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Lexicanum

Immortal

A heavier infantry construct with better weapons.

Threat File — Immortal

TR 7 · Necrons
NecronArmorRangedStat Block Priority: High
ImmortalTR 7Xenos, Machine · Elite
NecronArmorRanged
Defense 16 · Vitality 48 · Move 25 ft. · Initiative +1
STR +3AGI +1TGH +4INT +1WIL +2PRS -2

Saves: Toughness +7

Senses: Sees normally in total darkness

// Traits

War-Grade Chassis. The immortal reduces all damage from small-arms weapon attacks by 2, and it has Advantage on saves against being Suppressed or Pinned.

Veteran Engrams. Unlike lesser warriors, the immortal retains a soldier's cunning: it gains an additional +1 Defense while in cover, refuses bait, and gains +1 to hit any target below half Vitality.

Reanimation Protocols. When reduced to 0 Vitality, the immortal collapses instead of being destroyed. At the end of the following round, roll 1d6: on a 5-6 it reassembles with 20 Vitality. Destroying its wreckage (an action) prevents this.

// Actions

Gauss Blaster. Ranged Attack: +6 to hit, range 60/180 ft., one target. Hit: 2d10 + 3 energy damage, and the target loses 1 Defense as armor is flayed away (until repaired).

Tesla Arc. Ranged Attack: +6 to hit, range 40/120 ft., one target. Hit: 2d8 + 3 energy damage, and on an attack roll of 18 or higher the bolt leaps to a second creature within 10 feet of the target for 1d8 energy damage.

Morale: Does not make Morale checks. It repositions with cold judgment and phases out only under command protocol.

Tactics: Immortals hold the ground warriors take. Anchor them on Fire Lanes with real cover and let their durability turn a firefight into a siege. They punish the party's heavy hitters specifically — an immortal remembers which enemy hurt it and answers in order of threat.

Loot / Evidence / Hooks: A gauss blaster power cell, still humming, is worth a small estate to a weapons collegium.

Enemy Dossier

GM Reference

An Immortal is what a Necron Warrior aspires to be if aspiration were still permitted: heavier plate, heavier gauss weaponry, and a mind that retains a soldier's cunning. The dynasty's line infantry for wars it intends to win quickly.

// Battlefield Use

Use this enemy when Necron fire needs to start deleting cover, heavy armor, and confidence rather than merely stripping paint.

// Threat Profile

Very high line-infantry durability, punishing mid-range gauss or tesla fire, reanimation, retained tactical judgment, no morale.

// Signature Traits

War-Grade Chassis. Reduces incoming damage from small arms by a fixed amount; Suppression alone rarely moves it.

Veteran Engrams. Unlike warriors, Immortals use cover, focus fire on wounded targets, and refuse bait; run them smart.

// Signature Actions

Gauss Blaster. Heavy flaying beam; on a hit, degrades armor or cover in addition to damage.

Tesla Arc. Crackling attack that leaps to a second nearby target on a strong hit.

Morale: None; repositions with cold judgment and phases out only under command protocol.

Tactics: Immortals hold the ground warriors take. Anchor them on Fire Lanes with real cover and let their durability turn a firefight into a siege. They should punish the party's heavy hitters specifically — Immortals remember which enemy hurt them and answer in order of threat.

// Variants
Tesla Immortal (arc fire)Tomb-Guard Immortal (defensive)Despotek-led Immortal SquadAncient Immortal (nemesis-grade veteran)

Full Stat Block Priority: High

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