Grizzlewort the Deceiver – Goblin Necromancer

This NPC is free to use in your campaigns. The stat block is for D&D, so if you are playing another system, you will need to convert it. Note that this is a basic outline, and you might need to adjust the stats based on your campaign’s needs.

From the mist-veiled depths of a mysterious swamp emerges our necromancer, a goblin wizard of cunning and ambition. Here’s the crafted essence of your NPC:

Name: Grizzlewort the Deceiver

Small humanoid (goblin), neutral evil

Armor Class: 12 (Natural Armor) Hit Points: 55 (10d6 + 20) Speed: 25 ft.

8 (-1)14 (+2)14 (+2)17 (+3)12 (+1)15 (+2)

Skills: Deception +6, Arcana +7 Senses: Darkvision 60 ft., passive Perception 11 Languages: Common, Goblin, Necril Challenge: 5 (1,800 XP)

Spellcasting: Grizzlewort is a 10th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). Grizzlewort has the following wizard spells prepared:

  • Cantrips (at will): Mage Hand, Minor Illusion, Ray of Frost
  • 1st level (4 slots): Disguise Self, Ray of Sickness, Shield
  • 2nd level (3 slots): Invisibility, Misty Step, Ray of Enfeeblement
  • 3rd level (3 slots): Animate Dead, Counterspell
  • 4th level (3 slots): Blight, Greater Invisibility
  • 5th level (2 slots): Cloudkill, Raise Dead

Cunning Illusionist: Grizzlewort can cast Disguise Self at will, without expending a spell slot.

Necromantic Command: Once per day, Grizzlewort can summon 2d4+2 zombie minions that act under his command.


  • Cane Strike: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6) bludgeoning damage.

Legendary Actions Grizzlewort can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Grizzlewort regains spent legendary actions at the start of his turn.

  • Cantrip Cast: Grizzlewort casts a cantrip.
  • Command Undead (Costs 2 Actions): Grizzlewort issues a command to his undead minions, allowing them to make an immediate attack or move action.


Grizzlewort is a goblin of small stature, with long, bushy eyebrows overshadowing his cunning eyes. His skin carries the damp green hue of his swampy home. He leans on a small, gnarled cane, seemingly for support, but it is also the conduit of his dark powers. His robes are simple and earth-toned, blending with the swamp’s palette, and he moves with a deceptive frailty that belies his true strength.

Origin and Background:

In the heart of the Murkwood Swamps, where the mist weaves through gnarled trees like ghostly serpents, Grizzlewort the Deceiver crafted his sinister legacy. Born into a tribe of goblins known for their petty thievery and cunning, Grizzlewort always stood out for his intellect and ambition. While his kin reveled in the mundane pleasures of goblin life, he yearned for power and mastery over the arcane.

Grizzlewort’s journey into necromancy began when he stumbled upon a half-buried tome, its pages filled with forgotten dark arts. This forbidden knowledge consumed him, leading him to abandon his tribe and delve deeper into the swamp’s enigmatic depths. There, he forged a pact with a shadowy spirit of the swamp, which granted him mastery over the dead in exchange for his loyalty.

His lair, a maze of twisted roots and ancient ruins, became a haven for his dark experiments. He summoned the spirits of the swamp, binding them to his will, and raised an army of undead minions from the murky waters. These minions became his eyes and ears, extending his influence far beyond the confines of the swamp.

To the outside world, Grizzlewort presented himself as a feeble, harmless hermit. His mastery of illusion magic enabled him to maintain this façade, deceiving those who ventured into his realm. This deception served two purposes: it allowed him to gather information without arousing suspicion, and it protected his sanctuary from would-be heroes and adventurers.

Despite his evil nature, Grizzlewort harbored a deep-seated fear of his own mortality. This fear drove his relentless pursuit of power and his experiments with necromancy. He believed that by mastering death, he could transcend his goblin form and achieve immortality.

As he grew in power, his ambition evolved. Grizzlewort no longer desired mere survival or dominance over the swamp; he envisioned himself as a ruler of a vast undead empire, with legions of the undead at his command. He began to venture out of the swamp, seeking ancient relics and forging pacts with other dark entities to expand his necromantic abilities.

However, Grizzlewort’s actions did not go unnoticed. A group of adventurers, drawn by tales of a mysterious swamp wizard, began to unravel his deceptions. A confrontation seemed inevitable, and Grizzlewort prepared his defenses, ready to unleash the full might of his undead army to protect his realm and realize his dark ambitions.

With his cunning eyes glinting under bushy eyebrows, Grizzlewort the Deceiver stands ready to defend his dominion and pursue his dream of necromantic supremacy, proving that even the smallest of creatures can cast the longest shadows.

Magic and Abilities:

A master of necromancy, Grizzlewort can raise and command the dead, weaving them into an ever-growing army of undead. He is also adept at illusion, a skill he uses to mask his true nature, presenting himself as a shy, somewhat inept illusionist to those who encounter him.

Personality and Motives:

Grizzlewort is ambitious and cunning, harboring dreams of ruling with an undead legion. His demeanor, however, is that of a harmless, bumbling hermit, easily underestimated by those he meets. This façade allows him to operate unhindered, as few suspect his true capabilities and intentions.

Allies and Adversaries:

The wizard’s truest allies are his undead minions, raised in secret over many years. To the outside world, he appears a benign, if odd, inhabitant of the swamp, and thus has unwittingly earned the goodwill of many who know of him. However, should his true nature be revealed, he would likely face fierce opposition from those who stand against the dark arts.

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