Necrotic Moves

Necrotic Moves


Name                    Category                   AP           Power        Accuracy

Bite                       Finesse                     25             2d6            +0
Make a Melee attack, on a hit you deal 2d6 necrotic damage. Roll a 1d10. On a 10 the creature flinches in pain and cannot take an action this round.  

Chill Touch           INT/CHA                 35              1d8            +0
You create a ghostly, skeletal hand in the space of a creature within 60ft. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. 

Toll the Dead        WIS/INT/CHA         30           1d10/12        +0
You point at one creature you can see within range, and the sound of a bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.

Arms of Hadar       Charisma               20             2d6               +0 
You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can't take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect. 

Inflict Wounds  Wisdom                       15               3d10             +0
Make a melee attack, onn a hit, the target takes 3d10 necrotic damage.
 
Vampiric Touch       CHA/INT                15                  4d6            +0
Make a melee attack, on a hit, the target takes 4d6 necrotic damage, and you regain hit points equal to the amount of necrotic damage dealt. 
 
Blight                       INT/CHA/WIS       5                    8d6          +0
The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. The spell has no effect on undead or constructs. If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies.

Harm                         Wisdom                5                  14d6                +0 
The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes. 

Finger of Death         INT/CHA             5                 7d8+30                +0
You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.
 
Rotting Fist              Finesse                   20              3d6                  +0
Make a Melee attack, on a hit it takes 3d6 necrotic damage and the target must succeed on a Constitution saving throw or be Cursed with rot. The Cursed target can't regain Hit Points, and its hit point maximum decreases by the damage dealt. The curse lasts until removed by the Remove Curse, other means or faints.  

Dreadful Glare        Charisma                 20          Special           +0
Target one creature it can see within 60 ft. of it. If the target can see this creature, it must succeed on a Wisdom saving throw against this magic or become Frightened until the end of the this creatures next turn. If the target fails the saving throw by 5 or more, it is also Paralyzed for the same Duration.
 
Life Drain                Finesse                    15           2d8               +0
Make a Melee attack, on a hit it takes 2d8 necrotic damage. The target must succeed on a Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken and you restore that many hit points.
 
Children of the Night   Dexterity           5             5d8            +0
The creature summons creatures of the night to slash and bite a target within 120ft. This attack hits 2d4 times.  Make a melee attack, on a hit the target takes 5d8 necrotic damage for each hit. Modifier damage isnt applied.

Bone Dust               Special                    25          Special      +0
The creature spreads dust all around. For the next 5 rounds, all necrotic attacks deal an additional 1d10 necrotic damage. Only one of these effects can be active at a time.

Undead Fortitude    Special                    10              Special     +0
This creature prepares itself for incoming attack, If damage reduces this creature to 0 Hit Points, it must make a Constitution saving throw with a DC of 5+ the damage taken, unless the damage is radiant or from a critical hit. On a success, this creature drops to 1 hit point instead. This effect lasts until the end of battle. 

Enervation Ray        INT/CHA                 10                8d8            +0
Target a creature within 60ft, it must make a Constitution saving throw, taking 8d8 necrotic damage on a failed save, or half as much damage on a successful one. 

Shadow Jump          Strength                   15                5d12             +0
If the creature is in dim light or darkness⁠⁠, each creature of its choice within 5 feet of it must succeed on a Constitution saving throw or take 5d12 necrotic damage.
This creature then magically teleports up to 60 feet to an unoccupied space it can see. It can bring one creature it's Grappling, teleporting that creature to an unoccupied space it can see within 5 feet of its destination. The destination spaces of this teleportation must be in dim light or darkness⁠. 

Deadly Reach            Finesse                  15                   3d10              +0
Make a Melee attack, on hit, the target takes 3d10 necrotic damage. If the target is a creature, this creature can pull the target up to 10 feet toward itself, and the target is Grappled. This has a 15ft reach.

Blood Drinker           Finesse                   10                7d6                   +0
Make a Melee Bite attack, on hit, the target takes 7d6 necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and this creature regains Hit Points equal to that amount. The reduction lasts until the end of the battle. 

Misty Escape         Special                     5                  Special          +0
If this creature would be dropped to 0 hit points, it is instead dropped to 1 hit point and returns to its Dungeball. You can choose a different Dungemon to use instead. This has no effect if there are no available Dungeomon to replace it. This effect lasts until the end of battle.

Tongue                   Finesse                    30                Special          +0
Target one Medium or smaller creature that it can see within 20 feet of it. The target must make a Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of this creature, and is grappled. This creature can make a bite Attack against it as a Bonus Action if it has bite as one of its moves. 

Darkness Burst       Special                     15               6d6                  +0
If this creature hits with a Shadow Sword Attack and the target is within 10 feet of a 5-foot cube of darkness⁠ created by the Shadow Sword on a previous turn, this creature can dismiss that darkness as a Reaction⁠⁠ and cause the target to take 6d6 necrotic damage. This creature can dismiss darkness⁠ in this way no more than once per turn.

Wounding Ray:       Intelligence              20               3d10                +0
The target within 60ft must make a Constitution saving throw, taking 3d10 necrotic damage on a failed save, or half as much damage on a successful one.

Death Ray             Intelligence              5                   10d10             +0 
The targeted creature within 120ft must succeed on a Dexterity saving throw or take 10d10 necrotic damage. If this reduces the target to 0 Hit Points, it can only be revived at a temple.