Sources
CR
Type
Size
Alignment
Movement

Jerot Galgin

Medium Humanoid, Neutral Evil

Armor Class 12, 15 with mage armor
Hit Points 110 (20d8 + 20)
Speed 30 ft.
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
Challenge 9 (5,000 XP)

Spellcasting

Spellcasting. Jerot casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 15):

At will: dancing lights, mage hand, prestidigitation

1/day each: circle of death

2/day each: bestow curse, dimension door, mage armor, web

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 the necromancer, whom they obey. They take their turns immediately after the necromancer. Each lasts for 1 hour, until it or the necromancer dies, or until the necromancer dismisses it as a bonus action.

Reactions

Grim Harvest (1/Turn). When Jerot kills a creature with necrotic damage, the necromancer regains 9 (2d8) hit points.