Arch-Necromancer Rank 4 · Type: Leader A decaying mage adorned in dark, tattered robes. Motives & Tactics Corrupt, decay, flee to fight another day, resurrect Difficulty: 21 | Damage thresholds: 33/66 | HP: 9 | Stress: 8 Standard attack: ATK +6 | Necrotic Blast | Far | 4d12+8 mag Experiences - Forbidden Knowledge +3 - Wisdom of Centuries +3 Features - Dance of Death — Action Mark a Stress to spotlight 1d4 allies. Attacks they make while spotlighted in this way deal half damage, or full damage if you spend a Fear. - Beam of Decay — Action Mark 2 Stress to cause all targets within Far range to make a Strength Reaction Roll. Targets who fail take 2d20+12 magic damage and you gain a Fear. Targets who succeed take half damage. A target who marks 2 or more HP must also mark 2 Stress and becomes Vulnerable until they roll with Hope. - Open the Gates of Death — Action Spend a Fear to summon a Zombie Legion, which appears at Close range and immediately takes the spotlight. - Not Today, My Dears — Reaction When the Necromancer has marked 7 or more of their HP, you can spend a Fear to have them teleport away to a safe location to recover. A PC who succeeds on an Instinct Roll can trace the teleportation magic to their destination. - Your Demise is Near — Reaction Countdown (2d6). When the Necromancer has marked 6 or more of their HP, activate the countdown. When it triggers, deal 2d10+6 direct magic damage to a target within Close range. The Necromancer then clears a number of Stress or HP equal to the number of HP marked by the target from this attack. Source: SRD