A named threat of Cathedral Level 3, encountered rarely and never in numbers - real Dungeons & Dragons statistics, no auto-computed shortcuts.
| Level | Known / Prepared |
|---|---|
| 1 | Magic Missile, Ray of Enfeeblement |
| 2 | Death Armor, Ghoul Touch |
| 3 | Negative Energy Burst, Vampiric Touch |
| 4 | Bestow Curse, Contagion, Enervation |
| 5 | Animate Dead, Cloudkill |
| 6 | Circle of Death, Undeath to Death |
| 7 | Finger of Death |
| 8 | Horrid Wilting |
| 9 | Wail of the Banshee |
Layered on top of the module's own combat AI, which still picks targets and positioning. The fight below moves through real hit-point-gated phases; every save DC and attack bonus computes from the stat block above at runtime.
He watches who else has died since his last glance - his, an ally's, doesn't matter - and banks a permanent stack for every one, feeding both his damage and his own armor.
A mark keyed to everything he's harvested so far, ticking away on the weakest soul in the room.
If the mark's own toll has already brought them low enough, he simply ends it.
CR 32 is set against Cathedral Level 3's own real ambient ceiling, not auto-computed from level alone - a genuine Wizard 12 / DreadNecromancer 20 build at 32 total levels.
Hit points (244) follow this project's own average-hit-dice convention, and every save/attack bonus derives from the ability scores above at runtime - nothing here is hardcoded past the phase gates themselves.
Boss-flagged (bypasses the drop-rate roll, two loot-generation passes) and gated to a single spawn - only one Death is ever up in Cathedral Level 3 at a time.