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NecromancerCreature 5


MediumHumanHumanoid
Source Pathfinder NPC Core
Perception +10
Languages Common, Necril
Skills Arcana +11, Intimidation +8, Occultism +13
Str +2, Dex +3, Con +2, Int +4, Wis +2, Cha -1

AC 20; Fort +11; Reflex +12; Will +11;
HP 65
Speed 25 feet

Light Mace One Action +14 (+10, +6) to hit (agile, finesse, shove) 1d4+8 Bludgeoning
Fist One Action +14 (+10, +6) to hit (agile, finesse, nonlethal, unarmed) 1d4+8 Bludgeoning

Stench of Decay (aura, occult, olfactory)

The necromancer emits a scent of putrid rot in a 5-foot emanation. A living creature that enters or begins its turn in the aura is Sickened 1.

Undead, Arise! One Action (concentrate, manipulate, occult)

The necromancer summons two Medium undead entities in different empty squares up to 30 feet away. These undead entities can take the form of zombies, skeletons, or ghosts, chosen by the necromancer. The entities block movement as though they were creatures and can be attacked. Each entity has 1 Hit Point and the same AC and saves as the necromancer. They can't take actions of their own and deteriorate if the necromancer is reduced to 0 Hit Points. The necromancer can have up to four undead entities at any given time. If they call another, the oldest undead entity deteriorates.

Undead, Attack! Two Actions (concentrate, occult)

Requirements The necromancer has at least one undead entity active


Effect The necromancer commands all their undead entities to attack. Each entity can Stride up to 20 feet into an empty square and make a Strike. The Strike has a +15 attack modifier and deals 2d12 bludgeoning damage (or 2d12 spiritspirit damage if the entity is a spirit). The Strike has the magical trait, and no multiple attack penalty applies to it.

Wave of Death Two Actions (concentrate, manipulate, occult, void)

Requirements The necromancer isn't drained and has at least one undead entity active


Effect The necromancer overloads their undead entities with void energy, causing all of them to explode. Each entity is destroyed, dealing 4d12 void damage to each creature in a 10-foot emanation with a DC 23 fortitude save. A creature in more than one explosion is damaged only once. The necromancer becomes Drained 1.


Occult Innate Spells (DC 23, +15 to hit)

Cantrips (3rd Level): Void Warp


Defiling the natural order and spitting in the face of convention, the necromancer remains dutifully committed to understanding what forces await beyond the mortal boundaries of life and death.


Hidden secrets and occult powers have an irresistible lure for many. Since the majority of these NPCs are spellcasters, consider using alternative spell lists to adjust their themes.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Human

A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.

Humanoid

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