Wizard 3/Cleric 3/Mystic Theurge 7 |
CR 15 |
XP 51,200
Male nephilim wizard 3/cleric 3/mystic theurge 7
CE Large outsider (native)
Init +7; Senses darkvision 60 ft.; Perception +27
Aura chaos, evil
DEFENSE
AC 24, touch 15, flat-footed 21 (+4 armor, +3 deflection, +3 Dex, +5 natural, -1 size)
hp 242 (24 HD; 11d10+3d8+10d6+123)
Fort +17, Ref +14, Will +26; +2 vs. fear and sorrow effects
Defensive Abilities soul of sorrow; DR 15/magic; Resist cold 10, fire 10; SR 19
OFFENSE
Speed 40 ft.
Melee +1 cold iron greataxe +25/+20/+15/+11 (3d6+11/19-20 x3) or 2 slams +24 (1d4+7)
Space 10 ft.; Reach 10 ft.
Special Attacks battle rage 7/day (+1 dmg), channel negative energy 5/day (2d6, DC 13), crushing blow (DC 22), destructive smite 7/day (+1 dmg), hand of the apprentice 7/day, mortal challenge (DC 17)
Wizard Spells Prepared (CL 10th; concentration +16, +20 ranged touch)
5th—feeblemind (DC 21), quickened magic missile (2)
4th—dimension door, maximized magic missile, scrying (DC 18), solid fog
3rd—dispel magic, fly, major image (DC 19), vampiric touch
2nd—fox’s cunning, glitterdust (DC 18) hideous laughter (DC 18), protection from arrows, scorching ray, spectral hand
1st—burning hands (DC 17), ray of enfeeblement (DC 17) (2), shield, true strike (2)
0th—acid splash, daze (DC 16), disrupt undead, mending
Cleric Spells Prepared (CL 10th; concentration +17, +20 ranged touch)
5th—quickened divine favor, flame strikeD (DC 22), righteous might, slay living (DC 22)
4th—cure critical wounds, divine powerD, freedom of movement, poison (DC 21), spell immunity
3rd—cure serious wounds, dispel magic, rageD, searing light, wind wall
2nd—augury, cure moderate wounds (2), death knell (DC 19), hold person (DC 19), resist energy, spiritual weaponD
1st—cure light wounds (2), deathwatch, doom (DC 18), entropic shield, sanctuary (DC 18), true strikeD
0th—create water, guidance, resistance, stabilize
D Domain spell; Domains Destruction, War
TACTICS
Before Combat Cast fox’s cunning, shield, and fly if aware of potential combat (the spells are not factored into his stat block.)
During Combat If not able to cast any preparatory spells before combat he does his best to cast defensive spells as he can, with shield and freedom of movement being the highest priority. If the battle seems to be going poorly he casts solid fog, then dimension doors to a nearby room to better prepare spells before moving back to where he left the combat to attack foes as they emerge from the fog.
Morale If reduced to less than 30 hit points, he attempts to flee.
STATISTICS
Str 24, Dex 16, Con 21, Int 22, Wis 24, Cha 14
Base Atk +17; CMB +27; CMD 40
Feats Athletic, Cleave, Combat Casting, Craft Wondrous ItemB, Diehard, EnduranceB, Great Cleave, Great FortitudeB, Improved Critical (greataxe), Improved Initiative, Iron Will, Maximize Spell, Power Attack, Quicken Spell, Scribe ScrollB, Weapon Focus (greataxe)
Skills Climb +35, Craft (calligraphy) +23, Handle Animal +16, Intimidate +19, Knowledge (arcana) +33, Knowledge (history) +26, Knowledge (religion) +33, Linguistics +17, Perception +27, Spellcraft +29, Survival +22, Swim +29
Languages Abyssal, Aklo, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elvish, Giant, Gnome, Goblin, Halfling, Ignan, Infernal, Orc, Terran, Undercommon
SQ arcane bond (familiar – currently none), combined spells (4th), spontaneous casting (inflict spells)
Combat Gear wand of magic missile (CL 9th, 43 charges); Other Gear bracers of armor +4, +1 cold iron greataxe, headband of inspired wisdom +4, ring of protection +3, handy haversack, silver holy symbol, spellbook (contains all prepared spells plus 3d6 additional spells of levels 1st-5th)
SPECIAL ABILITIES
Crushing Blow (Ex)
When he makes a successful critical hit with a melee attack, the target must make a DC 22 Fortitude save or take an additional 3d6 points of nonlethal damage and be staggered for 1 round. The save DC is Strength-based.
Mortal Challenge (Su)
When he spends a standard action to roar a battle challenge, all humanoids and monstrous humanoids within 100 feet must make a DC 17 Will save to avoid becoming frightened for 5d6 rounds. On a successful save, the creatures only become shaken for that time. Creatures with more than 24 HD become shaken
if they fail their save, and suffer no effect if they succeed. A
creature that succeeds the save is immune to this challenge for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based.
Soul of Sorrow (Ex)
He gains a +2 bonus on Will saves against fear effects and any effect that causes sorrow.