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A master of advanced magic, this dark mage not only aids his allies with blind and envelopga, he uses comet to directly join the fray.

Zauberer (CR 10)

XP 9,600
NE Medium Outsider (Daemon, Extraplanar)
Init +7; Senses Arcane Sight, Darkvision 60 ft.; Perception +17

DEFENSE

AC 18, touch 12; flat-footed 16 (+3 Dex, +6 natural)
hp 104 [154] (11d10+44)
mp 56
Fort +7, Ref +10, Will +10
DR 5/good or silver; Immune Disease, Death Effects, Earth, Poison; Resist Ice 15, Fire 15, Lightning 15; SR 21
Weakness Water

OFFENSE

Speed 30 ft., fly 30 ft. (average)
Melee 2 tentacles +9 (1d6)
Special Attacks Curse, Doublecast
Spells Known (FC 11th, concentration +18)
0th (DC 17) – Dark Orb, Detect Magic, Read Magic, Timer, Tough 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

STATISTICS

Str 11, Dex 16, Con 18, Int 24, Wis 16, Cha 21
Base Atk +11; CMB +11; CMD 24
Feats Combat Casting, Greater Spell Focus (Chronomancy), Improved Initiative, Magical Aptitude, Spell Focus (Chronomancy), Spell Penetration
Skills Bluff +19, Disguise +16, Fly +16, Intimidate +19, Knowledge (arcana) + 20, Knowledge (local) +17, Knowledge (planes) +20, Knowledge (religion) +17, Perception +17, Sense Motive +17, Spellcraft +22, Stealth +16, Use Magic Device +21
Languages Abyssal, Aquan, Celetial, Common, Draconic, Ignan, Infernal; telepathy 100 ft.

SPECIAL ABILITIES

Curse (Su)

3/day, a zauberer can curse those around it in a 30-ft.-radius. Creatures within the area of effect must make a Will save (DC 22) or be inflicted with Curse status for 1d6 rounds. Blue mages may learn this ability as a 4th level spell (Knowledge: Planes DC 23).

Doublecast (Su)

1/day, a zauberer can cast two spells using one standard action. Both of the spells must have the same standard action casting time. The zauberer can make any decisions concerning the spells independently of each other. A zauberer receives a +4 bonus on caster level checks made to overcome spell resistance with these two spells.