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The Purifiers

September 05, 2015

demoIn the Millennium of Purification, a group of Elves and Dwarves join forces to purge the world of the dark magicks they themselves once helped unleash. Is there a chance to make up for their sins of the past and restore order to the world? Find out in the serial fan fic: The Purifiers.

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May 05, 2015

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September 05, 2015

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The Necro-Scythe appears similar to a giant monstrous preying mantis. They are carrion-eaters and feed only on the innards of the dead, primarily intestines and a few other organs as well. Despite feeding on the dead, these fiends are considered ambush predators and known to kill prey then just wait before devouring it. Once they've feasted they can reanimate the hollowed husk an as undead minion! This undead minion is controlled via thought. While similar in concept to Telepathy, the minions are actually controlled using the monster's antennae. These monsters are extremely territorial, but will rarely engage an intruder directly. Instead, they send one (or more) of their undead minions to deal with intruders.

After defeating an undead minion, a dark essence can be seen rising up from the corpse. Legend tells that when a victim is killed and resurrected in this manner, the soul cannot pass onto the next life. Only by killing the husk can the spirit ever move on. A few scholars argue that this is not the body's original spirit, but some type of Entity or a Labassu. Those who believe the legend though say this is nothing more than wishful thinking.

Due to their inherent abilities, many argue that the Necro-Scythe is a Creature of Magic. However, they do not possess many of the usual traits of Creatures of Magic, such long life spans and the intelligence to think and feel like other mortal creatures. Instead, these are instinct driven creatures that have more in common with an animal or insect than a mortal or Creature of Magic. There's also some debate that their abilities are not magical, but biological. The theory is that when a Necro-Scythe feeds it injects microorganisms into the body via its bite, and the antennae are then able to manipulate these organisms to move the otherwise hollowed husk.


Mating Habits

A male Necro-Scythe will approach a female elaborate courtship dance. If the female is won over, the male will be allowed to mate. However, 90% of females will attempt to kill the male during the mating process and then feed upon their mate's innards. Devouring the mate in this way is believed to serve two purposes. First, it allows the female to resurrect the male as a permanent servant and protector of the young. Meanwhile a male that survives the mating process is likely to leave and never be seen again. Second, it is believed to increase fertility. When the female consumes her prey, she also consumes the soul. The joining of souls, in addition to mating, is believed to improve the fertilization process. Not only does this make it more likely she'll lay eggs, but also give birth to stronger offspring.


Size: Roughly 4 feet (1.2 m) long.

Weight: 20-50 pounds (9 to 22.6 kg).

Natural A.R.: 14.

Hit Points: 2D6+6.

S.D.C.: 4D6+30.

P.P.E.: 2D6.

Horror Factor: 8; or 14 for those who believe they hold the power to entrap souls.

Attacks per Melee: 3.

Damage: 3D6 damage using their spiked forelegs ("scythes"). Bite attack inflicts 1D4 damage, but only used if a "scythe" attack isn't an option (possibly due to restraining the victim).

Bonuses: +4 to strike, +2 to parry, and +1 to dodge.

Natural Abilities: Prowl 40% (80% if in darkness, and 90% if in darkness and not moving), Nightvision 200 feet (61 m), equivalent of See in Total Darkness (using their antennae) up to 100 feet (30.5 m), can rotate their heads a full 180 degrees, and fearless (immune to Horror Factor and not afraid to attack targets more than twice its size, but not stupid either and can retreat if necessary).

Animate & Control Dead: Almost the identical to the Invocation spell of the same name (Palladium Fantasy Second Edition; page 200), with the following modifications:

  • Range is only a radius of 100 feet (equal to their range of See in Total Darkness). The dead minions can move out of visual sight, but must remain in range of the antennae used to control them. This allows control around corners and through walls. The only thing that can stop the control of a minion within range is an airtight seal.
  • Duration is unlimited.
  • No P.P.E. cost.
  • Can control up to 1D4+2 husks at a time.

Speed: 15.

Average Life Span: 8-14 years.

Value: If a Necro-Scythe is even rumored to be in the area, a bounty of 2D6x10 gold for the decapitated head (as proof of its death) is common. The bounty may increase to 1D4x100 if the Necro-Scythe has been taking victims (double if any victims have been children). Some may also pay for a live specimen for research purposes, but reward will be based on the amount of funding for the project (and projects to research Necro-Scythes tend to be poorly funded).

Habitat: Found mostly in caves and sometimes cemeteries. Many have spent their entire lives in darkness, and as a result lack any pigmentation. Those occasionally exposed to sunlight develop very dark red exoskeletons, sometimes so dark it's mistaken for black.

Range: Can be found technically anywhere, but they do not fare well in cold climates such as the Great Northern Wilderness. Though rare on the Palladium World, they are most commonly found in the southern areas such as Timiro and Land of the South Winds. Those who venture into the Labyrinth are far more likely to encounter these natural Necromancers.

Behavior: Necro-Scythes have been known to kill prey and simply wait a few days before feeding. Typically lone predators, on occasion a pair can be found hunting together. Though extremely rare there can be as many as four Necro-Scythes working together, but never more.

Enemies: The Necro-Scythe and Screechers make natural enemies. Since Screechers produce a chemical similar to rotting flesh, this allows the Necro-Scythe to feast upon them while they're still alive! But this is not a one-sided advantage. The natural high-pitched shriek Screechers emit as echolocation also disrupts the communication between a Necro-Scythe and its minions. Whenever a Screech is emitted, any minions within the radius fall helpless to the ground. Though not defeated, the minions cannot be reanimated for 1D4 melee rounds while the Necro-Scythe reestablishes a link. The Necro-Scythe is still able to attack and defend as normal.

If a Necro-Scythe descends on a sleeping swoop and snatches one or two victims, the swoop will generally scatter and flee before reforming. By then, the predator has already absconded with its meal. However, if a large swoop discovers a lone Necro-Scythe first, the swoop will target this threat above all others and attack. A Necro-Scythe will not animate a Screecher, as it is virtually worthless as a minion. The minion could never see without its Screech and the Screech would cause the Necro-Scythe to lose control. Similarly, though the reasons are unknown, Screechers never eat a Necro-Scythe. Even after killing one, the swoop will move on to find a different food source.