Skeleton Rival Necromancer
CREATURE 16 +28; darkvision
Common, Necril
Arcana +32, Deception +28, Diplomacy +28, Intimidation +28, Religion +28, Society +32, Stealth +26
Str +1, Dex +3, Con +3, Int +5, Wis +4, Cha +4
AC 36; Fort +25, Ref +25, Will +30
HP 175, void healing; Immunities bleed, death effects, disease, paralyzed, poison, unconscious; Resistances cold 10, electricity 10, fire 10, piercing 10, slashing 10
Void Healing
A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
25 feet
Melee Dagger +25 (agile, finesse, magical, versatile s), Damage 3d4+7 piercing
Melee Dagger +25 (agile, magical, thrown 10, versatile s), Damage 3d4+7 piercing
Wizard Prepared Spells DC 41, attack +33; 8th Boil Blood, Flense (×2); 7th Animate Dead, Blister, Rouse Skeletons; 6th Bound in Death, Feeblemind, Slow; 5th False Life, Forceful Hand, Tongues; 4th Fly, Resist Energy, Stoneskin; 3rd Darkvision, Haste, Magic Missile; 2nd Dispel Magic (×2), See Invisibility; 1st Feather Fall, Illusory Disguise, Longstrider; Cantrips (8th) Ancient Dust, Chill Touch, Detect Magic, Shield, Torturous Trauma
Wizard School Spells DC 41, attack +33, 2 Focus Points; 8th Life Siphon, Call of the Grave
Bolster Dead
once per turn
Your most recent action was to cast a non-cantrip necromancy spell
You harness the residual energy from the spell you last cast into the body of an undead creature within 30 feet. That creature's resistances increase by an amount equal to the rank of the spell cast until the beginning of the next turn.
Drain Bonded Item (arcane)
once per day
The necromancer hasn't acted yet on this turn
The necromancer expends the power stored in their dagger. This gives them the ability to cast one prepared spell they prepared today and already cast, without spending a spell slot.
Pathfinder #186: Ghost King's RageOGL