Vampire Necromancer is an Evoker-based crew enemy in The Vampire Manor. It does not need to swing a weapon to make a fight ugly: it tracks players with arrows, resists ranged damage, and brings Vampire’s Thrall into the mix.
There are seven encounter variants across the manor, including one that switches to a second phase almost immediately after taking damage. Most share the same combat profile, so learning the basics pays off every time another necromancer appears around a corner.
Overview
| Attribute | Details |
|---|---|
| Name | Vampire Necromancer |
| Dungeon | The Vampire Manor |
| Type | Crew (regular dungeon mob) |
| Base Mob | Evoker |
| Level | Dynamic — scales with dungeon difficulty |
| Health Multiplier | 1× health multiplier |
| Damage Multiplier | 1× damage multiplier |
| Custom Appearance | Yes, custom disguise |
| Leash Radius | 30 for standard, dining hall, foresight pool, bedrooms, and supply room; 25 for gargoyle rush |
| Follow Distance | 30 |
| Phases | 2 for gargoyle rush; 1 for other variants |
Variants and Phases
The standard necromancer, dining hall, foresight pool, left bedroom, right bedroom, and supply room versions share the same Evoker base and 1× health and damage multipliers. The standard version also uses Attack Gravity on Hard and Mythic; the location-specific versions listed here do not.
The gargoyle rush version begins with its class loot inactive. At 99.99% health it changes to phase 2, keeping its Evoker base, multipliers, tracking arrows, immunities, and thrall summon; the second phase enables its class loot. Its leash radius starts at 25 rather than 30.
The dining hall, foresight pool, gargoyle rush, bedroom, and supply room versions have trigger and awaken-gargoyle scripting. Treat those scripts as a reason to stay alert, not as proof that any particular new mob appears after a fixed number of seconds.
Difficulty Scaling
| Difficulty | Level Sync |
|---|---|
| Normal | +5 |
| Hard | +0 |
| Mythic | -5 |
The level scales with the dungeon. Normal syncs five levels above the player, Hard has no level offset, and Mythic syncs five levels below the player. The listed power restrictions still apply at each setting.
Only the standard necromancer lists Attack Gravity, and only on Hard and Mythic. All listed versions have Tracking Arrow, projectile immunity, knockback immunity, Fire Resistance, and Vampire Thrall Summon at every difficulty.
Powers and Abilities
- Tracking Arrow (all difficulties): Once it has a target, fires a homing arrow at every player within 20 blocks every 3 seconds. The arrows can continue homing for up to 60 seconds.
- Projectile Immunity (all difficulties): Takes no damage from player-fired arrows, tridents, and similar projectiles.
- Knockback Immunity (all difficulties): Cannot be knocked back.
- Fire Resistance (all difficulties): Permanent Fire Resistance.
- Vampire Thrall Summon (all difficulties): Calls Vampire’s Thrall reinforcements.
- Attack Gravity (standard variant, Hard and Mythic): A hit gives the player Levitation I for 5 seconds.
Summoned Reinforcements
Vampire’s Thrall is a Cave Spider with a 0.25× health multiplier and a 0.3× damage multiplier. It has a follow distance of 10, so the summoner brings a close-range threat alongside its homing arrows.
A hit from the thrall applies Poison I for 3 seconds and also pushes the target away. The thrall is immune to player projectiles and knockback, and it has permanent Fire Resistance. Do not assume a bow or fire can clean up the spiders while you deal with the Evoker.
Class Loot
Uninvited Guest, Garlicwood Cleaver, Shutterwatch Bow, Midnight Caller, Banquet Prongs, Gravegarden Crescent, Crypt Knocker, Hallway Pike, Necromancer’s Bookmark, Bedside Hex, Hunter’s Brow, Unwelcome Waistcoat, Cryptwalker Trousers, Hallrunner Shoes, Blood Cowl, Blood Chestpiece, Blood Leggings, Blood Boots, Guest’s Refusal.
Quests
String Seeker! lists the standard Vampire Necromancer as a kill objective.
How to Beat It
Do not stand far away trading arrows. Your projectiles cannot damage the necromancer, while its homing arrows target players within 20 blocks every 3 seconds once it has a target. Close the distance with the understanding that knocking it back will not buy space.
The thralls make the approach more awkward. Their hits can both poison and push you, so avoid getting pinned against a corner while the Evoker continues firing. On Hard or Mythic, watch the standard variant’s Levitation effect, which can interrupt a clean melee exchange for 5 seconds.
For gargoyle rush, do not mistake the nearly instant phase change for a defeat. Finish the second phase to reach its class-loot stage.
See Also
- Vampire King
- Vampire Kain
- Miasma Totem
- Vampire Necromancer Supreme
- Gargoyle Sentinel



