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The Heretical Necromancer

Adversaries Designed by GoodBossfights • Art by Troy McConnell

Adversary overview

A captivating undead dressed in aristocratic finery with an unsatiable desire for power he'll sacrifice anything for.

Meant to be fought alone, as he summons skeletons to assist him, also is a great BBEG, very stressful with his double wammy of Curse Of Hollowing and Necrotic Blast you have to choose between getting disintegrated by his OP AOE attack or generate a lot of fear from Hollowing. BTW if the players lose just tell them to keep their character sheets and bring them all back as Reanimated from the Void and bring back mister necromancer in tier 4 with a slightly improved statblock while also upping the difficulty a LOT so they can slowly lose permanent HP from their corpse ability to give them a time limit to try to beat the necromancer.

Stat block

Tier
3
Type
Solo
Difficulty
15
HP
5
Stress
8
Attack mod
+5
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
22
Major Damage — Mark 2 HP Major
Mark 2 HP
42
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Rapier
Range: Melee
Damage: 2d20+4
Attack Mod: +5
Damage Type: Physical

Features

Passives

  • Terrifying

    When the Necromancer makes a successful attack, all PCs within Far range lose a Hope and you gain a Fear.

  • Stench Of Undeath

    A creature who moves into Melee range of the Necromancer must make an Instinct Reaction Roll. On a failure, you gain 1d4 Fear.

Actions

  • Necrotic Recovery

    When the Necromancer is within Melee range of an ally that does not hold a phylactery, they can cause the ally to mark an HP. The Necromancer then clears a HP.

  • Skeleton Army
    fear 2

    Spend 2 Fear to summon 12 skeleton dredges that are resistant to physical damage. who appear at Far range and immediately take the spotlight. roll a d12 to choose which dredge is the phylactery. Number the dredges one through twelve and ask the players which dredge they are attacking. When the players defeat additional dredges due to the minion ability make it the minions next in number like if the player kills the 3rd dredge then it carries over to the 4th and it can loop back if the player kills the 12th dredge then it carries to the 1st. If the dredge with the phylactery dies all 12 dredges die. You can use this ability three times.

  • Necrotic Blast
    fear 3

    Once you've come back from Unundeath you can spend three fear to deal severe damage to every enemy within the scene that isn't cursed.

  • Rally
    fear 2

    Spend 2 Fear to spotlight the Necromancer and all allies within Far range.

  • Curse Of Hollowing
    stress 1

    Spend a stress to curse an enemy within far range. Now they always roll with fear, produce double fear and cannot recover HP. They can spend a stress and a hope whenever to end this effect.

Reactions

  • Lifesteal

    When the Necromancer is spotlighted, roll a d8. On a result of 6 or higher, all targets within Very Close range must mark a HP.

  • Return From Unundeath

    When the Necromancer dies if a skeleton phylactery is in play kill them and return the Necromancer to full HP while sending out a Necrotic Blast which deals severe damage to all of the Necromancer's enemies within the combat that aren't cursed.

Evolutions

Motives & tactics

Create undead Learn secrets Manipulate players

Experiences

  • Aristocrat +3
  • Forbidden Knowledge +3

The Heretical Necromancer

Tier 3 solo

A captivating undead dressed in aristocratic finery with an unsatiable desire for power he'll sacrifice anything for.

Motives & Tactics: Create undead, Learn secrets, Manipulate players

Difficulty: 15 | Thresholds: 22/42 | HP: 5 | Stress: 8

ATK: +5 | Rapier: Melee | 2d20+4 Physical

Experience: Aristocrat +3, Forbidden Knowledge +3

HP:

STRESS:

Features

Terrifying - Passive: When the Necromancer makes a successful attack, all PCs within Far range lose a Hope and you gain a Fear.
Stench Of Undeath - Passive: A creature who moves into Melee range of the Necromancer must make an Instinct Reaction Roll. On a failure, you gain 1d4 Fear.
Lifesteal - Reaction: When the Necromancer is spotlighted, roll a d8. On a result of 6 or higher, all targets within Very Close range must mark a HP.
Necrotic Recovery - Action: When the Necromancer is within Melee range of an ally that does not hold a phylactery, they can cause the ally to mark an HP. The Necromancer then clears a HP.
Skeleton Army - Action: Spend 2 Fear to summon 12 skeleton dredges that are resistant to physical damage. who appear at Far range and immediately take the spotlight. roll a d12 to choose which dredge is the phylactery. Number the dredges one through twelve and ask the players which dredge they are attacking. When the players defeat additional dredges due to the minion ability make it the minions next in number like if the player kills the 3rd dredge then it carries over to the 4th and it can loop back if the player kills the 12th dredge then it carries to the 1st. If the dredge with the phylactery dies all 12 dredges die. You can use this ability three times.
Return From Unundeath - Reaction: When the Necromancer dies if a skeleton phylactery is in play kill them and return the Necromancer to full HP while sending out a Necrotic Blast which deals severe damage to all of the Necromancer's enemies within the combat that aren't cursed.
Necrotic Blast - Action: Once you've come back from Unundeath you can spend three fear to deal severe damage to every enemy within the scene that isn't cursed.
Rally - Action: Spend 2 Fear to spotlight the Necromancer and all allies within Far range.
Curse Of Hollowing - Action: Spend a stress to curse an enemy within far range. Now they always roll with fear, produce double fear and cannot recover HP. They can spend a stress and a hope whenever to end this effect.

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