A woman in an eerie glistening breastplate greets you with an icy smile. She welcomes you and toys with her scythe, promising to try and leave you mostly alive to watch you succumb to her plague.
Speed 20 ft.; air walk
Melee +2 vicious scythe +12/+7 (2d4+3/x4 plus 2d6)
Special Attacks channel negative energy (Will DC 16 half, 5d6 negative energy), weapon master
Spell-Like Abilities (CL 10th; concentration +15)
Cleric Spells Prepared (CL 10th; concentration +15)
5th—greater command (DC 20), righteous might, slay livingD (DC 21), wall of stone
4th—air walk (cast), cure critical wounds, divine powerD, greater magic weapon (cast), poison (DC 20)
3rd—blindness/deafness (DC 19), contagion (DC 19), dispel magic, extended status (cast), magic vestmentD (cast)
2nd—aid (cast), bear’s endurance (cast), cure moderate wounds (2), extended shield of faith (cast), spiritual weaponD
1st—cause fearD (DC 17), cure light wounds (DC 16) (3), divine favor, obscuring mist, sanctuary (DC 16)
0—detect magic, guidance, light, stabilize
Domains: Death, War
Before Combat Every morning, she casts extended status on her allies. As soon as she realizes the temple is invaded (likely because the alarm is raised or because one of the creatures she’s cast status on becomes damaged), she casts air walk, greater magic weapon, and magic vestment on herself and drinks her potion of barkskin. When she hears the sounds of combat nearby, she casts extended shield of faith, bear’s endurance, and aid on herself as well—if enemies do not reach her within a few minutes, she makes a quick patrol of every room in the temple to seek them out (or to determine if the intruders have been defeated). All of these spell effects are included in her stats.
During Combat Her first act in combat is to cast divine power on herself. After that, she uses air walk to climb to a point 10 feet off the ground, then spends the first few rounds of combat casting spells at the PCs. She generally starts with greater command, ordering her enemies to fall prone before her, then follows that in the next few rounds with blindness/deafness at an obvious cleric, dispel magic if the PCs have several obvious spell effects, or spiritual weapon at a wizard or other frail-looking PC. She then drops down into melee with the PCs. If brought below 30 hit points, she retreats back into the air, casting obscuring mist on the ground below to make it difficult for non-flying creatures to target her. She spends the next few rounds curing her damage before returning to battle.
Morale She fights to the death.
Str 12, Dex 8, Con 18, Int 10, Wis 21, Cha 13
Base Atk +7; CMB +8; CMD 20
Feats Combat Casting, Craft Magic Arms and Armor, Craft Wondrous Item, Extend Spell, Spell Focus (necromancy), Weapon Focus (scythe)
Skills Knowledge (arcana) +13, Knowledge (religion) +13, Spellcraft +13
SQ death’s embrace, orisons, spontaneous casting (inflict spells)
Combat Gear potion of barkskin +4; Other Gear +1 vicious scythe, +1 breastplate, cloak of resistance +2, headband of Wisdom +2, onyx unholy symbol worth 200 gp
Pathfinder 8: Seven Days to the grave. Copyright 2008, Paizo Publishing, LLC, Author: F. Wesley Schneider