Number Mage CR 13
Speed 30 ft., fly 40 ft. (good)
Melee khopesh +4/–1 (1d8–2/19–20)
Abjurer Spells Prepared (CL 14th; concentration +20)
7th—control weather, mage’s magnificent mansion (already cast), spell turning
6th—disintegrate (DC 23), greater dispel magic, permanent image, quickened invisibility, true seeing
5th—baleful polymorph (DC 22), dismissal (DC 21), nightmare (DC 21), overland flight, teleport
4th—arcane eye, black tentacles, dimension door, lesser globe of invulnerability (2), scrying (DC 20)
3rd—clairaudience/clairvoyance, fireball (2, DC 19), haste, nondetection, protection from energy
2nd—detect thoughts (DC 18), invisibility (2), mirror image, protection from arrows (already cast), stilled grease (DC 18), stilled magic missile, web (DC 18)
1st—comprehend 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
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
Skills 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
If he ever takes damage, he gains greater invisibility.
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.