Skeleton Rival NecromancerCreature 16
Source Pathfinder #186: Ghost King's Rage
Perception +28 (darkvision)
Languages Common, Necril
Skills Arcana +32, Deception +28, Diplomacy +28, Intimidation +28, Religion +28, Society +32, Stealth +26
Str +1, Dex +3, Con +3, Int +5, Wis +4, Cha +4
AC 36; Fort +25; Reflex +25; Will +30;
HP 175 (void healing)
Speed 25 feet
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Resistances Cold 10, Electricity 10, Fire 10, Piercing 10, Slashing 10
Dagger
+25 (+21, +17) to hit (agile, finesse, magical, versatile s) 3d4+7 PiercingDagger
+25 (+21, +17) to hit (agile, magical, thrown 10, versatile s) 3d4+7 PiercingVoid Healing
A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
Bolster Dead
Frequency once per turn
Requirements Your most recent action was to cast a non-cantrip necromancy spell
Effect You harness the residual energy from the spell you last cast into the body of an undead creature within 30 feet. That creature's resistances increase by an amount equal to the rank of the spell cast until the beginning of the next turn.
Drain Bonded Item
(arcane)Frequency once per day
Requirements The necromancer hasn't acted yet on this turn
Effect The necromancer expends the power stored in their dagger. This gives them the ability to cast one prepared spell they prepared today and already cast, without spending a spell slot.
Wizard Prepared Spells (DC 41, +33 to hit)
Cantrips (8th Level): Ancient Dust, Chill Touch, Detect Magic, Shield, Torturous Trauma
1st Level: Animate Dead, Feather Fall, Flense, Illusory Disguise, Longstrider, Magic Missile
2nd Level: Darkvision, Dispel Magic, False Life, Resist Energy, See Invisibility
3rd Level: Haste, Rouse Skeletons, Slow
4th Level: Fly, Stoneskin
5th Level: Blister, Forceful Hand, Tongues
6th Level: Bound in Death, Feeblemind
8th Level: Boil Blood
1st Level: Call of the Grave
4th Level: Life Siphon
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
HumanA 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.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
SkeletonThis undead is made by animating a dead creature's skeleton with void energy. An ability with this trait can be used or selected only by skeletons.
UndeadOnce living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.
UnholyEffects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.