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Rival NecromancerCreature 16


UncommonCEMediumHumanHumanoid
Source Pathfinder #186: Ghost King's Rage
Perception +28
Languages Common, Necril
Skills Arcana +32, Deception +28, Diplomacy +28, Intimidation +28, Religion +28, Society +32, Stealth +26
Str +1, Dex +3, Con +3, Int +5, Wis +4, Cha +4

AC 36; Fort +25; Reflex +25; Will +30;
HP 215 (negative healing)
Speed 25 feet

Dagger One Action +25 (+21, +17) to hit (agile, finesse, magical, versatile s) 3d4+7 Piercing
Dagger One Action +25 (+21, +17) to hit (agile, magical, thrown 10, versatile s) 3d4+7 Piercing

Negative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

Bolster Dead Free Action

Frequency once per turn

Requirements Your most recent action was to cast a non-cantrip necromancy spell


Effect You harness the residual energy from the spell you last cast into the body of an undead creature within 30 feet. That creature's resistances increase by an amount equal to the level of the spell cast until the beginning of the next turn.

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 dagger. This gives them the ability to cast one prepared spell they prepared today and already cast, without spending a spell slot.


Wizard Prepared Spells (DC 41, +33 to hit)

Cantrips (8th Level): Ancient Dust, Chill Touch, Detect Magic, Shield, Torturous Trauma
1st Level: Animate Dead, Feather Fall, Flense, Illusory Disguise, Longstrider, Magic Missile
2nd Level: Darkvision, Dispel Magic, False Life, Resist Energy, See Invisibility
3rd Level: Haste, Rouse Skeletons, Slow
4th Level: Fly, Stoneskin
5th Level: Blister, Forceful Hand, Tongues
6th Level: Bound in Death, Feeblemind
8th Level: Boil Blood

Wizard School Spells (DC 41, +33 to hit)

1st Level: Call of the Grave
4th Level: Life Siphon



Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Human

A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.