Sunday, February 3, 2019

Great Old One, Cthugha

Great Old One, Cthugha
CR 27                                                                                        XP: 3,276,800
CE Colossal humanoid (chaos, elemental, evil, fire, Great Old One, native)
Init +22; Senses blindsight 120 ft., darkvision 240 ft., true seeing; Perception +42
Aura unspeakable presence (300 ft., DC 34)
AC 47, touch 34, flat-footed 29 (-8 size, +13 natural, +14 deflection, +18 Dex)
HP 770 (28d20+476); fast healing 20
Fort +26, Ref +34, Will +27
Defensive Abilities immortality, insanity (DC 34); DR 20/lawful and epic; Immune ability damage, ability drain, acid, aging, bleed, critical hits, death effects, disease, electricity, energy drain, fire, flanking, mind-influencing effects, paralysis, petrification, poison, precision damage, sleep effects; SR 38; Weaknesses vulnerable to cold
Speed 40 ft., fly 120 ft. (perfect)
Melee 6 tentacles +38 (4d6+6/19-20 plus 4d6 fire damage)
Space 30 ft., Reach 30 ft.
Special Attacks breath weapon (27d10 fire damage, 120 ft. cone, Ref DC 42 half), enthralling dreams, mythic (10/day, +1d12), searing flame, spawn plasma ooze
Spell-Like Abilities (CL 27th, concentration +37) Constant—cloak of chaos (DC 28, self only), fire shield (warm), true seeing At will—clairaudience/clairvoyance, dimension doorM, dreamM, greater dispel magic, fireballM (DC 23), nightmareM (DC 25) 1/day—interplanetary teleport, meteor swarmM
During Combat Cthugha favors a simple application of overwhelming force. Even creatures ordinarily immune to fire wither under Cthugha’s touch, and his unspeakable presence causes phantom flames to spring up, feeding on their victim’s minds. In order to distract opponents and split up their efforts, he can calve pieces of his body off to form fire elementals with grotesque, half-fleshy forms. The faithful of Cthugha refer to such creatures as fire vampires, and view them as sacred. Fire vampires rapidly fall apart unless they can fuel their own permanence with the body of a living creature, spurring them to fight ferociously on Cthugha’s behalf.
Str 35, Dex 47, Con 45, Int 24, Wis 32, Cha 30
Base Atk +28; CMB +48; CMD 90
Feats Combat Reflexes, Critical Focus, Empower Spell-Like Ability (Firestorm), Flyby Attack, Hover, Improved Bull Rush, Improved Critical (Tentacle), Improved Initiative, Power Attack, Quicken Spell-Like Ability (Contagious Flame, Disintegrate), Staggering Critical, Stunning Critical, Weapon Finesse
Skills Acrobatics +49, Fly +45, Intimidate +41, Knowledge (arcana, geography, religion) +35, Knowledge (planes) +38, Perception +42, Sense Motive +42, Spellcraft +35, Stealth +29, Survival +42, Use Magic Device +38
Languages Aklo, Abyssal, Ignan, Protean, telepathy 100 ft.
SQ otherworldly insight
Environment any
Organization unique
Treasure triple
Enthralling Dreams (Su) When Cthugha uses its nightmare spell-like ability, it can target any creature it has effected with its spell-like or supernatural abilities, or anyone who has ever killed a sentient creature with fire, regardless of the distance between the creature and Cthugha—even across planar boundaries. In order to use its enthralling dreams against a target, it must first successfully affect the target with its nightmare spell-like ability. If the victim fails its save against the nightmare, it must succeed a DC 35 Will save or become captivated by all fires. Whenever it sees a fire or a creature with the fire subtype, it must make a Will save against the same DC or be dazed for 1d4 rounds. If the creature takes fire damage during this time, it may attempt another save. This is a mind-influencing fire effect. The save DC is Charisma based.
Immortality (Ex) If Cthugha is killed, it is reformed the next time a star in the galaxy in which it died goes supernova. This may take thousands of years, or may occur shortly following its death.
Searing Flames (Su) Cthugha’s fires burn supernaturally hot. It ignores all fire resistance when dealing damage with its natural weapons, supernatural or spell-like abilities, and treats fire immunity as if it were fire resistance 30. Only creatures with the fire subtype retain their immunity to Cthugha’s flames.
Spawn Fire Vampire (Ex) As a full-round action once per day, Cthugha can eject 1d4+1 fire vampires from its body. Treat the fire vampires as chaotic evil elder fire elementals, with a fly speed of 60 feet and perfect maneuverability. The fire vampires appear in any square within 60 ft. of Cthugha and obey its commands instinctively. These creatures disintegrate in 1 minute, unless they succeed in killing a living creature, in which case they remain permanently.
Tentacles (Ex) Cthugha’s tentacles are treated as primary natural weapons.
Unspeakable Presence (Su) Failing a DC 35 Will save against Cthugha’s unspeakable presence causes a creature to burst into flames, taking 4d6 points of fire damage and 1 Charisma drain every round it remains in Cthugha’s unspeakable presence and for 1 minute thereafter. This fires are fueled by the psyche—a creature must succeed a Will save in order to put out the flames instead of a Reflex save. This is a mind-influencing fire effect, and the save DC is Charisma based.
This immense entity resembles a great living fireball, its body roiling and spilling out into strange, tumor-like pods. A cluster of flaming tentacles emerges from one side of the monster, and the air around it shimmers with unbearable heat.
Cthugha
The Living Flame, The Burning One
Concerns arson, destruction, the death of stars
Domains Chaos, Destruction, Evil, Fire
Subdomains Arson, Catastrophe, Entropy, Rage
Worshippers nihilists, pyromaniacs, red dragons
Minions fire vampires, plasma oozes, salamanders
Holy Symbol a triangle in a circle, with fires along all three vertices and in the center of the triangle
Favored Weapon heavy flail
Cthugha the Burning One is a Great Old One who revels in the explosions of stars and the cleansing of worlds by fire. As Cthugha seeks to destroy the cosmos, rather than allow the stars to come to alignment, he is the enemy of many other Great Old Ones, and counts the violent nihilists of the Dominion of the Black as his allies. Cthugha is young as Great Old Ones go, and this urge to destroy may fade over time—or become even more potent as Cthugha’s abilities catch up to its ambitions.
Only the most hateful and depraved mortals dare to worship Cthugha, but evil elemental creatures may serve him in the hopes of delighting in the destruction that his fires cause. His cult has an underground following among several powerful red dragons, spurring their schemes to the overtly violent. Some especially desperate alien civilizations in the light of dying stars supplicate Cthugha in the hopes that he will delay the expansion or nova long enough for them to get offworld.

Fiend Hunter

Confessor Ruprecht Varsuum, Fiend Huntet
CR 10                                                                                                        XP: 9,600
Male human warmage 6/holy scourge 4
LG Medium humanoid (human)
Init +0; Senses Perception +2
AC 16, touch 10, flat-footed 16 (+6 armor)
HP 55 (10d8+10)
Fort +4, Ref +3, Will +11
Speed 30 ft.
Melee +7 spell storing warhammer +16 (1d8+11/x3), melee heavy mace +4 (1d8+4) or melee heavy mace +9 (1d8+4)
Reach 10 ft.
Special Attacks righteous evocation +1
Spells Prepared (CL 9th)
  4th (4/day)-Animate Dead, Enervation, Shout, Wall of Fire
  3rd (7/day)-Fire Shield (2), Fireball (2), Ice Storm, Lightning Bolt (2)
  2nd (7/day)-Luminous Swarm, Fire Trap, Flaming Sphere (2), Shatter (2), Whirling Blade
  1st (7/day)-Dawn Burst, Accuracy, Burning Hands, Chill Touch, Fist of Stone, Magic Missile (2)
  0th (6/day)-Disrupt Undead, Light (2), Ray of Frost (3)
Str 18, Dex 10, Con 13, Int 10, Wis 14, Cha 19
Base Atk +5; CMB +9; CMD 19
Feats Combat Casting, Greater Spell Focus (Evocation), Skill Focus (Spellcraft), Spell Focus (Evocation), Sudden Still
Skills Intimidate +9, Knowledge (arcana, religion, the planes) +7, Perception +2, Spellcraft +9, Survival +2
Languages Common
SQ dedicated spellcaster, devoted arcanist
Gear +2 chain shirt, + 7 spell storing warhammer, heavy mace

Saturday, February 2, 2019

Boros Swiftblade

Boros Swiftblade
CR 10                                                                                                        XP: 9,600
Male or Female human cavalier (honor guard) 6/Boros Legionnaire 5
N Medium humanoid (human)
Init +2; Senses Perception +8
AC 25, touch 12, flat-footed 23 (+10 armor, +3 shield, +2 Dex)
HP 93 (11d10+33)
Fort +10, Ref +6, Will +6
Defensive Abilities focused mind; SR 11 (vs. compulsion, illusion or mind-affecting magic)
Speed 20 ft.
Melee spirited charge with +1 lance +18 (3d8+15/x3) or +1 longsword +16/+11/+6 (1d8+5/19-20)
Ranged mwk heavy crossbow +14/+9/+4 (1d10/19-20)
Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 10
Base Atk +11; CMB +15; CMD 27
Feats Alertness, Bodyguard, Diehard, Endurance, Improved Bull Rush, Lookout, Mounted Combat, Power Attack, Ride-By Attack, Shield Focus, Spirited Charge, Unseat
Skills Diplomacy +8, Handle Animal +9, Intimidate +13, Knowledge (nobility) +8, Perception +8, Ride +15, Sense Motive +16, Stealth +4
Languages Common, Elven
SQ challenge 2/day, danger sense, dedicated, hold the line, intercept, lion’s call, mount (heavy warhorse), sworn defense, tactician, take the blow, ultimate defender
Gear potion of cure serious wounds, potion of slow poison
Other Gear belt of giant strength +2, elixir of hiding, +2 full plate, +1 lance, +1 longsword, masterwork heavy steel shield, military saddle
Danger Sense (Ex) When caught by surprise, the Boros Swiftblade can make an immediate Perception DC 15 to act in any surprise round.
Dedicated (Ex) The Boros Swiftblade gains a bonus equal to her class level to any opposed Linguistics, Perception or Sense Motive checks. She also gains a bonus to initiative equal to half her class level.
Focused Mind (Su) .The Boros Swiftblade gains spell resistance equal to his character level against any compulsion, illusion or mind-affecting magic.
Hold the Line (Ex) Whenever an adjacent ally fall unconscious or helpless, the Boros Swiftblade may take a five-foot step into that ally’s square.
Take the Blow (Ex) The Boros Swiftblade may take the hit in place of an adjacent ally. After her ally has been hit, a Boros Swiftblade instead suffers all the effects of the attack in his place. Using this ability counts as making an attack of opportunity. If the Boros Swiftblade can make multiple attacks of opportunity, she may use this ability more than once. If the enemy scores a critical hit, this ability may not be used.
Ultimate Defender (Ex) The Boros Swiftblade may take an attack of opportunity against any enemy that moves within his threatened area, even if they take a five-foot step or the withdraw action.
Boon An Boros Swiftblade can request an audience with the Warleader on the behalf of the PCs, or carry a message to her for them. As they are in charge of overland travel for the Imperial family, an Aegis can also have a particular road blocked or a roadside inn emptied on their order for up to an hour without arousing suspicion.

Avaricious Hellcat, "Mittens"

Avaricious Hellcat, "Mittens"
CR 10                                                                                                          XP: 9,600
NE Large outsider (evil, extraplanar, lawful)
Init +11; Senses darkvision 60 ft., scent; Perception +18
AC 23, touch 17, flat-footed 16 (+7 Dex, +1 dodge, +6 natural, -1 size)
HP 103 (9d10+54); fast healing 10
Fort +12, Ref +15, Will +5
Defensive Abilities invisible in light; DR 10/good; Immune  death effects, disease, fire mind-affecting, poison, petrification; SR 20; Resist fire 10, acid cold, electricity 10; Weaknesses Vulnerability to Charity
Speed 40 ft.
Melee bite +13 (1d8+5), 2 claws +13 (1d6+5/19-20 plus grab)
Space 10 ft., Reach 5 ft.
Special Attacks pounce, rake (2 claws +13, 1d6+5/19-20)
Str 21, Dex 25, Con 23, Int 10, Wis 14, Cha 10
Base Atk +9; CMB +15 (+19 grapple); CMD 33 (37 vs. trip)
Feats Combat Reflexes, Dodge, Greater Steal, Improved Initiative, Improved Steal, Lightning Reflexes, Mobility
Skills Acrobatics +19, Climb +17, Perception +18, Sleight of Hand +10, Stealth +19, Survival +14, Swim +17
  Racial Modifiers +4 Perception, +4 Stealth
Languages Infernal (can't speak); telepathy 100 ft.
Environment  any land (Hell)
Organization solitary, pair, or pack (3-8)
Treasure standard
Invisible in Light (Su) In bright light, a hellcat has natural invisibility. In normal light, a hellcat has partial concealment (20% miss chance). In dim light, it has no concealment. In darkness, a hellcat's flickering glow limits it to partial concealment, unless the darkness is magical in nature.
Breath Weapon (Su) Once every 1d4 rounds an avaricious creature can vomit up a cone of molten gold (5 ft. per HD) as an immediate action dealing 1d6 points of fire damage per 2 HD and the subjects are staggered. A successful Reflex save (DC 10 +1/2 the avaricious creature’s HD + its Cha modifier) halves the damage and negates the staggered effect. On the following round the molten gold sticking to the subjects deals the same amount of damage again. The gold disappears after the following round, and the subject is no longer staggered.
Covetous Aura (Su) An avaricious creatures is surrounded by a covetous aura (5ft. per HD). Anytime a harmless spell of a level equal to 1/2 its HD or a supernatural effect of a creature of equal to its HD is cast or activated within this aura, the avaricious can choose to have the spell or effect affect it as well.
Luxurious Glide (Ex) An avaricious creature can glide through places of luxury and piles of treasure as easily as a fish swims through water. Its movement leaves no sign of passage nor disturbs a single coin. It is almost as though they melt and flow through the objects of luxury, art, coins, and gems to their new location. It is barred from moving through anything of premium quality unless it is a form of coinage or valued for its rarity (it could move through a antique a vaunted keep, but would be stopped by the adjacent miller’s cottage).
Touch of Gold (Sp) Once per day a avaricious creature can make a touch attack (or as part of a melee attack) and transform a subject into gold (or other valuable substance) as polymorph any object with a caster level equal to the avaricious creature’s CR. The DC for the save is equal to 10 + 1/2 the avaricious creature’s HD + its Cha modifier), if a subject makes its saving throw the ability is not used up for that day. For up to one hour per day, the avaricious creature can mentally communicate with the subject, although she is in no way compelled to answer any questions or even respond.
Vulnerability to Charity (Ex) if the avaricious creature ever performs an act of true charity (giving with no expectation of reward) it permanently loses the benefits of this template and can only perform move actions for 24 hours. This act can be performed against its will, and/or it could be tricked into performing it.
This eerie beast appears to be the animated skeleton of a huge fanged cat, its bones glowing with fire and seething with smoke. Hellcats are as large as tigers, measuring 9 feet long and weighing 900 pounds.
The hellcat is a devious predator native to the fiery pits of Hell. While the hellcat is not a devil itself, it often acts as a guardian or mount for devils.  Some might assume that hellcats serve devils as pets, but since hellcats are as intelligent as humans, they take offense to the idea that they might be anyone's pet.  On its own, a hellcat prefers to spend its time hunting and stalking prey. While the hellcat, as an outsider, need not eat to survive, it does enjoy eating for pleasure, often leaving significant portions of its kills behind for others to find. A hellcat that enters into an alliance with a devil is often used as a sort of hunter as a result. Human mortals can use spells like planar ally or planar binding to conjure hellcats for similar purposes. Those who do so are well advised to treat the hellcat with respect, for should any master prove too haughty with his hellcat or treat it as a dumb animal, the hellcat nurtures a lasting grudge. In such instances, the hellcat goes to great lengths to plan and coordinate revenge on the spellcaster, hoping to satisfy its own pride and to provide a lesson and example to all those who would deal with their kind.  Though incapable of speech themselves, hellcats understand the Infernal tongue of their home plane, and can communicate by telepathy with any creature capable of speech. Hellcats are quick to retreat if they are clearly overmatched or up against foes they cannot reach, but they never forget prey that escapes them, and will often track potential victims and try to lead allies (including other hellcats) to them in order to make coordinated attacks or ambushes.  The hellcat is only clearly visible in dim light, at these times appearing as a skeletal dire tiger with hellish flames burning and flickering along the surface of its bones.  Despite this eerie appearance, the hellcat is neither undead nor an elemental creature. The "fires" are actually its blood coursing through transparent flesh. In bright light, the hellcat's entire body fades away into obscurity, while in darkness its glowing blood is muted.
While simply attempting to earn more gold or certain goods to make oneself better off is not a sin, this simple need to create a better life through the accusation of wealth can easily transform into avarice, the desire for things. As attempts to garner ever greater amounts of treasure simply for the sake of having more than everyone else it drives the individual to perform immoral acts all in the pursuit of things at the cost of mortal lives and livelihood, as the love of money is the root of many kinds of evil. For greed is never satisfied – as soon as one obtains the thing sought after, the obtainer starts craving more, and more, and more, ad infinitum. This addiction in the worlds touched by the fiends of sin, transform one into an avaricious creature. Avaricious creatures believe everyone has a price, including themselves, but often cannot comprehend motivations like justice and revenge as they are not luxurious and have a horrible return on investment. An avaricious creature wears the finest garments, and accents its body with bits of luxury, it favors the color yellow and the motif of frogs, and its appearance often changes to reflect this.

Aryel, Knight of Windgrace

Aryel, Knight of Windgrace
CR 10                                                                                                        XP: 9600
human fighter 1/transmuter 5/eldritch knight 5
NE Medium humanoid (human)
Init +2; Senses Perception +11
AC 18, touch 14, flat-footed 16 (+4 armor, +1 deflection, +2 Dex, +1 insight)
HP 104 (11 HD; 6d10+5d6+38; 14 temporary)
Fort +11, Ref +7, Will +8
Speed 30 ft.
Melee +1 falcata +14/+9 (1d8+6/19-20/x3)
Space 5 ft., Reach 5 ft.
Arcane School Spell-Like Abilities (CL 9th; concentration +11)
   5/day-Telekinetic Fist (1d4+2 bludgeoning)
Transmuter Spells Prepared (CL 9th; concentration +11)
  5th-Baleful Polymorph (DC 17), Mage's Faithful Hound
  4th-Dimension Door, Enervation, Mass Reduce Person (DC 16)
  3rd-Blink, Keen Edge, Vampiric Touch (2)
  2nd-Cat's Grace, False Life, Mirror Image (2), See Invisibility, Web (DC 14)
  1st-Animate Rope, Mage Armor, Shield, True Strike, VanishAPG (2)
  0th-Acid Splash, Message, Touch of Fatigue (DC 12), Prestidigitation
Opposition Schools: Enchantment, Evocation
Before Combat Aryel, Knight of Windgrace casts mage armor and false life daily, and both are reflected in her statistics. Before engaging in combat, she casts keen edge, cat's grace, mirror image, and shield.
During Combat Aryel, Knight of Windgrace initially hangs back and attempts to hamper opponents with mass reduce person and animate rope while her underlings fight. After using up her ranged spells she wades into melee with her falcata, always using Power Attack and Arcane Strike. Facing adjacent opponents, she uses Cleave rather than iterative attacks. Whenever she loses 20 or more hit points, she casts vampiric touch to heal herself (she can do so up to three times; twice from her prepared spells and once by channeling the spell through her arcane bond). When reduced to half her hit points, she casts blink and continues fighting.
Morale If reduced to 20 hit points or less, Aryel, Knight of Windgrace casts dimension door to teleport to the surface and flees, leaving her group behind. If that fails, she casts vanish to turn invisible for 9 rounds, and attempts to flee, but is extremely willing to surrender given the opportunity.
Str 18, Dex 14, Con 16, Int 14, Wis 10, Cha 8
Base Atk +8; CMB +14; CMD 28
Feats Arcane Strike, Cleave, Combat Casting, Exotic Weapon Proficiency (falcata), Great Cleave, Power Attack, Scribe Scroll, Silent Spell, Weapon Focus (falcata), Weapon Specialization (falcata)
Skills Acrobatics +13, Knowledge (arcana) +11, Knowledge (dungeoneering) +10, Knowledge (history) +11, Knowledge (nobility) +10, Perception +11, Spellcraft +16
Languages Common, Elven, Varisian
SQ arcane bond (falcata), physical enhancement +2 (Con)
Gear potion of cure serious wounds
Other Gear +1 falcata APG, ring of protection +1, cloak of resistance +2, belt of giant strength +2, wayfinder w/ dusty rose prism ioun stone, spell component pouch, spellbook (warded with explosive runes [6d6 damage, DC 15 Reflex save for half, reader gets no save] and contains all prepared spells, all cantrips, and the following spells: 1st: disguise self, feather fall, grease; 2nd: spider climb; 3rd:dispel magic, explosive runes, haste; 4th: elemental body I, fear), 62 gp

Aryana Tahari, the Black Moon

Aryana Tahari, the Black Moon
CR 10                                                                                                     XP: 9,600
Female middle-aged human ghost necromancer 9
NE Medium undead (augmented humanoid, human, incorporeal)
Init +2; Senses darkvision 60 ft., life sight (10 feet, 9 rounds/day); Perception +22
AC 27, touch 19, flat-footed 24 (+4 armor, +5 deflection, +1 dodge, +4 shield, +2 Dex)
HP 148 (9d6+117)
Fort +9, Ref +6, Will +8
Speed 0 ft., fly 30 ft. (perfect)
Melee corrupting touch +6 (10d6)
Special Attacks draining touch, magnum opus, malevolence (DC 19)
Spell-Like Abilities Arcane School Spell-Like Abilities (CL 9th concentration +17) 11/day—grave touch (4 rounds)
Spells Prepared (CL 9th) 
  5th-Cloudkill (DC 23), Dazing Flaming Sphere (DC 20), Suffocation (DC 25)
  4th-Contagion (DC 24), Contagion (DC 24), Dimension Door, Enervation (x2)
  3rd-Persistent Chill Touch (DC 21), Dispel Magic, Howling Agony (DC 23), Slow (DC 21), Vampiric Touch (x2)
  2nd-Blindness/Deafness (DC 22), Create Pit (2; DC 20), Frigid Touch, Glitterdust (DC 20), Resist Energy, See Invisibility
  1st-Mage Armor, Magic Missile (3), Ray of Enfeeblement (2; DC 21), Shield
  0th-Acid Splash, Dancing Lights, Prestidigitation, Touch of Fatigue (Opposition Schools Enchantment, Illusion)
Before Combat Aryana manifests with her mage armor and shield spells cast. These are already factored into her AC.
During Combat Aryana disables or isolates as many PCs as possible with cloudkill and dazing flaming sphere. She infects spellcasters with Fading Light using contagion. She directs the sage she controls to attack the PC who seems to be the biggest threat to her.
Morale Aryana’s spirit lacks the power to leave her sanctum and fights until destroyed.
Str -, Dex 14, Con -, Int 26, Wis 13, Cha 21
Base Atk +4; CMB +4; CMD 22
Feats Combat Casting, Dazing Spell, Dodge, Greater Spell Focus (Necromancy), Persistent Spell, Scribe Scroll, Spell Focus (Necromancy), Toughness, Turn Undead
Skills Fly +23, Heal +11, Knowledge (arcana, dungeoneering, local, nature, the planes) +21, Perception +22, Profession (herbalist) +14, Sense Motive +14, Spellcraft +21, Stealth +11
  Racial Modifiers +8 Perception, +8 Stealth
Languages Abyssal, Ancient Osiriani, Celestial, Common, Infernal, Jistka, Tekritanin
SQ arcane bond (object), power over undead
Gear Anamnesis (functions as a stone of good luck and headband of intelligence +6)
Draining Touch (Su) Tahari gains a touch attack that drains 1d4 points from any one ability score she selects on a hit. Each time she hits with such an attack, she regains 5 hit points. When she makes a draining touch attack, she cannot use her standard ghostly touch attack.
Magnum Opus (Su) Whenever Tahari infects a creature with a disease using a spell, she can infect that creature with an incurableHA, magic-resistantHA variant of Fading Light (see pages 11 and 33).
Malevolence (Su) Once per round, Tahari can merge her body with that of a creature on the Material Plane. This ability is similar to a magic jar spell (CL 10th), except that it does not require a receptacle. To use this ability, she must be adjacent to the target. The target can resist the attack with a successful Will save. A creature that successfully saves is immune to Tahari’s malevolence for 24 hours.

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