XP 38,400
Male cheitan drow cleric 12
CE Medium outsider (native)
Init +3; Senses darkvision 120 ft.; Perception +7
DEFENSE
AC 25, touch 12, flat-footed 23 (+8 armor, +1 Dex, +1 dodge, +3 natural, +2 shield)
hp 111 (12d8+36 plus 12)
Fort +11; Ref +9; Will +13; +2 vs. enchantment
Immune sleep; Resist fire 20; SR 18
Weaknesses light blindness
OFFENSE
Speed 30 ft., fly 40 ft. (perfect); 20 ft, fly 30 ft. (perfect) in armor
Melee +1 heavy mace +16/+11 (1d8+6) or 2 slams +14 (1d6+5)
Special Attacks channel negative energy 6/day (DC 19, 6d6), scythe of evil (6 rounds, 2/day)
Spell–like Abilities (CL 12th):
3/day—detect magic, produce flame, scorching ray (1 ray)
1/day—dancing lights (DC 13), darkness, faerie fire, gaseous form, pyrotechnics, wall of fire
Domain Spell–Like Abilities (CL 12th):
8/day—fire bolt (1d6+6 fire), touch of evil (6 rounds)
Spells Prepared (CL 12th):
6th—create undead D, harm (DC 21), heal
5th—flame strike (DC 20), fire shield D, greater command (DC 20), righteous might, slay living (DC 20)
4th—divine power, greater magic weapon, poison (DC 19), spell immunity, unholy blightD (DC 19)
3rd—bestow curse (DC 18), contagion (DC 18), cure serious wounds, fireballD (DC 18), magic circle against good, summon monster III
2nd—align weapon (evil only) D, bull’s strength, cure moderate wounds, death knell (DC 17), desecrate, shatter (DC 17)
1st—bane (DC 16), burning hands D (DC 16), command (DC 16), cure light wounds, divine favor, doom (DC 16), summon monster I
0 (at will)—bleed (DC 15), mending, read magic, resistance
D domain spell; Domains Evil, Fire
STATISTICS
Str 20, Dex 16, Con 17, Int 10, Wis 20, Cha 17
Base Atk +9; CMB +14; CMD 28
Feats Brew Potion, Combat Casting, Dodge, Lightning Reflexes, Maximize Spell, Weapon Focus (heavy mace)
Skills Fly +6, Heal +14, Knowledge (history) +9, Knowledge (religion) +9, Perception +7, Spellcraft +9; Racial Modifiers +2 Perception
Languages Common, Undercommon
SQ aura, poison use
Other Gear +1 banded mail, +1 light steel shield, +1 heavy mace
SPECIAL ABILITIES
Heat (Ex)
A cheitan’s body deals 1d3 points of extra fire damage whenever it hits in melee with a natural attack or in each round it maintains a hold while grappling.
Poison Use (Ex)
Drow are skilled in the use of poison and never risk accidentally poisoning themselves. Drow favor an insidious toxin that causes its victims to lapse into unconsciousness—this poison allows drow to capture slaves with great ease.
Drow Poison—injury; save Fort
DC 13; frequency 1/minute for 2 minutes; initial effect unconsciousness
for 1 minute; secondary effect unconsciousness for 2d4 hours; cure 1
save.