

Skull Lantern Fireball - Shoots a fire projectile from his lantern.(Although it should be noted that Divineweapons will kill the Skeletons for good, with-out the need to kill the Undead Mage first) Drops The Skeletons in the area nearby to their location will simply get back up after they are killed, until you kill the Undead Mage. Undead Mage (The Necromancer) InformationĪn undead figure carrying a Skull Lantern that appears in numerous parts of The Catacombs. Special enemies that do not respawn are classified as Bosses, Mini Bosses or Invaders. Enemies are hostile creatures that respawn when players rest at a Bonfire or upon death.

It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.Undead Mage (The Necromancer) is an Enemy in Dark Souls and Dark Souls Remastered. You take 5 force damage if you end your turn inside an object. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. Starting at 18th level, you can spend 6 sorcery points as a bonus action to transform yourself into a shadowy form. When you are in dim light or darkness, as a bonus action, you can teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness. Shadow WalkĪt 14th level, you gain the ability to step from one shadow into another. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound can make opportunity attacks, but only against its target. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound appears in an unoccupied space of your choice within 30 feet of the target. If the target was hidden, it is no longer hidden from the hound. At the start of its turn, the hound automatically knows its target's location.The hound takes 5 force damage if it ends its turn inside an object. It can move through other creatures and objects as if they were difficult terrain.It appears with a number of temporary hit points equal to half your sorcerer level.The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.The hound uses the dire wolf's statistics, with the following changes: As a bonus action, you can spend 3 sorcery points to summon a hound of ill omen to target one creature you can see within 120 feet of you. Hound of Ill OmenĪt 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.Īfter the saving throw succeeds, you can't use this feature again until you finish a long rest. On a success, you instead drop to 1 hit point.

When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken).

Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. If you cast it with sorcery points, you can see through the darkness created by the spell. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. When you reach 3rd level in this class, you learn the darkness spell, which doesn't count against your number of sorcerer spells known. You have trouble remembering that living creatures and corpses should be treated differently.įrom 1st level, you have darkvision with a range of 120 feet. You barely bleed, even when badly injured. When you are asleep, you don't appear to breathe (though you must still breathe to survive). Source: Xanathar's Guide to Everything Shadow Sorcerer QuirksĪt your option, you can pick from or roll on the Shadow Sorcerer Quirks table to create a quirk for your character.
