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There is a Legacy version here.

Necromancer

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.

Recall Knowledge - Humanoid (Society): DC 20
Unspecific Lore: DC 18
Specific Lore: DC 15

Elite | Normal | Weak
Proficiency without Level

NecromancerCreature 5

Medium Human Humanoid 
Source NPC Core pg. 99
Perception +10
Languages Common, Necril
Skills Arcana +11, Intimidation +8, Occultism +13
Str +2, Dex +3, Con +2, Int +4, Wis +2, Cha -1
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.
Items hooded robe, light mace
AC 20; Fort +11, Ref +12, Will +11
HP 65
Speed 25 feet
Melee [one-action] light mace +14 [+10/+6] (agile, finesse, shove), Damage 1d4+8 bludgeoningMelee [one-action] fist +14 [+10/+6] (agile, finesse, nonlethal, unarmed), Damage 1d4+8 bludgeoningOccult Innate Spells DC 23; Cantrips (3rd) void warp
Undead, Arise! [one-action] (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.Undead, Attack! [two-actions] (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 2d12 bludgeoning damage (or spirit damage if the entity is a spirit). The Strike has the magical trait, and no multiple attack penalty applies to it.Wave of Death [two-actions] (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 4d12 void damage to each creature in a 10-foot emanation with a DC 23 basic Fortitude save. A creature in more than one explosion is damaged only once. The necromancer becomes drained 1.

All Monsters in "Mystic"

NameLevel
Adept-1
Coven Aspirant2
Cult Leader7
Cultist1
Curse Monger14
Demonologist7
Enchanting Ritualist18
Enigmatic Conspiracist4
False Priest4
God Caller10
Harrow Reader-1
Mirror Seer9
Necromancer5
Spirit Binder11

Mystic

Source NPC Core pg. 96
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.

Sidebar - Related Creatures Crossover Ancestry NPCs

Several of the NPCs elsewhere in NPC Core can fit well in this group: Bone mother (level 6), gourd leshy witch (level 6), tripkee fiend keeper (level 7)

Sidebar - Additional Lore Guests Beware

Most intelligent creatures follow basic customs of hospitality, such as not attacking a guest who has dined under their roof. Even the most sinister fey creature is loath to break such customs, though eating meals with the fey is often fraught with its own dangers. Others have fewer scruples and might employ poisons, curses, or potions as seasoning for unwitting dinner guests.

Sidebar - Related Creatures Mystic Protection

Most mystics aren't particularly skilled in combat and might hire or ensorcel bodyguards, such as the bodyguard (level 1), archer sentry (level 2), musketeer (level 3), tournament combatant (level 5), knight (level 7), or hero hunter (level 13).

Sidebar - Advice and Rules Mystic Rituals

The following are rituals sometimes cast by mystic groups. Those from Monster Core are available only to appropriate celestials and fiends within the organizations.

Sidebar - Advice and Rules Sinister Rituals

Most rituals have a simple gp cost and associated skill checks. But what if a desperate NPC is willing to offer something more macabre, such as lives, souls, or worse? Such a nefarious ritual uses a normal ritual as a baseline, but the DCs and proficiency requirements might be reduced or waived entirely, as might any gp cost.