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Grand Necromancer

Grand Necromancer CR 17

Source NPC Codex pg. 193
XP 102,400
Human necromancer 18
NE Medium humanoid (human)
Init +5; Senses see invisibility; Perception +24

Defense

AC 23, touch 16, flat-footed 22 (+4 armor, +4 deflection, +1 Dex, +1 insight, +3 natural)
hp 170 (18d6+105)
Fort +14, Ref +11, Will +17; +4 vs. mind-affecting
Defensive Abilities mind blank, spell turning; Resist cold 20, fire 30

Offense

Speed 30 ft.
Melee mwk silver dagger +9/+4 (1d4–1/19–20)
Special Attacks channel negative energy (DC 19, 11/day)
Spell-Like Abilities (CL 18th; concentration +26)
11/day—grave touch (9 rounds)
Necromancer Spells Prepared (CL 18th; concentration +26)
9th—energy drain (DC 29), time stop, wail of the banshee (DC 29)
8th—create greater undead, horrid wilting (3, DC 28), mind blank
7th—ethereal jaunt, finger of death (DC 27), quickened fireball (DC 22), spell turning, waves of exhaustion
6th—chain lightning (DC 25), create undead, disintegrate (DC 24), eyebite (DC 26), maximized vampiric touch (2)
5th—cloudkill (DC 23), quickened magic missile, maximized scorching ray, teleport, wall of force, waves of fatigue
4th—animate dead, arcane eye, bestow curse (2, DC 24), dimension door, fire shield, maximized ray of enfeeblement
3rd—blink, dispel magic (2), fireball (2, DC 22), fly, vampiric touch
2nd—blindness/deafness (DC 22), darkvision, false life, glitterdust (DC 20), resist energy, scorching ray, see invisibility
1st—cause fear (DC 21), expeditious retreat, feather fall, grease, mage armor, magic missile, obscuring mist
0 (at will)—bleed (DC 20), detect magic, mage hand, read magic
Opposition Schools enchantment, illusion

Tactics

Before Combat The wizard casts false life, mage armor, mind blank, resist energy (fire), see invisibility, and spell turning.
During Combat The wizard casts time stop and energy drain on the most dangerous-looking target, then thins out the ranks of his enemies with chain lightning.
Base Statistics Without false life, mage armor, mind blank, resist energy (fire), see invisibility, and spell turning, the wizard’s statistics are AC 19, touch 16, flat-footed 18; hp 155; Fort +14, Ref +11, Will +17; Defensive Abilities none; Resist cold 20.

Statistics

Str 8, Dex 12, Con 18, Int 26, Wis 14, Cha 10
Base Atk +9; CMB +8; CMD 23
Feats Alertness, Combat Casting, Command Undead, Craft Wondrous Item, Extra Channel, Forge Ring, Greater Spell Focus (necromancy), Improved Channel, Improved Initiative, Maximize Spell, Quicken Spell, Scribe Scroll, Spell Focus (evocation, necromancy), Toughness, Weapon Focus (ray)
Skills Fly +22, Heal +20, Intimidate +16, Knowledge (arcana, planes, religion) +29, Knowledge (history, local) +21, Perception +24, Sense Motive +24, Spellcraft +29, Stealth +19, Use Magic Device +18
Languages Aklo, Common, Draconic, Dwarven, Elven, Gnome, Goblin, Orc, Undercommon
SQ arcane bond (owl), life sight (30 feet, 18 rounds/day)
Combat Gear potions of cure serious wounds (3), scroll of iron body, scroll of spell turning, scroll of wall of force, wand of inflict moderate wounds (20 charges), wand of invisibility (20 charges); Other Gear masterwork silver dagger, amulet of natural armor +3, belt of mighty constitution +4, clear spindle ioun stone, cloak of resistance +4, dusty rose prism ioun stone, headband of vast intelligence +6, restorative ointment, ring of major energy resistance (cold), ring of protection +4, onyx gems (worth 2,000 gp), spellbook, 8,973 gp

These wizards are steeped in the evil of their profession.