
You can command your summons to interpose for you (2/round) When you Crit, 1 of your summon attacks with you, Max 5 summons.
- •Summon Zombie.
Roll 1d6, On Crit Summon 2 Zombies, Normaly summon 1. Zombie: (Classic Zombie Monster)
- •Disgusting Ray.
Charge for 1 turn then, (Line 8) 1d10+10 Acid Damage, On Crit: Poisoned for 2 Rounds.
[On the charging turn, mark Line 8. At the start of your the next turn, this attack is unleashed along the marked line, dealing damage. After resolving the attack, Necromancer makes one additional action.]
- •Sinful Stare (1 use).
(Range 12) 4d4+4 Necrotic Damage, your summons have advantage to target. On Crit: Gain 1 Wound
Sinful Stare Recharged, Summon 1 Zombie for free.
Last 40 Hp! Now you can create Flesh golems With 2 zombies.
Flesh Golem: [50 Hp , 1d12+5, On Crit: Prone]
"If you think tracking HP will become too much of a hassle, you can run the Zombies as minions (1d4+4). Increase any Spawn 1 effects to Spawn 2, and any Spawn 2 effects to Spawn 4. Increase the maximum number of summoned Zombies to 10."
Use Disgusting Ray on a hero whose turn is coming up next, giving them a chance to move away. Keep your zombies spread out and away from yourself. Summon no more than one Flesh Golem at a time. Use Sinful Stare on heroes with the highest remaining HP.
Use Disgusting Ray on heroes whose turns are still a while away. Keep some of your zombies close to yourself and position the rest near more fragile heroes. Summon a Flesh Golem whenever possible. Use Sinful Stare against fragile heroes.