Got a load of Necron special characters here. Some wre taken from the Sautekh Dynasty list, whilst others were inspired by Tomb Kings characters.
Points costs are mere estimates, taken from the Codex, and so they may not be accurate.
Enjoy!
EDIT#3: Slightly tweaked Valgul to, hopefully, make it more appealing. SZAREKH THE LAST SILENT KING (200 pts) WS5-BS5-S5-T5-W3-I2-A3-LD10-SV2+
Unit Type: Infantry (Character)
Wargear: Sempiternal Weave, Phase Shifter, Phylactery, Resurrection Orb
Special Rules: Independant Character, Ever-Living, Reanimation Protocols, Phaeron
[Sceptre of Light] A weapon created when the Necrontyr achieved their scientific peak, so many aeons ago. It counts as a Power Weapon with the following ranged profile (6" S10 AP2 Assault 1).
[Ruler of the Triarch] As long as Szarekh is in play, Triarch Praetorians may be taken as a Troops choice, and will also benefit from a 2+ Armour save. LORD HIGH JUDICATOR KRAMMATHAL (110 pts) WS5-BS4-S5-T5-W2-I2-A2-LD10-SV2+
Unit Type: Jump Infantry (Character)
Wargear: Rod of Covenant, Sempiternal Weave
Special Rules: Independent Character, Ever-Living, Reanimation Protocols
[Judicator Battalions] When Krammathal is in play, Triarch Stalkers may be taken as Heavy Support choices, as well as Elites choices. NEPHIHUS THE OVER-WRAITH (160 pts) WS4-BS4-S6-T5-W3-I2-A4-LD10-SV3++
Unit Type: Jump Infantry (Character)
Wargear: Phase Shifter, Whip Coils
Special Rules: Independent Character, Fearless, Phase Attacks, Wraithflight
[Transdimensional Gaze] This can be used once per game, during the Assault phase, but before any blows are struck. All enemy models in base-contact must pass a Strength test, or be removed as casualties, with no saves of any kind allowed. AMUREHR THE SCARAB LORD (120 pts) WS4-BS4-S5-T5-W2-I2-A*-LD10-SV2+
Unit Type: Beast (Character)
Special Rules: Independent Character, Fearless, Entropic Strike
[Scarab Form] Amurehr is almost entirely made of Canoptek Scarabs. He gets D6 Attacks per turn, a 2+ Armour save, and benefits from the Feel No Pain special rule.
[Explosive Demise] When Amurehr is slain, roll a 3D6 and place that many Canoptek Scarab Swarms in place of his own model. These Scarabs benefit from the Preferred Enemy special rule when engaging the model or unit that had slain Amurehr. HIERMIKEP THE DOOMLORD (120 pts) WS4-BS4-S4-T4-W2-I2-A2-LD10-SV4+
Unit Type: Infantry (Character)
Wargear: Resurrection Orb, Abyssal Staff, Night Shroud, Gloom Prism
Special Rules: Independant Character, Fearless, Ever-Living, Reanimation Protocols, Preferred Enemy (Psykers)
[Horrifying Presence] All Morale tests required by Hiermikep's wargear must be taken on a roll of 3D6, discarding the lowest result. NAVGRAN THE ETERNAL (120 pts) WS4-BS4-S4-T4-W2-I2-A2-LD10-SV4+
Unit Type: Infantry (Character)
Wargear: Seismic Crucible
Special Rules:
IC, Ever-Living, Reanimation Protocols
[Staff of Dissonance] A ranged weapon with the following profile (30" S6 AP6 Assault 1, 3" Blast, Quake, Entropic Strike).
[Eternity Program] Navgran always rolls 4+ for Ever-Living and Reanimation Protocols rolls, and is always restored to full Wounds when such rolls are successful. THASZAR THE INVINCIBLE (140 pts) WS4-BS4-S5-T5-W3-I2-A4-LD10-SV2+
Unit Type: Infantry (Character)
Wargear: Sempiternal Weave
Special Rules: Independent Character, Ever-Living, Reanimation Protocols, Stubborn, Phaeron
[Dispersion Blades] A pair of Power Weapons that confer a 4+ Invulnerable save, and also have the same effect of Dispersion Shields. EXECUTIONER EZENDRAKH (150 pts) WS4-BS4-S5-T6-W3-I2-A3-LD10-SV2+
Unit Type: Jump Infantry (Character)
Wargear: Sempiternal Weave
Special Rules: Independent Character, Ever-Living, Reanimation Protocols, Furious Charge, Preferred Enemy (All)
[Scythe of Red Harvest] This is a Power Weapon that counts as a Voidblade. Additionally, Ezendrakh may forgeo regular close-combat, and make a single attack against all enemies in base-contact. HIGH ZEPHYRIST ZAMAR (120 pts) WS4-BS4-S4-T4-W2-I2-A2-LD10-SV4+
Unit Type: Infantry (Character)
Special Rules: Independent Character, Ever-Living, Reanimation Protocols
[Voltaic Destructor] A ranged weapon with the following profile (12" S7 AP- Assault 4, Arc, Haywire)
[Shock Frame] When Zamar suffers an unsaved wound in close-combat, the enemy unit that struck the blow must pass an Initiative test or suffer an automatic wound. Armour and Cover Saves may not be taken against this attack, and wounds caused by it count towards combat resolution. Vehicles will instead take a Glancing Hit on a D6 roll of 4+. VALGUL THE FALLEN CORPSE LORD (115 pts) WS5-BS1-S4-T4-W2-I2-A3-LD10-SV4+
Unit Type: Infantry (Character)
Special Rules: Independent Character, Deep Strike, Infiltrate, Ever-Living, Reanimation Protocols
[Bloodswarm Claws] Every time Valgul successfully wounds an enemy model, but does not kill it, place a counter next to that model/unit. Any Flayed Ones entering play via Deep Strike do not scatter if they aim to arrive within 6" of this unit.
[Lord of the Blood and Gore] When Valgul is in play, Flayed One Packs may be taken as Troops choices. Additionally, any Flayed One Packs that Valgul joins (as well as Valgul itself) may re-roll failed attempts to-wound.