Medium humanoid (human), lawful evil
Armor Class 11 Hit Points 58 (9d8 + 18) Speed 30 ft.
STR 9 (-1) DEX 10 (0) CON 14 (+2) INT 16 (+3) WIS 10 (0) CHA 8 (-1)
Skills Arcana +7, Perception +2 Senses darkvision 60 ft., passive Perception 12 Languages Common, Necril Challenge 6 (2,300 XP)
Corpse Reanimation. Guntar Dray has the ability to reanimate corpses, provided he has access to suitable corpses. As an action, he can animate a corpse within 60 feet of him. The reanimated corpse acts immediately and is under his control. A reanimated corpse uses the statistics for zombies.
Spellcasting. Guntar Dray is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Guntar knows the following spells:
Cantrips (at will): Chill Touch, Mage Hand, Minor Illusion
1st-level (4 slots): Mage Armor, Ray of Enfeeblement, False Life, Detect Magic
2nd-level (3 slots): Blindness/Deafness, Ray of Sickness, Gentle Repose
3rd-level (3 slots): Animate Dead, Vampiric Touch
4th-level (2 slots): Blight, Dimension Door
Actions
Zombie Claw. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 6 (2d6 - 1) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or become infected with a necrotic disease. The infected creature's hit point maximum is reduced by 4 (1d8) for every 24 hours that elapse. If the disease reduces the creature's hit point maximum to 0, the creature dies and reanimates as a zombie under Guntar Dray's control.
Equipment
- Spellbook
- Component pouch
- Tattered robes
- Staff
- Pouch of grave dirt
Guntar Dray is a malevolent necromancer who roams the roads, seeking to reanimate corpses and unleash them upon travelers. His ability to control these corpses makes him a dangerous adversary on the open road. Adjust the challenge rating as needed to fit your campaign's requirements.