D&D 3.5 Dread Necromancer: 5 Strategic Builds
Article-At-A-Glance
- This section compares five Dread Necromancer builds. Each build focuses on a different game system to achieve significant power increases. These builds exploit various subsystems for extreme advantages.
- Explains how each build fights, its core combo engine, and typical battlefield role.
- This section details the key strengths and weaknesses of each optimization style. It also addresses potential challenges a Dungeon Master might present.
- Helps readers pick a build matching campaign tone, DM tolerance, and preferred table complexity.

Strengths & Weaknesses
| Build | Strengths | Weaknesses |
|---|---|---|
| Bad Touch Lady[1] | Shadow dragon breath, Soul Eater Energy Drain, claws, bite, and Enervation can all stack level drain each round. A Dragon Disciple build with high Strength provides strong melee durability and attack accuracy. Chain shirt armor and natural armor further enhance this front-line capability for a full-caster character. | Splitting progression between the Dread Necromancer, Dragon Disciple, and Soul Eater archetypes delays access to higher-level spells. This also postpones lich transformation and key class features until very late in the game. The build relies on enemies vulnerable to negative levels, but undead and constructs can often ignore this offense. Many high-level defenses can also shrug off the main attack. |
| Blood Mage[2] | Blood Magus and Tainted Sorcerer allow you to power demanding metamagic using hit points and taint instead of spell slots. This increases damage and save DCs. The Half-Vampire’s resilience, combined with fast healing from negative energy and chain shirt armor, provides strong survivability for a blaster-debuffer necromancer build. | This build requires the DM to approve the rules regarding Taint and the Half-Vampire Loser Advancement buyback. It can disrupt game balance if overused. Taking self-inflicted Constitution damage and paying hit point costs creates a risky cycle. This can quickly lead to failure when resources are depleted or healing is stopped. |
| Ghoul Blend[3] | Straight Dread Necromancer 20 provides a complete spell list, the highest possible caster level, and a free lich transformation. This transformation synergizes with all undead creation abilities. A character built with Corpsecrafter, Deadly Chill, Destruction Retribution, and Nimble Bones becomes a formidable force. Mithral full plate and a scythe further enhance the brutal efficiency of your undead horde. | This build focuses heavily on undead and negative energy, but it has weaknesses against mindless creatures, incorporeal foes, or enemies with strong resistance to necromancy. It starts slowly at low levels. Early on, its power lies in summoning minions and controlling the battlefield, rather than providing strong, direct damage to single targets. This changes by mid-levels. |
| The Hivemind[4] | The Verminlord’s hivemind, combined with its massive vermin swarms, creates an extremely high effective Sorcerer caster level. This allows it to cast many powerful, high-level, and even epic spells. A Lolthtouched Drow’s statistics, Chitin bonuses, natural attacks, and chain shirt armor make this creature a surprisingly resilient battlefield controller. It is typically surrounded by vermin and undead minions. | Relies on extremely abusive hivemind and Gate interpretations that many DMs will ban or restrict heavily. Logistics of controlling thousands of vermin, tracking effects, and LA buyback can bog the game and frustrate other players. |
| Witch Knight | Stacks from the Dread Witch, Nightmare Spinner, and Dread Necromancer archetypes create fear effects that bypass immunity. These effects can paralyze entire encounters with terror. The Abjurant Champion archetype enhances defensive spells, effectively turning them into strong armor. This allows a Necropolitan wearing only a chain shirt to safely engage in close combat. | This build specializes in fear effects, but certain enemies can significantly reduce its effectiveness. Mindless foes, those immune due to narrative reasons, or enemies with strong resistance to fear are particularly problematic. Multiclassing into four different classes complicates character advancement. This delay postpones access to powerful Dread Necromancer spells and the benefits of becoming a lich. |

Bad Touch Lady
Bad Touch Lady[1] turns a Dread Necromancer chassis into a melee negative-level engine, stacking Shadow Dragon breath, Soul Eater energy drain, and Enervation spam. Once engaged, enemies lose levels to claws, bite, and breath in a round or two, then crumble while her undead and fear effects clean up survivors.
- High-HP brutes and elite foes quickly fall to massive attrition damage. This damage comes from stacking negative levels inflicted by breath weapons, natural attacks, and the Soul Eater energy drain. A Dread Necromancer’s spellcasting further enhances battlefield control and provides undead support.
- Taking the Entry tax from Dragon Disciple and Soul Eater delays access to higher-level Dread Necromancer spells and lich transformation. This results in weaker spellcasting and fewer defensive options when compared to a dedicated necromancer in high-optimization games.
- Open with Shadow Dragon breath to tag a crowd with negative levels, then pounce in using Multiattack claws and bite to trigger more drains; finish key targets with Enervation or Negative Energy Burst so victims fail saves from reduced hit dice and collapsing saves.
Blood Mage
Blood Mage[2] transforms self-harm and corruption into spell power, exchanging hit points and taint for potent metamagic effects. This class functions as a dangerous spontaneous blaster and debuffer. A Blood Mage[2] can teleport through blood, develop exceptionally high save DCs, and even raise undead when the situation demands it.
- Blood Metamagic and Tainted Spellcasting allow metamagic to be used constantly without consuming spell slots. Simultaneously, taint-fueled Charisma-based DCs become exceptionally difficult to resist by mid levels. This combination, alongside Fell Animate and Fell Drain with spontaneous necromancy, enables the creation of new undead minions in every combat and the application of negative levels. The caster can then ignore HP and Constitution damage through Negative Energy Burst, Charnel Touch, and healing from their Tomb-Tainted Soul.
- Gameplay involving taint and Constitution is easily disrupted. A single unfavorable ruling or failed save can quickly raise taint to a dangerous level, or reduce a character’s self-inflicted hit point costs. Because of this, some groups ban the Tainted Sorcerer class or significantly limit taint rules. Consequently, the Blood Mage[2] archetype may not align with all table expectations and requires consistent DM approval, along with careful monitoring of corruption sources.
- Use Bloodwalk for both assassination and escape. Keep vials or Blood Draught samples from important NPCs, or even your own Homunculus. Then, teleport directly to them with Ability Focus(Bloodwalk), which boosts the save DC against unwilling targets. In one game, a Blood Mage[2] marked a general during a feast with a small scratch. Hours later, the mage Bloodwalked into the general’s body while he was in bed, silently killed him with a Maximized Fell Drain spell, and stepped back out into a waiting undead squad outside the walls.


Ghoul Blend
Ghoul Blend[3] is a 20th-level Dread Necromancer build focused on the Corpsecrafter feats and the Undead Mastery rules. This combination allows the character to command a formidable and optimized group of minions. Reaching 20th level transforms the character into a self-made lich. They then apply the same creation buffs to their own undead form, achieving exceptional durability and spellcasting stamina.
- Minionmancy achieves brutal efficiency by combining several abilities. Undead Mastery, Corpsecrafter, Destruction Retribution, Deadly Chill, Hardened Flesh, and Nimble Bones transform even simple skeletons into quick, powerful, and explosive shock troops. These are supported by spontaneous necromancy. You become a walking debuff engine, radiating fear auras and delivering negative energy bursts with your enervating touch. Meanwhile, your constantly growing army protects you and overwhelms encounters.
- Combat power and defenses increase gradually before becoming a lich. This can make early and mid-level characters feel vulnerable if your undead minions are destroyed or if encounters restrict your ability to summon them. A strong focus on necromancy and negative energy also limits options for solving puzzles, navigating social situations, and dealing with enemies that can turn or destroy undead creatures. Therefore, support from your party is essential.
- Begin with the Tomb-Tainted Soul class at level 1, allowing negative energy to heal you. Then, use Negative Energy Burst in melee to damage living foes, heal yourself, and replenish your undead minions each fight. Once lich transformation occurs, upgrade to mithral full plate while benefiting from Battle Caster. Stand within your own blast radius, relying on damage reduction and fortification, and allow your exploding, buffed undead to win through attrition.
The Hivemind
A Lolthtouched drow Dread Necromancer, Verminlord, and Cancer Mage can create an incredibly intelligent arcane supercomputer from a vermin swarm familiar. This is achieved using the Verminlord’s hivemind rules to greatly enhance the swarm[5]. The character then stacks numerous spider swarms through the *Gate* spell, rapidly increasing their sorcerer caster levels. Finally, they apply Cancer Mage disease tricks to create a terrifying melee threat and boost their Strength.
- The Near-infinite sorcerer’s caster level scales with its hivemind, granting easy access to epic spellcasting. This scaling overwhelms save DCs and allows for constant casting of 9th-level spells, exceeding the capabilities of typical Tier 1 casters. The vermin familiar can support hundreds of swarm members. Each additional gated swarm dramatically increases your power. Furthermore, levels in Dread Necromancer conveniently fulfill the prerequisites for Verminlord without forcing you to abandon essential necromantic abilities.
- The effectiveness of the hivemind[4] depends on the DM’s interpretation and willingness to manage its complex rules. This includes calculations for Verminlord hivemind connections and the use of Vermin Familiar hit dice. Some groups may prohibit or limit it due to potential for abuse with the *Gate* spell. The hivemind[4] also becomes available relatively late in the game, typically around Verminlord level 9 or 10. Its functionality relies on vulnerable components, such as large swarms, which can be disrupted by effects like area turning, anti-summoning wards, or powerful battlefield control spells.
- Once Hivemind is active, begin by fusing your 16 HD Vermin Servant into a colossal spider swarm entity. Then, chain Gate to bring in more swarms and merge them together. Pause occasionally to retrain or acquire metamagic and action-economy feats. These feats now apply across your sorcerer casting, which you gained from the hivemind[4]. At the table, describe each high-level spell as a chittering storm of spiders rewriting reality. This approach grounds the impressive numbers in a vivid and terrifying story for other players.


Witch Knight
Witch Knight turns fear into a battlefield nuke and personal power-up, shredding morale and hit points at once. Undead, mindless, and “immune” foes still crumble, because most of the terror simply ignores fear immunity.
- Terror engine online early allows Dreadful Wrath, Fear Aura, Imperious Command, and Master of Terror to stack, creating swift-action or move-action cowering effects across large areas. The Dread Witch and Nightmare Spinner classes work well together. Greater Master of Terror bypasses fear immunity, and Inspire Fear, Nightmare Phantasm, and Deadly Nightmare convert panic into damage and enable lethal dream assassinations. A Necropolitan combined with the Abjurant Champion template strengthens defenses. Undead traits, Lich Body damage reduction, abjurant armor, and swift abjurations help keep this fragile combination alive even while standing within its own fear effects.
- Heavy dependence on fear means encounters versus mind blank, protection from evil circles, or tight DM rulings on “immunity” can blunt your core game plan.- Physical stats are terrible and AC is modest, so you crumble fast to focused archers, chargers, or anything that can ignore your control for a round.- Reliance on multiple prestige classes and domains (Dream, Mind, Water) makes entry feat‑taxed and delays high‑level spell access compared to a straight dread necromancer or sorcerer.
- Begin combat with Dreadful Wrath and Fear Aura. Then, use Imperious Command as a move action to cower the most frightening enemy, reflecting fear back with Reflective Fear. After combat, combine your Dream domain with Deadly Nightmare to haunt survivors’ dreams, making every retreat a delayed save-or-die scenario. Should allies begin to fail fear saves, Delay Fear and Absorb Fear allow you to absorb their terror, gaining bonuses while maintaining the party’s effectiveness.
FAQ
Which Dread Necromancer build is best for a first-time 3.5 player?
Ghoul Blend[3] is the cleanest starting point by far. You stay Dread Necromancer 1–20, so leveling choices stay simple. Your gameplan is clear: raise undead, buff them, then grind encounters down. You always know what to do with new feats; grab Corpsecrafter chains. Your spells stay consistent and spontaneous, so no daily prep headaches. The build also scales smoothly from level 1, if the DM allows early undead. For a new player, that mix of power and simplicity feels great.
How do these Dread Necromancer builds compare in raw power at high levels?
The Hivemind[4] wins pure cheese, assuming a permissive DM. Its hivemind caster level can smash normal balance completely. Blood Mage[2] follows as the strongest “legal-ish” nova engine, if taint is allowed. Witch Knight dominates encounters that actually fail fear defenses. Bad Touch Lady[1] brutalizes single tough enemies vulnerable to level drain. Ghoul Blend[3] feels weaker on paper, yet wins campaigns through attrition. In a typical non-cheese table, Blood Mage[2] or Witch Knight usually feel strongest.
Which Dread Necromancer build plays nicest with most DMs and tables?
Ghoul Blend[3] is usually the safest socially. It is strong, but understandable: skeletons, zombies, lich, done. Witch Knight can also work well if you warn the DM about heavy fear. Bad Touch Lady[1] might cause arguments over level drain and Soul Eater stacking. Blood Mage[2] and The Hivemind[4] both scream “rules exploit” to many DMs. Taint, Half-Vampire, Verminlord hivemind, and Gate loops are red flags. If your group dislikes high optimization, tone those two down hard.
How should I build the party around each Dread Necromancer option?
Bad Touch Lady[1] loves a lockdown tank and a battlefield controller. They pin enemies down while she pounces and breathes. Blood Mage[2] wants a dedicated healer and someone to bodyguard the backline. Ghoul Blend[3] pairs well with scouts and blasters who fight behind the undead wall. The Hivemind[4] basically needs patient players and maybe an in-party rules lawyer. Witch Knight thrives with ranged damage allies who capitalize on cowering foes. Build parties that exploit the control each Dread Necromancer build creates.
How do these Dread Necromancer builds handle undead- or fear-immune enemies?
This is where details matter a lot. Witch Knight wins here, because Dread Witch pierces standard fear immunity. Even paladins and undead can end up panicked or cowering. Bad Touch Lady[1] and Blood Mage[2] both suffer against heavy energy drain immunity. They must fall back on normal damage and generic debuffs. Ghoul Blend[3] relies on numbers and battlefield control, not clever bypasses. The Hivemind[4] just throws overwhelming generic spell power at the problem.
Which Dread Necromancer build works best in low-op or story-heavy campaigns?
Ghoul Blend[3] and Witch Knight both adapt well to story-first tables. Ghoul Blend[3] can throttle minion count for spotlight balance. The character’s slow slide toward lichdom is easy to roleplay. Witch Knight’s fear and dream themes hook nicely into horror plots. Bad Touch Lady[1] can fit if you downplay the optimization angle. Blood Mage[2] and The Hivemind[4] usually feel too abusive for low-op play. Talk expectations with your group before dropping either of those.
How gear-dependent are these builds compared to each other?
Ghoul Blend[3] and Witch Knight are the least gear-hungry. Both mostly want standard caster defenses and maybe mithral armor. Their real power comes from class features and feats. Bad Touch Lady[1] appreciates Strength boosters, flight, and miss chances, but functions naked. Blood Mage[2] loves metamagic aids and taint-boosting gear, yet can operate without them. The Hivemind[4] cares more about DM rulings than items. Overall, all five work fine with normal wealth guidelines.
What should I watch out for when running these at the same table?
The biggest risk is spotlight theft and pacing collapse. The Hivemind[4]’s swarm bookkeeping and epic casting can stall sessions. Blood Mage[2] nova turns some encounters into one-sided fireworks shows. Witch Knight can trivialize fights if every enemy spends rounds cowering. Bad Touch Lady[1]’s level drain can make martial allies feel unnecessary. Ghoul Blend[3]’s giant undead armies can bog combat movement and resolution. As a group, cap swarm counts, minions, and abusive loops early.
How do I talk to my DM about using one of these builds?
Be honest about the ceiling of the build, not just the floor. Bring printed references for unusual rules, like taint or hiveminds. Offer a “gentle mode” version with fewer abuses pre-agreed. For example, Blood Mage[2] without Tainted Sorcerer, or Hivemind without Gate loops. Ask your DM what level of optimization others are using. Then tune feat choices and prestige classes to match that tone. Collaboration here keeps everyone excited, not resentful.
What should I try next if I enjoyed these Dread Necromancer builds?
Take one build and run it through your next dungeon or one-shot. Then swap to another for the following arc and compare table reactions. Use the strengths-and-weaknesses table as your selection roadmap. Pay attention to how each one changes party tactics and enemy design. When you are ready to argue about it, join the Stellar Dragons Discord at https://discord.gg/uAPvgEq6Z7. Share logs, tweak builds, and steal ideas shamelessly. Do you think these Dread Necromancer builds could actually be the best set of Dread Necromancer builds in D&D 3.5?
Bad Touch Lady

The guards entered the haunted house carefully. There were words of undead creatures spawning everywhere in the city, and a hunch from their captain had led them here. They heard whispers upstairs, a mother who seemingly was comforting her child.
‘No, do not worry little one, no one will harm you, the evil men are gone.’
One of the guards rushed upstairs, ‘kidnapped victims?’ he thought. He broke open the door with a crack – seeking out where the hushed whispers originated from.
As the light of his torch illuminated the scene, a chill ran down his spine. The sight of the thing who was sitting in a rocking chair, froze the hardened veteran of the guard in his steps.
She – it? – was caressing an old, dusty doll. A scream of horror got stuck in his throat, he could not move – nor even utter in his terror.
‘No one will hurt you again my dear’, the thing said to the doll.
Rising from the chair slowly, this monstrosity started making its way towards the guard…
Race
Daelkyr Half-Blood
Class
Dread Necromancer 8/Dragon Disciple 10/Soul Eater 2
Ability Scores
Str 16/Dex 12/Con 14/Int 10/Wis 10/Cha 15
Skills
Knowledge(Arcana) 8
Equipment
Chain Shirt
Flaws
Shaky, Murky Eyed
Goal
Dragon Disciple allows you to become a half-dragon. The shadow dragons are one species of dragon whose breath weapon deal not damage, but negative levels. Between your Breath Weapon, your claw and bite each dealing negative levels, and your Enervation Spells? You can reduce most living targets into soulless husks in a round or two.
| Level | Class | HD | Feat | Special |
| 1 | Dread Necromancer | 8 | Symbiont Mastery, Tomb-Tainted Soul, Darkstalker, Improved Initiative | Charnel Touch, Rebuke Undead |
| 2 | Dread Necromancer | 1d6+2 | – | Lich Body DR 2 |
| 3 | Dread Necromancer | 1d6+2 | Power Attack | Negative Energy Burst 1/Day |
| 4 | Dread Necromancer | 1d6+2 | – | Advanced Learning, Mental Bastion +2, Str +1 |
| 5 | Dread Necromancer | 1d6+2 | – | Fear Aura |
| 6 | Dragon Disciple | 1d12+2 | Alertness | Natural Armor +1 |
| 7 | Dragon Disciple | 1d12+2 | – | +2 Str, Claws and Bite |
| 8 | Dragon Disciple | 1d12+2 | – | Breath Weapon (1 Negative Level), +1 Str |
| 9 | Dragon Disciple | 1d12+2 | Weapon Focus(Claws) | +2 Str, +2 Natural Armor |
| 10 | Soul Eater | 1d8+2 | – | Energy Drain |
| 11 | Dragon Disciple | 1d12+2 | – | Blindsense 30ft. |
| 12 | Dragon Disciple | 1d12+14 | Multiattack | +2 Con, +1 Str |
| 13 | Dragon Disciple | 1d12+3 | – | Breath Weapon (2 Negative Levels), Natural Armor +3 |
| 14 | Dragon Disciple | 1d12+3 | – | +2 Int |
| 15 | Dragon Disciple | 1d12+3 | Improved Energy Drain | Wings |
| 16 | Dragon Disciple | 1d12+3 | – | Blindsense 60ft, Dragon Apotheosis, +5 Str, +2 Cha, +4 Natural Armor |
| 17 | Dread Necromancer | 1d6+3 | – | Scabrous Touch 1/Day |
| 18 | Dread Necromancer | 1d6+3 | Dragon’s Breath, Retrain Alertness for Spell Drain | Lich Body DR 4, Summon Familiar |
| 19 | Dread Necromancer | 1d6+3 | – | Advanced Learning, Negative Energy Burst 2/Day, Undead Mastery |
| 20 | Soul Eater | 1d8+3 | – | Soul Strength, +1 Str |
Blood Mage

The tower stood alone at the top of the mountain. It was the last bastion which would be able to signal to the Capital of Fall. Although the guards were extremely well trained and had strong patrol routes, they were still only human.
Thus, they did not see the shadow moving amongst the patrols. As she finally arrived at the top of the rampart that housed the signal fire, she struck the two posted guards.
First, she charged and entered the closest guard’s body teleporting & exiting from other’s in a gory spectacle – his body exploded in viscera.
Once reformed, she quickly turned and sapped the remaining guard’s lifeforce leaving his desiccated corpse to slump to the ground.
All that remained was to destroy the pile of wood – securing the doom of Fall’s Capitol.
Race
Half-Vampire Human
Class
Dread Necromancer 9/Tainted Sorcerer 1/Blood Magus 10 (2 LA Buyback)
Ability Scores
Str 17/Dex 14/Con 14/Int 10/Wis 10/Cha 18
Skills
Concentration 4
Equipment
A Longsword, a Chain Shirt.
Goal
You make the most of spontaneous casting with Blood Metamagic, paying the cost of metamagic not in spell slots but with HP/Con drain.
You can teleport via blood, create an Homonculi Servant and you use your Taint Score for spellcasting. That Taint Score can get very high, indeed.
| Level | Class | HD | Feat | Special |
| 1 | Dread Necromancer | 11 | Improved Initiative, Tomb-Tainted Soul, Toughness | Charnel Touch, Rebuke Undead |
| 2 | Dread Necromancer | 1d6+2 | – | Lich Body DR 2 |
| 3 | Dread Necromancer | 1d6+2 | Great Fortitude | Negative Energy Burst 1/Day |
| 4 | Dread Necromancer | 1d6+2 | – | Advanced Learning, Mental Bastion +2, +1 Str |
| 5 | Tainted Sorcerer | 1d8+2 | – | Blood Component, Taint Suppression, Tainted Metamagic, Tainted Spellcasting |
| 6 | Blood Magus | 1d6+2 | Fell Animate | Blood Component, Durable Casting, Stanch |
| 7 | Blood Magus | 1d6+2 | – | Scarification |
| 8 | Blood Magus | 1d6+2 | – | Death Knell, +1 Con |
| 9 | Blood Magus | 1d6+2 | Fell Drain | Blood Draught |
| 10 | Blood Magus | 1d6+2 | – | Homunculus |
| 11 | Blood Magus | 1d6+2 | – | Bloodseeking Spell |
| 12 | Blood Magus | 1d6+14 | Maximize Spell | Thicker than Water, +1 Con |
| 13 | Blood Magus | 1d6+3 | – | Awaken Blood |
| 14 | Blood Magus | 1d6+3 | – | Infusion |
| 15 | Blood Magus | 1d6+3 | Ability Focus(Blood Walk) | Bloodwalk |
| 16 | Dread Necromancer | 1d6+3 | – | Fear Aura, +1 Con |
| 17 | Dread Necromancer | 1d6+3 | – | Scabrous Touch 1/Day |
| 18 | Dread Necromancer | 1d6+3 | Fell Frighten | Lich Body DR 4, Summon Familiar |
| 19 | Dread Necromancer | 1d6+3 | – | Advanced Learning, Negative Energy Burst 2/Day, Undead Mastery |
| 20 | Dread Necromancer | 1d6+23 | – | Negative Energy Resistance, +1 Con |
Ghoul Blend

The Undead army made its way slowly towards the capital.
The Free City having been destroyed, the Dread Emperor marched his armies toward the Capital of the Fallois, a country as weak as their pitiful king.
Those insipid fools would soon no longer stand in his way – and with them crushed beneath his undead hoard, none would resist.
In the air atop his zombie dragon, he glanced groundward with a smirk crossing his decrepit face, the swarming zombies and skeletons made their way slowly toward his final goal.
His smile, better described as a grimace, shed rotten flesh from his jowls.
Soon, his victory shall be complete.
Race
Human
Class
Dread Necromancer 20
Ability Scores
Str 14/Dex 11/Con 14/Int 10/Wis 10/Cha 17
Skills
Bluff, Hide, Spellcraft
Equipment
A Scythe, A Chain Shirt (eventually a Mithral Full Plate)
Goal
Dread Necromancers are an extremely potent class of spontaneous arcane casters. Although they specialize virtually solely on Necromancy(duh), their ability to know all their spell list and cast any spell on it spontaneously makes them surprisingly versatile.
All the Undead Creation Feats amplify their Animate Dead spell making even a single skeleton a dangerous foe. By level 20, you become a Lich for free. Besides all the (insane) benefits of being a Lich, you gotta remember that you created your lich (yourself), meaning all those creation feats apply to you as well.
| Level | Class | HD | Feat | Special |
| 1 | Dread Necromancer | 8 | Tomb-Tainted Soul, Battle Caster | Charnel Touch, Rebuke Undead |
| 2 | Dread Necromancer | 1d6+2 | – | Lich Body DR 2 |
| 3 | Dread Necromancer | 1d6+2 | Medium Armor Proficiency | Negative Energy Burst 1/Day |
| 4 | Dread Necromancer | 1d6+2 | – | Advanced Learning, Mental Bastion +2, +1 Cha |
| 5 | Dread Necromancer | 1d6+2 | – | Fear Aura |
| 6 | Dread Necromancer | 1d6+2 | Corpsecrafter | Scabrous Touch 1/Day |
| 7 | Dread Necromancer | 1d6+2 | – | Lich Body DR 4, Summon Familiar |
| 8 | Dread Necromancer | 1d6+2 | – | Advanced Learning, Negative Energy Burst 2/Day, Undead Mastery, +1 Cha |
| 9 | Dread Necromancer | 1d6+2 | Destruction Retribution | Negative Energy Resistance |
| 10 | Dread Necromancer | 1d6+2 | – | Light Fortification 25% |
| 11 | Dread Necromancer | 1d6+2 | – | Lich Body DR 6, Scabrous Touch 2/Day |
| 12 | Dread Necromancer | 1d6+2 | Deadly Chill | Advanced Learning, Enervating Touch, +1 Cha |
| 13 | Dread Necromancer | 1d6+2 | – | Negative Energy Burst 3/Day |
| 14 | Dread Necromancer | 1d6+2 | – | Mental Bastion +4 |
| 15 | Dread Necromancer | 1d6+2 | Hardened Flesh | Lich Body DR 8 |
| 16 | Dread Necromancer | 1d6+2 | – | Advanced Learning, Scabrous Touch 3/Day, +1 Cha |
| 17 | Dread Necromancer | 1d6+2 | – | Enervating Touch, Light Fortification 50% |
| 18 | Dread Necromancer | 1d6+2 | Nimble Bones | Negative Energy Burst 4/Day |
| 19 | Dread Necromancer | 1d6+2 | Craft Wondrous Items | – |
| 20 | Dread Necromancer | Loses all previous HP, gets 19d12+12 | – | Advanced Learning, Lich Transformation, +2 Int, Wis, +3 Cha |
The Hivemind

As the undead army got closer to the Capital, it was assaulted by spider swarms. Their number was so great, that the Emperor looked on in utter disbelief as his grand undead army was consumed by the tidal wave of arachnids. So many of them, in fact, they were more numerous than the stars in the sky – truly too numerous to count.
In his distraction, he missed a single female Drow who floated upward and before him on his zombie dragon mount. She was covered in rags and vermin of various sorts chittering over her.
This strange woman chided him – him! The Undead Emperor, scourge of life itself – “I am sorry, but I made a promise to a certain girl to protect this kingdom while she is away. Would you kindly go back to your lands now?”
Race
Lolthtouched Drow
Class
Dread Necromancer 8/Verminlord 10/Cancer Mage 2 (3 LA Buyback)
Ability Scores
Str 16/Dex 16/Con 14/Int 16/Wis 11/Cha 19
Skills
Heal 3, Hide 6, Knowledge(Nature) 2, Move Silently 6
Equipment
A Hand Crossbow, a Rapier, a Chain Shirt
Flaws
Vulnerable, Slow
Goal
Ok, ok, ok. Verminlord at lvl 10 gets the ability to form (and be part of) a hivemind.
A hivemind gains Intelligence, Charisma, and Sorcerer caster levels as well as feats and skills per x amount of members. You start with a 16HD Vermin Familiar, which can have 500+members. Which, just by itself, gets you a sorcerer caster level of 342. Yes, you read that right – your caster level, in a game that goes to maybe level 40 with epic levels… goes to three-hundred and forty-two at a minimum.
You then cast Gate several times to summon more swarm, stacking them together to increase your hivemind.
By level 20, you’ll rapidly reached a caster level in the 1000s of Googols. This, in turn, allows you to cast epic spells and spam 9th level spells like someone else would cantrips. So, let’s add 2 levels of Cancer Mage to gain as much Strength, via vile disease shenanigans.
Why doing this combo with the Dread Necromancer and not Sorcerer? Sorcerers can’t fulfill the Vermin Lord Prerequisites by itself, whereas the Dread Necromancer can.
| Level | Class | HD | Feat | Special |
| 1 | Dread Necromancer | 8 | Tomb-Tainted Soul, At Home in the Deep, Mother Cyst | Charnel Touch, Rebuke Undead |
| 2 | Dread Necromancer | 1d6+2 | – | Lich Body DR 2 |
| 3 | Dread Necromancer | 1d6+2 | Verminfriend | Negative Energy Burst 1/Day |
| 4 | Dread Necromancer | 1d6+2 | – | Advanced Learning, Mental Bastion +2, Cha +1 |
| 5 | Dread Necromancer | 1d6+2 | – | Fear Aura |
| 6 | Dread Necromancer | 1d6+2 | Great Fortitude | Scabrous Touch 1/Day |
| 7 | Dread | 1d6+2 | – | Lich Body DR 4, |
| Necromancer | Summon Familiar | |||
| 8 | Dread Necromancer | 1d6+2 | – | Advanced Learning, Negative Energy Burst 2/Day, Undead Mastery, +1 Cha |
| 9 | Vermin Lord | 1d6+2 | Poison Immunity | Chitin +1, Vermin Servant 1 HD |
| 10 | Vermin Lord | 1d6+2 | – | Blood Drain |
| 11 | Vermin Lord | 1d6+2 | – | Spider Hand |
| 12 | Vermin Lord | 1d6+5 | Toughness | Chitin +2, Swarm Armor, +1 Cha |
| 13 | Vermin Lord | 1d6+2 | – | Wings of the Vermin, Vermin Servant 4 HD |
| 14 | Vermin Lord | 1d6+2 | – | Spider Legs |
| 15 | Vermin Lord | 1d6+2 | Fell Drain | Chitin +3, Spew Vermin |
| 16 | Vermin Lord | 1d6+2 | – | Poison, Pincer Claws, +1 Cha |
| 17 | Vermin Lord | 1d6+2 | – | Vermin Servant 16 HD |
| 18 | Vermin Lord | 1d6+2 | Fell Animate | Chitin +4, Hivemind |
| 19 | Cancer Mage | 1d6+2 | – | Sneak Attack +1d6, Disease Host |
| 20 | Cancer Mage | 1d6+2 | – | Contagion, Cancerous Companion, +1 Cha |
The Swarm

-“Are you sure, sis, that it’s a good idea?”
The woman with the white coat turned to look at her sister, who was definitely out of place in the city. She smirked, city wolf and forest wolf the two of them from entirely different parts of the world.
-“I know that it’s a terrible idea if that’s what you’re asking.” She replied as she continued walking the crowded street.
Her sister caught up, giving a small hum as she came up to her sister’s side.
-“Then why are we going to ask them in this case?”
–“Because, dear sister, the swarm is the most well informed entity in the realm. They know everything that goes on, and if our enemy has spies or cults in this city, they will know about it. Heck, they likely already know we are going to see them.”
In an alley, a swarm of flies disappeared in the sewers, the buzzing of the wings sounding a lot like a cackle at the words of the two sisters.
Race
Changeling
Class
Scout 5/Warshaper 5/Master of Flies 10
Ability Scores
Str 15/Dex 16/Con 14/Int 12/Wis 10/Cha 10
Skills
Escape Artist 5/Knowledge(Nature) 8
Equipment
Shortbow and two shortswords, a chainshirt.
Goal
Woohoo, an urban scout! You can change forms to become unnoticed in a crowd, and are a decent melee and ranged combatant, but your true strength is in your ability to transform into swarms, making you damn near unkillable with your Evasion. As a swarm, only area effect damage deal you any substantial damage, and with your immense reflex save, and evasion, you already laugh at those. In turn, your damage in swarm form is going to be substantial mixed with your morphic weapon+swarm attack+Skirmish.
| Level | Class | HD | Feat | Special |
| 1 | Scout | 10 | City Slicker | Skirmish +1d6, Trapfinding |
| 2 | Scout | 1d8+2 | – | Battle Fortitude +1, Uncanny Dodge |
| 3 | Scout | 1d8+2 | Quick Change | +10 Speed, Skirmish +1d6/+1 |
| 4 | Scout | 1d8+2 | Dodge | +1 Dex |
| 5 | Scout | 1d8+2 | – | Evasion, Skirmish +2d6/+1 |
| 6 | Master of Flies | 1d8+2 | Weapon Finesse | Summon Swarm |
| 7 | Master of Flies | 1d8+2 | – | Swarm Shape 1/Day |
| 8 | Warshaper | 1d8+2 | – | Morphic Immunities, Morphic Weapons, +1 Dex |
| 9 | Warshaper | 1d8+20 | Mobility | +4 Str/+4 Con |
| 10 | Master of Flies | 1d8+4 | – | Swarm Shape 2/Day, Pied Piper |
| 11 | Master of Flies | 1d8+4 | – | Swarm Shape 3/Day |
| 12 | Master of Flies | 1d8+4 | Elusive Target | Swarm Shape(Plague), Insect Plague, +1 Dex |
| 13 | Master of Flies | 1d8+4 | – | Swarm Shape 4/Day |
| 14 | Master of Flies | 1d8+4 | – | Swarm Shape 5/Day, Flyblown |
| 15 | Master of Flies | 1d8+4 | Spring Attack | Swarm Shape(Doom), Creeping Doom |
| 16 | Master of Flies | 1d8+4 | – | Swarm Shape 6/Day, Awaken Vermin, +1 Dex |
| 17 | Master of Flies | 1d8+4 | – | Swarm Leap |
| 18 | Warshaper | 1d8+4 | Improved Initiative | Morphic Reach |
| 19 | Warshaper | 1d8+4 | – | Morphic Healing |
| 20 | Warshaper | 1d8+4 | – | Multimorph, +1 Dex |
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