NE Medium undead
Init +3; Senses blindsight (life) 60 ft., darkvision 60 ft.; Perception +23
Aura fatigue (30 ft., DC 21)
HP 186; RP 5
EAC 29; KAC 30
Fort +12; Ref +12; Will +18
Defensive Abilities fast healing 10, rejuvenation (1d8 days); Immunities cold, electricity, undead immunities
Speed 30 ft., fly 60 ft. (Su, average)
Melee Eoxian wracksta +20 (6d4+13 B; critical inflict pain [DC 21])
Ranged perihelion laser pistol +22 (4d4+13 F; critical burn 2d4)
Offensive Abilities undead mastery
Spells Known (CL 13th; ranged +22) 5th (3/day)—heat leech (DC 24), mind thrust (DC 24) 4th (4/day)—corrosive haze (DC 23), dimension door, enervation, hold monster (DC 23) 3rd (at will)—dispel magic, explosive blast (DC 22)
Str +0; Dex +3; Con —; Int +8; Wis +4; Cha +6
Skills Bluff +28, Computers +28, Engineering +28, Mysticism +28, Sense Motive +28
Languages Common, Eoxian, Sarcesian; limited telepathy 30 ft.
Other Abilities magic hacks (flash teleport, tech countermeasures), unliving
Gear d-suit IV (gray force field [20 temporary HP]), Eoxian wrackstaff, perihelion laser pistol with 6 high-capacity batteries (40 charges each), spell gem of dominate person, spell gem of teleport
Fatigue Aura (Su) Any creature that comes within 30 feet of a necrovite is fatigued unless it succeeds at a DC 21 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 DC 21 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).