As cruel as he is intelligent, this archmage of darkness uses some of the most powerful magic there is, to plunge the enemy’s entire party into hell.
NE Medium Outsider (Daemon, Extraplanar)
Init +8; Senses Arcane Sight, Darkvision 60 ft.; Perception +27
AC 24, touch 14; flat-footed 20 (+4 Dex, +10 natural)
hp 218  (19d10+114)
Fort +11, Ref +15, Will +16
DR 15/good or silver;
Immune Disease, Death Effects, Earth, Poison;
Resist Ice 25, Fire 25, Lightning 25;
Speed 30 ft., fly 30 ft. (average)
Melee 2 tentacles +20 (1d6+1)
Special Attacks Curse, Doublecast, Northern Cross, Shift Fate
Spells Known (FC 19th, concentration +29)
0th (DC 17) – Dark Orb, Detect Magic, Read Magic, Timer, Touch of Fatigue
1st (DC 18) – Anticipate Peril, Blast, Blind, Blizzard, Envelope, Fire, Mage Armor, Ruin, Stone, Thunder
2nd (DC 19) – Blizzard II, Burning Arc, Defensive Shock, Fire II, Frost Fall, Poison, Stone II, Switch Fate, Temper, Time Shudder, Thunder II
3rd (DC 20) – Alter Fortune, Bio, Blindga, Blink, Blizzara, Dimension Step, Envelopga, Fira, Haste, Immobilize, Infect, Lightning Bolt, Stonera, Thundara
4th (DC 21) – Ball Lightning, Blizzard IV, Comet, Dimension Door, Poisonga, Ruinra, Stone IV, Stoneskin, Thunder IV, Time to Act
5th (DC 22) – Biora, Blindja, Blizzaga, Firaga, Gravity, Greater Blink, Icy Prison, Infectga, Lightning Arc, Mass Immobilize, Second Chance, Stonega, Telekinesis, Thundaga
6th (DC ) – 24 Hours, Blazing Winds, Burst, Chain Lightning, Cometra, Flare, Freezing Sphere, Glacier, Hastega, Icy Blast, Quake, Reincarnate, Ruinga, Time to Pause
Str 12, Dex 18, Con 20, Int 30, Wis 20, Cha 24
Base Atk +19; CMB +20; CMD 34
Feats Combat Casting, Empower Spell, Greater Spell Focus (Chronomancy), Improved Initiative, Magical Aptitude, Spell Focus (Chronomancy, Earth), Spell Penetration, Toughness, Quicken Spell
Skills Appraise +28, Bluff +29, Disguise +26, Escape Artist +25, Fly +25, Intimidate +29, Knowledge (arcana) + 31, Knowledge (local) +28, Knowledge (planes) +31, Knowledge (religion) +28, Perception +27, Sense Motive +27, Spellcraft +33, Stealth +25, Survival +27, Use Magic Device +31
Languages Abyssal, Aquan, Celetial, Common, Draconic, Ignan, Infernal; telepathy 100 ft.
Once every 1d2 rounds, a mephisto can curse those around it in a 30-ft.-radius. Creatures within the area of effect must make a Will save (DC 26) or be inflicted with Curse status for 1d6 rounds. Blue mages may learn this ability as a 4th level spell (Knowledge: Planes DC 23).
3/day, a mephisto can cast two spells using one standard action. Both of the spells must have the same standard action casting time. The mephisto can make any decisions concerning the spells independently of each other. A mephisto receives a +4 bonus on caster level checks made to overcome spell resistance with these two spells.
Northern Cross (Su)
Once every 1d4 rounds, a mephisto will summon a 30 ft.-radius blizzard in a select area completely freezing all those who fail their Fortitude save (DC 26). Every target can be trapped in solid ice 19 inches thick. If the creature fails its save, it is helpless, but can still breathe (the ice blocks line of effect to the target). If the target makes its save, it gains the entangled condition but can otherwise act normally. Whether or not the target saves, it takes 19 points of ice damage each round it is helpless or entangled in the ice. The ice has hardness 0 and 57 hit points; if broken, the creature is freed. A creature can break the ice as a full-round action with a successful Strength check (DC 32) or Escape Artist skill check (DC 37). Blue mages may learn this ability as an 8th level spell (Knowledge: Planes DC 31).
Shift Fate (Su)
Once every 1d4 rounds, a mephisto can change the fate of a single target. As an immediate action, the mephisto can force any one target within 120 feet to reroll a saving throw—this ability must be used immediately after the saving throw is rolled, and the target must abide by the result of this second roll. Blue mages may learn this ability as an 8th level spell (Knowledge: Planes DC 31).