|Cult Leader ||CR 3 |
Speed 30 ft.
Melee mwk dagger +3 (1d4–1/19–20)
Ranged mwk heavy crossbow +7 (1d10/19–20)
Special Attacks bardic performance 13 rounds/day (countersong, distraction, fascinate, inspire competence +2, inspire courage +1)
Spells Known (CL 4th; concentration +7)
1st (4/day)— charm person (DC 14), cure light wounds, undetectable alignment (DC 14), ventriloquism
0 (at will)— daze (DC 13), detect magic, know direction, mage hand, message, read magic
Before Combat He sends minions into combat first. He casts invisibility on himself, drinks his potion of eagle’s splendor, and moves to a tactically and defensively superior position.
During Combat He casts summon monster I to conjure a fiendish viper and targets melee-focused opponents with charm person. He then tries to use fascinate and attacks with his crossbow.
Morale He fights to the death, knowing that his fanatical followers will stop at nothing to resurrect him.
Str 8, Dex 16, Con 12, Int 13, Wis 10, Cha 16
Base Atk +3; CMB +2; CMD 16
Feats Arcane Strike, Mounted Combat, Point-Blank Shot, Rapid Reload
Skills Bluff +9, Craft (calligraphy) +5, Diplomacy +9, Disguise +11, Intimidate +11, Knowledge (History) +8, Knowledge (Local) +7, Knowledge (Nobility) +9, Perception +8, Perform (sing) +11, Profession (herbalist) +4, Ride +7, Sense Motive +6, Sleight of Hand +7, Spellcraft +5, Use Magic Device +7
SQ bardic knowledge +2, versatile performance (sing), well-versed
Combat Gear potion of cure moderate wounds, potion of eagle’s splendor, scroll of animate rope, scroll of summon monster I; Other Gear masterwork chain shirt, masterwork heavy crossbow with 20 bolts, masterwork dagger, ring of protection +1, light combat-trained horse with riding saddle, wooden mask, 360 gp