Mage Killer
Creature 8 — human, humanoid
Whenever high command needs an enemy spellcaster taken off the board in the midst of battle, they send in a mage killer. Whether they're hired to wage war, protect a caravan, or infiltrate an impenetrable fortress, there's ample work for mercenaries all over Golarion.
Source: pathfinder-npc-core
Perception +16
Skills acrobatics +17, arcana +13, athletics +16, stealth +18
Str
+4
Dex
+5
Con
+2
Int
+1
Wis
+2
Cha
+0
AC 25
Fort +16
Ref +17
Will +16
HP 145
Speed 25 feet
Offense
Melee Dagger +19, Damage 1d4+10 piercing
Ranged Dagger +19, Damage 1d4+10 piercing
Melee Rapier +20, Damage 2d6+10 piercing
Melee Fist +19, Damage 1d4+10 bludgeoning
Abilities
Spell Dodge —
Spell Interception —
Magical Static (arcane, mental) — The mage killer's Strikes deal an additional 1d8 mental damage to a creature that has Cast (or attempted to Cast) a Spell within the last round, and on a critical hit, the creature is Stupefied 1 for 1 minute.
Shift Energy Runes (arcane, concentrate) — Frequency once per hour
Effect The mage killer alters the magical countermeasures in the runes on their armor. They change their resistance to the energy type of their choice (acid, cold, electricity, fire, force, sonic, vitality, or void).
Sudden Charge — The mage killer Strides twice. If they end their movement within melee reach of at least one enemy, they can make a melee Strike against it.
Run Mage Killer in the encounter builder — free, no install.
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