Adversary · Leader, Tier 4
Arch-Necromancer
A decaying mage adorned in dark, tattered robes.
- Difficulty
- 21
- Thresholds
- 33 / 66
- HP
- 9
- Stress
- 8
- ATK
- +6
- Attack
- Necrotic Blast · Far · 4d12+8 mag
- Experience
- Forbidden Knowledge +3, Wisdom of Centuries +3
Motives & TacticsCorrupt, decay, flee to fight another day, resurrect
Features
ActionDance of Death. Mark a Stress to spotlight 1d4 allies. Attacks they make while spotlighted in this way deal half damage, or full damage if you spend a Fear.
ActionBeam of Decay. Mark 2 Stress to cause all targets within Far range to make a Strength Reaction Roll. Targets who fail take 2d20+12 magic damage and you gain a Fear. Targets who succeed take half damage. A target who marks 2 or more HP must also mark 2 Stress and becomes Vulnerable until they roll with Hope.
ActionOpen the Gates of Death. Spend a Fear to summon a Zombie Legion, which appears at Close range and immediately takes the spotlight.
ReactionNot Today, My Dears. When the Necromancer has marked 7 or more of their HP, you can spend a Fear to have them teleport away to a safe location to recover. A PC who succeeds on an Instinct Roll can trace the teleportation magic to their destination.
ReactionYour Life Is Mine. Countdown (Loop 2d6). When the Necromancer has marked 6 or more of their HP, activate the countdown. When it triggers, deal 2d10+6 direct magic damage to a target within Close range. The Necromancer then clears a number of Stress or HP equal to the number of HP marked by the target from this attack.