Stone Giant Necromancer 7

Stone Giant Necromancer 7 CR 11

XP 12,800
Male stone giant wizard (necromancer) 7
NE large humanoid (giant)
Init +1; Senses darkvision 60 ft, low-light vision, Perception +24

DEFENSE

AC 25, touch 10, flat 24 (+4 armor, +11 natural, +1 Dex, -1 size)
hp 193
Fort +14, Ref +7, Will +11
Defensive Abilities Improved Rock Catching Resist cold 10

OFFENSE

Speed 40 ft.
Melee mwk earthbreaker +22/+17/+12 (3d6+13/19-20/x3)
Ranged Rock +13 (2d8+13)
Space 10 ft.; Reach 10 ft.
Special Attacks rock throwing (180 ft.)
Necromancer Spells Prepared (CL 7th, +14 concentration, +12 ranged touch, +20 touch)

4thinvisibility (greater), fear (DC 19)
3rdfly, ray of exhaustion (DC 18), vampiric touch, wind wall
2ndblindness/deafness (DC 17), false life (cast), ghoul touch (DC 17), mirror image, spectral hand
1stchill touch (DC 16), expeditious retreat, mage armor (already cast), magic missile (2), ray of enfeeblement (DC 16)
0(at will)bleed, detect magic, message, touch of fatigue

Necromancer Special Abilities: (Prohibited Schools: abjuration, enchantment)

6/daycommand undead (Su), grave touch (shaken 3 rds or frightened 1 rd. if under 7 HD)

TACTICS

The giant casts mage armor every morning. When combat starts, he uses the false life ability from his star medallion as a free action. These spells are already figured into his statistics.

STATISTICS

Str 29, Dex 13, Con 19, Int 17, Wis 14, Cha 14
Base Atk +12; CMB +22; CMD 33
Feats Alertness (as long as familiar is within arms reach), Combat Casting, Eschew Materials, Extend Spell B, Great Spell Focus (necromancy), Improved Bull Rush, Improved Critical (earthbreaker), Power Attack, Scribe Scroll B, Spell Focus (necromancy), Spell Mastery (fly, mage armor, magic missile), Toughness, Weapon Focus (earthbreaker)
Skills Climb +34, Fly +20, Knowledge (Arcana) +14, Knowledge (Religion) +14, Perception +24, Spellcraft +14, Stealth +15 (+23 in rocky terrain); Racial Modifiers +8 Stealth in rocky terrain
Languages Common, Draconic, Giant, +1 additional
SQ summon familiar (lizard)
Combat Gear wand of enervation (12 charges); Other Gear masterwork earthbreaker, ring of minor cold resistance, star medallion, 650 gp in black onyx gems, spellbook

SPECIAL ABILITIES

Summon Familiar (Su)

Lizard, N Tiny Animal

Init: +2, Senses: Low-light vision, Scent, Perception +23;

DEFENSE: AC 18, 14 touch, 14 flat (+2 Dex, +2 size, +4 natural); hp 90 (7d8); Fort +1, ref +4, will +6, Improved Evasion;

OFFENSE: move 20 ft, climb 20 ft; bite +14 (1d4-4); space 2.5 ft; reach 0 ft.;

STATS: STR 3, Dex 15, Con 8, Int 9, Wis 12, Cha 2; BAB +12, CMB +12, CMD 19 (23 vs. trip);

Feats: Weapon Finesse;

Skills: Acrobatics +10, Climb +19, Fly +27, Knowledge (Arcana) +9, Knowledge (Religion) +9, Perception +23, Spellcraft +7,Stealth +28 Racial: +8 on Acrobatics;

SQ: Deliver Touch Spells, Empathic Link, Share Spells, Speak with Animals of its Kind, Speak with Master

Section 15: Copyright Notice

Pathfinder 3: The Hook Mountain Massacre. Copyright 2007, Paizo Publishing LLC. Author: Nicholas Logue

scroll to top