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.