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)
AC 18, touch 12; flat-footed 16 (+2 Dex, +6 natural)
hp 51  (6d10+18)
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
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
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.
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).