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Mage Sniper (Half-Elf Evoker 14)

Mage Sniper
CR 13

XP 25,600

Half-Elf Evoker 14
LN Medium humanoid (elf, human)
Init +4; Senses darkvision 60 ft., low-light vision, see invisibility; Perception +27


AC 21, touch 16, flat-footed 17 (+4 armor, +2 deflection, +4 Dex, +1 natural)
hp 69 (14d6+18)
Fort +7, Ref +10, Will +11; +2 vs. enchantments
Defensive Abilities nondetection, spell turning; Resist electricity 30, fire 30


Speed 30 ft.
Melee dagger +8/+3 (1d4+1/19–20)
Ranged light crossbow +11 (1d8/19–20)
Special Attacks intense spells (+7 damage)
Arcane School Spell-Like Abilities (CL 14th; concentration +20)

At will—elemental wall (14 rounds/day)
9/day—force missile (1d4+7)

Evoker Spells Prepared (CL 14th; concentration +20)

Opposition Schools enchantment, necromancy


Before Combat The wizard casts darkvision, endure elements, mage armor, nondetection, resist energy (electricity, fire), see invisibility, and spell turning.

During Combat The wizard uses tactics specific to his quarry, choosing spells with saving throws that target his prey's weakest defenses. When facing a target he knows little about, he casts greater invisibility and then enlarged black tentacles to give him time to find the perfect spell. Against single targets, he casts disintegrate, enlarged maximized scorching ray, or maximized magic missile. He uses telekinesis to hurl boulders if the kill is supposed to look like an accident.

Base Statistics

Without darkvision, mage armor, resist energy (electricity, fire), and see invisibility, the wizard's statistics are AC 17, touch 16, flat-footed 13; Senses low-light vision; Defensive Abilities none; Resist none.


Str 12, Dex 18, Con 13, Int 22, Wis 10, Cha 8
Base Atk +7; CMB +8; CMD 24
Feats Craft Wondrous Item, Enlarge Spell, Greater Spell Focus (evocation), Maximize Spell, Point-Blank Shot, Precise Shot, Scribe Scroll, Skill Focus (Perception), Spell Focus (evocation, transmutation), Spell Penetration
Skills Acrobatics +9, Climb +11, Fly +17, Handle Animal +4, Knowledge (arcana) +23, Knowledge (geography) +14, Knowledge (local) +19, Knowledge (nature) +15, Perception +27, Spellcraft +23, Stealth +18, Survival +10, Swim +6
Languages Common, Draconic, Dwarven, Elven, Gnome, Halfling, Orc
SQ arcane bond (ring of protection +2), elf blood
Combat Gear potion of cure serious wounds (2), potion of invisibility, potion of pass without trace, scrolls of teleport (2), wand of scorching ray (CL 11th, 20 charges); Other Gear dagger, light crossbow with 10 bolts, amulet of natural armor +1, bag of holding (type II), belt of incredible dexterity +2, cloak of resistance +2, eyes of the eagle, headband of vast intelligence +4, ring of protection +2, ring of sustenance, spellbook, 1,937 gp