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This mage of the demon world sows chaos with a variety of magic, including Curse to prevent limit breaks and he also immobilizes foes so that his allies can attack.

Magician (CR 6)

XP 2,400
NE Medium Outsider (Daemon, Extraplanar)
Init +6; Senses Arcane Sight, Darkvision 60 ft.; Perception +12

DEFENSE

AC 18, touch 12; flat-footed 16 (+2 Dex, +6 natural)
hp 51 [78] (6d10+18)
mp 20
Fort +5, Ref +7, Will +8
DR 5/good or silver; Immune Disease, Death Effects, Earth, Poison; Resist Ice 10, Fire 10, Lightning 10; SR 17
Weakness Water

OFFENSE

Speed 30 ft., fly 30 ft. (average)
Melee 2 tentacles +6 (1d6)
Special Attacks Curse Gaze
Spells Known (FC 6th, concentration +12)
0th (DC 16) – Dark Orb, Detect Magic, Read Magic, Timer, Touch of Fatigue
1st (DC 17) – Anticipate Peril, Blast, Blind, Blizzard, Envelope, Fire, Mage Armor, Ruin, Stone, Thunder

STATISTICS

Str 11, Dex 15, Con 16, Int 22, Wis 16, Cha 21
Base Atk +6; CMB +6; CMD 18
Feats Combat Casting. Improved Initiative, Magical Aptitude
Skills Bluff +14, Disguise +11, Fly +11, Intimidate +14, Knowledge (arcana) + 15, Knowledge (planes) +15, Knowledge (religion) +12, Perception +12, Sense Motive +12, Spellcraft +17, Stealth +11, Use Magic Device +16
Languages Abyssal, Aquan, Celetial, Common, Draconic, Ignan, Infernal; telepathy 100 ft.

SPECIAL ABILITIES

Curse Gaze (Su)

1/day, a magician gazes a dark eerie look into the eyes of their opponent within 60 feet. The target must make a Will save (DC 19) or be inflicted with the Curse status effect for 1d4 rounds. Blue mages may learn this ability as a 3rd level spell (Knowledge: Planes DC 21).