Wizard - Necromancy School 1; CR: 1/2; XP: 200; Goblin wizard 1 Align: NE; Small humanoid (goblinoid)
Init: +6; Senses: darkvision 60 ft., Perception +0
DEFENSE: AC: 12 (16); TAC: 12 (16); FFAC: 10 (14); HD: 1d6-1; HP: 5; Saves: For: -1, Ref: +2, Will: +2;
OFFENSE: Speed: 30 ft.; Melee: ; Ranged: ;
Special Attacks: channel negative energy (DC 13, 6/day);
Arcane School Spell-like Abilities:
6/day - grave touch (1 round)
Wizard Spells Prepared: (CL 1st, concentration +4)
1st - 2 - mage armor, ray of enfeeblement (DC 16)
0 (at will) - 3 - detect magic, bleed (DC 15), touch of fatigue (DC 15)
Opposition Schools: enchantment, illusion
Statistics: Str: 9; Dex: 14; Con: 8; Int: 16; Wis: 11; Cha: 14; BAB: +0; CMB: +0; CMD: 12
Feats: Scribe Scroll, Improved Initiative, Command Undead (enslave undead within 30 ft. with a Will save DC 10 + 1/2 caster level + Cha bonus. Can control up to 1HD/level)
Skills 5/lvl: Acrobatics (D), Appraise (I), Bluff (Ch), Climb (S), Craft ( ) (I), Diplomacy (Ch), Disable Device (I*), Disguise (Ch), Escape Artist (D), Fly (D) +6, Handle Animal (Ch*), Heal (W), Intimidate (Ch), Knowledge (arcana) (I*) +7, Knowledge (Dungeoneering) (I*) +7, Knowledge (Engineering) (I*), Knowledge (Geography) (I*), Knowledge (History) (I*), Knowledge (Local) (I*), Knowledge (Nature) (I*), Knowledge (Nobility) (I*), Knowledge (Planes) (I*) +7, Knowledge (Religion) (I*), Linguistics (I*), Perception (W), Perform ( ) (Ch), Profession ( ) (W*), Ride (D), Sense Motive (W), Sleight of Hand (D*), Spellcraft (I*) +7, Stealth (D), Survival (W), Swim (S), Use Magic Device (Ch*); Racial Modifiers:
Special Abilities:
Languages: Common, Goblin, Orc, Draconic, Infernal
Special Qualities: arcane bond (bone amulet),
Treasure: NPC Gear (dagger, light crossbow, 20 bolts, spellbook)
Spellbook:
1st - burning hands, cause fear, chill touch, identify, infernal healing, mage armor, magic missile, magic weapon, ray of enfeeblement