this is my wizzard i used in a now retired campeighn he lived in the support role. i must say its lvl 18. but he has slightly low HP. he also has PC gold, but most went into spellbooks, and into 5 scrolls of wish he used to boost his inteligence. I hope this hepls.
Neddam:
Neddam:
Elf (m) Wizard level 18
Hd 18d4+54 (100 hp); Init +12(+8 dex +4 imp initiative) ; Spd 30’; Ac 19 (+8 dex,+1 luck)
Atk +16/+11 ranged
AL CE; SV Fort +15, Ref +20, Will +12; Str 10, Dex 26, Con 16, Int 33, Wis 10, Cha 18.
Skills and feats: Spellcraft+32, Concentration+24, Knowledge (arcane)+32, Knowledge (Demon)+32, Profession (Gambling)+32, Spot+10, Listen+10, Hide+18, Move Silently+18, Knowledge (Planes)+32, Knowledge (History)+32, Disguise+15 Apraise +21
Improved Initiative, Entend Spell, Silent Spell, Still Spell, Spellfocus (Transmutation), Quicken Spell, Greater Spellfocus (Transmutation), Persistent Spell, Craft Wondrous Item, leadership
Special attacks:
Special qualities:
- see invisibility (permanent)
Spells: (as level 18th level caster, save DC 21+spelllevel, DC 25+spelllevel vs transmutation)
Equipment:
Headband of Intellect +6 36000
Cloak of Resistance +5 25000
Brooch of Shielding 1500
Bracers of Health +6 36000
Ring of spell turning
Ring of counterspells 4000
Gloves of Dexterity +6 36000
Belt of Protection from Evil 40000
Boots of Speed 28000
Stone of good luck 10000
5 wishes: +5 inherent bonus to int
Scarab of Protection 38000
Scroll of teleport(greater)
assuming the wizzard is prepared his spells would probably be:
0 detect magic, read magic, light, cantrip
1 mage armor, shield, grease, magic missilex2 true strike
2 glitterdustx3 see invisibility, darkvision, scorcing ray
3 haste x3 fly, fire ball
4 Greater invisibility x2 confusion, dimention doorx2,
5 cloudkill x2 mass resist elements(extended) x2 reciprocal gyre
6 mass bull strenth, mass bears endurance, greater dispellx2 disintegrate
7 mass greater invisibilityx2 greater teleport prismatic spray. greater scry.
8 minblank x2 sun burst, Quickened dimentional anchor
9 gate, time stop. bigsbies crushing hand
Neddam is a coward, he will flee if attacked.
Neddam has a contingency that teleports him to his bedroom if attacked, this is so he can prepare his retaliation.
Neddam plans tu use a quckned dimentional anchor, followed by Bigsbies Crusing hand on the highest ranking enemy wizzard
use time stop to cast haste, mass greater invisibility, mass endurance mass bull strenth, greater teleport in this order the teleport is to flee, and do another "Buff round" later
gate is used if the castle is about to be lost, and the general is already dead, in this dire scenarion Neddam uses gate to summon Ragnarok, he thinks he will be abled to controll this legendiry pitfiend, but will be devoured as soon as Ragnarock enters this world.
if you like the story hook of having a deamon of this magnitute in your world let ragnarock stay as long as all the PC's live, if you dislike the idea let ragnarock be returned to the Hell he came from in 1 round per caster level.
Ragnarock
Huge Outsider (Evil); advanced pitfiend
Hd 39d8+351 (530 hp); Init +0 (+0 dex); Spd 40’, fly 60’ (good); Ac 42 (- 2 size, +0 dex, +23 natural, +11 armor); face/reach 10’ by 10’/15’
Atk Reaver +62/+57/+52/+47; Dam Reaver 2d6+29+1d6 (fire) +2d6 (vs good) (18-20/x4) +3d10 (fire);
Atk bite +54; Dam 2d8+7+poison plus disease (20/x2)
AL CE; SV Fort +32, Ref +21, Will +26; Str 40, Dex 10, Con 32, Int 20, Wis 20, Cha 16.
Skills and feats: Bluff +45, Climb +57, Concentration +53, Disguise +45, Hide +31, Jump +57, Knowledge (arcane) +47, Listen +47, Move Silently +39, Search +47, Spellcraft +47, Spot +47; Weapon focus (scythe), improved critical (scythe), Improved flight, Power critical (scythe) (once per day, declare automatic threat); Power attack, Cleave, Great Cleave, Overwhelming critical (scythe), Light Armor Proficiency, Medium Armor Proficiency, Heavy Armor Proficiency.
Special Attacks
- Fear aura (su): aura of fear in 20’ radius, as fear cast by 15th-level caster, save DC 19
- Poison (ex): bite, fortitude save DC 21, initial 1d6 temporary con, secondary death.
- Disease (su): bite, fortitude save DC 14, contract devil chills (incubation period 1d4 days, damage 1d4 temporary strength).
- Spell-like abilities; At will, as 17th-level sorcerer, save DC 13+spell-level:
o Beast Mark
o Animate dead
o Blasphemy
o Charm person
o Create undead
o Desecrate
o Detect good
o Detect magic
o Dispel magic
o Fireball
o Hold person
o Improved invisibility
o Magic circle against good
o Major image
o Produce flame
o Polymorph self
o Pyrotechnics
o Suggestion
o Teleport without error
o Unholy aura
o Unhallow
o Wall of fire
- once per day
o meteor swarm
o symbol (any)
- once per year as 20th-level caster: Wish
Special qualities:
- Damage reduction 15 silver and good
- SR 32
- Regeneration: 5 (normal damage from magcal good silver weapon and spells with the good descriptor.)
- Immunities (ex): fire, poison
- Resistances (ex): cold 10 and acid10
- See in Darkness (su): see perfectly in darkness
- Telepathy: communicate telepathically within 100’
Equipment: Huge Breastplate +5 Heavy fortification, Reaver: Unholy Keen Scythe +7 Fireburst
CR: 32
Mass greater invisibility
Illusion (glammer)
level: wizard 7
Components: VS
Target: 1 creature per level,
no more than 30 feet apart
Duration, 1 round per level
as greater invisibility except for the number of targets,
the targets can go anywhere and stay invisible for the duration of the spell.