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Screaming Grub NecromancerCreature 7


RareMediumHumanHumanoid
Source Pathfinder Society Scenario #6-16: The Heart of the City
Perception +13
Languages Common, Chthonian, Necril
Skills Arcana +17, Intimidation +12, Occultism +17
Str +2, Dex +3, Con +2, Int +4, Wis +2, Cha +2

AC 23; Fort +12; Reflex +15; Will +15;
HP 120
Speed 25 feet

Scythe One Action +15 (+10, +5) to hit (magical) 2d10+4 Slashing
Fist One Action +15 (+11, +7) to hit (agile, finesse, nonlethal, unarmed) 2d8+4 Bludgeoning

Stench of Decay (aura, occult, olfactory)

The necromancer emits a scent of putrid rot in a 5-foot emanation. Anyone that enters or begins its turn in the aura that is not a member of the Cult of the Screaming Grub 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 spirits, 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.

Actor.Screaming Grub Undead

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 spirit 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 4d10 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 24, +14 to hit)

Cantrips (4th Level): Daze, Forbidding Ward, Guidance, Haunting Hymn, Shield, Void Warp
1st Level: Bane, Command, Phantom Pain
2nd Level: Blood Vendetta, Invisibility, Laughing Fit
3rd Level: Paralyze, Slow, Vampiric Feast
4th Level: Confusion, Suggestion



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.

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.