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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