pf2e.fyi
From Pathfinder #209: Destroyer's Doom, which isn't enabled.

Death Tower Necromancer

CREATURE 10
Perception +19; darkvision
Languages Chthonian, Common, Draconic, Hallit, Jotun, Necril, Orcish
Skills Arcana +23, Crafting +19, Necromancy Lore +22, Occultism +22, Religion +19, Society +20, Survival +19
Str +1, Dex +4, Con +3, Int +7, Wis +5, Cha +0

AC 28 ((29 with mystic armor)); Fort +16, Ref +17, Will +19
HP 135; Resistances cold 5
Ferocity

Trigger The monster is reduced to 0 HP.

Effect The monster avoids being knocked out and remains at 1 HP, but its Wounded value increases by 1. When it is Wounded 3, it can no longer use this ability


Speed 25 feet
Melee Mace +17 (magical, shove), Damage 2d6+10 bludgeoning
Wizard School Spells DC 29, attack +21, 2 Focus Points; 5th Spiral of Horrors, Fortify Summoning
Rituals 2nd Create Undead
Deadhand Spell

Death Tower necromancers have crawling hand familiars. They can cast a spell with a range of touch and command the hands to deliver the spell; the crawling hand uses its 2 actions for the round to move to a target of the necromancer's choice and touch that target.

Drain Bonded Item
Frequency once per day
Requirements The necromancer hasn't acted yet on this turn

Effect The necromancer expends the power stored in their bonded staff. During the current turn, they cast one spell they prepared today and already cast, without spending a spell slot. They must still Cast the Spell and meet the spell's other requirements.
Give a Hand

A Death Tower necromancer's familiar can use its actions to retrieve an item of light or negligible Bulk they're wearing and place it into one of their free hands.

Quickened Casting (concentrate, spellshape)

If the necromancer's next action is to cast a spell or cantrip of 3rd rank or lower, they reduce the number of actions to cast it by 1 (minimum 1 action).

Pathfinder #209: Destroyer's DoomORC