Dungeons & Dragons could easily be described as a game of heroes and villains, with nearly every quest ending in a showdown with some sort of monster or nefarious schemer, after all. You always want these skirmishes and the plots surrounding them to be engaging for your players, but it takes a great villain to get that going.
Perhaps no type of villain is more synonymous with high fantasy than the evil Necromancer, a sorcerer with the power and will to raise the dead to do his bidding. The trope is so well known that it's a cliché, which makes it difficult to avoid the pitfalls where your Necromancer feels like a parody. We're here to help, with some top tips to make sure the Necromancer hits the mark.
8 Make it a person
Not just a villain
If all you do is be an evil Necromancer, that's all you'll get. A two-dimensional and forgettable villain that your players won't engage with beyond fighting them. If you take the time to make it a complete person, however, you'll end up with something much more satisfying.
Think about who they are and what led them down this path. Give them some character traits and think about whether they are cold or unsettlingly friendly, arrogant or cowardly. The more you invest in making them a person and not just a villain, the more your players will be interested in them and their story.
7 Think Motivation
Necromancy is not for everyone
Any villain who became an evil Necromancer just to be an evil Necromancer belongs in a cartoon. Instead think about why your Necromancer went down this dark path, their motivations will inform their character and help you know how they will react when your players inevitably do something unexpected.
Perhaps they fear their own death and are looking for a way around it, or they have been devastated by the loss of a loved one and hope to find the strength to bring them back. Their motives might not even be related to Necromancy itself, they might just be a tool to achieve an unrelated goal.
6 Set the tone
Make sure your players are happy
It's easy to get excited about the latest villain idea, but make sure you don't get carried away. Always make sure you match the tone of the game your players are looking for. A zero session is perfect for establishing this.
Not everyone will enjoy gruesome depictions of the living dead, just as not everyone will want their villains to be morally complex. Some players want to fight the bad guy and laugh, while others want a layered villain and a narrative that leans heavily on horror. Be sure to tailor the experience to suit your player's preferences.
5 Minions are everything
Monster Mash
Ordinarily a Necromancer wouldn't be caught dead, or undead for that matter, without their minions doing their bidding. D&D has a lot of incredible undead monsters for you to use, so take your time to pick the ones that make the most sense for your Necromancer.
Zombies and skeletons never go out of style, but if your Necromancer is more of a Dr. Frankenstein type, then don't overlook the Flesh Golems. If they need to summon the undead somewhere without bodies to use, then materializing ghosts is a great option. You are only limited by your Necromancer's imagination.
4 Use them again
Never say die
Just because your Necromancer is defeated by your players doesn't mean it has to be gone forever. Power over death is their specialty after all, so they could easily have contingencies in place should they ever be killed by a gang of mixed-up do-gooders.
Killing them might only be temporary, life returning to their bodies once the party is gone. Or they could rise as an undead themselves, brought back by their own dark magic. A recurring villain is a great way to surprise your players, they usually don't expect it.
Skilled players in particular might have the sense to destroy your Necromancer's body, especially if their kills don't seem to stick. If they do that and you still want to use your Necromancer, turn them into a ghost, influencing events more indirectly.
3 Give them a master
Everyone has a boss
Your Necromancer might be the last villain of your campaign, but if he isn't, then it's worth considering if there's someone stronger than him who could serve as your next villain. This provides a clear progression from one part of your campaign to the next.
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Perhaps they serve a vampire and hope to become one themselves, or are apprenticed to an ancient Lich. He might be in the service of Vecna himself, or even Orcus, the Demon Lord of Undeath. Whoever you decide on, think about how they might react to the news of your Necromancer's defeat.
Necromancy isn't all there is
It's natural to want to lean hard on your villain's theme, but keep in mind that your Necromancer doesn't have to use necromancy as the sole solution to every problem. They will know other types of magic and have other resources at their disposal.
If you want to keep the theme strong, you can flavor them to be more thematic. A fireball spell can be made from a sickly green flame, an assassin can have the pale complexion of a corpse, and the corrupt city guard can talk to his departed love instead of being paid in coins.
1 Tempt your players and their characters
Everyone wants something
Combat in Dungeons & Dragons is one of its strongest points, but don't immediately use it just because it's fun. When facing the threat of your player characters, consider the ways your Necromancer villain might try to tempt them to the dark side.
They might offer powerful magical items of a dark nature, eternal life, or even the ability to reunite with a beloved NPC who has died. It doesn't necessarily matter if they can keep those promises, what matters is letting your players fight the temptation.