Parsus

Level 10
Creature· dhampirUniqueMediumLegacy
AC
29
HP
160
Speed
25 ft.
Perception
+20
Fort
+18
Ref
+18
Will
+20
Languages common, necril
Skills arcana +24, deception +19, intimidation +19, society +19
Recall Knowledge DC 37 (society)

Attacks

Melee Claw +21 (agile, unarmed), Damage 3d8+7 slashing
Melee Necromechanical Innovation +21, Damage 2d10+7 bludgeoning
Melee Slide Pistol +20 (capacity 5 ft., concussive, fatal-d10, magical, reload 1 ft.), Damage 2d6+3 piercing

Abilities

+2 Status to All Saves vs. Disease and Mental
Void Healing
Clockwork Necromancy◆◆

Parsus winds their necromechanical innovation (see below) to infuse a corpse-riddled area with necromantic energy. The innovation casts Black Tentacles on a point within 100 feet, causing the dead body parts in a 10-foot area to briefly animate and scrabble at creatures within the area for 1 round.

Explode◆◆

Parsus pushes their necromechanical innovation beyond its normal limits, dealing 10d6 void damage in a 10-foot area (DC 31 reflex). Parsus can choose to include themself in this effect.

Necromantic Winding

Parsus winds up their necromechanical innovation. They choose an active effect with the necromancy trait that originated from one of their spells or abilities (such as Clockwork Necromancy). The effect's duration extends to the end of Parsus's next turn.

Necromechanical Innovation

Although a necromancer by training, Parsus recently developed a complex device called a necromechanical innovation. This device allows Parsus to use their Clockwork Necromancy, Explode, and Necromatic Winding abilities. It otherwise functions as an inventor weapon innovation with no modifications.