Saturday, February 2, 2019

Arcanis the Omnipotent

Arcanis the Omnipotent
CR 10                                                                                                               XP: 9,600
Male human necromancer 8/gravemaster 3
NE Medium humanoid (human)
Init +2; Senses Perception +5
AC 24, touch 15, flat-footed 21 (+4 armor, +1 deflection, +1 dodge, +1 natural, +4 shield, +2 Dex)
HP 41 (8d6+3d6+3)
Fort +6, Ref +7, Will +15
Defensive Abilities deathgagged, Will +2 vs. good; DR 10/adamantine
Speed 30 ft.
Melee +1 quarterstaff +1/-3 (1d6/1d6)
Ranged ray +8 ranged touch (by spell)
Special Attacks channel negative energy (DC 16, 7/day, command only), lich’s touch 5/day (3d6)
Spell-Like Abilities (CL 11th; concentration +15) 7/day—grave touch (4 rounds)
Spells Prepared (CL 11st)
  6th-Circle of Death (DC 21), Eyebite (DC 21)
  5th-Cloudkill (DC 19), Telekinesis, Waves of Fatigue
  4th-Animate Dead, Enervation (2), Greater Invisibility, Stoneskin
  3rd-Dispel Magic, Fly, Protection from Energy, Vampiric Touch
  2nd-Acid Arrow, Command Undead (DC 17), False Life, Glitterdust (DC 16), Spectral Hand
  1st-Alarm, Chill Touch (DC 16), Mage Armor, Protection from Good, Ray of Enfeeblement (DC 16), Shield
  0th-Bleed (DC 15), Detect Magic, Mage Hand, Read Magic Opposition Schools Enchantment, Evocation
Before Combat He casts false life and mage armor every morning. Before combat, he casts stoneskin, shield, fly, and protection from good, in that order. Without his spells, statistics are AC 15, touch 14, flat-footed 12; hp 69.
During Combat He tries to keep his undead allies in front of him, activating his negative energy conduit aura to bolster them, and making ranged touch attacks with spectral hand. He then flies out of sight, casts greater invisibility, and flies back in to continue his attack, using his lesser silent metamagic rod to cast silent spells at foes.
Morale He fights to the death. He asks no quarter and if captured refuses to talk to enemies, preferring death.
Str 8, Dex 14, Con 10, Int 18, Wis 12, Cha 14
Base Atk +5; CMB +4; CMD 18
Feats Alertness, Combat Casting, Command Undead, Craft Wand, Dodge, Improved Familiar, Iron Will, Scribe Scroll, Spell Focus (Necromancy), Toughness, Weapon Focus (Ray)
Skills Bluff +16, Fly +16, Heal +15, Intimidate +16, Knowledge (arcana) +14, Knowledge (history) +14, Knowledge (religion) +14, Perception +5, Sense Motive +5, Spellcraft +18, Use Magic Device +12
Languages Abyssal, Common, Draconic, Necril, Elven
SQ arcane bond (homunculus named), inspired necromancy, life sight (10 feet, 8 rounds/day), negative energy conduit, undead manipulator, unholy fortitude
Gear lesser silent metamagic rod, wand of animate dead (10 charges), Elixir, Deathgag
Other Gear +1 quarterstaff, amulet of natural armor +1, cloak of resistance +2, ring of protection +1, spellbook (contains all prepared spells, all 0-level spells, plus arcane eye, create undead, mirror image, and 1d6 random spells of levels 1–5), spell component pouch, amulet
Treasure Elixir, Deathgag
Aura moderate necromancy [evil]; CL 7th
Slot none; Price 1,400 gp; Weight —
DESCRIPTION
Death cults such as the Whispering Way use this elixir to prevent their enemies from stealing their members’ secrets, even after death. Elite cultists typically imbibe deathgag elixir as part of an elaborate initiation ritual when they are promoted to high-ranking positions in the cult. Thereafter, should the imbiber fall below –1 hit point, the elixir triggers the release of a fatal poison that throws him into wild convulsions. The victim begins foaming at the mouth, and his eyes turn blood red. Soon after, the victim’s entire jaw dissolves, rendering him immune to speak with dead spells. Prior to the victim’s death, only a limited wish, miracle, or wish spell can undo the effects of the elixir. Individuals that have imbibed deathgag elixir are noted as being “deathgagged” in the Defensive Abilities section of their stat blocks.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, contagion; Cost 700 gp
Arcane Bond (Ex) At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard’s skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.
Inspired Necromancy (Ex) When determining the maximum number of Hit Dice of undead he can control with spells like animate dead, a character counts his Agent of the Grave levels twice. This ability does not factor into how many undead he can create with a single casting of a spell. Thus, a cleric 7/Agent of the Grave 3 would be able to control 52 Hit Dice worth of undead with animate dead.
Life Sight (Su) At 8th level, you gain blindsight to a range of 10 feet for a number of rounds per day equal to your wizard level. This ability only allows you to detect living creatures and undead creatures. This sight also tells you whether a creature is living or undead. Constructs and other creatures that are neither living nor undead cannot be seen with this ability. The range of this ability increases by 10 feet at 12th level, and by an additional 10 feet for every four levels beyond 12th. These rounds do not need to be consecutive.
Negative Energy Conduit (Ex) At 3rd level, an Agent of the Grave bolsters undead around him. As a standard action, an Agent of the Grave manifests an aura identical to the desecrate spell, except this foul aura has a duration of 10 minutes per level. An Agent of the Grave can use this ability once per day. In addition, any undead the Agent of the Grave creates is treated as having been created within the area of a desecrate spell.
Undead Manipulator (Ex) At 2nd level, the Agent of the Grave gains great insight into the minds and necromantic forces controlling undead creatures. An Agent of the Grave’s spells and spell-like abilities with mind-affecting effects treat undead creatures as their original type. Thus, an Agent of the Grave can use charm person against a humanoid zombie or confusion against a horde of skeletal champions.
Unholy Fortitude (Su) At 1st level, the Agent of the Grave can tap into his conviction and bolster his health. Starting with the hit points he rolls for gaining his first Agent of the Grave level and every time he gains a level in any class thereafter, the character may choose to add either his Constitution bonus or his Charisma bonus to the number of new hit points he gains for that level.
Source; http://www.d20pfsrd.com/bestiary/npc-s/npc-10/auren-vrood/, Pathfinder Adventure Path #45: Broken Moon. © 2011, Paizo Publishing, LLC; Author: Tim Hitchcock., MTG Commander 2017 cd 80

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