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Hidden secrets and occult powers have an irresistible lure for many. Since the majority of these NPCs are spellcasters, consider using alternative spell lists to adjust their themes.
Hidden secrets and occult powers have an irresistible lure for many. Since the majority of these NPCs are spellcasters, consider using alternative spell lists to adjust their themes.
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<b>Defense & Saves</b>
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* '''HP:''' 65
* '''AC:''' 20
* '''Perception:''' +0
* '''Speed:''' 25 ft.
* '''Fortitude:''' +11
* '''Reflex:''' +12
* '''Will:''' +11
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<b>Ability Scores</b>
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{| class="wikitable" style="text-align:center; width:100%;"
|-
! STR !! DEX !! CON !! INT !! WIS !! CHA
|-
| +2 || +3 || +2 || +4 || +2 || -1
|}
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<b>Skills</b>
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{| class="wikitable sortable" style="width:100%;"
! Skill !! Modifier
|-
| Arcana || +0
|-
| Intimidation || +0
|-
| Occultism || +0
|}
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<b>Actions & Abilities</b>
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=====Attacks=====
; <html><img src="https://foundry.atkennedy.com/icons/weapons/maces/mace-round-steel.webp" width="20" height="20" alt="Light Mace" style="vertical-align:middle;" /></html> '''Light Mace''' <small>(agile, finesse, shove)</small> +14 — 1d4+8 bludgeoning
: A light mace has a short wooden or metal shaft ending with a dense metal head. Used much like a club, it delivers heavy bludgeoning blows, but with extra power derived from the head's metal ridges or spikes.
; '''Fist''' <small>(agile, finesse, nonlethal, unarmed)</small> +14 — 1d4+8 bludgeoning
=====Abilities=====
; <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/default-icons/action.svg" width="20" height="20" alt="Undead, Attack!" style="vertical-align:middle;" /></html> '''Undead, Attack!''' <small>(concentrate, occult)</small>
: '''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 @Damage[2d12[bludgeoning]|traits:magical] damage (or @Damage[2d12[spirit]|traits:magical]{spirit} damage if the entity is a spirit). The Strike has the magical trait, and no multiple attack penalty applies to it.
; <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/actions/Passive.webp" width="20" height="20" alt="Stench of Decay" style="vertical-align:middle;" /></html> '''Stench of Decay''' <small>(aura, occult, olfactory)</small>
: The necromancer emits a scent of putrid rot in a 5-foot emanation. A living creature that enters or begins its turn in the aura is Sickened 1.
; <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/default-icons/action.svg" width="20" height="20" alt="Undead, Arise!" style="vertical-align:middle;" /></html> '''Undead, Arise!''' <small>(concentrate, manipulate, occult)</small>
: 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 ghosts, 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.
; <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/default-icons/action.svg" width="20" height="20" alt="Wave of Death" style="vertical-align:middle;" /></html> '''Wave of Death''' <small>(concentrate, manipulate, occult, void)</small>
: '''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 @Damage[4d12[void]|options:area-damage] damage to each creature in a @Template[type:emanation|distance:10] with a @Check[fortitude|dc:23|basic|options:area-effect] save. A creature in more than one explosion is damaged only once. The necromancer becomes Drained 1.
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<b>Spellcasting</b>
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=====Occult Innate Spells (Occult) — Innate=====
; DC 23 | Attack +15
'''Rank 1'''
* <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/spells/chill-touch.webp" width="18" height="18" alt="Void Warp" style="vertical-align:middle;" /></html> [[Void Warp]] <small>[cantrip, concentrate, manipulate, void]</small>
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''Last synced: 2026-06-20 19:52''
[[Category:NPCs]]

Revision as of 00:52, 21 June 2026

Necromancer

Necromancer
gmg-necromancer.webp#.webp
Level 5
Size Medium

Description

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.

Hidden secrets and occult powers have an irresistible lure for many. Since the majority of these NPCs are spellcasters, consider using alternative spell lists to adjust their themes.

Defense & Saves

  • HP: 65
  • AC: 20
  • Perception: +0
  • Speed: 25 ft.
  • Fortitude: +11
  • Reflex: +12
  • Will: +11

Ability Scores

STR DEX CON INT WIS CHA
+2 +3 +2 +4 +2 -1

Skills

Skill Modifier
Arcana +0
Intimidation +0
Occultism +0

Actions & Abilities

Attacks
Light Mace Light Mace (agile, finesse, shove) +14 — 1d4+8 bludgeoning
A light mace has a short wooden or metal shaft ending with a dense metal head. Used much like a club, it delivers heavy bludgeoning blows, but with extra power derived from the head's metal ridges or spikes.
Fist (agile, finesse, nonlethal, unarmed) +14 — 1d4+8 bludgeoning
Abilities
Undead, Attack! Undead, Attack! (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 @Damage[2d12[bludgeoning]|traits:magical] damage (or @Damage[2d12[spirit]|traits:magical]{spirit} damage if the entity is a spirit). The Strike has the magical trait, and no multiple attack penalty applies to it.

Stench of Decay Stench of Decay (aura, occult, olfactory)
The necromancer emits a scent of putrid rot in a 5-foot emanation. A living creature that enters or begins its turn in the aura is Sickened 1.
Undead, Arise! Undead, Arise! (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 ghosts, 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.
Wave of Death Wave of Death (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 @Damage[4d12[void]|options:area-damage] damage to each creature in a @Template[type:emanation|distance:10] with a @Check[fortitude|dc:23|basic|options:area-effect] save. A creature in more than one explosion is damaged only once. The necromancer becomes Drained 1.

Spellcasting

Occult Innate Spells (Occult) — Innate
DC 23 | Attack +15

Rank 1

  • Void Warp Void Warp [cantrip, concentrate, manipulate, void]


Last synced: 2026-06-20 19:52