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Deep Marshal

Deep Marshal CR 15

Source NPC Codex pg. 191
XP 51,200
Dwarf abjurer 16
LN Medium humanoid (dwarf)
Init +6; Senses darkvision 60 ft., see invisibility; Perception +17

Defense

AC 26, touch 17, flat-footed 23 (+4 armor, +4 deflection, +2 Dex, +1 dodge, +3 natural, +2 shield)
hp 130 (16d6+72)
Fort +13, Ref +11, Will +18; +4 vs. mind-affecting, +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), energy absorption (48/day), mind blank; DR 10/adamantine (150 points); Immune fire (120 points); Resist cold 10, electricity 30

Offense

Speed 20 ft.
Melee +1 spell storing warhammer +8/+3 (1d8/×3)
Ranged light crossbow +10 (1d8/19–20)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids
Abjurer Spells Prepared (CL 16th; concentration +22)
8th—quickened charm monster (DC 23), mind blank, prismatic wall
7th—banishment (DC 23), quickened haste, mass hold person (DC 25), phase door
6th—globe of invulnerability, greater dispel magic, greater heroism, mass bull’s strength, mass suggestion (DC 24)
5th—break enchantment, stilled dimension door, dominate person (2, DC 23), telepathic bond, wall of stone
4th—arcane eye, charm monster (DC 22), confusion (DC 22), remove curse, solid fog, stoneskin
3rd—dispel magic, haste (DC 19), hold person (2, DC 21), protection from energy, wind wall
2nd—acid arrow, hideous laughter (DC 20), invisibility, levitate, resist energy (2), see invisibility
1st—alarm, charm person (DC 19), expeditious retreat, feather fall, grease, mage armor, true strike
0 (at will)—dancing lights, detect magic, message, resistance
Opposition Schools evocation, necromancy

Tactics

Before Combat The wizard casts mage armor, mind blank, protection from energy (fire), resist energy (electricity), see invisibility, and stoneskin. She casts telepathic bond on allies.
During Combat The wizard’s warhammer contains hold person.
Base Statistics Without mage armor, mind blank, protection from energy, resist energy, see invisibility, and stoneskin, the wizard’s statistics are Senses darkvision 60 ft.; AC 22, touch 17, flat-footed 19; Fort +13, Ref +11, Will +18; +2 vs. poison, spells, and spell-like abilities; Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), energy absorption (48/day); DR none; Immune none; Resist cold 10.

Statistics

Str 8, Dex 14, Con 18, Int 22, Wis 14, Cha 8
Base Atk +8; CMB +7; CMD 24 (28 vs. bull rush or trip)
Feats Combat Casting, Craft Wondrous Item, Dodge, Forge Ring, Greater Spell Focus (enchantment), Improved Initiative, Iron Will, Quicken Spell, Scribe Scroll, Spell Focus (enchantment), Spell Penetration, Still Spell
Skills Appraise +14 (+16 to assess nonmagical metals or gemstones), Climb +2, Craft (sculpture) +14, Knowledge (arcana, dungeoneering, engineering) +24, Knowledge (geography, history, planes) +19, Perception +17 (+19 to notice unusual stonework), Sense Motive +12, Spellcraft +24, Survival +7, Swim +2
Languages Common, Dwarven, Giant, Gnome, Goblin, Orc, Terran, Undercommon
SQ arcane bond (warhammer), protective ward (6 rounds, +4 deflection, 9/day)
Combat Gear potion of cure moderate wounds, scroll of maze, scroll of summon monster VIII; Other Gear +1 spell storing warhammer, amulet of natural armor +3, bag of holding (type I), belt of mighty constitution +2, cloak of resistance +4, gloves of arrow snaring, headband of vast intelligence +4, ring of force shield, ring of protection +4, spellbook, diamond dust (worth 500 gp), 700 gp

These wizards protect underground communities.