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Niyaneh

Niyaneh is a Redguard necromancer who resides in Broken Oar Grotto, offering wizarding services and trading with the Blackblood Marauders, as well as other wanderers that visit the Grotto. Though she is not a pirate herself, she has made a home in the pirate stronghold as one of the very few places in Skyrim where she can practice her darker arts freely. She had originally travelled to Skyrim to apprentice at the College of Winterhold, but was forced to abandon this goal after finding the way impassable.   Quotes:
"I can offer all types of magic to you. Maybe you've picked up a curse or two in that dungeon of yours? Hmm? Oh that's not divination, I can smell the crypt dust on you a mile away."
"Maybe in your travels you'll just so happen on a fresh cadaver? If you do I'd be happy to pay for it, the fresher the better but no live ones. Some things even these pirates can't stomach. A pity."
"Medicine may suture, Restoration may heal but only through necromancy can one ever truly conquer death. Not by defeating it but through becoming its master, controlling it, nourishing youself from it."
"Valpin is an interesting one. Most vampires try anything to look more human. He instead embraces his true nature as undead. An admirable quality."
"I always make sure to leave a few choice cursed items on my shelves for the more light-fingered of these pirates. I find it amusing when they come begging for it to stop."
"I sense a touch of ancient magic about you. As if you've stepped in places mortals aren't meant to tread. Perhaps we are kindred spirits, hmm?"
"There's nothing quite as exhilirating as breathing new life into a corpse. They way they stumble into life with fresh eyes. Restoration may heal, but only Reanimation truly creates. You should try it sometime."
She wears Necromancer Robes and boots, and is equipped with an iron dagger. She carries a common soul gem (unfilled), and a selection of rare loot and gold.
Children

Necromancer

Medium Any race, Any Evil

Armor Class 12 (15 with mage armour)
Hit Points 38 (7d8+7)
Speed: 30 ft

STR

9
( -1 )

DEX

15
( +2 )

CON

12
( +1 )

INT

16
( +3 )

WIS

10
( +0 )

CHA

14
( +2 )

Saving Throws Intelligence +5, Wisdom +2
Skills Arcana +5, Deception +4, History +5, Medicine +2
Damage Resistances Necrotic (Necromancer Robes)
Senses passive Perception 10
Languages Common, three other languages
Challenge Rating 3
Proficiency Bonus +2

The necromancer is a 7th-level spellcaster, thier spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The necromancer has the following wizard spells prepared:  

Cantrips (at will)

Chill Touch, Mage Hand, Poison Spray, Frostbite  

1st-level (4 slots)

False Life, Ice Spike, Mage Armour, Ray of Sickness*  

2nd-level (3 slots)

Darkvision, Ray of Enfeeblement, Wither and Bloom*  

3rd-level (3 slots)

Animate Dead, Vampiric Touch*  

4th-level (1 slot)

Greater Soul Trap   * Necromancy spell of 1st level or higher that requires a saving throw or attack roll


Grim Harvest. Once per turn when a living creature fails a saving throw against or is harmed by one of the necromancer’s Necromancy spells of 1st level or higher, the necromancer regains hp equal to three times the spell’s level.   Undead Thralls. When the necromancer casts animate dead, it can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. Undead created by the necromancer have an additional 7 hp and a +2 to their weapon damage rolls.

Actions

Iron Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft,, one target. Hit: 4 (1d4 + 2) piercing damage.


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