Human Dread Wight Cleric 3/Wizard (Necromancer 3)/Mystic Theurge 2 CR 10
Male human dread wight cleric 3/wizard (necromancer 3)/mystic theurge 2
LE Medium undead (augmented humanoid [human])
Init +2; Senses blindsense 60 ft., darkvision 60 ft.; Perception +2 ; Aura evil
Speed 5 ft., fly 60 ft. (perfect)
Melee slam +5 (1d4 plus energy drain)
Special Attacks channel negative energy (DC 14, 2d6, 6/day), channel resistance +4, create spawn, energy drain (DC 17, 1 level), grave touch (7/day)
Cleric Spells Prepared (CL 5th)
3rd—contagionD (DC 15), invisibility purge, meld into stone
2nd—darkness, death knellD (DC 14), desecrate*, spiritual weapon
1st—curse water, deathwatch, entropic shield*, obscuring mist, inflict light woundsD
0—create water, guidance, resistance*, virtue
Wizard Spells Prepared (CL 5th)
3rd—lightning bolt (DC 17), ray of exhaustion (DC 18), vampiric touchN (DC 18)
2nd—detect thoughts, false life*N, ghoul touch (DC 17), scorching ray (DC 16)
1st—burning hands (DC 15), chill touchN (DC16), magic missile, ray of enfeeblementN (DC 16), shield*
0—detect magic, read magic, mage hand, message
Opposition Schools enchantment, illusion
D domain spell, N necromancy spell
Before Combat With all the wards on the outer part of the chamber, Drazmorg is well aware of PCs as they near his sanctum. Given the opportunity, prior to combat he casts desecrate, entropic shield, false life, invisibility purge, resistance and shield. All these spells are figured into his statistics and are marked with an asterisk in his spell list.
During Combat Drazmorg flies above his worshipers and attacks using ranged spells, starting with lightning bolt and spiritual weapon. He prefers rays, which allow him to use his Weapon Focus feat. He saves his touch spells for when opponents get too close, combining them with slam attacks.
Morale Drazmorg arrogantly believes he cannot be defeated, but if badly injured he uses meld into stone to hide and heal himself with inflict spells before returning to fight. He then battles until defeated.
Str 12, Dex 14, Con -, Int 19, Wis 15, Cha 16
Base Atk +4; CMB +5; CMD 17 (cannot be tripped)
Feats Combat Casting, Command UndeadB, Craft Wondrous Item, Improved Counterspell, Scribe ScrollB, Weapon Focus (ray)
Skills Craft (ironworking) +8, Craft (alchemy) +12, Decipher Script +12, Diplomacy +10, Fly +10, Heal +6, Knowledge (arcana) +15, Knowledge (history) +10, Knowledge (religion) +13, Knowledge (the planes) +10, Sense Motive +9, Spellcraft +15, Stealth +10; Racial Modifiers +8 Stealth
Languages Common, Infernal
SQ arcane bond (object), arcane school (necromancy), combined spells (1st), command wights, power over undead (DC 14, 7/day), undead allegiance
Combat Gear staff of all-sight, stasis crucible
Drazmorg can automatically command all normal wights within 30 feet as a free action. Normal wights never attack a dread wight unless compelled.
A creature killed by Drazmorg’s energy drain ability rises as a dread wight in 1d4 rounds. A dread wight created in this manner is under Drazmorg’s command and remains so until either it or Drazmorg is destroyed.
Drazmorg can automatically command all ghasts within 30 feet as a free action. Ghasts never attack Drazmorg unless compelled.