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Toothy Transmuter

Toothy Transmuter CR 11

Source NPC Codex pg. 187
XP 12,800
Half-orc transmuter 12
CE Medium humanoid (human, orc)
Init +4; Senses darkvision 60 ft., see invisibility; Perception +11

Defense

AC 15, touch 11, flat-footed 15 (+4 armor, +1 deflection)
hp 102 (12d6+58)
Fort +9, Ref +6, Will +11
Defensive Abilities orc ferocity; DR 10/magic (ranged weapon attack only; 100 points); Immune fire (120 points)

Offense

Speed 30 ft.
Melee +1 greataxe +11/+6 (1d12+5/×3)
Spell-Like Abilities (CL 12th; concentration +18)
At will—change shape (beast shape III/elemental body II, 12 rounds/day)
9/day—telekinetic fist (1d4+6 bludgeoning)
Transmuter Spells Prepared (CL 12th; concentration +18)
6th—chain lightning (DC 22), disintegrate (2, DC 22), transformation
5th—cone of cold (DC 21), telekinesis, telepathic bond, teleport, wall of stone
4th—black tentacles, fire shield, greater invisibility, ice storm, mass enlarge person (DC 20)
3rd—dispel magic, fly, haste, lightning bolt (2, DC 19), protection from energy
2nd—blur, bull’s strength, invisibility, levitate, protection from arrows, scorching ray, see invisibility
1st—burning hands (DC 17), feather fall, mage armor, magic missile (2), reduce person (DC 17), true strike
0 (at will)—detect magic, mage hand, message, read magic
Opposition Schools enchantment, necromancy

Tactics

Before Combat The wizard casts mage armor, protection from arrows, protection from energy (fire), and see invisibility. He uses physical enhancement to increase his Constitution.
During Combat The wizard casts mass enlarge person on allies, then casts black tentacles, disintegrate, and area damage spells. If out of attack spells, he casts transformation and enters melee.
Base Statistics Without mage armor, protection from arrows, protection from energy (fire), and see invisibility, the wizard’s statistics are Senses darkvision 60 ft.; AC 11, touch 11, flat-footed 11; DR none; Immune none.

Statistics

Str 16, Dex 10, Con 16, Int 22, Wis 12, Cha 8
Base Atk +6; CMB +9; CMD 20
Feats Brew Potion, Combat Casting, Craft Wondrous Item, Improved Initiative, Power Attack, Scribe Scroll, Toughness, Vital Strike, Weapon Focus (greataxe)
Skills Climb +8, Fly +8, Handle Animal +4, Intimidate +11, Knowledge (arcana) +19, Knowledge (dungeoneering, geography, history, local, nature) +14, Perception +11, Sense Motive +6, Spellcraft +19, Stealth +3, Survival +6, Swim +8
Languages Abyssal, Common, Draconic, Giant, Goblin, Infernal, Orc
SQ arcane bond (amulet), orc blood, physical enhancement +3, weapon familiarity
Combat Gear potions of bear’s endurance (4), potions of bull’s strength (4), potion of cure moderate wounds, potions of invisibility (4), scroll of greater dispel magic, scroll of transformation; Other Gear +1 greataxe, cloak of resistance +2, gloves of arrow snaring, headband of vast intelligence +4, ring of protection +1, spellbook, 930 gp

A toothy transmuter leads savages to victory in battle.

Garashing Tusk-Taker

Garashing believes that every enemy slain by someone he makes bigger or stronger is a testament to his skill as a mage. His allies clear out the chaff, allowing him to directly attack enemy leaders.