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Necromancer Class Guide for D&D 4E

Intelligence vs. Reflex Hit: 2d6 + Intelligence modifier acid damage, and the target is slowed until the end of your next turn. Increase damage to 3d6 + Intelligence modifier at 21st level. Harmful command Necromancer Attack 1 You issue a harmful command to one of your zombies, directing it to attack an enemy in a damaging way. Encounter Arcane, Zombie Standard Action Close burst 5 Target: One of your zombies in burst and one enemy of the zombie. Attack: The zombie makes a melee basic attack against the enemy. On a hit, the enemy takes an extra 1d6 necrotic

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0% found this document useful (0 votes)
108 views15 pages

Necromancer Class Guide for D&D 4E

Intelligence vs. Reflex Hit: 2d6 + Intelligence modifier acid damage, and the target is slowed until the end of your next turn. Increase damage to 3d6 + Intelligence modifier at 21st level. Harmful command Necromancer Attack 1 You issue a harmful command to one of your zombies, directing it to attack an enemy in a damaging way. Encounter Arcane, Zombie Standard Action Close burst 5 Target: One of your zombies in burst and one enemy of the zombie. Attack: The zombie makes a melee basic attack against the enemy. On a hit, the enemy takes an extra 1d6 necrotic

Uploaded by

aaronsmith812732
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

Necromancer

“ You fought me during your life. Now, you will serve me during your death. ”
—Troxartas, 'Deathstalker and the Warriors from Hell' MST3k
Class Traits
Role: Leader/Controller. You either grant your undead servants bonuses, or use spells on your
enemies to hinder them.
Power Source: Arcane.
Key Abilities: Intelligence, Constitution, Charisma

Armor Proficiencies: Cloth


Weapon Proficiencies: Simple melee
Implements: Staff, Wand
Bonus to Defense: +1 fortitude, +1 will

Hit Points at 1st Level: 12 + Constitution score


Hit Points per Level Gained: 5

Healing Surges per Day: 6 + Constitution modifier

Trained Skills: Arcana or religion.  From the class skills list below, choose 3 more trained
skills at 1st level.
Class Skills: Arcana, Bluff, Dungeoneering, Endurance, Intimidate, Perception, Religion,
Stealth.

Build Options: Commanding Necromancer, Destroying Necromancer.


Class Features: Leading style, Ritual casting, Raise undead

The Necromancer uses strong necrotic energies to animate death, hinder his enemies and
empower himself. These powers are often used for evil, but there exist some good
Necromancers, whose philosophy is that for the greater good, some must give up their lives and
be animated as mindless undead. Necromancers are hard to defeat, because with every foe they
defeat, they gain another ally.

Necromancer Overview
Characteristics: One half of your powers is about weakening your foes so they die faster. The
other half is to animate and control them when they die.
Religion: Necromancers often worship Vecna, but some good or unaligned Necromancers
worship Corellon or Ioun.
Races: Necromancers are often Humans, Tiefling and Drow, but Eladrin are also possible.

Creating a Necromancer
There are two builds for a Necromancer. The Commanding Necromancer focuses on lots of
minions who attack his foes while he uses spells to empower them. The Destroying Necromancer
prefers to use one strong companion and uses damaging spells to attack his enemies. All
Necromancers rely on intelligence and either Constitution or Charisma.

Commanding Necromancer

You prefer to stay in the back and let your undead servants attack the enemy while you cast
spells to assist them. Many of your attack powers use Intelligence, so that should be your
primary ability. To encourage your servants, you need a decent Charisma score, so that should be
a close secondary. More hit points and surges are always nice, so Constitution is a good tertiary
ability score.

Suggested Feat: Improved Initiative (Human Feat: Human Perseverance)


Suggested Skills: Arcana, Religion, Perception, Bluff
Suggested At-Will Powers: Command Zombie, Necrotic ray
Suggested Encounter Power: Harmful command
Suggested Daily Power: Swarm of attacks

Destroying Necromancer

You prefer to use more direct attacks and use only a single undead creature to help you. Instead
of a big number of weak creatures, you have one strong. You attack enemies with spells, so
Intelligence is your primary ability. To endure the melee where you sometimes end up and to
empower some of your spells, you need Constitution as a secondary ability. For your tertiary
ability, choose either Strength for better melee attacks or Charisma for some minor buff spells.

Suggested Feat: Dark Fury (Human Feat: Action Surge)


Suggested Skills: Arcana, Religion, Endurance, Intimidate
Suggested At-Will Powers: Draining touch, Necrotic burst
Suggested Encounter Power: Acid blast
Suggested Daily Power: Hurricane of Darkness

Necromancer Class Features


All Necromancers share these class features.

Leading Style

Necromancers have various ways of fighting. Some Necromancers choose to fight using a large
number of mindless minions. Others prefer to fight with destructive magic and a single powerful
servant. Choose either Minion Swarm or Destroying Arcana Some powers have the Zombie
keyword, meaning that to use them, you need to have at least one zombie capable of taking
actions. If an attack just refers to a zombie, then it can be either kind.
Minion Swarm: You gain the Raise minor undead utility power.

Undead creatures created with this power are mindless and have to be commanded. To command
those creatures, you can use the following actions.

Attack (Standard Action) One of your minor zombies makes a base melee attack.

Move (Move Action) You and a number of minor zombies equal to your charisma modifier can
take a move action.

Opportunity actions (Immediate interrupt) You can command a zombie to make an opportunity
attack as an immediate interrupt, if possible.

Other actions Spend the required action. One minor zombie of your choice completes it. If the
DM judges that the zombie can't complete the action, the action is wasted.

If you aren't present or capable of commanding the zombies, they will do nothing unless they're
attacked. If they are attacked, they will take a move or a standard action each turn on initiative 0.
They will walk to the nearest foe in a straight line and attack when possible if they act without
being commanded.

The number of minor zombies that you can have at a time is 2 at level 1. This increases by one at
level 2,3,5,8,12,16,22 and 29. It is possible to create large or larger zombies by using this power,
but they count as 2 extra zombies per size category bigger than medium.

The minor zombies count as allies. After a battle, they regain hit points equal to one-quarter of
their total HP. They can't use second wind.

The statistics of a minor zombie don't scale. Level, Ability scores and powers stay always the
same. If a power refers to a Minor zombie, than it is about this kind of zombie.

Destroying Arcana You gain the Raise undead servant utility power

An undead creature created with this power can act independent on initiative 0. It will move to
the nearest enemy, avoiding difficult or dangerous terrain if possible, and than attack. As a minor
action, you can direct it to do something different, like protecting you or attacking a specific foe.
You can only have one undead servant at a time. Your undead servant can be bigger than
medium, but you need to have 5 levels per size category bigger than medium before you can
have a undead servant of that size. (5 for large, 10 for huge, 15 for gargantuan, 20 for colossal)

Your undead servant counts as an ally. It has a number of healing surges equal to your
constitution modifier. After a short rest, you need to tell how many healing surges it may spend.
Your undead servant can use second wind, and, if not directed otherwise, does so the first time
after he gets bloodied.
The statistics of an undead servant scale. Every time your level increases, the level of your
undead servant does so too. The hit points, healing surge value, defenses and attack bonus can
increase with level. At 4th, 8th, 14th, 18th, 24th and 28th level, two of its ability scores increase
by 1. At 11th and 21st level, all of its ability scores increase by 1. If a power refers to an Undead
servant, than it is this kind of zombie.

Ritual Casting All Necromancers gain the Ritual Caster feat (PHB page 200) as a bonus feat,
llowing you to use magic rituals.

Command Zombie Necromancer Attack 1

You command one of your zombies to attack the enemy.

At-Will  Arcane, Zombie

Standard Action Close burst 5

Target: One of your zombies in burst.

Attack: The target makes a base attack against an adjacent enemy Vs. AC

Hit: Targets base attack damage.

Special: The target may shift a number of squares equal to your charisma modifier before the
attack.

Draining touch Necromancer Attack 1


Your necrotic touch damages your opponent and invigorates you.
At-Will  Arcane, Necrotic, Implement
Standard Action Melee Touch
Target: One creature
Attack: Intelligence Vs. Fortitude
Hit: 1d4 + Intelligence modifier damage, and you gain temporary hit points equal to your
constitution modifier.

Increase damage to 2d4 + intelligence modifier at 21st level.

Fearful bolt Necromancer Attack 1


You launch a bolt of pure fear at the enemy, who staggers backward as it hits.
At-Will  Arcane, Fear, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence Vs. Will
Hit: 1d6 + Intelligence modifier damage, and the target is pushed a number of squares equal
to your constitution modifier - 1.

Increase damage to 2d6 + intelligence modifier at 21st level.

Necrotic Burst Necromancer Attack 1


Necrotic energies erupt around you, pushing your opponents away.
At-Will  Arcane, Implement, Necrotic
Standard Action Close burst 1
Target: Creatures in burst
Attack: Constitution Vs. Reflex
Hit: 1d6 + intelligence modifier necrotic damage.

Increase damage to 2d6 + intelligence necrotic damage at 21st level.

Necrotic ray Necromancer Attack 1


You fire a ray of necrotic energy at your foe.
At-Will  Arcane, Necrotic, Implement
Standard Action Ranged 15
Target: One creature
Attack: Intelligence Vs. Reflex
Hit: 1d6 + intelligence modifier necrotic damage.

Increase damage to 2d6 + intelligence modifier damage at 21st level.

Acid blast Necromancer Attack 1

You shoot rays of acid from your hands, leaving your opponents barely able to stand.

Encounter  Arcane, Acid, Implement

Standard Action Close blast 3


Target: All creatures in blast

Attack: Intelligence Vs. Reflex

Hit: 1d10 + Intelligence modifier acid damage, and the target is slowed until the end of your next
turn.

Harmful command (4e Power)


Harmful command Necromancer Attack 1

You give one of your zombies a mental shock, and urged by this, he attacks with more force than
usual.

Encounter  Arcane, Psychic, Zombie

Standard Action Close burst 5

Target: One of your minor zombies in burst

Attack: The target makes a basic attack against one adjacent enemy Vs. AC

Hit: The target takes Psychic damage equal to your Charisma modifier and gets a bonus equal to
your charisma modifier to the attack or damage roll. After that, the attack continues as normal.

Necrotic grab (4e Power)


Necrotic grab Necromancer Attack 1

You grab the target, and channel necrotic energy into it.

Encounter  Arcane, Necrotic

Standard Action Melee touch

Attack: Strength Vs. Reflex

Hit: You grab the target. Each time you sustain the grab, the target takes 2d6 Necrotic damage.

Zombie prey (4e Power)


Zombie prey Necromancer Attack 1

You designate a target for your zombies.

Encounter  Arcane, Necrotic, Implement, Zombie


Standard Action Ranged 10

Attack: Charisma Vs. Reflex

Hit: 2d8 + Charisma modifier damage, and attacks from your zombies to the target gain a +2
bonus to attack rolls until the end of your next turn.

Dark flames Necromancer Attack 1


You point at a enemy, and dark fire bursts out of him.
Daily  Arcane, Implement, Necrotic, Fire
Standard Action Ranged 5
Target: Creatures in Burst
Attack: Intelligence Vs. Fortitude
Hit: 2d10 necrotic damage, and ongoing 5 fire damage (save ends).
Miss: Half damage.

Hurricane of darkness Necromancer Attack 1


You create a spinning cyclone of shadows around you. After you send them at enemies,
you gather them around you.
Daily  Arcane, Implement
Standard Action Close burst 2
Target: Creatures in burst
Attack: Constitution Vs. Reflex
Hit: 2d8 + Intelligence modifier damage.
Miss: Half damage.
Effect: You gain concealment until the end of your next turn.

Shadow lock Necromancer Attack 1


You trap the enemy in a cage of shadows. When you move the cage, the target is moved
too.
Daily  Arcane, Necrotic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence Vs. Will
Hit: 2d6 + Intelligence modifier necrotic damage, and the target is immobilized. (save
ends)
Miss: Half damage, and the target is slowed (save ends)
Sustain Move: Until the target saves against the effect of the attack, you can slide it a
number of squares equal to your Constitution modifier as a move action.

Swarm of attacks Necromancer Attack 1


Your zombies are zo zealous to attack the enemy, that they push each other away trying
to.
Daily  Arcane, Zombie
Standard Action Ranged 10
Target: One enemy that has at least one of your zombies adjacent to it.
Attack: All of your minor zombies adjacent to the target make a basic attack against it
Vs. AC
Hit: The basic attack damage of each minor zombie.
Special: Each zombie takes a penalty to the attack roll equal to the number of attacks
made by other zombies.

Ritual sacrifice Necromancer Utility 2


You sacrifice a zombie to empower a ritual.
At-Will  Arcane, Zombie
Immediate Interrupt Close burst 1
Trigger: You make a check for a ritual and dislike the result.
Requirement: One of your zombies must be adjacent to you.
Target: One of your zombies in burst.
Effect: Reduce the zombie to 0 HP. You gain a bonus to the ritual check equal to your
intelligence modifier.
Special: You can only use this power once per ritual.

Helping hand Necromancer Utility 2


You and your undead servant work together to accomplish a task.
Encounter  Arcane, Zombie
Minor Action Close burst 3
Target: You and your undead servant
Effect: One of the targets gets a bonus to the next skill check it makes equal to the
relevant ability modifier of the other target.

Shielding zombie Necromancer Utility 2


Just as the attack is about to hit you, you command one of your zombies to get in its way.
Encounter  Arcane, Zombie
Immediate Interrupt Close burst 1
Trigger: You are hit by a melee or ranged attack.
Requirement: One of your minor zombies must be adjacent to you.
Target: One minor zombie in burst.
Effect: The attack targets the minor zombie instead.

Death drain Necromancer Utility 2


After you defeat your opponent, you drain his life force into yourself.
Daily  Arcane, Healing
Immediate Reaction Close burst 3
Trigger: You or one of your zombies drops an enemy in burst to 0 hit points.
Effect: You gain regeneration equal to your constitution modifier until the start of your
next turn.
Sustain Minor: The regeneration instead lasts until the end of your next turn.

Covered charge Necromancer Attack 3


As your undead servant charges the enemy, you shoot necrotic energy at your foe.
Encounter  Arcane, Zombie, Necrotic, Implement
Standard Action Ranged 10
Requirement: Your undead servant needs to be able to charge the target.
Target: One creature
Attack: Intelligence Vs. Reflex
Hit: 1d8 + Intelligence modifier necrotic damage. If this attack reduces the target to 0 hit
points, this power is not expended.
Effect: Your undead servant charges the target. If the first attack hit, then it does not
provoke opportunity attack for movement that is part of this charge.

Necrotic assault Necromancer Attack 3


You send multiple rays of necrotic energy to your enemies.
Encounter  Arcane, Implement, Necrotic
Standard Action Ranged 15
Target: One, two or three creatures
Attack: Intelligence Vs. Reflex, three attacks.
Hit: 1d6 + Intelligence modifier necrotic damage.

Scare away Necromancer Attack 3


The fool who dares to come close to you will soon see the mistake he made.
Encounter  Arcane, Implement, Psychic, Fear
Immediate Reaction Close burst 5
Trigger: A enemy enters the burst.
Target: The triggering enemy
Attack: Charisma Vs. Will
Hit: 1d8 + Charisma modifier psychic damage, and the target is pushed a number of
squares equal to your Charisma modifier.

Directing bolt Necromancer Attack 3


You use a big bolt of lightning to function as a beacon for the attacks of your zombies.
Encounter  Arcane, Implement, Lightning
Standard Action Area burst 1 within 10
Target: Creatures in burst
Attack: Charisma Vs. Reflex
Hit: 1d8 + Charisma modifier lightning damage.
Effect: All your minor zombies can shift a number of squares equal to your Charisma
modifier towards the burst.

Aura of fire Necromancer Attack 5


You create a barrier of fire between you and enemies.
Daily  Arcane, Fire, Implement, Zone
Standard Action Close burst 1
Target: Creatures in burst
Attack: Intelligence Vs. Reflex
Hit: 1d10 + Intelligence modifier fire damage, and the burst creates a zone that lasts until
the end of your next turn. A creature who enters the zone or starts its turn there takes fire
damage equal to your intelligence modifier.
Miss: Half damage, and no zone.
Sustain Standard: The zone persists, and you can make the attack again against all
enemies in the zone.

Energy drain Necromancer Attack 5


Draining energy from your opponent, you leave him less able to attack.
Daily  Arcane, Implement, Necrotic, Healing
Standard Action Melee touch
Target: One creature
Attack: Intelligence Vs. Fortitude
Hit: 1d10 + Intelligence modifier necrotic damage, and you regain hit points as if you had
spend a healing surge. Until the end of your next turn, the target takes a -2 penalty to
attack rolls.
Miss: Half damage, and you regain hit points equal to your constitution modifier.

Zombie eruption Necromancer Attack 5


You send necrotic energy into one of your zombies. When it explodes, the enemies are
also hit.
Daily  Arcane, Necrotic, Zombie, Implement
Standard Action Close burst 1 (zombie)
Target: All creatures in burst
Attack: Your Intelligence Vs. Reflex
Hit: 2d8 + Intelligence modifier necrotic damage.
Miss: Half damage.
Effect: The zombie where the burst originated from drops to 0 hit points.

Dragging energy Necromancer Attack 5


A cloud of dark energy pulls the target where you want him, or just knocks him down.
Daily  Arcane, Necrotic, Implement
Standard Action Ranged 10
Target: One creature
Attack: Constitution Vs. Fortitude
Hit: 1d8 + Constitution modifier necrotic damage, and you can either knock the target
prone or slide it a number of squares equal to your Constitution modifier.
Miss: Half damage, and you can slide the target 1 square.

Reposition the undead Necromancer Utility 6


Your undead minions shift to a better position on the battlefield.
Encounter  Arcane, Zombie
Move Action Close burst 3
Effect: All your minor zombies in burst can shift a number of squares equal to your
Charisma modifier.

Harmless drain Necromancer Utility 6


With uncanny precision, you drain energy from other beings without hurting them.
Daily  Arcane, Healing
Minor Action Close burst 1
Effect: You gain regeneration equal to the number of creatures adjacent to you until the
end of your next turn.
Sustain Minor: The effect persists.

Shadow cloak Necromancer Utility 6


You call shadows to hide yourself.
Daily  Arcane
Minor Action Personal
Prerequisite: You must be trained in stealth.
Effect: You gain total concealment until the end of your next turn or until you attack.

Undead fury Necromancer Utility 6


Seeing you bleed enrages your undead servant.
Daily  Arcane, Zombie
Immediate Reaction Ranged 5
Trigger: An enemy bloodies you.
Target: Your undead servant
Effect: Until the end of the encounter, your undead servant takes a -1 penalty to all
defenses, but attacks made against the triggering enemy take a +1 bonus to the attack
roll and damage roll. You can end this effect as a minor action.

Claw of darkness Necromancer Attack 7


Hiding seemed like a good idea at the time...
Encounter  Arcane, Necrotic, Implement
Standard Action Ranged 10
Target: One creature that has concealment or total concealment from you.
Attack: Intelligence Vs. Reflex
Hit: 3d8 + Intelligence modifier necrotic damage.
Special: This attack takes no penalties from concealment or total concealment.

Resonating pulse Necromancer Attack 7


You attack the enemy with magic, ready to send some more to him.
Encounter  Arcane, Necrotic, Implement
Standard Action Ranged 10
Target: One creature
Attack: Constitution Vs. Reflex
Hit: 1d8 + Constitution modifier necrotic damage.
Effect: Choose either minor, move or standard action. If the target makes this action
before the end of its next turn, you can make this attack again against him as an
opportunity action.
Sustain Standard: The effect persists.

Quick blast Necromancer Attack 7


With lightning speed, you zap your foe.
Encounter  Arcane, Necrotic, Implement
Minor Action Melee touch
Target: One creature
Attack: Intelligence Vs. reflex
Hit: 1d6 + Intelligence modifier damage.

Undead flank Necromancer Attack 7


An ally can be a great help, even when it's undead.
Encounter  Arcane, Zombie, Implement, Necrotic
Standard Action Melee touch
Target: One creature that you and one of your undead creations are flanking.
Attack: Charisma Vs. Reflex
Hit: 1d10 + Charisma modifier damage.
Effect: The undead creation with which you are flanking makes a melee basic attack
against the target.

Cry of the undead Necromancer Attack 9


With a earth-shattering war cry, your undead creations prepare for battle.
Daily  Arcane, Zombie, Implement, Necrotic, Fear
Standard Action Close burst 5 (Zombie)
Target: Creatures in burst
Attack: Your charisma Vs. Will
Hit: 1d10 necrotic damage, and you push the target 1 square.
Miss: Half damage
Effect: Each of your minor zombies in burst gains temporary hit points equal to your
charisma modifier.

Gravity blast Necromancer Attack 9


You cause gravity to become stronger, pulling your enemies to the ground.
Daily  Arcane, Implement, Zone
Standard Action Area blast 3 within 10
Target: Creatures in blast
Attack: Constitution Vs. Fortitude
Hit: 3d8 + Constitution modifier damage, and the target is knocked prone and loses its
flight speed (save ends).
Miss: Half damage, and the target is knocked prone.

Draw away Necromancer Attack 9


Your undead servant is in trouble, so you distract its attacker.
Daily  Arcane, Necrotic, Zombie
Immediate Interrupt Close burst 10
Trigger: A enemy bloodies your undead servant.
Target: The triggering enemy
Attack: Intelligence Vs. Fortitude
Hit: 1d12 necrotic damage, and the enemy is marked by you until the end of your next
turn.
Miss: Half damage, and your undead servant gets a +1 bonus to AC against the triggering
attack.
Effect: You can shift a number of squares equal to your constitution modifier.

Mind fog Necromancer Attack 9


The mind of the opponent is clouded with shadows, making it hard to think.
Daily  Arcane, Psychic
Standard Action Ranged 20
Target: One creature
Attack: Intelligence Vs. Will
Hit: 2d8 + Intelligence modifier psychic damage, and the target is dazed (save ends).
Miss: Half damage, and the target is dazed until the end of its next turn.

Perceptive servant Necromancer Utility 10


Four eyes can see more than two.
Encounter  Arcane
Immediate Interrupt Close burst 20
Trigger: You don't detect anything with a perception check.
Target: You and your undead servant in burst.
Effect: You and your undead servant both make a perception check and share the result.
If one of you becomes aware of a hidden creature, so does the other.

Chaotic teleport Necromancer Utility 10


If you rearrange your troops, then you can rearrange your chances to win.
Daily  Arcane, Zombie
Move Action Ranged 20
Target: You and one, two or three of your minor zombies
Effect: The targets can swap places in every posible way, as long as every target ends this
movement where another target stood first.

Living shield Necromancer Utility 10


It is a lot harder to hit you with a bunch of zombies shielding you!
Daily  Arcane, Zombie
Move Action Close burst 5
Target: Your minor zombies in burst
Effect: Each target moves a number of squares equal to your Charisma modifier towards
you. Until you end the effect as a free action, you gain a power bonus to AC equal to
one-half of the number of zombies adjacent to you, but if an attack vs. AC misses you, it
hits one of your zombies adjacent to you.

Wall of darkness Necromancer Utility 10


A wall of pure darkness appears between you and your opponents.
Daily  Arcane, Zone
Minor Action Area wall 5 within 10
Effect: The wall creates a zone that lasts until the end of your next turn. The zone grants
total concealment to all creatures in it.
Sustain Minor: The wall persists.

Curtain of doom Necromancer Attack 13


A mysterious hovering wall of darkness attacks your enemies and covers your allies.
Encounter  Arcane, Necrotic, Zone
Standard Action Area wall 3 within 15
Target: Creatures in wall
Attack: Constitution Vs. Reflex
Hit: 2d10 + Intelligence modifier necrotic damage.
Effect: The wall creates a zone that lasts until the end of your next turn. The zone
provides total concealment.

Necrotic storm Necromancer Attack 13


The air around you whirls and crackles with necrotic energies.
Encounter  Arcane, Necrotic
Standard Action Close burst 3
Target: Creatures in burst.
Attack: Intelligence Vs. Reflex
Hit: 3d6 + Intelligence modifier necrotic damage.

Draining cloud Necromancer Attack 13


You drain the energy of lots of enemies at once.
Encounter  Arcane, Necrotic, Healing
Standard Action Close blast 3
Target: Creatures in blast.
Attack: Intelligence Vs. Fortitude
Hit: 3d6 + Intelligence modifier necrotic damage, and you can spend a healing surge but
regain no hit points. Instead, you regain 10 hit points for each creature affected by this
power.

Rampage of the dead Necromancer Attack 13


Your presence encourages your undead minions, and they attack with new power.
Encounter  Arcane, Zombie, Implement, Necrotic
Standard Action Close burst 1
Target: One creature in burst
Attack: Charisma Vs. Reflex
Hit: 1d8 + Charisma modifier damage.
Effect: Each zombie in burst can make a melee basic attack against the target.

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