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Ghast Alchemist (Reanimator) 14 (CR 15)

Ghast Alchemist (Reanimator) 14 CR 15

XP 51,200
Male ghast alchemist (reanimator) 14
CE Medium undead
Init +10; Senses darkvision 60 ft.; Perception +23
Aura stench (10 ft., DC 17, 1d6+4 minutes)

DEFENSE

AC 34, touch 17, flat-footed 28 (+4 armor, +6 Dex, +1 dodge, +9 natural, +4 shield)
hp 198 (16d8+126)
Fort +15, Ref +15, Will +13
Defensive Abilities channel resistance +2, freedom of movement; DR 10/adamantine (140 points); Immune undead traits

OFFENSE

Speed 30 ft.
Melee bite +20 (1d6+9 plus paralysis and disease), 2 claws +20 (1d6+9 plus paralysis)
Ranged bomb +18/+13/+8 (5d4+5 fire)
Special Attacks bomb 19/day (5d4+5 fire, DC 22), paralysis (1d4+1 rounds, DC 17)
Alchemist Extracts Prepared (CL 14th; concentration +19)

5thdelayed consumption, magic jar (DC 20), spell resistance
4thcreate undead (2), freedom of movement, stoneskin, vitriolic mist
3rdfly (2), haste (2), lesser animate dead
2ndalchemical allocation, barkskin (2), bull’s strength, invisibility, perceive cues, see invisibility
1stant haul (DC 16), comprehend languages, crafter’s fortune (DC 16), identify, negate aroma (DC 16), shield (2)

TACTICS

Before Combat He has stored the extract fluid form in his body using delayed consumption. He consumes his mutagen and his extracts of barkskin, freedom of movement, perceive cues, shield, and stoneskin if he believes that combat is imminent.

During Combat He blankets his foes in bombs, changing the types frequently to keep his foes off-balance. He bolsters his mobility with haste and fly extracts if necessary, but keeps his necrocraft between him and his strongest foes.

Morale If at serious risk or reduced to 40 or fewer hit points, he activates his suspended fluid form extract and seeps into the floor to escape and recover.

Base Statistics When not under the effects of his mutagen and spells, his statistics are Init +8; AC 23, touch 15, flat-footed 18; Ref +13, Will +14; Melee bite +17 (1d6+6 plus paralysis), 2 claws +17 (1d6+6 plus paralysis); Ranged bomb +16/+11/+6 (5d4+5 fire); Special Attacks bomb 20/day (5d4+6 fire, DC 23); Str 20, Dex 18, Int 22, Wis 20; CMB +16; CMD 36; Skills Acrobatics +6, Climb +10, Craft (alchemy) +25, Disable Device +21, Heal +22, Knowledge (arcana, religion) +25, Perception +24, Sense Motive +22, Sleight of Hand +21, Spellcraft +23, Stealth +18, Swim +7.

STATISTICS

Str 26, Dex 22, Con —, Int 20, Wis 18, Cha 22
Base Atk +11; CMB +19; CMD 41
Feats Brew Potion, Defensive Combat Training, Dodge, Extra Discovery, Implant Bomb, Improved Initiative, Iron Will, Throw Anything, Toughness, Weapon Finesse
Skills Acrobatics +8, Climb +13, Craft (alchemy) +24 (+38 to create alchemical items), Disable Device +23, Heal +21, Knowledge (arcana, religion) +24, Perception +28, Sense Motive +26, Sleight of Hand +23, Spellcraft +22, Stealth +20, Swim +10, Use Magic Device +16
Languages Abyssal, Common, Dwarven, Infernal, Necril, Orc, +2 additional
SQ alchemy (alchemy crafting +14), discoveries (delayed bomb, dispelling bomb, fast bombs, greater mutagen, plague bomb, poison bomb, smoke bomb, stink bomb), mutagen (+6/+4/–2, +4 natural armor, 14 hours), poison use, simple reanimation, swift alchemy
Combat Gear boro bead (5th), scroll of sending; Other Gear +2 leather armor, amulet of mighty fists +1, poisonous cloak, alchemist formula book, manacles key, 840 gp

Siege Necrocraft CR 15

XP 51,200
Variant necrocraft
NE Huge undead
Init +1; Senses darkvision 60 ft.; Perception +0

DEFENSE

AC 29, touch 9, flat-footed 28 (+1 Dex, +20 natural, –2 size)
hp 180 (24d8+72)
Fort +10, Ref +9, Will +14
Immune undead traits

OFFENSE

Speed 35 ft., climb 35 ft.
Melee 2 slams +26 (3d8+10 plus grab)
Ranged rock +18 (4d8+15)
Space 15 ft.; Reach 10 ft.
Special Attacks constrict (3d8+15), rock throwing (180 ft.), trample (3d8+15, DC 32)

TACTICS

During Combat Little more than a straightforward brute, the siege necrocraft lumbers toward the closest enemy and attempts to scoop it up in a huge fist and choke the life out of it. If it can’t close into melee, it hurls rocks from a bag draped over its shoulder.

Morale The siege necrocraft fights until destroyed.

STATISTICS

Str 30, Dex 13, Con —, Int —, Wis 10, Cha 15
Base Atk +18; CMB +30 (+34 grapple); CMD 41 (45 vs. trip)
Feats Toughness B
SQ construction points (additional movement [climb], constrict, extra legs, grab, trample)

Profaned Paladin Troop CR 13

XP 25,600 each
NE Medium undead (troop)
Init +6; Senses darkvision 60 ft.; Perception +25

DEFENSE

AC 27, touch 13, flat-footed 24 (+5 armor, +2 Dex, +1 dodge, +6 natural, +3 shield); +5 deflection vs. good
hp 190 each (20d8+100)
Fort +11, Ref +10, Will +16
Defensive Abilities troop traits; DR 5/bludgeoning; Immune undead traits

OFFENSE

Speed 30 ft.
Melee troop (4d6+6)
Space 20 ft.; Reach 5 ft.
Special Attacks arrow barrage (DC 22), smite good
Spell-Like Abilities (CL 4th; concentration +13)

3/dayquickened blindness/deafness (DC 18), quickened silence (DC 17)

TACTICS

During Combat The troop favors melee combat, casting silence or blindness to hinder spellcasting foes as it marches forward into a good position. Against flying or distant foes, the troop fires arrow barrages while maneuvering into a more advantageous position.

Morale The troop generally fights until destroyed, but if the current situation has it at a clear disadvantage, the troop makes a tactical retreat to find a better position to continue the fight later.

STATISTICS

Str 22, Dex 14, Con —, Int 10, Wis 14, Cha 21
Base Atk +15; CMB +21; CMD 34 (can’t be tripped)
Feats Combat Casting, Dodge, Improved Initiative, Improved Iron Will, Iron Will, Lightning Reflexes, Missile Shield, Mobility, Shield Focus, Spell Focus (necromancy)
Skills Climb +19, Intimidate +18, Knowledge (religion) +13, Perception +25, Sense Motive +15, Stealth +25
SQ variable genesis
Gear +1 chain shirt (1d6), +1 longsword (1d6), mwk shortbows (1d6)

SPECIAL ABILITIES

Arrow Barrage (Ex)

A profaned paladin troop can fire a barrage of arrows as a standard action. This attack takes the form of up to four lines with ranges of 110 feet. These lines can start from the corner of any square in the troop’s space. All creatures in any of these lines takes 4d6 points of piercing damage (Reflex DC 22 half). The save DC is Dexterity-based.

Smite Good (Su)

A profaned paladin troop gains a +5 deflection bonus to AC against good creatures and a +20 bonus on troop damage rolls against good creatures.

Spell-Like Abilities (Sp)

The profaned paladin troop’s spell?like abilities come from individuals within the troop and are cast as such; since the action of one member does not significantly change the troop’s overall actions, these spell?like abilities are treated as quickened.

Variable Genesis

Each troop of profaned paladins gains one of the following benefits.

  • Alchemical Reanimation (Ex): The troop is immune to acid damage. If a creature damages the troop with a natural attack, unarmed strike, or non-reach melee weapon, that creature takes 2d6 acid damage and must succeed at a DC 25 Fortitude save or be sickened for 1 round. The save DC is Charisma-based.
  • Petrified Preservation (Ex): The process leaves the creatures’ bones petrified and durable, giving the troop DR 10/— instead of DR 5/bludgeoning.
  • Unholy Ward (Su): The troop is immune to fire damage and gains a +4 resistance bonus on saving throws.
Section 15: Copyright Notice

Pathfinder Adventure Path #144: Midwives to Death © 2019, Paizo Inc.; Authors: John Compton, with Adam Daigle, Eleanor Ferron, Thurston Hillman, James Jacobs, Jason Keeley, Luis Loza, Ron Lundeen, Robert G. McCreary, Erik Mona, Michael Sayre, Owen K. C. Stephens, Mark Seifter, and Linda Zayas-Palmer.