All white necromancers are interested in undeath as one third of the necromantic triad, but a grave-bound white necromancer take this a step further and bonds with a specific undead companion. Eventually, a grave-bound white necromancer takes on undead qualities himself.

Grave-Bound Class Features

Grave Bond (Su)

At 5th level, a grave-bound white necromancer forms a supernatural bond with an undead creature selected from the Undead Companion Choices list. An undead companion is so closely connected to its master that it shares his alignment exactly and is unswervingly loyal to him. See the undead companions section below for complete details.

This ability replaces life bond.

Of the Grave (Ex)

At 17th level, the grave-bound white necromancer begins to take on undead traits. He gains resist cold 10 and DR 5/—. Unintelligent undead do not notice the grave-bound white necromancer unless he attacks them. He receives a +4 morale bonus on saving throws made against spells and spell-like abilities cast by undead.

This ability replaces protective aura.

Empathic Link (Su)

The master has an empathic link with his undead companion when they are within one mile of each other. The master can communicate empathically with the undead companion, but he cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his undead companion does.

Speak with Master (Ex)

If the master is 6th level or higher, an undead companion and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Evasion (Ex)

If an undead companion is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.

Scry on Undead Companion (Sp)

If the master is 13th level or higher, he may scry on his undead companion (as if casting the scrying spell) once per day.

Improved Evasion (Ex)

When subjected to an attack that allows a Reflex saving throw for half damage, an undead companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Undead Companions

Unlike normal undead, an undead companion’s Hit Dice, abilities, skills, and feats advance as the grave-bound white necromancer advances in level. Although typically not as powerful as others of its kind, undead companions gain additional abilities when their white necromancer master reaches 8th, 12th, 16th, and 20th level. The specific abilities gained are detailed in each undead companion’s entry.

If an undead companion is destroyed, or the grave-bound white necromancer chooses to dismiss it, the white necromancer must attempt a Fortitude save (DC 12 + the undead companion’s HD). If the saving throw fails, the grave-bound white necromancer gains one temporary negative level. A successful saving throw avoids this negative level. A destroyed or dismissed undead companion cannot be replaced for 24 hrs.

The choice of undead companion should be made based on the grave-bound white necromancer’s history and background. See below of example undead companions. Here are a few ideas though:

  • an undead companion who is the ghost of a long-dead ancestor;
  • a skeletal companion who, when alive, was part of an elite guard sworn to protect the grave-bound white necromancer's family;
  • one of the grave-bound white necromancer's (or his family’s) recently deceased, fiercely loyal servants, who has returned as a zombie to continue that servitude.
Table: Undead Companion Base Statistics
Class Level HD BAB Fort Ref Will Skills Feats AC Bonus Special
5th 3 +2 +3 +1 +3 4 1 +0 Empathic link, share spells
6th 4 +3 +3 +1 +3 6 2 +0 Speak with master
7th 5 +3 +4 +1 +4 6 2 +2 Evasion
8th 5 +3 +4 +1 +4 8 2 +2 8th level advancement
9th 6 +4 +5 +2 +5 10 3 +2
10th 7 +5 +5 +2 +5 12 3 +4
11th 8 +6 +6 +2 +6 12 4 +4
12th 8 +6 +6 +2 +6 14 4 +4 12th level advancement
13th 9 +6 +7 +3 +7 16 4 +6 Scry on undead companion
14th 10 +7 +7 +3 +7 18 5 +6
15th 11 +8 +8 +3 +8 18 5 +8 Improved evasion
16th 11 +8 +8 +3 +8 20 5 +8 16th level advancement
17th 12 +9 +8 +4 +8 22 6 +10
18th 13 +9 +9 +4 +9 24 6 +10
19th 14 +10 +10 +5 +10 24 7 +12
20th 14 +10 +10 +5 +10 26 7 +12 20th level advancement

Table: Undead Companion Base Statistics details

Class Level: This is the character’s white necromancer level.

HD: This is the total number of eight-sided (d8) Hit Dice the undead companion possesses, each of which gains additional hp based on its Charisma modifier, if any.

BAB: This is the undead companion’s base attack bonus. Undead companions do not gain additional attacks using their natural weapons for a high base attack bonus.

Fort/Ref/Will: These are the undead companion’s base saving throw bonuses.

Skills: This lists the undead’s total skill ranks (an undead companion adds its Intelligence modifier, if any, to this total). An undead companion cannot have more ranks in a skill than it has Hit Dice. Undead companions can assign skill ranks to any skill. The following are considered class skills: Climb, Disguise, Fly, Intimidate, Knowledge (arcana), Knowledge (religion), Perception, Sense Motive, Spellcraft, and Stealth.

Feats: This is the total number of feats possessed by an undead companion. Undead companions can select any feat that they qualify for, although specific types of undead companion may be unable to utilize certain feats.

Special: This includes a number of abilities gained by undead companions as they increase in power. Each of these bonuses is described below.

Share Spells: A grave-bound white necromancer may cast a spell with a target of “you” on his undead companion (as a touch spell) instead of on himself. He may also cast spells on his undead companion even if the spells do not normally affect creatures of the undead companion type (undead).

Undead Companion Save DCs: An undead companion’s Difficulty Class (DC) for saves associated with any of the abilities listed in its entry below is equal to 10 + the undead companion’s HD + the white necromancer's Charisma modifier.

An undead companion’s base abilities are determined both by the grave-bound white necromancer's level and its undead traits. Table: Undead Companion Base Statistics determines many of the undead companion’s base statistics. They remain creatures of the undead type for purposes of determining which spells can affect them.

An undead companion has the following features (unless otherwise noted in a creature’s entry).

  • d8 Hit Die.
  • A +4 bonus on Will saves made to halve damage from positive channeled energy.
  • Cannot be turned or commanded.

Traits: An undead companion has the following traits (unless otherwise noted in a creature’s entry).

Undead Companion Choices


Starting Statistics

Size Medium; Speed fly 30 ft (perfect).; AC 17; Attack ghostly touch (2d6); Ability Scores Str —, Dex 12, Con —, Int 12, Wis 11, Cha 19; Defensive Abilities incorporeal, Special Qualities speaks Common.

Ghostly Touch (Su)

As an incorporeal touch attack, the ghost companion can pass part of its incorporeal body through a foe’s body, inflicting 1d6 hp 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. This is a standard action. A ghost undead companion cannot normally use or otherwise manipulate corporeal items or objects, although it can use ghost touch weapons, armor or shields.

8th Level Advancement

Ghostly touch damage increases to 2d6 hp.

12th Level Advancement

Telekinesis (Su)

The ghost companion can use telekinesis as a standard action once every 1d4 rounds (with a caster level equal to the ghost’s HD).

16th Level Advancement

Draining Touch (Su)

The ghost companion gains 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 hp damage to itself. When a ghost makes a draining touch attack, it cannot also use its standard ghostly touch attack.

20th Level Advancement

Frightful Moan (Su)

The ghost companion can emit a frightful moan as a standard action. All living creatures, other than the ghost’s master, within a 30-ft. spread must succeed on a Will save or become panicked for 2d4 rounds. This is a sonic mind- affecting fear effect. A creature that successfully saves against the moan cannot be affected by the ghost’s moan again for 24 hrs.


Starting Statistics

Size Medium; Speed 20 ft.; AC 15; Attack slam 1d8; Ability Scores Str 20, Dex 10, Con —, Int 6, Wis 15, Cha 15; Weaknesses vulnerable to fire.

8th Level Advancement

Despair (Su)

All creatures within a 30-ft. radius (other than the mummy companion’s master) that see the mummy must make a Will save or be paralyzed by fear for 1d4 rounds. No matter if their saves are successful, these creatures cannot be affected by the mummy companion’s despair ability again for 24 hrs. This is a paralysis and a mind-affecting fear affect.

12th Level Advancement

A mummy companion may inflict mummy rot (see below) once per day as part of a successful slam attack.

Mummy Rot (Su)

Curse and diseaseslam; save Fort DC; onset 1 min.; frequency 1/day; effect 1d3 Con and 1d3 Cha; cure —.

Mummy rot is both a curse and disease and can only be cured if the curse is first removed, at which point the disease can be magically removed. Even after the curse element of mummy rot is lifted, a creature suffering from it cannot recover naturally over time. Anyone casting a conjuration (healing) spell on the afflicted creature must succeed on a DC 20 caster level check, or the spell is wasted and the healing has no effect. Anyone who dies from mummy rot turns to dust and cannot be raised without a resurrection or greater magic.

16th Level Advancement

The mummy companion gains DR 5/—.

20th Level Advancement

The number of times a mummy companion may inflict mummy rot increases to 3/day; the effect increases to 1d6 Con and 1d6 Cha.


Starting Statistics

Size Medium; Speed fly 40 ft. (good); AC 15; Attack strength damage; Ability Scores Str —, Dex 14, Con —, Int 6, Wis 12, Cha 15; Defensive Abilities incorporeal.

A shadow companion receives a +4 bonus to Stealth in dim light (–4 in bright light). It cannot create spawn.

Strength Damage (Su)

As an incorporeal touch attack, a shadow companion deals 1 point of Strength damage to a living creature. This is a negative energy effect. A creature dies if this Strength damage equals or exceeds its actual Strength score.

8th Level Advancement

Shadow Jump (Su)

The shadow companion gains the ability to travel between shadows as if by means of a dimension door spell. A shadow jump must begin and end in an area with at least some dim light. A shadow companion can jump up to a total of 40 ft. each day in this way; this may be a single jump of 40 ft. or four jumps of 10 ft. each.

12th Level Advancement

The shadow companion’s strength damage increases to 1d4 points of Strength damage; its shadow jump distance increases to 80 ft.

16th Level Advancement

Shadow Power (Sp)

The shadow companion can use raw shadow to damage its foes. This ability functions as shadow evocation, using the shadow companion’s HD as its caster level. A shadow companion can use this ability once per day.

20th Level Advancement

The shadow companion’s strength damage increases to 2d4 points of Strength damage; its shadow jump distance increases to 160 ft.


Starting Statistics

Size Medium; Speed 30 ft.; AC 13 (+1 Dex, +2 natural), Attack 2 claws 1d4 or per weapon; Ability Scores Str 17, Dex 13, Con —, Int 9, Wis 10, Cha 14; Defensive Abilities DR 5/bludgeoning Immune cold.

Since a skeletal companion’s combat prowess is based largely on its arms and armor, a grave-bound white necromancer typically normally outfits his companion with the best weapons, armor, and magic possible.

Weapon and Armor Proficiency: A skeletal companion is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Unnatural Toughness (Ex)

A skeletal companion receives additional hp each time its master gains a level. These additional hp are equal to the master’s Charisma bonus.

8th Level Advancement

The skeletal companion receives a bonus feat.

12th Level Advancement

Fast Healing (Su)

A skeletal companion gains the ability to heal wounds very quickly, giving it fast healing 5.

16th Level Advancement

The skeletal companion’s damage reduction increases to DR 10/ bludgeoning.

20th Level Advancement

The skeletal companion receives a bonus feat. In addition, its fast healing increases to 10.


Starting Statistics

Size Medium; Speed 30 ft.; AC 17 (+4 Dex, +3 natural); Attack slam (1d4); Ability Scores Str 16, Dex 18, Con —, Int 14, Wis 16 Cha 19; Special Attacks blood drain Special Qualities speaks Common Weaknesses vampire weaknesses.

Weapon and Armor Proficiency: A vampire companion is proficient with all simple and martial weapons, light armor and medium armor.

Blood Drain (Su)

A vampire companion can suck blood from a grappled opponent. If the vampire establishes or maintains a pin, it drains blood and deals 1 point of Constitution damage. The vampire companion heals 1d4 hp or gains 1d4 temporary hp for 1 hr. (up to a maximum number of temporary hp equal to its full normal hp) each round it drains blood.

Vampire Weaknesses: A vampire companion cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, it recoils from mirrors or strongly presented holy symbols. These things don’t harm the vampire companion, but will keep it at bay (must stay at 5 ft. away from the mirror or holy symbol cannot touch or make melee attacks against that creature). Holding a vampire at bay takes standard action. After 1 round, a vampire companion can try to overcome its revulsion of the object and function normally each round by attempting a DC 25 Will save.

Vampire companions cannot enter a private dwelling unless invited in by someone with the authority to do so. Vampire companions cast no show no reflection in a mirror.

8th level Advancement

Climb (Ex)

The vampire companion gains the climb sheer surfaces as though under the effects of a spider climb spell.

12th Level Advancement

A vampire companion’s blood drain increases to 1d4 Constitution damage: it heals 5 hp or gains 5 hp each round it drains blood.

16th Level Advancement

The vampire companion gains DR 5/magic and silver and resist cold and electricity 5.

20th Level Advancement

Dominate (Su)

A vampire companion gains to ability to crush a humanoid’s will as a standard action. Anyone the vampire companion targets must succeed on a Will save or fall instantly under the vampire’s influence, as though by a dominate person spell (with a caster level equal to the vampire companion’s HD). The ability has a range of 30 ft.


Starting Statistics

Size Medium Speed 30 ft.; AC 16 (+2 natural); Attack slam (1d6); Ability Scores Str 17, Dex 10, Con —, Int 6, Wis 10, Cha 14; Special Qualities staggered; Defensive Abilities DR 5/slashing.

Staggered (Ex)

Zombie companions have poor reflexes and can only perform a single move action or standard action each round. A zombie can move up to its speed and attack in the same round as a charge action.

8th Level Advancement

The zombie companion no longer has the staggered special quality. Its slam attack increases to 1d8 hp damage.

12th Level Advancement

The zombie companion gains a bonus feat. Its slam attack deals 2d8 hp damage.

16th Level Advancement

The zombie companion’s damage reduction increases to DR 10/slashing.

20th Level Advancement

The zombie companion gains a bonus feat; its slam attack increases to 1d12.