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    Necromancer Cultist (Human Necromancer 7)


    Necromancer Cultist
    CR 6

    XP 2,400
    Male human necromancer 7
    NE Medium humanoid (human)
    Init -1; Perception +8

    DEFENSE

    AC 15, touch 11, flat-footed 15 (+4 armor, +2 deflection, -1 Dex)
    hp 57 (7d6+21)
    Fort +6, Ref +1, Will +8

    OFFENSE

    Speed 30 ft.
    Melee dagger +3 (1d4/19-20)
    Special Attacks channel negative energy (DC 14, 6/day), grave touch (3 rounds, 6/day)
    Wizard Spells Prepared
    (CL 7th; concentration +10)

    4thenervation (2, DC 18), black tentacles (CMB 15)
    3rdhold person (2, DC 17), vampiric touch (2)
    2ndacid arrow, darkvision, false life (already cast), ghoul touch (DC 16), see invisibility
    1stcause fear (DC 15), charm person, feather fall, mage armor (2, 1 already cast), unseen servant
    0th (at will)acid splash, detect magic, light, read magic, touch of fatigue (DC 14)

    Opposition Schools: evocation, illusion

    TACTICS

    Before Combat He is paranoid and casts false life and mage armor if he doesn't already have them active. His current hit points include 12 points from false life.

    During Combat He lets his zombies do the work for him, hanging back to attack foes from range with his spells after pulling aside his leather curtain to allow him line of sight.  All the while, he shrieks and yells phrases like, "Die, you filthy mercenaries!" or "You've no right to be in here!"

    Morale Myre realizes a death by mercenary is preferable to death by spawn of his cark lord, so he fights to the death. If captured alive, he shrieks and cries and babbles madly, saying things like, "I can hear it coming! Kill me before it gets me!"

    STATISTICS

    Str 10, Dex 8, Con 14, Int 17, Wis 12, Cha 13
    Base Atk +3; CMB +3; CMD 14
    Feats Combat Casting, Command Undead, Forge Ring, Great Fortitude, Iron Will, Scribe Scroll, Spell Focus (necromancy), Toughness
    Skills Appraise +9, Diplomacy +5, Heal +2, Intimidate +11, Knowledge (Arcana) +13, Knowledge (dungeoneering) +9, Knowledge (history) +14, Knowledge (planes) +13, Knowledge (religion) +7, Linguistics +7, Perception +8, Spellcraft +13
    Languages Aklo, Common, one other
    SQ arcane bond (ring of protection +2)
    Combat Gear dagger, potion of cure moderate wounds, ring of counterspells (contains magic missle); Other Gear ring of protection +2 (bonded item, nonfunctional for anyone but him), scrolls of gentle repose (3), 100 gp worth of crafting supplies, 35 gp

    Base Statistics

    Without his mage armor spell, he has the following statistics:

    AC 11, touch 11, flat-footed 11.

    SPECIAL ABILITIES

    Grave Touch (Sp)

    As a standard action, he can make a melee touch attack that causes a living creature to become shaken for a number of rounds equal to 1/2 his wizard level (minimum 1). If he touches a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than his wizard level. He can use this ability a number of times per day equal to 3 + his Intelligence modifier.