XP 102,400 DEFENSEAC 26, touch 17, flat-footed 22 (+7 armor, +3 deflection, +3 Dex, +1 dodge, +2 natural) OFFENSESpeed 30 ft. 9/day—bleeding touch (9 rounds), copycat (18 rounds) Cleric Spells Prepared (CL 18th; concentration +24) 9th—energy drain (DC 25), implosion (DC 25), time stop D 8th—antimagic field, discern location, greater spell immunity, mass invisibility D7th—blasphemy (2, DC 23), ethereal jaunt, screen D 6th—blade barrier (DC 22), harm (DC 22), heal, mislead D, wind walk, word of recall 5th—dispel good, false vision D, insect plague, slay living (2, DC 21), spell resistance 4th—confusion D (DC 20), divine power, freedom of movement, greater magic weapon (2), neutralize poison 3rd—deeper darkness, invisibility purge, magic vestment, meld with stone, poison (DC 19), nondetection D 2nd—darkness, delay poison (DC 18), hold person (DC 18), invisibility D, silence (2, DC 18), undetectable alignment 1st—cause fear (DC 17), comprehend languages, disguise self D, divine favor, entropic shield, obscuring mist, shield of faith 0th (at will)—bleed (DC 16), detect magic, detect poison, mending D Domain spell; Domains Death, Trickery TACTICSBefore Combat The cleric casts delay poison, greater magic weapon (on her sword and crossbow), freedom of movement, greater spell immunity, magic vestment, and undetectable alignment. During Combat The cleric uses magic to turn invisible or hinder vision, then makes hit-and-run attacks. Base Statistics Without greater magic weapon and magic vestment, the cleric's statistics are AC 23, touch 17, flat-footed 19; Melee +1 short sword +18/+13/+8 (1d6+2/17–20); Ranged +1 seeking light crossbow +17/+12/+7 (1d8+1/19–20). STATISTICSStr 12, Dex 16, Con 14, Int 12, Wis 22, Cha 8 |