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Human Dread Wight Cleric 3/Wizard (Necromancer 3)/Mystic Theurge 2

Human Dread Wight Cleric 3/Wizard (Necromancer 3)/Mystic Theurge 2
CR 10
XP 9,600
Male human dread wight cleric 3/wizard (necromancer 3)/mystic theurge 2
LE Medium undead (augmented humanoid [human])

+2; Senses blindsense 60 ft., darkvision 60 ft.; Perception +2
Aura evil


AC 24, touch 16, flat-footed 22 (+4 armor, +2 Dex, +4 natural, +4 shield)
55 (3d8+3d6+2d6+24)
+5, Ref +8, Will +9
Defensive Abilities
entropic shield, undead traits


Speed 5 ft., fly 60 ft. (perfect)
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

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.


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)

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

Common, Infernal

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


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
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.
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

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.

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.

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.

Requirements Craft Wondrous Item, clairaudience/clairvoyance; Cost 4,200 gp