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Necromancer Troop

This creature did not include a description.

Recall Knowledge - Humanoid (Society): DC 41
Unspecific Lore: DC 39
Specific Lore: DC 36

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite Necromancer TroopCreature 20

Legacy Content

Uncommon NE Gargantuan Humanoid Troop 
Source Pathfinder #186: Ghost King's Rage pg. 40
Perception +37
Languages Common, Kelish, Necril, Osiriani
Skills Arcana +37, Athletics +39, Intimidation +35, Religion +37
Str +10, Dex +5, Con +5, Int +8, Wis +6, Cha +6
AC 31; Fort +32, Ref +32, Will +37
HP 290 (16 squares); Thresholds 180 (12 squares), 90 (8 squares); Weaknesses area damage 15, splash damage 15
Troop Defenses
Speed 25 feet
Arcane Spontaneous Spells DC 48, attack +40 (+4 dmg); 9th flense, implosion (2 slots); 8th eclipse burst, enervation, flense (3 slots); 7th eclipse burst, grim tendrils, rouse skeletons (3 slots); Cantrips (9th) ancient dust, chill touch, torturous trauma
Form Up [one-action] Teach You a Lesson [one-action] to [three-actions] Frequency once per round; Effect The members of the mob wildly swing their textbooks and supplies—primarily spellbooks and staves—in a chaotic attack at each enemy adjacent to the troop (DC 43 basic Reflex save). The damage depends on the number of actions.
[one-action] 2d12+14 bludgeoning damage
[two-actions] 3d12+14 bludgeoning damage
[three-actions] 4d12+14 bludgeoning damage
Troop Movement Whenever the troop Strides, they first Form Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then moves up to their Speed. This works just like a Gargantuan creature moving; for instance, if any square of the troop enters difficult terrain, the extra movement cost applies to the whole troop.Troop Spellcasting When the necromancer troop Casts a Spell, their constituent members combine their efforts into casting a more powerful version of the spell than any one member could achieve alone. When Casting a Spell that has an area of a burst, cone, or line and doesn't have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius isn't affected). Add 5 feet to the length of a cone or line that's normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.