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Death Tower NecromancerCreature 10


RareMediumHumanoidOrc
Source Pathfinder #209: Destroyer's Doom
Perception +19 (darkvision)
Languages Chthonian, Common, Draconic, Hallit, Jotun, Necril, Orcish
Skills Lore +22, Arcana +23, Crafting +19, Occultism +22, Religion +19, Society +20, Survival +19
Str +1, Dex +4, Con +3, Int +7, Wis +5, Cha +0

AC 28 29 with mystic armor; Fort +16; Reflex +17; Will +19;
HP 135
Speed 25 feet
Resistances Cold 5

Mace One Action +17 (+12, +7) to hit (magical, shove) 2d6+10 Bludgeoning

Ferocity Reaction

Trigger The monster is reduced to 0 HP.


Effect The monster avoids being knocked out and remains at 1 HP, but its Wounded value increases by 1. When it is Wounded 3, it can no longer use this ability

Deadhand Spell

Death Tower necromancers have crawling hand familiars. They can cast a spell with a range of touch and command the hands to deliver the spell; the crawling hand uses its 2 actions for the round to move to a target of the necromancer's choice and touch that target.

Drain Bonded Item Free Action

Frequency once per day

Requirements The necromancer hasn't acted yet on this turn


Effect The necromancer expends the power stored in their bonded staff. During the current turn, they cast one spell they prepared today and already cast, without spending a spell slot. They must still Cast the Spell and meet the spell's other requirements.

Give a Hand

A Death Tower necromancer's familiar can use its actions to retrieve an item of light or negligible Bulk they're wearing and place it into one of their free hands.

Quickened Casting One Action (concentrate, spellshape)

If the necromancer's next action is to cast a spell or cantrip of 3rd rank or lower, they reduce the number of actions to cast it by 1 (minimum 1 action).


Arcane Prepared Spells (DC 29, +21 to hit)

Cantrips (5th Level): Detect Magic, Ignition, Shield, Telekinetic Hand, Void Warp
1st Level: Enfeeble, Fear, Force Barrage, Grim Tendrils, Mystic Armor, Summon Undead
2nd Level: Blood Vendetta, Darkness, See the Unseen, Stupefy
3rd Level: Blindness, Lightning Bolt, Vampiric Feast
4th Level: Flicker, Mutilate, Vision of Death, Weapon Storm
5th Level: Invoke Spirits, Shadow Blast

Wizard School Spells (DC 29, +21 to hit)

1st Level: Fortify Summoning
4th Level: Spiral of Horrors


Rituals

Create Undead



Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.

Orc

A creature with this trait is a member of the orc ancestry. These green-skinned people tend to have darkvision. A weapon with this trait is a weapon which orcs craft and use.