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necromancer

NECROMANCER

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.

NECROMANCER: ACOLYTE OF DEATH (10 HD Leader)

  • 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

NECROMANCER: HELL-SPAWN SORCERER (14 HD Leader)

  • 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

NECROMANCER: WITCH-KING (18 HD Leader)

  • 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
necromancer.txt · Last modified: 2020/01/23 19:56 by dave