Clerics

Mercenary Healer CR 1/2

XP 200

Human cleric 1

LE Medium humanoid (human)

Init +1; Senses Perception +2

Defense

AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)

hp 9 (1d8+1)

Fort +3, Ref +1, Will +4

Offense

Speed 30 ft.

Melee morningstar –1 (1d8–1)

Ranged light crossbow +2 (1d8/19–20)

Special Attacks channel negative energy 6/day (DC 13, 1d6)

Domain Spell-Like Abilities (CL 1st; concentration +3)

5/day—inspiring word (1 round)

Cleric Spells Prepared (CL 1st; concentration +3)

1st—cure light wounds, longstride rD, protection from good

0 (at will)—detect magic, mending, read magic

D Domain spell; Domains Nobility, Travel

Tactics

During Combat The cleric uses channeled energy, tanglefoot bags, and longstrider to escape.

Statistics

Str 8, Dex 12, Con 13, Int 10, Wis 14, Cha 17

Base Atk +0; CMB –1; CMD 10

Feats Selective Channeling, Weapon Focus (light crossbow)

Skills Appraise +4, Diplomacy +7, Knowledge (religion) +4, Spellcraft +4

Languages Common

SQ aura, +10 base speed from Travel domain, agile feet (5/day)

Combat Gearpotion of cure light wounds, tanglefoot bags (2); Other Gear chainmail, light crossbow with 20 bolts, morningstar, silver unholy symbol, 22 gp

Mercenary healers exploit loopholes in laws for their own profit.

Zened Mirces

Zened adventures to gain seed money to start a business.

Combat Encounters: Zened works best with several bodyguards or in a low-level adventuring party.

Roleplaying Suggestions: Zened does nothing for free (including healing allies) and often attempts to renegotiate contracts precisely when his "comrades" need him most.

War Priest CR 1

XP 400

Dwarf cleric 2

CE Medium humanoid (dwarf)

Init +0; Senses darkvision 60 ft.; Perception +4

Defense

AC 15, touch 10, flat-footed 15 (+5 armor) (+4 dodge vs. giants)

hp 21 (2d8+9)

Fort +5, Ref +0, Will +6; +2 vs. poison, spells, and spell-like abilities

Offense

Speed 20 ft.

Melee mwk greatsword with magic weapon +4 (2d6+4/19–20)

Ranged light crossbow +1 (1d8/19–20)

Special Attacks +1 on attack rolls against goblinoid and orc humanoids, channel negative energy 3/day (DC 11, 1d6), destructive smite (+1, 6/day)

Domain Spell-Like Abilities (CL 2nd; concentration +5)

6/day—touch of chaos

Cleric Spells Prepared (CL 2nd; concentration +5)

1st—bane (DC 14), magic stone, magic weapon, true strikeD

0 (at will)—bleed (DC 13), detect magic, detect poison, read magic

D Domain spell; Domains Chaos, Destruction

Tactics

Before Combat The cleric casts magic weapon.

During Combat The cleric uses destructive smite as often as possible.

Base Statistics Without magic weapon, the cleric's statistics are Melee mwk greatsword +4 (2d6+3/19–20).

Statistics

Str 15, Dex 10, Con 15, Int 8, Wis 16, Cha 10

Base Atk +1; CMB +3; CMD 13 (17 vs. bull rush or trip)

Feats Toughness

Skills Knowledge (religion) +5, Perception +4 (+6 to notice unusual stonework)

Languages Common, Dwarven

SQ aura

Combat Gear potions of cure light wounds (2); Other Gear masterwork scale mail, light crossbow with 20 bolts, masterwork greatsword, wooden unholy symbol, 94 gp

The dwarven war priest serves the god of strength, and uses her divine powers for the glory of war itself.

Scholar Priest CR 2

XP 600

Human cleric 3

CN Medium humanoid (human)

Init –1; Senses Perception +3

Defense

AC 15, touch 9, flat-footed 15 (+6 armor, –1 Dex)

hp 23 (3d8+6)

Fort +4, Ref +0, Will +6

Offense

Speed 20 ft.

Melee quarterstaff +3 (1d6+1)

Ranged light crossbow +1 (1d8/19–20)

Special Attacks channel negative energy 7/day (DC 13, 2d6), hand of the acolyte (6/day)

Domain Spell-Like Abilities (CL 3rd; concentration +6)

6/day—blast rune (1d6+1 energy damage, 3 rounds)

Cleric Spells Prepared (CL 3rd; concentration +6)

2nd—hold person (DC 16), magic mouthD, spiritual weapon

1st—command (2, DC 15), eraseD, obscuring mist

0 (at will)—detect magic, detect poison, purify food and drink, stabilize

D Domain spell; Domains Magic, Rune

Tactics

During Combat The cleric uses his scroll of darkness, then follows with ranged spells.

Statistics

Str 12, Dex 8, Con 13, Int 10, Wis 16, Cha 15

Base Atk +2; CMB +3; CMD 12

Feats Extra Channel, Scribe Scroll, Selective Channeling, Spell Focus (enchantment)

Skills Knowledge (arcana) +7, Perception +6, Sense Motive +9, Spellcraft +7

Languages Common

SQ aura

Combat Gear potion of invisibility, scroll of comprehend languages, scroll of cure moderate wounds, scroll of darkness, scroll of find traps, alchemist's fire (2), everburning torch, smokesticks (2); Other Gear masterwork breastplate, light crossbow with 20 bolts, quarterstaff, silver unholy symbol, 537 gp

The scholar priest is a devotee of magical knowledge, securing it from the unworthy at all costs.

Shoreline Cleric CR 3

XP 800

Half-elf cleric 4

N Medium humanoid (elf, human)

Init +2; Senses low-light vision; Perception +9

Defense

AC 19, touch 12, flat-footed 17 (+5 armor, +2 Dex, +2 natural)

hp 25 (4d8+4)

Fort +5, Ref +3, Will +8; +2 vs. enchantments

Immune sleep

Offense

Speed 30 ft.

Melee trident +2 (1d8–1)

Ranged shortbow +5 (1d6/×3)

Special Attacks channel positive energy 4/day (DC 13, 2d6), wooden fist (+2, 7 rounds/day)

Domain Spell-Like Abilities (CL 4th; concentration +8)

7/day—storm burst (1d6+2 nonlethal damage)

Cleric Spells Prepared (CL 4th; concentration +8)

2nd—barkskin, hold person (2, DC 16), summon monster II

1st—cause fear (DC 15), cure light wounds, endure elements, entangle (DC 15), entropic shield

0 (at will)—bleed (2, DC 14), guidance, light

D Domain spell; Domains Plant, Weather

Tactics

Before Combat The cleric casts barkskin.

During Combat The cleric casts entropic shield, then uses hold person, entangle, and bane arrows.

Base Statistics Without barkskin, her statistics are AC 17, touch 12, flat-footed 15.

Statistics

Str 8, Dex 14, Con 13, Int 10, Wis 18, Cha 12

Base Atk +3; CMB +2; CMD 14

Feats Deadly Aim, Martial Weapon Proficiency (shortbow), Skill Focus (Stealth)

Skills Heal +8, Knowledge (nature) +2, Knowledge (religion) +5, Perception +9, Sense Motive +8, Stealth +7

Languages Common, Elven

SQ aura, elf blood

Combat Gear+1 human-bane arrows (2), +1 orc-bane arrow, potion of cure moderate wounds; Other Gear+1 chain shirt, shortbow with 20 arrows, trident, anchor feather token, wooden holy symbol, 256 gp

Noble Crusader CR 4

XP 1,200

Human cleric 5

LN Medium humanoid (human)

Init –1; Senses Perception +6

Defense

AC 18, touch 9, flat-footed 18 (+7 armor, –1 Dex, +2 shield)

hp 41 (5d8+15)

Fort +7, Ref +1, Will +7

Offense

Speed 20 ft.

Melee mwk longsword +8 (1d8+3/19–20)

Special Attacks channel positive energy 6/day (DC 13, 3d6)

Domain Spell-Like Abilities (CL 5th; concentration +7)

5/day—touch of law

5/day—battle rage (+2 damage)

Cleric Spells Prepared (CL 5th; concentration +7)

3rd—dispel magic, magic vestmen tD, searing light

2nd—align weapon (law only)D, enthrall (DC 14), resist energy (DC 14), sound burst (DC 14)

1st—command (DC 13), divine favor, magic weaponD, shield of faith, summon monster I

0 (at will)—guidance, light, purify food and drink, resistance

D Domain spell; Domains Law, War

Tactics

Before Combat The cleric casts magic vestment.

During Combat The cleric attacks with her longsword, and casts magic weapon or align weapon as needed. When fighting undead, she channels positive energy. Otherwise, she uses ranged magical attacks only as a last resort.

Base Statistics Without magic vestment, the cleric's statistics are AC 18, touch 9, flat-footed 18.

Statistics

Str 17, Dex 8, Con 14, Int 10, Wis 14, Cha 12

Base Atk +3; CMB +6; CMD 15

Feats Combat Casting, Heavy Armor Proficiency, Improved Shield Bash, Weapon Focus (longsword)

Skills Diplomacy +9, Heal +6, Knowledge (nobility) +6, Knowledge (religion) +5, Perception +6

Languages Common

SQ aura

Combat Gearpotion of bull's strength, thunderstone; Other Gear masterwork splint mail, +1 light steel shield, masterwork longsword, cloak of resistance +1, silver holy symbol, 271 gp

The noble crusader battles the forces of chaos, usually at the behest of a local monarch.

Oriedesme Eisbrin

Oriedesme is a crusader for law against the forces of chaos. As a minor noble, she frequently allies with other members of the nobility, who call her "Esme the Peacemaker." She considers it her duty to eliminate dangerous monsters and even peasant uprisings that threaten to turn bloody. She serves a good and just goddess and refuses to participate in evil acts such as terrorizing villagers, but frowns on acts of anarchy that risk plunging an area into war. She believes nobles are chosen by the gods to rule over others for the benefit of all, even if this means fewer freedoms for commoners. She is painfully honest, and reluctant to work with any noble who shirks responsibilities or abuses power.

Combat Encounters: Esme works well alone or in a leadership role. She might be an ally of a powerful character, using her neutrality to get things done for a good employer or moderating a nearly evil one.

Roleplaying Suggestions: Esme might ask for assistance in dealing with an undead or fiendish threat beyond her capabilities. She could serve as an important intermediary with the local nobility, especially if the PCs have preexisting conflicts with the nobles. Esme could also be cynically close to losing her faith, giving the PCs the opportunity to save her before she falls from grace.

Carousing Champion CR 5

XP 1,600

Halfling cleric 6

CN Small humanoid (halfling)

Init +1; Senses Perception +5

Defense

AC 19, touch 12, flat-footed 18 (+7 armor, +1 Dex, +1 size)

hp 54 (6d8+24)

Fort +8, Ref +4, Will +9; +2 vs. fear

Offense

Speed 15 ft.

Melee+1 heavy mace +6 (1d6+1)

Ranged light crossbow +7 (1d6/19–20)

Special Attacks channel positive energy 7/day (DC 15, 3d6)

Domain Spell-Like Abilities (CL 6th; concentration +9)

6/day—dazing touch, touch of chaos

Cleric Spells Prepared (CL 6th; concentration +9)

3rd—locate object, searing light, suggestionD, summon monster III

2nd—aid, calm emotion sD (DC 15), eagle's splendor, sound burst (DC 15), zone of truth (DC 15)

1st—bless water, charm personD (DC 14), comprehend languages, detect undead, hide from undead

0 (at will)—detect magic, detect poison, guidance, virtue

D Domain spell; Domains Chaos, Charm

Tactics

During Combat The cleric tries to persuade living, intelligent opponents to stop fighting and discuss a peaceful solution over a drink, using calm emotions, charm person, or suggestion if necessary. When fighting undead, he casts eagle's splendor to improve his channel energy ability, and uses his potion and scroll if the battle goes poorly.

Statistics

Str 11, Dex 12, Con 14, Int 8, Wis 16, Cha 14

Base Atk +4; CMB +3; CMD 14

Feats Extra Channel, Toughness, Turn Undead

Skills Acrobatics +0, Climb –1, Diplomacy +8, Heal +9, Perception +5

Languages Common, Halfling

SQ aura

Combat Gearpotion of haste, scroll of bull's strength; Other Gear+1 breastplate, +1 heavy mace, light crossbow with masterwork bolts (20), silver holy symbol, 393 gp

The carousing champion serves the god of freedom, bravery, and ale, and uses his significant abilities to bring happiness to common folk and stand up against oppression of all sorts.

Eggal Torkelson

Eggal is a friendly, outgoing young halfling, generous with his spirit, spirits, money, and affection­—but not particularly bright. Fortunately, Eggal is so likable and headstrong that few ever try to take advantage of him, and those who do discover that his lack of "book learning" hasn't done anything to dull his innate cunning, and he remembers who has done him wrong every bit as well as he recalls who has done him favors, repaying both with interest. He wants to see the world and enjoy life, and doesn't particularly care whether people are good or selfish as long they don't try to hurt him or anyone he cares about—to him, his god's creed of freedom above all means accepting that some people were born mean-spirited, and are entitled to their pettiness and jealousy as long as they don't go out of their way to oppress others. For his own part, he'd rather help someone than ignore a request for aid, and has been known to expound at length upon the simple joys of helping others. He avoids killing unless absolutely necessary, even among those more "monstrous" humanoid races, but hates undead with a passion and goes out of his way to destroy such abominations.

Combat Encounters: Though he is hard to influence with magic, clever lies and subtle manipulation can easily turn Eggal against the PCs, and it's not uncommon for him to come into conflict with the lawful authorities in a region if he feels they are profiting at the expense of the common people. If he sees the PCs as agents of oppression, regardless of their justifications, he's likely to oppose them—with his mace if necessary. Because of his reluctance to kill, he is useful for an encounter where the PCs should negotiate or surrender instead of fighting.

Roleplaying Suggestions: Eggal can be a reliable feature of local taverns, even showing up in other cities where the PCs travel. Because he tends to help when asked, he might end up in over his head and need rescuing, or have friends in need of rescue. He can also help out the PCs as an ally against undead, as a backup healer, or as a contact in Cayden Cailean's church.

Vivisectionist Cleric CR 6

XP 2,400

Human cleric 7

LE Medium humanoid (human)

Init +0; Senses Perception +7

Defense

AC 19, touch 10, flat-footed 19 (+9 armor)

hp 56 (7d8+21)

Fort +8, Ref +3, Will +9

Offense

Speed 20 ft.

Melee mwk spiked chain +7 (2d4+1)

Ranged light crossbow +5 (1d8/19–20)

Special Attacks channel negative energy 5/day (DC 17, 4d6)

Domain Spell-Like Abilities (CL 7th; concentration +10)

6/day— bleeding touch (3 rounds), touch of darkness (3 rounds)

Cleric Spells Prepared (CL 7th; concentration +10)

4th—poison (DC 18), shadow conjurationD (DC 17)

3rd—bestow curse (DC 17), contagion (DC 17), deeper darknessD, dispel magic

2nd—blindness/deafnessD (blindness only, DC 16), darkness, desecrate, eagle's splendor, silence (DC 15)

1st—cause fea rD (2, DC 15), deathwatch, doom (DC 15), magic weapon, shield of faith

0 (at will)—bleed (DC 14), detect magic, light, resistance

D Domain spell; Domains Darkness, Death

Tactics

Before Combat The cleric casts deathwatch.

During Combat The cleric casts magic weapon and shield of faith. If she has minions, she orders them to attack so she can use magic from a distance. She casts darkness to hide in and channels negative energy. If forced out of the darkness, she disables targets with bestow curse, blindness, and poison, then uses her spiked chain.

Statistics

Str 12, Dex 10, Con 14, Int 8, Wis 17, Cha 14

Base Atk +5; CMB +6; CMD 16

Feats Blind-Fight, Combat Casting, Command Undead, Heavy Armor Proficiency, Improved Channel, Spell Focus (necromancy)

Skills Heal +9, Knowledge (religion) +6, Perception +7, Spellcraft +5

Languages Common

SQ aura

Combat Gearpotion of cure moderate wounds, flask of acid, smokesticks (2); Other Gear masterwork full plate, light crossbow with 20 bolts, masterwork spiked chain, cloak of resistance +1, unholy water, wooden unholy symbol, onyx gems (worth 350 gp), silver dust for desecrate (worth 25 gp), 114 gp

The vivisectionist cleric serves the god of pain and darkness, and can keep victims alive for weeks.

Melisai Hesani

Melisai is personable despite her arrogance, and considers herself a surgeon and a sculptor. When not adventuring, she works with poorhouse medics, embalmers preparing bodies, and torturers—anyone who gives her the opportunity to experiment. She prefers the company of like-minded adventurers, but if none are available, she animates zombies.

Combat Encounters: Melisai is useful as an enemy leader, member of a rival adventuring party, or servant of an important NPC or villain.

Roleplaying Suggestions: Though evil and disturbing, Melisai is easy to get along with. She is forthright, and has no problem helping the PCs if it achieves her own ends.

Wrath Priest CR 7

XP 3,200

Half-orc cleric 8

CE Medium humanoid (human, orc)

Init +0; Senses darkvision 60 ft.; Perception +5

Defense

AC 20, touch 10, flat-footed 20 (+9 armor, +1 natural)

hp 71 (8d8+32)

Fort +8, Ref +2, Will +8; +2 resistance vs. good

Defensive Abilities orc ferocity; Immune fire (96 points)

Offense

Speed 20 ft.

Melee+1 greataxe +12/+7 (1d12+9/×3)

Ranged javelin +6/+1 (1d6+6)

Special Attacks channel negative energy 4/day (DC 15, 4d6), destructive aura (+4, 8 rounds/day), destructive smite (+4, 5/day), scythe of evil (4 rounds, 1/day)

Domain Spell-Like Abilities (CL 8th; concentration +10)

5/day—touch of evil (4 rounds)

Cleric Spells Prepared (CL 8th; concentration +10)

4th—chaos hammer (DC 16), divine power, unholy bligh tD (DC 16)

3rd—invisibility purge, prayer, protection from energy (DC 15), rag eD

2nd—align weaponD (evil weapons only), bull's strength, darkness, spiritual weapon (2)

1st—bane (DC 13), divine favor, entropic shield, protection from good, shield of faith, true strikeD

0 (at will)—bleed (DC 12), guidance, light, resistance

D Domain spell; Domains Destruction, Evil

Tactics

Before Combat The cleric casts protection from energy (fire).

During Combat The cleric casts divine power and shield of faith at the start of combat, then closes to melee distance. If combat starts and he cannot reach any opponents on the first round, he casts chaos hammer or unholy blight. If fighting creatures he knows are good, he uses his scythe of evil ability on his greataxe. If he has allies, he casts prayer.

Statistics

Str 18, Dex 10, Con 14, Int 8, Wis 14, Cha 12

Base Atk +6; CMB +10; CMD 20

Feats Heavy Armor Proficiency, Power Attack, Toughness, Weapon Focus (greataxe)

Skills Intimidate +7, Perception +5, Spellcraft +3

Languages Common, Orc

SQ aura, orc blood, weapon familiarity

Combat Gearpotions of cure serious wounds (2), alchemist's fire (2); Other Gear+1 half-plate, +1 greataxe, javelins (5), amulet of natural armor +1, wooden unholy symbol, 184 gp

The wrath priest serves the primordial god of disaster and destruction, striking down innocents and enemies with fire, blade, and hatred. He is a quintessential nihilist, and can not be bought or reasoned with except as it furthers his god's horrific ends.

Aznek

Aznek is cruel, violent, and destructive—a childhood bully given profane magic and physical might. He loves the screams of his victims, and smashes beautiful things for the fun of it. He likes having strong minions, and encourages them to challenge him for dominance, though none has succeeded. He lets these would-be rivals live, albeit with broken arms or legs as reminders of their failure.

Combat Encounters: Aznek makes a good solo encounter, boss of a group of raiders (especially orcs), or minion of a strong leader or powerful warbeast.

Roleplaying Suggestions: Aznek's nature makes it difficult to interact with him except as his servant.

Death Priest CR 8

XP 4,800

Human cleric 9

NE Medium humanoid (human)

Init +6; Senses Perception +10

Defense

AC 20, touch 13, flat-footed 18 (+7 armor, +1 deflection, +2 Dex)

hp 89 (9d8+27)

Fort +11, Ref +6, Will +11

Offense

Speed 20 ft.

Melee dagger +5/+0 (1d4–1/19–20)

Ranged light crossbow +8 (1d8/19–20)

Special Attacks channel negative energy 4/day (DC 17, 5d6), hand of the acolyte (7/day)

Domain Spell-Like Abilities (CL 9th; concentration +13)

7/day—bleeding touch (4 rounds)

1/day—dispelling touch

Cleric Spells Prepared (CL 9th; concentration +13)

5th—slay living D (2, DC 21)

4th—death war dD, freedom of movement, poison (DC 20), spell immunity

3rd—bestow curse (DC 19), contagion (2, DC 19), dispel magicD, prayer

2nd—bear's endurance, darkness, death knell D (DC 18), delay poison (DC 16), desecrate, resist energy (DC 16)

1st—bane (DC 15), cause fear D (DC 17, 2), entropic shield, obscuring mist, protection from good

0 (at will)—bleed (DC 16), detect poison, light, virtue

D Domain spell; Domains Death, Magic

Tactics

Before Combat The cleric casts bear's endurance, delay poison, and freedom of movement.

During Combat The cleric lets allies or undead minions handle the bulk of the fighting, using bestow curse, contagion, and slay living against individual foes or channeling negative energy against groups or to heal herself and her undead allies.

Base Statistics Without bear's endurance, the cleric's statistics are hp 71, Fort +9, Con 14.

Statistics

Str 8, Dex 15, Con 18, Int 10, Wis 19, Cha 12

Base Atk +6; CMB +5; CMD 18

Feats Combat Casting, Command Undead, Greater Spell Focus (necromancy), Improved Channel, Improved Initiative, Spell Focus (necromancy)

Skills Craft (alchemy) +6, Heal +10, Intimidate +7, Knowledge (religion) +12, Perception +10

Languages Common

SQ aura, death's embrace

Gear+1 chainmail, dagger, light crossbow with 20 bolts, cloak of resistance +1, headband of inspired wisdom +2, pearl of power (1st), ring of protection +1, bone unholy symbol, unholy water, onyx gems (worth 500 gp), silver dust for desecrate (worth 25 gp), 162 gp

A death priest serves the goddess of plague and undeath, and seeks to infect, kill, and animate anyone who stands in her way. She might desire to one day become undead, but remains alive for now so she can carry out tasks in places that would never allow the undead.

Relyk Zahim

Relyk obsesses over death and undead, and is in love with her goddess. She longs to become her favored servant and lover, and bestows her strange affections on corpses and undead that remind her of the dark goddess. Relyk always has a bit of a cold or some other minor sickness, though these never debilitate her or affect her abilities in any way; her symptoms might merely be affectations to ward off the unwary or show her devotion. She helps those who want to become undead do so, and is willing to assist other members of her church. However, she watches for anyone who might pass her in prominence within the church. Rivals for her god's affection or attention find that Relyk quickly becomes a devious, heartless enemy.

Combat Encounters: Relyk can be used as a solo opponent, but is much more dangerous with undead allies. Because she is healed by negative energy, she can sustain herself and multiple undead with her channel energy ability, and may pretend to be undead to gain an advantage over gullible enemies.

Roleplaying Suggestions: Relyk can be an advocate for a country ruled by undead, the commander of a large tribe of underground ghouls, or a daytime liaison for a cabal of vampires. When she defeats an enemy, she "graciously" offers to raise him as undead.

Mother of Beasts CR 9

XP 6,400

Human cleric 10

CE Medium humanoid (human)

Init +3; Senses Perception +14

Defense

AC 21, touch 10, flat-footed 21 (+11 armor, +1 deflection, –1 Dex); +1 vs. good opponents

hp 78 (10d8+30)

Fort +10, Ref +3, Will +12; +2 vs. good opponents

Offense

Speed 20 ft.

Melee+1 falchion +11/+6 (2d4+5/18–20)

Special Attacks aura of madness (DC 19, 10 rounds/day), channel negative energy 4/day (DC 16, 5d6), might of the gods (+10, 10 rounds/day)

Domain Spell-Like Abilities (CL 10th; concentration +14)

7/day—strength surge (+5), vision of madness (+/–5)

Cleric Spells Prepared (CL 10th; concentration +14)

5th—flame strike (DC 19), righteous migh tD, summon monster V

4th—confusionD (DC 18), cure critical wounds, summon monster IV (2), unholy blight (DC 18)

3rd—blindness/deafness, magic circle against good, magic vestmen tD, summon monster III, water breathing

2nd—bull's strengthD, cure moderate wounds, darkness, shield other, silence (DC 16), summon monster II

1st—bane (DC 15), bless, command (DC 15), cure light wounds, divine favor, enlarge personD (DC 15)

0 (at will)—create water, detect magic, light, mending

D Domain spell; Domains Madness, Strength

Tactics

Before Combat The cleric casts magic circle against good and magic vestment.

During Combat The cleric drinks a potion of invisibility, then uses summon monster V and summon monster IV to overwhelm opponents, and attacks with flame strike, casting righteous might before entering melee.

Base Statistics Without magic circle against good and magic vestment, the cleric's statistics are AC 20, touch 10, flat-footed 20.

Statistics

Str 16, Dex 8, Con 14, Int 10, Wis 18, Cha 12

Base Atk +7; CMB +10; CMD 20

Feats Augment Summoning, Combat Casting, Heavy Armor Proficiency, Improved Initiative, Power Attack, Spell Focus (conjuration)

Skills Handle Animal +11, Heal +8, Knowledge (nature) +1, Knowledge (religion) +6, Perception +14, Spellcraft +8

Languages Common

SQ aura

Combat Gearpotions of invisibility (2); Other Gear+1 full plate, +1 falchion, cloak of resistance +1, headband of inspired wisdom +2, ring of protection +1, silver unholy symbol, 110 gp

The mother of beasts serves the goddess of madness and monsters. She looks after horrible creatures and summons extraplanar beings to defend herself and her pets.

Empiri Chalemede

Empiri raises and nurtures hybrid monsters and aberrant mutations. Though she lacks the magic to create these oddities, she values anyone skilled at such things.

Combat Encounters: Empiri is most effective when she has monsters to protect her. Without allies, she uses summon monster spells to conjure guardians.

Roleplaying Suggestions: Empiri might ask the PCs to help her catch a predatory beast—though not to destroy it.

Fire Cleric CR 10

XP 9,600

Human cleric 11

LE Medium humanoid (human)

Init +3; Senses Perception +11

Defense

AC 20, touch 9, flat-footed 20 (+7 armor, –1 Dex, +1 natural, +3 shield)

hp 75 (11d8+22)

Fort +9, Ref +5, Will +13

Resist electricity 20, fire 10

Offense

Speed 20 ft.

Melee mwk heavy mace +10/+5 (1d8+1)

Ranged mwk light crossbow +8 (1d8/19–20)

Special Attacks channel negative energy 7/day (DC 19, 6d6), staff of order (5 rounds, 1/day)

Domain Spell-Like Abilities (CL 11th; concentration +16)

8/day—fire bolt (1d6+5 fire), touch of law

Cleric Spells Prepared (CL 11th; concentration +16)

6th—blade barrier (DC 23), fire seedsD

5th—fire shiel dD, flame strike (2, DC 22), spell resistance

4th—air walk, cure serious wounds, dismissal (DC 19), freedom of movement, wall of fireD

3rd—cure serious wounds, firebal lD (DC 20), glyph of warding, invisibility purge, searing light, water walk

2nd—cure moderate wounds, hold person (DC 17), produce flameD, resist energy (2, DC 17), silence (DC 17)

1st—bless, burning handsD (DC 18), command (2, DC 16), cure light wounds, endure elements, magic weapon

0 (at will)—bleed (DC 15), detect magic, guidance, virtue

D Domain spell; Domains Fire, Law

Tactics

Before Combat The cleric casts freedom of movement and resist energy (electricity).

During Combat The cleric casts fire shield (warm shield), uses his wand of shield of faith, then attacks with fire spells, switching to blade barrier, channeled energy, and flame strike against fire-resistant opponents.

Statistics

Str 13, Dex 8, Con 12, Int 10, Wis 21, Cha 14

Base Atk +8; CMB +9; CMD 18

Feats Extra Channel, Greater Spell Focus (evocation), Improved Channel, Improved Initiative, Lightning Reflexes, Selective Channeling, Spell Focus (evocation)

Skills Intimidate +7, Knowledge (nobility, religion) +6, Knowledge (planes) +7, Linguistics +5, Perception +11, Sense Motive +13, Spellcraft +8

Languages Common, Ignan, Infernal

SQ aura

Combat Gearnecklace of fireballs (type III), potion of delay poison, wand of shield of faith (7 charges); Other Gear+1 breastplate, +1 heavy steel shield, masterwork heavy mace, masterwork light crossbow with 20 bolts, amulet of natural armor +1, cloak of resistance +1, headband of inspired wisdom +2, silver unholy symbol, 1,453 gp

The fire cleric serves infernal or elemental powers and uses his magic to purge weakness from the world.

Aleksion Coric

Aleksion sees himself as bringing the flame of truth and order to burn away all that is impure and rebellious. Though he serves Hell, he believes fulfilling his task is necessary to preserve human civilization in a world beset by barbarians and demons.

Trickster Priest CR 11

XP 12,800

Human cleric 12

CN Medium humanoid (human)

Init +6; Senses Perception +11

Defense

AC 26, touch 13, flat-footed 24 (+9 armor, +1 deflection, +2 Dex, +1 natural, +3 shield)

hp 105 (12d8+24)

Fort +12, Ref +9, Will +14

Offense

Speed 20 ft.

Melee mwk whip +9/+4 (1d3–1 nonlethal)

Ranged mwk heavy crossbow +12 (1d10/19–20)

Special Attacks channel negative energy 8/day (DC 21, 6d6)

Domain Spell-Like Abilities (CL 12th; concentration +17)

At will—charming smile (12 rounds/day, DC 21), master's illusion (12 rounds/day, DC 21)

8/day—copycat (12 rounds), dazing touch

Cleric Spells Prepared (CL 12th; concentration +17)

6th—geas/ques tD, greater dispel magic, word of recall

5th—breath of life, charm monste rD (DC 22), greater command (DC 22), slay living (DC 20), spell resistance

4th—chaos hammer (DC 19), cure serious wounds, discern lies (DC 19), heroismD, poison (DC 19)

3rd—invisibility purge, magic vestment, prayer, protection from energy (DC 18), searing light, suggestionD (DC 20)

2nd—calm emotions (DC 19), delay poison (DC 17), enthrall (DC 19), hold person (2, DC 19), invisibilityD

1st—charm personD (DC 18), cure light wounds (2), entropic shield, hide from undead, obscuring mist, remove fear

0 (at will)—detect magic, light, mending, purify food and drink

D Domain spell; Domains Charm, Trickery

Tactics

Before Combat The cleric uses his wand of bear's endurance, then casts magic vestment.

During Combat The cleric uses charm spells, hold spells, and suggestion to disable opponents or turn them into allies. He casts heroism and prayer to bolster companions, and uses his copycat domain power and spell resistance to protect himself, channeling negative energy to harm creatures who resist enchantment.

Base Statistics Without bear's endurance and magic vestment, the cleric's statistics are AC 24, touch 13, flat-footed 22; hp 81; Fort +10; Con 12.

Statistics

Str 8, Dex 15, Con 16, Int 10, Wis 20, Cha 16

Base Atk +9; CMB +8; CMD 21

Feats Extra Channel, Greater Spell Focus (enchantment), Improved Channel, Improved Initiative, Lightning Reflexes, Selective Channeling, Spell Focus (enchantment)

Skills Bluff +11, Diplomacy +17, Heal +14, Intimidate +8, Perception +11, Spellcraft +6

Languages Common

SQ aura

Combat Gearpotion of cure moderate wounds, wand of bear's endurance (10 charges); Other Gear+1 breastplate, +2 light wooden shield, masterwork heavy crossbow with 20 bolts, masterwork whip, amulet of natural armor +1, belt of incredible dexterity +2, cloak of resistance +1, headband of inspired wisdom, ring of protection +1, silver unholy symbol, 621 gp

The trickster priest serves the goddess of trickery and revenge, using guile and magic to manipulate others.

Unam Clarefield

Unam is affectionate but fickle, philandering but jealous, and inconsiderate but vengeful. To those in his favor, he plays the part of an excellent and dependable ally, but easily turns on those he feels have insulted or jilted him. He is more than willing to influence or control his so-called friends, abandoning them in dangerous situations.

Combat Encounters: With his charm and spells, Unam usually has several followers who are willing to die to prove their affection. He tries to use spells carefully so these "pets" don't come to any harm by his hand.

Roleplaying Suggestions: Unam is eager to avenge old slights or help others in their quests for vengeance, especially if there is an attractive PC he can spend time with.

Profane General CR 12

XP 19,200

Human cleric 13

CN Medium humanoid (human)

Init +0; Senses Perception +16

Defense

AC 22, touch 10, flat-footed 22 (+11 armor, +1 natural)

hp 121 (13d8+59)

Fort +13, Ref +5, Will +12

DR 10/adamantine (150 points)

Offense

Speed 20 ft.

Melee+1 flaming greatsword +16/+11 (2d6+8/17–20 plus 1d6 fire) or mwk dagger +15/+10 (1d4+7/19–20)

Ranged mwk heavy crossbow +10 (1d10/19–20)

Special Attacks channel negative energy 4/day (DC 15, 7d6), might of the gods (+13, 13 rounds/day), weapon master (13 rounds/day)

Domain Spell-Like Abilities (CL 13th; concentration +16)

6/day—battle rage (+6 damage), strength surge (+6)

Cleric Spells Prepared (CL 13th; concentration +16)

7th—power word blin dD, word of chaos

6th—heal, mass bull's strength, stoneskinD

5th—breath of life, flame strike (DC 18), righteous migh tD, spell resistance

4th—chaos hammer (DC 17), dismissal (DC 17), divine powe rD, restoration, spell immunity

3rd—cure serious wounds (2), invisibility purge, magic vestmen tD, prayer, wind wall

2nd—aid, bear's endurance, delay poison (DC 15), hold person (DC 15), resist energy (DC 15), spiritual weaponD

1st—bane (DC 14), bless, cure light wounds (2), enlarge person D (DC 14), shield of faith

0 (at will)—detect magic, detect poison, guidance, light

D Domain spell; Domains Strength, War

Tactics

Before Combat The cleric casts bear's endurance and stoneskin.

During Combat The cleric targets weak-looking opponents first, using spells to blind and damage multiple enemies before attacking with her greatsword.

Base Statistics Without bear's endurance and stoneskin, the cleric's statistics are hp 95, Fort +11; DR none; Con 14.

Statistics

Str 20, Dex 10, Con 18, Int 12, Wis 17, Cha 8

Base Atk +9; CMB +14; CMD 24

Feats Cleave, Combat Casting, Extra Channel, Heavy Armor Proficiency, Improved Critical (greatsword), Power Attack, Vital Strike, Weapon Focus (greatsword)

Skills Diplomacy +7, Heal +11, Intimidate +4, Knowledge (engineering, nobility, planes) +6, Knowledge (history, religion) +9, Knowledge (local) +3, Perception +16, Ride –1, Spellcraft +9

Languages Common

SQ aura

Combat Gearpotion of haste; Other Gear+2 full plate, +1 flaming greatsword, masterwork dagger (2), masterwork heavy crossbow, amulet of natural armor +1, belt of giant strength +2, cloak of resistance +1, headband of inspired wisdom +2, iron unholy symbol, granite and diamond dust for stoneskin (worth 250 gp), 276 gp

The profane general, a powerful cleric of war who leads by example, cleaves through enemies to inspire her allies and followers to greater glory and victory.

Birn Hengdel

Birn became a mercenary when her unit was cut off and her home city fell. Over the years, she has gathered many warriors under her banner. She lives only for battle, refusing to become attached to followers she may have to sacrifice.

Combat Encounters: Birn loyally serves whoever pays her, so she might face the PCs while in the employ of any villain.

Roleplaying Suggestions: Because she works for the highest bidder, Birn might just switch sides if given a better offer.

Sacred Guardian CR 13

XP 25,600

Gnome cleric 14

N Small humanoid (gnome)

Init +6; Senses low-light vision; Perception +22

Defense

AC 24, touch 16, flat-footed 21 (+7 armor, +2 deflection, +2 Dex, +1 dodge, +1 natural, +1 size) (+4 dodge vs. giants)

hp 129 (14d8+63)

Fort +16, Ref +9, Will +18; +2 vs. illusions

Immune fire (120 points)

Offense

Speed 15 ft.

Melee mwk glaive +11/+6 (1d8–1/×3)

Ranged mwk light crossbow +14 (1d6/19–20)

Special Attacks channel positive energy 5/day (DC 19, 7d6), +1 on attack rolls against goblinoid and reptilian humanoids

Domain Spell-Like Abilities (CL 14th; concentration +20)

9/day—bit of luck, resistant touch

Cleric Spells Prepared (CL 14th; concentration +20)

7th—destruction (DC 23), repulsion D (DC 23), summon monster VII

6th—antilife shell, antimagic fiel dD, banishment (DC 22), blade barrier (DC 22), greater dispel magic

5th—breath of life, greater command (DC 21), mark of justice, spell resistanceD, wall of stone

4th—air walk, death ward, freedom of movementD, neutralize poison, order's wrath (DC 20), repel vermin

3rd—bestow curse (DC 19), blindness/deafness (DC 19), glyph of warding (2), invisibility purge, protection from energy D (DC 19)

2nd—bear's endurance, delay poison (DC 18), hold person (2, DC 18), remove paralysis, shield otherD

1st—cause fear (2, DC 17), command (DC 17), divine favor, entropic shield, sanctuary (DC 17), true strikeD

0 (at will)—create water, detect poison, mending, read magic

D Domain spell; Domains Luck, Protection

Tactics

Before Combat The cleric casts air walk, bear's endurance, delay poison, freedom of movement, and protection from energy (fire).

During Combat The cleric prefers to paralyze, repel, or disable opponents with greater command and barrier spells, but reacts aggressively if his opponents won't surrender or agree to a truce.

Base Statistics Without bear's endurance, the cleric's statistics are hp 101; Fort +14; Con 14.

Statistics

Str 8, Dex 14, Con 18, Int 13, Wis 22, Cha 10

Base Atk +10; CMB +8; CMD 23

Feats Combat Casting, Dodge, Extra Channel, Improved Channel, Improved Initiative, Selective Channeling, Turn Undead

Skills Craft (armor) +3, Craft (jewelry) +6, Diplomacy +9, Heal +15, Knowledge (arcana, history, nobility) +6, Knowledge (local) +3, Knowledge (religion) +10, Perception +22, Sense Motive +12, Spellcraft +8

Languages Common, Gnome, Sylvan

SQ aura, aura of protection (+2 deflection, energy resistance 10, 14 rounds/day), good fortune (2/day)

Combat Gearpotions of invisibility (2), ring of the ram (10 charges); Other Gear+1 light fortification breastplate, masterwork glaive, masterwork light crossbow with 20 bolts, amulet of natural armor +1, headband of inspired wisdom +4, ring of protection +2, platinum holy symbol (worth 500 gp), powdered diamond (worth 200 gp), 787 gp

The sacred guardian serves the goddess of beauty and love. He protects a holy site, preferring to deflect and warn rather than harm or destroy.

Pindle Finberry

An aficionado of art, music, and sculpture, Pindle would be content spending his days creating beautiful things for people to wear and use. He knows there is ugliness in the world that would destroy all beauty, so he has sworn to be a shield against these defilers. In his heart, he wants peace and serenity, and hopes that his words and deeds can turn away the forces of destruction. While many might see him as an idealistic hero, the truth is that Pindle values art more than people, and will happily steal or overlook suffering if it's necessary to preserve great art.

Combat Encounters: Pindle is a capable guardian and might agree to guard a place or thing as a favor for an allied church or devotee of beauty—even if this pits him against good-aligned PCs. If the PCs steal a valuable gem, art object, or magic item relevant to his interests (or if he has been led to believe this), he might track them down and insist that they return it, or even take it by force if necessary.

Roleplaying Suggestions: Pindle is knowledgeable about art, gems, famous armors, and similar topics. He'd gladly accompany most PCs to an exotic location of great beauty or in search of a lost art object.

Master of Undeath CR 14

XP 38,400

Human cleric 15

NE Medium humanoid (human)

Init +5; Senses Perception +20

Defense

AC 22, touch 12, flat-footed 21 (+9 armor, +1 deflection, +1 Dex, +1 natural)

hp 146 (15d8+75)

Fort +14, Ref +7, Will +17

Offense

Speed 30 ft.

Melee+3 scythe +17/+12/+7 (2d4+6/19–20/×4)

Special Attacks channel negative energy 4/day (DC 18, 8d6), scythe of evil (7 rounds, 2/day)

Domain Spell-Like Abilities (CL 15th; concentration +22)

10/day—bleeding touch (7 rounds), touch of evil (7 rounds)

Cleric Spells Prepared (CL 15th; concentration +22)

8th—fire storm (DC 26), unholy auraD

7th—blasphem yD (DC 25), destruction (DC 24), ethereal jaunt

6th—antilife shell, blade barrier (DC 24), create undea dD, harmD (DC 23)

5th—dispel good, greater command (DC 22), flame strike (DC 23), insect plague, righteous might, slay livingD (DC 22)

4th—divine power, freedom of movement, giant vermin, greater magic weapon, poison (DC 21), unholy bligh tD (DC 22)

3rd—animate dea dD, contagion (2, DC 20), deeper darkness, dispel magic, wind wall

2nd—bear's endurance, death knellD (DC 19), desecrate, gentle repose, hold person (DC 19), spiritual weapon

1st—bane (DC 18), cause fea rD (DC 18), divine favor, doom (2, DC 18), entropic shield, shield of faith

0 (at will)—bleed (DC 17), light, resistance, virtue

D Domain spell; Domains Death, Evil

Tactics

Before Combat The cleric casts bear's endurance, desecrate, freedom of movement, and greater magic weapon.

During Combat The cleric relies on offensive spells, or on channel energy if he has undead allies.

Base Statistics Without bear's endurance and greater magic weapon, the cleric's statistics are hp 116; Fort +12; Melee+1 scythe +15/+10/+5 (2d4+4/19–20/×4); Con 14.

Statistics

Str 15, Dex 12, Con 18, Int 10, Wis 24, Cha 8

Base Atk +11; CMB +13; CMD 25

Feats Combat Casting, Command Undead, Critical Focus, Extra Channel, Improved Channel, Improved Critical (scythe), Improved Initiative, Spell Focus (evocation), Weapon Focus (scythe)

Skills Bluff +5, Intimidate +5, Knowledge (local) +6, Knowledge (religion) +9, Perception +20, Spellcraft +11

Languages Common

SQ aura, death's embrace

Combat Gearpotion of invisibility; Other Gear+3 mithral breastplate, +1 scythe, amulet of natural armor +1, belt of giant strength +2, cloak of resistance +1, headband of inspired wisdom +4, ring of protection +1, unholy water, cold iron unholy symbol (worth 500 gp), onyx gems (worth 1,000 gp), silver dust for desecrate (worth 25 gp), 2,482 gp

These clerics turn innocents into undead monstrosities.

Thamo Hakasa

Thamo, a living priest, fears that becoming undead would ruin his appetites for food and physical pleasure.

Elemental Priest CR 15

XP 51,200

Halfling cleric 16

CN Small humanoid (halfling)

Init +4; Senses Perception +19

Defense

AC 21, touch 12, flat-footed 21 (+7 armor, +1 deflection, +2 natural, +1 size)

hp 155 (16d8+80)

Fort +17, Ref +10, Will +20; +2 vs. fear

Immune fire (120 points); Resist cold 20, electricity 20, fire 30

Offense

Speed 20 ft.

Melee mwk quarterstaff +13/+8/+3 (1d4–1)

Ranged mwk light crossbow +14 (1d6/19–20)

Special Attacks channel negative energy 7/day (DC 20, 8d6)

Domain Spell-Like Abilities (CL 16th; concentration +23)

10/day— icicle (1d6+8 cold damage), lightning arc (1d6+8 electricity)

Cleric Spells Prepared (CL 16th; concentration +23)

8th—horrid wilting D (DC 25), summon monster VIII (2)

7th—elemental body I VD (air only), ethereal jaunt, repulsion (DC 24), summon monster VII (2)

6th—banishment (DC 23), chain lightning D (DC 23), heal, summon monster VI, word of recall

5th—breath of life, greater command (DC 22), ice stormD, plane shift (DC 23), spell resistance, summon monster V

4th—air walkD, chaos hammer (DC 21), dismissal (DC 21), freedom of movement, summon monster IV (2)

3rd—dispel magic, invisibility purge, prayer, protection from energy (DC 20), remove blindness/deafness, water breathingD, wind wall

2nd—bear's endurance, cure moderate wounds, hold person (DC 19), resist energy (DC 19), shatter, spiritual weapon, wind wal lD

1st—bless, command (2, DC 18), cure light wounds, divine favor, obscuring mis tD, shield of faith

0 (at will)—create water, detect magic, read magic, resistance

D Domain spell; Domains Air, Water

Tactics

Before Combat The cleric casts air walk, bear's endurance, freedom of movement, protection from energy (fire), and resist energy (fire).

During Combat The cleric summons air and water elementals and uses Elemental Channel to keep these defenders alive so he can cast attack spells at his opponents.

Base Statistics Without bear's endurance, protection from energy, and resist energy, the cleric's statistics are hp 123; Fort 15; Immune —; Resist cold 20, electricity 20; Con 14.

Statistics

Str 8, Dex 10, Con 18, Int 12, Wis 25, Cha 15

Base Atk +12; CMB +10; CMD 21

Feats Augment Summoning, Combat Casting, Elemental Channel (air, water), Extra Channel, Improved Initiative, Lightning Reflexes, Spell Focus (conjuration)

Skills Acrobatics +1 (–3 when jumping), Climb +0, Diplomacy +10, Knowledge (arcana) +9, Knowledge (nature) +6, Knowledge (planes) +14, Linguistics +5, Perception +19, Spellcraft +9, Stealth +5, Swim +3

Languages Aquan, Auran, Common, Halfling

SQ aura

Combat Gearpotions of invisibility (2); Other Gear+1 mithral chainmail, masterwork light crossbow with 20 bolts, masterwork quarterstaff, amulet of natural armor +2, cloak of resistance +2, headband of inspired wisdom +6, ring of protection +1, forked metal rods (for plane shift), wooden unholy symbol, 1,564 gp

The elemental priest commands the forces of nature and summons powerful air and water spirits to do his bidding.

Herald of Armageddon CR 16

XP 76,800

Human cleric 17

CE Medium humanoid (human)

Init +5; Senses Perception +5

Defense

AC 26, touch 13, flat-footed 25 (+12 armor, +2 deflection, +1 Dex, +1 natural); +2 deflection vs. good

hp 131 (17d8+51)

Fort +13, Ref +7, Will +16; +1 vs. good

Offense

Speed 20 ft.

Melee+2 greataxe +18/+13/+8 (1d12+6/19–20/×3)

Special Attacks channel negative energy 6/day (DC 23, 9d6), scythe of evil (8 rounds, 3/day), weapon master (17 rounds/day)

Domain Spell-Like Abilities (CL 17th; concentration +22)

8/day—battle rage (+8 damage), touch of evil (8 rounds)

Cleric Spells Prepared (CL 17th; concentration +22)

9th—power word kil lD, storm of vengeance

8th—earthquake, fire storm (DC 23), power word stunD

7th—blasphemyD (DC 22), destruction (2, DC 22), ethereal jaunt

6th—blade barrierD (DC 21), greater dispel magic, harm (DC 21), heal, mass bull's strength

5th—dispel good, flame strike D (DC 20), righteous might, slay living (2, DC 20), spell resistance

4th—air walk, chaos hammer (DC 19), death ward, divine powe rD, poison (DC 19), unholy blight (DC 19)

3rd—cure serious wounds, deeper darkness, dispel magic, magic circle against goo dD, meld into stone, prayer

2nd—bear's endurance, bull's strength, death knell (DC 17), hold person (2, DC 17), spiritual weaponD

1st—bane (DC 16), cause fear (2, DC 16), divine favor, doom (DC 16), entropic shield, true strikeD

0 (at will)—bleed (DC 15), guidance, read magic, resistance

D Domain spell; Domains Evil, War

Tactics

Before Combat The cleric casts air walk and magic circle against good.

During Combat Depending on her estimation of her opponents, the cleric might attack with spells or use divine power and righteous might to improve her melee abilities.

Statistics

Str 16, Dex 12, Con 14, Int 8, Wis 20, Cha 16

Base Atk +12; CMB +15; CMD 28

Feats Bleeding Critical, Combat Casting, Critical Focus, Heavy Armor Proficiency, Improved Channel, Improved Critical (greataxe), Improved Initiative, Improved Vital Strike, Vital Strike, Weapon Focus (greataxe)

Skills Knowledge (arcana) +11, Sense Motive +16, Spellcraft +19

Languages Common

SQ aura

Combat Gearpotion of invisibility; Other Gear+3 light fortification full plate, +2 greataxe, amulet of natural armor +1, belt of physical perfection +2, boots of speed, cloak of resistance +1, headband of inspired wisdom +2, ring of protection +2, cold iron holy symbol (worth 500 gp), 4,230 gp

The herald of armageddon serves the god of wrath and destruction. She brings misery, ruin, and death.

Gavramha Batzur

Gavramha was born into the cult of destruction and raised as the "chosen one," prophesied to break open the world and release her mad god from his prison.

Shadow Cleric CR 17

XP 102,400

Elf cleric 18

NE Medium humanoid (elf)

Init +3; Senses low-light vision; Perception +8

Defense

AC 26, touch 17, flat-footed 22 (+7 armor, +3 deflection, +3 Dex, +1 dodge, +2 natural)

hp 129 (18d8+45)

Fort +17, Ref +13, Will +21; +2 vs. enchantments

Immune sleep

Offense

Speed 30 ft.

Melee+4 short sword +21/+16/+11 (1d6+5/17–20)

Ranged+4 seeking light crossbow +20/+15/+10 (1d8+4/19–20)

Special Attacks channel negative energy 2/day (DC 18, 9d6)

Domain Spell-Like Abilities (CL 18th; concentration +24)

9/day—bleeding touch (9 rounds), copycat (18 rounds)

At will—master's illusion (18 rounds/day, DC 27)

Cleric Spells Prepared (CL 18th; concentration +24)

9th—energy drain (DC 25), implosion (DC 25), time stopD

8th—antimagic field, discern location, greater spell immunity, mass invisibilit yD

7th—blasphemy (2, DC 23), ethereal jaunt, screenD

6th—blade barrier (DC 22), harm (DC 22), heal, mislea dD, wind walk, word of recall

5th—dispel good, false visionD, insect plague, slay living (2, DC 21), spell resistance

4th—confusionD (DC 20), divine power, freedom of movement, greater magic weapon (2), neutralize poison

3rd—deeper darkness, invisibility purge, magic vestment, meld with stone, poison (DC 19), nondetectionD

2nd—darkness, delay poison (DC 18), hold person (DC 18), invisibilit yD, silence (2, DC 18), undetectable alignment

1st—cause fear (DC 17), comprehend languages, disguise sel fD, divine favor, entropic shield, obscuring mist, shield of faith

0 (at will)—bleed (DC 16), detect magic, detect poison, mending

D Domain spell; Domains Death, Trickery

Tactics

Before Combat The cleric casts delay poison, greater magic weapon (on her sword and crossbow), freedom of movement, greater spell immunity, magic vestment, and undetectable alignment.

During Combat The cleric uses magic to turn invisible or hinder vision, then makes hit-and-run attacks.

Base Statistics Without greater magic weapon and magic vestment, the cleric's statistics are AC 23, touch 17, flat-footed 19; Melee+1 short sword +18/+13/+8 (1d6+2/17–20); Ranged+1 seeking light crossbow +17/+12/+7 (1d8+1/19–20).

Statistics

Str 12, Dex 16, Con 14, Int 12, Wis 22, Cha 8

Base Atk +13; CMB +14; CMD 31

Feats Combat Casting, Combat Reflexes, Deadly Aim, Dodge, Improved Critical (short sword), Rapid Reload, Vital Strike, Weapon Finesse, Weapon Focus (short sword)

Skills Bluff +11, Diplomacy +11, Disguise +11, Knowledge (religion) +13, Perception +8, Sense Motive +18, Stealth +24

Languages Common, Elven, Orc

SQ aura, death's embrace, elven magic, weapon familiarity

Combat Gearwand of invisibility (10 charges); Other Gear+1 seeking light crossbow with 20 bolts, +1 shadow studded leather, +1 short sword, amulet of natural armor +2, belt of mighty constitution +2, boots of speed, cloak of resistance +4, headband of inspired wisdom +4, ring of protection +3, wooden unholy symbol, eye ointment for true seeing (worth 250 gp), 4,254 gp

A shadow cleric strikes like death from the darkness.

Soufara Ebonwind

Soufara is a high priestess and assassin for the god of secrets and murder. Because her god wipes secrets from Soufara's mind once she no longer needs to know them, her memory is full of holes. Ordinary events that trigger faint echoes of lost memories can make her shake with fear or rage.

Combat Encounters: Soufara might direct a group of master assassins, dealing with spellcasters while her allies kill the rest.

Roleplaying Suggestions: Soufara might help PCs in exchange for magic that can heal her memory loss.

Priest of Oblivion CR 18

XP 153,600

Human cleric 19

NE Medium humanoid (human)

Init +4; Senses Perception +21

Defense

AC 31, touch 14, flat-footed 31 (+13 armor, +4 deflection, +2 natural, +2 shield)

hp 184 (19d8+95)

Fort +16, Ref +7, Will +18

Offense

Speed 20 ft.

Melee+4 spiked chain +23/+18/+13 (2d4+10/19–20)

Special Attacks channel negative energy 7/day (DC 23, 12d6)

Domain Spell-Like Abilities (CL 19th; concentration +25)

9/day—bleeding touch (9 rounds), touch of darkness (9 rounds)

Cleric Spells Prepared (CL 19th; concentration +25)

9th—energy drain (DC 25), etherealness, implosion (DC 25), wail of the bansheeD (DC 25)

8th—antimagic field, create greater undea dD, earthquake, fire storm (DC 24)

7th—blasphemy (2, DC 23), ethereal jaunt, power word blin dD, repulsion (DC 23)

6th—antilife shell, blade barrier (DC 22), harm (2, DC 22), shadow walkD (DC 22), word of recall

5th—greater command (DC 21), insect plague, slay livingD (2), unhallow, wall of stone

4th—air walk, death war dD, freedom of movement, greater magic weapon, neutralize poison, unholy blight (DC 20)

3rd—deeper darknessD (2), dispel magic (2), invisibility purge, magic vestment

2nd—darkness, death knel lD (DC 18), desecrate, gentle repose, hold person (DC 18), shield other, spiritual weapon

1st—bane (DC 17), bless, cause fea rD (DC 17), deathwatch, doom (DC 17), entropic shield, obscuring mist

0 (at will)—detect magic, guidance, read magic, virtue

D Domain spell; Domains Darkness, Death

Tactics

Before Combat The cleric casts air walk, freedom of movement, greater magic weapon, and magic vestment.

During Combat The cleric uses melee attacks and channeled energy against close opponents. Against ranged opponents, he uses spells to divide, blind, and kill.

Base Statistics Without greater magic weapon and magic vestment, the cleric's statistics are AC 28, touch 14, flat-footed 28; Melee+1 spiked chain +20/+15/+10 (2d4+7/19–20).

Statistics

Str 18, Dex 10, Con 18, Int 8, Wis 22, Cha 14

Base Atk +14; CMB +18; CMD 32

Feats Blind-Fight, Combat Casting, Command Undead, Critical Focus, Extra Channel, Heavy Armor Proficiency, Improved Channel, Improved Critical (spiked chain), Improved Initiative, Selective Channeling, Vital Strike, Weapon Focus (spiked chain)

Skills Knowledge (local) +4, Knowledge (religion) +12, Perception +21, Sense Motive +17

Languages Common

SQ aura, death's embrace, eyes of darkness (9 rounds/day)

Gear+1 full plate, +1 spiked chain, javelin of lightning, amulet of natural armor +2, belt of physical might +4 (Str, Con), cloak of resistance +1, headband of mental prowess +2 (Wis, Cha), phylactery of negative channeling, ring of force shield, ring of protection +4, silver unholy symbol, unholy water, materials for unhallow (worth 1,000 gp), onyx gems (worth 1,500 gp each), platinum rings for shield other (worth 100 gp), silver dust for desecrate (worth 25 gp), 3,450 gp

The priest of oblivion wishes to drown all creatures in darkness and despair, then defile their bodies and raise them as undead.

Fire Diabolist CR 19

XP 204,800

Human cleric 20

LE Medium humanoid (human)

Init +4; Senses Perception +20

Defense

AC 37, touch 14, flat-footed 37 (+11 armor, +4 deflection, +4 natural, +8 shield)

hp 153 (20d8+60)

Fort +18, Ref +10, Will +23

Immune fire

Offense

Speed 30 ft.

Meleerod of the viper +18/+13/+8 (1d8+3)

Ranged+1 heavy crossbow +16 (1d10+1/19–20)

Special Attacks channel negative energy 6/day (DC 23, 10d6), hand of the acolyte (8/day)

Domain Spell-Like Abilities (CL 20th; concentration +25)

8/day—fire bolt (1d6+10 fire)

4/day—dispelling touch

Cleric Spells Prepared (CL 20th; concentration +25)

9th—elemental swarmD (fire spell only), energy drain (DC 24), gate, implosion (DC 26), summon monster IX

8th—antimagic field, fire storm (DC 25), incendiary clou dD (DC 24),summon monster VIII, unholy aura

7th—blasphemy (DC 24), ethereal jaunt, greater restoration, spell turningD, summon monster VII

6th—antimagic fiel dD, blade barrier (2, DC 23), heal (2)

5th—break enchantment, dispel good, flame strike (DC 22), greater command (DC 20), insect plague, spell resistanceD

4th—cure critical wounds, dimensional anchor, dismissal (DC 19), freedom of movement, unholy blight (DC 21), wall of fireD

3rd—bestow curse (DC 18), firebal lD (DC 20), magic vestment (2), protection from energy (2, DC 18)

2nd—align weapon, delay poison, hold person (DC 17), lesser restoration, produce flameD, spiritual weapon

1st—bless, burning handsD (DC 18), command (3, DC 16), doom (DC 16), sanctuary (DC 16)

0 (at will)—create water, detect magic, guidance, mending

D Domain spell; Domains Fire, Magic

Tactics

Before Combat The cleric casts delay poison, freedom of movement, magic vestment (armor and shield), and spell turning.

During Combat The cleric first conjures devils to defend him.

Base Statistics Without magic vestmentthe cleric's statistics are AC 29, touch 14, flat-footed 29.

Statistics

Str 13, Dex 10, Con 14, Int 13, Wis 21, Cha 16

Base Atk +15; CMB +16; CMD 30

Feats Alignment Channel (evil), Augment Summoning, Combat Casting, Greater Spell Focus (evocation), Improved Initiative, Improved Iron Will, Iron Will, Shield Focus, Spell Focus (conjuration), Spell Focus (evocation), Spell Penetration

Skills Bluff +13, Diplomacy +16, Intimidate +13, Knowledge (arcana) +9, Knowledge (religion) +14, Perception +20, Sense Motive +18, Spellcraft +14

Languages Common, Infernal

SQ aura

Combat Gearpotion of displacement, potion of fly, potion of haste; Other Gear+1 mithral breastplate, +1 heavy steel shield, +1 heavy crossbow with 20 bolts, rod of the viper, amulet of natural armor +4, bag of holding (type II), belt of physical might +2 (Con, Dex), cloak of resistance +4, headband of inspired wisdom +4, ring of counterspells, ring of protection +4, silver unholy symbol, material components for gate (worth 10,000 gp), 3,855 gp

The fire diabolist serves the lord of Hell. He uses flame and infernal creatures to subjugate all to his will.