Dungeons & Dragons could easily be described as a game of heroes and villains, almost every quest ends in a confrontation with some kind of monster or nefarious trickster after all. You always want these clashes and the storylines around them to be engaging for your players, but that requires a great villain to begin with.
Possibly 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 their bidding. The trope is so well-known that it's a cliché, making it hard to avoid pitfalls with your Necromancer feel as a parody. We're here to help, with some top tips to ensure your Necromancer hits the mark.
8 Make them 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 them a complete person, however, you'll end up with something far 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 disturbingly 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 for the sake of being an evil Necromancer belongs in a cartoon. Instead, consider why your Necromancer has gone down this dark path, their motivation 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 have been devastated by the loss of a loved one and hope to find the power to bring them back. Their reasons may not even be related to Necromancy itself, it may 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 your latest villain idea, but make sure you don't get carried away. Always make sure to match the tone of the game your players are looking for. A Session Zero is perfect for establishing this.
Not everyone will enjoy gruesome descriptions of the risen dead just as not everyone will want their villains to be morally complex. Some players want to fight baddies and have a few laughs, while others want a villain and storytelling that leans heavily on horror. Be sure to cater the experience to match your player's preferences.
5 Minions are everything
Monster Mash
Usually a Necromancer wouldn't be caught dead, or undead for that matter, without their minions doing their bidding. D&D has a plethora of incredible undead monsters at your disposal, 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, don't forget the Flesh Golems. If they need to summon Undead to them somewhere with no bodies to use then Ghosts materializing is a good 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 they have to be gone forever. Power over death is their specialty after all, so they could easily have contingencies in place in case they were ever killed by a bunch of meddling favors.
Killing them can only be temporary, life returning to their body once the party is gone. Or they might arise 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.
Especially skilled players may have the sense to destroy the body of your Necromancer, especially if it seems like killing them isn't sticking. If they do this and you want to keep using your Necromancer, just make them a ghost, and affect events more indirectly.
3 Give them a champion
Everyone has a boss
Your Necromancer may be the last villain in your campaign, but if they're not, it's worth considering if there's someone more powerful than them 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. They may 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 heavily on the theme of your villain, but remember that your Necromancer doesn't need to use necromancy as his sole solution to every problem. They will know other types of magic and have other resources available to them.
If you want to keep the theme strong, you can spice these up to make them more thematic. A fireball spell might be made of sickly green flame, an assassin might have the pale complexion of a corpse, and the corrupt city guard might be able to talk to his departed love instead of being paid in coins.
1 Tempt your players and their characters
Everyone wants something
The combat in Dungeons & Dragons is one of its strongest points, but don't put it right away just because it's fun. When confronted with the threat of your player characters, consider how your Necromancer villain might try to lure them to the dark side.
They can offer powerful magical items of a dark nature, eternal life, or even the ability to reunite with a beloved NPC who has passed away. It doesn't matter if they can follow through on those promises, it's leaving your players to wrestle with temptation.