
Generally speaking the dead and spectral arn’t very social with the living
Their are exceptions to this rule of coarse such as.
- The liveing can see and hear them
- The living is a descendant of theirs
- The living is on a similar mission with them.
- The living has similar needs and faces similar conflicts.
In many ancient tribes a shaman was there to to be all four things for the ghosts of their ancestors
And the ancestors of course responded in kind by sending to this very day heroes that would make the lives of natural necromancers much easier.
They say if you cast the animate dead spell at 4th level and bring a iron and gold skeleton worth 4000 gold you can make a pact with one of these beings
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Of coarse some animation spells can be as simple as saying a name three times. And sacrifices only require a very sincere promise and a hand shake.
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Some necromancers dont even know what they are even though they have all the spell casting energy of a wizard they just dont know the right spells.
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When you do so you will always have a friend when you have a a mirror
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And good friends always remember to visit one another

Medium Undead: Chaotic Good
Armor Class 13
Hit Points 75 (10d8 + 30)
Speed 0 ft., fly 60 ft. (hover)
STR
6 (?2)
DEX
16 (+3)
CON
16 (+3)
INT
12 (+1)
WIS
14 (+2)
CHA
15 (+2)

Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 12
Languages the languages it knew in life
Challenge 7 (1,800 XP)
Spellcasting. The watcher is an 16th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). The watcher has the following wizard spells prepared:
Cantrips (at will): mage hand, prestidigitation, minor ilusion
1st level (4 slots): detect magic, shield, disguise self
2nd level (3 slots): detect thoughts, invisibility, sudgestion, Alter self
3rd level (3 slots): slow , counterspell, dispel magic, fireball
4th level (3 slots): polymoroph, dimension door banishment.
5th level (3 slots): Animate Objects, scrying, major image.
6th level (1 slot): mass suggestion , globe of invulnerability
7th level (1 slot): tekeport, plane shift

Invisibility. The watcher can turn invisible. At will
Warped image: The watcher can use alter self at will and even use the power back handedly.
Forceful Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) force damage.
Incorporeal Movement. The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage. The watcher regains half this damage as hit points.
Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (2d6 + 3) necrotic damage. The target mus then make a consistition save or DC 16 or fall asleep for the next 1d4 rounds from exhaustion
Etherealness. The watcher enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.
Conjuring: The watcher calls into existence a number of objects that occupy 1d4 squares of space and can be as valuable as an uncomon magic item. This noun lasts for 2d4 rounds
Telekinetic Thrust. The poltergeist targets a creature or unattended object within 30 feet of it. A creature must be Medium or smaller to be affected by this magic, and an object can weigh up to 150 pounds.
If the target is a creature, the watcher makes a Charisma check contested by the target’s Strength check. If the poltergeist wins the contest, the watcher hurls the target up to 30 feet in any direction, including upward. If the target then comes into contact with a hard surface or heavy object, the target takes 1d6 damage per 10 feet moved.
If the target is an object that isn’t being worn or carried, the watcher hurls it up to 30 feet in any direction. The watcher can use the object as a ranged weapon, attacking creature along the object’s path (+4 to hit) and dealing 5 (2d4) bludgeoning damage on a hit.

