Necromancer Troop

Level 19
Creature· evilUncommonGargantuanLegacy
AC
29
HP
270
Speed
25 ft.
Perception
+35
Fort
+30
Ref
+30
Will
+35
Weaknesses area-damage 15, splash-damage 15
Languages common, kelish, necril, osiriani
Skills athletics +37, arcana +35, religion +35, intimidation +33
Recall Knowledge DC 41 (society)

Abilities

Form Upinteraction
Troop Defenses

Thresholds 180 (3 segments), 90 (2 segments)


Teach You a Lesson

1 to 3

Frequency once per round


Effect The members of the mob wildly swing their textbooks and supplies—primarily spellbooks and staves—in a chaotic attack at each enemy adjacent to the troop (DC 41 reflex). The damage depends on the number of actions.

1 (2d12+14)[bludgeoning] damage

2 (3d12+14)[bludgeoning] damage

3 (4d12+14)[bludgeoning] damage

Troop Movement

Whenever the troop Strides, they first Form Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then moves up to their Speed. This works just like a Gargantuan creature moving; for instance, if any square of the troop enters difficult terrain, the extra movement cost applies to the whole troop.

Troop Spellcasting

When the necromancer troop Casts a Spell, their constituent members combine their efforts into casting a more powerful version of the spell than any one member could achieve alone. When Casting a Spell that has an area of a burst, cone, or line and doesn't have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius isn't affected). Add 5 feet to the length of a cone or line that's normally 15