Changes

Necromancer

679 bytes added, 31 March
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| creature_bones=[[File:Has bones.png|25px]]
| creature_gear=[[File:No Yes box.png|25px]]
| creature_wear=[[File:Human clothing.png|25px]]
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==== Withering cloud ====
Withering clouds are clouds of noxious black smoke, inducing a magic syndrome that causes the Blood of all living creatures breathing it to degenerate and wither away, effectively causing inflicting them with an effect similar to bleeding but without open wounds.
* Engulfs an entire Side of the battlespace, affecting every creature inside.
* A regular success will result in the normal effects of the withering cloud occurring.
* A failure still results in a withering cloud occurring, but for only 1 turn instead of the normal amount.
* A critical failure results in the withering bball ball disintegrating before it can create a withering cloud, thus failing entirely.
=== Frostblast ===
* Inflicts no [[Pain]] or [[Limb Damage]].
* This technique can only be used when there are no other undead creatures (other than the necromancer itself) in the room.
* Upon activating this technique, '''1d3 random Undead creatures''' (threat levels 1-3) will be summoned, instantly appearing on the necromancer's sideSide. The creatures summoned this way will be allied to the necromancer and respond to its orders.
* Headgear: '''Medieval helm'''
* Body armor: '''Medieval cuirass'''
** Combined effects: [[Agility]] -2 (total Agility is -1 with armor)
=== [[Load-bearing equipment]] ===
=== Equipment and inventory ===
Skeletons Necromancers may have one of '''four''' different sets of items (roll '''1d4''' per skeleton necromancer to determine):
==== Set 1 ====
Equipped [[weapons]]:
* Primary 1: [[Heavy crossbow]] (1 /1, 1x [[Large bolt]], Standard BRD)- IS 22** Combined effects: 1.56x Pain, 1.95x Limb Damage, hits causing injuries open 2 [[wounds]]
Inventory:
Equipped [[weapons]]:
* Primary 1: [[Battle axe]]- IS 18
Inventory:
Equipped [[weapons]]:
* Holster 1: [[IMI Desert Eagle Mark XIX 44]] (8+1 /8, 9x [[.44 Magnum]], Standard FMJSAP)- IS 5** Combined effects: 0.8x damage against unarmored ACs, 1.3x damage against armored ACs, FT +1
Inventory:
* Dump belt, General carrying: 3x [[Deagle .44 magazines|Deagle .44 8-round magazine]] (Each: 8 /8, 8x [[.44 Magnum]], Standard FMJSAP)
==== Set 4 ====
Equipped [[weapons]]:
* Auxiliary: [[Heckler & Koch UMP45]] (25+1 /25, 26x [[.45 ACP]], Standard FMJSAP)- IS 9** Combined effects: 0.88x damage against unarmored ACs, 1.43x damage against armored ACs
Inventory:
* Dump belt, General carrying: 3x [[UMP45 magazines|UMP45 25-round magazine]] (Each: 25 /25, 25x [[.45 ACP]], Standard FMJSAP)
Creature traits:
* '''All bone''': This creature is entirely made out of bones. If this creature sustains a [[fracture]], the affected limb instantly loses 10 HP.
*'''Drops items on death''': Upon being defeated, this creature will drop the following items:
** If the head had at least 1 HP remaining on death: 1 [[Crafting items#Ingredient items|Preserved skull]]
** Otherwise: Nothing
* '''Fire immunity''': This creature cannot receive the [[Effects#Elemental|'''On fire''' effect]].
* '''Gas immunity''': This creature has a [[Effects#Clothing and armor|permanent '''immunity to gases''' effect]].
One of the more esoteric and overtly magical types of creatures is the undead. Baffling biologists and the scientific community until their magical origins could be ascertained, undead creatures are defined as being "dead bodies or collections of dead body parts, that have been reanimated through magical means." The specific type of magic that leads to the creation of undead creatures is known as ''necromancy''.
The necromancer is the most powerful of all undead creatures, and the creature after which the magical domain of ''necromancy'' is named after. They can be formed in one of two ways. The first way is when a [[lich]] serving a necromancer grows old and powerful, it becomes more and more difficult for its master necromancer to keep trying to control it, so in thanks for its service, it is given more power and set free, allowed to venture the world and raise the dead by itself. The second way is when a necromancer is destroyed; if it has any remaining lich servitors, the oldest of them is "promoted" to necromancer.
In essence, a necromancer is simply an old and powerful lich, however they are different in two, very important ways. One is sapience; necromancers gain the ability to speak understandable intelligible [[languages]], in hissed tones of unrecognizable gender, and they can talk and even reason with other sapientssapient species. The other is their signature ability to ''summon undead''. They can raise the dead on command, causing [[zombie|dead]] [[ghoul|bodies]] and [[skeleton|skeletons]] to rise and follow the necromancer's every order, as long as there are no other active undead creatures in the vicinity.
Necromancers generally consider one another to be rivals, and dislike to be in one another's presence, as they cancel each other's ability to raise undead creatures. A sort of unwritten code, the ''Gentlebone's Agreement'', dictates that necromancers should avoid each other as much as possible, never meet unless under extreme circumstances (and then, only for as long as necessary), and to never do battle directly. If disagreements must be solved through conflict, necromancers must send their armies of undead against each other, until one side has been completely eliminated. It is considered to be the height of dishonor for a necromancer to continue being defiant even after defeat; such behavior constitutes a breach of the ''Agreement'' that warrants direct combat, or even contracting sapients to destroy the rogue necromancer for them.
Because they can speak, discussions between sapients and necromancers sometimes occur, and outside of the fact they are talking with a skeleton with a strange, hissy voice, they can be quite pleasant and affable, if only they weren't directly interested in causing death around themselves. On occasion, a sufficiently crafty adventurer can slip by a necromancer by talking their way out of a fight. Extremely rarely, living sapients can be found working for a necromancer.
If you meet a necromancer, fleeing is highly recommended, as they tend to cast ''Summon undead'' the second they are no longer alone in the room. If you must fight one, remember that even though they are ancient and powerful [[skeleton|skeletons]], they are still skeletons, and all of the same weaknesses apply. Prioritize weapons that can cause fractures, and destroy the head (skull), upper body (ribcage and spine) or lower body (pelvic bone) to lay a necromancer to eternal rest. It is recommended to always kill the necromancer first, and deal with any of its servitors next, butt but watch out if there are any liches in close proximity nearby - if one of them works for the necromancer that was just destroyed, they might may be promoted to replace their master.
[[Category:Creatures]]
[[Category:Sapient creatures]]
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