Duergar, Duergar High PriestDuergar High Priest CR 12Source Monster Codex pg. 51 XP 19,200 Duergar cleric 13 LE Medium humanoid (dwarf) Init +0; Senses darkvision 120 ft.; Perception +18DefenseAC 31, touch 14, flat-footed 31 (+9 armor, +4 deflection, +8 natural) hp 101 (13d8+39) Fort +10, Ref +4, Will +13; +2 vs. spells Immune paralysis, phantasms, poison Weaknesses light sensitivityOffenseSpeed 20 ft.; freedom of movement Melee +1 heavy mace +12/+7 (1d8+2) Ranged mwk light crossbow +10 (1d8/19–20) Special Attacks channel negative energy 4/day (DC 17, 7d6) Spell-Like Abilities (CL 13th; concentration +14) 1/day—enlarge person (self only), invisibility (self only), ironskin Domain Spell-Like Abilities (CL 13th; concentration +18) 8/day—copycat (13 rounds), dazing touch At will—charming smile (13 rounds/day, DC 16), master’s illusion (13 rounds/day, DC 21) Cleric Spells Prepared (CL 13th; concentration +18) 7th—blasphemy (DC 22), insanityD (DC 22) 6th—blade barrier (DC 21), harm (DC 21), misleadD (DC 21) 5th—break enchantment (DC 20), breath of life, charm monsterD (DC 20), slay living (DC 20), wall of stone (DC 20) 4th—cure critical wounds, divine power, freedom of movement, heroismD, spell immunity, unholy blight (DC 19) 3rd—bestow curse (DC 18), dispel magic, invisibility purge, stone shape, suggestionD (DC 18), wind wall 2nd—control vermin (DC 17), hold person (2, DC 17), invisibilityD, sound burst (DC 17), spiritual weapon 1st—bane (DC 16), charm personD (DC 16), cure light wounds, divine favor, doom (DC 16), shield of faith (2) 0 (at will)—detect magic, guidance, resistance, virtue D domain spell; Domains Charm, TrickeryTacticsBefore Combat The high priest casts freedom of movement, ironskin, and shield of faith. During Combat The high priest first provides magical support, then uses enlarge person and enters combat. Base Statistics When not under the effects of freedom of movement, ironskin, and shield of faith, the high priest’s statistics are AC 22, touch 11, flat-footed 22; Speed no freedom of movement.StatisticsStr 13, Dex 10, Con 14, Int 8, Wis 20, Cha 12 Base Atk +9; CMB +10; CMD 21 (25 vs. bull rush or trip) Feats Combat Casting, Gray Dwarf Magic (ironskin), Giant StepsARG, Innate Flexibility, Tough as Iron, Toughness, Weapon Focus (heavy mace) Skills Knowledge (religion) +8, Perception +18, Spellcraft +9 Languages Common, Dwarven, Undercommon SQ slow and steady, stability Combat Gear scroll of cure critical wounds; Other Gear +3 chainmail, +1 heavy mace, mwk light crossbow with 20 bolts, amulet of natural armor +2, headband of inspired wisdom +2, ring of protection +1, silver unholy symbol, spell component pouch, 321 gpEcologyEnvironment any undergroundDescriptionBecause religious doctrine is so influential in duergar society, common duergar treat high priests like the voice of their god, trusting their wisdom in all things. A high priest is effectively the primary lawmaker for her clan.Creatures in "Duergar" Category
|