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Diseased Necromancer (Human Necromancer 9)

Pale and blotchy from scars caused by various diseases he’s exposed himself to (either by accident or design), he wears thick leather robes lined with dozens of pockets that bulge with surgical and mortician tools.

Necromancer CR 8

XP 6,400
Male human wizard (necromancer) 9
Init +2; Senses Perception +9


AC 21, touch 13, flat-footed 19 (+4 armor, +1 deflection, +2 Dex, +4 shield)
hp 75 (9d6+18+14 temp)
Fort +6, Ref +6, Will +7; +2 Fortitude saves when familiar is in arm's length.


Speed 30 ft.
Melee masterwork dagger +4 (1d4-1)
Special Attacks grave touch (9/day), turn undead.

Wizard Spells Prepared (CL 9rd; concentration +19)

5th--feeblemind (DC 21), hungry pit (DC 21), suffocation (DC 23)
4th--animate dead (x2), dimension door, enervation
3rd--hold person (DC 19), lightning bolt (DC 19), ray of exhaustion, vampiric touch (x2)
2nd--blindness/deafness (DC 20), false life, ghoul touch (DC 20)(x2), scorching ray , spectral hand, touch of idiocy
1st--chill touch (DC 19), grease (DC 17), mage armor, ray of enfeeblement (DC 19) (x2), shield, shocking grasp
0--acid splash, bleed (DC 18), detect magic, read magic

Prohibited Schools illusion, transmutation


Before Combat He prepares for battle by casting mage armor, shield, and false life (these have already been figured into his statistics). He then animates any corpses he has handy and readies his spectral hand with vampiric touch.
During Combat He attempts to stay out of combat as much as possible, preferring to let his undead creations and subordinates do the fighting as he uses his offensive spells and wand of magic missile from the far side of the room.
Morale He abandons his allies if brought below 10 hit points or if his defeat seems imminent, in which case he casts dimension door to escape.


Str 8, Dex 14, Con 14, Int 22, Wis 10, Cha 12
Base Atk +4; CMB +3; CMD 16
Feats Combat Casting, Craft Construct, Craft Magical Arms and Armor, Craft Wonderous Item, Greater Spell Focus (necromancy), Spell Focus (necromancy), Toughness, Scribe Scroll
Skills Acrobatics +11, Craft (Alchemy) +18, Escape Artist +11, Heal +9, Knowledge (arcana, religion, planes) +18, Perception +9, Spellcraft +18, Stealth +11
Languages Abyssal, Aklo, Common, Undercommon, two others
SQ deliver touch spells through familiar, empathic link to familiar, prohibited schools (illusion & transmutation), share spells with familiar, speak with animals, speak with familiar, summon familiar
Combat Gear wand of magic missile (CL 3rd, 43 charges);
Other Gear masterwork dagger, cloak of resistance +1, headband of intellect +2, ring of protection +1unguent of timelessness (6 doses), mortician's tools, 6 black onyxes worth 25 gp each, spellbook (contains all spells prepared he keeps other spellbooks in other lairs)