18.25 Necromancers
Necromancers Lore
Local DV 7: Necromancers revive and manipulate undead. Some even attempt to emulate the strength of undead in their own bodies. They are reviled in most societies, both for their desecration of the dead and for the harm their magic can do to souls.
HP 66 IP 33
Defenses Armor 10 Brawn 8 Fort 8 Ment 10 Ref 10
Movement 30 ft.; Stealth +9
Senses Awareness +7
Other skills Craft (bone) +7
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Attributes 0, 4, 0, 2, 2, 4 | Alignment Chaotic evil |
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Accuracy +3; Brawling +2 | Power 4; 8 ✨ |
Equipment Heavy crossbow
Traits Humanoid
Graverobber Abilities
| Drain Life ✨ | Elite action |
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The graverobber makes a +3 attack vs. Fortitude against one living creature within Short (30 ft.) range.
Hit: 1d10+1d6+4 damage.
Injury: The graverobber is briefly empowered (+2 damage).
| Putrefying Blast ✨ | Elite action |
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The graverobber makes a +3 attack vs. Fortitude against all enemies within a Medium (30 ft.) cone from itself.
Hit: The target is briefly stunned (-2 defenses).
| Heavy Crossbow | Standard action |
Tags: Projectile (90/270)
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The graverobber makes a +4 ranged strike vs. Armor with its heavy crossbow.
Hit: 1d10+2 damage.
| Inflict Wound ✨ | Standard action |
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The graverobber makes a +3 attack vs. Fortitude against one living creature within Medium (60 ft.) range.
Hit: 1d6+4 damage.
Injury: 1d6+4 damage again.
Critical hit: All instances of damage are doubled, not just the initial damage.
| Lifesteal ✨ | Standard action |
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The graverobber makes a +3 attack vs. Fortitude against one living creature within Medium (60 ft.) range.
Hit: 1d6+4 damage.
Injury: The graverobber regains 5d6 hit points at the end of the round.
| Elite Cleanse | Triggered |
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At the end of each round, roll 1d10. On an 8 or 9, the graverobber can remove one condition. On a 10, it can instead remove two different conditions. Conditions applied during the current round cannot be removed in this way.
HP 147 IP 73
Defenses Armor 12 Brawn 11 Fort 13 Ment 14 Ref 12
Movement 30 ft.
Senses Darkvision (60 ft.) Lifesight (30 ft.) Awareness +9
Social Intimidate +7
Other skills Craft (bone) +10 Knowledge (arcana) +10
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Attributes 0, 2, 4, 3, 2, 6 | Alignment Lawful evil |
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Accuracy +5; Brawling +4 | Power 6; 12 ✨ |
Equipment Scythe
Traits Humanoid
Lichbound Lore
Local DV 9: A lichbound is a mage who has started the process of becoming a lich by intentionally splintering their own soul. They still have far to go before they truly embrace undeath, but they gain some benefits from their partial transformation.
Lichbound Abilities
Life Suppression: Although the lichbound is alive, it is not considered a living creature for the purpose of attacks against it. This means that attacks which only affect living creatures have no effect on it.
| Circle of Death ✨ | Elite action |
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The lichbound inscribes a circle in a Medium (30 ft.) radius zone from its location. During its next action, the lichbound makes a +5 reactive attack vs. Fortitude against all living creatures in the area.
Hit: 6d6 damage.
Injury: 6d6 damage again.
Critical hit: All instances of damage are doubled, not just the initial damage.
Miss: Half damage.
| Sanguine Bond ✨ | Elite action |
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The lichbound makes a +5 attack vs. Fortitude against one living creature within Medium (60 ft.) range.
Hit: 1d6+6 damage, and the target’s life becomes linked to the lichbound’s life as a condition. At the end of each subsequent round, if the lichbound lost hit points during that round, the target takes 1d6+6 damage.
Critical hit: All instances of damage are doubled, not just the initial damage.
| Splinter Soul ✨ | Elite action |
Tags: Compulsion
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The lichbound makes a +5 attack vs. Mental against up to two creatures within Medium (60 ft.) range.
Hit: If the target is injured, it is compelled to spend its next standard action doing nothing at all. After it takes this standard action, it becomes immune to this effect until it finishes a short rest.
| Lifesteal Grasp ✨ | Standard action |
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The lichbound must have a free hand to use this ability.
The lichbound makes a +5 attack vs. Fortitude against a living creature it touches.
Hit: 6d6 damage.
Injury: The lichbound regains 7d6 hit points at the end of the round.
| Lifetap Blast ✨ | Standard action |
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The lichbound makes a +5 attack vs. Reflex against everything within a Medium (30 ft.) cone from itself. Whether the attack hits or misses, it loses 6 hit points. The lichbound can increase this hit point loss to 36 hit points. If it does, it gains a +4 accuracy bonus with the attack.
Hit: 6d6 damage.
Miss: Half damage.
| Reaping Scythe ✨ | Standard action |
Tags: Sweeping (2)
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The lichbound makes a +5 melee strike vs. Armor with its scythe.
Hit: 2d6+12 damage.
| Elite Cleanse | Triggered |
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At the end of each round, roll 1d10. On an 8 or 9, the lichbound can remove one condition. On a 10, it can instead remove two different conditions. Conditions applied during the current round cannot be removed in this way.
| Fearsome Aura ✨ | Triggered |
Tags: Emotion
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Whenever an enemy enters a Medium (30 ft.) radius emanation from the lichbound, it makes a +9 reactive attack vs. Mental against them. After the lichbound attacks a creature this way, it becomes immune to this attack from it until it finishes a short rest.
Hit: The target is briefly frightened (-2 Mental, -2 accuracy vs. source) by the lichbound.
HP 438 IP 219
Defenses Armor 18 Brawn 16 Fort 16 Ment 21 Ref 18
Movement 30 ft.
Senses Awareness +18
Social Persuasion +18
Other skills Knowledge (arcana) +17 Knowledge (souls) +17
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Attributes 0, 4, 1, 5, 6, 10 | Alignment Lawful neutral |
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Accuracy +13; Brawling +10 | Power 11; 21 ✨ |
Traits Humanoid
Idoris, Queen of the Dead Lore
Local DV 14: Idoris is a powerful necromancer who lives deep in a cursed forest. She controls a large army of undead minions who aggressively defend her territory.
Idoris Abilities
Rituals ✨: Idoris can perform any ritual of rank 6 or lower from the channel divinity and vivimancy mystic spheres. It does not need to increase its fatigue level to perform those rituals.
| Divine Interdiction ✨ | Elite action |
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Idoris makes a +16 attack vs. Mental against up to two creatures within Medium (60 ft.) range.
Hit: If the target is injured, an interdiction briefly divides it from everything outside itself. No ability can have line of effect to or from it, even abilities that can pass pass through solid objects. After the interdiction ends, the target becomes immune to this effect until it finishes a short rest.
| Mighty Retributive Judgment ✨ | Elite action |
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Idoris makes a +13 attack vs. Mental against something within Short (30 ft.) range. Idoris gains a +3 accuracy bonus if the target attacked it or one of its allies during the previous round.
Hit: 12d6 damage.
| Mighty Word of Faith ✨ | Elite action |
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Idoris makes a +13 attack vs. Mental against all enemies in a Medium (30 ft.) radius from itself.
Hit: 11d6 damage.
Miss: Half damage.
| Lifesteal ✨ | Standard action |
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Idoris makes a +13 attack vs. Fortitude against one living creature within Medium (60 ft.) range.
Hit: 11d6 damage.
Injury: Idoris regains 22d6 hit points at the end of the round.
| Mighty Lifetap Slash ✨ | Standard action |
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Idoris makes a +13 attack vs. Armor against something within Medium (60 ft.) range. Whether the attack hits or misses, it loses 21 hit points. Idoris can increase this hit point loss to 109 hit points. If it does, it gains a +4 accuracy bonus with the attack.
Hit: 13d8 damage.
| Mighty Sanguine Bond ✨ | Standard action |
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Idoris makes a +13 attack vs. Fortitude against one living creature within Medium (60 ft.) range.
Hit: 1d8+21 damage, and the target’s life becomes linked to idoris’s life as a condition. At the end of each subsequent round, if idoris lost hit points during that round, the target takes 1d8+21 damage.
Critical hit: All instances of damage are doubled, not just the initial damage.
| Elite Cleanse | Triggered |
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At the end of each round, roll 1d10. On an 8 or 9, idoris can remove one condition. On a 10, it can instead remove two different conditions. Conditions applied during the current round cannot be removed in this way.
HP 46 IP 23
Defenses Armor 10 Brawn 11 Fort 9 Ment 8 Ref 9
Immune Prone
Movement 40 ft.; Climb (slow) Land (slow) Climb +9
Senses Blindsense (120 ft.) Darkvision (60 ft.)
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Attributes 3, 4, 2, -8, 0, 3 | Alignment Neutral |
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Accuracy +3; Brawling +5 | Power 6; 6 ✨ |
Nightcrawler Lore
Nature DV 8: A nightcrawler is a Large worm imbued with umbramantic power. Its body is colored only in shades of gray. In battle, they wriggle towards their foes and try to eat them.
Nature DV 13: A typical nightcrawler is about 9 feet long and weighs about 700 pounds. They cover distances slowly, but are surprisingly agile in combat. They can easily contort their body to avoid attacks. Nightcrawlers have several magical abilities that draw on their umbramantic power to damage nearby foes.
Nature DV 18: Nightcrawlers hate and fear light. They can be driven away by light, and are weaker in its presence. If they have no escape, they ferociously attack any sources of light.
Nightcrawler Abilities
| Bite |
Standard action |
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The nightcrawler makes a +3 melee strike vs. Armor with its bite.
Hit: 2d8+6 damage.
| Crawling Darkness ✨ | Standard action |
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The nightcrawler creates a field of dark miasma in a Medium (30 ft.) radius zone from itself. The nightcrawler makes a +3 attack vs. Fortitude against all shadowed enemies in the area. During its next action, this effect repeats in the same area.
Hit: 1d8+1d6 damage.
Miss: Half damage.