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Judge ZargabaathThis Archadian Judge wears a helmet with large, downward-pointing horns, the breastplate of his armor decorated with symmetrical red markings. – Imban

Judge Zargabaath (CR 12)

XP 19,200
Hume Judge Magister 12
LN Medium humanoid (hume, Mini-Boss)
Init: +4; Senses Perception +16


AC 32, touch 16, flat-footed 28 (+14 armor, +2 deflection, +4 Dex, +2 natural)
hp 155 [216] (12d12+72)
Fort +15, Ref +10, Will +15
Defensive Abilities Stalwart
DR 9/-
Immune critical hits (25%), sneak attacks (25%)


Speed 40 ft.
Melee +3 knight sword +22/+17/+12 (1d10+12/19-20), +3 battleaxe +22/+17/+12 (1d8+12/x3) or +3 dwarven urgrosh +24/+19/+14 (1d8+16/x3)
Special Abilities Determination (4/day), Judge’s Might (7/day, 12 rounds), Judgment (+4, 4/day), Knockdown, Shield Ally
Limit Breaks Ultima Weapons


Before Combat: If Zargabaath has a chance to set up, he’ll activate Judge’s Might immediately before combat begins.
During Combat: Zargabaath immediately uses Judgment when combat begins, boosting whichever abilities he feels he’s lacking against his foes, and then activates Judge’s Might as soon as possible afterwards. If he wishes to set his weapon against a charge or has to move during a round or is otherwise limited to a single attack, he combines his weapons together, but otherwise he keeps them separate during combat. He has a small stock of powerful potions in case he needs to heal himself or his allies.


Str 28, Dex 19, Con 20, Int 12, Wis 12, Cha 18
Base Atk +12; CMB +21; CMD 35
Feats Antagonize*, Double Slice, Endurance*, Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Power Attack, Stand Still*, Toughness, Two-Weapon Fighting, Weapon Adept (Judge Weapon)
*Bonus Feat
Skills Bluff +5, Climb +22, Diplomacy +19 (+23 gather information), Disguise +5, Intimidate +25, Knowledge (Nobility) +16, Perception +16, Sense Motive +22
Languages Common and one more
SQ Active Defense (+3), Advanced Knight Talents (Indomitable, Superior Strength of Arms), Always Wary (+4), Armored Defense, Armor Training (+3), Authority, Badge of Office, Fortification (Light), Fortress of Defense, Heavy Weaponry, Knight Talents (Picket, Improved Armored Defense, Improved Strength of Arms, Irrepressible Justice, Quick and Mobile, Strength of Arms), Second Judgment, Stem the Tide, Stern Gaze (+6), Threat Control
Gear +3 Judge Weapon Knight Sword, +3 Judge Weapon Battleaxe, +5 Full Plate, Amulet of Natural Armor +2, Cloak of Resistance +2, Ring of Protection +2, Mega Potion x2, X-Potion x8


Ultima Weapons (Su)

3/day while under 50% HP, as a swift action Judge Zargabaath may infuse all his allies and himself with magick to increase their destructive might. For himself and allies in a 30-ft radius, for 3 rounds, all wielded natural, unarmed, and manufactured weapons are treated as magical and deal an additional 3d4 non-elemental damage.


Zargabaath’s knight sword and battleaxe have a special weapon modification, “judge weapon”, which allows them to be combined into a dwarven urgrosh or split apart again as a free action. Magical enhancements from each of the individual weapons carry over to the ends of the dwarven urgrosh, and proficiency with the modified weapon versions of its parts makes him proficient with the dwarven urgrosh.