Zombie Rival Necromancer
Creature 16 (uncommon) — human, humanoid, mindless, undead, unholy, zombie
Pre-Remaster content. May include legacy alignment.
WeaverSniperLANDundead
Source: blood-lords-bestiary (Pre-Remaster)
Perception +28; darkvision
Languages common, necril
Skills arcana +32, deception +28, diplomacy +28, intimidation +28, religion +28, society +32, stealth +26
Str
+1
Dex
+3
Con
+3
Int
+5
Wis
+4
Cha
+4
Items Dagger
AC 36
Fort +25
Ref +25
Will +30
HP 315 (void healing)
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious, mental
Weaknesses vitality 20, slashing 20
Speed 25 feet
Offense
Melee Dagger (agile, finesse, magical, versatile-s) +25, Damage 3d4+7 piercing
Ranged Dagger (agile, magical, thrown-10, versatile-s) +25, Damage 3d4+7 piercing
Abilities
Slow — A zombie is permanently Slowed 1 and can't use reactions.
Void Healing — A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
Bolster Dead — Frequency once per turn
Requirements Your most recent action was to cast a non-cantrip necromancy spell
Effect You harness the residual energy from the spell you last cast into the body of an undead creature within 30 feet. That creature's resistances increase by an amount equal to the rank of the spell cast until the beginning of the next turn.
Requirements Your most recent action was to cast a non-cantrip necromancy spell
Effect You harness the residual energy from the spell you last cast into the body of an undead creature within 30 feet. That creature's resistances increase by an amount equal to the rank of the spell cast until the beginning of the next turn.
Drain Bonded Item (arcane) — Frequency once per day
Requirements The necromancer hasn't acted yet on this turn
Effect The necromancer expends the power stored in their dagger. This gives them the ability to cast one prepared spell they prepared today and already cast, without spending a spell slot.
Requirements The necromancer hasn't acted yet on this turn
Effect The necromancer expends the power stored in their dagger. This gives them the ability to cast one prepared spell they prepared today and already cast, without spending a spell slot.
Arcane Prepared Spells DC 41, attack +33
8th Boil Blood
6th Bound in Death, Feeblemind
5th Blister, Forceful Hand, Tongues
4th Fly, Stoneskin
3rd Haste, Rouse Skeletons, Slow
2nd Darkvision, Dispel Magic (×2), False Life, Resist Energy, See Invisibility
1st Animate Dead, Feather Fall, Flense (×2), Illusory Disguise, Longstrider, Magic Missile
Cantrips (8th) Ancient Dust, Chill Touch, Detect Magic, Shield, Torturous Trauma
Arcane Focus Spells DC 41, attack +33; 2 Focus Points
4th Life Siphon
1st Call of the Grave
WORKS WELL WITH
CrasherLANDA Crasher draws enemy attention in melee while the Weaver controls area and Bolsters Dead from safety.
AnvilLANDAn Anvil holds the frontline so the Weaver can channel necromancy spells without disruption.
FlankerLANDA Flanker picks off isolated targets that the Weaver's area spells have separated from the formation.
PUNISHES
✖ clumping✖ low Will✖ conditions
Another Weaver splits area-control priority and risks leaving the frontline undefended.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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