Necrichor
Adversary overview
The living bloody run-off of an evil origin. An evil god's experiment. A failed lich's remnants. Foul manipulators seeking to regain a body and corrupt minions.
The Necrichor is adept in illusion magic and operates from the shadows. It is always scheming to get a new body or collect additional power. Lesser creatures are easily manipulated by it. Often, a Necrichor is imprisoned in magical glass cages by those who have defeated it but were incapable of destroying them. Just as often, the Necrichor allows its minions to transport it in these cages as well, in order to enter into a society unnoticed.
Stat block
Standard attack
Features
Passives
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Regeneration
When the Necrichor marks its last HP, it appears to die. 1d10 days later, it regenerates at full HP in its containment prison, or at the spot where it died if the prison has been destroyed. If the Necrichor's remains are burned, consecrated, or it died with all of its Stress marked, this ability does not activate.
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Formless Climber
The Nechricor can move across vertical walls and upside-down on ceilings as if it was normal terrain without making any kind of roll.
Actions
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Tendril of Bloodfear 1
Spend a Fear to make an attack roll against a PC up to Far range. Optionally, the Necrichor can Mark a Stress to target an additional PC within that range. On a hit, the target takes 2d6+5 damage, and becomes Restrained until the next time the Necrichor is spotlighted.
Reactions
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Blood Puppetfear 1
When a PC fails a roll or rolls with Fear in Very Close range of the Necrichor, they must make a Agility roll against it's difficulty. On a failure, the Necrichor affixes itself to the PC. On the PC's future spotlights, the Necrichor suggests a course of action for the PC to take. If the PC resists the Necrichor, they must mark a stress. The Necrichor remains affixed to the PC until they spend 2 Hope, another PC makes a Strength roll to remove it, or the Necrichor attempts to affix itself to a new PC. If a PC marks its last HP while the Necrichor is affixed, instead of making a Death Move, they become the Necrichor's permanent host.
Motives & tactics
Experiences
- Ancient Evil +2
- Intellect Devourer +2
Necrichor
Tier 2 solo
The living bloody run-off of an evil origin. An evil god's experiment. A failed lich's remnants. Foul manipulators seeking to regain a body and corrupt minions.
Motives & Tactics : Absorb, Manipulate, Trick, Regain physical form
Difficulty : 14 | Thresholds : 12/24 | HP : 7 | Stress : 6
ATK : +2 | Blood Bolt : Far | 2d8+1 Magical
Experience : Ancient Evil +2, Intellect Devourer +2
HP :
STRESS :
Features
Necrichor
The Necrichor is adept in illusion magic and operates from the shadows. It is always scheming to get a new body or collect additional power. Lesser creatures are easily manipulated by it. Often, a Necrichor is imprisoned in magical glass cages by those who have defeated it but were incapable of destroying them. Just as often, the Necrichor allows its minions to transport it in these cages as well, in order to enter into a society unnoticed.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Necrichor Subclasses
No subclasses available.
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Background Questions
Answer any of the following, or create your own.
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Connections
Ask one of the following, or improvise.
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Discussion
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