In need of a CR 13 Necromancer BBEG:


Advice


I have been working on some stuff for my homebrew game and found that I had forgot to create a necromancer but have been using some of their undead minions. I am in a bit of a pinch and have created other necromancer types so am a bit burnt out on it. I will admit that some of this stems from laziness with this particular task. But hey, why reinvent the wheel if someone else already has something useful? :)

Does anyone have a build laying around for a necromancer of about this level? It doesn't have to be an actual necromancer, just anything that can animate undeads. Bones Oracles, Gravewalker Witches, etc. are all fair game. My only requirement outside of that is that the party is currently in a frozen north area of the campaign setting so something thematic to the region might work well. Some of the things they are going to be using for minions will be Frostfallen. This character wont be the actual BBEG, but rather one of his generals.


Level 12 arcanist skeletal champion with the magical knack trait and potent magic exploit gets to create other skeletal champions of up to level 13 (he'd have a CL of 16). Without any dedicated feats or magic items to boost his caster level. And he'd be a CR 13. Add some feats and/or items and he can raise creatures much stronger than himself, which makes for a great lieutenant (if loyal, he can probably recreate his master at relatively small cost and with relative ease). He could raise a number of sentient undead as allies, plus access to most other undead on the Create Undead list, and a bunch with Animate Dead.


I really like that idea, Goblin_Priest. Any ideas on how to build them? Feats and items mostly. I could easily see myself using something very close to this idea.


I highly, highly recommend having the BBEG be a dhampir Undead Master or Cruoromancer. Their racial favored class bonus gives them +1/4 to their effective caster level for necromancy spells, so at level 14 (equal to CR 13 unless you add anything special) you're casting necromancy spells as if you were a level 17 Wizard.

Undead Master will give him access to animation spells one spell level earlier in addition to letting him cast them spontaneously, and he can pick up an extra minion through the Corpse Bond ability.

Cruouromancer, on the other hand, gives him the ability to empower a necromancy spell by taking a small amount of damage (1d4+spell level) as a swift action. At 13th level, he would be able to use this blood infusion ability to gain one of the following abilities:
* Increase the DC of the spell by 1
* Cause any creature dealt damage by the spell to become sickened for 1 round
* Increase the maximum number of HD he can animate with a single casting of animate dead to 3 HD per caster level instead of 2 HD per caster level
* Create a desecrate effect centered on himself or a single spell modified by this infusion (chosen when the infused spell is cast) that lasts for 1 minute/caster level. The desecrate effect doesn't interact with altars or fixtures that would normally boost a desecrate spell.
Crouromancers also can control up to 5HD per caster level of undead instead of 4HD/level, giving him 25% more undead minions to play with.

In terms of actual minions, I'd recommend using variant skeletons and zombies since they're a bigger challenge, if more expensive to animate. Burning skeletons might be a good choice due to the environment, since the party's more likely to have fire-based spells prepared to deal with the local creatures.
Necrocrafts are another good option, but I suggest using the rules out of the 3rd party Arte Mortis supplement since the Paizo-published necrocraft rules don't give you much to work with for making effective minions. If you don't have access to/want to use Arte Mortis, you could just build an undead creature from scratch with the monster creation rules and count them as the necromancer's undead creations.

Contributor

If you need full stats fast, the GameMastery Guide and NPC Codex on the prd is your friend. I quickly found the following:

A Sorcerer 14 in the NPC Codex fits your "northern" theme well, and could easily swap a few spells for create undead and similar:

ICE MAGE CR 13
XP 25,600
Half-elf sorcerer 14
NE Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +19
DEFENSE
AC 21, touch 15, flat-footed 18 (+4 armor, +2 deflection, +2 Dex, +1 dodge, +2 natural)
hp 79 (14d6+28)
Fort +6, Ref +6, Will +12; +2 vs. enchantments
Immune fire (120 points), sleep; Resist cold 20
OFFENSE
Speed 30 ft.
Melee mwk spear +7/+2 (1d8–1/×3)
Ranged mwk light crossbow +10 (1d8/19–20)
Bloodline Spell-Like Abilities (CL 14th; concentration +20)
9/day—elemental ray (1d6+7 cold)
1/day—elemental blast (14d6 cold, DC 23)
Sorcerer Spells Known (CL 14th, concentration +20)
7th (3/day)—delayed blast fireball (cold, DC 25)
6th (6/day)—chain lightning (cold, DC 24), elemental body III, freezing sphere (DC 24)
5th (7/day)—baleful polymorph (DC 21), cone of cold (DC 23), elemental body II, summon monster V
4th (7/day)—elemental body I, ice storm, resilient sphere (DC 22), solid fog, wall of ice (DC 22)
3rd (7/day)—fly, lightning bolt (cold, DC 21), protection from energy, ray of exhaustion (DC 19), sleet storm
2nd (8/day)—acid arrow (cold), blindness/deafness (DC 18), fog cloud, gust of wind (DC 20), mirror image, scorching ray (cold)
1st (8/day)—burning hands (cold, DC 19), endure elements, mage armor, magic missile, obscuring mist, shield
0 (at will)—acid splash (cold), bleed (DC 16), detect magic, detect poison, mage hand, ray of frost, read magic, resistance, touch of fatigue (DC 16)
Bloodline elemental (water)
TACTICS
Before Combat The sorcerer casts mage armor and protection from energy (fire).
During Combat The sorcerer casts empowered area damage spells such as cone of cold, freezing sphere, and chain lightning. If forced into melee, she casts elemental body III and transforms into a Large water elemental.
Base Statistics Without mage armor and protection from energy, the sorcerer's statistics are AC 17, touch 15, flat-footed 14; Immune sleep.
STATISTICS
Str 8, Dex 15, Con 14, Int 10, Wis 12, Cha 22
Base Atk +7; CMB +6; CMD 21
Feats Combat Casting, Dodge, Empower Spell, Eschew Materials, Greater Spell Focus (evocation), Improved Initiative, Iron Will, Nimble Moves, Silent Spell, Skill Focus (Perception), Spell Focus (evocation)
Skills Diplomacy +11, Fly +11, Knowledge (arcana, planes) +8, Linguistics +1, Perception +19, Spellcraft +8, Swim +4
Languages Aquan, Common, Elven
SQ bloodline arcana (change energy damage spells to cold), elf blood
Combat Gear potion of fly; Other Gear masterwork light crossbow with 10 bolts, masterwork spear, amulet of natural armor +2, headband of alluring charisma +4, ring of protection +2, 1,413 gp

If you're willing to go with CR 14 rather than CR 13, the NPC Codex has the perfect cleric:

MASTER OF UNDEATH CR 14
XP 38,400
Human cleric 15
NE Medium humanoid (human)
Init +5; Senses Perception +20
DEFENSE
AC 22, touch 12, flat-footed 21 (+9 armor, +1 deflection, +1 Dex, +1 natural)
hp 146 (15d8+75)
Fort +14, Ref +7, Will +17
OFFENSE
Speed 30 ft.
Melee+3 scythe +17/+12/+7 (2d4+6/19–20/×4)
Special Attacks channel negative energy 4/day (DC 18, 8d6), scythe of evil (7 rounds, 2/day)
Domain Spell-Like Abilities (CL 15th; concentration +22)
10/day—bleeding touch (7 rounds), touch of evil (7 rounds)
Cleric Spells Prepared (CL 15th; concentration +22)
8th—fire storm (DC 26), unholy auraD
7th—blasphem yD (DC 25), destruction (DC 24), ethereal jaunt
6th—antilife shell, blade barrier (DC 24), create undea dD, harmD (DC 23)
5th—dispel good, greater command (DC 22), flame strike (DC 23), insect plague, righteous might, slay livingD (DC 22)
4th—divine power, freedom of movement, giant vermin, greater magic weapon, poison (DC 21), unholy bligh tD (DC 22)
3rd—animate dea dD, contagion (2, DC 20), deeper darkness, dispel magic, wind wall
2nd—bear's endurance, death knellD (DC 19), desecrate, gentle repose, hold person (DC 19), spiritual weapon
1st—bane (DC 18), cause fea rD (DC 18), divine favor, doom (2, DC 18), entropic shield, shield of faith
0 (at will)—bleed (DC 17), light, resistance, virtue
D Domain spell; Domains Death, Evil
TACTICS
Before Combat The cleric casts bear's endurance, desecrate, freedom of movement, and greater magic weapon.
During Combat The cleric relies on offensive spells, or on channel energy if he has undead allies.
Base Statistics Without bear's endurance and greater magic weapon, the cleric's statistics are hp 116; Fort +12; Melee+1 scythe +15/+10/+5 (2d4+4/19–20/×4); Con 14.
STATISTICS
Str 15, Dex 12, Con 18, Int 10, Wis 24, Cha 8
Base Atk +11; CMB +13; CMD 25
Feats Combat Casting, Command Undead, Critical Focus, Extra Channel, Improved Channel, Improved Critical (scythe), Improved Initiative, Spell Focus (evocation), Weapon Focus (scythe)
Skills Bluff +5, Intimidate +5, Knowledge (local) +6, Knowledge (religion) +9, Perception +20, Spellcraft +11
Languages Common
SQ aura, death's embrace
Combat Gearpotion of invisibility; Other Gear+3 mithral breastplate, +1 scythe, amulet of natural armor +1, belt of giant strength +2, cloak of resistance +1, headband of inspired wisdom +4, ring of protection +1, unholy water, cold iron unholy symbol (worth 500 gp), onyx gems (worth 1,000 gp), silver dust for desecrate (worth 25 gp), 2,482 gp


I'll try to craft one up tonight. I forgot that NPCs got a CR of their level minus one, so a level 13 skeletal champion arcanist would be a CR of 13.

There are a number of good necro builds, undead master would be great for the BBEG, but for "lieutenant that is potent enough to raise even his master (without cheese or excessive wealth)" concept, I feel the arcanist is most appropriate.

I'd give him leadership with a skeletal champion cleric cohort. His lair would be underwater, beneath a frozen lake (to keep out living intruders). Though he does have a number of skeletons, he relies heavily on sentient undead like mummies, crypt things, ghasts, and wights. His living followers have infiltrated many layers of society (cemetaries, law enforcements, brigands, etc.) and provide him with valuable intelligence on local activities and sources for fresh corpses, in exchange for the promise of eternal "life" as sentient undeads after death. Though he'd obviously have necro spells, he'd also rely a lot on illusions (to stay hidden) and would have some means to dispel magic (should the living attempt to use magic to penetrate his lair).


You can work with Vrood's build from Carrion Crown.

http://www.d20pfsrd.com/bestiary/npc-s/npc-10/auren-vrood

This Evil Necromancer killed a lot of PC's at Carrion Crown Obituaries forum page.

Liberty's Edge

I'm too lazy, I would just add the advanced simple template to the lich from the bestiary and call it a day.


I thought I would post what I built based on my own insight and inspiration from this thread. It uses some modified items but should be pretty easy to understand. It fits in well with the background of my campaign as well:

Spoiler:

Banshee
CR 13
XP 25,600
CE Medium undead (incorporeal)
Init +15; Senses darkvision 60 ft., hear heartbeat; Perception +31
DEFENSE
AC 26, touch 26, flat-footed 14 (+4 deflection, +11 Dex, +1 dodge)
hp 161 (19d8+76)
Fort +13, Ref +22, Will +25
Defensive Abilities incorporeal; Immune undead traits
Weaknesses sunlight powerlessness
OFFENSE
Speed fly 60 ft. (perfect)
Melee incorporeal touch +26 (14d6 negative energy plus terror)
Special Attacks wail
STATISTICS
Str —, Dex 32, Con —, Int 20, Wis 20, Cha 19
Base Atk +14; CMB +25; CMD 40
Feats Alertness, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Step Up, Weapon Focus (touch), Arcane Strike
Skills Fly +19, Perception +31, Sense Motive +7
Languages Common, Elven
SPECIAL ABILITIES
Hear Heartbeat (Ex)
A banshee can sense the beating hearts of living creatures within 60 feet, as if it had the blindsight ability.
Terror (Su)
A creature damaged by the banshee’s touch attack must make a DC 23 Will save. Failure means that the victim cowers in fear for 1d3 rounds. If a target is protected against fear by a dispellable effect (such as heroes’ feast or mind blank), the banshee’s touch attempts to dispel one such effect with greater dispel magic (CL 14th). Negative energy damage caused by a banshee’s touch can only harm the living; it cannot heal undead. This is a mind-affecting fear effect. The save DC is Charisma-based.
Wail (Su)
Once per minute, a banshee may wail as a full-round action. The wail lasts until the beginning of her next turn. All creatures within 40 feet of the banshee when she begins her wail, as well as all creatures that end their turn within that radius, must make a DC 23 Fortitude save. (This save is only required once per wail.) Creatures under the effects of a fear effect take a –4 penalty on this save. Creatures that make their save are sickened for 1d6 rounds. Those that fail take 140 points of damage (as if affected by a CL 14 wail of the banshee). If a wailing banshee is damaged during a wail, she must make a Will save (DC 15 + damage taken) to maintain the wail; otherwise it ends. This is a sonic death effect. Banshee wails are supernaturally powerful, and penetrate the effect of any spell of 3rd level or lower that creates silence. The save DC is Charisma-based.

Banshee Necromancer Wizard

1st
Wizard 1
Power Over Undead, Grave Touch, Arcane School: Necromancy (Enchantment.Illusion barred), , Turn Undead (bonus), Command Undead (bonus), Scribe Scroll (bonus), Spell Focus: Necromancy (1st)
2nd
Wizard 2

3rd
Wizard 3
Spell Focus: Conjuration (3rd)
4th
Wizard 4

5th
Wizard 5
Craft Construct (bonus), Augment Summoning (5th)
6th
Wizard 6

7th
Wizard 7
Undead Master (7th)
8th
Wizard 8
Life Sight
9th
Wizard 9
Superior Summoning (9th)
10th
Wizard 10
Spell Specialization: Animate Dead (bonus)

Stuff:
Ghost Touch Staff of the Master (Necromancy)
Ghost Touch Wizard's Robes (as Sorcerer's Robe except it uses a Wizard's school ability

Spells:
0th: 4
1st: 6+1
2nd: 5+1
3rd: 4+1
4th: 4+1
5th: 3+1

Grandfather’s Legacy (Level 14 Necromancer)
This pair of lexicons is covered in excellently preserved human skin, with an intricate lace of fingerbones forming the locks on the cover. A family seal has been embossed on the lower center of the cover, but flecks of gold leaf have begun to peel away, revealing that the embossed pattern in fact follows a faded tattoo on the skin itself. A third book appearing identical to the first two except being less substantial and made of shadowy material that doesn't seem completely there.
Protection The edges of the first three pages of each book are coated with potent Violet Venom poison (contact; save Fort DC 15; 1d3 Str and 1d3 Con; cure 2 saves).
Protection A series of three superior locks each augmented with arcane lock (DC 50) and a symbol of weakness (Fortitude DC 20) on the fourth page of each book.
The third book is less substantial and made of a shadowy smokey substance. It is actually a Ghost Touch book and is partially ethereal.
Protection Fire trap modified to inflict cold damage (Reflex DC 20) and 1 negative level (Fortitude DC 20) unless negative energy heals the opener.
Opposition schools Enchantment, illusion
Value 13,195 gp
Spells
7th—control undead S+, finger of death S+, symbol of weakness S, temporary resurrection s, summon monster 7
6th—acid fog, chain lightning, circle of death S+, create undead S+, summon monster 6, control water
5th—dismissal, wall of force, waves of fatigue s, siphon magic, unbreakable construct, summon monster 5, sonic thrust+, daywalker +, ghoul army+, mass repair undead, suffocation, vampiric shadow shield, hungry earth
4th—animate dead S+, bestow curse S, contagion S, enervation S, shadow projection S [APG], shout, wall of ice, fire trap, summon monster 4, resilient sphere
3rd—gentle repose S, halt undead S, lightning bolt, magic circle against good, nondetection, ray of exhaustion S, stinking cloud, vampiric touch s+, summon monster 3, ablative barrier, gloomblind bolts+, call the void, lesser animate dead+, symbol of exsanguination+, lesser animate dead+, vampiric touch, summon monster, haste
2nd—arcane lock, blindness S, darkness, false life S, obscure object, resist energy, scare S, summon swarm, protective penumbra+, blood transcription+, defending bone+, command undead+, pernicious poison, alter self, fox's cunning, steal breath+
1st—cause fear S, chill touch S, floating disk, restore corpse S [UM]+, hypnotism, obscuring mist, ray of enfeeblement S, sculpt corpse S [APG]+, shield, sleep, wave shield+, mage armor, mount, magic missle, decompose corpse+, repair undead+, crafter's fortune+
Spells marked with + are in the third book.
Preparation Ritual
Breath of the Grave (Su) As a swift action, spend this boon’s effect to breathe a 15-foot cone of rotting stench. Creatures within the cone must succeed at a Fortitude saving throw (DC 10 + your highest caster level in a class that prepares spells) or be sickened for 1 round. This spends the boon. After this boon has been spent, you take a –4 penalty on Diplomacy and Stealth checks until you prepare spells again.


Maybe it will help someone else who needs to come up with a similar concept quickly.

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