Arch-necromancer

Arch-necromancer

Tier 4 Leader
Encounter BP cost
See Encounter page (depends on Minions / party size)
A decaying mage adorned in dark, tattered robes.
Motive & tactics: Corrupt, decay, flee to fight another day, resurrect

Stats

Difficulty
21
Thresholds
33/66
HP
9
Stress
8
ATK
+6
Attack type
Magical
Standard attack
Necrotic BlastRange: FarDamage: 4d12+8

Experiences

2
    Forbidden Knowledge+3
    Wisdom of Centuries+3

Features

5
Dance of Death
Action

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.

Beam of Decay
Action

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.

Open the Gates of Death
Action

Spend a Fear to summon a Zombie Legion, which appears at Close range and immediately takes the spotlight.

Not Today, My Dears
Reaction

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.

Your Demise is Near
Reaction

Countdown (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.