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PFS LimitedNecromancer

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

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 NecromancerCreature 6

Legacy Content

NE Medium Human Humanoid 
Source Gamemastery Guide pg. 230
Perception +12
Languages Common
Skills Arcana +15, Crafting +13, Intimidation +10, Religion +12
Str +2, Dex +3, Con +2, Int +4, Wis +3, Cha -1
Stench of Decay (arcane, aura, conjuration, poison) The necromancer emits a scent of putrid rot in a 5-foot emanation. A creature that enters or begins its turn in the aura is sickened 1.
Items scroll of spectral hand, hooded robe, light mace, spellbook
AC 22; Fort +11, Ref +14, Will +14
HP 78
Speed 25 feet
Melee [one-action] light mace +14 [+10/+6] (agile, finesse, shove), Damage 1d4+2+4 bludgeoningWizard Prepared Spells DC 23, attack +15 (+4 dmg); 3rd bind undead, lightning bolt, vampiric touch; 2nd false life, grim tendrils, mirror image, web; 1st fear, feather fall, ray of enfeeblement, spider sting; Cantrips (3rd) chill touch, detect magic, electric arc, ray of frost, read aura, shield
Wizard School Spells DC 23, 1 Focus Point (+4 dmg); 3rd call of the grave
Drain Bonded Item [free-action] (arcane) Frequency once per day; Requirements The necromancer hasn't acted yet on this turn; Effect The necromancer expends the power stored in their mace. This gives them the ability to cast one prepared spell they prepared today and already cast, without spending a spell slot.

All Monsters in "Mystics"

NameLevel
Adept-1
Cult Leader7
Cultist1
Demonologist7
False Priest4
Harrow Reader-1
Necromancer5

Mystics

Source Gamemastery Guide pg. 228
Those initiated into the hidden truths and forbidden secrets of the world are forever transformed—or so they claim. To the cynical, a mystic is nothing more than a charlatan or zealot. Others profess to sense an aura around such luminaries and treat them with reverence, lest they offend some harbinger of unspeakable doom.

Sidebar - Advice and Rules Dark Rituals

Most rituals have a simple gp cost and skills. But what if a desperate NPC is willing to offer something darker, 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.

Sidebar - Additional Lore Forms Of Fortune-Telling

Anthomancy: Flowers.
Astrology: The cosmic caravan.
Demonomancy: Asking demons.
Harrowing: Harrow card readings.
Haruspicy: Entrails.
Ichthyomancy: The next fish caught.
Mazomancy: A nursing babe.
Oneiromancy: Dreams.
Tyromancy: Coagulation of cheese.

Sidebar - Additional Lore Mystic Cadres

Golarion has several mystic groups. The Church of Razmir offers a plan of 31 steps to divinity. The Esoteric Order of the Palatine Eye seeks celestial truths said to be granted by an ancient angel. Knights of the Aeon Star search for secret lore. Followers of Rivethun, dwarven animism, reach out to spirits to gain knowledge and earn favors.

Sidebar - Advice and Rules Mystic Rituals

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