Toothy TransmuterToothy Transmuter CR 11Source 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 +11DefenseAC 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)OffenseSpeed 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, necromancyTacticsBefore 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.StatisticsStr 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-TakerGarashing 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.
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