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    Evil Cult Leader (Human Cleric 9)


    Cult Leader CR 8

    XP 4,800
    Male human cleric 9
    CE Medium humanoid (human)
    Init –1; Senses Perception +3
    Aura
    destructive aura (+4, 9 rounds/day)

    DEFENSE

    AC 20, touch 10, flat-footed 20 (+6 armor, +1 deflection, –1 Dex, +4 natural)
    hp 89 (9d8+45)
    Fort +11, Ref +2, Will +11
    Resist cold 10

    OFFENSE

    Speed 20 ft.
    Melee +1 morningstar +13/+8 (1d8+7)
    Ranged sling +8 (1d4+6)
    Special Attacks channel negative energy 4/day (DC 15, 5d6), destructive smite (+4, 6/day), surge (+12, 6/day)
    Cleric Spells Prepared (CL 9th; concentration +12)

    5thgreater command (DC 18), ice stormD
    4th
    control waterD, freedom of movement, unholy blight (DC 17)
    3rd
    bestow curse (DC 16), dispel magic, prayer, water breathing, water walkD
    2nd
    bull’s strength, fog cloud, hold person (DC 15), slipstreamD, sound burst (DC 15), spiritual weapon
    1st
    command (DC 14), cure light wounds, divine favor, obscuring mist, protection from good, true strikeD
    0 (at will)
    create water, guidance, light, resistance
    D
    Domain spell; Domains Destruction, Water (Oceans)

    TACTICS

    Before Combat When he hears the sounds of combat elsewhere in the temple, he drinks his potion of barkskin and casts bull’s strength and divine favor.

    During Combat He tries to remain at range while the cultist accompanying him engages foes. He does not hesitate to channel energy, even if his ally is within range. He uses his surge granted power to keep enemies away from him, but if pressed into melee combat, he defends himself with his trident.

    Morale He fights to the death.

    STATISTICS

    Str 17, Dex 8, Con 16, Int 10, Wis 17, Cha 12
    Base Atk +6; CMB +9; CMD 19
    Feats Combat Casting, Great Fortitude, Iron Will, Power Attack, Toughness, Vital Strike
    Skills Diplomacy +7, Heal +7, Knowledge (history) +4, Knowledge (religion) +10, Linguistics +4, Sense Motive +8, Spellcraft +6, Swim +14
    Languages Abyssal, Common
    Combat Gear potion of barkskin +4 (2); Other Gear +1 scale mail, +1 morningstar, sling with 10 bullets, ring of protection +1, ring of swimming, gold-threaded chasuble (worth 50 gp), silver ceremonial tiara (worth 150 gp), gold unholy symbol (worth 50 gp)