XP 204,800
Human Cleric 20
LE Medium humanoid (human)
Init +4; Senses Perception +20
DEFENSE
AC 37, touch 14, flat-footed 37 (+11 armor, +4 deflection, +4 natural, +8 shield)
hp 153 (20d8+60)
Fort +18, Ref +10, Will +23
Immune fire
OFFENSE
Speed 30 ft.
Melee rod of the viper +18/+13/+8 (1d8+3)
Ranged +1 heavy crossbow +16 (1d10+1/19–20)
Special Attacks channel negative energy 6/day (DC 23, 10d6), hand of the acolyte (8/day)
Domain Spell-Like Abilities (CL 20th; concentration +25)
8/day—fire bolt (1d6+10 fire)
4/day—dispelling touch
Cleric Spells Prepared (CL 20th; concentration +25)
9th—elemental swarm D (fire spell only), energy drain (DC 24), gate, implosion (DC 26), summon monster IX
8th—antimagic field, fire storm (DC 25), incendiary cloud D (DC 24), summon monster VIII, unholy aura
7th—blasphemy (DC 24), ethereal jaunt, greater restoration, spell turning D, summon monster VII
6th—antimagic field D, blade barrier (2, DC 23), heal (2)
5th—break enchantment, dispel good, flame strike (DC 22), greater command (DC 20), insect plague, spell resistance D
4th—cure critical wounds, dimensional anchor, dismissal (DC 19), freedom of movement, unholy blight (DC 21), wall of fire D
3rd—bestow curse (DC 18), fireball D (DC 20), magic vestment (2), protection from energy (2, DC 18)
2nd—align weapon, delay poison, hold person (DC 17), lesser restoration, produce flame D, spiritual weapon
1st—bless, burning hands D (DC 18), command (3, DC 16), doom (DC 16), sanctuary (DC 16)
0th (at will)—create water, detect magic, guidance, mending
D Domain spell; Domains Fire, Magic
TACTICS
Before Combat The cleric casts delay poison, freedom of movement, magic vestment (armor and shield), and spell turning.
During Combat The cleric first conjures devils to defend him.
Base Statistics
Without magic vestment the cleric's statistics are AC 29, touch 14, flat-footed 29.
STATISTICS
Str 13, Dex 10, Con 14, Int 13, Wis 21, Cha 16
Base Atk +15; CMB +16; CMD 30
Feats Alignment Channel (evil), Augment Summoning, Combat Casting, Greater Spell Focus (evocation), Improved Initiative, Improved Iron Will, Iron Will, Shield Focus, Spell Focus (conjuration), Spell Focus (evocation), Spell Penetration
Skills Bluff +13, Diplomacy +16, Intimidate +13, Knowledge (arcana) +9, Knowledge (religion) +14, Perception +20, Sense Motive +18, Spellcraft +14
Languages Common, Infernal
SQ aura
Combat Gear potion of displacement, potion of fly, potion of haste; Other Gear +1 mithral breastplate, +1 heavy steel shield, +1 heavy crossbow with 20 bolts, rod of the viper, amulet of natural armor +4, bag of holding (type II), belt of physical might +2 (Con, Dex), cloak of resistance +4, headband of inspired wisdom +4, ring of counterspells, ring of protection +4, silver unholy symbol, material components for gate (worth 10,000 gp), 3,855 gp