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Undead Worg-Bodied Necromancer 9

Undead Worg-Bodied Necromancer 9 CR 9

XP 6,400
Male undead worg-bodied necromancer 9
LE Medium undead (augmented humanoid [human])
Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +3

DEFENSE

AC 22, touch 12, flat-footed 20 (+4 armor, +2 Dex, +2 natural, +4 shield)
hp 63 (9d6+18 plus 14 from false life)
Fort +7, Ref +5, Will +6
Immune undead traits

OFFENSE

Speed 30 ft.
Melee bite +6 (1d6+3 plus trip)
Wizard Spells Prepared (CL 9th)
5th—empowered fireball (DC 17), blightN (DC 21)
4th—dimension door, enervationN (2, DC 20), empowered ghoul touchN (DC 20)
3rd—empowered shocking grasp, empowered ray of enfeeblementN (DC 19), vampiric touchN (2), sleet storm
2nd—blindness/deafnessN (DC 16), false lifeN, ghoul touchN (DC 18), spectral handN, summon swarm
1st—mage armor, ray of enfeeblementN, shield, true strike, ventriloquism
0—flare (DC 14), light, read magic, touch of fatigueN (DC 16)
Prohibited Schools enchantment, transmutation

Tactics
Before Combat Lucimar tries to have false life and mage armor cast on his person as much as possible (the copies of these spells in the above spell list are in addition to the ones he already cast). If he expects a fight, he casts shield.
During Combat Lucimar initiates combat with an empowered fireball and (if time) an enervation or two, hoping to weaken opponents before engaging in physical attacks. Whenever possible, he enhances his bite attack with spells such as empowered ghoul touch. If wounded he uses vampiric touch to regain hit points on his next attack.
Morale Lucimar is bent on seizing the vault. If the PCs overwhelm him prior to the adventure, he begs for his life, offering to aid them with what he can and flees at first opportunity. If facing the PCs after their fight with Drazmorg, Lucimar fights until he has 10 hit points or less, at which point he tries to use dimension door to get away. If prevented from escaping, he pretends to shake off the negative energy and gain control of himself again, at which point he begs them for help (suggesting taking him to a healing temple or a powerful druid), hoping to get a free moment later to get away.

STATISTICS

Str 17, Dex 15, Con 15, Int 19, Wis 11, Cha 9
Base Atk +4; CMB +7; CMD 19 (23 vs. trip)
Feats Empower SpellB, Eschew Materials, Great Fortitude, Greater Spell Focus (necromancy), Improved Initiative, Scribe Scroll, Spell Focus (necromancy)
Skills Bluff +8, Knowledge (arcana) +16, Knowledge (history) +11, Knowledge (nature) +11, Knowledge (religion) +15, Knowledge (planes) +11, Perception +3, Spellcraft +16, Stealth +5
Languages Common, Abyssal, Goblin, Infernal
SQ arcane bond, arcane school (necromancy)
Gear waterproof bag, spellbook (all prepared spells plus 0—all cantrips; 1st—cause fear, identify; 2nd—invisibility, mirror image, see invisibility; 3rd—displacement, explosive runes; 5th—magic jar)

Section 15: Copyright Notice

Pathfinder Module D4: Hungry Are the Dead, Copyright 2008, Paizo Publishing, LLC. Author: Tim Hitchcock.