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Mage Spy (Gnome Wizard 17)

Mage Spy
CR 16

XP 76,800
Gnome Wizard 17
NE Small humanoid (gnome)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +19

DEFENSE

AC 24, touch 17, flat-footed 20 (+4 armor, +2 deflection, +3 Dex, +1 dodge, +3 natural, +1 size)
hp 79 (17d6+17)
Fort +10, Ref +12, Will +16; +2 vs. illusions
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), moment of prescience, nondetection; Immune detect thoughts, discern lies, alignment detection

OFFENSE

Speed 20 ft.
Melee +1 dagger +10/+5 (1d3+1/19–20)
Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids, hand of the apprentice (9/day), metamagic mastery (5/day)
Wizard Spells Prepared (CL 17th; concentration +23)

9thpower word kill
8thhorrid wilting (DC 24), moment of prescience
7thquickened hold person (DC 24), insanity (DC 24), statue
6thchain lightning (DC 22), disintegrate (DC 23), greater dispel magic, mass suggestion (DC 23), true seeing
5thbaleful polymorph (DC 22), stilled dimension door, dominate person (DC 22), passwall, prying eyes
4thbestow curse (DC 20), confusion (DC 21), greater invisibility, locate creature, solid fog
3rdclairaudience/clairvoyance, dispel magic, hold person (DC 20), nondetection, slow (DC 20)
2ndalter self, darkvision, detect thoughts (DC 18), invisibility (2), knock
1stcharm person (DC 18), feather fall, grease, mage armor, magic missile, obscuring mist
0th (at will)detect magic, detect poison, mage hand, open/close

TACTICS

Before Combat The wizard casts darkvision, mage armor, moment of prescience, nondetection, and statue.

During Combat The wizard prefers to evade combat by casting dimension door or greater invisibility.

Base Statistics

Without darkvision, mage armor, and moment of prescience, the wizard’s statistics are Senses low-light vision; AC 20, touch 17, flat-footed 16; Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants).

STATISTICS

Str 10, Dex 16, Con 12, Int 22, Wis 14, Cha 10
Base Atk +8; CMB +7; CMD 23
Feats Combat Casting, Combat Expertise, Craft Wondrous Item, Dodge, Extend Spell, Improved Initiative, Quicken Spell, Scribe Scroll, Silent Spell, Spell Focus (enchantment), Spell Focus (transmutation), Spell Penetration, Still Spell
Skills Bluff +15, Climb +5, Craft (alchemy) +14, Diplomacy +5, Disguise +10, Fly +13, Knowledge (arcana) +19, Knowledge (engineering, geography, history, local, nobility, religion) +14, Perception +19, Sense Motive +17, Spellcraft +19, Stealth +22, Use Magic Device +13
Languages Common, Draconic, Dwarven, Elven, Gnome, Halfling, Infernal, Orc, Sylvan
SQ arcane bond (lizard)
Combat Gear pearl of power (5th), potions of cure moderate wounds (2), potions of cure serious wounds (2), potions of delay poison (3), potion of glibness, potions of invisibility (2), scrolls of detect secret doors (2), scroll of dimension door, scrolls of fly (2), scroll of greater invisibility, scrolls of scorching ray (2), scrolls of see invisibility (2), scrolls of teleport (2), dark reaver powder (2), deathblade (2); Other Gear +1 dagger, amulet of natural armor +3, bag of holding (type I), belt of incredible dexterity +2, cloak of resistance +4, hat of disguise, headband of vast intelligence +4, ring of mind shielding, ring of protection +2, slippers of spider climbing, eye ointment for true seeing (worth 500 gp), silver mirror (worth 1,000 gp), spellbook, 1,823 gp

DESCRIPTION

The mage spy is a diplomat and saboteur.

Section 15: Copyright Notice

Pathfinder Roleplaying Game NPC Codex © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.