it treats every conversation as a negotiation and every opponent as a source of blood, leverage, or information. It prefers to make an example of a disloyal underling rather than waste effort on a quick killing.

How it lives

The necromancer needs no food or sleep, though it habitually drinks blood to savor memories and maintain its disguise. It operates in humid forests where Syndicate routes connect hidden camps, river landings, and coastal settlements.

Lair

It favors a ruined shrine, abandoned logging camp, or concealed clearing where thick foliage breaks lines of sight. Its lair is marked by crimson threads tied to branches and shallow bowls used in blood rites.

Habitat
Tropical seasonal forest, especially overgrown trails, ruined shrines, and concealed camps near rivers or the coast.

Signs that it is near

A crimson thread tied around a low branch, always knotted in the same way.
Small bowls of congealed blood hidden beneath broad leaves.
A chill, coppery smell lingering where the forest is otherwise warm and damp.

Tags

undead,
necromancer,
vampiric,
Syndicate,
spellcaster

Lore

The Crimson Syndicate uses necromancers to keep valuable agents working after death and to intimidate settlements that resist its control. This one wears the organization's emblem openly when it wants a warning understood, and conceals it when a job calls for deniability. Its vampirism is a limited curse, not the full power of a true vampire.

What drives it

Preserve the Syndicate's influence, recover stolen funds or secrets, and prove that death is no excuse for disobedience.

After the fight

When destroyed, the necromancer collapses into a heap of wet robes. Its crimson embroidery remains intact, but the stitched eclipse slowly unravels into loose red thread.

“This one wears the organization's emblem openly when it wants a warning understood, and conceals it when a job calls for deniability.”
From its lore

Variants

A field surgeon version replaces shield of faith with bane and carries a healer's kit stained with old blood.
A forest courier version uses disguise self instead of hold person and carries coded route markers.
A ritual keeper version has 45 hit points and guards a plot-critical site; use cautiously against a 3rd-level party.

Hooks

Plot hooks

A missing caravan's ledger has been found in a forest shrine, but its entries are still being updated in fresh ink.
The Syndicate has ordered the necromancer to retrieve a dead courier whose corpse contains a secret message.
Villagers report a black-robed figure with a crimson emblem collecting protection payments from people who died months ago.

How to use it

Use as a dangerous lieutenant guarding a smuggling route, a hidden forest cache, or a makeshift ritual site.
For a hard encounter for four 3rd-level characters, pair it with terrain that offers cover but avoid adding several other strong enemies.
Place clues to its Syndicate ties nearby, such as crimson thread, coded ledgers, or a matching symbol on a stolen crate.

Treasure

The cipher ledger, which can expose a network of Syndicate contacts.
A pouch containing 18 gp, two crimson glass beads worth 5 gp each, and a stamped brass token.
A small vial of preserved blood that reveals the memory of a secret meeting when exposed to moonlight, at the GM's discretion.

Media

0 images

No images yet.

Visual sheet

Turn Crimson Syndicate Necromancer into a sheet

A high-res, share-ready sheet you can post or print.