XP 3,200
Human evoker 5/fighter 1/eldritch knight 2
LE Medium humanoid
Init +6; Senses Perception +0
DEFENSE
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 57 (5d6+3d10+16)
Fort +6, Ref +4, Will +7
OFFENSE
Speed 30 ft.
Melee +1 greatsword +9 (2d6+4/19–20)
Special Attacks Force Missile (6/day, 1d4+2), Intense Spells +2
Spell-Like Abilities (CL 6th; concentration +9)
6/day--Force Missile (1d4+2)
Evoker Spells Prepared (CL 6th; concentration +9, +7 ranged attack)
3rd—displacement, fireball (DC 19), haste
2nd—bull’s strength, mirror image, scorching ray, shatter (DC 18)
1st—burning hands (DC 17), magic missile (2), shocking grasp, true strike
0—acid splash, dancing lights, flare (DC 16), light, ray of frost
Prohibited Schools conjuration, abjuration
TACTICS
During Combat The warriors of wrath allow the sinspawn to initially engage the PCs, giving themselves time to cast bull’s strength, mirror image, haste, and displacement. They step in to replace fallen sinspawn on a one-for-one basis, using spells like fireball and scorching ray to hit PCs who hang back from the melee.
Morale The warriors of wrath fight to the death.
STATISTICS
Str 14, Dex 14, Con 14, Int 16, Wis 10, Cha 8
Base Atk +5; CMB +7; CMD 19
Feats Arcane Armor Training, Combat Casting, Craft Magic Arms and Armor, Greater Spell Focus (evocation), Improved Initiative, Iron Will, Scribe Scroll, Spell Focus (evocation), Weapon Focus (greatsword)
Skills Craft (armor and weapons) +14, Intimidate +10, Knowledge (Arcana and Engineering) +14, Spellcraft +14
Languages Abyssal, Draconic, Giant, +1 additional
SQ bonded object: +1 greatsword
Gear +2 mithral chain shirt, +1 greatsword, spellbook (contains prepared spells only)