Necrovite

CR

7+

Required Type

Undead

Required Array

Spellcaster

Suggested Ability Score

Intelligence, Wisdom, Charisma

Traits

Fatigue Aura (Su) (30 ft. Radius)

Any creature that comes within 30 feet of a necrovite is fatigued unless it succeeds at a Fortitude saving throw. A creature that is already fatigued suffers no additional effect. A creature that successfully saves cannot be affected again by the same necrovite’s aura for 24 hours.

Rejuvenation (Su)

When a necrovite is destroyed, its electroencephalon immediately begins to rebuild the creature’s body nearby and download the necrovite’s consciousness into it. After 1d8 days, the necrovite wakens fully healed (albeit without any gear it left behind on its old body).

Undead Mastery (Su)

As a standard action, a necrovite can cause one undead creature within 50 feet to fall under its control as per control undead (Will negates). This control is permanent for unintelligent undead; an undead creature with an Intelligence score can attempt an additional saving throw each day to break free. A creature that successfully saves cannot be affected again by the necrovite’s undead mastery for 24 hours. A necrovite can control a group of undead whose total CR is no greater than twice its CR (26 for the typical necrovite).

A spellcaster with this template graft has used a terrifying combination of magic and technology to transform itself into an undead abomination.

Source

Alien Archive pg. 81

This website uses trademarks and/or copyrights owned by Paizo Inc., which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access this content. This website is not published, endorsed, or specifically approved by Paizo Inc. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Inc. and Paizo products, please visit paizo.com.