All

Alchemist | Antipaladin | Arcanist | Barbarian | Bard | Bloodrager | Brawler | Cavalier | Cleric | Druid | Fighter | Gunslinger | Hunter | Inquisitor | Investigator | Magus | Monk | Ninja | Oracle | Paladin | Ranger | Rogue | Samurai | Shaman | Skald | Slayer | Sorcerer | Summoner | Swashbuckler | Warpriest | Witch | Wizard

Adept | Aristocrat | Commoner | Expert | Warrior


Geb Blood Lord

Geb Blood Lord CR 18

Source Inner Sea NPC Codex pg. 23
XP 153,600
Human lich aristocrat 4/necromancer 13
LE Medium undead (augmented humanoid)
Init +6; Senses darkvision 60 ft.; Perception +30
Aura fear aura (60 ft., DC 21)

Defense

AC 20, touch 15, flat-footed 17 (+2 deflection, +2 Dex, +1 dodge, +5 natural)
hp 161 (17 HD; 13d6+4d8+98)
Fort +10, Ref +9, Will +14
Defensive Abilities rejuvenation; DR 15/bludgeoning and magic; Immune cold, electricity, undead traits

Offense

Speed 30 ft.
Melee touch +11 (1d8+8 plus paralyzing touch)
Special Attacks channel negative energy (DC 21, 11/day), paralyzing touch (DC 23)
Necromancer Spells Prepared (CL 13th; concentration +21)
7th—control undead (DC 29), finger of death (DC 29), symbol of weakness (DC 27)
6th—circle of death (DC 28), create undead, disintegrate (DC 24), guards and wards
5th—cone of cold (DC 24), symbol of pain (DC 27), telekinesis, teleport, wall of force
4th—animate dead, arcane eye, black tentacles, dimension door, enervation (2), scrying (DC 22)
3rd—arcane sight, blink, dispel magic, fireball (DC 22), haste, magic circle against good, nondetection
2nd—blindness/deafness (DC 24), command undead (DC 22), eagle’s splendor, ghoul touch (DC 24), resist energy, scorching ray, spectral hand
1st—burning hands (DC 20), expeditious retreat, grease, mage armor, protection from good, shield, shocking grasp
0 (at will)—arcane mark, bleed (DC 20), detect magic, read magic
Opposition Schools enchantment, illusion

Statistics

Str 10, Dex 14, Con —, Int 26, Wis 14, Cha 20
Base Atk +9; CMB +9; CMD 24
Feats Ability Focus (paralyzing touch), Combat Casting, Command Undead, Craft Wondrous Item, Dodge, Extra Channel, Greater Spell Focus (necromancy), Improved Channel, Improved Familiar, Improved Initiative, Lightning Reflexes, Scribe Scroll, Spell Focus (necromancy), Weapon Finesse
Skills Appraise +12, Bluff +20, Diplomacy +25, Knowledge (arcana) +28, Knowledge (engineering) +20, Knowledge (geography) +15, Knowledge (history) +25, Knowledge (local) +25, Knowledge (nobility) +20, Knowledge (planes) +15, Knowledge (religion) +28, Perception +30, Sense Motive +27, Spellcraft +28, Stealth +25, Use Magic Device +22; Racial Modifiers +8 Perception, +8 Sense Motive, +8 Stealth
Languages Aklo, Ancient Osiriani, Celestial, Common, Draconic, Infernal, Kelish, Necril, Osiriani
SQ arcane bond (homunculus), life sight (20 feet, 13 rounds/day)
Gear headband of mental prowess (+4 Int/+4 Cha), lesser maximize metamagic rod, ring of mind shielding, ring of protection +2, crushed pearl worth 500 gp, onyx gems worth 500 gp in total, powdered diamond and opal worth 5,000 gp

Ruling Geb from the Ebon Mausoleum in Mechitar, Blood Lords ensure the steady operation of the country. Acting as lawmakers and judges, Blood Lords are all powerful necromancers, and many of them are undead— typically vampires and liches, though other types of abominations also fill their ranks. The living and the dead of Geb fear the Blood Lords and take every pain to avoid their notice, for if a citizen crosses a Blood Lord, the rest of his life, and perhaps his afterlife, can become a nightmare.