Human Dread Wight Cleric 3/Wizard (Necromancer 3)/Mystic Theurge 2
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CR 10 |
XP 9,600
Male human dread wight cleric 3/wizard (necromancer 3)/mystic theurge 2 LE Medium undead (augmented humanoid [human])
Init +2; Senses blindsense 60 ft., darkvision 60 ft.; Perception +2
Aura evil
DEFENSE
AC 24, touch 16, flat-footed 22 (+4 armor, +2 Dex, +4 natural, +4 shield)
hp 55 (3d8+3d6+2d6+24)
Fort +5, Ref +8, Will +9
Defensive Abilities entropic shield, undead traits
OFFENSE
Speed 5 ft., fly 60 ft. (perfect)
Melee slam +5 (1d4 plus energy drain)
Special Attacks channel negative energy (DC 14, 2d6, 6/day), channel resistance +4, create spawn, energy drain (DC 17, 1 level), grave touch (7/day) Cleric Spells Prepared (CL 5th) 3rd—contagionD (DC 15), invisibility purge, meld into stone 2nd—darkness, death knellD (DC 14), desecrate*, spiritual weapon 1st—curse water, deathwatch, entropic shield*, obscuring mist, inflict light woundsD 0—create water, guidance, resistance*, virtue Wizard Spells Prepared (CL 5th) 3rd—lightning bolt (DC 17), ray of exhaustion (DC 18), vampiric touchN (DC 18) 2nd—detect thoughts, false life*N, ghoul touch (DC 17), scorching ray (DC 16) 1st—burning hands (DC 15), chill touchN (DC16), magic missile, ray of enfeeblementN (DC 16), shield* 0—detect magic, read magic, mage hand, message Opposition Schools enchantment, illusion D domain spell, N necromancy spell
Tactics Before Combat With all the wards on the outer part of the chamber, Drazmorg is well aware of PCs as they near his sanctum. Given the opportunity, prior to combat he casts desecrate, entropic shield, false life, invisibility purge, resistance and shield. All these spells are figured into his statistics and are marked with an asterisk in his spell list. During Combat Drazmorg flies above his worshipers and attacks using ranged spells, starting with lightning bolt and spiritual weapon. He prefers rays, which allow him to use his Weapon Focus feat. He saves his touch spells for when opponents get too close, combining them with slam attacks. Morale Drazmorg arrogantly believes he cannot be defeated, but if badly injured he uses meld into stone to hide and heal himself with inflict spells before returning to fight. He then battles until defeated.
STATISTICS
Str 12, Dex 14, Con -, Int 19, Wis 15, Cha 16
Base Atk +4; CMB +5; CMD 17 (cannot be tripped)
Feats Combat Casting, Command UndeadB, Craft Wondrous Item, Improved Counterspell, Scribe ScrollB, Weapon Focus (ray)
Skills Craft (ironworking) +8, Craft (alchemy) +12, Decipher Script +12, Diplomacy +10, Fly +10, Heal +6, Knowledge (arcana) +15, Knowledge (history) +10, Knowledge (religion) +13, Knowledge (the planes) +10, Sense Motive +9, Spellcraft +15, Stealth +10; Racial Modifiers +8 Stealth
Languages Common, Infernal
SQ arcane bond (object), arcane school (necromancy), combined spells (1st), command wights, power over undead (DC 14, 7/day), undead allegiance
Combat Gear staff of all-sight, stasis crucible
SPECIAL ABILITIES Command Wights (Su)Drazmorg can
automatically command all normal wights within 30 feet as a free
action. Normal wights never attack a dread wight unless compelled.
Create Spawn (Su)
A creature killed by Drazmorg’s energy drain ability rises as a dread wight in 1d4 rounds. A dread wight created in this manner is under Drazmorg’s command and remains so until either it or Drazmorg is destroyed. Undead
Allegiance (Su)
Drazmorg can automatically command all ghasts within
30 feet as a free action. Ghasts never attack Drazmorg unless
compelled.
| Drazmorg's Items
Drazmorg's Stasis
Crucible
Aura moderate transmutation; CL
12th
Slot chest and legs;
Price 23,000 gp
DESCRIPTION
This
device looks like a giant glass tube set within a protective iron cage.
The glass tube is scrawled with hundreds of mystic sigils and flled with
strange tubes and fluids. Bolts around the iron lip of the tube allow
it to be fastened into the wearers flesh, while dozens of tubes and
probes connect to the wearer’s upper body. The device is designed for a
creature lacking a lower body or at least missing its legs; it can
only efectively be used by undead, as a living creature would almost
certainly die from the
item grafting itself to his body and
removing extraneous flesh to do so (though the character could be raised
from the dead or animated as an undead after this death).
When properly attached, you may fy at speed
30 (perfect maneuverability). You gain a +4 armor bonus to
AC.
CONSTRUCTION
Requirements Craft
Wondrous Item, fly, mage armor;
Cost 16,100
gp
Drazmorg’s Staff of
All-Sight
Aura strong divination
(scrying); CL 9th
Slot
—; Price 25,000
gp
DESCRIPTION
This long, gnarled staf looks like
several bones fused together and encased in desiccated, gray skin. It
appears as if grown from living flesh and bone, then mummifed. At the
top of the staf, a clump of sinew clasps a spherical object. When the
command word is spoken and two charges are expended, the sinew folds
back revealing the petrifed eyeball of some mammoth beast. The petrifed
eye functions in a similar fashion to a crystal ball, allowing the user
to see events through the eyes of his minions. Drazmorg can use his
staff to project his voice from any minion he is currently scrying
through, allowing him to usher warnings and threats over great
distances, as well as command his spawn. It loses this ability afer its
charges are consumed.
In addition, the staff allows the use of the
following spells:
•
clairaudience/clairvoyance (1 charge)
•
detect scrying (2 charges)
The staff is
linked to Drazmorg and the seeping energy of the broken Seal. When
Drazmorg dies, the staff bends and twists like a wounded snake, then
shudders and becomes inert, its eye open and staring. The petrified
eyeball retains some of its power, functioning as an eye of scrying, and
can be pried or cut out of the “dead” staff without harming its
abilities.
CONSTRUCTION
Requirements
Craft Staff, clairaudience/clairvoyance,
detect scrying, scrying;
Cost 17,500 gp
Eye of
Scrying
Aura moderate divination
(scrying); CL 7th
Slot
none; Price 6,000 gp;
Weight 7 lb.
DESCRIPTION
This
bloodshot eye is larger than a grown man’s fist. Its vivid green iris
suggests strange depths, and is unnerving to look at for too long. Once
per day you may use it to cast
clairaudiance/clairvoyance. If you can cast scrying,
you may use the eye as your focus object for the
spell.
CONSTRUCTION
Requirements
Craft Wondrous Item, clairaudience/clairvoyance;
Cost 4,200
gp
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