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Holy Battle Mage (Dwarf Cleric 5/Wizard 5/Mystic Theurge 10)

Holy Battle Mage CR 19

Dwarf Cleric 5/Wizard 5/Mystic Theurge 10
XP 204,800
NG Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +27

DEFENSE

AC 30, touch 14, flat-footed 30 (+11 armor, +5 deflection, –1 Dex, +5 natural)
hp 237 (5d8+5d6+10d6+159)
Fort +16, Ref +6, Will +23; +6 vs. poison, +4 vs. fear, +2 vs. spells and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), 20% miss chance; DR 10/adamantine (150 points); Immune electricity (120 points), fire (120 points)

OFFENSE

Speed 20 ft.
Melee +1 holy warhammer +13/+8 (1d8+1/×3)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids, channel positive energy 5/day (DC 12, 3d6), hand of the apprentice (9/day), spell synthesis
Domain Spell-Like Abilities (CL 5th; concentration +12)

10/day—artificer’s touch (1d6+2), resistant touch

Cleric Spells Prepared (CL 15th; concentration +22)

D Domain spell; Domains Artifice, Protection

Wizard Spells Prepared (CL 15th; concentration +21; arcane spell failure 20%)

TACTICS

Before Combat The mystic theurge casts heroes’ feast, protection from energy (electricity, fire), see invisibility, and stoneskin.

During Combat The mystic theurge uses spells to foil opponents and bolster allies. If entering melee combat, he casts righteous might and transformation.

Base Statistics

Without heroes’ feast, protection from energy, and stoneskin, the mystic theurge’s statistics are hp 223; Will +22; +2 vs. poison, spells, and spell-like abilities; DR none; Immune none; Melee +1 holy warhammer +12/+7 (1d8+1/×3).

STATISTICS

Str 10, Dex 8, Con 22, Int 22, Wis 24, Cha 11
Base Atk +10; CMB +10; CMD 24 (28 vs. bull rush or trip)
Feats Arcane Armor Mastery, Arcane Armor Training, Craft Magic Arms and Armor, Craft Wondrous Item, Extra Channel, Forge Ring, Improved Initiative, Scribe Scroll, Spell Focus (evocation), Spell Penetration, Toughness, Weapon Focus (warhammer)
Skills Craft (armor, weapons) +14, Diplomacy +13, Heal +20, Knowledge (arcana, religion) +29, Knowledge (dungeoneering, engineering, planes) +19, Knowledge (history, local) +14, Perception +27 (+29 to notice unusual stonework), Sense Motive +20, Spellcraft +19, Use Magic Device +10
Languages Aklo, Celestial, Common, Draconic, Dwarven, Elven, Giant, Undercommon
SQ aura, arcane bond (+1 holy warhammer), combined spells (5th)
Combat Gear potions of bull’s strength (2), wand of cure serious wounds (20 charges), holy water (5); Other Gear +5 mithral chainmail, +1 holy warhammer, amulet of natural armor +5, belt of mighty constitution +6, minor cloak of displacement, ring of protection +5, diamond dust (worth 500 gp), eye ointment (worth 250 gp), pair of canine statuettes (worth 50 gp), 1,863 gp

DESCRIPTION

These master theurges mix support for allies with offensive might.

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.