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Ghostly Necromancer (Human Unhallowed Ghost Necromancer 8/Loremaster 3)


Ghostly Necromancer CR 12

XP 19,200
Human unhallowed ghost necromancer 8/loremaster 3
LE Medium undead (augmented humanoid, incorporeal)
Init +5; Senses darkvision 60 ft., life sight (10 feet, 8 rounds/day); Perception +20

DEFENSE

AC 24, touch 16, flat-footed 22 (+4 armor, +4 deflection, +1 Dex, +1 dodge, +4 shield) (+2 vs good creatures)
hp 131 (11 HD; 8d6+3d6+92)
Fort +7, Ref +4, Will +14; +2 vs. good creatures
Defensive Abilities channel resistance +4, incorporeal, rejuvenation; Immune undead traits

OFFENSE

Speed fly 30 ft. (perfect)
Melee corrupting touch +6 (12d6, Fort DC 20 half) or draining touch +6 (1d4 ability drain)
Special Attacks channel negative energy (DC 18, 7/day), corrupting touch (DC 20), draining touch, malevolence (DC 20), telekinesis (DC 20)
Arcane School Spell-Like Abilities (CL 11th; concentration +15)

7/day—grave touch (4 rounds)

Necromancer Spells Prepared (CL 11th; concentration +15)

6theyebite (DC 20), flesh to stone (DC 20)
5thbreak enchantment, cone of cold (DC 19), waves of fatigue
4thball lightning (DC 18), fear (DC 18), lesser globe of invulnerability, shout (DC 18), solid fog
3rddispel magic (2), fireball (DC 17), lightning bolt (DC 17), ray of exhaustion (DC 17), slow (DC 17)
2ndacid arrow, blindness/deafness (DC 16), false life, glitterdust (DC 16), scorching ray, see invisibility
1stmage armor, magic missile (2), ray of enfeeblement (DC 15), shield, unseen servant
0th (at will)detect magic, ray of frost, read magic, touch of fatigue (DC 14)

Opposition Schools Enchantment, Illusion

TACTICS

Before Combat The ghostly necromancer casts false life and mage armor every day, and shield before any combat.

During Combat The ghostly necromancer tries to possess obvious melee combatants with their malevolence ability, making as many attempts as possible in a singular effort to take on corporeal form.

Morale Bound to this chamber, the ghostly necromancer fights until destroyed.

Base Statistics Without his spells, the ghostly necromancer’s statistics are AC 16, touch 16, flat-footed 14; hp 116.

STATISTICS

Str —, Dex 12, Con —, Int 18, Wis 14, Cha 18
Base Atk +5; CMB +6; CMD 21
Feats Combat Casting, Command Undead, Craft Wondrous Item, Forge Ring, Improved Initiative, Iron Will, Magical Aptitude, Scribe Scroll, Skill Focus (Knowledge [arcana]), Toughness
Skills Craft (jewelry) +18, Fly +20, Knowledge (arcana) +25, Knowledge (history) +19, Knowledge (religion) +19, Linguistics +9, Perception +20, Perform (oratory) +14, Spellcraft +22, Stealth +13, Use Magic Device +22
Languages Abyssal, Aklo, Celestial, Common, Draconic, Infernal, Necril
SQ arcane bond (ring), lore, secrets (dodge trick, secrets of inner strength)
Gear ghostly spellbook, ghostly spell component pouch

SPECIAL ABILITIES

Corrupting Touch (Su)

By passing part of its incorporeal body through a foe’s body as a standard action, the ghostly necromancer inflicts 12d6 damage. This damage is not negative energy—it manifests in the form of physical wounds and aches from supernatural aging. Creatures immune to magical aging are immune to this damage, but otherwise the damage bypasses all forms of damage reduction. A Fortitude save halves the damage inflicted.

Draining Touch (Su)

The ghostly necromancer has a touch attack that drains 1d4 points from any one ability score it selects on a hit. On each such successful attack, the ghost heals 5 points of damage to itself. When a ghost makes a draining touch attack, it cannot use its standard ghostly touch attack.

Malevolence (Su)

The necromancer ghost’s jealousy of the living is particularly potent. Once per round, the ghost can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th or the ghost’s Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the ghost must be adjacent to the target. The target can resist the attack with a successful Will save. A creature that successfully saves is immune to that same ghost’s malevolence for 24 hours.

Telekinesis (Su)

The ghostly necromancer’s can use telekinesis as a standard action once every 1d4 rounds (caster level 12th).

Rejuvenation (Su)

The ghostly necromancer restores itself 2d4 days after being “destroyed.” The only way to permanently destroy a ghostly necromancer is to destroy the ectoplasmic containers that anchor them to the room. The act does not harm or otherwise dismiss them, but it does prevent them from rejuvenating, and slain ghosts are permanently destroyed if PCs break the ectoplasmic anchors (hardness 1, hp 5, Break DC 15).

Section 15: Copyright Notice

Pathfinder Adventure Path #48: Shadows of Gallowspire

Pathfinder Adventure Path #48: Shadows of Gallowspire. © 2011, Paizo Publishing, LLC; Author: Brandon Hodge.