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Necromancer Troop

Creature 19 (uncommon) — humanoid, troop

Pre-Remaster content. May include legacy alignment.

Source: blood-lords-bestiary (Pre-Remaster)

Perception +35
Skills arcana +35, athletics +37, intimidation +33, religion +35
Str
+10
Dex
+5
Con
+5
Int
+8
Wis
+6
Cha
+6
AC 29 Fort +30 Ref +30 Will +35
HP 270
Weaknesses area-damage 15, splash-damage 15
Speed 25 feet

Abilities

Form Up — Form Up
Troop Defenses — Thresholds 180 (3 segments), 90 (2 segments) Troop Defenses
Teach You a Lesson — 1 to 3 Frequency once per round Effect The members of the mob wildly swing their textbooks and supplies—primarily spellbooks and staves—in a chaotic attack at each enemy adjacent to the troop (DC 41 Reflex). The damage depends on the number of actions. 1 2d12+14 bludgeoning damage 2 3d12+14 bludgeoning damage 3 4d12+14 bludgeoning damage
Troop Movement — Whenever the troop Strides, they first Form Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then moves up to their Speed. This works just like a Gargantuan creature moving; for instance, if any square of the troop enters difficult terrain, the extra movement cost applies to the whole troop.
Troop Spellcasting — When the necromancer troop Casts a Spell, their constituent members combine their efforts into casting a more powerful version of the spell than any one member could achieve alone. When Casting a Spell that has an area of a burst, cone, or line and doesn't have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius isn't affected). Add 5 feet to the length of a cone or line that's normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.

Spells

Implosion (rank 9)
Eclipse Burst (rank 7)
Eclipse Burst (rank 7)
Enervation (rank 4)
Rouse Skeletons (rank 3)
Ancient Dust (rank 1)
Chill Touch (rank 1)
Flense (rank 1)
Flense (rank 1)
Grim Tendrils (rank 1)
Torturous Trauma (rank 1)

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