Necrovite
Elebrians who transcended death through ritual necromancy by imprinting their consciousness into an electroencephalon technomagical relic, becoming undead spellcasters augmented wi...
Elebrians native to Eox turned to necromancy out of necessity. After their world was destroyed by the magical feedback created from unleashing a world-shattering weapon against two neighboring planets, the few surviving elebrians found themselves faced with the arduous task of rebuilding their society on a world devoid of life. After years of magical research, the first necrovites emerged from their magical bunkers with a singular mission: to rebuild a new world on the bones of the old. These first few adopted the title of bone sages, becoming Eox's ruling elite who shepherded the interests of their dead world across The Pact Worlds. The ritual to become a necrovite is complex. It's pivotal moment involves creating a perfect duplicate of their living mind and imprinting it in the arcane matrix of an electroencephalon , a technomagical relic that ensures the necrovite's consciousness and soul are kept safe from the passage of time and any accident that might befall their corporeal body. This part of the process is always fatal, but if the arcane calculations and technomantic equations are properly arranged, the aspiring necrovite soon finds their consciousness within the electroencephalon, waiting for their new corporeal form to be created. This connection also augments a necrovite's psyche and strengthens their resolve against external manipulation, useful perks for navigating the dangerous complexities of Eoxian politics. Members Necrovite (Creature 13) Alternate Necrovite Abilities You can create a more unusual necrovite by substituting any one of the following abilities for entropic touch, Clear Mind, or Scramble Psyche. Keeper of the Old Ways (aura) 30 feet. Creatures with the Tech trait and creatures holding a weapon with the tech trait that begin their turn in the aura must attempt a Fortitude save. The creature is then temporarily immune to the aura for 1 hour. Success The creature is unaffected. Failure The creature becomes glitching 1. Critical Failure The creature becomes Glitching 2. Smother the Light Reaction Trigger A creature within 30 feet of the necrovite begins to Cast a Spell that has the light or Vitality trait; Effect The necrovite attempts to counteract the triggering spell. Decompose Single Action (void) Frequency once per round; Effect The necrovite makes a wrackstaff Strike against a creature. If the attack hits and deals damage, the creature takes 3d6 persistent void damage. Undying Vigor Two Actions (occult) Frequency once per minute; Effect A necrovite infuses an undead creature within 50 feet with a surge of void energy. The creature becomes quickened 1 for 1 minute. The empowered undead can use this extra action only to Stride or Strike. Wrackstaff Necrovites often craft and wield a horrific weapon known as a wrackstaff . A necrovite's wrackstaff is an uncommon simple weapon that deals 2d4 void damage, has 1 Bulk, and requires 1 hand to use. It has the magical, two-hand d8, and void traits, and is in the club weapon group. In the hands of any creature other than its maker, a wrackstaff is a nonmagical club with no value. Creating a Necrovite A necrovite can be any type of arcane or occult spellcaster, as long as they can perform the ritual that creates an electroencephalon as the primary caster (usually requiring them to be a spellcaster capable of casting 6th-rank spells). To create a necrovite, increase the spellcaster's level by 1, and change their statistics as follows. They gain the Undead trait and usually gain the Unholy trait. They increase spell DCs and spell attack modifiers by 2. Necrovite Abilities Necrovites lose all abilities and traits that come from being a living creature and gain the following abilities. Darkvision Lifesense 60 feet Telepathy 30 feet Void Healing Rejuvenation (occult) When a necrovite is destroyed, their consciousness is immediately transferred to their electroencephalon . A necrovite can be permanently destroyed only if their electroencephalon is found and destroyed. Immunities bleed, death effects, disease, paralyzed, poison, unconscious Resistances cold 10, electricity 10 Fatiguing Presence (aura, mental) 30 feet. A creature that first enters the aura must succeed at a Fortitude save or become fatigued. Regardless of the result of the saving throw, the creature is temporarily immune to the necrovite's fatiguing presence for 24 hours. Clear Mind Reaction Trigger The necrovite is targeted by a spell with the Emotion trait; Effect The necrovite attempts to counteract the triggering spell. If the spell is disrupted, the necrovite gains temporary Hit Points equal to twice the rank of the counteracted spell that last for 1 minute. Entropic Touch Void damage dealt by a necrovite damages undead and creatures with void healing as if it were vitality damage. A necrovite's melee Strikes have the benefits of the ghost killer upgrade on attacks against incorporeal undead. Scramble Psyche Two Actions (concentrate, emotion, mental) The necrovite touches an adjacent creature and scrambles its thought patterns. The creature must succeed at a Will save or become confused for 1 minute. The necrovite is considered hidden to the Confused target for as long as the confusion lasts.