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Fire Diabolist (Human Cleric 20)

Fire Diabolist CR 19

XP 204,800
Human Cleric 20
LE Medium humanoid (human)
Init +4; Senses Perception +20


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


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)

9thelemental swarm D (fire spell only), energy drain (DC 24), gate, implosion (DC 26), summon monster IX
8thantimagic field, fire storm (DC 25), incendiary cloud D (DC 24), summon monster VIII, unholy aura
7thblasphemy (DC 24), ethereal jaunt, greater restoration, spell turning D, summon monster VII
6thantimagic field D, blade barrier (2, DC 23), heal (2)
5thbreak enchantment, dispel good, flame strike (DC 22), greater command (DC 20), insect plague, spell resistance D
4thcure critical wounds, dimensional anchor, dismissal (DC 19), freedom of movement, unholy blight (DC 21), wall of fire D
3rdbestow curse (DC 18), fireball D (DC 20), magic vestment (2), protection from energy (2, DC 18)
2ndalign weapon, delay poison, hold person (DC 17), lesser restoration, produce flame D, spiritual weapon
1stbless, 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


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.


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