World Ender
Creature 16 (rare) — human, humanoid
SniperCrasherLANDfire
Unlike most villains, world enders are unburdened by nuance. Their ultimate goal is simple, if lofty: destroy the world and everyone in it. Villains pursue selfish and cruel goals, trampling over anyone in their way.
Source: pathfinder-npc-core
Perception +25
Languages common
Skills intimidation +28, nature +27, religion +25, society +27
Str
+4
Dex
+3
Con
+7
Int
+7
Wis
+3
Cha
+2
Items +1 Striking Staff of Fire (Major)
AC 36
Fort +30
Ref +26
Will +28
HP 275
Resistances fire 15
Speed 25 feet
Offense
Melee Fist (agile, nonlethal, unarmed) +27, Damage 1d4+10 bludgeoning plus 3d6 fire
Melee Staff of Fire (magical, two-hand-d8) +28, Damage 2d4+10 bludgeoning plus 3d6 fire
Abilities
Unyielding Purpose —
Monologue (concentrate) — Frequency once per round
Effect Throughout combat, the world ender ceaselessly expounds upon the righteous reasons for their destructive aims and the futility of their enemies' efforts to stop them. They gain a +1 status bonus to Will saves and a +2 status bonus to damage rolls with their spells. Each time they take this action again, the bonuses increase by 1 and 2, respectively. The monologue ends (and the bonuses are lost) if the world ender becomes unable to act or speak, or if they end their turn without having taken this action.
Effect Throughout combat, the world ender ceaselessly expounds upon the righteous reasons for their destructive aims and the futility of their enemies' efforts to stop them. They gain a +1 status bonus to Will saves and a +2 status bonus to damage rolls with their spells. Each time they take this action again, the bonuses increase by 1 and 2, respectively. The monologue ends (and the bonuses are lost) if the world ender becomes unable to act or speak, or if they end their turn without having taken this action.
Overwhelming Energy (spellshape) — If the next action the world ender uses is to Cast a Spell, the spell ignores 20 resistance to energy damage. This applies to all damage the spell deals, including persistent damage and damage caused by an ongoing effect of the spell. A creature's immunities are unaffected.
Primal Prepared Spells DC 41, attack +33
8th Desiccate, Punishing Winds
7th Fiery Body, Sunburst (×2), Volcanic Eruption (×2)
6th Chain Lightning (×2)
5th Magic Passage, Wall of Stone
4th Fly (×2), Unfettered Movement (×2), Wall of Fire
3rd Earthbind (×2), Fireball (×2), Haste, Slow
2nd Blazing Bolt, Darkvision, Enlarge, Floating Flame, Revealing Light, Water Walk
1st Air Bubble, Fleet Step, Gentle Landing, Gust of Wind
Cantrips (8th) Caustic Blast, Electric Arc, Gouging Claw, Ignition, Light
WORKS WELL WITH
AnvilLANDAnvil holds the front line while the Sniper unleashes primal spells at full tempo without repositioning pressure.
FlankerLANDFlanker herds enemies into clusters the Sniper exploits with area fire spells, solving targeting priority.
MenderLANDMender sustains the Sniper through return fire while the Sniper commits actions to spellcasting each round.
PUNISHES
✖ energy resistance✖ clumping✖ low Will
another backline Sniper creates a vulnerable double-caster formation
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run World Ender in the encounter builder — free, no install.
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