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Number Mage (Human Abjurer 7/Loremaster 7)

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Number Mage CR 13

XP 25,600
Male middle-aged human abjurer 7/loremaster 7
LE Medium humanoid (human)
Init +3; Senses arcane sight 120 ft.; Perception +21


AC 13, touch 9, flat-footed 13 (+4 armor, –1 Dex)
hp 76 (14 HD; 7d6+7d6+28)
Fort +7, Ref +5, Will +13
Defensive Abilities energy absorption (21/day), contingency, DR 10/magic against ranged weapons


Speed 30 ft., fly 40 ft. (good)
Melee khopesh +4/–1 (1d8–2/19–20)

Abjurer Spells Prepared (CL 14th; concentration +20)

7thcontrol weather, mage’s magnificent mansion (already cast), spell turning
6thdisintegrate (DC 23), greater dispel magic, permanent image, quickened invisibility, true seeing
5thbaleful polymorph (DC 22), dismissal (DC 21), nightmare (DC 21), overland flight, teleport
4tharcane eye, black tentacles, dimension door, lesser globe of invulnerability (2), scrying (DC 20)
3rdclairaudience/clairvoyance, fireball (2, DC 19), haste, nondetection, protection from energy
2nddetect thoughts (DC 18), invisibility (2), mirror image, protection from arrows (already cast), stilled grease (DC 18), stilled magic missile, web (DC 18)
1stcomprehend languages, endure elements (already cast), expeditious retreat, mage armor (already cast), obscuring mist, silent image (DC 17)
0 (at will)detect magic, message, read magic, prestidigitation

Opposition Schools Enchantment, Necromancy


Before Combat He always casts the following spells every day (the effects of which are noted in his stat block): endure elements, mage armor, mage’s magnificent mansion, overland flight, and protection from arrows. If he anticipates combat, he casts lesser globe of invulnerability, true seeing, mirror image, protection from energy (usually against fire), and expeditious retreat (in that order). If the opportunity presents, he casts invisibility on himself and haste on himself and his cultist minions.

During Combat He likes to lead off by targeting an enemy spellcaster with disintegrate, and uses dispel magic or greater dispel magic to counter enemy spellcasting (relying on his ring of counterspells to protect him against similar tactics). He uses baleful polymorph against dangerous foes, dismissal against conjured creatures, and fireball on weak groups.

Morale He does not see the percentage in valor. Where the odds of victory are poor, he flies or teleports away, using cultists or black tentacles as cover. Once back at the home, he uses nightmare the next night to weaken his opponents for their next meeting, and observes them using scrying to learn their weaknesses and strengths, using nondetection to prevent them from doing the same to him.


Str 7, Dex 9, Con 12, Int 23, Wis 15, Cha 13
Base Atk +6; CMB +4; CMD 13
Feats Brew Potion, Combat Casting, Craft Wand, Exotic Weapon Proficiency (khopesh), Greater Spell Focus (transmutation), Improved InitiativeB, Quicken Spell, Scribe Scroll, Shield Focus (transmutation)*, Skill Focus (Knowledge [arcana]), Still Spell, ToughnessB
Appraise +23, Fly +27, Intimidate +11, Knowledge (arcana) +23, Knowledge (engineering) +23, Knowledge (history) +23, Knowledge (planes) +23, Linguistics +23, Perception +21, Profession (mathematician) +19, Spellcraft +23
Languages Abyssal, Aklo, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Halfling, Ignan, Infernal, Sylvan, Terran, Undercommon, +1 additional
SQ bonus language (Aklo), greater lore, lore +3, loremaster secrets (applicable knowledge, more newfound arcana, secret health), permanent spell (arcane sight), arcane bond (ring), protective ward (6 rounds, +2 deflection, 9/day)
Combat Gear amulet of natural armor +1, potions of cure serious wounds (3), ring of counterspells (dispel magic), scroll of chain lightning, scroll of limited wish, scroll of remove curse, wand of dispel magic (CL 10th, 10 charges), wand of magic missile (CL 9th, 20 charges), wand of mnemonic enhancer (CL 7th, 5 charges);
Other Gear khopesh, bag of holding type I, chime of opening (4 charges), cloak of resistance +2, eyes of the eagle, headband of vast intelligence +2, 350 gp of diamond dust (for nondetection spell), focus for mage’s magnificent mansion, 1,442 gp

Special Abilities


If he ever takes damage, he gains greater invisibility.

Permanent Spell

He has used permanency to give himself arcane sight.

Section 15: Copyright Notice – Pathfinder Campaign Setting: Lost Cities of Golarion

Pathfinder Campaign Setting: Lost Cities of Golarion. © 2011, Paizo Publishing, LLC. Authors: Tim Hitchcock, Brandon Hodge, Michael Kortes, Jason Nelson, and Russ Taylor.