Necropolitan, 5th-Level Human Wizard* (CR 5)
AC: 17 (+2 Dex, +4 mage armor, +1 deflection), touch 13, flat-footed 15
Hit Dice: 5d12 (32 hp)
Fort +1, Ref +3, Will +5
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple +1
Attack: Quarterstaff +1 melee
Full Attack: Quarterstaff +1 melee
Damage: Quarterstaff 1d6-1
Special Attacks/Actions: Spells
Abilities: Str 8, Dex 14, Con -, Int 16, Wis 13, Cha 12
Special Qualities: resist control, undead traits, unnatural resilience, +2 turn resistance
Feats: Brew Potion; Combat Casting; Magical Aptitude; Scribe Scroll
Skills: Concentration +8 (+12 casting defensively), Decipher Script +9, Knowledge (arcana) +11, Spellcraft +15, and Use Magic Device +5 (+9 using scrolls)
Advancement: By character class
Organization: Solitary, pair, or group (3-5)
Resist Control (Ex): Necropolitans have a +2 profane bonus on their Will saving throws to resist the effect of a control undead spell.
Unnatural Resilience (Ex): Necropolitans automatically heal hit point damage and ability damage at the same rate as a living creature. The Heal skill has no effect on necropolitans; however, negative energy (such as an inflict spell) heals them.
Wizard Spells Prepared (caster level 5th): 0 - daze (DC 13), detect magic, ghost sound (DC 13), touch of fatigue (+1 melee touch; DC 13); 1st - color spray (DC 14), expeditious retreat, mage armor, magic missile; 2nd - false life, flaming sphere (DC 15), web (DC 15); 3rd - deep slumber (DC 16), lightning bolt (DC 16).
Possessions: ring of protection +1, wand of hold person (20 charges), brooch of shielding (60 points remaining), arcane scroll of dispel magic, arcane scroll of fly, 20 pp.
This necropolitan acts much like a typical wizard, though it focuses its attacks on any character prominently displaying a holy symbol or otherwise appearing to be a cleric. It typically has mage armor active (included in statistics above) whenever it anticipates combat.
Necropolitans are humanoids who renounce life and embrace undeath in a special ritual called the Ritual of Crucimigration.
A necropolitan's skin is dry, withered, and powdery. Its eyes are as pale as driven snow, and as lifeless. It continues to dress in the fashion it preferred while living. Necropolitans are considered citizens of the little-known city of Nocturnus, but if their nature is revealed elsewhere, they are feared and hunted like common monsters.
A creature receives this subtype whenever something happens to change its original type. Some creatures (those with an inherited template) are born with this subtype; others acquire it when they take on an acquired template. The augmented subtype is always paired with the creature's original type. For example, a wizard's raven familiar is a magical beast (augmented animal). A creature with the augmented subtype usually has the traits of its current type, but the features of its original type. For example, a wizard's raven familiar has an animal's features and the traits of a magical beast.