Conjurering Lord (Human Aristocrat 3/Conjurer 7)

Conjuring Lord CR 9

XP 6,400
Male old human aristocrat 3/conjurer 7
LE Medium humanoid (human)
Init +7; Senses Perception +2

DEFENSE

AC 23, touch 14, flat-footed 20 (+4 armor, +1 deflection, +3 Dex, +1 natural, +4 shield)
hp 68 (10 HD; 7d6+3d8+27)
Fort +6, Ref +8, Will +12

OFFENSE

Speed 30 ft.
Melee mwk longsword +3 (1d8–3/19–20)
Ranged +1 light crossbow +9 (1d8+1/19–20)
Arcane School Spell-Like Abilities (CL 7th; concentration +11)

At willdimensional steps (210 feet/day)
7/dayacid dart (1d6+3 acid)

Conjurer Spells Prepared (CL 7th; concentration +11)

4thblack tentacles, charm monster (DC 18), summon monster IV
3rdgaseous form, lightning bolt, stinking cloud (DC 17), summon monster III
2nddarkvision, detect thoughts, dust of twilight (DC 16), scorching ray, web (DC 16)
1stexpeditious retreat, mage armor, magic missile (2), obscuring mist, shield
0 (at will)acid splash, detect magic, mage hand, read magic
Opposition Schools Illusion, Necromancy

TACTICS

Before Combat He casts mage armor every day. If he has the chance, he casts shield and drinks his potion of cat’s grace before combat.

During Combat If attacked he casts summon monster IV to summon a fiendish dire wolf to protect him. He casts stinking cloud to occupy his foes while he attempts to flee, using his dimensional steps ability if necessary.

Morale Once clear he uses his dimensional steps ability or scroll of dimension door to teleport outside. Once beyond thes walls, he immediately flees.

Base Statistics Without his spells and potion, he has Init +5; AC 14, touch 13, flat-footed 13; Ref +6; Ranged +1 light crossbow +7 (1d8+1/19–20); Dex 14; CMD 15.

STATISTICS

Str 5, Dex 16, Con 12, Int 18, Wis 14, Cha 12
Base Atk +5; CMB +2; CMD 16
Feats Combat Casting, Craft Wand, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Scribe Scroll, Toughness
Skills Appraise +9, Bluff +14, Diplomacy +14, Knowledge (arcana) +15, Knowledge (history) +13, Knowledge (local) +13, Knowledge (nature) +11, Knowledge (nobility) +13, Knowledge (planes) +11, Sense Motive +15, Spellcraft +17
Languages Common, Draconic, Elven, Sylvan, 1 other
SQ arcane bond (amulet), summoner’s charm (3 rounds)
Combat Gear potion of cat’s grace, potion of cure moderate wounds, scroll of dimension door, wand of acid arrow (38 charges); Other Gear +1 light crossbow with 10 bolts, masterwork longsword, amulet of natural armor +1, ring of protection +1, canopic stone, master keys to every room in Lodge, spell component pouch, spellbook (all prepared spells plus all 0-level spells, acid arrow, dimension door, and four additional spells of levels 1–4), 130 gp

Section 15: Copyright Notice

Pathfinder Adventure Path #45: Broken Moon. © 2011, Paizo Publishing, LLC; Author: Tim Hitchcock.

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