Necromancer Creature 5

NEMediumHumanHumanoid

Pathfinder Gamemastery Guide (Second Edition), page 230; family: Mystics

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.


Perception +10

Languages Common

Skills Arcana +13, Crafting +11, Intimidation +8, Religion +10

Str +2, Dex +3, Con +2, Int +4, Wis +3, Cha –1

Items light mace, hooded robe, scroll of spectral hand, spellbook (Abominable Missives of the Atrophied)

Stench of Decay (arcane, aura, conjuration, poison) The necromancer emits a scent of putrid rot in a 5-foot emanation. A creature that enters or begins its turn in the aura is sickened 1.

AC 20; Fort +9, Ref +12, Will +12

HP 58

Speed 25 feet

Melee  light mace +12 (agile, finesse, shove), Damage 1d4+4 bludgeoning

Wizard Prepared Spells DC 21, attack +13; 3rd bind undead, lightning bolt, vampiric touch; 2nd false life, grim tendrils, mirror image, web;

1st fear, feather fall, ray of enfeeblement, spider sting; Cantrips (3rd) chill touch, detect magic, electric arc, ray of frost, read aura, shield

Wizard School Spells 1 Focus Point, DC 21; 3rd call of the grave (Core Rulebook 406)

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 mace. This gives them the ability to cast one prepared spell they prepared today and already cast, without spending a spell slot.