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Arch-NecromancerCore

Adversary

Leader — Tier 4

A decaying mage adorned in dark, tattered robes.

Motives and Tactics: Corrupt, decay, flee to fight another day, resurrect

Difficulty

21

Damage Thresholds

33 / 66

Hit Points

9

Stress

8

Attack Bonus

+6

Weapon

Necrotic Blast (Far)

Damage

4d12 +8 Magical

Experiences: Forbidden Knowledge +3, Wisdom of Centuries +3

Features

Dance of Death - Action

Mark a Stress to spotlight 1d4 allies. Attacks they make while spotlighted in this way deal half damage, or full damage if you spend a Fear .

Beam of Decay - Action

Mark 2 Stress to cause all targets within Far range to make a Strength Reaction Roll. Targets who fail take 2d20+12 magic damage and you gain a Fear. Targets who succeed take half damage. A target who marks 2 or more HP must also mark 2 Stress and becomes Vulnerable until they roll with Hope.

Open the Gates of Death - Action

Spend a Fear to summon a Zombie Legion, which appears at Close range and immediately takes the spotlight.

Not Today, My Dears - Reaction

When the Necromancer has marked 7 or more of their HP, you can spend a Fear to have them teleport away to a safe location to recover. A PC who succeeds on an Instinct Roll can trace the teleportation magic to their destination.

Your Life Is Mine - Reaction

Countdown (Loop2d6). When the Necromancer has marked 6 or more of their HP, activate the countdown. When it triggers, deal 2d10+6 direct magic damage to a target within Close range. The Necromancer then clears a number of Stress or HP equal to the number of HP marked by the target from this attack.

Cards

Adversary
Arch-Necromancer

Leader — Tier 4

Hit Points 9 · Difficulty 21

A decaying mage adorned in dark, tattered robes.

Core

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