High Noon at Midnight
Necrovores—otherwise known as undead—are what some call those that feed on death, those that are dead but still move, those that feed on life, and all things that lie somewhere in between. Now, some might quibble about using “necrovore” for such a wide range of creatures. But does it make a lick of difference if you call a shade of the tomb—a wraith that takes form from a gravestone’s shadow—a necrovore, a demon, or an undead when it’s draining all joy from existence? Nope. Same holds true for a deathbinder, hollowed ranger, risen (also called Damned), and tombdrift.
Some are bodiless, some are shambling corpses, and some defy easy descriptions. But all of them are tainted with necromancy. Necrovores include the following: ghost riders, wraith lords, and zombie sorcerers.
Harbingers of chaos and catastrophe, ghost riders spread havoc long past their deaths.
Level 6; health 20; Armor 1; rides a skeletal mount a long distance each round; long‑range pistol attack deals 6 damage; short‑range curse causes target who fails an Intellect defense roll to lose their next turn as they freeze in terror
A malign artifact or especially powerful curse may form an exceptional wraith.
Level 5, stealth as level 6; health 22; Armor 1; flies a short distance each round (or is mounted on a quetzalsaur); spectral weapon deals 6 points of Speed damage (ignores Armor) and induces target to fall one step on the damage track each day a Might defense roll fails (three successes purge the effect); if destroyed, a wraith usually reforms the following midnight
Magic‑infused corpse that knows enough sorcery to be dangerous.
Level 4; health 18; moves an immediate distance each round; long‑range necrotic blast deals 4 points of Speed damage (ignores Armor) to all in an immediate area, or 1 point even with a successful defense roll; even‑numbered attack rolls that would reduce its health to 0 reduce health to 1 instead