Monday, October 3, 2016

The Old World: Necromancer of the Vampire Counts for 13th Age #MonsterMonday


Necromancers are amongst the most cursed of all those who practice the magical arts, for they have damned their souls and exchanged their humanity for the ability to raise the dead and command them to wage war upon the living. Such willingness to damn one's soul is often a sign of desperation, for at the heart of each Necromancer's morbid obsession is the need to escape the inevitability of death and to subjugate and punish those who have persecuted him in the past, regardless of the cost. Once these men go upon this dark road, there is no going back, for although they may extend their lives beyond the mortal limit, death is still an inevitability, and the Death God shows little mercy for those who would transgress his will and deathly domain.

4th level spoiler [HUMANOID]
Initiative: +2

R: Death-Laced Sorcery +9 vs PD - 14 damage  
     Natural Even Roll: The target is dazed until the end of it's next turn.
     Natural Odd Roll: Fear grips the target until the end of it's next turn.
     Natural Roll of 16+: The target takes 5 ongoing damage.

R: Grave Curse +9 vs MD (1d3 nearby enemies) - 10 damage  

Command The Dead: At the start of each of the necromancer's turns, roll a d4 to see if it can summon an undead servant. If the roll is equal to or less than the escalation die, the necromancer summons a skeleton warrior if the die is odd or a human zombie if the die is even
   After the first success, the grace die bumps up to a d6. After the second success, it’s a d8, then a d10 after the third success. The fourth success is a d12, and finally a d20 after the fifth one. 

Nastier Specials
Necromancy:  When the necromancer is reduced to 0 hit points, if the escalation die is odd they regain 20 hit points.

AC 20

AC 18         HP 54

MD 14

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