Circu, Dimir Lobotomist
CR 19
XP: 204,800
Male human wizard (cruoromancer‡) 19
LE Medium humanoid (human)
Init +1; Senses darkvision 60 ft., life sight 30 ft. (19 rds/day); Perception +18
AC 25, touch 14, flat-footed 24 (+6 armor, +3 deflection, +5 natural, +1 Dex)
HP 161 (19d6+95)
Fort +15, Ref +11, Will +19
Defensive Abilities Will +27 vs. disease, mind-affecting, poison, sleep, stun; resist level drain; DR 15/bludgeoning and magic; Resist cold 30, electricity 30
Speed 30 ft.
Melee dagger of venom +16/+11 (1d4+7/19-20) or 2 slams +15 (1d6+6)
Special Attacks blood ability, blood desecration, blood infusion, command undead 10/day (DC 22)
Spell-Like Abilities (CL 19th, concentration +22) 3/day—detect undead School Spell-Like Abilities (CL 19th, concentration +26) 10/day—bolster undead (+4 bonus, 9 rds)
Spells Prepared (CL 19th)
9th-Energy Drain (DC 29), Overwhelming Presence (DC 27), Power Word Kill, Wail of the Banshee (N DC 29)
8th-Create Greater Undead, Healing Interdiction (N* DC 28), Horrid Wilting (DC 28), Undead Anatomy IV
7th-Banishment (DC 25), Control Undead (N DC 27), Finger of Death (DC 27), Greater Teleport, Leech Field (* DC 28), Summon Monster VII, Maximized Vampiric Touch
6th-Acid Fog, Circle of Death (N DC 26), Create Undead, Globe of Invulnerability, Move Earth, Unwilling Shield (DC 26)
5th-Darkstaff (N*), Feast On Fear (DC 25), Mass Repair Undead, Wall of Darkness (* 2 slots), Waves of Fatigue
4th-Animate Dead, Earth Glide, Enervation (x2), Lower Resistance (* DC 22), Reinforce Skeletons (N*), Stoneskin
3rd-Dispel Magic, Haste, Howling Agony (N DC 23), Mind Raid (0* DC 21), Protection from Energy, Undead Anatomy I, Unliving Rage
2nd-Aegis (*), Blindness/Deafness (DC 22), Darkvision (x2), Ghoul Touch (N DC 22), Protection from Arrows, Unshakeable Chill (DC 22)
1st-Comprehend Languages, Decompose Corpse (DC 21), Expeditious Retreat, Interrogation (DC 21), Minor Animate Dead (N*), Repair Undead, Shield
0th-Bleed (DC 20), Detect Magic, Disrupt Undead, Mage Hand (N bonus necromancy spell School necromancy undead Opposition evocation, illusion)
Before Combat Base Statistics Without globe of invulnerability, stoneskin, and undead anatomy IV active, Credas’ stats are as follows: AC 20, touch 14, flat-footed 19 (+6 armor, +3 deflection, +1 Dex); Fort +15, Ref +11, Will +19, +2 vs. disease, mind-affecting; Defensive Abilities resist level drain; Melee dagger of venom +15/+10 (1d4+6/19-20); Str 20; CMB +14; CMD 28
During Combat The Necrotic King rarely leaves Glivid-Autel’s fortifications and is never seen without elite undead bodyguards, which include not The True Circu Circu himself is not particularly powerful, although he is not entirely without skill (CE male human necromancer 7; Int 13); still, on those rare occasions when he is allowed to occupy his own body, he attempts to flee any battle or confrontation, running back to his crypt so that Circu can take over. At this point, Circu is quite literally frightened of his own shadow, and he prefers that others do the fighting for him. just skeletons and zombies, but also mummies, specters, and even vampires. Even on diplomatic missions to neighboring “allies” in the Hornsaw Forest, the Necrotic King is usually surrounded by three or four lesser necromancers (levels 5 to 9), an honor guard of six powerful mummies, and a small troop of advanced skeletons. The undead do their best to interpose themselves between attackers and their king, while the necromancers work on neutralizing enemy spellcasters or missile troops, leaving their master free to work his most potent magics.
While his allies buy him time, Circu casts as many of his defensive spells as he can manage, if he hasn’t already done so prior to battle, favoring globe of invulnerability and undead anatomy IV (assuming the form of a lich) if he senses a meaningful threat. He then uses his most powerful offensive spells to devastate his opponents. If he does not feel terribly threatened, he is fond of summoning and sending bolstered undead minions after enemies while he supports with spells such as haste, reinforce skeletons, leech field, and mass repair undead.
However, Circu never fights to the death. If pressed, he uses greater teleport to escape; if he must flee Glivid-Autel all together, he first uses earth glide to reach his secret underground vault, transfers his gear to his old body, dismisses his soul exchange with Circu, and — leaving Circu to face whatever overwhelming force made one of the Seven Pilgrims retreat — teleports from the city to find a new pawn to possess. While inhabiting Circu’ body, Circu does not carry his most prized magic item, a ring of three wishes (2 wishes remaining), which he normally wears on a hand of glory about his neck; those objects reside in the vault, upon his natural body.
Str 22, Dex 13, Con 20, Int 27, Wis 18, Cha 16
Base Atk +9; CMB +15; CMD 29
Feats Combat Casting, Command Undead, Craft Staff, Craft Wand, Craft Wondrous Item, Forge Ring, Greater Spell Focus (Necromancy), Maximize Spell, Scribe Scroll, Skeleton Summoner, Spell Focus (Necromancy), Undead Master
Skills Appraise +14, Bluff +25, Craft (alchemy) +19, Craft (books, jewelry, sculpture) +14, Escape Artist +8, Intimidate +13, Knowledge (arcana) +28, Knowledge (dungeoneering, nature) +15, Knowledge (engineering, nobility) +13, Knowledge (geography local) +17, Knowledge (history) +20, Knowledge (planes, religion) +30, Linguistics +17, Perception +18, Profession (embalmer) +11, Spellcraft +30, Survival +7
Languages Ancient Ledean, Dunahn, Elvish, Elzan, Infernal, Ledean, Shelzari, Sutak, Titan Speech, Ukrudan, Zathisk
SQ blood command‡, dhampir traits, negative energy affinity
Gear staff of Glivid-Autel (as staff of necromancy, but holds 20 charges), wand of greater spectral hand* (CL 7th; 24 charges), wand of magic missile (CL 9th; 40 charges), 2 potions of barkskin (CL 12th)
Other Gear dagger of venom, bracers of armor +6, cloak of resistance +4, corpseskin belt +6†, headband of vast intelligence +6 (Bluff, Knowledge: planes, Knowledge: religion), ring of protection +3, ring of spell turning Spellbook all prepared spells, plus more as decided by the GM; Circu knows most necromancy spells in existence, including soul exchange*, and many spells of up to 6th level from other schools (except his opposed schools)
Spells (Ex) Wizard Spells Prepared (CL 19th, concentration +26; or CL 23rd, concentration +30 for necromancy spells)
Source: Onyx Path - Scarred Lands - The Wise & the Wicked (2nd edition)