Advanced Skeletal Mage CR 10



Skeletal Mage CR 10


NE Medium undead
Init +6; Senses darkvision 60 ft.; Perception +13


Defense


AC 23, touch 15, flat-footed 20 (+5 armor, +3 Dex, +5 natural)
hp 85 (10 HD; 2d8+8d6+40)
Fort +5, Ref +6, Will +12
Defensive Abilities channel resistance +4; DR 5/bludgeoning; Immune cold, undead traits
 

Offense


Speed 30 ft.
Melee mwk dagger +8 (1d4+1/19-20), claw -1 (1d4) or 2 claws +7 (1d4+1) or spectral hand +9 touch (by touch spell)
Ranged ray +7 ranged touch (by spell)
Special Attacks channel negative energy (DC 18, 8/day, command undead only)
Spell-Like Abilities (CL 8th; concentration +12)
8/day - grave touch (1 round)
Spells Prepared (CL 8th; concentration +12)
4th — animate dead, fear (DC 21)
3rd — vampiric touch, dispel magic, ray of exhaustion (DC 20)
2nd — ghoul touch (DC 19), scorching ray, spectral hand, blindness/deafness (DC 19)
1st — chill touch (DC 18), mage armor, magic missile, ray of enfeeblement (DC 18), cause fear (DC 18)
0 (at will) — detect magic, mage hand, ray of frost, read magic, touch of fatigue (DC 17)
Opposition Schools Enchantment, Illusion
 

Statistics


Str 12, Dex 16, Con —, Int 18, Wis 12, Cha 16
Base Atk +5; CMB +6; CMD 19
Feats Combat Casting, Command Undead, Improved Initiative B, Scribe Scroll, Silent Spell B, Spell Focus (necromancy), Toughness, Weapon Finesse, Greater Spell Focus (necromancy), Quicken Spell, Extend Spell
Skills Intimidate +13, Knowledge (arcana) +16, Knowledge (religion) +16, Perception +13, Sense Motive +13, Spellcraft +16, Stealth +13
Languages Abyssal, Common, Draconic, Undercommon, +1 additional
SQ arcane bond (skull)

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