XP 4,800
Male human cleric 9
CE Medium humanoid (human)
Init –1; Senses Perception +3
Aura destructive aura (+4, 9 rounds/day)
DEFENSE
AC 20, touch 10, flat-footed 20 (+6 armor, +1 deflection, –1 Dex, +4 natural)
hp 89 (9d8+45)
Fort +11, Ref +2, Will +11
Resist cold 10
OFFENSE
Speed 20 ft.
Melee +1 morningstar +13/+8 (1d8+7)
Ranged sling +8 (1d4+6)
Special Attacks channel negative energy 4/day (DC 15, 5d6), destructive smite (+4, 6/day), surge (+12, 6/day)
Cleric Spells Prepared (CL 9th; concentration +12)
5th—greater command (DC 18), ice stormD
4th—control waterD, freedom of movement, unholy blight (DC 17)
3rd—bestow curse (DC 16), dispel magic, prayer, water breathing, water walkD
2nd—bull’s strength, fog cloud, hold person (DC 15), slipstreamD, sound burst (DC 15), spiritual weapon
1st—command (DC 14), cure light wounds, divine favor, obscuring mist, protection from good, true strikeD
0 (at will)—create water, guidance, light, resistance
D Domain spell; Domains Destruction, Water (Oceans)
TACTICS
During Combat He uses his spells if enemies are at range, but if they close with him, he casts true strike and attacks with his trident, using Power Attack and Vital Strike for his first attack. He does not channel negative energy for fear of killing the baby and angering the neighbors.
Morale Fanatically loyal, he fights to the death.
STATISTICS
Str 17, Dex 8, Con 16, Int 10, Wis 17, Cha 12
Base Atk +6; CMB +9; CMD 19
Feats Combat Casting, Great Fortitude, Iron Will, Power Attack, Toughness, Vital Strike
Skills Diplomacy +7, Heal +7, Knowledge (history) +4, Knowledge (religion) +10, Linguistics +4, Sense Motive +8, Spellcraft +6, Swim +14
Languages Abyssal, Common
Combat Gear potion of barkskin +4 (2); Other Gear +1 scale mail, +1 morningstar, sling with 10 bullets, ring of protection +1, ring of swimming, gold-threaded chasuble (worth 50 gp), silver ceremonial tiara (worth 150 gp), gold unholy symbol (worth 50 gp)