XP 19,200 DEFENSE
AC 24, touch 16, flat-footed 22 (+4 armor, +4 deflection, +1 Dex, +1 dodge, +4 shield) (+2 vs good creatures) OFFENSE
Speed fly 30 ft. (perfect) 7/day—grave touch (4 rounds) Necromancer Spells Prepared (CL 11th; concentration +15)
6th—eyebite (DC 20), flesh to stone (DC 20) Opposition Schools Enchantment, Illusion TACTICSBefore 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 SPECIAL ABILITIESCorrupting 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). |