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Tainted Water Cleric (Human Cleric 12)


Tainted Cleric CR 11

XP 12,800
Male human cleric 12
CE Medium humanoid (human)
Init +4; Senses Perception +8

DEFENSE

AC 25, touch 14, flat-footed 25 (+9 armor, +4 deflection, +2 shield)
hp 105 (12d8+48)
Fort +11, Ref +7, Will +13
Immune mind-affecting effects, Resist cold 20, fire 30

OFFENSE

Speed 20 ft.
Melee trident of warning +16/+11 (1d8+6/19–20)
Ranged trident of warning +12 (1d8+6/19–20) or mwk silver dagger +10 (1d4+4/19–20)
Special Attacks channel negative energy 4/day (DC 15, 6d6), fury of the Abyss (+6, 7/day), scythe of evil (6 rounds, 2/day), surge (+16, 7/day)
Cleric Spells Prepared (CL 12th; concentration +16)

6thblade barrier (DC 20), cone of coldD (DC 20), harm (DC 20)
5th
ice stormD, slay living (2, DC 19), true seeing
4th
control waterD, divine power, freedom of movement, poison (DC 18), unholy blight (DC 18)
3rd
blindness/deafness (DC 17), dispel magic, magic vestment, rageD (DC 17), searing light, water breathing
2nd
bull’s strength, death knell (DC 16), hold person (DC 16), resist energy, silence (DC 16), slipstreamD
1st
bless, command (DC 15), doom (DC 15), obscuring mistD, protection from good, shield of faith
0 (at will)
create water, detect magic, guidance, resistance
D
Domain spell; Domains Evil (Demon), Water (Oceans)

TACTICS

Before Combat He casts magic vestment every day. Before combat, if he hears the sounds of battle elsewhere in the house, he casts resist energy (fire), bull’s strength, and shield of faith, and activates his ring of force shield (included in stats).
During Combat
He casts divine power on the first round of combat. In battle, he attempts to soften foes up with channel energy and separate them with a blade barrier hidden within obscuring mist. He attempts to pick off foes one at a time from the mist with slay living and harm, using his area affect spells for opponents that remain grouped together.
Morale
He fights until his hit points reach 0, at which point the slugspawn infesting his body matures into a spawning canker that erupts from his neck.

STATISTICS

Str 18, Dex 10, Con 14, Int 12, Wis 19, Cha 8
Base Atk
+9; CMB +13; CMD 27
Feats
Combat Casting, Extra Channel, Improved Critical (trident), Improved Initiative, Lightning Reflexes, Toughness, Weapon Focus (trident)
Skills
Diplomacy +8, Knowledge (history) +6, Knowledge (planes) +6, Knowledge (religion) +14, Perception +8, Sense Motive +13, Spellcraft +10, Swim +12
Languages
Abyssal, Common
SQ
slugspawn infested
Combat Gear
wand of cure light wounds (13 charges); Other Gear masterwork chainmail; trident of warning; masterwork silver dagger; cloak of resistance +1; ring of force shield; goldthreaded chasuble (worth 75 gp); key to sea chest in area E7; fishgold medallion resembling a cross between an eel, a fish, and an octopus (key to the treasury); fishgold ceremonial tiara (worth 450 gp); fishgold unholy symbol of Dagon (worth 50 gp); 13 gp

SPECIAL ABILITIES

Slugspawn Infested (Ex)

He has been infested with a slugspawn, granting him immunity to mind-affecting effects.

Section 15: Copyright Notice – Pathfinder Adventure Path #46: Wake of the Watcher

Pathfinder Adventure Path #46: Wake of the Watcher. © 2011, Paizo  Publishing, LLC; Author: Greg A. Vaughan.