The Atlantean Sorcerers of Old developed obscene magic to permanently bind their spirits to their bodies, cheating death forever. Yet, their bodies still died and were mummified with their spirits bound to them they became blasphemous walking dead, spending ages resting in their tombs only to rise again and work their despicable evil on the world when the stars were right. Being without functional organs, they are immune to piercing attacks. Necromancers are always surrounded by a guard of Pit Spawn or Legion of the Damned.
AC: 13 HD 10 HP 41
Resistance: 13; against Magic 22
Mods: W +3/N+7/S+12
Speed: 30'
Morale: if alone +3, if with minions +12
Stealth +7, Perception +7
Attack, Melee: +3 Damage: 3d8+2 bludgeoning (death rod)
Attack, Magic: +12 vs Dex; 5d6 Necrotic (necrotic blast) 50' cone, 3 times per turn
Undead, Evil
Immune to Piercing Attacks
Immune to Charms, Sleep, Hypnosis, Poison
Immune to all weapon attacks unless magic or blessed
Immune to melee attacks from natural creatures (bears, pumas, etc).
Special: can cast any of the Atlantean Blasphemy Spells as rituals outside combat
Adept: can cast Abjure and Evil Eye spells at will, skill +12
Terror: human NPC's must roll morale when encountering them
S+3, D +7, C+3, I +12,W+7,Ch+12
AC: 15 HD 14 HP 57
Resistance: 15; against Magic 22
Mods: W +5/N+9/S+12
Speed: 30'
Morale: if alone +5, if with minions +12
Stealth +9, Perception +9
Attack, Melee: +5; Damage: 3d12 bludgeoning (death rod);
Attack, Magic: +12 vs Dex; Damage: 7d6 Necrotic (necrotic blast), 70' cone, 4 times per turn
Undead, Evil
Immune to Piercing Attacks
Immune to Charms, Sleep, Hypnosis, Poison
Immune to all weapon attacks unless magic or blessed
Immune to melee attacks from natural creatures (bears, pumas, etc).
Special: can cast any of the Atlantean Blasphemy Spells as rituals outside combat
Adept: can cast Abjure and Evil Eye spells at will as many times per turn as desired
Adept: can cast Counter Spell and Dispel Arcanum once per turn, Magic Skill +12
Terror: human NPC's must roll morale when encountering them
S+5, D +9, C+5, I +12,W+9,Ch+12
AC: 17 HD 18 HP 73
Resistance: 17; against Magic 22
Mods: W +7/N+10/S+12
Speed: 30'
Morale: if alone +7, if with minions +12
Stealth +10, Perception +10
Attack, Melee: +7; Damage: 4d10+1 bludgeoning (death rod);
Attack, Magic: +12 vs Dex; Damage 9d6 necrotic (necrotic blast), 90' cone 6 times per turn
Undead, Evil
Immune to Piercing Attacks
Immune to Charms, Sleep, Hypnosis, Poison
Immune to all weapon attacks unless magic or blessed
Immune to melee attacks from natural creatures (bears, pumas, etc).
Special: can cast any of the Atlantean Blasphemy Spells as rituals outside combat
Adept: can cast Abjure and Evil Eye spells as cantrips
Adept: can cast Counter Spell and Dispel Arcanum once per turn, magic Skill +12
Adept: can cast Enervate and Confound once per encounter
Terror: human NPC's must roll morale when encountering them
S+7, D +10, C+7, I +12,W+10,Ch+12